Warhammer 4e Character Sheet (Djjus)
///// ============ About this Sheet ============ /////
This is a fork of https://github.com/vicberg/Roll20-Warhammer-4e-Character-Sheet, which itself is a port of a original Havoc roll20 WHFRP2e sheet.
This Character Sheet has been updated to fix and enhance mostly in the original style. And uploaded to Roll20 for all to use.
I'm a active WFRP player and I plan to further enhance this sheet at time goes on.
This sheet attempts to simplify the WFRP 4e Core book rules into a workable mostly automated roll20 sheet, without the need to track too many variables manually. This is accomplished by a combination of detailed manual configuration for each character, as every character is different, and a highly integrated and standardized roll template. Including uptodate offical companion and expansion rule (TEW/UiA/WoM/AotE..), and options for certain custom house rules.
Optional Custom WFRP4e token marker set 4 is available @ https://github.com/Djjus/Vault/raw/master/Warhammer%204e%20Character%20Sheet/markers/WFRP4eset4.0.zip // UiA Edition @ https://github.com/Djjus/Vault/raw/master/Warhammer%204e%20Character%20Sheet/markers/WFRP4eset4.0%20(UiA).zip. Follow Roll20 Token marker update instructions for your server.
The sheet should work on latest version of Firefox, MS Egde & Chrome. at 110-125% Magnification.
Please report issues on Github or Discord : Justi#7934
///// ============ Main Features ============ /////
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Mainhand / Offhand / Ranged active weapon selection system, inc Dual Wield. Integrated Skill, Talent & Item Quality mechanics.
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Combat Roll Modifier Quick Menu dropdown for Melee and Ranged, mod calculator with dynamic situation (Def Stance/Called Shot/Reach/Size/xVsy/Prone) and talent +SL/lvl integration (Strike to Stun/Infighter/Fury..). Trigger's will only show if learned.
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Skill system, Basic / Advanced Skill List is fully implemented.
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Talent system, all Core+++ official talent integrated into roll system. Add SL to all outcome and automatically add up for total outcome. Integrated into sheet Characteristics, Carry Weight etc. Movement Roll Dropdown and and Quick menu's.
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Item Qualities system, Weapons, Armor and Damage absorption system with Qualities, Enc, AP, Durable, Damage, Damage point & Talent integration.
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Integrated SL results for all rolls, which aids in the manual calculation of opposed rolls (due to underlying limits with Roll20 full Opposed SL resolution is not a straight forward matter for now, i have chosen the visual self-calculated approach while providing the maximum possible information options for talent and other bonuses.)
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Roll Tables for Critical / Oops / Mutations (TEW extended tables) / Miscast & Wrath of the God integrated, also traggerable from clicky buttons in the roll template output when they occur.
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Magic system with separate Magic/Channeling types, all 8 colors, Witch, Dark, Chaos and a Misc for custom spell Lore's. includes Spell book system, with core book spell/blessing/miracle name list, plus optional custom spell names. Integrated core spell talent modifiers (like, atheryic attunement and instinctive diction) and including miscast management and clicky's in the roll template output. Additionally, advantage can be disabled for spells in the settings tab, allowing for seamless integration the Unofficial Grimoire rules (@ https://pdfcoffee.com/unofficial-grimoire-12-pdf-pdf-free.html).
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Full combat Advantage & Condition Tracking, per core rules. Tracked by sheet attribute and integrated to automatically modify roll tamplate output and all Roll Target displays across all core / skill / weapons and magic tabs. Including Group Advantage rule option to disable roll integration!
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Inventory: Full Encumbrance Management system, with integrated Over encumbrance modifiers (-move/Agi), and Container & Vehicle Management section (TEW compatible) .
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Manual and Auto XP recording options.
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Custom Roll outcome modifiers allowing player to tie custom text and other bonuses to roll out comes like success/failure/always.
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Custom NPC tab, on sheet area to quickly add NPC for GM and players alike. Not meant to replace a full character sheet, but handy for quick trash mob types. The idea is to make a full char sheet for the "boss" and to have his henchmen as Custom NPC's on the NPC tab.
///// ============ Usage Notes ============ /////
- Settings: Check setting (cog) tab ever time when setting up any new Char sheet for all players, and select correct options for your game.
- Wounds: ensure correct Race and Hardy level are chosen. Wounds are subtracted by adding damage, and given back by subtracting it. Wounds can not exceed Max Wounds limit.
- Advantage Field applied to Attacks and appropriate Combat Skills (Cool & Dodge) automatically, and shows in the roll template output.
- For an advanced Skill you must select the taken checkbox in order for target to go above 0.
- Adv fields add advance point to skills, this value are automatically added to the roll target as SKILL.
- Weapons/Spells Mod fields, allow players to pre-populate the roll modifier popup box and is only available with .
- Weapons/Spells Target fields, display the final roll target including all variables calculated by the sheet at that moment, e.g. CHAR + SKILL + MOD + ADVANTAGE - CONDITIONS.
- On Weapons ensure you select the corresponding skill (e.g. Melee Basic, Melee Parrying, Ranged Bow, Ranged Black powder etc), and that the correct skill is learned with advance points in it.
- Themes, see setting tab for various theme which change the look of the char sheet overall. Including Empire/Dwarf & Elf themes.
- Extended Channeling Test (spell book tab, Arcane Spells only), set Accu Ext SL to 0 before beginning a new Channeling action. Increment with Success level of roll until finished. Allows easy tracking of CN v Accu Ext SL for all players. Now includes auto Accu Ext SL calculation and rest after casting.
- NPC tab is intended of quick persistent and contained NPC creation without the need for full character sheets for each of them. With template integration, semi featured with contained Name / Characteristic / Condition / Advantage integration and up to 5 weapons & spells for each NPC, and a collapsible notes section. Good for GMs and players. (I would still recommend separate character sheet for actual NPC bosses/major characters).
- Condition Tracking integration into roll template. Option to choose between Advantage +xx showing only on all combat rolls and all (new default v1.3) non-situational roll modifying conditions (e.g. Broken, Fatigued Stunned, Prone..) to be add to appropriate rolls automatically. Includes NPC tab support too.
