What do you get when you cross an emotional support animal with a light support weapon? This.
Taking another person's life isn't something that comes naturally to most people, and it can be a very traumatic experience for someone who's untrained or unprepared. For almost as long as armies have existed, they have struggled to adequately prepare their troops for the harsh realities of warfare, and many soldiers are wracked with guilt and experience PTSD flashbacks due to the horror of their battlefield experiences. This weapon's advanced voice-synthesis technology allows it to console the user and try to assuage their guilt by explaining precisely why each target deserved to die.
I started with the base game Light Machine Gun mesh and removed the stock. I then added the stock from the legacy-content Assault Rifle, the bipod from the Dead Money DLC's Automatic Rifle, the speaker from the ham radio, and the circuit board and wires from the AER14 Prototype.
The following properties, perks and challenges apply to this weapon:
When engaging human targets, every time a target is killed, there is a random chance for the weapon to provide a rationale for killing the target. The frequency of the barks can be adjusted by using the console command
set aaaGLOBEmotionalSupportPercentage to #, where # is any integer between 0 and 100. It is set to 100 by default, meaning a bark will play 100% of the time.
There is a five second cooldown period between barks, so that the voice lines do not overlap. If multiple people are killed within the cooldown period, only one bark will play.
There are 50 unique barks in total. You can add your own or replace the defaults by placing .WAV files in the Data\sound\fx\wpn\EmotionalSupportWeapon folder.
This weapon must be custom built to order by Vlad, and cannot otherwise be obtained without console commands.
|Ammo Use Per Shot
|Damage Per Projectile
|# of Projectiles
|Crit % Multiplier
|Limb Damage Multiplier
|Rate of Fire
|Light Machine Guns