Files
roll20-character-sheets/Deathwatch/Deathwatch.html
T
Mago 8af4ceab7a Deathwatch Patch 4-22-25
Added requisition field to gear and tools

Fixed Abilities description on chat

Added minimum and maximum value to IP/CP

Added translation title to Bionic checkboxes

Fixed Arm/Leg capitalization

Merged several macros into new Conditions selector

Added field for fixed focus power bonus

Added Special Quality selector to Weapons, for now it features Tearing Damage
2025-04-22 08:53:44 -04:00

5673 lines
566 KiB
HTML
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
<div class="logo" style="margin: -5px -5px -70px -5px">
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Deathwatch/images/sheetheader.png" />
</div>
<main class="rti"><!-- minimize everything except rolltemplate and scripts-->
<!-- Universal Header %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
<div>
<!-- Basic Player Character Information -->
<div class="grid5">
<div></div><!--empty div gridbox1-->
<!-- Invisible span to handle translation of roll queries -->
<span style="display: none;" data-i18n="queryModifier">Modifier</span>
<span style="display: none;" data-i18n="queryHitsNumber">Number of Hits</span>
<span style="display: none;" data-i18n="queryMetresFallen">Metres Fallen</span>
<span style="display: none;" data-i18n="queryHitLocation">1st Hit Location</span>
<span style="display: none;" data-i18n="queryFearRating">Fear Rating</span>
<span style="display: none;" data-i18n="queryFearRating1">Fear 1 Disturbing (-0)</span>
<span style="display: none;" data-i18n="queryFearRating2">Fear 2 Frightening (-10)</span>
<span style="display: none;" data-i18n="queryFearRating3">Fear 3 Horrifying (-20)</span>
<span style="display: none;" data-i18n="queryFearRating4">Fear 4 Terrifying (-30)</span>
<div class="gridbox2">
<div class="spacing" style="width:100%; height:12px"></div>
<input name="attr_character_name" type="text" class="major" data-i18n-placeholder="CharacterName" placeholder="Character Name" data-i18n-title="CharacterName" title="Character Name" />
<input name="attr_Renown" type="number" class="major" data-i18n-placeholder="renownRatingPlaceholder" placeholder="Rat." style="width:15%" data-i18n-title="renownRating" title="Renown Rating" />
<div class="spacing" style="width:1%"></div>
<select class="major" name="attr_renownRank" style="width:84%; text-align:center" data-i18n-title="renownRank" title="Renown Rank">
<option value="Select" selected data-i18n="renownRank">Renown Rank</option>
<option value="Initiated" data-i18n="renownInitiated">Initiated (0-19)</option>
<option value="Respected" data-i18n="renownRespected">Respected (20-39)</option>
<option value="Distinguished" data-i18n="renownDistinguished">Distinguished (40-59)</option>
<option value="Famed" data-i18n="renownFamed">Famed (60-79)</option>
<option value="Hero" data-i18n="renownHero">Hero (80+)</option>
</select>
</div>
<div class="gridbox3">
<div class="logo">
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Deathwatch/images/deathwatch-logo.png" />
</div>
</div>
<div class="gridbox4">
<div class="spacing" style="width:100%; height:12px"></div>
<input name="attr_Player" type="text" class="major" data-i18n-placeholder="PlayerName" placeholder="Player Name" data-i18n-title="PlayerName" title="Player Name" />
<input class="major" name="attr_Speciality" style="width:84%" type="text" data-i18n-placeholder="Speciality" placeholder="Speciality Name" data-i18n-title="Speciality" title="Speciality Name" />
<div class="spacing" style="width:1%"></div>
<input class="major" name="attr_Rank" type="number" data-i18n-placeholder="Rank" placeholder="Rank" style="width:15%" data-i18n-title="Rank" title="Speciality Rank" />
</div>
<div></div><!--empty div gridbox5-->
</div>
<!--Characteristics-->
<div>
<h3>&#10070; <span data-i18n="Characteristics">Characteristics</span> &#10070;</h3>
<div class="CharGrid">
<label class="characteristic"><span data-i18n="WeaponSkill">Weapon Skill</span>&#10;(<span data-i18n="WeaponSkill-abbr">WS</span>)</label>
<label class="characteristic"><span data-i18n="BallisticSkill">Ballistic Skill</span>&#10;(<span data-i18n="BallisticSkill-abbr">BS</span>)</label>
<label class="characteristic"><span data-i18n="Strength">Strength</span>&#10;(<span data-i18n="Strength-abbr">S</span>)</label>
<label class="characteristic"><span data-i18n="Toughness">Toughness</span>&#10;(<span data-i18n="Toughness-abbr">T</span>)</label>
<label class="characteristic"><span data-i18n="Agility">Agility</span>&#10;(<span data-i18n="Agility-abbr">Ag</span>)</label>
<label class="characteristic"><span data-i18n="Intelligence">Intelligence</span>&#10;(<span data-i18n="Intelligence-abbr">Int</span>)</label>
<label class="characteristic"><span data-i18n="Perception">Perception</span>&#10;(<span data-i18n="Perception-abbr">Per</span>)</label>
<label class="characteristic"><span data-i18n="Willpower">Willpower</span>&#10;(<span data-i18n="Willpower-abbr">WP</span>)</label>
<label class="characteristic"><span data-i18n="Fellowship">Fellowship</span>&#10;(<span data-i18n="Fellowship-abbr">Fel</span>)</label>
</div>
<div class="CharGrid">
<div>
<label class="startinglabel" data-i18n="characteristicBase">Starting</label>
<input name="attr_startingWeaponSkill" type="number" value="0" style="width:55%" />
</div>
<div>
<label class="startinglabel" data-i18n="characteristicBase">Starting</label>
<input name="attr_startingBallisticSkill" type="number" value="0" style="width:55%" />
</div>
<div>
<label class="startinglabel" data-i18n="characteristicBase">Starting</label>
<input name="attr_startingStrength" type="number" value="0" style="width:55%" />
</div>
<div>
<label class="startinglabel" data-i18n="characteristicBase">Starting</label>
<input name="attr_startingToughness" type="number" value="0" style="width:55%" />
</div>
<div>
<label class="startinglabel" data-i18n="characteristicBase">Starting</label>
<input name="attr_startingAgility" type="number" value="0" style="width:55%" />
</div>
<div>
<label class="startinglabel" data-i18n="characteristicBase">Starting</label>
<input name="attr_startingIntelligence" type="number" value="0" style="width:55%" />
</div>
<div>
<label class="startinglabel" data-i18n="characteristicBase">Starting</label>
<input name="attr_startingPerception" type="number" value="0" style="width:55%" />
</div>
<div>
<label class="startinglabel" data-i18n="characteristicBase">Starting</label>
<input name="attr_startingWillpower" type="number" value="0" style="width:55%" />
</div>
<div>
<label class="startinglabel" data-i18n="characteristicBase">Starting</label>
<input name="attr_startingFellowship" type="number" value="0" style="width:55%" />
</div>
</div>
<div class="CharGrid">
<div>
<button name="roll_weaponSkill" type="roll" style="height: 60px;"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{WeaponSkill}}} {{dosdof=[[([[@{calculatedWeaponSkill} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input name="attr_calculatedWeaponSkill" type="text" style="text-align:center; padding:0" id="CharBtnIn" readonly />
</button>
</div>
<div>
<button name="roll_ballistic_skill" type="roll" style="height: 60px;"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{BallisticSkill}}} {{dosdof=[[([[@{calculatedBallisticSkill} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input name="attr_calculatedBallisticSkill" type="text" style="text-align:center; padding:0" id="CharBtnIn" readonly />
</button>
</div>
<div>
<button name="roll_strength" type="roll" style="height: 60px;"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Strength}}} {{dosdof=[[([[@{calculatedStrength} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input name="attr_calculatedStrength" type="text" id="CharBtnIn" readonly />
</button>
<input name="attr_strengthBonus" data-i18n-title="strengthBonus" title="Strength Bonus" id="unnatural" type="number" value="0" />
</div>
<div>
<button name="roll_toughness" type="roll" style="height: 60px;"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Toughness}}} {{dosdof=[[([[@{calculatedToughness} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input name="attr_calculatedToughness" type="text" id="CharBtnIn" readonly />
</button>
<input name="attr_toughnessBonus" data-i18n-title="toughnessBonus" title="Toughness Bonus" id="unnatural" type="number" value="0" />
</div>
<div>
<button name="roll_agility" type="roll" style="height: 60px;"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Agility}}} {{dosdof=[[([[@{calculatedAgility} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input name="attr_calculatedAgility" type="text" id="CharBtnIn" readonly />
</button>
<input name="attr_agilityBonus" data-i18n-title="agilityBonus" title="Agility Bonus" id="unnatural" type="number" value="0" />
</div>
<div>
<button name="roll_intelligence" type="roll" style="height: 60px;"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Intelligence}}} {{dosdof=[[([[@{calculatedIntelligence} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input name="attr_calculatedIntelligence" type="text" id="CharBtnIn" readonly />
</button>
<input name="attr_intelligenceBonus" data-i18n-title="intelligenceBonus" title="Intelligence Bonus" id="unnatural" type="number" value="0" />
</div>
<div>
<button name="roll_perception" type="roll" style="height: 60px;"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Perception}}} {{dosdof=[[([[@{calculatedPerception} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input name="attr_calculatedPerception" type="text" id="CharBtnIn" readonly />
</button>
<input name="attr_perceptionBonus" data-i18n-title="perceptionBonus" title="Perception Bonus" id="unnatural" type="number" value="0" />
</div>
<div>
<button name="roll_willpower" type="roll" style="height: 60px;"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Willpower}}} {{dosdof=[[([[@{calculatedWillpower} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input name="attr_calculatedWillpower" type="text" id="CharBtnIn" readonly />
</button>
<input name="attr_willpowerBonus" data-i18n-title="willpowerBonus" title="Willpower Bonus" id="unnatural" type="number" value="0" />
</div>
<div>
<button name="roll_fellowship" type="roll" style="height: 60px;"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Fellowship}}} {{dosdof=[[([[@{calculatedFellowship} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input name="attr_calculatedFellowship" type="text" id="CharBtnIn" readonly />
</button>
<input name="attr_fellowshipBonus" data-i18n-title="fellowshipBonus" title="Fellowship Bonus" id="unnatural" type="number" value="0" />
</div>
</div>
<div class="CharGrid">
<div>
<div class="spacing" style="width:8%"></div>
<span style="width:32%; margin:0" data-i18n="characteristicAdvance">Adv.</span>
<input class="charadvance" name="attr_advancedWeaponSkill1" type="checkbox" value="5" data-i18n-title="characteristicAdvanceSimple" title="Simple" />
<input class="charadvance" name="attr_advancedWeaponSkill2" type="checkbox" value="5" data-i18n-title="characteristicAdvanceIntermediate" title="Intermediate" />
<input class="charadvance" name="attr_advancedWeaponSkill3" type="checkbox" value="5" data-i18n-title="characteristicAdvanceTrained" title="Trained" />
<input class="charadvance" name="attr_advancedWeaponSkill4" type="checkbox" value="5" data-i18n-title="characteristicAdvanceExpert" title="Expert" />
<div class="spacing" style="width:8%"></div>
</div>
<div>
<div class="spacing" style="width:8%"></div>
<span style="width:32%; margin:0" data-i18n="characteristicAdvance">Adv.</span>
<input class="charadvance" name="attr_advancedBallisticSkill1" type="checkbox" value="5" data-i18n-title="characteristicAdvanceSimple" title="Simple" />
<input class="charadvance" name="attr_advancedBallisticSkill2" type="checkbox" value="5" data-i18n-title="characteristicAdvanceIntermediate" title="Intermediate" />
<input class="charadvance" name="attr_advancedBallisticSkill3" type="checkbox" value="5" data-i18n-title="characteristicAdvanceTrained" title="Trained" />
<input class="charadvance" name="attr_advancedBallisticSkill4" type="checkbox" value="5" data-i18n-title="characteristicAdvanceExpert" title="Expert" />
<div class="spacing" style="width:8%"></div>
</div>
<div>
<div class="spacing" style="width:8%"></div>
<span style="width:32%; margin:0" data-i18n="characteristicAdvance">Adv.</span>
<input class="charadvance" name="attr_advancedStrength1" type="checkbox" value="5" data-i18n-title="characteristicAdvanceSimple" title="Simple" />
<input class="charadvance" name="attr_advancedStrength2" type="checkbox" value="5" data-i18n-title="characteristicAdvanceIntermediate" title="Intermediate" />
<input class="charadvance" name="attr_advancedStrength3" type="checkbox" value="5" data-i18n-title="characteristicAdvanceTrained" title="Trained" />
<input class="charadvance" name="attr_advancedStrength4" type="checkbox" value="5" data-i18n-title="characteristicAdvanceExpert" title="Expert" />
<div class="spacing" style="width:8%"></div>
</div>
<div>
<div class="spacing" style="width:8%"></div>
<span style="width:32%; margin:0" data-i18n="characteristicAdvance">Adv.</span>
<input class="charadvance" name="attr_advancedToughness1" type="checkbox" value="5" data-i18n-title="characteristicAdvanceSimple" title="Simple" />
<input class="charadvance" name="attr_advancedToughness2" type="checkbox" value="5" data-i18n-title="characteristicAdvanceIntermediate" title="Intermediate" />
<input class="charadvance" name="attr_advancedToughness3" type="checkbox" value="5" data-i18n-title="characteristicAdvanceTrained" title="Trained" />
<input class="charadvance" name="attr_advancedToughness4" type="checkbox" value="5" data-i18n-title="characteristicAdvanceExpert" title="Expert" />
<div class="spacing" style="width:8%"></div>
</div>
<div>
<div class="spacing" style="width:8%"></div>
<span style="width:32%; margin:0" data-i18n="characteristicAdvance">Adv.</span>
<input class="charadvance" name="attr_advancedAgility1" type="checkbox" value="5" data-i18n-title="characteristicAdvanceSimple" title="Simple" />
<input class="charadvance" name="attr_advancedAgility2" type="checkbox" value="5" data-i18n-title="characteristicAdvanceIntermediate" title="Intermediate" />
<input class="charadvance" name="attr_advancedAgility3" type="checkbox" value="5" data-i18n-title="characteristicAdvanceTrained" title="Trained" />
<input class="charadvance" name="attr_advancedAgility4" type="checkbox" value="5" data-i18n-title="characteristicAdvanceExpert" title="Expert" />
<div class="spacing" style="width:8%"></div>
</div>
<div>
<div class="spacing" style="width:8%"></div>
<span style="width:32%; margin:0" data-i18n="characteristicAdvance">Adv.</span>
<input class="charadvance" name="attr_advancedIntelligence1" type="checkbox" value="5" data-i18n-title="characteristicAdvanceSimple" title="Simple" />
<input class="charadvance" name="attr_advancedIntelligence2" type="checkbox" value="5" data-i18n-title="characteristicAdvanceIntermediate" title="Intermediate" />
<input class="charadvance" name="attr_advancedIntelligence3" type="checkbox" value="5" data-i18n-title="characteristicAdvanceTrained" title="Trained" />
<input class="charadvance" name="attr_advancedIntelligence4" type="checkbox" value="5" data-i18n-title="characteristicAdvanceExpert" title="Expert" />
<div class="spacing" style="width:8%"></div>
</div>
<div>
<div class="spacing" style="width:8%"></div>
<span style="width:32%; margin:0" data-i18n="characteristicAdvance">Adv.</span>
<input class="charadvance" name="attr_advancedPerception1" type="checkbox" value="5" data-i18n-title="characteristicAdvanceSimple" title="Simple" />
<input class="charadvance" name="attr_advancedPerception2" type="checkbox" value="5" data-i18n-title="characteristicAdvanceIntermediate" title="Intermediate" />
<input class="charadvance" name="attr_advancedPerception3" type="checkbox" value="5" data-i18n-title="characteristicAdvanceTrained" title="Trained" />
<input class="charadvance" name="attr_advancedPerception4" type="checkbox" value="5" data-i18n-title="characteristicAdvanceExpert" title="Expert" />
<div class="spacing" style="width:8%"></div>
</div>
<div>
<div class="spacing" style="width:8%"></div>
<span style="width:32%; margin:0" data-i18n="characteristicAdvance">Adv.</span>
<input class="charadvance" name="attr_advancedWillpower1" type="checkbox" value="5" data-i18n-title="characteristicAdvanceSimple" title="Simple" />
<input class="charadvance" name="attr_advancedWillpower2" type="checkbox" value="5" data-i18n-title="characteristicAdvanceIntermediate" title="Intermediate" />
<input class="charadvance" name="attr_advancedWillpower3" type="checkbox" value="5" data-i18n-title="characteristicAdvanceTrained" title="Trained" />
<input class="charadvance" name="attr_advancedWillpower4" type="checkbox" value="5" data-i18n-title="characteristicAdvanceExpert" title="Expert" />
<div class="spacing" style="width:8%"></div>
</div>
<div>
<div class="spacing" style="width:8%"></div>
<span style="width:32%; margin:0" data-i18n="characteristicAdvance">Adv.</span>
<input class="charadvance" name="attr_advancedFellowship1" type="checkbox" value="5" data-i18n-title="characteristicAdvanceSimple" title="Simple" />
<input class="charadvance" name="attr_advancedFellowship2" type="checkbox" value="5" data-i18n-title="characteristicAdvanceIntermediate" title="Intermediate" />
<input class="charadvance" name="attr_advancedFellowship3" type="checkbox" value="5" data-i18n-title="characteristicAdvanceTrained" title="Trained" />
<input class="charadvance" name="attr_advancedFellowship4" type="checkbox" value="5" data-i18n-title="characteristicAdvanceExpert" title="Expert" />
<div class="spacing" style="width:8%"></div>
</div>
</div>
</div>
<!-- Fate, Fatigue and GM Rolls -->
<div style="margin: 5px 0 5px 0;">
<div class="spacing" style="width:1%"></div>
<span style="width:4%" data-i18n="fatePointsPool">Pool</span>
<input style="width:4%" name="attr_Fate_max" type="number" value="0" />
<label data-i18n-title="fatePointInfo" title="---Spending Fate Points---&#10;As a Free Action (or Reaction) the character can Spend FP in several effects:&#10;*Re-roll a failed test once. The results of the re-roll are final.&#10;*Gain a +10 bonus to a test. This must be chosen before dice are rolled.&#10;*Add 1 extra Degree of Success to a test (test must be successful for this effect to apply)&#10;*Count as having rolled a 10 for Initiative Roll.&#10;*Instantly removes 1d10 Damage (this does not remove Critical Damage).&#10;*Instantly recover from being Stunned.&#10;*Enter Squad Mode without Cohesion Test.&#10;*Gain +1 Bonus to Rank, for Solo Mode Abilities.&#10;*Remove 1 Level of Fatigue.&#10;&#10;Tipically Spent FPs are restored by the end of the gaming season, at GMs discretion.&#10;&#10;--Burning Fate Points--&#10;The character may choose to burn a FP and permanently reduce&#10;his Fate Points pool by one. The result is that the character survives&#10;whatever it was that would have killed him, but only barely.&#10;&#10;A Fate Point may be burnt even if it has already been spent for that gaming session."
style="width:15%; text-align:center" class="help">&#9204; <span data-i18n="FatePoints">Fate Points</span> &#128712; &#9205;</label>
<input style="width:4%" name="attr_Fate" type="number" value="0" />
<span style="width:6%" data-i18n="FPCurrent">Current</span>
<!--w36-->
<div class="spacing" style="width:2%"></div>
<label class="fancyButton" style="width:9%" data-i18n-title="gmRollTitle" title="Sets all macro rolls to be visible only to the GM.">
<input type="checkbox" name="attr_gmroll" value="/w gm" hidden="true" />
<div data-i18n="gmRoll">GM Roll</div>
</label>
<div class="spacing" style="width:2%"></div>
<!--w16-->
<button name="roll_RighteousFury" type="roll" style="width:13%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{righteousFuryRoll}}} {{testtarget=[[?{@{queryThreshold}|0}]]}} {{roll=[[1d100cs1cf100]]}} {{fury=[[1d10!]]}}">
<label data-i18n="righteousFuryRoll">Righteous Fury</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_XenosRighteousFury" type="roll" style="width:7.5%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{righteousFuryRoll}}} {{fury2=[[1d10!]]}}">
<label data-i18n="righteousFuryXenosRoll">Vs Xenos</label>
</button>
<!--w15-->
<div class="spacing" style="width:2%"></div>
<label style="width:5%; cursor:help" data-i18n-title="toughnessBonus" title="Toughness Bonus"><span data-i18n="fatiguePointsLimit">Limit</span>:</label>
<span name="attr_toughnessBonus" style="width:1%; cursor:help" data-i18n-title="toughnessBonus" title="Toughness Bonus"></span>
<span style="width:2%">&#9204;</span>
<label class="fancyButton" style="width:10%"
data-i18n-title="fatiguePointInfo" title="Any level of Fatigue adds a -10 Penalty to all Tests.&#10;&#10;Click here to apply this Penalty&#10;This will be seen in the Characteristic Scores above&#10;Uncheck to remove Penalty.&#10;&#10;Fatigue Limit equals Toughness Bonus.&#10;If the Character excedes its Fatigue Limit&#10;it falls Unconcious for 10 min -TB.">
<input type="checkbox" name="attr_fatiguePenalty" value="10" hidden="true" />
<div data-i18n="Fatigue">Fatigue</div>
</label>
<span style="width:2%">&#9205;</span>
<input style="width:4%" name="attr_Fatigue" type="number" value="0" />
<span style="width:6%" data-i18n="fatiguePointsLevel">Level</span>
<div class="spacing" style="width:1%"></div>
</div>
</div>
<!-- Tabs %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
<input type="hidden" class="tabstoggle" name="attr_sheetTab" value="skill" />
<div>
<label class="fancyButton titleButton" data-i18n-title="sectionSkillsTitle" title="Basic, Advanced and Custom Skills">
<input type="checkbox" name="attr_sheetTab" value="skill" hidden="true" />
<div data-i18n="sectionSkillsName">Skills</div>
</label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton titleButton" data-i18n-title="sectionCombatName" title="Armour, Weapons, Initiative and more">
<input type="checkbox" name="attr_sheetTab" value="combat" hidden="true" />
<div data-i18n="sectionCombatName">Combat</div>
</label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton titleButton" data-i18n-title="sectionAbilitiesTitle" title="Special Abilities, Talents, Traits and more">
<input type="checkbox" name="attr_sheetTab" value="talent" hidden="true" />
<div data-i18n="sectionAbilitiesName">Abilities</div>
</label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton titleButton" data-i18n-title="sectionPsykanaTitle" title="Psychic Techniques">
<input type="checkbox" name="attr_sheetTab" value="psykana" hidden="true" />
<div data-i18n="sectionPsykanaName">Psykana</div>
</label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton titleButton" data-i18n-title="sectionJournalTitle" title="Background, Chapter, and other details">
<input type="checkbox" name="attr_sheetTab" value="journal" hidden="true" />
<div data-i18n="sectionJournalName">Journal</div>
</label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton titleButton" data-i18n-title="sectionXPTitle" title="Experience and Advancements">
<input type="checkbox" name="attr_sheetTab" value="experience" hidden="true" />
<div data-i18n="sectionXPName">XP</div>
</label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton titleButton" data-i18n-title="sectionNPCTitle" title="NPCs and Companions mini sheet">
<input type="checkbox" name="attr_sheetTab" value="npcs" hidden="true" />
<div data-i18n="sectionNPCName">NPCs</div>
</label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton titleButton" style="width:9%" data-i18n-title="sectionExtras" title="Extras">
<input type="checkbox" name="attr_sheetTab" value="config" hidden="true" />
<div style="font-size:22px">&#128736;</div>
</label>
</div>
<!-- Skills Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
<div class="skill">
<!--Basic & Advanced skills-->
<div class="grid2">
<!--Basic Skills-->
<div class="leftbox" data-i18n-list="skillBasicList">
<h3>&#128922; <span data-i18n="skillBasicHeader">Basic Skills</span> &#128922;</h3>
<div class="grid8b">
<label class="label1" data-i18n="skillTestHeader">Roll Test</label>
<label class="label1" data-i18n="skillInfoHeader">Info</label>
<label class="label2" data-i18n="Trained">Trained</label>
<label class="label2" data-i18n="Plus10">+10</label>
<label class="label2" data-i18n="Plus20">+20</label>
<label class="label2" data-i18n="skillTalentHeader">Talent</label>
<label class="label2" data-i18n="generalMod">Mod</label>
<label class="label2" data-i18n="skillTotalHeader">Total</label>
</div>
<div class="grid8b" data-i18n-list-item="Awareness">
<button name="roll_Awareness" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Awareness}}} {{dosdof=[[([[@{awarenessFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Awareness">Awareness</label>
</button>
<span id="gridspan" data-i18n-title="skillAwarenessInfo"
title="Awareness encompasses the characterss subconscious ability to&#10;react to things his conscious mind may not perceive. He can use this Skill&#10;to notice threats, such as ambushes, traps, or cleverly&#10;hidden objects—or slight changes in the environment.&#10;&#10;When using Awareness against an opponent, the test is always Opposed.&#10;This use includes noticing ambushes, spotting traps,&#10;and other things involving anothers actions.&#10;&#10;-Skill Use: Free Action made in reaction to something.&#10;-Category: Exploration.">
(<span data-i18n="Perception-abbr">Per</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_awareness1" type="checkbox" value="0.5" checked="checked" />
</div>
<div id="cbitem">
<input name="attr_awareness2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_awareness3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_awarenessTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_awarenessOtherBonus" type="number" value="0" />
<button name="roll_Awareness" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Awareness}}} {{dosdof=[[([[@{awarenessFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input name="attr_awarenessFormula" type="text" disabled
value="(floor((0.5 + @{awareness1}) * @{calculatedPerception}) + @{awareness2} + @{awareness3} + @{awarenessTalentBonus} + @{awarenessOtherBonus})" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="Carouse">
<button name="roll_Carouse" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Carouse}}} {{dosdof=[[([[@{carouseFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Carouse">Carouse</label>
</button>
<span id="gridspan" data-i18n-title="skillCarouseInfo"
title="The Carouse Skill is used to resist the effects of alcohol and narcotics.&#10;The character makes a Skill Test whenever he suffers the effects&#10;of alcohol or similar intoxicants.&#10;&#10;Each time he would otherwise suffer from the effects of an&#10;intoxicant, make a Carouse Test. Failure indicates he has gained&#10;a level of Fatigue or suffers the side effects of the substance.&#10;Should he lose conscious, the character will remain passed out for&#10;a number of hours equal to 1d10 minus his Toughness Bonus (minimum 1 hour).&#10;&#10;-Skill Use: Free Action taken whenever the character imbibes.">
(<span data-i18n="Toughness-abbr">T</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_carouse1" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_carouse2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_carouse3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_carouseTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_carouseOtherBonus" type="number" value="0" />
<button name="roll_Carouse" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Carouse}}} {{dosdof=[[([[@{carouseFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_carouseFormula" type="text" disabled
value="(floor((0.5 + @{carouse1}) * @{calculatedToughness}) + @{carouse2} + @{carouse3} + @{carouseTalentBonus} + @{carouseOtherBonus})" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="Charm">
<button name="roll_Charm" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Charm}}} {{dosdof=[[([[@{charmFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Charm">Charm</label>
</button>
<span id="gridspan" data-i18n-title="skillCharmInfo"
title="The character can use the Charm Skill to improve the disposition&#10;of others towards him, making a Charm Test whenever he&#10;wishes to change the minds of an individual or small group.&#10;He need not make a Charm Test each time he speaks with others&#10;in a pleasant manner, but only when he wishes to change their&#10;opinion, disposition, or convince them to do something.&#10;&#10;All Charm Tests are Opposed by Willpower and can affect&#10;a number of targets equal to the characters Fellowship Bonus.&#10;His targets must be able to see and hear clearly,&#10;and share a common language.&#10;&#10;-Skill Use: 1 minute.&#10;&#10;-Special Use: Inspire&#10;Those in positions of authority can use Charm to inspire a group.&#10;Success provides a +10 bonus to the next Skill Test of the motivated group.&#10;Battle-Brother might inspire lesser Imperial troopers to fight harder.&#10;&#10;-Category: Interaction.">
(<span data-i18n="Fellowship-abbr">Fel</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_charm1" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_charm2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_charm3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_charmTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_charmOtherBonus" type="number" value="0" />
<button name="roll_Charm" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Charm}}} {{dosdof=[[([[@{charmFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_charmFormula" type="text" disabled
value="(floor((0.5 + @{charm1}) * @{calculatedFellowship}) + @{charm2} + @{charm3} + @{charmTalentBonus} + @{charmOtherBonus})" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="Climb">
<button name="roll_Climb" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Climb}}} {{dosdof=[[([[@{climbFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Climb">Climb</label>
</button>
<span id="gridspan" data-i18n-title="skillClimbInfo"
title="With the Climb skill the character can ascend or descend ropes,&#10;pipes, and both natural and man-made walls.&#10;The condition of the surface or item and the environmental&#10;conditions can impose additional bonuses or penalties.&#10;A successful Test allows the character to ascend or descend&#10;at one-half his half move rate.&#10;&#10;-Skill Use: Half Action.&#10;-Category: Movement.">
(<span data-i18n="Strength-abbr">S</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_climb1" type="checkbox" value="0.5" checked="checked" />
</div>
<div id="cbitem">
<input name="attr_climb2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_climb3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_climbTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_climbOtherBonus" type="number" value="0" />
<button name="roll_Climb" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Climb}}} {{dosdof=[[([[@{climbFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_climbFormula" type="text" disabled
value="(floor((0.5 + @{climb1}) * @{calculatedStrength}) + @{climb2} + @{climb3} + @{climbTalentBonus} + @{climbOtherBonus})" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="Command">
<button name="roll_Command" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Command}}} {{dosdof=[[([[@{commandFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Command">Command</label>
</button>
<span id="gridspan" data-i18n-title="skillCommandInfo"
title="The character utilizes the Command skill to both direct those under&#10;his authority and establish actions for groups to execute on command.&#10;This skill is only effective upon those under the characters authority.&#10;&#10;A successful Command Test indicates that those whom he directs&#10;follow his instructions in a timely manner. Failure on the Skill&#10;Test when used on an individual, means that he ignores the orders.&#10;Additional Degrees of Failure indicate that the individual reject&#10;or intentionally contradicts the given commands.&#10;&#10;For directing groups, Degrees of Success or Failure will increase&#10;or decrease the time necessary to execute the orders, with 3 or more&#10;Degrees of Failure subjecting them to confused inaction.&#10;&#10;A Command Test can affect a number of targets equal to the&#10;characters Fellowship Bonus. They must be able to see and hear him,&#10;though this could be done remotely, and use speak a common language.&#10;&#10;-Skill Use: Half Action for simple commands, Full Action for more involved direction.&#10;&#10;-Category: Interaction.">
(<span data-i18n="Fellowship-abbr">Fel</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_command1" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_command2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_command3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_commandTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_commandOtherBonus" type="number" value="0" />
<button name="roll_Command" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Command}}} {{dosdof=[[([[@{commandFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_commandFormula" type="text" disabled
value="(floor((0.5 + @{command1}) * @{calculatedFellowship}) + @{command2} + @{command3} + @{commandTalentBonus} + @{commandOtherBonus})" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="Concealment">
<button name="roll_Concealment" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Concealment}}} {{dosdof=[[([[@{concealmentFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Concealment">Concealment</label>
</button>
<span id="gridspan" data-i18n-title="skillConcealmentInfo"
title="The Concealment Skill is used to hide things, from small&#10;objects to vehicles to starships, or objects on the characters person.&#10;Use of the Skill requires an appropriate environment&#10;to mask the item in question: buildings and trees for a small&#10;shuttle or an asteroid field and space anomaly for a starship.&#10;&#10;Concealment is always an Opposed Test, pitting the characters&#10;Concealment against his opponents Awareness or Scrutiny.&#10;If the character or the object being hidden remains&#10;perfectly still, he gains a +10 bonus to the Skill Test.&#10;&#10;-Skill Use: Half Action.">
(<span data-i18n="Agility-abbr">Ag</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_concealment1" type="checkbox" value="0.5" checked="checked" />
</div>
<div id="cbitem">
<input name="attr_concealment2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_concealment3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_concealmentTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_concealmentOtherBonus" type="number" value="0" />
<button name="roll_Concealment" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Concealment}}} {{dosdof=[[([[@{concealmentFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_concealmentFormula" type="text" disabled
value="(floor((0.5 + @{concealment1}) * @{calculatedAgility}) + @{concealment2} + @{concealment3} + @{concealmentTalentBonus} + @{concealmentOtherBonus})" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="Contortionist">
<button name="roll_Contortionist" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Contortionist}}} {{dosdof=[[([[@{contortionistFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Contortionist">Contortionist</label>
</button>
<span id="gridspan" data-i18n-title="skillContortionistInfo"
title="Characters with Contortionist Skill can use their innate flexibility to allow them to:&#10;&#10;-Escape Bonds:&#10;The character can Test to slip free of bonds. This is an Opposed Test,&#10;against his opponents Intelligence Characteristic. The quality of the bonds and time&#10;to employ them will affect the difficulty of the Test. This requires 1 min.&#10;with each Degree of Success reducing this time by 10 sec.&#10;&#10;-Escape Grapple:&#10;The character may escape a grapple by making an Opposed Test against&#10;the grapplers Strength Characteristic.&#10;Success frees the character. Failure means he remains grappled.&#10;&#10;-Squeeze Through:&#10;The character can Test to squeeze through a tight space or to cram himself into&#10;a space too small to fit a human body. 4 or more Degrees of Failure mean&#10;he has become stuck until he succeeds in another Contortionist Test or&#10;someone else pulls him free. This takes one minute, with each&#10;Degree of Success reducing this time by 10 sec.&#10;&#10;-Skill Use: Full Action unless otherwise noted.&#10;-Category: Movement, Combat.">
(<span data-i18n="Agility-abbr">Ag</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_contortionist1" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_contortionist2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_contortionist3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_contortionistTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_contortionistOtherBonus" type="number" value="0" />
<button name="roll_Contortionist" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Contortionist}}} {{dosdof=[[([[@{contortionistFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_contortionistFormula" type="text" disabled
value="(floor((0.5 + @{contortionist1}) * @{calculatedAgility}) + @{contortionist2} + @{contortionist3} + @{contortionistTalentBonus} + @{contortionistOtherBonus})" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="Deceive">
<button name="roll_Deceive" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Deceive}}} {{dosdof=[[([[@{deceiveFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Deceive">Deceive</label>
</button>
<span id="gridspan" data-i18n-title="skillDeceiveInfo"
title="The Deceive skill enables the character to mislead others as&#10;to his true intent. Any time he tells a lie, reveal only part&#10;of the truth or spin information to his advantage with the&#10;intent to mislead someone, the character must make a Deceive Test.&#10;He need not make a Deceive Test for every lie, but only&#10;when that deception would change someones mind, opinion,&#10;or actions. Deceive is always an Opposed Test, using your&#10;Deceive Skill against the opponents Scrutiny.&#10;&#10;A Deceive Test affects a number of targets equal to the&#10;characters Fellowship Bonus.&#10;They must also speak a common language.&#10;&#10;-Skill Use: 1 minute, or more for complex deceptions.&#10;&#10;-Category: Interaction.">
(<span data-i18n="Fellowship-abbr">Fel</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_deceive1" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_deceive2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_deceive3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_deceiveTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_deceiveOtherBonus" type="number" value="0" />
<button name="roll_Deceive" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Deceive}}} {{dosdof=[[([[@{deceiveFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_deceiveFormula" type="text" disabled
value="(floor((0.5 + @{deceive1}) * @{calculatedFellowship}) + @{deceive2} + @{deceive3} + @{deceiveTalentBonus} + @{deceiveOtherBonus})" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="Dodge">
<button name="roll_Dodge" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Dodge}}} {{dosdof=[[([[@{dodgeFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Dodge">Dodge</label>
</button>
<span id="gridspan" data-i18n-title="skillDodgeInfo"
title="Use the Dodge skill as a Reaction to nullify a successful hand-to-hand or ranged attack.&#10;&#10;After a character is hit, but before Damage is rolled,&#10;the character can make a Dodge Test. A character must be aware of the attack in order&#10;to make the test. If succeessful, the character dogges at the last moment and&#10;the attack is considered to have missed (No Damage).&#10;If he fails, the attack connects and deals Damage normally.&#10;Dodge can be used to avoid both melee and ranged attacks.&#10;&#10;When Dodging an area effect weapon (such as flamers), a successful Dodge&#10;moves the character to the edge of the area of effect,&#10;as long as it is no further away than the characters Agility Bonus in metres.&#10;If the character would need to move further than this to avoid the attack then&#10;the Dodge Test automatically fails.&#10;&#10;When Dodging Fully-Auto or Semi-Auto Bursts, each degree of success on the&#10;Dodge Test negates one additional hit.&#10;&#10;-Skill Use: Reaction.&#10;-Category: Combat, Movement, Reaction.">
(<span data-i18n="Agility-abbr">Ag</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_dodge1" type="checkbox" value="0.5" checked="checked" />
</div>
<div id="cbitem">
<input name="attr_dodge2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_dodge3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_dodgeTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_dodgeOtherBonus" type="number" value="0" />
<button name="roll_Dodge" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Dodge}}} {{dosdof=[[([[@{dodgeFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_dodgeFormula" type="text" disabled
value="(floor((0.5 + @{dodge1}) * @{calculatedAgility}) + @{dodge2} + @{dodge3} + @{dodgeTalentBonus} + @{dodgeOtherBonus})" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="Evaluate">
<button name="roll_Evaluate" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Evaluate}}} {{dosdof=[[([[@{evaluateFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Evaluate">Evaluate</label>
</button>
<span id="gridspan" data-i18n-title="skillEvaluateInfo"
title="Use Evaluate to determine the approximate value, strength or manufacture&#10;of items or objects. Success reveals information such as its value, craftsmanship, integrity or model.&#10;Degrees of Success give additional information about the objects.&#10;Failure gives false information about the object, increasing with each Degree of Failure&#10;&#10;The Test should be adjusted based on access to it, and any Lore or Trade Skills related.&#10;Using Evaluate on large or numerous items requires an Extended Test,&#10;though the character can appraise single items in about a minute.&#10;&#10;-Skill Use: 1 minute or more.&#10;&#10;-Special Use: Weakpoints&#10;When making an attack against a heavily armoured stationary target such as a bunker or&#10;pillbox, a Success adds an additional +4 Pen&#10;for his next attack against the target. Each Degree of Success adds +4 Pen each. This is a Full Action.&#10;-Special Use: Solid Cover&#10;When in cover, Success adds +4 AP to the cover&#10;with each Degree of Success adding +4 AP each. This is Half Action.&#10;&#10;-Category: Investigation.">
(<span data-i18n="Intelligence-abbr">Int</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_evaluate1" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_evaluate2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_evaluate3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_evaluateTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_evaluateOtherBonus" type="number" value="0" />
<button name="roll_Evaluate" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Evaluate}}} {{dosdof=[[([[@{evaluateFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_evaluateFormula" type="text" disabled
value="(floor((0.5 + @{evaluate1}) * @{calculatedIntelligence}) + @{evaluate2} + @{evaluate3} + @{evaluateTalentBonus} + @{evaluateOtherBonus})" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="Gamble">
<button name="roll_Gamble" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Gamble}}} {{dosdof=[[([[@{gambleFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Gamble">Gamble</label>
</button>
<span id="gridspan" data-i18n-title="skillGambleInfo"
title="The character uses Gamble when participating in games of chance.&#10;Each participant wagers an amount, though these are&#10;typically the same, and makes an Opposed Test with the&#10;Gamble Skill. The player with the most Degrees of Success&#10;or fewest Degrees of Failure wins the pot. The character may&#10;choose to lose against any player with a worse result as part&#10;of a Deceive attempt.&#10;&#10;Those with both Skills may use Sleight of Hand instead&#10;of Gamble to hide cards or alter dice rolls. Success gives the&#10;character a +20 bonus to his tests, but four or more Degrees&#10;of Failure indicates he has been caught in the act.&#10;&#10;-Skill Use: Full Action for an entire day of gaming.">
(<span data-i18n="Intelligence-abbr">Int</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_gamble1" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_gamble2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_gamble3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_gambleTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_gambleOtherBonus" type="number" value="0" />
<button name="roll_Gamble" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Gamble}}} {{dosdof=[[([[@{gambleFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_gambleFormula" type="text" disabled
value="(floor((0.5 + @{gamble1}) * @{calculatedIntelligence}) + @{gamble2} + @{gamble3} + @{gambleTalentBonus} + @{gambleOtherBonus})" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="Inquiry">
<button name="roll_Inquiry" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Inquiry}}} {{dosdof=[[([[@{inquiryFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Inquiry">Inquiry</label>
</button>
<span id="gridspan" data-i18n-title="skillInquiryInfo"
title="The character can use Inquiry to gain information by asking&#10;questions, through conversation or simple eavesdropping.&#10;Inquiry allows him to pick up general information about an&#10;area: its news, recent events, and more. Additional Degrees of&#10;Success reveal more detailed or more secretive tidings.&#10;&#10;Inquiry can also be used as an Investigation Skill, allowing&#10;the character to hunt after a particular item of information&#10;from either individuals or resources, such as the chapters&#10;librarium. This use is virtually always an Extended Test, with&#10;Difficulty and Duration set by the GM.&#10;&#10;-Skill Use: 1 hour or more.&#10;&#10;-Category: Interaction, Investigation">
(<span data-i18n="Fellowship-abbr">Fel</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_inquiry1" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_inquiry2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_inquiry3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_inquiryTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_inquiryOtherBonus" type="number" value="0" />
<button name="roll_Inquiry" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Inquiry}}} {{dosdof=[[([[@{inquiryFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_inquiryFormula" type="text" disabled
value="(floor((0.5 + @{inquiry1}) * @{calculatedFellowship}) + @{inquiry2} + @{inquiry3} + @{inquiryTalentBonus} + @{inquiryOtherBonus})" />
</button>
</div>
<div class="gridinputbasic9" data-i18n-list-item="Intimidate">
<button name="roll_Intimidate" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Intimidate}}} {{dosdof=[[([[@{intimidateFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Intimidate">Intimidate</label>
</button>
<select name="attr_intimidateFormula" id="subitem2">
<option
value="(floor((0.5 + @{intimidate1}) * @{calculatedStrength}) + @{intimidate2} + @{intimidate3} + @{intimidateTalentBonus} + @{intimidateOtherBonus})"
data-i18n="Strength-abbrP">(S)</option>
<option
value="(floor((0.5 + @{intimidate1}) * @{calculatedIntelligence}) + @{intimidate2} + @{intimidate3} + @{intimidateTalentBonus} + @{intimidateOtherBonus})"
data-i18n="Intelligence-abbrP">(Int)</option>
<option
value="(floor((0.5 + @{intimidate1}) * @{calculatedFellowship}) + @{intimidate2} + @{intimidate3} + @{intimidateTalentBonus} + @{intimidateOtherBonus})"
data-i18n="Fellowship-abbrP">(Fel)</option>
</select>
<span data-i18n-title="skillIntimidateInfo"
title="The character uses Intimidate to pressure an individual to give&#10;in to his demands. The character does not make a Test&#10;every time he makes a threat, but only when it involves coercion.&#10;Though Intimidate lists Strength as its associated&#10;characteristic, the character may substitute either Intelligence&#10;or Fellowship if the threat involves more subtle methods than&#10;brute force, such as blackmail or humiliation.&#10;&#10;An Intimidate Test affects a number of targets equal to&#10;the characters Strength, Intelligence, or Fellowship Bonus.&#10;The target must be able to see/hear him clearly, either in&#10;person or via pict-rec./vox-caster, and speak a common language.&#10;&#10;-Skill Use: Full Action.&#10;&#10;-Special Use: War Cry&#10;As part of a Charge Action the character makes an Intimidate Test&#10;based on Strength, opposed by the targets Willpower.&#10;If successful, the target suffers 10 to all Parry and Dodge tests&#10;against the charging character. Creatures immune to Fear and other&#10;mind effecting psychology are unaffected.&#10;&#10;-Category: Interaction."
