In the campaign framework panel there is a yellow macro button called 'Settings'. This button also appears in the upper left corner of the Splash screen. Through the settings you can set the rules to reflect the system you want to play. We have broken down ALL the rules into different settings to allow maximum adjustability.
Keep in mind that this system is standard utilizing some house rules which can be turned on/off in the settings (which can be found in the splashscreen or in the campaign macro panel).
Tutorial Video - How to setup a token and a small battle. (make sure you check the HD of the video or it will be too grainy.)
Tutorial Video - Showing the options of a Rogue Trader Ship Battle. (make sure you check the HD of the video or it will be too grainy.)
THIS VERSION IS COMPATIBLE WITH MT 1.5.14 or later
UPDATE 8.5.0: fixed several issues introduced with MT 1.5 among which armour.
UPDATE 8.4.7: issues with targetted hit with flamer.
UPDATE 8.4.6: issues in the compendium. Excel sheet is updated as well
UPDATE 8.4.5: There's a bug in campaign properties, introduced with newer versions of MT who can't properly handle {} statements. Hence here an upgrade for the campaign properties: EITHER import the campaign properties in campaign settings OR manually copy paste the properties in the corresponding properties. The latter is more hassle, but the former could screw up home made stuff like additional states (which will be reverted to the original state).
WHATS NEW IN 8.5.0
Overview Screenshots
Left pic: I've spend some time on a new screenshot to give an impression of the rich functionality of the framework.(click thumbnail for full size pic.). Admittedly its a bit daunting on first sight, but please keep in mind, you can also use this tool to just drag a token onto a map and keep track of battle positions. It only gets complicated when you want more complicated things.

Right Pic: And here a shot of the Base map, this is what 'The Framework' (version 5.2.1) looks like
(Click on thumbnails to see the large version)
screenshots habe been disabled by photobucket. will be a while before I get them back here
Important note: Currently the Framework needs at least 3Mb of stack to operate. The batch (.bat) start automatically with 512kb (so it won't work). Either use the launcher and set stack to 3 or or edit the .bat files: e.g. (1Gb version):
javaw -Xmx1024M -Xss512K -jar maptool-*.jar run --change into--> javaw -Xmx1024M -Xss3M -jar maptool-*.jar run
------------------------------------|GETTING STARTED|------------------------------------
First of, if you're completely unfamiliar with Maptools check out the tutorials website
- To get started make sure you have the latest version of java. Pls note that there is a bug in MT91 that plays up when using java 8. Not a critical one, but you'll need to replace the lib:DH with another one. Click on 'Click Me' after you've loaded the campaign for further instructions.
- Next, make sure that you have a version of maptool that is the same or higher as the one the framework is build in. See the download section for compatibility.
- Start maptools with the launcher (executable) and set the following values 1024, 64 and 3 (in that order).
- load the campaign file attached to this post (DO NOT UNZIP IT!!)*

If you did everything right you should now see something like this: .

You will notice that there are quite a few pentagon shaped tokens, these are the library tokens. On these tokens all the code and data is stored and that is their ONLY function. The basic rule for these library tokens is: "do not touch unless you know what you're doing"
At the top you'll find an example token: Nihilus Fain, which you can use to play around. You can also drag a new token from the library to the map, when you click on the token a menu will pop-up where you can choose the token type. On the right top you see tokens related to The Bag of Tricks drop-in, follow that link to see what they do. On the (right) panels below you'll see more tokens that can be used to interact with, like a 'Horde' token a ship and a vehicle. There is also a 'VPCU' (Vehicle personnel container unit) token, which must remain on the base map for vehicles to work.
To 'do' something you need to select a (non library) token (like Nihilus) and then you can use the macros (buttons) that are related to them. When you load the campaign, there should automatically pop up a 'macro panel' which depicts the image of the selected token. On this panel you will see buttons (macros) that are related to the selected token. You will notice that if you select different token types that you will get different buttons. E.g. a vehicle will have other macros then a token. There is also the 'campaign' panel where more general macros are, mainly for the GM. If for some reason the 'token related macro panel' does not start at startup or if you accidentally click it away, you can start it again with the big black button at the top of the 'Campaign' panel.
