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roll20-character-sheets/Rogue Trader Improved/RogueTraderImproved.html
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Mago 37e1f1d44f [Rogue Trader Improved] patch 2-03-26
*Fixed bug in NPC melee weapon type
*Removed Strength Bonus damage bonus from NPC melee weapons
*Removed smoke quality from NPC ranged weapons due to bug
*Removed Righteous Fury trigger on flame weapons for NPCs
*Replaced text in NPC ranged damage queue
*Removed "degrees" from NPC ranged attack macro
*removed extra "}" in npc ship critical #5
2026-02-03 13:43:25 -05:00

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<main class="rti"><!-- minimize everything except rolltemplate and scripts -->
<!-- Universal Header %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
<div>
<!-- Basic Player Character Information -->
<div>
<input name="attr_character_name" type="text" style="width:34%" data-i18n-placeholder="charname" placeholder="Character Name"/>
<div class="spacing" style="width:2%"></div>
<div class="logo" style="width:28%"><img src="https://raw.githubusercontent.com/roguetradermago/Rogue-Trader-improved-assets/main/rt-tsr-logo.png"></div>
<div class="spacing" style="width:2%"></div>
<input name="attr_player" type="text" style="width:34%" data-i18n-placeholder="playername" placeholder="Player Name"/>
</div>
<!--Characteristics-->
<div>
<h1 data-i18n="characteristics">Characteristics</h1>
<div class="CharGrid">
<label data-i18n="weaponskill">Weapon Skill</label>
<label data-i18n="ballisticskill">Ballistic Skill</label>
<label data-i18n="strength">Strength</label>
<label data-i18n="toughness">Toughness</label>
<label data-i18n="agility">Agility</label>
<label data-i18n="intelligence">Intelligence</label>
<label data-i18n="perception">Perception</label>
<label data-i18n="willpower">Willpower</label>
<label data-i18n="fellowship">Fellowship</label>
</div>
<div class="CharGrid">
<div>
<label style="width:8%;text-align:right">(</label><label style="width:34%" data-i18n="weaponskill-acronym">WS</label><label style="width:8%;text-align:left">)</label>
<input name="attr_startingWS" type="number" value="0" style="width:50%"/>
</div>
<div>
<label style="width:8%;text-align:right">(</label><label style="width:34%" data-i18n="ballisticskill-acronym">BS</label><label style="width:8%;text-align:left">)</label>
<input name="attr_startingBS" type="number" value="0" style="width:50%"/>
</div>
<div>
<label style="width:8%;text-align:right">(</label><label style="width:34%" data-i18n="strength-acronym">S</label><label style="width:8%;text-align:left">)</label>
<input name="attr_startingS" type="number" value="0" style="width:50%"/>
</div>
<div>
<label style="width:8%;text-align:right">(</label><label style="width:34%" data-i18n="toughness-acronym">T</label><label style="width:8%;text-align:left">)</label>
<input name="attr_startingT" type="number" value="0" style="width:50%"/>
</div>
<div>
<label style="width:8%;text-align:right">(</label><label style="width:34%" data-i18n="agility-acronym">Ag</label><label style="width:8%;text-align:left">)</label>
<input name="attr_startingAG" type="number" value="0" style="width:50%"/>
</div>
<div>
<label style="width:8%;text-align:right">(</label><label style="width:34%" data-i18n="intelligence-acronym">Int</label><label style="width:8%;text-align:left">)</label>
<input name="attr_startingINT" type="number" value="0" style="width:50%"/>
</div>
<div>
<label style="width:8%;text-align:right">(</label><label style="width:34%" data-i18n="perception-acronym">Per</label><label style="width:8%;text-align:left">)</label>
<input name="attr_startingPER" type="number" value="0" style="width:50%"/>
</div>
<div>
<label style="width:8%;text-align:right">(</label><label style="width:34%" data-i18n="willpower-acronym">WP</label><label style="width:8%;text-align:left">)</label>
<input name="attr_startingWP" type="number" value="0" style="width:50%"/>
</div>
<div>
<label style="width:8%;text-align:right">(</label><label style="width:34%" data-i18n="fellowship-acronym">Fel</label><label style="width:8%;text-align:left">)</label>
<input name="attr_startingFEL" type="number" value="0" style="width:50%"/>
</div>
</div>
<div class="CharGrid">
<div>
<button name="roll_WS" type="roll" style="height: 60px;"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{weaponskill}}} {{dosdof=[[((( ([[(@{WeaponSkill}+?{@{modifier}|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input name="attr_WeaponSkill" style="text-align:center; padding:0" type="text" id="CharBtnIn" readonly></input></button>
</div>
<div>
<button name="roll_BS" type="roll" style="height: 60px;"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{ballisticskill}}} {{dosdof=[[((( ([[(@{BallisticSkill}+?{@{modifier}|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input name="attr_BallisticSkill" style="text-align:center; padding:0" type="text" id="CharBtnIn" readonly></input></button>
</div>
<div>
<button name="roll_S" type="roll" style="height: 60px;"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{strength}}} {{dosdof=[[((( ([[(@{Strength}+?{@{modifier}|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input name="attr_Strength" type="text" id="CharBtnIn" readonly></input></button>
<input name="attr_SB" id="unnatural" type="number" value="0"></input>
</div>
<div>
<button name="roll_T" type="roll" style="height: 60px;"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{toughness}}} {{dosdof=[[((( ([[(@{Toughness}+?{@{modifier}|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input name="attr_Toughness" type="text" id="CharBtnIn" readonly></input></button>
<input name="attr_TB" id="unnatural" type="number" value="0"></input>
</div>
<div>
<button name="roll_Ag" type="roll" style="height: 60px;"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{agility}}} {{dosdof=[[((( ([[(@{Agility}+?{@{modifier}|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input name="attr_Agility" type="text" id="CharBtnIn" readonly></input></button>
<input name="attr_AB" id="unnatural" type="number" value="0"></input>
</div>
<div>
<button name="roll_Int" type="roll" style="height: 60px;"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{intelligence}}} {{dosdof=[[((( ([[(@{Intelligence}+?{@{modifier}|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input name="attr_Intelligence" type="text" id="CharBtnIn" readonly></input></button>
<input name="attr_IB" id="unnatural" type="number" value="0"></input>
</div>
<div>
<button name="roll_Per" type="roll" style="height: 60px;"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{perception}}} {{dosdof=[[((( ([[(@{Perception}+?{@{modifier}|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input name="attr_Perception" type="text" id="CharBtnIn" readonly></input></button>
<input name="attr_PB" id="unnatural" type="number" value="0"></input>
</div>
<div>
<button name="roll_WP" type="roll" style="height: 60px;"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{willpower}}} {{dosdof=[[((( ([[(@{Willpower}+?{@{modifier}|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input name="attr_Willpower" type="text" id="CharBtnIn" readonly></input></button>
<input name="attr_WPB" id="unnatural" type="number" value="0"></input>
</div>
<div>
<button name="roll_Fel" type="roll" style="height: 60px;"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{fellowship}}} {{dosdof=[[((( ([[(@{Fellowship}+?{@{modifier}|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input name="attr_Fellowship" type="text" id="CharBtnIn" readonly></input></button>
<input name="attr_FB" id="unnatural" type="number" value="0"></input>
</div>
</div>
<div class="CharGrid">
<div>
<div class="spacing" style="width:20%"></div>
<input style="width:15%; height:10px" name="attr_AdvancedWS1" type="checkbox" value="5" title="+5"/>
<input style="width:15%; height:10px" name="attr_AdvancedWS2" type="checkbox" value="5" title="+5"/>
<input style="width:15%; height:10px" name="attr_AdvancedWS3" type="checkbox" value="5" title="+5"/>
<input style="width:15%; height:10px" name="attr_AdvancedWS4" type="checkbox" value="5" title="+5"/>
<div class="spacing" style="width:20%"></div>
</div>
<div>
<div class="spacing" style="width:20%"></div>
<input style="width:15%; height:10px" name="attr_AdvancedBS1" type="checkbox" value="5" title="+5"/>
<input style="width:15%; height:10px" name="attr_AdvancedBS2" type="checkbox" value="5" title="+5"/>
<input style="width:15%; height:10px" name="attr_AdvancedBS3" type="checkbox" value="5" title="+5"/>
<input style="width:15%; height:10px" name="attr_AdvancedBS4" type="checkbox" value="5" title="+5"/>
<div class="spacing" style="width:20%"></div>
</div>
<div>
<div class="spacing" style="width:20%"></div>
<input style="width:15%; height:10px" name="attr_AdvancedS1" type="checkbox" value="5" title="+5"/>
<input style="width:15%; height:10px" name="attr_AdvancedS2" type="checkbox" value="5" title="+5"/>
<input style="width:15%; height:10px" name="attr_AdvancedS3" type="checkbox" value="5" title="+5"/>
<input style="width:15%; height:10px" name="attr_AdvancedS4" type="checkbox" value="5" title="+5"/>
<div class="spacing" style="width:20%"></div>
</div>
<div>
<div class="spacing" style="width:20%"></div>
<input style="width:15%; height:10px" name="attr_AdvancedT1" type="checkbox" value="5" title="+5"/>
<input style="width:15%; height:10px" name="attr_AdvancedT2" type="checkbox" value="5" title="+5"/>
<input style="width:15%; height:10px" name="attr_AdvancedT3" type="checkbox" value="5" title="+5"/>
<input style="width:15%; height:10px" name="attr_AdvancedT4" type="checkbox" value="5" title="+5"/>
<div class="spacing" style="width:%"></div>
</div>
<div>
<div class="spacing" style="width:20%"></div>
<input style="width:15%; height:10px" name="attr_AdvancedAG1" type="checkbox" value="5" title="+5"/>
<input style="width:15%; height:10px" name="attr_AdvancedAG2" type="checkbox" value="5" title="+5"/>
<input style="width:15%; height:10px" name="attr_AdvancedAG3" type="checkbox" value="5" title="+5"/>
<input style="width:15%; height:10px" name="attr_AdvancedAG4" type="checkbox" value="5" title="+5"/>
<div class="spacing" style="width:20%"></div>
</div>
<div>
<div class="spacing" style="width:20%"></div>
<input style="width:15%; height:10px" name="attr_AdvancedINT1" type="checkbox" value="5" title="+5"/>
<input style="width:15%; height:10px" name="attr_AdvancedINT2" type="checkbox" value="5" title="+5"/>
<input style="width:15%; height:10px" name="attr_AdvancedINT3" type="checkbox" value="5" title="+5"/>
<input style="width:15%; height:10px" name="attr_AdvancedINT4" type="checkbox" value="5" title="+5"/>
<div class="spacing" style="width:20%"></div>
</div>
<div>
<div class="spacing" style="width:20%"></div>
<input style="width:15%; height:10px" name="attr_AdvancedPER1" type="checkbox" value="5" title="+5"/>
<input style="width:15%; height:10px" name="attr_AdvancedPER2" type="checkbox" value="5" title="+5"/>
<input style="width:15%; height:10px" name="attr_AdvancedPER3" type="checkbox" value="5" title="+5"/>
<input style="width:15%; height:10px" name="attr_AdvancedPER4" type="checkbox" value="5" title="+5"/>
<div class="spacing" style="width:20%"></div>
</div>
<div>
<div class="spacing" style="width:20%"></div>
<input style="width:15%; height:10px" name="attr_AdvancedWP1" type="checkbox" value="5" title="+5"/>
<input style="width:15%; height:10px" name="attr_AdvancedWP2" type="checkbox" value="5" title="+5"/>
<input style="width:15%; height:10px" name="attr_AdvancedWP3" type="checkbox" value="5" title="+5"/>
<input style="width:15%; height:10px" name="attr_AdvancedWP4" type="checkbox" value="5" title="+5"/>
<div class="spacing" style="width:20%"></div>
</div>
<div>
<div class="spacing" style="width:20%"></div>
<input style="width:15%; height:10px" name="attr_AdvancedFEL1" type="checkbox" value="5" title="+5"/>
<input style="width:15%; height:10px" name="attr_AdvancedFEL2" type="checkbox" value="5" title="+5"/>
<input style="width:15%; height:10px" name="attr_AdvancedFEL3" type="checkbox" value="5" title="+5"/>
<input style="width:15%; height:10px" name="attr_AdvancedFEL4" type="checkbox" value="5" title="+5"/>
<div class="spacing" style="width:20%"></div>
</div>
</div>
</div>
<!-- Fate, Fatigue and GM Rolls -->
<div style="margin: 5px 0">
<label style="width:11%; text-align:center" data-i18n="fate-points">Fate Points</label>
<b style="width:3%" data-i18n-title="fate-points-title" title="Using Fate Points&#10;As a Free Action (or Reaction) the Explorer 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 an extra degree of success to a test. This can be done after dice are rolled.&#10;(test must be successful for this effect to apply.)&#10;*Count as having rolled a 10 for Initiative Roll.&#10;*Instantly remove 1d5 Damage (this does not remove Critical Damage).&#10;*Instantly recover from being Stunned.&#10;&#10;Spent FPs are restored by the end of the gaming season, at GMs discretion.&#10;&#10;Burning Fate Points&#10;The explorer may permanently reduce his Fate Point Pool by 1.&#10;This allows the character to survive whatever it was&#10;that would have killed him, but only barely.&#10;&#10;A Fate Point may be burnt even if it has been spent for that gaming session.">?</b>
<input style="width:4%" name="attr_fate_max" type="number"></input>
<i style="width:2%">&#10095;</i>
<input style="width:4%" class="cur" name="attr_fate" type="number"></input>
<div class="spacing" style="width:10%"></div>
<button name="roll_simpledice" type="roll" style="width:4%" value="@{gmroll}&{template:custom} {{d1= [[1d5]]}}"><label>1d5</label></button>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton" style="width:12%">
<input type="checkbox" name="attr_gmroll" value="/w gm" hidden="true"/>
<div style="font-size:0px"><span style="width:80%;" data-i18n="gmroll">GM Roll</span>
<b style="width:20%" data-i18n-title="gmroll-title" title="Sets all macro rolls to be visible only to the GM.">?</b></div>
</label>
<div class="spacing" style="width:1%"></div>
<!--w16-->
<button name="roll_RighteousFury" type="roll" style="width:14%"
value="@{gmroll}&{template:custom} {{name=^{righteous-fury}}} {{testtarget=[[?{@{threshold}|0}]] }} {{d100=[[1d100cs1cf100]] }} {{fury=[[1]]}} {{d10= [[1d10!]]}}">
<label data-i18n="righteous-fury">Righteous Fury!</label></button>
<!--w15-->
<div class="spacing" style="width:1%"></div>
<button name="roll_RighteousFury2" type="roll" style="width:4%"
value="@{gmroll}&{template:custom} {{name=^{righteous-fury}}} {{testtarget=[[?{@{threshold}|0}]] }} {{d100=[[1d100cs1cf100]] }} {{fury=[[2]]}} {{d5= [[1d5]]}}">
<i style="margin: 0;">&#x26CD;</i></button>
<div class="spacing" style="width:7%"></div>
<label class="fancyButton" style="width:11%">
<input type="checkbox" name="attr_fatiguepenalty" value="10" hidden="true"/>
<div style="font-size:0px"><span style="width:80%" data-i18n="fatigue">Fatigue</span>
<b style="width:20%" data-i18n-title="fatigue-title" 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 exceeds its Fatigue Limit&#10;it falls Unconscious for 10 min -TB.">?</b>
</div>
</label>
<div class="spacing" style="width:1%"></div>
<input style="width:4%" name="attr_fatiguecurrent" type="number"/>
<span style="width:6%" data-i18n="level">Level</span>
</div>
</div>
<!-- Tabs %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
<input type="hidden" class="tabstoggle" name="attr_sheetTab" value="skill"/>
<div>
<label class="fancyButton titleButton">
<input type="checkbox" name="attr_sheetTab" value="skill" hidden="true" checked="true"/>
<div data-i18n="Skills">Skills</div>
</label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton titleButton">
<input type="checkbox" name="attr_sheetTab" value="combat" hidden="true" />
<div data-i18n="Combat">Combat</div>
</label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton titleButton">
<input type="checkbox" name="attr_sheetTab" value="talent" hidden="true" />
<div data-i18n="talents">Talents</div>
</label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton titleButton">
<input type="checkbox" name="attr_sheetTab" value="psykana" hidden="true" />
<div data-i18n="Psykana">Psykana</div>
</label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton titleButton">
<input type="checkbox" name="attr_sheetTab" value="journal" hidden="true" />
<div data-i18n="Journal">Journal</div>
</label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton titleButton">
<input type="checkbox" name="attr_sheetTab" value="ship" hidden="true" />
<div data-i18n="Ship">Ship</div>
</label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton titleButton">
<input type="checkbox" name="attr_sheetTab" value="npcs" hidden="true" />
<div data-i18n="non-player-character">NPC</div>
</label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton titleButton" style="width:9%">
<input type="checkbox" name="attr_sheetTab" value="config" hidden="true" />
<div style="font-size:14px" data-i18n="Extras">Extras</div>
</label>
</div>
<!-- Skills Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
<div class="skill">
<!--Basic & Advanced skills-->
<div class="grid2">
<div class="leftbox">
<h2 data-i18n="BasicSkills">Basic Skills</h2>
<div class="grid8b">
<label class="label1" data-i18n="test">Test</label>
<label class="label1"></label>
<label class="label2" data-i18n="trained">Trained</label>
<label class="label2">+10</label>
<label class="label2">+20</label>
<label class="label2" data-i18n="talents">Talents</label>
<label class="label2" data-i18n="modifier-acronym">Mod</label>
<label class="label2" data-i18n="total">Total</label>
</div>
<div class="grid8b">
<button name="roll_Awareness" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Awareness}}} {{dosdof=[[((( ([[(@{Awareness}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:10%"></div><label style="width:80%" data-i18n="Awareness">Awareness</label>
<b style="width:10%" data-i18n-title="Awareness-title" title="Awareness encompasses the Explorers 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;such as a faint vibration in the deck plating or the smell of the air recyclers.&#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.">?</b>
</button>
<span id="gridspan" data-i18n="perception-acronym">Per</span>
<div id="cbitem"><input name="attr_Awareness1" type="checkbox" value="0.5"/></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_TalentBonus1" type="number" value="0"/>
<input id="subitem" name="attr_OtherBonus1" type="number" value="0"/>
<input id="subitem" name="attr_Awareness" type="text" disabled value="(floor((0.5+@{Awareness1})*@{Perception})+@{Awareness2}+@{Awareness3}+@{TalentBonus1}+@{OtherBonus1})"/>
</div>
<div class="grid8b">
<button name="roll_Barter" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Barter}}} {{dosdof=[[((( ([[(@{Barter}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:10%"></div><label style="width:80%" data-i18n="Barter">Barter</label>
<b style="width:10%" data-i18n-title="barter-title" title="The Barter skill allows the Explorer to negotiate better&#10;prices or exchange for goods and services.&#10;This can modify the Acquisition Modifier for items where the price is not set,&#10;but rather the result of negotiation.&#10;&#10;All Barter Tests are Opposed, as they involve interaction by their very nature.&#10;Barter may sometimes be used to assist with Acquisition Tests (see page 271).&#10;&#10;-Skill Use: A typical Barter Test takes about five minutes,&#10;but delicate dealings and intricate negotiations may involve Extended Tests.&#10;-Category: Interaction.">?</b>
</button>
<span id="gridspan" data-i18n="fellowship-acronym">Fel</span>
<div id="cbitem"><input name="attr_Barter1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Barter2" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_Barter3" type="checkbox" value="10"/></div>
<input id="subitem" name="attr_TalentBonus2" type="number" value="0"/>
<input id="subitem" name="attr_OtherBonus2" type="number" value="0"/>
<input id="subitem" name="attr_Barter" type="text" disabled value="(floor((0.5+@{Barter1})*@{Fellowship})+@{Barter2}+@{Barter3}+@{TalentBonus2}+@{OtherBonus2})"/>
</div>
<div class="grid8b">
<button name="roll_Carouse" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Carouse}}} {{dosdof=[[((( ([[(@{Carouse}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:10%"></div><label style="width:80%" data-i18n="Carouse">Carouse</label>
<b style="width:10%" data-i18n-title="carouse-title" title="The Carouse Skill is used to resist the effects of alcohol and narcotics.&#10;The Explorer 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 Explorer 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 Explorer imbibes.">?</b>
</button>
<span id="gridspan" data-i18n="toughness-acronym">T</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_TalentBonus3" type="number" value="0"/>
<input id="subitem" name="attr_OtherBonus3" type="number" value="0"/>
<input id="subitem" name="attr_Carouse" type="text" disabled value="(floor((0.5+@{Carouse1})*@{Toughness})+@{Carouse2}+@{Carouse3}+@{TalentBonus3}+@{OtherBonus3})"/>
</div>
<div class="grid8b">
<button name="roll_Charm" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Charm}}} {{dosdof=[[((( ([[(@{Charm}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:10%"></div><label style="width:80%" data-i18n="Charm">Charm</label>
<b style="width:10%" data-i18n-title="charm-title" title="The Explorer 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 Explorers 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;Characters can also use this skill as an Extended Test for&#10;purposes on improving morale on board their vessel.&#10;&#10;-Category: Interaction.">?</b>
</button>
<span id="gridspan" data-i18n="fellowship-acronym">Fel</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_TalentBonus4" type="number" value="0"/>
<input id="subitem" name="attr_OtherBonus4" type="number" value="0"/>
<input id="subitem" name="attr_Charm" type="text" disabled value="(floor((0.5+@{Charm1})*@{Fellowship})+@{Charm2}+@{Charm3}+@{TalentBonus4}+@{OtherBonus4})"/>
</div>
<div class="grid8b">
<button name="roll_Climb" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Climb}}} {{dosdof=[[((( ([[(@{Climb}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:10%"></div><label style="width:80%" data-i18n="Climb">Climb</label>
<b style="width:10%" data-i18n-title="climb-title" title="With the Climb skill the Explorer 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.">?</b>
</button>
<span id="gridspan" data-i18n="strength-acronym">S</span>
<div id="cbitem"><input name="attr_Climb1" type="checkbox" value="0.5"/></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_TalentBonus5" type="number" value="0"/>
<input id="subitem" name="attr_OtherBonus5" type="number" value="0"/>
<input id="subitem" name="attr_Climb" type="text" disabled value="(floor((0.5+@{Climb1})*@{Strength})+@{Climb2}+@{Climb3}+@{TalentBonus5}+@{OtherBonus5})"/>
</div>
<div class="grid8b">
<button name="roll_Command" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Command}}} {{dosdof=[[((( ([[(@{Command}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:10%"></div><label style="width:80%" data-i18n="Command">Command</label>
<b style="width:10%" data-i18n-title="command-title" title="The Explorer 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 Explorers 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;Explorers Fellowship Bonus. They must be able to see and hear him,&#10;though this could be done remotely.&#10;&#10;-Skill Use: Half Action for simple commands, Full Action for more involved direction.&#10;-Category: Interaction.">?</b>
</button>
<span id="gridspan" data-i18n="fellowship-acronym">Fel</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_TalentBonus6" type="number" value="0"/>
<input id="subitem" name="attr_OtherBonus6" type="number" value="0"/>
<input id="subitem" name="attr_Command" type="text" disabled value="(floor((0.5+@{Command1})*@{Fellowship})+@{Command2}+@{Command3}+@{TalentBonus6}+@{OtherBonus6})"/>
</div>
<div class="grid8b">
<button name="roll_Concealment" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Concealment}}} {{dosdof=[[((( ([[(@{Concealment}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:10%"></div><label style="width:80%" data-i18n="Concealment">Concealment</label>
<b style="width:10%" data-i18n-title="concealment-title" 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 Explorers&#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.">?</b>
</button>
<span id="gridspan" data-i18n="agility-acronym">Ag</span>
<div id="cbitem"><input name="attr_Concealment1" type="checkbox" value="0.5"/></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_TalentBonus7" type="number" value="0"/>
<input id="subitem" name="attr_OtherBonus7" type="number" value="0"/>
<input id="subitem" name="attr_Concealment" type="text" disabled value="(floor((0.5+@{Concealment1})*@{Agility})+@{Concealment2}+@{Concealment3}+@{TalentBonus7}+@{OtherBonus7})"/>
</div>
<div class="grid8b">
<button name="roll_Contortionist" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Contortionist}}} {{dosdof=[[((( ([[(@{Contortionist}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:10%"></div><label style="width:80%" data-i18n="Contortionist">Contortionist</label>
<b style="width:10%" data-i18n-title="contortionist-title" title="Explorers with Contortionist Skill can use their innate flexibility to allow them to:&#10;&#10;-Escape Bonds:&#10;The Explorer 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 Explorer may escape a grapple by making an Opposed Test against&#10;the grapplers Strength Characteristic.&#10;Success frees the Explorer. Failure means he remains grappled.&#10;&#10;-Squeeze Through:&#10;The Explorer 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.">?</b>
</button>
<span id="gridspan" data-i18n="agility-acronym">Ag</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_TalentBonus8" type="number" value="0"/>
<input id="subitem" name="attr_OtherBonus8" type="number" value="0"/>
<input id="subitem" name="attr_Contortionist" type="text" disabled value="(floor((0.5+@{Contortionist1})*@{Agility})+@{Contortionist2}+@{Contortionist3}+@{TalentBonus8}+@{OtherBonus8})"/>
</div>
<div class="grid8b">
<button name="roll_Deceive" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Deceive}}} {{dosdof=[[((( ([[(@{Deceive}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:10%"></div><label style="width:80%" data-i18n="Deceive">Deceive</label>
<b style="width:10%" data-i18n-title="deceive-title" title="The Deceive skill enables the Explorer 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;Explorers Fellowship Bonus.&#10;They must also speak a common language.&#10;&#10;-Skill Use: 1 minute, or more for complex deceptions.&#10;&#10;-Special Use: Con&#10;The ships master or officers can use deception to temporarily&#10;increase the crews morale during combat.&#10;Outside of combat, the Explorer can use this skill to reduce&#10;the effect of long warp passages on the crews morale. Each&#10;failure imposes a cumulative 10 penalty upon subsequent attempts.&#10;&#10;-Category: Interaction.">?</b>
</button>
<span id="gridspan" data-i18n="fellowship-acronym">Fel</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_TalentBonus9" type="number" value="0"/>
<input id="subitem" name="attr_OtherBonus9" type="number" value="0"/>
<input id="subitem" name="attr_Deceive" type="text" disabled value="(floor((0.5+@{Deceive1})*@{Fellowship})+@{Deceive2}+@{Deceive3}+@{TalentBonus9}+@{OtherBonus9})"/>
</div>
<div class="grid8b">
<button name="roll_Disguise" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Disguise}}} {{dosdof=[[((( ([[(@{Disguise}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:10%"></div><label style="width:80%" data-i18n="Disguise">Disguise</label>
<b style="width:10%" data-i18n-title="disguise-title" title="The Disguise skill allows the Explorer to mask his features and even&#10;assume anothers appearance. The difficulty of the test depends upon&#10;the materials available, the differences between the character and&#10;the desired appearance, and any other elements that would&#10;affect the deception. Disguise is an Opposed Skill Test against&#10;a foes Scrutiny. The application of the most elementary of&#10;disguises takes one minute. The more elaborate the deception,&#10;the more time required, up to weeks or months in the case&#10;of impersonations involving prosthetics, surgery, or xeno mannerisms.&#10;&#10;-Skill Use: 1 minute or more depending on complexity.">?</b>
</button>
<span id="gridspan" data-i18n="fellowship-acronym">Fel</span>
<div id="cbitem"><input name="attr_Disguise1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Disguise2" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_Disguise3" type="checkbox" value="10"/></div>
<input id="subitem" name="attr_TalentBonus10" type="number" value="0"/>
<input id="subitem" name="attr_OtherBonus10" type="number" value="0"/>
<input id="subitem" name="attr_Disguise" type="text" disabled value="(floor((0.5+@{Disguise1})*@{Fellowship})+@{Disguise2}+@{Disguise3}+@{TalentBonus10}+@{OtherBonus10})"/>
</div>
<div class="grid8b">
<button name="roll_Dodge" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Dodge}}} {{dosdof=[[((( ([[(@{Dodge}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:10%"></div><label style="width:80%" data-i18n="Dodge">Dodge</label>
<b style="width:10%" data-i18n-title="dodge-title" 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.">?</b>
</button>
<span id="gridspan" data-i18n="agility-acronym">Ag</span>
<div id="cbitem"><input name="attr_Dodge1" type="checkbox" value="0.5"/></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_TalentBonus11" type="number" value="0"/>
<input id="subitem" name="attr_OtherBonus11" type="number" value="0"/>
<input id="subitem" name="attr_Dodge" type="text" disabled value="(floor((0.5+@{Dodge1})*@{Agility})+@{Dodge2}+@{Dodge3}+@{TalentBonus11}+@{OtherBonus11})"/>
</div>
<div class="grid8b">
<button name="roll_Evaluate" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Evaluate}}} {{dosdof=[[((( ([[(@{Evaluate}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:10%"></div><label style="width:80%" data-i18n="Evaluate">Evaluate</label>
<b style="width:10%" data-i18n-title="evaluate-title" title="The Explorer can use Evaluate to determine the approximate&#10;value of an object or group of items.&#10;Success reveals the items Availability Modifier.&#10;Additional Degrees of Success will give additional information&#10;about the objects. A failure results in the miscalculation&#10;of an items true value, with the degree&#10;of error increasing with each Degree of Failure.&#10;&#10;The difficulty of the Test should be adjusted for the&#10;Explorers access to the item and the time allowed by the seller.&#10;Using Evaluate on large cargoes requires an Extended Test,&#10;though the Explorer can appraise single items in about&#10;a minute. Also, Evaluate can be used at the GMs&#10;discretion to assist with determining the requirements for Endeavours.&#10;&#10;-Skill Use: 1 minute or more.&#10;-Category: Investigation.">?</b>
</button>
<span id="gridspan" data-i18n="intelligence-acronym">Int</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_TalentBonus12" type="number" value="0"/>
<input id="subitem" name="attr_OtherBonus12" type="number" value="0"/>
<input id="subitem" name="attr_Evaluate" type="text" disabled value="(floor((0.5+@{Evaluate1})*@{Intelligence})+@{Evaluate2}+@{Evaluate3}+@{TalentBonus12}+@{OtherBonus12})"/>
</div>
<div class="grid8b">
<button name="roll_Gamble" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Gamble}}} {{dosdof=[[((( ([[(@{Gamble}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:10%"></div><label style="width:80%" data-i18n="Gamble">Gamble</label>
<b style="width:10%" data-i18n-title="gamble-title" title="The Explorer 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 Explorer 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.">?</b>
</button>
<span id="gridspan" data-i18n="intelligence-acronym">Int</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_TalentBonus13" type="number" value="0"/>
<input id="subitem" name="attr_OtherBonus13" type="number" value="0"/>
<input id="subitem" name="attr_Gamble" type="text" disabled value="(floor((0.5+@{Gamble1})*@{Intelligence})+@{Gamble2}+@{Gamble3}+@{TalentBonus13}+@{OtherBonus13})"/>
</div>
<div class="grid8b">
<button name="roll_Inquiry" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Inquiry}}} {{dosdof=[[((( ([[(@{Inquiry}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:10%"></div><label style="width:80%" data-i18n="Inquiry">Inquiry</label>
<b style="width:10%" data-i18n-title="inquiry-title" title="The Explorer 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 Explorer to hunt after a particular item of information&#10;from either individuals or resources, such as the ships&#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;-Special Use: Hunt for Sedition&#10;A character may use his skills of inquiry among members&#10;of the crew to plumb for malcontents, malingerers and&#10;mutineers. Success means improves Morale by 1d5&#10;but for every point the ships Morale improves, the Population&#10;is reduced by 1 in turn as the seditious elements are purged.&#10;&#10;-Category: Interaction.">?</b>
</button>
<span id="gridspan" data-i18n="fellowship-acronym">Fel</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_TalentBonus14" type="number" value="0"/>
<input id="subitem" name="attr_OtherBonus14" type="number" value="0"/>
<input id="subitem" name="attr_Inquiry" type="text" disabled value="(floor((0.5+@{Inquiry1})*@{Fellowship})+@{Inquiry2}+@{Inquiry3}+@{TalentBonus14}+@{OtherBonus14})"/>
</div>
<div class="grid8b">
<button name="roll_Intimidate" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Intimidate}}} {{dosdof=[[((( ([[(@{Intimidate}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:10%"></div><label style="width:80%" data-i18n="Intimidate">Intimidate</label>
<b style="width:10%" data-i18n-title="intimidate-title" title="The Explorer uses Intimidate to pressure an individual to give&#10;in to his demands. The character does not make an Intimidate&#10;Test every time he makes a threat, but only when it involves&#10;coercion. Though Intimidate lists Strength as its associated&#10;characteristic, the Explorer 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 Explorers Strength, Intelligence, or Fellowship Bonus,&#10;depending on the characteristic used for the test. His targets&#10;must be able to see and hear him clearly, either in person or&#10;via pict- or vox-caster, and speak a common language.&#10;&#10;-Skill Use: Full Action.&#10;-Category: Interaction.">?</b>
</button>
<select name="attr_Intimidate" id="subitem">
<option value="(floor((0.5+@{Intimidate1})*@{Strength})+@{Intimidate2}+@{Intimidate3}+@{TalentBonus15}+@{OtherBonus15})" data-i18n="strength-acronym">S</option>
<option value="(floor((0.5+@{Intimidate1})*@{Intelligence})+@{Intimidate2}+@{Intimidate3}+@{TalentBonus15}+@{OtherBonus15})" data-i18n="intelligence-acronym">Int</option>
<option value="(floor((0.5+@{Intimidate1})*@{Fellowship})+@{Intimidate2}+@{Intimidate3}+@{TalentBonus15}+@{OtherBonus15})" data-i18n="fellowship-acronym">Fel</option>
</select>
<div id="cbitem"><input name="attr_Intimidate1" type="checkbox" value="0.5"/></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_TalentBonus15" type="number" value="0"/>
<input id="subitem" name="attr_OtherBonus15" type="number" value="0"/>
<input id="subitem" name="attr_IntimidateDisplay" type="text" disabled value="@{Intimidate}"/>
</div>
<div class="grid8b">
<button name="roll_Logic" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Logic}}} {{dosdof=[[((( ([[(@{Logic}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:10%"></div><label style="width:80%" data-i18n="Logic">Logic</label>
<b style="width:10%" data-i18n-title="logic-title" title="The Explorer 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.">?</b>
</button>
<span id="gridspan" data-i18n="intelligence-acronym">Int</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_TalentBonus16" type="number" value="0"/>
<input id="subitem" name="attr_OtherBonus16" type="number" value="0"/>
<input id="subitem" name="attr_Logic" type="text" disabled value="(floor((0.5+@{Logic1})*@{Intelligence})+@{Logic2}+@{Logic3}+@{TalentBonus16}+@{OtherBonus16})"/>
</div>
<div class="grid8b">
<button name="roll_Scrutiny" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Scrutiny}}} {{dosdof=[[((( ([[(@{Scrutiny}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:10%"></div><label style="width:80%" data-i18n="Scrutiny">Scrutiny</label>
<b style="width:10%" data-i18n-title="scrutiny-title" title="The Scrutiny Skill helps assess the people or objects the Explorer&#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.">?</b>
</button>
<span id="gridspan" data-i18n="perception-acronym">Per</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_TalentBonus17" type="number" value="0"/>
<input id="subitem" name="attr_OtherBonus17" type="number" value="0"/>
<input id="subitem" name="attr_Scrutiny" type="text" disabled value="(floor((0.5+@{Scrutiny1})*@{Perception})+@{Scrutiny2}+@{Scrutiny3}+@{TalentBonus17}+@{OtherBonus17})"/>
</div>
<div class="grid8b">
<button name="roll_Search" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Search}}} {{dosdof=[[((( ([[(@{Search}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:10%"></div><label style="width:80%" data-i18n="Search">Search</label>
<b style="width:10%" data-i18n-title="search-title" title="The Explorer 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.">?</b>
</button>
<span id="gridspan" data-i18n="perception-acronym">Per</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_TalentBonus18" type="number" value="0"/>
<input id="subitem" name="attr_OtherBonus18" type="number" value="0"/>
<input id="subitem" name="attr_Search" type="text" disabled value="(floor((0.5+@{Search1})*@{Perception})+@{Search2}+@{Search3}+@{TalentBonus18}+@{OtherBonus18})"/>
</div>
<div class="grid8b">
<button name="roll_SilentMove" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Silent-Move}}} {{dosdof=[[((( ([[(@{SilentMove}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:10%"></div><label style="width:80%" data-i18n="Silent-Move">Silent Move</label>
<b style="width:10%" data-i18n-title="silent-move-title" title="Use the Silent Move Skill anytime silence and secrecy is&#10;essential in the Explorers 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.">?</b>
</button>
<span id="gridspan" data-i18n="agility-acronym">Ag</span>
<div id="cbitem"><input name="attr_SilentMove1" type="checkbox" value="0.5"/></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_TalentBonus19" type="number" value="0"/>
<input id="subitem" name="attr_OtherBonus19" type="number" value="0"/>
<input id="subitem" name="attr_SilentMove" type="text" disabled value="(floor((0.5+@{SilentMove1})*@{Agility})+@{SilentMove2}+@{SilentMove3}+@{TalentBonus19}+@{OtherBonus19})"/>
</div>
<div class="grid8b">
<button name="roll_Swim" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=**@{character_name}&#10;^{Swim}}} {{dosdof=[[((( ([[(@{Swim}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:10%"></div><label style="width:80%" data-i18n="Swim">Swim</label>
<b style="width:10%" data-i18n-title="swim-title" title="Swim allows the Explorer 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.">?</b>
</button>
<span id="gridspan" data-i18n="strength-acronym">S</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_TalentBonus20" type="number" value="0"/>
<input id="subitem" name="attr_OtherBonus20" type="number" value="0"/>
<input id="subitem" name="attr_Swim" type="text" disabled value="(floor((0.5+@{Swim1})*@{Strength})+@{Swim2}+@{Swim3}+@{TalentBonus20}+@{OtherBonus20})"/>
</div>
</div>
<div class="rightbox">
<h2 data-i18n="AdvancedSkills">Advanced Skills</h2>
<div class="grid9">
<label class="label1" data-i18n="test">Test</label>
<label class="label1"></label>
<label class="label2" data-i18n="basic">Basic</label>
<label class="label2" data-i18n="trained">Trained</label>
<label class="label2">+10</label>
<label class="label2">+20</label>
<label class="label2" data-i18n="talents">Talents</label>
<label class="label2" data-i18n="modifier-acronym">Mod</label>
<label class="label2" data-i18n="total">Total</label>
</div>
<div class="grid9">
<button name="roll_Acrobatics" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Acrobatics}}} {{dosdof=[[((( ([[(@{Acrobatics}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:5%"></div><label style="width:80%" data-i18n="Acrobatics">Acrobatics</label>
<b style="width:15%" data-i18n-title="acrobatics-title" title="Acrobatics training supplements the Explorers 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 Explorer 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.">?</b>
</button>
<span id="gridspan" data-i18n="agility-acronym">Ag</span>
<div id="cbitem"><input name="attr_Acrobatics1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Acrobatics2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Acrobatics3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_Acrobatics4" 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"/>
<input id="subitem" name="attr_Acrobatics" type="text" disabled value="floor((@{Acrobatics1}+@{Acrobatics2})*@{agility})+@{Acrobatics3}+@{Acrobatics4}+@{AcrobaticsTalentBonus}+@{AcrobaticsOtherBonus}"/>
</div>
<div class="grid9">
<button name="roll_Blather" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Blather}}} {{dosdof=[[((( ([[(@{Blather}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:5%"></div><label style="width:80%" data-i18n="Blather">Blather</label>
<b style="width:15%" data-i18n-title="blather-title" title="Blather allows the Explorer to stall for time with a confusing&#10;or distracting stream of conversation.&#10;&#10;Blather Tests are always Opposed by the targets Willpower,&#10;or Scrutiny if the target actively suspects the tactic.&#10;&#10;Winning the Opposed Test results in the opponents bemused&#10;inaction for his entire round.&#10;For every degree of success, the Explorer has dumbfounded&#10;the target for an additional round.&#10;&#10;Loosing the Opposed Test means that&#10;everyone involved may act normally.&#10;&#10;Some Talents allow the Explorer to use Blather against&#10;many opponents. However, even without these Talents,&#10;he can affect a number of targets equal to his Fellowship Bonus&#10;if he is able to win the Opposed Test. &#10;&#10;-Skill Use: Full Action.&#10;-Category: Interaction.">?</b>
</button>
<span id="gridspan" data-i18n="fellowship-acronym">Fel</span>
<div id="cbitem"><input name="attr_Blather1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Blather2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Blather3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_Blather4" type="checkbox" value="10"/></div>
<input id="subitem" name="attr_BlatherTalentBonus" type="number" value="0"/>
<input id="subitem" name="attr_BlatherOtherBonus" type="number" value="0"/>
<input id="subitem" name="attr_Blather" type="text" disabled value="floor((@{Blather1}+@{Blather2})*@{fellowship})+@{Blather3}+@{Blather4}+@{BlatherTalentBonus}+@{BlatherOtherBonus}"/>
</div>
<div class="grid9">
<button name="roll_Chem-Use" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Chem-Use}}} {{dosdof=[[((( ([[(@{Chem-Use}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:5%"></div><label style="width:80%" data-i18n="Chem-Use">Chem-Use</label>
<b style="width:15%" data-i18n-title="chem-use-title" title="The Chem-Use skill allows the Explorer 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 the Skill Test to administer a drug&#10;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.">?</b>
</button>
<span id="gridspan" data-i18n="intelligence-acronym">Int</span>
<div id="cbitem"><input name="attr_Chem-Use1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Chem-Use2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Chem-Use3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_Chem-Use4" type="checkbox" value="10"/></div>
<input id="subitem" name="attr_Chem-UseTalentBonus" type="number" value="0"/>
<input id="subitem" name="attr_Chem-UseOtherBonus" type="number" value="0"/>
<input id="subitem" name="attr_Chem-Use" type="text" disabled value="floor((@{Chem-Use1}+@{Chem-Use2})*@{intelligence})+@{Chem-Use3}+@{Chem-Use4}+@{Chem-UseTalentBonus}+@{Chem-UseOtherBonus}"/>
</div>
<div class="grid9">
<button name="roll_Commerce" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Commerce}}} {{dosdof=[[((( ([[(@{Commerce}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:5%"></div><label style="width:80%" data-i18n="Commerce">Commerce</label>
<b style="width:15%" data-i18n-title="commerce-title" title="An Explorer may use the Commerce Skill to improve his Profit Factor&#10;prior to making an Acquisition Test.&#10;This is a contest of the Explorers Commerce Skill versus the Commerce Skill&#10;or Scrutiny Skill of the person or organization he is trading with.&#10;&#10;For each degree the Explorer beats his opponent,&#10;he may increase his Profit Factor by 2 points.&#10;For each degree his opponent beats him, however,&#10;he must decrease his Profit Factor by 2.&#10;&#10;Both increases and decreases to Profit Factor only apply to a single&#10;Acquisition Test made immediately with that trader.&#10;This use of Skills works both ways, and when the Explorers deal with&#10;canny merchants, the GM may force them to make a contest&#10;of Commerce Skills even if they dont want to.&#10;&#10;-Skill Use: Variable.">?</b>
</button>
<span id="gridspan" data-i18n="fellowship-acronym">Fel</span>
<div id="cbitem"><input name="attr_Commerce1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Commerce2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Commerce3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_Commerce4" type="checkbox" value="10"/></div>
<input id="subitem" name="attr_CommerceTalentBonus" type="number" value="0"/>
<input id="subitem" name="attr_CommerceOtherBonus" type="number" value="0"/>
<input id="subitem" name="attr_Commerce" type="text" disabled value="floor((@{Commerce1}+@{Commerce2})*@{fellowship})+@{Commerce3}+@{Commerce4}+@{CommerceTalentBonus}+@{CommerceOtherBonus}"/>
</div>
<div class="grid9">
<button name="roll_Demolition" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Demolition}}} {{dosdof=[[((( ([[(@{Demolition}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:5%"></div><label style="width:80%" data-i18n="Demolition">Demolition</label>
<b style="width:15%" data-i18n-title="demolition-title" title="The Explorer can use the Demolition Skill for several effects:&#10;-Manufacture Explosives (Extended Test unless otherwise noted):&#10;The Demolition Skill allows the Explorer to make explosive materials from basic components.&#10;&#10;-Place Explosives (Full Action unless otherwise noted):&#10;Success indicates the Explorer 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 Explorer 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 Explorer has set off the device!&#10;&#10;-Category: Crafting.">?</b>
</button>
<span id="gridspan" data-i18n="intelligence-acronym">Int</span>
<div id="cbitem"><input name="attr_Demolition1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Demolition2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Demolition3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_Demolition4" 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"/>
<input id="subitem" name="attr_Demolition" type="text" disabled value="floor((@{Demolition1}+@{Demolition2})*@{intelligence})+@{Demolition3}+@{Demolition4}+@{DemolitionTalentBonus}+@{DemolitionOtherBonus}"/>
</div>
<div class="grid9">
<button name="roll_Interrogation" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Interrogation}}} {{dosdof=[[((( ([[(@{Interrogation}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:5%"></div><label style="width:80%" data-i18n="Interrogation">Interrogation</label>
<b style="width:15%" data-i18n-title="interrogation-title" title="Interrogation allows the Explorer to extract information from an unwilling subject.&#10;Make an Opposed Test, pitting the Explorers Interrogation Skill against an opponents Willpower.&#10;&#10;If he wins, the Explorer gets one answer, plus one answer for each Degree of Success.&#10;If the opponent wins, the Explorer 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 Explorer 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 Explorer&#10;or his allies. Each Interrogation Test inflicts one level of Fatigue on the target.&#10;&#10;-Skill Use: 1d5 hours.&#10;-Category: Investigation.">?</b>
</button>
<span id="gridspan" data-i18n="willpower-acronym">WP</span>
<div id="cbitem"><input name="attr_Interrogation1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Interrogation2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Interrogation3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_Interrogation4" 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"/>
<input id="subitem" name="attr_Interrogation" type="text" disabled value="floor((@{Interrogation1}+@{Interrogation2})*@{willpower})+@{Interrogation3}+@{Interrogation4}+@{InterrogationTalentBonus}+@{InterrogationOtherBonus}"/>
</div>
<div class="grid9">
<button name="roll_Invocation" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Invocation}}} {{dosdof=[[((( ([[(@{Invocation}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:5%"></div><label style="width:80%" data-i18n="Invocation">Invocation</label>
<b style="width:15%" data-i18n-title="Invocation-title" title="For the duration of the round, the Explorer 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 Explorer adds +1 to the final Psy Rating&#10;of any Fettered Power Test.&#10;&#10;Failure indicates that the Explorers 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.">?</b>
</button>
<span id="gridspan" data-i18n="willpower-acronym">WP</span>
<div id="cbitem"><input name="attr_Invocation1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Invocation2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Invocation3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_Invocation4" 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"/>
<input id="subitem" name="attr_Invocation" type="text" disabled value="floor((@{Invocation1}+@{Invocation2})*@{willpower})+@{Invocation3}+@{Invocation4}+@{InvocationTalentBonus}+@{InvocationOtherBonus}"/>
</div>
<div class="grid9">
<button name="roll_Literacy" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Literacy}}} {{dosdof=[[((( ([[(@{Literacy}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:5%"></div><label style="width:80%" data-i18n="Literacy">Literacy</label>
<b style="width:15%" data-i18n-title="literacy-title" title="Literacy allows the Explorer 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.">?</b>
</button>
<span id="gridspan" data-i18n="intelligence-acronym">Int</span>
<div id="cbitem"><input name="attr_Literacy1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Literacy2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Literacy3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_Literacy4" 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"/>
<input id="subitem" name="attr_Literacy" type="text" disabled value="floor((@{Literacy1}+@{Literacy2})*@{intelligence})+@{Literacy3}+@{Literacy4}+@{LiteracyTalentBonus}+@{LiteracyOtherBonus}"/>
</div>
<div class="grid9">
<button name="roll_Medicae" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Medicae}}} {{dosdof=[[((( ([[(@{Medicae}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:5%"></div><label style="width:80%" data-i18n="Medicae">Medicae</label>
<b style="width:15%" data-i18n-title="medicae-title" title="see translation key">?</b>
</button>
<span id="gridspan" data-i18n="intelligence-acronym">Int</span>
<div id="cbitem"><input name="attr_Medicae1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Medicae2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Medicae3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_Medicae4" 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"/>
<input id="subitem" name="attr_Medicae" type="text" disabled value="floor((@{Medicae1}+@{Medicae2})*@{intelligence})+@{Medicae3}+@{Medicae4}+@{MedicaeTalentBonus}+@{MedicaeOtherBonus}"/>
</div>
<div class="grid9">
<button name="roll_Psyniscience" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Psyniscience}}} {{dosdof=[[((( ([[(@{Psyniscience}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:5%"></div><label style="width:80%" data-i18n="Psyniscience">Psyniscience</label>
<b style="width:15%" data-i18n-title="Psyniscience-title" title="The Explorer 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: Astropaths can also use the Psyniscience skill to block the communications&#10;of other Astropaths. This is an Opposed Test, with the interfering Astropath suffering&#10;a 10 penalty for each Void Unit between himself and the target.&#10;If successful, the blocking Astropath stops the blocked Astropaths ship from sending&#10;or receiving Astropathic transmissions.">?</b>
</button>
<span id="gridspan" data-i18n="perception-acronym">Per</span>
<div id="cbitem"><input name="attr_Psyniscience1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Psyniscience2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Psyniscience3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_Psyniscience4" 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"/>
<input id="subitem" name="attr_Psyniscience" type="text" disabled value="floor((@{Psyniscience1}+@{Psyniscience2})*@{perception})+@{Psyniscience3}+@{Psyniscience4}+@{PsyniscienceTalentBonus}+@{PsyniscienceOtherBonus}"/>
</div>
<div class="grid9">
<button name="roll_Security" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Security}}} {{dosdof=[[((( ([[(@{Security}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:5%"></div><label style="width:80%" data-i18n="Security">Security</label>
<b style="width:15%" data-i18n-title="security-title" 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;-Category: Exploration">?</b>
</button>
<span id="gridspan" data-i18n="agility-acronym">Ag</span>
<div id="cbitem"><input name="attr_Security1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Security2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Security3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_Security4" 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"/>
<input id="subitem" name="attr_Security" type="text" disabled value="floor((@{Security1}+@{Security2})*@{agility})+@{Security3}+@{Security4}+@{SecurityTalentBonus}+@{SecurityOtherBonus}"/>
</div>
<div class="grid9">
<button name="roll_Shadowing" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Shadowing}}} {{dosdof=[[((( ([[(@{Shadowing}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:5%"></div><label style="width:80%" data-i18n="Shadowing">Shadowing</label>
<b style="width:15%" data-i18n-title="shadowing-title" title="Shadowing allows the Explorer 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 Shadowing Test is sufficient to follow an opponent unseen for a minute.&#10;&#10;-Skill Use: 1 minute.">?</b>
</button>
<span id="gridspan" data-i18n="agility-acronym">Ag</span>
<div id="cbitem"><input name="attr_Shadowing1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Shadowing2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Shadowing3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_Shadowing4" 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"/>
<input id="subitem" name="attr_Shadowing" type="text" disabled value="floor((@{Shadowing1}+@{Shadowing2})*@{agility})+@{Shadowing3}+@{Shadowing4}+@{ShadowingTalentBonus}+@{ShadowingOtherBonus}"/>
</div>
<div class="grid9">
<button name="roll_SleightofHand" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Sleight}}} {{dosdof=[[((( ([[(@{SleightofHand}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:5%"></div><label style="width:80%" data-i18n="Sleight">Sleight of Hand</label>
<b style="width:15%" data-i18n-title="sleight-of-hand-title" title="Explorers 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 Explorer 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 Explorer may make a Test as a Free Action with a 10 penalty.&#10;&#10;-Skill Use: Half Action.">?</b>
</button>
<span id="gridspan" data-i18n="agility-acronym">Ag</span>
<div id="cbitem"><input name="attr_SleightofHand1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_SleightofHand2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_SleightofHand3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_SleightofHand4" 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"/>
<input id="subitem" name="attr_SleightofHand" type="text" disabled value="floor((@{SleightofHand1}+@{SleightofHand2})*@{agility})+@{SleightofHand3}+@{SleightofHand4}+@{SleightofHandTalentBonus}+@{SleightofHandOtherBonus}"/>
</div>
<div class="grid9">
<button name="roll_Survival" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Survival}}} {{dosdof=[[((( ([[(@{Survival}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:5%"></div><label style="width:80%" data-i18n="Survival">Survival</label>
<b style="width:15%" data-i18n-title="survival-title" title="Survival allows the Explorer 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: Full Action.&#10;-Category: Exploration">?</b>
</button>
<span id="gridspan" data-i18n="intelligence-acronym">Int</span>
<div id="cbitem"><input name="attr_Survival1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Survival2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Survival3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_Survival4" 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"/>
<input id="subitem" name="attr_Survival" type="text" disabled value="floor((@{Survival1}+@{Survival2})*@{intelligence})+@{Survival3}+@{Survival4}+@{SurvivalTalentBonus}+@{SurvivalOtherBonus}"/>
</div>
<div class="grid9">
<button name="roll_Tech-Use" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Tech-Use}}} {{dosdof=[[((( ([[(@{Tech-Use}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:5%"></div><label style="width:80%" data-i18n="Tech-Use">Tech-Use</label>
<b style="width:15%" data-i18n-title="tech-use-title" title="Tech-Use allows the Explorer to use or repair complex mechanical items&#10;or fathom the workings of unknown technical artefacts.&#10;The Explorer 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.">?</b>
</button>
<span id="gridspan" data-i18n="intelligence-acronym">Int</span>
<div id="cbitem"><input name="attr_Tech-Use1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Tech-Use2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Tech-Use3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_Tech-Use4" type="checkbox" value="10"/></div>
<input id="subitem" name="attr_Tech-UseTalentBonus" type="number" value="0"/>
<input id="subitem" name="attr_Tech-UseOtherBonus" type="number" value="0"/>
<input id="subitem" name="attr_Tech-Use" type="text" disabled value="floor((@{Tech-Use1}+@{Tech-Use2})*@{intelligence})+@{Tech-Use3}+@{Tech-Use4}+@{Tech-UseTalentBonus}+@{Tech-UseOtherBonus}"/>
</div>
<div class="grid9">
<button name="roll_Tracking" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Tracking}}} {{dosdof=[[((( ([[(@{Tracking}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:5%"></div><label style="width:80%" data-i18n="Tracking">Tracking</label>
<b style="width:15%" data-i18n-title="Tracking-title" title="The Explorer 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;The Explorer can use this Skill with the Investigation&#10;and Exploration rules on page 263 to determine&#10;information about the quarry, including&#10;time since they passed, numbers and their race.&#10;&#10;-Skill Use: Free Action made as part of Movement.&#10;-Category: Exploration.">?</b>
</button>
<span id="gridspan" data-i18n="intelligence-acronym">Int</span>
<div id="cbitem"><input name="attr_Tracking1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Tracking2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Tracking3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_Tracking4" 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"/>
<input id="subitem" name="attr_Tracking" type="text" disabled value="floor((@{Tracking1}+@{Tracking2})*@{intelligence})+@{Tracking3}+@{Tracking4}+@{TrackingTalentBonus}+@{TrackingOtherBonus}"/>
</div>
<div class="grid9">
<button name="roll_Wrangling" type="roll" id="subitem" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Wrangling}}} {{dosdof=[[((( ([[(@{Wrangling}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:5%"></div><label style="width:80%" data-i18n="Wrangling">Wrangling</label>
<b style="width:15%" data-i18n-title="Wrangling-title" title="The Explorer 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.">?</b>
</button>
<span id="gridspan" data-i18n="intelligence-acronym">Int</span>
<div id="cbitem"><input name="attr_Wrangling1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Wrangling2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Wrangling3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_Wrangling4" 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"/>
<input id="subitem" name="attr_Wrangling" type="text" disabled value="floor((@{Wrangling1}+@{Wrangling2})*@{intelligence})+@{Wrangling3}+@{Wrangling4}+@{WranglingTalentBonus}+@{WranglingOtherBonus}"/>
</div>
<div class="quickborder" style="padding:0; margin:0">
<h2 style="margin: 1px 0px;" data-i18n="profit-factor">Profit Factor</h2>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_acquisition" type="roll" style="width:41.5%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{acquisition-test}}} {{dosdof=[[((( ([[@{profitfactor} + (@{acqmod1}) + (@{acqmod2}) + (@{acqmod3}) + (?{@{modifier}|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<label data-i18n="acquisition-test">Acquisition Test</label>
</button>
<div class="spacing" style="width:2%"></div>
<input name="attr_profitfactor" style="width:12%" type="number" value="0"/>
<div class="spacing" style="width:2%"></div>
<button name="roll_starshipacq" type="roll" style="width:41.5%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{ship-acquisition}}} {{dosdof=[[((( ([[@{profitfactor} + (@{acqmod1}) + (@{acqmod2}) + (@{acqmod3}) + (?{@{modifier}|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<label data-i18n="ship-acquisition">Ship Acquisition</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<!-- end of line -->
<div class="spacing" style="width:0.5%"></div>
<select name="attr_acqmod1" style="width:30%">
<option data-i18n="aqcoption1" disabled style="background:gray;font-weight:bold;color:white">Availability</option>
<option data-i18n="aqcoption2" value="70">Ubiquitous (+70)</option>
<option data-i18n="aqcoption3" value="50">Abundant (+50)</option>
<option data-i18n="aqcoption4" value="30">Plentiful (+30)</option>
<option data-i18n="aqcoption5" value="20">Common (+20)</option>
<option data-i18n="aqcoption6" value="10">Average (+10)</option>
<option data-i18n="aqcoption7" value="0">Scarce (+0)</option>
<option data-i18n="aqcoption8" value="-10">Rare (-10)</option>
<option data-i18n="aqcoption9" value="-20">Very Rare (-20)</option>
<option data-i18n="aqcoption10" value="-30">Extremely Rare (-30)</option>
<option data-i18n="aqcoption11" value="-50">Near Unique (-50)</option>
<option data-i18n="aqcoption12" value="-70">Unique (-70)</option>
</select>
<div class="spacing" style="width:4.5%"></div>
<select name="attr_acqmod2" style="width:30%">
<option data-i18n="aqcoption13" disabled style="background:gray;font-weight:bold;color:white">Scale</option>
<option data-i18n="aqcoption14" value="30">Negligible (+30)</option>
<option data-i18n="aqcoption15" value="20">Trivial (+20)</option>
<option data-i18n="aqcoption16" value="10">Minor (+10)</option>
<option data-i18n="aqcoption17" value="0">Standard (+0)</option>
<option data-i18n="aqcoption18" value="-10">Major (-10)</option>
<option data-i18n="aqcoption19" value="-20">Significant (-20)</option>
<option data-i18n="aqcoption20" value="-30">Vast (-30)</option>
<option data-i18n="aqcoption21" disabled style="background:gray;font-weight:bold;color:white">Ship Component</option>
<option data-i18n="aqcoption22" value="-30">War or Weapons (-30)</option>
<option data-i18n="aqcoption23" value="-20">Etheric or Auspex (-20)</option>
<option data-i18n="aqcoption24" value="-10">Power or Warp-Drive (-10)</option>
<option data-i18n="aqcoption25" value="0">Structure (+0)</option>
</select>
<div class="spacing" style="width:4.5%"></div>
<select name="attr_acqmod3" style="width:30%">
<option data-i18n="Craftsmanship" disabled style="background:gray;font-weight:bold;color:white">Craftmanship</option>
<option data-i18n="Poor" data-i18n-vars="(+10)" value="10">Poor</option>
<option data-i18n="Common" data-i18n-vars="(+0)" value="0">Common</option>
<option data-i18n="Good" data-i18n-vars="(-10)" value="-10">Good</option>
