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Imperial Quartermaster: Vibrosword Modifications
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Posts: 312
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The Imperial Quartermaster - Vibrosword Modifications
![[Image: Zh5UB6l.jpg]](https://i.imgur.com/Zh5UB6l.jpg)
In this thread, you'll see all the different types of blade based modifications that the Imperial Quartermaster has available to Imperial personnel. Importantly, a modification will only take affect in an emote if the player using the modification both says that they have it on their weapon and emotes what it does. As an example, this includes a player emoting their weapon has an Ionite edge and using it to cause extra damage towards droids or other machinery. Each type of modification must be earned separately of becoming a Specialist who is now permitted to use what modifications they have available to themselves. These modifications are limited to one per type, for example meaning that you can't have two edge modifications on a single vibrosword and most of these modifications are pulled from what we see in lore. The Sith Order Rpers of the Horuset Powerbase do not have access to these modifications by default and would require the permission of the Imperial Quartermaster directly to get access to them, just the same as any Imperial Solider. Both Imperials and Sith can achieve access to different types of modifications by attending and succeeding in deadly events and asking for such as a reward, where both types of Rpers will unlock a 'type' of modification such as the 'hilts' at a time.
A small holorecording would play once the file was downloaded. A synthetic Imperial voice would speak, near entirely monotone.
“The Imperial Quartermaster can be accessed through the Imperial Training Room aboard Th’Asidra or within the Horuset Estate. Modifications for sword based weaponry have been around nearly as long as bladed weaponry, transcending back through the annals of the histories of war in the galaxy. Modern modifications to bladed weaponry come in the form of aiming to cut through heavily armoured and shielded foes that would otherwise have to be whittled down if using blaster based weaponry. Divided up into four categories, each modification enables a bladed weapon to become truly specialised towards the individual’s desires. By default, a Vibrosword does not house an Energy Cell that does anything but power the vibro technology of the blade.
Such modifications must be earned separately of being promoted up the ranks of the Sith Empire, through soldiers showing themselves to be worthy by deeds of exceptional valor."
And as soon as it had started, the brief recording was done. Following, the file would go into detail concerning the Vibrosword modifications that are available at the Imperial Quartermaster.
Vibrosword Edge:
"The Compound Edge is the default of Vibrosword based weaponry throughout the Sith Empire. The compound edge maintains a sharp and robust cutting edge that can suffer through much punishment before it becomes necessary to restore the edge's sharpness. This often leads to the the edge of the weapon lasting longer than the soldier that uses it, the gargantuan durability that such a style of edge provides. While not as sharp or with as much cutting power as other edges available, one can use the Compound Edge and be confident that their weapon will not break on them when under stress and will remain sharp throughout the many battles to come without maintenance."
"The Poisoned Edge sacrifices durability and raw cutting power for the inlaid poison receivers that have been worked into the edge of the Vibrosword. This enables the weapon to be doused in poison and for the weapon to retain the poison within its grooves where it will disperse on contact with weapons or flesh alike. The Poisoned Edge's strength comes from the creativity of the wielder and what different poisons they decide to use on the edge itself. While certainly less durable and less sharp than other edges, the lethality of the Poisoned Edge is down to the user of the blade and what poisons they uncover. Alongside such a modification, the modifier would be given access to a single use basic poison that will leave those hit slow, sluggish and in a substantial amount of pain synthesised from the blood of a species of Tuk'ata."
"The Ionite edge uses integrated Ion based weapons technology to give the Ionite edge a coating that enables severe disruption to electronics on each attack. This can see a blade disable or at least disrupt a droid or short out a terminal if used effectively. This modification can therefore turn a sword into a true droid destroyer weapon, as previously merely removing a droids arm or limb without destroying the Droid Processor or the Control Cluster would have the droid continue on as if nothing happened. The Ionite edge sacrifices durability and sharpness for its Ion enhancing trait, leaving the blade less useful against organics in armour than standard."
"The Serrated Edge modification leaves a vibrosword with even further cutting potential at the cost of durability. The serrated edge will truly rend and lacerate foes when biting into flesh, causing horrific wounds that would bleed profusely with each hit to flesh. The serrated nature of the edge however does mean that if used against strong armours, that the individual teeth can become worn away quickly leaving the blade dulled faster than most other modifications would allow. Such leaves the Serrated Edge as one that is particularly effective against fast, nimble unarmoured foes where landing even a single cut must be debilitating to swing the fight into the favour of the user."
