Dark Heresy Weight Calculator

Dark Heresy Weight Calculator – Calculate Your Character's Burden body { font-family: 'Segoe UI', Tahoma, Geneva, Verdana, sans-serif; background-color: #f8f9fa; color: #333; line-height: 1.6; margin: 0; padding: 0; } .container { max-width: 960px; margin: 20px auto; padding: 20px; background-color: #fff; border-radius: 8px; box-shadow: 0 2px 10px rgba(0, 74, 153, 0.1); } header { background-color: #004a99; color: #fff; padding: 20px; text-align: center; border-radius: 8px 8px 0 0; margin: -20px -20px 20px -20px; } header h1 { margin: 0; font-size: 2.2em; font-weight: 600; } .subtitle { font-size: 1.1em; color: #e0e0e0; margin-top: 5px; } .calculator-section { margin-bottom: 30px; padding-bottom: 20px; border-bottom: 1px solid #eee; } .calculator-section:last-child { border-bottom: none; margin-bottom: 0; padding-bottom: 0; } h2 { color: #004a99; font-size: 1.8em; margin-bottom: 15px; border-bottom: 2px solid #004a99; padding-bottom: 8px; } h3 { color: #0056b3; font-size: 1.4em; margin-top: 25px; margin-bottom: 10px; } .input-group { margin-bottom: 15px; padding: 10px; border: 1px solid #ddd; border-radius: 5px; background-color: #fdfdfd; } .input-group label { display: block; font-weight: bold; margin-bottom: 8px; color: #004a99; } .input-group input[type="number"], .input-group input[type="text"], .input-group select { width: calc(100% – 20px); padding: 10px; margin-bottom: 5px; border: 1px solid #ccc; border-radius: 4px; font-size: 1em; box-sizing: border-box; } .input-group .helper-text { font-size: 0.85em; color: #666; margin-top: 5px; display: block; } .error-message { color: #dc3545; font-size: 0.9em; margin-top: 5px; display: none; /* Hidden by default */ } .btn { display: inline-block; font-weight: 400; color: #fff; text-align: center; vertical-align: middle; cursor: pointer; background-color: #004a99; border: 1px solid #004a99; padding: 10px 20px; font-size: 1em; line-height: 1.5; border-radius: 4px; transition: color 0.15s ease-in-out, background-color 0.15s ease-in-out, border-color 0.15s ease-in-out, box-shadow 0.15s ease-in-out; margin-right: 10px; } .btn-secondary { background-color: #6c757d; border-color: #6c757d; } .btn-primary { background-color: #28a745; border-color: #28a745; } .btn:hover { opacity: 0.9; } #results { background-color: #e7f3ff; border: 1px solid #a0cfff; padding: 15px; margin-top: 20px; border-radius: 5px; text-align: center; } #results .main-result { font-size: 2.5em; color: #004a99; font-weight: bold; margin-bottom: 10px; } #results .result-label { font-size: 1.1em; color: #004a99; font-weight: bold; margin-bottom: 5px; } #results .intermediate-values { font-size: 1em; color: #333; margin-top: 15px; } #results .intermediate-values span { font-weight: bold; color: #0056b3; } #results .formula-explanation { font-size: 0.9em; color: #555; margin-top: 15px; font-style: italic; } table { width: 100%; border-collapse: collapse; margin-top: 20px; } th, td { padding: 10px; text-align: left; border: 1px solid #ddd; } th { background-color: #004a99; color: #fff; font-weight: bold; } tr:nth-child(even) { background-color: #f2f2f2; } caption { font-size: 1.1em; font-weight: bold; margin-bottom: 10px; color: #004a99; text-align: left; } #chartContainer { margin-top: 30px; text-align: center; } #chartContainer canvas { max-width: 100%; height: auto; } .section-content { margin-bottom: 40px; } .section-content h2 { margin-bottom: 20px; } .section-content p { margin-bottom: 15px; } .section-content ul { margin-left: 20px; margin-bottom: 15px; } .section-content li { margin-bottom: 8px; } .faq-item { margin-bottom: 15px; padding: 10px; border-left: 3px solid #004a99; background-color: #f9f9f9; } .faq-item .question { font-weight: bold; color: #004a99; margin-bottom: 5px; } .faq-item .answer { color: #555; } .related-links ul { list-style: none; padding: 0; } .related-links li { margin-bottom: 10px; } .related-links a { color: #004a99; text-decoration: none; font-weight: bold; } .related-links a:hover { text-decoration: underline; } .related-links p { font-size: 0.9em; color: #666; margin-top: 3px; } /* Responsive adjustments */ @media (max-width: 768px) { .container { margin: 10px; padding: 15px; } header { padding: 15px; margin: -15px -15px 15px -15px; } header h1 { font-size: 1.8em; } h2 { font-size: 1.5em; } h3 { font-size: 1.2em; } .btn { padding: 8px 15px; font-size: 0.9em; margin-bottom: 10px; /* Stack buttons on smaller screens */ display: block; /* Make buttons block level */ width: 100%; /* Full width buttons */ margin-right: 0; } #results .main-result { font-size: 2em; } }

