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).