Difference between revisions of "Savage Worlds"
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Mike Combs (Talk | contribs) (Clean up and re-org of die rolling, bennies, and initiative sections.) |
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# Select Show Deck. | # Select Show Deck. | ||
# Hover over the deck and select Deal. | # Hover over the deck and select Deal. | ||
+ | |||
If you are using a setting with special Bennies, you might have to create extra cards. For example, Deadlands: Reloaded uses a Benny pool made up of Poker Chips called Fate Chips. There are 20 white chips, 10 red chips and 5 blue chips in the Fate Chip pool. So create your deck as before, upload an image of a poker chip as the background, and then create 20 new cards called White Chip. Upload an image of a white poker chip for each card. Repeat for the red and blue chips, making 10 and 5 of each. Then for deck options make sure that you do NOT check "cards in deck are infinite" and cards are played face up. Check the boxes to allow GM to see number of cards in other's hands and front of cards. Set any other options you like and you are done! | If you are using a setting with special Bennies, you might have to create extra cards. For example, Deadlands: Reloaded uses a Benny pool made up of Poker Chips called Fate Chips. There are 20 white chips, 10 red chips and 5 blue chips in the Fate Chip pool. So create your deck as before, upload an image of a poker chip as the background, and then create 20 new cards called White Chip. Upload an image of a white poker chip for each card. Repeat for the red and blue chips, making 10 and 5 of each. Then for deck options make sure that you do NOT check "cards in deck are infinite" and cards are played face up. Check the boxes to allow GM to see number of cards in other's hands and front of cards. Set any other options you like and you are done! | ||
You can then shuffle and deal the "deck" just like a deck of cards and the users will receive their Bennies as normal. They can play them to the tabletop just like other cards. | You can then shuffle and deal the "deck" just like a deck of cards and the users will receive their Bennies as normal. They can play them to the tabletop just like other cards. | ||
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=== Using Cards for Initiative === | === Using Cards for Initiative === |
Revision as of 18:11, 28 April 2019
Contents |
Acing Die Rolls
In Savage Worlds, Trait and Damage rolls can Ace. Each time the die rolls its max value, you add that value and roll again.
This example rolls a d4. You can type this script into the chat window and the result is shown in the chat window. If the die rolled a 1 the result will be in a red box. If a die aced it will be shown in a green box.
/r {1d4!}
/r
rolls dice. 1d8!
rolls 1d4 and enables acing on the die.
Wild Card Die Rolls
Wild Card characters roll an extra d6 and take the highest of the Trait die or Wild die.
Here's an example that rolls a d8 and the d6 wild card die. You can type this script into the chat window. The result is shown in the chat window. If either die rolled a 1, the result will be in a red box. If a die aced it will be shown in a green box.
/r {1d8! , 1d6!}kh1
The {}kh1 keeps the highest of the two dice.
This wildRoll example prompts for the die type and modifier, then rolls with a d6 wild card die.
Wild card roll is [[{1d?{Die type|6}!, 1d6!}kh1 + ?{Modifier|0}]]
?{Question|Default}
prompts the user to enter a value.
Saving Scripts for Reuse
Scripts can be saved as Macros in the Collections tab, or as Abilities on the character sheet Attributes & Abilities tab.
- On the Collections tab, Macros, click Add.
- In the Edit Macro dialog, enter the name and script.
- (Usually) Set Visible to Players = All Players.
- (Sometimes) Set Show as Token Action = True. (These appear in a second macro bar only when a token is selected.)
If the previous example is saved as a Macro named wildRoll, players can access it by:
- Typing #wildRoll in the chat window.
- Opening the Collections tab and clicking the dice icon for the macro.
- Selecting "Show Macro Quick Bar" in the Collections tab, and selecting "In bar" for the macro.
- Clicking the Macro name in the Collections tab and selecting "Show as Token Action".
Macro for Counting Raises
In Savage Worlds, a roll is a success if it is at least the Target Number (TN, typically 4), and every 4 points above the TN is called a Raise.