<option data-i18n="Best" data-i18n-vars="(-30)" value="-30">Best</option>
</select>
<div class="spacing" style="width:0.5%"></div>
</div><!-- quickborder -->
</div>
</div><!-- grid2 basic -->
<div>
<label style="width:62%; text-align:right" data-i18n="skill-notes">SKILL NOTES AND MODIFIERS</label>
<input type="checkbox" name="attr_hideskillmods" value="1" class="arrow icon" style="width:3%; margin-bottom:5px"/>
<div class="spacing" style="width:35%"></div>
<div class="hbody">
<fieldset class="repeating_skillnotes">
<textarea style="width:100%; height:85px" name="attr_skillnotesdesc" data-i18n-placeholder="skill-notes-p" placeholder="These notes do NOT affect the Tests"></textarea>
</fieldset>
</div>
</div>
<h2 data-i18n="skill-groups">Skill Groups</h2>
<div class="grid2">
<div class="leftbox">
<div class="quickborder">
<div class="grid8">
<div><label style="width:85%" class="label1" data-i18n="speak-language-int">Speak Language (Int)</label>
<b style="width:15%" data-i18n-title="speak-language-title"
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;-Explorator Binary&#10;-High Gothic&#10;-Low Gothic&#10;-Ork&#10;-Techna-Lingua&#10;-Traders Cant.&#10;&#10;-Skill Use: Free Action">?</b></div>
<label class="label2" data-i18n="basic">Basic</label>
<label class="label2" data-i18n="trained">Trained</label>
<label class="label2">+10</label>
<label class="label2">+20</label>
<label class="label2" data-i18n="talents">Talents</label>
<label class="label2" data-i18n="modifier-acronym">Mod</label>
<label class="label2" data-i18n="test">Test</label>
</div>
<fieldset class="repeating_speaklanguage">
<div class="grid8">
<input id="subitem" name="attr_languagename" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div id="cbitem"><input name="attr_language1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_language2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_language3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_language4" 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}&#10;^{speak-language-int}&#10;@{languagename}}} {{dosdof=[[((( ([[(@{language}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input name="attr_language" type="text" disabled value="(floor((@{language1}+@{language2})*@{Intelligence}))+@{language3}+@{language4}+@{languageTalentBonus}+@{languageOtherBonus}"></input></button>
</div>
</fieldset>
</div>
<div class="quickborder">
<div class="grid8">
<div><label style="width:85%" class="label1" data-i18n="scholastic-lore-int">Scholastic Lore (Int)</label>
<b style="width:15%" data-i18n-title="scholastic-lore-title"
title="Grants the Explorer knowledge of particularly complex or esoteric subject.&#10;A successful Skill Test allows him to recall necessary information&#10;or research a particular subject. Scholastic Lore grants a depth of knowledge&#10;far beyond that of Common Lore, requiring both experience and study to obtain.&#10;&#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;Skill Groups:&#10;-Archaic&#10;-Astromancy&#10;-Beasts&#10;-Bureaucracy&#10;-Chymistry&#10;-Cryptology&#10;-Heraldry&#10;-Imperial Warrants / Creed&#10;-Judgement&#10;-Legend&#10;-Navis Nobilite&#10;-Numerology&#10;-Occult&#10;-Philosophy&#10;-Tactica Imperialis&#10;&#10;-Skill Use: Free Action.&#10;&#10;-Category: Investigation">?</b></div>
<label class="label2" data-i18n="basic">Basic</label>
<label class="label2" data-i18n="trained">Trained</label>
<label class="label2">+10</label>
<label class="label2">+20</label>
<label class="label2" data-i18n="talents">Talents</label>
<label class="label2" data-i18n="modifier-acronym">Mod</label>
<label class="label2" data-i18n="test">Test</label>
</div>
<fieldset class="repeating_scholasticlore">
<div class="grid8">
<input id="subitem" name="attr_Slorename" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div id="cbitem"><input name="attr_Slore1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Slore2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Slore3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_Slore4" type="checkbox" value="10"/></div>
<input id="subitem" name="attr_SloreTalentBonus" type="number" value="0"/>
<input id="subitem" name="attr_SloreOtherBonus" type="number" value="0"/>
<button name="roll_ScholasticLore" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{scholastic-lore-int}&#10;@{Slorename}}} {{dosdof=[[((( ([[(@{Slore}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input name="attr_Slore" type="text" disabled value="(floor((@{Slore1}+@{Slore2})*@{Intelligence}))+@{Slore3}+@{Slore4}+@{SloreTalentBonus}+@{SloreOtherBonus}"></input></button>
</div>
</fieldset>
</div>
<div class="quickborder">
<div class="grid8">
<div><label style="width:85%" class="label1" data-i18n="drive-ag">Drive (Ag)</label>
<b style="width:15%" data-i18n-title="drive-title"
title="The Drive Skill allows the Explorer 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">?</b></div>
<label class="label2" data-i18n="basic">Basic</label>
<label class="label2" data-i18n="trained">Trained</label>
<label class="label2">+10</label>
<label class="label2">+20</label>
<label class="label2" data-i18n="talents">Talents</label>
<label class="label2" data-i18n="modifier-acronym">Mod</label>
<label class="label2" data-i18n="test">Test</label>
</div>
<fieldset class="repeating_drive">
<div class="grid8">
<input id="subitem" name="attr_Drivename" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div id="cbitem"><input name="attr_Drive1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Drive2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Drive3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_Drive4" 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}&#10;^{drive-ag}&#10;@{Drivename}}} {{dosdof=[[((( ([[(@{Drive}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input name="attr_Drive" type="text" disabled value="(floor((@{Drive1}+@{Drive2})*@{Agility}))+@{Drive3}+@{Drive4}+@{DriveTalentBonus}+@{DriveOtherBonus}"></input></button>
</div>
</fieldset>
</div>
<div class="quickborder">
<div class="grid8">
<div><label style="width:85%" class="label1" data-i18n="performer-fel">Performer (Fel)</label>
<b style="width:15%" data-i18n-title="performer-title"
title="The Explorer 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 Explorer 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, or to temporarily improve the Morale of the crew.&#10;When used to improve Morale, a successful Test adds +5 to the ships Morale,&#10;with an additional +10 for every two Degrees of Success.&#10;&#10;-Special Use: Enthralling Performance&#10;The Explorer may make a Difficult (10) Performer (Musician) or (Singer)&#10;Test instead of a Blather Test, utterly enthralling and distracting&#10;the audience for a moment. When used in place of Blather, it is subject to&#10;the same rules and conditions.">?</b></div>
<label class="label2" data-i18n="basic">Basic</label>
<label class="label2" data-i18n="trained">Trained</label>
<label class="label2">+10</label>
<label class="label2">+20</label>
<label class="label2" data-i18n="talents">Talents</label>
<label class="label2" data-i18n="modifier-acronym">Mod</label>
<label class="label2" data-i18n="test">Test</label>
</div>
<fieldset class="repeating_performer">
<div class="grid8">
<input id="subitem" name="attr_Performername" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div id="cbitem"><input name="attr_Performer1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Performer2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Performer3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_Performer4" 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}&#10;^{performer-fel}&#10;@{Performername}}} {{dosdof=[[((( ([[(@{Performer}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input name="attr_Performer" type="text" disabled value="(floor((@{Performer1}+@{Performer2})*@{Fellowship}))+@{Performer3}+@{Performer4}+@{PerformerTalentBonus}+@{PerformerOtherBonus}"></input></button>
</div>
</fieldset>
</div>
<div class="quickborder">
<div class="grid8">
<div><label style="width:85%" class="label1" data-i18n="secret-tongue-int">Secret Tongue (Int)</label>
<b style="width:15%" data-i18n-title="secret-tongue-title"
title="Secret Tongue represents comprehension of a particularly&#10;obscure and arcane language known to only those of a specific&#10;class or organisation. Skill Tests are unnecessary so long as&#10;all speakers know the secret language. Situations involving&#10;adverse conditions, such as speaking over a poor vox link or&#10;communicating complex concepts, require a Skill Test.&#10;&#10;Skill Groups:&#10;-Administratum&#10;-Ecclesiarchy&#10;-Military&#10;-Navigator&#10;-Rogue Trader&#10;-Tech&#10;-Underdeck&#10;&#10;-Skill Use: Free Action">?</b></div>
<label class="label2" data-i18n="basic">Basic</label>
<label class="label2" data-i18n="trained">Trained</label>
<label class="label2">+10</label>
<label class="label2">+20</label>
<label class="label2" data-i18n="talents">Talents</label>
<label class="label2" data-i18n="modifier-acronym">Mod</label>
<label class="label2" data-i18n="test">Test</label>
</div>
<fieldset class="repeating_secrettongue">
<div class="grid8">
<input id="subitem" name="attr_STonguename" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div id="cbitem"><input name="attr_STongue1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_STongue2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_STongue3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_STongue4" type="checkbox" value="10"/></div>
<input id="subitem" name="attr_STongueTalentBonus" type="number" value="0"/>
<input id="subitem" name="attr_STongueOtherBonus" type="number" value="0"/>
<button name="roll_SecretTongue" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{secret-tongue-int}&#10;@{STonguename}}} {{dosdof=[[((( ([[(@{STongue}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input name="attr_STongue" type="text" disabled value="(floor((@{STongue1}+@{STongue2})*@{Intelligence}))+@{STongue3}+@{STongue4}+@{STongueTalentBonus}+@{STongueOtherBonus}"></input></button>
</div>
</fieldset>
</div>
<div class="quickborder">
<div class="grid8">
<div><label style="width:85%" class="label1" data-i18n="ciphers-int">Ciphers (Int)</label>
<b style="width:15%" data-i18n-title="ciphers-title"
title="Many groups and organizations employ ciphers as a secret,&#10;shorthand code to communicate basic ideas, warnings, or information&#10;rapidly. The Explorer 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;-Rogue Trader&#10;-Mercenary Cant&#10;-Nobilite Family&#10;-Astropath Sign&#10;-Underworld&#10;&#10;-Skill Use: Full Action">?</b></div>
<label class="label2" data-i18n="basic">Basic</label>
<label class="label2" data-i18n="trained">Trained</label>
<label class="label2">+10</label>
<label class="label2">+20</label>
<label class="label2" data-i18n="talents">Talents</label>
<label class="label2" data-i18n="modifier-acronym">Mod</label>
<label class="label2" data-i18n="test">Test</label>
</div>
<fieldset class="repeating_ciphers">
<div class="grid8">
<input id="subitem" name="attr_Ciphersname" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div id="cbitem"><input name="attr_Ciphers1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Ciphers2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Ciphers3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_Ciphers4" 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}&#10;^{ciphers-int}&#10;@{Ciphersname}}} {{dosdof=[[((( ([[(@{Ciphers}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input name="attr_Ciphers" type="text" disabled value="(floor((@{Ciphers1}+@{Ciphers2})*@{Intelligence}))+@{Ciphers3}+@{Ciphers4}+@{CiphersTalentBonus}+@{CiphersOtherBonus}"></input></button>
</div>
</fieldset>
</div>
</div>
<div class="rightbox">
<div class="quickborder">
<div class="grid8">
<div><label style="width:85%" class="label1" data-i18n="common-lore-int">Common Lore (Int)</label>
<b style="width:15%" data-i18n-title="common-lore-title"
title="The Common Lore Skill allows the Explorer 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 Astra Telepathica&#10;-Adeptus Mechanicus&#10;-Administratum&#10;-Ecclesiarchy&#10;-Imperial Creed&#10;-Imperial Guard&#10;-Imperial Navy&#10;-Imperium&#10;-Koronous Expanse&#10;-Navis Nobilite&#10;-Rogue Traders&#10;-Tech&#10;-War&#10;&#10;-Skill Use: Free Action.&#10;-Category: Investigation">?</b></div>
<label class="label2" data-i18n="basic">Basic</label>
<label class="label2" data-i18n="trained">Trained</label>
<label class="label2">+10</label>
<label class="label2">+20</label>
<label class="label2" data-i18n="talents">Talents</label>
<label class="label2" data-i18n="modifier-acronym">Mod</label>
<label class="label2" data-i18n="test">Test</label>
</div>
<fieldset class="repeating_commonlore">
<div class="grid8">
<input id="subitem" name="attr_Clorename" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div id="cbitem"><input name="attr_Clore1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Clore2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Clore3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_Clore4" type="checkbox" value="10"/></div>
<input id="subitem" name="attr_CloreTalentBonus" type="number" value="0"/>
<input id="subitem" name="attr_CloreOtherBonus" type="number" value="0"/>
<button name="roll_CommonLore" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{common-lore-int}&#10;@{Clorename}}} {{dosdof=[[((( ([[(@{Clore}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input name="attr_Clore" type="text" disabled value="(floor((@{Clore1}+@{Clore2})*@{Intelligence}))+@{Clore3}+@{Clore4}+@{CloreTalentBonus}+@{CloreOtherBonus}"></input></button>
</div>
</fieldset>
</div>
<div class="quickborder">
<div class="grid8">
<div><label style="width:85%" class="label1" data-i18n="forbidden-lore-int">Forbidden Lore (Int)</label>
<b style="width:15%" data-i18n-title="forbidden-lore-title"
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 Explorer 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 Mechanicus&#10;-Archeotech&#10;-Daemonology&#10;-Heresy&#10;-The Inquisition&#10;-Mutants&#10;-Navigators&#10;-Pirates&#10;-Psykers&#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">?</b></div>
<label class="label2" data-i18n="basic">Basic</label>
<label class="label2" data-i18n="trained">Trained</label>
<label class="label2">+10</label>
<label class="label2">+20</label>
<label class="label2" data-i18n="talents">Talents</label>
<label class="label2" data-i18n="modifier-acronym">Mod</label>
<label class="label2" data-i18n="test">Test</label>
</div>
<fieldset class="repeating_forbiddenlore">
<div class="grid8">
<input id="subitem" name="attr_Florename" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div id="cbitem"><input name="attr_Flore1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Flore2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Flore3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_Flore4" type="checkbox" value="10"/></div>
<input id="subitem" name="attr_FloreTalentBonus" type="number" value="0"/>
<input id="subitem" name="attr_FloreOtherBonus" type="number" value="0"/>
<button name="roll_ForbiddenLore" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{forbidden-lore-int}&#10;@{Florename}}} {{dosdof=[[((( ([[(@{Flore}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input name="attr_Flore" type="text" disabled value="(floor((@{Flore1}+@{Flore2})*@{Intelligence}))+@{Flore3}+@{Flore4}+@{FloreTalentBonus}+@{FloreOtherBonus}"></input></button>
</div>
</fieldset>
</div>
<div class="quickborder">
<div class="grid8">
<div><label style="width:85%" class="label1" data-i18n="navigation-int">Navigation (Int)</label>
<b style="width:15%" data-i18n-title="navigation-title"
title="The Explorer 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;Warp Navigation reflects the Navigators ability to steer a starship&#10;through the tides of the empyrean, using the Astronomicon as a reference.&#10;It determines how quickly a ship reaches its destination&#10;when conditions are challenging, and if the ship reaches its destination at all.&#10;&#10;Skill Group:&#10;-Surface&#10;-Stellar&#10;-Warp&#10;&#10;-Skill Use: 1 minute for simple location; 1d5 hours for&#10;plotting courses or routes.&#10;-Category: Exploration">?</b></div>
<label class="label2" data-i18n="basic">Basic</label>
<label class="label2" data-i18n="trained">Trained</label>
<label class="label2">+10</label>
<label class="label2">+20</label>
<label class="label2" data-i18n="talents">Talents</label>
<label class="label2" data-i18n="modifier-acronym">Mod</label>
<label class="label2" data-i18n="test">Test</label>
</div>
<fieldset class="repeating_navigation">
<div class="grid8">
<input id="subitem" name="attr_Navigationname" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div id="cbitem"><input name="attr_Navigation1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Navigation2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Navigation3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_Navigation4" 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}&#10;^{navigation-int}&#10;@{Navigationname}}} {{dosdof=[[((( ([[(@{Navigation}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input name="attr_Navigation" type="text" disabled value="(floor((@{Navigation1}+@{Navigation2})*@{Intelligence}))+@{Navigation3}+@{Navigation4}+@{NavigationTalentBonus}+@{NavigationOtherBonus}"></input></button>
</div>
</fieldset>
</div>
<div class="quickborder">
<div class="grid8">
<div><label style="width:85%" class="label1" data-i18n="pilot-ag">Pilot (Ag)</label>
<b style="width:15%" data-i18n-title="pilot-title"
title="Explorers 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;&#10;When chasing another vehicle or ship or contesting for&#10;position, the Explorer 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">?</b></div>
<label class="label2" data-i18n="basic">Basic</label>
<label class="label2" data-i18n="trained">Trained</label>
<label class="label2">+10</label>
<label class="label2">+20</label>
<label class="label2" data-i18n="talents">Talents</label>
<label class="label2" data-i18n="modifier-acronym">Mod</label>
<label class="label2" data-i18n="test">Test</label>
</div>
<fieldset class="repeating_pilot">
<div class="grid8">
<input id="subitem" name="attr_Pilotname" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div id="cbitem"><input name="attr_Pilot1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Pilot2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Pilot3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_Pilot4" 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}&#10;^{pilot-ag}&#10;@{Pilotname}}} {{dosdof=[[((( ([[(@{Pilot}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input name="attr_Pilot" type="text" disabled value="(floor((@{Pilot1}+@{Pilot2})*@{Agility}))+@{Pilot3}+@{Pilot4}+@{PilotTalentBonus}+@{PilotOtherBonus}"></input></button>
</div>
</fieldset>
</div>
<div class="quickborder">
<div class="grid8">
<div><label style="width:85%" class="label1" data-i18n="trade-varies">Trade (Varies)</label>
<b style="width:15%" data-i18n-title="trade-title"
title="Trade Skills allow the Explorer to create things, from contracts&#10;to starships. At the GMs discretion, Explorers with this Skill&#10;can earn additional Profit Factor 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;-Voidfarer (Ag)&#10;&#10;-Skill Use: Variable depending on task and complexity.&#10;-Category: Crafting, Exploration">?</b></div>
<label class="label2" data-i18n="basic">Basic</label>
<label class="label2" data-i18n="trained">Trained</label>
<label class="label2">+10</label>
<label class="label2">+20</label>
<label class="label2" data-i18n="talents">Talents</label>
<label class="label2" data-i18n="modifier-acronym">Mod</label>
<label class="label2" data-i18n="test">Test</label>
</div>
<fieldset class="repeating_trade">
<div class="grid9">
<input id="subitem" name="attr_Tradename" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<select name="attr_Tradecharacteristic" id="subitem">
<option data-i18n="agility-acronym" value="@{Agility}">Ag</option>
<option data-i18n="intelligence-acronym" value="@{Intelligence}" selected>Int</option>
<option data-i18n="fellowship-acronym" value="@{Fellowship}">Fel</option>
</select>
<div id="cbitem"><input name="attr_Trade1" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Trade2" type="checkbox" value="0.5"/></div>
<div id="cbitem"><input name="attr_Trade3" type="checkbox" value="10"/></div>
<div id="cbitem"><input name="attr_Trade4" 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}&#10;^{trade-varies}&#10;@{Tradename}}} {{dosdof=[[((( ([[(@{Trade}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input name="attr_Trade" type="text" disabled value="(floor((@{Trade1}+@{Trade2})*@{Tradecharacteristic}))+@{Trade3}+@{Trade4}+@{TradeTalentBonus}+@{TradeOtherBonus}"></input></button>
</div>
</fieldset>
</div>
<div class="quickborder">
<div class="grid8">
<div><label style="width:85%" class="label1" data-i18n="custom-skills">Custom Skills</label>
<b style="width:15%" data-i18n-title="custom-title"
title="Add here Customs Skills not present in the Rules.&#10;Select the appropiate Characteristic to be used&#10;&#10;The NPC option equals Characteristic Score (0)&#10;&#10;-Skill Use: Variable.&#10;-Category: Custom, NPC">?</b></div>
<label class="label2" data-i18n="basic">Basic</label>
<label class="label2" data-i18n="trained">Trained</label>
<label class="label2">+10</label>
<label class="label2">+20</label>
<label class="label2" data-i18n="talents">Talents</label>
<label class="label2" data-i18n="modifier-acronym">Mod</label>
<label class="label2" data-i18n="test">Test</label>
</div>
<fieldset class="repeating_customskill">
<div class="grid9">
<input id="subitem" name="attr_CustomSkillname" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<select name="attr_CustomSkillcharacteristic" id="subitem">
<option data-i18n="weaponskill-acronym" value="@{WeaponSkill}">WS</option>
<option data-i18n="ballisticskill-acronym" value="@{BallisticSkill}">BS</option>
<option data-i18n="strength-acronym" value="@{Strength}">S</option>
<option data-i18n="toughness-acronym" value="@{Toughness}">T</option>
<option data-i18n="agility-acronym" value="@{Agility}">Ag</option>
<option data-i18n="intelligence-acronym" value="@{Intelligence}">Int</option>
<option data-i18n="perception-acronym" value="@{Perception}">Per</option>
<option data-i18n="willpower-acronym" value="@{Willpower}">WP</option>
<option data-i18n="fellowship-acronym" value="@{Fellowship}">Fel</option>
<option data-i18n="non-player-character" value="0">NPC</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}&#10;^{custom-skills}&#10;@{CustomSkillName}}} {{dosdof=[[((( ([[(@{CustomSkill}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input name="attr_CustomSkill" type="text" disabled value="(floor((@{CustomSkill1}+@{CustomSkill2})*@{CustomSkillcharacteristic}))+@{CustomSkill3}+@{CustomSkill4}+@{CustomSkillTalentBonus}+@{CustomSkillOtherBonus}"></input></button>
</div>
</fieldset>
</div>
</div>
</div><!-- grid2 groups -->
</div>
<!-- Combat Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
<div class="combat">
<div class="grid2">
<!-- Left Side Weapons and Tools -->
<div class="leftbox">
<h2 data-i18n="ranged-weapons">Ranged Weapons</h2>
<fieldset class="repeating_rangedweapons">
<div class="quickborder">
<input name="attr_Rangedweaponname" style="width:61.5%" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_Rangedattack" type="roll" style="width:14%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{Rangedweaponname}}} {{dosdof=[[((( ([[(@{BallisticSkill} + (@{gunaimbonus}) + (@{gunrangebonus}) + (@{rangedweaponmod}) + (@{gunactionbonus}) + (?{@{modifier}|0}))]] - [[@{gundice}]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100a= $[[1]] }} {{attack= }} {{hitloc= $[[1]] }}">
<label data-i18n="attack">Attack!</label></button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_RangedDamage" type="roll" style="width:14%"
value="@{gmroll}&{template:custom} {{name=@{Rangedweaponname}}} @{gunquality} {{t1=@{Rangedweapontype}}} {{p1=^{penetrationAcronym} @{Rangedweaponpen}}} {{xd10=[[1d10!]]}}">
<label data-i18n="damage">Damage</label></button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_rangedweaponspecial" type="roll" style="width:9%"
value="@{gmroll}&{template:custom} {{name=@{Rangedweaponname}&#10;^{special}}} {{desc=@{rangedweaponspecial}}}">
<label class="shct">R</label></button>
<!-- end of line -->
<!-- Ranged Attack Macro selectors 2024 version -->
<select name="attr_gunaimbonus" style="width:16%">
<option data-i18n="aim-bonus" disabled style="background:gray;font-weight:bold;color:white">Aim Bonus</option>
<option data-i18n="no-aim" value="0" selected >No Aim (+0)</option>
<option data-i18n="half-aim" value="10" >Half Aim (+10)</option>
<option data-i18n="full-aim" value="20" >Full Aim (+20)</option>
<option data-i18n="ac-half-aim" value="20" >Accurate Half (+20)</option>
<option data-i18n="ac-full-aim" value="30" >Accurate Full (+30)</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_gunrangebonus" style="width:16%">
<option data-i18n="range-modifier" disabled style="background:gray;font-weight:bold;color:white">Range Mod</option>
<option data-i18n="range-pointblank" value="30" >Point Blank (+30)</option>
<option data-i18n="range-short" value="10" >Short (+10)</option>
<option data-i18n="range-normal" value="0" selected >Normal (+0)</option>
<option data-i18n="range-long" value="-10" >Long (-10)</option>
<option data-i18n="range-extreme" value="-30" >Extreme (-30)</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_gunactionbonus" style="width:16%">
<option data-i18n="ca-modifier" disabled style="background:gray;font-weight:bold;color:white">Combat Action Mod</option>
<option data-i18n="shot-single" value="0" selected >Single Shot (+0)</option>
<option data-i18n="shot-semi" value="10" >Semi Auto (+10)</option>
<option data-i18n="shot-full" value="20" >Full Auto (+20)</option>
<option data-i18n="shot-called" value="-20" >Called Shot (-20)</option>
<option data-i18n="shot-supp" value="-20" >Suppressing (-20)</option>
<option data-i18n="run-gun-label" disabled style="background:gray;font-weight:bold;color:white">Run and Gun</option>
<option data-i18n="shot-run-semi" value="0" >Semi Auto (+0)</option>
<option data-i18n="shot-run-full" value="-10" >Full Auto (-10)</option>
<option data-i18n="run-gun-note" disabled style="background:gray;font-weight:bold;color:white">Permits half-move after attack</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_gundice" style="width:16%">
<option data-i18n="jam-chance" disabled style="background:gray;font-weight:bold;color:white">Jam Chance</option>
<option data-i18n="jam-single" value="1d100cs1cf>96" selected >Single/Called Shot (96+)</option>
<option data-i18n="jam-full" value="1d100cs1cf>94" >Semi/Full Auto (94+)</option>
<option data-i18n="jam-heats-unre" value="1d100cs1cf>91" >Overheats/Unreliable (91+)</option>
<option data-i18n="jam-nojam" value="1d100cs1cf101" >Best Craft (No Jam)</option>
<option data-i18n="jam-reliable" disabled style="background:gray;font-weight:bold;color:white">Reliable rolls 1d10 on Jam</option>
</select>
<span style="width:13%; text-align:right" data-i18n="clip">Clip</span>
<div class="spacing" style="width:1%"></div>
<input name="attr_Rangedweaponclip_max" style="width:7%" type="number" value="0"/>
<i style="width:3%">&#10095;</i>
<input name="attr_Rangedweaponclip" class="cur" style="width:7%" type="number" value="0"/>
<input type="checkbox" style="width:3.5%" name="attr_hiderangedweaponspecial" value="1" class="arrow icon"></input>
<!-- end of line -->
<div class="hbody">
<input name="attr_Rangedweaponrange" style="width:16%" type="text" data-i18n-placeholder="range-placeholder" placeholder="Range"/>
<span style="width:7%; text-align:right" data-i18n="rate-of-fire-acronym">RoF</span>
<div class="spacing" style="width:1%"></div>
<input name="attr_Rangedweaponsingle" style="width:6%" type="text" data-i18n-placeholder="single-shot-acronym" placeholder="S"/>
<input name="attr_Rangedweaponsemi" style="width:6%" type="text" value="-"/>
<input name="attr_Rangedweaponfull" style="width:6%" type="text" value="-"/>
<div class="spacing" style="width:2%"></div>
<input name="attr_rangedweapondamage" style="width:22%" type="text" data-i18n-placeholder="damage" placeholder="Damage" data-i18n-title="damage" title="Damage"/>
<input name="attr_Rangedweapontype" style="width:13%" type="text" data-i18n-placeholder="damage-type" placeholder="Type" data-i18n-title="damage-type" title="Type"/>
<div class="spacing" style="width:2%"></div>
<select name="attr_Rangedweaponreload" style="width:19%">
<option data-i18n="reload" disabled style="background:gray;font-weight:bold;color:white;">Reload</option>
<option data-i18n="free-action" value="Free">Free</option>
<option data-i18n="half-action" value="Half" selected>Half</option>
<option data-i18n="full-action" data-i18n-vars="&nbsp;" value="Full">Full</option>
<option data-i18n="full-action" data-i18n-vars="2" value="2 Full">2 Full</option>
<option data-i18n="full-action" data-i18n-vars="3" value="3 Full">3 Full</option>
<option data-i18n="full-action" data-i18n-vars="4" value="4 Full">4 Full</option>
<option data-i18n="full-action" data-i18n-vars="5" value="5 Full">5 Full</option>
<option data-i18n="undefined" value="Undefined">Undefined</option>
</select>
<!-- end of line -->
<span style="width:9%; text-align:right" data-i18n="penetrationAcronym">Pen</span>
<div class="spacing" style="width:1%"></div>
<input name="attr_Rangedweaponpen" style="width:7%" type="number" value="0"/>
<div class="spacing" style="width:3.5%"></div>
<b style="width:5%" data-i18n-title="ranged-mod-title" title="Fixed Test modifiers for Attack roll&#10;Example: Red-Dot Sight (+10)">?</b>
<i style="width:3%">&#10095;</i>
<input name="attr_Rangedweaponmod" style="width:9%" type="number" value="0"/>
<div class="spacing" style="width:1.5%"></div>
<select name="attr_Rangedweaponcraft" style="width:20%">
<option data-i18n="Craftsmanship" disabled style="background:gray;font-weight:bold;color:white;">Craftsmanship</option>
<option data-i18n="Poor" data-i18n-vars="&nbsp;" value="Poor">Poor</option>
<option data-i18n="Common" data-i18n-vars="&nbsp;" value="Common" selected>Common</option>
<option data-i18n="Good" data-i18n-vars="&nbsp;" value="Good">Good</option>
<option data-i18n="Best" data-i18n-vars="&nbsp;" value="Best">Best</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_Rangedweaponclass" style="width:20%">
<option data-i18n="Class" disabled style="background:gray;font-weight:bold;color:white;">Class</option>
<option data-i18n="Thrown" value="Thrown">Thrown</option>
<option data-i18n="Pistol" value="Pistol">Pistol</option>
<option data-i18n="Basic" value="Basic" selected>Basic</option>
<option data-i18n="Heavy" value="Heavy">Heavy</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_gunquality" style="width:20%">
<option data-i18n="Weapon-Quality" disabled style="background:gray;font-weight:bold;color:white">Weapon Quality</option>
<option data-i18n="no-quality" selected value="{{d1=?{&#x1F4A2;|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}]]}}}"
>No Special Quality</option>
<option data-i18n="tearing" value="{{d1= ?{&#x1F4A2;|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]]} }}"
>Tearing</option>
<option data-i18n="flame-quality" value="{{flame=[[@{rangedweapondamage}]] }}">Flame</option>
<option data-i18n="proven-quality" disabled style="background:gray;font-weight:bold;color:white">See WIKI for Proven Quality</option>
</select>
<!-- end of line -->
<textarea style="height:65px" name="attr_rangedweaponspecial" data-i18n-placeholder="special" placeholder="Special"></textarea>
</div><!--hbody closing-->
</div>
</fieldset>
<div class="spacing" style="width:100%"></div>
<h2 data-i18n="melee-weapons">Melee Weapons</h2>
<fieldset class="repeating_meleeweapons">
<div class="quickborder">
<input name="attr_meleeweaponname" style="width:61.5%" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_meleeweaponattack" type="roll" style="width:14%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{meleeweaponname}}} {{dosdof=[[((( ([[(@{WeaponSkill} + (@{meleeaimbonus}) + (@{meleeactionbonus}) + (@{meleeweaponmod}) + (?{@{modifier}|0}))]] - [[1d100cs1cf101]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100a= $[[1]] }} {{attack= }} {{hitloc= $[[1]] }}">
<label data-i18n="attack">Attack!</label></button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_meleeweapondamage" type="roll" style="width:14%"
value="@{gmroll}&{template:custom} {{name=@{meleeweaponname}}} {{d1=[[{@{meleeweapondamage}+@{SB}+1d@{tearmelee}}dl1 + @{forceq}]] @{meleeweapontype}}} {{p1=^{penetrationAcronym} [[@{meleeweaponpen} + @{forceq}]]}}">
<label data-i18n="damage">Damage</label></button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_meleeweaponspecial" type="roll" style="width:9%"
value="@{gmroll}&{template:custom} {{name=@{meleeweaponname}&#10;^{special}}} {{desc=@{meleeweaponspecial}}}">
<label class="shct">R</label></button>
<!-- end of line-->
<!-- Melee Attack Macro selectors 2024 version -->
<select name="attr_meleeaimbonus" style="width:19%">
<option data-i18n="aim-bonus" disabled style="background:gray;font-weight:bold;color:white">Aim Bonus</option>
<option data-i18n="no-aim" value="0" selected >No Aim (+0)</option>
<option data-i18n="half-aim" value="10" >Half Aim (+10)</option>
<option data-i18n="full-aim" value="20" >Full Aim (+20)</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_meleeactionbonus" style="width:19%">
<option data-i18n="ca-modifier" disabled style="background:gray;font-weight:bold;color:white">Combat Action</option>
<option data-i18n="Standard" value="0" selected >Standard (+0)</option>
<option data-i18n="Charge" value="10" >Charge! (+10)</option>
<option data-i18n="All-Out-Attack" value="20" >All Out (+20)</option>
<option data-i18n="Guarded-Attack" value="-10" >Guarded (-10)</option>
<option data-i18n="shot-called" value="-20" >Called Shot (-20)</option>
</select>
<div class="spacing" style="width:1.5%"></div>
<b style="width:4%" data-i18n-title="melee-mod-title" title="Fixed Test modifiers for Attack roll&#10;Example: Best Craftsmanship (+10)">?</b>
<i style="width:3%">&#10095;</i>
<input name="attr_meleeweaponmod" style="width:8%" type="number" value="0"/>
<div class="spacing" style="width:7%"></div>
<button name="roll_meleeweaponparry" type="roll" style="width:14%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{parry} ~ @{meleeweaponname}}} {{testtarget=[[@{WeaponSkill} + (@{meleeparrymod}) + (?{@{modifier}|0})]] }} {{d100=[[1d100cs1cf100]] }} {{parry= }} {{d100h=@{meleeweaponpf}}}">
<label data-i18n="parry">Parry</label></button>
<div class="spacing" style="width:0.5%"></div>
<b style="width:4%" data-i18n-title="parry-mod-title" title="Fixed Test modifiers for Parry roll&#10;Example: Balanced Quality (+10)">?</b>
<i style="width:3%">&#10095;</i>
<input name="attr_meleeparrymod" style="width:8%" type="number" value="0"/>
<input style="width:8.5%" type="checkbox" name="attr_hidemeleeweaponspecial" value="1" class="arrow icon"/>
<!-- end of line-->
<div class="hbody">
<input name="attr_meleeweapondamage" style="width:18%" type="text" data-i18n-placeholder="damage" placeholder="Damage" data-i18n-title="damage" title="Damage"/>
<div class="spacing" style="width:0.5%"></div>
<label style="width:7.5%" data-i18n="strenght-bonus-acronym">+SB</label>
<input name="attr_meleeweapontype" style="width:13%" type="text" data-i18n-placeholder="damage-type" placeholder="Type" data-i18n-title="damage-type" title="Type"/>
<span style="width:9%; text-align:right" data-i18n="penetrationAcronym">Pen</span>
<div class="spacing" style="width:1%"></div>
<input name="attr_meleeweaponpen" style="width:8%" type="number" value="0"/>
<div class="spacing" style="width:3%"></div>
<select name="attr_meleeweaponcraft" style="width:20%">
<option data-i18n="Craftsmanship" disabled style="background:gray;font-weight:bold;color:white;">Craftsmanship</option>
<option data-i18n="Poor" data-i18n-vars="&nbsp;" value="Poor">Poor</option>
<option data-i18n="Common" data-i18n-vars="&nbsp;" value="Common" selected>Common</option>
<option data-i18n="Good" data-i18n-vars="&nbsp;" value="Good">Good</option>
<option data-i18n="Best" data-i18n-vars="&nbsp;" value="Best">Best</option>
</select>
<div class="spacing" style="width:3%"></div>
<b style="width:4%" data-i18n-title="melee-ext-title" title="Melee Extended Range&#10;Used by Whips">?</b>
<i style="width:3%">&#10095;</i>
<input name="attr_meleerangext" style="width:10%" type="text" data-i18n-placeholder="range-placeholder" placeholder="Range"/>
<!-- end of line-->
<label class="fancyButton" style="width:32%">
<input type="checkbox" name="attr_meleeweaponpf" value="[[1d100cf<25cs>26]]" hidden="true"/>
<div><span style="line-height: 22px;" data-i18n="power-field">Power Field</span></div>
</label>
<div class="spacing" style="width:2%"></div>
<label class="fancyButton" style="width:32%">
<input type="checkbox" name="attr_tearmelee" value="10" hidden="true"/>
<div><span style="line-height: 22px;" data-i18n="tearing">Tearing</span></div>
</label>
<div class="spacing" style="width:2%"></div>
<label class="fancyButton" style="width:32%">
<input type="checkbox" name="attr_forceq" value="@{PsyRating}" hidden="true"/>
<div><span style="line-height: 22px;" data-i18n="force-quality">Force</span></div>
</label>
<!-- end of line-->
<textarea style="height:65px" name="attr_meleeweaponspecial" data-i18n-placeholder="special" placeholder="Special"></textarea>
</div><!--hbody closing div -->
</div>
</fieldset>
<div>
<label style="width:66%; text-align:right" data-i18n="special-attacks">SPECIAL ATTACKS</label>
<input type="checkbox" name="attr_hideimprovised" value="1" class="arrow icon" style="width:5%; margin-bottom:5px"/>
<div class="spacing" style="width:29%"></div>
<div class="hbody">
<button name="roll_unarmedattack" type="roll" style="width:32%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{unarmed}}} {{dosdof=[[((( ([[(@{WeaponSkill} + ?{@{modifier}|0})]] - [[1d100cs1]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100a= $[[1]] }} {{attack= }} {{hitloc= $[[1]] }} {{desc= **^{damage} [[1d5 - 3 + @{SB}]] ^{impact-i}** }}">
<label style="width:80%" data-i18n="unarmed">Unarmed</label>
</button>
<div class="spacing" style="width:2%"></div>
<button name="roll_unarmedgrapple" type="roll" style="width:32%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{weaponskill} (^{grapple})}} {{dosdof=[[((( ([[(@{WeaponSkill} + ?{@{modifier}|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<label data-i18n="grapple">Grapple</label></button>
<div class="spacing" style="width:2%"></div>
<button name="roll_meleeweaponstun" type="roll" style="width:25%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{stun}}} {{xd10=[[((( ([[(@{WeaponSkill} - 20 + ?{@{modifier}|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{stun= }} {{hitloc= [[(1d10 + @{SB})]] }}">
<label data-i18n="stun">Stun</label></button>
<button name="roll_meleestundef" type="roll" style="width:7%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{stun} &#128737;&#65039;}} {{d1=1d10 + ^{toughness-bonus-acronym} + ^{armour-points-acronym} (^{head})&#10;[[(1d10 + @{TB} + @{headAP})]] }}">
<label>&#128737;&#65039;</label></button>
<!-- end of line-->
<button name="roll_impatt1" type="roll" style="width:32%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{improvised-melee}}} {{dosdof=[[((( ([[( @{WeaponSkill} + ?{@{modifier}|0})]] - [[1d100cs1]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100a= $[[1]] }} {{attack= }} {{hitloc= $[[1]] }} {{desc= **^{damage} [[1d10 - 2 + @{SB}]] ^{impact-i}** }}">
<label data-i18n="improvised-melee">Imp. Melee</label></button>
<div class="spacing" style="width:2%"></div>
<button name="roll_impatt1" type="roll" style="width:32%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{improvised-thrown}}} {{dosdof=[[((( ([[( @{BallisticSkill} + ?{@{modifier}|0})]] - [[1d100cs1]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100a= $[[1]] }} {{attack= }} {{hitloc= $[[1]] }} {{desc= **^{damage} [[1d10 - 2 + @{SB}]] ^{impact-i}**&#10;^{range} @{SB}}}">
<label data-i18n="improvised-thrown">Imp. Thrown</label></button>
<div class="spacing" style="width:2%"></div>
<button name="roll_unarmedattack" type="roll" style="width:32%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{Knock-Down}}} {{dosdof=[[((( ([[(@{Strength} + ?{@{modifier}|0})]] - [[1d100cs1]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100a= $[[1]] }} {{attack= }} {{desc=**^{damage} [[1d5 - 3 + @{SB}]] ^{impact-i}**&#10;**+1 ^{fatigue}**}}">
<label style="width:80%" data-i18n="Knock-Down">Knock-Down</label>
</button>
</div>
</div>
<div>
<label style="width:66%; text-align:right" data-i18n="armour-equipped">ARMOUR EQUIPPED</label>
<input type="checkbox" name="attr_hidearmour" value="1" class="arrow icon" style="width:5%; margin-bottom:5px"/>
<div class="spacing" style="width:29%"></div>
<div class="hbody">
<input name="attr_armourname" style="width:70%" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_armourcraft" style="width:20%">
<option data-i18n="Craftsmanship" disabled style="background:gray;font-weight:bold;color:white;">Craftsmanship</option>
<option data-i18n="Poor" data-i18n-vars="&nbsp;" value="Poor">Poor</option>
<option data-i18n="Common" data-i18n-vars="&nbsp;" value="Common" selected>Common</option>
<option data-i18n="Good" data-i18n-vars="&nbsp;" value="Good">Good</option>
<option data-i18n="Best" data-i18n-vars="&nbsp;" value="Best">Best</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_armourdesc" type="roll" style="width:9%" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{armourname}}} {{desc=@{armournotes}}}"><label class="shct">R</label></button>
<!-- end of line-->
<label class="fancyButton" style="width:13%"
data-i18n-title="armour-title" title="Armour based Characteristic Modifiers&#10;&#10;To apply Modifiers, click here.">
<input type="checkbox" name="attr_patoggle" value="1" hidden="true"/>
<div><b>?</b></div>
</label>
<label style="width:10%; text-align:right" data-i18n="weaponskill-acronym">WS</label>
<div class="spacing" style="width:1%"></div>
<input style="width:7%" name="attr_pamws" type="number" value="0"/>
<label style="width:8%; text-align:right" data-i18n="ballisticskill-acronym">BS</label>
<div class="spacing" style="width:1%"></div>
<input style="width:7%" name="attr_pambs" type="number" value="0"/>
<label style="width:8%; text-align:right" data-i18n="strength-acronym">S</label>
<div class="spacing" style="width:1%"></div>
<input style="width:7%" name="attr_pams" type="number" value="0"/>
<label style="width:8%; text-align:right" data-i18n="agility-acronym">Ag</label>
<div class="spacing" style="width:1%"></div>
<input style="width:7%" name="attr_pamag" type="number" value="0"/>
<label style="width:8%; text-align:right" data-i18n="perception-acronym">Per</label>
<div class="spacing" style="width:1%"></div>
<input style="width:7%" name="attr_pamper" type="number" value="0"/>
<input type="checkbox" name="attr_hidearmourdesc" style="width:5%" value="1" class="arrow icon"/>
<div class="hbody"><textarea style="height:65px" name="attr_armournotes" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</div>
</div>
<h2 data-i18n="force-fields">Force Fields</h2>
<fieldset class="repeating_forcefields">
<div class="quickborder">
<input name="attr_FieldName" style="width:52%" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div class="spacing" style="width:0.5%"></div>
<input name="attr_fieldrating" style="width:8%" type="number" min="0" max="100" value="0" data-i18n-title="field-rating" title="Field Rating"/>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_fieldcraft" style="width:18%">
<option data-i18n="Craftsmanship" disabled style="background:gray;font-weight:bold;color:white;">Craftsmanship</option>
<option data-i18n="Poor" data-i18n-vars="(20%)" value="1d100cf<20" selected>Poor (20%)</option>
<option data-i18n="Common" data-i18n-vars="(10%)" value="1d100cf<10">Common (10%)</option>
<option data-i18n="Good" data-i18n-vars="(5%)" value="1d100cf<5">Good (5%)</option>
<option data-i18n="Best" data-i18n-vars="(1%)" value="1d100cf1">Best (1%)</option>
<option data-i18n="ov-chance" disabled style="background:gray;font-weight:bold;color:white;">Overload Chance (%)</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_forcefield" type="roll" style="width:8%; font-size:20px" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{FieldName}}} {{testtarget= [[@{fieldrating}]]}} {{d100=[[@{fieldcraft}]] }} {{field= }}"></button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_fielddesc" type="roll" style="width:8%" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{FieldName}}} {{desc=@{FieldNotes}}}"><label class="shct">R</label></button>
<input type="checkbox" name="attr_HideFieldNotes" style="width:4%" value="1" class="arrow icon"></input>
<div class="hbody"><textarea style="height:65px" name="attr_FieldNotes" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</div>
</fieldset>
</div>
<!-- Right Side Armour, Movement, initiative-->
<div class="rightbox">
<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: rgba(252, 0, 0, 0.64); line-height: 22px;" data-i18n="switch-to-vehicle">Switch to Vehicle</div>
<div class="hbody2" style="background-color: rgba(0, 181, 252, 0.64); line-height: 22px;" data-i18n="switch-to-character">Switch to Character</div>
</label>
<input name="attr_vehtoggle" class="arrow arrow2 hidden" type="checkbox" value="1" hidden="true"/>
<div class="spacing" style="width:25%"></div>
<div class="hbody">
<!-- character section-->
<label class="fancyButton" style="width:6%; font-size:0px">
<input type="checkbox" name="attr_fpinimod" value="10" hidden="true"/>
<div><b style='color:blue'>&#9733;</b></div>
</label>
<div class="spacing" style="width:1%"></div>
<button name="roll_Initiative" type="roll" style="width:28%"
value="@{gmroll}&{template:custom} {{name=@{character_name}}} {{d1=^{ini-mod} [[@{inimod} + @{parainimod}]] }} {{t1=+1d10 = [[({1d10,@{fpinimod}+0d10}kh1) + @{inimod} + @{parainimod}&{tracker&#125;]]}}">
<label style="width:80%" data-i18n="initiative">Initiative</label><b style="width:20%" data-i18n-title="initiative-title" title="Rolls 1d10 + Initiative Modifier (selector)&#10;&#10;* +2: Initiative Bonus granted by the Paranoia Talent&#10;&#10;* Blue Star: Simulates rolling a 10 on Initiative&#10;after spending a Fate Point.">?</b></button>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton" style="width:6%; font-size:0px">
<input type="checkbox" name="attr_parainimod" value="2" hidden="true"/>
<div style="line-height:22px">+2</div>
</label>
<div class="spacing" style="width:1%"></div>
<select name="attr_inimod" style="width:30%">
<option data-i18n="ini-mod" disabled style="background:gray;font-weight:bold;color:white;">Initiative Modifier</option>
<option data-i18n="ab-def" value="@{AB} - @{encumbered}" selected>Agility Bonus (Default)</option>
<option data-i18n="cf-int" value="@{IB}">Combat Formation (Int Bonus)</option>
<option data-i18n="cs-per" value="@{PB}">Combat Sense (Per Bonus)</option>
<option data-i18n="lr-ag2" value="(@{AB}*2) - @{encumbered}">Lightning Reflexes (Ag Bonus x2)</option>
<option data-i18n="cus-ini" value="?{Modifier|0}">Custom Initiative</option>
</select>
<div class="spacing" style="width:1%"></div>
<button name="roll_RangedMulti" type="roll" style="width:26%" title="Allows you to determine&#10;multiple hit locations from ranged weapons"
value="@{gmroll}&{template:custom} {{name=^{multi-hits}}} {{multihit= [[?{1st &#128162;|@{head},0|@{armsqu},11|@{body},22|@{legsqu},33} + ?{|1|2|3|4|5|6|7|8|9}]] }}">
<label data-i18n="multi-hits">Multi-Hits</label></button>
<!--Armour Locations-->
<div class="grid2">
<div class="leftbox trask">
<br></br>
<div class="armourblock">&nbsp;</div>
<div class="quickborder armourblock">
<button name="roll_calchead" type="roll" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{head}}} {{d10= [[((( ([[@{wounds}]] - [[{?{@{calcdmg}|0} - (@{TB} + {@{headAP} - ?{@{penetrationAcronym}|0},0}kh1),0d0}kh1]]) )))]] }} {{calc= $[[1]] }}">
<label style="height:24px" data-i18n="head">HEAD</label><label style="height:24px; display:block;">&#128162;</label>
</button>
<label>(1-10)</label>
<input name="attr_headAP" type="number" data-i18n-placeholder="armour-points-acronym" placeholder="AP"/>
</div>
<br></br>
<div class="quickborder armourblock">
<button name="roll_calcarmr" type="roll" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{rightarm}}} {{d10= [[((( ([[@{wounds}]] - [[{?{@{calcdmg}|0} - (@{TB} + @{BionicArmR} + {@{armrightAP} - ?{@{penetrationAcronym}|0},0}kh1),0d0}kh1]]) )))]] }} {{calc= $[[1]] }}">
<label data-i18n="rightarm">Right Arm</label></button>
<label>(11-20)</label>
<input name="attr_armrightAP" type="number" style="width:65%" data-i18n-placeholder="armour-points-acronym" placeholder="AP"/>
<label class="fancyButton" style="width:35%; font-size:0px" data-i18n-title="bionic-title" title="Bionic Limb? (+2 TB)">
<input type="checkbox" name="attr_BionicArmR" value="2" hidden="true"/>
<div id="bionic"><i id="bionic">&#x1F9BE;</i></div>
</label>
</div>
<div class="quickborder armourblock">
<button name="roll_calcbody" type="roll" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{body} }} {{d10= [[((( ([[@{wounds}]] - [[{?{@{calcdmg}|0} - (@{TB} + {@{bodyAP} - ?{@{penetrationAcronym}|0},0}kh1),0d0}kh1]]) )))]] }} {{calc= $[[1]] }}">
<label style="height:24px" data-i18n="body">Body</label><label style="height:24px; display:block;">&#128162;</label>
</button>
<label>(31-70)</label>
<input name="attr_bodyAP" type="number" data-i18n-placeholder="armour-points-acronym" placeholder="AP"/>
</div>
<div class="quickborder armourblock">
<button name="roll_calcarml" type="roll" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{leftarm} }} {{d10= [[((( ([[@{wounds}]] - [[{?{@{calcdmg}|0} - (@{TB} + @{BionicArmL} + {@{armrleftAP} - ?{@{penetrationAcronym}|0},0}kh1),0d0}kh1]]) )))]] }} {{calc= $[[1]] }}">
<label data-i18n="leftarm">Left Arm</label></button>
<label>(21-30)</label>
<label class="fancyButton" style="width:35%; font-size:0px" data-i18n-title="bionic-title" title="Bionic Limb? (+2 TB)">
<input type="checkbox" name="attr_BionicArmL" value="2" hidden="true"/>
<div id="bionic"><i id="bionic2">&#x1F9BE;</i></div>
</label>
<input name="attr_armrleftAP" type="number" style="width:65%" data-i18n-placeholder="armour-points-acronym" placeholder="AP"/>
</div>
<div class="quickborder armourblock" style="margin: auto auto auto 11%;">
<button name="roll_calclegr" type="roll" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{rightleg} }} {{d10= [[((( ([[@{wounds}]] - [[{?{@{calcdmg}|0} - (@{TB} + @{BionicLegR} + {@{legrightAP} - ?{@{penetrationAcronym}|0},0}kh1),0d0}kh1]]) )))]] }} {{calc= $[[1]] }}">
<label data-i18n="rightleg">Right Leg</label></button>
<label>(71-85)</label>
<input name="attr_legrightAP" type="number" style="width:65%" data-i18n-placeholder="armour-points-acronym" placeholder="AP"/>
<label class="fancyButton" style="width:35%; font-size:0px" data-i18n-title="bionic-title" title="Bionic Limb? (+2 TB)">
<input type="checkbox" name="attr_BionicLegR" value="2" hidden="true"/>
<div id="bionic"><i id="bionic2">&#x1F9BF;</i></div>
</label>
</div>
<div class="quickborder armourblock" style="margin: auto auto auto 11%;">
<button name="roll_calclegl" type="roll" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{leftleg} }} {{d10= [[((( ([[@{wounds}]] - [[{?{@{calcdmg}|0} - (@{TB} + @{BionicLegL} + {@{legleftAP} - ?{@{penetrationAcronym}|0},0}kh1),0d0}kh1]]) )))]] }} {{calc= $[[1]] }}">
<label data-i18n="leftleg">Left Leg</label></button>
<label>(86-100)</label>
<label class="fancyButton" style="width:35%; font-size:0px" data-i18n-title="bionic-title" title="Bionic Limb? (+2 TB)">
<input type="checkbox" name="attr_BionicLegL" value="2" hidden="true"/>
<div id="bionic"><i id="bionic">&#x1F9BF;</i></div>
</label>
<input name="attr_legleftAP" type="number" style="width:65%" data-i18n-placeholder="armour-points-acronym" placeholder="AP"/>
</div>
</div>
<div class="rightbox">
<h2 data-i18n="wounds">Wounds</h2>
<label style="width:50%; text-align:center;" data-i18n="starting-1d5">Starting 1d5+?</label>
<input name="attr_startingwoundsmod" type="number" style="width:12%"/>
<div class="spacing" style="width:4%"></div>
<span style="width:12%" data-i18n="toughness-bonus-acronym">TB</span>
<span style="width:10%">x2:</span>
<input name="attr_woundstb" type="number" style="width:12%"/>
<!--end of line-->
<label style="width:80%; text-align:center" data-i18n="sound-constitution">Sound Constitution:</label>
<input name="attr_woundssc" type="number" style="width:20%"/>
<!--end of line-->
<label style="width:50%; text-align:center" data-i18n="current">Current:</label>
<input style="width:20%" class="cur" name="attr_Wounds" type="number"/>
<i style="width:10%">&#10094;</i>
<input name="attr_Wounds_max" type="number" value="(@{startingwoundsmod} + @{woundstb} + @{woundssc})" disabled style="width:20%"/>
<!--end of line-->
<label style="width:80%; text-align:center" data-i18n="critical-damage-level">Critical Damage Level:</label>
<input name="attr_criticaldamage" type="number" style="width:20%"/>
<!--end of line-->
<h2 data-i18n="crit-table">Critical Hit Table</h2>
<div>
<button name="roll_energycrit" type="roll" style="width:49.5%" value="@{gmroll}&{template:custom} {{name=^{crithit} ^{energy-e}}} {{ecrit= [[ ?{&#x1F4A2;|@{head},?{&#38;#124;1&#38;comma;20&#38;#124;2&#38;comma;19&#38;#124;3&#38;comma;18&#38;#124;4&#38;comma;17&#38;#124;5&#38;comma;16&#38;#124;6&#38;comma;15&#38;#124;7&#38;comma;14&#38;#124;8&#38;comma;13&#38;#124;9&#38;comma;12&#38;#124;10&#38;comma;11&#38;#125;
|@{armsqu},?{Level&#38;#124;1&#38;comma;40&#38;#124;2&#38;comma;39&#38;#124;3&#38;comma;38&#38;#124;4&#38;comma;37&#38;#124;5&#38;comma;36&#38;#124;6&#38;comma;35&#38;#124;7&#38;comma;34&#38;#124;8&#38;comma;33&#38;#124;9&#38;comma;32&#38;#124;10&#38;comma;31&#38;#125;
|@{body},?{Level&#38;#124;1&#38;comma;30&#38;#124;2&#38;comma;29&#38;#124;3&#38;comma;28&#38;#124;4&#38;comma;27&#38;#124;5&#38;comma;26&#38;#124;6&#38;comma;25&#38;#124;7&#38;comma;24&#38;#124;8&#38;comma;23&#38;#124;9&#38;comma;22&#38;#124;10&#38;comma;21&#38;#125;
|@{legsqu},?{Level&#38;#124;1&#38;comma;10&#38;#124;2&#38;comma;9&#38;#124;3&#38;comma;8&#38;#124;4&#38;comma;7&#38;#124;5&#38;comma;6&#38;#124;6&#38;comma;5&#38;#124;7&#38;comma;4&#38;#124;8&#38;comma;3&#38;#124;9&#38;comma;2&#38;#124;10&#38;comma;1&#38;#125;} ]] }} {{d5=[[1d5]]}} {{d10=[[1d10]]}} {{xd10=[[2d10]]}} {{psypen=[[1d10+5]]}} {{d100h=[[1d100]]}}">
<label data-i18n="energy-e">Energy (E)</label></button>
<div class="spacing" style="width:1%"></div>
<button name="roll_explosivecrit" type="roll" style="width:49.5%" value="@{gmroll}&{template:custom} {{name= ^{crithit} ^{explosive-x} }} {{xcrit= [[ ?{&#x1F4A2;|@{head},?{&#38;#124;1&#38;comma;20&#38;#124;2&#38;comma;19&#38;#124;3&#38;comma;18&#38;#124;4&#38;comma;17&#38;#124;5&#38;comma;16&#38;#124;6&#38;comma;15&#38;#124;7&#38;comma;14&#38;#124;8&#38;comma;13&#38;#124;9&#38;comma;12&#38;#124;10&#38;comma;11&#38;#125;
|@{armsqu},?{Level&#38;#124;1&#38;comma;40&#38;#124;2&#38;comma;39&#38;#124;3&#38;comma;38&#38;#124;4&#38;comma;37&#38;#124;5&#38;comma;36&#38;#124;6&#38;comma;35&#38;#124;7&#38;comma;34&#38;#124;8&#38;comma;33&#38;#124;9&#38;comma;32&#38;#124;10&#38;comma;31&#38;#125;
|@{body},?{Level&#38;#124;1&#38;comma;30&#38;#124;2&#38;comma;29&#38;#124;3&#38;comma;28&#38;#124;4&#38;comma;27&#38;#124;5&#38;comma;26&#38;#124;6&#38;comma;25&#38;#124;7&#38;comma;24&#38;#124;8&#38;comma;23&#38;#124;9&#38;comma;22&#38;#124;10&#38;comma;21&#38;#125;
|@{legsqu},?{Level&#38;#124;1&#38;comma;10&#38;#124;2&#38;comma;9&#38;#124;3&#38;comma;8&#38;#124;4&#38;comma;7&#38;#124;5&#38;comma;6&#38;#124;6&#38;comma;5&#38;#124;7&#38;comma;4&#38;#124;8&#38;comma;3&#38;#124;9&#38;comma;2&#38;#124;10&#38;comma;1&#38;#125;} ]] }} {{d5=[[1d5]]}} {{d10=[[1d10]]}} {{xd10=[[2d10]]}} {{psypen=[[1d10+5]]}} {{d100h=[[1d100]]}}">
<label data-i18n="explosive-x">Explosive (X)</label></button>
<!--end of line-->
<button name="roll_impactcrit" type="roll" style="width:49.5%" value="@{gmroll}&{template:custom} {{name= ^{crithit} ^{impact-i} }} {{icrit= [[ ?{&#x1F4A2;|@{head},?{&#38;#124;1&#38;comma;20&#38;#124;2&#38;comma;19&#38;#124;3&#38;comma;18&#38;#124;4&#38;comma;17&#38;#124;5&#38;comma;16&#38;#124;6&#38;comma;15&#38;#124;7&#38;comma;14&#38;#124;8&#38;comma;13&#38;#124;9&#38;comma;12&#38;#124;10&#38;comma;11&#38;#125;
|@{armsqu},?{Level&#38;#124;1&#38;comma;40&#38;#124;2&#38;comma;39&#38;#124;3&#38;comma;38&#38;#124;4&#38;comma;37&#38;#124;5&#38;comma;36&#38;#124;6&#38;comma;35&#38;#124;7&#38;comma;34&#38;#124;8&#38;comma;33&#38;#124;9&#38;comma;32&#38;#124;10&#38;comma;31&#38;#125;
|@{body},?{Level&#38;#124;1&#38;comma;30&#38;#124;2&#38;comma;29&#38;#124;3&#38;comma;28&#38;#124;4&#38;comma;27&#38;#124;5&#38;comma;26&#38;#124;6&#38;comma;25&#38;#124;7&#38;comma;24&#38;#124;8&#38;comma;23&#38;#124;9&#38;comma;22&#38;#124;10&#38;comma;21&#38;#125;
|@{legsqu},?{Level&#38;#124;1&#38;comma;10&#38;#124;2&#38;comma;9&#38;#124;3&#38;comma;8&#38;#124;4&#38;comma;7&#38;#124;5&#38;comma;6&#38;#124;6&#38;comma;5&#38;#124;7&#38;comma;4&#38;#124;8&#38;comma;3&#38;#124;9&#38;comma;2&#38;#124;10&#38;comma;1&#38;#125;} ]] }} {{d5=[[1d5]]}} {{d10=[[1d10]]}} {{xd10=[[2d10]]}} {{psypen=[[1d10+5]]}} {{d100h=[[1d100]]}}">
<label data-i18n="impact-i">Impact (I)</label></button>
<div class="spacing" style="width:1%"></div>
<button name="roll_rendingcrit" type="roll" style="width:49.5%" value="@{gmroll}&{template:custom} {{name= ^{crithit} ^{rending-r} }} {{rcrit= [[ ?{&#x1F4A2;|@{head},?{&#38;#124;1&#38;comma;20&#38;#124;2&#38;comma;19&#38;#124;3&#38;comma;18&#38;#124;4&#38;comma;17&#38;#124;5&#38;comma;16&#38;#124;6&#38;comma;15&#38;#124;7&#38;comma;14&#38;#124;8&#38;comma;13&#38;#124;9&#38;comma;12&#38;#124;10&#38;comma;11&#38;#125;
|@{armsqu},?{Level&#38;#124;1&#38;comma;40&#38;#124;2&#38;comma;39&#38;#124;3&#38;comma;38&#38;#124;4&#38;comma;37&#38;#124;5&#38;comma;36&#38;#124;6&#38;comma;35&#38;#124;7&#38;comma;34&#38;#124;8&#38;comma;33&#38;#124;9&#38;comma;32&#38;#124;10&#38;comma;31&#38;#125;
|@{body},?{Level&#38;#124;1&#38;comma;30&#38;#124;2&#38;comma;29&#38;#124;3&#38;comma;28&#38;#124;4&#38;comma;27&#38;#124;5&#38;comma;26&#38;#124;6&#38;comma;25&#38;#124;7&#38;comma;24&#38;#124;8&#38;comma;23&#38;#124;9&#38;comma;22&#38;#124;10&#38;comma;21&#38;#125;
|@{legsqu},?{Level&#38;#124;1&#38;comma;10&#38;#124;2&#38;comma;9&#38;#124;3&#38;comma;8&#38;#124;4&#38;comma;7&#38;#124;5&#38;comma;6&#38;#124;6&#38;comma;5&#38;#124;7&#38;comma;4&#38;#124;8&#38;comma;3&#38;#124;9&#38;comma;2&#38;#124;10&#38;comma;1&#38;#125;} ]] }} {{d5=[[1d5]]}} {{d10=[[1d10]]}} {{xd10=[[2d10]]}} {{psypen=[[1d10+5]]}} {{d100h=[[1d100cf>96]]}}">
<label data-i18n="rending-r">Rending (R)</label></button>
<!--end of line-->
<button name="roll_bloodloss" type="roll" style="width:49.5%" value="@{othereffects}">
<label style="width:90%" data-i18n="conditions">Conditions</label><i style="width:10%; margin: 0;">&#10095;</i>
</button>
<div class="spacing" style="width:1%"></div>
<select name="attr_othereffects" style="width:49.5%">
<option data-i18n="blood-loss" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{blood-loss}}} {{bloodloss=[[1d100cf>91cs<90]] }}">Blood Loss</option>
<option data-i18n="on-fire" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{on-fire}}} {{d1=^{damage} [[1d10]] ^{energy-e}}} {{t1=+1 ^{fatigue}}} {{desc=^{ignore-ap}}}">On Fire</option>
<option data-i18n="fall-dmg" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{fall-dmg}}} {{d1=^{damage} [[1d10 + ?{@{fallmts}|1}]] ^{impact-i}}} {{fallhitloc= [[1d100]] }} {{desc=^{ignore-ap}}}">Fall Damage</option>
<option data-i18n="hallucond" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{hallucond}}} {{hallu=[[1d100]] }} {{d10=[[1d10]]}}">Hallucinogen</option>
<option data-i18n="toxic" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{toxic}}} {{d1=^{damage} [[1d10]] ^{impact-i}}} {{desc=^{ignore-ap-tb}}}">Toxic</option>
<option data-i18n="shocking-cond" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{shocking-cond}}} {{d1= ^{stunned} [[ceil((?{@{damage}|1})/2)]] }}">Shocking</option>
</select>
<!--end of line-->
<button name="roll_scatter" type="roll" style="width:100%" value="@{gmroll}&{template:custom} {{name=^{scatter-diagram}}} {{scatter=[[1d8cf10cs9]]}} {{desc=[[1d5]]}}">
<label data-i18n="scatter-diagram">Scatter Diagram</label></button>
<!--Size Select-->
<label style="width:100%; text-align:center" data-i18n="Size-Modifier">Size-Modifier</label>
<select name="attr_CharSize" style="width:100%">
<option data-i18n="Size-Miniscule" value="-3">Miniscule (-30 Hit ~ -3 Move)</option>
<option data-i18n="Size-Puny" value="-2">Puny (-20 Hit ~ -2 Move)</option>
<option data-i18n="Size-Scrawny" value="-1">Scrawny (-10 Hit ~ -1 Move)</option>
<option data-i18n="Size-Average" value="0" selected>Average (0)</option>
<option data-i18n="Size-Hulking" value="1">Hulking (+10 Hit ~ +1 Move)</option>
<option data-i18n="Size-Enormous" value="2">Enormous (+20 Hit ~ +2 Move)</option>
<option data-i18n="Size-Massive" value="3">Massive (+30 Hit ~ +3 Move)</option>
<option data-i18n="Size-Immense" value="4">Immense (+40 Hit ~ +4 Move)</option>
<option data-i18n="Size-Monumental" value="5">Monumental (+50 Hit ~ +5 Move)</option>
<option data-i18n="Size-Titanic" value="6">Titanic (+60 Hit ~ +6 Move)</option>
</select>
</div>
</div>
</div>
<!-- movement section-->
<div>
<label style="width:14%; text-align:right" class="help" data-i18n="leap" data-i18n-title="leap-title" title="Base Leap distance equals SB x 1m">Leap:</label>
<div class="spacing" style="width:1%"></div>
<input name="attr_BaseLeap" type="text" style="width:8%" disabled value="@{SB}"/>
<label style="width:14%; text-align:right" class="help" data-i18n="jump" data-i18n-title="jump-title" title="Base Jump height equals SB x 20cm">Jump:</label>
<div class="spacing" style="width:1%"></div>
<input name="attr_BaseJump" type="text" style="width:8%" disabled value="(@{SB}*20)"/>
<label style="width:33%; text-align:right" data-i18n="movement">MOVEMENT</label>
<b style="width:6%" data-i18n-title="movement-title" title="Unmodified Agility Bonus&#10;Normal = AB&#10;Halved = AB/2&#10;&#10;Combat Modifiers&#10;Half Move = AB&#10;Full Move = AB x2&#10;Charge = AB x3&#10;Run = AB x6">?</b>
<select name="attr_movementhalved" style="width:15%">
<option data-i18n="movement-normal" value="1" >Normal</option>
<option data-i18n="movement-halved" value="0.5" >Halved</option>
</select>
<!-- end of line-->
<label style="width:16%; text-align:right" data-i18n="half-move">Half:</label>
<div class="spacing" style="width:1%"></div>
<input style="width:8%" name="attr_HalfMove" type="text" value="ceil( (floor(@{Agility}/10) + (@{CharSize}) - @{encumbered}) * @{movementhalved} )" disabled />
<label style="width:16%; text-align:right" data-i18n="full-move">Full:</label>
<div class="spacing" style="width:1%"></div>
<input style="width:8%" name="attr_FullMove" type="text" value="ceil( ((floor(@{Agility}/10) + (@{CharSize}) - @{encumbered})*2) * @{movementhalved} )" disabled />
<label style="width:16%; text-align:right" data-i18n="charge-move">Charge:</label>
<div class="spacing" style="width:1%"></div>
<input style="width:8%" name="attr_ChargeMove" type="text" value="ceil( ((floor(@{Agility}/10) + (@{CharSize}) - @{encumbered})*3) * @{movementhalved} )" disabled />
<label style="width:16%; text-align:right" data-i18n="run-move">Run:</label>
<div class="spacing" style="width:1%"></div>
<input style="width:8%" name="attr_RunMove" type="text" value="ceil( ((floor(@{Agility}/10) + (@{CharSize}) - @{encumbered})*6) * @{movementhalved} )" disabled />
<!-- end of line-->
<fieldset class="repeating_movementscore">
<div class="spacing" style="width:25%"></div>
<input name="attr_MoveName" style="width:50%" type="text" data-i18n-placeholder="traits" placeholder="Traits"/>
<div class="spacing" style="width:25%"></div>
<label style="width:16%; text-align:right" data-i18n="half-move">Half:</label>
<div class="spacing" style="width:1%"></div>
<input name="attr_CustomHalfMove" type="number" style="width:8%"/>
<label style="width:16%; text-align:right" data-i18n="full-move">Full:</label>
<div class="spacing" style="width:1%"></div>
<input name="attr_CustomFullMove" type="number" style="width:8%"/>
<label style="width:16%; text-align:right" data-i18n="charge-move">Charge:</label>
<div class="spacing" style="width:1%"></div>
<input name="attr_CustomChargeMove" type="number" style="width:8%"/>
<label style="width:16%; text-align:right" data-i18n="run-move">Run:</label>
<div class="spacing" style="width:1%"></div>
<input name="attr_CustomRunMove" type="number" style="width:8%"/>
</fieldset>
</div>
<div class="spacing" style="width:100%; height:4px"></div>
<div class="quickborder">
<label style="width:23%; text-align:center" data-i18n="lift">Lift</label>
