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Deathwatch

Mathias,

I'm trying to build the component for the Primarch's Curse. Basically I want the system to hide the curses unless the character's insanity trait is high enough to bring it into play. For the curse the first level comes into play when insanity is within the 31-60 point range, and the second level from 61-90, the final level kicks in at 91+ Insanity points.

Any assistance would be appreciated on this.


Code:
  <!-- Primarch's Curse component
        Every primarch's curse dervives from this component
  -->
  <component
    id="Primarch"
    name="Primarch's Curse"
    autocompset="no">

    <tag group="SpecialTab" tag="Primarch"/>

    <eval index="1" phase="Final" priority="15000"><![CDATA[
      if (tagis[ReqPrimCur.?] <> 0 then
         if (intersect[ReqPrimCur,PrimCurse] = 0) then
          perform assign[Hide.Primarch]
          perform assign[Hide.Special]
          endif
        endif

      ]]></eval>
    </component>
 
I'm sorry I haven't had a chance to get back to you on these questions recently - I've been so caught up in the Ultimate Campaign release.

Mathias,

When you did the vehicles for Shadowrun, did they get their own basics tab? or did you just reconfigure the existing one to handle the vehicle statistics?

In Shadowrun, vehicle stats are actually rather similar to character stats - vehicles have attributes, and have many of the same attributes as regular characters, and vehicles have skills, and their onboard computers can use the skills just like a normal character can. So because of that similarity, it was easy to make the basics tab change from showing a character to showing a vehicle.

I don't remember off hand how close the vehicle stats in Deathwatch are to the characters, so you'll have to figure out whether there's enough on the basics tab that you want to reuse for vehicles that you should re-arrange what's there, or if they're so different that you're throwing away everything.
 
Mathias,

I'm trying to build the component for the Primarch's Curse. Basically I want the system to hide the curses unless the character's insanity trait is high enough to bring it into play. For the curse the first level comes into play when insanity is within the 31-60 point range, and the second level from 61-90, the final level kicks in at 91+ Insanity points.

Any assistance would be appreciated on this.


Code:
  <!-- Primarch's Curse component
        Every primarch's curse dervives from this component
  -->
  <component
    id="Primarch"
    name="Primarch's Curse"
    autocompset="no">
 
    <tag group="SpecialTab" tag="Primarch"/>
 
    <eval index="1" phase="Final" priority="15000"><![CDATA[
      if (tagis[ReqPrimCur.?] <> 0 then
         if (intersect[ReqPrimCur,PrimCurse] = 0) then
          perform assign[Hide.Primarch]
          perform assign[Hide.Special]
          endif
        endif
 
      ]]></eval>
    </component>

I'm not sure what the intersect tags are trying to do, but here's how I'd script this:

Code:
if (tagmax[CurseLevel.?] >= 3) then
  if (#trait[Insanity] <= 90) then
    perform assign[Hide.Primarch]
    perform assign[Hide.Special]
    endif
elseif (tagmax[CurseLevel.?] >= 2) then
  if (#trait[Insanity] <= 60) then
    perform assign[Hide.Primarch]
    perform assign[Hide.Special]
else 
  if (#trait[Insanity] <= 30) then
    perform assign[Hide.Primarch]
    perform assign[Hide.Special]
    endif
  endif
 
I'm not sure what the intersect tags are trying to do, but here's how I'd script this:

Code:
if (tagmax[CurseLevel.?] >= 3) then
  if (#trait[Insanity] <= 90) then
    perform assign[Hide.Primarch]
    perform assign[Hide.Special]
    endif
elseif (tagmax[CurseLevel.?] >= 2) then
  if (#trait[Insanity] <= 60) then
    perform assign[Hide.Primarch]
    perform assign[Hide.Special]
else 
  if (#trait[Insanity] <= 30) then
    perform assign[Hide.Primarch]
    perform assign[Hide.Special]
    endif
  endif

I scripted this into the component and now it works fine. Thanks for that.
 
I don't remember off hand how close the vehicle stats in Deathwatch are to the characters, so you'll have to figure out whether there's enough on the basics tab that you want to reuse for vehicles that you should re-arrange what's there, or if they're so different that you're throwing away everything.

