最終更新:
tyounekogami 2025年12月07日(日) 21:06:27履歴
翻訳途中。純粋に素手による戦闘スタイルも存在しますが、伝統的な格闘技の多くは、武器を用いた戦闘や決闘のために進化しました。その多くは、鎧を身にまとった戦士が、同様の装いをした敵と対峙することを目的としていました。こうした基本的な事実は現代の戦闘スタイルにも引き継がれていますが、芸術やスポーツでは、殺傷武器、あるいはあらゆる武器が非殺傷武器に置き換えられることが多く、鎧は典型的には存在しないか、訓練用具として特別に設計されています。
伝統的であれ現代的であれ、殺傷性であれ非殺傷性であれ、多くのスタイルの実践者が使用する装備は、その戦術と同じくらい複雑です。明日の装備はおそらくさらに精巧なものになるでしょう。本章で紹介されている多くのアイテムの未来版については、『GURPS Ultra-Tech?』を参照してください。
Purely unarmed fighting styles exist, but most traditional martial arts evolved for use in battles or duels involving weapons. Many were intended for armored warriors facing similarly clad opponents. These basic realities remain for today’s combat styles, but art and sport forms often replace lethal weapons – or all weapons – with nonlethal ones, and armor is typically either nonexistent or designed specifically as training equipment.
Traditional or modern, lethal or nonlethal, the hardware used by the practitioners of many styles can be as complex as their tactics. Tomorrow’s gear will probably be even more elaborate. See GURPS Ultra-Tech for futuristic equivalents to many items found in this chapter.
目次
- 第6章:マーシャルアーツの武器と装備(6. WEAPONS AND EQUIPMENT) p.211
- 武器リスト(WEAPONS) p.212
- p.212
- p.213
- p.214
- p.215
- チョンボン()p.215
- クローク()p.215
- 戦闘扇()p.215
- クロスボウ()p.215
- カットラス()p.215
- ダーブ()p.215
- ダガー()p.215
- 大弓()p.215
- ダンボン()p.215
- ダングム - 韓国。大きなナイフ(B272, B276)。
- ダンサングム()p.215
- ダオ()p.215
- 鹿の角()p.215
- ドート()p.215
- 円盤投げ()p.215
- ドゥサック()p.215
- エーク()p.215
- エペ()p.215
- エスクリマスティック()p.215
- エストック()p.215
- ファルシオン()p.215
- フェイ・ピョウ()p.215
- ファイヤーホイール()p.215
- フレイル()p.215
- フライングダーツ()p.215
- フルーレ()p.215
- フォースソード()p.215
- コラム:高品質の武器(Weapons of Quality)p.216
- p.216
- p.217
- コラム:隠し武器(Hidden Weapons) p.218
- p.219
- 風火輪(KNIFE-WHEEL) p.219
- コブ付きクラブ(KNOBBED CLUB) p.219
- コントス(Kontos) p.219
- コズカ(Kozuka) p.219
- クラビ(Krabi) p.219
- クリス(Kris) p.219
- ククリ(KUKRI) p.219
- 鎖(KUSARI) p.219
- 鎖鎌(KUSARIGAMA) p.219
- 鎖十手(KUSARIJUTTE) p.219
- ラジャタン(LAJATANG) p.219
- ランス(LANCE) p.219
- ラリアット(LARIAT) p.219
- リアンチャット(Liangtjat) p.219
- ライフ・プリザーバー(LIFE-PRESERVER) p.219
- ライト・クラブ(LIGHT CLUB) p.219
- ロングソード(LONGSWORD ) p.219
- メイス(MACE) p.219
- マチェーテ(Machete) p.219
- メー・スンソーク(Mae Sun-Sawk) p.219
- マンゴーシュ(MAIN-GAUCHE) p.219
- マキラ(Makhila) p.219
- マサカリ(Masakari) p.219
- モール(MAUL) p.219
- コラム:型破りな攻撃(Unorthodox Attacks)p.220
- p.220
- コラム:完璧な武器の設計(Designing the Perfect Weapon)p.221
- p.221
- 鉈(Nata) p.221
- 猫手(Neko-De) p.221
- ネット(NET) p.221
- ンガオ(Ngao) p.221
- 忍者刀(Ninja-To) p.221
- 野太刀(Nodachi) p.221
- ヌンチャク(NUNCHAKU) p.221
- オクサリガマ(Okusarigama) p.221
- オッタ(Otta) p.221
- パク(Paku) p.221
- パンティルチャン(Panthiruchan) p.221
- パラン(Parang) p.221
- パルチザン(Partisan) p.221
- ペダン(Pedang) p.221
- ピアウ(Piau) p.221
- ピック(PICK) p.221
- パイクスタッフ(Pikestaff) p.221
- ピルム(Pilum) p.221
- ピサウ(Pisau) p.221
- プロン(Plong) p.221
- プルンバタ(PLUMBATA) p.221
- コラム:フレイルの受け流し(Parrying Flails) p.221
- p.222
- (POLLAXE) p.222
- (PRODD) p.222
- (Pudao) p.222
- (Puñal) p.222
- (Treat) p.222
- (SMALL KNIFE) p.222
- 千坤日月刀(QIAN KUN RI YUE DAO) p.222
- クォータースタッフ(QUARTERSTAFF) p.222
- レイピア(RAPIER) p.222
- 連射式クロスボウ(REPEATING CROSSBOW) p.222
- リングソード(Ring Sword) p.222
- ローチン(Rochin) p.222
- 六尺鎌(Rokushaku Kama) p.222
- 六尺棒(Rokushakubo) p.222
- ロンデルダガー(RONDEL DAGGER) p.222
- ロープ・ダート(ROPE DART) p.222
- サーベル(SABER) p.222
- サイ(SAI) p.222
- コラム:滑稽な武器(Silly Weapons) p.223
- p.223
- コラム:即席武器(Improvised Weapons) p.224
- p.224
- p.225
- p.226
- 白兵武器表(MELEE WEAPON TABLE)pp.226-231
最も単純な選択肢は、白兵武器スキルには新しい道具や脅威に素早く適応する能力が含まれていると仮定することです。そのようなスキルを持つ者は、そのスキルに対応する『ベーシックセット』と『GURPS Martial Arts』(全く未知の武器であっても)の武器全てを、ペナルティなしで使用できます。武力衝突においては、表のステータスデータと脚注によって各武器の性能は完全にパラメータ化されます。あり得ない決闘(札対三部棍、刀対レイピアなど)を決着させるには、武器の由来を無視し、記載されているルールに従ってください。例えば、グラディウスを携えたローマ軍団兵と16世紀のレイピア使いとの乱闘において、どちらも相手の武器に関する知識不足によるペナルティを受けません。さらに、軍団兵が大型のインドのカタール(短剣と共に使用)を持ち、レイピア使いが中国の剣(レイピアと共に使用)を持っている場合、どちらも自身の武器に不慣れであることによるペナルティを受けません。
一方、細部にこだわるGMは、馴染みのない白兵武器での戦闘に技能-2の修正を加えることもできます。詳細は「馴染み」(p. B169)を参照してください。
これが真実であれば、珍しい武器との戦闘もまた挑戦的であるべきです。これは、戦士がこれまで見たことも訓練したこともない武器と直接交戦するたびに、技能-2の修正を与えることを意味します。このペナルティは攻撃ロールには影響しませんが、クイックコンテスト(武装解除、フェイントなど)にペナルティを与え、特殊な武器の受け流しに-1のペナルティを与えます。ほとんどの場合、両方のファイターがこれらのペナルティを受けます。その場合は、クイックコンテストへの影響は無視(打ち消されます)し、受け流しの-1のみにするのが最善です。
馴染みのなさによるペナルティを使用する場合、GMはファイターにとってどの武器が「馴染みのある」武器でどの武器が「馴染みのない」武器であるかを決定します。GMは文化的馴染み(B23ページ)、マップ上の境界線、あるいは法定規則などを用いる場合があります。世界によっては、軍用武器と民間用武器、異なる社会階級の武器などが互いに馴染みのない武器となる場合があります。これは双方向であることを覚えておいてください!あなたがあまり知られていない文化の出身であると宣言すれば、誰もがあなたのクールな民族武器の受け流しに-1のペナルティを受けることになります…しかし、あなたは他のほとんどの人の武器の受け流しに-1のペナルティを受けることになります。
これは、相手の戦闘スタイルに精通しているということとは異なります。詳しくは「スタイルの精通」(p.49)を参照してください。
Weapons don’t evolve in a vacuum. They’re optimized to meet the needs of a particular place and time. A fighter normally trains to use his culture’s weapons to confront probable threats – meaning armaments common in his region and in nearby areas, especially those favored by enemy cultures. He’ll rarely have experience wielding or facing weapons from distant lands and other times, much less those from far-off planets and crosstime! The GM decides how to handle this.
The simplest option is to assume that Melee Weapon skills include the ability to adapt quickly to new tools and threats. Those who know such a skill can use all of the weapons listed for it the Basic Set and Martial Arts – even completely alien ones – at no penalty. In armed clashes, the statistics and footnotes on the tables completely parameterize each weapon. To settle unlikely duels (bill vs. three-part staff, katana vs. rapier, etc.), follow the rules as written and ignore the weapons’ provenance. For instance, in an affray between a gladius-wielding Roman legionary and a 16th-century rapierist, neither is penalized for lack of knowledge of the other’s weapon.
Moreover, if our legionary has a large Indian katar (wielded with Shortsword) and our rapierist has a Chinese jian (used with Rapier), neither suffers a penalty for unfamiliarity with his own weapon, either.
On the other hand, the detail-oriented GM is free to rule that fighting with an unfamiliar melee weapon gives -2 to skill. See Familiarity (p. B169) for details.
If this is true, then it follows that fighting against an unusual weapon should also be challenging. This gives -2 to skill whenever a fighter directly engages a weapon that he has neither seen before nor trained against. This penalty doesn’t affect attack rolls, but it does penalize Quick Contests (to disarm, feint, etc.) and give -1 to parry the unusual weapon. In most cases, both fighters will suffer these penalties, in which case it’s best to ignore the effect on Quick Contests (it cancels out) and keep only the -1 to parry.
When using penalties for unfamiliarity, the GM decides which weapons are “familiar” and “unfamiliar” to fighters. He might use Cultural Familiarity (p. B23), boundaries on a map, or fiat. In some worlds, military and civilian weapons, the arms of different social classes, etc., might be mutually unfamiliar. Remember that this is a two-way street! You can declare that you’re from an obscure culture so that everybody has -1 to parry your cool ethnic weapons . . . but you will have -1 to parry almost everybody else’s weapons.
This isn’t the same thing as familiarity with your opponent’s fighting style. For that, see Style Familiarity (p. 49).
以下は、白兵武器と筋力駆動型白兵武器の用語集です。伝統的な武器と現代的な武器、一般的な武器と珍しい武器、一般的な武器と文化特有の武器を網羅しています。本書で紹介する武術の流派で使用される武器を主に扱っていますが、網羅的なものではありません。小文字で書かれた項目は、B271〜276ページまたは226〜232ページの武器一覧表に掲載されている武器を示します。その他の武器は、これらの武器のいずれかと機能的に類似しているため、外観が大きく異なっていても、同じステータスを使用できます。詳細については、該当項目をご覧ください。
Most martial arts are designed around their home culture’s traditional weapons, which evolve as tactics, technology, and threats spur each other on. New armaments that prove to be better than existing ones are eventually adopted, and warriors adapt old techniques to them and invent new fighting styles to exploit their strengths. Of course, martial artists have also been known to employ truly bizarre weapons for aesthetic or superstitious reasons. Modern schools frequently teach the strangest of these alongside the most practical of traditional weapons, other cultures’weapons, and modern weapons, leading to hybrids that aren’t “traditional” anywhere but at that school!
Below is a glossary of melee and muscle-powered melee weapons – traditional and modern, common and unusual, generic and culturally specific. It favors weapons used by martial-arts styles in this book and definitely isn’t exhaustive. An entry in SMALL CAPS indicates a weapon that appears on the weapon tables on pp. B271-276 or pp. 226-232. The rest are functionally similar enough to one of these weapons that they can use the same statistics, even if they differ radically in appearance. For details, read the entry.
Ahlspiess – Germany. A pole weapon that’s roughly equal proportions handle and long metal spike, with a rondel (round handguard) where the halves meet. Used primarily for dueling – usually in a Defensive Grip (pp. 109- 111). Treat as a SPEAR (p. B273), but it can’t be thrown and is considered a solid-metal (DR 6) sword for breakage; see pp. B483-485.
ATLATL (p. B276) – Aztec. A stick used to launch javelins. The name is Nahuatl (Aztec), but many similar weapons exist worldwide. The user fits the javelin into a notch and then launches it with a one-handed swing of the stick.
AXE (p. B271) – Universal. A wedge-shaped blade on a wooden handle, for use in one hand and not balanced for throwing. It comes in many shapes and sizes, such as the SMALL AXE (p. 226), which is only slightly larger than a HATCHET (p. B271).
BACKSWORD (pp. 226-227) – England. A single-edged THRUSTING BROADSWORD (p. B271) with a basket hilt.
Bagh-Nakh (illustration, p. 102) – India. Also known as “tiger claws,” this claw-like weapon is worn on the hand and held with rings for the pinky and thumb. Treat as a BLADED HAND (p. 226).
BALISONG (p. 228; illustration, p. 212) – Philippines. A tangless folding knife with a pair of hollow handles that pivot forward to sheathe the blade or back to serve as a grip. A modern balisong has metal bearings that let the user flick it open and shut theatrically; see Fast-Draw (pp. 56-57). Sometimes called a “butterfly knife.”
BASTARD SWORD (pp. B271, B274) – Europe. A sword manageable enough to wield one-handed but with a grip long enough for two hands. A sharp point was standard – use the THRUSTING BASTARD SWORD (pp. B271, B274) in a historical campaign. Often called a “handand- a-half sword” after TL4.
BATON (p. B273) – Universal. A short, balanced club, usually wooden or metal. The police version, often in hard plastic, is also called a “nightstick.” Some batons are only knife-sized; use the SHORT BATON (pp. 228, 229) statistics for these.
BILL (p. 229) – England. A bladed polearm with a hook on the back that lets the wielder use the Hook technique (p. 74), typically to unseat a horseman. Initially a battlefield weapon, it was sometimes given a shorter haft for individual combat, resulting in the DUELING BILL (pp. 229, 230).
Bisento – Japan, Okinawa. A larger, heavier NAGINATA (pp. B272-274) copied from a Chinese polearm. Use the statistics for a HEAVY HORSE-CUTTER (p. 229).
BLACKJACK (p. B271) – Universal. A small, weighted truncheon made of cloth, rubber, or soft leather, designed to deliver a beating without obvious bruising (Diagnosis-2 to notice the injury on a casual examination). Every culture has its own name: “cosh,” “sap,” etc.
BLADED HAND (p. 226) – Exotic. A set of joined, nearly parallel blades – of close to equal length – worn on the hand and used to claw like an animal. Some are short and knife-like; others are long and rake-like.
BLOWPIPE (p. B275) – Universal. A long, narrow tube that lets the user launch breath-propelled darts. The projectiles are too tiny to be effective against large animals or humans without poison. Also useful for blowing powders into an opponent’s face.
BOKKEN (pp. 227, 230) – Japan. A wooden sword. Usually has a handguard: rubber-and-plastic today, but wood or leather – or absent – on older versions. Also called a “bokuto.”
BOLA PERDIDA (pp. 227, 231) – Argentina. A rock (or other weight) fastened to a thong. The name is from Argentina but the weapon is universal. Used for throwing – like a one-shot sling that tosses both sling and stone – and as a flail. Sometimes called a “bola loca.”
BOLAS (p. 227, B275) – Universal. Two or more weights attached to cords and knotted together. Used by hunters to entangle the legs of animals, but also a serviceable flail. Often called a “boleadora.”
Bolo – Philippines. A wide-bladed machete. Treat as a FALCHION (p. 229).
BOOMERANG (p. 231) – Australia. An angled, more aerodynamic THROWING STICK (p. 225) designed for hunting. Doesn’t return; returning versions are unsuitable as weapons and in any event wouldn’t return if they hit. The GM may make an exception for martial artists with Throwing Art! Treat as a BATON (p. B273) if used as a club.
BOW (p. B275) – Universal. A flexible stave, bent and kept under tension by fastening a string between its ends. This creates a spring that enables the user to shoot arrows by placing them against the string and drawing and releasing it. The SHORT BOW might be made of little more than a handy bough, although strong ones aren’t, and is typical of the earliest bows. The REGULAR BOW is longer and more powerful. The LONGBOW – made famous in Wales – is the pinnacle of single-material (“self”) bow technology, and at least 6’ long. The COMPOSITE BOW is made of layers of different materials glued together. This improves strength and compression resistance, giving a regular-sized bow more power than a longbow. The finest longbows, however, are made of yew, the natural properties of which yield a weapon similar to a composite bow; the GM may rule that fine-quality longbows are effectively composite bows.
