Weapon Descriptions (CNH)

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Arrows: Arrows for use with the daikyu (great bow) or hankyu (half bow) come in a number of different shapes and styles.
Armor piercer arrows have a narrow spike-head and are designed to punch through different types of armor. They receive a +2 bonus to the attack roll when fired at metal armor.
Flight arrows are the most common sort of arrow, with a wedge-shaped head that is useful in both combat and hunting.
Frog crotch arrows have heads that form a V, the inner edge of which is sharp. These arrows are used to cut standards and armor cords, and inflict terrible wounds on anything caught between the jaws. To successfully use the cutting action, the archer must successfully hit a specific point.
The DM assigns attack-roll penalties for difficult targets.
Humming bulb arrows are fitted with carved wooden heads that whistle loudly when fired. The sound can be heard up to one mile away. This type of arrow is normally used for signaling, but the bulb can also be fitted with oil-soaked cloth or straw and used as a fire arrow. When used this way, it causes an additional 1d3 hp damage from the impact and flame. It also starts fires in flammable materials unless put out quickly.
Sheaf arrows are fitted with broad heads designed to cause great injury. These arrowheads are often carved or pierced with artistic designs, making them works of art.
Axes: Oriental equivalents for the common western battle and hand/throwing axes are readily available.
Blowgun: Many ninja use blowguns, as light weapons or as distractions. Evil ninja may use blowguns as a means to deliver poisons. A blowgun dart is larger and heavier, and does more damage than a blowgun needle. The needle is less expensive but just as good at carrying poisons.
Blowguns can also be used as breathing tubes for swimming underwater.
Special reinforced blowguns are available. A blowgun costing 6 gp can also be used as a jo stick; a 7-gp blowgun can be used as a jo stick or the scabbard for a sword.
Bo (staff): This Oriental equivalent of the quarterstaff is normally 6–7 feet long. Its hard wood makes it difficult to cut or break.
Bokken (wooden sword): This is a wooden copy of the katana, designed to simulate that sword's weight and other characteristics. It is used to practice swordsmanship since it does not cause cutting injuries. Wielded aggressively, however, it can cause injury from the force of the blow. The bokken requires sword proficiency, not club proficiency; it shares a weapon proficiency with the katana.
Bow: See Arrows (various types), daikyu, hankyu, and pellet bow.
Chijiriki (chain spear): A length of weighted chain is added to the butt end of a normal spear. This weapon can be used as a normal spear, or the butt-chain can be swung out, entangling the opponent.
Chopsticks: Chopsticks can be used as a weapon in case of emergency. They are not very effective but are better than nothing, and they are commonly available.
Chu-ko-nu (repeating light crossbow): This crossbow is capable of firing several bolts before it must be reloaded. It is similar to the western light crossbow, but mounted on top is a magazine that can hold up to 10 light quarrels. The cocking and reloading action is worked by a single lever, pushed forward and then pulled back. This allows a faster rate of fire than normal. Up to two quarrels can be reloaded in the magazine per round. Thus, five rounds are required to completely reload the chu-ko-nu. A character cannot fire and reload in the same round. The chuko-nu is heavier than a normal light crossbow and has a shorter range. (See Table 25.)
Club: Improvised clubs are as easy to make in the Orient as in western campaigns. Clubs are not commonly manufactured for combat use, so they are not available for sale. See instead the jo and hanbo.
Crossbow: Standard light crossbows are available in the Orient. See also the chu-ko-nu.
Dagger: Ordinary daggers are available in Oriental settings.
Daikyu (great bow): This is the largest type of bow found in an Oriental setting. In some ways, it is similar to the western long bow. It is 7 feet long and bent at the ends for greater power. Unlike most bows, the grip is closer to the bottom, not centered. This allows the bow to be fired from horseback and kneeling positions.
Dart, thrown: Ordinary darts are available in Oriental settings. Many ninja like them for their lightness and ease of concealment.
Fang: This heavy iron weapon is similar to a large-animal goad. It is about the length of a short sword. One end is sharp, with a heavy hooked point below it.
Fukimi-bari (mouth darts): These small darts are held in the mouth and blown into the face of an opponent as a surprise attack. Up to 10 of them can be carried in the mouth. They can be fired singly or all at once. When fired singly, a normal attack roll is made for each dart; a successful hit does 1d2 hp damage. When fired in bursts, the die equal to twice the number of darts fired is rolled to determine the damage. Thus, if four darts are fired at once, 1d8 is rolled to determine the damage.