Dark Heresy Weight Calculator

Accurately determine character encumbrance and its impact on your actions.

Character Weight & Encumbrance Calculator

Your character's raw physical power score (typically 1-100).
Your character's resilience and constitution score (typically 1-100).
The combined weight of all carried equipment in kilograms.
<label for="movementmode">Movement Mode Standard Sprint Cautious The speed at which your character is attempting to move.
Effective Encumbrance Level:
None
Strength Bonus: 0 | Calculated Load: 0 kg | Movement Modifier: 0
Formula: Effective Encumbrance is determined by comparing Total Gear Weight against the Strength Bonus (STR + TGH) / 2. Load brackets determine the level. Movement modifier is derived from the encumbrance level and chosen movement mode.

Encumbrance Level vs. Movement Speed

Impact of Encumbrance on Movement Speed across different modes.

Encumbrance Load Brackets

Load Bracket Weight Range (kg) Movement Modifier (Standard) Effect
Light 0 – (STR+TGH)/4 +0 No penalty.
Moderate (STR+TGH)/4 + 1 to (STR+TGH)/2 -10 Minor penalty to actions.
Heavy (STR+TGH)/2 + 1 to (STR+TGH) -20 Significant penalty to actions.
Extreme (STR+TGH) + 1 upwards -30 Severe penalties, difficult movement.

What is Dark Heresy Weight Calculation?

The Dark Heresy weight calculator is a tool designed to help players and Game Masters of the Warhammer 40,000 Roleplay game, Dark Heresy, determine the effective encumbrance level of a character. In the grim darkness of the far future, even the weight of your gear can become a deadly burden. This calculation considers a character's inherent physical attributes (Strength and Toughness) and the total mass of their equipment to assign an encumbrance level. This level, in turn, influences movement, combat effectiveness, and the success of various physical actions. Understanding your character's encumbrance is crucial for tactical planning and narrative immersion, ensuring that the sheer physical toll of surviving in the Imperium is properly represented.

This calculator is essential for any player who wants to manage their character's inventory realistically, or for a Game Master who needs to adjudicate the effects of heavy armour, numerous weapons, or vital supplies on a character's capabilities. Common misconceptions might suggest that encumbrance is purely about exceeding a carrying capacity, but in Dark Heresy, it's a nuanced system that directly impacts a character's physical performance and their ability to react to the myriad dangers of the 41st millennium. It's not just about carrying capacity; it's about the burden it imposes.

Dark Heresy Weight Calculator Formula and Mathematical Explanation

The core of the dark heresy weight calculator lies in a straightforward comparison between a character's physical might and the weight they carry. The system aims to abstract the physical strain of carrying gear.

Step-by-Step Derivation:

  1. Calculate Strength Bonus: This represents a character's innate ability to bear weight. It is determined by averaging their Strength (STR) and Toughness (TGH) scores.
  2. Determine Calculated Load: This is the total physical weight of all items the character is carrying, measured in kilograms.
  3. Compare Load to Strength Bonus: The Calculated Load is then compared against various thresholds derived from the Strength Bonus to determine the Encumbrance Level (Light, Moderate, Heavy, Extreme).
  4. Apply Movement Modifier: Based on the determined Encumbrance Level and the character's intended Movement Mode (Standard, Sprint, Cautious), a modifier is applied to their base movement.

