Detonate.
You press the detonate button. You actually survive the resulting explosion. You are less lucky when it comes to the several thousand tons of sand and rock that come down moments later.
E and May are dumped back to the menu screen.
Try the same trick again, but this time attempt to cut it with the tesla sabre. If they happen to be close to detonating the Charge, don't go for it.
You are about to fly in and slice the shit out of that worm when the worm and a wide area around it becomes nothing but a blur of orange and red on the motion tracker and the ground falls as though into a great sinkhole. And then, once the sand settles, nothing moves. Huh, something fun must have happened.
Wait to see what happens from the far side of the worm. nursing my imaginary wounds.
A nuclear weapon explodes about 100 feet away from you. You are very very dead.
Upwards! This would be rather awesome.
[aux:2-1] You get out of your chair and poke a few random buttons. A large red message pops up on screen a moment later
"OVERRIDE ACCEPTED. OPENING OUTER DOORS"
Uh...
Try out impact boots. Experiment on different surfaces and against full robots armed with laser pointers.
You try charging a robot on a metal surface, ignoring the fact that its already got the laser pointer trained directly on your forehead. You take a few steps and it feels like you're walking on a trampoline. You attempt to run and involuntarily do a front flip. You try again, taking careful, light steps, and end up flying along the ground at very high speeds, closing the distance to the robot in moments.
You reset and try again on sand. Your first step results in a burst of sand, which causes you to stumble back and create an even larger burst of sand. You eventually turn off the boots after you manage to dig yourself into a nice pit.
((Sure, take your time. Also, do I understand it right that, game wise, protective clothing is generally less durable but provides greater mobility than the more conventional armoring, token for token? ))
See if it is possible to replace the coils in the field.
Get a four-circuit gauss rifle and fuse it with a generator/capacitor-stripped pulse rifle (horizontally, if not too inefficient, so that would be some place left under the fused barrels; gauss barrel on the left, pulse 'barrel' on the right); make the new weapon use the charging circuits to power the pulse rifle as well. See to what power and rate of fire for the pulse shot that would amount. Move the magazine slot of the gauss part to the side if it were on the underside.
Also, make a new magazine for the gauss rifle (one that could be used with the unmodified version of it), of at least 3x capacity (actually, as much as up to 3 tokens worth) - use the drum or the helical design, whichever proves more efficient here.
((Yes, that one would most certainly be a big and heavy one; actually, I assumed the ordinary magazine is of the box variant - but is it, really?))
Ok, heres some "cloth" armor for you.
-Civic Defender's longcoat
-Shade Cloak
-Protectorate Suit
-Shadow walker cloak
-High Guard Armor
-Walking Bastion
-Arbiter Cloak
It would be possible to replace the coils in the field, but not easy.
As per this Chimera of a weapon you're describing, when you say fuse barrels I assume you mean like on a double barrel shotgun right? Not into a single barrel? Also, if you use the generators from one weapon for both, it's gonna mean that only one can fire at a time, just a heads up. Also, if I remember right, your pulse rifle used 2 generators and a single capacitor bank correct? Well, you'll need to either find a way to reduce the power from the gauss rifle into something approximating what the laser is designed for, or you'll need to rework the electrical system and probably focusing arrays of the laser to make it functional.
That larger magazine is perfectly fine though.