Jump to content



Photo

Excel based Character Sheet


  • Please log in to reply
864 replies to this topic

#841 DragonLee

DragonLee

    Member

  • Members
  • 1 posts

Posted 03 June 2014 - 01:17 PM

Don't know if this has been mentioned but when creating a Navigator the Pistol (Universal) is not added as a starting talent. Otherwise the excel sheet is great.

 



#842 Memetix

Memetix

    Member

  • Members
  • 443 posts

Posted 03 June 2014 - 03:34 PM

Don't know if this has been mentioned but when creating a Navigator the Pistol (Universal) is not added as a starting talent. Otherwise the excel sheet is great.

 

All the weapon proficiency talents are shown in a check box format on the 2 main character sheets.



#843 ADubourg

ADubourg

    Member

  • Members
  • 3 posts

Posted 04 June 2014 - 11:36 AM

Hi,

Speak Language (High Gothic) seems to be treated as a basic skill for Dark Heresy characters created with the Noble Lord origin, while according to the Inquisitor's Handbook the character should actually start with the skill.

Anyway, this is an amazing job ! o_O

-- Alex


Edited by ADubourg, 04 June 2014 - 12:09 PM.


#844 Surak

Surak

    Member

  • Members
  • 335 posts

Posted 05 June 2014 - 01:57 AM

Hi Memetix,

 

I know its only just out, and you have a pile of other stuff to do, but is there the remotest chance that you might add the new Tau career to the character builder at some point? I'd try it myself but every time I try and modify the sheet I seem to break it, clearly my excel-fu is weak.

 

Regards

 

Surak


Knowledge is power, and power corrupts.Therefore library's are the source of all evil.

My DH beta 2 aptitude calc is here https://drive.google...dit?usp=sharing

Part of the TeamACES youtube channel http://www.youtube.c...Ha0q8lrmTRGATFA


#845 Essayons

Essayons

    Member

  • Members
  • 3 posts

Posted 01 July 2014 - 09:10 PM

Hey all...I can't seem to get the Reclaimator package to show for my Scum character...any tips?

 

E.



#846 Wasenshi

Wasenshi

    Member

  • Members
  • 1 posts

Posted 05 July 2014 - 12:08 AM

Hi ive started using you character generator/builder, and i carnt seem to find any where to put honour's.  As i have a character with Crux Terminus.  Where do i put it as i carnt seem to put my advance as Watch Captain?

It's a bit late, but I found I had this issue too. Writing in 'Watch Captain' in the special advancement field fixes it.



#847 Memetix

Memetix

    Member

  • Members
  • 443 posts

Posted 05 July 2014 - 03:09 AM

Hey all...I can't seem to get the Reclaimator package to show for my Scum character...any tips?

 

E.

 

Looking at the logic in the sheet (Menus!E1965) the logic assumes you have Inqusitors handbook available, your Int is 30 or more and your home world is one of "Hive World", "Forge World" or "Void Born"



#848 Memetix

Memetix

    Member

  • Members
  • 443 posts

Posted 05 July 2014 - 03:13 AM

 

Hi ive started using you character generator/builder, and i carnt seem to find any where to put honour's.  As i have a character with Crux Terminus.  Where do i put it as i carnt seem to put my advance as Watch Captain?

It's a bit late, but I found I had this issue too. Writing in 'Watch Captain' in the special advancement field fixes it.

 

Honors are specifically coded into the sheet, as mentioned, the best solution is to type the details into the Advancement sheet in the Elite advances section.



#849 arijnbeek

arijnbeek

    Member

  • Members
  • 1 posts

Posted 04 August 2014 - 08:28 AM

That's the way the rules work. XP spent on background packages do not contribute towards your rank.

 

Where did you find this reference. I can not find this in the Rogue Traders Core Rulebook or Into The Storm Rulebook.   



#850 ADubourg

ADubourg

    Member

  • Members
  • 3 posts

Posted 06 August 2014 - 06:19 AM

As for Dark Heresy at least, Background Packages are introduced in the Inquisitor's Handbook which is rather explicit on that part (cf. p. 26):

 

Any adjustments to your character by selecting a Background Package does not count as an Advance for the purpose of increasing your Rank

 

[EDIT] In Into the Storm, see p. 17, 1st §.


Edited by ADubourg, 06 August 2014 - 07:41 PM.

