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).
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