Weapons and Armour
Ranged Weapons
Bows
Thrown Weapons
Blowguns
Hand-to-Hand Weapons
Swords and Knives
Polearms
Blunt Weapons
Peasant Weapons
Combined Weapons
Armour
Weapons Links
Last updated 31 October 2001
(new weapons added)
I have expanded considerably the choice of weapons offered in Feng
Shui for "Juncture 69 AD". Arguably, a lot of this is just flavour;
but then that's largely what the game is about, right? Remember that
some fu and gun schticks allow you to designate a "Signature Weapon" (available
for hand to hand weapons as well as ranged), which lets you do extra-cool
stuff when using that particular weapon (e.g., your grandfather's treasured
daikyu,
not just any bow of the daikyu type.) Finally, I added special
manoeuvres for some weapons (listed under the weapon description).
Drawing or Loading:
Per the basic Feng Shui rules, drawing and readying a weapon
(e.g., drawing and nocking an arrow, drawing and throwing a dagger, loading
a dart or a dose of pepper in a blowgun, picking up a weapon from the ground)
is a 3-shot action, unless you have a schtick that reduces the shot cost
(see
Gun schticks and Fu
powers.) Drawing a weapon from a scabbard or saya is a
one-shot action (assuming the scabbard is readily accessible).
Difference in Reach:
When two opponents use melee weapons that have significantly different
reach, I will attribute a 1-pt or 2-pts difference in difficulty, depending
on the difference; e.g., Yoko with a tanto against Shinsuke with
a no-dachi will suffer a -2 Outcome when she attacks or dodges.
Two-Handed Weapons:
Certain weapons require both hands to be wielded with any efficiency.
If someone can make a really convincing argument that due to their size,
agility, or special circumstances, they can wield these one-handed I will
consider it carefully and if I agree with the argument, I will give a suitable
penalty.
Ranged Weapons
In Feng Shui, ranged weapons are classified under "guns" and, because of
the setting centering on Hong-Kong movies, modern firearmes dominate.
Ranged weapons listed for the antique (69 AD) era include bow and arrow,
throwing stars (a.k.a. shuriken), blowguns, sling, and thrown knives.
That's a little skimpy for our purposes; it stands to reason that weapon-wielders
of another era lavished just as much half-demented passion and skill on
their toys as their modern counterparts. Leafing through "Secrets
of the Samurai"1,
I find no less than 29 types of arrows illustrated, let alone types of
bows, and throwns weapons: kusari-gama, kyotetsu-shoge, and
a variety of shuriken that include darts, needles, stars, disks, and something
like little calthrops (shaken).
Note: I have classified all ranged weapons, including thrown
weapons, under "Guns", while in the basic book Feng Shui places thrown
weapons under Martial Arts. I think this will compensate somewhat
for the fact that the L5R gun bunnies have less hardware to choose from.
Now for hard numbers. Stats are given in the following order:
Damage/Concealment Rating/Capacity. Damage is in Wound Points; Concealment
ratings go from 1 (tiny, unnoticeable in pocket) to 5 (not concealable);
Capacity is all pretty much 1, since we don't have any modern weapons.
An exception is the shuriken in its varieties, which can be thrown
several at a time.
Range:
Range is rarely an issue in Feng Shui, but when it is, here are the
difficulty modifiers (Mod.):
-
Short range is 20m, Mod. = 0
-
Medium range is 40m, Mod. = +2
-
Long range is 80m, Mod. = +6
-
Extreme range is 160m, Mod. = +14
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Bows
-
maru-ki (roundwood bow): 7/5/1
-
shige-no-yumi (bow wound round with rattan): 7/5/1
-
han-kyu and ban-kyu (classic bows, same style but
smaller): 7/4/1
-
hoko-yumi (Tartar-shaped bow): 7/5/1
-
daikyu (great war bow): 8/5/1. The minimum strength
requirement to use a daikyu is 6.
-
yumi (light cavalry bow): 7/5/1
-
uma-yumi (heavy cavalry bow): 8/5/1. The minimum strength
requirement to use an uma-yumi is 6.
All bows are two-handed weapons.
