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HMA Missile Combat v1.1

The document outlines an advanced missile combat system for HârnMaster 3rd edition, emphasizing the deadliness of missile weapons like arrows. It details the missile attack sequence, including attack and defense declarations, EML calculations, and various modifiers affecting accuracy and impact. Additionally, it provides rules for blocking, dodging, and striking targets, as well as environmental factors that influence missile combat outcomes.

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0% found this document useful (0 votes)
61 views5 pages

HMA Missile Combat v1.1

The document outlines an advanced missile combat system for HârnMaster 3rd edition, emphasizing the deadliness of missile weapons like arrows. It details the missile attack sequence, including attack and defense declarations, EML calculations, and various modifiers affecting accuracy and impact. Additionally, it provides rules for blocking, dodging, and striking targets, as well as environmental factors that influence missile combat outcomes.

Uploaded by

uswchemist
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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ADVANCED MISSILE COMBAT SYSTEM

By Bill Gant, October 2008


HârnMaster 3rd edition's missile combat system works reasonably well, but in my experience I have found
that it tends to downplay the deadliness of missile weapons, particularly arrows. If you are looking for a
little more sophistication, then give the following advanced rules a go…

MISSILE ATTACK SEQUENCE MISSILE ATTACK SEQUENCE


The missile sequence is used when a character fires or throws 1. Attack Declaration
a missile as a result of selecting a missile attack ACTION 2. Defence Declaration
OPTION. 3. EML Calculation
4. Attack Resolution
1. ATTACK DECLARATION 5. Strike Location
The Attacker may fire/throw a missile at any target in Line of 6. Strike Impact / Injury
Sight. The missile-caster declares the Target, Missile
LINE OF SIGHT
Weapon and Aiming Zone (High, Mid or Low). If no Aiming
Zone is declared, the default is MID Zone. If a straight line can be drawn to the target
that does not pass through any part of
another character’s hex, and is not blocked
2. DEFENCE DECLARATION by a physical obstacle, such as a building or
higher ground, the target is in Line of Sight.
The defensive options available depend on whether the target
is aware of the attack and the Velocity of the missile. Device- An archer may fire over a friendly or enemy
propelled missiles (e.g. arrows, quarrels and slingstones) are character to hit a screened target, provided
High-Velocity (HV) missiles; thrown projectiles are Low- the target is further away from the obstacle
Velocity (LV). than the firer is to the obstacle. That is, if
the obstacle is three hexes from the firer, the
An unengaged target is generally considered aware of any target must be at least three hexes from the
attack. However, the GM may request a test of Awareness in obstacle.
conditions of poor visibility, ambush, surprise, or when the
target is busy performing a task requiring concentration. BLOCKING OBJECTS
Targets engaged with another enemy are generally unaware Any object may block incoming missiles.
of a Missile Attack, but again an Awareness test can be made The GM might allow a character carrying a
if there is doubt. barrel, for example, to consider it the
equivalent of a kite shield for the purpose of
BLOCK: The target’s shield, weapon or other object may a passive block, at least.
block an incoming missile, whether by chance or by
design. There are two types of block: An Active Block is BLOCK TL / EML
an attempt by the target to intercept the missile with a Passive Active
blocking shield, weapon or other object. A Passive Block Block Block EML
Shield TL LV HV
occurs when the missile strikes the shield or weapon
Tower 35 ML+20 ML-10
without any effort on the part of the target (i.e. by Kite 30 ML+15 ML-15
accident). Only one shield, weapon, etc, is designated as Knight 25 ML+10 ML-20
the blocking object (usually the best). Round 25 ML+10 ML-20
• An engaged target or one unaware of the incoming Buckler 15 ML+0 ML-30
Other -- ML-30 ML-60
missile may not actively block, but may passively
block if equipped with a shield, weapon or other  CATCHING MISSILES
appropriate object.
The target may attempt to catch a Low-
• The EML used for an active missile block is the Velocity missile using half of (Unarmed
applicable weapon skill. It is modified according to the Combat EML -30) with the BLOCK table -
type of shield (or object) being used; larger shields are a successful Block is a catch. Any Strike
better. EML may also be modified by whether the result has a 50% chance of striking the
missile is High- or Low-Velocity. Modifiers are read blocking hand/arm; otherwise, the missile
from the BLOCK TL / EML table. strikes the targeted zone.

