});
});
-// on change repeating gear weapon traits ammo, change repeating gear weapon selector to match
-/*on("change:repeating_gearweapon:gear_weapon_traits_ammo", function() {
- getAttrs(["repeating_gearweapon_gear_weapon_traits_ammo"], function(v) {
- console.log("repeating_gearweapon_gear_weapon_traits_ammo:"+v["repeating_gearweapon_gear_weapon_traits_ammo"]);
- let checked = "on";
- if (v["repeating_gearweapon_gear_weapon_traits_ammo"] == "0") {
- checked = "off";
- }
- setAttrs({
- "repeating_gearweapon_gear_weapon_traits_selector": checked
- });
- });
-});*/
//lookup table for gear weapon attributes
@@ -3119,207 +3213,214 @@
Current Issues
sizeletter = " ";
}
switch (weaponcode) {
-
+ case "AAC":
+ gearweapon = {type:"Anti-Air Cannon ", range :"60-180/360",size: sizeletter, l:6,m:7, h:8, traits:["Burst:1","Flak"], mode:"D", slots:2, aux:1, location:"Manip", ammunition:5, pl:1, desc:""};
+ break;
case "AAM":
- gearweapon = {type:"Anti-Air Missile", range :"120-360/720",size: sizeletter, l:7,m:8, h:9, traits:["Flak"," Guided"," Limited Ammo"], mode:"D, I", slots:3, aux:0, location:"Shoulder, Torso", ammunition:3, pl:3, desc:""};
+ gearweapon = {type:"Anti-Air Missile", range :"60-360/720",size: sizeletter, l:7,m:8, h:9, traits:["Flak"," Guided","Limited Ammo"], mode:"D,I", slots:3, aux:0, location:"Shoulder, Torso", ammunition:3, pl:3, desc:""};
break;
case "ABM":
- gearweapon = {type:"Air Burst Missile", range :"240-480/960",size: sizeletter, l:6,m:7, h:8, traits:["AoE: 15"," Blast"," Guided",""], mode:"I", slots:4, aux:0, location:"Shoulder, Torso", ammunition:3, pl:4, desc:""};
+ gearweapon = {type:"Air Burst Missile", range :"120-480/960",size: sizeletter, l:6,m:7, h:8, traits:["AoE:15","Blast","Guided","Limited Ammo"], mode:"I", slots:4, aux:0, location:"Shoulder, Torso", ammunition:3, pl:4, desc:""};
break;
case "ARM":
- gearweapon = {type:"Anti-Armor Mine", range :"-",size: sizeletter, l:7,m:8, h:9, traits:["AP:3/4/5"," Mine"], mode:"-", slots:0, aux:0, location:"-", ammunition:0, pl:3, desc:""};
+ gearweapon = {type:"Anti-Armor Mine", range :"-",size: sizeletter, l:7,m:8, h:9, traits:["AP:3/4/5","Mine"], mode:"-", slots:0, aux:0, location:"-", ammunition:0, pl:3, desc:""};
break;
case "APGL":
gearweapon = {type:"Anti-Per. Grenade Launcher", range :"15 (3in)",size: sizeletter, l:4,m:5, h:6, traits:["Frag"], mode:"P", slots:1, aux:0, location:"Torso", ammunition:4, pl:1, desc:""};
break;
case "APM":
- gearweapon = {type:"Anti-Personnel Mines", range :"-",size: sizeletter, l:4,m:5, h:6, traits:["AoE: 5"," Mine"], mode:"-", slots:0, aux:0, location:"-", ammunition:0, pl:1, desc:""};
+ gearweapon = {type:"Anti-Personnel Mines", range :"-",size: sizeletter, l:4,m:5, h:6, traits:["AoE:5","Mine"], mode:"-", slots:0, aux:0, location:"-", ammunition:0, pl:1, desc:""};
break;
case "APR":
- gearweapon = {type:"Anti-Personnel Rockets", range :"60-180/360",size: sizeletter, l:6,m:7, h:8, traits:["AoE: 15"], mode:"D, I", slots:2, aux:0, location:"Shoulder, Torso", ammunition:4, pl:1, desc:""};
+ gearweapon = {type:"Anti-Personnel Rockets", range :"60-180/360",size: sizeletter, l:6,m:7, h:8, traits:["AoE:15m","Salvo", "Blast","Limited Ammo"], mode:"D,I", slots:2, aux:0, location:"Shoulder, Torso", ammunition:4, pl:1, desc:""};
break;
case "ATM":
- gearweapon = {type:"Anti-Tank Missile", range :"120-360/720",size: sizeletter, l:8,m:9, h:10, traits:["AP:2/3/4"," Guided"," Limited Ammo"], mode:"D, I", slots:2, aux:2, location:"Shoulder, Torso", ammunition:2, pl:5, desc:""};
+ gearweapon = {type:"Anti-Tank Missile", range :"60-360/720",size: sizeletter, l:8,m:9, h:10, traits:["AP:2/3/4","Guided","Limited Ammo"], mode:"D,I", slots:2, aux:2, location:"Shoulder, Torso", ammunition:2, pl:5, desc:""};
break;
case "VG":
- gearweapon = {type:"Anti-Vehicle Grenade", range :"30-60/90",size: sizeletter, l:4,m:5, h:6, traits:["AP: 2/4/6"," Limited Ammo"], mode:"D", slots:2, aux:0, location:"Manip", ammunition:4, pl:3, desc:""};
+ gearweapon = {type:"Anti-Vehicle Grenade", range :"30-60/90",size: sizeletter, l:4,m:5, h:6, traits:["AP:2/4/6","Limited Ammo"], mode:"D", slots:2, aux:0, location:"Manip", ammunition:4, pl:3, desc:""};
break;
case "AVM":
- gearweapon = {type:"Anti-Vehicle Missile", range :"60-180/360",size: sizeletter, l:5,m:6, h:7, traits:["AP:1"," Guided"," Limited Ammo"], mode:"D, I", slots:2, aux:0, location:"Shoulder, Torso", ammunition:2, pl:3, desc:""};
+ gearweapon = {type:"Anti-Vehicle Missile", range :"60-180/360",size: sizeletter, l:5,m:6, h:7, traits:["AP:1","Guided","Limited Ammo"], mode:"D,I", slots:2, aux:0, location:"Shoulder, Torso", ammunition:2, pl:3, desc:""};
break;
case "AG":
- gearweapon = {type:"Artillery Gun", range :"240-480/960",size: sizeletter, l:9,m:10, h:11, traits:["AoE: 15"," Blast"," AP:1"," Demo:2"], mode:"I", slots:6, aux:4, location:"Manip, Torso", ammunition:1, pl:6, desc:""};
+ gearweapon = {type:"Artillery Gun", range :"120-480/960",size: sizeletter, l:9,m:10, h:11, traits:["AoE:15","Blast","AP:1","Demo:2"], mode:"I", slots:6, aux:4, location:"Manip, Torso", ammunition:1, pl:6, desc:""};
break;
case "AM":
- gearweapon = {type:"Artillery Missile", range :"120-360/960",size: sizeletter, l:7,m:8, h:9, traits:["AoE: 15"," Blast"," Demo: 2"," Guided"," AP:1"," Limited Ammo"], mode:"I", slots:3, aux:2, location:"Torso", ammunition:4, pl:6, desc:""};
