New Weapons

and

Armor for TFT

By Rick Smith

Introduction and odd notes.

The major reason that I have built this table is to give more weapons to very small and large (1.5 hex) races. In my campaign, Reptilites, Green Men and a couple other large races have to spend double EP for DX or IQ but only one half for ST and I've had characters work up to fairly impressive STs.

The longswords were based on Von Cambell's Barsoom Rules and of course the John Carter of Mars stories. A short essay talking more about these is in the GUTFTAPA magazine. This is not merely an expansion of the weapons in TFT, I have made a number of changes. First all weapons have a minimum ST so that it is possible to do extra damage with the Great ST rules.

Second, I have always felt that the 1/2 to 1 point of extra damage you do for using a 2 handed weapon as opposed to a 1 handed weapon was completely insufficient. On this weapon list, 2 handed weapons do about 2 points more than a one handed weapon of the same ST. (More damage at higher ST.)

In the Codex they said that if you are a wizard & spend double memory to learn the Quarterstaff talent, you were allowed to take a quarterstaff, cast the Staff spell on it, and be able to attack for 2d+2 (1 die being magic damage). This has become a popular tactic in my campaign. Because of player demand I have added a number of larger and smaller quarter staffs for people to pick from.

I have always been unhappy with the 2 point increase in damage for a one point increase in ST between Horse Bow and Long Bow. After YEARS of being bugged by this, I finally changed it about a month ago. You guys found me just in time to see me get crazy. Realistically composite bows would not take any more ST to use than normal bows. They simply gave a huge increase in damage because of higher technology. But as Steve Jackson ignored the fact that rapiers can occasionally be more deadly than broad swords in order to preserve playability, I have made the composite bows require very high ST to use.

Note that under the bows, the Speed is listed as the number needed to fire it twice per turn. Speed is equal to your adjusted DX, not counting range modifiers.

 

Weapons in Rick's Campaign

Swords

Dam

ST

Cost

Kg

Notes

Goblin's Glave

1d-3

4

$ 20

0.2

Dagger sized but not balanced for throwing.

Goblin's Glave **

1d-1

4

20

0.2

 

Small Saber

1d-1

7

35

0.4

 

Epee

1d-3

8

50

0.4

1 or 2 hex reach

Rapier

1d

9

40

0.5

 

Heavy Saber

1d+1

10

45

1.0

 

Cutlass

2d-2

10

50

1.5

 

Shortsword

2d-1

11

60

2

 

Glave **

2d+1

11

95

3

 

Broadsword

2d

12

80

2.5

 

Bastard sw.

2d+1

13

100

3.5

 

Bastard sw. **

3d

13

100

3.5

 

2 handed sw. **

3d+1

14

120

5

 

Great sword **

3d+3

16

150

6

 

Light Long sw.

2d+2

18

350

3.5

2h jab at 1/2 dam.

Falchion **

4d+1

20

200

7

1 or 2 hex reach

Long sw.

3d+1

23

500

3.7

2h jab at 1/2 dam.

Hvy. Falchion **

5d+1

25

300

8

1 or 2 hex reach

Hvy. Long sw.

3d+3

28

650

4

2h jab at 1/2 dam.

Volte' Blade **

6d+2

35

500

10

1 or 2 hex reach

Daggers

Dam

HTH

ST

Cost

Kg

Notes

Stilleto *

1d-5

1d-1

2

$ 7

0.06

Very easy to conceal

Dagger *

1d-3

1d

5

10

0.1

A standard dagger

Dirk *

1d-1

2d-3

10

20

0.45

-2DX when in HTH

Poinard

1d+1

2d-2

12

45

1.2

-4DX when in HTH

Giant's *

1d+4

2d+3

24

100

3.2

<3 hex figures use as an unbalanced Bastard sword at -3 DX.

Main Gauche

1d-3

1d-3

4

10

0.1

If used on defense - see below.

A main-gauche' may be used for defence in these 2 ways:

A main-gauche' with the the talents Fencing or Knife 2 any blocking with it is at +2 adj DX (for a net +0). With the talent Fencing 2 or Knife 3, it stops 4 hits per block.

Axes/Hammers/Maces/Picks

Dam

ST

Cost

Kg

Notes

Hatchet *

1d

9

15

0.5

 

Hammer *

1d+1

10

25

1

 

1 ball Morninstar

2d-2

10

45

2

 

Mace

2d-1

11

40

2.5

 

Small axe *

1d+2

11

40

2

 

Military Pick **

2d+2

12

60

3

(All Picks do *3 on a 3, 4, 5 & *2 dam on a 5 or 6)

Morningstar

2d+1

13

100

 

 

Great Hammer **

3d+1

14

110

7

 

Battle Axe **

3d+2

15

130

9

 

Sifthik (Pick) **

3d+3

16

145

10

See Pick rules above.