This sheet has TokenMod integrated (TokenMod API needs to be installed in the game!) buttons which can set/unset conditions, it does requires my custom WFRP4e Tokens v4 @ https://github.com/Djjus/Vault/raw/master/Warhammer%204e%20Character%20Sheet/markers/WFRP4eset4.0.zip // UiA Edition @ https://github.com/Djjus/Vault/raw/master/Warhammer%204e%20Character%20Sheet/markers/WFRP4eset4.0%20(UiA).zip
Condition effects are currently hard coded as follows (updated June 15th 2021):
Broken/Fatigued/Poisoned/Stunned = Effects all roll tests (this excludes non test rolls and roll tables like Initiative/Miscast/Crit/Oops etc.). Entangled/Prone = Effects WS/BS/I/AGI/DEX characteristic rolls, all combat, and any skill that would require movement like dodge/athletics/climb etc. Blinded = Effects WS/BS/AGI/DEX characteristic rolls, all combat/magic, and any skill that would require sight like art/dodge/drive/perception etc. Deafened = Effects I characteristic rolls, and any skill that would require hearing like Perception/Intuition. Unconscious = Effects all rolls except endurance (Blocks rolling actions essentially)
Multiple conditions: You can be subject to the same Condition more than once; indeed, sometimes you will receive multiples of the same Condition from a single event. If this occurs, any penalties suffered are stacked. So, if you have three Bleeding Conditions, you’re losing a worrying 3 Wounds per Round; or if you have 3 Fatigued Conditions, you suffer –30 to all Tests. You can also be subject to multiple, different Conditions at once. When this occurs, the effects do not stack; you suffer the highest of the two penalties and apply it. So, if you had 3 Fatigued and 2 Broken Conditions, you would suffer a –30 penalty to all active Tests, not –20.
Note conditions are not intended for out of combat situations, GM simply makes the roll difficulty harder with a custom roll modifier (-20 etc) if any particular condition is to apply to a situational roll.
///// ============ Change Log ============ /////
Mar 22nd 2025 v1.76
- New High Elf Player's Guide support, including Yenlui and Talents for HE career's.
- New Sword-dancing casting support, adds new spellbook page for Sword-dancing spells. And added to Quick Cast menu.
- New High Magic (Qhaysh) added to list of Arcane Magic types, and channeling. And added to Quick Cast menu.
- Simple Yenlui implementation for records only.
- Added another 4 (total 8 now) Arcane Lore to talent's to support HE caster's learning all 8 colors.
- Enhanced Spellbook/Arcane spells tab to support High Magic spell features, ie Sacrafice and Multi Wind spells. For record only, no logic to support this mechanic yet.
- Creature Trait list added, found in the Talent Tab. Intended for Monsters/NPCs and special conditions.
- Fixed Offhand weapon not adding Strike Might Blow dmg in the roll template.
- Fixed skill test rolls showing the Drunk modifier when it wasnt actually applying to them.
- Fixed Frenzy not always adding extra dmg to Melee attacks correctly
- Fixed Entangle not working to Melee mainhand attacks
Feb 19th 2025 v1.75c
- Fixed alignment issue with coin swap buttons, which was not fixed last update.
Feb 14th 2025 v1.75b
- Fixed alignment issue with coin swap buttons
- Fixed Weapon settings Magical Effects textarea sizing
- Fixed Spell Quickbar header spacing
- Fixed problem with Wounds calc not being correct if Larger the Average sized and changes to SB/TB/WPB where made. Only Race change will automatically reset Size and recalculate wounds.
- Updated Sheet.json to add some of the recent custom setting defaults
Feb 13th 2025 v1.75a
- Translated sheet to Roll20 CSE Sanitization standard. No changes to layout or look.
- Fixed problem with Dual wield Situational Bonuses showing in DW rolls when Custom Roll outcome was active on weapons.
Jan 20th 2025 v1.75
- Add Cantor Talent from Heart of Glass/Ubersreik Adventures 1, situational test bonus for entertain singing.
- Add Chanty Talent from Sea of Claws, situational test bonus for entertain singing.
- Fix Master of Disguise Talent, now shows situational test bonus for entertain acting.
Jan 10th 2025 v1.74d
- Fix for the sheet background and images sometimes not working in roll20. Sheet Assets moved to prevent url encoding problem.
- Fix issue prevent Race field to show on new sheets.
Jan 4th 2025 v1.74c
- New Custom Critical Wounds rules, which can be configured in the settings tab. Allows for changing of the static crit dmg wounds from the core crit tables. There are 3 customization options, 2 are add or replace normal dmg with a custom dmg die (e.g. 1d10, 1d10!, etc), and the 3rd a custom rule which will take the Tens die of the critical roll as crit dmg wounds, and if the roll is a dubs crit it triggers a Ulrics Furt Die (exploding 10). This is intended to add options for WFRP4e to simulate other crit dmg models like the popular WFRP2e feature Ulric's Fury.
- New Custom Combat Rules, which can be configured in the settings tab. One for Twohanded weapons, changes Strike Mighty Blow to add another +1 dmg per lvl (total +2 per lvl) for all 2h melee weapons, and adds Twohanded Quality makes a Defender suffer -1 SL to his opposed melee test when attacked by a 2h weapon, unless he dodges which is not a melee test. And another for Melee defensive talents, which disables stacking of melee defensive talents, changes reversal test SL bonus when defending with melee parry weapons only (not including shields), and riposte test SL bonus removed. This allow for a alternate combat model which is a bit more gritty with less def SL stacking and makes 2h a bit more viable.
- Fix NPC crit rolls not always working. Also fully compatible with the new crit wound options.
- Fix Char Roll showing when it should not.
- Fix multiple fields showing incorrectly with new character sheets until certain values are set.
Dec 14th 2024 v1.74b
- New Custom Race option added to Race dropdown menu, will allow entering owna Custom Race name. See setting's tab for Custom Race Stating Characteristics Modifier, this allows the Char Roll to generate starting Charactistics for the Customer Race.reset to menu by clicking the X.
- Fix issue with Dual Wield trigger checkbox not showing correctly in Declare Actions section.
