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<div id="roll20reset"><div id="af-sheet"><div class="container"><div class="tabs-section"><input class="tabs-trigger" type="hidden" name="attr_tabs" value="tab1"/><div class="tabs-buttons"><button class="button is-large m-2" type="action" name="act_changetab" data-tab-attr="tabs" data-tab="tab1">Character</button><button class="button is-large m-2" type="action" name="act_changetab" data-tab-attr="tabs" data-tab="tab2">Reference</button></div><div class="sheet-tab1"><section class="block"><h1 class="title section-title main-header-font">APOCALYPSE FRAME</h1><div class="columns"><div class="column"><div class="field is-horizontal"><div class="field-label is-large"><label class="label is-large">Callsign</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="text" name="attr_character_name"/></div></div></div></div><div class="field is-horizontal"><div class="field-label is-large"><label class="label is-large">Frame Model</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="text" name="attr_frame_model" list="frame_models"/></div></div></div></div><div class="field is-horizontal"><div class="field-label is-large"><label class="label is-large">Frame Name</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="text" name="attr_frame_name"/></div></div></div></div><field class="is-horizontal"><div class="field-label is-large"><label class="label is-large">Description</label></div><div class="field-body"><div class="field"><div class="control"><textarea class="textarea is-large" name="attr_frame_description"></textarea></div></div></div></field></div><div class="column"><div class="field is-horizontal"><div class="field-label is-large"><label class="label is-large">Name</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="text" name="attr_real_name"/></div></div></div></div><div class="field is-horizontal"><div class="field-label is-large"><label class="label is-large">Pronouns</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="text" name="attr_pronouns"/></div></div></div></div><field class="is-horizontal"><div class="field-label is-large"><label class="label is-large">Description</label></div><div class="field-body"><div class="field"><div class="control"><textarea class="textarea is-large" name="attr_char_description"></textarea></div></div></div></field><field class="is-horizontal"><div class="field-label is-large"><label class="label is-large">Background</label></div><div class="field-body"><div class="field"><div class="control"><textarea class="textarea is-large" name="attr_background"></textarea></div></div></div></field></div></div></section><div class="columns"><div class="column is-one-half"><section class="block"><h1 class="title section-title">Attributes</h1><div class="columns is-vcentered"><div class="column is-narrow"><div class="field"><div class="field-label is-large"><label class="label is-large">Drive</label></div><div class="field-body"><div class="field has-addons"><div class="control"><input class="input is-large" type="number" name="attr_drive"/></div><div class="control"><button class="emoji button is-large" type="roll" value="&amp;{template:af} {{name=Drive}} {{roll=[[@{drive}d6kh1]]}} {{zroll=[[2d6kl1]]}}">&#x1F3B2;</button></div></div></div></div></div><div class="column"><span>Forceful, direct, sweeping, powerful.</span><br/><strong>Drive</strong><span> contributes to </span><strong>Maximum Vigor</strong></div></div><div class="columns is-vcentered"><div class="column is-narrow"><div class="field"><div class="field-label is-large"><label class="label is-large">Speed</label></div><div class="field-body"><div class="field has-addons"><div class="control"><input class="input is-large" type="number" name="attr_speed"/></div><div class="control"><button class="emoji button is-large" type="roll" value="&amp;{template:af} {{name=Speed}} {{roll=[[@{speed}d6kh1]]}} {{zroll=[[2d6kl1]]}}">&#x1F3B2;</button></div></div></div></div></div><div class="column"><span>Quick, reactive, reflexive, immediate.</span><br/><strong>Speed</strong><span> contributes to </span><strong>Maximum Tension</strong></div></div><div class="columns is-vcentered"><div class="column is-narrow"><div class="field"><div class="field-label is-large"><label class="label is-large">Control</label></div><div class="field-body"><div class="field has-addons"><div class="control"><input class="input is-large" type="number" name="attr_control"/></div><div class="control"><button class="emoji button is-large" type="roll" value="&amp;{template:af} {{name=Control}} {{roll=[[@{control}d6kh1]]}} {{zroll=[[2d6kl1]]}}">&#x1F3B2;</button></div></div></div></div></div><div class="column"><span>Expert, skillful, technical, deliberate.</span><br/><strong>Control</strong><span> contributes to </span><strong>Maximum Fuel</strong></div></div><p><strong>Put 3 in one Attribute, 2 in another, and 1 in the third.</strong></p></section></div><div class="column is-one-half"><section class="block"><h1 class="title section-title">Build</h1><field class="is-horizontal"><div class="field-body"><div class="field"><div class="control"><textarea class="textarea is-large" name="attr_build"></textarea></div></div></div></field></section><section class="block"><h1 class="title section-title">Signature Feature</h1><field class="is-horizontal"><div class="field-body"><div class="field"><div class="control"><textarea class="textarea is-large" name="attr_signature_feature"></textarea></div></div></div></field></section></div></div><div class="columns"><div class="column is-one-half"><section class="block"><h1 class="title section-title">Systems</h1><p class="sys-arm-subtitle">Spend 1 Fuel on your turn to use these.</p><h3 class="title">Signature System:</h3><div class="columns"><div class="column"><div class="is-pulled-right"><div class="field"><div class="control"><span class="select is-narrow"><select name="attr_system_signature_damage"><option value="0">&#x1F7E2; Online</option><option value="1">&#x1F7E1; Needs a Drive roll</option><option value="2">&#x1F7E1; Needs a Control roll</option><option value="3">&#x1F534; Offline</option></select></span></div></div></div><div class="field"><div class="field-label is-large"><label class="label is-large">Name</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="text" name="attr_system_signature_name"/></div></div></div></div></div></div><div class="columns"><div class="column"><field class="is-horizontal"><div class="field-label is-large"><label class="label is-large">Effect</label></div><div class="field-body"><div class="field"><div class="control"><textarea class="textarea is-large" name="attr_system_signature_effect"></textarea></div></div></div></field></div></div><div class="columns"><div class="column"><div class="field is-horizontal"><div class="field-label is-large"><label class="label is-large">Tags</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="text" name="attr_system_signature_tags" list="system_tags"/></div></div></div></div><div class="content"><ul><input class="taglist-trigger" type="hidden" name="attr_system_signature_tooltip"/><li class="tag-help-Efficient"><strong>Efficient</strong><span>: The first time in a round that you use this System, roll a die. On a 4-6, no Fuel is expended this time.</span></li><li class="tag-help-Holdout"><strong>Holdout</strong><span>: If you have 0 Fuel, you may use this System by spending 1 Tension. It gains the Limited Tag when used in this way.</span></li><li class="tag-help-Limited"><strong>Limited</strong><span>: You may only use this System once per round.</span></li><li class="tag-help-Distracting"><strong>Distracting</strong><span>: Enemies Harmed by this deal -1 Harm on their next attack this round. This effect does not stack if the enemy is Harmed more than once.</span></li><li class="tag-help-Energy"><strong>Energy</strong><span>: Ignores Armor.</span></li><li class="tag-help-Flashy"><strong>Flashy</strong><span>: An enemy Harmed by this System must attack you or anyone else who Harms them with a Flashy System this round, provided that such an attack is possible. This effect lasts until the end of the round.</span></li><li class="tag-help-Piercing"><strong>Piercing</strong><span>: Ignores Shields.</span></li><li class="tag-help-Suppressive"><strong>Suppressive</strong><span>: Standard enemies Harmed by this System can't move (including movement from Approach/Retreat Tags) for the rest of the round.</span></li><li class="tag-help-Superhot"><strong>Superhot</strong><span>: One target affected by this System takes +1 Harm from it.</span></li><li class="tag-help-Encouraging"><strong>Encouraging</strong><span>: Anyone affected by this System does +1 Harm with their next Attack this round.</span></li><li class="tag-help-Enveloping"><strong>Enveloping</strong><span>: One target affected by this System gains 1 Shield or increases Shield gain by 1.</span></li><li class="tag-help-Motivating"><strong>Motivating</strong><span>: Anyone affected by this System may move immediately to a Near location.</span></li><li class="tag-help-Obfuscating"><strong>Obfuscating</strong><span>: Anyone affected by this System cannot be attacked until the start of the next round if the would-be attacker has at least one other target in range.</span></li><li class="tag-help-Projecting"><strong>Projecting</strong><span>: If this System only affects you, you can instead have it affect a Close ally. If this System only affects a Close ally, you can instead have it affect a Near ally. You must pay 1 Tension in addition to the Fuel cost.</span></li><li class="tag-help-Protective"><strong>Protective</strong><span>: Anyone affected by this system reduces Harm by 1 the next time they take Harm this round.