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Direct from post development are a special
series of weapons. These weapons are only available through battles
in the ACC, sanctioned by the Combat Master. They can be used as any
other weapon but do not require ‘approval’ from any of the senior
staff because they are directly awarded by the CM, alone. They may
be added to a character sheet, if desired, upon being granted their
use – but in most cases that is not necessary. Those who are given
permission to use them need only to have the skill addressed to use
it and be listed with the ACC as a user of the weapon.
These weapons adhere to standard ACC guidelines for wielding, i.e.
skills, dual or single handed, and some even have a ‘Force-class’
requirement.
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SONIC WAR BLADE |
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| Skill: Two-Handed Sword (5) |
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| A weapon of unknown origin, crafted from the compilation of
knowledge held by warrior clans throughout the Outer Rim, the Sonic
War Blade has no equal. Unique in its construction, the serrated
blade is comprised of a Cortosis and Durasteel alloy, weaved in the
fires of the ancient Sith, which give it uncompromising strength
against any other blade, including Lightsabres. Able to parry the
Jedi weapon for a vast amount of time, the Sonic War Blade's
strength is matched only by its secondary feature. Knowing how
pivotal a strike can be, the forgers imbedded a Sonic Compression
Device (SCD) into the weapon's hilt base. When activated, this
device emanates an instant, powerful blast of sound that is capable
of "moving air" in a specifically targeted direction. It has shown
immense moving power against opponents who's CON is below 21,
allowing the user to move passed an opponent's fallen defenses and
enact the serrated blade to rip and tear through flesh. Due to
the nature of the Sonic Compressor, and the need for a warrior to
maintain control over their weapon, the Sonic War Blade has also
been retro-fitted with a Sonic Resonance Stabilizer (SRS). This
stabilizer has an absorption capability that negates the effects of
the SCD on the weapon's user, thus, allowing them to maintain
positive control of the blade. |
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| Weaknesses: The SCD requires a regeneration period before it can be
used again. The duration is unknown, suffice it to say that many
warriors have only used it once in combat which dictates a fairly
extended period of time. |
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WHISPER OF PAIN |
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| Skill: Dagger/Vibroshiv (3) |
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| A sleek, needle-like, Cortosis dagger, whose round, piercing blade
is approximately 12 inches (.30 meters) long. It can pierce any
known armor in the universe, but has not been forged with any type
of bloodletting grove. Due to its construction, the Whisper of Pain
will cause enough suction, when driven into flesh, that it must be
removed to allow bleeding (not usually an easy task). It is so thin
and narrow that, unless obviously performed, a combatant may not
even know they’d been struck. Many have been known to live for years
with such a blade imbedded in their body for fear of dying from
blood loss. It is not balanced for flight, thus, cannot be thrown
successfully. |
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| Weaknesses: The user has to get close enough to use it; possess the
strength to drive it into their opponent, be able to withdraw it and
have (at least) a 3 in Dagger/Vibroshiv skill. |
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SERPENT'S KISS |
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| Skill: Whip/Tethered Weapons (4) |
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| A genetically engineered weapon, created from a serpent known to
Dantooine. Its sentience has been eliminated, making it without
knowledge of itself and able to be willed into service despite the
situation. It remains in a flaccid, whip-like, state with the
exception of its head, that hardens to penetrate flesh. It’s tail
has been fused with neural receptors that, when squeezed, cause the
serpent’s head to become extremely dense. Users of this weapon are
known for tangling an opponent with the whip-like features as their
will drives the hardened head into the opponent’s body. Ghastly
amounts of internal damage have been inflicted by this weapon, but
only at the discretion of a knowledgeable user. Due to its nature,
the Serpent’s Kiss can only be wielded by combatants with a WIS of
17 or better. |
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| Weaknesses: The user must possess the Wisdom to control the
Serpent’s Kiss and have (at least) a 4 in Whip/Tethered Weapons. |
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AXE OF BURDEN |
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| Skill: Quarterstaff/Pole Weapons (3) |
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| A large head of metal, bladed on one side with a spike on the other,
affixed to a thick wooden pole about 3 ½ feet (1.07 meters) long.