id="gridspansp">&#128712;</span>
<div id="cbitem">
<input name="attr_intimidate1" type="checkbox" value="0.5" checked="checked" />
</div>
<div id="cbitem">
<input name="attr_intimidate2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_intimidate3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_intimidateTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_intimidateOtherBonus" type="number" value="0" />
<button name="roll_Intimidate" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Intimidate}}} {{dosdof=[[([[@{intimidateFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_intimidateDisplay" type="text" disabled value="@{intimidateFormula}" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="Logic">
<button name="roll_Logic" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Logic}}} {{dosdof=[[([[@{logicFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Logic">Logic</label>
</button>
<span id="gridspan" data-i18n-title="skillLogicInfo"
title="The character uses Logic to solve problems, decipher puzzles,&#10;and deal with other situations involving demonstration and&#10;inference. A Logic Test might infer the missing symbol in&#10;a series or to solve a particularly troublesome mathematical&#10;equation. He can also use the Skill to prepare a reasoned&#10;argument for debate or philosophical exchange.&#10;The preparations of complex reasoning or complicated&#10;problems are Extended Tests.&#10;&#10;-Skill Use: 1 minute, or longer for particularly complex problems.&#10;-Category: Investigation.">
(<span data-i18n="Intelligence-abbr">Int</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_logic1" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_logic2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_logic3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_logicTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_logicOtherBonus" type="number" value="0" />
<button name="roll_Logic" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Logic}}} {{dosdof=[[([[@{logicFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_logicFormula" type="text" disabled
value="(floor((0.5 + @{logic1}) * @{calculatedIntelligence}) + @{logic2} + @{logic3} + @{logicTalentBonus} + @{logicOtherBonus})" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="Scrutiny">
<button name="roll_Scrutiny" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Scrutiny}}} {{dosdof=[[([[@{scrutinyFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Scrutiny">Scrutiny</label>
</button>
<span id="gridspan" data-i18n-title="skillScrutinyInfo"
title="The Scrutiny Skill helps assess the people or objects the character&#10;encounters. The character uses it to determine an individuals&#10;truthfulness, his motives and generally appraise his personality&#10;and temperament. It can also be used to examine an object in&#10;detail, noticing small details and characteristics that might pass&#10;unseen in a casual inspection. For starship auspex returns, it&#10;allows determination of a vessels mass, velocity, and more.&#10;&#10;Scrutiny is an Opposed Test against the targets Deceive Skill&#10;when trying to perceive falsehoods or deceptions. However,&#10;Scrutiny does not reveal hidden secrets or a targets carefully&#10;concealed intent, and should never replace good roleplaying&#10;in an interactive situation. This Skill counters the Opposed&#10;Tests of many manipulative Interaction skills, such as Charm,&#10;Deceive, and Intimidate.&#10;&#10;-Skill Use: Full Action, though special uses may require more time.">
(<span data-i18n="Perception-abbr">Per</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_scrutiny1" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_scrutiny2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_scrutiny3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_scrutinyTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_scrutinyOtherBonus" type="number" value="0" />
<button name="roll_Scrutiny" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Scrutiny}}} {{dosdof=[[([[@{scrutinyFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_scrutinyFormula" type="text" disabled
value="(floor((0.5 + @{scrutiny1}) * @{calculatedPerception}) + @{scrutiny2} + @{scrutiny3} + @{scrutinyTalentBonus} + @{scrutinyOtherBonus})" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="Search">
<button name="roll_Search" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Search}}} {{dosdof=[[([[@{searchFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Search">Search</label>
</button>
<span id="gridspan" data-i18n-title="skillSearchInfo"
title="The character uses the Search Skill to discover things that are&#10;physically hidden, from a hidden holdout pistol to a shuttle&#10;code. Search involves active investigation, whereas Awareness&#10;deals with passive or subconscious detection. Each Search Test&#10;covers a small room or area. When an object or individual has&#10;been deliberately hidden, the Search Test is an Opposed Test&#10;against the targets Concealment.&#10;&#10;-Skill Use: 1 minute.&#10;&#10;-Special Use: Inspection&#10;The Search skill can also be used to find hidden stores,&#10;contraband, stowaways, and even evidence of sabotage on&#10;vehicles and starships. Depending on the size of the vehicle,&#10;the GM may designate this as an Extended Test with an&#10;appropriate Duration.&#10;&#10;-Category: Exploration.">
(<span data-i18n="Perception-abbr">Per</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_search1" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_search2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_search3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_searchTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_searchOtherBonus" type="number" value="0" />
<button name="roll_Search" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Search}}} {{dosdof=[[([[@{searchFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_searchFormula" type="text" disabled
value="(floor((0.5 + @{search1}) * @{calculatedPerception}) + @{search2} + @{search3} + @{searchTalentBonus} + @{searchOtherBonus})" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="SilentMove">
<button name="roll_SilentMove" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{SilentMove}}} {{dosdof=[[([[@{silentMoveFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="SilentMove">Silent Move</label>
</button>
<span id="gridspan" data-i18n-title="skillSilentMoveInfo"
title="Use the Silent Move Skill anytime silence and secrecy is&#10;essential in the characters activities. The GM sets the Difficulty&#10;of the Test depending on the environment, where the echoing&#10;steel halls of a cargo bay yields a greater Difficulty than the&#10;wood-panelled, carpeted environs of the officers quarters.&#10;Silent Move Tests are always Opposed Tests against the&#10;opponents Awareness or Scrutiny Skill.&#10;&#10;-Skill Use: Free Action as part of Movement.&#10;-Category: Movement.">
(<span data-i18n="Agility-abbr">Ag</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_silentMove1" type="checkbox" value="0.5" checked="checked" />
</div>
<div id="cbitem">
<input name="attr_silentMove2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_silentMove3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_silentMoveTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_silentMoveOtherBonus" type="number" value="0" />
<button name="roll_SilentMove" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{SilentMove}}} {{dosdof=[[([[@{silentMoveFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_silentMoveFormula" type="text" disabled
value="(floor((0.5 + @{silentMove1}) * @{calculatedAgility}) + @{silentMove2} + @{silentMove3} + @{silentMoveTalentBonus} + @{silentMoveOtherBonus})" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="Swim">
<button name="roll_Swim" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Swim}}} {{dosdof=[[([[@{swimFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Swim">Swim</label>
</button>
<span id="gridspan" data-i18n-title="skillSwimInfo"
title="Swim allows the character to swim through various liquid&#10;mediums. Under normal conditions swimming does not&#10;require a Test. More difficult waters, unusual circumstances,&#10;or long distances call for a Skill Test.&#10;&#10;-Skill Use: Full Action.&#10;-Category: Movement.">
(<span data-i18n="Strength-abbr">S</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_swim1" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_swim2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_swim3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_swimTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_swimOtherBonus" type="number" value="0" />
<button name="roll_Swim" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Swim}}} {{dosdof=[[([[@{swimFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_swimFormula" type="text" disabled
value="(floor((0.5 + @{swim1}) * @{calculatedStrength}) + @{swim2} + @{swim3} + @{swimTalentBonus} + @{swimOtherBonus})" />
</button>
</div>
</div>
<!--Advanced Skills-->
<div class="rightbox" data-i18n-list="skillAdvancedList">
<h3>&#128923; <span data-i18n="skillAdvancedHeader">Advanced Skills</span> &#128923;</h3>
<div class="grid8b">
<label class="label1" data-i18n="skillTestHeader">Roll Test</label>
<label class="label1" data-i18n="skillInfoHeader">Info</label>
<label class="label2" data-i18n="Trained">Trained</label>
<label class="label2" data-i18n="Plus10">+10</label>
<label class="label2" data-i18n="Plus20">+20</label>
<label class="label2" data-i18n="skillTalentHeader">Talent</label>
<label class="label2" data-i18n="generalMod">Mod</label>
<label class="label2" data-i18n="skillTotalHeader">Total</label>
</div>
<div class="grid8b" data-i18n-list-item="Acrobatics">
<button name="roll_Acrobatics" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Acrobatics}}} {{dosdof=[[([[@{acrobaticsFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Acrobatics">Acrobatics</label>
</button>
<span id="gridspan" data-i18n-title="skillAcrobaticsInfo"
title="Acrobatics training supplements the characters natural agility&#10;to perform feats the less athletic would not even consider.&#10;&#10;-Skill Use: Full Action unless otherwise noted.&#10;&#10;-Special Use: When taking the Disengage Action in combat,&#10;the character may make an Acrobatics Test to reduce it to a Half Action.&#10;&#10;-Special Use: An Acrobatics Test may substitute for an Agility Test when&#10;jumping or a Strength Test when leaping.&#10;&#10;-Category: Movement.">
(<span data-i18n="Agility-abbr">Ag</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_acrobatics1" type="checkbox" value="1" />
</div>
<div id="cbitem">
<input name="attr_acrobatics2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_acrobatics3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_acrobaticsTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_acrobaticsOtherBonus" type="number" value="0" />
<button name="roll_Acrobatics" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Acrobatics}}} {{dosdof=[[([[@{acrobaticsFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_acrobaticsFormula" type="text" disabled
value="@{acrobatics1} * @{calculatedAgility} + @{acrobatics2} + @{acrobatics3} + @{acrobaticsTalentBonus} + @{acrobaticsOtherBonus}" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="ChemUse">
<button name="roll_Chem-Use" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} Test ChemUse}} {{dosdof=[[([[@{chemUseFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="ChemUse">Chem-Use</label>
</button>
<span id="gridspan" data-i18n-title="skillChemUseInfo"
title="The Chem-Use skill allows the character to safely identify, handle&#10;and prepare a variety of chemicals, toxins, poisons, and drugs.&#10;Success in a Chem-Use Test indicates it has been applied correctly&#10;for the desired results.&#10;&#10;Failure indicates the dose was wasted without effect.&#10;When using a medicae injector or narthecium the Skill Test to&#10;administer a drug or antidote is reduced to a Half Action.&#10;&#10;Employing Chem-Use to apply particularly complex combinations&#10;of substances or toxins uses an Extended Test.&#10;&#10;-Skill Use: Full Action.&#10;-Category: Crafting, Investigation.">
(<span data-i18n="Intelligence-abbr">Int</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_chemUse1" type="checkbox" value="1" />
</div>
<div id="cbitem">
<input name="attr_chemUse2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_chemUse3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_chemUseTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_chemUseOtherBonus" type="number" value="0" />
<button name="roll_Chem-Use" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} Test ChemUse}} {{dosdof=[[([[@{chemUseFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_chemUseFormula" type="text" disabled
value="@{chemUse1} * @{calculatedIntelligence} + @{chemUse2} + @{chemUse3} + @{chemUseTalentBonus} + @{chemUseOtherBonus}" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="Demolition">
<button name="roll_Demolition" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Demolition}}} {{dosdof=[[([[@{demolitionFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Demolition">Demolition</label>
</button>
<span id="gridspan" data-i18n-title="skillDemolitionInfo"
title="The character can use the Demolition Skill for several effects:&#10;-Manufacture Explosives (Extended Test unless otherwise noted):&#10;The Demolition Skill allows the character to make explosive materials from basic components.&#10;&#10;-Place Explosives (Full Action unless otherwise noted):&#10;Success indicates the character has successfully planted the explosive charge.&#10;Failure indicates that the explosives will fail to go off when triggered,&#10;though the character will not know this till the time of activation.&#10;Four or more Degrees of Failure indicates the character has detonated the device on himself!.&#10;&#10;-Defuse Explosives (Full Action unless otherwise noted):&#10;Make an Opposed Test against the Demolition Skill Test of the individual who set the explosives.&#10;Winning the Test indicates that the bomb has been defused.&#10;Simple failure means that the charge has not been disarmed.&#10;Four or more Degrees of Failure indicates the character has set off the device!&#10;&#10;-Category: Crafting.">
(<span data-i18n="Intelligence-abbr">Int</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_demolition1" type="checkbox" value="1" />
</div>
<div id="cbitem">
<input name="attr_demolition2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_demolition3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_demolitionTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_demolitionOtherBonus" type="number" value="0" />
<button name="roll_Demolition" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Demolition}}} {{dosdof=[[([[@{demolitionFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_demolitionFormula" type="text" disabled
value="@{demolition1} * @{calculatedIntelligence} + @{demolition2} + @{demolition3} + @{demolitionTalentBonus} + @{demolitionOtherBonus}" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="Interrogation">
<button name="roll_Interrogation" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Interrogation}}} {{dosdof=[[([[@{interrogationFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Interrogation">Interrogation</label>
</button>
<span id="gridspan" data-i18n-title="skillInterrogationInfo"
title="Interrogation allows the character to extract information from an unwilling subject.&#10;Make an Opposed Test, pitting the characters Interrogation Skill against an opponents Willpower.&#10;&#10;If he wins, the character gets one answer, plus one answer for each Degree of Success.&#10;If the opponent wins, the character gets nothing of worth.&#10;Two or more Degrees of Failure inflict 1d10 plus the characters Willpower Bonus in Damage&#10;to the target, and prevents any further interrogation for 1d5 days.&#10;&#10;If the character suffers four or more Degrees of Failure, he deals 1d10 Damage and his&#10;subject gains a +30 bonus to Willpower Tests made to resist Interrogation at the hands of the character&#10;or his allies. Each Interrogation Test inflicts one level of Fatigue on the target.&#10;&#10;-Skill Use: 1d5 hours.&#10;-Category: Investigation.">
(<span data-i18n="Willpower-abbr">WP</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_interrogation1" type="checkbox" value="1" />
</div>
<div id="cbitem">
<input name="attr_interrogation2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_interrogation3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_interrogationTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_interrogationOtherBonus" type="number" value="0" />
<button name="roll_Interrogation" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Interrogation}}} {{dosdof=[[([[@{interrogationFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_interrogationFormula" type="text" disabled
value="@{interrogation1} * @{calculatedWillpower} + @{interrogation2} + @{interrogation3} + @{interrogationTalentBonus} + @{interrogationOtherBonus}" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="Invocation">
<button name="roll_Invocation" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Invocation}}} {{dosdof=[[([[@{invocationFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Invocation">Invocation</label>
</button>
<span id="gridspan" data-i18n-title="skillInvocationInfo"
title="For the duration of the round, the character clears his mind of external influence&#10;and focuses his will more intently. A successful test indicates that his mind is ready&#10;to channel the warp more intensely.&#10;&#10;On the next round, the character adds +1 to the final Psy Rating&#10;of any Fettered Power Test.&#10;&#10;Failure indicates that the characters attempts to focus have backfired,&#10;and he suffers a 1 penalty to the final Psy Rating of a Fettered Power Test.&#10;If this reduces the Psy Rating to zero, the power fails to activate.&#10;&#10;-Skill Use: Full Action.">
(<span data-i18n="Willpower-abbr">WP</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_invocation1" type="checkbox" value="1" />
</div>
<div id="cbitem">
<input name="attr_invocation2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_invocation3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_invocationTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_invocationOtherBonus" type="number" value="0" />
<button name="roll_Invocation" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Invocation}}} {{dosdof=[[([[@{invocationFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_invocationFormula" type="text" disabled
value="@{invocation1} * @{calculatedWillpower} + @{invocation2} + @{invocation3} + @{invocationTalentBonus} + @{invocationOtherBonus}" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="Literacy">
<button name="roll_Literacy" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Literacy}}} {{dosdof=[[([[@{literacyFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Literacy">Literacy</label>
</button>
<span id="gridspan" data-i18n-title="skillLiteracyInfo"
title="Literacy allows the character to read and write any language he speaks.&#10;Everyday activities do not require Literacy Tests, but&#10;situations involving regional variations, damaged manuscripts,&#10;archaic usage, or colloquial phrases necessitate a Test.&#10;&#10;-Skill Use: 1 minute for 1 page of text, roughly 750 words.">
(<span data-i18n="Intelligence-abbr">Int</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_literacy1" type="checkbox" value="1" checked />
</div>
<div id="cbitem">
<input name="attr_literacy2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_literacy3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_literacyTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_literacyOtherBonus" type="number" value="0" />
<button name="roll_Literacy" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Literacy}}} {{dosdof=[[([[@{literacyFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_literacyFormula" type="text" disabled
value="@{literacy1} * @{calculatedIntelligence} + @{literacy2} + @{literacy3} + @{literacyTalentBonus} + @{literacyOtherBonus}" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="Medicae">
<button name="roll_Medicae" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Medicae}}} {{dosdof=[[([[@{medicaeFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Medicae">Medicae</label>
</button>
<span id="gridspan" data-i18n-title="skillMedicaeInfo"
title="The Medicae Skill helps diagnose and treat injuries by suturing wounds,&#10;applying counterseptic, and use of medical devices such as the Narthecium.&#10;&#10;On individual patients Medicae provides First Aid and Extended Care&#10;for short or long term treatment.&#10;&#10;This macro contains all available options.&#10;&#10;Additional rules can be found on page 102 DWCR.">
(<span data-i18n="Intelligence-abbr">Int</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_medicae1" type="checkbox" value="1" />
</div>
<div id="cbitem">
<input name="attr_medicae2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_medicae3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_medicaeTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_medicaeOtherBonus" type="number" value="0" />
<button name="roll_Medicae" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Medicae}}} {{dosdof=[[([[@{medicaeFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_medicaeFormula" type="text" disabled
value="@{medicae1} * @{calculatedIntelligence} + @{medicae2} + @{medicae3} + @{medicaeTalentBonus} + @{medicaeOtherBonus}" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="Psyniscience">
<button name="roll_Psyniscience" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Psyniscience}}} {{dosdof=[[([[@{psyniscienceFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Psyniscience">Psyniscience</label>
</button>
<span id="gridspan" data-i18n-title="skillPsyniscienceInfo"
title="The character can use the Skill to detect the presence or absence of daemons&#10;and the use of psychic powers. The Skill also allows detection of psychic phenomena,&#10;disturbances, voids or other areas where the flow of the immaterium&#10;has been unsettled or disrupted.&#10;&#10;*Success: Awareness of immaterium disruption or number of entities present.&#10;*1 DoS: Approximate direction of the phenomena or creatures.&#10;*2 DoS: Rough location of the warp creatures or beings affecting the immaterium.&#10;*3 + DoS: Exact position of the creatures or psykers present.&#10;&#10;-Skill Use: Full Action.&#10;&#10;-Special Use: Extend Senses&#10;On a success, you extend your senses out to a number&#10;of metres equal to your Perception Bonus plus 1d10. &#10;Each degree of success adds another&#10;1d10 to your Perception Bonus.">
(<span data-i18n="Perception-abbr">Per</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_psyniscience1" type="checkbox" value="1" />
</div>
<div id="cbitem">
<input name="attr_psyniscience2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_psyniscience3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_psyniscienceTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_psyniscienceOtherBonus" type="number" value="0" />
<button name="roll_Psyniscience" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Psyniscience}}} {{dosdof=[[([[@{psyniscienceFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_psyniscienceFormula" type="text" disabled
value="@{psyniscience1} * @{calculatedPerception} + @{psyniscience2} + @{psyniscience3} + @{psyniscienceTalentBonus} + @{psyniscienceOtherBonus}" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="Security">
<button name="roll_Security" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Security}}} {{dosdof=[[([[@{securityFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Security">Security</label>
</button>
<span id="gridspan" data-i18n-title="skillSecurityInfo"
title="Security is used to bypass mechanical locks and other physical security systems.&#10;This differs from many systems that employ codes or cogitators&#10;that are more suited to the Tech-Use Skill.&#10;&#10;Using this Skill without proper tools or equipment is extremely challenging,&#10;and any attempt to bypass a lock or other security system without&#10;using a multikey or other set of appropriate tools suffers from a 20 penalty.&#10;&#10;-Skill Use: 1 minute, reduced by 10 seconds for each Degree of Success.&#10;&#10;-Special Use: Strategic Entry&#10;A Security test can find weak points in the defensive system involved.&#10;Tests made in this manner should test against&#10;Awareness rather than Agility, and requires 1d5 hours.&#10;&#10;-Category: Exploration">
(<span data-i18n="Agility-abbr">Ag</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_security1" type="checkbox" value="1" />
</div>
<div id="cbitem">
<input name="attr_security2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_security3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_securityTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_securityOtherBonus" type="number" value="0" />
<button name="roll_Security" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Security}}} {{dosdof=[[([[@{securityFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_securityFormula" type="text" disabled
value="@{security1} * @{calculatedAgility} + @{security2} + @{security3} + @{securityTalentBonus} + @{securityOtherBonus}" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="Shadowing">
<button name="roll_Shadowing" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Shadowing}}} {{dosdof=[[([[@{shadowingFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Shadowing">Shadowing</label>
</button>
<span id="gridspan" data-i18n-title="skillShadowingInfo"
title="Shadowing allows the character to follow others on foot&#10;or using vehicles or starships.&#10;&#10;It contrasts with Concealment because it involves movement&#10;and blending into ones surroundings.&#10;&#10;Shadowing Tests are always Opposed Tests against the opponents&#10;Awareness or Scrutiny Skill.&#10;&#10;A single Test is sufficient to follow an opponent unseen for 1 minute.&#10;&#10;-Skill Use: 1 minute.">
(<span data-i18n="Agility-abbr">Ag</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_shadowing1" type="checkbox" value="1" />
</div>
<div id="cbitem">
<input name="attr_shadowing2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_shadowing3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_shadowingTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_shadowingOtherBonus" type="number" value="0" />
<button name="roll_Shadowing" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Shadowing}}} {{dosdof=[[([[@{shadowingFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_shadowingFormula" type="text" disabled
value="@{shadowing1} * @{calculatedAgility} + @{shadowing2} + @{shadowing3} + @{shadowingTalentBonus} + @{shadowingOtherBonus}" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="SleightOfHand">
<button name="roll_SleightofHand" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{SleightOfHand}}} {{dosdof=[[([[@{sleightOfHandFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="SleightOfHand">Sleight of Hand</label>
</button>
<span id="gridspan" data-i18n-title="skillSleightOfHandInfo"
title="Characters use Sleight of Hand for any task requiring&#10;a combination of deception and dexterity.&#10;&#10;Examples include: palming small objects,&#10;picking pockets, or performing tricks.&#10;The GM sets the Difficulty for the Test according&#10;to the size of the object and the intensity of observation.&#10;&#10;Sleight of Hand is always an Opposed Test against&#10;the opponents Awareness or Scrutiny.&#10;The character can use Sleight of Hand instead of Gamble to&#10;employ deception and alter the odds in games of chance.&#10;&#10;Though Sleight of Hand usually requires a Half Action,&#10;the character may make a Test as a Free Action with a 10 penalty.&#10;&#10;-Skill Use: Half Action.">
(<span data-i18n="Agility-abbr">Ag</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_sleightOfHand1" type="checkbox" value="1" />
</div>
<div id="cbitem">
<input name="attr_sleightOfHand2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_sleightOfHand3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_sleightOfHandTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_sleightOfHandOtherBonus" type="number" value="0" />
<button name="roll_SleightofHand" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{SleightOfHand}}} {{dosdof=[[([[@{sleightOfHandFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_sleightOfHandFormula" type="text" disabled
value="@{sleightOfHand1} * @{calculatedAgility} + @{sleightOfHand2} + @{sleightOfHand3} + @{sleightOfHandTalentBonus} + @{sleightOfHandOtherBonus}" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="Survival">
<button name="roll_Survival" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Survival}}} {{dosdof=[[([[@{survivalFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Survival">Survival</label>
</button>
<span id="gridspan" data-i18n-title="skillSurvivalInfo"
title="Survival allows the character to endure for prolonged&#10;periods in unusual or alien environments.&#10;&#10;The Difficulty of these Tests depends on the location:&#10;barren deserts provide much greater challenge&#10;than verdant tropical forests.&#10;&#10;This Skill can also apply to man-made environments,&#10;such as artificial worlds, the depths of the Underhive,&#10;or the belly of massive starships.&#10;&#10;-Skill Use: Varies.&#10;-Category: Exploration">
(<span data-i18n="Intelligence-abbr">Int</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_survival1" type="checkbox" value="1" />
</div>
<div id="cbitem">
<input name="attr_survival2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_survival3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_survivalTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_survivalOtherBonus" type="number" value="0" />
<button name="roll_Survival" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Survival}}} {{dosdof=[[([[@{survivalFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_survivalFormula" type="text" disabled
value="@{survival1} * @{calculatedIntelligence} + @{survival2} + @{survival3} + @{survivalTalentBonus} + @{survivalOtherBonus}" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="TechUse">
<button name="roll_Tech-Use" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} Test TechUse}} {{dosdof=[[([[@{techUseFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="TechUse">Tech-Use</label>
</button>
<span id="gridspan" data-i18n-title="skillTechUseInfo"
title="Tech-Use allows the character to use or repair complex mechanical items&#10;or fathom the workings of unknown technical artefacts.&#10;The character can also use Tech-Use to repair damaged&#10;or defective items, using an Extended Test.&#10;Tech-Use can be used to direct the actions of Servitors.&#10;&#10;-Skill Use: 1 minute, or more for more complex systems.&#10;&#10;-Special Use: Security Systems&#10;Security covers mechanical security systems, but many systems&#10;may have both physical and electronic components, and certain&#10;examples may be entirely controlled by cogitators and machine spirits.&#10;&#10;-Category: Exploration.">
(<span data-i18n="Intelligence-abbr">Int</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_techUse1" type="checkbox" value="1" />
</div>
<div id="cbitem">
<input name="attr_techUse2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_techUse3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_techUseTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_techUseOtherBonus" type="number" value="0" />
<button name="roll_Tech-Use" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} Test TechUse}} {{dosdof=[[([[@{techUseFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_techUseFormula" type="text" disabled
value="@{techUse1} * @{calculatedIntelligence} + @{techUse2} + @{techUse3} + @{techUseTalentBonus} + @{techUseOtherBonus}" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="Tracking">
<button name="roll_Tracking" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Tracking}}} {{dosdof=[[([[@{trackingFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Tracking">Tracking</label>
</button>
<span id="gridspan" data-i18n-title="skillTrackingInfo"
title="The character can follow the signs left by his quarry.&#10;The Difficulty depends on the condition of the traces&#10;and the trackers surroundings.&#10;&#10;When following any tracks where the Difficulty&#10;of the Test is more than Challenging ( + 0)&#10;the trackers Movement rate drops to half.&#10;&#10;In the case where an opponent has attempted to Conceal&#10;or erase their tracks, make an Opposed Test&#10;made against the preys Concealment.&#10;&#10;-Skill Use: Free Action made as part of Movement.&#10;-Category: Exploration.">
(<span data-i18n="Intelligence-abbr">Int</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_tracking1" type="checkbox" value="1" checked />
</div>
<div id="cbitem">
<input name="attr_tracking2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_tracking3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_trackingTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_trackingOtherBonus" type="number" value="0" />
<button name="roll_Tracking" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Tracking}}} {{dosdof=[[([[@{trackingFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_trackingFormula" type="text" disabled
value="@{tracking1} * @{calculatedIntelligence} + @{tracking2} + @{tracking3} + @{trackingTalentBonus} + @{trackingOtherBonus}" />
</button>
</div>
<div class="grid8b" data-i18n-list-item="Wrangling">
<button name="roll_Wrangling" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Wrangling}}} {{dosdof=[[([[@{wranglingFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Wrangling">Wrangling</label>
</button>
<span id="gridspan" data-i18n-title="skillWranglingInfo"
title="The character can tame, train, and potentially ride animals&#10;encountered in his travels, from spine-hounds to the noble&#10;warhorse breeds. Both taming and training beasts are&#10;Extended Tests, the Duration of which is determined by the&#10;nature and temper of the creature involved.&#10;&#10;Once an animal has been broken to its masters will or&#10;at least formed a partnership for particularly strong-willed&#10;beasts—directing it or issuing commands is a Half Action.&#10;&#10;Wild animals, or those trained for hostility and aggression,&#10;can have their Disposition changed by one level for every&#10;2 Degrees of Success, up to a maximum of three levels by&#10;a Full Action use of this Skill.&#10;&#10;Wrangling is of no use against cyber-animals, psy-bonded&#10;animals, or against any creature with true sentience.&#10;&#10;-Skill Use: Variable depending on task and complexity.">
(<span data-i18n="Intelligence-abbr">Int</span>) &#128712;
</span>
<div id="cbitem">
<input name="attr_wrangling1" type="checkbox" value="1" />
</div>
<div id="cbitem">
<input name="attr_wrangling2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_wrangling3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_wranglingTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_wranglingOtherBonus" type="number" value="0" />
<button name="roll_Wrangling" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Wrangling}}} {{dosdof=[[([[@{wranglingFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input id="subitem" name="attr_wranglingFormula" type="text" disabled
value="@{wrangling1} * @{calculatedIntelligence} + @{wrangling2} + @{wrangling3} + @{wranglingTalentBonus} + @{wranglingOtherBonus}" />
</button>
</div>
<div class="spacing" style="height:25px"></div>
</div>
</div><!-- grid2 basic -->
<div>
<div class="spacing" style="width:36%"></div>
<label style="width:25%" data-i18n="skillnotesandmods">SKILL NOTES AND MODIFIERS</label>
<input style="width:3%; margin-bottom:5px" class="arrow icon" type="checkbox" name="attr_hideskillmods" value="1" data-i18n-title="toggleDetailsShow" title="Show/Hide Details"/>
<div class="spacing" style="width:36%"></div>
<div class="hbody">
<fieldset class="repeating_skillnotes">
<textarea style="width:100%; height:85px" name="attr_skillnotesdesc" data-i18n-placeholder="skillnotesholder" placeholder="Skill Name and related Mods&#10;&#10;These notes do NOT affect the Tests"></textarea>
</fieldset>
</div>
</div>
<h3>&#128924; <span data-i18n="skillGroupHeader">Skill Groups</span> &#128924;</h3>
<div class="grid2">
<!-- Left Side -->
<div class="leftbox">
<div class="quickborder">
<div class="grid7">
<label class="label1 help" data-i18n-title="skillSpeakLanguageInfo" title="Speak Language is used to communicate with others using the same language.&#10;However, communication with those using obscure dialects or cryptic,&#10;complex concepts will require a Test at an appropriate Difficulty&#10;&#10;Skill Groups:&#10;-Eldar&#10;-High Gothic&#10;-Kroot&#10;-Low Gothic&#10;-Ork&#10;-Techna-Lingua&#10;-Tau.&#10;&#10;-Skill Use: Free Action.">
<span data-i18n="SpeakLanguage">Speak Language</span> (<span data-i18n="Intelligence-abbr">Int</span>) &#128712;
</label>
<label class="label2" data-i18n="Trained">Trained</label>
<label class="label2" data-i18n="Plus10">+10</label>
<label class="label2" data-i18n="Plus20">+20</label>
<label class="label2" data-i18n="skillTalentHeader">Talent</label>
<label class="label2" data-i18n="generalMod">Mod</label>
<label class="label1" data-i18n="skillTestHeader">Roll Test</label>
</div>
<fieldset class="repeating_speaklanguage">
<div class="grid7">
<input id="subitem" name="attr_languageName" type="text" data-i18n-placeholder="generalName" placeholder="Skill Name" />
<div id="cbitem">
<input name="attr_language1" type="checkbox" value="1" />
</div>
<div id="cbitem">
<input name="attr_language2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_language3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_languageTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_languageOtherBonus" type="number" value="0" />
<button name="roll_SpeakLanguage" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{SpeakLanguage}: @{languageName}}} {{dosdof=[[([[@{languageFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input name="attr_languageFormula" type="text" disabled value="@{language1} * @{calculatedIntelligence} + @{language2} + @{language3} + @{languageTalentBonus} + @{languageOtherBonus}" />
</button>
</div>
</fieldset>
</div>
<div class="quickborder">
<div class="grid7">
<label class="label1 help" data-i18n-title="skillLoreScholasticInfo" title="Scholastic Lore grants the character knowledge of particularly complex or esoteric subject.&#10;A successful Skill Test allows him to recall necessary information or research &#10;a particular subject should appropriate reference material be&#10;readily available. Scholastic Lore grants a depth of knowledge&#10;far beyond that of Common Lore, requiring both experience and study to obtain.&#10;&#10;Success Results:&#10;Success = Reveals basic information known to scholars on the topic.&#10;1 DoS = Reveals uncommon information, known to few dedicated academics.&#10;2 DoS = Reveals obscure information, known to only serious scholars.&#10;3+ DoS = Reveals extremely rare information, known only to true experts in the field.&#10;&#10;Skill Groups:&#10;-Archaic&#10;-Astromancy&#10;-Beasts&#10;-Bureaucracy&#10;-Chymistry&#10;-Codex Astartes&#10;-Cryptology&#10;-Heraldry&#10;-Imperial Creed&#10;-Judgement&#10;-Legend&#10;-Numerology&#10;-Occult&#10;-Philosophy&#10;-Tactica Imperialis&#10;&#10;-Skill Use: Free Action.&#10;&#10;-Category: Investigation.">
<span data-i18n="LoreScholastic">Scholastic Lore</span> (<span data-i18n="Intelligence-abbr">Int</span>) &#128712;
</label>
<label class="label2" data-i18n="Trained">Trained</label>
<label class="label2" data-i18n="Plus10">+10</label>
<label class="label2" data-i18n="Plus20">+20</label>
<label class="label2" data-i18n="skillTalentHeader">Talent</label>
<label class="label2" data-i18n="generalMod">Mod</label>
<label class="label1" data-i18n="skillTestHeader">Roll Test</label>
</div>
<fieldset class="repeating_scholasticlore">
<div class="grid7">
<input id="subitem" name="attr_loreScholasticName" type="text" data-i18n-placeholder="generalName" placeholder="Skill Name" />
<div id="cbitem">
<input name="attr_loreScholastic1" type="checkbox" value="1" />
</div>
<div id="cbitem">
<input name="attr_loreScholastic2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_loreScholastic3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_loreScholasticTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_loreScholasticOtherBonus" type="number" value="0" />
<button name="roll_ScholasticLore" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{LoreScholastic}: @{loreScholasticName}}} {{dosdof=[[([[@{loreScholasticFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input name="attr_loreScholasticFormula" type="text" disabled value="@{loreScholastic1} * @{calculatedIntelligence} + @{loreScholastic2} + @{loreScholastic3} + @{loreScholasticTalentBonus} + @{loreScholasticOtherBonus}" />
</button>
</div>
</fieldset>
</div>
<div class="quickborder">
<div class="grid7">
<label class="label1 help" data-i18n-title="skillDriveInfo" title="The Drive Skill allows the character to control land-based vehicles.&#10;Normal driving does not require a Skill Test, but one is required&#10;for hazardous conditions, excessive speed, or dangerous manoeuvres.&#10;&#10;Skill Groups:&#10;-Ground Vehicle&#10;-Skimmer/Hover&#10;-Walker&#10;&#10;-Skill Use: Half Action.&#10;-Category: Operator.">
<span data-i18n="Drive">Drive</span> (<span data-i18n="Agility-abbr">Ag</span>) &#128712;
</label>
<label class="label2" data-i18n="Trained">Trained</label>
<label class="label2" data-i18n="Plus10">+10</label>
<label class="label2" data-i18n="Plus20">+20</label>
<label class="label2" data-i18n="skillTalentHeader">Talent</label>
<label class="label2" data-i18n="generalMod">Mod</label>
<label class="label1" data-i18n="skillTestHeader">Roll Test</label>
</div>
<fieldset class="repeating_drive">
<div class="grid7">
<input id="subitem" name="attr_driveName" type="text" data-i18n-placeholder="generalName" placeholder="Skill Name" />
<div id="cbitem">
<input name="attr_drive1" type="checkbox" value="1" />
</div>
<div id="cbitem">
<input name="attr_drive2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_drive3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_driveTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_driveOtherBonus" type="number" value="0" />
<button name="roll_Drive" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Drive}: @{driveName}}} {{dosdof=[[([[@{driveFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input name="attr_driveFormula" type="text" disabled value="@{drive1} * @{calculatedAgility} + @{drive2} + @{drive3} + @{driveTalentBonus} + @{driveOtherBonus}" />
</button>
</div>
</fieldset>
</div>
<div class="quickborder">
<div class="grid7">
<label class="label1 help" data-i18n-title="skillPerformerInfo" title="The character uses the Performer Skill to entertain and enthrall groups of spectators.&#10;Performer Tests take an amount of time dependent on the art form involved.&#10;&#10;Skill Groups:&#10;-Dancer&#10;-Musician&#10;-Singer&#10;-Storyteller&#10;&#10;-Skill Use: Variable.&#10;&#10;-Special Use: Charming Performance&#10;The character may make a Difficult (10) Performer (Storyteller) or (Singer)&#10;Test instead of Charm, to win round the audience, causing their disposition&#10;to improve by one level.&#10;&#10;-Special Use: Enthralling Performance&#10;The character may make a Difficult (10) Performer (Musician) or (Singer)&#10;Test to utterly enthrall and distract the audience for a moment.&#10;&#10;-Special Use: Rousing Tale&#10;A character may make a Challenging (+0) Performer&#10;(Storyteller) or Performer (Singer) Test instead of a Command&#10;test to raise the moral of troops under his command or get them&#10;to undertake a difficult duty, such as making a last stand.">
<span data-i18n="Performer">Performer</span> (<span data-i18n="Fellowship-abbr">Fel</span>) &#128712;
</label>
<label class="label2" data-i18n="Trained">Trained</label>
<label class="label2" data-i18n="Plus10">+10</label>
<label class="label2" data-i18n="Plus20">+20</label>
<label class="label2" data-i18n="skillTalentHeader">Talent</label>
<label class="label2" data-i18n="generalMod">Mod</label>
<label class="label1" data-i18n="skillTestHeader">Roll Test</label>
</div>
<fieldset class="repeating_performer">
<div class="grid7">
<input id="subitem" name="attr_performerName" type="text" data-i18n-placeholder="generalName" placeholder="Skill Name" />
<div id="cbitem">
<input name="attr_performer1" type="checkbox" value="1" />
</div>
<div id="cbitem">
<input name="attr_performer2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_performer3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_performerTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_performerOtherBonus" type="number" value="0" />
<button name="roll_Performer" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Performer}: @{performerName}}} {{dosdof=[[([[@{performerFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input name="attr_performerFormula" type="text" disabled value="@{performer1} * @{calculatedFellowship} + @{performer2} + @{performer3} + @{performerTalentBonus} + @{performerOtherBonus}" />
</button>
</div>
</fieldset>
</div>
<div class="quickborder">
<div class="grid7">
<label class="label1 help" data-i18n-title="skillTacticsInfo" title="Tactics is the practical application of military knowledge in the field of battle.&#10;It differs from the Lore Skills in that it relates directly to on-the-ground combat manoeuvres/actions.&#10;&#10;It also differs from the Command Skill in that Command allows the direction of troops&#10;but does not grant any special knowledge in how best to use them.&#10;A character can use Tactics at any time when he wants to determine the&#10;best military course of action in a combat.&#10;&#10;Failing a Tactics (Assault) Test, for example, might mean facing a concentration of&#10;a defending force or hitting a stronger line of fortifications.&#10;&#10;Skill Groups:&#10;-Air Combat&#10;-Armoured Tactics&#10;-Assault Doctrine&#10;-Defensive Doctrine&#10;-Orbital Drop Procedures&#10;-Recon and Stealth&#10;-Void Combat&#10;&#10;*Special Use: Ambush&#10;A character in the role of Kill-team leader may use Tactics (Recon and Stealth)&#10;in the place of an opposed Concealment for himself or any squad member within Support Range&#10;&#10;-Skill Use: Varies.">
<span data-i18n="Tactics">Tactics</span> (<span data-i18n="Intelligence-abbr">Int</span>) &#128712;
</label>
<label class="label2" data-i18n="Trained">Trained</label>
<label class="label2" data-i18n="Plus10">+10</label>
<label class="label2" data-i18n="Plus20">+20</label>
<label class="label2" data-i18n="skillTalentHeader">Talent</label>
<label class="label2" data-i18n="generalMod">Mod</label>
<label class="label1" data-i18n="skillTestHeader">Roll Test</label>
</div>
<fieldset class="repeating_tactics">
<div class="grid7">
<input id="subitem" name="attr_tacticsName" type="text" data-i18n-placeholder="generalName" placeholder="Skill Name" />
<div id="cbitem">
<input name="attr_tactics1" type="checkbox" value="1" />
</div>
<div id="cbitem">
<input name="attr_tactics2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_tactics3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_tacticsTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_tacticsOtherBonus" type="number" value="0" />
<button name="roll_Tactics" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Tactics}: @{tacticsName}}} {{dosdof=[[([[@{tacticsFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input name="attr_tacticsFormula" type="text" disabled value="@{tactics1} * @{calculatedIntelligence} + @{tactics2} + @{tactics3} + @{tacticsTalentBonus} + @{tacticsOtherBonus}" />
</button>
</div>
</fieldset>
</div>
<div class="quickborder">
<div class="grid7">
<label class="label1 help" data-i18n-title="skillCiphersInfo" title="Many groups and organizations employ ciphers as a secret,&#10;shorthand code to communicate basic ideas, warnings, or information&#10;rapidly. The character can use and understand the hand signals,&#10;physical markings, or other subtle signs employed&#10;to express these concepts. Skill Tests are not required to either&#10;leave or read basic messages but are necessary to communicate or&#10;decipher complicated meanings or signs obscured by the passage of time.&#10;&#10;Skill Groups:&#10;-Xenos Markings&#10;-Deathwatch&#10;-Chapter Runes&#10;-Imperial Codes&#10;-Inquisition&#10;-Mercenary Cant&#10;-Underworld&#10;&#10;-Skill Use: Full Action.">
<span data-i18n="Ciphers">Ciphers</span> (<span data-i18n="Intelligence-abbr">Int</span>) &#128712;
</label>
<label class="label2" data-i18n="Trained">Trained</label>
<label class="label2" data-i18n="Plus10">+10</label>
<label class="label2" data-i18n="Plus20">+20</label>
<label class="label2" data-i18n="skillTalentHeader">Talent</label>
<label class="label2" data-i18n="generalMod">Mod</label>
<label class="label1" data-i18n="skillTestHeader">Roll Test</label>
</div>
<fieldset class="repeating_ciphers">
<div class="grid7">
<input id="subitem" name="attr_ciphersName" type="text" data-i18n-placeholder="generalName" placeholder="Skill Name" />
<div id="cbitem">
<input name="attr_ciphers1" type="checkbox" value="1" />
</div>
<div id="cbitem">
<input name="attr_ciphers2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_ciphers3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_ciphersTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_ciphersOtherBonus" type="number" value="0" />
<button name="roll_Ciphers" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Ciphers}: @{ciphersName}}} {{dosdof=[[([[@{ciphersFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input name="attr_ciphersFormula" type="text" disabled value="@{ciphers1} * @{calculatedIntelligence} + @{ciphers2} + @{ciphers3} + @{ciphersTalentBonus} + @{ciphersOtherBonus}" />
</button>
</div>
</fieldset>
</div>
</div>
<!-- Right Side -->
<div class="rightbox">
<div class="quickborder">
<div class="grid7">
<label class="label1 help" data-i18n-title="skillLoreCommonInfo" title="The Common Lore Skill allows the character to recall general&#10;information, procedures, divisions, traditions, famed individuals,&#10;and superstitions of a particular world, group, organisation, or&#10;race. This Skill differs from Scholastic Lore, which represents&#10;scholarly learning, and Forbidden Lore, which involves hidden&#10;or proscribed knowledge, in that it deals with basic information&#10;learned from prolonged exposure to a culture or area.&#10;The GM will determine what extra information to provide&#10;for additional Degrees of Success.&#10;&#10;Skill Group:&#10;-Adeptus Arbites&#10;-Adeptus Astartes&#10;-Adeptus Mechanicus&#10;-Administratum&#10;-Deathwatch&#10;-Ecclesiarchy&#10;-Imperial Creed&#10;-Imperial Guard&#10;-Imperial Navy&#10;-Imperium&#10;-Jericho Reach&#10;-Tech&#10;-War&#10;&#10;-Skill Use: Free Action.&#10;-Category: Investigation.">
<span data-i18n="LoreCommon">Common Lore</span> (<span data-i18n="Intelligence-abbr">Int</span>) &#128712;
</label>
<label class="label2" data-i18n="Trained">Trained</label>
<label class="label2" data-i18n="Plus10">+10</label>
<label class="label2" data-i18n="Plus20">+20</label>
<label class="label2" data-i18n="skillTalentHeader">Talent</label>
<label class="label2" data-i18n="generalMod">Mod</label>
<label class="label1" data-i18n="skillTestHeader">Roll Test</label>
</div>
<fieldset class="repeating_commonlore">
<div class="grid7">
<input id="subitem" name="attr_loreCommonName" type="text" data-i18n-placeholder="generalName" placeholder="Skill Name" />
<div id="cbitem">
<input name="attr_loreCommon1" type="checkbox" value="1" />
</div>
<div id="cbitem">
<input name="attr_loreCommon2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_loreCommon3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_loreCommonTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_loreCommonOtherBonus" type="number" value="0" />
<button name="roll_CommonLore" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{LoreCommon}: @{loreCommonName}}} {{dosdof=[[([[@{loreCommonFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input name="attr_loreCommonFormula" type="text" disabled value="@{loreCommon1} * @{calculatedIntelligence} + @{loreCommon2} + @{loreCommon3} + @{loreCommonTalentBonus} + @{loreCommonOtherBonus}" />
</button>
</div>
</fieldset>
</div>
<div class="quickborder">
<div class="grid7">
<label class="label1 help" data-i18n-title="skillLoreForbiddenInfo" title="Forbidden Lore represent knowledge usually hidden, veiled,&#10;or proscribed by an organisation or society.&#10;Mere possession of this knowledge may cause difficulties for&#10;those not associated with the group in question.&#10;A successful Forbidden Lore Test indicates the character can recall&#10;basic information about the subject. The GM will reveal additional&#10;information as appropriate to the Degree of Success on the roll.&#10;&#10;Skill Groups:&#10;-Adeptus Astartes&#10;-Adeptus Mechanicus&#10;-Archeotech&#10;-The Black Library&#10;-Daemonology&#10;-Heresy&#10;-The Inquisition&#10;-Mutants&#10;-Psykers&#10;-Traitor Legions&#10;-The Warp&#10;-Xenos&#10;&#10;-Skill Use: Free Action... although the consequences of&#10;knowing such things can last a lifetime.&#10;-Category: Investigation.">
<span data-i18n="LoreForbidden">Forbidden Lore</span> (<span data-i18n="Intelligence-abbr">Int</span>) &#128712;
</label>
<label class="label2" data-i18n="Trained">Trained</label>
<label class="label2" data-i18n="Plus10">+10</label>
<label class="label2" data-i18n="Plus20">+20</label>
<label class="label2" data-i18n="skillTalentHeader">Talent</label>
<label class="label2" data-i18n="generalMod">Mod</label>
<label class="label1" data-i18n="skillTestHeader">Roll Test</label>
</div>
<fieldset class="repeating_forbiddenlore">
<div class="grid7">
<input id="subitem" name="attr_loreForbiddenName" type="text" data-i18n-placeholder="generalName" placeholder="Skill Name" />
<div id="cbitem">
<input name="attr_loreForbidden1" type="checkbox" value="1" />
</div>
<div id="cbitem">
<input name="attr_loreForbidden2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_loreForbidden3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_loreForbiddenTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_loreForbiddenOtherBonus" type="number" value="0" />
<button name="roll_ForbiddenLore" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{LoreForbidden}: @{loreForbiddenName}}} {{dosdof=[[([[@{loreForbiddenFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input name="attr_loreForbiddenFormula" type="text" disabled value="@{loreForbidden1} * @{calculatedIntelligence} + @{loreForbidden2} + @{loreForbidden3} + @{loreForbiddenTalentBonus} + @{loreForbiddenOtherBonus}" />
</button>
</div>
</fieldset>
</div>
<div class="quickborder">
<div class="grid7">
<label class="label1 help" data-i18n-title="skillNavigationInfo" title="The character uses the Navigation Skill to plot a course between two points.&#10;A successful Test also provides an estimated travel time based on geography,&#10;cosmography, prevailing conditions, weather, warp tides and the like.&#10;&#10;Surface Navigation is used to navigate across a planets surface, using&#10;logi-compasses,map readouts, and geographical knowledge.&#10;&#10;Stellar Navigation is used to navigate in space between planets,&#10;using star-charts, and carto-mantic rituals.&#10;&#10;Skill Group:&#10;-Surface&#10;-Stellar&#10;&#10;-Skill Use: 1 minute for simple location; 1d5 hours for&#10;plotting courses or routes.&#10;-Category: Exploration.">
<span data-i18n="Navigation">Navigation</span> (<span data-i18n="Intelligence-abbr">Int</span>) &#128712;
</label>
<label class="label2" data-i18n="Trained">Trained</label>
<label class="label2" data-i18n="Plus10">+10</label>
<label class="label2" data-i18n="Plus20">+20</label>
<label class="label2" data-i18n="skillTalentHeader">Talent</label>
<label class="label2" data-i18n="generalMod">Mod</label>
<label class="label1" data-i18n="skillTestHeader">Roll Test</label>
</div>
<fieldset class="repeating_navigation">
<div class="grid7">
<input id="subitem" name="attr_navigationName" type="text" data-i18n-placeholder="generalName" placeholder="Skill Name" />
<div id="cbitem">
<input name="attr_navigation1" type="checkbox" value="1" />
</div>
<div id="cbitem">
<input name="attr_navigation2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_navigation3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_navigationTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_navigationOtherBonus" type="number" value="0" />
<button name="roll_Navigation" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Navigation}: @{navigationName}}} {{dosdof=[[([[@{navigationFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input name="attr_navigationFormula" type="text" disabled value="@{navigation1} * @{calculatedIntelligence} + @{navigation2} + @{navigation3} + @{navigationTalentBonus} + @{navigationOtherBonus}" />
</button>
</div>
</fieldset>
</div>
<div class="quickborder">
<div class="grid7">
<label class="label1 help" data-i18n-title="skillPilotInfo" title="Characters use the Pilot Skill to fly anything from personal&#10;jump packs to small atmospheric craft—such as landers or&#10;gun-cutters—to void-faring fighter , bombers, and capital&#10;vessels. Under normal conditions, piloting does not require&#10;a Test, but unusual or difficult conditions such as storms,&#10;obstacles, or dangerous manoeuvres do require a Skill Test.&#10;When chasing another vehicle or ship or contesting for&#10;position, the character make an Opposed Pilot Test against&#10;his opponent.&#10;&#10;Skill Groups:&#10;-Personal&#10;-Flyers&#10;-Space Craft&#10;&#10;-Skill Use: Half Action.&#10;-Category: Operator.">
<span data-i18n="Pilot">Pilot</span> (<span data-i18n="Agility-abbr">Ag</span>) &#128712;
</label>
<label class="label2" data-i18n="Trained">Trained</label>
<label class="label2" data-i18n="Plus10">+10</label>
<label class="label2" data-i18n="Plus20">+20</label>
<label class="label2" data-i18n="skillTalentHeader">Talent</label>
<label class="label2" data-i18n="generalMod">Mod</label>
<label class="label1" data-i18n="skillTestHeader">Roll Test</label>
</div>
<fieldset class="repeating_pilot">
<div class="grid7">
<input id="subitem" name="attr_pilotName" type="text" data-i18n-placeholder="generalName" placeholder="Skill Name" />
<div id="cbitem">
<input name="attr_pilot1" type="checkbox" value="1" />
</div>
<div id="cbitem">
<input name="attr_pilot2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_pilot3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_pilotTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_pilotOtherBonus" type="number" value="0" />
<button name="roll_Navigation" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Pilot}: @{pilotName}}} {{dosdof=[[([[@{pilotFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input name="attr_pilotFormula" type="text" disabled value="@{pilot1} * @{calculatedAgility} + @{pilot2} + @{pilot3} + @{pilotTalentBonus} + @{pilotOtherBonus}" />
</button>
</div>
</fieldset>
</div>
<div class="quickborder">
<div class="grid7">
<label class="label1 help" data-i18n-title="skillTradeInfo" title="Trade Skills allow the character to create things, from contracts&#10;to starships. At the GMs discretion, characters with this Skill&#10;can earn money or reputation plying a trade.&#10;They can identify the work of particularly famous or infamous&#10;craftsmen, or recall information concerning items of their trade.&#10;Trade Tests can represent the work of hours, weeks, or months&#10;depending on the complexity of the task at hand. However,&#10;Tests that involve the examination of an item to recall&#10;information require a Full Action.&#10;&#10;Skill Groups:&#10;-Archaeologist (Int)&#10;-Armourer (Ag)&#10;-Astrographer (Ag)&#10;-Chymist (Int)&#10;-Cryptographer (Int)&#10;-Explorator (Int)&#10;-Linguist (Int)&#10;-Remembrancer (Ag or Int)&#10;-Shipwright (Int)&#10;-Soothsayer (Fel)&#10;-Technomat (Int)&#10;-Trader (Fel)&#10;&#10;-Skill Use: Variable depending on task and complexity.&#10;-Category: Crafting, Exploration.">
<span data-i18n="Trade">Trade</span> (<span data-i18n="characteristicVaries">Varies</span>) &#128712;
</label>
<label class="label2" data-i18n="Trained">Trained</label>
<label class="label2" data-i18n="Plus10">+10</label>
<label class="label2" data-i18n="Plus20">+20</label>
<label class="label2" data-i18n="skillTalentHeader">Talent</label>
<label class="label2" data-i18n="generalMod">Mod</label>
<label class="label1" data-i18n="skillTestHeader">Roll Test</label>
</div>
<fieldset class="repeating_trade">
<div class="grid8b">
<input id="subitem" name="attr_tradeName" type="text" data-i18n-placeholder="generalName" placeholder="Skill Name" />
<select name="attr_tradeCharacteristic" id="subitem" class="major">
<option value="@{calculatedStrength}" data-i18n="Strength-abbrP">(S)</option>
<option value="@{calculatedToughness}" data-i18n="Toughness-abbrP">(T)</option>
<option value="@{calculatedAgility}" data-i18n="Agility-abbrP">(Ag)</option>
<option value="@{calculatedIntelligence}" data-i18n="Intelligence-abbrP">(Int)</option>
<option value="@{calculatedPerception}" data-i18n="Perception-abbrP">(Per)</option>
<option value="@{calculatedWillpower}" data-i18n="Willpower-abbrP">(WP)</option>
<option value="@{calculatedFellowship}" data-i18n="Fellowship-abbrP">(Fel)</option>
</select>
<div id="cbitem">
<input name="attr_trade1" type="checkbox" value="1" />
</div>
<div id="cbitem">
<input name="attr_trade2" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_trade3" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_tradeTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_tradeOtherBonus" type="number" value="0" />
<button name="roll_Trade" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Trade}: @{tradeName}}} {{dosdof=[[([[@{tradeFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input name="attr_tradeFormula" type="text" disabled value="@{trade1} * @{tradeCharacteristic} + @{trade2} + @{trade3} + @{tradeTalentBonus} + @{tradeOtherBonus}" />
</button>
</div>
</fieldset>
</div>
<div class="quickborder">
<div class="grid8">
<label class="label1 help" data-i18n-title="skillCustomInfo" title="Custom Skill Field:&#10;You can add here Customs Skills not present in the Rules.&#10;&#10;Remember to select the appropriate Characteristic to be used for these Skills&#10;&#10;-Skill Use: Variable.&#10;-Category: Custom.">
<span data-i18n="skillCustom">Custom Skills</span> (<span data-i18n="characteristicVaries">Varies</span>) &#128712;
</label>
<label class="label2" data-i18n="Basic">Basic</label>
<label class="label2" data-i18n="Trained">Trained</label>
<label class="label2" data-i18n="Plus10">+10</label>
<label class="label2" data-i18n="Plus20">+20</label>
<label class="label2" data-i18n="skillTalentHeader">Talent</label>
<label class="label2" data-i18n="generalMod">Mod</label>
<label class="label1" data-i18n="skillTestHeader">Roll Test</label>
</div>
<fieldset class="repeating_customskill">
<div class="grid9">
<input id="subitem" name="attr_customSkillName" type="text" data-i18n-placeholder="generalName" placeholder="Skill Name" />
<select name="attr_customSkillCharacteristic" id="subitem" class="major">
<option value="@{calculatedWeaponSkill}" data-i18n="WeaponSkill-abbrP">(WS)</option>
<option value="@{calculatedBallisticSkill}" data-i18n="BallisticSkill-abbrP">(BS)</option>
<option value="@{calculatedStrength}" data-i18n="Strength-abbrP">(S)</option>
<option value="@{calculatedToughness}" data-i18n="Toughness-abbrP">(T)</option>
<option value="@{calculatedAgility}" data-i18n="Agility-abbrP">(Ag)</option>
<option value="@{calculatedIntelligence}" data-i18n="Intelligence-abbrP">(Int)</option>
<option value="@{calculatedPerception}" data-i18n="Perception-abbrP">(Per)</option>
<option value="@{calculatedWillpower}" data-i18n="Willpower-abbrP">(WP)</option>
<option value="@{calculatedFellowship}" data-i18n="Fellowship-abbrP">(Fel)</option>
</select>
<div id="cbitem">
<input name="attr_customSkill1" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_customSkill2" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_customSkill3" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_customSkill4" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_customSkillTalentBonus" type="number" value="0" />
<input id="subitem" name="attr_customSkillOtherBonus" type="number" value="0" />
<button name="roll_CustomSkill" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{skillCustom}: @{customSkillName}}} {{dosdof=[[([[@{customSkillFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input name="attr_customSkillFormula" type="text" disabled value="floor((@{customSkill1} + @{customSkill2}) * @{customSkillCharacteristic}) + @{customSkill3} + @{customSkill4} + @{customSkillTalentBonus} + @{customSkillOtherBonus}" />
</button>
</div>
</fieldset>
</div>
</div><!-- adv kill rightbox -->
</div><!-- grid2 groups -->
</div>
<!-- Combat Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
<div class="combat">
<div class="grid2">
<div class="leftbox"><!-- Left Side Weapons and fields -->
<h3><span data-i18n="RangedWeapons">Ranged Weapons</span> &#11216;</h3>
<fieldset class="repeating_rangedweapons">
<div class="quickborder">
<input class="major" name="attr_rangedweaponname" style="width:69.5%" type="text" data-i18n-placeholder="generalName" placeholder="Weapon Name" data-i18n-title="generalName" title="Weapon Name" />
<div class="spacing" style="width:0.5%"></div>
<button name="roll_RangedDamage" type="roll" style="width:20%" data-i18n-title="rollWeaponDamageTitle" title="Rolls Weapon Damage"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{rangedweaponname} ^{WDamage}}} @{gunquality} {{damagetype=@{rangedweapontype}}} {{damagepen=[[@{rangedweaponpen}]]}}">
<label data-i18n="WDamage">Damage</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_rangedweaponspecial" type="roll" style="width:9.5%"
value="@{gmroll}&{template:custom} {{name=@{rangedweaponname}}} {{desc=^{WRange}: @{rangedweaponrange}&nbsp;&nbsp;^{WRateOfFire}: @{rangedweaponsingle}/@{rangedweaponsemi}/@{rangedweaponfull}&nbsp;&nbsp;^{WReload}: @{rangedweaponreload}&#10;@{rangedweaponspecial}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<!-- end of line -->
<!-- Ranged Attack Macro selectors 2024 version -->
<select name="attr_gunaimbonus" style="width:17%">
<option disabled data-i18n="weaponAimBonus">Aim Bonus</option>
<option value="0" selected data-i18n="weaponAimBonusNoAim">No Aim (+0)</option>
<option value="10" data-i18n="weaponAimBonusHalfAim">Half Aim (+10)</option>
<option value="20" data-i18n="weaponAimBonusFullAim">Full Aim (+20)</option>
<option value="20" data-i18n="weaponAimBonusHalfAimAccurate">Accurate Half (+20)</option>
<option value="30" data-i18n="weaponAimBonusFullAimAccurate">Accurate Full (+30)</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_gunrangebonus" style="width:17%">
<option disabled data-i18n="weaponRangeMod">Range Mod</option>
<option value="30" data-i18n="weaponRangePointBlank">P.Blank (+30)</option>
<option value="10" data-i18n="weaponRangeShort">Short (+10)</option>
<option value="0" selected data-i18n="weaponRangeNormal">Normal (+0)</option>
<option value="-10" data-i18n="weaponRangeLong">Long (-10)</option>
<option value="-30" data-i18n="weaponRangeExtreme">Extreme (-30)</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_gunactionbonus" style="width:17%">
<option disabled data-i18n="weaponActionMod">Combat Action Mod</option>
<option value="0" selected data-i18n="weaponActionSingleShot">Single Shot (+0)</option>
<option value="10" data-i18n="weaponActionSemiAuto">Semi Auto (+10)</option>
<option value="20" data-i18n="weaponActionFullAuto">Full Auto (+20)</option>
<option value="-20" data-i18n="weaponActionCalledShot">Called Shot (-20)</option>
<option value="-20" data-i18n="weaponActionSuppressing">Suppressing (-20)</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_gundice" style="width:17%">
<option disabled data-i18n="weaponReliability">Reliability</option>
<option value="1d100cs1cf>96" selected data-i18n="weaponReliabilitySingleShot">Single Shot (96+)</option>
<option value="1d100cs1cf>94" data-i18n="weaponReliabilitySemiFullAuto">Semi/Full Auto (94+)</option>
<option value="1d100cs1cf>91" data-i18n="weaponReliabilityOverheats">Overheats (91+)</option>
<option value="1d100cs1cf>91" data-i18n="weaponReliabilityUnreliable">Unreliable (91+)</option>
<option value="1d100cs1" data-i18n="weaponReliabilityBestCraft">Best Craft (No Jam)</option>
<option disabled data-i18n="weaponReliabilityReliable">Reliable rolls 1d10 on jam</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<input name="attr_Rangedweaponmod" style="width:13%" type="text" value="0" data-i18n-title="weaponAttackOtherModifiers" title="Other Test modifiers" />
<div class="spacing" style="width:0.5%"></div>
<button name="roll_Rangedattack" type="roll" style="width:13%" data-i18n-title="rollWeaponRangedAttackTitle" title="Rolls Ballistic Skill + Modifiers"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{rangedweaponname}}} {{dosdof=[[([[@{calculatedBallisticSkill} + @{gunaimbonus} + @{gunrangebonus} + @{rangedweaponmod} + @{gunactionbonus} + ?{@{queryModifier}|0}]] - [[@{gundice}]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}} {{attack= }}">
<label data-i18n="rollWeaponRangedAttack">Fire!</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<input type="checkbox" style="width:3%" name="attr_hiderangedweaponspecial" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Special Qualities" />
<!-- end of line -->
<div class="hbody">
<label style="width:10%" data-i18n="WRange">Range</label>
<input name="attr_rangedweaponrange" style="width:15%" type="text" data-i18n-placeholder="WRange" placeholder="Range" data-i18n-title="WRange" title="Range" />
<div class="spacing" style="width:1%"></div>
<label style="width:7%" data-i18n-title="WRateOfFireTitle" title="Rate of Fire" data-i18n="WRateOfFire">RoF</label>
<input name="attr_rangedweaponsingle" style="width:6%" type="text" value="S" data-i18n-title="WRateOfFireTitle" title="Rate of Fire" />
<label style="width:1%">/</label>
<input name="attr_rangedweaponsemi" style="width:6%" type="text" value="-" data-i18n-title="WRateOfFireTitle" title="Rate of Fire" />
<label style="width:1%">/</label>
<input name="attr_rangedweaponfull" style="width:6%" type="text" value="-" data-i18n-title="WRateOfFireTitle" title="Rate of Fire" />
<div class="spacing" style="width:1.5%"></div>
<label style="width:11%" data-i18n="WReload">Reload</label>
<input name="attr_rangedweaponreload" type="text" style="width:10%" />
<div class="spacing" style="width:1%"></div>
<label style="width:7%" data-i18n="WClip">Clip</label>
<input name="attr_rangedweaponclip" style="width:8%" type="number" value="0" data-i18n-title="weaponClipCurrent" title="Current" />
<div class="spacing" style="width:0.5%"></div>
<input name="attr_rangedweaponclip_max" style="width:8%" type="number" value="0" data-i18n-title="weaponClipMaximum" title="Maximum" />
<!-- end of line -->
<label style="width:13%" data-i18n="WDamage">Damage</label>
<input class="major" name="attr_rangedweapondamage" style="width:28%" type="text" data-i18n-placeholder="WDamage" placeholder="Damage" data-i18n-title="weaponDamageDice" title="Damage Dice" />
<div class="spacing" style="width:0.5%"></div>
<label style="width:8%" data-i18n="WType">Type</label>
<input name="attr_rangedweapontype" style="width:7%" type="text" data-i18n-title="weaponDamageType" title="Damage Type" />
<div class="spacing" style="width:2%"></div>
<label style="width:7%" data-i18n="WPen">Pen</label>
<input name="attr_rangedweaponpen" style="width:7%" type="number" value="0" data-i18n-title="Penetration" title="Penetration" />
<div class="spacing" style="width:2%"></div>
<select name="attr_gunquality" style="width:25.5%">
<option disabled data-i18n="weaponqualitytitle">Special Quality</option>
<option value="{{damage=?{@{queryHitsNumber}|
1,[[@{rangedweapondamage}]] |
2,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] |
3,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] |
4,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] |
5,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] |
6,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] |
7,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] |
8,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] |
9,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] |
10,[[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]] [[@{rangedweapondamage}]]}}}"
selected data-i18n="weaponqualitynospecial">No Special</option>
<option value="{{damage=?{@{queryHitsNumber}|
1,[[{@{rangedweapondamage}+1d10&amp;#125;d1]]
|2,[[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]]|3,[[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]]
|4,[[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]]
|5,[[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]]
|6,[[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]]
|7,[[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]]
|8,[[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]]
|9,[[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]]
|10,[[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]] [[{@{rangedweapondamage}+1d10&amp;#125;d1]]} }}"
data-i18n="weaponqualitytearing">Tearing</option>
<option disabled data-i18n="weaponqualityproven">Proven - See WIKI</option>
</select>
<!-- end of line -->
<textarea style="height:65px" name="attr_rangedweaponspecial" data-i18n-placeholder="WSpecial" placeholder="Special Qualities"></textarea>
</div><!--hbody closing-->
</div>
</fieldset>
<div class="spacing" style="width:100%"></div>
<h3><span data-i18n="MeleeWeapons">Melee Weapons</span> &#9876;</h3>
<fieldset class="repeating_meleeweapons">
<div class="quickborder">
<input class="major" name="attr_meleeweaponname" style="width:79%" type="text" data-i18n-placeholder="generalName" placeholder="Weapon Name" data-i18n-title="generalName" title="Weapon Name" />
<div class="spacing" style="width:1%"></div>
<button name="roll_meleedamage" type="roll" style="width:20%" data-i18n-title="rollWeaponDamageTitle" title="Rolls Weapon Damage"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{meleeweaponname} ^{WDamage}}} @{meleequality} {{damagetype=@{meleeweapontype}}} {{damagepen=[[@{meleeweaponpen}]]}}">
<label data-i18n="WDamage">Damage</label>
</button>
<!-- end of line-->
<!-- Melee Attack Macro selectors 2024 version -->
<select name="attr_meleeaimbonus" style="width:21%">
<option disabled data-i18n="weaponAimBonus">Aim Bonus</option>
<option value="0" data-i18n="weaponAimBonusNoAim">No Aim (+0)</option>
<option value="10" data-i18n="weaponAimBonusHalfAim">Half Aim (+10)</option>
<option value="20" data-i18n="weaponAimBonusFullAim">Full Aim (+20)</option>
</select>
<div class="spacing" style="width:1%"></div>
<select name="attr_meleeactionbonus" style="width:21%">
<option disabled data-i18n="weaponActionMod">Combat Action</option>
<option value="0" selected data-i18n="weaponActionStandardAttack">Standard A. (+0)</option>
<option value="10" data-i18n="weaponActionCharge">Charge! (+10)</option>
<option value="20" data-i18n="weaponActionAllOut">All Out A. (+20)</option>
<option value="-10" data-i18n="weaponActionGuardedAttack">Guarded A. (-10)</option>
<option value="-20" data-i18n="weaponActionCalledShot">Called Shot (-20)</option>
</select>
<div class="spacing" style="width:1%"></div>
<input name="attr_meleeweaponmod" style="width:14%" type="text" value="0" data-i18n-title="weaponAttackOtherModifiers" title="Other test modifiers" />
<div class="spacing" style="width:1%"></div>
<button name="roll_meleestun" type="roll" style="width:20%" data-i18n-title="rollWeaponMeleeStunTitle" title="Rolls Weapon Skill -20 (Stun) + Modifiers"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{rollWeaponMeleeStun} @{meleeweaponname}}} {{dosdof=[[([[@{calculatedWeaponSkill} + @{meleeaimbonus} + @{meleeactionbonus} + @{meleeweaponmod} - 20 + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}} {{stun=[[1d10 + @{strengthBonus}]]}}">
<label data-i18n="rollWeaponMeleeStun">Stun</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_meleeattack" type="roll" style="width:20%" data-i18n-title="rollWeaponMeleeAttackTitle" title="Rolls Weapon Skill + Modifiers"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{meleeweaponname}}} {{dosdof=[[([[@{calculatedWeaponSkill} + @{meleeaimbonus} + @{meleeactionbonus} + @{meleeweaponmod} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}} {{attack= }}">
<label data-i18n="rollWeaponMeleeAttack">Attack!</label>
</button>
<!-- end of line-->
<label style="width:18%" data-i18n="weaponParryModifier">Parry Mod</label>
<input name="attr_meleeparrymod" style="width:10%" type="number" value="0" />
<div class="spacing" style="width:18%"></div>
<button name="roll_powerfieldparry" type="roll" style="width:20%" data-i18n-title="rollWeaponParryPowerTitle" title="Rolls Weapon Skill +/- Parry Modifiers&#10;&#10;Used by Weapons with the Power Field quality"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{meleeweaponname} ^{rollWeaponParryPower}}} {{dosdof=[[([[@{calculatedWeaponSkill} + @{meleeparrymod} + ?{@{queryModifier}|0}]] - [[1d100cs1cf101]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}} {{powerparry=[[1d100cf&lt;25cs&gt;26]]}}">
<label data-i18n="rollWeaponParryPower">Power Parry</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_meleeparry" type="roll" style="width:20%" data-i18n-title="rollWeaponParryTitle" title="Rolls Weapon Skill +/- Parry Modifiers"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{meleeweaponname} ^{rollWeaponParry}}} {{dosdof=[[([[@{calculatedWeaponSkill} + @{meleeparrymod} + ?{@{queryModifier}|0}]] - [[1d100cs1cf101]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="rollWeaponParry">Parry</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_meleeweaponspecial" type="roll" style="width:8%" value="@{gmroll}&{template:custom} {{name=@{meleeweaponname}}} {{desc=@{meleeweaponspecial}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label></button>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" type="checkbox" name="attr_hidemeleeweaponspecial" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Special Qualities" />
<!-- end of line-->
<div class="hbody">
<input name="attr_meleerangext" style="width:10%" type="text" data-i18n-placeholder="WRange" placeholder="Range" data-i18n-title="weaponMeleeRangeTitle" title="Melee Extended Range&#10;&#10;Mostly used by Whips" />
<div class="spacing" style="width:1%"></div>
<input class="major" name="attr_meleeweapondamage" style="width:24%" type="text" data-i18n-placeholder="WDamage" placeholder="Damage" data-i18n-title="weaponDamageDice" title="Damage Dice" />
<div class="spacing" style="width:0.5%"></div>
<label style="width:8%" data-i18n-title="weaponMeleeStrengthBonusTitle" title="Strength Bonus is already added to this weapon's Damage Roll">+<span data-i18n="StrengthBonus-abbr">SB</span></label>
<div class="spacing" style="width:0.5%"></div>
<label style="width:8%" data-i18n="WType">Type</label>
<input name="attr_meleeweapontype" style="width:7%" type="text" data-i18n-title="weaponDamageType" title="Damage Type" />
<div class="spacing" style="width:1%"></div>
<label style="width:7%" data-i18n="WPen">Pen</label>
<input name="attr_meleeweaponpen" style="width:7%" type="number" value="0" data-i18n-title="Penetration" title="Penetration" />
<div class="spacing" style="width:1%"></div>
<select name="attr_meleequality" style="width:25%">
<option disabled data-i18n="weaponqualitytitle">Special Quality</option>
<option value="{{damage=[[@{meleeweapondamage} + @{strengthBonus}]]}}" selected data-i18n="weaponqualitynospecial">No Special</option>
<option value="{{damage=[[{@{meleeweapondamage} + @{strengthBonus} + 1d10}dl1]]}}" data-i18n="weaponqualitytearing">Tearing</option>
<option disabled data-i18n="weaponqualityproven">Proven - See WIKI</option>
</select>
<!-- end of line-->
<textarea style="height:65px" name="attr_meleeweaponspecial" data-i18n-placeholder="WSpecial" placeholder="Special Qualities"></textarea>
</div><!--hbody closing div -->
</div>
</fieldset>
<div class="spacing" style="width:100%"></div>
<div class="spacing" style="width:29%"></div>
<label style="width:41%" data-i18n="weaponSituationalHeader">SITUATIONAL WEAPONS</label>
<input type="checkbox" name="attr_hideImprovisedWeapons" value="1" class="arrow icon" data-i18n-title="weaponSituationalHideTitle" title="Hide these weapons" style="margin-bottom:5px" />
<div class="spacing" style="width:26%"></div>
<div class="hbody">
<div>
<span style="width:5%" class="info" data-i18n-title="weaponSituationalInfo" title="Unarmed attacks are Melee only, they are considered Primitive&#10;&#10;All Armour Points are doubled against hits from Primitive weapons,&#10;unless the armour also has the Primitive quality.">&#128712;</span>
<label style="width:28%"><span data-i18n="weaponUnarmed">Unarmed</span>:</label>
<input name="attr_unarmedDmg" style="width:13%" type="text" value="1d5 - 3" />
<div class="spacing" style="width:1%"></div>
<label style="width:11%; cursor:help" data-i18n-title="weaponUnarmedInfoTitle" title="Strength Bonus already added to Unarmed Damage roll&#10;&#10;Damage Type: Impact"
data-i18n="weaponUnarmedInfo">+SB (I)</label>
<div class="spacing" style="width:3%"></div>
<button name="roll_unarmedattack" type="roll" style="width:12%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{weaponUnarmed}}} {{dosdof=[[([[@{calculatedWeaponSkill} + ?{@{queryModifier}|0}]] - [[1d100cs1cf101]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}} {{attack= }}">
<label data-i18n="weaponAttack">Attack</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_unarmedgrapple" type="roll" style="width:12%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{weaponGrapple}}} {{dosdof=[[([[@{calculatedWeaponSkill} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="weaponGrapple">Grapple</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_unarmeddamage" type="roll" style="width:12%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{weaponUnarmed}}} {{damage=[[@{unarmedDmg} + @{strengthBonus}]]}} {{damagetype=^{damageTypeImpactAbbr}}} {{desc=^{weaponPrimitive}}}">
<label data-i18n="WDamage">Damage</label>
</button>
</div>
<div>
<span style="width:5%" class="info" data-i18n-title="weaponUnarmedMasterInfoTitle" title="Unarmed Master attacks are Melee only&#10;These are no longer considered Primitive">&#128712;</span>
<label style="width:28%"><span data-i18n="weaponUnarmedMaster">Unarmed Master</span>:</label>
<input name="attr_masterUnarmedDmg" style="width:13%" type="text" value="1d10" />
<div class="spacing" style="width:1%"></div>
<label style="width:11%; cursor:help" data-i18n-title="weaponUnarmedInfoTitle" title="Strength Bonus already added to Unarmed Damage roll&#10;&#10;Damage Type: Impact"
data-i18n="weaponUnarmedInfo">+SB (I)</label>
<div class="spacing" style="width:3%"></div>
<button name="roll_Masterunarmedattack" type="roll" style="width:12%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{weaponUnarmedMaster}}} {{dosdof=[[([[@{calculatedWeaponSkill} + ?{@{queryModifier}|0}]] - [[1d100cs1cf101]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}} {{attack= }}">
<label data-i18n="weaponAttack">Attack</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_Masterunarmedgrapple" type="roll" style="width:12%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{weaponGrapple}}} {{dosdof=[[([[@{calculatedWeaponSkill} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="weaponGrapple">Grapple</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_Masterunarmeddamage" type="roll" style="width:12%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{weaponUnarmedMaster}}} {{damage=[[@{masterUnarmedDmg} + @{strengthBonus}]]}} {{damagetype=^{damageTypeImpactAbbr}}}">
<label data-i18n="WDamage">Damage</label>
</button>
</div>
<div>
<span style="width:5%" class="info" data-i18n-title="weaponImprovisedInfoTitle" title="Improv. Melee weapons are considered Primitive and Unbalanced&#10;&#10;All Armour Points are doubled against hits from Primitive weapons,&#10;unless the armour also has the Primitive quality.&#10;&#10;Unbalanced(quality): -10 penalty to Parry">&#128712;</span>
<label style="width:28%"><span data-i18n="weaponImprovisedMelee">Improv. (melee)</span>:</label>
<input name="attr_improvDmg" style="width:13%" type="text" value="1d10 - 2" />
<div class="spacing" style="width:1%"></div>
<label style="width:11%; cursor:help" data-i18n-title="weaponImprovisedBonusInfoTitle" title="Strength Bonus already added to Improv. Damage macro&#10;&#10;Damage Type: Impact"
data-i18n="weaponUnarmedInfo">+SB (I)</label>
<div class="spacing" style="width:3%"></div>
<button name="roll_improvattack" type="roll" style="width:12%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{weaponImprovisedMelee}}} {{dosdof=[[([[@{calculatedWeaponSkill} + ?{@{queryModifier}|0}]] - [[1d100cs1cf101]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}} {{attack= }}">
<label data-i18n="weaponAttack">Attack</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_meleeparry" type="roll" style="width: 12%" data-i18n-title="weaponImprovisedParryTitle" title="Rolls Weapon Skill -10 (Unbalanced) + Modifiers"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{rollWeaponParry} ^{weaponImprovisedMelee}}} {{testtarget=[[@{calculatedWeaponSkill} - 10 + ?{@{queryModifier}|0}]]}} {{roll=[[1d100cs1]]}}">
<label data-i18n="rollWeaponParry">Parry</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_improvdamage" type="roll" style="width:12%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{weaponImprovisedMelee}}} {{damage=[[@{improvDmg} + @{strengthBonus}]]}} {{damagetype=^{damageTypeImpactAbbr}}} {{desc=^{weaponPrimitive}}}">
<label data-i18n="WDamage">Damage</label>
</button>
</div>
<div>
<span data-i18n-title="weaponImprovisedThrownInfoTitle" title="Range equals Strength Bonus&#10;&#10;For each degree of success,&#10;this distance increases by a factor of one,&#10;so one degree means that the character throws&#10;the object a number of metres equal to twice his SB,&#10;&#10;two degrees means that the object is thrown&#10;a number of metres equal to three times his SB,&#10;and so forth.&#10;&#10;On a failed test, the object flies a number of metres&#10;equal to half his Strength Bonus (round down)&#10;a result of 0 means it fell at his feet."
