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Topic: Radiation Weaponry  (Read 1027 times)

swinglinered

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Radiation Weaponry
« on: July 18, 2017, 01:56:14 am »
There are endless suggestions for new guns, so I thought I would toss in a spin.

AFAIK there are only 4 things you can do with Uranium/Refined Uranium: Sell it, throw it, or use refined uranium to make MFC or Plasma Grenades.

How about a couple more things to do with Refined Uranium?

Explosives aside from rockets/grenades/grenade bullets/dynacord stick are limited to dynamite, C-4, and landmines.
Nuclear bombs are out of the questions, and Fat Boys (ala Fo3/4/NV) would not be reasonable.

So how about a "Fizzler"?

It would have the same detonation method as C-4.
Explosive damage would be the same as C-4, but the explosion would have twice the radius and also deal radiation damage over twice that radius. Also 25% chance of blindness and 15% chance of knockout.

Rad load (the affected individual's Radiation Count) would be twice the explosive damage (using rad resistance % instead of explosive DR), and this effect would linger for 51 seconds after detonation, inflicting a fading load of radiation every RT second. This would be 1/2 the initial burst the first second, then 1% less than that each second for the remaining 50 seconds. So run away!

In turn-based combat just make it 3 waves of radiation (once every 10 seconds): half, quarter, tenth of initial rad load.

For graphics, just use the graphic of the nuclear bomb in Cathedral Vault Basement, but reduced to inventory picture. Ground picture could just be the same but even smaller (Or a C-4 blinking in a rainbow of colors) . Explosion is explosion graphic followed by EMP grenade graphic repeated on all affected hexes.

Blueprint? 1 million caps? Other requirements:
100 Refined Uranium, 24 GMP, 36 AGP, 24 HQA, 100 Chemical Components, 6 Super Tool Kits, 6 Wrenches, 6 Tools, 1000 MFC, 12 Plasma Grenades, 2 C-4, 2 rocket launchers (crude bomb of "gun" design, look it up), 16 EP. All consumed during construction.

Advanced Workbench, Science 125, Repair 125, Energy Weapons 100, Traps 150, Demolitions Level 2, Energy Expert 2.

This would be fun to try, but not ever economical to use.

Some people might make a clan just for trolling with these.
----------------------------------------------
Other rad weapon:

Rad Blaster.
 
Use Flamethrower graphics for inventory picture and gun in use. Effect area gets EMP grenade effect.
Sound would be the car activation sound (revving up).

Uses Refined Uranium as ammo, 1 per shot. 8 AP/shot, holds only 1 ammo at a time.
Range: 45 degree arc, 40 hexes.
Damage: 100-200 rads, 10% chance of blindness, 10% chance of knockout.
Deterioration: 5-10% per shot. Cannot be repaired, not even with with Oil Can.

BP: 250k caps.
Construction Requirements:  Energy Expert 2, Demolitions 2, Big Guns 2, BP, Advanced Workbench.
Materials: Laser Gatling, 3 Super Tool Kits, 3 tools, 3 wrenches, 24 chem components, 24 refined uranium (to react with the ammo), 24 GMP, 24 HQA, 12 EP. All consumed during construction.

This would be loads of fun, even if horribly impractical.

Anyone killed by radiation would get the radiation death animation.
ololol

swinglinered

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Re: Radiation Weaponry
« Reply #1 on: July 18, 2017, 02:02:15 am »
Maybe goo-grenades that spread toxic sludge, like in Toxic Caves/puddle in SF.
Same graphics.
Recycle the scripts for the effects?

Use for area denial. Duration maybe 30 minutes.