Current Range:
[Input Box]Weapon Class:The program would, in theory, compute the base TN by cross-referencing the input range with the selected weapon class to determine the target number. Mag scopes would simply "bump" it back down a variable level, as per rules.[Radio Button]Hold-out
[Radio Button]Light Pistol
[Radio Button]Medium Pistol
[Radio Button]Heavy Pistol
[Radio Button]Shotgun
[Radio Button]Submachine Gun
[Radio Button]Light Carbine
[Radio Button]Carbine
[Radio Button]Grenade Launcher
[Radio Button]Assault Rifle
[Radio Button]Sport Rifle
[Radio Button]Sniper Rifle
[Radio Button]Heavy Sniper Rifle
[Radio Button]LMG
[Radio Button]MMG
[Radio Button]HMG
[Radio Button]Anti-Materiel Rifle
Mag Scope Level: [Radio Button]0 [Radio Button]1 [Radio Button]2 [Radio Button]3
(Some are non standard, depending on if you want to incorporate Raygun's ranges, for the purposes of copy and paste, I am. Actual values will be posted upon request.)
[Output Box: Base TN]Shooter bonuses:[Checkbox]Simple Action: Aim
[Input Box] -# of Simple Actions[Checkbox]Smartlink
[Radio]Smartlink, direct feed
-2 [Radio]Smartlink, goggles
-1[Checkbox]Lasersight
-1Shooter penalties:[Checkbox]Wounded
[Radio]Applicable Light Wound
+1 [Radio]Applicable Moderate Wound
+2 [Radio]Applicable Serious Wound
+3 [Radio]Applicable Deadly Wound
+4[Checkbox]Stunned
[Radio]Applicable Light Stun
+1 [Radio]Applicable Moderate Stun
+2 [Radio]Applicable Serious Stun
+3 [Radio]Applicable Deadly Stun
+4[Checkbox]Maintaining
[Input Box] spells
+2(value of input box)[Checkbox]Astrally Perception Active
+2[Checkbox]Moving:
[Radio]Walking
+1 [Radio]Walking, Difficult Ground
+2 [Radio]Running
+4 [Radio]Running, Difficult Ground
+6[Checkbox]In combat with
[Input Box] opponents
+2(value of input box)[Checkbox]Armor induced quickness penalty
[Input Box]+1(value of input box)All I can get now, will finish up later. If anyone wants to addon, please do so!