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Optional Throw Weight Bonus System

Copyright Arto Kauppinen ©2003

Edited by Peter Mork for The Guild Companion

Giants are a slow and clumsy, but, when they score a hit, it should hurt. Currently the rules don't adequately account for this. Here is a set of optional rules that account for blows with a huge amount of force. It is not recommended that these rules be used with piercing weapons. Original throw weight rules are presented in RMC I page 64.

"While travelling in the mountains, a human fighter encounters a normal lesser giant who immediately wants to crack the fighter's skull. Combat starts and blows are exchanged and dodged. But then the giant scores a hit with its huge club (compared to fighter). The fighter tries to absorb the force by bending with the blow, but that's worthless, the impact sends the fighter flying in the direction of the blow. The fighter's body is hurled by the impact and the landing isn't nice either. That's force speaking."

Throw weight damage resolution

First, a hit is needed.  A hit is obtained when an attack inflicts at least some damage to the target (no critical is needed).

After the hit, the force of the attack is calculated by multiplying the weight of weapon by the speed of attack (see table 1.). This produces the momentum of the attack. Then the momentum is compared to total weight of target by dividing the momentum of the attack by the total weight of the target plus the weight of weapon. This determines the imparted speed of target and weapon combination (i.e., the target starts to move with the weapon).

After the imparted speed has been calculated, the target can try to absorb the momentum by bending, contorting, etc. with the blow. The target does this by making a moving maneuver using 3xQu (or Contortions, or the MM modifier for creatures) including any MM penalties. The difficulty of the maneuver depends on the imparted speed (see table 2.). If the target couldn't absorb the momentum, then the impact was so great that it will a) cause extra damage (due to the massive force) and b) the target will thrown in the direction of the blow.

Extra damage: The original attack receives an additional bonus to the final result, which must be reference using the original attack table. The extra bonus is calculated as follows. The imparted speed is multiplied by 10 (to scale from speed to OB) and this result is multiplied by the result of the target's moving maneuver: (1 – (result from the MM table / 100)). Add the bonus to the original attack roll and check the damage again (forget the original damage).

Impact damage: The target will be thrown in the direction of the blow a number of feet equal to imparted speed multiplied by the result of the target's moving maneuver: (1 – (result from the MM table / 100)) (i.e., the target remains aloft for one second).  If the target's MM result was less than 50, then he will be subjected to a Fall/Crush Attack with a bonus equal to the distance moved (in feet). The maximum attack size is indicated on the Fall/Crush Attack table (distance fallen in feet).

Summary

1. Hit determination: A hit is scored when attack tables show that the target loses hits.

2. Absorbing momentum:

2.1. Determine the weight of the weapon in pounds.

2.2. Determine the speed of the weapon in fps (feet per second). See table 1.

2.3. Determine the total weight of the target in lbs (including armor, shield, weapons etc.).

2.4. Calculate the imparted speed after the blow.

Weapon weight * Weapon speed / (Weapon weight + Target weight) = Target movement speed in fps

2.5. Determine the difficulty of the resulting moving maneuver (if any). See table 2.

2.6. Make a moving maneuver roll to determine if the target absorbs the blow.

The target must make a moving maneuver roll using 3xQu including any MM penalties.

2.7. Check the result of moving maneuver roll.

If the result of the moving maneuver roll is 100 (or better), the target completely absorbs the blow and only the normal damage is applied to target (he may be bent, but not broken).

3. Damage resolution:

3.1.Calculate the extra bonus to the original attack.

Imparted speed * 10 * (1 – (result of moving maneuver / 100))  = bonus to the attack roll.

3.2. Resolve the damage with the new attack total.

4. Movement:

4.1.Determine the distance thrown.

The distance the target will be thrown (in feet) is equal to the imparted speed multiplied by the result of the target's moving maneuver: (1 – (result from the MM table / 100)).

4.2. Determine falling damage.

If target's MM result was less than 50, he is subjected to a Fall/Crush attack equivalent to the distance thrown (i.e., +1 for each foot).

The maximum attack size is indicated on the Fall/Crush Attack table (based on distance fallen).

Option 1.

If you just want to have some knockbacks, ignore the additional damage (step 3). This assumes that the armor has absorbed some of the damage and rest of the momentum is converted into movement of the target. The only extra damage is from falling as described in step 4.

Tables

Table 1. Weapon speeds

Although these rules are not recommended for use with piercing weapons, the speeds for arrows and bolts are provided.