+ gearweapon = {type:"Artillery Missile", range :"120-480/960",size: sizeletter, l:7,m:8, h:9, traits:["AoE:15","Blast","Demo:2","Guided","AP:1"," Limited Ammo"], mode:"I", slots:3, aux:2, location:"Torso", ammunition:4, pl:6, desc:""};
break;
case "AR":
- gearweapon = {type:"Artillery Rockets", range :"120-360/720",size: sizeletter, l:7,m:8, h:9, traits:["AoE: 15"," Demo:2"," See Desc"," Limited Ammo"], mode:"D, I", slots:3, aux:2, location:"Torso", ammunition:4, pl:3,
- desc:"When attacking with this weapon, the user may increase the ammo used on the attack by 1 to add +1d6 to the attack roll against a single target. This may be done multiple times but can only be used once per target."};
+ gearweapon = {type:"Artillery Rockets", range :"120-360/720",size: sizeletter, l:7,m:8, h:9, traits:["AoE:15","Demo:2","Limited Ammo","Salvo"], mode:"D,I", slots:3, aux:2, location:"Torso", ammunition:4, pl:3, desc:""};
break;
case "AC":
gearweapon = {type:"Autocannon", range :"60-180/360",size: sizeletter, l:6,m:7, h:8, traits:["Ammo","Burst:1","or","Precise"], selector:[2,2,1,3], mode:"D", slots:2, aux:1, location:"Manip", ammunition:6, pl:1, desc:""};
break;
case "BA":
- gearweapon = {type:"Bayonet", range :"3 (0in)",size: sizeletter, l:5,m:6, h:7, traits:["Attachment"," See Desc"], mode:"M", slots:0, aux:0, location:"-", ammunition:0, pl:1, desc:"Swapping to or from a weapon with a bayonet counts as an additional action"};
+ gearweapon = {type:"Bayonet", range :"3 (0in)",size: sizeletter, l:5,m:6, h:7, traits:["Attachment","See Desc"], mode:"M", slots:0, aux:0, location:"-", ammunition:0, pl:1, desc:"Swapping to or from a weapon with a bayonet counts as an additional action"};
break;
case "BZ":
- gearweapon = {type:"Bazooka", range :"30-120/240",size: sizeletter, l:7,m:8, h:9, traits:["AP:2/3/4"], mode:"D", slots:2, aux:1, location:"Manip", ammunition:6, pl:1, desc:""};
+ gearweapon = {type:"Bazooka", range :"60-120/240",size: sizeletter, l:7,m:8, h:9, traits:["Ammo","AP:2/3/4","or","AoE:10","Blast"], selector:[2,2,1,3,3], mode:"D", slots:2, aux:1, location:"Manip", ammunition:6, pl:1, desc:""};
break;
case "BM":
- gearweapon = {type:"Bomb", range :"-",size: sizeletter, l:7,m:8, h:9, traits:["AoE:15/20/25"," Bomb 15/20/25"," Bomb"], mode:"D", slots:0, aux:0, location:"-", ammunition:1, pl:1, desc:""};
+ gearweapon = {type:"Bomb", range :"-",size: sizeletter, l:7,m:8, h:9, traits:["AoE:15/20/25","Bomb","Limited Ammo"], mode:"D", slots:0, aux:0, location:"-", ammunition:1, pl:1, desc:""};
break;
case "CB":
- gearweapon = {type:"Chain Bayonet", range :"3 (0in)",size: sizeletter, l:5,m:6, h:7, traits:["Attachment"," Demo:2"," Brawler:1"," See Desc"], mode:"M", slots:1, aux:0, location:"-", ammunition:0, pl:4,
+ gearweapon = {type:"Chain Bayonet", range :"3 (0in)",size: sizeletter, l:5,m:6, h:7, traits:["Attachment","Demo:2","Brawler:1","See Desc"], mode:"M", slots:1, aux:0, location:"-", ammunition:0, pl:4,
desc:"Swapping to or from a weapon with a bayonet counts as an additional action"};
break;
case "CBL":
- gearweapon = {type:"Chain Blade", range :"6 (1in)",size: sizeletter, l:7,m:8, h:9, traits:["Demo:2/4/6"," Brawler:1"], mode:"M", slots:2, aux:0, location:"Manip", ammunition:0, pl:4, desc:""};
+ gearweapon = {type:"Chain Blade", range :"6 (1in)",size: sizeletter, l:7,m:8, h:9, traits:["Demo:2/4/6","Brawler:1"], mode:"M", slots:2, aux:0, location:"Manip", ammunition:0, pl:4, desc:""};
break;
case "CL":
gearweapon = {type:"Claws", range :"3 (0in)",size: sizeletter, l:7,m:8, h:9, traits:["Forearm"], mode:"M", slots:1, aux:0, location:"Manip", ammunition:0, pl:1, desc:""};
break;
case "CW":
- gearweapon = {type:"Combat Weapon", range :"3 (0in)",size: sizeletter, l:7,m:8, h:9, traits:["Demo: 2/3/4"," Backup"], mode:"M", slots:1, aux:0, location:"Manip", ammunition:0, pl:1, desc:""};
+ gearweapon = {type:"Combat Weapon", range :"3 (0in)",size: sizeletter, l:7,m:8, h:9, traits:["Demo:2/3/4","Backup"], mode:"M", slots:1, aux:0, location:"Manip", ammunition:0, pl:1, desc:""};
break;
case "EM":
- gearweapon = {type:"EM Mines", range :"-",size: sizeletter, l:4,m:5, h:6, traits:["Mine"," Haywire"], mode:"-", slots:0, aux:0, location:"-", ammunition:0, pl:4, desc:""};
+ gearweapon = {type:"EM Mines", range :"-",size: sizeletter, l:4,m:5, h:6, traits:["Mine","Haywire"], mode:"-", slots:0, aux:0, location:"-", ammunition:0, pl:4, desc:""};
break;
case "EL":
- gearweapon = {type:"Explosive Lance", range :"8 (2in)",size: sizeletter, l:7,m:8, h:9, traits:["AP: 2/3/4"," Demo: 3/5/7"], mode:"M", slots:2, aux:0, location:"Manip", ammunition:0, pl:5, desc:""};
+ gearweapon = {type:"Explosive Lance", range :"8 (2in)",size: sizeletter, l:7,m:8, h:9, traits:["AP:2/3/4","Demo:3/5/7"], mode:"M", slots:2, aux:0, location:"Manip", ammunition:0, pl:5, desc:""};
break;
case "FG":
- gearweapon = {type:"Field Gun", range :"120-240/480",size: sizeletter, l:9,m:10, h:11, traits:["Ammo","AoE: 15"," Blast","or","AP:3/4/5"],selector:[2,2,2,1,3], mode:"D, I", slots:4, aux:4, location:"Manip,Torso", ammunition:1, pl:6, desc:""};
+ gearweapon = {type:"Field Gun", range :"60-240/480",size: sizeletter, l:9,m:10, h:11, traits:["Ammo","AoE:15","Blast","or","AP:3/4/5"],selector:[2,2,2,1,3], mode:"D,I", slots:4, aux:4, location:"Manip,Torso", ammunition:1, pl:6, desc:""};
break;
case "FM":
- gearweapon = {type:"Field Mortar", range :"180-360/720",size: sizeletter, l:8,m:9, h:10, traits:["AoE: 20"," Blast"], mode:"I", slots:3, aux:2, location:"Shoulder,Torso", ammunition:1, pl:4, desc:""};