Bowie Knife – USA. A broad, heavy-bladed knife, favored by Savate practitioners. Treat as a LARGE KNIFE (pp. B272, B276) or a LONG KNIFE (pp. 228-229), depending on size.
BRASS KNUCKLES (p. B271) – Universal. A fist load that covers the knuckles. As likely to be horn, iron, steel, or leadreinforced leather as brass. The wearer ignores Hurting Yourself (p. B379) when punching and gets +1 to punching damage, but also suffers from Bad Grip 3 (p. B123).
BROADSWORD (p. B271) – Europe. A term for what medieval warriors called an “arming sword,” coined by 17thcentury writers to distinguish robust military swords from narrow-bladed civilian ones. Typically 30” to 40” long. Traditionally pointed; use the THRUSTING BROADSWORD (p. B271) statistics.
Butterfly Sword – China. A short, wide-bladed chopping sword with a knuckle guard. Treat as a SMALL FALCHION (p. 229).
Cane – Universal. The walking stick is an accessory of gentlemen worldwide. Treat as a LIGHT CLUB (p. B271). Many are topped with a crook (adds no cost or weight), which enables the Hook technique (p. 74).
剣士のサーベル(p. B273)に横顔が似ているが、より重く、ブロードソード(p. B271)のように振るわれる。
CAVALRY SABER (p. B271) – Europe, USA. A curved sword optimized for one-handed use from horseback.
Resembles the fencer’s SABER (p. B273) in profile, but is heavier and wielded more like BROADSWORD (p. B271).
CESTUS (p. 226) – Ancient Rome. A studded or spiked leather hand covering; treat as a gauntlet (DR 4). Elbow-length versions were common: 2\ cost and 4\ weight. They provide DR 4 to the arm on 1-3 on 1d, and their +1 damage extends to Elbow Strike (p. 71).
Cha – China. A TRIDENT (p. 229). See also Southern-Tiger Fork (p. 225).
CHAIN WHIP (p. 228; illustration, p. 4) – China. A whip made of chain or short metal bars (usually seven or nine of them) joined by chain. Used to lash foes and to entangle like a KUSARI (p. B272).
CHAKRAM (p. 231; illustration, p. 42) – India. A metal ring, edged on the outside, that’s spun around the finger on the inside rim and thrown.
Chigoridani – Japan. An odd combination weapon consisting of a chain with a flanged weight on one end and a tasseled cord tied to the other, the chain passing through an iron pipe that serves as a sliding handle. Used twohanded, it’s effectively a KUSARI (p. B272) that gives -2 to skill but permits a parry with the pipe, improving its Parry from -2U to 0U. Add $20 and 1 lb. to kusari cost and weight. A similar weapon, the konpei, has projecting wings on a shorter handle.
Chukonu – China. A REPEATING CROSSBOW (p. 231). Also transliterated “zhuge nu.”
コンビネーション武器を設計するには、基本的な近接武器(通常は柄のある武器(斧や杖のように棒状のもの))をベースに、以下の必要な機能のコストと重量を追加します。これらのオプションは、武器の標準的な選択肢に加えて、使用者に追加の攻撃モードを追加します。これらの攻撃は、特に明記されていない限り、武器の通常のスキルを使用します。
ハンマー:振り回す、柄のある切断または突き刺す武器は、打撃ヘッドの後ろにハンマーヘッドを持つことができます。ダメージは通常の振り回し攻撃と同じですが、粉砕攻撃となります。$25; 0.5ポンド
フック:剣であっても、振り回す武器であればフック技(p.74)を使用できるように、小さなフックを取り付けることができます。
フックは、片手武器の場合は突き-2、切断、両手武器の場合は突き-1のダメージを与えます。フックは、相手にダメージを与えずに引っ掛けるために鈍角にすることもできますが、その場合もコストは安くなります。$25;重量はマイナスです。
鎖(2ヤード):リーチ1以上の武器であれば、短い鎖(重みのある鎖)を取り付けることができます。リーチは1、2*のみであることを除き、p.B272の統計値を使用します。これは、打撃武器やポールウェポンのヘッドまたはバット、あるいは棍棒や剣の柄頭に取り付けます(金属製の警棒や十手などに取り付ける場合は、『隠し武器』p.218を参照)。使用者は武器を通常通り使用するか、鎖スキルを使って鎖を振り回すことができます。武器は両手持ちでない場合は両手持ちになり、常に片方の手で鎖を操作します。$40; 2.5ポンド。
四ヤード鎖:上記と同じですが、鎖はフルサイズで、リーチは1〜4*です。$80; 5ポンド。
ピック:振り回して斬撃または粉砕ダメージを与える柄付き武器は、柄に対して直角に硬化したスパイクを装備できます。ダメージは通常の振り回しての攻撃と同じですが、-1で突き刺しダメージを与えます。ピックと同様に、引っかかることがあります(B405ページ参照)。また、フックの効果も得られます。$50; 0.5ポンド。
鎌:振り回しての柄付き武器は、小さな鎌状の頭を装備できます。ダメージは通常の振り回しての攻撃と同じですが、-1で斬撃ダメージ、-2で突き刺しダメージを与えます。この武器はフックの恩恵も得ます。$30; 0.5ポンド
槍:柄のある武器は、片手武器で突き+2の突きダメージ、両手武器で突き+3の突きダメージを与える槍先を追加できます。突きでは武器の準備状態が解除されません(通常の振りでは解除されます)。$30; 0.5ポンド
片手武器の場合は1ポンド(またはその一部)、両手武器の場合は2ポンド(またはその一部)追加するごとに、武器のSTステータスに+1を適用します。鎖を追加すると、武器は自動的に両手武器になります。STと武器の詳細については、B270ページを参照してください。
例1:鎌(p. 223)は$40、重量は2ポンド、STは8です。鎖鎌は、鎌の頭部または銃床に短い鎖が付いた鎌です。 2ヤードの鎖は40ドルと2.5ポンドを追加し、最終的なコストと重量は80ドルと4.5ポンドになります。また、この組み合わせ武器は両手武器になります。
両手武器に2.5ポンドの重量を追加すると、STが+2され、10になります。
例2:大鎌(B274ページ)はコストが15ドル、重量が5ポンド、STが11です。大鎌は長い鎖が付いた大鎌です。4ヤードの鎖は80ドルと5ポンドを追加し、コストは95ドル、重量は10ポンドになります。両手武器に5ポンドの重量を追加すると、STが+3され、14になります。
A warrior might want to enjoy the tactical benefits of several specialized melee weapons at once. The obvious solution is to carry a different weapon in each hand, but this isn’t practical when using a shield or a two-handed weapon. A workaround is to stick the useful part of one weapon onto another, creating a “combination weapon.”
To design a combination weapon, start with a basic melee weapon – commonly a hafted one (one with a pole, like an axe or a staff) – and add the cost and weight of the desired features below. These options add extra attack modes for the wielder to choose from, in addition to the standard choices for his weapon. Such attacks use the weapon’s usual skill, except as noted.
Hammer: Any swung, hafted cutting or impaling weapon can have a hammer head behind its striking head. Damage is that of its usual swinging attack, but crushing. $25; 0.5 lb.
Hook: Any swung weapon, even a sword, can have a small hook to permit use of the Hook technique (p. 74).
Hooking inflicts thrust-2 cutting for a one-handed weapon, thrust-1 for a two-handed one. A hook can be blunt in order to snag victims without causing damage, but this is no cheaper. $25; neg. weight.
Kusari, Two-Yard: Any reach 1+ weapon can have a short kusari (weighted chain) attached. Use the statistics on p. B272, except that reach is only 1, 2*. It goes on the head or butt of an impact or pole weapon, or on the pommel of a club or sword (to put it inside a metallic baton, jutte, etc., see Hidden Weapons, p. 218). The wielder may use his weapon normally or swing the chain using the Kusari skill. The weapon becomes two-handed, if it wasn’t already; one hand controls the chain at all times. $40; 2.5 lbs.
Kusari, Four-Yard: As above, but the kusari is fullsized, with reach 1-4*. $80; 5 lbs.
Pick: Any swung, hafted weapon that deals crushing or cutting damage can have a hardened spike at right angles to its haft. Damage is that of its usual swinging attack, but at -1 and impaling. Like any pick, it can get stuck; see p. B405. The weapon also gains the benefits of a hook. $50; 0.5 lb.
Sickle: Any swung, hafted weapon can have a small sickle head. Damage is equivalent to that of its usual swinging attack, but at -1 and cutting or -2 and impaling. The weapon also gains the benefits of a hook. $30; 0.5 lb.
Spear: Any hafted weapon can add a spearhead that does thrust+2 impaling damage one-handed, thrust+3 impaling two-handed. Thrusting doesn’t unready the weapon – even if swinging normally does. $30; 0.5 lb.
Apply +1 to the weapon’s ST statistic per 1 lb. or fraction thereof added to a one-handed weapon, or per 2 lbs.
or fraction thereof added to a two-handed one. Adding a kusari makes the weapon two-handed automatically. For more on ST and weapons, see p. B270.
Example 1: A sickle (p. 223) costs $40, weighs 2 lbs., and requires ST 8. A kusarigama is a sickle with a short kusari on its head or butt. A two-yard kusari adds $40 and 2.5 lbs., making final cost and weight $80 and 4.5 lbs. It also turns the combination weapon into a two-handed weapon.
Adding 2.5 lbs. of weight to a two-handed weapon results in +2 to ST, making it 10.
Example 2: A scythe (p. B274) costs $15, weighs 5 lbs., and requires ST 11. An okusarigama is a scythe with a long kusari attached. A four-yard kusari adds $80 and 5 lbs., raising cost to $95 and weight to 10 lbs. Adding 5 lbs. of weight to a two-handed weapon gives +3 to ST, making it 14.
Chung Bong – Korea. A BATON (p. B273) or SHORT STAFF (p. B273).
CLOAK (pp. B275, B287) – Europe. A fighter may wrap part of his cloak around his arm and use it defensively (to block) or offensively (to feint or grapple; see p. B404). The main difference between a HEAVY CLOAK and a LIGHT CLOAK is that the former gives a higher DB and takes a few seconds longer to cut to shreds.
COMBAT FAN (p. 226) – China, Japan, Korea. A metal version of the folding fan carried by men and women alike. Folds partially or not at all. Used as a backup weapon and symbol of authority. Called a “tessen” (“iron fan”) in Japan.
CROSSBOW (p. 231, B276) – Asia, Europe. A bow attached to a grooved stock and fitted with a trigger, used to shoot short, thick arrows called “bolts.” Endless varieties exist! For instance, the COMPOSITE CROSSBOW (p. 231) uses a COMPOSITE BOW (p. B275), while the PISTOL CROSSBOW (p. B276) is small enough to wield one-handed. The Chinese were fascinated with concealed crossbows. Fullsized models were worn on the back and triggered by bowing, while pistol-sized ones were hidden in stirrups and sleeves; see Hidden Weapons (p. 218). Related weapons include the PRODD (p. B276) and REPEATING CROSSBOW (p. 231).
CUTLASS (p. B273) – Europe. A short sword favored by sailors, pirates, and savateurs. Its substantial hilt encloses the hand, giving DR 4. This is cumulative with glove DR, but the hilt lacks the space to accommodate gloves with DR 3+ (e.g., steel gauntlets).
Daab – Thailand. A SHORTSWORD (p. B273). Usually used in pairs.
DAGGER (pp. B272, B276) – Universal. In GURPS usage, a short, point-only knife. Historically, the term described a double-edged knife with a crosspiece and a pommel – a tiny sword. In casual usage, it might instead mean a RONDEL DAGGER (p. 228), a STILETTO (p. 228), or any knife from SMALL KNIFE (pp. B272, B276) to LONG KNIFE (p. 228) size. Proponents of Dagger Fighting (p. 155) favor the larger weapons.
Dai-Kyu – Japan. A COMPOSITE BOW (p. B275) with the grip one-third of the way up the bow instead of in the center. Used on foot (sometimes while kneeling) and from horseback.
Dan Sang Gum – Korea. A short, wide-bladed sword. Treat as a SMALL FALCHION (p. 229).
DAO (p. 227) – China. A heavy-bladed sword with an extralong handle, used one-handed for chopping and stabbing.
DEER ANTLERS (p. 228; illustration, p. 92) – China. Two interlocked, crescent-shaped blades with a handle in the center of one of the blades, creating a four-pointed cutting weapon capable of trapping weapons between its points. Usually used in pairs.
DISCUS (p. 231) – Ancient Greece. A wooden or metal throwing disc. Eclipsed as a weapon of war by bows and spears, but still thrown today by athletes (modern models may be weighted plastic).
DUSACK (p. 229) – Germany. A sturdy wooden SHORTSWORD (p. B273), wielded like the real thing. Also called a “rudis” (ancient Rome) or a “waster” (England).
EKU (p. 229; illustration, p. 213) – Okinawa. A large oar, used as a makeshift polearm.
Épée – France. A light, unsharpened thrusting sword intended for sport fencing. Treat as a SMALLSWORD (p. B273), but the blunt tip inflicts thrust-1 crushing damage. Modern épées are equipped for electric scoring.
Escrima Stick – Philippines. A stick, usually 25” to 35” long, made of rattan for training or hardwood (such as ebony) for fighting. Treat as a SHORT STAFF (p. B273).
ESTOC (p. 227; illustration, p. 214) – Europe. An edgeless thrusting sword with a triangular or diamond cross section, designed to pierce chinks in plate armor. Generally held in a Defensive Grip (pp. 109-111) and used for Committed or All-Out Attacks on a prone victim. The specialized design removes -2 of the penalty for targeting chinks in armor (p. B400). Also called a “tuck.”
FALCHION (pp. 227, 229; illustration, below) – Universal. A medieval European term applied loosely to almost any single-edged sword, but most often to one that’s flared, heavy, and/or curved forward at the tip, which favors cutting over thrusting. Most ironworking cultures developed such a blade; hunters and soldiers worldwide valued it as a tool (for butchering game, cutting brush, opening coconuts, etc.) and a weapon. Typically shortsword-sized, but the LARGE FALCHION (p. 227) is broadsword-sized.
FLAIL (p. B274) – Universal. A two-handed weapon – seen almost anywhere grain flails are used – consisting of iron bars, spiked balls, or similar jagged weights attached to a long haft by a chain or a cord.
Flying Dart – China. A throwing blade with a ring handle and a length of cloth as a stabilizer. Treat as a SMALL THROWING KNIFE (p. 231) or a LARGE THROWING KNIFE (p. 231), depending on size.
Foil – France. A whippy sport-fencing “sword” with a button tip. The blade is designed to make precise strikes possible while punishing sloppy technique. Treat as a DRESS SMALLSWORD (p. 229), but damage is thrust-2 crushing. Modern foils are equipped for electric scoring.
FORCE SWORD (p. B272) – Science Fiction. A space-opera swashbuckler’s energy blade. The Basic Set version is used one- or two-handed – like a KATANA (pp. B271, B274) – with the Force Sword skill. A smaller, one-handed model might do 7d(5) burn, have reach 1, cost $6,000, and weigh 1 lb. At the GM’s option, it may have a Parry statistic of 0F and use Force Saber (DX/A, defaults to Force Sword-3 or any fencing skill-3).
GMはバランスにも品質等級を導入したいと考えるかもしれません。現実的に考えると、これは素材と同じくらい重要です。近接武器、投擲武器、そして弾薬(矢、ボルトなど)の場合、バランスは使用者の武器技能をあらゆる用途で修正します。射撃武器の場合は、命中率を調整します。
安価(バランス):定価の40%、技能または命中率に-1。
高品質(バランス):定価、技能または命中率に影響なし。
上質(バランス):定価5円、技能または精度に+1。
棍棒(警棒、棍棒、棍棒、木の杭など)および即席武器は、上質のバランスを持つことができません。近接武器と投擲武器(棍棒を除く)、吹き矢、弓、クロスボウ、そして矢とボルトは、3段階すべてに昇格可能です。上質のバランスの+1は、武器の絆(53ページ)の+1と累積します。つまり、誰にとってもちょうど良いバランスの武器でも、自分にとっては完璧なバランスの武器になる場合があります。
バランスと素材の品質を組み合わせるには、次のルールを使用します。
Weapons of Quality
The weapons in Martial Arts come in all the usual quality grades, with effects as described in Melee Weapon Quality (p. B274) and Muscle-Powered Ranged Weapon Quality (p. B277). Those two rules cover materials quality: seasoning, temper, etc. They affect breakage for all weapons; sharpness, and hence damage, for blades; and factors that influence range for missile weapons (e.g., elasticity, in the case of bows).
The GM may want to introduce quality grades for balance, too. Realistically, this is no less important than materials. For melee weapons, thrown weapons, and ammunition (arrows, bolts, etc.), balance modifies the user’s weapon skill for all purposes. For missile weapons, it adjusts Accuracy.
