https://nsv.beestation13.com/mediawiki2/api.php?action=feedcontributions&user=Grabowski&feedformat=atomNSV13 - User contributions [en]2024-03-29T12:19:28ZUser contributionsMediaWiki 1.35.5https://nsv.beestation13.com/mediawiki2/index.php?title=Shaft_Miner&diff=36351Shaft Miner2023-11-04T23:01:18Z<p>Grabowski: Replaces minerals' frequency with the type of asteroids they can be found on. Also capitalizes all mentions of the "sabre" and removes references to the station</p>
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<div>{{Infobox_jobs<br />
|headerbgcolor = gray<br />
|headerfontcolor = black<br />
|bgcolor = #cc9966<br />
|image = Generic_shaft.png<br />
|jobtitle = Shaft Miner<br />
|caption = "-And tell science, if they want their diamonds. To give '''us the damn tech for it!'''"<br />
|access = [[Mining Station]], Mining Station EVA, [[Cargo Office]], Mineral Storage<br />
|access2 = [[Maintenance]], [[Cargo Bay]], MULEbot access, [[Quartermaster's Office]]<br />
|difficulty = Hard<br />
|supervisors = [[Quartermaster]] and [[Executive Officer]]<br />
|rank = Specialist ('''SPC''')<br />
|duties = Mine ores and process them into useful materials. Go on an adventure in mysterious ruins.<br />
|guides = This is the guide, [[Guide to Fighters]]<br />
}}<br />
Welcome to the Frontier, Miner. Grab your Hardsuit, prepare the accelerators, we've got a busy day ahead.<br />
<br />
'''Bare minimum requirements:''' Break rocks, collect ore and bring it back to the main ship for refining.<br />
==Workin' In The Plasma Mine==<br />
[[File:SabreShowcase.png|alt=|thumb|430x430px|Your very own Sabre, distinct from other normal Sabres by it's brown and purple paintjob!]]<br />
Being a miner can be somewhat tedious, but without your valiant efforts, the ship and it's crew will use up every scrap of materials they start with and descend into anarchy. You best know what you're doing before stepping out into the great unknown. Which is a great segway into the next point, where do you, the humble blue collar worker that you are, work?<br />
Well my friend you work on a big damn rock, and it's up to you to strip that hunk of stone for valuable materials! Unfortunately, the rocks aren't particularly welcoming because of the following:<br />
*Space - Cold, Empty and really doesn't like you. Without a hardsuit and Oxygen supply, you wont make it very long out there.<br />
*Gibtonie - Nature's homegrown bombs! While not a threat to those that are prepared, a close proximity blast can easily put you into crit or remove a limb.<br />
*Lifeforms - Not all asteroids are barren of life and anything that can survive in the great void has got to be pretty strange. From glowing fairies to packs of ravenous space carp and in rare cases you may even find the elusive ''space clowns...''<br />
The risk of these hazards can be reduced by keeping a close eye on your surroundings and always having your accelerator on hand to help you out. As good as your accelerator is, having another miner to back you up is even better.<br />
<br />
You can click on an adjacent rock or run directly into it to begin picking or drilling the rock, but the Kinetic Accelerator is much faster and more efficient. Keep in mind that if you do decide to pick or drill your way through rock, you can have multiple dig jobs running at the same time to mine faster.<br />
=== Working With Your Boss===<br />
Who is your boss? You answer to the Executive Officer, much like the rest of Supply -- but usually, you'll just be talking to the Quartermaster or other Miners. It's best to make some friends, as you'll be seeing your fellow miners a lot.<br />
=== The Objective===<br />
You're here to mine, so get digging! Once you're full to bursting with ores, drag your ore box back to the main ship and head to cargo where the [[Machines#Ore_Redemption_Machine|Ore Redemption Machine]] [[File:New_Ore_redemption.gif|link=Machines#Ore_Redemption_Machine|Ore Redemption Machine]] sits. Drag the box next to the machine to automatically offload your ores and have them instantly processed into sheets. Then click "claim" to retrieve mining points as a reward for your hard work, these points will be placed on whatever ID is currently in the machine. Once you've deposited your ores. Check the Cargo Protolathe for those all important upgrades and then get back to work.<br />
<br />
==How to do the do==<br />
===Gearing up===<br />
#Gear up! From the mining equipment locker, you will need Meson Scanner goggles, a mining scanner, your pickaxe (optional), a bluespace shelter capsule and your standard issue proto-kinetic accelerator. If you want, there is also an additional mining satchel, and a shovel for digging up ash (for glass).<br />
#Attach your seclite and knife to your proto-kinetic accelerator to save space, and to let you bash things harder without having to take out your knife.<br />
#Use your voucher on a mining vending machine to select your choice of advanced mining tools, listed below.<br />
#Head to the ship mining prep room (if it has one!) to grab a hardsuit and breath mask, as well as a bottle of oxygen, always carry a spare as they can fit in your backpack.<br />
#Before you go, you'll want an Ore Box, which can hold an infinite amount of minerals. Ore boxes are available on the mining Sabres, the mining shuttle and rarely on the field. More can be built with wood planks.<br />
#For extra safety, grab a GPS device, set it to your name and tell the [[QM]] and other miners about it. If you're lucky, they will drag your lifeless body back to cloning.<br />
=== Piloting 101:===<br />
To learn how to pilot a Sabre, refer to the [[Guide to Fighters]] as the controls for piloting a fighter and Sabre are one and the same <br />
=== FTL: Going REALLY fast===<br />
So you've mined, crashed into or blown up all the asteroids in your sector of space? Good news! Once the main vessel jumps, you can go mine fresh fruits of the next system without a worry.<br />
<br />
However you've probably looked at the piloting menu on your Sabre and wondered "What is this 'Return' button?" Well, your Sabres have the unique ability to get abandoned by the main ship whenever it jumps away! Fortunately, as long as you have the battery power to charge your FTL drive, you're never too much at risk of being ''permanently'' abandoned.<br />
[[File:SabreInterior.png|alt=|thumb|200x200px|The interior of your average, unmodified and un-blown-up Sabre! It comes with a Starmap console, spare oxygen canister and an ore box!]]<br />
[[File:Starmapversionwhatever.png|alt=|thumb|Upon opening the Starmap console, you should be greeted with this.]]<br />
=== Life beyond breaking rocks===<br />
#Print some better mining tools or upgrades for your existing ones and [[Research items#Mining Satchel of Holding|Mining Satchels of Holding]] at the cargo protolathe for even more efficient mining.<br />
#Get your grubby hands on some upgrades for your Sabre such as improvements to it's DRADIS console, allowing it to see higher tiers of asteroids from afar, or just shove a bigger engine into the Sabre to watch it go faster.<br />
===Voucher equipment===<br />
You start the shift with a complimentary mining voucher, worth one free item out of a selection of four. These items, and their strengths, are:<br />
*'''Survival Capsule and Explorer's Webbing:''' The webbing (you put on your belt slot) allows you to carry even more mining equipment - having a second shelter capsule is nice too. 900 pts value.<br />
*'''Resonator Kit:''' Comes with a resonator, explorer's webbing, mini extinguisher and advanced scanner. While the resonator is underwhelming, the advanced scanner has almost twice the scanning range and updates much faster. 2100 pts.<br />
*'''Mining Drone:''' A little companion that helps in storing ore and hunting wildlife. Only useful once you install the sentience upgrade module. Comes with an industrial welding tool, a welding mask and a KA modkit that allows shots to pass through the drone. ~800 pts.<br />
*'''Extraction and Rescue Kit:''' Contains a fulton extraction pack and a beacon, which allows you to send back home minerals, items and dead miners without having to use the ferry. As a bonus, you get 30 marker beacons too. 1700 pts.<br />
*'''Crusher Kit:''' Contains a proto-kinetic crusher, a chest webbing like the capsule kit, an advanced scanner and a mini fire extinguisher. The crusher is two-handed and hard to use without getting hit, but has a chance to make fauna drop powerful trophies. 2450 pts.<br />
*'''Mining Conscription Kit''': A duffle bag full of basic items for one conscript - Proto-kinetic accelerator, survival knife, seclite, explorer's suit, mesons, mining scanner and satchel, gas mask, a supply radio key and a special card that adds mining access to IDs. Good for when you want to recruit <s>metafriends</s> fresh conscripts. 1500 pts.<br />
==Default Gear ==<br />
The following is a list of default mining equipment:<br />
==== Essential Equipment====<br />
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;"<br />
! scope="col" style="background-color:lightblue;" width="200" |Item<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Description<br />
|-<br />
![[File:Hardsuit2.png|32px]]<br>Mining Hardsuit<br />
|The Standard issue hardsuit provided to all miners, providing full EVA protection, light armour and an inbuilt helmet. Which has the ability to activate lights on the helmet for some EXTRA light. Wearing the suit does provide some slowdown in regular areas. The suit allows an oxygen tank to be placed on your back.<br />
|-<br />
![[File:ExplorerGasMask.gif|32px]]<br>Explorer Gas Mask and [[Oxygen]] Tank<br />
| So you can have oxygen when mining. Oxygen tanks are available from the tank storage unit, and can be worn on your suits storage slot. You can also use your emergency oxygen tank which can be placed on your suit. Running out of oxygen is unlikely with the full sized tank.<br />
|-<br />
![[File:MGlasses.png|32px]] [[File:Miningscanner1.gif|32px]]<br>[[Meson Goggles|Meson Scanners]] and Automatic Mining Scanner<br />
|Activating the scanner will briefly flash any ore on screen - it works even inside a box. Can be used to stop gibtonite from exploding.<br />
|-<br />
![[File:GPSm.gif|32px]]<br>Global Positioning System, GPS<br />
|Having one of these on you will help others track down your body if you happen to develop a case of the dead. In addition it can be used to locate other miners (who bothered to take it). Be sure to set your name on the GPS.<br />
|-<br />
![[File:KineticAccelerator.png|32px]]<br>Proto-kinetic Accelerator<br />
|A standard issue gun. The good part is that it packs a punch in a low pressure environment, is very good at digging and has infinite shots. The bad part is that it tickles in pressurized environments, has a cooldown after each shot, and has a range of three steps. Can be dual wielded at the price of lower accuracy and speed.<br><br />
KAs deal brute damage (40 standard/10 in pressurized rooms), but count as explosive versus armor. That way, suits like bomb suits and the RD hardsuit can negate 90% of the damage dealt.<br />
|-<br />
![[File:Survivalknife.gif|32px]]<br>Survival Knife<br />
|Use it for butchering the wildlife (hit while on harm intent). It's as strong against mobs as a pickaxe, but you can't mine with it. You can store it in your boots to save space, but remember to alt-click the boots to draw the knife back out. Alternatively, stick it on your KA.<br />
|-<br />
![[File:Stimpen.png|32px]]<br>Survival Medipen<br />
|A cocktail of powerful healing chemicals. Contains Salbutamol, Leporazine, Epinephrine, Mining Nanites and Omnizine. Heals all types of damage and stabilizes body temperature.<br />
|-<br />
![[File:BScapsule.png|32px]]<br>Bluespace shelter capsule<br />
|Activate this in your hand, and it'll near instantly produce a beautiful shelter. The shelter contains a cupboard which contains a guitar (or dice) and some donk pockets. It also has a stasis bed which requires another person to use. Never leave home without one. You're issued one for free in your the mining lockers on ship.<br />
|-<br />
![[File:OreSatchel.png|32px]]<br> Ore Satchel<br />
|For carrying ore without using a mining cart, holds 50 ore nuggets. Empty it into boxes by using the satchel on them.<br> Newbie tip: Put it in one of your pocket slots, then start dragging an ore box. Any ore you walk over will be transferred to the box.<br />
|-<br />
![[File:OreBox2.png|32px]]<br>Ore box<br />
|Used for carrying huge amounts of ore. While a satchel can only hold 50 nuggets, this can hold an unlimited sum. You cannot carry it, but you can drag it with you.<br><br />
Use your satchel on the box to empty it into the box. Even better: Drag it behind you with an ore satchel in your pocket.<br />
|-<br />
![[File:Voucher.gif|32px]]<br>Mining Voucher<br />
|Found in your backpack, exchange this at the mining equipment locker for one of several selections which include various mining items.<br />
|-<br />
![[File:Seclite.png|32px]]<br>Seclite<br />
|A beefed up flashlight. Put this on your KA to free up inventory space.<br />
|-<br />
|}<br />
==== Miscellaneous Equipment====<br />
Items that, while not critical to take, can be situationally useful.<br />
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;"<br />
! scope="col" style="background-color:lightblue;" width="200" |Item<br />
! scope="col" class="unsortable" style="background-color:lightblue;" | Description<br />
|-<br />
![[File:Pickaxe.png|32px]]<br>Pickaxe<br />
| Somewhat antiquated thanks to the prevalence of the proto-kinetic accelerator and resonator. Nevertheless it can be used to dig wide tunnels, robust things in melee combat and as a backup if you lose your resonator. It can also fit inside a belt chest webbing.<br />
|-<br />
![[File:Shovel.png|32px]]<br>Shovel<br />
|Gathering sand. You can stick this in your backpack. A crappier version of a compact pickaxe<br />
|-<br />
![[File:Crowbar.png|32px]]<br>[[Crowbar]]<br />
|For removing KA mods, or just in case when there is a blackout. Spawns in your box.<br />
|}<br />
==Advanced Gear==<br />
The following are more advanced items that need to be purchased from a mining equipment vendor, with credits:<br />
==== Voucher/Reward Equipment====<br />
These items can either be acquired from a voucher, or can be bought with money/credits, usually earned from delivering ore to the [[Machines#Ore_Redemption_Machine|Ore Redemption Machine]] [[File:New_Ore_redemption.gif|link=Machines#Ore_Redemption_Machine|Ore Redemption Machine]] on the ship. Prices are included.<br />
{{Test Merge<br />
|link = [https://github.com/BeeStation/NSV13/pull/2359 #2359]<br />
}}<br />
{{Item<br />
|name=Mining Equipment Vendor<br />
|bgcolor1 = #cc9966<br />
|bgcolor2 = #cc9966<br />
|image = Mining_vendor_default.gif<br />
}}<br />
<br />
{| class="wikitable sortable mw-collapsible mw-collapsed" border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;"<br />
|+Mining Equipment Vendor List<br />
!scope="col" style="background-color:lightblue;" width="200" |Item<br />
!scope="col" class="unsortable" style="background-color:lightblue;" |Description<br />
!<span style="display: none;">c</span>Price<br />
|-<br />
![[File:Markerbeacon.png]]<br>30 Marker Beacons<br />
|A pack of 30 Marker Beacons, used to light your way on asteroids.<br />
!<span style="display: none;">a</span>150 Points<br />
|-<br />
![[File:BScapsule.png|32px]]<br>Bluespace Shelter Capsule<br />
|The Shelter Capsule is indispensable for long expeditions: it creates an ash-storm proof 3x3 room complete with breathable air, a nanomed, a stasis bed and some warm donk-pockets. Of course, the donk pockets are better at healing you than the nanomed. The only useful thing the nanomed holds are its bandages.<br />
!<span style="display: none;">a</span>400 Points<br />
|-<br />
![[File:Stimpen.png|32px]]<br>Survival Medipen<br />
|Contains several healing and heat-stabilizing chemicals. Using more than one in a short period will cause several overdoses.<br />
!500 Points<br />
|-<br />
![[File:Brutefak.png|32px]]<br>Brute Healing Kit<br />
|A first aid kit for when you get blown up or shot at by a fellow miner wielding a Proto-kinetic Accelerator.<br />
!<span style="display: none;">a</span>600 Points<br />
|-<br />
![[File:Bmed.png|32px]]<br>Burn Healing Kit<br />
|A first aid kit for when you keep getting shot at by your fellow miners using Plasma Cutters.<br />
!<span style="display: none;">a</span>600 Points<br />
|-<br />
![[File:firstaid-advanced.png|32px]]<br>Advanced Healing Kit<br />
|A first aid kit for when you got caught in the crossfire of a PKA and a Plasma Cutter!<br />
!<span style="display: none;">a</span>1200 Points<br />
|-<br />
![[File:Fulton_beacon.png|32px]]<br>Fulton Beacon<br />
|Creates an anchored beacon when used in hand that fulton extraction packs can target as a drop-off point.<br />
!<span style="display: none;">a</span>500 Points<br />
|-<br />
![[File:Fulton_pack.png|32px]]<br>Fulton Extraction Pack<br />
|A balloon that can be used to extract anything outside that's not bolted down to a Fulton Recovery Beacon. Swap which beacon the pack is aiming at by using (Z or click) the pack in hand. It has a limited number of uses (usually 3 in a fresh pack); examine the pack to check how many are left.<br />
!<span style="display: none;">a</span>1000 Points<br />
|-<br />
![[File:Jaunter.png|32px]]<br>Wormhole Jaunter<br />
|A one-use item that creates a wormhole to a random beacon on ship. The portal is unstable and will make you dizzy after using it. Can be worn on the belt slot to teleport you if you happen to encounter a chasm.<br />
!<span style="display: none;">a</span>750 Points<br />
|-<br />
![[File:Miningscanner2.gif|32px]]<br>Advanced Mining Scanner<br />
|A upgrade over the default Mining Scanner. This tool has a much larger detection radius of seven tiles (the entire screen), and updates more frequently.<br />
!<span style="display: none;">a</span>800 Points<br />
|-<br />
![[File:Miner_webbing.png|32px]]<br>Explorer's Webbing<br />
|Can be worn on the belt slot. Stores mining equipment.<br />
!<span style="display: none;">a</span>500 Points<br />
|-<br />
![[File:Kinetic_crusher.png|32px]]<br>Proto-kinetic Crusher<br />
|A powerful melee weapon. Unless you have a Bag of Holding, you can only store this in the slot normally occupied by a backpack. If wielded in both hands (left-click it while it's in the selected hand), shoots kinetic bolts that don't deal damage, but can mark creatures making the hammer deal increased damage (20->50 Brute) when used on them. It will deal even greater damage (80) on backstab.<br />
!<span style="display: none;">a</span>800 Points<br />
|-<br />
![[File:KineticAccelerator.png|32px]]<br>Proto-kinetic Accelerator<br />
|The classic mining weapon. Buy it from here if you did not get one at roundstart.<br />
!<span style="display: none;">a</span>500 Points<br />
|-<br />
![[File:Resonator.png|32px]]<br>Resonator<br />
|Another deadly tool. This will, when used on rock or an empty space, create a field on that spot that lasts for about five seconds before rupturing, causing serious damage (60 Brute) to anything standing on it. Just like the kinetic accelerator, it does reduced damage (20) in pressurized environments. You can activate it in your hand to switch the field to last between 3 and 5 seconds. Using it on an already-marked spot will instantly rupture the field.<br />
!<span style="display: none;">a</span>750 Credits<br />
|-<br />
![[File:Adv resonator.png|32px]]<br>Upgraded Resonator<br />
|Like the regular resonator, but able to have 6 fields active at a time - with no damage penalty for fields that are detonated early.<br />
!<span style="display: none;">a</span>1500 Credits<br />
|-<br />
![[File:Pickaxe.png|32px]]<br>Silver Pickaxe<br />
|Slightly better than the default pickaxe, but still a lot worse than your starting KA.<br />
!<span style="display: none;">a</span>500 Credits<br />
|-<br />
![[File:Pickaxe.png|32px]]<br>Diamond Pickaxe<br />
|For when you want something shinier and better than your default pickaxe and the scientists are either too lazy or too dead to make drills or jackhammers. STILL worse than a basic KA.<br />
!<span style="display: none;">a</span>1000 Credits<br />
|-<br />
![[File:MiningDrone.png|32px]]<br>Mining Bot Companion<br />
|This helpful little guy goes around collecting loose ore so you don't have to. Will drop its haul when you hit it with the mining scanner. Clicking on it with an empty hand will toggle it between ore collection and wildlife fighting mode, where it will attack xenos with its built-in kinetic accelerator and drill. Will not pick up sand with no nearby ore around, for some reason. Comes with an upgraded welding tool if redeemed via voucher. It cannot be repaired while it is fighting. It can be further upgraded with [[#Advanced Gear|special modules]] bought from the vending machine.<br />
!<span style="display: none;">a</span>800 Points<br />
|-<br />
![[File:Door_electronics.png|32px]]<br>Minebot Upgrade: Ore Scoop<br />
|Allows a minebot to automatically pick up ores while moving.<br />
!<span style="display: none;">a</span>400 Points<br />
|-<br />
![[File:Door_electronics.png|32px]]<br>Minebot Upgrade: Cooldown<br />
|Decreases the Minebot's ranged weapon's cooldown.<br />
!<span style="display: none;">a</span>600 Points<br />
|-<br />
![[File:Door_electronics.png|32px]]<br>Minebot Upgrade: Medical<br />
|Allows a sentient Minebot to carry and administer a medipen.<br />
!<span style="display: none;">a</span>800 Points<br />
|-<br />
![[File:Door_electronics.png|32px]]<br>Minebot Upgrade: AI<br />
|Installs a high tech AI into the Minebot (grants a ghost control over the Minebot).<br />
!<span style="display: none;">a</span>1000 Points<br />
|-<br />
![[File:Modkit.png|32px]]<br>P-KA Upgrade: Bot-Friendly<br />
|A modkit that allows your PKA to ignore minebots. Does not occupy any mod capacity.<br />
!<span style="display: none;">a</span>100 Points<br />
|-<br />
![[File:Modkit.png|32px]]<br>P-KA Upgrade: Tracer Shots<br />
|A modkit that makes your KA's projectile flight path visible, in a white color.<br />
!<span style="display: none;">a</span>200 Credits<br />
|-<br />
![[File:Modkit.png|32px]]<br>P-KA Upgrade: Adj. T. Shots<br />
|A modkit that makes your KA's projectile flight path visible. Use in hand to cycle between colors. Does not occupy any mod capacity.<br />
!<span style="display: none;">a</span>300 Points<br />
|-<br />
![[File:Modkit.png|32px]]<br>P-KA Upgrade: Range<br />
|A modkit that increases your KA's range by 1. Occupies 25% of mod capacity. Can usually be fabricated at the cargo techfab/protolathe - don't buy it here.<br />
!<span style="display: none;">a</span>1000 Points<br />
|-<br />
![[File:Modkit.png|32px]]<br>P-KA Upgrade: Cooldown<br />
|A modkit that reduces your KA's cooldown by 0.25 seconds. Occupies 30% of mod capacity. Can usually be fabricated at the cargo techfab/protolathe - don't buy it here.<br />
!<span style="display: none;">a</span>1000 Points<br />
|-<br />
![[File:Modkit.png|32px]]<br>P-KA Cosmetic Super Chassis<br />
|A modkit that makes your KA look yellow, like one of the no longer existing Super-Kinetic Accelerators. Does not occupy any mod capacity.<br />
!<span style="display: none;">a</span>200 Points<br />
|-<br />
![[File:Modkit.png|32px]]<br>P-KA Cosmetic Hyper Chassis<br />
|A modkit that makes your KA look orange, like one of the no longer existing Hyper-Kinetic Accelerators. Does not occupy any mod capacity..<br />
!<span style="display: none;">a</span>200 Points<br />
|-<br />
![[File:Mining_Hardsuit.png|32px]]<br>Mining Hardsuit<br />
|An extra hardsuit if you need to buy a new one for somebody, or you lost your old one. Like the standard explorer’s suit, can be upgraded up to 3 times with goliath hide for up to 60 melee resistance.<br />
!<span style="display: none;">a</span>2000 Points<br />
|-<br />
![[File:Extended_Emergency_Oxygen_Tank.png|32px]]<br>Expanded E. Oxygen Tank<br />
|An expanded emergency oxygen tank. Lasts for twice as long as the one in your internals box.<br />
!<span style="display: none;">a</span>1000 Points<br />
|-<br />
![[File:Mining_jetpack.png|32px]]<br>Jetpack Upgrade<br />
|A jetpack upgrade for your hardsuit!<br />
!<span style="display: none;">a</span>2000 Points<br />
|-<br />
![[File:Dufflebag.png|32px]]<br>Mining Conscription Kit<br />
|Contains a mini-pickaxe, mesons, an ore scanner and satchel, an explorer suit and gas mask, a supply encryption key which gives your headset access to the supply channel, and a card which adds mining access to your ID.<br />
!<span style="display: none;">a</span>1000 Points<br />
|-<br />
![[File:Survivalknife.gif|32px]]<br>Survival Knife<br />
|A robust knife. Used to butcher fauna and hit harder with your PKA. Don't lose it!<br />
!<span style="display: none;">a</span>1000 Points<br />
|-<br />
![[File:Implanter.png|32px]]<br>Tracking Implant Kit<br />
|Contains three tracking implants and a locator; useful if you want others to find your corpse for up to 10 minutes after death.<br />
!<span style="display: none;">a</span>1000 Points<br />
|-<br />
![[File:Points_Card.png|32px]]<br>Point Transfer Card<br />
|A small card preloaded with mining points. Swipe your ID card over it to transfer the points, then discard.<br />
!<span style="display: none;">a</span>500 Points<br />
|-<br />
![[File:Gar_mesons.png|32px]]<br>GAR Mesons<br />
|A pair of very sharp meson scanners. Can be thrown as a weapon, with a chance to embed.<br />
!<span style="display: none;">a</span>500 Credits<br />
|-<br />
![[File:BScapsule.png|32px]]<br>Luxury Bar Capsule<br />
|A luxury bar in a capsule. Bartender required and not included.<br />
!<span style="display: none;">a</span>10000 Points<br />
|-<br />
![[File:Lazarus_Hypo.png|32px]]<br>Lazarus Injector<br />
|A miracle injection capable of reviving simple living beings from death, making them friendly to you and the crew. Useless on humans, monkeys, and other complex living beings. Resurrect Ian for all access from a thankful Executive Officer! Or make yourself a space carp. The Lazarus injector can be EMP'd to make revived mobs hostile to everyone but you. Also useful for bartering with the XO or any staff with a pet.<br />
!<span style="display: none;">a</span>1000 Points<br />
|-<br />
![[File:Cash_1000.png|32px]]<br>1000 Space Cash<br />
|Conversion of Mining Psoints into Space Cash<br />
!<span style="display: none;">a</span>2000 Points<br />
|-<br />
![[File:Margheritapizza.png|32px]]<br>Margherita Pizza<br />
|Just a box of pizza. It's not very good, but it's better than nothing.<br />
!<span style="display: none;">a</span>200 Points<br />
|-<br />
![[File:Whiskey_bottle.png|32px]]<br>Whiskey<br />
|A bottle of alcohol, helps you forget you literally work in hell.<br />
!<span style="display: none;">a</span>100 Credits<br />
|-<br />
![[File:Absinthe_bottle.png|32px]]<br>Absinthe<br />
|A bottle of alcohol, helps you forget you literally work in hell.<br />
!<span style="display: none;">a</span>100 Credits<br />
|-<br />
![[File:Cigar.png|32px]]<br>Cigar<br />
|A high-quality havana cigar.<br />
!<span style="display: none;">a</span>150 Points<br />
|-<br />
![[File:Soap.png|32px]]<br>Soap<br />
|A bar of slippery soap.<br />
!<span style="display: none;">a</span>200 Points<br />
|-<br />
![[File:Laser_Pointer.png|32px]]<br>Laser Pointer<br />
|Just a laser pointer, don't shine it into people's eyes. Useful against rogue [[Cyborg|Cyborgs]].<br />
!<span style="display: none;">a</span>300 Points<br />
|-<br />
![[File:Facehugger.png|32px]]<br>Toy Facehugger<br />
|An extremely realistic-looking facehugger toy, to prank the crew with. Latches onto faces and tears off masks.<br />
!<span style="display: none;">a</span>300 Points<br />
|-<br />
![[File:Cryo_fuel_tank.png|32px]]<br>Cryogenic Fuel Tank<br />
|A newly filled Cryogenic Fuel Tank, perfect to refuel your Mining Sabre that's running low on fuel, don't ask me how the hell they managed to fit this thing through the vending tray. ''You don't want to know''<br />
!<span style="display: none;">a</span>10000 Points<br />
|-<br />
|}<br />
<br />
==RnD Gear==<br />
The following is a list of advance items that can be acquired only from RnD, using a combination of minerals and high tech research.<br />
{| class="wikitable sortable mw-collapsible mw-collapsed" border="1" cellspacing="0" cellpadding="2" width="80%" style="background-color:#EEEEFF;"<br />
|+RnD Gear<br />
! scope="col" style="background-color:lightblue;" width="200" |Item<br />
! scope="col" class="unsortable" style="background-color:lightblue;" |Description<br />
|-<br />
![[File:miningdrill.png|32px]]<br>Mining Drill<br />
|Can be acquired early on from RnD. It's twice as fast as the standard Pickaxe but is quickly superseded by better variants and is expensive for what it gives.<br />
|-<br />
![[File:diamonddrill.png|32px]]<br>Diamond Tipped Mining Drill<br />
|Very powerful drill, able to almost instantly mine mineral walls. Very expensive in terms of Diamonds needed to produce however.<br />
|-<br />
![[File:Sonic Jackhammer.png|32px]]<br>Sonic Jackhammer<br />
|The epitome of mining. Can practically instantly mine through rock and walls. But it requires three times the Diamonds of a Diamond Tipped Drill.<br />
|-<br />
![[File:Modkit.png|32px]]<br>KA Triggerguard Mod<br />
|A modkit that will allow species that cannot normally fire guns to use the KA, such as golems and hulks.<br />
|-<br />
![[File:Modkit.png|32px]]<br>KA Range Mod<br />
| A modkit that increases your KA's range by 1.<br />
|-<br />
![[File:Modkit.png|32px]]<br>KA Damage Mod<br />
| A modkit that increases your KA's damage by 10.<br />
|-<br />
![[File:Modkit.png|32px]]<br>KA Cooldown Mod<br />
| A modkit that reduces your KA's cooldown by 0.25 seconds.<br />
|-<br />
![[File:Modkit.png|32px]]<br>KA AoE Mining Mod<br />
|A modkit that makes your KA mine rocks in a 3x3 AoE. It does not, however, deal AoE damage. You're usually better off carrying a plasma cutter to deal with rocks and keep the KA for combat.<br />
|-<br />
![[File:Plasma_Cutter.png|32px]]<br>Plasma Cutter<br />
|A fast mining (and welding) tool. Shoots rock-breaking bolts that pierce up to 5 rocks per shot. Rechargeable by inserting plasma ore or sheets into it. Less efficient in combat than a KA, however, and even less when in high pressure.<br />
|-<br />
![[File:Adv_plasma_cutter.gif|32px]]<br>Advanced Plasma Cutter<br />
|A very fast mining (and welding) tool. Shoots rock-breaking bolts that pierce up to 10 rocks per shot, basically allowing you to pierce rock as fast as you can walk. Rechargeable by inserting plasma ore or sheets into it.<br />
|-<br />
![[File:Bluespace satchel.gif|32px]]<br>Mining Satchel of Holding<br />
|Very cheap mining satchel that can hold an unlimited amount of minerals and ore.<br />
|-<br />
![[File:NV_meson_glasses.gif|32px]]<br>Night Vision Mesons<br />
|These glasses work like normal mesons, but they can see perfectly in the darkness negating the need for flashlights.<br />
|}<br />
<br />
<br />
All of this gear is printed out at the supply department protolathe.<br />
==The Ores==<br />
These are what you should be looking out for, generally try and get a good mix of the more exotic ore types. Iron ore is ok but it sells for little and is highly abundant on the ship already.<br />
Do note that ores are not exclusive to one type of asteroid. For example, you can find iron on most asteroids, but you'll find the most on Ferrous ones.<br />
{| class="wikitable sortable" border="1" cellspacing="0" cellpadding="2" width="80%"<br />
! scope="col" style="background-color:grey;color:white;" |Name<br />
! scope="col" class="unsortable" style="background-color:grey;color:white;" |Wall<br />
! scope="col" width="100px" class="unsortable" style="background-color:grey;color:white;" |Raw Ore<br />
! scope="col" style="background-color:grey;color:white;" |Money Reward Value<br />
! scope="col" class="unsortable" style="background-color:grey;color:white;" |Processed Ore<br />
! scope="col" style="background-color:grey;color:white;" |Asteroid type<br />
! scope="col" class="unsortable" style="background-color:grey;color:white;" |Uses<br />
|-<br />
!Iron<br />
![[File:Ironwall.png|64px]]<br />
![[File:Ironore.png|64px]]<br />
!1<br />
![[File:Metal.png|64px]]<br />
!Ferrous<br />
|For just about everything.<br />
|-<br />
!Sand<br />
![[File:minefloor.png|64px]]<br />
![[File:Sandore.png|64px]]<br />
!1<br />
![[File:Glass.png|center|64px]]<br />
!Any<br />
|For making glass, which has a plethora of applications. Activate sand in your hand to make sandstone bricks. These can be used to make dirt which can be used to grow plants.<br />
|-<br />
!Copper<br />
![[File:Copperrock.png|64px]]<br />
![[File:Copper_ore.png|64px]]<br />
!5<br />
![[File:Copperdone.png|64px]]<br />
!Non-Ferrous<br />
|For making various machine parts.<br />
|-<br />
![[Plasma]]<br />
![[File:Plasmawall.png|64px]]<br />
![[File:Plasmaore.png|64px]]<br />
!15<br />
![[File:Plasmadone.png|64px]]<br />
!Non-Ferrous<br />
|Ship sheets back to Centcom for bonus money to the cargo budget.<br />
|-<br />
!Silver<br />
![[File:Silverwall.png|64px]]<br />
![[File:Silverore.png|64px]]<br />
!16<br />
![[File:Silverdone.png|64px]]<br />
!Non-Ferrous <br />
|Making dosh, mechs, and researching Bluespace.<br />
|-<br />
!Gold<br />
![[File:Goldwall.png|64px]]<br />
![[File:Goldore.png|64px]]<br />
!18<br />
![[File:Golddone.png|64px]]<br />
!Non-Ferrous<br />
|For making various electronics or pimping out Beepsky.<br />
|-<br />
!Titanium<br />
![[File:Titaniumrock.png|64px]]<br />
![[File:Titaniumore.png|64px]]<br />
!30<br />
![[File:Titaniumdone.png|64px]]<br />
!Ferrous<br />
|For repairing the ship's armour, this is the most important after iron. Also used for high-tech mechs, R&D components or for building shuttle walls and floors.<br />
|-<br />
!Uranium<br />
![[File:Uraniumwall.png|64px]]<br />
![[File:Uraniumore.png|64px]]<br />
!30<br />
![[File:Uraniumdone.png|64px]]<br />
!Exotic<br />
|For making you radioactive (notice: no joke, this shit is deadly as a wall or a door). Delicious cocktails.<br />
|-<br />
!Diamond<br />
![[File:Diamondwall.png|64px]]<br />
![[File:Diamondore.png|64px]]<br />
!50<br />
![[File:Diamonddone.png|64px]]<br />
!Exotic<br />
|For making mech parts, among other industrial uses.<br />
|-<br />
![[Bluespace Crystal]]<br />
![[File:BluespaceCrystalWall.png|64px]]<br />
![[File:Bluespace_Crystal.png|64px]]<br />
!50<br />
![[File:BS_polycrystal.png|64px]]<br />
!Exotic<br />
|These crystals can be used in various ways. Give them to science to increase bluespace science, hold onto them to use as a risk free jaunter, or throw them at people to make them teleport randomly (often into space.)<br />
|-<br />
!Bananium<br />
![[File:Bananimumwall.png|64px]]<br />
![[File:Bananimumore.png|64px]]<br />
!60<br />
![[File:Bananiumdone.png|64px]]<br />
!HONK!<br />
|A rare and unusual mineral found exclusively in clown-controlled space. Used only for the [[Guide_to_robotics#H.O.N.K.|H.O.N.K. mech]] and other clownlike items. ''Absolutely Cursed''<br />
|-<br />
! Gibtonite<br />
![[File:Gibtonitewall.gif|64px]]<br />
![[File:Gibtoniteore.png]]<br />
!N/A<br />
!<br />
!Any<br />
|For <s>trolling miners</s> blowing shit up, whether they be solid asteroid or [[Traitor|other things]]. Hitting it with your mining tools will start a chain reaction. If you don't stop the reaction with your mining scanner in time, the gibtonite will explode. If you do, you can mine the ore, pick it up (you need both hands free) and use it as an explosive. The closer the gibtonite was to exploding before defused, the more potent its power. Cannot be forged or turned in to the [[Machines#Ore_Redemption_Machine|Ore Redemption Machine]] [[File:New_Ore_redemption.gif|link=Machines#Ore_Redemption_Machine|Ore Redemption Machine]], so don't bring any of this to the ship or else you'll be <s>arrested</s> ignored by security because they don't know what the hell it is. Gibtonite can be used to craft a [[Makeshift_weapons#Chemical_Payload|Chemical Payload]] [[File:ChemPayload.gif]]. <br><br />
How to obtain Gibtonite: Hit ore, count to 8 flashes of the ore then hit it with your scanner. Gibtonite varies in the number of reactions it has, so you may get lower quality ore. Use 2 of the 0 reaction ores (the most potent) to blow open the AI core and make it cry at it's malf failure!<br />
|}<br />
===Who Needs What ===<br />
Miners don't have to deliver ores directly to departments -- they can if they want, or if those bastards are too lazy to leave their fortress of <s>autism</s> science -- but it never hurts to know what to aim for.<br />
*[[Engineer]]s always need iron, titanium, silver and plasma for the APNW to repair the ship's armour and hull.<br />
*[[Scientist]]s at least a bit of every ore. In exchange, they may give you upgrades for your Kinetic Accelerator, a [[Plasma Cutter]], a [[Research_items#Mining Satchel of Holding|Mining Satchel of Holding]], and, if you're lucky, Night Vision Meson Scanners or a [[Bag of Holding]]!<br />
*[[Roboticist]]s need diamond, uranium, silver and gold for building mech parts. Give them enough and you've indirectly helped out most of the departments on the ship if the Roboticists are competent enough to build helpful stompy mechs for everybody! Too bad the lavaproof Firefighter is the only good mech for mining.<br />
*The [[Quartermaster]] may want mineral sheets to trade them in for bonus supply credits. Plasma in particular is both common and valuable.<br />
*Everybody could always use more iron, glass and plasteel, but especially Roboticists and [[Station Engineer]]s.<br />
*The [[Chemist]] and [[Guide to xenobiology|Xenobiologist]] will all appreciate having extra plasma.<br />
*A competent [[Virologist]] can use several sheets of uranium to create incredibly powerful healing viruses that let you heal out of crit in two seconds.<br />
*A [[Clown]] with Bananium is a grateful and dangerous ally.<br />
*The [[Bartender]] can use a few sheets of uranium or iron to craft some of his rarest cocktails.<br />
<br />
==Tips==<br />
*Always go with at least two other people when mining. Not only can you mine faster together, the chance that they could both be 'lings/traitors is rather low. Pickaxe to the skull tends to put down most people.<br />
* You can view the contents of a mining satchel as if it were a backpack.<br />
*Middle mouse click swaps your hand, allowing you to shoot minerals and grat them with the satchel quickly.<br />
*Minebots are great at distracting monsters. Just walk near and bash the distracted target with your drill. They can take quite a beating. Plus they collect all the crap gibtonite leaves when it detonates.<br />
*The Proto-kinetic Accelerator can destroy electrified grilles without needing a pair of insulated gloves.<br />
* The Proto-kinetic Accelerator will obliterate a space carp in one hit while in space.<br />
*You can dual wield PKAs. Use harm intent to fire both at once.<br />
*The Executive Officer may reward you with all access if you resurrect Ian. Also, sometimes the Research Director will reward you for a pet gold grub.<br />
*If you're expecting trouble on the ship, consider taking out a window on the mining shuttle before you return to make a quick getaway so you're not trapped like a rat in a cage.<br />
* The mining drone can be repaired with a welding tool, but not in the middle of a fight.<br />
*You could alternatively buy the drone, fully upgrade it, give it an AI Module, and tell it to go valid-hunt. A mining drone dragging a bar of soap is surprisingly robust against even changelings.<br />
*Life improving things:<br />
**Mining suit upgrade : The Mining jetpack upgrade can make your already fast work even faster by reducing the time you are moving between the ship and asteroid. Plus it's great to have when you need to make a speedy getaway.<br />
**Augmentations : Augs are VERY useful for miners, as healing with a welder is ultimately easier. Plus they work differently than armor when it comes to protection, instead reducing all brute damage taken by an augmented body part by 5 (4 for burn). Downside : EMP vulnerability.<br />
*Kinetic accelerators can be used as infinite tools to navigate space, since every time you fire, it'll throw you in the opposite direction.<br />
*Sentient minebots can very easily be commanded to go help security if there is an [[Nuclear Operative|imminent]] [[Clockwork Cult|threat]] to the ship. Their melee saw is very robust, and works just as well as on all ships. The proto-kinetic accelerator that they are equipped with is very robust when in space.<br />
*If you dont have a mining satchel of holding, and no ore box, you can deconstruct tables in the library (the curator is probably too busy organizing a game of D&D to really care much) to obtain wooden planks. You can then use these wooden planks to fabricate an ore box.<br />
*If science hasn't researched Advanced Mining Technology within 10 minutes of the start of the shift, please remind them. There is normally at least 1 single person in science competent enough to do so.<br />
==Dead Space==<br />
A traitorous miner has a lot of advantages. You have a space suit for free right away and a robust pickaxe. Certain minerals you'll find have more "specialized" uses -- uranium structures will irradiate people, plasma can start fires, gibtonite goes boom. You can also buy dangerous "mining" tools and possibly even revive those monsters you've been fighting. As long as you have some mineral wealth or an ore box with you, no one will suspect your presence around the ship, even in highly restricted areas like robotics or toxins, and if you are smart enough, you could get a big stompy mech to drill people to death!<br />
===Tips for Traitoring ===<br />
*If you're a miner and you have to kill another miner; there's a really easy way to block communications one way so he can't call for help.<br />
**Grab a multitool, go to the mining communications room.<br />
** Use the multi tool on the relay and make sure the relay isn't sending, meaning your headset won't go to people on the ship.<br />
**Kill your target with their shouts for help unheard.<br />
*More than one uranium wall is hilariously deadly, as they give off a pulse of radiation every couple of seconds. This pulse makes other uranium walls in range pulse as well, and they all run on their own timer.<br />
* Tiers 0-1-2-3 can gib bodies, remember mining suits take 50% of damage away from bombs, so strip miners you want to make disappear forever first.<br />
*Ripley is a fairly robust murdering tool, if you can, convince robotics to put a gravity catapult on it. '''SLAM PEOPLE INTO WALLS. THE SUFFERING NEVER ENDS.'''<br />
*Space is your best ally. Your weapons are more lethal in space, and anyone who wants to chase you will need access to a jetpack and EVA gear. Make people fight on your terms by blowing up the ship with various Gibtonite charges, or bust in, stun and drag targets into space.<br />
*You can make a chemical payload container using any shitty bit of gibtonite. This can be useful for making chemical bombs, but it relies on knowing how to obtain specific chemicals that can be robust and accessible to a Miner.<br />
{{Jobs}}<br />
[[Category: Jobs]]</div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Fighters&diff=33378Guide to Fighters2021-09-24T18:24:29Z<p>Grabowski: Y'see, you can get me to update pages, if you whine on the discord</p>
<hr />
<div>{{Needs revision|reason=This page needs some images}}<br />
Wishing to pilot a fighter is equal to wishing to die, in that both will get you killed. Welcome to the Guide to Fighters.<br />
<br />
'''Please note that there are several in-game tools for this for you to learn for yourself. Consult a Seegson terminal or the current FL for help.''' However, if your FL is completely incompetent (standard), read on.<br />
== THE MOST IMPORTANT THINGS TO KNOW ==<br />
Surprisingly, this is a list of the most important things to know about fighters.<br />
=== The Controls ===<br />
Use '''Ctrl + Scroll Wheel''' to zoom out when viewing the overmap.<br />
<br />
'''C''' toggles whether the ship follows the mouse. When you first click the console, the ship will strive to point its nose towards your mouse. Hit C to toggle this behavior, which can be useful for not ruining your orientation just because you needed to click out of the window for a moment.<br />
<br />
'''W and S''' control the throttle, and A and D move the ship left and right. Remember, the ship retains momentum once it starts moving; you need to compensate or brake to slow down or stop.<br />
<br />
The '''Alt Key''' is a sort of parking brake. Hitting it toggles the brake, which will make the ship come to a complete stop and stay put.<br />
<br />
The '''Shift Key''' activates a boost, which is primarily useful for dodging particularly nasty torpedoes or evading enemy vessels.<br />
<br />
'''Q and E''' activate a rotational drift, which is useful for <s>pulling sick drifts</s> turning very quickly, and in a short distance. This can also help to evade torpedos and less maneuverable ships.<br />
<br />
The '''X''' key toggles inertial assistance. Disabling this allows you to strafe, fighters have it off by default.<br />
=== Prerequisites ===<br />
Before you even get in (which is done by left-clicking the fighter and entering the pilot seat), look at this list of helpful things:<br />
* Fighter hardsuits and double-extended oxygen tanks from the suit containers near the hangar will save your life later, so get those.<br />
* Entering a fighter will create two new parts of your GUI.<br />
** "Stop observing" will exit the fighter. Do not press this while in space.<br />
** The Ship tab, next to Preferences in the top right, contains every menu that you'll ever need, and some you won't.<br />
* All fighters are equipped with a DRADIS, a radar system which updates once per second. It is a simple minimap showing you (blue), friendlies (green) and hostiles (red). Note that red may not always mean hostile, but that's not your call to make.<br />
* Fighters have a fuel tank. The less fuel they have, the less time you have to fly. Tyrosene fuel is made in Chemistry and you start with a tanker of it in the hangar. Click it to grab the hose, then click a fighter with the hose to refuel it.<br />
=== Take Off ===<br />
Once you've gotten into a fighter, two screens will pop up: Your DRADIS console (radar) and your control console.<br />
<br />
To start up the fighter first press the "Canopy lock button" to close the canopy and switch to internal atmosphere. Do note that you will be unable to exit the fighter while the canopy is locked, so be sure to unlock it when you plan to exit. Your cranium will thank you later.<br />
<br />
First press the button labled "Battery", then "Fuel injector", and then "APU." '''At this point do not press any more buttons.''' The RPM gauge will now begin to increase - you must wait for it to reach 100% before pressing "Ignition" or the engine will not start.<br />
<br />
Once the engine is on, deactivate the APU to preserve fuel.<br />
<br />
Inertia dampeners are the equivalent of the handbrake for your ship. They will very quickly prevent any movement in any direction, so if you're looking to go in a direction, these won't help. You can toggle your inertia dampeners with the Alt key or through the respective button in the control panel.<br />
<br />
Pressing C toggles laser-guided movement, which allows you to use your mouse to rotate the fighter. This is enabled by default.<br><br />
You can use WASD to strafe in all directions, then disable laser-guided movement to get a cool new arrow and the ability to control it with Q and E. This arrow represents the direction your ship will be directed towards.<br />
<br><br />
Press shift to engage the afterburners, which will provide a temporary speed boost, useful for evading incoming fire and catching up with the mothership. Pressing X toggles intertial assistance mode, which will cause your ship to fly in the direction it is facing. Useful for big bulky boats, not so much for small nimble fighters.<br />
<br />
You can press the Help verb in the Ship tab to remind yourself of the fighter controls at any time.<br />
=== Shooting ===<br />
Movement is all well and good, but if you can only move you'll eventually die or piss yourself as you almost die. First, you want to get into space and far away from the ship you launched from, preferably in the direction of <s>other fighters</s> hostile craft. Then, disable your weapon safeties with the relevant verb in the Ship tab or through the respective button in the control panel. You are now ready to explode things with your weapons, which begs the question: what are your weapons?<br />
<br />
The Space key switches between your primary and secondary mounts. The primary mount will typically be your fighter cannon, and the secondary will be a missile or torpedo launcher.<br />
<br />
Your missiles pack a really big punch, so if you fire in the general direction of the enemy, they'll home in and explode. Try not to have them home in on your mothership.<br><br />
Your fighter can only hold so many at a time, and they can be shot down with PDC (Point Defense Cannon) rounds or flak, so use them wisely. With that in mind, let's talk about the fighter cannon.<br />
<br />
Fighter cannons are fully automatic and are your go-to choice for dealing damage. Heavy and light cannons hold ammunition, and will need to be reloaded often. If you find yourself running out of ammo during battle, don't hesitate to leave your squadron and return to base for immediate rearming.<br><br />
It's also good to note that there is every useful tool called Lock-on targeting that allows you to pick a ship out of the crowd in the middle of combat. This is done by holding ''ctrl'' and then ''clicking on the ship'' you want to target. This will probably do some beeps and boops and maybe show some sort of indicator, but now '''all of your missiles will target that ship, and with increased efficiency.''' This is very useful for <s>hitting your own fighters</s> singling out single ships to take them out more efficiently.<br />
=== Landing ===<br />
When you want to go back to the ship for [[Guide_to_Fighters#hit by missile send help|various reasons]], enable the docking mode in your Ship panel, or the respective button in the control panel, and fly directly into it. Your ship will proceed to enter the ship Z-level, which indicates a successful docking, allowing you to maneuver yourself back to the hangar. That is, if you have a functioning docking computer installed in your fighter.<br />
== Actually getting off the ground ==<br />
Theory is easy. The real world is not. Let's have a look at that second one.<br />
=== Finding a Fighter ===<br />
On round start there will be aircraft either in the hangar or on the launch deck which are pre-built and in need of refuel and rearm before takeoff. You will typically find several Rapier light fighters, one (or zero) Scimitar heavy fighter, and one or more Sabre support craft.<br />
<br />
Each aircraft will need to be refueled and filled with ammo before they will truly be ready for you to <s>die in a blaze of ineptitude</s> show off some of that pilot shit. This process generally includes fuel refilling via prepared fuel tanks around the hangar, filling of cannon ammo (light for the Vulcan, heavy for the BRRRT machine,) and finally missiles for the light fighters or torpedoes for the heavy fighters.<br />
<br />
Assuming your FL hasn't already set the fighters out neatly, you will need to find yourself a new home. Once you've found that home and claimed it, hop into the cockpit, flip over to the Ship tab or use the Change Name verb and christen your coffin with something creative.<br />
<br />
With your aircraft armed, fueled, and named, all that's left between you and your dream of being the next Maverick is an aircraft tug to an available electromagnetic catapult.<br />
=== Launch Procedures ===<br />
Before you can get out into space, you're gonna need to move your fighter without scraping the ground and ruining your armor. To do this, you'll want to find the M575 Aircraft Tug and the fighter tug key, which when combined will allow you to drive around the hangar bay. Now that you've <s>landed yourself in the brig for running people over</s> gotten the tug up and running, drive it over to the aircraft you want to move and position yourself right up against it, then click the Load Fighter button to load it. With aircraft in tow, take it to the desired position and press the unload button to drop it; if you do this near a magnetic catapult it should automatically lock on to the catapult. <b>DO NOT</b> press the Launch button on the tug, unless your intention is to shoot the aircraft off like a ghetto catapult.<br />
<br />
If your fighter enters a launch bay, you will immediately lose control of your fighter. Don't get out or you'll wish you were dead, then you'll die. Because you're in space. Stop having an existential crisis, and recognize you cannot move. You're currently on a magnetic arrestor. This essentially functions as a much larger inertia dampener which you cannot control; somebody in Air Control must release or launch you. Stay in your fighter and wait for the signal from your FL. They will use the launch computer and engage the launch sequence. This will be fairly obvious by the loud launch noises in your ears. The process should take around 10 seconds. Angle yourself towards space (NOT A WALL, PLEASE NOT A WALL), wait for launch, and you'll be sent into the cold dark void of space.<br />
<br />
If no ATC or other personnel are available to run the catapults, press the MAGLOCK button on your aircraft console, flip the brakes off (ALT key,) and whisk yourself gently (gently...) out of the tube before putting the ship in your rear view and zooming straight into enemy fire. As an additional note, some maps may include vacuumed flight decks; in such cases the use of tugs and catapults is still recommended for various reasons, but because you are already in the vacuum of space and on a reinforced flight deck you do not technically need either of those things to take off or operate your aircraft.<br />
=== Ship to Ship Combat ===<br />
Once you've launched, you will most likely see some red signatures on your DRADIS computer. These are signatures that have invalid IFF, and are (probably) extremely hostile. If they are, they will most likely be Syndicate ships (and if they're not Syndicate ships then you're fucked anyway).<br />
<br />
There are several types of Syndicate ships. Corvettes, Frigates, Cruisers, and Carriers with bombers and interceptors, and all have guns. Guns that shoot you.<br />
<br />
Corvettes are slow, but, like fighters, have missiles and flak cannons of their own. However, unlike fighters, they have a larger missile capacity and do a lot more damage with their flak cannon. <br />
<br />
Frigates are even bigger and slower, but have access to the devastating railgun, a shipside system that fires magnet-accelerated tungsten rounds at lightning speeds: basically an immovable rod. Avoid anti-air frigates, because they won't be avoiding you. Good fucking luck.<br />
<br />
You will want to give most capital ships a very wide berth, and ideally take them on with the help of your own ship, as Nanotrasen Space Vessels all come equipped with their own railguns and gauss weapons for precisely this purpose. Heavy fighters armed with torpedoes and BRRRRT are more capable of handling capital ships, but skill and caution are a necessary component for survival when busting bigger foes.<br />
<br />
Your FL will most likely give orders on formation. If they don't, stick with your other fighters and be careful. 'Lone Wolf' pilots die very quickly when hit by thermonuclear missiles, and since nobody else is with them, no raptor goes to pick them up.<br />
=== Hit by missile send help ===<br />
Thanks to our crack<s>head</s> engineers at NT, your fighter is equipped with armour plates that can block at least one shot. Maybe. If you've taken at least two shots, 9 out of 10 experts would recommend getting the hell out of there. Engage docking, run home to mommy, and let the <s>Munitions Technician</s> <s>Air Traffic Controller</s> Deck Technician figure out how you've managed to lodge an unexploded bomb in your fighter. A good rule to follow is if your armor is out, start setting up your plans to get back. Be careful - if the ship is near enemies, don't try to land your half-wrecked fighter in the middle of it, unless you really need to. Yell over ATC comms that you need to land/RTB (Return To Base) and <s>hope</s> wait for them to pull out for a bit to let you land. <br />
=== Is that explosion sprite bad? ===<br />
Yes, yes it is. You are now completely ship-less and dead. Absolutely stellar. Here's a Medal of Honor. Fortunately for you it's 100% possible to be cloned. As it turns out, those suit sensors are good for something after all... You did turn them on right?<br />
=== The Raptor ===<br />
The Raptor can be distinguished from the other fighters by searching for intricate details on its hull: the rounded nose, the slightly wider cockpit, and the fact that it's a completely different ship. The Raptor can transport people and equipment in its internal, pressurized room, jump to different systems using its FTL drive (careful, as if the ship jumps while you're out on the overmap, you'll be left behind and will need to jump your way back), and can utilize multiple pieces of utility equipment listed below. Some <s>admin-spawned</s> rare versions are equipped with guns to be used as gunships or to defend themselves from enemies.<br><br />
Raptors are designed as a support vessel. And because of this they are able to sport a selection of unique equipment which allows you to assist the fighters <s>and board enemy ships</s>:<br />
====Cargo Hold====<br />
The cargo hold is by far the most well-known piece of utility equipment and does exactly what you would think, it stores anything the size of or smaller than a crate which can later be dropped off somewhere else. It has three upgrade tiers and takes up the primary equipment slot of the craft:<br />
* A tier one cargo hold can store up to 5 crate-sized objects.<br />
* Tier two cargo holds have a capacity of 10.<br />
* The third tier cargo hold has space for 20 things!<br />
====Repair Kit====<br />
The air-to-air repair kit is a piece of machinery which allows you to repair the hull of other ships! It does this by using hull repair juice tanks and power, which it shoots at the target in a beam. Of course this is only intended to be used on small craft, and using it on the main ship would be next to useless outside of a dire situation.<br><br />
Just like the cargo hold the repair kit takes up the primary equipment slot and has three different tiers, each of which reduces the firing delay of the beam.<br />
====Resupply Kit====<br />
Much like the repair kit, the resupply kit is used to assist other fighters out on the field. Though instead of repairing damaged hull, the resupply kit allows you to restock fighters on ammunition and fuel. It even allows you to jumpstart their battery!<br><br />
The main catch is however, that the resupply beam feeds directly from your battery and fuel tank into the target's, so watch out not to drain your own fuel tank or battery while refueling and starting up other craft.<br><br />
Of course the kit can't just make ammo out of thin air, so in order to use it for supplying ammunition you will also need a cargo hold with the ammunition that's being loaded inside of it.<br><br />
To allow both a cargo hold and a resupply kit to be mounted on your ship at the same time, the resupply kit only takes up the secondary slot.<br />
== Manual Repairs and Missile Replacement ==<br />
If your Munitions Tech is incompetent, busy or otherwise unavailable (or perhaps you're a Munitions Tech with no idea what they're doing), you will need to channel your inner Engineer and pray to the one true Stormdrive, for you must now commit to the ultimate sin - doing something yourself and servicing the ship ''that you own''.<br />
=== Opening the maintenance panel ===<br />
To remove components from your fighter, you will need to engage maintenance mode. To do this, swipe an ID with fighter access and select the second option, then hop in. When inside, you will be able to eject components of your choice from the control panel by scrolling down. This is important for fixing flooded engines, which I will go into detail about below.<br />
=== Repairing hull damage ===<br />
If you somehow managed to keep your fighter after it got hit by a missile, and there aren't any enemies left, return to hangar for repairs (if there are enemies left, what are you waiting for you pansy?). Repairing hull damage is as simple as patching it up with a welding tool, be sure to wear a helmet unless you want to fly blind. Once your hull's all fixed up, get a new plate of armor, detailed more down below.<br />
=== Repairing armor damage ===<br />
So you managed to survive combat only taking a little bit of <s>friendly</s> enemy fire to the face, and now you need to fix your armor, but smashing the welder into the ship does nothing! Worry not, the procedure is simple; if you still have a little armor left, take it off using the maintenance mode, and then repair it separately from the fighter. Once it stops letting you weld it, pick it up and toss it back on the fighter. In the case that your armor's completely knocked out, just get your hands on a new set of plating. If the spares bay in the hangar is empty, cargo can supply more from their handy techfab, provided that science has done the appropriate research.<br />
=== Replacing missiles and torpedoes ===<br />
If you've launched both of your rockets, and your cannon just isn't doing it for you, return to hangar for resupply. Refilling launchers is surprisingly simple:<br />
<br />
Grab yourself a '''Munitions Trolley''', which will typically be strewn randomly about the hangar. Three torpedo types are available: NTP-2 Standard, NTP-4 'BNKR', NTNK Thermonuclear, and a fourth missile type only available through Munitions, the NTP-0x Electronic Countermeasure:<br />
<br />
Heavy fighters use torpedo launchers, which can support a number of torpedoes:<br />
* NTP-2 Standard is the most well-rounded.<br />
* NTP-4 is essentially a better version of the standard, but costs more to build.<br />
* NTNK Thermonuclear is a nuke (and therefore very powerful), but is easily shot down and has poor tracking.<br />
* NTP-0x Electronic Countermeasure has almost no power, but is useful as a blank shot to draw fire.<br />
Click and drag up to four missiles onto the trolley bring it beside your fighter, and put them both on the ground, then click and drag the missiles into your ship.<br />
<br />
Light fighters use missiles. These deal light damage, but are far cheaper than torpedoes.<br />
=== Replacing Fuel ===<br />
There should be a tank of Jet Fuel in the hangar somewhere which looks like a welder container. Please do not use a welder container.<br />
Drag the tank over to the thirsty Fighter, grab the hose, and click said Fighter.<br />
=== Fixing a faulty engine ===<br />
Failing to start a space fighter correctly will result in its engine becoming flooded with fuel. If you hear "Fighter engine violently fizzles out!" in the chatbox, you're in trouble, as your engine has become flooded and will no longer function until it has been fixed.<br />
