MEDIEVAL ASIAN WEAPONS LIST

MAJOR FUNCTIONAL CHANGES TO THE MEDIEVAL ASIAN WEAPONS LIST

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 corresponding to doing 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 have reduced damage from their previous version.

3) Some few weapons are listed as "Dangerous to the user" (mostly chain weapons). Anyone fighting with such a weapon who rolls a natural 17 or 18 in combat will hit themselves, doing half body and full stun (they were surprised!). Anyone without a WF in this weapon who fights with it will hit themselves as above on a 16, 17, or 18.

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 two-handed use 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 the active point cost; such weapons will have STR Min listed for single shot and autofire use.

ARROWS AND BOWS

Arrows: The weapon list for arrows is simplified. There are four basic classes: normal arrows (don't change damage), AP arrows with reduced damage but Armour Piercing, RP arrows with increased damage but Reduced Penetration, and blunt arrows which convert shots to normal damage of the same number of damage classes.
Fukiya: The blowgun can penetrate cloth, leather, or chainmail, even though it does very little damage. Since it is mostly a medium for transmission of poisons and the like, making it 1d6 NND/does body seemed like the most effective way to rewrite it.
Sling Bow: This weapon fires a heavy slingshot-type bullet. As such, reducing the damage from 1d6K to 1/2d6K +1 Stun seemed appropriate.
Yumi: The top-end bows were too powerful, so they were removed.

SHURIKEN

Bo Shuriken: These were altered to 1/2d6K from 1d6-1K by Jeff's suggestion.
Star Shuriken: All of these were reduced by one damage class. Further, the large shuriken cannot be autofired, and the medium ones are limited to AF-3.
Tsubute: these were modified down one DC.

MISCELLANEOUS THROWN WEAPONS

Arare: These were modified down one DC, like the shuriken.
Fukimi-bari: These were made RP by Jeff's suggestion.
Iron Mandarin Duck: These were changed to 1/2d6K/+1 Stun, as they are heavy nasty weapons. They were also given -1 OCV. It's a cool weapon, but seriously--how easy is it to throw an iron duck decoy?
Steel Toad: ditto with the above.
Wishful Steel Ball: this was given a +1 Stun to reflect its impact (mace-like) qualities.

BLADES

Bokken: These were dropped one DC based upon Jeff's suggestion. A "light bokken" class was added.
Jien One of the few 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!
Katana The damage for this weapon has been reduced one DC. Its damage was the same as most polearms, which is out of line. A katana should not do much more damage than other swords of similar length and blade characteristics.
Ninja-to Like the katana, this weapon was reduced one DC (for the same reasons). It has been reduced one more DC and modified to be +1 Stun to reflect its different blade characteristics. This makes the STR Min come out much more reasonable; less like a huge polearm as previously.
No-Daichi This weapon was increased one DC to get the STR Min up to where Jeff recommended it.
Shinai Throwing a shinai is useless, so it has been removed.
Tetsu-to This weapon is enormously awkward, so has a -1 OCV and the "can Throw" removed.

CHAIN AND ROPE

All the Chain weapons have been given +1 OCV to Grab, Bind, Disarm, Block, and Takeaway. This is to reflect the advantages of chain techniques, on Jeff's recommendation. Most changes in this class of weapons are by Jeff's suggestion.
Kusari: (3d6) damage now.
Kusarigama: (3d6) damage with the chain. The Kama end is used as a pick, rather than a cutting implement, so has been given -1DC but AP (same active points).
Kyogetsu-Shoge: As kusarigama, but the bladed hook is less effective at punching armour, but causes nastier wounds. Thus +1 Stun rather than AP.
Oh-gama: A new weapon--described in UMA, but no stats.

POLEARMS

Lance: Horseman version of the yari.
Long Yari: This, and the Very Long Yari, are the extremes of infantry spears.
Sodegarami: Weapon mentioned in UMA, but no stats.
Tampo-yari: This is a practice spear with a padded head.
Tiger Fork: This weapon is given RP to reflect its construction.

