- Kai (peasant weapons : kai) : 2k1 a big oar used by the peasants of the Crab clan and the sailors.
- Manji-sai (peasant weapons : manji-sai) : 1k2. Sai with 2 quillons, one up, one down. Increase your TN to be hit by 5 when in full defense.
- Nunte (polearm : nunte) : 3k1 bo with a manji-sai at the end.
- Chijiriki (chain weapons : chijiriki) : 3k2. It’s a spear with a chain at the end. When somebody is grappled in, all his TNs are doubled until he get free. He can hit the weapon itself (TN 20, doubled = 40).
- Shikomizue (peasant weapons : shikomizue) : 2k2. A walking cane in bamboo with an hidden blade. Only 1k2 without the blade.
- Tankoji (peasant weapons : tankoji) : 0k1. This hollow staff create a talcum cloud that blind during one turn peoples that are at less than 3 feet and fail a willpower TN 20.
- Tachi (kenjutsu : tachi) : 2k2. The ancestor of the katana, same lenght but less incurved, with less edge, less solid and more heavy.
- Pincer and tail (spears : pincer and tail) : 1k3. Give one free raise for disarm and knockdown. With doing three free raises you can gain a second attack, but this time the damage of the second attack is 2k2. This weapon is extremly rare (only Shosuro Yudoka is know to have one) and cannot be used with the emphase. It’s a long staff with a pincer at one end and a dart at the other end.
- Magari-yarijutsu (spears : magari-yarijutsu) : trident of the size of a yari, same rules. Peoples with the spears : yari emphase can use it as a yari, but you need the magari-yarijutsu emphase to use the Lion clan magari martial art.
- Flute-knife (knives : flute-knife) : 1k1 you earn a free raise when using sleight of hand to conceal a flute knife. It’s a flute with a knife hidden in it. You earn a + 5 initiative when you surprise your opponent by using it as a weapon.
- Horn dagger (knives : horn dagger) : 1k1. If the target is unaware of the attack, you ignore the armor and keep an additionnal damage die.
- Mamukigama (Chain weapons : mamukigama) : 1k1. It’s a kusarigama with a snake tied to the weight. Each attack with this weapon need 2 raises. If the bearer miss but met the originam TN before the two raises, it hit himself with the snake. Damage of the snake varies.
- Vajra (spears : vajra) : 1k1. This is a scepter with claws at each hand. You have a free raise to disarm and knockdown. This is considered a peasant weapon.
- Lezam (kyujutsu : lezam) : used only by the Tsuruchi, this training bow is made of bamboo with a chain and have been imported from the Ivory kingdom. Strenght : 2. Range : 200’, special rules : + 10 TN to ride from horse, one free raise for instruction for kyujutsu and one free raise for stealth when firing.
- Shigeto-yumi (kyujutsu : shigeto-yumi) : an ornemental yumi used only for demonstrations. Strenght : 3. Range : 200’, special rules : + 10 TN to ride from horse. One free raise for demonstration shooting.
- Whip (peasant weapon : whip) : 0k1
- Ring-blade (Yobanjin blade : ring blade) : 1k2. Same rules as a heavy weapon for force bonus. This sword have rings on it who are made to caught opponent's weapons. When your opponent miss you by 5 or more when you are in full defense you caught his weapon. Make an opposed strengh roll, if you win you can broke the weapon if you win by more than 5 for wood weapons, 10 for peasons weapons, 20 for common weapons, 25 for katanas. If you don't break, the weapon is just locked for one round.
- Ox blade (Yobanjin blade : ox blade) : 3k2 same as the Yobanjin ring blade, but longuer to be used on horseback. Same rules but allow a free raise for attack rolls on horseback.
- Shinobi-shuko / Shinobi ashiko (peasants weapons : Shinobi-shuko / Shinobi ashiko) 0k2 Gloves with claws, gives two free raises for climbing.
- Toami jutsu

- Ogre club (heavy weapons : ogre club) : 1k4, minimal strenght of 5, Ignore normal light armors and count normal heavy armors as light armors. Carapace minus 2 against this weapon.
- Troll gauntlet (heavy weapons : troll gauntlet) : hand to hand damage + 0g1 + heavy weapon force bonus. All peoples suffering at least one full rank of wound from this weapon must make a stamina roll TN 20 or get a case of taint.