Variable Explanations:

  • Strength (STR): A character's raw physical power, influencing their ability to lift, carry, and exert force.
  • Toughness (TGH): A character's resilience, constitution, and ability to withstand physical strain.
  • Total Gear Weight (kg): The sum of the mass of all carried equipment, weapons, armour, ammunition, and other items.
  • Movement Mode: The context of movement – Standard (normal pace), Sprint (maximum speed, potentially at a cost), or Cautious (slow, careful movement).

Variables Table:

Variable Meaning Unit Typical Range
Strength (STR) Physical Power Score 1-100
Toughness (TGH) Resilience Score 1-100
Total Gear Weight Carried Equipment Mass Kilograms (kg) 0+ kg
Strength Bonus Combined Physical Bearing Capacity Score 1+
Calculated Load Actual Weight Carried Kilograms (kg) 0+ kg
Encumbrance Level Severity of Burden Descriptor Light, Moderate, Heavy, Extreme
Movement Modifier Adjustment to Base Movement Score -30 to +0 (potentially higher with bonuses)

The calculation for the dark heresy weight calculator uses the following base logic:

  • Strength Bonus = (STR + TGH) / 2
  • Movement Modifier (Standard) is derived from Load Brackets in the table. Sprint and Cautious modes apply further adjustments based on game rules.

Practical Examples (Real-World Use Cases)

Let's examine how the dark heresy weight calculator can be applied to different character archetypes.

Example 1: The Heavily Armoured Crusader

Brother-Captain Valerius, a formidable warrior of the Adeptus Astartes (though we'll use standard human stats for this example to illustrate), is equipped for a boarding action.

  • Inputs:
    • Strength (STR): 55
    • Toughness (TGH): 50
    • Total Gear Weight: 40 kg (Heavy Power Armour, Boltgun, Bolter Rounds, Combat Knife, Medikit, 3 grenades)
    • Movement Mode: Standard
  • Calculation:
    • Strength Bonus = (55 + 50) / 2 = 52.5
    • Calculated Load = 40 kg
    • Load Bracket Check: 40 kg falls between (52.5)/4 + 1 (14.125) and (52.5)/2 (26.25). This places him in the Heavy bracket.
    • Movement Modifier (Standard): -20
  • Results:
    • Effective Encumbrance Level: Heavy
    • Strength Bonus: 52.5
    • Calculated Load: 40 kg
    • Movement Modifier: -20
  • Interpretation: Brother Valerius is significantly burdened by his advanced wargear. While his Strength Bonus is respectable, the sheer mass of his power armour and weaponry places him squarely in the Heavy encumbrance bracket. This means his base movement speed will be reduced, and he'll face penalties to agility-based tests and potentially many combat actions until he can alleviate some of the load or benefit from specific wargear or abilities.

Example 2: The Nimble Inquisitorial Agent

Inquisitor Anya Petrova, an agent focused on investigation and swift infiltration, carries only essential, lightweight equipment.

  • Inputs:
    • Strength (STR): 25
    • Toughness (TGH): 28
    • Total Gear Weight: 6 kg (Light Flak Vest, Pistol, Basic Autopistol Rounds, Data-slate, Comms Unit, small medkit)
    • Movement Mode: Sprint
  • Calculation:
    • Strength Bonus = (25 + 28) / 2 = 26.5
    • Calculated Load = 6 kg
    • Load Bracket Check: The upper limit for Light is (26.5)/4 = 6.625 kg. Since 6 kg is less than this, Anya is in the Light bracket.
    • Movement Modifier (Sprint): The game rules for sprinting often apply a bonus to movement distance, but the base encumbrance modifier for Light is +0 for Standard. Sprinting might incur fatigue or other risks, but not due to weight itself. Let's assume for a standard calculation, the base modifier applies before sprint-specific rules.
  • Results:
    • Effective Encumbrance Level: Light
    • Strength Bonus: 26.5
    • Calculated Load: 6 kg
    • Movement Modifier: +0 (base for Light)
  • Interpretation: Inquisitor Petrova moves with relative freedom. Her light load doesn't impede her standard movement, and even when attempting to sprint, she isn't penalized by her gear's weight. This allows her to rapidly reposition, pursue targets, or escape danger without the physical drag that heavier characters might experience. This highlights how focusing on lightweight gear can be a significant tactical advantage for certain character concepts.

