Medieval Oriental Weapons List

These notes were derived from (and are still mostly composed of!) the work of David Kuijit.

WHY MAKE CHANGES?

The changes to the weapons list involve primarily three things - damage, OCV bonuses and STR mins. The first has only been changed where weapons have damage which is clearly out of line. Under the old rules, for instance, a ninja-to did the same damage as a heavy two handed polearm. OCV mod.s have been altered to reflect the fact that some weapons have significantly different handling characteristics than others. As it stood so many weapons had the +1 OCV bonus that there was little to differentiate them. Finally STR mins were changed for a number of reasons. First, STR mins were too high for many weapons, requiring people of ordinary strength to take penalties for using many common weapons. Secondly, factors other than damage were taken into account when figuring STR min under the old list. This meant that a finely balanced knife which could be thrown, required more STR to use than a similar knife that was not. Finally, the costs (and therefore STR mins) of some weapons have changed somewhat due to the altered cost of HA, as noted in the house rules section. The mechanisms for these changes are detailed below. In addition to all this, several new weapons have been added - these are indicated.

 

MAJOR FUNCTIONAL CHANGES

1) ALL the OCV mods have been re-examined. In the finished list below, the only weapons that are given a +1 OCV are those that are abnormally fast (much faster than other weapons, usually doing correspondingly LESS damage) or abnormally hard to block and dodge. The only weapons that are given a -1 OCV are ones that are abnormally hard to use (flying claw, for example).

2) Every weapon with a +1 Stun Mod has been re-examined. In some cases they may be unchanged; in some they may be 0 Stun Mod, and in others they may be still +1 Stun Mod but -1 DC

 

NEW COMBAT RULES

1) Some few weapons are listed as "Dangerous to the user" (mostly chain weapons). Anyone fighting with such a weapon who rolls a natural 3 in combat will hit themselves, doing normal damage. Anyone without a WF in this weapon who fights with it will hit themselves as above on a 3, 4, 5, or 6.

2) In situations where a fighter has time to prepare himself (such as setting a (long) spear against a charge, entering a one-on-one duel, defending a portal and so on, they can act out of DEX order and go before an opponent with a shorter weapon.

Note that this also applies to readied missile weapons - you can't "run down" that crossbowman menacing you if he knows what you are up to and has an action ready.

Once melee is joined, weapon length is less important and is ignored - unless combat become *really* close (the opponents clinch, fight under a table, etc) in which case the user of the shorter weapon gets to act out of DEX order and act first.

This rule is intended to give a "real" feel without too much fuss, and should be applied to relatively simple duels and small engagements (2 vs 1, 1 vs 1). A weapon user may attempt to alter his strike priority by changing weapons or using an unarmed strike or throw.

3) The way STR Min works is changed: the STR Min listed is the STR Min at which you do FULL DAMAGE. For every full 5 pts STR over the STR Min, the character gets +1 DC. For every 5 pts of STR (or part thereof) _under_ the STR Min, the character loses 1 DC (-1 DC). And it is not possible to use a weapon at all if your STR is more than 10 pts under the listed STR Min. Use of weapons that require greater than the characters STR is very tiring: the character must pay 2 END per point of STR lacking.

STR MINS: STR Min is calculated using Active Pts/2. OCV Mods, whether positive or negative, do NOT figure in. Stretching DOES figure in. HAs are calculated at 5 pts active each, not 3, to make calculation standard at 5 pts per Damage Class. Finally, Two-handed melee weapons get an automatic -5 STR Min; 1.5H weapons have two STR Mins listed (one for one-handed fighting, the other for two-handed). The STR Min for a normal weapon used two-handed is -3 STR Min. Weapons that are +1 Stun or AP use their active points for calculating STR Min; ones that are -1 Stun have their STR Min calculated as if they were -1 DC from their listed damage. STR Min for Autofire throwing of weapons is based upon their active point cost, same as with +1 Stun weapons. However, these weapons have two STR Min listed: one for single shot, and one for autofire use.