<br />
Fortunately, fixing this issue is as simple as finding yourself a screwdriver. Swipe your ID on the chassis, and engage maintenance mode. Enter the ship, find the engine component, and eject it. Hop out of the fighter, and use a screwdriver on the engine to purge the fuel. After this is done, disengage maintenance protocols, replace the engine, and you're golden.<br />
=== We've run out of things ===<br />
==== We've run out of fuel ====<br />
You poor thing. Go beg for more from<br />
[[ Guide_to_chemistry#Tyrosene|Chemistry]] (Or just order an aviation fuel crate)<br />
==== We've run out of rockets ====<br />
You poorer thing. Go beg for more from [[Guide_to_Munitions#Acquiring_ammunition|Munitions]].<br />
==== We've run out of fighters ====<br />
How?<br>You know what? Sure.<br />
<br />
You can build new ones! Get RnD to research fighter construction, have cargo print the parts in their departmental protolathe, and assemble them in the hangar. You want two wings and engines, and one of everything else. Keep a toolbox with a multitool and a welding mask handy for this process. If you get stuck during the assembly, examine the fighter chassis to see what needs done next.<br />
#Choose a chassis, light, heavy, or utility, and fabricate it.<br />
#Bolt and weld the chassis.<br />
#Install an engine of your choice and bolt it to the frame.<br />
#Install the auxiliary power unit (APU), wire it to the engine with cable coil, and secure it with a screwdriver.<br />
#Add the fighter fuel tank and secure the bolts with a wrench.<br />
#Install avionics, wire it together with the other components, and screw it in place.<br />
#Add a targeting sensor and screw it in.<br />
#Add the countermeasure dispenser and wrench the bolts.<br />
#Add fighter armour plating, bolt and weld it on. Keep in mind that the armour you choose to use will have an affect on your mobility during flight.<br />
#Select a primary mount. Light and heavy fighters will use cannons. Bolt it in place when you've made your mind up.<br />
#Select a secondary mount. (Missile launcher, torpedo launcher) and bolt it in.<br />
#Use an airlock painter to paint the surface of your complete frame! This step will need to be repeated, once for the surface and once for the details.<br />
#Click on the fighter with an empty hand to finalize it. This will open a confirmation box, so make sure you have moved the frame to the hangar bay or open space before finishing the job.<br />
#The fighter isn't ready to go just yet. You need to install a battery for it to function, and the primary and secondary mounts will need ammunition. If you're using a fabricated fuel tank, you should refuel it with tyrosene.<br />
#Be sure to install a fighter docking computer if you want to leave the Z-level and go onto the overmap.<br />
#Mount an atmospheric regulator if you enjoy breathing without the need for a suit.<br />
#A canopy is needed unless you want to be peppered with enemy bullets.<br />
#You can rename your finished fighter by using the ships verb tab. Examples: "Thor XCI", "Vishari 52", "Thermonuclear Missile 3"<br />
== Bonus Information ==<br />
* You can change the name of your fighter in the Ship panel.<br />
* If you have the required access, you can swipe your ID on a fighter to boot the current occupants out and enable the inertia dampeners. Useful for that one griffing bastard or when your Raptor's "Cargo" is saying mean things.<br />
[[Category:Guides]]</div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=Galactic_Conquest&diff=33264Galactic Conquest2021-09-09T15:18:05Z<p>Grabowski: Added PDC</p>
<hr />
<div>{{Infobox jobs<br />
| headerbgcolor = black<br />
| bgcolor = #BB0000<br />
| image = SyndicateCaptain.png<br />
| supervisors = The [[Syndicate]]<br />
| rank = Missing (<b>???</b>)<br />
| duties = Try to defeat the Nanotrasen crew<br />
| guides = [[A crash course in FTL-ing]]; this page<br />
| headerfontcolor = red<br />
| access = SSV Babylon<br />
| caption = SYNDIE MAJOOOOR<br />
| difficulty = Hard<br />
| name = Syndicate Crew<br />
| access2 = More areas of the Babylon, depending on your job<br />
}}<br />
War has changed. The syndicate ships are no longer AI controled bumbling idiots. Instead, they are crewed by players, just as smart as you are. Oh the horror!<br />
<br />
<br />
Thats right! In this gamemode, you will be facing off against syndie ships crewed by players. Well, one syndie ship. Before we begin, it should be mentioned that this mode '''is in Secret rotation'''. For the gamemode to have a chance of being rolled, there must be at least '''40 players ready roundstart''' and at least '''20 must have their <i>Syndicate crew</i> preference set to yes'''. So, the big thing here is that around half of the players start the round as syndicate crew aboard the SSV <s>Nebuchadenezzer</s> Babylon. They have a ship just like the NT crew, and must race to either kill them or take over the galaxy.<br />
= How to join the dark side? =<br />
So, if you want to play as the syndicate crew, you have to get on the server before the round begins to have the possibility of being chosen. This is because they are selected like normal antagonists. Then, once you are on, you have to go to ''Player Preferences'' screen and find the '''Syndicate Crew''' option. Next to it there should be "Autofill". Click it to select which syndie job you want to get (I will explain them later). Leaving it on Autofill will just put you in a role that is not filled by others. You will also have to go into ''Game Preferences'' and set '''Syndicate Crew''' to yes. After that, all you have to do is hope and wait. When the round begins, half of all players who have readied up, ''and'' set their preferences will become syndie <s>scum</s> crew.<br />
<br />
'''Late-joining players cannot join the syndicate side.'''<br />
= System Control =<br />
The race for the galaxy is on. To become the one and only ruler of the stars, you will have to capture Stay Systems. While the basis is the same for both the NT and the Syndie side, there is a small difference.<br><br />
All Nanotrassen crews have to do is fly into a system, and kill any enemy forces in there. After a system is clear - the "XY fleet has been defeated" message shows up - an allied NT fleet will fly in, and take control of the system.<br><br />
For the syndies, it is a bit different. They have to jump in and kill everything too, but after that is done they won't get an allied fleet immediately. Instead, they will have to activate a special ''Lighthouse Beacon''. That is located in a secure room of their ship, and will send out a signal to other Syndicate fleets. After it has been activated a fleet will arrive in approximately 5 minutes. Than the system will count as taken over.<br />
= Okay, but how can we win this war? =<br />
You got a taste for blood, employee? Good. Now, let me tell you how we will win this conflict<br />
== Destruction Victory ==<br />
This is the most straight-forward way to a major victory. All you have to do is destroy the enemy playership. Simple, right?<br />
== Point Victory ==<br />
The other way to win is to gather more points than the enemy. How do you gain points? In two ways. <br />
*One is capturing systems, as detailed above. Every captured system grants you 50 points.<br><br />
*Another way is to defeat enemy fleets. This will give you - the winning side - 25 points, while taking away 25 from the losers.<br><br />
Whichever side can get 1000 points first wins. Interestingly, if the pirates reach 1000 points, the Syndicate will win a minor victory.<br />
=== Timeout Victory ===<br />
If noone reaches 1000 points by 2 and a half hours,than whoever has the more points will be victorius<br />
=== Tie ===<br />
And last and certainly least, is the tie. You've somehow managed to both get the same amount of points as the Tortuga Raiders and now nothing has changed.<br />
Thanks a lot guys! Everything you did was pointless and you've all just wasted eachother's time, including mine!<br />
= You are ready! =<br />
Congratulations! If you have read this far, you know how this gamemode works. Below is a detailed explanation of Syndicate roles, along with tips and tricks. If you dont have the time right now, worry not, as you now know enough to grasp how this gamemode works. If you wish to play as a syndie, do read on.<br />
=Meet the (Syndicate) Team!=<br />
==Captain==<br />
{{Infobox jobs<br />
| headerbgcolor = black<br />
| bgcolor = #BB0000<br />
| image = SyndicateCaptain.png<br />
| supervisors = [[The Syndicate]]<br />
| rank = Captain (<b>CPT</b>)<br />
| duties = Command the Syndicate ship, order the Bridge Officers to fly into a black hole.<br />
| guides = [[A crash course in FTL-ing]]; this page<br />
| headerfontcolor = red<br />
| access = Syndicate, Syndicate Engineering, Syndicate Armoury, Syndicate Requisitions, Syndicate Heads<br />
| caption = "<i>Bring us closer, I want to hit them with my sword!</i>"<br />
| difficulty = Hard<br />
| name = Syndicate Captain<br />
| access2 = N/A<br />
}}<br />
As the Captain of the ship it is your job to lead the crew of the Syndicate vessel. It is very much similar to being a Nanotrasen [[Captain]] and requires you to behave as such.<br><br />
On the ship you are the highest ranking officer, though the Strategist is technically your superior. You should try to follow advice the Strategist gives and discuss tactics before making any rash decisions.<br><br />
What to do:<br />
* Do a rollcall to see if you've got enough people to do all of the jobs successfully.<br />
* Manage the access of the crew,<br />
** if someone would rather be a fighter pilot and a pilot wants to be a marine then switch them around.<br />
* Discuss a plan with the Bridge Staff and the Strategist,<br />
** remember that you have to actively capture systems or fight nanotrasen fleets as the Syndicate to gain more points.<br />
* Talk with the Marine Sergeant on who and when to send aboard the NSV,<br />
** and also who to keep onboard the ship.<br />
* Ensure that there are enough technicians to setup and maintain the reactor ''AND'' operate the guns,<br />
** and reassign some crew if there isn't.<br />
<br><br><br><br><br><br><br><br />
==Strategist==<br />
{{Infobox jobs<br />
| headerbgcolor = black<br />
| bgcolor = #BB0000<br />
| image = SyndicateStrategist.png<br />
| supervisors = [[The Syndicate]]<br />
| rank = <br />
| guides = [[A crash course in FTL-ing]]<br />
| duties = Assist and advise the Captain, tell everyone you're the captain's superior.<br />
| headerfontcolor = red<br />
| access = Syndicate, Syndicate Engineering, Syndicate Armoury, Syndicate Requisitions, Syndicate Heads<br />
| caption = "<i>I'll tell the Admiralty about this!!</i>"<br />
| difficulty = Very Hard<br />
| name = Syndicate Strategist<br />
| access2 = N/A<br />
}}<br />
The Strategist is a Syndicate Admiral assigned to help the Captain win the conflict. This does mean you are technically the Captain's superior, however you are still expected to follow the Captain's orders much like an [[Executive Officer]] on a Nanotrasen ship would. The most important part of your job is thinking of and sharing possible strategies that could benefit the crew and it's ability to triumph in combat.<br><br><br />
'''The lighthouse beacon'''<br><br />
[[File:Synd-ai.png|left|100px|noborder|The room of the Lighthouse beacon.]]<br><br />
This machine - marked with ''Red'' - are the ace up your stylish sleeve. This allows you to send out a beacon which lets an allied Syndicate fleet jump in, and claim it as your own. '''This is the only way you can capture systems and gain points as the syndies.''' Thus it is very important that someone toggles it as often as possible. And that someone is you. Or the Captain, but they will most likely have other problems to worry about. So, whenever your ship jumps into a system, you will have to come down here, and activate the beacon. The beacon does take around 5 minutes to activate, so you will have to survive for at least that time, but if you can manage that, an allied fleet will be here to <s>steal your thunder</s> help you out.<br><br />
<br><br />
Of course, timing is very important here. Calling the fleet in AFTER you beat the enemies is good, but it wastes a lot of time. However, calling it in BEFORE you defeat the enemy, or even just as you jump in risks the fleet dying, and you losing 25 points, while the enemy gains 25 points. Calling it in AS YOU ARE LOSING may not save you, because the fleet may be too late. So knowing your strength, and especially the enemy's weakness is very important in this job.<br><br />
<br><br />
<br><br />
Tips for coming up with the best strategy:<br><br />
* Your allied fleets are a bit stronger then the NT ones, so they can buy you more time. Emphasis on '''can'''<br><br />
* Your ship is smaller and more manuverable than the NSV, so you may have a chance of slipping by NT fleets, and going into their backlines.<br><br />
* The Lighthouse beacon has a cooldown and takes time to call in a fleet.<br><br />
* Because the Beacon has a cooldown, you can't just zip around the sector and capture systems, while the NSV is still charging their FTL<br><br />
* You can buy Universal Encryption keys from req, which will allow you to listen in on NT comms, and tell which system they are in.<br><br />
* The beacon calls in a random syndicate fleet, but not ''any'' syndicate fleet. You cannot spawn in an Armada, or an Earthbuster fleet.<br><br />
<br><br />
==Requisitions Officer==<br />
{{Infobox jobs<br />
| headerbgcolor = black<br />
| bgcolor = #BB0000<br />
| image = SyndicateReqOfficer.png<br />
| supervisors = Captain, Strategist, [[The Syndicate]]<br />
| rank = <br />
| guides = [[Guide to Cargo]]<br />
| duties = Manage the requisitions department, waste all of the telecrystals on cigarettes.<br />
| headerfontcolor = red<br />
| access = Syndicate, Syndicate Requisitions, Syndicate Heads<br />
| caption = "<i>Who stole the budget card!?</i>"<br />
| difficulty = Hard<br />
| name = Syndicate Requisitions Officer<br />
| access2 = N/A<br />
}}<br />
The Requisitions Officer is in charge of Requisitions, as one would expect. Requisitions is responsible for managing and ordering supplies and ammo much like the [[Quartermaster]] and [[Master At Arms]].<br><br />
As the Requsisitions Officer you start with an uplink and telecrystals. You also manage the distribution of money and telecrystals among the crew, and it is advised that you communicate with the Marine Sergeant and Captain before spending anything on things that aren't needed. Use your requisitions console and supply beacons to <s>purchase</s> steal supplies from central command.<br><br />
Because you start the round with relatively little cash or telecrystals you have to do missions for the syndicate stations to earn more.<br><br />
'''Getting minerals'''<br><br />
So, while the NT crew has their own mining ship, how do YOU get minerals? Lucky for you, the higher-ups realized this same problem. So, your ship has been outfitted with a mineral magnet, on the upper deck, south-west of the hangar area.<sup>(On the Babylon. Other maps may vary.)</sup><br><br />
If you have played as a [[Shaft Miner]] before, you will know how this works, but let me run it down for you here:<br><br />
* The Bridge Crew drives the ship near an asteroid.<br />
** Asteroids are visible on a Mining DRADIS console, or a normal DRADIS console, if you upgrade it with a mining DRADIS upgrade. Upgrades for the DRADIS - and the mineral magnet - are printable in the Cargo tehcfab.<br />
* Someone goes to the Mineral Magnet Console - a small blue console on a wall - and pulls in the asteroid.<br />
** Not all types of asteroids can be pulled in roundstart by the magnet. You will need a Tier 2 upgrade for Non-Ferrous asteroids, and a Tier 3 for Exotic ones.<br />
* People mine empty the asteroid of ores.<br />
* Once the asteroid is empty and people have left the asteroid cage, you must go to the Magnet Console again, and push away the asteroid.<br />
Repeat this process, upgrade the DRADIS and the Magnet, and you will be good.<br><br />
Where can you get mining tools? There is a downed mining shuttle docked next to requisitions. It cannot move, but it has quite a few miner lockers and other goodies for your miners.<br />
<br />
'''Tips:'''<br><br />
- You can link supply pod beacons to the DRADIS to tell traders where to ship your stuff. Use a multitool on the DRADIS to switch back to default drop points. ESSENTIAL for buying fighters!<br><br />
<br><br />
<br><br />
<br><br />
<br><br />
<br><br />
<br><br />
<br><br />
==Marine Sergeant==<br />
{{Infobox jobs<br />
| headerbgcolor = black<br />
| bgcolor = #BB0000<br />
| image = SyndicateMarineSergeant.png<br />
| supervisors = Captain, Strategist, [[The Syndicate]]<br />
| rank = <br />
| guides = [[Syndicate Drop Trooper]]<br />
| duties = Manage the distribution of guns among the crew, organize boarding parties, get yelled at for not boarding every ship you find.<br />
| headerfontcolor = red<br />
| access = Syndicate, Syndicate Armoury, Syndicate Heads<br />
| caption = "<i>The makarov's are NOT reshaped glocks! How many times do I have to tell you this!?</i>"<br />
| difficulty = Medium<br />
| name = Syndicate Marine Sergeant<br />
| access2 = N/A<br />
}}<br />
The Marine Sergeant is the commander of the Marines and also the defacto Head of Security on the ship. They are in charge of managing boarding parties and defending the ship from Nanotrasen boarding parties and also have the keys to the Armoury.<br />
<br />
For a good day trip, you need a plan. Or not. But it really does help if you come up with an organized plan. This will be way easier if you have experience as a [[Nuclear Operative]], but just to be safe, I'll give you a short rundown here, but never be afraid to experiment, and come up with new ways:<br />
<br />
'''Getting on board'''<br />
<br />
The first step in bringing down a warship is getting onto said warship. To get on board, you will have to cross a fair bit of space between your ship and the enemy. How you cross it is the big question.<br />
*There is the dangerous way of going in a fighter. This has many downsides. First off, your ship and the NSV has to be in the same system. Then you have to get in a utility fighter, which can only hold so many people. You also have to know how to fly a fighter. Plus there is the massive wall of steel formed by 50 cal rounds fired by the enemy.<br />
*A safer, but more costly method is utilising a teleporter. Lucky for you, the NSV has numerous teleportter beacons on it. All you have to do is build a teleporter and jump there. Of course, to build a teleporter, you need bluespace crytsals. And getting those will take a long time.<br />
'''Sabotaging'''<br />
<br />
Now that you made it on board, it is time to fuck some shit up. Just like how a fire needs it's three components to start - oxygen, heat and something flammable - a warship needs three things to function - commanding officers, power and a crew. Taking out any one of those should cripple the enemy's ability to fight.<br />
*Taking out the commanding officers may be the easiest. The Captain, the XO and the Bridge Staff will most likely be sitting on the bridge. So all you need to do is strike fast. Blow up a bomb near them. Open a wall into space. Or just jump in with an SMG and kill them all.<br />
*Sabotaging the power supply has it's strenghts and weaknesses too. First off, you have to sabotage well. Just cutting a wire, or disassembling an SMES may set them back, but it will not leave much impact in the long run. Blowing up the reactor, however, can cause massive damage, but it is not an easy job. Just be warned that anything you do to the engine will be immediately very obvious, and can be easily undone by [[Byond the impossible|good]] engineers.<br />
*<s>If all else fails refer to Plan Z: murderbone.</s><br />
'''Coordination'''<br />
<br />
As shown above, there are many ways of fucking over some NT crew's day. However, it is not easy. Your boarders may die, your sabotage may be fixed. That is why, as a Marine Segeant it is the most important part of your job to coordinate. Coordinate when making the plan, coordinate when you get on board and coordinate when half of your team inevitably dies, and NT boarders are running free on your ship.<br />
==Syndicate CAG==<br />
{{Infobox jobs<br />
| headerbgcolor = black<br />
| bgcolor = #BB0000<br />
| image = SyndicateCAG.png<br />
| supervisors = Captain, Strategist, [[The Syndicate]]<br />
| rank = <br />
| guides = [[Guide to Fighters]]<br />
| duties = Command the fighter pilots, steal a fighter and do a one-man boarding mission.<br />
| headerfontcolor = red<br />
| access = Syndicate, Syndicate Heads<br />
| caption = "<i>Stop doing test flights during combat!</i>"<br />
| difficulty = Medium<br />
| name = Syndicate CAG<br />
| access2 = N/A<br />
}}<br />
The CAG, or Commander Air Group, is the Syndicate equivalent of a [[Flight Leader]] in that they lead the fighter pilots. The key difference is that the CAG also takes the role of an ATC and thus stays shipside to relay information to the pilots and assist in their repairs and refuelings.<br>Now of course, to play this role - and play it well - you should have at least some expreience with Fighters, but let me give you a brief rundown here:<br />
<br />
'''How to rearm a fighter'''<br />
<br />
Rearming a fighter is quiet easy. All you have to do is grab an ammo box for the fighter's cannon, and click it on the fighter. For reloading secondary ammonition - missles or torpedos - just click-drag them onto the fighter. <br />
<br />
Which ammo do you need for your fighter? Weeell that is the hard-er part. It is not hard, really. All you have to do is swipe your ID on a fighter, enable maintenance mode, hop in the fighter and scroll down on the Control Panel. There you can find out if your fighter has a heavy or a light cannon, a missle or a torpedo launcher. From then on, just order some ammo crates from cargo.<br />
<br />
'''How to launch a fighter'''<br />
<br />
So, if a pilot wants to <s>die</s> fly off into battle, it will be your job to send him on his track. A fighter can get onto the Overmap either by simply flying off the mainship, or by being launched off of it. Fighters can be launched by Magnetic Catapults, magcats for short. This is where you come in. After a fighter has been dropped onto the magcat, you can send them off with the Magcat Control Console. Just be careful not to launch an empty fighter!<br />
<br />
'''How to repair a fighter'''<br />
<br />
So, if the pilots were lucky enough to not die, their fighters will most likely be very damaged. Luckily, repairing a fighter is not that complicated. Basically, a fighter can take two types of damage: hull and armor damage. To repair hull damage you have to hit the fighter with a lit welder. To repair armor damage you will have to enable maintenance mode by swiping your ID on the fighter. Then hop in, scroll down to the bottom of the Control Panel, and eject the armor plating. That plating is damaged, and not very useful. Instead, you will have to look around the ship to find a replacement one, then put it onto the fighter. Simple as that.<br />
<br />
'''How to refuel a fighter'''<br />
<br />
Just find a tank of Tyrosene, get the fuel hose out, and click it onto the fighter.<br />
<br />
<br />
That covers most of what you will have to do. For any other fighter related questions, take a look at the [[Guide to Fighters]].<br><br />
==Syndicate Technician==<br />
{{Infobox jobs<br />
| headerbgcolor = black<br />
| bgcolor = #BB0000<br />
| image = SyndicateTechnician.png<br />
| supervisors = Captain, Strategist, [[The Syndicate]]<br />
| rank = <br />
| guides = [[Stormdrive|Guide to the Stormfrive]];[[Guide to Munitions]];[[Guide to Ship Superstructure and Armor]]<br />
| duties = Keep the reactor running, cause chernobyl 52, tell the Captain yelling "It just works" won't repair the hull.<br />
| headerfontcolor = red<br />
| access = Syndicate, Syndicate Engineering<br />
| caption = "<i>Don't touch that dial!!</i>"<br />
| difficulty = Medium<br />
| name = Syndicate Technician<br />
| access2 = N/A<br />
}}<br />
The Syndicate Technicians are the engineers and [[Munitions Technician|Munitions Technicians]] of the ship. It is their responsibility to start [[Stormdrive|the reactor]] and keep the ship powered. They are also the ones who operate the ship's weapons and yell at the Requisitions Officer for not buying enough torp parts.<br><br />
<br><br />
===Munitions===<br />
The first part of your job is to load the weaponry. Altough each weapon is different, they are quiet easy once you [[Guide to munitions|learnt them]].<br><br />
The '''NACs''' are massive cannons, consisting of a multitile base and a weapon frame, on the upper deck. To fire, they must have some propellant (mostly gunpowder bags) and a round (or cannonshot) inserted. Here is how you can load them:<br><br />
*Insert powder bags to the Powder Loading Gate<br />
*Click "Load Powder" on the console.<br />
**Note: These steps can be repeated any number of times. The more powder, the faster will be the shot.<br />
*Arm the projectile wit a multitool.<br />
*Click and drag the projectile into the Payload Gate<br />
*Click "Load Shot" and "Chamber Shot" on the console<br><br />
The '''Torpedo Tubes''' are much simpler to load:<br><br />
*Drag a torpedo next to the tube on a Munitions Trolley<br />
*Click and drag the torpedo to the Tube<br />
*Click "Payload Loaded" and "Payload Chambered" on the nearby Munitions Computer<br><br />
The '''VLS tubes''' can be reloaded simply by:<br><br />
*Put two missles on top of them, which will then fall into the tube<br />
*Click "Payload Loaded" and "Payload Chambered" on the nearby Munitions Computer<br><br />
The '''Point Defense Cannons''' are quiet fast too:<br><br />
*Go to the loading rack and load a box of PDC ammo.<br><br />
Altough not a weapon itself, you should also know how to utilise the '''Missle Factory'''. It is the shorter conveyor belt, surrended by the autowrenches and autowelders and such.<br />
*Go to the machines painted red, named "Part Applicator"<br />
* Add in the parts of the ordenance you want to make<br />
**The main difference between Torpedos and Missles is that Torpedos use ''Torpedo'' warhead, while Missles use ''Standard guided munitions'' warheads and that they have different prebuilt frames<br />
**Pay attention to add the parts in in the right order. The fist machine should have the Propulsion systems, then the second the Guidance, then the IFF cards and then the Warheads<br />
**If you mess something up, just use your ID on the machines to empty them<br />
* Once all avaible parts are insterted, place the prebuilt frames on the first conveyor belt, and start the belt using the nearby switch.<br><br />
<br><br />
===Engineering===<br />
The second part of your job is managing the power on the ship. This is - of course - not an easy job, but most of the time you will have a more experienced engineer to look up to. This job also includes spooling the FTL drive, and magaing the Armor pumps.<br><br />
<br><br />
'''Setting up the reactor'''<br><br />
[[File:StormdriveOn.gif|64px]]This here is the [[Stormdrive]]. It is an advanced nuclear reactor, utilising plasma and magnetic constriction. You need to pump in gases which are then used to generate power. The reactor then pushes Nucleium out on the other side. Now - just like any other engine - it is a bit more complicated. Complicated enough that I don't have enough space to describe it here. However, [[Stormdrive|there is a guide for it]]<br><br />
<br><br />
'''Setting the [[Guide to Ship Superstructure and Armor|Armor Pumps]]'''<br><br />
[[File:Armourpump.png]]<br><br />
These are the Armor Plating Nano-repair Pumps, one for each quadrant of the ship armor. They are linked to a Well in the middle, which manages the resources and power used to repair the ship. They require a lot of power, around 1 MW, and even more resources, so you better get the Miners ready.<br><br />
Setting them up goes like this:<br />
*Insert as many resources as possible into the Well<br />
*Set which material you want to use for repairing.<br />
**Their quality improves logically, so Ferrotitanium is worse than Duranium for example<br />
**You cant change this after starting the Well without shutting them down, so be careful<br />
*Set the power intake to as high as you can.<br />
**The Armor pumps at maximum can eat 1 MW, which - if all goes well - shouldn't be hard for a Stormdrive to achive. So you can just max the bar and be done with it.<br />
*If all is ready, press ''RR processing'' so it turns green.<br />
*Now go to the Armour pumps, and configure them so that they repair the armor and hull<br />
**The Well only has 100% of capacity, which is shared across all the Pumps. So if you would set all the Pumps to 25% hull and 25% armor, they would require 200% capacity from the Well. This is sustainable for a short amount of time, but not for long.<br />
**From the above point, if you dont want to micro-manage the pumps during battle, just set them to a good balanced percentage, like 18% armor and 7% hull.<br><br />
<br><br />
'''Spooling the FTL'''<br><br />
[[File:FTL drive.png|left]]<br><br />
Do I really have to tell you this? Oh well. Do not worry, it is veeery easy. Just go to the FTL drive, click on the little dial in the middle and put in a number greater than 0. Then just leave it be. Do this as fast as possible after every jump, and the Bridge Staff will like you.<br><br />
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==Bridge Staff==<br />
{{Infobox jobs<br />
| headerbgcolor = black<br />
| bgcolor = #BB0000<br />
| image = SyndicateBridgeOfficer.png<br />
| supervisors = Captain, Strategist, [[The Syndicate]]<br />
| rank = Missing (<b>???</b>)<br />
| guides = [[A crash course in FTL-ing]];[[Guide to munitons]];[[Guide to piloting the ship]]<br />
| duties = Pilot the main ship, ask the cook to make more cake.<br />
| headerfontcolor = red<br />
| access = Syndicate, Syndicate Heads<br />
| caption = "<i>Spool the FTL!</i>"<br />
| difficulty = Medium<br />
| name = Syndicate Bridge Staff<br />
| access2 = N/A<br />
}}<br />
Syndicate Bridge Staff have the same dynamic as normal [[Bridge Staff]], just for the Syndicate ship. They pilot it using the Helm Computer and man the guns using the Tactical Console.<br />
<br />
For anyone wishing to control the ship, take a look [[Bridge Staff|here]], or take a glance at this short rundown.<br />
*The Helm console:<br />
**'''W and S''' control the thrust<br />
**'''A and D''' can turn the ship left and right, altough slowly.<br />
**'''C''' toggles laser guided movement. If it is on, the ship will follow your mouse cursor. If it is off, the ship will follow an arrow, which is visible on top of the sprite. This arrow can be rotated with Q and E<br />
**'''Shift''' gives you a short boost.<br />
**'''Alt''' toggles the handbrakes<br />
**'''X''' toggles inertia assistance. This slows down the ship, when W is not held down.<br />
**'''Left clicking''' fires Point Defense Cannons. The Tac console can do this too.<br />
*The TAC console<br />
**'''Space''' switches which weapon you are using<br />
**'''Click''' anywhere to fire the currently selected weapon<br />
*Your weapons include<br />
**'''Naval Artillery''' cannons, which can fire devastating projectiles, but their ammo are costly and hard to properly handle<br />
**'''Torpedo''' tubes fire projectiles that track after enemies, but can be easily shot down<br />
**'''PDC'''s fire many small bullets, which can be used to take out Torpedos and Fighters. The Helm console can do this too<br />
Tips:<br />
*Your ship is faster and smaller than the NSV. Use this to your advantage<br />
* Your ship has a Stealth Field, which is capable of making the ship nigh-invisible.<sup>(Unless they removed it when updating to Newnitions)</sup><br />
* Using the above two, you are more that capable of doing hit-and-runs.<br />
*One dirty trick is jumping to the system with the NSV in it, then stalling for long enough to activate the Lighthouse Beacon.<br />
*Always coordinate with the Strategist and the Captain. It is their job to make you the best strategy to follow.<br />
==Syndicate Line Cook==<br />
{{Infobox jobs<br />
| headerbgcolor = black<br />
| bgcolor = #BB0000<br />
| image = SyndicateCook.png<br />
| supervisors = Captain, [[The Syndicate]]<br />
| rank = <br />
| guides = [[Guide to food and drinks]]; [[Guide to hydroponics]]<br />
| duties = Feed the crew, kill boarders with you knife, be just a bit less useless than the clown<br />
| headerfontcolor = red<br />
| access = Syndicate<br />
| caption = "<i>A healthy breakfast is the most important step in winning a war.</i>"<br />
| difficulty = Easy<br />
| name = Syndicate Line Cook<br />
| access2 = N/A<br />
}}Arguably the most important piece of an army's supply system is their food supply. No, you can't just eat all the junk food in the vendors! So, the Line Cook position is one that is quite important, but also quite clear. You feed the syndicate crew!<br />
<br />
Because you are alone in this job, you will have a much larger area to work with, but this also means much more work to do! You will get free reign over the Kitchen, the Bar and Botany. So you will have the machines and the equipment to make just about any fancy dishes you wish.<br />
<br />
'''Hell's kitchen in space'''<br />
<br />
Cooking is the bigger half of your job. Cooking in SS13 is basically throwing the ingredients beneath you, then scrolling through the crafting menu to see what you can make. Okay, it is a bit complicated than that. As a general tip, you should at first look at the [[Guide to food and drinks]], and select some fancy dish you want to make. Then scroll back through all the ingredients needed. Most commonly, you will start by making some dough, or cake batter, or butter in a beaker. Then you need to grab your knifes and rolling pins to flatten, cut, slice and microwave your way to some pizza. Making food can be a long and tedious process, so make something that the crew can eat for a long time, like a massive burger with seventy secret ingridients, or a wide pizza.<br />
<br />
Either this, or you can deepfry ''everything''.<br />
<br />
'''The Syndiecat'''<br />
<br />
The bar will most likely be visited more often than the kitchen. Lucky for you, making drinks is waaay easier than cooking. All you have to do is put a drink into the booze or soda dispenser, and add all the parts with the required ratios and wait 'til it begins bubbling. If you don't have time to stand around the counter waiting for people, or you don't want to search up the [[Guide to food and drinks]] every time someone requests some special snowflake drink, you can just mass produce some easy drink, put it on the counter, than go away to do the actually interesting parts of your job.<br />
<br />
'''The ''chilleeest'' part of your job'''<br />
<br />
Botany is the last, but arguably the deepest part of your job. Depending on your expertise with plants, you can either grow useful crops to use in your kitchen, or create weapons of mass - and painful - destruction. Whichever approach you choose, growing plants is about the same. You put the seed in a tray, supply it with water and nutrition, clear out the weeds, then harvest it. <br />
<br />
The big part of botany is hidden in plant traits. These traits define how swiftly the plant grows, how many fruits it yields, and - the most important part - what reagents they produce. These regeants can range from useful to quite powerful and deadly. And if this was not enough, you can take the seed of any plant, pop it into the DNA manipulator, and extract or insert any desired traits. This means that you can mess around enough to create wheat that grows taller then buildings, yields 50 million seeds on harvest, and brings you back from the dead.<br />
==SyndiClown==<br />
{{Infobox jobs<br />
| headerbgcolor = black<br />
| bgcolor = #BB0000<br />
| image = Syndiclown.png<br />
| supervisors = Captain, Strategist, Marine Sergeant, [[The Syndicate]]<br />
| rank = <br />
| guides = <br />
| duties = <s>Laugh at the crew</s> Make the crew laugh, be the ultimate boarder.<br />
| headerfontcolor = red<br />
| access = Syndicate<br />
| caption = "<i>You're all stupid. See they're gonna be looking for army guys.</i>"<br />
| difficulty = Easy<br />
| name = Syndicate Clown<br />
| access2 = N/A<br />
}}''Honk!''<br />
<br />
A happy crew is a productive crew. And you are here to ensure that? Well, kind of. Your job is mainly to entertain the syndicate crew, most often by shittalking the enemy on radio until you accidentally release confidental information, pulling off ''hillarious'' pranks involving nuclear torpedos and slipping all the NT boarders.<br />
<br />
Okay, let's be honest. Clown is not a job that can be defined easily. Everyone has a different sense of humor. As such, I cannot tell you what pranks to pull, what jokes to say. Just take it easy, talk a lot and you will be fine.<br />
<br><br />
<br><br />
<br><br />
<br><br />
<br><br />
<br><br />
<br><br />
<br><br />
<br><br />
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<br><br />
==Autofill==<br />
{{Infobox jobs<br />
| headerbgcolor = black<br />
| bgcolor = #BB0000<br />
| image = Generic_nukesyndie.png<br />
| supervisors = Captain, Strategist, Marine Sergeant, CAG, [[The Syndicate]]<br />
| rank = <br />
| guides = <br />
| duties = Do the things nobody bothered to, board the NSV and die immediately, take off in a fighter and ram into your own allies<br />
| headerfontcolor = red<br />
| access = Syndicate<br />
| caption = "<i>Agent designated HUN-896 reporting for duty, sir!</i>"<br />
| difficulty = Medium to Hard<br />
| name = Syndicate Trooper<br />
| access2 = N/A<br />
}}<br />
This is the role that the game will put you in if you leave your preference on ''Autofill'' and all the other job slots are filled. So be lucky that you even got to be a syndie!<br>If all other jobs are filled up, you will have a choice between two jobs: either going boarding, or battling in a fighter.<br />
<br />
'''Taking off in a fighter'''<br />
#Make sure that your fighter is loaded with ammo and fuel. If it is not, ask the CAG, or do it yourself.<br />
#Jump in the fighter, and position yourself towards space, preferrably on a Magcat<br />
#Turn on the Battery, the Fuel Injector and the APU. Then wait until the RPM gauge fills up, and turn on the Ignition.<br />
##You should probably ask the CAG to launch you at this time.<br />
#Once in space, press C until your fighter starts following your mouse.<br />
#Move with WASD, switch weapons with Space and click to fire your guns.<br />
For any more questions, look to the [[Guide to Fighters]].<br />
<br />
'''Boarding the enemy ship'''<br />
<br />
So, you got called to the Armory, and Command told you that you are going on a journey. Please, let it be a normal day trip! With the Marine Sergeant? No way!<br />
<br />
Yes, you will go and board the NSV. Your Marine Sergeant most likely has a plan, so you will only have to focus on two things. One: following the plan and two: staying alive.<br />
<br />
You will most likely get your fancy equipment from the Requisitions Officer. This equipment will be around the same as the one Nukies get. Then find your Segeant, and get onto the ship with him. Don't worry, [[Byond the impossible|he will have a good plan]]. Once you get on board, always coordinate with your team. You have your very own encrypted radio channel.Some other useful practices to consider are:<br />
*Steal medkits from medbay for obvious reasons.<br />
*Steal a radio encryption key from a killed enemy. You do not always get universal encryption keys, so getting more acces on your headset is not easy. Be aware that your headset can only hold two keys. You can remove keys from headsets with a screwdriver.<br />
*If you end up using a weapon that is not Syndicate exclusive - a traditional shotgun or a security autorifle - you can break into the brig to print or steal more ammo.<br />
*Going guns blazing is not always the best way. Remember, the enemy knows that you are coming. As such, using a chameleon kit and an agent ID card can go a long way, especially if you plan on sabotaging.<br />
==Tips==<br />
This gamemode is rare and changes often, so expect more tips to be added as time goes by.<br />
*The Syndicate is Pirating Nanotrasen's research, and vice versa. Both parties will have access to the same researched techs!<br />
*You can build cyborgs using MMIs or Posibrains, just be sure to emag them quickly, so they are under your command.<br />
*If you intend on building an AI, know that usually they are not allowed to interfere with the other ship. Ahelp to make sure.<br />
=Nanotrasen=<br />
So you're part of the Nanotrasen crew and Whiterapids has given your ship the all-clear to wipe out the syndicate. This means your ship will be assisted by Nanotrasen fleets during the game as you will be the agressors of the conflict this time (in contrary to the normal gamemode where the Syndicate are attacking Nanotrasen).<br />
==Command==<br />
When playing as the Commanding Officer ([[Captain]], [[Executive Officer]] or other [[heads of Staff]]) of the NSV you will have to command the ship to the best of your ability, as one could expect. Though some measures may need to be taken to ensure the ship is ready for combat as soon as possible. As stated before you are now in control of the attacking faction and because of this it is recommended to take more aggressive actions, such as leaving for combat early and promoting non-essential personnel to more supportive jobs.<br />
==Tips==<br />
This gamemode is rare and changes often, so expect more tips to be added as time goes by.<br />
* Turn off teleporter beacons.<br />
* Use your Security Officer wisely. Position them in crucial areas, such as the CIC or Engineering.<br />
* If you can help it, use a more stable, harder to sabotage Engine mix.<br />
* Use the Defense Budget on actually useful things for Security, such as SWAT Armor and guns<br />
* Shoot down any Syndicate Fighter you see coming suspicously close to your ship.<br />
* It may not be a bad idea to arm a few crew members in every department, even if just lightly.<br />
* Bring a teleporter beacon onto the enemy ship and teleport in.<br />
* The simplest way of defeating the syndies is superior firepower.<br />
* If you kill a syndie, steal his headset and listen into their comms. But be careful when looting, they may have a microbomb implant.</div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=Bridge_Staff&diff=33263Bridge Staff2021-09-09T15:13:51Z<p>Grabowski: Adds PDC</p>
<hr />
<div>{{Infobox_jobs<br />
|headerbgcolor = darkblue<br />
|headerfontcolor = white<br />
|bgcolor = lightblue<br />
|image = Generic_bridgestaff.png<br />
|jobtitle = Bridge Staff<br />
|caption = "CHARGE THE FTL DRIVE GODDAMNIT"<br />
|access = [[Bridge]]<br />
|access2 = [[Maintenance]], [[Engineering]]<br />
|difficulty = Medium<br />
|supervisors = [[Executive Officer]]<br />
|rank = Sub-Lieutenant ('''SLT''')<br />
|duties = Pilot the ship, Miss all your shots, Never know when to pull back from a fight, Get the ship boarded by [[Syndicate]]. Somehow survive when CIC gets bombed.<br />
|guides = [[Guide to enemy types]], [[A crash course in FTL-ing| Guide to using the FTL console]]<br />
}}<br />
Your primary task aboard your assigned vessel is to operate the systems that the [[Ship Engineer|engineers]] and [[Guide_to_Munitions|munitions techs]] maintain and feed. These include piloting the ship and operating most of the weapons through two consoles in CIC - the '''Flight Control Console''' and the '''Tactical Systems Console'''. Use '''Ctrl + Scroll Wheel''' to zoom out when viewing the overmap through these consoles.<br />
=The DRADIS=<br />
This is the ship's pair of eyes, a medium-range sensor suite that can identify targets at short range and see them coming from a fairly long range. Multiple individuals can use the DRADIS console at any given time and it is a requirement to effectively pilot the ship or aim the guns. Because of this it's possible to have the Dradis console open alongside other consoles, which is the intended way to use it.<br><br />
Apart from having a single detection radius, it is also possible to switch to a sonar mode. This mode makes the dradis send out a ping every few seconds, which then reveals '''every ship in the system'''. Of course such a powerful tool comes with a huge downside, when the sonar is active every ship in the system can detect the pings and thus know where you are. Usually it is best to only reserve the sonar for hunting down stealth ships at the end of the fight to avoid having to fight the entire fleet all at once.<br />
=The Flight Control Console=<br />
The operator of this console is responsible for flying the ship. It's fairly straightforward, but there are some keys you need to know. In general, avoid getting hit if possible, try to dodge torpedoes, and avoid boarding vessels while remaining within sight of the enemy for your gunner.<br />
<br />
The '''C''' toggles whether the ship follows the mouse. When you first click the console, the ship will strive to point its nose towards your mouse. Hit space to toggle this behavior, which can be useful for not ruining your orientation just because you needed to click out of the window for a moment.<br />
<br />
'''W and S''' control the throttle. Remember, the ship retains momentum once it starts moving; it will only stop itself if the inertial assistance system is turned '''on'''.<br />
<br />
The '''Alt key''' is a sort of parking brake. Hitting it toggles the brake, which will make the ship come to a complete stop and stay there. '''Do not leave the parking break on while jumping into a hot zone.''' The chances that you remember to turn it off in those first few seconds of dodging torpedoes are very much '''not''' 100%. The deaths of so many innocent men weigh upon my soul.<br />
<br />
The '''Shift Key''' activates a boost, which is primarily useful for dodging particularly nasty torpedoes or evading enemy boarding vessels.<br />
<br />
'''Q and E''' activate a rotational drift, which is useful for <s>pulling sick drifts</s> turning very quickly, and in a short distance. This can also help to evade torpedos and less maneuverable ships.<br />
<br />
The '''X''' key toggles inertial assistance. Disabling this allows you to strafe using '''A and D''', and stops the ship from automatically braking when you stop holding '''W'''.<br />
<br />
Point Defense Cannons, commonly seen on numerous vessels, fire numerous bullets in a short amount of time. This makes it great for taking out incoming torpedos or fighters. But be warned, you may only fire them in a burst. You can fire it by '''Left Clicking''' anywhere around the ship. The Tac console can do this as well.<br />
<br />
If your vessel is equipped with '''Superliminal Bluespace Artillery''', you can use '''Left Click''' to fire a highpower plasma laser straight out of the nose of the ship. This can be very useful for finishing off large or medium-sized ships at close range. This weapon is hilariously powerful, but takes a lot of power and time to recharge.<br />
<br />
Bear in mind that as the pilot, it's your duty to minimize losses by evading incoming fire and assisting the [[Fighter Pilot|flyboys]] where needed. If the ATC reports that a pilot has ran out of fuel, you can help out by flying over the stranded fighter's flight path so it can dock. <br />
=The Tactical Console=<br />
The gunnery console is a little more straightforward, but it pays to have munitions tech experience. Knowing the rough ammo capacity of different weapons can be useful, but the names themselves are fairly informative. Hit the '''Space''' key to switch between weapons. Being on this console will also give you a readout on the remaining ammo (in percentages) of the ships weapons, including those you can't fire from this console, as well as the ship's armor and structural integrity.<br />
<br />
''Your'' weapons include:<br />
<br />
'''Torpedoes''' –<br />
Click in a direction after locking onto a target to fire a Torpedo. Torpedoes deal a significant amount of damage with a short travel time that may require a small amount of leading. Additionally, nuclear warheads can be loaded to deal a massive amount of damage but are difficult to acquire. Torpedo tubes also do not possess much ammo capacity, being limited to only a few torpedo tubes with a long loading time. Torpedoes do however have a homing effect, making for very good long-ranged weapons.<br />
<br />
'''Naval Artillery Cannon''' –<br />
To shoot the Artillery cannon simply click where you want it to hit. While this seems easy to do at the first glance, the artillery cannon requires more than just a single click to work. Before you can fire it needs to be loaded with gunpowder, as the amount of powder used affects the speed of the bullet. This means that you'll have to communicate with the munitions staff (radio hotkey: .w) to ensure the optimal bullet trajectory. This means that if the gun doesn't have much powder loaded the bullet will move very slowly, and you must aim your shot in where you expect the enemy to be instead of where they currently are.<br />
<br />
'''Automated Missile System (AMS)''' –<br />
The missiles are an easy to use automatic defense and offense weapon. Their targeting systems are controlled by the [[Munitions Technician|Munitions Technicians]] and can choose between multiple firing modes. If they are set to Countermeasure mode they will automatically aim at incoming torpedoes and missiles, while Anti-Ship mode gives you (and the fighter pilots) direct control over where the missiles are heading.<br>To set a target for the missile system simply '''hold CTRL and click with the left mouse button or press "Target"''' on the Tac console's UI. Fighter pilots can also do this for ships that are outside your view range to make it targets further away.<br />
<br />
'''Point Defense Cannon (PDC)''' - Point Defense Cannons, commonly seens on numerous vessels, fire numerous bullets in a short amount of time. This makes it great for taking out incoming torpedos or fighters. But be warned, you may only fire them in a burst. The Helm console can do this as well.<br />
<br />
You will also have a readout of the Gauss and the Superliminal BSA, however these are not under your control. Gauss cannons are controlled directly by Munitions Technicians while the BSA is controlled by the helm officer (see above).<br />
<br />
In addition, while it might be obvious, it is worth noting that different ships have different weapon loadouts, and as such, different playstyles.<br />
=The FTL Console=<br />
This console controls the ship's long-range movement. It will provide you a map of various star systems that the ship can navigate to, as well as the ship's current location and how charged the FTL drive is. In order to make a jump, the drive must be 100% spooled up, which takes about a minute. If it isn't spooling at all, yell at engineering. As one might expect, this console doesn't need a dedicated crewmember; the pilot usually takes care of the job. However, in combat scenarios where the ship is fleeing, it might be neccesary for another member of the bridge crew to operate the FTL console while the pilot runs evasive maneuvers.<br />
=When Not In Combat=<br />
When you're not in combat, your second job comes in: Being the captain's whipping boy. During FTL jumps and while waiting for engineering to get its shit together, feel free to go make a run to the nearby cigarette vendor to sate the crippling nicotine addiction that you've adopted in order to retain your sanity while working this close to the captain. And remember, memeing with the captain is an important job. No matter how flagrantly he's abandoning his duty to throw stupid parties, your answer should always be "Yes, <s>dear</s> sir."<br />
{{Jobs}}</div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Munitions&diff=33262Guide to Munitions2021-09-09T14:59:55Z<p>Grabowski: Of course I left the fucking revision notice in</p>
<hr />
<div>Do you long for new experiences? Are you comfortable working under pressure? Do you do well when working with explosives? Like making things go boom? If so, this is the guide for you! If you follow these simple instructions you will be prepared to load and maintain all of the weapons on your assigned vessel and qualified to call yourself a professional Munitions Technician. Be wary though, much like the goalie on a professional soccer team, you're the first one to blame if things go sour in combat, second only to the command staff, but if you can't handle the heat - stay out of the munitions bay.<br />
==Operating the guns==<br />
{{Important|Image=Warningsign.png|Title=No smoking!|Note=Missiles, gunpowder bags and artillery shells blow up very easily, even from the smallest spark. Don't smoke, use welders, etc. in the weapons bay.}}<br />
As a Munitions Technician, munitions assigned squad member, or Master At Arms, your job is to supply and control the various weapons on the ship to make sure they continue firing. This includes 50 Cal. Cannons, Railguns, Artillery cannons, Torpedo tubes, Gauss turrets, and the Automated Missile System (AMS). The faster you can load and prepare these weapons, the faster they can open fire on enemy ships. Do note that not all of the weapons listed here may be on your assigned vessel, so be certain to take inventory at the beginning of a shift and prepare accordingly for each weapon's needs.<br><br />
[[File:TCArtRoom.png|right|thumb|An example of an Artillery bay configuration.]]<br />
===Point Defense Cannons===<br />
Point Defense cannons (PDCs) are the lifeblood of short ranged combat, serving as a rapid-fire weapon that is effective at taking down enemy fighters that other weapons may miss and destroying incoming missiles and torpedoes.<br />
<br />
Luckily for you, loading these cannons is as easy as firing them. Just go to the loading rack, and insert the new boxes<br />
===Artillery Cannon (Deck Gun)===<br />
The deck guns are massive cannons that, when operated correctly, can obliterate any enemy in an instant. They fire heavy projectiles which need to be primed before loading and are fueled with gunpowder which is used to propel the ammunition.<br><br />
Loading Naval Artillery goes like this:<br />
# Acquire a projectile, and arm it with a multitool.<br />
# Drag it onto the Payload Loading Gate.<br />
# Acquire the propellant of choice (either gunpowder or plasma-based accelerant), and load it into the Payload Loading Gate.<br />
# Go to the console and hit "Pack from loader". <br />
# Repeat these steps many times if you want a faster shot. You will generally load 6 bags of normal gunpowder.<br />
# Go back to the Console, and hit "Feed Shell".<br />
# Voila! The shell is ready to fire. After the gun has fired - you will hear that anywhere on the ship - repeat these steps<br />
It's important to note that '''there is no limit to how much gunpowder can be loaded at one time''', meaning you can insert only 1 or even 20 bags of powder. Most of the time you'll want to put in a fair amount (about 5 bags or more) of powder as the cannon round travels very slowly without it, but it's best to get in contact with the ship's tactical systems operator (one of the bridge staff) about this if possible. If you let them know how much powder you're going to load they'll be able to maximize damage output.<br />
<br />
To see how much power is behind each shot, look on the console. It will tell you how much propellant is packed in, in units called dT. Unpacked shells start out with 25% dT, 1 bag of gunpowder adds 25% dT, and one unit of plasma-based accelerant adds 50% dT.<br />
===Autonomous Missile System (AMS)===<br />
The automated missile system is a series of missile tubes linked up to a central computer, this allows it to fire missiles and torpedos automatically at targeted enemies, which are capable of dealing incredible damage and can home in on the enemy ships, making shots almost always guaranteed to hit. Loading the missiles is simple, requiring them to be assembled and then dragged onto the tube. Then walk over to the assigned Ordenance Computer, click "Payload Loaded" then "Payload Chambered". Don't forget to turn off safeties!<br />
<br />
Controlling the AMS is fairly simple, as you can do it with the press of a button. Simply walk over to the AMS control console and select one of two firing modes:<br />
====Anti-ship====<br />
While using the anti-ship firing mode, the targeting system fires its missiles at enemy ships within its detection radius. It will also fire at enemy ships that have been targeted by fighters.<br />
====Countermeasure====<br />
If you select the countermeasure firing mode, the system will prioritize targeting incoming gunfire to avoid the ship getting hit. It also fires at ships within the detection radius if there's no incoming projectiles.<br />
=== Torpedo Tubes ===<br />
Torpedo tubes are the slower, bulkier counterparts of VLS tubes. Torpedo tubes are slow loading, require maintenance, but are capable of dealing incredible damage and can home in on the enemy ships, making shots almost always guaranteed to hit. They have mostly been replaced by VLS tubes, given their easier maintenance and automation. However, you may still see them on some ships.<br />
<br />
To load a torpedo tube, acquire a pre-made torpedo by dragging one onto a trolley (trolleys have a capacity of 5 torpedos) and bringing it over to the tube. Click on the trolley, click a torpedo to detach it, then drag and drop the torpedo into the tube to begin loading it. Afterward, use the adjacent console and press "Load tray", "Chamber Tray Payload", and finally "Disengage safeties" to finish loading the Torpedo tube. Remember to re-engage the Torpedo tube safeties whenever reloading to prevent damage<br />
====Maintenance====<br />
Torpedo tubes require maintenance when they're used too much. You probably want to perform maintenance between each bout of combat.<br><br />
Note: make sure there's nothing in the weapon and that the safeties are on, to prevent unnecessary explosions. <br />
# Unscrew the maintenance hatch on the primary external casing <br />
# Unbolt (wrench) the internal maintenance panel <br />
# Apply 10 units of Oil to the exposed internal machinery, repeat as needed<br />
# Bolt (wrench) the panel, then fix (screwdriver) the hatch back in place<br />
===Gauss Guns===<br />
Gauss guns can be found exclusively on multi-z maps, and fire 300mm Teflon coated tungsten rounds. Unlike other ship weaponry, these are not controlled by [[Bridge Staff]] using the tactical console and are typically manned by Munitions Technicians. Gauss guns require no maintenance.<br />
<br />
To man gauss guns, buckle yourself into the gauss gunner chair and you'll rise into the cockpit above. To fire, click on the overmap to fire a powerful short-range burst. Gauss guns eat through ammo quickly, and you'll ideally want someone below deck keeping you loaded at all times. Loading tungsten rounds is as simple as placing them in a crate, click-dragging it to the loading rack, and sending it up for reloading. Additional slugs can be acquired from a nearby Gauss ammunition dispenser that can be upgraded by science to produce slugs at a faster rate.<br />
=== Superliminal Bluespace Artillery ===<br />
The Superliminal BSA is a massive machine which can accelerate a bolt of concentrated quark-gluon plasma to superliminal speeds, tearing clean through targets and annihilating everything in its path. It was developed from [[Station Goals|Bluespace Artillery]] cannons acquired in questionably legal way.<br />
<br />
Operating it is simple, maintaining it is harder. It requires a massive amount of power just to fire even once. To input this power, simply go to it's console, set a desired amount of incoming power, and enamble charging.<br />
<br />
'''Ensure that it has a clear firing path to space.'''<br />
=== Flak cannons ===<br />
Flak cannons fire a large amount of proximity-detonated ammunition at incoming torpedos and missiles. They excel at defending against these forms of weaponry, but they have very limited range.<br />
<br />
Operating them is as simple as inputting a new box of ammo into the rack on the wall.<br />
==Acquiring ammunition==<br />
This is inevitable, the ship will consume ammo at a rapid rate. If you are out of ammo outside of combat, the following list will instruct you on how to acquire more. If you are out of ammo mid-combat <s> you're fucked </s>, communicate this with CIC and the rest of your team and use what you have left for the other weapons while coordinating with cargo.<br />
===PDC/Flak/Deck gun===<br />
These are the easiest ammunition types to acquire. All of these can be bought in crates through cargo for varying amounts of credits. The gunpowder for the deck guns can also be acquired this way.<br>Deck guns do have one exception, if the research has been done it is possible to print new types of gunpowder and bullets using the munitions techfab.<br />
===Torpedoes and Missiles===<br />
Torpedoes and missiles, unfortunately, cannot be ordered fully assembled and must be built by your own oil-covered hands. You need multiple things from cargo - components, casings, and warheads. Standard and armor piercing warheads can be ordered from cargo, but the other types must be researched by science before they can be made in the protolathe. Once you have all of these, turn on that conveyor belt and get this party started!<br />
<br />
These are the steps you need to construct a missile or torpedo:<br />
# Get a casing, either made from metal or ordered from cargo.<br />
# Add the propulsion system.<br />
# Wrench the propulsion into place.<br />
# Add the guidance system.<br />
# Screwdriver the guidance system in place.<br />
# Add the IFF card.<br />
# Screwdriver the card in place.<br />
# Add the warhead.<br />
# Wrench the warhead in place.<br />
# Wire it.<br />
# Wrench once more.<br />
# Weld it all together.<br />
There are a total of six different types of torpedoes you can make. Each serves a different purpose.<br />
* Standard torpedoes are your stock standard torps. They carry an explosive payload that does a fair amount of damage to ships and fighters alike. <br />
* Armor piercing torpedoes are able to do heavy damage to armored targets. Good against large ships. <br />
* Nuclear torpedoes are the most powerful of the explosive torpedoes. They deal devastating damage to anything they hit, but are slower and more expensive than the other torpedo types. Use them wisely, as you won't be able to make more until science researches them. <br />
* Decoy torpedoes don't carry an explosive payload, but can be used to distract an enemy's defensive weapons, giving you a clear shot for your more powerful weapons. <br />
* Freight torpedoes are essentially cargo pods. Load them up and fire them at another ship to deliver the goods. <br />
* Probes are torpedoes strapped with an array of scientific sensors. Firing one of these at an anomaly will generate research for science, and potentially unlock new technology nodes. Don't miss.<br />
Unfortunately it's only possible to construct one type of missile right now.<br />
* High-velocity missiles are the standard missile type, they explode upon making impact and do a moderate amount of damage. <br />