<label style="width:23%; text-align:center" data-i18n="push">Push</label>
<label style="width:23%; text-align:center" data-i18n="carry">Carry</label>
<label class="fancyButton" style="width:31%">
<input type="checkbox" name="attr_encumbered" value="1" hidden="true"/>
<div style="font-size:0px"><span style="width:85%" data-i18n="encumbered">Encumbered</span>
<b style="width:15%" data-i18n-title="encumbered-title" title="If a character attempts to Carry over his normal limits&#10;(but under his Lift limit), he is Encumbered.&#10;&#10;Encumbered character takes a 10 penalty to all movement&#10;related tests and reduces his Agility Bonus by 1 for the&#10;purposes of determining movement rates and Initiative.">?</b></div>
</label>
<!-- end of line-->
<div class="spacing" style="width:5%"></div>
<input style="width:12%" name="attr_LiftCapacity" type="text" disabled value="(@{GearCarry}&#42;2)"/>
<div class="spacing" style="width:11%"></div>
<input style="width:12%" name="attr_PushCapacity" type="text" disabled value="(@{GearCarry}&#42;4)"/>
<div class="spacing" style="width:11%"></div>
<input style="width:12%" name="attr_GearCarryMax" type="text" disabled value="@{GearCarry}"/>
<i style="width:4%">&#10095;</i>
<input style="width:12%" name="attr_GearCarryAvailable" type="text" disabled value="(@{GearCarry}) - (@{TotalWg})"/>
<div class="spacing" style="width:21%"></div>
<!-- hidden input needed for script -->
<input type="hidden" name="attr_GearCarry" value=""/>
<input type="hidden" name="attr_TotalWg" value="0"/>
<!-- end of line-->
<b style="width:8%" data-i18n-title="quantity-title" title="Quantity">$</b>
<label style="width:57%; text-align:right" data-i18n="gear-and-tools">GEAR AND TOOLS</label>
<input type="checkbox" name="attr_hidegearlist" value="1" class="arrow icon" style="width:5%; margin-bottom:5px"/>
<div class="spacing" style="width:1%"></div>
<b style="width:17%" data-i18n-title="weight-title" title="Weight">b</b>
<div class="spacing" style="width:12%"></div>
<!-- end of line-->
<div class="hbody">
<fieldset class="repeating_gears">
<input type="hidden" name="attr_wgtxqty" value="0"/>
<input name="attr_gearqty" style="width:8%" type="number" data-i18n-placeholder="quantity-acronym" placeholder="Qty." data-i18n-title="quantity-title" title="Quantity"/>
<div class="spacing" style="width:0.5%"></div>
<input name="attr_GearName" style="width:62%" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div class="spacing" style="width:0.5%"></div>
<input name="attr_gearwt" style="width:8%" type="number" data-i18n-placeholder="weight-acronym" placeholder="Wgt." data-i18n-title="weight-title" title="Weight"/>
<div class="spacing" style="width:0.5%"></div>
<span style="width:8%" name="attr_wgtxqty"></span>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_geardesc" type="roll" style="width:8%" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{GearName}}} {{desc= @{GearNotes}}}"><label class="shct">R</label></button>
<input type="checkbox" name="attr_HideGear" style="width:4%" value="1" class="arrow icon"/>
<div class="hbody"><textarea style="height:65px" name="attr_GearNotes" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</fieldset>
</div><!--hbody closing div-->
</div><!-- quickborder -->
</div><!--hbody character section-->
<div class="hbody2">
<!-- vehicle section-->
<fieldset class="repeating_vehicles">
<input name="attr_Veh_name" type="text" style="width:95%; font-size:18px" data-i18n-placeholder="name" placeholder="Name"/>
<input style="width:5%; font-size:20px; height:24px" type="checkbox" name="attr_hidevehsheet" value="1" class="arrow icon"/>
<div class="hbody">
<select name="attr_VehType" style="width:29%">
<option data-i18n="Vehicle-Type" disabled style="background:gray;font-weight:bold;color:white;">Vehicle Type</option>
<option data-i18n="Ground" value="0" selected>Ground</option>
<option data-i18n="Walker" value="1">Walker</option>
<option data-i18n="Skimmer" value="2">Skimmer</option>
<option data-i18n="Flyer" value="3">Flyer</option>
<option data-i18n="Spacecraft" value="4">Spacecraft</option>
</select>
<div class="spacing" style="width:1%"></div>
<select name="attr_VehSize" style="width:40%">
<option data-i18n="Size-Modifier" disabled style="background:gray;font-weight:bold;color:white;">Size Modifier</option>
<option data-i18n="Veh-Hulking" value="10" selected>Hulking (+10 to Hit)</option>
<option data-i18n="Veh-Enormous" value="20">Enormous (+20 to Hit)</option>
<option data-i18n="Veh-Massive" value="30">Massive (+30 to Hit)</option>
<option data-i18n="Veh-Immense" value="40">Immense (+40) to Hit</option>
<option data-i18n="Veh-Monumental" value="50">Monumental (+50) to Hit</option>
<option data-i18n="Veh-Titanic" value="60">Titanic (+60) to Hit</option>
</select>
<label style="width:24%; text-align:right" data-i18n="non-player-character-crew">NPC Crew</label>
<b style="width:6%" data-i18n-title="npcs-title" title="If the Vehicle is piloted by NPCs&#10;use Custom Skill NPC option (Skills tab)&#10;Use the skill Mod box to set the correct skill value&#10;&#10;For vehicle Gunners use the Fixed Modifiers&#10;box to set the correct BS/WS value">?</b>
<!-- end of line -->
<label style="width:32%; text-align:center" data-i18n="tactical-speed">Tactical Speed:</label>
<input style="width:68%" name="attr_VehTactical" type="text"/>
<label style="width:32%; text-align:center" data-i18n="cruising-speed">Cruising Speed:</label>
<input style="width:68%" name="attr_VehCruising" type="text"/>
<!-- end of line -->
<label style="width:32%; text-align:center" data-i18n="manoeuvrability">Manoeuvrability:</label>
<input style="width:10%" name="attr_VehManoeuvrability" type="text"/>
<div class="spacing" style="width:2%"></div>
<button name="roll_VehCrit2" type="roll" style="width:56%"
value="@{gmroll}&{template:custom} {{name=@{Veh_name}&#10;^{crithit} }} {{vehcrit= [[ ?{@{crithit}|1-2,2|3,3|4,4|5,5|6,6|7,7|8-10,9|11+,11} ]] }} {{d5=[[1d5]]}} {{d10=[[1d10]]}} {{xd10=[[2d10]]}} {{d100h=[[5d10]]}} {{hitloc=[[1d100]]}}">
<label data-i18n="crit-table">Critical Hit Table</label></button>
<!-- end of line -->
<div class="spacing" style="width:1%"></div>
<button name="roll_calcfront" style ="width:18%" type="roll" value="@{gmroll}&{template:custom} {{name=@{Veh_name}&#10;^{front}}} {{d5=[[((( ([[@{VehIntegrity}]] - [[{?{@{calcdmg}|1} - ({@{VehFront} - ?{@{penetrationAcronym}|0},0}kh1),0d0}kh1]]) )))]] }} {{calc= $[[1]] }}"><label data-i18n="front">Front</label></button>
<div class="spacing" style="width:2%"></div>
<button name="roll_calcsides" style ="width:18%" type="roll" value="@{gmroll}&{template:custom} {{name=@{Veh_name}&#10;^{sides}}} {{d5=[[((( ([[@{VehIntegrity}]] - [[{?{@{calcdmg}|1} - ({@{VehSides} - ?{@{penetrationAcronym}|0},0}kh1),0d0}kh1]]) )))]] }} {{calc= $[[1]] }}"><label data-i18n="sides">Sides</label></button>
<div class="spacing" style="width:2%"></div>
<button name="roll_calcrear" style ="width:18%" type="roll" value="@{gmroll}&{template:custom} {{name=@{Veh_name}&#10;^{rear}}} {{d5=[[((( ([[@{VehIntegrity}]] - [[{?{@{calcdmg}|1} - ({@{VehRear} - ?{@{penetrationAcronym}|0},0}kh1),0d0}kh1]]) )))]] }} {{calc= $[[1]] }}"><label data-i18n="rear">Rear</label></button>
<div class="spacing" style="width:2%"></div>
<label style="width:38%; text-align:center" data-i18n="structural-integrity">Structural Integrity</label>
<div class="spacing" style="width:1%"></div>
<!-- input fields -->
<div class="spacing" style="width:1%"></div>
<input style="width:18%" name="attr_VehFront" type="number" data-i18n-placeholder="armour-points-acronym" placeholder="AP"/>
<div class="spacing" style="width:2%"></div>
<input style="width:18%" name="attr_VehSides" type="number" data-i18n-placeholder="armour-points-acronym" placeholder="AP"/>
<div class="spacing" style="width:2%"></div>
<input style="width:18%" name="attr_VehRear" type="number" data-i18n-placeholder="armour-points-acronym" placeholder="AP"/>
<div class="spacing" style="width:2%"></div>
<input style="width:17%" name="attr_VehIntegrity_max" type="number"/>
<i style="width:4%">&#10095;</i>
<input style="width:17%" class="cur" name="attr_VehIntegrity" type="number"/>
<div class="spacing" style="width:1%"></div>
<!-- end of line -->
<label style="width:25%; text-align:center" data-i18n="crew">Crew:</label>
<input name="attr_VehCrew" type="text" style="width:75%"></input>
<label style="width:34%; text-align:center" data-i18n="carrying-capacity">Carrying Capacity:</label>
<input name="attr_VehCapacity" type="text" style="width:66%"></input>
<!-- input fields -->
<textarea style="height:200px" name="attr_VehSpecialRules" data-i18n-placeholder="special" placeholder="Special"></textarea>
</div>
</fieldset>
</div><!--hbody2-->
</div><!-- rightbox -->
</div><!-- grid2 -->
</div>
<!-- Talents Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
<div class="talent">
<h1 data-i18n="talents">Talents</h1>
<div class="grid2">
<div class="leftbox">
<fieldset class="repeating_talents1">
<div class="quickborder">
<input style="width:85%" name="attr_TalentName1" type="text" data-i18n-placeholder="name" placeholder="Name"></input>
<div class="spacing" style="width:1%"></div>
<button name="roll_Talent1" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{TalentName1}}} {{desc=@{TalentNotes1}}}"><label class="shct">R</label></button>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" type="checkbox" name="attr_Hidetalent1" value="1" class="arrow icon"></input>
<div class="hbody"><textarea style="height:65px" name="attr_TalentNotes1" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</div>
</fieldset>
</div>
<div class="rightbox">
<fieldset class="repeating_talents2">
<div class="quickborder">
<input style="width:85%" name="attr_TalentName2" type="text" data-i18n-placeholder="name" placeholder="Name"></input>
<div class="spacing" style="width:1%"></div>
<button name="roll_Talent2" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{TalentName2}}} {{desc=@{TalentNotes2}}}"><label class="shct">R</label></button>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" type="checkbox" name="attr_Hidetalent2" value="1" class="arrow icon"></input>
<div class="hbody"><textarea style="height:65px" name="attr_TalentNotes2" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</div>
</fieldset>
</div>
</div>
<h1 data-i18n="traits">Traits</h1>
<div class="grid2">
<div class="leftbox">
<fieldset class="repeating_traits1">
<div class="quickborder">
<input style="width:85%" name="attr_TraitName1" type="text" data-i18n-placeholder="name" placeholder="Name"></input>
<div class="spacing" style="width:1%"></div>
<button name="roll_Trait1" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{TraitName1}}} {{desc=@{TraitNotes1}}}"><label class="shct">R</label></button>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" type="checkbox" name="attr_Hidetrait1" value="1" class="arrow icon"></input>
<div class="hbody"><textarea style="height: 65px" name="attr_TraitNotes1" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</div>
</fieldset>
</div>
<div class="rightbox">
<fieldset class="repeating_traits2">
<div class="quickborder">
<input style="width:85%" name="attr_TraitName2" type="text" data-i18n-placeholder="name" placeholder="Name"></input>
<div class="spacing" style="width:1%"></div>
<button name="roll_Trait2" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{TraitName2}}} {{desc=@{TraitNotes2}}}"><label class="shct">R</label></button>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" type="checkbox" name="attr_Hidetrait2" value="1" class="arrow icon"></input>
<div class="hbody"><textarea style="height: 65px" name="attr_TraitNotes2" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</div>
</fieldset>
</div>
</div>
<h1 data-i18n="cybernetics-and-implants">Cybernetics and Implants</h1>
<div class="grid2">
<div class="lefttbox">
<fieldset class="repeating_cybernetics1">
<div class="quickborder">
<input style="width:85%" name="attr_CyberName1" type="text" data-i18n-placeholder="name" placeholder="Name"></input>
<div class="spacing" style="width:1%"></div>
<button name="roll_Cyber1" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{CyberName1}}} {{desc=@{CyberNotes1}}}"><label class="shct">R</label></button>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" type="checkbox" name="attr_HideCyber1" value="1" class="arrow icon"></input>
<div class="hbody"><textarea style="height: 65px" name="attr_CyberNotes1" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</div>
</fieldset>
</div>
<div class="rightbox">
<fieldset class="repeating_cybernetics2">
<div class="quickborder">
<input style="width:85%" name="attr_CyberName2" type="text" data-i18n-placeholder="name" placeholder="Name"></input>
<div class="spacing" style="width:1%"></div>
<button name="roll_Cyber2" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{CyberName2}}} {{desc=@{CyberNotes2}}}"><label class="shct">R</label></button>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" type="checkbox" name="attr_HideCyber2" value="1" class="arrow icon"></input>
<div class="hbody"><textarea style="height: 65px" name="attr_CyberNotes2" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</div>
</fieldset>
</div>
</div>
<!--Insanity and Corruption-->
<div class="grid2">
<div class="leftbox">
<h1 data-i18n="insanity-points-ip">Insanity Points (IP)</h1>
<button type="roll" name="roll_feartest" style="width:42%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{fear-and-shock-test}}} {{shocktable=[[((( (((( [[( @{Willpower} + (?{@{fearR}|1 (-0),+0|2 (-10),-10|3 (-20),-20|4 (-30),-30}) + (?{@{modifier}|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100)*10) - [[1d100]])*-1 )))]]}} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{d10=[[1d10]]}} {{xd10=[[2d10]]}} {{d5=[[1d5]]}} {{xd5=[[1d5+1]]}}">
<div class="spacing" style="width:10%"></div>
<label style="width:78%" data-i18n="fear-and-shock-test">Fear and Shock Test</label>
<b style="width:12%" data-i18n-title="fear-title" title="Creatures with the Fear Trait or Horrible situations&#10;forces the character to take a Fear Test.&#10;(Willpower minus Fear Rating)&#10;&#10;If failed, the character suffers an effect&#10;from the Shock table 10-4: 1d100 + (DoF x 10)">?</b>
</button>
<div class="spacing" style="width:2%"></div>
<input name="attr_insanity" type="number" value="0" min="0" max="100" style="width:11%"/>
<div class="spacing" style="width:2%"></div>
<button type="roll" name="roll_traumatest" style="width:42%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{mental-trauma-test}}} {{traumatable=[[((( (((( [[( @{Willpower} + (@{traumamod}) )]] - [[1d100cs1cf100]] ) * 100 % 999 % 100)*10) - [[1d100]])*-1 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{d10=[[1d10]]}} {{xd10=[[3d10]]}} {{d5=[[1d5]]}}">
<div class="spacing" style="width:10%"></div>
<label style="width:78%" data-i18n="mental-trauma-test">Mental Trauma Test</label>
<b style="width:12%" data-i18n-title="trauma-title" title="When the character gains increments of 10 IP&#10;(10,20,30...) he must take a Mental Trauma Test.&#10;(Willpower +/- Trauma Modifier)&#10;&#10;If failed, the character gains a Mental Trauma&#10;from table 10-6: 1d100 + (DoF x 10)">?</b>
</button>
<div class="spacing" style="width:1%"></div>
<!--end of line-->
<input name="attr_madnessdegree" type="hidden" value=""/>
<span class="insanity-text" data-i18n="insanity_0" data-show-if="insanity_0"></span>
<span class="insanity-text" data-i18n="insanity_10" data-show-if="insanity_10"></span>
<span class="insanity-text" data-i18n="insanity_40" data-show-if="insanity_40"></span>
<span class="insanity-text" data-i18n="insanity_60" data-show-if="insanity_60"></span>
<span class="insanity-text" data-i18n="insanity_80" data-show-if="insanity_80"></span>
<span class="insanity-text" data-i18n="insanity_100" data-show-if="insanity_100"></span>
<input name="attr_traumamod" type="hidden" value="0"/>
<div class="spacing" style="width:1%"></div>
<!--end of line-->
<label style="width:66%; text-align:right;" data-i18n="mental-disorders">MENTAL DISORDERS</label>
<b style="width:6%" data-i18n-title="disorder-title" title="A character automatically gains a new disorder&#10;or a more severe version of an existing disorder&#10;when his total IP reaches:&#10;&#10;40 Insanity Points = Minor Disorder&#10;60 Insanity Points = Severe Disorder&#10;80 Insanity Points = Acute Disorder">?</b>
<div class="spacing" style="width:27%"></div>
<!--end of line-->
<fieldset class="repeating_disorders">
<input name="attr_DisorderName" type="text" style="width:66%" data-i18n-placeholder="name" placeholder="Name"></input>
<div class="spacing" style="width:1%"></div>
<select name="attr_disorderseverity" style="width:18%">
<option data-i18n="Severity" disabled style="background:gray;font-weight:bold;color:white;">Severity</option>
<option data-i18n="Minor" value="Minor" selected>Minor</option>
<option data-i18n="Severe" value="Severe">Severe</option>
<option data-i18n="Acute" value="Acute">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}&#10;@{disordername}}} {{desc=@{disorderdesc}}}"><label class="shct">R</label></button>
<div class="spacing" style="width:1%"></div>
<input type="checkbox" style="width:3%" name="attr_HideDisorder" value="1" class="arrow icon"></input>
<div class="hbody"><textarea name="attr_disorderdesc" style="height:65px" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</fieldset>
</div>
<div class="rightbox">
<h1 data-i18n="corruption-points-cp">Corruption Points (CP)</h1>
<div class="spacing" style="width:1%"></div>
<button name="roll_Malignancy" type="roll" style="width:42%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{malignancy-test}}} {{dosdof=[[((( ([[(@{Willpower} + (@{MaligMod}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<div class="spacing" style="width:10%"></div>
<label style="width:78%" data-i18n="malignancy-test">Malignancy Test</label>
<b style="width:12%" data-i18n-title="malignancy-title" title="When the character's CP reaches 30, 60 or 90&#10;he must take a Malignancy Test.&#10;(Willpower minus Malignancy Modifier)&#10;&#10;If failed, roll the Malignancy Table">?</b>
</button>
<div class="spacing" style="width:2%"></div>
<input name="attr_Corruption" type="number" value="0" min="0" max="100" style="width:11%"/>
<div class="spacing" style="width:2%"></div>
<button name="roll_MaligTable" type="roll" style="width:42%"
value="@{gmroll}&{template:custom} {{name=^{malignancy-table}}} {{maligtable=[[1d100]]}} {{d10=[[1d10]]}}">
<div class="spacing" style="width:10%"></div>
<label style="width:78%" data-i18n="malignancy-table">Malignancy Table</label>
<b style="width:12%" data-i18n-title="malig-table-title" title="Rolls a 1d100 on table 10-8 with No modifiers&#10;&#10;If a character gets a result that he has previously suffered&#10;for failing a previous Malignancy Test, he must roll again.">?</b>
</button>
<!--end of line-->
<input name="attr_corruptiondegree" type="hidden" value=""/>
<span class="corruption-text" data-i18n="corruption_0" data-show-if="corruption_0"></span>
<span class="corruption-text" data-i18n="corruption_30" data-show-if="corruption_30"></span>
<span class="corruption-text" data-i18n="corruption_60" data-show-if="corruption_60"></span>
<span class="corruption-text" data-i18n="corruption_90" data-show-if="corruption_90"></span>
<span class="corruption-text" data-i18n="corruption_99" data-show-if="corruption_99"></span>
<span class="corruption-text" data-i18n="corruption_100" data-show-if="corruption_100"></span>
<input name="attr_MaligMod" type="hidden" value="0"/>
<!--end of line-->
<div class="spacing" style="width:1%"></div>
<label class="fancyButton" style="width:8%"><input type="checkbox" name="attr_MutCBS" value="1" hidden="true"/>
<div style="line-height:22px" data-i18n="strength-acronym">S</div></label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton" style="width:8%"><input type="checkbox" name="attr_MutCBT" value="1" hidden="true"/>
<div style="line-height:22px" data-i18n="toughness-acronym">T</div></label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton" style="width:8%"><input type="checkbox" name="attr_MutCBA" value="1" hidden="true"/>
<div style="line-height:22px" data-i18n="agility-acronym">Ag</div></label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton" style="width:8%"><input type="checkbox" name="attr_MutCBI" value="1" hidden="true"/>
<div style="line-height:22px" data-i18n="intelligence-acronym">Int</div></label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton" style="width:8%"><input type="checkbox" name="attr_MutCBP" value="1" hidden="true"/>
<div style="line-height:22px" data-i18n="perception-acronym">Per</div></label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton" style="width:8%"><input type="checkbox" name="attr_MutCBW" value="1" hidden="true"/>
<div style="line-height:22px" data-i18n="willpower-acronym">Wp</div></label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton" style="width:8%"><input type="checkbox" name="attr_MutCBF" value="1" hidden="true"/>
<div style="line-height:22px" data-i18n="fellowship-acronym">Fel</div></label>
<div class="spacing" style="width:1%"></div>
<button name="roll_MutationTable" type="roll" style="width:36%"
value="@{gmroll}&{template:custom} {{name=^{mutation-table}}} {{mutable=[[1d100]]}} {{d10=[[1d10]]}} {{xd10=[[2d10]]}} {{d5=[[1d5]]}}">
<label style="width:85%" data-i18n="mutation-table">Mutation Table</label>
<b style="width:15%" data-i18n-title="mutation-title" title="When the character's CP reaches 30, 60 or 90&#10;he must also make a Mutation Test.&#10;&#10;The Character must successfully test against two characteristics&#10;If either test fails, roll on the Mutation Table&#10;&#10;NOTE: The character may not Test against the same Characteristics twice&#10;Use the checkboxes to note which characteristics have been used&#10;&#10;Navigators roll on the Navigator Mutation Table.">?</b>
</button>
<!--end of line-->
<h2 data-i18n="malignancies">Malignancies</h2>
<fieldset class="repeating_malignancies">
<input style="width:85%" name="attr_MaligName" type="text" data-i18n-placeholder="name" placeholder="Name"></input>
<div class="spacing" style="width:1%"></div>
<button name="roll_malignancydesc" type="roll" style="width:10%" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{maligname}}} {{desc=@{maligdesc}}}"><label class="shct">R</label></button>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" type="checkbox" name="attr_HideMalig" value="1" class="arrow icon"></input>
<div class="hbody"><textarea name="attr_Maligdesc" style="height:65px" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</fieldset>
<h2 data-i18n="mutations">Mutations</h2>
<fieldset class="repeating_mutations">
<input style="width:85%" name="attr_MutationName" type="text" data-i18n-placeholder="name" placeholder="Name"></input>
<div class="spacing" style="width:1%"></div>
<button name="roll_mutationdesc" type="roll" style="width:10%" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{MutationName}}} {{desc=@{mutationdesc}}}"><label class="shct">R</label></button>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" type="checkbox" name="attr_hidemutationdesc" value="1" class="arrow icon"></input>
<div class="hbody"><textarea name="attr_mutationdesc" style="height:65px" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</fieldset>
</div>
</div>
</div>
<!-- Npcs and Companions Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
<div class="npcs">
<h2 data-i18n="add-non-player-char">Add NPC</h2>
<fieldset class="repeating_npc">
<div class="quickborder" style="width:96%; display:inline-block">
<input name="attr_NPC_Name" type="text" style="width:23.5%" data-i18n-placeholder="name" placeholder="Name"/>
<div class="spacing" style="width:2%"></div>
<input name="attr_NPCTemplate" type="text" style="width:23.5%" data-i18n-placeholder="template" placeholder="Template"/>
<div class="spacing" style="width:2%"></div>
<input name="attr_NPCtype" type="text" style="width:23.5%" data-i18n-placeholder="type" placeholder="Type"/>
<div class="spacing" style="width:2%"></div>
<input name="attr_NPCspecialnotes" type="text" style="width:23.5%" data-i18n-placeholder="special-notes" placeholder="Special Notes"/>
</div>
<input name="attr_NPChidedetails" type="checkbox" class="arrow icon" style="width:4%; top:-15px; font-size:40px" value="1"/>
<div class="hbody">
<div class="grid2">
<!--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}&#10;^{weaponskill} }} {{dosdof=[[((( ([[(@{NPCWS}-@{NPCfat}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label data-i18n="weaponskill-acronym">WS</label></button>
<button name="roll_NPCBSR" style=" width: 11%" type="roll" value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;^{ballisticskill} }} {{dosdof=[[((( ([[(@{NPCBS}-@{NPCfat}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label data-i18n="ballisticskill-acronym">BS</label></button>
<button name="roll_NPCSR" style=" width: 11%" type="roll" value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;^{strength} }} {{dosdof=[[((( ([[(@{NPCS}-@{NPCfat}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label data-i18n="strength-acronym">S</label></button>
<button name="roll_NPCTR" style=" width: 11%" type="roll" value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;^{toughness} }} {{dosdof=[[((( ([[(@{NPCT}-@{NPCfat}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label data-i18n="toughness-acronym">T</label></button>
<button name="roll_NPCAgR" style=" width: 11%" type="roll" value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;^{agility} }} {{dosdof=[[((( ([[(@{NPCAg}-@{NPCfat}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label data-i18n="agility-acronym">Ag</label></button>
<button name="roll_NPCInR" style=" width: 11%" type="roll" value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;^{intelligence} }} {{dosdof=[[((( ([[(@{NPCInt}-@{NPCfat}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label data-i18n="intelligence-acronym">Int</label></button>
<button name="roll_NPCPeR" style=" width: 11%" type="roll" value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;^{perception} }} {{dosdof=[[((( ([[(@{NPCPer}-@{NPCfat}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label data-i18n="perception-acronym">Per</label></button>
<button name="roll_NPCWPR" style=" width: 11%" type="roll" value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;^{willpower} }} {{dosdof=[[((( ([[(@{NPCWP}-@{NPCfat}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label data-i18n="willpower-acronym">WP</label></button>
<button name="roll_NPCFeR" style=" width: 11%" type="roll" value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;^{fellowship} }} {{dosdof=[[((( ([[(@{NPCFel}-@{NPCfat}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}"><label data-i18n="fellowship-acronym">Fel</label></button>
</div>
<div>
<input name="attr_NPCWS" type="number" value="0" style="width:11%"/>
<input name="attr_NPCBS" type="number" value="0" style="width:11%"/>
<input name="attr_NPCS" type="number" value="0" style="width:11%"/>
<input name="attr_NPCT" type="number" value="0" style="width:11%"/>
<input name="attr_NPCAg" type="number" value="0" style="width:11%"/>
<input name="attr_NPCInt" type="number" value="0" style="width:11%"/>
<input name="attr_NPCPer" type="number" value="0" style="width:11%"/>
<input name="attr_NPCWP" type="number" value="0" style="width:11%"/>
<input name="attr_NPCFel" type="number" value="0" style="width:11%"/>
</div>
<div>
<div class="spacing" style="width:24.5%"></div>
<input name="attr_NPCSB" type="number" style="width:6%" value="0"/>
<div class="spacing" style="width:5%"></div>
<input name="attr_NPCTB" type="number" style="width:6%" value="0"/>
<div class="spacing" style="width:5%"></div>
<input name="attr_NPCAB" type="number" style="width:6%" value="0"/>
<div class="spacing" style="width:5%"></div>
<input name="attr_NPCIB" type="number" style="width:6%" value="0"/>
<div class="spacing" style="width:5%"></div>
<input name="attr_NPCPB" type="number" style="width:6%" value="0"/>
<div class="spacing" style="width:5%"></div>
<input name="attr_NPCWPB" type="number" style="width:6%" value="0"/>
<div class="spacing" style="width:5%"></div>
<input name="attr_NPCFB" type="number" style="width:6%" value="0"/>
</div>
<div style="margin-top:3px">
<label style="width:16%; text-align:right" data-i18n="half-move">Half:</label>
<div class="spacing" style="width:1%"></div>
<input name="attr_NPCHalfMove" type="number" style="width:8%"/>
<label style="width:16%; text-align:right" data-i18n="full-move">Full:</label>
<div class="spacing" style="width:1%"></div>
<input name="attr_NPCFullMove" type="number" style="width:8%"/>
<label style="width:16%; text-align:right" data-i18n="charge-move">Charge:</label>
<div class="spacing" style="width:1%"></div>
<input name="attr_NPCchargeMove" type="number" style="width:8%"/>
<label style="width:16%; text-align:right" data-i18n="run-move">Run:</label>
<div class="spacing" style="width:1%"></div>
<input name="attr_NPCRunMove" type="number" style="width:8%"/>
<!--end of line-->
<label style="width:16%; text-align:right" data-i18n="jump">Jump:</label>
<div class="spacing" style="width:1%"></div>
<input name="attr_NPCBaseJump" type="number" style="width:8%"/>
<label style="width:16%; text-align:right" data-i18n="leap">Leap:</label>
<div class="spacing" style="width:1%"></div>
<input name="attr_NPCCBaseLeap" type="number" style="width:8%"/>
<div class="spacing" style="width:10%"></div>
<label class="fancyButton" style="width:28%">
<input type="checkbox" name="attr_NPCfat" value="10" hidden="true"/>
<div style="font-size:0px"><span style="width:80%" data-i18n="fatigue">Fatigue</span>
<b style="width:20%" 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.">?</b>
</div></label>
<i style="width:4%">&#10095;</i>
<input name="attr_NPCFatigue" type="number" style="width:8%"/>
</div>
<!--end of line-->
<div class="grid2" style="margin-top:2px">
<div class="leftbox">
<div class="armourblock">&nbsp;</div>
<div class="quickborder armourblock"><label data-i18n="head">Head</label><input name="attr_NPCHArmour" type="number" data-i18n-placeholder="armour-points-acronym" placeholder="AP"/><label>(1-10)</label></div>
<br></br>
<div class="quickborder armourblock"><label data-i18n="rightarm">ARM R</label><input name="attr_NPCArArmour" type="number" data-i18n-placeholder="armour-points-acronym" placeholder="AP"/><label>(11-20)</label></div>
<div class="quickborder armourblock"><label data-i18n="body">BODY</label><input name="attr_NPCBArmour" type="number" data-i18n-placeholder="armour-points-acronym" placeholder="AP"/><label>(31-70)</label></div>
<div class="quickborder armourblock"><label data-i18n="leftarm">ARM L</label><input name="attr_NPCAlArmour" type="number" data-i18n-placeholder="armour-points-acronym" placeholder="AP"/><label>(21-30)</label></div>
<div class="quickborder armourblock" style="margin: auto auto auto 11%;"><label data-i18n="rightleg">LEG R</label><input name="attr_NPCLrArmour" type="number" data-i18n-placeholder="armour-points-acronym" placeholder="AP"/><label>(71-85)</label></div>
<div class="quickborder armourblock" style="margin: auto auto auto 11%;"><label data-i18n="leftleg">LEG L</label><input name="attr_NPCLlArmour" type="number" data-i18n-placeholder="armour-points-acronym" placeholder="AP"/><label>(86-00)</label></div>
</div>
<div class="rightbox">
<label style="width:58%; text-align:center" data-i18n="wounds">Wounds</label>
<input style="width:17%" name="attr_NPCWounds_max" type="number"/>
<i style="width:8%">&#10095;</i>
<input style="width:17%" class="cur" name="attr_NPCWounds" type="number"/>
<label style="width:83%" data-i18n="critical-damage-level">Critical</label>
<input name="attr_NPCCritical" type="number" style="width:17%"/>
<!--end of line-->
<button name="roll_NPCInitiative" type="roll" style="width:70%"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}}} {{d1=^{ini-mod} [[@{NPCinimod}]] }} {{t1=+1d10 [[1d10+@{NPCinimod}&{tracker&#125;]] }}">
<label data-i18n="initiative">Initiative</label></button>
<b style="width:10%" data-i18n-title="npc-ini-title" title="Select token first!.&#10;Rolls 1d10 + Initiative Mod&#10;&#10;Select Custom Initiative to use&#10;the value to the right.">?</b>
<input style="width:20%" name="attr_NPCCusIni" type="number" value="0"/>
<!--end of line-->
<select name="attr_NPCinimod" style="width:100%">
<option data-i18n="ini-mod" disabled style="background:gray;font-weight:bold;color:white;">Initiative Mod</option>
<option data-i18n="ab-def" value="@{NPCAB}" selected>Agility Bonus (Default)</option>
<option data-i18n="cf-int" value="@{NPCIB}">Combat Formation (Int Bonus)</option>
<option data-i18n="cs-per" value="@{NPCPB}">Combat Sense (Per Bonus)</option>
<option data-i18n="lr-ag2" value="(@{NPCAB}*2)">Lightning Reflexes (Ag Bonus x2)</option>
<option data-i18n="cus-ini" value="@{NPCCusIni}">Custom Initiative</option>
</select>
<!--end of line-->
<button name="roll_calcnpc" style="width:60%" type="roll"
value="@{gmroll}&{template:custom} {{d10= [[((( ([[@{NPCWounds}]] - [[{?{@{calcdmg}|0} - (@{NPCTB} + {@{npcselap} - ?{@{penetrationAcronym}|0},0}kh1),0d0}kh1]]) )))]] }} {{calc= $[[1]] }}">
<label data-i18n="calculator">Calculator</label>
</button>
<select name="attr_npcselap" style="width:40%">
<option value="@{NPCHArmour}" data-i18n="head">head</option>
<option value="@{NPCArArmour}" data-i18n="rightarm">right arm</option>
<option value="@{NPCAlArmour}" data-i18n="leftarm">left arm</option>
<option value="@{NPCBArmour}" data-i18n="body">body</option>
<option value="@{NPCLrArmour}" data-i18n="rightleg">right leg</option>
<option value="@{NPCLlArmour}" data-i18n="leftleg">left leg</option>
</select>
<!--end of line-->
<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 data-i18n="Size-Modifier" disabled style="background:gray;font-weight:bold;color:white;">Size Modifier</option>
<option data-i18n="Size-Miniscule" value="-3">Miniscule (-30 Hit ~ -3 Move)</option>
<option data-i18n="Size-Puny" value="-2">Puny (-20 Hit ~ -2 Move)</option>
<option data-i18n="Size-Scrawny" value="-1">Scrawny (-10 Hit ~ -1 Move)</option>
<option data-i18n="Size-Average" value="0" selected>Average (0)</option>
<option data-i18n="Size-Hulking" value="1">Hulking (+10 Hit ~ +1 Move)</option>
<option data-i18n="Size-Enormous" value="2">Enormous (+20 Hit ~ +2 Move)</option>
<option data-i18n="Size-Massive" value="3">Massive (+30 Hit ~ +3 Move)</option>
<option data-i18n="Size-Immense" value="4">Immense (+40 Hit ~ +4 Move)</option>
<option data-i18n="Size-Monumental" value="5">Monumental (+50 Hit ~ +5 Move)</option>
<option data-i18n="Size-Titanic" value="6">Titanic (+60 Hit ~ +6 Move)</option>
</select>
</div>
</div>
<!--misc and gear--->
<div style="margin-top:3px">
<input name="attr_NPCMiscNotes" type="text" style="width:85%" data-i18n-placeholder="special-notes" placeholder="Special Notes"></input>
<button name="roll_NPCnotes" type="roll" style="width:10%" value="@{gmroll}&{template:custom} {{name=@{NPC_Name}}} {{desc=@{NPCNotesDesc} }}"><label class="shct">R</label></button>
<input type="checkbox" name="attr_NPCHideNotes" style="width:5%" value="1" class="arrow icon" checked="true"/>
<div class="hbody"><textarea name="attr_NPCNotesDesc" style="height:74px" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</div>
<div>
<input name="attr_NPCGearName" type="text" style="width:75%" data-i18n-placeholder="gear-and-tools" placeholder="gear-and-tools"/>
<input name="attr_NPCgearwt" type="number" style="width:10%" placeholder="Qty."/>
<button name="roll_NPCgear" type="roll" style="width:10%"value="@{gmroll}&{template:custom} {{name=@{NPC_Name}}} {{desc=@{NPCGearNotes} }}"><label class="shct">R</label></button>
<input type="checkbox" style="width:5%" name="attr_NPCHideGear" value="1" class="arrow icon" checked="true"/>
<div class="hbody"><textarea style="height:73px" name="attr_NPCGearNotes" 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="Skills">Skills</label>
<div class="spacing"></div>
<label class="label2" data-i18n="basic">Basic</label>
<label class="label2" data-i18n="trained">Trained</label>
<label class="label2">+10</label>
<label class="label2">+20</label>
<label class="label2" data-i18n="talents">Talent</label>
<label class="label2" data-i18n="modifier-acronym">Mod</label>
<label class="label2" data-i18n="test">Test</label>
</div>
<!--continue indentation here-->
<!--skill 0-->
<div class="grid9">
<input id="subitem" name="attr_NPCSkillName" type="text"/>
<select id="subitem" name="attr_NPCSkillcharacteristic">
<option value="@{NPCS}" data-i18n="strength-acronym">S</option>
<option value="@{NPCT}" data-i18n="toughness-acronym">T</option>
<option value="@{NPCAg}" data-i18n="agility-acronym">Ag</option>
<option value="@{NPCInt}" data-i18n="intelligence-acronym">Int</option>
<option value="@{NPCPer}" data-i18n="perception-acronym">Per</option>
<option value="@{NPCWp}" data-i18n="willpower-acronym">Wp</option>
<option value="@{NPCFel}" data-i18n="fellowship-acronym">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}&#10;@{NPCSkillName}}} {{dosdof=[[((( ([[(@{NPCSkill}-@{NPCfat}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input disabled name="attr_NPCSkill" type="text" value="floor((@{NPCSkillboxBa}+@{NPCSkillboxTr})*@{NPCSkillcharacteristic})+@{NPCSkillbox+10}+@{NPCSkillbox+20}+@{NPCSkillTalent}+@{NPCSkillMod}"></input></button>
</div>
<!--skill 1-->
<div class="grid9">
<input id="subitem" name="attr_NPCSkillName1" type="text"/>
<select id="subitem" name="attr_NPCSkillcharacteristic1">
<option value="@{NPCS}" data-i18n="strength-acronym">S</option>
<option value="@{NPCT}" data-i18n="toughness-acronym">T</option>
<option value="@{NPCAg}" data-i18n="agility-acronym">Ag</option>
<option value="@{NPCInt}" data-i18n="intelligence-acronym">Int</option>
<option value="@{NPCPer}" data-i18n="perception-acronym">Per</option>
<option value="@{NPCWp}" data-i18n="willpower-acronym">Wp</option>
<option value="@{NPCFel}" data-i18n="fellowship-acronym">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}&#10;@{NPCSkillName1}}} {{dosdof=[[((( ([[(@{NPCSkill1}-@{NPCfat}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input disabled name="attr_NPCSkill1" type="text" value="floor((@{NPCSkillboxBa1}+@{NPCSkillboxTr1})*@{NPCSkillcharacteristic1})+@{NPCSkillbox+101}+@{NPCSkillbox+201}+@{NPCSkillTalent1}+@{NPCSkillMod1}"></input></button>
</div>
<!--skill 2-->
<div class="grid9">
<input id="subitem" name="attr_NPCSkillName2" type="text"/>
<select id="subitem" name="attr_NPCSkillcharacteristic2">
<option value="@{NPCS}" data-i18n="strength-acronym">S</option>
<option value="@{NPCT}" data-i18n="toughness-acronym">T</option>
<option value="@{NPCAg}" data-i18n="agility-acronym">Ag</option>
<option value="@{NPCInt}" data-i18n="intelligence-acronym">Int</option>
<option value="@{NPCPer}" data-i18n="perception-acronym">Per</option>
<option value="@{NPCWp}" data-i18n="willpower-acronym">Wp</option>
<option value="@{NPCFel}" data-i18n="fellowship-acronym">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}&#10;@{NPCSkillName2}}} {{dosdof=[[((( ([[(@{NPCSkill2}-@{NPCfat}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input disabled name="attr_NPCSkill2" type="text" value="floor((@{NPCSkillboxBa2}+@{NPCSkillboxTr2})*@{NPCSkillcharacteristic2})+@{NPCSkillbox+102}+@{NPCSkillbox+202}+@{NPCSkillTalent2}+@{NPCSkillMod2}"></input></button>
</div>
<!--skill 3-->
<div class="grid9">
<input id="subitem" name="attr_NPCSkillName3" type="text"/>
<select id="subitem" name="attr_NPCSkillcharacteristic3">
<option value="@{NPCS}" data-i18n="strength-acronym">S</option>
<option value="@{NPCT}" data-i18n="toughness-acronym">T</option>
<option value="@{NPCAg}" data-i18n="agility-acronym">Ag</option>
<option value="@{NPCInt}" data-i18n="intelligence-acronym">Int</option>
<option value="@{NPCPer}" data-i18n="perception-acronym">Per</option>
<option value="@{NPCWp}" data-i18n="willpower-acronym">Wp</option>
<option value="@{NPCFel}" data-i18n="fellowship-acronym">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}&#10;@{NPCSkillName3}}} {{dosdof=[[((( ([[(@{NPCSkill3}-@{NPCfat}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input disabled name="attr_NPCSkill3" type="text" value="floor((@{NPCSkillboxBa3}+@{NPCSkillboxTr3})*@{NPCSkillcharacteristic3})+@{NPCSkillbox+103}+@{NPCSkillbox+203}+@{NPCSkillTalent3}+@{NPCSkillMod3}"></input></button>
</div>
<!--skill 4-->
<div class="grid9">
<input name="attr_NPCSkillName4" type="text" id="subitem"/>
<select name="attr_NPCSkillcharacteristic4" id="subitem">
<option value="@{NPCS}" data-i18n="strength-acronym">S</option>
<option value="@{NPCT}" data-i18n="toughness-acronym">T</option>
<option value="@{NPCAg}" data-i18n="agility-acronym">Ag</option>
<option value="@{NPCInt}" data-i18n="intelligence-acronym">Int</option>
<option value="@{NPCPer}" data-i18n="perception-acronym">Per</option>
<option value="@{NPCWp}" data-i18n="willpower-acronym">Wp</option>
<option value="@{NPCFel}" data-i18n="fellowship-acronym">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}&#10;@{NPCSkillName4}}} {{dosdof=[[((( ([[(@{NPCSkill4}-@{NPCfat}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input disabled name="attr_NPCSkill4" type="text" value="floor((@{NPCSkillboxBa4}+@{NPCSkillboxTr4})*@{NPCSkillcharacteristic4})+@{NPCSkillbox+104}+@{NPCSkillbox+204}+@{NPCSkillTalent4}+@{NPCSkillMod4}"></input></button>
</div>
<!--skill 5-->
<div class="grid9">
<input name="attr_NPCSkillName5" type="text" id="subitem"/>
<select name="attr_NPCSkillcharacteristic5" id="subitem">
<option value="@{NPCS}" data-i18n="strength-acronym">S</option>
<option value="@{NPCT}" data-i18n="toughness-acronym">T</option>
<option value="@{NPCAg}" data-i18n="agility-acronym">Ag</option>
<option value="@{NPCInt}" data-i18n="intelligence-acronym">Int</option>
<option value="@{NPCPer}" data-i18n="perception-acronym">Per</option>
<option value="@{NPCWp}" data-i18n="willpower-acronym">Wp</option>
<option value="@{NPCFel}" data-i18n="fellowship-acronym">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}&#10;@{NPCSkillName5}}} {{dosdof=[[((( ([[(@{NPCSkill5}-@{NPCfat}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input disabled name="attr_NPCSkill5" type="text" value="floor((@{NPCSkillboxBa5}+@{NPCSkillboxTr5})*@{NPCSkillcharacteristic5})+@{NPCSkillbox+105}+@{NPCSkillbox+205}+@{NPCSkillTalent5}+@{NPCSkillMod5}"></input></button>
</div>
<!--skill 6-->
<div class="grid9">
<input name="attr_NPCSkillName6" type="text" id="subitem"/>
<select name="attr_NPCSkillcharacteristic6" id="subitem">
<option value="@{NPCS}" data-i18n="strength-acronym">S</option>
<option value="@{NPCT}" data-i18n="toughness-acronym">T</option>
<option value="@{NPCAg}" data-i18n="agility-acronym">Ag</option>
<option value="@{NPCInt}" data-i18n="intelligence-acronym">Int</option>
<option value="@{NPCPer}" data-i18n="perception-acronym">Per</option>
<option value="@{NPCWp}" data-i18n="willpower-acronym">Wp</option>
<option value="@{NPCFel}" data-i18n="fellowship-acronym">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 name="attr_NPCSkillTalent6" type="number" value="0" id="subitem"/>
<input name="attr_NPCSkillMod6" type="number" value="0" id="subitem"/>
<button name="roll_NPCSkill6" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPCSkillName6}}} {{dosdof=[[((( ([[(@{NPCSkill6}-@{NPCfat}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input disabled name="attr_NPCSkill6" type="text" value="floor((@{NPCSkillboxBa6}+@{NPCSkillboxTr6})*@{NPCSkillcharacteristic6})+@{NPCSkillbox+106}+@{NPCSkillbox+206}+@{NPCSkillTalent6}+@{NPCSkillMod6}"></input></button>
</div>
<!--skill 7-->
<div class="grid9">
<input name="attr_NPCSkillName7" type="text" id="subitem"/>
<select name="attr_NPCSkillcharacteristic7" id="subitem">
<option value="@{NPCS}" data-i18n="strength-acronym">S</option>
<option value="@{NPCT}" data-i18n="toughness-acronym">T</option>
<option value="@{NPCAg}" data-i18n="agility-acronym">Ag</option>
<option value="@{NPCInt}" data-i18n="intelligence-acronym">Int</option>
<option value="@{NPCPer}" data-i18n="perception-acronym">Per</option>
<option value="@{NPCWp}" data-i18n="willpower-acronym">Wp</option>
<option value="@{NPCFel}" data-i18n="fellowship-acronym">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 name="attr_NPCSkillTalent7" type="number" value="0" id="subitem"/>
<input name="attr_NPCSkillMod7" type="number" value="0" id="subitem"/>
<button name="roll_NPCSkill7" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPCSkillName7}}} {{dosdof=[[((( ([[(@{NPCSkill7}-@{NPCfat}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input disabled name="attr_NPCSkill7" type="text" value="floor((@{NPCSkillboxBa7}+@{NPCSkillboxTr7})*@{NPCSkillcharacteristic7})+@{NPCSkillbox+107}+@{NPCSkillbox+207}+@{NPCSkillTalent7}+@{NPCSkillMod7}"></input></button>
</div>
<!--skill 8-->
<div class="grid9">
<input name="attr_NPCSkillName8" type="text" id="subitem"/>
<select name="attr_NPCSkillcharacteristic8" id="subitem">
<option value="@{NPCS}" data-i18n="strength-acronym">S</option>
<option value="@{NPCT}" data-i18n="toughness-acronym">T</option>
<option value="@{NPCAg}" data-i18n="agility-acronym">Ag</option>
<option value="@{NPCInt}" data-i18n="intelligence-acronym">Int</option>
<option value="@{NPCPer}" data-i18n="perception-acronym">Per</option>
<option value="@{NPCWp}" data-i18n="willpower-acronym">Wp</option>
<option value="@{NPCFel}" data-i18n="fellowship-acronym">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 name="attr_NPCSkillTalent8" type="number" value="0" id="subitem"/>
<input name="attr_NPCSkillMod8" type="number" value="0" id="subitem"/>
<button name="roll_NPCSkill8" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPCSkillName8}}} {{dosdof=[[((( ([[(@{NPCSkill8}-@{NPCfat}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input disabled name="attr_NPCSkill8" type="text" value="floor((@{NPCSkillboxBa8}+@{NPCSkillboxTr8})*@{NPCSkillcharacteristic8})+@{NPCSkillbox+108}+@{NPCSkillbox+208}+@{NPCSkillTalent8}+@{NPCSkillMod8}"></input></button>
</div>
<label style="width:49%; text-align:right; text-transform: uppercase;" data-i18n="talents">Talents</label>
<div class="spacing" style="width:2%"></div>
<label style="width:49%; text-transform: uppercase;" data-i18n="traits">Traits</label>
<div>
<input name="attr_NPCTalentName" style="width:85%" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<button name="roll_NPCTalent" type="roll" style="width:10%" value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPCTalentName}}} {{desc=@{NPCTalentNotes}}}"><label class="shct">R</label></button>
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent" value="1" class="arrow icon" checked="true"/>
<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="name" placeholder="Name"/>
<button name="roll_NPCTalent1" type="roll" style="width:10%" value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPCTalentName1}}} {{desc=@{NPCTalentNotes1}}}"><label class="shct">R</label></button>
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent1" value="1" class="arrow icon" checked="true"/>
<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="name" placeholder="Name"/>
<button name="roll_NPCTalent2" type="roll" style="width:10%" value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPCTalentName2}}} {{desc=@{NPCTalentNotes2}}}"><label class="shct">R</label></button>
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent2" value="1" class="arrow icon" checked="true"/>
<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="name" placeholder="Name"/>
<button name="roll_NPCTalent3" type="roll" style="width:10%" value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPCTalentName3}}} {{desc=@{NPCTalentNotes3}}}"><label class="shct">R</label></button>
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent3" value="1" class="arrow icon" checked="true"/>
<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="name" placeholder="Name"/>
<button name="roll_NPCTalent4" type="roll" style="width:10%" value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPCTalentName4}}} {{desc=@{NPCTalentNotes4}}}"><label class="shct">R</label></button>
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent4" value="1" class="arrow icon" checked="true"/>
<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="name" placeholder="Name"/>
<button name="roll_NPCTalent5" type="roll" style="width:10%" value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPCTalentName5}}} {{desc=@{NPCTalentNotes5}}}"><label class="shct">R</label></button>
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent5" value="1" class="arrow icon" checked="true"/>
<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="name" placeholder="Name"/>
<button name="roll_NPCTalent6" type="roll" style="width:10%" value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPCTalentName6}}} {{desc=@{NPCTalentNotes6}}}"><label class="shct">R</label></button>
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent6" value="1" class="arrow icon" checked="true"/>
<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="name" placeholder="Name"/>
<button name="roll_NPCTalent7" type="roll" style="width:10%" value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPCTalentName7}}} {{desc=@{NPCTalentNotes7}}}"><label class="shct">R</label></button>
<input style="width:5%" type="checkbox" name="attr_NPCHidetalent7" value="1" class="arrow icon" checked="true"/>
<div class="hbody"><textarea style="height: 53px;" name="attr_NPCTalentNotes7" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</div>
<div>
<input name="attr_NPCGearName2" type="text" style="width:85%" data-i18n-placeholder="name" placeholder="Name"/>
<button name="roll_NPCgear2" type="roll" style="width:10%"value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPCGearName2}}} {{desc=@{NPCGearNotes2} }}"><label class="shct">R</label></button>
<input type="checkbox" style="width:5%" name="attr_NPCHideGear2" value="1" class="arrow icon" checked="true"/>
<div class="hbody"><textarea style="height:73px" name="attr_NPCGearNotes2" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</div>
</div><!--rightbox -->
</div>
<!--NPC Weapons-->
<div class="grid2">
<div class="leftbox">
<h2 data-i18n="ranged-weapons">Ranged Weapons</h2>
<div class="quickborder">
<input name="attr_NPCrangedweaponname" style="width:61.5%" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_NPCrangedattack" type="roll" style="width:14%"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPCrangedweaponname}}} {{dosdof=[[((( ([[(@{NPCBS} + (@{gunaimbonus}) + (@{gunrangebonus}) + (@{NPCrangedweaponmod}) + (@{gunactionbonus}) - @{NPCfat} + (?{@{modifier}|0}))]] - [[@{gundice}]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100a= $[[1]] }} {{attack= }} {{hitloc= $[[1]] }}">
<label data-i18n="attack">Attack!</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_NPCrangedDamage" type="roll" style="width:14%"
value="@{gmroll}&{template:custom} {{name=@{NPCrangedweaponname}}} @{gunquality} {{t1=@{NPCrangedweapontype}}} {{p1=^{penetrationAcronym} @{NPCrangedweaponpen}}}">
<label data-i18n="damage">Damage</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_NPCrangedweaponspecial" type="roll" style="width:9%"
value="@{gmroll}&{template:custom} {{name=@{NPCrangedweaponname}&#10;^{special}}} {{desc=@{NPCrangedweaponspecial}}}"><label class="shct">R</label>
</button>
<!-- Aiming / Range / Action Modifiers -->
<select name="attr_gunaimbonus" style="width:16%">
<option data-i18n="aim-bonus" disabled style="background:gray;font-weight:bold;color:white">Aim Bonus</option>
<option data-i18n="no-aim" value="0" selected>No Aim (+0)</option>
<option data-i18n="half-aim" value="10">Half Aim (+10)</option>
<option data-i18n="full-aim" value="20">Full Aim (+20)</option>
<option data-i18n="ac-half-aim" value="20">Accurate Half (+20)</option>
<option data-i18n="ac-full-aim" value="30">Accurate Full (+30)</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_gunrangebonus" style="width:16%">
<option data-i18n="range-modifier" disabled style="background:gray;font-weight:bold;color:white">Range Mod</option>
<option data-i18n="range-pointblank" value="30">Point Blank (+30)</option>
<option data-i18n="range-short" value="10">Short (+10)</option>
<option data-i18n="range-normal" value="0" selected>Normal (+0)</option>
<option data-i18n="range-long" value="-10">Long (-10)</option>
<option data-i18n="range-extreme" value="-30">Extreme (-30)</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_gunactionbonus" style="width:16%">
<option data-i18n="ca-modifier" disabled style="background:gray;font-weight:bold;color:white">Combat Action Mod</option>
<option data-i18n="shot-single" value="0" selected>Single Shot (+0)</option>
<option data-i18n="shot-semi" value="10">Semi Auto (+10)</option>
<option data-i18n="shot-full" value="20">Full Auto (+20)</option>
<option data-i18n="shot-called" value="-20">Called Shot (-20)</option>
<option data-i18n="shot-supp" value="-20">Suppressing (-20)</option>
<option data-i18n="run-gun-label" disabled style="background:gray;font-weight:bold;color:white">Run and Gun</option>
<option data-i18n="shot-run-semi" value="0">Semi Auto (+0)</option>
<option data-i18n="shot-run-full" value="-10">Full Auto (-10)</option>
<option data-i18n="run-gun-note" disabled style="background:gray;font-weight:bold;color:white">Permits half-move after attack</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_gundice" style="width:16%">
<option data-i18n="jam-chance" disabled style="background:gray;font-weight:bold;color:white">Jam Chance</option>
<option data-i18n="jam-single" value="1d100cs1cf>96" selected>Single/Called Shot (96+)</option>
<option data-i18n="jam-full" value="1d100cs1cf>94">Semi/Full Auto (94+)</option>
<option data-i18n="jam-heats-unre" value="1d100cs1cf>91">Overheats/Unreliable (91+)</option>
<option data-i18n="jam-nojam" value="1d100cs1cf101">Best Craft (No Jam)</option>
<option data-i18n="jam-reliable" disabled style="background:gray;font-weight:bold;color:white">Reliable rolls 1d10 on Jam</option>
</select>
<span style="width:13%; text-align:right" data-i18n="clip">Clip</span>
<div class="spacing" style="width:1%"></div>
<input name="attr_NPCrangedweaponclip_max" style="width:7%" type="number" value="0"/>
<i style="width:3%">&#10095;</i>
<input name="attr_NPCrangedweaponclip" class="cur" style="width:7%" type="number" value="0"/>
<input type="checkbox" style="width:3.5%" name="attr_hideNPCrangedweaponspecial" value="1" class="arrow icon"/>
<!-- Weapon Stats & Details -->
<div class="hbody">
<input name="attr_NPCrangedweaponrange" style="width:16%" type="text" data-i18n-placeholder="range-placeholder" placeholder="Range"/>
<span style="width:7%; text-align:right" data-i18n="rate-of-fire-acronym">RoF</span>
<div class="spacing" style="width:1%"></div>
<input name="attr_NPCrangedweaponsingle" style="width:6%" type="text" data-i18n-placeholder="single-shot-acronym" placeholder="S"/>
<input name="attr_NPCrangedweaponsemi" style="width:6%" type="text" value="-"/>
<input name="attr_NPCrangedweaponfull" style="width:6%" type="text" value="-"/>
<div class="spacing" style="width:2%"></div>
<input name="attr_NPCrangedweapondamage" style="width:22%" type="text" data-i18n-placeholder="damage" placeholder="Damage" data-i18n-title="damage" title="Damage"/>
<input name="attr_NPCrangedweapontype" style="width:13%" type="text" data-i18n-placeholder="damage-type" placeholder="Type" data-i18n-title="damage-type" title="Type"/>
<div class="spacing" style="width:2%"></div>
<select name="attr_NPCrangedweaponreload" style="width:19%">
<option data-i18n="reload" disabled style="background:gray;font-weight:bold;color:white;">Reload</option>
<option data-i18n="free-action" value="Free">Free</option>
<option data-i18n="half-action" value="Half" selected>Half</option>
<option data-i18n="full-action" data-i18n-vars="&nbsp;" value="Full">Full</option>
<option data-i18n="full-action" data-i18n-vars="2" value="2 Full">2 Full</option>
<option data-i18n="full-action" data-i18n-vars="3" value="3 Full">3 Full</option>
<option data-i18n="full-action" data-i18n-vars="4" value="4 Full">4 Full</option>
<option data-i18n="full-action" data-i18n-vars="5" value="5 Full">5 Full</option>
<option data-i18n="undefined" value="Undefined">Undefined</option>
</select>
<span style="width:9%; text-align:right" data-i18n="penetrationAcronym">Pen</span>
<div class="spacing" style="width:1%"></div>
<input name="attr_NPCrangedweaponpen" style="width:7%" type="number" value="0"/>
<div class="spacing" style="width:3.5%"></div>
<b style="width:5%" data-i18n-title="ranged-mod-title" title="Fixed Test modifiers for Attack roll&#10;Example: Red-Dot Sight (+10)">?</b>
<i style="width:3%">&#10095;</i>
<input name="attr_NPCrangedweaponmod" style="width:9%" type="number" value="0"/>
<div class="spacing" style="width:1.5%"></div>
<select name="attr_NPCrangedweaponcraft" style="width:20%">
<option data-i18n="Craftsmanship" disabled style="background:gray;font-weight:bold;color:white;">Craftsmanship</option>
<option data-i18n="Poor" data-i18n-vars="&nbsp;" value="Poor">Poor</option>
<option data-i18n="Common" data-i18n-vars="&nbsp;" value="Common" selected>Common</option>
<option data-i18n="Good" data-i18n-vars="&nbsp;" value="Good">Good</option>
<option data-i18n="Best" data-i18n-vars="&nbsp;" value="Best">Best</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_NPCrangedweaponclass" style="width:20%">
<option data-i18n="Class" disabled style="background:gray;font-weight:bold;color:white;">Class</option>
<option data-i18n="Thrown" value="Thrown">Thrown</option>
<option data-i18n="Pistol" value="Pistol">Pistol</option>
<option data-i18n="Basic" value="Basic" selected>Basic</option>
<option data-i18n="Heavy" value="Heavy">Heavy</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_gunquality" style="width:20%">
<option data-i18n="Weapon-Quality" disabled style="background:gray;font-weight:bold;color:white">Weapon Quality</option>
<option data-i18n="no-quality" selected value="{{d1=?{&#x1F4A2;|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}]]}}}">No Special Quality</option>
<option data-i18n="tearing" value="{{d1=?{&#x1F4A2;|1,[[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]]
|2,[[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]]|3,[[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]]
|4,[[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]]
|5,[[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]]
|6,[[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]]
|7,[[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]]
|8,[[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]]
|9,[[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]]
|10,[[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPCrangedweapondamage}+1d10&amp;#125;d1]]} }}">Tearing</option>
<option data-i18n="flame-quality" value="{{npcflame=[[@{NPCrangedweapondamage}]] }}">Flame</option>
<option data-i18n="proven-quality" disabled style="background:gray;font-weight:bold;color:white">See WIKI for Proven Quality</option>
</select>
<textarea style="height:65px" name="attr_NPCrangedweaponspecial" data-i18n-placeholder="special" placeholder="Special"></textarea>
</div> <!-- hbody closing -->
</div>
<!-- second weapon -->
<div class="quickborder">
<input name="attr_NPC1rangedweaponname" style="width:61.5%" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_NPCrangedattack" type="roll" style="width:14%"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPC1rangedweaponname}}} {{dosdof=[[((( ([[(@{NPCBS} + (@{1gunaimbonus}) + (@{1gunrangebonus}) + (@{NPC1rangedweaponmod}) + (@{1gunactionbonus}) - @{NPCfat} + (?{@{modifier}|0}))]] - [[@{1gundice}]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100a= $[[1]] }} {{attack= }} {{hitloc= $[[1]] }}">
<label data-i18n="attack">Attack!</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_NPCrangedDamage" type="roll" style="width:14%"
value="@{gmroll}&{template:custom} {{name=@{NPC1rangedweaponname}}} @{1gunquality} {{t1=@{NPC1rangedweapontype}}} {{p1=^{penetrationAcronym} @{NPC1rangedweaponpen}}}">
<label data-i18n="damage">Damage</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_NPCrangedweaponspecial" type="roll" style="width:9%"
value="@{gmroll}&{template:custom} {{name=@{NPC1rangedweaponname}&#10;^{special}}} {{desc=@{NPC1rangedweaponspecial}}}"><label class="shct">R</label>
</button>
<select name="attr_1gunaimbonus" style="width:16%">
<option data-i18n="aim-bonus" disabled style="background:gray;font-weight:bold;color:white">Aim Bonus</option>
<option data-i18n="no-aim" value="0" selected>No Aim (+0)</option>
<option data-i18n="half-aim" value="10">Half Aim (+10)</option>
<option data-i18n="full-aim" value="20">Full Aim (+20)</option>
<option data-i18n="ac-half-aim" value="20">Accurate Half (+20)</option>
<option data-i18n="ac-full-aim" value="30">Accurate Full (+30)</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_1gunrangebonus" style="width:16%">
<option data-i18n="range-modifier" disabled style="background:gray;font-weight:bold;color:white">Range Mod</option>
<option data-i18n="range-pointblank" value="30">Point Blank (+30)</option>
<option data-i18n="range-short" value="10">Short (+10)</option>
<option data-i18n="range-normal" value="0" selected>Normal (+0)</option>
<option data-i18n="range-long" value="-10">Long (-10)</option>
<option data-i18n="range-extreme" value="-30">Extreme (-30)</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_1gunactionbonus" style="width:16%">
<option data-i18n="ca-modifier" disabled style="background:gray;font-weight:bold;color:white">Combat Action Mod</option>
<option data-i18n="shot-single" value="0" selected>Single Shot (+0)</option>
<option data-i18n="shot-semi" value="10">Semi Auto (+10)</option>
<option data-i18n="shot-full" value="20">Full Auto (+20)</option>
<option data-i18n="shot-called" value="-20">Called Shot (-20)</option>
<option data-i18n="shot-supp" value="-20">Suppressing (-20)</option>
<option data-i18n="run-gun-label" disabled style="background:gray;font-weight:bold;color:white">Run and Gun</option>
<option data-i18n="shot-run-semi" value="0">Semi Auto (+0)</option>
<option data-i18n="shot-run-full" value="-10">Full Auto (-10)</option>
<option data-i18n="run-gun-note" disabled style="background:gray;font-weight:bold;color:white">Permits half-move after attack</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_1gundice" style="width:16%">
<option data-i18n="jam-chance" disabled style="background:gray;font-weight:bold;color:white">Jam Chance</option>
<option data-i18n="jam-single" value="1d100cs1cf>96" selected>Single/Called Shot (96+)</option>
<option data-i18n="jam-full" value="1d100cs1cf>94">Semi/Full Auto (94+)</option>
<option data-i18n="jam-heats-unre" value="1d100cs1cf>91">Overheats/Unreliable (91+)</option>
<option data-i18n="jam-nojam" value="1d100cs1cf101">Best Craft (No Jam)</option>
<option data-i18n="jam-reliable" disabled style="background:gray;font-weight:bold;color:white">Reliable rolls 1d10 on Jam</option>
</select>
<span style="width:13%; text-align:right" data-i18n="clip">Clip</span>
<div class="spacing" style="width:1%"></div>
<input name="attr_NPC1rangedweaponclip_max" style="width:7%" type="number" value="0"/>
<i style="width:3%">&#10095;</i>
<input name="attr_NPC1rangedweaponclip" class="cur" style="width:7%" type="number" value="0"/>
<input type="checkbox" style="width:3.5%" name="attr_hideNPC1rangedweaponspecial" value="1" class="arrow icon"/>
<div class="hbody">
<input name="attr_NPC1rangedweaponrange" style="width:16%" type="text" data-i18n-placeholder="range-placeholder" placeholder="Range"/>
<span style="width:7%; text-align:right" data-i18n="rate-of-fire-acronym">RoF</span>
<div class="spacing" style="width:1%"></div>
<input name="attr_NPC1rangedweaponsingle" style="width:6%" type="text" data-i18n-placeholder="single-shot-acronym" placeholder="S"/>
<input name="attr_NPC1rangedweaponsemi" style="width:6%" type="text" value="-"/>
<input name="attr_NPC1rangedweaponfull" style="width:6%" type="text" value="-"/>
<div class="spacing" style="width:2%"></div>
<input name="attr_NPC1rangedweapondamage" style="width:22%" type="text" data-i18n-placeholder="damage" placeholder="Damage" data-i18n-title="damage" title="Damage"/>
<input name="attr_NPC1rangedweapontype" style="width:13%" type="text" data-i18n-placeholder="damage-type" placeholder="Type" data-i18n-title="damage-type" title="Type"/>
<div class="spacing" style="width:2%"></div>
<select name="attr_NPC1rangedweaponreload" style="width:19%">
<option data-i18n="reload" disabled style="background:gray;font-weight:bold;color:white;">Reload</option>
<option data-i18n="free-action" value="Free">Free</option>
<option data-i18n="half-action" value="Half" selected>Half</option>
<option data-i18n="full-action" data-i18n-vars="&nbsp;" value="Full">Full</option>
<option data-i18n="full-action" data-i18n-vars="2" value="2 Full">2 Full</option>
<option data-i18n="full-action" data-i18n-vars="3" value="3 Full">3 Full</option>
<option data-i18n="full-action" data-i18n-vars="4" value="4 Full">4 Full</option>
<option data-i18n="full-action" data-i18n-vars="5" value="5 Full">5 Full</option>
<option data-i18n="undefined" value="Undefined">Undefined</option>