This script computes the number of raises on a 2d6 damage roll against a toughness of 5. The result is the number of raises or a negative number if there was no success.
/r floor({2d6!!-5}/4)
floor
rounds down.
This calcRaises macro prompts for the roll total and target number, then returns the number of raises.
calc raises: [[ floor( (?{Roll value} - ?{Target number|4} ) /4) ]] raise(s) (0 is success)
Tracking Bennies
In Savage Worlds, Bennies are tokens the players (and GM) may redeem to reroll the dice. Players start each session with three Bennies and are awarded more for good roleplaying or when a Joker is drawn during initiative.
In order to easily track Bennies, create a custom card deck.
- On the Collections tab, Decks, click Add.
- In the New Deck dialog:
- Name the deck Bennies.
- Set Cards in Deck = Infinite, Considered = Drawing.
- Set Card Size to 140x140 (usually a good value since the grid is 70x70).
- Upload an image (like a coin or poker chip) for the card back.
- Upload the same image for the card front.
- Select Show Deck.
- Hover over the deck and select Deal.
If you are using a setting with special Bennies, you might have to create extra cards. For example, Deadlands: Reloaded uses a Benny pool made up of Poker Chips called Fate Chips. There are 20 white chips, 10 red chips and 5 blue chips in the Fate Chip pool. So create your deck as before, upload an image of a poker chip as the background, and then create 20 new cards called White Chip. Upload an image of a white poker chip for each card. Repeat for the red and blue chips, making 10 and 5 of each. Then for deck options make sure that you do NOT check "cards in deck are infinite" and cards are played face up. Check the boxes to allow GM to see number of cards in other's hands and front of cards. Set any other options you like and you are done!
You can then shuffle and deal the "deck" just like a deck of cards and the users will receive their Bennies as normal. They can play them to the tabletop just like other cards.
Using Cards for Initiative
In Savage Worlds, Action cards (poker cards with jokers) are dealt to players to determine initiative order. Play order is a countdown from Ace to Two, with Jokers going first, and ties resolved in reverse alphabetical order (Space, Hearts, Diamonds, Clubs). Some characters may get more than one card, some groups of extras may get one to represent the group.
Roll20 can do this manually or automatically.
Manual Method
The GM can play cards onto the table into a place designated for the particular player or group. This method makes it easy to assign one card to a group of extras and extra cards to players that need them. To help track which card was assigned to each player:
- Drag to edges of the screen assigned to players (e.g. "Dave sits at the top of the screen, Luke on the right, Jeff on the left. I the GM sit at the bottom.")
- Draw a set of boxes with player names and drag the cards there.
- Drag left to right corresponding to the avatar names at the bottom.
The first two methods can allow players to draw their own cards. The left-to-right method only holds up if the GM draws the cards.
Automatic Method
You can use the Turn Tracker with cards. Tokens can be added to the Turn Tracker right clicking on them and choosing the Add Turn options from the pop-up menu. The GM decides who gets his own cards and who is grouped together. If a token in the Turn Tracker represents a group of extras the highlighting obviously does not work correctly. Also, don't delete dead tokens because if you delete the one token you chose to represent a group, the group also disappears from the Turn Tracker. A better choice is to mark them dead with a token indicator overlay, or move them out of the visible portion of the Fog of War.
To deal a card to each token in the Turn Tracker, click "Deal" on the initiate deck, then select "Deal Cards to Turn Order Items" from the pop-up window.
Here is how you can use the Turn Tracker and still keep some of the excitement of "dealing the card". The GM calls out who he is dealing for and draws a card from the stack. This is done by clicking on the card that sticks out on the top of the stack. The card is flipped around and the players can see what card it is. The "Show deck to players" option for the deck has to be set for this to work. Then the GM drags the card onto the Turn Tracker. He has to release the mouse when the cursor is over the number next to a token (the number turns yellow then).
