BECMI Weapon Mastery - New Weapons

I've been running my classic D&D campaign more or less forever, and while nearly everything you could need is right there in the rulebook, I've added a few extras here and there. The weapon table is already superb, but I've added a few extras over the years.

While it may seem indulgent, two weapons necessitated a whole new category. In addition to Hand Held Weapons Never Thrown, Hand Held Weapons Easily Thrown, Hand Held Weapons Rarely Thrown and Missile Device weapons, I've included chackram and shuriken in a new Thrown Weapons section - while a chackram may be used defensively (and to deflect or disarm an attacker) in melee, it cannot be used offensively in hand to hand combat.

Included a the bottom of the page is an updated ammunition table with some changes from the RC and including amminition for the weapons listed herein.

Missile Fire Devices

Hand Crossbow





Cost: 80
BS
30/65/100
1d4


Enc: 20 (small)
SK
40/70/100
1d6
H: -1AC/1

P=H
EX
50/80/100
1d6+2
H: -1AC/2
Delay (s)
1 hand (use)
MS
60/85/100
P: 1d8+4
S: 1d6+4
H: -2AC/2
Delay (s)
2 hands (load)
GM
70/90/100
P: 1d6+6
S: 2d4+4
H: -2AC/3
Delay (s)


Prodd (pellet crossbow)





Cost: 60
BS
80/120/200
1d4


Enc: 60 (med)
SK
100/140/200
1d6
M: -1AC/1
Stun (s/m)
P=A
EX
120/160/200
2d4
M: -2AC/2
Stun (s/m)
2 hands
MS
130/170/200
3d4
M: -2AC/3
Stun (s/m)

GM
150/180/200
4d4
M: -3AC/3
Stun (s/m)

Pellet Bow





Cost: 30
BS
50/100/150
1d4


Enc: 25 (med)
SK
60/110/160
1d6
H: -1AC/1
Delay (s)
P=A
EX
80/130/170
2d4
H: -1AC/2
Delay (s)
2 hands
MS
90/130/180
3d4
H: -2AC/2
Delay (s)

GM
110/140/190
4d4
H: -2AC/3
Delay (s)
                    
Hand Held Weapons, Rarely Thrown

Broad Axe





Cost: 10
BS
-/-/-
1d6+1


Enc: 50 (med)
SK
-/5/10
1d6+3
M: -1AC/1
Delay
P=M
EX
5/10/15
1d8+3
M: -2AC/2
Delay
1 hand
MS
5/10/15
P: 1d8+5
S: 1d6+6
M: -3AC/3
Delay

GM
10/15/20
P: 1d10+5
S: 1d8+5
M: -3AC/4
Delay, Stun

Morningstar





Cost: 8
BS

1d6


Enc: 75 (med)
SK

1d6+3
A: -1AC/1
Deflect (1)
P=M
EX
-/10/20
1d6+5
A: -2AC/1
Deflect (1)
1 hand
MS
-/15/30
P: 1d8+8
S: 1d6+7
A: -3AC/2
Deflect (2)

GM
10/25/35
P: 1d8+10
S: 1d6+8
A: -4AC/3
Deflect (2)

Hand Held Weapons, Never Thrown

Flail, Light





Cost: 10
BS

1d6


Enc: 50 (med)
SK

2d4
H: -1AC/1
Disarm
P=A
EX

2d4+4
H: -1AC/2
Disarm (save +2), Delay
1 hand
MS

1d6+7
H: -2AC/3
Disarm (save +3), Delay

GM

1d6+9
H: -3AC/4
Disarm (save +4), Delay

Flail, Heavy





Cost: 15
BS

1d8


Enc: 80 (large)
SK

1d12
H: -1AC/1
Disarm
P=A
EX

2d8
H: -2AC/2
Disarm, Stun
1 hand (Strength 3-15)
MS

2d8+4
H: -3AC/2
Disam (save +1), Stun
2 hands (Strength 16+)
GM

2d8+8
H: -4AC/3
Disarm (save +1), Stun

Holy Water Sprinkler





Cost: 9
BS

1d10


Enc: 150 (large)
SK

1d10+3
H: -1AC/1
Deflect (1)
P=M
EX

1d10+6
H: -2AC/1
Deflect (1), Delay
2 hands
MS

P: 1d10+10
S: 1d10+8
H: -2AC/2
Deflect (2), Delay

GM

P: 1d8+16
S: 1d8+12
M: -3AC/2
Deflect (2), Delay (save -1)

Haladie





Cost: 10
BS

1d4


Enc: 15 (small)
SK

1d6
H: -1AC/2
Double Damage (20)
P=H
EX

2d4
H: -2AC/3
Double Damage (19-20)
1 Hand
MS

P: 3d4
S: 2d4+2
H: -3AC/4
Double Damage (18-20)

GM

P: 4d4
S: 3d4+1
H: -4AC/4
Double Damage (17-20)

