Excel based Character Sheet

By Memetix, in Rogue Trader

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?

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?

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

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.

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.

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!

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.

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...

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).

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.

I know it's been mentioned, and probably forgotten, but I'll repeat it here nonetheless:

Think you could add the Ork "Kustom Jobz" from Hostile Acquisitions to the weapon upgrades?

I know it's been mentioned, and probably forgotten, but I'll repeat it here nonetheless:

Think you could add the Ork "Kustom Jobz" from Hostile Acquisitions to the weapon upgrades?

That is one of the few books I don't have access to. If you can tell me what the upgrade does I can give it a go!

Kustom Jobz

Ork Mekboyz are nothing if not imaginative, capable of creating all manner of strange devices and bizarre modifications.

An Ork with the Trade (Armourer) Skill may upgrade weapons by making a successful test. It is important to note that Ork weapons cannot be given human upgrades (see Rogue Trader , Table 5-9: Weapon Upgrades, page 133). At the GM’s discretion human weapons may be given Ork upgrades. However, this represents the Orks salvaging human weapons and "orkifying” them. GMs would be best advised to re-stat any salvaged weapon to the most appropriate Ork weapon. (If a GM has Into the Storm, he can use the Ork Armoury to help with this).

Blasta

The weapon no longer fires bullets, but rather blasts of incandescent energy that sear through armour. The weapon’s Pen becomes 1d10, rolled for each hit the weapon inflicts, and the damage type becomes Energy, but it gains the Overheats Quality.

Upgrades: Any ranged weapon that deals Impact damage.

Ekstra barrulz

An additional barrel or two allows the weapon to fire much faster, to the joy of its owner. The weapon gains the Storm quality and the Innacurate Quality. If it already has the Inaccurate Quality, it imposes a –5 penalty to all attack rolls made with the weapon.

Upgrades: Any ranged weapon capable of full–auto fire.

Ekstra rippy

Chains of razor-sharp teeth line the weapon, attached to a smoke-belching motor. The weapon increases its damage by 1 and gains the Tearing Quality. If it already has the Tearing Quality, increase the damage by 3 instead. However, the weapon becomes Unwieldy. If it is already Unwieldy, it imposes a –5 penalty to all attack rolls made with the weapon.

Upgrades: Any melee weapon.

Ekstra kaboom

Explosive ammunition makes for bigger wounds on the enemy and louder noises when the gun fires. The weapon’s damage type becomes Explosive and it gains the Tearing Quality.

Upgrades: Any ranged weapon.

More dakka

A clanking assortment of chains, gears and pistons increase the weapon’s rate of fire, granting an additional degree of success on all Ballistic Skill Tests when the weapon is fired on semi-automatic or fully-automatic. However, the weapon uses twice the usual amount of ammunition when firing. (So a weapon with a Full Auto RoF of 6 would use 12 rounds of ammo, but could only score six hits.

Upgrades: Any ranged weapon capable of semi-automatic or fully-automatic fire.

Skatta kannon

Rather than conventional bullets, the weapon fires piles of jagged shrapnel that tear and lacerate. The weapon’s range is halved, and the damage type becomes Rending. In addition, it gains the Scatter quality.

Upgrades: Any ranged weapon that deals Impact damage.

Zappy gubbinz

A strange contraption beyond the understanding of most Orks, this weapon is fitted with whirling, sparking protrusions that crackle with green lightning. These devices discharge as the wielder attacks, burning through armour and scorching flesh. A melee weapon with this upgrade gains the Power Field quality and increases its damage and Penetration by 2.

A ranged weapon with this upgrade adds 1d10 to its damage value and changes its damage type to Energy, but gains the Overheats and Unstable Qualities.

Upgrades: Any weapon.

Note also that craftsmanship modifiers are different for Ork weapons. I understand if you do not want to implement that, as I think it might be a little tricky?

