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4 Attachment(s)
40k Multiset Ruleset
Hello! Releasing a new ruleset to play the line of 40k RPG's.
With this ruleset you can play: Dark Hersey v1, Rogue Trader, Deathwatch, Black Crusade, Only War, or Dark Heresy v2.
The automation supports system pure games, or the ability to mix and match the rules and character types. I have added support for vehicles, hordes/formations, and Rogue trader ships. To the Party Sheet are tabs for Cohesion and Subtlety. I have added support for more weapon qualities and finally the psychic system for Rogue Trader and up.
License: CC-BY-NC-ND
Read Smiteworks Eula
Please do not post or ask for game content, library modules, adventure modules, etc. The copyright to those materials belongs to Games Workshop.
Currently to note:
The theme this has been released with is my Dark Heresy theme. Others themes will be released when I have the time. If someone else wants to build a graphics extension, please do! I could use the help.
Please download the 40k Multiset for Fantasy Grounds 3.2.pdf file included below. It has some basic information that will be useful, and a guide for the effects included in this ruleset.
Link to YouTube tutorials:
Basic Tutorial on Options https://youtu.be/sQJPlncD56k
Character sheet Tutorial https://youtu.be/3QbQPhaopqk
** Persistent Effects **
For the Talents and Gear Effects Only!
1. Set up an effect and prefix it "Persistent;" (without quotes)
2. Set the Target cycler to "Self"
3. Cycle the Action cycler from "All" back to "All".
4. Set the number to 0
5. Set the units to DAY instead of RND
When you drop that character into the Combat Tracker these effects will be automatically added to them.
Example of a written effect: (for a Space Marine's Power Armor )
Persistent: STR:20; STRB:2
** CT NPC Weapons List **
1. The button to indicate a weapon is to be used for a filtered CT list is located on the Weapon Details Window, upper right corner.
2. The CT list will have a check box just below the "yellow" offense icon in the CT. No Filter checkbox will appear for ships. Ships use a full list.
3. If no weapons are checked for filter use, then all the weapons will be displayed in the CT when the filter checkbox is unchecked.
4. If all NPC weapons are checked for filter use, then they will be displayed by the CT when the filter checkbox is checked.
5. If all NPC weapons are unchecked for filter use, and the CT filter box is checked, no weapons will display.
--See post#345 for some sample screenshots.
Updates:
1. 9/24/17: Library drop handling updated
2. 9/25/17: Fixed small graphical issue in the libraries.
3. 9/27/17: Added features: Added True Grit Option, Added an Effect line to weapon entries to handle effects for Toxic, flame weapons, etc., Added Effects for Talents on the Talents tabs, Added Persistent Effects, corrected bug for adding Hordes to encounters, and a few other small bugs sent to me.
4. 9/28/17: Bug Fix for RT+ Psychic system rolls.
5. 9/30/17: Minor Bug fixes, True Grit resolved.
6. 10/5/17: Added an Effects list to the Main tab of NPC's, allows for Persistent effects for NPC's.
7. 10/12/17: Fixed error in damage calc caused by True Grit check.
8. 10/14/17: Update for potential error in effects lists. Added function to drag damage from chat to CT.
9. 1/21/18: Update for potential error in Unnatural Characteristics
10. 2/17/18: Update to fix Initiative effects and Unnatural Characteristics
11. 3/4/18: Further fixes for Initiative while using effects. Override movement and carrying display issues.
12. 4/18/18: Updated for FG 3.5. Fixes for Primitive Weapons and Righteous Fury. Advanced skills will correctly update when trait scores are changed.
13. 5/17/18: Fixed an issue in DH2 with degrees of success. Fixed Influence rolls from Party Sheet. Effects and skills with more than one word names.
14. 5/24/18: Fixed bug in armor locations - missing combinations
15. 8/6/18: Update for FG 3.3.6 Fixed a few bugs in DH2, added more custom skill support, added an effect for Bionics.
16. 8/7/18: Bug fixed when adding portraits to character sheets.
17. 8/8/18: Bug fix for skills issue with NPC's.
18. 8/19/18: Add additional Proven Support to handle up to 5d10 for damage.
19. 9/8/18: Bug in attack modifiers fixed
20. 12/18/18: Updated for FG 3.3.7. Added Inventory mini sheet. Other minor fixes.
21. 3/8/19: Fixed bugs in DH1 psychic tab
22. 3/19/19: Fixed Heal issue
23. 5/25/19: Fixed weapon drop PEN, fixed cover bug, few other weapon bugs. Added new cover type COVERM. Updated reports.