  • arijnbeek likes this

#851 DSC

DSC

    Member

  • Members
  • 1 posts

Posted 12 September 2014 - 11:15 AM

Hello and massive thankyou for your work, i was wondering, is there any chance there will be support for the tau supplement thingy FFG put out for rogue trader some time in the near future?

 

 



#852 Memetix

Memetix

    Member

  • Members
  • 443 posts

Posted 15 September 2014 - 03:01 AM

Hello and massive thankyou for your work, i was wondering, is there any chance there will be support for the tau supplement thingy FFG put out for rogue trader some time in the near future?

 

I haven't been playing any 40K for a while so I wasn't aware of the Tau supplement. I do have some time available to do the work but I don't have a copy of the supplement. Is it online? Is it free?



#853 Darth Smeg

Darth Smeg

    Lord Nitpicker

  • Members
  • 1,741 posts

Posted 09 October 2014 - 04:33 AM

You've still not caught all the Errata for Orks.

 

In the latest version I now get the correct +5 to Int from the Mekboy option, but according to the Errata all Freebooters should have increased WS, BS and Strength compared to the current mods.

 

Errata, v1.4 p8:

 

Ork Freebooter Characteristics (page 52): Table 2–2: Ork
Characteristics has several incorrect values. The following values
are correct:
Weapon Skill: 35
Ballistic Skill: 15
Strength: 35
 
Further, "Forbidden Lore (Xenos) appears at Rank 2, but with a listed cost of 0. It should cost 300 XP
 
Addittionaly, if you're bored, there are a host of Ork Weapon upgrades available in Hostile Acquisitions p59 which would be quite nice :)
 
Note also that Ork weapons have different effects from Cratfsmanship, as per Into the Storm p 142:
 
Poor: Little more than an assemblage of scrap metal,
Poor craftsmanship weapons suffer no additional
penalties when wielded by Orks. However, any attempt
by a non-Ork to use a Poor craftsmanship weapon
causes it to jam instantly, or in the case of melee
weapons, simply fall apart. A Poor craftsmanship Ork
weapons weighs .5 kg less than the listed weight.
Good: Examples of more sturdy construction, Good
craftsmanship weapons are bedecked with extra “flash.”
Though they are no more reliable than their Common
counterparts, retaining the Unreliable quality, Good
quality weapons grant a +5 bonus to all Ballistic and
Weapons Skill Tests. Good craftsmanship weapons
weigh .5 kg more than the listed weight.
Best: The biggest and most effective examples of
Ork armaments, Best craftsmanship weapons bristle
with “flash bitz” and “gubbins.” Best quality weapons
have all the advantages of Good weapons, inflict 1
additional Damage, and automatically possess one
Kustom Bit (see Table 3-19: Kustom Bitz, page
145). Best craftsmanship weapons weigh 1 kg more
than their listed weight.

Edited by Darth Smeg, 09 October 2014 - 05:12 AM.

Tarald - The Dark Lord of Smeg

You're not drunk if you can lie on the floor without holding on

 

My House Rules for using Only War (and more) for Dark Heresy games


#854 Memetix

Memetix

    Member

  • Members
  • 443 posts

Posted 09 October 2014 - 10:20 AM

Darth - thanks for pointing out the errors and sources of the information. It makes my life a lot easier when it comes to fixing things,

 

Your fixes are now released. Follow the link in my signature to download.

 

ADubourg - I looked at the starting skills for Nobles. The sheet is using the definition from Rogue Trader for Noble borns which has those skills as basic. I can't find an errata to say it was wrong in the inquisitors handbook but I suspect it is meant to be the same as Rogue Trader.


  • Darth Smeg and Trailblazer like this

#855 Darth Smeg

Darth Smeg

    Lord Nitpicker

  • Members
  • 1,741 posts

Posted 10 October 2014 - 12:45 AM

Another question: Is there an easy way to add armour and gear to the shop-lists?

 

We use some stuff from Only War and other books in the DH line. For example the "Kustom Force Field" from "Enemies of the Imperium, p 51 and the Ork Mega Armour from Creatures Anathema, p 103:

 

Mega armour adds +30 to the wearer’s Strength
characteristic and increases his size by one step (so, for
example, an average–sized Ork would become hulking).
Mega armour requires a constant power supply, provided by
onboard generators and engines typically powered by solid
fuel of some kind. The armour must be refuelled every 1d5
hours. Without power, the armour ceases to be mobile. Mega
Armour is far too bulky to be worn by a human.
Mega-Armour has an AP of 6 for the Head, 10 for the
Arms and Legs, and 14 for the Body. It weighs 60kg, and is
currently completely unavailable for purchase in the Calixis
Sector.

