Character Vault
Any Concept / Any System
Compendium
Your System Come To Life
Roll20 for Android
Streamlined for your Tablet
Roll20 for iPad
Streamlined for your Tablet

Personal tools

Difference between revisions of "Rogue trader improved"

From Roll20 Wiki

Jump to: navigation, search
(Tabs: removed tag of "section will be expanded very soon" since section is complete, some details will be added later.)
(Roll template in chat not properly displayed: small note added)
 
(73 intermediate revisions by 2 users not shown)
Line 1: Line 1:
=General Information=
+
=Information=
[[File:RTimprovedPreview.png|thumbnail|right|400px]]
+
[[File:RogueTrader-v-1-2.png|thumbnail|right|400px]]
This sheet is designed for use in Roll20 to play the '''Warhammer 40k Rogue Trader pen & paper RPG''' by Fantasy Flight Games. Based on the Dark Heresy 2nd Edition Character Sheet created by Daniel D., Michael R and Samuel L.
+
Character sheet designed for use in Roll20 to play the '''Warhammer 40k Rogue Trader pen & paper RPG''' by Fantasy Flight Games.
 +
The sheet created by [https://app.roll20.net/users/986445/mago Mago]
  
This sheet does NOT require API scrips (and should stay that way).
+
This sheet does NOT require [[API Scripts]].
  
The sheet is best displayed on the Roll20 supported browsers Chrome and Firefox, at 100% Zoom (no zoom basically) and inside the roll20 game screen, however it can be expanded or displayed on an external window with no problems, most elements will stretch-out to fill the screen without breaking or overlapping.
+
This sheet is best displayed on the Roll20 supported browsers Chrome and Firefox, at 100% Zoom (no zoom) and inside the Roll20 game screen, however it can be expanded or displayed on an external window with no problems, most elements will stretch-out to fill the screen without breaking or overlapping.
  
Current Version: 1.11
+
* Current Revision: #3 (Rev.3) May 2024
Released: 11/19/20
+
* Latest changes: {{repo|Roll20/roll20-character-sheets/commit/6d354b43757f95d4a072bf68499a313cbd52a7c9}}
  
Most white text areas can be hidden or displayed by checking the corresponding checkbox, the checkbox themselves have a tooltip info to let you know what they do.
 
  
Many fields also have tooltips that show important info, for example: in the Talents tab, the advancements section "Total XP Spent" putting the cursor over it will reveal a list that serves as guideline to determine a character's rank. More info about that in the tab section.
 
 
The sheet is split into 7 Tabs that are located at the top of the sheet, click on different tabs to switch.
 
 
__TOC__
 
__TOC__
  
=Tabs=
+
=General Features=
==Core==
+
This tab contains basic character/player info, Characteristics, Basic Skills, Advanced Skills, Custom Skill Groups, Profit Factor(PF), Fate Points(FP), and sections to add Acquisitions, Misfortunes and Special Notes.
+
  
*Characteristic numbers are filled in the "Starting" Field and the "Adv." Checkboxes at the bottom add +5 each, the number displayed is an auto-calculation of those 2 values (see Known Issues for troubleshooting.)
+
*RTI Rev.3 Percentile dice macro design, emulates the original boardgame mechanics, you will see a '''Threshold''' number that is the characteristic value + modifiers. A '''d100 roll''' and the '''Success or Failure Check'''
  
*At the right corner of the characteristic number, you will find the Characteristic Bonus field (the grey curved square) '''you must fill these fields accordingly''', important macros use those values. (E.g: Str. Bonus for melee weapons)
+
*Results that ''Equal to or lower than'' the Threshold are success, results that are higher than the Threshold are Failures. At the bottom you will see how many '''Degrees of success or Failure''' the test scored.
 +
 
 +
*Most input fields (Type "Number") now have arrows to add and subtract, arrows only show up when you point at the fields, you can even click/hold the arrows to speed up.
 +
 
 +
*Most white text fields can be hidden or displayed by checking the corresponding checkbox, the checkboxes themselves have a tooltip to let you know what they do.
 +
 
 +
*Many fields and buttons have tooltips that show important information, for example: in the Talents tab, the advancements section "Total XP Spent", putting the cursor over it will reveal a list that serves as guideline to determine a character's rank. In addition many fields and macros have a '''( 🛈 )''' icon that contain rule reminders and other tips.
 +
 
 +
=Universal Header=
 +
The Universal Header contains Player/Character name, Characteristics (including advancements and Bonus), Fate Points, 2 Quick Skill selectors, GM Rolls and Fatigue.
 +
 +
*Characteristic numbers are filled in the '''Starting Field''' and the '''Adv. Checkboxes''' at the bottom add +5 each (Simple, Trained, Advanced, Expert) the number displayed in the big field is a sum of those values, These fields are also buttons that roll characteristic tests.
 +
 
 +
*At the right corner of the characteristic number, you will find the Characteristic Bonus field (the grey curved square) '''you must fill these fields according to the rules you may be using''', important macros use those values. (E.g: Str. Bonus for melee weapons)
 +
 
 +
*'''Fate Points''' have a '''Pool''' and '''Current''' fields so the players can track FP, also  the  '''( 🛈 )''' icon has a tooltip with info on what you can do with Fate Points.
 +
 
 +
*'''Quick Skill Selectors''' allow you to select up to 2 of your most used skills for quick access, this is intended to reduce the need for Tab switching. '''You must set up the skill bonuses''' (basic, trained, other bonuses, etc...) on the '''Skills Tab''' first.
 +
**These Selectors have been rendered obsolete by the Roll20's drag-able macro buttons feature, now any macro button can be clicked and dragged to the bottom of the sheet, to place said macro in the quick macro bar (at the bottom of the screen).
 +
 
 +
*'''GM Rolls''' This selector/macro will roll in secret, only the player and the GM will be able to see it, if the GM is rolling, only the GM can see it.
 +
 
 +
*'''Fatigue''' the '''( 🛈 )''' icon has a tooltip, with info on how fatigue affects the character. Fatigue has a '''Checkbox''' that when marked, will add a '''-10 penalty''' to all Characteristics (this is a workaround solution to the original rules), this penalty is visible on your characteristic scores above. '''Fatigue Limit''' is equal to Toughness Bonus.
 +
 
 +
=Tabs=
 +
==Skills==
 +
The Skills tab contains Basic Skills, Advanced Skills, Skill Groups (including custom) and Profit Factor(PF).
 +
 
 +
*All Skills and Skill Groups now have a '''( 🛈 )''' icon with a tooltip that contains info on how to use said skills and which categories they belong.
  