MISCELLANEOUS

Bo (Staff): The damage for Staff has been increased 1 DC.
Chain Whip: This is a very fast, unpredictable weapon.
Chigiriki: This weapon was mentioned in UMA without stats.
Kama: As described in Kusarigama above, this sickle is used more like a pick than a sickle in combat, so is changed to 1/2d6KAP.
Konsaibo: This weapon is inserted to give something between the Tetsubo and the normal Bo. Many possible names could have been used here; this is one of the possibilities for a reinforced staff.
Mourn Staff: This weapon should clearly be RP.
Tembi: This is a small tortoise-shell shield, common in kobajutsu. Mentioned in UMA without stats.
Tetsubo: Like the bo, this weapon has been increased 1 DC.
3-Section-Staff: to reflect the flexibility and unpredictability of this weapon, it has been given +1 OCV.
War Fan: The War Fan doesn't give a bonus to Block.

ORIENTAL WEAPONS LIST

ARROWS AND BOWS
Name			RMod	Dmg		Stun	STR	Max	Notes
Arrows:
  Normal		-- normal as for bow --
  Hikime			(DC)		--			Normal Attack
  Willow Leaf			-1 DC					AP
  Frog-crotch			+1 DC					RP

Hankyu Bow		0	1d6		0	7		2H
Sling Bow		0	1/2d6		+1	7		2H
Fukiya (blowgun)	0	1d6NND		--	7		2H, Concentrate 1/2 DCV.  
									NND does body (+1).
Yumi (One-man)		+1	1d6K		0	9		Concentrate 1/2 DCV, 2H
Yumi (Two-man)		+1	1d6+1K		0	11		Concentrate 1/2 DCV, 2H
Yumi (Three-man)	+1	1.5d6K		0	14		Concentrate 1/2 DCV, 2H
Yumi (Four-man)		+1	2d6K		0	16		Concentrate 1/2 DCV, 2H

SHURIKEN
Bo Shuriken		0	1/2d6K		0	5/7		AF-5
Endokuken		0	1/2d6K		0	5		also poison smoke
Star Shuriken	
  Large			0	1d6K		0	7
  Medium		0	1/2d6K		0	5/7		AF-3
  Small			0	1 ptK		0	2/4		AF-5
Tsubute			0	(2d6)		--	5/7		AF-3

MISCELLANEOUS THROWN WEAPONS
Name			RMod	Dmg		Stun	STR	Max	Notes
Arare
  Joarare		0	1d6		0	7
  Chuarare		0	1/2d6		0	5/7		AF-3
  Koarare		0	1 pt		0	2/4		AF-5
Comet Star Hammer	0	1d6+1		0	10		Also 2d6 Entangle
Fukimi-bari		0	1/2d6		0	2		RP
Iron Mandarin Duck	-1	1/2d6		+1	7		
Steel Olive		0	1/2d6		0	5		
Steel Toad		-1	1/2d6		+1	7		
Wishful Steel Ball	0	1 pt		+1	2		

MELEE WEAPONS
AXES & MACES
Name			OCV	Dmg		Stun	STR	Size	Notes
Chinese Axe		0	1d6		0	7	M	Can throw.
Copper Hammer		0	(4d6)		--	10	S.
Hand Mace		0	1d6		0	7	M
Soft Hammer		0	1.5d6		0	12	M	Dangerous to user.

BLADES
Name			OCV	Dmg		Stun	STR	Size	Notes
Bokken			0	(4d6)		--	10/7	M	1.5H, Can throw.
  (Lt)			0	(3d6)		--	7/4	M	1.5H, Can throw.
Butterfly Sword		0	1d6+1		0	10	M
Darn Do			0	1d6+1		0	10	M
Hook Sword		0	1d6+1		0	10	M	+2 BIND etc., 
									+6 DEF at loc 6 on 11-
Jien			+1	1d6		0	7	M.
Katana			0	1d6+1		0	10/7	M	1.5H, Can throw.
Ko-Gatana		0	1/2d6		0	5	S	Can throw.
Nine-Ring Sword		0	1d6+1		0	10	M	+1 OCV w/ Disarm
Ninja-to Sword		0	1d6		+1	11/8	M	1.5H, Can throw.
No-Daichi		0	2d6+1		0	15	L	2H, +1" Rng
Razor, Straight		0	1/2d6		-1	0	S	RP.
Shinai			+1	(2d6)		--	5/2	M	1.5H
Spread-the-Water Knife	0	1d6		0	7	M
Tanto			0	1/2d6		0	5	S
Tetsu-to		-1	2.5d6		0	20/17	M	1.5H
Wakizashi		0	1d6		0	7	M	Can throw.
Yoroi-Toshi		0	1/2d6 AP		0	7	S	