 

 

BRIEF WEAPONS LIST

 

ARROWS

OCV

Dam

STNx

STR Min

Notes

Normal arrow

normal

as for bow

Frog-crotch

+ 1 DC

Attack is Reduced Penetration

Hikime

-2 DC

Images versus normal hearing

Mato-Ya

(DC)

Converts K into normal DC

Willow Leaf

-1 DC

Attack is AP

 

BOWS

OCV

Dam

STNx

STR Min

Notes

Hankyu Bow

1d6K

7

2H

Sling Bow

1/2d6K

+1

7

2H

Yumi (One-man)

+1 Rng

1d6K

9

Concentrate 1/2 DCV, 2H

Yumi (Two-man)

+1 Rng

1d6+1K

11

Concentrate 1/2 DCV, 2H

Yumi (Three-man)

+1 Rng

1.5d6K

14

Concentrate 1/2 DCV, 2H

Yumi (Four-man)

+1 Rng

2d6K

16

Concentrate 1/2 DCV, 2H

 

SHURIKEN

OCV

Dam

STNx

STR Min

Notes

Bo Shuriken

1/2d6K

5/7

AF-5

Endokuken

1/2d6K

5

also poison smoke

Star Shuriken

Large

1d6K

7

Medium

1/2d6K

5/7

AF-3

Small

1 ptK

2/4

AF-5

Tsubute

2d6N

5/7

AF-3

 

MISCELLANEOUS THROWN WEAPONS

OCV

Dam

STNx

STR Min

Notes

Arare/Joarare

1d6K

7

Chuarare

1/2d6K

5/7

AF-3

Koarare

1 ptK

2/4

AF-5

Comet Star Hammer

1d6+1K

10

Also 2d6 Entangle

Fukimi-bari

1/2d6K

2

RP

Iron Mandarin Duck

-1

1/2d6K

+1

7

Steel Olive

1/2d6K

5

Steel Toad

-1

1/2d6K

+1

7

Wishful Steel Ball

1 ptK

+1

2

 

AXES & MACES

OCV

Dam

STNx

STR Min

Notes

Chinese Axe

1d6K

7

M. Can throw.

Copper Hammer

4d6N

10

S

Hand Mace

1d6K

7

M

Masakari: Blade

1d6+1K AP

12

L. 2H. +1" Range

Shaft

4d6N

12

L. 2H. +1" Range

Soft Hammer

1.5d6K

12

M. Dangerous to user.

 

BLADES

OCV

Dam

STNx

STR Min

Notes

Bokken

4d6N

10/7

M. 1.5H, Can throw

Bokken (Lt)

3d6N

7/4

M. 1.5H, Can throw.

Butterfly Sword

1d6+1K

10

M

Darn Do

1d6+1K

10

M

Hachiwari

1/2d6K

+1

7

S. +1 Bind, grab, disarm

Hook Sword

1d6+1K

10

M. +2 Bind etc., +6 DEF at location 6 on 11-

Jien

+1

1d6K

7

M

Katana

1d6+1K

10/7

M. 1.5H, Can throw.

Ko-Gatana

1/2d6K

5

S. Can throw.

Nine-Ring Sword

1d6+1K

10

M. +1 OCV w/ Disarm

Ninja-to Sword

1d6K

+1

11/8

M. 1.5H, Can throw.

No-Daichi

2d6+1K

15

L. 2H, +1" Rng

Razor, Straight

1/2d6K

-1

S. RP.

Shinai

+1

2d6N

5/2

M. 1.5H

Spread-the-Water Knife

1d6K

7

M.

Tanto

1/2d6K

5

S

Tetsu-to

-1

2.5d6K

20/17

M. 1.5H

Wakizashi

1d6K

7

M. Can throw.

Yoroi-Toshi

1/2d6K AP

7

S.