</select>
<span style="width:9%; text-align:right" data-i18n="penetrationAcronym">Pen</span>
<div class="spacing" style="width:1%"></div>
<input name="attr_NPC1rangedweaponpen" style="width:7%" type="number" value="0"/>
<div class="spacing" style="width:3.5%"></div>
<b style="width:5%" data-i18n-title="ranged-mod-title" title="Fixed Test modifiers for Attack roll&#10;Example: Red-Dot Sight (+10)">?</b>
<i style="width:3%">&#10095;</i>
<input name="attr_NPC1rangedweaponmod" style="width:9%" type="number" value="0"/>
<div class="spacing" style="width:1.5%"></div>
<select name="attr_NPC1rangedweaponcraft" style="width:20%">
<option data-i18n="Craftsmanship" disabled style="background:gray;font-weight:bold;color:white;">Craftsmanship</option>
<option data-i18n="Poor" data-i18n-vars="&nbsp;" value="Poor">Poor</option>
<option data-i18n="Common" data-i18n-vars="&nbsp;" value="Common" selected>Common</option>
<option data-i18n="Good" data-i18n-vars="&nbsp;" value="Good">Good</option>
<option data-i18n="Best" data-i18n-vars="&nbsp;" value="Best">Best</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_NPC1rangedweaponclass" style="width:20%">
<option data-i18n="Class" disabled style="background:gray;font-weight:bold;color:white;">Class</option>
<option data-i18n="Thrown" value="Thrown">Thrown</option>
<option data-i18n="Pistol" value="Pistol">Pistol</option>
<option data-i18n="Basic" value="Basic" selected>Basic</option>
<option data-i18n="Heavy" value="Heavy">Heavy</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_1gunquality" style="width:20%">
<option data-i18n="Weapon-Quality" disabled style="background:gray;font-weight:bold;color:white">Weapon Quality</option>
<option data-i18n="no-quality" selected value="{{d1=?{&#x1F4A2;|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}]]}}}">No Special Quality</option>
<option data-i18n="tearing" value="{{d1=?{&#x1F4A2;|1,[[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]]
|2,[[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]]|3,[[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]]
|4,[[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]]
|5,[[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]]
|6,[[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]]
|7,[[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]]
|8,[[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]]
|9,[[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]]
|10,[[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]] [[{@{NPC1rangedweapondamage}+1d10&amp;#125;d1]]} }}">Tearing</option>
<option data-i18n="flame-quality" value="{{npcflame=[[@{NPC1rangedweapondamage}]] }}">Flame</option>
<option data-i18n="proven-quality" disabled style="background:gray;font-weight:bold;color:white">See WIKI for Proven Quality</option>
</select>
<textarea style="height:65px" name="attr_NPC1rangedweaponspecial" data-i18n-placeholder="special" placeholder="Special"></textarea>
</div><!-- hbody closing -->
</div><!-- quickborder -->
</div><!--leftbox-->
<div class="rightbox">
<h2 data-i18n="melee-weapons">Melee Weapons</h2>
<div class="quickborder">
<input name="attr_NPCmeleeweaponname" style="width:61.5%" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_NPCmeleeweaponattack" type="roll" style="width:14%"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPCmeleeweaponname}}} {{dosdof=[[((( ([[(@{NPCWS} + (@{NPCmeleeaimbonus}) + (@{NPCmeleeactionbonus}) + (@{NPCmeleeweaponmod}) + (?{@{modifier}|0}))]] - [[1d100cs1cf101]]) * 100 % 999 % 100 )))]] }} {{testtarget=$[[0]]}} {{d100a=$[[1]]}} {{attack=}} {{hitloc=$[[1]]}}">
<label data-i18n="attack">Attack!</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_NPCmeleeweapondamage" type="roll" style="width:14%"
value="@{gmroll}&{template:custom} {{name=@{NPCmeleeweaponname}}} {{d1=[[{@{NPCmeleeweapondamage}+1d@{NPCtearmelee}}dl1 + @{NPCforceq}]] @{NPCmeleeweapontype}}} {{p1=^{penetrationAcronym} [[@{NPCmeleeweaponpen} + @{NPCforceq}]]}}">
<label data-i18n="damage">Damage</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_NPCmeleeweaponspecial" type="roll" style="width:9%"
value="@{gmroll}&{template:custom} {{name=@{NPCmeleeweaponname}&#10;^{special}}} {{desc=@{NPCmeleeweaponspecial}}}"><label class="shct">R</label>
</button>
<select name="attr_NPCmeleeaimbonus" style="width:19%">
<option data-i18n="aim-bonus" disabled style="background:gray;font-weight:bold;color:white">Aim Bonus</option>
<option data-i18n="no-aim" value="0" selected>No Aim (+0)</option>
<option data-i18n="half-aim" value="10">Half Aim (+10)</option>
<option data-i18n="full-aim" value="20">Full Aim (+20)</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_NPCmeleeactionbonus" style="width:19%">
<option data-i18n="ca-modifier" disabled style="background:gray;font-weight:bold;color:white">Combat Action</option>
<option data-i18n="Standard" value="0" selected>Standard (+0)</option>
<option data-i18n="Charge" value="10">Charge! (+10)</option>
<option data-i18n="All-Out-Attack" value="20">All Out (+20)</option>
<option data-i18n="Guarded-Attack" value="-10">Guarded (-10)</option>
<option data-i18n="shot-called" value="-20">Called Shot (-20)</option>
</select>
<div class="spacing" style="width:1.5%"></div>
<b style="width:4%" data-i18n-title="melee-mod-title" title="Fixed Test modifiers for Attack roll&#10;Example: Best Craftsmanship (+10)">?</b>
<i style="width:3%">&#10095;</i>
<input name="attr_NPCmeleeweaponmod" style="width:8%" type="number" value="0"/>
<div class="spacing" style="width:7%"></div>
<button name="roll_NPCmeleeweaponparry" type="roll" style="width:14%"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;^{parry} ~ @{NPCmeleeweaponname}}} {{testtarget=[[@{NPCWS} + (@{NPCmeleeparrymod}) + (?{@{modifier}|0})]]}} {{d100=[[1d100cs1cf100]]}} {{parry= }} {{d100h=@{NPCmeleeweaponpf}}}">
<label data-i18n="parry">Parry</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<b style="width:4%" data-i18n-title="parry-mod-title" title="Fixed Test modifiers for Parry roll&#10;Example: Balanced Quality (+10)">?</b>
<i style="width:3%">&#10095;</i>
<input name="attr_NPCmeleeparrymod" style="width:8%" type="number" value="0"/>
<input style="width:8.5%" type="checkbox" name="attr_hideNPCmeleeweaponspecial" value="1" class="arrow icon"/>
<div class="hbody">
<input name="attr_NPCmeleeweapondamage" style="width:18%" type="text" data-i18n-placeholder="damage" placeholder="Damage" data-i18n-title="damage" title="Damage"/>
<div class="spacing" style="width:8%"></div>
<input name="attr_NPCmeleeweapontype" style="width:13%" type="text" data-i18n-placeholder="damage-type" placeholder="Type" data-i18n-title="damage-type" title="Type"/>
<span style="width:9%; text-align:right" data-i18n="penetrationAcronym">Pen</span>
<div class="spacing" style="width:1%"></div>
<input name="attr_NPCmeleeweaponpen" style="width:8%" type="number" value="0"/>
<div class="spacing" style="width:3%"></div>
<select name="attr_NPCmeleeweaponcraft" style="width:20%">
<option data-i18n="Craftsmanship" disabled style="background:gray;font-weight:bold;color:white;">Craftsmanship</option>
<option data-i18n="Poor" data-i18n-vars="&nbsp;" value="Poor">Poor</option>
<option data-i18n="Common" data-i18n-vars="&nbsp;" value="Common" selected>Common</option>
<option data-i18n="Good" data-i18n-vars="&nbsp;" value="Good">Good</option>
<option data-i18n="Best" data-i18n-vars="&nbsp;" value="Best">Best</option>
</select>
<div class="spacing" style="width:3%"></div>
<b style="width:4%" data-i18n-title="melee-ext-title" title="Melee Extended Range&#10;Used by Whips">?</b>
<i style="width:3%">&#10095;</i>
<input name="attr_NPCmeleerangext" style="width:10%" type="text" data-i18n-placeholder="range-placeholder" placeholder="Range"/>
<label class="fancyButton" style="width:32%">
<input type="checkbox" name="attr_NPCmeleeweaponpf" value="[[1d100cf<25cs>26]]" hidden="true"/>
<div><span style="line-height: 22px;" data-i18n="power-field">Power Field</span></div>
</label>
<div class="spacing" style="width:2%"></div>
<label class="fancyButton" style="width:32%">
<input type="checkbox" name="attr_NPCtearmelee" value="10" hidden="true"/>
<div><span style="line-height: 22px;" data-i18n="tearing">Tearing</span></div>
</label>
<div class="spacing" style="width:2%"></div>
<label class="fancyButton" style="width:32%">
<input type="checkbox" name="attr_NPCforceq" value="@{PsyRating}" hidden="true"/>
<div><span style="line-height: 22px;" data-i18n="force-quality">Force</span></div>
</label>
<textarea style="height:65px" name="attr_NPCmeleeweaponspecial" data-i18n-placeholder="special" placeholder="Special"></textarea>
</div><!-- hbody closing -->
</div><!-- quickborder -->
<!-- second weapon -->
<div class="quickborder">
<input name="attr_NPC1meleeweaponname" style="width:61.5%" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_NPC1meleeweaponattack" type="roll" style="width:14%"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;@{NPC1meleeweaponname}}} {{dosdof=[[((( ([[(@{NPCWS} + (@{NPC1meleeaimbonus}) + (@{NPC1meleeactionbonus}) + (@{NPC1meleeweaponmod}) + (?{@{modifier}|0}))]] - [[1d100cs1cf101]]) * 100 % 999 % 100 )))]] }} {{testtarget=$[[0]]}} {{d100a=$[[1]]}} {{attack=}} {{hitloc=$[[1]]}}">
<label data-i18n="attack">Attack!</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_NPC1meleeweapondamage" type="roll" style="width:14%"
value="@{gmroll}&{template:custom} {{name=@{NPC1meleeweaponname}}} {{d1=[[{@{NPC1meleeweapondamage}+1d@{NPC1tearmelee}}dl1 + @{NPC1forceq}]] @{NPC1meleeweapontype}}} {{p1=^{penetrationAcronym} [[@{NPC1meleeweaponpen} + @{NPC1forceq}]]}}">
<label data-i18n="damage">Damage</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_NPC1meleeweaponspecial" type="roll" style="width:9%"
value="@{gmroll}&{template:custom} {{name=@{NPC1meleeweaponname}&#10;^{special}}} {{desc=@{NPC1meleeweaponspecial}}}"><label class="shct">R</label>
</button>
<select name="attr_NPC1meleeaimbonus" style="width:19%">
<option data-i18n="aim-bonus" disabled style="background:gray;font-weight:bold;color:white">Aim Bonus</option>
<option data-i18n="no-aim" value="0" selected>No Aim (+0)</option>
<option data-i18n="half-aim" value="10">Half Aim (+10)</option>
<option data-i18n="full-aim" value="20">Full Aim (+20)</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_NPC1meleeactionbonus" style="width:19%">
<option data-i18n="ca-modifier" disabled style="background:gray;font-weight:bold;color:white">Combat Action</option>
<option data-i18n="Standard" value="0" selected>Standard (+0)</option>
<option data-i18n="Charge" value="10">Charge! (+10)</option>
<option data-i18n="All-Out-Attack" value="20">All Out (+20)</option>
<option data-i18n="Guarded-Attack" value="-10">Guarded (-10)</option>
<option data-i18n="shot-called" value="-20">Called Shot (-20)</option>
</select>
<div class="spacing" style="width:1.5%"></div>
<b style="width:4%" data-i18n-title="melee-mod-title" title="Fixed Test modifiers for Attack roll&#10;Example: Best Craftsmanship (+10)">?</b>
<i style="width:3%">&#10095;</i>
<input name="attr_NPC1meleeweaponmod" style="width:8%" type="number" value="0"/>
<div class="spacing" style="width:7%"></div>
<button name="roll_NPC1meleeweaponparry" type="roll" style="width:14%"
value="@{gmroll}&{template:custom} {{name=@{NPC_Name}&#10;^{parry} ~ @{NPC1meleeweaponname}}} {{testtarget=[[@{NPCWS} + (@{NPC1meleeparrymod}) + (?{@{modifier}|0})]]}} {{d100=[[1d100cs1cf100]]}} {{parry= }} {{d100h=@{NPC1meleeweaponpf}}}">
<label data-i18n="parry">Parry</label>
</button>
<div class="spacing" style="width:0.5%"></div>
<b style="width:4%" data-i18n-title="parry-mod-title" title="Fixed Test modifiers for Parry roll&#10;Example: Balanced Quality (+10)">?</b>
<i style="width:3%">&#10095;</i>
<input name="attr_NPC1meleeparrymod" style="width:8%" type="number" value="0"/>
<input style="width:8.5%" type="checkbox" name="attr_hideNPC1meleeweaponspecial" value="1" class="arrow icon"/>
<div class="hbody">
<input name="attr_NPC1meleeweapondamage" style="width:18%" type="text" data-i18n-placeholder="damage" placeholder="Damage" data-i18n-title="damage" title="Damage"/>
<div class="spacing" style="width:8%"></div>
<input name="attr_NPC1meleeweapontype" style="width:13%" type="text" data-i18n-placeholder="damage-type" placeholder="Type" data-i18n-title="damage-type" title="Type"/>
<span style="width:9%; text-align:right" data-i18n="penetrationAcronym">Pen</span>
<div class="spacing" style="width:1%"></div>
<input name="attr_NPC1meleeweaponpen" style="width:8%" type="number" value="0"/>
<div class="spacing" style="width:3%"></div>
<select name="attr_NPC1meleeweaponcraft" style="width:20%">
<option data-i18n="Craftsmanship" disabled style="background:gray;font-weight:bold;color:white;">Craftsmanship</option>
<option data-i18n="Poor" data-i18n-vars="&nbsp;" value="Poor">Poor</option>
<option data-i18n="Common" data-i18n-vars="&nbsp;" value="Common" selected>Common</option>
<option data-i18n="Good" data-i18n-vars="&nbsp;" value="Good">Good</option>
<option data-i18n="Best" data-i18n-vars="&nbsp;" value="Best">Best</option>
</select>
<div class="spacing" style="width:3%"></div>
<b style="width:4%" data-i18n-title="melee-ext-title" title="Melee Extended Range&#10;Used by Whips">?</b>
<i style="width:3%">&#10095;</i>
<input name="attr_NPC1meleerangext" style="width:10%" type="text" data-i18n-placeholder="range-placeholder" placeholder="Range"/>
<label class="fancyButton" style="width:32%">
<input type="checkbox" name="attr_NPC1meleeweaponpf" value="[[1d100cf<25cs>26]]" hidden="true"/>
<div><span style="line-height: 22px;" data-i18n="power-field">Power Field</span></div>
</label>
<div class="spacing" style="width:2%"></div>
<label class="fancyButton" style="width:32%">
<input type="checkbox" name="attr_NPC1tearmelee" value="10" hidden="true"/>
<div><span style="line-height: 22px;" data-i18n="tearing">Tearing</span></div>
</label>
<div class="spacing" style="width:2%"></div>
<label class="fancyButton" style="width:32%">
<input type="checkbox" name="attr_NPC1forceq" value="@{PsyRating}" hidden="true"/>
<div><span style="line-height: 22px;" data-i18n="force-quality">Force</span></div>
</label>
<textarea style="height:65px" name="attr_NPC1meleeweaponspecial" data-i18n-placeholder="special" placeholder="Special"></textarea>
</div><!-- hbody closing -->
</div><!-- quickborder -->
</div><!--rightbox-->
</div><!-- grid2 weapons -->
</div><!-- hbody closing div-->
<div style="height:10px"></div><!--vertical spacing-->
</fieldset>
</div>
<!-- Psykana Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
<div class="psykana">
<div class="spacing" style="width:35%"></div>
<label class="fancyButton" style="width:30%">
<input type="checkbox" class="arrow arrow2" name="attr_pysswitch" value="1" hidden="true"/>
<div class="hbody" style="background-color: rgba(255, 0, 0, 0.5); line-height: 22px;" data-i18n="switch-to-navigator">Switch to Navigator</div>
<div class="hbody2" style="background-color: rgba(111, 30, 209, 0.68); line-height: 22px;" data-i18n="switch-to-psyker">Switch to Psyker</div>
</label>
<input name="attr_pysswitch" class="arrow arrow2 hidden" type="checkbox" value="1" hidden="true"/>
<div class="spacing" style="width:35%"></div>
<div class="hbody">
<div>
<label style="width:10%; text-align:right" data-i18n="focus-modifier">Focus Mod</label>
<b style="width:3%" data-i18n-title="focus-mod-title" title="Fixed Modifier for the Focus Power Test&#10;Example: Psychic Familiar Attuned (+10)">?</b>
<input style="width:3%" name="attr_focusmod" type="number" value="0"/>
<label style="width:11%; text-align:right" data-i18n="psy-rating">Psy Rating:</label>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" name="attr_psyrating" type="number" value="0" min="0"/>
<label style="width:15%; text-align:right" data-i18n="powers-sustained">Powers Sustained</label>
<b style="width:3%" data-i18n-title="sustained-power-title" title="Sustaining Multiple powers (2 or more) apply a&#10;+10 modifier to all Psychic Phenomena Table rolls&#10;and reduces Effective Psy Rating by -1&#10;per Sustained power.">?</b>
<input style="width:3%" name="attr_Sustaining" type="number" readonly value=""/>
<input type="hidden" name="attr_sustainingpowertotal" type="number" value="0"/>
<input type="hidden" name="attr_sustainingpowertotal1" type="number" value="0"/>
<div class="spacing" style="width:1%"></div>
<button name="roll_PsyPhe" type="roll" style="width:18%"
value="@{gmroll}&{template:custom} {{name=^{psychic-phenomena}}} {{psytable= [[{1d100cs1cf100 + ?{@{modifier}|0} + (@{Sustaining}*10),1d1}dl1]] }} {{d10=[[1d10]]}} {{xd10=[[3d10]]}} {{d5=[[1d5]]}} {{xd5=[[5d10]]}} {{d100h=[[1d100]]}} {{psydmg=[[2d10]]}}">
<div class="spacing" style="width:8%"></div>
<label style="width:80%" data-i18n="psychic-phenomena">Psychic Phenomena</label>
<b style="width:12%" data-i18n-title="pp-title" title="Rolls 1d100 + (Powers Sustained x10)&#10;Remember to add Modifier if pushing">?</b>
</button>
<div class="spacing" style="width:1%"></div>
<button name="roll_PotW" type="roll" style="width:18%"
value="@{gmroll}&{template:custom} {{name=^{perils-of-the-warp}}} {{d1= ?{@{soulbound}|@{optionYes}, [[1d10-1]] [[1d10-1]] [[1d10-1]]&#10;^{perilstext1&#38;#125;|@{optionNo}, [[1d100cs1cf100]]&#10;^{perilstext2&#38;#125;&#125;}}">
<div class="spacing" style="width:8%"></div>
<label style="width:80%" data-i18n="perils-of-the-warp">Perils of the Warp</label>
<b style="width:12%" data-i18n-title="perils-title" title="Rolls a 1d100 or 3d10s for Soul-Bound psykers&#10;Input the result on the Perils table&#10;button to see the result.">?</b>
</button>
<button name="roll_PotWT" type="roll" style="width:10%" value="@{gmroll}&{template:custom} {{name=^{perils-of-the-warp}}} {{perilstable= [[?{#|1}]] }} {{xd5=[[5d10]]}} {{d5=[[1d5]]}} {{d10=[[1d10]]}} {{xd10=[[3d10]]}} {{d100h=[[1d100]]}} {{psydmg=[[1d10+5]]}} {{psypen=[[2d10]]}} {{hitloc=[[4d10]]}}">
<label data-i18n="perils-table">Perils Table</label>
</button>
</div>
<div style="margin: 6px 0">
<div class="spacing" style="width:0.5%"></div>
<input name="attr_Discipline1" type="text" style="width:19%" data-i18n-placeholder="discipline" data-i18n-vars="(1)"/>
<div class="spacing" style="width:1%"></div>
<input name="attr_Discipline2" type="text" style="width:19%" data-i18n-placeholder="discipline" data-i18n-vars="(2)"/>
<div class="spacing" style="width:1%"></div>
<input name="attr_Discipline3" type="text" style="width:19%" data-i18n-placeholder="discipline" data-i18n-vars="(3)"/>
<div class="spacing" style="width:1%"></div>
<input name="attr_Discipline4" type="text" style="width:19%" data-i18n-placeholder="discipline" data-i18n-vars="(4)"/>
<div class="spacing" style="width:1%"></div>
<input name="attr_Discipline5" type="text" style="width:19%" data-i18n-placeholder="discipline" data-i18n-vars="(5)"/>
<div class="spacing" style="width:0.5%"></div>
<!-- end of line -->
<div class="spacing" style="width:5%"></div>
<label class="fancyButton" style="width:10%"><input type="checkbox" name="attr_Mastery1" value="1" hidden="true"/>
<div><span style="line-height:22px" data-i18n="mastery" data-i18n-vars="(1)">Mastery</span></div>
</label>
<div class="spacing" style="width:10%"></div>
<label class="fancyButton" style="width:10%"><input type="checkbox" name="attr_Mastery2" value="2" hidden="true"/>
<div><span style="line-height:22px" data-i18n="mastery" data-i18n-vars="(2)">Mastery</span></div>
</label>
<div class="spacing" style="width:10%"></div>
<label class="fancyButton" style="width:10%"><input type="checkbox" name="attr_Mastery3" value="3" hidden="true"/>
<div><span style="line-height:22px" data-i18n="mastery" data-i18n-vars="(3)">Mastery</span></div>
</label>
<div class="spacing" style="width:10%"></div>
<label class="fancyButton" style="width:10%"><input type="checkbox" name="attr_Mastery4" value="4" hidden="true"/>
<div><span style="line-height:22px" data-i18n="mastery" data-i18n-vars="(4)">Mastery</span></div>
</label>
<div class="spacing" style="width:10%"></div>
<label class="fancyButton" style="width:10%"><input type="checkbox" name="attr_Mastery5" value="5" hidden="true"/>
<div><span style="line-height:22px" data-i18n="mastery" data-i18n-vars="(5)">Mastery</span></div>
</label>
<div class="spacing" style="width:5%"></div>
</div>
<input type="hidden" name="attr_sheetversion" value="1"><!-- hidden attributes for migration -->
<h1 data-i18n="psychic-powers">Psychic Powers</h1>
<fieldset class="repeating_psypowers1" name="attr_psypowers1">
<div class="quickborder">
<input type="hidden" name="attr_psydice" value=""/>
<input type="hidden" name="attr_epr" value=""/>
<!-- hidden attributes for script -->
<input name="attr_PsyName" type="text" style="width:53%" data-i18n-placeholder="name" placeholder="Name"/>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_psystrength" style="width:19%">
<option data-i18n="Psy-Strength" disabled style="background:gray;font-weight:bold;color:white;">Psy Strength</option>
<option data-i18n="Psy-Fettered" value="11">Fettered</option>
<option data-i18n="Psy-Unfettered" selected value="22">Unfettered</option>
<option data-i18n="Psy-Push" data-i18n-vars="1" value="33">Push +1</option>
<option data-i18n="Psy-Push" data-i18n-vars="2" value="44">Push +2</option>
<option data-i18n="Psy-Push" data-i18n-vars="3" value="55">Push +3</option>
<option data-i18n="Psy-Push" data-i18n-vars="4" value="66">Push +4</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_PsyHit" type="roll" style="width:15%" value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{PsyName}}} {{dosdof=[[((( ([[@{PsyFocusPower} + (?{@{modifier}|0}) + (5 * (@{epr} + @{PsyRatingModifier} - @{Sustaining}) )]] - [[@{psydice}]] ) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100p= $[[1]] }} {{psydmg= [[@{PsyDamage} + (@{PsyDmgB} * (@{epr} + @{PsyRatingModifier} - (@{Sustaining})) )]] @{PsyDamageType}}} {{psypen= [[@{PsyPen}]]}}"><label data-i18n="manifest">Manifest</label></button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_PsyInfo" type="roll" style="width:8%" value="@{gmroll}&{template:custom} {{name=@{PsyName}}} {{d1=^{activation-time} @{PsyAction}}} {{t1=^{range} @{PsyRange}}} {{p1=^{sustain} @{PsySustained}}} {{desc=@{PsyPowersEffect} }}"><label class="shct">R</label></button>
<input class="arrow icon" style="width:3.5%" name="attr_hidepsypower1" type="checkbox" value="1"/>
<!-- end of line -->
<div class="hbody">
<label style="width:14%; text-align:center" data-i18n="psy-rating-modifier">PR Mod:</label>
<b style="width:5%" data-i18n-title="pr-mod-title" title="Increases or decreases EPR for this power&#10;Example: Astropatic Choir PR Bonus&#10;Psychic Familiar PR Bonus">?</b>
<input style="width:7%" name="attr_PsyRatingModifier" type="number" value="0"/>
<div class="spacing" style="width:1%"></div>
<input name="attr_PsyAction" type="text" style="width:24%" data-i18n-placeholder="activation-time" placeholder="Activation Time"/>
<div class="spacing" style="width:0.5%"></div>
<input type="hidden" name="attr_psymastery" value="0"/>
<select name="attr_psymasteryselect" style="width:25%">
<option data-i18n="discipline" data-i18n-vars="(1)" value="1"></option>
<option data-i18n="discipline" data-i18n-vars="(2)" value="2"></option>
<option data-i18n="discipline" data-i18n-vars="(3)" value="3"></option>
<option data-i18n="discipline" data-i18n-vars="(4)" value="4"></option>
<option data-i18n="discipline" data-i18n-vars="(5)" value="5"></option>
</select>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_PsyFocusPower" style="width:23%">
<option data-i18n="fp-test" disabled style="background:gray;font-weight:bold;color:white;">Focus Power Test</option>
<option data-i18n="willpower" value="(@{Willpower}+(@{focusmod}))" selected>Willpower</option>
<option data-i18n="Psyniscience" value="(@{Psyniscience}+(@{focusmod}))">Psyniscience</option>
<option data-i18n="intelligence" value="(@{Intelligence}+(@{focusmod}))">Intelligence</option>
</select>
<!-- end of line -->
<label style="width:15%; text-align:center" data-i18n="range">Range:</label>
<input style="width:12%" name="attr_PsyRange" type="number" value="0"/>
<i style="width:4%">&#10095;</i>
<input style="width:16%" name="attr_rangexpr" type="text" value="@{PsyRange}*(@{epr}+@{PsyRatingModifier})" disabled="true"/>
<i style="width:3%">&#10094;</i>
<label class="help" style="width:10%" data-i18n="effective-psy-rating-acronym" data-i18n-vars="&nbsp;" data-i18n-title="epr-title">EPR</label>
<input style="width:8%" name="attr_displayepr" type="text" value="(@{epr}+@{PsyRatingModifier}-(@{sustaining}))" disabled="true"/>
<div class="spacing" style="width:7%"></div>
<label class="fancyButton" style="width:15%">
<input type="checkbox" name="attr_sustainingpower" value="1" hidden="true"/>
<div><span style="line-height: 22px;" data-i18n="sustain">Sustain</span></div>
</label>
<select name="attr_PsySustained" style="width:10%">
<option data-i18n="optionNo" value="No">No</option>
<option data-i18n="optionYes" value="Yes">Yes</option>
</select>
<!-- end of line -->
<label style="width:15%; text-align:center" data-i18n="damage">Damage</label>
<b style="width:5%" data-i18n-title="psy-damage-title" title="Input unmodified Damage Die&#10;&#10;If the Technique does No Damage&#10;Set damage box to 0 + (X)&#10;&#10;If the Technique has No Penetration&#10;Leave Pen value at 0">?</b>
<input name="attr_PsyDamage" type="text" value="0" style="width:13%"/>
<label style="width:4%; font-size:22px; text-align:center">+</label>
<select name="attr_PsyDmgB" style="width:21%">
<option value="0" selected>&#10060;</option>
<option data-i18n="effective-psy-rating-acronym" data-i18n-vars="1x" value="1">1x EPR</option>
<option data-i18n="effective-psy-rating-acronym" data-i18n-vars="2x" value="2">2x EPR</option>
<option data-i18n="effective-psy-rating-acronym" data-i18n-vars="3x" value="3">3x EPR</option>
<option data-i18n="effective-psy-rating-acronym" data-i18n-vars="4x" value="4">4x EPR</option>
<option data-i18n="effective-psy-rating-acronym" data-i18n-vars="5x" value="5">5x EPR</option>
</select>
<div class="spacing" style="width:1%"></div>
<input name="attr_PsyDamageType" style="width:20%" type="text" data-i18n-placeholder="damage-type" placeholder="Type" data-i18n-title="damage-type" title="Type"/>
<div class="spacing" style="width:3%"></div>
<label style="width:8%" data-i18n="penetrationAcronym">Pen</label>
<input name="attr_PsyPen" type="number" value="0" min="0" style="width:10%"/>
<textarea name="attr_PsyPowersEffect" style="height:70px" data-i18n-placeholder="description" placeholder="Description"></textarea>
</div>
</div>
</fieldset>
<!--old second fieldset to be deleted -->
<label style="width:50%; text-align:right">Migration</label>
<input class="arrow icon" style="width:50%; text-align:left" name="attr_hidepsypower2" type="checkbox" value="1" checked="true"/>
<div class="hbody">
<fieldset class="repeating_psypowers2" name="attr_psypowers2">
<input name="attr_PsyName1" type="text" style="width:95%" data-i18n-placeholder="name" placeholder="Name"/>
<input name="attr_PsyAction1" type="text" style="width:22%" placeholder="Activation Time"/>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_PsyMastery1" style="width:22%">
<option value="@{Mastery1}">1st Discipline</option>
<option value="@{Mastery2}">2nd Discipline</option>
<option value="@{Mastery3}">3rd Discipline</option>
<option value="@{Mastery4}">4th Discipline</option>
<option value="@{Mastery5}">5th Discipline</option>
</select>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_PsyFocusPower1" style="width:22%">
<option disabled style="background:gray;font-weight:bold;color:white;">Focus Power Test</option>
<option value="(@{Willpower}+(@{focusmod}))" selected>Willpower</option>
<option value="(@{Psyniscience}+(@{focusmod}))">Psyniscience</option>
<option value="(@{Intelligence}+(@{focusmod}))">Intelligence</option>
</select>
<select name="attr_PsySustained1" style="width:10%">
<option data-i18n="optionNo" value="No">No</option>
<option data-i18n="optionYes" value="Yes">Yes</option>
</select>
<!-- end of line -->
<label style="width:11%">Range:</label>
<input name="attr_PsyRange1" type="number" value="0" style="width:10%"/>
<div class="spacing" style="width:2%"></div>
<label style="width:15%; text-align:center">Damage</label>
<input name="attr_PsyDamage1" type="text" value="0" style="width:11%"/>
<div class="spacing" style="width:0.5%"></div>
<label style="width:3%; font-weight:bold; font-size:22px">+</label>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_PsyDmgB1" style="width:18%">
<option value="0" selected>No Damage</option>
<option value="1">1 x EPR</option>
<option value="2">2 x EPR</option>
<option value="3">3 x EPR</option>
<option value="4">4 x EPR</option>
<option value="5">5 x EPR</option>
</select>
<div class="spacing" style="width:1%"></div>
<select name="attr_PsyDamageType1" style="width:18%">
<option disabled style="background:gray;font-weight:bold;color:white">Damage Type</option>
<option value="Energy Damage!" selected>(E) Energy</option>
<option value="Explosive Damage!">(X) Explosive</option>
<option value="Impact Damage!">(I) Impact</option>
<option value="Rending Damage!">(R) Rending</option>
</select>
<div class="spacing" style="width:3%"></div>
<label style="width:8%">Pen:</label>
<input name="attr_PsyPen1" type="number" value="0" min="0" style="width: 10%"/>
<textarea name="attr_PsyPowersEffect1" style="height:55px" data-i18n-placeholder="description" placeholder="Description"></textarea>
</fieldset>
</div>
</div><!--hbody-->
<div class="hbody2">
<div class="grid2">
<!--Lineage and Mutations-->
<div class="leftbox">
<input style="height:30px; font-size:20px; width:100%" name="attr_NavLineage" type="text" data-i18n-placeholder="navigator-lineage" placeholder="Navigator Lineage"/>
<input style="width:85%" name="attr_NavLinBenefit" type="text" data-i18n-placeholder="lineage-benefit" placeholder="Lineage Benefit"/>
<div class="spacing" style="width:1%"></div>
<button name="roll_NavLinDesc" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{navigator-lineage}}} {{d1=@{NavLinBenefit}}} {{desc=@{NavLinDescription}}}"><label class="shct">R</label></button>
<div class="spacing" style="width:1%"></div>
<input name="attr_HideNavLinDescription" style="width:3%" type="checkbox" class="arrow icon" value="1"/>
<div class="hbody"><textarea name="attr_NavLinDescription" style="height:65px" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
<fieldset class="repeating_navlinbenefits">
<input style="width:85%" name="attr_NavLinBenefit1" type="text" data-i18n-placeholder="lineage-benefit" placeholder="Lineage Benefit"/>
<div class="spacing" style="width:1%"></div>
<button name="roll_NavLinDesc1" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{navigator-lineage}}} {{d1=@{NavLinBenefit1}}} {{desc=@{NavLinDescription1}}}"><label class="shct">R</label></button>
<div class="spacing" style="width:1%"></div>
<input name="attr_HideNavLinDescription1" style="width:3%" type="checkbox" class="arrow icon" value="1"/>
<div class="hbody"><textarea name="attr_NavLinDescription1" style="height:65px" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</fieldset>
<div class="spacing" style="height:40px"></div>
<button name="roll_NavMutationTest" type="roll" style="width:44%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{nav-test}}} {{dosdof=[[((( ([[(@{Toughness}+(@{navmutmod}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<label data-i18n="nav-test">Navigator Mutation Test</label></button>
<div class="spacing" style="width:1%"></div>
<input style="width:10%" name="attr_navmutmod" type="number" value="0"/>
<div class="spacing" style="width:1%"></div>
<button name="roll_NavMutationTable" type="roll" style="width:44%"
value="@{gmroll}&{template:custom} {{name=^{nav-mu-table}}} {{navmutable= [[1d100]]}} {{d5=[[1d5]]}}">
<label data-i18n="nav-mu-table">Navigator Mutation Table</label></button>
<h2 data-i18n="mutations-gained">Mutations Gained</h2>
<fieldset class="repeating_navmutations">
<input name="attr_NavMutationName" type="text" style="width:85%" data-i18n-placeholder="name" placeholder="Name"/>
<div class="spacing" style="width:1%"></div>
<button name="roll_NavMutDesc" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{NavMutationName}}} {{desc=@{NavMutationDesc}}}"><label class="shct">R</label></button>
<div class="spacing" style="width:1%"></div>
<input name="attr_HideNavMutation" style="width:3%" type="checkbox" value="1" class="arrow icon"></input>
<div class="hbody"><textarea name="attr_NavMutationDesc" style="height:65px" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</fieldset>
</div>
<!--Nav Powers column-->
<div class="rightbox">
<h1 data-i18n="navigator-powers">Navigator Powers</h1>
<fieldset class="repeating_navpower">
<div class="quickborder">
<div class="gridnav">
<label class="label1" data-i18n="name">Name</label>
<div class="spacing"></div>
<label class="label2" data-i18n="novice">Novice</label>
<label class="label2" data-i18n="adept">Adept</label>
<label class="label2" data-i18n="master">Master</label>
<label class="label2" data-i18n="modifier-acronym">Mod</label>
<label class="label2" data-i18n="test">Test</label>
</div>
<div class="gridnav">
<input id="subitem" name="attr_NavPowerName" type="text"/>
<select id="subitem"name="attr_NavPowercharacteristic">
<option data-i18n="perception-acronym" value="@{Perception}" selected>Per</option>
<option data-i18n="willpower-acronym" value="@{Willpower}">WP</option>
<option data-i18n="Psyniscience" value="@{Psyniscience}">Psyniscience</option>
</select>
<div id="cbitem"><input type="checkbox" name="attr_NavPowerbox1" value="1"/></div>
<div id="cbitem"><input type="checkbox" name="attr_NavPowerbox2" value="10"/></div>
<div id="cbitem"><input type="checkbox" name="attr_NavPowerbox3" value="10"/></div>
<input id="subitem" name="attr_NavPowerMod" type="number" value="0"/>
<button name="roll_NavPower" type="roll" id="subitem"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{NavPowerName}}} {{dosdof=[[((( ([[(@{NavPower}+?{@{modifier}|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<input disabled name="attr_NavPower" type="text" value="(@{NavPowercharacteristic}*@{NavPowerbox1})+@{NavPowerbox2}+@{NavPowerbox3}+@{NavPowerMod}"/></button>
</div>
<div class="spacing" style="width:100%; height:3px"></div>
<!--end of line-->
<input style="width:25%" name="attr_NavPowerAction" type="text" data-i18n-placeholder="activation-time" placeholder="Activation Time" data-i18n-title="activation-time" title="Activation Time"/>
<div class="spacing" style="width:0.5%"></div>
<input style="width:16%" name="attr_NavPowerRange" type="text" data-i18n-placeholder="range-placeholder" placeholder="Range" data-i18n-title="range-placeholder" title="Range"/>
<div class="spacing" style="width:0.5%"></div>
<input style="width:17%" name="attr_NavPowerDamage" type="text" data-i18n-placeholder="damage" placeholder="Damage" data-i18n-title="damage" title="Damage"/>
<input name="attr_PsyDamageType" style="width:12.5%" type="text" data-i18n-placeholder="damage-type" placeholder="Type" data-i18n-title="damage-type" title="Type"/>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_NavPowerDamage" type="roll" style="width:15%"
value="@{gmroll}&{template:custom} {{name=@{NavPowerName}}} {{d1=[[@{NavPowerDamage}]] @{NavPowerDamageType}}}">
<label data-i18n="damage">Damage</label></button>
<div class="spacing" style="width:0.5%"></div>
<button name="roll_NavPowDesc" type="roll" style="width:9%"
value="@{gmroll}&{template:custom} {{name=@{NavPowerName}}} {{desc=**^{novice}**&#10;@{NavPowerNovice}&#10;&#10;**^{adept}**&#10;@{NavPowerAdept}&#10;&#10;**^{master}**&#10;@{NavPowerMaster}}}">
<label class="shct">R</label></button>
<input style="width:3.5%" name="attr_HideNavPowDesc" type="checkbox" value="1" class="arrow icon"/>
<div class="hbody">
<textarea style="height:70px" name="attr_NavPowerNovice" data-i18n-placeholder="novice" placeholder="Novice"></textarea>
<textarea style="height:70px" name="attr_NavPowerAdept" data-i18n-placeholder="adept" placeholder="Adept"></textarea>
<textarea style="height:70px" name="attr_NavPowerMaster" data-i18n-placeholder="master" placeholder="Master"></textarea>
</div>
</div><!--quickborder-->
</fieldset>
</div><!--rightbox nav powers-->
</div><!--grid2 nav powers-->
</div><!--hbody2-->
</div>
<!-- Ship Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
<div class="ship">
<input name="attr_ShipName" type="text" style="height:45px; font-size:30px; width:100%" data-i18n-placeholder="name" placeholder="Name"/>
<!--Base Ship Stats -->
<div class="grid4">
<div class="gridbox1">
<input name="attr_ShipClass" style="width:100%" type="text" data-i18n-placeholder="class-and-hull-type" placeholder="Class and Hull Type"/>
<!-- end of line -->
<label style="width:42%; text-align:center" data-i18n="speed">Speed:</label>
<input name="attr_ShipSpeed" style="width:21%" type="text" value="0"/>
<div class="spacing" style="width:4%"></div>
<b style="width:12%; font-size:26px" class="help" data-i18n-title="turn-angle-title" title="Turn Angle&#10;Frigate Size and smaller ships turn 90°&#10;Light Cruiser Size and larger ships turn 45°">&#8894;</b>
<select name="attr_ShipTurnArc" style="width:21%">
<option>90°</option>
<option>45°</option>
</select>
<!-- end of line -->
<label style="width:42%; text-align:center" data-i18n="detection">Detection:</label>
<input name="attr_ShipDetection" style="width:40%" type="text" value="0"/>
<div class="spacing" style="width:1%"></div>
<input name="attr_ShipDetectionBonus" style="width:17%" type="text" value="floor(@{ShipDetection}/10)" disabled/>
<!-- end of line -->
<label style="width:42%; text-align:center" data-i18n="armour">Armour:</label>
<input name="attr_ShipArmour" style="width:17%" type="number" min="0" value="0"/>
<span style="width:7%; font-size:20px">+</span>
<input name="attr_ShipArmourProw" style="width:16%" type="number" min="0" value="0"/>
<b style="width:13%" data-i18n-title="armored-prows-title" title="Armour value for&#10;Armored Prows or similar.">?</b>
<div class="spacing" style="width:5%"></div>
<!-- end of line -->
<label style="width:63%; text-align:center" data-i18n="power-generated">Power Generated:</label>
<input style="width:17%" name="attr_ShipPowerMax" type="number"/>
<div class="spacing" style="width:1%"></div>
<input style="width:17%" name="attr_ShipPowerUsed" type="text" disabled value="@{ShipSupplementalComponentsPowerTotal} + @{ShipEssentialComponentsPowerTotal}"/>
</div>
<div class="gridbox2">
<button style="width:58%" name="roll_calcship" type="roll"
value="@{gmroll}&{template:custom} {{name=@{ShipName}&#10;^{hull-integrity}}} {{d5=[[((( ([[@{Hullintegrity}]] - [[ {?{@{calcdmg}|1} - (@{ShipArmour}),0}kh1 ]]) )))]] }} {{calc= $[[1]] }}">
<label style="width:85%" data-i18n="hull-integrity">Hull Integrity</label>
<b style="width:15%" data-i18n-title="ship-hull-integrity-title" title="Ship Hull Integrity&#10;This Button is a Damage Calculator.&#10;(Damage minus Armour)">?</b>
</button>
<div class="spacing" style="width:1%"></div>
<input name="attr_Hullintegrity_max" type="number" min="0" style="width:17%"/>
<i style="width:7%">&#10095;</i>
<input name="attr_Hullintegrity" type="number" min="0" class="cur" style="width:17%"/>
<!-- end of line -->
<button name="roll_ShipMa" type="roll" style="width:80%"
value="@{gmroll}&{template:custom} {{name=@{ShipName} ^{manoe-btn}}} {{d1=?{|@{speedfull},^{speedfull&#38;#125; [[@{ShipSpeed}/@{ShipCrippled2}]]|@{speedhalf},^{speedhalf&#38;#125; [[ceil((@{ShipSpeed}/@{ShipCrippled2})/2)]] } }} {{t1=^{turnang} @{ShipTurnArc}}}">
<label style="width:85%" data-i18n="manoe-btn">Manoeuvrability</label>
<b style="width:15%" data-i18n-title="ship-manoeuvrability-title" title="Ship Manoeuvrability&#10;This Button performs the Ship's Default Manoeuvre&#10;&#10;If the ship is Crippled, Speed will be halved.">?</b>
</button>
<div class="spacing" style="width:1%"></div>
<input name="attr_ShipManoeuvrability" style="width:19%" type="text" value="0"/>
<!-- end of line -->
<button style="width:80%" name="roll_ShipTurret" type="roll"
value="@{gmroll}&{template:custom} {{name=@{ShipName} uses defensive Turrets}} {{dosdof=[[((( ([[(@{ShipBallistic} + (@{ShipTurretRating}*5) + ?{@{modifier}|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }} {{desc= ^{turretdesc} }}">
<label style="width:85%" data-i18n="turrat">Turret Rating</label>
<b style="width:15%" data-i18n-title="ship-turret-title" title="Ship Turret Rating&#10;This button Rolls Shooting Action Score + Turret Rating x5&#10;&#10;Use Before attacker rolls Torpedoes or Attack Craft&#10;If the Ship does not have Turret Rating then&#10;this action is not possible.">?</b>
</button>
<div class="spacing" style="width:1%"></div>
<input name="attr_ShipTurretRating" style="width:19%" type="number"/>
<!-- end of line -->
<label style="width:61%; text-align:center" data-i18n="ship-points-sp">Ship Points (SP)</label>
<input style="width:19%" name="attr_ShipSP" type="number" min="0"/>
<div class="spacing" style="width:1%"></div>
<input style="width:19%" name="attr_ShipTotalSP" type="text" disabled value="@{ShipSupplementalComponentsSPTotal} + @{ShipEssentialComponentsSPTotal} + @{ShipSP}"/>
<!-- end of line -->
<label style="width:27%; text-align:right" data-i18n="shields">Shields:</label>
<div class="spacing" style="width:1%"></div>
<input name="attr_ShipShields" style="width:13%" type="number" min="0"/>
<label style="width:27%; text-align:right" data-i18n="space">Space:</label>
<div class="spacing" style="width:1%"></div>
<input style="width:15%" name="attr_ShipSpaceMax" type="number"/>
<div class="spacing" style="width:1%"></div>
<input style="width:15%" disabled name="attr_ShipSpaceUsed" type="text" value="@{ShipSupplementalComponentsSpaceTotal} + @{ShipEssentialComponentsSpaceTotal}"/>
</div>
<div class="gridbox3">
<button style="width:43%" name="roll_CrewTest" type="roll" value="@{gmroll}&{template:custom} {{name=@{ShipName}&#10;^{CrewTest}}} {{dosdof=[[((( ([[(@{ShipCrewRating}+?{@{modifier}|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<label data-i18n="CrewTest">Crew Test</label></button>
<label style="width:28%; text-align:right" data-i18n="rating">Rating</label>
<b style="width:12%" data-i18n-title="crew-test-title" title="Incompetent(20)&#10;Competent(30)&#10;Crack(40)&#10;Veteran(50)&#10;Elite(60)">?</b>
<div class="spacing" style="width:1%"></div>
<input style="width:16%" name="attr_ShipCrewRating" type="number" min="0"/>
<!-- end of line -->
<select name="attr_ShipBallistic" style="width:64%">
<option data-i18n="sas-select" disabled style="background:gray;font-weight:bold;color:white;">Shooting Action Score</option>
<option data-i18n="cbs-select" value="(@{BallisticSkill}-@{bsmoralmod})">Character Ballistic Skill</option>
<option data-i18n="cwbs-select" value="(@{CrewBallistic}-@{bsmoralmod})" selected>Crew Ballistic Skill</option>
</select>
<i style="width:6%">&#10094;</i>
<b style="width:8%" data-i18n-title="crew-ballistic-title" title="Crew Ballistic Skill&#10;&#10;Score used by Ship Weapons Shooting Action tests&#10;&#10;Tipically Crew Ballistic Skill is equal to Crew Rating&#10;However some ship upgrades and actions may modify it.&#10;&#10;Select Character Ballistic Skill to&#10;use Ballistic Skill Characteristic instead.">?</b>
<i style="width:6%">&#10095;</i>
<input name="attr_CrewBallistic" type="number" style="width:16%" min="0"/>
<!-- end of line -->
<label style="width:52%; text-align:center" data-i18n="crew-population">Crew Population</label>
<b style="width:10%" data-i18n-title="crew-population-title" title="Crew Population % penalties.&#10;As the Population % decreases, the penalties below&#10;are automatically applied, these penalties stack.&#10;The field below shows the lowest penalty only.&#10;Click on the field to Expand.">?</b>
<input style="width:16%" name="attr_CrewPop_max" type="number" min="0"/>
<i style="width:6%">&#10095;</i>
<input name="attr_CrewPop" type="number" min="0" class="cur" style="width:16%"/>
<!-- end of line -->
<!--<textarea name="attr_crewpopeffect" class="crewef" value="" readonly="true"></textarea>-->
<input name="attr_crewpopeffect" type="hidden" value=""/>
<span class="population-text crewef" data-i18n="population_0" data-show-if="population_0"></span>
<span class="population-text crewef" data-i18n="population_10" data-show-if="population_10"></span>
<span class="population-text crewef" data-i18n="population_20" data-show-if="population_20"></span>
<span class="population-text crewef" data-i18n="population_40" data-show-if="population_40"></span>
<span class="population-text crewef" data-i18n="population_50" data-show-if="population_50"></span>
<span class="population-text crewef" data-i18n="population_60" data-show-if="population_60"></span>
<span class="population-text crewef" data-i18n="population_80" data-show-if="population_80"></span>
<span class="population-text crewef" data-i18n="population_100" data-show-if="population_100"></span>
<input name="attr_crewmod" type="hidden" value="0"/><!--hidden attr for script-->
<input name="attr_crewmanu" type="hidden" value="0"/><!--hidden attr for script-->
</div>
<div class="gridbox4">
<button style="width:100%" name="roll_ShipCritHit" type="roll" value="@{gmroll}&{template:custom} {{name=^{crithit}}} {{spcrit=[[ ?{@{crithit}|#1 ,1
|#2 ,2|#3 ,3|#4 ,4|#5 ,5|#6 ,6|#7 ,7|#8 ,8|#9 ,9|#10 ,10|#11 ,11} ]]}} {{d5=[[1d5]]}} {{d10=[[1d10]]}} {{xd10=[[2d10]]}} {{d100h=[[1d10+4]]}} {{hitloc= [[1d10]]}}">
<label data-i18n="crit-table">Critical Hit Table</label></button>
<!-- end of line -->
<label class="fancyButton" style="width:49%">
<input type="checkbox" name="attr_ShipCrippled" value="10" hidden="true" />
<div style="font-size:0px"><span style="width:80%" data-i18n="crippled">Crippled</span>
<b style="width:20%" data-i18n-title="crippled-title" title="Click Here if the Ship is Crippled&#10;&#10;Crippled ships suffer 10 penalty to its&#10;Manoeuvrability and Detection&#10;This penalty affects Extended Actions.&#10;&#10;Also Reduces the Ships Speed and&#10;the Strength of all Weapons by half.&#10;(rounding up)">?</b>
</div>
</label>
<input name="attr_ShipCrippled2" type="hidden" value="0"/><!--hidden attr for script-->
<div class="spacing" style="width:2%"></div>
<button name="roll_ShipIni" style="width:49%"type="roll" value="@{gmroll}&{template:custom} {{name=@{ShipName}&#10;^{initiative}}} {{d1=^{detection} @{ShipDetection}}} {{t1=1d10 + [[@{ShipDetectionBonus}]] = [[(floor(@{ShipDetection}/10))+1d10&{tracker&#125;]] }}">
<label style="width:80%" data-i18n="initiative">Initiative</label>
<b style="width:20%" data-i18n-title="ship-initiative-title" title="Select Ship Token First!&#10;Rolls Ship Initiative (1d10 + Detection Bonus)">?</b>
</button>
<!-- end of line -->
<label style="width:52%; text-align:center" data-i18n="crew-morale">Crew Morale</label>
<b style="width:10%" data-i18n-title="crew-morale-title" title="Crew Morale % penalties.&#10;As Morale % decreases, the penalties below&#10;are automatically applied, these penalties stack.&#10;The field below shows the lowest penalty only.&#10;Click on the field to Expand.">?</b>
<input name="attr_CrewMorale_max" type="number" min="0" style="width:16%"/>
<i style="width:6%">&#10095;</i>
<input name="attr_CrewMorale" type="number" min="0" class="cur" style="width:16%"/>
<!-- end of line -->
<input name="attr_crewmoreffect" type="hidden" value=""/>
<span class="morale-text crewef" data-i18n="morale_0" data-show-if="morale_0"></span>
<span class="morale-text crewef" data-i18n="morale_10" data-show-if="morale_10"></span>
<span class="morale-text crewef" data-i18n="morale_20" data-show-if="morale_20"></span>
<span class="morale-text crewef" data-i18n="morale_40" data-show-if="morale_40"></span>
<span class="morale-text crewef" data-i18n="morale_50" data-show-if="morale_50"></span>
<span class="morale-text crewef" data-i18n="morale_60" data-show-if="morale_60"></span>
<span class="morale-text crewef" data-i18n="morale_80" data-show-if="morale_80"></span>
<span class="morale-text crewef" data-i18n="morale_100" data-show-if="morale_100"></span>
<input name="attr_moralemod" type="hidden" value="0"/><!--hidden attr for script-->
<input name="attr_bsmoralmod" type="hidden" value="0"/><!--hidden attr for script-->
<input name="attr_manumoralmod" type="hidden" value="0"/><!--hidden attr for script-->
<input name="attr_detmoralmod" type="hidden" value="0"/><!--hidden attr for script-->
</div>
</div>
<input type="hidden" class="shiptoggle" name="attr_shiptabtoggle" value="shipmanu"/>
<div style="margin: 5px 0">
<label class="fancyButton" style="width:20%">
<input type="checkbox" name="attr_shiptabtoggle" value="shipmanu" hidden="true" checked="true"/>
<div style="font-size:0px"><span style="width:90%" data-i18n="adv-mano">Advanced Manoeuvres</span>
<b style="width:10%" data-i18n-title="adv-manu-title" title="Explorers can attempt to perform an Advanced Manoeuvre.&#10;&#10;If the test fails, the Ship performs its Default Manoeuvre.&#10;If Successful, the test modifies the Ships movement (but does not replace it)&#10;&#10;WARNING: For these macros to work properly, the skill -Pilot (Space Craft)-&#10;Must be the FIRST (top of the list) skill in the PILOT SKILL GROUP (Skills Tab)">?</b>
</div>
</label>
<div class="spacing" style="width:7%"></div>
<label class="fancyButton" style="width:20%">
<input type="checkbox" name="attr_shiptabtoggle" value="shipaction" hidden="true"/>
<div style="font-size:0px"><span style="width:90%" data-i18n="extended-actions">Extended Actions</span>
<b style="width:10%" data-i18n-title="ext-actions-title" title="Extended Shipboard actions use&#10;Skill scores taken from the Skills Tab&#10;&#10;Intended to be used by players from&#10;their own Character Sheets.&#10;&#10;Extented Actions listed difficulty is&#10;already added to the rolls.&#10;&#10;Some actions do require Detection&#10;and Manoeuvrability scores.">?</b>
</div>
</label>
<div class="spacing" style="width:7%"></div>
<label class="fancyButton" style="width:20%">
<input type="checkbox" name="attr_shiptabtoggle" value="shipwp4" hidden="true"/>
<div style="font-size:0px"><span style="width:90%" data-i18n="complications">Complications</span>
<b style="width:10%" data-i18n-title="compli-title" title="Past Histories, Machine Spirit Oddities and Background.">?</b>
</div>
</label>
<div class="spacing" style="width:6%"></div>
<label class="fancyButton" style="width:20%">
<input type="checkbox" name="attr_shiptabtoggle" value="shipnpc" hidden="true"/>
<div style="font-size:0px"><span style="width:90%" data-i18n="npc-ship-actions">NPC Ship Actions</span>
<b style="width:10%" data-i18n-title="npc-shipboard-title" title="NPC Shipboard actions and Critical table&#10;&#10;Intended to be used by the GM to control&#10;multiple smaller enemy vessels&#10;&#10;NPC vessels may perform 1 order per round&#10;these orders do not require a test.&#10;&#10;The NPC Critical Hit table is meant to&#10;simplify Critical Hits, and thus is focused only&#10;on effects that matter in starship combat.">?</b>
</div>
</label>
</div>
<!--end of line-->
<div class="shipaction">
<div class="grid4">
<div class="gridbox1">
<button style="width:100%" name="roll_PutYourBacks" type="roll"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{put-backs}}} {{dosdof=[[((( ([[( ?{|@{IntimidateKey},@{intimidate}|@{CharmKey},@{Charm}} + ?{@{modifier}|0} )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<label style="width:90%" data-i18n="put-backs">Put Your Backs Into It!</label>
<b style="width:10%" data-i18n-title="backs-title" title="Challenging (+0) Intimidate or Charm Test&#10;If he succeeds, he can choose to add +5&#10;to a Ballistic Skill Test to fire 1 Weapon Component&#10;an Emergency Repairs Action, or an attempt to&#10;Put Out a Fire made during this turn.&#10;&#10;He may aid an additional Ballistic Skill&#10;Test, Emergency Repairs Action,&#10;or firefighting, for every three degrees of success.">?</b>
</button>
<!-- end of line -->
<button style="width:100%" name="roll_ActiveAugury" type="roll"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{active-augury}}} {{dosdof=[[((( ([[(@{Scrutiny} + @{ShipDetection} - @{ShipCrippled} - @{detmoralmod} + (?{@{modifier}|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<label style="width:90%" data-i18n="active-augury">Active Augury</label>
<b style="width:10%" data-i18n-title="active-aug-title" title="Challenging (+0) Scrutiny + Detection Test&#10;The character test to scan the area surrounding the ship.&#10;&#10;If the scan is successful, the GM should reveal relevant information&#10;about celestial bodies, phenomena, and ships within 20 VUs of the vessel.&#10;If there is a vessel on Silent Running within scan range, it is immediately detected.&#10;&#10;For every degree of success, the character can extend the range of his scan by 5 VUs">?</b>
</button>
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<button style="width:100%" name="roll_FlankSpeed" type="roll"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{flank-speed}}} {{dosdof=[[((( ([[(@{tech-use} + ?{@{modifier}|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<label style="width:90%" data-i18n="flank-speed">Flank Speed</label>
<b style="width:10%" data-i18n-title="flank-spe-title" title="Challenging (+0) Tech-Use Test&#10;The character test to nurse the ships engines and push them to their limits.&#10;Success means the ship may move an additional VU this turn.&#10;&#10;Every degree of success allows an additional VU of movement.&#10;&#10;Failure by 2 or more degrees means the ship immediately suffers&#10;an Engines Crippled critical hit as the engines are strained too hard.">?</b>
</button>
<!-- end of line -->
<button style="width:100%" name="roll_LockTarget" type="roll"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{lock-on-target}}} {{dosdof=[[((( ([[(@{Scrutiny} + @{ShipDetection} - @{ShipCrippled} - @{detmoralmod} + (?{@{modifier}|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<label style="width:90%" data-i18n="lock-on-target">Lock on Target</label>
<b style="width:10%" data-i18n-title="lock-target-title" title="Challenging (+0) Scrutiny + Detection Test&#10;The character test to use the ships augers to&#10;calculate firing solutions on an enemy vessel.&#10;&#10;If successful, he adds a +5 bonus to the Ballistic Skill&#10;Test to fire 1 Weapon Component during this turn.&#10;Every 2 additional degrees of success adds +5 more to the same Test.">?</b>
</button>
</div>
<div class="gridbox2">
<button style="width:100%" name="roll_AidMachine" type="roll"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{aid-the-machine-spirit}}} {{dosdof=[[((( ([[(@{tech-use} + ?{@{modifier}|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<label style="width:90%" data-i18n="aid-the-machine-spirit">Aid the Machine Spirit</label>
<b style="width:10%" data-i18n-title="aid-mac-title" title="Challenging (+0) Tech-Use Test&#10;The character test to commune with the ships machine spirit and aid it.&#10;&#10;On success, the character may add +5 to the ships Manoeuvrability&#10;or Detection for the remainder of the turn.&#10;&#10;For every 2 additional degrees of success,&#10;the character may add an additional +5 to the same system.">?</b>
</button>
<!-- end of line -->
<button style="width:100%" name="roll_FocusedAugury" type="roll"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{focused-augury}}} {{dosdof=[[((( ([[(@{Scrutiny} + @{ShipDetection} - @{ShipCrippled} - @{detmoralmod} + (?{@{modifier}|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<label style="width:90%" data-i18n="focused-augury">Focused Augury</label>
<b style="width:10%" data-i18n-title="focus-aug-title" title="Challenging (+0) Scrutiny + Detection Test&#10;The character test to scan a particular ship within 20 VUs of his vessel.&#10;A successful scan reveals a number of Components aboard the target ship.&#10;&#10;-Basic Success: All Essential Components except Auger Arrays and Void Shields.&#10;-1 Degree of Success: All Weapon Components&#10;-2 Degrees of Success: Auger Arrays, Void Shields, and any combat related Components&#10;-3 Degrees of Success: All Components aboard the target ship.">?</b>
</button>
<!-- end of line -->
<button style="width:100%" name="roll_PutOutFire" type="roll"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{put-out-fire}}} {{dosdof=[[((( ([[(@{Command} - 10 - @{crewmod} - @{moralemod} + (?{@{modifier}|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<label style="width:90%" data-i18n="put-out-fire">Put Out Fire</label>
<b style="width:10%" data-i18n-title="put-fire-title" title="Difficult (10) Command Test&#10;The character test to organise firefighting teams&#10;and attempt to put the fire out.&#10;&#10;Multiple characters may organise but only one needs to succeed.&#10;&#10;Alternatively, the ships captain can choose&#10;to vent the burning compartments into the void.&#10;See Vent Burning Component in Critical Hits selector.">?</b>
</button>
<!-- end of line -->
<button style="width:100%" name="roll_RepelBorders" type="roll"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{prepare-to-repel-borders}}} {{dosdof=[[((( ([[(@{Command} - @{crewmod} + (?{@{modifier}|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<label style="width:90%" data-i18n="prepare-to-repel-borders">Prepare to Repel Borders!</label>
<b style="width:10%" data-i18n-title="prep-rep-title" title="Challenging (+0) Command Test&#10;The character test to organise and arm a portion of the crew.&#10;&#10;If he succeeds, he may add +10 to any opposed Command Test&#10;he performs against enemy borders during subsequent turns&#10;of combat, plus an additional +5 for every degree of success.&#10;&#10;Although the character is not required to make additional&#10;tests on subsequent turns, he will be occupied rallying the&#10;defenders for as long as he wants to maintain the bonus.&#10;&#10;(Tip) this roll can also be used when actually repelling borders&#10;Just add the appropriate Modifier.">?</b>
</button>
</div>
<div class="gridbox3">
<button style="width:100%" name="roll_Disinformation" type="roll"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{disinformation}}} {{dosdof=[[((( ([[( ?{|@{DeceiveKey},@{Deceive}|@{BlatherKey},@{Blather}} - 10 + ?{@{modifier}|0} )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<label style="width:90%" data-i18n="disinformation">Disinformation</label>
<b style="width:10%" data-i18n-title="disin-title" title="Difficult (10) Deceive or Blather Test&#10; If the character succeeds, he can increase the crews Morale by 1d5.&#10;for every degree of success for the duration of the combat.">?</b>
</button>
<!-- end of line -->
<button style="width:100%" name="roll_HoldFast" type="roll"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{hold-fast}}} {{dosdof=[[((( ([[(@{Willpower} + ?{@{modifier}|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<label style="width:90%" data-i18n="hold-fast">Hold Fast!</label>
<b style="width:10%" data-i18n-title="holdfast-title" title="*The character must have Air of Authority (or similar Talent at GMs discretion)&#10;&#10;Challenging (+0) Willpower Test&#10;If he succeeds, he inspires the crew and reduces any damage to Morale by 1&#10;plus 1 for every degree of success to a minimum of 1.&#10;&#10;Hold Fast! may only cancel out Morale damage suffered during the previous turn.">?</b>
</button>
<!-- end of line -->
<button style="width:100%" name="roll_HitRun1" type="roll"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{hit-run-approach}}} {{dosdof=[[((( ([[(@{repeating_pilot_$0_pilot} - ((?{@{turrat}|0})*10) + ?{@{modifier}|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<label style="width:90%" data-i18n="hit-run-approach">Hit & Run (Approach)</label>
<b style="width:10%" data-i18n-title="hit-run-title1" title="Challenging (+0) Pilot (Space Craft) - Enemy Ship's Turret Rating (if any) Test&#10;Part 1 of the Hit & Run action.&#10;&#10;The character attemps to approach an Enemy Ship within 5 VUs&#10;In a boarding craft, along a team of raiders.&#10;&#10;If Successful then the character can start the (Raid) action.&#10;If Failed, he is forced to retreat back to his ship&#10;If Failed by 4 or more Degrees, the character either survives stranded or Dies&#10;(at GMs discretion)&#10;&#10;This action can be replaced by:&#10;*Using a Teleportarium component (Enemy Void Shields must be down)&#10;*Boarding Torpedoes (Salvo must score at least 1 Hit)&#10;*Assault Boats (Squadron must score at least 1 Hit)&#10;&#10;WARNING: For this macro to work properly, the skill -Pilot (Space Craft)-&#10;Must be the FIRST (top of the list) skill in the PILOT SKILL GROUP (Skills Tab)">?</b>
</button>
<!-- end of line -->
<button style="width:100%" name="roll_HitRun2" type="roll"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{hit-run-raid}}} {{dosdof=[[((( ([[(@{Command} + 10 - @{moralemod} + (?{@{modifier}|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<label style="width:90%" data-i18n="hit-run-raid">Hit & Run (Raid)</label>
<b style="width:10%" data-i18n-title="hit-run-title2" title="Opposed Ordinary (+10) Command Test&#10;Part 2 of the Hit and Run action.&#10;&#10;Test against the commander of the troops aboard the Enemy Ship.&#10;&#10;If the character succeeds, he deals a 1d5 Critical Hit on the Enemy Ship&#10;Plus 1 point of Damage to Hull Integrity for every Degree of Success&#10;&#10;If he Fails, he is forced to retreat dealing No damage or Criticals.&#10;&#10;(optional rule)&#10;If the character Fails by 4 or more degrees, the character is either&#10;captured (and possibly tortured) or Killed during the Raid. (at GMs discretion)">?</b>
</button>
</div>
<div class="gridbox4">
<button style="width:100%" name="roll_EmRepairs" type="roll"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{emergency-repairs}}} {{dosdof=[[((( ([[(@{tech-use} - 10 - @{crewmod} + (?{@{modifier}|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<label style="width:90%" data-i18n="emergency-repairs">Emergency Repairs</label>
<b style="width:10%" data-i18n-title="eme-rep-title" title="Difficult (10) Tech-Use Test&#10;The character test to direct and aid repair crews. If Successful, he repairs&#10;one Unpowered, Damaged, or Depressurized Component.&#10;&#10;Repairs normally take 1d5 turns, however, this can be reduced by&#10;one turn per Degree of Success, to a minimum of one turn.&#10;Emergency Repairs cannot fix Destroyed Components.">?</b>
</button>
<!-- end of line -->
<button style="width:100%" name="roll_JamComm" type="roll"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{jam-communications}}} {{dosdof=[[((( ([[(@{tech-use} - 10 + ?{@{modifier}|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<label style="width:90%" data-i18n="jam-communications">Jam Communications</label>
<b style="width:10%" data-i18n-title="jam-comm-title" title="Difficult (10) Tech-Use Test&#10;The character targets a ship within 10 VUs of his vessel.&#10;If he succeeds, that ship is unable to use vox-transmitters or other&#10;technologies to communicate with other ships.&#10;&#10;Psychic (Astropathic) communications are unaffected.&#10;For every degree of success, the range of Jam Communications&#10;is extended by 1 VU.">?</b>
</button>
<!-- end of line -->
<button style="width:39.5%" name="roll_Triage" type="roll"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{triage}}} {{dosdof=[[((( ([[(@{Medicae} - 10 + ?{@{modifier}|0})]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<label style="width:78%" data-i18n="triage">Triage</label>
<b style="width:22%" data-i18n-title="triage-title" title="Difficult (10) Medicae Test&#10;If he succeeds, he reduces any damage&#10;to Crew Population by 1 plus 1&#10;for every degree of success to a minimum of 1.&#10;&#10;Triage may only cancel Crew Population&#10;damage suffered during the previous Turn.">?</b>
</button>
<div class="spacing" style="width:1%"></div>
<button style="width:59.5%" name="roll_RTubes" type="roll"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{reload-tubes}}} {{dosdof=[[((( ([[( ?{|@{CommandKey},@{Command} - @{moralemod}|@{TechUseKey},@{tech-use}} - 10 + (?{@{modifier}|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<label style="width:82%" data-i18n="reload-tubes">Reload Tubes</label>
<b style="width:18%" data-i18n-title="reload-tubes-title" title="Difficult (10) Command or Tech-Use Test&#10;Normally, it takes a full Strategic Turn in combat&#10;to reload any empty tubes on a vessel, at which point the&#10;torpedoes may be fired in subsequent turns.&#10;&#10;However, performing this extended action successfully&#10;reloads all empty torpedo tubes and may be fired during&#10;the same Strategic Turn.">?</b>
</button>
<!-- end of line -->
<button style="width:100%" name="roll_RSquad" type="roll"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{ready-attack-craft}}} {{dosdof=[[((( ([[(@{Command} + 10 - @{moralemod} + (?{@{modifier}|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }}">
<label style="width:90%" data-i18n="ready-attack-craft">Ready Attack Craft</label>