"The Neutronium Edge is an advanced modification that repurposes a Vibrosword into a weapon that can be used against armour moreso than foes directly. The Edge is incredibly tough and durable and with a much more obtuse edge than its counterparts, enable it to cleave through armour moreso than its counterparts. The Neutronium Edge however has the downside that lighter armours that can absorb its impact like padding may say the blade completely unable to cut through such defenses and against flesh the edge crushes more than cuts. Such an edge has been rumoured to be capable of cleaving through some lighter Republic Vehicles."
Specialisations:
Length of the Vibrosword's Blade:
"An Arming Sword length within the Sith Empire is the standard length of most bladed weaponry. Such length enables a two handed grip if the user chooses, but can be used effectively with one hand. While too long to reliably dual wield for non-force sensitives, the length of the blade does ensure that it is able to leverage itself well against even lightsabers due to the cortosis weave built into the blade of the weapon. Unremarkable standard, the Arming Sword length ensures that the weapon remains versatile without specialising into any one particular method of attacking a foe."
"The Longsword is a dedicated two handed weapon without becoming an overly encumbering blade to use. No longer able to be used one handed effectively, the Longsword is as the name suggests, longer. With an extra foot on blade ontop of the standard length, the Longsword wielder is capable of cutting and thrusting at a foe that would not be able to counterattack effectively without stepping into their guard. Less balanced than its Arming Sword counterpart, such weight means that the Longsword cannot as easily recover from a strike if it is pushed off course by a parry, leaving the wielder of such a blade likely relying on their armour just as much as their bladecraft to survive when going blade to blade with foes."
"The Shortsword is the most agile and nimble of all the bladed weapon lengths available as modifications. Shorter than all, it is also the only bladed weaponry that can be effectively dual-wielded with one in each hand by non-force sensitives. An absolute necessity for any soldier wishing to wield a blade in each hand, the nimble nature of the length ensures that even a novice can begin to learn how to wield a weapon in each hand. Such a shorter length further lends credibility to bringing such a weapon as a backup incase the lines of battle meet blade to blade without dedicating valuable space towards a full length Vibrosword that would eat into ammo capacity for a favoured blaster, giving soldiers a versatile alternative."
"The Claymore, is a devastating weapon length. A foot longer than the Longsword and two feet longer than the Arming Sword length, the Claymore is a weapon that can only be barely wielded effectively even in two strong hands. Weighted forward, the Claymore is just as capable of crushing through a defense, armour, hair and flesh as it is to cut through the aforementioned. Very strong on the offense, the Claymore's size makes it difficult to use in defense and it is noted that wielders will often use offense as their form of defense, ensuring that a foe simply never gets the chance to step into their guard to attack while the wielder uses the wide sweeping strikes of the Claymore to fend off any melee assailant."
Vibrosword Hilts:
"The Agrinium Hilt is designed to be a light fixture merely for the hands to be placed on. As such, it leaves a weapon terribly imbalanced and top heavy, creating powerful, crushing, cleaving swings as the weight of the weapon is centred around a portion of the blade while making recovering from each and every strike a chore. The Agrinium Hilt ensures that each strike, is a heavy strike capable of crushing through defenses regardless of what they are. With the balance of the weapon so off when using this hilt, each strike must be timed and carefully decided on, for how much strain must be put onto the user to get the blade back into a position capable of a second strike will take much effort that could see a prepared foe attack."
"The Short Contoured Hilt is a hilt that is necessary for dual-wielding. Shortening the grip of the blade down so that it can only be wielded in one hand, this hilt further lightens the weapon and makes it an incredibly nimble blade while keeping it balanced with an appropriately sized pommel. The contoured nature of the hilt further makes it more difficult for the weapon to be knocked out of the hand of the user and more difficult to displace from its intended strikes, ensuring that the recovery after each swing of the weapon is as short and sweet as the weapon's hilt itself and able to be fluidly be moved into a second, third and even fourth strike in a flurry of blows."