 
*Basic and Advanced skills are very straight forward, the base value is calculated based on the Characteristic number.
 
*Basic and Advanced skills are very straight forward, the base value is calculated based on the Characteristic number.
Line 31: Line 54:
 
*Advanced Skills will always roll 0 unless the "Basic" or "trained" checkbox is checked, to use full characteristic, both basic and trained must be checked. (read the skill rules for clarification.)
 
*Advanced Skills will always roll 0 unless the "Basic" or "trained" checkbox is checked, to use full characteristic, both basic and trained must be checked. (read the skill rules for clarification.)
  
*Skill Groups allows you to add specific skills that belong to the long list of skill groups (E.g: Common Lore Imperium), follows the same logic as the Advanced skills, but you must also select the Characteristic said skill uses (E.g: Forbidden Lore Xenos uses INT.)
+
*Skill Groups are now divided into their respective classifications according to the core rules, each with their own repeating fields.
 
+
*You can also use the skill groups to add Custom Skills not contemplated on the game rules.  
+
  
*The Profit Factor section contains the Acquisition Test Macro, the macro is self explanatory. Results wise, getting degrees of failure indicates the acquisition failed.
+
*At the bottom you can also add Custom Skills not contemplated on the original game rules.  
  
*The Acquisitions, Misfortunes and Special notes have a ''"Show"'' Button, clicking it will post the description on the chat window.
+
*The Profit Factor section contains the Acquisition Test Macro, the macro will ask you for the various modifiers for the test.
  
*The checkbox to the right of the Show Button will hide the description text area, unchecking it will reveal it.
 
 
 
==Combat==
 
==Combat==
This tab is dedicated to all combat related info and macros to make combat more fluid, reduce book-keeping and tab switching: Ranged, Melee, Gear and Tools, "quick skill/characteristic check" buttons, Armour, Wounds, Critical Hits (and related conditions), Size mod, Movement, Fatigue and Initiative.
+
This tab is dedicated to all combat related info and macros to make combat more fluid, reduce book-keeping and tab switching: Ranged, Melee, Gear and Tools, Armour, Wounds, Critical Hits (and related conditions), Size mod, Movement, Initiative and a Damage Calculator.
  
 
===Weapons===
 
===Weapons===
*Ranged Weapon section contain several macros to facilitate ranged combat, including '''Multi Hit''' macro that determines Hit location for consecutive shots (the 1st shot is determined by the attack macro).
+
*Ranged and Melee Weapons section contain several macros to facilitate combat, they also include selectors for several common modifiers like Range, Aim and Combat Actions.
 +
*Macro Buttons in these sections '''have info tooltips''' to let the players know what kind of modifiers the macros have, hover over them without clicking to see them.  
 
*The Checkbox to the right of the ''Show Special'' button, hides the weapon's description/special text field.
 
*The Checkbox to the right of the ''Show Special'' button, hides the weapon's description/special text field.
*The Melee Weapon section has a ''Strength Bonus'' field that serves as a visual reference to the damage bonus added to melee damage. '''The value in this field is already added to the damage macro'''.
+
*In the Range Weapons section, the '''Flame''' macro is intended to be used only for weapons with the ''Flame Quality'' since these weapons do not require an attack roll, however in order to work properly the '''Damage dice''' field requires special syntax, hover over the button to see examples.
  
 
===Gears & Tools===
 
===Gears & Tools===
Line 57: Line 77:
  
 
===Armour & Defense===
 
===Armour & Defense===
*The Quick Defense Macros at the top will roll their corresponding tests.
+
*On top of this section you can see the Initiative macros, Multi-Hit and Damage Calculators
*Armour Section has the AP field on top, the bottom is an Auto-calc of the ''AP + TB'' (from the CORE tab)
+
*Armour Section has the AP field on top, the bottom is an Auto-calc of the ''AP + TB'' (from the Universal Header).
 
*The Wounds section has several fields to accurately track the total Wounds the Character has.
 
*The Wounds section has several fields to accurately track the total Wounds the Character has.
 
*Size Modifier gives visual reference to chance to hit based on combat modifiers, however it also modifies ''Normal Movement'', select different sizes to see the effect below.
 
*Size Modifier gives visual reference to chance to hit based on combat modifiers, however it also modifies ''Normal Movement'', select different sizes to see the effect below.
 
*Normal Movement is based on ''Agility Bonus'', you can see the multipliers as tooltips on each field by putting the mouse cursor over them.
 
*Normal Movement is based on ''Agility Bonus'', you can see the multipliers as tooltips on each field by putting the mouse cursor over them.
 +
**'''A note on Unnatural Agility''': Since Unnatural Agility (Bonus) will change movement, it is recommended to use the '''Custom Movement''' section instead, also recommended in case the character has Unnatural Speed
 
*Base jump and Base leap are based on ''Strength Bonus'', you can see the multipliers as tooltips on each field by putting the mouse cursor over them.
 
*Base jump and Base leap are based on ''Strength Bonus'', you can see the multipliers as tooltips on each field by putting the mouse cursor over them.
*The Initiative macro requires a value on ''the field to the Right'' (___). The "'''?'''"  icon has a useful tooltip for clarification. Remember to select your token before rolling.
+
*The Initiative macro requires a value on ''the field to the Left'' (___). Hover over the field to see examples.
  
 
==Talents==
 
==Talents==
 
This tab contains Talents, Traits, Cybernetics, An experience point tracker, Insanity and Corruption.
 
This tab contains Talents, Traits, Cybernetics, An experience point tracker, Insanity and Corruption.
  
*Talents, Traits and Cybernetics descriptions can be posted in the Chat, by clicking the '''Show Button'''.
+
*Talents, Traits and Cybernetics descriptions can be posted in the {{Text Chat}}, by clicking the '''Show Button'''.
*The description fields can hold [[Dice Reference|Inline Rolls]], very useful if you have talents or traits that have a roll as a part of its effects.
+
*The description fields can hold [[Inline Rolls]], very useful if you have talents or traits that have a roll as a part of its effects.
 
*Inline Rolls must always be written inside '''double square brackets [[ ]]''', to roll you must use the '''Show button''' to see it on the Chat.
 
*Inline Rolls must always be written inside '''double square brackets [[ ]]''', to roll you must use the '''Show button''' to see it on the Chat.
 
*The Checkbox to the right hides the description, uncheck to reveal.
 
*The Checkbox to the right hides the description, uncheck to reveal.
*The Experience and Advancements section has auto-calc fields so you don't have to do math, you must input your total XP in the '''Earned XP field'''.
+
*The Experience and Advancements section has [[Auto-Calc|auto-calc]] fields so you don't have to do math, you must input your total XP in the '''Earned XP field'''.
*Below there are the Advancement taken fields, add as many as you need and their related XP cost in the fields with the parenthesis (___).
+
*Below are the Advancement taken fields, add as many as needed and their related XP cost in the smaller fields to the right.
 