CHAIN AND ROPE	
Name			OCV	Dmg		Stun	STR	Size	Notes
Kusari			0	(3d6)		--	7	M	2H +2" Range +1 to Grab and Bind etc.
Kusarigama	
  Chain			0	(3d6)		--	7	M	2H +2" Range +1 to Grab and Bind etc.
  Sickle		0	1/2d6 AP	0	7	M	2H.
Kyogetsu-Shoge
  Chain			0	(3d6)		--	7	M	2H +2" Range +1 to Grab and Bind etc.
  Hook			0	1/2d6		+1	7	M	2H.
Manriki-Gusari		0	(3d6)		--	7	M	Can throw, +1 to Grab and Bind 
Oh-gama
  Chain			0	(3d6)		--	10	L	2H +2" Range +1 to Grab and Bind etc.
  Sickle		0	1d6+1 AP	0	15	L	2H

FIST LOADS
Name			OCV	Dmg		Stun	STR	Size	Notes
Ashiko			0	1/2d6		0	2	S	RP, +1 to Climbing roll
Yawara			0	(2d6)		--	5	S
Nekote/Kakute		0	1 pt		0	2	S	Often poisoned.
Ring Needle		0	1/2d6		0	5	S
Shuko			0	1d6-1		0	2	S	RP, +1 to Climbing roll

POLEARMS
Name			OCV	Dmg		Stun	STR	Size	Notes
Bisento
  Blade			0	1.5d6		+1	16	L	2H, +1" Range
  Shaft			0	(5d6)		--	(16)	L	2H, +1" Range
Chai-Dao/Chiang
  Blade			+1	1d6+1		0	7	L	2H, +1" Range
  Shaft			0	(4d6)		--	(7)	L	2H, +1" Range
Ghi
  Blade			0	1d6+1		0	(10)	L	2H, +1" Range, +2 BIND etc.
  Shaft			0	(5d6)		--	10	L	2H, +1" Range
Lance
  Blade			0	1d6+1		0	12/9	L	1.5H, +1" Range
  Shaft			0	(4d6)		--	(12/9)	L	1.5H, +1" Range
Naginata
  Blade			0	1.5d6		0	10	L	2H, +1" Range
  Shaft			0	(5d6)		--	10	L	2H, +1" Range
Nine Dragon Trident
  Blade			0	1d6+1		0	(10)	L	2H, +1" Range, +2 BIND etc.
  Shaft			0	(5d6)		0	10	L	2H, +1" Range
Sodegarami
  Blade			+1	1d6+1		0	7	L	2H, +1" Range, +1 BIND etc.
  Shaft			0	(4d6)		--	7	L	2H, +1" Range
Tai-Dao/Kwan Dao
  Blade			0	1.5d6		+1	16	L	2H, +1" Range
  Shaft			0	(5d6)		--	(16)	L	2H, +1" Range
Tiger Fork
  Blade			0	1.5d6		0	7	L	2H, RP, +1" Range
  Shaft			0	(4d6)		--	7	L	2H, +1" Range
Wolf's Teeth Staff
  Blade			0	2d6		0	10	L	2H.  RP, +1" Range
  Shaft			0	(5d6)		--	10	L	2H., +1" Range
Kamayari
  Blade			0	1.5d6		0	10	L	2H, +1" Range, +2 Block etc.
  Shaft			0	(5d6)		--	10	L	2H, +1" Range
Yari
  Blade			0	1.5d6		0	10	L	2H, +1" Range
  Shaft			0	(5d6)		--	10	L	2H, +1" Range
Long Yari
  Blade			-1	1.5d6		0	12	L	2H, +2" Range.
  Shaft			-1	(5d6)		--	(12)	L	2H
Very Long Yari
  Blade			-1	1.5d6		0	15	L	2H, +3" Range
  Shaft			-1	(5d6)		--	(15)	L	2H
Tampo-yari
  Blade			0	(3d6)		--	(7)	L	2H, +1" Range
  Shaft			0	(4d6)		--	7	L	2H, +1" Range