 

CHAIN AND ROPE

OCV

Dam

STNx

STR Min

Notes

Kusari

3d6N

7

M. 2H. +2" Range. +1 to Grab etc.

Kusarigama: Chain

3d6N

7

M. 2H. +2" Range. +1 to Grab etc.

Sickle

1/2d6K AP

7

M. 2H

Kyogetsu-Shoge: Chain

3d6N

7

M. 2H. +2" Range. +1 to Grab etc.

Hook

1/2d6K

+1

7

M. 2H.

Manriki-Gusari

3d6N

7

M. Can throw. +1 to Grab etc.

Oh-gama: Chain

3d6N

10

L. 2H. +2" Range. +1 to Grab etc.

Sickle

1d6+1K AP

15

L. 2H

 

FIST LOADS

OCV

Dam

STNx

STR Min

Notes

Ashiko

1/2d6K

2

S. RP, +1 to Climbing roll

Yawara

2d6N

5

S

Nekote/Kakute

1 pt.K

2

S. Often poisoned

Ring Needle

1/2d6K

5

S

Shuko

1/2d6K

2

S. RP, +1 to Climbing roll

Tekko

1/2d6K

5

S.

 

POLEARMS

OCV

Dam

STNx

STR Min

Notes

Bisento: Blade

1.5d6K

+1

16

L. 2H, +1" Range

Shaft

5d6N

16

L. 2H, +1" Range

Chai-Dao/Chiang:Blade

+1

1d6+1K

7

L. 2H, +1" Range

Shaft

4d6N

7

L. 2H, +1" Range

Ghi: Blade

1d6+1K

10

L. 2H, +1" Range, +2 Bind etc.

Shaft

5d6N

10

L. 2H, +1" Range

Lance: Blade

1d6+1K

12/9

L. 1.5H, +1" Range

Shaft

4d6N

12/9

L. 1.5H, +1" Range

Naginata: Blade

1.5d6K

10

L. 2H, +1" Range

Shaft

5d6N

10

L. 2H, +1" Range

Nine Dragon Trident: Blade

1d6+1K

10

L. 2H, +1" Range, +2 Bind etc.

Shaft

5d6N

10

L. 2H, +1" Range

Sodegarami: Blade

+1

1d6+1K

7

L. 2H, +1" Range, +1 Bind etc.

: Shaft

4d6N

7

L. 2H, +1" Range

Tai-Dao/Kwan Dao: Blade

1.5d6K

+1

16

L. 2H, +1" Range

: Shaft

5d6N

16

L. 2H, +1" Range

Tiger Fork: Blade

1.5d6K

7

L. 2H, RP, +1" Range

: Shaft

4d6N

7

L. 2H, +1" Range

Wolf's Teeth Staff: Blade

2d6K

10

L. 2H. RP, +1" Range

: Shaft

5d6N

10

L. 2H., +1" Range

Kamayari: Blade

1.5d6K

10

L. 2H, +1" Range, +2 Block etc.

: Shaft

5d6N

10

L. 2H, +1" Range

Yari : Blade

1.5d6K

10

L. 2H, +1" Range

: Shaft

5d6N

10

L. 2H, +1" Range

Long Yari: Blade

-1

1.5d6K

12

L. 2H, +2" Range

: Shaft

-1

5d6N

12

L. 2H

Very Long Yari: Blade

-1

1.5d6

15

L. 2H, +3" Range

: Shaft

-1

5d6N

15

L. 2H

Tampo-yari: Head

3d6N

7

L. 2H, +1" Range

: Shaft

4d6N

7

L. 2H, +1" Range

 

MISCELLANEOUS

OCV

Dam

STNx

STR Min

Notes

Bo (Staff)

5d6N

10

L. 2H, +1" Range

Chain Sword

1d6K

7

M-L. Dangerous to user.

