Tables results sometimes do not appear. Can't find out why.

Sometimes tables results fail to appear, it seems like it just fails to print.. I don't know the reason.

The table which sometimes fails to print, the strangest part is that identical (almost) generators always succeed.
So here's the table I pulled out of the whole code which fails to work:
//I Removed some code, which definetly works (so only relevant tables remain). The removed code is in full code. 
Table: SPRifle
Set: craft=[@CraftsmanshipTable&;#93; 
Set: name=Placeholdername   
Set: class=SP Basic
Set: range=[@SPRifleRangeTable&;#93;
Set: rof=[#{range} SPRifleRoFTable]
Set: dam=[@SolidProjectileBasicDamageTable&;#93;I
Set: pen=[@SolidProjectilePistolPenTable&;#93;
Set: clip=[#{range} SPRifleClipTable]
Set: rld=[@OneTwoTurnReloadTable&;#93;
Set: special=[#{craft} SPBasicRifleSpecialTableChooser]
Set: wt={5 + (2d5 / 4)}kg  
Set: cost={round((80 + 3d60)/5) * 5}
Set: availability=[#{craft} SPRifleAvailabilityTable]
<table border="2" bordercolor="#000000" style="background-color:#FFFFCC" width="45%" cellpadding="2" cellspacing="2"><tr><td>Name</td><td>Class</td><td>Range</td><td>RoF</td><td>Damage</td><td>Pen</td><td>Clip</td><td>Reload</td><td>Special</td><td>Weight</td><td>Cost</td><td>Availability</td><td>Craftsmanship</td></tr><tr><td>{name}</td><td>{class}</td><td>{range}</td><td>{rof}</td><td>{dam}</td><td>{pen}</td><td>{clip}</td><td>{rld}</td><td>{special}</td><td>{wt}</td> <td>{cost}</td><td>{availability}</td><td>{craft}</td></tr></table>

Table: CraftsmanshipTable
20:Poor
15:Common
5:Good
1:Best

Table: SPRifleRangeTable
1:10
11::20
20:30
17:40
14:50
11:60
8:70
5:80
2:90
20:{30 + (2d10 * 10)}

Table:SPRifleRoFTable
Type: Lookup
1-29:[@SPRifleRoFLowRangeTable&;#93;
30-69:[@SPRifleRoFMediumRangeTable&;#93;
70-1000:S/-/-

Table: SPRifleRoFMediumRangeTable
4:S/-/-
10:S/3/6
30:S/3/-
30:S/2/-

Table: SPRifleRoFLowRangeTable
4:S/-/-
20:S/3/6
30:S/3/-
30:S/2/-
10:S/2/6
30:S/3/10

Table: SolidProjectileBasicDamageTable
100: 1d10+{round(4d5 / 3)}
2: 2d5+{round(4d5 / 3)}

Table: SolidProjectilePistolPenTable
100:0
6:1
2:2

Table: SPRifleClipTable
Type: Lookup
1-90: {20 + (1d4 * 10)}
91-150: {round(2d10 / 2)}
151-1000: {1d3}

Table: OneTwoTurnReloadTable
Full
2Full

Table: SPBasicRifleSpecialTableChooser
Type: Dictionary
Poor: [@PoorSPBasicRifleSpecialTable&;#93;
Common: [@CommonSPBasicRifleSpecialTable&;#93;
Good: [@GoodSPBasicRifleSpecialTable&;#93;
Best: [@BestSPBasicRifleSpecialTable&;#93;

Table: PoorSPBasicRifleSpecialTable
80:Unreliable
40:Unreliable, Accurate
30:Unreliable, Inaccurate
2:Unreliable, Tearing

Table: CommonSPBasicRifleSpecialTable
100:None
80:Accurate
50:Reliable
40:Inaccurate
40:Unreliable
2:Tearing
30:Accurate, Reliable
60:Inaccurate, Reliable
60:Accurate, Unreliable
4:Unreliable, Tearing

Table: GoodSPBasicRifleSpecialTable
80:Reliable,
60:Reliable, Accurate
5:Reliable, Tearing
2:Reliable, Accurate, Tearing
10:Reliable, Inaccurate

