Looking at page 83 of the RMFRP Creatures & Monsters, it says:
This is no doubt due to the fact that they never move at speeds under 1000ft per round (a Shardic "walking pace"). Shards either stand still, or they burst about with alarming velocities; they travel 5000ft per round when dashing.
Since the RMFRP round is 10 seconds, this means the Shardic "walking pace" is 100fps. And according to the chart I made, this means Shards "walk" at a Pace Multiplier of ×25 when compared to normal humans. Shards would "dash" at a Pace Multiplier of ×125. This is based on the multipliers in the table on page 87 (page indicator number) of RMUbv2 (armscharacterlaw18Jun2015beta2.pdf).
Now, you can see why Shards are so deadly. They could "dash" 100m in just 0.656 seconds (rounded).
Hell, even at a "walking" pace, a Shard could move 100m in 3.28 seconds. Still less than a RMUbv2 round of 5 seconds. 100m!! Using direct proportion cross multiplication, that means in a single round, a Shard could move 152.44m (500ft).
Just be glad of this:
...for Shards are active less than an hour a day. Although they are capable of moving about for up to six hours, they prefer to rest.
As said, I was very bored one night and started playing around. On a later whim, I thought, "
Why not stretch the table down to account for the Shards?"
I only based this on the Standard BMR in RMUbv2 (armscharacterlaw18Jun2015beta2.pdf), pg 16 (13 in ToC) of 20ft per 5 second round, or 4fps. I did
NOT apply any skill, stat, stride, or any other type of modifier. I used just the straight 4fps. Also, you can alter the 4fps BMR by entering another number into the cell B1 on the Notes sheet.
Thus, if you have a character that has a BMR of 22fpr, simply enter 4.4 (22 ÷ 5) in cell Notes!B1 (Notes.B1 in the ODS). The Calculations sheet should auto-calc.
rmfr