</span></li></ul></div></div></div><h3 class="title">Modular System 1:</h3><div class="columns"><div class="column"><div class="is-pulled-right"><div class="field"><div class="control"><span class="select is-narrow"><select name="attr_system_modular_1_damage"><option value="0">&#x1F7E2; Online</option><option value="1">&#x1F7E1; Needs a Drive roll</option><option value="2">&#x1F7E1; Needs a Control roll</option><option value="3">&#x1F534; Offline</option></select></span></div></div></div><div class="field"><div class="field-label is-large"><label class="label is-large">Name</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="text" name="attr_system_modular_1_name" list="system_names"/></div></div></div></div></div></div><div class="columns"><div class="column"><field class="is-horizontal"><div class="field-label is-large"><label class="label is-large">Effect</label></div><div class="field-body"><div class="field"><div class="control"><textarea class="textarea is-large" name="attr_system_modular_1_effect"></textarea></div></div></div></field></div></div><div class="columns"><div class="column"><div class="field is-horizontal"><div class="field-label is-large"><label class="label is-large">Tags</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="text" name="attr_system_modular_1_tags" list="system_tags"/></div></div></div></div><div class="content"><ul><input class="taglist-trigger" type="hidden" name="attr_system_modular_1_tooltip"/><li class="tag-help-Efficient"><strong>Efficient</strong><span>: The first time in a round that you use this System, roll a die. On a 4-6, no Fuel is expended this time.</span></li><li class="tag-help-Holdout"><strong>Holdout</strong><span>: If you have 0 Fuel, you may use this System by spending 1 Tension. It gains the Limited Tag when used in this way.</span></li><li class="tag-help-Limited"><strong>Limited</strong><span>: You may only use this System once per round.</span></li><li class="tag-help-Distracting"><strong>Distracting</strong><span>: Enemies Harmed by this deal -1 Harm on their next attack this round. This effect does not stack if the enemy is Harmed more than once.</span></li><li class="tag-help-Energy"><strong>Energy</strong><span>: Ignores Armor.</span></li><li class="tag-help-Flashy"><strong>Flashy</strong><span>: An enemy Harmed by this System must attack you or anyone else who Harms them with a Flashy System this round, provided that such an attack is possible. This effect lasts until the end of the round.</span></li><li class="tag-help-Piercing"><strong>Piercing</strong><span>: Ignores Shields.</span></li><li class="tag-help-Suppressive"><strong>Suppressive</strong><span>: Standard enemies Harmed by this System can't move (including movement from Approach/Retreat Tags) for the rest of the round.</span></li><li class="tag-help-Superhot"><strong>Superhot</strong><span>: One target affected by this System takes +1 Harm from it.</span></li><li class="tag-help-Encouraging"><strong>Encouraging</strong><span>: Anyone affected by this System does +1 Harm with their next Attack this round.</span></li><li class="tag-help-Enveloping"><strong>Enveloping</strong><span>: One target affected by this System gains 1 Shield or increases Shield gain by 1.</span></li><li class="tag-help-Motivating"><strong>Motivating</strong><span>: Anyone affected by this System may move immediately to a Near location.</span></li><li class="tag-help-Obfuscating"><strong>Obfuscating</strong><span>: Anyone affected by this System cannot be attacked until the start of the next round if the would-be attacker has at least one other target in range.</span></li><li class="tag-help-Projecting"><strong>Projecting</strong><span>: If this System only affects you, you can instead have it affect a Close ally. If this System only affects a Close ally, you can instead have it affect a Near ally. You must pay 1 Tension in addition to the Fuel cost.</span></li><li class="tag-help-Protective"><strong>Protective</strong><span>: Anyone affected by this system reduces Harm by 1 the next time they take Harm this round.</span></li></ul></div></div></div><h3 class="title">Modular System 2:</h3><div class="columns"><div class="column"><div class="is-pulled-right"><div class="field"><div class="control"><span class="select is-narrow"><select name="attr_system_modular_2_damage"><option value="0">&#x1F7E2; Online</option><option value="1">&#x1F7E1; Needs a Drive roll</option><option value="2">&#x1F7E1; Needs a Control roll</option><option value="3">&#x1F534; Offline</option></select></span></div></div></div><div class="field"><div class="field-label is-large"><label class="label is-large">Name</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="text" name="attr_system_modular_2_name" list="system_names"/></div></div></div></div></div></div><div class="columns"><div class="column"><field class="is-horizontal"><div class="field-label is-large"><label class="label is-large">Effect</label></div><div class="field-body"><div class="field"><div class="control"><textarea class="textarea is-large" name="attr_system_modular_2_effect"></textarea></div></div></div></field></div></div><div class="columns"><div class="column"><div class="field is-horizontal"><div class="field-label is-large"><label class="label is-large">Tags</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="text" name="attr_system_modular_2_tags" list="system_tags"/></div></div></div></div><div class="content"><ul><input class="taglist-trigger" type="hidden" name="attr_system_modular_2_tooltip"/><li class="tag-help-Efficient"><strong>Efficient</strong><span>: The first time in a round that you use this System, roll a die. On a 4-6, no Fuel is expended this time.</span></li><li class="tag-help-Holdout"><strong>Holdout</strong><span>: If you have 0 Fuel, you may use this System by spending 1 Tension. It gains the Limited Tag when used in this way.</span></li><li class="tag-help-Limited"><strong>Limited</strong><span>: You may only use this System once per round.</span></li><li class="tag-help-Distracting"><strong>Distracting</strong><span>: Enemies Harmed by this deal -1 Harm on their next attack this round. This effect does not stack if the enemy is Harmed more than once.</span></li><li class="tag-help-Energy"><strong>Energy</strong><span>: Ignores Armor.</span></li><li class="tag-help-Flashy"><strong>Flashy</strong><span>: An enemy Harmed by this System must attack you or anyone else who Harms them with a Flashy System this round, provided that such an attack is possible. This effect lasts until the end of the round.</span></li><li class="tag-help-Piercing"><strong>Piercing</strong><span>: Ignores Shields.</span></li><li class="tag-help-Suppressive"><strong>Suppressive</strong><span>: Standard enemies Harmed by this System can't move (including movement from Approach/Retreat Tags) for the rest of the round.</span></li><li class="tag-help-Superhot"><strong>Superhot</strong><span>: One target affected by this System takes +1 Harm from it.</span></li><li class="tag-help-Encouraging"><strong>Encouraging</strong><span>: Anyone affected by this System does +1 Harm with their next Attack this round.</span></li><li class="tag-help-Enveloping"><strong>Enveloping</strong><span>: One target affected by this System gains 1 Shield or increases Shield gain by 1.</span></li><li class="tag-help-Motivating"><strong>Motivating</strong><span>: Anyone affected by this System may move immediately to a Near location.</span></li><li class="tag-help-Obfuscating"><strong>Obfuscating</strong><span>: Anyone affected by this System cannot be attacked until the start of the next round if the would-be attacker has at least one other target in range.</span></li><li class="tag-help-Projecting"><strong>Projecting</strong><span>: If this System only affects you, you can instead have it affect a Close ally. If this System only affects a Close ally, you can instead have it affect a Near ally. You must pay 1 Tension in addition to the Fuel cost.</span></li><li class="tag-help-Protective"><strong>Protective</strong><span>: Anyone affected by this system reduces Harm by 1 the next time they take Harm this round.</span></li></ul></div></div></div></section><section class="block"><h1 class="title section-title">Frame Damage</h1><div class="columns is-vcentered"><div class="column is-narrow"><input type="checkbox" name="damage_superstructure_flag"/></div><div class="column"><p><strong>Superstructure</strong><span>: -2 Max Vigor. -1 die, Drive rolls</span></p></div></div><div class="columns is-vcentered"><div class="column is-narrow"><input type="checkbox" name="damage_legs_flag"/></div><div class="column"><p><strong>Legs</strong><span>: Move/Sprint need Speed rolls. -1 die, all other Speed rolls.</span></p></div></div><div class="columns is-vcentered"><div class="column is-narrow"><input type="checkbox" name="damage_sensor_flag"/></div><div class="column"><p><strong>Sensor</strong><span>: -1 die, Attack/Control rolls.</span></p></div></div><div class="columns is-vcentered"><div class="column is-narrow"><input type="checkbox" name="damage_arm_flag"/></div><div class="column"><p><strong>Arm</strong><span>: Lose one Armament.</span></p></div></div><div class="columns is-vcentered"><div class="column is-narrow"><input type="checkbox" name="damage_shoulder_flag"/></div><div class="column"><p><strong>Shoulder</strong><span>: One Mod. System needs a Control roll.</span></p></div></div><div class="columns is-vcentered"><div class="column is-narrow"><input type="checkbox" name="damage_core_flag"/></div><div class="column"><p><strong>Core</strong><span>: Sig. System needs a Drive roll.