Table: BestSPBasicRifleSpecialTable
80:Never Jams,
60:Never Jams, Accurate
5:Never Jams, Tearing
2:Never Jams, Accurate, Tearing

Table: SPRifleAvailabilityTable
Type: Dictionary
Poor: Common+
Common: Average+
Good: Scarce+
Best: Rare+


Here's the whole code:
; Random Weapon Generator.ipt
; created 2013.03.13 16:55:36
Header: Random Weapon Generator
Prompt: WeaponType {|Random|Bolt|Flame|Las|Launcher|Melta|Plasma|Primitive|SolidProjectile} Random
Prompt: WeaponClass {Random|Pistol|Basic|Heavy} Random

Table: Generator
Set: WeaponType=[#{$prompt1} WeaponTypeChooser]
Set: WeaponClass=[#{$prompt2} WeaponClassChooser]
Set: WeaponGenerator={WeaponType}{WeaponClass}
[@{WeaponGenerator}&;#93;

Table: WeaponTypeChooser
Type: dictionary
Random:[@RandomWeaponType&;#93;
default:SolidProjectile
SolidProjectile:SolidProjectile
Bolt:Bolt
Flame:Flame
Las:Las
Launcher:Launcher
Melta:Melta
Plasma:Plasma
Primitive:Primitive


Table: RandomWeaponType
7:Bolt
4:Flame
6:Las
2:Launcher
1:Melta
3:Plasma
8:Primitive
9:SolidProjectile
5:Grenade

Table: WeaponClassChooser
Type: dictionary
Random:[@RandomWeaponClass&;#93;
Pistol:Pistol
Basic:Basic
Heavy:Heavy


Table: RandomWeaponClass
10:Pistol
5:Basic
1:Heavy

Table: BoltPistol
Set: craft=[@CraftsmanshipTable&;#93;
Set: name=[#{craft} NameGeneratorStarter]
Set: class=Bolt Pistol
Set: range={floor(5d5 /5) * 10}
Set: rof=S/{floor(3d2 / 3 + 1)}/-
Set: dam=[@BoltPistolDamageTable&;#93;
Set: pen={floor(4d2 / 2 + 1)}
Set: clip={6d2 - 1}
Set: rld=Full
Set: special=[@&;#91;#{craft} BoltPistolSpecialTableChooser]]
Set: wt={10d2 / 2 - 4}kg  
Set: cost=[#{craft} BoltPistolCostTable]
Set: availability=[#{craft} AvailabilityTable]
<table border="2" bordercolor="#000000" style="background-color:#FFFFCC" width="45%" cellpadding="2" cellspacing="2"><tr><td>Name</td><td>Class</td><td>Range</td><td>RoF</td><td>Damage</td><td>Pen</td><td>Clip</td><td>Reload</td><td>Special</td><td>Weight</td><td>Cost</td><td>Availability</td><td>Craftsmanship</td></tr><tr><td>{name}</td><td>{class}</td><td>{range}</td><td>{rof}</td><td>{dam}</td><td>{pen}</td><td>{clip}</td><td>{rld}</td><td>{special}</td><td>{wt}</td> <td>{cost}</td><td>{availability}</td><td>{craft}</td></tr></table>

Table: AvailabilityTable
Type: dictionary
Poor: Scarce+
Common: Rare+
Good: Very Rare+
Best: Extremely Rare+

Table: NameGeneratorStarter
Type: Dictionary
Poor: [#{1d40} WeaponNameGenerator]
Common: [#{1d82} WeaponNameGenerator]
Good: [#{1d75+19} WeaponNameGenerator]
Best: [#{1d46+53} WeaponNameGenerator]

