Deathwatch Character Sheet Generator

By Tricky110974, in Deathwatch

A nice tool and you have put in a lot of work here :) Many thanks!

The faithpoints does not compute corretly in the latest version I think. It always shows as 0.

I would like to thank you for the Character Generator. It is great, and you are doing a great job!

I used it to create my Apothecary and here is some feedback:

Deathwatch Apothecary (Ultramarine)

  • Choosing Special Ability: Enhanced Healing is not one of the options
  • [As noted by Malaclypsedk above:] Fate points are not calculated in latest version, by both ways of entering
  • Typos: Chem-Use and Interrogation at DW Apothecary Advances are written as Talents instead of Skills (although selecting any of them, correctly trains the respective skills at the sheet)
  • Astartes Power Armour, Fury like Lightning ability (choice 5) does not add the +5 Agility (obviously this is intended since the benefits of the rest Armour histories can not be easily implemented, but.. that was my roll..)

I would humbly request to take into consideration the following, for future editions:

  • Only the first four weapons are printed. In case of my Apothecary these are frag/krak grenades, knife and bolt pistol, while the Bolter is excluded. Could it be possible to select which four of five (or more) weapons are to be printed at the Character Sheet?
  • Similar request for the Gear. Only the first twelve items are printed. Since there is space at the Character sheet under Gear section, could you insert more than 12 printing slots? (printing slots means that I have equipped them at the generator, but not shown at the sheet)
  • Father Chapter Trappings: I've chosen Ultramarine's Cingulum, but this effects all Chapters' trappings (eg Dark Angels Robe). Could it be possible to select which one of the three Cingulum possibilities I've chosen? In that case "Cingulum [Adamantine Inlays]" would appear at the Gear section instead of "Cingulum".
  • I've read that you have some issues with the reset buttons, and I stupidly request to add another reset button at Details window. It's just annoying to have to reset all, if I make a missclick at Personal Demeanor..

As we (my All Mighty GM, my party and me) will use your Character Generator, I will continue to provide feedback.

Thank you again,

KoRnio

New version available: v02_20110516

Fixes issues listed by Malaclypsedk and KoRnio.

KoRnio: You can select which weapons are shown by clicking the Weapons Shown button on Equipment tab.

New:

  • Reset Demeanours and Past Events
  • Chapter Trappings now have full choices
  • More gear shown on sheet
  • Honours can now be selected on Equipment tab

Unbelievable! Thank you!

Tricky110974 said:

KoRnio: You can select which weapons are shown by clicking the Weapons Shown button on Equipment tab.

I thought that button was meant to do something, but I get a Run-time Error '-2147352571 (80020005)': Type Missmatch when I press it. Is it because of VBA or old Excel version? I'm using Excel 2003 and VBA 6.3 on win XP.

Now, I found something interesting (I can call it bug):

When running generator, make a character as normal and select Characteristic: Weapon Skill (Apothecary Advances). Then close the generator and run it again without reset. Remove Weapon Skill from Advances. This results to a permanent +5 to Weapon Skill to generator characteristics sheet! Any further addition/removal have no more effects. I've checked the other Characteristic Advances and they have no problem (not tested with other specialties, though).

Hm... Maybe I should leave feedback on a weekly basis, to avoid new versions every day ;)

New version available: v02_20110517

KoRnio:

I was unable to replicate the issues you mentioned. I have now put a message on the front the of the tool that informs you what systems I have been able to test on. The only difference I can see that may make a difference is that I am using VB v6.5. However, the code for the Weapons Shown button is similar to other code and so cannot understand how this would not work when other functions do. The Characteristic advance also puzzles me, and will keep trying to replicate the issue.

I have gone through the code and tried to tidy it up. This has resulted in the Shown Weapons code being updated and so this may fix your problem, but it totally coincidental.

Happy for feedback to come daily or even more frequently. I will update as often as I can and would rather not have a queue of issues waiting just around the corner to all spring up at once at the end of the week.

Really glad that you're using the sheet and finding some success with it. You feedback is spot on and your suggestions are just what I've been wanting.

Thank you for your praise and I hope that I can keep up the work.

Just a quick update to say that intend to work on implementing mastercraft gear and improved talents (such as signature wargear, astartes weapon specialisation, to name a few).

Distinctions are lower on my 'to do' list as these are more for the GM than the player.

hi,

the characteristic advance cost the same for all....

New version available: v02_20110518

New:

  • Equipment tab: Craftsmanship can now be selected. At present, this only changes what is show on sheet, but will soon modify Armour and Weapons.
  • Equipment tab: Ignore Renown - this allows you to equip and item even if you don't meet the required renown, such as when your GM provides special equipment for KT.