24. 5/26/19: Updated PDF guide file.
25. 6/29/19: Added option to use d5 rolls in Psychic Roll
26. 7/8/19: Fix issue with non targeted drag rolls from chat.
27. 8/23/19: Update for FG 3.3.8 + fixes for ID states. New Flamer Pointer Extension uploaded for image changes, now compatible with 3.3.8.
28. 8/24/19: Update to fix potential item transfer error.
29. 8/27/19: Bug fix for image window.
30. 8/30/19 Added Features, CT Weapon list for NPC's with filtering options. Added ID States for hordes, vehicles, and ships.
31. 9/1/19 Allow for direct weapon drops onto NPC's in the CT.
32. 9/2/19 New Flamer Pointer Extension uploaded for image changes, now compatible with 3.3.8.
33. 9/6/19 Flamer Extension was packaged incorrectly, fixed.
34. 11/14/19 Updated for FG 3.3.9
35. 12/31/19 Bugfix for potential True Grit error.
36. 1/23/20 Bugfix for image issue reported. Missed updates in CoreRPG. Fixed
37. 3/4/20: Updated for FG 3.3.10 Release
38. 4/10/20: Bugfix for ship weapons damage roll
39. 6/11/20: Bugfix for creating effect in NPC main tab.
40. 6/28/20: New .pak uploaded to correct wrongly packaged files.
41. 7/23/20: Bugfix for horde damage not linked between CT and sheet.
42. 8/23/20: 3.3.11b release update and first pass for FGU compatibility.
43. 8/30/20: Fix for NPC Persistent effects.
44. 9/13/20: Bug fixes for True Grit and FGU issues.
45. 10/2/20: Fix for image panel bug.
46. 11/15/20: Fixed encounter bug and npc note bug. FGC 3.3.12/FGU4.01 update.
47. 2/23/21: FGC/FGU 2-2021 update.
48. 3/12/21: Updates for FG 3/9 changes.
49. 5/24/21: Bug fix for skill notes.
50. 7/20/21: Bug fix for NPC gear and PC Cybernetics lists
51. 11/19/21: Bug fix for adding PC's to CT and a fix for the Cohesion party sheet tab.
52. 4/9/22: Updated to FGU 4.1.16 - new currency system used. Support for NPC's in partysheet removed. Added more fields to effects.
53. 7/21/22: Fix for recent FGU update
54. 7/30/22: Fix for header issues
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4 Attachment(s)
Place holder for future graphics extensions:
***The .pak below is only for FGC users. The FGU version is in the first post.
4/21/2018: Added extension that replaces imagebox with a non transparent frame.
9/3/2019: Added alternate sidebar button style for readability. **Removed**
9/6/19: Fixed incorrectly packaged extensions
9/13/20: Moved Ruleset manual to this post
4/9/22: Updated Ruleset Manual posted.
7/22/22: Removed alt sidebar file. No longer compatible.
8/5/22: Added pak file that works with FGC.
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You rock friend!! :)
Thank you so much for this :)
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Hi paul and thank you for this new ruleset !
First my option configuration for your ruleset: every option Deathwatch except degree of success and righteous fury which are on only war. My Character sheet is a Deathwatch one
Here's some question and suggestions:
1.I tried to drag and drop some skills from the skill library to the advanced skills: it work fine but when i try to drop into the basic skills tab it doesn't work.
2.Is there a way to deactivate or modify the auto creation of the skills ? I'm using this ruleset in another language so when i create my skills in another language or modify one existing, when i cycle through the character tab, when i come back to the skill tab, i have two time the same skill: one in each language
3.Always on the skills: is there a particular way to create a skill in the skill library so when we drag and drop it on the character sheet the stat (WS,BS ...) is already choose or do we have to cycle through it for each skill ?
4.Can you make the reference guide table choosable or editable because a house rule i use is to use the action rules of only war for dw (half action for burst/full auto)
5.How do you manage the +20 str of the power armor that add after the unnatural strength calculation ? Usable gear maybe ?
6.I also noted a little bug on the skill tab but i will try to reproduce it to explain it to you clearly
Thank you again,
Manuel
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Manuel,
Let me answer these in the order you posted:
1. The original intent was to make the basic skills unmodifiable by requests from others. I have decided against this and will be posting an update that will allow you to drop skills into the basic tab.
2. There is no way to stop the auto generation of skills, however, I think in your case, you could modify one file and translate the skills.