In some cases the vehicles do have their own statistics which represent the power of the vehicle's machine spirit. Dreadnoughts factor in some of the attributes of the entombed space marine while the machine spirit lends its attributes to others.
 
The screenshot attached shows the progress I've made on the critical damage tracking for the inplay tab so far, I was wondering how I should proceed to add to this?

Should I continue to build the rest of the portals into the same template or should I create multiple small templates and align them side by side?
 

Attachments

  • Critical Damage Tracking.JPG
    Critical Damage Tracking.JPG
    226.3 KB · Views: 3
I don't keep my deathwatch books near my computer, and it's been a year since I've read the main book. I do not know how the critical damage rules function for this system, so without an explanation, I don't know what solution is best for your files.
 
Mathias,

Once a character has reached 0 Wounds, the excess damage rolls over into critical damage via the tables in the book. There is a table for Energy, Explosive, Impact and Rending. Each body location (Head, Body, Arms, and Legs) takes critical damage depending where the character is hit. So Hero Lab needs to store those values. Usually once a character takes 8+ points of critical damage to any one location they die...

That is pretty much the long and short of it. Basically I need a set of portals to cover all six body locations and am trying to figure out if I should do a template for each location or one template with all the portals for the six locations.
 
Don't monsters have different sets of damage locations than characters? If so, definately a separate damage pick for each location, and then a table that displays all the damage picks that particular character has.
 
Please give more detail about the amount of tracking that's required for critical wounds.

What's the difference between critcal wounds and negative HP?
 
Don't monsters have different sets of damage locations than characters? If so, definately a separate damage pick for each location, and then a table that displays all the damage picks that particular character has.

In Deathwatch, the system assumes the same locations even for monsters. It doesn't matter if you hit the forward left arm on a genestealer or the hind one, when critical damage is applied it usually affects both arms, but it is left to GM interpretation usually. The hit locations table is generic 01- 10 Head, 11 - 20 Right Arm, 21 - 30 Left Arm, 31 - 70 Body, 71 - 85 Right Leg, 86 - 100 Left Leg.

Unfortunately the rulebook isn't so clear on what do with creatures that have more than one pair of arms as far as critical damage goes.
 
Critical Damage is basically negative hit points, but to body locations. Once you run out of Wounds, your body starts to take those negative hit points. Usually 8 or more points of Critical Damage results in death.

Basically I need tracking for the six basic body locations. The book doesn't seem to grant additional arms any extra critical damage tracking than a normal character would get.
 
Okay, so positive HP are tracked on the character as a whole, but negative HP are applied to a specific location?

What about shooting someone while they're down? Can you then have two different critical wounds, to two different locations? Or is there only one critical wounds pool?

If there is only one critical wounds pool, can you get by just leaving them as the negative HP, and use a drop-down to let the user specify where that wound is?
 
Critical damage is tracked on each body part. The head has its own tracking, as does body, left arm, right arm, etc. if you shoot someone point blank you roll the 1d100 to hit as normal, say you rolled a 45 and your BS score is 50, you've hit the target. Reversing the to hit roll yields a 54 on the location table saying you hit the targets body. Critical damage would be applied to the body location. If you had fired a weapon with the Storm quality, it would be two hits, you consult another table that tells you where the second shot hit.
 
After re-reading the entry in both Dark Heresy and Deathwatch it appears there is only one critical damage pool after all. So that could basically be negative wounds...
 
Mathias,

I know we discussed this for the gizmos, but does the same process apply for Dynamic Candidate Tag Expressions when NOT building them on a gizmo?

I've been looking at some of the supplemental tomes for 40K, and I need to build a dynamic tag expression that limits which psychic powers appear on the psychic powers tab. Tyranids and Chaos will both have their own psychic power lists. And obviously if someone is building a nidzilla with psychic powers they should see only the tyranid list. A loyalist space marine psyker wouldn't have access to Tyranid psychic powers or chaos powers either...
 
Look back at the discussion of limiting weapons to specific races - I think the <needtag> option I suggested for that is the correct solution for psychic powers, too.
 
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