Chain Whip

+1

1d6K

10

L. +1" Range

Chigiriki: Blade

1.5d6K

10

L. 2H, +1" Range

: Chain/Shaft

4d6N

10

L. 2H, +2" Range

Cymbal

1d6K

7

S. Can throw.

Fang: Blade/Point

1/2d6K

5

S

: Rod

2d6N

5

S

Flying Claw

-1

1d6K

12

L. +2" Range

Flying Guillotine

-1

1d6K

7

L. 2H, +2" Range, Extremities

Garrote, Strangling

3d6N

2

S. 2H, must follow grab and be aimed at head

Garrote, Wire

1/2d6K

2

S. 2H, must follow grab, Extremities

Hanbo (Jo)

3d6N

7

M

Jitte

3d6N

7

S. +2 Bind etc. and to break sword after Block

Kama

1/2d6K AP

7

M. Can be thrown

Kanzashi

1 pt K

-1

0

S

Kiseru

2d6N

5

S

Konsaibo

6d6N

12

L. 2H, +1" Range

Kumade: Tines

1d6+1K

7

L. 2H, RP, +1" Range,+1 to Grab, Bind, Block, Disarm, or Takeaway

: Shaft

4d6N

7

L. 2H, +1" Range

Mourn Staff

1.5d6K

10

M. RP

Nunchaku

3d6N

7

M. Dangerous to user

Rings

3d6N

7

S. Can be thrown

Rope Dart

-1

1/2d6K

10

L. +2" Range

Sai: Sharpened

1/2d6

5

S. Can be thrown. +2 Bind etc

: Normal

3d6N

7

S. Can be thrown. +2 Bind etc

Shinobi-Zue

4d6N

10

L. 2H, +2" Range. +1 to Grab, etc.

Sword-Spear

1d6K

7

M. Can be thrown

Tetsubo

7d6N

15

L. 2H, +1" Range

3-Section-Staff

+1

4d6N

10

SML. 2H, +1" Range,+2 Bind etc., Dangerous to user

Timbe

1/2d6K

5

S. Can be thrown

Tonfa

3d6N

7

S

War Fan, Basic

3d6N

7

S

War Fan, Edged

1/2d6K

7

S

: surface

3d6N

7

S

Wind/Fire Wheels :Saw-blade

1/2d6K

5

S. Can throw, +2 with Bind etc

Traditional

3d6N

7

S. Can throw, +2 with Bind etc

 

WIERD WEAPONS

Damage

Notes

Metsubishi

explosive 2d6 Flash

(Sight group) AE 2" Radius, Nonselective.

Blown powder

2d6 Flash

(Sight group) No Range.

Nagedeppo

4d6 EB and 2d6 Flash

(Sight and Hearing) AE-1Hex. Flash is only 1d6 against targets that have been exposed to these devices more than once

Rochin

+6 DEF Armour

only left hand (location 6). +2 OCV with block, +1 DCV in melee. Requires weapon familiarity to gain benefits.

Sasumata

4d6 Entangle

take no damage from attacks, OAF, 1 rec chg, Only targets one extremity, requires wielder's attention

Smoke Grenade

1" Radius Darkness

Tetsubishi

1d6RKA

AE-1Hex, on 14-, lots of other limitations, see below

Toami: Small

4d6 Entangle

take no damage from attacks, OAF, 1 rec chg

Medium

4d6 Entangle

Large

4d6 Entangle

AE Radius (2" Radius)

Umebi

1.5d6RKA

Triggered when stepped on, AE-1Hex

 

LIST OF CHANGES

Most weapons with a +1 OCV lost the bonus. All the ones remaining are mentioned below with justifications

 

Arrows: there are millions of types, but no need for this complexity. In any culture that used arrows, there were at most four real distinctions: blunt arrows (the damage done is normal, not killing), regular arrows (various types of sharp, wide head), broadheads (represented by a broad variety of arrows in the Orient, including "frog-crotch" arrows), and armour- piercing arrows (in Europe, these were called "bodkin" (dagger) points.) I've simplified the arrow list to reflect this, and added the Hikime "humming bulb" arrow which was primarily used for signalling.