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Thrown Weapons
-
Shuriken (darts, needles, stars, disks, shaken [little
calthrops]): 5/1/6. Shuriken can be thrown several at a time at a
single target, for a -1 cost per extra shuriken. See House
rules.
-
Thrown knife or dagger (e.g., tanto, aikuchi, ko-gatana, kozuka - see descriptions under Swords and Knives below):
6/2/1
-
Nage-yari (short javelin): 7/4/1. Can also be used
as a hand-to-hand weapon - see descriptions under Polearms
below.
-
kusari-gama (short sickle-like blade with a handle, and a
long chain tied to it; the chain is thrown in various manoeuvres to entangle
or disable the opponent): 6/3/1 AND Entangling
manoeuvre (inflicts 3 points of Impairment to opponent, for a number
of shots equal to outcome. Shot cost = 4.)
-
kyotetsu-shoge (chain or cord with a whirling weight at one
end and a double-edged blade at the other): 6/3/2 (hit with both ends)
OR Entangling
manoeuvre (inflicts 3 points of Impairment to opponent, for a number
of shots equal to outcome. Shot cost = 3.)
-
manriki-gusari (chain with weights at both ends): 5/3/2 (hit
with both ends) OR Entangling
manoeuvre (inflicts 3 points of Impairment to opponent, for a number
of shots equal to outcome. Shot cost = 3.)
-
nage-gama (thrown sickle): Javelin with a short sickle-like
blade set at right angle at one end, while a long chain is attached to
the other end.. Damage = 7/4/1 OR Entangling
Manoeuvre. Entangling manoeuvre is performed in hand-to-hand,
not by throwing the javelin (have to hold on to one end).
-
nageteppo (eggshell grenades): Used to cause a cloud of smoke
and cause confusion, a distraction, and some Impairment. Damage =
A successful hit causes 2 points of Impairment to all those unprotected
in area of effect, for a number of shots equal to Outcome. Area effect
diameter = Outcome in meters, max. 5 meters (or room size if smaller, duh.)
Ninja weapon (hard to obtain).
Note that the chain weapons (kusari-gama, kyotetsu-shoge,
and manriki-gusari) can be thrown while holding on to one end; this
is normally the case when performing an entangling manoeuvre. Chain
weapons are two-handed, but the kyotetsu-shoge and manriki-gusari
can make double attacks, as described above; the kusari-gama make
one damage attack AND one entangling attack simultaneously.
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Blowguns
-
fukiya (blowgun): 5/3/1. Darts can be poisoned, but
of course that would be dishonourable.
-
metsubushi, a.k.a. gantsubushi (pepper-blower): 4/3/1.
A successful hit causes 3 points of Impairment to opponent, for a number
of shots equal to Outcome.
If you want to combine a blowgun type weapon with the hitting power of
a kiseru (see below), the concealability rating changes to 4 or 5 depending
on the length. Only one blowgun can be used at a time, not that they're
two handed but exept for oni most characters have only one mouth!
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Hand-to-Hand Weapons
Swords and Knives
-
No-dachi a.k.a. dai-katana (big f***ing sword): Carried
on one's back, can measure 5 feet (1.5 m) from end to end (blade + grip).
Damage = Str +5. Min. Str. to use this weapon is 6. Two-handed
weapon.
-
Katana (long sword): The first part of the daisho combination.
Called tachi when the scabbard hangs from a belt, but katana
when the scabbard is tucked through the sash. Go figure. 24
to 30 in. curved blade (60 to 75 cm), plus the grip. Damage = Str
+4. Generally a two-handed weapon unless wielded by a Dragon who
took the Both Swords Flying weapon schtick.
-
Wakizashi (short sword): The second part of the daisho combination.
About 18 in. (45 cm) blade plus the grip. Damage = Str +4.
-
Chisa-katana (medium sword): About 18 to 24 in. blade (45
to 60 cm). Damage = Str +4. Generally a two-handed weapon
unless wielded by a Dragon who took the Both Swords Flying weapon
schtick.
-
Tanto (dagger with a guard): Usually matches the daisho in
fancy sets. About 12 in (30 cm.) in length from end to end.
Damage = Str +3.
-
Aikuchi, a.k.a. kusun-gobu (dagger without a guard):
Similar to tanto, a bit wider, looks more like a curved hunting knife.