- Fix issue with impact/damaging not showing on Attack rolls with Size modifier Large Vs Small.
- Fix mixed up Impact/Impale checkboxes on the NPC pages.
- Fix Dangerous Quality fumble sometimes not showing when test Unit or 10s Die is 9.
- Fix Warpstone Quality now only triggered on crit again.
- Resolved some issues with dulpicate crit translations.
- Cleaned up minor CSS file errors.
Dec 14th 2024 v1.74a
- Fix for Conditions not working
Dec 12th 2024 v1.74
- New Dwarf Player's Guide Talents, to support the new Dwarf career's. Talents with direct roll modifier are integrated, but some of the indirect ones are manually applied by the GM/players. Including new attack mode Whirlwind of Death. These Talents are intended for Dwarfs only, but sheet will allow any race to use them (at GM discretion).
- New Grudges, option to switch between Goals or Grudges recording on the Background Tab. Dwarf Race PCs automatically switch to Grudges, but can be changed back manually if desired.
- New Characteristics Auto Roller for new characters, for every officially supported Race. This will only show if Starting WeaponSkill and Fellowship are empty, like at PC creation.
- All talent based situational SL modifiers (Grey ones) now have mouse over labels with their RAW test text added. To aid GM/player to determine if they should be added to the roll.
- Reworked the Weapon Quality configuration boxes, added more linear layout and alphabetized. New added are, Entangle to Melee weapon Qualities. And Crewed and Salvo to Ranged weapon Qualities.
- Magic/Melee/Range Quickbar rework, new pop out buttons under the Combat Actions section. Declared Attack Options, e.g. Charge/Defensive/Called Shot/Frenzy/DW/Disarm etc, have all been moved to Declare Attack Options. Players must click these to enable talents add automatically to the Roll outcome. This simulates how Talent based Special Action options have to be called before attacking.
- Dual Wield is no longer a situational bonus, its now been moved in the Declared Attack Options section of the Melee Quickbar. Brining all these types of special attack actions into one place.
- Distracted now correctly applies to all test rolls.
- Warpstone Quality changed to the EiS version.
Oct 9th 2024 v1.73a
- Optimized sheet code and the reduced overall size by ~5%
- Fixed not being able to use certain symbols in the character name without breaking sheet functionality, e.g.: " (). Some still don't work, e.g.: | {}
- PC & NPC RT clicky button code unified, should resolve some odd issues
- Allow Endurance test when Unconscious
- Added Critical Damage Rules Houserule 3 to default settings options (outside the game)
- Fixed Enc Penalty not applying to Agility correctly
Oct 1st 2024 v1.73
- Add Distracted (-20 all tests) to the condition bar, but as this is not technically a condition it adds its modifier separately from normal conditions. Similar to Drunk.
- Removed condition limit of -30
July 25th 2024 v1.72c
- Critical Damage Rules Houserule 3#: Changed spells RT crit button, will now Default to Elemental table on the drop down menu.
June 28th 2024 v1.72b
- Fix issue with Failed Melee test not showing Dual Wield and Furious Assault text and follow up buttons. They now display irrelevant of roll outcome.
- Recorrected Minor Miscast Rapture, from 1d10 to 1 bleed condition.
May 29th 2024 v1.72a
- New Crit tables now work as normal with Strike to Injure (UiA version).
May 25th 2024 v1.72
- Adding new optional Crit tables suitable for Unarmed/undamaging and Elemental/Magic Damage types to compliment the standard Up in arms Crit tables. Adding flavor and a non-leathal option for certian situations. This new option can be activated by select new Crit Rule: Houserule #3 in the setting tab. When enabled clicking crit roll button will have show a new dropdown to choose between Weapon(Default), Unarmed and Elemental crit tables.
These tables where created by my long time awesome & grumpy WFRP GM, Marve.
Mar 29th 2024 v1.71
- Fixed Menacing Talent, it now adds +2SL per lvl if the roll is a success, and +1SL per lvl if the roll fails. It is now a non-situational bonus adding directly to the SL result to reflect RAW rules more closely.
February 4th 2024 v1.7
- Added first iteration of Vehicle & Enterprise sheet page modes. These allow you too create sheets to record various values and information associated with these. As per rule additions from various source books UiA,SoC,EiS and Enterprise rules from Achieves of the Empire III. Further rolls (ie traveling etc) info may be added in a later update. Weapons will not be included on Vehicle sheets due to requiring the character statistic and skill to fire etc.
Fixes
- Fixed Drilled Talent costing double the intended XP, ie 200 instead of 100 xp per lvl
- Fixed issue with Spell casting where changing the Accu Ext SL modifier during the roll in the pop out window would not change the actual spell outcome as indented, but used the existing sheet Accu Ext SL field value instead. It will now overwrite dynamically.
- Fixed problem with Custom Spells/miracles names not showing correctly on the Quick spell drop down list.
July 8th 2023 v1.66a
- Fixed Legs plate amror penalty when modified with pracitcal quality. It will now reduce the -20 pen to stealth to -10, instead of to 0.
June 30nd 2023 v1.66
- Added Practical Quality option tick box to all Mail/Plate Armor, this will reduce all penalties by -10 on the given armor piece and update the penalties boxes accordingly.
- Corrected issue on Armor Tab where Shield Durability was adding to AP on the hit locations display to the right.
June 22nd 2023 v1.65c
- Added the Norse Race (Sea of Claws), same attribute as humans with default size average.
- Fixed some rolls not working under certain conditions.
- Fixed some failed roll Talent modifier text not displaying correctly. eg - You may Reverse Dice
February 28th 2023 v1.65b
- Fixed Talent Nobleblood test +SL text during leadership rolls, now correctly dislays as situational bonus SL.
February 14th 2023 v1.65a
- Fixed some skill rolls not always working due to new Besmirched condition bug
- Fixed NPC fumble/crit not working from the combat text clicky
- Fixed Talent integration description il8n tags
- Fixed Channelling so no long removes SL from the Ext Accu SL pool when failing the roll
December 20th 2022 v1.65
- Added Ranged Weapons to be equipable in Mainhand/Offhand. This allows ranged offhand, and mixing with Melee inclding Dualwield Ranged.
