Throwing (Frontal)

Dft+Wt+Comb

3

   This Skill represents a trained ability to throw weapons. It is required for the successful throwing of such things as small axes and spears. But things such as rocks, hand grenades and chairs may be thrown without any recourse from the skill. In the latter case, a character with this skill has a better chance of hitting his/her target.

    To be thrown without a penalty, the Strength Rating of the weapon must be less than the Strength Group of the character. For every point over this number there is a one-penalty shift on the range table. The BCS modification, the Strength Group modification and the throw required for Deftness are shifted to the next most difficult category for each penalty shift. Distances do not alter. Thus, a character attempting to throw a weapon with a Strength Rating of 5 while he/she has a Strength Group of 3 will receive a penalty shift of 2. If the target was 6 meters away (within normal Long Range) he would have the BCS and Strength Group modification as if it were two range steps further away (maximum Range).

Throwing Range Modifications

Distance in
meters

BCS
Mod.

STR Grp
Mod

DFT Throw
If unskilled

Point Blank

2

+1

+1

2xAST

Effective STR CST

+0

+0

AST

Long STR AST

-1

-1

CST

Extreme STR

-2

-1

CST/4 Down

Maximum 2xSTR

-4

-2

1

Penalty Shift  

-8

-3

1 Then a CST

   

-16

-4

1 Followed by 1

    Will not hit  

Will not hit

    When throwing a heavy, non-aerodynamic object reduce all the ranges by 75%. The percentage chance of a missile special effect with a thrown, non-explosive is equal to the Damage Potential. A character may utilize his/her throwing Skill BCS or his/her Deftness in making a throw, whichever will give him/her the best chance of success.

    When a character fails to hit his/her target with the throw, the object thrown is subject to landing somewhere else. This is particularly pertinent when the character is tossing a hand grenade. An object, which misses, will fall 2D3 meters from the target in a direction randomly determined by a 1D6. The hex in the Target’s Zone of influence that is intersected by the line drawn between the center of the thrower’s hex and the center of the target’s hex is considered to be the 1 direction. For simplicity, treat the object as if it were traveling from the target’s hex to determine the destination hex. If the object encounters an obstacle before it has covered the required distance from the result of the throw of 2D3 (a Critical miss will double this distance), it will bounce according to the laws of physics. That is, its angle of reflection will be equal to its angle of incidence. This is a guideline for handling misses. It should not be used if the results yield a patent absurdity. The Gamemaster is advised to follow the spirit and intention of the rule rather than being a slave to its letter.