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SR5 Foundry VTT System Wiki
Revision as of 20:38, 27 November 2023 by Mr. Johnson (talk | contribs)
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This article was last edited Monday, November 27, 2023 by Mr. Johnson.

Description Tab

Weapon Item Description Tab (SR5 v0.16.1, FVTT v11.315)

The Description Tab is common to all Item sheets. Hovering over the text shows the  Edit button, which brings up Foundry's standard ProseMirror editing tools, the same ones available when editing Journals. It provides a place to transcribe the rules from the sourcebooks for quick reference, include personal details of character elements, or jot down other gameplay noes. The Weapon Item sheet adds fields to store specific information. Most are for record keeping only; they don't have any automation behind them.

  • Rating[explain 1]
  • Qty
  • Conceal
  • Cost
  • Avail
  • Con. Mon. is calcualted from the Rating.
  • Equipped is the only property have an automated effect beyond the Weapon Item itself. When a character is defending against a melee attack, the highest Reach among all equiped weapons will be factored in. Note however that this function doesn't do any math: if you have a character with natural Reach, like a troll, as of SR5 v0.16.1 there is no automation to indicate or include with a weapon's Reach.
  • Wireless
  • PAN

Weapon Tab

Weapon Item Weapon Tab (SR5 v0.16.1, FVTT v11.315)

Weapon Section

The Weapon section of this tab is where you enter most of the relevant game stats. The available options depend on the Type of weapon, one of Range, Thrown, or Melee.

Range

  • Ammo Count
  • Spare Clips
  • Modes allows you to set the fire modes.
  • Ranges
  • Recoil Comp.

Thrown

  • Ammo Count
  • Ranges
  • Radius
  • Dropoff

Melee

  • Ammo Count will be 0/0 for most weapons, though some like stun batons could use other values.
  • Reach

Attack Section

This replaces the Test Details section of a regular Action Item, but functions in the same way.[explain 2]

Other Sections

This tab also has Damage, Opposed Test, and Damage Resistance Test sections with the same options as Action Items.

Ammo Tab

Weapon Item Ammo Tab (SR5 v0.16.1, FVTT v11.315)
Reloading

Ammo in an Actor's Gear Tab should be thought of as loose rounds or boxed ammo, not ready to be used in a particular weapon. Each Weapon has an internal inventory, the Weapon's Ammo Tab, reflecting what's loaded into clips ready for use with that specific weapon.

As of SR5 v0.20.0, switching Ammo types in a Weapon is somewhat of a manual process. In effect, you have to unload the weapon manually before switching ammo types and reloading.

  1. On the Weapon Item's Weapon Tab, zero out the ammo but remember how many rounds were left.
  2. On the Weapon Item's Ammo Tab, edit the Ammo Item and add the removed quantity back to the weapon's inventory.
  3. On the Weapon Item's Ammo Tab, select the new ammo type.
  4. On the Actor's Gear Tab, click Reload (X/Y) on the weapon.
This will update the ammo quantity in the weapon and deduct it from the weapon's inventory.

Mods Tab

Weapon Item Modifications Tab (SR5 v0.16.1, FVTT v11.315)

Effects Tab

Action Item Effect Tab (SR5 v0.16.1, FVTT v11.315)

The Effects Tab is where Active Effects are configured. The image to the right shows the tab as it appears on an Action Item, but it functions the same wherever it appears.

  • Temporary Effects includes any enabled Effect with a duration. Such Effects will also show an icon on the Actor's token, if the Effect itself has an icon set.
  • Persistent Effects shows enabled Effects with no duration.
  • Inactive Effects are disabled and have no impact on any Actor properties.

Note that Active Effects inside an Item cannot be edited if the Item is on an Actor. They can only be altered if the Item is in the Items Directory in the sidebar or a Compendium.

References

Explanation Needed

  1. Do any weapons actually have a rating?
  2. Why is "Test" a visible option when it can never be changed?