Added automaton reactor blasts and conditional salvage
Damaged automatons now connect body-part combat, reactor explosions and the parts left to recover.
I revised automaton anatomy and mounted the built-in gun on the right arm, making the visible body and the damage rules agree more closely.
Destroying the torso can trigger a reactor blast. The explosion can damage and knock back nearby bodies, so finishing an automaton at close range carries an extra risk.
“Damaged automatons now connect body-part combat, reactor explosions and the parts left to recover.”
Salvage depends on what survives. An exploded reactor does not leave the same recoverable components as an intact machine, and destroyed parts affect the available loot.
I also revised repair costs and stance feedback alongside these combat changes. The demonstration isolates the native damage and explosion sequence; it is a staged damage-event replay rather than a player-fired shot.