Equipment

Armor

Bogu

  • Bonus to Armor TN: +0
  • Damage reduction: 1
  • Price: 1 koku

Ashigaru armor

  • Bonus to Armor TN: 3
  • Damage reduction: 1
  • Cost: 5 koku

Tatami armor

  • Bonus to Armor TN: 4
  • Damage reduction: 1
  • Price: 10 koku

Light armor

  • Bonus to Armor TN: 5
  • Damage reduction: 3
  • Special rules: Wearing light armor increases the TN of all Athletic and Stealth rolls by 5.
  • Cost: 25 koku

Heavy armor

  • Bonus to Armor TN: 10
  • Damage reduction: 5
  • Special rules: Wearing heavy armor increases the TN of all skill rolls using Agility and Reflexes by 5.
  • Cost: 40 koku

Tetsu-do

  • Bonus to Armor TN: +13
  • Damage reduction: 8
  • Special Rules: Iron armor is considered heavy armor for the purposes of mechanical effects that specify armor type, including Techniques, Advantages, etc. Wearing iron armor increases the TN of all Skill Rolls using Agility or Reflexes by +10; if the wearer has a Strength of 5 or higher, the penalty is only +5 instead.
  • Price: 100 koku

Riding armor

  • Bonus to Armor TN: 12 on horseback, 4 otherwise.
  • Damage reduction: 4
  • Special rules: Wearing riding armor increases the TN of all skill rolls using Agility and Reflexes by 5, except on horseback.
  • Cost: 55 koku

Ceremonial Armor

  • Bonus to Armor TN: 3
  • Damage reduction: 1
  • Special rules: At the GM’s option, a truly impressive suit of Ceremonial Armor might award a small bonus to the wearer’s Intimidation Skill rolls.
  • Cost: 90 koku

Weapons

Arrows

Armor-piercing

  • Damage rating: 1k1
  • Special rules: Ignores Bonus to Armor TN from armor.
  • Cost: 2 bu.

Flesh cutter

  • Damage rating: 2k3
  • Special rules: Doubles Bonus to Armor TN from armor; half range.
  • Cost: 5 bu.

Humming bulb

  • Damage rating: 0k1
  • Cost: 5 bu.
  • Special rules: Makes a whistle sound.

Rope-cutter

  • Damage rating: 1k1
  • Special rules: Grants two Raises on call shots towards inanimate objects; half range.
  • Cost: 3 bu.

Willow leaf

  • Damage rating: 2k2
  • Cost: 1 bu.

Bows

Dai-kyu

  • Keywords : Small
  • Strength: 4 (minimum strength of 3 to wield)
  • Range: 500′
  • Special rules: Increases TN of all attack rolls by 10 on foot.
  • Cost: 25 koku.

Han-kyu

  • Keywords : Small
  • Strength: 1
  • Range: 100′
  • Special rules: Increases TN of all attack rolls by 10 on horseback.
  • Cost: 6 koku.

Yumi

  • Keywords : Large
  • Strength: 3
  • Range: 250′
  • Special rules: Increases TN of all attack rolls by 10 on horseback.
  • Cost: 20 koku.

Crossbow [pg 99 IA]

  • Keywords : medium, gaijin
  • Strength: 4k2
  • Range: ‘
  • Special rules: A crossbow relies on its own mechanical force to deliver damage, and thus does not add the wielder’s Strength to its damage rating. Reloading a crossbow requires two Complex Actions.
  • Cost: 5 koku.

Sling [pg 239 SE]

  • Keywords : small,peasant
  • Strength: 1k3
  • Range: ‘
  • Special rules: The sling uses the Athletics / Agility Skill to attack; GMs may opt to allow a Sling Emphasis. Strength is not added to the DR for slings. Reduction is doubled against sling attacks
  • Cost: 3 zeni

Chain weapons

Kusarigama

  • Keywords : Large
  • Damage rating: 0k2 (kama end), 0k1 (weighted end)
  • Cost: 5 koku.