- Ranged weapons now have Two-handed weapon option to support full Main/Off hand functionality.
- Added a new quick weapon selector at the bottom of Combat actions section for all Mainhand/Offhand and Rangd weapons. Once Weapons are added in the Weapons tab they will show on the selector.
- Added "Master And Commander" Talent (from C7 Sea of Claws) to the Talent list, with integrated Leadrship SL bonus support.
- Implemented Besmirched Condition effects, when besmirched Characters will get -2 SL to tests rolled with Fellowship Skill.
- Added Warpstone & ZZAP! Weapon Qualities for skaven weapons (from C7 Horned Rat Companion) to both Melee and Ranged Weapons, and apporpriate effects in roll output for Main PC & NPCs.
- Various bug fixes
December 12th 2022 v1.64a
- Fixed Blather talent not adding to AutoXP.
- Fixed VsSize Melee modifier not adding +10 to Melee attack Modifiers when vs larger targets then yourself.
November 4th 2022 v1.64
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Added Spell/Pray (Magic) Drop-down Assist: this is similar to the Melee/Ranged ones. Its shows all learned spells Petty/Arcance from the spellbook, or blessings/miracles, in a collapsable menu with lore channeling, Accu SL and Cast buttons for Quick access to those buttons under Combat actions.
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Fix Accurate Mod reset
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Fix Deadeye shot bonus not applying
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Fix Characteristics Auto XP bug
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Optimized NPC weapon switch code
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Added visable RT Overcast popup info list when casting non-damage spells
October 31st 2022 v1.63
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New setting switch for Optional Fumble/Oops Rules by FighterChimp on Ratcatcher Guild Discord @ https://discord.com/channels/449845411344154634/449846068356710412/611069939654066177. These are somewhat similar to Core, but with better descriptions which are more adaptable to melee/ranged/magic. Matter of preference for GM.
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Fixed Fast Shot not showing in Ranged assist drop-down window when above LVL 1.
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Fixed XP not adding for Fast Shot Talent.
October 8th 2022 v1.62
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NPC Tab - Weapon Qualities & Combat Talent support added. Similar to PC weapons, it adds cog setting button next to NPC weapons to configure qualities. A limited set of optional talents have been added and will add SL modifiers. Also adds offhand penalty on the Opp Weapon if it not the same as the Atk Weapon, modified by Melee Parry/Ambidextrous as appropriate. Changes do slow down this Tab a little, recommend configuring NPC then minimize and use minibutton for combat.
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Added mouse over popup Overcast Table in the roll output for Spell cast rolls next the "SL Effect".
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Fixed Aethyric Attunement and Wizard robes +SL not adding to Channelling roll when rolled from the Skill Tab.
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Fixed Furious Assault +SL not adding to the final result in the roll outcome when initiated from the Furious Assault roll template mini button.
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Fixed issue with Melee Bonus re-applying after a hit in certain circumstances. Bonus Value was not being cleared from the Weapons Tab.
September 24th 2022 v1.61
- Updated Armor Tab - There is now 3 (Light/Medium/Heavy) Equip/unequip buttons at the top of the tab. This allows quicker equiping and unequiping of armor for players. Also all Equip/Unequip and Worn/Unworn actions in this tab now automatally activate or disable the corresponding armor penatlies.
August 22th 2022 v1.6b
- Removed critical rt display for Prayer spells, as they do not get dubs random criticals, only fumbles.
- Adds conditional check when peforming Dual Wield attack, if the Player has just rolled a crit, they now will chose if they want to use main hand or crit result for the DW attack. Crit result DW hits will now remove any modifier on crit roll before reversal, so result stays within 1d100 range.
- Fixed recent issue with Darkmode on Chrome based browsers, white text was showing in much of the chat log RT output while in darkmode.
- Added translation tags for Blessings spell list.
- Custom WFRP4e token marker set 4.0 released includes UiA edition with no Advantage markers. Splits Fear into 1/2/3 markers. And a number of usefull custom markers. Url:
UiA Edition: https://github.com/Djjus/Vault/raw/master/Warhammer%204e%20Character%20Sheet/markers/WFRP4eset4.0%20(UiA).zip
August 8th 2022 v1.6a
- Fixed Enchanted Staff CN mod when casting. Should now add -1 appropriatly for all Lore's.
- Fixed used with Characteristics Mod add reseting undere certain circumstances.
- Channeling rolls from the Skill tab will now add Accu Ext SL to spells and rituals of the same Lore.
July 11th 2022 v1.6
UI & Code consolidation Update
- Major clean up of sheet code (-25%), removed much of the pre-devmode code for the old SL system. This improves overall sheet performance and load times.
- New SL system (formely Devmode/Talent integration only) is now fully integrated as default and used for all rolls.
- SL RT result line cleaned up, roll SL outcome clearly outlined, with bonus SL (colored), and final SL outlined.
- Besmirched added to conditions list, it is currently not yet intergrated into Fellowship rolls. (TBD)
- Talent Integration XP now fully integrated. Sheets that where using Auto XP custom talent entries will need to delete them and transfer them to the new integrated talents. Custom Talents can still be added manually.
- NPC's will remember equiped weapon types we closing and reopening a sheet.
June 6th 2022 v1.56a
- Fixed NPC weapon rolls not working when Talent Integration is disabled.
- NPC Crit roll button will now follow UiA rules if then are active/selected.
May 20th 2022 v1.56
Winds of Magic update
- Various minor Magic rule changes as per Winds of Magic rule book, including Miscast Table changes.
- Ritauls Tab added to Spellbook, functions similarly to Arcane Spells.
- New Skills: Augury & Psychometry
- New Talents: Suffuse With (Wind) & Magical Assistant
- Magical Robes & Enchanted Staff's selector in the spellbook tab, bonus add automatically. Added Spellbook settings tab for old options.
- Added Orge - Lore Great Maw as a static Magic Lore option, incl. Casting/Channelling/Effects.
- Channeling roll which rolls in +0 SL outcome now adds +1 to the Accu Ext SL pool.
- Casting Success/Failure is now based on achiving +SL not roll vs target success.