====Autonomous Missile Factory====<br />
[[File:TCMissileRoom.png|right|thumb|The missile factory on the [[Tycoon]]]]<br />
So you thought you had to wrench, weld and wire each missile individually? Of course not! The future is now! There's a quick and easy way to mass-produce missiles available right in the middle of your munitions bay: The factory line.<br />
<br />
The Missile factory consists of three key parts: the conveyor belts, which have usually been slowed down to accommodate for the working speed of the robots. Tool arms, which use specific tools on the casing and are colored grey, and red colored part arms that apply parts such as guidance computers to the missiles.<br />
The robot arms in the factory always apply their effect in the direction the red arrows on their frame are pointing, but can be loaded with parts from any direction. They also have no part holding limit, so you can fill them up with as many parts as you want. <br />
<br />
You can even extend the factory! The parts required for making factory machines can all be printed in the munilathe along with the conveyor belts after their research has been completed.<br />
==You're ready==<br />
It may be difficult to swallow all of the information you've read, but don't worry! You'll very rarely be working with all of these weapons at once as you have fellow Munitions Technicians at your side to pick up your slack. Above all, remember to have fun. With a bottle of spray paint, you can do all manner of things - name your torpedo tubes, draw funny faces near the PDC racks, and draw the borderline between the rest of the ship and the newly independent Munitia.<br />
==More Dakka==<br />
Is the ships just floating around in friendly space? Are all the guns loaded and you have nothing better to do? Or are those glorified laser pointers simply not enough? Fear not, because now you can even BUILD more guns! From the smallest PDC to the largest Railgun, you can outfit your ship with all the firepower.<br />
<br />
'''Disclaimer:''' You can't print new weapon circuit boards. This means that whatever weaponry you had roundstart, you are stuck with those. However, you can still move them.<br />
<br />
With that out of the way, here is a tip if you want to arm your ship:<br />
*Don't overestimate how much ammo you have. Because while making the ship into a giant sniper rifle with 20 NACs might be fun, cargo WILL swiftly run dry of credits trying to supply you with ammo. 30 PDCs WILL destroy all the Torpedoes launched at you, but the crew will easily go deaf from all the pom-pom-pom.<br />
**For this reason, giving the [[Master_At_Arms|Munitions budget card]] to cargo is highly recommended.<br />
Here is how you can construct ship weaponry:<br />
=== PDC loading rack ===<br />
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"<br />
!rowspan="2" style='background-color:#cce6ff;'|[[File:PDCrack.png]]<br>PDC loading rack<br />
! style='background-color:#99ccff; width:20%'|Requires to build<br />
! style='background-color:#99ccff'|How to build<br />
|-<br />
|[[File:Metal.png|Metal]]x5<br>[[File:CableCoils.png|Cable]]x4<br>[[File:Circuitboard.png|Point Defense Cannon circuit board]]Point Defense Cannon circuit board<br>[[File:Micro Manipulator.png|Micro-mainpulator]]x4<br>[[File:Capacitor.png|Capacitor]]x2<br>[[File:Matter bin.png|Matter bin]]x3<br>[[File:Wrench.png|Wrench]]<br>[[File:Screwdriver_tool.png|Screwdriver]]<br />
|style="vertical-align: top; padding: 10px;"|<br />
# Build and the PDC loading rack frame from '''5 metal'''<br />
# '''Put''' it on a wall<br />
# '''Wrench''' it on<br />
# '''Wire''' it<br />
# Add the '''Circuit board'''<br />
# Add '''4 micro-manipulators'''<br />
# Add '''2 capacitors'''<br />
# Add '''3 matter bins'''<br />
## You can do this using an RPED<br />
# Add the '''Firing electronics'''<br />
## The order of these 4 steps does not matter<br />
# '''Screwdriver''' it to finish the machine<br />
<br><br />
|-<br />
!colspan="3" style="background-color:#99ccff"|How to deconstruct<br />
|-<br />
!colspan="1" style='background-color:#99ccff; width:20%'|Tools<br />
|rowspan="2" colspan="3"|<br />
# '''Screw''' the maintenance panel out<br />
# '''Pry''' the parts out<br />
# '''Cut''' the wiring<br />
# '''Unwrench''' the frame<br />
# '''Lift it off''' the wall with your hands<br />
|-<br />
|colspan="1" style="text-align: center;"|<br />
[[File:Wrench.png|Wrench]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Crowbar.png|Crowbar]]<br>[[File:Wirecutters.png|Wirecutter]]<br />
|}<br />
=== Torpedo Tube ===<br />
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"<br />
!rowspan="2" style='background-color:#cce6ff;'|[[File:Torptube.png]]<br>Torpedo Tube<br />
! style='background-color:#99ccff; width:20%'|Requires to build<br />
! style='background-color:#99ccff'|How to build<br />
|-<br />
|[[File:Metal_r.png|Plasteel]]x4<br>[[File:Nanoglass.png|Nanocarbon glass]]x6<br>[[File:FiringBoard.png|Firing Electronics]]x1<br>[[File:Welder.png|Welding tool]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Wrench.png|Wrench]]<br><br />
|style="vertical-align: top; padding: 10px;"|<br />
# Build Torpedo Tube frame from 4 '''Plasteel Sheets'''<br />
# '''Wrench''' it into place<br />
# '''Weld''' it to the floor<br />
# Add the '''Nanocarbon glass''' for the barrel<br />
# '''Wrench''' the barrel in<br />
# '''Wire''' the frame<br />
# Add the '''Firing Electronics'''<br />
# '''Screw''' the electronics in<br />
# Add the '''Nanocarbon glass''' for the door<br />
# '''Wrench''' the door in place<br />
# '''Screw''' the maintenance hatch<br />
<br><br />
|-<br />
!colspan="3" style="background-color:#99ccff"|How to deconstruct<br />
|-<br />
!colspan="1" style='background-color:#99ccff; width:20%'|Tools<br />
|rowspan="2" colspan="3"|<br />
# '''Screw''' the maintenance panel out<br />
# '''Wrench''' the inner casing<br />
## Note: The weapon can now be lubricated<br />
# '''Pry''' the casing out<br />
# '''Unscrew''' the door frame<br />
# '''Wrench''' the door out<br />
# '''Pry''' the door out of the frame<br />
# '''Unscrew''' the electronics<br />
# '''Pry''' the electronics out of their place<br />
# '''Cut''' the wires away<br />
# '''Unbolt''' the barrel<br />
# '''Pry''' the barrel out<br />
# '''Unweld''' the frame from the floor<br />
# '''Unbolt''' the frame<br />
# '''Weld''' the frame apart<br />
|-<br />
|colspan="1" style="text-align: center;"|<br />
[[File:Wrench.png|Wrench]]<br>[[File:Welder.png|Welding tool]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Crowbar.png|Crowbar]]<br>[[File:Wirecutters.png|Wirecutter]]<br />
|}<br />
=== VLS launch tube ===<br />
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"<br />
!rowspan="2" style='background-color:#cce6ff;'|[[File:AMS tube.png]]<br>VLS launch tube<br />
! style='background-color:#99ccff; width:20%'|Requires to build<br />
! style='background-color:#99ccff'|How to build<br />
|-<br />
|[[File:Metal.png|Metal]]x35<br>[[File:Titaniumdone.png|Titanium]]x20<br>[[File:Copperdone.png|Copper]]x20<br>[[File:CableCoils.png|Cable]]x10<br>[[File:Circuitboard.png|VLS launch tube board]]VLS launch tube board<br>[[File:Wrench.png|Wrench]]<br>[[File:Screwdriver_tool.png|Screwdriver]]<br />
|style="vertical-align: top; padding: 10px;"|<br />
# Build and wire a Machine Frame from '''5 metal'''<br />
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.<br />
# Add the '''Circuit board'''<br />
# Add '''20 titanium'''<br />
# Add '''30 metal'''<br />
# Add '''20 copper'''<br />
# Add '''10 cable'''<br />
# '''Screwdriver''' it to finish the machine<br />
<br><br />
|-<br />
!colspan="3" style="background-color:#99ccff"|How to deconstruct<br />
|-<br />
!colspan="1" style='background-color:#99ccff; width:20%'|Tools<br />
|rowspan="2" colspan="3"|<br />
# '''Screw''' the maintenance panel out<br />
# '''Wrench''' the inner casing<br />
# '''Pry''' the casing out<br />
|-<br />
|colspan="1" style="text-align: center;"|<br />
[[File:Wrench.png|Wrench]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Crowbar.png|Crowbar]]<br><br />
|}<br />
=== Naval Artillery ===<br />
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"<br />
!rowspan="2" style='background-color:#cce6ff;'|[[File:Deck gun.png]]<br>[[File:Deck gun building.png|160px|A possible arrangement of the Deck Gun's part, with the individual parts highlighted for you]]<br>Naval Artillery<br />
! style='background-color:#99ccff; width:20%'|Requires to build<br />
! style='background-color:#99ccff'|How to build<br />
|-<br />
|[[File:Titaniumdone.png|Titanium]]x120<br>[[File:Metal_r.png|Plasteel]]x22<br>[[File:Metal.png|Metal]]x35<br>[[File:Copperdone.png|Copper]]x50<br>[[File:Diamonddone.png|Diamond]]x5<br>[[File:Duranium.png|Duranium]]x1<br>[[File:CableCoils.png|Cable]]x34<br>[[File:FiringBoard.png|Firing Electronics]]x1<br>[[File:Circuitboard.png|Deck gun core board]]Deck gun core board<br>[[File:Circuitboard.png|Deck gun payload gate board]]Deck gun payload gate board<br>[[File:Circuitboard.png|Deck gun powder gate board]]Deck gun powder gate board<br>[[File:Circuitboard.png|Deck gun auto elevator board]]Deck gun auto elevator board<br>[[File:Circuitboard.png|Deck gun loading computer board]]Deck loading computer board<br>[[File:Igniter.png|Igniter]]x1<br>[[File:Welder.png|Welding tool]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Wrench.png|Wrench]]<br><br />
|style="vertical-align: top; padding: 10px;"|<br />
# Designate a '''3 x 3''' space with a '''free tile on the floor above it''' for your gun<br />
==== Building the indoors, multitile part ====<br />
# Build and wire a Machine Frame from '''5 metal''' in the middle for your Core<br />
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.<br />
# Build and wire ''at least three'' Machine Frames and a Computer frame from '''20 metal''' around your Core, these will be the other parts of your Deck Gun<br />
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.<br />
## Note: Which machine frame will become which machine does not matter, only that they are next to the core<br />
# Add the '''Deck gun core board''' to the machine frame in the ''middle''<br />
## Marked on the picture with ''Red''<br />
# Add '''20 titanium''' and '''5 cable'''<br />
# '''Screwdriver''' to finish the core<br />
# Add the '''Deck gun payload gate board'''<br />
## Marked on the picture with ''Blue''<br />
# Add '''40 titanium''', '''10 cable''' and '''10 copper'''<br />
# Add a '''Railgun rail'''<br />
## Note: Can be made from 1 duranium<br />
# Add the '''Loading tray'''<br />
## Note: It's made from 10 metal<br />
# '''Screwdriver''' to finish the payload gate<br />
# Add the '''Deck gun powder gate board'''<br />
## Marked on the picture with ''Purple''<br />
## Building more of these machines does not increase the number of gunpowder that can be inserted, as you can insert multiple from just one gate<br />
# Add '''20 titanium''', '''5 cable''' and '''20 copper'''<br />
# '''Screwdriver''' to finish the gate<br />
# Add the '''Deck gun auto elevator board'''<br />
## Marked on the picture with ''Yellow''<br />
# Add '''40 titanium''', '''10 cable''', '''20 copper''' and '''5 diamonds'''<br />
# '''Screwdriver''' to finish the elevator<br />
# Build a '''chair''' from any material<br />
## Marked on the picture with ''White''<br />
## ANY chair will do<br />
# Add the '''Deck gun loading computer board''' to the Computer frame<br />
## Marked on the picture with ''Green''<br />
# Finish the construction '''[[Guide_to_construction#Computers|like usual]]'''<br />
# If all machines are done, hit the Core with a '''Multitool''' to have it scan for nearby machines<br />
==== Building the outdoors part ====<br />
# Go to the deck '''above you''', on the '''same spot as your Core'''<br />
## Use a GPS<br />
# Build a Deck gun frame from '''20 plasteel'''<br />
# '''Wrench''' it to the ground<br />
# '''Weld''' it down<br />
# Add the '''firing electronics'''<br />
# '''Screw''' the electronics in<br />
# Add an '''Igniter'''<br />
## Alternatively, you can add a ''Triple Barrel Upgrade'' (currently Admin only)<br />
## ''Screw'' the upgrade in<br />
## Add 3 ''igniters''<br />
# '''Screw''' the Igniters in<br />
# '''Wire''' the Igniters<br />
# '''Weld''' the wiring down<br />
# Add 2 '''plasteel'''<br />
# Add a '''MAC barrel'''<br />
## Can be made from 1 duranium<br />
## In case the gun was upgraded, add ''3 of these''<br />
# '''Weld''' the barrels down<br />
# Add the '''Loading tray'''<br />
##Note: It's made from 10 metal<br />
<br><br />
|-<br />
!colspan="3" style="background-color:#99ccff"|How to deconstruct<br />
|-<br />
!colspan="1" style='background-color:#99ccff; width:20%'|Tools<br />
|rowspan="2" colspan="3"|<br />
The frame can be deconstructed this way:<br />
# '''Screw''' the maintenance panel out<br />
## If you examine the gun, there will be a button labeled "Force Eject Shell". Be warned, this will '''fire the shell'''.<br />
# '''Wrench''' the inner casing<br />
# '''Pry''' the loading tray out<br />
# '''Unweld''' the barrel<br />
# '''Pry''' the barrel out<br />
# '''Unweld''' the inner plasteel casing<br />
# '''Unweld''' the wiring<br />
# '''Cut''' the wiring out<br />
# '''Unscrew''' the igniters<br />
# '''Remove''' the igniters by hand<br />
## If it was upgraded with a ''Tripple Barrel'' upgrade, you need to ''Unscrew'' it<br />
## Then ''Pry'' it out<br />
# '''Unscrew''' the firing electronics<br />
# '''Pry''' the electronics out<br />
# '''Unweld''' the frame from the floor<br />
# '''Unbolt''' the frame from the floor<br />
# '''Cut''' the frame apart with a welder<br />
The machines can be deconstructed this way:<br />
# '''Screw''' the maintenance panel out<br />
# Remove the components and the circuit board with a '''crowbar'''<br />
# '''Cut''' the wires out<br />
# '''Unwrench''' the frame from the ground<br />
# Dissasemble the frame with a '''screwdriver'''<br />
|-<br />
|colspan="1" style="text-align: center;"|<br />
[[File:Wrench.png|Wrench]]<br>[[File:Welder.png|Welding tool]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Crowbar.png|Crowbar]]<br>[[File:Wirecutters.png|Wirecutter]]<br />
|}<br />
<br />
As said before, this is advanced stuff, usually you don't need to build new guns, and it's one hell of a job to try and keep them all loaded. But it does take up the downtime that you otherwise would have spent in the bar, and some <s> weird </s> people might find it fun.<br />
<br />
<font size=1>*Nanotrasen brand gunpowder is not suitable for use in hot or burning environments, keep away from children with lighters.</font><br />
[[Category:Guides]]</div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Munitions&diff=33261Guide to Munitions2021-09-09T14:59:12Z<p>Grabowski: Adds new Naval Arty and PDC construction</p>
<hr />
<div>{{Needs revision|reason=Naval Arty (and possibly PDC) construction changed}}<br />
<br />
Do you long for new experiences? Are you comfortable working under pressure? Do you do well when working with explosives? Like making things go boom? If so, this is the guide for you! If you follow these simple instructions you will be prepared to load and maintain all of the weapons on your assigned vessel and qualified to call yourself a professional Munitions Technician. Be wary though, much like the goalie on a professional soccer team, you're the first one to blame if things go sour in combat, second only to the command staff, but if you can't handle the heat - stay out of the munitions bay.<br />
==Operating the guns==<br />
{{Important|Image=Warningsign.png|Title=No smoking!|Note=Missiles, gunpowder bags and artillery shells blow up very easily, even from the smallest spark. Don't smoke, use welders, etc. in the weapons bay.}}<br />
As a Munitions Technician, munitions assigned squad member, or Master At Arms, your job is to supply and control the various weapons on the ship to make sure they continue firing. This includes 50 Cal. Cannons, Railguns, Artillery cannons, Torpedo tubes, Gauss turrets, and the Automated Missile System (AMS). The faster you can load and prepare these weapons, the faster they can open fire on enemy ships. Do note that not all of the weapons listed here may be on your assigned vessel, so be certain to take inventory at the beginning of a shift and prepare accordingly for each weapon's needs.<br><br />
[[File:TCArtRoom.png|right|thumb|An example of an Artillery bay configuration.]]<br />
===Point Defense Cannons===<br />
Point Defense cannons (PDCs) are the lifeblood of short ranged combat, serving as a rapid-fire weapon that is effective at taking down enemy fighters that other weapons may miss and destroying incoming missiles and torpedoes.<br />
<br />
Luckily for you, loading these cannons is as easy as firing them. Just go to the loading rack, and insert the new boxes<br />
===Artillery Cannon (Deck Gun)===<br />
The deck guns are massive cannons that, when operated correctly, can obliterate any enemy in an instant. They fire heavy projectiles which need to be primed before loading and are fueled with gunpowder which is used to propel the ammunition.<br><br />
Loading Naval Artillery goes like this:<br />
# Acquire a projectile, and arm it with a multitool.<br />
# Drag it onto the Payload Loading Gate.<br />
# Acquire the propellant of choice (either gunpowder or plasma-based accelerant), and load it into the Payload Loading Gate.<br />
# Go to the console and hit "Pack from loader". <br />
# Repeat these steps many times if you want a faster shot. You will generally load 6 bags of normal gunpowder.<br />
# Go back to the Console, and hit "Feed Shell".<br />
# Voila! The shell is ready to fire. After the gun has fired - you will hear that anywhere on the ship - repeat these steps<br />
It's important to note that '''there is no limit to how much gunpowder can be loaded at one time''', meaning you can insert only 1 or even 20 bags of powder. Most of the time you'll want to put in a fair amount (about 5 bags or more) of powder as the cannon round travels very slowly without it, but it's best to get in contact with the ship's tactical systems operator (one of the bridge staff) about this if possible. If you let them know how much powder you're going to load they'll be able to maximize damage output.<br />
<br />
To see how much power is behind each shot, look on the console. It will tell you how much propellant is packed in, in units called dT. Unpacked shells start out with 25% dT, 1 bag of gunpowder adds 25% dT, and one unit of plasma-based accelerant adds 50% dT.<br />
===Autonomous Missile System (AMS)===<br />
The automated missile system is a series of missile tubes linked up to a central computer, this allows it to fire missiles and torpedos automatically at targeted enemies, which are capable of dealing incredible damage and can home in on the enemy ships, making shots almost always guaranteed to hit. Loading the missiles is simple, requiring them to be assembled and then dragged onto the tube. Then walk over to the assigned Ordenance Computer, click "Payload Loaded" then "Payload Chambered". Don't forget to turn off safeties!<br />
<br />
Controlling the AMS is fairly simple, as you can do it with the press of a button. Simply walk over to the AMS control console and select one of two firing modes:<br />
====Anti-ship====<br />
While using the anti-ship firing mode, the targeting system fires its missiles at enemy ships within its detection radius. It will also fire at enemy ships that have been targeted by fighters.<br />
====Countermeasure====<br />
If you select the countermeasure firing mode, the system will prioritize targeting incoming gunfire to avoid the ship getting hit. It also fires at ships within the detection radius if there's no incoming projectiles.<br />
=== Torpedo Tubes ===<br />
Torpedo tubes are the slower, bulkier counterparts of VLS tubes. Torpedo tubes are slow loading, require maintenance, but are capable of dealing incredible damage and can home in on the enemy ships, making shots almost always guaranteed to hit. They have mostly been replaced by VLS tubes, given their easier maintenance and automation. However, you may still see them on some ships.<br />
<br />
To load a torpedo tube, acquire a pre-made torpedo by dragging one onto a trolley (trolleys have a capacity of 5 torpedos) and bringing it over to the tube. Click on the trolley, click a torpedo to detach it, then drag and drop the torpedo into the tube to begin loading it. Afterward, use the adjacent console and press "Load tray", "Chamber Tray Payload", and finally "Disengage safeties" to finish loading the Torpedo tube. Remember to re-engage the Torpedo tube safeties whenever reloading to prevent damage<br />
====Maintenance====<br />
Torpedo tubes require maintenance when they're used too much. You probably want to perform maintenance between each bout of combat.<br><br />
Note: make sure there's nothing in the weapon and that the safeties are on, to prevent unnecessary explosions. <br />
# Unscrew the maintenance hatch on the primary external casing <br />
# Unbolt (wrench) the internal maintenance panel <br />
# Apply 10 units of Oil to the exposed internal machinery, repeat as needed<br />
# Bolt (wrench) the panel, then fix (screwdriver) the hatch back in place<br />
===Gauss Guns===<br />
Gauss guns can be found exclusively on multi-z maps, and fire 300mm Teflon coated tungsten rounds. Unlike other ship weaponry, these are not controlled by [[Bridge Staff]] using the tactical console and are typically manned by Munitions Technicians. Gauss guns require no maintenance.<br />
<br />
To man gauss guns, buckle yourself into the gauss gunner chair and you'll rise into the cockpit above. To fire, click on the overmap to fire a powerful short-range burst. Gauss guns eat through ammo quickly, and you'll ideally want someone below deck keeping you loaded at all times. Loading tungsten rounds is as simple as placing them in a crate, click-dragging it to the loading rack, and sending it up for reloading. Additional slugs can be acquired from a nearby Gauss ammunition dispenser that can be upgraded by science to produce slugs at a faster rate.<br />
=== Superliminal Bluespace Artillery ===<br />
The Superliminal BSA is a massive machine which can accelerate a bolt of concentrated quark-gluon plasma to superliminal speeds, tearing clean through targets and annihilating everything in its path. It was developed from [[Station Goals|Bluespace Artillery]] cannons acquired in questionably legal way.<br />
<br />
Operating it is simple, maintaining it is harder. It requires a massive amount of power just to fire even once. To input this power, simply go to it's console, set a desired amount of incoming power, and enamble charging.<br />
<br />
'''Ensure that it has a clear firing path to space.'''<br />
=== Flak cannons ===<br />
Flak cannons fire a large amount of proximity-detonated ammunition at incoming torpedos and missiles. They excel at defending against these forms of weaponry, but they have very limited range.<br />
<br />
Operating them is as simple as inputting a new box of ammo into the rack on the wall.<br />
==Acquiring ammunition==<br />
This is inevitable, the ship will consume ammo at a rapid rate. If you are out of ammo outside of combat, the following list will instruct you on how to acquire more. If you are out of ammo mid-combat <s> you're fucked </s>, communicate this with CIC and the rest of your team and use what you have left for the other weapons while coordinating with cargo.<br />
===PDC/Flak/Deck gun===<br />
These are the easiest ammunition types to acquire. All of these can be bought in crates through cargo for varying amounts of credits. The gunpowder for the deck guns can also be acquired this way.<br>Deck guns do have one exception, if the research has been done it is possible to print new types of gunpowder and bullets using the munitions techfab.<br />
===Torpedoes and Missiles===<br />
Torpedoes and missiles, unfortunately, cannot be ordered fully assembled and must be built by your own oil-covered hands. You need multiple things from cargo - components, casings, and warheads. Standard and armor piercing warheads can be ordered from cargo, but the other types must be researched by science before they can be made in the protolathe. Once you have all of these, turn on that conveyor belt and get this party started!<br />
<br />
These are the steps you need to construct a missile or torpedo:<br />
# Get a casing, either made from metal or ordered from cargo.<br />
# Add the propulsion system.<br />
# Wrench the propulsion into place.<br />
# Add the guidance system.<br />
# Screwdriver the guidance system in place.<br />
# Add the IFF card.<br />
# Screwdriver the card in place.<br />
# Add the warhead.<br />
# Wrench the warhead in place.<br />
# Wire it.<br />
# Wrench once more.<br />
# Weld it all together.<br />
There are a total of six different types of torpedoes you can make. Each serves a different purpose.<br />
* Standard torpedoes are your stock standard torps. They carry an explosive payload that does a fair amount of damage to ships and fighters alike. <br />
* Armor piercing torpedoes are able to do heavy damage to armored targets. Good against large ships. <br />
* Nuclear torpedoes are the most powerful of the explosive torpedoes. They deal devastating damage to anything they hit, but are slower and more expensive than the other torpedo types. Use them wisely, as you won't be able to make more until science researches them. <br />
* Decoy torpedoes don't carry an explosive payload, but can be used to distract an enemy's defensive weapons, giving you a clear shot for your more powerful weapons. <br />
* Freight torpedoes are essentially cargo pods. Load them up and fire them at another ship to deliver the goods. <br />
* Probes are torpedoes strapped with an array of scientific sensors. Firing one of these at an anomaly will generate research for science, and potentially unlock new technology nodes. Don't miss.<br />
Unfortunately it's only possible to construct one type of missile right now.<br />
* High-velocity missiles are the standard missile type, they explode upon making impact and do a moderate amount of damage. <br />
====Autonomous Missile Factory====<br />
[[File:TCMissileRoom.png|right|thumb|The missile factory on the [[Tycoon]]]]<br />
So you thought you had to wrench, weld and wire each missile individually? Of course not! The future is now! There's a quick and easy way to mass-produce missiles available right in the middle of your munitions bay: The factory line.<br />
<br />
The Missile factory consists of three key parts: the conveyor belts, which have usually been slowed down to accommodate for the working speed of the robots. Tool arms, which use specific tools on the casing and are colored grey, and red colored part arms that apply parts such as guidance computers to the missiles.<br />
The robot arms in the factory always apply their effect in the direction the red arrows on their frame are pointing, but can be loaded with parts from any direction. They also have no part holding limit, so you can fill them up with as many parts as you want. <br />
<br />
You can even extend the factory! The parts required for making factory machines can all be printed in the munilathe along with the conveyor belts after their research has been completed.<br />
==You're ready==<br />
It may be difficult to swallow all of the information you've read, but don't worry! You'll very rarely be working with all of these weapons at once as you have fellow Munitions Technicians at your side to pick up your slack. Above all, remember to have fun. With a bottle of spray paint, you can do all manner of things - name your torpedo tubes, draw funny faces near the PDC racks, and draw the borderline between the rest of the ship and the newly independent Munitia.<br />
==More Dakka==<br />
Is the ships just floating around in friendly space? Are all the guns loaded and you have nothing better to do? Or are those glorified laser pointers simply not enough? Fear not, because now you can even BUILD more guns! From the smallest PDC to the largest Railgun, you can outfit your ship with all the firepower.<br />
<br />
'''Disclaimer:''' You can't print new weapon circuit boards. This means that whatever weaponry you had roundstart, you are stuck with those. However, you can still move them.<br />
<br />
With that out of the way, here is a tip if you want to arm your ship:<br />
*Don't overestimate how much ammo you have. Because while making the ship into a giant sniper rifle with 20 NACs might be fun, cargo WILL swiftly run dry of credits trying to supply you with ammo. 30 PDCs WILL destroy all the Torpedoes launched at you, but the crew will easily go deaf from all the pom-pom-pom.<br />
**For this reason, giving the [[Master_At_Arms|Munitions budget card]] to cargo is highly recommended.<br />
Here is how you can construct ship weaponry:<br />
=== PDC loading rack ===<br />
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"<br />
!rowspan="2" style='background-color:#cce6ff;'|[[File:PDCrack.png]]<br>PDC loading rack<br />
! style='background-color:#99ccff; width:20%'|Requires to build<br />
! style='background-color:#99ccff'|How to build<br />
|-<br />
|[[File:Metal.png|Metal]]x5<br>[[File:CableCoils.png|Cable]]x4<br>[[File:Circuitboard.png|Point Defense Cannon circuit board]]Point Defense Cannon circuit board<br>[[File:Micro Manipulator.png|Micro-mainpulator]]x4<br>[[File:Capacitor.png|Capacitor]]x2<br>[[File:Matter bin.png|Matter bin]]x3<br>[[File:Wrench.png|Wrench]]<br>[[File:Screwdriver_tool.png|Screwdriver]]<br />
|style="vertical-align: top; padding: 10px;"|<br />
# Build and the PDC loading rack frame from '''5 metal'''<br />
# '''Put''' it on a wall<br />
# '''Wrench''' it on<br />
# '''Wire''' it<br />
# Add the '''Circuit board'''<br />
# Add '''4 micro-manipulators'''<br />
# Add '''2 capacitors'''<br />
# Add '''3 matter bins'''<br />
## You can do this using an RPED<br />
# Add the '''Firing electronics'''<br />
## The order of these 4 steps does not matter<br />
# '''Screwdriver''' it to finish the machine<br />
<br><br />
|-<br />
!colspan="3" style="background-color:#99ccff"|How to deconstruct<br />
|-<br />
!colspan="1" style='background-color:#99ccff; width:20%'|Tools<br />
|rowspan="2" colspan="3"|<br />
# '''Screw''' the maintenance panel out<br />
# '''Pry''' the parts out<br />
# '''Cut''' the wiring<br />
# '''Unwrench''' the frame<br />
# '''Lift it off''' the wall with your hands<br />
|-<br />
|colspan="1" style="text-align: center;"|<br />
[[File:Wrench.png|Wrench]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Crowbar.png|Crowbar]]<br>[[File:Wirecutters.png|Wirecutter]]<br />
|}<br />
=== Torpedo Tube ===<br />
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"<br />
!rowspan="2" style='background-color:#cce6ff;'|[[File:Torptube.png]]<br>Torpedo Tube<br />
! style='background-color:#99ccff; width:20%'|Requires to build<br />
! style='background-color:#99ccff'|How to build<br />
|-<br />
|[[File:Metal_r.png|Plasteel]]x4<br>[[File:Nanoglass.png|Nanocarbon glass]]x6<br>[[File:FiringBoard.png|Firing Electronics]]x1<br>[[File:Welder.png|Welding tool]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Wrench.png|Wrench]]<br><br />
|style="vertical-align: top; padding: 10px;"|<br />
# Build Torpedo Tube frame from 4 '''Plasteel Sheets'''<br />
# '''Wrench''' it into place<br />
# '''Weld''' it to the floor<br />
# Add the '''Nanocarbon glass''' for the barrel<br />
# '''Wrench''' the barrel in<br />
# '''Wire''' the frame<br />
# Add the '''Firing Electronics'''<br />
# '''Screw''' the electronics in<br />
# Add the '''Nanocarbon glass''' for the door<br />
# '''Wrench''' the door in place<br />
# '''Screw''' the maintenance hatch<br />
<br><br />
|-<br />
!colspan="3" style="background-color:#99ccff"|How to deconstruct<br />
|-<br />
!colspan="1" style='background-color:#99ccff; width:20%'|Tools<br />
|rowspan="2" colspan="3"|<br />
# '''Screw''' the maintenance panel out<br />
# '''Wrench''' the inner casing<br />
## Note: The weapon can now be lubricated<br />
# '''Pry''' the casing out<br />
# '''Unscrew''' the door frame<br />
# '''Wrench''' the door out<br />
# '''Pry''' the door out of the frame<br />
# '''Unscrew''' the electronics<br />
# '''Pry''' the electronics out of their place<br />
# '''Cut''' the wires away<br />
# '''Unbolt''' the barrel<br />
# '''Pry''' the barrel out<br />
# '''Unweld''' the frame from the floor<br />
# '''Unbolt''' the frame<br />
# '''Weld''' the frame apart<br />
|-<br />
|colspan="1" style="text-align: center;"|<br />
[[File:Wrench.png|Wrench]]<br>[[File:Welder.png|Welding tool]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Crowbar.png|Crowbar]]<br>[[File:Wirecutters.png|Wirecutter]]<br />
|}<br />
=== VLS launch tube ===<br />
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"<br />
!rowspan="2" style='background-color:#cce6ff;'|[[File:AMS tube.png]]<br>VLS launch tube<br />
! style='background-color:#99ccff; width:20%'|Requires to build<br />
! style='background-color:#99ccff'|How to build<br />
|-<br />
|[[File:Metal.png|Metal]]x35<br>[[File:Titaniumdone.png|Titanium]]x20<br>[[File:Copperdone.png|Copper]]x20<br>[[File:CableCoils.png|Cable]]x10<br>[[File:Circuitboard.png|VLS launch tube board]]VLS launch tube board<br>[[File:Wrench.png|Wrench]]<br>[[File:Screwdriver_tool.png|Screwdriver]]<br />
|style="vertical-align: top; padding: 10px;"|<br />
# Build and wire a Machine Frame from '''5 metal'''<br />
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.<br />
# Add the '''Circuit board'''<br />
# Add '''20 titanium'''<br />
# Add '''30 metal'''<br />
# Add '''20 copper'''<br />
# Add '''10 cable'''<br />
# '''Screwdriver''' it to finish the machine<br />
<br><br />
|-<br />
!colspan="3" style="background-color:#99ccff"|How to deconstruct<br />
|-<br />
!colspan="1" style='background-color:#99ccff; width:20%'|Tools<br />
|rowspan="2" colspan="3"|<br />
# '''Screw''' the maintenance panel out<br />
# '''Wrench''' the inner casing<br />
# '''Pry''' the casing out<br />
|-<br />
|colspan="1" style="text-align: center;"|<br />
[[File:Wrench.png|Wrench]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Crowbar.png|Crowbar]]<br><br />
|}<br />
=== Naval Artillery ===<br />
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"<br />
!rowspan="2" style='background-color:#cce6ff;'|[[File:Deck gun.png]]<br>[[File:Deck gun building.png|160px|A possible arrangement of the Deck Gun's part, with the individual parts highlighted for you]]<br>Naval Artillery<br />
! style='background-color:#99ccff; width:20%'|Requires to build<br />
! style='background-color:#99ccff'|How to build<br />
|-<br />
|[[File:Titaniumdone.png|Titanium]]x120<br>[[File:Metal_r.png|Plasteel]]x22<br>[[File:Metal.png|Metal]]x35<br>[[File:Copperdone.png|Copper]]x50<br>[[File:Diamonddone.png|Diamond]]x5<br>[[File:Duranium.png|Duranium]]x1<br>[[File:CableCoils.png|Cable]]x34<br>[[File:FiringBoard.png|Firing Electronics]]x1<br>[[File:Circuitboard.png|Deck gun core board]]Deck gun core board<br>[[File:Circuitboard.png|Deck gun payload gate board]]Deck gun payload gate board<br>[[File:Circuitboard.png|Deck gun powder gate board]]Deck gun powder gate board<br>[[File:Circuitboard.png|Deck gun auto elevator board]]Deck gun auto elevator board<br>[[File:Circuitboard.png|Deck gun loading computer board]]Deck loading computer board<br>[[File:Igniter.png|Igniter]]x1<br>[[File:Welder.png|Welding tool]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Wrench.png|Wrench]]<br><br />
|style="vertical-align: top; padding: 10px;"|<br />
# Designate a '''3 x 3''' space with a '''free tile on the floor above it''' for your gun<br />
==== Building the indoors, multitile part ====<br />
# Build and wire a Machine Frame from '''5 metal''' in the middle for your Core<br />
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.<br />
# Build and wire ''at least three'' Machine Frames and a Computer frame from '''20 metal''' around your Core, these will be the other parts of your Deck Gun<br />
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.<br />
## Note: Which machine frame will become which machine does not matter, only that they are next to the core<br />
# Add the '''Deck gun core board''' to the machine frame in the ''middle''<br />
## Marked on the picture with ''Red''<br />
# Add '''20 titanium''' and '''5 cable'''<br />
# '''Screwdriver''' to finish the core<br />
# Add the '''Deck gun payload gate board'''<br />
## Marked on the picture with ''Blue''<br />
# Add '''40 titanium''', '''10 cable''' and '''10 copper'''<br />
# Add a '''Railgun rail'''<br />
## Note: Can be made from 1 duranium<br />
# Add the '''Loading tray'''<br />
## Note: It's made from 10 metal<br />
# '''Screwdriver''' to finish the payload gate<br />
# Add the '''Deck gun powder gate board'''<br />
## Marked on the picture with ''Purple''<br />
## Building more of these machines does not increase the number of gunpowder that can be inserted, as you can insert multiple from just one gate<br />
# Add '''20 titanium''', '''5 cable''' and '''20 copper'''<br />
# '''Screwdriver''' to finish the gate<br />
# Add the '''Deck gun auto elevator board'''<br />
## Marked on the picture with ''Yellow''<br />
# Add '''40 titanium''', '''10 cable''', '''20 copper''' and '''5 diamonds'''<br />
# '''Screwdriver''' to finish the elevator<br />
# Build a '''chair''' from any material<br />
## Marked on the picture with ''White''<br />
## ANY chair will do<br />
# Add the '''Deck gun loading computer board''' to the Computer frame<br />
## Marked on the picture with ''Green''<br />
# Finish the construction '''[[Guide_to_construction#Computers|like usual]]'''<br />
# If all machines are done, hit the Core with a '''Multitool''' to have it scan for nearby machines<br />
==== Building the outdoors part ====<br />
# Go to the deck '''above you''', on the '''same spot as your Core'''<br />
## Use a GPS<br />
# Build a Deck gun frame from '''20 plasteel'''<br />
# '''Wrench''' it to the ground<br />
# '''Weld''' it down<br />
# Add the '''firing electronics'''<br />
# '''Screw''' the electronics in<br />
# Add an '''Igniter'''<br />
## Alternatively, you can add a ''Triple Barrel Upgrade'' (currently Admin only)<br />
## ''Screw'' the upgrade in<br />
## Add 3 ''igniters''<br />
# '''Screw''' the Igniters in<br />
# '''Wire''' the Igniters<br />
# '''Weld''' the wiring down<br />
# Add 2 '''plasteel'''<br />
# Add a '''MAC barrel'''<br />
## Can be made from 1 duranium<br />
## In case the gun was upgraded, add ''3 of these''<br />
# '''Weld''' the barrels down<br />
# Add the '''Loading tray'''<br />
##Note: It's made from 10 metal<br />
<br><br />
|-<br />
!colspan="3" style="background-color:#99ccff"|How to deconstruct<br />
|-<br />
!colspan="1" style='background-color:#99ccff; width:20%'|Tools<br />
|rowspan="2" colspan="3"|<br />
The frame can be deconstructed this way:<br />
# '''Screw''' the maintenance panel out<br />
## If you examine the gun, there will be a button labeled "Force Eject Shell". Be warned, this will '''fire the shell'''.<br />
# '''Wrench''' the inner casing<br />
# '''Pry''' the loading tray out<br />
# '''Unweld''' the barrel<br />
# '''Pry''' the barrel out<br />
# '''Unweld''' the inner plasteel casing<br />
# '''Unweld''' the wiring<br />
# '''Cut''' the wiring out<br />
# '''Unscrew''' the igniters<br />
# '''Remove''' the igniters by hand<br />
## If it was upgraded with a ''Tripple Barrel'' upgrade, you need to ''Unscrew'' it<br />
## Then ''Pry'' it out<br />
# '''Unscrew''' the firing electronics<br />
# '''Pry''' the electronics out<br />
# '''Unweld''' the frame from the floor<br />
# '''Unbolt''' the frame from the floor<br />
# '''Cut''' the frame apart with a welder<br />
The machines can be deconstructed this way:<br />
# '''Screw''' the maintenance panel out<br />
# Remove the components and the circuit board with a '''crowbar'''<br />
# '''Cut''' the wires out<br />
# '''Unwrench''' the frame from the ground<br />
# Dissasemble the frame with a '''screwdriver'''<br />
|-<br />
|colspan="1" style="text-align: center;"|<br />
[[File:Wrench.png|Wrench]]<br>[[File:Welder.png|Welding tool]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Crowbar.png|Crowbar]]<br>[[File:Wirecutters.png|Wirecutter]]<br />
|}<br />
<br />
As said before, this is advanced stuff, usually you don't need to build new guns, and it's one hell of a job to try and keep them all loaded. But it does take up the downtime that you otherwise would have spent in the bar, and some <s> weird </s> people might find it fun.<br />
<br />
<font size=1>*Nanotrasen brand gunpowder is not suitable for use in hot or burning environments, keep away from children with lighters.</font><br />
[[Category:Guides]]</div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=Security_items&diff=33148Security items2021-08-27T12:43:52Z<p>Grabowski: Adds the NSV specific guns + its not a station</p>
<hr />
<div>==Non-Lethal Weapons==<br />
{{anchor|Flash}}<br />
{{Item<br />
|bgcolor1 = #ffcccc<br />
|bgcolor2 = #ff9999<br />
|name = Flash<br />
|image = Flash.gif<br />
|foundin = Lockers at [[Security Office]] and [[Security Posts]], [[Chief Engineer's Office]], [[Robotics]], [[Bridge]], [[Tech Storage]]<br />
|usedfor = Subjugating criminals. <br />
|strategy = Use it on the criminal (make sure he doesn't have protective eyewear) or activate it in your hand.<br />
|description = A versatile tool! Flashes are small devices capable of producing an extremely bright light that is capable of blinding and stunning someone for as long as a baton if they are immediately adjacent to you. This light will overcome visual senses, causing them to fall like a little bitch, allowing plenty of time to <strike>beat them to death</strike> handcuff them. This is an acceptable alternative to a [[#Stun Baton|Stun Baton]] in a pinch, but is not recommended as an alternative due to it not working against anybody wearing protective eye coverings such as [[welding helmet]]s or [[Sunglasses]]. On the downside, overexposure can cause blindness, and the flash's bulb is prone to burning out after repeated usage. <br />
<br />
Handheld flashes are effective at stunning [[Cyborg|Cyborgs]], and are one of the few ways of stunning them. Carry it in your pocket or security belt.<br />
<br />
Some [[Game_Modes#Revolution|revolutionary]] leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear.<br />
<br />
'''Damage''' = N/A<br />
}}<br />
<br />
<br />
{{anchor|Telescopic Baton}}{{anchor|Telebaton}}<br />
{{Item<br />
|bgcolor1 = #ffcccc<br />
|bgcolor2 = #ff9999<br />
|name = Telescopic Baton<br />
|image = Telescopic Baton.png<br />
|foundin = Heads' backpacks<br />
|usedfor = Subjugating your staff when they feel like not taking orders. <br />
|strategy = Apply it in your hand to extend it, apply to person. <br />
|description = A.K.A. Telebaton. A compact yet robust personal defense weapon. Can be concealed when folded. Every Head gets one. When not on harm intent it causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]] and 45 [[Health#Stamina|stamina]] damage, which means it will stam-[[Status_Effects#Paralyze|paralyze]] someone with 3 hits. Has a 4 second cooldown between non-harm hits. <br />
<br />
'''Damage''' = 10 brute damage on harm intent.<br />
}}<br />
{{anchor|Police Baton}}{{anchor|Classic Baton}}<br />
{{Item<br />
|bgcolor1 = #ffcccc<br />
|bgcolor2 = #ff9999<br />
|name = Police Baton<br />
|image = Classic_baton.png<br />
|foundin = Detective gets one<br />
|usedfor = Subjugating criminals. <br />
|strategy = Apply to a person. <br />
|description = Works the same as a [[#Telebaton|telebaton]], except it's always extended. When not on harm intent it causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]] and 45 [[Health#Stamina|stamina]] damage, which means it will stam-[[Status_Effects#Paralyze|paralyze]] someone with 3 hits. Has a 4 second cooldown between non-harm hits. <br />
<br />
'''Damage''' = 12 brute damage on harm intent.<br />
}}<br />
<br />
<br />
{{anchor|Stun Baton}}<br />
{{Item<br />
|bgcolor1 = #ffcccc<br />
|bgcolor2 = #ff9999<br />
|name = Stun Baton<br />
|image = StunBaton.gif<br />
|foundin = Lockers at [[Security Office]], spawns in security officers' backpacks<br />
|usedfor = Subjugating criminals. <br />
|strategy = Use it on the criminal. <br />
|description = Your primary melee weapon. Standard Protocol is to wear it on your BELT or your actual Security Belt. Do not run around with your weapon brandished as you will be slipped and killed by the clown. <br />
<br />
Stun batons have two modes: [[security|on]] and [[shitcurity|off]]. While on, hitting someone with it will result in 50 instant stamina damage, and then a 5 second [[Status_Effects#Knockdown|knockdown]] 2 seconds after the hit. Has a 2.5 second cooldown between [[Status_Effects#Knockdown|knockdown]] hits. Harm intent will cause you to also smash the victim, bruising the target. You'll generally be using it on a non-harm intent. Excessive use is discouraged among [[beyond the impossible|forward-thinking and sympathetic]] security forces. Recharged in a [[Security_items#Recharger|recharger]]. The [[Status_Effects#Knockdown|knockdown]] can be mitigated with [[Guide_to_chemistry#Pump-Up|Pump-Up]] and other chems. <br />
<br />
<br/><br />
'''Damage''' = 10 brute damage on harm intent.<br />
}}<br />
{{anchor|Glock}}<br />
<br />
{{Item<br />
|bgcolor1 = #ffcccc<br />
|bgcolor2 = #ff9999<br />
|name = Glock-13 <br />
|image = Secglock.png<br />
|foundin = On Security Officers, armory, ordered from Cargo<br />
|usedfor = Non-lethally subduing criminals. <br />
|strategy = Shoot people with it. <br />
|description = This is the primary law enforcement weapon of Security Officers. It comes loaded with rubber bullets, but you can acquire lethals as well from an Autolathe. Rubber bullets deal stamina damage. Dealing over 100 stamina damage to a chest or head puts the target into "stamina-crit" which paralyzes for a long time. It takes 3 shots to paralyze someone. You can also target individual limbs (arms and legs) to paralyze those with 2 shots. Paralyzing both legs will make the target unable to stand, even if stun immune. The Captain, the HoS and the XO also receive one of these, with a special paint-job. <br />
}}<br />
<br />
{{anchor|Disabler}}<br />
{{Item<br />
|bgcolor1 = #ffcccc<br />
|bgcolor2 = #ff9999<br />
|name = Disabler <br />
|image = ModernDisabler.png<br />
|foundin = SGV Aetherwhisp's armory, disabler crate<br />
|usedfor = Disabling organics. <br />
|strategy = Shoot people with it. <br />
|description = This modern law enforcement weapon is mainly found on SolGov ships, but it can be acquired from cargo as well. It fires disabler beams, which deal stamina damage, like the Glock's rubber bullets. However, these beams pass through windows and grilles. The disabler is also easier to reload, as it only needs energy.<br />
}}<br />
{{anchor|Flashbang}}<br />
{{Item<br />
|bgcolor1 = #ffcccc<br />
|bgcolor2 = #ff9999<br />
|name = Flashbang<br />
|image = Flashbang.gif<br />
|foundin = Inside lockers at [[Security Office]] and [[Security Posts]], a full box at [[Armory]] [[File:Flashbangbox.png]]<br />
|usedfor = Subjugating many criminals at once. <br />
|strategy = Trigger it and throw it at a criminal mob. <br />
|description = This is an advanced piece of equipment because it is so difficult to use. It's distributed by SecTech vendors and the Warden, and can also be found in security lockers. In rooms where multiple and/or armed personnel are expected, you may use a flashbang to "breach" the room. Select it, press the button, and throw it immediately. It will blind everyone nearby for a short period of time and deafen them for a longer period of time. If all goes well, they will be on the ground, having dropped their weapons, and awaiting your handcuffs.<br />
<br />
<br />
Flashbangs will [[Status_Effects#Paralyze|paralyze]] people within range for 20 seconds, unless they've protected their eyes and ears. Security usually wear HUD-sunglasses and bowman headsets, allowing them to throw flashbangs safely. Security helmets themselves protect against the bang part, but not the flash. Ghetto alternatives can be normal sunglasses/welding equipment and earmuffs. Partial protection may reduce the [[Status_Effects#Paralyze|paralyze]] time. Flashbangs detonated on the same tile as you will fully [[Status_Effects#Paralyze|paralyze]] you even if you are wearing full flashbang protection. If you are 1 tile away from the detonation and wearing protection, it will [[Status_Effects#Paralyze|paralyze]] for only 3 seconds. <br />
<br />
<br />
Also note that the flashbang will disable [[cyborg|cyborgs]] for a few seconds. Use this to subdue a borg from a safe distance. For the best results, 'cook' the flashbang for a few seconds in your hand to give them less time to react (although this will stun you horribly if it goes off while you're holding it).<br />
<br />
'''Damage''' = N/A<br />
}}<br />
{{anchor|Pepperspray}}<br />
{{Item<br />
|bgcolor1 = #ffcccc<br />
|bgcolor2 = #ff9999<br />
|name = Pepperspray<br />
|image = Pepperspray.png<br />
|foundin = Inside lockers at [[Security Office]] and [[Security Posts]]<br />
|usedfor = Subjugating a criminal. <br />
|strategy = Shoot it at the criminal. <br />
|description = Manufactured by UhangInc, used to down an opponent quickly. Can store 8 sprays inside it. Remember to set the Pepper Spray to use 5 units to get the most out of it, using it at 5 units will have it cover up to four tiles and take down anyone not wearing eye protection. Best used in a narrow corridor, like the HOP line, where it can knock over several people at once.<br />
<br />
Can be filled at [[File:Pepper_Spray_Refiller.png]] Pepper Spray Refillers located in walls at Security Office and Security Posts. You can also fill it with other chemicals, like welding fuel, should you be able to find a use for that. <br />
<br />
'''Damage''' = N/A <br />
}}<br />
{{anchor|Handcuffs}}<br />
{{Item<br />
|bgcolor1 = #ffcccc<br />
|bgcolor2 = #ff9999<br />
|name = Handcuffs<br />
|image = Handcuffs.png<br />
|foundin = [[Security Office]], full box at [[Armory]] [[File:Handcuffsbox.png]]<br />
|usedfor = Apprehending the criminal. <br />
|strategy = Apply it to a criminal. <br />
|description = Throw a pair in your pocket; more can be dispensed from the SecTech vendors. It prevents [[Assistant|criminals]] from holding items, opening doors, and generally locks them behind whatever room they're in. If the [[Mime|victim]] were to be dragged or grabbed in any way, they will be unable to move. Be careful not to bump into anybody else while transporting the [[Captain|criminal]], as this may loosen the prisoner from your grip allowing him to run free. A [[Syndicate_Items#Freedom Implant|freedom implant]] or resourceful [[changeling]] can remove cuffs instantly, but everyone else has to struggle with them for two or more minutes in a private area to get them off without outside help. Remember, you cannot open airlocks while cuffed. So if you are handcuffed in space without proper gear, you will most likely die. Can be combined with orange prison [[shoes]] to make foot shackles, which force a person to always walk.<br />
}}<br />
{{anchor|Ion Rifle}}<br />
{{Item<br />
|bgcolor1 = #ffcccc<br />
|bgcolor2 = #ff9999<br />
|name = Ion Rifle <br />
|image = Ionrifle.png<br />
|foundin = Armory<br />
|usedfor = Disabling borgs and mechs. <br />
|strategy = Shoot silicon machines with it. <br />
|description = Large and unwieldy, great for dealing with mechs. Cyborgs are weak to it: EMPing cyborgs totally immobilizes them and leaves you free to robust them to your heart's content. EMP will cause machinery (air/fire alarms, airlocks, et cetera) to malfunction.<br />
}}<br />
{{anchor|Temperature Gun}}<br />
{{Item<br />
|bgcolor1 = #ffcccc<br />
|bgcolor2 = #ff9999<br />
|name = Temperature Gun<br />
|image = Tempgun.png<br />
|foundin = Armory, Security Protolathe.<br />
|usedfor = Combat.<br />
|strategy = Detaining traitors with energy swords/shields, slime removal/healing.<br />
|description = This gun can heat up or cool down targets, although it won't reach really dangerous levels unless you cool down someone in a hardsuit.<br> This weapon is deceptively strong since the projectiles aren't blocked by eswords/eshields and can slow people down to a crawl.<br> Slimes die to it in two to three hits, or you can heal them with heat setting.<br />
}}<br />
{{anchor|Hybrid Taser}}<br />
{{Item<br />
|bgcolor1 = #ffcccc<br />
|bgcolor2 = #ff9999<br />
|name = Hybrid Taser<br />
|image = Hybrid_taser.gif<br />
|foundin = Admin spawned <br />
|usedfor = Subjugating criminals. <br />
|strategy = Shoot it at the target. <br />
|description = This used to be the primary law enforcement weapon, but is now only spawnable by admins. It has two modes of use; Tase OR Disable. In taser mode (Yellow) it will fire an incandescent ball of energy at low velocity. The projectile is stopped by windows, grilles, walls, simple distance, and various other obstructions. When the shot hits its target, it will cause temporary paralysis and slur speech to near illegibility. The range of the taser shot is also limited. In Disabler mode (Light Blue) it will fire a blue disabler beam that deals stamina-damage, slowing down the prep and making them fall after three shots. The disabler beam is NOT stopped by windows and grilles and its range is unlimited. Melee use of this weapon is inappropriate except for the most extreme cases [[Space_law#Major_Crimes|(see space law section Dangerous Criminals)]]. <br />
<br />
'''Damage''' = 10 brute damage when hit on melee.<br />
}}<br />
{{anchor|DRAGnet}}<br />
{{Item<br />
|bgcolor1 = #ffcccc<br />
|bgcolor2 = #ff9999<br />
|name = DRAGnet <br />
|image = DRAGnet.png<br />
|foundin = Armory<br />
|usedfor = Slowing and teleporting people. <br />
|strategy = Shoot people with it. <br />
|description = The "Dynamic Rapid-Apprehension of the Guilty" net is a revolution in law enforcement technology. It has two settings: One (snare) which places energy snares, which act like bear traps without the damage, and another (netting) that shoots shotgun-like bursts of projectiles which deal heavy [[Health#Stamina|stamina]] damage and place "nets" when they hit a person. About 4 seconds after appearing, these "nets" will teleport any mob standing on top of them, to whichever location any existing "teleporter control console" is set to (with some variation). The teleporter control console target must both be set AND the "teleporter station" must have been clicked to "engage" the teleporter, for it to count. Calibration is not required. <br><br>To ensure that criminals are teleported into their cells, dont forget to print a DropNet at the Security Techfab, and put it in the cell.<br />
}}<br />
==Lethal Weapons==<br />
{{anchor|Auto Rifle}}<br />
{{Item<br />
|bgcolor1 = #ffcccc<br />
|bgcolor2 = #ff9999<br />
|name = WT-550 Autorifle<br />
|image = Autorifle.png<br />
|foundin = [[Armory]], [[Cargo]]<br />
|usedfor = Eliminating threats. <br />
|strategy = Fire at the target. <br />
|description = The most popular lethal firearm utilised by Security. The rifle holds 20 rounds per magazine, can be reloaded in the field with a multitude of different ammo and can bypass some energy weapon defenses such as Energy Shields and, to a degree, Energy Swords. However the ammo needs to be researched and the weapon lacks any stunning capability and cannot bypass glass.<br />
<br />
The choice to distribute this weapon is usually in the hands of the [[Head of Security]] or the [[Warden]], but it is not rare to see it in Security's (or even in some boarding troppers') hands.<br />
<br />
'''Damage''' = 20 brute on shot, 10 damage on melee<br />
}}<br />
{{anchor|M1911}}<br />
<br />
{{Item<br />
|bgcolor1 = #ffcccc<br />
|bgcolor2 = #ff9999<br />
|name = M1911 handgun<br />
|image = M1911.png<br />
|foundin = [[Armory]], [[Cargo]]<br />
|usedfor = Eliminating threats. <br />
|strategy = Fire at the target. <br />
|description = The single most popular handgun used by Security Forces. It can hold 8 bullets, each dealing 30 damage. it is often found in the hands of Security Officers, being handed out as a small but powerful sidearm, in case of a [[Traitor|suspected internal threat]].<br />
<br />
'''Damage''' = 30 brute on shot<br />
}}<br />
<br />
{{anchor|M2A45}}<br />
<br />
{{Item<br />
|bgcolor1 = #ffcccc<br />
|bgcolor2 = #ff9999<br />
|name = M2A45 pulse rifle<br />
|image = M2A45_pulse_rifle.png<br />
|foundin = [[Armory]], [[Cargo]]<br />
|usedfor = Eliminating threats. <br />
|strategy = Fire at the target. <br />
|description = An advanced weapon designed by NT, utilising Magnetic Acceleration to fire bullets. This allows it to fire bullets in three round bursts, however, these bullets are weaker then normal. Can be loaded with either lethal or non-lethal ammo.<br />
<br />
'''Damage''' = 10 brute on shot with lethal ammo<br />
}}<br />
<br />
{{anchor|Assault Rifle}}<br />
<br />
{{Item<br />
|bgcolor1 = #ffcccc<br />
|bgcolor2 = #ff9999<br />
|name = M4A-16A1 Assault Rifle<br />
|image = Assault_rifle.png<br />
|foundin = In the hands of boarding units, [[Armory]], [[Cargo]]<br />
|usedfor = Eliminating threats. <br />
|strategy = Fire at the target. <br />
|description = A powerful rifle, capable of holding 30 bullets and full-auto fire. Usually found in high numbers in the [[Armory]]. It comes loaded with ''Boarding Firing pins'', which only work off-ship, unless toggled by the HoS.<br />
<br />
Because of it's high numbers roundstart and it's firing pin, it is often handed out to Boarding Crews.<br />
<br />
'''Damage''' = 35 brute on shot<br />
}}<br />
<br />
{{anchor|SMG}}<br />
<br />
{{Item<br />
|bgcolor1 = #ffcccc<br />
|bgcolor2 = #ff9999<br />
|name = MP-16A4 'Peacemaker' Military Police SMG<br />
|image = MP_SMG.png<br />
|foundin = [[Armory]], [[Cargo]]<br />
|usedfor = Eliminating threats. <br />
|strategy = Fire at the target. <br />
|description = A compact SMG utilised by Security forces. It can hold 20 rounds, and can fire full-auto. Found in high-numbers in the Armory, it can be handed out to the crew in case of [[Nuclear Operative|hostile]] [[Boarders|boarding crews]] coming aboard.<br />
<br />
'''Damage''' = 20 brute on shot<br />
}}<br />
<br />
{{anchor|Laser Gun}}<br />
<br />
{{Item<br />
|bgcolor1 = #ffcccc<br />
|bgcolor2 = #ff9999<br />
|name = Laser Gun<br />
|image = Laser_gun.png<br />
|foundin = Ordered in Cargo<br />
|usedfor = Eliminating threats. <br />
|strategy = Fire at the target. <br />
|description = Ordered from Cargo, this is essentially an [[Energy Gun]] that lacks a disabler mode. The laser gun, unsurprisingly, shoots lasers, which deal a great deal of [[Guide to medicine#Burns|burning damage]]. The lasers will travel through grilles and glass of all sorts. Laser guns have slightly more rounds to fire than e-guns and can be recharged. Usually distributed along with [[Riot Shields]] in extreme cases. Can be ordered by the [[quartermaster]]s in a secure weapons crate, which itself can only be opened by a [[security]] officer or military head of staff. <br />
<br />
In the event of a [[Blob|massive biological outbreak]], security staff usually freely distribute laser weapons to the crew, as they are effective against the blob and lack stun capabilities.<br />
<br />
'''Damage''' = 10 brute on melee and 20 burn on shot.<br />
}}<br />
<br />
{{anchor|Energy Gun}}<br />
<br />
{{Item<br />
|bgcolor1 = #ffcccc<br />
|bgcolor2 = #ff9999<br />
|name = Energy Gun<br />
|image = [[File:Energy_Gun.gif|64px]]<br />
|OverrideImage = true<br />
|foundin = Ordered from Cargo<br />
|usedfor = Subjugating criminals and/or eliminating threats. <br />
|strategy = Toggle the mode you want and fire at the target. <br />
|description = This state of the art weapon combines the function of a Disabler and a [[laser gun]] in one. Clicking the weapon while it's held alternates between a disabling shot and a burning laser: blue for stun, red for kill. E-guns can be ordered in a secure [[Supply crates|crate]] by the [[quartermaster]]. <br />
<br />
'''Damage''' = 10 brute on melee and 20 burn on shot if turned to the "kill" setting.<br />
}}<br />
<br />
{{anchor|Multiphase Energy Gun}}<br />
<br />
{{Item<br />
|bgcolor1 = #ffcccc<br />
|bgcolor2 = #ff9999<br />
|name = X-01 MultiPhase Energy Gun (aka head of security's personal laser gun)<br />
|image = [[File:Multiphase_gun_stun.gif|64px]]<br />
|OverrideImage = true<br />
|foundin = Adminbus<br />
|usedfor = Subjugating criminals and/or eliminating threats. <br />
|strategy = Toggle the mode you want and fire at the target. <br />
|description = Used to be the unique weapon held only by the [[Head of Security]], now only acquired by Adminbus. Functions essentially as a more advanced energy gun, capable of firing in disable, ion, and lethal laser modes. This is a [[High-risk_items#Hos_laser|high-risk item]] and is often a theft objective for [[Traitor|traitors]] (head of security's personal laser gun). <br />
}}<br />
<br />
{{anchor|Riot Shotgun}}<br />
{{Item<br />
|bgcolor1 = #ffcccc<br />
|bgcolor2 = #ff9999<br />
|name = Riot Shotgun<br />
|image = Riot_shotgun.png<br />
|foundin = [[Armory]], cargo<br />
|usedfor = Stunning/Eliminating threats. <br />
|strategy = Fire at the target. <br />
|description = Security issued shotgun, can hold up to six shells at a time and comes preloaded with rubber shot rounds for non-lethal take downs. Useful against opponents with energy weapon protection or against large crowds of enemies. Can be sawed off with any form of saw to allow the Shotgun to fit in a backpack, your belt slot, or holstered in your armor.<br />
}}<br />
{{anchor|Compact Combat Shotgun}}<br />
{{Item<br />
|bgcolor1 = #ffcccc<br />
|bgcolor2 = #ff9999<br />
|name = Compact Combat Shotgun<br />
|image = Short_combatshotgun.png<br />
|foundin = [[Warden]]'s Locker<br />
|usedfor = Eliminating threats. <br />
|strategy = Fire at the target. <br />
|description = Unique shotgun that only the [[Warden]] has access to. A semi-automatic shotgun that only holds 4 rounds, but can be holstered in armor. Still a bulky item, so it can't fit in backpacks, but it's much easier to carry around than a Combat Shotgun. <br />
<br />
Generally superior to the Riot Shotgun, but holds less ammo, lacks the ability to be sawed off, and thus cannot fit inside a backpack.<br />
}}<br />
{{anchor|Combat Shotgun}}<br />
{{Item<br />
|bgcolor1 = #ffcccc<br />
|bgcolor2 = #ff9999<br />
|name = Combat Shotgun<br />
|image = combatshotgun.png<br />
|foundin = Cargo<br />
|usedfor = Eliminating threats. <br />
|strategy = Fire at the target. <br />
|description = This semi-automatic shotgun holds 6 rounds, and fires without needing to be cocked after every shot. When combined with the right ammunition, this weapon becomes one of the most powerful in the game. However, it's a huge item and it cannot be sawed off, so the only place it will fit is in your hand or on your back.<br />
<br />
}}<br />
===Ammunition===<br />
{{anchor|WT-550 Standard Magazine}}<br />
{{Item<br />
|bgcolor1 = #cccccc<br />
|bgcolor2 = #cccccc<br />
|name = WT-550 Standard Magazine<br />
|image = 46x30ammo.png<br />
|foundin = Security Protolathe, ordered from Cargo.<br />
|usedfor = Loading a WT-550 Auto Rifle.<br />
|strategy = Lock and load.<br />
|description = A 20-round 4.6x30mm magazine for use in the WT-550 automatic rifle. Fires standard ball ammunition, dealing 20 damage per hit. Easy and cheap to produce.<br />