Coming Soon:

  • Effects of Craftsmanship (increased weapon damage, increased armour AP and increased costs and renown).
  • Improved Talents

Gantz: Are you saying that the Advances costs the same regardless of Specialty, or cost the same regardless of Characteristic? What version are you using? I am not able to replicate the issue in the latest version and that may resolve the problem.

I do a tactical marine and see that BS cost 750.....

First of all,

Thanks a lot for this project, it's a huge help!

The last couple of versions ( from the 17th and 18th ) have issues with the cost of characteristic advances advances. It's always wrong and no change occurs when you reset and create a new one.

One big big request: Can you make the macro window resizable or smaller? Smaller screens can't see all the window and lose some info on various screens.

Once again, AWESOME!

I leave an open request: Same project for RT and DH. I volunteer my help to copy and place info on whatever format would be usefull whomever, if anyone, would need it to go on.

Cheers,

Isidro

New version: v02_20110519

Fixed:

  • Characteristic Advances - these are now correct. I accidentally altered a formula while trying to tidy up some of the VBA.

New:

  • Craftsmanship - Weapons and Armour are modified (weapons increased damage and notes under Special, Armour increased AP if Master-crafted)

Coming Soon:

  • Improved Advances - determine effects of some Advances on character sheet and allow others to be defined in more detail.

isidro: I will see what I can do about the window size. My problem is the Advances tab uses all the space. Originally the window was smaller but I increased it to allow for all the Advances to be shown.

isidro: I've altered the window size. I've moved the Chosen Advances onto a separate tab along with Psychic Powers.

I have clicked the run generator button, but nothing happens...is there anythijg else I need to do?

Still Coming along nicely. Still havent figured out how to add insanity/corruption. Also when I select chaplain, it doesnt automatically add hatred, litanies of hate, or fearless, no prob though as elite advances work just as well.

Question for you tricky, this is obviously taking a lot of time and work, but what about major changes that are optional, like the new weapon damages?

Dam fine work soldier.

shadoestar said:

I have clicked the run generator button, but nothing happens...is there anythijg else I need to do?

Did you allow macros?

Thanks a lot!

Trying new version!

Isidro

Hi again!

  1. I've downloaded office 2k3 sp3 (from here javascript:void(0);/*1305897741397*/ ) and by installing it Excell is now version 11.8169.8172 SP3 and VBA v.6.5.1024. There are no Runtime errors, or the bug with WS that I previously reported (though I experienced that the generator sometimes does not run or makes runtime errors, if I have previously ran some personal macros. So I suggest always restarting excel and build your character).
  2. At melee attacks' damage the SB (Strength bonus is not added). Tested with Combat Knife and Chainsword.
  3. The weapon damages have changed (live update v1.1 found here javascript:void(0);/*1305898547246*/ ) eg. Bolt Pistol from 2d10+5,pen5,S/3/- has changed to 1d10+9,pen4,S/2/-. I know it is painful to write again all the tables, so would you like me to make the tables and send them to you?
  4. Power Armour history. There are three possibilities: (a) Power Armour improves (or gives penalty) to a characteristic. In this case this could be added by player in characteristic sheet manually, or you could include a new table at equipment under the name "armour history", so to be selected and purchased respectively. (b) Power Armour provides a talent. In this case, the only thing I can think is to add a button at advances "buy without XP cost" in order for the player to select it © Power Armour provides something special (eg critical damage or initiative). I think we can ignore it for the time being, or put in the wish list to be printed in the gear section. Maybe I'll get a good idea if I make a table with all the histories, not only the generic from core rulebook.

Cheers,

KoRnio

KoRnio said:

Hi again!

  1. I've downloaded office 2k3 sp3 (from here javascript:void(0);/*1305897741397*/ ) and by installing it Excell is now version 11.8169.8172 SP3 and VBA v.6.5.1024. There are no Runtime errors, or the bug with WS that I previously reported (though I experienced that the generator sometimes does not run or makes runtime errors, if I have previously ran some personal macros. So I suggest always restarting excel and build your character).
  2. At melee attacks' damage the SB (Strength bonus is not added). Tested with Combat Knife and Chainsword.
  3. The weapon damages have changed (live update v1.1 found here javascript:void(0);/*1305898547246*/ ) eg. Bolt Pistol from 2d10+5,pen5,S/3/- has changed to 1d10+9,pen4,S/2/-. I know it is painful to write again all the tables, so would you like me to make the tables and send them to you?
  4. Power Armour history. There are three possibilities: (a) Power Armour improves (or gives penalty) to a characteristic. In this case this could be added by player in characteristic sheet manually, or you could include a new table at equipment under the name "armour history", so to be selected and purchased respectively. (b) Power Armour provides a talent. In this case, the only thing I can think is to add a button at advances "buy without XP cost" in order for the player to select it © Power Armour provides something special (eg critical damage or initiative). I think we can ignore it for the time being, or put in the wish list to be printed in the gear section. Maybe I'll get a good idea if I make a table with all the histories, not only the generic from core rulebook.