How to Use This Dark Heresy Weight Calculator

The dark heresy weight calculator is designed for ease of use, providing critical information at a glance. Follow these steps to get the most out of it:

  1. Input Character Stats: Enter your character's current Strength (STR) and Toughness (TGH) scores into the respective fields. These are typically found on your character sheet.
  2. Enter Total Gear Weight: Accurately sum the weight of ALL items your character is carrying. This includes weapons, armour, ammunition, tools, consumables, and anything else not permanently affixed or left behind. Consult your GM or your campaign's equipment lists for accurate weight values. Enter this total in kilograms (kg).
  3. Select Movement Mode: Choose the type of movement your character is attempting:
    • Standard: Represents normal, unhindered movement.
    • Sprint: Represents moving at maximum speed, often at the cost of fatigue or other penalties described in the game rules.
    • Cautious: Represents slow, deliberate movement, useful for stealth or navigating hazardous terrain.
  4. Calculate: Click the "Calculate Encumbrance" button.

Reading the Results:

  • Effective Encumbrance Level: This is the primary result, indicating whether your character is Lightly, Moderately, Heavily, or Extremely burdened. This dictates the penalties applied.
  • Strength Bonus: Shows the calculated value used to determine the load brackets.
  • Calculated Load: Reminds you of the total gear weight entered.
  • Movement Modifier: Displays the direct penalty (or lack thereof) applied to your character's base movement speed due to their encumbrance level. The specific application of this modifier depends on the chosen Movement Mode and the game's core rules.

Decision-Making Guidance:

Use the results to make informed decisions:

  • Inventory Management: If your character is Heavily or Extremely encumbered, consider dropping non-essential items. Can you leave that extra ammunition, that bulky piece of salvage, or that secondary weapon behind?
  • Tactical Movement: Understand how your encumbrance will affect your ability to flank enemies, reach cover, or escape a dangerous situation. A character in Heavy encumbrance might not be able to effectively sprint across an open area.
  • Skill Checks: Be aware that high encumbrance can impose penalties on various physical skill tests, such as Dodge, Athletics, or even Climb.
  • Character Build: For characters who need to carry a lot (e.g., heavy weapons specialists, heavily armoured troops), prioritize higher Strength and Toughness scores to mitigate the effects of encumbrance.

Key Factors That Affect Dark Heresy Results

Several elements can influence the outcome of the dark heresy weight calculator and its real-world impact on a character's performance:

  1. Strength and Toughness Scores: These are the foundational stats. Higher scores directly increase the Strength Bonus, allowing a character to carry more weight before penalties kick in. A character with STR 50 / TGH 50 can carry significantly more than one with STR 20 / TGH 20.
  2. Total Gear Weight: This is the most direct variable. Every additional kilogram of equipment increases the Calculated Load. Players must be mindful of the weight of armour, weapons, ammunition, utility items, and even quest-specific objects.
  3. Specific Wargear: Some items might have unique rules. For example, certain power armours might be exceptionally heavy but provide significant protection. Conversely, specialised backpacks or harnesses might increase carrying capacity or distribute weight more effectively, potentially mitigating penalties. Always check item descriptions.
  4. Movement Mode Selection: While the calculator provides a base movement modifier for Standard movement, the choice between Standard, Sprint, and Cautious dramatically alters the practical outcome. Sprinting with heavy gear can be exhausting and incur other penalties, even if the weight itself doesn't modify the base speed as much as moderate or heavy encumbrance would.
  5. Game Master Rulings: The GM has the final say. They may interpret specific situations differently, rule on the weight of unique items, or grant situational bonuses or penalties that override the calculator's direct output. For instance, a GM might rule that a character attempting to climb a sheer cliff face while carrying heavy gear suffers additional penalties beyond the standard encumbrance.
  6. Character Abilities and Talents: Certain talents or abilities might directly increase carrying capacity, provide bonuses to resist encumbrance penalties, or allow characters to move more effectively under load. For example, a talent might allow a character to ignore penalties from Heavy encumbrance for movement purposes.
  7. Environmental Factors: While not directly in the calculator, extreme environments (e.g., extreme heat, difficult terrain, low gravity) can exacerbate the effects of encumbrance, making even a Light load feel burdensome. The GM would factor this in when applying rules.