style="width:5%" class="info">&#128712;</span>
<label style="width:28%"><span data-i18n="weaponImprovisedThrown">Improv. (thrown)</span>:</label>
<input name="attr_improvDmgThrown" style="width:13%; text-align:center" type="text" value="1d10 - 2" />
<div class="spacing" style="width:1%"></div>
<label style="width:11%; cursor:help" data-i18n-title="weaponImprovisedBonusInfoTitle" title="Strength Bonus already added to Improv. Damage macro&#10;&#10;Damage Type: Impact"
data-i18n="weaponUnarmedInfo">+SB (I)</label>
<div class="spacing" style="width:3%"></div>
<button name="roll_improvattackt" type="roll" style="width:12%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{weaponImprovisedThrown}}} {{dosdof=[[([[@{calculatedBallisticSkill} + ?{@{queryModifier}|0}]] - [[1d100cs1cf101]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}} {{attack= }}">
<label data-i18n="weaponAttack">Attack</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_improvdamaget" type="roll" style="width:12%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{weaponImprovisedThrown}}} {{damage=[[@{improvDmgThrown} + @{strengthBonus}]]}} {{damagetype=^{damageTypeImpactAbbr}}} {{desc=^{weaponPrimitive}}}">
<label data-i18n="WDamage">Damage</label>
</button>
<div class="spacing" style="width:4%"></div>
<span class="major help" name="attr_strengthBonus" style="text-align:center" data-i18n-title="weaponImprovisedRangeInfo" title="Range = SB"></span>
<span class="major help" style="text-align:center" data-i18n-title="weaponImprovisedRangeInfo" title="Range = SB">m</span>
</div>
<div>
<div class="spacing" style="width:1%"></div>
<label style="width:32%"><span data-i18n="talentBetcherGlandName">Betcher's Gland</span>:</label>
<input name="attr_BetcherGlandDmg" style="width:13%; text-align:center" type="text" value="1d5" />
<div class="spacing" style="width:2%"></div>
<label style="width:7%" data-i18n="WPen">Pen</label>
<label style="width:1%">4</label>
<div class="spacing" style="width:5%"></div>
<button name="roll_BetcherGlandattackt" type="roll" style="width:12%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{talentBetcherGlandName}}} {{dosdof=[[([[@{calculatedBallisticSkill} + ?{@{queryModifier}|0}]] - [[1d100cs1cf101]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}} {{attack= }}">
<label data-i18n="weaponAttack">Attack</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_BetcherGlanddamage" type="roll" style="width:12%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{talentBetcherGlandName}}} {{damage=[[@{BetcherGlandDmg}]]}} {{damagetype=^{damageTypeImpactAbbr}}} {{desc=**^{Toxic}**}}">
<label data-i18n="WDamage">Damage</label>
</button>
<div class="spacing" style="width:4%"></div>
<span style="text-align:center">3m</span>
</div>
</div>
<div style="height:4px"></div><!--Spacing -->
<div><!--container div to prevent overlap -->
<div class="spacing" style="width:26%"></div>
<label style="width:46%" data-i18n="powerArmourAbilitiesHeader">POWER ARMOUR ABILITIES</label>
<input type="checkbox" name="attr_hidePAA" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" style="margin-bottom:5px" />
<div class="spacing" style="width:24%"></div>
<div class="hbody">
<label data-i18n-title="powerArmourAutoSensesInfo" title="This provides the following benefits:&#10;*Grants the Dark Sight Trait: Can see even in total darkness&#10;&#10;*Grants Heightened Senses (Sight and Sound)&#10;+10 to relevant tests (Stacks with Implants for a +20 bonus)&#10;&#10;*Provides immunity to photon flash and stun grenades.&#10;&#10;*Makes the Called Shot Action into a Half Action.&#10;&#10;Only applies while wearing the helmet"
style="width:55%" class="help"><span data-i18n="powerArmourAutoSenses">Auto-Senses</span> &#128712;</label>
<label data-i18n-title="powerArmourVoxLinkInfo" title="Serves as a standard vox and a channel for any more sophisticated&#10;data transmissions the suit or its wearer can access.&#10;The bio-monitor feed also transmits through this link,&#10;permitting a squad to view each others vitals."
style="width:45%" class="help"><span data-i18n="powerArmourVoxLink">Vox Link</span> &#128712;</label>
<!--end of line-->
<label data-i18n-title="powerArmourCeramitePlatingInfo" title="Provides AP 10 to the Body and AP 8 to all other Locations&#10;&#10;Values set by default on the armor section"
style="width:55%" class="help"><span data-i18n="powerArmourCeramitePlating">Ceramite Plating</span> &#128712;</label>
<label data-i18n-title="powerArmourOsmoticGillInfo" title="With the helmet on, the armour is environmentally sealed and can&#10;maintain an adequate oxygen supply as long as the unit is powered."
style="width:45%" class="help"><span data-i18n="powerArmourOsmoticGill">Osmotic Gill Life Sustainer</span> &#128712;</label>
<!--end of line-->
<label data-i18n-title="powerArmourMagnetizedBootInfo" title="When activated, allows the wearer to adhere to metal surfaces.&#10;May be activated/de-activated at the beginning of the wearers Turn.&#10;Magboots reduce Agility Bonus by half when used, but otherwise&#10;allow normal movement in low- or zero- gravity areas&#10;provided there is a suitable surface to walk upon.&#10;&#10;TIP: use *movement halved?* selector when activating"
style="width:55%" class="help"><span data-i18n="powerArmourMagnetizedBoot">Magnetized Boot Soles</span> &#128712;</label>
<label data-i18n-title="powerArmourNutrientRecyclingInfo" title="This can sustain a Battle Brother for long periods of time, but not indefinitely.&#10;For every 2 weeks that no other source of nutrition is ingested,&#10;make a Toughness Test or suffer 1 level of Fatigue until nutrition is consumed.&#10;Difficulty increases one step for every 2 weeks without food or sustenance."
style="width:45%" class="help"><span data-i18n="powerArmourNutrientRecycling">Nutrient Recycling</span> &#128712;</label>
<!--end of line-->
<label data-i18n-title="powerArmourRecoilSuppressionInfo" title="Can fire Basic weapons one-handed.&#10;Basic weapons still may not be used in Close Combat."
style="width:55%" class="help"><span data-i18n="powerArmourRecoilSuppression">Recoil Suppression</span> &#128712;</label>
<label data-i18n-title="powerArmourPoorDexterityInfo" title="Delicate tasks suffer a 10 penalty&#10;unless using equipment designed for Space Marines."
style="width:45%" class="help"><span data-i18n="powerArmourPoorDexterity">Poor Manual Dexterity</span> &#128712;</label>
<!--end of line-->
<label data-i18n-title="powerArmourBioMonitorInfo" title="This provides the following benefits:&#10;*+10 to Tests resisting the Toxic Quality and similar poison effects.&#10;&#10;*Pain Suppressor: has 6 doses, used to ignore Critical Effects&#10;for 1d10 rounds. The doses may be used in succession or staggered.&#10;&#10;*If the wearer is Stunned, it lasts a maximum of 1 Round."
style="width:55%" class="help"><span data-i18n="powerArmourBioMonitor">Bio-monitor & Injectors</span> &#128712;</label>
<label style="width:10%" class="help" data-i18n-title="powerArmourInjectorDosesInfo" title="Remaining Doses&#10;&#10;Can be refilled with a Routine (+10) Tech-Use Test."><span data-i18n="powerArmourInjectorDoses">Doses</span>:</label>
<input name="attr_injectordoses" type="number" style="width:6%" value="6" />
<button name="roll_injector" type="roll" style="width:6%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{powerArmourPainSuppressorRoll}}} {{desc=Ignore Critical Effects for [[1d10]] Rounds&#10;^{powerArmourInjectorRemainingDoses}: @{injectordoses}}}">
<span id="tinyroll" data-i18n-title="powerArmourPainSuppressorRoll" title="Pain Suppressor">0</span>
</button>
<div class="spacing" style="width:23%"></div>
<!--power armour modifiers-->
<label data-i18n-title="powerArmourEnhancedStrengthInfo" title="Increase the Battle-Brothers Strength by +20&#10;The effect on SB is calculated AFTER&#10;the Unnatural Strength multiplier.&#10;&#10;Unchecking the Checkbox to the right removes&#10;the bonus to Strength Characteristic"
style="width:31%" class="help"><span data-i18n="powerArmourEnhancedStrength">Enhanced Strength</span> &#128712;</label>
<input style="width:4%" name="attr_pamtoggle" type="checkbox" value="1" checked="true" data-i18n-title="powerArmourDisabledTitle" title="Uncheck if the Power Armour is disabled" />
<div class="spacing" style="width:10%"></div>
<label style="width:6%" data-i18n="WeaponSkill-abbr">WS</label>
<input name="attr_pamws" type="number" style="width:6%" value="0"/>
<div class="spacing" style="width:6%"></div>
<label style="width:6%" data-i18n="BallisticSkill-abbr">BS</label>
<input name="attr_pambs" type="number" style="width:6%" value="0"/>
<div class="spacing" style="width:6%"></div>
<label style="width:4%" data-i18n="Strength-abbr">S</label>
<input name="attr_pams" type="number" style="width:6%" value="20"/>
<div class="spacing" style="width:6%"></div>
<label style="width:4%" data-i18n="Toughness-abbr">T</label>
<input name="attr_pamt" type="number" style="width:6%" value="0"/>
<div class="spacing" style="width:6%"></div>
<label style="width:6%" data-i18n="Agility-abbr">Ag</label>
<input name="attr_pamag" type="number" style="width:6%" value="0"/>
<div class="spacing" style="width:6%"></div>
<label style="width:6%" data-i18n="Intelligence-abbr">Int</label>
<input name="attr_pamint" type="number" style="width:6%" value="0"/>
<div class="spacing" style="width:6%"></div>
<label style="width:6%" data-i18n="Perception-abbr">Per</label>
<input name="attr_pamper" type="number" style="width:6%" value="0"/>
<div class="spacing" style="width:6%"></div>
<label style="width:6%" data-i18n="Willpower-abbr">WP</label>
<input name="attr_pamwp" type="number" style="width:6%" value="0"/>
<div class="spacing" style="width:6%"></div>
<label style="width:6%" data-i18n="Fellowship-abbr">Fel</label>
<input name="attr_pamfel" type="number" style="width:6%" value="0"/>
<!--end of line-->
<div class="quickborder">
<input name="attr_powerArmourHistory" style="width:85%" type="text" data-i18n-placeholder="PowerArmourHistory" placeholder="Power Armour History" />
<div class="spacing" style="width:1%"></div>
<button name="roll_powerArmourHistoryDesc" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - @{powerArmourHistory}}} {{desc=@{powerArmourHistoryDesc}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" type="checkbox" name="attr_hidePowerArmourHistoryDesc" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" />
<div class="hbody">
<textarea style="height:65px" name="attr_powerArmourHistoryDesc" data-i18n-placeholder="Description" placeholder="Description"></textarea>
</div>
</div>
<fieldset class="repeating_pahistory">
<div class="quickborder">
<input name="attr_powerArmourHistory" style="width:85%" type="text" data-i18n-placeholder="PowerArmourHistory" placeholder="Power Armour History" />
<div class="spacing" style="width:1%"></div>
<button name="roll_powerArmourHistoryDesc" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - @{powerArmourHistory}}} {{desc=@{powerArmourHistoryDesc}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" type="checkbox" name="attr_hidePowerArmourHistoryDesc" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" />
<div class="hbody">
<textarea style="height:65px" name="attr_powerArmourHistoryDesc" data-i18n-placeholder="Description" placeholder="Description"></textarea>
</div>
</div>
</fieldset>
</div>
</div>
<h3><span data-i18n="forceFieldsHeader">Force Fields</span> &#128498;</h3>
<fieldset class="repeating_forcefields">
<div class="quickborder">
<input name="attr_fieldName" style="width:50%" type="text" data-i18n-placeholder="generalName" placeholder="Field Name" />
<div class="spacing" style="width:0.5%"></div>
<input name="attr_fieldRating" style="width:10%" type="number" data-i18n-placeholder="generalRating" placeholder="Rating" data-i18n-title="forceFieldRating" title="Field Rating" />
<div class="spacing" style="width:0.5%"></div>
<select name="attr_fieldCraft" style="width:18%">
<option disabled data-i18n="generalCraftsmanship">Craftsmanship</option>
<option value="1d100cf&lt;10" data-i18n="forceFieldCraftsmanshipCommon">Common (10%)</option>
<option value="1d100cf&lt;5" data-i18n="forceFieldCraftsmanshipExceptional">Exceptional (5%)</option>
<option value="1d100cf1" data-i18n="forceFieldCraftsmanshipMaster">Master (1%)</option>
<option value="1d100cs1cf101" data-i18n="forceFieldCraftsmanshipTerminator">Terminator (0%)</option>
<option disabled data-i18n="forceFieldOverloadChance">Overload Chance (%)&nbsp;</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_forcefield" type="roll" style="width:8%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - @{fieldName}...}} {{testtarget=[[@{fieldRating}]] ^{generalRating}}} {{roll=[[@{fieldCraft}]]}} {{field= }}">
<span id="tinyroll" data-i18n-title="forceFieldDeflectionRoll" title="Rolls Force Field deflection chance">0</span>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_fieldNotes" type="roll" style="width:8%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - @{fieldName}}} {{desc=@{fieldNotes}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<input type="checkbox" name="attr_hideFieldNotes" style="width:4%" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" />
<div class="hbody">
<textarea style="height:65px" name="attr_fieldNotes" data-i18n-placeholder="Description" placeholder="Field Description"></textarea>
</div>
</div>
</fieldset>
</div><!-- leftbox -->
<div class="rightbox"><!-- Right Side Armour, Movement, initiative-->
<div class="spacing" style="width:25%"></div>
<label class="fancyButton" style="width:50%">
<input type="checkbox" class="arrow arrow2" name="attr_vehtoggle" value="1" hidden="true" />
<div class="hbody" style="background-color: rgb(240 6 6 / 30%);" data-i18n="sectionVehiclesName">Vehicles</div>
<div class="hbody2" style="background-color: rgba(0, 181, 252, 0.64)" data-i18n="armourHeader">Armour & Defense</div>
</label>
<input class="arrow arrow2 hidden" type="checkbox" name="attr_vehtoggle" value="1" hidden="true"/>
<div class="spacing" style="width:25%"></div>
<div class="hbody"><!--character armour and defenses-->
<div>
<button name="roll_Initiative" type="roll" style="width:20%"
data-i18n-title="rollInitiativeTitle" title="Select your token first!&#10;Rolls 1d10 + Initiative Modifier&#10;&#10;--------&gt;&#10;Remember to add your modifier&#10;on the small field to the right"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{rollInitiative}}} {{roll=[[1d10 + @{initMod}&{tracker}]]}}">
<label data-i18n="rollInitiative">Initiative</label>
</button>
<div class="spacing" style="width:1%"></div>
<input name="attr_initMod" type="number" value="0" style="width:9%"
data-i18n-title="initiativeModTitle" title="Initiative Modifier&#10;Type here your (Ag) Bonus (default)&#10;Plus any Talent that increases (or changes) your Initiative.&#10;e.g.: Lightning Reflexes (Ag) Bonus x2.&#10;e.g.: Combat Sense uses (Per) Bonus instead." />
<div class="spacing" style="width:1%"></div>
<button name="roll_fateInitiative" type="roll" style="width:20%"
data-i18n-title="rollInitiativeFateTitle" title="Select your token first!&#10;Use a Fate Point to get a 10&#10;on the initiative roll&#10;+ Initiative Modifier"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{rollInitiativeFate}}} {{roll=[[10 + @{initMod}&{tracker}]]}}">
<label data-i18n="rollInitiativeFate">FP Initiative</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_DamageCalc" type="roll" style="width:30%"
data-i18n-title="rollDamageCalculatorTitle" title="Damage Calculator&#10;Allows to input Raw Damage, TB, AP and PEN numbers&#10;Final result is Damage inflicted."
value="@{gmroll}&{template:custom} {{name=^{rollDamageCalculator}}} {{^{WDamage}=[[?{@{queryDamage}|0}[DMG] - (?{@{queryToughnessBonus}|0}[TB] + {?{@{queryArmourPoints}|0}[AP] - ?{@{queryPenetration}|0}[PEN],0}k1)]]}}">
<label data-i18n="rollDamageCalculator">Damage Calculator</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_RangedMulti" type="roll" style="width:17%" data-i18n-title="rollMultiHitsTitle" title="Allows you to determine&#10;multiple hit locations from ranged weapons"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{rollMultiHits}}} {{multihit=[[?{@{queryHitLocation}| @{rollLocationHead}, 0|@{rollLocationArm},11|@{rollLocationBody},22|@{rollLocationLeg},33} + ?{@{queryHitsNumber}|1|2|3|4|5|6|7|8|9|10}]]}}">
<label data-i18n="rollMultiHits">Multi-Hits</label>
</button>
</div>
<!--Armour Locations-->
<div class="grid2">
<div class="leftbox trask">
<br></br>
<div class="armourblock">&nbsp;</div>
<div class="quickborder armourblock">
<button style="height:auto" type="roll" name="roll_calchead" value="@{gmroll}&{template:custom} {{name=@{character_name} ^{rollLocationHead}}} {{desc=**^{WDamage}** [[{?{@{queryDamage}|0} - (@{toughnessBonus} + {@{Harmour} - ?{@{queryPenetration}|0},0}kh1),0d0}kh1]]}}">
<label data-i18n="rollLocationHead">Head</label></button>
<input name="attr_Harmour" type="number" data-i18n-placeholder="armourPointsAbbr" placeholder="AP" value="8" />
<label>(1-10)</label>
</div>
<br></br>
<div class="quickborder armourblock">
<button style="height:auto" type="roll" name="roll_calcarmr" value="@{gmroll}&{template:custom} {{name=@{character_name} ^{rollLocationRightArm}}} {{desc=**^{WDamage}** [[{?{@{queryDamage}|0} - (@{toughnessBonus} + @{BionicArmR} + {@{ArArmour} - ?{@{queryPenetration}|0},0}kh1),0d0}kh1]]}}">
<label data-i18n="rollLocationRightArm">Arm R.</label></button>
<input name="attr_ArArmour" type="number" data-i18n-placeholder="armourPointsAbbr" placeholder="AP" value="8" />
<label>(11-20)</label>
<input style="width:100%" type="checkbox" name="attr_BionicArmR" value="2" data-i18n-title="bionictitle1" title="Bionic Limb? (+2 TB)"/>
</div>
<div class="quickborder armourblock">
<button style="height:auto" type="roll" name="roll_calcb" value="@{gmroll}&{template:custom} {{name=@{character_name} ^{rollLocationBody}}} {{desc=**^{WDamage}** [[{?{@{queryDamage}|0} - (@{toughnessBonus} + @{BionicBody} + {@{Barmour} - ?{@{queryPenetration}|0},0}kh1),0d0}kh1]]}}">
<label data-i18n="rollLocationBody">Body</label></button>
<input name="attr_Barmour" type="number" data-i18n-placeholder="armourPointsAbbr" placeholder="AP" value="10" />
<label>(31-70)</label>
<input style="width:100%" type="checkbox" name="attr_BionicBody" value="1" data-i18n-title="bionictitle2" title="Bionic Heart? (+1 TB)"/>
</div>
<div class="quickborder armourblock">
<button style="height:auto" type="roll" name="roll_calcarml" value="@{gmroll}&{template:custom} {{name=@{character_name} ^{rollLocationLeftArm}}} {{desc=**^{WDamage}** [[{?{@{queryDamage}|0} - (@{toughnessBonus} + @{BionicArml} + {@{AlArmour} - ?{@{queryPenetration}|0},0}kh1),0d0}kh1]]}}">
<label data-i18n="rollLocationLeftArm">Arm L.</label></button>
<input name="attr_AlArmour" type="number" data-i18n-placeholder="armourPointsAbbr" placeholder="AP" value="8" />
<label>(21-30)</label>
<input style="width:100%" type="checkbox" name="attr_BionicArml" value="2" data-i18n-title="bionictitle1" title="Bionic Limb? (+2 TB)"/>
</div>
<div class="quickborder armourblock" style="margin: auto auto auto 11%;">
<button style="height:auto" type="roll" name="roll_calclegr" value="@{gmroll}&{template:custom} {{name=@{character_name} ^{rollLocationRightLeg}}} {{desc=**^{WDamage}** [[{?{@{queryDamage}|0} - (@{toughnessBonus} + @{BionicLegR} + {@{LrArmour} - ?{@{queryPenetration}|0},0}kh1),0d0}kh1]]}}">
<label data-i18n="rollLocationRightLeg">Leg R.</label></button>
<input name="attr_LrArmour" type="number" data-i18n-placeholder="armourPointsAbbr" placeholder="AP" value="8" />
<label>(71-85)</label>
<input style="width:100%" type="checkbox" name="attr_BionicLegR" value="2" data-i18n-title="bionictitle1" title="Bionic Limb? (+2 TB)"/>
</div>
<div class="quickborder armourblock" style="margin: auto auto auto 11%;">
<button style="height:auto" type="roll" name="roll_calclegl" value="@{gmroll}&{template:custom} {{name=@{character_name} ^{rollLocationLeftLeg}}} {{desc=**^{WDamage}** [[{?{@{queryDamage}|0} - (@{toughnessBonus} + @{BionicLegL} + {@{LlArmour} - ?{@{queryPenetration}|0},0}kh1),0d0}kh1]]}}">
<label data-i18n="rollLocationLeftLeg">Leg L.</label></button>
<input name="attr_LlArmour" type="number" data-i18n-placeholder="armourPointsAbbr" placeholder="AP" value="8" />
<label>(86-100)</label>
<input style="width:100%" type="checkbox" name="attr_BionicLegL" value="2" data-i18n-title="bionictitle1" title="Bionic Limb? (+2 TB)"/>
</div>
<!--end of line-->
<select name="attr_characterSize" style="width:100%; margin-top:3px">
<option disabled data-i18n="sizeHeader">Size Modifier</option>
<option value="-3" data-i18n="sizeMiniscule">Minuscule (-30) to Hit&emsp;(-3) Movement</option>
<option value="-2" data-i18n="sizePuny">Puny (-20) to Hit&emsp;(-2) Movement</option>
<option value="-1" data-i18n="sizeScrawny">Scrawny (-10) to Hit&emsp;(-1) Movement</option>
<option value="0" data-i18n="sizeAverage">Average (+0) to Hit&emsp;(+0) Movement</option>
<option value="1" selected data-i18n="sizeBlackCarapace">Black Carapace (+0) to Hit&emsp;(+1) Movement</option>
<option value="1" data-i18n="sizeHulking">Hulking (+10) to Hit&emsp;(+1) Movement</option>
<option value="2" data-i18n="sizeEnormous">Enormous (+20) to Hit&emsp;(+2) Movement</option>
<option value="3" data-i18n="sizeMassive">Massive (+30) to Hit&emsp;(+3) Movement</option>
<option value="4" data-i18n="sizeImmense">Immense (+40) to Hit&emsp;(+4) Movement</option>
<option value="5" data-i18n="sizeMonumental">Monumental (+50) to Hit&emsp;(+5) Movement</option>
<option value="6" data-i18n="sizeTitanic">Titanic (+60) to Hit&emsp;(+6) Movement</option>
</select>
</div>
<div class="rightbox">
<h2><span data-i18n="woundsHeader">Wounds</span> &#128935;</h2>
<label style="width:29%; font-size:13px"><span data-i18n="woundsBase">Starting</span>:</label>
<button name="roll_startingwounds" type="roll" style="width:30%" value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{woundsHeader}}} {{^{woundsHeader}=[[1d5 + ?{@{queryModifier}|0} + 18]]}}"><label>1d5 + 18</label></button>
<div class="spacing" style="width:16%"></div>
<input name="attr_woundstb" type="number" style="width:25%" />
<!--end of line-->
<label style="width:75%"><span data-i18n="talentSoundConstitution">Sound Constitution</span>:&emsp;&nbsp;X</label>
<input name="attr_woundssc" type="number" style="width:25%" />
<!--end of line-->
<label style="width:29%"><span data-i18n="woundsCurrent">Current</span>:</label>
<input name="attr_Wounds" type="number" style="width:25%" />
<div class="spacing" style="width:2%"></div>
<label style="width:19%"><span data-i18n="woundsTotal">Total</span>:</label>
<input name="attr_Wounds_max" type="number" value="(@{woundstb} + @{woundssc})" disabled style="width:25%" />
<!--end of line-->
<label style="width:75%"><span data-i18n="criticalDamage">Critical Damage Level</span>:</label>
<input name="attr_Critical" type="number" style="width:25%" />
<!--end of line-->
<h2><span data-i18n="criticalHitsHeader">Critical Hits</span> &#9888;</h2>
<select name="attr_critLocation" style="width:100%">
<option disabled data-i18n="rollLocationArm">Arm</option>
<option value="Arm1" data-i18n="rollCriticalHitArm1">Arm 1</option>
<option value="Arm2" data-i18n="rollCriticalHitArm2">Arm 2</option>
<option value="Arm3" data-i18n="rollCriticalHitArm3">Arm 3</option>
<option value="Arm4" data-i18n="rollCriticalHitArm4">Arm 4</option>
<option value="Arm5" data-i18n="rollCriticalHitArm5">Arm 5</option>
<option value="Arm6" data-i18n="rollCriticalHitArm6">Arm 6</option>
<option value="Arm7" data-i18n="rollCriticalHitArm7">Arm 7</option>
<option value="Arm8" data-i18n="rollCriticalHitArm8">Arm 8</option>
<option value="Arm9" data-i18n="rollCriticalHitArm9">Arm 9</option>
<option value="Arm10" data-i18n="rollCriticalHitArm10">Arm 10</option>
<option disabled data-i18n="rollLocationBody">Body</option>
<option value="Body1" data-i18n="rollCriticalHitBody1">Body 1</option>
<option value="Body2" data-i18n="rollCriticalHitBody2">Body 2</option>
<option value="Body3" data-i18n="rollCriticalHitBody3">Body 3</option>
<option value="Body4" data-i18n="rollCriticalHitBody4">Body 4</option>
<option value="Body5" data-i18n="rollCriticalHitBody5">Body 5</option>
<option value="Body6" data-i18n="rollCriticalHitBody6">Body 6</option>
<option value="Body7" data-i18n="rollCriticalHitBody7">Body 7</option>
<option value="Body8" data-i18n="rollCriticalHitBody8">Body 8</option>
<option value="Body9" data-i18n="rollCriticalHitBody9">Body 9</option>
<option value="Body10" data-i18n="rollCriticalHitBody10">Body 10</option>
<option disabled data-i18n="rollLocationHead">Head</option>
<option value="Head1" data-i18n="rollCriticalHitHead1">Head 1</option>
<option value="Head2" data-i18n="rollCriticalHitHead2">Head 2</option>
<option value="Head3" data-i18n="rollCriticalHitHead3">Head 3</option>
<option value="Head4" data-i18n="rollCriticalHitHead4">Head 4</option>
<option value="Head5" data-i18n="rollCriticalHitHead5">Head 5</option>
<option value="Head6" data-i18n="rollCriticalHitHead6">Head 6</option>
<option value="Head7" data-i18n="rollCriticalHitHead7">Head 7</option>
<option value="Head8" data-i18n="rollCriticalHitHead8">Head 8</option>
<option value="Head9" data-i18n="rollCriticalHitHead9">Head 9</option>
<option value="Head10" data-i18n="rollCriticalHitHead10">Head 10</option>
<option disabled data-i18n="rollLocationLeg">Leg</option>
<option value="Leg1" data-i18n="rollCriticalHitLeg1">Leg 1</option>
<option value="Leg2" data-i18n="rollCriticalHitLeg2">Leg 2</option>
<option value="Leg3" data-i18n="rollCriticalHitLeg3">Leg 3</option>
<option value="Leg4" data-i18n="rollCriticalHitLeg4">Leg 4</option>
<option value="Leg5" data-i18n="rollCriticalHitLeg5">Leg 5</option>
<option value="Leg6" data-i18n="rollCriticalHitLeg6">Leg 6</option>
<option value="Leg7" data-i18n="rollCriticalHitLeg7">Leg 7</option>
<option value="Leg8" data-i18n="rollCriticalHitLeg8">Leg 8</option>
<option value="Leg9" data-i18n="rollCriticalHitLeg9">Leg 9</option>
<option value="Leg10" data-i18n="rollCriticalHitLeg10">Leg 10</option>
</select>
<!--end of line-->
<button name="roll_energyCrit" type="roll" style="width:49.5%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{rollCriticalHitHeader} - ^{damageTypeEnergy}}} {{crittable=Energy@{critLocation}}} {{d5m3add=[[d5 - 3]]}} {{d5add=[[d5]]}} {{d5_2add=[[d5]]}} {{d10add=[[d10]]}} {{d10_2add=[[d10]]}} {{d10_3add=[[d10]]}} {{d10p2add=[[d10 + 2]]}} {{d10p5add=[[d10 + 5]]}} {{d10p5_2add=[[d10 + 5]]}} {{2d10add=[[2d10]]}} {{d100add=[[d100]]}}">
<label><span data-i18n="damageTypeEnergy">Energy</span> (<span data-i18n="damageTypeEnergyAbbr">E</span>)</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_explosiveCrit" type="roll" style="width:49.5%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{rollCriticalHitHeader} - ^{damageTypeExplosive}}} {{crittable=Explosive@{critLocation}}} {{d5m3add=[[d5 - 3]]}} {{d5add=[[d5]]}} {{d5_2add=[[d5]]}} {{d10add=[[d10]]}} {{d10_2add=[[d10]]}} {{d10_3add=[[d10]]}} {{d10p2add=[[d10 + 2]]}} {{d10p5add=[[d10 + 5]]}} {{d10p5_2add=[[d10 + 5]]}} {{2d10add=[[2d10]]}} {{d100add=[[d100]]}}">
<label><span data-i18n="damageTypeExplosive">Explosive</span> (<span data-i18n="damageTypeExplosiveAbbr">X</span>)</label>
</button>
<!--end of line-->
<button name="roll_impactCrit" type="roll" style="width:49.5%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{rollCriticalHitHeader} - ^{damageTypeImpact}}} {{crittable=Impact@{critLocation}}} {{d5m3add=[[d5 - 3]]}} {{d5add=[[d5]]}} {{d5_2add=[[d5]]}} {{d10add=[[d10]]}} {{d10_2add=[[d10]]}} {{d10_3add=[[d10]]}} {{d10p2add=[[d10 + 2]]}} {{d10p5add=[[d10 + 5]]}} {{d10p5_2add=[[d10 + 5]]}} {{2d10add=[[2d10]]}} {{d100add=[[d100]]}}">
<label><span data-i18n="damageTypeImpact">Impact</span> (<span data-i18n="damageTypeImpactAbbr">I</span>)</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_RendingCrit" type="roll" style="width:49.5%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{rollCriticalHitHeader} - ^{damageTypeRending}}} {{crittable=Rending@{critLocation}}} {{d5m3add=[[d5 - 3]]}} {{d5add=[[d5]]}} {{d5_2add=[[d5]]}} {{d10add=[[d10]]}} {{d10_2add=[[d10]]}} {{d10_3add=[[d10]]}} {{d10p2add=[[d10 + 2]]}} {{d10p5add=[[d10 + 5]]}} {{d10p5_2add=[[d10 + 5]]}} {{2d10add=[[2d10]]}} {{d100add=[[d100]]}}">
<label><span data-i18n="damageTypeRending">Rending</span> (<span data-i18n="damageTypeRendingAbbr">R</span>)</label>
</button>
<!--end of line-->
<button name="roll_conditions" type="roll" style="width:49.5%" value="@{conditions}">
<label data-i18n="conditionsRoll">Conditions</label>
</button>
<div class="spacing" style="width:1%"></div>
<select name="attr_conditions" style="width:49.5%">
<option value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{bloodLossRoll}}} {{roll=[[1d100cf&gt;91cs&lt;90]]}} {{bloodloss= }}"
data-i18n="bloodLossRoll">Blood Loss</option>
<option value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{burningRoll}}} {{damage=[[1d10]]}} {{damagetype=^{damageTypeEnergyAbbr}}} {{desc=^{infodamageIgnoreAP}&#10;^{infoPlusOneFatigue}}}"
data-i18n="burningRoll">Burning</option>
<option value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{fallDamageRoll}}} {{damage=[[1d10 + ?{@{queryMetresFallen}|1}]]}} {{damagetype=^{damageTypeImpactAbbr}}} {{fallhitloc=[[1d100]]}} {{desc=^{infodamageIgnoreAP}}}"
data-i18n="fallDamageRoll">Fall Damage</option>
<option value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{vacuumRoll}}} {{desc=^{vacuumRollSudden} [[1d10 + 3]] ^{damageTypeExplosiveAbbr}&#10;^{vacuumRollGradual} [[1d5]] || [[1d10]] ^{damageTypeExplosiveAbbr}&#10;^{infodamageIgnoreAP}&#10;^{vacuumRollMoreInfo}}}"
data-i18n="vacuumRoll">Vacuum</option>
<option value="@{gmroll}&{template:custom} {{name=^{haywireFieldEffect}}} {{haywire=[[?{Choose Result or Roll Dice|Roll 1d100,1d100|Insignificant,1|Minor,21|Major,41|Dead Zone,61|Prolonged,81}]]}}"
data-i18n="haywireRoll">Haywire</option>
<option value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{smflamerRoll}}} {{damage=[[1d10+4]]}} {{damagetype=^{damageTypeEnergyAbbr}}} {{desc=^{infodamageIgnoreAP}&#10;^{infoPlusOneFatigue}}}"
data-i18n="smflamerRoll">Astartes Flamer</option>
<option value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Toxic}}} {{damage=[[1d10]]}} {{damagetype=^{damageTypeImpactAbbr}}} {{desc=^{infodamageIgnoreAPTB}}}"
data-i18n="Toxic">Toxic</option>
</select>
<!--end of line-->
<button name="roll_scatter" type="roll" style="width:100%" value="@{gmroll}&{template:custom} {{name=^{scatterDiagram}}} {{scatter=[[1d8]]}}">
<label data-i18n="scatterDiagram">Scatter Diagram</label></button>
</div>
</div>
<!-- movement section-->
<div>
<div class="spacing" style="width:10%"></div>
<label style="width:50%" data-i18n="movementHeader">MOVEMENT SCORE</label>
<label style="width:30%" data-i18n="movementHalved">movement halved?</label>
<select name="attr_movementHalved" style="width:10%">
<option value="1" selected data-i18n="no">No</option>
<option value="0.5" data-i18n="yes">Yes</option>
</select>
<!-- end of line-->
<label style="width:23%" data-i18n="movementNormalMove">Normal Move</label>
<label style="width:8%"><span data-i18n="movementHalf">Half</span>:</label>
<input name="attr_halfMove" type="text" style="width:8%" data-i18n-title="movementHalfTitle" title="Agility Bonus (AB)"
value="ceil((@{agilityBonus} + @{characterSize}) * @{movementHalved})" disabled />
<div class="spacing" style="width:3%"></div>
<label style="width:8%"><span data-i18n="movementFull">Full</span>:</label>
<input name="attr_fullMove" type="text" style="width:8%" data-i18n-title="movementFullTitle" title="Agility Bonus x2"
value="ceil((@{agilityBonus} + @{characterSize}) * 2 * @{movementHalved})" disabled />
<div class="spacing" style="width:3%"></div>
<label style="width:12%"><span data-i18n="movementCharge">Charge</span>:</label>
<input name="attr_chargeMove" type="text" style="width:8%" data-i18n-title="movementChargeTitle" title="Agility Bonus x3"
value="ceil((@{agilityBonus} + @{characterSize}) * 3 * @{movementHalved})" disabled />
<div class="spacing" style="width:3%"></div>
<label style="width:8%"><span data-i18n="movementRun">Run</span>:</label>
<input name="attr_runMove" type="text" style="width:8%" data-i18n-title="movementRunTitle" title="Agility Bonus x6"
value="ceil((@{agilityBonus} + @{characterSize}) * 6 * @{movementHalved})" disabled />
<!-- end of line-->
<label style="width:23%" data-i18n="movementCustomMove">Custom Move</label>
<label style="width:8%"><span data-i18n="movementHalf">Half</span>:</label>
<input name="attr_customHalfMove" type="number" value="0" style="width:8%" />
<div class="spacing" style="width:3%"></div>
<label style="width:8%"><span data-i18n="movementFull">Full</span>:</label>
<input name="attr_customFullMove" type="number" value="0" style="width:8%" />
<div class="spacing" style="width:3%"></div>
<label style="width:12%"><span data-i18n="movementCharge">Charge</span>:</label>
<input name="attr_customChargeMove" type="number" value="0" style="width:8%" />
<div class="spacing" style="width:3%"></div>
<label style="width:8%"><span data-i18n="movementRun">Run</span>:</label>
<input name="attr_customRunMove" type="number" value="0" style="width:8%" />
<!-- end of line-->
<label style="width:23%" data-i18n="movementFlyerTrait">Flyer Trait</label>
<label style="width:8%"><span data-i18n="movementHalf">Half</span>:</label>
<input name="attr_flyerHalfMove" type="number" value="0" style="width:8%" />
<div class="spacing" style="width:3%"></div>
<label style="width:8%"><span data-i18n="movementFull">Full</span>:</label>
<input name="attr_flyerFullMove" type="number" value="0" style="width:8%" />
<div class="spacing" style="width:3%"></div>
<label style="width:12%"><span data-i18n="movementCharge">Charge</span>:</label>
<input name="attr_flyerChargeMove" type="number" value="0" style="width:8%" />
<div class="spacing" style="width:3%"></div>
<label style="width:8%"><span data-i18n="movementRun">Run</span>:</label>
<input name="attr_flyerRunMove" type="number" value="0" style="width:8%" />
</div>
<label style="width:17%"><span data-i18n="movementLeapBase">Base Leap</span>:</label>
<input name="attr_baseLeap" type="text" style="width:8%" disabled value="@{strengthBonus}" data-i18n-title="movementLeapTitle" title="SB x 1m" />
<div class="spacing" style="width:2%"></div>
<label style="width:18%" class="help" data-i18n-title="movementJumpTitle" title="1/2m"><span data-i18n="movementJumpBase" >Base Jump</span> &#128712;</label>
<div class="spacing" style="width:9%"></div>
<label style="width:8%"><span data-i18n="carryCapacityLift">Lift</span>:</label>
<input name="attr_liftCapacity" type="text" style="width:10%" disabled value="(@{gearCarry} + @{LiftCapacityMod})&#42;2" />
<div class="spacing" style="width:2%"></div>
<label style="width:9%"><span data-i18n="carryCapacityPush">Push</span>:</label>
<input name="attr_pushCapacity" type="text" style="width:10%" disabled value="(@{gearCarry} + @{PushCapacityMod})&#42;4" />
<input style="width:7%" type="checkbox" name="attr_hidecustomjump" value="1" class="arrow icon" data-i18n-title="toggleDetailsShow" title="Show/Hide Details" checked="true" />
<div class="hbody">
<label style="width:13%"><span data-i18n="movementLeapCustom">Custom Leap</span>:</label>
<input name="attr_customLeap" type="number" style="width:8%" value="" data-i18n-title="movementLeapCustom" title="Custom Leap" />
<div class="spacing" style="width:2%"></div>
<label style="width:14%"><span data-i18n="movementJumpCustom">Custom Jump</span>:</label>
<input name="attr_customJump" type="number" style="width:8%" value="" data-i18n-title="movementJumpCustom" title="Custom Jump" />
<div class="spacing" style="width:9%"></div>
<label style="width:8%"><span data-i18n="generalMod">Mod</span>:</label>
<input name="attr_liftCapacityMod" type="number" style="width:10%" value="0" data-i18n-title="carryCapacityLiftModTitle" title="Mod value is multiplied x2" />
<div class="spacing" style="width:2%"></div>
<label style="width:9%"><span data-i18n="generalMod">Mod</span>:</label>
<input name="attr_pushCapacityMod" type="number" style="width:10%" value="0" data-i18n-title="carryCapacityPushModTitle" title="Mod value is multiplied x4" />
</div>
<div>
<input type="hidden" name="attr_gearCarry" value=""/><!-- hidden input needed for script -->
<label style="width:20%"><span data-i18n="gearCarryMax">Carry Max</span>:</label>
<input name="attr_gearCarryMax" style="width:16%" type="text" disabled value="@{gearCarry} + @{gearCarryMod}" />
<div class="spacing" style="width:3%"></div>
<label style="width:16%"><span data-i18n="gearCarryAvailable">Available</span>:</label>
<input name="attr_gearCarryAvailable" style="width:16%" type="text" disabled value="@{gearCarryMax} - @{gearCarryCurrent}" />
<input type="hidden" name="attr_gearCarryCurrent" value="" /><!-- hidden input needed for repeatingsum -->
<div class="spacing" style="width:4%"></div>
<label style="width:9%"><span data-i18n="generalMod">Mod</span>:</label>
<input name="attr_gearCarryMod" style="width:16%" type="number" value="0" data-i18n-title="gearCarryModTitle" title="Mod value has No multiplier" />
<div class="spacing" style="width:35%"></div>
<label style="width:26%" data-i18n="gearListHeader">Gear & Tools List</label>
<input type="checkbox" name="attr_hidegearlist" value="1" class="arrow icon" data-i18n-title="gearListHide" title="Hide Gear List" style="margin-bottom:5px" />
<div class="spacing" style="width:35%"></div>
<div class="hbody">
<fieldset class="repeating_gears">
<div class="quickborder">
<input name="attr_gearReq" style="width:8%" type="number" data-i18n-placeholder="gearReqPlaceholder" placeholder="Req." data-i18n-title="gearReqTitle" title="Requisition Cost" />
<div class="spacing" style="width:0.5%"></div>
<input name="attr_gearName" style="width:63%" type="text" data-i18n-placeholder="generalName" placeholder="Gear Name" />
<div class="spacing" style="width:0.5%"></div>
<input name="attr_gearQty" style="width:8%" type="number" data-i18n-placeholder="gearQuantityPlaceholder" placeholder="Qty." data-i18n-title="gearQuantityTitle" title="Quantity" />
<div class="spacing" style="width:0.5%"></div>
<input name="attr_gearWeight" style="width:8%" type="number" data-i18n-placeholder="gearWeightPlaceholder" placeholder="Wgt." data-i18n-title="gearWeightTitle" title="Weight" />
<div class="spacing" style="width:0.5%"></div>
<button name="roll_geardesc" type="roll" style="width:8%"
value="@{gmroll}&{template:custom} {{name=@{character_name} @{gearName}}} {{desc=^{gearWeightTitle}: @{gearWeight} Kg&#10;^{gearQuantityTitle}: @{gearQty}&#10;@{gearNotes}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<input type="checkbox" name="attr_hideGear" style="width:3%" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" />
<div class="hbody"><textarea style="height:65px" name="attr_gearNotes" data-i18n-placeholder="Description" placeholder="Gear Description"></textarea></div>
</div><!--quickborder-->
</fieldset>
</div><!--gears hbody closing div-->
</div><!--gear section-->
</div><!-- character hbody -->
<div class="hbody2"><!-- vehicle section -->
<fieldset class="repeating_vehicles">
<input name="attr_Veh_name" type="text" style="width:95%; font-size:19px; font-weight:bold" data-i18n-placeholder="generalName" placeholder="Vehicle Name"/>
<input type="checkbox" style="width:5%" name="attr_hidervehdetails" value="1" class="arrow icon" data-i18n-title="toggleDetailsShow" title="Show/Hide Details"/>
<div class="hbody">
<label style="width:12%"><span data-i18n="vehicleType">Type</span>:</label>
<select name="attr_VehType" style="width:23%">
<option value="0" data-i18n="vehicleTypeGround">Ground</option>
<option value="1" data-i18n="vehicleTypeWalker">Walker</option>
<option value="2" data-i18n="vehicleTypeSkimmer">Skimmer</option>
<option value="3" data-i18n="vehicleTypeFlyer">Flyer</option>
<option value="4" data-i18n="vehicleTypeSpacecraft">Spacecraft</option>
</select>
<div class="spacing" style="width:2%"></div>
<label style="width:23%"><span data-i18n="sizeHeader">Size Modifier</span>:</label>
<select name="attr_VehSize" style="width:40%">
<option value="1" data-i18n="vehicleSizeHulking">Hulking (+10 to Hit)</option>
<option value="2" data-i18n="vehicleSizeEnormous">Enormous (+20 to Hit)</option>
<option value="3" data-i18n="vehicleSizeMassive">Massive (+30 to Hit)</option>
<option value="4" data-i18n="vehicleSizeImmense">Immense (+40 to Hit)</option>
<option value="5" data-i18n="vehicleSizeMonumental">Monumental (+50 to Hit)</option>
<option value="6" data-i18n="vehicleSizeTitanic">Titanic (+60 to Hit)</option>
</select>
<label style="width:12%"><span data-i18n="vehicleCrew">Crew</span>:</label>
<input name="attr_VehCrew" type="text" style="width:88%" />
<label style="width:30%"><span data-i18n="vehicleCapacity">Carrying Capacity</span>:</label>
<input name="attr_VehCapacity" type="text" style="width:70%" />
<h1 data-i18n="vehicleDefenseHeader">Defenses & Movement</h1>
<button style="width:18%" type="roll" name="roll_calcvehfront" value="@{gmroll}&{template:custom} {{name=@{veh_name} ^{vehicleSideFront}}} {{desc=**^{WDamage}** [[{?{@{queryDamage}|0} - ({@{VehFront} - ?{@{queryPenetration}|0},0}kh1),0d0}kh1]]}}"><label data-i18n="vehicleSideFront">Front</label></button>
<div class="spacing" style="width:2%"></div>
<button style="width:18%" type="roll" name="roll_calcvehsides" value="@{gmroll}&{template:custom} {{name=@{veh_name} ^{vehicleSideSide}}} {{desc=**^{WDamage}** [[{?{@{queryDamage}|0} - ({@{VehSides} - ?{@{queryPenetration}|0},0}kh1),0d0}kh1]]}}"><label data-i18n="vehicleSideSide">Sides</label></button>
<div class="spacing" style="width:2%"></div>
<button style="width:18%" type="roll" name="roll_calcvehrear" value="@{gmroll}&{template:custom} {{name=@{veh_name} ^{vehicleSideRear}}} {{desc=**^{WDamage}** [[{?{@{queryDamage}|0} - ({@{VehRear} - ?{@{queryPenetration}|0},0}kh1),0d0}kh1]]}}"><label data-i18n="vehicleSideRear">Rear</label></button>
<label style="width:42%; text-align:center" data-i18n="vehicleIntegrity">Integrity</label>
<!-- input fields -->
<input style="width:18%" name="attr_VehFront" type="number" data-i18n-placeholder="armourPointsAbbr" placeholder="AP" />
<div class="spacing" style="width:2%"></div>
<input style="width:18%" name="attr_VehSides" type="number" data-i18n-placeholder="armourPointsAbbr" placeholder="AP" />
<div class="spacing" style="width:2%"></div>
<input style="width:18%" name="attr_VehRear" type="number" data-i18n-placeholder="armourPointsAbbr" placeholder="AP" />
<div class="spacing" style="width:2%"></div>
<input style="width:18%" name="attr_VehIntegrity_max" type="number" data-i18n-placeholder="vehicleIntegrityTotal" placeholder="Total" />
<div class="spacing" style="width:2%"></div>
<input style="width:18%" name="attr_VehIntegrity" type="number" data-i18n-placeholder="vehicleIntegrityCurrent" placeholder="Current" />
<div class="spacing" style="width:1%"></div>
<!-- end of line -->
<label style="width:15%"><span data-i18n="vehicleTacticalSpeed">Tactical</span>:</label>
<input name="attr_VehTactical" type="text" style="width:38%"/>
<div class="spacing" style="width:12%"></div>
<label style="width:26%"><span data-i18n="vehicleManoeuvrability">Manoeuvrability</span>:</label>
<input name="attr_VehManoeuvrability" type="number" style="width:9%" />
<!-- end of line -->
<label style="width:15%"><span data-i18n="vehicleCruisingSpeed">Cruising</span>:</label>
<input name="attr_VehCruising" type="text" style="width:48%" />
<div class="spacing" style="width:8%"></div>
<button name="roll_VehCrit2" type="roll" style="width:29%"
value="@{gmroll}&{template:custom} {{name=@{Veh_name} - ^{rollCriticalHitHeader}}} {{vehcrit=[[?{Value}]]}} {{d5add=[[d5]]}} {{d10add=[[d10]]}} {{2d10add=[[2d10]]}} {{2d10_2add=[[2d10]]}} {{2d10_3add=[[2d10]]}} {{5d10add=[[5d10]]}}">
<label data-i18n="rollCriticalHitHeader">Critical Hit!</label>
</button>
<!-- end of line -->
<h1 data-i18n="vehicleSpecial">Special Rules</h1>
<textarea style="height:185px" name="attr_VehSpecialRules"></textarea>
</div><!-- internal vehicle hbody -->
</fieldset>
</div><!-- vehicle hbody -->
</div><!-- rightbox -->
</div><!-- grid2 -->
</div>
<!-- Talents Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
<div class="talent">
<h3 data-i18n="sectionAbilitiesTitle">Special Abilities & Cohesion</h3>
<div>
<!--hidden attrs for cohesion auto calc-->
<input name="attr_cohesionCom" type="hidden" value="((@{command1} * 2) + (@{command2} * 0.1) + (@{command3} * 0.1))" />
<input name="attr_cohesionRank" type="hidden" value="0" />
<!--hidden attrs for cohesion auto calc w48-->
<label data-i18n-title="cohesionBaseTitle" title="Base Cohesion Points are calculated at the start of the mission&#10;Base value is equal to Squad Leader's Fellowship Bonus&#10;NOTE: Must check Squad Leader? checkbox to see value&#10;&#10;Bonus points are added based on Squad Leader's Speciality Rank&#10;and Command Skill level:&#10;-Rank 4 or 5 (+1)&#10;-Rank 6+ (+2)&#10;-Command Skill (trained) (+1)&#10;-Command Skill +10 (+2)&#10;-Command Skill +20 (+3)&#10;&#10;Rank and Command bonus points are both added, however&#10;Only the highest bonus for Rank and Command apply&#10;E.g: Command Skill +10 only gives 2 points not 3"
style="width:13%" class="help"><span data-i18n="cohesionBase">Base Cohesion</span> &#128712;</label>
<input style="width:3%" name="attr_baseCohesion" type="text" disabled value="@{squadLeaderCheck} * (@{fellowshipBonus} + @{cohesionCom} + @{cohesionRank})" />
<div class="spacing" style="width:1%"></div>
<button name="roll_cohChallenge" type="roll" style="width:16%"
data-i18n-title="rollCohesionChallengeTitle" title="Rolls a 1d10 against Current Cohesion&#10;&#10;As a Free Action (or Reaction) the character can attempt to enter SQUAD MODE&#10;&#10;If successful the character enters SQUAD MODE instantly&#10;If failed the character skips its current turn (or next turn if used as a Reaction)&#10;And enters SQUAD MODE at the begining of his next subsequent turn."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{rollCohesionChallenge}}} {{testtarget=[[@{Cohesion}]] ^{cohesionCurrent} + (?{@{queryModifier}|0}) }} {{roll=[[1d10]]}}">
<label><span data-i18n="rollCohesionChallenge">Cohesion Challenge</span> &#128712;</label>
</button>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" name="attr_Cohesion" type="number" value="0" />
<label data-i18n-title="cohesionCurrentTitle" title="Current Cohesion Points are spent activating SQUAD MODE abilities&#10;Cohesion points can be regained in various ways&#10;such as completing an objective, spending a Fate Point&#10;or performing a monumental task (at GMs discretion)&#10;&#10;Current Cohesion can excede the base value&#10;Bonus Cohesion points from abilities and/or Oaths are added here."
