I almost forgot to share !!SCIENCE!! I did today:
- Cavity Implanted grenades can and will explode, however, the person whose chest the grenade is in is treated just as an epicenter of the explosion. In other words, the cavity implanted person is treated as though he'd been holding a live grenade in his hand.
- On the other hand, if you don't use the Smoke effect, the exploding grenade acts like a mini-spray of sorts, spraying concentrated chemicals from withing on nearby tiles and the implantee. As a side note, Toxins Bottle is more robust than it seems if only you manage to keep the victim away from Anti-Toxin - a small beaker in a grenade is enough to crit.
- I am not sure yet if it's random or specific to a chemical, but the range of spray varied between used chemicals - a beaker of Radium managed to dirty-bomb the ENTIRE Operating Theatre, rendering it dangerous to any personnel within.
- I came up with a rather nasty method of detonation, one that does not require your attention or presence once set up: a signaller-timer assembly. Of course, you could use, say, Proximity or Infrared in place of timer to essentially remotely take a person hostage for area denial. Might be a fun way to booby-trap your locker if you keep not-exactly-legal things inside - add a warning on paper in front of the locker and you're good.
That aside, other fun things: there is a Damp Rag spawnable, which holds 5u of chemicals, which I guess was supposed to be used in conjunction with Chloral to chloroformize undesirables, since you can smother people with it to transfer chemicals from within to them.
We ran a 5 people round, which, due to traitor startup derpness, had 4 traitors. As you can imagine, it was pretty crazy. I eventually Escaped Alone despite not having that as objective after a prolonged firefight (AWESOME!) ended with a well-placed Cargo-ordered parapen.
@Glloyd: awesome, any news about porting BS12 robust health? Wonder what would happen if we just snatched the whole file in Modules, would it work?