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DamageCatcher.js
When weapon damage is rolled, using the formats in CharacterImporter.js or AmmoTracker.js, the System automatically saves the resulting Damage, Penetration, Felling, Hit Location, Hits, and Primitive. The GM can manipulate those values with arithmetic commands or even reduce the Damage with Cover.
Once the Damage has been modified satisfactorily, the GM may damage the target or even a group of targets (to simulate a Blast or Spray).
Starship damage from different attacks combine together. When the starship damage is used, the Damage count is reset to zero. All other damage does not stack but instead replaces the previous damage count. Using non-Starship damage does not reset the damage to zero.
The Hits scored will not automatically apply when damaging a target as those hits can be spread between targets. You must manually use !Dam against the desired targets. However, they will be used to calculate damage against Hordes. Hordes are designated by an 'H' filled into the current value of the token's bar2 (the blue bar). Normally I use bar2 to show the number of fate points a creature token has, and I have not run into a situation yet with a Horde having Fate Points.
!<variable> <operator> <x>
Modifies the stated variable by x. The currently supported variables are
- Dam - The damage of the attack
- Pen - The penetration of the attack
- Hits - The number of hits scored with the attack
The currently supported operators are
- +=
- -=
- *=
- /=
- =
Example uses
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Dam += 2- Adds two to the current damage total. -
Pen *= 2- Doubles the attack's Penetration -
Hits = 5- Sets the attack's hit count to five.
!Semi
Note that using a weapon in AmmoTracker.js already calculates the number of Hits and thus this command is not needed. When rolling a stat, the System stores the Hits as the negative of the number of successes earned. If the Hits are negative when used, they default to a single hit. This command converts that number into the number of hits that would have been achieved according to a Semi-Auto Weapon.
!Full
Note that using a weapon in AmmoTracker.js already calculates the number of Hits and thus this command is not needed. When rolling a stat, the System stores the Hits as the negative of the number of successes earned. If the Hits are negative when used, they default to a single hit. This command converts that number into the number of hits that would have been achieved according to a Full Auto Weapon.
!DamageType = <damage type>
Overwrites the damage type of the attack with the designated damage type. Currently supported inputs are
- 'E' - Energy
- 'I' - Impact
- 'R' - Rending
- 'X' - Explosive
- 'S' - Starship. This damage combines with other starship damage and does not replace the previous damage (as long as it is also starship damage). When starship damage is used, it is reset to zero damage.
!Primitive
Toggles whether or not the attack is Primitive. Primitive attacks treat the target's Armour as twice as strong. (See Rogue Trader)
!Target <location>
Overrides the hit location with the stated location. The currently recognized locations are
- 'head' or 'h'
- 'right arm' or 'ra'
- 'left arm' or 'la'
- 'body' or 'b'
- 'right leg' or 'rl'
- 'left leg' or 'll'
- 'front', 'fore', or 'f'
- 'side', 'starboard', or 's'
- 'rear', 'aft', 'r', 'a'
- 'port', 'p'
!Cover <x>
Simulating an attack going through cover, the attack's Penetration, and then the attack's Damage are reduced by x (to a minimum of zero for each). I treat Penetration twice as effective against Cover. Further, the general ruling in Rogue Trader is to choose the benefits of your armour or cover. I use this cover command then send the reduced damage at the target's armour. For example, if the attack had Dam: 15 and Pen: 3 and the command !Cover 10 was used, the resulting attack would have Dam: 11 and Pen: 0 after punching through the cover.
!Dam [<location>]
Applies the currently saved damage to the selected characters. The Damage, Pen, Felling, Hit Location and Primitive take into account the character's Toughness, Unnatural Toughness, and the Location's Armour. The final damage that makes it through, if any, is used to reduce the character's wounds. If the Wounds fall into a negative value the appropriate Critical Effect chart is called up (according to the saved Damage Type and Hit Location. See !Crit below).
My System suggests a Critical Effect according to a house rule I have. The Critical Damage Total divided by the Wounds Bonus (tens place of the character's max wounds, minimum 1) is the Critical Effect suggested. True Grit now gives Unnatural Characteristic(Wounds)(+1).
The location can be specified when damaging the selected characters. The accepted locations are listed above in !Target. If no location is specified it will default to the Hit Location. If the Hit Location is not a valid location, it will fall back to a default based on the following target types.
- Creature - defaults to Body
- Vehicle - defaults to Front
- Starship - defaults to Fore
Characters with Structural Integrity are assumed to be Vehicles. Damage is only reduced by Front, Side, or Rear Armour and not Toughness or Unnatural Toughness. Damage is applied to Structural Integrity instead of Wounds. Critical Damage links to the Vehicle Critical Effects chart.
Characters with Hull are assumed to be Starships. Damage is only reduced by Fore, Port, Starboard or Aft Armour and not Toughness or Unnatural Toughness. Damage is applied to Hull instead of Wounds. Critical Damage links to the Starship Critical Effects chart, but the Critical Damage is always reset to zero.
!Crit
Using the currently saved Damage Type and Hit Location, the System public states a link to the corresponding Critical Hit chart. For example, if the Hit Location was the Head and the Damage Type was Impact. It would attempt to create a link to 'Impact Critical Effects - Head'.
The attack format used in AmmoTracker.js and CharacterImporter.js must be used if the weapon Attack is going to be detected. Hit rolls can also be detected if they use the format in StatRoll.js.
The attack information is stored in a Character Sheet named 'Damage Catcher'. This Character Sheet must exist.
Characters targeted by !Dam must have the following Attributes
- T
- Unnatural T
- Armour_H
- Armour_RA
- Armour_LA
- Armour_B
- Armour_LL
- Armour_RL
- Wounds
- Unnatural Wounds
Vehicles targeted by !Dam must have the following Attributes
- Armour_F
- Armour_S
- Armour_R
- Structural Integrity
- Unnatural Structural Integrity
Starships targeted by !Dam must have the following Attributes
- Armour_F
- Armour_P
- Armour_S
- Armour_A
- Hull
- Currently -= and /= do not modify Hits.
- Felling cannot be modified at all.