Kyoketsu-shogi

  • Keywords : Large
  • Damage rating: 0k1
  • Special rules: Doubles Bonus to Armor TN from armor.
  • Cost: 9 bu.

Manrikigusari

  • Keywords : Large
  • Damage rating: 1k1
  • Cost: 3 koku.

Dragon Beard Hook [pg 175 BoW]

  • Keywords : Large
  • Damage rating: 1k2
  • Special rules: Rope darts may be used to initiate and maintain a grapple at a distance of up to 30 feet
  • Cost: 3 koku.

Rope Dart [pg 175 BoW]

  • Keywords : Large, Ninja
  • Damage rating: 1k1
  • Special rules: Rope darts may be used to initiate and maintain a grapple at a distance of up to 15 feet
  • Cost: 5 bu.

Engineering

Cannon [pg 31 GC]

  • Keywords : Cannon
  • Damage rating: 20k10
  • Special rules: Area: The gaijin cannon used in the White Stag era fire “roundshot”—that is, solid cannonballs. These inflict full damage to the target and then blast through and inflict 5k5 damage to anything within a line thirty feet beyond the target. (This follow-through may be stopped by a solid target such as a thick stone wall.) . — Rate of Fire: 1 shot per two minutes, half that with a crew of 2. A cannon cannot be operated by a single man

Ballista [pg 32 GC]

  • Keywords : Small
  • Damage rating: 8K8
  • Special rules: ignores 10 points of Reduction on wooden structures and living targets) Area: The damage applies to the point of impact. If the target is not sufficient to stop the bolt (GM’s discretion), the bolt applies 6k6 to everything in a twenty foot line behind the point of impact, then 4k4 for another twenty foot line beyond that. Rate of Fire: 1 shot per 5 minutes

Catapult [pg 32 GC]

  • Keywords : Small
  • Damage rating: 10k8
  • Special rules: (ignores 8 points of Reduction) Area: Full damage applies to the point of impact only. A hit also inflicts 4k4 of “splash” damage to anything within ten feet of the impact point. Rate of Fire: 1 shot per 10 minutes

Siege Ram [pg 32 GC]

  • Keywords : Small
  • Damage rating: 4k4
  • Special rules: (ignores 10 points of Reduction) Area: Damage applies only to the point of impact. Rate of Fire: 1 blow per half-minute f Special: The typical siege ram has 200 Wounds and Reduction 4 against attacks from above. Crab-built versions may have as much as twice the number of Wounds and Reduction of 8 or even 10

Siege Tower [pg 32 GC]

  • Keywords : Small
  • Damage rating: n/a
  • Special rules: Skill: Athletics/Strength (to push) Crew: 6 minimum, up to 16 maximum Range: May be up to 25 feet in height Notes: A siege tower may hold up to 16 troops, who disembark at a rate of 4 per Round. The typical tower has 300 Wounds and Reduction 6

Trap Door [pg 32 GC]

  • Keywords : Small
  • Damage rating: n/a
  • Special rules: Targets who set off a trap door may make a Perception Roll (TN 25) to notice the trap beforehand, or a Reflexes Roll (TN 25) to avoid falling in once the trap is triggered. Targets caught by a trap door also suffer damage for falling, as determined by the depth of the fall.

Pendulum [pg 32 GC]

  • Keywords : Small
  • Damage rating: 7k7
  • Special rules:Targets who step on the pressure plate (TN 40 to notice on an Investigation (Notice) / Perception Roll) must succeed at a Reflexes Roll (TN 30) or be struck by the pendulum. The device can inflict damage ranging from 4k4 for small stone strikers, up to 7k7 for heavy stones or massive blades.

Grinder [pg 32 GC]

  • Keywords : Small
  • Damage rating: 5k5
  • Special rules: A grinder inflicts horrific damage on those caught in it. The target takes 5k5 damage, plus an additional number of rolled dice equal to half the target’s Earth Ring rounded up. This damage is applied during the Reactions stage every Round the target remains within the grinder.

