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
Weapon
Hit (main attack)
What it is good at
Tantō
11 damage, 1.2 s
A short knife, quick in close and easy to hide.
Kodachi
15 damage, 1.5 s
A short curved sword that parries and cuts in one motion.
Ninjatō
17 damage, 1.7 s
A straight sword carried on the back.
Tachi
22 damage, 2.2 s
A long curved sword for wide drawing cuts. No research needed.
Twin hook swords
16 damage, 1.6 s
Hooked blades that catch a foe's weapon.
Zanbatō
31 damage, 3.2 s
A huge cleaver: very slow, very heavy, cuts through armour. No research needed.
Shikomizue cane blade
16 damage, 1.6 s
A walking cane with a hidden blade.
Chain, rope and flexible weapons
Weapon
Hit
What it is good at
Kusari-fundō
12 damage, 1.5 s
A weighted chain that strikes from outside sword reach.
Meteor hammer
19 damage, 2.4 s
An iron ball on a rope, spun and sent out at full weight.
Rope dart
14 damage, 1.6 s
A steel dart thrown out and pulled back.
Whip sword
18 damage, 1.9 s
Flexible steel bands that lash like a whip.
Three-section staff
14 damage, 1.6 s
Strikes around a guard and turns a block into a wrap.
Nunchaku
11 damage, 1.2 s
Fast, hard blows from every angle.
Kaginawa grappling hook
11 damage, 1.6 s
A climbing tool first, a weapon when it has to be.
Polearms
Weapon
Hit
What it is good at
Yari spear
19 damage, 2.0 s
Keeps a foe at a distance. No research needed.
Jūmonji cross spear
20 damage, 2.1 s
Side blades that hook, cut and trap a weapon.
Bisentō polearm
24 damage, 2.6 s
A broad cleaving blade on a long staff. No research needed.
Sasumata polearm
12 damage, 1.9 s
A fork that pins a foe at arm's length. No research needed.
Parrying and close weapons
Weapon
Hit
What it is good at
Sai
11 damage, 1.3 s
Catches blades and strikes pressure points.
Jitte
12 damage, 1.4 s
A guard's truncheon that disarms rather than kills. No research needed.
Kakute spiked rings
9 damage, 1.0 s
Spiked rings worn on the fingers.
Throwing tools
Weapon
Range
What it is good at
Fūma shuriken
25 cells
A giant folding star that spins far and cuts deep.
Bō-shuriken spikes
20 cells
Straight spikes thrown in quick volleys.
Makibishi caltrops
15 cells
Scattered 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.