}}<br />
{{anchor|WT-550 Armour Piercing Magazine}}<br />
{{Item<br />
|bgcolor1 = #cccccc<br />
|bgcolor2 = #cccccc<br />
|name = WT-550 Armour Piercing Magazine<br />
|image = 4.6mmAP.png<br />
|foundin = Security Protolathe<br />
|usedfor = Loading a WT-550 Auto Rifle.<br />
|strategy = Lock and load.<br />
|description = A 20-round 4.6x30mm AP magazine for use in the WT-550 automatic rifle. Fires armor piercing bullets that can tear through armor, but at the cost of dealing less damage per bullet.<br />
}}<br />
{{anchor|WT-550 Toxin Tipped Magazine}}<br />
{{Item<br />
|bgcolor1 = #cccccc<br />
|bgcolor2 = #cccccc<br />
|name = WT-550 Toxin Tipped Magazine<br />
|image = 4.6mmTX.png<br />
|foundin = Security Protolathe<br />
|usedfor = Loading a WT-550 Auto Rifle.<br />
|strategy = Lock and load.<br />
|description = A 20-round 4.6x30mm TX magazine for use in the WT-550 automatic rifle. Fires uranium tipped ammunition, dealing 15 toxin damage per hit. <br />
}}<br />
{{anchor|WT-550 Incendiary Magazine}}<br />
{{Item<br />
|bgcolor1 = #cccccc<br />
|bgcolor2 = #cccccc<br />
|name = WT-550 Incendiary Magazine<br />
|image = 4.6mmIC.png<br />
|foundin = Security Protolathe<br />
|usedfor = Loading a WT-550 Auto Rifle.<br />
|strategy = Lock and load.<br />
|description = A 20-round 4.6x30mm IC magazine for use in the WT-550 automatic rifle. Fires unique ammo that deals five damage per bullet, but each bullet contains a compound that ignites the target aflame. <br />
}}<br />
==RnD Gear==<br />
See the [[Research_items#Weapons|Research Items]] page.<br />
<br />
<br />
==Armor for Protection==<br />
{{anchor|Helmet}}<br />
{{Item<br />
|bgcolor1 = #f2dca6<br />
|bgcolor2 = #d9c695<br />
|name = [[Helmet]]<br />
|image = Helmet.png<br />
|foundin = Lockers at [[Security Office]] and [[Security Posts]]<br />
|usedfor = General defence. <br />
|strategy = Wear it to mitigate some damage from attacks.<br />
|description = Standard issue security Helmet issued to all [[Security Officer|Security Officers]]. This provides a modest amount of protection against most forms of attack, and as such is generally recommended you wear it when on duty. Protects your ears from flashbangs.<br />
}}<br />
<br />
<br />
{{anchor|HUDSunglasses}}<br />
{{Item<br />
|bgcolor1 = #f2dca6<br />
|bgcolor2 = #f2dca6<br />
|name = [[HUDSunglasses]]<br />
|image = Hudsunglasses.png<br />
|foundin = Lockers at [[Security Office]] and [[Security Posts]]<br />
|usedfor = Information. <br />
|strategy = Wear it to identify arrest targets easier. <br />
|description = Stylish sunglasses that provide a heads up display for the user. This HUD provides a suite of options to the user to assist in law enforcement. The glasses will identify the current occupation of anyone in the user's line of sight, or at least the occupation their ID card is displaying. It will signal if someone has been implanted with a [[#Mindshield Implant|Mindshield Implant]]. It'll inform the user if someone has been set to a arrest condition. In addition the glasses act as defense against flash based weapons like [[Flashes|Flash]] or [[Flashbangs|Flashbang]].<br />
<br />
Click [[HUD|here]] for an overview of what the symbols mean.<br />
<br />
Can also be used to set a visible target to arrest on the fly.<br />
}}<br />
<br />
<br />
{{anchor|Body Armor}}<br />
{{Item<br />
|bgcolor1 = #f2dca6<br />
|bgcolor2 = #f2dca6<br />
|name = [[Body Armor]]<br />
|image = Armor.png<br />
|foundin = Lockers at [[Security Office]] and [[Security Posts]], [[Head of Personnel]]s Locker<br />
|usedfor = General defence. <br />
|strategy = Wear it to mitigate some damage from attacks. <br />
|description = Standard issue security Body Armor, issued to all Security personnel and select ship personnel. Provides a moderate amount of protection, so it's recommended you wear it at all times.<br />
}}<br />
<br />
<br />
{{anchor|Riot Helmet}}<br />
{{Item<br />
|bgcolor1 = #f2dca6<br />
|bgcolor2 = #f2dca6<br />
|name = [[Riot Helmet]]<br />
|image = Riothelm.png<br />
|foundin = [[Armory]]<br />
|usedfor = Melee defence. <br />
|strategy = Wear it to mitigate melee attacks significantly. <br />
|description = Riot duty armor designed to be highly resistant to melee attacks. Features a flip down/up visor that further protects from attacks to the face and can stop certain entities that attack by latching onto a person's face.<br />
}}<br />
<br />
<br />
{{anchor|Riot Armor}}<br />
{{Item<br />
|bgcolor1 = #f2dca6<br />
|bgcolor2 = #f2dca6<br />
|name = [[Riot Armor]]<br />
|image = Swatarmor.png<br />
|foundin = [[Armory]]<br />
|usedfor = Melee defence. <br />
|strategy = Wear it to mitigate melee attacks significantly. <br />
|description = Riot duty armor designed to be highly resistant to melee attacks. Provides strong melee defence at the cost of little defence against anything else. <br />
}}<br />
<br />
<br />
{{anchor|Bulletproof Helmet}}<br />
{{Item<br />
|bgcolor1 = #f2dca6<br />
|bgcolor2 = #f2dca6<br />
|name = [[Bulletproof Vest|Bulletproof Helmet]]<br />
|image = Bulletproofhelm.png<br />
|foundin = [[Armory]]<br />
|usedfor = Ballistic and explosive defense. <br />
|strategy = Wear it to mitigate ballistic and explosive attacks significantly. <br />
|description = Special duty helmet usually worn by Security Officers during a crisis. Bulletproof Helmets provide excellent protection against ballistic attacks, and good protection against explosive attacks, but have only minor defense against other form of attacks.<br />
}}<br />
<br />
<br />
{{anchor|Bulletproof Vest}}<br />
{{Item<br />
|bgcolor1 = #f2dca6<br />
|bgcolor2 = #f2dca6<br />
|name = [[Bulletproof Vest]]<br />
|image = Bulletproofvest.png<br />
|foundin = [[Armory]]<br />
|usedfor = Ballistic and explosive defense. <br />
|strategy = Wear it to mitigate ballistic and explosive attacks significantly. <br />
|description = Special duty armor usually worn by Security Officers during a crisis. Bulletproof Armor provide excellent protection against ballistic attacks, and good protection against explosive attacks, but have only minor defense against other form of attacks.<br />
}}<br />
<br />
<br />
{{anchor|Ablative Vest}}<br />
{{Item<br />
|bgcolor1 = #f2dca6<br />
|bgcolor2 = #f2dca6<br />
|name = [[Ablative Vest]]<br />
|image = Ablative.png<br />
|foundin = [[Armory]]<br />
|usedfor = Laser and energy defence. <br />
|strategy = Wear it to mitigate laser and energy attacks significantly. <br />
|description = Unique armor vest designed to deflect and significantly reduce damage from energy based attacks. Provides very little defence against anything else.<br />
}}<br />
<br />
<br />
'''NOTE: For all above and below items, remember to LOCK the locker you took them from!'''<br />
==Other Items==<br />
{{anchor|Secway}}<br />
{{Item<br />
|bgcolor1 = #cce6ff<br />
|bgcolor2 = #99ccff<br />
|name = Secway<br />
|image = Secway.png<br />
|foundin = [[Armory]]<br />
|usedfor = Cruising. <br />
|strategy = Drag yourself on it with the key in hand. <br />
|description = Unique transportation vehicle available in the armoury. Can prove useful if you need to drive through a area with low pressure, have taken significant damage and need to move quickly, are wearing a bulky hardsuit or want to look like a tool.<br />
}}<br />
<br />
<br />
{{anchor|Seclite}}<br />
{{Item<br />
|bgcolor1 = #cce6ff<br />
|bgcolor2 = #99ccff<br />
|name = Seclite<br />
|image = Seclite.png<br />
|foundin = [[Security Officer]]'s backpack<br />
|usedfor = Seeing in the dark. <br />
|strategy = Switch it on to see better in darkness or use it for self-defense. <br />
|description = A robust flashlight used by security. Can also be mounted to energy guns and Hybrid Tasers.<br />
}}<br />
<br />
<br />
{{anchor|Security Gas Mask}}<br />
{{Item<br />
|bgcolor1 = #cce6ff<br />
|bgcolor2 = #99ccff<br />
|name = Security Gas Mask<br />
|image = Security_Gas_Mask.png<br />
|foundin = [[Armory]], [[Head of Security]]'s locker<br />
|usedfor = Internals, shout very loud at the criminals. <br />
|strategy = Put it on and use it like a regular mask for internals, use the HALT-feature in the upper left corner to shout at criminals. <br />
|description = A very useful piece of equipment for when you don't have time to politely ask someone to stop.<br />
<br />
[[Hacking#Security Gas Mask|Can be hacked]] if you like scaring the criminals. [[Emag]] it to make them shit their pants.<br />
}}<br />
<br />
<br />
{{anchor|Riot Shield}}<br />
{{Item<br />
|bgcolor1 = #cce6ff<br />
|bgcolor2 = #99ccff<br />
|name = Riot Shield<br />
|image = RiotS.png<br />
|foundin = [[Armory]], [[Head of Security]]'s locker<br />
|usedfor = To protect you from melee and ranged attacks. <br />
|strategy = Wield it and form a wall with your comrades. <br />
|description = These are held in a hand space and used to block close range weapons. They also have a percentage change to block ranged attacks. Makes you un-pushable.<br />
They make a fairly efficient weapon in terms of bludgeoning criminals, but it's suggested to pair this up with a stun baton or ranged weapon. Slamming your baton against this shield will create a threatening banging sound. <font size="3" color="white">When I play the maracas I go chick-chicky-boom, chick-chicky boom </font><br />
}}<br />
<br />
<br />
{{anchor|Tracking Implant}}<br />
{{Item<br />
|bgcolor1 = #cce6ff<br />
|bgcolor2 = #99ccff<br />
|name = Tracking Implant<br />
|image = Implant_Case.png<br />
|foundin = [[Armory]] in a Tracking Implant Kit [[File:Implantbox.png]]<br />
|usedfor = Tracking suspects, and making it possible to teleport straight up to the implanted person. <br />
|strategy = Take the implanter, load it with an implant and use the implanter on a person. <br />
|description = When used on someone, it will implant a tracking beacon under the skin of that person's chest. The Prisoner Management Console can be used to check the implanted person's location and even send messages into their mind. Use a bluespace locator to track implanted targets. Locators can be printed from the security techfab after research. Use a [[High-risk_items#Hand_teleporter|Hand Teleporter]] or [[Teleporter]] to teleport directly to the target. It does not cause people to be gibbed when teleported to. Disintegrates 10 minutes after the death of the host, unless revived. <br />
}}<br />
<br />
<br />
{{anchor|Chemical Implant}}<br />
{{Item<br />
|bgcolor1 = #cce6ff<br />
|bgcolor2 = #99ccff<br />
|name = Chemical Implant<br />
|image = Implant_Case.png<br />
|foundin = [[Armory]] in a Chemical Implant Kit [[File:Implantbox.png]]<br />
|usedfor = Can be loaded with any sort of chemical agent via the common syringe and can hold 50 units. <br />
|strategy = Take the implanter, load it with an implant and use the implanter on a person. <br />
|description = When used on someone, it will put a chemical implant under the skin of that person's chest. Load the implant with up to 50 units of chemicals by injecting it with a filled syringe while it's still in its original case. You can then remotely inject the implanted chems with a Prisoner Management Console. The implant will last so long as the subject is alive. However, if the subject suffers from malnutrition, the implant may become unstable and either pre-maturely inject the subject or simply break. Disintegrates 10 minutes after the death of the host, unless revived. <br />
}}<br />
<br />
<br />
{{anchor|Mindshield Implant}}<br />
{{Item<br />
|bgcolor1 = #cce6ff<br />
|bgcolor2 = #99ccff<br />
|name = Mindshield Implant<br />
|image = Implant_Case.png<br />
|foundin = [[Armory]] in a Lockbox (Mindshield Implants) [[File:Loyalty_Implants.png]], [[Head of Security's Office]]<br />
|usedfor = Deconverting revolutionaries; preventing people from being converted to revs or cultists. <br />
|strategy = Take the implanter, load it with an implant and use the implanter on a person. <br />
|description = When used on someone, it will act block any attempt to influence or corrupt the targets mind/brain - unless the situation is a [[Cult|religious]] one! This implant will only make it impossible to learn any new, cultistic ways. People who are already cultists cannot be de-culted via implant and persons who are strong enough to lead a revolution party will completely resist this implant. If you have time, you can remove these implants by doing an implant removal surgery on the chest, which will allow your prey to be converted normally. <br />
}}<br />
<br />
<br />
{{anchor|Electropack}}<br />
{{Item<br />
|bgcolor1 = #cce6ff<br />
|bgcolor2 = #99ccff<br />
|name = Electropack<br />
|image = Electropack.png<br />
|foundin = [[Prison Wing]]<br />
|usedfor = Torture. <br />
|strategy = Set a signal, screwdriver it on, throw it on a criminal and send the signal. <br />
|description = This is a tool used to keep a particularly dangerous criminal under control. When turned on via [[Screwdriver]], the pack is able to be set to a certain frequency. The pack is then placed in the backpack slot of the criminal scum; he/she will be unable to remove it without [[Clown|someone]] [[Assistant|else's]] help. After activation, a simple press of a [[Remote Signaling Device]] set to the same frequency as the pack will activate it, giving your prisoner an electric shock and instantly incapacitating them. <br />
<strike>Best of all-</strike> This does no physical harm. If you did want to do physical harm, you can combine the electropack with a helmet and then place it on a [[Chair]] that has powered wires under it. This will create an electric chair to allow you to cleanly execute multiple prisoners in a row. The AI will not approve, but when does the AI ever approve of what you do?<br />
}}<br />
<br />
<br />
{{anchor|Space Law}}<br />
{{Item<br />
|bgcolor1 = #cce6ff<br />
|bgcolor2 = #99ccff<br />
|name = Space Law<br />
|image = Lawbook.png<br />
|foundin = [[Security Office]], [[Security Posts]]<br />
|usedfor = Studying intently about the Law. <br />
|strategy = Apply it in hand to read. <br />
|description = An official copy of [[Space Law]] is made available to all security personnel. Ensure that you understand it and don't be afraid to literally throw the book at anyone who contests it. Give it to the Head of Security or Warden and watch them scoff in disgust.<br />
}}<br />
<br />
<br />
{{anchor|Recharger}}<br />
{{Item<br />
|bgcolor1 = #cce6ff<br />
|bgcolor2 = #99ccff<br />
|name = Recharger<br />
|image = Recharger.gif<br />
|foundin = [[Armory]], [[Security Office]], [[Security Posts]]<br />
|usedfor = Securing an area from anyone without protective eyewear. <br />
|strategy = Pull it to a powered area and wrench it in place. <br />
|description = A recharger can recharge any energy-based device should it run out of power. As a member of security you will most likely be using these to recharge your stun batons and tasers. Rechargers can be wrenched then moved, for example to be closer to a [[blob]] eating the ship.<br />
The recharge time of your energy based devices will vary depending on their maximum capacity.<br />
}}<br />
<br />
<br />
{{anchor|Portable Flash}}<br />
{{Item<br />
|bgcolor1 = #cce6ff<br />
|bgcolor2 = #99ccff<br />
|name = Portable Flash<br />
|image = PFlash.gif<br />
|foundin = [[Armory]]<br />
|usedfor = Securing an area. <br />
|strategy = Pull it to a powered area and wrench it in place. <br />
|description = A portable flasher is an effective device that when secured to the ground will automatically emit a bright light when its motion sensors are activated. It will stun anyone close to the bulb for about as long as a pocket-sized device would.<br />
To prepare a portable flasher, first bring it to the desired area, then use a [[Wrench]] to secure the bolts to the ground. Once you have done that, the portable flasher will draw power from the local [[APC]]. If you are not wearing a form of eye protection (such as [[Sunglasses]] or a [[Welding Helmet]]) you will become momentarily stunned if you are close to the portable flasher when it goes off.<br />
}}<br />
<br />
<br />
{{anchor|Deployable Barrier Grenade}}<br />
{{Item<br />
|bgcolor1 = #cce6ff<br />
|bgcolor2 = #99ccff<br />
|name = Deployable Barrier Grenade<br />
|image = Deployable_Barrier.png<br />
|foundin = [[Armory]]<br />
|usedfor = Securing an area, making sure no one (without Armory access) can pass through. <br />
|strategy = Drag it where you need it and swipe it with your ID. <br />
|description = The Armory contains grenades that, when thrown, will produce a deployable barrier, a much stronger version of the wooden [[barricade]]. The grenades can have their direction switched by alt-clicking on them or using their action button, and the barricades they spawn will take 5 seconds to deploy. Deployable barriers can be repaired using a welder.<br />
}}<br />
<br />
<br />
{{anchor|Lethal Injection Syringe}}<br />
{{Item<br />
|bgcolor1 = #cce6ff<br />
|bgcolor2 = #99ccff<br />
|name = Lethal Injection Syringe<br />
|image = Lethal Injection Syringe.png<br />
|foundin = [[Prison Wing]]<br />
|usedfor = Eliminating a convict. <br />
|strategy = Use it on the convict. <br />
|description = A special syringe designed for lethal injections. Contains 15 units of [[Plasma]], 15 units of [[Formaldehyde]], 10 units of [[Cyanide]], and 10 units of [[Fluorosulfuric Acid]]. It injects all of its reagents in one push. This kills a convict in about 40 seconds.<br />
}}<br />
==Machines==<br />
{{Item<br />
|bgcolor1 = lightgray<br />
|bgcolor2 = lightgray<br />
|name = [[Vending_machines#SecTech|SecTech]]<br />
|image = Vendsec.gif<br />
}}<br />
===Security Robots===<br />
The Robotic side of the security force.<br />
<br />
{{anchor|Securitron}}{{anchor|Officer Beepsky}}<br />
{{ItemUsedFor<br />
|name=Securitron/<br>Officer Beepsky<br />
|bgcolor1 = lightgray<br />
|bgcolor2 = lightgray<br />
|image = Beepsky.png<br />
|foundin = One patrolling around the halls, others manufactured in [[Robotics]]<br />
|usedfor = Detaining criminals, autonomous guards in high security areas. <br />
|description = All ships start with at least one Securitron. One is the famous Officer Beepsky, who is the closest the Head of Security gets to a pet and also a world class criminal catcher, being able to scuttle faster than a man can run, and stun and cuff and criminals using cablecuffs made in the experimental mass fabricator Nanotrasen places in every Securitron model. <br />
<br />
Beepsky is so vigilant, he'll even trip anyone who gets in his way when he's chasing a perp! This also makes him a right pain when hacked as he will stun and cuff everyone in sight! A similar Securitron called Officer Pingsky spawns in the AI satellite to guard it from criminals! The Roboticists have the option to make more, but they are rarely made as they use up the Warden's precious helmets. <br />
<br />
Keep in mind that traitors with an [[Syndicate_Items#Agent_ID_Card|Agent ID card]] will have an easy time evading securitrons!<br />
<br />
Most ships spawn with two additional Securitrons: The Armory's personal guard Sergeant-at-Armsky and the AI satellite's Officer Pingsky. <br />
<br />
[[Guide_to_robotics#Securitron|See here how to construct a Securitron.]]<br />
<br />
===Settings===<br />
<br />
You can change the Securitron's settings by swiping your security-access ID on it and looking at it:<br />
* '''Status: ''On/Off''''' The Securitron is either turned on or off.<br />
* '''Behaviour controls are ''locked/unlocked''''' People can access the controls or not.<br />
* '''Maintenance panel panel is ''closed/open''''' People can access the maintenance panel or not. This lets you insert pAIs.<br />
* '''Arrest Unidentifiable Persons: ''Yes/No''''' Arrests/detains anyone who has no ID visible and is unidentifiable (name shows as "Unknown").<br />
* '''Arrest for Unauthorized Weapons: ''Yes/No''''' Arrests/detains anyone who has a weapon visible and an ID without weapons authorization (by default, anyone but head jobs and security).<br />
* '''Arrest for Warrant: ''Yes/No''''' Checks the security records if anyone's status is set to "Arrest" and arrests/detains them.<br />
* '''Operating Mode: ''Arrest/Detain''''' Arrest: Stuns and zipcuffs the perp, then leaves. Detain: Stuns the perp indefinitely.<br />
* '''Report arrests: ''Yes/No''''' When someone receives a faceful of justice, the Securitron will announce the perp's name and location on its radio channel (by default, Security).<br />
* '''Auto Patrol: ''On/Off''''' Patrols the ship.<br />
<br />
===STOP RIGHT THERE CRIMINAL SCUM===<br />
<br />
Securitrons and ED-209s attack for one of two reasons:<br />
* The securitron is being attacked.<br />
* The perp's threat level is '''4 or higher'''.<br />
<br />
====Things that can increase threat level====<br />
* '''+10:''' Getting emagged. Now everyone is criminal scum.<br />
* '''+6:''' Getting attacked - but securitrons will hunt attackers regardless of threat level.<br />
* '''+5:''' Having a criminal status of "Arrest" when Arrest for Warrant is enabled.<br />
* '''+4:''' Having no visible ID and an obscured/disfigured face (showing up as Unknown) when "Arrest Unidentifiable Persons" is enabled<br />
* '''+4:''' Holding a weapon in your hand when Arrest for Unauthorized Weapons is enabled, but your ID doesn't have the permission.<br><br />
This doesn't include dragged weapons or those in containers.<br />
* '''+2:''' Having a weapon equipped on the belt or back slot when the above is enabled.<br />
* '''+2:''' Having your criminal status set to "Incarcerated" or "Parolled".<br />
* '''+2:''' Violating the dress code by wearing a wizard hat or wizard hardsuit hat.<br />
* '''+1:''' Being non-human genetrash. <br />
<br />
====Things that can decrease threat level====<br />
* '''-5:''' Wearing a Syndicate [[Syndicate_Items#Agent_ID_Card|Agent ID card]]. <br />
* '''-1:''' Being implanted with a mindshield implant.<br />
<br />
====Good to know====<br />
* [[Syndicate_Items#Agent_ID_Card|Agent ID cards]] make traitors effectively invisible to sec bots, provided they don't stack more than one offense.<br />
* Mindshield implants do the same to a lesser degree - you can avoid weapon and ID check arrests.<br />
* Security bots (and also Honkbots) will get frustrated and stop hunting people after a few seconds.<br />
* All bots navigate by following navigation beacons. If those are destroyed, the bots will stop patrolling.<br />
* Sec bots are weak to EMP and ranged weapons, like guns and IED spears. Also, they can't escape welded/locked closets.<br />
}}<br />
{{anchor|ED-209}}<br />
{{ItemUsedFor<br />
|name=ED-209<br />
|bgcolor1 = lightgray<br />
|bgcolor2 = lightgray<br />
|image = Ed209.png<br />
|foundin = manufactured in [[Robotics]]<br />
|usedfor = Detaining criminals even more efficiently. <br />
|description = The most fearsome security robot. Like Beepsky, but with an added taser and four times the default health.<br><br />
Keep in mind that ED-209s ignore monkeys though.<br />
<br />
'''Controls:'''<br />
* Same as the Securitron's<br />
<br />
[[Guide_to_robotics#ED-209|See here how to construct an ED-209.]]<br />
}}<br />
[[Category:Objects]]</div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=Bridge_Staff&diff=33147Bridge Staff2021-08-27T11:44:06Z<p>Grabowski: Adds revision notice. Once I can find a good Byond version, I'll update the page</p>
<hr />
<div>{{Needs revision|reason=50 cal got replaced by PDC}}{{Infobox_jobs<br />
|headerbgcolor = darkblue<br />
|headerfontcolor = white<br />
|bgcolor = lightblue<br />
|image = Generic_bridgestaff.png<br />
|jobtitle = Bridge Staff<br />
|caption = "CHARGE THE FTL DRIVE GODDAMNIT"<br />
|access = [[Bridge]]<br />
|access2 = [[Maintenance]], [[Engineering]]<br />
|difficulty = Medium<br />
|supervisors = [[Executive Officer]]<br />
|rank = Sub-Lieutenant ('''SLT''')<br />
|duties = Pilot the ship, Miss all your shots, Never know when to pull back from a fight, Get the ship boarded by [[Syndicate]]. Somehow survive when CIC gets bombed.<br />
|guides = [[Guide to enemy types]], [[A crash course in FTL-ing| Guide to using the FTL console]]<br />
}}<br />
Your primary task aboard your assigned vessel is to operate the systems that the [[Ship Engineer|engineers]] and [[Guide_to_Munitions|munitions techs]] maintain and feed. These include piloting the ship and operating most of the weapons through two consoles in CIC - the '''Flight Control Console''' and the '''Tactical Systems Console'''. Use '''Ctrl + Scroll Wheel''' to zoom out when viewing the overmap through these consoles.<br />
=The DRADIS=<br />
This is the ship's pair of eyes, a medium-range sensor suite that can identify targets at short range and see them coming from a fairly long range. Multiple individuals can use the DRADIS console at any given time and it is a requirement to effectively pilot the ship or aim the guns. Because of this it's possible to have the Dradis console open alongside other consoles, which is the intended way to use it.<br><br />
Apart from having a single detection radius, it is also possible to switch to a sonar mode. This mode makes the dradis send out a ping every few seconds, which then reveals '''every ship in the system'''. Of course such a powerful tool comes with a huge downside, when the sonar is active every ship in the system can detect the pings and thus know where you are. Usually it is best to only reserve the sonar for hunting down stealth ships at the end of the fight to avoid having to fight the entire fleet all at once.<br />
=The Flight Control Console=<br />
The operator of this console is responsible for flying the ship. It's fairly straightforward, but there are some keys you need to know. In general, avoid getting hit if possible, try to dodge torpedoes, and avoid boarding vessels while remaining within sight of the enemy for your gunner.<br />
<br />
The '''C''' toggles whether the ship follows the mouse. When you first click the console, the ship will strive to point its nose towards your mouse. Hit space to toggle this behavior, which can be useful for not ruining your orientation just because you needed to click out of the window for a moment.<br />
<br />
'''W and S''' control the throttle. Remember, the ship retains momentum once it starts moving; it will only stop itself if the inertial assistance system is turned '''on'''.<br />
<br />
The '''Alt key''' is a sort of parking brake. Hitting it toggles the brake, which will make the ship come to a complete stop and stay there. '''Do not leave the parking break on while jumping into a hot zone.''' The chances that you remember to turn it off in those first few seconds of dodging torpedoes are very much '''not''' 100%. The deaths of so many innocent men weigh upon my soul.<br />
<br />
The '''Shift Key''' activates a boost, which is primarily useful for dodging particularly nasty torpedoes or evading enemy boarding vessels.<br />
<br />
'''Q and E''' activate a rotational drift, which is useful for <s>pulling sick drifts</s> turning very quickly, and in a short distance. This can also help to evade torpedos and less maneuverable ships.<br />
<br />
The '''X''' key toggles inertial assistance. Disabling this allows you to strafe using '''A and D''', and stops the ship from automatically braking when you stop holding '''W'''.<br />
<br />
If your vessel is equipped with '''Superliminal Bluespace Artillery''', you can use '''Left Click''' to fire a highpower plasma laser straight out of the nose of the ship. This can be very useful for finishing off large or medium-sized ships at close range. This weapon is hilariously powerful, but takes a lot of power and time to recharge.<br />
<br />
Bear in mind that as the pilot, it's your duty to minimize losses by evading incoming fire and assisting the [[Fighter Pilot|flyboys]] where needed. If the ATC reports that a pilot has ran out of fuel, you can help out by flying over the stranded fighter's flight path so it can dock. <br />
=The Tactical Console=<br />
The gunnery console is a little more straightforward, but it pays to have munitions tech experience. Knowing the rough ammo capacity of different weapons can be useful, but the names themselves are fairly informative. Hit the '''Space''' key to switch between weapons. Being on this console will also give you a readout on the remaining ammo (in percentages) of the ships weapons, including those you can't fire from this console, as well as the ship's armor and structural integrity.<br />
<br />
''Your'' weapons include:<br />
<br />
'''Torpedoes''' –<br />
Click in a direction after locking onto a target to fire a Torpedo. Torpedoes deal a significant amount of damage with a short travel time that may require a small amount of leading. Additionally, nuclear warheads can be loaded to deal a massive amount of damage but are difficult to acquire. Torpedo tubes also do not possess much ammo capacity, being limited to only a few torpedo tubes with a long loading time. Torpedoes do however have a homing effect, making for very good long-ranged weapons.<br />
<br />
'''Naval Artillery Cannon''' –<br />
To shoot the Artillery cannon simply click where you want it to hit. While this seems easy to do at the first glance, the artillery cannon requires more than just a single click to work. Before you can fire it needs to be loaded with gunpowder, as the amount of powder used affects the speed of the bullet. This means that you'll have to communicate with the munitions staff (radio hotkey: .w) to ensure the optimal bullet trajectory. This means that if the gun doesn't have much powder loaded the bullet will move very slowly, and you must aim your shot in where you expect the enemy to be instead of where they currently are.<br />
<br />
'''Automated Missile System (AMS)''' –<br />
The missiles are an easy to use automatic defense and offense weapon. Their targeting systems are controlled by the [[Munitions Technician|Munitions Technicians]] and can choose between multiple firing modes. If they are set to Countermeasure mode they will automatically aim at incoming torpedoes and missiles, while Anti-Ship mode gives you (and the fighter pilots) direct control over where the missiles are heading.<br><br />
To set a target for the missile system simply '''hold CTRL and click with the left mouse button or press "Target"''' on the Tac console's UI. Fighter pilots can also do this for ships that are outside your view range to make it targets further away.<br />
<br />
You will also have a readout of the 50 Cal., Gauss and the Superliminal BSA, however these are not under your control. Gauss cannons and 50 Cal. Turrets are controlled directly by Munitions Technicians while the coaxial railgun is controlled by the helm officer (see above).<br />
<br />
In addition, while it might be obvious, it is worth noting that different ships have different weapon loadouts, and as such, different playstyles.<br />
=The FTL Console=<br />
This console controls the ship's long-range movement. It will provide you a map of various star systems that the ship can navigate to, as well as the ship's current location and how charged the FTL drive is. In order to make a jump, the drive must be 100% spooled up, which takes about a minute. If it isn't spooling at all, yell at engineering. As one might expect, this console doesn't need a dedicated crewmember; the pilot usually takes care of the job. However, in combat scenarios where the ship is fleeing, it might be neccesary for another member of the bridge crew to operate the FTL console while the pilot runs evasive maneuvers.<br />
=When Not In Combat=<br />
When you're not in combat, your second job comes in: Being the captain's whipping boy. During FTL jumps and while waiting for engineering to get its shit together, feel free to go make a run to the nearby cigarette vendor to sate the crippling nicotine addiction that you've adopted in order to retain your sanity while working this close to the captain. And remember, memeing with the captain is an important job. No matter how flagrantly he's abandoning his duty to throw stupid parties, your answer should always be "Yes, <s>dear</s> sir."<br />
{{Jobs}}</div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Munitions&diff=33146Guide to Munitions2021-08-27T11:32:46Z<p>Grabowski: Changes 50 cal to PDC. Once I figure out which Byond version is not borked, I'll try and update the construction</p>
<hr />
<div>{{Needs revision|reason=Naval Arty (and possibly PDC) construction changed}}<br />
<br />
Do you long for new experiences? Are you comfortable working under pressure? Do you do well when working with explosives? Like making things go boom? If so, this is the guide for you! If you follow these simple instructions you will be prepared to load and maintain all of the weapons on your assigned vessel and qualified to call yourself a professional Munitions Technician. Be wary though, much like the goalie on a professional soccer team, you're the first one to blame if things go sour in combat, second only to the command staff, but if you can't handle the heat - stay out of the munitions bay.<br />
==Operating the guns==<br />
{{Important|Image=Warningsign.png|Title=No smoking!|Note=Missiles, gunpowder bags and artillery shells blow up very easily, even from the smallest spark. Don't smoke, use welders, etc. in the weapons bay.}}<br />
As a Munitions Technician, munitions assigned squad member, or Master At Arms, your job is to supply and control the various weapons on the ship to make sure they continue firing. This includes 50 Cal. Cannons, Railguns, Artillery cannons, Torpedo tubes, Gauss turrets, and the Automated Missile System (AMS). The faster you can load and prepare these weapons, the faster they can open fire on enemy ships. Do note that not all of the weapons listed here may be on your assigned vessel, so be certain to take inventory at the beginning of a shift and prepare accordingly for each weapon's needs.<br><br />
[[File:TCArtRoom.png|right|thumb|An example of an Artillery bay configuration.]]<br />
===Point Defense Cannons===<br />
Point Defense cannons (PDCs) are the lifeblood of short ranged combat, serving as a rapid-fire weapon that is effective at taking down enemy fighters that other weapons may miss and destroying incoming missiles and torpedoes. The cannons are directly controlled by their designated consoles, and can hold 100 rounds of ammo. <br />
<br />
Luckily for you, loading these cannons is as easy as firing them. Just go to the loading rack, and insert the new boxes<br />
===Artillery Cannon (Deck Gun)===<br />
The deck guns are massive cannons that, when operated correctly, can obliterate any enemy in an instant. They fire heavy projectiles which need to be primed before loading and are fueled with gunpowder which is used to propel the ammunition.<br><br />
Loading Naval Artillery goes like this:<br />
# Acquire a projectile, and arm it with a multitool.<br />
# Drag it onto the Payload Loading Gate.<br />
# Acquire the propellant of choice (either gunpowder or plasma-based accelerant), and load it into the Payload Loading Gate.<br />
# Go to the console and hit "Pack from loader". <br />
# Repeat these steps many times if you want a faster shot. You will generally load 6 bags of normal gunpowder.<br />
# Go back to the Console, and hit "Feed Shell".<br />
# Voila! The shell is ready to fire. After the gun has fired - you will hear that anywhere on the ship - repeat these steps<br />
It's important to note that '''there is no limit to how much gunpowder can be loaded at one time''', meaning you can insert only 1 or even 20 bags of powder. Most of the time you'll want to put in a fair amount (about 5 bags or more) of powder as the cannon round travels very slowly without it, but it's best to get in contact with the ship's tactical systems operator (one of the bridge staff) about this if possible. If you let them know how much powder you're going to load they'll be able to maximize damage output.<br />
<br />
To see how much power is behind each shot, look on the console. It will tell you how much propellant is packed in, in units called dT. Unpacked shells start out with 25% dT, 1 bag of gunpowder adds 25% dT, and one unit of plasma-based accelerant adds 50% dT.<br />
===Autonomous Missile System (AMS)===<br />
The automated missile system is a series of missile tubes linked up to a central computer, this allows it to fire missiles and torpedos automatically at targeted enemies, which are capable of dealing incredible damage and can home in on the enemy ships, making shots almost always guaranteed to hit. Loading the missiles is simple, requiring them to be assembled and then dragged onto the tube. Then walk over to the assigned Ordenance Computer, click "Payload Loaded" then "Payload Chambered". Don't forget to turn off safeties!<br />
<br />
Controlling the AMS is fairly simple, as you can do it with the press of a button. Simply walk over to the AMS control console and select one of two firing modes:<br />
====Anti-ship====<br />
While using the anti-ship firing mode, the targeting system fires its missiles at enemy ships within its detection radius. It will also fire at enemy ships that have been targeted by fighters.<br />
====Countermeasure====<br />
If you select the countermeasure firing mode, the system will prioritize targeting incoming gunfire to avoid the ship getting hit. It also fires at ships within the detection radius if there's no incoming projectiles.<br />
=== Torpedo Tubes ===<br />
Torpedo tubes are the slower, bulkier counterparts of VLS tubes. Torpedo tubes are slow loading, require maintenance, but are capable of dealing incredible damage and can home in on the enemy ships, making shots almost always guaranteed to hit. They have mostly been replaced by VLS tubes, given their easier maintenance and automation. However, you may still see them on some ships.<br />
<br />
To load a torpedo tube, acquire a pre-made torpedo by dragging one onto a trolley (trolleys have a capacity of 5 torpedos) and bringing it over to the tube. Click on the trolley, click a torpedo to detach it, then drag and drop the torpedo into the tube to begin loading it. Afterward, use the adjacent console and press "Load tray", "Chamber Tray Payload", and finally "Disengage safeties" to finish loading the Torpedo tube. Remember to re-engage the Torpedo tube safeties whenever reloading to prevent damage<br />
===Gauss Guns===<br />
Gauss guns can be found exclusively on multi-z maps, and fire 300mm Teflon coated tungsten rounds. Unlike other ship weaponry, these are not controlled by [[Bridge Staff]] using the tactical console and are typically manned by Munitions Technicians. Gauss guns require no maintenance.<br />
<br />
To man gauss guns, buckle yourself into the gauss gunner chair and you'll rise into the cockpit above. To fire, click on the overmap to fire a powerful short-range burst. Gauss guns eat through ammo quickly, and you'll ideally want someone below deck keeping you loaded at all times. Loading tungsten rounds is as simple as placing them in a crate, click-dragging it to the loading rack, and sending it up for reloading. Additional slugs can be acquired from a nearby Gauss ammunition dispenser that can be upgraded by science to produce slugs at a faster rate.<br />
=== Superliminal Bluespace Artillery ===<br />
The Superliminal BSA is a massive machine which can accelerate a bolt of concentrated quark-gluon plasma to superliminal speeds, tearing clean through targets and annihilating everything in its path. It was developed from [[Station Goals|Bluespace Artillery]] cannons acquired in questionably legal way.<br />
<br />
Operating it is simple, maintaining it is harder. It requires a massive amount of power just to fire even once. To input this power, simply go to it's console, set a desired amount of incoming power, and enamble charging.<br />
<br />
'''Ensure that it has a clear firing path to space.'''<br />
=== Flak cannons ===<br />
Flak cannons fire a large amount of proximity-detonated ammunition at incoming torpedos and missiles. They excel at defending against these forms of weaponry, but they have very limited range.<br />
<br />
Operating them is as simple as inputting a new box of ammo into the rack on the wall.<br />
==Acquiring ammunition==<br />
This is inevitable, the ship will consume ammo at a rapid rate. If you are out of ammo outside of combat, the following list will instruct you on how to acquire more. If you are out of ammo mid-combat <s> you're fucked </s>, communicate this with CIC and the rest of your team and use what you have left for the other weapons while coordinating with cargo.<br />
===PDC./Flak/Deck gun===<br />
These are the easiest ammunition types to acquire. All of these can be bought in crates through cargo for varying amounts of credits. The gunpowder for the deck guns can also be acquired this way.<br>Deck guns do have one exception, if the research has been done it is possible to print new types of gunpowder and bullets using the munitions techfab.<br />
===Torpedoes and Missiles===<br />
Torpedoes and missiles, unfortunately, cannot be ordered fully assembled and must be built by your own oil-covered hands. You need multiple things from cargo - components, casings, and warheads. Standard and armor piercing warheads can be ordered from cargo, but the other types must be researched by science before they can be made in the protolathe. Once you have all of these, turn on that conveyor belt and get this party started!<br />
<br />
These are the steps you need to construct a missile or torpedo:<br />
# Get a casing, either made from metal or ordered from cargo.<br />
# Add the propulsion system.<br />
# Wrench the propulsion into place.<br />
# Add the guidance system.<br />
# Screwdriver the guidance system in place.<br />
# Add the IFF card.<br />
# Screwdriver the card in place.<br />
# Add the warhead.<br />
# Wrench the warhead in place.<br />
# Wire it.<br />
# Wrench once more.<br />
# Weld it all together.<br />
There are a total of six different types of torpedoes you can make. Each serves a different purpose.<br />
* Standard torpedoes are your stock standard torps. They carry an explosive payload that does a fair amount of damage to ships and fighters alike. <br />
* Armor piercing torpedoes are able to do heavy damage to armored targets. Good against large ships. <br />
* Nuclear torpedoes are the most powerful of the explosive torpedoes. They deal devastating damage to anything they hit, but are slower and more expensive than the other torpedo types. Use them wisely, as you won't be able to make more until science researches them. <br />
* Decoy torpedoes don't carry an explosive payload, but can be used to distract an enemy's defensive weapons, giving you a clear shot for your more powerful weapons. <br />
* Freight torpedoes are essentially cargo pods. Load them up and fire them at another ship to deliver the goods. <br />
* Probes are torpedoes strapped with an array of scientific sensors. Firing one of these at an anomaly will generate research for science, and potentially unlock new technology nodes. Don't miss.<br />
Unfortunately it's only possible to construct one type of missile right now.<br />
* High-velocity missiles are the standard missile type, they explode upon making impact and do a moderate amount of damage. <br />
====Autonomous Missile Factory====<br />
[[File:TCMissileRoom.png|right|thumb|The missile factory on the [[Tycoon]]]]<br />
So you thought you had to wrench, weld and wire each missile individually? Of course not! The future is now! There's a quick and easy way to mass-produce missiles available right in the middle of your munitions bay: The factory line.<br />
<br />
The Missile factory consists of three key parts: the conveyor belts, which have usually been slowed down to accommodate for the working speed of the robots. Tool arms, which use specific tools on the casing and are colored grey, and red colored part arms that apply parts such as guidance computers to the missiles.<br />
The robot arms in the factory always apply their effect in the direction the red arrows on their frame are pointing, but can be loaded with parts from any direction. They also have no part holding limit, so you can fill them up with as many parts as you want. <br />
<br />
You can even extend the factory! The parts required for making factory machines can all be printed in the munilathe along with the conveyor belts after their research has been completed.<br />
==Weapon maintenance==<br />
Most weapons require maintenance when they're used too much. You probably want to perform maintenance between each bout of combat.<br><br />
Note: make sure there's nothing in the weapons and that the safeties are on, to prevent unnecessary explosions. <br />
# Unscrew the maintenance hatch on the primary external casing <br />
# Unbolt (wrench) the internal maintenance panel <br />
# Use a crowbar to carefully lever out the internal panel <br />
# Apply 10 units of Oil to the exposed internal machinery, repeat as needed<br />
# Replace (crowbar) and bolt (wrench) the panel, then fix (screwdriver) the hatch back in place<br />
==You're ready==<br />
It may be difficult to swallow all of the information you've read, but don't worry! You'll very rarely be working with all of these weapons at once as you have fellow Munitions Technicians at your side to pick up your slack. Above all, remember to have fun. With a bottle of spray paint, you can do all manner of things - name your torpedo tubes, draw funny faces near the PDC racks, and draw the borderline between the rest of the ship and the newly independent Munitia.<br />
==More Dakka==<br />
Is the ships just floating around in friendly space? Are all the guns loaded and you have nothing better to do? Or are those glorified laser pointers simply not enough? Fear not, because now you can even BUILD more guns! From the smallest PDC to the largest Railgun, you can outfit your ship with all the firepower.<br />
<br />
'''Disclaimer:''' You can't print new weapon circuit boards. This means that whatever weaponry you had roundstart, you are stuck with those. However, you can still move them.<br />
<br />
With that out of the way, here are a few tips if you want to arm your ship:<br />
*All big guns (Torp tubes, Railguns, VLS tubes) will need a Munitions Computer linked to them. These computers are researched along other weapon parts, and can be [[Guide_to_construction#Computers|constructed like a normal computer]]. To link them, use a multitool on the built weapon first, then the computer, and select the desired option.<br />
**Naval Artillery '''DOES NOT''' need a munitions computer.<br />
*Don't overestimate how much ammo you have. Because while making the ship into a giant sniper rifle with 20 NACs might be fun, cargo WILL swiftly run dry of credits trying to supply you with ammo. 30 .50 caliber guns WILL destroy all the Torpedoes launched at you, but the crew will easily go deaf from all the pom-pom-pom.<br />
**For this reason, giving the [[Master_At_Arms|Munitions budget card]] to cargo is highly recommended.<br />
Here is how you can construct ship weaponry:<br />
=== .50 cal gun ===<br />
{{Small revision|reason=These got replaced by PDCs}}<br />
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"<br />
!rowspan="2" style='background-color:#cce6ff;'|[[File:50 cal.png]]<br>.50 cal<br />
! style='background-color:#99ccff; width:20%'|Requires to build<br />
! style='background-color:#99ccff'|How to build<br />
|-<br />
|[[File:Metal.png|Metal]]x35<br>[[File:Titaniumdone.png|Titanium]]x20<br>[[File:Copperdone.png|Copper]]x10<br>[[File:CableCoils.png|Cable]]x5<br>[[File:Circuitboard.png|.50 cal turret board]].50 cal turret board<br>[[File:Wrench.png|Wrench]]<br>[[File:Screwdriver_tool.png|Screwdriver]]<br />
|style="vertical-align: top; padding: 10px;"|<br />
# Build and wire a Machine Frame from '''5 metal'''<br />
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.<br />
# Add the '''Circuit board'''<br />
# Add '''20 titanium'''<br />
# Add '''30 metal'''<br />
# Add '''10 copper'''<br />
# Add '''5 cable'''<br />
# '''Screwdriver''' it to finish the machine<br />
# Hit it with a '''Multitool'''<br />
# Build a '''50 cal turret console'''<br />
## [[Guide_to_construction#Machines|Built like any other computer]]<br />
# Hit the console with the '''Multitool''' to link it to the turret<br />
<br><br />
|-<br />
!colspan="3" style="background-color:#99ccff"|How to deconstruct<br />
|-<br />
!colspan="1" style='background-color:#99ccff; width:20%'|Tools<br />
|rowspan="2" colspan="3"|<br />
# '''Unload''' the gun either by shooting all the bullets, or by removing the magazine by hand<br />
# '''Screw''' the maintenance panel out<br />
# '''Wrench''' the inner casing<br />
# '''Pry''' the casing out<br />
## Note: The weapon can now be lubricated<br />
# '''Beat it apart''' with any other tool<br />
|-<br />
|colspan="1" style="text-align: center;"|<br />
[[File:Wrench.png|Wrench]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Crowbar.png|Crowbar]]<br><br />
|}<br />
=== Torpedo Tube ===<br />
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"<br />
!rowspan="2" style='background-color:#cce6ff;'|[[File:Torptube.png]]<br>Torpedo Tube<br />
! style='background-color:#99ccff; width:20%'|Requires to build<br />
! style='background-color:#99ccff'|How to build<br />
|-<br />
|[[File:Metal_r.png|Plasteel]]x4<br>[[File:Nanoglass.png|Nanocarbon glass]]x6<br>[[File:FiringBoard.png|Firing Electronics]]x1<br>[[File:Welder.png|Welding tool]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Wrench.png|Wrench]]<br><br />
|style="vertical-align: top; padding: 10px;"|<br />
# Build Torpedo Tube frame from 4 '''Plasteel Sheets'''<br />
# '''Wrench''' it into place<br />
# '''Weld''' it to the floor<br />
# Add the '''Nanocarbon glass''' for the barrel<br />
# '''Wrench''' the barrel in<br />
# '''Wire''' the frame<br />
# Add the '''Firing Electronics'''<br />
# '''Screw''' the electronics in<br />
# Add the '''Nanocarbon glass''' for the door<br />
# '''Wrench''' the door in place<br />
# '''Screw''' the maintenance hatch<br />
<br><br />
|-<br />
!colspan="3" style="background-color:#99ccff"|How to deconstruct<br />
|-<br />
!colspan="1" style='background-color:#99ccff; width:20%'|Tools<br />
|rowspan="2" colspan="3"|<br />
# '''Screw''' the maintenance panel out<br />
# '''Wrench''' the inner casing<br />
# '''Pry''' the casing out<br />
## Note: The weapon can now be lubricated<br />
# '''Unscrew''' the door frame<br />
# '''Wrench''' the door out<br />
# '''Pry''' the door out of the frame<br />
# '''Unscrew''' the electronics<br />
# '''Pry''' the electronics out of their place<br />
# '''Cut''' the wires away<br />
# '''Unbolt''' the barrel<br />
# '''Pry''' the barrel out<br />
# '''Unweld''' the frame from the floor<br />
# '''Unbolt''' the frame<br />
# '''Weld''' the frame apart<br />
|-<br />
|colspan="1" style="text-align: center;"|<br />
[[File:Wrench.png|Wrench]]<br>[[File:Welder.png|Welding tool]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Crowbar.png|Crowbar]]<br>[[File:Wirecutters.png|Wirecutter]]<br />
|}<br />
=== VLS launch tube ===<br />
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"<br />
!rowspan="2" style='background-color:#cce6ff;'|[[File:AMS tube.png]]<br>VLS launch tube<br />
! style='background-color:#99ccff; width:20%'|Requires to build<br />
! style='background-color:#99ccff'|How to build<br />
|-<br />
|[[File:Metal.png|Metal]]x35<br>[[File:Titaniumdone.png|Titanium]]x20<br>[[File:Copperdone.png|Copper]]x20<br>[[File:CableCoils.png|Cable]]x10<br>[[File:Circuitboard.png|VLS launch tube board]]VLS launch tube board<br>[[File:Wrench.png|Wrench]]<br>[[File:Screwdriver_tool.png|Screwdriver]]<br />
|style="vertical-align: top; padding: 10px;"|<br />
# Build and wire a Machine Frame from '''5 metal'''<br />
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.<br />
# Add the '''Circuit board'''<br />
# Add '''20 titanium'''<br />
# Add '''30 metal'''<br />
# Add '''20 copper'''<br />
# Add '''10 cable'''<br />
# '''Screwdriver''' it to finish the machine<br />
<br><br />
|-<br />
!colspan="3" style="background-color:#99ccff"|How to deconstruct<br />
|-<br />
!colspan="1" style='background-color:#99ccff; width:20%'|Tools<br />
|rowspan="2" colspan="3"|<br />
# '''Screw''' the maintenance panel out<br />
# '''Wrench''' the inner casing<br />
# '''Pry''' the casing out<br />
## Note: The weapon can now be lubricated<br />
# '''Beat it apart''' with any other tool<br />
|-<br />
|colspan="1" style="text-align: center;"|<br />
[[File:Wrench.png|Wrench]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Crowbar.png|Crowbar]]<br><br />
|}<br />
=== Naval Artillery ===<br />
{{Small revision|reason=Naval Arty construction was changed in PR 1467}}<br />
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"<br />
!rowspan="2" style='background-color:#cce6ff;'|[[File:Deck gun.png]]<br>[[File:Deck gun building.png|160px|A possible arrangement of the Deck Gun's part, with the individual parts highlighted for you]]<br>Naval Artillery<br />
! style='background-color:#99ccff; width:20%'|Requires to build<br />
! style='background-color:#99ccff'|How to build<br />
|-<br />
|[[File:Titaniumdone.png|Titanium]]x120<br>[[File:Metal_r.png|Plasteel]]x22<br>[[File:Metal.png|Metal]]x25<br>[[File:Nanoglass.png|Nanocarbon glass]]x4<br>[[File:Copperdone.png|Copper]]x50<br>[[File:Diamonddone.png|Diamond]]x5<br>[[File:CableCoils.png|Cable]]x34<br>[[File:FiringBoard.png|Firing Electronics]]x1<br>[[File:Capacitor.png|Capacitator]]x4<br>[[File:Circuitboard.png|Deck gun core board]]Deck gun core board<br>[[File:Circuitboard.png|Deck gun payload gate board]]Deck gun payload gate board<br>[[File:Circuitboard.png|Deck gun powder gate board]]Deck gun powder gate board<br>[[File:Circuitboard.png|Deck gun auto elevator board]]Deck gun auto elevator board<br>[[File:Circuitboard.png|Deck gun loading computer board]]Deck loading computer board<br>[[File:Welder.png|Welding tool]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Wrench.png|Wrench]]<br><br />
|style="vertical-align: top; padding: 10px;"|<br />
# Designate a '''3 x 3''' space with a '''free tile on the floor above it''' for your gun<br />
==== Building the indoors, multitile part ====<br />
# Build and wire a Machine Frame from '''5 metal''' in the middle for your Core<br />
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.<br />
# Build and wire ''at least three'' Machine Frames and a Computer frame from '''20 metal''' around your Core, these will be the other parts of your Deck Gun<br />
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.<br />
## Note: Which machine frame will become which machine does not matter, only that they are next to the core<br />
# Add the '''Deck gun core board''' to the machine frame in the ''middle''<br />
## Marked on the picture with ''Red''<br />
# Add '''20 titanium''' and '''5 cable'''<br />
# '''Screwdriver''' to finish the core<br />
# Add the '''Deck gun payload gate board'''<br />
## Marked on the picture with ''Blue''<br />
# Add '''40 titanium''', '''10 cable''' and '''10 copper'''<br />
# Add a '''Railgun rail'''<br />
## Note: Can be made from 1 duranium<br />
# Add the '''Loading tray'''<br />
## Note: It's made from 10 metal<br />
# '''Screwdriver''' to finish the payload gate<br />
# Add the '''Deck gun powder gate board'''<br />
## Marked on the picture with ''Purple''<br />
## Building more of these machines does not increase the number of gunpowder that can be inserted, as you can insert multiple from just one gate<br />
# Add '''20 titanium''', '''5 cable''' and '''20 copper'''<br />
# '''Screwdriver''' to finish the gate<br />
# Add the '''Deck gun auto elevator board'''<br />
## Marked on the picture with ''Yellow''<br />
# Add '''40 titanium''', '''10 cable''', '''20 copper''' and '''5 diamonds'''<br />
# '''Screwdriver''' to finish the elevator<br />
# Build a '''chair''' from any material<br />
## Marked on the picture with ''White''<br />
## ANY chair will do<br />
# Add the '''Deck gun loading computer board''' to the Computer frame<br />
## Marked on the picture with ''Green''<br />
# Finish the construction '''[[Guide_to_construction#Computers|like usual]]'''<br />
# If all machines are done, hit the Core with a '''Multitool''' to have it scan for nearby machines<br />
==== Building the outdoors part ====<br />
# Go to the deck '''above you''', on the '''same spot as your Core'''<br />
## Use a GPS<br />
# Build a Deck gun frame from '''20 plasteel'''<br />
# '''Wrench''' it to the ground<br />
# '''Weld''' it down<br />
# Add a '''Mac Barrel'''<br />
## Note: Can be made from 1 duranium<br />
# '''Weld''' the barrel in<br />
# Add insulation made from 4 '''nanocarbon glass'''<br />
# '''Wrench''' the insulation in<br />
# Add 4 '''Capatitor'''<br />
# '''Screw''' the capacitors in<br />
# Add 4 '''wires'''<br />
# '''Weld''' the wiring down<br />
# Add the '''firing electronics'''<br />
# '''Screw''' the electronics in<br />
# Add 2 '''plasteel'''<br />
# Add the '''Loading tray'''<br />
##Note: It's made from 10 metal<br />
# Hit it with a '''Multitool''' to link it to the core beneath it<br />
<br><br />
|-<br />
!colspan="3" style="background-color:#99ccff"|How to deconstruct<br />
|-<br />
!colspan="1" style='background-color:#99ccff; width:20%'|Tools<br />
|rowspan="2" colspan="3"|<br />
The frame can be deconstructed this way:<br />
# '''Screw''' the maintenance panel out<br />
# '''Wrench''' the inner casing<br />
# '''Pry''' the casing out<br />
## Note: The weapon can now be lubricated<br />
The machines can be deconstructed this way:<br />
# '''Screw''' the maintenance panle out<br />
# Remove the components and the circuit board with a '''crowbar'''<br />
# '''Cut''' the wires out<br />
# '''Unwrench''' the frame from the ground<br />
# Dissasemble the frame with a '''screwdriver'''<br />
|-<br />
|colspan="1" style="text-align: center;"|<br />
[[File:Wrench.png|Wrench]]<br>[[File:Welder.png|Welding tool]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Crowbar.png|Crowbar]]<br>[[File:Wirecutters.png|Wirecutter]]<br />
|}<br />
<br />
As said before, this is advanced stuff, usually you don't need to build new guns, and it's one hell of a job to try and keep them all loaded. But it does take up the downtime that you otherwise would have spent in the bar, and some <s> weird </s> people might find it fun.<br />
<br />
<font size=1>*Nanotrasen brand gunpowder is not suitable for use in hot or burning environments, keep away from children with lighters.</font><br />
[[Category:Guides]]</div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=Station_Goals&diff=33145Station Goals2021-08-27T10:13:32Z<p>Grabowski: Removes the fancy BSA, and fixes grammar</p>
<hr />
<div><s>Station</s> Ship Goals are special long-term objectives for the crew to pursue, which result in very special and powerful machines.<br />
<br />
The Ship Goal for each round is random, and communicated in the Blue Alert report at every communications console.<br />
<br />
=Goals=<br />
<tabs><br />
<tab name="Bluespace Artillery"><br />
==Bluespace Artillery==<br />
<br />
[[File:BSA_cinematic.png]]<br />
<br />
To complete this ship goal you'll need to build a functional Bluespace Artillery!<br />
<br />
=== Steps to Complete ===<br />
<br />
# To start with, you'll need to order the circuit boards from cargo; the crate costs 15000 credits and is only unlocked if this is the ship objective. It can be ordered multiple times.<br />
# Next you need to set up three machine frames horizontally, and another machine frame below the middle, forming a T. When positioning it remember the cannon will destroy everything in front of it, so point it at space and not towards the station. The cannon will also require a 10 tile wide horizontal space to complete.<br />
# Start building the machines. The Artillery Generator is the back part, the Artilery Bore is the front, and the Artillery Fusor goes in the middle. The machine frame below will be the console, and requires no parts.<br />
# Collect the materials to make the machines. The Generator requires 5 Quadratic Capacitors, the Bore requires 5 Femto-Manipulators, and the Fusor requires 20 Bluespace Crystals.<br />
# After you complete all the parts, use a multitool to link both ends of the artillery to the fusor in the middle. Then use the console to finalize the construction; if the full sprite appears, you now have a functional bluespace artillery.<br />
<br />
=== Benefits ===<br />
<br />
Building the Bluespace Artillery will let you fire it at will! To do so it'll need a lot of power, drawn from the room's APC. The target is chosen with the console, which can aim at any GPS signal. Firing the Artillery will then obliterate the target and anything around it. The BSA is not limited by Z-Levels, and can be used towards lavaland or even CentCom, if you manage to get a GPS in there.<br />
<br />
Remember to not stay in front of the artillery when it fires, unless you enjoy being vaporized!<br />
</tab><br />
<tab name="DNA Vault"><br />
==DNA Vault==<br />
<br />
[[File:Dna_vault_cinematic.gif]]<br />
<br />
To complete this ship goal you'll need to build and stock a DNA Vault!<br />
<br />
=== Steps to Complete ===<br />
<br />
# To start with, you need to order the circuit boards from cargo; the crate costs 12000 credits and is only unlocked if this is the ship objective. It can be ordered multiple times.<br />
# Build a machine frame where you want the vault to be located. It corresponds to the top part seen in the image above. Ideally this should be built on a public or semi-public area to allow anyone to deliver DNA and to get the reward. Insert the board, 5 super capacitors and 5 pico-manipulators, then use a screwdriver on it to build the vault.<br />
# Order at least a DNA Vault Samplers crate from cargo. Each costs 3000 credits and contains 5 DNA probes, which are reusable.<br />
# Use the probes to collect DNA samples! You need:<br />
#* 15-20 animal samples, obtained from scanning simple animals like [[Ian]] or [[slime]]s. Animals have to be of different species. '''Xenobiology is extremely helpful for this'''<br />
#* 20-25 plant samples, obtained from scanning hydroponic trays with ready-to-harvest plants. Plants need to be of different species too; you'll have to [[Guide_to_hydroponics|mutate]] them to reach the quota.<br />
#* 75% of the ship's roundstart population in human samples. The samples do not necessarily have to be of the initial crew, and [[Guide_to_genetics|monkeymen]] can be used as well.<br />
# Upload the samples onto the DNA Vault by using the samplers on it.<br />
# When all the requirements are fulfilled, the DNA Vault will become active, fulfill the goal, and give genetic upgrades for free!<br />
<br />
=== Benefits ===<br />
<br />
When a DNA Vault is complete, everyone who uses it receives a choice between '''two''' of these. Picking one will apply that upgrade permanently. This has no cost and can be done on anyone who visits the Vault.<br />
<br />
* '''Toxin Adaptation:''' Makes the user able to breathe toxins harmlessly, and gives total virus immunity.<br />
* '''Lung Enhancement:''' The user no longer needs to breathe. As a side effect, they'll take brute damage instead of oxygen when in crit.<br />
* '''Thermal Regulation:''' Makes the user fireproof while also causing them to take half burn damage from any source.<br />
* '''Neural Repathing:''' Halves stun times.<br />
* '''Bone Reinforcement:''' Gives a 30% armor bonus to all forms of damage.<br />
* '''Leg Muscle Stimulus:''' Move faster, less effected by slowdowns from wearing things that slow you down when worn<br />