+ gearweapon = {type:"Field Mortar", range :"120-360/720",size: sizeletter, l:8,m:9, h:10, traits:["AoE:20","Blast"], mode:"I", slots:3, aux:2, location:"Shoulder,Torso", ammunition:1, pl:4, desc:""};
break;
case "FS":
gearweapon = {type:"Fist", range :"0 (0in)",size: " ", l:0,m:0, h:0, traits:["See Desc"], mode:"M", slots:0, aux:0, location:"-", ammunition:0, pl:0,
desc:"A Gear or Strider with the Hands equipment that has an open hand is counted as having a fist. This is not counted as a weapon for any rules interaction. The Damage of a Fist is equal to the Arm - 2 of the vehicle."};
break;
- case "FLA":
- gearweapon = {type:"Flail", range :"5 (1in)",size: sizeletter, l:6,m:7, h:8, traits:[" See Desc"], mode:"M", slots:2, aux:0, location:"Manip", ammunition:0, pl:2, desc:"Attacks from flails do not allow the effects of shields or bucklers."};
+ case "FAI":
+ gearweapon = {type:"Flail", range :"5 (1in)",size: sizeletter, l:6,m:7, h:8, traits:["See Desc"], mode:"M", slots:2, aux:0, location:"Manip", ammunition:0, pl:2, desc:"Attacks from flails do not allow the effects of shields or bucklers."};
break;
case "FL":
- gearweapon = {type:"Flamer", range :"0-90/180",size: sizeletter, l:3,m:4, h:5, traits:["Fire:2/3/4"," Spray"," Burst:1"], mode:"D", slots:2, aux:1, location:"Manip", ammunition:4, pl:3, desc:""};
+ gearweapon = {type:"Flamer", range :"0-90/180",size: sizeletter, l:3,m:4, h:5, traits:["Fire:1/2/3","Spray","Burst:1"], mode:"D", slots:2, aux:1, location:"Manip", ammunition:4, pl:3, desc:""};
break;
case "FC":
- gearweapon = {type:"Frag Cannon", range :"0-90/180",size: sizeletter, l:5,m:6, h:7, traits:["Ammo","Precise"," AP:1/2/3","or","Frag"],selector:[2,2,2,1,3], mode:"D", slots:2, aux:1, location:"Manip", ammunition:6, pl:1, desc:""};
+ gearweapon = {type:"Frag Cannon", range :"0-90/180",size: sizeletter, l:5,m:6, h:7, traits:["Ammo","Precise","AP:1/2/3","or","Frag"],selector:[2,2,2,1,3], mode:"D", slots:2, aux:1, location:"Manip", ammunition:6, pl:1, desc:""};
break;
case "FRG":
- gearweapon = {type:"Frag Grenades", range :"0-60/90",size: sizeletter, l:3,m:4, h:5, traits:["AoE: 15"," Blast"," Frag"," Limited Ammo"], mode:"D, I", slots:1, aux:0, location:"Manip", ammunition:4, pl:1, desc:""};
+ gearweapon = {type:"Frag Grenades", range :"0-60/90",size: sizeletter, l:3,m:4, h:5, traits:["AoE:15","Blast","Frag","Limited Ammo"], mode:"D,I", slots:1, aux:0, location:"Manip", ammunition:4, pl:1, desc:""};
break;
case "GL":
- gearweapon = {type:"Grenade Launcher", range :"60-120/240",size: sizeletter, l:0,m:0, h:0, traits:["Burst:1"," See Desc"], mode:"D, I", slots:2, aux:1, location:"Manip", ammunition:4, pl:1,
+ gearweapon = {type:"Grenade Launcher", range :"60-120/240",size: sizeletter, l:0,m:0, h:0, traits:["Burst:1","See Desc"], mode:"D,I", slots:2, aux:1, location:"Manip", ammunition:4, pl:1,
desc:"Grenade Launchers may fire Anti-Vehicle, Frag, Incendiary, Haywire, White Sand and Smoke Grenades using those Grenade’s damage but the Grenade Launcher’s \
stats for everything else (this includes range and Ammo. Attacks with the Grenade and Grenade Launcher use the combined traits of both. When selecting the weapon,\
the user must select 2 of the available grenade types to be available to use (these are still restricted by PL). The user may only use those 2 types when attacking.\
A Grenade Launcher may fire grenades the same size as it or lower (A MGL can fire Medium or Light grenades). Ignore the LA:X trait on any Grenades used."};
break;
case "GM":
- gearweapon = {type:"Guided Mortar", range :"180-360/72",size: sizeletter, l:7,m:8, h:9, traits:["AoE: 15"," Blast"," Guided"], mode:"I", slots:3, aux:2, location:"Shoulder,Torso", ammunition:1, pl:5, desc:""};
+ gearweapon = {type:"Guided Mortar", range :"120-360/720",size: sizeletter, l:7,m:8, h:9, traits:["AoE:15","Blast","Guided"], mode:"I", slots:3, aux:2, location:"Shoulder,Torso", ammunition:1, pl:5, desc:""};
break;
case "HYG":
- gearweapon = {type:"Haywire Grenades", range :"0-60/90",size: sizeletter, l:4,m:5, h:6, traits:["Haywire"," Limited Ammo"], mode:"D, I", slots:1, aux:0, location:"Manip", ammunition:4, pl:5, desc:""};
+ gearweapon = {type:"Haywire Grenades", range :"0-60/90",size: sizeletter, l:4,m:5, h:6, traits:["Haywire","Limited Ammo"], mode:"D,I", slots:1, aux:0, location:"Manip", ammunition:4, pl:5, desc:""};
break;
case "HW":
gearweapon = {type:"Haywire Whip", range :"7 (2in)",size: sizeletter, l:5,m:6, h:7, traits:["Haywire"], mode:"M", slots:2, aux:0, location:"Manip", ammunition:0, pl:5, desc:""};
break;
case "IG":
- gearweapon = {type:"Incendiary Grenades", range :"0-60/90",size: sizeletter, l:5,m:6, h:7, traits:["Fire: 1/2/3"," AE:15m"," Limited Ammo"], mode:"D, I", slots:1, aux:0, location:"Manip", ammunition:4, pl:4, desc:""};
+ gearweapon = {type:"Incendiary Grenades", range :"0-60/90",size: sizeletter, l:5,m:6, h:7, traits:["Fire:1/2/3","AoE:15","Limited Ammo"], mode:"D,I", slots:1, aux:0, location:"Manip", ammunition:4, pl:4, desc:""};
break;
case "IM":
- gearweapon = {type:"Incendiary Mines", range :"-",size: sizeletter, l:5,m:6, h:7, traits:["Fire: 2/3/4"," AE: 5m"," Mine"], mode:"-", slots:0, aux:0, location:"-", ammunition:0, pl:4, desc:""};
+ gearweapon = {type:"Incendiary Mines", range :"-",size: sizeletter, l:5,m:6, h:7, traits:["Fire:2/3/4","AoE:5","Mine"], mode:"-", slots:0, aux:0, location:"-", ammunition:0, pl:4, desc:""};
