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  1. #1

    Mutants and masterminds How to add a weapon in the combat tab.

    In my 5E games this is super simple so I'm assuming that I'm just missing something obvious, but when trying to add a weapon to the combat section of the character sheet I'm floundering. Please help

  2. #2
    Mutants and Masterminds doesn't add weapons like other rulesets. As weapons are basically powers like everything else within the system, you would create a new power and setup the actions manually. The wiki can help with that process. Since you are familiar with 5E, best to treat the powers section like the actions tab. It has the same functionality as that when building custom powers.

    https://fantasygroundsunity.atlassia...nd+Masterminds
    Dominic Morta
    Ruleset Developer
    Smiteworks

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  3. #3
    Okay, so does this render the combat tracker functionally useless for PCs? I'm not seeing a way to transfer actions, powers or anything to that part of the interface.

  4. #4
    The combat tracker is very useful and provides automation. The wiki link I provided shows examples of how to set up powers. The powers provided by the core rulebook module can be drag 'n dropped to the powers section as well. The actual actions need to be set up to get the desired automation for that power.
    Dominic Morta
    Ruleset Developer
    Smiteworks

    How to zip up your campaign if the Developers ask for it-How to zip up your campaign if the Developers ask for it

    How to provide an Unity Connection issue?-Connection Issues and What to Provide

    Unity Updater issue?-Updater Issues

    Classic and Unity Port Forwarding?-Fantasy Grounds Connections Explained

    Comcast or Cox ISP User?-Comcast XFinity and Cox Users

    Have a suggestion?-Feature Request

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