- Various Talent fixes to make them visable in talents Tab and add custom situation SL in RT. Add Orge Talent - Vice, no intergration.
May 12th 2022 v1.55f
- Implemented Unshakable Talent, which adds conditional bonus to Cool tests.
- Fixed Briber Talent naming, it was incorrectly named Bribery.
- Fixed Channelling test miscast inidcator on Unit die 0, now occur only when roll is above the target number.
- Button Hover style no longer inverts text color, text remains white with black shadow.
April 22th 2022 v1.55e
- Spell Tab changes: Spell name selection improved custom name field is now hidden if not being used. Added Memorized checkbox and XP Cost field for spells. Arcane spells which are not Memorized double the CN on rolling as per Core rules.
- Accumulated Ext SL when channelling now automatically increments with each channel roll, channel crit will fill AccuExtSL to CN number if not already above. This effects all spells of the same Lore. Casting will reset AccuExtSL back to 0. Rerolling from the reroll button will use the Previous casts AccuExtSL. AccuExtSL needs to be adjusted manually if special bonus are given, like spend Fortune for +1 SL.
- Add Vs Reach (VsRch) tick on Melee assister, this ass Vs Larger Reach -10 to Attack modifier, to be used against a enemy with larger Weapon then you.
- Unequipping Weapons Main/Off will now result in a Unarmed default condition with normal stats.
- Drunk now applies to WS/BS/Agi/Dex/Int skills only.
- Ranged Accurate has been merged into the Ranged modifier changing defautl mod to 10 rather then add during the roll to any other modifier value.
- Inventory now has Worn? option instead of carrier option. Selecting Wron reduces total enc of the item by -1.
- Fixed Fastshot not adding to SL outcome calculation.
- Fixed Conditions not working with no offhand weapon equiped. This stoped a few rolls from functioning.
April 13th 2022 v1.55d
- New integrated Size system - Size is selectable in Background tab, and Vs Size in the Melee Assister. Applyies Size Combat Modifiers rules from the core book, effects sheet Wounds/Carry weight and modifies melee combat rolls. Showing larger/smaller bonuses as appropriate. Only works with talent integration.
- Separated Mele Attack and Opposed modifier, only Attack modifier is shown in Melee Assist window. So Opposed Parry rolls do not apply Attack only modifiers, and vice versa.
- Improved Conditions calculation, they now cap at -30 modifier. Add Drunk as a special condition which can stack with other condition modifiers upto max -30. Penalties like Offhand and Armor are now considered in the cap.
- Fixed Carouser RT results not displaying properly
- Fixed Distract RT text not displaying properly
- Fixed issue with Encumbrance Penalty when Agility was exactly 30 it would result in frozen target display
- Added talents Beat Blade, Beneath Notice, Large/Small, Suffused with Uglu, Super Numerate & Supportive to talent integration
- Added Beat Blade to melee assist actions, and reordered them so the layout cascade better on sheet
- Activating Stun to Strike will now with also activate Melee Called Shot
- Added new Psychology record section in Core Stats tab under Injuries (with community support!)
April 6th 2022 v1.55c
- Improved Armor Qualities, now displays selected options at top of attack rolls. New checkboxes in the Armor Tab.
- Added Magical Quality to Melee/Ranged Weapon settings, allows custom text in same format as normal qualities.
- Added Talent integration logic for Second Sight/Strider/Stout-hearted/Tinker/Trapper/Trick Riding/Tunnel Rat.
- Added Pummel to Ranged Weapons, as Sling ammo can have pummel.
- Added Called Shot to Ranged Assister, and changed Cover to a drop down to conserve space.
- Fixed Called Shot Melee, it now works with Off hand Attack rolls too and clears selection after rolling.
- Various localization fixes and additions to Talent integration (with community support!)
March 31th 2022 v1.55b
- Corrected UiA critTable not activing in certain situations.
- Corrected but Encumbrance Max value not displaying, related to new Orge Race.
- Various fixes and additions to Talent integration (with community support!)
March 25th 2022 v1.55a
- Fixed UiA crit tables, some of the Crit Damage was out by 1.
- Cast and Channel fumbles clarified, added 10s fumble for channelling and casting now shows when a 8 unit die (chaos) is rolled.
March 19th 2022 v1.55
- Devmode renamed Talent and Quality Integration
- Added official Cubicle 7 Up in Arms rule set support
- Up in Arms - Group Advantage - (select in Advantage Rules in setting) - include the appropriate Talent changes
- Up in Arms - Critical Damage Tables - (select in Critical Rules in setting)
- Up in Arms - New Weapon Qualities - Added to Talent and Quailties Integration.
- Talent and Quailties Integration - Re-ordered Melee Bonus assister, added Called Shot and Strike to Stun
March 11th 2022 v1.54
- Added official support for Roll20 Dark Mode
- Added Hypnotism to Advanced Skills (Power behind the Throne, EiS vol3)
February 25th 2022 v1.53.3
- Added Ogre to the race list race with stats (Archives of the Empire vol 2)
- Fix for melee weapons list target display for any weapon except 2H
January 3rd 2022 v1.53.2
- Fixed issue where Twohanded weapons when selected would show offhand penality added to the target value of the specific weapon. This did not effect the Roll itself.
- Fix for Characteristics modifier which was adding twice on the skill target display in rolls.
- Resolved issue with Custom Spell Advantage rule (which basic removed advantage modifier from casting), this will now also disable Advantage for Langange Magick skill roll aswell as spellbook rolls. And removes the gold star indicator when disabled too.
December 6th 2021 v1.53.1
- Completed experimental talent list (all 166 talents) in the Dev mode, nearly all are implemented at this time. This causes talent bonuses to show when rolling skills and weapons, to allow superior flow of game and especially combat. Includes advanced combat actions, like Charge/Furious Assault/Feint/DW/Fast Shot etc rules which are implemented directly into the sheet so they show when rolling ( i.e. you don't have to remember at the +SL or complex rule). Also includes a new SL system which adds together the total SL bonus each roll. Enable Dev mode to test this feature.
September 14th 2021 v1.53
- Various bug fixes
- All Test Results now display inline with the Target in the Target v Test form.