* '''Arm Muscle Stimulus:''' Act faster, less cooldown between actions taken. <s>Powergamer choice</s><br />
</tab><br />
<tab name="Station Shield"><br />
==<s>Station</s> Ship Shield==<br />
<br />
[[File:Meteor_shield.png]]<br />
<br />
[[File:Meteor Point-Defense Satellites.png|thumb|Unactivated satellites]]<br />
<br />
To complete this ship goal you'll need to build a ring of meteor defense satellites!<br><br />
<small>Not to be confused with the [[Guide_to_Ship_Superstructure_and_Armor#Shields|Shield Generator]]!</small><br />
=== Steps to Complete ===<br />
<br />
# To begin, you will probably want to grab a hardsuit from either EVA storage, or engineering department<br />
# As with most other ship goals, the supplies you will need are going to need can be ordered from cargo.<br />
#* The satellite crate, which comes with 3 satellites can be ordered for 3K points<br />
#* The satellite board crate, which comes with the required computer board can be ordered for 5K points.<br />
# I would recommend starting out with the satellite crate as it is both cheaper, and requires some moving around.<br />
# Inside the satellite crate you will find 3 meteor point defense satellites which can only be activated in space, and will act as the shield to protect the ship.<br />
# Take the satellites into space, and activate them around the ship. Some recommended locations are:<br />
#* Near the AI sat, to protect the AI<br />
#* Near the armory, to protect from being open to space<br />
#* Near the Reactor, to make sure it doesn't melt down<br />
# Feel free to order more than one sat crate. You can have many satellites online at a time.<br />
# Next, you will need to get the board crate which, contains the board<br />
# In a secure space, such as your office or the brig, construct a machine frame, wrench it down, add the board, and screwdriver it. <br />
# (It is worth noting that this is definitely the easiest ship goal to get, you require nothing expect cargo points.)<br />
# Finally, the console should be online, and you will be able to use your newfound point-defense satellites!<br />
<br />
=== Benefits ===<br />
<br />
* Fairly straightforward, you don't have to worry about meteors!<br />
* The satellites destroy meteors with pinpoint precision at a high range, no matter the speed or size!<br />
* They also generally reduce the chance of a meteor shower...<br />
* ...unless they're [[emag|emagged]], which will instead significantly increase the chance of meteors!<br />
</tab><br />
</tabs></div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=Squads&diff=33016Squads2021-07-15T16:06:59Z<p>Grabowski: Updates the page finally</p>
<hr />
<div>==Basics of squaddery==<br />
Welcome aboard valued employee! We deeply thank you for signing up as a Doctor/Engineer/Clown. But, there is one more thing you have to do. What, you expected a calm shift honking around?<br><br />
<br>That's right, here in the navy, we need every hand at the ready when combat hits. And thus, squads were born. When the sirens ring, and General Quarters is declared, all non-essential personnel must assist in the fighting.<br><br />
<br>Non-essential personnel means non-combat generally. So everyone NOT in the munitions department. Doctors, scientists, engineers, bartenders and such.<br><br />
<br>When you arrive on board, you are greeted by a large, reddish text, detailing which squad you are in, and what you will have to do. Don't get alarmed, it really isn't difficult. I'll detail what each squad does below. For now let's go over what to do. In the beginning of the shift, not much. Do whatever your job requires. After all, you are still ''useful'', just not combat. Combat usually doesn't begin until one hour has passed, or even more, depending on your Bridge Crew, so you might even go without GQ a whole shift. If you do get into GQ, however..<br />
===General Quarters===<br />
[[File:Squad vendor.png|right|thumb|A squad vendor]]<br />
Oh uh. The alarms are ringing, the ship has entered combat <s>or CC is just annoying you</s>. You now have to make your way to a '''squad vendor'''. They are usually located in central areas, such as briefing, the main hallway or the bar. Head over to them, vend your Equipment Box and start your duty.<br />
===General squad equipment===<br />
These are the things every squad member receives.<br />
*''[[File:Squad-pager.png]]Squad Pager'': This spawns in your inventory when you arrive on board. Allows you to speak on the squad comms with ''a HUD button''. It works when it's in your inventory. It works when comms are down. It works without any need for interaction. Its great! <s> Yet noone uses it </s><br />
If you want to return your equipment, '''put it all into your backpack, then click return on the vendor.''' The items must not be in any kind of container when in your backpack, not even the box you received them in.<br />
====Standrad Equipment====<br />
All squad members receives these in their Standard Box<br />
*''[[File:Squad jumpsuit.png|link=Special:FilePath/Squad_jumpsuit.png]]Combat jumpsuit'': A cheaply made uniform worn by general combat officers. Different squad members get differently named ones, but functionally, they are the same. They offer minimal protection against hazards. Midshipmen spawn wearing these.<br />
**Defense values: 30 acid, 30 fire, 10 bullet, 10 melle<br />
*''[[File:Squad armor.png]]Squad Armor'': A light piece of armour, designed to protect its wearer from basic workplace hazards during general quarters. It has been lined with protective materials to allow the wearer to survive in space for slightly longer than usual, but '''is not spaceproof'''. It does not slow you down, but you can't put weapons in it's exo-suit slot.<br />
**Defense values: 50 acid, 20 bio, 30 bomb, 40 bullet, 10 energy, 25 fire, 10 laser, 30 melee, 25 rad<br />
*''[[File:Squad helmet.png]]Squad Helmet:'' A bulky helmet that's designed to keep your head in-tact while you perform essential repairs on the ship.<br />
** Defense values: 50 acid, 20 bio, 30 bomb, 20 bullet, 10 energy, 25 fire, 10 laser, 30 melee, 25 rad<br />
====Hazard Equipment====<br />
All squad members receive these in their Hazardous Equipment Box<br />
*''[[File:Squad spacesuit.png|link=Special:FilePath/Squad_spacesuit.png]]Armored Skinsuit:'' A light piece of armour, designed to protect its wearer from basic workplace hazards during general quarters. It has been reinforced, making it '''spaceproof'''. It slows you down considerably. You can't put weapons in it's exo-suit slot.<br />
**Defense values: 70 acid, 100 bio, 10 bomb, 30 bullet, 80 fire, 5 laser, 20 melee, 50 rad, 10 stamina<br />
*''[[File:Squad space helmet.png|link=Special:FilePath/Squad_space_helmet.png]]Squad Space Helmet:'' A special helmet with solar UV shielding to protect your eyes from harmful rays. It bears a squad's insignia. It has been reinforced, making it '''spaceproof'''. Protects you from flashes.<br />
**Defense values: 70 acid, 100 bio, 10 bullet, 80 fire, 15 melee, 50 rad, 10 stamina<br />
====Weaponry====<br />
When the XO gives you gun clearence, you will receive these things in your box. If you have already vended your box, but still want a gun, return your equipment, then re-vend your box.<br />
*''[[File:Secglock.png]]Glock-13'': A small 9mm handgun used by Nanotrasen security forces. It has a polymer handle and a full durasteel body construction, giving it a nice weight. The main sidearm of [[Security Officer]]<nowiki/>s and Heads of Staff. '''The mag that starts in the gun is non-lethal.''' Does 20 stamina or brute damage, depending on the ammo.<br />
*''[[File:Glock ammo.png]]9mm magazine:'' An extra magazine for your Glocks. Filled with lethal ammo. More can be acquired at cargo.<br />
==Squad Members==<br />
A squad is made up mostly of Squad Marines, but has multiple specialized members, like Engineers, who can fix or break things, and Medics, who heal people. And of course, on top of them all sits the SL.<br />
<br />
Whichever role you get when you arrive on the ship depends on what you set in your Chracter Preferences, with the '''Squad Specialization''' button. The default is Marine. If you wish to change your role mid-round, you can talk to the XO.<br />
<br />
Not all jobs can be members of a squad roundstart. This is either because they are in an important position, which they cannot leave to attend to Squad duties (like Engineers or Munitions Technicians), or that their jobs are close enough to Squad duties already (like Security Officers). The following jobs can't be squad members roundstart:<br />
*CIC personnell: the [[Executive Officer]], the [[Captain]] and [[Bridge Staff]]<br />
*Most of Security: [[Security Officer]]<nowiki/>s, the [[Warden]] and the [[Head of Security]]<br />
*Munitions: [[Munitions Technician]]<nowiki/>s, the [[Air Traffic Controller]], [[Fighter Pilot]]<nowiki/>s, the [[Flight Leader]] and the [[Master At Arms]]<br />
* Most of Engineering: [[Ship Engineer]]<nowiki/>s and the [[Chief Engineer]]<br />
*[[Medical Doctor]]<nowiki/>s<br />
*The [[AI]] and the [[Cyborg]]<nowiki/>s<br />
===Squad Leader{{Anchor}}===<br />
Rank: Lieutenant('''LT''')<br />
<br />
Supervisor: [[XO]], [[HoS]]<br />
<br />
The Squad Leader is responsible for organizing the squad. While the XO or the Captain may be far away in CIC, the SL is down on the ground, with a clear view on the situation.<br />
<br />
While shipside, the SL should be the one leading with good example, helping out departments, and following the orders from CIC. Or not, if that is the example you want the squad to follow. You can also be an inspiring mentor to any new squadmates who may not be the greatest in whatever job you were given. As the SL, you are also the one tasked with ensuring that your squad is equipeed for whatever misson you will need to do.<br />
<br />
When boarding, communication with CIC may be hard, or even nonexistant. Thus the SL may find himself as the highest ranking crewmember present. This is where SLs make or break. You need to assess the situation, and quickly, using your megaphone, assume command, and keep your marines alive. Looking unprepared is a bad sign, so always have a plan, or just act like you have one. <br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
!Click here to view their special equipment: <br />
|-<br />
|{{Item<br />
|name=A special helmet for your special unga head.<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Squad helmet.png<br />
}}<br />
{{Item<br />
|name=A megaphone, to tell your important messages loudly<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Megaphone.png<br />
}}<br />
|}<br />
==== Squad Sergeant====<br />
Rank: Sergeant ('''SGT''')<br />
<br />
If you have enough experience in-game, you may become a Squad Sergeant roundstart, if you set your preference to ''Marine''.<br />
<br />
Squad Sergeants get the same equipment as normal Marines, but they are the Second in Command of the Squad, right under the SL. As such, if there is no SL, they will be the first ones to be promoted. Otherwise, their job is similar to the SL's job. While shipside, they are tasked with coordinating with CIC, telling inexperienced squadmates what to do. While boarding, the Sergeant can lead the Squad to victory, or if there is an SL, can take over command of a smaller force, tasked with a side job.<br />
===Squad Engineer===<br />
Rank: Second Lieutenant ('''SLT''')<br />
<br />
Supervisors: Squad Sergeant<br />
<br />
The Squad Engineer is responsible for fixing machinery vital for the squad's work, or for breaking into enemy ships. You are given a great power as an engineer, a full toolbelt. Use it for good [[Guide to hacking|and only good]]!<br />
<br />
While shipside, you can assist in any department you were assigned to, just like a Marine. However, your tools can help you fix any machinery, or break-in to save people, or yourselves. On top of this, you have a full Damage Control box, filled to the brim with metal foam grenades and and inflatable walls. These can be used to patch breaches quickly and easily. The additional flexi seal can be used to patch up damaged inflatables or [[AGCNR|reactors]]. <br />
<br />
When boarding, your job will change drastically. Instead of fixing holes, you will need to make holes. You have all the equipment required to break down walls, doors and machinery. When the Dropship docks with the enemy ship, it will be your job to breach a wall or a window, allowing your team to move in. Once inside, you will need to hack doors to get into key areas, construct barricades to protect your crewmates, and possibly even fix up some machinery once the ship has been overtaken. <br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Click here to view their special equipment: <br />
|-<br />
|{{Item<br />
|name=A full toolbelt, for construction or deconstruction.<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Utilitybelt.png<br />
}}<br />
{{Item<br />
|name=Welding Goggles, eyewear that protect your eyes when welding. Remember to flip it down before welding, not after.<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Welding Goggles.png<br />
}}<br />
{{Item<br />
|name =A box full of equipment for fixing breaches. Contains 5 inflatable walls, 3 smart metal foam grenades, a crowbar and a can of flexi seal, for fixing inflatable walls and [[AGCNR|reactors]].<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Dc box.png|32px<br />
}}<br />
|}<br />
===Squad Medic ===<br />
Rank: Second Lieutenant ('''SLT''')<br />
<br />
Supervisors: Squad Sergeant<br />
<br />
The Squad Medic is responsible for, suprisingly, healing their squadmates. You have all the equipment needed to heal, or failing that stabilize your fellow Squad members, then bring them to Medbay.<br />
<br />
While shipside, you can spend your time best by assisting in medbay. You can, with a bit of equipment from vendors and the medical lathe, become a real Doctor. Or, if Medbay is fully staffed, you are an excellent Paramedic, who can get patients to safety even from Space or a gunfight.<br />
<br />
When boarding, you may become the most important member of your Squad. But do not be afraid, your fellow Marines know this as well, so you can count on them for keeping your backside safe. It is very important to stock up on meds before you lift off. You will mainly be facing enemies with gns, so bring brute meds and a lot of gauze. Once you arrive on board the enemy vessel, stick back, and heal anyone who limps back to you. You may find yourself being the only medic on board, but do not be afraid! Just slap some patches on their owies, and tell them to go away.<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
!Click here to view their special equipment: <br />
|-<br />
|{{Item<br />
|name=A first aid kit, for treating basic injuries.<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = SMed.png<br />
}}<br />
{{Item<br />
|name=A bottle of sterilizing spray, to ensure that the patient doesn't get infected during surgery.<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Steril spray.png<br />
}}<br />
{{Item<br />
|name =A can of styptic powder, for healing brute damage.<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Brute spray.png|32px}}<br />
{{Item<br />
|name=An oxygen deprivation first aid kit, for treating suffocation. Only in the Hazardous Equipment box.<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = O2med.png<br />
}}<br />
|}<br />
===Squad Marine===<br />
Rank: Private First Class ('''PFC''')<br />
<br />
The Squad Marine is the most numerous of all the Squad roles. Squad Marines are the majority of any Squad, they put their lives on the line, they repair the ship, they work in Munitions.<br />
<br />
While shipside, you, the Marine, have one very simple job: follow orders. If you were sent to repair the ship's hull, put on your space suit, grab a welder and start welding those plates. If you were sent to fill up Munitions, then go, make torp, load guns, etc. Your strength is in numbers, so if only one of you turns up to the job, you wont make a big difference. So listen to the XO's or the SL's orders, and actually, help out. But do not be afraid if you find yourself overwhelmed by your new tasks! You have your Pager, so just ask the SL or the Sergeants if you don't know what to do<br />
<br />
When boarding, the plan doesn't change that much. But this time, your lives are at stake! So always watch eachother's back, never go alone, and safeguard the medics. Situational awareness is even more important then usual. Be careful with how you spend your ammo, as you do not get much. And always keep your Pager at hand, as normal comms may not be avaible.<br />
==Managing squads==<br />
[[File: Squad management.png|right|The Squad Management Console's UI|alt=|600x600px]]<br />
Squad management is the [[Executive Officer]]'s job. He can do it either from a machine in his office, the <i>Squad Management Console</i>, or from the ''Squad Management'' program on a Modular Console.. Either one of those let's you do numerous things! Let's go over them:<br />
*The button marked with <u>Purple</u> lets you reassign people into new Roles.<br />
*The button marked with <u>Red</u> allows you to transfer people between Squads. The Squads are different from eachother, albeit not by much.<br />
*The button marked with <u>White</u> lets you print a new lanyard. The lanyard can be used in hand by anybody to join a Squad.<br />
*The button marked with <u>Blue</u> toggles if that Squad will be automatically filled when new people join the round.<br />
*The button marked with <u>Yellow</u> toggles if that Squad's members receive guns in their Equipment boxes. Use with caution!<br />
*The button marked with <u>Green</u> toggles Elevated Acces for Squads.<br />
*The buttons marked with <u>Pink</u> let you set objectives for Squads. These should be general orders, detailing what they need to do.<br />
*The button marked with <u>Brown</u> lets you message Squads, to provide them with up-to-date information on quickly changing events.<br />
<br />
==Tips==<br />
*The XO, the Captain, the HoS and Security Officers have a General Pager, a pager that can listen in to any squad radio.<br />
*Able and Charlie - when given Elevated Access - have access to the Brig and the Hangar. Baker and Duff have access to Medical, Munitions and Engineering.<br />
*Baker Squad can have up to 4 engineers roundstart.<br />
----<br />
<br>That should be all. If any of this seems daunting, dont be afraid. You can always ask for help, and even if you fail, no-one expects the Bartender to save the ship in the middle of a battle, so dont worry if you aren't the most useful.<br><br />
<br>Yours truly,<br><br />
<br><br />
Acting Executive Officer Ian[[File:Ian.PNG|left|noborder]] </div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=File:Steril_spray.png&diff=33015File:Steril spray.png2021-07-15T15:54:27Z<p>Grabowski: </p>
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<div></div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=File:Squad_management.png&diff=33014File:Squad management.png2021-07-15T15:53:25Z<p>Grabowski: Grabowski uploaded a new version of File:Squad management.png</p>
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<div>== Summary ==<br />
Szevasz világ!</div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=File:Squad_space_helmet.png&diff=33013File:Squad space helmet.png2021-07-15T15:52:13Z<p>Grabowski: </p>
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<div></div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=File:Brute_spray.png&diff=33012File:Brute spray.png2021-07-15T15:51:41Z<p>Grabowski: </p>
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<div></div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=File:Squad_jumpsuit.png&diff=33011File:Squad jumpsuit.png2021-07-15T15:51:26Z<p>Grabowski: </p>
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<div></div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=File:Megaphone.png&diff=33010File:Megaphone.png2021-07-15T15:51:04Z<p>Grabowski: </p>
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<div></div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=File:Squad_spacesuit.png&diff=33009File:Squad spacesuit.png2021-07-15T15:50:49Z<p>Grabowski: </p>
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<div></div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Combat&diff=32971Guide to Combat2021-06-21T12:18:02Z<p>Grabowski: /* Longarm (Ballistic) */ the anchors actually work</p>
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<div>There are times when running away from a fight is not an option. The combat system is [[Terminology#Robust.2FRobusting|robust]] but functional, and can feel weird at times. Sometimes your clicks are ignored. Sometimes you suddenly realise your [[#Melee_Weapons|melee weapon]] is [[#Cheap_Tricks|no longer in your hand]]. Sometimes your ranged shots [[Syndicate_items#Martial_Arts_Scroll|bounce off]] your target. Sometimes you even [[Guide_to_chemistry#Amanitin|suddenly die]] without knowing why. Some people reduce it to "click spaceman until horizontal", but there is a lot more to it. This guide may only cover some basics, but its intention is to help you win fights (or successfully commit murder as [[Terminology#Antag|antag]]), even against veteran players. <br><br><br />
The [[#Basics to Combat|practical part]] this guide was written april 2019. If you are reading it much later, some things may be outdated. <br />
=Basics to Combat=<br />
Some good to know basics about the combat system. <br />
==[[Health]] System==<br />
Get familiar with how [[Health|health]] works. Some important bits are:<br />
*You have 200 max hp.<br />
* If you have over 40 total damage of any types you get slowed down until healed.<br />
* After losing around 100 hp (depending on [[Mood|mood]]) you enter [[Health#Critical_Status|softcrit]]. All you can do in this state is slowly crawl, and [[Radio_channels#Other_Communication_Codes|whisper]]. If this happens you have probably lost.<br />
* After losing 150 hp you enter a [[Health#Critical_Status|hardcrit]] state. In this state you will be [[Status_Effects#Unconscious|unconscious]] and slowly die. If you [[Radio_channels#Other_Communication_Codes|whisper]] you will say your last words and succumb to death.<br />
==Damage Zone ==<br />
[[File:Hud-target.gif]] You can target specific damage zones by using the Numpad Keys. Each limb has its own pool of hitpoints. Hurting the head, legs or arms with enough [[Health#Brute|brute damage]] can cut them off when using a sharp weapon. There are a few [[#Cheap_Tricks|specific items]] that do certain things when aimed at certain zones. If you are unsure what to aim at, then targeting chest or head are the safest choices. Limbs are capped and will stop taking damage if hurt enough, sometimes making you waste damage by hitting them.<br />
==Movement Speed ==<br />
To keep an upper hand in a fight, speed is very helpful. Stop or slow your enemy down with [[Health#Damage_Types|damage]], [[Makeshift_weapons#Bola|bola]], [[Status_Effects#Knockdown|slipping them]], [[#Cheap_Tricks|other tricks]] or many other methods and they will be easier to hit with both [[#Melee_Weapons|melee]] and [[#Ranged_Weapons|ranged weapons]]. There are also ways to speed yourself up, such as [[Guide_to_food_and_drinks#Nuka_Cola|Nuka Cola]] from [[Vendor#Food_and_Drink_Machines|drink vendors]]. <br />
==Stuns==<br />
A fight is typically won by either stunning your enemy, which lets you [[#Cuffing|cuff]] them, or by hurting them to a [[Health#Critical_Status|crit]] state or [[Health#Death|worse]]. Learn what the different types of [[Status_Effects#Disables|stuns]] do. An accessible stunning weapon can be made by crafting a [[Makeshift_weapons#Stunprod|stunprod]] [[File:Stunprod.png]]. Also note, when the wiki or players talk about "stuns", they typically mean both the [[Status_Effects#Paralyze|paralyze]] and the [[Status_Effects#Stun|stun]] [[Status_Effects|status effects]]. Stun times varies depending on item used, but are usually around 4-15 seconds. You can reduce stun times on yourself in several ways, such as with certain [[Guide_to_chemistry#Narcotics|chemicals]], including from smoking [[Guide_to_chemistry#Nicotine|nicotine]]. Some stuns are conditional, such as the [[Status_Effects#Paralyze|paralyze]] from the [[Security_items#Flash|flash]] [[File:Flash.gif]], which only works if the target has no [[Clothing_and_Accessories#Sunglasses|sunglasses]] or similar protection. If your target is [[Guide_to_genetics#Mutations_and_Their_Consequences|immune to stuns]], you will usually have to damage them instead.<br />
==Cuffing==<br />
If you are unsure if your target is [[Terminology#Valid.2FValidhunting|valid]] or not, you should opt for a non-lethal takedown. Do this by somehow [[Status_Effects#Paralyze|stunning]] or [[Unconscious|knocking out]] your target and then [[Makeshift_weapons#Cablecuffs|cuffing]] it. If you do not have access to [[Security_items#Handcuffs|handcuffs]] [[File:Handcuffs.png]], you can easily craft [[Makeshift_weapons#Cablecuffs|cablecuffs]] [[File:Cablecuffs.png]] by activating [[Engineering_items#Cable_Coil|cable coils]] [[File:CableCoils.png]] in your hand. Cuff a person by holding cuffs in your active hand, and then clicking your target. Grab your target by ctrl+clicking it (works even while cuffing). Switch to [[Starter_guide#Help_Intent|help intent]] [[File:Intent_Help.png]] so you can move around easier with the cuffed person. The target is now completely under your control as long as you don't stand still long enough for them to uncuff themself, and as long as they don't get bumped out of your grab. Remove cuffs from yourself by [[Keyboard_Shortcuts#Hotkey-mode_Enabled|resisting]]. Remove cuffs from someone else by clickdragging their sprite onto yours and then click the cuffs in the menu that pops up.<br />
=Melee Combat=<br />
On /tg/station, you interact with a person in melee by being next to them and clicking '''on their sprite''' (and not on the tile they are standing on/moving towards). When your interaction connects, something will happen depending on what your [[Starter_guide#Intents|intent]] is and which [[#Melee Weapons|weapon]] you are wielding. Due to technical limitations, some clicks will not connect, so what you should do is spamclick that target while moving around and trying to avoid being clicked yourself. Every time you successfully [[Starter_guide#Harm_Intent|attack]] (or [[Starter_guide#Help_Intent|hug]]) someone in melee there is a cooldown before you can do it again. The cooldown is usually less than a second. <br />
==Unarmed Combat==<br />
This guy [[File:Traitor.png|64px]] just broke into your department and whipped out an [[Syndicate_items#Energy_Sword|energy sword]] and [[Syndicate_items#Mini_Energy_Crossbow|energy crossbow]]. You are unarmed. You are at a huge disadvantage. What can you do? Let's say he somehow missed a shot with the bow, due to you dodging behind a machine or wall, and is now coming towards you with the [[Syndicate_items#Energy_Sword|e-sword]]. You have have a few options. <br />
===Shoving===<br />
You enable [[Starter_guide#Disarm_Intent|disarm intent]] [[File:Intent_Disarm.png]] and read [[Starter_guide#Disarm_Intent|here]] about how shoving works. You can try to lure your enemy into a spot where you can shove him against an object, making him drop both weapons. Then shove him one more time on the ground to [[Status_Effects#Paralyze|paralyze]] him for 4 seconds. Then you must quickly left click his own dropped [[Syndicate_items#Energy_Sword|energy sword]] to pick it up. Kill him with it. <br />
===Grabbing===<br />
You enable [[Starter_guide#Grab_Intent|grab intent]] [[File:Intent_Grab.png]]. For this to work your enemy must either be temporarily stunned or standing still and not paying attention. First you click your target once to passive grab. Keep spamclicking him, and if he doesn't move or "[[Keyboard_Shortcuts|resist]]" to break out of your grab, you will grab him aggressively. This will make you [[Stun|stun]] the target for a very short moment, making him drop any held items. Either pick up the dropped [[Syndicate_items#Energy_Sword|energy sword]] and kill him with it, or continue to [[#Tabling|tabling]]. <br />
====Tabling====<br />
When having an aggressive grab on the enemy, you can quickly "table" him. Do this by clicking any [[Guide_to_construction#Tables.2FReinforced_Table|table]] [[File:table.png]] within your melee range, while still on [[Starter_guide#Grab_Intent|grab intent]]. This will instantly transport him to the top of the table, and [[Status_Effects#Paralyze|paralyze]] him for 4 seconds. If you are very fast you can attempt to [[#Cuffing|cuff]] him on the table. Or you can permanently keep him stunned by spamclicking him with [[Starter_guide#Grab_Intent|grab]] to aggressive again, and clicking the same table again. Over and over. You have time to deal a single punch on [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]] after each tabling. If you are on the receiving end of this treatment, all you can do is yell for help and spam "[[Keyboard_Shortcuts|resist]]", which will make you attempt to break out of the grab (with a 2 second cooldown or so). Resisting will not work the 4 seconds you are [[Status_Effects#Paralyze|paralyzed]], so your enemy must mess up the timing for you to escape. Tabling on a [[Guide_to_construction#Tables.2FReinforced_Table|glass table]] [[File:Glass_table.png]] will stun for a longer duration, but will break the table.<br />
==== Strangling====<br />
If having an aggressive grab, you can reinforce your grab two more times by clicking the target on [[Starter_guide#Grab_Intent|grab intent]] [[File:Intent_Grab.png]]. The level 3 grab makes you grab his neck (deals no damage). Level 4 makes you start strangling him, causing [[Health#Oxygen|suffocation damage]]. This is a slow process, and the target can attempt to break free by spamming "[[Keyboard_Shortcuts|resist]]" or trying to move away. The target has 5% chance to break out per try (down from ~30% on aggressive grab) and takes 8-15 [[Health#Stamina|stamina]] damage every failed attempt. Strangling is rarely used unless the target is already [[#Cuffing|cuffed]]. The target can call for help while being strangled.<br />
====Throwing Spacemen====<br />
If you have an aggressive grab, you can also activate "throw" mode with '''R'''. Then left click somewhere to throw the grabbed person in that direction. Unlike with [[#Tabling|tabling]], you must throw the person away from you. Otherwise the thrown spaceman will hit yourself and [[Status_Effects#Paralyze|paralyze]] you both. Throwing him on top of a [[Guide_to_construction#Tables.2FReinforced_Table|glass table]] [[File:Glass_table.png]] will [[Status_Effects#Paralyze|paralyze]] him long enough to [[#Cuffing|cuff]] him. Throwing a person or a monkey corpse at someone is a reliable method to [[Status_Effects#Paralyze|paralyze]] someone for a moment. Throwing him at a [[Guide_to_construction#Walls|wall]] [[File:Wall.png]] or [[Guide_to_construction#Reinforced_Wall|reinforced wall]] [[File:R_wall.png]] will [[Status_Effects#Paralyze|paralyze]] him for a moment as well. Throwing him at an [[Guide_to_construction#Airlock|airlock]] [[File:Airlock.gif]] will make it open, if he is wearing a valid ID.<br />
=== Punching and kicking===<br />
You enable [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]]. Punching does a small and random amount of [[Health#Stamina|stamina]] and [[Health#Brute|brute]] damage. What you're hoping for though, is the random chance for a punch to cause a short [[Status_Effects#Knockdown|knockdown]]. Keep clicking your target with punches until this happens, then quickly enable [[Starter_guide#Disarm_Intent|disarm intent]] [[File:Intent_Disarm.png]] and [[#Shoving|shove]] the target on the ground to [[Status_Effects#Paralyze|paralyze]] him for 4 seconds. Then quickly pick up the dropped [[Syndicate_items#Energy_Sword|energy sword]] and kill him with it (you know the drill). If the target has no weapon to pick up, you can keep clicking the prone target with fists to ''kick'' him instead, which simply deals 1.5-15 [[Health#Brute|brute]] damage.<br />
===Curbstomping===<br />
To perform a curbstomp you need to meet several criteria for both yourself and the target. The criteria are as follows, the first being that you need to target the head, The second being that you must be on [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]], The third is that your target must be lying down and the fourth is that you must be on the same tile as them. once all of the criteria are met then click and drag your sprite onto theirs, this will then cause you to wait for several seconds before finally performing the curbstomp. This is an effective finisher for enemies already in a [[Health#Critical_Status|crit state]] as it does 36 [[Health#Brute|brute]] damage to the head.<br />
===Groinkicking===<br />
The groinkick is very similar to the curbstomp but has a conditional damage set which causes characters which are male to take 25 damage as opposed to 15 for their female counterparts. This is performed by following the same process described above with the curbstomp. The steps are the same but however requires you to target the groin [[File:Hud_target_crotch.gif]] as opposed to the head. so the steps will be as follows, Harm intent [[File:Intent_Harm.png]], Target groin [[File:Hud_target_crotch.gif]], target must be lying down and you must be on the same tile as your target. Once these are met, click and drag your sprite to theirs wait for a few seconds and you will kick them in the groin.<br />
== Using Melee Weapons==<br />
Fighting with [[#Melee Weapons|melee weapons]] works similarly to fighting [[#Unarmed_Combat|unarmed]]. You click the enemy while holding a melee weapon in your hand and you will deal damage to them with that weapon. The differences to [[#Unarmed_Combat|unarmed]] fighting is that there is usually no randomness to damage dealt, and [[Starter_guide#Intents|intent]] usually doesn't matter. There are exceptions though. [[Security_items#Stun_Baton|Stun batons]] [[File:StunBaton.gif]] and [[Makeshift_weapons#Stunprod|stunprods]] [[File:Stunprod.png]] will only deal damage when on [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]]. Otherwise they will [[Status_Effects#Paralyze|stun]] harmlessly. To defeat someone by only using a melee weapon, you should generally use as strong weapon as possible to give the target as little time as possible to counter you. Most melee weapons can't [[Status_Effects#Paralyze|stun]], so there is risk involved unless you [[Status_Effects#Paralyze|stun]] your target before you start whacking.<br />
= Ranged Combat=<br />
Ranged projectiles in this game use pixel perfect movement. Shoot by having a ranged weapon in your hand, and clicking a target tile. The projectile will hit the first object in its path, but will pass over people who are [[Status_Effects#Paralyze|paralyzed]], [[Status_Effects#Sleep|sleeping]] or [[Health#Death|dead]] unless you click directly on their sprites. Sometimes when you're running your weapon will randomly not fire when clicking. This can be due to how the game engine works, so just keep spamclicking until you fire. <br />
==Ranged Intents==<br />
There are some differences to firing guns between different [[Starter_guide#Intents|intents]]:<br />
*On [[Starter_guide#Help_Intent|help]] [[File:Intent_Help.png]], [[Starter_guide#Disarm_Intent|disarm]] [[File:Intent_Disarm.png]] and [[Starter_guide#Grab_Intent|grab]] [[File:Intent_Grab.png]] intents you can fire at a target point blank by clicking directly on them. On [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]] you will instead do a melee strike with your gun, unless you aim behind your target.<br />
*On [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]] you can fire two guns at the same time. However, you will also have a random spread to your accuracy.<br />
==Throwing ==<br />
This is a safe way to take down a target. Pick nearby items up and throw them at the enemy. Most items deal the same damage when thrown as when used as a melee weapon. Some, such as [[Makeshift_weapons#Spear|spears]] [[File:Spear.png]], will deal even more. First pick an item up, then activate "throw" with the '''R''' key. Then click where you want to throw the object. You can pick up some [[Guide_to_construction#Chairs|chairs]] [[File:Chair.png]] or [[Guide_to_construction#Chairs|stools]] [[File:Stool.png]] for throwing, by dragging their sprites onto yours. Throwing, like [[#Ranged_Combat|ranged combat]], uses pixel perfect movement, which means you can throw in any direction. You can also craft a [[Makeshift_weapons#Bola|bolas]] to throw at enemies, which will slow them down until they [[Keyboard_Shortcuts|resist]] out of it. Thrown objects do not count as ranged shots and can not be reflected by [[Syndicate_items#Martial_Arts_Scroll|sleeping carp]] users. You can counter having items thrown at you by activating "throw" yourself (with '''R'''). If your active hand is empty, you will then capture the next object thrown at you, instead of getting hit by it.<br />
===Embedding===<br />
Some items, such as the [[Makeshift_weapons#Spear|spears]] [[File:Spear.png]], has a chance to ''embed'' into a body part when they are thrown at someone. An embedded item deals additional brute damage and bleeding until the item is removed. Some embedded items can automatically fall out after a while. Else you remove an embedded item from yourself by [[Starter_guide#Controls|examining]] your body, and then clicking the underlined string of text that appears in the chat window. You remove embedded items from others with [[Surgery#Removal_of_Embedded_Objects|surgery]]. Many items, such as [[#Glass Shard|glass shards]] [[File:Shard.png]] and [[Guide_to_construction#Rods|metal rods]] [[File:Rods.png]] can only embed from higher than normal throw speed, such as from explosions. Some more items that can embed from normal [[#Throwing|throws]] are: [[Syndicate_Items#Energy_Sword|Energy sword]] [[File:ESword.png]], [[#Combat_Knife|combat knife]] [[File:Buckknife.png]] and [[Syndicate_Items#Box_of_Throwing_Weapons|throwing star]] [[File:Tstar.png]].<br />
==Execution With Guns==<br />
If you target mouth [[File:Hud_target_mouth.gif]], and use any intent except [[Starter_guide#Harm_Intent|harm]] [[File:Intent_Harm.png]], you will aim for the target's head with a slow progress bar, and fire once it finishes (if the target is still in melee range). Mostly useful for roleplay. It also deals 10 times more damage.<br />
=Cheap Tricks=<br />
There many tricks to winning a fight. These are only a select few of them:<br />
* Aim for eyes [[File:Hud_target_eyes.gif]] and stab multiple times with a screwdriver make the target blind. Only works if target has no [[Clothing_and_Accessories#Eyewear|eyewear]].<br />
*Alt-click a [[Fire Extinguisher]] [[File:Fire_extinguisher.gif]] to subtly empty its water on the floor below you. People chasing you may [[Status_Effects#Knockdown|slip]].<br />
*Carry a bottle or beaker of water. Select [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]] and click on ground with it to splash the water on the ground, making people [[Status_Effects#Knockdown|slip]].<br />
*Drag a [[General_items#Soap|soap]] [[File:Soaps.gif]] behind you to [[Status_Effects#Knockdown|slip]] people.<br />
*Drag an open [[Guide_to_construction#Lockers|locker]] [[File:Locker.png]] behind you. People accidentally clicking the locker will put their weapon in it.<br />
*If you know what you're doing (or is an [[Terminology#Antag|antag]]), learn how to make and utilize [[Guide_to_chemistry#Explosion|bombs]].<br />
*You can [[Status_Effects#Knockdown|knock people down]] a couple of seconds by aiming at their head on [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]], and hitting them with a bottle of booze.<br />
<br><br />
There is much more to learn than this. Some things must come from experience, or from [[Ghost|observing]] others. Good luck out there, and don't hate yourself if you fail. Just try again another round. What follows below is a table of some common, or just robust, items that may help you win. Much of it is outdated, so don't rely on the numbers.<br />
=Weapons=<br />
This is not a list of how much damage each item does, just some of the best items and short notes on how to best use them. If you feel something should be added, please go ahead and do so, if it's robust enough. This is in alphabetical order. While most items in the game can be used as a makeshift weapon, actual dedicated weapons are far more effective in harming, subduing or killing a target.<br />
=Offense=<br />
==Melee Weapons==<br />
Most station personnel lack access to proper firearms, thus if push comes to shove most people will have to rely on the old fashion method of melee combat to deal with a attacker.<br />
<br />
lmost any object on the station can be used as a makeshift melee weapon, however some are better than others.<br />
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2"<br />
|-<br />
! scope="col" class="unsortable" style="background-color:#EB4C42;" |Icon<br />
! scope="col" style="background-color:#EB4C42;" |Item<br />
! scope="col" style="width:80px; background-color:#EB4C42;" |Damage<br />
! scope="col" style="width:80px; background-color:#EB4C42;" |How to Acquire<br />
! scope="col" style="width:80px; background-color:#EB4C42;" |Faction Usage<br />
! scope="col" class="unsortable" style="background-color:#EB4C42;" |Notes<br />
|-<br />
![[File:Brokenbottle.png|64px]]<br />
!{{anchor|Broken Bottle}}Broken Bottle<br />
|15 Brute when breaking<br>9 Brute after broken<br />
|Get a bottle from the Booze-o-mat, smash it on someone.<br />
|Civilian<br />
| Has to be broken first, to break simply change intent to harm then smash it against someone; by aiming for the head you will also knock them down if they are not wearing protective head gear. Smashing it spills its contents over the target so you could use it as a chemist to knock out your opponent, by filling it with chloral, and then beat them to death with it. Another reason why traitor Chemist is so great. If the bottle's contents are flammable (booze bottles, for instance) you can follow up by setting your opponent on fire.<br />
|-<br />
![[File:Butcherknife.png|64px]]<br />
!{{anchor|Butcher's Cleaver}}Butcher's Cleaver<br />
|15 Brute<br />
|Hack the Dinnerware vending machine.<br />
|Civilian: Kitchen Staff<br />
|Somewhat hard to get. Security will likely have their suspicions as the only reason to have this over the normal knife is its robusting power. Works as a ghetto circular saw in surgery.<br />
|-<br />
![[File:Saw.png|64px]]<br />
!{{anchor|Circular Saw}}[[Circular Saw]]<br />
|15 Brute<br />
|[[Operating Theatre]] [[Robotics Lab]] [[Autolathe]]<br />
|Civilian: Medical/Research<br />
|One of the most robust things you can find. Sadly they are rather uncommon and departments like to hang onto theirs, and security likes to take them. You can print one at the [[Cargo Bay]]'s autolathe, if it has metal to make it.<br />
|-<br />
![[File:Deathnettle.png|64px]]<br />
!{{anchor|Death Nettle}}[[Death Nettle]]<br />
|Up to 30 Burn.<br>Damage depends on potency.<br>Loses a random amount of damage after each hit.<br />
|Growing them at [[Hydroponics]]<br />
| Civilian: Botany<br />
| A red nettle that deals high damage and can paralyze. Requires gloves to wield, lasts for several hits (damage reduced with each hit) until they disintegrate (i.e. the evidence disappears). Experienced Botanists can make these. At low potency they are mostly a joke but at high potency they are as strong as energy swords.<br />
|-<br />
![[File:Extinguisher.png|64px]]<br />
!{{anchor|Fire Extinguisher}}[[Fire Extinguisher]]<br />
|10 Brute<br />
|Emergency Fire closets and lockers, emergency storage rooms<br />
|Civilian<br />
|Found across the station so they're aren't in short supply. Unlikely to be taken by security if they search you. They are also very useful if you get spaced, spray in opposite direction of where you want to go, and you'll fly away. With a limit of 50 units, that's 10 squirts using 5 per spray.<br />
|-<br />
![[File:OxygenTank.png|64px]] <br> [[File:N2Otank.png|64px]]<br />
!{{anchor|Gas tank}}[[Atmospherics items|Air/Oxygen]]/[[Medical items#Anesthetic Tank|Anaesthetic tank]]<br />
|10 Brute<br />
|Emergency lockers [[E.V.A.]] [[Toxins lab]] [[Atmospherics]] [[Operating Theatre]] (for anaesthetic tanks).<br />
|Civilian<br />
|Found across the station so they're aren't in short supply. Air and oxygen tanks are unlikely to be taken by security if they search you. You can use it for internals while having it in your hand (though it is recommended you don't use an anaesthetic tank).<br />
|-<br />
![[File:Fireaxe.png|64px]]<br />
!{{anchor|Fire Axe}}[[Fire Axe]]<br />
|5 Onehand<br>24 Twohand<br />
|[[Bridge]] and [[Atmospherics]].<br />
|Civilian: Atmospherics/Command<br />
|Most robust thing you can get from the Station. Has to be held with two hands to be used properly. Security will likely take it and it's a large object. Best to store this on your back. They are also rare, one is in Atmos and the other is in the Bridge, good luck breaking in before it gets taken. Can be used as a crowbar (while wielded) on unpowered doors, and is strong enough to break powered ones.<br />
|-<br />
![[File:Hatchet.png|64px]]<br />
!{{anchor|Hatchet}}[[Hatchet]]<br />
|12 Brute<br>15 thrown<br />
|[[Hydroponics]].<br />
|Civilian: Botany<br />
|Botanists use these to chop wood, they also are good at chopping limbs. Easy to conceal, and if you're a Botanist, security probably won't care if you're carrying one. Throwing it at someone deals 15 damage. Bonus points for finishing off an escaping enemy this way, Navajo-style. Works as a ghetto circular saw in surgery.<br />
|-<br />
![[File:Knife.png|64px]]<br />
!{{anchor|Kitchen Knife}}[[Kitchen Knife]]<br />
|10 Brute<br />
|[[Kitchen]] [[Autolathe]].<br />
|Civilian<br />
|Useful if you're the Chef, as Security are unlikely to give a single shit if they see you with it. Works as a ghetto scalpel in surgery. Can be hidden in boots.<br />
|-<br />
![[File:Nullrod.png|64px]]<br />
!{{anchor|Null Rod}}[[Null Rod]]<br />
|18 Brute (base)<br />
|[[Chapel]] and on the [[Chaplain]].<br />
|Civilian: Chaplain<br />
|Similar to the Circular Saw, but there's only one of them, and the Chaplain tends to keep it on him. It can destroy runes and protect against some cult magics. Can be transformed into a variety of religious weapons, with different characteristics.<br />
|-<br />
![[File:Pickaxe.png|64px]]<br />
!{{anchor|Pickaxe}}[[Pickaxe]]<br />
|15 Brute<br />
|[[Mining Dock]] and [[Mining Station]].<br />
|Civilian: Supply<br />
|Fairly robust, but it's very big, so it can only be stored on the back or belt slot. Miners barely use these anymore in favor of the Kinetic Accelerator, so it's mostly seen on the [[Labor Camp|Gulag]]. Mining drills and jackhammers all do the same amount of damage as a pickaxe.<br />
|-<br />
![[File:Minipick.gif|64px]]<br />
!{{anchor|Compact Pickaxe}}Compact Pickaxe<br />
|10 Brute<br />
|[[Mining Dock]] and [[Mining Station]], in miner's equipment closets.<br />
|Civilian<br />
| Does less damage, but can fit in a backpack.<br />
|-<br />
![[File:Survivalknife.gif|64px]]<br />
!{{anchor|Survival Knife}}Survival Knife<br />
|15 Brute<br />
|Miner's explorer backpacks, Miner's explorer boots<br />
|Civilian: Supply<br />
|Miners spawn with a very robust knife that can fit in their pockets or boots.<br />
|-<br />
![[File:Scalpel.png|64px]]<br />
!{{anchor|Scalpel}}[[Scalpel]]<br />
|10 Brute<br />
|[[Operating Theatre]] [[Autolathe]].<br />
|Civilian: Medical/Research<br />
|Despite being not as good at the saw, this is still quite robust. Jabbing people in the eyes occasionally stuns them and eventually blinds them, limiting their ability to run. Best part is you can have it your pocket and if you have access to this (not counting autolathe produced scalpels) security wouldn't care, unless it's covered in blood, of course. But even then they might assume you're just a bad doctor.<br />
|-<br />
![[File:Shard.png|64px]]<br />
!{{anchor|Glass Shard}}[[Glass Shard]]<br />
|5 Brute<br>10 thrown<br />
|Anywhere there's [[glass]] (read: everywhere).<br />
|Civilian<br />
|Extremely easy to obtain, just break a glass/reinforced glass pane or climb a glass table. Works also as a ghetto scalpel. You need gloves to hit stuff with it without cutting yourself, but you can still throw it.<br />
|-<br />
![[File:Screwdriver_tool.png|64px]]<br />
!{{anchor|Screwdriver}}[[Screwdriver]]<br />
|5 Brute<br />
|Most storage rooms and [[Engineering]].<br />
|Civilian<br />
|Its robustness doesn't come from the damage, but from its thin, pointed edge. Anyone not wearing glasses can have their eyes stabbed out causing them lose sight. Doesn't make them mute so they'll still scream, or might even fight back before you have a chance to blind them enough.<br />
|-<br />
![[File:Drill.png|64px]]<br />
!{{anchor|Surgical Drill}}[[Surgical Drill]]<br />
|15 Brute<br />
|[[Operating Theatre]] [[Autolathe]].<br />
|Civilian: Medical/Research<br />
|Only found in Surgery. Only used for dental implants, so it'll barely be noticed if it goes missing.<br />
|-<br />
![[File:BlueToolbox.png|64px]]<br />
!{{anchor|Toolbox}}[[Toolbox]]<br />
|12 Brute<br />
|Most storage rooms and [[Engineering]].<br />
|Civilian<br />
|Rather common. Althought it deals a moderate amount of damage, it's a bulky item, so you'll have to hold it.<br />
|-<br />
![[File:Welder.png|64px]]<br />
!{{anchor|Welding tool}}[[Welding tool]]<br />
|3 Brute when off <br> 15 Burn when on<br />
|Most storage rooms and [[Engineering]].<br />
|Civilian<br />
|When switched on, it deals a robust amount of burn damage, but consumes fuel after every hit.<br />
|-<br />
![[File:Syndicatetools.png|64px]]<br />
!{{anchor|Toolbox}}[[Syndicate Items#Fully Loaded Toolbox|Syndicate Toolbox]]<br />
|15 brute<br>18 brute when thrown<br />
|Syndicate uplink and the [[Derelict]].<br />
|Syndicate<br />
|Worth more for emergency tools than anything. Expect security to come cracking down unless they know you've taken a trip to the derelict.<br />
|-<br />
![[File:Spear.png|64px]]<br />
!{{anchor|Spear}}[[Spear]]<br />
|10 brute in Onehand<br>18 brute when wielded/Twohand<br>20 brute when Thrown<br />
|[[Makeshift weapons|Made by yourself]]<br />
|Civilian<br />
|A haphazardly-constructed yet still deadly weapon of ancient design. You can attach an explosive to it. If you attach one, Alt-clicking it will allow you to set a war cry when attacking with it.<br />
|-<br />
![[File:Chainsaw.gif|64px]]<br />
!{{anchor|Chainsaw}}Chainsaw<br />
|13 Brute when off<br>21 Brute when on<br />
|[[Makeshift weapons|Made by yourself]]<br />
| Civilian<br />
|You can [[Surgery#Limb Augmentation|surgically replace an arm]] with a chainsaw. Can break an airlock down.<br />
|-<br />
![[File:Baseball_bat.png|64px]]<br />
!{{anchor|Baseball bat}}Baseball bat<br />
|10 Brute<br />
|[[Makeshift weapons|Made by yourself]]<br />
|Civilian<br />
|Knocks back targets on hit.<br />
|-<br />
|}<br />
<br />
like makeshift melee weapons, these melee weapons are usually more reliable and robust, however most station personnel can't get access to them, as well as these weapons being very noticeable.<br />
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2"<br />
|-<br />
! scope="col" class="unsortable" style="background-color:#EB4C42;" |Icon<br />
! scope="col" style="background-color:#EB4C42;" |Item<br />
! scope="col" style="width:80px; background-color:#EB4C42;" |Damage<br />
! scope="col" style="width:80px; background-color:#EB4C42;" |How to Acquire<br />
! scope="col" style="width:80px; background-color:#EB4C42;" |Faction Usage<br />
! scope="col" class="unsortable" style="background-color:#EB4C42;" |Notes<br />
|-<br />
![[File:Cultblade.png|64px]]<br />
!{{anchor|Cult Blade}}[[Cult Blade]]<br />
|30 Brute<br />
|[[Cult magic]]<br />
|Cultists<br />
|Those who aren't Cultists suffer from wielding this blade...'''''MENTALLY'''''. Aside from being very robust, it is Cult exclusive. Expect a wave of <strike>batons</strike> lasers when Security sees you holding this.<br />
|-<br />
![[File:ESword.png|64px]]<br />
!{{anchor|Energy Sword}}[[Energy Sword]]<br />
|3 Brute Off<br>30 Brute On<br />
|Through a [[Syndicate Uplink]]<br />
|Syndicate/Nanotrasen<br />
|Despite being very strong in melee combat, its activation is loud, very obvious to those around you, and a very big target for people looking for free gear. It also counts as a shield when active! Aim for the legs or arms. Use a multitool on one to turn on RAINBOW MODE (permanently). '''''TURN IT ON BEFORE YOU USE IT'''''<br />
|-<br />
![[File:DoubleESword.png|64px]]<br />
!{{anchor|Double-bladed Energy Sword}}[[Double-bladed Energy Sword]]<br />
|3 Brute Off<br>34 Brute On<br />
|Through a [[Syndicate Uplink]]<br />
|Syndicate/Nanotrasen<br />
|Has to be held with two hands while on. Four extra damage may not seem much, but it means one less hit to crit an unarmored opponent. When wielded it gives a 100% chance to deflect energy-based shots, like tasers and lasers. Like the energy sword, its activation is very loud. To create this, you must combine two Energy Swords together of any color (hold one in each hand and click the other sword) or receive it in a Syndicate Bundle. You cannot put two holodeck swords together. Use a multitool on one to turn on RAINBOW MODE (permanently). '''''TURN IT ON BEFORE YOU USE IT''''' For obvious balance reasons, hulks cannot use these.<br />
|-<br />
![[File:StunBaton.gif|64px]]<br />
!{{anchor|Stun Baton}}[[Stun Baton]]<br />
|10 Brute<br />
|[[Security Office]] and [[Security Officer]]'s backpack.<br />
|Security<br />
|Very robust if you know how to use it [[Shitcurity|properly]]. Only the security force can get these easily. Deploy liberally, but stow for transport.<br />
|-<br />
![[File:Billyclub.png|64px]]<br />
!{{anchor|Billy club}}[[Billy club]]<br />
|10 Brute <br> 15 stamina<br />
|[[Security Office]] and [[Security Officer]]'s backpack.<br />
|Security<br />
|Used to bash heads and break down defenses. Usually used as a more lethal alternative for the stunbaton. Deploy liberally, but stow for transport.<br />
|-<br />
![[File:Katana.gif|64px]]<br />
!{{anchor|Katana}}[[Katana]]<br />
|40 brute<br />
|Possible loot from necropolis chests in [[Lavaland]] and in the ninja bundle.<br />
|Mining and Traitors<br />
|Real katanas are very robust, but only miners or traitors have a reasonable chance of finding them.<br />
|-<br />
![[File:Telescopic_Baton.png|64px]]<br />
!{{anchor|Telescopic Baton}}Telescopic Baton<br />
|10 Brute<br />
|[[Heads of Staff]]'s backpacks.<br />
|Command<br />
|Like the stunbaton but retractable, with a shorter stun time, but the same capability for bludgeoning. Heads of Staff start their shift with one in their backpack. Be sure to extend it before using!<br />
|-<br />
![[File:Ion Sabre.gif|64px]]<br />
!{{Anchor}}Ion sabre<br />
|10 Brute off<br />
|[[Captain]]'s, [[Executive Officer]]'s belt<br />
|Command<br />
|An exceedingly rare sword, that uses experimental Ion technology to stun anyone on the wrong end of it. Only given to high ranking officers with a proven track record.<br />
|-<br />
![[File:Sabre.gif|64px]]<br />
!{{anchor|Officer's Sabre}}Officer's Sabre<br />
|15 Brute<br />
|Captain's locker.<br />
|Captain<br />
|A sabre intended for ceremonial uses. Comes with its own sheath. Can block melee attacks and has good armor penetration. Surprisingly sharp for a fashion accessory.<br />
|-<br />
![[File:buckknife.png|64px]]<br />
!{{anchor|Combat Knife}}Combat Knife<br />
|20 Brute<br />
|Can be ordered through Cargo.<br />
|Security<br />
|Very robust for its size.<br />
|}<br />
<br />
==Ranged Weapons==<br />
Although often hard to get, these can put you at a huge advantage. Not just from being outside melee range, but also by shooting through windows and destroying walls. Guns rely on a stock of ammo, and those are hard to get, while energy guns use recharging units or just recharge by themselves.<br />
==Sidearms (Ballistic)==<br />
Ballistic weapons are the most common kind of ranged sidearms utilised by Nanotrasen security forces on warships.<br />
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2"<br />
|-<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon<br />
! scope="col" style="background-color:#F0DC82;" |Item<br />
! scope="col" style="background-color:#F0DC82;" |Ammo<br />
! scope="col" style="background-color:#F0DC82;" |Capacity<br />
! scope="col" style="background-color:#F0DC82;" |Damage & Effects<br />
! scope="col" style="background-color:#F0DC82;" | How to Acquire<br />
! scope="col" style="background-color:#F0DC82;" |Faction Usage<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes<br />
|-<br />
![[File:Deagle.gif|64px]]<br />
!{{anchor|Desert Eagle}}Desert Eagle<br />
|[[File:Ammo 50.png|64px]]<br>.50<br />
|7 Rounds<br />
|60 Brute<br />
|Summon guns, can spawn in the secure contraband locker on metastation.<br />
| Emergency Response Team |Nanotrasen<br />
|Comes in three tasteful variants. Normal, gold and camo gold. Hope for the gold gun. 7 Rounds of pure mlg; spare ammo available nowhere.<br />
|-<br />
![[File:Mateba.png|64px]]<br />
!{{anchor|Mateba}}Mateba<br />
|[[File:357 speedloader.png|64px]]<br>.357<br />
|7 Rounds<br />
|60 Brute<br />
|[[Syndicate Uplink]] and summon guns.<br />
|Nanotrasen<br />
|All in all the syndicate revolver, but for death squad and emergency response team officers.<br />
|-<br />
![[File:Revolver.png|64px]]<br />
!{{anchor|Revolver}}Revolver<br />
|[[File:357 speedloader.png|64px]]<br>.357<br />
|7 Rounds<br />
|60 Brute<br />
|[[Syndicate Uplink]] and summon guns<br />
|Syndicate<br />
|Security (or generally anyone) will be quick to scream 'TRAITOR!' if they see you with one. You can get more ammo from hacked autolathes. Serve with a side of grenade to finish your foe off for good.<br />
|-<br />
![[File:Detectivegun.png|64px]]<br />
!{{anchor|Revolver}}Revolver<br />
|[[File:Ammo 38.png|64px]]<br>.38<br />
|6 Rounds<br />
|25 Brute<br />
|[[Detective]]'s locker or summon guns.<br />
|Security<br />
|Deals moderate damage. Can be modified to fire .357, but may break with the modification.<br />
|-<br />
![[File:Secglock.png|64px]]<br />
!{{anchor|Glock}}Glock<br />
|[[File:Glock ammo.png|64px]]<br>9 mm<br />
|15 Rounds<br />
|20 Stamina/Brute<br />
|[[Security Officer]]'s locker, the Armory, Cargo or summon guns.<br />
|Security<br />
|The main sidearm of Security Officers, and [[Squads#Security Fireteam|Security Fireteam]] members. Starts with rubber ammo, lethals can be printed at an autolathe. The [[Captain]], [[HoS]], and the [[XO]] start with one as well. <br />
|-<br />
![[File:M1911.png|64px|link=Special:FilePath/M1911.png]]<br />
!{{anchor|M1911}}M1911<br />
|[[File:Ammo 45.png|64px|link=Special:FilePath/Ammo_45.png]]<br>.45<br />
|8 Rounds<br />
|30 Brute<br />
|[[Armory]] or summon guns.<br />
|Security<br />
|A more lethal alternative for the Glock.<br />
|-<br />
![[File:Stetchkin.png|64px]]<br />
!{{anchor|Syringe Gun}}Stetchkin Pistol<br />
|[[File:Ammo 9mm.png|64px]]<br>10mm<br />
|8 rounds<br />
|30 Brute<br />
|[[Syndicate Uplink]].<br />
|Syndicate<br />
| The [[Syndicate guide|nuke op]]'s weapon last resort; spend telecrystals on something better. Small enough to fit in pockets. One of the few guns that takes the universal silencer.<br />
|-<br />
![[File:Revolver.png|64px]]<br />
!{{anchor|Russian Revolver}}Russian Revolver<br />
|[[File:357 speedloader.png|64px]]<br>.357<br />
| 1 round. Can load up to 6.<br />
|60 Brute<br>300 Brute when used on self<br />
|[[MetaStation]]<br />
|Old Russia<br />
|A Russian made revolver. Uses .357 ammo. It has a single slot in its chamber for a bullet. A gun to play Russian Roulette! You can spin the chamber to randomize the position of the bullet. True men aim for the head.<br />
|-<br />
|}<br />
==Sidearms (Energy)==<br />
Energy weapons are a new invention, sparsly avalible in our times. Mostly used by SolGov officers.<br />
===Energy Based===<br />
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2"<br />
|-<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon<br />
! scope="col" style="background-color:#F0DC82;" |Item<br />
! scope="col" style="background-color:#F0DC82;" |Ammo<br />
! scope="col" style="background-color:#F0DC82;" |Capacity<br />
! scope="col" style="background-color:#F0DC82;" |Damage & Effects<br />
! scope="col" style="background-color:#F0DC82;" |How to Acquire<br />
! scope="col" style="background-color:#F0DC82;" |Faction Usage<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes<br />
|-<br />
![[File:ModernDisabler.png|64px]]<br />
!{{anchor|Disabler}}Disabler<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
|20 Stamina<br />
|Disables target<br />
|[[Aetherwhisp]]'s [[Armory]], disabler crates and summon guns.<br />
|Security<br />
|If you're trying to kill someone, stamina crit, then beat the living daylights out of them.<br />
|-<br />
![[File:Ebow.png|64px]]<br />
!{{anchor|Energy Crossbow}}Energy Crossbow<br />
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)<br />
|Infinite Bolts (needs to cooldown after shooting)<br />
|10 Toxin + Stun<br />
|[[Syndicate Uplink]].<br />
|Syndicate<br />
|The syndicate's energy crossbow, small, silent and deadly. It's worth noting that the stun is much shorter than the standard taser gun.<br />
|-<br />
|}<br />
=== Pulse Based===<br />
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2"<br />
|-<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon<br />
! scope="col" style="background-color:#F0DC82;" |Item<br />
! scope="col" style="background-color:#F0DC82;" |Ammo<br />
! scope="col" style="background-color:#F0DC82;" |Capacity<br />
! scope="col" style="background-color:#F0DC82;" |Damage & Effects<br />
! scope="col" style="background-color:#F0DC82;" |How to Acquire<br />
! scope="col" style="background-color:#F0DC82;" |Faction Usage<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes<br />
|-<br />
![[File:Pulsepistol.png|64px]]<br />
!{{anchor|Pulse Pistol}}Pulse Pistol<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
|10 Pulse, 20 Laser, 10 Stun<br />
|50 Burn<br />
|Emergency Response Team<br />
|Nanotrasen<br />
| A sidearm based on the Pulse Rifle. Is capable of fitting inside pockets and other small places but has a very limited ammo capacity. Issued to all Elite Emergency Response Team personnel.<br />
|}<br />
==Longarm (Ballistic)==<br />
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2"<br />
|-<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon<br />
! scope="col" style="background-color:#F0DC82;" |Item<br />
! scope="col" style="background-color:#F0DC82;" |Ammo<br />
! scope="col" style="background-color:#F0DC82;" |Capacity<br />
! scope="col" style="background-color:#F0DC82;" |Damage & Effects<br />
! scope="col" style="background-color:#F0DC82;" |How to Acquire<br />
! scope="col" style="background-color:#F0DC82;" |Faction Usage<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes<br />
|-<br />
![[File:C20r.png|64px]]<br />
!{{anchor|C-20r SMG}}C-20r SMG<br />
|[[File:12mmMag.png|64px]]<br>.45<br />
|24 Rounds<br />
|30 Brute<br />
|[[Nuke Ops]], [[Boarders]] or Summon guns.<br />
|Syndicate<br />
|Powerful SMG that will crit unarmored targets in two 2-round bursts. Far from the strongest Nuke Op weapon but certainly one of the most cost efficient, and more than deadly enough. The weapon [[Syndicate Drop Trooper]]<nowiki/>s use.<br />