HMA Missile Combat System Version 1.1 Page 1


DODGE: A target aware of the attack can attempt to evade  TARGET MOVEMENT
a Low-Velocity missile at full Dodge, or a High- If the target is stationary, there is no
Velocity missile at 50% Dodge. modification.
IGNORE: If the target is unaware of the attack, the If the target is moving about, such as in
IGNORE defence is automatically selected. It may also battle, the Attacker suffers a Target
be used by a brave target, aware of the attack, who Movement penalty equal to the target’s
wishes to impress someone (like an embalmer). This Dodge SI. This is regardless of whether the
defence does not involve a Defender roll. If a strike target is aware of the incoming missile, and
occurs (MS/CS), the body location struck may still be may be combined with any of the three
protected by passive cover, such as from a tree or wall. Defence options (i.e. Block, Dodge or
Ignore).

3. EML CALCULATION ADVANCED MISSILE DATA TABLE


The basic skill for casting a missile is the applicable weapon The ADVANCED MISSILE DATA
EML. Any thrown item that does not have a specific skill TABLE (at the end of this article) shows the
EML and Impact values for each range
uses Throwing skill. A javelin, for example, is thrown with
bracket (e.g. Short range) for a particular
Javelin skill, while a rock, tankard of ale or tree branch weapon.
would use Throwing. EML is adjusted by whichever of the
following modifiers apply, all of which are cumulative. For example, the EML penalty for a
Shorkana at 4-6 hexes range is -20 (Medium
PHYSICAL PENALTY & ENCUMBRANCE: Injury, Fatigue and range), but at 7-12 hexes, the penalty is -40
Encumbrance penalties are subtracted from ML. If the (Long range).
character is not very active, the GM may allow half the
Encumbrance penalty for missile firing.  RESTRICTED TRAJECTORY
AIMING ZONE: The default Aiming Zone is Mid (no penalty), Ranges for most missile weapons assume
but aiming at the High or Low Zone attracts a -10 penalty. they can be fired/cast on a rising trajectory,
but this may not be possible in a dense
RANGE: The accuracy and impact of missile weapons depends
wood, narrow passageway, etc. Extreme and
on missile type and range. These effects are noted on the
Long range fire in such situations should be
ADVANCED MISSILE DATA TABLE.
prohibited, and Medium range fire should
ATTACKER MOVING OR MOUNTED: If the Attacker is attract a special penalty of 10-20.
moving or mounted, apply a penalty of EML -10 or more, to a
maximum of -40.  BOWS & PRECIPITATION
 TARGET MOVING: If the target is moving, a penalty equal to Wet bowstrings lose their tautness and are
the target’s Dodge SI is applied. See sidebar. easily ruined if the bow is strung. When rain
strikes, professional arches commonly
CROSS WIND: If the windforce is greater than 1 and is neither a unstring their bow and keep the bowstring
tail wind nor a head wind, subtract 10×Windforce from EML. dry by rolling it up and storing it under their
HEAD/TAIL WIND: The GM may modify the effective range by helmet.
increasing it by one (e.g. Medium becomes Long) for a head If an archer does not mind risking a
wind, or decreasing it by one for a tail wind. bowstring, a bow can be fired during rain.
TARGET SIZE: Modify EML by target size as follows: Bowstrings have a WQ of 9. Test this WQ
after each shot.
Tgt Height 1'/less 2'/less 4'/less 6'/less 8'/less 16'/less 32'/less
EML -20 -15 -10 +0 +10 +15 +20 Remember: There is also an Environment
penalty of -10 to -40 on the archer to reflect
There is no modifier for man-sized targets, unless they offer a reduced visibility in rain.
smaller effective target. A prone man, for example, presents a
target about 2 feet tall, and a crouching man about 4 feet tall.  BOWS & AIR TEMPERATURE
Similar height adjustments may apply to other targets at GM
discretion. Very cold (wooden) bows often shatter
when drawn. If the air temperature is
ENVIRONMENT: Mist, rain, smoke, darkness, etc, have a freezing, archers who attempt to fire their
significant effect on missile accuracy, especially at longer bow must first make a Weapon Damage
ranges. The GM may assess a special penalty as follows: Check to see whether the bow remains
Range Definition Penalty intact when drawn.
Short Eyesight ×2 hexes or less ML-10
Medium Eyesight ×4 hexes or less ML-20
Long Eyesight ×8 hexes or less ML-40
Extreme Beyond Eyesight ×8 hexes Impossible