Firearms

Standard Sidearm [pg 307 IH2]

  • Keywords : Small, Samurai
  • Damage rating: 3k3
  • Cost: 5 koku.

Standard Rifle [pg 307 IH2]

  • Keywords : Medium, Samurai
  • Damage rating: 4k4
  • Cost: 5 koku.

Heavy Assault Rifle [pg 307 IH2]

  • Keywords : Large
  • Damage rating: 6k5
  • Special rules: The sheer force exerted by this weapon, not to mention its significant size and weight, means it requires Strength 4 to wield properly
  • Cost: 5 koku.

Marksman’s Rifle [pg 307 IH2]

  • Keywords : Large
  • Damage rating: 6k3
  • Cost: 5 koku.

Pistol [pg 97 IH]

  • Keywords : Small, Gaijin
  • Damage rating: 3k2
  • Special rules: A pistol’s DR is modified by Perception instead of by Strength. Possession of a pistol is an Imperial crime and should also entail Honor loss of an amount chosen by the GM
  • Cost: 5 koku.

Musket [pg 97 IH]

  • Keywords : Large
  • Damage rating: 4k3
  • Special rules: musket’s DR is modified by Perception instead of by Strength. Some gaijin cultures mount a short blade on the front of their muskets, allowing them to double as a crude polearm. A musket with one of these blades can be used for melee with the Polearms skill, and has a DR of 2k2. Possession of a musket is an Imperial crime and should also entail Honor loss of an amount chosen by the GM
  • Cost: 5 koku.

Hand

Torch [pg 175 BoW]

  • Keywords : Peasant, Improvised
  • Damage rating: 0k1
  • Special rules: Enemies hit with a torch must roll Reflexes at TN 10 to avoid catching on fire. Foes who are set on re take 1k1 re damage during the Reactions Stage of each Round until they extinguish the fire (such as by jumping into water, or taking a Complex Action to smother the ames)
  • Cost: 1 bu.

First

  • Damage rating: 0k1

Heavy Weapons

Dai-tsuchi

  • Keywords : Large
  • Damage rating: 5k2
  • Cost: 15 koku.

Masakiri

  • Keywords : Medium
  • Damage rating: 2k3
  • Cost: 8 koku.

Ono

  • Keywords : Large
  • Damage rating: 0k4
  • Cost: 20 koku.

Tetsubo

  • Keywords : Large
  • Damage rating: 3k3
  • Cost: 20 koku.

Knives

Aiguchi & Tanto

  • Keywords : Small
  • Damage rating: 1k1
  • Cost: 1 koku.

Jitte & Sai

  • Keywords : Small
  • Damage rating: 1k1
  • Cost: 5 bu.

Kama

  • Keywords : Small
  • Damage rating: 0k2
  • Cost: 5 bu.

Ninja weapons

Blowgun

  • Keywords : Medium, Ninja
  • Damage rating: 1
  • Range: 50′
  • Special rules: Triples Bonus to Armor TN from armor. Damages increase to 1k1 then 2k1 at Ninjutsu 3/7.
  • Cost: 8 zeni.

Shuriken

  • Keywords : Small, Ninja
  • Damage rating: 1k1
  • Special rules: Can be thrown up to 25′ as a ranged weapon.
  • Cost: 2 bu.