- The mouse cursor has to be over the number of the Turn Tracker for this to work, not the card, a corner of the card, or actually anything related to the card. It has to be the mouse cursor. It is easier to see this and get it right if the GM picks the card up on the left upper corner, because then it is easier to see the background color of the number in the Turn Tracker turn yellow.
Once the cards are dealt, the GM can open the Turn Order Settings and press the "By Card/Suit" button to sort the Turn Tracker.
A note on the order in which the cards are drawn. The GM can decide to follow a fixed order every time, but it is easier to use the order in the turn tracker, which will be the order in which the tokens were added in the first round and then the order of the previous round. For dramatic purposes, it might also be a good idea to deal the cards for the NPCs first and then for the players.
Injury (and other) Tables
It is possible to set up the Injury Table as a rollable table. This is probably only worth the effort if you play with "gritty damage" rules. Use the following weights to get the results with "one roll":
Wound | Weight |
---|---|
Unmentionables | 1 |
Arm | 5 |
Guts (Broken) | 8 |
Guts (Battered) | 8 |
Guts (Busted) | 8 |
Leg | 3 |
Head (Hideous Scar) | 1 |
Head (Blinded) | 1 |
Head (Brain Damage) | 1 |
It is (currently) not possible to set up the Fright Table as a rollable table since you frequently need to roll on it with a modifier and modifiers for tables are not possible in Roll20.
For the Out of Control Table use these weights:
Effect | Weight |
---|---|
Roll Over | 1 |
Spin | 5 |
Skid | 24 |
Slip | 5 |
Flip | 1 |
For the Critical Hits Table use these weights:
Effect | Weight |
---|---|
Scratch and Dent | 1 |
Engine | 2 |
Locomotion | 3 |
Controls | 4 |
Chassis | 16 |
Crew | 7 |
Weapon | 2 |
Wrecked | 1 |
Character Sheets
Character Sheets allow you to track your character's traits, edges, powers, and gear. The creator of a game can choose a character sheet template when setting up the game, and all characters in the game will use that sheet template. Use the guides below for specific versions of available character sheets.
- Savage Worlds (Tabbed) Character Sheet (Updated for SWADE, April 2019)
Script/Macro/Ability Resources
These threads over on the forum explain more about setting up Macros in Roll20 for Savage Worlds:
Example of Setting up Character Sheets and Macros
Some General Macros: Rate of Fire 3, etc.
Savage Worlds Macros By Necron99
Here is an example of some of the macros i use for my Savage Rifts game. These Macros also work in regular Savage Worlds game. Just change the names. Link to my original post on macros
Ive been making these macros for my game to make everything run faster. The pull A lot of information from the sheet. One thing I suggest is making a bubble linked to parry on the token it set for bar 1 but you can change it. that way if a PC or what ever make a wild attack, you can just input the -2 and it will adjust. These Macros take everything from the sheet, as much as possible. A couple here and there might be slight mutations. as macros evolve with a life of their own. these macros must be named the name as they are listed if you change the name change the button information as well. these are tiered macros.
dmg-calc (currently this is the only macro i keep in the settings tab under macros)
/r floor(([[?{damage|0}]]-[[?{toughness|0}]])/4) Wounds
Enter damage, enter toughness, then subtract the AP(if any) from toughness up to the maximum amount of armor the target has. For example: toughness Armor value = 12(6) damage =18 AP 2 when it ask damage enter 18. when it ask tough enter 12-2 it will output how many wound you took
Chain-Great-Sword (Enter this as an ability on the character sheet.)
