Take the throne gelts and add it to the bag. Take the spitfire and load it with rounds. Do the same for the revolver. See if there's a worktable or desk somewhere in this building, then try to combine the knife with the revolver to make a combi-weapon, in case we miss our shots and the enemy gets close.
When the ganger comes back, fix up our servo-skull. Send the kid out to make some money on the streets, doing sci-fi gang stuff or something.
Bind our shoulder. Strip the house for parts: pipes from the walls, wiring and filaments from the lights, old fuses still in the boxes and such. Look for secret compartments behind the drywall!
Not long after your new subordinate has left you set to work sorting through the pile of gear you'd managed to loot from this place. Picking up the Spitfire you load the last two rounds into it, and place the thing carefully into a side pocket of your bag for the time being considering the things rather ... makeshift nature. Next you pull out the empty stub revolver, and quickly load six rounds into the cylinder before snapping it shut with a flick of your wrist. Placing the credits with the others you pick up the last item, a crude knife seemingly forged from one piece of metal, and an idea comes to mind that has you up and tearing at the nearest visible collection of wires.
Swiping empty bottles, and debris off the table you place the stub revolver, knife, and a handful of wires onto the table before maneuvering your utility mechadendrite forward into place. Holding the knife against the base of the revolver's barrel you do a few quick spot welds to hold it in place while you take the wires, and wrap them around the handle of the blade and the barrel as tightly as possible before melting them together. You turn the makeshift weapon over in your hands and its far from the best craftsmanship, but it'll work ... probably.
With that done you spend a few minutes to bind the gunshot wound in your shoulder before setting about stripping the house apart for anything that could be even remotely useful. By the time you're done you have a rather meager pile of usable materials gathered, sadly it would seem someone had that idea before you and a lot of what was once in the hab that might have been useful is long gone. Thankfully the Ganger youth returns with much better results, an entire pack filled with scrap metal, loose wires, and even what appear to be a few circuit-boards and various other computational components.
Placing your damaged servo-skull on the table you quickly observe the damage, and conclude that most of the damage is superficial, but the shot did manage to partially destroy one of the skull's primary cogitators. Repairing this to working condition would require most of your circuit-boards, and take several hours of dedicated work. Given the current circumstances the repairs won't be very good quality, but they'll work ...
Before you begin repairs on the skull do you have any orders for your subordinate, or any other planned projects?
67 Units of Scrap Metal
23 Units of Wiring
5 Units of Computational Components
Condition: Left Shoulder Wounded (Gunshot Wound straight through, Staunched Bleeding)
Possessions:
Modified Stub Revolver (6 out of 6 rounds, 3 spares | Knife welded to the barrel)
Volg Spitfire (3 out of 3 rounds)
Jim's Pipe
Small Bag of Thrones [207 Thrones]
Servo-Skull
Condition: Mangled Heap on the Floor, Inactive, Heavily Damaged
Equipment:
Integrated Auspex
Integrated Combi-tool
Integrated Pict Recorder [Heavily Damaged, Most Likely Irreparable]
Compact Las-pistol Mechadendrite
Ganger Youth
Condition: Slightly beaten up, shaken
Equipment:
Nothing
GM Note: I cut off the update here to allow you guys to decide what you want the ganger to be doing while you work, and if you have anything else you wanna try out with your materials while you're at it.