DICE PACKS BUNDLE
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  1. #151
    I just updated it. Please run an update and let me know! Thank you for finding the issue.

  2. #152
    Ezra's Avatar
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    Everything's fixed! That was some responsive attention. Thank you! 🙏

  3. #153
    Vehicles in the Combat Tracker don't wound one another. In the CE SRD (or Moon Toad Publishing's edition of the rules), damage from attacks against a vehicle should reduce the Hull. If the vehicle has Armor protection, it should be redcued 1st, then the Hull. If the Hull value is <= 0, any damage should then reduce Structure. In my tests, a vehicle rolling damage againt another vehicle doesn't inflict any wounds in the CT, or reduce Hull value, nor the Structure if the Hull value is 0. This same is also true if a Player Character in the CT rolls Heavy Weapon damage against a vehicle. Note; in all my tests I've ensured that vehicle is correctly targeted by the attacker in the CT.

    I've noticed that a vehicle component weapon that has +# modifier for damage rolls, doesn't work from the "Weapons Data" window in the [Actions] tab of the Vehicle sheet. The modifier is always ignored. As well, any weapon with a +# modifier for damage, always just adds +1 when rolled from "Ship Modules and Fittings" window on the Character Sheet's [Ships] tab, regardless of what the modifier actually is.

    I've also notied that dice manually rolled into the chat window don't work correctly for values entered in the [Modifier] box, even if "Use current targets for chat window rolls" is toggled on. Modifiers do work correctly with manually rolled dice if one of the [+#] modifier boxes is toggled on. The same is true if a "/roll 1d6" is saved to a hotkey button - [modifier] box value is always ignored, but a toggled [+#] box works. A "/die 1d6" saved to a hotkey button always just rolls the dice face value, no matter whether you've selected a [+#] modifier box or entered a value in the [Modifier] box.

  4. #154
    You roll the attack and of it hits you roll for damage location on the CT. Player attacks wont hit a spaceships. Give me specific weapon used and vehicle targeted please.

  5. #155
    So I double checked I rolled damage on a ship to ship attack and it is doing it right. I rolled a 7 with a pulse laser. Got two Single hits. Now I have to roll hit location twice.

    I noticed They did not build in ship fitting into the product on the forge. Maybe as Pharoid about that? A ship weapon should be type Vehicle Component)(subtype: Weaponry)

    As far as the bonus not applying . I'll update that.

    If you left click hull and structure you can decrement it by one. The damage roll is reduced by the amount of protection automatically.

    https://www.orffenspace.com/cepheus-...ce-combat.html

    Give me a link if you think there is something I missed.

    At the bottom of this is specific to vehicle rules. You roll for damage location and yes it can target hull but it can also target other systems.

    https://www.orffenspace.com/cepheus-...ersonal-combat
    Last edited by bayne7400; March 9th, 2025 at 14:45.

  6. #156
    What about this though...
    Quote Originally Posted by kronovan View Post
    I've noticed that a vehicle component weapon that has +# modifier for damage rolls, doesn't work from the "Weapons Data" window in the [Actions] tab of the Vehicle sheet. The modifier is always ignored. As well, any weapon with a +# modifier for damage, always just adds +1 when rolled from "Ship Modules and Fittings" window on the Character Sheet's [Ships] tab, regardless of what the modifier actually is.
    That's actually more important to me, as I'm using a slight variation on vehicle combat where damage is fixed. So I need vehicle component weapons that roll 1d0+# fixed damage. But as I mentioned above, such rolls (actually, any single or combo of d6s with a +# modifier) are not working from either the Vehicle-Weapons Data window, or the Character-Ship Modules and Fittings window.

    As to ship and vehicle combat...I was getting caught up in the alternate rules I'm using for vehicle and ship combat. You're correct that for CE, successful hits result in table rolls and hull & structure damage are only 1 possible outcome. The wound box being present on vehicles in the Combat Tracker confused me - was thinking rolled damage would be recorded in it. But as you pointed out, the effects of damage are manually inputted/decremented in the Hull or Structure boxes.

    Quote Originally Posted by bayne7400 View Post
    A ship weapon should be type Vehicle Component)(subtype: Weaponry)
    Yep, that's the way I've been creating my vehicle weapons.
    Last edited by kronovan; March 9th, 2025 at 21:37.

  7. #157

  8. #158
    Quote Originally Posted by bayne7400 View Post
    I said i would update it
    Ah OK, my bad - missed that. Thanks for continuing to improve this ruleset.

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