- Hovering over roll buttons will now show very clearly which button is about to be clicked.
- Melee/Ranged Weapon selection will now allow clearing for the selected Weapon.
- Melee/Ranged Weapons settings popout style changed a bit, added a wrap box.
- Skills which are affected by advantage or penaties now have tooltip markers to indicate it.
- Added experimental SL system and custom roll parsing sheet workers, these are hidden and dont interfere with the base page.
August 25th 2021 v1.52
- Changed Fortune and Resolve display so it shows ( remaining / max ) of each stat, also added configurable modifiers for both stats to allow players to account for talents like Luck and Strong-minded. This allows easier tracking of these stats and their modifiers.
- WFRP4e marker 3.1 update, added Lamp and Distrated markers, and Torn Muscle/Broken Bone markers with Minor/Major (M/m) and Loction (A/B/H/L = Arm/Body/Head/Leg) identifers. This greatly helps the flow and tracking of battle on roll20, particularly for the GM. File available @ https://github.com/Djjus/Vault/blob/master/Warhammer%204e%20Character%20Sheet/markers/WFRP4eset3.1.zip. This is Optional. Follow Roll20 Token marker update instructions for your server.
- Added Torn Muscle and Broken Bone effect information to the Critical outcome text. E.g. Torn Muscle (Minor) injury (Suffer a penalty of –10 to all Tests involving the location).
- Melee Opposed Attacks can now show hitloc/dmg if check box is selected in the weapon config section (cog). Handy for Riposte talent.
July 12th 2021 v1.51
- XP tab: clean up, added styling and some text.
- Spellbook: Petty & Arcane spell tabs have been cleaned up a bit to allow adding Willpower Bouns to the spell damage. This is similar the way the ranged weapons work. Wehn ticked this will now automatically add WPB to the cast roll damage. WPB? and Dmg input fields will now be invisible if the Dmg? checkbox is not ticked. Miracle Damage also adapted to match, but without the WPB modifier.
- Houserules are no longer seperated main PC and NPCs on the same sheet. The settings options now configures both.
- Default settings added to Game Settings page on Roll20 when this sheet is selected (Roll20 website, out side of the game). This is handy for GM's to set defaults before char sheets are created and less fiddling about each time you create a new one.
- PC crit roll now shows modifer in the roll template. NPC crit roll had 2 pop up boxes for modifier, fixed
July 5th 2021 v1.5
- Automatic XP Spent calculation (as per core rule book) has been integrated to the sheet as a optional feature, activate this in the XP or settings tabs. This will calculate all XP on the fly after Talents or Advances are entered in the sheet. Special Xp circumstances like free/starting XP or changing career/level need to be added manually to the "Other XP" section in the XP tab. XP calculation is capped at 50 skill advances/10 talent levels as descibed in the core rules, advances above this will not count toward the overall spent total. You can not mix Auto & Manual modes at the same time, but you can switch between them at anytime.
- Made Armor Penalties on Perception and Stealth rolls visible on the Rolltempalte so it clear that they are being applied.
- Fixed some advanced skill target numbers which were calculating conditions twice.
June 14th 2021 v1.41
- Vastly improved performance of Target value re-calculations due to condition changes, by moving them to the sheet worker. This was particularly bad on Firefox, while MS Edge(Chromium) and Chrome were less impacted but also benefit from the changes. No actual changes in functionality just faster!
- Corrected bug with Characteristics Modifier not reach through to skills/melee/spells
- Deafened = Effects Initiative characteristic rolls, and any skill that would require hearing like Perception/Intuition.
- Haggle Skill roll was broken from the last update and is now fixed.
- Corruption table corrections.
- Armor Qualities are now shown on Dodge rolls.
June 14th 2021 v1.4
- Various bug fixes, mostly small visual issues.
- Unified Roll target number tooltips, to clearly show the roll components.
- Added Release Notes button to the settings tab, which post a clickable url in the chat menu when clicked.
- Sin updated to trigger Wrath of the Gods correctly based on units die v sin result for all pray tests, as well as fumbling pray tests.
- Movement section updated to shows penalties from being encumbered and adds to Move/Walk/Run speed calculations.
- XP tab rework, centered and changed how its calculated.
- Reset Conditions button added next to the right of the Conditions show/hide button, this will reset all conditions to 0 in one click.
- Advantage now applies and shows in the roll template output on all appropriate combat type rolls in the skill tab, e.g. Dodge/Cool/Melee/Ranged/LangMagick.
- Full rework of condition system, which now scales fully with all PC/NPC rolls and immediately modifies all roll target windows on the skills tabs.
Condition effects are now hard coding changed:
Broken/Fatigued/Poisoned/Stunned = Effects all roll tests (this excludes non test rolls and roll tables like Initiative/Miscast/Crit/Oops etc.). Entangled/Prone = Effects all combat/spell cast, and any skill that would require movement like dodge/athletics/climb etc. Includes WS/BS/S/AGI/DEX rolls Blinded = Effects all combat/magic, and any skill that would require sight like art/dodge/drive/perception etc. including WS/BS/S/AGI/DEX rolls. Deafened = Not included in automated conditions due to being too circumstantial. GM should determine when penalty apply. Unconscious = Effects all rolls except endurance (Blocks rolling actions essentially)
April 5th 2021 v1.35
- Added Max corruption modifier to allow for Pure Soul and other effects to be integrated in the sheet.
February 1st 2021 v1.34
- Added coin converters buttons on the inventory page.
- Various Qualities text fields now align to the left.
- Changed spell book Channel button label from "Cast" to "Channel".
January 18th 2021 v1.33
- Various fixes for NPC pages which were PC deafened condition attributes rather the individual NPC value.
- Added option to turn of Advantage for arcane spells, to support custom house rules.
January 18th 2021 v1.32
- Endurance roll fix
- Melee Modifier adds twice fix
- Changed movement section, now has stating stat fields.
- Added Overburdened rule integration in Inventory. Modifies Agility and Move stats.
