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Chemistry Pellets


fludd12

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A cool idea for the vigilante chemist in all of us is to make pellets that don't mix chemicals until crushed/thrown. This could allow for easy and fun stuff, like smoke pellets or restocks for the flash pellets from cargo. There should, of course, be a very low minimum for chemical mixings (15, maybe?) to ensure the grenades are still a valid idea.

The reason I suggest this is because I don't want to have to get metal, igniters, timers/voice activators, and a screwdriver all to make a simple portable cleaning gas. The current chemistry grenade system is just clunky, and this gives a nice way of becoming a ninja. For fun.

What do you think?

 

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Alternate suggestion: a chemical reaction that takes 5 units of plasma, 5 units of frost oil, and 5 units of clonexadone. You must also use a cryostasis beaker, or else it won't work. This (ab)uses snowflake code to make a reaction within a cryostasis beaker that wouldn't normally happen otherwise, as cryostasis beakers prevent reactions.

 

The mixture must be heated via bunsen burner in the beaker to create 5 units of plasma and 10 units of frozen clonexadone, and then quickly (while still on the burner) 5 units of blood to create 5 units of plasma and 10 units of congealed synthgeletin. You have about 30 seconds to add the blood before the frozen clonexadone denatures into water iron and sodium.

 

Pour into this (while still on the bunsen burner) 15 units of whatever reagents you want, 10 units of of aluminum and 10 units of sulfuric acid.

 

10 units sulfuric acid, 10 units aluminum, and 5 units of plasma would usually react at 5,5,5 to make napalm. The cryostasis beaker would prevent this, and the snowflake exception code would create a paintball at the beaker's location using 10 sacid 10 aluminum 10 units congealed synthgeletin and 5 plasma, and put the remaining chemicals into the paintball.

 

The paintball would be a gelatin ball with !noreact that has a chance to rupture when its impacted against a mob or an object or a structure. The chance to impact scales up with the speed. This paintball can be thrown, or launched from a disposal chute, or launched from a pneumatic cannon, etc. A failed impact will just result in a bounce and the paintball on the ground.

 

A successful rupture would do two things; It would first combine the contents. If reagents were left from said combination (ie if it smoked or napalmed or whatever then there wouldn't be reagents left) then it would splash those reagents on the target. If there was at least 1 unit of iron in the reagents that were left, it will also ignite the resultant splash (So welding fuel or thermite etc would also ignite after impact)

 

Aiming at the eyes has a chance to actually hit them, and successfully hitting unprotected eyes will splash the remaining reagents into them instead of onto the target.

 

Edited by Guest
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Additional use: Load paintball into tech shell for shotgun action. Tech shell would probably make the paintball 95-100% reliable.

 

Possible payload and uses of paintball:

 

potassium and water - Explosive stun round, too little in amount to really kill anyone but can gib corpses

 

uranium and iron - EMP round

 

Aluminum, potassium, and sulfur - Stun round with no chance to gib

 

potassium sugar and phosphorous with an additional reagent payload - Smoke round

 

Surfactant and water + payload - Foam with payload

 

Foaming agent, iron/aluminum, and pacid - Metal foam sealant shot

 

Addtional plasma aluminum and sulfuric acid - Low intensity napalm shot

 

Glycerol Pacid and Sacid - Nitroglycerin reaction, bigger explosion than potassium+water but still not very large due to small reagent amount.

 

Thermite + at least 1 unit of iron - Wall breacher shot

 

Welding fuel + at least 1 unit of iron - Set target on fire

 

Pacid - Set people on acid

 

Plant b gone - Anti-diona shot

 

Just lube - Tactical single tile splash of lube.

 

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Suggested snowflake code exceptions for additional uses

 

- Just lube - makes it difficult for the target to grasp objects in their hands, giving the target temporary clown clumsiness based on the lube amount in seconds.

 

- 10 units Frost oil and 5 units Ice - Makes target uncomfortably cold and reduces their stamina to 25% if they're not wearing a hardsuit.

 

- 9 units of metal foam reagents + frost oil - Encase hit target in metal that they need to struggle themselves free of.

 

- 5 units of plasma and 5 units of frost oil and 5 units of iron - Mini plasma solidification that makes target VERY flammable, and sets them on plasma fire.

 

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