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Design Your Own Sword

Use these rules to make a typical sword, one with a sharp blade for swinging attacks (cutting damage) and a pointed tip for thrusting (impaling damage).


Basic Stats   |   Options   |   Blade Composition



The Basic Stats
Step One: Swing Damage
      Start with a "min ST" of 7. Then pick a swing damage modifier, something between swing-1 and swing+3. (This includes swing damage with no modifier, which we'll call "swing+0".) Add the swing damage modifier to the min ST.

Step Two: Thrust Damage
      Now choose a thrust modifier, something between thrust+0 and thrust+3, and add that to the min ST. At this point, you should have a min ST between 6 and 13.

Step Three: Weight
      The weight is determined by the min ST. Min ST 12 or more weighs 7 pounds. Min ST 11 weighs 5 pounds. Min ST 10 weighs 5 pounds if the blade does swing+2 or more, 3 pounds for swing+1 or less. Min ST 9 weighs 3 pounds. Anything less weighs 2 pounds.

swordman Step Four: Skill
      If the sword weighs 7 pounds, it is automatically a two-handed sword.
      If the sword weighs 5 pounds, decide if you want it to be a one-handed weapon (using Broadsword) or two-handed (using Two-Handed Sword). If you make it two-handed, lower the min ST by 1. If you make it one-handed, it is considered an unbalanced weapon. [The previous sentence was suggested by Mark K Styles when he defended this article in an online discussion. The discussion is summarized here. Thanks, Mark.]
      If it weighs 3 pounds, it is one-handed and uses the Broadsword skill.
      If it weighs 2 pounds, it is one-handed and uses the Shortsword skill.

Step Five: Reach
      Reach is determined by the skill you use with the sword. Any weapon using Shortsword or Broadsword has a Reach of 1 — you can only attack targets in the next hex (one yard away).
      If you are using the Two-Handed Sword skill, the Reach is 1, 2 — you can swing at targets in the next hex or two hexes away, but you can thrust only at targets two hexes away.

Step Six: Cost
      Add up the thrust and swing modifiers and multiply by $100. Add this to a basic dollar value of $300. If the sword is one-handed and it can Reach two hexes away, add $100 to the final value. The minimum cost is $400.

Step Seven: Quality
      Cheap blades cost 40% less. They have a 4-in-6 chance of breaking when parrying a weapon that weighs three times more.
      Good blades are the standard kind, with no change in cost. When parrying a heavier weapon, they have a 2-in-6 chance of breaking.
      Fine blades cost four times more than usual, add +1 damage to all attacks, and break on a 1 in 6.
      Very fine blades cost twenty times more than usual, add +2 damage, and never break when parrying.

Step Eight: A Final Detail
      Any min ST of 6 or less is changed to "n/a."






Options
Blunt-Tipped Blades
      Just design the sword normally, then (a) drop the dollar value by $100, (b) lower the thrust modifier by 1, and (c) make a note that the thrust damage is crushing and not impaling.


by Jeff Dee Katanas
      The blade must have at least swing+1 and thrust+1. After you've determined the weight, increase the min ST by +2. It is usually fine quality and costs $650 or more. It can only be used with the Katana skill. See the Compendium I, p. 134.


Fencing Weapons
      If you want to make a sword that uses the Fencing skill, go through steps one, two, and three. Make sure the weight does not exceed 3 pounds. Instead of steps four and five, use the rules below. Then go back and complete the weapon with steps six through eight.
      If you want a rapier (the typical swashbuckling sword), you have to design it with a swing modifier of zero. Dump the swing modifier altogether, lower the min ST by 1, and add this special note: maximum thrust damage is 1d+1.
      There are two rapier-broadsword hybrids with a cutting edge: the slashing rapier and the fencing saber. To make one of these, the swing modifier can be swing-1 or swing+0. Keep the swing modifier, lower the min ST by 1, add the note about maximum 1d+1 thrust damage, and choose one of the two additional options:
     

  • 1 turn to ready after swing (slashing rapier)
  •      
  • maximum swing damage is 1d (fencing saber)
  •       For all fencing weapons: if the min ST is 7 or more, the Reach is 1, 2. The rest have a Reach of 1.