Damage = Str +3.
-
Kaiken (short dagger or poniard): Perfect for hiding,
often found in a lady's sleeve. Damage = Str +2.
-
Himagatana (stiletto): All in one piece. For that silent
killing at festive occasions, e.g., pushed through a daimyo's shoulder
blades during the deafening taiko drum piece accompanying the dragon dance.
Damage = Str +2.
-
Kogai (crested pin): Something like a Victorian hat pin,
left in a body to claim the killing. For the killer of refinement
and taste. Can also be used to stab handily if needed. Damage
= Str +1.
-
Ninjato a.k.a. ninjato-katana: Cheap sword used by
the ninja, mostly to carry their gear (tied in a package and carried over
the shoulder hanging from the ninjato), but occasionally as a weapon in
its own right. Not tempered like the better, samurai blades, it can
break easily. Watch out for that Fortune roll. The pommel is
often hollowed out and used as a secret compartment to hide darts; the
end of the saya is removable to let the sheath be used as a blow pipe.
Damage (blade) = Str +4. Generally a two-handed weapon unless wielded
by a Dragon who took the Both Swords Flying weapon schtick.
Ninja weapon (hard to obtain).
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Polearms
-
Yari (stabbing spear with a straight blade, about 8-10' or
2.4 to 3 m long): Damage = Str +4. Two-handed weapon.
-
Nage-yari (short javelin, about 3 to 4' or 1 to1.2 m long):
Damage = Str +3.
-
Naginata (cutting spear with a long curved blade):
Damage = Str +4. Two-handed weapon.
-
Nagamaki (shorter version of the naginata): Damage
= Str +4.
-
Bisento (curved blade polearm): Heavier version of the naginata.
Damage = Str +6 but -2 AV. Two-handed weapon. Min. Str. to
use this weapon is 6.
-
Ono (large battle axe): Short polearm, Damage = Str
+4. Two-handed weapon.
-
Masa-kari (battle axe): Short polearm, Damage = Str +3.
-
Sasumata ("Man-catcher"): long pole ending with a doubled
pronged hook blade, with barbs behind the hook; designed to snag and pin
the opponent. Damage = Str +2 AND Snagging
manoeuvre (contested Agility roll; if target fails the the roll, s/he
cannot move away until s/he has broken free by spending one Shot and succeeding
a contested Strength roll; until then, target's Dodge or Defense suffer
a -3 penalty.) Two-handed weapon.
-
Sodegarami ("sleeve-entangler"): long barbed pole ending
with a jagged teeth like a rake, designed to catch sleeves and armour.
Damage = Str +2 AND Snagging manoeuvre
(as per sasumata above.) Two-handed weapon.
-
Hoko (halberd/arms): Curved blade & small hook blade.
Damage = Str +2 OR Snagging manoeuvre
(as per sasumata above.) Two-handed weapon.
-
Chigirigi ("weight-chain-pole weapon"): Long spear with chain
at the end. Damage = Str +3 OR Entangling
Manoeuvre. Two-handed weapon.
-
Kama-yari (folding spear/sickle polearm): Simple handle with
a blade forged onto or set at right angles to its length. The blade
can be folded up inside the handle, and a metal ring which slides along
the handle is used to lock the blade firmly into an open or shut position.
Damage = Str +3. Peasant weapon (low status).
Polearms can also be used like jo or bo staves, depending
on the length (see under Blunt Weapons below) to inflict
non-lethal damage.
Return to top
Blunt Weapons
-
Tetsubo (iron spiked or ribbed club): Damage = Str
+5. Min. Str. to use this weapon is 6. Two-handed weapon.
-
Die-tsuchi (warhammer): Has a long handle for reach and swing,
makes an impact and a fashion statement. To quote Clan War,
"We've got your warhammer right here!" Damage = Str +5.
Min. Str. to use this weapon is 6. Two-handed weapon.
-
Bo (long staff): About 5 to 6 feet long (1.5 to 1.8 m), made
of wood. Damage = Str +3. Two-handed weapon.
-
Jo (short staff): About 3 to 4 feet long (90 to 120 cm),
made of wood. Less reach, more manoeuvrability. Damage = Str
+3.
