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PostPosted: Sat May 15, 2010 10:36 am 
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Woodward
Woodward
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Nothing fancy here but something I've made for myself, a calculator for weapons and also armour layering, you'll need to enable macros.

http://sites.google.com/site/leonpoiwfr ... ects=0&d=1

The 'Armour' and 'Weapon' tabs are where the user selections are displayed. The corresponding data tabs can be changed to reflect any houserules etc that you may use (or to undo any houserules I've included). The 'Armour' and 'Weapon' tabs are protected so that one doesn't accidental delete something that they need, but there is no password.

Instructions
Weapon
  • Select weapon type
  • Select strength of wielder
  • Enter weapon quality
Effective impacts, weights, etc will be displayed for any relevant weapon weight categories (light, average, heavy and a new one massive) based on strength. There are a few semi-houseruled entries to do with STR requirements and HM penalties (actually really just EML penalties for different wielding styles, 1H, off-hand, 2H). If STR is highlighted in red it's because you don't have the minimum strength required and you'll get some form of penalty. You can change the tables used in the calculation on the weapon data tab.

Armour
  • Filter type allows you filter what armours are shown in the drop-down menus below. Select All to show them all, though it's easier if you step through the layer materials.
  • Select body size
  • Select armour items and AQ one after the other until you are finished
  • Select the armour model: HMA, HM3 or HALF. The selection influences how layering is computed. HM3 is your standard summation, HMA is the square-root of the sum of the squares, and HALF is the greatest number plus a summation of half the other layers.
  • Check that layering is valid by looking at the orange message below model. Layering is invalid if more than 1 rigid armour is worn on the same location or otherwise if flexible armour exceeds a layering limit that differs from joints to limbs to body. Use this is a guide only.
  • Select STR and STA - this will be used in the ENC calculation. Note that the calculation uses the HMA equation whereby humans have a load rating of STRx2 (like horses who have STRx8).
  • Assign equipment and weapon weight so as to obtain a total weight.
  • ENC and FR are computed (HMA style). Change the equations to suite whatever rule versions you're using.

You can also unhide a portion of the sheet by clicking on the plus icon at cell AC. This unlocks a series of entries that can be used as a guide for making armour heavier or lighter and for determining manufacture time and material cost etc.

Also in the unhidden section are some rules for monster leather. The equations are coded based on the armour values that I use so just change them to suite whatever rules you are using (e.g. to maintain consistency between AV for cattle and the resulting AVs for leather and kurbul).

Armour Data
  • This gets a special mention because I've changed the values away from default or even HMA values. Go to the to top-left part of the sheet and assign B,E,P,F wt pr tm and cost values based on your preference. These updated values will automatically be assigned via lookups to every piece of armour.
  • % coverage by body part can also be changed (row 13)
  • New armour can be added to the list. The easiest way is to insert a new row (between the existing armour list otherwise the lookups won't catch the new armour), copy an existing row into this blank row, and then change it as appropriate. The only things you need to edit are the item name (column B) and the coverage (columns I to AE). Everything else is calculated using lookups.
  • You can also change the conditions for valid layering (rows 122-125, but really only cells J122 and L122)

Let me know if you need any assistance and if you find it useful. I use it for calculating AP during character generation, making armour profiles, and computing impacts for adversaries without having to reference tables.

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PostPosted: Thu May 20, 2010 6:21 pm 
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Woodward
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Posts: 158
Does anyone have any comments - bad or good?

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PostPosted: Fri May 21, 2010 1:07 am 
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Beadle
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Joined: Sat Jun 14, 2008 4:17 am
Posts: 300
Yes--nice work! I'm still exploring everything, but can tell you I immediately appreciate the calculation/formula flexibility--especially the HALF option for armour, as that has been my houserule choice.

I'll give more feedback after more thorough use.

Thanks for all the effort--


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PostPosted: Fri May 21, 2010 2:16 am 
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Villein
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Joined: Sat Jul 14, 2007 12:17 am
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Location: SE, Tennessee
I just noticed this post. I'm still trying to wrap my arms around all the Fanon stuff out there and find time to sit down, read and play with all this information.

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PostPosted: Fri May 21, 2010 3:26 am 
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Beadle
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Joined: Sat Jun 14, 2008 4:17 am
Posts: 300
leonpol,

Couple of questions:

1) On the Armour Data, I understand the "wt" and "pr" columns (weight at 100% coverage and price at 100% coverage)--and I assume "tm" refers to time. What is the quantity of "tm" here? Also, remind me of "cost" and "pr-cost" definitions.

2) What would be your one or two sentence description of Brigandine armour? I have a general idea myself, but am curious to know if there is a general agreement among Harniacs.

Thanks


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PostPosted: Fri May 21, 2010 8:18 am 
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Woodward
Woodward
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Joined: Thu May 21, 2009 12:12 pm
Posts: 158
McBard wrote:
leonpol,

Couple of questions:

1) On the Armour Data, I understand the "wt" and "pr" columns (weight at 100% coverage and price at 100% coverage)--and I assume "tm" refers to time. What is the quantity of "tm" here? Also, remind me of "cost" and "pr-cost" definitions.

2) What would be your one or two sentence description of Brigandine armour? I have a general idea myself, but am curious to know if there is a general agreement among Harniacs.

Thanks


Tm, as it is implemented in the spreadsheet, is in hours per 100% coverage. e.g. mail has 600, so a hauberk comes out at 400h = 1.8 man months. This number varies a lot between harnmaster versions, e.g. v1 harnmaster has mail tm at about 2500, from memory.

pr-cost has no definition in harnmaster rules, it's just a calculation so that you can see the difference between the price of the item and the material cost. I use it as a sanity check for labour price - i.e. it's the cost associated with the time to manufacture (tm).

Brigandine armour is similar to scale except that the plates are bigger, don't necessarily overlap, and there's an additional layer of leather on the outside. What you seen is a leather armour with studs (the rivets to hold the plates in place). There is evidence to suggest that because this armour looks like leather with studs it would actually be the reason historians/gamers think 'studded leather' or even 'ring' existed. Anyway, it's included in this list not because I think the game needs Brigandine, but because you can use it to add your own armour types by overwriting it. There is no agreement between Harniacs (and in fact the only time I've ever seen it referenced it had the same stats as Ring - look at the FFF articles). I personally think that the values I have in there for it are too good, and I don't actually use it in my game.

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