|-<br />
![[File:Autorifle.png|64px]]<br />
!{{anchor|WT550 Automatic Rifle}}WT550 Automatic Rifle<br />
|[[File:46x30ammo.png|64px]]<br>4.6×30mm<br />
|20 Rounds<br />
|20 Brute<br />
|Security and Cargo.<br />
|Nanotrasen<br />
|A older rifle often used by paramilitary or high security forces. Has some boutique ammo that can be researched and printed at the Security Techfab to expand its' usefulness. Practically just a brute, harder to reload in most cases laser gun.<br />
|-<br />
![[File:M2A45 pulse rifle.png|64px]]<br />
!{{anchor|M2A45 security pulse rifle}}M2A45 security pulse rifle<br />
|[[File:Ammo 6mm.png|64px]]<br>6mm<br />
|30 Stun ''or''<br />
10 Lethal<br />
|6 Brute & 5 Stam ''or'' <br />
10 Brute<br />
|Security and Cargo<br />
|Nanotrasen<br />
|A new design used by NT security forces. Instead of gunpoweder, it uses Magnetic Acceleration to propel it's tungsten rounds. However numerous, these rounds are generally weaker then alternatives. Has a three-round burst feature<br />
|-<br />
![[File:Assault rifle.png|64px]]<br />
!{{anchor|M4A-16A1 assault rifle}}M4A-16A1 assault rifle<br />
|[[File:5.56 ammo.png|64px]]<br>5.56mm<br />
|30 Rounds<br />
|35 Brute<br />
|Security and Cargo<br />
|Nanotrasen<br />
|A 5.56mm caliber assault rifle used by Blue Phalanx marines in boarding operations. While it's a relatively old-fashioned design, it's proven cheap to mass produce and exceptionally reliable. Capable of full-auto or single-fire. Comes pre-loaded with Boarding firing pins, wich only work off-ship.<br />
|-<br />
![[File:MP SMG.png|64px]]<br />
!{{anchor|MP-16A4 'peacemaker' military police SMG}}MP-16A4 'peacemaker' military police SMG<br />
|[[File:SMG ammo.png|64px]]<br>9mm<br />
|20 Rounds<br />
|20 Brute<br />
|Security and Cargo<br />
|Nanotrasen<br />
|A bullpup style 9mm SMG used by peacekeeping forces. While bulky, it's an imposing weapon designed to instill order into the masses. Capable of full-auto or single-fire. '''It can jam.''' A jammed bullet can be cleared by racking the bolt of the gun (using it in-hand).<br />
|-<br />
![[File:L6machinegun.png|64px]]<br />
!{{anchor|L6 SAW}}L6 SAW<br />
|[[File:A762.png|64px]]<br>7.12x82mm<br />
|50 Rounds<br />
|45 Brute<br />
|Nuke ops and summon guns only.<br />
|Syndicate<br />
|Holds the most ammo of any gun, 50 shots dealing 45 brute damage each, firing in a fast 3-round burst that is moderately inaccurate. With AP ammo this thing will take down even heavily armored targets in one or two bursts.<br />
|-<br />
![[File:Uzi.png|64px]]<br />
!{{anchor|Uzi}}Uzi<br />
|[[File:Ammo 50.png|64px]]<br>9mm<br />
|32 rounds<br />
|20 Brute<br />
|Summon guns, Gang Wars<br />
|Gangs<br />
|A lightweight, fast firing gun, for when you want someone dead. Uses 9mm rounds.<br />
|-<br />
|}<br />
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2"<br />
|-<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon<br />
! scope="col" style="background-color:#F0DC82;" |Item<br />
! scope="col" style="background-color:#F0DC82;" |Ammo<br />
! scope="col" style="background-color:#F0DC82;" |Capacity<br />
! scope="col" style="background-color:#F0DC82;" |Damage & Effects<br />
! scope="col" style="background-color:#F0DC82;" |How to Acquire<br />
! scope="col" style="background-color:#F0DC82;" |Faction Usage<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes<br />
|-<br />
![[File:Improvised_shotgun.png|64px]]<br />
!{{anchor|Improvised Shotgun}}Improvised Shotgun<br />
|[[File:Blank_shell.png|64px]]<br>12 Gauge shells<br />
|1 Shell<br />
|Depends on shell<br />
|Crafted<br />
|Civilian<br />
|A handcrafted shotgun made of scavenged materials.<br><br />
To load shells, simply use the full shell on the shotgun; when you shoot a shell, you don't need to eject it manually, it will be ejected when you load a new shell.<br> Can bet cut down with a circular saw just like the Double-Barrelled Shotgun to fit into a backpack.<br />
|-<br />
![[File:Doubleshotgun.png|64px]] [[File:Doubleshotgunsawnoff.png|64px]]<br />
!{{anchor|Double-Barrelled Shotgun}}Double-Barrelled Shotgun<br />
|[[File:Blank_shell.png|64px]]<br>12 Gauge shells<br />
|2 Shells<br />
|Depends on shell<br />
|[[Bar]].<br />
|Civilian<br />
|Easiest shotgun to get, yet the rarest. Only one starts on the station and the Bartender likes to keep it in case of bar fights. Can be sawn off with a circular saw (make sure it's not loaded). A sawn-off shotgun will fit in your backpack.<br><br />
To load shells, simply use the full shell on the shotgun. Use it in hand to eject the shells.<br />
|-<br />
![[File:Riot_shotgun.png|64px]]<br />
!{{anchor|Shotgun}}Riot Shotgun<br />
|[[File:Blank_shell.png|64px]]<br>12 Gauge shells<br />
|6 Shells<br />
|Depends on shell<br />
|The Armoury and summon spells.<br />
|Security<br />
|A uncommon shotgun, typically only used in emergencies by Security or when facing someone with ranged energy protection. Is the only main shotgun on the station at round start sans the bartender's double barrel.<br><br />
To load shells, simply use the full shell on the shotgun; when you shoot a shell, you need to eject it manually by using the shotgun in your hand before shooting another. It can also be sawed off with a circular saw or chainsaw to fit in your backpack.<br />
|-<br />
![[File:Combatshotgun.png|64px]]<br />
!{{anchor|Combat Shotgun}}Combat Shotgun<br />
|[[File:Blank_shell.png|64px]]<br>12 Gauge Shells<br />
|8 Shells<br />
|Depends on shell<br />
| Armory contraband locker, ordered in [[Cargo]] and from [[Summon guns]].<br />
|Nanotrasen<br />
|The highest ammo capacity of any shotgun. Best of all, you don't need to manually eject shells after shooting. Unlike the riot shotgun, it cannot be sawed off, but a compact version is given to the [[Warden]].<br />
|-<br />
![[File:Bulldog.png|64px]]<br />
!{{anchor|Shotgun}}Bulldog<br />
|[[File:Blank_shell.png|64px]]<br>12 Gauge shells<br />
|8 Shells<br />
|Depends on drum<br />
|Uplink<br />
|Syndicate<br />
|A powerful semi-automatic, drum fed, shotgun employed by syndicate nuclear operative teams.<br />
|-<br />
![[File:short_combatshotgun.png|64px]]<br />
!{{anchor|Shotgun}}Compact Combat Shotgun<br />
|[[File:Blank_shell.png|64px]]<br>12 Gauge shells<br />
|4 Shells<br />
|Depends on shell<br />
|[[Warden]]s Locker<br />
|Security<br />
|Unique weapon held by the Warden. A compact version of the combat shotgun with a four shell capacity. Can fit in armor slots.<br />
|}<br />
===Shotgun Shells===<br />
*[[File:Buckshot_shell.png|32px]]'''Buckshot:''' Shoots 6 pellets dealing 9 brute damage each, for a maximum of 54. Quite effective at medium range.<br />
*[[File:Blank_shell.png|32px]]'''Slug:''' Shoots a single powerful projectile, dealing 60 damage on hit. Does not have the best armor penetration.<br />
*[[File:Bean_shell.png|32px]] '''Rubber Shot:''' Shoots 6 pellets dealing 3 brute and 9 stamina damage each. More effective at stopping a target, but stamina damage fades with time.<br />
*[[File:Bean_shell.png|32px]] '''Beanbag:''' Shoots one single beanbag, dealing 5 brute and 55 stamina damage. The bartender uses these by default.<br />
*[[File:Stun_Shell.png|32px]] '''Stun Shell:''' Shoots an electrode that confuses targets on hit, and applies sleep to confused targets.<br />
* [[File:Fire_shell.png|32px]] '''Incendiary Slug:''' Shoots a single projectile that leaves a fire trail and ignites the target, on top of 5 brute damage.<br />
*[[File:Tech_shell.png|32px]] '''Shotgun Dart:''' A single dart that can contain up to 30 units of chemicals that'll be injected on hit.<br />
*[[File:Tech_shell.png|32px]] '''Technological Shells:''' Unloaded technological shells can be made in a [[Guide_to_Research_and_Development#Techfab|Security Techfab]]. See [[Research items#Unloaded Technological Shell|here]] for the recipes.<br />
**[[File:Meteor_shell.png|32px]] '''Meteorshot Shell:''' A single powerful projectile, deals 20 brute damage and stuns for 2 seconds. Pushes back machinery and people on hit.<br />
**[[File:Pulse_shell.png|32px]] '''Pulse Slug:''' Works like one of the deathsquad's pulse rifle shots, dealing 40 burn damage and damaging or destroying walls and machinery.<br />
**[[File:Dragon_shell.png|32px]] '''Dragonsbreath Shell:''' Like the incendiary slug, but shoots a spread of 4 burning pellets. Deals less direct damage.<br />
** [[File:Frag_shell.png|32px]] '''FRAG-12 Slug:''' An explosive shell that knocks down targets and causes an explosion where it hits, on top of dealing 25 brute damage.<br />
**[[File:Ion_shell.png|32px]] '''Ion Scatter Shell:''' Shoots a spread of 4 ion bolts, each of which ions a single target instead of the 3x3 area hit by normal ion rifles.<br />
**[[File:Laser_shell.png|32px]] '''Laser Scatter Shell:''' Shoots a spread of 6 laser beams with up to 60 total damage.<br />
*[[File:Blank_shell.png|32px]] '''Improvised Shotgun Shell:''' Shoots a spread of 1-8 metal shards, capable of doing a total of 60 damage at. The spread and the distance travelled by these shards are quite random, so the shell is best used point-blank. These shells are unique in the fact that they are craftable, but not from Unloaded Tech Shells. See [[Makeshift_weapons#Improvised_Shotgun_Shell|here]] for the crafting process.<br />
<br />
==Longarm (Energy)==<br />
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2"<br />
|-<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon<br />
! scope="col" style="background-color:#F0DC82;" |Item<br />
! scope="col" style="background-color:#F0DC82;" |Ammo<br />
! scope="col" style="background-color:#F0DC82;" |Capacity<br />
! scope="col" style="background-color:#F0DC82;" |Damage & Effects<br />
! scope="col" style="background-color:#F0DC82;" |How to Acquire<br />
! scope="col" style="background-color:#F0DC82;" |Faction Usage<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes<br />
|-<br />
![[File:Laser gun.png|64px]]<br />
!{{anchor|Laser Gun}}Laser Gun<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
|12 Lasers<br />
|20 Burn<br />
|[[Armory]] and weapons crates.<br />
|Security<br />
|Lethal ONLY, but 2 extra shots. Good choice for Security officers who already carry Hybrid Tasers.<br />
|-<br />
![[File:Laser Cannon.png|64px]]<br />
!{{anchor|Laser Cannon}}Laser Cannon<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
| 10 Lasers<br />
|40 Burn<br />
|Summon guns<br />
| Nanotrasen<br />
|This is the Laser Gun's bigger brother, fear him, he will fuck you over.<br />
|-<br />
![[File:Energy_Gun.gif|64px]]<br />
!{{anchor|Energy Gun}}Energy Gun<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
|10 Lasers, 20 Disable<br />
|20 Burn<br>Stun<br />
|[[Armory]], energy weapons crate, HoP/Captain lockers.<br />
|Security<br />
|A versatile energy weapon. Best thing is to disable a target and then either handcuff (for arresting) or spam the other remaining shots at them on kill mode (for murder).<br />
|-<br />
![[File:Advegun.png|64px]]<br />
!{{anchor|Advanced Energy Gun}}Advanced Energy Gun<br />
|[[File:Powercell.png|64px]]<br>Energy<br />
| 10 (recharges over time)<br />
|20 Burn/Stun target<br />
|Security protolathe once researched first.<br />
|Nanotrasen<br />
|Using advanced <s>wizardry</s> SCIENCE, a mini nuclear generator has been fitted into this gun to provide unlimited shots! Researched from R&D. Cannot be used in recharging units. Unreliable models may emit radiation, take caution.<br />
|-<br />
![[File:Antique laser.png|64px]]<br />
!{{anchor|Antique Laser Gun}}Antique Laser Gun<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
|12 (recharges over time)<br />
|20 Burn<br />
|[[Captain's Quarters]].<br />
|Nanotrasen<br />
|The prized weapon of the Captain, and the target of many enemy forces. Similar to the laser gun except it's self-recharging. ''They just don't make guns like they used to.''<br />
|-<br />
![[File:Multiphase_gun_stun.gif|64px]]<br />
!{{anchor|X-01 Multiphase Energy Gun}}X-01 Multiphase Energy Gun<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
|5 Stun, 10 Laser, 20 Disable<br />
|20 Burn<br />
|Summon guns<br />
|Nanotrasen<br />
|The first attempt by Nanotrasen to remake the Captain's Antique Laser. Has more firing modes on offer but lacks the ability to recharge. <br />
|-<br />
![[File:Milgun.png|64px]]<br />
!{{anchor|Tactical Energy Gun}}TacticalEnergy Gun<br />
|[[File:Powercell.png|64px]]<br>Energy<br />
| 10 Stun, 20 Energy, 20 Kill<br />
|20 Burn target<br />
|Elite Emergency Response Team<br />
|Nanotrasen<br />
|A tactical variant of the Energy Gun. Holds more of a charge and can fire stun rounds.<br />
|-<br />
![[File:Ionrifle.png|64px]]<br />
!{{anchor|Ion Rifle}}Ion Rifle<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
|10 Ion Pulses<br />
|20 Brute to silicon mobs<br>Up to 90 damage to mechs<br>3x3 EMP<br />
|[[Armory]] and on the Nuclear Operative shuttle.<br />
|Security<br />
|Large and unwieldy, great for dealing with mechs and cyborgs. Also opens lockers and crates.<br />
|-<br />
![[File:Retrolaser.png|64px]]<br />
!{{anchor|Retro Laser}}Retro Laser<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
| 12 Lasers<br />
|20 Burn<br />
|[[White Ship]], deep space ruins.<br />
|Unknown<br />
|Found on the white ship, this old beast is like the laser gun; anyone with a spaaaaaace suit and a little know-how can reach it.<br />
|-<br />
![[File:Tempgun.png|64px]]<br />
!{{anchor|Temperature Gun}}Temperature Gun<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
|40 Freeze/heat Beams<br />
|Heats/Cools target dependent upon the setting.<br />
|Armory, security protolathe once researched.<br />
|Nanotrasen<br />
|This weapon is deceptively strong since the projectiles aren't blocked by eswords/eshields and can slow people down to a crawl.<br> Slimes die to it in two to three hits.<br />
|-<br />
![[File:Xraygun.png|64px]]<br />
!{{anchor|X-Ray Gun}}X-Ray Gun<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
|20 Lasers<br />
|15 Burn + 30 Irradiate<br />
|Security protolathe once researched first.<br />
|Nanotrasen<br />
|This beams from this gun will pass through everything, including walls, until they hit a mob.<br />
|}<br />
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2"<br />
|-<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon<br />
! scope="col" style="background-color:#F0DC82;" | Item<br />
! scope="col" style="background-color:#F0DC82;" |Ammo<br />
! scope="col" style="background-color:#F0DC82;" |Capacity<br />
! scope="col" style="background-color:#F0DC82;" |Damage & Effects<br />
! scope="col" style="background-color:#F0DC82;" |How to Acquire<br />
! scope="col" style="background-color:#F0DC82;" |Faction Usage<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes<br />
|-<br />
![[File:Pulserifle.png|64px]]<br />
!{{anchor|Pulse Rifle}}Pulse Rifle<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
|200 Pulse<br />
|50 Burn<br />
|Deathsquad<br />
|Nanotrasen<br />
| The most powerful energy weapon in existence. Bruteforces energy weapon's ammo problems by having a very large power source. Its pulse setting is capable of doing massive damage to a target as well as destroying cover and walls.<br />
|-<br />
![[File:Pulsecarbine.png|64px]]<br />
!{{anchor|Pulse Carbine}}Pulse Carbine<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
|25 Pulse, 50 Laser, 25 Stun<br />
|50 Burn<br />
| Emergency Response Team<br />
|Nanotrasen<br />
|A scaled down version of the Pulse Rifle, holds significantly less power than the Pulse Rifle but is capable of being placed inside bags. Issued to Elite Emergency Response Team Security personnel.<br />
|-<br />
|}<br />
==Misc Weapons==<br />
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2"<br />
|-<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon<br />
! scope="col" style="background-color:#F0DC82;" |Item<br />
! scope="col" style="background-color:#F0DC82;" |Ammo<br />
! scope="col" style="background-color:#F0DC82;" |Capacity<br />
! scope="col" style="background-color:#F0DC82;" |Damage & Effects<br />
! scope="col" style="background-color:#F0DC82;" |How to Acquire<br />
! scope="col" style="background-color:#F0DC82;" | Faction Usage<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes<br />
|-<br />
![[File:Chem sprayer.png|64px]]<br />
!{{anchor|Chem Sprayer}}Chem Sprayer<br />
|Chemicals<br />
|600 units total<br />
*150 units of Spore Toxin (Causes blindness)<br />
*150 units of [[Cryptobiolin]]<br />
* 150 units of [[Unstable Mutagen]]<br />
*150 units of [[Chloral Hydrate]]<br />
|Confusion, blindness, dizziness, knockout, and random mutations with the standard reagents.<br />
| Ordered via syndicate uplink, costs 10 telecrystals, only available to Nuclear Agents.<br />
|Syndicate<br />
|Think of it as a spray bottle. Except each spray is three tiles wide and can travel the entire screen. Generally kept away from players due to the potential of the lubepocalypse.<br />
|-<br />
![[File:Flamethrower.png|64px]]<br />
!{{anchor|Flamethrower}}Flamethrower<br />
|[[File:Plasma tank.png|64px]]<br>Gas of your choice<br />
|Depends on tank pressure<br />
|Depends on the gas<br />
|[[Makeshift weapons|Made by yourself]] or with a hacked [[Autolathe]]<br />
|Civilian<br />
|You are a firestarter! Allows for creative gas mixes if you know your atmos. An area denial tool, generally useful for making small areas uninhabitable for people, not so useful when trying to kill someone, as it's easy to run away.<br />
|-<br />
![[File:Sgun.png|64px]]<br />
!{{anchor|Syringe Gun}}Syringe Gun<br />
|[[File:Syringe.png|64px]]<br>Syringes<br />
|1 Syringe<br />
|6 Brute + 15u chemicals<br />
|[[Medbay Storage]].<br />
| Civilian<br />
|In fact, this is very robust. Think of it as a ranged hypospray.<br />
|-<br />
![[File:Rapidsyringegun.png|64px]]<br />
!{{anchor|Rapid Syringe Gun}}Rapid Syringe Gun<br />
|[[File:Syringe.png|64px]]<br>Syringes<br />
|6 Syringes<br />
| 6 Brute + 15u chemicals<br />
|[[R&D Lab]] once researched first.<br />
|Nanotrasen<br />
|See the syringe gun, but take into account it holds six syringes. Can be made through researching them, and only costs metal and glass to make. This gun gives '''you''' the power to fuck over six people at once! First syringe in is first out.<br />
|-<br />
|}<br />
==Admin Only Weapons==<br />
These weapons are currently restricted to admin spawn only, some may also appear in 'summon gun' events during a Wizard round however.<br />
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2"<br />
|-<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon<br />
! scope="col" style="background-color:#F0DC82;" |Item<br />
! scope="col" style="background-color:#F0DC82;" |Ammo<br />
! scope="col" style="background-color:#F0DC82;" |Capacity<br />
! scope="col" style="background-color:#F0DC82;" |Damage & Effects<br />
! scope="col" style="background-color:#F0DC82;" |How to Acquire<br />
! scope="col" style="background-color:#F0DC82;" |Faction Usage<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes<br />
|-<br />
![[File:Hybrid taser.gif|64px]]<br />
!{{anchor|Taser}}Taser<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
|5 Stun, 20 Disable<br />
|Stun target<br />
|Admins.<br />
|Security<br />
|Previously security's sidearm of choice, replaced by disablers, which were replaced by glocks.<br />
|-<br />
![[File:Automaticsilenced.png|64px]]<br />
!{{anchor|Silenced Pistol}}Silenced Pistol<br />
|[[File:Ammo 50.png|64px]]<br>.45<br />
|12 rounds<br />
|20 Brute + Knockdown<br />
|Away missions. Admins.<br />
|Admin<br />
|A small, quiet, easily concealable gun. Uses .45 rounds.<br />
|-<br />
![[File:Tommy gun.png|64px]]<br />
!{{anchor|Tommy Gun}}Tommy Gun<br />
|[[File:Ammo 9mm.png|64px]]<br>9mm<br />
| 50 rounds<br />
|20 Brute + Knockdown<br />
| Admins<br />
|Admin<br />
|A genuine Chicago Typewriter.<br />
|-<br />
![[File:Gyrogun.png|64px]]<br />
!{{anchor|Gyrojet Pistol}}Gyrojet Pistol<br />
|[[File:Ammo 75.png|64px]]<br>.75<br />
|8 Rounds<br />
| 74 Brute from direct hit <br>24 from a tile away <br>explosion (-1, 0, 2)<br />
|Summon guns exclusive.<br />
|Admin<br />
|Delivers an explosion with every shot, plus you can afford to be less accurate with it, as the explosion hits 3x3, so it's great against groups.<br />
|-<br />
![[File:Instagib.png|64px]]<br />
!{{anchor|Instakill Rifle}}Instakill Rifle<br />
|None<br />
|Infinite<br />
|Infinite<br />
|Admins<br />
| Admin<br />
|Flat out disintegrates all living targets. Only likely to be encountered if someone particularly likes or hates you.<br />
|}<br />
=Defense=<br />
To be good at combat, you must be able to survive an encounter with anything; Nuclear Operatives, Wizards, Assistants and such. While some may say that the best defense is a robust offense (which can be true in some cases), knowing how to protect yourself is a vital skill needed to be [[robust]].<br />
==Stuns and Incapacitation ==<br />
Having the ability to stun at a moment's notice will protect you from getting robusted quite often (as long as you don't get stunned first).<br />
<br />
<br />
{| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2"<br />
! scope="col" class="unsortable" style="background-color:Lightgreen;" | Icon<br />
! scope="col" style="background-color:Lightgreen;" |Item<br />
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Type of Stun<br />
! scope="col" class="unsortable" style="background-color:Lightgreen;" |How to Acquire<br />
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Notes<br />
|-<br />
![[File:StunBaton.gif|64px]]<br />
!{{anchor|Stun Baton}}[[Stun Baton]]<br />
|Stun<br>Duration 14<br />
|[[Security]]<br />
|Not being security, and having this out, is likely to land you in the brig.<br />
|-<br />
![[File:Stunprod.png|64px]]<br />
!{{anchor|Stunprod}}[[Stunprod]]<br />
|Stun<br>Duration 10<br />
|[[Makeshift weapons|Made by yourself]]<br />
|Having this is a quick way to get robusted by security. Doesn't fit in backpacks, but can be carried on your back.<br />
|-<br />
![[File:Telescopic_Baton.png|64px]]<br />
!{{anchor|Telescopic Baton}}Telescopic Baton<br />
|Duration 5<br />
|Be a [[Head of Staff]]<br />
| Not being a head of staff and having one of these is yet another way to incur security's ire.<br />
|-<br />
![[File:ModernDisabler.png|64px]]<br />
!{{anchor|Disabler}}[[Disabler]]<br />
|Stamina damage<br />
|[[Aetherwhisp]] [[Armory]].<br>Disabler Crate from Cargo.<br />
|A non-lethal type of laser that deals Stamina Damage, which has the same slowing/debilitating effects of normal damage, without actually harming. Heals on its own over time.<br><br />
|-<br />
![[File:NSVtaser.png|64px]]<br />
!{{anchor|X24 Tazer}}[[X24 Tazer]]<br />
|Stun<br />
|On security officers, ordered from Cargo<br />
|A stun weapon developed by CzankCorp. It fires a short ranged, but powerful electrode that stuns targets on hit. Has a range of two tiles. Can hold two cartridges: one in the gun, and one in cartridge. Has a small chance to cause heart attacks<br />
|-<br />
![[File:Flash.gif|64px]]<br />
!{{anchor|Flash}}[[Flash]]<br />
| Stun<br>Duration 8<br>stuns cyborgs<br />
|[[Security]], [[Bridge]], [[Security Checkpoint|Sec Checkpoint]], [[Tech Storage]]<br />
|[[Cyborg]]s are vulnerable to this method of stunning. Eye protection, such as sunglasses or welding helmets prevents you from being stunned this way.<br />
|-<br />
![[File:Hspray.png|64px]]<br />
!{{anchor|Chemicals}}[[Guide_to_chemistry|Chemicals]]<br />
| Depends on chemical<br />
|[[Chemistry]]<br />
|Typically used with a syringe gun, [[Hypospray]], or [[Grenade|Smoke Grenade]]. Some chemicals, like [[Chloral Hydrate]], or [[Morphine]], can hold targets still for some time, while others can be very harmful.<br />
|-<br />
![[File:Flashbang.gif|64px]]<br />
!{{anchor|Flashbang}}[[Flashbang]]<br />
|Stun<br>Duration varies with distance. Max 10<br />
|[[Security]]<br />
|Very good for stunning a whole room. Not wearing ear protection will make you deaf for awhile. Wearing both sunglasses and a bowman headset makes you immune to these.<br />
|-<br />
![[File:Laser Pointer.png|64px]]<br />
!{{anchor|Laser Pointer}}[[High-risk_items#Laser_Pointer|Laser Pointer]]<br />
|Blinds humans<br>Stuns cyborgs<br>Duration 5-10<br />
|[[Lawyer]], [[Curator]], [[Research Director]]<br />
|Has a chance of blinding people and cyborgs, like a [[Flash]]; a fully upgraded laser pointer has a 100% chance.<br />
|-<br />
!<br />
!{{anchor|Resonant Shriek}}[[Resonant Shriek]]<br />
|Duration 5-10<br />
|Being a changeling<br />
|Humans become deaf and confused.<br />
|-<br />
![[File:Fff.png|64px]]<br />
!{{anchor|Cult Stun}}[[Cult|Cult Stun]]<br />
|Stun<br>Duration 15 + 15 duration silence<br />
|Being a cultist and making one.<br />
|Works on cyborgs. Blocked by null rod.<br />
|-<br />
![[File:Beepsky.png|64px]]<br />
!{{anchor|Beepsky}}[[Beepsky]]<br />
|Stun<br>Duration 14<br />
| Made in robotics.<br />
|Attacks those set to arrest, and, depending on the mode, with weapons out without permission.<br />
|-<br />
![[File:Ed209.png|64px]]<br />
!{{anchor|ED-209}}[[ED-209]]<br />
|Stamina damage<br />
|Made in robotics.<br />
|Attacks those set to arrest, and, depending on the mode, with weapons out without permission.<br />
|}<br />
{| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2"<br />
! scope="col" class="unsortable" style="background-color:Lightgreen;" | Icon<br />
! scope="col" style="background-color:Lightgreen;" |Counter<br />
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Type of Stun<br />
! scope="col" class="unsortable" style="background-color:Lightgreen;" |How to Acquire<br />
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Notes<br />
|-<br />
![[File:Hulk.png|64px]]<br />
![[Hulk]]<br />
|Any<br />
|[[Genetics]]<br />
|Hulks don't get stunned and don't fall ever. Even space lube doesn't make them fall, though they do slip.<br />
|-<br />
![[File:SGlasses.png|64px]]<br />
!Eye protection<br />
|Flashes<br />
|[[Cargo]] and [[Engineering]] for welding helmets, [[Security]] for sunglasses.<br />
|Doesn't do anything with the stun itself; rather, it protects you from flashing<br />
|}<br />
==Damage Prevention==<br />
A few items, when used, can randomly completely block damage.<br />
{| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2"<br />
! scope="col" class="unsortable" style="background-color:Lightyellow;" | Icon<br />
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Item<br />
! scope="col" class="unsortable" style="background-color:Lightyellow;" |How to acquire<br />
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Protection<br />
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Notes<br />
|-<br />
![[File:RiotS.png|64px]]<br />
!{{anchor|Riot Shield}}[[Riot Shield]]<br />
|[[Armory]]<br />
|Blocks melee and projectile attacks to the chest.<br />
|Note that attacks aimed at other parts of the body (commonly the head) may miss, and have a chance of hitting another part instead, usually your chest.<br />
|-<br />
![[File:Eshield.png|64px]]<br />
!{{anchor|Energy Combat Shield}}[[Energy Combat Shield]]<br />
|[[Nuke ops]]<br />
|Blocks most melee and ranged projectiles<br />
| Works just like a riot shield, except with a 100% chance to deflect all lasers and energy shots, making it very robust. Can also be turned off to fit in your pocket.<br />
|-<br />
![[File:Reactivearmor.png|64px]]<br />
!{{anchor|Reactive Teleport Armor}}[[Reactive Teleport Armor]]<br />
|[[Research Director's Office]]<br />
|Teleports you randomly if you're hit.<br />
| It could end badly if you get spaced due to this, but it'll still improve your odds of surviving.<br />
|-<br />
![[File:Sword.gif|64px]]<br />
!{{anchor|Energy Sword}}[[Energy Sword]]<br />
|[[Syndicate Items|Syndicate Uplinks]]<br />
| Blocks most projectiles<br />
| Needs to be turned on to work. Counts as a shield just like the riot shield.<br />
|-<br />
|}<br />
==Armor==<br />
Armor is a great passive way to keep you from getting hurt too badly in a fight. Some jobs will have difficulty acquiring armor. Some armor, like hardsuits, will slow you, as well.<br />
<br />
Armor will reduce all damage of a certain type, on parts of your body that are protected by the armor. You will see ''"Your armor softens the blow!"'' when your armor reduces damage. The defense values are indicated by an armor's percent protection from different damage types, for example basic Armor has a melee protection rate of 50, as such it will reduce all melee damage to the chest by 50%.<br />
<br />
Armor only protects the region that it covers on your body. No armor protects your entire body.<br />
=== Body Armor===<br />
{| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2"<br />
! scope="col" class="unsortable" style="background-color:Lightblue;" | Icon<br />
! scope="col" style="background-color:Lightblue;" |Item<br />
! scope="col" class="unsortable" style="background-color:Lightblue;" |How to acquire<br />
! scope="col" class="unsortable" style="background-color:Lightblue;" | Protection<br />
! scope="col" class="unsortable" style="background-color:Lightblue; width:80px" |Defense values %<br />
! scope="col" class="unsortable" style="background-color:Lightblue;" |Notes<br />
|-<br />
![[File:CaptArmor.png|64px]]<br />
!{{anchor|Captain's Armor}}[[Captain's Armor]]<br />
|[[Captain's Quarters]]<br />
|Offers moderate protection from most sources.<br />
|melee = 40 <br>bullet = 50 <br>laser = 50 <br>energy = 25 <br>bomb = 50 <br>bio = 100 <br>rad = 50 <br>fire = 100<br>acid = 100<br />
|The Captain will sometimes wear this. It's also space-worthy, but it will slow you down. Wearing this while not the Captain is a good way to get robusted.<br />
|-<br />
![[File:Capscarapace.png|64px]]<br />
!{{anchor|Captain's Carapace}}[[Captain's Carapace]]<br />
|[[Captain's Quarters]]<br />
|Offers moderate protection from most sources.<br />
|melee = 50 <br>bullet = 40 <br>laser = 50 <br>energy = 10 <br>bomb = 25<br />
|A special armor vest unique to the Captain. Offers far greater protection than most armor, and also displays your authority to the crew.<br />
|-<br />
![[File:RIG.png|64px]]<br />
!{{anchor|Engineering Hardsuit}}[[Hardsuit|Engineering Hardsuit]]<br />
|[[Engineering]]<br />
|Gives low protection from melee attacks and explosions.<br />
|melee = 30 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100 <br>rad = 75<br> fire = 100<br> acid = 75<br />
|See [[Space_suit|here]] for information on the different styles.<br />
|-<br />
![[File:Atmospherics_Hardsuit.png|64px]]<br />
!{{anchor|Atmospherics Hardsuit}}[[Hardsuit|Atmospherics Hardsuit]]<br />
|[[Atmospherics]]<br />
|Identical to normal RIG however it is one of the only items that grants complete protection from Fire at the cost of no Radiation protection.<br />
|melee = 30 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100 <br>fire = 100 <br>acid = 75<br />
|See [[Space_suit|here]] for information on the different styles.<br />
|-<br />
![[File:Mining_Hardsuit.png|64px]]<br />
!{{anchor|Mining Hardsuit}}[[Hardsuit|Mining Hardsuit]]<br />
|[[Mining]]<br />
| Gives quite good protection from melee attacks and explosions. Can be upgraded with goliath hide plates to a maximum of 80 melee defense. Essentially becoming a spaceworthy riot suit. The helmet must be upgraded independently of the suit.<br />
|melee = 30 - 70 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 50 <br>bio = 100 <br>rad = 50 <br>fire = 50 <br>acid = 75<br />
|See [[Space_suit|here]] for information on the different styles.<br />
|-<br />
![[File:AdvRIG.png|64px]]<br />
!{{anchor|CE Hardsuit}}[[Hardsuit|CE Hardsuit]]<br />
|[[Chief Engineer]]<br />
|Gives good protection from melee attacks, near complete Radiation protection and complete protection against Fire.<br />
|melee = 40 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 50 <br>bio = 100 <br>rad = 90 <br>fire = 100 <br>acid = 90<br />
|See [[Space_suit|here]] for information on the different styles.<br />
|-<br />
![[File:Medical_Hardsuit.png|64px]]<br />
!{{anchor|CMO Hardsuit}}[[Hardsuit|CMO Hardsuit]]<br />
|[[Chief Medical Officer]]<br />
|Provides little physical protection and does not block intense light based weapons, such as flashbangs or flashes. But is a easy to access Hardsuit for the CMO.<br />
|melee = 30 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100 <br>rad = 50 <br>fire = 75 <br>acid = 75<br />
|See [[Space_suit|here]] for information on the different styles.<br />
|-<br />
![[File:RDRIG.png|64px]]<br />
!{{anchor|RD Hardsuit}}[[Hardsuit|RD Hardsuit]]<br />
|[[Research Director]]<br />
|More accurately described as a space proof bomb suit. One of the only Hardsuits to provide 100% bomb protection, the helmet also has a diagnostic HUD built in.<br />
|melee = 30 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 100 <br>bio = 100 <br>rad = 60 <br>fire = 60 <br>acid = 80<br />
|See [[Space_suit|here]] for information on the different styles.<br />
|-<br />
![[File:Security Hardsuit.png|64px]]<br />
!{{anchor|Security Hardsuit}}[[Hardsuit|Security Hardsuit]]<br />
|[[Brig]], or in the case of [[BoxStation]] in [[E.V.A.]]<br />
|Gives slightly increased protection against all damage sources.<br />
|melee = 30 <br>bullet = 15 <br>laser = 30 <br>energy = 10 <br>bomb = 10 <br>bio = 100 <br>rad = 50 <br>fire = 75 <br>acid = 75<br />
|See [[Space_suit|here]] for information on the different styles.<br />
|-<br />
![[File:HoSRIG.png|64px]]<br />
!{{anchor|HoS Hardsuit}}[[Hardsuit|HoS Hardsuit]]<br />
|[[Head of Security's Office]], or in the case of [[BoxStation]] in [[E.V.A.]]<br />
|Gives slightly increased protection against all damage sources.<br />
|melee = 45 <br>bullet = 25 <br>laser = 30 <br>energy = 10 <br>bomb = 25 <br>bio = 100 <br>rad = 50 <br>fire = 95 <br>acid = 95<br />
| Offer more protection than the standard Security Hardsuit. Still not as good as the Captain's spacesuit.<br />
|-<br />
![[File:Wizardsuit.png|64px]]<br />
!{{anchor|Gem-encrusted hardsuit}}[[Wizard|Gem-encrusted hardsuit]]<br />
|[[Wizard]] or Summon magic<br />
| Offers good protection overall and counts as a robe for spellcasting. Protective against fire and totally acidproof to boot!<br />
|melee = 40<br>bullet = 40<br>laser = 40<br>energy = 20<br>bomb = 35<br>bio = 100<br>rad = 50<br>fire = 100<br>acid = 100<br />
|See [[Wizard|here]] for information on the magical arts.<br />
|-<br />
![[File:Ablative.png|64px]]<br />
!{{anchor|Ablative Armor Vest}}[[Ablative Armor Vest]]<br />
|[[Armory]]<br />
|Gives excellent protection against Laser and Energy attacks and can even deflect them.<br />
|melee = 10 <br>bullet = 10 <br>laser = 60 <br>energy = 50<br />
|It will sometimes deflect energy projectiles, which includes [[Taser]] shots! It's also a [[High-risk items|traitor objective]]. Expect to receive a harsh sentence from security if caught with this.<br />
|-<br />
![[File:Bulletproofvest.png|64px]]<br />
!{{anchor|Bulletproof Vest}}[[Bulletproof Vest]]<br />
|[[Armory]]<br />
| Makes the wearer very resilient to bullets at the cost of being poor defense against other weapons.<br />
|melee = 15 <br>bullet = 60 <br>laser = 10 <br>energy = 10 <br>bomb = 40<br />
|Very useful against gangsters and nuke ops. The helmet only provides half of the protection of the vest sadly.<br />
|-<br />
![[File:Armor.png|64px]]<br />
!{{anchor|Body Armor}}[[Body Armor]]<br />
|[[HoS]], [[HoP]], [[Security]]<br />
|Protects moderately against melee and lasers, which are common things to be harmed by.<br />
|melee = 30 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25<br />
|The standard armor found on security mooks. Also sometimes found on [[Ian]]. Also comes in identical tactical (officer lockers) and Black Mesa (security vendor) versions.<br />
|-<br />
![[File:Swatarmor.png|64px]]<br />
!{{anchor|Riot Suit}}[[Riot Suit]]<br />
|[[Armory]]<br />
|This, combined with the riot shield, will make you be the nightmare of fire extinguisher -wielding [[assistant]]s everywhere. Gives complete protection to the entire body.<br />
|melee = 50 <br>bullet = 10 <br>laser = 10 <br>energy = 10<br />
|It's very resistant to melee attacks, BUT it's less protective against lasers than standard armor.<br />
|-<br />
![[File:Armoredcoat.png|64px]]<br />
!{{anchor|Armored Coat}}[[Armored Coat]]<br />
|[[HoS]]<br />
|A good set of armour that covers the entire body, and the HoS starts with it. Not as powerful as it once was but it's still robust.<br />
|melee = 30 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25<br />
|Wear this as your rightful trophy if you manage to outrobust him.<br />
|-<br />
![[File:Deathsquad.png|64px]]<br />
!{{anchor|Deathsquad Armor}}[[Deathsquad Armor]]<br />
|[[Death Squad]]<br />
|Extremely robust armor found only on Deathsquad Officers. Offers strong protection against all damage sources to the entire body, in addition to being spaceworthy. Moderate slowdown.<br />
|melee = 80 <br>bullet = 80 <br>laser = 50 <br>energy = 50 <br>bomb = 100 <br>bio = 100 <br>rad = 100 <br>fire = 100 <br>acid = 100<br />
|If you see someone wearing this, it's a good idea to run.<br />
|-<br />
![[File:Bomb-suit.png|64px]]<br />
!{{anchor|Bomb Suit}}[[Bomb-suit|Bomb Suit]]<br />
|[[Toxins Lab]], [[Armory]]<br />
|Protects you from bombs. Even if a bomb manages to kill you, your body will not be gibbed and you can be cloned.<br />
|melee = 40 <br>laser = 20 <br>energy = 10 <br>bomb = 100<br />
|A suit designed for safety when handling explosives.<br />
|-<br />
![[File:Secjumpsuit.png|64px]]<br />
!{{anchor|Security Officer's Jumpsuit}}Security Officer's Jumpsuit<br />
|[[Security Offices]]<br />
|A security officer's jumpsuit provides a small amount of melee protection. All security-division jumpsuits have the same benefit, whether it be an officer's, the detective's, or the HoS's. Lawyers do not, however.<br />
|melee = 10<br />
|The kicker? It goes in your jumpsuit slot, and when worn underneath armor will stack their defenses additively. The riot suit's 80% melee reduction becomes an incredible 90%.<br />
|-<br />
![[File:MK.I_SWAT_Suit.png|64px]]<br />
!{{anchor|MK.I SWAT Suit}}[[MK.I SWAT Suit|MK.I SWAT Suit]]<br />
| Order it from [[Cargo|Cargo]]<br />
|An all rounded suit available through the Cargo Supply Console for 6000 points. Causes moderate slowdown<br />
|melee = 40 <br>bullet = 30 <br>laser = 30 <br>energy = 30 <br>bomb = 50 <br>bio = 90 <br>rad = 20 <br>fire = 100 <br>acid = 100<br />
|This suit, although costly, can provide a decent addition to security should they need extra defense against a multitude of threats.<br />
|-<br />
![[File:Syndi_hardsuit.png|64px]]<br />
!{{anchor|Blood-red Hardsuit}}[[Syndicate_Items#Syndicate_Hardsuit|Blood-red Hardsuit]]<br />
|From [[Syndicate_Uplink|the Syndicate]]<br />
|A dual-mode advanced helmet designed for work in special operations. Has two modes: EVA and Combat.<br />
|melee = 40 <br>bullet = 50 <br>laser = 30 <br>energy = 15 <br>bomb = 35 <br>bio = 100 <br>rad = 50 <br>fire = 50 <br>acid = 90<br />
|Costs 8 telecrystals from the uplink. EVA is space proof while Combat is not, but increases your speed, fits in backpacks. Property of Gorlex Marauders.<br />
|}<br />
===Helmets===<br />
{| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2"<br />
! scope="col" class="unsortable" style="background-color:Lightblue;" |Icon<br />
! scope="col" style="background-color:Lightblue;" |Item<br />
! scope="col" class="unsortable" style="background-color:Lightblue;" |How to acquire<br />
! scope="col" class="unsortable" style="background-color:Lightblue;" |Protection<br />
! scope="col" class="unsortable" style="background-color:Lightblue; width:80px" |Defense values %<br />
! scope="col" class="unsortable" style="background-color:Lightblue;" |Notes<br />
|-<br />
![[File:Helmet.png|64px]]<br />
!{{anchor|Helmet}}[[Helmet]]<br />
|[[Security Office]]<br />
|Standard head gear for security mooks. Keeps your head safe.<br />
|melee = 35 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25<br />
|Brave officers may opt to wear the security beret or hat instead. The warden's hat offers the same protection as this.<br />
|-<br />
![[File:Swathelmet.png|64px]]<br />
!{{anchor|Swat Helmet}}Swat Helmet<br />
|[[Derelict]] or order it from [[Cargo|Cargo]]<br />
|A rare and extremely powerful helmet that protects against all kinds of damage. Spaceworthy.<br />
|melee = 40 <br>bullet = 30 <br>laser = 25 <br>energy = 25 <br>bomb = 50 <br>bio = 10<br />
|If you get this, be proud that you are wearing the best protective headgear in the game.<br />
|-<br />
![[File:Riothelm.png|64px]]<br />
!{{anchor|Riot Helmet}}[[Riot Helmet]]<br />
|[[Armory]]<br />
|Provides excellent melee protection, but lacks in other areas.<br />
|melee = 45 <br>bullet = 15 <br>laser = 5 <br>energy = 5 <br>bomb = 5 <br>bio = 2<br />
|Useful during revolutions, and other situations where you might be swarmed with melee weapons.<br />
|-<br />
![[File:Hoscap.png|64px]]<br />
!{{anchor|Head of Security Hat}}Head of Security Hat<br />
|[[HoS]]<br />
|Provides robust head protection in all damage types. The HoS starts with this.<br />
|melee = 40 <br>bullet = 30 <br>laser = 25 <br>energy = 10 <br>bomb = 25 <br>bio = 10<br />
|Powerful and stylish, also for showing who is in charge around here. The dermal armor in the HoS's locker offers the same protection as this.<br />
|-<br />
![[File:Deathsquadhelm.png|64px]]<br />
!{{anchor|Deathsquad Helmet}}Deathsquad Helmet<br />
|[[Death squad]]<br />
| A strong helmet that provides reduction against most damage types. Spaceworthy.<br />
| melee = 80 <br>bullet = 80 <br>laser = 50 <br>energy = 50 <br>bomb = 100 <br>bio = 100 <br> rad = 100<br />
|Underwhelming compared to the deathsquad body armor<br />
|}<br />
[[Category:Guides]]<br />
[[Category:Weapons]]</div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=File:MP_SMG.png&diff=32970File:MP SMG.png2021-06-21T12:11:33Z<p>Grabowski: </p>
<hr />
<div></div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Combat&diff=32969Guide to Combat2021-06-20T21:23:34Z<p>Grabowski: /* Longarm (Ballistic) */ adds the new guns introduced with boarding.</p>
<hr />
<div>There are times when running away from a fight is not an option. The combat system is [[Terminology#Robust.2FRobusting|robust]] but functional, and can feel weird at times. Sometimes your clicks are ignored. Sometimes you suddenly realise your [[#Melee_Weapons|melee weapon]] is [[#Cheap_Tricks|no longer in your hand]]. Sometimes your ranged shots [[Syndicate_items#Martial_Arts_Scroll|bounce off]] your target. Sometimes you even [[Guide_to_chemistry#Amanitin|suddenly die]] without knowing why. Some people reduce it to "click spaceman until horizontal", but there is a lot more to it. This guide may only cover some basics, but its intention is to help you win fights (or successfully commit murder as [[Terminology#Antag|antag]]), even against veteran players. <br><br><br />
The [[#Basics to Combat|practical part]] this guide was written april 2019. If you are reading it much later, some things may be outdated. <br />
=Basics to Combat=<br />
Some good to know basics about the combat system. <br />
==[[Health]] System==<br />
Get familiar with how [[Health|health]] works. Some important bits are:<br />
*You have 200 max hp.<br />
* If you have over 40 total damage of any types you get slowed down until healed.<br />
* After losing around 100 hp (depending on [[Mood|mood]]) you enter [[Health#Critical_Status|softcrit]]. All you can do in this state is slowly crawl, and [[Radio_channels#Other_Communication_Codes|whisper]]. If this happens you have probably lost.<br />
* After losing 150 hp you enter a [[Health#Critical_Status|hardcrit]] state. In this state you will be [[Status_Effects#Unconscious|unconscious]] and slowly die. If you [[Radio_channels#Other_Communication_Codes|whisper]] you will say your last words and succumb to death.<br />
==Damage Zone ==<br />
[[File:Hud-target.gif]] You can target specific damage zones by using the Numpad Keys. Each limb has its own pool of hitpoints. Hurting the head, legs or arms with enough [[Health#Brute|brute damage]] can cut them off when using a sharp weapon. There are a few [[#Cheap_Tricks|specific items]] that do certain things when aimed at certain zones. If you are unsure what to aim at, then targeting chest or head are the safest choices. Limbs are capped and will stop taking damage if hurt enough, sometimes making you waste damage by hitting them.<br />
==Movement Speed ==<br />
To keep an upper hand in a fight, speed is very helpful. Stop or slow your enemy down with [[Health#Damage_Types|damage]], [[Makeshift_weapons#Bola|bola]], [[Status_Effects#Knockdown|slipping them]], [[#Cheap_Tricks|other tricks]] or many other methods and they will be easier to hit with both [[#Melee_Weapons|melee]] and [[#Ranged_Weapons|ranged weapons]]. There are also ways to speed yourself up, such as [[Guide_to_food_and_drinks#Nuka_Cola|Nuka Cola]] from [[Vendor#Food_and_Drink_Machines|drink vendors]]. <br />
==Stuns==<br />
A fight is typically won by either stunning your enemy, which lets you [[#Cuffing|cuff]] them, or by hurting them to a [[Health#Critical_Status|crit]] state or [[Health#Death|worse]]. Learn what the different types of [[Status_Effects#Disables|stuns]] do. An accessible stunning weapon can be made by crafting a [[Makeshift_weapons#Stunprod|stunprod]] [[File:Stunprod.png]]. Also note, when the wiki or players talk about "stuns", they typically mean both the [[Status_Effects#Paralyze|paralyze]] and the [[Status_Effects#Stun|stun]] [[Status_Effects|status effects]]. Stun times varies depending on item used, but are usually around 4-15 seconds. You can reduce stun times on yourself in several ways, such as with certain [[Guide_to_chemistry#Narcotics|chemicals]], including from smoking [[Guide_to_chemistry#Nicotine|nicotine]]. Some stuns are conditional, such as the [[Status_Effects#Paralyze|paralyze]] from the [[Security_items#Flash|flash]] [[File:Flash.gif]], which only works if the target has no [[Clothing_and_Accessories#Sunglasses|sunglasses]] or similar protection. If your target is [[Guide_to_genetics#Mutations_and_Their_Consequences|immune to stuns]], you will usually have to damage them instead.<br />
==Cuffing==<br />
If you are unsure if your target is [[Terminology#Valid.2FValidhunting|valid]] or not, you should opt for a non-lethal takedown. Do this by somehow [[Status_Effects#Paralyze|stunning]] or [[Unconscious|knocking out]] your target and then [[Makeshift_weapons#Cablecuffs|cuffing]] it. If you do not have access to [[Security_items#Handcuffs|handcuffs]] [[File:Handcuffs.png]], you can easily craft [[Makeshift_weapons#Cablecuffs|cablecuffs]] [[File:Cablecuffs.png]] by activating [[Engineering_items#Cable_Coil|cable coils]] [[File:CableCoils.png]] in your hand. Cuff a person by holding cuffs in your active hand, and then clicking your target. Grab your target by ctrl+clicking it (works even while cuffing). Switch to [[Starter_guide#Help_Intent|help intent]] [[File:Intent_Help.png]] so you can move around easier with the cuffed person. The target is now completely under your control as long as you don't stand still long enough for them to uncuff themself, and as long as they don't get bumped out of your grab. Remove cuffs from yourself by [[Keyboard_Shortcuts#Hotkey-mode_Enabled|resisting]]. Remove cuffs from someone else by clickdragging their sprite onto yours and then click the cuffs in the menu that pops up.<br />
=Melee Combat=<br />
On /tg/station, you interact with a person in melee by being next to them and clicking '''on their sprite''' (and not on the tile they are standing on/moving towards). When your interaction connects, something will happen depending on what your [[Starter_guide#Intents|intent]] is and which [[#Melee Weapons|weapon]] you are wielding. Due to technical limitations, some clicks will not connect, so what you should do is spamclick that target while moving around and trying to avoid being clicked yourself. Every time you successfully [[Starter_guide#Harm_Intent|attack]] (or [[Starter_guide#Help_Intent|hug]]) someone in melee there is a cooldown before you can do it again. The cooldown is usually less than a second. <br />
==Unarmed Combat==<br />
This guy [[File:Traitor.png|64px]] just broke into your department and whipped out an [[Syndicate_items#Energy_Sword|energy sword]] and [[Syndicate_items#Mini_Energy_Crossbow|energy crossbow]]. You are unarmed. You are at a huge disadvantage. What can you do? Let's say he somehow missed a shot with the bow, due to you dodging behind a machine or wall, and is now coming towards you with the [[Syndicate_items#Energy_Sword|e-sword]]. You have have a few options. <br />
===Shoving===<br />
You enable [[Starter_guide#Disarm_Intent|disarm intent]] [[File:Intent_Disarm.png]] and read [[Starter_guide#Disarm_Intent|here]] about how shoving works. You can try to lure your enemy into a spot where you can shove him against an object, making him drop both weapons. Then shove him one more time on the ground to [[Status_Effects#Paralyze|paralyze]] him for 4 seconds. Then you must quickly left click his own dropped [[Syndicate_items#Energy_Sword|energy sword]] to pick it up. Kill him with it. <br />
===Grabbing===<br />
You enable [[Starter_guide#Grab_Intent|grab intent]] [[File:Intent_Grab.png]]. For this to work your enemy must either be temporarily stunned or standing still and not paying attention. First you click your target once to passive grab. Keep spamclicking him, and if he doesn't move or "[[Keyboard_Shortcuts|resist]]" to break out of your grab, you will grab him aggressively. This will make you [[Stun|stun]] the target for a very short moment, making him drop any held items. Either pick up the dropped [[Syndicate_items#Energy_Sword|energy sword]] and kill him with it, or continue to [[#Tabling|tabling]]. <br />
====Tabling====<br />
When having an aggressive grab on the enemy, you can quickly "table" him. Do this by clicking any [[Guide_to_construction#Tables.2FReinforced_Table|table]] [[File:table.png]] within your melee range, while still on [[Starter_guide#Grab_Intent|grab intent]]. This will instantly transport him to the top of the table, and [[Status_Effects#Paralyze|paralyze]] him for 4 seconds. If you are very fast you can attempt to [[#Cuffing|cuff]] him on the table. Or you can permanently keep him stunned by spamclicking him with [[Starter_guide#Grab_Intent|grab]] to aggressive again, and clicking the same table again. Over and over. You have time to deal a single punch on [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]] after each tabling. If you are on the receiving end of this treatment, all you can do is yell for help and spam "[[Keyboard_Shortcuts|resist]]", which will make you attempt to break out of the grab (with a 2 second cooldown or so). Resisting will not work the 4 seconds you are [[Status_Effects#Paralyze|paralyzed]], so your enemy must mess up the timing for you to escape. Tabling on a [[Guide_to_construction#Tables.2FReinforced_Table|glass table]] [[File:Glass_table.png]] will stun for a longer duration, but will break the table.<br />
==== Strangling====<br />
If having an aggressive grab, you can reinforce your grab two more times by clicking the target on [[Starter_guide#Grab_Intent|grab intent]] [[File:Intent_Grab.png]]. The level 3 grab makes you grab his neck (deals no damage). Level 4 makes you start strangling him, causing [[Health#Oxygen|suffocation damage]]. This is a slow process, and the target can attempt to break free by spamming "[[Keyboard_Shortcuts|resist]]" or trying to move away. The target has 5% chance to break out per try (down from ~30% on aggressive grab) and takes 8-15 [[Health#Stamina|stamina]] damage every failed attempt. Strangling is rarely used unless the target is already [[#Cuffing|cuffed]]. The target can call for help while being strangled.<br />
====Throwing Spacemen====<br />
If you have an aggressive grab, you can also activate "throw" mode with '''R'''. Then left click somewhere to throw the grabbed person in that direction. Unlike with [[#Tabling|tabling]], you must throw the person away from you. Otherwise the thrown spaceman will hit yourself and [[Status_Effects#Paralyze|paralyze]] you both. Throwing him on top of a [[Guide_to_construction#Tables.2FReinforced_Table|glass table]] [[File:Glass_table.png]] will [[Status_Effects#Paralyze|paralyze]] him long enough to [[#Cuffing|cuff]] him. Throwing a person or a monkey corpse at someone is a reliable method to [[Status_Effects#Paralyze|paralyze]] someone for a moment. Throwing him at a [[Guide_to_construction#Walls|wall]] [[File:Wall.png]] or [[Guide_to_construction#Reinforced_Wall|reinforced wall]] [[File:R_wall.png]] will [[Status_Effects#Paralyze|paralyze]] him for a moment as well. Throwing him at an [[Guide_to_construction#Airlock|airlock]] [[File:Airlock.gif]] will make it open, if he is wearing a valid ID.<br />
=== Punching and kicking===<br />
You enable [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]]. Punching does a small and random amount of [[Health#Stamina|stamina]] and [[Health#Brute|brute]] damage. What you're hoping for though, is the random chance for a punch to cause a short [[Status_Effects#Knockdown|knockdown]]. Keep clicking your target with punches until this happens, then quickly enable [[Starter_guide#Disarm_Intent|disarm intent]] [[File:Intent_Disarm.png]] and [[#Shoving|shove]] the target on the ground to [[Status_Effects#Paralyze|paralyze]] him for 4 seconds. Then quickly pick up the dropped [[Syndicate_items#Energy_Sword|energy sword]] and kill him with it (you know the drill). If the target has no weapon to pick up, you can keep clicking the prone target with fists to ''kick'' him instead, which simply deals 1.5-15 [[Health#Brute|brute]] damage.<br />
===Curbstomping===<br />
To perform a curbstomp you need to meet several criteria for both yourself and the target. The criteria are as follows, the first being that you need to target the head, The second being that you must be on [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]], The third is that your target must be lying down and the fourth is that you must be on the same tile as them. once all of the criteria are met then click and drag your sprite onto theirs, this will then cause you to wait for several seconds before finally performing the curbstomp. This is an effective finisher for enemies already in a [[Health#Critical_Status|crit state]] as it does 36 [[Health#Brute|brute]] damage to the head.<br />
===Groinkicking===<br />
The groinkick is very similar to the curbstomp but has a conditional damage set which causes characters which are male to take 25 damage as opposed to 15 for their female counterparts. This is performed by following the same process described above with the curbstomp. The steps are the same but however requires you to target the groin [[File:Hud_target_crotch.gif]] as opposed to the head. so the steps will be as follows, Harm intent [[File:Intent_Harm.png]], Target groin [[File:Hud_target_crotch.gif]], target must be lying down and you must be on the same tile as your target. Once these are met, click and drag your sprite to theirs wait for a few seconds and you will kick them in the groin.<br />
== Using Melee Weapons==<br />
Fighting with [[#Melee Weapons|melee weapons]] works similarly to fighting [[#Unarmed_Combat|unarmed]]. You click the enemy while holding a melee weapon in your hand and you will deal damage to them with that weapon. The differences to [[#Unarmed_Combat|unarmed]] fighting is that there is usually no randomness to damage dealt, and [[Starter_guide#Intents|intent]] usually doesn't matter. There are exceptions though. [[Security_items#Stun_Baton|Stun batons]] [[File:StunBaton.gif]] and [[Makeshift_weapons#Stunprod|stunprods]] [[File:Stunprod.png]] will only deal damage when on [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]]. Otherwise they will [[Status_Effects#Paralyze|stun]] harmlessly. To defeat someone by only using a melee weapon, you should generally use as strong weapon as possible to give the target as little time as possible to counter you. Most melee weapons can't [[Status_Effects#Paralyze|stun]], so there is risk involved unless you [[Status_Effects#Paralyze|stun]] your target before you start whacking.<br />
= Ranged Combat=<br />
Ranged projectiles in this game use pixel perfect movement. Shoot by having a ranged weapon in your hand, and clicking a target tile. The projectile will hit the first object in its path, but will pass over people who are [[Status_Effects#Paralyze|paralyzed]], [[Status_Effects#Sleep|sleeping]] or [[Health#Death|dead]] unless you click directly on their sprites. Sometimes when you're running your weapon will randomly not fire when clicking. This can be due to how the game engine works, so just keep spamclicking until you fire. <br />
==Ranged Intents==<br />
There are some differences to firing guns between different [[Starter_guide#Intents|intents]]:<br />
*On [[Starter_guide#Help_Intent|help]] [[File:Intent_Help.png]], [[Starter_guide#Disarm_Intent|disarm]] [[File:Intent_Disarm.png]] and [[Starter_guide#Grab_Intent|grab]] [[File:Intent_Grab.png]] intents you can fire at a target point blank by clicking directly on them. On [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]] you will instead do a melee strike with your gun, unless you aim behind your target.<br />
*On [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]] you can fire two guns at the same time. However, you will also have a random spread to your accuracy.<br />
==Throwing ==<br />
This is a safe way to take down a target. Pick nearby items up and throw them at the enemy. Most items deal the same damage when thrown as when used as a melee weapon. Some, such as [[Makeshift_weapons#Spear|spears]] [[File:Spear.png]], will deal even more. First pick an item up, then activate "throw" with the '''R''' key. Then click where you want to throw the object. You can pick up some [[Guide_to_construction#Chairs|chairs]] [[File:Chair.png]] or [[Guide_to_construction#Chairs|stools]] [[File:Stool.png]] for throwing, by dragging their sprites onto yours. Throwing, like [[#Ranged_Combat|ranged combat]], uses pixel perfect movement, which means you can throw in any direction. You can also craft a [[Makeshift_weapons#Bola|bolas]] to throw at enemies, which will slow them down until they [[Keyboard_Shortcuts|resist]] out of it. Thrown objects do not count as ranged shots and can not be reflected by [[Syndicate_items#Martial_Arts_Scroll|sleeping carp]] users. You can counter having items thrown at you by activating "throw" yourself (with '''R'''). If your active hand is empty, you will then capture the next object thrown at you, instead of getting hit by it.<br />
===Embedding===<br />
Some items, such as the [[Makeshift_weapons#Spear|spears]] [[File:Spear.png]], has a chance to ''embed'' into a body part when they are thrown at someone. An embedded item deals additional brute damage and bleeding until the item is removed. Some embedded items can automatically fall out after a while. Else you remove an embedded item from yourself by [[Starter_guide#Controls|examining]] your body, and then clicking the underlined string of text that appears in the chat window. You remove embedded items from others with [[Surgery#Removal_of_Embedded_Objects|surgery]]. Many items, such as [[#Glass Shard|glass shards]] [[File:Shard.png]] and [[Guide_to_construction#Rods|metal rods]] [[File:Rods.png]] can only embed from higher than normal throw speed, such as from explosions. Some more items that can embed from normal [[#Throwing|throws]] are: [[Syndicate_Items#Energy_Sword|Energy sword]] [[File:ESword.png]], [[#Combat_Knife|combat knife]] [[File:Buckknife.png]] and [[Syndicate_Items#Box_of_Throwing_Weapons|throwing star]] [[File:Tstar.png]].<br />
==Execution With Guns==<br />
If you target mouth [[File:Hud_target_mouth.gif]], and use any intent except [[Starter_guide#Harm_Intent|harm]] [[File:Intent_Harm.png]], you will aim for the target's head with a slow progress bar, and fire once it finishes (if the target is still in melee range). Mostly useful for roleplay. It also deals 10 times more damage.<br />
=Cheap Tricks=<br />
There many tricks to winning a fight. These are only a select few of them:<br />
* Aim for eyes [[File:Hud_target_eyes.gif]] and stab multiple times with a screwdriver make the target blind. Only works if target has no [[Clothing_and_Accessories#Eyewear|eyewear]].<br />
*Alt-click a [[Fire Extinguisher]] [[File:Fire_extinguisher.gif]] to subtly empty its water on the floor below you. People chasing you may [[Status_Effects#Knockdown|slip]].<br />
*Carry a bottle or beaker of water. Select [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]] and click on ground with it to splash the water on the ground, making people [[Status_Effects#Knockdown|slip]].<br />
*Drag a [[General_items#Soap|soap]] [[File:Soaps.gif]] behind you to [[Status_Effects#Knockdown|slip]] people.<br />
*Drag an open [[Guide_to_construction#Lockers|locker]] [[File:Locker.png]] behind you. People accidentally clicking the locker will put their weapon in it.<br />
*If you know what you're doing (or is an [[Terminology#Antag|antag]]), learn how to make and utilize [[Guide_to_chemistry#Explosion|bombs]].<br />
*You can [[Status_Effects#Knockdown|knock people down]] a couple of seconds by aiming at their head on [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]], and hitting them with a bottle of booze.<br />
<br><br />
There is much more to learn than this. Some things must come from experience, or from [[Ghost|observing]] others. Good luck out there, and don't hate yourself if you fail. Just try again another round. What follows below is a table of some common, or just robust, items that may help you win. Much of it is outdated, so don't rely on the numbers.<br />
=Weapons=<br />
This is not a list of how much damage each item does, just some of the best items and short notes on how to best use them. If you feel something should be added, please go ahead and do so, if it's robust enough. This is in alphabetical order. While most items in the game can be used as a makeshift weapon, actual dedicated weapons are far more effective in harming, subduing or killing a target.<br />
=Offense=<br />
==Melee Weapons==<br />
Most station personnel lack access to proper firearms, thus if push comes to shove most people will have to rely on the old fashion method of melee combat to deal with a attacker.<br />
<br />
lmost any object on the station can be used as a makeshift melee weapon, however some are better than others.<br />
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2"<br />
|-<br />
! scope="col" class="unsortable" style="background-color:#EB4C42;" |Icon<br />
! scope="col" style="background-color:#EB4C42;" |Item<br />
! scope="col" style="width:80px; background-color:#EB4C42;" |Damage<br />
! scope="col" style="width:80px; background-color:#EB4C42;" |How to Acquire<br />
! scope="col" style="width:80px; background-color:#EB4C42;" |Faction Usage<br />
! scope="col" class="unsortable" style="background-color:#EB4C42;" |Notes<br />
|-<br />
![[File:Brokenbottle.png|64px]]<br />
!{{anchor|Broken Bottle}}Broken Bottle<br />
|15 Brute when breaking<br>9 Brute after broken<br />
|Get a bottle from the Booze-o-mat, smash it on someone.<br />
|Civilian<br />
