Hello!
I'm planning to build a self-sufficient Rocket Launcher welding fellow, which after dying will be able to rebuild his gear. I play Turn Based and don't want to use drugs or at least the rarer ones as I've never bothered with that part of the game. I want to sell loot to Merchants.
Little bit of brainstormin' ahead, correct me if I'm wrong somewhere.
To craft the weapon and ammo I'll need Gunsmith (Big Guns) [1]:
60% Repair
50% Science
55% Big Guns
4 Strength
5 Agility
3 Charisma
However resources for it requires Good Metal Parts for which I need to be able to mine High Quality Iron Ore so:
100% Science.
Shooting the big thing:
7 Strength
Plus it costs 7 Action Points. 6 AP with Bonus Rate of Fire. I'd like to shoot two of those each turn by walking around with two sets of Launchers. So that makes 12 APs.
10 Agility
Bonus Rate of Fire
Action Boy
Action Boy
6 Perception (BoF)
6 Intelligence (BoF)
---
Putting everything together, bringing the highest values:
7 Strength
6 Perception
1 Endurance
3 Charisma
6 Intelligence
10 Agility
1 Luck
100% Science
60% Repair
55% Big Guns
Bonus Rate of Fire @ 15
Action Boy @ 18
Action Boy @ 21
6 Points left. 7 Endurance is as good as 6. By picking Small Frame it will be on 8. Here I'm afraid about the weight I'll be able to carry.
Awareness @ 3 lvl
Pack Rat @ 6 lvl
Life Giver @ 12 lvl
No clue about Awareness and Life Giver there, just saw them at other people's builds.
Will tag Big Guns (pump to ??), Outdoorsman (pump to leftovers), Science (pump to 100%). Finally pump Repair to 60%.
Is there a space left for Gunsmith (Big Guns) [3] to craft Rocket AP (120% Science)? How much points into Big Guns? What other trait, Kamikaze?
Any feedback appreciated.
EDIT:
Played around a bit with Calculator: