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