Slowly making some progress. From the dice roller perspective, the changes from N3 to N4 are actually much more involved than the changes from N2 to N3 were. This afternoon I spent some time disentangling things so that saving throws are now a weapon property instead of an ammo property. Unfortunately I still have a ways to go before I'm quite ready to share a link.

I haven't been able to make progress on this lately, but wanted to share the link with people to start playing around with: http://inf-dice.ghostlords.com/n4/ No unit data built in, so lots of manual entry, and not everything is supported yet or updated to N4 rules yet.

I've been using it for a few days now, it's working well enough that I can illustrate arguments with it so keep up the good work.

the new crit mechanic is in, right? so basically we can configure everything what we want with current setup. and you've mentioned that some skills are not yet properly implemented.

New crits are in! A bunch of special rules need at least minor tweaks, but I think I've got most of the core mechanics fairly solid. T2 is going to be a giant pain, because the extra saves from crits are only 1 wound, not 2. Berserk needs to be parameterized so that it can have different mods. Ikohl needs to be redone to reflect the new rules and FAQs for CC(-X) skills/weapons. The martial arts table needs to be updated, and protheion needs to be redone to not require the use of a special weapon. The list goes on, but almost all of those can be worked around if you manually set the right values.

Actually I checked my posts it's more like a couple of weeks, I linked someone to it in the JSA forums in late january. Were Crits working correctly on the 25th?

Yeah, I did that part a couple months ago - you can page back in this thread to find when I said I made those changes. Anyway, consider it officially in beta now.

I was trying to see what Kriza in a Fireteam could do vs Armored targets. Love your work as always @toadchild thanks for making the WIP available to us!!

I can increase the per-player burst cap to 6, but for performance reasons, the overall maximum burst is going to remain at 9. Linked Kriza vs. a TR HMG is going to remain impossible to calculate.

@toadchild The dice calculator seems to be applying multi wound ammo or something by default. Something odd is going on, when you test it by using burst 1 N Ammo shots against targets it's playing out multi wound %s For example these two burst 1 shots should yield a maximum of 1 potential wound to each target right? http://inf-dice.ghostlords.com/n4/?p1.faction=Aleph&p1.unit=Custom+Unit&p1.w_type=W&p1.type=LI&p1.cc=10&p1.bs=10&p1.ph=10&p1.wip=10&p1.arm=0&p1.bts=0&p1.w=1&p1.w_taken=0&p1.transmutation_w=0&p1.operator=0&p1.immunity=&p1.hyperdynamics=0&p1.ikohl=0&p1.ch=0&p1.msv=0&p1.marksmanship=0&p1.xvisor=0&p1.fatality=0&p1.full_auto=0&p1.surprise=0&p1.action=bs&p1.weapon=Custom+Weapon&p1.stat=BS&p1.ammo=N&p1.b=1&p1.save=ARM&p1.dam=10&p1.range=+6&p1.link=0&p1.viz=0&p1.ma=0&p1.guard=0&p1.protheion=0&p1.nbw=0&p1.gang_up=0&p1.coordinated=0&p1.misc_mod=0&p2.faction=Aleph&p2.unit=Custom+Unit&p2.w_type=W&p2.type=LI&p2.cc=10&p2.bs=10&p2.ph=10&p2.wip=10&p2.arm=0&p2.bts=0&p2.w=1&p2.w_taken=0&p2.transmutation_w=0&p2.operator=0&p2.immunity=&p2.hyperdynamics=0&p2.ikohl=0&p2.ch=0&p2.msv=0&p2.marksmanship=0&p2.xvisor=0&p2.fatality=0&p2.full_auto=0&p2.surprise=0&p2.action=bs&p2.weapon=Custom+Weapon&p2.stat=BS&p2.ammo=N&p2.b=1&p2.save=ARM&p2.dam=10&p2.range=+6&p2.link=0&p2.viz=0&p2.ma=0&p2.guard=0&p2.protheion=0&p2.nbw=0&p2.gang_up=0&p2.coordinated=0&p2.misc_mod=0 EDIT: Disregard friend reminded me Critical hits are causing multiwound %s now.

Yeah, if you check the raw output, the 1.188% chance for 2 wounds corresponds to the 4.750% crit chance (causing two hits) followed by failing both armor saves.