HMA Missile Combat System Version 1.1 Page 2


4. ATTACK RESOLUTION
The Attacker and the Defender must make a 1d100 skill roll against their appropriate EML. Results are
read from the ADVANCED MISSILE ATTACK TABLE.
ADVANCED MISSILE ATTACK TABLE

BLOCK DODGE IGNORE


DEF  CF MF MS CS CF MF MS CS No Roll  DEF

CF
CF

Wild Wild Wild Wild Wild Wild Wild Wild Wild

ATTACKER
ATTACKER

MF
MF

        

MS
MS

2
M M2 Block Block 2
M M2   M2

CS
CS

2
M 2
M M2 Block 2
M 2
M M2  2
M

WILD: If the missile weapon is being thrown, a Fumble roll UNARMED BLOCKS
is required. If the weapon is a device (e.g. bow), roll for If blocking a missile with a body part, the
weapon damage against WQ: Block attempt is made at EML -30 for Low-
MF: The bowstring (or sling thong) has snapped or stretched Velocity missiles, -60 for High-Velocity. A
out and is now useless. No missile is fired and the successful Block is treated as a (2) strike
weapon must be re-strung (or in the case of a sling re- on the blocking body part (e.g. hand or
wound) before it can be used again. forearm).

CF: No missile is fired and the bow (if applicable) loses 10 If the Defender rolls CS when blocking with
pounds of Draw Weight due to unusual stress. If the a body part, the missile is deflected
weapon is a sling, treat as MF. In extreme cases (15% harmlessly instead of being a strike on the
chance), the bow stave (or the tiller or bow of a blocking body part.
crossbow) snaps.
 PASSIVE SHIELD BLOCKS
If the Fumble roll or weapon damage check succeeds,
If a shield passively (instead of actively)
the shot is wild. The GM randomly chooses the nearest blocks a missile weapon, the missile may
character (friendly or enemy) and treats the wild shot as penetrate it and harm the Defender. Treat a
a missile attack on that character (50% chance of WQ10 shield as having the following base
striking). Armour Protective Values: B7 E10 P8 F6.
Increase or decrease these base values by 1
() MISS: The missile misses the target, but may strike a per WQ point above or below 10. For
nearby secondary target. If applicable, there is a 20% example, a WQ13 shield would have the
chance the missile has struck an adjacent character to the following APVs: B10 E13 P11 F9.
left (odd) or right (even). If the target is mounted, a Miss
gives a 20% chance of the steed being struck (or the rider Missile Strike Impact is the same as for a
strike against an Ignore defence.
being struck if the steed is the target).
If the missile does penetrate the shield, a
BLOCK: The missile strikes the Defender’s blocking shield weapon damage check is also required.
or weapon. Check for weapon damage to the blocking
weapon if the missile’s base Impact is five (5) or greater.  MAXIMUM THROWN IMPACT
See the Optional Rule in the sidebar regarding Passive For thrown missiles, the maximum roll on
Shield Blocks. 2d6 from any M2 strike is the thrower’s
Skill Index. (For device-propelled missiles,
) STRIKE: The missile strikes the target. Roll 2d6 and
( treat any M2 strike as M 2 .)
add the missile’s base Impact (according to range) to
determine Strike Impact. For every 10 points that the thrower
sacrifices from EML, the thrower’s SI is
See the Optional Rule in the sidebar if the striking considered to be one level higher for the
missile was thrown. purpose of determining maximum impact.