Obviously, since the darts are carried in the mouth, they cannot be poisoned (unless the ninja is willing to suffer the effects of the poison as well). Furthermore, the darts have a very poor range and are almost never effective against any type of armor; wielders of this weapon suffer a – 6 penalty to the attack roll when firing at an armored target. However, these darts do have the advantage of surprise and distraction because they are a hidden weapon.
Gunsen (war fan): This iron fan's main use is defensive, counting as a small shield.
However, it can also be used to strike blows. It is normally considered a fallback weapon.
Hanbo (half staff): This 2–3 foot stick is used as a weapon; practitioners often carry one in each hand. The statistics for the hanbo are used when a sword sheath is used as a weapon. (See ninja-to.)
Hankyu (half bow): This is the small Oriental bow, often used by ninja.
Jitte: This tapered iron bar has a short hook projecting near the handle. It is not sharp. The jitte is used to block attacks and catch weapons. It can also be used to strike blows. The jitte shares a weapon proficiency with the sai.
Jo (stick): This stick weapon is about 4 feet long, between the bo and hanbo in size. It can be used one-handed and in pairs. The jo is a favorite weapon of ninja because it is innocuous; it is also called the shinobi-zue.
Kama (sickle): This straight-bladed sickle is a farmer's tool that can also be used as a weapon to great effect. Ninja like this weapon because it can be carried without arousing suspicion. The damage values given for it are for a freshly sharpened weapon. After use in the field for several hours, a kama will be considerably duller, and may, at the DM's discretion, have reduced values for damage.
Katana (samurai long sword): This single-edged, slightly curved sword ends in a chisel point. It is perhaps one of the finest types of sword made, noted for its superior construction and design. Great care is taken in making the katana, and the forging and construction of it is considered a rare and valuable art. The weaponsmith must labor long hours to achieve the correct temper of the blade. When correctly made, the blade is light, well balanced, strong, flexible, and resilient. The quality of the metal and forging allows the blade to be ground to a razor-sharp edge. In addition, such blades are often beautifully decorated with etched designs, prayers, or family lineages. Equal attention is given to the hilt, guard, and scabbard of the weapon. Katanas may have individual names, reflecting deeds of glory in which they have been used.
For the samurai character, the katana is more than just a sword. It is part of his honor and the honor of his family. It is his personal weapon, not to be used by others. To touch the scabbard of the sheathed katana is to insult the samurai. To draw the blade without permission is a graver insult. A single katana may have been in the same family for generations, becoming a treasured heirloom. To lose such a weapon is a shameful disgrace that can be swept clean only by the recovery of the weapon and the punishment of those who have taken it. Many samurai have given their lives to recover a family weapon.
The value of a katana can vary greatly depending on the quality of workmanship and the history of the weapon. The price listed in Table 24 is for an average weapon. Others may be of greater or lesser value, depending on the quality and artistic workmanship of the weapon.
Kau sin ke (whipping chain): This weapon consists of four to six short iron bars connected by several links of chain. Its origins can be traced to the agricultural flail. Used properly, it can be a deadly weapon; the iron bars can wrap around shields to land crushing blows. However, because it is not as flexible as a normal chain or rope weapon, it cannot be used to make entangling attacks.
Kawanaga (grapnel): This a length of rope, with a grappling hook at one end and a weight at the other, is both a tool and a weapon. It can be used as a weapon by swinging the hook or the weight at an opponent. The grappling hook can also be used for climbing, and the rope can be used to entangle an opponent. This type of weapon is popular with ninja because it has several uses and is easily concealed.
Kiseru (pipe): This is a tobacco pipe made of metal. Its innocent appearance disguises its use as a clubbing weapon. It is popular with peasants and monks because it is cheap and easy to make and does not appear to be dangerous. It can also be used for smoking.
Kumade (rake): This dual-purpose tool consists of a spear-length wooden shaft with a rake head fitted at one end. By setting the rake prongs in a crack, ledge, or sill, a ninja can climb up the shaft. The kumade can also be used as a weapon. Because the kumade has multiple uses and can be carried without arousing suspicion, it is a common item for ninja to use.
Kusari-gama (chain-sickle): This variation on the kama (sickle) was designed specifically for combat. It is a kama with a length of weighted chain attached to the butt end of the handle. The kusari-gama can be used in several ways: The user can attack with the kama in hand, he can club and entangle with the weighted chain, or he can whirl the kama at the end of the chain. This weapon is relatively easy to make and is favored by both peasants and ninja.
