A box like thing will work.
((Ok?))
Milno starts to create the weapons in the simulation. One with the common magnetic setup, other with a gauss rifle's and a third with a gauss cannon magnetic system to move the kinetic-amplified spike. He checks the effect on walls of concrete, metal, and on a battlesuit.
After the first tests, he tries to put one amp in front of the preexisting to check if it can amplify the previously amplified effect. He repeats the same tests.
The standard system that comes with the hammer and the gauss rifle are roughly similar, though the hammer is a bit stronger. You probably don't want to use the gauss cannon system because...well the amounts of energy that will be being magnified here would probably make it a rather suicidal weapon. Or at least the kind of weapon where you punch some one and then get thrown 100 feet backwards by the shockwave. This is all assuming you're using the amp, of course.
With the the standard hammer power and no amp, the hammer is able to punch a nice crater in concrete, a fairly nice dent in a metal plate and what amounts to a scratch in the paint of the battle suit. With the amp and the standard magnetic drive, it performs as well as was previously mentioned (piercing/exploding the shit out of everything less then a battle suit and even doing some pretty good damage to the battle suit.). With the gauss cannon you're fairly certain it does even better, but you're too busy somersaulting backward to get a good look.
Take it back apart and put the parts somewhere safe, then go in to VR and break it apart and reassemble it again until I can do it flawlessly. I want this thing to be exactly what it is supposed to be, no less.
Uh, well, you can try that, but here's the thing. You already got a dynamic bonus to making it (+1 in your case) and you're not going to get anymore then that (that's already pretty dang good considering it can prevent 1's and 6's) . You can try to break it down and redo it if you really want, but you're going to have to do a few handiwork rolls to do so, this time without that dynamic bonus, and have the chance to lose pieces or ruin it all together.
It's a bit harsh but handiwork rolls would completely lose their meaning if you could just redo them infinitely till you get everything right. There are a few instances where you can redo freely (Painting or other modifications that are purely cosmetic) but otherwise things have to have consequences. I'll never just say "No you can not take it apart and try again" I'm just going to impose realistic constraints.
Just kick the shit out of Chuck with my good leg.
[Dex:2]
[chuck:5]
[chuck str:1]
You kick like some sort of enraged turtle who is stuck on his back and miss with every pathetic, spastic blow. Chuck on the other hand winds up and punches you straight in the forehead...and somehow you feel better then you did before he hit you? What the hell?
Inform el medico about my situation.
You tell the doctor about your rather foolish actions and he nods away as though such things were boringly common.
"Will drain organic waste. Then tissue rebuilding and steroids. Will be ready by next mission."
No sooner does he say this then he has a syringe in your neck. You're unconscious before you can be indignant and wake up later with a new series of scars running along your legs, arms, back and stomach. There is a rather large metal bracelet around your arm with visible vials of something dark blue poking out of it. A few minutes after waking up the bracelet stabs a needle into your arm and pumps some of the blue stuff in. Automated medicine. How...wonderful.
Estimate the price of the heavier-spiked weapon, then of the proportionally larger and thus heavier one (not too unwieldy); estimate the performance & maneuvrability (range bonus, that is) of the unchanged, heavy-spike and big versions of the weapon. After that, save & exit simulation and head to the armory.
Ehm, good day, Ma'am. I'll be quick, ask seven questions and leave as soon as possible, preferably without upsetting you.
Firstly, could you please not take offence at these questions, for they are born of both curiosity and respect?
Secondly, what is your name, Ma'am, for I find it quite impolite and improper to address you only by your position (and social status)?
Thirdly, *with bated breath* is it true that you've served in the 'Corps too, and for nearly three terms?
Fourthly, *from now on - with awe in voice* how did you manage a heroic feat like that?
Fifthly, *with a bit of sadness in voice* why did you quit in the end - or did you, really?
Sixthly, how did you end up as an Armory Master?
Seventhly, would you please accept my apologies for impropering you with these naive questions of mine?
IF I seem to upset her for any reason, or if she doesn't answer anything to the third question, shut up without finishing the rest of the questions, apologise and MOV OUTTA THERE quickly leave for the VRs. If, for some reason, this proceeds smoothly and she doesn't take offence and even answers some of the questions (namely the third, others are optional after all), thank her with clear reverence in voice and quickly leave for the VRs.
((Get popcorn, people - well, I hope you won't need it.))
The spike can be anything from 1 to 10 token more, depending on how heavy you want it. 10 would make it pretty much at the absolute threshold of useability weight wise though. As per larger, you could probably get it to be about..oh, 2 to 3 feet and still be usable, but you're really never going to get a "Range" bonus. I think short range, if I remember by own terms, is anything in 10 meters, so unless you want to make a 40 foot spike, you aren't getting anything but a short range. As per maneuverability and performance...well, to be honest there won't really be a stat modifier here. It might change the effects of a low or high roll, but you're not gonna get a +1 to dex or something with a light vs a heavy weapon.
You exit the VR machine and head to the armory, walking up to the Armory Master with as much reverence and respect as you can muster in a walk. You stand before her counter at rigid attention, as though before a drill master, and wait for her to glace up at you.
"Ehm, good day, Ma'am. I'll be quick, ask seven questions and leave as soon as possible, preferably without upsetting you.
Firstly, could you please not take offence at these questions, for they are born of both curiosity and respect?"
She rests her head on one hand and raises an eyebrow.
"The fact that you're asking me not to take offense is a bit offensive in and of itself isn't it? Like saying "I know you're crazy and all, but try not to be so crazy for a moment. Well, whatever, get on with it."
You nod swiftly and then continue.
"Secondly, what is your name, Ma'am, for I find it quite impolite and improper to address you only by your position (and social status)?"
"I'll tell you that when you've actually been on a mission and seen some action, fan boy."
"Thirdly, is it true that you've served in the 'Corps too, and for nearly three terms?"
She sighs and tilts her head back. "Damn it, Steve, have you been talking about me again?"
>I'm shocked by such an accusation. You know I never kiss and tell.She grunts and shakes her head but gives no indication that she might respond so you continue.
"Fourthly, how did you manage a heroic feat like that?"
"By being better then everyone else. There's no trick, I'm just that good."
"Fifthly, why did you quit in the end - or did you, really?"
"I was skewing the results." She says with a smirk.
"Sixthly, how did you end up as an Armory Master?"
"Steve asked me to. I know a lot about weapons and got nothing else to do."
"Seventhly, would you please accept my apologies for impropering you with these naive questions of mine?"
"Will it make you stop hovering here and drooling on my counter? If so then yes, everything is forgiven."