3. When you create a skill in the library and drag and drop, the Stat should set to the one you typed out. I will be posting a video tutorial for Library use. There are particular methods of using them to have things set correctly. Essentially, in the case of skill make sure you use Weapon, Ballistic, Strength, Toughness, Agility, Intelligence, Perception, Willpower, Fellowship. WS, BS, etc will not work.
4. Let me look into this. I originally wanted the ref guide to be player selectable, but had many who thought it should match the character sheet.
5. I would place an effect in the combat tracker STR:20 on all the marines. Or, hold ctrl + middle mouse wheel scroll over the Strength stat rollable box at the top of the main tab and a temp modifier will open up. Scroll to +20.
6. Let me know the error. If you can capture the console report that would help.
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Paul,
Concerning your answer:
2.I manage to find the data_common.lua and modify it for the auto generation in the good language.
3. Thank you it work
4. Ok, thank you
5. I did it with a usable gear power armor STR:20
6. I did not manage to reproduce the troubleshot i had.
And a new question:
1. In the combat tab of the pc sheet, in the wound box, the fatigue max should be equal to the endurance bonus with the unatural toughness ?
Manuel,
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Manuel,
Thanks for the report. You are correct, the fatigue max calculation was wrong. The has been corrected. It will be included with the next release. I hope to have it out later today or tomorrow.
Edit: I also changed the ref guide back to my original vision. It is selectable again.
**To select a reference guide.
1. Use the cycler button in the upper left of the Actions area. Cycle to the game system you want to use for the guide.
2. Right click and choose "create item".
This will generate the list for the system you have set with the cycler button.
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Is there supposed to be skills and talents already in the ruleset when I load it, or do I have to add them. On the Skills there is an aptitude 1 and 2 and reaction use. What is supposed to go in those fields when adding skills to the ruleset? Lastly, if there is supposed to be skills in the ruleset by default, mine aren't showing...any reason why?
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Talents are not loaded. You need to build them.
Skills, Aptitude 1 and 2 are relevant for the Only War and Dark Heresy 2 games. If you are playing something else ignore these fields. Reaction is for things like Dodge and Parry. In your rulebooks the skills lists will state if a skill is a reaction. If it is type "Yes" into the field.
There are no skill loaded in the Skills library. On your character sheet, depending on the option chosen, there are all skill loaded on the skills tab. These will be basic skills if playing DH1, RT or DW, and the entire skill list if playing BC, OW, or DH2.
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Hi Paul,
In the vehicule Tab, the total manouver roll should be equal to Ag+Skill+Mod ? Actually it's equal to Skill+mod.
Edit: when i try to roll the damage roll of a weapon of a horde i get the error : Script Error: [string "campaign/scripts/manager_char.lua"]:190: attempt to compare number with nil
edit 2: the talent true grit halves the critical damage, is their a way in your damage calculation to make it count or shall we adjust ourselves ?
edit 3 : could it be possible to add effect box for the talents/trait and solo/squad mode as you did for the useable gear ? or is their a way to name the effects in the effect sheet ?
Manuel
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Hello Paul,
Thanks for the answers. With that I have another question.
1. Traits, where am I supposed to build them? I mean which button? There are buttons for Talents, Skills, Data, Psychic 1 and Psychic 2.
2. Where do I build Powers?
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Traits are built using the Data. In fact Data is the catch all group, so Home world, Mutations, etc. build from Data.
Powers? Psychic Powers? If so, Psychic 1 is for DH1. Psychic 2 RT and up.
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The total maneuver roll should be skill + mod. The Ag box is there to aid calc'ing the initiative of the vehicle. Are you seeing it calculated AG+Skill+Mod? I can not recreate that.
The weapon error is caused if you haven't opened the weapon details page. The green button in the weapon profile. I know about this "bug", but I also like it. Reminds my players they haven't set up their weapons 100%. It is annoying if you have a simple weapon with no specials.
Let me think about True Grit. Currently you will have to adjust the damage manually. I just use the CT and ctrl+middle mouse scroll the critical damage box.
I thought about Effects for Talents, Traits, and even gear. There is something worth looking into, and some good extensions out there to see if I can get to work with this rulesets. Currently I help players build effects using the effects list and they drag them to there hot keys to add as needed.
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Thanks Paul! You rock brother!
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The way i understand the vehicule sheet is this way:
In the agility box you put the agility of the character, in the skill box you put the value of the piloting skill (+10, +20 ..) and the mod is the piloting modifier of the vehicle (+15 for a bike for exemple). So in the Total manoeuver roll you should have the sum of this 3 box for your evading,piloting test?
Concerning the weapon error, opening and closing the weapons details, ok got it !