<b style="width:10%" data-i18n-title="ready-attack-title" title="Ordinary (+10) Command Test&#10;In the midst of battle, things are a little more hectic&#10;and preflight preparations are afforded much less time.&#10;&#10;Success on the test make new squadrons ready for operations.&#10;&#10;The maximum number of squadrons that may be made ready&#10;is equal to the Strength value of the Launch Bay Component being used.&#10;&#10;Multiple Launch Bay Components may be made ready with&#10;a single Extended Action.">?</b>
</button>
</div>
</div>
</div>
<div class="shipnpc">
<div class="grid4">
<div class="gridbox1">
<button style="width:100%" name="roll_NPCShipCritHit" type="roll"
value="@{gmroll}&{template:custom} {{name=@{ShipName}&#10;^{crithit}}} {{npcrit=[[ ?{@{crithit}|#1 ,1|#2 ,2|#3 ,3|#4 ,4|#5 ,5|#6+,6} ]]}} {{d10=[[1d10]]}}">
<label data-i18n="crit-table">Critical Hit Table</label>
</button>
<!-- end of line -->
<button style="width:100%" name="roll_NPCShipOrder1" type="roll"
value="@{gmroll}&{template:custom} {{name=@{ShipName}&#10;^{all-ahead-full}}} {{d100h=[[@{ShipCrewRating}]]}} {{npcord=[[1]] }} {{d5=[[1d5]]}} {{xd5=[[1d5+1]]}} {{d10=[[1d5+2]]}} {{xd10=[[2d5]]}}">
<label style="width:90%" data-i18n="all-ahead-full">All Ahead Full</label>
<b style="width:10%" data-i18n-title="all-ah-title" title="The ships speed this Strategic Turn is increased by a&#10;distance determined by Crew Rating, so long as it&#10;only moved in a straight line.">?</b>
</button>
</div>
<div class="gridbox2">
<button style="width:100%" name="roll_NPCShipOrder2" type="roll"
value="@{gmroll}&{template:custom} {{name=@{ShipName}&#10;^{damage-control}}} {{d100h=[[@{ShipCrewRating}]]}} {{npcord=[[2]] }}">
<label style="width:90%" data-i18n="damage-control">Damage Control</label>
<b style="width:10%" data-i18n-title="dmg-cont-title" title="Components equal to Crew Rating BONUS&#10;are returned to full function or a number of fires&#10;are immediately extinguished.&#10;Turns required are determined by Crew Rating." >?</b>
</button>
<!-- end of line -->
<button style="width:100%" name="roll_NPCShipOrder3" type="roll"
value="@{gmroll}&{template:custom} {{name=@{ShipName}&#10;^{launch-craft}}} {{d100h=[[@{ShipCrewRating}]]}} {{npcord=[[3]] }}">
<label style="width:90%" data-i18n="launch-craft">Launch Craft</label>
<b style="width:10%" data-i18n-title="lau-att-title" title="The ships launch bays unleash the active attack craft.&#10;This can be used to start multiple attack craft operations&#10;as determined by the ships Crew Rating" >?</b>
</button>
</div>
<div class="gridbox3">
<button style="width:100%" name="roll_NPCShipOrder4" type="roll"
value="@{gmroll}&{template:custom} {{name=@{ShipName}&#10;^{prep-to-manoeuvre}}} {{d100h=[[@{ShipCrewRating}]]}} {{npcord=[[4]] }}">
<label style="width:90%" data-i18n="prep-to-manoeuvre">Prep to Manoeuvre</label>
<b style="width:10%" data-i18n-title="prep-manu-title" title="The ship gains a bonus to its Manoeuvrability&#10;characteristic as determined by the ships Crew Rating" >?</b>
</button>
<!-- end of line -->
<button style="width:100%" name="roll_NPCShipOrder5" type="roll"
value="@{gmroll}&{template:custom} {{name=@{ShipName}&#10;^{reload-ordnance}}} {{d100h=[[@{ShipCrewRating}]]}} {{npcord=[[5]] }}">
<label style="width:90%" data-i18n="reload-ordnance">Reload Ordnance</label>
<b style="width:10%" data-i18n-title="rld-ord-title" title="Torpedoes are loaded into their tubes and attack craft&#10;are armed and fuelled for an operation." >?</b>
</button>
</div>
<div class="gridbox4">
<button style="width:100%" name="roll_NPCShipOrder6" type="roll"
value="@{gmroll}&{template:custom} {{name=@{ShipName}&#10;^{target-lock}}} {{d100h=[[@{ShipCrewRating}]]}} {{npcord=[[6]] }}">
<label style="width:90%" data-i18n="target-lock">Target Lock</label>
<b style="width:10%" data-i18n-title="targetlock-title" title="The ship gains a bonus to its Detection characteristic&#10;and to all shooting action tests as determined by the ships Crew Rating." >?</b>
</button>
</div>
</div>
</div>
<div class="shipmanu">
<div class="grid4">
<div class="gridbox1">
<button style="width:100%" name="roll_AdjBear" type="roll"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{adjust-bearing}}} {{dosdof=[[((( ([[(@{repeating_pilot_$0_pilot}+@{ShipManoeuvrability}-@{ShipCrippled}-@{crewmanu}-@{manumoralmod}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget=$[[0]]}} {{d100=$[[1]]}} {{testresult= }} {{d1= ?{|@{speedfull},^{speedfull&#38;#125; [[@{ShipSpeed}/@{ShipCrippled2}]]|@{speedhalf},^{speedhalf&#38;#125; [[ceil((@{ShipSpeed}/@{ShipCrippled2})/2)]] }}} {{t1=^{turnang} @{ShipTurnArc}}}">
<label style="width:90%" data-i18n="adjust-bearing">Adjust Bearing</label>
<b style="width:10%" data-i18n-title="adjust-bearing-title" title="Adjust Bearing&#10;Challenging (+0) Pilot (Space Craft) + Manoeuvrability Test&#10;&#10;On a success, the starship may turn after moving&#10;one VU less than its Speed value.(Half or Full)&#10;&#10;For every degree of success, it may turn after&#10;moving one less VU.&#10;&#10;A starship must move at least one VU before turning.&#10;Once the starship has turned, it must move&#10;the remaining distance so its complete movement&#10;is equal to its half or full Speed value.">?</b>
</button>
<!-- end of line -->
<button style="width:100%" name="roll_AdjSpeed" type="roll"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{adjust-speed}}} {{dosdof=[[((( ([[(@{repeating_pilot_$0_pilot}+@{ShipManoeuvrability}-@{ShipCrippled}-@{crewmanu}-@{manumoralmod}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget=$[[0]]}} {{d100=$[[1]]}} {{testresult= }} {{d1= ?{|@{speedfull},^{speedfull&#38;#125; [[@{ShipSpeed}/@{ShipCrippled2}]]|@{speedhalf},^{speedhalf&#38;#125; [[ceil((@{ShipSpeed}/@{ShipCrippled2})/2)]] }}} {{t1=^{turnang} @{ShipTurnArc}}}">
<label style="width:90%" data-i18n="adjust-speed">Adjust Speed</label>
<b style="width:10%" data-i18n-title="adjust-speed-title" title="Adjust Speed&#10;Challenging (+0) Pilot (Space Craft) + Manoeuvrability Test&#10;&#10;On a success, he may increase or decrease the number&#10;of VUs his ship moves by one.&#10;&#10;For every degree of success, he may increase or decrease&#10;that number by an additional one.&#10;&#10;The starship may not move less than 0 VUs&#10;The starship may not move double&#10;or more its Speed value using this Manoeuvre&#10;(use Flank Speed ext. Action)">?</b>
</button>
<!-- end of line -->
<button style="width:100%" name="roll_EvManu" type="roll"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{evasive-manoeuvres}}} {{dosdof=[[((( ([[(@{repeating_pilot_$0_pilot}+@{ShipManoeuvrability}-@{ShipCrippled}-10-@{crewmanu}-@{manumoralmod}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget=$[[0]]}} {{d100=$[[1]]}} {{testresult= }}">
<label style="width:90%" data-i18n="evasive-manoeuvres">Evasive Manoeuvres</label>
<b style="width:10%" data-i18n-title="evasive-manoeuvres-title" title="Evasive Manoeuvres&#10;Difficult (-10) Pilot (Space Craft) + Manoeuvrability Test&#10;&#10;This move imposes a -10 penalty on all Shooting Actions&#10;against this Ship on a Success&#10;plus an additional -10 for every Degree of Success&#10;Until the beginning of its Next Turn.&#10;&#10;This Ship also suffers the same penalty&#10;during its own Shooting Action.">?</b>
</button>
</div>
<div class="gridbox2">
<button style="width:100%" name="roll_AdjSpeBear" type="roll"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{adjust-speed-and-bearing}}} {{dosdof=[[((( ([[(@{repeating_pilot_$0_pilot}+@{ShipManoeuvrability}-@{ShipCrippled}-20-@{crewmanu}-@{manumoralmod}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget=$[[0]]}} {{d100=$[[1]]}} {{testresult= }} {{d1= ?{|@{speedfull},^{speedfull&#38;#125; [[@{ShipSpeed}/@{ShipCrippled2}]]|@{speedhalf},^{speedhalf&#38;#125; [[ceil((@{ShipSpeed}/@{ShipCrippled2})/2)]] }}} {{t1=^{turnang} @{ShipTurnArc}}}">
<label style="width:90%" data-i18n="adjust-speed-and-bearing">Adjust Speed and Bearing</label>
<b style="width:10%" data-i18n-title="adjust-sp-be-title" title="Adjust Speed and Bearing&#10;Hard (20) Pilot (Space Craft) + Manoeuvrability Test&#10;&#10;Combines the effects of Adjust Speed and Adjust Bearing&#10;in a single manoeuvre, the limitations of both still apply.">?</b>
</button>
<!-- end of line -->
<button style="width:100%" name="roll_RamManu" type="roll"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{ramming-manoeuvre}}} {{dosdof=[[((( ([[(@{repeating_pilot_$0_pilot}+@{ShipManoeuvrability}-@{ShipCrippled}-20-@{crewmanu}-@{manumoralmod}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget=$[[0]]}} {{d100=$[[1]]}} {{testresult= }} ">
<label style="width:90%" data-i18n="ramming-manoeuvre">Ramming Manoeuvre</label>
<b style="width:10%" data-i18n-title="ramming-title" title="Ramming Manoeuvre&#10;Hard (20) Pilot (Space Craft) + Manoeuvrability Test&#10;&#10;If a ship ends its Manoeuvre Action within 1 VU of an enemy vessel&#10;and its Prow is facing said vessel, the ship may give up its&#10;Shooting Action this turn and Ram the ship instead.&#10;&#10;If succeessful, the ship crashes and does damage based on Hull Size&#10;+ Prow Armour + Armored Prow Component (if any)&#10;&#10;The ramming ship then takes damage equal to the&#10;defending ships Armour plus 1d5 to their Prow armour.">?</b>
</button>
<!-- end of line -->
<button style="width:100%" name="roll_ejump" type="roll"
value="@{gmroll}&{template:custom} {{name=@{ShipName}&#10;^{emergency-warp-jump}}} {{dosdof=[[((( ([[(@{repeating_navigation_$0_navigation} -30 + (?{@{modifier}|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }} {{desc=^{crew-morale} [[1d10]] ^{damage}}}">
<label style="width:90%" data-i18n="emergency-warp-jump">Emergency Warp Jump</label>
<b style="width:10%" data-i18n-title="emergency-warp-title" title="Emergency Warp Jump - Very Hard (30) Navigation (Warp) Test -&#10;In hopeless situations, the Navigator can try to quickly plot an escape route into the Warp&#10;&#10;During the ship's strategic turn, If the test Succeeds, the ship escapes into the Warp.&#10;It can also be used to escape during Narrative Time.&#10;&#10;However most crew members are horrified of what could happen and as such&#10;after the action is taken the Crew suffers 1d10 to Morale (regardless of the result)&#10;&#10;This Action is not possible if the Warp or Plasma Drive is Damaged&#10;Unpowered or Destroyed.&#10;&#10;What happens after, is up to the GM (but it should be suitably horrible)&#10;&#10;WARNING: For this macro to work properly, the skill -Navigation (Warp)-&#10;Must be the FIRST (top of the list) skill in the NAVIGATION SKILL GROUP (Skills Tab)">?</b>
</button>
</div>
<div class="gridbox3">
<button style="width:100%" name="roll_ComeNewHead" type="roll"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{come-to-new-heading}}} {{dosdof=[[((( ([[(@{repeating_pilot_$0_pilot}+@{ShipManoeuvrability}-@{ShipCrippled}-10-@{crewmanu}-@{manumoralmod}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget=$[[0]]}} {{d100=$[[1]]}} {{testresult= }} {{d1=^{speedfull} [[@{ShipSpeed}/@{ShipCrippled2}]]&#10;^{speedhalf} [[ceil((@{ShipSpeed}/@{ShipCrippled2})/2)]] }} {{t1=^{turnang} @{ShipTurnArc}}}">
<label style="width:90%" data-i18n="come-to-new-heading">Come to New Heading</label>
<b style="width:10%" data-i18n-title="new-head-title" title="Come to New Heading&#10;Difficult (10) Pilot (Space Craft) + Manoeuvrability Test&#10;&#10;Success means the starship may turn when it has&#10;moved half its Speed value, then turn again when&#10;it has moved its full Speed value.&#10;&#10;The ship suffers 20 to any Ballistic Skill Tests to fire, during this turn.">?</b>
</button>
<!-- end of line -->
<button style="width:100%" name="roll_BoardingManu" type="roll"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{boarding-action}}} {{dosdof=[[((( ([[(@{repeating_pilot_$0_pilot}+@{ShipManoeuvrability}-@{ShipCrippled}-20-@{crewmanu}-@{manumoralmod}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget=$[[0]]}} {{d100=$[[1]]}} {{testresult= }}">
<label style="width:90%" data-i18n="boarding-action">Boarding Action</label>
<b style="width:10%" data-i18n-title="boarding-title" title="Boarding Action&#10;Hard (20) Pilot (Space Craft) + Manoeuvrability Test&#10;&#10;If a starship ends its Manoeuvre Action within 1 VU of its target&#10;it may give up its shooting action to Board the target.&#10;&#10;If he succeeds, the two ships crash together&#10;and the boarding action begins.&#10;&#10;See Page 215 RTC for rules on Boarding enemy ships.">?</b>
</button>
</div>
<div class="gridbox4">
<button style="width:100%" name="roll_DisManu" type="roll"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{disengage}}} {{dosdof=[[((( ([[(@{repeating_pilot_$0_pilot}+@{ShipManoeuvrability}-@{ShipCrippled}-@{crewmanu}-@{manumoralmod}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget=$[[0]]}} {{d100=$[[1]]}} {{testresult= }}">
<label style="width:90%" data-i18n="disengage">Disengage</label>
<b style="width:10%" data-i18n-title="disengage-title" title="Disengage&#10;Opposed Challenging (+0) Pilot (Space Craft) + Manoeuvrability Test&#10;vs Challenging (+0) Detection + Scrutiny (within 20 VUs.)&#10;&#10;This gives the starship a chance to flee the battle.&#10;Disengage may not be done if the ship is within 8 VUs of any enemy&#10;&#10;If the number of successes is greater than the successes of&#10;each enemy ship, the ship leaves combat, and may not renter it.&#10;&#10;Whether it succeeds or fails, the ship may not&#10;fire any of its Weapons during this turn.">?</b>
</button>
<!-- end of line -->
<button style="width:100%" name="roll_OtherManu" type="roll"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;^{other-manoeuvres}}} {{dosdof=[[((( ([[(@{repeating_pilot_$0_pilot}+@{ShipManoeuvrability}-@{ShipCrippled}-@{crewmanu}-@{manumoralmod}+(?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget=$[[0]]}} {{d100=$[[1]]}} {{testresult= }}">
<label style="width:90%" data-i18n="other-manoeuvres">Other Manoeuvres</label>
<b style="width:10%" data-i18n-title="other-advanced-title" title="Other Advanced Manoeuvres&#10;Pilot (Space Craft) + Manoeuvrability + Test Difficulty&#10;&#10;Used to traverse difficult terrain such as&#10;Ice Rings, Asteroid Fields, Gravity Wells, ect.&#10;&#10;This macro does not have any integrated modifiers.">?</b>
</button>
</div>
</div>
</div>
<div class="shipwp4">
<div class="grid2">
<div class="leftbox">
<textarea name="attr_ShipComplications" style="height:300px" data-i18n-placeholder="complications" placeholder="Complications"></textarea>
</div>
<div class="rightbox">
<textarea name="attr_ShipSpecialActions" style="height:300px" data-i18n-placeholder="special" placeholder="Special"></textarea>
</div>
</div>
</div>
<!-- Weapon Capacity section -->
<div style="margin: 5px 0">
<label style="width:30%;font-size: 17px; text-align:center" data-i18n="weapon-capacity">WEAPON CAPACITY</label>
<label style="width:10%; text-align:right" data-i18n="dorsal">Dorsal:</label>
<div class="spacing" style="width:1%"></div>
<input name="attr_ShipWeaponDorsal" type="number" style="width:3%"/>
<label style="width:10%; text-align:right" data-i18n="prow">Prow:</label>
<div class="spacing" style="width:1%"></div>
<input name="attr_ShipWeaponProw" type="number" style="width:3%"/>
<label style="width:10%; text-align:right" data-i18n="port">Port:</label>
<div class="spacing" style="width:1%"></div>
<input name="attr_ShipWeaponPort" type="number" style="width:3%"/>
<label style="width:10%; text-align:right" data-i18n="starboard">Starboard:</label>
<div class="spacing" style="width:1%"></div>
<input name="attr_ShipWeaponStarboard" type="number" style="width:3%"/>
<label style="width:10%; text-align:right" data-i18n="keel">Keel:</label>
<div class="spacing" style="width:1%"></div>
<input name="attr_ShipWeaponKeel" type="number" style="width:3%"/>
</div>
<fieldset class="repeating_shipweapons">
<div class="spacing" style="width:100%; height:8px"></div>
<input type="hidden" class="shiptoggle" name="attr_shiptabtoggle" value="shipmanu"/>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton shipweapon" style="width:18.8%">
<input type="checkbox" name="attr_shiptabtoggle" value="shipmanu" hidden="true" checked="true"/>
<div data-i18n="macro-battery">Macro Battery</div>
</label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton shipweapon" style="width:18.8%">
<input type="checkbox" name="attr_shiptabtoggle" value="shipaction" hidden="true" />
<div data-i18n="lance-battery">Lance Battery</div>
</label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton shipweapon" style="width:18.8%">
<input type="checkbox" name="attr_shiptabtoggle" value="shipnpc" hidden="true" />
<div data-i18n="torpedo">Torpedo</div>
</label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton shipweapon" style="width:18.8%">
<input type="checkbox" name="attr_shiptabtoggle" value="shipwp4" hidden="true" />
<div data-i18n="attack-craft">Attack Craft</div>
</label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton shipweapon" style="width:18.8%">
<input type="checkbox" name="attr_shiptabtoggle" value="shipwp5" hidden="true" />
<div data-i18n="nova-cannon">Nova Cannon</div>
</label>
<div class="spacing" style="width:1%"></div>
<div class="shipmanu">
<input name="attr_ShipWeaponName" style="width:60%" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div class="spacing" style="width:0.5%"></div>
<button type="roll" name="roll_shipballistic" style="width:19.5%"
value="@{gmroll}&{template:custom} {{name=@{ShipName}&#10;@{ShipWeaponName}}} {{spmac=[[((( ([[(@{ShipBallistic} + ?{|@{inrange} (+0),0 |@{harange} (+10),10 |@{twrange} (-10),-10} + (?{@{modifier}|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]]}} {{testtarget=$[[0]]}} {{d100=$[[1]]}} {{xd5=[[(ceil(@{ShipWeaponStrength}/@{ShipCrippled2}))]] }} {{xd10=[[@{ShipWeaponCrit}]]}} {{d5=[[1d5]]}}">
<label style="width:75%" data-i18n="fire-ship-weapon">Fire!</label>
<b style="width:25%" data-i18n-title="fire-macro-title" title="Shooting Action: Fire Macrobattery&#10;Uses the selected Shooting Action Score&#10;&#10;Deals 1 hit on success +1 hit per degree of success&#10;Up to the weapons Strength value.">?</b>
</button>
<div class="spacing" style="width:0.5%"></div>
<button type="roll" name="roll_shipdamage" style="width:19.5%"
value="@{gmroll}&{template:custom} {{name=@{ShipWeaponName}&#10;^{damage}}} {{t1=[[ ?{&#x1F4A2;|1,@{ShipWeaponDamage}|2,@{ShipWeaponDamage}+@{ShipWeaponDamage}|3,@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}|4,@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}|5,@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}
|6,@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}|7?,@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}|8?,@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage}+@{ShipWeaponDamage} }]] }}">
<label data-i18n="damage">Damage</label></button>
<!--end of line-->
<b style="width:4%" data-i18n-title="weapon-strength-title" title="Weapon Strength&#10;&#10;If the ship is Crippled&#10;This value will be halved&#10;(rounding up)">?</b>
<i style="width:3%">&#10095;</i>
<input type="number" name="attr_ShipWeaponStrength" style="width:5%"/>
<div class="spacing" style="width:1%"></div>
<input type="text" name="attr_ShipWeaponDamage" style="width:15%" data-i18n-placeholder="damage" placeholder="Damage"/>
<label style="width:10%; text-align:right" data-i18n="crit">Crit:</label>
<div class="spacing" style="width:1%"></div>
<input type="number" name="attr_ShipWeaponCrit" style="width:5%"/>
<label style="width:13%; text-align:right" data-i18n="range">Range:</label>
<div class="spacing" style="width:1%"></div>
<input name="attr_ShipWeaponRange" style="width:10%" type="text"/>
<div class="spacing" style="width:1%"></div>
<select name="attr_ShipWeaponLocation" style="width:27%">
<option data-i18n="Firing-Arc-Ship" disabled style="background:gray;font-weight:bold;color:white;">Firing Arc</option>
<option data-i18n="fa-fore-port-startb" data-i18n-vars="(&#128962;)" value="Dorsal" selected>F+P+S</option>
<option data-i18n="fa-fore" data-i18n-vars="(&#11165;)" value="Fore">Fore</option>
<option data-i18n="fa-port" data-i18n-vars="(&#11164;)" value="Port">Port</option>
<option data-i18n="fa-starb" data-i18n-vars="(&#11166;)" value="Starboard">Starboard</option>
<option data-i18n="fa-broad" data-i18n-vars="(&#11164; &#11166;)" value="Broad">Broadside</option>
<option data-i18n="fa-aft" data-i18n-vars="(&#11167;)" value="Aft">Aft</option>
<option data-i18n="fa-any" data-i18n-vars="(&#128966;)" value="Any">Any</option>
</select>
<input type="checkbox" style="width:4%" name="attr_HideShipWeapondesc" value="1" class="arrow icon"/>
<div class="hbody"><textarea name="attr_ShipWeapondesc" style="height:65px" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</div>
<div class="shipaction">
<input name="attr_ShipWeaponName2" style="width:60%" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div class="spacing" style="width:0.5%"></div>
<button type="roll" name="roll_shipballistic2" style="width:19.5%"
value="@{gmroll}&{template:custom} {{name=@{ShipName}&#10;@{ShipWeaponName2}}} {{splan=[[((( ([[(@{ShipBallistic} + ?{|@{inrange} (+0),0 |@{harange} (+10),10 |@{twrange} (-10),-10} + (?{@{modifier}|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{xd5=[[(ceil(@{ShipWeaponStrength2}/@{ShipCrippled2}))]] }} {{xd10=[[@{ShipWeaponCrit2}]]}} {{d5=[[1d5]]}}">
<label style="width:75%" data-i18n="fire-ship-weapon">Fire!</label>
<b style="width:25%" data-i18n-title="fire-lance-title" title="Shooting Action: Fire Lance&#10;Uses the selected Shooting Action Score&#10;&#10;Deals 1 hit on success +1 hit per 3 degrees of success&#10;Up to the weapons Strength value.">?</b>
</button>
<div class="spacing" style="width:0.5%"></div>
<button type="roll" name="roll_shipdamage2" style="width:19.5%"
value="@{gmroll}&{template:custom} {{name=@{ShipWeaponName2}&#10;^{damage}}} {{d1= ?{&#x1F4A2;|1,[[@{ShipWeaponDamage2}]]|2,[[@{ShipWeaponDamage2}]] [[@{ShipWeaponDamage2}]]|3,[[@{ShipWeaponDamage2}]] [[@{ShipWeaponDamage2}]] [[@{ShipWeaponDamage2}]]|4,[[@{ShipWeaponDamage2}]] [[@{ShipWeaponDamage2}]] [[@{ShipWeaponDamage2}]] [[@{ShipWeaponDamage2}]] }}} {{t1=^{shipignore}}}">
<label data-i18n="damage">Damage</label></button>
<!--end of line-->
<b style="width:4%" data-i18n-title="weapon-strength-title" title="Weapon Strength&#10;&#10;If the ship is Crippled&#10;This value will be halved&#10;(rounding up)">?</b>
<i style="width:3%">&#10095;</i>
<input type="number" name="attr_ShipWeaponStrength2" style="width:5%"/>
<div class="spacing" style="width:1%"></div>
<input type="text" name="attr_ShipWeaponDamage2" style="width:15%" data-i18n-placeholder="damage" placeholder="Damage"/>
<label style="width:10%; text-align:right" data-i18n="crit">Crit:</label>
<div class="spacing" style="width:1%"></div>
<input type="number" name="attr_ShipWeaponCrit2" style="width:5%"/>
<label style="width:13%; text-align:right" data-i18n="range">Range:</label>
<div class="spacing" style="width:1%"></div>
<input name="attr_ShipWeaponRange2" style="width:10%" type="text"/>
<div class="spacing" style="width:1%"></div>
<select name="attr_ShipWeaponLocation2" style="width:27%">
<option data-i18n="Firing-Arc-Ship" disabled style="background:gray;font-weight:bold;color:white;">Firing Arc</option>
<option data-i18n="fa-fore-port-startb" data-i18n-vars="(&#128962;)" value="Dorsal" selected>F+P+S</option>
<option data-i18n="fa-fore" data-i18n-vars="(&#11165;)" value="Fore">Fore</option>
<option data-i18n="fa-port" data-i18n-vars="(&#11164;)" value="Port">Port</option>
<option data-i18n="fa-starb" data-i18n-vars="(&#11166;)" value="Starboard">Starboard</option>
<option data-i18n="fa-broad" data-i18n-vars="(&#11164; &#11166;)" value="Broad">Broadside</option>
<option data-i18n="fa-aft" data-i18n-vars="(&#11167;)" value="Aft">Aft</option>
<option data-i18n="fa-any" data-i18n-vars="(&#128966;)" value="Any">Any</option>
</select>
<input type="checkbox" style="width:4%" name="attr_HideShipWeapondesc2" value="1" class="arrow icon"/>
<div class="hbody"><textarea name="attr_ShipWeapondesc2" style="height:65px" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</div>
<div class="shipnpc">
<input name="attr_TorpedoName" style="width:60%" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div class="spacing" style="width:0.5%"></div>
<button type="roll" name="roll_shipballistic3" style="width:19.5%"
value="@{gmroll}&{template:custom} {{name=@{ShipName}&#10;@{TorpedoName}}} {{d1=^{salvo}: @{TorpedoStrength}}} {{sptor=[[((( ([[(@{ShipBallistic} + @{TorpedoRating} + (?{@{modifier}|0}) )]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{xd5=[[@{TorpedoStrength}]] }}">
<label style="width:75%" data-i18n="salvo">Salvo</label>
<b style="width:25%" data-i18n-title="salvo-hit-title" title="Tests Torpedo salvo Hit&#10;Shooting Action Score + Torpedo Rating&#10;&#10;Deals 1 hit on success +1 hit per degree of success&#10;Up to the weapons Salvo Strength value." >?</b>
</button>
<div class="spacing" style="width:0.5%"></div>
<button type="roll" name="roll_shipdamage3" style="width:19.5%"
value="@{gmroll}&{template:custom} {{name=@{TorpedoName}&#10;^{damage}}} {{tordmg= ?{&#x1F4A2;|1,[[@{TorpedoDamage}]]|2,[[@{TorpedoDamage}]] [[@{TorpedoDamage}]]|3,[[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]]|4,[[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]]|
5,[[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]]|
6,[[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]]|
7?,[[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]]|
8??,[[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] [[@{TorpedoDamage}]] }}} {{d5=[[1d5]]}}">
<label data-i18n="damage">Damage</label></button>
<!--end of line-->
<label style="width:13%; text-align:right" data-i18n="salvo">Salvo</label>
<b style="width:6%" data-i18n-title="salvo-torpedo-title" title="Salvo Strength&#10;&#10;Determined by how many&#10;torpedo tubes are used.&#10;&#10;Tubes can fire Half or Full Salvos&#10;Adjust number before testing.">?</b>
<input type="number" name="attr_TorpedoStrength" style="width:7%"/>
<label style="width:14%; text-align:right" data-i18n="rating">Rating:</label>
<div class="spacing" style="width:1%"></div>
<input type="number" name="attr_TorpedoRating" style="width:7%"/>>
<label style="width:14%; text-align:right" data-i18n="speed">Speed:</label>
<div class="spacing" style="width:1%"></div>
<input type="number" name="attr_TorpedoSpeed" style="width:7%"/>
<div class="spacing" style="width:2%"></div>
<select name="attr_TorpedoDamage" style="width:17%; font-weight:bold; text-align:center">
<option disabled style="background:gray;font-weight:bold;color:white;" data-i18n="damage">Damage</option>
<option value="1d10ro<@{TorpedoPen}cs>@{TorpedoCrit}+@{TorpDamageBonus}">1d10</option>
<option value="2d10ro<@{TorpedoPen}cs>@{TorpedoCrit}+@{TorpDamageBonus}" selected>2d10</option>
<option value="3d10ro<@{TorpedoPen}cs>@{TorpedoCrit}+@{TorpDamageBonus}">3d10</option>
</select>
<label style="width:4%; font-size:18px; text-align:center;">+</label>
<input type="number" name="attr_TorpDamageBonus" style="width:7%"/>
<!--end of line-->
<label style="width:13%; text-align:right" data-i18n="crit">Crit:</label>
<div class="spacing" style="width:1%"></div>
<input type="number" min="0" value="0" name="attr_TorpedoCrit" style="width:7%"/>
<label style="width:14%; text-align:right" data-i18n="range">Range:</label>
<div class="spacing" style="width:1%"></div>
<input type="number" name="attr_TorpedoRange" style="width:7%"/>
<label style="width:13%; text-align:right" data-i18n="penetrationAcronym">Pen</label>
<b style="width:6%" data-i18n-title="tpen-title" title="Terminal Penetration&#10;Rerolls for TP are included in Damage macro.">?</b>
<input type="number" name="attr_TorpedoPen" style="width:7%"/>
<label style="width:18%; text-align:right" data-i18n="reserve">Reserve:</label>
<div class="spacing" style="width:1%"></div>
<input type="number" name="attr_TorpedoReserve" style="width:7%"/>
<div class="spacing" style="width:1%"></div>
<input type="checkbox" style="width:4%" name="attr_HideTorpedoDesc" value="1" class="arrow icon"/>
<div class="hbody"><textarea name="attr_Torpedodesc" style="height:65px" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</div>
<div class="shipwp4">
<input name="attr_SquadName" style="width:60%" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div class="spacing" style="width:0.5%"></div>
<button type="roll" name="roll_squadattack" style="width:19.5%" value="@{gmroll}&{template:custom} {{name=@{ShipName}&#10;@{SquadName}}} {{dosdof=[[((( ([[(@{Command} + @{SquadRating} + (?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{testresult= }} {{desc=@{SquadType}}}">
<label style="width:75%" data-i18n="engage">Engage</label>
<b style="width:25%" data-i18n-title="engagement-test-title" title="Squadron Engagement test&#10;Challenging (+0) Command + Craft Rating&#10;&#10;This test has many variables not included.&#10;&#10;See Battlefleet Koronus supplement page 11." >?</b>
</button>
<div class="spacing" style="width:0.5%"></div>
<select name="attr_SquadStrength" style="width:19.5%">
<option data-i18n="Squadron-Strength" disabled style="background:gray;font-weight:bold;color:white;">Squadron Strength</option>
<option data-i18n="Full-Strength" value="Full Strength" selected>Full Strength</option>
<option data-i18n="Half-Strength" value="Half Strength" >Half Strength</option>
<option data-i18n="Eliminated" value="Eliminated" >Eliminated</option>
</select>
<!--end of line-->
<select name="attr_SquadType" style="width:20%">
<option data-i18n="Squadron-Type" disabled style="background:gray;font-weight:bold;color:white;">Squadron Type</option>
<option data-i18n="Fighters" value="" selected>Fighters</option>
<option data-i18n="Bombers" value="**^{damage}** [[1d10+4]]">Bombers</option>
<option data-i18n="Assault-Boats" value="">Assault Boats</option>
</select>
<label style="width:16%; text-align:right" data-i18n="rating">Rating:</label>
<div class="spacing" style="width:1%"></div>
<input type="number" name="attr_SquadRating" style="width:7%"/>
<label style="width:16%; text-align:right" data-i18n="speed">Speed:</label>
<div class="spacing" style="width:1%"></div>
<input type="number" name="attr_SquadSpeed" style="width:7%"/>
<label style="width:16%; text-align:right" data-i18n="size">Size:</label>
<div class="spacing" style="width:1%"></div>
<input name="attr_SquadSize" style="width:7%" type="number"/>
<div class="spacing" style="width:4%"></div>
<input type="checkbox" style="width:4%" name="attr_HideSquadDesc" value="1" class="arrow icon">
<div class="hbody"><textarea name="attr_Squaddesc" style="height:65px" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</div>
<div class="shipwp5">
<input name="attr_NovaName" style="width:60%" type="text" data-i18n-placeholder="name" placeholder="Name"/>
<div class="spacing" style="width:0.5%"></div>
<button type="roll" name="roll_novacannon" style="width:19.5%"
value="@{gmroll}&{template:custom} {{name=@{ShipName}&#10;@{NovaName}}} {{nova1=[[((( ([[(@{ShipBallistic} -20 + (?{@{modifier}|0}))]] - [[1d100cs1cf100]]) * 100 % 999 % 100 )))]] }} {{testtarget= $[[0]] }} {{d100= $[[1]] }} {{d5=[[1d5]]}} {{xd5=[[1d5+2]]}}">
<label style="width:75%" data-i18n="fire-ship-weapon">Fire!</label>
<b style="width:25%" data-i18n-title="fire-nova-title" title="Shooting Action: Fire Nova Cannon&#10;Shooting Action Score -20 (Nova Cannon penalty)&#10;&#10;If a ship performs a Manoeuvre Action with a total modifier&#10;of greater than Challenging(+0), it may not fire its Nova Cannon&#10;on the same turn. Crippled ships cannot fire.&#10;&#10;Low Accuracy: Failed test.&#10;Average Accuracy: Success on test&#10;High Accuracy: 2 or more Degrees of Success" >?</b>
</button>
<div class="spacing" style="width:0.5%"></div>
<button type="roll" name="roll_novadmg" style="width:19.5%"
value="@{gmroll}&{template:custom} {{name=@{NovaName}&#10;^{damage}}} {{nova2= ?{&#x1F4A2;|1,[[@{NovaDamage}]]|2,[[@{NovaDamage}]] [[@{NovaDamage}]]|3,[[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]]|4,[[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]]|
5,[[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]]|
6,[[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]]|
7,[[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]] [[@{NovaDamage}]]} }} {{desc=^{shipignore} }}">
<label style="width:75%" data-i18n="damage">Damage</label>
<b style="width:25%" data-i18n-title="nova-damage-title" title="Roll Damage&#10;&#10;Any Natural 10 roll, scores One Critical Hit&#10;Roll 1d5s below for every Natural 10." >?</b>
</button>
<!--end of line-->
<label style="width:14%; text-align:right" data-i18n="damage">Damage:</label>
<div class="spacing" style="width:1%"></div>
<input name="attr_NovaDamage" style="width:12%" type="text"/>
<label style="width:19%; text-align:right" data-i18n="reserve">Reserve:</label>
<div class="spacing" style="width:1%"></div>
<input type="number" name="attr_NovaAmmo" style="width:7%"/>
<label style="width:24%; text-align:right" data-i18n="nova-range-void-units">Range: 6 VU</label>
<i style="width:3%">&#10095;</i>
<input type="number" name="attr_NovaRange" style="width:7%"/>
<div class="spacing" style="width:1%"></div>
<button name="roll_novasimpledice" type="roll" style="width:7%" value="/r ?{10s?|1}d5"><label>1d5</label></button>
<input type="checkbox" style="width:4%" name="attr_HideNovaDesc" value="1" class="arrow icon"/>
<div class="hbody"><textarea name="attr_Novadesc" style="height:65px" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</div>
</fieldset>
<!--Essential and supplemental Components-->
<div class="grid2">
<div class="leftbox">
<input type="hidden" name="attr_ShipEssentialComponentsPowerTotal" value="0"></input>
<input type="hidden" name="attr_ShipEssentialComponentsSpaceTotal" value="0"></input>
<input type="hidden" name="attr_ShipEssentialComponentsSPTotal" value="0"></input>
<label style="width:71%; text-align:center" data-i18n="essential-components">ESSENTIAL COMPONENTS</label>
<b style="width:9%" data-i18n-title="power-used-title-ext" title="Power Used&#10;&#10;If this is the Plasma Drive&#10;Leave Value at 0&#10;Type value in Power Max Field">e</b>
<b style="width:8%" data-i18n-title="space-used-title" title="Space Used">`</b>
<b style="width:9%" data-i18n-title="ship-points-sp" title="SP">S</b>
<div class="spacing" style="width:3%"></div>
<fieldset class="repeating_shipessentialcomponents" name="attr_repeating_shipessentialcomponents">
<input type="text" name="attr_ShipEssentialComponentName" style="width:71%" data-i18n-placeholder="name" placeholder="Name"/>
<div class="spacing" style="width:0.5%"></div>
<input type="number" name="attr_ShipEssentialComponentPower" style="width:8%" value="0"/>
<div class="spacing" style="width:0.5%"></div>
<input type="number" name="attr_ShipEssentialComponentSpace" style="width:8%" value="0"/>
<div class="spacing" style="width:0.5%"></div>
<input type="number" name="attr_ShipEssentialComponentSP" style="width:8%" value="0"/>
<div class="spacing" style="width:0.5%"></div>
<input type="checkbox" name="attr_HideEssentialcomponent" style="width:3%" value="1" class="arrow icon"/>
<!--end of line-->
<label class="fancyButton shipweapon" style="width:19.2%"><input type="checkbox" name="attr_ShipEssentialHoled" value="1" hidden="true"/><div data-i18n="holed">Holed</div></label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton shipweapon" style="width:19.2%"><input type="checkbox" name="attr_ShipEssentialUnpowered" value="1" hidden="true"/><div data-i18n="unpowered">Unpowered</div></label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton shipweapon" style="width:19.2%"><input type="checkbox" name="attr_ShipEssentialOnFire" value="1" hidden="true"/><div data-i18n="on-fire">On Fire!</div></label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton shipweapon" style="width:19.2%"><input type="checkbox" name="attr_ShipEssentialDamaged" value="1" hidden="true"/><div data-i18n="damaged">Damaged</div></label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton shipweapon" style="width:19.2%"><input type="checkbox" name="attr_ShipEssentialDestroyed" value="1" hidden="true"/><div data-i18n="destroyed">Destroyed</div></label>
<div class="hbody"><textarea name="attr_ShipEssentialComponentdesc" style="height:65px" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
<div class="spacing" style="width:100%; height:7px"></div>
</fieldset>
</div>
<div class="rightbox">
<input type="hidden" name="attr_ShipSupplementalComponentsPowerTotal" value="0"></input>
<input type="hidden" name="attr_ShipSupplementalComponentsSpaceTotal" value="0"></input>
<input type="hidden" name="attr_ShipSupplementalComponentsSPTotal" value="0"></input>
<label style="width:71%; text-align:center" data-i18n="supplemental-components">SUPPLEMENTAL COMPONENTS</label>
<b style="width:9%" data-i18n-title="power-used-title" title="Power Used">e</b>
<b style="width:8%" data-i18n-title="space-used-title" title="Space Used">`</b>
<b style="width:9%" data-i18n-title="ship-points-sp" title="SP">S</b>
<div class="spacing" style="width:3%"></div>
<fieldset class="repeating_shipsupplementalcomponents" name="attr_repeating_shipsupplementalcomponents">
<input type="text" name="attr_ShipSupplementalComponentName" style="width:71%" data-i18n-placeholder="name" placeholder="Name"/>
<div class="spacing" style="width:0.5%"></div>
<input type="number" name="attr_ShipSupplementalComponentPower" style="width:8%" value="0"/>
<div class="spacing" style="width:0.5%"></div>
<input type="number" name="attr_ShipSupplementalComponentSpace" style="width:8%" value="0"/>
<div class="spacing" style="width:0.5%"></div>
<input type="number" name="attr_ShipSupplementalComponentSP" style="width:8%" value="0">
<div class="spacing" style="width:0.5%"></div>
<input type="checkbox" class="arrow icon" style="width:3%" name="attr_HideSupplementalcomponent" value="1"></input>
<!--end of line-->
<label class="fancyButton shipweapon" style="width:19.2%"><input type="checkbox" name="attr_ShipSupplementalHoled" value="1" hidden="true"/><div data-i18n="holed">Holed</div></label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton shipweapon" style="width:19.2%"><input type="checkbox" name="attr_ShipSupplementalUnpowered" value="1" hidden="true"/><div data-i18n="unpowered">Unpowered</div></label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton shipweapon" style="width:19.2%"><input type="checkbox" name="attr_ShipSupplementalOnFire" value="1" hidden="true"/><div data-i18n="on-fire">On Fire!</div></label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton shipweapon" style="width:19.2%"><input type="checkbox" name="attr_ShipSupplementalDamaged" value="1" hidden="true"/><div data-i18n="damaged">Damaged</div></label>
<div class="spacing" style="width:1%"></div>
<label class="fancyButton shipweapon" style="width:19.2%"><input type="checkbox" name="attr_ShipSupplementalDestroyed" value="1" hidden="true"/><div data-i18n="destroyed">Destroyed</div></label>
<div class="hbody"><textarea name="attr_ShipSupplementalComponentdesc"style="height:65px" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
<div class="spacing" style="width:100%; height:7px"></div>
</fieldset>
</div>
</div>
</div>
<!-- Journal Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
<div class="journal">
<h1 data-i18n="experience-and-advances">Experience and Advances</h1>
<div>
<label style="width:12%; text-align:right" data-i18n="xp-to-spend">XP to Spend</label>
<b style="width:3%" data-i18n-title="rem-xp-title" title="Remaining XP to spend on Advances">?</b>
<input name="attr_XPtoSpend" type="text" style="width:7%" value="(@{XPTotal}) - (@{XPSpent})" disabled></input>
<label style="width:12%; text-align:right" data-i18n="total-xp-spent">Total XP Spent</label>
<b style="width:3%" data-i18n-title="total-xp-title" title="Total XP Spent determines your character's Rank&#10;&#10;Rank 1: 5,000 - 6,999&#10;Rank 2: 7,000 - 9,999&#10;Rank 3: 10,000 12,999&#10;Rank 4: 13,000 16,999&#10;Rank 5: 17,000 20,999&#10;Rank 6: 21,000 24,999&#10;Rank 7: 25,000 29,999&#10;Rank 8: 30,000 - 34,999+">?</b>
<input name="attr_XPSpent" type="text" style="width:7%" value="(@{advtotal1} + @{advtotal2} + @{advtotal3})" disabled></input>
<input name="attr_advtotal1" type="hidden" value="0"/>
<input name="attr_advtotal2" type="hidden" value="0"/>
<input name="attr_advtotal3" type="hidden" value="0"/>
<label style="width:11%; text-align:right" data-i18n="earned-xp">Earned XP</label>
<b style="width:3%" data-i18n-title="xp-earned-title" title="XP Earned during play&#10;&#10;Characters start with 4500 XP spent on&#10;character creation +500 XP for customizing&#10;&#10;Add a *Character Creation* advance costing&#10;4500 XP for an accurate Rank determination&#10;&#10;A starting Rogue Trader character is near equivalent&#10;to a Rank 5 Dark Heresy character">?</b>
<input style="width:7%" name="attr_XPTotal" type="number" value="5000"></input>
<div class="spacing" style="width:2%"></div>
<input name="attr_career_path" type="text" data-i18n-placeholder="career-path" placeholder="Career Path" style="width:21%"/>
<label style="width:6%; text-align:center" data-i18n="rank">Rank:</label>
<input name="attr_rank" type="text" style="width:3%" readonly/>
<input name="attr_HideAdvancements" class="arrow icon" type="checkbox" style="width:3%; margin-bottom:5px; font-size: 18px" value="1"></input>
<div class="hbody">
<fieldset class="repeating_advancements">
<input style="width:27%" name="attr_advancementRe1" type="text" data-i18n-placeholder="name" placeholder="Name"></input>
<input style="width: 5%" name="attr_advancementRe1xp" type="number" value="0"></input>
<div class="spacing" style="width:2%"></div>
<input style="width:27%" name="attr_advancementRe2" type="text" data-i18n-placeholder="name" placeholder="Name"></input>
<input style="width: 5%" name="attr_advancementRe2xp" type="number" value="0"></input>
<div class="spacing" style="width:2%"></div>
<input style="width:27%" name="attr_advancementRe3" type="text" data-i18n-placeholder="name" placeholder="Name"></input>
<input style="width: 5%" name="attr_advancementRe3xp" type="number" value="0"></input>
</fieldset>
</div>
</div>
<h1 data-i18n="origin-path">Origin Path</h1>
<div class="grid3">
<div class="gridbox1st">
<div>
<input name="attr_Homeworld" type="text" data-i18n-placeholder="homeworld" placeholder="Homeworld" style="width:85%"></input>
<div class="spacing" style="width:1%"></div>
<button name="roll_homedesc" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{Homeworld}}} {{desc=@{homedesc}}}"><label class="shct">R</label></button>
<input style="width:4%" type="checkbox" name="attr_hidehomedesc" value="1" class="arrow icon"></input>
<div class="hbody"><textarea style="height:65px" name="attr_homedesc" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</div>
<!--end of line-->
<div>
<input name="attr_Trials" type="text" data-i18n-placeholder="trials-and-travails" placeholder="Trials and Travails" style="width:85%"></input>
<div class="spacing" style="width:1%"></div>
<button name="roll_trialsdesc" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{trials}}} {{desc=@{trialsdesc}}}"><label class="shct">R</label></button>
<input style="width:4%" type="checkbox" name="attr_hidetrialsdesc" value="1" class="arrow icon"></input>
<div class="hbody"><textarea style="height:65px" name="attr_trialsdesc" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</div>
</div>
<div class="gridbox2nd">
<div>
<input name="attr_Birthright" type="text" data-i18n-placeholder="birthright" placeholder="Birthright" style="width:85%"></input>
<div class="spacing" style="width:1%"></div>
<button name="roll_Birthrightdesc" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{Birthright}}} {{desc=@{Birthrightdesc}}}"><label class="shct">R</label></button>
<input style="width:4%" type="checkbox" name="attr_hideBirthrightdesc" value="1" class="arrow icon"></input>
<div class="hbody"><textarea style="height:65px" name="attr_Birthrightdesc" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</div>
<!--end of line-->
<div>
<input name="attr_Motivation" type="text" data-i18n-placeholder="motivation" placeholder="Motivation" style="width:85%"></input>
<div class="spacing" style="width:1%"></div>
<button name="roll_Motivationdesc" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{Motivation}}} {{desc=@{Motivationdesc}}}"><label class="shct">R</label></button>
<input style="width:4%" type="checkbox" name="attr_hideMotivationdesc" value="1" class="arrow icon"></input>
<div class="hbody"><textarea style="height:65px" name="attr_Motivationdesc" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</div>
</div>
<div class="gridbox3rd">
<div>
<input name="attr_lureotvoid" type="text" data-i18n-placeholder="lure-of-the-void" placeholder="Lure of the Void" style="width:85%"></input>
<div class="spacing" style="width:1%"></div>
<button name="roll_luredesc" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{lureotvoid}}} {{desc=@{luredesc}}}"><label class="shct">R</label></button>
<input style="width:4%" type="checkbox" name="attr_hideluredesc" value="1" class="arrow icon"></input>
<div class="hbody"><textarea style="height:65px" name="attr_luredesc" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</div>
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<div>
<input name="attr_CharLineage" type="text" data-i18n-placeholder="lineage" placeholder="Lineage" style="width:85%"></input>
<div class="spacing" style="width:1%"></div>
<button name="roll_CharLineagedesc" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{CharLineage}}} {{desc=@{CharLineagedesc}}}"><label class="shct">R</label></button>
<input style="width:4%" type="checkbox" name="attr_hideCharLineagedesc" value="1" class="arrow icon"></input>
<div class="hbody"><textarea style="height:65px" name="attr_CharLineagedesc" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</div>
</div>
</div>
<div class="grid3">
<div class="gridbox1st">
<h2 data-i18n="acquisitions">Acquisitions</h2>
<fieldset class="repeating_acquisitions">
<div class="quickborder">
<input name="attr_acquisitionsname" style="width:85%" type="text" data-i18n-placeholder="name" placeholder="Name"></input>
<div class="spacing" style="width:1%"></div>
<button name="roll_acquisitiondesc" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{acquisitionsname}}} {{desc=@{acquisitiondesc}}}"><label class="shct">R</label></button>
<input style="width:4%" type="checkbox" name="attr_hideacquisitiondesc" value="1" class="arrow icon"></input>
<div class="hbody"><textarea style="height:65px" name="attr_acquisitiondesc" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</div>
</fieldset>
</div>
<div class="gridbox2nd">
<h2 data-i18n="misfortunes">Misfortunes</h2>
<fieldset class="repeating_misfortunes">
<div class="quickborder">
<input name="attr_misfortunename" style="width:85%" type="text" data-i18n-placeholder="name" placeholder="Name"></input>
<div class="spacing" style="width:1%"></div>
<button name="roll_misfortunedesc" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{misfortunename}}} {{desc=@{misfortunedesc}}}"><label class="shct">R</label></button>
<input style="width:4%" type="checkbox" name="attr_hidemisfortunedesc" value="1" class="arrow icon"></input>
<div class="hbody"><textarea style="height:65px" name="attr_misfortunedesc" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</div>
</fieldset>
</div>
<div class="gridbox3rd">
<h2 data-i18n="endeavours">Endeavours</h2>
<fieldset class="repeating_endeavours">
<div class="quickborder">
<input name="attr_EndeavoursName" style="width:85%" type="text" data-i18n-placeholder="name" placeholder="Name"></input>
<div class="spacing" style="width:1%"></div>
<button name="roll_Endeavours" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{EndeavoursName}}} {{desc=@{EndeavoursNotes}}}"><label class="shct">R</label></button>
<input style="width:4%" type="checkbox" name="attr_HideEndeavours" value="1" class="arrow icon"></input>
<div class="hbody"><textarea style="height: 65px" name="attr_EndeavoursNotes" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</div>
</fieldset>
</div>
</div>
<div class="grid2">
<div class="leftbox">
<h2 data-i18n="alternate-career-ranks">Alternate Career Ranks</h2>
<fieldset class="repeating_altcareer">
<div class="quickborder">
<input name="attr_altcareername" style="width:85%" type="text" data-i18n-placeholder="name" placeholder="Name"></input>
<div class="spacing" style="width:1%"></div>
<button name="roll_altcareerdesc" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{character_name}&#10;@{altcareername}}} {{desc=@{altcareerdesc}}}"><label class="shct">R</label></button>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" type="checkbox" name="attr_hidealtcareer" value="1" class="arrow icon"></input>
<div class="hbody"><textarea style="height:65px" name="attr_altcareerdesc" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</div>
</fieldset>
</div>
<div class="rightbox">
<h2 data-i18n="special-notes">Special Notes</h2>
<fieldset class="repeating_specialnotes">
<div class="quickborder">
<input name="attr_specialnotesname" style="width:85%" type="text" data-i18n-placeholder="name" placeholder="Name"></input>
<div class="spacing" style="width:1%"></div>
<button name="roll_specialnotesdesc" type="roll" style="width:10%"
value="@{gmroll}&{template:custom} {{name=@{specialnotesname}}} {{desc=@{specialnotesdesc}}}"><label class="shct">R</label></button>
<div class="spacing" style="width:1%"></div>
<input style="width:3%" type="checkbox" name="attr_hidespecialnotes" value="1" class="arrow icon"></input>
<div class="hbody"><textarea style="height:65px" name="attr_specialnotesdesc" data-i18n-placeholder="description" placeholder="Description"></textarea></div>
</div>
</fieldset>
</div>
</div>
<textarea name="attr_CharacterDescription" style="height: 70px; margin-top:5px"></textarea>
</div>
<!-- Config Tab %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
<div class="config">
<div>
<h1 data-i18n="Extras">Extras</h1>
<input style="width:100%; font-size:10px" class="arrow icon" type="checkbox" name="attr_HideExtras" value="1"></input>
<div class="hbody">
</div>
<h2 data-i18n="warp-travel-revised">Warp Travel Revised</h2>
<span style="width:100%; font-size:17px" data-i18n="see-new-rules-at">see new rules at</span>
<span class="hpl" style="width:100%">https://wiki.roll20.net/Rogue_trader_improved#Warp_Travel_.28revised.29</span>
<!--end of line-->
<div class="spacing" style="width:35%"></div>
<button name="roll_warptravel" type="roll" style="width:30%; margin-top:10px" value="@{gmroll}&{template:custom} {{name=^{warp-travel-encounters}}} {{warpt=[[(1d100 + @{geller} + ?{@{modifier}|0} )]]}} {{xd5=[[1d5+2]]}} {{d5=[[1d5]]}} {{d10=[[1d10]]}} {{xd10=[[2d10]]}} {{d100h=[[1d100]]}} {{psydmg=[[1d10+6]]}} {{psypen=[[3d10]]}} {{hitloc=[[4d10]]}}">
<div class="spacing" style="width:8%"></div>
<label style="width:84%" data-i18n="warp-travel-encounters">Warp Travel Encounters</label>
<b data-i18n-title="warp-travel-title" style="width:8%" title="Rolls a 1d100 on the Warp Travel Encounters table&#10;&#10;The Gellar Field provides a +15 modifier&#10;If the Gellar Field is Damaged, Unpowered or Destroyed&#10;Set Gellar Field switch to 'X' (+0)">?</b>
</button>
<div class="spacing" style="width:35%"></div>
<!--end of line-->
<input type="radio" style="width:2%; margin-bottom: 3px;" name="attr_geller" value="15" checked="true"/>
<i style="width:4%">&#10094;&#9989;</i>
<label style="width:13%; text-align:center" data-i18n="gellar-field">Gellar Field</label>
<i style="width:4%">&#10060;&#10095;</i>
<input type="radio" style="width:2%; margin-bottom: 3px;" name="attr_geller" value="0"/>
<label style="width:19%; text-align:right" data-i18n="travel-time">Travel Time</label>
<b data-i18n-title="travel-time-title" style="width:3%" title="Travel Time (in days)&#10;The GM determines total travel time as described in the rules (see article)&#10;taking into consideration several factors such as:&#10;Is the route charted?, is the Astronomican obscured?, how far is the destination?&#10;See Navis Primer supplement page 38 for details and estimates.&#10;&#10;In RT a 'Week' is 5 days (as opposed to 7) and a 'Month' is 30 days&#10;Some Warp Drive Components can modify travel time.">?</b>
<input name="attr_TravelTime" style="width:4%" type="number"/>
<label style="width:19%; text-align:right" data-i18n="ship-supplies">Ship Supplies</label>
<b data-i18n-title="ship-supplies-title" style="width:3%" title="Ship Supplies (in days)&#10;Most Ships have up to 180 days of supplies (6 months)&#10;Supply capacity can be increased with specific&#10;Ship Components (such as Cargo Holds) or rationing supplies&#10;&#10;When Ship Supplies run out, the Ship and should suffer a misfortune&#10;as described in page 227 RTC.">?</b>
<input name="attr_ShipSupplies" style="width:4%" type="number"/>
<label style="width:16%; text-align:right" data-i18n="encounters">Encounters</label>
<b data-i18n-title="expected-title" style="width:3%" title="Expected Warp Travel Encounters&#10;The number of encounters is determined by the GM&#10;taking into consideration travel time, route and destination&#10;&#10;Some Gellar Field models and some special Ship Components&#10;affect how many encounters are expected and their severity.">?</b>
<input name="attr_WarpEncounter" style="width:4%" type="number"/>
<!--end of line-->
<h2 data-i18n="chaos-cult-mini-game">Chaos Cult mini-game</h2>
<b data-i18n-title="chaos-cult-title" style="width:100%; font-size:18px" title="The Chaos Cult will only act during Warp Travel encounters&#10;These encounters will 'Increase Cult Strenght by (X) Steps'&#10;&#10;Cult Strength starts at 'Crushed' and advances to the right&#10;When a step is reached, apply the corresponding effect below&#10;&#10;Some encounters provide ways to reduce Cult Strength&#10;If the Cult 'Reduces Strength' (step back) the effects below are ignored.">?</b>
<!--end of line-->
<div class="spacing" style="width:1%"></div>
<input type="radio" style="width:8%" name="attr_chaoscult" value="0" checked/>
<i style="width:2%">&#10095;</i>
<input type="radio" style="width:8%" name="attr_chaoscult" value="1"/>
<i style="width:2%">&#10095;</i>
<input type="radio" style="width:8%" name="attr_chaoscult" value="2"/>
<i style="width:2%">&#10095;</i>
<input type="radio" style="width:8%" name="attr_chaoscult" value="3"/>
<i style="width:2%">&#10095;</i>
<input type="radio" style="width:8%" name="attr_chaoscult" value="4"/>
<i style="width:2%">&#10095;</i>
<input type="radio" style="width:8%" name="attr_chaoscult" value="5"/>
<i style="width:2%">&#10095;</i>
<input type="radio" style="width:8%" name="attr_chaoscult" value="6"/>
<i style="width:2%">&#10095;</i>
<input type="radio" style="width:8%" name="attr_chaoscult" value="7"/>
<i style="width:2%">&#10095;</i>
<input type="radio" style="width:8%" name="attr_chaoscult" value="8"/>
<i style="width:2%">&#10095;</i>
<input type="radio" style="width:8%" name="attr_chaoscult" value="9"/>
<div class="spacing" style="width:1%"></div>
<!--end of line-->
<div class="spacing" style="width:0.5%"></div>
<label style="width:9.9%; text-align:center" data-i18n="crushed">Crushed</label>
<label style="width:9.9%; text-align:center" data-i18n="rumors">Rumors</label>
<label style="width:9.9%; text-align:center" data-i18n="infiltration">Infiltration</label>
<label style="width:9.9%; text-align:center" data-i18n="sacrifice">Sacrifice</label>
<label style="width:9.9%; text-align:center" data-i18n="supplies">Supplies</label>
<label style="width:9.9%; text-align:center" data-i18n="gellar-field">Gellar Field</label>
<label style="width:9.9%; text-align:center" data-i18n="engines">Engines</label>
<label style="width:9.9%; text-align:center" data-i18n="assasination">Assasination</label>
<label style="width:9.9%; text-align:center" data-i18n="mutiny">Mutiny</label>
<label style="width:9.9%; text-align:center" data-i18n="summoning">Summoning</label>
<div class="spacing" style="width:0.5%"></div>
<!--end of line-->
<b data-i18n-title="step0-title" style="width:10%" title="It is said that heresy is like a tree&#10;Its roots lie in darkness&#10;You can prune off its branches&#10;even cut the tree to the ground&#10;but it will grow again&#10;ever stronger...&#10;&#10;When dealing with heresy&#10;no sacrifice is too great&#10;no trechery too small.">?</b>
<b data-i18n-title="step1-title" style="width:10%" title="When this step is reached&#10;The Cult spreads lies and rumors&#10;to get the weak minded to join&#10;&#10;the Crew suffers 1 Morale Damage.">?</b>
<b data-i18n-title="step2-title" style="width:10%" title="When this step is reached&#10;The Cult has infiltrated several key&#10;positions amongst the ranks&#10;&#10;Any Crew Test or Command Test&#10;that involves the crew, gets a -10 penalty">?</b>
<b data-i18n-title="step3-title" style="width:10%" title="When this step is reached&#10;The Cult attemps to obtain the favor&#10;of their dark gods, by sacrificing several&#10;crew members already inducted.&#10;&#10;the Crew suffers 1d5 Crew Pop Damage.">?</b>
<b data-i18n-title="step4-title" style="width:10%" title="When this step is reached&#10;The Cult attempts to start a crisis&#10;by sabotaging the ships supplies&#10;&#10;Ship Supplies are reduced by HALF of their current value.">?</b>
<b data-i18n-title="step5-title" style="width:10%" title="When this step is reached&#10;The Cult conspires to sabotage&#10;the Gellar Field!&#10;&#10;The Gellar Field Component&#10;is Destroyed">?</b>
<b data-i18n-title="step6-title" style="width:10%" title="When this step is reached&#10;The Cult figures they need to keep the ship&#10;in the Warp for as long as possible&#10;&#10;The ship suffers an *Engines Crippled* Critical Hit (#6)&#10;If the Ships Speed is reduced by half&#10;Double the current travel time&#10;If the Ships Speed is reduced to 1&#10;Quadruple the current Travel Time&#10;&#10;The Engines cannot be repaired until the vessel exits the Warp">?</b>
<b data-i18n-title="step7-title" style="width:10%" title="When this step is reached&#10;The Cult attempts to destabilize leadership&#10;by killing important crew members&#10;such as deck officers, enforcers&#10;and even the Top Brass&#10;&#10;the GM chooses an important NPC&#10;(or PC) to be assasinated&#10;details about this plot&#10;or how to prevent it&#10;are up to the GM.">?</b>
<b data-i18n-title="step8-title" style="width:10%" title="When this step is reached&#10;The Cult attempts to take over the ship!&#10;A mutiny starts, about half of the remaining Crew joins it&#10;See rules on mutiny on page 225 RTC&#10;&#10;The Cult leaders have 65 score in all skills involved&#10;If the Mutiny is suppresed the Cult looses a lot of power&#10;Reduce Cult Strenght by 5 Steps">?</b>
<b data-i18n-title="step9-title" style="width:10%" title="When this step is reached...&#10;&#10;The Cult attempts to bring their dark masters onboard&#10;&#10;The Cult summons a Greater Daemon and/or&#10;a legion of lesser daemons to ravage the crew&#10;Many cultists also join in the fight&#10;&#10;Combat Encounter at GMs discretion&#10;&#10;If the Daemons and cultist are defeated&#10;then the Cult is Crushed.... for now">?</b>
<div class="spacing" style="width:100%;height:15px"></div>
<!--end of line-->
<h2>Credits</h2>
<span style="width:100%">Redesigned and improved by author Mago with support from Andy</span>
<span style="width:100%">Original sheet layout based on Dark Heresy 2nd Edition Character Sheet created by Daniel D., Michael R and Samuel L.</span>
<h2>Special Thanks</h2>
<span style="width:100%">Baleini for providing sheet Translation coding and Streamlining</span>
<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>
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<span style="width:50%; margin-bottom:10px">Rogue Trader Improved Rev.8.2 Dec. 2025</span>
<span class="hpl" style="width:50%">https://wiki.roll20.net/Rogue_trader_improved</span>
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<span style="display: none;" data-i18n="optionNo"></span>
<span style="display: none;" data-i18n="IntimidateKey"></span>
<span style="display: none;" data-i18n="CharmKey"></span>
<span style="display: none;" data-i18n="DeceiveKey"></span>
<span style="display: none;" data-i18n="BlatherKey"></span>
<span style="display: none;" data-i18n="turrat"></span>
<span style="display: none;" data-i18n="CommandKey"></span>
<span style="display: none;" data-i18n="TechUseKey"></span>
<span style="display: none;" data-i18n="inrange"></span>
<span style="display: none;" data-i18n="harange"></span>
<span style="display: none;" data-i18n="twrange"></span>
</div>
</main>
<!-- Script Section %%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%%-->
<script type="text/worker">
/* translate queries in rolls */
on("sheet:opened", () => {
setAttrs({
modifier: getTranslationByKey("modifier"),
threshold: getTranslationByKey("threshold"),
calcdmg: getTranslationByKey("calcdmg"),
penetrationAcronym: getTranslationByKey("penetrationAcronym"),
crithit: getTranslationByKey("crithit"),
head: getTranslationByKey("head"),
armsqu: getTranslationByKey("armsqu"),
body: getTranslationByKey("body"),
legsqu: getTranslationByKey("legsqu"),
fallmts: getTranslationByKey("fallmts"),
fearR: getTranslationByKey("fearR"),
soulbound: getTranslationByKey("soulbound"),
speedfull: getTranslationByKey("speedfull"),
speedhalf: getTranslationByKey("speedhalf"),
optionYes: getTranslationByKey("optionYes"),
optionNo: getTranslationByKey("optionNo"),
IntimidateKey: getTranslationByKey("IntimidateKey"),
CharmKey: getTranslationByKey("CharmKey"),
DeceiveKey: getTranslationByKey("DeceiveKey"),
BlatherKey: getTranslationByKey("BlatherKey"),
turrat: getTranslationByKey("turrat"),
CommandKey: getTranslationByKey("CommandKey"),
TechUseKey: getTranslationByKey("TechUseKey"),
inrange: getTranslationByKey("inrange"),
harange: getTranslationByKey("harange"),
twrange: getTranslationByKey("twrange"),
});
});
/* --- psychic powers migration script --- */
on("sheet:opened", function () {
getAttrs(["sheetversion"], function (v) {
const version = parseFloat(v.sheetversion) || 0;
if (version >= 2) return;
getSectionIDs("repeating_psypowers2", function (oldIDs) {
if (!oldIDs.length) {
setAttrs({ sheetversion: 2 });
return;
}
const fields = [];
oldIDs.forEach(id => {
fields.push(
`repeating_psypowers2_${id}_PsyName1`,
`repeating_psypowers2_${id}_PsyAction1`,
`repeating_psypowers2_${id}_PsyRange1`,
`repeating_psypowers2_${id}_PsyDamage1`,
`repeating_psypowers2_${id}_PsyPen1`,
`repeating_psypowers2_${id}_PsyPowersEffect1`,
`repeating_psypowers2_${id}_PsyFocusPower1`,
`repeating_psypowers2_${id}_PsySustained1`,
`repeating_psypowers2_${id}_PsyDmgB1`
);
});
getAttrs(fields, function (values) {
const output = {};
oldIDs.forEach(oldID => {
const newID = generateRowID();
output[`repeating_psypowers1_${newID}_PsyName`] =
values[`repeating_psypowers2_${oldID}_PsyName1`] || "";
output[`repeating_psypowers1_${newID}_PsyAction`] =
values[`repeating_psypowers2_${oldID}_PsyAction1`] || "";
output[`repeating_psypowers1_${newID}_PsyRange`] =
values[`repeating_psypowers2_${oldID}_PsyRange1`] || "";
output[`repeating_psypowers1_${newID}_PsyDamage`] =
values[`repeating_psypowers2_${oldID}_PsyDamage1`] || "";
output[`repeating_psypowers1_${newID}_PsyPen`] =
values[`repeating_psypowers2_${oldID}_PsyPen1`] || "";
output[`repeating_psypowers1_${newID}_PsyPowersEffect`] =
values[`repeating_psypowers2_${oldID}_PsyPowersEffect1`] || "";
output[`repeating_psypowers1_${newID}_PsyFocusPower`] =
values[`repeating_psypowers2_${oldID}_PsyFocusPower1`] || "";
output[`repeating_psypowers1_${newID}_PsySustained`] =
values[`repeating_psypowers2_${oldID}_PsySustained1`] || "";
output[`repeating_psypowers1_${newID}_PsyDmgB`] =
values[`repeating_psypowers2_${oldID}_PsyDmgB1`] || "";
});
setAttrs(output, function () {
// Mark migration complete
setAttrs({ sheetversion: 2 });
});
});
});
});
});
/* --- psychic powers mastery script --- */
on("change:repeating_psypowers1:psymasteryselect change:Mastery1 change:Mastery2 change:Mastery3 change:Mastery4 change:Mastery5", function () {
getSectionIDs('repeating_psypowers1', function(ids) {
const fields = ids.flatMap(id => [
`repeating_psypowers1_${id}_psymasteryselect`
]);
getAttrs([...fields, "Mastery1", "Mastery2", "Mastery3", "Mastery4", "Mastery5"], function (values) {
var mastery1 = parseInt(values["Mastery1"], 10) || 0;
var mastery2 = parseInt(values["Mastery2"], 10) || 0;
var mastery3 = parseInt(values["Mastery3"], 10) || 0;
var mastery4 = parseInt(values["Mastery4"], 10) || 0;
var mastery5 = parseInt(values["Mastery5"], 10) || 0;
var output = {};
ids.forEach(function(id) {
var select = parseInt(
values[`repeating_psypowers1_${id}_psymasteryselect`],10) || 0;
if (select == mastery1) {
output[`repeating_psypowers1_${id}_psymastery`] = 1 ;}
else if (select == mastery2) {
output[`repeating_psypowers1_${id}_psymastery`] = 1 ;}
else if (select == mastery3) {
output[`repeating_psypowers1_${id}_psymastery`] = 1 ;}
else if (select == mastery4) {
output[`repeating_psypowers1_${id}_psymastery`] = 1 ;}
else if (select == mastery5) {
output[`repeating_psypowers1_${id}_psymastery`] = 1 ;}
else {
output[`repeating_psypowers1_${id}_psymastery`] = 0 ;}
});
setAttrs({ ...output });
});
});
});
/* --- psychic powers epr/dice script --- */