-
Tessen (flat war fan): I confess, I'm a big fan of war fans.
I think they're cool. Can be used to parry and to strike, much like
some mothers used flyswatters before the days of Dr. Benjamin Spock and
politically correct child-rearing. Damage = Str +2; OR: +2 Action
Value to Parry.
-
Gunsen (ribbed, folding war fan): Even cooler: it folds,
looks just like an ordinary fan, and can be hidden in a sleeve. Very
Samuree. Damage = Str +1; OR: +2 Action Value to Parry.
-
Vajra a.k.a. tokko (holy symbol): Cooler than cool.
I kid you not, this is a holy symbol, looks like a very ornate dumbell
made of solid iron or bronze. The rounded ends are shaped like 3-
or 5-pointed claws and can be used to entangle weapons too. Apparently,
priests were fond of using them to bring enlightenment to misguided bandits
on the road. Damage = Str +3 OR Disarm
Manoeuvre as for jitte, see below. Monk weapon (hard to
obtain).
-
Shuko (brass knuckles): Damage = Str +2 (enhances a punch
or chop). Ninja weapon (hard to obtain).
Return to top
Revolt of the Peasant
-
Jitte (entangling hook): Looks like a dagger with long
horn or hook sticking out of the guard one side. Usually not actually
sharpened, used to parry, catch an opponent's sword and disarm him. Parry
Manoeuvre: +2 to Action Value. For a shot cost of 1 and a positive
Outcome, successful parry. OR: Disarm
Manoeuvre: +2 to Action Value. For a shot cost of 2 and
a sufficient Outcome (7 or more), successful locking of a blade, pole,
hook, or chain weapon. The opponent must succeed in breaking away
on his next action or be disarmed. If the user of the jitte
has another action before his opponent and gets a positive Outcome again,
he yanks the weapon away. OR: If you want a jitte with
a sharpened point that can also be used to deal stabbing damage, treat
it like a kogai for that purpose (Str +1 Damage). Naturally, it
does not get the +2 AV for stabbing.
-
Sai (entangling hook, similar to jitte but with hooks on
both sides. Parry, Disarm,
or Damage as per Jitte above.
-
Tonfa (rice-husking tool): You've probably seen the modern
version now often carried by cops, and used with such relish by Sarah in
Terminator II (go, Sarah!) This, however, is version 1.0: basically a 2 foot (60 cm) long piece of square-cut lumber, with a perpendicular handle sticking out about 5 in. (12 cm) from one end to allow the user to twirl the thing. It can be used to grind and polish rice husks and bushi alike. Damage = Str +2.
-
Nunchaku (rice-husking tool): Two short (12"-16" or 30-40
cm) wooden clubs or sticks linked with a leather or chain hinge.
Another tool to beat on defenseless rice that has found new uses; nicely
demonstrated by Bruce Lee in The Chinese Connection. Damage
= Str +2.
-
Kama (sickle): Fitted with a wooden handle, used to harvest
stalks; neither as efficient nor concealable as most dedicated blades,
but it works. Damage = Str +2.
-
Kusari (chain): Long length of chain which can be used as
a chain whip. Damage = Str +1 AND Entangling
Manoeuvre.
-
Kiseru (pipe): Yep, a pipe. It's a smoking implement.
It's made of metal and can be 1 to 4 feet (30 to 120 cm) long! They
were regularly used in bar brawls, and often fitted with a regular guard
like a sword. Think of the stunts possible: shoving the burning embers
in a villain's face, tripping unnamed goons... Damage = Str +3. An
ordinary smoking pipe is more susceptible to breakage than a dedicated
weapon like a jo staff.
Note that the Feng Shui book gives a damage of Str +1 to nunchaku
and tonfa, just like a punch or chop, and Str +3 to staff, dagger,
etc. Well, I've been thinking about it and it seems to me that the
nunchaku
and tonfa should hurt more than a punch or chop and as much as a
kick (Str +2).
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Combined Weapons
Many combinations are also possible; I have seen lots of pictures of chains
attached to other weapons (for example, a kusari-gama is basically
a kama with a chain), or with a hook to allow use like a jitte
(e.g., a nifty gunsen-jitte combination: parry and disarm!).