Arare: all the damage listed was too high, and has been reduced by one DC. In addition, the sizes have been standardized to three: Big (can only pitch one), Medium (can throw up to 3), and small (can throw up to 5).

Bokken (Light): (NEW!) this weapon is the natural extension of the normal bokken to a slightly smaller, lighter version.

Chigiriki: (NEW!) this weapon is described in UMA, p219 (Shinobi-zue paragraph), but not given a listing in the weapons list.

Flying Claw: anything where you're swinging a slashing weapon on a rope got a -1 OCV.

Fukimi-bari: the damage was just too high, and has been reduced by one DC. No way can you spit a knife as hard as you can thrust with one.

Iron Mandarin Duck: this was given a -1 OCV. It's a cool weapon, but seriously - how easy is it to throw an iron duck decoy?

Jien: one of the two swords to retain +1 OCV. Why? It is wicked fast. Note that it is the lightest (least damage) sword, and it is Med. weapon length. There's gotta be some reason why this is the favorite Chinese sword--it sure doesn't do a lot of damage!

Konsaibo: (NEW!) there needed to be a fighting staff doing 6d6 damage (half way between Bo damage and Tetsubo damage). I arbitrarily choose this name from many staff/reinforced staff names to represent such staffs.

Kyogetsu-Shoge: I decided that the hook for grappling, even if sharp, is going to be a less effective weapon than a sickle (but is going to leave uglier wounds). Thus I changed this from 1d6K/0 Stun to 1/2d6K/+1 Stun.

Lance: (NEW!) this is an universal cavalryman's weapon, a one-handed spear. Horseman's spears were primarily thrusting weapons, and the blade was shorter and smaller than the footman's spear. Both the footman's spear and horseman's spear were called yari, but I'm using the word `lance' to distinguish the horseman's weapon and `yari' to distinguish the footman's weapon. It can be used with two hands also, of course, which is why it has the stats for 1.5H use.

Oh-gama: (NEW!) this weapon is described in UMA, p215 (Kusarigama paragraph), but not given a listing in the weapons list.

Ninja-to: I changed this sword from 1.5d6K/+1Stun to 1d6+1K/+1Stun. Now it has exactly the same STR Min as a Katana, but `feels' different. I really didn't buy the idea of this weapon doing the same damage as the heaviest polearm.

Nunchaku: all flail weapons have "dangerous to user".

Rochin: (NEW!) This armour is mentioned in several places in UMA (one of which is p222, Timbe paragraph) but not given a listing in weapons or armour.

Rope Dart: anything where you're swinging a slashing weapon on a rope got a -1 OCV.

Shinai: this is the other sword that retained its +1 OCV. It is very fast, so very hard to block or dodge. And it does almost no damage

Shuriken: all the damage listed was too high, and has been reduced by one DC. In addition, the sizes have been standardized to three: Big (can only pitch one), Medium (can throw up to 3), and small (can throw up to 5).

Sling Bow: I decided in several places that a heavy ball bearing should do slightly less damage and more stun. So I changed this weapon from 1d6K/0 stun to 1/2d6K and +1 Stun.

Steel Toad: this was given a -1 OCV. Sure, you can sharpen the ends of an iron pond ornament, but you still haven't got a throwing knife.

Sasumata: (NEW!) Mancatcher. Curved spring arms on a long pole designed to trap a limb. Built as an entangle which takes no damage from attacks, with the extra limitations that it only targets one extremity, and the wielder must keep a grip on the shaft or else the target can easily free himself.

Tampo-yari: this is a practice yari, where the blade of the weapon is tightly bound with silk into a ball, or entirely replaced with a padded ball. In either case, the weapon looks like a shaft with a tennis ball on one end.

Tetsu-to: this is a strength-training weapon, deliberately made to be too heavy. It is not intended for use as a weapon. As such, I gave it -1 OCV.