Frequently Asked Questions (FAQ)

How is 'Strength Bonus' calculated in the Dark Heresy weight calculator?
It's calculated as the average of the character's Strength (STR) and Toughness (TGH) scores: (STR + TGH) / 2. This represents their combined physical capacity for bearing loads.
What counts towards 'Total Gear Weight'?
Essentially, anything your character is actively carrying on their person or in accessible containers. This includes weapons, ammunition, armour (even worn), grenades, medikits, tools, rations, water, and any other equipment. Items stored in a vehicle or a secure stash do not count.
Do worn armour and weapons count towards the weight?
Yes, absolutely. Even though worn, armour and equipped weapons contribute to the overall burden your character carries and therefore count towards the Total Gear Weight.
How does encumbrance affect combat skills like Dodge or Parry?
While the calculator directly shows a Movement Modifier, the game's core rules typically impose penalties on agility-based skills (like Dodge) and potentially other physical tests (like Parry, Athletics, or Climb) when a character is Moderately, Heavily, or Extremely encumbered. Always consult your GM for specific application.
What is the difference between 'Movement Modifier' and 'Sprint' mode?
The 'Movement Modifier' is the penalty derived directly from the encumbrance level (e.g., -20 for Heavy). 'Sprint' mode is a selection of how the character is moving; higher encumbrance levels will likely impose harsher penalties or limitations even when attempting to sprint, often in conjunction with other fatigue rules. The calculator provides the base modifier from encumbrance.
Can I ignore the encumbrance penalties if I have high Strength?
No, but higher Strength and Toughness (contributing to the Strength Bonus) mean you can carry more weight before entering penalty brackets. Even with high STR, carrying an astronomical amount of gear will eventually lead to penalties.
What if my character is carrying something exceptionally heavy, like a captured alien artifact?
This is where GM adjudication is key. The calculator uses standard item weights. For unique or exceptionally heavy items, the GM will determine the exact weight and how it impacts encumbrance, potentially creating a unique "Calculated Load" value or a custom encumbrance bracket.
Does this calculator account for fatigue from strenuous activity?
This calculator primarily focuses on the physical burden of gear weight relative to physical stats. Fatigue from sprinting, exertion, or specific conditions is usually handled by other game mechanics (e.g., Toughness tests, status effects) and is not directly calculated here, though high encumbrance can contribute to faster fatigue.

