From: "G.G.Lepper" Subject: WFRP: New Rules for Giants New Rules for Giants In the WFRP combat system physical stats, weapons skill, unique skills, weapons, speed, are all taken into account. One thing not taken into account is size... This may toughen large NPC's which is really needed in the game. The following are a way to deal with the sheer size of Daemons, Giants, Ogres, Treeman etc. First, because of their size, the toughness of their muscles, the density of their bones, blows from creatures half their size and less don't have a proportional force. Therefore, all damage by creatures less than half the giant sized creatures size is reduced by one. This is not an increase in Toughness, or an extra AP, so therefore, rules affecting those two points should not be taken into account when reducing damage for size... Second, because they are larger, and their blows do more damage with all that mass bearing down, weapon attacks by giants on non giants do an extra point of damage. This is only for giants attacking creatures under 10'. If the GM feels like doing so, this damage bonus could be increased to two. A few optional rules. PCs or creatures fighting Giants may have a special bonus. If a giant's opponent is half the size or less, the GM may rule that either: 1) Because the difference is size is large, that the giants opponent is considered a "small" target, giving the giant -10 to WS. This could easily be the death of a Giant, so would be a bad idea, but against some Daemons, could help halflings out against...say a Bloodthirster? 2) Because the reaction speeds are different, that an opponent half the size gets a faster reaction time against the giant. The non giant then gets a +10 bonus to Initiative. This could very well give the character a first strike, or a good chance to Dodge Blow. I prefer this of the two. Optional Rule Here's another optional rule concerning Weapons. Weapons crafted for creatures over 10' tall could possible give bonus due to the sheer mass of the weapon. Therefore, all giant sized weapons have an additional damage bonus of +1, but an Initiative penalty of -10. Improvised Weapons are possible to for giants. Treat them as Improvised, but raise the damage done by +1, and lower the Initiative by ten. I don't suggest that all these rules be used at once, or even used at all. However, one or more of these rules could be applied to specific races. I often find that Giants, and Ogres get hacked to death in no time. I use these as extra rules to add the dimension of abnomal mass and strength in combat. Comments? Note, that some of the rules could be used for the Ogre PC. I would suggest the +1 to damage given, the -1 to damage received, the the oversized weapons rule to make up for the crippling disadvantages the Ogres have... Cheers! Rev. Garett Lepper zza95ggl@sheffield.ac.uk "Before bed, I prefer to bludgeon myself to sleep." -DM, Bob 3:16