</span></p></div></div><div class="columns is-vcentered"><div class="column is-narrow"><button class="emoji button is-large" type="roll" value="&amp;{template:framedamage} {{roll=[[1d6]]}}">&#x1F3B2;</button></div><div class="column">Roll Randomly</div></div><div class="columns is-vcentered"><div class="column"><div class="field"><div class="field-label is-large"><label class="label is-large">Shields</label></div><div class="field-body"><div class="field has-addons"><div class="control"><input class="input is-large" type="number" name="attr_shields"/></div><div class="control"><button class="emoji button is-large" type="roll" value="&amp;{template:shields} {{roll=[[1d6]]}} {{shields=[[@{shields}]]}}">&#x1F3B2;</button></div></div></div></div></div><div class="column"><div class="field"><div class="field-label is-large"><label class="label is-large">Armor</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="number" name="attr_armor"/></div></div></div></div></div></div></section></div><div class="column is-one-half"><section class="block"><h1 class="title section-title">Armaments</h1><p class="sys-arm-subtitle">Use the Attack Action on your turn to use these.</p><h3 class="title">Armament 1:</h3><div class="columns"><div class="column"><div class="is-pulled-right"><div class="field"><div class="control"><span class="select is-narrow"><select name="attr_arm1_damage"><option value="0">&#x1F7E2; Online</option><option value="1">&#x1F7E1; Needs a Drive roll</option><option value="2">&#x1F7E1; Needs a Control roll</option><option value="3">&#x1F534; Offline</option></select></span></div></div></div><div class="field"><div class="field-label is-large"><label class="label is-large">Name</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="text" name="attr_arm1_name" list="armament_names"/></div></div></div></div></div></div><div class="columns is-variable is-1"><div class="column is-narrow"><div class="field"><div class="field-label is-large"><label class="label is-large">Dice</label></div><div class="field-body"><div class="field has-addons"><div class="control"><input class="input is-large" type="number" name="attr_arm1_dice"/></div><div class="control"><button class="emoji button is-large" type="roll" value="&amp;{template:af} {{name=Armament 1: @{arm1_name}}} {{roll=[[@{arm1_dice}d6kh1]]}} {{zroll=[[2d6kl1]]}} {{harm=@{arm1_harm}}} {{tags=@{arm1_tags}}}">&#x1F3B2;</button></div></div></div></div></div><div class="column is-narrow"><div class="field"><div class="field-label is-large"><label class="label is-large">Harm</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="number" name="attr_arm1_harm"/></div></div></div></div></div><div class="column"><div class="field"><div class="field-label is-large"><label class="label is-large">Range</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="text" name="attr_arm1_range" list="range_tags"/></div></div></div></div></div></div><div class="columns"><div class="column"><div class="field is-horizontal"><div class="field-label is-large"><label class="label is-large">Tags</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="text" name="attr_arm1_tags" list="armament_tags"/></div></div></div></div><div class="content"><ul><input class="taglist-trigger" type="hidden" name="attr_arm1_tooltip"/><li class="tag-help-Close"><strong>Close</strong><span>: A few steps away, a distance you can move practically instantly (on a map, in the same hex).</span></li><li class="tag-help-Near"><strong>Near</strong><span>: A short distance away, as far as you can move in a few seconds (on a map, one hex away). When you move, you can move to a Near location.</span></li><li class="tag-help-Far"><strong>Far</strong><span>: within a reasonable range for combat, further than you can move in a few seconds (on a map, two hexes away).</span></li><li class="tag-help-Extreme"><strong>Extreme</strong><span>: just beyond a reasonable range for combat, except in very rare cases (on a map, three hexes away).</span></li><li class="tag-help-Burst"><strong>Burst</strong><span>: +1 Harm when your roll is a 6.</span></li><li class="tag-help-Charge"><strong>Charge</strong><span>: +1 die on your first Attack with this Armament each round.</span></li><li class="tag-help-Critical"><strong>Critical</strong><span>: +1 Harm when used at half Vigor or less.</span></li><li class="tag-help-Distracting"><strong>Distracting</strong><span>: Enemies Harmed by this deal -1 Harm on their next attack this round. This effect does not stack if the enemy is Harmed more than once.</span></li><li class="tag-help-Energy"><strong>Energy</strong><span>: Ignores Armor.</span></li><li class="tag-help-Focused"><strong>Focused</strong><span>: +1 Harm when used at maximum or greater Tension.</span></li><li class="tag-help-Hot"><strong>Hot</strong><span>: Once per round, gain 1 Tension when you take out an enemy.</span></li><li class="tag-help-Impulsive"><strong>Impulsive</strong><span>: +1 Harm when used at half Tension or less.</span></li><li class="tag-help-Incendiary"><strong>Incendiary</strong><span>: Creates a Hazard at the target's location until the start of the next round. Only one Hazard can be created per location.</span></li><li class="tag-help-Invigorating"><strong>Invigorating</strong><span>: Once per round, regain 1 Vigor when you take out an enemy.</span></li><li class="tag-help-Mobile"><strong>Mobile</strong><span>: +1 Harm if you've moved at least two range bands this round.</span></li><li class="tag-help-Piercing"><strong>Piercing</strong><span>: Ignores Shields.</span></li><li class="tag-help-Polished"><strong>Polished</strong><span>: +1 Harm when used at maximum Vigor.</span></li><li class="tag-help-Scoped"><strong>Scoped</strong><span>: Armament's maximum range increases to Near if Close, and to Far if Near. It has -1 die to attack at its newly extended range. If it already has Far when it gains Scoped, +1 die when used at Far if no enemies are Close/Near.</span></li><li class="tag-help-Sighted"><strong>Sighted</strong><span>: Armament's minimum range increases to Near if Far, and to Close if Near. If it already has Close when it gains Sighted, +1 die and +1 Harm when used at Close if no enemies are Near/Far.</span></li><li class="tag-help-SpinUp"><strong>SpinUp</strong><span>: +1 Harm if your previous Attack was with this Armament.</span></li><li class="tag-help-Splash"><strong>Splash</strong><span>: Enemies who are Close to the target take 1 Harm when your roll is a 6. If the Armament has Energy and/or Piercing Tags, Splash Harm ignores Armor and/or Shields.</span></li><li class="tag-help-Stationary"><strong>Stationary</strong><span>: +1 die if you haven't moved during this round.</span></li></ul></div></div></div><h3 class="title">Armament 2:</h3><div class="columns"><div class="column"><div class="is-pulled-right"><div class="field"><div class="control"><span class="select is-narrow"><select name="attr_arm2_damage"><option value="0">&#x1F7E2; Online</option><option value="1">&#x1F7E1; Needs a Drive roll</option><option value="2">&#x1F7E1; Needs a Control roll</option><option value="3">&#x1F534; Offline</option></select></span></div></div></div><div class="field"><div class="field-label is-large"><label class="label is-large">Name</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="text" name="attr_arm2_name" list="armament_names"/></div></div></div></div></div></div><div class="columns is-variable is-1"><div class="column is-narrow"><div class="field"><div class="field-label is-large"><label class="label is-large">Dice</label></div><div class="field-body"><div class="field has-addons"><div class="control"><input class="input is-large" type="number" name="attr_arm2_dice"/></div><div class="control"><button class="emoji button is-large" type="roll" value="&amp;{template:af} {{name=Armament 2: @{arm2_name}}} {{roll=[[@{arm2_dice}d6kh1]]}} {{zroll=[[2d6kl1]]}} {{harm=@{arm2_harm}}} {{tags=@{arm2_tags}}}">&#x1F3B2;</button></div></div></div></div></div><div class="column is-narrow"><div class="field"><div class="field-label is-large"><label class="label is-large">Harm</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="number" name="attr_arm2_harm"/></div></div></div></div></div><div class="column"><div class="field"><div class="field-label is-large"><label class="label is-large">Range</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="text" name="attr_arm2_range" list="range_tags"/></div></div></div></div></div></div><div class="columns"><div class="column"><div class="field is-horizontal"><div class="field-label is-large"><label class="label is-large">Tags</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="text" name="attr_arm2_tags" list="armament_tags"/></div></div></div></div><div class="content"><ul><input class="taglist-trigger" type="hidden" name="attr_arm2_tooltip"/><li class="tag-help-Close"><strong>Close</strong><span>: A few steps away, a distance you can move practically instantly (on a map, in the same hex).</span></li><li class="tag-help-Near"><strong>Near</strong><span>: A short distance away, as far as you can move in a few seconds (on a map, one hex away). When you move, you can move to a Near location.</span></li><li class="tag-help-Far"><strong>Far</strong><span>: within a reasonable range for combat, further than you can move in a few seconds (on a map, two hexes away).</span></li><li class="tag-help-Extreme"><strong>Extreme</strong><span>: just beyond a reasonable range for combat, except in very rare cases (on a map, three hexes away).</span></li><li class="tag-help-Burst"><strong>Burst</strong><span>: +1 Harm when your roll is a 6.</span></li><li class="tag-help-Charge"><strong>Charge</strong><span>: +1 die on your first Attack with this Armament each round.