*The '''Total XP Spent''' has a tooltip info that gives you a guideline on how to determine a Characters rank (based on original rules).
 
*The '''Total XP Spent''' has a tooltip info that gives you a guideline on how to determine a Characters rank (based on original rules).
  
Line 79: Line 100:
 
The insanity Points section contains very useful macros and fields to keep track of the characters IP.
 
The insanity Points section contains very useful macros and fields to keep track of the characters IP.
 
*The ''Fear Test'' macro will allow you to select the fear rating (penalty to the test) the Fear test is based on ''Willpower characteristic''.
 
*The ''Fear Test'' macro will allow you to select the fear rating (penalty to the test) the Fear test is based on ''Willpower characteristic''.
*The Shock Table will add a -10 penalty for every ''Degree of Failure''.
+
*The Shock Table will add a -10 penalty for every ''Degree of Failure'' (on the Fear Test, this is not automatic).
 
*Total Insanity Points go in the middle field.
 
*Total Insanity Points go in the middle field.
 
*The Trauma test has a modifier based on the ''Degrees of Madness'' Selector below, you can see this modifier in the ''Trauma Mod'' field.
 
*The Trauma test has a modifier based on the ''Degrees of Madness'' Selector below, you can see this modifier in the ''Trauma Mod'' field.
*Trauma table will add a -10 penalty for every ''Degree of Failure''.
+
*Trauma table will add a -10 penalty for every ''Degree of Failure'' (on the Trauma Test, this is not automatic) .
*Below this you can add the fields for mental disorders with the ''Add Button''.
+
*Below this you can add the fields for mental disorders with the '''Add Button'''.
  
 
===Corruption===
 
===Corruption===
Line 91: Line 112:
 
*Total Corruption Points go in the middle field.
 
*Total Corruption Points go in the middle field.
 
*Characteristic tests buttons with checkboxes here are intended for the mutation test, the checkboxes have a tooltip info.
 
*Characteristic tests buttons with checkboxes here are intended for the mutation test, the checkboxes have a tooltip info.
*Below you can add fields for malignancies and mutations with the Add button.
+
*Below you can add fields for malignancies and mutations with the '''Add button'''.
 
+
==NPCs==
+
This tab is a much simplified compact sheet used to add minor NPCs or companions to the character. Can add multiple NPCs.
+
 
+
*This tab does not have as much functionality as the main sheet, there are no auto-calc fields here, Only exception is STR mod in NPC melee weapons.
+
*Due to limitations in how Repeating fields cannot be placed inside Repeating fields, this tab does not have them since the whole tab is a repeating field.
+
*As above mentioned, this allows you to add multiple minor NPCs in a single character sheet.
+
*For more complex NPCs / Enemies, We strongly recommend you to create separate characters with their own sheets.
+
*You can hide the whole NPC section by checking the checkbox in the upper middle section, uncheck to reveal.
+
*NPC do not trigger Righteous Fury as per the rules, thus there is no RF macro in the NPC weapons section.
+
 
+
==Vehicles==
+
Tab dedicated to vehicle statistics and vehicular combat. Can add multiple vehicles.
+
 
+
*In order to use the macros in this tab you must fill the Skill fields in the '''Manoeuvre Actions & Combat Skills'''.
+
 
+
*The Weapons section has a ''Skill Used selector right next to the Attack Button'' you must select either WS (for melee) or BS (for ranged) for the weapons installed in the Vehicle.
+
 
+
*You can add multiple vehicles with the Add Button at the bottom Left, move or remove with the Modify button at the bottom right.
+
  
 
==Psykana==
 
==Psykana==
 
This tab is dedicated to Psychic powers and Navigator powers, it also includes integrated rollable tables for Psychic Phenomena and Perils of the Warp. The Navigator section contains Nav. Powers, Lineage and Nav. Mutations.
 
This tab is dedicated to Psychic powers and Navigator powers, it also includes integrated rollable tables for Psychic Phenomena and Perils of the Warp. The Navigator section contains Nav. Powers, Lineage and Nav. Mutations.
 +
This tab also features a checkbox, Check reveals the Navigator section, Uncheck reveals the Psyker section.
  
 
===Psychic Powers===
 
===Psychic Powers===
*Psychic Phenomena rolls a 1d100 +10 for every power sustained, remember to add the appropriate modifier if the psyker is ''Pushing''.
+
*On the top of this section now you can add up to 5 different Disciplines, each Discipline Field now has a '''Checkbox''' that marks said Discipline as '''"Mastered"'''. Mastered Disciplines add '''+1 to Effective Psy Rating''' (in the manifest macro) to all ''Fettered'' technique casting.
 +
 
 +
*Psychic Phenomena rolls a 1d100 (+10 for every power sustained), remember to add the appropriate modifier if the psyker is ''Pushing''.
  
 
*Perils of the Warp roll and Perils table are ''split'' due to difficulties implementing a rule called "Soul-bound" that allows the psyker to roll 3 separate dice to select a more favorable result. You must input the result from the perils roll on the '''Perils table''' to the see the effects.
 
*Perils of the Warp roll and Perils table are ''split'' due to difficulties implementing a rule called "Soul-bound" that allows the psyker to roll 3 separate dice to select a more favorable result. You must input the result from the perils roll on the '''Perils table''' to the see the effects.
  
*Only input '''base Psy rating''' in the ''Psy rating field'', since the psy powers macros have Psy-R modifiers in other fields.
+
*Only input '''base Psy Rating''' in the ''Psy Rating field'', since the psy powers macros have PR modifiers in the technique fields.
  
*''Powers Sustained'' is an auto-calc field that works with a checkbox in the Psychic Technique sections. '''If you experience issues with this field go the Attributes and Abilities tab (at the very top of the character sheet) and on the left column find and DELETE the attribute called "sustainingpowertotal"'''. This will reset the Powers sustained number.
+
*'''Powers Sustained''' will count how many techniques the Psyker is actively sustaining, to Mark a technique as been currently sustained, '''you must check the checkbox''' to the right of the ''Sustained "yes/no" selector''
 +
**Effective Psy Rating will be reduced by -1 for every ''Power Sustained'' as per the core rules.
  
*The Psychic Technique sections can be added with the ''Add button'', most fields are self-explanatory however the '''Damage and Mod''' fields have a info tooltip for clarification.
+
*The Psychic Technique sections can be added with the ''Add button'', the modify button will allow you to move the technique order or delete them with the "Trashcan" button.
  