&{template:default}{{name=Chain-Great-Sword AP2 MDC}}{{Attack1=[[floor((1d@{fighting}!!+?{Penalty or Bonus?|0}-@{encumbrance}-@{target|bar1}-@{wounds}-@{fatigue})/4)]] Raises}}{{Attack2=[[floor((1d@{fighting}!!+?{Penalty or Bonus?|0}-@{encumbrance}-@{target|bar1}-@{wounds}-@{fatigue})/4)]] Raises}}{{Wild Die=[[floor((1d6!!-@{encumbrance}-@{wounds}-@{fatigue}- @{target|bar1}+?{Penalty or Bonus?|0})/4)]] Raises}}{{Targets Parry=[[@{target|bar1}]]}}{{Target=@{target|token_name}}}{{[Chain-Great-Sword](~chain-great-sword-dmg)}}
@{target|image}
Note @{target|image}
is used in many macros to show a picture of the target. The target must have an attribute named image and the value must be [image](url of .jpg or gif). If it doesn't have the .jpg or .gif extension, just numbers, add #.jpg or #.png at the end of it.)
chain-great-sword-dmg (Enter as an ability)
&{template:default}{{name=Chain-Great-SwordAP2 Mega Damage}}{{Chain-Sword [[d@{strength}!!+2+2d10!!+?{raise|no,0|yes,1d6!!}]]}}{{Vehicle [[d@{strength}+2+2d10]]}}{{Target Toughness=[[@{target|toughnesscur}]] ([[@{target|toughnessArmor}]])}}{{[Dmg-Calc](~dmg-calc)}}
Mini-rail-gun-(Range-75/150/300)
&{template:default}{{name=Mini-rail-gun-(Range 75/150/300, Damage 2d8+4, RoF 4 AP 6, MDC)}} {{Attack1=[[floor((1d@{shooting}!!+?{Penalty or Bonus?|0}-@{encumbrance}-@{wounds}-@{fatigue}-4)/4)]] Raises}}{{Attack2=[[floor((1d@{shooting}!!+?{Penalty or Bonus?|0}-@{encumbrance}-@{wounds}-@{fatigue}-4)/4)]] Raises}}{{Attack3=[[floor((1d@{shooting}!!+?{Penalty or Bonus?|0}-@{encumbrance}-@{wounds}-@{fatigue}-4)/4)]] Raises}}{{Attack4=[[floor((1d@{shooting}!!+?{Penalty or Bonus?|0}-@{encumbrance}-@{wounds}-@{fatigue}-4)/4)]] Raises}}{{Wild Die=[[floor((1d6!!-@{encumbrance}-@{wounds}-@{fatigue}+?{Penalty or Bonus?|0}-4)/4)]] Raises}}{{Target=@{target|token_name}}}{{[mini-rail-run-dmg](~mini-rail-run-dmg)}}
mini-rail-run-dmg
&{template:default}{{name=Mini-rail-gun-(Range 75/150/300, Damage 2d8+4, RoF 4 AP 6, MDC)}}{{Rail gun=[[2d8!!+4+?{raise|no,0|yes,1d6!!}]]}}{{Target Toughness=[[@{target|toughnesscur}]] ([[@{target|toughnessArmor}]])}}{{[Dmg-Calc](~dmg-calc)}}
NG-57(Range-12/24/48-RoF-1)
&{template:default}{{name=NG-57 Heavy Duty Ion Blaster Range 12/24/48, RoF 1, Damage 1–3d6+1}} {{Attack1=[[floor((1d@{shooting}!!+?{Penalty or Bonus?|0}-@{encumbrance}-@{wounds}-@{fatigue}-4)/4)]] Raises}}{{Wild Die=[[floor((1d6!!-@{encumbrance}-@{wounds}-@{fatigue}+?{Penalty or Bonus?|0}-4)/4)]] Raises}}{{Target=@{target|token_name}}}{{[NG-57-dmg](~NG-57-dmg)}}
NG-57-dmg