</span></li><li class="tag-help-Critical"><strong>Critical</strong><span>: +1 Harm when used at half Vigor or less.</span></li><li class="tag-help-Distracting"><strong>Distracting</strong><span>: Enemies Harmed by this deal -1 Harm on their next attack this round. This effect does not stack if the enemy is Harmed more than once.</span></li><li class="tag-help-Energy"><strong>Energy</strong><span>: Ignores Armor.</span></li><li class="tag-help-Focused"><strong>Focused</strong><span>: +1 Harm when used at maximum or greater Tension.</span></li><li class="tag-help-Hot"><strong>Hot</strong><span>: Once per round, gain 1 Tension when you take out an enemy.</span></li><li class="tag-help-Impulsive"><strong>Impulsive</strong><span>: +1 Harm when used at half Tension or less.</span></li><li class="tag-help-Incendiary"><strong>Incendiary</strong><span>: Creates a Hazard at the target's location until the start of the next round. Only one Hazard can be created per location.</span></li><li class="tag-help-Invigorating"><strong>Invigorating</strong><span>: Once per round, regain 1 Vigor when you take out an enemy.</span></li><li class="tag-help-Mobile"><strong>Mobile</strong><span>: +1 Harm if you've moved at least two range bands this round.</span></li><li class="tag-help-Piercing"><strong>Piercing</strong><span>: Ignores Shields.</span></li><li class="tag-help-Polished"><strong>Polished</strong><span>: +1 Harm when used at maximum Vigor.</span></li><li class="tag-help-Scoped"><strong>Scoped</strong><span>: Armament's maximum range increases to Near if Close, and to Far if Near. It has -1 die to attack at its newly extended range. If it already has Far when it gains Scoped, +1 die when used at Far if no enemies are Close/Near.</span></li><li class="tag-help-Sighted"><strong>Sighted</strong><span>: Armament's minimum range increases to Near if Far, and to Close if Near. If it already has Close when it gains Sighted, +1 die and +1 Harm when used at Close if no enemies are Near/Far.</span></li><li class="tag-help-SpinUp"><strong>SpinUp</strong><span>: +1 Harm if your previous Attack was with this Armament.</span></li><li class="tag-help-Splash"><strong>Splash</strong><span>: Enemies who are Close to the target take 1 Harm when your roll is a 6. If the Armament has Energy and/or Piercing Tags, Splash Harm ignores Armor and/or Shields.</span></li><li class="tag-help-Stationary"><strong>Stationary</strong><span>: +1 die if you haven't moved during this round.</span></li></ul></div></div></div><h3 class="title">Backup Armament 1:</h3><div class="columns"><div class="column"><div class="is-pulled-right"><div class="field"><div class="control"><span class="select is-narrow"><select name="attr_arm1b_damage"><option value="0">&#x1F7E2; Online</option><option value="1">&#x1F7E1; Needs a Drive roll</option><option value="2">&#x1F7E1; Needs a Control roll</option><option value="3">&#x1F534; Offline</option></select></span></div></div></div><div class="field"><div class="field-label is-large"><label class="label is-large">Name</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="text" name="attr_arm1b_name" list="armament_names"/></div></div></div></div></div></div><div class="columns is-variable is-1"><div class="column is-narrow"><div class="field"><div class="field-label is-large"><label class="label is-large">Dice</label></div><div class="field-body"><div class="field has-addons"><div class="control"><input class="input is-large" type="number" name="attr_arm1b_dice"/></div><div class="control"><button class="emoji button is-large" type="roll" value="&amp;{template:af} {{name=Backup Armament 1: @{arm1b_name}}} {{roll=[[@{arm1b_dice}d6kh1]]}} {{zroll=[[2d6kl1]]}} {{harm=@{arm1b_harm}}} {{tags=@{arm1b_tags}}}">&#x1F3B2;</button></div></div></div></div></div><div class="column is-narrow"><div class="field"><div class="field-label is-large"><label class="label is-large">Harm</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="number" name="attr_arm1b_harm"/></div></div></div></div></div><div class="column"><div class="field"><div class="field-label is-large"><label class="label is-large">Range</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="text" name="attr_arm1b_range" list="range_tags"/></div></div></div></div></div></div><div class="columns"><div class="column"><div class="field is-horizontal"><div class="field-label is-large"><label class="label is-large">Tags</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="text" name="attr_arm1b_tags" list="armament_tags"/></div></div></div></div><div class="content"><ul><input class="taglist-trigger" type="hidden" name="attr_arm1b_tooltip"/><li class="tag-help-Close"><strong>Close</strong><span>: A few steps away, a distance you can move practically instantly (on a map, in the same hex).</span></li><li class="tag-help-Near"><strong>Near</strong><span>: A short distance away, as far as you can move in a few seconds (on a map, one hex away). When you move, you can move to a Near location.</span></li><li class="tag-help-Far"><strong>Far</strong><span>: within a reasonable range for combat, further than you can move in a few seconds (on a map, two hexes away).</span></li><li class="tag-help-Extreme"><strong>Extreme</strong><span>: just beyond a reasonable range for combat, except in very rare cases (on a map, three hexes away).</span></li><li class="tag-help-Burst"><strong>Burst</strong><span>: +1 Harm when your roll is a 6.</span></li><li class="tag-help-Charge"><strong>Charge</strong><span>: +1 die on your first Attack with this Armament each round.</span></li><li class="tag-help-Critical"><strong>Critical</strong><span>: +1 Harm when used at half Vigor or less.</span></li><li class="tag-help-Distracting"><strong>Distracting</strong><span>: Enemies Harmed by this deal -1 Harm on their next attack this round. This effect does not stack if the enemy is Harmed more than once.</span></li><li class="tag-help-Energy"><strong>Energy</strong><span>: Ignores Armor.</span></li><li class="tag-help-Focused"><strong>Focused</strong><span>: +1 Harm when used at maximum or greater Tension.</span></li><li class="tag-help-Hot"><strong>Hot</strong><span>: Once per round, gain 1 Tension when you take out an enemy.</span></li><li class="tag-help-Impulsive"><strong>Impulsive</strong><span>: +1 Harm when used at half Tension or less.</span></li><li class="tag-help-Incendiary"><strong>Incendiary</strong><span>: Creates a Hazard at the target's location until the start of the next round. Only one Hazard can be created per location.</span></li><li class="tag-help-Invigorating"><strong>Invigorating</strong><span>: Once per round, regain 1 Vigor when you take out an enemy.</span></li><li class="tag-help-Mobile"><strong>Mobile</strong><span>: +1 Harm if you've moved at least two range bands this round.</span></li><li class="tag-help-Piercing"><strong>Piercing</strong><span>: Ignores Shields.</span></li><li class="tag-help-Polished"><strong>Polished</strong><span>: +1 Harm when used at maximum Vigor.</span></li><li class="tag-help-Scoped"><strong>Scoped</strong><span>: Armament's maximum range increases to Near if Close, and to Far if Near. It has -1 die to attack at its newly extended range. If it already has Far when it gains Scoped, +1 die when used at Far if no enemies are Close/Near.</span></li><li class="tag-help-Sighted"><strong>Sighted</strong><span>: Armament's minimum range increases to Near if Far, and to Close if Near. If it already has Close when it gains Sighted, +1 die and +1 Harm when used at Close if no enemies are Near/Far.</span></li><li class="tag-help-SpinUp"><strong>SpinUp</strong><span>: +1 Harm if your previous Attack was with this Armament.</span></li><li class="tag-help-Splash"><strong>Splash</strong><span>: Enemies who are Close to the target take 1 Harm when your roll is a 6. If the Armament has Energy and/or Piercing Tags, Splash Harm ignores Armor and/or Shields.</span></li><li class="tag-help-Stationary"><strong>Stationary</strong><span>: +1 die if you haven't moved during this round.</span></li></ul></div></div></div><h3 class="title">Backup Armament 2:</h3><div class="columns"><div class="column"><div class="is-pulled-right"><div class="field"><div class="control"><span class="select is-narrow"><select name="attr_arm2b_damage"><option value="0">&#x1F7E2; Online</option><option value="1">&#x1F7E1; Needs a Drive roll</option><option value="2">&#x1F7E1; Needs a Control roll</option><option value="3">&#x1F534; Offline</option></select></span></div></div></div><div class="field"><div class="field-label is-large"><label class="label is-large">Name</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="text" name="attr_arm2b_name" list="armament_names"/></div></div></div></div></div></div><div class="columns is-variable is-1"><div class="column is-narrow"><div class="field"><div class="field-label is-large"><label class="label is-large">Dice</label></div><div class="field-body"><div class="field has-addons"><div class="control"><input class="input is-large" type="number" name="attr_arm2b_dice"/></div><div class="control"><button class="emoji button is-large" type="roll" value="&amp;{template:af} {{name=Backup Armament 2: @{arm2b_name}}} {{roll=[[@{arm2b_dice}d6kh1]]}} {{zroll=[[2d6kl1]]}} {{harm=@{arm2b_harm}}} {{tags=@{arm2b_tags}}}">&#x1F3B2;</button></div></div></div></div></div><div class="column is-narrow"><div class="field"><div class="field-label is-large"><label class="label is-large">Harm</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="number" name="attr_arm2b_harm"/></div></div></div></div></div><div class="column"><div class="field"><div class="field-label is-large"><label class="label is-large">Range</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="text" name="attr_arm2b_range" list="range_tags"/></div></div></div></div></div></div><div class="columns"><div class="column"><div class="field is-horizontal"><div class="field-label is-large"><label class="label is-large">Tags</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="text" name="attr_arm2b_tags" list="armament_tags"/></div></div></div></div><div class="content"><ul><input class="taglist-trigger" type="hidden" name="attr_arm2b_tooltip"/><li class="tag-help-Close"><strong>Close</strong><span>: A few steps away, a distance you can move practically instantly (on a map, in the same hex).