Cry and whimper and, for the first time, speaks. "No pain!!! No more pain!!!!" Then remember that this is a simulation. If I can remember that, try to pick up the gun and fire another round. If not, try to skitter away, clutching my new wound.
You whimper and moan and roll over to your weapon, sweeping it off the ground and aiming another shot at your doppelganger.
[con:2]
[clone con:4]
Your shot goes wide as your clone's hypersonic spear strikes you in the right forearm, snapping the bone and pinning you to the ground. And then a thin metal rod pops out of the back of the spear, topped with a red flag bearing the words "Buzz kill"
[End:1]
Big fucking spike embedded in your arm? Yeah, time for a nap.
The screen flashes "GAME OVER"
The contact plates of Erik's amps were on his knuckles, the rest of the electronics was in his arm. The contact plates are where the force comes from.
And yeah, magnets would work. I'll just let you know that when it comes to what amounts to attaching a weapon via a bear trap to your arm, a low roll trying to attach it may end very painfully.
((Leave the amp at the tip and make the clamp system more like the half of a bisected cushioned box to fit the MkIII's forearm. Alternatively, I want a simple, non-bear trap clamping system able to interlock its claws instead of hugging the arm directly then. If all fails, just go with something akin to a glove and make a quick-release system in case I want to let go of it. Preferentially the glove, I guess, since it is way simpler.))
A box like thing will work.
Use his grip to help propel my other foot off the ground and spin-kick into his face.
[Dex:6]
[strength:2]
[end:1]
You use his grip as a springboard to propel yourself off the ground and around in a brutal spinning kick to his jaw. Well, you think it was a pretty brutal kick, but judging by Chuck's unchanged expression and the fact that you just broke your own ankle by twisting it in his grip, perhaps you've misjudged your performance.
((@Caellath Looks like I'll end up using Enedrasi Kinetic Piledriver (or how you're going to call it) instead of my own weapon. Good luck with it! ))
Well, this one didn't work in the end. Pity.
Scrap the first design and concentrate on the second. Make the full swings (but no arm movement apart from the initial strike) go repeatedly until stopped. Then increase the weapon's size (and the spike's weight) up to as much as an exoskeleton-wearer can use effectively. Test it against the thicker plates of the battlesuit and the ARSC (that mobile bunker) front armor.
By the way, Steve, is there any unspoken convention in the 'Corps about naming the weapons promoted from tinkered lists to the regular armory? Such as, for example, using animal names and no author name/surname mentioning? I mean, has there ever been such a convention in one of the units before us, and what was it? Actually, how did the Reverend Comrade who is currently holding the position of the Armory Master name her inventions?
((Damn it, I'm certainly going to get to know her name soon, or I'll get crazy by calling her that long - or, even worse, get GM mad at me for the same reason.))
EDIT: (( 'no arm movement apart from the initial strike'='doesn't punch each time the spike is swung', not 'fixing the arm in place' (clarified that just to make sure) ))
Ok, so spike keeps going back and forth till you make it stop, easy. As per as much as a exosuit user can wield...that might be a bit disproportionately large...unless you want to run around with a filing cabinet strapped to one arm. Now, just making the spike heavier, that will work, but increased weight and keeping it the same size will increase price, as usual.
>You can name it "The electric eel of urethral violation" for all I care. Go to the Armory and pick up the parts, take them back to the rec room and assemble them.
((Luck I have access at the moment.))
You grab your parts from the armory and head back to the mess hall. You tear open the sealed part bag and enjoy the smell of fresh weapon components for a moment. Smells like either victory or horrible, maiming death. You're not sure there is actually a difference. You shake yourself out of your new gun smell stupor and dump the parts onto the table to begin working.
[handiwork:2+1+1] First thing to do is open up the rocket rifle and modify the barrel to accept the gauss coils. You manage to get the coils in and flush to the barrel but can't get them to fire at just the right time. It shouldn't be too bad, but it might mean that charged shots aren't as powerful as they should be. Next are the extra charging circuits and the expanded circuitry to go with them. [Handiwork:2+1+1] Damn it, you can't figure out how to route this circuitry to work for the super-overcharge, looks like you'll just have to use overcharge. Now for reworking the body into a bullpup and modifying the ammo intake for the larger 75 round magazines. [Handiwork:3+1+1] Easy peasy, just shift the ammo loading back here and the grips like this, and boom, done.
You dust off your hands and look at your creation. It's not perfect, but it's still pretty rad.