Into the Storm, p142:

ORK KRAFTSMANSHIP

The Ork weapons presented in this chapter are of Common craftsmanship. Though the universally crude appearance of Ork technology would suggest otherwise, Ork weapons do possess varying degrees of craftsmanship. The difference between one shoota and another has as much to do with the skill and mad inspiration of the Mek who created it as it does with the constant tinkering the weapon has been subjected to over years of regular use. As a general rule, Orks suscribe to the belief that bigger always equates to better, and the efficacy of massive Kustom Shootas in the hands of Ork Nobz would suggest that in their case, this is true. The Craftsmanship ratings below replace those found in Rogue Trader when dealing with Ork weapons.

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.

Hi,

I'm quite new to this game - and to using this generator - so the mistake may be mine, but it seems that when choosing the career Navigator and choosing Renegade House, the generator forgets to add 1d5 Insanity points (which should be added according to Unchecked Mutation p. 178). Is it just me, or is this a mistake?

Cheers and thanks for the work you've put into creating this generator! :)

Anyone had a luck to get this working with Libreoffice 4.3.5

For me it hangs when i try to save character via button on first page of sheet.

Any clues???

./At0miclich

The Macros (which are only used for save and load) do not work with Openoffice. You're going to have to save a different sheet for each character.

The Macros (which are only used for save and load) do not work with Openoffice. You're going to have to save a different sheet for each character.

Thanks. but rest of th sheet sheet still works fine, albeit slowly, any tricks on that. ? :)

./At0miclich

Another small omission: Freebooter Rank 6 has the Talented (Choose one) available for 200 XP according to IttS p69, but the Excel sheet is missing this. Easily fixed with an Elite Advance, but if you ever do get around to updating the sheet...

Add Excel 2000 to tested list. My main computer failed and I had to take my ancient XP laptop (Dell Inspiron D600) into use for while. And it had Office 2000 Pro installed. Your spreadsheet worked fine, everything including macros. I've working on half dozen characters, with no anomalies detected.

./At0miclich

Will this work even if I upload it into google drive?

Will this work even if I upload it into google drive?

AFAIK. No, I think someone has on this forum already tried that (on this thread)-

./At0miclich

I have something similar for those who want a sheet on google drive and play over the internet however these sheet is not meant to be printed, only used on the drive. I've posted this in the GM part of the forum, but it seems more relevant here.

If anyone is still interested in easy to use sheets, myself and a friend created a google docs sheet that automates most of the character creation and the updating of skills, it's kinda unpolished but works for the games that I run. We built this quickly because after making 2 characters it was difficult to share the sheets over the internet and edit them on the fly. With these sheets we were able to create a shared Google drive that we could all view the sheets and use during our games.

Features:
Drop-down menus that add the correct number of states for the skill (untrained, trained ect...)
Automated Character Creation
Combat Tab with a quick look at combat stats/items
A skills page that shows what roll you need to pass the test
Quick Talents list, also features a list of talents that you can paste in with their description

Psychic Powers tab that shows Range, Focus power test, Prereqs, and Power Scale.

Also includes a built-in Acquisition calculator for gaining single items.

https://docs.google.com/spreadsheets/d/138TUdPiskvZ8FaKS7iwZ3hqrF3SiiDdIoSXcZezeY_g/edit?usp=sharing

Is there a way to add Histories to artificer armour?? The main DW rules note that artificer armour rolls twice on the History table, but I cannot see a way to actually add those to my artificer armour on the sheet.

Thanks for the recent posts folks, even though I'm no longer playing this game it is good to know that the community is still finding it useful.

AFAIK there is nothing specific in the sheet to cope with histories for artificer armour. I recall that most of the effects can be handled manually so you'll need to record the histories in one of the free text fields - maybe custom gear.

I haven't tried LibreOffice or OpenOffice in the last 2 years so I'm unable to give any decent tips on speeding up the sheet.

Darth - thanks for the Ork craftsmanship rules - I'll see what can be done.