    Big Knives
          Just make a blade with a min ST of 6 or less (which becomes a min ST of "n/a" when you're all done). Feel free to dip below the minimums for swing and thrust modifiers. Give it a weight of one pound. You need the Knife skill to use it.


    Bastard Swords
          Some swords can be used one-handed (with Broadsword) or two-handed (with Two-Handed Sword). You chose the grip you want when you ready the weapon. These hand-and-a-half swords don't easily fit into the design system, but there is a way to get around that limitation . . .
          Design two swords that have the same cost and weight. Make sure one uses Broadsword and the other uses Two-Handed Sword. Then list both of them as a bastard sword. Note that you have the re-Ready the weapon to change grips.


    Breaking a Blade
          As explained on p. B111, there are two ways to break a blade. The first is to strike it directly and do the following damage in a single blow:

        Damage    Sword Weight
        four hits    one pound or less
        six hits    two pounds
        eight hits    three to five pounds
        ten hits    over five pounds

            (In the Basic Set, the hits of damage are matched with weapon types. I changed that to weapon weight. I think this small change works better.)
            The second way is during a Parry. Small weapons tend to snap when used to deflect larger ones. If the striking weapon is at least three times heavier than the Parrying weapon, roll one die. A result of 1 or 2 means the smaller weapon broke. The Parry is still successful, but the weapon is now useless.
            Weapon quality alters the chance, as explained on the previous page.


    Holding the Edge (New Rule)
            How long can a sword stay sharp? After every significant battle, a typical sword is somewhat blunted. Penalize the basic damage by -1. Add another -1 for every battle after that until the blade is sharpened. To sharpen it, use the Armoury skill. (Note that Armoury defaults to weapon skill-6, so a good swordsman should be able to sharpen his own blade.)
            You can increase the penalty if the blade is used against very high DR values. If, for example, the sword is used against an earth elemental or a robot, the penalty could be -3 or more. You can also make a distinction between the tip and the edge, if you are willing to keep track of that much detail.







    Tech Levels — Blade Composition


          Typically, a sword blade is made of some kind of metal. But at the highest and lowest TLs, other materials are used: bronze, bone, ceramics, hard plastics, etc.
          The composition effects the weight of the blade, its ability to cleave armor, how well it holds an edge, the resistance to breakage, the range of quality types, and more.
          Cost is not covered here. That depends on the local tech level and the current economic conditions.


    Tech Level 0
         Stone: All stone blades are cheap quality (Compendium II, p. 20). They have a 4 in 6 chance of breaking when parrying a weapon three times heavier.
          Bone: A long bone or tusk can be sharpened into an impressive knife or shortsword. It is very brittle (breaks on a 3 in 6), does -2 damage, and has no quality options. It is lighter than usual (1 pound less), reducing the minimum ST by 1. Bone swords cannot hold an edge when used against armored opponents — every successful hit against stone or metal increases the damage penalty by -1.
          Dragon's Tooth: This is a blade carved from a dragon fang. It breaks on a 1 in 6 when parrying a weapon three times its weight. It has no damage bonus, but it weighs 50% less (with a -2 to minimum ST).


    Tech Level 1
         Obsidian: A blade of black glass. Damage is +1, but the chance of breaking during a parry is 5 in 6. The damage bonus is lost if it strikes DR 2 or better. There are no quality options.
         Silver: Breaks on a 4 in 6 when parrying. Costs twenty times the normal amount. Cheap silver blades cost ten times the normal amount and break on a 5 in 6. Fine silver breaks on a 3 in 6, adds +1 to damage, and costs fifty times more.
         Bronze: All bronze blades break on a 2 in 6 when parrying a non-bronze blade three times heavier. There are no quality options.


    Tech Level 2
         Iron: "In an iron-using culture, steel weapons can only be had for fine prices; once steel becomes common, iron weapons can be had for cheap prices.'' (Compendium II, p. 21.) Iron blades do +1 damage and weigh 50% more (no change to minimum ST).
         Wood: This is a blade of hard wood, sharpened and lacquered. It cannot bypass a DR of 10 or more. Below that, DR is doubled against it. It is very light (subtract 2 from minimum ST and 50% from weight). It doesn't hold its edge very well: add a cumulative -1 to damage after every other successful hit.