*To the right of the ''Sustained "yes/no" selector'' that checkbox will mark that technique as been sustained (for the purposes of effective Psy rating and Psychic Phenomena rolls).
+
*The Discipline Selector is intended for you to select which Discipline (from the 5 above) the technique uses, this is for the purposes of the "Fettered" macro if the Discipline is "Mastered". 
 +
 
 +
*You can Hide most of the info on each Psy Technique by checking the ''Checkbox to the Right'' of the Info Button.
 +
 
 +
*'''IMPORTANT''' if the Technique does NO damage, leave the '''Damage field at "0"''' and the '''+ (EPR bonus)''' at '''No Dmg'''. This will affect the "Manifest" macro, this field also has a tooltip reminded.
  
 
===Navigator Powers===
 
===Navigator Powers===
Line 132: Line 142:
 
*The Navigator Mutation section contains the mutation test based on '''Toughness +/- Modifier'''
 
*The Navigator Mutation section contains the mutation test based on '''Toughness +/- Modifier'''
 
*The number in the middle is the mutation test modifier (determined based on Nav Lineage selected)
 
*The number in the middle is the mutation test modifier (determined based on Nav Lineage selected)
*The Navigator mutation table roll is different from the regular mutation table as per the rules.
 
*Above the ''Nav powers list'' section there is a visual reference to the navigator PER and WP bonus, this value is based on the '''CORE tab Characteristic bonus fields'''.
 
*The powers list sections can be added with the ''Add Button''.
 
 
*You can hide the Novice/Adept/Master description fields by checking the checkbox next to the '''Show''' button.
 
*You can hide the Novice/Adept/Master description fields by checking the checkbox next to the '''Show''' button.
 
*The '''Show''' button will post in the Chat the Novice/Adept/Master description.
 
*The '''Show''' button will post in the Chat the Novice/Adept/Master description.
 +
 +
==Journal==
 +
This tab is intended for you to record your character's Origin path and also has fields for Acquisitions, Misfortunes, Endeavors, Special Notes, and Character Description.
 +
 +
*The Acquisitions, Misfortunes, Endeavors and Special notes have a ''"Show"'' Button, clicking it will post the description on the chat window.
 +
 +
*The checkbox to the right of the Show Button will hide the description text area, unchecking it will reveal it.
 +
 +
*The Character Description field now has plenty of space to further expand its description and background, no need to use the old "Bio and Info" tab anymore!.
 +
 +
==Vehicles==
 +
Tab dedicated to vehicle statistics and vehicular combat. Can add multiple vehicles.
 +
 +
*In order to use the macros in this tab you must fill the Skill fields in the '''Manoeuvre Actions & Combat Skills'''.
 +
 +
*The Weapons section now features '''a checkbox to the left of the Weapon Name''' Field, checking this will swap the fields for Vehicle Melee Weapons (yes they exist)
 +
 +
*You can add multiple vehicles with the Add Button at the bottom Left, move or remove with the Modify button at the bottom right.
  
 
==Ship==
 
==Ship==
 
This tab is dedicated to a single ship/voidcraft and includes all necessary stats and macros to play naval combat.
 
This tab is dedicated to a single ship/voidcraft and includes all necessary stats and macros to play naval combat.
  
*This tab has many Info tooltips, check the fields and checkboxes to see them.
+
*This tab has many Info tooltips, hover over the fields and checkboxes to see them.
*'''Ship Ballistic''' needs to be filled in order to use the Weapon component Fire Macro '''(R)'''.
+
*'''Ship Ballistic''' needs to be filled in order to use the Weapon component Fire Macro '''(Dice Icon)'''.
 +
*Right next to the ''Turret Rating'' field (Dice Icon) is the ''Defensive Turrets macro'', hover over to see details
 
*Crew Rating field has a useful tooltip that lists the different crew levels, Required to use the Crew Test macro.
 
*Crew Rating field has a useful tooltip that lists the different crew levels, Required to use the Crew Test macro.
 
*Manoeuvre Action macro requires the ''Pilot (spacecraft)'' field to be filled.
 
*Manoeuvre Action macro requires the ''Pilot (spacecraft)'' field to be filled.
 
*Critical Hit Macro works by selecting the appropriate option to the right.
 
*Critical Hit Macro works by selecting the appropriate option to the right.
*Initiative macro rolls a 1d10 + detection ''Bonus'' (smaller field next to detection).
+
*Initiative macro rolls a 1d10 + Detection ''Bonus'' (this bonus is already calculated based on the Detection value).
*Initiative modifier works like detection Bonus, by default this value is 0.
+
*'''Supplies''' Field is there to track the ship supplies (in days) it also has a tooltip with addition info.
*'''Threshold''' Buttons works with the selectors to the right, these are intended to keep track of the effects that take place when loosing Crew Population and Morale.
+
*'''Crew Pop and Morale effects''' Buttons works with the selectors to the right, these are intended to keep track of the effects that take place when loosing Crew Population and Morale.
*Weapon Component section has 2 macros, the Fire Weapon macro '''(R)''' and the Damage Roll macro '''(R)'''.
+
*Weapon Component section has 2 macros, the Fire Weapon macro '''(Dice Icon)''' and the Damage Roll macro '''(Dice Icon)'''.
 
*Essential/Supplemental components section has fields for Power and Space, adding values here add up in the Power ''Used'' and Space ''Used'' fields above.
 
*Essential/Supplemental components section has fields for Power and Space, adding values here add up in the Power ''Used'' and Space ''Used'' fields above.
 
*Component "Status" checkboxes have useful tooltips about said status.
 
*Component "Status" checkboxes have useful tooltips about said status.
 
*The checkbox to the ''Right'' of the '''SP''' fields hides the component description, uncheck to reveal.
 
*The checkbox to the ''Right'' of the '''SP''' fields hides the component description, uncheck to reveal.
  
=Dice Interpretation=
+
==NPCs==
Percentile dice rolls follow this basic formula
+
This tab is a much simplified compact sheet used to add minor NPCs or companions to the character. Can add multiple NPCs.
  
<pre>(@{characteristic}+?{modifiers}-1d100cs1cf100)/10</pre>
+
*This tab does not have as much functionality as the main sheet, there are no auto-calc fields here, Only exception is STR mod in NPC melee weapons.
 +
*Due to limitations in how Repeating fields cannot be placed inside Repeating fields, this tab does not have them since the whole tab is a repeating field.
 +
*As above mentioned, this allows you to add multiple minor NPCs in a single character sheet.
 +
*For more complex NPCs / Enemies, We strongly recommend you to create separate characters with their own sheets.
 +
*You can hide the whole NPC section by checking the checkbox in the upper middle section, uncheck to reveal.
 +
*NPC do not trigger Righteous Fury as per the rules, thus there is no RF macro in the NPC weapons section.
  