</span></li><li class="tag-help-Near"><strong>Near</strong><span>: A short distance away, as far as you can move in a few seconds (on a map, one hex away). When you move, you can move to a Near location.</span></li><li class="tag-help-Far"><strong>Far</strong><span>: within a reasonable range for combat, further than you can move in a few seconds (on a map, two hexes away).</span></li><li class="tag-help-Extreme"><strong>Extreme</strong><span>: just beyond a reasonable range for combat, except in very rare cases (on a map, three hexes away).</span></li><li class="tag-help-Burst"><strong>Burst</strong><span>: +1 Harm when your roll is a 6.</span></li><li class="tag-help-Charge"><strong>Charge</strong><span>: +1 die on your first Attack with this Armament each round.</span></li><li class="tag-help-Critical"><strong>Critical</strong><span>: +1 Harm when used at half Vigor or less.</span></li><li class="tag-help-Distracting"><strong>Distracting</strong><span>: Enemies Harmed by this deal -1 Harm on their next attack this round. This effect does not stack if the enemy is Harmed more than once.</span></li><li class="tag-help-Energy"><strong>Energy</strong><span>: Ignores Armor.</span></li><li class="tag-help-Focused"><strong>Focused</strong><span>: +1 Harm when used at maximum or greater Tension.</span></li><li class="tag-help-Hot"><strong>Hot</strong><span>: Once per round, gain 1 Tension when you take out an enemy.</span></li><li class="tag-help-Impulsive"><strong>Impulsive</strong><span>: +1 Harm when used at half Tension or less.</span></li><li class="tag-help-Incendiary"><strong>Incendiary</strong><span>: Creates a Hazard at the target's location until the start of the next round. Only one Hazard can be created per location.</span></li><li class="tag-help-Invigorating"><strong>Invigorating</strong><span>: Once per round, regain 1 Vigor when you take out an enemy.</span></li><li class="tag-help-Mobile"><strong>Mobile</strong><span>: +1 Harm if you've moved at least two range bands this round.</span></li><li class="tag-help-Piercing"><strong>Piercing</strong><span>: Ignores Shields.</span></li><li class="tag-help-Polished"><strong>Polished</strong><span>: +1 Harm when used at maximum Vigor.</span></li><li class="tag-help-Scoped"><strong>Scoped</strong><span>: Armament's maximum range increases to Near if Close, and to Far if Near. It has -1 die to attack at its newly extended range. If it already has Far when it gains Scoped, +1 die when used at Far if no enemies are Close/Near.</span></li><li class="tag-help-Sighted"><strong>Sighted</strong><span>: Armament's minimum range increases to Near if Far, and to Close if Near. If it already has Close when it gains Sighted, +1 die and +1 Harm when used at Close if no enemies are Near/Far.</span></li><li class="tag-help-SpinUp"><strong>SpinUp</strong><span>: +1 Harm if your previous Attack was with this Armament.</span></li><li class="tag-help-Splash"><strong>Splash</strong><span>: Enemies who are Close to the target take 1 Harm when your roll is a 6. If the Armament has Energy and/or Piercing Tags, Splash Harm ignores Armor and/or Shields.</span></li><li class="tag-help-Stationary"><strong>Stationary</strong><span>: +1 die if you haven't moved during this round.</span></li></ul></div></div></div></section></div></div><div class="columns"><div class="column is-one-third"><input type="hidden" name="attr_vigor" value="0"/><input type="hidden" name="attr_vigor_max" value="0"/><div class="columns"><div class="column"><strong>Vigor</strong><span> </span><span name="attr_vigor"></span><span>/</span><span name="attr_vigor_max"></span><br/><div class="field is-horizontal"><div class="field-label is-large"><label class="label is-large">Drive +</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="number" name="attr_vigor_base"/></div></div></div></div></div><div class="column"><input type="checkbox" name="attr_vigor_box_1"/><input type="checkbox" name="attr_vigor_box_2"/><input type="checkbox" name="attr_vigor_box_3"/><input type="checkbox" name="attr_vigor_box_4"/><input type="checkbox" name="attr_vigor_box_5"/><input type="checkbox" name="attr_vigor_box_6"/><br/><input type="checkbox" name="attr_vigor_box_7"/><input type="checkbox" name="attr_vigor_box_8"/><input type="checkbox" name="attr_vigor_box_9"/><input type="checkbox" name="attr_vigor_box_10"/><input type="checkbox" name="attr_vigor_box_11"/><input type="checkbox" name="attr_vigor_box_12"/></div></div></div><div class="column is-one-third"><input type="hidden" name="attr_tension" value="0"/><input type="hidden" name="attr_tension_max" value="0"/><div class="columns"><div class="column"><strong>Tension</strong><span> </span><span name="attr_tension"></span><span>/</span><span name="attr_tension_max"></span><br/><div class="field is-horizontal"><div class="field-label is-large"><label class="label is-large">Speed +</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="number" name="attr_tension_base"/></div></div></div></div></div><div class="column"><input type="checkbox" name="attr_tension_box_1"/><input type="checkbox" name="attr_tension_box_2"/><input type="checkbox" name="attr_tension_box_3"/><input type="checkbox" name="attr_tension_box_4"/><input type="checkbox" name="attr_tension_box_5"/><input type="checkbox" name="attr_tension_box_6"/><br/><input type="checkbox" name="attr_tension_box_7"/><input type="checkbox" name="attr_tension_box_8"/><input type="checkbox" name="attr_tension_box_9"/><input type="checkbox" name="attr_tension_box_10"/><input type="checkbox" name="attr_tension_box_11"/><input type="checkbox" name="attr_tension_box_12"/></div></div></div><div class="column is-one-third"><input type="hidden" name="attr_fuel" value="0"/><input type="hidden" name="attr_fuel_max" value="0"/><div class="columns"><div class="column"><strong>Fuel</strong><span> </span><span name="attr_fuel"></span><span>/</span><span name="attr_fuel_max"></span><br/><div class="field is-horizontal"><div class="field-label is-large"><label class="label is-large">Control +</label></div><div class="field-body"><div class="field"><div class="control"><input class="input is-large" type="number" name="attr_fuel_base"/></div></div></div></div></div><div class="column"><input type="checkbox" name="attr_fuel_box_1"/><input type="checkbox" name="attr_fuel_box_2"/><input type="checkbox" name="attr_fuel_box_3"/><input type="checkbox" name="attr_fuel_box_4"/><input type="checkbox" name="attr_fuel_box_5"/><input type="checkbox" name="attr_fuel_box_6"/><br/><input type="checkbox" name="attr_fuel_box_7"/><input type="checkbox" name="attr_fuel_box_8"/><input type="checkbox" name="attr_fuel_box_9"/><input type="checkbox" name="attr_fuel_box_10"/><input type="checkbox" name="attr_fuel_box_11"/><input type="checkbox" name="attr_fuel_box_12"/></div></div></div></div></div><div class="sheet-tab2"><section class="block"><h1 class="title section-title">Reference Sheet</h1><div class="content"><div class="columns"><div class="column is-half"><h2>Rolling</h2><p>In every case except for Attacks, pick the attribute that best describes your approach,
roll a number of dice equal to that Attribute, and use the highest.
For Attacks, roll the number of dice listed next to the armament.</p><h2>Resources</h2><p><strong>Vigor</strong>
lets your frame resist Frame Damage. It's reduced by Harm.</p><p><strong>Tension</strong>
is spent to let you reroll Attacks or take extra actions.</p><p> <strong>Fuel</strong>
is spent to let you use Systems during a turn.
It can't be restored until the end of a mission.</p><h2>On Your Turn </h2><p>You have two Actions per turn, and may use either of them to do any of the following:</p><ul> <li><strong>Move</strong>
to a Near location (no roll required).</li><li> <strong>Sprint</strong>
to a Far location if there are no enemies in Close, Near, or Far range (no roll required).</li><li> <strong>Attack</strong>
using an Armament (requires rolling the number of dice on the Armament)</li><li> <strong>Interact</strong>
with something in the environment (requires an Attribute roll if necessary, depending on the interaction).</li></ul><p> You may spend as many Tension on your turn as you'd like to gain extra actions
equal to Tension spent. You may also spend as many Fuel on your turn
as you'd like to activate Systems. (Systems don't require a roll/action).</p></div><div class="column is-half"><p> <strong>When the highest die is...</strong></p><ul style="list-style-type: none;"><li><strong>1-2:</strong>
Failure with a consequence (No, and...)</li><li><strong>3-4:</strong>
Success with a consequence (Yes, but...)</li><li><strong>5-6:</strong>
Success (Yes)</li></ul><h2>Frame Damage </h2><p> <strong>1st or 2nd time per mission: </strong>
Roll or choose below, +1 max Tension, restore all Vigor/Tension, gain 1 Fuel.</p><p> <strong>3rd time: </strong>