HMA Missile Combat System Version 1.1 Page 3


5. STRIKE LOCATION  ZONE TARGETING
Generate the Strike Location for the MID (default), HIGH or If the Attacker rolls equal to or less than
LOW Zones as appropriate, by rolling 1d100 and consulting half EML, a Substantial Success is
achieved. If the roll is above half EML but
the MISSILE STRIKE LOCATION TABLE below.
equal to or less than full EML, a Normal
PASSIVE COVER: If the GM feels all or part of the target Success is achieved.
is behind cover (e.g. tree, wall, etc), the PASSIVE Normal MS: The missile strikes the MID
COVER GUIDE (at the end of this article) may be used Zone, regardless of which Aiming Zone was
to determine whether the missile strikes the intervening actually targeted.
object instead of the target.
Normal CS / Substantial MS: The
If the target is protected by multiple covers (e.g. light missile strikes the Aimed Zone.
woods, heavy undergrowth and a 4’ wall), apply Substantial CS: The missile strikes a
whichever single value is greatest. specific Body Zone (Head, Arms, Torso or
In some cases (such as with Passive Shield Blocks - see Legs) rather than just High, Mid or Low.
above), the missile might penetrate the covering item Strike Location is generated in some
convenient manner for the Body Zone
and still hit the target, though with lesser impact. The within the Aiming Zone.
level of protection is determined at GM discretion.

MISSILE STRIKE LOCATION TABLE

AIMING ZONE
STRIKE
LOCATION
HIGH MID LOW
EML –10 EML +0 EML –10 

01 – 15 01 – 03 • SKULL
16 – 28 04 – 06 • FACE †
29 – 39 07 – 08 • NECK
40 – 54 09 – 16 • • SHOULDER
55 – 64 17 – 24 01 – 02 • UPPER ARM
65 – 68 25 – 27 03 – 04 • ELBOW
69 – 73 28 – 32 05 – 09 • FOREARM
74 – 76 33 – 34 10 – 14 • HAND
77 – 90 35 – 53 15 – 19 THORAX
91 – 96 54 – 72 20 – 33 ABDOMEN
97 73 34 – 35 GROIN
98 – 00 74 – 85 36 – 51 • HIP
• 86 – 93 52 – 76 • THIGH
• 94 – 95 77 – 84 • KNEE
• 96 – 99 85 – 97 • CALF
• 00 98 – 00 • FOOT
† FACE: 01 – 15 Jaw 66 – 80 Nose • ODD Roll = Left
16 – 30 • Eye 81 – 90 • Ear • EVEN Roll = Right
31 – 65 • Cheek 91 – 00 Mouth

The Tale of Alberon


Once upon a time a shepherd called Alberon was tending his flock, when a smallish dragon dropped by for lunch. The
beast circled the pasture, panicking the sheep, and prepared to swoop down on a lone ewe. Alberon, a brave lad and
a pretty good archer, sought to protect his flock. He jumped up to distract the beast, which rewarded his effort by
swooping towards him instead. With amazing coolness, he drew his bow and neatly put an arrow in the beast’s eye at
a mere fifty yards. As he was admiring the shot, it occurred to Alberon that this beast, while clearly as dead as a
large, scaly doorknob, was still doing a pretty fair clip straight at him. Alberon had just enough time to mutter
“Oops” when several hundred pounds of dragon meat landed atop him with great impact. The moral, of course, is -
chivalry be damned - always shoot a swooping dragon in the back (or be ready to jump).

HMA Missile Combat System Version 1.1 Page 4


6. STRIKE IMPACT / INJURY  RANDOM ASPECT
The base Impact of a missile weapon is affected by the range Arrows and quarrels always strike with the
to the target. The ADVANCED MISSILE DATA TABLE business end (usually Point). Slingstones
have only Blunt aspect. Some thrown
shows the base Impact for a given weapon at each range
weapons, however, may strike with one of
bracket. Some missile weapons are listed with Impact given several aspects, determined by rolling 1d6:
as a percentage of its normal base Impact.
MISSILE STRIKE ASPECT
Missile Strike Impact is determined by rolling 2d6 and Weapon 1 2 3 4 5 6
adding the missile’s base Impact rating. The target’s Armour Taburi B B P P P P
Protective Value (APV) for the location struck is subtracted Shorkana B B E E E E
from the Strike Impact to determine the Effective Impact. Spear/Javelin B P P P P P
Other B B E E P P
Once the Strike Location and Effective Impact have been
determined, injury effects are generated using the INJURY
TABLES.