&{template:default}{{name=NG-57 Heavy Duty Ion Blaster Range 12/24/48, RoF 1, Damage 1–3d6+1}}{{Damage=[[?{Range|short, 3d6!!| medium, 2d6!!| long, 1d6!!} + ?{dmgmod|0}+?{raise|no,0|yes,1d6!!}]]}}{{Target Toughness=[[@{target|toughnesscur}]] ([[@{target|toughnessArmor}]])}}{{[Dmg-Calc](~dmg-calc)}}
HEX-Grenade
&{template:default}{{name=HEX-Grenade (Range 5/10/20 MDC, MBT)}} {{Attack1=[[floor((1d@{Throwing}!!+?{Penalty or Bonus?|0}-@{encumbrance}-@{wounds}-@{fatigue}-4)/4)]] Raises}}{{Wild Die=[[floor((1d6!!-@{encumbrance}-@{wounds}-@{fatigue}+?{Penalty or Bonus?|0}-4)/4)]] Raises}}{{Target=@{target|token_name}}}{{[HEX-Grenade-dmg](~HEX-Grenade-dmg)}}
HEX-Grenade-Dmg
&{template:default}{{name=HEX-Grenade (Range 5/10/20 MDC, MBT)}}{{Damage=[[3d8!!+ ?{dmgmod|0}+?{raise|no,0|yes,1d6!!}]]}}{{Target Toughness=[[@{target|toughnesscur}]] ([[@{target|toughnessArmor}]])}}{{[Dmg-Calc](~dmg-calc)}}
fraggrenade (Range 5/10/20) LBT-MDC
&{template:default}{{name=Frag grenade (Range 5/10/20, Damage 3d6, Mega Damage, LBT)}} {{Attack1=[[floor((1d@{Throwing}!!+?{Penalty or Bonus?|0}-@{encumbrance}-@{wounds}-@{fatigue}-4)/4)]] Raises}}{{Wild Die=[[floor((1d6!!-@{encumbrance}-@{wounds}-@{fatigue}+?{Penalty or Bonus?|0}-4)/4)]] Raises}}{{Target=@{target|token_name}}}{{[FRAG-Grenade](~FRAG-Grenade-dmg)}}
FRAG-Grenade-dmg
&{template:default}{{name=Frag grenade (Range 5/10/20, Damage 3d6, Mega Damage, LBT)}}{{Damage=[[3d6!!+ ?{dmgmod|0}+?{raise|no,0|yes,1d6!!}]]}}{{Target Toughness=[[@{target|toughnesscur}]] ([[@{target|toughnessArmor}]])}}{{[Dmg-Calc](~dmg-calc)}}
this is a special one i have cyborg battle toads. so i gave them "The boot"
the-boot
&{template:default}{{name=The Boot MDC}}{{Attack1=[[floor((1d@{fighting}!!+?{Penalty or Bonus?|0}-@{encumbrance}-@{target|bar1}-@{wounds}-@{fatigue})/4)]] Raises}}{{Attack2=[[floor((1d@{fighting}!!+?{Penalty or Bonus?|0}-@{encumbrance}-@{target|bar1}-@{wounds}-@{fatigue})/4)]] Raises}}{{Wild Die=[[floor((1d6!!-@{encumbrance}-@{wounds}-@{fatigue}- @{target|bar1}+?{Penalty or Bonus?|0})/4)]] Raises}}{{Targets Parry=[[@{target|bar1}]]}}{{Target=@{target|token_name}}}{{[The Boot](~The-Boot-dmg)}}
the-boot-dmg
&{template:default}{{name=The Boot Mega Damage}}{{The Boot=[[d@{strength}!!+3+1d10!!+3d6!!+?{raise|no,0|yes,1d6!!}]]}}{{Target Toughness=[[@{target|toughnesscur}]] ([[@{target|toughnessArmor}]])}}{{[Dmg-Calc](~dmg-calc)}}
magic
&{template:default}{{name=Magic}}{{Magic=[[floor((1d@{Spellcasting}!!+?{Penalty or Bonus?|0}-@{encumbrance}-@{wounds}-@{fatigue}-4)/4)]] Raises}}{{Wild Die=[[floor((1d6!!+@{encumbrance}-@{wounds}-@{fatigue}+?{Penalty or Bonus?|0}-4)/4)]] Raises}}{{Power Points=[[@{selected|bar3}]]}}{{Wizard=[[-1]] point per raise}}