Kyogetsu-shogi: This is a simple length of rope with a sharp hooked blade at one end and a heavy iron ring at the other. Its uses are similar to those of a standard chain weapon. The rope can be swung to attack with the blade or weight, snapped around the feet or arms to entangle, thrown to entangle, or held while striking with the blade. Although the rope is far easier to cut or break than a chain, the weapon is often used by ninja because it is almost silent. It is easy to conceal and can be worn as a belt or under a sash.
Lajatang: This rare weapon is most often found in the hands of a martial artist skilled in its use. It consists of a 3–5 foot shaft with a crescent blade fitted at each end. Some individual weapons have smaller barbs projecting downward from the outer edges of the crescent. The weapon is held with two hands, much like a bo.
Lance, light horse: This is the normal sort of lance available to horsemen in an Oriental campaign.
Lasso: This weapon does no damage in game terms but can entangle a target. It is used to unhorse riders and pull humanoid targets off their feet. When a lasso wielder attacks a horseman riding past, a successful attack roll automatically unseats the rider. A lasso attack made against the upper body of a humanoid on foot will pull the target off its feet on a roll of 1 on 1d4 if the target weighs no more than half what the attacker weighs, or on a roll of 1 on 1d8 if the target weighs up the attacker's weight.
Man catcher: This is a two-pronged polearm. Each prong is curved to encircle a humanoid creature of man size. Creatures larger or smaller than human size by 50% or more are unaffected by this weapon. The Oriental man catcher, unlike the western version, has spikes and sharpened edges to damage the opponent and prevent the use of hands and arms.
The victim of a man catcher loses all shield and Dexterity bonuses. Furthermore, the opponent can be pulled and pushed with the weapon. This pushing and pulling automatically causes 1d2 hp damage per round. There is a 25% chance for the opponent to be pulled off his feet, to either a kneeling or prone position.
Anyone caught in a man catcher can break out by making a successful roll to bend bars. Repeated attempts can be made, but the victim takes 1d4 hp damage unless heavy gloves or gauntlets are worn. Characters other than the one caught may rescue the victim by chopping through the weapon's haft (6 points of cutting damage required).
Commonly, the man catcher's wielder will capture an opponent with the weapon, then jerk the victim off his feet or horse, pressing the pole down to pin his neck to the ground. In such a situation, the captive is virtually helpless.
Manriki-gusari (chain): This simple length of chain with weights at each end can be whirled quickly, striking with hard blows from the weights. One end can be swung out to entangle an opponent, or the entire weapon can be thrown, entangling and causing damage at the same time. The manriki-gusari is popular in areas where the lord has forbidden the use or wearing of other weapons, or when secrecy is required. It can easily be worn as a belt or hidden under a sash. It is often used by ninja because it has a great number of uses.
Metsubishi (blinding powders): A small wooden device, similar to a short blowgun (1–2 feet long), is used to blow a puff of powder into an opponent's face. It has a mouthpiece at one end, a chamber for holding the powder, and a small tube at the other end. The most common powders are peppers, ashes, and dust, described under "Miscellaneous Equipment." This weapon is often used by ninja for distraction and escape, and by city constables when attempting to capture a criminal.
Long sword: Several varieties of long sword are available in Oriental settings, chiefly the straight-bladed sword from which the katana evolved.
Nage teppo (grenades): These small grenadelike weapons are popular with ninja. The version detailed in Table 24 explodes on contact with a target. Other sorts of grenades are described later under "Miscellaneous Equipment."
Nagimaki (horseman's halberd): This shortened version of the naginata is used primarily by horsemen. It consists of a 4–6 foot shaft capped by a curved swordlike blade.
Naginata (halberd): This lightweight but strong polearm is 6–8 feet long and ends in a curved swordlike blade. It is used as a standard polearm. The naginata is often the preferred weapon of women; many female samurai and ninja become proficient with this weapon.
Needle: Although hardly an effective weapon, needles are occasionally carried by ninja for distraction or surprise. Like the fukimi-bari, they are carried in the mouth and fired by spitting or blowing (using the tongue as a blowpipe). Up to 20 needles can be carried in the mouth. The needles can be fired singly or all at once. When fired singly, a normal attack roll is made for each needle with a successful hit doing 1 hp damage. When fired in bursts, the die equal to the number of needles fired is rolled to determine the damage. Thus, if all 20 needles are fired at once, roll 1d20 to determine the damage.