Related Tools and Internal Resources

var chart = null; var chartInstance = null; function updateChart() { var str = parseFloat(document.getElementById("strength").value); var tgh = parseFloat(document.getElementById("toughness").value); var gearWeight = parseFloat(document.getElementById("totalGearWeight").value); var strengthBonus = (str + tgh) / 2; var calculatedLoad = gearWeight; var encumbranceLevels = ['Light', 'Moderate', 'Heavy', 'Extreme']; var movementModifiers = { 'Light': [0, 10, -10], // Standard, Sprint, Cautious 'Moderate': [-10, 0, -20], 'Heavy': [-20, -10, -30], 'Extreme': [-30, -20, -40] }; var effectiveLevel = 'Light'; var loadUpperLight = strengthBonus / 4; var loadUpperModerate = strengthBonus / 2; var loadUpperHeavy = strengthBonus; if (calculatedLoad loadUpperLight && calculatedLoad loadUpperModerate && calculatedLoad <= loadUpperHeavy) { effectiveLevel = 'Heavy'; } else { effectiveLevel = 'Extreme'; } var standardMod = movementModifiers[effectiveLevel][0]; var sprintMod = movementModifiers[effectiveLevel][1]; var cautiousMod = movementModifiers[effectiveLevel][2]; var dataSets = [{ label: 'Movement Modifier', data: [standardMod, sprintMod, cautiousMod], backgroundColor: 'rgba(0, 74, 153, 0.6)', borderColor: 'rgba(0, 74, 153, 1)', borderWidth: 1 }]; var labels = ['Standard', 'Sprint', 'Cautious']; var canvas = document.getElementById('encumbranceChart'); var ctx = canvas.getContext('2d'); if (chartInstance) { chartInstance.destroy(); } chartInstance = new Chart(ctx, { type: 'bar', data: { labels: labels, datasets: dataSets }, options: { responsive: true, maintainAspectRatio: false, scales: { y: { beginAtZero: false, title: { display: true, text: 'Movement Modifier' } }, x: { title: { display: true, text: 'Movement Mode' } } }, plugins: { legend: { display: false }, title: { display: true, text: 'Encumbrance Impact on Movement Modes' } } } }); } function calculateEncumbrance() { var str = parseFloat(document.getElementById("strength").value); var tgh = parseFloat(document.getElementById("toughness").value); var gearWeight = parseFloat(document.getElementById("totalGearWeight").value); var movementMode = document.getElementById("movementMode").value; var strError = document.getElementById("strengthError"); var tghError = document.getElementById("toughnessError"); var gearWeightError = document.getElementById("totalGearWeightError"); strError.style.display = 'none'; tghError.style.display = 'none'; gearWeightError.style.display = 'none'; var isValid = true; if (isNaN(str) || str 100) { strError.textContent = "Strength must be a number between 1 and 100."; strError.style.display = 'block'; isValid = false; } if (isNaN(tgh) || tgh 100) { tghError.textContent = "Toughness must be a number between 1 and 100."; tghError.style.display = 'block'; isValid = false; } if (isNaN(gearWeight) || gearWeight < 0) { gearWeightError.textContent = "Gear weight cannot be negative."; gearWeightError.style.display = 'block'; isValid = false; } if (!isValid) { return; } var strengthBonus = (str + tgh) / 2; var calculatedLoad = gearWeight; var mainResultDiv = document.getElementById("mainResult"); var strengthBonusValueDiv = document.getElementById("strengthBonusValue"); var calculatedLoadValueDiv = document.getElementById("calculatedLoadValue"); var movementModifierValueDiv = document.getElementById("movementModifierValue"); strengthBonusValueDiv.textContent = strengthBonus.toFixed(1); calculatedLoadValueDiv.textContent = calculatedLoad.toFixed(1); var loadUpperLight = strengthBonus / 4; var loadUpperModerate = strengthBonus / 2; var loadUpperHeavy = strengthBonus; var encumbranceLevel = ""; var movementModifier = 0; if (calculatedLoad loadUpperLight && calculatedLoad loadUpperModerate && calculatedLoad <= loadUpperHeavy) { encumbranceLevel = "Heavy"; movementModifier = -20; } else { encumbranceLevel = "Extreme"; movementModifier = -30; } // Adjust modifier based on movement mode (simplified application) if (movementMode === "sprint") { if (encumbranceLevel === "Light") movementModifier = 10; // Sprinting lightly might give a bonus else if (encumbranceLevel === "Moderate") movementModifier = 0; // Moderate is neutral for sprint else if (encumbranceLevel === "Heavy") movementModifier = -10; // Heavy sprint penalty else movementModifier = -20; // Extreme sprint penalty } else if (movementMode === "cautious") { if (encumbranceLevel === "Light") movementModifier = -10; // Cautious light still has slight penalty else if (encumbranceLevel === "Moderate") movementModifier = -20; else if (encumbranceLevel === "Heavy") movementModifier = -30; else movementModifier = -40; // Extreme cautious penalty } else { // Standard if (encumbranceLevel === "Light") movementModifier = 0; else if (encumbranceLevel === "Moderate") movementModifier = -10; else if (encumbranceLevel === "Heavy") movementModifier = -20; else movementModifier = -30; } mainResultDiv.textContent = encumbranceLevel; movementModifierValueDiv.textContent = movementModifier; // Update table bracket descriptions with calculated values updateEncumbranceTable(strengthBonus); updateChart(); } function updateEncumbranceTable(strengthBonus) { var tableBody = document.getElementById("encumbranceTableBody"); var rows = tableBody.getElementsByTagName("tr"); if (rows.length === 4) { rows[0].cells[1].textContent = "0 – " + (strengthBonus / 4).toFixed(1) + " kg"; rows[1].cells[1].textContent = (strengthBonus / 4 + 0.1).toFixed(1) + " – " + (strengthBonus / 2).toFixed(1) + " kg"; rows[2].cells[1].textContent = (strengthBonus / 2 + 0.1).toFixed(1) + " – " + strengthBonus.toFixed(1) + " kg"; rows[3].cells[1].textContent = (strengthBonus + 0.1).toFixed(1) + " kg +"; } } function resetCalculator() { document.getElementById("strength").value = 30; document.getElementById("toughness").value = 30; document.getElementById("totalGearWeight").value = 15; document.getElementById("movementMode").value = "standard"; document.getElementById("strengthError").style.display = 'none'; document.getElementById("toughnessError").style.display = 'none'; document.getElementById("totalGearWeightError").style.display = 'none'; calculateEncumbrance(); } function copyResults() { var str = parseFloat(document.getElementById("strength").value); var tgh = parseFloat(document.getElementById("toughness").value); var gearWeight = parseFloat(document.getElementById("totalGearWeight").value); var movementMode = document.getElementById("movementMode").value; var strengthBonus = parseFloat(document.getElementById("strengthBonusValue").textContent); var calculatedLoad = parseFloat(document.getElementById("calculatedLoadValue").textContent); var movementModifier = document.getElementById("movementModifierValue").textContent; var encumbranceLevel = document.getElementById("mainResult").textContent; var resultText = "— Dark Heresy Encumbrance Results —\n\n"; resultText += "Inputs:\n"; resultText += "- Strength (STR): " + str + "\n"; resultText += "- Toughness (TGH): " + tgh + "\n"; resultText += "- Total Gear Weight: " + gearWeight.toFixed(1) + " kg\n"; resultText += "- Movement Mode: " + movementMode.charAt(0).toUpperCase() + movementMode.slice(1) + "\n\n"; resultText += "Key Assumptions:\n"; resultText += "- Strength Bonus: " + strengthBonus.toFixed(1) + "\n"; resultText += "- Calculated Load: " + calculatedLoad.toFixed(1) + " kg\n\n"; resultText += "— Calculation Output —\n"; resultText += "Effective Encumbrance Level: " + encumbranceLevel + "\n"; resultText += "Movement Modifier: " + movementModifier + "\n"; resultText += "Formula Used: Encumbrance compares Total Gear Weight to Strength Bonus derived brackets. Modifier applied based on level and movement mode."; navigator.clipboard.writeText(resultText).then(function() { // Optionally provide user feedback, e.g., a temporary message var copyButton = document.querySelector('button.btn-primary'); var originalText = copyButton.textContent; copyButton.textContent = 'Copied!'; setTimeout(function() { copyButton.textContent = originalText; }, 2000); }).catch(function(err) { console.error('Failed to copy: ', err); alert('Failed to copy results. Please copy manually.'); }); } // Function to load the Chart.js library dynamically if not already present function loadChartJS() { if (typeof Chart === 'undefined') { var script = document.createElement('script'); script.src = 'https://cdn.jsdelivr.net/npm/chart.js@3.7.0/dist/chart.min.js'; // Use a specific version script.onload = function() { console.log('Chart.js loaded.'); calculateEncumbrance(); // Recalculate after chart library loads }; script.onerror = function() { console.error('Failed to load Chart.js.'); document.getElementById('chartContainer').innerHTML = 'Error: Could not load charting library. Please check your internet connection or try again later.'; }; document.head.appendChild(script); } else { console.log('Chart.js already loaded.'); calculateEncumbrance(); // Calculate immediately if Chart.js is present } } // Initial calculation when the page loads document.addEventListener('DOMContentLoaded', loadChartJS);

Leave a Comment