on("change:repeating_psypowers1 repeating_psypowers1:psystrength change:psyrating", function () {
getSectionIDs('repeating_psypowers1', function(ids) {
const fields = ids.flatMap(id => [
`repeating_psypowers1_${id}_psystrength`,
`repeating_psypowers1_${id}_psymastery`
]);
getAttrs([...fields, "psyrating"], function (values) {
var psyrating = parseInt(values["psyrating"], 10) || 0;
var output = {};
var epr = {};
ids.forEach(function(id) {
var psystrength = parseInt(
values[`repeating_psypowers1_${id}_psystrength`],10) || 0;
var psymastery = parseInt(
values[`repeating_psypowers1_${id}_psymastery`],10) || 0;
if (psystrength == 11) {
output[`repeating_psypowers1_${id}_psydice`] = "1d100cs101";
epr[`repeating_psypowers1_${id}_epr`] =
Math.ceil(psyrating / 2) + psymastery;
} else if (psystrength == 22) {
output[`repeating_psypowers1_${id}_psydice`] =
"1d100cs11cs22cs33cs44cs55cs66cs77cs88cs99cs100";
epr[`repeating_psypowers1_${id}_epr`] =
psyrating;
} else if (psystrength == 33) {
output[`repeating_psypowers1_${id}_psydice`] = "1d100cs>1";
epr[`repeating_psypowers1_${id}_epr`] =
psyrating + 1;
} else if (psystrength == 44) {
output[`repeating_psypowers1_${id}_psydice`] = "1d100cs>1";
epr[`repeating_psypowers1_${id}_epr`] =
psyrating + 2 ;
} else if (psystrength == 55) {
output[`repeating_psypowers1_${id}_psydice`] = "1d100cs>1";
epr[`repeating_psypowers1_${id}_epr`] =
psyrating + 3;
} else if (psystrength == 66) {
output[`repeating_psypowers1_${id}_psydice`] = "1d100cs>1";
epr[`repeating_psypowers1_${id}_epr`] =
psyrating + 4;
}
});
setAttrs({ ...output, ...epr });
});
});
});
on("change:repeating_psypowers1 change:repeating_psypowers1:sustainingpower", function () {
getSectionIDs('repeating_psypowers1', function(ids) {
const fields = ids.map(id => `repeating_psypowers1_${id}_sustainingpower`);
getAttrs(fields, function (values) {
let total = 0;
ids.forEach(function(id) {
let sustainingpower = parseInt(values[`repeating_psypowers1_${id}_sustainingpower`], 10) || 0;
total += sustainingpower;
});
let output = (total === 1) ? 0 : total;
setAttrs({"sustaining": output});
});
});
});
/*--- script for crew morale--- */
on("change:crewmorale sheet:opened", function() {
getAttrs(["crewmorale"], function(values) {
const cwm = parseInt(values["crewmorale"], 10) || 0;
let crewmorale = "";
let moralemod = 0; /* --- command penalty--- */
let bsmoralmod = 0; /* --- ballistic penalty--- */
let manumoralmod = 0; /* --- manu penalty--- */
let detmoralmod = 0; /* --- detection penalty--- */
if (cwm === 0) {
crewmorale = "morale_0";
moralemod = 200;
bsmoralmod = 200;
manumoralmod = 200;
detmoralmod = 200;
} else if (cwm <= 10) {
crewmorale = "morale_10";
moralemod = 30;
bsmoralmod = 10;
manumoralmod = 20;
detmoralmod = 10;
} else if (cwm <= 20) {
crewmorale = "morale_20";
moralemod = 15;
bsmoralmod = 10;
manumoralmod = 10;
detmoralmod = 0;
} else if (cwm <= 40) {
crewmorale = "morale_40";
moralemod = 15;
bsmoralmod = 10;
manumoralmod = 10;
detmoralmod = 0;
} else if (cwm <= 50) {
crewmorale = "morale_50";
moralemod = 15;
bsmoralmod = 0;
manumoralmod = 0;
detmoralmod = 0;
} else if (cwm <= 60) {
crewmorale = "morale_60";
moralemod = 5;
bsmoralmod = 5;
manumoralmod = 0;
detmoralmod = 0;
} else if (cwm <= 80) {
crewmorale = "morale_80";
moralemod = 5;
bsmoralmod = 0;
manumoralmod = 0;
detmoralmod = 0;
} else {
crewmorale = "morale_100";
moralemod = 0;
bsmoralmod = 0;
manumoralmod = 0;
detmoralmod = 0;
}
setAttrs({
"crewmoreffect": crewmorale,
"moralemod": moralemod,
"bsmoralmod": bsmoralmod,
"manumoralmod": manumoralmod,
"detmoralmod": detmoralmod
});
});
});
/* --- script for crew pop--- */
on("change:crewpop sheet:opened", function() {
getAttrs(["crewpop"], function(values) {
const cwp = parseInt(values["crewpop"], 10) || 0;
let crewpop = "";
let crewmod = 0;
let crewmanu = 0;
if (cwp === 0) {
crewpop = "population_0";
crewmod = 99;
crewmanu = 99;
} else if (cwp <= 10) {
crewpop = "population_10";
crewmod = 20;
crewmanu = 10;
} else if (cwp <= 20) {
crewpop = "population_20";
crewmod = 5;
crewmanu = 10;
} else if (cwp <= 40) {
crewpop = "population_40";
crewmod = 5;
crewmanu = 10;
} else if (cwp <= 50) {
crewpop = "population_50";
crewmod = 5;
crewmanu = 10;
} else if (cwp <= 60) {
crewpop = "population_60";
crewmod = 5;
crewmanu = 0;
} else if (cwp <= 80) {
crewpop = "population_80";
crewmod = 0;
crewmanu = 0;
} else {
crewpop = "population_100";
crewmod = 0;
crewmanu = 0;
}
setAttrs({
"crewpopeffect": crewpop,
"crewmod": crewmod,
"crewmanu": crewmanu
});
});
});
/* --- script for corruption points--- */
on("change:corruption sheet:opened", function() {
getAttrs(["corruption"], function(values) {
const cp = parseInt(values["corruption"]) || 0;
let corruptionDegree = "";
let maligMod = 0;
if (cp === 0) {
corruptionDegree = "corruption_0";
maligMod = 0;
} else if (cp >= 1 && cp <= 30) {
corruptionDegree = "corruption_30";
maligMod = 0;
} else if (cp >= 31 && cp <= 60) {
corruptionDegree = "corruption_60";
maligMod = 10;
} else if (cp >= 61 && cp <= 90) {
corruptionDegree = "corruption_90";
maligMod = -20;
} else if (cp >= 91 && cp <= 99) {
corruptionDegree = "corruption_99";
maligMod = -30;
} else {
corruptionDegree = "corruption_100";
maligMod = -99;
}
setAttrs({
"corruptiondegree": corruptionDegree,
"MaligMod": maligMod
});
});
});
/* --- script for insanity points--- */
on("change:insanity sheet:opened", function() {
getAttrs(["insanity"], function(values) {
const ip = parseInt(values["insanity"]) || 0;
var mod = "";
var desc = "";
console.log(ip, desc);
if (ip >= 0 && ip <= 9) {
mod = 10;
desc = "insanity_0";
} else if (ip >= 10 && ip <= 39) {
mod = 10;
desc = "insanity_10";
} else if (ip >= 40 && ip <= 59) {
mod = 0;
desc = "insanity_40";
} else if (ip >= 60 && ip <= 79) {
mod = -10;
desc = "insanity_60";
} else if (ip >= 80 && ip <= 99) {
mod = -20;
desc = "insanity_80";
} else if (ip >= 100) {
mod = -99;
desc = "insanity_100";
}
setAttrs({
"traumamod": mod,
"madnessdegree": desc
});
});
});
/* --- script for SB + TB carry capacity--- */
on("change:SB change:TB sheet:opened", () => {
getAttrs(["SB", "TB"], values => {
const SB = parseInt(values["SB"]) || 0;
const TB = parseInt(values["TB"]) || 0;
const sumofsbtb = SB + TB;
const gearcarryValues = [
1.125, 2.25, 4.5, 9, 18, 27, 36, 45, 56, 67, 78, 90, 112,
225, 337, 450, 675, 900, 1350, 1800, 2250, 2700, 3150, 3600, 4050
];
const gearcarry = sumofsbtb >= 25 ? 4500 : gearcarryValues[sumofsbtb] || 1.125;
setAttrs({ "GearCarry": gearcarry });
});
});
/* --- script for auto-calc rank--- */
on("change:advtotal1 change:advtotal2 change:advtotal3 sheet:opened", function() {
getAttrs(["advtotal1", "advtotal2", "advtotal3"], function(values) {
var xp1 = parseInt(values["advtotal1"]) || 0;
var xp2 = parseInt(values["advtotal2"]) || 0;
var xp3 = parseInt(values["advtotal3"]) || 0;
var xp = xp1 + xp2 + xp3;
var rank = "";
console.log("Total XP:", xp); // Debugging output
if (xp < 7000) {
rank = 1;
} else if (xp < 10000) {
rank = 2;
} else if (xp < 13000) {
rank = 3;
} else if (xp < 17000) {
rank = 4;
} else if (xp < 21000) {
rank = 5;
} else if (xp < 25000) {
rank = 6;
} else if (xp < 30000) {
rank = 7;
} else {
rank = 8;
}
setAttrs({ "rank": rank });
});
});
/* ---- script for ship crippled ---- */
on("change:shipcrippled sheet:opened", function() {
getAttrs(["shipcrippled"], function(values) {
var shipcrippled = parseInt(values["shipcrippled"]) || 0;
var output = "";
if (shipcrippled == 0) {
output = 1;
} else {
output = 2;
}
setAttrs({"shipcrippled2":output});
});
});
/* ---- script for new gear weight calc ---- */
on(
"change:repeating_gears:gearqty change:repeating_gears:gearwt",
function (event) {
if (!event.sourceAttribute) return;
// repeating_gears_<rowid>_<attrname>
const match = event.sourceAttribute.match(/^repeating_gears_([^_]+)_/);
if (!match) return;
const rowId = match[1];
const qtyAttr = `repeating_gears_${rowId}_gearqty`;
const wtAttr = `repeating_gears_${rowId}_gearwt`;
const outAttr = `repeating_gears_${rowId}_wgtxqty`;
getAttrs([qtyAttr, wtAttr], function (values) {
const qty = parseFloat(values[qtyAttr]) || 0;
const wt = parseFloat(values[wtAttr]) || 0;
setAttrs({
[outAttr]: qty * wt
});
});
});
/*Repeating Sum setup -- including psypowers, advancements and gear weight*/
const repeatingSum = (destinations, section, fields) => {
if (!Array.isArray(destinations)) destinations = [destinations.replace(/\s/g, '').split(',')];
if (!Array.isArray(fields)) fields = [fields.replace(/\s/g, '').split(',')];
getSectionIDs(`repeating_${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);
});
setAttrs(output);
});
});
};
on('change:repeating_gears:wgtxqty remove:repeating_gears',function(){
repeatingSum("TotalWg","gears","wgtxqty");
});
on('change:repeating_advancements:advancementRe1xp remove:repeating_advancements',function(){
repeatingSum("advtotal1","advancements","advancementRe1xp");
});
on('change:repeating_advancements:advancementRe2xp remove:repeating_advancements',function(){
repeatingSum("advtotal2","advancements","advancementRe2xp");
});
on('change:repeating_advancements:advancementRe3xp remove:repeating_advancements',function(){
repeatingSum("advtotal3","advancements","advancementRe3xp");
});
/* ---- ship essentials ---- */
on('change:repeating_ShipEssentialComponents remove:repeating_ShipEssentialComponents',function(){
repeatingSum("ShipEssentialComponentsPowerTotal","ShipEssentialComponents","ShipEssentialComponentPower");
});
on('change:repeating_ShipEssentialComponents remove:repeating_ShipEssentialComponents',function(){
repeatingSum("ShipEssentialComponentsSpaceTotal","ShipEssentialComponents","ShipEssentialComponentSpace");
});
on('change:repeating_ShipEssentialComponents remove:repeating_ShipEssentialComponents',function(){
repeatingSum("ShipEssentialComponentsSPTotal","ShipEssentialComponents","ShipEssentialComponentSP");
});
/* ---- ship supplemental ---- */
on('change:repeating_ShipSupplementalComponents remove:repeating_ShipSupplementalComponents',function(){
repeatingSum("ShipSupplementalComponentsPowerTotal","ShipSupplementalComponents","ShipSupplementalComponentPower");
});
on('change:repeating_ShipSupplementalComponents remove:repeating_ShipSupplementalComponents',function(){
repeatingSum("ShipSupplementalComponentsSpaceTotal","ShipSupplementalComponents","ShipSupplementalComponentSpace");
});
on('change:repeating_ShipSupplementalComponents remove:repeating_ShipSupplementalComponents',function(){
repeatingSum("ShipSupplementalComponentsSPTotal","ShipSupplementalComponents","ShipSupplementalComponentSP");
});
/* ---- script worker for characteristics ---- */
on("change:startingWS change:AdvancedWS1 change:AdvancedWS2 change:AdvancedWS3 change:AdvancedWS4 change:fatiguepenalty change:pamws change:patoggle sheet:opened", function() {
getAttrs(["startingWS","AdvancedWS1","AdvancedWS2","AdvancedWS3","AdvancedWS4","fatiguepenalty","pamws","patoggle"], function(values) {
var startingWS = parseInt(values["startingWS"])||0;
var AdvancedWS1 = parseInt(values["AdvancedWS1"])||0;
var AdvancedWS2 = parseInt(values["AdvancedWS2"])||0;
var AdvancedWS3 = parseInt(values["AdvancedWS3"])||0;
var AdvancedWS4 = parseInt(values["AdvancedWS4"])||0;
var fatiguepenalty = parseInt(values["fatiguepenalty"])||0;
var pamws = parseInt(values["pamws"])||0;
var patoggle = parseInt(values["patoggle"])||0;
var pamod = 0;
if (patoggle == 1) {
pamod = pamws;
} else {
pamod = 0;
}
var output = startingWS + AdvancedWS1 + AdvancedWS2 + AdvancedWS3 + AdvancedWS4 + pamod - fatiguepenalty;
setAttrs({
"WeaponSkill": output
});
});
});
on("change:startingBS change:AdvancedBS1 change:AdvancedBS2 change:AdvancedBS3 change:AdvancedBS4 change:fatiguepenalty change:pambs change:patoggle sheet:opened", function() {
getAttrs(["startingBS","AdvancedBS1","AdvancedBS2","AdvancedBS3","AdvancedBS4","fatiguepenalty","pambs","patoggle"], function(values) {
var startingBS = parseInt(values["startingBS"])||0;
var AdvancedBS1 = parseInt(values["AdvancedBS1"])||0;
var AdvancedBS2 = parseInt(values["AdvancedBS2"])||0;
var AdvancedBS3 = parseInt(values["AdvancedBS3"])||0;
var AdvancedBS4 = parseInt(values["AdvancedBS4"])||0;
var fatiguepenalty = parseInt(values["fatiguepenalty"])||0;
var pambs = parseInt(values["pambs"])||0;
var patoggle = parseInt(values["patoggle"])||0;
var pamod = 0;
if (patoggle == 1) {
pamod = pambs;
} else {
pamod = 0;
}
var output = startingBS + AdvancedBS1 + AdvancedBS2 + AdvancedBS3 + AdvancedBS4 + pamod - fatiguepenalty;
setAttrs({
"BallisticSkill": output
});
});
});
on("change:startingS change:AdvancedS1 change:AdvancedS2 change:AdvancedS3 change:AdvancedS4 change:fatiguepenalty change:pams change:patoggle sheet:opened", function() {
getAttrs(["startingS","AdvancedS1","AdvancedS2","AdvancedS3","AdvancedS4","fatiguepenalty","pams","patoggle"], function(values) {
var startingS = parseInt(values["startingS"])||0;
var AdvancedS1 = parseInt(values["AdvancedS1"])||0;
var AdvancedS2 = parseInt(values["AdvancedS2"])||0;
var AdvancedS3 = parseInt(values["AdvancedS3"])||0;
var AdvancedS4 = parseInt(values["AdvancedS4"])||0;
var fatiguepenalty = parseInt(values["fatiguepenalty"])||0;
var pams = parseInt(values["pams"])||0;
var patoggle = parseInt(values["patoggle"])||0;
var pamod = 0;
if (patoggle == 1) {
pamod = pams;
} else {
pamod = 0;
}
var output = startingS + AdvancedS1 + AdvancedS2 + AdvancedS3 + AdvancedS4 + pamod - fatiguepenalty;
setAttrs({
"Strength": output
});
});
});
on("change:startingT change:AdvancedT1 change:AdvancedT2 change:AdvancedT3 change:AdvancedT4 change:fatiguepenalty sheet:opened", function() {
getAttrs(["startingT","AdvancedT1","AdvancedT2","AdvancedT3","AdvancedT4","fatiguepenalty"], function(values) {
var startingT = parseInt(values["startingT"])||0;
var AdvancedT1 = parseInt(values["AdvancedT1"])||0;
var AdvancedT2 = parseInt(values["AdvancedT2"])||0;
var AdvancedT3 = parseInt(values["AdvancedT3"])||0;
var AdvancedT4 = parseInt(values["AdvancedT4"])||0;
var fatiguepenalty = parseInt(values["fatiguepenalty"])||0;
var output = startingT + AdvancedT1 + AdvancedT2 + AdvancedT3 + AdvancedT4 - fatiguepenalty
setAttrs({
"Toughness": output
});
});
});
on("change:startingAG change:AdvancedAG1 change:AdvancedAG2 change:AdvancedAG3 change:AdvancedAG4 change:fatiguepenalty change:pamag change:patoggle sheet:opened", function() {
getAttrs(["startingAG","AdvancedAG1","AdvancedAG2","AdvancedAG3","AdvancedAG4","fatiguepenalty","pamag","patoggle"], function(values) {
var startingAG = parseInt(values["startingAG"])||0;
var AdvancedAG1 = parseInt(values["AdvancedAG1"])||0;
var AdvancedAG2 = parseInt(values["AdvancedAG2"])||0;
var AdvancedAG3 = parseInt(values["AdvancedAG3"])||0;
var AdvancedAG4 = parseInt(values["AdvancedAG4"])||0;
var fatiguepenalty = parseInt(values["fatiguepenalty"])||0;
var pamag = parseInt(values["pamag"])||0;
var patoggle = parseInt(values["patoggle"])||0;
var pamod = 0;
if (patoggle == 1) {
pamod = pamag;
} else {
pamod = 0;
}
var output = startingAG + AdvancedAG1 + AdvancedAG2 + AdvancedAG3 + AdvancedAG4 + pamod - fatiguepenalty;
setAttrs({
"Agility": output
});
});
});
on("change:startingINT change:AdvancedINT1 change:AdvancedINT2 change:AdvancedINT3 change:AdvancedINT4 change:fatiguepenalty sheet:opened", function() {
getAttrs(["startingINT","AdvancedINT1","AdvancedINT2","AdvancedINT3","AdvancedINT4","fatiguepenalty"], function(values) {
var startingINT = parseInt(values["startingINT"])||0;
var AdvancedINT1 = parseInt(values["AdvancedINT1"])||0;
var AdvancedINT2 = parseInt(values["AdvancedINT2"])||0;
var AdvancedINT3 = parseInt(values["AdvancedINT3"])||0;
var AdvancedINT4 = parseInt(values["AdvancedINT4"])||0;
var fatiguepenalty = parseInt(values["fatiguepenalty"])||0;
var output = startingINT + AdvancedINT1 + AdvancedINT2 + AdvancedINT3 + AdvancedINT4 - fatiguepenalty
setAttrs({
"Intelligence": output
});
});
});
on("change:startingPER change:AdvancedPER1 change:AdvancedPER2 change:AdvancedPER3 change:AdvancedPER4 change:fatiguepenalty change:pamper change:patoggle sheet:opened", function() {
getAttrs(["startingPER","AdvancedPER1","AdvancedPER2","AdvancedPER3","AdvancedPER4","fatiguepenalty","pamper","patoggle"], function(values) {
var startingPER = parseInt(values["startingPER"])||0;
var AdvancedPER1 = parseInt(values["AdvancedPER1"])||0;
var AdvancedPER2 = parseInt(values["AdvancedPER2"])||0;
var AdvancedPER3 = parseInt(values["AdvancedPER3"])||0;
var AdvancedPER4 = parseInt(values["AdvancedPER4"])||0;
var fatiguepenalty = parseInt(values["fatiguepenalty"])||0;
var pamper = parseInt(values["pamper"])||0;
var patoggle = parseInt(values["patoggle"])||0;
var pamod = 0;
if (patoggle == 1) {
pamod = pamper;
} else {
pamod = 0;
}
var output = startingPER + AdvancedPER1 + AdvancedPER2 + AdvancedPER3 + AdvancedPER4 + pamod - fatiguepenalty;
setAttrs({
"Perception": output
});
});
});
on("change:startingWP change:AdvancedWP1 change:AdvancedWP2 change:AdvancedWP3 change:AdvancedWP4 change:fatiguepenalty sheet:opened", function() {
getAttrs(["startingWP","AdvancedWP1","AdvancedWP2","AdvancedWP3","AdvancedWP4","fatiguepenalty"], function(values) {
var startingWP = parseInt(values["startingWP"])||0;
var AdvancedWP1 = parseInt(values["AdvancedWP1"])||0;
var AdvancedWP2 = parseInt(values["AdvancedWP2"])||0;
var AdvancedWP3 = parseInt(values["AdvancedWP3"])||0;
var AdvancedWP4 = parseInt(values["AdvancedWP4"])||0;
var fatiguepenalty = parseInt(values["fatiguepenalty"])||0;
var output = startingWP + AdvancedWP1 + AdvancedWP2 + AdvancedWP3 + AdvancedWP4 - fatiguepenalty
setAttrs({
"Willpower": output
});
});
});
on("change:startingFEL change:AdvancedFEL1 change:AdvancedFEL2 change:AdvancedFEL3 change:AdvancedFEL4 change:fatiguepenalty sheet:opened", function() {
getAttrs(["startingFEL","AdvancedFEL1","AdvancedFEL2","AdvancedFEL3","AdvancedFEL4","fatiguepenalty"], function(values) {
var startingFEL = parseInt(values["startingFEL"])||0;
var AdvancedFEL1 = parseInt(values["AdvancedFEL1"])||0;
var AdvancedFEL2 = parseInt(values["AdvancedFEL2"])||0;
var AdvancedFEL3 = parseInt(values["AdvancedFEL3"])||0;
var AdvancedFEL4 = parseInt(values["AdvancedFEL4"])||0;
var fatiguepenalty = parseInt(values["fatiguepenalty"])||0;
var output = startingFEL + AdvancedFEL1 + AdvancedFEL2 + AdvancedFEL3 + AdvancedFEL4 - fatiguepenalty
setAttrs({
"Fellowship": output
});
});
});
</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() npcord npcrit vehcrit rcrit icrit xcrit ecrit spcrit calc warpt nova2 nova1 tordmg sptor splan spmac xd5 d5 xd10 d10 d100h field npcflame hallu flame d1 t1 p1 d100p stun d100a parry dosdof testresult testtarget d100 psypen psydmg desc name attack hitloc fallhitloc bloodloss fury navmutable perilstable psytable shocktable traumatable maligtable mutable scatter multihit}}
<div class="sheet-key">{{key}}</div>
<div class="sheet-value">{{value}}</div><!--hidden rolls that can be reused {{psypen}} {{psydmg}} {{hitloc}} {{xd5 d5 xd10 d10 d100h}}-->
{{/allprops() npcord npcrit vehcrit rcrit icrit xcrit ecrit spcrit calc warpt nova2 nova1 tordmg sptor splan spmac xd5 d5 xd10 d10 d100h field npcflame hallu flame d1 t1 p1 d100p stun d100a parry dosdof testresult testtarget d100 psypen psydmg desc name attack hitloc fallhitloc bloodloss fury navmutable perilstable psytable shocktable traumatable maligtable mutable scatter multihit}}
<!--section for regular rolls show success and failure-->
{{#testtarget}}
<div class="sheet-result"><p data-i18n="threshold">Threshold</p>&#160;&#160;{{testtarget}}</div>
{{/testtarget}}
{{#d100}}
<div class="sheet-result"><p data-i18n="diceroll">% Dice Roll</p>&#160;{{d100}}</div>
{{/d100}}
{{#testresult}}
<div class="sheet-result">
{{#rollGreater() d100 testtarget }}<p data-i18n="test-failure">Failure</p> &#10060;{{/rollGreater() d100 testtarget }}
{{#^rollGreater() d100 testtarget }}<p data-i18n="test-success">Success</p> &#9989;{{/^rollGreater() d100 testtarget }}
</div>
{{/testresult}}
{{#field}}
<div class="sheet-result">
{{#rollGreater() d100 testtarget }}<p data-i18n="failsact">Fails to activate</p> &#10060;{{/rollGreater() d100 testtarget }}
{{#^rollGreater() d100 testtarget }}<p data-i18n="nullatt">Nullifies the Attack!</p> &#128171;{{/^rollGreater() d100 testtarget }}
{{#rollWasFumble() d100 }}<br><p data-i18n="fieldover" style="color:red">but the field Overloads</p>{{/rollWasFumble() d100 }}
</div>
{{/field}}
{{#npcflame}}
<div class="sheet-result">{{npcflame}}&#160;
{{#rollWasFumble() npcflame }}<br><div class="sheet-result" style="color:red" data-i18n="weapjam">The weapon malfunctions!</div>{{/rollWasFumble() npcflame }}
</div>
{{/npcflame}}
{{#flame}}
<div class="sheet-result">{{flame}}&#160;
{{#rollWasFumble() flame }}<br><div class="sheet-result" style="color:red" data-i18n="weapjam">The weapon malfunctions!</div>{{/rollWasFumble() flame }}
{{#rollWasCrit() flame }}<br><p data-i18n="rfbonus">Righteous Fury Bonus</p> &#128293;<br>{{xd10}}{{/rollWasCrit() flame }}
</div>
{{/flame}}
{{#calc}}
<div class="sheet-result">
{{#rollGreater() calc 0 }}<p data-i18n="calcdmg">Damage taken</p>&#160;&#160;{{calc}}<br>
{{#^rollLess() d10 0 }}<p data-i18n="calcwou">Current Wounds</p>&#160;&#160;{{d10}}{{/^rollLess() d10 0 }}
{{#rollLess() d10 0 }}<p data-i18n="critical-damage-level">Critical Damage Level</p>&#160;&#160;{{d10}}{{/rollLess() d10 0 }}
{{#^rollLess() d5 0 }}<p data-i18n="calcint">Current Integrity</p>&#160;&#160;{{d5}}{{/^rollLess() d5 0 }}
{{#rollLess() d5 0 }}<p data-i18n="crithit">Critical Hit</p>&#160;&#160;{{d5}}{{/rollLess() d5 0 }}
{{/rollGreater() calc 0 }}
{{#^rollGreater() calc 0 }}<p data-i18n="calcnodmg">No Damage</p>{{/^rollGreater() calc 0 }}
</div>
{{/calc}}
<!--sections without key/value, used in damage, type, pen-->
{{#d1}}
<div class="sheet-result">{{d1}}</div>
{{/d1}}
{{#t1}}
<div class="sheet-result">{{t1}}</div>
{{/t1}}
{{#p1}}
<div class="sheet-result">{{p1}}</div>
{{/p1}}
<!--section for attacks and hit location-->
{{#d100a}}
<div class="sheet-result"><p data-i18n="diceroll">% Dice Roll</p>&#160;{{d100a}}</div>
{{#rollWasFumble() d100a }}
<div class="sheet-result" style="color:red" data-i18n="weapjam">the weapon malfunctions!</div>
{{/rollWasFumble() d100a }}
{{/d100a}}
{{#attack}}
<div class="sheet-result">
{{#rollGreater() d100a testtarget}}<p data-i18n="attack-miss">Miss!</p>{{/rollGreater() d100a testtarget}}
{{#^rollGreater() d100a testtarget}}<p data-i18n="attack-hit">Attack Hits!</p>&#x1F4A2;<br>
<!--head locations-->
{{#rollTotal() hitloc 01}}<p data-i18n="head">Head</p>{{/rollTotal() hitloc 01}}
{{#rollTotal() hitloc 10}}<p data-i18n="head">Head</p>{{/rollTotal() hitloc 10}}
{{#rollTotal() hitloc 20}}<p data-i18n="head">Head</p>{{/rollTotal() hitloc 20}}
{{#rollTotal() hitloc 30}}<p data-i18n="head">Head</p>{{/rollTotal() hitloc 30}}
{{#rollTotal() hitloc 40}}<p data-i18n="head">Head</p>{{/rollTotal() hitloc 40}}
{{#rollTotal() hitloc 50}}<p data-i18n="head">Head</p>{{/rollTotal() hitloc 50}}
{{#rollTotal() hitloc 60}}<p data-i18n="head">Head</p>{{/rollTotal() hitloc 60}}
{{#rollTotal() hitloc 70}}<p data-i18n="head">Head</p>{{/rollTotal() hitloc 70}}
{{#rollTotal() hitloc 80}}<p data-i18n="head">Head</p>{{/rollTotal() hitloc 80}}
{{#rollTotal() hitloc 90}}<p data-i18n="head">Head</p>{{/rollTotal() hitloc 90}}
<!--right arm locations-->
{{#rollTotal() hitloc 91}}<p data-i18n="rightarm">Right Arm</p>{{/rollTotal() hitloc 91}}
{{#rollTotal() hitloc 81}}<p data-i18n="rightarm">Right Arm</p>{{/rollTotal() hitloc 81}}
{{#rollTotal() hitloc 71}}<p data-i18n="rightarm">Right Arm</p>{{/rollTotal() hitloc 71}}
{{#rollTotal() hitloc 61}}<p data-i18n="rightarm">Right Arm</p>{{/rollTotal() hitloc 61}}
{{#rollTotal() hitloc 51}}<p data-i18n="rightarm">Right Arm</p>{{/rollTotal() hitloc 51}}
{{#rollTotal() hitloc 41}}<p data-i18n="rightarm">Right Arm</p>{{/rollTotal() hitloc 41}}
{{#rollTotal() hitloc 31}}<p data-i18n="rightarm">Right Arm</p>{{/rollTotal() hitloc 31}}
{{#rollTotal() hitloc 21}}<p data-i18n="rightarm">Right Arm</p>{{/rollTotal() hitloc 21}}
{{#rollTotal() hitloc 11}}<p data-i18n="rightarm">Right Arm</p>{{/rollTotal() hitloc 11}}
{{#rollTotal() hitloc 02}}<p data-i18n="rightarm">Right Arm</p>{{/rollTotal() hitloc 02}}
<!--left arm locations-->
{{#rollTotal() hitloc 92}}<p data-i18n="leftarm">Left Arm</p>{{/rollTotal() hitloc 92}}
{{#rollTotal() hitloc 82}}<p data-i18n="leftarm">Left Arm</p>{{/rollTotal() hitloc 82}}
{{#rollTotal() hitloc 72}}<p data-i18n="leftarm">Left Arm</p>{{/rollTotal() hitloc 72}}
{{#rollTotal() hitloc 62}}<p data-i18n="leftarm">Left Arm</p>{{/rollTotal() hitloc 62}}
{{#rollTotal() hitloc 52}}<p data-i18n="leftarm">Left Arm</p>{{/rollTotal() hitloc 52}}
{{#rollTotal() hitloc 42}}<p data-i18n="leftarm">Left Arm</p>{{/rollTotal() hitloc 42}}
{{#rollTotal() hitloc 32}}<p data-i18n="leftarm">Left Arm</p>{{/rollTotal() hitloc 32}}
{{#rollTotal() hitloc 22}}<p data-i18n="leftarm">Left Arm</p>{{/rollTotal() hitloc 22}}
{{#rollTotal() hitloc 12}}<p data-i18n="leftarm">Left Arm</p>{{/rollTotal() hitloc 12}}
{{#rollTotal() hitloc 03}}<p data-i18n="leftarm">Left Arm</p>{{/rollTotal() hitloc 03}}
<!--body locations-->
{{#rollBetween() hitloc 93 96}}<p data-i18n="body">Body</p>{{/rollBetween() hitloc 93 96}}
{{#rollBetween() hitloc 83 86}}<p data-i18n="body">Body</p>{{/rollBetween() hitloc 83 86}}
{{#rollBetween() hitloc 73 76}}<p data-i18n="body">Body</p>{{/rollBetween() hitloc 73 76}}
{{#rollBetween() hitloc 63 66}}<p data-i18n="body">Body</p>{{/rollBetween() hitloc 63 66}}
{{#rollBetween() hitloc 53 56}}<p data-i18n="body">Body</p>{{/rollBetween() hitloc 53 56}}
{{#rollBetween() hitloc 43 46}}<p data-i18n="body">Body</p>{{/rollBetween() hitloc 43 46}}
{{#rollBetween() hitloc 33 36}}<p data-i18n="body">Body</p>{{/rollBetween() hitloc 33 36}}
{{#rollBetween() hitloc 23 26}}<p data-i18n="body">Body</p>{{/rollBetween() hitloc 23 26}}
{{#rollBetween() hitloc 13 16}}<p data-i18n="body">Body</p>{{/rollBetween() hitloc 13 16}}
{{#rollBetween() hitloc 04 07}}<p data-i18n="body">Body</p>{{/rollBetween() hitloc 04 07}}
<!--right leg locations-->
{{#rollTotal() hitloc 97}}<p data-i18n="rightleg">Right Leg</p>{{/rollTotal() hitloc 97}}
{{#rollTotal() hitloc 87}}<p data-i18n="rightleg">Right Leg</p>{{/rollTotal() hitloc 87}}
{{#rollTotal() hitloc 77}}<p data-i18n="rightleg">Right Leg</p>{{/rollTotal() hitloc 77}}
{{#rollTotal() hitloc 67}}<p data-i18n="rightleg">Right Leg</p>{{/rollTotal() hitloc 67}}
{{#rollBetween() hitloc 57 58}}<p data-i18n="rightleg">Right Leg</p>{{/rollBetween() hitloc 57 58}}
{{#rollBetween() hitloc 47 48}}<p data-i18n="rightleg">Right Leg</p>{{/rollBetween() hitloc 47 48}}
{{#rollBetween() hitloc 37 38}}<p data-i18n="rightleg">Right Leg</p>{{/rollBetween() hitloc 37 38}}
{{#rollBetween() hitloc 27 28}}<p data-i18n="rightleg">Right Leg</p>{{/rollBetween() hitloc 27 28}}
{{#rollBetween() hitloc 17 18}}<p data-i18n="rightleg">Right Leg</p>{{/rollBetween() hitloc 17 18}}
{{#rollTotal() hitloc 08}}<p data-i18n="rightleg">Right Leg</p>{{/rollTotal() hitloc 08}}
<!--left leg locations-->
{{#rollTotal() hitloc 100}}<p data-i18n="leftleg">Left Leg</p>{{/rollTotal() hitloc 100}}
{{#rollBetween() hitloc 98 99}}<p data-i18n="leftleg">Left Leg</p>{{/rollBetween() hitloc 98 99}}
{{#rollBetween() hitloc 88 89}}<p data-i18n="leftleg">Left Leg</p>{{/rollBetween() hitloc 88 89}}
{{#rollBetween() hitloc 78 79}}<p data-i18n="leftleg">Left Leg</p>{{/rollBetween() hitloc 78 79}}
{{#rollBetween() hitloc 68 69}}<p data-i18n="leftleg">Left Leg</p>{{/rollBetween() hitloc 68 69}}
{{#rollTotal() hitloc 59}}<p data-i18n="leftleg">Left Leg</p>{{/rollTotal() hitloc 59}}
{{#rollTotal() hitloc 49}}<p data-i18n="leftleg">Left Leg</p>{{/rollTotal() hitloc 49}}
{{#rollTotal() hitloc 39}}<p data-i18n="leftleg">Left Leg</p>{{/rollTotal() hitloc 39}}
{{#rollTotal() hitloc 29}}<p data-i18n="leftleg">Left Leg</p>{{/rollTotal() hitloc 29}}
{{#rollTotal() hitloc 19}}<p data-i18n="leftleg">Left Leg</p>{{/rollTotal() hitloc 19}}
{{#rollTotal() hitloc 09}}<p data-i18n="leftleg">Left Leg</p>{{/rollTotal() hitloc 09}}
{{/^rollGreater() d100a testtarget}}
</div>
{{/attack}}
<!--section for strike to stun -->
{{#stun}}
<div class="sheet-result">
{{#rollGreater() d100 testtarget }}<p data-i18n="attack-miss">Miss!</p>{{/rollGreater() d100 testtarget }}
{{#^rollGreater() d100 testtarget }}
<p data-i18n="attack-hit">Attack Hits!</p>&#160;<p data-i18n="head">Head</p><br>
<p data-i18n="stun">Stun</p>&#160;{{hitloc}}&#160;<p data-i18n="damage">damage</p>
{{/^rollGreater() d100 testtarget }}
</div>
{{/stun}}
<!--section for psy powers result-->
{{#d100p}}
<div class="sheet-result"><p data-i18n="diceroll">% Dice Roll</p>&#160;{{d100p}}<br>
{{#rollBetween() d100p 1 90}}
{{#rollGreater() d100p testtarget }}<p data-i18n="test-failure">Failure</p>&#160;&#10060;<br>
{{#rollWasCrit() d100p }}
<div class="sheet-result" style="color:#9307d2" data-i18n="ppmanifest">Psychic Phenomena Manifesting!</div>
{{/rollWasCrit() d100p }}
{{/rollGreater() d100p testtarget }}
{{#^rollGreater() d100p testtarget }}<p data-i18n="test-success">Success</p>&#160;&#127744;<br>
{{#rollWasCrit() d100p }}
<div class="sheet-result" style="color:#9307d2" data-i18n="ppmanifest">Psychic Phenomena Manifesting!</div>
{{/rollWasCrit() d100p }}
{{#rollGreater() psydmg 0 }}{{psydmg}}&#160;<br>{{/rollGreater() psydmg 0 }}
{{#rollGreater() psypen 0 }}<p data-i18n="penetrationAcronym">Pen</p>&#160;{{psypen}}{{/rollGreater() psypen 0 }}
{{/^rollGreater() d100p testtarget }}
{{/rollBetween() d100p 1 90}}
{{#rollBetween() d100p 91 100}}
<div class="sheet-result" style="color:#e30000" data-i18n="ptmani91">Technique Fails due to Limit!</div>&#160;(91+)
{{#rollWasCrit() d100p }}
<div class="sheet-result" style="color:#9307d2" data-i18n="ppmanifest">Psychic Phenomena Manifesting!</div>
{{/rollWasCrit() d100p }}
{{/rollBetween() d100p 91 100}}
</div>
{{/d100p}}
<!--section for DoS and DoF goes under other fields-->
{{#dosdof}}
<div class="sheet-result">{{dosdof}}
{{#rollGreater() dosdof 0 }}<p data-i18n="dostemp">Degrees of Success</p>{{/rollGreater() dosdof 0 }}
{{#rollLess() dosdof 0 }}<p data-i18n="doftemp">Degrees of Failure</p>{{/rollLess() dosdof 0 }}
{{#rollTotal() dosdof 0 }}<p data-i18n="donulltemp">Degrees</p>{{/rollTotal() dosdof 0 }}
</div>
{{/dosdof}}
<!--section for righteous fury -->
{{#fury}}
<div class="sheet-result">
{{#rollGreater() d100 testtarget }}<p data-i18n="test-failure">Failure</p> &#10060;{{/rollGreater() d100 testtarget }}
{{#^rollGreater() d100 testtarget }}<p data-i18n="test-success">Success</p> &#9989;<br>
{{#rollTotal() fury 1}}<p data-i18n="rfbonus">Righteous Fury Bonus</p>&#160;&#160;{{d10}}{{/rollTotal() fury 1}}
{{#rollTotal() fury 2}}<p data-i18n="crithit">Critical Hit</p>&#160;#{{d5}}{{/rollTotal() fury 2}}
{{/^rollGreater() d100 testtarget }}
</div>
{{/fury}}
<!--section for fall damage hit location -->
{{#fallhitloc}}
<div class="sheet-result">{{fallhitloc}}&#160;
{{#rollBetween() fallhitloc 1 10}}<p data-i18n="head">Head</p>{{/rollBetween() fallhitloc 1 10}}
{{#rollBetween() fallhitloc 11 20}}<p data-i18n="rightarm">Right Arm</p>{{/rollBetween() fallhitloc 11 20}}
{{#rollBetween() fallhitloc 21 30}}<p data-i18n="leftarm">Left Arm</p>{{/rollBetween() fallhitloc 21 30}}
{{#rollBetween() fallhitloc 31 70}}<p data-i18n="body">Body</p>{{/rollBetween() fallhitloc 31 70}}
{{#rollBetween() fallhitloc 71 85}}<p data-i18n="rightleg">Right Leg</p>{{/rollBetween() fallhitloc 71 85}}
{{#rollBetween() fallhitloc 86 100}}<p data-i18n="leftleg">Left Leg</p>{{/rollBetween() fallhitloc 86 100}}
</div>
{{/fallhitloc}}
<!--section for bloodloss-->
{{#bloodloss}}
<div class="sheet-result">
{{#rollWasCrit() bloodloss }}<p data-i18n="survbleed">but Survives this Round</p>{{/rollWasCrit() bloodloss }}
{{#rollWasFumble() bloodloss }}<p style="font-size:55px; height:55px; line-height: 55px;">&#9760;</p>{{/rollWasFumble() bloodloss }}
</div>
{{/bloodloss}}
<!--section for power field parry -->
{{#parry}}
<div class="sheet-result">
{{#rollGreater() d100 testtarget }}<p data-i18n="test-failure">Failure</p> &#10060;{{/rollGreater() d100 testtarget }}
{{#^rollGreater() d100 testtarget }}<p data-i18n="test-success">Success</p> &#9989;<br><br>
{{#rollWasCrit() d100h }}
<p data-i18n="pftempdest">pftext</p>
<div class="sheet-desc" style="font-size:12px" data-i18n="pfexept">Power, Force, Warp and Natural.</div>
{{/rollWasCrit() d100h }}
{{/^rollGreater() d100 testtarget }}
</div>
{{/parry}}
<!--section for ship weapons (macrobat)-->
{{#spmac}}
<div class="sheet-result">
{{#rollGreater() d100 testtarget }}<p data-i18n="attack-miss">Miss!</p>{{/rollGreater() d100 testtarget }}
<!--hit section, compares dos with str-->
{{#^rollGreater() d100 testtarget }}<p style="font-size:24px; height:24px; line-height: 28px;">&#x1F4A2;</p><br>
{{#rollGreater() spmac xd5 }}<p data-i18n="shiphit">Scored Hits</p>&#160;&#160;{{xd5}}{{/rollGreater() spmac xd5 }}
{{#^rollGreater() spmac xd5 }}<p data-i18n="shiphit">Scored Hits</p>&#160;&#160;{{spmac}}{{/^rollGreater() spmac xd5 }}
<!--crit hit section, compares dos with crit-->
{{#rollGreater() spmac xd10 }}<br><br><p data-i18n="crithit" style="color:red">Critical Hit</p>&#160;&#160;#{{d5}}{{/rollGreater() spmac xd10 }}
{{#rollTotal() spmac xd10 }}<br><br><p data-i18n="crithit" style="color:red">Critical Hit</p>&#160;&#160;#{{d5}}{{/rollTotal() spmac xd10 }}
{{/^rollGreater() d100 testtarget }}
</div>
{{/spmac}}
<!--section for ship weapons (lance)-->
{{#splan}}
<div class="sheet-result">
{{#rollGreater() d100 testtarget }}<p data-i18n="attack-miss">Miss!</p>{{/rollGreater() d100 testtarget }}
<!--hit section, compares dos with str-->
{{#^rollGreater() d100 testtarget }}<p style="font-size:24px; height:24px; line-height: 28px;">&#x1F4A2;</p><br>
{{#rollLess() splan 3 }}<p data-i18n="shiphit">Scored Hits</p>&#160;1{{/rollLess() splan 3 }}
{{#rollBetween() splan 3 5 }}<p data-i18n="shiphit">Scored Hits</p>&#160;2{{/rollBetween() splan 3 5 }}
{{#rollBetween() splan 6 8 }}<p data-i18n="shiphit">Scored Hits</p>&#160;
{{#rollTotal() xd5 1 }}2{{/rollTotal() xd5 1 }}
{{#rollTotal() xd5 2 }}3{{/rollTotal() xd5 2 }}
{{#rollTotal() xd5 3 }}3{{/rollTotal() xd5 3 }}
{{/rollBetween() splan 6 8 }}
{{#rollBetween() splan 9 11 }}<p data-i18n="shiphit">Scored Hits</p>&#160;
{{#rollTotal() xd5 1 }}2{{/rollTotal() xd5 1 }}
{{#rollTotal() xd5 2 }}3{{/rollTotal() xd5 2 }}
{{#rollTotal() xd5 3 }}4{{/rollTotal() xd5 3 }}
{{/rollBetween() splan 9 11 }}
<!--crit hit section, compares dos with crit-->
{{#rollGreater() splan xd10 }}<br><br><p data-i18n="crithit" style="color:red">Critical Hit</p>&#160;&#160;#{{d5}}{{/rollGreater() splan xd10 }}
{{#rollTotal() splan xd10 }}<br><br><p data-i18n="crithit" style="color:red">Critical Hit</p>&#160;&#160;#{{d5}}{{/rollTotal() splan xd10 }}
{{/^rollGreater() d100 testtarget }}
</div>
{{/splan}}
<!--section for ship weapons (torpedo hit)-->
{{#sptor}}
<div class="sheet-result">
{{#rollGreater() d100 testtarget }}<p data-i18n="attack-miss">Miss!</p>{{/rollGreater() d100 testtarget }}
<!--hit section, compares dos with str-->
{{#^rollGreater() d100 testtarget }}<p style="font-size:24px; height:24px; line-height: 28px;">&#x1F4A2;</p><br>
{{#rollGreater() sptor xd5 }}<p data-i18n="shiphit">Scored Hits</p>&#160;&#160;{{xd5}}{{/rollGreater() sptor xd5 }}
{{#^rollGreater() sptor xd5 }}<p data-i18n="shiphit">Scored Hits</p>&#160;&#160;{{sptor}}{{/^rollGreater() sptor xd5 }}
{{/^rollGreater() d100 testtarget }}
</div>
{{/sptor}}
<!--section for ship weapons (torpedo damage)-->
{{#tordmg}}
<div class="sheet-result">{{tordmg}}<br>
{{#rollWasCrit() tordmg }}<p data-i18n="crithit" style="color:red">Critical Hit</p>&#160;&#160;#{{d5}}{{/rollWasCrit() tordmg }}
</div>
{{/tordmg}}
<!--section for ship weapons (nova cannon hit) nova1={{0}}-->
{{#nova1}}
<div class="sheet-result">
{{#rollGreater() d100 testtarget }}<p data-i18n="novalow">Low Accuracy</p><br>
{{#rollBetween() d100 1 25}}<p data-i18n="novamovetow" data-i18n-vars="{{nova1}}">Target point moves towards the Ship (VU) {{0}}</p>&#160;{{/rollBetween() d100 1 25}}
{{#rollBetween() d100 26 50}}<p data-i18n="novamoveaway" data-i18n-vars="{{nova1}}">Target point moves away from the Ship (VU) {{0}}</p>&#160;{{/rollBetween() d100 26 50}}
{{#rollBetween() d100 51 75}}<p data-i18n="novamovetow" data-i18n-vars="{{nova1}}">Target point moves towards the Ship (VU) {{0}}</p>&#160;{{/rollBetween() d100 51 75}}
{{#rollBetween() d100 76 100}}<p data-i18n="novamoveaway" data-i18n-vars="{{nova1}}">Target point moves away from the Ship (VU) {{0}}</p>&#160;{{/rollBetween() d100 76 100}}
<br><p data-i18n="shiphit">Scored Hits</p>&#160;&#160;{{d5}}
{{/rollGreater() d100 testtarget }}
{{#^rollGreater() d100 testtarget }}<p data-i18n="novahit">Target Point Hit!</p>&#160;&#x1F4A2;<br>
{{#rollLess() nova1 2 }}<p data-i18n="novave">with Average Accuracy</p><br><p data-i18n="shiphit">Scored Hits</p>&#160;&#160;{{d5}}{{/rollLess() nova1 2 }}
{{#rollGreater() nova1 2 }}<p data-i18n="novahigh">with High Accuracy</p><br><p data-i18n="shiphit">Scored Hits</p>&#160;&#160;{{xd5}}{{/rollGreater() nova1 2 }}
{{#rollTotal() nova1 2 }}<p data-i18n="novahigh">with High Accuracy</p><br><p data-i18n="shiphit">Scored Hits</p>&#160;&#160;{{xd5}}{{/rollTotal() nova1 2 }}
{{/^rollGreater() d100 testtarget }}
</div>
{{/nova1}}
{{#nova2}}
<div class="sheet-result">{{nova2}}<br>
{{#rollWasCrit() nova2 }}<p data-i18n="crithit" style="color:red">Critical Hit</p>{{/rollWasCrit() nova2 }}
</div>
{{/nova2}}
<!--section for nav mutation table -->
{{#navmutable}}
<div class="sheet-desc">{{navmutable}}&#160;
{{#rollBetween() navmutable 1 15}}<p data-i18n="navmut1">Strangely Jointed Limbs Your limbs have extra joints that articulate differently to a normal human. You gain the Contortionist Skill as a trained Basic Skill. If you already possess the Contortionist Skill, you gain the Talented (Contortionist) Talent instead</p>{{/rollBetween() navmutable 1 15}}
{{#rollBetween() navmutable 16 30}}<p data-i18n="navmut2" data-i18n-vars="{{d5}}">Elongated Form You are extremely tall and painfully thin, and lose {{0}} Toughness permanently. Re-roll this mutation if you already have the Bloated Form mutation.</p>{{/rollBetween() navmutable 16 30}}
{{#rollBetween() navmutable 31 45}}<p data-i18n="navmut3">Pale and Hairless Flesh<br>Your skin is pale, marbled with veins and completely without hair</p>{{/rollBetween() navmutable 31 45}}
{{#rollBetween() navmutable 46 55}}<p data-i18n="navmut4">Eyes as Dark as the Void<br>Your eyes are completely black and without iris, you gain the Dark Sight Trait</p>{{/rollBetween() navmutable 46 55}}
{{#rollBetween() navmutable 56 60}}<p data-i18n="navmut5">Withered Form<br>Your body is withered, your flesh hanging loosely from your bones. Reduce your Strength by 10 permanently and halve your movement rates. Re-roll this mutation if you already have the Bloated Form mutation</p>{{/rollBetween() navmutable 56 60}}
{{#rollBetween() navmutable 61 65}}<p data-i18n="navmut6">Bloated Form<br>Your body is grossly bloated and your limbs thick with flesh. **You Gain 5 Wounds and the Sturdy Trait but may No longer Run**. Re-roll this mutation if you already have the Elongated Form or Withered Form mutations</p>{{/rollBetween() navmutable 61 65}}
{{#rollBetween() navmutable 66 70}}<p data-i18n="navmut7">Membranous Growths<br>You have membranes of skin between your limbs and digits and your skin sags in folds from your flesh. Reduce Fellowship Characteristic by 5 permanently</p>{{/rollBetween() navmutable 66 70}}
{{#rollBetween() navmutable 71 75}}<p data-i18n="navmut8">Inhuman Visage<br>Your face is devoid of human features, your nose is nothing but a pair of slits, your ears are small holes, your eyes are unblinking. You gain the Fear (1) Trait</p>{{/rollBetween() navmutable 71 75}}
{{#rollBetween() navmutable 76 80}}<p data-i18n="navmut9">Fingers like Talons<br>The bones of your fingers have grown and hardened into talons. You gain the Natural Weapon Trait</p>{{/rollBetween() navmutable 76 80}}
{{#rollBetween() navmutable 81 85}}<p data-i18n="navmut10" data-i18n-vars="{{d5}}">Teeth as Sharp as Needles<br>Your mouth is filled with hundreds of fine, pointed teeth. You gain the Natural Weapon Trait and Reduce Fellowship Characteristic by {{0}}</p>{{/rollBetween() navmutable 81 85}}
{{#rollBetween() navmutable 86 90}}<p data-i18n="navmut11">Disturbing Grace<br>You move with a fluid, sinuous grace that is somewhat unpleasant and unnatural in its quality. You gain the Unnatural Agility (x2) Trait</p>{{/rollBetween() navmutable 86 90}}
{{#rollBetween() navmutable 91 95}}<p data-i18n="navmut12">Strange Vitality<br>You possess a vitality and resilience that is at odds with your physical form, wounds bleed translucent fluid and lose quickly, bones knit together after being horrifically broken. **You gain the Regeneration Trait**</p>{{/rollBetween() navmutable 91 95}}
{{#rollBetween() navmutable 96 100}}<p data-i18n="navmut13">Unnatural Presence<br>In your presence living things feel strange unpleasant sensations, a cloying touch to their skin, a keening whine in their ears and a metallic taste in their mouth. **All your tests that involve positive social interaction have 10, whilst all those that involve intimidation or inducing fear have +10**</p>{{/rollBetween() navmutable 96 100}}
</div>
{{/navmutable}}
<!--section for perils of the warp table--><!-- vars sequence {{0}} {{1}} {{2}}....-->
{{#perilstable}}
<div class="sheet-desc">{{perilstable}}&#160;
{{#rollBetween() perilstable 1 5}}<p data-i18n="perils1" data-i18n-vars="{{d5}}">The Gibbering<br>The psyker screams in pain as uncontrolled warp energies surge through his unprotected mind. He must pass a Challenging (+0) Willpower Test or suffer {{0}} Insanity Points and is Stunned for {{0}} Rounds</p>{{/rollBetween() perilstable 1 5}}
{{#rollBetween() perilstable 6 9}}<p data-i18n="perils2" data-i18n-vars="{{d5}}">Warp Burn<br>A violent burst of energy from the warp smashes into the psykers mind, sending him reeling. He suffers {{0}} Wounds and is Stunned for {{0}} Rounds</p>{{/rollBetween() perilstable 6 9}}
{{#rollBetween() perilstable 10 13}}<p data-i18n="perils3" data-i18n-vars="{{d5}}|{{xd10}}">Psychic Concussion<br>With a crack of energy, the psyker is knocked unconscious for {{0}} Rounds, and everyone within {{1}} metres must pass a Routine (+10) Willpower Test or be Stunned for 1 Round</p>{{/rollBetween() perilstable 10 13}}
{{#rollBetween() perilstable 14 18}}<p data-i18n="perils4" data-i18n-vars="{{d10}}">Psy-Blast<br>There is an explosion of power, and the psyker is thrown {{0}} metres into the air, falling to the ground and taking Fall Damage</p>{{/rollBetween() perilstable 14 18}}
{{#rollBetween() perilstable 19 24}}<p data-i18n="perils5">Soul Sear<br>Warp energy courses through the psykers body, scorching his soul. The psyker cannot use any powers for 1 hour and suffers 5 Corruption Points</p>{{/rollBetween() perilstable 19 24}}
{{#rollBetween() perilstable 25 30}}<p data-i18n="perils6">Locked In<br>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 to make a Challenging (+0) Willpower Test. On a success, his mind is freed and restored to his body</p>{{/rollBetween() perilstable 25 30}}
{{#rollBetween() perilstable 31 38}}<p data-i18n="perils7" data-i18n-vars="{{d10}}|{{d5}}">Chronological Incontinence<br>Time warps around the psyker. He winks out of existence and reappears in {{0}} Rounds (or 1 minute in narrative time) and suffers {{1}} Insanity Points and permanent -{{1}} Toughness</p>{{/rollBetween() perilstable 31 38}}
{{#rollBetween() perilstable 39 46}}<p data-i18n="perils8" data-i18n-vars="{{psydmg}}">Psychic Mirror<br>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 {{0}} Energy Damage to the psyker and the beneficial effect is cancelled. Damage ignores Armour unless warded</p>{{/rollBetween() perilstable 39 46}}
{{#rollBetween() perilstable 47 55}}<p data-i18n="perils9" data-i18n-vars="{{hitloc}}|{{d10}}">Warp Whispers<br>The voices of daemons fill the air within {{0}} metres of the Psyker, whispering terrible secrets and shocking truths. Everyone in the area (including the psyker) must pass a Hard (20) Willpower Test or suffer {{1}} Corruption Points</p>{{/rollBetween() perilstable 47 55}}
{{#rollBetween() perilstable 56 58}}<p data-i18n="perils10" data-i18n-vars="{{d10}}|{{d5}}|{{psypen}}">Vice Versa<br>The psykers mind is thrown out of his body and into another nearby creature. The psyker and a random being (Note this cannot be a daemon, untouchable, or other 'soulless' creature) within 50 metres swap consciousnesses for {{0}} Rounds. This may include allies or enemy combatants.
Each creature retains its WS, BS, Int, Per, WP, and Fel, during the swap, but all other Characteristics are of the new host body. If either body is slain, the effect ends immediately. Both suffer {{1}} Insanity Points from the experience. If there are no creatures within range, the Psyker must pass a Challenging (+0) Willpower Test or become catatonic for {{1}} Rounds while his mind wanders the warp. This journey gains him {{2}} Insanity Points.
</p>{{/rollBetween() perilstable 56 58}}
{{#rollBetween() perilstable 59 67}}<p data-i18n="perils11" data-i18n-vars="{{xd10}}|{{d10}}">Dark Summoning<br>A Warp Predator rips into existence within {{0}} metres of the psyker for {{1}} rounds or until it is slain. It detests the psyker, and trains its attacks on the fool that unwittingly summoned it</p>{{/rollBetween() perilstable 59 67}}
{{#rollBetween() perilstable 68 72}}<p data-i18n="perils12" data-i18n-vars="{{d100h}}|{{d5}}">Rending the Veil<br>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 {{0}} metres must test against Fear (3) Warp Shock. This effect lasts for {{1}} rounds</p>{{/rollBetween() perilstable 68 72}}
{{#rollBetween() perilstable 73 78}}<p data-i18n="perils13" data-i18n-vars="{{xd5}}|{{d5}}">Blood Rain<br>A psychic storm erupts, covering an area of {{0}} metres in which everyone must pass a Challenging (+0) Strength Test or be knocked to the ground. In addition to howling winds and the skies raining blood, any psychic powers used in the area automatically invoke a Perils of the Warp check for {{1}} Rounds</p>{{/rollBetween() perilstable 73 78}}
{{#rollBetween() perilstable 79 82}}<p data-i18n="perils14" data-i18n-vars="{{d10}}|{{psydmg}}|{{d5}}">Cataclysmic Blast<br>The psykers power overloads, arcing out in great bolts of warp energy. Anyone within {{0}} metres (including the psyker) takes {{1}} Energy Damage, and all of the psykers clothing and gear are destroyed, leaving him naked and smoking on the ground. The psyker may use no further powers for {{2}} hours after this event</p>{{/rollBetween() perilstable 79 82}}
{{#rollBetween() perilstable 83 86}}<p data-i18n="perils15" data-i18n-vars="{{d100h}}|{{psypen}}">Mass Possession<br>Daemons ravage the minds of every living thing within {{0}} metres. Every character in the area must resist as if attacked by the Puppet Master technique (the attackers Int, Fel and WP are all equal to 60). This possession, if successful, will last for {{1}} Rounds</p>{{/rollBetween() perilstable 83 86}}
{{#rollBetween() perilstable 87 90}}<p data-i18n="perils16" data-i18n-vars="{{xd10}}|{{psypen}}">Reality Quake<br>Reality buckles around the psyker, radiating out {{0}} metres from him is sundered: solid objects alternately rot, burn, and freeze, and everyone and everything in the area takes {{1}} Rending Damage. Warded objects and Untouchables halve the damage rolled</p>{{/rollBetween() perilstable 87 90}}
{{#rollBetween() perilstable 91 99}}<p data-i18n="perils17" data-i18n-vars="{{d10}}|{{hitloc}}">Lost to the Warp<br>The psyker must take an immediate Very Hard (30) Willpower Test or he is dragged into the warp by a daemon immediately *for purposes unknown*. The psyker appears on an inhabited planet {{0}} weeks later with dim memories of the horrific act. He suffers {{1}} Corruption Points, as well as any other possible complications from his actions while possessed, including a potential visit from the Inquisition. In the future, he must adjust all Perils of the Warp checks by +10 due to his body serving as conduit for fell forces</p>{{/rollBetween() perilstable 91 99}}
{{#rollGreater() perilstable 99}}<p data-i18n="perils18">Destruction<br>The psyker is immediately and irrevocably destroyed. He is sucked screaming into the warp, never to be seen again or consumed utterly by hellfire. There is a 50% chance, that a daemonic entity appears in the psykers place</p>{{/rollGreater() perilstable 99}}
</div>
{{/perilstable}}
<!--section for psychic phenomena table--><!-- vars sequence {{0}} {{1}} {{2}}....-->
{{#psytable}}
<div class="sheet-desc">{{psytable}}&#160;
{{#rollBetween() psytable 1 3}}<p data-i18n="psyphe1">Dark Foreboding<br>A faint breeze blows past the psyker and those near him, and everyone gets the feeling that somewhere in the galaxy, something unfortunate just happened</p>{{/rollBetween() psytable 1 3}}
{{#rollBetween() psytable 4 5}}<p data-i18n="psyphe2">Warp Echo<br>For a few seconds, all noises cause echoes, regardless of the surroundings</p>{{/rollBetween() psytable 4 5}}
{{#rollBetween() psytable 6 8}}<p data-i18n="psyphe3">Unholy Stench<br>The air around the psyker becomes permeated with a bizarre and foul smell</p>{{/rollBetween() psytable 6 8}}
{{#rollBetween() psytable 9 11}}<p data-i18n="psyphe4">Mind Warp<br>The psyker suffers 1 Insanity Point as his own inherent phobias, suspicions, and hatreds surge to the surface of his mind in a wave of negative emotion</p>{{/rollBetween() psytable 9 11}}
{{#rollBetween() psytable 12 14}}<p data-i18n="psyphe5" data-i18n-vars="{{xd10}}">Hoarfrost<br>The temperature plummets for an instant, and a thin coating of frost covers everything within {{0}} metres</p>{{/rollBetween() psytable 12 14}}
{{#rollBetween() psytable 15 17}}<p data-i18n="psyphe6" data-i18n-vars="{{d100h}}">Aura of Taint<br>All animals within {{0}} metres become spooked and agitated, Characters with Psyniscience can pinpoint the psyker as the cause</p>{{/rollBetween() psytable 15 17}}
{{#rollBetween() psytable 18 20}}<p data-i18n="psyphe7">Memory Worm<br>All people within line of sight of the psyker forget something trivial</p>{{/rollBetween() psytable 18 20}}
{{#rollBetween() psytable 21 23}}<p data-i18n="psyphe8" data-i18n-vars="{{xd5}}">Spoilage<br>Food and drinks go bad in a {{0}} metre radius</p>{{/rollBetween() psytable 21 23}}
{{#rollBetween() psytable 24 26}}<p data-i18n="psyphe9" data-i18n-vars="{{xd10}}">Haunting Breeze<br>Winds whip up around the psyker for a few seconds, blowing light objects about and guttering fires within {{0}} metres</p>{{/rollBetween() psytable 24 26}}
{{#rollBetween() psytable 27 29}}<p data-i18n="psyphe10" data-i18n-vars="{{xd10}}">Veil of Darkness<br>For the remainder of the round, the area within {{0}} metres is plunged into immediate darkness</p>{{/rollBetween() psytable 27 29}}
{{#rollBetween() psytable 30 32}}<p data-i18n="psyphe11" data-i18n-vars="{{xd5}}">Distorted Reflections<br>Mirrors and other reflective surfaces within a radius of {{0}} metres distort or shatter</p>{{/rollBetween() psytable 30 32}}
{{#rollBetween() psytable 33 35}}<p data-i18n="psyphe12">Breath Leech<br>Everyone (including the psyker) becomes short of breath for 1 Round and cannot make any Run or Charge actions</p>{{/rollBetween() psytable 33 35}}
{{#rollBetween() psytable 36 38}}<p data-i18n="psyphe13">Daemonic Mask<br>For a fleeting moment, the psyker takes on a daemonic appearance and gains the Fear (1) trait for the rest of the round. However, he also suffers 1 Corruption Point</p>{{/rollBetween() psytable 36 38}}
{{#rollBetween() psytable 39 41}}<p data-i18n="psyphe14" data-i18n-vars="{{xd10}}">Unnatural Decay<br>All plant life within {{0}} metres of the psyker withers and dies</p>{{/rollBetween() psytable 39 41}}
{{#rollBetween() psytable 42 44}}<p data-i18n="psyphe15" data-i18n-vars="{{xd5}}">Spectral Gale<br>Howling winds erupt around the psyker, requiring him and anyone within {{0}} metres to pass an Easy (+30) Agility or Strength Test to avoid being knocked to the ground</p>{{/rollBetween() psytable 42 44}}
{{#rollBetween() psytable 45 47}}<p data-i18n="psyphe16" data-i18n-vars="{{xd10}}">Bloody Tears<br>Blood weeps from stone and wood within {{0}} metres of the psyker. If there are any pictures or statues of people inside this area, they appear to be crying blood</p>{{/rollBetween() psytable 45 47}}
{{#rollBetween() psytable 48 50}}<p data-i18n="psyphe17" data-i18n-vars="{{xd5}}">The Earth Protests<br>The ground suddenly shakes, and everyone (including the psyker) within {{0}} metre radius must pass a Routine (+10) Agility Test or be knocked down</p>{{/rollBetween() psytable 48 50}}
{{#rollBetween() psytable 51 53}}<p data-i18n="psyphe18" data-i18n-vars="{{xd5}}">Psy Discharge<br>Static Electricity fills the air for {{0}} metres causing hair to stand on end and unprotected electronics to short out, whilst the psyker is illuminated by eldritch light</p>{{/rollBetween() psytable 51 53}}
{{#rollBetween() psytable 54 56}}<p data-i18n="psyphe19" data-i18n-vars="{{xd10}}">Warp Ghosts<br>Ghostly apparitions fill the air for {{0}} metres around the psyker, flying about and howling in pain for a few brief moments. Everyone in the radius (except the psyker himself) must test against Fear (1)</p>{{/rollBetween() psytable 54 56}}
{{#rollBetween() psytable 57 59}}<p data-i18n="psyphe20" data-i18n-vars="{{psydmg}}|{{d10}}">Falling Upwards<br>Everything within {{0}} metres of the psyker (and including the psyker himself) rises {{1}} metres into the air as gravity briefly cease. After a second or two, everything crashes back to earth, taking Fall Damage</p>{{/rollBetween() psytable 57 59}}
{{#rollBetween() psytable 60 62}}<p data-i18n="psyphe21" data-i18n-vars="{{d10}}">Banshee Howl<br>A shrill keening rings out across the immediate area, shattering glass and forcing every mortal creature able to hear it (including the psyker) to pass a Challenging (+0) Toughness Test or be deafened for {{0}} rounds</p>{{/rollBetween() psytable 60 62}}
{{#rollBetween() psytable 63 65}}<p data-i18n="psyphe22" data-i18n-vars="{{d5}}">The Furies<br>The Psyker is assailed by unseen horrors. He is slammed to the ground and suffers {{0}} Wounds in Damage (Toughness Bonus protects but armour does not, unless warded.) and he must test against Fear (2)</p>{{/rollBetween() psytable 63 65}}
{{#rollBetween() psytable 66 68}}<p data-i18n="psyphe23" data-i18n-vars="{{d100h}}|{{d5}}">Shadow of the Warp<br>For a split second, the world changes in appearance, and everyone within {{0}} metres has a mercifully brief glimpse of the shadow of the warp. Everyone in the area (including the psyker) must pass a Difficult (10) Willpower Test or gain {{1}} Insanity Points</p>{{/rollBetween() psytable 66 68}}
{{#rollBetween() psytable 69 71}}<p data-i18n="psyphe24" data-i18n-vars="{{xd5}}|{{d5}}">Tech Scorn<br>The Machine spirits reject your unnatural ways. All non-warded tech devices within {{0}} metres malfunction momentarily, and all ranged weapons Jam/Overheat, whilst characters with cybernetic implants must pass a Routine (+10) Toughness Test or suffer {{1}} Damage</p>{{/rollBetween() psytable 69 71}}
{{#rollBetween() psytable 72 74}}<p data-i18n="psyphe25" data-i18n-vars="{{psydmg}}|{{d5}}">Warp Madness<br>A violent ripple of tainted discord causes all creatures within {{0}} metres (with the exception of the Psyker) to become Frenzied for 1 Round and suffer {{1}} Corruption Points unless they can pass a Difficult (10) Willpower Test</p>{{/rollBetween() psytable 72 74}}
{{#rollGreater() psytable 74}}<p data-i18n="psyphe26">The warp opens in a maelstrom of energy...<br>Roll Perils of the Warp{{/rollGreater() psytable 74}}
</div>
{{/psytable}}
<!--section for shock table -->
{{#shocktable}}
<div class="sheet-desc">
{{#^rollGreater() d100 testtarget }}<p data-i18n="test-success" style="font-weight:bold">Success</p> &#9989;{{/^rollGreater() d100 testtarget }}
{{#rollGreater() d100 testtarget }}<p data-i18n="test-failure" style="font-weight:bold">Failure</p> &#10060;<br><p data-i18n="tableres" style="font-weight:bold">Table Result</p>&#160;&#160;{{shocktable}}<br>
{{#rollBetween() shocktable 1 20}}<p data-i18n="shock1">The character is badly startled. He may only take a single Half Action in his next Turn, but afterwards he may act normally</p>{{/rollBetween() shocktable 1 20}}
{{#rollBetween() shocktable 21 40}}<p data-i18n="shock2">Fear grips the character and he begins to shake and tremble. He takes a 10 penalty on all Tests for the rest of the encounter unless he can snap out of it</p>{{/rollBetween() shocktable 21 40}}
{{#rollBetween() shocktable 41 60}}<p data-i18n="shock3">Reeling with shock, the character backs away from the thing that confronts them. 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. The character gains 1 Insanity Point</p>{{/rollBetween() shocktable 41 60}}
{{#rollBetween() shocktable 61 80}}<p data-i18n="shock4" data-i18n-vars="{{d5}}">The character is frozen by terror. The character may take no Actions until he snaps out of it. After snapping out of it, the character will make all Tests with a 10 penalty for the rest of the encounter. The character gains {{0}} Insanity Points</p>{{/rollBetween() shocktable 61 80}}
{{#rollBetween() shocktable 81 100}}<p data-i18n="shock5" data-i18n-vars="{{d5}}">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, he may only take Half Actions and takes a 20 penalty to all Tests. The character gains {{0}} Insanity Points. Once away from the danger, he must successfully snap out of it to regain control</p>{{/rollBetween() shocktable 81 100}}
{{#rollBetween() shocktable 101 120}}<p data-i18n="shock6" data-i18n-vars="{{d5}}">Fainting dead away, the character keels over and remains unconscious for {{0}} Rounds. Once he regain consciousness, he is still shaken and takes all Tests with a 10 penalty until the end of the encounter. The character gains {{0}} Insanity Points</p>{{/rollBetween() shocktable 101 120}}
{{#rollBetween() shocktable 121 130}}<p data-i18n="shock7" data-i18n-vars="{{d5}}">Totally overwhelmed, the character screams and vomits uncontrollably for {{0}} Rounds. During this time he is helpless, may do nothing and drop anything he is holding. Afterwards, until the end of the encounter, the character may only take a single Half Action each Turn until he can rest. The character gains {{0}} Insanity Points</p>{{/rollBetween() shocktable 121 130}}
{{#rollBetween() shocktable 131 140}}<p data-i18n="shock8" data-i18n-vars="{{d5}}">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. The character gains {{0}} Insanity Points</p>{{/rollBetween() shocktable 131 140}}
{{#rollBetween() shocktable 141 160}}<p data-i18n="shock9" data-i18n-vars="{{xd5}}">The character falls to the ground for {{0}} 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 takes a 20 penalty on all Tests until the end of the encounter. The character gains {{0}} Insanity Points</p>{{/rollBetween() shocktable 141 160}}
{{#rollBetween() shocktable 161 170}}<p data-i18n="shock10" data-i18n-vars="{{d5}}|{{d10}}">The characters mind snaps and he becomes catatonic for {{0}} hours and may not be roused. The character gains {{1}} Insanity Points</p>{{/rollBetween() shocktable 161 170}}
{{#rollGreater() shocktable 170}}<p data-i18n="shock11" data-i18n-vars="{{xd10}}|{{d10}}">The character is so affected that he begins to see strange and terrible visions as his hold on reality shatters. The character suffers the effects of “Acute Hallucinations” for {{0}} Rounds. After the hallucinations fade, the character will take all Tests with a 20 penalty while the encounter lasts. The character gains {{0}} Insanity Points and takes {{1}} points of permanent Willpower damage</p>{{/rollGreater() shocktable 170}}
{{/rollGreater() d100 testtarget }}
</div>
{{/shocktable}}
<!--section for trauma table -->
{{#traumatable}}
<div class="sheet-desc">
{{#^rollGreater() d100 testtarget }}<p data-i18n="test-success" style="font-weight:bold">Success</p> &#9989;{{/^rollGreater() d100 testtarget }}
{{#rollGreater() d100 testtarget }}<p data-i18n="test-failure" style="font-weight:bold">Failure</p> &#10060;<br><p data-i18n="tableres" style="font-weight:bold">Table Result</p>&#160;&#160;{{traumatable}}<br>
{{#rollBetween() traumatable 1 40}}<p data-i18n="trauma1" data-i18n-vars="{{xd10}}">The character becomes withdrawn and quiet. The character takes a 10 penalty to all Fellowship-based Tests. This lasts for {{0}} hours</p>{{/rollBetween() traumatable 1 40}}
{{#rollBetween() traumatable 41 70}}<p data-i18n="trauma2" data-i18n-vars="{{xd10}}">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 {{0}} hours</p>{{/rollBetween() traumatable 41 70}}
{{#rollBetween() traumatable 71 100}}<p data-i18n="trauma3" data-i18n-vars="{{d5}}">The character is constantly fearful, seeing danger everywhere, and is extremely jumpy. The character gains a +10 bonus to all Perception based Tests and a 10 penalty to his Willpower for the next {{0}} days</p>{{/rollBetween() traumatable 71 100}}
{{#rollBetween() traumatable 101 120}}<p data-i18n="trauma4" data-i18n-vars="{{d5}}">The character suffers from a temporary severe phobia. This effect lasts for {{0}} days</p>{{/rollBetween() traumatable 101 120}}
{{#rollBetween() traumatable 121 130}}<p data-i18n="trauma5" data-i18n-vars="{{d5}}">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 Challenging (+0) Willpower Test or suffer a 10 penalty to the test. If the character gets into combat, all Tests during combat suffer a 10 penalty. This effect lasts for {{0}} days</p>{{/rollBetween() traumatable 121 130}}
{{#rollBetween() traumatable 131 140}}<p data-i18n="trauma6" data-i18n-vars="{{d5}}">The character suffers vivid and extreme nightmares whenever he tries to sleep. The next day and for the next {{0}} days, the character will be exhausted by lack of sleep and gains 1 level of fatigue</p>{{/rollBetween() traumatable 131 140}}
{{#rollBetween() traumatable 141 150}}<p data-i18n="trauma7" data-i18n-vars="{{d5}}">The character is struck dumb and is unable to speak. This lasts for {{0}} days</p>{{/rollBetween() traumatable 141 150}}
{{#rollBetween() traumatable 151 160}}<p data-i18n="trauma8" data-i18n-vars="{{d10}}">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 {{0}} days</p>{{/rollBetween() traumatable 151 160}}
{{#rollBetween() traumatable 161 170}}<p data-i18n="trauma9" data-i18n-vars="{{d10}}">The character temporarily becomes hysterically blind or deaf. This effect lasts for {{0}} days</p>{{/rollBetween() traumatable 161 170}}
{{#rollGreater() traumatable 170}}<p data-i18n="trauma10" data-i18n-vars="{{d10}}">The character becomes completely traumatised and virtually unresponsive. He cant initiate actions but may be gently led. This effect lasts for {{0}} days</p>{{/rollGreater() traumatable 170}}
{{/rollGreater() d100 testtarget }}
</div>
{{/traumatable}}
<!--section for malignancy table -->
{{#maligtable}}
<div class="sheet-desc">{{maligtable}}&#160;
{{#rollBetween() maligtable 1 10}}<p data-i18n="malig1" data-i18n-vars="{{d10}}">Palsy<br>The character suffers from numerous minor tics, shakes, and tremors with no medical cause. Reduce his Agility by {{0}}</p>{{/rollBetween() maligtable 1 10}}
{{#rollBetween() maligtable 11 15}}<p data-i18n="malig2" data-i18n-vars="{{d10}}">Dark-hearted<br>The character grows increasingly cruel, callous, and vindictive. Reduce his Fellowship by {{0}}</p>{{/rollBetween() maligtable 11 15}}
{{#rollBetween() maligtable 16 20}}<p data-i18n="malig3" data-i18n-vars="{{d10}}">Ill-fortuned<br>Whenever the character uses a Fate Point roll, a 1d10. On a score of 7, 8, 9 or 10 it has no effect but is lost anyway</p>{{/rollBetween() maligtable 16 20}}
{{#rollBetween() maligtable 21 22}}<p data-i18n="malig4" data-i18n-vars="{{d10}}">Skin Afflictions<br>The character is plagued by boils, scabs, weeping sores, and the like. He takes a 20 penalty to all Charm Tests</p>{{/rollBetween() maligtable 21 22}}
{{#rollBetween() maligtable 23 25}}<p data-i18n="malig5" data-i18n-vars="{{d10}}">Night Eyes<br>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</p>{{/rollBetween() maligtable 23 25}}
{{#rollBetween() maligtable 26 30}}<p data-i18n="malig6" data-i18n-vars="{{d10}}">Morbid<br>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}}</p>{{/rollBetween() maligtable 26 30}}
{{#rollBetween() maligtable 31 33}}<p data-i18n="malig7" data-i18n-vars="{{d10}}">Witch-mark<br>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!</p>{{/rollBetween() maligtable 31 33}}
{{#rollBetween() maligtable 34 45}}<p data-i18n="malig8" data-i18n-vars="{{d10}}">Fell Obsession<br>This is the same as the Obsession Disorder. 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.</p>{{/rollBetween() maligtable 34 45}}
{{#rollBetween() maligtable 46 50}}<p data-i18n="malig9" data-i18n-vars="{{d10}}">Hatred<br>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</p>{{/rollBetween() maligtable 46 50}}
{{#rollBetween() maligtable 51 55}}<p data-i18n="malig10" data-i18n-vars="{{d10}}">Irrational Nausea<br>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 pass a Challenging (+0) Toughness Test or suffer a 10 penalty to all Tests as long as he remains in its presence</p>{{/rollBetween() maligtable 51 55}}
{{#rollBetween() maligtable 56 60}}<p data-i18n="malig11" data-i18n-vars="{{d10}}">Wasted Frame<br>The characters pallor becomes corpse-like and his muscles waste away. The characters Strength is reduced by {{0}}</p>{{/rollBetween() maligtable 56 60}}
