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Revised Weapon Attack Tables

Copyright John G ©2001

Edited by Peter Mork for The Guild Companion

Problems with the Original Weapon Attack Tables

This article attempts to address two common complaints with the original weapon attack tables. The first is the double penalty associated with heavy armour types. Quickness penalties are used in Rolemaster to reflect the encumbrance and restrictiveness of armour. This penalty limits the wearer in their ability to avoid attacks. The tables themselves also penalise heavier armour types in that they receive concussion damage earlier than lighter types much for the same reasons the quickness penalty is employed. The second complaint is the ineffectiveness of lighter armour types. These armour types tend to hinder the wearer rather than protect them in most situations, and as such earlier concussion damage and criticals are the norm.

Changes to the Tables

The revised weapon attack tables presented in this article are based heavily on the original weapon attack tables found in Arms Law. The revised tables attempt to closely follow the originals in terms of maximum concussion damage delivered and the numbers at which criticals occur and their severities change. These tables differ from the originals in that higher numbers are needed to inflict concussion damage upon heavier armour types and initial criticals for lighter armour types. Thus the numbers used to achieve the increased levels of critical severity across the board is for the most part largely unchanged from the original tables.

Why the Changes?

By increasing the numbers at which armour types first receive concussion damage, the penalty built into the tables for wearing armour has been removed. Instead these tables rely solely on the quickness penalty of each armour type to restrict the ability of the wearer to avoid attacks. Secondly, the higher numbers needed to inflict a critical against the lighter armour types reflect the protective qualities of these types of armour should afford rather than wearing no armour at all.

The Format of the Tables

To reproduce all of the tables again without the aid of some sort of software would be a mammoth task. Instead, I decided to devise a new form of weapon attack table that would not require as much information and effort on my part. The attack table has all the basic information contained within it, but requires some effort on the part of the reader to put the result together (calculation, mental or otherwise).

Using the Tables

The tables operate in much the same way as the regular weapon attack tables. The armour types are listed in columns and the results are derived from the standard OB - DB calculation. However, instead of giving an entry at each individual number up to 150, only intervals of when concussion damage and criticals occur are given. Each number listed within the tables along the critical severity type (A-E) rows indicates the minimum number needed to achieve that critical severity. Concussion damage is calculated by subtracting 75 from the final result of the OB DB calculation and then dividing this result by the divisional factor 'Div'. The calculation of concussion damage can also be tabulated by referring to the Concussion Damage Calculation Table.

Length:

2 - 3.5 feet

Range Modifiers:

-

 

 

 

Broadsword

Weight:

3 - 5 pounds

 

 

 

 

 

Fumble Range:

01 - 03 UM

 

 

 

 

 

 

 

 

 

 

Breakage #s:

1, 2 ,3 ,4 ,5 ,6 ,7

 

 

 

 

 

One-Handed Edged

Strength:

75 - 86

 

 

 

 

 

 

20

19

18

17

16

15

14

13

12

11

10

9

8

7

6

5

4

3

2

1

 

E

150

149

148

144

147

146

145

142

144

141

139

137

140

137

135

132

132

128

121

120

E

D

148

147

143

134

140

139

137

129

136

129

124

120

125

120

118

112

115

110

101

100

D

C

143

142

135

125

133

131

123

116

122

115

110

105

111

106

103

100

105

100

96

95

C

B

136

134

125

115

124

120

112

103

108

102

98

95

101

98

95

93

100

95

91

90

B

A

125

120

110

100

110

105

100

95

102

97

93

90

96

93

90

88

95

90

86

85

A

HP

75

75

75

75

75

75

75

75

75

75

75

75

75

75

75

75

75

75

75

75

HP

Div

10

8

6

5

5

5

4

4

4

4

3

3

4

4

3

3

3

3

3

3

Div

Crit

S/K

S/K

S/K

S/K

S/K

S/K

S/K

S/K

S/K

S/P

S/P

S/P

S/P

S/P

S/P

S/P

S/P

S/P

S/P

S/P

Crit

Worked Example

Looking up the result of 112 on the revised Broadsword table against armour type 1 would yield the following.

Concussion Damage: (Result - 75) / 'Div'

[The division factor 'Div' can be found on the table for each AT]

(112 - 75) / '3' = 12.33 (round up to 13)

Critical Severity: 112 is more than 100 which gives a 'D' critical but less than 120 which gives an 'E' critical. The result of 112 falls within the 'D' critical range.

 

Critical Type: (Critical Type 1/Critical Type 2)

[Can be found along the same row as 'Crit' for each amour type]

In this case the critical types are S/P (slash/puncture). Odd numbers indicate the first critical type (slashes), while even numbers indicate the second (punctures). 112 is an even number, so a puncture is the critical type.

 

Final result: 13DP

 

Combat Examples

Scenario 1A

Assume both combatants have the same attributes, weapons, and skills. Combatant A wears a leather coat (AT6) while combatant B wears full chain (AT15). The resultant OB and DB for each combatant is 60 and 0. The following is a series of results from the revised Broadsword table inflicted to each combatant.

Combatant A B

Roll Result Injury Injury

11 71 - -

23 83 3 2

46 106 11C 6A

69 129 18D 11B

78 138 21E 13C

Combatant B's armour provides him with greater protection than combatant A.

Scenario 2A

Now lets change the DB of the combatants by assuming that both combatant A and B have a natural DB of 15. The resultant OB and DB for each combatant is 60 and 15 and 60 and 0 respectively.

Combatant A B

Roll Result Injury Result Injury

11 56 - 71 -

23 68 - 83 2

46 91 6A 106 6A

69 115 13C 129 11B

78 123 16D 138 13C

These results are intended to indicate that a heavy armour type provides greater protection against attacks than lighter armour types, though this may be offset somewhat by the natural quickness of combatants wearing light armour. Thus in effect combatants will always choose to wear the heaviest armour possible unless they are extremely quick, which was the general idea of the original tables when they were created but has been further emphasised in this revision.

Comparison Review

Finally lets review the difference between these results gained by using the revised weapon attack tables over the original tables.

Scenario 1B

Using the same conditions as in scenario 1A but reading from the original tables.

Combatant A B

Roll Result Injury Injury

11 71 6 4

23 83 9A 6

46 106 15C 9A

69 129 20D 12B

78 138 23E 14C

Comparing these results from those obtained in scenario 1A two distinctions can be made. Less severe criticals begin at higher numbers in the revised tables for light armour and concussion damage does not occur until the result is above 75.

link to Revised Weapons table (Excel spreadsheet)
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