Whips
Master Index » Equipment Index » Weapons Tables » Whips
Whips Conceal Reach Damage Weight Avail Cost SI Legality
Kusarigama 8 2 (Str+1)M 1 6/48 h 200 2 5-C
Manriki-Gusari 10 2 (Str+2)L Stun 1 6/48 h 150 2 5-C
Monofilament Whip 10 2 10S 0 24/14 d 3,000 3 1-K
Morning Star 4 2 (Str+2)M 2 5/48 h 250 2 4-C
Nunchaku 7 1 (Str+1)M Stun .75 4/48 h 100 1 8-C
Three Section Staff 4 2 (Str+2)M Stun 2 5/72 h 200 2 8-C
Whip 5 2 (STR)L 1 4/48 h 300 2 10-C
Whips Information
Kusarigama
Made famous by ninja flicks cranked out assembly-line style, the kusarigama consists of a sickle attached to a long length of chain ending in a weighted ball. The chain is used to entangle or strangle an opponent, while the ball and sickle provide pummeling and slicing attacks, respectively. The kusarigama can be use to snare an opponent in the same manner as a whip. This is a two-handed weapon.
Manriki-Gusari
The manriki-gusari is a long chain with a heavy spherical weight on each end. It is equally effective for trapping, strangling and bludgeoning an opponent. The manriki-gusari can ensnare a foe in the same way as a whip, and may inflict damage during the entanglement attack. This is a two-handed weapon.
Monofilament Whip
An uncommon and feared weapon on the streets of 2060. Though not truly monomolecular, the monofilament whip can inflict significant damage. It consists of a short haft that holds the monofilament line when not in use. The line can extend out to two meters, which gives it +2 Reach.
The whip action, the presence of a weighted tip and the danger posed by the monofilament line all make wielding this weapon difficult, at best. If an attack misses solely because the target’s Combat Pool dice successes exceed the attacker’s successes (a possibility only if using the optional Full Defense rule; see Combat, p. 123), or if the attacker rolls more 1s than successes, the attacker risks being hit by the whip. When this occurs, make a separate Whip Test against a Target Number 6. If the test yields no successes, the whip strikes the attacker. The attacker must then make a Damage Resistance Test (Body dice plus Combat Pool dice) against the weapon’s standard Damage Code of 10S. Impact armor protects against the monofilament whip, but its rating is halved (round down). Barrier Ratings are doubled against a monowhip.
Morning star
The morning star is a spiked or studded ball attached to a shaft by a length of chain. The momentum created by the chain allows this whip-style weapon to inflict Physical damage. This brutal weapon was popular in the Middle Ages and remains so with the barbaric at heart. The weapon can also be used to entangle an opponent in the same manner as a whip.
Nunchaku
A weapon developed in Okinawa from a rice thresher, nunchaku are composed of two short lengths of wood or metal, connected by chains or ropes.
Three Section Staff
A larger version of the nunchaku, this two-handed weapon is made up of three lengths of wood or metal, connected in line by chains or ropes.
Whip
Standard bull-whip with a weighted metal tip. Against armored targets, damage from bullwhips is reduced by twice the Impact Armor Rating. Whips can be used to snare an opponent instead of doing damage — each net success on the Attack Test provides one die. These dice are then used for an Open Test. The highest number rolled is the target number for the victim’s Strength Success Test to free himself from entanglement (which takes a Complex Action).
Master Index » Equipment Index » Weapons Tables » Whips
Whips Conceal Reach Damage Weight Avail Cost SI Legality
Kusarigama 8 2 (Str+1)M 1 6/48 h 200 2 5-C
Manriki-Gusari 10 2 (Str+2)L Stun 1 6/48 h 150 2 5-C
Monofilament Whip 10 2 10S 0 24/14 d 3,000 3 1-K
Morning Star 4 2 (Str+2)M 2 5/48 h 250 2 4-C
Nunchaku 7 1 (Str+1)M Stun .75 4/48 h 100 1 8-C
Three Section Staff 4 2 (Str+2)M Stun 2 5/72 h 200 2 8-C
Whip 5 2 (STR)L 1 4/48 h 300 2 10-C
Whips Information
Kusarigama
Made famous by ninja flicks cranked out assembly-line style, the kusarigama consists of a sickle attached to a long length of chain ending in a weighted ball. The chain is used to entangle or strangle an opponent, while the ball and sickle provide pummeling and slicing attacks, respectively. The kusarigama can be use to snare an opponent in the same manner as a whip. This is a two-handed weapon.
Manriki-Gusari
The manriki-gusari is a long chain with a heavy spherical weight on each end. It is equally effective for trapping, strangling and bludgeoning an opponent. The manriki-gusari can ensnare a foe in the same way as a whip, and may inflict damage during the entanglement attack. This is a two-handed weapon.
Monofilament Whip
An uncommon and feared weapon on the streets of 2060. Though not truly monomolecular, the monofilament whip can inflict significant damage. It consists of a short haft that holds the monofilament line when not in use. The line can extend out to two meters, which gives it +2 Reach.
The whip action, the presence of a weighted tip and the danger posed by the monofilament line all make wielding this weapon difficult, at best. If an attack misses solely because the target’s Combat Pool dice successes exceed the attacker’s successes (a possibility only if using the optional Full Defense rule; see Combat, p. 123), or if the attacker rolls more 1s than successes, the attacker risks being hit by the whip. When this occurs, make a separate Whip Test against a Target Number 6. If the test yields no successes, the whip strikes the attacker. The attacker must then make a Damage Resistance Test (Body dice plus Combat Pool dice) against the weapon’s standard Damage Code of 10S. Impact armor protects against the monofilament whip, but its rating is halved (round down). Barrier Ratings are doubled against a monowhip.
Morning star
The morning star is a spiked or studded ball attached to a shaft by a length of chain. The momentum created by the chain allows this whip-style weapon to inflict Physical damage. This brutal weapon was popular in the Middle Ages and remains so with the barbaric at heart. The weapon can also be used to entangle an opponent in the same manner as a whip.
Nunchaku
A weapon developed in Okinawa from a rice thresher, nunchaku are composed of two short lengths of wood or metal, connected by chains or ropes.
Three Section Staff
A larger version of the nunchaku, this two-handed weapon is made up of three lengths of wood or metal, connected in line by chains or ropes.
Whip
Standard bull-whip with a weighted metal tip. Against armored targets, damage from bullwhips is reduced by twice the Impact Armor Rating. Whips can be used to snare an opponent instead of doing damage — each net success on the Attack Test provides one die. These dice are then used for an Open Test. The highest number rolled is the target number for the victim’s Strength Success Test to free himself from entanglement (which takes a Complex Action).