TFT gives polearms their own special abilities--jabbing and the charge bonus, but the differences between the Axe/Mace and Sword families is largely one of flavor and price. One could argue that the tactical difference is that some of in the Axe/Mace category can be thrown, but that only applies to about half of them. What might be done to make choosing one type of weapon over another a tactical decision?
Here are some ideas. I would entertain only giving one benefit to any weapon type:
- Axe/Mace weapons ignore a point of armor (rationale: these were traditionally thought of as "can opener" weapons)
- Axe/Mace weapons that deal 8+ points of damage before armor reduction force a 3/DX save for target to avoid falling (rationale: a heavy weight swung at the end of a lever creates a lot of momentum)
- Axe/Mace weapons that deal 8+ points of damage before armor reduction force a 3/ST save for target to avoid immediate 1-hex forced retreat (rationale: ditto)
- Swords have a pseudo-Quick Draw built in, and can be used to attack at -3DX on the turn they are readied (rationale: pulling a blade from a scabbard or sheath is simpler than unlashing)
- Swords can be used at -3DX in a defensive attack that subtracts 2 from a single foe's attack against the figure (rationale: blades are balanced and ideal for combined parry/strikes)
What do you think about these, and what are your ideas about how to make simple yet interesting differences between weapon types?