Critical Success (cs1) and Critical Failure (cf100) were added to better represent the roll colors, Red for fumble, green for critical.
+
=Custom Macros using the Roll Template=
 
+
The roll template interprets any positive result as a success (including 0) any negative results are failures, the results are divided by 10 (by the macro) to provide the Degree(s) of Success (or failure).
+
 
+
The results have decimal numbers, '''this is intentional''' ''just ignore them''
+
*We encountered a significant limitation with the macro math round/ceil/floor function.
+
*Positive results when rounded down (floor) give an accurate result:
+
<pre>Target: 40  Roll Result: 54  "[[54-40/10]]" = 1.4 (floor) = 1 Degree of Success</pre>
+
+
*Negative results when rounded down (floor) give an inaccurate result:
+
<pre>Target: 40  Roll Result: 24  "[[24-40/10]]" = -1.6 (floor) = -2 Degrees of Failure. (Actual Result would be -1 Degree of Failure)</pre>
+
 
+
* (ceil) and (floor) functions cannot be combined in the same roll without some overly complicated conditional statements/scripts. Authors do not plan change this.
+
 
+
=How to create Custom Macros using the Roll Template=
+
 
If you want to create your own custom macros using this character sheet's Roll Template use template <code><nowiki>&{template:custom}</nowiki></code>
 
If you want to create your own custom macros using this character sheet's Roll Template use template <code><nowiki>&{template:custom}</nowiki></code>
  
 
*The first line uses <code><nowiki>{{name=}}</nowiki></code> This is the first line of the macro when displayed on the Chat.
 
*The first line uses <code><nowiki>{{name=}}</nowiki></code> This is the first line of the macro when displayed on the Chat.
*The roll result line uses <code><nowiki>{{result=}}</nowiki></code> This activates the Roll Template '''Degree(s) of Success (or Failure)''' Check.  
+
*These keys will show the line '''Centered and Bold''' <code><nowiki>{{d1=}} {{t1=}} {{p1=}}</nowiki></code> in descending order.
*The description field uses <code><nowiki>{{desc=}}</nowiki></code> The text here will be centered, be sure to remove any spaces in between lines for better display.
+
*The description field uses <code><nowiki>{{desc=}}</nowiki></code> The text here will be centered, it will always be at the bottom, be sure to remove any spaces in between lines for better display.
 
*The other lines simply follow <code><nowiki>{{insert title here = insert value here}}</nowiki></code> Same as the Roll20's [[Roll Template|Default Template]].
 
*The other lines simply follow <code><nowiki>{{insert title here = insert value here}}</nowiki></code> Same as the Roll20's [[Roll Template|Default Template]].
  
==Useful Macros==
+
* The following Key names are in use by the roll template, you should avoid these if you do not want these fields to show up
*Damage Calculator Macro
+
** <code><nowiki>hallu flame d1 t1 p1 psyres psydosdof d100p psytest stun stunloc d100a powerparry parry pdesc dosdof testresult testtarget d100 psydesc psypen psydmg desc name attack hitloc fallhitloc bloodloss fury furydice navmutable perilstable psytable shocktable traumatable maligtable mutable scatter multihit</nowiki></code>
<pre>/em Damage Calculator [[?{Damage|0}[DMG] - (?{TB?|0}[TB] + {?{AP?|0}-?{PEN?|0},0}k1[AP BNS])]] </pre>
+
  
Thanks to {{user profile|4775411|oosh}} for the code.
+
=Useful Attributes for tokens=
 +
Here are some suggestions when linking Attributes to token bubbles
 +
==Character==
 +
*"Wounds"  (character current wounds)
 +
*"Fate" (character current FP)
 +
*"fatiguecurrent" (character current fatigue points)
 +
*"HalfMove, FullMove, ChargeMove, RunMove" (movement statistics)
 +
*"CustomHalfMove, CustomFullMove, CustomChargeMove, CustomRunMove" (custom movement statistics)
 +
*"WBS, BSB, SB, TB, AB, IB, PB, WPB, FB" (characteristic bonus)
 +
==Ship==
 +
*"Hullintegrity" (ships current Hull Integrity)
  
=Known Issues=
+
List is incomplete will continue later.
==Characteristic number value displayed does not match the inline roll value==
+
This is a flaw based on the way the character sheet saves some values as static numbers.
+
*Solution: Switch to the "Attributes and Abilities" tab (on top of the 7 sheet tabs) and DELETE all values from the core characteristics:
+
  
 +
=&#128736; (Extras)=
 +
This tab only exists as a testbed, however it contains the sheet's Credits and a link to this very article
 +
it may receive more features in the future
  
-WeaponSkill
 
-BallisticSkill
 
-Strength
 
-Toughness
 
-Agility
 
-Intelligence
 
-Perception
 
-Willpower
 
-Fellowship.
 
  
The sheet then will auto calculate the values based on starting value + the advancements checkboxes.
+
=Known Issues=
 +
 
 +
==Old Skill Groups Disappeared==
 +
{{orange|Unfortunately this happened due to a change in the sheets code (Ver 1.2) that was unexpected.}}
 +
*No solution for this issue available at this time, players will have to add the skill groups manually again in the new fields.
 +
*It is possible that some of that information is still preserved in the "Attributes and Abilities" Tab of the character sheet. Check this tab before adding the skills again.
  
 
==Available Carry Capacity not updating after removing gear==
 
==Available Carry Capacity not updating after removing gear==
 
This only happens when you remove gear from the list by deleting the item.
 
This only happens when you remove gear from the list by deleting the item.
 
*Solution: Switching tabs makes the sheet update this number, also checking any checkbox on the combat tab does the trick too.
 
*Solution: Switching tabs makes the sheet update this number, also checking any checkbox on the combat tab does the trick too.
 +
 
==Roll template in chat not properly displayed==
 
==Roll template in chat not properly displayed==
 
You may notice that the roll template does not seem properly centered/displayed when presented on the chat, this visual bug is caused by the "Enable Chat Avatars" option in the "My settings" tab of the game options.
 