    Tech Level 3
         Low-Grade Steel: This is a blade made quickly, usually by a blacksmith who is trying to supply an army as fast as possible. It is available only in cheap or good quality. It has a damage penalty of -2.
          Single-Grade Steel: Unlike most blades, this is made from a single type of steel. It is not alloyed or layered with other metals. There is no statistical change. It is unavailable in any quality above good.
         Elven Steel: A strong and light metal, typically used with thin blades such as rapiers and shortswords. Available only in fine quality. Lower the minimum ST by 2. Lower the weight by 50%. Armor DR against it is considered 50% greater than normal (round down), but the damage is increased — impaling damage that gets past armor is tripled, and cutting damage is doubled.
         Dwarven Steel: Strong and heavy, rumored to have an unusual alloy in its center. Raise the minimum ST by 1. Raise the weight by 25%. Damage is +2 when thrusting, +4 when swinging.
         Dwarven Obsidian: A strange combination of obsidian and steel. No one knows how the dwarves do it. There are no quality options. It breaks on a 3 in 6 when parrying a weapon three times as heavy. Add +3 to damage.
         Composite Steel: This is a blade made by combining more than one piece of metal, fusing it together along the grain to increase the strength and flexibility. In a typical fantasy campaign, this is what everyone is using. There are no statistical changes.


    Tech Level 4
          Early Alloy: Made from mixing common metals. Crude at this stage, but better than composite steel. Unavailable in cheap quality. Adds +1 to damage.
          Gun Metal: Damaged cannon and long rifles can be stripped and cast into sword blades. The result is a dense, weathered metal with a dull gray shine. Gun metal blades never lose their edge. They do +3 damage. They are too brittle to be curved or narrow; there are no gun metal scimitars or rapiers.


    Tech Level 5
          Carbonized Steel: Improved smithing techniques at TL5 allow steel to be layered and cooled with clay sheaths, increasing the strength of the blade without a loss in flexibility.
          Carbonized steel is heavy and sharp, increasing the damage that bypasses DR. Take the difference between the user's ST and the minimum ST for the weapon and add it to the hits that bypass DR. For example, if the minimum ST is 10 and the user's ST is 15, add +5 points after multiplying for the damage type. Carbonized steel weighs 25% more, increasing the min ST by 1.
          Glass: Glass blades are ornamental and flashy. Not all of them are clear. When parrying a weapon that weighs twice as much (or more), a glass blade shatters. When parrying any other weapon, it breaks on a 4 in 6. Each successful hit (whether it bypasses DR or not) chips the edge, adding a cumulative -1 to damage.
          Glass blades are sharp, on the other hand, particularly their points. A thrusting attack reduces DR to a tenth of its normal value. Glass blades weigh slightly less than metal (-25% to weight), reducing the minimum ST by 1. This type of blade is significantly improved at ultra-tech levels; match quality options with higher TLs.


    Tech Level 6
          High-Grade Steel: High-grade steel is nearly pure, coming in fine and very fine quality with no increase in cost.
          Oxidized Iron: This is specially-treated iron, rendered lightweight and flexible. It has a dense core that makes each hit strike harder than steel — half of the damage that does not bypass DR is taken as crushing damage.
          Palmerium: A recently-discovered metal, found in thin lodes under deep oil deposits. It is amber in color. It is flexible and very strong, but it becomes brittle when exposed to UV rays. It does maximum damage with any attack roll made by 3 or more. Otherwise, it does normal damage.
          Palmerium breaks on a 1 in 6 when parrying a weapon that weighs three times more. This increases to 3 in 6 after a few months of normal use, as it is exposed to sunlight and starts to lose its flexibility. After six months, the chance increases to 5 in 6. This can be avoided by keeping the blade out of the sun, taking it out of its sheath only at night or underground.