This weapon has been imbued with a special Rite that prevents it
from being the target of Force powers from Dark Jedi of any class.
Its intent is not that of accuracy or precision, but brute strength
and a devastating crushing ability. It can smash through most armor
and its spike can drive through almost any material… (immense damage
will be undertaken by victims with less than 16 CON) but the weapon
does have it’s drawbacks. It is slow, due to its weight, and its
mysterious creation seems to always have a weakening effect on its
user, no matter their knowledge of the Force. |
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| Weaknesses: Users must have a STR of 15 or better. It weakens the
user, depriving them of their resilience (CON) as long as the weapon
is in their possession. It is slow and heavy and cannot be the
target of any Force powers from anyone. |
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IMAGING GAUNTLET |
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| Skill: Hand to Hand (5); SWL/OE/KE and above |
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| Its technology unknown, the Imaging Gauntlet can be the downfall of
a stringent, Force using opponent. Imagine a mirror that can reflect
the Force back to its user, inflicting the same damage that was
intended for the target and you have the Imaging Gauntlet. Incapable
of being the target of Force powers, the Imaging Gauntlet can be
seen as purely defensive, but it is much more than that. The
gauntlet renders the user virtually impervious to Force attacks,
redirecting any and all powers aimed at them, back to their
attacker. It is unclear how this is actually accomplished, suffice
it to say, it does have drawbacks. While worn, it’s wearer is bereft
of Force ability entirely – their connection is severed completely –
as if their mind had never known it. It seems to be crafted from a
hide of some sort and strategically mated with a luminescent metal
plating. |
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| Weaknesses: Renders the user incapable of using the Force;
restricted to SWL/OE/KE and above. |
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PARALYSIS BEACON |
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| Skill: Blaster Pistol/Rifle (5); Two Handed Rifle |
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| This rifle is not like anything seen in the Centre before. Concocted
by a twisted group of adventurers, it’s use is more severe to it’s
victims than merely being shot. It’s 5 shot capacity intertwines the
physics of firearms with the sadism of alchemy to lend itself as a
singularly feared weapon. A round penetrating skin will not only
cause damage due to being shot, but also paralyze it’s target
instantly. Perhaps it was the metallurgy of the projectiles joined
with the minds of alchemists that caused such a devastating weapon.
The projectile is released by an energy pack whose power only allows
for 5 shots. Unfortunately, due to the violent expenditure of the
projectile, the weapon is useless after 5 shots – unless it’s just
thrown in a fit of panic. It can be repaired, but not in battle,
obviously. Also, firing the weapon has been known to cause massive
physical strain on combatants with CON ratings of 16 or less. |
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| Weaknesses: Five shots only; CON penalty for combatants with less
than 16 CON, for each shot fired. |
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HARMONIC REPEATER |
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| Skill: Blaster Pistol/Rifle (5) |
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| Simply a weapon bred from the principals of EMP. The Electro
Magnetic Pulse of this weapon has been specifically tuned to render
a ‘breathing’ opponent helpless. Starting with the appendages,
paralysis is quick for the opponent of average STR. For weaker
opponents, broken bones are frequent. Special precautions have been
made to this repeater and it’s frequencies are as such that they
cannot cause death, themselves. Combatants who use this rifle have
noted vast debilitations in their hearing and equilibrium for a
time. |
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| Weaknesses: The user will experience temporary balance problems and
hearing loss. |
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DARK STAR |
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| Skill: Blaster Pistol/Rifle (3) and Whip/Tethered Weapons (2) |
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| Part Stun Baton, part flamethrower, the Dark Star is deadly when in
capable hands. At close range, it’s ‘stunning’ ability has been
known to cause severe burns in localized areas, often setting
clothes aflame. At distances, it’s burn reach is almost 30 meters of
level trajectory. It’s flame is blue, almost white, with a heat
index of almost immeasurable proportions. Unfortunately, there have
been instances of uncontrolled use that have seen the Dark Star’s
users spontaneously combust if fuel was fed too long. |