Manuel,
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Is there any way we can get a description tab or something like that where we can put an image link and a detailed description of an NPC? Either I missed where I can do that on an NPC entry or it doesn't exist.
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@miniou - Correct on the agility box; but for the skill box, add the total skill.
@ Echo - Currently there is no place to put an image or link to that image on the NPC sheet. I envisioned using the NPC notes tab for a detailed description for GM only use. Use the Story library for the description and image, if intending to share it with players. - The reason to do this, is to have the description/image only available to share with players; otherwise the entire NPC sheet would have to be shared! Story, or even using the Notes library works to control what you want to share with the PC's.
If you are thinking of something more along the line of an image in the NPC file so you could use it in a Story or Note, that's doable, but in a way redundant. To get the image on the NPC sheet, it would need to exist in the Image Library first, so you would be the same image linked in this order: Image Library to NPC sheet to Story/Note. I figured on saving the DB entries and go: Image Library to Story/Note directly. Hope that makes some sense.
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Update. Please download the .pak from the first post in this thread.
Changed the handling of dropped items to be similar to D&D 3.5. For PC's, NPC's, Hordes - drop your weapon links on the inventory list. It will populate to the weapon list. Basic info will be filled in. Remember to open the "green" weapon details button to complete setting the weapon up. Armor links dropped onto the inventory will be added to the armor section. When you delete a weapon on the inventory list it will be removed from the weapon list.
Changed the way Library links are handled. They do not share a common node but are copied from the library to the charsheet. The way it was handled before, if a change was made to the item in the library, or a PC made a note or change to the item in their inventory, every link to that item changed!
Added functionality so that older Dark Heresy v1 homemade modules should work with a small edit. In the Definition file of the module, change the ruleset from WH40KDarkheresy to WH40KMultisetRules. They will load. Any issues PM me and I will see if we can sort out how to get them to load.
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Hi Paul,
When you select the deathwatch character sheet, when you choose to be in squad mode,there is a small triangle next to the squad mod indicator. What are we supposed to do with it ?
Manuel
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Thanks for the answer Paul. Last question, which extensions will work with this rules system?
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@Miniou, The small triangle is linked to the Party Sheet Cohesion Tab. On the Cohesion tab you can set what Oath and what abilities are available to the squad. The squad mode abilities list has the small triangle also. So at a glance you can see what mode and ability the PC's are using. I talk about the party sheet in the video tutorials. To use the cohesion tab make sure the "Specialty" field on the char sheet (just left of the squad/solo mode cycler) starts with DW. So, DW tactical, DW Assault, etc.
@Echomikedelta, right now, other than my calendar mod/ext. I am unsure. It depends on the extension. If they set up for any ruleset based on CoreRPG it should work. I will have a version of Enhanced Images available soon. I am reaching out to Dulux-Oz to have this ruleset added to the DOE's. What extensions are you interested in? I can look at them and see what needs to happen to make them work.
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Paul, The Delux Oz extensions where the ones I am looking to use. I appreciate your help.
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Hi Paul,
Thank you for the update !
1.I dont remember if I could before the update but i'm not able to drag and drop data to the marine abilities box.
2.in the party sheet, concerning the squad mode,when you drag and drop à data for a squad mod, the maintain column remain empty. Am i supposed to use à data sheet for my squad mode or is there a specific sheet ?
3. What's the difference between the different degree of success options in your ruleset ?
edit: i'm not able to drag and drop a horde profile to an encounter.
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1. You should be able to drag and drop "Data" into the Marine Abilities box.
--Basically the rule of thumb is right click and create a new item in a list. Look at that link. The header should say one of the following: Skill, Talent, Data Reference. Then you know where to create items for them. I tried to organize the character sheet to be consistent with the content on each tab. Skills for skills tab, Talents for the Talent tab- (however, on the talents each game had different needs, so some is Data), Items for Inventory. The Main tab is Data.
2. The sustain column will be empty. You need to fill that in.
3. The degrees of success and failure follow the rules from the different games. DH1, RT, DW are the same rules. BC, OW, DH2 are the same rules, but different - the rule changed for these three. It's subtle, but effectively adds 1 success to each die roll.
Let me investigate the hordes not being added to encounters.
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Found the issue with encounters and the Marine Abilities not accepting "data" drops. Both will be corrected and an updated .pak file posted shortly.
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You rock !
I read the rules again concerning the degree of success.