style="width:9%; text-align:center" class="help"><span data-i18n="cohesionCurrent">Current</span> &#128712;</label>
<!-- width 18.5 -->
<div class="spacing" style="width:2%"></div>
<label style="width:11%" data-i18n="cohesionIsSquadLeader">Squad Leader?</label>
<input style="width:2.5%" name="attr_squadLeaderCheck" type="checkbox" value="1" />
<div class="spacing" style="width:2%"></div>
<!-- width 36.5 -->
<label style="width:12%"><span data-i18n="cohesionSupportRange">Support Range</span>:</label>
<select name="attr_supportRange" style="width:12%">
<option disabled data-i18n="cohesionSpecialityRank">Speciality Rank</option>
<option value="30" data-i18n="cohesionRange30">30m Visual (Rank 1-3)</option>
<option value="60" data-i18n="cohesionRange60">60m Vocal (Rank 4-6)</option>
<option value="120" data-i18n="cohesionRange120">120m Vocal (Rank 7-8)</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_extendRange" type="roll" style="width:12%"
data-i18n-title="rollCohesionExtendRangeTitle" title="Challenging (+0) Command Test&#10;&#10;As a Half Action the Squad Leader may extend his Kill-teams Support Range&#10;by a number of metres equal to his Fellowship Bonus.&#10;Squad Leader must be either within visual or vocal range of his Kill-team.&#10;This extension lasts until the start of the Battle-Brothers next turn."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{rollCohesionExtendRange}}} {{testtarget=[[[[@{commandFormula} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]]]}} {{roll=$[[1]]}} {{desc=^{cohesionExtendRangeRollInfo} @{fellowshipBonus}m}}">
<label><span data-i18n="rollCohesionExtendRange">Extend Range</span> &#128712;</label>
</button>
</div>
<div class="spacing" style="width:40%"></div>
<label class="fancyButton" style="width:20%; margin-top:10px">
<input type="checkbox" class="arrow arrow2" name="attr_abilitySwitch" value="1" hidden="true" />
<div class="hbody" style="background-color: rgba(252, 0, 0, 0.64);" data-i18n="modeSwitchToSquad">Switch to SQUAD MODE</div>
<div class="hbody2" style="background-color: rgba(0, 181, 252, 0.64)" data-i18n="modeSwitchToSolo">Switch to SOLO MODE</div>
</label>
<input name="attr_abilitySwitch" class="arrow arrow2 hidden" type="checkbox" value="1" hidden="true" />
<div class="spacing" style="width:40%"></div>
<div class="hbody">
<h1 data-i18n="abilitiesCodex">Codex Abilities</h1>
<button name="roll_soloAbility1" type="roll" style="width:15%"
data-i18n-title="abilitiesBurstSpeedTitle" title="Required Rank: 1&#10;Once per game session&#10;Free Action at the start of his Turn.&#10;&#10;This ability increases the characters Agility Bonus by +2&#10;for Combat Rounds equal to his Rank.&#10;&#10;Improvement: At Rank 3&#10;+10 to all Agility tests based on movement.&#10;&#10;Improvement: At Rank 5&#10;The bonus to Agility Bonus increases to +4.&#10;&#10;Improvement: At Rank 7&#10;Ignore the need to make Agility Tests when&#10;running or charging in difficult terrain."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{abilitiesBurstSpeedName}}} {{desc2=^{abilitiesBurstSpeedTitle}}}">
<label><span data-i18n="abilitiesBurstSpeedName">Burst of Speed</span> &#128712;</label>
</button>
<div class="spacing" style="width:2%"></div>
<button name="roll_soloAbility2" type="roll" style="width:15%"
data-i18n-title="abilitiesFeatStrengthTitle" title="Required Rank: 1&#10;Once per day of game time&#10;Free Action at the start of his Turn.&#10;&#10;This ability increases his Unnatural Strength Trait by one level&#10;(Unnatural Strength x2 becomes Unnatural Strength x3)&#10;for Combat Rounds equal to his Rank.&#10;&#10;Improvement: At Rank 3&#10;+10 to all Strength-based Skill Tests&#10;&#10;Improvement: At Rank 5&#10;Lasts for Combat Rounds equal to twice the characters Rank.&#10;&#10;Improvement: At Rank 7&#10;This Ability increases the characters&#10;Unnatural Strength Trait by two levels."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{abilitiesFeatStrengthName}}} {{desc2=^{abilitiesFeatStrengthTitle}}}">
<label><span data-i18n="abilitiesFeatStrengthName">Feat of Strength</span> &#128712;</label>
</button>
<div class="spacing" style="width:2%"></div>
<button name="roll_soloAbility3" type="roll" style="width:15%"
data-i18n-title="abilitiesRenewedVigourTitle" title="Required Rank: 3&#10;Once per game session&#10;Free Action at the start of his Turn.&#10;&#10;Can ignore the effects of a single critical hit,&#10;such as Stunning, levels of Fatigue, or unconsciousness.&#10;for Combat Rounds equal to his Rank.&#10;&#10;NOTE: this does not allow the use of useless limbs&#10;or critical hits that result in death.&#10;Any new critical hit effects suffered during the&#10;Renewed Vigour affect the Battle-Brother as normal.&#10;&#10;Improvement: At Rank 5&#10;Restores a number of Wounds equal to his Rank.&#10;&#10;Improvement: At Rank 7&#10;Can ignore all of the critical hit effects&#10;he is currently suffering, for the duration of the ability."
value="@{gmroll}&{template:custom} {{name=@{character_name} activates - ^{abilitiesRenewedVigourName}}} {{desc2=^{abilitiesRenewedVigourTitle}}}">
<label><span data-i18n="abilitiesRenewedVigourName">Renewed Vigour</span> &#128712;</label>
</button>
<div class="spacing" style="width:2%"></div>
<button name="roll_soloAbility4" type="roll" style="width:15%"
data-i18n-title="abilitiesExtremeEnduranceTitle" title="Required Rank: 5&#10;Once per game session&#10;Free Action or a Reaction.&#10;&#10;Grants One re-roll on all Toughness Tests for&#10;a number of hours equal to his Rank.&#10;&#10;Improvement: At Rank 7&#10;+20 to the result of the re-roll."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{abilitiesExtremeEnduranceName}}} {{desc2=^{abilitiesExtremeEnduranceTitle}}}">
<label><span data-i18n="abilitiesExtremeEnduranceName">Extreme Endurance</span> &#128712;</label>
</button>
<div class="spacing" style="width:2%"></div>
<button name="roll_soloAbility5" type="roll" style="width:15%"
data-i18n-title="abilitiesMentalFortressTitle" title="Required Rank: 5&#10;Once per game session&#10;Free Action or a Reaction.&#10;&#10;Grants One re-roll on Willpower Tests to&#10;resist Psychic Powers or attempts to subvert his will.&#10;&#10;Improvement: At Rank 7&#10;+20 to the result of the re-roll."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{abilitiesMentalFortressName}}} {{desc2=^{abilitiesMentalFortressTitle}}}">
<label><span data-i18n="abilitiesMentalFortressName">Mental Fortress</span> &#128712;</label>
</button>
<div class="spacing" style="width:2%"></div>
<button name="roll_soloAbility6" type="roll" style="width:15%"
data-i18n-title="abilitiesEmperorGraceTitle" title="Required Rank: 7&#10;Once per game session&#10;Free Action or a Reaction.&#10;&#10;Whenever the Battle-Brother spends a Fate Point, he rolls 1d10.&#10;If he scores equal or less than his Rank,&#10;the Fate Point is immediately recovered.&#10;for Combat Rounds equal to his Rank."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{abilitiesEmperorGraceName}}} {{desc2=^{abilitiesEmperorGraceTitle}}}">
<label><span data-i18n="abilitiesEmperorGraceName">Emperors Grace</span> &#128712;</label>
</button>
<h1 data-i18n="abilitiesSpecialityAndChapter">Speciality & Chapter Abilities</h1>
<fieldset class="repeating_soloabilities">
<div class="border">
<input style="width:75%" name="attr_soloAbilityName" type="text" data-i18n-placeholder="generalName" placeholder="Solo Ability Name" />
<div class="spacing" style="width:1%"></div>
<input style="width:9%" name="attr_soloAbilityRank" type="text" data-i18n-placeholder="Rank" placeholder="Rank" />
<div class="spacing" style="width:1%"></div>
<button name="roll_soloAbility" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;@{soloAbilityName}}} {{desc=@{soloAbilityNotes}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" type="checkbox" name="attr_hideSoloAbility" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" />
<div class="hbody">
<textarea style="height:65px" name="attr_soloAbilityNotes" data-i18n-placeholder="Description" placeholder="Ability Description"></textarea>
</div>
</div>
</fieldset>
</div>
<div class="hbody2">
<div class="grid2">
<div class="leftbox">
<h1 data-i18n="abilitiesAttackPatterns">Attack Patterns</h1>
<button name="roll_squadAbility1" type="roll" style="width:33%"
data-i18n-title="abilitiesBolterAssaultTitle" title="Free Action&#10;Cost 3 Cohesion&#10;Sustained: NO&#10;&#10;When the Battle-Brother calls a Bolter Assault, both he&#10;and those in Support Range may make an immediate Charge&#10;Move and a Standard Attack with a bolter, bolt pistol, or storm bolter.&#10;May use their Standard Attack to throw a grenade instead.&#10;&#10;Improvement: At Rank 4&#10;Can make Semi Auto Bursts and Full Auto Bursts&#10;instead of a Standard Attack."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesBolterAssaultName}}}{{desc2=^{abilitiesBolterAssaultTitle}}}">
<label><span data-i18n="abilitiesBolterAssaultName">Bolter Assault</span> &#128712;</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_squadAbility2" type="roll" style="width:33%"
data-i18n-title="abilitiesFireEffectTitle" title="Half Action&#10;Cost 2 Cohesion&#10;Sustained: YES&#10;&#10;While this ability is active, the Kill-team may use their&#10;Reactions to make a Standard Attack with a ranged weapon.&#10;&#10;Improvement: At Rank 4&#10;Can make Semi Auto Bursts and Full Auto Bursts&#10;instead of a Standard Attack."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesFireEffectName}}}{{desc2=^{abilitiesFireEffectTitle}}}">
<label><span data-i18n="abilitiesFireEffectName">Fire for Effect</span> &#128712;</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_squadAbility3" type="roll" style="width:33%"
data-i18n-title="abilitiesFireSupportTitle" title="Half Action (Free Action at Rank 3+)&#10;Cost 1 Cohesion&#10;Sustained: YES&#10;&#10;While this ability is active, the Kill-team does not&#10;suffer the normal 20 to hit when using the Suppressing Fire&#10;and Overwatch actions.&#10;&#10;Improvement: At Rank 3&#10;Ability can be activated as a Free Action."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesFireSupportName}}}{{desc2=^{abilitiesFireSupportTitle}}}">
<label><span data-i18n="abilitiesFireSupportName">Fire Support</span> &#128712;</label>
</button>
<button name="roll_squadAbility4" type="roll" style="width:33%"
data-i18n-title="abilitiesFuriousChargeTitle" title="Free Action&#10;Cost 3 Cohesion&#10;Sustained: NO&#10;&#10;The Battle-Brother and those in Support Range of him may&#10;make an immediate Charge Attack with a melee weapon.&#10;Battle-Brothers involved may re-roll Damage for their attacks.&#10;&#10;Improvement: At Rank 5&#10;Can make use of multiple attacks with talents&#10;such as Swift Attack or Lightning Attack."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesFuriousChargeName}}}{{desc2=^{abilitiesFuriousChargeTitle}}}">
<label><span data-i18n="abilitiesFuriousChargeName">Furious Charge</span> &#128712;</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_squadAbility5" type="roll" style="width:33%"
data-i18n-title="abilitiesSquadAdvanceTitle" title="Half Action (Free Action at Rank 3+)&#10;Cost 1 Cohesion&#10;Sustained: YES&#10;&#10;While this ability is active, the Kill-team may use&#10;their Reactions to make a Tactical Advance combat action.&#10;&#10;Improvement: At Rank 3&#10;Ability can be activated as a Free Action."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesSquadAdvanceName}}}{{desc2=^{abilitiesSquadAdvanceTitle}}}">
<label><span data-i18n="abilitiesSquadAdvanceName">Squad Advance</span> &#128712;</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_squadAbility6" type="roll" style="width:33%"
data-i18n-title="abilitiesTankBusterTitle" title="Free Action&#10;Cost 1 Cohesion&#10;Sustained: NO&#10;&#10;The Battle Brother may nominate a member of the Kill-team armed with&#10;either a heavy weapon or an explosive (this could be himself)&#10;&#10;For every Kill-Team member in support range the nominated&#10;Battle-Brother may add either +5 to his Ballistic Skill to the attack&#10;or move 2 metres closer to his target (This is considered an Attack Action)&#10;&#10;Improvement: At Rank 4&#10;The Bonus increases to +10 BS or 5 metres&#10;per Kill-team member in Support Range."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesTankBusterName}}}{{desc2=^{abilitiesTankBusterTitle}}}">
<label><span data-i18n="abilitiesTankBusterName">Tank Buster</span> &#128712;</label>
</button>
</div>
<div class="rightbox">
<h1 data-i18n="abilitiesDefensiveStances">Defensive Stances</h1>
<button name="roll_squadAbility7" type="roll" style="width:33%"
data-i18n-title="abilitiesDigInTitle" title="Full Action&#10;Cost 3 Cohesion&#10;Sustained: YES&#10;&#10;While this ability is active, the Battle-Brother and those in&#10;Support Range of him can double the Armour Points&#10;given by any cover they are currently using&#10;This bonus to cover only applies to each individual&#10;Battle-Brother so long as they remain stationary.&#10;&#10;Improvement: At Rank 5&#10;The double armour bonus applies to&#10;all cover use, even after moving to a different cover."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesDigInName}}}{{desc2=^{abilitiesDigInTitle}}}">
<label><span data-i18n="abilitiesDigInName">Dig In</span> &#128712;</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_squadAbility8" type="roll" style="width:33%"
data-i18n-title="abilitiesGoGroundTitle" title="Reaction&#10;Cost 1 Cohesion&#10;Sustained: NO&#10;&#10;The Battle-Brother may issue a Go to Ground order when he or another member of his&#10;Kill-team within his Support Range has been hit by a ranged attack.&#10;&#10;They may make a free move up to their Agility Bonus in metres to find cover.&#10;NOTE: the Hit will take effect before the move, in case of Semi or Auto Bursts&#10;only the first hit is worked out before the Battle-Brothers moves&#10;&#10;Improvement: At Rank 4&#10;The free move to cover may be up to twice&#10;the Battle-Brothers Agility Bonus."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesGoGroundName}}}{{desc2=^{abilitiesGoGroundTitle}}}">
<label><span data-i18n="abilitiesGoGroundName">Go to Ground</span> &#128712;</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_squadAbility9" type="roll" style="width:33%"
data-i18n-title="abilitiesRegroupTitle" title="Full Action&#10;Cost 2 Cohesion&#10;Sustained: NO&#10;&#10;The Battle-Brother may order a Regroup to allow himself and&#10;those in Support Range of him to move up to twice their&#10;Agility Bonus in any direction, just as if they had made a Full&#10;Move Action. In addition, Regroup move does not trigger&#10;enemy Overwatch or Suppression Fire.&#10;&#10;Improvement: At Rank 4&#10;May Reload any weapons they are currently carrying, provided doing so&#10;would only be a Half Action or a Free Action."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesRegroupName}}}{{desc2=^{abilitiesRegroupTitle}}}">
<label><span data-i18n="abilitiesRegroupName">Regroup</span> &#128712;</label>
</button>
<button name="roll_squadAbility10" type="roll" style="width:33%"
data-i18n-title="abilitiesSoakFireTitle" title="Reaction&#10;Cost 2 Cohesion&#10;Sustained: NO&#10;&#10;A Battle-Brother may use this ability whenever another&#10;member of his squad within his Support Range is hit&#10;by a Semi or Full Auto Burst and would be eligible to make a Dodge Test&#10;to avoid the attack. These hits are then divided evenly between the&#10;original target, the Battle-Brother, and those supporting him.&#10;NOTE: Battle-Brothers soaking fire cannot Dodge attacks allocated to them.&#10;&#10;Improvement: At Rank 4&#10;May soak single-attack ranged weapons&#10;such as a blast from a lascannon or a snipers bullet."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesSoakFireName}}}{{desc2=^{abilitiesSoakFireTitle}}}">
<label><span data-i18n="abilitiesSoakFireName">Soak Fire</span> &#128712;</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_squadAbility11" type="roll" style="width:33%"
data-i18n-title="abilitiesStrongpointTitle" title="Full Action&#10;Cost 3 Cohesion&#10;Sustained: YES&#10;&#10;A Battle-Brother can establish a Strongpoint, nominating either&#10;himself or a member of his Kill-team within Support Range&#10;as the Centre of the Strongpoint. The Centre must remain&#10;stationary for the ability to remain in effect. The Centre may&#10;then Call Targets either as a Free Action in his turn or as&#10;a Reaction. Battle-Brothers in Support Range of the Centre&#10;(including the Centre himself) then gain a +20 to Ballistic&#10;Skill and Weapon Skill Tests against a Called Target, may re-roll&#10;Damage against it, and may use their Reactions to make&#10;Standard Attacks against it. A target remains marked in this&#10;way until either the Centre moves (ending the Strongpoint)&#10;or the Centre marks a new target."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesStrongpointName}}}{{desc2=^{abilitiesStrongpointTitle}}}">
<label><span data-i18n="abilitiesStrongpointName">Strongpoint</span> &#128712;</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_squadAbility12" type="roll" style="width:33%"
data-i18n-title="abilitiesTacticalSpacingTitle" title="Full Action&#10;Cost 1 Cohesion&#10;Sustained: YES&#10;&#10;While this ability is active, the Battle-Brother and&#10;those in Support Range of him can share their Reactions.&#10;&#10;One Squad member could give his Reaction&#10;(losing it for himself for the turn) to another Squad member&#10;If the Space Marine has extra reactions, these may also be shared.&#10;&#10;Improvement: At Rank 5&#10;All Squad Members in support range gain an additional Reaction."
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;^{abilitiesTacticalSpacingName}}}{{desc2=^{abilitiesTacticalSpacingTitle}}}">
<label><span data-i18n="abilitiesTacticalSpacingName">Tactical Spacing</span> &#128712;</label>
</button>
</div>
</div>
<fieldset class="repeating_squadabilities">
<div class="border">
<input style="width:56.5%" name="attr_squadAbilityName" type="text" data-i18n-placeholder="generalName" placeholder="Squad Ability Name" />
<div class="spacing" style="width:0.5%"></div>
<select name="attr_squadAbilitySus" style="width:11%">
<option disabled data-i18n="abilitiesSustaining">Sustaining?</option>
<option value="yes" data-i18n="yes">Yes</option>
<option value="no" selected data-i18n="no">No</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_squadAbilityAct" style="width:11%">
<option disabled data-i18n="abilitiesAction">Action</option>
<option value="Free" selected data-i18n="actionFree">Free</option>
<option value="Half" data-i18n="actionHalf">Half</option>
<option value="Full" data-i18n="actionFull">Full</option>
<option value="Reaction" data-i18n="actionReaction">Reaction</option>
<option value="Other" data-i18n="actionOther">Other</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<input style="width:8%" name="attr_squadAbilityCost" type="number" data-i18n-placeholder="abilitiesCost" placeholder="Cost" />
<div class="spacing" style="width:0.5%"></div>
<button name="roll_squadAbility" type="roll" style="width:8%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ability}&#10;@{squadAbilityName}}} {{desc=@{squadAbilityNotes}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<input style="width:3%" type="checkbox" name="attr_hideSquadAbility" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" />
<div class="hbody">
<textarea style="height:65px" name="attr_squadAbilityNotes" data-i18n-placeholder="Description" placeholder="Ability Description"></textarea>
</div>
</div>
</fieldset>
</div>
<!-- Astartes passives section-->
<div>
<div class="spacing" style="width:32%"></div>
<label style="width:35%; margin-top:5px" data-i18n="talentsTraitsImplantsHeader">ASTARTES TALENTS, TRAITS & IMPLANTS</label>
<input type="checkbox" name="attr_hideATTI" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" style="width:2%; margin-bottom:5px" />
<div class="spacing" style="width:31%"></div>
<div class="hbody">
<label class="help" style="width:25%"
data-i18n-title="talentAmbidextrousTitle" title="The Astartes does not suffer the 20 penalty for actions using his off hand.&#10;Special: When combined with a Two-Weapon Wielder Talent, the penalty for&#10;making attacks with both weapons in the same turn drops to 10">
<span data-i18n="talentAmbidextrousName">Ambidextrous</span> &#128712;
</label>
<label class="help" style="width:25%"
data-i18n-title="talentAstartesWeaponTrainingTitle" title="Proficient in ALL weapon Groups&#10;Except for Exotic Weapons.">
<span data-i18n="talentAstartesWeaponTrainingName">Astartes Weapon Training</span> &#128712;
</label>
<label class="help" style="width:25%"
data-i18n-title="talentBulgingBicepsTitle" title="The Astartes can fire heavy weapons using Semi-Auto Burst&#10;or Full Auto Burst without bracing.">
<span data-i18n="talentBulgingBicepsName">Bulging Biceps</span> &#128712;
</label>
<label class="help" style="width:25%"
data-i18n-title="talentHeightenedSensesTitle" title="+10 bonus to Tests involving Sight or Sound&#10;Stacks with Auto-Senses Power Armour Ability">
<span data-i18n="talentHeightenedSensesName">Heightened Senses</span> &#128712;
</label>
<!--end of line-->
<label class="help" style="width:25%"
data-i18n-title="talentKillingStrikeTitle" title="When taking the All-Out Attack action, a Space Marine may&#10;spend a Fate Point (before rolling dice) to make his Melee Attacks&#10;impossible to parry or dodge for that round">
<span data-i18n="talentKillingStrikeName">Killing Strike</span> &#128712;
</label>
<label class="help" style="width:25%"
data-i18n-title="talentNervesSteelTitle" title="The character may re roll failed Willpower Tests&#10;to avoid or recover from Pinning (suppresive fire effect)">
<span data-i18n="talentNervesSteelName">Nerves of Steel</span> &#128712;
</label>
<label class="help" style="width:25%"
data-i18n-title="talentQuickDrawTitle" title="Astartes can Ready as a Free Action when armed with&#10;a pistol or basic ranged weapon, or a melee weapon&#10;that can be wielded in one hand.">
<span data-i18n="talentQuickDrawName">Quick Draw</span> &#128712;
</label>
<label class="help" style="width:25%"
data-i18n-title="talentResistancePsychicTitle" title="+10 bonus when making tests to resist Psychic Powers or Techniques">
<span data-i18n="talentResistancePsychicName">Resistance (Psychic Powers)</span> &#128712;
</label>
<!--end of line-->
<label class="help" style="width:25%"
data-i18n-title="talentTrueGritTitle" title="When taking Critical Damage, halve the result (rounding up)">
<span data-i18n="talentTrueGritName">True Grit</span> &#128712;
</label>
<label class="help" style="width:25%"
data-i18n-title="talentUnarmedMasterTitle" title="Astartes unarmed attacks do 1d10 + Strength Bonus (Impact Damage)&#10;These attacks no longer have the Primitive quality&#10;&#10;TIP: Use Unarmed Master situational weapon (Combat Tab)">
<span data-i18n="talentUnarmedMasterName">Unarmed Master</span> &#128712;
</label>
<label class="help" style="width:25%"
data-i18n-title="talentDeathwatchTrainingTitle" title="Deathwatch Astartes automatically pass Righteous Fury&#10;tests when attacking Xenos&#10;&#10;TIP: Use -Vs Xenos- macro next to the RF macro. (under characteristics)">
<span data-i18n="talentDeathwatchTrainingName">Deathwatch Training</span> &#128712;
</label>
<label class="help" style="width:25%"
data-i18n-title="talentUnnaturalCharacTitle" title="Strength & Toughness Characteristic Bonus&#10;&#10;Unnatural Characteristics multiply the base value of the&#10;Characteristic Bonus by the number on the trait (eg: x2)&#10;During Opposed Tests the multiplier can be added to the Degrees of Success&#10;When taking a Characteristic Test, the multiplier reduces the Tests&#10;difficulty by one step per multiplier value.&#10;&#10;House rule: Unnatural Chars. are Additive&#10;The number on the trait is added instead of multiplied">
<span data-i18n="talentUnnaturalCharacName">Unnatural S & T (x2)</span> &#128712;
</label>
<!--end of line-->
<div class="spacing" style="width:100%; height:10px"></div>
<!--end of line-->
<label class="help" style="width:25%"
data-i18n-title="talentLarramanOrganTitle" title="Prevents Blood Loss critical effect&#10;Except for attacks with the Warp Weapon Quality.">
<span data-i18n="talentLarramanOrganName">Larraman's Organ</span> &#128712;
</label>
<label class="help" style="width:25%"
data-i18n-title="talentCatalepseanNodeTitle" title="No penalties to Perception-based Tests (such as Awareness)&#10;when awake for long periods of time.">
<span data-i18n="talentCatalepseanNodeName">Catalepsean Node</span> &#128712;
</label>
<label class="help" style="width:25%" data-i18n-title="talentPreomnorTitle" title="+20 bonus to any Toughness Test against ingested poisons.">
<span data-i18n="talentPreomnorName">Preomnor</span> &#128712;
</label>
<label class="help" style="width:25%"
data-i18n-title="talentOmophageaTitle" title="By devouring a portion of an enemy, a Space Marine can gain&#10;access to certain information at the GMs discretion.&#10;&#10;In addition, a Space Marine can temporarily gain access&#10;to a Skill or Skill Group at GMs discretion.&#10;This Skill is gained as untrained Basic Skill for a&#10;number of hours equal to his Intelligence Bonus.&#10;&#10;After this time, the information fades and the Skill is lost.">
<span data-i18n="talentOmophageaName">Omophagea</span> &#128712;
</label>
<!--end of line-->
<label class="help" style="width:25%"
data-i18n-title="talentMultiLungTitle" title="May re-roll any failed Toughness Tests for drowning or asphyxiation.&#10;Also gains +30 bonus to Toughness Tests made to resist the effects of gases&#10;and may re-roll failed results.&#10;The Space Marine may also breathe water through his multi-lung.&#10;(provided the water is oxigenated)">
<span data-i18n="talentMultiLungName">Multi-Lung</span> &#128712;
</label>
<label class="help" style="width:25%"
data-i18n-title="talentSusAnMembraneTitle" title="May voluntarily enter a form of suspended animation.&#10;To do so, the Space Marine must meditate for 1d5 Rounds.&#10;&#10;This organ also automatically activates if the Space Marine&#10;is knocked unconscious by Critical Damage.&#10;While in suspended animation, the Space Marines&#10;wounds will not deteriorate or heal.&#10;&#10;It requires chemical therapy, auto-suggestion techniques,&#10;and a successful Hard (20) Medicae Test to revive&#10;a Space Marine in suspended animation.">
<span data-i18n="talentSusAnMembraneName">Sus-An Membrane</span> &#128712;
</label>
<label class="help" style="width:25%"
data-i18n-title="talentOoliticKidneyTitle" title="May re-roll any failed Toughness Test to resist poisons and toxins&#10;including attacks with the Toxic Quality.">
<span data-i18n="talentOoliticKidneyName">Oolitic Kidney</span> &#128712;
</label>
<label class="help" style="width:25%"
data-i18n-title="talentNeuroglottisTitle" title="May detect any poison or toxins by taste with&#10;a successful Challenging (+0) Awareness Test.&#10;May also detect poisons or toxins by smell with&#10;a successful Hard (20) Awareness Test.&#10;&#10;+10 bonus to any Tracking Tests against&#10;an opponent he has tasted.">
<span data-i18n="talentNeuroglottisName">Neuroglottis</span> &#128712;
</label>
<!--end of line-->
<label class="help" style="width:25%"
data-i18n-title="talentMucranoidTitle" title="May re-roll any failed Toughness Tests caused by temperature extremes&#10;such as desert heat or the cold of outer space.">
<span data-i18n="talentMucranoidName">Mucranoid</span> &#128712;
</label>
<label class="help" style="width:25%"
data-i18n-title="talentBetcherGlandTitle" title="May spit acid at foes. (Ranged weapon) Range: 3m; Damage: 1d5; Pen: 4; Toxic.&#10;If the Space Marine gains 3+ Degrees of Success on his Ballistic Skill Test,&#10;may also blind the opponent for 1d5 Rounds.&#10;&#10;At the GMs discretion, the Space Marine may also slowly chew&#10;his way through nearly any nonliving substance&#10;(example: chewing through iron bars — at a rate of 4 kg per minute).&#10;&#10;Some Chapters gene-seed do not include this organ (eg: Imperial Fists)">
<span data-i18n="talentBetcherGlandName">Betcher's Gland</span> &#128712;
</label>
<label class="help" style="width:25%"
data-i18n-title="talentProgenoidTitle" title="Contains the Space Marines gene-seed.&#10;Removing the Progenoids requires a Difficult (10) Medicae Test,&#10;this takes 1 Round, adding 1 Round for every Degree of Failure&#10;on the Medicae Test.&#10;&#10;This Test becomes Arduous (40) if performed without the narthecium,&#10;and adds 2 Rounds to the time required.&#10;&#10;Space Marines go to great lengths to recover a fallen Battle-Brothers gene-seed,&#10;and the GM may require a Willpower Test to leave the progenoids behind.">
<span data-i18n="talentProgenoidName">Progenoid (gene-seed)</span> &#128712;
</label>
<label class="help" style="width:25%"
data-i18n-title="talentOtherImplantTitle" title="These implants do not have an in-game effect&#10;except for providing some traits or talents (above)&#10;As such they are only listed here:&#10;-Black Carapace&#10;-Melanchromic Organ&#10;-Secondary Heart&#10;-Ossmodula&#10;-Biscopea&#10;-Haemastamen&#10;-Occulobe&#10;-Lyman's Ear">
<span data-i18n="talentOtherImplantsName">Other Implants</span> &#128712;
</label>
<!--end of line-->
</div>
</div>
<h3 data-i18n="Talents">Talents</h3>
<fieldset class="repeating_talents">
<div class="border">
<input style="width:85%" name="attr_talentName" type="text" data-i18n-placeholder="generalName" placeholder="Talent Name" />
<div class="spacing" style="width:1%"></div>
<button name="roll_Talent" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Talents}&#10;@{talentName}}} {{desc=@{talentNotes}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" type="checkbox" name="attr_hideTalent" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" />
<div class="hbody">
<textarea style="height:65px" name="attr_talentNotes" data-i18n-placeholder="Description" placeholder="Talent Description"></textarea>
</div>
</div>
</fieldset>
<h3 data-i18n="Traits">Traits</h3>
<fieldset class="repeating_traits">
<div class="border">
<input style="width:85%" name="attr_traitName" type="text" data-i18n-placeholder="generalName" placeholder="Trait Name" />
<div class="spacing" style="width:1%"></div>
<button name="roll_Trait" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Traits}&#10;@{traitName}}} {{desc=@{traitNotes}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" type="checkbox" name="attr_hideTrait" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" />
<div class="hbody">
<textarea style="height: 65px" name="attr_traitNotes" data-i18n-placeholder="Description" placeholder="Trait Description"></textarea>
</div>
</div>
</fieldset>
<h3 data-i18n="cyberneticsImplants">Cybernetics & Implants</h3>
<fieldset class="repeating_cybernetics">
<div class="border">
<input style="width:85%" name="attr_cyberName" type="text" data-i18n-placeholder="generalName" placeholder="Implant Name" />
<div class="spacing" style="width:1%"></div>
<button name="roll_Cyber" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{implant}&#10;@{cyberName}}} {{desc=@{cyberNotes}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" type="checkbox" name="attr_hideCyber" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" />
<div class="hbody">
<textarea style="height: 65px" name="attr_cyberNotes" data-i18n-placeholder="Description" placeholder="Implant Description"></textarea>
</div>
</div>
</fieldset>
</div>
<!-- Npcs and Companions Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
<div class="npcs">
<fieldset class="repeating_npc">
<div class="quickborder" style="width: 97%; display: inline-block;">
<!-- NPC info lines -->
<div>
<label style="width:10%"><span data-i18n="npcName">NPC Name</span>:</label>
<input class="major" name="attr_NPC_Name" type="text" style="width:25%" data-i18n-placeholder="generalName" placeholder="NPC Name" />
<div class="spacing" style="width:5%"></div>
<label style="width:10%"><span data-i18n="npcFaction">NPC Faction</span>:</label>
<input name="attr_NPCFaction" type="text" style="width:20%" data-i18n-placeholder="npcFaction" placeholder="NPC Faction" />
<div class="spacing" style="width:5%"></div>
<label style="width:10%"><span data-i18n="npcTier">NPC Tier</span>:</label>
<select name="attr_NPCTier" style="width:10%">
<option value="0" selected data-i18n="npcTierUndefined">Undefined</option>
<option value="1" data-i18n="npcTierTroop">Troops</option>
<option value="2" data-i18n="npcTierElite">Elites</option>
<option value="3" data-i18n="npcTierMaster">Masters</option>
</select>
</div>
</div>
<input type="checkbox" style="width: 3%;" class="arrow icon" name="attr_NPCdetailscheck" value="1" data-i18n-title="npcHideDetails" title="Hide NPC Details" />
<div class="spacing" style="width:40%"></div>
<!-- hiddable section containing everything -->
<div class="hbody">
<h3 data-i18n="npcMagnitudeInfo1">horde magnitude multipliers</h3>
<h1 data-i18n="npcMagnitudeInfo2">(ignore for individual units)</h1>
<div style="margin-top: 5px">
<label style="width:4%" data-i18n="npcMagnitudeBase">Base</label>
<input name="attr_NPCmagnitudeBase" type="number" style="width:4%" />
<label style="width:12%">&#9204; <span data-i18n="npcMagnitudeTitle">Magnitude</span> &#9205;</label>
<input name="attr_NPCmagnitude" type="number" style="width:4%" />
<label style="width:6%; text-align:right" data-i18n="npcMagnitudeCurrent">Current</label>
<div class="spacing" style="width:2%"></div>
<span style="width:4%" class="info" data-i18n-title="npcMagnitudeWillpowerInfo" title="Magnitude Percentages calculated from BASE value&#10;Helps calculate when a Horde breaks&#10;&#10;75% = Willpower Test (+0)&#10;50% = Willpower Test (-10)&#10;25% = Horde flees unless its Fearless">&#128712;</span>
<input name="attr_NPCmagnitude75" type="text" style="width:3%" disabled title="75%" value="(ceil(@{NPCmagnitudeBase} * 0.75))" />
<div class="spacing" style="width:0.5%"></div>
<input name="attr_NPCmagnitude50" type="text" style="width:3%" disabled title="50%" value="(ceil(@{NPCmagnitudeBase} * 0.5))" />
<div class="spacing" style="width:0.5%"></div>
<input name="attr_NPCmagnitude25" type="text" style="width:3%" disabled title="25%" value="(ceil(@{NPCmagnitudeBase} * 0.25))" />
<!--hidden horde multiplier atribute for NPC weapons-->
<div class="spacing" style="width:2%"></div>
<label style="width:12%"><span data-i18n="npcHordeRangedAttack">Ranged Attacks</span>:</label>
<input name="attr_NPCmagmath" type="text" style="width:3%" value="(floor(@{NPCmagnitude}/10))" disabled />
<div class="spacing" style="width:2%"></div>
<label style="width:12%"><span data-i18n="npcHordeDamageBonus">Bonus Damage</span>:</label>
<!--<input name="attr_NPCmagdmg" type="number" style="width:3%" readonly value="0" />-->
<select name="attr_NPCmagdice" style="width:22%">
<option disabled data-i18n="npcHordeDiceMagnitude">Current Magnitude</option>
<option value="0" selected data-i18n="npcHordeDiceNoBonus">No Bonus (mag. 9 or under)</option>
<option value="1d10" data-i18n="npcHordeDiceBonus1d">+1d10 (mag. 10-19)</option>
<option value="2d10" data-i18n="npcHordeDiceBonus2d">+2d10 (mag. 20+)</option>
<option disabled data-i18n="npcHordeDiceOverwhelming">Overwhelming Horde</option>
<option value="3d10" data-i18n="npcHordeDiceBonus3d">+3d10 (mag. 20+)</option>
</select>
</div>
<div class="grid2" style="margin-top:10px">
<!--Left Side includes, characteristics, movement, fatigue, initiative, armor-->
<div class="leftbox">
<div>
<button name="roll_NPCWSR" style=" width: 11%" type="roll"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - ^{WeaponSkill}}} {{dosdof=[[([[@{NPCWS} - @{NPCfat} +?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="WeaponSkill-abbr">WS</label>
</button>
<button name="roll_NPCBSR" style=" width: 11%" type="roll"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - ^{BallisticSkill}}} {{dosdof=[[([[@{NPCBS} - @{NPCfat} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="BallisticSkill-abbr">BS</label>
</button>
<button name="roll_NPCSR" style=" width: 11%" type="roll"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - ^{Strength}}} {{dosdof=[[([[@{NPCS} - @{NPCfat} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Strength-abbr">S</label>
</button>
<button name="roll_NPCTR" style=" width: 11%" type="roll"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - ^{Toughness}}} {{dosdof=[[([[@{NPCT} - @{NPCfat} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Toughness-abbr">T</label>
</button>
<button name="roll_NPCAgR" style=" width: 11%" type="roll"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - ^{Agility}}} {{dosdof=[[([[@{NPCAg} - @{NPCfat} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Agility-abbr">Ag</label>
</button>
<button name="roll_NPCInR" style=" width: 11%" type="roll"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - ^{Intelligence}}} {{dosdof=[[([[@{NPCInt} - @{NPCfat} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Intelligence-abbr">Int</label>
</button>
<button name="roll_NPCPeR" style=" width: 11%" type="roll"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - ^{Perception}}} {{dosdof=[[([[@{NPCPer} - @{NPCfat} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Perception-abbr">Per</label>
</button>
<button name="roll_NPCWPR" style=" width: 11%" type="roll"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - ^{Willpower}}} {{dosdof=[[([[@{NPCWP} - @{NPCfat} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Willpower-abbr">WP</label>
</button>
<button name="roll_NPCFeR" style=" width: 11%" type="roll"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - ^{Fellowship}}} {{dosdof=[[([[@{NPCFel} - @{NPCfat} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Fellowship-abbr">Fel</label>
</button>
</div>
<div>
<input name="attr_NPCWS" type="number" value="0" style="width:11%; font-weight:bold" />
<input name="attr_NPCBS" type="number" value="0" style="width:11%; font-weight:bold" />
<input name="attr_NPCS" type="number" value="0" style="width:11%; font-weight:bold" />
<input name="attr_NPCT" type="number" value="0" style="width:11%; font-weight:bold" />
<input name="attr_NPCAg" type="number" value="0" style="width:11%; font-weight:bold" />
<input name="attr_NPCInt" type="number" value="0" style="width:11%; font-weight:bold" />
<input name="attr_NPCPer" type="number" value="0" style="width:11%; font-weight:bold" />
<input name="attr_NPCWP" type="number" value="0" style="width:11%; font-weight:bold" />
<input name="attr_NPCFel" type="number" value="0" style="width:11%; font-weight:bold" />
</div>
<div>
<div class="spacing" style="width:2.5%"></div>
<input name="attr_NPCWSB" type="number" style="width:6%; font-weight:bold" value="0" />
<div class="spacing" style="width:5%"></div>
<input name="attr_NPCBSB" type="number" style="width:6%; font-weight:bold" value="0" />
<div class="spacing" style="width:5%"></div>
<input name="attr_NPCSB" type="number" style="width:6%; font-weight:bold" value="0" />
<div class="spacing" style="width:5%"></div>
<input name="attr_NPCTB" type="number" style="width:6%; font-weight:bold" value="0" />
<div class="spacing" style="width:5%"></div>
<input name="attr_NPCAB" type="number" style="width:6%; font-weight:bold" value="0" />
<div class="spacing" style="width:5%"></div>
<input name="attr_NPCIB" type="number" style="width:6%; font-weight:bold" value="0" />
<div class="spacing" style="width:5%"></div>
<input name="attr_NPCPB" type="number" style="width:6%; font-weight:bold" value="0" />
<div class="spacing" style="width:5%"></div>
<input name="attr_NPCWPB" type="number" style="width:6%; font-weight:bold" value="0" />
<div class="spacing" style="width:5%"></div>
<input name="attr_NPCFB" type="number" style="width:6%; font-weight:bold" value="0" />
</div>
<!--movement-->
<div style="margin-top:3px">
<label style="width:17%"><span data-i18n="movementHalfMove">Half Move</span>:</label>
<input name="attr_NPCHalfMove" type="number" placeholder="AB" style="width:9%" />
<div class="spacing" style="width:3%"></div>
<label style="width:17%"><span data-i18n="movementFullMove">Full Move</span>:</label>
<input name="attr_NPCFullMove" type="number" placeholder="ABx2" style="width:9%" />
<div class="spacing" style="width:3%"></div>
<label style="width:13%"><span data-i18n="movementCharge">Charge</span>:</label>
<input name="attr_NPCchargeMove" type="number" placeholder="ABx3" style="width:9%" />
<div class="spacing" style="width:3%"></div>
<label style="width:8%"><span data-i18n="movementRun">Run</span>:</label>
<input name="attr_NPCRunMove" type="number" placeholder="ABx6" style="width:9%" />
</div>
<div>
<div class="spacing" style="width:14%"></div>
<label style="width:20%"><span data-i18n="movementJumpBase">Base Jump</span>:</label>
<input name="attr_NPCBaseJump" type="number" value="0" title="SB x 1m" style="width:10%" />
<div class="spacing" style="width:14%"></div>
<label style="width:20%"><span data-i18n="movementLeapBase">Base Leap</span>:</label>
<input name="attr_NPCCBaseLeap" type="number" value="0" title="SB x 20cm" style="width:10%" />
</div>
<!--fatigue and initiative-->
<div class="grid2" style="margin-top:3px">
<div class="leftbox">
<label class="fancyButton" style="width:50%" data-i18n-title="fatiguePointInfo" title="Any level of Fatigue adds a -10 Penalty to all Tests.&#10;&#10;Click here to apply this Penalty&#10;This will affect skill tests and Weapon attack rolls&#10;Uncheck to remove Penalty.&#10;&#10;Fatigue Limit equals Toughness Bonus.&#10;If the Character excedes its Fatigue Limit&#10;it falls Unconcious for 10 min -TB.&#10;&#10;Full rules can be found in Pag. 251">
<input type="checkbox" name="attr_NPCfat" value="10" hidden="true" />
<div data-i18n="Fatigue">Fatigue</div>
</label>
<div class="spacing" style="width:10%"></div>
<label style="width:20%"><span data-i18n="fatiguePointsLevel">Level</span>:</label>
<input name="attr_NPCFatigue" type="number" style="width:15%" />
<div class="spacing" style="width:5%"></div>
</div>
<div class="rightbox">
<button name="roll_NPCInitiative" type="roll" style="width:50%"
data-i18n-title="rollInitiativeTitle" title="Select NPC token first!&#10;Rolls 1d10 + Initiative Modifier"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - ^{rollInitiative}}} {{roll=[[1d10 + @{NPCinitMod}&{tracker}]]}}">
<label><span data-i18n="rollInitiative">Initiative</span> &#128712;</label>
</button>
<div class="spacing" style="width:10%"></div>
<label data-i18n-title="initiativeModTitle" title="Initiative Modifier&#10;Type here the NPC (Ag) Bonus (default)&#10;Plus any Talent that increases (or changes) their Initiative.&#10;e.g.: Lightning Reflexes (Ag) Bonus x2.&#10;e.g.: Combat Sense uses (Per) Bonus instead."