Tsubute

  • Keywords : Small, Ninja
  • Damage rating: 1k1
  • Special rules: Craft: Craft: Explosives / Intelligence at TN 25, and requires access to gaijin pepper and alchemical supplies. Making nageteppo is a touchy business; failing to hit TN 10 when doing so results in a small explosion, inflicting 2k1 damage for smoke nageteppo. Standard smoke nageteppo are used to confuse enemies during an ambush or to cover a retreat. They are small and relatively fragile egg-shaped devices containing a mixture of gunpowder and alchemical substances. Throwing a nageteppo is a Simple Action. When they are broken (either by accident, crushing, or most commonly by being thrown against a hard surface) the contents ignite and emit a thick cloud of choking white smoke. The smoke covers an area roughly 15’ diameter and obscures all vision within (those inside the smoke are considered to be Blind). The smoke normally lasts five Rounds before it disperses, although it can be blown away in a single Round by a strong wind. If a smoke nageteppo directly strikes a person, the burning smoke charge inflicts 1k1 damage per Round for two Rounds (or until extinguished with dousing, smothering, etc).
  • Cost: –

Nageteppo (Smoke) [pg 180 IH]

  • Keywords : Small, Ninja
  • Damage rating: 1k1
  • Special rules: Craft: Explosives / Intelligence at TN 25, and requires access to gaijin pepper and alchemical supplies. Making nageteppo is a touchy business; failing to hit TN 10 when doing so results in a small explosion, inflicting 3k2 damage for incendiary nageteppo. Incendiary nageteppo are somewhat larger and more awkward to throw than their smoke-making counterparts. They are usually used to ignite fires during surprise attacks or raids—for example, shinobi who are targeting an enemy supply dump will bring incendiary nageteppo. They are similar in design to smoke nageteppo, but are larger and the gunpowder/alchemical mixture inside is designed to explode and burn fiercely rather than merely emitting smoke. Throwing a nageteppo is a Simple Action. When an incendiary nageteppo is broken the contents ignite violently and spray outward, igniting everything within 5’. Someone who is directly hit by an incendiary nageteppo will take 3k2 damage per Round for three Rounds (or until the fire is doused/smothered). Someone who is caught in the spray radius takes 1k1 damage per Round instead. The fire from an incendiary nageteppo is hot enough to ignore 3 points of Reduction.
  • Cost: –

Nageteppo (Incendiary) [pg 180 IH]

  • Keywords : Small, Ninja
  • Damage rating: 3k2
  • Special rules: Can be thrown up to 30′ as a ranged weapon.
  • Cost: 1 bu.

Demolitions Charges [pg 181 IH]

  • Keywords : –
  • Damage rating: 9k6
  • Special rules: Can be thrown up to 25′ as a ranged weapon.
  • Cost: –

Polearms

Bisento

  • Keywords : Large
  • Damage rating: 3k3
  • Cost: 12 koku

Nagamaki

  • Keywords : Large
  • Damage rating: 2k3
  • Cost: 8 koku

Naginata

  • Keywords : Large, Samurai
  • Damage rating: 3k2
  • Cost: 10 koku

Sasumata

  • Keywords : Large
  • Damage rating: 0k2
  • Special rules: Can be used to initiate a grapple.
  • Cost: 6 koku

Sadegarami

  • Keywords : Large
  • Damage rating: 1k1
  • Special rules: Can be used to initiate a grapple.
  • Cost: 6 koku

Spears

Kumade

  • Keywords : Large, Peasant
  • Damage rating: 1k1
  • Special rules: Breaks if inflicts 25 or more damage.
  • Cost: 3 bu

Mai chong

  • Keywords : Large
  • Damage rating: 0k3
  • Special rules: Can be thrown up to 25′ as a ranged weapon.
  • Cost: 20 koku

Lance

  • Keywords : Large
  • Damage rating: 3k4
  • Special rules: Damage reduced to 1k2 when not charging on horseback. Using without charging imposes a penality of 5 on horseback and 10 on foot. Breaks if inflicts 30 or more damage.
  • Cost: 20 koku

Magari-Yari [pg 7 NP]

  • Keywords : Large
  • Damage rating: 3k2
  • Special rules: Can be thrown up to 30′ as a ranged weapon and has a DR of 2k2 when thrown.
  • Cost: 7 koku

Nage-yari

  • Keywords : Large
  • Damage rating: 1k2
  • Special rules: Can be thrown up to 50′ as a ranged weapon.
  • Cost: 3 koku