[Armor 5pp](~armor)[slow 2pp 30"](~slow)[Bolt 3d6(2)pp 6d6(4)pp 18/36/72](~bolt)[Boost- Lower-Trait 4pp 20"](~Boost-Lower-Trait)[Darksight 2pp](~darksight)[Deflection 4pp](~deflection)[PPE-Thief 9pp 20"](~ppe-thief)[fear 4pp 30"](~fear)[Rezi 30pp](~RESURRECTION)[mass-healling 6pp 20"r](~mass-healing)[astral-form 10pp](~astral-form)[mind-control 6pp 20"](~mind-control)[slumber 4pp 30"](~slumber)[wall-walker 4pp](~wall-walker)[zombie 3pp/per](~zombie)
armor
&{template:default}{{name=ARMOR GREATER ARMOR}}{{Power Points Cost=[[(5-?{number of raises|0})]]}}{{Range=Touch}}{{Duration=3 (1/round)}}{{Success grants=+5 M.D.C. Armor, a raise grants +10}}
bolt
&{template:default}{{name=Bolt Mega Dmg 18/36/72}}{{3d6 cost=[[2-?{number of raises|0})]]}}{{6d6 cost=[[4-?{number of raises|0})]]}}{{3d6=[[3d6!!+?{Raise|no,0|yes,1d6!!}]]}} {{6d6=[[6d6!!+?{Raise|no,0|yes,1d6!!}]]}}{{Target Toughness=[[@{target|toughnesscur}]] ([[@{target|toughnessArmor}]])}}{{[Dmg-Calc](~dmg-calc)}}
Boost-Lower-Trait
&{template:default}{{name=BOOST/LOWER TRAIT}}{{Power Points Cost=[[(4-?{number of raises|0})]]}}{{Range=[[@{smarts}*2]]}}{{Duration=3 (1/round)}}{{Success grants=two die types for a success, four with a raise.}}
darksight
&{template:default}{{name=DARKSIGHT}}{{Power Points Cost=[[(2-?{number of raises|0})]]}}{{Range=Touch}}{{Duration=1 hour }}{{Success grants=Exalted darksight makes it virtually impossible to impair the target’s vision in any way. Blind does not work on him, nor does any form of obscure or other lighting penalties. He can also see anyone using the invisibility power.}}
i could do the whole list but you get the formula by now to make changes on your own. and I can answer any questions you might have on how to implement them. and yes i did put every spell the npc has into macros. i like all combat to run very fast and these help me do it.
a little bit of work on the back end, and the front runs so much smother.
for those of you that play with someone who is running API script you can add/fx explode-blood @{target|token_id}to the end of any macro and make blood explode from your target.
coming soon!(hopefully it can be done i just need to learn it first) how to add a sound effect to play when ever you hit someone or damage them I hope you all find these macros useful. Read the wiki on macros. that where i started. 90% of you are not getting the full enjoyment out of the site as you can. I can only afford a free account and I've done so much with just the free resources.
General Macros
Here is a basic wild card trait test macro. You can point it at any token connected to a sheet. This macro is meant to be put under macros in the setting tab. I should mention, all these macros are for the tabbed sheet for savage worlds. The 2 sheet have different values.