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| Weaknesses: Spontaneous combustion if used for long periods of time. |
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TERRIUM VANE |
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| Skill:
Dagger/Vibroshiv (4) - And/Or - Shuriken/Thrown Weapons (if
thrown) |
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| A cortosis-based "three-pronged" weapon, the
Vane's center 'prong' is longer than the other two, often as
long or slightly longer than the users forearm. The
versatility of the Terrium Vane is astounding and only the
amateur would restrict it to a single purpose. Offense may
see the weapon employed in flight, with a potentially lethal
range of over nine meters when thrown. Additionally, the
density of it's forged construction allows the ability to
puncture some alloys and pure metals, though it is bereft of
a 'sharpened' point. Despite the strength of its potential,
caution is used when encountering flesh. Due to the 'smooth'
and narrow construction of the metal weapon's surface,
penetrating living flesh and muscle tissue will create a
suction that may retain the weapon, making it difficult to
retrieve. Defensively, the opposing 'prongs' act in tandem
for the wielder by allowing the capture and disarming of
bladed weapons. Equally, the Terrium Vane is an anathema to
the Dark Jedi weapon, the lightsabre, because of its
cortosis properties. The Vane can parry, deflect and counter
the lightsabre as if it was a lightsabre itself. However,
the 'trapping' ability of the weapon is not advised when
combating a lightsabre. As the Dark Jedi weapon becomes
trapped between the 'prongs' of the Terrium Vane, enough
energy is focused in a 'loop' to disintegrate the Vane in an
instant, possibly dismembering it's user as well. |
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| Weaknesses: Cannot 'trap' lightsabres; Might
not be retrievable if imbedded into flesh |
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ARMOR FIST |
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| Skill:
Hand to Hand (5) |
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A weapon of ancient Mandalorian design, this
dull black armored gauntlet is very tough. The substance of
the glove has been permeated with armor threads, as well as
being reinforced with small plates of Mandalorian steel in
the striking areas. The excruciatingly tedious process
ensures unmatched strength of the Armor Fist, rendering it
capable of dissipating blaster bolts and other low-moderate
energy weapons and sources. Even the famed lightsabre may
find difficulty with simple blows against the Armor Fist.
The Fist can facilitate bone-crushing blows as well as crush
body parts with the cybernetic grip, provided the wearer has
the strength to weild it effectively (15+ STR).
The glove is cumbersome, and negates the wielder’s ability
to use weapons in the hand equipped or to manipulate fine
objects while wearing one. It is susceptible to Ionic type
attacks which may short out the circuitry. Apart from that,
however, it is virtually impervious to damage. |
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| *15+ STR Required |
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GLACIAL REPOSE |
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| Skill: Sword (5) |
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Forged by the master sword smiths of
Hargeeva and enchanted by sorcerers of the Krath Order, the
Glacial Repose is a formidable weapon in the hands of a
trained Dark Jedi. The sword consists of an ivory hilt, a
narrowly squared pommel and guard, and is inlaid with a
streaked motif of turquoise and sapphire. The blade itself
is exceptionally well-crafted, a folded cortosis alloy that
has been woven to deflect lightsabres and dissipate blaster
bolts (no re-direct). However, deep within the recesses of
it's molecular construction exists a more sinister power,
one that many may not think to avoid. A specific contraction
of the weapon's hilt sends scrolling fingers of energy, in
an icy cobalt hue, to dissipate heat and sensation on
contact, without a trace of change in ambient temperature. A
well placed strike can immediately vaporize the feeling from
an appendage or physiological location within a victim
(should flesh be broken), launching the effected area in to
utter, somatic, numbness - as if frozen. Fingers may loose
feeling and give way to an inability to maintain a weapon;
breath may become labored as the blade pierces an abdominal
cavity, an opponent seeming to freeze from the inside out;
brain functions (on most species) might seem to slow to a
crawl, begging for slumber, as the blade grazes the back of
the neck, all signs that a successful strike has been dealt
with this weapon, tainted of Krath magic. Wielders beware,
for you are not impervious to the effects of the Glacial
Repose. It's hilt is not insulated from the icy sensations
and with unchecked usage, a users entire arm can fall victim
to debilitating numbness. Only through the Force may
wielders and victims see the effects of this weapon rendered
nil; understand the Force and your body might not fall into
a frozen sleep.