Cheap (Balance): 40% of list price, -1 to skill or Acc.
Good (Balance): List price, no effect on skill or Acc.
Fine (Balance): 5\ list price, +1 to skill or Acc.
Sticks – batons, clubs, quarterstaffs, wooden stakes, etc. – and improvised weapons can’t have fine balance. All three grades are possible for melee and thrown weapons (besides sticks); for blowpipes, bows, and crossbows; and for arrows and bolts. The +1 for fine balance is cumulative with the +1 for Weapon Bond (p. 53) – a weapon can be nicely balanced for anyone but perfect for you.
To combine balance with materials quality, use the next rule.
安価(バランス):全武器:-60%。
良質(バランス):全武器:+0%。
良質(バランス):棍棒と即席武器以外の全武器:+400%。
安価(素材):近接武器と投擲武器のみ:TL0〜6で-60%、TL7以上で-80%。
良質(素材):全武器:TL0〜6で+0%、TL7以上で-60%。
上質(素材):矢、ボルト、および粉砕のみまたは突き刺しのみの近接武器・投擲武器:TL0〜6で+200%、TL7以上で+0%。フェンシング武器と剣:TL0〜6で+300%、TL7以上で+0%。その他の切断近接武器・投擲武器:TL0〜6で+900%、TL7以上で+0%。吹き矢、弓、クロスボウ:+300%。
非常に上質(素材):フェンシング武器と剣のみ:TL0〜6で+1,900%、TL7以上で+300%。
提示:全ての武器:+400%以上。上限はありません!これらの武器は再販時に高値で売れます。中古武器の場合は、元の購入価格を基準に、値引きや減価償却を半額にしてください。
銀:純銀製の矢、ボルト、近接武器、投擲武器は、素材の品質が「良質」でなければならず、壊れやすさは安物と同程度です:+1,900%。銀コーティングまたは銀刃の武器は、品質に関わらず壊れます:+200%。ルールについては「銀の武器」(B275ページ)を参照してください。銀は貴重ですが、すべてが「見栄えの良い」品質というわけではありません。
例1:レベル3の騎士、リアム卿は、究極の狼男退治の剣を求めています。彼は、優れたバランス(スキル+1、+400%)、非常に優れた素材(破損-2、ダメージ+2、+1,900%)、そして銀刃(+200%)を持つ突き剣を依頼します。合計修正値は+2,500%です。これを剣の定価$600に適用すると、最終的な価格は$15,600になります!
例2:TL7の将校であるシュワルツ将軍に、礼装用のサーベルが贈られました。この刀身は戦闘にはほとんど役に立ちません。バランス(スキル-1、-60%)と素材(+2、-80%)が安っぽいからです。しかし、ルビーと金の装飾は見栄えが良く(+400%)、最終的な補正は+260%です。サーベルの定価は$700なので、このサーベルの価格は$2,520です。シュワルツがこれを売却した場合、その金額の大部分が彼の手に渡ります。
Optional Rule: Custom Quality Levels
The GM may opt to allow attractiveness, balance, and materials to vary independently. Pick the desired features below, add their price modifiers, and apply the final percentage to the weapon’s price after all other modifications. If this gives a discount larger than -80%, limit it to -80%. “Balance” refers to the previous rule; “materials” describes the quality ratings in the Basic Set.
Cheap (Balance): All weapons: -60%.
Good (Balance): All weapons: +0%.
Fine (Balance): All weapons but sticks and improvised weapons: +400%.
Cheap (Materials): Melee and thrown weapons only: -60% at TL0-6, -80% at TL7+.
Good (Materials): All weapons: +0% at TL0-6, -60% at TL7+.
Fine (Materials): Arrows, bolts, and crushing-only or impaling-only melee or thrown weapons: +200% at TL0-6, +0% at TL7+. Fencing weapons and swords: +300% at TL0-6, +0% at TL7+. Other cutting melee or thrown weapons: +900% at TL0-6, +0% at TL7+. Blowpipes, bows, and crossbows: +300%.
Very Fine (Materials): Fencing weapons and swords only: +1,900% at TL0-6, +300% at TL7+.
Presentation: All weapons: +400% or more. There’s no upper limit! Such weapons fetch more when resold. Start with the inflated original purchase price and halve any discount or depreciation for a second-hand weapon.
Silver: Solid silver arrows, bolts, or melee or thrown weapons can only be of “good” materials quality, yet break as if cheap: +1,900%. Silver-coated or -edged weapons can be of any quality: +200%. See Silver Weapons (p. B275) for rules. While valuable, not all silver is “presentation” quality.
Example 1: Sir Liam, a TL3 knight, wants the ultimate werewolf-slaying sword. He commissions a thrusting broadsword that has fine-quality balance (+1 skill, +400%), very fine-quality materials (-2 breakage, +2 damage, +1,900%), and silver edges (+200%). The total modifier is +2,500%. Applying this to the sword’s $600 list price gives a final cost of $15,600!
Example 2: General Schwarz, a TL7 officer, is presented with a dress saber. The blade is almost worthless for fighting, with cheap-quality balance (-1 skill, -60%) and materials (+2 breakage, -80%). However, it’s of presentation quality – the rubies and gold look great (+400%). The final modifier is +260%. List cost for a saber is $700, so this one costs $2,520. If Schwarz ever sells it, he’ll get most of that sum.
Fuscina – Ancient Rome. A TRIDENT (p. 229). Often used by gladiators in conjunction with a MELEE NET (p. B276).
GADA (p. 230; illustration, p. 174) – India. This giant mace symbolizes strength. Wielded two-handed, it can be swung or gripped near the head to “punch.” The listed gada is small; the GM may scale up damage bonus, cost, weight, and ST together; e.g., \1.2 gives sw+6, $120, 18 lbs., ST 19. Reach doesn’t change – the head just gets bigger.
GARROTE (p. B272) – Universal. Any length of cord, wire, or rope used to strangle.
GLAIVE (p. B272) – Europe. A polearm consisting of a pointed cleaver on a long haft, which evolved from the HEAVY SPEAR (p. 229) in ancient times. A shorter version – the DUELING GLAIVE (p. 229) – was used for individual combat in the Middle Ages.
GREAT AXE (p. B274) – Universal. A large, two-handed axe, “weaponized” from the woodsman’s (or executioner’s!) axe.
GREATSWORD (p. B274) – Europe. A true two-handed sword. It usually has a sharp tip (a THRUSTING GREATSWORD, p. B274). A typical European greatsword has a ricasso ending in two protruding spikes that protect the wielder’s hand.
HALBERD (p. B272) – Europe. A heavy polearm with an axelike head that sports both a back-spike (enables the Hook technique, p. 74) and an axial spike (used like a spear). The battlefield version may be shortened to a DUELING HALBERD (pp. 229-230) for individual combat.
Hanbo – Japan. Treat this “half-staff” (which is what the name means) as a JO (pp. 227, 230).
Han-Kyu – Japan. Literally, “half-bow” – a SHORT BOW (p. B275) sometimes modified by ninja to fit in a sleeve.
HARPOON (p. B276) – Universal. A barbed hunting spear with a line attached. Not an entangling weapon; pulling on the line tends to yank it out (see footnote 8, p. B276). In melee, treat it as a clumsy HEAVY SPEAR (p. 229) with reach 1, 2* and -2 to skill.
HATCHET (pp. B271, B276) – Universal. A light, short-hafted axe suitable for throwing.
この鉤は鉤術(74ページ)を可能にする。また、内側には刃がついており、馬を負傷させるのに使われるらしい。通常は2本1組で使われる。
HOOK SWORD (pp. 226-227; illustration, p. 73) – China. A blunt weapon shaped like an inverted “J,” with an edged handguard for punching.
The crook enables the Hook technique (p. 74) – and the inside is edged, ostensibly for crippling horses! Usually used in pairs.
HORSE-CUTTER (p. 229; illustration, at right) – China. A polearm with a heavy chopping blade similar to that of a Dao (p. 227), intended for use by footmen against horsemen. The HEAVY HORSE-CUTTER (p. 229) is half again the length and mass of the LIGHT HORSECUTTER (pp. 229-230).
ほとんどのフンガムンガは投擲武器(ナイフ)を必要とするが、「ラージ・フンガムンガ」(231ページ)は投擲武器(斧/メイス)を使用する。TL2のモデルは軟鉄製で、衝撃で曲がることがある。投擲後1dをロールする。1〜3が出た場合、曲がって使い物にならない。元に戻すには10秒と武器+3ロールが必要となる。TL3以上の鋼鉄製刃はこのルールを無視できる。「モンワンガ」とも呼ばれる。
HUNGAMUNGA (p. 231; illustration, p. 52) – Sub-Saharan Africa. A flat “throwing iron” with multiple sharp points – typically between five and eight – and a handle.
Most hungamungas require Thrown Weapon (Knife), but the LARGE HUNGAMUNGA (p. 231) uses Thrown Weapon (Axe/Mace). TL2 models are soft iron and may bend on impact. Roll 1d after a throw; on a 1-3, it bends and is useless. Bending it back takes 10 seconds and an Armoury+3 roll. TL3+ steel blades may ignore this rule. Also called a “mongwanga.”
Iklwa – Zulu. A SHORT SPEAR (p. 229) with a long, broad head, unbalanced for throwing.
Jang Gum – Korea. A long, curved sword used in one or two hands. Treat as a KATANA (pp. B271, B274).
JAVELIN (pp. B273, B276) – Universal. A slender spear, balanced for throwing but also useful as a light melee weapon.
JIAN (pp. 227, 229; illustration, p. 69) – China. A straight, one-handed sword with a long, narrow blade that’s light enough for fencing but strong enough for cutting. A tassel often decorates the handle.
Jitte – Japan. A sharp, spearhead-like blade with two side prongs for disarming. Treat as a SAI (pp. 227-228, 231). The name of this weapon and that of the JUTTE (below) are occasionally exchanged, or used for both weapons – the result of a shift in transliteration practices.
JO (pp. 227, 230) – Japan. A four- to five-foot stick normally used with two-handed staff techniques.
JUTTE (pp. 227-228; illustration, p. 169) – Japan. A blunt baton with a single prong for catching parried blades for disarming. Confusingly, some sources swap the name of this weapon and that of the jitte (above), or use the same term for both.
Kabutowari – Japan. The so-called “helmet breaker” is a curved metal truncheon. Its handle and sheath resemble those of the wakizashi (p. 225), letting a non-samurai look as if he’s carrying a sword without breaking the law. Some evidence suggests that it was used alongside the tachi (p. 225) as a secondary and parrying weapon. Treat as a BATON (p. B273) that’s both presentation quality and fine quality. It gets +1 to swinging damage and costs $150; other statistics don’t change.
鎌 - 日本。内側の刃が鋭く研がれた、まっすぐで尖った刃を持つ鎌(226ページ)。
KAKUTE (p. 227) – Japan. A ring with small teeth or “horns,” used to get a firm grip on an opponent and assail pressure points. A pair – one on the ring finger, one on the thumb – gives +1 to rolls to prevent a grappled foe from breaking free and +1 to Pressure Points skill while grappling, but Bad Grip 1 (p. B123) with weapons. Twisting the rings into position for grappling or out of the way for other tasks takes a Ready maneuver.
Kama – Japan. A SICKLE (p. 226) with a straight, pointed blade sharpened on the inside edge.
KATANA (pp. B271, B274) – Japan. A slightly curved, singleedged sword designed for one- or two-handed use. The Basic Set describes an early Tokugawa-era weapon in transition from the two-handed nodachi (p. 221) to a blade short enough to wear thrust through a sash. Use the LATE KATANA (pp. 227, 230) statistics for later-era katanas, including modern ones.
KATAR (pp. 228-229; illustration, p. 62) – India. A blade with a perpendicular handle equipped with hand or arm guards, awkward for slashing but ideal for thrusting. Grip mechanics permit the use of armed or unarmed combat skills to parry, as with the TONFA (p. 226). Typically knifesized, but the LARGE KATAR (p. 229) is shortsword-sized.
Kittate – Japan. A one-piece iron pick with an L-shaped spike on the peen, intended as a portable candle-holder. Stuck in a wall pick-first, with a candle on the spike, it can provide hands-free light. It’s also an effective weapon – treat as a PICK (p. B271).
KNIFE (pp. 228-229, B272, B276) – Universal. Any one-handed blade smaller than a sword, built for effective cutting and stabbing. Lightest is the SMALL KNIFE (pp. B272, B276), which may be balanced well enough to throw. The next size up is the LARGE KNIFE (pp. B272, B276), which is often purpose-built for combat but rarely throwable. Largest – at a total length between 15” and 23” – is the LONG KNIFE (pp. 228-229), which is only marginally less substantial than a SHORTSWORD (p. B273) and never throwable. For throwable knives, see THROWING KNIFE (p. 231).
KNIFE-WHEEL (p. 228) – China. A SLASHING WHEEL (p. 223) with knife blades protruding from either side. Traditionally used in pairs.
コブ付きクラブ(p. 226、p. 154の図版)– 普遍的。ノブケリーのような、打撃部が大きくなった棍棒。
KNOBBED CLUB (p. 226; illustration, p. 154) – Universal. A club with an enlarged striking head, such as the knobkerrie.
Krabi – Thailand. A light, curved sword with a long handle. Treat as a SABER (p. B273).
Kris – Indonesia. A wavy-bladed knife of any size, believed by some to possess magical powers. The blade is slotted loosely into the handle, which is usually curved; quality is often cheap. Treat as a SMALLKNIFE (p. B272), LARGEKNIFE (p. B272), or LONG KNIFE (p. 228-229), as appropriate. Not balanced for throwing.
KUKRI (p. 228; illustration, p. 255) – Nepal. A heavy chopping blade, curved to a 45° angle in the middle. The listed kukri is knife-sized; treat a larger one as a SMALL FALCHION (p. 229) or even a FALCHION (p. 229). Modern kukris are often made from truck springs – even fine and very fine examples!
KUSARI (p. B272) – Japan. A chain weighted at both ends, also called a “kusarifundo” or “manrikigusari” (“ten-thousandpower chain”). It’s possible to “snap” a kusari at the foe end-first. Damage becomes thrust crushing, but the attack avoids two of the drawbacks on p. B406: it works even in close quarters and has no chance of hitting you in the face on a critical miss.
使用者はEntangle(p. 71)を用いて鎖で敵を捕らえ、鎌でとどめを刺す。
これらは通常の鎖と鎌の攻撃として扱うが、2ヤードの鎖には鎖鎌の統計の最初の行を使用する。
映画の戦士は、刃のついたフレイルのように鎖を使って鎌を振り回すことがあります。2行目がそれを表しています。しかし、リアルなゲームではGMがこれを禁止する場合があります。一部のバージョンでは、4ヤードの鎖を銃床に取り付けたり(コンビネーションウェポン、p.214を参照)、2ヤードの鎖を刃の反対側の柄の上に取り付けたりします(片手使用は可能ですが、鎖か鎌のいずれか1つの武器としてカウントされます。各ターンで選択します)。
KUSARIGAMA (p. 228; illustration, p. 124) – Japan. A kama (SICKLE, p. 226) with a two-yard KUSARI (p. B272) attached to the handle’s butt. Requires a hand on the handle and a hand on the chain, and counts as a weapon in either hand.
The wielder snares the enemy with the kusari using Entangle (p. 71) and then finishes him with the kama.
Treat these as normal kusari and kama attacks, but use the first line of kusarigama statistics for the two-yard kusari.
Cinematic warriors sometimes swing the kama by the chain, like an edged flail – the second line represents this – but the GM may forbid this in a realistic game. Some versions affix a four-yard kusari to the butt (see Combination Weapons, p. 214) or a two-yard kusari atop the handle, opposite the blade (permits one-handed use but counts as only one weapon, either a kusari or a kama – choose each turn).
KUSARIJUTTE (p. 228) – Japan. A JUTTE (pp. 227-228) with a two-yard KUSARI (p. B272) attached to the handle. One hand goes on the handle, the other on the chain. Use the standard jutte and kusari rules, except that the short kusari uses the statistics listed for the kusarijutte. Some versions hide the kusari inside the jutte and release it out the tip of the weapon – see Combination Weapons (p. 214) and Disguised Weapons (p. 218).
ラジャタン(p.229)– インドネシア。両端に三日月形の刃が付いた長槍。
LAJATANG (p. 229) – Indonesia. A polearm with crescent-shaped blades on both ends.
ランス(p.B272)– ヨーロッパ。「ランス」は大まかに言えば長い槍を指しますが、基本セットの武器は、鐙と背の高い鞍を装備した騎手のエネルギーを伝達できるほど頑丈な重い槍です。歩兵の槍とは異なり、通常はグリップとハンドガードが付いています。トーナメント用のランスは鈍く、衝撃で砕けます。p.-B397を参照してください。
LANCE (p. B272) – Europe. “Lance” loosely describes any long spear, but the Basic Set weapon is a heavy spear sturdy enough to deliver the energy of a horseman equipped with stirrups and a high-backed saddle. It usually has a grip and a handguard, unlike an infantry spear. Tournament lances are blunt and shatter on impact; see p. - B397.