- Tsuno blade (heavy weapons : Tsuno blade) : 2k3. This is large and really big curved blade. Ignore normal light armors, Carapace minus 2 against this weapon. Minimal strenght of 5, can't be used with one hand. If you hit an opponent that is in full defense, make a damage roll against TN 20 + 5 per quality level of the opponent's weapon (poor quality = level 1) to break his weapon.
- Zokujin canne (polearm : zokujin canne) : 1k2. A long spear with a stone at the end. One free raise for attacks rolls against stone targets.
Naga weapons :
- Ishtyr (Swordmanship : Ishtyr) : 2k3. This curved and long Naga sword need two hands. Used by a Naga, it use the polearm rules for the first combat round.
- Naga spear (polearm : naga spear) : 0k3. A long spear with a curved and heavy blade.
- Naga bow (Kyujutsu : naga bow) : used with agility. Strenght : 4. Range : 600'. +1k0 DR. Total ranged penalty reduced by 10. Non-Naga using it increased TN to shoot by 10. Can't be used on horseback.
- Katar Naga (Knives : katar) : 0k2. + 1k0 for DR if the target is unaware of the attack.
- Pearled staff (heavy weapon : pearled staff) : 0k2 same bonus as an polearm when used by a Naga. Ignore armors and reduce carapace by 5. It's a thick bo with pearls incrusted on it.
- Ningyo trident (spear : Ningyo trident) : 2k2. Deal 3k2 when throwed.
Ratling weapons :
- Chrchr (staves : chrchr) : 0k2. This long staff is covered at one end with glue. If the ratling is in full defense and the opponent miss because of the full defense TN bonus, the ratling can do an agility /defense roll against the result of the attack roll. If succeed the opponent roll the damage value of his weapon (without strenght and anything). if 30 + he breaks the Chrchr, otherwise the glued weapon can be used only with + 10 TN and can't reroll more than one 10's per damage roll. Take the weapon out of the glue is a strenght TN 20 with precaution where you put your hands. The ratling drop the chrchr when a weapon is glued to it. The glue took one hour to start to be effective and is effective for only one hour.
- White-white green axe (throwing weapon : white-white-green axe) : 2k2, range 60 feet, +1k0 for attack roll by hand. A stone carved axe.
- tail-claw (jiujutsu : tail-claw) : 3k2 without any strenght bonus. + 2k0 for climbing and keeping balance. Can stay up by his tail by a strenght roll tn 15 for stamina rounds, then a new strenght roll every turn with TN + 2 each time. Can be used during some jump maneouvrers of the Ratling martial art.
Thrane and Merenae weapons :
- Ashi-kyu (Kyujutsu : ashi-kyu) : used with agility. A really long composite bow than need one turn to be reloaded. Strenght : archer - 1. Minimum strenght : 3. Range : archer's strenght +2 X 100'.
- Seibore (swordmanship : Seibore) : 0k3, strenght bonus like an heavy weapon. Minimal strenght and stamina to use it : 3. Initiative - 5. Ignore all armors. This is a long and heavy knight's sword.
- Sling (throwing weapons : sling) : Strenght : 2. Damage of the projectile : stone 0k2, metal 1k2. Range : 75'
- Staff sling (throwing weapon : sling) : Strenght : 3. Range : 100'
- Cutlass (swordmanship : cutlass) : 2k2, can be used with kenjutsu by increasing the TN by 5. Can rerol a damage dice that rolled under the bearer's stenght.
- Gunpowder pistol (gun : gunpowder pistol) : 4k2. Ignore armor and carapace. 2 rounds to reload.
- gunpowder shotgun (gun : gunpowder shotgun) : 5k3. Ignore armor and carapace. 2 rounds to reload.
- Maul (heavy weapons : maul) : 0k4. Minimal strenght : 3. Reduce armor by 5 and carapace by 3.
- Rapier (swordmanship : rapier) : 2k1. Can be used with kenjutsu by increasing the TN by 10. Can use reflexes instead of strenght for damage roll and reflexes instead of agility for attacks rolls.
- Stylet (knives : stylet) : 0k1. 2 free raises for sleight of hand to hide a stylet.