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  1. #1

    FGU: custom attack types for weapons?

    I have a campaign where I would like to introduce a new projectile weapon, which would normally use Shooting as a skill, but I want to to use Occult or perhaps some other skill.

    How would I go about doing this? As I understand it, the skill is automatically selected based on the weapon type.

    I'm not against trying to modify XML files it writing an extension, though I don't know much about those. This may become a new category of weapons in the game, and I want players to feel like the are foreign.

    A set of Eldritch weapons that use Occult or A Mech suit that uses Simulations as skills for attacks, instead of fighting, throwing, or shooting, for example. What if you wanted to drive a Mech and fight in a simulation but you were using a Gaming skill to make attacks instead?

    You get the point. How do I add new types to the drop-down menu, and how do I designate the skill associated with them?

  2. #2
    Doswelk's Avatar
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    My players just defeated an army, had a dogfight with aliens, machine-gunned the zombies, stormed the tower, became Legendary and died heroically

    Yours are still on combat round 6

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  3. #3
    WHAAA@!!?? It's that easy!?

    Well that.... that's awesome. Thanks!!

  4. #4
    Ok, followup - can we specify a specialization? For example: Fighting: Swords versus Fighting: Unarmed?

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