Three-Section-Staff: this weapon is another flail-type weapon.

Toami (Large): 9" Radius in UMA, 2" radius here. Be serious!

Yari (Long): (NEW!) there was the need for an example of the pike, or very long spear. This sort of weapon is heavier and more awkward (thus -1 OCV) but has much greater range (thus +2" range). It's just a spear with a longer shaft. Great for killing horsemen.

Wishful Steel Ball. See comment for Sling Bow. Changed from 1d6K to 1/2d6K and +1 Stun.

Wolf's Teeth Staff: there are a couple of weapons (see Mourn Staff) that involve a lot of small teeth rather than a single blade. This sort of thing leaves ugly wounds (+1 DC) but is not as good against armour (Reduced Penetration). So I changed this from 1.5d6K to 2d6K/RP.

 

WEAPON LIST (Simple Description)

Aikuchi: A dagger without a handguard. Often used by female Buke. Use the stat.s for the Tanto

Arare: "Hailstones" <may be used as tetsubishi>. Also called igadama.

Bisento: Polearm. A heavy chopping weapon.

Bo: A hardwood staff. Also called rokushakubo (6' staff).

Bokken: Wooden practice sword.

Chigiriki: Spear with a 3-10' long weighted chain attached to it.

Daikyu: <see yumi>

Daisho: <paired samurai blades. See katana and wakizashi>

Eiku: Karate weapon. This is an oar. See bo for stats.

Fuetsu: Iron hafted axe. Not a common weapon - use stat.s for Chinese Axe

Fukimi-bari: Darts held in the hand or spit from the mouth. Ninja weapon.

Gunsen: <see tessen>

Hamidashi <see tanto>

Hachiwari: The name means "helmet splitter", but the weapon was primarily used as a parrying dagger. Very heavy-bladed weapon,with a small prong like a jitte to assist parrying.

Hanbo/Jo: Fighting stick. Use these stats for any scabbard.

Hankyu: Short bow favored by ninja.

Jitte: A metal club used to parry swords, often carried by police. Uses the stats for Sai, but cannot be thrown. Gives +2 OCV in an attemptto break a sword or similar bladed weapon after a successful block maneuver. (This was a common technique)

Kaiken. <see Yoroi-Toshi>

Kakute: "horn finger" ring. Use the stats for Nekote.

Kama: Sickle. Karate weapon.

Kamayari: Spear with back-hook.

Kanabo: Iron club. <see tetsubo>

Kanzashi: Two-tined hair needle, up to 8" long. Favored by the kunoichi. Very easy to conceal.

Katana: Samurai sword. Other versions are the odachi and the tachi. (same stats)

Kawa-naga: A grappling hook on a rope. Use the Stat.s for the Flying Claw, but it can alo be used as a regular grappling hook to aid climbing. Sometimes the rope was replaced by a chain, in which case it is basically the same as the Kyogetsu-Shoge.

Kiseru. An iron pipe for tobacco. Sometimes as long as 2 - 3 feet, this was a "stealth" weapon favoured by gamblers, since it doesn't appear to be a weapon at all. Use the stat.s for the Hanbo.

Kodachi: Older form of the wakizashi. <see wakizashi>

Ko-gatana: Small knife held in one side of a wakizashi scabbard. Also called Kozuka, these can be thrown like a Bo shuriken, but were usually employed to carry a head taken by the samurai by thrusting it through the top-knot. A similar blade called the Kogai was sometimes carried instead. This had the user's crest and could be left in a body to identify its slayer - normally on the battlefield.

Konsaibo: This is a reinforced staff, like a tetsubo but not as heavy.

Kumade: "Bear's Claw". A species of rake on a long pole. Used primarily to unhorse opposing horsemen; can be used while mounted. A rare weapon. Illustrations of the Momoyama period and Sengoku Jidai show it in use (although not common) with foot and horsemen.

