3-round burst into the MkIII's chest at point blank. Thank god for the bullpup layout.
[con:4] You jerk your rifle up and fire a snap shot at the charging MK III. Your burst of gauss propelled rocket slugs tear through his shoulder and sever it entirely, but he doesn't stop.
[dex:5+1]
[mk dex:6]
[mk con:6]
You activate your rockets and hurl yourself backwards as the MK III swings his rifle down at you. Bits and pieces of the rifle crack and break as it smashes into the ground, while your rocket assisted backwards leap propels you directly into the warehouse wall and straight through it. [End:2] You smash and tumble across crates of goods and metal shelving, tearing one of your rocket pods off and snapping the metal bones in your right leg. You finally come to a rest as the rockets shut down automatically, and look up to see the other MK III, nothing but an upper torso and right arm gripping a laser rifle, hovering above you. He fires down and hits your good shoulder, severing your arm in a burst of acrid steam.
The pulse laser with 1 generator and capacitor back (1 second firing, 5 second recharge) or the one with 6 gen/capas?
And refresh my memory about this laser pistol. The sawn off laser I remember, I don't remember whats Extended about it.
((The pulse laser with 1 generator and capacitor bank and, generally, spare gen/capas.
Hmmm, the one made from a laser rifle designed to withstand a cutting laser battery power source - afair, yes, it is lacking chambers 3 and 5, so it's probably 'the sawn-off laser' (sawn-off on the business end, unfortunately).
Looks like I'll need to compile the list of all my research projects. Hmmm, does anyone care to join the venture so that we could make something 'Tinker-spawned weapons and devices list'?))
Those guns are good, but we also need something to deal with... close combat, as well as the pesky barriers in our way.
Search the tinker simulation computer for a hydraulic hammer, scale it down for an exoskeleton-wearer to be able to wield it, and attach the kinetic amplifier to its tip. Test the weapon against a reinforced concrete wall and a battle-suit.
((@Spinal Taper I'll go for a simpler version of that - hopefully, you wouldn't be offended. If you would, I'll shut this branch of research down at once. :- ) ))
A pulse laser with only that 1 generator and capacitor bank would just be like 4 token.
That extended sawn off laser would be...well, would need expanded circuitry, the attachment system from the cutting laser, a laser rifle to modify..so about 4-5.
A hydraulic hammer, at least the one I'm thinking of, may not be exactly what you're looking for, since real hydraulic hammers do their damage through a spike vibrating at high speed and being pressed down with a lot of force. I'm guessing you want something like the weapon shown here
http://www.youtube.com/watch?v=Ujd9iK689Bg (at 1:23)
Rather then this
http://www.youtube.com/watch?v=P_WQj-ITjh0Right?
I'm assuming you want what amounts to a massive, kinetically amplified "hidden blade" from assassin's creed sort of thing.
Well, I guess 20 paces is a bit too close.
Back up,then throw the Kiloton charge at the Arbitrr of Peace.
You want me to tell you what would happen there? You throw the charge and detonate it. You are extremely dead.
((@Spinal Taper I'll go for a simpler version of that - hopefully, you wouldn't be offended. If you would, I'll shut this branch of research down at once. :- ) ))
((I was thinking about creating a piledriver to be attached to one of my exo's arms and getting an amp on its tip, since it would probably work well against both large armored enemies and walls. I'll have to wait for the amp Jim owes me, though.
@GM: Of the 10-token cost of the heavy gauss cannon, are 3 only for the clip? Could I theoretically ask for a gauss cannon with AP rounds instead of standard ammo for the same 10 tokens and with the "classic" metal ones for 9?
How would be the stats for the AP and the Classic?
By the way, I am conscious that stats are not everything and that rolling a 3+2 with a gaus rifle and a 3+1 with a gauss cannon have very different effects. Especially if the target is heavily armored and without any visible weak spots. That test Bolo Man performed convinced me about the importance about getting something that can kill a battlesuit-level opponent with a little more ease, instead of trying to get accurate shots at joints.))
The magazines for standard weapons are gratis, mostly so people don't bone themselves by buying a super weapon with no ammo. However that does mean that, if the normal magazine costs 2, you can ask for one that costs 3 and get it for only 1...if that makes sense.
As per the "stats" of the standard (assuming non-nuclear) shells vs ap, AP would be better against armored targets the standard and standard would be better against unarmored targets. Though when it comes to a gauss cannon that just means the difference between blowing a big hole in them and removing their upper half entirely.
"Well then. Hrmmm. Lets see what happens if I add more focusing chambers."
Call up three more focusing chambers. Add them one at a time, testing the rifle after adding each chamber.
The extra focusing chambers allow the laser to not only to fire effectively over longer distances, but focus the beam to the point that it can do more damage with the same settings. It does mean the rifle is about 5 feet long though.
((Yeah a foot would be good. No, I don't mind if Nikitan uses my design.))
Thomas tests the drill on a M3 and a BS(battlesuit). Then, he asks Steve if he has any unclaimed tokens.
The drill acts more like a giant fist, knocking people away rather then actually drilling into them. Of course thats more then enough to kill the MK III, as a hydraulically powered, kineticly amplified punch straight to the sternum is an awful lot like just taking a gauss round to the gut. The Battle suit on the other hand, while being knocked back and stumbling a few feet, the plate armor protects it.
And you have 6 tokens.