diff --git a/Mongoose_Traveller2e/MongooseTraveller.css b/Mongoose_Traveller2e/MongooseTraveller.css
index 390d1a32efa5..67ec2c4ce0b7 100644
--- a/Mongoose_Traveller2e/MongooseTraveller.css
+++ b/Mongoose_Traveller2e/MongooseTraveller.css
@@ -2159,12 +2159,14 @@ input.sheet-laf-ship-component-hider {
}
.sheet-laf-ship-hardpoint {
+ column-gap: 9px;
margin-top: 3px !important;
background-color: lightgrey;
grid-template-columns: 0.25fr 2.2fr 1fr 1fr 1.5fr 1fr 0.5fr 0.5fr 1.5fr 0.25fr;
}
.sheet-laf-ship-hardpoint-px {
+ column-gap: 9px;
grid-template-columns: 110px 150px 3.5em 3.5em 70px 70px 3.5em 110px 3.5em 25px;
}
diff --git a/Mongoose_Traveller2e/MongooseTraveller.html b/Mongoose_Traveller2e/MongooseTraveller.html
index 63d1e511f720..441ecbaadadf 100644
--- a/Mongoose_Traveller2e/MongooseTraveller.html
+++ b/Mongoose_Traveller2e/MongooseTraveller.html
@@ -9432,17 +9432,24 @@
Trade Log
// We need to handle the weapon damage based on a) are they Destructive (DD)
// DOES THIS APPLY: and b) number of weapons which adds the number of damage dice as extra damage
- weaponDamage = formatWeaponDamage(weaponDamage).weaponDamage;
+ wD = formatWeaponDamage(weaponDamage);
+
+ startRoll("@{whispertoggle}&{template:combat@{alt_rolltemplate_val}} {{character=@{character_name}}} {{weapon=" + mountName + ":" + weaponType + "}} {{effect=[[0D6]]}} @{ro_default_rolltype} + " + gunnerDM + " + " + dexMod + " + " + customMod + " @{ro_default_mod}]]}} {{damage=[[" + wD.weaponDamage + "]]}}", (results) => {
- startRoll("@{whispertoggle}&{template:combat@{alt_rolltemplate_val}} {{character=@{character_name}}} {{weapon=" + mountName + ":" + weaponType + "}} @{ro_default_rolltype} + " + gunnerDM + " + " + dexMod + " + " + customMod + " @{ro_default_mod}]]}} {{damage=[[" + weaponDamage + "]]}}", (results) => {
const toHit = results.results.roll.result;
var damage = results.results.damage.result
+ var effect = results.results.effect.result;
+ if(toHit > 8 && !wD.isDestructive) {
+ damage += (toHit - 8);
+ effect = toHit - 8;
+ }
finishRoll(
results.rollId,
{
roll: toHit,
damage: damage,
+ effect: effect
}
);
});