Because needles are carried in the mouth, they cannot be poisoned (unless the ninja is willing to sacrifice herself to complete the mission). As with fukimi-bari, needles have a very poor range and are almost never effective against any type of armor. They suffer the same –6 attack-roll penalty when firing at an armored target.
Nekode (climbing claws): This dual-purpose ninja tool is a pair of straps or gloves fitted with spikes in the palm. By hammering the spikes into cracks in a wall or cliff to give a better grip, the user of nekode receives a +10% bonus to his climb walls skill.
Nekode can also be used to claw an opponent for small amounts of damage. While wearing nekode, a character can still wield other weapons without penalty. Nekode are usually worn only when needed, because they easily identify the user as a ninja.
Ninja-to (ninja sword): This is the ninja's standard sword. It is approximately the length of a short sword, making it easier to conceal on the body. The blade of the ninja-to is straight and of lower quality than that of a katana. However, in keeping with the ninja's methods, the sword and scabbard have multiple uses, which vary from ninja to ninja. Some of these uses include secret compartments in the hilt of the sword or tip of the scabbard for carrying powders, poisons, or daggers.
The scabbard is normally longer than the sword and open at both ends, allowing it to serve as a blowgun or breathing tube. The stiff, strong scabbard can also be used as a hanbo or the rung of a ladder. See the blowgun for the cost of this sort of scabbard.
Strong silk cord may be wrapped around the scabbard, to be unwound for climbing. Other devices can be attached or hidden within this weapon as the DM allows. See "Weapon Modifications" later in this chapter.
No-daichi (two-handed sword): This is the equivalent of the western two-handed sword. It is constructed more like the katana or ancestral long sword, having a narrow, slightly curved or straight blade and a minimal circular or octagonal guard, but has all the characteristics of its western equivalent.
Nunchaku (threshing flail): This martial arts weapon is derived from the common agricultural flail. It consists of two lengths of hard wood or iron connected by a short chain or cord. The nunchaku can be used to parry attacks, club an opponent, or catch weapons. It is easily concealed.
Parang (chopping blade): The parang is both a tool and a weapon—a heavy-bladed machete capable of delivering chopping blows of great force. It is commonly found in the hands of primitive tribesmen, who use it for everything and are seldom found without it.
Pellet bow: Although almost identical in construction and use to a normal bow, the pellet bow has a small pocket in the bowstring for holding a stone or pellet of lead or clay. The pellet can be fired with more force than from a sling (giving the weapon extra range, though not extra damage). Pellet bows use sling ammunition: sling stones and sling bullets.
Polearm: See kumade, lajatang, man catcher, nagimaki, and naginata.
Sai (short trident): This weapon is almost identical to the jitte, and it is used in the same manner. The only difference between the two weapons is that the sai has two forward-projecting tines instead of one. The sai shares a weapon proficiency with the jitte.
Sang kauw (two-headed spear): This weapon comes in two forms. The basic form is a double-headed spear with a loop handle in the center, from which projects a dagger or crescent. The weapon is used with one hand to parry and attack. Its other form is almost identical; a small buckler is fitted in the center with the dagger blade projecting from it. When the second form is used, the character is considered to be using a small shield (for calculating Armor Class).
Shakujo yari (staff spear): This is a spear concealed within a sheath to look like a staff. It can be used as a bo when the sheath is in place. The shakujo yari can be carried on secret missions or when the character desires to look relatively defenseless.
Short sword: Many varieties of short sword are available in Oriental settings. Some are better-made parangs; others include the darn dien, a Chinese rapier (longer than the western short sword, but with a lighter blade).
Shuriken (throwing star): This small throwing weapon comes in many sizes and shapes.
Three varieties are described here and detailed in Tables 24 and 25.
All shuriken are thrown by hand and have a limited range. They are easily hidden in folds of clothing or tucked into sashes. Spike shuriken can even be worn in the hair.
Spike shuriken look like large pins, tapering to a sharp point.
Large star shuriken are larger. They may also be gripped in the fist, with one sharpened point projecting between the fingers, and used as a punching weapon.
Small star shuriken have three or more razor-edged points, ensuring that at least one point will strike the opponent (if a successful attack roll is made).
Siangkam: This weapon hardly appears useful at all. It looks like a metal-shafted arrow with a small wooden handle replacing the feathers. It is normally used in pairs, one for each hand. The siangkam can be used to jab, thrust, slash, and parry. It cannot be thrown effectively, even though it has the appearance of an arrow.
Sling: Ordinary and staff slings are available in Oriental settings.