Let me know if you encounter any further problems and thank you for this feedback!!
whats the excel sheet for
- The light blue sheets are tables used within the FW. If you want you can edit these and you can use my table update tool to swiftly update the FW (see sig.)
- The dark blue and yellow sheets are constructors to create code to build a json object. The name of the sheets will give you a hint, which json structures there about.
You can use these sheets to change or expand the current framework data.
- The yellow sheets, contain yellow marked area's. These areas still lack data, so if you feel up to it, add the missing data, mark the changes green and post it.
How to add data?
Lets take the Weapons sheet for example, at the bottom you can add a new entry, most fields need some kind of entry (but if you do that wrong you'll know soon enough). The best way to go is to select an entire row and copy paste it at the bottom. Then edit the entire row. Changing data should be self-explanatory, just change it, however DO read the 'IMPORTANT' section below.
If you have done that you need to copy the last column into the framework. In case of weapons this is column 'AC' this column is conveniently marked red. Note however that the excel sheet consists out of different sources which all need to be copy pasted separately into the framework. If you've added your personal weapon to lets say the Deathwatch source: "DW" (column 'Y') then you need to copy column AC to that section in maptools.
Here's how:
1. open maptools and run the campaign
2. select the lib:compendium token and make sure the 'selection' panel is turned on (menu-->window).
3. on the selection panel you'll see a couple of green buttons divided over 4 groups: Armoury (DH lib), Asc-Armoury (Ascension lib), DW-Armoury (DW lib), RT-Armoury (RT lib). All the buttons are called 'Add...' These contain the red marked entries of the excel sheet.
4. To add a new entry in the DH-weapons right click on the macros and click 'edit'
5. If you scroll through the macro you'll notice the following
______________
A couple of lines
blank line
A LOT OF LINES
blank line
A couple lines
--------------------
All the macros look like this and the part that needs to be edited is 'A LOT OF LINES'. If you want to add a weapon just paste the red marked entry(/ies) from the corresponding column in the excel sheet right after 'A LOT OF LINES'. If you want to completely change the weapon set, remove 'A LOT OF LINES' and paste your entries instead.
Note: Now there is one last important thing to know. All the macro in the 'Armoury' will delete ALL corresponding entries and write their content to the framework. So if you e.g. would remove all Talents except one and then run the macro. Then when you edit a token and click on the 'Talent' macro you'll find 1 talent to choose from.
All the macros from the other sections (Asc, DW and RT) will ADD there content to the library. So if you do the same as the above example you will find ALL talents + the one you left in the macro.
Launchers, Missiles and Grenades
When creating or adding new weapons, these three are a bit tricky. This type of weapon consists out of 3 characteristics, where each characteristic consists out of 2 types you can choose.
Cat A:
1 standalones or disposables (e.g. Disposable ML or Frag Grenade)
2 reloadables (e.g. Grenade Launcher or Tau Missile Pod)
Cat B: types of ammo
1 dedicated - only one type of ammo (e.g. Havo Launcher or Tau Seeker Missile)
2 not-dedicated - need to upgrade the weapon first with the right type of ammo (e.g. Gorge GL)
Cat C:
1 Grenades (e.g. Aux GL) or
2 Missiles (e.g. Missile Launcher)
All these three characteristics can be mixed and 2x2x2 = 8 making it 8 different types
When you add a new launcher or grenade you need to decide per Cat which type it is and set its characteristic accordingly.
For all types set the following:
Category: Ranged
Group: Launch (in case of a Launcher) Grenade (in case of a Standalone Grenade e.g. Frag)
Class: any
Per Category or Characteristic set the following:
Cat A
1. Reload = 'Replace'
2. Reload = time it takes to reload them
Cat B
1. these need all their stats filled e.g. RoF, Damage, Damage type etc.