ラリアット(p.B276)– アメリカ大陸。端が輪になっているロープをスリップノットで結んだもので、伝統的に馬や牛を傷つけずに捕獲するために使われます。戦闘ルールについてはp.B411を参照してください。 「投げ縄」とも呼ばれる。
LARIAT (p. B276) – Americas. A rope that ends in a loop tied with slipknot, traditionally used to capture horses and cattle without injury. For combat rules, see p. B411. Also known as a “lasso.”
リアンチャット – インドネシア。木の杭(B272、B276ページ)。
Liangtjat – Indonesia. A WOODEN STAKE (pp. B272, B276).
救命胴衣(227ページ) – イギリス。小型の警棒を指す俗語。紐が付いていることが多い。紐を持って振り回す場合は、記載されている数値を使用する(「伝統的な」標的は脚)。そうでない場合は、安物のブラックジャック(B271ページ)として扱う。
LIFE-PRESERVER (p. 227) – England. Slang term for a small truncheon, often one with an attached cord. Use the listed statistics when swinging it by the cord (the “traditional” target is the legs); otherwise, treat as a cheapquality BLACKJACK (p. B271).
軽い棍棒(B271ページ) – 汎用。バランスの取れた木製の棍棒。専用の武器(良質以上)でも、手近な枝やテーブルの脚など(安物)でも構わない。野球のバットは軽い棍棒ではなく、節のある棍棒(226ページ)である。
LIGHT CLUB (p. B271) – Universal. Any balanced wooden club, whether a dedicated weapon (good quality or better) or a handy branch, table leg, etc. (cheap). A baseball bat isn’t a light club but a KNOBBED CLUB (p. 226).
長剣(227ページ、図解、4ページ) – ドイツ。両手で突き刺すように設計された、軽い突き用バスタードソード(B271、B274 ページ)。多くの場合、防御グリップ(109 〜 111 ページ)から行います。この戦術を容易にするため、通常は刃の先端から6インチ(約15cm)の部分だけが研がれていた。
LONGSWORD (p. 227; illustration, p. 4) – Germany. A light THRUSTING BASTARD SWORD (pp. B271, B274) designed for two-handed thrusting, often from a Defensive Grip (pp. 109-111). To facilitate this tactic, only the tip-most 6” of the blade was normally sharpened.
メイス(226、231ページ、B271、B276ページ) - 汎用。片手で操作する、バランスの悪い棍棒。石、木、または金属でできた、巨大な粉砕用の頭部を持つ。滑らかな頭部を持つラウンドメイス(226、231ページ)は古代のものだが、現代の武術家は今でも「メロンヘッドハンマー」や類似の武器を使用している(中国式に2つ1組で使われることもある)。プレートアーマーを打ち抜くためのフランジまたはスパイクを備えた標準的なメイス(B271、B276ページ)は、中世ヨーロッパの古典的な武器である。より軽量なバージョンであるスモールラウンドメイス(226、231ページ)とスモールメイス(B271、B276ページ)は、しばしば予備武器として用いられる。投擲メイスは致命的な発射物であり、攻撃者はメイスを振り回すのではなく、投げつける。まっすぐに投げつける。
MACE (pp. 226, 231, B271, B276) – Universal. Any unbalanced,
one-handed war club with a massive stone, wooden, or metal crushing head. The smooth-headed ROUND MACE (pp. 226, 231) is ancient, but modern martial artists still use “melon head hammers” and similar weapons (sometimes even in pairs, in Chinese styles). The standard MACE (pp. B271, B276), with flanges or spikes for bashing through plate armor, is a classic weapon of medieval Europe. Lighter versions – the SMALL ROUND MACE (pp. 226, 231) and SMALL MACE (pp. B271, B276) – are often backup weapons. A thrown mace is a deadly projectile; the attacker lobs it rather than hurling it in a straight line.
マチェーテ - 万能。果物の収穫や雑木林の伐採に用いる刃物。大きさによってククリ(228ページ)またはファルシオン(229ページ)と同等の扱いとなるが、どちらにも似ておらず、安っぽいものが多い。
Machete – Universal. A chopping blade used to harvest fruit and clear brush. Treat as a KUKRI (p. 228) or a FALCHION (p. 229), depending on size – but it may little resemble either and is often cheap-quality.
Mae Sun-Sawk – Thailand. A side-handled club, typically used in pairs. Treat as a TONFA (p. 226).
マンゴーシュ(p. 228) – フランス、イタリア。大きな籠柄と幅広の横木を持つ硬いナイフ。主に受け流し用の武器として設計された。レイピアと併用する。投擲はできない。
MAIN-GAUCHE (p. 228) – France, Italy. A stiff knife with a large basket hilt and broad crosspiece, designed primarily as a parrying weapon. Used alongside a rapier. Not throwable.
マキラ(図解、p. 114) – バスク。豪華な金属製の杖。重厚なグリップを外すと槍先が現れる。キャップ付きなら軽い棍棒(p. B271)、キャップなしならやり投げ(p. B273、B276)として扱う。この偽装された武器は展示用として300ドル、重さは2.5ポンド(約1.1kg)である。
Makhila (illustration, p. 114) – Basque. A gorgeous metalshod cane. The heavy handgrip unscrews to reveal a spearhead. Treat as a LIGHT CLUB (p. B271) if capped, a JAVELIN (pp. B273, B276) if uncapped. This presentationquality disguised weapon costs $300, weighs 2.5 lbs.
Masakari – Japan. An AXE (p. B271). Less often, a GREAT AXE (p. B274).
モール(p. B274) – 汎用。両手で握る重いハンマー。
MAUL (p. B274) – Universal. A heavy, two-handed hammer.
- コラム:型破りな攻撃(Unorthodox Attacks)p.220
- L-片手武器と両手武器(One-Handed Two-Handers) p.220
- L-投げられた白兵武器(Hurled Melee Weapons) p.220
MENSURSCHLÄGER (pp. 226-227) – Germany. A narrow, blunt-tipped, basket-hilted sword for Schläger (p. 160).
Metsubushi – Japan. Ninja and police favor this all-in-one delivery system for powders (usually blinding agents). It consists of a mouthpiece with a removable cap. A tube at the other end contains one dose of powder. It takes only a second to ready, but it’s too fussy to reload in combat. Treat as a BLOWPIPE (p. B275) that can only shoot powders at one yard – see Blowpipe (p. B180) for rules.
Mijin – Japan. Three short chains weighted with iron balls, linked to a central ring. Treat as a BOLAS (p. 227, B275) for melee combat and throwing. The statistics don’t change; metal is denser and pricier than leather and stones, but there’s far less of it.
Miséricorde – France. Translates as “mercy,” either in the sense of “beg for mercy” or the “mercy” shown by finishing a wounded foe. Describes any stabbing-only knife – typically a DAGGER (pp. B272, B276), RONDEL DAGGER (p. 228), or STILETTO (p. 228) – and refers to its use to attack chinks in the armor of fallen knights.
MONK’S SPADE (p. 229; illustration, p. 219) – China. A polearm with a sharp, spade-like head on one end and a crescent-shaped blade on the other.
MONOWIRE WHIP (p. B272) – Science Fiction. A weighted monomolecular wire on a short handle. For many special rules, see Whips (p. B406).
MORNINGSTAR (p. B272) – Europe. A one-handed flail consisting of a handle linked to a spiked striking head by a chain. Some sources use the term for a MACE (p. B271) with a spiked striking head.
Muchan – India. A BATON (p. B273) that’s traditionally wielded in a Defensive Grip (pp. 109-111).
Myrmex 「四肢を貫く者」(limb-piercer)を意味するこの武器は、鉄や鉛をちりばめた丈夫な革製の厚い篭手、もしくは手袋でした。手袋には青銅製の三叉の「フォーク」が取り付けられており、致命的な貫通パンチを繰り出すために使用されました。そのため、この武器は恐るべき名で呼ばれています。MYRMEX (p. 226) – Ancient Greece. Leather hand wrapping with sharp edges that inflict shallow cuts when punching. Gives DR 1 to the hand – but also Bad Grip 1 (p. B123).
Nagamaki – Japan. Fundamentally a NAGINATA (pp. B272-274), but with a longer blade and a shorter staff.
NAGINATA (pp. B272-274) – Japan. A staff-length polearm with a sword-like head. The sport of Naginatado (p. 187) uses wooden pole with a pliant, leather-tipped bamboo head; damage is swing or thrust crushing. All-hardwood training naginata prevent accidental cuts but are as deadly as any staff: swing+2 or thrust+2 crushing.
お好みですべて使ってみてください!ルールは以下の順番で適用されます。
1. コンビネーション武器(p.214)を使ってアクセサリーを追加します。
新しいコストと重量を記録します。
2. 高品質の武器(p.216)を使って品質を調整します。
コンビネーション武器の合計価格に、適用可能な最も高価なタイプの武器を適用します。
例えば、鎌付きの杖は「その他の切断用近接武器」であり、「粉砕専用近接武器」ではありません。
3. 隠し武器(p.218)を使って武器を隠します。
コストの修正は、アクセサリーと品質の変更後に適用されます。
重量の修正は、アクセサリーの修正と累積されます。
Designing the Perfect Weapon
There are several rules for modifying weapons.
Use them all if you like! They apply in the following
order:
1. Add accessories using Combination Weapons
(p. 214). Record the new cost and weight.
2. Adjust quality using Weapons of Quality
(p. 216). Modifiers apply to the total price of combination
weapons, using the most expensive applicable
type; e.g., a staff with a sickle is “other cutting melee
weapons” and not “crushing-only melee weapons.”
3. Conceal the weapon using Hidden Weapons
(p. 218). Cost modifiers apply after changes for accessories
and quality. Weight modifiers are cumulative
with those for accessories.
Neko-De – Japan. A BLADED HAND (p. 226) commonly associated
with ninja. Used for both climbing and fighting.
NET (p. B276) – Ancient Rome. A weighted net designed for combat. The MELEE NET is a one-handed thrown or melee weapon, used by Roman gladiators in conjunction with the TRIDENT (p. 229). The LARGE NET requires two hands and is only for throwing, but is also harder to escape from. See p. B411 for rules. A fighter with a net can trail it in front of him to trip foes. The hex containing the net is bad footing. Furthermore, the wielder can try to yank the net out from under the enemy. Roll a Quick Contest of ST. If the user wins, his opponent falls. Otherwise, nothing happens . . . but if his ST roll is a critical failure, he falls instead!
Ngao – Thailand. A polearm tipped with a fork, spearhead, or long blade. Treat a forked ngao as a TRIDENT (p. 229), a spear-tip ngao as a SPEAR (p. B273), and a bladed ngao as a NAGINATA (pp. B272-274).
Ninja-To – Japan. Also called a “ninjaken,” this is a straightbladed SHORTSWORD (p. 223) associated with ninja. Reputable historians and hoplologists have found no straight-bladed Japanese swords older than the mid-20th century – but Ninjutsu stylists (see Ninja and Ninjutsu, p. 202) claim that the design is almost a thousand years old. In a cinematic game, it has a hollow sheath that works as a BLOWPIPE (p. B275) and snorkel.
Nodachi – Japan. A curved sword similar to the KATANA (pp. B271, B274), but longer. Treat as a THRUSTING BASTARD SWORD (pp. B271, B274) or a THRUSTING GREATSWORD (p. B274), depending on size. Longer weapons existed but were strictly ceremonial.
NUNCHAKU (p. B272) – Okinawa. Popular fiction wrongly portrays this Okinawan flail as a “ninja weapon.” It consists of two lengths of wood linked by a chain or cord, the length of which varies but is usually short. Sometimes wielded in pairs.
Okusarigama – Japan. A large SCYTHE (p. B274) with a fulllength KUSARI (p. B272) mounted on the head; use Combination Weapons (p. 214) to work out statistics. Users often plant the staff on the ground or against the body with one hand (takes a Ready maneuver but lowers the weapon’s ST requirement by one) and swing the kusari with the other.
Otta – India. An S-shaped club styled to resemble an elephant’s tusk, traditionally held in a Defensive Grip (pp. 109-111). Treat as a KNOBBED CLUB (p. 226).
Paku – Indonesia. A WOODEN STAKE (p. B276) used for throwing.
Panthiruchan – India. A QUARTERSTAFF (pp. B273-274).
Parang – Indonesia. A cleaver- or machete-type sword of SMALL FALCHION (p. 227) to FALCHION (p. 229) size.
Partisan – Europe. A spear with triangular spikes (“ears”) at the base of a broad head. This prevents impaled foes from running themselves through to close with the wielder; see Holding a Foe at Bay (p. 106). Otherwise, treat as an unthrowable SPEAR (p. B273). Also called a “Bohemian ear-spoon.”
Piau – Indonesia. A throwing blade. Treat as a SHURIKEN (p. B276).
PICK (p. B271) – Europe, Middle East. A one-handed war club with a beaked head mounted at right angles to the handle. It’s designed to penetrate armor; the narrow tip removes -2 of the penalty for targeting chinks in armor (p. B400).
Pikestaff – England. The shaft of a long spear or pike, used as a fighting stick. Treat as a LONG STAFF (p. 230).
Pilum (illustration, p. 222) – Ancient Rome. Plural is “pila.” A throwing spear. Its head has an unhardened iron portion that bends on a hit, preventing the enemy from hurling it back or easily removing it from a shield. If a thrown pilum hits, it becomes useless except as a staff until straightened. Should it strike a shield, footnote [4] under the Muscle-Powered Ranged Weapon Table (p. 232) applies. In either case, unbending the head requires a free hand and a foot, and takes three Ready maneuvers and a ST roll. Treat as a SPEAR (pp. B273, B276) in all other respects.
Pisau – Indonesia. A SMALL KNIFE (pp. B272, B276).
Plong – Thailand. A bamboo QUARTERSTAFF (pp. B273-274).
PLUMBATA (p. 231) – Ancient Rome. A short javelin or “war dart” with a fletched wooden shaft. Part of the slender metal head is made of lead (plumbum, whence the weapon’s name) that deforms on impact, fouling shields and making it a one-use weapon.
レイピア、サーベル、スモールソードがフレイルを受け流せないのは(p.B405参照)、刃の設計によるもので、
武器スキルによるものではありません。
メインゴーシュ、レイピア、サーベル、スモールソードのいずれかのスキルと、
これら4つ以外の近接武器スキルを少なくとも1つ組み合わせた武器であれば、
通常のペナルティでフレイルを受け流すことができます。
これには、刃物付きレイピア(および重量3ポンド以上のレイピア)、剣、十手、サイ、そして短杖(警棒と同等)が含まれます。
Parrying Flails
As explained under Fencing Parries (p. 221), the
inability of the rapier, saber, and smallsword to parry
flails (see p. B405) is a consequence of blade design,
not weapon skill. Any weapon that works with the
Main-Gauche, Rapier, Saber, or Smallsword skill and
at least one Melee Weapon skill other than those four
can parry flails at the usual penalties. This includes
the edged rapier (and any other rapier that weighs 3
lbs. or more), jian, jutte, sai, and short staff (which is
identical to a baton).
POLLAXE (p. B272) – Europe. The Basic Set calls this a “poleaxe” and not a “pollaxe.” The error is forgivable for the weapon given there: a large axe head on a long pole – a battlefield polearm. The DUELING POLLAXE (pp. 229-230) is nearly identical but shortened for personal combat. However, “pollaxe” often refers to a far more elaborate dueling polearm with an axe or hammer head, a beaked peen, a top spike, a spiked butt, and a metal-reinforced shaft. Use the DUELING HALBERD (pp. 229-230) statistics; the only effect of a hammer head is to exchange the swing+4 cutting attack for a swing+4 crushing attack. Purpose-built for Pollaxe Fighting (p. 191) between armored knights, this polearm is optimized for the Defensive Grip (pp. 109-111). Even in games that don’t use the Defensive Grip option, the GM should allow it with this weapon.
PRODD (p. B276) – Europe, Middle East. “Prodd” or “prod” means the bow assembly of any CROSSBOW (p. B276). It’s also the name of a bird-hunting crossbow that launches lead pellets instead of bolts. Furusiyya (pp. 159-161) practitioners use special prodds that lob primitive naphtha grenades. These get Acc 1 and Range –/\5, and can’t shoot pellets. See Molotov Cocktails and Oil Flasks (p. B411) for the effects of a hit.
SMALL KNIFE (pp. B272, B276), LARGE KNIFE (pp. B272, B276), or LONG KNIFE (pp. 228-229).