Eject or Last Stand </p><ol><li><strong>Superstructure: </strong><span>-2 Max Vigor. -1 die, Drive rolls</span></li><li><strong>Legs: </strong><span>Move/Sprint need Speed rolls. -1 die, all other Speed rolls.</span></li><li><strong>Sensor: </strong><span>-1 die, Attack/Control rolls.</span></li><li><strong>Arm: </strong><span>Lose one Armament.</span></li><li><strong>Shoulder: </strong><span>One Mod. System needs a Control roll.</span></li><li><strong>Core: </strong><span>Sig. System needs a Drive roll.</span></li></ol><h2>Structure of a Round </h2><ol><li>All Ace turns are taken</li><li>GM activates one enemy per Ace </li><li>GM institutes a situational change</li><li>Activate Aces&apos; Frames&apos; Builds </li><li>Roll for and distribute Drops</li></ol></div></div></div></section></div></div><p class="has-text-centered"><i>This is a play aid by Astral Frontier designed for use with APOCALYPSE FRAME by Binary Star Games, licensed under Framed by the Apocalypse. It is in no way affiliated with Binary Star Games.</i></p><p class="has-text-centered"><i>The FBTA terms can be found at https://binary-star-games.itch.io/fbta</i></p></div></div></div><datalist id="frame_models"><option>M1-SOLDIER</option><option>L1-RECON</option><option>H1-VANGUARD</option><option>M2-ARCHER</option><option>L2-BRAWLER</option><option>H2-LANCER</option><option>M3-SENTINEL</option><option>L3-GLADIATOR</option><option>H3-ANGLER</option></datalist><datalist id="system_names"><option>Afterburner (Support)</option><option>Arc Mortar (Offensive)</option><option>Chaingun (Offensive)</option><option>Concussion Grenade (Offensive)</option><option>Elbow Spikes (Offensive)</option><option>Entry Thrusters (Support)</option><option>Exit Thrusters (Support)</option><option>Missile Battery (Offensive)</option><option>Plasma Cannon (Offensive)</option><option>Point Defense Cannons (Offensive)</option><option>Pulse Laser (Offensive)</option><option>Railgun (Offensive)</option><option>Reactor Backdraft (Offensive)</option><option>Shield Generator (Support)</option><option>Shield Projetor (Support)</option><option>Shoulder Spear (Offensive)</option><option>Sniper Cannon (Offensive)</option><option>Targeting Radar (Support)</option></datalist><datalist id="armament_names"><option>Assault Rifle</option><option>Machinegun</option><option>Scout Rifle</option><option>Plasma Blade</option><option>Rocket Launcher</option><option>Recoilless Rifle</option><option>Marksman Rifle</option><option>Sniper Rifle</option><option>Carbine</option><option>Revolver Cannon</option><option>Handcannon</option><option>Grenade Launcher</option><option>Laser Rifle</option><option>Gauss Cannon</option><option>Kinetic Cannon</option><option>Gatling Cannon</option><option>Shotgun</option><option>Electrolaser</option><option>Handgun</option><option>Sword</option><option>Revolver</option></datalist><datalist id="range_tags"><option>Close</option><option>Near</option><option>Far</option><option>Extreme</option></datalist><datalist id="system_tags"><option>Efficient</option><option>Holdout</option><option>Limited</option><option>Distracting</option><option>Energy</option><option>Flashy</option><option>Piercing</option><option>Suppressive</option><option>Superhot</option><option>Encouraging</option><option>Enveloping</option><option>Motivating</option><option>Obfuscating</option><option>Projecting</option><option>Protective</option></datalist><datalist id="armament_tags"><option>Burst</option><option>Charge</option><option>Critical</option><option>Distracting</option><option>Energy</option><option>Focused</option><option>Hot</option><option>Impulsive</option><option>Incendiary</option><option>Invigorating</option><option>Mobile</option><option>Piercing</option><option>Polished</option><option>Scoped</option><option>Sighted</option><option>SpinUp</option><option>Splash</option><option>Stationary</option></datalist><script type="text/worker">const variables ={
"frames": [
{
"frame_model": "M1-SOLDIER",
"build": "Medium: Before rolling Drops, regain 1 Vigor and 1 Tension",
"signature_feature": "Tripled Feed Motors: Your Armaments have +1 Harm if they have the Burst, Spin Up, or Splash Tags, provided they don't have the Energy Tag.",
"system_signature_name": "Actuated Plating (Support)",
"system_signature_effect": "You have +1 Armor for the rest of the round.",
"system_signature_tags": "Limited",
"vigor_base": "7",
"tension_base": "2",
"fuel_base": "4",
"arm1_name": "Assault Rifle",
"arm2_name": "Machinegun",
"arm1b_name": "Handgun",
"arm2b_name": "Sword",
"system_modular_1_name": "Chaingun (Offensive)",
"system_modular_2_name": "Pulse Laser (Offensive)"
},
{
"frame_model": "L1-RECON",
"build": "Light: Before rolling Drops, regain 2 Tension.",
"signature_feature": "Hairpin Controls: The first time you roll a 4 in a turn, ignore any Harm from the Consequence that arises.",
"system_signature_name": "Chaff Launcher (Support)",
"system_signature_effect": "You and all allies Close to you take -1 Harm from Near and Far attackers (minimum 0) until the end of the round.",
"system_signature_tags": "Limited",
"vigor_base": "6",
"tension_base": "4",
"fuel_base": "3",
"arm1_name": "Scout Rifle",
"arm2_name": "Plasma Blade",
"arm1b_name": "Handgun",
"arm2b_name": "Sword",
"system_modular_1_name": "Afterburner (Support)",
"system_modular_2_name": "Railgun (Offensive)"
},
{
"frame_model": "H1-VANGUARD",
"build": "Heavy: Before rolling Drops, regain 2 Vigor.",
"signature_feature": "Flared Plating: Treat any Frame within Close range of you as having at least 1 Armor.",
"system_signature_name": "Assault Barrier (Support)",
"system_signature_effect": "You gain 3 Shields until the end of the round.",
"system_signature_tags": "",
"vigor_base": "8",
"tension_base": "0",
"fuel_base": "5",
"arm1_name": "Rocket Launcher",
"arm2_name": "Recoilless Rifle",
"arm1b_name": "Handgun",
"arm2b_name": "Revolver",
"system_modular_1_name": "Point Defense Cannons (Offensive)",
"system_modular_2_name": "Missile Battery (Offensive)"
},
{
"frame_model": "M2-ARCHER",
"build": "Medium: Before rolling Drops, regain 1 Vigor and 1 Tension",
"signature_feature": "Long-Range Optics: When you have no enemies in Close or Near range, you can use Systems or make Far Attacks at Extreme range. Attacks have -1 die and Systems have -1 Harm when used at this range",
"system_signature_name": "Target Painter (Offensive)",
"system_signature_effect": "Mark an enemy at Near or Far; they take 1 Harm immediately. Attacks against them gain +1 die, and Systems used against them have +1 Harm for the rest of the round.",
"system_signature_tags": "Energy",
"vigor_base": "6",
"tension_base": "3",
"fuel_base": "4",
"arm1_name": "Marksman Rifle",
"arm2_name": "Sniper Rifle",
"arm1b_name": "Handgun",
"arm2b_name": "Revolver",
"system_modular_1_name": "Exit Thrusters (Support)",
"system_modular_2_name": "Sniper Cannon (Offensive)"
},
{
"frame_model": "L2-BRAWLER",
"build": "Light: Before rolling Drops, regain 2 Tension.",
"signature_feature": "Kinetic Drive Motor: After taking out an enemy at Close range, you may immediately move to a Near location.",
"system_signature_name": "Kinetic Discharge (Offensive)",
"system_signature_effect": "Deal Harm to every Close enemy equal to range bands moved this turn. Afterwards, take the same Harm reduced by 3.",
"system_signature_tags": "Limited",
"vigor_base": "5",
"tension_base": "5",
"fuel_base": "3",
"arm1_name": "Carbine",
"arm2_name": "Revolver Cannon",
"arm1b_name": "Handgun",
"arm2b_name": "Sword",
"system_modular_1_name": "Entry Thrusters (Support)",
"system_modular_2_name": "Reactor Backdraft (Support)"
},
{
"frame_model": "H2-LANCER",
"build": "Heavy: Before rolling Drops, regain 2 Vigor.",
"signature_feature": "Parallel Processors: The first time you Attack during a round, you may do so against two separate targets. Each attack must use a different Armament.",
"system_signature_name": "Flamethrower (Offensive)",
"system_signature_effect": "Deal 3 Harm to Close enemies.",
"system_signature_tags": "Energy Piercing Limited",
"vigor_base": "7",
"tension_base": "1",
"fuel_base": "5",
"arm1_name": "Handcannon",
"arm2_name": "Grenade Launcher",
"arm1b_name": "Handgun",
"arm2b_name": "Sword",
"system_modular_1_name": "Arc Mortar (Offensive)",
"system_modular_2_name": "Targeting Radar (Support)"
},
{
"frame_model": "M3-SENTINEL",
"build": "Medium: Before rolling Drops, regain 1 Vigor and 1 Tension",
"signature_feature": "Support Drones: At the end of your turn, you and all allies within Close range restore 1 Vigor.",
"system_signature_name": "EMP Blaster (Offensive)",
"system_signature_effect": "Deal 1 Harm to two Near enemies. Until next round, their Armor and Shields count as 0. If they're Standard enemies, they can't be activated during the GM turn.",
"system_signature_tags": "Energy Piercing",
"vigor_base": "6",
"tension_base": "2",
"fuel_base": "5",
"arm1_name": "Laser Rifle",
"arm2_name": "Gauss Cannon",
"arm1b_name": "Handgun",
"arm2b_name": "Revolver",
"system_modular_1_name": "Shield Projector (Support)",
"system_modular_2_name": "Plasma Cannon (Offensive)"
},
{
"frame_model": "L3-GLADIATOR",
"build": "Light: Before rolling Drops, regain 2 Tension.",
"signature_feature": "Riot Shield: You have +1 Armor against enemy attacks from Near and Far range.",
"system_signature_name": "Repulsor Shield (Offensive)",
"system_signature_effect": "Move Close to an enemy at Close or Near. They take 2 Harm and you may move them to a Near location",
"system_signature_tags": "Suppressive",
"vigor_base": "5",
"tension_base": "4",
"fuel_base": "4",
"arm1_name": "Kinetic Cannon",
"arm2_name": "Gatling Cannon",
"arm1b_name": "Handgun",
"arm2b_name": "Sword",
"system_modular_1_name": "Elbow Spikes (Offensive)",
"system_modular_2_name": "Concussion Grenade (Offensive)"
},
{
"frame_model": "H3-ANGLER",
"build": "Heavy: Before rolling Drops, regain 2 Vigor.",