Sode garami (sleeve entangler): This highly specialized weapon is used to catch and entangle an opponent without causing great harm. It is normally made as a pole and crossbar set with a large number of spikes and hooks. On a successful hit, it hooks and catches the clothing of the opponent, who is allowed a saving throw vs. paralyzation to escape. If the saving throw is unsuccessful, the character is entangled. When used specifically to catch an opponent, the sode garami does no damage. However, forceful blows can also be struck with the weapon, resulting in the same effect and the damage listed on Table 24. This weapon is often carried by palace guards or city constables.
Spear: See chijiriki, sang kauw, shakujo yari, trident, and yari.
Sword: See bokken, katana, long sword, ninja-to, no-daichi, parang, short sword, tetsu-to, and wakizashi.
Tanto (dagger): This dagger is made in the same style as the katana and wakizashi (curved blade, small or nonexistent hand guard). It shares a weapon proficiency with the yoroi-toshi.
Tetsu-bishi (caltrops): This are small caltrops, not melee or thrown weapons. Each is a ball or four-sided diamond of spikes, designed so that no matter how it lands at least one spike is pointing upward. They are used to stop or slow the movement of men and animals by making the ground extremely dangerous to walk on.
Because of the way tetsu-bishi are designed, they cannot be thrown at an opponent for any good effect. Rather, they are cast on the ground at the feet of an opponent when the wielder is being pursued. They are greatly favored by ninja since they increase the chance for a quick and unpursued escape.
When using tetsu-bishi, the character must state how many he will use and how much area he will cover. The base amount is 10 tetsu-bishi cast down in a 5'x5' area (25 square feet). Anyone entering the area must make a saving throw vs. paralyzation. A successful save means the character has avoided stepping on any of the tetsu-bishi. An unsuccessful save indicates the character has stepped on one tetsu-bishi (suffering 1d4 hp damage) and must halt his movement. If half the amount of tetsu-bishi are used in the same area, the opponent gains a +4 on his saving throw. For every five tetsu-bishi greater than the base 10 tetsu-bishi used in the given area, the opponent's saving throw is reduced by 2 and the opponent suffers an additional 1 hp damage (up to +6 hp damage). If the opponent is moving at greater than half his normal Movement Rate, he suffers a –2 penalty to the saving throw. One check must be made for every 5-square-foot section entered. However, characters who move cautiously (one third their normal Movement Rate) are not required to make any saving throws.
If a character (or creature) steps on a tetsu-bishi, he suffers the damage done by the weapon. If he does not stop and remove the weapon before continuing movement, he suffers the same damage for every 10 feet he moves. Removing tetsu-bishi requires one round.
In addition, each time he takes damage from tetsu-bishi, the character must make a second saving throw vs. paralyzation to see if he is temporarily lamed. If he fails the save, the character can move at only one third his normal Movement Rate, due to pain and discomfort. This restriction lasts for 24 hours or until the damage heals, whichever comes first.
Tetsu-bo (iron staff): This is a bo with at least half its length sheathed in studded iron strips.
It is often used by travelers because it can also serve as a walking stick.
Tetsu-to (iron sword): This odd weapon is basically an iron bar shaped in the fashion of a two-handed Oriental sword. It is a heavy weapon used for strength training, not combat, and is very slow to use. (It suffers a –3 attack-roll penalty because of its awkwardness.) However, when the tetsu-to does hit in combat, it does a lot of damage.
Three-section staff: This weapon is another derivative of the agricultural flail. It is made of three 2–3 foot sections of hard wood connected by short stretches of chain. It can be used to strike an opponent, block an attack, or catch and break a weapon.
Tonfa (handle): This is a hardwood rod with a small handle sticking out off-center from the side. The entire length is about 2–3 feet. It was originally the handle of a millstone. With this weapon, a trained fighter can block, catch weapons, break weapons, and attack effectively. The tonfa is often used in areas where normal weapons are outlawed.
Trident: Oriental versions of the trident are available.
Uchi-ne: This is a short, heavy javelin that looks like an oversized arrow. It can be thrown effectively for short distances or used for thrusting and jabbing. The uchi-ne is often carried by nobles when traveling.
Wakizashi: This is a short sword, similar in design and construction to the katana. Like the katana, the wakizashi may be named for some past deed or event. It holds almost as important a place in the samurai's honor as his katana. Those rules and guidelines concerning the katana and its care also apply to the wakizashi when it is part of a matched set.