You may notice that the roll template does not seem properly centered/displayed when presented on the chat, this visual bug is caused by the "Enable Chat Avatars" option in the "My settings" tab of the game options.
*Solution: disable this option for proper display.  
+
*Solution: disable this option for proper display.
 +
*For an even better display, you can reduce the size of the chat, by dragging it to the right
  
 +
=Planned Future Update=
  
=Possible Updates=
+
Rev 4:
{{Ambox
+
*Add and Modify button text replaced by icons
|nocat=true
+
*Complete redesign using CSS grid structure
| type  = style
+
*minor bug fixes
| text  = Possible ideas for updates will be added soon. [[User:986445|986445]] ([[User talk:986445|talk]]) 13:46, 17 November 2020 (UTC)
+
}}
+
*Possible expansion and polishing of the Vehicle tab
+
*Complete revamp of the Psychic power macros for expanded functionality and determination of Psychic Phenomena (code is Work in Progress)
+
*Also to change the Psy Rating field from manual input to a scripted arrow that add levels.
+
*Change style of the Add and modify buttons.
+
*minor changes to ship tab.
+
  
 
===Credits===
 
===Credits===
Created By [https://app.roll20.net/users/986445/mago Mago]
+
*Created By [https://app.roll20.net/users/986445/mago Mago]
 +
**Original sheet layout based on Dark Heresy 2nd Edition Character Sheet created by Daniel D., Michael R and Samuel L.
 +
 
 +
====Special Thanks to====
 +
*[https://app.roll20.net/users/7398235/rainbowencoder RainbowEncoder] for providing vital support with macros using reused rolls and decimal removal
 +
*[https://app.roll20.net/users/157788/gigs GiGs] and [https://app.roll20.net/users/459831/scott-c Scott C.] for providing advice with this sheet layout, including resolution to the infamous "input inside a button" problem
 +
*[https://app.roll20.net/users/4775411/oosh Oosh] for assisting with the Damage Calculator macro
 +
*[https://app.roll20.net/users/1223200/andreas-j Andreas j.] for providing support on this wiki page (and the whole wiki site tbh)
 +
*[https://app.roll20.net/users/104025/the-aaron The Aaron] for "The Aaron sheet" script workers inside this sheet
  
 
Sheet sourcecode: {{repo|Roll20/roll20-character-sheets/tree/master/Rogue%20Trader%20Improved Rogue Trader Improved}}
 
Sheet sourcecode: {{repo|Roll20/roll20-character-sheets/tree/master/Rogue%20Trader%20Improved Rogue Trader Improved}}
<br>
+
 
[[Category:Guides]]
+
[[Category:Games]]
 
[[Category:Character Sheet Documentation]]
 
[[Category:Character Sheet Documentation]]
[[Category:Rogue Trader]]
+
[[Category:Warhammer]]

Latest revision as of 01:42, 6 June 2024

[edit] Information

RogueTrader-v-1-2.png

Character sheet designed for use in Roll20 to play the Warhammer 40k Rogue Trader pen & paper RPG by Fantasy Flight Games. The sheet created by Mago

This sheet does NOT require API Scripts.

This sheet is best displayed on the Roll20 supported browsers Chrome and Firefox, at 100% Zoom (no zoom) and inside the Roll20 game screen, however it can be expanded or displayed on an external window with no problems, most elements will stretch-out to fill the screen without breaking or overlapping.

  • Current Revision: #3 (Rev.3) May 2024
  • Latest changes: [1]


Contents


[edit] General Features

  • RTI Rev.3 Percentile dice macro design, emulates the original boardgame mechanics, you will see a Threshold number that is the characteristic value + modifiers. A d100 roll and the Success or Failure Check
  • Results that Equal to or lower than the Threshold are success, results that are higher than the Threshold are Failures. At the bottom you will see how many Degrees of success or Failure the test scored.
  • Most input fields (Type "Number") now have arrows to add and subtract, arrows only show up when you point at the fields, you can even click/hold the arrows to speed up.
  • Most white text fields can be hidden or displayed by checking the corresponding checkbox, the checkboxes themselves have a tooltip to let you know what they do.
  • Many fields and buttons have tooltips that show important information, for example: in the Talents tab, the advancements section "Total XP Spent", putting the cursor over it will reveal a list that serves as guideline to determine a character's rank. In addition many fields and macros have a ( 🛈 ) icon that contain rule reminders and other tips.

[edit] Universal Header

The Universal Header contains Player/Character name, Characteristics (including advancements and Bonus), Fate Points, 2 Quick Skill selectors, GM Rolls and Fatigue.

  • Characteristic numbers are filled in the Starting Field and the Adv. Checkboxes at the bottom add +5 each (Simple, Trained, Advanced, Expert) the number displayed in the big field is a sum of those values, These fields are also buttons that roll characteristic tests.
  • At the right corner of the characteristic number, you will find the Characteristic Bonus field (the grey curved square) you must fill these fields according to the rules you may be using, important macros use those values. (E.g: Str. Bonus for melee weapons)
  • Fate Points have a Pool and Current fields so the players can track FP, also the ( 🛈 ) icon has a tooltip with info on what you can do with Fate Points.
  • Quick Skill Selectors allow you to select up to 2 of your most used skills for quick access, this is intended to reduce the need for Tab switching. You must set up the skill bonuses (basic, trained, other bonuses, etc...) on the Skills Tab first.
    • These Selectors have been rendered obsolete by the Roll20's drag-able macro buttons feature, now any macro button can be clicked and dragged to the bottom of the sheet, to place said macro in the quick macro bar (at the bottom of the screen).
  • GM Rolls This selector/macro will roll in secret, only the player and the GM will be able to see it, if the GM is rolling, only the GM can see it.
  • Fatigue the ( 🛈 ) icon has a tooltip, with info on how fatigue affects the character. Fatigue has a Checkbox that when marked, will add a -10 penalty to all Characteristics (this is a workaround solution to the original rules), this penalty is visible on your characteristic scores above. Fatigue Limit is equal to Toughness Bonus.

[edit] Tabs

[edit] Skills

The Skills tab contains Basic Skills, Advanced Skills, Skill Groups (including custom) and Profit Factor(PF).

  • All Skills and Skill Groups now have a ( 🛈 ) icon with a tooltip that contains info on how to use said skills and which categories they belong.
  • Basic and Advanced skills are very straight forward, the base value is calculated based on the Characteristic number.
  • Basic skills will roll with half the characteristic value if not "trained" (checkbox) by default.
  • Advanced Skills will always roll 0 unless the "Basic" or "trained" checkbox is checked, to use full characteristic, both basic and trained must be checked. (read the skill rules for clarification.)
  • Skill Groups are now divided into their respective classifications according to the core rules, each with their own repeating fields.
  • At the bottom you can also add Custom Skills not contemplated on the original game rules.
  • The Profit Factor section contains the Acquisition Test Macro, the macro will ask you for the various modifiers for the test.