+ break;
+ case "IAR":
+ gearweapon = {type:"Incendiary Artillery Rockets", range :"120-360/720",size: sizeletter, l:7,m:8, h:9, traits:["AoE:15","Demo:2","Limited Ammo","Salvo","Fire:1/2/3"], mode:"D,I", slots:3, aux:2, location:"Torso", ammunition:4, pl:5, desc:""};
+ break;
+ case "IRP":
+ gearweapon = {type:"Incendiary Rocket Pack", range :"60-180/360",size: sizeletter, l:4,m:5, h:6, traits:["AoE:15","Limited Ammo","Salvo","Fire:1/2/3"], mode:"D,I", slots:2, aux:0, location:"Shoulder,Torso", ammunition:4, pl:4, desc:""};
break;
case "LA":
- gearweapon = {type:"Lance", range :"8 (2In)",size: sizeletter, l:7,m:8, h:9, traits:["AP: 3/4/5"], mode:"M", slots:2, aux:0, location:"Manip", ammunition:0, pl:5, desc:""};
+ gearweapon = {type:"Lance", range :"8 (2In)",size: sizeletter, l:7,m:8, h:9, traits:["AP:3/4/5"], mode:"M", slots:2, aux:0, location:"Manip", ammunition:0, pl:5, desc:""};
break;
case "LC":
- gearweapon = {type:"Laser Cannon", range :"120-360/720",size: sizeletter, l:6,m:7, h:8, traits:["Precise"," Adv"], mode:"D", slots:3, aux:0, location:"Manip", ammunition:0, pl:5, desc:""};
+ gearweapon = {type:"Laser Cannon", range :"30-360/720",size: sizeletter, l:6,m:7, h:8, traits:["Precise","Advanced"], mode:"D", slots:3, aux:0, location:"Manip", ammunition:0, pl:5, desc:""};
break;
case "MG":
- gearweapon = {type:"Machine Gun", range :"30-90/180",size: sizeletter, l:3,m:4, h:5, traits:["Burst:2"," Backup"], mode:"D", slots:1, aux:1, location:"Manip,Torso, Shoulder", ammunition:6, pl:1, desc:""};
+ gearweapon = {type:"Machine Gun", range :"30-90/180",size: sizeletter, l:4,m:5, h:6, traits:["Burst:2","Backup"], mode:"D", slots:1, aux:1, location:"Manip,Torso,Shoulder", ammunition:6, pl:1, desc:""};
break;
case "MS":
gearweapon = {type:"Morningstar", range :"5 (1in)",size: sizeletter, l:9,m:10, h:11, traits:[""], mode:"M", slots:3, aux:0, location:"Manip", ammunition:0, pl:2, desc:""};
break;
case "PZ":
- gearweapon = {type:"Panzerfaust", range :"30-60/90",size: sizeletter, l:7,m:8, h:9, traits:["AP:2/3/4"," Limited Ammo"," See Desc"], mode:"D", slots:1, aux:0, location:"Manip", ammunition:2, pl:2,
+ gearweapon = {type:"Panzerfaust", range :"30-60/120",size: sizeletter, l:7,m:8, h:9, traits:["AP:2/3/4","Limited Ammo","See Desc"], mode:"D", slots:1, aux:0, location:"Manip", ammunition:2, pl:2,
desc:"Panzerfausts are always assumed to be stored on the torso if they are listed on a vehicle’s profile"};
break;
case "PA":
- gearweapon = {type:"Particle Accelerator", range :"60-240/480",size: sizeletter, l:7,m:8, h:9, traits:["Haywire"," Advanced"], mode:"D", slots:3, aux:0, location:"Manip", ammunition:0, pl:6, desc:""};
+ gearweapon = {type:"Particle Accelerator", range :"30-240/480",size: sizeletter, l:7,m:8, h:9, traits:["Haywire","Precise","Advanced"], mode:"D", slots:3, aux:0, location:"Manip", ammunition:0, pl:6, desc:""};
break;
case "P":
- gearweapon = {type:"Pistol", range :"0-120/240",size: sizeletter, l:6,m:7, h:8, traits:["Precise"," Backup"], mode:"D", slots:1, aux:0, location:"Manip", ammunition:0, pl:1, desc:""};
+ gearweapon = {type:"Pistol", range :"0-120/240",size: sizeletter, l:6,m:7, h:8, traits:["Precise","Backup"], mode:"D", slots:1, aux:0, location:"Manip", ammunition:6, pl:1, desc:""};
break;
case "PL":
- gearweapon = {type:"Pulse Laser", range :"60-240/480",size: sizeletter, l:6,m:7, h:8, traits:["Ammo","Burst: 1"," Advanced","or","AP: 2/3/4","Apex"," Advanced"],selector:[2,2,2,1,3,3,3], mode:"D", slots:3, aux:0, location:"Manip", ammunition:0, pl:7, desc:""};
+ gearweapon = {type:"Pulse Laser", range :"30-180/480",size: sizeletter, l:6,m:7, h:8, traits:["Advanced","Ammo","Burst:1",,"or","AP:1/2/3","Apex"],selector:[1,2,2,1,3,3], mode:"D", slots:3, aux:0, location:"Manip", ammunition:0, pl:7, desc:""};
break;
case "RG":
- gearweapon = {type:"Railgun", range :"120-480/960",size: sizeletter, l:4,m:5, h:6, traits:["AP:4/5/6"," Advanced"," Precise"], mode:"D", slots:4, aux:2, location:"Manip", ammunition:1, pl:6, desc:""};
+ gearweapon = {type:"Railgun", range :"60-480/960",size: sizeletter, l:4,m:5, h:6, traits:["AP:3/4/5","Advanced","Precise"], mode:"D", slots:4, aux:2, location:"Manip", ammunition:1, pl:6, desc:""};
break;
case "RBZ":
- gearweapon = {type:"Rapid Fire Bazooka", range :"60-120/240",size: sizeletter, l:7,m:8, h:9, traits:["AP:1/2/3"," Burst:1"], mode:"D", slots:2, aux:1, location:"Manip", ammunition:3, pl:2, desc:""};
+ gearweapon = {type:"Rapid Fire Bazooka", range :"60-120/240",size: sizeletter, l:7,m:8, h:9, traits:["AP:2/3/4","Burst:1"], mode:"D", slots:2, aux:1, location:"Manip", ammunition:3, pl:2, desc:""};
break;
case "RS":
- gearweapon = {type:"Revisionist Staff", range :"6 (2in)",size: sizeletter, l:7,m:8, h:9, traits:["AP:2"," Brawler:1"], mode:"M", slots:3, aux:0, location:"Manip", ammunition:0, pl:5, desc:""};
+ gearweapon = {type:"Revisionist Staff", range :"6 (2in)",size: sizeletter, l:7,m:8, h:9, traits:["AP:2","Brawler:1"], mode:"M", slots:3, aux:0, location:"Manip", ammunition:0, pl:5, desc:""};
break;
case "RF":
- gearweapon = {type:"Rifle", range :"120-360/720",size: sizeletter, l:6,m:7, h:8, traits:["Precise"], mode:"D", slots:2, aux:1, location:"Manip", ammunition:5, pl:2, desc:""};
+ gearweapon = {type:"Rifle", range :"60-360/720",size: sizeletter, l:6,m:7, h:8, traits:["Precise"], mode:"D", slots:2, aux:1, location:"Manip", ammunition:5, pl:2, desc:""};
