Remove the tranquilizer drug and replace it with a coagulant booster. Open Duel, spawn the tranq coagulant gun. Spawn a non-hostile man and a scalpel for myself, cut a deep wound on the guy, then walk a bit away and shoot him with the needle gun.
Assuming the man isn't wearing too heavy of clothing for the syringe to penetrate the syringe strikes and delivers its drug, stopping the man from bleeding, assuming it's delivered in the correct amount.
Would you like these to be guaranteed 5's just to see what happens, or would you like to roll like normal?
Guaranteed 5's would be nice, i'm really just trying to get a feel of how to use the microwave thingy
Heating the chemicals in the battery causes them to react faster and produce more energy, which in turn does cause the gun to overload.
The grenade does not explode when heated, melting before reacting.
I suppose I could allow the nurse to rip the flowers off my hands as compensation, but that would really hurt, so I'm going to have to go with a no on that.
Approach Armory Master.
"Hey, Ms. Armory Master, could you please remove these flowers from my hands? I could rip them off, but they're real nice and I don't want to damage them. It's for a good cause, you see. I did a bad thing by accident, and I'd like to make it up to the victim."
Ask. If she removes the flowers safely, ask for some flower-scented perfume to scent the flowers. Scent the flowers with it if I get any. Also, ask for a "Get Well Soon" card and a pen. Make sure I got the placemat back from Havel.
The armory master removes your flowers via removing the very top layer of your skin, leaving you with several flower shaped, pinkish areas on your hands. Huh. You get the placemat back, scent the flowers with the closest thing to perfume they have: Air freshener, and are handed a piece of cardstock and a pen in lieu of a actual card.
'Goddammit, seems like there's no way to make this easier. You'd think someone would've figured this out by now...
Guess I'll have to start working on my other idea, then.'
Send following message to AM:
Hello there, would you be so kind to provide me with some information? I'd like to know:
1: Which weapons only need energy to operate?
2: Out of these, which one's batteries can be recharged?
3: What weapons get 'degraded' over time, and what parts degrade?
Thanks in advance
1.
Hand laser
Laser rifle
Tesla Arc
Cutting Laser
High Energy projector
Plasma Projector
Fission Instigator
Kinetic Amplifier
Tesla Sabre
2. In terms of standard batteries
Hand laser
Cutting Laser
Plasma Projector
Kinetic Amplifier
Tesla Sabre
3. Anything that is single use degrades, however, of the weapons listed above none of them degrade, because none of the ones that do have rechargeable batteries. As per what degrades, well practically everything. The parts are kept so cheap that they fall apart through use.
Lars frowned a bit. A bit farther behind lines than he meant! Oh well.
Hop on the lasertrack and trundle forward to a position capable of firing upon the Altered.
You hop on the Lasertrack and trundle along toward the front lines at the fastest slow jog speed the thing can handle. You roll up to the front lines about 10 minutes later, pulling to a stop just behind the last trench. The actual fighting looks to be happening several trenches forward, but the occasional volley of bone shards and ballistic teeth still tear through the mud and the men around you.
jsut anywhere the bombs can be hiden but still destroy the place.
Alright, just be aware that if this were a real mission you can't just say "Put them somewhere." you have to actually say specifically were.
You covertly hide the bombs around the area.
Remove the Rifle's and add 2 Hand lasers to each wing. Connect each of these 4 to a generator capable of running 2 hand lasers on its own. Put in 4 of these generators. Set 2 as primary power for the lasers and the second 2 as a reserve power source for the entire bot. Set the 2 reserve generators to charge a capacitor for use in emergencies. Remove the hand laser's battery's and then look for a way to enhance the hand laser's effective fire range and its damage.
Generators kinda lose their edge in effectiveness when you add 5 redundant ones but no matter. As per making those laser better, focusing arrays could do that, but they're kind of fragile, being specially made lenses and all.
"Dammit Steve! Fine I give up. Tell me when the Doc is free. I'm off to the VR machines."
Enter a VR machine and open up a new Tinker sim. Load up my rifle and start testing to see how much power it can take without failing.
((I think you missed me.))
(which rifle is that?)
(Also, I'm pretty sure I got you, otherwise why would you be yelling about steve?)
Reload the simulation with an active, level 2 target, both of us armed with cutlasses. I try to cut open its chest mainly, focusing more on power than on accuracy.
[dex:3]
[dummy dex:2]
[str:4]
You manage to cut a shallow gash in the dummy's chest, drawing blood but not doing any real damage.
Keep trying.
[exo:2+1]
No change.
[exo:2+1+1]
You get it to a reasonable sharpness.