SkullRoller
Author: Rein(forrely)
email: forrely@yahoo.com
Project Website: http://skullroller.wikispaces.com/
Version: listed in program under Help->About

This program is completely unofficial and in no way endorsed by Games Workshop Limited.

You may need to update your computer's Java to run this program.

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To run, simply open the SkullRoller.jar file

If no presets are showing, click "save preset" on the to get the presets file set up.

The presets file must be kept together with the .jar file to work.



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Things to note:
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Maximum Modifiers are set to +/-60 as per normal rules(errata: up from +/-30)

Negative numbers work in the various input fields.

Only properly includes righteous fury for d10's and d5's.

"Maximum range" is a useful unofficial rule I found for firing at a range between 4x and 10x the listed firing range of a gun(ex: 120-300m for a 30m listed range gun). The modifier is -50, and damage dealt is cut by half, rounded down. 

Spaces work in preset names, underscores"_" are converted to spaces upon loading from the text file.

Body hit locations after the first hit do not follow the multiple hit locations table in the PHB, they are rolled randomly since the table exists to reduce the time spent rolling dice which is irrelevant on a computer.

Certain effects are rolled for automatically(reliable, unstable, overheats damage and duration, etc)



***new this version***

The "Roll ___time(s)" field does not affect statistics testing. Use the "__ attacks per round" field for multiple attacks during a single round(swift attack, two weapons, etc)

Statistics does not currently factor in double armor if scattering from a far distance.
Statistics does not currently factor in being unable to fire after a gun jam.

Average Damage per hit and per round does not factor in dodged hits.




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Rules that might be different:
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	- These are effects I have put in the program that I am not sure are right or may be interpreted differently from the RAW by other people. please email me or post a comment on the webpage/forum if you believe something should be changed. If many people think both ways I will try to put in an option to choose which way it works. -

It may be weird, but for certain effects, I have allowed odd combinations to work such as semi or full auto snipers benifiting from the accurate quality. It doesn't follow the rules in some places, but I have left a few areas open to choose since some people will want to make some crazy automatic shotgun snipers. I have tried to interpret the rules as best I can in how they would interact where not clearly defined in the rule book.

Tearing does not affect the extra damage from the accurate quality.

Tearing does not affect righteous fury damage rolls. 

The balistic skill test made to check for the first righteous fury retains all the modifiers of the original attack.




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Other Stuff:
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I suggest you do not try to modify the "Saved Presets" text file directly, you can if you wish, but the program may not load correctly if the variables are out of order or of the wrong amount. Modifying presets by saving over them within the program is the most recommended way to change presets. 




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