Table: WeaponNameGenerator
Type: Lookup
1-20:{WeaponType} {WeaponClass}
21-30:{WeaponType} {WeaponClass} [@SimpleNamePattern&;#93;
31-40:[@SimpleNameElement&;#93; {WeaponType} {WeaponClass}
41-45:[@SimpleNameElement&;#93; [@SimpleNameElement&;#93; {WeaponType} {WeaponClass}
46-53:[@SimpleNameElement&;#93; {WeaponType} {WeaponClass} [@SimpleNamePattern&;#93;
54-61:[@FancyNameElement&;#93; {WeaponType} {WeaponClass}
62-67:[@FancyNameElement&;#93; [@SimpleNameElement&;#93; {WeaponType} {WeaponClass}
68-72:[@SimpleNameElement&;#93; [@SimpleNameElement&;#93; {WeaponType} {WeaponClass} [@SimpleNamePattern&;#93;
73-77:[@SimpleNameElement&;#93; [@FancyNameElement&;#93; {WeaponType} {WeaponClass}
78-82:[@FancyNameElement&;#93; {WeaponType} {WeaponClass} [@SimpleNamePattern&;#93;
83-84:[@FancyNameElement&;#93; [@FancyNameElement&;#93; {WeaponType} {WeaponClass}
85-87:[@FancyNameElement&;#93; [@SimpleNameElement&;#93; {WeaponType} {WeaponClass} [@SimpleNamePattern&;#93;
88-90:[@SimpleNameElement&;#93; [@FancyNameElement&;#93; {WeaponType} {WeaponClass} [@SimpleNamePattern&;#93;
91-92:[@FancyNameElement&;#93; [@FancyNameElement&;#93; {WeaponType} {WeaponClass} [@SimpleNamePattern&;#93;
93-95:[@FancyNameElement&;#93; {WeaponType} {WeaponClass} [@FancyNamePattern&;#93;
96-97:[@FancyNameElement&;#93; [@SimpleNameElement&;#93; {WeaponType} {WeaponClass} [@FancyNamePattern&;#93;
98-99:[@SimpleNameElement&;#93; [@FancyNameElement&;#93; {WeaponType} {WeaponClass} [@FancyNamePattern&;#93;
100:[@FancyNameElement&;#93; [@FancyNameElement&;#93; {WeaponType} {WeaponClass} [@FancyNamePattern&;#93;

Table: SimpleNameElement
Stub
Combi - 
Angelus
Scourge
Storm
Legion
Service
Sacristan
Precision
Encamine
Hack
Combat
Heavy Combat
Mariette
Cylinder
Mercy
Killer
Phobos
Holdout
Short
Tranter
Panoptic
Baraspian
Naval
Lever
Assault
Persecutor


Table: FancyNameElement
Armsman-{1d11}
Cred-{1d11}
Cinder Crag
Hecuter {1d5+5}/{1d5+2}
"Mauler"
"Destroyer"
"Fate Bringer"
"Flametongue"
Howdah
Puritan-{1d10+7}
"Salvation"
"Scalptaker"
Stormchild
"Irontalon"
"Blackhammer"
"Meat Hammer"
"Slayer"
"Spectre"
"Ironclaw"



Table: SimpleNamePattern
, Mars Pattern Mk I
, Mars Pattern Mk II
, Mars Pattern Mk III
, Mars Pattern Mk IV
, Mars Pattern Mk V
, Talon Mk I
, Talon Mk II
, Talon Mk III
, Talon Mk IV
, Talon Mk V
, Garm Pattern
, Fykos Forge
, Dorcas Pattern
, Orthlack Mk I
, Orthlack Mk II
, Orthlack Mk III
, Orthlack Mk IV
, Orthlack Mk V
, Armageddon Pattern
, Alcher Mk I
, Alcher Mk II
, Alcher Mk III
, Alcher Mk IV
, Alcher Mk V
, Zayth-Pattern
, Wrath-Pattern,
, Lathe-Pattern


Table: FancyNamePattern
, Godwyn-De'az Pattern
, Hax-Orthlack Pattern
, Westingkrup Carnodon Pattern
, Sulymann
, Khayer-Addin
, Westingkrup Model {1d99}
, Cypra Mundi
, Scatheros



Table: BoltPistolDamageTable
3:d10+3X
12:d10+4X
100:d10+5X
12:d10+6X
6:d10+7X
3:d10+8X
1:1d10+9X
          
Table: BoltPistolSpecialTableChooser
Type: Dictionary
Default:BoltPistolSpecialTable
Poor:PoorBoltPistolSpecialTable
Good:GoodBoltPistolSpecialTable
Best:BestBoltPistolSpecialTable