The wakizashi and the katana are normally worn as a pair by samurai characters. This pair is known as daisho, or "long and short." In many lands, the two-weapon combination is a sign of samurai status. Anyone other than a samurai who wears the long and short swords together is subject to arrest or immediate execution.
Whip: To inflict damage, the whip must strike exposed or lightly covered flesh. Heavy clothing, thick hair, or fur gives considerable protection until torn away by repeated lashing. The type of armor determines how long it takes the whip to begin doing damage. With heavy clothing, damage begins on the third successful blow; thick hair or fur, on the second; padded armor, on the fourth; leather armor, on the fifth; hide armor, on the sixth. The whip can do no harm through armor heavier than that. Thick hide, such as that of an elephant or rhinoceros, will allow a slight sting at best, with no real damage inflicted.
However, the whip can also be used to entangle a target, and is often more effectively used in this way than for causing damage.
Yari (spear): This is the common Oriental spear, similar to the western spear.
Yoroi-toshi: This weapon is shaped like the tanto but is designed a bit differently. Its tip, rather than blade, is reinforced and sharpened. This makes the weapon good for piercing armor, and the yoroi-toshi gets a +2 bonus when striking against metal armor. The yoroi-toshi shares a weapon proficiency with the tanto.
==Weapon Tables==
 Table 24: Weapon List
Item 	Cost 	Weight(lbs.)	Size 	Type 	SpeedFactor	DamageS-M	DamageL
Axe, battle 	5 gp 	7 	M 	S 	7 	1d8 	1d8
Axe, hand 3 	1 gp 	5 	M 	S 	4 	1d6 	1d4
Blowgun 	5 gp 	2 	L 	— 	5 	— 	—
Dart 	1 sp 	6 	S 	P 	— 	1d3 	1d2
Needle 	2 cp 	6 	S 	P 	— 	1 	1
Bo (staff) & Bow 	5 cp 	4 	L 	B 	4 	1d6 	1d6
Arrow, armor piercer 2 	6 sp/12 	6 	M 	P 	— 	1d4+1 	1d4
Arrow, flight 	3 sp/12 	6 	M 	P 	— 	1d6 	1d6
Arrow, frog crotch 	3 sp/12 	6 	M 	S 	— 	1d6 	1d3
Arrow, humming bulb 	6 sp/12 	6 	M 	P 	— 	1d2 	1d2
Arrow, sheaf (leaf-head) 	6 sp/12 	6 	M 	P 	— 	1d8 	1d6
Daikyu (great bow) 	100 gp 	3 	L 	— 	7 	— 	—
Hankyu (half bow) 	75 gp 	2 	M 	— 	6 	— 	—
Pellet bow 	20 gp 	2 	M 	— 	7 	— 	—
Chopsticks 	1 cp 	6 	S 	P 	1 	1 hp	1 hp
Club 	— 	3 	M 	B 	4 	1d6 	1d3
Crossbow 	Crossbow	Crossbow 	Crossbow	Crossbow	Crossbow 	Crossbow 	Crossbow
Chu-ko-nu (repeater) 	100 gp 	12 	M 	— 	10 	— 	—
Light crossbow 	35 gp 	7 	S 	— 	7 	— 	—
Light quarrel 	1 sp 	6 	M 	P 	— 	1d4 	1d4
Dagger 3 	2 gp 	1 	S 	P 	2 	1d4 	1d3
Dart, thrown 	5 sp 	 	S 	P 	2 	1d3 	1d2
Fang 	5 gp 	3 	M 	P 	6 	1d6 	1d4
Fukimi-bari (mouth darts) 	1 sp 	6 	S 	P 	1 	1d2 	1d2