"signature_feature": "Suppression Targeting: Standard enemies Harmed by any Armament or System can't move (including movement from Approach/Retreat Tags) for the rest of the round.",
"system_signature_name": "Net Launcher",
"system_signature_effect": "Pick one Near location. Deal 1 Harm to every target Close to that Location. If their Vigor is reduced by at least 1, they move Close to you afterwards.",
"system_signature_tags": "",
"vigor_base": "7",
"tension_base": "0",
"fuel_base": "6",
"arm1_name": "Shotgun",
"arm2_name": "Electrolaser",
"arm1b_name": "Handgun",
"arm2b_name": "Revolver",
"system_modular_1_name": "Shoulder Spear (Offensive)",
"system_modular_2_name": "Shield Generator (Support)"
}
],
"systems": [
{
"slot_name": "Afterburner (Support)",
"slot_effect": "Move immediately to a Far location.",
"slot_tags": ""
},
{
"slot_name": "Arc Mortar (Offensive)",
"slot_effect": "Mark a Near or Far location. At the start of the next round, deal 2 Harm to every enemy Close to that location.",
"slot_tags": "Piercing"
},
{
"slot_name": "Chaingun (Offensive)",
"slot_effect": "Choose: deal 1 Harm to four Close or Near enemies who are Close or Near to each other, or deal 2 Harm to two Close or Near enemies who are Close or Near to each other.",
"slot_tags": ""
},
{
"slot_name": "Concussion Grenade (Offensive)",
"slot_effect": "Choose a Near location, and deal 1 Harm to every enemy Close to that location.",
"slot_tags": "Suppressive"
},
{
"slot_name": "Elbow Spikes (Offensive)",
"slot_effect": "Deal 3 Harm to a Close enemy",
"slot_tags": "Efficient Holdout"
},
{
"slot_name": "Entry Thrusters (Support)",
"slot_effect": "Move to a Near location, then deal 2 Harm to an enemy Close to you.",
"slot_tags": ""
},
{
"slot_name": "Exit Thrusters (Support)",
"slot_effect": "Deal 2 Harm to an enemy Close to you, then move to a Near location.",
"slot_tags": ""
},
{
"slot_name": "Missile Battery (Offensive)",
"slot_effect": "Deal 2 Harm to 3 Near enemies.",
"slot_tags": ""
},
{
"slot_name": "Plasma Cannon (Offensive)",
"slot_effect": "Deal 3 Harm to one Near enemy.",
"slot_tags": "Energy"
},
{
"slot_name": "Point Defense Cannons (Offensive)",
"slot_effect": "Deal 2 Harm to each Close enemy.",
"slot_tags": "Piercing"
},
{
"slot_name": "Pulse Laser (Offensive)",
"slot_effect": "Choose: deal 2 Harm to a Near enemy, or deal 1 Harm to a Far enemy.",
"slot_tags": "Energy Efficient"
},
{
"slot_name": "Railgun (Offensive)",
"slot_effect": "Deal 4 Harm to a Far enemy.",
"slot_tags": "Piercing Limited"
},
{
"slot_name": "Reactor Backdraft (Offensive)",
"slot_effect": "Deal 3 Harm to a Close enemy, and an additional +2 Harm if you're at half of your maximum Vigor or less.",
"slot_tags": "Energy Efficient"
},
{
"slot_name": "Shield Generator (Support)",
"slot_effect": "Gain 2 Shields",
"slot_tags": ""
},
{
"slot_name": "Shield Projetor (Support)",
"slot_effect": "A Close ally gains 2 Shields.",
"slot_tags": ""
},
{
"slot_name": "Shoulder Spear (Offensive)",
"slot_effect": "Deal 5 Harm to a Close enemy.",
"slot_tags": ""
},
{
"slot_name": "Sniper Cannon (Offensive)",
"slot_effect": "Deal 3 Harm to a Far enemy.",
"slot_tags": ""
},
{
"slot_name": "Targeting Radar (Support)",
"slot_effect": "Your Attacks this turn gain +1 die.",
"slot_tags": "Limited"
}
],
"armaments": [
{
"slot_name": "Assault Rifle",
"slot_dice": "4",
"slot_harm": "2",
"slot_range": "Near",
"slot_tags": "Burst"
},
{
"slot_name": "Machinegun",
"slot_dice": "4",
"slot_harm": "1",
"slot_range": "Close Near",
"slot_tags": "Splash Piercing"
},
{
"slot_name": "Scout Rifle",
"slot_dice": "3",
"slot_harm": "2",
"slot_range": "Near Far",
"slot_tags": ""
},
{
"slot_name": "Plasma Blade",
"slot_dice": "1",
"slot_harm": "5",
"slot_range": "Close",
"slot_tags": "Energy Piercing Charge"
},
{
"slot_name": "Rocket Launcher",
"slot_dice": "1",
"slot_harm": "4",
"slot_range": "Far",
"slot_tags": "Incendiary Stationary"
},
{
"slot_name": "Recoilless Rifle",
"slot_dice": "1",
"slot_harm": "4",
"slot_range": "Near Far",
"slot_tags": "Scoped"
},
{
"slot_name": "Marksman Rifle",
"slot_dice": "2",
"slot_harm": "2",
"slot_range": "Near Far",
"slot_tags": "Burst Stationary"
},
{
"slot_name": "Sniper Rifle",
"slot_dice": "2",
"slot_harm": "3",
"slot_range": "Far",
"slot_tags": "Stationary"
},
{
"slot_name": "Carbine",
"slot_dice": "3",
"slot_harm": "2",
"slot_range": "Close Near",
"slot_tags": "Burst Mobile"
},
{
"slot_name": "Revolver Cannon",
"slot_dice": "2",
"slot_harm": "4",
"slot_range": "Close",
"slot_tags": "Hot Sighted"
},
{
"slot_name": "Handcannon",
"slot_dice": "4",
"slot_harm": "2",
"slot_range": "Near",
"slot_tags": "Hot"
},
{
"slot_name": "Grenade Launcher",
"slot_dice": "2",
"slot_harm": "3",
"slot_range": "Close Near",
"slot_tags": "Incendiary Splash"
},
{
"slot_name": "Laser Rifle",
"slot_dice": "3",
"slot_harm": "2",
"slot_range": "Near",
"slot_tags": "Energy Polished SpinUp"
},
{
"slot_name": "Gauss Cannon",
"slot_dice": "3",
"slot_harm": "2",
"slot_range": "Far",
"slot_tags": "Piercing"
},
{
"slot_name": "Kinetic Cannon",
"slot_dice": "2",
"slot_harm": "4",
"slot_range": "Close",
"slot_tags": "Impulsive Charge"
},
{
"slot_name": "Gatling Cannon",
"slot_dice": "2",
"slot_harm": "3",
"slot_range": "Near",
"slot_tags": "Invigorating SpinUp Focused"
},
{
"slot_name": "Shotgun",
"slot_dice": "3",
"slot_harm": "2",
"slot_range": "Close Near",
"slot_tags": "Splash Piercing"
},
{
"slot_name": "Electrolaser",
"slot_dice": "3",
"slot_harm": "2",
"slot_range": "Far",
"slot_tags": "Energy"
},
{
"slot_name": "Handgun",
"slot_dice": "4",
"slot_harm": "1",
"slot_range": "Near",
"slot_tags": "Hot"
},
{
"slot_name": "Sword",
"slot_dice": "1",
"slot_harm": "5",
"slot_range": "Close",
"slot_tags": "Piercing"
},
{
"slot_name": "Revolver",
"slot_dice": "2",
"slot_harm": "2",
"slot_range": "Far",
"slot_tags": "Scoped"
}
],
"rangeTags": {
"Close": "A few steps away, a distance you can move practically instantly (on a map, in the same hex).",
"Near": "A short distance away, as far as you can move in a few seconds (on a map, one hex away). When you move, you can move to a Near location.",
"Far": "within a reasonable range for combat, further than you can move in a few seconds (on a map, two hexes away).",
"Extreme": "just beyond a reasonable range for combat, except in very rare cases (on a map, three hexes away)."
},
"systemTags": {
"Efficient": "The first time in a round that you use this System, roll a die. On a 4-6, no Fuel is expended this time.",
"Holdout": "If you have 0 Fuel, you may use this System by spending 1 Tension. It gains the Limited Tag when used in this way.",
"Limited": "You may only use this System once per round.",
"Distracting": "Enemies Harmed by this deal -1 Harm on their next attack this round. This effect does not stack if the enemy is Harmed more than once.",
"Energy": "Ignores Armor.",
"Flashy": "An enemy Harmed by this System must attack you or anyone else who Harms them with a Flashy System this round, provided that such an attack is possible. This effect lasts until the end of the round.",
"Piercing": "Ignores Shields.",
"Suppressive": "Standard enemies Harmed by this System can't move (including movement from Approach/Retreat Tags) for the rest of the round.",
"Superhot": "One target affected by this System takes +1 Harm from it.",
"Encouraging": "Anyone affected by this System does +1 Harm with their next Attack this round.",
"Enveloping": "One target affected by this System gains 1 Shield or increases Shield gain by 1.",
"Motivating": "Anyone affected by this System may move immediately to a Near location.",
"Obfuscating": "Anyone affected by this System cannot be attacked until the start of the next round if the would-be attacker has at least one other target in range.",
"Projecting": "If this System only affects you, you can instead have it affect a Close ally. If this System only affects a Close ally, you can instead have it affect a Near ally. You must pay 1 Tension in addition to the Fuel cost.",
"Protective": "Anyone affected by this system reduces Harm by 1 the next time they take Harm this round."
},
"armamentTags": {
"Burst": "+1 Harm when your roll is a 6.",
"Charge": "+1 die on your first Attack with this Armament each round.",
"Critical": "+1 Harm when used at half Vigor or less.",
"Distracting": "Enemies Harmed by this deal -1 Harm on their next attack this round. This effect does not stack if the enemy is Harmed more than once.",
"Energy": "Ignores Armor.",
"Focused": "+1 Harm when used at maximum or greater Tension.",
"Hot": "Once per round, gain 1 Tension when you take out an enemy.",
"Impulsive": "+1 Harm when used at half Tension or less.",
"Incendiary": "Creates a Hazard at the target's location until the start of the next round. Only one Hazard can be created per location.",
"Invigorating": "Once per round, regain 1 Vigor when you take out an enemy.",
"Mobile": "+1 Harm if you've moved at least two range bands this round.",
"Piercing": "Ignores Shields.",
"Polished": "+1 Harm when used at maximum Vigor.",
"Scoped": "Armament's maximum range increases to Near if Close, and to Far if Near. It has -1 die to attack at its newly extended range. If it already has Far when it gains Scoped, +1 die when used at Far if no enemies are Close/Near.",
"Sighted": "Armament's minimum range increases to Near if Far, and to Close if Near. If it already has Close when it gains Sighted, +1 die and +1 Harm when used at Close if no enemies are Near/Far.",
"SpinUp": "+1 Harm if your previous Attack was with this Armament.",
"Splash": "Enemies who are Close to the target take 1 Harm when your roll is a 6. If the Armament has Energy and/or Piercing Tags, Splash Harm ignores Armor and/or Shields.",
"Stationary": "+1 die if you haven't moved during this round."
