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 . . .