Giant Weapons in TFT
Copyright 1998 Rick Smith
The following is a list of Giant and Ogre weapons in TFT. An important feature of these rules are the ranges of the weapons. For someone to be in range, then any hex of the target figure must be in the weapon's range. For example: if a giant was fighting a dragon with a weapon that had a 3 hex range only, and the dragon was facing the giant but its rear most hex was 3 hexes away, the giant could attack it without penalty (but NOT with the +4 DX for a rear attack since the dragon was facing the giant). In some cases the GM will have to say if the giant can get a +2 or +4 DX bonus for attacking non-adjacent figures.
The more flexible weapons that can attack at a variety of ranges generally do less damage, or carry some sort of disadvantage.
Note that in TFT some weapons would do a highly variable amount of damage (cutlass 2d-2) while others were very predictable (Q. Staff 1d+2). In these huge weapons, numbers like 7d will almost always give very close to the same results. Therefore some high variable weapons will have damage listed in this way: (2d-2)*4. This means that two dice are rolled, 2 is subtracted from the total. Finally, the result is multiplied by 4. This happens BEFORE any doublings for pole weapons.
These rules assume that you are using the Advantages of Great ST rules with the low Min ST weapons. If you have a weapon that does (2d-2)*4, the damage bonuses for great ST are calculated AFTER the quadrupling.
To make large swords, fairly sophisticated metallurgy is required. If the Giant weapon must be made out of Bronze or a good Iron, then Giant and Ogre swords can not be made. If Steel is all that is available, then no Ogre weapons can be made, and all Giant swords are at -1 die damage. If Dwarven Steel is the metal these weapons are created with, Giant swords can be made with out penalty but Ogre swords do -1 die damage. If the weapons are made out of Meteoric Steel or better, any of the swords can be made as listed below.
Giants may use the smaller Ogre weapons but they do -3 damage with them.
Ogres may use any Giant weapon without penalty.
G. stands for Giant's.
O. stands for Ogre's. 'sw' stands for sword.
Swords
|
Weapon |
Reach |
Damage |
Min ST |
Cost |
Mass |
Notes |
|
G. Rapier |
1,2 |
1d+5 |
20 |
$ 300 |
7 kg |
|
|
G. Sabre |
1 |
2d+4 |
23 |
380 |
10 |
|
|
G. Machete |
1 |
3d+1 |
26 |
470 |
15 |
|
|
G. Falchion + |
1 |
3d+6 |
30 |
680 |
18 |
|
|
G. Cutlass |
1,2 |
3d+1 |
32 |
750 |
14 |
|
|
G. Broadblade |
1,2 |
4d |
36 |
875 |
20 |
|
|
G. Hand & 1/2 |
1 |
4d+2 |
38 |
1200 |
25 |
|
|
G. Hand & 1/2 + |
2 |
4d+5 |
38 |
1200 |
25 |
|
|
G. Scimitar |
1,2 |
4d+3 |
40 |
1250 |
29 |
|
|
G. Claymore+ |
2 |
5d+5 |
43 |
1800 |
33 |
|
|
G. 2 edged sw + |
1,2 |
5d+4 |
45 |
2250 |
42 |
|
|
G. Long sw |
1,2,3 |
5d |
48 |
2500 |
50 |
1/2 damage at 2 or 3 hex range |
|
O. Beynett |
3 |
10d |
51 |
2500 |
60 |
|
|
O. Bastards sw |
1,2 |
7d+3 |
55 |
3000 |
70 |
|
|
O. Bastards sw+ |
2 |
7d+6 |
55 |
3000 |
70 |
|
|
O. 2 handed sw+ |
2,3 |
9d |
60 |
3250 |
75 |
|
|
O. Kriss + |
1,2,3 |
7d+2 |
70 |
3800 |
80 |
|
|
O. Great Blade + |
3 |
11d+5 |
80 |
5000 |
90 |
|
|
O. Tulwar + |
3,4 |
14d |
100 |
9000 |
100 |
|
Quarterstaves
|
Weapon |
Reach |
Damage |
Min ST |
Cost |
Mass |
Notes |
|
G. Q. Staff + |
1 |
3d+1 |
29 |
30 |
12 |
Q |
|
G. Half Staff + |
1,2 |
3d+7 |
42 |
65 |
24 |
Q |
|
O. Full Staff + |
1,2 |
8d+3 |
68 |
100 |
48 |
Q |
|
O. Staff & 1/2 + |
1,2,3 |
12 |
110 |
170 |
72 |
Q |
(Ogres contemptuously call human sized Quarterstaves "Sixteenteeth Staffs".)
