Equipment CP
The CP for most weapon modifiers is similar to the ability CP scale.
- The default CP scale is used concealment (Con) and leverage (see below.)
- The double CP scale is used for parry (Par) and grapple (Grp).
- The triple CP scale is used for attack (Atk).
The CP of armor is the CP value for the armor's absorption (Abs) on the default CP scale multiplied by the armor's cover (Cvr).
The CP of special armor absorption types, such as bludgeoning (Blu), cutting (Cut) and impaling (Imp) are calculated the same way, using the special armor modifier instead of absorption.
The CP of power and heft is based on the difference between them. This difference is also called leverage. Subtract a weapon's heft from it's power to get the weapon's leverage. The CP of the weapon's leverage is found using the default CP scale. Aside from determining leverage, power and heft have no CP value.
|
Modifier
|
|
CP
|
Default
|
|
Double
|
|
Triple
|
-4 |
-1000 |
-2000 |
-3000
|
-3 |
-600 |
-1200 |
-1800
|
-2 |
-300 |
-600 |
-900
|
-1 |
-100 |
-200 |
-300
|
0 |
0 |
0 |
0
|
1 |
100 |
200 |
300
|
2 |
300 |
600 |
900
|
3 |
600 |
1200 |
1800
|
4 |
1000 |
2000 |
3000
|
5 |
1500 |
3000 |
4500
|
6 |
2100 |
4200 |
6300
|
7 |
2800 |
5600 |
8400
|
8 |
3600 |
7200 |
10800
|
9 |
4500 |
9000 |
13500
|
10 |
5500 |
11000 |
16500
|
11 |
6600 |
13200 |
19800
|
12 |
7800 |
15600 |
23400
|
|
The CP of sharpness is 1000 minus 200 times the weapon's sharpness, but never less than 0.
If a weapon is padded so that it has no sharpness at all and only causes stun, then it's sharpness CP is 0.
Sharpness
|
|
0
|
|
1 |
2 |
3 |
4 |
None
|
CP
|
1000 |
800 |
600 |
400 |
200 |
0
|
Each tenth of a meter (0.1 m, 10 cm or about 4 inches) of reach is worth 20 CP.
Reach
|
|
CP
|
0 m |
0
|
0.1 m |
20
|
0.2 m |
40
|
0.3 m |
60
|
0.4 m |
80
|
0.5 m |
100
|
0.6 m |
120
|
0.7 m |
140
|
0.8 m |
160
|
0.9 m |
180
|
| |
Reach
|
|
CP
|
1.0 m |
200
|
1.1 m |
220
|
1.2 m |
240
|
1.3 m |
260
|
1.4 m |
280
|
1.5 m |
300
|
1.6 m |
320
|
1.7 m |
340
|
1.8 m |
360
|
1.9 m |
380
|
| |
Reach |
CP
|
2.0 m |
400
|
2.5 m |
500
|
3.0 m |
600
|
3.5 m |
700
|
4.0 m |
800
|
5.0 m |
1000
|
6.0 m |
1200
|
7.0 m |
1400
|
8.0 m |
1600
|
9.0 m |
1800
|
| |
Reach |
CP
|
10 m |
2000
|
12 m |
2400
|
14 m |
2800
|
16 m |
3200
|
18 m |
3600
|
20 m |
4000
|
25 m |
5000
|
30 m |
6000
|
40 m |
8000
|
50 m |
10000
|
|
The ideal mass of medieval armor is the wearer's mass multiplied by the armor's cover and absorption divided by 100. Some armor is heavier, especially scale armor and brigandine which are held together by a heavy cloth or leather backing. Modern armor and armor that only protects a vital area, such as a helmet or breastplate, can be lighter.
|
Armor Cvr x Abs x wearer / 100 = ideal actual
Padded Coat 4 x 1 x 100 kg / 100 = 4 kg 4 kg
Leather Armor 4 x 2 x 100 kg / 100 = 8 kg 8 kg
Scale Armor 3 x 3 x 100 kg / 100 = 9 kg 15 kg
Chainmail 4 x 3 x 100 kg / 100 = 12 kg 15 kg
Brigandine 3 x 4 x 100 kg / 100 = 12 kg 15 kg
Lamellar 4 x 4 x 100 kg / 100 = 16 kg 15 kg
Full Plate 5 x 5 x 100 kg / 100 = 20 kg 25 kg
Half Plate 3 x 5 x 100 kg / 100 = 15 kg 15 kg
Breastplate 2 x 5 x 100 kg / 100 = 10 kg 6 kg
Leather Jacket 3 x 1 x 100 kg / 100 = 3 kg 2 kg
Ballistic Vest 2 x 3 x 100 kg / 100 = 6 kg 2 kg
Rifle Plate 1 x 5 x 100 kg / 100 = 5 kg 3 kg
|
An item's mass reduces it's CP:
|
mass |
CP
|
|
mass |
CP
|
|
mass |
CP
|
0 g |
1000 |
1.0-1.9 kg |
-300 |
1.0-1.9 tons |
-1500
|
1 g |
900 |
2.0-3.4 kg |
-400 |
2.0-3.4 tons |
-1600
|
2-3 g |
800 |
3.5-5.9 kg |
-500 |
3.5-5.9 tons |
-1700
|
4-5 g |
700 |
6.0-9.9 kg |
-600 |
6.0-9.9 tons |
-1800
|
6-9 g |
600 |
10-19 kg |
-700 |
10-19 tons |
-1900
|
10-19 g |
500 |
20-34 kg |
-800 |
20-34 tons |
-2000
|
20-34 g |
400 |
35-59 kg |
-900 |
35-59 tons |
-2100
|
35-59 g |
300 |
60-99 kg |
-1000 |
60-99 tons |
-2200
|
60-99 g |
200 |
100-199 kg |
-1100 |
100-199 tons |
-2300
|
100-199 g |
100 |
200-299 kg |
-1200 |
200-349 tons |
-2400
|
200-349 g |
0 |
350-599 kg |
-1300 |
350-599 tons |
-2500
|
350-599 g |
-100 |
600-999 kg |
-1400 |
600-999 tons |
-2600
|
600-999 g |
-200 |
|
|
|
|