- New marker set 2.0 https://github.com/Djjus/Vault/blob/master/Warhammer%204e%20Character%20Sheet/markers/WFRP4eset2.0.zip
January 11th 2021 v1.31
- Reroll clicky buttons now integrated into the roll template out put for most rolls, including all repeating sections. This is displayed in the Test value row.
- NPC Tab rework, a number of modifications have been made to increase it performance when alot of NPC hare created. All NPC rolls are now integrated into the crit and reroll buttons. Weapons have been split into Melee(upto 3)/Ranged(upto 2) and Spell into Magic(upto 3)/Prayer(upto 2). Notes now no longer has a hider checkbox and is always shows and the Roll outcome modifier are removed entirely, both were to greater performance hogs within the repeating section. Use the quality text field instead.
- Channeling Roll template has been altered to be more inline with other rolls to allow the reroll integration.
- Weapons & Spells Tab rework, cleaned it up and added a Mod and Target display fields which matches the roll target.
- All Mod fields will now prepopulate the Roll Modifier popup with the set value.
- Fixed the Talents tab text field dragging issue from the last update.
- Armor Tab rework: Separated AP from Armor Damage points and added field to add Durable value to increase Damage Points only without increasing AP. Also added a Robust talent lvl selector which modifies the right hand body location total AP display.
- New GM whisper button in the Combat Actions title row, and adjusted matched the Conditions hider button to match it.
- The sheet will perform a repeating section ID scan and set them as attributes inside the sections on first opening after this update to populate the required ID's of existing sections to allow new features to function correctly. There is a check to only allow this to happen once as it does take a few seconds to complete.
December 28st 2020 v1.3
- Roll Modifier Text: Most roll buttons now have a optional configuration cog next too them allow players to add text to the roll template output (can be conditional on test outcome, ie success/fail). This includes Skills/Weapons/Spells & NPC tabs. Handy for adding text related to Talent based roll outcomes, i.e. +1 SL on success or Reverse Result on fail.
- Skill Tab rework, decluttered Melee/Ranged/Channelling/Language Magick Specializations groups, these skills are now hidden by default and have to be checked to be visible. Removed the Cast group, Language Magick is now in Language group, and Pray is now a ungrouped advanced skill.
- Crit/fumble logic update: Auto Failure on 99 roll result, will always result in a fumble, even if target is above 100.
- Renamed critical success/failure to auto success/failure, so not to confuse with critical hit.
- Roll template now has Critical / Fumble(Oops) / Miscast / Wrath buttons integrated, they only show when these events happen and are useable by anyone with control of that character sheet.
- Advanced Skills will now always have base skill 0 (unmodified) when they are not Taken (i.e. trained). This is intended to prevent any untaken advanced skills to be rolled by accident. Note Ranged Crossbow and Ranged Thrown are always rollable as per core rules. Also fixed Rt header display for advanced grouped skills which will now display the user entered name field as well as the grouped skill name.
- Marginal fail rolls (-0) will now show correctly in SL results
- Corruption Section now has a Max Corruption value field, based on TB+WPB.
- New hard coded skills for Channeling Witch, Dark & Chaos added.
- Roll Tags have been added to the formulas for all combat skills. Other skills to follow.
- Added some further missing translation tags.
December 21st 2020 v1.23.4
- Cleaned up critical roll text for casting and channeling to make it clearer that theses are happening.
- PC & NPC Characterisitc rolls now show success/failure message.
- Added some further missing translation tags
November 2nd th 2020 v1.23.3
- Added translation tag for modifier text in the roll template.
October 12th 2020 v1.23.2
- translation.json update, attempting to fix the translation issue which was introduced last week which prevent the new json from use on the live server sheet.
- Fixed issue with Heavy Head armor capping at 1 carried Enc.
October 5th 2020 v1.23.1
- Further modification of how Armor tab works. Worn? check will now add/remove ENC and AP appropriately. Some descriptive text has been added to these sections too.
- Continued adding IL8N tags that were missing from a lot of the new content. This work is now mostly complete.
- Workable Italian translation is now implemented (Translation credit to Andrezzo/Roll20). (change language to Italian on Roll20 website/account config, then start server to see it). I am more then willing to work with others to implement more languages, but can not do this by myself.
September 7th 2020 v1.22
- Fixed issue which stoped the Initiative button from working correctly on a newly created character sheet.
- Added numerious IL8N tags that were missing from alot of the new content. This is a work in progress to enable high quality custom translation to be added later. Italian translation is being worked on by the 3rd party.
August 24th 2020 v1.21
- fencing skill roll fixed ( issue #7214 )
- hit location was not inverting target result fixed
August 3rd 2020 v1.2
NEW - Mutation Roll button added for Physical/Mental Mutation rolls, with a selection between all chaos powers or individual gods. Also includes Fixation table roll selection.
- NPC pages 2,3 & 4 weapon/spell rolls fixed
- Firefox spin button showing fixed
- When rolling a critical in combat the roll template text will now show "Critical Hit" rather then just "Critical", when a Ranged weapon is used it will show "Critical Hit (Impaled)"
- Combat Advantage +X display in the roll template is no longer value at locked
- SL display in roll template extended to roll target of 259 (Maximum SL +25), critical failure will always be SL -1
- Containers updated with worn checkbox, and vehicle toughness/wounds options.
- Removed old 2e lines from the translations file
July 27 2020 - v1.1
NEW - Condition Tracking full implementation, now adds up Multiple Conditions correctly as per the rule book. Meaning only one (highest) condition will be added to the roll template Automatically. Also changed the setting description to clarify this. NEW - Expandable Packs, Containers & Vehicle section added under Inventory Tab. Allows for simple separation of carried and non-carried items, in Packs & Vehicles. Separate weight calc built in. Container with Enc now add to Total Character Enc too. (Great for any sort of travel heavy stories, e.g. Death on the Reik!)
- Missing Impale code added from last update.
- Manual Roll Modifier now displays in the Roll Template for most rolls.
- Pursuit Roll Rule text changed to be clearer to read.
- Weapon Reach now displays in the roll template, similar to Range for Ranged Weapons.
- Ranged Ammo now displays properly in the roll template.
- Talents now have a roll template which displays their info in chat.
- Critical & Injuries section title in the Core Stats tab renamed to Injuries & Other Ailments.