Yari

  • Keywords : Large
  • Damage rating: 2k2
  • Special rules: Can be thrown up to 50′ as a ranged weapon. Damage rating when thrown is 1k2.
  • Cost: 5 koku

Naga Spear [pg 86 EotE]

  • Keywords : Large, Naga
  • Damage rating: 3k2
  • Cost: 5 koku

Staves

Bo

  • Keywords : Large
  • Damage rating: 1k2
  • Cost: 2 bu

Jo

  • Keywords : Medium
  • Damage rating: 0k2
  • Cost: 1 bu

Machi-kanshisha

  • Keywords : Medium
  • Damage rating: 0k2
  • Cost: 20 koku

Nunchaku

  • Keywords : Small, Peasant
  • Damage rating: 1k2
  • Cost: 3 bu

Sang kauw

  • Keywords : Medium
  • Damage rating: 1k2 (crescent blade), 2k1 (shield sang kaw)
  • Cost: 10 koku

Tonfa

  • Keywords : Medium, Peasant
  • Damage rating: 0k3
  • Cost: 5 bu

Three-Section Staff

  • Keywords : Large, Monk, Ninja
  • Damage rating: 2k2
  • Cost: 1 koku

Pitchfork

  • Keywords : Large, Peasant
  • Damage rating: 1k2
  • Special: If a pitchfork inflicts more than 20 Wounds with a single attack, it breaks.
  • Cost: 3 bu

Swords

Bokken

  • Keyword: Samurai
  • Damage rating: 0k2
  • Special: Reduction from armor is doubled against a bokken.

Katana

  • Keywords : Medium, Samurai
  • Damage rating: 3k2
  • Special rules: Can spend a void point to increase damage by 1k1.
  • Cost: cannot be bought. (Effective value : 25 koku)

Ninja-to

  • Keywords : Medium, Ninja
  • Damage rating: 3k2
  • Special rules: Counts as small for concealment. Breaks if inflicts 40 or more damage.
  • Cost: cannot be bought.

No-dachi

  • Keywords : Large
  • Damage rating: 3k3
  • Cost: 30 koku

Parangu

  • Keywords : Medium, Peasant
  • Damage rating: 2k2
  • Special rules: Breaks if inflicts 30 or more damage.
  • Cost: 10 bu.

Scimitar

  • Keywords : Medium
  • Damage rating: 2k3
  • Cost: 20 koku

Shinai

  • Keyword: Samurai
  • Damage rating: 0k1
  • Special: A shinai’s damage dice cannot explode.

Wakizashi

  • Keywords : Medium, Samurai
  • Damage rating: 2k2
  • Special rules: Can be thrown up to 20′ as a ranged weapon.
  • Cost: 15 koku

Yabanjin Ring-Sword [pg 98 IA]

  • Keywords : Medium, Gaijin
  • Damage rating: 2k2
  • Cost: 10 koku

Naga Scimitar [pg 86 EotE]

  • Keywords : Large, Naga
  • Damage rating: 2k3
  • Cost: 20 koku

War fans

War fan

  • Keywords : Small
  • Damage rating: 0k1
  • Cost: 5 koku.

Hunting (Traps)

Pitfall [pg71 GC]

  • Damage rating: 1k1 per 10ft plus 3k3 if spiked
  • Special rules: tn15 base, tn 20 with spikes, Opponents may make a Perception Roll to see the trap. The TN of this roll is equal to the amount by which the trap’s creator exceeded the Hunting (Traps) TN to create it in the first place. Falling into a pitfall inflicts appropriate falling damage (1k1 for every ten feet), plus an additional 3k3 Wounds if stakes are present. Injury from stakes can also cause infection if they are dirty, and ruthless ambushers will deliberately smear the stakes with filth to enhance this possibility

Pongi Sticks [pg71 GC]

  • Keywords : Small
  • Damage rating: 2k1
  • Special rules: tn15, Opponents may make a Perception Roll to see a pongi stick. The TN of this roll is equal to the amount by which the trap’s creator exceeded the Hunting (Traps) TN to create it in the first place. Stepping on a pongi stick inflicts 2k1 Wounds and the target is Lame until the Wounds heal. This injury can also cause infection if the pongi stick was dirty, and ruthless ambushers will deliberately smear the stake with fi lth to enhance this possibility.

