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DamageCatcher.js

kyleady edited this page Jul 9, 2016 · 5 revisions

Purpose

When weapon damage is rolled, using the formats in CharacterImporter.js or AmmoTracker.js, the System automatically saves the resulting Damage, Penetration, Felling, 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).

Note: 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.

Note: 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.

Note: Hordes are designated by an H filled into the current value of the token's bar2 (the blue bar). I use bar2 as I normally use it to show the number of fate points a token has, and I have not run into a situation yet with a Horde having Fate Points.

Usage

!<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

  • 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.

!Primitive
Toggles whether or not the attack is Primitive. Primitive attacks treat the target's Armour as twice as strong. (See Rogue Trader)

Requirements

Future Work

Clone this wiki locally