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Bushido: Alterations to Pendragon 5.1 for samurai games. (Pt. 2)

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Now for armor and weapons: Weapons that are considered 'legitimate' for samurai to wield and that can be trained normally as Knightly weapons are will be labeled (Bushi).
WEAPONS:
  • Axe (Bushi) : Axes split shields; add 1d6 against Shields. Breaks on a fumble.
  • Wakizashi (Bushi): The smaller of the daishō, covers daggers and short swords, does -1d6 damage, more concealable. Dropped on a fumble. Must be at 10 or higher for Samurai.
  • Kanabō (Bushi): Adds 1d6 damage and ignores 3 Armor of any type except Chivalry. Two-handed weapon. Breaks on a fumble.
  • Halberd (Bushi): Adds 1d6 damage and negates Lance bonus against non-lance and penalties to footmen vs. horsemen. Two-handed. Breaks on a fumble.
  • Javelin/Shortspear (Bushi): One-handed short spear, can be thrown with ordinary accuracy STR+DEX yards: Any distance beyond that takes a -5 penalty, double that range is -10, two and a half times takes a -15 penalty, and the maximum is three times ordinary range at -20. Breaks on a fumble.
  • Lance (Bushi): While mounted, does damage according to horse size. When wielded with two hands, adds 1d6 damage. Breaks on fumble.
  • Mace (Bushi): Adds 1d6 damage vs. laminate or chain armor. Breaks on a fumble.
  • Quarterstaff (Non-Bushi): Favored by monks and peasants. Quarterstaves inflict -1d6 damage except against chainmail. Quarterstaves break on a fumble or if they tie their roll with any edged weapon (but not blunt ones). Two handed weapons, they can't be used with a shield.
  • Katana (Bushi): The larger of the daisho, it is dropped on a fumble and on a tied combat roll, it breaks the other weapon unless it is a daisho or nodachi. Does base damage. Must be at 10 or higher for Samurai.
  • Arbalest (Non-Bushi): Crude gunpowder weapons which inflict 1d6 + 20 out to 250 yards with a 2 man crew. They take four rounds to load, one to fire. Blows up on a fumble.
  • Kusarigama (Bushi): Bypasses Shields and can be used to disarm a foe of a one-handed weapon on a hit instead of dealing damage. But it's clumsy and if you roll a 1, you hit YOURSELF. Also, breaks on a fumble. Wielded with two hands.
  • Nodachi (Bushi): Dropped on a fumble and on a tied combat roll, it breaks the other weapon unless it is a daisho or nodachi. Does +1d6 damage. Two-handed.
  • Yumi (Bushi): Yumi inflict -1d6 damage out to STR+DEX*10 yards.
  • Chigiriki (Bushi): +1d6 vs. Chainmail/Laminar and bypasses Shields. But it's clumsy and if you roll a 1, you hit YOURSELF. Also, breaks on a fumble.
  • Arquebus (Non-Bushi): Crude muskets. 3d6 + 10. Blow up on Fumble, inflicting regular damage to wielder.



ARMOR: These options replace some but not all of those available to samurai. I have covered only the essentials for play.
  • Ō-yoroi (10)- Japanese laminate armor.
    • Kabuto (2) + Lamellar Coat (6) + Dublet (1) + Armored Tassets [Kuzazuri].

  • Kusari (12)- Japanese chain armor, samurai standard.
    • Kabuto (2) + Dublet (1) + Chainmail Gloves (1) + Chainmail Shirt (7) + Armored Tassets [Kuzazuri] (1).

  • Sendai dō (14)- Japanese partial plate. Date Masamune will eventually equip his whole army (or at least the samurai) with these.
    • Kabuto (2) + Plate Gloves (2) + Breastplate (6) + Arm and Leg Plates [Ita-mono] (3) + Armored Tassets [Kuzazuri] (1).

  • Hotoke dō (16)- Japanese full plate. Because the nature of Gothic plate does not correspond to Japanese medieval warfare, this is the best armor available.
    • Kabuto (2) + Plate Gloves (2) + Plate Mail (12)*.

*Plate Mail is for the most part a united piece of armor with a breastplate and other plates interconnected by chain mail links, so it is treated as one piece. For the purposes of armoring, it is essentially full-body save for hands and head.

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Updated 11-02-2018 at 06:34 PM by DarkisnotEvil

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