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Vibro weapons.. Do they always make a noise??
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Whill
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PostPosted: Thu Jul 28, 2022 6:07 pm    Post subject: Reply with quote

pakman wrote:
While I know not everyone follows them - anyone remember if the vibro blades in the bad batch had a sound effect?

Me, personally- I think they make a noise.
I mean, come on - making cool sword fighting noises is half the fun of playing star wars (my players love the silly lightsaber sound effect apps....).

No, I didn't remember off the top of my head, but thankfully someone on YouTube compiled a lot of vibrolade parts.

https://www.youtube.com/watch?v=RPL8JFyObYk

No discernible constant hum, but it has a cool metallic sound when it is in action. Thanks for mentioning this.
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CRMcNeill
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PostPosted: Thu Jul 28, 2022 6:31 pm    Post subject: Reply with quote

Whill wrote:
pakman wrote:
While I know not everyone follows them - anyone remember if the vibro blades in the bad batch had a sound effect?

Me, personally- I think they make a noise.
I mean, come on - making cool sword fighting noises is half the fun of playing star wars (my players love the silly lightsaber sound effect apps....).

No, I didn't remember off the top of my head, but thankfully someone on YouTube compiled a lot of vibrolade parts.

https://www.youtube.com/watch?v=RPL8JFyObYk

No discernible constant hum, but it has a cool metallic sound when it is in action. Thanks for mentioning this.

Considering he's basically an Infiltrator, it's plausible that he'd be carrying the silenced versions.
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pakman
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PostPosted: Fri Jul 29, 2022 12:20 pm    Post subject: Reply with quote

lol.... I should have known...

Quote:
No, I didn't remember off the top of my head, but thankfully someone on YouTube compiled a lot of vibrolade parts.


Thanks whill, that was fun to - need to go watch BB again.


Anyway, I am going to go with most common ones make a slight sound, and cool stealthy versions do not (CRM point).

But that is just a way to give players more options really - and make an npc with a quiet one seem more cool.

Smile


Side note: In my game - purge troopers are also armed with "electrostatically charged virbro weapons" (insert techno babble here)
They can be used to parry against lightsabers without being chopped up easily. My game is a bunch of all post-order 66 force users on the run, not long after the clone wars - so a bit more emphasis on purge troopers and the inquisitorius.
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CRMcNeill
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PostPosted: Fri Jul 29, 2022 12:42 pm    Post subject: Reply with quote

pakman wrote:
Anyway, I am going to go with most common ones make a slight sound, and cool stealthy versions do not (CRM point).

Yay me! The original source for vibroblades (Han Solo's Revenge) says that it "filled the air with an insistent hum," so take that for what you will.

Quote:
Side note: In my game - purge troopers are also armed with "electrostatically charged vibro weapons" (insert techno babble here)
They can be used to parry against lightsabers without being chopped up easily. My game is a bunch of all post-order 66 force users on the run, not long after the clone wars - so a bit more emphasis on purge troopers and the inquisitorius.

That works. I like the idea of weapons that allow a Jedi to go blade-to-blade without having to introduce another Force user. One of the things I enjoyed about the Hull 721 fan fiction was the introduction of an elite Jedi hunter stormtrooper team that had the skill and weaponry to cross swords with low-level Jedi and win.
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Whill
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PostPosted: Fri Jul 29, 2022 2:29 pm    Post subject: Re: Vibro weapons.. Do they always make a noise?? Reply with quote

CRMcNeill wrote:
Yay me! The original source for vibroblades (Han Solo's Revenge) says that it "filled the air with an insistent hum," so take that for what you will.

Thank you. The game stats for those don't mention the hum, so it is important to look at the source material, even if a GM ends up choosing to alter it for their game. I haven't read those books since the early 90s, but perhaps HSR was the original basis for my view on vibroweapons and I just forgot how I came to that conclusion.
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garhkal
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PostPosted: Fri Jul 29, 2022 3:14 pm    Post subject: Reply with quote

CRMcNeill wrote:

That works. I like the idea of weapons that allow a Jedi to go blade-to-blade without having to introduce another Force user. One of the things I enjoyed about the Hull 721 fan fiction was the introduction of an elite Jedi hunter stormtrooper team that had the skill and weaponry to cross swords with low-level Jedi and win.


That's why mine love using shotguns!!
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CRMcNeill
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PostPosted: Fri Jul 29, 2022 4:53 pm    Post subject: Reply with quote

garhkal wrote:
CRMcNeill wrote:
One of the things I enjoyed about the Hull 721 fan fiction was the introduction of an elite Jedi hunter stormtrooper team that had the skill and weaponry to cross swords with low-level Jedi and win.


That's why mine love using shotguns!!


If you want to see more detail as to what I'm talking about, read about 3/4 of the way down this chapter of Hull 721.
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KageRyu
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PostPosted: Fri Jul 29, 2022 7:38 pm    Post subject: Reply with quote

Here's a thought -
Since the reasoning for this question has to do with sneaking and stealth let's look at it differently. In real world situations, when soldiers are going on stealth ops, or night ops, they adjust and prepare their gear to reduce rattling, eliminate shine and reflections, etc... This is all skill and preparation that I feel would fall under the sneak skill use (the Higher the Die Code the better the character is at knowing how to move more quietly and prepare... could be as simple as not flicking the vibro blade on until the strike). So I would not impose a penalty to sneak since none is written into the core rules (unless a particularly large or noisy Vibro Weapon was used) but on a failed sneak I might explain it off as the hum of the vibro weapon being the noise that gives them away.

However, that is not to say that the Game Master should not adjust the modifiers and rules based on the situation. How much ambient noise is in the environment makes a huge difference, as does how alert the guards or person being snuck up on are. Applying reason is also good, after all no stealth penalty is listed for things like Chainsaws in D6 adventure but you can betcha I am going to impose one (unless this is happening in a very noisy location like a foundry or factory).

Just some thoughts.
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garhkal
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PostPosted: Sat Jul 30, 2022 1:40 am    Post subject: Reply with quote

Good point. He could say, take a -1d penalty to his melee, with a free-action of switching the vibro part on, just as he's about to strike, much like drawing a pistol, or flicking it to stun from kill (or to kill from stun) is a no cost in the action rotation act, but it does impose a penalty to his shot.
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Mamatried
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PostPosted: Sat Jul 30, 2022 1:55 am    Post subject: Reply with quote

Another question does a Vibro blade make noise if it drops to the faloor?
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DougRed4
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PostPosted: Wed Aug 03, 2022 2:07 pm    Post subject: Reply with quote

If a vibroblade somehow activated in the woods, and nobody was around to hear it, would it really make a sound? Laughing
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That1guy
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PostPosted: Wed Aug 10, 2022 2:56 am    Post subject: Reply with quote

FWIW I've always treated vibro weapons as if they're about as loud as your average "personal massager", certainly noticeable if someone turns one on in the same room as you but not necessarily something you'd notice over the ambient sounds of your average street or bar unless you were really listening for it.
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