break;
case "RP":
- gearweapon = {type:"Rocket Pack", range :"60-180/360",size: sizeletter, l:7,m:8, h:9, traits:["AoE: 15"," AP:1"," Limited Ammo"," See Desc"], mode:"D, I", slots:2, aux:0, location:"Shoulder,Torso", ammunition:4, pl:3,
- desc:"When attacking with this weapon, the user may increase the ammo used on the attack by 1 to add +1d6 to the attack roll against a single target. This may be done multiple times but can only be used once per target."};
+ gearweapon = {type:"Rocket Pack", range :"60-180/360",size: sizeletter, l:7, m:8, h:9, traits:["AoE:15","AP:1","Limited Ammo","Salvo"], mode:"D,I", slots:2, aux:0, location:"Shoulder,Torso", ammunition:4, pl:3,
+ desc:"When reloaded at a base or supply vehicle, a rocket pack can be loaded with torpedos. These work exactly like a rocket pack but can only fire at targets in the water."};
break;
case "RC":
- gearweapon = {type:"Rotary Cannon", range :"60-180/360",size: sizeletter, l:5,m:6, h:7, traits:["Burst:2"], mode:"D", slots:3, aux:1, location:"Manip", ammunition:5, pl:2, desc:""};
+ gearweapon = {type:"Rotary Cannon", range :"60-180/360",size: sizeletter, l:6, m:7, h:8, traits:["Burst:2"], mode:"D", slots:3, aux:1, location:"Manip", ammunition:5, pl:2, desc:""};
break;
case "RL":
- gearweapon = {type:"Rotary Laser", range :"60-180/360",size: sizeletter, l:5,m:6, h:7, traits:["Burst:2"," Advanced"," Forearm"], mode:"D", slots:3, aux:0, location:"Manip", ammunition:0, pl:6, desc:""};
+ gearweapon = {type:"Rotary Laser", range :"30-180/360",size: sizeletter, l:7,m:8, h:9, traits:["Burst:2","Advanced","Forearm"], mode:"D", slots:3, aux:0, location:"Manip", ammunition:0, pl:6, desc:""};
break;
case "SY":
gearweapon = {type:"Scythe", range :"6 (2in)",size: sizeletter, l:6,m:7, h:8, traits:["AP:2/3/4"], mode:"M", slots:3, aux:0, location:"Manip", ammunition:0, pl:3, desc:""};
break;
case "SE":
- gearweapon = {type:"Shaped Explosives", range :"0 (0in)",size: sizeletter, l:8,m:9, h:10, traits:["AP:2/3/4"," Demo:4"," Brawler:-1"], mode:"M", slots:2, aux:0, location:"Manip", ammunition:0, pl:2, desc:""};
+ gearweapon = {type:"Shaped Explosives", range :"0 (0in)",size: sizeletter, l:7,m:8, h:9, traits:["AP:2/3/4","Demo:4"], mode:"M", slots:2, aux:0, location:"Manip", ammunition:2, pl:2, desc:""};
break;
case "SM":
- gearweapon = {type:"Smoke Grenades", range :"0-60/90",size: sizeletter, l:0,m:0, h:0, traits:["AoE: 5/20/25"," Smoke"," Limited Ammo"," See Desc"], mode:"D", slots:1, aux:0, location:"Manip", ammunition:4, pl:1, desc:"Any AoE attack made by this weapon is Smoke and does no damage."};
+ gearweapon = {type:"Smoke Grenades", range :"0-60/90",size: sizeletter, l:0,m:0, h:0, traits:["AoE:5/20/25","Smoke","Limited Ammo","See Desc"], mode:"D", slots:1, aux:0, location:"Manip", ammunition:4, pl:1, desc:"Any AoE attack made by this weapon is Smoke and does no damage."};
break;
case "SC":
- gearweapon = {type:"Snub Cannon", range :"30-90/180",size: sizeletter, l:8,m:9, h:10, traits:["AP:2/3/4"," Demo:3"], mode:"D", slots:2, aux:1, location:"Manip", ammunition:3, pl:2, desc:""};
+ gearweapon = {type:"Snub Cannon", range :"30-120/180",size: sizeletter, l:8,m:9, h:10, traits:["AP:2/3/4","Demo:3","Precise"], mode:"D", slots:2, aux:1, location:"Manip", ammunition:3, pl:2, desc:""};
break;
case "SG":
- gearweapon = {type:"Spike Gun", range :"3 (0in)",size: sizeletter, l:6,m:7, h:8, traits:["AP:2/4/6"," Forearm"], mode:"D", slots:1, aux:0, location:"Manip", ammunition:0, pl:2, desc:""};
+ gearweapon = {type:"Spike Gun", range :"3 (0in)",size: sizeletter, l:6,m:7, h:8, traits:["AP:2/4/6","Forearm"], mode:"D", slots:1, aux:0, location:"Manip", ammunition:0, pl:2, desc:""};
break;
case "ST":
gearweapon = {type:"Staff", range :"6 (2in)",size: sizeletter, l:6,m:7, h:8, traits:[""], mode:"M", slots:2, aux:0, location:"Manip", ammunition:0, pl:1, desc:""};
break;
case "SMG":
- gearweapon = {type:"Submachine Gun", range :"0-90/180",size: sizeletter, l:5,m:6, h:7, traits:["Burst:2"," Backup"], mode:"D", slots:1, aux:1, location:"Manip", ammunition:4, pl:1, desc:""};
+ gearweapon = {type:"Submachine Gun", range :"0-120/180",size: sizeletter, l:5,m:6, h:7, traits:["Burst:2","Backup"], mode:"D", slots:1, aux:1, location:"Manip", ammunition:4, pl:1, desc:""};
break;
case "TG":
- gearweapon = {type:"Tank Gun", range :"120-360/72",size: sizeletter, l:9,m:10, h:11, traits:["AP:3/4/5"," Demo:2"], mode:"D", slots:6, aux:4, location:"Manip, Torso", ammunition:1, pl:6, desc:""};
+ gearweapon = {type:"Tank Gun", range :"120-360/720",size: sizeletter, l:9,m:10, h:11, traits:["AP:3/4/5","Demo:2"], mode:"D", slots:6, aux:4, location:"Manip, Torso", ammunition:1, pl:6, desc:""};
break;
case "VC":
- gearweapon = {type:"Vehicle Claymore", range :"-",size: sizeletter, l:7,m:8, h:9, traits:["Spray"," Mine"], mode:"-", slots:0, aux:0, location:"-", ammunition:0, pl:3, desc:""};
+ gearweapon = {type:"Vehicle Claymore", range :"-",size: sizeletter, l:7,m:8, h:9, traits:["Spray","Mine"], mode:"-", slots:0, aux:0, location:"-", ammunition:0, pl:3, desc:""};
break;
case "VB":
- gearweapon = {type:"Vibro-Blade", range :"3 (0in)",size: sizeletter, l:7,m:8, h:9, traits:["AP:1/3/5"," Backup"], mode:"M", slots:1, aux:0, location:"Manip", ammunition:0, pl:1, desc:""};