Kumade





Cost: 9
BS

1d6


Enc: 90 (large)
SK

1d6+4
A: -1AC/2
Deflect (1)
P=A
EX

1d8+4
A: -2AC/2
Deflect (2)
2 hands
MS

1d8+6
A: -3AC/3
Deflect (2), Stun

GM

1d8+9
A: -4AC/4
Deflect (3), Stun

Scyth





Cost: 2
BS

1d8


Enc: 80 (large)
SK

1d8+2
A: -1AC/1
Delay
P=M
EX

2d8
A: -2AC/1
Delay, Double Damage (20)
2 hands
MS

P: 2d8+2
S: 2d8+1
A: -2AC/2
Delay (save -1), Double Damage (20)

GM

P: 2d8+6
S: 2d8+3
M: -3AC/3
Delay (save +2), Double Damage (19-20)

Tetsubo (pole mace)





Cost: 10
BS

1d8


Enc: 80 (large)
SK

1d8+2
H: -2AC/1
Delay
P=A
EX

1d8+4
H: -3AC/2
Delay
2 hands
MS

1d8+8
H: -3AC/3
Delay, Stun

GM

1d8+10
H: -4AC/4
Delay, Stun

Thrown Only Weapons

Shuriken





Cost: 2
BS
10/30/50
1d3


Enc: 2 (small)
SK
15/35/55
1d5

+1 initiative
P=H
EX
20/40/60
1d8

+2 initiative
1 hand
MS
25/45/65
P: 1d10
S: 1d8+1

+2 initiative, double damage (20)

GM
35/55/70
P: 1d12

+3 initiative, Double Damage (19-20

Chackram





Cost: 5
BS
20/40/60
1d4


Enc: 10 (small)
SK
40/50/65
1d6
H: -1AC/1
Deflect (1)
P=M
EX
50/60/70
2d4
H: -2AC/2
Deflect (2)
1 hand
MS
60/70/80
P: 2d4+4
S: 1d6+4
H: -2AC/2
Deflect (2), Disarm

GM
70/80/90
P: 2d4+7
S: 1d6+6
H: -3AC/3
Deflect (3), Disarm (save +1)

Hand Held Weapon, Easily Throw 

Throwing Axe (Fancesca)





Cost: 6
BS
20/30/40
1d4


Enc: 15 (small)
SK
30/40/50
1d6
M: -1AC/1

P=M
EX
40/50/60
1d6+2
M: -2AC/2

1 hand
MS
60/70/80
P: 1d6+4
S: 1d4+4
M: -2AC/3


GM
70/80/90
P: 1d6+6
S: 1d4+6
M: -2AC/4
.



Descriptions

Hand Crossbow: This smaller version of a crossbow can be used to launch a miniature crossbow bolt with a single hand. Two hands are required to load it. It can therefore be used to target a for while using a shield, but a shield cannot be used while reloading - in a round when the hand crossbow is both loaded and used a shield may not be used.

Prodd: Essentially a light crossbow that uses lead or stone bullets rather than bolts. A prodd may be used by a cleric.

Pellet Bow: A short bow with a modified string that incorporates a leather pouch to contain a stone rather than a plain string to loose an arrow. A pellet Bow can be used by a cleric.

Broad Axe: A large, single handed war axe.

Morningstar: Similar to a club or a mace, with sharp spikes protruding from the end.
Flail, light: Between one and three spiked balls attached to chain, mounted on the end of a short handle.

Flail, heavy: similar to a light flail but significantly heavier and more damaging, with a longer handle allowing two handed use. Characters with a +2 strength bonus or greater (16 or more strength) can use a heavy flail with one hand, otherwise two hands must be used. 

Holy Water Sprinkler: a pole arm consisting of a spiked, clubbed end on a long, reinforced pole.

Haladie: A small weapon consisting of a single handle with dagger blades protruding from either end. Unlike a dagger it cannot be thrown, but offers slightly more protection.

Kumade: An adapted agricultural implement, effectiely a long, sharpened rake. 

Scythe: A two-handed agricultural implement used for harvesting grains, but which can be used as a weapon. While less effective than many other two handed weapons, some religious cults and cultures may favour its use.

Tetsubo: An elongated, two handed mace. Intermediate in length between a spear and a true pole-arm. A cleric may use a tetsubo.

Shuriken: Small, typically star or dart shaped sharp object, too small to use in melee but easy to carry in number. Those adept in the use of this weapon gain a bonus to individual initiative when throwing shiruken.

Chackram: A flat, steel hoop with the outer edge sharpened, usually around the size of a large dinner plate, the chackram cannot be used offensively (but can be used to defend or deflect against attacks) in melee but can be thrown.

Ammunition Table

Weapon
Type of Ammunition
Standard Load (# of shots)
Cost
Enc (shots per cn)
Blowgun
Dart
5
1
5
Bow (long or short)
Arrow
20
5
2

Silver Arrow
1
5
2
Crossbow (light or heavy)
Quarrel
30
10
3

Silver Quarrel
1
5
3
Sling, Pellet Bow
Strone or pellet
30
1
2

Silver pellet
1
2
2
Crossbow, Hand
Dart
30
10
4

Silver Dart
1
5
4
Prodd
Bullet
30
10
2

Silver Bullet
1
5
2


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