-
Whenever a chain of sufficient length is added to a hand-to-hand weapon,
an
Entangling Manoeuvre becomes
possible as per the chain weapons (kusari-gama, kyotetsu-shoge,
and
manriki-gusari) under Thrown Weapons,
at a shot cost of 3.
-
Whenever an entangling hook is added to a hand-to-hand weapon, a Disarm
Manoeuver becomes possible as per the jitte under Peasant
Weapons.
I will be the final arbiter of what is acceptable.
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Armour
These are various pieces of armour that can be donned. Note that
the difference between "heavy" and "light" armour, beloved concepts of
the gaming scene, is pretty much in the number of pieces worn, not in their
make. Here are the various pieces of a full armour, in the order
they are donned - this will give you new respect for those crazy enough
to want to walk around in armour all the time.
-
Short fundoshi: essentially a padded cotton or linen loincloth
or groin guard, followed by a long fundoshi: a sort of longer
underwear worn like an apron and tied behind the neck.
-
Shitagi and obi: short kimono-like undershirt
and its sash. Over it the ordinary bushi wore a functional shirt
called the hadage, while high-ranking bushi wore elaborate
robes, the yoroi hitatare.
-
Kobakama (short trousers) or hakama (long,
ceremonial trousers): wide trousers divided at the sides, usually decorated
with the bushi's mon.
-
Mobien-tabi (cotton socks) or kawa-tabi (tanned
leather socks)
-
Kyahan or tabaki: cotton leggings
-
Waraji (sandals) or kegetsu, kutsu, or tsuranuki
(fur boots)
-
Sune-ate: molded metal or lacquer shin guards
-
Haidate: apron-like loin guard worn over the upper part of
the thighs, divided in the center to allow horse riding. Sometimes,
especially for infantry, this was replaced by a padded mail or chain legging
called kusari-kyahan covering the entire leg.
-
Yugake: gloves of tanned skin
-
Kote: sleeves of padded cloth and leather, armoured with
plates of metal or lacquer on the outside, and ending with a hand-guard.
Kusari-gote
were padded chain or mail sleeve with plates, while tetsu-gote
were plated more heavily along the entire arm.
-
Wakibiki: lateral plates worn as a very short vest right
under the armpits.
-
Do: corselet, the outside body armour we are used to seeing,
usually of lacquered plates or small metal plates, laced tightly together
with cordelets on a leather backing. The haramaki-do
has all the openings and fastenings at the back, while the do-maruhas
them on one side of the body.
-
Uwa-obi: outer sash
-
Sode: shoulder guards
-
Daisho: the two swords, katana and wakizashi
-
Nodowa (gorget, or throat protector) and hachimaki
(bandana worn under the helmet as padding and to absorb sweat)
-
Mempo: Full or half mask protecting the face, generally designed
to give the wearer a fierce expression.
-
Hachi (metal domed helmet of the ordinary bushi), kabuto
(elaborate helmet with side-guards and a crest), or jingasa
(conical or almost flat helmet of the ashigaru, looks like a peasant
hat)
In general, lacquer is used far more than metal at this stage in Rokugan
because (1) it's lighter and doesn't impede movement and riding as much;
(2) metal rusts rapidly, especially with the frequent rain and river-crossings;
and (3) it's easier to repair at this state of technology (lacquer can
be reapplied to repaired sections, while plates are hard to forge).
Note also that the Feng Shui system tries to discourage the use of armour.
For this reason, there are Agility penalties associated with wearing armour;
I have adapted these for the setting and they are listed in the following
table:
| Type |
Toughness Bonus |
Agility Penalty |
| Do
only |
+1
|
-1
|
| A
few pieces (e.g., sune-ate, kote, kabuto) |
+1
|
-1
|
| Light
combination (e.g., do plus sune-ate and haidate) |
+2
|
-2
|
| Full
armour (all the stuff listed above) |
+3
|
-3
|
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Weapons Links
The following links lead to pages that have pictures and details on various
weapons.
Return to top
Notes:
1
Despite its hoaky title, I highly recommend the book "Secrets of the Samurai",
by Oscar Ratti and Adele Westbrook; it contains abundant description and
illustrations of weapons, armour, and more importantly armed and unarmed
technique. Return.
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