For the purposes of resisting the effects of Glacial Repose, the slowing/numbing effect is treated as if it were used by an Equite 4 with Intelligence 16. The effect is targeted to the part of the body that is struck, in addition to any physical damage normally caused by a sword blow; limbs move more slowly as if the power Slow were used on them, a strike to the torso will cause breathing to become laboured, and a blow to the head will have the same mental effects as the Slow power. |
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CHAMPION'S BLADE |
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| Skill: Sword |
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| Painstakingly crafted; weaved with common
durasteel, cortosis and phrik the Champion's Blade can
combat a lightsabre as well as if a lightsabre itself. Only
the skill of the duelists will prevail as lightsabres are
not disrupted by contact with this weapon, neither are they
shut down or rendered inoperable due to the content of the
alloy. However, its employment is much different than that
of the Dark Jedi weapon. Lightsabres exist with their point
of balance naturally in the hilt, while the Champion's Blade
is balanced as a sword, with its center of gravity more
along the blade. Thus, it is wielded as a sword and will
find familiar usage with those that have a basic skill in
swordsmanship. Parrying, blocking lightsabres and even the
dissipation (not deflecting) of blaster bolts is commonplace
with this weapon, issued only during Championship Ladders. |
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CHAMPION'S STAFF |
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| Skill:
Quarterstaff/Pole Weapons |
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| A Bronzium staff, equal in construction to
that of some models of battle droids, it is relatively
light. Injected with molten cortosis during casting, the
Champion's Staff possesses the ability to combat a
lightsabre as well as if a lightsabre itself. It's only
structural weakness exists in the middle of the staff as
injected ore retreated upon curing, leaving it open to
severing by the weapon of the Dark Jedi. Parrying, blocking
lightsabres and even the dissipation (not deflecting) of
blaster bolts from it's 'ends' is commonplace with this
weapon, issued only during Championship Ladders. |
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CHAMPION'S DAGGER |
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| Skill:
Dagger/Vibroshiv |
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| Forged with common durasteel and phrik the
Champion's Dagger can combat a lightsabre as well as if a
lightsabre itself. Only the skill of the duelists will
prevail as lightsabres are not disrupted by contact with
this weapon, neither are they shut down or rendered
inoperable due to the content of the alloy. Parrying,
blocking lightsabres and even the dissipation (not
deflecting) of blaster bolts is commonplace with this weapon
in the hands of a proficient user, issued only during
Championship Ladders. |
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CHAMPION'S WHIP |
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| Skill:
Whip/Tethered Weapons |
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| A flexible durasteel shaft, created with a
series of individual segments, allows for unlimited
flexibility from the striking end of this "whip".
Approximately eight feet in reach, it's cortosis core allows
it to 'snag' and 'grapple' lightsabre blades without damage
to it's construction. It is not well suited to parrying or
blocking, simply because it is flexible and would 'give'
under the strike of a blade (as it would with a standard
sword), but a resourceful wielder is sure to find the
weapon's strength. While it possesses the 'ability' to
dissipate blaster fire, the practice is unlikely due to the
diameter of the whip's surface. Issued only during
Championship Ladders. |
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TALDRYAN: ATELIUC BLADE |
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| Skill:
Dagger/Vibroshiv |
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The Ateliuc Blade is a vibroblade with special qualities
for wielders of Elementalism. The weapon has a silver hilt with a grip,
followed by a blue blade. When held by a true Taldryan, their innate power
enables the weapon to act as a conduit for elemental energy, a coursing of
electrical power running down the blade. With this power, hitting the flesh
can cause slight to severe electrical shocks, all dependent on how long contact
is and the ability of the user. Its blade is cover with small amounts of cortosis
causing it to stand up to a lightsaber. It can handle a few full-blown attacks, but
not much more.
Awarded by winning a Taldryan Ladder. Only one holder at a
time.
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