    Tech Level 7
          Carbonate: A carbon/metal alloy. Like TL5 carbonized steel, this blade is much stronger and holds a point forever. As an alloy at TL7, the weight increase is replaced by a weight decrease (-25% and -1 to minimum ST). Use the same ST bonus to damage from carbonized steel, but apply it to DR as well.
          Kevlar: Reinforced with microscopic steel mesh fibers, a Kevlar blade is surprisingly balanced. Any attack that misses by 1 is actually a hit.


    Tech Level 8
          Depleted Uranium: Although depleted uranium is available for projectiles in late TL7, it isn't ready for swords until early TL8. DR is halved against this blade. Any character who takes up to half his hits in damage must roll against HT to avoid radiation sickness (haematopoietic syndrome, p. 147 of Compendium II).
          Ceramet: A ceramic/metal alloy. Never breaks on a parry, +3 to damage, -1 to minimum ST.
          Armorplas: Plastic/metal alloy used for armor. Reduce the weight by 75%, with a -3 to minimum ST.


    Tech Level 9
          Monowire: A molecule-thin wire stretched along the blade. Add 1d to damage from swing attacks. DR is one tenth the normal value against it. See page 53 of Ultra-Tech.
          Cerablate Resin: A rigid ceramic-plastic composite. It breaks on a 5 in 6 in a parry with a weapon three times its weight. Damage from cutting attacks is doubled after DR (just like impaling attacks).
          Sonic Sheath: The blade is surrounded by a microscopic layer of coherent sound. It hums quietly. Nonliving DR is one tenth its normal value against it. Living DR is reduced by 5 points. +1 to minimum ST.
          Solaris: Ultraviolet radiation sharpens it. When used in sunlight, DR is half its normal value.


    Tech Level 10
          Pressure Sheath: A thin layer of packed air molecules surrounding the blade. This makes it feel lighter: -2 to minimum ST. Divide nonliving DR by 5. Living DR is halved.
          Reflex Blade: This blade is packed with simple nanotech sensors that cause the edge to make subtle twists at the moment of impact, worming its way into the weak points in armor. DR is cut in half against it. Damage that bypasses DR is tripled, whether impaling or cutting.
          Monopoint Rapier: Any blade that does only impaling/thrust damage can be tipped with a point smaller than a single molecule. This reduces to DR to exactly 1 and adds +3 to damage.


    Tech Level 11
          Hyperdense Matter: This is a blade of collapsed metal. DR is one-third against it. It never breaks during a parry. There are no quality options.
          Hyperdense matter blades make all armor types ablative: permanently reduce the victim's DR by one fifth of the damage rolled. For example, suppose the sword does 21 hits of cutting damage against DR 45. The DR is one third its normal value, or 15. Six hits get past, inflicting 9 hits to the victim, while the armor's DR is reduced by 4. Simple!
          Force Sheath: A microscopic outer layer of cohesive energy surrounds the blade. DR from force shields protect at full value against it. Other DR types are one tenth their normal value.


    Tech Level 12
          Grav Sheath: The blade is sheathed in a micro-thin layer of suspended gravitational energy. All damage that does not pass DR is taken as crushing damage.


    Tech Level 13
          Depleted Antimatter: Condensed and stabilized antimatter. DR is exactly 1 against it. Damage is +10. It weighs 75% less, with a -3 reduction in minimum ST. Both cutting and impaling attacks triple the damage that bypasses DR.


    Tech Level 14
          Pure Metal: Effectively weightless, with a molecular structure that ignores normal gravitational effects on matter. As a result, the blade moves as easily as pointing a finger. Add +3 to skill. Pure metal blades cannot be broken by anything short of an antimatter bomb. There are no quality options. DR is ignored (except DR from force shields and force screens). Get rid of any minimum ST value.


    Tech Level 15
          Ultracosmic Supersteel: DR is ignored. So are force shields. The damage it inflicts disrupts the atomic structure of the victim — a successful attack reduces the victim's HT to zero. Skill bonus of +10. The user's Appearance automatically becomes Very Beautiful. The user is always happy, but not in a dumb way. The blade sings, dances, and performs domestic chores for free.
          Googleplex Megametal: Like ultracosmic supersteel, but better . . .




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    (first two illustrations by Jeff Dee)