},
"frameDamage": [
{
"label": "Superstructure",
"desc": "-2 Max Vigor. -1 die, Drive rolls"
},
{
"label": "Legs",
"desc": "Move/Sprint need Speed rolls. -1 die, all other Speed rolls."
},
{
"label": "Sensor",
"desc": "-1 die, Attack/Control rolls."
},
{
"label": "Arm",
"desc": "Lose one Armament."
},
{
"label": "Shoulder",
"desc": "One Mod. System needs a Control roll."
},
{
"label": "Core",
"desc": "Sig. System needs a Drive roll."
}
]
}
// Cleverly use HTML attributes so we can support any number of tabbed elements on the sheet
on("clicked:changetab", function (event) {
var tabattr = event.htmlAttributes['data-tab-attr'];
var tabvalue = event.htmlAttributes['data-tab'];
console.log("Got tabattr=".concat(tabattr, " and tabvalue=").concat(tabvalue));
var O = {};
O[tabattr] = tabvalue;
setAttrs(O);
});
// TODO: on handler is not being called! Fix this
on('change:frame_model', function (event) {
var frame = variables.frames.find(function (frame) { return frame.frame_model == event.newValue; });
if (frame) {
setAttrs(frame);
}
getAttrs([
'attr_arm1_damage',
'attr_arm2_damage',
'attr_arm1b_damage',
'attr_arm2b_damage',
'attr_system_signature_damage',
'attr_system_modular_1_damage',
'attr_system_modular_2_damage',
], function (v) {
var defaults = {
arm1_damage: '0',
arm1b_damage: '3',
arm2_damage: '0',
arm2b_damage: '3',
system_signature_damage: '0',
system_modular_1_damage: '0',
system_modular_2_damage: '0',
};
for (var _i = 0, _a = Object.keys(defaults); _i < _a.length; _i++) {
var key = _a[_i];
if (v[key]) {
delete defaults[key];
}
}
setAttrs(defaults);
});
});
on('change:system_modular_1_name change:system_modular_2_name', function (event) {
var slot = (event.sourceAttribute || '').replace(/_name$/, '');
var system = variables.systems.find(function (system) { return system.slot_name == event.newValue; });
if (system) {
var O = {};
for (var key in system) {
O["".concat(key.replace('slot', slot))] = system[key];
}
setAttrs(O);
}
});
on('change:arm1_name change:arm2_name change:arm1b_name change:arm2b_name', function (event) {
var slot = (event.sourceAttribute || '').replace(/_name$/, '');
var armament = variables.armaments.find(function (arm) { return arm.slot_name == event.newValue; });
if (armament) {
var O = {};
for (var key in armament) {
O["".concat(key.replace('slot', slot))] = armament[key];
}
setAttrs(O);
}
});
var tagSystems = [
'arm1',
'arm2',
'arm1b',
'arm2b',
'system_signature',
'system_modular_1',
'system_modular_2',
]
.map(function (tagSystem) { return "change:".concat(tagSystem, "_range change:").concat(tagSystem, "_tags"); })
.join(' ');
on(tagSystems, function (event) {
var slot = (event.sourceAttribute || '').replace(/_(range|tags)$/, '');
getAttrs(["".concat(slot, "_range"), "".concat(slot, "_tags")], function (values) {
var tags = "".concat(values["".concat(slot, "_range")], " ").concat(values["".concat(slot, "_tags")]);
var cleanTag = tags.replace(/[\W_]+/g, ' ').replace('Spin Up', 'SpinUp');
var out = {};
var tooltip = "".concat(slot, "_tooltip");
out[tooltip] = cleanTag;
console.dir({ tags: tags, cleanTag: cleanTag, out: out });
setAttrs(out);
});
});
/// <reference path="sheet.d.ts" />
// Documentation: https://wiki.roll20.net/Sheet_Worker_Scripts
function updateTrackersFromToken(event) {
if (event.sourceType == 'player') {
var attr_1 = event.sourceAttribute || '';
getAttrs([attr_1], function (v) {
var newValue = parseInt(v[attr_1]);
var O = {};
for (var _i = 0, _a = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12]; _i < _a.length; _i++) {
var i = _a[_i];
O["".concat(attr_1, "_box_").concat(i)] = i > newValue ? '0' : 'on';
}
console.dir({ newValue: newValue, O: O });
setAttrs(O);
});
}
}
function recalculateTrackerValues(event) {
if (event.sourceType == 'player') {
var _a = (event.sourceAttribute || 'foo_bar_1').split('_'), attr_2 = _a[0], _box = _a[1], slot_1 = _a[2];
getAttrs([attr_2], function (v) {
var oldValue = parseInt(v[attr_2]);
// if the checkbox of interest is "off", but current value > newValue, we really mean for it to be "on" at a lower level
var slotValue = parseInt(slot_1) || 0;
var newValue = 0;
if (event.newValue == 'on') {
newValue = slotValue;
}
else if (oldValue > slotValue) {
newValue = slotValue;
}
else {
newValue = slotValue - 1;
}
var O = {};
for (var _i = 0, _a = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12]; _i < _a.length; _i++) {
var i = _a[_i];
O["".concat(attr_2, "_box_").concat(i)] = i > newValue ? '0' : 'on';
}
O[attr_2] = newValue;
console.dir({ newValue: newValue, O: O });
setAttrs(O);
});
}
}
function recalculateTrackerMaximums(event) {
getAttrs(['drive', 'speed', 'control', 'vigor_base', 'tension_base', 'fuel_base'], function (v) {
var O = {};
O['vigor_max'] =
(parseInt(v['drive']) || 0) + (parseInt(v['vigor_base']) || 0);
O['tension_max'] =
(parseInt(v['speed']) || 0) + (parseInt(v['tension_base']) || 0);
O['fuel_max'] =
(parseInt(v['control']) || 0) + (parseInt(v['fuel_base']) || 0);
setAttrs(O);
});
}
on('change:vigor change:tension change:fuel', updateTrackersFromToken);
for (var _i = 0, _a = [1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12]; _i < _a.length; _i++) {
var i = _a[_i];
on("change:vigor_box_".concat(i, " change:tension_box_").concat(i, " change:fuel_box_").concat(i), recalculateTrackerValues);
}
/**
* Recalculate maximum values
*/
on('change:drive change:speed change:control change:vigor_base change:tension_base change:fuel_base', recalculateTrackerMaximums);
</script><rolltemplate class="sheet-rolltemplate-af"><div class="sheet-rolltemplate-header"><h3>{{name}}</h3></div><div class="sheet-rolltemplate-body">{{#^rollBetween() roll 1 6}}{{#rollBetween() zroll 1 2}}<p><strong>Roll</strong>: {{zroll}} -
Failure with a consequence</p>{{/rollBetween() zroll 1 2}}{{#rollBetween() zroll 3 4}}<p><strong>Roll</strong>: {{zroll}} -
Success with a consequence</p>{{/rollBetween() zroll 3 4}}{{#rollBetween() zroll 5 6}}<p><strong>Roll</strong>: {{zroll}} -
Success</p>{{/rollBetween() zroll 5 6}}{{/^rollBetween() roll 1 6}}{{#rollBetween() roll 1 2}}<p><strong>Roll</strong>: {{roll}} -
Failure with a consequence</p>{{/rollBetween() roll 1 2}}{{#rollBetween() roll 3 4}}<p><strong>Roll</strong>: {{roll}} -
Success with a consequence</p>{{/rollBetween() roll 3 4}}{{#rollBetween() roll 5 6}}<p><strong>Roll</strong>: {{roll}} -
Success</p>{{/rollBetween() roll 5 6}}{{#allprops() name roll zroll}}<p><strong>{{key}}</strong><span>: {{value}}</span></p>{{/allprops() name roll zroll}}</div></rolltemplate><rolltemplate class="sheet-rolltemplate-framedamage"><div class="sheet-rolltemplate-header"><h3>Frame Damage</h3></div><div class="sheet-rolltemplate-body">{{#rollTotal() roll 1}}<p><strong>Superstructure ({{roll}}): </strong><span>-2 Max Vigor. -1 die, Drive rolls</span></p>{{/rollTotal() roll 1}}{{#rollTotal() roll 2}}<p><strong>Legs ({{roll}}): </strong><span>Move/Sprint need Speed rolls. -1 die, all other Speed rolls.</span></p>{{/rollTotal() roll 2}}{{#rollTotal() roll 3}}<p><strong>Sensor ({{roll}}): </strong><span>-1 die, Attack/Control rolls.</span></p>{{/rollTotal() roll 3}}{{#rollTotal() roll 4}}<p><strong>Arm ({{roll}}): </strong><span>Lose one Armament.</span></p>{{/rollTotal() roll 4}}{{#rollTotal() roll 5}}<p><strong>Shoulder ({{roll}}): </strong><span>One Mod. System needs a Control roll.</span></p>{{/rollTotal() roll 5}}{{#rollTotal() roll 6}}<p><strong>Core ({{roll}}): </strong><span>Sig. System needs a Drive roll.</span></p>{{/rollTotal() roll 6}}</div></rolltemplate><rolltemplate class="sheet-rolltemplate-shields"><div class="sheet-rolltemplate-header"><h3>Shields</h3></div><div class="sheet-rolltemplate-body">{{#rollBetween() roll 1 shields}}<p><strong>Roll</strong>: {{roll}} -
Take 0 Harm, remove 1 Shields</p>{{/rollBetween() roll 1 shields}}{{#rollGreater() roll shields}}<p><strong>Roll</strong>: {{roll}} -
Take Harm as normal</p>{{/rollGreater() roll shields}}</div></rolltemplate><div class="btn repcontrol_add repcontrol_edit repcontrol_move repcontrol_del"></div>