Table: BestBoltPistolSpecialTable
20:Tearing, Never Jams
2:Accurate, Tearing, Never Jams

Table: GoodBoltPistolSpecialTable
20:Reliable, Tearing 
1: Accurate, Reliable, Tearing
         

Table: PoorBoltPistolSpecialTable
20:Unreliable, Tearing
1:Extra Unreliable(jams on every failed hit), Tearing

Table: BoltPistolSpecialTable
40:Tearing
4:Reliable, Tearing
1: Unreliable, Tearing

Table: CraftsmanshipTable
20:Poor
15:Common
5:Good
1:Best

Table: BoltPistolCostTable
Type: dictionary
Poor:{round((10d50 + 100)/50) * 25}
Common:{round((10d50 + 100)/25) * 25}
Good:{round((10d50 + 100)/25) * 75} 
Best:{round((10d50 + 100)/25) * 250}

Table: SolidProjectilePistol
Set: craft=[@CraftsmanshipTable&;#93;
Set: name=[#{craft} SPPistolNameGeneratorStarter]   
Set: class=SP Pistol
Set: range={floor(5d5 /5) * 10}
Set: rof=[@SolidProjectilePistolRoFTable&;#93;
Set: dam=[@SolidProjectilePistolDamageTable&;#93;
Set: pen=[@SolidProjectilePistolPenTable&;#93;
Set: clip={6d5}
Set: rld=[@OneTwoTurnReloadTable&;#93;
Set: special=[#{craft} SPPistolSpecialTableChooser]
Set: wt={(3d10 + 10) / 10}kg  
Set: cost=[#{craft} SPPistolCostTable]
Set: availability=[#{craft} SPPistolAvailabilityTable]
<table border="2" bordercolor="#000000" style="background-color:#FFFFCC" width="45%" cellpadding="2" cellspacing="2"><tr><td>Name</td><td>Class</td><td>Range</td><td>RoF</td><td>Damage</td><td>Pen</td><td>Clip</td><td>Reload</td><td>Special</td><td>Weight</td><td>Cost</td><td>Availability</td><td>Craftsmanship</td></tr><tr><td>{name}</td><td>{class}</td><td>{range}</td><td>{rof}</td><td>{dam}</td><td>{pen}</td><td>{clip}</td><td>{rld}</td><td>{special}</td><td>{wt}</td> <td>{cost}</td><td>{availability}</td><td>{craft}</td></tr></table>

Table: SPPistolNameGeneratorStarter
Type: Dictionary
Poor: [#{1d40} SPPistolWeaponNameGenerator]
Common: [#{1d82} SPPistolWeaponNameGenerator]
Good: [#{1d75+19} SPPistolWeaponNameGenerator]
Best: [#{1d46+53} SPPistolWeaponNameGenerator]