+ gearweapon = {type:"Vibro-Blade", range :"3 (0in)",size: sizeletter, l:7,m:8, h:9, traits:["AP:1/3/5","Backup"], mode:"M", slots:1, aux:0, location:"Manip", ammunition:0, pl:1, desc:""};
break;
case "VK":
gearweapon = {type:"Vibro-Katana", range :"3 (0in)",size: sizeletter, l:7,m:8, h:9, traits:["AP:2/4/6"], mode:"M", slots:2, aux:0, location:"Manip", ammunition:0, pl:2, desc:""};
break;
case "VR":
- gearweapon = {type:"Vibro-Rapier", range :"3 (0in)",size: sizeletter, l:6,m:7, h:8, traits:["Precise"," AP:1/3/5"], mode:"M", slots:2, aux:0, location:"Manip", ammunition:0, pl:2, desc:""};
+ gearweapon = {type:"Vibro-Rapier", range :"3 (0in)",size: sizeletter, l:6,m:7, h:8, traits:["Precise","AP:1/3/5"], mode:"M", slots:2, aux:0, location:"Manip", ammunition:0, pl:2, desc:""};
break;
case "WH":
gearweapon = {type:"Whip", range :"6 (2in)",size: sizeletter, l:5,m:6, h:7, traits:[""], mode:"M", slots:1, aux:0, location:"Manip", ammunition:0, pl:1, desc:""};
break;
case "WS":
- gearweapon = {type:"White Sand Grenade", range :"0-60/90",size: sizeletter, l:4,m:5, h:6, traits:["AoE:15"," Corrosion"," Limited Ammo"], mode:"D, I", slots:2, aux:0, location:"Manip", ammunition:4, pl:6, desc:""};
+ gearweapon = {type:"White Sand Grenade", range :"0-60/90",size: sizeletter, l:4,m:5, h:6, traits:["AoE:15","Corrosion","Limited Ammo"], mode:"D,I", slots:2, aux:0, location:"Manip", ammunition:4, pl:6, desc:""};
break;
case "default":
gearweapon = {type:" ", range :"",size: sizeletter, l:0,m:0, h:0, traits:[""], mode:"", slots:0, aux:0, location:"", ammunition:0, pl:0, desc:""};
@@ -3489,6 +3590,266 @@
Current Issues
return newArray;
};
+on('clicked:damage_stat', function() {
+ getAttrs(["damage_type_add","damage_lvl"], function(v) {
+ let input = v["damage_type_add"];
+ let lvl = parseInt(v["damage_lvl"]);
+ statDamage(input,lvl);
+ });
+});
+
+on('clicked:gear_damage_stat', function() {
+ getAttrs(["gear_damage_type_add","gear_damage_lvl"], function(v) {
+ let input = v["gear_damage_type_add"];
+ let lvl = parseInt(v["gear_damage_lvl"]);
+ statGearDamage(input,lvl);
+ });
+});
+
+const statDamage = (input,lvl) => {
+ let damage = damageLookup(input);
+ var newrowid = generateRowID();
+ var newrowattrs = {};
+ newrowattrs["repeating_damage_" + newrowid + "_damage_level"] = lvl;
+ newrowattrs["repeating_damage_" + newrowid + "_damage_name"] = damage.name;
+ newrowattrs["repeating_damage_" + newrowid + "_damage_effect"] = damage.penalty;
+ newrowattrs["repeating_damage_" + newrowid + "_damage_deterioration"] = damage.deterioration;
+ newrowattrs["repeating_damage_" + newrowid + "_damage_fix"] = damage.fix;
+ if (damage.type == "SYSTEM") {
+ newrowattrs["repeating_damage_" + newrowid + "_damage_system_check"] = 1;
+ } else if (damage.type == "SHELL") {
+ newrowattrs["repeating_damage_" + newrowid + "_damage_shell_check"] = 1;
+ }
+ setAttrs(newrowattrs);
+}
+const statGearDamage = (input,lvl) => {
+ let damage = damageLookup(input);
+ var newrowid = generateRowID();
+ var newrowattrs = {};
+ newrowattrs["repeating_gear-damage_" + newrowid + "_gear_damage_level"] = lvl;
+ newrowattrs["repeating_gear-damage_" + newrowid + "_gear_damage_name"] = damage.name;
+ newrowattrs["repeating_gear-damage_" + newrowid + "_gear_damage_effect"] = damage.penalty;
+ newrowattrs["repeating_gear-damage_" + newrowid + "_gear_damage_deterioration"] = damage.deterioration;
+ newrowattrs["repeating_gear-damage_" + newrowid + "_gear_damage_fix"] = damage.fix;
+ if (damage.type == "NONE") {
+ newrowattrs["repeating_damage_" + newrowid + "_gear_damage_integrity"] = 0;
+ } else {
+ newrowattrs["repeating_damage_" + newrowid + "_gear_damage_integrity"] = 1;
+ }
+ setAttrs(newrowattrs);
+}
+
+const damageLookup = (input) => {
+ let damage = {};
+ switch (input) {
+ case "Anger":
+ damage = {name:"Anger",type:"SHELL",
+ penalty: "Past trauma, an injury, or slights (real or imagined) have\
+ caused the character to lose their cool. They suffer a -1d6\
+ penalty to actions that require them to think before acting\
+ but will only face half the penalty (round down) when\
+ committing a violent act.",
+ deterioration:"The character suffers an additional -1d6 each time the same stimulus happens.",
+ fix:" Removing the cause of the anger will take away -1d6 immediately. A character can also take a\
+ round to try and calm themselves down and make\
+ an Endependent Roll at Difficulty 4, but failure will\
+ add another -1d6. For disagreements the character\
+ may need to have a third-party help calm things\
+ down. Other characters can “talk them down”, with\
+ a successful skill roll Numbing -1d6 of penalty\
+ for that game session. Generally, any anger that\
+ reaches -3d6 or more will not be solved simply\
+ by stepping out of the room and regaining their\
+ composure, and will require some catalyst to solve\
+ it such as an apology, mediation, or counseling.\
+ Lashing out at the target will Numb the damage\
+ entirely for the remainder of that scene and the\
+ next, but if the same stimulus happens again\
+ without some kind of intervention the character\
+ immediately returns to their highest anger damage result."};
+ break;
+
+ case "Bleeding":
+ damage = {name:"Bleeding",type:"SYSTEM",
+ penalty: "The character will feel weak and drained. The action\
+ penalty applies to phyiscal actions or motion.",
+ deterioration:"The damage result increases by 1 for\
+ every 30 minutes this is not treated",
+ fix:" Any charater can apply pressure to the wound,\