style="width:25%" class="help"><span data-i18n="generalMod">Mod</span> &#128712;:</label>
<input name="attr_NPCinitMod" type="number" value="0" style="width:15%" />
</div>
</div>
<div class="grid2" style="margin-top:2px">
<div class="leftbox">
<div class="armourblock">&nbsp;</div>
<div class="quickborder armourblock">
<label data-i18n="rollLocationHead">HEAD</label>
<input name="attr_NPCHArmour" type="number" data-i18n-placeholder="armourPointsAbbr" placeholder="AP" />
<label>(1-10)</label>
</div>
<br></br>
<div class="quickborder armourblock">
<label data-i18n="rollLocationRightArm">ARM R</label>
<input name="attr_NPCArArmour" type="number" data-i18n-placeholder="armourPointsAbbr" placeholder="AP" />
<label>(11-20)</label>
</div>
<div class="quickborder armourblock">
<label data-i18n="rollLocationBody">BODY</label>
<input name="attr_NPCBArmour" type="number" data-i18n-placeholder="armourPointsAbbr" placeholder="AP" />
<label>(31-70)</label>
</div>
<div class="quickborder armourblock">
<label data-i18n="rollLocationLeftArm">ARM L</label>
<input name="attr_NPCAlArmour" type="number" data-i18n-placeholder="armourPointsAbbr" placeholder="AP" />
<label>(21-30)</label>
</div>
<div class="quickborder armourblock" style="margin: auto auto auto 11%;">
<label data-i18n="rollLocationRightLeg">LEG R</label>
<input name="attr_NPCLrArmour" type="number" data-i18n-placeholder="armourPointsAbbr" placeholder="AP" />
<label>(71-85)</label>
</div>
<div class="quickborder armourblock" style="margin: auto auto auto 11%;">
<label data-i18n="rollLocationLeftLeg">LEG L</label>
<input name="attr_NPCLlArmour" type="number" data-i18n-placeholder="armourPointsAbbr" placeholder="AP" />
<label>(86-00)</label>
</div>
</div>
<div class="rightbox">
<h2 data-i18n="woundsHeader">Wounds</h2>
<label style="width:35%" data-i18n="woundsTotal">Total</label>
<label style="width:40%" data-i18n="woundsCurrent">Current</label>
<label style="width:25%" data-i18n="npcWoundsCritical">Critical</label>
<input name="attr_NPCWounds_max" type="number" style="width:15%" />
<div class="spacing" style="width:25%"></div>
<input name="attr_NPCWounds" type="number" style="width:15%" />
<div class="spacing" style="width:25%"></div>
<input name="attr_NPCCritical" type="number" style="width:15%" />
<div class="spacing" style="width:5%"></div>
<h2 data-i18n="npcConditions">Conditions</h2>
<input name="attr_NPC2ndCondition" type="text" style="width:100%" />
<input name="attr_NPC3rdCondition" type="text" style="width:100%" />
<input name="attr_NPC4thCondition" type="text" style="width:100%" />
<input name="attr_NPC5thCondition" type="text" style="width:100%" />
<input name="attr_NPC6thCondition" type="text" style="width:100%" />
<select name="attr_NPCSize" style="width:100%">
<option disabled data-i18n="sizeHeader">Size Modifier</option>
<option value="-3" data-i18n="sizeMiniscule">Minuscule (-30) to Hit</option>
<option value="-2" data-i18n="sizePuny">Puny (-20) to Hit</option>
<option value="-1" data-i18n="sizeScrawny">Scrawny (-10) to Hit</option>
<option value="0"selected data-i18n="sizeAverage">Average (+0) to Hit</option>
<option value="1" data-i18n="sizeHulking">Hulking (+10) to Hit</option>
<option value="2" data-i18n="sizeEnormous">Enormous (+20) to Hit</option>
<option value="3" data-i18n="sizeMassiveHorde">Massive (+30) to Hit (Horde mag. 30)</option>
<option value="4" data-i18n="sizeImmenseHorde">Immense (+40) to Hit (Horde mag. 60)</option>
<option value="5" data-i18n="sizeMonumentalHorde">Monumental (+50) to Hit (Horde mag. 90)</option>
<option value="6" data-i18n="sizeTitanicHorde">Titanic (+60) to Hit (Horde mag. 120)</option>
</select>
</div>
</div>
<!--misc and gear--->
<div style="margin-top:15px">
<input name="attr_NPCMiscNotes" type="text" style="width:85%" data-i18n-placeholder="npcMiscellaneous" placeholder="Miscellaneous, Gear &amp; Notes" />
<button name="roll_NPCnotes" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}}} {{desc=@{NPCNotesDesc}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<input type="checkbox" name="attr_NPCHideNotes" style="width:5%" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" checked />
<div class="hbody">
<textarea name="attr_NPCNotesDesc" style="height:74px" data-i18n-placeholder="Description" placeholder="Description"></textarea>
</div>
</div>
</div><!--leftbox -->
<!--Skills ,talents, traits-->
<div class="rightbox">
<div class="grid9">
<label class="label1" data-i18n="npcSkillName">Skill Name</label>
<div class="spacing"></div>
<label class="label2" data-i18n="Basic">Basic</label>
<label class="label2" data-i18n="Trained">Trained</label>
<label class="label2" data-i18n="Plus10">+10</label>
<label class="label2" data-i18n="Plus20">+20</label>
<label class="label2" data-i18n="skillTalentHeader">Talent</label>
<label class="label2" data-i18n="generalMod">Mod</label>
<label class="label2" data-i18n="rollRoll">Roll</label>
</div>
<!--skill 0-->
<div class="grid9">
<input id="subitem" name="attr_NPCSkillName" type="text" />
<select id="subitem" name="attr_NPCSkillcharacteristic">
<option value="@{NPCWS}" data-i18n="WeaponSkill-abbr">WS</option>
<option value="@{NPCBS}" data-i18n="BallisticSkill-abbr">BS</option>
<option value="@{NPCS}" data-i18n="Strength-abbr">S</option>
<option value="@{NPCT}" data-i18n="Toughness-abbr">T</option>
<option value="@{NPCAg}" data-i18n="Agility-abbr">Ag</option>
<option value="@{NPCInt}" data-i18n="Intelligence-abbr">Int</option>
<option value="@{NPCPer}" data-i18n="Perception-abbr">Per</option>
<option value="@{NPCWp}" data-i18n="Willpower-abbr">Wp</option>
<option value="@{NPCFel}" data-i18n="Fellowship-abbr">Fel</option>
</select>
<div id="cbitem">
<input name="attr_NPCSkillboxBa" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_NPCSkillboxTr" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_NPCSkillbox+10" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_NPCSkillbox+20" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_NPCSkillTalent" type="number" value="0" />
<input id="subitem" name="attr_NPCSkillMod" type="number" value="0" />
<button name="roll_NPCSkill" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - @{NPCSkillName}}} {{dosdof=[[([[@{NPCSkill} - @{NPCfat} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input disabled name="attr_NPCSkill" type="text" value="floor((@{NPCSkillboxBa} + @{NPCSkillboxTr}) * @{NPCSkillcharacteristic}) + @{NPCSkillbox+10} + @{NPCSkillbox+20} + @{NPCSkillTalent} + @{NPCSkillMod}" />
</button>
</div>
<!--skill 1-->
<div class="grid9">
<input id="subitem" name="attr_NPCSkillName1" type="text" />
<select id="subitem" name="attr_NPCSkillcharacteristic1">
<option value="@{NPCWS}" data-i18n="WeaponSkill-abbr">WS</option>
<option value="@{NPCBS}" data-i18n="BallisticSkill-abbr">BS</option>
<option value="@{NPCS}" data-i18n="Strength-abbr">S</option>
<option value="@{NPCT}" data-i18n="Toughness-abbr">T</option>
<option value="@{NPCAg}" data-i18n="Agility-abbr">Ag</option>
<option value="@{NPCInt}" data-i18n="Intelligence-abbr">Int</option>
<option value="@{NPCPer}" data-i18n="Perception-abbr">Per</option>
<option value="@{NPCWp}" data-i18n="Willpower-abbr">Wp</option>
<option value="@{NPCFel}" data-i18n="Fellowship-abbr">Fel</option>
</select>
<div id="cbitem">
<input name="attr_NPCSkillboxBa1" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_NPCSkillboxTr1" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_NPCSkillbox+101" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_NPCSkillbox+201" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_NPCSkillTalent1" type="number" value="0" />
<input id="subitem" name="attr_NPCSkillMod1" type="number" value="0" />
<button name="roll_NPCSkill1" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - @{NPCSkillName1}}} {{dosdof=[[([[@{NPCSkill1} - @{NPCfat} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input disabled name="attr_NPCSkill1" type="text" value="floor((@{NPCSkillboxBa1} + @{NPCSkillboxTr1} ) *@{NPCSkillcharacteristic1}) + @{NPCSkillbox+101} + @{NPCSkillbox+201} + @{NPCSkillTalent1} + @{NPCSkillMod1}" />
</button>
</div>
<!--skill 2-->
<div class="grid9">
<input id="subitem" name="attr_NPCSkillName2" type="text" />
<select id="subitem" name="attr_NPCSkillcharacteristic2">
<option value="@{NPCWS}" data-i18n="WeaponSkill-abbr">WS</option>
<option value="@{NPCBS}" data-i18n="BallisticSkill-abbr">BS</option>
<option value="@{NPCS}" data-i18n="Strength-abbr">S</option>
<option value="@{NPCT}" data-i18n="Toughness-abbr">T</option>
<option value="@{NPCAg}" data-i18n="Agility-abbr">Ag</option>
<option value="@{NPCInt}" data-i18n="Intelligence-abbr">Int</option>
<option value="@{NPCPer}" data-i18n="Perception-abbr">Per</option>
<option value="@{NPCWp}" data-i18n="Willpower-abbr">Wp</option>
<option value="@{NPCFel}" data-i18n="Fellowship-abbr">Fel</option>
</select>
<div id="cbitem">
<input name="attr_NPCSkillboxBa2" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_NPCSkillboxTr2" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_NPCSkillbox+102" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_NPCSkillbox+202" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_NPCSkillTalent2" type="number" value="0" />
<input id="subitem" name="attr_NPCSkillMod2" type="number" value="0" />
<button name="roll_NPCSkill2" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - @{NPCSkillName2}}} {{dosdof=[[([[@{NPCSkill2} - @{NPCfat} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input disabled name="attr_NPCSkill2" type="text" value="floor((@{NPCSkillboxBa2} + @{NPCSkillboxTr2} ) *@{NPCSkillcharacteristic2}) + @{NPCSkillbox+102} + @{NPCSkillbox+202} + @{NPCSkillTalent2} + @{NPCSkillMod2}" />
</button>
</div>
<!--skill 3-->
<div class="grid9">
<input id="subitem" name="attr_NPCSkillName3" type="text" />
<select id="subitem" name="attr_NPCSkillcharacteristic3">
<option value="@{NPCWS}" data-i18n="WeaponSkill-abbr">WS</option>
<option value="@{NPCBS}" data-i18n="BallisticSkill-abbr">BS</option>
<option value="@{NPCS}" data-i18n="Strength-abbr">S</option>
<option value="@{NPCT}" data-i18n="Toughness-abbr">T</option>
<option value="@{NPCAg}" data-i18n="Agility-abbr">Ag</option>
<option value="@{NPCInt}" data-i18n="Intelligence-abbr">Int</option>
<option value="@{NPCPer}" data-i18n="Perception-abbr">Per</option>
<option value="@{NPCWp}" data-i18n="Willpower-abbr">Wp</option>
<option value="@{NPCFel}" data-i18n="Fellowship-abbr">Fel</option>
</select>
<div id="cbitem">
<input name="attr_NPCSkillboxBa3" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_NPCSkillboxTr3" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_NPCSkillbox+103" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_NPCSkillbox+203" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_NPCSkillTalent3" type="number" value="0" />
<input id="subitem" name="attr_NPCSkillMod3" type="number" value="0" />
<button name="roll_NPCSkill3" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - @{NPCSkillName3}}} {{dosdof=[[([[@{NPCSkill3} - @{NPCfat} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input disabled name="attr_NPCSkill3" type="text" value="floor((@{NPCSkillboxBa3} + @{NPCSkillboxTr3} ) *@{NPCSkillcharacteristic3}) + @{NPCSkillbox+103} + @{NPCSkillbox+203} + @{NPCSkillTalent3} + @{NPCSkillMod3}" />
</button>
</div>
<!--skill 4-->
<div class="grid9">
<input id="subitem" name="attr_NPCSkillName4" type="text" />
<select id="subitem" name="attr_NPCSkillcharacteristic4">
<option value="@{NPCWS}" data-i18n="WeaponSkill-abbr">WS</option>
<option value="@{NPCBS}" data-i18n="BallisticSkill-abbr">BS</option>
<option value="@{NPCS}" data-i18n="Strength-abbr">S</option>
<option value="@{NPCT}" data-i18n="Toughness-abbr">T</option>
<option value="@{NPCAg}" data-i18n="Agility-abbr">Ag</option>
<option value="@{NPCInt}" data-i18n="Intelligence-abbr">Int</option>
<option value="@{NPCPer}" data-i18n="Perception-abbr">Per</option>
<option value="@{NPCWp}" data-i18n="Willpower-abbr">Wp</option>
<option value="@{NPCFel}" data-i18n="Fellowship-abbr">Fel</option>
</select>
<div id="cbitem">
<input name="attr_NPCSkillboxBa4" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_NPCSkillboxTr4" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_NPCSkillbox+104" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_NPCSkillbox+204" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_NPCSkillTalent4" type="number" value="0" />
<input id="subitem" name="attr_NPCSkillMod4" type="number" value="0" />
<button name="roll_NPCSkill4" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - @{NPCSkillName4}}} {{dosdof=[[([[@{NPCSkill4} - @{NPCfat} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input disabled name="attr_NPCSkill4" type="text" value="floor((@{NPCSkillboxBa4} + @{NPCSkillboxTr4} ) *@{NPCSkillcharacteristic4}) + @{NPCSkillbox+104} + @{NPCSkillbox+204} + @{NPCSkillTalent4} + @{NPCSkillMod4}" />
</button>
</div>
<!--skill 5-->
<div class="grid9">
<input id="subitem" name="attr_NPCSkillName5" type="text" />
<select id="subitem" name="attr_NPCSkillcharacteristic5">
<option value="@{NPCWS}" data-i18n="WeaponSkill-abbr">WS</option>
<option value="@{NPCBS}" data-i18n="BallisticSkill-abbr">BS</option>
<option value="@{NPCS}" data-i18n="Strength-abbr">S</option>
<option value="@{NPCT}" data-i18n="Toughness-abbr">T</option>
<option value="@{NPCAg}" data-i18n="Agility-abbr">Ag</option>
<option value="@{NPCInt}" data-i18n="Intelligence-abbr">Int</option>
<option value="@{NPCPer}" data-i18n="Perception-abbr">Per</option>
<option value="@{NPCWp}" data-i18n="Willpower-abbr">Wp</option>
<option value="@{NPCFel}" data-i18n="Fellowship-abbr">Fel</option>
</select>
<div id="cbitem">
<input name="attr_NPCSkillboxBa5" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_NPCSkillboxTr5" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_NPCSkillbox+105" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_NPCSkillbox+205" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_NPCSkillTalent5" type="number" value="0" />
<input id="subitem" name="attr_NPCSkillMod5" type="number" value="0" />
<button name="roll_NPCSkill5" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - @{NPCSkillName5}}} {{dosdof=[[([[@{NPCSkill5} - @{NPCfat} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input disabled name="attr_NPCSkill5" type="text" value="floor((@{NPCSkillboxBa5} + @{NPCSkillboxTr5} ) *@{NPCSkillcharacteristic5}) + @{NPCSkillbox+105} + @{NPCSkillbox+205} + @{NPCSkillTalent5} + @{NPCSkillMod5}" />
</button>
</div>
<!--skill 6-->
<div class="grid9">
<input id="subitem" name="attr_NPCSkillName6" type="text" />
<select id="subitem" name="attr_NPCSkillcharacteristic6">
<option value="@{NPCWS}" data-i18n="WeaponSkill-abbr">WS</option>
<option value="@{NPCBS}" data-i18n="BallisticSkill-abbr">BS</option>
<option value="@{NPCS}" data-i18n="Strength-abbr">S</option>
<option value="@{NPCT}" data-i18n="Toughness-abbr">T</option>
<option value="@{NPCAg}" data-i18n="Agility-abbr">Ag</option>
<option value="@{NPCInt}" data-i18n="Intelligence-abbr">Int</option>
<option value="@{NPCPer}" data-i18n="Perception-abbr">Per</option>
<option value="@{NPCWp}" data-i18n="Willpower-abbr">Wp</option>
<option value="@{NPCFel}" data-i18n="Fellowship-abbr">Fel</option>
</select>
<div id="cbitem">
<input name="attr_NPCSkillboxBa6" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_NPCSkillboxTr6" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_NPCSkillbox+106" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_NPCSkillbox+206" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_NPCSkillTalent6" type="number" value="0" />
<input id="subitem" name="attr_NPCSkillMod6" type="number" value="0" />
<button name="roll_NPCSkill6" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - @{NPCSkillName6}}} {{dosdof=[[([[@{NPCSkill6} - @{NPCfat} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input disabled name="attr_NPCSkill6" type="text" value="floor((@{NPCSkillboxBa6} + @{NPCSkillboxTr6} ) *@{NPCSkillcharacteristic6}) + @{NPCSkillbox+106} + @{NPCSkillbox+206} + @{NPCSkillTalent6} + @{NPCSkillMod6}" />
</button>
</div>
<!--skill 7-->
<div class="grid9">
<input id="subitem" name="attr_NPCSkillName7" type="text" />
<select id="subitem" name="attr_NPCSkillcharacteristic7">
<option value="@{NPCWS}" data-i18n="WeaponSkill-abbr">WS</option>
<option value="@{NPCBS}" data-i18n="BallisticSkill-abbr">BS</option>
<option value="@{NPCS}" data-i18n="Strength-abbr">S</option>
<option value="@{NPCT}" data-i18n="Toughness-abbr">T</option>
<option value="@{NPCAg}" data-i18n="Agility-abbr">Ag</option>
<option value="@{NPCInt}" data-i18n="Intelligence-abbr">Int</option>
<option value="@{NPCPer}" data-i18n="Perception-abbr">Per</option>
<option value="@{NPCWp}" data-i18n="Willpower-abbr">Wp</option>
<option value="@{NPCFel}" data-i18n="Fellowship-abbr">Fel</option>
</select>
<div id="cbitem">
<input name="attr_NPCSkillboxBa7" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_NPCSkillboxTr7" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_NPCSkillbox+107" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_NPCSkillbox+207" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_NPCSkillTalent7" type="number" value="0" />
<input id="subitem" name="attr_NPCSkillMod7" type="number" value="0" />
<button name="roll_NPCSkill7" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - @{NPCSkillName7}}} {{dosdof=[[([[@{NPCSkill7} - @{NPCfat} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input disabled name="attr_NPCSkill7" type="text" value="floor((@{NPCSkillboxBa7} + @{NPCSkillboxTr7} ) *@{NPCSkillcharacteristic7}) + @{NPCSkillbox+107} + @{NPCSkillbox+207} + @{NPCSkillTalent7} + @{NPCSkillMod7}" />
</button>
</div>
<!--skill 8-->
<div class="grid9">
<input id="subitem" name="attr_NPCSkillName8" type="text" />
<select id="subitem" name="attr_NPCSkillcharacteristic8">
<option value="@{NPCWS}" data-i18n="WeaponSkill-abbr">WS</option>
<option value="@{NPCBS}" data-i18n="BallisticSkill-abbr">BS</option>
<option value="@{NPCS}" data-i18n="Strength-abbr">S</option>
<option value="@{NPCT}" data-i18n="Toughness-abbr">T</option>
<option value="@{NPCAg}" data-i18n="Agility-abbr">Ag</option>
<option value="@{NPCInt}" data-i18n="Intelligence-abbr">Int</option>
<option value="@{NPCPer}" data-i18n="Perception-abbr">Per</option>
<option value="@{NPCWp}" data-i18n="Willpower-abbr">Wp</option>
<option value="@{NPCFel}" data-i18n="Fellowship-abbr">Fel</option>
</select>
<div id="cbitem">
<input name="attr_NPCSkillboxBa8" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_NPCSkillboxTr8" type="checkbox" value="0.5" />
</div>
<div id="cbitem">
<input name="attr_NPCSkillbox+108" type="checkbox" value="10" />
</div>
<div id="cbitem">
<input name="attr_NPCSkillbox+208" type="checkbox" value="10" />
</div>
<input id="subitem" name="attr_NPCSkillTalent8" type="number" value="0" />
<input id="subitem" name="attr_NPCSkillMod8" type="number" value="0" />
<button name="roll_NPCSkill8" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - @{NPCSkillName8}}} {{dosdof=[[([[@{NPCSkill8} - @{NPCfat} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<input disabled name="attr_NPCSkill8" type="text" value="floor((@{NPCSkillboxBa8} + @{NPCSkillboxTr8} ) *@{NPCSkillcharacteristic8}) + @{NPCSkillbox+108} + @{NPCSkillbox+208} + @{NPCSkillTalent8} + @{NPCSkillMod8}" />
</button>
</div>
<h2 data-i18n="npcTalentsAndTraits">Talents &amp; Traits</h2>
<div>
<input name="attr_NPCTalentName" style="width:85%" type="text" data-i18n-placeholder="generalName" placeholder="Name" />
<button name="roll_NPCTalent" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - @{NPCTalentName}}} {{desc=@{NPCTalentNotes}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" checked />
<div class="hbody">
<textarea style="height: 53px;" name="attr_NPCTalentNotes" data-i18n-placeholder="Description" placeholder="Description"></textarea>
</div>
</div>
<div>
<input name="attr_NPCTalentName1" style="width:85%" type="text" data-i18n-placeholder="generalName" placeholder="Name" />
<button name="roll_NPCTalent1" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - @{NPCTalentName1}}} {{desc=@{NPCTalentNotes1}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent1" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" checked />
<div class="hbody">
<textarea style="height: 53px;" name="attr_NPCTalentNotes1" data-i18n-placeholder="Description" placeholder="Description"></textarea>
</div>
</div>
<div>
<input name="attr_NPCTalentName2" style="width:85%" type="text" data-i18n-placeholder="generalName" placeholder="Name" />
<button name="roll_NPCTalent2" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - @{NPCTalentName2}}} {{desc=@{NPCTalentNotes2}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent2" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" checked />
<div class="hbody">
<textarea style="height: 53px;" name="attr_NPCTalentNotes2" data-i18n-placeholder="Description" placeholder="Description"></textarea>
</div>
</div>
<div>
<input name="attr_NPCTalentName3" style="width:85%" type="text" data-i18n-placeholder="generalName" placeholder="Name" />
<button name="roll_NPCTalent3" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - @{NPCTalentName3}}} {{desc=@{NPCTalentNotes3}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent3" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" checked />
<div class="hbody">
<textarea style="height: 53px;" name="attr_NPCTalentNotes3" data-i18n-placeholder="Description" placeholder="Description"></textarea>
</div>
</div>
<div>
<input name="attr_NPCTalentName4" style="width:85%" type="text" data-i18n-placeholder="generalName" placeholder="Name" />
<button name="roll_NPCTalent4" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - @{NPCTalentName4}}} {{desc=@{NPCTalentNotes4}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent4" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" checked />
<div class="hbody">
<textarea style="height: 53px;" name="attr_NPCTalentNotes4" data-i18n-placeholder="Description" placeholder="Description"></textarea>
</div>
</div>
<div>
<input name="attr_NPCTalentName5" style="width:85%" type="text" data-i18n-placeholder="generalName" placeholder="Name" />
<button name="roll_NPCTalent5" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - @{NPCTalentName5}}} {{desc=@{NPCTalentNotes5}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent5" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" checked />
<div class="hbody">
<textarea style="height: 53px;" name="attr_NPCTalentNotes5" data-i18n-placeholder="Description" placeholder="Description"></textarea>
</div>
</div>
<div>
<input name="attr_NPCTalentName6" style="width:85%" type="text" data-i18n-placeholder="generalName" placeholder="Name" />
<button name="roll_NPCTalent6" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - @{NPCTalentName6}}} {{desc=@{NPCTalentNotes6}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent6" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" checked />
<div class="hbody">
<textarea style="height: 53px;" name="attr_NPCTalentNotes6" data-i18n-placeholder="Description" placeholder="Description"></textarea>
</div>
</div>
<div>
<input name="attr_NPCTalentName7" style="width:85%" type="text" data-i18n-placeholder="generalName" placeholder="Name" />
<button name="roll_NPCTalent7" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - @{NPCTalentName7}}} {{desc=@{NPCTalentNotes7}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent7" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" checked />
<div class="hbody">
<textarea style="height: 53px;" name="attr_NPCTalentNotes7" data-i18n-placeholder="Description" placeholder="Description"></textarea>
</div>
</div>
</div>
</div>
<!--NPC Weapons-->
<div class="grid2">
<!--ranged weapons-->
<div class="leftbox">
<h2 data-i18n="RangedWeapons">Ranged Weapons</h2>
<div class="quickborder">
<input class="major" name="attr_NPCRangedweaponname" style="width:100%" type="text" data-i18n-placeholder="generalName" placeholder="Weapon Name" data-i18n-title="generalName" title="Weapon Name" />
<!-- end of line -->
<input name="attr_NPCRangedweaponrange" style="width:16%" type="text" data-i18n-placeholder="WRange" placeholder="Range" data-i18n-title="WRange" title="Range" />
<div class="spacing" style="width: 1%"></div>
<label style="width:7%" data-i18n-title="WRateOfFire" title="Rate of Fire" data-i18n="WRateOfFire">RoF</label>
<input name="attr_NPCRangedweaponsingle" style="width:6%" type="text" value="S" data-i18n-title="WRateOfFire" title="Rate of Fire" />
<input name="attr_NPCRangedweaponsemi" style="width:6%" type="text" value="-" data-i18n-title="WRateOfFire" title="Rate of Fire" />
<input name="attr_NPCRangedweaponfull" style="width:6%" type="text" value="-" data-i18n-title="WRateOfFire" title="Rate of Fire" />
<div class="spacing" style="width: 1%"></div>
<label style="width:7%" data-i18n="WPen">Pen</label>
<input name="attr_NPCRangedweaponpen" style="width:7%" type="number" value="0" data-i18n-title="Penetration" title="Penetration" />
<div class="spacing" style="width: 1%"></div>
<label style="width:7%" data-i18n="WClip">Clip</label>
<input name="attr_NPCRangedweaponclip" style="width:8%" type="number" value="0" data-i18n-title="weaponClipCurrent" title="Current" />
<input name="attr_NPCRangedweaponclip_max" style="width:8%" type="number" value="0" data-i18n-title="weaponClipMaximum" title="Maximum" />
<div class="spacing" style="width: 1%"></div>
<label style="width:10%" data-i18n="WReload">Reload</label>
<input name="attr_NPCRangedweaponreload" type="text" style="width:8%" />
<!-- end of line -->
<input class="major" name="attr_NPCrangedweapondice" style="width:38%" type="text" data-i18n-placeholder="WDamage" placeholder="Damage" data-i18n-title="weaponDamageDice" title="Damage Dice" />
<input name="attr_NPCrangedweapondamage" type="hidden" value="(@{NPCrangedweapondice}+@{NPCmagdice})" />
<div class="spacing" style="width: 2%"></div>
<label style="width:8%" data-i18n="WType">Type</label>
<input name="attr_NPCRangedweapontype" style="width:7%" type="text" data-i18n-title="weaponDamageType" title="Damage Type" />
<div class="spacing" style="width: 13%"></div>
<button name="roll_NPCRangedDamage" type="roll" style="width:20%" data-i18n-title="rollWeaponDamageTitle" title="Rolls Weapon Damage"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPCRangedweaponname} ^{WDamage}}} {{damage=?{@{queryHitsNumber}|1,[[@{NPCrangedweapondamage}]]|2,[[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]]
|3,[[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]]|4,[[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]]
|5,[[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]]|6,[[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]]
|7,[[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]]
|8,[[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]]
|9,[[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]]
|10,[[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]] [[@{NPCrangedweapondamage}]]}}} {{damagetype=@{NPCRangedweapontype}}} {{damagepen=[[@{NPCRangedweaponpen}]]}}">
<label data-i18n="WDamage">Damage</label>
</button>
<div class="spacing" style="width: 2%"></div>
<button name="roll_NPCrangedweaponspecial" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{NPCRangedweaponname}}} {{desc=^{WRange}: @{NPCRangedweaponrange}&#10;^{WRateOfFire}: @{NPCRangedweaponsingle}/@{NPCRangedweaponsemi}/@{NPCRangedweaponfull}&#10;^{WReload}: @{NPCRangedweaponreload}&#10;@{NPCrangedweaponspecial}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<!-- end of line -->
<select name="attr_NPCgunaimbonus" style="width:17%">
<option disabled data-i18n="weaponAimBonus">Aim Bonus</option>
<option value="0" selected data-i18n="weaponAimBonusNoAim">No Aim (+0)</option>
<option value="10" data-i18n="weaponAimBonusHalfAim">Half Aim (+10)</option>
<option value="20" data-i18n="weaponAimBonusFullAim">Full Aim (+20)</option>
<option value="20" data-i18n="weaponAimBonusHalfAimAccurate">Accurate Half (+20)</option>
<option value="30" data-i18n="weaponAimBonusFullAimAccurate">Accurate Full (+30)</option>
</select>
<select name="attr_NPCgunrangebonus" style="width:17%">
<option disabled data-i18n="weaponRangeMod">Range Mod</option>
<option value="30" data-i18n="weaponRangePointBlank">P.Blank (+30)</option>
<option value="10" data-i18n="weaponRangeShort">Short (+10)</option>
<option value="0" selected data-i18n="weaponRangeNormal">Normal (+0)</option>
<option value="-10" data-i18n="weaponRangeLong">Long (-10)</option>
<option value="-30" data-i18n="weaponRangeExtreme">Extreme (-30)</option>
</select>
<select name="attr_NPCgunactionbonus" style="width:17%">
<option disabled data-i18n="weaponActionMod">Fire Mode Mod</option>
<option value="0" selected data-i18n="weaponActionSingleShot">Single Shot (+0)</option>
<option value="10" data-i18n="weaponActionSemiAuto">Semi Auto (+10)</option>
<option value="20" data-i18n="weaponActionFullAuto">Full Auto (+20)</option>
<option value="-20" data-i18n="weaponActionCalledShot">Called Shot (-20)</option>
<option value="-20" data-i18n="weaponActionSuppressing">Suppressing (-20)</option>
</select>
<select name="attr_NPCgundice" style="width:17%">
<option disabled data-i18n="weaponReliability">Reliability</option>
<option value="1d100cs1cf>96" selected data-i18n="weaponReliabilitySingleShot">Single/Called Shot (96+)</option>
<option value="1d100cs1cf>94" data-i18n="weaponReliabilitySemiFullAuto">Semi/Full Auto (94+)</option>
<option value="1d100cs1cf>91" data-i18n="weaponReliabilityOverheats">Overheats (91+)</option>
<option value="1d100cs1cf>91" data-i18n="weaponReliabilityUnreliable">Unreliable (91+)</option>
<option value="1d100cs1" data-i18n="weaponReliabilityBestCraft">Best Craft (No Jam)</option>
<option disabled data-i18n="weaponReliabilityReliable">Reliable rolls 1d10 on jam</option>
</select>
<input name="attr_NPCRangedweaponmod" style="width:14%" type="text" value="0" data-i18n-title="weaponAttackOtherModifiers" title="Other Test modifiers" />
<button name="roll_NPCRangedattack" type="roll" style="width:14%" data-i18n-title="rollWeaponRangedAttackTitle" title="Rolls Ballistic Skill + Modifiers"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - @{NPCRangedweaponname}}} {{dosdof=[[([[@{NPCBS} + @{NPCgunaimbonus} + @{NPCgunrangebonus} + @{NPCrangedweaponmod} + @{NPCgunactionbonus} - @{NPCfat} + ?{@{queryModifier}|0}]] - [[@{NPCgundice}]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}} {{attack= }}">
<label data-i18n="rollWeaponRangedAttack">Fire!</label>
</button>
<input type="checkbox" style="width:4%" name="attr_NPChiderangedweaponspecial" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Special Qualities" />
<div class="hbody">
<textarea style="height:65px" name="attr_NPCrangedweaponspecial" data-i18n-placeholder="WSpecial" placeholder="Special Qualities"></textarea>
</div>
</div>
<div class="quickborder">
<input class="major" name="attr_NPC1Rangedweaponname" style="width:100%" type="text" data-i18n-placeholder="generalName" placeholder="Weapon Name" data-i18n-title="generalName" title="Weapon Name" />
<!-- end of line -->
<input name="attr_NPC1Rangedweaponrange" style="width:16%" type="text" data-i18n-placeholder="WRange" placeholder="Range" data-i18n-title="WRange" title="Range" />
<div class="spacing" style="width: 1%"></div>
<label style="width:7%" data-i18n-title="WRateOfFire" title="Rate of Fire" data-i18n="WRateOfFire">RoF</label>
<input name="attr_NPC1Rangedweaponsingle" style="width:6%" type="text" value="S" data-i18n-title="WRateOfFire" title="Rate of Fire" />
<input name="attr_NPC1Rangedweaponsemi" style="width:6%" type="text" value="-" data-i18n-title="WRateOfFire" title="Rate of Fire" />
<input name="attr_NPC1Rangedweaponfull" style="width:6%" type="text" value="-" data-i18n-title="WRateOfFire" title="Rate of Fire" />
<div class="spacing" style="width: 1%"></div>
<label style="width:7%" data-i18n="WPen">Pen</label>
<input name="attr_NPC1Rangedweaponpen" style="width:7%" type="number" value="0" data-i18n-title="Penetration" title="Penetration" />
<div class="spacing" style="width: 1%"></div>
<label style="width:7%" data-i18n="WClip">Clip</label>
<input name="attr_NPC1Rangedweaponclip" style="width:8%" type="number" value="0" data-i18n-title="weaponClipCurrent" title="Current" />
<input name="attr_NPC1Rangedweaponclip_max" style="width:8%" type="number" value="0" data-i18n-title="weaponClipMaximum" title="Maximum" />
<div class="spacing" style="width: 1%"></div>
<label style="width:10%" data-i18n="WReload">Reload</label>
<input name="attr_NPC1Rangedweaponreload" type="text" style="width:8%" />
<!-- end of line -->
<input class="major" name="attr_NPC1rangedweapondice" style="width:38%" type="text" data-i18n-placeholder="WDamage" placeholder="Damage" data-i18n-title="weaponDamageDice" title="Damage Dice" />
<input name="attr_NPC1rangedweapondamage" type="hidden" value="(@{NPC1rangedweapondice}+@{NPCmagdice})" />
<div class="spacing" style="width: 2%"></div>
<label style="width:8%" data-i18n="WType">Type</label>
<input name="attr_NPC1Rangedweapontype" style="width:7%" type="text" data-i18n-title="weaponDamageType" title="Damage Type" />
<div class="spacing" style="width: 13%"></div>
<button name="roll_NPC1RangedDamage" type="roll" style="width:20%" data-i18n-title="rollWeaponDamageTitle" title="Rolls Weapon Damage"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPC1Rangedweaponname} ^{WDamage}}} {{damage=?{@{queryHitsNumber}|1,[[@{NPC1rangedweapondamage}]]|2,[[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]]
|3,[[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]]|4,[[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]]
|5,[[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]]|6,[[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]]
|7,[[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]]
|8,[[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]]
|9,[[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]]
|10,[[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]] [[@{NPC1rangedweapondamage}]]}}} {{damagetype=@{NPC1Rangedweapontype}}} {{damagepen=[[@{NPC1Rangedweaponpen}]]}}">
<label data-i18n="WDamage">Damage</label>
</button>
<div class="spacing" style="width: 2%"></div>
<button name="roll_NPC1rangedweaponspecial" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{NPC1Rangedweaponname}}} {{desc=^{WRange}: @{NPC1Rangedweaponrange}&#10;^{WRateOfFire}: @{NPC1Rangedweaponsingle}/@{NPC1Rangedweaponsemi}/@{NPC1Rangedweaponfull}&#10;^{WReload}: @{NPC1Rangedweaponreload}&#10;@{NPC1rangedweaponspecial}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<!-- end of line -->
<select name="attr_NPC1gunaimbonus" style="width:17%">
<option disabled data-i18n="weaponAimBonus">Aim Bonus</option>
<option value="0" selected data-i18n="weaponAimBonusNoAim">No Aim (+0)</option>
<option value="10" data-i18n="weaponAimBonusHalfAim">Half Aim (+10)</option>
<option value="20" data-i18n="weaponAimBonusFullAim">Full Aim (+20)</option>
<option value="20" data-i18n="weaponAimBonusHalfAimAccurate">Accurate Half (+20)</option>
<option value="30" data-i18n="weaponAimBonusFullAimAccurate">Accurate Full (+30)</option>
</select>
<select name="attr_NPC1gunrangebonus" style="width:17%">
<option disabled data-i18n="weaponRangeMod">Range Mod</option>
<option value="30" data-i18n="weaponRangePointBlank">P.Blank (+30)</option>
<option value="10" data-i18n="weaponRangeShort">Short (+10)</option>
<option value="0" selected data-i18n="weaponRangeNormal">Normal (+0)</option>
<option value="-10" data-i18n="weaponRangeLong">Long (-10)</option>
<option value="-30" data-i18n="weaponRangeExtreme">Extreme (-30)</option>
</select>
<select name="attr_NPC1gunactionbonus" style="width:17%">
<option disabled data-i18n="weaponActionMod">Fire Mode Mod</option>
<option value="0" selected data-i18n="weaponActionSingleShot">Single Shot (+0)</option>
<option value="10" data-i18n="weaponActionSemiAuto">Semi Auto (+10)</option>
<option value="20" data-i18n="weaponActionFullAuto">Full Auto (+20)</option>
<option value="-20" data-i18n="weaponActionCalledShot">Called Shot (-20)</option>
<option value="-20" data-i18n="weaponActionSuppressing">Suppressing (-20)</option>
</select>
<select name="attr_NPC1gundice" style="width:17%">
<option disabled data-i18n="weaponReliability">Reliability</option>
<option value="1d100cs1cf>96" selected data-i18n="weaponReliabilitySingleShot">Single/Called Shot (96+)</option>
<option value="1d100cs1cf>94" data-i18n="weaponReliabilitySemiFullAuto">Semi/Full Auto (94+)</option>
<option value="1d100cs1cf>91" data-i18n="weaponReliabilityOverheats">Overheats (91+)</option>
<option value="1d100cs1cf>91" data-i18n="weaponReliabilityUnreliable">Unreliable (91+)</option>
<option value="1d100cs1" data-i18n="weaponReliabilityBestCraft">Best Craft (No Jam)</option>
<option disabled data-i18n="weaponReliabilityReliable">Reliable rolls 1d10 on jam</option>
</select>
<input name="attr_NPC1Rangedweaponmod" style="width:14%" type="text" value="0" data-i18n-title="weaponAttackOtherModifiers" title="Other Test modifiers" />
<button name="roll_NPC1Rangedattack" type="roll" style="width:14%" data-i18n-title="rollWeaponRangedAttackTitle" title="Rolls Ballistic Skill + Modifiers"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - @{NPC1Rangedweaponname}}} {{dosdof=[[([[@{NPCBS} + @{NPC1gunaimbonus} + @{NPC1gunrangebonus} + @{NPC1rangedweaponmod} + @{NPC1gunactionbonus} - @{NPCfat} + ?{@{queryModifier}|0}]] - [[@{NPC1gundice}]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}} {{attack= }}">
<label data-i18n="rollWeaponRangedAttack">Fire!</label>
</button>
<input type="checkbox" style="width:4%" name="attr_NPC1hiderangedweaponspecial" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Special Qualities" />
<div class="hbody">
<textarea style="height:65px" name="attr_NPC1rangedweaponspecial" data-i18n-placeholder="WSpecial" placeholder="Special Qualities"></textarea>
</div>
</div>
</div>
<!--melee weapons-->
<div class="rightbox">
<h2>Melee Weapons</h2>
<div class="quickborder">
<input class="major" name="attr_NPCmeleeweaponname" style="width:100%" type="text" data-i18n-placeholder="generalName" placeholder="Weapon Name" data-i18n-title="generalName" title="Weapon Name" />
<!-- end of line -->
<input name="attr_NPCmeleerangext" style="width:12%" type="text" data-i18n-placeholder="WRange" placeholder="Range" data-i18n-title="weaponMeleeRangeTitle" title="Melee Extended Range&#10;&#10;Mostly used by Whips" />
<div class="spacing" style="width: 1%"></div>
<input class="major" name="attr_NPCmeleeweapondice" style="width:36%" type="text" data-i18n-placeholder="WDamage" placeholder="Damage" data-i18n-title="weaponDamageDice" title="Damage Dice" />
<input name="attr_NPCmeleeweapondamage" type="hidden" value="(@{NPCmeleeweapondice}+@{NPCmagdice})" />
<label style="width:8%" data-i18n="WType">Type</label>
<input name="attr_NPCmeleeweapontype" style="width:7%" type="text" data-i18n-title="weaponDamageType" title="Damage Type" />
<div class="spacing" style="width: 1%"></div>
<label style="width:7%" data-i18n="WPen">Pen</label>
<input name="attr_NPCmeleeweaponpen" style="width:7%" type="number" value="0" data-i18n-title="Penetration" title="Penetration" />
<div class="spacing" style="width: 1%"></div>
<button name="roll_NPCmeleedamage" type="roll" style="width:20%" data-i18n-title="rollWeaponDamageTitle" title="Rolls Weapon Damage"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPCmeleeweaponname} ^{WDamage}}} {{damage=[[@{NPCmeleeweapondamage}+@{NPCSB}]]}} {{damagetype=@{NPCmeleeweapontype}}} {{damagepen=[[@{NPCmeleeweaponpen}]]}}">
<label data-i18n="WDamage">Damage</label>
</button>
<!-- end of line -->
<label style="width:18%" data-i18n="weaponParryModifier">Parry Mod</label>
<input name="attr_NPCmeleeparrymod" style="width:10%" type="number" value="0" />
<div class="spacing" style="width: 14%"></div>
<button name="roll_NPCmeleeparry" type="roll" style="width:24%" data-i18n-title="rollWeaponParryTitle" title="Rolls Weapon Skill +/- Parry Modifiers"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPCmeleeweaponname} ^{rollWeaponParry}}} {{testtarget=[[(@{NPCWS}) + (@{NPCmeleeparrymod}) - @{NPCfat} + ?{@{queryModifier}|0}]]}} {{roll=[[1d100cs1]]}} {{parry= }}">
<label data-i18n="rollWeaponParry">Parry</label>
</button>
<button name="roll_NPCpowerfieldparry" type="roll" style="width:24%" data-i18n-title="rollWeaponParryPowerTitle" title="Rolls Weapon Skill +/- Parry Modifiers&#10;&#10;Used by Weapons with the Power Field quality"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPCmeleeweaponname} ^{rollWeaponParryPower}}} {{testtarget=[[(@{NPCWS}) + (@{NPCmeleeparrymod}) - @{NPCfat} + ?{@{queryModifier}|0}]]}} {{roll=[[1d100cs1]]}} {{powerparry=[[1d100cf<25cs>26]]}}">
<label data-i18n="rollWeaponParryPower">Power Parry</label>
</button>
<button name="roll_NPCmeleeweaponspecial" type="roll" style="width:10%" value="@{gmroll}&{template:custom} {{name=@{NPCmeleeweaponname}}} {{desc=@{NPCmeleeweaponspecial}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<!-- end of line -->
<!-- Melee Attack Macro selectors 2024 version -->
<select name="attr_NPCmeleeaimbonus" style="width:21%">
<option disabled data-i18n="weaponAimBonus">Aim Bonus</option>
<option value="0" data-i18n="weaponAimBonusNoAim">No Aim (+0)</option>
<option value="10" data-i18n="weaponAimBonusHalfAim">Half Aim (+10)</option>
<option value="20" data-i18n="weaponAimBonusFullAim">Full Aim (+20)</option>
</select>
<select name="attr_NPCmeleeactionbonus" style="width:21%">
<option disabled data-i18n="weaponActionMod">Combat Action</option>
<option value="0" selected data-i18n="weaponActionStandardAttack">Standard A. (+0)</option>
<option value="10" data-i18n="weaponActionCharge">Charge! (+10)</option>
<option value="20" data-i18n="weaponActionAllOut">All Out A. (+20)</option>
<option value="-10" data-i18n="weaponActionGuardedAttack">Guarded A. (-10)</option>
<option value="-20" data-i18n="weaponActionCalledShot">Called Shot (-20)</option>
</select>
<input name="attr_NPCmeleeweaponmod" style="width:15%" type="text" value="0" data-i18n-title="weaponAttackOtherModifiers" title="Other test modifiers" />
<button name="roll_NPCmeleeattack" type="roll" style="width:19%" data-i18n-title="rollWeaponMeleeAttackTitle" title="Rolls Weapon Skill + Modifiers"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - @{NPCmeleeweaponname}}} {{dosdof=[[([[@{NPCWS} + @{NPCmeleeaimbonus} + @{NPCmeleeactionbonus} + (@{NPCmeleeweaponmod}) - @{NPCfat} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}} {{attack= }}">
<label data-i18n="rollWeaponMeleeAttack">Attack!</label>
</button>
<button name="roll_NPCmeleestun" type="roll" style="width:19%" data-i18n-title="rollWeaponMeleeStunTitle" title="Rolls Weapon Skill -20 (Stun) + Modifiers"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;^{rollWeaponMeleeStun} @{NPCmeleeweaponname}}} {{dosdof=[[([[@{NPCWS} + @{NPCmeleeaimbonus} + @{NPCmeleeactionbonus} + @{NPCmeleeweaponmod} - @{NPCfat} - 20 +?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}} {{stun=[[1d10 + @{strengthBonus}]]}}">
<label data-i18n="rollWeaponMeleeStun">Stun</label>
</button>
<input style="width:5%" type="checkbox" name="attr_NPChidemeleeweaponspecial" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Special Qualities" />
<div class="hbody">
<textarea style="height:65px" name="attr_NPCmeleeweaponspecial" data-i18n-placeholder="WSpecial" placeholder="Special Qualities"></textarea>
</div>
</div>
<div class="quickborder">
<input class="major" name="attr_NPC1meleeweaponname" style="width:100%" type="text" data-i18n-placeholder="generalName" placeholder="Weapon Name" data-i18n-title="generalName" title="Weapon Name" />
<!-- end of line -->
<input name="attr_NPC1meleerangext" style="width:12%" type="text" data-i18n-placeholder="WRange" placeholder="Range" data-i18n-title="weaponMeleeRangeTitle" title="Melee Extended Range&#10;&#10;Mostly used by Whips" />
<div class="spacing" style="width: 1%"></div>
<input class="major" name="attr_NPC1meleeweapondice" style="width:36%" type="text" data-i18n-placeholder="WDamage" placeholder="Damage" data-i18n-title="weaponDamageDice" title="Damage Dice" />
<input name="attr_NPC1meleeweapondamage" type="hidden" value="(@{NPC1meleeweapondice}+@{NPCmagdice})" />
<label style="width:8%" data-i18n="WType">Type</label>
<input name="attr_NPC1meleeweapontype" style="width:7%" type="text" data-i18n-title="weaponDamageType" title="Damage Type" />
<div class="spacing" style="width: 1%"></div>
<label style="width:7%" data-i18n="WPen">Pen</label>
<input name="attr_NPC1meleeweaponpen" style="width:7%" type="number" value="0" data-i18n-title="Penetration" title="Penetration" />
<div class="spacing" style="width: 1%"></div>
<button name="roll_NPC1meleedamage" type="roll" style="width:20%" data-i18n-title="rollWeaponDamageTitle" title="Rolls Weapon Damage"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPC1meleeweaponname} ^{WDamage}}} {{damage=[[@{NPC1meleeweapondamage}+@{NPCSB}]]}} {{damagetype=@{NPC1meleeweapontype}}} {{damagepen=[[@{NPC1meleeweaponpen}]]}}">
<label data-i18n="WDamage">Damage</label>
</button>
<!-- end of line -->
<label style="width:18%" data-i18n="weaponParryModifier">Parry Mod</label>
<input name="attr_NPC1meleeparrymod" style="width:10%" type="number" value="0" />
<div class="spacing" style="width: 14%"></div>
<button name="roll_NPC1meleeparry" type="roll" style="width:24%" data-i18n-title="rollWeaponParryTitle" title="Rolls Weapon Skill +/- Parry Modifiers"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPC1meleeweaponname} ^{rollWeaponParry}}} {{testtarget=[[(@{NPCWS}) + (@{NPC1meleeparrymod}) - @{NPCfat} + ?{@{queryModifier}|0}]]}} {{roll=[[1d100cs1]]}} {{parry= }}">
<label data-i18n="rollWeaponParry">Parry</label>
</button>
<button name="roll_NPC1powerfieldparry" type="roll" style="width:24%" data-i18n-title="rollWeaponParryPowerTitle" title="Rolls Weapon Skill +/- Parry Modifiers&#10;&#10;Used by Weapons with the Power Field quality"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPC1meleeweaponname} ^{rollWeaponParryPower}}} {{testtarget=[[(@{NPCWS}) + (@{NPC1meleeparrymod}) - @{NPCfat} + ?{@{queryModifier}|0}]]}} {{roll=[[1d100cs1]]}} {{powerparry=[[1d100cf<25cs>26]]}}">
<label data-i18n="rollWeaponParryPower">Power Parry</label>
</button>
<button name="roll_NPC1meleeweaponspecial" type="roll" style="width:10%" value="@{gmroll}&{template:custom} {{name=@{NPC1meleeweaponname}}} {{desc=@{NPC1meleeweaponspecial}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<!-- end of line -->
<!-- Melee Attack Macro selectors 2024 version -->
<select name="attr_NPC1meleeaimbonus" style="width:21%">
<option disabled data-i18n="weaponAimBonus">Aim Bonus</option>
<option value="0" data-i18n="weaponAimBonusNoAim">No Aim (+0)</option>
<option value="10" data-i18n="weaponAimBonusHalfAim">Half Aim (+10)</option>
<option value="20" data-i18n="weaponAimBonusFullAim">Full Aim (+20)</option>
</select>
<select name="attr_NPC1meleeactionbonus" style="width:21%">
<option disabled data-i18n="weaponActionMod">Combat Action</option>
<option value="0" selected data-i18n="weaponActionStandardAttack">Standard A. (+0)</option>
<option value="10" data-i18n="weaponActionCharge">Charge! (+10)</option>
<option value="20" data-i18n="weaponActionAllOut">All Out A. (+20)</option>
<option value="-10" data-i18n="weaponActionGuardedAttack">Guarded A. (-10)</option>
<option value="-20" data-i18n="weaponActionCalledShot">Called Shot (-20)</option>
</select>
<input name="attr_NPC1meleeweaponmod" style="width:15%" type="text" value="0" data-i18n-title="weaponAttackOtherModifiers" title="Other test modifiers" />
<button name="roll_NPC1meleeattack" type="roll" style="width:19%" data-i18n-title="rollWeaponMeleeAttackTitle" title="Rolls Weapon Skill + Modifiers"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name} - @{NPC1meleeweaponname}}} {{dosdof=[[([[@{NPCWS} + @{NPC1meleeaimbonus} + @{NPC1meleeactionbonus} + (@{NPC1meleeweaponmod}) - @{NPCfat} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}} {{attack= }}">
<label data-i18n="rollWeaponMeleeAttack">Attack!</label>
</button>
<button name="roll_NPC1meleestun" type="roll" style="width:19%" data-i18n-title="rollWeaponMeleeStunTitle" title="Rolls Weapon Skill -20 (Stun) + Modifiers"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;^{rollWeaponMeleeStun} @{NPC1meleeweaponname}}} {{dosdof=[[([[@{NPCWS} + @{NPC1meleeaimbonus} + @{NPC1meleeactionbonus} + @{NPC1meleeweaponmod} - @{NPCfat} - 20 +?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}} {{stun=[[1d10 + @{strengthBonus}]]}}">
<label data-i18n="rollWeaponMeleeStun">Stun</label>
</button>
<input style="width:5%" type="checkbox" name="attr_NPC1hidemeleeweaponspecial" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Special Qualities" />
<div class="hbody">
<textarea style="height:65px" name="attr_NPC1meleeweaponspecial" data-i18n-placeholder="WSpecial" placeholder="Special Qualities"></textarea>
</div>
</div><!-- quickborder -->
</div><!-- grid2 weapons -->
</div>
</div><!-- hbody closing div-->
</fieldset>
</div>
<!-- Psykana Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
<div class="psykana">
<!--hidden atributes for sustained powers-->
<input type="hidden" name="attr_sustainingPowerTotal" value="0" /> <!--script sums value from fieldset here-->
<input type="hidden" name="attr_psychicPhenomenaMalus" value="0" />
<input type="hidden" name="attr_sustaining" value="0" /> <!--second script sets value here, this is used for macros-->
<div>
<button name="roll_psychicPhenomena" type="roll" style="width:20%"
data-i18n-title="rollPsychicPhenomenaTitle" title="Rolls on the Psychic Phenomena Table&#10;1d100 +10 per Power Sustained + 15 if Pushing"
value="@{gmroll}&{template:custom} {{name=^{rollPsychicPhenomena}}} {{psytable= [[{1d100cs1cf100 + @{psychicPhenomenaMalus} + ?{@{queryModifier}|0} + ((@{sustaining}) * 10),1d1}dl1 ]] }} {{d5add=[[d5]]}} {{d10add=[[d10]]}} {{2d10add=[[2d10]]}} {{3d10add=[[3d10]]}} {{4d10add=[[4d10]]}} {{5d10add=[[5d10]]}} {{d100add=[[d100]]}}">
<label><span data-i18n="rollPsychicPhenomena">Roll Psychic Phenomena</span> &#128712;</label>
</button>
<div class="spacing" style="width:2%"></div>
<label style="width:8.5%"><span data-i18n="PsyRating">Psy Rating</span>:</label>
<input class="major" style="width:3.5%" name="attr_psyRating" type="number" value="0" />
<div class="spacing" style="width:0.5%"></div>
<select name="attr_powerLevel" style="width:16%">
<option value="0" disabled data-i18n="psyPowerLevel">Power Level</option>
<option value="1" selected data-i18n="psyPowerFettered">Fettered (PR/2)</option>
<option value="2" data-i18n="psyPowerUnfettered">Unfettered (Full PR)</option>
<option value="3" data-i18n="psyPowerPush">Push (PR +3)</option>
<option value="4" data-i18n="psyPowerConduit">Warp Conduit (PR +4)</option>
</select>
<input type="hidden" name="attr_effectivePsyRating" value="0" />
<input type="hidden" name="attr_psyDice" value="0" />
<div class="spacing" style="width:1%"></div>
<label style="width:14.5%;" class="help" data-i18n-title="psyPowersSustainedTitle" title="+10 to all rolls on the Psychic Phenomena Table&#10;-1 Psy Rating per Sustained power"><span data-i18n="psyPowersSustained">Powers Sustained</span> &#128712;:</label>
<span name="attr_sustainingPowerTotal" style="width:1%; font-size:15px"></span>
<div class="spacing" style="width:2%"></div>
<label style="width:6.5%;" class="help" data-i18n-title="psymodtitle" title="Fixed Modifiers for the Focus Power Test&#10;&#10;Example: Pyschic Hood (+5)"><span data-i18n="modlabel">Mod</span> &#128712;:</label>
<input style="width:3.5%" name="attr_psypowermod" type="number" value="0"/>
<div class="spacing" style="width:1%"></div>
<button name="roll_perilsOfTheWarpTable" type="roll" style="width:20%"
data-i18n-title="rollPerilsWarpTitle" title="Rolls on the Perils of the Warp Table&#10;1d100 + modifier (only known mod comes from Result 83-86)"
value="@{gmroll}&{template:custom} {{name=^{rollPerilsWarp}}} {{perilstable= [[{(1d100cs1cf100 + ?{@{queryModifier}|0}),1d1}dl1]] }} {{d5add=[[d5]]}} {{d5_2add=[[d5]]}} {{d5p1add=[[d5 + 1]]}} {{d10add=[[d10]]}} {{d10p5add=[[d10 + 5]]}} {{2d10add=[[2d10]]}} {{3d10add=[[3d10]]}} {{4d10add=[[4d10]]}} {{5d10add=[[5d10]]}} {{d100add=[[d100]]}}">
<label><span data-i18n="rollPerilsWarp">Roll Perils of the Warp</span> &#128712;</label>
</button>
</div>
<h1><span data-i18n="PsychicPowers">Psychic Powers</span> &#936;</h1>
<fieldset class="repeating_psypowers">
<div class="border">
<input class="major" name="attr_psyName" type="text" style="width:50%" data-i18n-placeholder="psyTechniqueName" placeholder="Technique Name" />
<div class="spacing" style="width:0.5%"></div>
<input name="attr_psyAction" type="text" style="width:21%" data-i18n-placeholder="psyPowerActionTime" placeholder="Action Time" data-i18n-title="psyPowerActionFocusTime" title="Action Time / Focus Power Time" />
<div class="spacing" style="width:0.5%"></div>
<button name="roll_psyHit" type="roll" style="width:15%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - @{psyName}}} {{PsyRating=[[@{effectivePsyRating} - @{sustaining}]]}} {{dosdof=[[([[@{calculatedWillpower} + @{psypowermod} + ?{@{queryModifier}|0} + (5 * (@{effectivePsyRating} - @{sustaining}))]] - [[@{psyDice}]]) * 100 % 999 % 100]]}} {{testtarget=$[[1]]}} {{roll=$[[2]]}} {{psydamage=[[@{psyDamage}]]}} {{damagetype=@{psyDamageType}}} {{damagepen=[[@{psyPen}]]}}">
<label data-i18n="psyPowerManifest">Manifest</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_psyInfo" type="roll" style="width:9%"
