Star Wars Roleplay: Chaos

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Approved Tech Helix's Flamestaff

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Commodore Helix

Disintegrations done dirt cheap.
OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: Helix Solutions
  • Affiliation: Commodore Helix
  • Market Status: Closed-Market
  • Model: N/A
  • Modularity: Yes
  • Production: Unique
  • Material: Phrik, Beskar, Impervium, Electrostaff components, flamethrower components, blaster components.
TECHNICAL SPECIFICATIONS (MELEE)
  • Classification: Staff
  • Size: Average (Large when unfolded)
  • Weight: Average
TECHNICAL SPECIFICATIONS (RANGED COMPONENTS)
  • Classification: Flamethrower, Blaster, Kinetic Force
  • Size: Small
  • Weight: Light
  • Ammunition Type: Rad-Infused flame fuel (Flamethrower) Rad-Infused Blaster gas (Blaster), Electrostaff power cells (Shockwave)
  • Ammunition Capacity: Small (Flamethrower) Small (Blaster) Average (Shockwave)
  • Effective Range: Long (All)
  • Rate of Fire: High (Flamethrower) Low (Blaster) Low (Shockwave)
  • Damage Output: Very High (Flamethrower) Extreme (Blaster) Extreme (Shockwave)
  • Recoil: High (Flamethrower) Average (Blaster) High (Shockwave)

SPECIAL FEATURES
  • Highly resistant to lightsaber blades, blaster bolts, kinetic impacts, and most other forms of damage.
  • Inbuilt blue-phosphorus blaster and flamethrower on each end.
  • Linked to its user's droid brain, will not function in anyone else's hands.
  • Variable settings, ranging from stun (Low) to lethal (Medium) to siege (High)
STRENGTHS
  • Durable: The flamestaff is constructed largely of expensive, saber-proof metals, perfect for duelling or otherwise deflecting incoming impacts.
  • Hybrid: The weapon possesses an inbuilt phosphorus blaster similar to the E-5H, and a miniature flamethrower similar to the Beacon, installed at both ends, and is thus a capable ranged weapon as well as melee.
  • Destructive: Carrying a grade of shock generator more commonly found on the larger electrohammers, the Flamestaff strikes with appalling force, capable of caving armor and pulping flesh and bone. Additionally, it possesses the electrohammer's ability to generate earth-shattering shockwaves from the force of its impact. On high settings, the power discharge is capable of damaging vehicles or knocking down walls.
  • Versatile: The weapon can partly collapse down into a smaller, one-handed configuration more similar to an electrobaton, though by doing so both its shockwaves and regular blows are significantly weakened.
WEAKNESSES
  • Limited Ammo: The attached ranged weapons, owing to the need to be miniaturized and portable enough to not render the weapon too cumbersome, possess fairly small pools of ammunition.
  • Unstable: While it is difficult to breach with most small arms, should it be badly damaged, the Flamestaff's incendiary innards could rupture, at best destroying the weapon, and at worst injuring or killing the user (and anyone else unfortunate enough to be close by).
  • Power Drain: Using the weapon on max settings too aggressively can result in the complete emptying of its power cells, rendering it a mere metal staff with no special properties.
DESCRIPTION
The personal weapon of Commodore Helix, the Flamestaff was designed as a means to ward off saber-wielders, or other similar melee threats, while still retaining some ranged utility. As his organization grew and became ever more militant and widespread, Helix was increasingly pressed into the chaos of melee combat.

Thus, the Flamestaff was commissioned, a one-of-a-kind weapon designed and built to his exact specifications. Superficially, it resembled a conventional electrostaff, albeit one of clearly fine make, and sporting small nozzles at each end. Built of expensive saber-proof metals, and equipped with the finest electroshock generators money could buy, it combined the agility of an electrostaff with the devastating hitting power of an electrohammer. This included the latter's ability to generate ranged, area-effect shockwaves by slamming the weapon into the earth, which on its highest setting was capable of upending a battle tank or shattering humanoid bones.

The weapon could also be partly collapsed down for transport, or used in a smaller, quicker, one-handed form. In this configuration, it was used more similarly to a mace or warhammer, and was faster and lighter in exchange for a significant loss of power.

Furthermore, the tips of the weapon were equipped with miniaturized versions of the E-5H and Beacon, allowing it to hurl toxic blaster bolts or flames, when desired. The latter was occasionally combined with the shockwave-creation capability, projecting a massive wave of violently-propelled flame capable of clearing a large hallway.

Unfortunately, the design, while appallingly powerful in Helix's experienced hands, wasn't perfect. The inbuilt ranged weaponry, owing to the need to actually be conveniently portable, possessed a rather small ammunition capacity.

While the weapon was near-indestructible, that didn't translate to entirely indestructible. The fuel for the flamethrower was held under enormous pressure to be fit into so small a space, and should something actually manage to breach the highly-reinforced coating, the weapon would most likely self-destruct in a spectacular ball of fire. Needless to say, this would be unhealthy for the user, and anyone else unlucky enough to be in the immediate vicinity.

Finally, though the weapon was capable of striking with immense kinetic force on its siege settings, doing so excessively was detrimental to its power supply. If abused, the weapon risked loss of power, and becoming an inert, mundane metal staff until recharged (a process taking long enough that battlefield recharges were unfeasible).
 
Last edited:
HPI AI; Terraris Command
Factory Judge
Commodore Helix Commodore Helix

Very cool idea! However it is not just a melee weapon but a ranged too, so I would like to ask you to add this to the sub, just like in this case I had to do the same:
TECHNICAL SPECIFICATIONS
  • Classification: (Blaster, Disruptor, Ion/EMP, Slugthower, Rail/Coil/Gauss, Etc.)
  • Size: (Please choose a size between Extremely Large, Very Large, Large, Average, Small, Very Small, Extremely Small.)
  • Weight: (Please choose a weight between Extremely Heavy, Very Heavy, Heavy , Average, Light, Very Light, Extremely Light.)
  • Ammunition Type: (List the ammunition type: Power cell, gas canister, slugs, etc.)
  • Ammunition Capacity: (List the ammunition capacity. The more powerful and lighter the weapon, the lower the magazine capacity is likely to be. Please choose a size between Extremely Small, Very Small, Small, Average, Large, Very Large and Extremely Large. You may also include a number with the Rating)
  • Effective Range: (Effective range in relation to the weapon type. Remember that a carbine will have a longer range than a pistol, an assault rifle longer range than a carbine, and a sniper rifle longer than an assault rifle. Choose from None, Point Blank, Personal, Average, Long Range, Battlefield, and Extreme. Battlefield and Extreme will require justification in strengths and weaknesses.)
  • Rate of Fire: (How quickly the weapon fires. Choose from None, Very Low, Low, Average, High, Very High, and Extremely High. Very High and Extreme will require justification in the strengths and weaknesses.)
  • Damage Output: (How powerful the weapon is, in relation to its class. Choose from None, Very Low, Low, Average, High, Very High, and Extreme. Very High and Extreme will require justification in strengths and weaknesses.)
  • Recoil: (How much recoil does the weapon have? Generally speaking, the lighter the weapon and the more damage output it has, the more recoil it will have. Also, certain types of weapons will not have recoil. Choose from Extreme, Very High, High, Average, Low, Very Low, and None.)
 
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