Rope Catch [pg71 GC]

  • Keywords : Small
  • Damage rating: 1k1 or 2k2
  • Special rules: tn20, Opponents may make a Perception Roll to see a rope catch trap. The TN of this roll is equal to the amount by which the trap’s creator exceeded the Hunting (Traps) TN to create it in the first place. Once the trap is sprung, a Refl exes Roll at TN 30 can avoid the catch. Once captured, a target is likely helpless, although an extremely acrobatic victim may be able to reach upward to cut himself loose (GM’s discretion). Falling from a freed rope catch may cause damage (usually 1k1 or 2k2).

Tiger Trap [pg71 GC]

  • Keywords : Small
  • Damage rating: 4k4
  • Special rules: tn25, Detecting the hidden trip-wire of a tiger trap is usually quite difficult, typically requiring a Perception Roll at TN 25. When the trap is triggered, the target must succeed on a Reflexes Roll (TN 30) or suffer 6k6 damage from the spikes slamming into the body. Heavy armor will reduce the damage to 4k4. Much as with other spike traps, the spikes may cause infection by driving dirt and filth deep into the body.

Crafting Extraordinary Weapons

Skilled weaponsmiths are capable of creating unusual and high-quality items… assuming they have the proper materials, equipment, and time. Weapons crafted by the basic rules in the L5R 4th Edition Core Rulebook conform to the normal weapon stats in the L5R rules and are considered to be of “Average” quality. Weapons of higher quality are said to be “Excellent”; such weapons possess special properties that set them apart.
To create an “Excellent” weapon, the regular Crafting rules are used. However, the cost of materials and the koku value of the weapon are both tripled. This means an Excellent Wakizashi will have a value of 45 Koku, an excellent Naginata will have a value of 30 Koku, and so forth. (Use this value when determining the base TN for Crafting the weapon.)
A smith must have a Craft: Weaponsmithing Skill Rank of at least 7 to create an Excellent weapon. A Kaiu or Tsi smith may create an Excellent weapon with a Skill Rank of at least 5.

A smith who creates an Excellent weapon may call Raises to confer one Special Quality on the weapon. However, failure on the Crafting roll means the weapon is wholly ruined and useless; the smith must try again. A list of Qualities and the associated Raises is provided below. Characters trained in the Tsi or Kaiu schools receive one Free Raise for the purpose of conferring Special Qualities.

Weapon Special Qualities:

  • Balanced: The wielder gains +1k0 on attack rolls using this weapon. Raises: 4
  • Radiant: This weapon counts as Jade for the purpose of attacking Invulnerable targets. Raises: 6
  • Signature: This weapon bears a unique signature stamp, identifying it with its creator. Raises: 2
  • Swift: The wielder gains +5 to his Initiative score while using this weapon. Raises: 4
  • True: This weapon decreases the target’s Reduction by the wielder’s Strength. Raises: 6
  • Unbreakable: This weapon cannot be broken. Raises: 5

Crafting Sacred Weapons

A smith of a clan that possesses a Sacred Weapon (as per the Advantages in the L5R 4th Edition Core Rulebook, page 152-153) may attempt to make one using a Craft: Weaponsmithing roll. The smith must create the appropriate Excellent Quality weapon with 7 Raises (6 Raises for a Kaiu smith).

A samurai may only attempt to create a Sacred Weapon of his own clan. A Crane can only attempt to make Kakita Blades, a Crab may only attempt to make Kaiu Blades, and so forth.