Table: SPPistolWeaponNameGenerator
Type: Lookup
1-10: {$prompt2}
11-20: Revolver
21-25: {$prompt2} [@SimpleNamePattern&;#93;
26-30: Revolver [@SimpleNamePattern&;#93;
31-35:[@SimpleNameElement&;#93; {$prompt2}
36-40:[@SimpleNameElement&;#93; Revolver
41-42:[@SimpleNameElement&;#93; [@SimpleNameElement&;#93; {$prompt2}
43-45:[@SimpleNameElement&;#93; [@SimpleNameElement&;#93; Revolver
46-48:[@SimpleNameElement&;#93; {$prompt2} [@SimpleNamePattern&;#93;
49-53:[@SimpleNameElement&;#93; Revolver [@SimpleNamePattern&;#93;
54-57:[@FancyNameElement&;#93;  {$prompt2}
58-61:[@FancyNameElement&;#93;  Revolver
62-64:[@FancyNameElement&;#93; [@SimpleNameElement&;#93; {$prompt2}
65-67:[@FancyNameElement&;#93; [@SimpleNameElement&;#93; Revolver
68-70:[@SimpleNameElement&;#93; [@SimpleNameElement&;#93; {$prompt2} [@SimpleNamePattern&;#93;
71-72:[@SimpleNameElement&;#93; [@SimpleNameElement&;#93; Revolver [@SimpleNamePattern&;#93;
73-74:[@SimpleNameElement&;#93; [@FancyNameElement&;#93; {$prompt2}
75-77:[@SimpleNameElement&;#93; [@FancyNameElement&;#93; Revolver
78-80:[@FancyNameElement&;#93; {$prompt2} [@SimpleNamePattern&;#93;
81-82:[@FancyNameElement&;#93; Revolver [@SimpleNamePattern&;#93;
83-84:[@FancyNameElement&;#93; [@FancyNameElement&;#93; {$prompt2}
85-87:[@FancyNameElement&;#93; [@SimpleNameElement&;#93; {$prompt2} [@SimpleNamePattern&;#93;
88-90:[@SimpleNameElement&;#93; [@FancyNameElement&;#93; {$prompt2} [@SimpleNamePattern&;#93;
91-92:[@FancyNameElement&;#93; [@FancyNameElement&;#93; {$prompt2} [@SimpleNamePattern&;#93;
93-95:[@FancyNameElement&;#93; {$prompt2} [@FancyNamePattern&;#93;
96-97:[@FancyNameElement&;#93; [@SimpleNameElement&;#93; {$prompt2} [@FancyNamePattern&;#93;
98-99:[@SimpleNameElement&;#93; [@FancyNameElement&;#93; {$prompt2} [@FancyNamePattern&;#93;
100:[@FancyNameElement&;#93; [@FancyNameElement&;#93; {$prompt2} [@FancyNamePattern&;#93;

Table: OneTwoTurnReloadTable
Full
2Full

Table: SPPistolAvailabilityTable
Type: Dictionary
Poor: Plentiful+
Common: Common+
Good: Average+
Best: Scarce+

Table: SPPistolCostTable
Type: Dictionary
Poor: {round(4d30 / 10) * 5}
Common: {round(4d30 / 5) * 5}
Good: {round(4d30 / 5) * 15}
Best: {round(4d30 / 5) * 50}

Table: SPPistolSpecialTableChooser
Type: Dictionary
Poor: [@PoorSPPistolSpecialTable&;#93;
Common: [@CommonSPPistolSpecialTable&;#93;
Good: [@GoodSPPistolSpecialTable&;#93;
Best: [@BestSPPistolSpecialTable&;#93;

Table: PoorSPPistolSpecialTable
60:Unreliable
10:Unreliable, Accurate
30:Unreliable, Inaccurate

Table: CommonSPPistolSpecialTable
60:None
20:Reliable
30:Accurate
10:Accurate, Reliable,
1:Tearing,
10:Inaccurate,
10:Unreliable

Table: GoodSPPistolSpecialTable
40:Reliable
20:Accurate, Reliable,
2:Reliable, Tearing,
10:Reliable, Inaccurate,


Table: BestSPPistolSpecialTable
40:Never Jams
40:Accurate, Never Jams
4:Never Jams, Tearing
1: Accurate, Never Jams, Tearing


Table: SolidProjectilePistolPenTable
100:0
6:1
2:2

Table: SolidProjectilePistolRoFTable
100:S/-/-
15:S/2/-
35:S/3/-
5:S/3/6
5:S/3/8
4:S/-/6
2:S/2/5
3:S/2/6

Table: SolidProjectilePistolDamageTable
100: 1d10+{round(3d5 / 3)}
1: 2d5+{round(3d5 / 3)}

Table: SolidProjectileBasic
[@SPShotgun&;#93;
[@SPRifle&;#93;