Axes / Maces / Morningstars / Picks / Hammers
|
Weapon |
Reach |
Damage |
Min ST |
Cost |
Mass |
Notes |
|
G. Hatchet * |
1 |
2d |
18 |
75 |
14 |
A |
|
G. Maul * |
1 |
1d+5 |
21 |
40 |
12 |
C |
|
G. Lt. Flail |
1 |
2d+4 |
25 |
45 |
18 |
M |
|
G. Sm. Ax * |
1,2 |
3d |
31 |
120 |
25 |
A |
|
G. Lt. Pick * |
1 |
2d+4 |
35 |
110 |
40 |
P |
|
G. Lt. Hammer |
2 |
3d+5 |
37 |
80 |
50 |
C |
|
G. Cudgel + |
1,2 |
5d |
39 |
65 |
60 |
C |
|
G. War Star + |
1,2 |
5d+2 |
43 |
125 |
75 |
M |
|
G. Heavy Pick + |
2,3 |
(3d-2)*2 |
46 |
175 |
90 |
P |
|
O. Mace * |
1,2,3 |
3d+1 |
50 |
100 |
110 |
C |
|
O. Ax & 1/2 |
1,2 |
7d+1 |
57 |
220 |
118 |
A |
|
O. Ax & 1/2 + |
2 |
7d+4 |
57 |
220 |
118 |
A |
|
O. War Pick + |
3,4 |
(3d)*3 |
65 |
350 |
125 |
P |
|
O. Hvy Maul + |
2,3 |
10d+5 |
80 |
250 |
145 |
C |
|
O. Star + |
2,3 |
11d+5 |
95 |
180 |
165 |
M |
Bows
|
Weapon |
Reach |
Damage |
Min ST |
Cost |
Mass |
Notes |
|
G. Young Bow |
|
(1d-1)*3 |
23 |
100 |
4 |
SB |
|
G. Small Bow |
|
(1d)*3 |
29 |
200 |
5 |
SB |
|
G. Indri Bow |
|
(2d-1)*2 |
34 |
350 |
7 |
SB |
|
G. Long Bow |
|
(2d+1)*2 |
55 |
600 |
8 |
SB |
|
O. Light Compoisite |
|
(1d+3)*3 |
73 |
1000 |
10 |
SB |
|
O. Composite Bow |
|
(2d+1)*3 |
110 |
4500 |
17 |
SB |
|
G. Lt. Arbalist + |
|
4d |
30 |
200 |
15 |
Fires once / 2 turns, or once per turn at speed 15+ |
|
G. Hvy. Arbalist + |
|
5d |
45 |
400 |
25 |
Fires once / 3 turns, or once per 2 turns at speed 16+ |
|
O. Ballista + |
|
6d |
65 |
1500 |
100 |
Fires once / 3 turns, or once per 2 turns at speed 18+ |
|
O. Hvy Ballista + |
|
7d |
95 |
8000 |
500 |
Fires once / 4 turns, or once per 3 turns at speed 21+ |
Note that missile weapons that depend on a string (or cable) being under tension get less efficient as they become larger.
Pole Weapons
|
Weapon |
Reach |
Damage |
Min ST |
Cost |
Mass |
Notes |
|
G. Javellin * |
1,2 |
(1d)*2 |
19 |
40 |
8 |
|
|
G. Trident * |
1,2 |
(1d)*3 |
29 |
75 |
11 |
T |
|
G. Naganata |
1,2,3 |
(2d-1)*2 |
35 |
240 |
17 |
N |
|
G. Harpoon * |
1,2 |
(1d+1)*3 |
39 |
360 |
30 |
H |
|
G. Spear * |
2,3,4 |
(2d-1)*3 |
45 |
140 |
25 |
|
|
O. Pike + |
8 -12 |
(2d-2)*4 |
56 |
1000 |
225 |
|
|
O. Guilsarme + |
3,4,5 |
(2d)*4 |
77 |
800 |
65 |
|
|
O. Runeka + |
3 - 6 |
(3d)*3 |
83 |
2000 |
95 |
|
|
O. Hesglute + |
4 - 8 |
(2d)*5 |
105 |
4000 |
256 |
H |
If an Ogre or Giant are using a pole weapon bigger than a G. Naganata and there is a giant or larger sized figure in their rear hex, or 1 or 2 hexes directly behind them they are at -4 DX. If there is a wall in the area mentioned above, they are at -6 DX.
Ogres and Giants can use the '2 hex jab' rules to attack at up to 2 hexes beyond their normal reach for those weapons. 'Short' pole weapons (which include the G. Javellin, G. Trident and G. Naganata) may not take these '2 hex jabs'.
Notes:
A
Ax type weapon. Normal damage, can cut flat surfaces that are softer than the club.C
Crushing or Club type weapon. Flexable armor stops less damage verses clubs. Use Mace special rules.M
Morningstar type weapon. Morningstars tend to wrap around shields so shields are less effective. Use Morningstar special rules.P
A pick type weapon. Picks are more likely to do double or triple damage, see pick special rules.SB
Large Bows have problems with string breakage. Any time a 15 or higher is rolled, there is a 50% chance that these weapons will have their string break. If this occures, then the arrow falls in the firer's hex. (On a roll of an 18, if the string does not break, then the bow does instead.)T
A trident is usable with a net if you have the Net and Trident talent. A Giant's barbed net does (2d-4)*2 damage, has a min ST of 32, costs $240 and masses 40 kg. It can tangle and knock down up 3 adjacent hexes (in a triangle shape) of 1 hex figures or any single figure of 4 hexes in size or less. See Net and Trident rules.N
Use the Naganata rules. Requires special talent.H
A Harpoon type weapon. Barbs on the Harpoon do damage as it is extracted. Keep track of the damage the Harpoon does going in. The weapon does 1/3 of that amount of damage as it is extracted and armor does not protect as it leaves.