使用者は、両手を一対の鍔(ハンドガード)の中に入れ、この剣を体の横に構えます。鍔のそれぞれには三日月形の刃が付いています。片方の鍔で斬ったり突き刺したり、接近戦では「パンチ」を繰り出したり、両端を同時に使って隣接する2体の敵に二刀流攻撃を仕掛けたりすることができます。この複合武器による攻撃は-1されます。
QIAN KUN RI YUE DAO (pp. 226, 230; illustration, p. 56) – China. The “heaven and earth, sun and moon sword” is a 4’ to 5’ metal bar with a sickle-like blade at either end.
The wielder holds it across his body with his hands inside a pair of handguards – each with another crescent-shaped blade on it. He can cut and thrust with one end, “punch” in close combat, or use both ends at once for a Dual-Weapon Attack against two adjacent foes. Attacks with this complex weapon are at -1.
QUARTERSTAFF (pp. B273-274) – Universal. A balanced 5’ to 7’ wooden pole, wielded two-handed (often in a central grip). It enjoys worldwide praise for its defensive utility and ability to deal combatwinning blows. The GM should allow it to benefit from Parrying with Two-Handed Weapons (p. 123), even if he doesn’t otherwise use that rule. Soldiers regularly learned staff fighting to ensure that they could defend themselves if their polearm lost its head. A broken polearm uses the statistics for a LONG STAFF (p. 230) – as does the traditional 8’ to 9’ medieval European quarterstaff. Drag limits the striking power of a long staff, and it requires a Defensive Grip (pp. 109-111) to be useful at close range.
RAPIER (pp. 227, 229, B273; illustration, p. 219) – Europe. A long, one-handed sword with a stiff, narrow blade built for stabbing (but not for parrying – rapierists often carried a secondary weapon or a cloak for defense). Despite modern misconceptions, the rapier isn’t flimsy or fragile; it’s simply longer and thinner than a military cut-andthrust sword of similar weight, as befits a civilian weapon designed to combat lightly armored foes. There are many variations. The LIGHT RAPIER (p. 229) is a laterera weapon well on its way to becoming a SMALLSWORD (p. B273). In the other direction, there were longer rapiers calculated to give a tactical edge in a duel. Historically, the rapier “arms race” led to lengths so extreme that London had a law restricting length, enforced by snapping off the excess! Such blades aren’t practical for adventurers. Early rapiers generally had sharp edges and enough weight for cutting, and later blades sometimes emulated this. These are the EDGED RAPIER (p. 229) and LIGHT EDGED RAPIER (p. 229), respectively.
REPEATING CROSSBOW (p. 231; illustration, p. 97) – Asia. A CROSSBOW (p. B276) that’s first loaded (from a gravity-fed “magazine”) and cocked, and then fired, by pushing and pulling a lever. It has no separate trigger and can’t be carried cocked. The shooter must take a Ready maneuver immediately before each shot, but can shoot every other second.
Ring Sword – China. A LARGE FALCHION (p. 227) decorated with rings on the back edge.
Rokushaku Kama – Okinawa. A kama (SICKLE, p. 226)-QUARTERSTAFF (pp. B273-274) combination. See Combination Weapons (p. 214).
Rokushakubo – Okinawa. A QUARTERSTAFF (pp. B273-274), tapered at the ends.
柄頭の形状により、使用者はもう一方の手で打撃を加えることができ、鎧の隙間を狙った場合のペナルティ(p.B400)を-2する。使用者がガントレット(防御力4以上の手袋)を装着している場合、円盤状の構造により武器は先端を下にして固定される。使用者はリバースグリップ(p.111-112)を取らなければならないが、武装解除耐性が+2される。
RONDEL DAGGER (p. 228; illustration, p. 11) – Europe. A heavy dagger with broad discs as its pommel and handguard.
The pommel design lets the user drive a blow home with the other hand, erasing -2 of the penalty for targeting chinks in armor (p. B400). If the wielder is wearing gauntlets (any gloves with DR 4+), the discs lock the weapon in place point-down: the wielder must use a Reversed Grip (pp. 111-112) but gets +2 to resist disarming.
ROPE DART (p. 229; illustration, p. 233) – China. A small metal throwing spike on the end of a rope. This lets the user retrieve the projectile after hurling it. The dart is smooth and bullet-shaped – not barbed – and can’t snag and reel in the target. Light, ranged, and retrievable, the rope dart is a useful backup weapon for cavalry.
SABER (p. B273) – Europe. A light, one-handed cut-andthrust sword built for fencing.
SAI (pp. 227-228, 231; illustration, p. 133) – Okinawa. A three-tined metal truncheon with a long central spike and a pair of short side prongs. Most often both side prongs point forward, but sometimes one is reversed (no game effect). Historical weapons had sharp points, but improvised and modern ones might be blunt. Similar weapons exist throughout Asia; several predate the sai.
バズソー・ボール・アンド・チェーン:この学校お馴染みの武器は、重い鎖と巨大なモーニングスターの利点を兼ね備えています!ボールの中にバネ仕掛けのノコギリ刃が内蔵されています。 (鎖は鎖スキルで突き+3の粉砕ダメージを与えます。玉は両手フレイルスキルで振り+4の粉砕ダメージを与えます。刃を弾くには準備動作が必要ですが、ダメージは切断になります。到達レベル1〜4*。)
首切りフード:回転する刃がぎっしり詰まった金属の鈴で終わる鎖ほど素晴らしいものはありません。敵の首をこのフードで捕らえ、首を斬りましょう。切り落とした首を仲間に投げつければ、紛れもないメッセージを送ることができます。真の達人なら、このフードを二つも欲しがるでしょう! (首切りフードはDX/ベリーハードの固有スキルです。-5のロールでベルを敵の頭上に落とします。首に毎秒5dの切断ダメージを与え、相手は首を切断されて死亡します。頭部を排出すると威圧に+5が加算されます。頭部を排出したり、投げつけた後に武器を構えたりするには準備動作が必要です。到達レベル1〜10。)
ドゥーム・ピンサー:鋭利な鋏を装備した重装ガントレットより優れたものは何でしょうか?もちろん、強力な機械仕掛けのエンジンを搭載したガントレットです!(刃は通常の短剣として攻撃するか、グラップルスキルに-2で組みつきます。組みついた敵は、組みついた部位に毎秒2dの切断ダメージを受けます。到達レベルC、1。)
ソードチャク:2本の剣を柄頭同士で鎖で繋ぎ、ヌンチャクのように巧みな動きで敵を切り刻みます。はい、これらは全長の剣です。つまり、リーチが優れています!(ダメージは切断、リーチは1、2ですが、ヌンチャクと全く同じ扱いです。)
ウィップブレード:この剣は、実際には5枚の刃が鎖で端から端まで繋がっています。柄に隠された巧妙な機構により、刃を束ねて切断用の刃にしたり、刃を緩めて強力な金属の鞭にしたりできます。(「ショートソード」スキルで扱えば通常のファルシオンとして、また「ウィップ」スキルで扱えば切断ダメージを与える2ヤードの鞭として使用できます。モード変更には準備動作が必要です。)
Silly Weapons
Realistic “martial-arts weapons” can be inefficient, overly complex, and/or hopelessly specialized. Cinematic ones are often all of those things and silly, too! They’re still terrifyingly effective in their native setting, though. Below are some fictional examples. Cost, weight, and other details are deliberately left vague. Such factors seem quite irrelevant to the cinematic schoolgirls and old men who wield these weapons.
Buzzsaw Ball-and-Chain: This schoolyard classic combines the benefits of a heavy kusari and a giant morningstar! Now with spring-loaded saw blades in the ball. (The chain strikes with Kusari skill for thrust+3 crushing. The ball uses Two-Handed Flail skill for swing+4 crushing. Popping the blades takes a Ready maneuver but makes damage cutting. Reach 1-4*.)
Decapitating Hood: There’s nothing quite like a chain that ends in a metal bell full of whirling blades. Catch your enemy’s head in it to decapitate him. Fling the severed head at his friends to send an unmistakable message. True masters will want two! (Decapitating Hood is a unique DX/Very Hard skill. Roll at -5 to drop the bell over an opponent’s head. It inflicts 5d cutting damage per second to the neck until the victim dies of decapitation. Expelling the head gives +5 to Intimidation. Ejecting a head or readying the weapon after a throw requires a Ready maneuver. Reach 1-10.)
Doom Pincers: What’s better than a heavy gauntlet fitted with razorsharp shears? One with a powerful clockwork engine, of course! (The blades can strike as a regular shortsword or grapple at -2 to grappling skill. Grappled foes take 2d cutting damage per second to the grappled body part. Reach C, 1.)
Sword-Chuks: Two swords linked pommel-to-pommel with a chain let you use slick nunchaku moves to slice and dice enemies. Yes, these are full-length swords – and that means superior reach! (Treat exactly as a nunchaku except that damage is cutting and reach is 1, 2.)
Whip-Blade: This sword is actually five blades linked end-to-end by a chain. A clever mechanism hidden in the handle lets you pull the sections together into a chopping blade or loosen them to create a deadly metal whip. (Functions as a regular falchion, wielded with the Shortsword skill, or as a two-yard whip that inflicts cutting damage, which uses the Whip skill. Changing modes requires a Ready maneuver.)
(p. 225).
Sang-Jyel-Bong – Korea. A NUNCHAKU
(p. B272).
SAP GLOVE (p. 226) – Universal. A soft leather
glove with steel shot or lead powder sewn
into it to increase punching power. Gives the
hand DR 2 and Bad Grip 1 (p. B123).
Scimitar – Asia. A blanket term for a curved,
one-handed slashing sword from Eastern
Europe, Turkey, the Middle East, or South
Asia, such as the kiljic (Ottoman Empire),
podang (Indonesia), shamshir (Persia),
shasqa (Russia), or talwar (India). A light one
is a SHORTSWORD (p. B273); a heavier one is a
CAVALRY SABER (p. B271) if steeply curved, a
THRUSTING BROADSWORD (p. B271) otherwise.
A curved chopping sword, also common in
these parts, is a FALCHION (p. 229) or a LARGE
FALCHION (p. 227).
SCYTHE (p. B274) – Universal. A big sickle, used
to harvest grain. Rarely a dedicated weapon
– but a weaponized scythe forms the basis of
the okusarigama (p. 221).
Segu – Indonesia. A slender metal BATON
(p. B273).
Sheng Biao – China. See ROPE DART (p. 222).
SHIELD (pp. B273, B287) – Universal. Shields of
all sizes appear worldwide. Some are
designed for offense. A spiked boss (p. B273)
adds $20 and 5 lbs. A sharpened edge – just a
portion, for the bearer’s safety! – is an option
for any metal shield. This adds no cost or
weight, and inflicts swing-2 cutting damage.
Light shields can have one or two knives
attached to the grip (like the Indian madu),
making knife attacks an option for the shield
hand without sacrificing blocking – although
Knife and Shield skills are at -1. Add the cost
and weight of the chosen knives.
SHORT STAFF (p. B273) – Universal. A balanced stick, between
25” and 36” long, made of rattan (often fire-hardened) for
training, hardwood for fighting. Often used in pairs.
SHORTSWORD (p. B273) – Universal. A one-handed cut-andthrust
sword between 18” and 24” long.
SHURIKEN (p. 226, B276; illustration, p. 84) – Japan. An entire
class of metal throwing weapons – small enough to conceal
in clothing or hair – hurled with a flick of the hand or
a snap of the wrist. Historically, they were samurai
weapons as much as “ninja weapons.” The best-known are
star shuriken, which are disc-, cross-, or star-shaped, with
sharp edges or spikes. Most have three to nine points, with
four or eight being usual. A few are S-shaped. Any might
have holes cut in them to make a distinctive sound in
flight – as a psychological ploy, for signaling, or merely to
show off. Spike shuriken resemble needles. Sharp at one
end, the other end may be blunt, sharp, or have a fin-like
tail. All shuriken use the statistics on p. B276, but alter
damage to thrust-2 impaling for spike shuriken. It’s possible
to claw with a shuriken held in the hand; see the Melee
Weapon Table (p. 226, 230). Cinematic ninja sometimes do
this with shuriken held in the toes, which requires a perk
equivalent to Capoeira’s Razor Kicks (p. 154) and uses
identical rules.
Siangkam – Indonesia. An arrow-like metal dagger used in
one hand (often one in each hand). Treat as a SMALL
KNIFE (p. B272) that’s only capable of thrusting attacks.
SICKLE (p. 226) – Universal. A weaponized farmer’s tool. The
blade on a weapon-quality sickle is usually straight, not
crescent-shaped. This allows hooking and swung impaling
attacks.
SLASHING WHEEL (p. 228) – China. A semicircular blade,
sometimes toothed, gripped by a crossbar and used to
cut opponents. Often used in pairs.
Sleeve Sword – China. A spring-loaded SHORTSWORD
(p. B273) attached to the arm. See Trick Weapons (p. 218)
for rules.
即席武器は、あらゆる用途において安価な武器として扱います。素手スキルやテクニックを使用する場合、使用者は手でパリーすることができます。武器スキルを使用する場合は、特に明記されていない限りパリーできません。ガラス製の物体は、1Dの攻撃またはパリーで1〜3回で割れます。1が出た場合、手に突きによる切断ダメージを受けます。
バーベル:最大ダメージでモールとして振り回します(両手斧/メイス-2)。パリー可能。
ベルト:ロープ絞首縄としてダメージ-1で絞め殺す [絞首縄-1]。バックルでライフジャケットとして打撃し、ダメージ-1で[フレイル-1]。1ヤード鞭として打撃または絡め殺し、ダメージ-1で[鞭-2]。
ブーツレース:ロープ絞首縄としてダメージ-1で絞め殺す [絞首縄-2]。
壊れたボトル:小型ナイフとして打撃し、ダメージは最大だがアーマー除数(0.5) [ナイフ-2]。
無傷のボトル:ノブ付き棍棒として打撃し、ダメージ-2で[斧/メイス-2]。破損した場合は「壊れたボトル」として扱う。受け流し可能。
ブラジャー:ロープ絞首縄としてダメージ-1で絞め殺す [絞首縄-2]。ワイヤーブラジャーで+1のダメージで掻き殺す [目の掻き殺し-1]。
カーアンテナ:警棒または短杖として振り回す。ダメージは-2 [短剣-1 または 短剣-1]。または、束ねた状態で最大ダメージ [短剣-2 または 短剣-2] で振り回す。受け流し可能。
鎖(無重量):鎖として攻撃する。ダメージは-1 [鎖-1]。または鎖として絡め取る [鎖-4]。安価な鎖は6ドルで、1ヤードあたり2ポンド。
箸:柔としてパンチ [ハンマーフィスト-1]。*
櫛またはブラシ:柔としてパンチ [ハンマーフィスト-1]。*
クレジットカード:刃で切る(振り下ろし-4、最大1d-4)[乱闘-4、空手-4、またはナイフ-4]。*
カーテンレール:中身が空の場合は杖として最大ダメージで攻撃、中身が空の場合は-2ダメージで攻撃 [ブロードソード-1、杖-1、または両手剣-1]。受け流し可能。
デンタルフロス、編み込み糸巻き:ワイヤー絞首縄として-2ダメージで絞め殺す [絞首縄-3]。
ダンベル:小型メイスとして最大ダメージで振り下ろし [斧/メイス-1]。受け流し可能。
イヤリングのポスト、ピンなど:+1ダメージで削る [Eye-Rake-1]。*
眼鏡:+1ダメージで削る [Eye-Rake-1]。眼鏡として自動的に壊れる。*
アイススクレーパー:小さなナイフとして振り回す。ダメージは-2 [Knife-1]。
鍵:+1ダメージで削る [Eye-Rake-1]。*
きつく巻かれた雑誌:警棒として(振り回さずに)最大ダメージで突き刺す [Shortsword-1]。受け流し可能。
爪切り:短剣として突き刺す。ダメージは-3 [Knife-2]。+1ダメージで削る [Eye-Rake-1]。*
ペンまたは鉛筆:短剣として突き刺す。ダメージは-2(巨大なペンの場合は-1)[Knife-1]。
ハンドバッグ(握りしめ):両手パンチに使用 [両手パンチ-2]。ダメージには影響しませんが、手の怪我のリスクを軽減します。
ハンドバッグ(ストラップに振り回して):ライフジャケットとして打撃し、ダメージ -1 [フレイル-1]。
ボトル、缶、またはガラスの縁:柔らしとしてパンチ [ハンマーフィスト-1]。*
鋼鉄の定規:1ヤードのウルミとして打撃し、ダメージ -2 [ウィップ-2]。ナイフスキルと併用するには鞭が強すぎる!