2. these need all their stats empty (or 0) except clipSize (usually 1) and clip=clipsize
Cat C
If it concerns a non dedicated launcher (B2) set the special to
1. Grenades
2. Missiles
Non dedicated launchers need to be upgraded first with the type of Grenades or Missiles you want. This means that missiles and grenades that can be loaded into such a GL or ML need to be added to the 'Upgrade' Section in the xls. The upgrade Type you can set to 'Missile' or 'Grenade' if you want to set them both (e.g. frag grenade and frag missile) just create a duplicate entry with the different type. Note that this Upgrade Type corresponds with the Special of the Weapons
IMPORTANT
Please note that when editing the xls file, make sure that the following characters aren't anywhere in any sheet or stuff WILL break: “, ”, `, ‘, ’ and – (You can copy these and use search and replace). Note that these are different from ", ' and - which ARE conditionally allowed in the excel(the latter are standard on your keyboard, the former appear when your using e.g. MS Word or when you copy paste text straight out of a pdf).
'Conditional' use of special characters:
- " is standard used for json objects so they may only exist in the red top row.
- ' be carefull with the use of this one, you can use it freely in the description areas, not sure if you can use it in a name
- , again only use this in Descriptions, NOT in names and NOT in weights!! So not 3,5kg but 3.5kg
- - you can use that anywhere, HOWEVER in columns like 'auto', 'embedded', 'parsed', but also 'cost' and 'weight' if there are ONLY numbers (usually 0 or 1) don't use the dash (-), also don't leave the cells empty!
- ( ) don't use brackets in the names of ranged weapons.
- ALSO: make sure there are no trailing spaces e.g. "Axe " will lead to an error, make sure its "Axe"
If you add stuff for submission, please mark the changes GREEN (either mark or font) and post them on the forum (with a short description of what you've changed)
It would be great if you test your changes yourself BEFORE you post it to the forum.
If you need more help with this...post!
how to update your active campaign
1. Load the new FW attached to this post
2. Export the 'BASE' map: menu --> map --> export map --> save it some place you can find it back
3. Export the FW campaign properties: menu --> Edit --> Campaign Properties --> Export, etc.
4. Export the Campaign macros: right click on the campaign panel --> export macro set... --> etc.
5. Load your current campaign that you wish to update
6. Delete the current BASE map in your campaign (if you have any personal token on this map, move them first to another map): menu --> map --> delete map
7. Load the latest BASE map (you just saved): menu --> map --> import map (if you do this while the old BASE map is still in your campaign, then you will get a lot of error reports, also the name of the BASE map will be different e.g. "import 1 of BASE map", this too will lead to errors. To correct this, make sure there is only one AND that map is named 'BASE')
8. Import the FW campaign properties: menu --> Edit --> Campaign Properties --> Import
9. Load the Campaign macros: right click on the campaign panel --> import macro set... --> etc.
10. Save the updated campaign (advise: do NOT overwrite your old campaign file) and reload it again. (This is needed so all the onCampaignLoad macros will be activated)
et voila, you have updated your running campaign
11. The final touch: usually when the DH libraries are updated, quite often some buttons or something internal which affects the tokens is updated as well. This means you have to flush the cache on ALL (n)pc existing tokens. To do this select all the tokens (NOT the lib:Tokens) just the pc and npc tokens and click 'Repair and Upgrade' on the campaign panel.
Current version is compatible with Maptools 1.5.14 or higher. Recommended stack size=3
W40K-RPG_FW_Wolph42 v8.5.2.cmpgn (The campaign file which you can load into Maptool)
<broken>W40K-RPG_FW_Wolph42 v8.5.0.rptok (to update your campaign you usually only need this lib.)
IF you are using java 8, then you need to replace the lib on the token layer object layer with the one on the object layer. Click on 'Click Me' for instructions.
W40K-RPG_library_tables v8.4.6.xlsx (The supporting excel file contains all the wpns, armour, talents, etc. You do NOT need this file to run a game.)