+ so long as this is applied the Deteroration will not\
+ occur."};
+ break;
+
+ case "Blinded":
+ damage = {name:"Blinded",type:"SYSTEM",
+ penalty: "A partially blinded character suffers the action penalty\
+ to anything that requires sight, and cannot attempt\
+ some skills at all. One advantage of Datagloves and HUI\
+ systems is that they allow users to make gesture-based\
+ commands, so it may still be possible for a character to\
+ take some actions while “fighting blind”.",
+ deterioration:"",
+ fix:"characters blinded by bright lights (be it a\
+ spotlight, or a laser aimed at them while using an\
+ IR visor) will have to remove the stimulus or shield\
+ their eyes. After this they will recover -1d6 of this\
+ result per round. A character blinded by chemicals,\
+ dirt, or sand, will have to wash or wipe their eyes\
+ clean before recovering. Characters blinded by\
+ damage to their eyes will have to seek medical\
+ help. Permanent blinding can be healed in a genetic\
+ therapy clinic but will take a full season."};
+ break;
+
+ case "Brain Injury":
+ damage = {name:"Brain Injury*",type:"SYSTEM",
+ penalty: "The character suffers the damage result to all skill tests\
+ involving thinking or problem solving. A penalty of 3d6\
+ is applied to all motion related actions in addition to\
+ this. This result cannot be healed during an intermission\
+ action.",
+ deterioration:"If not treated, the action penalty and\
+ penatly to motion increase by 1d6 every hour",
+ fix:" Brain injuries are not easy to treat. A [W] is not\
+ sufficent to address a brain injury; a surgeon and\
+ hospital is required. Even then it will take months\
+ or years to fully recover. The rate of recovery is 1d6\
+ per season"};
+ break;
+
+ case "Burned":
+ damage = {name:"Burned*",type:"SYSTEM",
+ penalty: "The character suffers the damage results to all skill\
+ tests involving motion. Multiple instances of this result\
+ combine for a single large damage result",
+ deterioration:" -1d6 or -2d6 burns will Deteriorate\
+ in 24 hours. -3d6 and above will deteriorate hourly\
+ without dressings",
+ fix:" Dressings, antiseptics, and pain medication.\
+ For -2d6 or -3d6 burns, skin grafts will be needed\
+ for healing. Burns will heal in a hospital at a rate\
+ of five days per d6 of burn for each dice removed,\
+ so a -2d6 burn requires ten days to be reduced to\
+ -1d6, and five more to be healed entirely. Outside of\
+ hospital conditions, a character may be left scarred\
+ by burns and could even gain the Ugly flaw if the\
+ damage is bad enough."};
+ break;
+
+ case "Combat Fatigue":
+ damage = {name:"Combat Fatigue",type:"SHELL",
+ penalty: "The character gains an adversity called Combat Fatigue.\
+ It is applied to every skill test and has a penalty of 3d6\
+ instead of the normal 1d6 for an adversity. The character\
+ is extemely irritable, depressed, and generally seems less\
+ alert overall.",
+ deterioration:"",
+ fix:"Combat fatigue will improve by 1d6 every 2\
+ weeks with rest and removal from the situation."};
+ break;
+
+ case "Concussion":
+ damage = {name:"Concussion",type:"SYSTEM",
+ penalty: "The character suffers an action penalty to their thought\
+ processes and any skill tests that requires knowlege or\
+ memory. Muscle memory actions such as attacking are\
+ unafffected.",
+ deterioration:"",
+ fix:"Concussions will go away after a week per\
+ action penalty."};
+ break;
+
+
+ case "Deafened":
+ damage = {name:"Deafened",type:"SYSTEM",
+ penalty: "The character suffers a -1d6 penalty to all actions that\
+ benefit from sound such as seeking a hidden foe, treating\
+ a patient, or haggling with a trader. actions that are entirely\
+ dependent on hearing, such as radio conversations,\
+ are impossible. While they won’t suffer a penalty when\
+ fighting, they do suffer a loss of combat awareness and\
+ will take the deafened action penalty to their initiative.",
+ deterioration:"",
+ fix:"A character temporarily deafened - such as\
+ from a flash bang grenade - will have their hearing\
+ come back in 1 minute per MoS of the action that\
+ deafened them. Permanent hearing damage will\
+ require care in a hospital and a week of regenerative\
+ therapy to remove."};
+ break;
+
+ case "Dehydrated":
+ damage = {name:"Dehydrated",type:"SYSTEM",
+ penalty: "The character suffers -1d6 when they fail a survival roll\
+ in high heat conditions or are denied access to water\
+ for a prolonged period. People can become dehydrated\
+ even in wet environments or when drinking water “if\
+ they overexert themselves.. A well-made desert suit will\
+ prevent this result, but someone foolish with their water\
+ can still get into trouble in the harsh sands.",
+ deterioration:"Each additional 24 hours dehydration\
+ is not fixed, the character will suffer another -1d6\
+ penalty.",
+ fix:"Hydrate with water or other liquid. Each liter\
+ taken (slowly) will remove one dice of penalty. At\
+ -4d6 the character will need intravenous fluids to\
+ recover."};
+ break;
+
+ case "ENCUMBURED":
+ damage = {name:"ENCUMBURED",type:"SYSTEM",
+ penalty: "",
+ deterioration:"",
+ fix:""};
+ break;
+
+ case "default":
+ damage = {name:"",type:"",
+ penalty: "",
+ deterioration:"",
+ fix:""};
+ break;
+
+ case "default":
+ damage = {name:"",type:"",
+ penalty: "",
+ deterioration:"",
+ fix:""};
+ break;
+
+ case "default":
+ damage = {name:"",type:"",