Rokugani Firearms

Rokugani firearms can be incorporated into many different campaigns, whether or not the GM wants to take things as far as they are presented in Iron Rokugan. In feudal Japan, simple firearms were imported from the Chinese as early as the 1200s, and matchlock guns were common during the Sengoku period of 1467 to 1604. Even Miyamoto Musashi mentions firearms in his text on Japanese warfare and philosophy, “The Book of Five Rings”, saying that the gun was unrivaled on the battlefield until swords were drawn. Even though they were relatively common and helped decide many battles, Japanese firearms did not hold a predominant role in warfare, and were often considered a secondary weapon to the Yumi due to their limited range, slow reload time, and poor accuracy. Skilled archers and swordsmen were far more common than skilled gunners; techniques had to be developed to get the most out of firearms, and they were usually placed in the hands of lower class troops. On the other hand, at the battle of Nagashino the Japanese warlord Oda Nobunaga all but annihilated the cavalry forces of the Takeda Clan with a strategy that relied on volley fire with muskets.

GMs who wish to incorporate firearms into a non-Iron Rokugan setting can do so via an Imperial Edict calling upon the Great Clans to reproduce the firearms of foreign powers while still maintaining the ban on trade and communication with gaijin nations. To better re-create the climate of early Japanese firearms, it is suggested that only the Kakiyari, Teppo, and Bajozutsu be incorporated, and that only the Bajozutsu should have the Samurai keyword. Rokugani firearms require three Complex Actions to load (or reload). When fired, they ignore the effects of armor on Armor TN and Reduction. Although unspecified, GMs might rule that the user’s Perception is added to the gun’s damage roll, much like Strength for most weapons.

Teppoudo (Intelligence)

Sub-type: Weapon Skill
Emphases: Fire-Lance, Hand-Cannon, Bajozutsu, Teppo
Description: Teppoudo is the skill of maintaining and firing a Rokugani (non-gaijin) firearm. Taught alongside the traditional arts of Kenjutsu and Kyujutsu, the art of Teppoudo places a great emphasis on mindfulness, calm deliberate intentions, and careful breathing. It is just as much a practice of zenlike focus as it is a test of rote and memory. The samurai does not merely pull the trigger- he pushes the bullet.
Mastery Abilities:

  • Rank 3 – Gain +1k0 to all damage rolls when firing a Rokugani firearm
  • Rank 5 – Loading a Rokugani firearm requires one less Complex Action
  • Rank 7 – Gain +0k1 to all damage rolls when firing a Rokugani firearm

Kakiyari (Fire Lance)

  • Keywords: Large, Firearm
  • Range: 50 feet
  • DR: 3k2
  • Price: 8 Koku
  • Special: The Fire Lance can be wielded in melee as a Yari. If so, its DR is 1k1 and it cannot be thrown accurately. A normal Fire Lance such as this can only be fired once.

Bo-Hiya (Fire Arrows)

  • Range: 100 feet (regardless of bow used)
  • DR: 3k3
  • Price: 1 Koku
  • Special: Fire Arrows explode when they land. Their damage ignores all forms of Reduction.

Hand-Cannon

  • Keywords: Large, Firearm, Heavy Weapon
  • Range: 20 feet
  • DR: 4k3
  • Price: 25 Koku
  • Special: The Hand-Cannon ignores Reduction from natural toughness. It can only be fired once. The Hand-Cannon can be wielded in melee as a Tetsubo.

Bajozutsu

  • Keywords: Small, Samurai, Firearm
  • Range: 20 feet
  • DR: 3k2
  • Price: Due to the sacred nature of the Bajozutsu and the complexity of the weapon’s manufacture, they are not normally available for sale.
  • Special: The Bajozutsu can be drawn from its sheath with the Iaijutsu skill.

Teppo

  • Keywords: Large, Samurai, Firearm
  • Range: 150 feet
  • DR: 3k3
  • Price: 30 Koku
  • Special: At half range or less, the Teppo ignores Reduction from natural toughness.