value="@{gmroll}&{template:custom} {{name=@{psyName}}} {{desc=^{psyPowerActionFocusTime}: @{psyAction}&#10;^{WRange}: @{psyRange}m x ^{psyRatingAbbreviated}&#10;^{psyPowerIsSustained}: @{psySustained}&#10;^{psyPowerOpposed}: @{psyOpp}&#10;@{psyPowersEffect}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<input class="arrow icon" style="width:3%" name="attr_hidePsyPower" type="checkbox" value="1" data-i18n-title="toggleDetailsShow" title="Show/Hide Details"/>
<!-- end of line -->
<div class="hbody">
<label style="width:15%"><span data-i18n="psyPowerOpposed">Opposed</span>:</label>
<select name="attr_psyOpp" style="width:11%">
<option value="No" selected data-i18n="no">No</option>
<option value="Yes" data-i18n="yes">Yes</option>
</select>
<div class="spacing" style="width:3%"></div>
<input name="attr_psyRange" type="number" style="width:10%" data-i18n-placeholder="WRange" placeholder="Range" data-i18n-title="WRange" title="Range" />
<div class="spacing" style="width:1%"></div>
<label style="width:11%">× <span data-i18n="psyRatingAbbreviated">PR</span> =</label>
<input name="attr_rangExpr" type="text" style="width:10%" disabled value="(@{effectivePsyRating} - @{sustaining}) * @{psyRange}" />
<label style="width:5%">m</label>
<div class="spacing" style="width:3%"></div>
<label style="width:16%"><span data-i18n="psyPowerIsSustained">Sustainable</span>:</label>
<select name="attr_psySustained" style="width:11%">
<option value="No" selected data-i18n="no">No</option>
<option value="Yes" data-i18n="yes">Yes</option>
</select>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" type="checkbox" name="attr_sustainingpower" value="1" data-i18n-title="psyPowerSustainingTitle" title="Check this if you are sustaining this Technique" />
<!-- end of line -->
<select class="major" name="attr_psyDamage" style="width:30%">
<option value="0" selected class="major" data-i18n="psyPowerNoDamage">No Damage</option>
<option disabled data-i18n="psyPowerDamageMultiplicative">Multiplicative Dice</option>
<option value="(@{effectivePsyRating} - @{sustaining})d5" data-i18n="psyPowerDamage1d5">1d5 × PR</option>
<option value="((@{effectivePsyRating} - @{sustaining}) * 2)d5" data-i18n="psyPowerDamage2d5">2d5 × PR</option>
<option value="(@{effectivePsyRating} - @{sustaining})d10" data-i18n="psyPowerDamage1d10">1d10 × PR</option>
<option value="((@{effectivePsyRating} - @{sustaining}) * 2)d10" data-i18n="psyPowerDamage2d10">2d10 × PR</option>
<option value="((@{effectivePsyRating} - @{sustaining}) * 3)d10" data-i18n="psyPowerDamage3d10">3d10 × PR</option>
<option disabled data-i18n="psyPowerDamageFlatBonus">Flat Bonus Dice</option>
<option value="1d10 + (1 * (@{effectivePsyRating} - @{sustaining}))" data-i18n="psyPowerDamage1d10Plus1">1d10 + 1 × PR</option>
<option value="1d10 + (2 * (@{effectivePsyRating} - @{sustaining}))" data-i18n="psyPowerDamage1d10Plus2">1d10 + 2 × PR</option>
<option value="1d10 + (3 * (@{effectivePsyRating} - @{sustaining}))" data-i18n="psyPowerDamage1d10Plus3">1d10 + 3 × PR</option>
<option value="2d10 + (1 * (@{effectivePsyRating} - @{sustaining}))" data-i18n="psyPowerDamage2d10Plus1">2d10 + 1 × PR</option>
<option value="2d10 + (2 * (@{effectivePsyRating} - @{sustaining}))" data-i18n="psyPowerDamage2d10Plus2">2d10 + 2 × PR</option>
<option value="2d10 + (3 * (@{effectivePsyRating} - @{sustaining}))" data-i18n="psyPowerDamage2d10Plus3">2d10 + 3 × PR</option>
<option value="3d10 + (1 * (@{effectivePsyRating} - @{sustaining}))" data-i18n="psyPowerDamage3d10Plus1">3d10 + 1 × PR</option>
<option value="3d10 + (2 * (@{effectivePsyRating} - @{sustaining}))" data-i18n="psyPowerDamage3d10Plus2">3d10 + 2 × PR</option>
<option value="3d10 + (3 * (@{effectivePsyRating} - @{sustaining}))" data-i18n="psyPowerDamage3d10Plus3">3d10 + 3 × PR</option>
</select>
<div class="spacing" style="width:1%"></div>
<label style="width:8%" data-i18n="WType">Type</label>
<input name="attr_psyDamageType" style="width:7%" type="text" data-i18n-title="weaponDamageType" title="Damage Type" />
<div class="spacing" style="width:2%"></div>
<select name="attr_psyPen" style="width:25%">
<option value="0" class="major" selected data-i18n="psyPowerPenetrationNone">No Penetration</option>
<option value="(1 * (@{effectivePsyRating} - @{sustaining}))" data-i18n="psyPowerPenetrationTimes1">1 × PR</option>
<option value="(2 * (@{effectivePsyRating} - @{sustaining}))" data-i18n="psyPowerPenetrationTimes2">2 × PR</option>
<option value="(3 * (@{effectivePsyRating} - @{sustaining}))" data-i18n="psyPowerPenetrationTimes3">3 × PR</option>
</select>
<div class="spacing" style="width:27%"></div>
<textarea name="attr_psyPowersEffect" style="height:55px" data-i18n-placeholder="psyPowerInformation" placeholder="Technique Information"></textarea>
</div>
</div>
</fieldset>
</div>
<!-- Advancements Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
<div class="experience">
<div>
<label style="width:12%" class="help" data-i18n-title="xpToSpendTitle" title="Remaining XP to spend based on Earned XP">&#128712; <span data-i18n="XPtoSpend">XP to Spend</span>:</label>
<input name="attr_XPtoSpend" type="text" style="width:14%" value="@{XPTotal} - @{XPSpent}" disabled />
<div class="spacing" style="width:2%"></div>
<label data-i18n-title="totalXpSpentTitle" title="Total XP Spent determines your character's Rank&#10;&#10;Rank 1: 13,000 - 16,999&#10;Rank 2: 17,000 - 20,999&#10;Rank 3: 21,000 24,999&#10;Rank 4: 25,000 29,999&#10;Rank 5: 30,000 34,999&#10;Rank 6: 35,000 39,999&#10;Rank 7: 40,000 44,999&#10;Rank 8: 45,000 - 49,999+"
style="width:14%" class="help">&#128712; <span data-i18n="TotalXPSpent">Total XP Spent</span>:</label>
<!-- Keep the parenthesis in the value, because this is stored as a string and will be spitted as is -->
<input name="attr_XPSpent" type="text" style="width:14%" value="(@{advancementTotal1} + @{advancementTotal2} + @{advancementTotal3})" disabled />
<input name="attr_advancementTotal1" type="hidden" value="0" />
<input name="attr_advancementTotal2" type="hidden" value="0" />
<input name="attr_advancementTotal3" type="hidden" value="0" />
<div class="spacing" style="width:2%"></div>
<label data-i18n-title="xpEarnedTitle" title="XP Earned during play&#10;&#10;Characters start with 12k XP spent on&#10;character creation +1000 XP for customizing&#10;&#10;A Rank 1 Space Marine is roughly equivalent to&#10;a Rogue Trader character or a Dark Heresy&#10;character using Ascension with 14k XP"
style="width:11%" class="help">&#128712; <span data-i18n="xpEarned">Earned XP</span>:</label>
<input name="attr_XPTotal" type="number" style="width:14%" value="13000" />
<div class="spacing" style="width:17%"></div>
<span style="width:33%" data-i18n="advancementsGeneral">General Advancements</span>
<div class="spacing" style="width:0.5%"></div>
<span style="width:33%" data-i18n="advancementsSpeciality">Speciality Advancements</span>
<div class="spacing" style="width:0.5%"></div>
<span style="width:33%"data-i18n="advancementsChapterDeathwatch">Chapter/Deathwatch Advancements</span>
<div class="hbody">
<fieldset class="repeating_advancements">
<input style="width:27%" name="attr_advancement1" type="text" data-i18n-placeholder="advancementName" placeholder="Advancement Name" />
<input style="width: 5%" name="attr_advancement1xp" type="number" value="0" data-i18n-title="xpCost" title="XP Cost" />
<div class="spacing" style="width:2%"></div>
<input style="width:27%" name="attr_advancement2" type="text" data-i18n-placeholder="advancementName" placeholder="Advancement Name" />
<input style="width: 5%" name="attr_advancement2xp" type="number" value="0" data-i18n-title="xpCost" title="XP Cost" />
<div class="spacing" style="width:2%"></div>
<input style="width:27%" name="attr_advancement3" type="text" data-i18n-placeholder="advancementName" placeholder="Advancement Name" />
<input style="width: 5%" name="attr_advancement3xp" type="number" value="0" data-i18n-title="xpCost" title="XP Cost" />
</fieldset>
</div>
</div>
</div>
<!-- Journal Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
<div class="journal">
<!--Insanity and Corruption-->
<div class="spacing" style="width:40%"></div>
<label class="fancyButton" style="width:20%; margin-top:10px">
<input type="checkbox" class="arrow arrow2" name="attr_ipcpswitch" value="1" hidden="true" />
<div class="hbody" style="background-color: rgb(240 6 6 / 30%);" data-i18n="insanityToggleOther">Show other options</div>
<div class="hbody2" style="background-color: rgba(0, 181, 252, 0.64)" data-i18n="insanityToggleAstartes">Show Astartes options</div>
</label>
<input name="attr_ipcpswitch" class="arrow arrow2 hidden" type="checkbox" value="1" hidden="true" />
<div class="spacing" style="width:40%"></div>
<div class="hbody">
<div class="grid2">
<div class="leftbox">
<h3 data-i18n="insanityPointsHeader">Insanity Points (IP)</h3>
<div class="spacing" style="width:1%"></div>
<button type="roll" name="roll_insanityTest" style="width:20%" data-i18n-title="rollInsanityTestTitle" title="For every 10 insanity points, roll an insanity test"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{rollInsanityTest}}} {{testtarget=[[@{calculatedWillpower} - (@{curseDegree}) + ?{@{queryModifier}|0}]]}} {{roll=[[1d100cs1cf100]]}} {{insanitytest= }}">
<label data-i18n="rollInsanityTest">Insanity test</label>
</button>
<div class="spacing" style="width:1%"></div>
<button type="roll" name="roll_battletrauma" style="width:20%" data-i18n-title="rollBattleTraumaTitle" title="Rolls a random battle trauma"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{rollBattleTrauma}}} {{batable=[[1d10]]}}">
<label data-i18n="rollBattleTrauma">Battle Trauma</label>
</button>
<div class="spacing" style="width:2%"></div>
<input name="attr_primarchCurse" class="major" type="number" value="0" min="0" max="100" style="width:12%" data-i18n-title="insanityPointsTotal" title="Total Insanity Points"/>
<div class="spacing" style="width:2%"></div>
<select name="attr_curseDegree" style="width:40%">
<option disabled data-i18n="curseDegree">Insanity Track</option>
<option value="0" selected data-i18n="curseNoEffect">No Effect (0-30 IP)(0)</option>
<option value="10" data-i18n="curseLevel1">Level 1 Curse (31-60 IP)(-10)</option>
<option value="20" data-i18n="curseLevel2">Level 2 Curse (61-90 IP)(-20)</option>
<option value="30" data-i18n="curseLevel3">Level 3 Curse (91-99 IP)(-30)</option>
<option value="100" data-i18n="curseInsane">Insane (100+ IP)(-100)</option>
</select>
<div class="spacing" style="width:2%"></div>
<!--end of line-->
<h1 data-i18n="PrimarchsCurse">Primarch's Curse</h1>
<input name="attr_curseName" type="text" style="width:85%" data-i18n-placeholder="generalName" placeholder="Curse Name"/>
<div class="spacing" style="width:1%"></div>
<button name="roll_primarchCurse" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - @{curseName}}} {{desc=^{curseLevel1}: @{curseDesc1}&#10;&#10;^{curseLevel2}: @{curseDesc2}&#10;&#10;^{curseLevel3}: @{curseDesc3}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<div class="spacing" style="width:1%"></div>
<input type="checkbox" style="width:3%" name="attr_hideCurse" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" />
<div class="hbody">
<textarea name="attr_curseDesc1" style="height:65px" data-i18n-placeholder="curseLevel1" placeholder="Level 1 Curse"></textarea>
<textarea name="attr_curseDesc2" style="height:65px" data-i18n-placeholder="curseLevel2" placeholder="Level 2 Curse"></textarea>
<textarea name="attr_curseDesc3" style="height:65px" data-i18n-placeholder="curseLevel3" placeholder="Level 3 Curse"></textarea>
</div>
</div>
<div class="rightbox">
<h3 data-i18n="corruptionPointHeader">Corruption Points (CP)</h3>
<div class="spacing" style="width:2%"></div>
<label style="width:40%"><span data-i18n="corruptionPointsTotal">Total Corruption Points</span>:</label>
<div class="spacing" style="width:2%"></div>
<input class="major" name="attr_Corruption" type="number" value="0" min="0" max="100" style="width:12%" data-i18n-title="corruptionPointsTotal" title="Total Corruption Points"/>
<div class="spacing" style="width:2%"></div>
<select name="attr_purityDegree" style="width:40%">
<option disabled data-i18n="purityThreshold">Purity Threshold</option>
<option value="0" selected data-i18n="purityPure">Pure (0 CP)</option>
<option value="0" data-i18n="purityTainted">Tainted (1-99 CP)</option>
<option value="-100" data-i18n="purityDamned">Damned (100+ CP)</option>
</select>
<div class="spacing" style="width:2%"></div>
<h1>Battle Traumas</h1>
<fieldset class="repeating_battletraumas">
<input style="width:85%" name="attr_traumaName" type="text" data-i18n-placeholder="generalName" placeholder="Battle Trauma Name" />
<div class="spacing" style="width:1%"></div>
<button name="roll_traumaDesc" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - @{traumaName}}} {{desc=@{traumaDesc}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" type="checkbox" name="attr_hideTrauma" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" />
<div class="hbody">
<textarea name="attr_traumaDesc" style="height:65px" data-i18n-placeholder="Description" placeholder="Battle Trauma Description"></textarea>
</div>
</fieldset>
</div>
</div>
</div><!--hbody-->
<div class="hbody2">
<div class="grid2">
<div class="leftbox">
<h3 data-i18n="insanityPointsHeader">Insanity Points (IP)</h3>
<div class="spacing" style="width:1%"></div>
<button type="roll" name="roll_fearTest" style="width:20%" data-i18n-title="rollFearTestTitle" title="Rolls Willpower minus Fear Rating"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{rollFearTest}}} {{dosdof=[[([[@{calculatedWillpower} + ?{@{queryFearRating}|@{queryFearRating1},+0|@{queryFearRating2},-10|@{queryFearRating3},-20|@{queryFearRating4},-30} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="rollFearTest">Fear Test</label>
</button>
<div class="spacing" style="width:2%"></div>
<button type="roll" name="roll_shockTable" style="width:20%" data-i18n-title="rollShockTableTitle" title="Rolls the Shock Table"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{rollShockTable}}} {{shocktable=[[1d100cs1cf100 + (?{@{queryDegreesOfFailure}|0}*10)]]}} {{d5add=[[d5]]}} {{d5p1add=[[d5 + 1]]}}">
<label data-i18n="rollShockTable">Shock Table</label>
</button>
<input class="major" name="attr_insanity" type="number" value="0" style="width:10%" data-i18n-title="insanityPointsTotal" title="Total Insanity Points" />
<div class="spacing" style="width:2%"></div>
<button type="roll" name="roll_traumaTest" style="width:20%" data-i18n-title="rollTraumaTestTitle" title="Rolls Willpower +/- Trauma Modifier"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{rollTraumaTest}}} {{dosdof=[[([[@{calculatedWillpower} + @{madnessDegree} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="rollTraumaTest">Trauma Test</label>
</button>
<div class="spacing" style="width:3%"></div>
<button type="roll" name="roll_traumaTable" style="width:20%" data-i18n-title="rollTraumaTableTitle" title="Rolls the Trauma Table"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{rollTraumaTable}}} {{traumatable=[[1d100cs1cf100 + (?{@{queryDegreesOfFailure}|0}*10)]]}} {{d5add=[[d5]]}} {{d10add=[[d10]]}} {{3d10add=[[3d10]]}}">
<label data-i18n="rollTraumaTable">Trauma Table</label>
</button>
<!--end of line-->
<div class="spacing" style="width:1%"></div>
<select name="attr_madnessDegree" style="width:42%">
<option disabled data-i18n="madnessDegree">Degree of Madness</option>
<option value="10" selected data-i18n="madnessStable">Stable (0-9 IP)</option>
<option value="10" data-i18n="madnessUnsettled">Unsettled (10-39 IP)</option>
<option value="0" data-i18n="madnessDisturbed">Disturbed (40-59 IP)</option>
<option value="-10" data-i18n="madnessUnhinged">Unhinged (60-79 IP)</option>
<option value="-20" data-i18n="madnessDeranged">Deranged (80-99 IP)</option>
<option value="-100" data-i18n="madnessInsane">Terminally Insane (100+ IP)</option>
</select>
<div class="spacing" style="width:24%"></div>
<label style="width:22%" data-i18n="traumaMod">Trauma Mod:</label>
<input name="attr_traumaMod" type="text" style="width:10%" value="@{madnessDegree}" disabled="true" data-i18n-title="traumaModTitle" title="This value is added to the Trauma Test&#10;Based on Degree of Madness" />
<div class="spacing" style="width:1%"></div>
<!--end of line-->
<h1 data-i18n="MentalDisorders">Mental Disorders</h1>
<fieldset class="repeating_disorders">
<input name="attr_disorderName" type="text" style="width:70%" data-i18n-placeholder="generalName" placeholder="Disorder Name" />
<div class="spacing" style="width:1%"></div>
<select name="attr_disorderSeverity" style="width:14%">
<option disabled data-i18n="mentalDisorderSeverity">Severity</option>
<option value="Minor" selected data-i18n="mentalDisordersMinor">Minor</option>
<option value="Severe" data-i18n="mentalDisordersSevere">Severe</option>
<option value="Acute" data-i18n="mentalDisordersAcute">Acute</option>
</select>
<div class="spacing" style="width:1%"></div>
<button name="roll_disorder" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{MentalDisorders}&#10;@{disorderName}}} {{Severity=@{disorderSeverity}}} {{desc=@{disorderDesc}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<div class="spacing" style="width:1%"></div>
<input type="checkbox" style="width:3%" name="attr_hideDisorder" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" />
<div class="hbody">
<textarea name="attr_disorderDesc" style="height:65px" data-i18n-placeholder="Description" placeholder="Description"></textarea>
</div>
</fieldset>
</div>
<div class="rightbox">
<h3 data-i18n="corruptionPointHeader">Corruption Points (CP)</h3>
<div class="spacing" style="width:2%"></div>
<button name="roll_malignancy" type="roll" style="width:40%" data-i18n-title="rollMalignancyTitle" title="Rolls Willpower minus Malignancy Modifier"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{rollMalignancy}}} {{dosdof=[[([[@{calculatedWillpower} + @{maligMod} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="rollMalignancy">Malignancy Test</label>
</button>
<div class="spacing" style="width:2%"></div>
<input class="major" name="attr_Corruption" type="number" value="0" style="width:12%" data-i18n-title="corruptionPointsTotal" title="Total Corruption Points" />
<div class="spacing" style="width:2%"></div>
<button name="roll_maligTable" type="roll" style="width:40%" value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{rollMalignancyTable}}} {{maligtable=[[1d100]]}} {{d10add=[[d10]]}}">
<label data-i18n="rollMalignancyTable">Malignancy Table</label>
</button>
<div class="spacing" style="width:2%"></div>
<!--end of line-->
<div class="spacing" style="width:2%"></div>
<select name="attr_corruptionDegree" style="width:40%">
<option disabled data-i18n="corruptionDegree">Degree of Corruption</option>
<option value="0" selected data-i18n="corruptionPure">Pure (0 CP)</option>
<option value="0" data-i18n="corruptionTainted">Tainted (1-30 CP)</option>
<option value="-10" data-i18n="corruptionSoiled">Soiled (31-60 CP)</option>
<option value="-20" data-i18n="corruptionDebased">Debased (61-90 CP)</option>
<option value="-30" data-i18n="corruptionProfaned">Profaned (91-99 CP)</option>
<option value="-100" data-i18n="corruptionDamned">Damned (100+ CP)</option>
</select>
<div class="spacing" style="width:18%"></div>
<label style="width:28%" data-i18n="malignanycMod">Malignancy Mod:</label>
<input name="attr_maligMod" style="width:10%" type="text" value="@{corruptionDegree}" disabled data-i18n-title="malignancyModTitle" title="This value is added to the Malignancy Test&#10;Based on Degree of Corruption" />
<div class="spacing" style="width:2%"></div>
<!--end of line-->
<h1 data-i18n="mutationTests">Mutation Tests</h1>
<button name="roll_mutationStrength" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{mutationTests} (^{Strength-abbr})}} {{dosdof=[[([[@{calculatedStrength} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Strength-abbr">S</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_mutationToughness" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{mutationTests} (^{Toughness-abbr})}} {{dosdof=[[([[@{calculatedToughness} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Toughness-abbr">T</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_mutationAgility" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{mutationTests} (^{Agility-abbr})}} {{dosdof=[[([[@{calculatedAgility} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Agility-abbr">Ag</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_mutationIntelligence" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{mutationTests} (^{Intelligence-abbr})}} {{dosdof=[[([[@{calculatedIntelligence} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Intelligence-abbr">Int</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_mutationPerception" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{mutationTests} (^{Perception-abbr})}} {{dosdof=[[([[@{calculatedPerception} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Perception-abbr">Per</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_mutationWillpower" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{mutationTests} (^{Willpower-abbr})}} {{dosdof=[[([[@{calculatedWillpower} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Willpower-abbr">Wp</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_mutationFellowship" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{mutationTests} (^{Fellowship-abbr})}} {{dosdof=[[([[@{calculatedFellowship} + ?{@{queryModifier}|0}]] - [[1d100cs1cf100]]) * 100 % 999 % 100]]}} {{testtarget=$[[0]]}} {{roll=$[[1]]}}">
<label data-i18n="Fellowship-abbr">Fel</label>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_mutationTable" type="roll" style="width:23%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{rollMutationTable}}} {{mutable=[[1d100]]}} {{d5add=[[d5]]}} {{d10add=[[d10]]}}, {{d10_2add=[[d10]]}} {{2d10add=[[2d10]]}} {{md10add=[[-1d10]]}} {{md10_2add=[[-1d10]]}} {{mutint=[[d10]]}} {{mutintvalue=[[d10]]}} {{mutper=[[d10]]}} {{mutpervalue=[[d10]]}} {{mutwp=[[d10]]}} {{mutwpvalue=[[d10]]}} {{mutfel=[[d10]]}} {{mutfelvalue=[[d10]]}}">
<label data-i18n="rollMutationTable">Mutation Table</label>
</button>
<!--end of line-->
<div class="spacing" style="width:4%"></div>
<input type="checkbox" style="width:3%" name="attr_mutCBSTrength" value="1" data-i18n-title="malignancyTestDescription" title="You must successfully test against two characteristics.&#10;Check here those you have already tested against and can no longer use for this test" />
<div class="spacing" style="width:8%"></div>
<input type="checkbox" style="width:3%" name="attr_mutCBToughness" value="1" data-i18n-title="malignancyTestDescription" title="You must successfully test against two characteristics.&#10;Check here those you have already tested against and can no longer use for this test" />
<div class="spacing" style="width:8%"></div>
<input type="checkbox" style="width:3%" name="attr_mutCBAgility" value="1" data-i18n-title="malignancyTestDescription" title="You must successfully test against two characteristics.&#10;Check here those you have already tested against and can no longer use for this test" />
<div class="spacing" style="width:8%"></div>
<input type="checkbox" style="width:3%" name="attr_mutCBIntelligence" value="1" data-i18n-title="malignancyTestDescription" title="You must successfully test against two characteristics.&#10;Check here those you have already tested against and can no longer use for this test" />
<div class="spacing" style="width:8%"></div>
<input type="checkbox" style="width:3%" name="attr_mutCBPerception" value="1" data-i18n-title="malignancyTestDescription" title="You must successfully test against two characteristics.&#10;Check here those you have already tested against and can no longer use for this test" />
<div class="spacing" style="width:8%"></div>
<input type="checkbox" style="width:3%" name="attr_mutCBWillpower" value="1" data-i18n-title="malignancyTestDescription" title="You must successfully test against two characteristics.&#10;Check here those you have already tested against and can no longer use for this test" />
<div class="spacing" style="width:8%"></div>
<input type="checkbox" style="width:3%" name="attr_mutCBFellowship" value="1" data-i18n-title="malignancyTestDescription" title="You must successfully test against two characteristics.&#10;Check here those you have already tested against and can no longer use for this test" />
<div class="spacing" style="width:27%"></div>
<!--end of line-->
<h1 data-i18n="Malignancies">Malignancies</h1>
<fieldset class="repeating_malignancies">
<input style="width:85%" name="attr_maligName" type="text" data-i18n-placeholder="generalName" placeholder="Malignancy Name" />
<div class="spacing" style="width:1%"></div>
<button name="roll_malignancydesc" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Malignancies}&#10;@{maligName}}} {{desc=@{maligDesc}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" type="checkbox" name="attr_hideMalig" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" />
<div class="hbody">
<textarea name="attr_maligDesc" style="height:65px" data-i18n-placeholder="Description" placeholder="Malignancy Description"></textarea>
</div>
</fieldset>
<h1 data-i18n="Mutations">Mutations</h1>
<fieldset class="repeating_mutations">
<input style="width:85%" name="attr_mutationName" type="text" data-i18n-placeholder="generalName" placeholder="Mutation Name" />
<div class="spacing" style="width:1%"></div>
<button name="roll_mutationDesc" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{Mutations}&#10;@{mutationName}}} {{desc=@{mutationDesc}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" type="checkbox" name="attr_hideMutationDesc" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" />
<div class="hbody">
<textarea name="attr_mutationDesc" style="height:65px" data-i18n-placeholder="Description" placeholder="Description"></textarea>
</div>
</fieldset>
</div>
</div>
</div><!--hbody2-->
<div class="grid2">
<!--Origin Left Side-->
<div class="leftbox">
<h3 data-i18n="Chapter">Chapter</h3>
<div class="quickborder">
<input name="attr_Chapter" style="width:85%" type="text" data-i18n-placeholder="generalName" placeholder="Chapter Name" />
<div class="spacing" style="width:1%"></div>
<button name="roll_Chapter" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{Chapter}}} {{desc=@{chapterDesc}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" type="checkbox" name="attr_hideChapterDesc" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" />
<div class="hbody">
<textarea style="height:65px" name="attr_chapterDesc" data-i18n-placeholder="Description" placeholder="Chapter Description"></textarea>
</div>
</div>
</div>
<!--Origin Right Side-->
<div class="rightbox">
<h3 data-i18n="PastEvent">Past Event</h3>
<div class="quickborder">
<input name="attr_Past_Event" style="width:85%" type="text" data-i18n-placeholder="PastEvent" placeholder="Past Event" />
<div class="spacing" style="width:1%"></div>
<button name="roll_Past_Event" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{PastEvent}&#10;@{Past_Event}}} {{desc=@{Past_EventNotes}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" type="checkbox" name="attr_HidePast_Event" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" />
<div class="hbody">
<textarea style="height: 65px" name="attr_Past_EventNotes" data-i18n-placeholder="Description" placeholder="Past Event Description"></textarea>
</div>
</div>
</div>
</div>
<div class="grid2">
<div class="leftbox">
<h3 data-i18n="PersonalDemeanour">Personal Demeanour</h3>
<div class="quickborder">
<input name="attr_Personal_Demeanour" style="width:85%" type="text" data-i18n-placeholder="generalName" placeholder="Demeanour Name" />
<div class="spacing" style="width:1%"></div>
<button name="roll_Personal_Demeanour" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{PersonalDemeanour}&#10;@{Personal_Demeanour}}} {{desc=@{Personal_Demeanourdesc}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" type="checkbox" name="attr_hidePersonal_Demeanourdesc" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" />
<div class="hbody">
<textarea style="height:65px" name="attr_Personal_Demeanourdesc" data-i18n-placeholder="Description" placeholder="Demeanour Description"></textarea>
</div>
</div>
</div>
<div class="rightbox">
<h3 data-i18n="ChapterDemeanour">Chapter Demeanour</h3>
<div class="quickborder">
<input name="attr_Chapter_Demeanour" style="width:85%" type="text" data-i18n-placeholder="generalName" placeholder="Demeanour Name" />
<div class="spacing" style="width:1%"></div>
<button name="roll_Chapter_Demeanour" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name} - ^{ChapterDemeanour}&#10;@{Chapter_Demeanour}}} {{desc=@{Chapter_Demeanourdesc}}}">
<label class="shct" data-i18n-title="sendToChat" title="Send to Chat">R</label>
</button>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" type="checkbox" name="attr_hideChapter_Demeanourdesc" value="1" class="arrow icon" data-i18n-title="hideDescription" title="Hide Description" />
<div class="hbody">
<textarea style="height:65px" name="attr_Chapter_Demeanourdesc" data-i18n-placeholder="Description" placeholder="Demeanour Description"></textarea>
</div>
</div>
</div>
</div>
<div>
<h3 data-i18n="characterDescription">Character Description</h3>
<textarea name="attr_characterDescription" style="height:110px" data-i18n-placeholder="Description" placeholder="Physical Description, Personality, Backstory..."></textarea>
</div>
</div>
<!-- Config Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
<div class="config">
<h3 data-i18n="sectionExtras">Extras</h3>
<hr/>
<div>
<h1>Message from the maintainer</h1>
<p class="message">
<span>This has been a long and bumpy journey, but this sheet is finally uploaded. There are still some things to address:</span><br>
<span>&#10070; There are a lot of text to translate. You can help with that by going to&nbsp;</span><span class="hpl">https://roll20.crowdin.com/roll20-character-sheets</span><span>&nbsp;and submit translations where they are missing. (spoiler alert: there are 1200 strings to translate)</span><br>
<span>&#10070; Roll20 Team prevented me from using the images from FFG books. If you have skills in designing images or have free images that you want to see in this sheet, don't hesitate to send a Pull Request on Roll20's GitHub page&nbsp;:&nbsp;</span><span class="hpl">https://github.com/Roll20/roll20-character-sheets</span><br>
<span>&#10070; Of course, if you see any problem, feel free to report it on the dedicated forum thread :&nbsp;</span><span class="hpl">https://app.roll20.net/forum/post/12235322/deathwatch-improved-info-and-bug-report/?pageforid=12235322#post-12235322</span>
</p>
<hr />
<h1 data-i18n="roll20WikiLink">Roll20 Wiki Link</h1>
<span class="hpl" style="width:100%" data-i18n-title="roll20WikiLinkTitle" title="Click to select all>Right click>Open link in new tab&#10;&#10;Roll20 does not allow hyperlinks :(">https://wiki.roll20.net/deathwatch_improved</span>
<hr />
<h1>Credits</h1>
<span style="width:100%">Based on Rogue Trader Improved by author Mago</span>
<span style="width:100%">Migration from previous sheet and translation by Baleine</span>
<hr />
<h1>Special Thanks</h1>
<span style="width:100%">RainbowEncoder for providing vital support with macros using reused rolls and decimal removal</span>
<span style="width:100%">GiGs and Scott C. for providing advice with this sheet layout, including resolution to the infamous "input inside a button" problem</span>
<span style="width:100%">Oosh for assisting with the Damage Calculator macro</span>
<span style="width:100%">Andreas j. for providing support on this sheet wiki page</span>
<div class="logo" style="width:100%">
<img style="width:20%; display:block; margin-left:auto; margin-right:auto" src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Deathwatch/images/dwi-icon-creds.png" />
</div>
<span style="width:100%; margin-bottom:10px">Deathwatch Improved Rev.3 April 2025</span>
</div>
<div>
<span style="width:97%" data-i18n="migratedData">Migrated data</span>
<input type="checkbox" style="width:3%" name="attr_hideMigratedData" value="1" class="arrow icon" data-i18n-title="migratedDataHideTitle" title="Hide Migrated data" checked />
<div class="hbody">
<h1>DO NOT DELETE THE REPEATING SECTION HERE</h1>
<fieldset class="repeating_vehicles">
<div style="display:flex">
<div style="width:33%">
<input type="checkbox" name="attr_VehMeleeSelect1" value="1" class="arrow arrow2" style="width:3%; float:left; bottom:-6px; margin-right:-11px" data-i18n-title="vehicleWeaponSelectTitle" title="Check here, if this is a Melee weapon" />
<div class="hbody">
<div class="spacing" style="width:3%"></div><!--Spacing superimposed by checkbox-->
<input class="major" name="attr_VehWeaponName1" style="width:56%" type="text" data-i18n-placeholder="generalName" placeholder="Weapon Name" data-i18n-title="generalName" title="Ranged Weapon Name" />
<div class="spacing" style="width:1%"></div>
<input name="attr_VehWeaponClass1" style="width:16%" type="text" data-i18n-placeholder="vehicleWeaponClassPlaceholder" placeholder="Class" data-i18n-title="vehicleWeaponClassTitle" title="Weapon Class" />
<div class="spacing" style="width:1%"></div>
<input name="attr_VehWeaponFacing1" style="width:22%" type="text" data-i18n-placeholder="vehicleWeaponFacingPlaceholder" placeholder="Facing" data-i18n-title="vehicleWeaponFacingTitle" title="Weapon Facing" />
<!-- end of line -->
<label style="width:8%" data-i18n-title="WRateOfFireTitle" title="Rate of Fire"><span data-i18n="WRateOfFire">RoF</span>:</label>
<input name="attr_Vehweaponsingle1" style="width:6%" type="text" value="S" data-i18n-title="WRateOfFire" title="Rate of Fire" />
<input name="attr_Vehweaponsemi1" style="width:6%" type="text" value="-" data-i18n-title="WRateOfFire" title="Rate of Fire" />
<input name="attr_Vehweaponfull1" style="width:6%" type="text" value="-" data-i18n-title="WRateOfFire" title="Rate of Fire" />
<div class="spacing" style="width:1%"></div>
<input class="major" name="attr_VehWeaponDamage1" style="width:17%" type="text" data-i18n-placeholder="WDamage" placeholder="Damage" data-i18n-title="WDamage" title="Weapon Damage" />
<div class="spacing" style="width:1%"></div>
<label style="width:8%" data-i18n="WType">Type</label>
<input name="attr_VehWeaponType1" style="width:7%" type="text" data-i18n-title="weaponDamageType" title="Damage Type" />
<div class="spacing" style="width:1%"></div>
<label style="width:8%"><span data-i18n="WClip">Clip</span>:</label>
<input name="attr_Vehweaponclip1" style="width:8%" type="number" value="0" data-i18n-title="weaponClipCurrent" title="Clip Current" />
<input name="attr_Vehweaponclip1_max" style="width:8%" type="number" value="0" data-i18n-title="weaponClipMaximum" title="Clip Maximum" />
<div class="spacing" style="width:1%"></div>
<label style="width:7%"><span data-i18n="WPen">Pen</span>:</label>
<input name="attr_VehWeaponPen1" style="width:7%" type="number" value="0" data-i18n-title="Penetration" title="Weapon Penetration" />
<!-- end of line -->
<textarea style="height:55px" name="attr_VehWeaponDesc1" data-i18n-placeholder="WSpecial" placeholder="Range, Reload & Special Qualities"></textarea>
</div><!--hbody-->
<div class="hbody2">
<div class="spacing" style="width:3%"></div><!--Spacing superimposed by checkbox-->
<input class="major" name="attr_VehMeleeName1" style="width:56%" type="text" data-i18n-placeholder="generalName" placeholder="Weapon Name" data-i18n-title="generalName" title="Melee Weapon Name" />
<div class="spacing" style="width:1%"></div>
<input name="attr_VehMeleeClass1" style="width:16%" type="text" value="Melee" data-i18n-title="vehicleWeaponClassTitle" title="Weapon Class" readonly/>
<div class="spacing" style="width:1%"></div>
<input name="attr_VehMeleeFacing1" style="width:22%" type="text" data-i18n-placeholder="vehicleWeaponFacingPlaceholder" placeholder="Facing" data-i18n-title="vehicleWeaponFacingTitle" title="Weapon Facing" />
<!-- end of line -->
<input name="attr_VehMeleeRange1" style="width:15%" type="text" data-i18n-placeholder="WRange" placeholder="Range" data-i18n-title="weaponMeleeRangeTitle" title="Extended Melee Range" />
<div class="spacing" style="width:1%"></div>
<input class="major" name="attr_VehMeleeDamage1" style="width:20%" type="text" data-i18n-placeholder="WDamage" placeholder="Damage" data-i18n-title="weaponDamageDice" title="Damage Dice" />
<div class="spacing" style="width:1%"></div>
<label style="width:8%" data-i18n="WType">Type</label>
<input name="attr_VehMeleeType1" style="width:7%" type="text" data-i18n-title="weaponDamageType" title="Damage Type" />
<div class="spacing" style="width:2%"></div>
<label style="width:8%"><span data-i18n="WPen">Pen</span>:</label>
<input name="attr_VehMeleePen1" style="width:7%" type="number" value="0" data-i18n-title="Penetration" title="Weapon Penetration" />
<textarea style="height:55px" name="attr_VehMeleeDesc1" data-i18n-placeholder="WSpecial" placeholder="Special Qualities"></textarea>
</div><!--hbody2-->
</div>
<!--weapon 2-->
<div style="width:33%">
<input type="checkbox" name="attr_VehMeleeSelect2" value="1" class="arrow arrow2" style="width:3%; float:left; bottom:-6px; margin-right:-11px" data-i18n-title="vehicleWeaponSelectTitle" title="Check here, if this is a Melee weapon" />
<div class="hbody">
<div class="spacing" style="width:3%"></div><!--Spacing superimposed by checkbox-->
<input class="major" name="attr_VehWeaponName2" style="width:56%" type="text" data-i18n-placeholder="generalName" placeholder="Weapon Name" data-i18n-title="generalName" title="Ranged Weapon Name" />
<div class="spacing" style="width:1%"></div>
<input name="attr_VehWeaponClass2" style="width:16%" type="text" data-i18n-placeholder="vehicleWeaponClassPlaceholder" placeholder="Class" data-i18n-title="vehicleWeaponClassTitle" title="Weapon Class" />
<div class="spacing" style="width:1%"></div>
<input name="attr_VehWeaponFacing2" style="width:22%" type="text" data-i18n-placeholder="vehicleWeaponFacingPlaceholder" placeholder="Facing" data-i18n-title="vehicleWeaponFacingTitle" title="Weapon Facing" />
<!-- end of line -->
<label style="width:8%" data-i18n-title="WRateOfFireTitle" title="Rate of Fire"><span data-i18n="WRateOfFire">RoF</span>:</label>
<input name="attr_Vehweaponsingle2" style="width:6%" type="text" value="S" data-i18n-title="WRateOfFire" title="Rate of Fire" />
<input name="attr_Vehweaponsemi2" style="width:6%" type="text" value="-" data-i18n-title="WRateOfFire" title="Rate of Fire" />
<input name="attr_Vehweaponfull2" style="width:6%" type="text" value="-" data-i18n-title="WRateOfFire" title="Rate of Fire" />
<div class="spacing" style="width:1%"></div>
<input class="major" name="attr_VehWeaponDamage2" style="width:17%" type="text" data-i18n-placeholder="WDamage" placeholder="Damage" data-i18n-title="WDamage" title="Weapon Damage" />
<div class="spacing" style="width:1%"></div>
<label style="width:8%" data-i18n="WType">Type</label>
<input name="attr_VehWeaponType2" style="width:7%" type="text" data-i18n-title="weaponDamageType" title="Damage Type" />
<div class="spacing" style="width:1%"></div>
<label style="width:8%"><span data-i18n="WClip">Clip</span>:</label>
<input name="attr_Vehweaponclip2" style="width:8%" type="number" value="0" data-i18n-title="weaponClipCurrent" title="Clip Current" />
<input name="attr_Vehweaponclip2_max" style="width:8%" type="number" value="0" data-i18n-title="weaponClipMaximum" title="Clip Maximum" />
<div class="spacing" style="width:1%"></div>
<label style="width:7%"><span data-i18n="WPen">Pen</span>:</label>
<input name="attr_VehWeaponPen2" style="width:7%" type="number" value="0" data-i18n-title="Penetration" title="Weapon Penetration" />
<!-- end of line -->
<textarea style="height:55px" name="attr_VehWeaponDesc2" data-i18n-placeholder="WSpecial" placeholder="Range, Reload & Special Qualities"></textarea>
</div><!--hbody-->
<div class="hbody2">
<div class="spacing" style="width:3%"></div><!--Spacing superimposed by checkbox-->
<input class="major" name="attr_VehMeleeName2" style="width:56%" type="text" data-i18n-placeholder="generalName" placeholder="Weapon Name" data-i18n-title="generalName" title="Melee Weapon Name" />
<div class="spacing" style="width:1%"></div>
<input name="attr_VehMeleeClass2" style="width:16%" type="text" value="Melee" data-i18n-title="vehicleWeaponClassTitle" title="Weapon Class" readonly/>
<div class="spacing" style="width:1%"></div>
<input name="attr_VehMeleeFacing2" style="width:22%" type="text" data-i18n-placeholder="vehicleWeaponFacingPlaceholder" placeholder="Facing" data-i18n-title="vehicleWeaponFacingTitle" title="Weapon Facing" />
<!-- end of line -->
<input name="attr_VehMeleeRange2" style="width:15%" type="text" data-i18n-placeholder="WRange" placeholder="Range" data-i18n-title="weaponMeleeRangeTitle" title="Extended Melee Range" />
<div class="spacing" style="width:1%"></div>
<input class="major" name="attr_VehMeleeDamage2" style="width:20%" type="text" data-i18n-placeholder="WDamage" placeholder="Damage" data-i18n-title="weaponDamageDice" title="Damage Dice" />
<div class="spacing" style="width:1%"></div>
<label style="width:8%" data-i18n="WType">Type</label>
<input name="attr_VehMeleeType2" style="width:7%" type="text" data-i18n-title="weaponDamageType" title="Damage Type" />
<div class="spacing" style="width:2%"></div>
<label style="width:8%"><span data-i18n="WPen">Pen</span>:</label>
<input name="attr_VehMeleePen2" style="width:7%" type="number" value="0" data-i18n-title="Penetration" title="Weapon Penetration" />
<div class="spacing" style="width:2%"></div>
<textarea style="height:55px" name="attr_VehMeleeDesc2" data-i18n-placeholder="WSpecial" placeholder="Special Qualities"></textarea>
</div><!--hbody2-->
</div>
<!--weapon 3-->
<div style="width:33%">
<input type="checkbox" name="attr_VehMeleeSelect3" value="1" class="arrow arrow2" style="width:3%; float:left; bottom:-6px; margin-right:-11px" data-i18n-title="vehicleWeaponSelectTitle" title="Check here, if this is a Melee weapon" />
<div class="hbody">
<div class="spacing" style="width:3%"></div><!--Spacing superimposed by checkbox-->
<input class="major" name="attr_VehWeaponName3" style="width:56%" type="text" data-i18n-placeholder="generalName" placeholder="Weapon Name" data-i18n-title="generalName" title="Ranged Weapon Name" />
<div class="spacing" style="width:1%"></div>
<input name="attr_VehWeaponClass3" style="width:16%" type="text" data-i18n-placeholder="vehicleWeaponClassPlaceholder" placeholder="Class" data-i18n-title="vehicleWeaponClassTitle" title="Weapon Class" />
<div class="spacing" style="width:1%"></div>
<input name="attr_VehWeaponFacing3" style="width:22%" type="text" data-i18n-placeholder="vehicleWeaponFacingPlaceholder" placeholder="Facing" data-i18n-title="vehicleWeaponFacingTitle" title="Weapon Facing" />
<!-- end of line -->
<label style="width:8%" data-i18n-title="WRateOfFireTitle" title="Rate of Fire"><span data-i18n="WRateOfFire">RoF</span>:</label>
<input name="attr_Vehweaponsingle3" style="width:6%" type="text" value="S" data-i18n-title="WRateOfFire" title="Rate of Fire" />
<input name="attr_Vehweaponsemi3" style="width:6%" type="text" value="-" data-i18n-title="WRateOfFire" title="Rate of Fire" />
<input name="attr_Vehweaponfull3" style="width:6%" type="text" value="-" data-i18n-title="WRateOfFire" title="Rate of Fire" />
<div class="spacing" style="width:1%"></div>
<input class="major" name="attr_VehWeaponDamage3" style="width:17%" type="text" data-i18n-placeholder="WDamage" placeholder="Damage" data-i18n-title="WDamage" title="Weapon Damage" />
<div class="spacing" style="width:1%"></div>
<label style="width:8%" data-i18n="WType">Type</label>
<input name="attr_VehWeaponType3" style="width:7%" type="text" data-i18n-title="weaponDamageType" title="Damage Type" />
<div class="spacing" style="width:1%"></div>
<label style="width:8%"><span data-i18n="WClip">Clip</span>:</label>
<input name="attr_Vehweaponclip3" style="width:8%" type="number" value="0" data-i18n-title="weaponClipCurrent" title="Clip Current" />
<input name="attr_Vehweaponclip3_max" style="width:8%" type="number" value="0" data-i18n-title="weaponClipMaximum" title="Clip Maximum" />
<div class="spacing" style="width:1%"></div>
<label style="width:7%"><span data-i18n="WPen">Pen</span>:</label>
<input name="attr_VehWeaponPen3" style="width:7%" type="number" value="0" data-i18n-title="Penetration" title="Weapon Penetration" />
<!-- end of line -->
<textarea style="height:55px" name="attr_VehWeaponDesc3" data-i18n-placeholder="WSpecial" placeholder="Range, Reload & Special Qualities"></textarea>
</div><!--hbody-->
<div class="hbody2">
<div class="spacing" style="width:3%"></div><!--Spacing superimposed by checkbox-->
<input class="major" name="attr_VehMeleeName3" style="width:56%" type="text" data-i18n-placeholder="generalName" placeholder="Weapon Name" data-i18n-title="generalName" title="Melee Weapon Name" />
<div class="spacing" style="width:1%"></div>
<input name="attr_VehMeleeClass3" style="width:16%" type="text" value="Melee" data-i18n-title="vehicleWeaponClassTitle" title="Weapon Class" readonly/>
<div class="spacing" style="width:1%"></div>
<input name="attr_VehMeleeFacing3" style="width:22%" type="text" data-i18n-placeholder="vehicleWeaponFacingPlaceholder" placeholder="Facing" data-i18n-title="vehicleWeaponFacingTitle" title="Weapon Facing" />
<!-- end of line -->
<input name="attr_VehMeleeRange3" style="width:15%" type="text" data-i18n-placeholder="WRange" placeholder="Range" data-i18n-title="weaponMeleeRangeTitle" title="Extended Melee Range" />
<div class="spacing" style="width:1%"></div>
<input class="major" name="attr_VehMeleeDamage3" style="width:20%" type="text" data-i18n-placeholder="WDamage" placeholder="Damage" data-i18n-title="weaponDamageDice" title="Damage Dice" />
<div class="spacing" style="width:1%"></div>
<label style="width:8%" data-i18n="WType">Type</label>
<input name="attr_VehMeleeType3" style="width:7%" type="text" data-i18n-title="weaponDamageType" title="Damage Type" />
<div class="spacing" style="width:2%"></div>
<label style="width:8%"><span data-i18n="WPen">Pen</span>:</label>
<input name="attr_VehMeleePen3" style="width:7%" type="number" value="0" data-i18n-title="Penetration" title="Weapon Penetration" />
<textarea style="height:55px" name="attr_VehMeleeDesc3" data-i18n-placeholder="WSpecial" placeholder="Special Qualities"></textarea>
</div><!--hbody2-->
</div>
</div>
</fieldset>
<!-- Helper section to keep track of migration. Do not translate -->
<textarea name="attr_migratedData"></textarea>
</div>
</div>
</div>
<div class="logo" style="margin: 10px -5px -5px -5px">
<img src="https://raw.githubusercontent.com/Roll20/roll20-character-sheets/master/Deathwatch/images/sheetbottom.png" />
</div>
</main>
<!-- Script Section %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
<script type="text/worker">
/* Small hack to translate queries in rolls */
on("sheet:opened", () => {
setAttrs({
queryModifier: getTranslationByKey("queryModifier"),
queryThreshold: getTranslationByKey("rollThreshold"),
queryHitsNumber: getTranslationByKey("queryHitsNumber"),
queryMetresFallen: getTranslationByKey("queryMetresFallen"),
queryHitLocation: getTranslationByKey("queryHitLocation"),
rollLocationHead: getTranslationByKey("rollLocationHead"),
rollLocationBody: getTranslationByKey("rollLocationBody"),
rollLocationArm: getTranslationByKey("rollLocationArm"),
rollLocationLeg: getTranslationByKey("rollLocationLeg"),
queryFearRating: getTranslationByKey("queryFearRating"),
queryFearRating1: getTranslationByKey("queryFearRating1"),
queryFearRating2: getTranslationByKey("queryFearRating2"),
queryFearRating3: getTranslationByKey("queryFearRating3"),
queryFearRating4: getTranslationByKey("queryFearRating4"),
queryDamage: getTranslationByKey("WDamage"),
queryToughnessBonus: getTranslationByKey("toughnessBonus"),
queryArmourPoints: getTranslationByKey("armourPoints"),
queryPenetration: getTranslationByKey("Penetration"),
queryDegreesOfFailure: getTranslationByKey("rollDegreesOfFailure"),
});
});
/* --- script for cohesion calc rank --- */
on("change:Rank sheet:opened", () => {
getAttrs(["Rank"], values => {
const rank = +values["Rank"] || 0;
var output = "";
if (rank < 4) {
output = 0;
} else if (rank < 6) {
output = 1;
} else {
output = 2;
}
setAttrs({"cohesionRank":output});
});
});
/* --- script for powers sustained --- */
on("change:sustainingPowerTotal sheet:opened", () => {
getAttrs(["sustainingPowerTotal"], values => {
const total = +values["sustainingPowerTotal"] || 0;
var output = "";
if (total == 0) {
output = 0;
} else if (total == 1) {
output = 0;
} else {
output = total;
}
setAttrs({"sustaining":output});
});
});
/* --- script for SB + TB carry capacity--- */
on("change:strengthBonus change:toughnessBonus sheet:opened", () => {
getAttrs(["strengthBonus", "toughnessBonus"], values => {
const strengthBonus = parseInt(values["strengthBonus"]) || 0;
const toughnessBonus = parseInt(values["toughnessBonus"]) || 0;
const sumofsbtb = strengthBonus + toughnessBonus;
// Lookup table for gear carry values
const gearCarryTable = {
0: 1.125, 1: 2.25, 2: 4.5, 3: 9, 4: 18, 5: 27, 6: 36, 7: 45, 8: 56,
9: 67, 10: 78, 11: 90, 12: 112, 13: 225, 14: 337, 15: 450, 16: 675,
17: 900, 18: 1350, 19: 1800, 20: 2250, 21: 2700, 22: 3150,
23: 3600, 24: 4050
};
// Default to 4500 if sumofsbtb is 25 or higher
const gearcarry = gearCarryTable[sumofsbtb] || 4500;
setAttrs({ "gearCarry": gearcarry });
});
});
/* --- script for psy power dice battle psyker--- */
on("change:psyRating change:powerLevel sheet:opened", () => {
getAttrs(["powerLevel", "psyRating"], values => {
const powerLevel = +values["powerLevel"];
const psyRating = +values["psyRating"];
var effectivePsyRating = "";
var psyDice = "1d100cs>0cf>91";
var psychicPhenomenaMalus = 0;
if (powerLevel == 1) {
effectivePsyRating = Math.ceil(psyRating / 2);
psyDice = "1d100cs101cf>91";
} else if (powerLevel == 2) {
effectivePsyRating = psyRating;
psyDice = "1d100cs11cs22cs33cs44cs55cs66cs77cs88cs99cs100cf>91";
} else if (powerLevel == 3) {
effectivePsyRating = psyRating + 3;
psychicPhenomenaMalus = 15;
} else if (powerLevel == 4) {
effectivePsyRating = psyRating + 4;
psychicPhenomenaMalus = 10;
}
setAttrs({ "psyDice": psyDice, "effectivePsyRating": effectivePsyRating, "psychicPhenomenaMalus": psychicPhenomenaMalus });
});
});
/*Repeating Sum setup -- including psypowers, advancements and gear weight*/
const repeatingSum = (destinations, section, fields) => {
if (!Array.isArray(destinations)) destinations = [destinations.replace(/\s/g, '').split(',')];
if (!Array.isArray(fields)) fields = [fields.replace(/\s/g, '').split(',')];
getSectionIDs(`repeating_${section}`, idArray => {
const attrArray = idArray.reduce((m, id) => [...m, ...(fields.map(field =>`repeating_${section}_${id}_${field}`))], []);
getAttrs([...attrArray], v => {
const getValue = (section, id, field) => v[`repeating_${section}_${id}_${field}`] === 'on' ? 1 : parseFloat(v[`repeating_${section}_${id}_${field}`]) || 0;
const commonMultipliers = (fields.length <= destinations.length) ? [] : fields.splice(destinations.length, fields.length - destinations.length);
const output = {};
destinations.forEach((destination, index) => {
output[destination] = idArray.reduce((total, id) =>total + getValue(section, id, fields[index]) * commonMultipliers.reduce((subtotal, mult) => subtotal * getValue(section, id, mult), 1), 0);
});
console.log(output);
setAttrs(output);
});
});
};
on('change:repeating_gears:gearWeight remove:repeating_gears', () => {
repeatingSum("gearCarryCurrent","gears","gearWeight");
});
on('change:repeating_psypowers:sustainingpower remove:repeating_psypowers', () => {
repeatingSum("sustainingPowerTotal","psypowers","sustainingpower");
});
on('change:repeating_advancements:advancement1xp remove:repeating_advancements', () => {
repeatingSum("advancementTotal1","advancements","advancement1xp");
});
on('change:repeating_advancements:advancement2xp remove:repeating_advancements', () => {
repeatingSum("advancementTotal2","advancements","advancement2xp");
});
on('change:repeating_advancements:advancement3xp remove:repeating_advancements', () => {
repeatingSum("advancementTotal3","advancements","advancement3xp");
});
/* characteristic calculator */
const characteristics = [
{ name: "WeaponSkill", pam: "pamws" },
{ name: "BallisticSkill", pam: "pambs" },
{ name: "Strength", pam: "pams" },
{ name: "Toughness", pam: "pamt" },
{ name: "Agility", pam: "pamag" },
{ name: "Intelligence", pam: "pamint" },
{ name: "Perception", pam: "pamper" },
{ name: "Willpower", pam: "pamwp" },
{ name: "Fellowship", pam: "pamfel" }
];
characteristics.forEach(({ name, pam }) => {
const changeString = `change:starting${name} change:fatiguePenalty change:${pam} change:pamtoggle ` +
Array.from({ length: 4 }, (_, i) => `change:advanced${name}${i + 1}`).join(" ") +
" sheet:opened";
on(changeString, () => {
const attrsToGet = [`starting${name}`, "fatiguePenalty", pam, "pamtoggle"]
.concat(Array.from({ length: 4 }, (_, i) => `advanced${name}${i + 1}`));
getAttrs(attrsToGet, values => {
const startingCharac = parseInt(values[`starting${name}`]) || 0;
const fatiguePenalty = parseInt(values["fatiguePenalty"]) || 0;
const pamValue = parseInt(values[pam]) || 0;
const pamToggle = parseInt(values["pamtoggle"]) || 0;
// If pamtoggle is 0, ignore the pamValue (set it to 0)
const finalPamValue = pamToggle === 1 ? pamValue : 0;
// Sum all advanced characteristics dynamically
const advancedSum = Array.from({ length: 4 }, (_, i) =>
parseInt(values[`advanced${name}${i + 1}`]) || 0
).reduce((sum, val) => sum + val, 0);
const output = startingCharac + advancedSum - fatiguePenalty + finalPamValue;
setAttrs({ [`calculated${name}`]: output });
});
});
});
/* Sheet migration */
on("sheet:opened", () => {
getAttrs(["sheet_version"], values => {
const currentVersion = +values['sheet_version'] || 0;