Table: SPRifle
Set: craft=[@CraftsmanshipTable&;#93;
Set: name=[#{craft} SPRifleNameGeneratorStarter]   
Set: class=SP Basic
Set: range=[@SPRifleRangeTable&;#93;
Set: rof=[#{range} SPRifleRoFTable]
Set: dam=[@SolidProjectileBasicDamageTable&;#93;I
Set: pen=[@SolidProjectilePistolPenTable&;#93;
Set: clip=[#{range} SPRifleClipTable]
Set: rld=[@OneTwoTurnReloadTable&;#93;
Set: special=[#{craft} SPBasicRifleSpecialTableChooser]
Set: wt={5 + (2d5 / 4)}kg  
Set: cost={round((80 + 3d60)/5) * 5}
Set: availability=[#{craft} SPRifleAvailabilityTable]
<table border="2" bordercolor="#000000" style="background-color:#FFFFCC" width="45%" cellpadding="2" cellspacing="2"><tr><td>Name</td><td>Class</td><td>Range</td><td>RoF</td><td>Damage</td><td>Pen</td><td>Clip</td><td>Reload</td><td>Special</td><td>Weight</td><td>Cost</td><td>Availability</td><td>Craftsmanship</td></tr><tr><td>{name}</td><td>{class}</td><td>{range}</td><td>{rof}</td><td>{dam}</td><td>{pen}</td><td>{clip}</td><td>{rld}</td><td>{special}</td><td>{wt}</td> <td>{cost}</td><td>{availability}</td><td>{craft}</td></tr></table>
  
Table: SPRifleRangeTable
1:10
11::20
20:30
17:40
14:50
11:60
8:70
5:80
2:90
20:{30 + (2d10 * 10)}

Table: SPRifleAvailabilityTable
Type: Dictionary
Poor: Common+
Common: Average+
Good: Scarce+
Best: Rare+

Table: SPRifleNameGeneratorStarter
Type: Dictionary
Poor: [#{1d40} SPRifleWeaponNameGenerator]
Common: [#{1d82} SPRifleWeaponNameGenerator]
Good: [#{1d75+19} SPRifleWeaponNameGenerator]
Best: [#{1d46+53} SPRifleWeaponNameGenerator]

Table: SPRifleWeaponNameGenerator
Type: Lookup
1-20: Rifle
21-30:Rifle [@SimpleNamePattern&;#93;
31-40:[@SimpleNameElement&;#93; Rifle
41-45:[@SimpleNameElement&;#93; [@SimpleNameElement&;#93; Rifle
46-53:[@SimpleNameElement&;#93; Rifle [@SimpleNamePattern&;#93;
54-61:[@FancyNameElement&;#93; Rifle
62-67:[@FancyNameElement&;#93; [@SimpleNameElement&;#93; Rifle
68-72:[@SimpleNameElement&;#93; [@SimpleNameElement&;#93; Rifle [@SimpleNamePattern&;#93;
73-77:[@SimpleNameElement&;#93; [@FancyNameElement&;#93; Rifle
78-82:[@FancyNameElement&;#93; Rifle [@SimpleNamePattern&;#93;
83-84:[@FancyNameElement&;#93; [@FancyNameElement&;#93; Rifle
85-87:[@FancyNameElement&;#93; [@SimpleNameElement&;#93; Rifle [@SimpleNamePattern&;#93;
88-90:[@SimpleNameElement&;#93; [@FancyNameElement&;#93; Rifle [@SimpleNamePattern&;#93;
91-92:[@FancyNameElement&;#93; [@FancyNameElement&;#93; Rifle [@SimpleNamePattern&;#93;
93-95:[@FancyNameElement&;#93; Rifle [@FancyNamePattern&;#93;
96-97:[@FancyNameElement&;#93; [@SimpleNameElement&;#93; Rifle [@FancyNamePattern&;#93;
98-99:[@SimpleNameElement&;#93; [@FancyNameElement&;#93; Rifle [@FancyNamePattern&;#93;
100:[@FancyNameElement&;#93; [@FancyNameElement&;#93; Rifle [@FancyNamePattern&;#93;

Table: SPBasicRifleSpecialTableChooser
Type: Dictionary
Poor: [@PoorSPBasicRifleSpecialTable&;#93;
Common: [@CommonSPBasicRifleSpecialTable&;#93;
Good: [@GoodSPBasicRifleSpecialTable&;#93;
Best: [@BestSPBasicRifleSpecialTable&;#93;

Table: PoorSPBasicRifleSpecialTable
80:Unreliable
40:Unreliable, Accurate
30:Unreliable, Inaccurate
2:Unreliable, Tearing

