Revised and New Weapons
Every time I look in the AD&D Players Book at the damage for crossbows, I cringe. These
beastly weapons were made with the intent to penetrate English plate armor. As such, I have
revised the stats on crossbows for my campaigns...
Hand: 300gp, 3 lbs, Small, Spd 5, ROF 1, 2/4/6 rng, bolt= 1gp, d3/d2 dmg
Light: 35gp, 7 lbs, Small, Spd 6, ROF 1, 6/12/18 rng, bolt= 1sp, d6/d6 dmg
Medium: 40gp, 8 lbs, Medium, Spd 9, ROF 1, 7/14/21 rng, bolt= 2sp, d8/d8 dmg
Heavy: 50gp, 14 lbs, Medium, spd 9, ROF 1/2, 8/16/24 rng, bolt= 3sp, d12/d12 dmg
The hand crossbow is unchanged as far as the AD&D 2nd Ed. Players Handbook stats go. The
medium crossbow is a new type of crossbow scaled between light and heavy, and the heavy
crossbow has been modified so that if it takes an extra round to crank it, it will be more
worth the effort!
Hammers are another under-rated weapon in AD&D. The dwarves in my campaigns have taken
a renewed interest in using hammers now. This is something that is tried and true in my
campaigns, perhaps it will be useful in yours...
Warhammer: 4gp, 6 lbs, Medium, spd 4, d4+1/d4 dmg
Battlehammer: 8gp, 9 lbs, Medium, spd 8, d6+1/d6 dmg
Battlesledge: 15gp, 15 lbs, Large*, spd 11, d10/d8 dmg
*Dwarves w/ 16 Str or better can wield these
It seemed only fair that the hammer have the equivalent of the great axe or two handed
sword available to use. I never took the Lucern Hammer seriously, and thought the
Battlesledge much more satisfactory.
New Weapon Pair: Catch & Snap
This is a two-weapon set. One weapon is specialized in catching bladed weapons, the other
is weighted to break caught sword blades or wooden pole/shafts.
Here are the stats for the two seperate weapons...
Catcher: 50gp, 5 lbs, Medium, spd 5, d6+2/d6 dmg
(The catcher has to be made of fine quality hardened steel to hold up under much use, hence
the high price tag - extra damage is dealt to small/medium creatures due to the sawtooth
Snapper: 20gp, 7 lbs, Medium, spd 7, d6/d4 dmg
(The snapper is a battlehammer with more weight in the head of the hammer making for a harder
swing. The weight is focused much like an axe, forward of the end of the hammer, to have a
better chance of snapping a blade or shaft. The higher cost reflects the craftmanship in
getting the balance right.)
To properly use these weapons, one must:
1. obtain proficiency in both weapons
2. obtain two weapon style (like the AD&D 2nd Edition Fighter's Handbook style specialization
3. be a ranger (which negates the 2nd requirement above) or put a nonwpn. proficiency slot into ambidexterity
to get rid of the off-hand penalty.
Once these requirements are fulfilled, the PC can do the following...
1. When a sword or spear is wielded at the PC, the PC can make a parry roll (try to hit AC
of wielding character) - if successful, the wielding character must save vs. paralysis, with
a bonus or penalty for the level difference (Ex: A 3rd level fighter is parrying the sword of
a 2nd level fighter. The 2nd level fighter must save vs. paralysis at -1 (penalty)). If the
save is failed, the weapon is trapped.
2. If the PC has an attack remaining, he/she can opt to use the hammer to try for a break on
the trapped weapon. The weapon makes a saving throw vs. crushing blow with the same bonus or
penalty as before for the paralysis save. If the weapon fails the save, it is snapped or
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