ADVANCED MISSILE DATA TABLE


SHORT MEDIUM LONG EXTREME
WEAPON Hexes/Imp Hexes/Imp Hexes/Imp Hexes/Imp
EML +0 EML –20 EML –40 EML –80 DW Bows are rated for Draw Weight (lbs). To determine
Shortbow (40) 15/4 30/3 60/2 120/2 the maximum DW (pull) that a character can draw
Shortbow (60) 20/6 40/5 80/4 160/3 and shoot, multiply the average of STR and Bow SI
Longbow (80) 25/8 50/7 100/6 200/5 by 10 pounds.
Longbow (100) 30/10 60/9 120/8 240/7 The standard DW's are: Shortbow (60); Longbow
Longbow (120) 30/12 60/11 120/10 240/9 (80); Crossbow (40). For every 10 pounds of DW
Crossbow (40) 20/4 40/3 80/2 160/2 higher or lower than this base, adjust the weight of
Crossbow (60) 20/6 40/5 80/4 160/3 the weapon by 1lb and the price by 6d.
Crossbow (80) 20/8 40/7 80/6 160/5 Hexes The maximum distance within a range category. For
Staff Sling 25/5 50/4 100/3 200/3 example, a target is considered to be in Short range
Sling 15/4 30/3 60/2 120/2 of a Longbow (80) if it is within 25 hexes (125 feet) of
Javelin 8/100% 16/100% 32/50% 64/50% the archer.
Spear 6/100% 12/100% 24/50% 48/50% Imp Impact determined by range. Arrow impact shown is
Blowgun 5/0 10/0 20/0 40/0 Point aspect; Blunt or Edge is 1 less than shown. If
Taburi 4/100% 8/100% 16/50% 32/50% impact is given as a percentage, it is the percentage
of the weapon's normal base melee impact value.
Shorkana 3/100% 6/100% 12/50% 24/50%
Melee Weapon 2/100% 4/100% 8/50% 16/50% EML The missile caster adjusts EML based on range.
HV/LV Arrows, crossbow bolts and slingstones are High

PASSIVE COVER GUIDE


ARAKI (38") HUMAN (68") HRU (144")
Best Available Cover
High Mid Low High Mid Low High Mid Low
Light Woods 10% 40% 50% 10% 20% 30% 10% 20% 30%
Heavy Woods 20% 60% 80% 20% 40% 60% 20% 40% 50%
Light Undergrowth 10% 20% 40% – – 20% – – 10%
Heavy Undergrowth 10% 20% 50% – 10% 30% – – 20%
Wall (3') 15% 80% 100% – 25% 75% – – 15%
Wall (4') 100% 100% 100% – 50% 100% – – 60%
Wall (5') 100% 100% 100% 50% 100% 100% – – 75%
Wall (6') 100% 100% 100% 100% 100% 100% – 20% 90%
Battlements 100% 100% 100% 10% 60% 100% – 20% 75%
Mantlet or Arrow Slit 100% 100% 100% 90% 95% 100% – 50% 100%
Window 40% 80% 100% 20% 50% 80% 100% 75% 75%

The Passive Cover Guide gives the percentage chance of striking cover according to the targeted Aiming Zone (High, Mid or Low). If, for
example, the target is a human behind a 4' wall, and the Aiming Zone is Mid, there is a 50% chance that the wall will intercept the missile.
If the target is protected by multiple covers, apply whichever single value is greatest.
Note that missiles may penetrate certain types of cover. The GM should assign Armour Protective Values for flimsy cover.
The table shows a range of examples but is by no means exhaustive; other cover/target types are left to GM discretion.

HMA Missile Combat System Version 1.1 Page 5

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