Type

Speed

Maximum speed

Melee weapon 1H

50 fps + weapon skill bonuses*

200 fps

Melee weapon 2H

100 fps + weapon skill bonuses*

250 fps

Thrown weapon

50 fps + weapon skill bonuses*

150 fps

Short bow

Avg. 90 fps

200 fps

Composite bow

Avg. 110 fps

300 fps

Long bow

Avg. 130 fps

400 fps

Light Crossbow

Avg. 120 fps

300 fps

Heavy Crossbow

Avg. 140 fps

400 fps

*Relevant skill bonuses include those due to rank, stat, level and armor/weight penalties.

Table 2. Moving maneuver difficulty

Imparted speed (fps) / target height in feet

MM difficulty class

< 0.19

Nothing

0.2 - 0.39

Routine

0.4 - 0.59

Easy

0.6 - 0.79

Light

0.8 - 0.99

Medium

1.0 - 1.49

Hard

1.5 - 1.99

Very Hard

2.0 - 2.49

Extremely Hard

2.5 - 2.99

Sheer Folly

3.0 >

Absurd

Table 3. Weight of humanoid form

HT * HT * HT * 0.0005029 = lb

(HT=height in inches, from RMC I, page 66)

Table 4. Maximum Weapon Weight

This Weapon Use Chart can be found in Arms Companion on page 27.  That chart also includes modifiers for fumble ranges, initiative and minimum MM penalties. Maximum weapon weight is 9% of characters own mass when used in one hand and 15% if used with two hands. If the weapon is heavier than that, the character will have negative modifiers to his weapon skill.

Modification due to weapon mass:

Weapon Weight Multiplier

Wielded 1–Hand

Wielded 2–Hand

10 – 15%

–10

0

16 – 19%

–20

–10

20 – 24%

–35

–15

25 – 29%

–50

–25

30 – 39%

–75

–40

40 – 49%

–100

–60

50 – 75%

–150

–80

+5% more

–80

–40

An St bonus can offset this penalty (but never provide a bonus).  Optionally, double these penalties.  Note that this penalty is also used when determining weapon speed.

Examples

Example 1.

Combatant 1.

Human fighter, breastplate, broadsword, full shield

Bonus to weapon speed calculation: 100 (weapons rank + stat + level bonuses + armor/weight)

Sword Speed: 50 + 100 = 150 fps

Broadsword weight: 4 lb

Combatant 2.

Human fighter, breastplate, broadsword, full shield

Weight: 240 lb, includes armor, shield & weapon

Height: 6 feet

Bonus to moving maneuver roll: 20 (3xQU, modified by armor)

Combatant 1 scores a hit against Combatant 2.

The imparted speed is:

4lb * 150 fps / (4lb + 240lb) = 2.46 fps

The moving maneuver difficulty is: 2.46 / 6 = 0.41= Easy.

Target rolls a 70 and adds his bonus of 20 (total of 90).

The result from the MM table is 100, which means Combatant 2 absorbed the and no extra damage will be inflicted.

Example 2.

Combatant 1.

Normal Lesser Giant, armed with club and using it with two hands

Height: 14' = 168 inches

Weight: 168 * 168 * 168 * 0.0005029 = 2384 lb

Bonus to weapon speed calculation: 80 (weapons rank + stat + level bonuses + armor/weight)

Club speed: 100 + 80 = 180 fps

Club weight: up to 2384 * 0.1 = 238.4 lb, but he has only 100 lb club (which he could use in one hand without penalty).

Combatant 2.

Human fighter, breastplate, broadsword, full shield

Weight: 240 lb, includes armor, shield & weapon

Height: 6 feet

Bonus to moving maneuver roll: 20 (QU bonus)

Combatant 1 scores a hit against Combatant 2; the result is 120 on the Club attack table vs. AT 17 (10AK).

The imparted speed is: 100lb * 180 fps / (100lb + 240lb) = 52.94 fps

The moving maneuver difficulty is: 52.94 / 6 = 8.82 = Absurd.

Target rolls a 70 and his bonus of 20 (total of 90).

The result from the MM table is 5, which means Combatant 2 could not absorb the force of the blow and he will receive extra damage.

Formula: 52.94 * 10 * (1 – (5 / 100)) = +503 OB

New resolution is 623 vs. AT 17 (note that giants x3 damage should not be included).

Combatant 2 flies 52.94 * 0.95 = 50.29 feet in the direction of the blow.

Combatant 2 receives a +50 Fall/Crush attack with a maximum attack size of medium.

That should teach the fighter some respect for giants!

Written by Arto Kauppinen (arto.kauppinen@mail.suomi.net), Finland


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