WC-Trait /me @{target|token_name} makes a trait test /r floor(({?{Trait to Roll|Agility, #agility |Smarts,#smarts |Spirit,#spirit |Strength,#strength |Vigor,#vigor }[TR], [[1d6!!]][WD]}k1+?{trait mod|0}[TM]-@{target|wounds}[WND]-@{target|fatigue}[FAT]+?{Agility or Strength Check?|no,0 |yes,#encumbrance }[ENC]-4)/4)
these macros must be put into the macros under the settings tab. Because of the limitation of a free account and the way roll20 parses information, I made a work around. You can't do a a multiple choice with @{target|value}
EDIT: made some changes to make it more clear where the value is coming from agility [[[[d@{target|agility}!!]]+[[@{target|agmod}]]]]
smarts [[[[d@{target|smarts}!!]]+[[@{target|smmod}]]]]
spirit [[[[d@{target|spirit}!!]]+[[@{target|spmod}]]]]
strength [[[[d@{target|strength}!!]]+[[@{target|stmod}]]]]
vigor [[[[d@{target|vigor}!!]]+[[@{target|vimod}]]]]
Here is the Extra's version
extra-trait /me @{target|token_name} makes a trait test /r floor((?{Trait to Roll|Agility, #agility |Smarts,#smarts |Spirit,#spirit |Strength,#strength |Vigor,#vigor }[TR]+?{trait mod|0}[TM]-@{target|wounds}[WND]-@{target|fatigue}[FAT]+?{Agility or Strength Check?|no,0 |yes,#encumbrance }[ENC]-4)/4)
Here the fighting wild card attack. target one token and have it swing at the other token. same instruction as before put these under macros in the settings tab
wild-card-melee /me @{target|making attack|token_name} takes a swing at @{target|being attacked|token_name} whose parry is [[@{target|being attacked|bar1}]] /r floor(({#fighting ,[[1d6!!]]}k1+?{skill mod|0}-@{target|making attack|wounds}-@{target|making attack|fatigue}+@{target|making attack|encumbrance}+?{skill mod|0}-@{target|being attacked|bar1})/4)
fighting [[[[d@{target|making attack|fighting}!!]]+[[@{target|making attack|fightingmod}]]]]
extra-melee-attack /me @{target|making attack|token_name} takes a swing at @{target|being attacked|token_name} whose parry is [[@{target|being attacked|bar1}]] /r floor((#fighting +?{skill mod|0}-@{target|making attack|wounds}-@{target|making attack|fatigue}+@{target|making attack|encumbrance}+?{skill mod|0}-@{target|being attacked|bar1})/4) here the fighting wild card attack. target one token and have it swing at the other token. same instruction as before put these under macros in the settings tab
wild-card-melee /me @{target|making attack|token_name} takes a swing at @{target|being attacked|token_name} whose parry is [[@{target|being attacked|bar1}]] /r floor(({#fighting ,[[1d6!!]]}k1+?{skill mod|0}-@{target|making attack|wounds}-@{target|making attack|fatigue}+@{target|making attack|encumbrance}+?{skill mod|0}-@{target|being attacked|bar1})/4)
fighting [[[[d@{target|making attack|fighting}!!]]+[[@{target|making attack|fightingmod}]]]]
extra-melee-attack /me @{target|making attack|token_name} takes a swing at @{target|being attacked|token_name} whose parry is [[@{target|being attacked|bar1}]] /r floor((#fighting +?{skill mod|0}-@{target|making attack|wounds}-@{target|making attack|fatigue}+@{target|making attack|encumbrance}+?{skill mod|0}-@{target|being attacked|bar1})/4)
wild-card-ranged-attack /me @{target|making attack|token_name} takes a shot at @{target|being attacked|token_name} /r floor(({#shooting ,[[1d6!!]]}k1+?{skill mod|0}-@{target|making attack|wounds}-@{target|making attack|fatigue}+@{target|making attack|encumbrance}+?{skill mod|0}-4)/4)
extra-ranged-attack /me @{target|making attack|token_name} takes a shot at @{target|being attacked|token_name} /r floor((#shooting +?{skill mod|0}-@{target|making attack|wounds}-@{target|making attack|fatigue}+@{target|making attack|encumbrance}+?{skill mod|0}-4)/4)
shooting [[[[d@{target|making attack|shooting}!!]]+[[@{target|making attack|shootingmod}]]]]
get armor value macro. use it after you have rolled damage, and pull the toughness and armor value from a token. now you dont have to bother GM. you can do it your self. if everyone takes a hand in determining all the values flying around, you increase the speed of your combat rounds by at least 50% Which leaves more time for role playing
get-armor-value /me @{target|token to get AV from|token_name} has a Toughness of [[@{target|token to get AV from|toughnesscur}]] and an Armor value of ([[@{target|token to get AV from|toughnessarmor}]])