migrateFromVersion(currentVersion);
});
});
const migrateFromVersion = currentVersion => {
if(currentVersion < 10) {
migrateSheetToDeathwatchImproved(10);
}
}
const buildFieldName = (section, id, field) => `repeating_${section}_${id}_${field}`;
const addAttributeReplace = (attributesObject, key, replacementValue) => {
if (typeof replacementValue === 'undefined') {
return;
}
attributesObject[key] = replacementValue;
}
const addAttributeConcatenation = (attributesObject, key, ...valueArray) => {
var newValue;
for(const value of valueArray) {
if (typeof value === 'undefined') {
continue;
}
if(typeof newValue === 'undefined') {
newValue = value;
continue;
}
newValue = `${newValue} ${value}`;
}
if (typeof newValue === 'undefined') {
return;
}
attributesObject[key] = newValue;
}
const migrateSheetToDeathwatchImproved = version => {
const attributesToRead = ["Power_Armour_History1", "Power_Armour_History2", "Power_Armour_History3",
"Gender", "Age", "Build", "Complexion", "Hair", "Description1", "Description2", "Description3",
"Insanity", "Primarch_Curse-1", "Primarch_Curse-2", "Primarch_Curse-3", "Primarch_Curse-4", "Primarch_Curse-5", "Primarch_Curse-6",
"WeaponSkill", "BallisticSkill", "Strength", "Toughness", "Agility", "Intelligence", "Perception", "Willpower", "Fellowship",
"advanceWS", "advanceBS", "advanceS", "advanceT", "advanceAg", "advanceInt", "advancePer", "advanceWP", "advanceFel",
"Awareness", "Carouse", "Charm", "Climb", "Command", "Concealment", "Contortionist", "Deceive", "Dodge", "Evaluate", "Gamble", "Inquiry", "Intimidate", "Logic", "Scrutiny", "Search", "Silent_Move", "Swim",
"Acrobatics", "ChemUse", "Demolition", "Interrogation", "Invocation", "Literacy", "Medicae", "Psyniscience", "Security", "Shadowing", "SleightOfHand", "Survival", "TechUse", "Tracking", "Wrangling",
"1stCiphers-name", "1stCiphers", "2ndCiphers-name", "2ndCiphers", "3rdCiphers-name", "3rdCiphers", "4thCiphers-name", "4thCiphers", "5thCiphers-name", "5thCiphers", "6thCiphers-name", "6thCiphers",
"1stDrive-name", "1stDrive", "2ndDrive-name", "2ndDrive", "3rdDrive-name", "3rdDrive", "4thDrive-name", "4thDrive", "5thDrive-name", "5thDrive", "6thDrive-name", "6thDrive",
"1stNavigation-name", "1stNavigation", "2ndNavigation-name", "2ndNavigation", "3rdNavigation-name", "3rdNavigation", "4thNavigation-name", "4thNavigation", "5thNavigation-name", "5thNavigation", "6thNavigation-name", "6thNavigation",
"1stPerformer-name", "1stPerformer", "2ndPerformer-name", "2ndPerformer", "3rdPerformer-name", "3rdPerformer", "4thPerformer-name", "4thPerformer", "5thPerformer-name", "5thPerformer",
"1stPilot-name", "1stPilot", "2ndPilot-name", "2ndPilot", "3rdPilot-name", "3rdPilot", "4thPilot-name", "4thPilot", "5thPilot-name", "5thPilot", "6thPilot-name", "6thPilot",
"1stTrade-name", "1stTrade", "2ndTrade-name", "2ndTrade", "3rdTrade-name", "3rdTrade", "4thTrade-name", "4thTrade", "5thTrade-name", "5thTrade",
"1stCommon-name", "1stCommon", "2ndCommon-name", "2ndCommon", "3rdCommon-name", "3rdCommon", "4thCommon-name", "4thCommon", "5thCommon-name", "5thCommon", "6thCommon-name", "6thCommon", "7thCommon-name", "7thCommon", "8thCommon-name", "8thCommon", "9thCommon-name", "9thCommon", "10thCommon-name", "10thCommon",
"1stScholastic-name", "1stScholastic", "2ndScholastic-name", "2ndScholastic", "3rdScholastic-name", "3rdScholastic", "6thScholastic-name", "6thScholastic", "7thScholastic-name", "7thScholastic", "8thScholastic-name", "8thScholastic", "9thScholastic-name", "9thScholastic", "10thScholastic-name", "10thScholastic",
"1stForbidden-name", "1stForbidden", "2ndForbidden-name", "2ndForbidden", "3rdForbidden-name", "3rdForbidden", "6thForbidden-name", "6thForbidden", "7thForbidden-name", "7thForbidden", "8thForbidden-name", "8thForbidden", "9thForbidden-name", "9thForbidden", "10thForbidden-name", "10thForbidden",
"1stTactics-name", "1stTactics", "2ndTactics-name", "2ndTactics", "3rdTactics-name", "3rdTactics", "4thTactics-name", "4thTactics", "5thTactics-name", "5thTactics",
"1stLinguistics-name", "1stLinguistics", "2ndLinguistics-name", "2ndLinguistics", "3rdLinguistics-name", "3rdLinguistics", "4thLanguage-name", "4thLanguage", "5thLanguage-name", "5thLanguage", "6thLanguage-name", "6thLanguage", "7thLanguage-name", "7thLanguage",
"mode-solo", "modePage-solo", "mode-squad", "modePage-squad",
"Talent", "TalentPage", "Traits", "TraitsPage", "Ability", "PsyPower", "PsyPowerPage",
"1stAptitude", "2ndAptitude", "3rdAptitude", "4thAptitude", "5thAptitude", "6thAptitude", "7thAptitude", "8thAptitude",
"SignatureGear", "SignatureGearWt", "SignatureGearPage", "RequisitionedGear", "RequisitionedGearWt", "RequisitionedGearPage",
"1stCondition", "2ndCondition", "3rdCondition", "4thCondition", "5thCondition", "6thCondition",
"1stDisorder", "2ndDisorder", "3rdDisorder", "4thDisorder", "5thDisorder", "6thDisorder", "7thDisorder",
"1stMalignancy", "2ndMalignancy", "3rdMalignancy",
"1stMutation", "2ndMutation", "3rdMutation",
"MutS", "MutT", "MutAg", "MutInt", "MutPer", "MutWP", "MutFel"];
getSectionIDs("Talents", oldTalentsIds => {
oldTalentsIds.forEach(id => {
attributesToRead.push(buildFieldName("Talents", id, "mode-solo"));
attributesToRead.push(buildFieldName("Talents", id, "modePage-solo"));
attributesToRead.push(buildFieldName("Talents", id, "mode-squad"));
attributesToRead.push(buildFieldName("Talents", id, "modePage-squad"));
attributesToRead.push(buildFieldName("Talents", id, "Talents"));
attributesToRead.push(buildFieldName("Talents", id, "TalentsPage"));
});
getSectionIDs("Abilities", oldAbilitiesIds => {
oldAbilitiesIds.forEach(id => {
attributesToRead.push(buildFieldName("Abilities", id, "Abilities"));
});
getSectionIDs("Traits", oldTraitsIds => {
oldTraitsIds.forEach(id => {
attributesToRead.push(buildFieldName("Traits", id, "Traits"));
attributesToRead.push(buildFieldName("Traits", id, "TraitsPage"));
});
getSectionIDs("PsyPowers", oldPsyPowersIds => {
oldPsyPowersIds.forEach(id => {
attributesToRead.push(buildFieldName("PsyPowers", id, "PsyPowers"));
attributesToRead.push(buildFieldName("PsyPowers", id, "PsyPowersPage"));
});
getSectionIDs("SignatureGears", oldSignatureGearsIds => {
oldSignatureGearsIds.forEach(id => {
attributesToRead.push(buildFieldName("SignatureGears", id, "SignatureGears"));
attributesToRead.push(buildFieldName("SignatureGears", id, "SignatureGeasrWt"));
attributesToRead.push(buildFieldName("SignatureGears", id, "SignatureGearsPage"));
});
getSectionIDs("RequisitionedGears", oldRequisitionedGearsIds => {
oldRequisitionedGearsIds.forEach(id => {
attributesToRead.push(buildFieldName("RequisitionedGears", id, "RequisitionedGears"));
attributesToRead.push(buildFieldName("RequisitionedGears", id, "RequisitionedGeasrWt"));
attributesToRead.push(buildFieldName("RequisitionedGears", id, "RequisitionedGearsPage"));
});
getAttrs(attributesToRead, values => {
const migrationAttrs = {};
// keep track of old value
const migratedData = [];
for(data in values) {
migratedData.push(`${data} =${values[data]}`);
}
addAttributeReplace(migrationAttrs, "migratedData", migratedData.join('\n'));
addAttributeReplace(migrationAttrs, "powerArmourHistory", values["Power_Armour_History1"]);
addAttributeConcatenation(migrationAttrs, "powerArmourHistoryDesc", values["Power_Armour_History2"], values["Power_Armour_History3"]);
addAttributeReplace(migrationAttrs, "primarchCurse", values["Insanity"]);
addAttributeReplace(migrationAttrs, "curseName", values["Primarch_Curse-1"]);
addAttributeConcatenation(migrationAttrs, "curseDesc1", values["Primarch_Curse-2"], values["Primarch_Curse-3"]);
addAttributeConcatenation(migrationAttrs, "curseDesc2", values["Primarch_Curse-4"], values["Primarch_Curse-5"]);
addAttributeReplace(migrationAttrs, "curseDesc3", values["Primarch_Curse-6"]);
addAttributeConcatenation(migrationAttrs, "characterDescription", values["Description1"], values["Description2"], values["Description3"], values["Gender"], values["Age"], values["Build"], values["Complexion"], values["Hair"]);
addAttributeReplace (migrationAttrs, "startingWeaponSkill", values["WeaponSkill"]);
migrateAdvancedCharac(migrationAttrs, "advancedWeaponSkill", values["advanceWS"]);
addAttributeReplace (migrationAttrs, "startingBallisticSkill", values["BallisticSkill"]);
migrateAdvancedCharac(migrationAttrs, "advancedBallisticSkill", values["advanceBS"]);
addAttributeReplace (migrationAttrs, "startingStrength", values["Strength"]);
migrateAdvancedCharac(migrationAttrs, "advancedStrength", values["advanceS"]);
addAttributeReplace (migrationAttrs, "startingToughness", values["Toughness"]);
migrateAdvancedCharac(migrationAttrs, "advancedToughness", values["advanceT"]);
addAttributeReplace (migrationAttrs, "startingAgility", values["Agility"]);
migrateAdvancedCharac(migrationAttrs, "advancedAgility", values["advanceAg"]);
addAttributeReplace (migrationAttrs, "startingIntelligence", values["Intelligence"]);
migrateAdvancedCharac(migrationAttrs, "advancedIntelligence", values["advanceInt"]);
addAttributeReplace (migrationAttrs, "startingPerception", values["Perception"]);
migrateAdvancedCharac(migrationAttrs, "advancedPerception", values["advancePer"]);
addAttributeReplace (migrationAttrs, "startingWillpower", values["Willpower"]);
migrateAdvancedCharac(migrationAttrs, "advancedWillpower", values["advanceWP"]);
addAttributeReplace (migrationAttrs, "startingFellowship", values["Fellowship"]);
migrateAdvancedCharac(migrationAttrs, "advancedFellowship", values["advanceFel"]);
migrateBasicSkill(migrationAttrs, "awareness", values["Awareness"]);
migrateBasicSkill(migrationAttrs, "carouse", values["Carouse"]);
migrateBasicSkill(migrationAttrs, "charm", values["Charm"]);
migrateBasicSkill(migrationAttrs, "climb", values["Climb"]);
migrateBasicSkill(migrationAttrs, "command", values["Command"]);
migrateBasicSkill(migrationAttrs, "concealment", values["Concealment"]);
migrateBasicSkill(migrationAttrs, "contortionist", values["Contortionist"]);
migrateBasicSkill(migrationAttrs, "deceive", values["Deceive"]);
migrateBasicSkill(migrationAttrs, "dodge", values["Dodge"]);
migrateBasicSkill(migrationAttrs, "evaluate", values["Evaluate"]);
migrateBasicSkill(migrationAttrs, "gamble", values["Gamble"]);
migrateBasicSkill(migrationAttrs, "inquiry", values["Inquiry"]);
migrateBasicSkill(migrationAttrs, "intimidate", values["Intimidate"]);
migrateBasicSkill(migrationAttrs, "logic", values["Logic"]);
migrateBasicSkill(migrationAttrs, "scrutiny", values["Scrutiny"]);
migrateBasicSkill(migrationAttrs, "search", values["Search"]);
migrateBasicSkill(migrationAttrs, "silentMove", values["Silent_Move"]);
migrateBasicSkill(migrationAttrs, "swim", values["Swim"]);
migrateAdvancedSkill(migrationAttrs, "acrobatics", values["Acrobatics"]);
migrateAdvancedSkill(migrationAttrs, "chemUse", values["ChemUse"]);
migrateAdvancedSkill(migrationAttrs, "demolition", values["Demolition"]);
migrateAdvancedSkill(migrationAttrs, "interrogation", values["Interrogation"]);
migrateAdvancedSkill(migrationAttrs, "invocation", values["Invocation"]);
migrateAdvancedSkill(migrationAttrs, "literacy", values["Literacy"]);
migrateAdvancedSkill(migrationAttrs, "medicae", values["Medicae"]);
migrateAdvancedSkill(migrationAttrs, "psyniscience", values["Psyniscience"]);
migrateAdvancedSkill(migrationAttrs, "security", values["Security"]);
migrateAdvancedSkill(migrationAttrs, "shadowing", values["Shadowing"]);
migrateAdvancedSkill(migrationAttrs, "sleightOfHand", values["SleightOfHand"]);
migrateAdvancedSkill(migrationAttrs, "survival", values["Survival"]);
migrateAdvancedSkill(migrationAttrs, "techUse", values["TechUse"]);
migrateAdvancedSkill(migrationAttrs, "tracking", values["Tracking"]);
migrateAdvancedSkill(migrationAttrs, "wrangling", values["Wrangling"]);
migrateRepeatingSkill(migrationAttrs, "Ciphers", 6, "ciphers", "ciphers", values);
migrateRepeatingSkill(migrationAttrs, "Drive", 6, "drive", "drive", values);
migrateRepeatingSkill(migrationAttrs, "Navigation", 6, "navigation", "navigation", values);
migrateRepeatingSkill(migrationAttrs, "Performer", 5, "performer", "performer", values);
migrateRepeatingSkill(migrationAttrs, "Pilot", 6, "pilot", "pilot", values);
migrateRepeatingSkill(migrationAttrs, "Trade", 5, "trade", "trade", values);
migrateRepeatingSkill(migrationAttrs, "Common", 10, "commonlore", "loreCommon", values);
migrateRepeatingSkill(migrationAttrs, "Scholastic", 10, "scholasticlore", "loreScholastic", values, 1, [4,5]);
migrateRepeatingSkill(migrationAttrs, "Forbidden", 10, "forbiddenlore", "loreForbidden", values, 1, [4,5]);
migrateRepeatingSkill(migrationAttrs, "Linguistics", 3, "speaklanguage", "language", values, 1);
migrateRepeatingSkill(migrationAttrs, "Language", 7, "speaklanguage", "language", values, 4);
migrateRepeatingSkill(migrationAttrs, "Tactics", 5, "tactics", "tactics", values);
const newSoloAbilityId = generateRowID();
addAttributeReplace(migrationAttrs, buildFieldName("soloAbilities", newSoloAbilityId, "soloAbilityName"), values["mode-solo"]);
addAttributeReplace(migrationAttrs, buildFieldName("soloAbilities", newSoloAbilityId, "soloAbilityNotes"), values["modePage-solo"]);
migrateSection(migrationAttrs, "Talents", oldTalentsIds, "soloAbilities", [{key:"mode-solo", value:"soloAbilityName"}, {key:"modePage-solo", value:"soloAbilityNotes"}], values);
const newSquadAbilityId = generateRowID();
addAttributeReplace(migrationAttrs, buildFieldName("squadAbilities", newSquadAbilityId, "squadAbilityName"), values["mode-squad"]);
addAttributeReplace(migrationAttrs, buildFieldName("squadAbilities", newSquadAbilityId, "squadAbilityNotes"), values["modePage-squad"]);
migrateSection(migrationAttrs, "Talents", oldTalentsIds, "squadAbilities", [{key:"mode-squad", value:"squadAbilityName"}, {key:"modePage-squad", value:"squadAbilityNotes"}], values);
migrateSection(migrationAttrs, "Talents", oldTalentsIds, "talents", [{key:"Talents", value:"talentName"}, {key:"TalentsPage", value:"talentNotes"}], values, false);
const newTalentId = generateRowID();
addAttributeReplace(migrationAttrs, buildFieldName("talents", newTalentId, "talentName"), values["Talent"]);
addAttributeReplace(migrationAttrs, buildFieldName("talents", newTalentId, "talentNotes"), values["TalentPage"]);
const newAbilityId = generateRowID();
addAttributeReplace(migrationAttrs, buildFieldName("talents", newAbilityId, "talentName"), values["Ability"]);
migrateSection(migrationAttrs, "Abilities", oldAbilitiesIds, "talents", [{key:"Abilities", value:"talentName"}], values);
migrateToSection(migrationAttrs, "Aptitude", "talents", "talentName", values, 8);
migrateSection(migrationAttrs, "Traits", oldTraitsIds, "traits", [{key:"Traits", value:"traitName"}, {key:"TraitsPage", value:"traitNotes"}], values, false);
const newTraitId = generateRowID();
addAttributeReplace(migrationAttrs, buildFieldName("traits", newTraitId, "traitName"), values["Traits"]);
addAttributeReplace(migrationAttrs, buildFieldName("traits", newTraitId, "traitNotes"), values["TraitsPage"]);
const newPsyPowerId = generateRowID();
addAttributeReplace(migrationAttrs, buildFieldName("psypowers", newPsyPowerId, "psyName"), values["PsyPower"]);
addAttributeReplace(migrationAttrs, buildFieldName("psypowers", newPsyPowerId, "psyPowersEffect"), values["PsyPowerPage"]);
migrateSection(migrationAttrs, "PsyPowers", oldPsyPowersIds, "psypowers", [{key:"PsyPowers", value:"psyName"}, {key:"PsyPowersPage", value:"psyPowersEffect"}], values);
const newSignatureGearsId = generateRowID();
addAttributeReplace(migrationAttrs, buildFieldName("gears", newSignatureGearsId, "gearName"), values["SignatureGear"]);
addAttributeReplace(migrationAttrs, buildFieldName("gears", newSignatureGearsId, "gearWeight"), values["SignatureGearWt"]);
addAttributeReplace(migrationAttrs, buildFieldName("gears", newSignatureGearsId, "gearNotes"), values["SignatureGearPage"]);
migrateSection(migrationAttrs, "SignatureGears", oldSignatureGearsIds, "gears", [{key:"SignatureGears", value:"gearName"}, {key:"SignatureGeasrWt", value:"gearWeight"}, {key:"SignatureGearsPage", value:"gearNotes"}], values);
const newRequisitionedGearsId = generateRowID();
addAttributeReplace(migrationAttrs, buildFieldName("gears", newRequisitionedGearsId, "gearName"), values["RequisitionedGear"]);
addAttributeReplace(migrationAttrs, buildFieldName("gears", newRequisitionedGearsId, "gearWeight"), values["RequisitionedGearWt"]);
addAttributeReplace(migrationAttrs, buildFieldName("gears", newRequisitionedGearsId, "gearNotes"), values["RequisitionedGearPage"]);
migrateSection(migrationAttrs, "RequisitionedGears", oldRequisitionedGearsIds, "gears", [{key:"RequisitionedGears", value:"gearName"}, {key:"RequisitionedGeasrWt", value:"gearWeight"}, {key:"RequisitionedGearsPage", value:"gearNotes"}], values);
migrateToSection(migrationAttrs, "Disorder", "disorders", "disorderName", values, 7);
migrateToSection(migrationAttrs, "Condition", "battletraumas", "traumaName", values, 6);
migrateToSection(migrationAttrs, "Malignancy", "malignancies", "maligName", values, 3);
migrateToSection(migrationAttrs, "Mutation", "mutations", "mutationName", values, 3);
addAttributeReplace(migrationAttrs, "mutCBStrength", values["MutS"]);
addAttributeReplace(migrationAttrs, "mutCBToughness", values["MutT"]);
addAttributeReplace(migrationAttrs, "mutCBAgility", values["MutAg"]);
addAttributeReplace(migrationAttrs, "mutCBIntelligence", values["MutInt"]);
addAttributeReplace(migrationAttrs, "mutCBPerception", values["MutPer"]);
addAttributeReplace(migrationAttrs, "mutCBWillpower", values["MutWP"]);
addAttributeReplace(migrationAttrs, "mutCBFellowship", values["MutFel"]);
repeatingSum("advancementTotal1","advancements","advancement1xp");
repeatingSum("advancementTotal2","advancements","advancement2xp");
repeatingSum("advancementTotal3","advancements","advancement3xp");
addAttributeReplace(migrationAttrs, "sheet_version", 10);
setAttrs(migrationAttrs, {silent: true }, migrateFromVersion(10));
});
});
});
});
});
});
});
const migrateAdvancedCharac = (attributesObject, newAttribute, oldValue) => {
if (typeof oldValue === 'undefined') {
return;
}
const advancedValue = +oldValue || 0;
if(advancedValue >= 5) {
attributesObject[`${newAttribute}1`] = 5;
}
if(advancedValue >= 10) {
attributesObject[`${newAttribute}2`] = 5;
}
if(advancedValue >= 15) {
attributesObject[`${newAttribute}3`] = 5;
}
if(advancedValue >= 20) {
attributesObject[`${newAttribute}4`] = 5;
}
}
const migrateBasicSkill = (attributesObject, newAttribute, oldValue) => {
if (typeof oldValue === 'undefined') {
return;
}
if (oldValue.endsWith("/2)")) {
return;
} else {
attributesObject[`${newAttribute}1`] = 0.5;
}
if (oldValue.endsWith("0)")) {
attributesObject[`${newAttribute}2`] = 10;
}
if (oldValue.endsWith("20)")) {
attributesObject[`${newAttribute}3`] = 10;
}
}
const migrateAdvancedSkill = (attributesObject, newAttribute, oldValue) => {
if (typeof oldValue === 'undefined') {
return;
}
if (oldValue == 0) {
return;
} else {
attributesObject[`${newAttribute}1`] = 1;
}
if (oldValue.endsWith("0)")) {
attributesObject[`${newAttribute}2`] = 10;
}
if (oldValue.endsWith("20)")) {
attributesObject[`${newAttribute}3`] = 10;
}
}
const ordinalSuffix = ["zero", "st", "nd", "rd", "th", "th", "th", "th", "th", "th", "th"];
const migrateRepeatingSkill = (attributesObject, attributeName, maxNumber, sectionName, fieldName, values, start = 1, skip = []) => {
for (let i = start; i <= maxNumber; i++) {
if (skip.includes(i)) {
continue;
}
const oldAttributeName = `${i}${ordinalSuffix[i]}${attributeName}`;
if (typeof values[`${oldAttributeName}-name`] === 'undefined') {
continue;
}
const newRowId = generateRowID();
const newAttributeName = buildFieldName(sectionName, newRowId, fieldName);
addAttributeReplace(attributesObject, `${newAttributeName}Name`, values[`${oldAttributeName}-name`]);
migrateAdvancedSkill(attributesObject, newAttributeName, values[oldAttributeName]);
}
}
const migrateToSection = (attributesObject, attributeName, sectionName, fieldName, values, maxNumber) => {
for (let i = 1; i <= maxNumber; i++) {
const oldAttributeName = `${i}${ordinalSuffix[i]}${attributeName}`;
if (typeof values[oldAttributeName] === 'undefined') {
continue;
}
const newRowId = generateRowID();
const newAttributeName = buildFieldName(sectionName, newRowId, fieldName);
addAttributeReplace(attributesObject, newAttributeName, values[oldAttributeName]);
}
}
const migrateSection = (attributesObject, oldRepeatingSection, sectionIds, newRepeatingSection, migrationDictionary, values, generateNewId = true) => {
sectionIds.forEach(oldRowId => {
const newRowId = generateNewId ? generateRowID() : oldRowId;
migrationDictionary.forEach(keyPair => {
const newValueName = buildFieldName(newRepeatingSection, newRowId, keyPair.value);
const oldValueName = buildFieldName(oldRepeatingSection, oldRowId, keyPair.key);
addAttributeReplace(
attributesObject,
newValueName,
values[oldValueName]);
});
});
}
}
</script>
<!-- ROLL TEMPLATE %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
<rolltemplate class="sheet-rolltemplate-custom">
<div class="sheet-header"></div>
<div class="sheet-content">
<!--section for the first line, that usually contains titles and names -->
{{#name}}
<div class="sheet-name">{{name}}</div>
{{/name}}
<!--section that allows the 2 columns to show key and value side by side -->
{{#allprops() field haywire damage psyroll damagetype damagepen psydamage stun powerparry dosdof testtarget roll desc desc2 name attack insanitytest fallhitloc bloodloss fury fury2 scatter multihit psytable perilstable shocktable traumatable maligtable mutable crittable vehcrit batable d5m3add d5add d5_2add d5p1add d10add d10_2add d10_3add d10p2add d10p5add d10p5_2add 2d10add 2d10_2add 2d10_3add 3d10add 4d10add 5d10add d100add md10add md10_2add mutint mutintvalue mutper mutpervalue mutwp mutwpvalue mutfel mutfelvalue}}
<div class="sheet-key">{{key}}</div>
<div class="sheet-value">{{value}}</div>
{{/allprops() field haywire damage psyroll damagetype damagepen psydamage stun powerparry dosdof testtarget roll desc desc2 name attack insanitytest fallhitloc bloodloss fury fury2 scatter multihit psytable perilstable shocktable traumatable maligtable mutable crittable vehcrit batable d5m3add d5add d5_2add d5p1add d10add d10_2add d10_3add d10p2add d10p5add d10p5_2add 2d10add 2d10_2add 2d10_3add 3d10add 4d10add 5d10add d100add md10add md10_2add mutint mutintvalue mutper mutpervalue mutwp mutwpvalue mutfel mutfelvalue}}
<!--section for regular rolls show success and failure-->
{{#testtarget}}
<div class="sheet-result">{{testtarget}}&#160;<span data-i18n="rollThreshold">Threshold</span></div>
{{/testtarget}}
{{#roll}}
<div class="sheet-result">{{roll}}&#160;<span data-i18n="rollRoll">Roll</span><br/>
{{#rollGreater() roll testtarget}}<span data-i18n="rollFailure">Failure</span> &#10060;{{/rollGreater() roll testtarget}}
{{#^rollGreater() roll testtarget}}<span data-i18n="rollSuccess">Success</span> &#9989;{{/^rollGreater() roll testtarget}}
</div>
{{/roll}}
{{#field}}
<div class="sheet-result">
{{#rollWasFumble() roll}}<br><span data-i18n="rollFieldFumble">but the field overloads</span>&#10071;{{/rollWasFumble() roll}}
</div>
{{/field}}
<!--section for damage-->
{{#damage}}
{{#rollGreater() damage 0}}
<div class="sheet-result">
{{damage}}<br/>
{{#damagetype}}<span data-i18n="WType">Type</span>&#160;<span class="sheet-inlinerollresult">{{damagetype}}</span><br />{{/damagetype}}
{{#rollGreater() damagepen 0}}<span data-i18n="Penetration">Penetration</span>&#160;{{damagepen}}{{/rollGreater() damagepen 0}}
</div>
{{/rollGreater() damage 0}}
{{/damage}}
<!--section for attacks and hit location -->
{{#attack}}
<div class="sheet-result">
{{#rollWasFumble() roll}}<br /><span style="color:red" data-i18n="rollWeaponFumble">The weapon malfunctions!</span>{{/rollWasFumble() roll}}
{{#^rollGreater() roll testtarget}}
<div class="sheet-result">
{{#rollTotal() roll 01}}<span data-i18n="rollLocationHead">HEAD</span>{{/rollTotal() roll 01}}
{{#rollTotal() roll 02}}<span data-i18n="rollLocationRightArm">RIGHT ARM</span>{{/rollTotal() roll 02}}
{{#rollTotal() roll 03}}<span data-i18n="rollLocationLeftArm">LEFT ARM</span>{{/rollTotal() roll 03}}
{{#rollBetween() roll 04 07}}<span data-i18n="rollLocationBody">BODY</span>{{/rollBetween() roll 04 07}}
{{#rollTotal() roll 08}}<span data-i18n="rollLocationRightLeg">RIGHT LEG</span>{{/rollTotal() roll 08}}
{{#rollTotal() roll 09}}<span data-i18n="rollLocationLeftLeg">LEFT LEG</span>{{/rollTotal() roll 09}}
{{#rollTotal() roll 10}}<span data-i18n="rollLocationHead">HEAD</span>{{/rollTotal() roll 10}}
{{#rollTotal() roll 11}}<span data-i18n="rollLocationRightArm">RIGHT ARM</span>{{/rollTotal() roll 11}}
{{#rollTotal() roll 12}}<span data-i18n="rollLocationLeftArm">LEFT ARM</span>{{/rollTotal() roll 12}}
{{#rollBetween() roll 13 16}}<span data-i18n="rollLocationBody">BODY</span>{{/rollBetween() roll 13 16}}
{{#rollBetween() roll 17 18}}<span data-i18n="rollLocationRightLeg">RIGHT LEG</span>{{/rollBetween() roll 17 18}}
{{#rollTotal() roll 19}}<span data-i18n="rollLocationLeftLeg">LEFT LEG</span>{{/rollTotal() roll 19}}
{{#rollTotal() roll 20}}<span data-i18n="rollLocationHead">HEAD</span>{{/rollTotal() roll 20}}
{{#rollTotal() roll 21}}<span data-i18n="rollLocationRightArm">RIGHT ARM</span>{{/rollTotal() roll 21}}
{{#rollTotal() roll 22}}<span data-i18n="rollLocationLeftArm">LEFT ARM</span>{{/rollTotal() roll 22}}
{{#rollBetween() roll 23 26}}<span data-i18n="rollLocationBody">BODY</span>{{/rollBetween() roll 23 26}}
{{#rollBetween() roll 27 28}}<span data-i18n="rollLocationRightLeg">RIGHT LEG</span>{{/rollBetween() roll 27 28}}
{{#rollTotal() roll 29}}<span data-i18n="rollLocationLeftLeg">LEFT LEG</span>{{/rollTotal() roll 29}}
{{#rollTotal() roll 30}}<span data-i18n="rollLocationHead">HEAD</span>{{/rollTotal() roll 30}}
{{#rollTotal() roll 31}}<span data-i18n="rollLocationRightArm">RIGHT ARM</span>{{/rollTotal() roll 31}}
{{#rollTotal() roll 32}}<span data-i18n="rollLocationLeftArm">LEFT ARM</span>{{/rollTotal() roll 32}}
{{#rollBetween() roll 33 36}}<span data-i18n="rollLocationBody">BODY</span>{{/rollBetween() roll 33 36}}
{{#rollBetween() roll 37 38}}<span data-i18n="rollLocationRightLeg">RIGHT LEG</span>{{/rollBetween() roll 37 38}}
{{#rollTotal() roll 39}}<span data-i18n="rollLocationLeftLeg">LEFT LEG</span>{{/rollTotal() roll 39}}
{{#rollTotal() roll 40}}<span data-i18n="rollLocationHead">HEAD</span>{{/rollTotal() roll 40}}
{{#rollTotal() roll 41}}<span data-i18n="rollLocationRightArm">RIGHT ARM</span>{{/rollTotal() roll 41}}
{{#rollTotal() roll 42}}<span data-i18n="rollLocationLeftArm">LEFT ARM</span>{{/rollTotal() roll 42}}
{{#rollBetween() roll 43 46}}<span data-i18n="rollLocationBody">BODY</span>{{/rollBetween() roll 43 46}}
{{#rollBetween() roll 47 48}}<span data-i18n="rollLocationRightLeg">RIGHT LEG</span>{{/rollBetween() roll 47 48}}
{{#rollTotal() roll 49}}<span data-i18n="rollLocationLeftLeg">LEFT LEG</span>{{/rollTotal() roll 49}}
{{#rollTotal() roll 50}}<span data-i18n="rollLocationHead">HEAD</span>{{/rollTotal() roll 50}}
{{#rollTotal() roll 51}}<span data-i18n="rollLocationRightArm">RIGHT ARM</span>{{/rollTotal() roll 51}}
{{#rollTotal() roll 52}}<span data-i18n="rollLocationLeftArm">LEFT ARM</span>{{/rollTotal() roll 52}}
{{#rollBetween() roll 53 56}}<span data-i18n="rollLocationBody">BODY</span>{{/rollBetween() roll 53 56}}
{{#rollBetween() roll 57 58}}<span data-i18n="rollLocationRightLeg">RIGHT LEG</span>{{/rollBetween() roll 57 58}}
{{#rollTotal() roll 59}}<span data-i18n="rollLocationLeftLeg">LEFT LEG</span>{{/rollTotal() roll 59}}
{{#rollTotal() roll 60}}<span data-i18n="rollLocationHead">HEAD</span>{{/rollTotal() roll 60}}
{{#rollTotal() roll 61}}<span data-i18n="rollLocationRightArm">RIGHT ARM</span>{{/rollTotal() roll 61}}
{{#rollTotal() roll 62}}<span data-i18n="rollLocationLeftArm">LEFT ARM</span>{{/rollTotal() roll 62}}
{{#rollBetween() roll 63 66}}<span data-i18n="rollLocationBody">BODY</span>{{/rollBetween() roll 63 66}}
{{#rollTotal() roll 67}}<span data-i18n="rollLocationRightLeg">RIGHT LEG</span>{{/rollTotal() roll 67}}
{{#rollBetween() roll 68 69}}<span data-i18n="rollLocationLeftLeg">LEFT LEG</span>{{/rollBetween() roll 68 69}}
{{#rollTotal() roll 70}}<span data-i18n="rollLocationHead">HEAD</span>{{/rollTotal() roll 70}}
{{#rollTotal() roll 71}}<span data-i18n="rollLocationRightArm">RIGHT ARM</span>{{/rollTotal() roll 71}}
{{#rollTotal() roll 72}}<span data-i18n="rollLocationLeftArm">LEFT ARM</span>{{/rollTotal() roll 72}}
{{#rollBetween() roll 73 76}}<span data-i18n="rollLocationBody">BODY</span>{{/rollBetween() roll 73 76}}
{{#rollTotal() roll 77}}<span data-i18n="rollLocationRightLeg">RIGHT LEG</span>{{/rollTotal() roll 77}}
{{#rollBetween() roll 78 79}}<span data-i18n="rollLocationLeftLeg">LEFT LEG</span>{{/rollBetween() roll 78 79}}
{{#rollTotal() roll 80}}<span data-i18n="rollLocationHead">HEAD</span>{{/rollTotal() roll 80}}
{{#rollTotal() roll 81}}<span data-i18n="rollLocationRightArm">RIGHT ARM</span>{{/rollTotal() roll 81}}
{{#rollTotal() roll 82}}<span data-i18n="rollLocationLeftArm">LEFT ARM</span>{{/rollTotal() roll 82}}
{{#rollBetween() roll 83 86}}<span data-i18n="rollLocationBody">BODY</span>{{/rollBetween() roll 83 86}}
{{#rollTotal() roll 67}}<span data-i18n="rollLocationRightLeg">RIGHT LEG</span>{{/rollTotal() roll 67}}
{{#rollBetween() roll 88 89}}<span data-i18n="rollLocationLeftLeg">LEFT LEG</span>{{/rollBetween() roll 88 89}}
{{#rollTotal() roll 90}}<span data-i18n="rollLocationHead">HEAD</span>{{/rollTotal() roll 90}}
{{#rollTotal() roll 91}}<span data-i18n="rollLocationRightArm">RIGHT ARM</span>{{/rollTotal() roll 91}}
{{#rollTotal() roll 92}}<span data-i18n="rollLocationLeftArm">LEFT ARM</span>{{/rollTotal() roll 92}}
{{#rollBetween() roll 93 96}}<span data-i18n="rollLocationBody">BODY</span>{{/rollBetween() roll 93 96}}
{{#rollTotal() roll 97}}<span data-i18n="rollLocationRightLeg">RIGHT LEG</span>{{/rollTotal() roll 97}}
{{#rollBetween() roll 98 100}}<span data-i18n="rollLocationLeftLeg">LEFT LEG</span>{{/rollBetween() roll 98 100}}
</div>
{{/^rollGreater() roll testtarget}}
</div>
{{/attack}}
<!--section for strike to stun -->
{{#stun}}
<div class="sheet-result">
{{#^rollGreater() roll testtarget}}
{{stun}}&#160;<span data-i18n="rollStunDamage">Stun Damage vs HEAD</span><br />
<span data-i18n="rollStunDamageInfo">(1d10 + AP + TB)</span>
{{/^rollGreater() roll testtarget}}
</div>
{{/stun}}
<!--section for psy powers result-->
{{#psyroll}}
<div class="sheet-result">{{psyroll}}&#160;<span data-i18n="rollRoll">Roll</span><br/>
{{#rollGreater() psyroll testtarget}}<span data-i18n="rollFailure">Failure</span> &#10060;{{/rollGreater() psyroll testtarget}}
{{#^rollGreater() psyroll testtarget}}
{{#^rollGreater() psyroll 91}}
<span data-i18n="rollSuccess">Success</span> &#9989;
{{/^rollGreater() psyroll 91}}
{{#rollGreater() psyroll 91}}
<span data-i18n="rollFailure">Failure</span> &#10060; (91+)
{{/rollGreater() psyroll 91}}
{{/^rollGreater() psyroll testtarget}}
</div>
{{/psyroll}}
{{#psydamage}}
<div class="sheet-result">
{{#^rollGreater() roll testtarget}}
{{#rollGreater() psydamage 0}}
<span data-i18n="WDamage">Damage</span>&#160;{{psydamage}}<br/>
{{#damagetype}}<span data-i18n="WType">Type</span>&#160;<span class="sheet-inlinerollresult">{{damagetype}}</span><br/>{{/damagetype}}
{{#rollGreater() damagepen 0}}<span data-i18n="Penetration">Penetration</span>&#160;{{damagepen}}{{/rollGreater() damagepen 0}}
{{/rollGreater() psydamage 0}}
{{/^rollGreater() roll testtarget}}
{{#rollWasCrit() roll}}<div class="sheet-result"><span style="color:#9307d2" data-i18n="rollPsyPowerCritical">Psychic Phenomena Manifesting!</span></div>{{/rollWasCrit() roll}}
</div>
{{/psydamage}}
<!--section for DoS and DoF goes under other fields-->
{{#dosdof}}
<div class="sheet-result">
{{#rollGreater() dosdof 0}}{{dosdof}} <span data-i18n="rollDegreesOfSuccess">Degrees of Success</span>{{/rollGreater() dosdof 0}}
{{#rollLess() dosdof 0}}{{dosdof}} <span data-i18n="rollDegreesOfFailure">Degrees of Failure</span>{{/rollLess() dosdof 0}}
</div>
{{/dosdof}}
<!--section for righteous fury -->
{{#fury}}
<div class="sheet-result">
{{#^rollGreater() roll testtarget}}
<div class="sheet-result"><span data-i18n="rollRighteousAdditionalDamage" data-i18n-vars="{{fury}}">Dealing {{0}} Bonus Damage!</span></div>
{{/^rollGreater() roll testtarget}}
</div>
{{/fury}}
{{#fury2}}
<div class="sheet-result"><span data-i18n="rollRighteousAdditionalDamage" data-i18n-vars="{{fury2}}">Dealing {{0}} Bonus Damage!</span></div>
{{/fury2}}
<!--section for fall damage hit location -->
{{#fallhitloc}}
<div class="sheet-result">
{{fallhitloc}}
{{#rollBetween() fallhitloc 1 10}}<span data-i18n="rollLocationHead">HEAD</span>{{/rollBetween() fallhitloc 1 10}}
{{#rollBetween() fallhitloc 11 20}}<span data-i18n="rollLocationRightArm">RIGHT ARM</span>{{/rollBetween() fallhitloc 11 20}}
{{#rollBetween() fallhitloc 21 30}}<span data-i18n="rollLocationLeftArm">LEFT ARM</span>{{/rollBetween() fallhitloc 21 30}}
{{#rollBetween() fallhitloc 31 70}}<span data-i18n="rollLocationBody">BODY</span>{{/rollBetween() fallhitloc 31 70}}
{{#rollBetween() fallhitloc 71 85}}<span data-i18n="rollLocationRightLeg">RIGHT LEG</span>{{/rollBetween() fallhitloc 71 85}}
{{#rollBetween() fallhitloc 86 100}}<span data-i18n="rollLocationLeftLeg">LEFT LEG</span>{{/rollBetween() fallhitloc 86 100}}
</div>
{{/fallhitloc}}
<!--section for bloodloss -->
{{#bloodloss}}
<div class="sheet-result">
{{#rollWasCrit() roll}}<span data-i18n="rollBloodLossCritical">Survives this Round</span>{{/rollWasCrit() roll}}
{{#rollWasFumble() roll}}<span data-i18n="rollBloodLossFumble">Bleeds to Death</span> &#9760;{{/rollWasFumble() roll}}
</div>
{{/bloodloss}}
<!--section for power field parry -->
{{#powerparry}}
<div class="sheet-desc">
{{#^rollGreater() roll testtarget}}
{{#rollWasCrit() powerparry}}
{{powerparry}}&#160;<span data-i18n="rollParryFieldCritical">The Power Field destroys the opponent's weapon!</span> &#128165;<br><br>
<span data-i18n="rollParryFieldCriticalInfo">Power, Force, Warp and Natural weapons are unaffected</span>
{{/rollWasCrit() powerparry}}
{{/^rollGreater() roll testtarget}}
</div>
{{/powerparry}}
{{#insanitytest}}
{{#rollGreater() roll testtarget}}<div class="sheet-result"><span style="color:#9307d2" data-i18n="rollInsanityFail">Gains a new battle trauma. Roll for battle trauma.</span></div>{{/rollGreater() roll testtarget}}
{{/insanitytest}}
<!--section for battle trauma-->
{{#batable}}
<div class="sheet-result">{{batable}}
{{#rollBetween() batable 1 2}}<span data-i18n="rollBattleTrauma12">Battle Rage</span>{{/rollBetween() batable 1 2}}
{{#rollBetween() batable 3 4}}<span data-i18n="rollBattleTrauma34">Ear of the Emperor</span>{{/rollBetween() batable 3 4}}
{{#rollBetween() batable 5 6}}<span data-i18n="rollBattleTrauma56">Ancestral Spirits</span>{{/rollBetween() batable 5 6}}
{{#rollBetween() batable 7 8}}<span data-i18n="rollBattleTrauma78">Righteous Contempt</span>{{/rollBetween() batable 7 8}}
{{#rollBetween() batable 9 10}}<span data-i18n="rollBattleTrauma910">Endless Redemption</span>{{/rollBetween() batable 9 10}}
</div>
{{/batable}}
<!--section for perils of the warp table-->
{{#perilstable}} <!-- vars = {0} = d5add, {1} = d5_2add, {2} = d5p1add, {3} = d10add, {4} = d10p5add, {5} = 2d10add, {6} = 3d10add, {7} = 4d10add, {8} = 5d10add, {9} = d100add -->
<div class="sheet-desc">
{{perilstable}}
{{#rollBetween() perilstable 01 05}}<span data-i18n="rollPerilsWarp0105Title">The Gibbering</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp0105Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He must make a Challenging (+0) Willpower Test to avoid gaining {{2}} Insanity Points and becoming Stunned for {{0}} rounds.</span>{{/rollBetween() perilstable 01 05}}
{{#rollBetween() perilstable 06 09}}<span data-i18n="rollPerilsWarp0609Title">Warp Burn</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp0609Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">A violent burst of energy from the Warp smashes into the psykers mind, sending him reeling. He suffers {{0}} Wounds (not reduced by armour or Toughness) and is Stunned for {{1}} Rounds.</span>{{/rollBetween() perilstable 06 09}}
{{#rollBetween() perilstable 10 13}}<span data-i18n="rollPerilsWarp1013Title">Psychic Concussion</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp1013Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">With a crack of energy, the psyker is knocked unconscious for {{0}} Rounds. Everyone within {{6}} metres of the psyker must make a Routine (+10) Willpower Test or be Stunned for 1 Round.</span>{{/rollBetween() perilstable 10 13}}
{{#rollBetween() perilstable 14 18}}<span data-i18n="rollPerilsWarp1418Title">Psy-Blast</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp1418Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">There is an explosion of power and the psyker is thrown {{3}} metres into the air, falling to the ground, taking fall damage.</span>{{/rollBetween() perilstable 14 18}}
{{#rollBetween() perilstable 19 24}}<span data-i18n="rollPerilsWarp1924Title">Soul Sear</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp1924Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">Warp power courses through the psykers body, scorching his soul. The psyker cannot use any powers for 1 hour and gains 5 Corruption Points.</span>{{/rollBetween() perilstable 19 24}}
{{#rollBetween() perilstable 25 30}}<span data-i18n="rollPerilsWarp2530Title">Locked In</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp2530Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The power cages the psykers mind in an ethereal prison. The psyker falls to the ground in a catatonic state. Each Round thereafter, he must spend a Full Action and make a Difficult (10) Willpower Test. On a success, his mind is freed and restored to his body.</span>{{/rollBetween() perilstable 25 30}}
{{#rollBetween() perilstable 31 38}}<span data-i18n="rollPerilsWarp3138Title">Chronological Incontinence</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp3138Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">Time warps around the psyker. He winks out of existence and reappears in {{3}} Rounds (or in 1 minute in narrative time). The psyker suffers {{0}} Insanity Points and {{1}} permanent Toughness damage.</span>{{/rollBetween() perilstable 31 38}}
{{#rollBetween() perilstable 39 46}}<span data-i18n="rollPerilsWarp3946Title">Psychic Mirror</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp3946Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The psykers power is turned back on him. Resolve the powers effects as normal, but the power targets the psyker instead. If the power is beneficial, it instead deals {{4}} Energy Damage to the psyker and the beneficial effect is cancelled. Armour is ignored by the damage unless it is warded.</span>{{/rollBetween() perilstable 39 46}}
{{#rollBetween() perilstable 47 55}}<span data-i18n="rollPerilsWarp4755Title">Warp Whispers</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp4755Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The voices of Daemons fill the air within {{7}} metres of the psyker, whispering terrible secrets and shocking truths. Everyone in the area (including the psyker) must make a Hard (20) Willpower Test or gain {{3}} Corruption Points.</span>{{/rollBetween() perilstable 47 55}}
{{#rollBetween() perilstable 56 58}}<span data-i18n="rollPerilsWarp5658Title">Vice Versa</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp5658Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The psykers mind is thrown out of his body and into another nearby creature or person. The psyker and a random being within 50 metres of him (note that this cannot be a Daemon, Untouchable or other soulless creature) swap consciousnesses for {{3}} Rounds. The affected being may be an ally or even an enemy combatant. Each individual retains his Weapon Skill, Ballistic Skill, Intelligence, Perception, Willpower, and Fellowship during the swap, but all other Characteristics are the same as those of the new host body. If either body is slain, the effect ends immediately. Both affected individuals gain {{0}} Insanity Points from the experience. If there are no beings within range, the psyker must make a Willpower Test or become catatonic for {{1}} Rounds while his mind wanders the Warp. He gains {{5}} Insanity Points from this journey.</span>{{/rollBetween() perilstable 56 58}}
{{#rollBetween() perilstable 59 67}}<span data-i18n="rollPerilsWarp5967Title">Rending the Veil</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp5967Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The air vibrates with images of cackling Daemons, and the kaleidoscopic taint of the Warp is rendered visible. All sentient creatures (including the psyker) within {{9}} metres of the psyker must test against Fear (3). This effect lasts for {{0}} rounds.</span>{{/rollBetween() perilstable 59 67}}
{{#rollBetween() perilstable 68 72}}<span data-i18n="rollPerilsWarp6872Title">Blood Rain</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp6872Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">A psychic storm of howling winds erupts, and a torrential rain of blood covers an area within {{8}} metres of the psyker. Anyone within this area (including the psyker himself ) must pass a Challenging (+0) Strength Test or be knocked to the ground. If anyone uses Psychic Powers within this area, they automatically invoke a Perils of the Warp Test. The storm lasts for {{0}} Rounds</span>{{/rollBetween() perilstable 68 72}}
{{#rollBetween() perilstable 73 78}}<span data-i18n="rollPerilsWarp7378Title">Cataclysmic Blast</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp7378Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The psykers power overloads, arcing out in great bolts of warp energy. Anyone within {{3}} metres of the psyker (including the psyker himself ) takes {{4}} Energy Damage. The psyker may use no further powers for {{0}} hours after this event.</span>{{/rollBetween() perilstable 73 78}}
{{#rollBetween() perilstable 79 82}}<span data-i18n="rollPerilsWarp7982Title">A Hole in the World</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp7982Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">A Vortex of Doom with a PR of {{5}} (see page 195) springs into existence within {{3}} metres of the psyker. It then begins to move randomly (use the scatter roll), devouring all in its path. The Vortex lasts for {{0}} Rounds and then vanishes.</span>{{/rollBetween() perilstable 79 82}}
{{#rollBetween() perilstable 83 86}}<span data-i18n="rollPerilsWarp8386Title">Lost to the Warp</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp8386Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The psyker must make an immediate Very Hard (30) Willpower Test. If he fails, he is immediately dragged into the Warp by a Daemon, which possesses him and uses his body for vile purposes. The psyker appears on an inhabited planet {{3}} weeks later with dim memories of the horrific acts he has performed while possessed. He gains {{7}} Corruption Points, and may experience complications caused by his actions while possessed. He may receive a visit from the Inquisition if his fate becomes known to that organisation. From now on, the psyker must adjust all Perils of the Warp checks by +10 due to his body serving as a conduit for blasphemous forces.</span>{{/rollBetween() perilstable 83 86}}
{{#rollBetween() perilstable 87 90}}<span data-i18n="rollPerilsWarp8790Title">Reality Quake</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp8790Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">Reality buckles around the psyker, and an area within {{6}} metres of him is sundered. Solid objects alternately rot, burn, and freeze, and everyone and everything in the area takes {{5}} Rending damage. Warded objects and Untouchables suffer half the damage rolled.</span>{{/rollBetween() perilstable 87 90}}
{{#rollBetween() perilstable 91 99}}<span data-i18n="rollPerilsWarp9199Title">Something is Coming...</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp9199Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">With a blood curdling howl, a Daemon Prince (see Chapter XIII: Adversaries) rips into existence within {{6}} metres of the psyker. It detests the psyker and trains its attacks on the fool that unwittingly summoned it. Only its destruction or the death of the psyker will send it back to the Warp.</span>{{/rollBetween() perilstable 91 99}}
{{#rollGreater() perilstable 99}}<span data-i18n="rollPerilsWarp100Title">Destruction</span><br/><span class="sheet-textDesc" data-i18n="rollPerilsWarp100Desc" data-i18n-vars="{{d5add}}|{{d5_2add}}|{{d5p1add}}|{{d10add}}|{{d10p5add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The psyker is immediately and irrevocably destroyed. He is either sucked screaming into the Warp, never to be seen again, or consumed utterly by hellfire. The GM may rule that there is a 50% chance that a Daemon Prince appears in the psykers place.</span>{{/rollGreater() perilstable 99}}
</div>
{{/perilstable}}
<!--section for psychic phenomena table-->
{{#psytable}} <!-- vars = {0} = d5add, {1} = d10add, {2} = 2d10add, {3} = 3d10add, {4} = 4d10add, {5} = 5d10add, {6} = d100add -->
<div class="sheet-desc">
{{psytable}}
{{#rollBetween() psytable 01 03}}<span data-i18n="rollPsychicPhenomena0103Title">Dark Foreboding</span><br /><span class="sheet-textDesc" data-i18n="rollPsychicPhenomena0103Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">A faint breeze blows past the psyker and those near him, and everyone gets the feeling that doom is about to befall them.</span>{{/rollBetween() psytable 01 03}}
{{#rollBetween() psytable 04 05}}<span data-i18n="rollPsychicPhenomena0405Title">Warp Echo</span><br /><span class="sheet-textDesc" data-i18n="rollPsychicPhenomena0405Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">For a few seconds, all noises cause sinister echoes, regardless of the surroundings.</span>{{/rollBetween() psytable 04 05}}
{{#rollBetween() psytable 06 08}}<span data-i18n="rollPsychicPhenomena0608Title">Unholy Stench</span><br /><span class="sheet-textDesc" data-i18n="rollPsychicPhenomena0608Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The air around the psyker becomes permeated with a bizarre and foul smell.</span>{{/rollBetween() psytable 06 08}}
{{#rollBetween() psytable 09 11}}<span data-i18n="rollPsychicPhenomena0911Title">Mind Warp</span><br /><span class="sheet-textDesc" data-i18n="rollPsychicPhenomena0911Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatred surge to the surface of his mind in a wave of negative emotion.</span>{{/rollBetween() psytable 09 11}}
{{#rollBetween() psytable 12 14}}<span data-i18n="rollPsychicPhenomena1214Title">Hoarfrost</span><br /><span class="sheet-textDesc" data-i18n="rollPsychicPhenomena1214Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The temperature plummets for an instant and a thin coating of frost covers everything within {{3}} metres of the psyker.</span>{{/rollBetween() psytable 12 14}}
{{#rollBetween() psytable 15 17}}<span data-i18n="rollPsychicPhenomena1517Title">Aura of Taint</span><br /><span class="sheet-textDesc" data-i18n="rollPsychicPhenomena1517Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">All animals within {{6}} metres of the psyker become spooked and agitated. Characters with Psyniscience can pinpoint the psyker as the cause.</span>{{/rollBetween() psytable 15 17}}
{{#rollBetween() psytable 18 20}}<span data-i18n="rollPsychicPhenomena1820Title">Memory Worm</span><br /><span class="sheet-textDesc" data-i18n="rollPsychicPhenomena1820Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">All people within line of sight of the psyker forget something trivial.</span>{{/rollBetween() psytable 18 20}}
{{#rollBetween() psytable 21 23}}<span data-i18n="rollPsychicPhenomena2123Title">Spoilage</span><br /><span class="sheet-textDesc" data-i18n="rollPsychicPhenomena2123Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">Food and drink go bad within {{5}} metres of the psyker.</span>{{/rollBetween() psytable 21 23}}
{{#rollBetween() psytable 24 26}}<span data-i18n="rollPsychicPhenomena2426Title">Haunting Breeze</span><br /><span class="sheet-textDesc" data-i18n="rollPsychicPhenomena2426Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">Winds whip up around the psyker for a few seconds, blowing light objects about and guttering fires within {{3}} metres of him.</span>{{/rollBetween() psytable 24 26}}
{{#rollBetween() psytable 27 29}}<span data-i18n="rollPsychicPhenomena2729Title">Veil of Darkness</span><br /><span class="sheet-textDesc" data-i18n="rollPsychicPhenomena2729Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">For a brief moment (effectively the remainder of the Round), an area within {{3}} metres of the psyker is plunged into immediate darkness.</span>{{/rollBetween() psytable 27 29}}
{{#rollBetween() psytable 30 32}}<span data-i18n="rollPsychicPhenomena3032Title">Distorted Reflections</span><br /><span class="sheet-textDesc" data-i18n="rollPsychicPhenomena3032Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">Mirrors and other reflective surfaces within {{5}} metres of the psyker distort or shatter.</span>{{/rollBetween() psytable 30 32}}
{{#rollBetween() psytable 33 35}}<span data-i18n="rollPsychicPhenomena3335Title">Breath Leech</span><br /><span class="sheet-textDesc" data-i18n="rollPsychicPhenomena3335Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or Charge actions.</span>{{/rollBetween() psytable 33 35}}
{{#rollBetween() psytable 36 38}}<span data-i18n="rollPsychicPhenomena3638Title">Daemonic Mask</span><br /><span class="sheet-textDesc" data-i18n="rollPsychicPhenomena3638Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">For a fleeting moment the psyker takes on a Daemonic appearance and gains a Fear rating of 1 for the rest of the Round. He also gains 1 Corruption Point.</span>{{/rollBetween() psytable 36 38}}
{{#rollBetween() psytable 39 41}}<span data-i18n="rollPsychicPhenomena3941Title">Unnatural Decay</span><br /><span class="sheet-textDesc" data-i18n="rollPsychicPhenomena3941Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">All plant life within {{3}} metres of the psyker withers and dies.</span>{{/rollBetween() psytable 39 41}}
{{#rollBetween() psytable 42 44}}<span data-i18n="rollPsychicPhenomena4244Title">Spectral Gale</span><br /><span class="sheet-textDesc" data-i18n="rollPsychicPhenomena4244Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">Howling winds erupt around the psyker. The psyker and anyone within {{4}} metres of him must make an Easy (+30) Agility or Strength Test to avoid being knocked to the ground.</span>{{/rollBetween() psytable 42 44}}
{{#rollBetween() psytable 45 47}}<span data-i18n="rollPsychicPhenomena4547Title">Bloody Tears</span><br /><span class="sheet-textDesc" data-i18n="rollPsychicPhenomena4547Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">Blood weeps from stone and wood within {{3}} metres of the psyker. If there are any pictures or statues of people within this area, they appear to be crying blood.</span>{{/rollBetween() psytable 45 47}}
{{#rollBetween() psytable 48 50}}<span data-i18n="rollPsychicPhenomena4850Title">The Earth Protests</span><br /><span class="sheet-textDesc" data-i18n="rollPsychicPhenomena4850Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The ground suddenly shakes and everyone (including the psyker) within {{5}} metres of the psyker must make a Routine (+10) Agility Test or be knocked down.</span>{{/rollBetween() psytable 48 50}}
{{#rollBetween() psytable 51 53}}<span data-i18n="rollPsychicPhenomena5153Title">Psy Discharge</span><br /><span class="sheet-textDesc" data-i18n="rollPsychicPhenomena5153Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">Static Electricity fills the air within {{5}} metres of the psyker, causing hair to stand on end and unprotected electrics to short out. The psyker is illuminated by eldritch light.</span>{{/rollBetween() psytable 51 53}}
{{#rollBetween() psytable 54 56}}<span data-i18n="rollPsychicPhenomena5456Title">Warp Ghosts</span><br /><span class="sheet-textDesc" data-i18n="rollPsychicPhenomena5456Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">Ghostly apparitions fill the air within {{3}} metres of the psyker, flying around and howling in pain for a few brief moments. Everyone within this area must test against Fear (1).</span>{{/rollBetween() psytable 54 56}}
{{#rollBetween() psytable 57 59}}<span data-i18n="rollPsychicPhenomena5759Title">Falling Upwards</span><br /><span class="sheet-textDesc" data-i18n="rollPsychicPhenomena5759Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">Everything within {{2}} metres of the psyker (including the psyker himself) rises {{1}} metres into the air as gravity briefly ceases. After a second or two, everything crashes back to earth. (See page 261 for rules on Falling Damage).</span>{{/rollBetween() psytable 57 59}}
{{#rollBetween() psytable 60 62}}<span data-i18n="rollPsychicPhenomena6062Title">Banshee Howl</span><br /><span class="sheet-textDesc" data-i18n="rollPsychicPhenomena6062Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">A shrill keening rings out across the immediate area, shattering glass and forcing every mortal creature able to hear it (including the psyker) to make a Challenging (+0) Toughness Test or be deafened for {{1}} rounds.</span>{{/rollBetween() psytable 60 62}}
{{#rollBetween() psytable 63 65}}<span data-i18n="rollPsychicPhenomena6365Title">The Furies</span><br /><span class="sheet-textDesc" data-i18n="rollPsychicPhenomena6365Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The psyker is assailed by unseen horrors. He is slammed to the ground and suffers {{0}} Wounds in damage (Toughness protects, but armour, unless warded does not). The psyker must test against Fear (2).</span>{{/rollBetween() psytable 63 65}}
