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January 19th, 2019, 09:35 #121Ruleset and much more content built for FGU.
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January 19th, 2019, 18:16 #122
1.0.7a. It was with a custom weapon I created outside the ruleset with the following attributes:
<traylorm5a1> <name type="string">Traylor M5A1</name>
<cost type="string">Lv1740</cost>
<damage type="string">4d6+1 AP</damage>
<heft type="number">0</heft>
<isidentified type="number">1</isidentified>
<locked type="number">1</locked>
<magazine type="number">40</magazine>
<mass type="number">3.5</mass>
<notes type="formattedtext">
<p>The M5A1 is a progressive development of the old M2 assault rifle. The M5A1 is a binary-propellant design, incorporating a three round 30 millimetre grenade launcher, along with hardened sights equipped with a red-dot, low-light and telescopic options, complete with an active/passive rangefinder. The rangefinder is used to feed fusing information to the grenades, enabling them to explode at set distances for enhanced effectiveness against dug-in troops.</p><p>While Army troops use the M-4A1 gauss rifle, Marines and SPECFOR troops prefer the M5A1.</p><p>Type: 9mm binary propellant assault rifle</p><p>Country: USA</p><p>Length: 75cm</p><p>Mass (Unloaded): 3kg</p><p>Action: Single shot or bursts</p><p>Ammunition: 9x40mm APHE</p><p>Muzzle Velocity: 1,200mps</p><p>Magazine: 40 rounds (separate propellant bottles for 120 shots)</p><p>Magazine Mass: 0.4kg</p><p>Propellant Bottle Mass: 0.1kg</p>
</notes>
<protection type="number">-1</protection>
<range type="string">Rifle</range>
<recoil type="number">1</recoil>
<recordtype type="number">9</recordtype>
<subtype type="string">Slug Throwers</subtype>
<tl type="number">12</tl>
<type type="string">Weapon</type>
<auto type="string">4</auto>
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January 19th, 2019, 18:22 #123
It also seems that dragging the custom weapon worked...it shows in the inventory, but it doesn't show up on the Actions tab. Do I have to recreate it there?
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January 19th, 2019, 18:43 #124
Figured it out..it appears there was a new <skill type="string"> tag that was added between when I started the 2300 AD book and the current ruleset. It all seems to work now. One question, however..how would you calculate Armor Piercing?
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January 19th, 2019, 18:54 #125
EDIT: Figured out the issue.
Last edited by GunbunnyFuFu; January 19th, 2019 at 19:07.
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January 20th, 2019, 11:53 #126
I'm currently working on Damage Types and Armour resistances etc
Any armour that a character is wearing should appear against them in the CT.
I will be making changes to this in the future but at the moment it should all work. I've noticed a bit of a bug in the armour section on Dr Thunder, so I'll fix that now (it's allowing a custom weapon to appear)Ruleset and much more content built for FGU.
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January 20th, 2019, 11:54 #127Ruleset and much more content built for FGU.
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January 20th, 2019, 16:56 #128
Dealing with the Super AP, AP, and Semi-Ap would be very helpful, even if that's something that we manually have to add to weapons (eg. weapon does 3d6 AP damage, means armor penetration is 3). This calculated would be very, very good IMHO.
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Game in Progress: AD&D 2e - Against the Zhentarim
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January 20th, 2019, 17:00 #129Ruleset and much more content built for FGU.
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January 20th, 2019, 18:55 #130
Great! Let me know if there is anything I can do to help test! Going to run a 2300 AD session in the very near future.
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Timezone: Eastern Standard Time (EDT) United States; GMT -4 hours
Game in Progress: AD&D 2e - Against the Zhentarim
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