Throwing (Frontal) | Dft+Wt+Comb | 3 |
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 |
BCS |
STR Grp |
DFT Throw |
|
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 Targets Zone of influence that is intersected by the line drawn between the center of the throwers hex and the center of the targets hex is considered to be the 1 direction. For simplicity, treat the object as if it were traveling from the targets 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.