| Has to be broken first, to break simply change intent to harm then smash it against someone; by aiming for the head you will also knock them down if they are not wearing protective head gear. Smashing it spills its contents over the target so you could use it as a chemist to knock out your opponent, by filling it with chloral, and then beat them to death with it. Another reason why traitor Chemist is so great. If the bottle's contents are flammable (booze bottles, for instance) you can follow up by setting your opponent on fire.<br />
|-<br />
![[File:Butcherknife.png|64px]]<br />
!{{anchor|Butcher's Cleaver}}Butcher's Cleaver<br />
|15 Brute<br />
|Hack the Dinnerware vending machine.<br />
|Civilian: Kitchen Staff<br />
|Somewhat hard to get. Security will likely have their suspicions as the only reason to have this over the normal knife is its robusting power. Works as a ghetto circular saw in surgery.<br />
|-<br />
![[File:Saw.png|64px]]<br />
!{{anchor|Circular Saw}}[[Circular Saw]]<br />
|15 Brute<br />
|[[Operating Theatre]] [[Robotics Lab]] [[Autolathe]]<br />
|Civilian: Medical/Research<br />
|One of the most robust things you can find. Sadly they are rather uncommon and departments like to hang onto theirs, and security likes to take them. You can print one at the [[Cargo Bay]]'s autolathe, if it has metal to make it.<br />
|-<br />
![[File:Deathnettle.png|64px]]<br />
!{{anchor|Death Nettle}}[[Death Nettle]]<br />
|Up to 30 Burn.<br>Damage depends on potency.<br>Loses a random amount of damage after each hit.<br />
|Growing them at [[Hydroponics]]<br />
| Civilian: Botany<br />
| A red nettle that deals high damage and can paralyze. Requires gloves to wield, lasts for several hits (damage reduced with each hit) until they disintegrate (i.e. the evidence disappears). Experienced Botanists can make these. At low potency they are mostly a joke but at high potency they are as strong as energy swords.<br />
|-<br />
![[File:Extinguisher.png|64px]]<br />
!{{anchor|Fire Extinguisher}}[[Fire Extinguisher]]<br />
|10 Brute<br />
|Emergency Fire closets and lockers, emergency storage rooms<br />
|Civilian<br />
|Found across the station so they're aren't in short supply. Unlikely to be taken by security if they search you. They are also very useful if you get spaced, spray in opposite direction of where you want to go, and you'll fly away. With a limit of 50 units, that's 10 squirts using 5 per spray.<br />
|-<br />
![[File:OxygenTank.png|64px]] <br> [[File:N2Otank.png|64px]]<br />
!{{anchor|Gas tank}}[[Atmospherics items|Air/Oxygen]]/[[Medical items#Anesthetic Tank|Anaesthetic tank]]<br />
|10 Brute<br />
|Emergency lockers [[E.V.A.]] [[Toxins lab]] [[Atmospherics]] [[Operating Theatre]] (for anaesthetic tanks).<br />
|Civilian<br />
|Found across the station so they're aren't in short supply. Air and oxygen tanks are unlikely to be taken by security if they search you. You can use it for internals while having it in your hand (though it is recommended you don't use an anaesthetic tank).<br />
|-<br />
![[File:Fireaxe.png|64px]]<br />
!{{anchor|Fire Axe}}[[Fire Axe]]<br />
|5 Onehand<br>24 Twohand<br />
|[[Bridge]] and [[Atmospherics]].<br />
|Civilian: Atmospherics/Command<br />
|Most robust thing you can get from the Station. Has to be held with two hands to be used properly. Security will likely take it and it's a large object. Best to store this on your back. They are also rare, one is in Atmos and the other is in the Bridge, good luck breaking in before it gets taken. Can be used as a crowbar (while wielded) on unpowered doors, and is strong enough to break powered ones.<br />
|-<br />
![[File:Hatchet.png|64px]]<br />
!{{anchor|Hatchet}}[[Hatchet]]<br />
|12 Brute<br>15 thrown<br />
|[[Hydroponics]].<br />
|Civilian: Botany<br />
|Botanists use these to chop wood, they also are good at chopping limbs. Easy to conceal, and if you're a Botanist, security probably won't care if you're carrying one. Throwing it at someone deals 15 damage. Bonus points for finishing off an escaping enemy this way, Navajo-style. Works as a ghetto circular saw in surgery.<br />
|-<br />
![[File:Knife.png|64px]]<br />
!{{anchor|Kitchen Knife}}[[Kitchen Knife]]<br />
|10 Brute<br />
|[[Kitchen]] [[Autolathe]].<br />
|Civilian<br />
|Useful if you're the Chef, as Security are unlikely to give a single shit if they see you with it. Works as a ghetto scalpel in surgery. Can be hidden in boots.<br />
|-<br />
![[File:Nullrod.png|64px]]<br />
!{{anchor|Null Rod}}[[Null Rod]]<br />
|18 Brute (base)<br />
|[[Chapel]] and on the [[Chaplain]].<br />
|Civilian: Chaplain<br />
|Similar to the Circular Saw, but there's only one of them, and the Chaplain tends to keep it on him. It can destroy runes and protect against some cult magics. Can be transformed into a variety of religious weapons, with different characteristics.<br />
|-<br />
![[File:Pickaxe.png|64px]]<br />
!{{anchor|Pickaxe}}[[Pickaxe]]<br />
|15 Brute<br />
|[[Mining Dock]] and [[Mining Station]].<br />
|Civilian: Supply<br />
|Fairly robust, but it's very big, so it can only be stored on the back or belt slot. Miners barely use these anymore in favor of the Kinetic Accelerator, so it's mostly seen on the [[Labor Camp|Gulag]]. Mining drills and jackhammers all do the same amount of damage as a pickaxe.<br />
|-<br />
![[File:Minipick.gif|64px]]<br />
!{{anchor|Compact Pickaxe}}Compact Pickaxe<br />
|10 Brute<br />
|[[Mining Dock]] and [[Mining Station]], in miner's equipment closets.<br />
|Civilian<br />
| Does less damage, but can fit in a backpack.<br />
|-<br />
![[File:Survivalknife.gif|64px]]<br />
!{{anchor|Survival Knife}}Survival Knife<br />
|15 Brute<br />
|Miner's explorer backpacks, Miner's explorer boots<br />
|Civilian: Supply<br />
|Miners spawn with a very robust knife that can fit in their pockets or boots.<br />
|-<br />
![[File:Scalpel.png|64px]]<br />
!{{anchor|Scalpel}}[[Scalpel]]<br />
|10 Brute<br />
|[[Operating Theatre]] [[Autolathe]].<br />
|Civilian: Medical/Research<br />
|Despite being not as good at the saw, this is still quite robust. Jabbing people in the eyes occasionally stuns them and eventually blinds them, limiting their ability to run. Best part is you can have it your pocket and if you have access to this (not counting autolathe produced scalpels) security wouldn't care, unless it's covered in blood, of course. But even then they might assume you're just a bad doctor.<br />
|-<br />
![[File:Shard.png|64px]]<br />
!{{anchor|Glass Shard}}[[Glass Shard]]<br />
|5 Brute<br>10 thrown<br />
|Anywhere there's [[glass]] (read: everywhere).<br />
|Civilian<br />
|Extremely easy to obtain, just break a glass/reinforced glass pane or climb a glass table. Works also as a ghetto scalpel. You need gloves to hit stuff with it without cutting yourself, but you can still throw it.<br />
|-<br />
![[File:Screwdriver_tool.png|64px]]<br />
!{{anchor|Screwdriver}}[[Screwdriver]]<br />
|5 Brute<br />
|Most storage rooms and [[Engineering]].<br />
|Civilian<br />
|Its robustness doesn't come from the damage, but from its thin, pointed edge. Anyone not wearing glasses can have their eyes stabbed out causing them lose sight. Doesn't make them mute so they'll still scream, or might even fight back before you have a chance to blind them enough.<br />
|-<br />
![[File:Drill.png|64px]]<br />
!{{anchor|Surgical Drill}}[[Surgical Drill]]<br />
|15 Brute<br />
|[[Operating Theatre]] [[Autolathe]].<br />
|Civilian: Medical/Research<br />
|Only found in Surgery. Only used for dental implants, so it'll barely be noticed if it goes missing.<br />
|-<br />
![[File:BlueToolbox.png|64px]]<br />
!{{anchor|Toolbox}}[[Toolbox]]<br />
|12 Brute<br />
|Most storage rooms and [[Engineering]].<br />
|Civilian<br />
|Rather common. Althought it deals a moderate amount of damage, it's a bulky item, so you'll have to hold it.<br />
|-<br />
![[File:Welder.png|64px]]<br />
!{{anchor|Welding tool}}[[Welding tool]]<br />
|3 Brute when off <br> 15 Burn when on<br />
|Most storage rooms and [[Engineering]].<br />
|Civilian<br />
|When switched on, it deals a robust amount of burn damage, but consumes fuel after every hit.<br />
|-<br />
![[File:Syndicatetools.png|64px]]<br />
!{{anchor|Toolbox}}[[Syndicate Items#Fully Loaded Toolbox|Syndicate Toolbox]]<br />
|15 brute<br>18 brute when thrown<br />
|Syndicate uplink and the [[Derelict]].<br />
|Syndicate<br />
|Worth more for emergency tools than anything. Expect security to come cracking down unless they know you've taken a trip to the derelict.<br />
|-<br />
![[File:Spear.png|64px]]<br />
!{{anchor|Spear}}[[Spear]]<br />
|10 brute in Onehand<br>18 brute when wielded/Twohand<br>20 brute when Thrown<br />
|[[Makeshift weapons|Made by yourself]]<br />
|Civilian<br />
|A haphazardly-constructed yet still deadly weapon of ancient design. You can attach an explosive to it. If you attach one, Alt-clicking it will allow you to set a war cry when attacking with it.<br />
|-<br />
![[File:Chainsaw.gif|64px]]<br />
!{{anchor|Chainsaw}}Chainsaw<br />
|13 Brute when off<br>21 Brute when on<br />
|[[Makeshift weapons|Made by yourself]]<br />
| Civilian<br />
|You can [[Surgery#Limb Augmentation|surgically replace an arm]] with a chainsaw. Can break an airlock down.<br />
|-<br />
![[File:Baseball_bat.png|64px]]<br />
!{{anchor|Baseball bat}}Baseball bat<br />
|10 Brute<br />
|[[Makeshift weapons|Made by yourself]]<br />
|Civilian<br />
|Knocks back targets on hit.<br />
|-<br />
|}<br />
<br />
like makeshift melee weapons, these melee weapons are usually more reliable and robust, however most station personnel can't get access to them, as well as these weapons being very noticeable.<br />
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2"<br />
|-<br />
! scope="col" class="unsortable" style="background-color:#EB4C42;" |Icon<br />
! scope="col" style="background-color:#EB4C42;" |Item<br />
! scope="col" style="width:80px; background-color:#EB4C42;" |Damage<br />
! scope="col" style="width:80px; background-color:#EB4C42;" |How to Acquire<br />
! scope="col" style="width:80px; background-color:#EB4C42;" |Faction Usage<br />
! scope="col" class="unsortable" style="background-color:#EB4C42;" |Notes<br />
|-<br />
![[File:Cultblade.png|64px]]<br />
!{{anchor|Cult Blade}}[[Cult Blade]]<br />
|30 Brute<br />
|[[Cult magic]]<br />
|Cultists<br />
|Those who aren't Cultists suffer from wielding this blade...'''''MENTALLY'''''. Aside from being very robust, it is Cult exclusive. Expect a wave of <strike>batons</strike> lasers when Security sees you holding this.<br />
|-<br />
![[File:ESword.png|64px]]<br />
!{{anchor|Energy Sword}}[[Energy Sword]]<br />
|3 Brute Off<br>30 Brute On<br />
|Through a [[Syndicate Uplink]]<br />
|Syndicate/Nanotrasen<br />
|Despite being very strong in melee combat, its activation is loud, very obvious to those around you, and a very big target for people looking for free gear. It also counts as a shield when active! Aim for the legs or arms. Use a multitool on one to turn on RAINBOW MODE (permanently). '''''TURN IT ON BEFORE YOU USE IT'''''<br />
|-<br />
![[File:DoubleESword.png|64px]]<br />
!{{anchor|Double-bladed Energy Sword}}[[Double-bladed Energy Sword]]<br />
|3 Brute Off<br>34 Brute On<br />
|Through a [[Syndicate Uplink]]<br />
|Syndicate/Nanotrasen<br />
|Has to be held with two hands while on. Four extra damage may not seem much, but it means one less hit to crit an unarmored opponent. When wielded it gives a 100% chance to deflect energy-based shots, like tasers and lasers. Like the energy sword, its activation is very loud. To create this, you must combine two Energy Swords together of any color (hold one in each hand and click the other sword) or receive it in a Syndicate Bundle. You cannot put two holodeck swords together. Use a multitool on one to turn on RAINBOW MODE (permanently). '''''TURN IT ON BEFORE YOU USE IT''''' For obvious balance reasons, hulks cannot use these.<br />
|-<br />
![[File:StunBaton.gif|64px]]<br />
!{{anchor|Stun Baton}}[[Stun Baton]]<br />
|10 Brute<br />
|[[Security Office]] and [[Security Officer]]'s backpack.<br />
|Security<br />
|Very robust if you know how to use it [[Shitcurity|properly]]. Only the security force can get these easily. Deploy liberally, but stow for transport.<br />
|-<br />
![[File:Billyclub.png|64px]]<br />
!{{anchor|Billy club}}[[Billy club]]<br />
|10 Brute <br> 15 stamina<br />
|[[Security Office]] and [[Security Officer]]'s backpack.<br />
|Security<br />
|Used to bash heads and break down defenses. Usually used as a more lethal alternative for the stunbaton. Deploy liberally, but stow for transport.<br />
|-<br />
![[File:Katana.gif|64px]]<br />
!{{anchor|Katana}}[[Katana]]<br />
|40 brute<br />
|Possible loot from necropolis chests in [[Lavaland]] and in the ninja bundle.<br />
|Mining and Traitors<br />
|Real katanas are very robust, but only miners or traitors have a reasonable chance of finding them.<br />
|-<br />
![[File:Telescopic_Baton.png|64px]]<br />
!{{anchor|Telescopic Baton}}Telescopic Baton<br />
|10 Brute<br />
|[[Heads of Staff]]'s backpacks.<br />
|Command<br />
|Like the stunbaton but retractable, with a shorter stun time, but the same capability for bludgeoning. Heads of Staff start their shift with one in their backpack. Be sure to extend it before using!<br />
|-<br />
![[File:Ion Sabre.gif|64px]]<br />
!{{Anchor}}Ion sabre<br />
|10 Brute off<br />
|[[Captain]]'s, [[Executive Officer]]'s belt<br />
|Command<br />
|An exceedingly rare sword, that uses experimental Ion technology to stun anyone on the wrong end of it. Only given to high ranking officers with a proven track record.<br />
|-<br />
![[File:Sabre.gif|64px]]<br />
!{{anchor|Officer's Sabre}}Officer's Sabre<br />
|15 Brute<br />
|Captain's locker.<br />
|Captain<br />
|A sabre intended for ceremonial uses. Comes with its own sheath. Can block melee attacks and has good armor penetration. Surprisingly sharp for a fashion accessory.<br />
|-<br />
![[File:buckknife.png|64px]]<br />
!{{anchor|Combat Knife}}Combat Knife<br />
|20 Brute<br />
|Can be ordered through Cargo.<br />
|Security<br />
|Very robust for its size.<br />
|}<br />
<br />
==Ranged Weapons==<br />
Although often hard to get, these can put you at a huge advantage. Not just from being outside melee range, but also by shooting through windows and destroying walls. Guns rely on a stock of ammo, and those are hard to get, while energy guns use recharging units or just recharge by themselves.<br />
==Sidearms (Ballistic)==<br />
Ballistic weapons are the most common kind of ranged sidearms utilised by Nanotrasen security forces on warships.<br />
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2"<br />
|-<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon<br />
! scope="col" style="background-color:#F0DC82;" |Item<br />
! scope="col" style="background-color:#F0DC82;" |Ammo<br />
! scope="col" style="background-color:#F0DC82;" |Capacity<br />
! scope="col" style="background-color:#F0DC82;" |Damage & Effects<br />
! scope="col" style="background-color:#F0DC82;" | How to Acquire<br />
! scope="col" style="background-color:#F0DC82;" |Faction Usage<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes<br />
|-<br />
![[File:Deagle.gif|64px]]<br />
!{{anchor|Desert Eagle}}Desert Eagle<br />
|[[File:Ammo 50.png|64px]]<br>.50<br />
|7 Rounds<br />
|60 Brute<br />
|Summon guns, can spawn in the secure contraband locker on metastation.<br />
| Emergency Response Team |Nanotrasen<br />
|Comes in three tasteful variants. Normal, gold and camo gold. Hope for the gold gun. 7 Rounds of pure mlg; spare ammo available nowhere.<br />
|-<br />
![[File:Mateba.png|64px]]<br />
!{{anchor|Mateba}}Mateba<br />
|[[File:357 speedloader.png|64px]]<br>.357<br />
|7 Rounds<br />
|60 Brute<br />
|[[Syndicate Uplink]] and summon guns.<br />
|Nanotrasen<br />
|All in all the syndicate revolver, but for death squad and emergency response team officers.<br />
|-<br />
![[File:Revolver.png|64px]]<br />
!{{anchor|Revolver}}Revolver<br />
|[[File:357 speedloader.png|64px]]<br>.357<br />
|7 Rounds<br />
|60 Brute<br />
|[[Syndicate Uplink]] and summon guns<br />
|Syndicate<br />
|Security (or generally anyone) will be quick to scream 'TRAITOR!' if they see you with one. You can get more ammo from hacked autolathes. Serve with a side of grenade to finish your foe off for good.<br />
|-<br />
![[File:Detectivegun.png|64px]]<br />
!{{anchor|Revolver}}Revolver<br />
|[[File:Ammo 38.png|64px]]<br>.38<br />
|6 Rounds<br />
|25 Brute<br />
|[[Detective]]'s locker or summon guns.<br />
|Security<br />
|Deals moderate damage. Can be modified to fire .357, but may break with the modification.<br />
|-<br />
![[File:Secglock.png|64px]]<br />
!{{anchor|Glock}}Glock<br />
|[[File:Glock ammo.png|64px]]<br>9 mm<br />
|15 Rounds<br />
|20 Stamina/Brute<br />
|[[Security Officer]]'s locker, the Armory, Cargo or summon guns.<br />
|Security<br />
|The main sidearm of Security Officers, and [[Squads#Security Fireteam|Security Fireteam]] members. Starts with rubber ammo, lethals can be printed at an autolathe. The [[Captain]], [[HoS]], and the [[XO]] start with one as well. <br />
|-<br />
![[File:M1911.png|64px|link=Special:FilePath/M1911.png]]<br />
!{{anchor|M1911}}M1911<br />
|[[File:Ammo 45.png|64px|link=Special:FilePath/Ammo_45.png]]<br>.45<br />
|8 Rounds<br />
|30 Brute<br />
|[[Armory]] or summon guns.<br />
|Security<br />
|A more lethal alternative for the Glock.<br />
|-<br />
![[File:Stetchkin.png|64px]]<br />
!{{anchor|Syringe Gun}}Stetchkin Pistol<br />
|[[File:Ammo 9mm.png|64px]]<br>10mm<br />
|8 rounds<br />
|30 Brute<br />
|[[Syndicate Uplink]].<br />
|Syndicate<br />
| The [[Syndicate guide|nuke op]]'s weapon last resort; spend telecrystals on something better. Small enough to fit in pockets. One of the few guns that takes the universal silencer.<br />
|-<br />
![[File:Revolver.png|64px]]<br />
!{{anchor|Russian Revolver}}Russian Revolver<br />
|[[File:357 speedloader.png|64px]]<br>.357<br />
| 1 round. Can load up to 6.<br />
|60 Brute<br>300 Brute when used on self<br />
|[[MetaStation]]<br />
|Old Russia<br />
|A Russian made revolver. Uses .357 ammo. It has a single slot in its chamber for a bullet. A gun to play Russian Roulette! You can spin the chamber to randomize the position of the bullet. True men aim for the head.<br />
|-<br />
|}<br />
==Sidearms (Energy)==<br />
Energy weapons are a new invention, sparsly avalible in our times. Mostly used by SolGov officers.<br />
===Energy Based===<br />
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2"<br />
|-<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon<br />
! scope="col" style="background-color:#F0DC82;" |Item<br />
! scope="col" style="background-color:#F0DC82;" |Ammo<br />
! scope="col" style="background-color:#F0DC82;" |Capacity<br />
! scope="col" style="background-color:#F0DC82;" |Damage & Effects<br />
! scope="col" style="background-color:#F0DC82;" |How to Acquire<br />
! scope="col" style="background-color:#F0DC82;" |Faction Usage<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes<br />
|-<br />
![[File:ModernDisabler.png|64px]]<br />
!{{anchor|Disabler}}Disabler<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
|20 Stamina<br />
|Disables target<br />
|[[Aetherwhisp]]'s [[Armory]], disabler crates and summon guns.<br />
|Security<br />
|If you're trying to kill someone, stamina crit, then beat the living daylights out of them.<br />
|-<br />
![[File:Ebow.png|64px]]<br />
!{{anchor|Energy Crossbow}}Energy Crossbow<br />
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)<br />
|Infinite Bolts (needs to cooldown after shooting)<br />
|10 Toxin + Stun<br />
|[[Syndicate Uplink]].<br />
|Syndicate<br />
|The syndicate's energy crossbow, small, silent and deadly. It's worth noting that the stun is much shorter than the standard taser gun.<br />
|-<br />
|}<br />
=== Pulse Based===<br />
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2"<br />
|-<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon<br />
! scope="col" style="background-color:#F0DC82;" |Item<br />
! scope="col" style="background-color:#F0DC82;" |Ammo<br />
! scope="col" style="background-color:#F0DC82;" |Capacity<br />
! scope="col" style="background-color:#F0DC82;" |Damage & Effects<br />
! scope="col" style="background-color:#F0DC82;" |How to Acquire<br />
! scope="col" style="background-color:#F0DC82;" |Faction Usage<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes<br />
|-<br />
![[File:Pulsepistol.png|64px]]<br />
!{{anchor|Pulse Pistol}}Pulse Pistol<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
|10 Pulse, 20 Laser, 10 Stun<br />
|50 Burn<br />
|Emergency Response Team<br />
|Nanotrasen<br />
| A sidearm based on the Pulse Rifle. Is capable of fitting inside pockets and other small places but has a very limited ammo capacity. Issued to all Elite Emergency Response Team personnel.<br />
|}<br />
==Longarm (Ballistic)==<br />
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2"<br />
|-<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon<br />
! scope="col" style="background-color:#F0DC82;" |Item<br />
! scope="col" style="background-color:#F0DC82;" |Ammo<br />
! scope="col" style="background-color:#F0DC82;" |Capacity<br />
! scope="col" style="background-color:#F0DC82;" |Damage & Effects<br />
! scope="col" style="background-color:#F0DC82;" |How to Acquire<br />
! scope="col" style="background-color:#F0DC82;" |Faction Usage<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes<br />
|-<br />
![[File:C20r.png|64px]]<br />
!{{anchor|C-20r SMG}}C-20r SMG<br />
|[[File:12mmMag.png|64px]]<br>.45<br />
|24 Rounds<br />
|30 Brute<br />
|[[Nuke Ops]], [[Boarders]] or Summon guns.<br />
|Syndicate<br />
|Powerful SMG that will crit unarmored targets in two 2-round bursts. Far from the strongest Nuke Op weapon but certainly one of the most cost efficient, and more than deadly enough. The weapon [[Syndicate Drop Trooper]]<nowiki/>s use.<br />
|-<br />
![[File:Autorifle.png|64px]]<br />
!{{anchor|WT550 Automatic Rifle}}WT550 Automatic Rifle<br />
|[[File:46x30ammo.png|64px]]<br>4.6×30mm<br />
| 20 Rounds<br />
|20 Brute<br />
|Security and Cargo.<br />
|Nanotrasen<br />
|A older rifle often used by paramilitary or high security forces. Has some boutique ammo that can be researched and printed at the Security Techfab to expand its' usefulness. Practically just a brute, harder to reload in most cases laser gun.<br />
|-<br />
![[File:M2A45 pulse rifle.png|64px]]<br />
!{{Anchor}}M2A45 security pulse rifle<br />
|[[File:Ammo 6mm.png|64px]]<br>6mm<br />
|30 Stun ''or''<br />
10 Lethal<br />
|6 Brute & 5 Stam ''or'' <br />
10 Brute<br />
|Security and Cargo<br />
|Nanotrasen<br />
|A new design used by NT security forces. Instead of gunpoweder, it uses Magnetic Acceleration to propel it's tungsten rounds. However numerous, these rounds are generally weaker then alternatives. Has a three-round burst feature<br />
|-<br />
![[File:Assault rifle.png|64px]]<br />
!{{Anchor}}M4A-16A1 assault rifle<br />
|[[File:5.56 ammo.png|64px]]<br>5.56mm<br />
|30 Rounds<br />
|35 Brute<br />
|Security and Cargo<br />
|Nanotrasen<br />
|A 5.56mm caliber assault rifle used by Blue Phalanx marines in boarding operations. While it's a relatively old-fashioned design, it's proven cheap to mass produce and exceptionally reliable. Capable of full-auto or single-fire. Comes pre-loaded with Boarding firing pins, wich only work off-ship.<br />
|-<br />
![[File:MP SMG.png|64px]]<br />
!{{Anchor}}MP-16A4 'peacemaker' military police SMG<br />
|[[File:SMG ammo.png|64px]]<br>9mm<br />
|20 Rounds<br />
|20 Brute<br />
|Security and Cargo<br />
|Nanotrasen<br />
|A bullpup style 9mm SMG used by peacekeeping forces. While bulky, it's an imposing weapon designed to instill order into the masses. Capable of full-auto or single-fire. '''It can jam.''' A jammed bullet can be cleared by racking the bolt of the gun by using it in-hand.<br />
|-<br />
![[File:L6machinegun.png|64px]]<br />
!{{anchor|L6 SAW}}L6 SAW<br />
|[[File:A762.png|64px]]<br>7.12x82mm<br />
|50 Rounds<br />
|45 Brute<br />
|Nuke ops and summon guns only.<br />
|Syndicate<br />
|Holds the most ammo of any gun, 50 shots dealing 45 brute damage each, firing in a fast 3-round burst that is moderately inaccurate. With AP ammo this thing will take down even heavily armored targets in one or two bursts.<br />
|-<br />
![[File:Uzi.png|64px]]<br />
!{{anchor|Uzi}}Uzi<br />
|[[File:Ammo 50.png|64px]]<br>9mm<br />
|32 rounds<br />
|20 Brute<br />
|Summon guns, Gang Wars<br />
|Gangs<br />
|A lightweight, fast firing gun, for when you want someone dead. Uses 9mm rounds.<br />
|-<br />
|}<br />
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2"<br />
|-<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon<br />
! scope="col" style="background-color:#F0DC82;" |Item<br />
! scope="col" style="background-color:#F0DC82;" |Ammo<br />
! scope="col" style="background-color:#F0DC82;" |Capacity<br />
! scope="col" style="background-color:#F0DC82;" |Damage & Effects<br />
! scope="col" style="background-color:#F0DC82;" |How to Acquire<br />
! scope="col" style="background-color:#F0DC82;" |Faction Usage<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes<br />
|-<br />
![[File:Improvised_shotgun.png|64px]]<br />
!{{anchor|Improvised Shotgun}}Improvised Shotgun<br />
|[[File:Blank_shell.png|64px]]<br>12 Gauge shells<br />
|1 Shell<br />
|Depends on shell<br />
|Crafted<br />
|Civilian<br />
|A handcrafted shotgun made of scavenged materials.<br><br />
To load shells, simply use the full shell on the shotgun; when you shoot a shell, you don't need to eject it manually, it will be ejected when you load a new shell.<br> Can bet cut down with a circular saw just like the Double-Barrelled Shotgun to fit into a backpack.<br />
|-<br />
![[File:Doubleshotgun.png|64px]] [[File:Doubleshotgunsawnoff.png|64px]]<br />
!{{anchor|Double-Barrelled Shotgun}}Double-Barrelled Shotgun<br />
|[[File:Blank_shell.png|64px]]<br>12 Gauge shells<br />
|2 Shells<br />
|Depends on shell<br />
|[[Bar]].<br />
|Civilian<br />
|Easiest shotgun to get, yet the rarest. Only one starts on the station and the Bartender likes to keep it in case of bar fights. Can be sawn off with a circular saw (make sure it's not loaded). A sawn-off shotgun will fit in your backpack.<br><br />
To load shells, simply use the full shell on the shotgun. Use it in hand to eject the shells.<br />
|-<br />
![[File:Riot_shotgun.png|64px]]<br />
!{{anchor|Shotgun}}Riot Shotgun<br />
|[[File:Blank_shell.png|64px]]<br>12 Gauge shells<br />
|6 Shells<br />
|Depends on shell<br />
|The Armoury and summon spells.<br />
|Security<br />
|A uncommon shotgun, typically only used in emergencies by Security or when facing someone with ranged energy protection. Is the only main shotgun on the station at round start sans the bartender's double barrel.<br><br />
To load shells, simply use the full shell on the shotgun; when you shoot a shell, you need to eject it manually by using the shotgun in your hand before shooting another. It can also be sawed off with a circular saw or chainsaw to fit in your backpack.<br />
|-<br />
![[File:Combatshotgun.png|64px]]<br />
!{{anchor|Combat Shotgun}}Combat Shotgun<br />
|[[File:Blank_shell.png|64px]]<br>12 Gauge Shells<br />
|8 Shells<br />
|Depends on shell<br />
| Armory contraband locker, ordered in [[Cargo]] and from [[Summon guns]].<br />
|Nanotrasen<br />
|The highest ammo capacity of any shotgun. Best of all, you don't need to manually eject shells after shooting. Unlike the riot shotgun, it cannot be sawed off, but a compact version is given to the [[Warden]].<br />
|-<br />
![[File:Bulldog.png|64px]]<br />
!{{anchor|Shotgun}}Bulldog<br />
|[[File:Blank_shell.png|64px]]<br>12 Gauge shells<br />
|8 Shells<br />
|Depends on drum<br />
|Uplink<br />
|Syndicate<br />
|A powerful semi-automatic, drum fed, shotgun employed by syndicate nuclear operative teams.<br />
|-<br />
![[File:short_combatshotgun.png|64px]]<br />
!{{anchor|Shotgun}}Compact Combat Shotgun<br />
|[[File:Blank_shell.png|64px]]<br>12 Gauge shells<br />
|4 Shells<br />
|Depends on shell<br />
|[[Warden]]s Locker<br />
|Security<br />
|Unique weapon held by the Warden. A compact version of the combat shotgun with a four shell capacity. Can fit in armor slots.<br />
|}<br />
===Shotgun Shells===<br />
*[[File:Buckshot_shell.png|32px]]'''Buckshot:''' Shoots 6 pellets dealing 9 brute damage each, for a maximum of 54. Quite effective at medium range.<br />
*[[File:Blank_shell.png|32px]]'''Slug:''' Shoots a single powerful projectile, dealing 60 damage on hit. Does not have the best armor penetration.<br />
*[[File:Bean_shell.png|32px]] '''Rubber Shot:''' Shoots 6 pellets dealing 3 brute and 9 stamina damage each. More effective at stopping a target, but stamina damage fades with time.<br />
*[[File:Bean_shell.png|32px]] '''Beanbag:''' Shoots one single beanbag, dealing 5 brute and 55 stamina damage. The bartender uses these by default.<br />
*[[File:Stun_Shell.png|32px]] '''Stun Shell:''' Shoots an electrode that confuses targets on hit, and applies sleep to confused targets.<br />
* [[File:Fire_shell.png|32px]] '''Incendiary Slug:''' Shoots a single projectile that leaves a fire trail and ignites the target, on top of 5 brute damage.<br />
*[[File:Tech_shell.png|32px]] '''Shotgun Dart:''' A single dart that can contain up to 30 units of chemicals that'll be injected on hit.<br />
*[[File:Tech_shell.png|32px]] '''Technological Shells:''' Unloaded technological shells can be made in a [[Guide_to_Research_and_Development#Techfab|Security Techfab]]. See [[Research items#Unloaded Technological Shell|here]] for the recipes.<br />
**[[File:Meteor_shell.png|32px]] '''Meteorshot Shell:''' A single powerful projectile, deals 20 brute damage and stuns for 2 seconds. Pushes back machinery and people on hit.<br />
**[[File:Pulse_shell.png|32px]] '''Pulse Slug:''' Works like one of the deathsquad's pulse rifle shots, dealing 40 burn damage and damaging or destroying walls and machinery.<br />
**[[File:Dragon_shell.png|32px]] '''Dragonsbreath Shell:''' Like the incendiary slug, but shoots a spread of 4 burning pellets. Deals less direct damage.<br />
** [[File:Frag_shell.png|32px]] '''FRAG-12 Slug:''' An explosive shell that knocks down targets and causes an explosion where it hits, on top of dealing 25 brute damage.<br />
**[[File:Ion_shell.png|32px]] '''Ion Scatter Shell:''' Shoots a spread of 4 ion bolts, each of which ions a single target instead of the 3x3 area hit by normal ion rifles.<br />
**[[File:Laser_shell.png|32px]] '''Laser Scatter Shell:''' Shoots a spread of 6 laser beams with up to 60 total damage.<br />
*[[File:Blank_shell.png|32px]] '''Improvised Shotgun Shell:''' Shoots a spread of 1-8 metal shards, capable of doing a total of 60 damage at. The spread and the distance travelled by these shards are quite random, so the shell is best used point-blank. These shells are unique in the fact that they are craftable, but not from Unloaded Tech Shells. See [[Makeshift_weapons#Improvised_Shotgun_Shell|here]] for the crafting process.<br />
<br />
==Longarm (Energy)==<br />
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2"<br />
|-<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon<br />
! scope="col" style="background-color:#F0DC82;" |Item<br />
! scope="col" style="background-color:#F0DC82;" |Ammo<br />
! scope="col" style="background-color:#F0DC82;" |Capacity<br />
! scope="col" style="background-color:#F0DC82;" |Damage & Effects<br />
! scope="col" style="background-color:#F0DC82;" |How to Acquire<br />
! scope="col" style="background-color:#F0DC82;" |Faction Usage<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes<br />
|-<br />
![[File:Laser gun.png|64px]]<br />
!{{anchor|Laser Gun}}Laser Gun<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
|12 Lasers<br />
|20 Burn<br />
|[[Armory]] and weapons crates.<br />
|Security<br />
|Lethal ONLY, but 2 extra shots. Good choice for Security officers who already carry Hybrid Tasers.<br />
|-<br />
![[File:Laser Cannon.png|64px]]<br />
!{{anchor|Laser Cannon}}Laser Cannon<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
| 10 Lasers<br />
|40 Burn<br />
|Summon guns<br />
| Nanotrasen<br />
|This is the Laser Gun's bigger brother, fear him, he will fuck you over.<br />
|-<br />
![[File:Energy_Gun.gif|64px]]<br />
!{{anchor|Energy Gun}}Energy Gun<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
|10 Lasers, 20 Disable<br />
|20 Burn<br>Stun<br />
|[[Armory]], energy weapons crate, HoP/Captain lockers.<br />
|Security<br />
|A versatile energy weapon. Best thing is to disable a target and then either handcuff (for arresting) or spam the other remaining shots at them on kill mode (for murder).<br />
|-<br />
![[File:Advegun.png|64px]]<br />
!{{anchor|Advanced Energy Gun}}Advanced Energy Gun<br />
|[[File:Powercell.png|64px]]<br>Energy<br />
| 10 (recharges over time)<br />
|20 Burn/Stun target<br />
|Security protolathe once researched first.<br />
|Nanotrasen<br />
|Using advanced <s>wizardry</s> SCIENCE, a mini nuclear generator has been fitted into this gun to provide unlimited shots! Researched from R&D. Cannot be used in recharging units. Unreliable models may emit radiation, take caution.<br />
|-<br />
![[File:Antique laser.png|64px]]<br />
!{{anchor|Antique Laser Gun}}Antique Laser Gun<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
|12 (recharges over time)<br />
|20 Burn<br />
|[[Captain's Quarters]].<br />
|Nanotrasen<br />
|The prized weapon of the Captain, and the target of many enemy forces. Similar to the laser gun except it's self-recharging. ''They just don't make guns like they used to.''<br />
|-<br />
![[File:Multiphase_gun_stun.gif|64px]]<br />
!{{anchor|X-01 Multiphase Energy Gun}}X-01 Multiphase Energy Gun<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
|5 Stun, 10 Laser, 20 Disable<br />
|20 Burn<br />
|Summon guns<br />
|Nanotrasen<br />
|The first attempt by Nanotrasen to remake the Captain's Antique Laser. Has more firing modes on offer but lacks the ability to recharge. <br />
|-<br />
![[File:Milgun.png|64px]]<br />
!{{anchor|Tactical Energy Gun}}TacticalEnergy Gun<br />
|[[File:Powercell.png|64px]]<br>Energy<br />
| 10 Stun, 20 Energy, 20 Kill<br />
|20 Burn target<br />
|Elite Emergency Response Team<br />
|Nanotrasen<br />
|A tactical variant of the Energy Gun. Holds more of a charge and can fire stun rounds.<br />
|-<br />
![[File:Ionrifle.png|64px]]<br />
!{{anchor|Ion Rifle}}Ion Rifle<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
|10 Ion Pulses<br />
|20 Brute to silicon mobs<br>Up to 90 damage to mechs<br>3x3 EMP<br />
|[[Armory]] and on the Nuclear Operative shuttle.<br />
|Security<br />
|Large and unwieldy, great for dealing with mechs and cyborgs. Also opens lockers and crates.<br />
|-<br />
![[File:Retrolaser.png|64px]]<br />
!{{anchor|Retro Laser}}Retro Laser<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
| 12 Lasers<br />
|20 Burn<br />
|[[White Ship]], deep space ruins.<br />
|Unknown<br />
|Found on the white ship, this old beast is like the laser gun; anyone with a spaaaaaace suit and a little know-how can reach it.<br />
|-<br />
![[File:Tempgun.png|64px]]<br />
!{{anchor|Temperature Gun}}Temperature Gun<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
|40 Freeze/heat Beams<br />
|Heats/Cools target dependent upon the setting.<br />
|Armory, security protolathe once researched.<br />
|Nanotrasen<br />
|This weapon is deceptively strong since the projectiles aren't blocked by eswords/eshields and can slow people down to a crawl.<br> Slimes die to it in two to three hits.<br />
|-<br />
![[File:Xraygun.png|64px]]<br />
!{{anchor|X-Ray Gun}}X-Ray Gun<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
|20 Lasers<br />
|15 Burn + 30 Irradiate<br />
|Security protolathe once researched first.<br />
|Nanotrasen<br />
|This beams from this gun will pass through everything, including walls, until they hit a mob.<br />
|}<br />
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2"<br />
|-<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon<br />
! scope="col" style="background-color:#F0DC82;" | Item<br />
! scope="col" style="background-color:#F0DC82;" |Ammo<br />
! scope="col" style="background-color:#F0DC82;" |Capacity<br />
! scope="col" style="background-color:#F0DC82;" |Damage & Effects<br />
! scope="col" style="background-color:#F0DC82;" |How to Acquire<br />
! scope="col" style="background-color:#F0DC82;" |Faction Usage<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes<br />
|-<br />
![[File:Pulserifle.png|64px]]<br />
!{{anchor|Pulse Rifle}}Pulse Rifle<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
|200 Pulse<br />
|50 Burn<br />
|Deathsquad<br />
|Nanotrasen<br />
| The most powerful energy weapon in existence. Bruteforces energy weapon's ammo problems by having a very large power source. Its pulse setting is capable of doing massive damage to a target as well as destroying cover and walls.<br />
|-<br />
![[File:Pulsecarbine.png|64px]]<br />
!{{anchor|Pulse Carbine}}Pulse Carbine<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
|25 Pulse, 50 Laser, 25 Stun<br />
|50 Burn<br />
| Emergency Response Team<br />
|Nanotrasen<br />
|A scaled down version of the Pulse Rifle, holds significantly less power than the Pulse Rifle but is capable of being placed inside bags. Issued to Elite Emergency Response Team Security personnel.<br />
|-<br />
|}<br />
==Misc Weapons==<br />
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2"<br />
|-<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon<br />
! scope="col" style="background-color:#F0DC82;" |Item<br />
! scope="col" style="background-color:#F0DC82;" |Ammo<br />
! scope="col" style="background-color:#F0DC82;" |Capacity<br />
! scope="col" style="background-color:#F0DC82;" |Damage & Effects<br />
! scope="col" style="background-color:#F0DC82;" |How to Acquire<br />
! scope="col" style="background-color:#F0DC82;" | Faction Usage<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes<br />
|-<br />
![[File:Chem sprayer.png|64px]]<br />
!{{anchor|Chem Sprayer}}Chem Sprayer<br />
|Chemicals<br />
|600 units total<br />
*150 units of Spore Toxin (Causes blindness)<br />
*150 units of [[Cryptobiolin]]<br />
* 150 units of [[Unstable Mutagen]]<br />
*150 units of [[Chloral Hydrate]]<br />
|Confusion, blindness, dizziness, knockout, and random mutations with the standard reagents.<br />
| Ordered via syndicate uplink, costs 10 telecrystals, only available to Nuclear Agents.<br />
|Syndicate<br />
|Think of it as a spray bottle. Except each spray is three tiles wide and can travel the entire screen. Generally kept away from players due to the potential of the lubepocalypse.<br />
|-<br />
![[File:Flamethrower.png|64px]]<br />
!{{anchor|Flamethrower}}Flamethrower<br />
|[[File:Plasma tank.png|64px]]<br>Gas of your choice<br />
|Depends on tank pressure<br />
|Depends on the gas<br />
|[[Makeshift weapons|Made by yourself]] or with a hacked [[Autolathe]]<br />
|Civilian<br />
|You are a firestarter! Allows for creative gas mixes if you know your atmos. An area denial tool, generally useful for making small areas uninhabitable for people, not so useful when trying to kill someone, as it's easy to run away.<br />
|-<br />
![[File:Sgun.png|64px]]<br />
!{{anchor|Syringe Gun}}Syringe Gun<br />
|[[File:Syringe.png|64px]]<br>Syringes<br />
|1 Syringe<br />
|6 Brute + 15u chemicals<br />
|[[Medbay Storage]].<br />
| Civilian<br />
|In fact, this is very robust. Think of it as a ranged hypospray.<br />
|-<br />
![[File:Rapidsyringegun.png|64px]]<br />
!{{anchor|Rapid Syringe Gun}}Rapid Syringe Gun<br />
|[[File:Syringe.png|64px]]<br>Syringes<br />
|6 Syringes<br />
| 6 Brute + 15u chemicals<br />
|[[R&D Lab]] once researched first.<br />
|Nanotrasen<br />
|See the syringe gun, but take into account it holds six syringes. Can be made through researching them, and only costs metal and glass to make. This gun gives '''you''' the power to fuck over six people at once! First syringe in is first out.<br />
|-<br />
|}<br />
==Admin Only Weapons==<br />
These weapons are currently restricted to admin spawn only, some may also appear in 'summon gun' events during a Wizard round however.<br />
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2"<br />
|-<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon<br />
! scope="col" style="background-color:#F0DC82;" |Item<br />
! scope="col" style="background-color:#F0DC82;" |Ammo<br />
! scope="col" style="background-color:#F0DC82;" |Capacity<br />
! scope="col" style="background-color:#F0DC82;" |Damage & Effects<br />
! scope="col" style="background-color:#F0DC82;" |How to Acquire<br />
! scope="col" style="background-color:#F0DC82;" |Faction Usage<br />
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes<br />
|-<br />
![[File:Hybrid taser.gif|64px]]<br />
!{{anchor|Taser}}Taser<br />
|[[File:Recharger.gif|64px]]<br>Energy<br />
|5 Stun, 20 Disable<br />
|Stun target<br />
|Admins.<br />
|Security<br />
|Previously security's sidearm of choice, replaced by disablers, which were replaced by glocks.<br />
|-<br />
![[File:Automaticsilenced.png|64px]]<br />
!{{anchor|Silenced Pistol}}Silenced Pistol<br />
|[[File:Ammo 50.png|64px]]<br>.45<br />
|12 rounds<br />
|20 Brute + Knockdown<br />
|Away missions. Admins.<br />
|Admin<br />
|A small, quiet, easily concealable gun. Uses .45 rounds.<br />
|-<br />
![[File:Tommy gun.png|64px]]<br />
!{{anchor|Tommy Gun}}Tommy Gun<br />
|[[File:Ammo 9mm.png|64px]]<br>9mm<br />
| 50 rounds<br />
|20 Brute + Knockdown<br />
| Admins<br />
|Admin<br />
|A genuine Chicago Typewriter.<br />
|-<br />
![[File:Gyrogun.png|64px]]<br />
!{{anchor|Gyrojet Pistol}}Gyrojet Pistol<br />
|[[File:Ammo 75.png|64px]]<br>.75<br />
|8 Rounds<br />
| 74 Brute from direct hit <br>24 from a tile away <br>explosion (-1, 0, 2)<br />
|Summon guns exclusive.<br />
|Admin<br />
|Delivers an explosion with every shot, plus you can afford to be less accurate with it, as the explosion hits 3x3, so it's great against groups.<br />
|-<br />
![[File:Instagib.png|64px]]<br />
!{{anchor|Instakill Rifle}}Instakill Rifle<br />
|None<br />
|Infinite<br />
|Infinite<br />
|Admins<br />
| Admin<br />
|Flat out disintegrates all living targets. Only likely to be encountered if someone particularly likes or hates you.<br />
|}<br />
=Defense=<br />
To be good at combat, you must be able to survive an encounter with anything; Nuclear Operatives, Wizards, Assistants and such. While some may say that the best defense is a robust offense (which can be true in some cases), knowing how to protect yourself is a vital skill needed to be [[robust]].<br />
==Stuns and Incapacitation ==<br />
Having the ability to stun at a moment's notice will protect you from getting robusted quite often (as long as you don't get stunned first).<br />
<br />
<br />
{| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2"<br />
! scope="col" class="unsortable" style="background-color:Lightgreen;" | Icon<br />
! scope="col" style="background-color:Lightgreen;" |Item<br />
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Type of Stun<br />
! scope="col" class="unsortable" style="background-color:Lightgreen;" |How to Acquire<br />
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Notes<br />
|-<br />
![[File:StunBaton.gif|64px]]<br />
!{{anchor|Stun Baton}}[[Stun Baton]]<br />
|Stun<br>Duration 14<br />
|[[Security]]<br />
|Not being security, and having this out, is likely to land you in the brig.<br />
|-<br />
![[File:Stunprod.png|64px]]<br />
!{{anchor|Stunprod}}[[Stunprod]]<br />
|Stun<br>Duration 10<br />
|[[Makeshift weapons|Made by yourself]]<br />
|Having this is a quick way to get robusted by security. Doesn't fit in backpacks, but can be carried on your back.<br />
|-<br />
![[File:Telescopic_Baton.png|64px]]<br />
!{{anchor|Telescopic Baton}}Telescopic Baton<br />
|Duration 5<br />
|Be a [[Head of Staff]]<br />
| Not being a head of staff and having one of these is yet another way to incur security's ire.<br />
|-<br />
![[File:ModernDisabler.png|64px]]<br />
!{{anchor|Disabler}}[[Disabler]]<br />
|Stamina damage<br />
|[[Aetherwhisp]] [[Armory]].<br>Disabler Crate from Cargo.<br />
|A non-lethal type of laser that deals Stamina Damage, which has the same slowing/debilitating effects of normal damage, without actually harming. Heals on its own over time.<br><br />
|-<br />
![[File:NSVtaser.png|64px]]<br />
!{{anchor|X24 Tazer}}[[X24 Tazer]]<br />
|Stun<br />
|On security officers, ordered from Cargo<br />
|A stun weapon developed by CzankCorp. It fires a short ranged, but powerful electrode that stuns targets on hit. Has a range of two tiles. Can hold two cartridges: one in the gun, and one in cartridge. Has a small chance to cause heart attacks<br />
|-<br />
![[File:Flash.gif|64px]]<br />
!{{anchor|Flash}}[[Flash]]<br />
| Stun<br>Duration 8<br>stuns cyborgs<br />
|[[Security]], [[Bridge]], [[Security Checkpoint|Sec Checkpoint]], [[Tech Storage]]<br />
|[[Cyborg]]s are vulnerable to this method of stunning. Eye protection, such as sunglasses or welding helmets prevents you from being stunned this way.<br />
|-<br />
![[File:Hspray.png|64px]]<br />
!{{anchor|Chemicals}}[[Guide_to_chemistry|Chemicals]]<br />
| Depends on chemical<br />
|[[Chemistry]]<br />
|Typically used with a syringe gun, [[Hypospray]], or [[Grenade|Smoke Grenade]]. Some chemicals, like [[Chloral Hydrate]], or [[Morphine]], can hold targets still for some time, while others can be very harmful.<br />
|-<br />
![[File:Flashbang.gif|64px]]<br />
!{{anchor|Flashbang}}[[Flashbang]]<br />
|Stun<br>Duration varies with distance. Max 10<br />
|[[Security]]<br />
|Very good for stunning a whole room. Not wearing ear protection will make you deaf for awhile. Wearing both sunglasses and a bowman headset makes you immune to these.<br />
|-<br />
![[File:Laser Pointer.png|64px]]<br />
!{{anchor|Laser Pointer}}[[High-risk_items#Laser_Pointer|Laser Pointer]]<br />
|Blinds humans<br>Stuns cyborgs<br>Duration 5-10<br />
|[[Lawyer]], [[Curator]], [[Research Director]]<br />
|Has a chance of blinding people and cyborgs, like a [[Flash]]; a fully upgraded laser pointer has a 100% chance.<br />
|-<br />
!<br />
!{{anchor|Resonant Shriek}}[[Resonant Shriek]]<br />
|Duration 5-10<br />
|Being a changeling<br />
|Humans become deaf and confused.<br />
|-<br />
![[File:Fff.png|64px]]<br />
!{{anchor|Cult Stun}}[[Cult|Cult Stun]]<br />
|Stun<br>Duration 15 + 15 duration silence<br />
|Being a cultist and making one.<br />
|Works on cyborgs. Blocked by null rod.<br />
|-<br />
![[File:Beepsky.png|64px]]<br />
!{{anchor|Beepsky}}[[Beepsky]]<br />
|Stun<br>Duration 14<br />
| Made in robotics.<br />
|Attacks those set to arrest, and, depending on the mode, with weapons out without permission.<br />
|-<br />
![[File:Ed209.png|64px]]<br />
!{{anchor|ED-209}}[[ED-209]]<br />
|Stamina damage<br />
|Made in robotics.<br />
|Attacks those set to arrest, and, depending on the mode, with weapons out without permission.<br />
|}<br />
{| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2"<br />
! scope="col" class="unsortable" style="background-color:Lightgreen;" | Icon<br />
! scope="col" style="background-color:Lightgreen;" |Counter<br />
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Type of Stun<br />
! scope="col" class="unsortable" style="background-color:Lightgreen;" |How to Acquire<br />
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Notes<br />
|-<br />
![[File:Hulk.png|64px]]<br />
![[Hulk]]<br />
|Any<br />
|[[Genetics]]<br />
|Hulks don't get stunned and don't fall ever. Even space lube doesn't make them fall, though they do slip.<br />
|-<br />
![[File:SGlasses.png|64px]]<br />
!Eye protection<br />
|Flashes<br />
|[[Cargo]] and [[Engineering]] for welding helmets, [[Security]] for sunglasses.<br />
|Doesn't do anything with the stun itself; rather, it protects you from flashing<br />
|}<br />
==Damage Prevention==<br />
A few items, when used, can randomly completely block damage.<br />
{| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2"<br />
! scope="col" class="unsortable" style="background-color:Lightyellow;" | Icon<br />
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Item<br />
! scope="col" class="unsortable" style="background-color:Lightyellow;" |How to acquire<br />
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Protection<br />
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Notes<br />
|-<br />
![[File:RiotS.png|64px]]<br />
!{{anchor|Riot Shield}}[[Riot Shield]]<br />
|[[Armory]]<br />
|Blocks melee and projectile attacks to the chest.<br />
|Note that attacks aimed at other parts of the body (commonly the head) may miss, and have a chance of hitting another part instead, usually your chest.<br />
|-<br />
![[File:Eshield.png|64px]]<br />
!{{anchor|Energy Combat Shield}}[[Energy Combat Shield]]<br />
|[[Nuke ops]]<br />
|Blocks most melee and ranged projectiles<br />
| Works just like a riot shield, except with a 100% chance to deflect all lasers and energy shots, making it very robust. Can also be turned off to fit in your pocket.<br />
|-<br />
![[File:Reactivearmor.png|64px]]<br />
!{{anchor|Reactive Teleport Armor}}[[Reactive Teleport Armor]]<br />
|[[Research Director's Office]]<br />
|Teleports you randomly if you're hit.<br />
| It could end badly if you get spaced due to this, but it'll still improve your odds of surviving.<br />
|-<br />
![[File:Sword.gif|64px]]<br />
!{{anchor|Energy Sword}}[[Energy Sword]]<br />
|[[Syndicate Items|Syndicate Uplinks]]<br />
| Blocks most projectiles<br />
| Needs to be turned on to work. Counts as a shield just like the riot shield.<br />
|-<br />
|}<br />
==Armor==<br />
Armor is a great passive way to keep you from getting hurt too badly in a fight. Some jobs will have difficulty acquiring armor. Some armor, like hardsuits, will slow you, as well.<br />
<br />
Armor will reduce all damage of a certain type, on parts of your body that are protected by the armor. You will see ''"Your armor softens the blow!"'' when your armor reduces damage. The defense values are indicated by an armor's percent protection from different damage types, for example basic Armor has a melee protection rate of 50, as such it will reduce all melee damage to the chest by 50%.<br />
<br />
Armor only protects the region that it covers on your body. No armor protects your entire body.<br />
=== Body Armor===<br />
{| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2"<br />
! scope="col" class="unsortable" style="background-color:Lightblue;" | Icon<br />
! scope="col" style="background-color:Lightblue;" |Item<br />
! scope="col" class="unsortable" style="background-color:Lightblue;" |How to acquire<br />
! scope="col" class="unsortable" style="background-color:Lightblue;" | Protection<br />
! scope="col" class="unsortable" style="background-color:Lightblue; width:80px" |Defense values %<br />
! scope="col" class="unsortable" style="background-color:Lightblue;" |Notes<br />
|-<br />
![[File:CaptArmor.png|64px]]<br />
!{{anchor|Captain's Armor}}[[Captain's Armor]]<br />
|[[Captain's Quarters]]<br />
|Offers moderate protection from most sources.<br />
|melee = 40 <br>bullet = 50 <br>laser = 50 <br>energy = 25 <br>bomb = 50 <br>bio = 100 <br>rad = 50 <br>fire = 100<br>acid = 100<br />
|The Captain will sometimes wear this. It's also space-worthy, but it will slow you down. Wearing this while not the Captain is a good way to get robusted.<br />
|-<br />
![[File:Capscarapace.png|64px]]<br />
!{{anchor|Captain's Carapace}}[[Captain's Carapace]]<br />
|[[Captain's Quarters]]<br />
|Offers moderate protection from most sources.<br />
|melee = 50 <br>bullet = 40 <br>laser = 50 <br>energy = 10 <br>bomb = 25<br />
|A special armor vest unique to the Captain. Offers far greater protection than most armor, and also displays your authority to the crew.<br />
|-<br />
![[File:RIG.png|64px]]<br />
!{{anchor|Engineering Hardsuit}}[[Hardsuit|Engineering Hardsuit]]<br />
|[[Engineering]]<br />
|Gives low protection from melee attacks and explosions.<br />
|melee = 30 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100 <br>rad = 75<br> fire = 100<br> acid = 75<br />
|See [[Space_suit|here]] for information on the different styles.<br />
|-<br />
![[File:Atmospherics_Hardsuit.png|64px]]<br />
!{{anchor|Atmospherics Hardsuit}}[[Hardsuit|Atmospherics Hardsuit]]<br />
|[[Atmospherics]]<br />
|Identical to normal RIG however it is one of the only items that grants complete protection from Fire at the cost of no Radiation protection.<br />
|melee = 30 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100 <br>fire = 100 <br>acid = 75<br />
|See [[Space_suit|here]] for information on the different styles.<br />
|-<br />
![[File:Mining_Hardsuit.png|64px]]<br />
!{{anchor|Mining Hardsuit}}[[Hardsuit|Mining Hardsuit]]<br />
|[[Mining]]<br />
| Gives quite good protection from melee attacks and explosions. Can be upgraded with goliath hide plates to a maximum of 80 melee defense. Essentially becoming a spaceworthy riot suit. The helmet must be upgraded independently of the suit.<br />
|melee = 30 - 70 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 50 <br>bio = 100 <br>rad = 50 <br>fire = 50 <br>acid = 75<br />
|See [[Space_suit|here]] for information on the different styles.<br />
|-<br />
![[File:AdvRIG.png|64px]]<br />
!{{anchor|CE Hardsuit}}[[Hardsuit|CE Hardsuit]]<br />
|[[Chief Engineer]]<br />
|Gives good protection from melee attacks, near complete Radiation protection and complete protection against Fire.<br />
|melee = 40 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 50 <br>bio = 100 <br>rad = 90 <br>fire = 100 <br>acid = 90<br />
|See [[Space_suit|here]] for information on the different styles.<br />
|-<br />
![[File:Medical_Hardsuit.png|64px]]<br />
!{{anchor|CMO Hardsuit}}[[Hardsuit|CMO Hardsuit]]<br />
|[[Chief Medical Officer]]<br />
|Provides little physical protection and does not block intense light based weapons, such as flashbangs or flashes. But is a easy to access Hardsuit for the CMO.<br />
|melee = 30 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100 <br>rad = 50 <br>fire = 75 <br>acid = 75<br />
|See [[Space_suit|here]] for information on the different styles.<br />
|-<br />
![[File:RDRIG.png|64px]]<br />
!{{anchor|RD Hardsuit}}[[Hardsuit|RD Hardsuit]]<br />
|[[Research Director]]<br />
|More accurately described as a space proof bomb suit. One of the only Hardsuits to provide 100% bomb protection, the helmet also has a diagnostic HUD built in.<br />
|melee = 30 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 100 <br>bio = 100 <br>rad = 60 <br>fire = 60 <br>acid = 80<br />
|See [[Space_suit|here]] for information on the different styles.<br />
|-<br />
![[File:Security Hardsuit.png|64px]]<br />
!{{anchor|Security Hardsuit}}[[Hardsuit|Security Hardsuit]]<br />
|[[Brig]], or in the case of [[BoxStation]] in [[E.V.A.]]<br />
|Gives slightly increased protection against all damage sources.<br />
|melee = 30 <br>bullet = 15 <br>laser = 30 <br>energy = 10 <br>bomb = 10 <br>bio = 100 <br>rad = 50 <br>fire = 75 <br>acid = 75<br />
|See [[Space_suit|here]] for information on the different styles.<br />
|-<br />
![[File:HoSRIG.png|64px]]<br />
!{{anchor|HoS Hardsuit}}[[Hardsuit|HoS Hardsuit]]<br />
|[[Head of Security's Office]], or in the case of [[BoxStation]] in [[E.V.A.]]<br />
|Gives slightly increased protection against all damage sources.<br />
|melee = 45 <br>bullet = 25 <br>laser = 30 <br>energy = 10 <br>bomb = 25 <br>bio = 100 <br>rad = 50 <br>fire = 95 <br>acid = 95<br />
| Offer more protection than the standard Security Hardsuit. Still not as good as the Captain's spacesuit.<br />
|-<br />
![[File:Wizardsuit.png|64px]]<br />
!{{anchor|Gem-encrusted hardsuit}}[[Wizard|Gem-encrusted hardsuit]]<br />
|[[Wizard]] or Summon magic<br />
| Offers good protection overall and counts as a robe for spellcasting. Protective against fire and totally acidproof to boot!<br />
|melee = 40<br>bullet = 40<br>laser = 40<br>energy = 20<br>bomb = 35<br>bio = 100<br>rad = 50<br>fire = 100<br>acid = 100<br />
|See [[Wizard|here]] for information on the magical arts.<br />
|-<br />
![[File:Ablative.png|64px]]<br />
!{{anchor|Ablative Armor Vest}}[[Ablative Armor Vest]]<br />
|[[Armory]]<br />
|Gives excellent protection against Laser and Energy attacks and can even deflect them.<br />
|melee = 10 <br>bullet = 10 <br>laser = 60 <br>energy = 50<br />
|It will sometimes deflect energy projectiles, which includes [[Taser]] shots! It's also a [[High-risk items|traitor objective]]. Expect to receive a harsh sentence from security if caught with this.<br />
|-<br />
![[File:Bulletproofvest.png|64px]]<br />
!{{anchor|Bulletproof Vest}}[[Bulletproof Vest]]<br />
|[[Armory]]<br />
| Makes the wearer very resilient to bullets at the cost of being poor defense against other weapons.<br />
|melee = 15 <br>bullet = 60 <br>laser = 10 <br>energy = 10 <br>bomb = 40<br />
|Very useful against gangsters and nuke ops. The helmet only provides half of the protection of the vest sadly.<br />
|-<br />
![[File:Armor.png|64px]]<br />
!{{anchor|Body Armor}}[[Body Armor]]<br />
|[[HoS]], [[HoP]], [[Security]]<br />
|Protects moderately against melee and lasers, which are common things to be harmed by.<br />
|melee = 30 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25<br />
|The standard armor found on security mooks. Also sometimes found on [[Ian]]. Also comes in identical tactical (officer lockers) and Black Mesa (security vendor) versions.<br />
|-<br />
![[File:Swatarmor.png|64px]]<br />
!{{anchor|Riot Suit}}[[Riot Suit]]<br />
|[[Armory]]<br />
|This, combined with the riot shield, will make you be the nightmare of fire extinguisher -wielding [[assistant]]s everywhere. Gives complete protection to the entire body.<br />
|melee = 50 <br>bullet = 10 <br>laser = 10 <br>energy = 10<br />
|It's very resistant to melee attacks, BUT it's less protective against lasers than standard armor.<br />
|-<br />
![[File:Armoredcoat.png|64px]]<br />
!{{anchor|Armored Coat}}[[Armored Coat]]<br />
|[[HoS]]<br />
|A good set of armour that covers the entire body, and the HoS starts with it. Not as powerful as it once was but it's still robust.<br />
|melee = 30 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25<br />
|Wear this as your rightful trophy if you manage to outrobust him.<br />
|-<br />
![[File:Deathsquad.png|64px]]<br />
!{{anchor|Deathsquad Armor}}[[Deathsquad Armor]]<br />
|[[Death Squad]]<br />
|Extremely robust armor found only on Deathsquad Officers. Offers strong protection against all damage sources to the entire body, in addition to being spaceworthy. Moderate slowdown.<br />
|melee = 80 <br>bullet = 80 <br>laser = 50 <br>energy = 50 <br>bomb = 100 <br>bio = 100 <br>rad = 100 <br>fire = 100 <br>acid = 100<br />
|If you see someone wearing this, it's a good idea to run.<br />
|-<br />
![[File:Bomb-suit.png|64px]]<br />
!{{anchor|Bomb Suit}}[[Bomb-suit|Bomb Suit]]<br />
|[[Toxins Lab]], [[Armory]]<br />
|Protects you from bombs. Even if a bomb manages to kill you, your body will not be gibbed and you can be cloned.<br />
|melee = 40 <br>laser = 20 <br>energy = 10 <br>bomb = 100<br />
|A suit designed for safety when handling explosives.<br />
|-<br />
![[File:Secjumpsuit.png|64px]]<br />
!{{anchor|Security Officer's Jumpsuit}}Security Officer's Jumpsuit<br />
|[[Security Offices]]<br />
|A security officer's jumpsuit provides a small amount of melee protection. All security-division jumpsuits have the same benefit, whether it be an officer's, the detective's, or the HoS's. Lawyers do not, however.<br />
|melee = 10<br />
|The kicker? It goes in your jumpsuit slot, and when worn underneath armor will stack their defenses additively. The riot suit's 80% melee reduction becomes an incredible 90%.<br />
|-<br />
![[File:MK.I_SWAT_Suit.png|64px]]<br />
!{{anchor|MK.I SWAT Suit}}[[MK.I SWAT Suit|MK.I SWAT Suit]]<br />
| Order it from [[Cargo|Cargo]]<br />
|An all rounded suit available through the Cargo Supply Console for 6000 points. Causes moderate slowdown<br />
|melee = 40 <br>bullet = 30 <br>laser = 30 <br>energy = 30 <br>bomb = 50 <br>bio = 90 <br>rad = 20 <br>fire = 100 <br>acid = 100<br />
|This suit, although costly, can provide a decent addition to security should they need extra defense against a multitude of threats.<br />
|-<br />
![[File:Syndi_hardsuit.png|64px]]<br />
!{{anchor|Blood-red Hardsuit}}[[Syndicate_Items#Syndicate_Hardsuit|Blood-red Hardsuit]]<br />
|From [[Syndicate_Uplink|the Syndicate]]<br />
|A dual-mode advanced helmet designed for work in special operations. Has two modes: EVA and Combat.<br />
|melee = 40 <br>bullet = 50 <br>laser = 30 <br>energy = 15 <br>bomb = 35 <br>bio = 100 <br>rad = 50 <br>fire = 50 <br>acid = 90<br />
|Costs 8 telecrystals from the uplink. EVA is space proof while Combat is not, but increases your speed, fits in backpacks. Property of Gorlex Marauders.<br />
|}<br />
===Helmets===<br />
{| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2"<br />
! scope="col" class="unsortable" style="background-color:Lightblue;" |Icon<br />
! scope="col" style="background-color:Lightblue;" |Item<br />
! scope="col" class="unsortable" style="background-color:Lightblue;" |How to acquire<br />
! scope="col" class="unsortable" style="background-color:Lightblue;" |Protection<br />
! scope="col" class="unsortable" style="background-color:Lightblue; width:80px" |Defense values %<br />
! scope="col" class="unsortable" style="background-color:Lightblue;" |Notes<br />
|-<br />
![[File:Helmet.png|64px]]<br />
!{{anchor|Helmet}}[[Helmet]]<br />
|[[Security Office]]<br />
|Standard head gear for security mooks. Keeps your head safe.<br />
|melee = 35 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25<br />
|Brave officers may opt to wear the security beret or hat instead. The warden's hat offers the same protection as this.<br />
|-<br />
![[File:Swathelmet.png|64px]]<br />
!{{anchor|Swat Helmet}}Swat Helmet<br />
|[[Derelict]] or order it from [[Cargo|Cargo]]<br />
|A rare and extremely powerful helmet that protects against all kinds of damage. Spaceworthy.<br />
|melee = 40 <br>bullet = 30 <br>laser = 25 <br>energy = 25 <br>bomb = 50 <br>bio = 10<br />
|If you get this, be proud that you are wearing the best protective headgear in the game.<br />
|-<br />
![[File:Riothelm.png|64px]]<br />
!{{anchor|Riot Helmet}}[[Riot Helmet]]<br />
|[[Armory]]<br />
|Provides excellent melee protection, but lacks in other areas.<br />
|melee = 45 <br>bullet = 15 <br>laser = 5 <br>energy = 5 <br>bomb = 5 <br>bio = 2<br />
|Useful during revolutions, and other situations where you might be swarmed with melee weapons.<br />
|-<br />
![[File:Hoscap.png|64px]]<br />
!{{anchor|Head of Security Hat}}Head of Security Hat<br />
|[[HoS]]<br />
|Provides robust head protection in all damage types. The HoS starts with this.<br />
|melee = 40 <br>bullet = 30 <br>laser = 25 <br>energy = 10 <br>bomb = 25 <br>bio = 10<br />
|Powerful and stylish, also for showing who is in charge around here. The dermal armor in the HoS's locker offers the same protection as this.<br />
|-<br />
![[File:Deathsquadhelm.png|64px]]<br />
!{{anchor|Deathsquad Helmet}}Deathsquad Helmet<br />
|[[Death squad]]<br />
| A strong helmet that provides reduction against most damage types. Spaceworthy.<br />
| melee = 80 <br>bullet = 80 <br>laser = 50 <br>energy = 50 <br>bomb = 100 <br>bio = 100 <br> rad = 100<br />
|Underwhelming compared to the deathsquad body armor<br />
|}<br />
[[Category:Guides]]<br />
[[Category:Weapons]]</div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=File:Assault_rifle.png&diff=32968File:Assault rifle.png2021-06-20T21:16:47Z<p>Grabowski: If you could add a version with the magazine in, I'd be eternally thankful</p>
<hr />
<div>== Summary ==<br />
If you could add a version with the magazine in, I'd be eternally thankful</div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=File:SMG_ammo.png&diff=32967File:SMG ammo.png2021-06-20T21:13:39Z<p>Grabowski: This time with the right name</p>