[edit] Combat

This tab is dedicated to all combat related info and macros to make combat more fluid, reduce book-keeping and tab switching: Ranged, Melee, Gear and Tools, Armour, Wounds, Critical Hits (and related conditions), Size mod, Movement, Initiative and a Damage Calculator.

[edit] Weapons

  • Ranged and Melee Weapons section contain several macros to facilitate combat, they also include selectors for several common modifiers like Range, Aim and Combat Actions.
  • Macro Buttons in these sections have info tooltips to let the players know what kind of modifiers the macros have, hover over them without clicking to see them.
  • The Checkbox to the right of the Show Special button, hides the weapon's description/special text field.
  • In the Range Weapons section, the Flame macro is intended to be used only for weapons with the Flame Quality since these weapons do not require an attack roll, however in order to work properly the Damage dice field requires special syntax, hover over the button to see examples.

[edit] Gears & Tools

  • To properly calculate the characters carry capacity you must select SB + TB total from the selector to the right.
  • The Mod Fields will increase or decrease these values based on multipliers taken from the core rulebook.
  • Carry Mod has no multiplier, any value will increase/decrease the Carry Max Value on a 1 = 1 ratio.
  • Lift Mod Will increase/decrease the value of Lift x2 (e.g. 2x2 = 4)
  • Push Mod Will increase/decrease the value of Push x4 (e.g. 2x4 = 8)

[edit] Armour & Defense

  • On top of this section you can see the Initiative macros, Multi-Hit and Damage Calculators
  • Armour Section has the AP field on top, the bottom is an Auto-calc of the AP + TB (from the Universal Header).
  • The Wounds section has several fields to accurately track the total Wounds the Character has.
  • Size Modifier gives visual reference to chance to hit based on combat modifiers, however it also modifies Normal Movement, select different sizes to see the effect below.
  • Normal Movement is based on Agility Bonus, you can see the multipliers as tooltips on each field by putting the mouse cursor over them.
    • A note on Unnatural Agility: Since Unnatural Agility (Bonus) will change movement, it is recommended to use the Custom Movement section instead, also recommended in case the character has Unnatural Speed
  • Base jump and Base leap are based on Strength Bonus, you can see the multipliers as tooltips on each field by putting the mouse cursor over them.
  • The Initiative macro requires a value on the field to the Left (___). Hover over the field to see examples.

[edit] Talents

This tab contains Talents, Traits, Cybernetics, An experience point tracker, Insanity and Corruption.

  • Talents, Traits and Cybernetics descriptions can be posted in the q Text Chat, by clicking the Show Button.
  • The description fields can hold Inline Rolls, very useful if you have talents or traits that have a roll as a part of its effects.
  • Inline Rolls must always be written inside double square brackets [[ ]], to roll you must use the Show button to see it on the Chat.
  • The Checkbox to the right hides the description, uncheck to reveal.
  • The Experience and Advancements section has auto-calc fields so you don't have to do math, you must input your total XP in the Earned XP field.
  • Below are the Advancement taken fields, add as many as needed and their related XP cost in the smaller fields to the right.
  • The Total XP Spent has a tooltip info that gives you a guideline on how to determine a Characters rank (based on original rules).

[edit] Insanity

The insanity Points section contains very useful macros and fields to keep track of the characters IP.

  • The Fear Test macro will allow you to select the fear rating (penalty to the test) the Fear test is based on Willpower characteristic.
  • The Shock Table will add a -10 penalty for every Degree of Failure (on the Fear Test, this is not automatic).
  • Total Insanity Points go in the middle field.
  • The Trauma test has a modifier based on the Degrees of Madness Selector below, you can see this modifier in the Trauma Mod field.
  • Trauma table will add a -10 penalty for every Degree of Failure (on the Trauma Test, this is not automatic) .
  • Below this you can add the fields for mental disorders with the Add Button.

[edit] Corruption

The Corruption Points section contains very useful macros and fields to keep track of the characters CP.

  • The Malignancy Test is based on Willpower characteristic and malignancy modifier, you can see the modifier below to the right and that is based on Degree of Corruption.
  • The Malignancy and Mutation tables have no modifiers.
  • Total Corruption Points go in the middle field.
  • Characteristic tests buttons with checkboxes here are intended for the mutation test, the checkboxes have a tooltip info.
  • Below you can add fields for malignancies and mutations with the Add button.

[edit] Psykana

This tab is dedicated to Psychic powers and Navigator powers, it also includes integrated rollable tables for Psychic Phenomena and Perils of the Warp. The Navigator section contains Nav. Powers, Lineage and Nav. Mutations. This tab also features a checkbox, Check reveals the Navigator section, Uncheck reveals the Psyker section.

[edit] Psychic Powers

  • On the top of this section now you can add up to 5 different Disciplines, each Discipline Field now has a Checkbox that marks said Discipline as "Mastered". Mastered Disciplines add +1 to Effective Psy Rating (in the manifest macro) to all Fettered technique casting.
  • Psychic Phenomena rolls a 1d100 (+10 for every power sustained), remember to add the appropriate modifier if the psyker is Pushing.
  • Perils of the Warp roll and Perils table are split due to difficulties implementing a rule called "Soul-bound" that allows the psyker to roll 3 separate dice to select a more favorable result. You must input the result from the perils roll on the Perils table to the see the effects.
  • Only input base Psy Rating in the Psy Rating field, since the psy powers macros have PR modifiers in the technique fields.
  • Powers Sustained will count how many techniques the Psyker is actively sustaining, to Mark a technique as been currently sustained, you must check the checkbox to the right of the Sustained "yes/no" selector
    • Effective Psy Rating will be reduced by -1 for every Power Sustained as per the core rules.
  • The Psychic Technique sections can be added with the Add button, the modify button will allow you to move the technique order or delete them with the "Trashcan" button.
  • The Discipline Selector is intended for you to select which Discipline (from the 5 above) the technique uses, this is for the purposes of the "Fettered" macro if the Discipline is "Mastered".
  • You can Hide most of the info on each Psy Technique by checking the Checkbox to the Right of the Info Button.
  • IMPORTANT if the Technique does NO damage, leave the Damage field at "0" and the + (EPR bonus) at No Dmg. This will affect the "Manifest" macro, this field also has a tooltip reminded.

[edit] Navigator Powers

  • Lineage Benefits description field can be hidden with the checkbox to the right. To add more fields use the Add Button.
  • The Navigator Mutation section contains the mutation test based on Toughness +/- Modifier
  • The number in the middle is the mutation test modifier (determined based on Nav Lineage selected)
  • You can hide the Novice/Adept/Master description fields by checking the checkbox next to the Show button.
  • The Show button will post in the Chat the Novice/Adept/Master description.