+ penalty: "",
+ deterioration:"",
+ fix:""};
+ break;
+
+ case "default":
+ damage = {name:"",type:"",
+ penalty: "",
+ deterioration:"",
+ fix:""};
+ break;
+
+ case "default":
+ damage = {name:"",type:"",
+ penalty: "",
+ deterioration:"",
+ fix:""};
+ break;
+
+
+ case "default":
+ damage = {name:"",type:"",
+ penalty: "",
+ deterioration:"",
+ fix:""};
+ break;
+ }
+ return damage;
+}
+
+
//calculators
@@ -3563,8 +3924,15 @@
Current Issues
};
} else if (traitList[trait] < 0) {// if triat is less than 0, make it trait:-x
traitString += capitalise(`${trait}:${traitList[trait]}, `);
+ if (selectList[trait] == 1) {
+ select1 += capitalise(`${trait}:${traitList[trait]}, `);
+ } else if (selectList[trait] == 2) {
+ select2 += capitalise(`${trait}:${traitList[trait]}, `);
+ } else if (selectList[trait] == 3) {
+ select3 += capitalise(`${trait}:${traitList[trait]}, `);
+ }
if (trait == 'aoe') {//change , to m,
- traitString = traitString.replace(/,/g, "m, ");
+ traitString = traitString.replace(/,/g, "m, ");
};
}
//console.log("select 1 "+select1);
@@ -3589,12 +3957,13 @@
expertise = parseInt(values["expertise_electronicwarfare"]);
geartn = (values["gear_electronicwarfare"]);
}
+ let expertiseCheck = parseInt(values["expertise_check"]);
+ if (expertiseCheck != 1) {
+ expertise = 0;
+ }
let whisper = values["whisper"];
let names = [values["repeating_gearweapon_gear_weapon_type"],values["repeating_gearweapon_gear_weapon_domain"]];
let dice = parseIntArray([values["repeating_gearweapon_gear_skill_level"],values["bonus_dice"]]);
@@ -4022,12 +4411,11 @@
Current Issues
} else {
blast = 0;
}
- let advancedindex = traitcalcs.indexOf("Advanced");//'corrosion', targets gain corrosion condition, take 1 damage at end of turn
+ let advancedindex = traitcalcs.indexOf("Advanced");//'advanced', cannot pickup and used
let advanced = 0;
- let advancedroll = "";
if (advancedindex > 0) {
advanced = 1;
- advancedroll = "+1";
+ traittext = traittext.concat("Advanced: This weapon but must be connected to a power source, usually the vehicle’s engine. If not connected it cannot be fired. This connection takes 1 hour of time working on the vehicle and is not something that can be done in combat.\n") ;
} else {
advanced = 0;
}
@@ -4110,7 +4498,19 @@
Current Issues
} else {
burst = 0;
}
-
+ //brace
+ let braceindex = traitcalcs.indexOf("Brace");//'brace', free aim if Stationary, Dug in, or Braced
+ let brace = 0;
+ let bracequestion = "";
+ let braceexpression = "";
+ let braceroll = "";
+ if (braceindex > 0) {
+ brace = 1;
+ traittext = traittext.concat("Brace: Free aim if Stationary, Dug in, or Braced\n") ;
+ } else {
+ brace = 0;
+ }
+
let corrosionindex = traitcalcs.indexOf("Corrosion");//'corrosion', targets gain corrosion condition, take 1 damage at end of turn
let corrosion = 0;
if (corrosionindex > 0) {
@@ -4131,9 +4531,9 @@
Current Issues
demoquestion = "";
}
- let fireindex = traitcalcs.indexOf("Fire");//'fire', The first damage result this weapon deals is either Burned or On Fire. In addition, if the attack hit, roll Xd6 after the attack is resolved. For each 4+ the target sustains 1 additional damage. Any area of effect hit by this attack is now on fire.
+ let fireindex = traitcalcs.indexOf("Fire");//'fire', The first damage result this weapon deals is either Burned or On Fire. In addition, if the attack hit, roll Xd6 after the attack is resolved. For each 4+ the target sustains 1 additional damage.
let fire = 0;
- let fireroll = "0";
+ let fireroll = "-1";
if (fireindex > 0) {
fireindex += 5;
console.log("fireindex:"+traitcalcs.charAt(fireindex));
@@ -4260,26 +4660,30 @@
Current Issues
} else {
spray = 0;
}
- //'see_desc' not used
- let salvo = 0;
- let salvoexpression = "";
+ let salvoindex = traitcalcs.indexOf("Salvo");//'salvo'
+ let salvoexpression = "";
let salvoquestion = "";
- let salvoroll = "";
+ let salvoroll = "";
+
+ let salvo = 0;
+ if (salvoindex > 0) {
+ salvo = 1;
+ salvoquestion = "?{Rocket Salvo: Use extra ammo?\nAmmo Remaining "+currentAmmunition+"|0}";
+ salvoexpression = "+"+salvoquestion+"(Salvo)";
+ salvoroll = "+"+salvoquestion;
+ traittext = traittext.concat("Salvo: When attacking with this weapon, the user may increase the ammo used on the attack by 1 to \
+ add +1d6 to the attack roll against a single target. This may be done multiple times, but can only be used once per target.\n") ;
+ } else {
+ salvo = 0;
+ }
+
+//'see_desc' not used
let seedescindex = traitcalcs.indexOf("See desc");//'see_desc', not used\
console.log("seedescindex:"+seedescindex);
let seedesc = 0;
if (seedescindex > 0) {
-
seedesc = 1;
- if (weaponname == "Rocket Pack" || weaponname == "Rocket Pod"){//can change see desc according to weapon name
- salvo = 1;
- salvoquestion = "?{Rocket Salvo: Use extra ammo?\nAmmo Remaining "+currentAmmunition+"|0}";
- salvoexpression = "+"+salvoquestion+"(Salvo)";
- salvoroll = "+"+salvoquestion;
- traittext = traittext.concat("See Description for more details.\n") ;
- } else {
- traittext = traittext.concat("See Description for more details.\n") ;
- }
+ traittext = traittext.concat("See Description for more details.\n") ;
} else {
seedesc = 0;
}
@@ -4349,7 +4753,7 @@
};
};
};
- total = total + MOS + advanced+ precicerolldice;//precise is only in optimalrange
+ total = total + MOS + precicerolldice;//precise is only in optimalrange
MOS = total - tn;
console.log("temp:"+tempArray,"reliable+:"+reliableArray);