Kusari: 12' chain weapon.

Kusarigama: Chain weapon with a sickle (kama) on one end.

Kyogetsu Shoge: Chain or rope weapon with a double-edged knife backed with a curved spike, on one end of the chain and an iron ring on the other.

Manriki-gusari: Short weighted chain. Also called manriki or kusarifundo.

Masakari: "Battle Axe". An axe on a long shaft. A rare weapon. Shown in illustrations used by footmen.

Metsubishi: Small blinding grenade.

Nagedeppo: Primitive grenade.

Nagegama: A short javelin with a cahin hidden inside its shaft. Favoured by sohei and ninja, who often disguised the blade to make it look like a staff. Use the stat.s for the Comet Star Hammer

Naginata: Polearm. Other versions are the nagemaki or nagakami, which has a shorter haft. Use the same stat.s as for the naginata, but it is a M sized weapon.

Nekote: Cat's claws. Five metal claws that fit on the fingertips.

Ninja-to: Ninja sword/utility belt. Also called shinobi-gatama, shinobigatana, ninja-ken.

Nunchaku: Karate weapon. A wooden flail. Often used in pairs.

Oh-gama: Large (battlefield) version of the kusarigama.

Ono: A heavy poleaxe. A fairly uncommon weapon. Use the stat.s for the Bisento.

Rochin: Karate weapon. Tortoise-shell shield used with timbe.

Sai: Karate weapon. Blunt three-pronged parrying dagger. Other versions are the jitte (one tine missing; popular among ninja because easier to conceal) and nunte (one tine is bent backwards). All versions have the same stats.

Sasumata: Mancatcher. Often used by the Doshin to capture criminals, it has a head comprised of two curved arms with hooks inside which are designed to spring closed and catch a limb inside.

Shinobi-zue: Lead-loaded bamboo staff with 6' chain hidden inside.

Shinai: Bamboo practice sword.

Shuko: Ninja climbing claws. Also called tekkokagi.

Shuriken Throwing weapon. Hira (star) shuriken or bo (spike) shuriken. Usually 9 shots (esp. for ninja).

Sodegarami: T-shaped spear with barbs around the end to entangle an enemies' sleeve.

Suruchin: Weighted rope, karate weapon. See Manriki for stats.

Tanto: Dagger. Similar weapons are the aikuchi and hamidashi.

Tekko: Karate weapon. Also sometimes called Tokko - a fistload shaped like a lightning bolt at each end. Since it could be made to look like the Buddhist thunderbolt symbol it could be worn where weapons were prohibited and thus was favoured by miltant Buddhist monks.

Tessen: War fan. Also called gunsen or (in its non-folding form) Gumbai-uchiwa.

Tetsubo: Hardwood staff covered with studded iron plates.

Tetsubishi: Caltrops. 1d6 RKA, AEOneHex (+1/2), Uncontrolled (+1/2), Continuous (+1), IAF (-1/2), Activation Roll 14- (-1/2), 2 Recoverable Charges (-1) No KB (-1/4), Only affects characters moving on the ground (-1/4), Dex Roll Cancels Affect if aware of them (-1/4). Characters may move through them slowly without danger; always targets hit location 18 (feet). 45 active, 12 real.

Timbe: Karate weapon. Short staff (18") with a small spearhead on one end. Used with rochin (tortoise-shell shield).

Toami: Net.

Tonfa: Karate weapon - a short wooden shaft with a perpendicular handle 1/3 of the way up its length. Similar to the modern police baton

Tsubute: Blunt shuriken

Umebi: Primitive land-mine used by ninja.

Wakizashi: Shorter companion sword of the daisho.

Yari: Spear. Spears had a wide variety of heads, including L-shaped and T-shaped versions.

Yawara: Fist-load.

Yoroi-toshi: Armour-piercing dagger. The Kaiken was a similar weapon.

Yumi: Bow. Also called daikyu.

  

 

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