[edit] Journal

This tab is intended for you to record your character's Origin path and also has fields for Acquisitions, Misfortunes, Endeavors, Special Notes, and Character Description.

  • The Acquisitions, Misfortunes, Endeavors and Special notes have a "Show" Button, clicking it will post the description on the chat window.
  • The checkbox to the right of the Show Button will hide the description text area, unchecking it will reveal it.
  • The Character Description field now has plenty of space to further expand its description and background, no need to use the old "Bio and Info" tab anymore!.

[edit] Vehicles

Tab dedicated to vehicle statistics and vehicular combat. Can add multiple vehicles.

  • In order to use the macros in this tab you must fill the Skill fields in the Manoeuvre Actions & Combat Skills.
  • The Weapons section now features a checkbox to the left of the Weapon Name Field, checking this will swap the fields for Vehicle Melee Weapons (yes they exist)
  • You can add multiple vehicles with the Add Button at the bottom Left, move or remove with the Modify button at the bottom right.

[edit] Ship

This tab is dedicated to a single ship/voidcraft and includes all necessary stats and macros to play naval combat.

  • This tab has many Info tooltips, hover over the fields and checkboxes to see them.
  • Ship Ballistic needs to be filled in order to use the Weapon component Fire Macro (Dice Icon).
  • Right next to the Turret Rating field (Dice Icon) is the Defensive Turrets macro, hover over to see details
  • Crew Rating field has a useful tooltip that lists the different crew levels, Required to use the Crew Test macro.
  • Manoeuvre Action macro requires the Pilot (spacecraft) field to be filled.
  • Critical Hit Macro works by selecting the appropriate option to the right.
  • Initiative macro rolls a 1d10 + Detection Bonus (this bonus is already calculated based on the Detection value).
  • Supplies Field is there to track the ship supplies (in days) it also has a tooltip with addition info.
  • Crew Pop and Morale effects Buttons works with the selectors to the right, these are intended to keep track of the effects that take place when loosing Crew Population and Morale.
  • Weapon Component section has 2 macros, the Fire Weapon macro (Dice Icon) and the Damage Roll macro (Dice Icon).
  • Essential/Supplemental components section has fields for Power and Space, adding values here add up in the Power Used and Space Used fields above.
  • Component "Status" checkboxes have useful tooltips about said status.
  • The checkbox to the Right of the SP fields hides the component description, uncheck to reveal.

[edit] NPCs

This tab is a much simplified compact sheet used to add minor NPCs or companions to the character. Can add multiple NPCs.

  • This tab does not have as much functionality as the main sheet, there are no auto-calc fields here, Only exception is STR mod in NPC melee weapons.
  • Due to limitations in how Repeating fields cannot be placed inside Repeating fields, this tab does not have them since the whole tab is a repeating field.
  • As above mentioned, this allows you to add multiple minor NPCs in a single character sheet.
  • For more complex NPCs / Enemies, We strongly recommend you to create separate characters with their own sheets.
  • You can hide the whole NPC section by checking the checkbox in the upper middle section, uncheck to reveal.
  • NPC do not trigger Righteous Fury as per the rules, thus there is no RF macro in the NPC weapons section.

[edit] Custom Macros using the Roll Template

If you want to create your own custom macros using this character sheet's Roll Template use template &{template:custom}

  • The first line uses {{name=}} This is the first line of the macro when displayed on the Chat.
  • These keys will show the line Centered and Bold {{d1=}} {{t1=}} {{p1=}} in descending order.
  • The description field uses {{desc=}} The text here will be centered, it will always be at the bottom, be sure to remove any spaces in between lines for better display.
  • The other lines simply follow {{insert title here = insert value here}} Same as the Roll20's Default Template.
  • The following Key names are in use by the roll template, you should avoid these if you do not want these fields to show up
    • hallu flame d1 t1 p1 psyres psydosdof d100p psytest stun stunloc d100a powerparry parry pdesc dosdof testresult testtarget d100 psydesc psypen psydmg desc name attack hitloc fallhitloc bloodloss fury furydice navmutable perilstable psytable shocktable traumatable maligtable mutable scatter multihit

[edit] Useful Attributes for tokens

Here are some suggestions when linking Attributes to token bubbles

[edit] Character

  • "Wounds" (character current wounds)
  • "Fate" (character current FP)
  • "fatiguecurrent" (character current fatigue points)
  • "HalfMove, FullMove, ChargeMove, RunMove" (movement statistics)
  • "CustomHalfMove, CustomFullMove, CustomChargeMove, CustomRunMove" (custom movement statistics)
  • "WBS, BSB, SB, TB, AB, IB, PB, WPB, FB" (characteristic bonus)

[edit] Ship

  • "Hullintegrity" (ships current Hull Integrity)

List is incomplete will continue later.

[edit] 🛠 (Extras)

This tab only exists as a testbed, however it contains the sheet's Credits and a link to this very article it may receive more features in the future


[edit] Known Issues

[edit] Old Skill Groups Disappeared

  • No solution for this issue available at this time, players will have to add the skill groups manually again in the new fields.
  • It is possible that some of that information is still preserved in the "Attributes and Abilities" Tab of the character sheet. Check this tab before adding the skills again.

[edit] Available Carry Capacity not updating after removing gear

This only happens when you remove gear from the list by deleting the item.

  • Solution: Switching tabs makes the sheet update this number, also checking any checkbox on the combat tab does the trick too.

[edit] Roll template in chat not properly displayed

You may notice that the roll template does not seem properly centered/displayed when presented on the chat, this visual bug is caused by the "Enable Chat Avatars" option in the "My settings" tab of the game options.

  • Solution: disable this option for proper display.
  • For an even better display, you can reduce the size of the chat, by dragging it to the right

[edit] Planned Future Update

Rev 4:

  • Add and Modify button text replaced by icons
  • Complete redesign using CSS grid structure
  • minor bug fixes

[edit] Credits

  • Created By Mago
    • Original sheet layout based on Dark Heresy 2nd Edition Character Sheet created by Daniel D., Michael R and Samuel L.

[edit] Special Thanks to

  • RainbowEncoder for providing vital support with macros using reused rolls and decimal removal
  • GiGs and Scott C. for providing advice with this sheet layout, including resolution to the infamous "input inside a button" problem
  • Oosh for assisting with the Damage Calculator macro
  • Andreas j. for providing support on this wiki page (and the whole wiki site tbh)
  • The Aaron for "The Aaron sheet" script workers inside this sheet

Sheet sourcecode: Rogue Trader Improved