http://on-her-korhal.livejournal.com/ (
on-her-korhal.livejournal.com) wrote in
fandomhigh2008-08-05 02:04 pm
Entry tags:
The Right Tools, Tuesday Period Four
Kerrigan stood perfectly still at the back of the Danger Room. She had bags under her eyes and her wings were pulled defensively close, but her voice was strong, overtaken by an echoing quality that didn't sound quite human. "We were going to discuss rifles today," she said, her left eyebrow twitching slightly, "but even in a simulated environment, I find it safer to keep that lesson as simple as possible."
"Instead, I am going to provide you all with an example. This," she said, cocking the weapon with a practiced grace that made her wish she still owned the real thing, "is a C-10 canister rifle. It is more powerful than anything most of you have been near. Shove this one into a tank's turret, and it will blow sky high. It can be fitted with canisters of virtually any possible type of ammo. Most important about this weapon, however, is this."
She held up the other device. "This is an E-11 lockdown device," she said. "This can be far more useful than any normal bullet ever would be. If something mechanical winds up in contact with a lockdown round, it is going to stop functioning. Every system is going to be blanked, and you'll have your sitting target. Why is this important?"
She slapped the device on the rifle. "When it comes down to it, the point of any weapon is to disable your opponent in any way possible. With the advance of technology comes a need to disable that as well, and that's why it is virtually negligent not to make you guys deal with an EMP. That's electro-magnetic pulse, for those of you who aren't aware. It can be useful in a great deal of circumstances: combine it with stealth technology, and one unit gains the ability to maneuver an entire army past tech-based fortifications without a single enemy shot being fired. Use it when it's easy to take the opposition out on the next shot, if you just want a free pass through, or you're hoping to collect a couple of things. It does leave the enemy alive unless they're up for a big crash, so keep this in mind."
At that, a large two-legged combat walker materialized in the Danger Room. Kerrigan turned around, the rifle firmly locked in place, and fired the lockdown. There was a noise like power cables shorting out; suddenly, the walker hummed with a faint white energy, and seemed to sink in on itself. "Check that one out," Kerrigan said, lowering the rifle. With a tap of a button, the simulated gun disappeared. "See what a good EMP can do in a combat situation. If you're dealing with technology, make sure you have one of these in your pockets. It'll save your life, and if you're enough of a goody two-shoes, the lives of your enemies as well."
[wait for the ocd up! ]
"Instead, I am going to provide you all with an example. This," she said, cocking the weapon with a practiced grace that made her wish she still owned the real thing, "is a C-10 canister rifle. It is more powerful than anything most of you have been near. Shove this one into a tank's turret, and it will blow sky high. It can be fitted with canisters of virtually any possible type of ammo. Most important about this weapon, however, is this."
She held up the other device. "This is an E-11 lockdown device," she said. "This can be far more useful than any normal bullet ever would be. If something mechanical winds up in contact with a lockdown round, it is going to stop functioning. Every system is going to be blanked, and you'll have your sitting target. Why is this important?"
She slapped the device on the rifle. "When it comes down to it, the point of any weapon is to disable your opponent in any way possible. With the advance of technology comes a need to disable that as well, and that's why it is virtually negligent not to make you guys deal with an EMP. That's electro-magnetic pulse, for those of you who aren't aware. It can be useful in a great deal of circumstances: combine it with stealth technology, and one unit gains the ability to maneuver an entire army past tech-based fortifications without a single enemy shot being fired. Use it when it's easy to take the opposition out on the next shot, if you just want a free pass through, or you're hoping to collect a couple of things. It does leave the enemy alive unless they're up for a big crash, so keep this in mind."
At that, a large two-legged combat walker materialized in the Danger Room. Kerrigan turned around, the rifle firmly locked in place, and fired the lockdown. There was a noise like power cables shorting out; suddenly, the walker hummed with a faint white energy, and seemed to sink in on itself. "Check that one out," Kerrigan said, lowering the rifle. With a tap of a button, the simulated gun disappeared. "See what a good EMP can do in a combat situation. If you're dealing with technology, make sure you have one of these in your pockets. It'll save your life, and if you're enough of a goody two-shoes, the lives of your enemies as well."
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