Cheers,

KoRnio

  1. This will go onto my to do list. Shouldn't be too difficult.
  2. A question has been asked about this. My thought is too place a check box asking which damage rules you want to use and the 1.1 update is considered optional. This, again, shouldn't be too difficult.
  3. a) There is already capability for Characteristic changes from equipment (this was used to add +20 Strength), so should be able to accommodate this; b) should be able to add a free talent easily enough; c) this could be part of the 'Notes' section that I've created on the bottom of page 2

All above are good points/suggestions. I will get to work on these ASAP.

Thanks for the feedback.

New version: v02_20110520

Fixed:

  • Insanity and Corruption - use buttons to add either.

New:

  • Improved talents: Chem Geld (1 insanity point) and Enhanced Bionic Frame (additional trait)
  • Improved Advanced Specialties: Bonus Talents and Wargear.

Also incorporated v1.1 of errata (except for optional weapon stats).

New version: v02_20110521

Fixed:

  • Strength bonus added to Melee weapons

First of all, let me say what an outstanding piece of work you are doing on this very ambitious project. I wish I could use Excel half as well as you. Now for the points I noticed while working on creating my Blood Angel Librarian:

  • When selecting the Deed "Assault on Baal Veteran" (300 XP) and then selecting the Psy Power "Blood Lance" (1000 XP), the program first deducts 300 XP correctly for the deed, but after that, it deducts only 700 XP for the Blood Lance, making the cost for the 2 advances equal to the starting xp of the Deathwatch character creation. I don't know if this is a problem with the starting character creation xp in general or if it is exclusive to the deeds since they are in a different section of the sheet.
  • Force weapons should also add the Psy Rating of the character to damage and penetration.

Apart from that, great work. Thank you very much for this wonderful tool :)

Kilburn said:

First of all, let me say what an outstanding piece of work you are doing on this very ambitious project. I wish I could use Excel half as well as you. Now for the points I noticed while working on creating my Blood Angel Librarian:

  • When selecting the Deed "Assault on Baal Veteran" (300 XP) and then selecting the Psy Power "Blood Lance" (1000 XP), the program first deducts 300 XP correctly for the deed, but after that, it deducts only 700 XP for the Blood Lance, making the cost for the 2 advances equal to the starting xp of the Deathwatch character creation. I don't know if this is a problem with the starting character creation xp in general or if it is exclusive to the deeds since they are in a different section of the sheet.
  • Force weapons should also add the Psy Rating of the character to damage and penetration.

Apart from that, great work. Thank you very much for this wonderful tool :)

Kilburn:

I created a BA Librarian and selected the deed Assault on Baal. This deducted 300 xp (which does not count towards Rank which is why you don't see your XP Spent increase). I then attempted to select Psychic Power Blood Lance and I got the message that I only had 700 xp and the Advance cost 1000 xp and so was not allowed to acquire. If I understand the rules correctly, then this is correct. I assume this is not what happened for you and you was able to acquire the Advance even though you shouldn't have had enough xp.

I will sort out the Force Weapon damage ASAP.

First of all, thank you for your very fast answer!

Uhm... I guess I need to clarify my original post. Since I've been playing that librarian for some time now, I have already spent 19000 xp on him. First I added 6000 xp and then began to spent them on the advances I have already selected by hand. that leads to the situation I described... in that scenario, Blood Lance deducts only 700 xp and in the end after purchasing 6000 xp worth of advances, I still have 300 xp left, which are the cost of the deed.

When I tried the same with only the starting xp, it worked exactly the same way you described, however as soon as I tried various amounts of added xp, the Blood Lance would end up deducting only 700 xp.

Also, thanks for the heads-up, I hadn't read the part where deeds don't add to the xp for your rank calculation.

Edit: OK, read through the deed rules on p. 74 of RoB and my reading is that the rules don't say that points spent on deeds do not count towards rank. The text states that

"Any adjustments made to the charactrer by by selecting a Deed do not count as advancements for the purpose of increasing your Rank (...)"

which, to me, means that the xp spent on the Deeds go toward Rank as normal, but the improvements granted by the Deed in no way do. Everything else would probably make bookkeeping just more complicated.

Thanks again for the good work.

New version: v02_20110522

Fixed:

  • Psy Rating now adds to Force Weapons
  • Deed costs now count towards to Rank - Kilburn: this should also fix the Advance Cost issue