Flip to a random page in BECMI. Probably that.
I flipped to page 25 of the Expert Set
Variable Weapon Damage
Weapon Type
Torch d4
Dagger d4
Sling stone d4
Club d4
Javelin (short throwing spear) d4
Staff d4
Arrow d6
Hand Axe d6
Lance d6
Mace d6
Quarrel* (Crossbow Bolt) d6
Short Sword d6
Spear d6
War Hammer d6
Battle Axe* d8
Sword d8
Pole Arm* d10
Two-handed Sword * d10
*Two-handed weapon
Unarmed Combat
Characters who engage in combat without a weapon (for whatever reason) will do 1-2 points of damage plus any strength adjustments for a successful attack. All normal rules regarding combat apply to unarmed combat.
Other Attack Forms
OIL. Oil (which is carried in small bottles called flasks) may be thrown as a missile weapon. It may also be spread on the floor of a dungeon and then lit. Burning oil will do 1-8 (Id8) points of damage to any creature in the flames (or who attempts to cross a pool of burning oil). Flaming oil will not harm a monster which normally uses a fire weapon (such as a red dragon). Fire will damage some undead monsters. These include mummies, skeletons, zombies, ghouls, and wights (though wights will only take V2 damage). A flask of oil contains enough oil to make a pool 3' in diameter. A pool of burning oil will burn out in 1 turn. Oil which strikes a creature will drip off it, burning the creature for only 2 rounds. The oil must be set afire for it to cause any damage; otherwise, it will only be slippery. The chance of oil catching fire depends on the situation, and is left for the DM to figure out. Touching the oil with a flaming torch should almost certainly cause the oil to light. Other methods may have less chance of success.
HOLY WATER. Holy Water must be kept in small, specially-prepared glass bottles (known as vials) for it to remain holy. For Holy Water to cause damage, it must be thrown (as a missile weapon) and successfully hit the target. The effect of a vial of Holy Water on an undead creature is the same as that of a flask of burning oil: 1-8 points of damage for two rounds.
LANCE COMBAT. The lance is a special long spear that is best used by a fighter mounted on horseback. If the terrain is clear and fairly level, any opponent more than 20 yards away can be charged. If the charging creature hits, damage is doubled. Otherwise the lance is treated as a spear.
MASS LAND COMBAT. Although large-scale battles are beyond the scope of these rules, miniatures rules such as SWORDS & SPELLS can be used.
NAVAL COMBAT. Naval combat between small water craft usually starts with missile fire and magic. When the boats are close enough, the enemy craft is grappled and boarded (further details on naval combat can be found on p. X64). [X64 has 2 pages covering Waterbourne Adventures, Ships, Encounters at Sea, and Combat at Sea]
AERIAL COMBAT. In aerial combat, the creature highest in the air usually has an advantage. (The DM may want to keep track of the altitude of each creature on paper.) Usually speed and altitude in relation to one's opponents will be most important. In addition, casting spells or firing missiles in aerial combat will require a character to have a stable means of support. A fly spell, a magic carpet, and the like will provide a stable means of support. A mount that flies by flapping its wings is definitely not stable!
Surprise. Certain flying creatures with surprise may make a "swoop" attack on a lower opponent. This attack, if successful, causes double damage.
Spell casting. A character must have a stable support to cast spells. Most magic items do not require a stable support to use.
Missile fire. Missiles fired by a character from an unstable support have a -4 penalty to hit. Missile fire is otherwise normal.
Bombing. Bombing (usually with rocks) must be done from an altitude of 300' (100 yards) or less. The basic "to hit" number needed is 16 or better. The bomb size depends on the size of the creature. For example, a creature that can carry a man-sized creature may instead carry enough rocks to cause 2-12 (2d6) points of damage to all creatures that they strike in a 10' x 10' area.
The DM should feel free to add to these guidelines as needed; for example, rules for climbing, diving, turns, crashing, and so on can be added.