スカーフ:ロープ絞首縄として絞め、ダメージ最大 [ギャロット-1]。
端に重いものを結び付けると、重みのあるスカーフになり、ダメージ最大 [フレイル-1]。
ハサミ:短剣として突き刺し、ダメージ -1 [ナイフ-1]。
シャンクまたはシヴ:囚人が作った、尖らせたスプーン、歯ブラシの柄など。短剣として刺し、ダメージ -1 [ナイフ -1]。
スティレットヒール:手に持っている場合、振り下ろしで-4のインプ、最大1d -4 [斧/メイス -4]。着用している場合、踏みつけで+1のダメージ [踏みつけキック -2]。
* プレッシャーシークレット(B215ページ)を知っている戦士は、このアイテムを使用して、そのスキルの標準 -2を超えるペナルティなしでパンチすることができます。これにより、その後のプレッシャーシークレットロールに+1のボーナスが与えられます。ブラスナックルまたはヤワラとしてカウントされるアイテムは、通常通りダメージに+1のボーナスが与えられます。クレジットカードのような刃のあるアイテムは、攻撃者が希望する場合、突き刺しダメージではなく切断ダメージを与えることができます。
Improvised Weapons
A real weapon is preferable to an improvised one – but an improvised one is much better than nothing. Below are some everyday items that can stand in for real weapons at skill and/or damage penalties. The skills or techniques needed appear in brackets. The Improvised Weapons perk (p. 50) for a skill allows you to ignore penalties to that skill but not to damage.
Treat an improvised weapon as cheap for all purposes. If it uses an unarmed skill or technique, the user can still parry with his hand. If it uses a weapon skill, it can’t parry unless specifically noted. Glass objects break on 1-3 on 1d on any strike or parry; on a 1, you also suffer thrust cutting damage to the hand.
Barbell: Swing as maul at full damage [Two-Handed Axe/Mace-2]. Can parry.
Belt: Choke as rope garrote at -1 damage [Garrote-1]. Strike with buckle as life-preserver at -1 damage [Flail-1]. Strike or entangle as one-yard whip at -1 damage [Whip-2].
Bootlaces: Choke as rope garrote at -1 damage [Garrote-2].
Bottle, Broken: Strike as small knife at full damage but armor divisor (0.5) [Knife-2].
Bottle, Intact: Strike as knobbed club at -2 damage [Axe/Mace-2]. If it breaks, treat as “Bottle, Broken.” Can parry.
Bra: Choke as rope garrote at -1 damage [Garrote-2]. Underwire can rake at +1 “damage” [Eye-Rake-1].
Car Antenna: Swing as baton or short staff at -2 damage [Shortsword-1 or Smallsword-1] – or at full damage with a bunch [Shortsword-2 or Smallsword-2]. Can parry.
Chain, Unweighted: Strike as kusari at -1 damage [Kusari-1] or entangle as kusari [Kusari-4]. Cheap chain is $6 and 2 lbs. per yard.
Chopstick: Punch as yawara [Hammer Fist-1].*
Comb or Brush: Punch as yawara [Hammer Fist-1].*
Credit Card: Cut with edge for swing-4 cut, maximum 1d-4 [Brawling-4, Karate-4, or Knife-4].*
Curtain Rod: Strike as jo at full damage if solid, -2 damage if hollow [Broadsword-1, Staff-1, or Two-Handed Sword-1]. Can parry.
Dental Floss, Entire Braided Spool: Choke as wire garrote at -2 damage [Garrote-3].
Dumbbell: Swing as small mace at full damage [Axe/Mace-1]. Can parry.
Earring Posts, Pins, etc.: Rake at +1 “damage” [Eye-Rake-1].*
Eyeglasses: Rake at +1 “damage” [Eye-Rake-1], automatically ruining them as eyeglasses.*
Ice Scraper: Swing as small knife at -2 damage [Knife-1].
Keys: Rake at +1 “damage” [Eye-Rake-1].*
Magazine, Tightly Rolled: Thrust (not swing) as baton at full damage [Shortsword-1]. Can parry.
Nail Clippers: Stab as dagger at -3 damage [Knife-2]. Rake at +1 “damage” [Eye-Rake-1].*
Pen or Pencil: Stab as dagger at -2 damage (-1 for a huge pen) [Knife-1].
Purse, Clutched: Use for two-handed punch [Two-Handed Punch-2]. Doesn’t affect damage but eliminates extra risk of hand injury.
Purse, Swung on Strap: Strike as life-preserver at -1 damage [Flail-1].
Rim of Bottle, Can, or Glass: Punch as yawara [Hammer Fist-1].*
Ruler, Steel: Strike as one-yard urumi at -2 damage [Whip-2]. Too whippy to use with Knife skill!
Scarf: Choke as rope garrote at full damage [Garrote-1].
Knotting something heavy into an end creates a weighted scarf that strikes at full damage [Flail-1].
Scissors: Stab as dagger at -1 damage [Knife-1].
Shank or Shiv: A sharpened spoon, toothbrush handle, etc., made by prison inmates. Stab as dagger at -1 damage [Knife-1].
Stiletto Heel: In hand, swing for swing-4 imp, maximum 1d-4 [Axe/Mace-4]. Worn, stamp at +1 damage [Stamp Kick-2].
* Warriors who know Pressure Secrets (p. B215) may use this item to punch at no penalty beyond the standard - 2 for that skill. This gives +1 on the ensuing Pressure Secrets roll. An item that counts as brass knuckles or a yawara gives its usual +1 to damage. An item with an edge, like a credit card, can deal cutting damage instead of impaling damage, if the attacker prefers.
cup for a missile. The wielder loads the pouch, grasps
both ends of the cord in one hand, whirls the loaded sling
overhead (horizontally) or next to him (vertically), and
releases one end to launch the projectile. Attaching a
sling to a stick wielded in two hands improves leverage,
thereby increasing power and range; this is the STAFF
SLING. Either type of sling can lob stones or lead bullets
– or even primitive Molotov cocktails (see Molotov
Cocktails and Oil Flasks, p. B411), at Acc 0 and 40% normal
range.
SMALLSWORD (p. B273) – France. This one-handed thrusting
sword is speedy on attack and defense, but its light
weight and short reach are serious liabilities. The DRESS
SMALLSWORD (p. 229) is even lighter and shorter, but can
pass as a fashion accessory.
SODEGARAMI (p. 230; illustration, p. 64) – Japan. A metalreinforced
staff with barbs along its length and a barbed
head that’s either forked or T-shaped. The design is
intended to snag clothing, and the standard attack with
this weapon is the Hook technique (p. 74). The similar
sasumata ends in a wide, blunt fork intended to enclose
the opponent’s torso. Use the same statistics but remove
the thrust+2 crushing attack. However, the wielder can
shove (p. B372) a standing foe using the Staff skill, or
pin (p. B370) him if he’s prone or against a wall – both
at reach 1, 2. Modern sasumata lack barbs; hooking
inflicts no damage.
SPEAR (p. 196, B273, B276) – Universal. A pole with a pointed
stabbing head, prized for its versatility: long, useful in one
hand or two, often throwable, and uniformly deadly. Many
variants sacrifice some flexibility for special-purpose effectiveness.
The SHORT SPEAR (p. 229) – short, one-handed,
and unthrowable – is a poor man’s stabbing sword. The
LONG SPEAR (p. B273) is exclusively a melee weapon,
employed with or without a shield for formation fighting.
The HEAVY SPEAR (p. 229) is similar, but has an extra-wide
head for disemboweling; it’s so massive that it requires two
hands.
STILETTO (p. 228; illustration, p. 31) – Italy. A thin, stiff dagger
that can slip between the links of mail and into the joints
of plate armor. The narrow blade removes -2 of the penalty
for targeting chinks in armor (p. B400).
STRAIGHT RAZOR (p. 228) – Universal. A man’s folding razor,
used to slash. It can’t stab or parry. See Capoeira (pp. 153-
154) for rules for kicking with a razor held in the toes; this
gives reach 1 and +1 damage. Fine- and/or presentationquality
blades are common.
Sykes-Fairbairn Commando Knife – England. A famous
knife used in Fairbairn Close Combat Training (pp. 182-
183). The broad, double-edged blade is, at its base, wider
than the handle. Balanced for melee and throwing. Treat as
a LARGE KNIFE (pp. B272, B276).
Tachi – Japan. Treat this cavalry sword as a CAVALRY SABER
(p. B271) or a KATANA (pp. B271, B274), depending on size.
The main difference from the katana is that it’s slung, not
thrust through a sash.
Tactical Flashlight – USA. A shock-resistant flashlight
designed for use as a BATON (p. B273) is $100, 1 lb.; a tough
add-on light for an existing baton is $80. A smaller light
with a reinforced or toothed lens rim counts as a yawara
(p. 226), and is $100, 0.25 lb.
Tanto – Japan. A chisel-pointed LARGE KNIFE (p. B272).
Tapado – Philippines. A stick equivalent to a JO (pp. 227, 230),
used with moves similar to Jojutsu (p. 192).
Tekko – Japan, Okinawa. This variation on BRASS KNUCKLES
(p. B271) generally consists of a handle or thumb and
pinky rings supporting a “knuckle” of metal.
TETSUBO (p. 230; illustration, p. 61) – Japan. The name means
“iron staff,” but it’s actually a two-handed wooden club with
an iron-studded cap. Usually used in a Defensive Grip
(pp. 109-111).
THREE-PART STAFF (p. 230; illustration, p. 9) – China. Three
short staffs linked by rope or chain, used two-handed – traditionally
with a Defensive Grip (pp. 109-111). The wielder
can grasp it at one end and swing it as an extra-long flail,
or employ both ends like clubs or nunchaku for a Dual-
Weapon Attack on adjacent foes. A difficult weapon; all
attacks are at -1.
THROWING AXE (pp. B271, B276) – Europe. An AXE (p. B271)
balanced for throwing. It comes in many varieties. The
SMALL THROWING AXE (pp. 226, 231) is halfway between a
full-sized axe and a HATCHET (pp. B271, B276) in size.
Cruciform throwing axes (and hatchets) that lack proper
handles give -2 to skill as melee weapons but cost $10 less.
THROWING KNIFE (p. 231) – Universal. True throwing knives
rarely have a handguard, often lack a substantial handle,
and are balanced for hurling, not fighting. This gives -2 to
skill in melee combat. Like all knives, they come in many
sizes; the LARGE THROWING KNIFE and SMALL THROWING
KNIFE are typical.
THROWING STICK (p. 231) – Universal. Any heavy stick balanced
enough to throw.
Timbe – Okinawa. A buckler-style light SHIELD (pp. B273,
B287) used to strike and block.
Tobiguchi – Japan. The weaponized version of a short-bladed
fire hook. Treat as an unthrowable HATCHET (p. B271) capable
of the Hook technique (p. 74).
Tomahawk – American Indian. A HATCHET (pp. B271, B276),
SMALL AXE (p. 226), or SMALL THROWING AXE (p. 226),
depending on size and balance. Often sports a back spike
(pick); see Combination Weapons (p. 231).
TONFA (p. 226; illustration, p. 89) – Okinawa. A side-handled
BATON (p. B273), often used in pairs. Held in a Reversed
Grip (pp. 111-112) to aid Karate parries and enhance
punches, or quickly spun to strike as a club.
Tongkat – Indonesia. A SHORT STAFF (p. B273).
Toya – Indonesia. A QUARTERSTAFF (pp. B273-274).
TRIDENT (p. 229) – Ancient Rome. A three-tined fork based on
a fishing spear, used with a NET (p. B276) by gladiators.
Multiple tines make it tip-heavy (-2 to hit) and easy to intercept
(+1 to target’s Block or Parry), and distribute the force
of impact (armor divisor (0.5)), but are tricky to evade
(-1 to enemy’s Dodge).
Truncheon – Universal. A generic term for a club of BLACKJACK
(p. B271) to BATON (p. B273) size.
Tuja – Okinawa. A small fishing trident, used one-handed.
Treat as a SAI (pp. 227-228, 231) with a (0.5) armor divisor.
Uchine – Japan. A throwing arrow. Treat as a PLUMBATA
(p. 221).
URUMI (p. 230; illustration, p. 218) – India. A one-handed
sword with a long, flexible blade, used to whip the target.
Cutting damage assumes that one or both edges are sharp.
Blunt urumi exist; these can only make crushing attacks.
Sharpness doesn’t affect cost or weight.
Wakizashi – Japan. This curved SHORTSWORD (p. B273) is the
traditional partner of the KATANA (pp. B271, B274).
War Fork – Europe. A TRIDENT (see above).
WARHAMMER (p. B274) – Europe. A long, two-handed PICK
(p. B271). Often given a heavy hammer behind the spike
(see Combination Weapons, p. 214).
WEIGHTED SCARF (p. 227) – India. A scarf with a weight in one
or both ends. Famously used as a GARROTE (p. B272) by the
Thuggee cult, but also a serviceable light flail.
WHIP (p. B274) – Universal. A length of braided leather that
allows the wielder to deliver lashes or use the Entangle
technique (p. 71). At 2 lbs. per yard (footnote 12, p. B274),
the whip is weighted and studded. Those interested
primarily in entangling can use a lighter whip that inflicts
swing-5 and weighs 0.5 lb. per yard. ST is 3, +1 per yard.
Other statistics (including cost) don’t change.
WOODEN STAKE (pp. B272, B276) – Universal. A pointed stick.
Better than nothing.
Yagyuzue – Japan. A walking stick made by carefully fitting
bamboo segments around a flanged steel rod, encasing
this composite core in papier-mâché, and then lacquering
the whole thing. This yields a beautiful hidden weapon.
Treat it as a JO (pp. 227, 230) with +1 to swinging damage.
Its painstaking construction makes it presentation quality
and fine quality. Cost – if available at all – is $100. Other
statistics don’t change.
head to facilitate the Disarming (p. 70) and Hook
(p. 74) techniques; this adds $10 and 0.5 lb. Such spears
aren’t throwable.
Yarinage – Japan. A JAVELIN (pp. B273, B276).
Yawara – Japan. A short stick held in the fist with its ends
protruding, used as a fist load and a lever. Cost and
weight are as BRASS KNUCKLES (p. B271). Gives +1 to
damage with the Hammer Fist technique (p. 74) and +1
to follow-up rolls with Judo holds and locks (to injure,
prevent escape, etc.). The similar dokko, kubotan, and
tenouchi use identical rules.
Yumi – Japan. A BOW (p. B275), most often a dai-kyu (p. 215).
Zweihänder – Germany. A THRUSTING GREATSWORD
(p. B274) with a ricasso to facilitate a Defensive Grip
(pp. 109-111).
TL(TL):武器が現実世界で普及した文明レベル。
武器名(Weapon):特定の文化固有の武器の場合はその武器の名称、多くの場所で使用されている場合は武器のクラス(212〜226ページの該当する項目を参照)。
威力(Damage):武器が与える体力基準のダメージ。装甲貫通力の低い武器の徹甲除数は(0.5)で、DRは2倍になります。
攻撃範囲(Reach):武器のリーチ(メートル)。「C」は近接戦闘用の武器を示します(B391ページ参照)。攻撃範囲が複数ある武器(例:「1、2」)は、どのリーチでも攻撃できますが、アスタリスク(*)はリーチを変更するには「準備」行動が必要です。
受け修正(Parry):指定された技能を持つ武器を使用する際の「受け」の修正値。「F」は武器がフェンシング武器(Fencing Weapons)であることを示します(B404ページ参照)。「U」はバランスの悪い武器(Unbalanced Weapons)であり、攻撃したターンに「受け」できないことを示します。「No」はその武器では「受け」を行えないことを示します!