{{#rollBetween() maligtable 61 63}}<p data-i18n="malig12" data-i18n-vars="{{d10}}">Night Terrors<br>The character is plagued by daemonic visions in his sleep. The character now has the Horrific Nightmares Disorder</p>{{/rollBetween() maligtable 61 63}}
{{#rollBetween() maligtable 64 70}}<p data-i18n="malig13" data-i18n-vars="{{d10}}">Poor Health<br>The character constantly suffers petty illnesses and phantom pains, and his wounds never seem to heal fully. The characters Toughness is reduced by {{0}}</p>{{/rollBetween() maligtable 64 70}}
{{#rollBetween() maligtable 71 75}}<p data-i18n="malig14" data-i18n-vars="{{d10}}">Distrustful<br>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</p>{{/rollBetween() maligtable 71 75}}
{{#rollBetween() maligtable 76 80}}<p data-i18n="malig15" data-i18n-vars="{{d10}}">Malign Sight<br>The world seems to darken, tarnish, and rot if the character looks too long at anything. The characters Perception is reduced by {{0}}</p>{{/rollBetween() maligtable 76 80}}
{{#rollBetween() maligtable 81 83}}<p data-i18n="malig16" data-i18n-vars="{{d10}}">Ashen Taste<br>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</p>{{/rollBetween() maligtable 81 83}}
{{#rollBetween() maligtable 84 90}}<p data-i18n="malig17" data-i18n-vars="{{d10}}">Bloodlust<br>Murderous rage is never far from the characters mind. After being wounded in combat, he must pass a Challenging (+0) Willpower Test to incapacitate or allow his enemies to flee, rather than kill them outright, even if his intent is otherwise</p>{{/rollBetween() maligtable 84 90}}
{{#rollBetween() maligtable 91 93}}<p data-i18n="malig18" data-i18n-vars="{{d10}}">Blackouts<br>The character suffers from inexplicable blackouts. When they occur and what happens during them is up to the GM</p>{{/rollBetween() maligtable 91 93}}
{{#rollBetween() maligtable 94 100}}<p data-i18n="malig19" data-i18n-vars="{{d10}}">Strange Addiction<br>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, but is freakish enough to cause serious suspicion if found out</p>{{/rollBetween() maligtable 94 100}}
</div>
{{/maligtable}}
<!--section for mutation table--><!-- vars sequence {{0}} {{1}} {{2}} = {{d10=[[1d10]]}} {{xd10=[[2d10]]}} {{d5=[[1d5]]}}-->
{{#mutable}}
<div class="sheet-desc">{{mutable}}&#160;
{{#rollBetween() mutable 1 5}}<p data-i18n="mutable1">Grotesque<br>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 non--mutants, but gains a +10 bonus to Intimidate Tests</p>{{/rollBetween() mutable 1 5}}
{{#rollBetween() mutable 6 10}}<p data-i18n="mutable2">Tough Hide<br>The mutant gains the Natural Armour (2) Trait from dense skin and thick scar tissue</p>{{/rollBetween() mutable 6 10}}
{{#rollBetween() mutable 11 15}}<p data-i18n="mutable3" data-i18n-vars="{{xd10}}">Misshapen<br>The mutants spine and limbs are horribly twisted. The mutant may no longer run and reduces its Agility by {{0}}</p>{{/rollBetween() mutable 11 15}}
{{#rollBetween() mutable 16 20}}<p data-i18n="mutable4">Feels No Pain<br>The mutant cares little for injury or harm. It gains +5 Wounds and the Iron Jaw talent</p>{{/rollBetween() mutable 16 20}}
{{#rollBetween() mutable 21 25}}<p data-i18n="mutable5">Brute<br>The mutant is physically powerful, with deformed masses of slab-like muscle. Increase its Strength and Toughness Characteristics by 10 each</p>{{/rollBetween() mutable 21 25}}
{{#rollBetween() mutable 26 30}}<p data-i18n="mutable6">Nightsider<br>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</p>{{/rollBetween() mutable 26 30}}
{{#rollBetween() mutable 31 35}}<p data-i18n="mutable7" data-i18n-vars="{{d10}}">Mental Regressive<br>The mutant has regressed mentally. Roll a 1d10 for Intelligence, Perception, Willpower, and Fellowship separately. On a 15, reduce the characteristic by 1d10; on a 67, halve the characteristic; on an 89, there is no change, on a 10, reduce the characteristic to 5 total. The mutant also gains {{0}} Insanity Points</p>{{/rollBetween() mutable 31 35}}
{{#rollBetween() mutable 36 40}}<p data-i18n="mutable8">Malformed Hands<br>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</p>{{/rollBetween() mutable 36 40}}
{{#rollBetween() mutable 41 45}}<p data-i18n="mutable9" data-i18n-vars="{{d10}}">Tox Blood<br>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 and Intelligence Characteristics by {{0}}. Should the mutants blood come into contact with a living creature, that creature must succeed on a Difficult (10) Toughness Test or take 1d10 Energy Damage that ignores Armour and Toughness</p>{{/rollBetween() mutable 41 45}}
{{#rollBetween() mutable 46 50}}<p data-i18n="mutable10" data-i18n-vars="{{d10}}">Hulking<br>The mutant grows in stature and bodymass. It gains the Hulking Size Trait, increases its Strength Characteristic by 10 and gains +5 Wounds</p>{{/rollBetween() mutable 46 50}}
{{#rollBetween() mutable 51 55}}<p data-i18n="mutable11">Wyrdling<br>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 a single discipline of his choice. He needs to meet the requirements for both disciplines</p>{{/rollBetween() mutable 51 55}}
{{#rollBetween() mutable 56 59}}<p data-i18n="mutable12">Vile Deformity<br>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 a few. The mutant gains the Fear (1) Trait</p>{{/rollBetween() mutable 56 59}}
{{#rollBetween() mutable 60 63}}<p data-i18n="mutable13" data-i18n-vars="{{d10}}">Aberration<br>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 {{0}} and its Fellowship by 10</p>{{/rollBetween() mutable 60 63}}
{{#rollBetween() mutable 64 67}}<p data-i18n="mutable14" data-i18n-vars="{{d10}}">Degenerate Mind<br>The mutants mind is warped and inhuman. Reduce its Intelligence and Fellowship each by {{0}}. Also on a 13, it gains the Frenzy talent; on a 47, it gains the Fearless talent, on an 810, it gains the From Beyond Trait</p>{{/rollBetween() mutable 64 67}}
{{#rollBetween() mutable 68 71}}<p data-i18n="mutable15" data-i18n-vars="{{d5}}">Ravaged Body<br>The mutants body has been entirely remade by the Warp. Roll {{0}} times on this table, if this result (Ravaged Body) comes up, reroll. Such mutations, regardless of their nature, still show the obvious touch of Chaos</p>{{/rollBetween() mutable 68 71}}
{{#rollBetween() mutable 72 74}}<p data-i18n="mutable16" data-i18n-vars="{{d10}}">Clawed/Fanged<br>The mutant gains razor claws, a fanged maw, barbed flesh or some other form of natural weapon. It gains the Natural Weapon Trait (either Impact or Rending damage)</p>{{/rollBetween() mutable 72 74}}
{{#rollBetween() mutable 75 78}}<p data-i18n="mutable17">Necrophage<br>The mutant gains +10 to Toughness and the Regeneration Trait, but must sustain itself on copious quantities of raw meat or starve</p>{{/rollBetween() mutable 75 78}}
{{#rollBetween() mutable 79 81}}<p data-i18n="mutable18">Corrupted Flesh<br>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 hit, it gains Fear (2) Trait for that round</p>{{/rollBetween() mutable 79 81}}
{{#rollBetween() mutable 82 85}}<p data-i18n="mutable19">Venomous<br>The mutants natural attacks (Natural Weapon or Unarmed) are toxic. It gains the Toxic Trait</p>{{/rollBetween() mutable 82 85}}
{{#rollBetween() mutable 86 89}}<p data-i18n="mutable20">Hideous Strength<br>The mutant gains the Unnatural Strength Trait (x2)</p>{{/rollBetween() mutable 86 89}}
{{#rollBetween() mutable 90 91}}<p data-i18n="mutable21">Multiple Appendages<br>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</p>{{/rollBetween() mutable 90 91}}
{{#rollBetween() mutable 92 93}}<p data-i18n="mutable22">Worm<br>The mutants lower limbs have fused together to form a worm or snake-like tail. The mutant gains +5 Wounds and the Crawler Trait</p>{{/rollBetween() mutable 92 93}}
{{#rollTotal() mutable 94}}<p data-i18n="mutable23">Nightmarish<br>So warped and horrific is the mutants appearance it can cause enemies to flee in fear. It gains the Fear (3) Trait</p>{{/rollTotal() mutable 94}}
{{#rollTotal() mutable 95}}<p data-i18n="mutable24">Malleable<br>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 one quarter its usual body dimensions</p>{{/rollTotal() mutable 95}}
{{#rollTotal() mutable 96}}<p data-i18n="mutable25">Winged<br>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 Agility Bonus ×2</p>{{/rollTotal() mutable 96}}
{{#rollTotal() mutable 97}}<p data-i18n="mutable26">Corpulent<br>The mutants huge and bloated frame gives it +5 Wounds and the Unnatural Toughness Trait (x2). It may no longer take the Run action</p>{{/rollTotal() mutable 97}}
{{#rollTotal() mutable 98}}<p data-i18n="mutable27">Shadow Kin<br>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</p>{{/rollTotal() mutable 98}}
{{#rollTotal() mutable 99}}<p data-i18n="mutable28">Corrosive Bile<br>The mutant may vomit burning bile, flesh-eating grubs, or some other horrific substance. In melee combat the mutant may 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 Rending or Energy (choose one) Damage with the Tearing Quality</p>{{/rollTotal() mutable 99}}
{{#rollTotal() mutable 100}}<p data-i18n="mutable29">Hellspawn<br>Saturated with the energies of the Warp, the mutant is more than part daemon, gaining the Daemonic, Fear (2), and From Beyond Traits</p>{{/rollTotal() mutable 100}}
</div>
{{/mutable}}
<!--section for scatter diagram-->
{{#scatter}}
<div class="sheet-result" style="font-size: 50px; padding: 15px 10px;">
{{#rollTotal() scatter 1}}&#129108;{{/rollTotal() scatter 1}}
{{#rollTotal() scatter 2}}&#129105;{{/rollTotal() scatter 2}}
{{#rollTotal() scatter 3}}&#129109;{{/rollTotal() scatter 3}}
{{#rollTotal() scatter 4}}&#129104;{{/rollTotal() scatter 4}}
{{#rollTotal() scatter 5}}&#129106;{{/rollTotal() scatter 5}}
{{#rollTotal() scatter 6}}&#129111;{{/rollTotal() scatter 6}}
{{#rollTotal() scatter 7}}&#129107;{{/rollTotal() scatter 7}}
{{#rollTotal() scatter 8}}&#129110;{{/rollTotal() scatter 8}}
</div>
{{/scatter}}
<!--section for multi hits table-->
{{#multihit}}
<div class="sheet-result">
{{#rollTotal() multihit 1}}#2 <p data-i18n="head">Head</p> &#x1F4A2;{{/rollTotal() multihit 1}}
{{#rollTotal() multihit 2}}#2 <p data-i18n="head">Head</p> &#x1F4A2;<br>#3 <p data-i18n="leftarm">Left Arm</p> &#x1F4A2;{{/rollTotal() multihit 2}}
{{#rollTotal() multihit 3}}#2 <p data-i18n="head">Head</p> &#x1F4A2;<br>#3 <p data-i18n="leftarm">Left Arm</p> &#x1F4A2;<br>#4 <p data-i18n="body">Body</p> &#x1F4A2;{{/rollTotal() multihit 3}}
{{#rollTotal() multihit 4}}#2 <p data-i18n="head">Head</p> &#x1F4A2;<br>#3 <p data-i18n="leftarm">Left Arm</p> &#x1F4A2;<br>#4 <p data-i18n="body">Body</p> &#x1F4A2;<br>#5 <p data-i18n="rightarm">Right Arm</p> &#x1F4A2;{{/rollTotal() multihit 4}}
{{#rollBetween() multihit 5 10}}#2 <p data-i18n="head">Head</p> &#x1F4A2;<br>#3 <p data-i18n="leftarm">Left Arm</p> &#x1F4A2;<br>#4 <p data-i18n="body">Body</p> &#x1F4A2;<br>#5 <p data-i18n="rightarm">Right Arm</p> &#x1F4A2;<br>6+ <p data-i18n="body">Body</p> &#x1F4A2;{{/rollBetween() multihit 5 10}}
{{#rollTotal() multihit 12}}#2 <p data-i18n="same-arm-multihit">same Arm</p> &#x1F4A2;{{/rollTotal() multihit 12}}
{{#rollTotal() multihit 13}}#2 <p data-i18n="same-arm-multihit">same Arm</p> &#x1F4A2;<br>#3 <p data-i18n="body">Body</p> &#x1F4A2;{{/rollTotal() multihit 13}}
{{#rollTotal() multihit 14}}#2 <p data-i18n="same-arm-multihit">same Arm</p> &#x1F4A2;<br>#3 <p data-i18n="body">Body</p> &#x1F4A2;<br>#4 <p data-i18n="head">Head</p> &#x1F4A2;{{/rollTotal() multihit 14}}
{{#rollTotal() multihit 15}}#2 <p data-i18n="same-arm-multihit">same Arm</p> &#x1F4A2;<br>#3 <p data-i18n="body">Body</p> &#x1F4A2;<br>#4 <p data-i18n="head">Head</p> &#x1F4A2;<br>#5 <p data-i18n="body">Body</p> &#x1F4A2;{{/rollTotal() multihit 15}}
{{#rollBetween() multihit 16 21}}#2 <p data-i18n="same-arm-multihit">same Arm</p> &#x1F4A2;<br>#3 <p data-i18n="body">Body</p> &#x1F4A2;<br>#4 <p data-i18n="head">Head</p> &#x1F4A2;<br>#5 <p data-i18n="body">Body</p> &#x1F4A2;<br>6+ <p data-i18n="same-arm-multihit">same Arm</p> &#x1F4A2;{{/rollBetween() multihit 16 21}}
{{#rollTotal() multihit 23}}#2 <p data-i18n="body">Body</p> &#x1F4A2;{{/rollTotal() multihit 23}}
{{#rollTotal() multihit 24}}#2 <p data-i18n="body">Body</p> &#x1F4A2;<br>#3 <p data-i18n="leftarm">Left Arm</p> &#x1F4A2;{{/rollTotal() multihit 24}}
{{#rollTotal() multihit 25}}#2 <p data-i18n="body">Body</p> &#x1F4A2;<br>#3 <p data-i18n="leftarm">Left Arm</p> &#x1F4A2;<br>#4 <p data-i18n="head">Head</p> &#x1F4A2;{{/rollTotal() multihit 25}}
{{#rollTotal() multihit 26}}#2 <p data-i18n="body">Body</p> &#x1F4A2;<br>#3 <p data-i18n="leftarm">Left Arm</p> &#x1F4A2;<br>#4 <p data-i18n="head">Head</p> &#x1F4A2;<br>#5 <p data-i18n="rightarm">Right Arm</p> &#x1F4A2;{{/rollTotal() multihit 26}}
{{#rollBetween() multihit 27 32}}#2 <p data-i18n="body">Body</p> &#x1F4A2;<br>#3 <p data-i18n="leftarm">Left Arm</p> &#x1F4A2;<br>#4 <p data-i18n="head">Head</p> &#x1F4A2;<br>#5 <p data-i18n="rightarm">Right Arm</p> &#x1F4A2;<br>6+ <p data-i18n="body">Body</p> &#x1F4A2;{{/rollBetween() multihit 27 32}}
{{#rollTotal() multihit 34}}#2 <p data-i18n="same-leg-multihit">same Leg</p> &#x1F4A2;{{/rollTotal() multihit 34}}
{{#rollTotal() multihit 35}}#2 <p data-i18n="same-leg-multihit">same Leg</p> &#x1F4A2;<br>#3 <p data-i18n="body">Body</p> &#x1F4A2;{{/rollTotal() multihit 35}}
{{#rollTotal() multihit 36}}#2 <p data-i18n="same-leg-multihit">same Leg</p> &#x1F4A2;<br>#3 <p data-i18n="body">Body</p> &#x1F4A2;<br>#4 <p data-i18n="same-side-multihit">same side Arm</p> &#x1F4A2;{{/rollTotal() multihit 36}}
{{#rollTotal() multihit 37}}#2 <p data-i18n="same-leg-multihit">same Leg</p> &#x1F4A2;<br>#3 <p data-i18n="body">Body</p> &#x1F4A2;<br>#4 <p data-i18n="same-side-multihit">same side Arm</p> &#x1F4A2;<br>#5 <p data-i18n="head">Head</p> &#x1F4A2;{{/rollTotal() multihit 37}}
{{#rollBetween() multihit 38 43}}#2 <p data-i18n="same-leg-multihit">same Leg</p> &#x1F4A2;<br>#3 <p data-i18n="body">Body</p> &#x1F4A2;<br>#4 <p data-i18n="same-side-multihit">same side Arm</p> &#x1F4A2;<br>#5 <p data-i18n="head">Head</p> &#x1F4A2;<br>6+ <p data-i18n="body">Body</p> &#x1F4A2;{{/rollBetween() multihit 38 43}}
</div>
{{/multihit}}
<!--section for multi hits table-->
{{#hallu}}
<div class="sheet-desc">{{hallu}}&#160;
{{#rollBetween() hallu 1 10}}<p data-i18n="hallu1" data-i18n-vars="{{d10}}">Bugsbugsbugsbugs!<br>The character drops to the floor, flailing and screaming as he tries to claw off imaginary insects. The character counts as being Stunned. The effect lasts {{0}} Rounds.</p>{{/rollBetween() hallu 1 10}}
{{#rollBetween() hallu 11 20}}<p data-i18n="hallu2" data-i18n-vars="{{d10}}">My hands…!<br>The character believes his hands have turned into slimy tentacles, or perhaps the flesh has begun to strip off the bone in bloody lumps. Regardless of the particulars, the character drops everything he is carrying and spends the duration staring at his hands and screaming. The character counts as being Stunned. The effect lasts {{0}} Rounds.</p>{{/rollBetween() hallu 11 20}}
{{#rollBetween() hallu 21 30}}<p data-i18n="hallu3" data-i18n-vars="{{d10}}">Theyre coming through the walls!<br>The character sees gruesome aliens bursting through the walls/ceiling/floor bushes and opens fire. The character must spend each Turn firing at a random piece of terrain within his line of sight. Any creatures caught in the line of fire are subject to attacks as normal. Each round, choose a new target at random. The effect lasts {{0}} Rounds.</p>{{/rollBetween() hallu 21 30}}
{{#rollBetween() hallu 31 40}}<p data-i18n="hallu4" data-i18n-vars="{{d10}}">Nobody can see me!<br>The character believes he is invisible and wanders aimlessly, pulling faces at those around him. He waddles about in random directions each round, using a Full Action to move. The character retains his Reactions. The effect lasts {{0}} Rounds.</p>{{/rollBetween() hallu 31 40}}
{{#rollBetween() hallu 41 50}}<p data-i18n="hallu5" data-i18n-vars="{{d10}}">I can fly<br>The sky looks so big and inviting, the character flops his arms trying to imitate a "ptera-squirrel". He may do nothing but jump up and down on the spot. If he is standing above ground level, he may throw himself off in a random direction, with the usual consequences for falling damage or death being the most usual outcomes. The effect lasts {{0}} Rounds.</p>{{/rollBetween() hallu 41 50}}
{{#rollBetween() hallu 51 60}}<p data-i18n="hallu6" data-i18n-vars="{{d10}}">Theyve got it in for me…<br>The character is overcome with paranoia, believing even his own comrades are out to get him. On the characters Turn, he must move to a position of cover, getting out of line of sight from any other characters. The effect lasts {{0}} Rounds.</p>{{/rollBetween() hallu 51 60}}
{{#rollBetween() hallu 61 70}}<p data-i18n="hallu7" data-i18n-vars="{{d10}}">They got me, mother…<br>The character believes that the gas is toxic and collapses to the floor as if he died. He counts as being helpless. Others who see him “die” must pass an Intelligence Test or they think the character is dead too. The effect lasts {{0}} Rounds.</p>{{/rollBetween() hallu 61 70}}
{{#rollBetween() hallu 71 80}}<p data-i18n="hallu8" data-i18n-vars="{{d10}}">Ill take you all on!<br>The character is filled with burning rage and a desire for violence. The character enters a Frenzy (see page 98) and attacks the closest opponent. The effect lasts {{0}} Rounds.</p>{{/rollBetween() hallu 71 80}}
{{#rollBetween() hallu 81 90}}<p data-i18n="hallu9" data-i18n-vars="{{d10}}">Im only little!<br>The character believes he has shrunk to half his normal size, and everything else is big and frightening. All other characters count as having a Fear Rating of 3 to the character. The effect lasts {{0}} Rounds.</p>{{/rollBetween() hallu 81 90}}
{{#rollBetween() hallu 91 100}}<p data-i18n="hallu10" data-i18n-vars="{{d10}}">The worms!<br>The character desperately tries to remove a massive fanged worm he thinks is slowly winding its way up and around his leg. He attacks one of his own legs (choose randomly) with whatever weapon is available. That attack hits automatically and deals normal damage. The effect lasts {{0}} Rounds.</p>{{/rollBetween() hallu 91 100}}
</div>
{{/hallu}}
<!--section for warp travel table-->
{{#warpt}}
<div class="sheet-desc">{{warpt}}&#160;
{{#rollGreater() warpt 97}}<p data-i18n="warp1" data-i18n-vars="{{d5}}">All's Well<br>Traversing the Warp is dangerous but sometimes nothing really happens, make use of this calm time to Shake off Warp Hallucinations with an Ordinary (+10) Willpower Test<br><br>Explorers can attempt to repair one Damaged, Unpowered or Depressurized component with a Hard (-20) Tech-Use Test (except for External Components)<br><br>Explorers can also attempt to suppress the Cult (if active) with a Hard (-20) Inquiry Test<br>(or any other test the GM chooses)<br>Success reduces Cult Strength by One Step but deals {{0}} Crew Population damage (player choice), 4 or more Degrees completely Crushes the Cult<br>Only one attempt per encounter</p>{{/rollGreater() warpt 97}}
{{#rollTotal() warpt 97}}<p data-i18n="warp2">As the vessel travels the sea of souls, the explorers start to feel a powerful presence that watches over them, filling their spirits with hope and courage... The Emperor Protects!<br><br>Any explorer that is suffering from Warp Hallucinations and/or other ailments instantly recovers, any other effects that are supposed to last until exiting the Warp, instantly end<br><br>Additionally the Crew recovers +10 Morale (may not exceed max value)<br><br>If the Chaos Cult is active, reduce its Strenght by one Step</p>{{/rollTotal() warpt 97}}
{{#rollBetween() warpt 88 96}}<p data-i18n="warp1" data-i18n-vars="{{d5}}">All's Well<br>Traversing the Warp is dangerous but sometimes nothing really happens, make use of this calm time to Shake off Warp Hallucinations with an Ordinary (+10) Willpower Test<br><br>Explorers can attempt to repair one Damaged, Unpowered or Depressurized component with a Hard (-20) Tech-Use Test (except for External Components)<br><br>Explorers can also attempt to suppress the Cult (if active) with a Hard (-20) Inquiry Test<br>(or any other test the GM chooses)<br>Success reduces Cult Strength by One Step but deals {{0}} Crew Population damage (player choice), 4 or more Degrees completely Crushes the Cult<br>Only one attempt per encounter</p>{{/rollBetween() warpt 88 96}}
{{#rollTotal() warpt 87}}<p data-i18n="warp3" data-i18n-vars="{{xd10}}">Ætheric Current<br>The ship encounters a particularly calm flow of warp currents, The Navigator can take advantage of this by making a Routine (+20) Navigation (Warp) Test, if Successful, the ship is carried by the current reducing travel time by {{0}} + 1 day per Degree of Success</p>{{/rollTotal() warpt 87}}
{{#rollBetween() warpt 78 86}}<p data-i18n="warp1" data-i18n-vars="{{d5}}">All's Well<br>Traversing the Warp is dangerous but sometimes nothing really happens, make use of this calm time to Shake off Warp Hallucinations with an Ordinary (+10) Willpower Test<br><br>Explorers can attempt to repair one Damaged, Unpowered or Depressurized component with a Hard (-20) Tech-Use Test (except for External Components)<br><br>Explorers can also attempt to suppress the Cult (if active) with a Hard (-20) Inquiry Test<br>(or any other test the GM chooses)<br>Success reduces Cult Strength by One Step but deals {{0}} Crew Population damage (player choice), 4 or more Degrees completely Crushes the Cult<br>Only one attempt per encounter</p>{{/rollBetween() warpt 78 86}}
{{#rollTotal() warpt 77}}<p data-i18n="warp4">Astronomican Blaze<br>The Navigator reports a powerful blaze of energy from the Holy Astronomican. Using it allows the Navigator to plot a safer route moving forward.<br>Explorers have a +10 bonus to their next Warp Travel Encounter Roll, and may reroll 1 time (also with +10), keeping the better result if they so choose</p>{{/rollTotal() warpt 77}}
{{#rollBetween() warpt 75 76}}<p data-i18n="warp1" data-i18n-vars="{{d5}}">All's Well<br>Traversing the Warp is dangerous but sometimes nothing really happens, make use of this calm time to Shake off Warp Hallucinations with an Ordinary (+10) Willpower Test<br><br>Explorers can attempt to repair one Damaged, Unpowered or Depressurized component with a Hard (-20) Tech-Use Test (except for External Components)<br><br>Explorers can also attempt to suppress the Cult (if active) with a Hard (-20) Inquiry Test<br>(or any other test the GM chooses)<br>Success reduces Cult Strength by One Step but deals {{0}} Crew Population damage (player choice), 4 or more Degrees completely Crushes the Cult<br>Only one attempt per encounter</p>{{/rollBetween() warpt 75 76}}
{{#rollTotal() warpt 74}}<p data-i18n="warp5">Who's Speaking?<br>All communication devices aboard the ship, including personal Microbeads, Vox Casters and Data Slates start broadcasting random words and phrases, in strange and creepy tones, some claim they can hear the voices of long dead relatives, famous explorers, or themselves...<br><br>Narrative Encounter at GMs discretion</p>{{/rollTotal() warpt 74}}
{{#rollTotal() warpt 73}}<p data-i18n="warp6">Visitations<br>One or more of the crew find themselves visited by warp shades of lost friends or family. These lost souls might offer helpful advice and comfort or have darker motives. Narrative encounter at GMs discretion</p>{{/rollTotal() warpt 73}}
{{#rollTotal() warpt 72}}<p data-i18n="warp7">Whispers and Dreams<br>Everyone on board suffers from strange dreams and even hears hushed whispers when awake. These might hold hidden truths or portents or merely be mad ramblings from beyond. Explorers must pass a Challenging (+0) Willpower or Logic Test or gain 1 level of Fatigue, said Fatigue will remain until an Alls Well encounter or upon Exiting the Warp</p>{{/rollTotal() warpt 72}}
{{#rollTotal() warpt 71}}<p data-i18n="warp8">Lost Time<br>Time contracts and expands during the voyage, and though it may take but a few days, the crew will feel as if months or more has passed, fraying their sanity. each Explorer and relevant NPC must pass a Challenging (+0) Willpower or Logic Test or gain 1 Insanity Point</p>{{/rollTotal() warpt 71}}
{{#rollTotal() warpt 70}}<p data-i18n="warp9">Stasis Field<br>If the Navigator cannot guide the ship to evade this encounter with a Challenging (+0) Navigation (Warp) Test, the ship becomes stuck in a warp rift before drifting free, adding 5 days to the journeys duration</p>{{/rollTotal() warpt 70}}
{{#rollTotal() warpt 69}}<p data-i18n="warp10" data-i18n-vars="{{d5}}">Reality Erosion<br>The very fabric of the vessel is altered in some way. Walls might melt, statues and pictures come to life, gravity itself may become twisted. Each Explorer and relevant NPC must pass a Challenging (+0) Willpower Test or gain {{0}} Insanity Points. Characters with the Jaded Talent automatically pass</p>{{/rollTotal() warpt 69}}
{{#rollTotal() warpt 68}}<p data-i18n="warp11">Phobia<br>(Warp Hallucination)<br>Explorers must pass a Challenging (+0) Willpower Test or suffer from a severe Phobia and whenever the explorer scores a 9 on any die he rolls, he believes that he sees the object of his Phobia.<br><br>This effect last until the vessel Exits the Warp or successfully Shake it Off during an All's Well encounter</p>{{/rollTotal() warpt 68}}
{{#rollTotal() warpt 67}}<p data-i18n="warp12" data-i18n-vars="{{d5}}">Dreams of the Golden Throne<br>During the perilous voyage on the Warp, the Explorers have a very lucid dream (or Hallucination), in it, they witness The Emperor sitting on his Golden Throne.<br>Should the Explorers pay respect to The Emperor (Pray, Kneel, Vows, ect.), the Explorers gain 1 Temporary Fate Point. (this FP cannot be "burned")<br>This FP if not spent during the journey, will be used after the vessel Exits the Warp<br><br>Additionally the Crew recovers {{0}} Morale</p>{{/rollTotal() warpt 67}}
{{#rollTotal() warpt 66}}<p data-i18n="warp13">Weary Machine Spirit<br>The Machine spirit of the vessel starts to behave erratically, becoming unresponsive at random intervals. The Explorers must try to understand the Machine Spirit in order to pacify it, by passing a Challenging (+0) Common Lore Tech or Speak Language Binary/Techna-Lingua Test.. If failed the GM chooses one component at random. (except Warp/Plasma Drive or Gellar Field) That component is now Unpowered</p>{{/rollTotal() warpt 66}}
{{#rollTotal() warpt 65}}<p data-i18n="warp14">Gravity Fails<br>The ship experiences random and sudden shutdowns of the grav-plates aboard the vessel. All explorers must pass a Hard (20) Agility Test or drift out of control hitting hard surfaces. Treat this as Fall Damage from 10m distance. Certain factors may mitigate this — a Void Born character, for example, does not treat zero gravity as Difficult Terrain and therefore ignores the above penalties at GMs discretion. The Crew also suffers 1 Population damage</p>{{/rollTotal() warpt 65}}
{{#rollTotal() warpt 64}}<p data-i18n="warp15">Insubordination<br>The top brass at the bridge is called to deal with an insubordiante middle officer, who refuses to follow orders. Narrative Encounter at GMs discretion</p>{{/rollTotal() warpt 64}}
{{#rollTotal() warpt 63}}<p data-i18n="warp16" data-i18n-vars="{{d5}}">False Alarm<br>Suddenly fire alarms are triggered at the lower decks, after firefighting teams arrive, it is discovered that it was triggered by accident. The Explorers must enforce discipline on the local crew by taking a Challenging (+0) Command Test, alternatively, they can figure out who did it with a Challenging (+0) Inquiry Test. If either test is successful the crew is disciplined accordingly, increase Crew Morale by {{0}}, if either test fails, the Crew looses some respect for their leadership, the Crew suffers -1 Morale damage</p>{{/rollTotal() warpt 63}}
{{#rollTotal() warpt 62}}<p data-i18n="warp17" data-i18n-vars="{{d5}}">A big ball of wibbly-wobbly, timey-wimey... stuff<br>Time becomes exceptionally unstable within the Gellar Field. Some decks find themselves moving at painfully slow speeds while their minds race ahead hundreds of times faster, other decks find themselves receiving messages before they were sent, and the rat population in Deck 4 have had time to develop fire and stone tools. A Difficult (-10) Tech Use Test should strengthen the field enough to stabilize time, if failed the Crew Population takes {{0}} damage as entire Crew generations die of old age at once or are reduced to squalling infants</p>{{/rollTotal() warpt 62}}
{{#rollTotal() warpt 61}}<p data-i18n="warp18">Warp Rot<br>Food and other sources of sustenance inexplicably rot and become useless. Reduce Ship's supplies by 30 days. the explorers can take actions to reduce this loss at GMs discretion</p>{{/rollTotal() warpt 61}}
{{#rollTotal() warpt 60}}<p data-i18n="warp19" data-i18n-vars="{{d10}}">The Vanishing<br>The Bridge is suddenly inundated with requests for additional staff. Several key positions around the ship are inexplicably vacant. An investigation starts and the Explorers find crew cabins empty, filled with personal items of people no one remembers. A whole swathe of the crew has vanished, taking with them all memories that they ever existed. Crew Population suffers {{0}} damage.<br>They will not be remembered</p>{{/rollTotal() warpt 60}}
<!--medium level-->
{{#rollTotal() warpt 59}}<p data-i18n="warp20">A Dark Heresy<br>The influence of the Warp has twisted the minds of some weak minded crew members. They start to worship the ruinous powers in secret...<br><br>Increase Chaos Cult Strength by 1 Step<br>If the Gellar Field is Offline, increase by 2 Steps instead</p>{{/rollTotal() warpt 59}}
{{#rollTotal() warpt 58}}<p data-i18n="warp21">Gellar Field Fluctuations<br>Alarmingly, the Gellar Field that keeps back the baleful energies of the warp begins to fluctuate. Explorers must try to strengthen it with a Challenging (+0) Tech Use Test. If failed the Ship's Gellar Field is now Unpowered</p>{{/rollTotal() warpt 58}}
{{#rollTotal() warpt 57}}<p data-i18n="warp22" data-i18n-vars="{{d5}}">The Miracle of Life<br>The Captain (and explorers) are invited to supervise the birth of a baby, a Warpborn baby. Generally considered a bad omen, the Captain is prompted to make a decision should the baby live or die?<br><br>This Roll {{0}} determines on a 1- the baby is perfectly normal except for its eyes are purple (like cadians) 2- the baby is a mutant (roll on the mutation table to determine) 3- the baby has latent psychic powers (Psy Rating1) 4- the baby is a blank (untouchable) 5- the baby is part daemon (it has the daemonic trait) and tries to eat its mother!. Narrative Encounter at GMs discretion</p>{{/rollTotal() warpt 57}}
{{#rollTotal() warpt 56}}<p data-i18n="warp23">Mutants, Mutants Everywhere!<br>(Warp Hallucination)<br>Explorers must pass a Challenging (+0) Willpower Test, if failed, that character must take a Challenging (+0) Scrutiny Test every time he interacts with another friendly character, unless he has already made such a Test for that character. If he fails the Scrutiny test, he becomes convinced that the character is hiding a mutation acquired during translation and must react to him accordingly!. Otherwise, he finds no evidence of the characters mutation... for now!<br><br>This effect last until the vessel Exits the Warp or successfully Shake it Off during an All's Well encounter</p>{{/rollTotal() warpt 56}}
{{#rollTotal() warpt 55}}<p data-i18n="warp24" data-i18n-vars="{{d5}}">Maggots in the Meat<br>The corrupting effects of the Warp cause all foodstuffs on board to somehow... change. It could be something as simple as them rotting but maybe it is somehow more bizarre, such as an infestation of rat-size, mutant maggots with the faces of crewmen. Explorers must pass a Dificult (-10) Willpower Test or gain {{0}} Insanity Points for seeing your own maggot or that of a loved one who begs for you to kill it</p>{{/rollTotal() warpt 55}}
{{#rollTotal() warpt 54}}<p data-i18n="warp25">Mindwarp<br>Intense psychic activity outside the ship causes every character on board with Psy Rating to suffer extreme headaches. They immediately take 1 level of Fatigue, and must pass a Challenging (+0) Willpower Test or trigger Perils of the Warp<br><br>Characters affected, cannot Remove Fatigue levels until the vessel Exits the Warp</p>{{/rollTotal() warpt 54}}
{{#rollTotal() warpt 53}}<p data-i18n="warp26">Turbulence<br>A strong warp current start to push against the vessel slowing it down and making it shake violently, The Navigator can attempt to ride the current by making a Challenging (+0) Navigation (Warp) Test, if failed the vessel is dragged down the current increasing the warp travel travel time by 10 days +1 for every degree of failure</p>{{/rollTotal() warpt 53}}
{{#rollTotal() warpt 52}}<p data-i18n="warp27">Swarming Malice<br>The ship is plagued by a swarm of vicious Warp manifestations that wreak havoc on the structure of the ship, hurling objects to and fro, but scuttling into the shadows when confronted. The GM chooses one component to infest. This component is rendered inoperable until the presence is eliminated, by faith or by fire. If the Gellar Field is Offline, these malicious shadows infest one extra component<br>The Crew Morale decreases by 5 for each infested component until the crew or Explorers banish the vile manifestations. The shadows can be banished with an exorcism (such a as with the Purge the Unclean Talent), by bathing an affected component in Fire, or by some other appropriate means.<br><br>Narrative Encounter at GMs discretion</p>{{/rollTotal() warpt 52}}
{{#rollTotal() warpt 51}}<p data-i18n="warp28">Accidental Venting<br>The Explorers carry out a routine inspection of the cargo holds, during the inspection a group of faulty maintenance servitors accidentally damage the components' airlock!<br>Explorers must try to stop the atmosphere venting with a Difficult (-10) Tech-Use or Command Test<br>Failure leads to the emergency bulkheads activating and sealing the component, apply the Vent Burning Component Ship Critical Hit effect</p>{{/rollTotal() warpt 51}}
{{#rollTotal() warpt 50}}<p data-i18n="warp29" data-i18n-vars="{{xd5}}">Riot!<br>Somewhere in the lower decks, a friendly game of cards, turns into a bar fight, then the violence escalates into a full riot. Explorers must put an end to this battle before it gets out of control<br><br>Narrative or Combat encounter at GM discretion<br>If the explorers fail to suppress the Riot, the Crew suffers {{0}} Crew Population and Morale Damage</p>{{/rollTotal() warpt 50}}
{{#rollTotal() warpt 49}}<p data-i18n="warp30" data-i18n-vars="{{xd5}}">All's not so well...<br>As the Journey continues, a general feeling of discontent spreads among the crew<br>Some demand better wages, other complain about their living quarters, the quality of the food, the lack of rest or their working conditions<br>Discipline starts to break down, there is a sharp increase in fatal accidents and some mates leave their posts unmanned<br>Explorers must try to restore order among the crew with clever negotiation, ruthless punishment, or divine inspiration (involving social skills tests at GM discretion). Failure means said efforts were ineffective and thus the Crew suffers {{0}} Morale Damage<br><br>Failure also means that, some malcontent crew members turn to evil Increasing Chaos Cult Strength by one Step</p>{{/rollTotal() warpt 49}}
{{#rollTotal() warpt 48}}<p data-i18n="warp31" data-i18n-vars="{{xd5}}">Stale Air<br>The vessel's Life sustainer systems starts to fail in several components of the ship, making the air very thin or even toxic. Explorers must take a Challenging (+0) Tech-Use Test to restore the air filtration systems, if failed the crew suffers {{0}} Crew Population and Morale damage</p>{{/rollTotal() warpt 48}}
{{#rollTotal() warpt 47}}<p data-i18n="warp32" data-i18n-vars="{{d5}}">Marooned in the Warp<br>The Astropathic choir of the ship receives a message coming from a nearby vessel. The message is interpreted as a desperate call for rescue. If the explorers choose to assist this vessel then<br>This Roll {{0}} determines: On a 1 or 2 the marooned sailors are rescued, Increase Crew Pop and Morale by 5 (can exceed max value), On a 3 or 4 only a few marooned Astropaths are rescued, On a 5 the rescued survivors are corrupted Increase Chaos Cult Strength by 1 Step</p>{{/rollTotal() warpt 47}}
{{#rollTotal() warpt 46}}<p data-i18n="warp33" data-i18n-vars="{{d10}}">The Flesh is Weak!<br>(Warp Hallucination)<br>Explorers must pass a Difficult (-10) Willpower Test or be affected by this ongoing effect: At the end of any Warp travel encounter, the character believes he is mutating, and tries to cut away the corruption, dealing {{0}} Rending damage (self-inflicted, ignores AP)<br><br>This effect last until the vessel Exits the Warp or successfully Shake it Off during an All's Well encounter</p>{{/rollTotal() warpt 46}}
{{#rollTotal() warpt 45}}<p data-i18n="warp34">Mirage<br>As the ship continues its journey, the Augers detect an Imperial Navy ship nearby<br>Scans indicate this ship is lifeless and seemingly abandoned, some crew members suggest salvaging whatever cargo they may find inside<br>Should the Explorers decide to approach this ship, they alter their course, Increasing Travel Time by 10 days, only to find out that this ship is not real...</p>{{/rollTotal() warpt 45}}
{{#rollTotal() warpt 44}}<p data-i18n="warp35">Bleeding Star<br>The Augurs detect a large, fast moving object approaching the ship!<br>To hopefully dodge this, the helmsman must perform an Evasive Manoeuvre extended action<br><br>If the manoeuvre fails, the ship is hit by this *bleeding star* dealing 10% of its Maximun Hull Integrity as Damage (ignoring void shields and armour) and inflicting a Critical Hit #1 (Holed)</p>{{/rollTotal() warpt 44}}
{{#rollTotal() warpt 43}}<p data-i18n="warp36">Sargasso<br>The ship finds itself adrift in an area of calm warp. Without tides to ride upon, there is no knowing how long the ship will remain here. And dropping out of the warp is unthinkable. This sargasso would take years to cross with plasma drives alone<br>However, the vessel's Astropathic Choir can focus their combined power to induce a turbulence in the Warp to carry the vessel<br><br>Any Astropath character (if any, or as a Crew Test) must pass an Arduous (-40) Focus Power Test. Add +5 bonus per Astropath in the Choir (most ships have 6 Astropaths total)<br><br>Success creates a powerful turbulence that pushes the vessel out the Sargasso<br><br>Failure means the Choir exhausts themselves and must rest for 5 days before trying again (extending total travel time)</p>{{/rollTotal() warpt 43}}
{{#rollTotal() warpt 42}}<p data-i18n="warp37">Ferric Entropy<br>The Warp's corrosive and corrupting nature manifests as a fast spreading rust that attaches itself to the Ship's delicate sensors<br>Servitors must be rushed out, to try and preserve them in working order with a Difficult (-10) Command Test<br>Success allows the ships sensors to continue working, Failure means the ships Auger Array Component is Damaged, and cannot be repaired until the vessel Exits the Warp</p>{{/rollTotal() warpt 42}}
{{#rollTotal() warpt 41}}<p data-i18n="warp38" data-i18n-vars="{{xd10}}|{{xd5}}">Fatal Attraction<br>The GM chooses a Player Character, then he is contacted by a very attractive crew member, this person offers to spend a Good Time back in the crew quarters<br>If the character shows mistrust, they must pass a Hard (-20) Scrutiny Test, characters with the Paranoia Talent gain (+20) to the test, Psykers and Navigators can do a Challenging (+0) Psyniscience Test instead or use a special power<br>If failed or the character accepts willingly, they go together to a private crew quarter<br><br>The character is then sexually abused in ways too graphic to describe, by a disguised Daemonette<br>The character suffers {{0}} Wounds (R) and gains {{1}} Insanity and Corruption Points</p>{{/rollTotal() warpt 41}}
{{#rollTotal() warpt 40}}<p data-i18n="warp39">The False Beacon<br>The Navigator performs a routine perception of the Astronomican to make small corrections. However he perceives something that truly impossible, Two Astronomican beacons are blazing<br>Explorers can attempt to determine which is the true Astronomican with a Challenging (+0) Forbidden Lore (The Warp) Test, if none have that skill they can attempt a Hard (-20) Scrutiny Test. Success allows the Navigator to follow the real Astronomican, continuing the journey as expected.<br><br>Failure means the Navigator follows the False Beacon sending the vessel off-course, increasing travel time by 30 days<br>2 or more Degrees of Failure means the vessel has been lured into a very dangerous area of the Warp, add -10 modifier to the next Warp Travel Encounter roll</p>{{/rollTotal() warpt 40}}
{{#rollTotal() warpt 39}}<p data-i18n="warp40">A VERY Dark Heresy<br>The influence of the Warp has twisted the minds of some weak minded crew members. They start to worship the ruinous powers in secret...<br><br>Increase Chaos Cult Strength by 2 Steps<br>If the Gellar Field is Offline, increase by 3 Steps instead</p>{{/rollTotal() warpt 39}}
{{#rollTotal() warpt 38}}<p data-i18n="warp41">Gellar Field Overloads<br>Alarmingly, the Gellar Field that keeps back the baleful energies of the warp begins to overload. Explorers must try to repair it with a Difficult (-10) Tech Use Test. If failed the Ships' Gellar Field is now Unpowered</p>{{/rollTotal() warpt 38}}
{{#rollTotal() warpt 37}}<p data-i18n="warp42" data-i18n-vars="{{xd10}}">Strong Ætheric Current<br>The ship encounters a particularly strong flow of warp currents, The Navigator can take advantage of this by making a Difficult (-10) Navigation (Warp) Test, if Successful, the ship is carried by the current reducing travel time by {{0}} + 1 day per Degree of Success</p>{{/rollTotal() warpt 37}}
{{#rollTotal() warpt 36}}<p data-i18n="warp43">The Horror! The Horror!<br>(Warp Hallucination)<br>Explorers must pass a Difficult (-10) Willpower Test or be affected by this ongoing effect: The character experiences visions that reveal the true horror of reality. This creeps up on him gradually; he gains 2 Insanity Points immediately, plus 1 Insanity Point per 30 days in the Warp this journey.<br><br>This effect last until the vessel Exits the Warp or successfully Shake it Off during an All's Well encounter</p>{{/rollTotal() warpt 36}}
{{#rollTotal() warpt 35}}<p data-i18n="warp44">Spontaneous Inhuman Combustion<br>The GM chooses one component at random. That component is suddenly and inexplicably set on fire!<br>Characters can try to minimize the damage by attempting to Put Out Fire extended action, only one character needs to succeed, if all characters fail, then the fire is not contained and spreads to another Component<br><br>Each time a Component catches fire, the ship suffers a Fire! Critical Hit</p>{{/rollTotal() warpt 35}}
{{#rollTotal() warpt 34}}<p data-i18n="warp45">Malignanancy<br>The character with the most Corruption Points is tormented by its psyche, this manifests as a physical effect. Said character must roll on the Malignancy Table<br>This Malignancy disappears once the ship Exits the Warp</p>{{/rollTotal() warpt 34}}
{{#rollTotal() warpt 33}}<p data-i18n="warp46">Ætheric Reef<br>The vessel runs afoul of a warp reef that threatens to break it open on a jagged fragment of false reality, The Navigator must pass a Difficult (-10) Navigation (Warp) Test to change course away from its path. If the Navigator fails, the ship hits the reef<br>dealing 15% of its Maximun Hull Integrity as Damage (ignoring void shields and armour) and inflicting a Critical Hit #2 (Internal Damage)</p>{{/rollTotal() warpt 33}}
{{#rollTotal() warpt 32}}<p data-i18n="warp47" data-i18n-vars="{{d10}}">The Vortex<br>Such is the capricious nature of the Warp, that it manifests as a swirling vortex around the ship<br>Within the Vortex, anything can happen...<br><br>This roll {{0}} determines the modifier of the next Warp Travel Encounter: on a 1-2 it gets (+20), on a 3-5 gets (+10), on a 6-8 gets (-10), on a 9-10 (-20)</p>{{/rollTotal() warpt 32}}
{{#rollTotal() warpt 31}}<p data-i18n="warp48">Warp Nebula<br>A massive Warp Nebula manifests on the vessel's path. The Navigator must pass a Hard (-20) Navigation (Warp) Test to avoid it, if failed the vessel enters the nebula for the next 30 days, while inside the Nebula every Warp Travel Encounter roll gets -15 modifier</p>{{/rollTotal() warpt 31}}
{{#rollTotal() warpt 30}}<p data-i18n="warp49">Small Daemonic Incursion<br>Warp predators materialize within the ship, intent on preying upon the vulnerable crew. These creatures use the profile for the Ebon Geist (p.378 RTC)<br>If Gellar Field is active, only 4 Daemons slip through<br>If the Gellar Field Offline, 6 Daemons slip through.<br><br>Combat Encounter at GMs discretion</p>{{/rollTotal() warpt 30}}
<!--high level-->
{{#rollTotal() warpt 29}}<p data-i18n="warp50">Unsolved Mystery<br>A high ranking bridge officer is found murdered in his quarters by the Explorers, a truly shocking scene.<br><br>Who did it and why?<br>To find the truth Explorers must conduct an investigation: This is an Extended Test using Interaction Skills, Explorers as a group must accumulate 7 Successes<br>Only two skill rolls per character<br><br>If the Explorers succeed, the murderer is found and executed, if failed (not enough successes) the murderer is still at large and continues to plot<br>Increase Chaos Cult Strength by 3 Steps</p>{{/rollTotal() warpt 29}}
{{#rollTotal() warpt 28}}<p data-i18n="warp51">Ghost in the Machine<br>A malevolent entity has slip thru the Gellar Field and is haunting the vessel. The core cogitator must be purified before the entity fully corrupts the machine spirit<br>Explorers can attempt to exorcise the machine by using the Purge the Unclean Talent (entity WP characteristic is 55), Explorators with Master Enginseer Talent can instead "reprogram" the cogitator to expel the entity (this costs a Fate Point use)<br>If either option is not available, Explorers as a group must engage in an Extended Logic Test to find a way to block the entity, Explorers need 5 Successes (only one test per explorer)<br><br>If failed, the entity drives the machine spirit insane, the ship suffers a Surly Techsprites Critical Hit</p>{{/rollTotal() warpt 28}}
{{#rollTotal() warpt 27}}<p data-i18n="warp52" data-i18n-vars="{{xd5}}">Praise The Emperor<br>As the vessel continues its journey, the many missionaries and priests aboard organize a large mass to praise The Emperor of Mankind<br>Chanting and lighting incense, all pious servants of The Emperor pray, as it is, in the Warp, that they closest to Him (or so they believe)<br><br>Explorers who wish to participate in the mass, can take a Hard (-20) Willpower Test to pray and repent of their sins, if they pass they can remove {{0}} Insanity Points from their character<br>Characters with the Pure Faith Talent take this test at Challenging (+0)</p>{{/rollTotal() warpt 27}}
{{#rollTotal() warpt 26}}<p data-i18n="warp53" data-i18n-vars="{{d5}}">Dreams of Corruption<br>(Warp Hallucination)<br>Explorers must pass a Difficult (-10) Willpower Test or be affected by this ongoing effect: Whispered dreams beguile the character during the journey, tempting him to serve the dark gods into whose realm he has trespassed. These dreams chip away at his soul as he progresses through the Warp<br>the character gains {{0}} Corruption Points immediately, plus 1 Corruption Point every 10 days he spends in the Warp this journey<br><br>This effect last until the vessel Exits the Warp or successfully Shake it Off during an All's Well encounter</p>{{/rollTotal() warpt 26}}
{{#rollTotal() warpt 25}}<p data-i18n="warp54">Dopplegangers!<br>While on a routine crew inspection, the Explorers are asked how they can be in two locations at the same time, when confronted, the crew tells that they are already at the bridge!<br><br>Should the explorers decide to go to the bridge they encounter exact copies of themselves giving orders to the crew. If the explorers fight their doppelgangers, they will fight exact copies of their characters (including weapons) but the copies also have the From Beyond Trait (p.365 RTC)<br>Alternatively they could convince the crew to kill their dark selves with various social interaction skills tests at GMs discretion</p>{{/rollTotal() warpt 25}}
{{#rollTotal() warpt 24}}<p data-i18n="warp55" data-i18n-vars="{{d5}}">From Slaneesh With Love<br>The Crew falls into a storm of lust and sadism, the explorers can choose to join them and enjoy the degeneracy, resist with a Difficult (-10) Willpower Test, or order the Crew to stop these activates with a Difficult (-10) Command Test, if these lustful acts are allowed to continue the crew recovers {{0}} Morale but looses {{0}} Population as many of them turn violent<br>If the explorers join in they gain {{0}} Corruption Points</p>{{/rollTotal() warpt 24}}
{{#rollTotal() warpt 23}}<p data-i18n="warp56">Tzeench Curse<br>A malevolent presence starts to harass all the Psykers aboard the vessel, whispering, screaming and haunting their dreams. Psykers start to lash out in a vain attempt to stop the harassment. All Explorers (and relevant NPCs) with Psy Rating, must pass a Very Hard (-30) Willpower Test or loose control of their powers. If they lose control every affected Psyker that attempts to cast a Psychic Technique must do so at Push Level every time.<br>This effect cannot be shaken off and last until exiting the Warp</p>{{/rollTotal() warpt 23}}
{{#rollTotal() warpt 22}}<p data-i18n="warp57" data-i18n-vars="{{d10}}">Khorne's Bloodlust<br>In the explorers minds they hear a very loud chant that says, blood for the blood god! skulls for the skull throne!, Explorers must take Difficult (-10) Willpower Test or succumb to a mindless rage. The explorers who fail the test immediately enter a state of Frenzy and must attack the nearest character, until the Frenzy effect passes in {{0}} Rounds or the character is stopped (or killed).<br><br>Explorers with the Battle Rage Talent can control themselves during frenzy and may vent their rage against an object instead</p>{{/rollTotal() warpt 22}}
{{#rollTotal() warpt 21}}<p data-i18n="warp58">Nurgles Pestilence<br>Disease spreads through the ship, starting among the lowest and dirtiest crew members spreading to the bridge rapidly. This disease can manifest with whatever bizarre symptoms the GM decides (the stranger the better). Each day the disease inflicts 1 Crew Population and Morale damage<br>If the Gellar Field is offline, it causes 2 damage. The Explorers can seek a cure to the vicious malady; this requires researching the disease, and then making an Arduous (40) Medicae Test<br>Only one Test per day</p>{{/rollTotal() warpt 21}}
{{#rollTotal() warpt 20}}<p data-i18n="warp59">Daemonic Incursion<br>Warp predators materialize within the ship, intent on preying upon the vulnerable crew. These creatures use the profile for the Ebon Geist (p.378 RTC)<br>If Gellar Field is active, only 5 Daemons slip through<br>If the Gellar Field Offline, 7 Daemons slip through.<br><br>Combat Encounter at GMs discretion</p>{{/rollTotal() warpt 20}}
{{#rollTotal() warpt 19}}<p data-i18n="warp60">Plague of Madness<br>Insanity spreads through the ship. It begins with the weak-minded first, but gradually consumes the entire vessel, over a short period. Until the madness ceases, every minor NPC the Explorers interact with aboard the ship, count as having a mental disorder chosen by the GM.<br>Explorers and major NPCs must take a Difficult (-10) Willpower Test to avoid the effects of the plague. If they fail, they are likewise affected with a mental disorder<br>The madness lasts for 15 days. If the Gellar Field is Offline, it lasts for 30 days<br><br>Some however, never recover from the madness...Increase Chaos Cult Strength by 4 Steps<br>If the Gellar Field is Offline, increase by 5 Steps instead</p>{{/rollTotal() warpt 19}}
{{#rollTotal() warpt 18}}<p data-i18n="warp61">Gellar Field Diminishes<br>Alarmingly, the Gellar Field that keeps back the baleful energies of the warp starts to diminish due to unknown reasons<br>Explorers must try to strengthen it with a Very Hard (-30) Tech-Use Test. If failed the Ship's Gellar Field is now Damaged</p>{{/rollTotal() warpt 18}}
{{#rollTotal() warpt 17}}<p data-i18n="warp62">Glimpse of the Future<br>The explorers mind is suddenly flooded with visions of what appears to be the future but these visions require a degree of interpretation, the explorers can take a Challenging (+0) Logic or Scrutiny Test, if successful they will see a glimpse of the future, giving them +10 on their next Warp Travel Encounter roll</p>{{/rollTotal() warpt 17}}
{{#rollTotal() warpt 16}}<p data-i18n="warp63">Doom and Despair<br>(Warp Hallucination)<br>Explorers must pass a Difficult (-10) Willpower Test or be affected by this ongoing effect: The character is overwhelmed by the utter despair of his situation. Knowing that the entire vessel is doomed, he seeks to end his life by his own hand rather than be torn apart by Daemons. The character becomes morose and fearful, and at the start of any Warp travel encounter, the character must make a Challenging (+0) Willpower Test. If he passes, he musters enough will to carry on, but if he fails, he must attempt to commit suicide at some point during the encounter. His attempt might endanger other crewmen or even the entire ship if he tries to blow up the Warp engines or open an airlock!<br>The GM should give other PCs plenty of opportunities to restrain the character<br><br>This effect last until the vessel Exits the Warp or successfully Shake it Off during an All's Well encounter</p>{{/rollTotal() warpt 16}}
<!--really bad-->
{{#rollTotal() warpt 15}}<p data-i18n="warp64" data-i18n-vars="{{d5}}">Warp Storm<br>A massive Warp Storm starts to manifests on the vessel's path The Navigator must pass a Very Hard (-30) Navigation (Warp) Test to change course away from its path. If the Navigator fails, the ship gets battered by the storm<br>dealing 20% of its Maximun Hull Integrity as Damage (ignoring void shields and armour) and Damaging {{0}} Components (Choosen at random)</p>{{/rollTotal() warpt 15}}
{{#rollTotal() warpt 14}}<p data-i18n="warp65" data-i18n-vars="{{d5}}">Rage Against the Machine<br>The Explorers receive an urgent message from the Mechanicus Engineseer crew, The machines have turned against us!, Servitors, Servoskulls and many cogitators on board have turned aggressive and started attacking the crew!<br>Treat this as a defense against a Hit and Run action, the enemy *commander* has scored 1 Degree of Success (3 Degrees if the ship has the Murder Servitors Component)<br><br>If the defense fails, the machines deal a {{0}} Critical Hit plus 5 Hull Integrity, Crew Population and Morale damage<br><br>If the ship has a Servitor Crew Upgrade...</p>{{/rollTotal() warpt 14}}
{{#rollTotal() warpt 13}}<p data-i18n="warp66">Munitions Inspection<br>The Gunnery crew carries out a routine munitions inspection in order to ensure safe storage during the journey, however some of the munition is inexplicably corroded and must be removed from the ship's magazine very carefully with a Challenging (+0) Crew Test<br>Explorers can assist this test but at a safe distance<br><br>If Successful, the faulty ammunition is removed safely, If Failed, the faulty ammunition Detonates dealing 20% of the ship's Maximun Hull Integrity as Damage (ignoring void shields and armour) and causing a Shipboard Fire</p>{{/rollTotal() warpt 13}}
{{#rollTotal() warpt 12}}<p data-i18n="warp67">Beware the Mutant<br>The corruption of the Warp manifests in physical deformities for those who fail to resist its corruption. The Explorer with the most Corruption Points must pass a Hard (-20) Toughness Test or suffer a temporary random mutation. (Roll once on the Mutation table to determine result or GMs choice)<br><br>This mutation will remain with the character until it Exits the Warp</p>{{/rollTotal() warpt 12}}
{{#rollTotal() warpt 11}}<p data-i18n="warp68">Warp Anemia<br>The Warp manifests its corrupting influence on the weak and the most vulnerable<br>All characters onboard, if injured, will heal as if they are Critically Wounded regardless of talents, special abilities or treatment, also any character with missing Wounds or Critical Damage gains 2 levels of fatigue<br><br>This effect lasts until the vessel Exits the Warp</p>{{/rollTotal() warpt 11}}
{{#rollTotal() warpt 10}}<p data-i18n="warp69">Large Daemonic Incursion<br>Warp predators materialize within the ship, intent on preying upon the vulnerable crew. These creatures use the profile for the Ebon Geist (p.378 RTC)<br>If Gellar Field is active, only 6 Daemons slip through<br>If the Gellar Field Offline, 9 Daemons slip through.<br><br>Combat Encounter at GMs discretion</p>{{/rollTotal() warpt 10}}
{{#rollTotal() warpt 9}}<p data-i18n="warp70">Infernal Delusion<br>(Warp Hallucination)<br>The Explorer with the most Insanity Points believes he has become possessed by a Daemon and acts as though he is now a puppet of one of the Ruinous Powers. His actions to serve Chaos should be subtle enough to escape detection if he is careful<br><br>This effect last until the vessel Exits the Warp or successfully Shake it Off during an All's Well encounter, however the character will not voluntarity shake it off, other characters must force him.<br><br>Also the character's subversive actions Increase Chaos Cult Strength by 1 Step for every 5 days the character stays deluded</p>{{/rollTotal() warpt 9}}
{{#rollTotal() warpt 8}}<p data-i18n="warp71" data-i18n-vars="{{d10}}">Transmogrification<br>A localized diming of the Gellar Field has allowed the Warp to twist and and transform a part of the ship<br>The GM pick a component at random, then This roll {{0}} determines: on a 1-3 only the internal layout changes, colors and shapes<br>On a 4-6 The component is degraded and misshaped, replace the component with an inferior variant of GMs choice, if no inferior variant exists then Increase Space and Power Used by +2<br>On a 7-9 The component is totally transformed into a mass of twisted metal, flesh and blood, The Component is Destroyed<br>On a 10 the component is radically transformed into something very different, replace the component with either an Archeotech or Xenotech component of GMs choice</p>{{/rollTotal() warpt 8}}
{{#rollTotal() warpt 7}}<p data-i18n="warp72">Dark Pact<br>Each explorer either roll a 1d5, or the GM may select for them. Either way, a Chaos God offers them a Dark Pact<br>If the explorer accepts the Pact, they may choose ONE benefit:<br>Khorne (1): +5 Strength or the Brutal Charge Trait.<br>Tzeench (2): +5 Intelligence or Any one Forbidden Lore Skill of the their choice.<br>Nurgle (3): +5 Toughness or the Regeneration Trait.<br>Slaneesh (4): +5 Fellowship or the Decadence Talent.<br>Malice (5): One Weapon Training Talent of their choice or +5 Weapon Skill or +5 Ballistic Skill.<br>Accepting the Pact deals 10 Corruption Points instantly. If the Explorers decline the offer, they still gain 1 Corruption Point</p>{{/rollTotal() warpt 7}}
{{#rollTotal() warpt 6}}<p data-i18n="warp73">The Great Wall of Pain<br>From his station, the Navigator in total panic alerts the bridge that a massive wall has manifested on the ship's path. Impossibly vast, hitting the wall is inevitable, and turning around will delay the journey for god-emperor knows how long. However he believes the ship can break through it...<br><br>The ship gets One Strategic Turn to fire its weapons at a specific point in the wall to open a breach (Only weapons that can fire to the Fore Arc)<br><br>Then the ship Rams the wall (roll for damage using Ramming Manoeuvre)<br><br>To create a sizable breach the ship must deal Damage equal to 40% of its Hull Integrity<br><br>If enough damage is dealt then the ship breaks through the breach unscathed, if not, the breach is too small and the ship's hull is torn apart suffering a<br>Hull Breach Critical Hit</p>{{/rollTotal() warpt 6}}
{{#rollTotal() warpt 5}}<p data-i18n="warp74">Cursed<br>The explorers hear voices and whispers in their minds, the corruption of the Chaos Gods will slip into the explorers' souls unless they can pass a Hard (-20) Willpower Test (Resistance to Psychic techniques applies). If failed the explorer suffers the effects of the Dark Curse Sorcery (Edge of the Abyss p82) until the vessel Exits the Warp. Treat the Degrees of Failure as successes for the psyker casting the Dark Curse. Any Permanent Effects of the Dark Curse are Permanent even after leaving the Warp</p>{{/rollTotal() warpt 5}}
{{#rollTotal() warpt 4}}<p data-i18n="warp75" data-i18n-vars="{{xd5}}">Temporal Hole<br>The Navigator senses a disturbance in the Warp, a massive hole in the immaterium, if not avoided it could suck the ship from the Warp and translated back into reality<br>This must be avoided at all cost with a Hard (-20) Navigation (Warp) Test<br>If Failed the ship is pulled out of the Warp, sending it Severely Off-Course, the ship will end up {{0}} systems away from its intended destination!</p>{{/rollTotal() warpt 4}}
{{#rollTotal() warpt 3}}<p data-i18n="warp76" data-i18n-vars="{{xd10}}">Mass Possesion<br>Daemons ravage the minds of every living thing within the ship. In the bridge, every character must resist as if attacked by the Puppet Master technique (p.166 RTC)<br>Resistance: Psychic Techniques applies, also characters with the Pure Faith Talent automatically resist<br><br>The "attacker" is considered to have scored 2 Degrees of Success on the Opposed Test<br>The "attackers" Intelligence, Fellowship, and Willpower are all equal to 60<br>This possession, if successful, will last for {{0}} rounds. This triggers a Combat encounter in the bridge among the PCs and NPCs present.<br>Also, fighting breaks out in all decks, as possessed and Non-possessed Crew kill each other suffering {{hitloc}} Crew Population and Morale damage</p>{{/rollTotal() warpt 3}}
{{#rollTotal() warpt 2}}<p data-i18n="warp77">Massive Daemonic Incursion<br>A Powerful Chaos Daemon manifests aboard the vessel and attacks the explorers. Options for this Combat Encounter include daemon enemies from the Navis Prime, Edge of The Abyss, The Koronus Bestiary or any other source the GM chooses. This daemon may be acompanied by any number of Ebon Geist predators (p.378 RTC) at GMs discretion<br><br>If the explorers survive the encounter they could be (or should be) rewarded with some amount of XP or Fate Points at GMs discretion</p>{{/rollTotal() warpt 2}}
{{#rollTotal() warpt 1}}<p data-i18n="warp78">THE BEAST<br>The fury of the Warp manifests as a monstrous, tentacled thing that wraps itself around the ship and tries to tear the hull apart. The crew directs all available guns against the creature to try and blow it away before it destroys the vessel. The Beast attacks First each strategic turn dealing 15% of the Ship's Hull Integrity as Damage. Its attacks ignore void shields and Armour. It counts as having Armour 18 and Hull Integrity 80. Treat this as a simplified naval combat, no maneuvers are possible, some Extended Actions may be possible at GMs discretion.<br><br>Nova Cannon shots and Torpedoes automatically miss<br><br>this encounter could very likely destroy the ship GM discretion advised</p>{{/rollTotal() warpt 1}}
</div>
{{/warpt}}
<!--ship critical hit table-->
{{#spcrit}}
<div class="sheet-desc"><!--{{d5=[[1d5]]}} {{d10=[[1d10]]}} {{xd10=[[2d10]]}} {{d100h=[[1d10+4]]}}-->
{{#rollTotal() spcrit 1}}<p data-i18n="spcrit1" data-i18n-vars="{{d10}}|{{d5}}">Holed<br>A lucky hit has wrenched open the ships hull, exposing it to space. The attacker selects One Component (only one he knows of) that is not the bridge or plasma/warp drive. This Component is now Depressurized, inflicting {{0}} Damage to Crew Population, and {{1}} Damage to Crew Morale</p>{{/rollTotal() spcrit 1}}
{{#rollTotal() spcrit 2}}<p data-i18n="spcrit2">Internal Damage<br>The force of the hit ruptures bulkheads and smashes machinery. The attacker selects One Component (only choosing ones he knows of) that is not the bridge or plasma/warp drives. This Component is now Damaged</p>{{/rollTotal() spcrit 2}}
{{#rollTotal() spcrit 3}}<p data-i18n="spcrit3">Sensors Damaged<br>The ships Auger Arrays have been knocked out, leaving the vessel blind. Until the damage is repaired, all shooting tests suffer a 30 to hit, and all sensory tests to detect anything beyond the ships immediate engagement range automatically fail. Additionally, as the arrays are located outside the hull, any repairs must be attempted in the void</p>{{/rollTotal() spcrit 3}}
{{#rollTotal() spcrit 4}}<p data-i18n="spcrit4">Thrusters Damaged<br>The ships manoeuvring thrusters are smashed, venting randomly and leaking fuel.</p><br>{{hitloc}}
{{#rollBetween() hitloc 1 7}}<p data-i18n="spcrit5">The ship can still manoeuvre, albeit slowly. Reduce the ships Manoeuvrability by 20<br>This damage can be repaired</p>{{/rollBetween() hitloc 1 7}}
{{#rollBetween() hitloc 8 10}}<p data-i18n="spcrit6">The thrusters are completely Damaged and the ship cannot turn<br>This damage can be repaired</p>{{/rollBetween() hitloc 8 10}}
{{/rollTotal() spcrit 4}}
