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Thrown Characters and Move Through


Deadman

Question

I have looked through both the Throw maneuver and Using Characters As Weapons sections of 6E2 but could find no reference to it.  

 

First Question is:  What is the DCV of a character that is thrown by another character while he is still in the air?

 

I could realistically see a few scenarios

  • The thrown Character is 0 DCV because he has no way to maneuver.
  • The thrown Character is 1/2 DCV as a carryover from the Grab.
  • The thrown Character is full DCV since he has been released from the Grab.

Here is an example of why I ask.

 

Teammates Brick and Ramrod are battling Hammer and are finding that he is very resistant to harm.  They decide to perform a maneuver they have been working on.  Brick grabs Hammer on Phase 3 and Hammer fails to break out of the hold on his next phase.  On phase 5 Brick throws Hammer toward Ramrod.  Ramrod does a Move Through on Uberman what DCV does he have to hit?  

 

The second question is: The damage would be tremendous but how would it be calculated?

  • Would it use the Distance of the Throw as Velocity to determine relative Velocity?  So if Brick could throws Hammer 48m would that be added to Ramrod's velocity for the Move Through?
  • Would Brick's STR Damage be added to Ramrod's Move Through Damage?  Would it be considered one attack or two coordinated attacks?

I am asking because I am looking for an official ruling.  My take on it is that the Throwing Character would be required to hit a hex so that the Move Throughing Character knows where to concentrate his attack.  Both Characters would need to make a Teamwork roll to properly time it and then the Move Through would have to hit the Thrown Character at 1/2 DCV with OCV modifiers for the total of the relative Velocity (If Ramrod has 32m of Running it would be -8 OCV for 80m of Velocity).  Damage would be calculated as a Move Through using the Throw Distance and Movement of the character doing the Move Through.  In this case STR+v/6= STR+80/6= STR+13D6.

 

Thank you,

 

Deadman

 

 

 

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I don’t currently have access to all of my books and materials, which have been packed up as part of my home renovation project, so I reserve the right to edit or change this answer at a future time. ;)

 

For simplicity’s sake, I want to cut through all the explanation (which is helpful) and rephrase the first question generically:

 

1. Q:  If one character Throws another character, what is the Thrown character’s DCV?

 

A:  If the character is Thrown voluntarily, this is typically known as a “fastball special,” and there are rules for it in Champions — basically, the “fastball” has a DCV based on the Combat Maneuver he’s performing. If the Throw is involuntarily — such as from a Throw Maneuver — then the character has to be Grabbed first, which puts him at ½ DCV. If the Attack Roll to perform the Throw succeeds, the Thrown character remains at ½ DCV (and usually ends up prone); if it fails, he’s restored to full DCV.

 

2.  In this case you’d use the Relative Velocity rules (6E2 71) to determine the overall velocity that applies to the collision.

 

I think that covers everything, but if I missed something please post a follow-up question.

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