Bishop leans against the wall outside the briefing room, and waves goodbye to the people filing past to the shuttle.
"Bye now. Don't get blown up and if you save some stuff for me, I'll fix you up some neat gear."
He then heads back to the VR machine and gets back to work.
Bring up a gauss rifle, and see if I can use it for parts for my bola gun. Then take my emp grenade and take it into duel against a running dummy, in ascending suit quality to test the effects and area of effect as well as how good it sticks to a target. Then go back into tinker and find a list of materials that can withstand both ignited thermite and liquid nitrogen, or if there are hotter or colder stuff than that that it can withstand.
You bring up the schematics for a normal gauss rifle and see if you can scavenge any parts from it. Hmm. It looks like, for the most part, that you won't be able to use it. The barrel and firing system are too small compared to the heavy gauss cannon parts you built the gun around; you'd need to significantly shrink the bolo shell for it to work with a normal gauss rifle. There are a few parts that could be used though, electronics and firing control circuits, that would let you lower the price of the gun a token or 2.
Next you head to duel and begin testing out your emp grenade on various targets. Mk I and MK II suits seem unaffected, the Mk III's exosuit, on the other hand, locks up and paralyzes the user for a minute and a half before some backup system kicks in to allow him to run again. Over all the grenade seems to stick quite well, assuming you throw it right and don't just miss. You pull up a data analysis panel and check the emp range; it looks like the emp's optimal range is 0 to 10 meters, though it's effect extends to about 50 meters, weakening as it goes.
You head back to tinker and pull up the materials list, filtering it by temperature. There are hundreds of materials that work within the temp range you specify, and many of them work in extremes beyond that.
((Aw great. I was going to lend Caellath/Milno that Sabre!
I. Hate. Timezones.))
Move back to my Barracks and lie down, ignore everyone else and personal melancholy on not being in the team.
[Will roll:6]You head back to the barracks, all the while shouting, "DON'T WANNA TAKE ME ON THE MISSION EH? WELL FUCK YOU! HOPE YOU DON'T NEED ANYONE TO POWERSLIDE ON A CORPSE AND SHOOT THE SHIT OUT OF ALIENS OR ANYTHING, BECAUSE I'M GONNA BE TOO BUSY NOT BEING THERE TO HELP YOU WITH ANY OF THAT. I AM COMPLETELY BOOKED UP HERE, POSITIVELY SWAMPED WITH NOT BEING THERE AND SAVING YOUR COLLECTIVE SORRY ASSES."
Thanks
((Best wishes for the away team. Veterans, teach those recruits a lesson in survival!
Also, don't blow up. PLEASE! [not appealing to GM.]
Faith is lucky.))
Faith isn't so much lucky as she was just too busy tripping balls, rolling around in a field somewhere, to actually do anything that could get her in trouble.
First of all, try increasing the speed of firing and reloading the gauss rifle. Try using a revolving chamber and/or a (slightly) less-charged mode of firing. Also try doing it by attaching two gauss rifles together and making them fire in turns; remove any redundant (doubled) systems where one could do the job for the twin gauss guns.
[Intelligence:5] Hmm it seems like the reason the rifle only fires so fast is that it takes a moment for the electrical power to build to the levels needed to fire. Revolving Barrels would require having the equivalent of 6 or so gauss guns strapped together, not exactly an elegant system, and charging it less would lead to an equal drop in power. You could, however, probably expand the electrical system, essentially copy the current system multiple times, to allow it to charge multiple shots at the same time. In theory, if you replicated it enough times the gun could be full auto.
You bring up 2 gauss guns and have the program merge them in such a way that they become something akin to a double barrel shotgun. This allows you to fire more quickly then with a single rifle, but each barrel still takes a while to charge.