Kinlu Weapons


The chart below details the most common weapons in use in Kinlu that are substantially different from their Alusian counterparts. Many Kinlu weapons are the same as Alusian ones and the same skills and statistics apply.
 
Weapon Wt PS MD SC DM Range Class Use Rk EM Equivalent
                     
Katana (1-2)A 3 15 17 45 +4 P B M 10 Rapier
WakazashiA 2 14 17 45 +3 P B M 10 Rapier
No-Daichi (2) 5 18 17 50 +6 P B M 8 Scimitar
Ninjato (1-2) 3 13 17 50 +3 P B M 9 Estoc
SaiB 2 8 15 45 +1 6 A/C RMC 10 Main-Gauche
Manriki-kusari (2)C 6 14 19 40 +2 2 B RMC 10 Whip
Nunchaku (2)D 3 14 17 45 +1 P C M 8 Scimitar
Tonfa 2 14 15 50 +0 P C MC 5 War Club
ShurikenE 2oz 9 15 40 -1 12 A R 10 Dart
KataranF 2 12 16 35 -1 P C MC 9 Cestus
Tetsubo (2) 8 22 10 50 +7 P C M 5 War Club
War FanG 1 8 15 40 +0 P A MC 10 Main-Gauche
TetsubishiH 1 5 15 40 -3 6 A R 4 Grenado

A Katana & Wakizashi are two different sized versions of the same weapon. They have slightly different uses in combat since the smaller Wakizashi can be more easily used in confined spaces. The major difference however is cultural in that the Wakizashi is viewed as a less hostile weapon and can be carried openly in most situations, much as a dagger will often be retained in Alusian society. It is only necessary to rank Katana once and the same rank will apply to both these weapons.

B When used in Melee or Close, Sai may inflict either A or C class damage. Because of their size and weight they cannot inflict C class Grievous Injuries. If a roll of 15% of modified SC is made when Sai are used to Disarm the opponent does not receive a roll to retain their weapon and must drop it. Sai may be used to either attack or deflect blows.

C Several similar weapons are covered under this skill, including the Manriki-kusari, Kusari-gama and Kyoketsu-shogi. All comprise a weighted chain or rope which may be used to Entangle, and a bladed weapon such as a small sword or axe. Like a whip these weapons may be used to Entangle and damage in the same Pulse. This damage has a DM of -2. The damage on the weapon table is for the blade which may be used in melee and also against opponents another hex away. The weapon can also Trip in Melee. In close the weapon may be used as a Garrote. This is a complex and difficult weapon to use and GMs are encouraged to be inventive with Fumbles.

D Due to the Nunchaku's extreme speed in the hands of a Master, at Ranks 6 and above this weapon may be used to Multi-hex Strike.

E Up to three Shuriken can be thrown at one, two or three targets in one Pulse with no penalty.

F Kataran are worn along the backs of the forearms and need not be prepared to use, and may be used to either attack or deflect blows.

G War fans are designed to look like normal decorative fans and will generally pass casual inspection as such. They may be used to strike or to distract an opponent and increase the user's DEF.

H Tetsubishi are small, sharp caltrops scattered to delay and deter pursuit. The weight shown is for a single use of them and is enough to cover 1 mega-hex. The SC is the chance of throwing caltrops so that they scatter around a centre chosen by the player. In the case of a "miss" the GM should randomly determine their placement. It is possible to carefully place the clatrops, or toss them into adjacent hexes only with no chance of "missing".

Shields

 
Shield Type Wt Def/Rank MD loss
       
Sai 2 2 -
Tonfa 2 2 -
Kataran 2 2 -1
War Fan 1 2 -


Copyright 2001, Martin Dickson.