価格(Cost):新品の武器の価格(ドル)です。
重量(Weight):武器の重量(ポンド)です。
必要体力(ST):武器を適切に扱うために必要な最低体力です。 体力が低い戦士は、体力不足1点ごとに技能が-1されます。ダメージ計算における有効体力は、記載の必要体力の3倍を超えることはできません。「†」は両手を必要とする武器を意味します。「‡」は両手を必要とし、記載の必要体力の1.5倍以上でなければ攻撃後に非準備状態になることを意味します。
注釈(Notes):表末尾の脚注を含む特別な注記です。
| TL | 原書名 Weapon | 武器名 Weapon | 対応技能 | 威力 Damage | 攻撃範囲 Reach | 受け修正 Parry | 価格 Cost | 重量 Weight | 必要体力 ST | 注釈? Notes | 編集 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 〈斧・メイス〉 (敏捷力-5, 〈フレイル〉-4, or〈両手斧・メイス〉-3) | 編集 | ||||||||||
| TL0 | Knobbed Club | [[]] | 〈斧・メイス〉 | 振+1 叩 | 1 | 0 | $20 | 2 | 8 | 編集 | |
| TL0 | Round Mace | [[]] | 〈斧・メイス〉 | 振+2 叩 | 1 | 0U | $35 | 5 | 12 | ■01 | 編集 |
| TL0 | Small Axe | [[]] | 〈斧・メイス〉 | 振+1 切 | 1 | 0U | $45 | 3 | 10 | 編集 | |
| TL0 | Small Round Mace | [[]] | 〈斧・メイス〉 | 振+1 叩 | 1 | 0U | $25 | 3 | 10 | ■01 | 編集 |
| TL0 | Small Throwing Axe | [[]] | 〈斧・メイス〉 | 振+1 切 | 1 | 0U | $50 | 3 | 10 | ■01 | 編集 |
| TL1 | Sickle | [[]] | 〈斧・メイス〉 | 振 切 | 1 | 0 | $40 | 2 | 8 | 編集 | |
| or | 〈斧・メイス〉 | 振 刺 | 1 | 0U | − | − | 8 | ■02 | 編集 | ||
| or | 〈斧・メイス〉 | 突-2 切 | 1 | 0U | − | − | 8 | フック、■03 | 編集 | ||
| 〈格闘〉、〈空手〉、敏捷力 | 編集 | ||||||||||
| TL1 | Myrmex | [[]] | 〈格闘〉、〈空手〉、敏捷力 | 突 叩 | C | 0 | $20 | 0.25 | − | ■04、■05 | 編集 |
| TL2 | Cestus | [[]] | 〈格闘〉、〈空手〉、敏捷力 | 突 叩 | C | 0 | $50 | 1 | − | ■04、■05 | 編集 |
| TL3 | Bladed Hand | [[]] | 〈格闘〉、〈空手〉、敏捷力 | 振-2 切 | C | 0 | $100 | 1 | 6 | ■04 | 編集 |
| or | 〈格闘〉、〈空手〉、敏捷力 | 突 刺 | C | 0 | − | − | 6 | ■04 | 編集 | ||
| TL3 | Combat Fan | [[]] | 〈格闘〉、〈空手〉、敏捷力 | 突 叩 | C | 0 | $40 | 1 | 7 | ■04 | 編集 |
| or | 〈格闘〉、〈空手〉、敏捷力 | 突-2 切 | C | 0 | − | − | 6 | 命中-2 | 編集 | ||
| TL3 | Hook Sword | [[]] | 〈格闘〉、〈空手〉、敏捷力 | 突-1 切 | C | 0 | $200 | 3 | − | 柄でパンチ時、■04、■05 | 編集 |
| TL3 | Qian Kun Ri Yue Dao | [[]] | 〈格闘〉、〈空手〉、敏捷力 | 突-1 切 | C | 0 | $250 | 3 | − | 柄でパンチ時、■04、■05 | 編集 |
| TL3 | Shuriken | [[]] | 〈格闘〉、〈空手〉、敏捷力 | 突-2 切 | C | 0 | $3 | 0.1 | − | 爪のように用いる時、■04 | 編集 |
| TL3 | Tonfa | [[]] | 〈格闘〉、〈空手〉、敏捷力 | 突 叩 | C | 0 | $40 | 1.5 | − | 尻で突く、■04 | 編集 |
| TL4 | Backsword | [[]] | 〈格闘〉、〈空手〉、敏捷力 | 突 叩 | C | 0 | $550 | 3 | − | 柄でパンチ時、■04、■05 | 編集 |
| TL5 | Mensurschläger | [[]] | 〈格闘〉、〈空手〉、敏捷力 | 突 叩 | C | 0 | $500 | 3 | − | 柄でパンチ時、■04、■05 | 編集 |
| TL6 | Sap Glove | [[]] | 〈格闘〉、〈空手〉、敏捷力 | 突 叩 | C | 0 | $30 | 0.5 | − | ■04、■05 | 編集 |
| TL | 原書名 Weapon | 武器名 Weapon | 対応技能 | 威力 Damage | 攻撃範囲 Reach | 受け修正 Parry | 価格 Cost | 重量 Weight | 必要体力 ST | 注釈? Notes | 編集 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 〈ブロードソード〉(敏捷力-5, 〈フォースソード〉-4, 〈レイピア〉-4, 〈サーベル〉-4, 〈ショートソード〉-2, or 〈両手剣〉-4) | 編集 | ||||||||||
| TL0 | Jo | [[]] | 〈ブロードソード〉 | 振 叩 | 1 | 0 | $10 | 2 | 9 | 編集 | |
| or | 〈ブロードソード〉 | 突 叩 | 1 | 0 | − | − | 9 | 編集 | |||
| TL3 | Bokken | [[]] | 〈ブロードソード〉 | 振+1 叩 | 1 | 0 | $40 | 3 | 10 | 編集 | |
| or | 〈ブロードソード〉 | 突+1 叩 | 1 | 0 | − | − | 10 | 編集 | |||
| TL3 | Dao | [[]] | 〈ブロードソード〉 | 振+2 切 | 1 | 0U | $700 | 5 | 11 | 編集 | |
| or | 〈ブロードソード〉 | 突 刺 | 1 | 0U | − | − | 11 | 編集 | |||
| TL3 | Estoc | [[]] | 〈ブロードソード〉 | 突+2 刺 | 1 | 0 | $500 | 3 | 10 | ■06 | 編集 |
| or | 〈ブロードソード〉 | 振+1 叩 | 1 | 0 | − | − | 10 | 編集 | |||
| TL3 | Hook Sword | [[]] | 〈ブロードソード〉 | 振+1 叩 | 1 | 0 | $200 | 3 | 10 | ■05 | 編集 |
| or | 〈ブロードソード〉 | 突+1 叩 | 1 | 0 | − | − | 10 | 編集 | |||
| or | 〈ブロードソード〉 | 突-2 切 | 1 | 0 | − | − | 10 | フック、■03、■07 | 編集 | ||
| TL3 | Jian | [[]] | 〈ブロードソード〉 | 振 切 | 1 | 0 | $700 | 3 | 10 | 編集 | |
| or | 〈ブロードソード〉 | 突+1 刺 | 1, 2 | 0 | − | − | 10 | 編集 | |||
| TL3 | Large Falchion | [[]] | 〈ブロードソード〉 | 振+2 切 | 1 | 0U | $625 | 4.5 | 11 | 編集 | |
| or | 〈ブロードソード〉 | 突-1 刺 | 1 | 0U | − | − | 11 | 編集 | |||
| TL3 | Longsword | [[]] | 〈ブロードソード〉 | 振+1 切 | 1 | 0 | $700 | 4 | 10 | 編集 | |
| or | 〈ブロードソード〉 | 突+2 刺 | 1, 2 | 0 | − | − | 10 | 編集 | |||
| TL4 | Backsword | [[]] | 〈ブロードソード〉 | 振+1 切 | 1 | 0 | $550 | 3 | 10 | ■05 | 編集 |
| or | 〈ブロードソード〉 | 突+1 刺 | 1 | 0 | − | − | 10 | 編集 | |||
| TL4 | Edged Rapier | [[]] | 〈ブロードソード〉 | 振 切 | 1, 2 | 0 | $1,000 | 3 | 10 | 編集 | |
| or | 〈ブロードソード〉 | 突+1 刺 | 1, 2 | 0 | − | − | 10 | 編集 | |||
| TL4 | Late Katana | [[]] | 〈ブロードソード〉 | 振+1 切 | 1 | 0 | $550 | 3 | 10 | 編集 | |
| or | 〈ブロードソード〉 | 突+1 刺 | 1 | 0 | − | − | 10 | 編集 | |||
| TL5 | Mensurschläger | [[]] | 〈ブロードソード〉 | 振+1 切 | 1 | 0 | $500 | 3 | 10 | ■05 | 編集 |
| or | 〈ブロードソード〉 | 突 叩 | 1 | 0 | − | − | 10 | 編集 | |||
| 〈フレイル〉 (敏捷力-6, 〈斧・メイス〉-4, or 〈両手フレイル〉-3) | 編集 | ||||||||||
| TL0 | Bola Perdida | [[]] | 〈フレイル〉 | 振 叩 | 1 | -2U | $10 | 1 | 6 | ■01、■08 | 編集 |
| TL0 | Bolas | [[]] | 〈フレイル〉 | 振+1 叩 | 1 | -2U | $20 | 2 | 7 | ■01、■08 | 編集 |
| TL0 | Life-Preserver | [[]] | 〈フレイル〉 | 振-1 叩 | 1 | -2U | $5 | 0.5 | 5 | ■08 | 編集 |
| TL0 | Weighted Scarf | [[]] | 〈フレイル〉 | 振 叩 | 1 | -2U | $10 | 1 | 6 | ■08 | 編集 |
| 〈絞首具〉 (敏捷力-4) | 編集 | ||||||||||
| TL0 | Weighted Scarf | [[]] | 〈絞首具〉 | 独自処理 | C | No | $10 | 1 | − | ■09 | 編集 |
| 〈十手・サイ〉 (敏捷力-5, 〈フォースソード〉-4, 〈マンゴーシュ〉-4, or 〈ショートソード〉-3) | 編集 | ||||||||||
| TL3 | Jutte | [[]] | 〈十手・サイ〉 | 振 叩 | 1 | 0 | $40 | 1 | 6 | ■10 | 編集 |
| or | 〈十手・サイ〉 | 突 叩 | 1 | 0 | − | − | 6 | 編集 | |||
| TL3 | Sai | [[]] | 〈十手・サイ〉 | 振 叩 | 1 | 0 | $60 | 1.5 | 7 | ■01、■10 | 編集 |
| or | 〈十手・サイ〉 | 突 刺 | 1 | 0 | − | − | 7 | 編集 | |||
| 〈柔道〉、〈相撲〉、〈レスリング〉、 敏捷力 | 編集 | ||||||||||
| TL3 | Kakute | [[]] | 〈柔道〉、〈相撲〉、〈レスリング〉、 敏捷力 | 独自処理 | C | No | $10 | 0.1 | − | ふりほどきに対する判定+1 | 編集 |
| TL | 原書名 Weapon | 武器名 Weapon | 対応技能 | 威力 Damage | 攻撃範囲 Reach | 受け修正 Parry | 価格 Cost | 重量 Weight | 必要体力 ST | 注釈? Notes | 編集 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 〈ナイフ〉 (敏捷力-4, 〈フォースソード〉-3, 〈マンゴーシュ〉-3, or 〈ショートソード〉-3) | 編集 | ||||||||||
| TL0 | Short Baton | [[]] | 〈ナイフ〉 | 振-1 叩 | C, 1 | -1 | $10 | 0.5 | 5 | 編集 | |
| or | 〈ナイフ〉 | 突 叩 | C | -1 | − | − | 5 | 編集 | |||
| TL2 | Katar | [[]] | 〈ナイフ〉 | 振-3 切 | C, 1 | -1 | $50 | 1 | 6 | ■05、■06、■11 | 編集 |
| or | 〈ナイフ〉 | 突+1 刺 | C | -1 | − | − | 6 | 編集 | |||
| TL2 | Kukri | [[]] | 〈ナイフ〉 | 振-1 切 | C, 1 | 0 | $50 | 1.5 | 7 | 編集 | |
| or | 〈ナイフ〉 | 突-1 刺 | C | 0 | − | − | 7 | 編集 | |||
| TL2 | Long Knife | [[]] | 〈ナイフ〉 | 振-1 切 | C, 1 | 0 | $120 | 1.5 | 7 | 編集 | |
| or | 〈ナイフ〉 | 突 刺 | C, 1 | 0 | − | − | 7 | 編集 | |||
| TL3 | Balisong | [[]] | 〈ナイフ〉 | 振-3 切 | C, 1 | -1 | $50 | 0.5 | 5 | 〈隠匿〉+1 | 編集 |
| or | 〈ナイフ〉 | 突-1 刺 | C | -1 | − | − | 5 | 編集 | |||
| TL3 | Deer Antlers | [[]] | 〈ナイフ〉 | 突+1 切 | C | 0 | $75 | 1.5 | 5 | ■05、■07 | 編集 |
| TL3 | Knife-Wheel | [[]] | 〈ナイフ〉 | 突+1 切 | C | 0 | $75 | 1.5 | 5 | ■05 | 編集 |
| or | 〈ナイフ〉 | 突-1 刺 | C | 0 | − | − | 5 | 編集 | |||
| TL3 | Rondel Dagger | [[]] | 〈ナイフ〉 | 突 刺 | C | -1 | $40 | 1 | 6 | ■06 | 編集 |
| TL3 | Slashing Wheel | [[]] | 〈ナイフ〉 | 突+1 切 | C | 0 | $60 | 1 | 5 | ■05 | 編集 |
| TL3 | Stiletto | [[]] | 〈ナイフ〉 | 突-1 刺 | C | -1 | $20 | 0.25 | 5 | ■06 | 編集 |
| TL4 | Main-Gauche | [[]] | 〈ナイフ〉 | 振-3 切 | C, 1 | 0 | $50 | 1.25 | 6 | ■05 | 編集 |
| or | 〈ナイフ〉 | 突 刺 | C | 0 | − | − | 6 | 編集 | |||
| TL5 | Straight Razor | [[]] | 〈ナイフ〉 | 突-2 切 | C | No | $30 | 0.1 | 4 | 編集 | |
| 〈鎖〉 (敏捷力-6, 〈単分子鞭〉-3, 〈両手フレイル〉-4, or 〈鞭〉-3) | 編集 | ||||||||||
| TL2 | Rope Dart | [[]] | 〈鎖〉 | 振-1 叩 | 1-4 | -2U | $30 | 0.5 | 5† | ■08、■12 | 編集 |
| or | 〈鎖〉 | 突-1 刺 | 1-4 | -2U | − | − | 5† | ■08、■12 | 編集 | ||
| TL3 | Chain Whip | [[]] | 〈鎖〉 | 振+(1-4) 叩 | 1-4* | -2U | $50/m | 3/m | さまざま† | ■08、■13 | 編集 |
| TL3 | Kusarigama | [[]] | 〈鎖〉 | 振+2 叩 | 1, 2* | -2U | $80 | 4.5 | 10† | ■08 | 編集 |
| or | 〈鎖〉 | 振+2 切 | 1, 2* | -2U | − | − | 11† | ■08、■14 | 編集 | ||
| TL3 | Kusarijutte | [[]] | 〈鎖〉 | 振+2 叩 | 1, 2* | -2U | $80 | 3.5 | 8† | ■08 | 編集 |
| 〈マンゴーシュ〉 (敏捷力-5, 〈十手・サイ〉-4, 〈ナイフ〉-4, 〈レイピア〉-3, 〈サーベル〉-3, or 〈スモールソード〉-3) | 編集 | ||||||||||
| TL3 | Deer Antlers | [[]] | 〈マンゴーシュ〉 | 突+1 切 | C | 0F | $75 | 1.5 | 5 | ■05、■07 | 編集 |
| TL3 | Jutte | [[]] | 〈マンゴーシュ〉 | 振 叩 | 1 | 0F | $40 | 1 | 6 | 編集 | |
| or | 〈マンゴーシュ〉 | 突 叩 | 1 | 0F | − | − | 6 | 編集 | |||
| TL3 | Knife-Wheel | [[]] | 〈マンゴーシュ〉 | 突+1 切 | C | 0F | $75 | 1.5 | 5 | ■05 | 編集 |
| or | 〈マンゴーシュ〉 | 突-1 刺 | C | 0F | − | − | 5 | 編集 | |||
| TL3 | Rondel Dagger | [[]] | 〈マンゴーシュ〉 | 突 刺 | C | 0F | $40 | 1 | 6 | ■06 | 編集 |
| TL3 | Sai | [[]] | 〈マンゴーシュ〉 | 振 叩 | 1 | 0F | $60 | 1.5 | 7 | ■01 | 編集 |
| or | 〈マンゴーシュ〉 | 突 刺 | 1 | 0F | − | − | 7 | 編集 | |||
| TL3 | Slashing Wheel | [[]] | 〈マンゴーシュ〉 | 突+1 切 | C | 0F | $60 | 1 | 5 | ■05 | 編集 |
| TL3 | Stiletto | [[]] | 〈マンゴーシュ〉 | 突-1 刺 | C | 0F | $20 | 0.25 | 5 | ■06 | 編集 |
| TL4 | Main-Gauche | [[]] | 〈マンゴーシュ〉 | 振-3 切 | C, 1 | 0F | $50 | 1.25 | 6 | ■05 | 編集 |
| or | 〈マンゴーシュ〉 | 突 刺 | C, 1 | 0F | − | − | 6 | 編集 | |||