- Fate/Fortune/Resiliance/Resolve value mininum is now locked to 0.
- Tab Menu inactive buttons shadowed.
- NPC tab characters weapon & spells selection is now persistent
- All spell types now have a custom name option and input field next to the selector (requested feature)
July 20 2020 - v1.01
- Endurance test in Combat Action no longer rolls a Heal test
- Impale mechanics tiedied up for Attack/Opposed/Shoot rools and made more obvious when it occurs.
- NPC pages 2/3/4 fixes which were only applied on page 1 before
July 13 2020 - v1.0
- Major Art overhaul - in style of the rule book, removed the black banners and reworked section titles, new background for all themes. Overall effect is less contrast and more white space. Easier on the Eyes.
- Weapons Tab overhaul - Weapons must now be selected to use them, and will fire of from the new Attack/Opposed/Shoot buttons. This should be fairly obvious when the Player next tries to use a weapon after this update. This feature is supported by new sheetworkers. This allows using weapons outside the Weapons reaping sections which is the main reason this was implemented.
- Combat Actions section overhaul - Added custom roll field, core rule based movement rolls for Athletics/Climbing/Falling/Leaping/Pursuit/Sprinting in drop-down menu, current active Attack/Opposed/Shoot display and buttons which are underpinend by the new Weapons mechanic.
- And a number of minor bug fixes
July 5 2020
- Add Armor value to NPC boxes
- Overburdened value now correctly increments when you go over the max encumbrance value, rather then at max encumbrance value.
- Sturdy value now is correctly adds x2 per level to encumbrance
- Character Armor Arm & Leg encumbrance is now linked to avoid confusion of adding too much enc. (right arm/leg enc attributes are now deprecated)
June 29 2020
- Buttons & Banners further improved look
- Combat Initiative roll now allows Modifier for the Init Char.
- Crit Roll fixed so it doesnt go negative.
- NPC tab reworked, look improved, added Condition tracker section and 2 custom skill rolls
- Condition Tracking integration into roll template, first pass. Option to choose between Advantage +xx showing only (new default) on all combat rolls and all non-situational roll modifying conditions (e.g. Broken, Fatigued Stuned, Prone..) to be add to appropriate rolls automatically. Includes NPC tab support too. It should be noted that some conditons can we highly situational, like Perception test could be impacted by Blinded/Deafened or not depending on what is being percived, such situational occasions will have to be handled by the GM and no attempt is made to add complication.
Condition effects are currently bound as follows:
Broken/Fatigued/Poisoned/Stunned = Effects all Melee/Spellcast and skill rolls (only excludes roll tables like Misscast/Oops etc.) Entangled/Prone = Effects Movement based rolls, so melee/spells, combat actions and any skill which would require movement like dodge/athletics/climb etc. Blinded = Effects Weapon/Spells casts rolls Deafened = Effects Spells casts rolls Unconscious = Effects all rolls (Effectively blocks rolling with buttons)
Note conditions are not inteneded for out of combat situations, GM simply make the roll difficulty harder (-20 etc) if any condition is to apply to a situation.
June 22 2020
- Button color now added to themes.
- NPC repeating sections can now minimize, helps management for GMs.
- Other minor code fixes
June 15 2020
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New UI Themes - Empire, Dwarf & Elf
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Condition Tracker added! This has TokenMod integrated (TokenMod API needs to be install in the game!) buttons which can set/unset conditions, it also requires my custom WFRP4e Tokens (download @ https://github.com/Djjus/Vault/blob/master/Warhammer%204e%20Character%20Sheet/markers/WFRP4eset1.0.zip)
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Button cleanup/overhaul
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Fixed NPC tab spacing issue with Advantage value field
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Fixed NPC tab Opposed Melee roll using wrong name on NPC page 1
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Fixed Advantage not adding on Ranged Weapon target number in rolls
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Fixed bug preventing Characteristic Bonus Modifier value from adding to the Characteristic Bonus Current value, due to javascript omission
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Removed an extra curly bracket (This should fix the problem behind issue Roll20#6152)
Feb 24 2020
- NPC tab added, this new tab allows simple contained NPC mini-cs creation with template integration, featured with up to 5 weapons & spells for each NPC. Good for GMs and players.
- All skill rolls now have Success/Fail msg
- Heal Adv-Skill: Added new Heal template which displays IntBonus
- Optional Advantage Rule selection (core book). See settings tab
- SL modifier for all simple and dramatic rolls, displays after the SL result {e.g. Success Level -3 | +Mod 0}. SL results now also in Bold.
- Removed Hit location from opposed rolls.
- Defensive Melee weapon tick now adds +1 SL when opposing as per rulebook, uses new SL modifier field (rather then +10 to the target roll as before)
Feb 17 2020
- init test not visible fixed
- Ranged Weapon SB? check box now useable
Feb 10 2020
- Banner rework, added light/dark mode to settings
- Roll test clean up and rules, Crit Success/Failure added
- Crit roll fixed
- Wounds updated, locked between 0 and max wounds
- Roll template rework
- Roll public/whisper chooser moved to settings
- Fields for Career level and Career Path added.
- Perception/Stealth rolls influence from armour fixed
- Critical Hit roll fixed
Jan 20 2020
- Asset and Color palate rework, light/dark mode
- Clean up of global rolls mechanic
- Xp spend log tab added, these fields interact with Xp current/earned/spent fields.
- Bug fixes
Jan 13 2020
- Reworked Initiative Roll button, with 3 Core book rule options. See Settings cog.
- Moved Wounds/Advantage/Fate points out of the tabs to the top of the sheet for better access.
- Rework on the Skills tab, Mostly for Skills which require working Attrbutes for macros.
- Background Tab moved
- Rework of Weapons (formerly Combat) Tab. With Skill selector for Melee/Ranged specializations.
- Rework of Spell book Tab. Removed unused 2e spell sub tabs. Spells now work correctly and added Channeling Test button for Arcane spells.
Dec 24 2019
- Project Forked from https://github.com/vicberg/Roll20-Warhammer-4e-Character-Sheet
Future release wish list :
- TBA
Enjoy.