{{#rollTotal() spcrit 5}}<p data-i18n="spcrit7" data-i18n-vars="{{d10}}|{{d5}}">Fire!<br>Alarms scream through the hull as hungry flames soar though passageways and compartments. The attacker selects One Component (only one he knows of) that is not the bridge or plasma/warp drive, this Component is now On Fire!<br><br>When a Component catches fire, it immediately deals {{1}} Damage to Crew Population and {{0}} Damage to Crew Morale, and spreads through the entire Component. If the fire is not brought under control in one Strategic Turn, it consumes the Component (Damaged), and moves on. The GM selects a new Component, and treats it as catching fire (including Population and Morale damage)</p>{{/rollTotal() spcrit 5}}
{{#rollTotal() spcrit 6}}<p data-i18n="spcrit8">Engines Crippled<br>Something pierces the immense drive tubes in the ships stern, bleeding plasma into the void and leaving the vessel drifting in space.</p><br>{{hitloc}}
{{#rollBetween() hitloc 1 7}}<p data-i18n="spcrit9">The plasma drives are still usable, though heavily damaged. Reduce the ships Speed by half<br>This damage can be repaired</p>{{/rollBetween() hitloc 1 7}}
{{#rollBetween() hitloc 8 10}}<p data-i18n="spcrit10">The drives are completely wrecked. Reduce the ships Speed to 1<br>This damage can be repaired</p>{{/rollBetween() hitloc 8 10}}
{{/rollTotal() spcrit 6}}
{{#rollTotal() spcrit 7}}<p data-i18n="spcrit11" data-i18n-vars="{{d5}}">Surly Techsprites<br>Something has jarred and shocked the ships machine spirits, awakening their anger. Massive electrical surges knock out systems across the ship. Roll a 1d10 for every Component. On a 4 or higher, the Component now counts as Unpowered. Each Component must be repaired individually before it can receive power again. Morale takes {{0}} damage from the spooky atmosphere</p>{{/rollTotal() spcrit 7}}
{{#rollTotal() spcrit 8}}<p data-i18n="spcrit12" data-i18n-vars="{{xd10}}">Decapitation<br>A lucky hit strikes the ships Bridge, sending shrapnel scything across the compartment and opening it to space! All crew members on the bridge must pass a Challenging (+0) Dodge Test or be hit by shrapnel doing {{0}} Explosive Damage. If the damage result is 12 or higher, the bridge Component is also Depressurized (holed). If the damage result is 16 or higher, the Component is Damaged</p>{{/rollTotal() spcrit 8}}
{{#rollTotal() spcrit 9}}<p data-i18n="spcrit13" data-i18n-vars="{{d5}}">Hull Breach<br>The hull of the ship is ripped asunder by tremendous force, opening compartments to the void and doing massive structural damage. The attacker selects {{0}} Components (only choosing ones he knows of, and not including the bridge). Roll a 1d10 for each selected: on a 1-7 the Component is Damaged and Depressurized (holed). On an 810 the Component is Destroyed, and all crew inside are killed. Instead of rolling for Crew Population and Morale damage separately, the ship reduces both of its current values by half</p>{{/rollTotal() spcrit 9}}
{{#rollTotal() spcrit 10}}<p data-i18n="spcrit14">Catastrophic Damage<br>A succession of powerful blows and explosions rip through the ship, causing horrendous damage</p><br>{{hitloc}}
{{#rollBetween() hitloc 1 7}}<p data-i18n="spcrit15" data-i18n-vars="{{d10}}">The ship is Hulked<br>Uncontrolled fires burn in some compartments, others are open to space, and the rest are choked with the dead and dying. Roll a 1d10 for each Component. On a 12, it is miraculously untouched, but Unpowered. On a 3-7, its Depressurized (holed) and Damaged. On a 910, its completely Destroyed, and all crew inside are killed. Reduce Crew Population to {{0}} total</p>{{/rollBetween() hitloc 1 7}}
{{#rollBetween() hitloc 8 9}}<p data-i18n="spcrit16" data-i18n-vars="{{d10}}|{{d5}}|{{d100h}}">The ships plasma drive detonates in a single, cataclysmic explosion!. All starships within {{0}} Void Units of the stricken craft must pass a Hard (20) Pilot (SpaceCraft) + Manoeuvrability Test or be struck by the flaming debris of the destroyed vessel. Treat this as {{1}} macrobattery hits doing {{2}} damage each, that void shields and armour will protect against normally</p>{{/rollBetween() hitloc 8 9}}
{{#rollTotal() hitloc 10}}<p data-i18n="spcrit17" data-i18n-vars="{{xd10}}|{{d10}}|{{d5}}">The ships warp drive overloads and explodes, rending a seething hole in space, a maelstrom into the realm of Chaos. Any starship within {{0}} Void Units of the stricken craft must pass a Hard (20) Pilot (SpaceCraft) + Manoeuvrability Test or be struck by the chaos storm, taking the equivalent of one lance strike doing {{1}} damage that void shields will not protect against. Additionally, every starship within {{2}} Void Units of the stricken vessel must pass a second Challenging (+0) Pilot (SpaceCraft) + Manoeuvrability Test or be sucked into the rift. What happens next is up to the GM, but should be suitably horrible. Mass possessions and manifesting daemons are the norm, while the crew frantically tries to activate the Geller Field. The survival of those onboard the ship should by no means be guaranteed</p>{{/rollTotal() hitloc 10}}
{{/rollTotal() spcrit 10}}
{{#rollTotal() spcrit 11}}<p data-i18n="spcrit18" data-i18n-vars="{{d5}}|{{xd10}}">Vent Burning Component<br>The fire is immediately extinguished, however the burning Component now counts as Depressurized (still functional, Not Damaged). Replace losses due to Fire with {{0}} Damage to Crew Population, and {{1}} Damage to Crew Morale (nobody likes seeing their comrades vented into the void deliberately)</p>{{/rollTotal() spcrit 11}}
</div>
{{/spcrit}}
<!--npc ship critical hit table-->
{{#npcrit}}
<div class="sheet-desc"><!--{{d10=[[1d10]]}}-->
{{#rollTotal() npcrit 1}}<p data-i18n="npcrit1">Hull Damaged<br>Bulkheads rupture and the hull implodes dealing an additional +2 Hull Integrity damage to the vessel. If damaged by a weapon that affects multiple Components it deals +4 Hull Integrity damage instead</p>{{/rollTotal() npcrit 1}}
{{#rollTotal() npcrit 2}}<p data-i18n="npcrit2">Weapon Disabled<br>A lucky strike Disables one Weapon Component of the attackers choice</p>{{/rollTotal() npcrit 2}}
{{#rollTotal() npcrit 3}}<p data-i18n="npcrit3">Sensors Damaged<br>The ships sensor systems are damaged by enemy fire. The ship suffers a 10 penalty to Ballistic Skill Tests until the damage is repaired</p>{{/rollTotal() npcrit 3}}
{{#rollTotal() npcrit 4}}<p data-i18n="npcrit4">Thrusters Damaged<br>Thruster assemblies are torn away or rendered inoperable. The ship suffers a 20 penalty to Manoeuvrability until the damage is repaired</p>{{/rollTotal() npcrit 4}}
{{#rollTotal() npcrit 5}}<p data-i18n="npcrit5" data-i18n-vars="{{d10}}">Fire!<br>Alarms scream through the ship as an inferno rages through passageways and compartments and must be contained and extinguished as soon as possible before it will destroy the ship. Each turn the ship suffers {{0}}} damage to both Crew Population and Morale and one Component of the GM choice is Disabled</p>{{/rollTotal() npcrit 5}}
{{#rollTotal() npcrit 6}}<p data-i18n="npcrit6">Void Shield Disabled<br>An extremely powerful blow strips away the targets Void Shields. The Void Shields are inoperative until the damage is repaired</p>{{/rollTotal() npcrit 6}}
</div>
{{/npcrit}}
<!--npc ship orders-->
{{#npcord}}
<div class="sheet-result" style="font-size:14px"><!--{{d5=[[1d5]]}} {{xd5=[[1d5+1]]}} {{d10=[[1d5+2]]}} {{xd10=[[2d5]]}}-->
{{#rollTotal() npcord 1}}
{{#rollBetween() d100h 0 29}}<p data-i18n="npcord1">Incompetent (20): +1 VU</p>{{/rollBetween() d100h 0 29}}
{{#rollBetween() d100h 30 39}}<p data-i18n="npcord2" data-i18n-vars="{{d5}}">Competent (30): +{{0}} VU</p>{{/rollBetween() d100h 30 39}}
{{#rollBetween() d100h 40 49}}<p data-i18n="npcord3" data-i18n-vars="{{xd5}}">Crack (40): +{{0}} VU</p>{{/rollBetween() d100h 40 49}}
{{#rollBetween() d100h 50 59}}<p data-i18n="npcord4" data-i18n-vars="{{d10}}">Veteran (50): +{{0}} VU</p>{{/rollBetween() d100h 50 59}}
{{#rollBetween() d100h 60 99}}<p data-i18n="npcord5" data-i18n-vars="{{xd10}}">Elite (60): +{{0}} VU</p>{{/rollBetween() d100h 60 99}}
{{/rollTotal() npcord 1}}
{{#rollTotal() npcord 2}}
{{#rollBetween() d100h 0 29}}<p data-i18n="npcord6">Incompetent (20): 4 Turns</p>{{/rollBetween() d100h 0 29}}
{{#rollBetween() d100h 30 39}}<p data-i18n="npcord7">Competent (30): 4 Turns</p>{{/rollBetween() d100h 30 39}}
{{#rollBetween() d100h 40 49}}<p data-i18n="npcord8">Crack (40): 3 Turns</p>{{/rollBetween() d100h 40 49}}
{{#rollBetween() d100h 50 59}}<p data-i18n="npcord9">Veteran (50): 2 Turns</p>{{/rollBetween() d100h 50 59}}
{{#rollBetween() d100h 60 99}}<p data-i18n="npcord10">Elite (60): 1 Turn</p>{{/rollBetween() d100h 60 99}}
{{/rollTotal() npcord 2}}
{{#rollTotal() npcord 3}}
{{#rollBetween() d100h 0 29}}<p data-i18n="npcord11">Incompetent (20): 1 operation</p>{{/rollBetween() d100h 0 29}}
{{#rollBetween() d100h 30 39}}<p data-i18n="npcord12">Competent (30): 1 operation</p>{{/rollBetween() d100h 30 39}}
{{#rollBetween() d100h 40 49}}<p data-i18n="npcord13">Crack (40): 2 operations</p>{{/rollBetween() d100h 40 49}}
{{#rollBetween() d100h 50 59}}<p data-i18n="npcord14">Veteran (50): 3 operations</p>{{/rollBetween() d100h 50 59}}
{{#rollBetween() d100h 60 99}}<p data-i18n="npcord15">Elite (60): 4 operations</p>{{/rollBetween() d100h 60 99}}
{{/rollTotal() npcord 3}}
{{#rollTotal() npcord 4}}
{{#rollBetween() d100h 0 29}}<p data-i18n="npcord16">Incompetent (20): +5 Manoeuvrability</p>{{/rollBetween() d100h 0 29}}
{{#rollBetween() d100h 30 39}}<p data-i18n="npcord17">Competent (30): +5 Manoeuvrability</p>{{/rollBetween() d100h 30 39}}
{{#rollBetween() d100h 40 49}}<p data-i18n="npcord18">Crack (40): +10 Manoeuvrability</p>{{/rollBetween() d100h 40 49}}
{{#rollBetween() d100h 50 59}}<p data-i18n="npcord19">Veteran (50): +10 Manoeuvrability</p>{{/rollBetween() d100h 50 59}}
{{#rollBetween() d100h 60 99}}<p data-i18n="npcord20">Elite (60): +15 Manoeuvrability</p>{{/rollBetween() d100h 60 99}}
{{/rollTotal() npcord 4}}
{{#rollTotal() npcord 5}}
{{#rollBetween() d100h 0 99}}<p data-i18n="npcord21">The ships torpedo tubes are loaded, and a number of attack craft squadrons equal to the total Strength rating of the ships launch bays are made active</p>{{/rollBetween() d100h 0 99}}
{{/rollTotal() npcord 5}}
{{#rollTotal() npcord 6}}
{{#rollBetween() d100h 0 29}}<p data-i18n="npcord22">Incompetent (20): +5 Detection +5 to Hit</p>{{/rollBetween() d100h 0 29}}
{{#rollBetween() d100h 30 39}}<p data-i18n="npcord23">Competent (30): +5 Detection +10 to Hit</p>{{/rollBetween() d100h 30 39}}
{{#rollBetween() d100h 40 49}}<p data-i18n="npcord24">Crack (40): +10 Detection +15 to Hit</p>{{/rollBetween() d100h 40 49}}
{{#rollBetween() d100h 50 59}}<p data-i18n="npcord25">Veteran (50): +10 Detection +20 to Hit</p>{{/rollBetween() d100h 50 59}}
{{#rollBetween() d100h 60 99}}<p data-i18n="npcord26">Elite (60): +15 Detection +20 to Hit</p>{{/rollBetween() d100h 60 99}}
{{/rollTotal() npcord 6}}
</div>
{{/npcord}}
<!--critical hit table energy-->
{{#ecrit}}
<div class="sheet-desc"><!-- vars sequence {{0}} {{1}} {{2}} = {{d5=[[1d5]]}} {{d10=[[1d10]]}} {{xd10=[[2d10]]}} {{psypen=[[1d10+5]]}} {{d100h=[[1d100]]}}-->
{{#rollTotal() ecrit 40}}<p data-i18n="ecrit39">Arm 1: A blast to the arm leaves it all numb and tingly. Tests made involving the arm are at 30 for 1 Round</p>{{/rollTotal() ecrit 40}}
{{#rollTotal() ecrit 39}}<p data-i18n="ecrit40" data-i18n-vars="{{d5}}">Arm 2: The attack smashes the arm, sending currents of energy crackling down to the fingers and up to the shoulder. The arm is useless for {{0}} Rounds and the character takes 1 level of Fatigue</p>{{/rollTotal() ecrit 39}}
{{#rollTotal() ecrit 38}}<p data-i18n="ecrit41" data-i18n-vars="{{d5}}">Arm 3: The attack burns the targets arm leaving him Stunned for 1 Round and inflicts 2 levels of Fatigue. The arm is useless for {{0}} Rounds</p>{{/rollTotal() ecrit 38}}
{{#rollTotal() ecrit 37}}<p data-i18n="ecrit42" data-i18n-vars="{{d10}}">Arm 4: The shock of the attack makes the target vomit. He is Stunned for 1 Round and takes 3 levels of Fatigue. The arm is useless for {{0}} Rounds</p>{{/rollTotal() ecrit 37}}
{{#rollTotal() ecrit 36}}<p data-i18n="ecrit43" data-i18n-vars="{{d5}}">Arm 5: The arm suffers superficial burns inflicting no small amount of pain on the target. The targets (WS) and (BS) are halved (round down) for 1 Round and the target takes {{0}} levels of Fatigue</p>{{/rollTotal() ecrit 36}}
{{#rollTotal() ecrit 35}}<p data-i18n="ecrit44" data-i18n-vars="{{d10}}|{{d5}}">Arm 6: The attack wreathes the arm in flames, scorching clothing and armour, and temporarily fusing together the targets fingers. The target halves (WS) and (BS) for {{0}} Rounds, takes {{1}} levels of Fatigue, and must successfully pass a Challenging (+0) Toughness Test or lose the use of the hand permanently</p>{{/rollTotal() ecrit 35}}
{{#rollTotal() ecrit 34}}<p data-i18n="ecrit45" data-i18n-vars="{{d5}}">Arm 7: With a terrible snapping sound, the heat of the attack boils the marrow in the targets arm, causing it to shatter. The targets arm is broken and until it is healed, that arm is useless. The target is Stunned for 1 Round and also takes {{0}} levels of Fatigue</p>{{/rollTotal() ecrit 34}}
{{#rollTotal() ecrit 33}}<p data-i18n="ecrit46" data-i18n-vars="{{d10}}">Arm 8: Energy sears through the arm at the shoulder, causing the limb to be severed from the body. The target must pass a Challenging (+0) Toughness Test or become Stunned for 1 Round. In addition the target takes {{0}} levels of Fatigue and is suffering from Blood Loss. The target loses that arm</p>{{/rollTotal() ecrit 33}}
{{#rollTotal() ecrit 32}}<p data-i18n="ecrit47" data-i18n-vars="{{d10}}">Arm 9: Fire consumes the targets arm, burning the flesh to a crisp right down to the bone. The target must make an immediate Challenging (+0) Toughness Test or die from shock. If he survives, however, the target takes {{0}} levels of Fatigue and is Stunned for 1 Round. The target loses that arm</p>{{/rollTotal() ecrit 32}}
{{#rollTotal() ecrit 31}}<p data-i18n="ecrit48">Arm 10+: The attack reduces the arm to a cloud of ash and sends the target crumbling to the ground where he immediately dies from shock, clutching his smoking stump</p>{{/rollTotal() ecrit 31}}
<!--body-->
{{#rollTotal() ecrit 30}}<p data-i18n="ecrit49">Body 1: A blow to the targets body steals a breath from his lungs. The target can take only a Half Action on his next Turn</p>{{/rollTotal() ecrit 30}}
{{#rollTotal() ecrit 29}}<p data-i18n="ecrit50">Body 2: The blast punches the air from the targets body, inflicting 1 level of Fatigue upon him</p>{{/rollTotal() ecrit 29}}
{{#rollTotal() ecrit 28}}<p data-i18n="ecrit51">Body 3: The attack cooks the flesh at the chest and abdomen, inflicting 2 levels of Fatigue and leaving the target Stunned for 1 Round</p>{{/rollTotal() ecrit 28}}
{{#rollTotal() ecrit 27}}<p data-i18n="ecrit52" data-i18n-vars="{{d10}}">Body 4: The energy ripples all over the character, scorching his body and inflicting {{0}} levels of Fatigue</p>{{/rollTotal() ecrit 27}}
{{#rollTotal() ecrit 26}}<p data-i18n="ecrit53" data-i18n-vars="{{d5}}">Body 5: The fury of the attack forces the target to the ground, helplessly covering his face and keening in agony. The target is knocked to the ground and must pass a Challenging (+0) Agility Test or catch fire. The target takes {{0}} levels of Fatigue and must take the Stand Action to regain his feet</p>{{/rollTotal() ecrit 26}}
{{#rollTotal() ecrit 25}}<p data-i18n="ecrit54" data-i18n-vars="{{d10}}|{{d5}}">Body 6: Struck by the full force of the attack, the target is sent reeling to the ground, smoke spiraling out of the wound. The target is knocked to the ground, Stunned for {{0}} Rounds, and takes {{1}} levels of Fatigue. In addition, he must pass a Challenging (+0) Agility Test or catch fire</p>{{/rollTotal() ecrit 25}}
{{#rollTotal() ecrit 24}}<p data-i18n="ecrit55" data-i18n-vars="{{xd10}}">Body 7: The intense power of the energy attack cooks the targets organs, burning his lungs and heart with intense heat. The target is Stunned for {{0}} Rounds and reduces his Toughness by half (round down)</p>{{/rollTotal() ecrit 24}}
{{#rollTotal() ecrit 23}}<p data-i18n="ecrit56" data-i18n-vars="{{xd10}}">Body 8: As the attack washes over the target, his skin turns black and peels off while body fat seeps out of his clothing and armour. The target is Stunned for {{0}} Rounds and the attack halves his Strength, Toughness and Agility. The extensive scarring permanently halves the targets Fellowship characteristic</p>{{/rollTotal() ecrit 23}}
{{#rollTotal() ecrit 22}}<p data-i18n="ecrit57">Body 9: The target is completely encased in fire, melting his skin and popping his eyes like super-heated eggs. He falls to the ground a blackened corpse</p>{{/rollTotal() ecrit 22}}
{{#rollTotal() ecrit 21}}<p data-i18n="ecrit57">Body 9: The target is completely encased in fire, melting his skin and popping his eyes like super-heated eggs. He falls to the ground a blackened corpse</p><br>
{{#rollGreater() d100h 50}}<p data-i18n="ecrit58" data-i18n-vars="{{d5}}|{{psypen}}">10+: If the target is carrying any ammunition it explodes. Unless they can make a successful Challenging (+0) Dodge Test, all creatures within {{0}} metres take {{1}} Explosive Damage. If the target carried any grenades or missiles, one round after the Damage was dealt they detonate where the targets body lies with the normal effects</p>{{/rollGreater() d100h 50}}
{{/rollTotal() ecrit 21}}
<!--head-->
{{#rollTotal() ecrit 20}}<p data-i18n="ecrit59">Head 1: A grazing blow to the head frazzles the targets senses, imposing a 10 penalty to all Tests (except Toughness) for 1 Round</p>{{/rollTotal() ecrit 20}}
{{#rollTotal() ecrit 19}}<p data-i18n="ecrit60">Head 2: The blast of energy dazzles the target, leaving him blinded for 1 Round</p>{{/rollTotal() ecrit 19}}
{{#rollTotal() ecrit 18}}<p data-i18n="ecrit61">Head 3: The attack cooks off the targets ear, leaving him Stunned for 1 Round and inflicting 1 level of Fatigue</p>{{/rollTotal() ecrit 18}}
{{#rollTotal() ecrit 17}}<p data-i18n="ecrit62" data-i18n-vars="{{d5}}">Head 4: The energy attack burns away all of the hairs on the targets head as well as leaving him reeling from the injury. The attack deals 2 levels of Fatigue and the target is blinded for {{0}} Rounds</p>{{/rollTotal() ecrit 17}}
{{#rollTotal() ecrit 16}}<p data-i18n="ecrit63" data-i18n-vars="{{d10}}">Head 5: A blast of energy envelopes the targets head, burning his face and hair, and causing him to scream like a stuck Grox. In addition to losing his hair, he is blinded for {{0}} Rounds and takes 3 levels of Fatigue</p>{{/rollTotal() ecrit 16}}
{{#rollTotal() ecrit 15}}<p data-i18n="ecrit64" data-i18n-vars="{{d10}}|{{d5}}">Head 6: The attack cooks the targets face, melting his features and damaging his eyes. The target is blinded for the next {{0}} hours and permanently reduces his Fellowship characteristic by {{1}} points. The target also takes {{1}} levels of Fatigue</p>{{/rollTotal() ecrit 15}}
{{#rollTotal() ecrit 14}}<p data-i18n="ecrit65" data-i18n-vars="{{d10}}">Head 7: In a gruesome display, the flesh is burned from the targets head, exposing charred bone and muscle underneath. The target is blinded permanently and takes {{0}} levels of Fatigue. Also, this is the targets new Fellowship score {{0}}. Unless their Fellowship is already 10 or less, in which case nobody really notices the difference</p>{{/rollTotal() ecrit 14}}
{{#rollTotal() ecrit 13}}<p data-i18n="ecrit66">Head 8: The targets head is destroyed in a convocation of fiery death. The target does not survive</p>{{/rollTotal() ecrit 13}}
{{#rollTotal() ecrit 12}}<p data-i18n="ecrit67">Head 9: Superheated by the attack, the targets brain explodes, tearing apart his skull and sending flaming hunks of meat flying at those nearby. The target is no more</p>{{/rollTotal() ecrit 12}}
{{#rollTotal() ecrit 11}}<p data-i18n="ecrit68" data-i18n-vars="{{xd10}}">Head 10+: Superheated by the attack, the targets entire body catches fire and runs off headless {{0}} metres in a random direction (use the Scatter Diagram). Anything flammable it passes, including characters, must pass a Challenging (+0) Agility Test or catch fire</p>{{/rollTotal() ecrit 11}}
<!--leg-->
{{#rollTotal() ecrit 10}}<p data-i18n="ecrit69">Leg 1: A blow to the leg leaves the target gasping for air. The target gains 1 level of Fatigue</p>{{/rollTotal() ecrit 10}}
{{#rollTotal() ecrit 9}}<p data-i18n="ecrit70">Leg 2: A grazing strike against the leg slows the target for a bit. The target halves all movement for 1 Round</p>{{/rollTotal() ecrit 9}}
{{#rollTotal() ecrit 8}}<p data-i18n="ecrit71" data-i18n-vars="{{d5}}">Leg 3: The blast breaks the targets leg leaving him Stunned for 1 Round and halving all movement for {{0}} Rounds</p>{{/rollTotal() ecrit 8}}
{{#rollTotal() ecrit 7}}<p data-i18n="ecrit72" data-i18n-vars="{{d5}}">Leg 4: A solid blow to the leg sends electric currents of agony coursing through the target. The target takes {{0}} levels of Fatigue and halves all movement for {{0}} Rounds</p>{{/rollTotal() ecrit 7}}
{{#rollTotal() ecrit 6}}<p data-i18n="ecrit73" data-i18n-vars="{{xd10}}">Leg 5: The targets leg endures a horrific burn, fusing clothing and armour with flesh and bone. The target takes 1 level of Fatigue and moves at half speed for {{0}} Rounds</p>{{/rollTotal() ecrit 6}}
{{#rollTotal() ecrit 5}}<p data-i18n="ecrit74">Leg 6: The attack burns the targets foot, charring the flesh and emitting a foul stench. The target must successfully pass a Challenging (+0) Toughness Test or lose that foot. On a success, the targets movement rates are halved until he receives medical attention. In addition, the target takes 2 levels of Fatigue</p>{{/rollTotal() ecrit 5}}
{{#rollTotal() ecrit 4}}<p data-i18n="ecrit75" data-i18n-vars="{{d5}}">Leg 7: The energy attack fries the leg, leaving it a mess of blackened flesh. The leg is broken and until healed, the target counts as having lost the leg. The target must pass a Challenging (+0) Toughness Test or become Stunned for 1 Round. In addition the target gains {{0}} levels of Fatigue</p>{{/rollTotal() ecrit 4}}
{{#rollTotal() ecrit 3}}<p data-i18n="ecrit76" data-i18n-vars="{{d10}}">Leg 8: Energy sears through the bone, causing the leg to be severed. The target must take a Challenging (+0) Toughness Test or become Stunned for 1 Round. In addition the target gains {{0}} levels of Fatigue and is suffering from Blood Loss. The target loses that leg</p>{{/rollTotal() ecrit 3}}
{{#rollTotal() ecrit 2}}<p data-i18n="ecrit77">Leg 9: The force of the attack reduces the leg to little more than a chunk of sizzling gristle. The target must pass a Challenging (+0) Toughness Test or die from shock. The leg is utterly lost</p>{{/rollTotal() ecrit 2}}
{{#rollTotal() ecrit 1}}<p data-i18n="ecrit78">Leg 10+: In a terrifying display of power, the leg immolates and fire consumes the target completely. The target dies in a matter of agonizing seconds</p>{{/rollTotal() ecrit 1}}
</div>
{{/ecrit}}
<!--critical hit table explosive-->
{{#xcrit}}
<div class="sheet-desc"><!-- vars sequence {{0}} {{1}} {{2}} = {{d5=[[1d5]]}} {{d10=[[1d10]]}} {{xd10=[[2d10]]}} {{psypen=[[1d10+5]]}} {{d100h=[[1d100]]}}-->
{{#rollTotal() xcrit 40}}<p data-i18n="xcrit39">Arm 1: The attack throws the limb backwards, painfully jerking it away from the body, inflicting 1 level of Fatigue</p>{{/rollTotal() xcrit 40}}
{{#rollTotal() xcrit 39}}<p data-i18n="xcrit40">Arm 2: The attack sends a fracture through the limb. The target drops anything held in the hand and takes 2 levels of Fatigue</p>{{/rollTotal() xcrit 39}}
{{#rollTotal() xcrit 38}}<p data-i18n="xcrit41" data-i18n-vars="{{d5}}">Arm 3: The explosion takes {{0}} fingers from the targets hand. The target takes 3 levels of Fatigue and anything carried in the hand is destroyed. If this is an explosive, it goes off!</p>{{/rollTotal() xcrit 38}}
{{#rollTotal() xcrit 37}}<p data-i18n="xcrit42" data-i18n-vars="{{d5}}">Arm 4: The blast causes the target to howl in agony. He takes {{0}} levels of Fatigue, is Stunned for 1 Round, and the limb is useless until medical attention is received</p>{{/rollTotal() xcrit 37}}
{{#rollTotal() xcrit 36}}<p data-i18n="xcrit43" data-i18n-vars="{{d5}}">Arm 5: Fragments from the explosion tear into the targets hand, ripping away flesh and muscle alike. He must immediately pass a Challenging (+0) Toughness Test or lose the hand. Even on a success, the hand is useless until medical attention is received. The target takes {{0}} levels of Fatigue</p>{{/rollTotal() xcrit 36}}
{{#rollTotal() xcrit 35}}<p data-i18n="xcrit44" data-i18n-vars="{{d5}}">Arm 6: The explosive attack shatters the bone and mangles the flesh turning the targets arm into a red ruin, inflicting {{0}} levels of Fatigue. The targets arm is broken and, until healed, the target's arm is useless. In addition, the horrendous nature of the wound means that he now suffers from Blood Loss</p>{{/rollTotal() xcrit 35}}
{{#rollTotal() xcrit 34}}<p data-i18n="xcrit45" data-i18n-vars="{{d10}}">Arm 7: In a violent hail of flesh, the arm is blown apart. The target must immediately pass a Challenging (+0) Toughness Test or die from shock. On a success, the target is Stunned for {{0}} rounds, takes {{0}} levels of Fatigue, and suffers Blood Loss. The target loses that arm</p>{{/rollTotal() xcrit 34}}
{{#rollTotal() xcrit 33}}<p data-i18n="xcrit46">Arm 8: The arm disintegrates under the force of the explosion taking a good portion of the shoulder and chest with it. The target is sent screaming to the ground, where he dies in a pool of his own blood and organs</p>{{/rollTotal() xcrit 33}}
{{#rollTotal() xcrit 32}}<p data-i18n="xcrit47" data-i18n-vars="{{psypen}}">Arm 9: With a mighty bang the arm is blasted from the targets body, killing the target instantly in a rain of blood droplets. If the target was carrying a weapon with a power source in his hand (such as a power sword or chainsword) then it explodes, dealing {{0}} Impact Damage to anyone within 2 metres</p>{{/rollTotal() xcrit 32}}
{{#rollTotal() xcrit 31}}<p data-i18n="xcrit48" data-i18n-vars="{{psypen}}|{{d10}}">Arm 10+: With a mighty bang the arm is blasted from the targets body, killing the target instantly in a rain of blood droplets. If the target is carrying any ammunition it explodes dealing {{0}} Impact Damage to anyone within {{1}} metres. If the target is carrying any grenades or missiles, these too detonate on his person</p>{{/rollTotal() xcrit 31}}
<!--body-->
{{#rollTotal() xcrit 30}}<p data-i18n="xcrit49" data-i18n-vars="{{d5}}">Body 1: The target is blown backwards {{0}} metres and takes 1 level of Fatigue per metre traveled. He is Prone when he lands</p>{{/rollTotal() xcrit 30}}
{{#rollTotal() xcrit 29}}<p data-i18n="xcrit50" data-i18n-vars="{{d10}}|{{d5}}">Body 2: The target is blown backwards {{0}} metres, taking 1 level of Fatigue per metre traveled. If he strikes a solid object, he takes {{1}} additional levels of Fatigue</p>{{/rollTotal() xcrit 29}}
{{#rollTotal() xcrit 28}}<p data-i18n="xcrit51" data-i18n-vars="{{d10}}">Body 3: The explosion destroys whatever armour protected the body. If the target wore none, the target is blown backwards {{0}} metres, and takes 2 levels of Fatigue for every metre traveled</p>{{/rollTotal() xcrit 28}}
{{#rollTotal() xcrit 27}}<p data-i18n="xcrit52" data-i18n-vars="{{d5}}">Body 4: The explosion sends the target sprawling to the ground. He takes {{0}} levels of Fatigue, is Stunned for 1 Round, and must spend a Full Action to regain his feet</p>{{/rollTotal() xcrit 27}}
{{#rollTotal() xcrit 26}}<p data-i18n="xcrit53" data-i18n-vars="{{d10}}">Body 5: Concussion from the explosion knocks the target to the ground and tenderizes his innards. The target falls down Stunned for 1 Round and takes {{0}} levels of Fatigue</p>{{/rollTotal() xcrit 26}}
{{#rollTotal() xcrit 25}}<p data-i18n="xcrit54" data-i18n-vars="{{d10}}">Body 6: Chunks of the targets flesh are ripped free by the force of the attack leaving large, weeping wounds. The target is Stunned for 1 Round, takes {{0}} levels of Fatigue and is now suffering Blood Loss</p>{{/rollTotal() xcrit 25}}
{{#rollTotal() xcrit 24}}<p data-i18n="xcrit55" data-i18n-vars="{{d10}}">Body 7: The explosive force of the attack ruptures the targets flesh and scrambles his nervous system, knocking him to the ground. The target falls down, is Stunned for {{0}} Rounds and takes {{0}} levels of Fatigue. In addition, he now suffers Blood Loss and can only take Half Actions for the next {{0}} hours as he tries to regain control of his body</p>{{/rollTotal() xcrit 24}}
{{#rollTotal() xcrit 23}}<p data-i18n="xcrit56">Body 8: The targets chest explodes outward, disgorging a river of partially cooked organs onto the ground, killing him instantly</p>{{/rollTotal() xcrit 23}}
{{#rollTotal() xcrit 22}}<p data-i18n="xcrit57" data-i18n-vars="{{psypen}}|{{d10}}">Body 9: Pieces of the targets body fly in all directions as he is torn into bloody gobbets by the attack. In addition, if the target is carrying any ammunition, it explodes dealing {{0}} Impact Damage to anyone within {{1}} metres. If the target is carrying any grenades or missiles, these too detonate on the targets body</p>{{/rollTotal() xcrit 22}}
{{#rollTotal() xcrit 21}}<p data-i18n="xcrit57" data-i18n-vars="{{psypen}}|{{d10}}">Body 9: Pieces of the targets body fly in all directions as he is torn into bloody gobbets by the attack. In addition, if the target is carrying any ammunition, it explodes dealing {{0}} Impact Damage to anyone within {{1}} metres. If the target is carrying any grenades or missiles, these too detonate on the targets body</p><br>
<p data-i18n="xcrit58" data-i18n-vars="{{d10}}">Body 10+: Also anyone within {{0}} metres of the target is drenched in gore and must pass a Challenging (+0) Agility Test or suffer a 10 penalty to Weapon Skill and Ballistic Skill Tests for 1 Round as blood fouls their sight</p>
{{/rollTotal() xcrit 21}}
<!--head-->
{{#rollTotal() xcrit 20}}<p data-i18n="xcrit59">Head 1: The explosion leaves the target confused. He can take only a Half Action on his next Turn and takes 1 level of Fatigue</p>{{/rollTotal() xcrit 20}}
{{#rollTotal() xcrit 19}}<p data-i18n="xcrit60">Head 2: The flash and noise leaves the target blind and deaf for 1 Round. The target takes 2 levels of Fatigue</p>{{/rollTotal() xcrit 19}}
{{#rollTotal() xcrit 18}}<p data-i18n="xcrit61">Head 3: The detonation leaves the targets face a bloody ruin from scores of small cuts. The target takes 2 levels of Fatigue</p>{{/rollTotal() xcrit 18}}
{{#rollTotal() xcrit 17}}<p data-i18n="xcrit62">Head 4: The force of the burst knocks the target to the ground and Stuns him for 1 Round. The target takes 2 levels of Fatigue</p>{{/rollTotal() xcrit 17}}
{{#rollTotal() xcrit 16}}<p data-i18n="xcrit63" data-i18n-vars="{{d10}}|{{d5}}">Head 5: The explosion flays the flesh on the targets face and bursts his eardrums with its force. The target is Stunned for {{0}} Rounds and is permanently deafened. The target takes {{1}} levels of Fatigue and can only take Half Actions for {{1}} hours. Finally, the targets Fellowship drops by {{0}} due to hideous scarring</p>{{/rollTotal() xcrit 16}}
{{#rollTotal() xcrit 15}}<p data-i18n="xcrit64">Head 6: The targets head explodes under the force of the attack, leaving his headless corpse to spurt blood from the neck for the next few minutes. Needless to say this is instantly fatal</p>{{/rollTotal() xcrit 15}}
{{#rollTotal() xcrit 14}}<p data-i18n="xcrit65" data-i18n-vars="{{psypen}}|{{d5}}">Head 7: Both head and body are blown into a mangled mess, instantly killing the target. In addition, if the target is carrying any ammunition it explodes dealing {{0}} Impact Damage to any creatures within {{1}} metres. If the target was carrying grenades or missiles, these too explode on the targets person</p>{{/rollTotal() xcrit 14}}
{{#rollTotal() xcrit 13}}<p data-i18n="xcrit66">Head 8: In a series of unpleasant explosions the targets head and torso peel apart, leaving a gory mess on the ground. For the rest of the fight, anyone moving over this spot must pass a Challenging (+0) Agility Test or fall prone</p>{{/rollTotal() xcrit 13}}
{{#rollTotal() xcrit 12}}<p data-i18n="xcrit67">Head 9: The target ceases to exist in any tangible way, entirely turning into a kind of crimson mist. You dont get much deader than this...</p>{{/rollTotal() xcrit 12}}
{{#rollTotal() xcrit 11}}<p data-i18n="xcrit68">Head 10+: Such is the unspeakably appalling manner in which the target is killed, that any of the targets allies who are within two metres of where the target stood, must pass an immediate Challenging (+0) Willpower Test or spend their next Turn fleeing from the attacker</p>{{/rollTotal() xcrit 11}}
<!--leg-->
{{#rollTotal() xcrit 10}}<p data-i18n="xcrit69">Leg 1: A glancing blast sends the character backwards one metre</p>{{/rollTotal() xcrit 10}}
{{#rollTotal() xcrit 9}}<p data-i18n="xcrit70">Leg 2: The force of the explosion takes the targets feet out from under him. He lands Prone and takes 1 level of Fatigue</p>{{/rollTotal() xcrit 9}}
{{#rollTotal() xcrit 8}}<p data-i18n="xcrit71" data-i18n-vars="{{d5}}">Leg 3: The concussion cracks the targets leg, leaving him Stunned for 1 Round and halving all movement for {{0}} Rounds. The target takes 1 level of Fatigue</p>{{/rollTotal() xcrit 8}}
{{#rollTotal() xcrit 7}}<p data-i18n="xcrit72" data-i18n-vars="{{d5}}|{{d10}}">Leg 4: The explosion sends the target spinning through the air. The target travels {{0}} metres away from the explosion and takes 1 level of Fatigue per metre traveled. It takes the target a Full Action to regain his feet and he halves all movement for {{1}} Rounds</p>{{/rollTotal() xcrit 7}}
{{#rollTotal() xcrit 6}}<p data-i18n="xcrit73" data-i18n-vars="{{d5}}">Leg 5: Explosive force removes part of the targets foot and scatters it over a wide area. The target must pass an immediate Challenging (+0) Toughness Test or permanently lose that foot, inflicting {{0}} levels of Fatigue. On a success, the target takes {{0}} levels of Fatigue and halves his movement until he receives medical attention</p>{{/rollTotal() xcrit 6}}
{{#rollTotal() xcrit 5}}<p data-i18n="xcrit74" data-i18n-vars="{{d10}}">Leg 6: The concussive force of the blast shatters the targets leg bones and splits apart his flesh, inflicting {{0}} levels of Fatigue. The leg is broken and, until healed, the target counts that leg as useless. In addition, the horrendous nature of the wound means that he now suffers from Blood Loss</p>{{/rollTotal() xcrit 5}}
{{#rollTotal() xcrit 4}}<p data-i18n="xcrit75" data-i18n-vars="{{d10}}">Leg 7: The explosion reduces the targets leg into a hunk of smoking meat. The target must immediately pass a Challenging (+0) Toughness Test or die from shock. On a successful Test, the target is still Stunned for {{0}} Rounds, takes {{0}} levels of Fatigue and suffers Blood Loss. The target loses that leg</p>{{/rollTotal() xcrit 4}}
{{#rollTotal() xcrit 3}}<p data-i18n="xcrit76">Leg 8: The blast tears the leg from the body in a geyser of gore, sending him crashing to the ground, blood pumping from the ragged stump, instantly fatal</p>{{/rollTotal() xcrit 3}}
{{#rollTotal() xcrit 2}}<p data-i18n="xcrit77" data-i18n-vars="{{psypen}}">Leg 9: The leg explodes in an eruption of blood, killing the target immediately and sending tiny fragments of bone, clothing, and armour hurtling off in all directions. Anyone within two metres of the target takes {{0}} Impact Damage</p>{{/rollTotal() xcrit 2}}
{{#rollTotal() xcrit 1}}<p data-i18n="xcrit77" data-i18n-vars="{{psypen}}">Leg 9: The leg explodes in an eruption of blood, killing the target immediately and sending tiny fragments of bone, clothing, and armour hurtling off in all directions. Anyone within two metres of the target takes {{0}} Impact Damage</p><br>
<p data-i18n="xcrit78" data-i18n-vars="{{psypen}}|{{d10}}">Leg 10+: if the target is carrying any ammunition, it explodes dealing {{0}} Impact Damage to anyone within {{1}} metres. If the target is carrying any grenades or missiles, these too detonate on the targets person</p>
{{/rollTotal() xcrit 1}}
</div>
{{/xcrit}}
<!--critical hit table impact-->
{{#icrit}}
<div class="sheet-desc"><!-- vars sequence {{0}} {{1}} {{2}} = {{d5=[[1d5]]}} {{d10=[[1d10]]}} {{xd10=[[2d10]]}} {{psypen=[[1d10+5]]}} {{d100h=[[1d100]]}}-->
{{#rollTotal() icrit 40}}<p data-i18n="icrit39">Arm 1: The attack numbs the targets limb causing him to drop anything held in that hand</p>{{/rollTotal() icrit 40}}
{{#rollTotal() icrit 39}}<p data-i18n="icrit40">Arm 2: The strike leaves a deep bruise. The target takes 1 level of Fatigue</p>{{/rollTotal() icrit 39}}
{{#rollTotal() icrit 38}}<p data-i18n="icrit41">Arm 3: The impact inflicts crushing pain and the target takes 1 level of Fatigue and drops whatever was held in that hand</p>{{/rollTotal() icrit 38}}
{{#rollTotal() icrit 37}}<p data-i18n="icrit42" data-i18n-vars="{{d5}}">Arm 4: The impact leaves the target reeling from pain. The target is Stunned for 1 Round. The limb is useless for {{0}} Rounds and the target takes 1 level of Fatigue</p>{{/rollTotal() icrit 37}}
{{#rollTotal() icrit 36}}<p data-i18n="icrit43" data-i18n-vars="{{d10}}">Arm 5: Muscle and bone take a pounding as the attack rips into the arm. The targets (WS) and (BS) are both halved (round down) for {{0}} Rounds. In addition, the target takes 1 level of Fatigue and must pass a Challenging (+0) Agility Test or drop anything held in that hand</p>{{/rollTotal() icrit 36}}
{{#rollTotal() icrit 35}}<p data-i18n="icrit44" data-i18n-vars="{{d5}}">Arm 6: The attack pulverizes the targets hand, crushing and breaking {{0}} fingers. The target takes 1 level of Fatigue and must immediately pass a Challenging (+0) Toughness Test or lose the use of his hand</p>{{/rollTotal() icrit 35}}
{{#rollTotal() icrit 34}}<p data-i18n="icrit45">Arm 7: With a loud snap, the arm bone is shattered and left hanging limply at the targets side, dribbling blood onto the ground. The arm is broken and, until healed, the target's arm is useless and takes 2 levels of Fatigue</p>{{/rollTotal() icrit 34}}
{{#rollTotal() icrit 33}}<p data-i18n="icrit46" data-i18n-vars="{{d10}}|{{d5}}">Arm 8: The force of the attack takes the arm off just below the shoulder, showering blood and gore across the ground. The target must immediately pass a Challenging (+0) Toughness Test or die from shock. If he passes the Test, he is still Stunned for {{0}} Rounds, takes {{1}} levels of Fatigue and suffers Blood Loss. The target loses that arm.</p>{{/rollTotal() icrit 33}}
{{#rollTotal() icrit 32}}<p data-i18n="icrit47">Arm 9: In a rain of blood, gore and meat, the targets arm is removed from his body. Screaming incoherently, he twists about in agony for a few seconds before collapsing to the ground and dying</p>{{/rollTotal() icrit 32}}
{{#rollTotal() icrit 31}}<p data-i18n="icrit47">Arm 9: In a rain of blood, gore and meat, the targets arm is removed from his body. Screaming incoherently, he twists about in agony for a few seconds before collapsing to the ground and dying</p><br>
<p data-i18n="icrit48" data-i18n-vars="{{d10}}">Arm 10+: As the arm is removed it is smashed apart by the force of the attack, and bone, clothing and armour fragments fly bout like shrapnel. Anyone within 2 metres of the target suffers {{0}} Impact Damage to a random location.</p>
{{/rollTotal() icrit 31}}
<!--body-->
{{#rollTotal() icrit 30}}<p data-i18n="icrit49">Body 1: A blow to the targets body steals the breath from his lungs. The target can take only a Half Action on his next Turn</p>{{/rollTotal() icrit 30}}
{{#rollTotal() icrit 29}}<p data-i18n="icrit50">Body 2: The impact punches the air from the targets body, inflicting 1 level of Fatigue</p>{{/rollTotal() icrit 29}}
{{#rollTotal() icrit 28}}<p data-i18n="icrit51">Body 3: The attack breaks a rib and inflicts 2 levels of Fatigue. The target is also Stunned for 1 Round</p>{{/rollTotal() icrit 28}}
{{#rollTotal() icrit 27}}<p data-i18n="icrit52" data-i18n-vars="{{d5}}">Body 4: The blow batters the target, shattering ribs. The target takes {{0}} levels of Fatigue and is Stunned for 1 Round</p>{{/rollTotal() icrit 27}}
{{#rollTotal() icrit 26}}<p data-i18n="icrit53" data-i18n-vars="{{d5}}">Body 5: A solid blow to the chest winds the target and he momentary doubles over in pain, clutching himself and crying in agony. The target takes {{0}} levels of Fatigue and is Stunned for 2 Rounds</p>{{/rollTotal() icrit 26}}
{{#rollTotal() icrit 25}}<p data-i18n="icrit54" data-i18n-vars="{{d5}}">Body 6: The attack knocks the target sprawling on the ground. The target flies {{0}} metres away from the attacker and falls Prone (if the target strikes a wall of other solid object, he stops). The target takes {{0}} levels of Fatigue and is Stunned for 2 Rounds</p>{{/rollTotal() icrit 25}}
{{#rollTotal() icrit 24}}<p data-i18n="icrit55" data-i18n-vars="{{d5}}">Body 7: With an audible crack, {{0}} of the targets ribs break . The target can either lay down and stay still awaiting medical attention (a successful Medicae Test sets the ribs right) or continue to take Actions, though each Round there is a 20% chance that a jagged rib pierces a vital organ and kills the character instantly. The target takes {{0}} levels of Fatigue</p>{{/rollTotal() icrit 24}}
{{#rollTotal() icrit 23}}<p data-i18n="icrit56" data-i18n-vars="{{d10}}">Body 8: The force of the attack ruptures several of the targets organs and knocks him down, gasping in wretched pain. The target suffers Blood Loss and takes {{0}} levels of Fatigue</p>{{/rollTotal() icrit 23}}
{{#rollTotal() icrit 22}}<p data-i18n="icrit57">Body 9: The target jerks back from the force of the attack, throwing back his head and spewing out a jet of blood before crumpling to the ground dead</p>{{/rollTotal() icrit 22}}
{{#rollTotal() icrit 21}}<p data-i18n="icrit57">Body 9: The target jerks back from the force of the attack, throwing back his head and spewing out a jet of blood before crumpling to the ground dead</p><br>
<p data-i18n="icrit58" data-i18n-vars="{{d10}}">Body 10+: Anyone in a {{0}} path must pass a Challenging (+0) Agility Test or be Knocked Down</p>
{{/rollTotal() icrit 21}}
<!--head-->
{{#rollTotal() icrit 20}}<p data-i18n="icrit59">Head 1: The impact fills the targets head with a terrible ringing noise. The target must make a Challenging (+0) Toughness Test or suffer 1 level of Fatigue</p>{{/rollTotal() icrit 20}}
{{#rollTotal() icrit 19}}<p data-i18n="icrit60">Head 2: The attack causes the target to see stars. The target takes 1 level of Fatigue and suffers a 10 penalty to Weapon Skill and Ballistic Skill Tests for 1 Round</p>{{/rollTotal() icrit 19}}
{{#rollTotal() icrit 18}}<p data-i18n="icrit61">Head 3: The targets nose explodes in a torrent of blood, blinding him for 1 Round and dealing 2 levels of Fatigue</p>{{/rollTotal() icrit 18}}
{{#rollTotal() icrit 17}}<p data-i18n="icrit62" data-i18n-vars="{{d5}}">Head 4: The concussive strike staggers the target, dealing {{0}} levels of Fatigue</p>{{/rollTotal() icrit 17}}
{{#rollTotal() icrit 16}}<p data-i18n="icrit63">Head 5: The force of the blow sends the target reeling in pain. The target is Stunned for 1 Round</p>{{/rollTotal() icrit 16}}
{{#rollTotal() icrit 15}}<p data-i18n="icrit64" data-i18n-vars="{{d5}}">Head 6: The targets head is snapped back by the attack leaving him staggering around trying to control mind-numbing pain. The target is Stunned for {{0}} Rounds and takes 2 levels of Fatigue</p>{{/rollTotal() icrit 15}}
{{#rollTotal() icrit 14}}<p data-i18n="icrit65" data-i18n-vars="{{d10}}">Head 7: The attack slams into the targets head, fracturing his skull and opening a long tear in his scalp. The target is Stunned for {{0}} Rounds and halves all movement for {{0}} hours</p>{{/rollTotal() icrit 14}}
{{#rollTotal() icrit 13}}<p data-i18n="icrit66">Head 8: Blood pours from the targets nose, mouth, ears and eyes as the attack pulverizes his brain. He does not survive the experience</p>{{/rollTotal() icrit 13}}
{{#rollTotal() icrit 12}}<p data-i18n="icrit67">Head 9: The targets head bursts like an overripe fruit and sprays blood, bone and brains in all directions. Anyone within 4 metres of the target must pass a Challenging (+0) Agility Test or suffer a 10 penalty to their (WS) and (BS) on their next Turn as gore gets in their eyes and/or visors</p>{{/rollTotal() icrit 12}}
{{#rollTotal() icrit 11}}<p data-i18n="icrit68">Head 10+: The attack was so powerful that it passes through the target and may hit another target nearby. If the hit was from a melee weapon, the attacker may immediately make another attack (with the same weapon) against any other target they can reach without moving. If the hit was from a ranged weapon they may immediately make another attack (with the same weapon) against any target standing directly behind the original target and still within range of their weapon</p>{{/rollTotal() icrit 11}}
<!--leg-->
{{#rollTotal() icrit 10}}<p data-i18n="icrit69">Leg 1: A light blow to the leg leaves the target gasping for air. The target takes 1 level of Fatigue</p>{{/rollTotal() icrit 10}}
{{#rollTotal() icrit 9}}<p data-i18n="icrit70">Leg 2: A grazing strike against the leg slows the target. The target halves all movement for 1 Round and takes 1 level of Fatigue</p>{{/rollTotal() icrit 9}}
{{#rollTotal() icrit 8}}<p data-i18n="icrit71" data-i18n-vars="{{d5}}">Leg 3: The blow breaks the targets leg leaving him Stunned for 1 Round and halving all movement for {{0}} Rounds. The target takes 1 level of Fatigue</p>{{/rollTotal() icrit 8}}
{{#rollTotal() icrit 7}}<p data-i18n="icrit72" data-i18n-vars="{{d5}}">Leg 4: A solid blow to the leg sends lightning agony coursing through the target. The target takes {{0}} levels of Fatigue and halves all movement for {{0}} Rounds</p>{{/rollTotal() icrit 7}}
{{#rollTotal() icrit 6}}<p data-i18n="icrit73" data-i18n-vars="{{d10}}|{{d5}}">Leg 5: A powerful impact causes micro fractures in the targets bones, inflicting considerable agony. The targets Agility is reduced by 20 for {{0}} Rounds and he takes {{1}} levels of Fatigue</p>{{/rollTotal() icrit 6}}
{{#rollTotal() icrit 5}}<p data-i18n="icrit74">Leg 6: Several of the tiny bones in the targets foot snap like twigs with cracking noises. The target must make an immediate Challenging (+0) Toughness Test or permanently lose the use of his foot. On a success, halve all movement until medical attention is received. The target takes 2 levels of Fatigue</p>{{/rollTotal() icrit 5}}
{{#rollTotal() icrit 4}}<p data-i18n="icrit75">Leg 7: With a nasty crunch, the leg is broken and the target is knocked down mewling in pain. The target falls to the ground with a broken leg and, until it is healed, that leg is useless. The target takes 2 levels of Fatigue</p>{{/rollTotal() icrit 4}}
{{#rollTotal() icrit 3}}<p data-i18n="icrit76" data-i18n-vars="{{d10}}|{{d5}}">Leg 8: The force of the attack rips the lower half of the leg away in a stream of blood. The target must immediately pass a Challenging (+0) Toughness Test or die from shock. On a success, the target is Stunned for {{0}} rounds, takes {{1}} levels of Fatigue and suffers Blood Loss. The target loses that leg</p>{{/rollTotal() icrit 3}}
{{#rollTotal() icrit 2}}<p data-i18n="icrit77">Leg 9: The attack rips apart the flesh of the leg, causing blood to spray out in all directions. Even as the target tries futilely to stop the sudden flood of vital fluid, he falls to ground and dies in a spreading pool of gore</p>{{/rollTotal() icrit 2}}
{{#rollTotal() icrit 1}}<p data-i18n="icrit77">Leg 9: The attack rips apart the flesh of the leg, causing blood to spray out in all directions. Even as the target tries futilely to stop the sudden flood of vital fluid, he falls to ground and dies in a spreading pool of gore</p><br>
<p data-i18n="icrit78" data-i18n-vars="{{xd10}}">Leg 10+: Such is the agony of the targets death that his piteous screams drowns out all conversation within {{0}} metres for the rest of the Round</p>
{{/rollTotal() icrit 1}}
</div>
{{/icrit}}
<!--critical hit table rending-->
{{#rcrit}}
<div class="sheet-desc"><!-- vars sequence {{0}} {{1}} {{2}} = {{d5=[[1d5]]}} {{d10=[[1d10]]}} {{xd10=[[2d10]]}} {{psypen=[[1d10+5]]}} {{d100h=[[1d100cf>96]]}}-->
{{#rollTotal() rcrit 40}}<p data-i18n="rcrit39">Arm 1: The slashing attack tears anything free that was held in that hand</p>{{/rollTotal() rcrit 40}}
{{#rollTotal() rcrit 39}}<p data-i18n="rcrit40">Arm 2: Deep cuts cause the target to drop whatever was held in that hand and inflicts 1 level of Fatigue</p>{{/rollTotal() rcrit 39}}
{{#rollTotal() rcrit 38}}<p data-i18n="rcrit41">Arm 3: The shredding attack sends the target screaming in pain. He takes 2 levels of Fatigue and drops whatever was held in that hand</p>{{/rollTotal() rcrit 38}}
{{#rollTotal() rcrit 37}}<p data-i18n="rcrit42" data-i18n-vars="{{d10}}">Arm 4: The attack flays the skin from the limb, filling the air with blood and the sounds of his screaming. The target falls Prone from the agony and takes 2 levels of Fatigue. The limb is useless for {{0}} Rounds</p>{{/rollTotal() rcrit 37}}
{{#rollTotal() rcrit 36}}<p data-i18n="rcrit43" data-i18n-vars="{{d5}}">Arm 5: A bloody and very painful looking furrow is opened up in the targets arm. The target takes {{0}} levels of Fatigue and vomits all over the place in agony. He drops whatever was held and the limb is useless until medical attention is received. The target also suffers Blood Loss</p>{{/rollTotal() rcrit 36}}
{{#rollTotal() rcrit 35}}<p data-i18n="rcrit44">Arm 6: The blow mangles flesh and muscle as it hacks into the targets hand, cutting fingers in the process. The target takes 3 levels of Fatigue and must immediately pass a Challenging (+0) Toughness Test or lose the use of his hand</p>{{/rollTotal() rcrit 35}}
{{#rollTotal() rcrit 34}}<p data-i18n="rcrit45" data-i18n-vars="{{d5}}">Arm 7: The attack rips apart skin, muscle, bone and sinew with ease, turning the targets arm into a dangling ruin and inflicting {{0}} levels of Fatigue. The arm is broken and, until healed, the target's arm is useless. In addition, numerous veins have been severed and the target is now suffering from Blood Loss</p>{{/rollTotal() rcrit 34}}
{{#rollTotal() rcrit 33}}<p data-i18n="rcrit46" data-i18n-vars="{{d10}}">Arm 8: With an assortment of unnatural, wet ripping sounds, the arm flies free of the body trailing blood behind it in a crimson arc. The target must immediately pass a Challenging (+0) Toughness Test or die from shock. If he passes the test, he is Stunned for {{0}} Rounds and suffers Blood Loss. He also takes {{0}} levels of Fatigue and loses that arm</p>{{/rollTotal() rcrit 33}}
{{#rollTotal() rcrit 32}}<p data-i18n="rcrit47">Arm 9: The attack slices clean through the arm and into the torso, drenching the ground in blood and gore, killing the target instantly</p>{{/rollTotal() rcrit 32}}
{{#rollTotal() rcrit 31}}<p data-i18n="rcrit47">Arm 9: The attack slices clean through the arm and into the torso, drenching the ground in blood and gore, killing the target instantly</p><br>
<p data-i18n="rcrit48" data-i18n-vars="{{d100h}}|{{xd10}}">Arm 10+: As the arm falls to the ground its fingers spasm uncontrollably, pumping the trigger of any held weapon. If the target was carrying a ranged weapon there is a 5% chance {{0}} that a single randomly determined target within {{1}} metres will be hit by these shots, in which case resolve a single hit from the targets weapon as normal</p>
{{/rollTotal() rcrit 31}}
<!--body-->
{{#rollTotal() rcrit 30}}<p data-i18n="rcrit49">Body 1: If the target is not wearing armour on this location, he takes 1 level of Fatigue from a painful laceration. If he is wearing armour, there is no effect. Phew!</p>{{/rollTotal() rcrit 30}}
{{#rollTotal() rcrit 29}}<p data-i18n="rcrit50">Body 2: The attack damages the targets armour, reducing its AP by 1. In addition, the target takes 1 level of Fatigue. If not armoured, the target is also Stunned for 1 Round</p>{{/rollTotal() rcrit 29}}
{{#rollTotal() rcrit 28}}<p data-i18n="rcrit51">Body 3: The attack rips a large patch of skin from the targets torso, leaving him gasping in pain. The target is Stunned for 1 Round and takes 2 levels of Fatigue</p>{{/rollTotal() rcrit 28}}
{{#rollTotal() rcrit 27}}<p data-i18n="rcrit52" data-i18n-vars="{{d5}}">Body 4: A torrent of blood spills from the deep cuts, making the ground slick with gore. All characters attempting to move through this pool of blood must succeed on a Challenging (+0) Agility Test or fall Prone. The target takes {{0}} levels of Fatigue</p>{{/rollTotal() rcrit 27}}
{{#rollTotal() rcrit 26}}<p data-i18n="rcrit53" data-i18n-vars="{{d5}}">Body 5: The blow opens up a long wound in the targets torso, causing him to double over in terrible pain. The target takes {{0}} levels of Fatigue</p>{{/rollTotal() rcrit 26}}
{{#rollTotal() rcrit 25}}<p data-i18n="rcrit54" data-i18n-vars="{{d10}}">Body 6: The mighty attack takes a sizable chunk out of the target and knocks him to the ground as he clutches the oozing wound, shrieking in pain. The target is Prone and takes {{0}} levels of Fatigue</p>{{/rollTotal() rcrit 25}}
{{#rollTotal() rcrit 24}}<p data-i18n="rcrit55" data-i18n-vars="{{xd10}}|{{d5}}">Body 7: The attack cuts open the targets abdomen. The target can either choose to use one arm to hold his guts in (until a medic can bind them in place with a successful Medicae Test), or fight on regardless and risk a 20% chance each turn that his middle splits open, spilling his intestines all over the ground, causing an additional {{0}} Rending damage (ignoring armour). In either case, the target takes {{1}} levels of Fatigue and is now suffering Blood Loss</p>{{/rollTotal() rcrit 24}}
{{#rollTotal() rcrit 23}}<p data-i18n="rcrit56" data-i18n-vars="{{d10}}">Body 8: With a vile tearing noise, the skin on the targets chest comes away revealing a red ruin of muscle. The target must pass a Challenging (+0) Toughness Test or die from shock. If he passes, he permanently loses {{0}} Toughness Characteristic, takes {{0}} levels of Fatigue, and now suffers Blood Loss</p>{{/rollTotal() rcrit 23}}
{{#rollTotal() rcrit 22}}<p data-i18n="rcrit57">Body 9: The powerful blow cleaves the target from gullet to groin, revealing his internal organs and spilling them on to the ground before him. The target is now quite dead</p>{{/rollTotal() rcrit 22}}
{{#rollTotal() rcrit 21}}<p data-i18n="rcrit57">Body 9: The powerful blow cleaves the target from gullet to groin, revealing his internal organs and spilling them on to the ground before him. The target is now quite dead</p><br>
<p data-i18n="rcrit58" data-i18n-vars="{{d10}}">Body 10+: The area where the target stood is awash with gore. For the rest of the fight, anyone moving within four metres of the targets corpse must pass a Challenging (+0) Agility Test or fall prone</p>
{{/rollTotal() rcrit 21}}
<!--head-->
{{#rollTotal() rcrit 20}}<p data-i18n="rcrit59">Head 1: The attack tears skin from the targets face dealing 1 level of Fatigue. If the target is wearing a helmet, there is no effect</p>{{/rollTotal() rcrit 20}}
{{#rollTotal() rcrit 19}}<p data-i18n="rcrit60" data-i18n-vars="{{d10}}">Head 2: The attack slices open the targets scalp which immediately begins to bleed profusely. Due to blood pouring into the targets eyes, he suffers a 10 penalty to both (WS) and (BS) for the next {{0}} Rounds. The target takes 1 level of Fatigue</p>{{/rollTotal() rcrit 19}}
{{#rollTotal() rcrit 18}}<p data-i18n="rcrit61">Head 3: The attack tears the targets helmet from his head. If wearing no helmet, the target loses an ear instead and inflicts 2 levels of Fatigue</p>{{/rollTotal() rcrit 18}}
{{#rollTotal() rcrit 17}}<p data-i18n="rcrit62" data-i18n-vars="{{d5}}">Head 4: The attack scoops out one of the targets eyes, inflicting {{0}} levels of Fatigue and leaving the target Stunned for 1 Round. The target loses an eye</p>{{/rollTotal() rcrit 17}}
{{#rollTotal() rcrit 16}}<p data-i18n="rcrit63" data-i18n-vars="{{d5}}">Head 5: The attack opens up the targets face, leaving him Stunned for {{0}} Rounds and inflicting {{0}} levels of Fatigue. If the target is wearing a helmet, the helmet comes off</p>{{/rollTotal() rcrit 16}}
{{#rollTotal() rcrit 15}}<p data-i18n="rcrit64">Head 6: As the blow rips violently across the targets face, it takes with it an important feature.</p>
{{#rollBetween() d10 1 3}}<p data-i18n="rcrit64-1" data-i18n-vars="{{d5}}">The target looses an Eye. In addition, the target is now suffering Blood Loss and takes {{0}} levels of Fatigue</p>{{/rollBetween() d10 1 3}}
{{#rollBetween() d10 4 7}}<p data-i18n="rcrit64-2" data-i18n-vars="{{d5}}">The target looses the Nose, permanently halve Fellowship. In addition, the target is now suffering Blood Loss and takes {{0}} levels of Fatigue</p>{{/rollBetween() d10 4 7}}
{{#rollBetween() d10 8 10}}<p data-i18n="rcrit64-3" data-i18n-vars="{{d10}}|{{d5}}">The target looses an Ear, permanently reduce Fellowship by {{0}} (the wound can always be hidden with hair). In addition, the target is now suffering Blood Loss and takes {{1}} levels of Fatigue</p>{{/rollBetween() d10 8 10}}
{{/rollTotal() rcrit 15}}
{{#rollTotal() rcrit 14}}<p data-i18n="rcrit65" data-i18n-vars="{{d10}}">Head 7: In a splatter of skin and teeth, the attack removes most of the targets face. He is permanently blinded and has his Fellowship permanently reduced to {{0}}, and also now has trouble speaking without slurring his words. In addition, the target is suffering from Blood Loss and takes {{0}} levels of Fatigue</p>{{/rollTotal() rcrit 14}}
{{#rollTotal() rcrit 13}}<p data-i18n="rcrit66">Head 8: The blow slices into the side of the targets head causing his eyes to pop out and his brain to ooze down his cheek like spilled jelly. Hes dead before he hits the ground</p>{{/rollTotal() rcrit 13}}
{{#rollTotal() rcrit 12}}<p data-i18n="rcrit67">Head 9: With a sound not unlike a wet sponge being torn in half, the targets head flies free of its body and sails through the air, landing harmlessly some metres away with a soggy thud. The target is instantly slain</p>{{/rollTotal() rcrit 12}}
{{#rollTotal() rcrit 11}}<p data-i18n="rcrit68" data-i18n-vars="{{d5}}">Head 10+: The targets head flies free of its body and sails through the air, the targets neck spews blood in a torrent, drenching all those within {{0}} metres and forcing them to pass a Challenging (+0) Agility Test. Anyone who fails the Test, suffers a 10 penalty to their (WS) and (BS) Tests for 1 Round as gore fills their eyes/visor</p>{{/rollTotal() rcrit 11}}
<!--leg-->
{{#rollTotal() rcrit 10}}<p data-i18n="rcrit69">Leg 1: The attack knocks the limb backwards, painfully jerking it away from the body. The target takes 1 level of Fatigue</p>{{/rollTotal() rcrit 10}}
{{#rollTotal() rcrit 9}}<p data-i18n="rcrit70">Leg 2: The targets kneecap splits open. He must pass a Challenging (+0) Agility Test or fall prone. Regardless, he takes 1 level of Fatigue</p>{{/rollTotal() rcrit 9}}
{{#rollTotal() rcrit 8}}<p data-i18n="rcrit71">Leg 3: The attack rips a length of flesh from the leg, causing blood to gush from the wound. The target takes 1 level of Fatigue and suffers Blood Loss</p>{{/rollTotal() rcrit 8}}
{{#rollTotal() rcrit 7}}<p data-i18n="rcrit72">Leg 4: The attack rips the kneecap free from the targets leg, causing it to collapse out from under him. The target movement is halved until medical attention is received. In addition, he takes 2 levels of Fatigue</p>{{/rollTotal() rcrit 7}}
{{#rollTotal() rcrit 6}}<p data-i18n="rcrit73" data-i18n-vars="{{d5}}|{{d10}}">Leg 5: In a spray of blood, the targets leg is opened up, exposing bone, sinew and muscle. The target takes {{0}} levels of Fatigue and halves his movement for {{1}} hours</p>{{/rollTotal() rcrit 6}}
{{#rollTotal() rcrit 5}}<p data-i18n="rcrit74" data-i18n-vars="{{d5}}">Leg 6: The blow slices a couple of centimetres off the end of the targets foot. The target must pass an immediate Challenging (+0) Toughness Test or permanently lose the use of his foot. On a success, movement is halved until he receives medical attention. In either case, the target takes {{0}} levels of Fatigue</p>{{/rollTotal() rcrit 5}}
{{#rollTotal() rcrit 4}}<p data-i18n="rcrit75" data-i18n-vars="{{d10}}">Leg 7: The force of the blow cuts deep into the leg, grinding against bone and tearing ligaments apart. The leg is broken and, until healed, the target's leg is useless. In addition, the level of maiming is such that the target is now suffering from Blood Loss. He also takes {{0}} levels of Fatigue</p>{{/rollTotal() rcrit 4}}
{{#rollTotal() rcrit 3}}<p data-i18n="rcrit76" data-i18n-vars="{{d10}}">Leg 8: In a single bloody hack the leg is lopped off the target, spurting its vital fluids across the ground. The target must immediately pass a Challenging (+0) Toughness Test or die from shock. On a success, the target is Stunned for {{0}} Rounds, takes {{0}} levels of Fatigue and suffers Blood Loss. The target loses that leg</p>{{/rollTotal() rcrit 3}}
{{#rollTotal() rcrit 2}}<p data-i18n="rcrit77">Leg 9: With a meaty chop, the leg comes away at the hip. The target pitches to the ground howling in agony, before dying moments later</p>{{/rollTotal() rcrit 2}}
{{#rollTotal() rcrit 1}}<p data-i18n="rcrit77">Leg 9: With a meaty chop, the leg comes away at the hip. The target pitches to the ground howling in agony, before dying moments later</p><br>
<p data-i18n="rcrit78">Leg 10+: The tide of blood is so intense that, for the remainder of the battle, anyone making a Run or Charge Action within six metres of the target's body must pass a Challenging (+0) Agility Test or fall Prone</p>
{{/rollTotal() rcrit 1}}
</div>
{{/rcrit}}
<!--critical hit table vehicle-->
{{#vehcrit}}
<div class="sheet-desc"><!--{{d5=[[1d5]]}} {{d10=[[1d10]]}} {{xd10=[[2d10]]}} {{d100h=[[5d10]]}} {{hitloc=[[1d100]]}}-->
{{#rollBetween() vehcrit 1 2}}<p data-i18n="vehcrit1-2" data-i18n-vars="{{d5}}">Jarring Blow<br>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</p>{{/rollBetween() vehcrit 1 2}}
{{#rollTotal() vehcrit 3}}<p data-i18n="vehcrit3" data-i18n-vars="{{d5}}">Staggered<br>A direct hit on the armour surrounding the driver compartment leaves the pilot stunned and reeling. The Pilot or Driver must pass a Challenging (+0) Toughness Test or be Stunned 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 its senses and rights the aircraft</p>{{/rollTotal() vehcrit 3}}
{{#rollTotal() vehcrit 4}}<p data-i18n="vehcrit4">Weapon Destroyed<br>A randomly selected weapon on the vehicle is hit by the blast its twisted and melted beyond repair. The Weapon no longer functions.</p><br>
{{#rollGreater() hitloc 74}}<p data-i18n="vehcrit4-1">The weapon's ammo cooks off. Roll damage against the vehicle and any gunners manning the weapon as if the destroyed weapon had hit them halving all damage rolled</p>{{/rollGreater() hitloc 74}}
{{/rollTotal() vehcrit 4}}
{{#rollTotal() vehcrit 5}}<p data-i18n="vehcrit5" data-i18n-vars="{{xd10}}">Drive Damaged<br>The hit tears off a tread or penetrates an air intake or tears into the grav generator housing doing severe damage. Reduce the vehicle's tactical speed by {{0}} and Cruising Speed by half. If this brings the tactical speed to 0 (or less) the vehicle is immobilized. Ground vehicles shudder to a halt while skimmers and flyers crash into the ground</p>{{/rollTotal() vehcrit 5}}
{{#rollTotal() vehcrit 6}}<p data-i18n="vehcrit6">Penetrating Hit<br>The hit tears through the vehicle's armour leaving only useless shards of metal. Reduce the vehicle's AP facing the hit by half. If the hit was by a ranged weapon the shot rips through the interior of the vehicle as well. Each passenger and Crew has a 20% chance of being hit by the same shot and taking half the damage rolled. Also the vehicle is now open to the outside which could be a problem if the vehicle is in a poisonous atmosphere / underwater / in a vacuum</p>{{/rollTotal() vehcrit 6}}
{{#rollTotal() vehcrit 7}}<p data-i18n="vehcrit7">Fire<br>The vehicle catches fire as its fuel stores ignite or power reserves overload. Anyone inside must pass a Difficult (-10) Agility Test or catch fire on every round they are inside the vehicle. In addition each round there is a 20% chance the vehicle will explode (critical 11+)</p>{{/rollTotal() vehcrit 7}}
{{#rollBetween() vehcrit 8 10}}<p data-i18n="vehcrit8" data-i18n-vars="{{xd10}}|{{d10}}">Destroyed<br>The Hit wrecks the vehicle turning it into a shattered hulk. Anyone inside the vehicle takes {{0}} Explosive Damage and must pass a Difficult (-10) Toughness Test or be Stunned for {{1}} Rounds. Skimmers and Flyers crash to the ground</p>{{/rollBetween() vehcrit 8 10}}
{{#rollGreater() vehcrit 10}}<p data-i18n="vehcrit9" data-i18n-vars="{{d100h}}|{{xd10}}">Explodes<br>A direct hit to ammo stores and or fuel tanks turns the vehicle into a raging fireball. Anyone inside takes {{0}} Explosive Damage. Anyone within {{1}} meters of the vehicle suffer {{1}} Explosive Damage as well. If the vehicle has an open top or sides or hatches then passengers and crew may take a Challenging (+0) Dodge Test to bail out at the last second. If they succeed they only take {{1}} Explosive Damage</p>{{/rollGreater() vehcrit 10}}
</div>
{{/vehcrit}}
<!--section that allows single column description field -->
{{#desc}}<div class="sheet-desc">{{desc}}</div>{{/desc}}
</div><!--container closing div -->
<div class="sheet-footer"></div>
</rolltemplate>