Tarald - The Dark Lord of Smeg

You're not drunk if you can lie on the floor without holding on

 

My House Rules for using Only War (and more) for Dark Heresy games


#856 Thunder2186

Thunder2186

    Member

  • Members
  • 3 posts

Posted 03 November 2014 - 07:08 PM

Memetix, AWESOME JOB! I've hit a snag or two that I'll get to in a sec, but the scale and complexity of this workbook are so far over my head that my efforts to find workarounds have been pitifully inadequate. Nonetheless, I just registered on this community purely because of your work. Kudos dude!

However, I'm hoping you'll be able to help with those aforementioned snags. Apologies if I ask anything really dumb...

The first thing is, how do you handle elite Skill advances awarded for in-game events (e.g. Elite Advances Rules Summary, Inquisitor's Handbook p86)? I know I can put these in the Talents/Traits box on the character sheet, but that has an obvious drawback (Skills aren't Talents/Traits), and also contributes to the second problem...

I've run out of space in the elite Talents/Traits box on the Advancement sheet. You might wonder how I've managed this, but if I say I've built a specialist character with several alternate ranks, who's gained a fair number of contextual traits (e.g. Disturbing Face - horrifyingly scarred, having the effects of Disturbing Voice when visible), and also happens to be a Cleric with 5 off-table Faith Talents up his sleeve, perhaps that'll paint the picture.

Allowing that this latter is a problem of circumstance, the solution to the former would actually relieve the pressure somewhat. The rulebooks/game creators encourage GMs to be inventive with their contextual skill awards, but I haven't found a way to add more/customisable subcatagories to Skills like Speak Language, Pilot/Drive or the various Lores. If this is a feature u can build in, or at least point me in the direction of fixing, it would be greatly appreciated!

Once again, I applaud your awesomeness!



#857 Memetix

Memetix

    Member

  • Members
  • 443 posts

Posted 04 November 2014 - 05:37 PM

Thunder, it sounds like you have stretched the sheet to breaking point.

 

There is currently no easy way to add in new skills so the solution to both your problems might be a bit of behind the scenes hacking.The downside of editing your copy of the sheet is that any updates I make won't make it into your sheet. On the plus side, I'm making few changes these days so it might be worth the effort.

 

My recommendation is to edit an existing class, adding in all the extra "elite advances" into the basic advance tree.That way you can "buy" them as normal without using the elite advances part of the sheet.

Unhide the Advances sheet and adjust or insert the values you want into your base class definition.

You might want to unhide the Fixed data sheet too so that you can reference the talents rather than type them in.

When it comes to adding skills - it would be a lot of work to add in new categories, but if you want to add in options to buy upgrades to existing skills they can also be adjusted or inserted into the Advances sheet in the same way Talents can (columns F and G for talents and columns W to Y for skills)

If you want a brand new skill I'd suggest finding a current skill that you don't use and replacing it with the new skill name (i.e. unprotect the Skills sheet and replace Chem-Use with your new skill name) then adjust the references to it in column W of the Advances sheet.

 

This isn't ideal but should be easy to do without breaking the sheet's rather complex formulas.



#858 Thunder2186

Thunder2186

    Member

  • Members
  • 3 posts

Posted 05 November 2014 - 03:44 AM

Thanks very much, I shall see what can be done.

Failing that, perhaps he'll get killed soon... he does seem to keep running into Greater Daemons...



#859 Thunder2186

Thunder2186

    Member

  • Members
  • 3 posts

Posted 11 November 2014 - 06:04 PM

Sorry to double-post, but I discovered another minor error today.

The Godwyn-De'az Storm Bolter has the wrong RoF data. Your sheet gives it as S/2/-, like the standard Bolter version, but it should be S/2/4 according to the BoM p114 (and 40k RPG Tools).



#860 Memetix

Memetix

    Member

  • Members
  • 443 posts

Posted 12 November 2014 - 03:27 AM

Thanks - I'll fix that in the next release.

If you want a fix in the mean time you can overwrite the default value in the Equipment sheet or you can unhide the "Fixed Data" sheet, search for the Bolter in the weapons table and update the RoF to the correct value.






© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS