Quick-and-dirty conversion rules for playing the Aestas setting using the much simpler CP2020 rules instead of GURPS. These rules are non-inclusive and will doubtless be revised many times.
Combat - Combat rules are all the standard Attribute + Skill + Modifiers + 1d10, with the following changes to better reflect the realities of medieval combat.
Damage Reduction - all penetrating hits damage armor by SP1, but axes, pole-axes and maces always damage hard armor (i.e. plates) by SP1 irrespective of whether they penetrate.
Edged weapons are armor-piercing against soft armor (e.g. leather, hide, padded) - SP is halved.
Chain armor gives full SP against edged weapons, but only 1/2 SP versus blunt/crushing weapons.
Pole-axes, warhammers and military picks are armor piercing against rigid armor - SP is halved.
Damage to head is doubled without a helm.
Weapons and Armor - Use the following statistics for common types of armor and weaponry. There is actually tremendous variety in both in reality, so some statistics may differ in individual cases. All armor is assumed to include appropriate padding as part of its SP value.
Encumbrance Value: Armor is usually pretty well designed, and does not actually make you substantially less agile until you get to higher weights. Apply the EV of armor as follows:
EV of helmets is a only penalty to "Awareness/Notice".
EV of all other armor reduces Initiative by the full value of armor and shield.
EV of all other armor reduces REF by 1/2 the value, rounded up.
Thus a warrior wearing a full harness of heavy plate will be at -5 to Awareness/Notice due to his helmet, -6 to Initiative, and -3 to REF. This is where the high Combat Sense and high weapon skills of the veteran warrior really come in handy; they will offset the penalties somewhat.
Shields: Shields come in three sizes and grant a defense bonus, detailed on the Armor Table below. Shields are used to allow a defense roll using the new "Shield" skill, detailed in the Skills section. In addition, shields grant incidental barrier protection - SP 8 for wooden shields, SP 12 for metal ones, which cost three times as much. Most shields also have an encumbrance value similar to armor.
Armor Types: "Quilted" refers to any padded gambeson style armor, but could stand in for thick leather (on-armor) clothing. "Heavy Leather" refers to cur-bolli leather, extremely thick hide like elephant or dinosaur, but can stand in for various types of reinforced leather such as "ring" or "studded leather". The stats could also work for very light chain mail, which would be more durable and more expensive. "Chain" refers to mainly 4-in-1 mail armor of the usual sorts, while "Scale" can refer to light, concealable brigandine armor. "Lamellar/Light Plate" refers to armor made of small metal plates, of medium thickness and varying rigidity. It can also stand in for "plate-and-mail", heavy brigantine armor, or even some forms of "Coat-of-Plates". "Plate" refers to most plate armor, segmented armor like "Lorica Segmenta" of Roman origin, and most varieties of "Coat of Plates". It also represents lighter forms of plate harness which do not cover the body completely, or have articulated limbs. "Heavy Plate" refers to articulated, fluted, and carefully shaped plate armor, such as "Maximillian Plate". It represents the pinnacle of the medieval armorer's art.
Weapons List