Dwarven Axe **

4d+2

18

220

15

 

Pole Flail **

5d+5

22

240

12

1 or 2 hexes 1/2 dam. at 1 hex

Hand Pick

3d+3

25

300

5

See Pick rules above.

Pole Weapons

Dam

ST

Cost

Kg

Notes

Goblin's Jikk *

1d-4

4

$ 3

0.8

1m. No 2 hex jab

Javelin *

1d-1

9

5

1

1.5m, no 2 hex jab

Trident *

1d 10

10

2

1

.5m, no 2 hex jab

Naginata **

1d+2

10

25

4

2m needs talent

Spear *

1d+1

11

8

2

2 to 2.5m

Spear ***

1d+1

11

8

2

2 to 2.5m

Halberd **

2d

13

20

5

2.5 to 3m

Pike Axe **

2d+2

15

35

7

3 to 3.5m

Cavalry Lance

1d+2

13

50

7

3 to 4.5m. Must be mounted.

Pike **

1d+2

12

15

4

5m+ Used vs mounted figures only.

 

The faster a weapon goes the more damage it does, see below:

 

GM may require a +1 ST added to the min ST of the weapons for every increase of Damage mulitplier beyond *2. The direction of the blow must be in the direction you are travelling to get these bonuses.

Missile Weapons

Dam

ST

Cost

Kg

Notes

Sling

Fist+1

-

2

0.1

Use fist damage

Pole Sling

Fist+3

-

10

0.6

-3 DX for all users.

Miltary Pole Sling **

Fist + (1d+3)

-

16

1.2

-6 DX for all users.

Training Bow **

1d-3

6

15

1

*2/turn if Spd 9

Hobbit Bow **

1d-2

7

18

1.5

*2/turn if Spd 12

Small Bow **

1d-1

9

20

1.8

*2/turn if Spd 13

Horse Bow **

1d

10

30

2

*2/turn if Spd 15

Hunting Bow **

1d+1

11

35

2.1

*2/turn if Spd 17

Long Bow **

1d+2

12

40

2.2

*2/turn if Spd 19

Composite Bow **

2d

14

1500

2.5

*2/turn if Spd 21

Composite Long Bow **

2d+3

18

2500

3

*2/turn if Spd 24

Giant's Bows

Dam

ST

Cost

Kg

Notes

G.'s Small Bow **

3d+1

24

80

5

*2/turn if Spd 13

G.'s Horse Bow **

4d

29

100

6

*2/turn if Spd 15

G.'s Long Bow **

5d

37

150

7

*2/turn if Spd 18

All Giant's bows require 3hex creatures to fire.

If a character's speed is equal to or higher than the # listed in the notes for each bow it fires twice per turn. If a character's has Bow 2 talent and his adjusted Speed is double the Speed needed to fire twice per turn the character can fire 3 times per turn with a bow. If a bowman gets 3 shots, then the first shot is taken at end of movement at same part of the turn as when charging pole weapons attack.

Note that a Composite Bow requiers a Master Armorer to build and requires wood that has been seasoned for at least 2 years. Many cultures can not make them.

Crossbows

Dam

ST

Cost

Kg

Notes

Light Crossbow **

2d

12

50

3

Fires once / 2 turns, or once / turn if Spd „14

Hvy. Crossbow **

3d

15

80

5

Fires once / 3 turns, or once every 2 turns if Spd 16

Lt. Arbalist 2**

4d

11

200

15

Fires every 6 turns

Hvy. Arbalist 3**

5d

12

400

25

Fires every 12 turns

Ballista 5**

6d

14

1,500

100

Fires every 2 minutes

Hvy. Ballista 12**

7d

15

8,000

500

Fires every 8 minutes

 

The symbol 2** means that a crew of 2 people will require both hands for the required amount of time to reload and fire the weapon. 5** requires a crew of 5, etc.

All people in the crew must have the listed minimum ST. (Often an extra crew member does not reload the weapon, only fires it. This person does not need the minium ST.) If everyone does not have this ST, then the rate of fire will decline. (Total the crew's ST and compair to the total expected ST. The rate of fire decreases by amount proportional to the amount the average ST is below the minimum ST (or more). (For example, if the crew is 8% short, the rate of fire will be AT LEAST 8% slower.) Regardless of the average, if everyone is not at the minimum ST, there should be some decrease.

