NAVIGATION
Dark Brotherhood
Combat Centre Halls
Staff Assignments
ACC Roster
Roster Search
Login
 

COMMAND

Combat Master
Telaris "Mav" Taldrya Cantor

Deputy Combat Master
TBA

ACC TITLE HOLDERS
Supreme Champion
None

Champion
Timeros Caesus Entar Arconae
Halcyon Rokir Taldrya
Vessicant
Dalthid
Muz Ashen
Hel-Pa Taldrya Sklib

Baron
None

Ace
Halcyon Rokir Taldrya
Dark Sabre Taldrya
Nadrin Erinos Arconae


Not logged in (Login)

ACC Armory

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.

Image Not Available SONIC WAR BLADE
 
Skill: Two-Handed Sword (5)
 
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.
 
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.

Image Not Available WHISPER OF PAIN
 
Skill: Dagger/Vibroshiv (3)
 
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.
 
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.

Image Not Available SERPENT'S KISS
 
Skill: Whip/Tethered Weapons (4)
 
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.
 
Weaknesses: The user must possess the Wisdom to control the Serpent’s Kiss and have (at least) a 4 in Whip/Tethered Weapons.

Image Not Available AXE OF BURDEN
 
Skill: Quarterstaff/Pole Weapons (3)
 
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.
 
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.

Image Not Available IMAGING GAUNTLET
 
Skill: Hand to Hand (5); SWL/OE/KE and above
 
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.
 
Weaknesses: Renders the user incapable of using the Force; restricted to SWL/OE/KE and above.

Image Not Available PARALYSIS BEACON
 
Skill: Blaster Pistol/Rifle (5); Two Handed Rifle
 
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.
 
Weaknesses: Five shots only; CON penalty for combatants with less than 16 CON, for each shot fired.

Image Not Available HARMONIC REPEATER
 
Skill: Blaster Pistol/Rifle (5)
 
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.
 
Weaknesses: The user will experience temporary balance problems and hearing loss.

Image Not Available DARK STAR
 
Skill: Blaster Pistol/Rifle (3) and Whip/Tethered Weapons (2)
 
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.
 
Weaknesses: Spontaneous combustion if used for long periods of time.

Image Not Available TERRIUM VANE
 
Skill: Dagger/Vibroshiv (4) - And/Or - Shuriken/Thrown Weapons (if thrown)
 
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.
 
Weaknesses: Cannot 'trap' lightsabres; Might not be retrievable if imbedded into flesh

Image Not Available ARMOR FIST
 
Skill: Hand to Hand (5)
 
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.
 
*15+ STR Required

Image Not Available GLACIAL REPOSE
 
Skill: Sword (5)
 
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.
 

CHAMPION'S BLADE
 
Skill: Sword
 
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.
 

CHAMPION'S STAFF
 
Skill: Quarterstaff/Pole Weapons
 
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.
 

CHAMPION'S DAGGER
 
Skill: Dagger/Vibroshiv
 
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.
 

CHAMPION'S WHIP
 
Skill: Whip/Tethered Weapons
 
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.
 

Image Not Available TALDRYAN: ATELIUC BLADE
 
Skill: Dagger/Vibroshiv
 
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.
 
 
 
 
 
RESOURCES
ACC Rules
ReQualification
News & Info
ACC Credits
RL Timeline
 
ACC HANDBOOK
 
WIKI REFERENCE
Lightsaber Guide
Hand to Hand Combat
Force Powers
Force Power Annotations  
 
DATABANKS
Species List
Custom Weapons List
Standard Weapons
Award Weapons
ACC Armory
Spacecraft/Vehicles
Venues/Locations
 
   

Antei Combat Centre; Presented by the Dark Jedi Brotherhood
Maintained by Jac Cotelin and the Coding Team

Original site created by ^CyberGuy^ and JaM3z ©2003-2004 Medusa Group