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Shinobi weapons

Twenty-four classic weapons for your ninja: short and long blades, chain and rope weapons, polearms, parrying weapons and throwing tools. Most need Ninja weaponsmithing research and are made at a smithy. Enemy ninja carry them too, and with an NFRP storyteller one may turn up in a smuggler's stash.

In short

Twenty-four classic weapons: blades, chain and rope weapons, polearms, parrying weapons and throwing tools. Most need Ninja weaponsmithing and a smithy; enemy ninja carry them too.

Blades
WeaponHit (main attack)What it is good at
Tantō11 damage, 1.2 sA short knife, quick in close and easy to hide.
Kodachi15 damage, 1.5 sA short curved sword that parries and cuts in one motion.
Ninjatō17 damage, 1.7 sA straight sword carried on the back.
Tachi22 damage, 2.2 sA long curved sword for wide drawing cuts. No research needed.
Twin hook swords16 damage, 1.6 sHooked blades that catch a foe's weapon.
Zanbatō31 damage, 3.2 sA huge cleaver: very slow, very heavy, cuts through armour. No research needed.
Shikomizue cane blade16 damage, 1.6 sA walking cane with a hidden blade.
Chain, rope and flexible weapons
WeaponHitWhat it is good at
Kusari-fundō12 damage, 1.5 sA weighted chain that strikes from outside sword reach.
Meteor hammer19 damage, 2.4 sAn iron ball on a rope, spun and sent out at full weight.
Rope dart14 damage, 1.6 sA steel dart thrown out and pulled back.
Whip sword18 damage, 1.9 sFlexible steel bands that lash like a whip.
Three-section staff14 damage, 1.6 sStrikes around a guard and turns a block into a wrap.
Nunchaku11 damage, 1.2 sFast, hard blows from every angle.
Kaginawa grappling hook11 damage, 1.6 sA climbing tool first, a weapon when it has to be.
Polearms
WeaponHitWhat it is good at
Yari spear19 damage, 2.0 sKeeps a foe at a distance. No research needed.
Jūmonji cross spear20 damage, 2.1 sSide blades that hook, cut and trap a weapon.
Bisentō polearm24 damage, 2.6 sA broad cleaving blade on a long staff. No research needed.
Sasumata polearm12 damage, 1.9 sA fork that pins a foe at arm's length. No research needed.
Parrying and close weapons
WeaponHitWhat it is good at
Sai11 damage, 1.3 sCatches blades and strikes pressure points.
Jitte12 damage, 1.4 sA guard's truncheon that disarms rather than kills. No research needed.
Kakute spiked rings9 damage, 1.0 sSpiked rings worn on the fingers.
Throwing tools
WeaponRangeWhat it is good at
Fūma shuriken25 cellsA giant folding star that spins far and cuts deep.
Bō-shuriken spikes20 cellsStraight spikes thrown in quick volleys.
Makibishi caltrops15 cellsScattered spikes: anyone in the spread is stabbed in the feet and slowed.
Tips
  • Damage and timing above are the weapon's main attack at normal quality. Better quality and stuff hit harder.
  • The ninja tool kit can keep a blade as a sidearm and swap to it when an enemy comes close.