Table: CommonSPBasicRifleSpecialTable
100:None
80:Accurate
50:Reliable
40:Inaccurate
40:Unreliable
2:Tearing
30:Accurate, Reliable
60:Inaccurate, Reliable
60:Accurate, Unreliable
4:Unreliable, Tearing

Table: GoodSPBasicRifleSpecialTable
80:Reliable,
60:Reliable, Accurate
5:Reliable, Tearing
2:Reliable, Accurate, Tearing
10:Reliable, Inaccurate

Table: BestSPBasicRifleSpecialTable
80:Never Jams,
60:Never Jams, Accurate
5:Never Jams, Tearing
2:Never Jams, Accurate, Tearing

Table: SPRifleClipTable
Type: Lookup
1-90: {20 + (1d4 * 10)}
91-150: {round(2d10 / 2)}
151-1000: {1d3}

Table:SPRifleRoFTable
Type: Lookup
1-29:[@SPRifleRoFLowRangeTable&;#93;
30-69:[@SPRifleRoFMediumRangeTable&;#93;
70-1000:S/-/-

Table: SPRifleRoFMediumRangeTable
4:S/-/-
10:S/3/6
30:S/3/-
30:S/2/-

Table: SPRifleRoFLowRangeTable
4:S/-/-
20:S/3/6
30:S/3/-
30:S/2/-
10:S/2/6
30:S/3/10

Table: SPShotgun
Set: craft=[@CraftsmanshipTable&;#93;
Set: name=[#{craft} SPShotgunNameGeneratorStarter]   
Set: class=SP Basic
Set: range={10 + (1d3 * 10)}
Set: rof=S/-/-
Set: dam=[@SolidProjectileBasicDamageTable&;#93;I
Set: pen=[@SolidProjectilePistolPenTable&;#93;
Set: clip={round(3d6/2) * 2}
Set: rld=[@OneTwoTurnReloadTable&;#93;
Set: special=[#{craft} SPBasicSpecialTableChooser]
Set: wt={5 + (2d5 / 4)}kg  
Set: cost={round((80 + 3d60)/5) * 5}
Set: availability=[#{craft} SPShotgunAvailabilityTable]
<table border="2" bordercolor="#000000" style="background-color:#FFFFCC" width="45%" cellpadding="2" cellspacing="2"><tr><td>Name</td><td>Class</td><td>Range</td><td>RoF</td><td>Damage</td><td>Pen</td><td>Clip</td><td>Reload</td><td>Special</td><td>Weight</td><td>Cost</td><td>Availability</td><td>Craftsmanship</td></tr><tr><td>{name}</td><td>{class}</td><td>{range}</td><td>{rof}</td><td>{dam}</td><td>{pen}</td><td>{clip}</td><td>{rld}</td><td>{special}</td><td>{wt}</td> <td>{cost}</td><td>{availability}</td><td>{craft}</td></tr></table>

Table: SPShotgunNameGeneratorStarter
Type: Dictionary
Poor: [#{1d40} SPShotgunWeaponNameGenerator]
Common: [#{1d82} SPShotgunWeaponNameGenerator]
Good: [#{1d75+19} SPShotgunWeaponNameGenerator]
Best: [#{1d46+53} SPShotgunWeaponNameGenerator]

Table: SPShotgunWeaponNameGenerator
Type: Lookup
1-20: Shotgun
21-30:Shotgun [@SimpleNamePattern&;#93;
31-40:[@SimpleNameElement&;#93; Shotgun
41-45:[@SimpleNameElement&;#93; [@SimpleNameElement&;#93; Shotgun
46-53:[@SimpleNameElement&;#93; Shotgun [@SimpleNamePattern&;#93;
54-61:[@FancyNameElement&;#93; Shotgun
62-67:[@FancyNameElement&;#93; [@SimpleNameElement&;#93; Shotgun
68-72:[@SimpleNameElement&;#93; [@SimpleNameElement&;#93; Shotgun [@SimpleNamePattern&;#93;
73-77:[@SimpleNameElement&;#93; [@FancyNameElement&;#93; Shotgun
78-82:[@FancyNameElement&;#93; Shotgun [@SimpleNamePattern&;#93;
83-84:[@FancyNameElement&;#93; [@FancyNameElement&;#93; Shotgun
85-87:[@FancyNameElement&;#93; [@SimpleNameElement&;#93; Shotgun [@SimpleNamePattern&;#93;
88-90:[@SimpleNameElement&;#93; [@FancyNameElement&;#93; Shotgun [@SimpleNamePattern&;#93;
91-92:[@FancyNameElement&;#93; [@FancyNameElement&;#93; Shotgun [@SimpleNamePattern&;#93;
93-95:[@FancyNameElement&;#93; Shotgun [@FancyNamePattern&;#93;
96-97:[@FancyNameElement&;#93; [@SimpleNameElement&;#93; Shotgun [@FancyNamePattern&;#93;
98-99:[@SimpleNameElement&;#93; [@FancyNameElement&;#93; Shotgun [@FancyNamePattern&;#93;
100:[@FancyNameElement&;#93; [@FancyNameElement&;#93; Shotgun [@FancyNamePattern&;#93;

