Thrown Improvised Weapons and ridiculous Falling Damage

By vogue69, in Deathwatch

there seems to have been some serious drug abuse when they wrote those rules.

page 209 states that in order to hurl an object at a target it has to be less or half the carrying weight limit of the thrower. it then counts as an improvised weapon.

my maxed out technomarine will be at str 62 and Toughness 71. so he will be able to carry around 2250 kg ( sorpresa.gif ) if not more, the table on page 208 stops at value 20.

so by the rules as written it doesn't matter if my marine throws a bottle of coke or a nissan micra, it does 1D10 + 10 primitive dmg?

On the other hand falling from a height of 1!! Meter deals 1D10+1 dmg and ignores armor?

Anyone got a solution for that? Improvised weapons should scale with weight and size. Getting hit with a compact car sure does a lot more dmg then getting hit with a small stick. Maybe deal 1D10 + SB + TB damage, giving the thrown object traits as the size and weight increases.

gran_risa.gif

so basically if u want to kill enemy its easier to sneak on him and throw him upwards, failing damage will kill him faster than throwing cars on him...

and yes improvised thrown item damage should be based on weight and shape of item. As for quick house rule we accepted that item deals bonus damage equal strenght needed to lift it (or double that bonus) but we didn't test it yet.

lol, I agree, none of my PCs have caught onto this yet, you might add a damage bonus equal to it's size category to be hit for ease. so, 1d10+60 if you pitch a Reaver Battle Titan onto someone ;)