| TL | 原書名 Weapon | 武器名 Weapon | 対応技能 | 威力 Damage | 攻撃範囲 Reach | 受け修正 Parry | 価格 Cost | 重量 Weight | 必要体力 ST | 注釈? Notes | 編集 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 〈ポールアーム〉(敏捷力-5, 〈槍〉-4, 〈杖〉-4, or〈両手斧・メイス〉-4) | 編集 | ||||||||||
| TL0 | Eku | [[]] | 〈ポールアーム〉 | 振+3 叩 | 1, 2* | 0U | $40 | 8 | 12‡ | 編集 | |
| TL3 | Bill | [[]] | 〈ポールアーム〉 | 振+3 切 | 2, 3* | 0U | $125 | 8 | 11‡ | 編集 | |
| or | 〈ポールアーム〉 | 突+3 刺 | 1-3* | 0U | − | − | 11† | 編集 | |||
| or | 〈ポールアーム〉 | 突-1 切 | 1-3* | 0U | − | − | 11† | フック、■03、■07 | 編集 | ||
| TL3 | Dueling Bill | [[]] | 〈ポールアーム〉 | 振+2 切 | 1, 2* | 0U | $100 | 6 | 9† | 編集 | |
| or | 〈ポールアーム〉 | 突+3 刺 | 1, 2* | 0 | − | − | 9† | 編集 | |||
| or | 〈ポールアーム〉 | 突-1 切 | 1, 2* | 0U | − | − | 9† | フック、■03、■07 | 編集 | ||
| TL3 | Dueling Glaive | [[]] | 〈ポールアーム〉 | 振+2 切 | 1, 2* | 0U | $80 | 6 | 9† | 編集 | |
| or | 〈ポールアーム〉 | 突+3 刺 | 1, 2* | 0 | − | − | 9† | 編集 | |||
| TL3 | Dueling Halberd | [[]] | 〈ポールアーム〉 | 振+4 切 | 1, 2* | 0U | $120 | 10 | 12† | 編集 | |
| or | 〈ポールアーム〉 | 振+3 刺 | 1, 2* | 0U | − | − | 12† | ■02 | 編集 | ||
| or | 〈ポールアーム〉 | 突+3 刺 | 1, 2* | 0 | − | − | 11† | 編集 | |||
| TL3 | Dueling Pollaxe | [[]] | 〈ポールアーム〉 | 振+3 切 | 1, 2* | 0U | $100 | 8 | 11† | 編集 | |
| or | 〈ポールアーム〉 | 振+3 叩 | 1, 2* | 0U | − | − | 11† | 編集 | |||
| TL3 | Heavy Horse-Cutter | [[]] | 〈ポールアーム〉 | 振+5 切 | 2, 3* | 0U | $150 | 12 | 13‡ | 編集 | |
| or | 〈ポールアーム〉 | 突+3 刺 | 1-3* | 0U | − | − | 12† | 編集 | |||
| TL3 | Lajatang | [[]] | 〈ポールアーム〉 | 振+2 切 | 1, 2* | 0U | $100 | 7 | 10† | 編集 | |
| or | 〈ポールアーム〉 | 突+2 切 | 1, 2* | 0 | − | − | 10† | 編集 | |||
| TL3 | Light Horse-Cutter | [[]] | 〈ポールアーム〉 | 振+4 切 | 1, 2* | 0U | $120 | 8 | 11‡ | 編集 | |
| or | 〈ポールアーム〉 | 突+3 刺 | 1, 2* | 0U | − | − | 11† | 編集 | |||
| TL3 | Monk’s Spade | [[]] | 〈ポールアーム〉 | 振+1 切 | 1, 2* | 0U | $100 | 6 | 9† | 編集 | |
| or | 〈ポールアーム〉 | 振+2 叩 | 1, 2* | 0U | − | − | 9† | 編集 | |||
| or | 〈ポールアーム〉 | 突+2 切 | 1, 2* | 0 | − | − | 9† | 編集 | |||
| 〈レイピア〉 (敏捷力-5, 〈ブロードソード〉-4, 〈マンゴーシュ〉-3, 〈サーベル〉-3, or 〈スモールソード〉-3) | 編集 | ||||||||||
| TL3 | Jian | [[]] | 〈レイピア〉 | 振 切 | 1 | 0F | $700 | 3 | 10 | 編集 | |
| or | 〈レイピア〉 | 突+1 刺 | 1, 2 | 0F | − | − | 10 | 編集 | |||
| TL4 | Edged Rapier | [[]] | 〈レイピア〉 | 振 切 | 1, 2 | 0F | $1,000 | 3 | 10 | 編集 | |
| or | 〈レイピア〉 | 突+1 刺 | 1, 2 | 0F | − | − | 10 | 編集 | |||
| TL4 | Light Rapier | [[]] | 〈レイピア〉 | 突+1 刺 | 1 | 0F | $400 | 2 | 8 | 編集 | |
| TL4 | Light Edged Rapier | [[]] | 〈レイピア〉 | 振-1 切 | 1 | 0F | $700 | 2.25 | 8 | 編集 | |
| or | 〈レイピア〉 | 突+1 刺 | 1 | 0F | − | − | 8 | 編集 | |||
| 〈ショートソード〉 (敏捷力-5, 〈ブロードソード〉-2, 〈フォースソード〉-4, 〈十手・サイ〉-3, 〈ナイフ〉-4, 〈サーベル〉-4, 〈スモールソード〉-4, or 〈トンファー〉-3) | 編集 | ||||||||||
| TL0 | Short Baton | [[]] | 〈ショートソード〉 | 振-1 叩 | C, 1 | -1 | $10 | 0.5 | 5 | 編集 | |
| or | 〈ショートソード〉 | 突 叩 | C | -1 | − | − | 5 | 編集 | |||
| TL2 | Dusack | [[]] | 〈ショートソード〉 | 振 叩 | 1 | 0 | $30 | 1.5 | 7 | 編集 | |
| or | 〈ショートソード〉 | 突 叩 | 1 | 0 | − | − | 7 | 編集 | |||
| TL2 | Falchion | [[]] | 〈ショートソード〉 | 振+1 切 | 1 | 0 | $400 | 3 | 10 | 編集 | |
| or | 〈ショートソード〉 | 突-2 刺 | 1 | 0 | − | − | 10 | 編集 | |||
| TL2 | Large Katar | [[]] | 〈ショートソード〉 | 振-1 切 | 1 | 0 | $400 | 2 | 8 | ■05、■06、■11 | 編集 |
| or | 〈ショートソード〉 | 突+1 刺 | 1 | 0 | − | − | 8 | 編集 | |||
| TL2 | Long Knife | [[]] | 〈ショートソード〉 | 振-1 切 | 1 | 0 | $120 | 1.5 | 7 | 編集 | |
| or | 〈ショートソード〉 | 突 刺 | C, 1 | 0 | − | − | 7 | 編集 | |||
| TL2 | Small Falchion | [[]] | 〈ショートソード〉 | 振 切 | 1 | 0 | $200 | 2 | 8 | 編集 | |
| or | 〈ショートソード〉 | 突-2 刺 | 1 | 0 | − | − | 8 | 編集 | |||
| 〈スモールソード〉 (敏捷力-5, 〈マンゴーシュ〉-3, 〈レイピア〉-3, 〈サーベル〉-3, or 〈ショートソード〉-4) | 編集 | ||||||||||
| TL4 | Dress Smallsword | [[]] | 〈スモールソード〉 | 突 刺 | C, 1 | 0F | $300 | 1 | 5 | 編集 | |
| 〈槍〉 (敏捷力-5, 〈ポールアーム〉-4, or 〈杖〉-2) | 編集 | ||||||||||
| TL1 | Heavy Spear | [[]] | 〈槍〉 | 突+4 刺 | 2, 3* | 0U | $90 | 6 | 11† | ■15 | 編集 |
| TL1 | Short Spear | [[]] | 〈槍〉 | 突+1 刺 | 1 | 0 | $30 | 2 | 6 | ■15 | 編集 |
| TL2 | Trident | [[]] | 〈槍〉 | 突+3(0.5) 刺 | 1* | 0U | $80 | 5 | 11 | 命中-2、■07、■16 | 編集 |
| 両手持ち | 〈槍〉 | 突+4(0.5) 刺 | 1, 2* | 0 | − | − | 10† | 命中-2、■07、■16 | 編集 | ||
| TL | 原書名 Weapon | 武器名 Weapon | 対応技能 | 威力 Damage | 攻撃範囲 Reach | 受け修正 Parry | 価格 Cost | 重量 Weight | 必要体力 ST | 注釈? Notes | 編集 |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 〈杖〉 (敏捷力-5, 〈ポールアーム〉-4, or 〈槍〉-2) | 編集 | ||||||||||
| TL0 | Jo | [[]] | 〈杖〉 | 振+1 叩 | 1 | +2 | $10 | 2 | 6† | 編集 | |
| or | 〈杖〉 | 突+1 叩 | 1 | +2 | − | − | 6† | 編集 | |||
| TL0 | Long Staff | [[]] | 〈杖〉 | 振+2 叩 | 2, 3 | +2 | $15 | 5 | 10† | 編集 | |
| or | 〈杖〉 | 突+2 叩 | 2, 3 | +2 | − | − | 10† | 編集 | |||
| TL3 | Dueling Bill | [[]] | 〈杖〉 | 振+2 叩 | 1, 2 | 0U | $100 | 6 | 9† | 柄の鈍い所 | 編集 |
| or | 〈杖〉 | 突+2 叩 | 1, 2 | 0 | − | − | 9† | 先端の鈍い所 | 編集 | ||
| TL3 | Dueling Halberd | [[]] | 〈杖〉 | 振+2 叩 | 1, 2 | 0U | $120 | 10 | 12† | 柄の鈍い所 | 編集 |
| or | 〈杖〉 | 突+2 叩 | 1, 2 | 0 | − | − | 11† | 先端の鈍い所 | 編集 | ||
| TL3 | Dueling Pollaxe | [[]] | 〈杖〉 | 振+2 叩 | 1, 2 | 0U | $100 | 8 | 11† | 柄の鈍い所 | 編集 |
| or | 〈杖〉 | 突+2 叩 | 1, 2 | 0 | − | − | 11† | 先端の鈍い所 | 編集 | ||
| TL3 | Light Horse-Cutter | [[]] | 〈杖〉 | 振+2 叩 | 1, 2 | 0U | $120 | 8 | 11† | 柄の鈍い所 | 編集 |
| or | 〈杖〉 | 突+2 叩 | 1, 2 | 0 | − | − | 11† | 先端の鈍い所 | 編集 | ||
| TL3 | Qian Kun Ri Yue Dao | [[]] | 〈杖〉 | 振+1 切 | 1 | +2 | $250 | 3 | 7† | 命中-1、■05 | 編集 |
| or | 〈杖〉 | 突+1 刺 | 1 | +2 | − | − | 7† | 命中-1 | 編集 | ||
| or | 〈杖〉 | 突 切 | 1 | +2 | − | − | 7† | 命中-1、■17 | 編集 | ||
| TL3 | Sodegarami | [[]] | 〈杖〉 | 振+2 叩 | 1, 2 | 0 | $100 | 4 | 7† | 編集 | |
| or | 〈杖〉 | 突+2 叩 | 1, 2 | 0 | − | − | 7† | 編集 | |||
| or | 〈杖〉 | 突-1 切 | 1, 2 | 0U | − | − | 7† | フック、■03 | 編集 | ||
| 〈トンファー〉 (敏捷力-5 or 〈ショートソード〉-3) | 編集 | ||||||||||
| TL3 | Tonfa | [[]] | 〈トンファー〉 | 振 叩 | 1 | 0 | $40 | 1.5 | 7 | ■11 | 編集 |
| or | 〈トンファー〉 | 突 叩 | C, 1 | 0 | − | − | 7 | 編集 | |||
| 〈両手斧・メイス〉 (敏捷力-5, 〈トンファー〉-3, 〈ポールアーム〉-4, or〈両手フレイル〉-4) | 編集 | ||||||||||
| TL1 | Gada | [[]] | 〈両手斧・メイス〉 | 振+5 叩 | 1, 2* | 0U | $100 | 15 | 16‡ | 編集 | |
| or | 〈両手斧・メイス〉 | 突+2 叩 | 1* | 0 | − | − | 15† | 編集 | |||
| TL2 | Tetsubo | [[]] | 〈両手斧・メイス〉 | 振+4 叩 | 1, 2* | 0U | $100 | 10 | 13‡ | 編集 | |
| or | 〈両手斧・メイス〉 | 突+2 叩 | 1, 2* | 0 | − | − | 12† | 編集 | |||
| 〈両手フレイル〉 (敏捷力-6, 〈フレイル〉-3, 〈鎖〉-4, or 〈両手斧・メイス〉-4) | 編集 | ||||||||||
| TL2 | Three-Part Staff | [[]] | 〈両手フレイル〉 | 振+3 叩 | 1-3 | 0U | $60 | 5 | 11† | 命中-1、■08 | 編集 |
| or | 〈両手フレイル〉 | 振+1 叩 | 1 | 0U | − | − | 11† | 命中-1、■08、■17 | 編集 | ||
| 〈両手斧・メイス〉 (敏捷力-5, 〈トンファー〉-3, 〈ポールアーム〉-4, or〈両手フレイル〉-4) | 編集 | ||||||||||
| TL0 | Jo | [[]] | 〈両手斧・メイス〉 | 振+1 叩 | 1 | 0 | $10 | 2 | 8† | 編集 | |
| or | 〈両手斧・メイス〉 | 突+1 叩 | 1 | 0 | − | − | 8† | 編集 | |||
| TL2 | Tetsubo | [[]] | 〈両手斧・メイス〉 | 振+3 叩 | 1, 2 | 0U | $100 | 10 | 13† | 編集 | |
| or | 〈両手斧・メイス〉 | 突+2 叩 | 2 | 0 | − | − | 12† | 編集 | |||
| TL3 | Bokken | [[]] | 〈両手斧・メイス〉 | 振+2 叩 | 1 | 0 | $40 | 3 | 9† | 編集 | |
| or | 〈両手斧・メイス〉 | 突+1 叩 | 1 | 0 | − | − | 9† | 編集 | |||
| TL3 | Longsword | [[]] | 〈両手斧・メイス〉 | 振+1 切 | 1 | 0 | $700 | 4 | 9† | 編集 | |
| or | 〈両手斧・メイス〉 | 突+3 刺 | 1, 2 | 0 | − | − | 9† | 編集 | |||
| TL4 | Late Katana | [[]] | 〈両手斧・メイス〉 | 振+2 切 | 1 | 0 | $550 | 3 | 9† | 編集 | |
| or | 〈両手斧・メイス〉 | 突+1 刺 | 1 | 0 | − | − | 9† | 編集 | |||
| 〈鎖〉 (敏捷力-6, 〈単分子鞭〉-3, 〈両手フレイル〉-4, or 〈鞭〉-3) | 編集 | ||||||||||
| TL3 | Urumi | [[]] | 〈鎖〉 | 振-1 叩 | 1-3 | -2U | $400 | 4 | 8 | ■12 | 編集 |
| or | 〈鎖〉 | 振-1(0.5) 切 | 1-3 | -2U | − | − | 8 | ■12 | 編集 | ||
[■02]:突き刺さる可能性があります。「ピック」ルールを参照してください。
[■03]:【フック】(74ページ)を使用可能にします。このテクニックは対象にもダメージを与える。
[■04]:この攻撃は〈格闘〉または〈空手〉のダメージボーナスを得ます。
[■05]: 手(のみ)にDRを与えます。ミルメックスはDR1、セスタスはDR4、サップグローブはDR2を与える。これらはいずれもグローブの一種であり、他のグローブとは併用できません。他の武器の場合、これは金属製の柄で、グローブのDRと累積するDR4を与えます。ただし、柄が狭すぎて金属製のガントレットを装着できません。鹿の角、鉤剣、カタール、千坤日月刀、車輪は手を完全に覆うことはできません。DRは1dで1〜3の出目が出た場合のみ適用されます。
[■06]: 鎧の隙間を狙う際のペナルティ(B400ページ)を-2点分軽減します。
[■07]: フェンシング武器以外の武器を使用した場合、命中修正-2のペナルティを受けずに、武器落とし(B401ページ)攻撃を行うことができます。
[■08]: フレイルと鎖の「受け」は-4修正です。フェンシング武器(受け修正「F」)は全く「受け」できません! これらの武器を「止め」する試みには-2修正です。ボラ・ペルディーダ、ボラ、ライフ・プリザーバー、ウェイト付きスカーフのペナルティは半分にします。
[■09]: ロープの絞首具としてカウントします。「絞首具」(B405ページ)を参照してください。
[■10]:〈十手・サイ〉技能を用いる場合、武器落としに+2のボーナスを得ます。詳細はB208ページ、B401ページを参照。
[■11]: 通常の武器による「受け」よりも優れている場合、〈格闘〉または〈空手〉の「受け」を使用します。
[■12]: 目標にはダメージを与える鞭打ちのみが可能で、特別な鞭のルールは適用されません。
[■13]: 購入時に最大攻撃範囲(1〜4m)を指定します。威力は振り下ろしによるもので、最大攻撃範囲1mごとに+1。価格と重量は1mごとに計算されます。必要体力は8で、1mごとに+1。
[■14]: 鎖の先端にある鎌を振り回す場合、鎖鎌は通常の鎖(B406ページ)のように武器落としや絡みつきはできません。
[■15]: 幅広の刃を持つヘッドは、「穂先で切る」(113ページ)のダメージに+1のボーナスを与えます。
[■16]: 対象に「よけ」-1、「止めまたは「受け」+1を与えます。
[■17]:【二刀流】で両端を使用する場合は、これらのステータスを使用します。

コメントをかく