Table: SPShotgunAvailabilityTable
Type: Dictionary
Poor: Common+
Common: Average+
Good: Scarce+
Best: Rare+

Table: SPBasicSpecialTableChooser
Type: Dictionary
Poor: [@PoorSPBasicSpecialTable&;#93;
Common: [@CommonSPBasicSpecialTable&;#93;
Good: [@GoodSPBasicSpecialTable&;#93;
Best: [@BestSPBasicSpecialTable&;#93;

Table: PoorSPBasicSpecialTable
30:Unreliable, Accurate
100:Unreliable, Scatter
50:Unreliable, Scatter, Inaccurate
10:Unreliable, Inaccurate
1:Unreliable, Tearing

Table: CommonSPBasicSpecialTable
10:Reliable, Accurate
30:Unreliable, Accurate
20:Accurate
50:Scatter
40:Reliable, Scatter
50:Unreliable, Scatter
40:Scatter, Inacurate
5:Scatter, Tearing

Table: GoodSPBasicSpecialTable
10:Reliable, Accurate,
40:Reliable, Scatter, 
40:Reliable, Scatter, Inacurate
10:Reliable, Inacurate,
3:Reliable, Inacurate, Tearing
2:Reliable, Tearing
1:Reliable, Scatter, Tearing

Table: BestSPBasicSpecialTable
10:Never Jams, Accurate,
40:Never Jams, Scatter, 
40:Never Jams, Scatter, Inacurate
10:Never Jams, Inacurate,
3:Never Jams, Inacurate, Tearing
2:Never Jams, Tearing
1:Never Jams, Scatter, Tearing

Table: SolidProjectileBasicDamageTable
100: 1d10+{round(4d5 / 3)}
2: 2d5+{round(4d5 / 3)}

Table: SolidProjectileBasicRoFTable
100:S/-/-
40:S/3/10
30:S/3/6
30:S/2/-
5:S/-/10

Table: SolidProjectileBasicRangeTable
100:{30 + (1d2-1)*5}
50:60
20:90
5:100

Footer: Craftsmanship bonuses/penalties (They are not counted in)<br><b>Poor</b>: These cheaply constructed ranged weapons are more prone to malfunction. A ranged weapon of Poor craftmanship has the Unreliable quality. If the weapon already has this quality then it will jam on any failed rolled to hit. Melee weapons of Poor craftsmanship incur a –10 penalty to tests made to attack. <br><b>Good</b>: More carefully constructed and finished, these weapons are consequently more reliable. Ranged weapons of Good craftsmanship have the Reliable quality. If it already has this quality there is no further effect beyond the obvious fine workmanship of the weapon. Melee weapons of Good craftsmanship add a +5 bonus to tests made to attack. <br><b>Best</b>: A work of art as much as a weapon, these items are created by skilled artisans and are often centuries old. Ranged weapons of Best craftsmanship never suffer from jamming or overheating. If a roll would result in either of these occurrences, simply count it as a miss instead. Melee weapons of Best craftsmanship add a +10 bonus to tests made to attack and add 1 to the Damage they inflict.


Comments

  • managed to find the problem...

    it's where SPBasic decides wheenver to generate a rifle or a shotgun it actually includes a third option.. of nothing.

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