Gunsen (war fan) 	5 gp 	1 	S 	B 	5 	1d3 	1d2
Hanbo (half staff) 	5 cp 	1 	S 	B 	2 	1d4 	1d2
Jitte 	2 gp 	1 	S 	B 	3 	1d4 	1d2
Jo (stick) 	1 sp 	1 	M 	B 	4 	1d6 	1d3
Kama (sickle) 	2 gp 	2 	S 	S 	3 	1d6 	1d4
Kau sin ke (whipping chain) 3 	5 gp 	4 	L 	B 	7 	1d8 	1d6
Kawanaga (grapnel) 1, 3 	1 gp 	1 	L 	B/P 	6 	1d3 	1d2
Kiseru (pipe) 	1 gp 	1 	S 	B 	3 	1d4 	1d2
Kusari-gama (chain-sickle) 1, 3, 7 	3 gp 	3 	L 	B/S 	6 	1d6 	1d4
Kyogetsu-shogi(cord-and-dagger) 1,3	2 gp 	1 	L 	B/S 	6 	1d4 	1d4
Lance, light horse 4 	6 gp 	5 	L 	P 	6 	1d6 	1d8
Lasso 1 	1 sp 	2 	L 	— 	7 	— 	—
Manriki-gusari (chain) 1, 3, 7 	5 sp 	3 	L 	B 	5 	1d4+1 	1d4
Metsubishi (blinding powders) 	1 sp 	1 	S 	— 	3 	— 	—
Nage teppo (grenades) 	5 gp 	 	 	B 	9 	1d6 	1d6
Needle 	1 sp 	6 	S 	P 	1 	1 	1
Nekode (climbing claws) 	1 gp 	 	S 	S 	1 	1d4 	1d3
Nunchaku (threshing flail) 	1 gp 	3 	M 	B 	3 	1d6 	1d6
Polearm 	 	 	S 	B 	9 	1d6 	1d6
Kumade (rake) 7 	2 gp 	4 	L 	B/P 	7 	1d4 	1d3
Lajatang 7 	5 gp 	6 	L 	S/P 	7 	1d10 	1d10
Man catcher 7 	1d2 	30 gp 	8 	L 	— 	7 	1d2
Nagimaki(horseman's halberd) 5, 7 	5 gp 	6 	L 	S/P 	6 	1d6 	1d8
Naginata (halberd) 5, 7 	1d10 	8 gp 	10 	L 	S/P 	8 	1d8
Sai (short trident) 	5 sp 	2 	S 	P/B 	3 	1d4 	1d2
Shuriken (throwing star) 	 	 	 	 	 	 	
spike 	3 sp 	6 	S 	P 	2 	1d4 	1d3
large star 3 	5 sp 	 	S 	P 	2 	1d6 	1d4
small star 	3 sp 	6 	S 	P 	2 	1d4 	1d4
Siangkam 	1 gp 	1 	S 	P 	2 	1d4+1 	1d4
Sling 	5 cp 	6 	S 	— 	6 	— 	—
bullet 	1 cp 	 	S 	B 	— 	1d4 	1d6+1
stone 	— 	 	S 	B 	— 	1d4 	1d4
Sling, staff 	2 sp 	2 	M 	— 	11 	— 	—
bullet 	1 cp 	 	S 	B 	— 	2d4 	1d6+2
stone 	— 	 	S 	B 	— 	1d8 	2d4
Sode garami(sleeve entangler) 1, 7 	5 gp 	5 	L 	B 	7 	1d4 	1d3
Spear 	Spear 	Spear 	Spear 	Spear 	Spear 	Spear 	Spear
Chijiriki(chain spear ) 1, 3, 5 	8 sp 	6 	L 	B/P 	7 	— 	—
one-handed 	 	 	 	 	 	1d6 	1d8
two-handed 	 	 	 	 	 	1d8+1 	2d6
Sang kauw(two-headed spear) 5 	2 gp 	10 	L 	P 	7 	— 	—
one-handed 	 	 	 	 	 	1d8 	1d6
two-handed 	 	 	 	 	 	2d6 	1d8+1
Shakujo yari(staff spear) 3 	16 sp 	6 	M 	P 	6 	— 	—
one-handed 	 	 	 	 	 	1d6 	1d8
two-handed 	 	 	 	 	 	1d8+1 	2d6
Trident 3 	15 gp 	5 	L 	P 	7 	— 	—
one-handed 	 	 	 	 	 	1d6+1 	3d4
two-handed 	 	 	 	 	 	1d8 	2d8
Yari (spear) 3, 5 	3 gp 	8 	L 	P 	8 	— 	—
one-handed 	 	 	 	 	 	1d8 	1d8+1
two-handed 	 	 	 	 	 	2d6 	3d6
Sword 	Sword 	Sword 	Sword 	Sword 	Sword 	Sword 	Sword
Bokken (wooden sword) 	10 gp 	6 	M 	B 	4 	— 	—
one-handed 	 	 	 	 	 	1d4 	1d2
two-handed 	 	 	 	 	 	1d6 	1d3
Broad sword (darn den) 	10 gp 	4 	M 	S 	5 	2d4 	1d6+1
Katana (samurai long sword) 	100 gp 	6 	M 	S/P 	4 	— 	—
one-handed 	 	 	 	 	 	1d10 	1d12
two-handed 	 	 	 	 	 	2d6 	2d6
Long sword 	15 gp 	4 	M 	S 	5 	1d8 	1d12