If a crew has trained together for 50 hours or more the reload time can be reduced by 10% to 20% or so.

Ammo, Etc.

Dam

ST

Cost

Kg

Notes

Sling Pellets

1

-

-

0.1

40 pellets in pouch

Arrows & Quiver

-

-

10

0.5

20 arrows or Cr. bolts

Giants arrows or bolts

-

100

2

5

Javelin sized arrows.

Cranequin

-

-

35

1

Allows under ST people to load a crossbow in six turns.

Other WeaponsNotes

Club *

Fist+2

-

$-

-

Use fist damage

Club * **

Fist+4

-

-

-

Use fist damage

Thrown Rock *

Fist-1

-

-

-

Use fist damage

Lt Quarterstaff **

1d

8

3

1.0

Needs Quarterstaff talent.

Quarterstaff **

1d+2

11

5

1.5

See Advanced Melee.

Hvy. Q. staff **

2d

14

10

2.5

 

V. Hvy Q. staff **

3d+2

19

15

3.5

 

Lt Boomerang *

1d-1

8

25

0.5

Needs talent.

Boomerang *

2d

12

30

1.5

See Advanced Melee

Hvy Boomerang *

3d+1

17

40

2.5

 

Net *

1d-3

10

40

1

See Advanced Melee

Large Net *

1d

14

80

2.5

 

Giant's Net *

2d+1

17

300

7

 

Cestus

Fist+2

-

20

1

See Advanced Melee

Lasso *

varies

8

10

0.5

See Advanced Melee

Nunchuku

1d+1

8

35

2

See Advanced Melee

Nuchuku **

1d+3

8

35

2

 

Spear Thrower ***

+2

-

15

0.5

See Advanced Melee

Blowgun ***

-

-

15

0.5

See Advanced Melee

Torch * ***

-

-

1

1

Cost is for 15 torches

Thrown Object *

-

-

-

-

GM choice. See Advanages of G. ST.

Molotov Cocktail* ***

-

-

20

1

See Advanced Melee

Bola * ***

-

9

15

0.5

See Advanced Melee

Arquebus **

3d+3

-

500

6

See Advanced Melee

Blunderbus **

1d+2

-

200

2

Area damage.

Grenade ***

-

-

?

1

 

Petard ***

-

-

?

6

 

Throwing Stars

Dam

ST

Cost

Kg

Notes

Throwing

1d-6

1

$ -

001

$0.4 for pack of 10. Needles * May be spit at -6DX.

Sha-ken*

1d-4

4

3

0.05

May throw <= 12/turn

Shurikin *

1d-2

8

5

0.1

May throw <= 6/ turn

Heavy Throwing Stars*

1d

12

10

0.5

May throw <= 3/turn

Note on Throwing Stars: All thowing stars can be thrown 1 at a time with Dagger Marksmanship rules. Thrown Weapons talent allows you to ready and throw 1 star in a single turn. If you take the ready weapon option you may ready up to a full pouch of stars (depending on their size, see notes above). The stars are commonly poisoned. As well as chemical poisons, these natural poisons are common everywhere. A Naturalist can extract these from animals:

Damage

Saving throw

Cost / 5 doses.

+1 dam

2 vs ST

$ 1

+1 dam

3 vs ST

$ 15

+1 dam

4 vs ST

$ 50

+2 dam

2 vs ST

$ 3

+2 dam

3 vs ST

$ 30

+2 dam

4 vs ST

$ 100

+3 dam

2 vs ST

$ 6

+3 dam

3 vs ST

$ 60

+3 dam

4 vs ST

$ 200

 

Throwing Star Notes: 1 poisoned throwing star can be ready and thrown per turn (with Thrown Weapons talent) providing a 3vsDX is made. If it is failed the user poisons himself.

If the ready weapon option is taken roll XvsDX where X is the number of stars trying to be readied. If the roll is blown by 1 you are poisoned once, by 2 you are poisoned twice (providing you are trying to ready at least 2 stars), etc.

 

Notes:

* Weapon can be thrown

** Weapon requires 2 hands.

*** Special. See rules for that item.

 

Picks get stuck if a number evenly divisble by 4 is rolled on the 'To Hit' roll ( on a 16 it gets stuck in the floor or something; on a 4 it normally gets stuck in the target's skull). It requires a 3vsST and a ready weapon action to free a pick, If the pick user has Quick Draw talent and makes his roll, the figure may attack (but is at -3DX for the rest of the turn as per normal).