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
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Cost: 80
|
BS
|
30/65/100
|
1d4
|
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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)
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Cost: 60
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BS
|
80/120/200
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1d4
|
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Enc: 60 (med)
|
SK
|
100/140/200
|
1d6
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M: -1AC/1
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Stun (s/m)
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P=A
|
EX
|
120/160/200
|
2d4
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M: -2AC/2
|
Stun (s/m)
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2 hands
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MS
|
130/170/200
|
3d4
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M: -2AC/3
|
Stun (s/m)
|
GM
|
150/180/200
|
4d4
|
M: -3AC/3
|
Stun (s/m)
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Pellet Bow
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Cost: 30
|
BS
|
50/100/150
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1d4
|
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Enc: 25 (med)
|
SK
|
60/110/160
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1d6
|
H: -1AC/1
|
Delay (s)
|
P=A
|
EX
|
80/130/170
|
2d4
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H: -1AC/2
|
Delay (s)
|
2 hands
|
MS
|
90/130/180
|
3d4
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H: -2AC/2
|
Delay (s)
|
GM
|
110/140/190
|
4d4
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H: -2AC/3
|
Delay (s)
|
Hand Held Weapons, Rarely Thrown
Broad Axe
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Cost: 10
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BS
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-/-/-
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1d6+1
|
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Enc: 50 (med)
|
SK
|
-/5/10
|
1d6+3
|
M: -1AC/1
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Delay
|
P=M
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EX
|
5/10/15
|
1d8+3
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M: -2AC/2
|
Delay
|
1 hand
|
MS
|
5/10/15
|
P: 1d8+5
S: 1d6+6
|
M: -3AC/3
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Delay
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GM
|
10/15/20
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P: 1d10+5
S: 1d8+5
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M: -3AC/4
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Delay, Stun
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Morningstar
|
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Cost: 8
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BS
|
1d6
|
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Enc: 75 (med)
|
SK
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1d6+3
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A: -1AC/1
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Deflect (1)
|
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P=M
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EX
|
-/10/20
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1d6+5
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A: -2AC/1
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Deflect (1)
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1 hand
|
MS
|
-/15/30
|
P: 1d8+8
S: 1d6+7
|
A: -3AC/2
|
Deflect (2)
|
GM
|
10/25/35
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P: 1d8+10
S: 1d6+8
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A: -4AC/3
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Deflect (2)
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Flail, Light
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Cost: 10
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BS
|
1d6
|
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Enc: 50 (med)
|
SK
|
2d4
|
H: -1AC/1
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Disarm
|
|
P=A
|
EX
|
2d4+4
|
H: -1AC/2
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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
|
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Cost: 15
|
BS
|
1d8
|
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Enc: 80 (large)
|
SK
|
1d12
|
H: -1AC/1
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Disarm
|
|
P=A
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EX
|
2d8
|
H: -2AC/2
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Disarm, Stun
|
|
1 hand (Strength 3-15)
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MS
|
2d8+4
|
H: -3AC/2
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Disam (save +1), Stun
|
|
2 hands (Strength 16+)
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GM
|
2d8+8
|
H: -4AC/3
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Disarm (save +1), Stun
|
Holy Water Sprinkler
|
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Cost: 9
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BS
|
1d10
|
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Enc: 150 (large)
|
SK
|
1d10+3
|
H: -1AC/1
|
Deflect (1)
|
|
P=M
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EX
|
1d10+6
|
H: -2AC/1
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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
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Double Damage (19-20)
| |
1 Hand
|
MS
|
P: 3d4
S: 2d4+2
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H: -3AC/4
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Double Damage (18-20)
| |
GM
|
P: 4d4
S: 3d4+1
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H: -4AC/4
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Double Damage (17-20)
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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
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Deflect (2), Stun
| |
GM
|
1d8+9
|
A: -4AC/4
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Deflect (3), Stun
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Scyth
|
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Cost: 2
|
BS
|
1d8
|
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Enc: 80 (large)
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SK
|
1d8+2
|
A: -1AC/1
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Delay
|
|
P=M
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EX
|
2d8
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A: -2AC/1
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Delay, Double Damage (20)
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|
2 hands
|
MS
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P: 2d8+2
S: 2d8+1
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A: -2AC/2
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Delay (save -1), Double Damage (20)
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|
GM
|
P: 2d8+6
S: 2d8+3
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M: -3AC/3
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Delay (save +2), Double Damage (19-20)
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Tetsubo (pole mace)
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Cost: 10
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BS
|
1d8
|
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Enc: 80 (large)
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SK
|
1d8+2
|
H: -2AC/1
|
Delay
|
|
P=A
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EX
|
1d8+4
|
H: -3AC/2
|
Delay
|
|
2 hands
|
MS
|
1d8+8
|
H: -3AC/3
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Delay, Stun
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|
GM
|
1d8+10
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H: -4AC/4
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Delay, Stun
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Shuriken
|
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Cost: 2
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BS
|
10/30/50
|
1d3
|
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Enc: 2 (small)
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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)
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|
GM
|
35/55/70
|
P: 1d12
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+3 initiative, Double Damage (19-20
|
Chackram
|
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Cost: 5
|
BS
|
20/40/60
|
1d4
|
||
Enc: 10 (small)
|
SK
|
40/50/65
|
1d6
|
H: -1AC/1
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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)
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Throwing Axe (Fancesca)
|
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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
|
.
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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)
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Blowgun
|
Dart
|
5
|
1
|
5
|
Bow (long or short)
|
Arrow
|
20
|
5
|
2
|
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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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