MISCELLANEOUS
Name			OCV	Dmg		Stun	STR	Size	Notes
Bo (Staff)		0	(5d6)		--	10	L	2H, +1" Range
Chain Sword		0	1d6		0	7	M-L	Dangerous to user.
Chain Whip		+1	1d6		0	10	L	+1" Range
Chigiriki
  Blade			0	1.5d6		0	10	L	2H, +1" Range
  Chain/Shaft		0	(4d6)		--	10	L	2H, +2" Range
Cymbal			0	1d6		0	7	S	Can throw.
Fang
  Blade/PoinT		0	1/2d6		0	5	S
  Rod			0	(2d6)		--	5	S
Flying Claw		-1	1d6		0	12	L	+2" Range
Flying Guillotine	-1	1d6		0	7	L	2H, +2" Range, Extremities
Garrote								S	2H, must follow grab
  Strangling		0	(3d6)		--	2		and be aimed at head
  Wire			0	1/2d6		0	0	S	2H, must follow grab,
									Extremities
Hanbo (Jo)		0	(3d6)		--	7	M
Kama			0	1/2d6 AP	0	7	M	Can be thrown
Kanzashi		0	1 pt		-1	0	S
Kiseru			0	(2d6)		--	5	S
Konsaibo		0	(6d6)		--	12	L	2H, +1" Range
Mourn Staff		0	1.5d6		0	10	M	RP
Nunchaku		0	(3d6)		--	7	M	Dangerous to user.
Rings			0	(3d6)		--	7	S	Can be thrown.
Rope Dart		-1	1/2d6		0	10	L	+2" Range
Sai
  Cinema		0	1/2d6		0	5	S	Can be thrown. +2 BIND etc
  Normal		0	(3d6)		0	7	S	Can be thrown +2 BIND etc
Shinobi-Zue		0	(4d6)		--	10	L	2H, +2" Range +1 to Grab, BIND etc.
Sword-Spear		0	1d6		0	7	M	Can be thrown
Tetsubo			0	(7d6)		--	15	L	 2H, +1" Range
3-Section-Staff		+1	(4d6)		--	10	SML	2H, +1" Range,+2 BIND etc.,  
									Dangerous to user
Rochin			0	1/2d6		0	5	S	Can be thrown
Tonfa			0	(3d6)		--	7	S
War Fan, Basic		0	(3d6)		--	7	S
War Fan, Edged
  Blunt attack		0	(3d6)		--	7	S
  Razor attack		0	1/2d6		0	(7)	S
Wind/Fire Wheels
  Saw-blade		0	1/2d6		0	5	S.	Can throw, +2 with BIND etc
  Traditional		0	(3d6)		--	7	S	Can throw, +2 with BIND etc

WIERD WEAPONS
			Notes
Metsubishi
  explosive		2d6 Flash (Sight group) AE 2" Radius, Nonselective.
  blown powder		2d6 Flash (Sight group) No Range.
Nagedeppo		(4d6) and 2d6 Flash (Sight and Hearing) AE-1Hex.  Flash is only 1d6 against targets 
			that have been exposed to these devices more than once.
Tembi			+6 DEF Armour only left hand (location 6).  +2 OCV with block, +1 DCV in melee.  
			Requires weapon familiarity to gain benefits.
Smoke Grenade		1" Radius Smoke	
Tetsubishi		1d6RKA  AE-1Hex, on 14-, lots of other limitations.
Toami			4d6 Entangle take no damage from attacks, OAF, 1 rec chg.
	Small		4d6 Entangle
	Normal		4d6 Entangle AE-1Hex
	Large		4d6 Entangle AE Radius (2" Radius)
Umebi			1 1/2d6 RKA Triggered when stepped on, AE-1Hex

NEW ORIENTAL WEAPONS

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.

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 attempt to break a sword or similar bladed weapon after a successful block maneuver. (This was a common technique)

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.

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

Name		OCV	Dmg		Stun	STR	Size	Notes
Hachiwari	0	1/2d6		+1	7	S	+1 BIND etc.
Jitte		0	(3d6)		--	7	S	+2 BIND etc., +2 to break a sword after Block.
Kumade:
  Tines		0	1d6+1		0	7	L	2H, RP, +1" Range, +1 to Grab (one 
								limb), Bind, Block, Disarm, or Takeaway
  Shaft		0	(4d6)		--	7	L	2H, +1" Range
Masakari
  Blade		0	1d6+1 AP	0	12	L	2H +1" Range
  Shaft		0	(4d6)		--	(12)	L	2H.  +1" Range
	

Here's the writeup for the fukiya (blowgun).

Fukiya: Blowgun. Ninja weapon. This is an NND (defense is plates of armour in impact location: chain is no defense, brigandine protects on 11-, lamellar or plate negates the attack), with the advantage "NND does body" (+1). Darts are commonly poisoned (various Drains with the limitation: NND must do body).


Return to HERO System Source Material