{{#rollBetween() psytable 66 68}}<span data-i18n="rollPsychicPhenomena6668Title">Shadow of the Warp</span><br /><span class="sheet-textDesc" data-i18n="rollPsychicPhenomena6668Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">For a split second the world changes in appearance and everyone within {{6}} metres of the psyker has a mercifully brief glimpse of the shadow of the Warp. Everyone in the area (including the psyker) must make a Difficult (10) Willpower Test or gain {{0}} Insanity points.</span>{{/rollBetween() psytable 66 68}}
{{#rollBetween() psytable 69 71}}<span data-i18n="rollPsychicPhenomena6971Title">Tech Scorn</span><br /><span class="sheet-textDesc" data-i18n="rollPsychicPhenomena6971Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The machine spirits reject youre the psykers unnatural ways. All unwarded tech devices within {{5}} metres of the psyker malfunction momentarily, and all ranged weapons within this area Jam (see page 249). Characters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer {{0}} damage.</span>{{/rollBetween() psytable 69 71}}
{{#rollBetween() psytable 72 74}}<span data-i18n="rollPsychicPhenomena7274Title">Warp Madness</span><br /><span class="sheet-textDesc" data-i18n="rollPsychicPhenomena7274Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">A violent ripple of tainted discord causes all creatures within {{2}} metres of the psyker (with the exception of the psyker himself ) to become Frenzied for 1 Round. Affected creatures gain {{0}} Corruption Points unless they can pass a Difficult (10) Willpower Test.</span>{{/rollBetween() psytable 72 74}}
{{#rollGreater() psytable 74}}<span data-i18n="rollPsychicPhenomena75100Title">Perils of the Warp</span><br /><span class="sheet-textDesc" data-i18n="rollPsychicPhenomena75100Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{3d10add}}|{{4d10add}}|{{5d10add}}|{{d100add}}">The Warp opens in a maelstrom of energy. Immediately make a roll on Perils of the Warp.</span>{{/rollGreater() psytable 74}}
</div>
{{/psytable}}
<!--section for shock table -->
{{#shocktable}} <!-- vars = {0} = d5add, {1} = d5p1add -->
<div class="sheet-desc">
{{shocktable}}<br>
{{#rollBetween() shocktable 000 020}}<span class="sheet-textDesc" data-i18n="rollShockTable001020" data-i18n-vars="{{d5add}}|{{d5p1add}}">The character is badly startled. He may only take a single Half Action during his next Turn, but afterward he may act normally.</span>{{/rollBetween() shocktable 000 020}}
{{#rollBetween() shocktable 021 040}}<span class="sheet-textDesc" data-i18n="rollShockTable021040" data-i18n-vars="{{d5add}}|{{d5p1add}}">Fear grips the character and he begins to shake and tremble. He is at a 10 penalty on all tests for the rest of the encounter unless he can recover his wits (see Shock and Snapping Out of it, page 278).</span>{{/rollBetween() shocktable 021 040}}
{{#rollBetween() shocktable 041 060}}<span class="sheet-textDesc" data-i18n="rollShockTable041060" data-i18n-vars="{{d5add}}|{{d5p1add}}">Reeling with shock, the character backs away from the thing that confronts him. The character cannot willingly approach the object of his Fear, but may otherwise act normally, with a 10 penalty on all tests until the end of the encounter.</span>{{/rollBetween() shocktable 041 060}}
{{#rollBetween() shocktable 061 080}}<span class="sheet-textDesc" data-i18n="rollShockTable061080" data-i18n-vars="{{d5add}}|{{d5p1add}}">The character is frozen by terror. He may take no Actions until he snaps out of it. After snapping out of it, the character makes all tests with a 10 penalty for the rest of the encounter.</span>{{/rollBetween() shocktable 061 080}}
{{#rollBetween() shocktable 081 100}}<span class="sheet-textDesc" data-i18n="rollShockTable081100" data-i18n-vars="{{d5add}}|{{d5p1add}}">Panic grips the character. He must flee the source of his fear, if able, as fast as he can, and if prevented from doing so may only take Half Actions and is at a 20 penalty to all tests. Once away from the danger, he must successfully Snap Out of It to regain control.</span>{{/rollBetween() shocktable 081 100}}
{{#rollBetween() shocktable 101 120}}<span class="sheet-textDesc" data-i18n="rollShockTable101120" data-i18n-vars="{{d5add}}|{{d5p1add}}">Fainting dead away, the character keels over and remains unconscious for {{0}} Rounds. Once he regains consciousness, he is still shaken and takes all tests with a 10 penalty until the end of the encounter.</span>{{/rollBetween() shocktable 101 120}}
{{#rollBetween() shocktable 121 130}}<span class="sheet-textDesc" data-i18n="rollShockTable121130" data-i18n-vars="{{d5add}}|{{d5p1add}}">Totally overcome, the character screams and vomits uncontrollably for {{0}} Rounds. During this time, he may do nothing and drops anything he is holding. Afterward, until the end of the encounter, the character may only take a single Half Action each Turn until he can rest.</span>{{/rollBetween() shocktable 121 130}}
{{#rollBetween() shocktable 131 140}}<span class="sheet-textDesc" data-i18n="rollShockTable131140" data-i18n-vars="{{d5add}}|{{d5p1add}}">The character laughs hysterically and randomly attacks anything near him in a manic frenzy, firing wildly or using whatever weapon he has in hand. This effect lasts until the character Snaps Out of It, or until he is knocked unconscious.</span>{{/rollBetween() shocktable 131 140}}
{{#rollBetween() shocktable 141 160}}<span class="sheet-textDesc" data-i18n="rollShockTable141160" data-i18n-vars="{{d5add}}|{{d5p1add}}">The creature crumples to the ground for {{1}} Rounds sobbing, babbling, and tearing at his own flesh, and may do nothing. Even after he returns to his senses, he is a complete mess and suffers a 20 penalty on all tests until the end of the encounter.</span>{{/rollBetween() shocktable 141 160}}
{{#rollBetween() shocktable 161 170}}<span class="sheet-textDesc" data-i18n="rollShockTable161170" data-i18n-vars="{{d5add}}|{{d5p1add}}">The characters mind snaps and he become catatonic for {{0}} hours and may not be roused.</span>{{/rollBetween() shocktable 161 170}}
{{#rollGreater() shocktable 170}}<span class="sheet-textDesc" data-i18n="rollShockTable171Plus" data-i18n-vars="{{d5add}}|{{d5p1add}}">The character is so over come with fear that his heart stops. He must make a Challenging (+0) Toughness or die. If successful, he falls catatonic for {{0}} hours as above.</span>{{/rollGreater() shocktable 170}}
</div>
{{/shocktable}}
<!--section for trauma table -->
{{#traumatable}} <!-- vars = {0} = d5add, {1} = d10add, {2} = 3d10add -->
<div class="sheet-desc">
{{traumatable}}<br>
{{#rollBetween() traumatable 000 040}}<span class="sheet-textDesc" data-i18n="rollTraumaTable001040" data-i18n-vars="{{d5add}}|{{d10add}}|{{3d10add}}">The character becomes withdrawn and quiet. The character is at 10 to all Fellowship-based Tests. This lasts for {{2}} hours.</span>{{/rollBetween() traumatable 000 040}}
{{#rollBetween() traumatable 041 070}}<span class="sheet-textDesc" data-i18n="rollTraumaTable041070" data-i18n-vars="{{d5add}}|{{d10add}}|{{3d10add}}">The character must compulsively perform an action such as fevered praying, frantically cleaning a weapon, reciting verse, and so on, and pays little attention to anything else. All Tests that are based on Intelligence, Fellowship, or Perception suffer a 10 penalty. This effect lasts for {{2}} hours.</span>{{/rollBetween() traumatable 041 070}}
{{#rollBetween() traumatable 071 100}}<span class="sheet-textDesc" data-i18n="rollTraumaTable071100" data-i18n-vars="{{d5add}}|{{d10add}}|{{3d10add}}">The character is constantly fearful, seeing danger everywhere, and is extremely jumpy. The character gains a +10 bonus to all Perception-based Tests and is at a 10 penalty to his Willpower for the next {{0}} days.</span>{{/rollBetween() traumatable 071 100}}
{{#rollBetween() traumatable 101 120}}<span class="sheet-textDesc" data-i18n="rollTraumaTable101120" data-i18n-vars="{{d5add}}|{{d10add}}|{{3d10add}}">The character suffers from a temporary severe phobia (see Disorders, page 296). This effect lasts for {{0}} days.</span>{{/rollBetween() traumatable 101 120}}
{{#rollBetween() traumatable 121 130}}<span class="sheet-textDesc" data-i18n="rollTraumaTable121130" data-i18n-vars="{{d5add}}|{{d10add}}|{{3d10add}}">The character reacts to the slightest stress or pressure by becoming extremely agitated. When performing any task that involves a Test, the character must first pass a Willpower Test or suffer a 10 modifier to the Test. If the character gets into combat, all Tests during combat automatically suffer a 10 modifier. This effect lasts for {{0}} days.</span>{{/rollBetween() traumatable 121 130}}
{{#rollBetween() traumatable 131 140}}<span class="sheet-textDesc" data-i18n="rollTraumaTable131140" data-i18n-vars="{{d5add}}|{{d10add}}|{{3d10add}}">The character suffers vivid and extreme nightmares whenever he tries to sleep. The next day and for the next {{1}} days, the character will be exhausted by lack of sleep and gains a level of fatigue. This effect lasts for {{0}} days.</span>{{/rollBetween() traumatable 131 140}}
{{#rollBetween() traumatable 141 150}}<span class="sheet-textDesc" data-i18n="rollTraumaTable141150" data-i18n-vars="{{d5add}}|{{d10add}}|{{3d10add}}">The character is struck dumb and is unable to speak. This lasts for {{0}} days.</span>{{/rollBetween() traumatable 141 150}}
{{#rollBetween() traumatable 151 160}}<span class="sheet-textDesc" data-i18n="rollTraumaTable151160" data-i18n-vars="{{d5add}}|{{d10add}}|{{3d10add}}">Extremely distressed and unfocused, the character refuses to eat or drink and looks in a terrible state. The character takes a 10 penalty to all Characteristics (no Characteristic can be reduced below 1) for {{1}} days.</span>{{/rollBetween() traumatable 151 160}}
{{#rollBetween() traumatable 161 170}}<span class="sheet-textDesc" data-i18n="rollTraumaTable161170" data-i18n-vars="{{d5add}}|{{d10add}}|{{3d10add}}">The character temporarily becomes hysterically blind or deaf. This effect lasts for {{1}} days.</span>{{/rollBetween() traumatable 161 170}}
{{#rollGreater() traumatable 170}}<span class="sheet-textDesc" data-i18n="rollTraumaTable171Plus" data-i18n-vars="{{d5add}}|{{d10add}}|{{3d10add}}">The character becomes completely traumatised and virtually unresponsive. He cant initiate actions but may be gently led. This effect lasts for {{1}} days.</span>{{/rollGreater() traumatable 170}}
</div>
{{/traumatable}}
<!--section for malignancy table -->
{{#maligtable}} <!-- vars = {0} = d10add -->
<div class="sheet-desc">
{{maligtable}}
{{#rollBetween() maligtable 01 10}}<span data-i18n="rollMalignancyTable0110Title">Palsy</span><br /><span class="sheet-textDesc" data-i18n="rollMalignancyTable0110Desc" data-i18n-vars="{{d10add}}">The character suffers from numerous minor tics, shakes, and tremors with no medical cause. Reduce his Agility by {{0}}.</span>{{/rollBetween() maligtable 01 10}}
{{#rollBetween() maligtable 11 15}}<span data-i18n="rollMalignancyTable1115Title">Dark-hearted</span><br /><span class="sheet-textDesc" data-i18n="rollMalignancyTable1115Desc" data-i18n-vars="{{d10add}}">The character grows increasingly cruel, callous, and vindictive. Reduce his Fellowship by {{0}}.</span>{{/rollBetween() maligtable 11 15}}
{{#rollBetween() maligtable 16 20}}<span data-i18n="rollMalignancyTable1620Title">Ill-fortuned</span><br /><span class="sheet-textDesc" data-i18n="rollMalignancyTable1620Desc" data-i18n-vars="{{d10add}}">Whenever the character uses a Fate Point, roll a d10. On a score of 7, 8, 9 or 10 it has no effect but is lost anyway.</span>{{/rollBetween() maligtable 16 20}}
{{#rollBetween() maligtable 21 22}}<span data-i18n="rollMalignancyTable2122Title">Skin Afflictions</span><br /><span class="sheet-textDesc" data-i18n="rollMalignancyTable2122Desc" data-i18n-vars="{{d10add}}">The character is plagued by boils, scabs, weeping sores, and the like. He takes a 20 penalty to all Charm Tests.</span>{{/rollBetween() maligtable 21 22}}
{{#rollBetween() maligtable 23 25}}<span data-i18n="rollMalignancyTable2325Title">Night Eyes</span><br /><span class="sheet-textDesc" data-i18n="rollMalignancyTable2325Desc" data-i18n-vars="{{d10add}}">Light pains the character, and unless he shields his eyes, he suffers a 10 penalty on all Tests when in an area of bright light.</span>{{/rollBetween() maligtable 23 25}}
{{#rollBetween() maligtable 26 30}}<span data-i18n="rollMalignancyTable2630Title">Morbid</span><br /><span class="sheet-textDesc" data-i18n="rollMalignancyTable2630Desc" data-i18n-vars="{{d10add}}">The character finds it hard to concentrate as his mind is filled with macabre visions and tortured, gloom-filled trains of thought. The characters Intelligence is reduced by {{0}}.</span>{{/rollBetween() maligtable 26 30}}
{{#rollBetween() maligtable 31 33}}<span data-i18n="rollMalignancyTable3133Title">Witch-mark</span><br /><span class="sheet-textDesc" data-i18n="rollMalignancyTable3133Desc" data-i18n-vars="{{d10add}}">The character develops some minor physical deformity or easily concealable mutation. It is small, but perhaps enough to consign him to the stake if found out by a fanatical witch hunter. He must hide it well!</span>{{/rollBetween() maligtable 31 33}}
{{#rollBetween() maligtable 34 45}}<span data-i18n="rollMalignancyTable3445Title">Fell Obsession</span><br /><span class="sheet-textDesc" data-i18n="rollMalignancyTable3445Desc" data-i18n-vars="{{d10add}}">This is the same as the Obsession Disorder (see page 297). However, in this case the character is obsessed by a sinister or malign focus, such as collecting finger-bone trophies, ritual scarification, carrying out meaningless vivisections, etc.</span>{{/rollBetween() maligtable 34 45}}
{{#rollBetween() maligtable 46 50}}<span data-i18n="rollMalignancyTable4650Title">Hatred</span><br /><span class="sheet-textDesc" data-i18n="rollMalignancyTable4650Desc" data-i18n-vars="{{d10add}}">The character develops an implacable hatred of a single group, individual, or social class. The character will never side with or aid them without explicit orders or other vital cause, and even then grudgingly.</span>{{/rollBetween() maligtable 46 50}}
{{#rollBetween() maligtable 51 55}}<span data-i18n="rollMalignancyTable5155Title">Irrational Nausea</span><br /><span class="sheet-textDesc" data-i18n="rollMalignancyTable5155Desc" data-i18n-vars="{{d10add}}">The character feels sick at the sight or sound of some otherwise innocuous thing such as prayer books and holy items, bare flesh, human laughter, fresh food, shellfish, etc. When he encounters the object of his revulsion, he must Test Toughness or suffer a 10 penalty to all Tests as long as he remains in its presence.</span>{{/rollBetween() maligtable 51 55}}
{{#rollBetween() maligtable 56 60}}<span data-i18n="rollMalignancyTable5660Title">Wasted Frame</span><br /><span class="sheet-textDesc" data-i18n="rollMalignancyTable5660Desc" data-i18n-vars="{{d10add}}">The characters pallor becomes corpse-like and his muscles waste away. The characters Strength is reduced by {{0}}.</span>{{/rollBetween() maligtable 56 60}}
{{#rollBetween() maligtable 61 63}}<span data-i18n="rollMalignancyTable6163Title">Night Terrors</span><br /><span class="sheet-textDesc" data-i18n="rollMalignancyTable6163Desc" data-i18n-vars="{{d10add}}">The character is plagued by daemonic visions in his sleep. See Horrific Nightmares, page 298 for details.</span>{{/rollBetween() maligtable 61 63}}
{{#rollBetween() maligtable 64 70}}<span data-i18n="rollMalignancyTable6470Title">Poor Health</span><br /><span class="sheet-textDesc" data-i18n="rollMalignancyTable6470Desc" data-i18n-vars="{{d10add}}">The character constantly suffers petty illnesses and phantom pains, and his wounds never seem to heal fully. The characters Toughness is reduced by {{0}}.</span>{{/rollBetween() maligtable 64 70}}
{{#rollBetween() maligtable 71 75}}<span data-i18n="rollMalignancyTable7175Title">Distrustful</span><br /><span class="sheet-textDesc" data-i18n="rollMalignancyTable7175Desc" data-i18n-vars="{{d10add}}">The character cannot conceal the distrust and antipathy he has for others. He must take a 10 penalty to Fellowship Tests when dealing with strangers.</span>{{/rollBetween() maligtable 71 75}}
{{#rollBetween() maligtable 76 80}}<span data-i18n="rollMalignancyTable7680Title">Malign Sight</span><br /><span class="sheet-textDesc" data-i18n="rollMalignancyTable7680Desc" data-i18n-vars="{{d10add}}">The world seems to darken, tarnish, and rot if the character looks too long at anything. The characters Perception is reduced by {{0}}.</span>{{/rollBetween() maligtable 76 80}}
{{#rollBetween() maligtable 81 83}}<span data-i18n="rollMalignancyTable8183Title">Ashen Taste</span><br /><span class="sheet-textDesc" data-i18n="rollMalignancyTable8183Desc" data-i18n-vars="{{d10add}}">Food and drink hold disgusting tastes and offer little sustenance for the character, and he can barely stomach eating. The character doubles the negative effects for levels of Fatigue.</span>{{/rollBetween() maligtable 81 83}}
{{#rollBetween() maligtable 84 90}}<span data-i18n="rollMalignancyTable8490Title">Bloodlust</span><br /><span class="sheet-textDesc" data-i18n="rollMalignancyTable8490Desc" data-i18n-vars="{{d10add}}">Murderous rage is never far from the characters mind. After being wounded in combat, he must Test Willpower to incapacitate or allow his enemies to flee, rather than kill them outright, even if his intent is otherwise.</span>{{/rollBetween() maligtable 84 90}}
{{#rollBetween() maligtable 91 93}}<span data-i18n="rollMalignancyTable9193Title">Blackouts</span><br /><span class="sheet-textDesc" data-i18n="rollMalignancyTable9193Desc" data-i18n-vars="{{d10add}}">The character suffers from inexplicable blackouts. When they occur and what happens during them is up to the GM.</span>{{/rollBetween() maligtable 91 93}}
{{#rollBetween() maligtable 94 100}}<span data-i18n="rollMalignancyTable9400Title">Strange Addiction</span><br /><span class="sheet-textDesc" data-i18n="rollMalignancyTable9400Desc" data-i18n-vars="{{d10add}}">The character is addicted to some bizarre and unnatural substance, such as eating rose petals, drinking blood, the taste of widows tears, etc. This acts like a Minor Compulsion (see Disorders, page 296), but is freakish enough to cause serious suspicion if found out.</span>{{/rollBetween() maligtable 94 100}}
</div>
{{/maligtable}}
<!--section for mutation table-->
{{#mutable}} <!-- vars = {0} = d5add, {1} = d10add, {2} = d10_2add, {3} = 2d10add, {4} = md10add, {5} = md10_2add -->
<div class="sheet-desc">
{{mutable}}
{{#rollBetween() mutable 01 05}}<span data-i18n="rollMutationTable0105Title">Grotesque</span><br /><span class="sheet-textDesc" data-i18n="rollMutationTable0105Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">The mutant is either badly deformed, scarred, or bestial, marking them as accursed and impure. The mutant takes a 20 penalty on Fellowship Tests made to interact with normals, but gains a +10 bonus to Intimidate Tests.</span>{{/rollBetween() mutable 01 05}}
{{#rollBetween() mutable 06 10}}<span data-i18n="rollMutationTable0610Title">Tough Hide</span><br /><span class="sheet-textDesc" data-i18n="rollMutationTable0610Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">The mutant gains the Natural Armour 2 Trait from dense skin and thick scar tissue.</span>{{/rollBetween() mutable 06 10}}
{{#rollBetween() mutable 11 15}}<span data-i18n="rollMutationTable1115Title">Misshapen</span><br /><span class="sheet-textDesc" data-i18n="rollMutationTable1115Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">The mutants spine and limbs are horribly twisted. The mutant may no longer run and reduces its Agility by {{3}}.</span>{{/rollBetween() mutable 11 15}}
{{#rollBetween() mutable 16 20}}<span data-i18n="rollMutationTable1620Title">Feels No Pain</span><br /><span class="sheet-textDesc" data-i18n="rollMutationTable1620Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">The mutant cares little for injury or harm. It gains +5 Wounds and the Iron Jaw talent.</span>{{/rollBetween() mutable 16 20}}
{{#rollBetween() mutable 21 25}}<span data-i18n="rollMutationTable2125Title">Brute</span><br /><span class="sheet-textDesc" data-i18n="rollMutationTable2125Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">The mutant is physically powerful, with deformed masses of slab-like muscle. Increase its Strength and Toughness Characteristics by 10 each.</span>{{/rollBetween() mutable 21 25}}
{{#rollBetween() mutable 26 30}}<span data-i18n="rollMutationTable2630Title">Nightsider</span><br /><span class="sheet-textDesc" data-i18n="rollMutationTable2630Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">The mutant gains keen eyesight, allowing it to see clearly in areas of low lighting. It gains the Dark Sight Trait, but takes a 10 penalty to all tests when in the area of bright light, unless its eyes are shielded and skin covered.</span>{{/rollBetween() mutable 26 30}}
{{#rollBetween() mutable 31 35}}
<span data-i18n="rollMutationTable3135Title">Mental Regressive</span><br />
<span class="sheet-textDesc" data-i18n="rollMutationTable3135Desc">The mutant has regressed mentally.</span>
<br />{{mutint}} <span class="sheet-textDesc" data-i18n="Intelligence">Intelligence</span>
{{#rollBetween() mutint 1 5}}<span class="sheet-textDesc" data-i18n="mutCaracReduced" data-i18n-vars="{{mutintvalue}}">reduced by {{0}}</span>{{/rollBetween() mutint 1 5}}
{{#rollBetween() mutint 6 7}}<span class="sheet-textDesc" data-i18n="mutCaracHalved">permanently halved</span>{{/rollBetween() mutint 6 7}}
{{#rollBetween() mutint 8 9}}<span class="sheet-textDesc" data-i18n="mutCaracNotAffected">is not affected</span>{{/rollBetween() mutint 8 9}}
{{#rollTotal() mutint 10}}<span class="sheet-textDesc" data-i18n="mutCaracReducedTo5">reduced to 5</span>{{/rollTotal() mutint 10}}
<br />{{mutper}} <span class="sheet-textDesc" data-i18n="Perception">Perception</span>
{{#rollBetween() mutper 1 5}}<span class="sheet-textDesc" data-i18n="mutCaracReduced" data-i18n-vars="{{mutpervalue}}">reduced by {{0}}</span>{{/rollBetween() mutper 1 5}}
{{#rollBetween() mutper 6 7}}<span class="sheet-textDesc" data-i18n="mutCaracHalved">permanently halved</span>{{/rollBetween() mutper 6 7}}
{{#rollBetween() mutper 8 9}}<span class="sheet-textDesc" data-i18n="mutCaracNotAffected">is not affected</span>{{/rollBetween() mutper 8 9}}
{{#rollTotal() mutper 10}}<span data-i18n="mutCaracReducedTo5">reduced to 5</span>{{/rollTotal() mutper 10}}
<br />{{mutwp}} <span class="sheet-textDesc" data-i18n="Willpower">Willpower</span>
{{#rollBetween() mutwp 1 5}}<span class="sheet-textDesc" data-i18n="mutCaracReduced" data-i18n-vars="{{mutwpvalue}}">reduced by {{0}}</span>{{/rollBetween() mutwp 1 5}}
{{#rollBetween() mutwp 6 7}}<span class="sheet-textDesc" data-i18n="mutCaracHalved">permanently halved</span>{{/rollBetween() mutwp 6 7}}
{{#rollBetween() mutwp 8 9}}<span class="sheet-textDesc" data-i18n="mutCaracNotAffected">is not affected</span>{{/rollBetween() mutwp 8 9}}
{{#rollTotal() mutwp 10}}<span class="sheet-textDesc" data-i18n="mutCaracReducedTo5">reduced to 5</span>{{/rollTotal() mutwp 10}}
<br />{{mutfel}} <span class="sheet-textDesc" data-i18n="Fellowship">Fellowship</span>
{{#rollBetween() mutfel 1 5}}<span class="sheet-textDesc" data-i18n="mutCaracReduced" data-i18n-vars="{{mutfelvalue}}">reduced by {{0}}</span>{{/rollBetween() mutfel 1 5}}
{{#rollBetween() mutfel 6 7}}<span class="sheet-textDesc" data-i18n="mutCaracHalved">permanently halved</span>{{/rollBetween() mutfel 6 7}}
{{#rollBetween() mutfel 8 9}}<span class="sheet-textDesc" data-i18n="mutCaracNotAffected">is not affected</span>{{/rollBetween() mutfel 8 9}}
{{#rollTotal() mutfel 10}}<span class="sheet-textDesc" data-i18n="mutCaracReducedTo5">reduced to 5</span>{{/rollTotal() mutfel 10}}
<br /><span class="sheet-textDesc" data-i18n="rollMutationTable3135DescEnd" data-i18n-vars="{{d10add}}">The mutant also gains {{0}} Insanity Points.</span>
{{/rollBetween() mutable 31 35}}
{{#rollBetween() mutable 36 40}}<span data-i18n="rollMutationTable3640Title">Malformed Hands</span><br /><span class="sheet-textDesc" data-i18n="rollMutationTable3640Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">The mutants hands fuse into slab-like appendages. Reduce its Weapon Skill and Ballistic Skill by 10. Furthermore, the mutant takes a 20 penalty to any test requiring fine physical manipulation.</span>{{/rollBetween() mutable 36 40}}
{{#rollBetween() mutable 41 45}}<span data-i18n="rollMutationTable4145Title">Tox Blood</span><br /><span class="sheet-textDesc" data-i18n="rollMutationTable4145Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">The mutants system is saturated with toxic pollutants and poisonous chemicals. It gains a +20 bonus to Toughness Tests made to resist poison, but reduces its Toughness by {{1}} and Intelligence by {{2}}. Should the mutants blood come into contact with a living creature, that creature must succeed on a Difficult (10) Toughness Test or take 1d10 points of damage that ignores Armour and Toughness.</span>{{/rollBetween() mutable 41 45}}
{{#rollBetween() mutable 46 50}}<span data-i18n="rollMutationTable4650Title">Hulking</span><br /><span class="sheet-textDesc" data-i18n="rollMutationTable4650Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">The mutant grows in stature and body-mass. It gains the Hulking Size Trait, increases its Strength Characteristic by 10 and gains +5 Wounds.</span>{{/rollBetween() mutable 46 50}}
{{#rollBetween() mutable 51 55}}<span data-i18n="rollMutationTable5155Title">Wyrdling</span><br /><span class="sheet-textDesc" data-i18n="rollMutationTable5155Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">The mutant has minor psychic powers that it has so far been able to conceal. The mutant gains the Psy Rating 2 talent. If it already has this talent, it gains the next highest Psy Rating talent that it doesnt have. The Mutant gains 2 Psychic Techniques of his choice from the discipline of his choice.</span>{{/rollBetween() mutable 51 55}}
{{#rollBetween() mutable 56 59}}<span data-i18n="rollMutationTable5659Title">Vile Deformity</span><br /><span class="sheet-textDesc" data-i18n="rollMutationTable5659Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">The mutant is marked by some terrible deformity that shows the touch of the Warp and should not exist in a rational universe. There is no end to the dire forms this might take such as writhing tentacles in place of arms, skinless glistening flesh, re-arranged facial features, or thousands of restless eyes studding the body, to name but a few. The mutant gains the Fear 1 Trait.</span>{{/rollBetween() mutable 56 59}}
{{#rollBetween() mutable 60 63}}<span data-i18n="rollMutationTable6063Title">Aberration</span><br /><span class="sheet-textDesc" data-i18n="rollMutationTable6063Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">The mutant has become a weird hybrid of man and animal (or reptile, insect, or some other beast). The mutant increases its Strength and Agility by +10, reduces its Intelligence by {{4}}, its Fellowship by 10.</span>{{/rollBetween() mutable 60 63}}
{{#rollBetween() mutable 64 67}}
<span data-i18n="rollMutationTable6467Title">Degenerate Mind</span><br />
<span class="sheet-textDesc" data-i18n="rollMutationTable6467Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">The mutants mind is Warped and inhuman. Reduce its Intelligence by {{4}} and Fellowship {{5}}</span><br />
{{#rollBetween() d10add 1 3}}<span class="sheet-textDesc" data-i18n="rollMutationTable6467DescFrenzy">Also, it gains the Frenzy talent</span>{{/rollBetween() d10add 1 3}}
{{#rollBetween() d10add 4 7}}<span class="sheet-textDesc" data-i18n="rollMutationTable6467DescFearless">Also, it gains the Fearless talent</span>{{/rollBetween() d10add 4 7}}
{{#rollBetween() d10add 8 10}}<span class="sheet-textDesc" data-i18n="rollMutationTable6467DescFromBeyond">Also, it gains the From Beyond Trait</span>{{/rollBetween() d10add 8 10}}
{{/rollBetween() mutable 64 67}}
{{#rollBetween() mutable 68 71}}<span data-i18n="rollMutationTable6871Title">Ravaged Body</span><br /><span class="sheet-textDesc" data-i18n="rollMutationTable6871Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">The mutants body has been entirely remade by the Warp. Roll {{0}} times on this table. Such mutations, regardless of their nature, still show the obvious touch of Chaos.</span>{{/rollBetween() mutable 68 71}}
{{#rollBetween() mutable 71 74}}<span data-i18n="rollMutationTable7174Title">Clawed/Fanged</span><br /><span class="sheet-textDesc" data-i18n="rollMutationTable7174Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">The mutant gains razor claws, a fanged maw, barbed flesh or some other form of natural weapon. It gains the Natural Weapon Trait (either I or R damage).</span>{{/rollBetween() mutable 71 74}}
{{#rollBetween() mutable 75 78}}<span data-i18n="rollMutationTable7578Title">Necrophage</span><br /><span class="sheet-textDesc" data-i18n="rollMutationTable7578Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">The mutant gains +10 to Toughness and the Regeneration Trait, but must sustain itself on copious quantities of raw meat or starve.</span>{{/rollBetween() mutable 75 78}}
{{#rollBetween() mutable 79 81}}<span data-i18n="rollMutationTable7981Title">Corrupted Flesh</span><br /><span class="sheet-textDesc" data-i18n="rollMutationTable7981Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">Beneath the mutants skin a blasphemous transformation has taken place exchanging living organs for writhing creatures and blood for ichorous, maggot-ridden filth. Whenever the mutant takes critical damage, it gains Fear 2 for that round.</span>{{/rollBetween() mutable 79 81}}
{{#rollBetween() mutable 82 85}}<span data-i18n="rollMutationTable8285Title">Venomous</span><br /><span class="sheet-textDesc" data-i18n="rollMutationTable8285Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">The mutants natural attacks are toxic. It gains the Toxic Trait.</span>{{/rollBetween() mutable 82 85}}
{{#rollBetween() mutable 86 89}}<span data-i18n="rollMutationTable8689Title">Hideous Strength</span><br /><span class="sheet-textDesc" data-i18n="rollMutationTable8689Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">The mutant gains the Unnatural Strength Trait.</span>{{/rollBetween() mutable 86 89}}
{{#rollBetween() mutable 90 91}}<span data-i18n="rollMutationTable9091Title">Multiple Appendages</span><br /><span class="sheet-textDesc" data-i18n="rollMutationTable9091Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">The mutant has sprouted additional functioning limbs in the shape of arms, tentacles or a prehensile tail (or tails). It gains the Ambidextrous and Two Weapon Wielder talents, and a +10 bonus on Climb Tests and grapple attacks.</span>{{/rollBetween() mutable 90 91}}
{{#rollBetween() mutable 92 93}}<span data-i18n="rollMutationTable9293Title">Worm</span><br /><span class="sheet-textDesc" data-i18n="rollMutationTable9293Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">The mutants lower limbs have fused together to form a worm or snake-like tail. The mutant gains 5 extra Wounds and the Crawler Trait.</span>{{/rollBetween() mutable 92 93}}
{{#rollTotal() mutable 94}}<span data-i18n="rollMutationTable94Title">Nightmarish</span><br /><span class="sheet-textDesc" data-i18n="rollMutationTable94Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">So warped and horrific is the mutants appearance it can cause enemies to flee in fear. It gains the Fear 3 Trait.</span>{{/rollTotal() mutable 94}}
{{#rollTotal() mutable 95}}<span data-i18n="rollMutationTable95Title">Malleable</span><br /><span class="sheet-textDesc" data-i18n="rollMutationTable95Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">The mutant possesses a sickeningly liquid flexibility and is able to distend and flatten its body. Increase its Agility by 10. It gains a +20 bonus on Climb Tests and grappling attacks. Also, it may fit through spaces as small as onequarter its usual body dimensions.</span>{{/rollTotal() mutable 95}}
{{#rollTotal() mutable 96}}<span data-i18n="rollMutationTable96Title">Winged</span><br /><span class="sheet-textDesc" data-i18n="rollMutationTable96Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">The mutants body has warped to accommodate a pair of leathery wings or the like. It gains the Flyer Trait at a rate equal to its AB×2.</span>{{/rollTotal() mutable 96}}
{{#rollTotal() mutable 97}}<span data-i18n="rollMutationTable97Title">Corpulent</span><br /><span class="sheet-textDesc" data-i18n="rollMutationTable97Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">The mutants huge and bloated frame gives it +5 Wounds and the Unnatural Toughness Trait. It may no longer take the Run action.</span>{{/rollTotal() mutable 97}}
{{#rollTotal() mutable 98}}<span data-i18n="rollMutationTable98Title">Shadow Kin</span><br /><span class="sheet-textDesc" data-i18n="rollMutationTable98Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">The mutant has only a tenuous grip on our reality and, though wasted and gaunt, it can slip partly into the Warp at will. It gains the Phase Trait and decreases its Strength and Toughness Characteristics by 10.</span>{{/rollTotal() mutable 98}}
{{#rollTotal() mutable 99}}<span data-i18n="rollMutationTable99Title">Corrosive Bile</span><br /><span class="sheet-textDesc" data-i18n="rollMutationTable99Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">The mutant may vomit burning bile, flesh-eating grubs, or some other horrific substance instead of attacking normally in close combat. The mutant must test Ballistic Skill to use this mutation. Using it is a full action. It can be dodged, but not parried. On a successful test, the attack deals 1d10+2 R (or E) Tearing Damage.</span>{{/rollTotal() mutable 99}}
{{#rollTotal() mutable 100}}<span data-i18n="rollMutationTable100Title">Hellspawn</span><br /><span class="sheet-textDesc" data-i18n="rollMutationTable100Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{d10_2add}}|{{2d10add}}|{{md10add}}|{{md10_2add}}">Saturated with the energies of the Warp, the mutant is more than part daemon, gaining the Daemonic, Fear (2), and From Beyond Traits.</span>{{/rollTotal() mutable 100}}
</div>
{{/mutable}}
<!--section for scatter diagram-->
{{#scatter}}
<div class="sheet-result">
{{#rollTotal() scatter 1}}<p>&#129108;</p>{{/rollTotal() scatter 1}}
{{#rollTotal() scatter 2}}<p>&#129105;</p>{{/rollTotal() scatter 2}}
{{#rollTotal() scatter 3}}<p>&#129109;</p>{{/rollTotal() scatter 3}}
{{#rollTotal() scatter 4}}<p>&#129104;</p>{{/rollTotal() scatter 4}}
{{#rollTotal() scatter 5}}<p>&#129106;</p>{{/rollTotal() scatter 5}}
{{#rollTotal() scatter 6}}<p>&#129111;</p>{{/rollTotal() scatter 6}}
{{#rollTotal() scatter 7}}<p>&#129107;</p>{{/rollTotal() scatter 7}}
{{#rollTotal() scatter 8}}<p>&#129110;</p>{{/rollTotal() scatter 8}}
</div>
{{/scatter}}
<!--section for multi hits table-->
{{#multihit}}
<div class="sheet-result">
{{#rollTotal() multihit 1}}
<span data-i18n="rollFirstHit">1st Hit</span> <span data-i18n="rollLocationHead">Head</span>
{{/rollTotal() multihit 1}}
{{#rollTotal() multihit 2}}
<span data-i18n="rollFirstHit">1st Hit</span> <span data-i18n="rollLocationHead">Head</span><br />
<span data-i18n="rollSecondHit">2nd Hit</span> <span data-i18n="rollLocationHead">Head</span>
{{/rollTotal() multihit 2}}
{{#rollTotal() multihit 3}}
<span data-i18n="rollFirstHit">1st Hit</span> <span data-i18n="rollLocationHead">Head</span><br />
<span data-i18n="rollSecondHit">2nd Hit</span> <span data-i18n="rollLocationHead">Head</span><br />
<span data-i18n="rollThirdHit">3rd Hit</span> <span data-i18n="rollLocationLeftArm">Left Arm</span>
{{/rollTotal() multihit 3}}
{{#rollTotal() multihit 4}}
<span data-i18n="rollFirstHit">1st Hit</span> <span data-i18n="rollLocationHead">Head</span><br />
<span data-i18n="rollSecondHit">2nd Hit</span> <span data-i18n="rollLocationHead">Head</span><br />
<span data-i18n="rollThirdHit">3rd Hit</span> <span data-i18n="rollLocationLeftArm">Left Arm</span><br />
<span data-i18n="rollFourthHit">4th Hit</span> <span data-i18n="rollLocationBody">Body</span>
{{/rollTotal() multihit 4}}
{{#rollTotal() multihit 5}}
<span data-i18n="rollFirstHit">1st Hit</span> <span data-i18n="rollLocationHead">Head</span><br />
<span data-i18n="rollSecondHit">2nd Hit</span> <span data-i18n="rollLocationHead">Head</span><br />
<span data-i18n="rollThirdHit">3rd Hit</span> <span data-i18n="rollLocationLeftArm">Left Arm</span><br />
<span data-i18n="rollFourthHit">4th Hit</span> <span data-i18n="rollLocationBody">Body</span><br />
<span data-i18n="rollFifthHit">5th Hit</span> <span data-i18n="rollLocationRightArm">Right Arm</span>
{{/rollTotal() multihit 5}}
{{#rollBetween() multihit 6 10}}
<span data-i18n="rollFirstHit">1st Hit</span> <span data-i18n="rollLocationHead">Head</span><br />
<span data-i18n="rollSecondHit">2nd Hit</span> <span data-i18n="rollLocationHead">Head</span><br />
<span data-i18n="rollThirdHit">3rd Hit</span> <span data-i18n="rollLocationLeftArm">Left Arm</span><br />
<span data-i18n="rollFourthHit">4th Hit</span> <span data-i18n="rollLocationBody">Body</span><br />
<span data-i18n="rollFifthHit">5th Hit</span> <span data-i18n="rollLocationRightArm">Right Arm</span><br />
<span data-i18n="rollSixthMoreHits">6th+ additional Hits</span> <span data-i18n="rollLocationBody">Body</span>
{{/rollBetween() multihit 6 10}}
{{#rollTotal() multihit 12}}
<span data-i18n="rollFirstHit">1st Hit</span> <span data-i18n="rollLocationArm">Arm</span>
{{/rollTotal() multihit 12}}
{{#rollTotal() multihit 13}}
<span data-i18n="rollFirstHit">1st Hit</span> <span data-i18n="rollLocationArm">Arm</span><br />
<span data-i18n="rollSecondHit">2nd Hit</span> <span data-i18n="rollLocationSameArm">Same Arm</span>
{{/rollTotal() multihit 13}}
{{#rollTotal() multihit 14}}
<span data-i18n="rollFirstHit">1st Hit</span> <span data-i18n="rollLocationArm">Arm</span><br />
<span data-i18n="rollSecondHit">2nd Hit</span> <span data-i18n="rollLocationSameArm">Same Arm</span><br />
<span data-i18n="rollThirdHit">3rd Hit</span> <span data-i18n="rollLocationBody">Body</span>
{{/rollTotal() multihit 14}}
{{#rollTotal() multihit 15}}
<span data-i18n="rollFirstHit">1st Hit</span> <span data-i18n="rollLocationArm">Arm</span><br />
<span data-i18n="rollSecondHit">2nd Hit</span> <span data-i18n="rollLocationSameArm">Same Arm</span><br />
<span data-i18n="rollThirdHit">3rd Hit</span> <span data-i18n="rollLocationBody">Body</span><br />
<span data-i18n="rollFourthHit">4th Hit</span> <span data-i18n="rollLocationHead">Head</span>
{{/rollTotal() multihit 15}}
{{#rollTotal() multihit 16}}
<span data-i18n="rollFirstHit">1st Hit</span> <span data-i18n="rollLocationArm">Arm</span><br />
<span data-i18n="rollSecondHit">2nd Hit</span> <span data-i18n="rollLocationSameArm">Same Arm</span><br />
<span data-i18n="rollThirdHit">3rd Hit</span> <span data-i18n="rollLocationBody">Body</span><br />
<span data-i18n="rollFourthHit">4th Hit</span> <span data-i18n="rollLocationHead">Head</span><br />
<span data-i18n="rollFifthHit">5th Hit</span> <span data-i18n="rollLocationBody">Body</span>
{{/rollTotal() multihit 16}}
{{#rollBetween() multihit 17 21}}
<span data-i18n="rollFirstHit">1st Hit</span> <span data-i18n="rollLocationArm">Arm</span><br />
<span data-i18n="rollSecondHit">2nd Hit</span> <span data-i18n="rollLocationSameArm">Same Arm</span><br />
<span data-i18n="rollThirdHit">3rd Hit</span> <span data-i18n="rollLocationBody">Body</span><br />
<span data-i18n="rollFourthHit">4th Hit</span> <span data-i18n="rollLocationHead">Head</span><br />
<span data-i18n="rollFifthHit">5th Hit</span> <span data-i18n="rollLocationBody">Body</span><br />
<span data-i18n="rollSixthMoreHits">6th+ additional Hits</span> <span data-i18n="rollLocationLeftRightArm">Left/Right Arm</span>
{{/rollBetween() multihit 17 21}}
{{#rollTotal() multihit 23}}
<span data-i18n="rollFirstHit">1st Hit</span> <span data-i18n="rollLocationBody">Body</span>
{{/rollTotal() multihit 23}}
{{#rollTotal() multihit 24}}
<span data-i18n="rollFirstHit">1st Hit</span> <span data-i18n="rollLocationBody">Body</span><br />
<span data-i18n="rollSecondHit">2nd Hit</span> <span data-i18n="rollLocationBody">Body</span>
{{/rollTotal() multihit 24}}
{{#rollTotal() multihit 25}}
<span data-i18n="rollFirstHit">1st Hit</span> <span data-i18n="rollLocationBody">Body</span><br />
<span data-i18n="rollSecondHit">2nd Hit</span> <span data-i18n="rollLocationBody">Body</span><br />
<span data-i18n="rollThirdHit">3rd Hit</span> <span data-i18n="rollLocationLeftArm">Left Arm</span>
{{/rollTotal() multihit 25}}
{{#rollTotal() multihit 26}}
<span data-i18n="rollFirstHit">1st Hit</span> <span data-i18n="rollLocationBody">Body</span><br />
<span data-i18n="rollSecondHit">2nd Hit</span> <span data-i18n="rollLocationBody">Body</span><br />
<span data-i18n="rollThirdHit">3rd Hit</span> <span data-i18n="rollLocationLeftArm">Left Arm</span><br />
<span data-i18n="rollFourthHit">4th Hit</span> <span data-i18n="rollLocationHead">Head</span>
{{/rollTotal() multihit 26}}
{{#rollTotal() multihit 27}}
<span data-i18n="rollFirstHit">1st Hit</span> <span data-i18n="rollLocationBody">Body</span><br />
<span data-i18n="rollSecondHit">2nd Hit</span> <span data-i18n="rollLocationBody">Body</span><br />
<span data-i18n="rollThirdHit">3rd Hit</span> <span data-i18n="rollLocationLeftArm">Left Arm</span><br />
<span data-i18n="rollFourthHit">4th Hit</span> <span data-i18n="rollLocationHead">Head</span><br />
<span data-i18n="rollFifthHit">5th Hit</span> <span data-i18n="rollLocationRightArm">Right Arm</span>
{{/rollTotal() multihit 27}}
{{#rollBetween() multihit 28 32}}
<span data-i18n="rollFirstHit">1st Hit</span> <span data-i18n="rollLocationBody">Body</span><br />
<span data-i18n="rollSecondHit">2nd Hit</span> <span data-i18n="rollLocationBody">Body</span><br />
<span data-i18n="rollThirdHit">3rd Hit</span> <span data-i18n="rollLocationLeftArm">Left Arm</span><br />
<span data-i18n="rollFourthHit">4th Hit</span> <span data-i18n="rollLocationHead">Head</span><br />
<span data-i18n="rollFifthHit">5th Hit</span> <span data-i18n="rollLocationRightArm">Right Arm</span><br />
<span data-i18n="rollSixthMoreHits">6th+ additional Hits</span> <span data-i18n="rollLocationBody">Body</span>
{{/rollBetween() multihit 28 32}}
{{#rollTotal() multihit 34}}
<span data-i18n="rollFirstHit">1st Hit</span> <span data-i18n="rollLocationLeg">Leg</span>
{{/rollTotal() multihit 34}}
{{#rollTotal() multihit 35}}
<span data-i18n="rollFirstHit">1st Hit</span> <span data-i18n="rollLocationLeg">Leg</span><br />
<span data-i18n="rollSecondHit">2nd Hit</span> <span data-i18n="rollLocationSameLeg">Same Leg</span>
{{/rollTotal() multihit 35}}
{{#rollTotal() multihit 36}}
<span data-i18n="rollFirstHit">1st Hit</span> <span data-i18n="rollLocationLeg">Leg</span><br />
<span data-i18n="rollSecondHit">2nd Hit</span> <span data-i18n="rollLocationSameLeg">Same Leg</span><br />
<span data-i18n="rollThirdHit">3rd Hit</span> <span data-i18n="rollLocationBody">Body</span>
{{/rollTotal() multihit 36}}
{{#rollTotal() multihit 37}}
<span data-i18n="rollFirstHit">1st Hit</span> <span data-i18n="rollLocationLeg">Leg</span><br />
<span data-i18n="rollSecondHit">2nd Hit</span> <span data-i18n="rollLocationSameLeg">Same Leg</span><br />
<span data-i18n="rollThirdHit">3rd Hit</span> <span data-i18n="rollLocationBody">Body</span><br />
<span data-i18n="rollFourthHit">4th Hit</span> <span data-i18n="rollLocationLeftArm">Left Arm</span>
{{/rollTotal() multihit 37}}
{{#rollTotal() multihit 38}}
<span data-i18n="rollFirstHit">1st Hit</span> <span data-i18n="rollLocationLeg">Leg</span><br />
<span data-i18n="rollSecondHit">2nd Hit</span> <span data-i18n="rollLocationSameLeg">Same Leg</span><br />
<span data-i18n="rollThirdHit">3rd Hit</span> <span data-i18n="rollLocationBody">Body</span><br />
<span data-i18n="rollFourthHit">4th Hit</span> <span data-i18n="rollLocationLeftArm">Left Arm</span><br />
<span data-i18n="rollFifthHit">5th Hit</span> <span data-i18n="rollLocationHead">Head</span>
{{/rollTotal() multihit 38}}
{{#rollBetween() multihit 39 43}}
<span data-i18n="rollFirstHit">1st Hit</span> <span data-i18n="rollLocationLeg">Leg</span><br />
<span data-i18n="rollSecondHit">2nd Hit</span> <span data-i18n="rollLocationSameLeg">Same Leg</span><br />
<span data-i18n="rollThirdHit">3rd Hit</span> <span data-i18n="rollLocationBody">Body</span><br />
<span data-i18n="rollFourthHit">4th Hit</span> <span data-i18n="rollLocationLeftArm">Left Arm</span><br />
<span data-i18n="rollFifthHit">5th Hit</span> <span data-i18n="rollLocationHead">Head</span><br />
<span data-i18n="rollSixthMoreHits">6th+ additional Hits</span> <span data-i18n="rollLocationBody">Body</span>
{{/rollBetween() multihit 39 43}}
</div>
{{/multihit}}
<!--section for multi hits table-->
{{#haywire}}
<div class="sheet-desc">
{{haywire}}
{{#rollBetween() haywire 01 20}}<span data-i18n="rollHaywire0020Title">Insignificant</span><br /><span class="sheet-textDesc" data-i18n="rollHaywire0020Desc">There is no noticeable effect on nearby technology.</span>{{/rollBetween() haywire 01 20}}
{{#rollBetween() haywire 21 40}}<span data-i18n="rollHaywire2140Title">Minor Disruption</span><br /><span class="sheet-textDesc" data-i18n="rollHaywire2140Desc">All actions utilising technology, including firing Ranged weapons without the Primitive Quality, Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a 10 penalty. The Base Movement of anyone in power armour is reduced by 1.</span>{{/rollBetween() haywire 21 40}}
{{#rollBetween() haywire 41 60}}<span data-i18n="rollHaywire4160Title">Major Disruption</span><br /><span class="sheet-textDesc" data-i18n="rollHaywire4160Desc">All actions utilising technology, including firing Ranged weapons without the Primitive Quality, Tech-Use Tests, and any physical actions attempted while wearing power armour or employing cybernetics, suffer a 20 penalty. The Base Movement of anyone in power armour is reduced by 3. Melee weapons with technological components function as a Primitive weapon of the analogous type.</span>{{/rollBetween() haywire 41 60}}
{{#rollBetween() haywire 61 80}}<span data-i18n="rollHaywire6180Title">Dead Zone</span><br /><span class="sheet-textDesc" data-i18n="rollHaywire6180Desc">Technology within the affected area completely ceases to function. Power armour becomes Unpowered. Characters with cybernetic replacements to any internal organ(s) suffer one level of Fatigue each round they remain in the Dead Zone. Melee weapons with technological components function as a Primitive weapon of the analogous type.</span>{{/rollBetween() haywire 61 80}}
{{#rollBetween() haywire 81 100}}<span data-i18n="rollHaywire81100Title">Prolonged Dead Zone</span><br /><span class="sheet-textDesc" data-i18n="rollHaywire81100Desc">Technology within the affected area completely ceases to function. Power armour becomes Unpowered. Characters with cybernetic replacements to any internal organ(s) suffer one level of Fatigue each round they remain in the Dead Zone. Melee weapons with technological components function as a Primitive weapon of the analogous type.</span>{{/rollBetween() haywire 81 100}}
</div>
{{/haywire}}
<!--section for critical hits -->
<!-- vars = {0} = d5m3add, {1} = d5add, {2} = d5_2add, {3} = d10add, {4} = d10_2add, {5} = d10_3add, {6} = d10p2add, {7} = d10p5add, {8} = d10p5_2add, {9} = 2d10add, {10} = d100add -->
{{#crittable}}<div class="sheet-desc"><span class="sheet-textDesc" data-i18n="rollCriticalHit{{crittable}}" data-i18n-vars="{{d5m3add}}|{{d5add}}|{{d5_2add}}|{{d10add}}|{{d10_2add}}|{{d10_3add}}|{{d10p2add}}|{{d10p5add}}|{{d10p5_2add}}|{{2d10add}}|{{d100add}}"></span></div>{{/crittable}}
<!--section for vehicles critical hits -->
{{#vehcrit}} <!-- vars = {0} = d5add, {1} = d10add, {2} = 2d10add, {3} = 2d10_2add, {4} = 2d10_3add, {5} = 5d10add -->
<div class="sheet-desc">
{{#rollBetween() vehcrit 1 2}}<span data-i18n="rollVehicleCrit12Title">Jarring Blow</span><br /><span class="sheet-textDesc" data-i18n="rollVehicleCrit12Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{2d10_2add}}|{{2d10_3add}}|{{5d10add}}">The impact tosses the vehicle around, throwing anything inside about the interior compartments. Any crew or passengers who are not strapped in or otherwise secured must make an Ordinary (+10) Toughness Test or be Stunned for {{0}} Rounds. All shooting from the vehicle during the next Round suffers 20 to hit as aims are knocked askew and shots go wide.</span>{{/rollBetween() vehcrit 1 2}}
{{#rollTotal() vehcrit 3}}<span data-i18n="rollVehicleCrit3Title">Staggered</span><br /><span class="sheet-textDesc" data-i18n="rollVehicleCrit3Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{2d10_2add}}|{{2d10_3add}}|{{5d10add}}">A direct hit on the armour surrounding the drivers compartment leaves the pilot stunned and reeling. He must pass a Challenging (+0) Toughness Test or become Stunned and unable to drive or pilot for {{0}} Rounds. A ground vehicle comes to a screeching halt, a skimmer will drift in the direction it last moved at its acceleration, while a flyer will slowly tip over and begin a terminal dive unless the pilot comes to his senses and rights the aircraft.</span>{{/rollTotal() vehcrit 3}}
{{#rollTotal() vehcrit 4}}<span data-i18n="rollVehicleCrit4Title">Weapon Destroyed</span><br /><span class="sheet-textDesc" data-i18n="rollVehicleCrit4Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{2d10_2add}}|{{2d10_3add}}|{{5d10add}}">A randomly selected weapon on the vehicle is hit by the blast, twisted and melted beyond repair. The weapon no longer functions, and there is a 25% chance of the weapons ammo cooking off. If it does so, roll damage against the vehicle and any gunners manning the weapon as if the destroyed weapon had hit them, halving all damage rolled.</span>{{/rollTotal() vehcrit 4}}
{{#rollTotal() vehcrit 5}}<span data-i18n="rollVehicleCrit5Title">Drive Damaged</span><br /><span class="sheet-textDesc" data-i18n="rollVehicleCrit5Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{2d10_2add}}|{{2d10_3add}}|{{5d10add}}">The hit tears off a tread, penetrates an air intake, or tears into the grav generator housing, doing severe damage. Reduce the vehicles Tactical Speed by {{2}} (and the Cruising Speed by half). If this brings the Tactical Speed to 0, the vehicle is immobilised. Ground vehicles shudder to a halt, while skimmers and flyers crash into the ground, which could be a problem if theyre at a high enough altitude.</span>{{/rollTotal() vehcrit 5}}
{{#rollTotal() vehcrit 6}}<span data-i18n="rollVehicleCrit6Title">Penetrating Hit</span><br /><span class="sheet-textDesc" data-i18n="rollVehicleCrit6Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{2d10_2add}}|{{2d10_3add}}|{{5d10add}}">The hit tears through the vehicles armour, leaving only useless shards of metal. Reduce the vehicles AP on this facing by half. If the attack was a ranged weapon, the shot rips through the interior of the vehicle as well. Each passenger and crew member has a 20% chance of being hit by the same shot and taking half of the rolled damage. In addition, the vehicle is now open to the outside, which could be a problem if the vehicle is in a poisonous atmosphere, underwater, or in a vacuum.</span>{{/rollTotal() vehcrit 6}}
{{#rollTotal() vehcrit 7}}<span data-i18n="rollVehicleCrit7Title">Fire</span><br /><span class="sheet-textDesc" data-i18n="rollVehicleCrit7Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{2d10_2add}}|{{2d10_3add}}|{{5d10add}}">The vehicle catches fire as its fuel stores ignite or power reserves overload. Anyone inside must make a Difficult (10) Agility Test or catch on fire every Round they are inside the vehicle. In addition, each round there is a 20% chance that the vehicle will explode.</span>{{/rollTotal() vehcrit 7}}
{{#rollBetween() vehcrit 8 9}}<span data-i18n="rollVehicleCrit89Title">Destroyed</span><br /><span class="sheet-textDesc" data-i18n="rollVehicleCrit89Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{2d10_2add}}|{{2d10_3add}}|{{5d10add}}">The hit wrecks the vehicle, turning it into a shattered hulk. Anyone inside the vehicle takes {{2}} Explosive damage, and must make a Difficult (10) Toughness Test or be Stunned for {{1}} Rounds. Skimmers or flyers crash to the ground or go into a terminal dive, depending on their altitude at the time. Hopefully there are enough grav-chutes to go around...</span>{{/rollBetween() vehcrit 8 9}}
{{#rollGreater() vehcrit 9}}<span data-i18n="rollVehicleCrit10Title">Explodes</span><br /><span class="sheet-textDesc" data-i18n="rollVehicleCrit10Desc" data-i18n-vars="{{d5add}}|{{d10add}}|{{2d10add}}|{{2d10_2add}}|{{2d10_3add}}|{{5d10add}}">A direct hit to ammo stores, fuel tanks or another vital portion of the vehicle turns it into a raging fireball. Anyone inside takes {{5}} Explosive damage. Anyone within {{2}} metres of the vehicle suffers {{3}} Explosive damage from the explosion. If the vehicle has an open top, sides, or hatches, passengers or crew may make a Dodge Reaction to bail out at the last second. Anyone who succeeds at the Dodge Test only suffers the {{4}} damage from the vehicles explosion.\nNote: Depending on the contents of the vehicle, the GM may enhance the explosions radius and/or damage as he sees fit.</span>{{/rollGreater() vehcrit 9}}
</div>
{{/vehcrit}}
<!--section that allows single column description field -->
{{#desc}}
<div class="sheet-desc">{{desc}}</div>
{{/desc}}
<!--section for single column description field for ABILITIES -->
{{#desc2}}
<div class="sheet-desc2">{{desc2}}</div>
{{/desc2}}
</div><!--container closing div -->
<div class="sheet-footer"></div>
</rolltemplate>