Ninja-to (ninja sword) 	1d6 	12 gp 	5 	M 	S/P 	4 	1d8
No-daichi(two-handed sword) 7 	50 gp 	15 	L 	S 	10 	1d10 	3d6
Parang (chopping blade) 	3 gp 	5 	M 	S 	5 	1d8 	1d8
Short sword 	10 gp 	3 	M 	P 	3 	1d6 	1d8
Tetsu-to (iron sword) 7 	35 gp 	15 	L 	S 	15 	1d12 	3d6
Wakizashi(samurai short sword) 	50 gp 	3 	S 	S/P 	3 	1d8 	1d8
Tanto (dagger) 3 	3 gp 	1 	S 	S/P 	2 	1d4 	1d3
Tetsu-bishi (caltrops) 	3 gp 	6 	S 	P 	3 	1d4 	1d4
Tetsu-bo (iron staff) 7 	2 gp 	7 	L 	B 	7 	1d8 	1d8
Three-section staff 7 	10 gp 	5 	L 	B 	6 	1d6 	1d4
Tonfa (handle) 	5 cp 	1 	S 	B 	3 	1d6 	1d4
Uchi-ne (short javelin) 3 	2 gp 	1 	S 	P 	3 	1d4 	1d4
Whip 1 	1 sp 	2 	M 	— 	8 	1d2 	1
Yoroi-Toshi 2, 3 	5 gp 	1 	S 	P 	2 	1d4 	1d4
The "Type" category indicates bludgeoning (B), piercing (P), and slashing (S) weapons. The type of attack may alter the weapon's effectiveness against various types of armor. See the optional rule in the Player's Handbook, Chapter 9.
: 1 May be used to make entangling attacks.
: 2 +2 to hit vs. all metal armor because of its armor-piercing properties.
: 3 May be thrown or wielded in hand-to-hand combat.
: 4 Inflicts double damage when used from the back of a charging mount.
: 5 Inflicts double damage when firmly set to receive a charge.
: 6 These items weigh little individually. Ten of these weigh 1 lb.7 Intended for two-handed use only.
 Table 25: Missile Weapon Ranges
WeaponName 	ROF	— Range (tens of yards) —	— Range (tens of yards) —	— Range (tens of yards) —
WeaponName 	ROF	S 	M 	L
Axe, hand 	1 	1 	2 	3
Blowgun dart 	2/1	1 	2 	3
Blowgun needle 	2/1	1 	2 	3
Bow, Daikyu 	2/1	7 	14 	21
Bow, Hankyu 	2/1	5 	10 	15
Bow, Pellet 	1 	6 	12 	18
Crossbow, Chu-ko-nu 	3/2	2 	4 	6
Crossbow, Heavy 	 	8 	16 	24
Crossbow, Light 	1 	6 	12 	18
Dagger, thrown 	2/1	1 	2 	3
Dart, thrown 	3/1	1 	2 	4
Fukimi-bari (mouth dart) 	1 	3' 	— 	—
Javelin, thrown 	1 	2 	4 	6
Kawanaga, thrown 	1 	1 	2 	3
Kusari-gama, thrown 	1 	1 	2 	3
Kyogetsu-shogi, thrown 	1 	1 	2 	3
Manriki-gusari, thrown 	1 	1 	2 	3
Metsubishi, blown* 	1/3	3' 	— 	—
Nage teppo, thrown 	1 	1 	2 	3
Needle, blown* 	1 	3' 	— 	—
Shuriken, spike, thrown 	2 	1 	— 	—
Shuriken, large star, thrown	3 	 	1 	2
Shuriken, small star, thrown	4 	 	1 	2
Sling bullet 	1 	5 	10 	20
Sling stone 	1 	4 	8 	16
Staff sling bullet 	 	— 	3–6 	9
Staff sling stone 	 	— 	3–6 	9
Spear, chijiriki, thrown 	1 	1 	2 	3
Spear, trident, thrown 	1 	1 	2 	3
Spear, yari, thrown 	1 	1 	2 	3
Tanto, thrown 	2/1	1 	2 	3
Tetsu-bishi, thrown* 	1 	5' 	10' 	20'
Uchi-ne, thrown 	1 	1 	2 	3
Yoroi-Toshi, thrown 	1 	1 	2 	3
: * This weapon has a very limited range, measured in feet rather than the normal tens of yards value.