Yes it's subtle !
edit: i tried to attack an horde with a bolter, with the checkbox horde selected on the weapons stat. It looks like if the damage roll is successfull, it inflict 1 point of damage to the magnitude but it should be 1 for the successfull attack +1 for the explosive damage and +1 if the attack do more than 15 points of damage. I also tried to add the blast quality to the bolter but it always do 1 damage to the magnitude. Am i doing it wrong or is this something we have to do by ourselves ?
Manuel
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Minou,
The damage works correctly. The way the rules work for Hordes is:
1. Each hit that scores damage, meaning a damage roll that after reduction for armor and toughness is greater than 1, will cause 1 point of Magnitude damage. (the confusing part is the 15 damage they use as the example in the rules.)
2. If it is Explosive (X) type damage it cause an additional hit.
3. If it is Blast Quality it causes Blast Rating ("x") automatic hits.
4. A Flame weapon will cause 1d5 + 1/4 range in hits.
They are hits not additional damage. You need to roll damage for each hit separately.
So, in your example, a Bolter causing damage is 1 Magnitude point. The explosive damage means roll damage again. So a Bolter hit will cause 2 hits, for a potential 2 Magnitude damage.
Let's say you hit with a Blast(4) weapon. Roll damage for the initial hit, and then 4 more damage rolls. According to the rules, you have to make damage checks for each hit.
Make sense?
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It's m'y Bad, i forgot that it's for the hit calculation. Ans yes i find the 15 damage part a bit confusing.
Thank you
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New .pak file added to the first post in this thread. Corrected bugs reported, and added features. True Grit option, Effects for Talents, Effect line for weapon entries, Persistent effects.
Persistent effects are added automatically to the character when they are dropped into the Combat Tracker. See first post on how to use them.
Report any bugs found here.
Thanks - Paul
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I think I have found a way to auto roll Righteous Fury for DH1, RT and DW. I will be working on the concept and update again if the feature works correctly.
For BC, OW and DH2, since the Righteous Fury works different, it already rolls the d5 Crit. All it does is report 1-5, so you can look up the results on the table in your rule books. I am working on having this d5 roll roll on a crit table and report the results automatically. This would require the crit tables be present. I can not build them into the rule set, that would violate copyright. Would it be desired to add the feature and point it to a table that a Gm can add to his campaign?
For instance, I can point it at a table named- Righteous Fury Crit Table. A Gm can create this table. Than can add them straight fro the rule book, create a custom one for home brew. It would require that table be present to work, so is more GM set up. Worth it?
Let me know some opinions, I am working on a few ideas I hope will work out.
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Posted new .pak file for bug reported in the RT+ Psychic system rolls. Psychic Phenomena will work correctly now.
Thank you for the bug reports. I know the updates are coming rapidly, and I will continue until we find all the major bugs. This is a complicated ruleset and was play tested for 48+ in game hours. With all the options, I expect a few more will creep up. Please report them, I will do my best to update quickly. Sorry for the almost daily updates and download/installs, but they help get things improved and stable.
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Where can i find the true grit option (i already selected it in the option menu), should i create a talent named true grit ?
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You need to have in the PC's or NPC's talent list an entry for True Grit. If they have the talent, then it will be detected and factored in.
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Hi Paul,
I tested the True grit talent: first, you have to write it without space (TrueGrit), then it doesn't seems to work if the character have some damage point left:
If the character have 24 damage on 24 hp and i do 10 damage to him, then it'll be correctly calculated and he will have 5 critical wound (29 damage)
If the character have 22 damage on 24 and i do 7 damage to him, then he will have 5 crit damage too (29 damage)
Manuel
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Manuel,
The way it works is this:
Total wounds for the PC are 24. 22 Starting damage + 7 new wounds --> 2 wounds are applied first (normal damage) --> 5 wounds (crit damage) are halved to 2.5 round up for 3 Crit. Total 5 damage (2 normal and 3 crit) caused that action. If True Grit is a talent.
The issue is this: for some reason the PC's are returning false for the talent no matter how True Grit is written. The NPC's work fine. I am testing this right now. NPC's work perfect, and the calculations are correct. Pc's are the issue.
Test a PC shooting at an NPC with True Grit. It will work as expected.
I will get this solved and post a new. pak sometime today I hope.
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I did the test with a npc, if my npc with true grit take 7 damage at 22/24 damage he end with 5 crit damage but if he take 10 damage with 24/24 damage he take 5 crit damage
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Found the issue fixed it with True Grit. New .pak posted.
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Miniou, I have tried several times to recreate what you are seeing. I am finding the damage handled correctly each time. Download the new .pak, and test from that. Let me know if you have issues.
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Added Effects list to the NPC main tab, allows for Persistent effects for NPC's. First post has latest .pak for download.