"The Sith Hilt is named after the force sensitive users at the top of the Sith Empire and their lightsabers. The Sith Hilt, has no crossguard of any kind in the style of a lightsaber and as such, is worse at parrying because of it. Which such an obvious disadvantage leaves such a hilt lacking, the advantage is that it affords the user greater accuracy and precision at the expense of defense, instead of balance or blade length alike other modification options. Without its crossguard, a user will be relying on the length of the blade to parry foes and will find ripostes and swift counter attacks more chaotic without the controlling nature of the guard."
"The Dromund Hilt is named after the capital of the Empire, and is the default hilt used on bladed weaponry throughout it. The Dromund Hilt has a basket guard instead of a crossguard, somewhat encasing the hand or hands in a protective casing that gives the user greater defense by ensuring that a wayward strike will not cut into the users hands with ease. The Dromund Hilt is robust of nature and capable of taking a beating, as a defensive hilt requires, but such attention to the hilt sees the balance of the weapon tip unfavourably, leaving the weapon more unwieldy as a result of the focus on defense instead of offense."
Vibrosword Energy Cells:
"While Vibroswords have a basic energy cell that powers the technology within the blade, the Zapper Energy Cell augments this technology and provides an electrical current that runs along the length of the blade. While making the weapon itself less durable and more prone to breaking, the Zapper Energy Cell will both be able to disrupt droids and electrify organics on contact, making the cell useful against droids and lightly armoured foes alike. Able to be toggled on and off, the electric field is controlled by a button on the pommel of the weapon and can be visibly seen sparking up and down the length of the weapon."
"The Enhanced Vibration Energy Cell is an experimental take on the standard Energy Cell, that enhances the already existing vibro technology of the weapon. Capable of speeding up the already high speed sonic vibrations, the Enhanced Vibration Energy Cell can only be activated in short bursts for fear of blowing up, rendering the weapon completely shattered. When activated, the cell will enable the used weapon to cut through lighter armours and flesh as if was not there and cause substantial lacerations if brought into contact with flesh."
"The Sonic Discharge Energy Cell creates small sonic discharges when the weapon's blade impacts with anything when activated. Far more stable than the Enhanced Vibration Energy Cell, the Sonic Discharge Cell is capable of causing minor disruptions to whatever it collides with, potentially weakening the structure of armour or causing severe and immediate bruising around a cut from the edge of the weapon on each and every impact. The Sonic Discharge Energy Cell is particularly useful against species that are affected by sonic discharges adversely, likely aliens with large hearing apparatus like the Sullustans."
"The Molten Energy Cell is the most volatile of all the Energy Cells. Only capable of being activated once before needing to be replaced to activate again and only online for ten seconds before automatically deactivating, the Molten Energy Cell came about as a failed take on creating an all encompassing upgrade to the standard Energy Cell. When activated, the blade of a weapon becomes molten hot and will begin to glow a dull orange while becoming capable to rip apart even the heaviest armour and burn the foes that are inside it. Automatically deactivating after its ten seconds, the Molten Energy Cell reverts to a standard Energy Cell afterwards and will continue to function to enhance the weapon through vibro technology, but will be unable to be activated again until it is replaced.
![[Image: QcJCbko.png]](https://i.imgur.com/QcJCbko.png)
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Ongoing Crisis
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War in the Northern Territories
The Balance of Power in the Northern Territories!
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"The Northern Territories shift under the weight of changing times. With the passage of the ICOT, internal strife amongst Imperial Forces in the North has lessened - though never abated. Although the momentum of the Republic has not yet been met entirely, fortification efforts and victorious naval campaigns have evened the footing at least slightly. Eyes align on systems such as Vykos, Nam'ta and Orsus to see how this proceeds.."
((OOC: The Balance of Power system has begun! Missions that relate to grand changes in the Northern Territories will have an impact on the balance of power shown above, with the end result being that the balance of power's state at the start of the next war arc will determine how strong the Republic will be in the area. The balance of power can be pushing in our favour with bigger scale events aimed at taking the Republic down or fortifying ourselves in the North. This can be achieved through Operations, Adventures and Guild Events. The blue represents the Republic, and the Empire is red! This is organised by the Guild Team, so please direct OOC questions to them.))
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