<hr />
<div>== Summary ==<br />
This time with the right name</div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=File:5.56_ammo.png&diff=32966File:5.56 ammo.png2021-06-20T21:13:09Z<p>Grabowski: Grabowski reverted File:5.56 ammo.png to an old version</p>
<hr />
<div>Why do I HAVE to give a description?</div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=File:5.56_ammo.png&diff=32965File:5.56 ammo.png2021-06-20T21:12:07Z<p>Grabowski: Grabowski uploaded a new version of File:5.56 ammo.png</p>
<hr />
<div>Why do I HAVE to give a description?</div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=File:5.56_ammo.png&diff=32964File:5.56 ammo.png2021-06-20T20:32:13Z<p>Grabowski: </p>
<hr />
<div>Why do I HAVE to give a description?</div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=User:Grabowski&diff=32952User:Grabowski2021-06-15T17:39:54Z<p>Grabowski: Okay, this is how far my knowledge goes, time to ask help from higher powers</p>
<hr />
<div>The <b>Prototype Defense Screen Reactor</b> or <B>PDSR</B> is an experimantal Nanotrasen reactor, which generates a defensive field of particles around a vessel, utilising electricity and nucleium. It requires a high amount of both of those resources, and a skilled operator. As such, it is only placed on a select few ships with [[Byond the impossible|especially trained engineering crews]].<br><br />
==Can it run the PDSR?==<br />
[[File:Comedy torp.png|thumb|This is a placeholder for the PDSR]]<br />
So, you are an Engineer, who has this mighty piece of machinery on their ship. But what do you need to run it? The PDSR needs two resources, namely<br />
===Power===<br />
To nobody's surprise, you need electricty to create a Screen. It is highly recommended that you wire the PDSR straight to another power source - usually the [[AGCNR]] - as it can eat 22MWs of power, or even more. How much more exaclty can be seen on the Screen Manipulator console. <br />
* ''Available Power'' shows how much power is in the wire under the PDSR.<br />
* ''Input Power'' is the number you can change. How much power do you want to input? Well, that depends on<br />
* ''Minimum Safe Power'' shows how much power is required to contain the reaction inside the Reactor. If you give the Reactor more than this amount, it will be able to function properly, without emissions.<br />
* ''Maximum Safe Power'' shows how much power is too much. If you pass this number, the reaction will quickly end in an emission.<br><br />
If Minimum and Maximum power are getting close to eachother, the temperature inside the Reactor is rising. If they ever reach eachother, an emission is imminent.<br />
===Nucleium===<br />
Nucleium is used in the fisson inside the Reactor. It's particles are what surround and protect the ship. This gas is created in reactors - the [[Stormdrive]] and the [[AGCNR]] - as a byproduct gas. While being harmful to a normal reactor, it is the fuel of the PDSR.<br><br />
<br>Nucleium can be created in massive quantities in reactors utilising plasma in fisson. In the case of the SD, it's amount depends on the [[Guide_to_the_Stormdrive_Engine#The_numbers.2C_what_do_they_mean.3F|Reaction Rate, the power Generated and the Fuel amount]]. For the AGCNR, it depends on the amount of [[Guide_to_the_Nuclear_Reactor#Fuel_gasses|Fuel gases]] - Plasma, C. Plasma, Tritium. After being created, it is then expelled from the reactor. This is where we can collect it, and send it over to the PDSR.<br><br />
<br>The amount of Nucleium input can be modified on the Mainframe console. The Reactor needs at least 5 mols/s to run, but giving it more will increase the Screen's strength. However, giving it more Nucleium will increase the reaction rate, and increase the heat generated.<br />
==Statistics==<br />
[[File:Comedy torp.png|thumb|This is a placeholder for a screencap of the UI]]<br />
If you managed to get your Reactor running, you will need a lot of work put into it. It is quite volatile, with a multiple, quickly changing variables. The most important of these are<br />
===Reaction Rate===<br />
Reaction Rate shows how much Nucleium is consumed by the Reactor each second. Your main way of controlling it is by changing the Injection Rate, however it also increases as time goes on.<br />
<br />
As the Reaction Rate rises, more and more Nucleium will be consumed. This means that the temperature of the Reactor will rise, and thus it will be harder to control. However, increasing it will result in the Screen becoming stronger.<br />
=== Reaction Temperature ===<br />
Inside the Reactor, while Nucleium is used up, the temperature is rising. The temperature is what dictates the amout of power required to contain the raction: the higher the temperature is, the higher the power requirement rises. This will eventually lead to a containment failure, and an emission.<br />
<br />
However, we can counteract this by cooling the Reactor. I know, a surprise. To do this, you must introduce a Coolant to the Reactor. This Coolant is a gas that is cooled outside the Reactor - usually with a pipe system in space, or with thermomachines - which then enters the Reactor, heats up and leaves In heating up, it cools down the Reactor. The PDSR requires a high amount of coolant to cool effectively, depending on the Nucleium injection.<br />
<br />
In case of the temperature getting out of hand, you can ''Cycle Coolant''. This will quickly move Coolant in and out of the Reactor, but will make any emission much, much worse. And, as a sideeffect, release hot Water Vapor.<br />
<br />
'''If you wish to shut down the Reactor, you will need to lower the temperature to 100 C.'''<br />
=== Polarity===<br />
This number shows the polarity of the Nucleium particles being injected into the Reactor. This value will constantly change as long as the Reactor is running.<br />
<br />
It can be switched - from Positive to Negative and vice-versa - on the Screen Mainframe. If set to Positive, the value will rise, while if set to Negative... you guessed, it will go down.<br />
<br />
Polarity influences the Reaction Temperature: the further it is from 0, the more it will increase it. As such, it is advised to flip it often.<br />
== The Screen==<br />
[[File:Comedy torp.png|thumb|This is a placeholder for a screencap of the Screen Console UI]]<br />
If you manage to control the Temperature of the Reaction, and inject sufficent Nucleium, you will be awarded with a <s>Shield</s> Defense Screen, that blocks incoming shots.<br />
===Screen Statistics===<br />
These are the main numbers and values that influence your Screen.<br />
==== Hardening and Regeneration====<br />
These two values are the ones you can change to adapt to a combat situation:<br />
*''Hardening'' is how high your Screen's Strength can go.<br />
*''Regeneration'' is how fast your Screen's Strength regenerates.<br />
These two are eachother's counterparts - if you raise one, the other will go down.<br />
====Integrity and Strength====<br />
''Integrity'' and ''Strength'' show how much damage can your Screen take. ''Strength'' shows the current amount of "health", while ''Integrity'' shows what percentage it is of the maximum amount of "health".<br />
====Screen Capacity====<br />
''Screen Capacity'' is the other factor that influences Screen Regeneration. It shows - with some inaccuracy - how much ''Strength'' the Screen regenerates each time. It depends on the ''Reaction Rate'', meaning that this is your main way of strenghtening your Screen in a pinch.<br />
====Stability====<br />
When you first activate the Reactor, ''Stability'' will start to rise. When it reaches 100%, the Screen will deploy, and start gaining Strength. It lowers when the Screen takes hits, especially if those hits are in a short amount of time. If ''Stability'' reaches 0, your Screen will fall. However, when not taking hits, ''Stability'' quickly regenrates.<br />
=== Screen Relays===<br />
Screen Relays are small machines spread around Engineering. They are quite costly to build - requireing 2 [[Scanning Module|scanning modules]], 20 [[Capacitor|capacitors]] and 12 [[Micro-Laser|micro lasers]] - , but if you have built them, they will increase the maximum Strength of the Screen and the Maximum Power input. Thus, to raise the Screen, you will need at least one Relay, but luckily, they are present on ships with a PDSR roundstart. <br />
<br />
When an emission occurs, three Relays will Overload. This causes two things: <br />
<br />
* First, a flashfire will occur. This means that the Relay will quickly release highly heated plasma and oxygen, which will burn up, overheating and overpressurizeing the room. The severety of this can be counteracted by cooling the Relays' atmosphere, but exposing them to space carries a small risk of Overlaoding in itself. <br />
* Second, the Relays will break down, preventing them from functioning. <br />
<br />
If all of the Relays break down, the Screen will not be able to turn on. However, they can be repaired with a welding tool and cables. [[File:Comedy torp.png|thumb|This is a placeholder for the Relays]]<br />
==Emission==<br />
An emission occurs when the Reactors overheats, runs out of power and the Containment falls. This is bad.<br />
<br />
When an emission is about to occur, you will notice a few things:<br />
<br />
* A stream of particles will erupt from the Reactor with a blinding flash.<br />
* A warning klaxxon will be heard across the room.<br />
* And the Reactor will announce in big bold letters that an emission is about to occur.<br />
<br />
If you notice these happening, it is already too late, and you should leave the room to avoid damage.<br />
<br />
When an emission does occur, it's effects will be noticeable accross the whole ship. Depending on how long the Reactor has been active, it could be as light as the crew suffering minor radiation poisoning, to as severe as the ship's armor taking a massive hit.<br />
<br />
===How to prevent them===<br />
===How to prevent other from preventing them===</div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=User:Grabowski&diff=32951User:Grabowski2021-06-15T16:39:22Z<p>Grabowski: Second edit, ill finish it up today, just gotta go</p>
<hr />
<div>The <b>Prototype Defense Screen Reactor</b> or <B>PDSR</B> is an experimantal Nanotrasen reactor, which generates a defensive field of particles around a vessel, utilising electricity and nucleium. It requires a high amount of both of those resources, and a skilled operator. As such, it is only placed on a select few ships with [[Byond the impossible|especially trained engineering crews]].<br><br />
==Can it run the PDSR?==<br />
[[File:Comedy torp.png|thumb|This is a placeholder for the PDSR]]<br />
So, you are an Engineer, who has this mighty piece of machinery on their ship. But what do you need to run it? The PDSR needs two resources, namely<br />
===Power===<br />
To nobody's surprise, you need electricty to create a Screen. It is highly recommended that you wire the PDSR straight to another power source - usually the [[AGCNR]] - as it can eat 22MWs of power, or even more. How much more exaclty can be seen on the Screen Manipulator console. <br />
* ''Available Power'' shows how much power is in the wire under the PDSR.<br />
* ''Input Power'' is the number you can change. How much power do you want to input? Well, that depends on<br />
* ''Minimum Safe Power'' shows how much power is required to contain the reaction inside the Reactor. If you give the Reactor more than this amount, it will be able to function properly, without emissons.<br />
* ''Maximum Safe Power'' shows how much power is too much. If you pass this number, the reaction will quickly end in an emission.<br><br />
If Minimum and Maximum power are getting close to eachother, the temperature inside the Reactor is rising. If they ever reach eachother, an emisson is imminent.<br />
===Nucleium===<br />
Nucleium is used in the fisson inside the Reactor. It's particles are what surround and protect the ship. This gas is created in reactors - the [[Stormdrive]] and the [[AGCNR]] - as a byproduct gas. While being harmful to a normal reactor, it is the fuel of the PDSR.<br><br />
<br>Nucleium can be created in massive quantities in reactors utilising plasma in fisson. In the case of the SD, it's amount depends on the Reaction Rate, the power Generated and the Fuel amount. For the AGCNR, it depends on the amount of Fuel gases - Plasma, C. Plasma, Tritium. After being created, it is then expelled from the reactor. This is where we can collect it, and send it over to the PDSR.<br><br />
<br>The amount of Nucleium input can be modified on the Mainframe console. The Reactor needs at least 5 mols/s to run, but giving it more will increase the Screen's strength. However, giving it more Nucleium will increase the reaction rate, and increase the heat generated.<br />
==Statistics==<br />
[[File:Comedy torp.png|thumb|This is a placeholder for a screencap of the UI]]<br />
If you managed to get your Reactor running, you will need a lot of work put into it. It is quite volatile, with a multiple, quickly changing variables. The most important of these are<br />
===Reaction Rate===<br />
Reaction Rate shows how much Nucleium is consumed by the Reactor each second. Your main way of controlling it is by changing the Injection Rate, however it also increases as time goes on.<br />
<br />
As the Reaction Rate rises, more and more Nucleium will be consumed. This means that the temperature of the Reactor will rise, and thus it will be harder to control. However, increasing it will result in the Screen becoming stronger.<br />
<br />
=== Reaction Temperature ===<br />
Inside the Reactor, while Nucleium is used up, the temperature is rising. The temperature is what dictates the amout of power required to contain the raction: the higher the temperature is, the higher the power requirement rises. This will eventually lead to a containment failure, and an emisson.<br />
<br />
However, we can counteract this by cooling the Reactor. I know, a surprise. To do this, you must introduce a Coolant to the Reactor. This Coolant is a gas that is cooled outside the Reactor - usually with a pipe system in space, or with thermomachines - which then enters the Reactor, heats up and leaves In heating up, it cools down the Reactor. The PDSR requires a high amount of coolant to cool effectively, depending on the Nucleium injection.<br />
<br />
In case of the temperature getting out of hand, you can ''Cycle Coolant''. This will quickly move Coolant in and out of the Reactor, but will make any emisson much, much worse.<br />
<br />
'''If you wish to shut down the Reactor, you will need to lower the temperature to 100 C.'''<br />
<br />
=== Polarity ===<br />
This number shows the polarity of the Nucleium particles being injected into the Reactor. This value will constantly change as long as the Reactor is running.<br />
<br />
It can be switched - from Positive to Negative and vice-versa - on the Screen Mainframe. If set to Positive, the value will rise, while if set to Negative... you guessed, it will go down.<br />
<br />
Polarity influences the Reaction Temperature: the further it is from 0, the more it will increase it. As such, it is advised to flip it often.<br />
<br />
==The Screen==<br />
[[File:Comedy torp.png|thumb|This is a placeholder for a screencap of the Screen Console UI]]<br />
If you manage to control the Temperature of the Reaction, and inject sufficent Nucleium, you will be awarded with a <s>Shield</s> Defense Screen, that blocks incoming shots.<br />
<br />
===Screen Statistics===<br />
These are the main numbers and values that influence your Screen.<br />
<br />
====Hardening and Regeneration====<br />
These two values are the ones you can change to adapt to a combat situation:<br />
<br />
* ''Hardening'' is how high your Screen's Strength can go.<br />
* ''Regeneration'' is how fast your Screen's Strength regenerates.<br />
<br />
These two are eachother's counterparts - if you raise one, the other will go down.<br />
<br />
====Integrity and Strength====<br />
''Integrity'' and ''Strength'' show how much damage can your Screen take. ''Strength'' shows the current amount of "health", while ''Integrity'' shows what percentage it is of the maximum amount of "health".<br />
<br />
==== Screen Capacity ====<br />
''Screen Capacity'' is the other factor that influences Screen Regeneration. It shows - with some inaccuracy - how much ''Strength'' the Screen regenerates each time. It depends on the ''Reaction Rate'', meaning that this is your main way of strenghtening your Screen in a pinch.<br />
<br />
====Stability====<br />
When you first activate the Reactor, ''Stability'' will start to rise. When it reaches 100%, the Screen will deploy, and start gaining Strength. It lowers when the Screen takes hits, especially if those hits are in a short amount of time. If ''Stability'' reaches 0, your Screen will fall. However, when not taking hits, ''Stability'' quickly regenrates.<br />
<br />
===Screen Relays===<br />
[[File:Comedy torp.png|thumb|This is a placeholder for the Relays]]<br />
<br />
==Emisson==<br />
===How to prevent them===<br />
===How to prevent other from preventing them===</div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=User:Grabowski&diff=32947User:Grabowski2021-06-13T13:39:38Z<p>Grabowski: First start on the PDSR page</p>
<hr />
<div>The <b>Prototype Defense Screen Reactor</b> or <B>PDSR</B> is an experimantal Nanotrasen reactor, which generates a defensive field of particles around a vessel, utilising electricity and nucleium. It requires a high amount of both of those resources, and a skilled operator. As such, it is only placed on a select few ships with [[Byond the impossible|especially trained engineering crews]].<br><br />
=Can it run the PDSR?=<br />
[[File:PDSR.png|thumb|right]]<br />
So, you are an Engineer, who has this mighty piece of machinery on their ship. But what do you need to run it? The PDSR needs two resources, plus cooling.<br />
==Power==<br />
To noone's surprise, you need electricty to create a shield. It is highly recommended that you wire the PDSR straight to another power source - usually the [[AGCNR]] - as it can eat 22MWs of power, or even more. How much more exaclty can be seen on the Screen Manipulator console. <br />
* ''Available Power'' shows how much power is in the wire under the PDSR.<br />
* ''Input Power'' is the number you can change. How much power do you want to input? Well, that depends on<br />
* ''Minimum Safe Power'' shows how much power is required to contain the reaction inside the Reactor. If you give the Reactor more than this amount, it will be able to function properly, without emissons.<br />
* ''Maximum Safe Power'' shows how much power is too much. If you pass this number, the reaction will quickly end in an emission.<br><br />
<br><br />
If Minimum and Maximum power are getting close to eachother, the temperature inside the Reactor is rising. If they ever reach eachother, an emisson is imminent.<br />
==Nucleium==<br />
Nucleium is used in the fisson inside the Reactor. It's particles are what surround and protect the ship. This gas is created in reactors - the [[Stormdrive]] and the [[AGCNR]] - as a byproduct gas. While being harmful to a normal reactor, it is the fuel of the PDSR.<br><br />
<br><br />
Nucleium can be created in massive quantities in reactors utilising plasma in fisson. In the case of the SD, it's amount depends on the Reaction Rate, the power Generated and the Fuel amount. For the AGCNR, it depends on the amount of Fuel gases - Plasma, C. Plasma, Tritium. After being created, it is then expelled from the reactor. This is where we can collect it, and send it over to the PDSR.<br><br />
<br><br />
The amount of Nucleium input can be modified on the Mainframe console. The Reactor needs at least 5 mols/s to run, but giving it more will increase the Shield's strength. However, giving it more Nucleium will increase the reaction rate, and increase the heat generated.<br />
==Cooling==<br />
While the Reactor is running, it will generate heat. The higher the temperature is, the harder it is to contain it, and thus the more power it requires. To counteract this, you will need to cool your Reactor. Cooling here is similar to cooling the AGCNR - the cold gas goes in on one end, and the hot comes out on the other. The more coolant you have, and the faster it moves, the better.<br><br />
<br><br />
If you are experiencing sudden temperature increases, you can ''Cyle Coolant'', from the Screen Manipulator console. This will cool your reactor fast, but will make any emisson to occur much worse.<br />
=Statistics=<br />
If you managed to get your Reactor running, you will need a lot of work put into it. It is quite volatile, with a multiple, quickly changing variables. The most important of these are<br />
==Reaction Rate==<br />
==Polarity==<br />
=The Shield=<br />
==Shield Statistics==<br />
===Hardening and Regeneration===<br />
===Integrity and Strength===<br />
===Stability===<br />
==Shield Relays==<br />
=Emisson=<br />
==How to prevent them==<br />
==How to prevent other from preventing them==</div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Ship_Superstructure_and_Armor&diff=32941Guide to Ship Superstructure and Armor2021-06-11T20:33:27Z<p>Grabowski: /* APNW */ Adds plasteel</p>
<hr />
<div>{{pp|action=move|small=yes}}<br />
<br />
If you're reading this, you probably want to know what those blaring sirens are all about. This guide will detail the basics of Ship superstructure integrity and armor plates along with how you can repair your vessel and save the day.<br><br />
<br><br />
[[File:Armourpumps.png|thumb|right|noborder|The NSV Tycoon's Armourpump setup, with the Well in the middle. Notice how the location of the pumps correspond to which armour-quadrant they repair]]<br />
<br><br />
==The quick guide on preventing massive explosions==<br />
So, [[Ship Engineer|you]] just arrived 50 minutes late, and the armor looks like some quality swiss cheese. Don't panic! Well, do. But luckily, here is a short guide that should help you save your ship.<br />
# Get power. Unsurprisingly, the Armor pumps need a lot of power to function. So hope to God that someone has set up the engine earlier. The maximum amount of power the Well can take is 3 million Watts. It can of course operate on less, but only with lower efficency.<br />
# Find the engineering protolathe, and get as much Titanium and Metal out as you can. Even better if you get some Plasma and Silver too.<br />
# Go to the Armour Repair Well, and insert all the resources. Then open the Well'S interface, and scroll to the bottom. There bring the power slider as high as you can. It is advised that you don't max out the power, as reactors can sometimes fluctuate, and produce less power.<br />
# Select an alloy to use. If you have inserted Titanium, Metal, Silver and Plasma, choose Duranium. Otherwise use Ferrotitanium, as it only uses Metal and Titanium, which you will have a lot of - hopefully.<br />
# Turn on RR Processing.<br />
# Go to each Pump, and allocate 20% to armor and 5% to hull. This ratio is good for repairing armor. If the ship enters SS Critical, allocate more to hull.<br />
-----<br />
With that done, let us see how a ship's armor actually works, and what the APNPs actually do.<br><br />
<br><br />
==Ship integrity==<br />
Each vessel has a set number "health" points refering to the integrity of the superstructure of the ship, essentially the pieces that keep the ship together. Not all ships are created equally and will have varying degrees of maximum integrity. A ship's "health" is split between structural integrity and armor plating. Structural integrity is the raw "health bar" of the ship, whereas armor plating represents just that - armor that protects the primary superstructure from damage. This is represented as a seperate health pool (visible below structural integrity on a tactical console).<br><br />
==Armor quadrants==<br />
'''Disclaimer: The armor quadrants system is only currently only enabled on the main player ship, mining ships are excluded. Other ships will have to use hull repair juice.'''<br />
There are four quadrants on each ship, split usually unevenly between the four. Whenever a corner of the ship is hit, that quadrant loses health and protects the main structure. '''Note: this will protect the ship from nuclear impacts.''' Any damage which is absorbed by quadrants will not cause explosions in the interior itself. When observing the overmap, each quadrant will become progressively more red as it takes damage. Areas indicated as red on your ship should avoid taking damage while piloting using the navigation console.<br><br />
==Superstructure Critical==<br />
As the integrity of the ship drops, you will begin to hear creaking noises from the hull, indicating that the ship's integrity is near being compromised. When the superstructure integrity falls enough, you will enter '''superstructure critical''' and a voiceover will announce this to the crew before sounding an alarm.<br />
<br><br />
Once this alarm has begun you will have 10 minutes to repair the structural integrity above 20% otherwise the ship will enter an irreperable state and explode 5 minutes afterwards.<br />
<br><br />
==APNW==<br />
[[File:Armourwell.gif|thumb|right|noborder|The APNW, filled up with different amounts of material]]<br><br />
Otherwise known as the Armor Plating Nano-repair Well breaks down metal sheets inserted into liquid form to be distrubted to the Armor Plating Nano-repair Pumps. Ensure that a high-power wire is placed directly underneath the APNW at all times for it to function. To operate, insert iron, titianium, silver, or plasma and select the desired alloy on the Well's interface. Next, turn on processing by clicking the processing button which will turn green once activated. Ensure a fair amount of energy via the slider bar otherwise materials will not begin to process. If you wish to change the alloy at any time, you will need to turn off the processing and press the "Purge RR" button before selecting a new alloy. Different alloys will give a different repair efficiency rate, depending on which alloy is selected. How much power is inputted will also effect the efficiency of the repairing effect.<br><br />
<br><br />
{| class="wikitable"<br />
|+ Armor Pump efficency<br />
|-<br />
! Selected Alloy !! Materials !! Efficency<br />
|-<br />
| Metal || [[File:Metal.png|Metal]](100%) || x0.125<br />
|-<br />
| Ferrotitanium || [[File:Metal.png|Metal]](25%) [[File:Titaniumdone.png|Titanium]](75%) || x0.33<br />
|-<br />
|Plasteel<br />
|[[File:Metal.png|Metal]] (50%) [[File:Plasmadone.png|Plasma]] (50%)<br />
|x0.33<br />
|-<br />
| Durasteel || [[File:Metal.png|Metal]](20%) [[File:Silverdone.png|Silver]](15%) [[File:Titaniumdone.png|Titanium]](65%) || x0.66<br />
|-<br />
| Duranium || [[File:Metal.png|Metal]](17.5%) [[File:Silverdone.png|Silver]](15%) [[File:Plasmadone.png|Plasma]](5%) [[File:Titaniumdone.png|Titanium]](62.5%) || x1<br />
|}<br />
<br><br />
The system can run any number of pumps until it overheats, indicated by the "System stress" bar. Once the system stress passes 100% red lights will begin to flash and any active pumps will begin to fail and must be brought offline. Above this bar is is the "System Load" bar, if this goes above 100% it will begin to increase system stress and decrease system stress if returned to below 100%.<br><br />
Unlike other machines, the well cannot be upgraded using higher quality parts obtained from Research and Development.<br><br />
==APNP==<br />
[[File:Armourpump.png|thumb|right|noborder|An armour pump]]<br><br />
Each Armor Plating Nano-repair Pump or APNP can repair the respect quadrant it is attached to and the overall ship superstructure integrity. Each pump has a slider which sets how efficient it is at the cost of inceasing the System Load. Each pump has 100% capacity which can be divided between armor and integrity. Armor repair pumps repair Superstructure linearly, but repair armor plating itself differently. Attempting to repair armor that is critically damaged will have a penalty to efficiency, to repair armor plating the fastest, it is advised that Bridge staff attempt to spread the damage across all quadrants for the fastest possible repair times.<br><br />
If overheated, indicated by red flashing lights, you will need to decrease the load on that particular armor repair pump to 0% and purge the system by taking a welder to cut the plating off, wrenching it, and then weld it once more to restore it to operational order. Additional armor pumps may be constructed and setup by linking the pump to the armor repair well using a multitool. '''Do note that additional pumps will add to the system load.'''<br><br />
==Shields==<br />
[[File:Shieldgen.png|right|thumb|An inactive Shield Generator.]]<br><br />
A shield is a questionably logical energy field that is projected around a ship, which can block incoming projectiles. They are generated by Shield Generators, which work somewhat akin to APNWs. Power up to 15 MWs can be allocated to Shield Generators, increasing the effectiveness of the shield.<br><br />
The Generator can be further configured by changing the ratio of shield regeneration over shield strength. Increasing shield regeneration will make the shiel weaker, but faster to heal. On the other end, increasing shield strength will make the shield stronger, but slower to heal. The shield can also be Raised or Lowered, effectively turning it on or off.<br><br />
When initially setup, the shield will take some time to reach it's full effectiveness.<br><br />
<br><br />
Given the experimental nature of Shield Generators, they can only be found on SolGov ships (ones with the SGV prefix), or purchased from hard to reach trader stations. See [[Machines#Ship_Shield_Generator|here]] on how to construct a Shield Generator.<br />
[[Category:Guides]]</div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Nuclear_Reactor&diff=32940Guide to the Nuclear Reactor2021-06-10T15:52:47Z<p>Grabowski: Adds the Galactica</p>
<hr />
<div>{{for|other engines|Engine (disambiguation)}}<br />
Not to be confused with the [[Stormdrive]], an engine that runs on magic. THIS engine runs on pure science! This guide details how to operate the AGCNR Nuclear Reactor, (but we're just going to call it the Nuclear Reactor for simplicity's sake) and if you follow it to the letter, you should have a working reactor generating enough power for your vessel within less than 10 minutes. So let's get started!<br />
==Terminology==<br />
[[File:RBMK.png|thumb|right|What your average reactor will look like]]<br />
Before we begin, it's important you understand a few key words that are going to be repeated throughout this guide:<br />
* Neutrons per generation (K): Rate of heat gain in the reactor.<br />
* Moderator: Gasses that cause special effects inside the reactor.<br />
* Power: How hot your reactor is versus a meltdown (%).<br />
<br />
<br />
==Generating Power==<br />
The Nuclear Reactor has two inputs: Moderator and Coolant. The first thing we're going to worry about is the coolant loop. Power is generated through a simple process: Uranium fuel rods are placed into the reactor which immediately starts the reaction, creating constant heat. Our coolant gas is pumped into the reactor, heats up to the heat of the reactor, and then carries said heat to a set of Turbines to generator additional power. After this is done, the gas finally enters a heat exchanger in space to cool down the gas for further use in the loop. The colder the gas you put into the loop, the faster the reactor cools down. Innately, it’s set up so that the temperature loss from coolant intake is balanced out against the heat generated by the fuel rods, represented by the controllable figure called K (Neutrons per generation). '''NOTE''' that the coolant gas can potentially retain heat and actually heat up the reactor, so, be certain to check the thermometers on the coolant loop often!<br />
==Setting up the reactor==<br />
Like other gas-based engines, the AGCNR has a lot of room for experimentation. But if you feel unsure, or are inexperienced, you can follow this step-by-step guide to set up the reactor safely and easily.<br />
===[[File:Warningsign.png]]Preparing===<br />
Always take a shower '''with your clothes on''' when exiting the reactor core room. This will clear you of radioactive contamination, and prevent you from irradiating yourself or your colleagues.<br />
# [[File:Tablet.gif]] Turn on your tablet, download and run the nuclear reactor monitoring and keep the tablet on in your pocket.<br />
# [[File:L2locker.png]] Put on radiation protection gear. Altough the reactor does not emit radiation until it has started working, it is better to stay safe.<br />
===[[File:Wrench.png]]Setting up===<br />
While the main principles of setting up the reactor are the same, the exact parts change depending on which maps you are on.<br />
<tabs><br />
<tab name=Tycoon><br />
[[File:TycoonRBMK.png|640px|right|thumb|The NSV Tycoon's reactor core room.]]<br />
===[[File:Hud-temp.gif]]The coolant===<br />
First off, we will want to insert the gas that will cool the reactor (Please refer to the first picture).<br />
# Insert coolant into the coolant loop (Plasma, O2 or CO<sub>2</sub>) by wrenching down a canister on the connector marked with ''Red''<br />
# Turn on the coolant in and output pumps - marked with ''Light Blue'' - and set them to about 700 kPa<br />
<br />
You have quite a few options for which coolant you want to use, but for this guide, we will use one of the basic three: Plasma, O2, CO<sub>2</sub>.<br><br />
[[File:Plasma_Canister.png]] Plasma is an exceptional coolant as it can absorb a lot of heat. However, it is easily sabotaged. This problem can be avoided by '''Constricting''' it. Then it becomes ''Constricted Plasma''. This removes some unwanted gas interactions.<br><br />
[[File:O2_Canister.png]]Oxygen is a somewhat safer alternative than plasma, however it can still be sabotaged if you add plasma to the loop to cause a pipe fire.<br><br />
[[File:CO2_Canister.png]]CO<sub>2</sub> is an extremely safe coolant, but it’s not hugely effective. It cannot catch fire which is a definite bonus.<br />
<br />
===[[File:Canister.png]]The moderator===<br />
Next step is going down to atmospherics (or asking an Atmos Tech) and setting up the moderator mix. For now, we will use an 80 Oxy/20 Plasma setup. (Please refer to the second picture from now.)<br />
[[File:TycoonRBMKAtmos.png|right|thumb|The NSV Tycoon's atmos setup]]<br />
# Before turning on any pumps turn off the mixer marked with ''Green'' , as they will send gas through even when only one part of the mix is ready<br />
# Turn on the pump marked with ''Red'' and set it to max.<br />
# Turn on the pump marked with ''Blue'' and set it to max.<br />
# Turn on the Magnetic Constricotrs marked with ''Yellow''<br />
# Set the mixer to mix 80% Oxygen and 20% C. Plasma<br />
# Turn on the mixer marked with ''Green''.<br />
#* The two next mixers on this pipeline can be used to insert a costume gasmix, and CO<sub>2</sub> to the fuel. But for now, just set them to Node 1 100%, and turn them on.<br />
<br />
===The last steps===<br />
If you got this far without messing up, congratulations, the complicated part is over - well, sort of. Before you do any of these steps, get an analyzer out, and '''make sure that''' the right type of gas is flowing in, and that '''all of the pumps are active in the coolant loop'''.<br />
# Return to the core room. (And return to the first picture.)<br />
# Turn on the moderator pump - marked with ''Green'' - at about 1500 to 2000 kPa <br />
#* If you put it higher the reactor consumes a lot of gas very fast<br />
# Put in three reactor FUEL rods from the fuel rod pool (They are marked with ''Light green'')<br />
#* Unlike the stormdrive the AGCNR uses Uranium fuel rods which means the reaction rate goes up the more there are<br />
# Set the control rod computer - the one marked with ''White'' - to 3K and put it back down to 1K when the power output is at 60%. And done!<br />
<br />
Now that you’ve set up the engine, there’s very little you need to do. The reactor is designed to run for extended periods with little to no intervention. However, if you want to maximise your power output, you’ll need to put in a little more attention.<br />
<br />
# Grab a CO<sub>2</sub> tank from atmos. CO<sub>2</sub> is a good shutdown gas that is avaible roundstart. If your reactor starts going haywire, just insert this into the moderator line.<br />
# Ensure that the gas filter above the connector marked with ''Red'' is on and filters Nucleium.<br />
#* Nucleium is generated when the reactor is on, and it takes space away from the coolant, so it is better to remove it.<br />
# Set up the SMES (duh). Set input to max, set output to 190 and done.<br />
#* This way the SMES will eat 200 MW * the number of SMES. It is good to keep in mind that the APNW eats 3 million Watts at max, so the perfect amount of power outputted by the reactor is around 3.6 - 3.8 million Watts.<br />
# Turn on the turbines - if there are any. These turbines have their own air pocket, which will then be heated by the coolant coming out of the reactor. If all goes well - and you don't experiment - this won't mean much heat, but still, a bit more never hurts.<br />
# Put on some S.T.A.L.K.E.R. music, and enjoy the nuclear anomalies that you didn't create.<br />
</tab><br />
<tab name=Gladius><br />
[[File:GladiusRBMK.png|right|thumb|The NSV Gladius' reactor core room]]<br />
===[[File:Hud-temp.gif]]The coolant===<br />
First off, we will want to insert the gas that will cool the reactor (Please refer to the first picture).<br />
# Insert coolant into the coolant loop (Plasma, O2 or CO<sub>2</sub>) by wrenching down a canister on the connector marked with ''Red''<br />
# Turn on the coolant in and output pumps - marked with ''Light Blue'' - and set them to about 700 kPa<br />
<br />
You have quite a few options for which coolant you want to use, but for this guide, we will use one of the basic three: Plasma, O2, CO<sub>2</sub>.<br><br />
[[File:Plasma_Canister.png]] Plasma is an exceptional coolant as it can absorb a lot of heat. However, it is easily sabotaged. This problem can be avoided by '''Constricting''' it. Then it becomes ''Constricted Plasma''. This removes some unwanted gas interactions.<br><br />
[[File:O2_Canister.png]]Oxygen is a somewhat safer alternative than plasma, however it can still be sabotaged if you add plasma to the loop to cause a pipe fire.<br><br />
[[File:CO2_Canister.png]]CO<sub>2</sub> is an extremely safe coolant, but it’s not hugely effective. It cannot catch fire which is a definite bonus.<br />
<br />
===[[File:Canister.png]]The moderator===<br />
Next step is going down to atmospherics (or asking an Atmos Tech) and setting up the moderator mix. For now, we will use an 80 Oxy/20 C. Plasma setup. (Please refer to the second picture from now.)<br><br />
[[File:GladiusRBMKAtmos.png|right|thumb|The NSV Gladius' atmos setup (Note: the valve marked with brown is not there usually)]]<br />
# Turn on the two pumps marked with ''Red'' and set them to max<br />
# Go to the mixer marked with ''Dark Blue'', set Node 1 to 100%, max it and turn it on<br />
# Go to the mixer marked with ''White'', set Node 1 to 100%, max it and turn it on<br />
# Go to the mixer marked with ''Green'', set Node 1 to 100%, max it and turn it on<br />
# Turn on the Plasma Constrictors marked with ''Yellow''<br />
# Check that the mixer marked with ''Orange'' has the right gases coming in.<br />
#* 'Oxygen' on Node 1 and 'Constricted Plasma' on Node 2<br />
# Go to the mixer marked with ''Orange'' and set Node 1 to 80% and Node 2 to 20%, then turn it on and set it to max<br />
<br />
===The last steps===<br />
If you got this far without messing up, congratulations, the complicated part is over - well, sort of. Before you do any of these steps, get an analyzer out, and '''make sure that''' the right type of gas is flowing in, and that '''all of the pumps are active in the coolant loop'''.<br />
# Return to the core room. (And return to the core room picture of this page.)<br />
# Turn on the moderator pump - marked with ''Green'' - at about 1500 to 2000 kPa <br />
#* If you put it higher the reactor consumes a lot of gas very fast<br />
# Turn on the filters marked with ''Pink'' and set them to filter Nucleium<br />
#* Nucleium is generated when the reactor is on, and it takes space away from the coolant, so it is better to remove it.<br />
# Wrench down the two canisters above the filters marked with ''Pink''<br />
# Put in three reactor FUEL rods from the fuel rod pool (They are marked with ''Light green'')<br />
#* Unlike the stormdrive the AGCNR uses Uranium fuel rods which means the reaction rate goes up the more there are<br />
# Set the control rod computer - the one marked with ''White'' - to 3K and put it back down to 1K when the power output is at 60%. And done!<br />
<br />
Now that you’ve set up the engine, there’s very little you need to do. The reactor is designed to run for extended periods with little to no intervention. However, if you want to maximise your power output, you’ll need to put in a little more attention.<br />
<br />
# Grab a CO<sub>2</sub> tank from atmos. CO<sub>2</sub> is a good shutdown gas that is avaible roundstart. If your reactor starts going haywire, just insert this into the moderator line.<br />
# Set up the SMES (duh). Set input to max, set output to 190 and done.<br />
#* This way the SMES will eat 200 MW * the number of SMES. It is good to keep in mind that the APNW eats 3 million Watts at max, so the perfect amount of power outputted by the reactor is around 4 million Watts.<br />
# Put on some Fallout music, and enjoy the nuclear wasteland that you didn't create.<br />
</tab><br />
<tab name=Aetherwhisp><br />
[[File:Whisp RBMK.png|right|noborder|250px|The SGV Aetherwhisp's reactor core room.]]<br />
<br />
===[[File:Hud-temp.gif]]The coolant===<br />
First off, we will want to insert the gas that will cool the reactor (Please refer to the first picture).<br />
# Insert coolant into the coolant loop (Plasma, O2 or CO<sub>2</sub>) by wrenching down a canister on the connector marked with ''Orange''<br />
# Turn on the coolant in and output pumps - marked with ''Light Blue'' - and set them to about 700 kPa<br><br />
<br><br />
You have quite a few options for which coolant you want to use, but for this guide, we will use one of the basic three: Plasma, O2, CO<sub>2</sub>.<br><br />
[[File:Plasma_Canister.png]] Plasma is an exceptional coolant as it can absorb a lot of heat. However, it is easily sabotaged. This problem can be avoided by <br />
'''Constricting''' it. Then it becomes ''Constricted Plasma''. This removes some unwanted gas interactions.<br><br />
[[File:O2_Canister.png]]Oxygen is a somewhat safer alternative than plasma, however it can still be sabotaged if you add plasma to the loop to cause a pipe fire.<br><br />
[[File:CO2_Canister.png]]CO<sub>2</sub> is an extremely safe coolant, but it’s not hugely effective. It cannot catch fire which is a definite bonus.<br><br />
<br><br />
===[[File:Canister.png]]The moderator===<br />
Next step is going down to atmospherics (or asking an Atmos Tech) and setting up the moderator mix. For now, we will use an 80 Oxy/20 C. Plasma setup. (Please refer to the second picture from now.)<br />
[[File:Whisp RBMK Atmos.png|right|300px|noborder|The SGV Aetherwhisp's atmos setup]]<br />
# Turn on the pumps marked with ''Red'' and set them to max.<br />
# Turn on the Magnetic Constricotrs marked with ''Lime''<br />
# Set Node 1 to 100% on all the mixers marked with ''Yellow''<br />
# Set the mixer marked with ''Blue'' to 80% Node 1<br><br />
<br><br />
===The last steps===<br />
[[File:Whisp RBMK Control.png|right|thumb|The control computers and input pumps of the Reactor]]<br />
If you got this far without messing up, congratulations, the complicated part is over - well, sort of. Before you do any of these steps, get an analyzer out, and '''make sure that''' the right type of gas is flowing in, and that '''all of the pumps are active in the coolant loop'''.<br />
# Return to the core room. (And return to the core room picture of this page.)<br />
# Put in three reactor FUEL rods from the fuel rod pool (They are marked with ''Light pink'')<br />
#* Unlike the stormdrive the AGCNR uses Uranium fuel rods which means the reaction rate goes up the more there are<br />
# Turn on the moderator pump - marked with ''Green'' on the third picture - at about 1500 to 2000 kPa <br />
#* If you put it higher the reactor consumes a lot of gas very fast<br />
# Set the control rod computer - the one marked with ''White'' on the third picture - to 3K and put it back down to 1K when the power output is at 60%. And done!<br />
<br><br />
Now that you’ve set up the engine, there’s very little you need to do. The reactor is designed to run for extended periods with little to no intervention. However, if you want to maximise your power output, you’ll need to put in a little more attention.<br />
<br><br />
# Grab a CO<sub>2</sub> tank from atmos. CO<sub>2</sub> is a good shutdown gas that is avaible roundstart. If your reactor starts going haywire, just insert this into the moderator line.<br />
# Ensure that the gas filter next to the fuel pool is on and filters Nucleium.<br />
#* Nucleium is generated when the reactor is on, and it takes space away from the coolant, so it is better to remove it.<br />
# Set up the SMES (duh). Set input to max, set output to 190 and done.<br />
#* This way the SMES will eat 200 MW * the number of SMES. It is good to keep in mind that the APNW eats 3 million Watts at max, so the perfect amount of power outputted by the reactor is around 3.6 - 3.8 million Watts.<br />
# Put on some Metro 2033 music, and enjoy the nuclear winter that you didn't create.<br />
</tab><br />
<tab name=Galactica><br />
'''Note: this guide will give you the same mix in both the Defence and the Utiliy reactor. You may wish to use different mixes and rewire the power network if you plan on using the [[PDSR]].'''<br />
[[File:Galactica AGCNR Atmos.png|right|thumb|The NSV Galactica's atmospherics room]]<br />
===[[File:Hud-temp.gif]]The coolant===<br />
First off, we will want to ready the gas that will cool the reactor (Please refer to the first picture).<br />
# Insert coolant into the coolant loop (Plasma, O2 or CO<sub>2</sub>) by wrenching down a canister on the connector marked with ''Green''<br />
# Turn on the coolant valves marked with ''Purple''<br><br />
<br />
You have quite a few options for which coolant you want to use, but for this guide, we will use one of the basic three: Plasma, O2, CO<sub>2</sub>.<br><br />
[[File:Plasma_Canister.png]] Plasma is an exceptional coolant as it can absorb a lot of heat. However, it is easily sabotaged. This problem can be avoided by '''Constricting''' it. Then it becomes ''Constricted Plasma''. This removes some unwanted gas interactions.<br><br />
[[File:O2_Canister.png]]Oxygen is a somewhat safer alternative than plasma, however it can still be sabotaged if you add plasma to the loop to cause a pipe fire.<br><br />
[[File:CO2_Canister.png]]CO<sub>2</sub> is an extremely safe coolant, but it’s not hugely effective. It cannot catch fire which is a definite bonus.<br><br />
<br />
===[[File:Canister.png]]The moderator===<br />
Next step is setting up the moderator mix. For now, we will use an 80 Oxy/20 Plasma setup. <br><br />
# Turn on the four pumps marked with ''Blue'' and set them to max<br />
# Set Node 1 to 100% on all the mixers marked with ''Yellow'' and turn them on<br />
# Turn on the two pumps marked with ''Red'' and set them to max<br />
# Check that the mixers marked with ''Blue'' have the right gases coming in.<br />
#* 'Oxygen' on Node 1 and 'Plasma' on Node 2<br />
# Go to the mixers marked with ''Blue'' and set Node 1 to 80% and Node 2 to 20%, then turn them on and set them to max<br />
<br><br />
<br />
===The last steps===<br />
[[File:Galactica AGCNR.png|right|thumb|The NSV Galactica's reactor core room]]<br />
If you got this far without messing up, congratulations, the complicated part is over - well, sort of. Before you do any of these steps, get an analyzer out, and '''make sure that''' the right type of gas is flowing in.<br />
# Return to the core room. (And refer to the core room picture of this page.)<br />
# Turn on the pumps marked with ''Light Blue'' and set them to around 700 kPa.<br />
#* These will move coolant in and out of the reactor. Setting them higher may cause the reactor to overpressurize, or even blow out.<br />
# Turn on the moderator pumps - marked with ''Green'' - at about 1500 to 2000 kPa <br />
#* If you put it higher the reactor consumes a lot of gas very fast<br />
# Put in three reactor FUEL rods from the fuel rod pool (They are marked with ''Light pink'')<br />
#* Unlike the stormdrive the AGCNR uses Uranium fuel rods which means the reaction rate goes up the more there are<br />
# Set the control rod computer - the one marked with ''White'' - to 3K and put it back down to 1K when the power output is at 60%. And done!<br />
<br />
Now that you’ve set up the engine, there’s very little you need to do. The reactor is designed to run for extended periods with little to no intervention. However, if you want to maximise your power output, you’ll need to put in a little more attention.<br />
<br />
# Grab a CO<sub>2</sub> tank from atmos. CO<sub>2</sub> is a good shutdown gas that is avaible roundstart. If your reactor starts going haywire, just insert this into the moderator line.<br />
# Ensure that the gas filters next to the reactors are on and filter Nucleium.<br />
#* Nucleium is generated when the reactor is on, and it takes space away from the coolant, so it is better to remove it.<br />
# Set up the SMES (duh). Set input to max, set output to 190 and done.<br />
#* This way the SMES will eat 200 MW * the number of SMES. It is good to keep in mind that the APNW eats 3 million Watts at max, so the perfect amount of power outputted by the reactor is around 3.8 - 4 million Watts.<br />
# Put on some Spongebob music, and enjoy the nuclear mutants that aren't roaming the land. Why, what do you think created Mr Squarepants and the crew? Evolution?<br />
</tab><br />
</tabs><br />
==Moderator Types==<br />
Pumped into the reactor through the moderator line, Moderator Gasses can cause a variety of additional effects useful for managing heat and generating additional heat, but often come with their own set of risks. Here is a list of all available moderator gasses and their respective properties:<br />
===Fuel gasses===<br />
[[File:O2_Canister.png]]Oxygen: Power production multiplier. Allows you to run a low plasma, high oxy mix, and still get a lot of power.<br />
<br />
[[File:Plasma_Canister.png]]Plasma: Power production gas. More plasma -> more power, but it enriches your fuel and makes the reactor much, much harder to control.<br />
<br />
[[File:Tritium.png]]Tritium: Extremely efficient power production gas. Will cause chernobyl if used improperly.<br />
===Moderating gasses===<br />
[[File:N2_Canister.png]]N2: Helps you regain control of the reaction by increasing control rod effectiveness, will massively boost the radiation production of the reactor.<br />
<br />
[[File:CO2_Canister.png]]CO<sub>2</sub>: Super effective shutdown gas for runaway reactions but '''produces a massive amount of radiation!'''<br />
<br />
[[File:Pluoxium.png]]Pluoxium: Same as N2, but without an increased radiation production.<br />
===Permeability Type (Coolant loop speed)===<br />
[[File:BZ_canister.png]]BZ: Increases your reactor's ability to transfer its heat to the coolant, thus letting you cool it down faster (but the coolant exiting will be much hotter)<br />
<br />
[[File:Water_vapor.png]]Water Vapour: More efficient permeability modifier<br />
<br />
[[File:Hypernob_Canister.png]]Hyper Noblium: Extremely efficient permeability increase. (10x as efficient as bz)<br />
===Depletion type===<br />
[[File:Nitryl_Canister.png]]Nitryl: When you need weapons grade plutonium yesterday. Causes your fuel to deplete much, much faster. Not a huge amount of use outside of sabotage.<br />
<br />
== Fuel rods ==<br />
Fuel rods are what start the nuclear reaction in your reactor. They are - usually - made of uranium, which releases Neutrons. These neutrons then hit other uranium atoms, causing more Neutrons to break free, repeating the cycle as long as you have uranium in the fuel rods. How many Neutrons one are created when one atom is hit by a Neutron is shown by the value of ''Neutrons per generatrion'' or simply ''K.'' As a side effect of this reaction, an extreme amount of heat is produced, which is then used to generate power.<br />
<br />
One type of fuel rods are the material rods. They are rods which, when material is inserted into them, and they are in a Reactor, reacting with Neutrons, create more of that material. Once the rod depletes, you can harvest the ores from the rod. Be warned, however, that when the rod depletes, it will become much more powerful, making the reactor harder to control.<br />
<br />
Of course, it is not as easy as mounting the rods on your reactor then forgetting about them. There are actually a multitude of fuel rods that you might come across:<br />
{| class="wikitable" align="center"<br />
|+<br />
!Name<br />
!Description<br />
!Strength<br />
|-<br />
|Uranium-238 rod<br />
|The standard fuel rod. You will find these roundstart on all ships using an AGCNR, they are moderately radioactive, and they produce enough Neutrons to run <br />
your Reactor safely. <br />
|x1<br />
|-<br />
|Plutonium-239 rod<br />
|This is what happens when the Uranium on fuel rods gets used up in the reactions in a Reactor. These rods are much more radioactive, and can generate much more power.<br />
|x2<br />
|-<br />
|Depleted fuel rod<br />
|This is created when a Plutonium fuel rod loses all of the useful Plutonium on it. Highly radioactive, but very weak.<br />
|x0.5<br />
|-<br />
|Bananium fuel rod<br />
|A special material rod variant that "grows" bananium ore when it is reacting with Neutrons in a Reactor. It can produce up to 30 ores from 10 initial ore pieces. <br />
Noticably radiactive, extremely hillarious. <br />
|x1.5<br />
|-<br />
|Telecrystal fuel rod<br />
|An illegal material rod that can "grow" telecrystals when it is reacting with Neutrons in a Reactor. It can produce up to 24 telecrystals from 8 initial telecrystals. <br />
Highly radiactive and powerful. Can be purchased for 7 tc in an [[Uplink|Uplink.]]<br />
|x3<br />
|}<br />
To minimize the risk of the reactor going out of control, it is suggested that you check the fuel rods every 40 minutes.<br />
<br />
==What can go wrong==<br />
The AGCNR, like real nuclear reactors, is not perfect. Sometimes, the reaction can get out of control and feedback loops can form which can lead to nuclear disaster. Your first indication of something going wrong is that the ship’s lighting will start to flicker, if you see this happen, you’re going to need to start preparing. Once the reactor spools up to over 100% power, the meltdown will begin. The reactor will start flashing red and the entire ship will be alerted to the danger. <br />
<br />
A meltdown is caused when the reactor gets too hot and overheats, this is the less lethal possibility, as blowouts are far more deadly. To counteract a meltdown, attempt to lower K down to 0. If K will not stabilise, flood the reactor with n2/co2(whatever’s on hand) to help you gain control over the reaction. Check the reactor for damage after bringing it back down to stable levels, as you may need to repair it.<br />
<br />
Blowouts occur when the pressure inside of the coolant loop becomes too great, causing the gas to rupture the reactor itself and spew ash and radioactive material. To counteract a blowout, you need to act quickly. First check for simple sabotages, such as the exit line not being activated or the presence of fire in the coolant line. If the pressure is too great because of a fire or an otherwise excessive amount of gas inside the loop, it's time to either activate the release valve or close the coolant valve into the reactor. The release valve will dump all of the fuel inside the line out to space. '''Ensure you've dumped all of the fuel before refueling the reactor.'''<br />
==Maintenance==<br />
So you’ve started the reactor up, but your job isn’t done yet. ever. You’ve still got to prepare to shut the reactor down, change the rods, and make sure it doesn’t blow up halfway! The higher the K the more power and heat you produce, at 1k it should be stable, but if it’s not, adjust the decimal points.<br />
===Preparing to shutdown the reactor===<br />
First, you have to prepare your shutoff mix, to do this, run over to atmos and fill yourself two cans of co2, do this by turning on the co2 output to mixline, and mix line to the connector. Then, remember to setup atmos if they haven’t already and make sure the moderator is being made (follow the purple line). Now, you should run your cans back over to engineering and place them in the reactor chamber for when you need them. <br />
===Shutting down the reactor===<br />
Once your timer to change the rods is up, go ahead and turn the reactor rod control to 0 K, this will cause the reactions in the reactor to stop, and slowly settle down, while this is happening, you want to insert the co2 cans you prepared into the direct moderator input, and set the moderator to 1000-1500 kpa, this will ration out your 9000kpa odd co2 for shutdown. Once the reactor power is under 20 percent, you are then able to remove the fuel rods. This will shut the reactor down for good, now you want to unwrench your co2 cans, refill them and bring them back again. You are now good to insert new rods into the reactor and start it up again. <b>NOTE: Please keep spent rods away from normal rods, remember to reset the moderator input amount.</b><br />
===Repairing the reactor===<br />
If your reactor gets damaged, either from the pressure or heat, you can repair it with a welding tool and flex tape(damage control kit), this will repair the seals and make sure you don’t blow up next time you start it up.<br />
==Tips==<br />
* Be careful to not exhaust your plasma supply. It is recommended you don't max out the moderator input when youre running plasma + O2, or you're at a tangible risk of running out of those gasses from atmos.<br />
* The reactor consumes moderator gasses very quickly, so keep this in mind before you use permeability gasses for riskier setups.<br />
* You don’t need to shut down the reactor to do maintenance, you only need to bring it down to 20% power.<br />
* Unlike the stormdrive, the temperature of the coolant matters! Don’t forget to set up your coolant loop.<br />
* This engine synergises well with other atmos based engines, try hooking it up to a TEG for free power.<br />
* You can cook food such as steak on the reactor's surface.<br />
* If the reactor makes banging noises, it’s not being actively cooled with coolant, and is taking damage.<br />
==[[File:doubleagent.gif]] Sabotage==<br />
Sabotaging the Nuclear Reactor is incredibly easy to do, but can also be incredibly easy to fix depending on how much effort you put into your handiwork. Make sure there are no <s> competent </s> engineers nearby, roll up your sleeves, and let's get to work. You have a choice of starting either a meltdown or a blowout, with the latter being the deadliest but easiest to fix.<br />
<br />
Meltdown:<br />
* Flood reactor moderator line with plasma, they won't be able to mitigate the reaction with control rods.<br />
* Shut off coolant entirely. Raise control rods.<br />
* Swap all fuel out with spent fuel, as it's way stronger.<br />
Blowout:<br />
* Shut off exit valve for quick overpressure.<br />
* Cause a pipefire in the coolant line (LETHAL).<br />
* Tack heater onto coolant line (can also cause straight meltdown)<br />
[[Category:Guides]]</div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=File:Galactica_AGCNR.png&diff=32939File:Galactica AGCNR.png2021-06-10T14:58:34Z<p>Grabowski: </p>
<hr />
<div></div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=File:Galactica_AGCNR_Atmos.png&diff=32938File:Galactica AGCNR Atmos.png2021-06-10T14:57:45Z<p>Grabowski: </p>
<hr />
<div></div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_the_Nuclear_Reactor&diff=32935Guide to the Nuclear Reactor2021-06-05T07:50:49Z<p>Grabowski: Clarifies the Tycoom guide</p>
<hr />
<div>{{for|other engines|Engine (disambiguation)}}<br />
Not to be confused with the [[Stormdrive]], an engine that runs on magic. THIS engine runs on pure science! This guide details how to operate the AGCNR Nuclear Reactor, (but we're just going to call it the Nuclear Reactor for simplicity's sake) and if you follow it to the letter, you should have a working reactor generating enough power for your vessel within less than 10 minutes. So let's get started!<br />
==Terminology==<br />
[[File:RBMK.png|thumb|right|What your average reactor will look like]]<br />
Before we begin, it's important you understand a few key words that are going to be repeated throughout this guide:<br />
* Neutrons per generation (K): Rate of heat gain in the reactor.<br />
* Moderator: Gasses that cause special effects inside the reactor.<br />
* Power: How hot your reactor is versus a meltdown (%).<br />
<br />
<br />
==Generating Power==<br />
The Nuclear Reactor has two inputs: Moderator and Coolant. The first thing we're going to worry about is the coolant loop. Power is generated through a simple process: Uranium fuel rods are placed into the reactor which immediately starts the reaction, creating constant heat. Our coolant gas is pumped into the reactor, heats up to the heat of the reactor, and then carries said heat to a set of Turbines to generator additional power. After this is done, the gas finally enters a heat exchanger in space to cool down the gas for further use in the loop. The colder the gas you put into the loop, the faster the reactor cools down. Innately, it’s set up so that the temperature loss from coolant intake is balanced out against the heat generated by the fuel rods, represented by the controllable figure called K (Neutrons per generation). '''NOTE''' that the coolant gas can potentially retain heat and actually heat up the reactor, so, be certain to check the thermometers on the coolant loop often!<br />
==Setting up the reactor==<br />
Like other gas-based engines, the AGCNR has a lot of room for experimentation. But if you feel unsure, or are inexperienced, you can follow this step-by-step guide to set up the reactor safely and easily.<br />
===[[File:Warningsign.png]]Preparing===<br />
Always take a shower '''with your clothes on''' when exiting the reactor core room. This will clear you of radioactive contamination, and prevent you from irradiating yourself or your colleagues.<br />
# [[File:Tablet.gif]] Turn on your tablet, download and run the nuclear reactor monitoring and keep the tablet on in your pocket.<br />
# [[File:L2locker.png]] Put on radiation protection gear. Altough the reactor does not emit radiation until it has started working, it is better to stay safe.<br />
===[[File:Wrench.png]]Setting up===<br />
While the main principles of setting up the reactor are the same, the exact parts change depending on which maps you are on.<br />
<tabs><br />
<tab name=Tycoon><br />
[[File:TycoonRBMK.png|640px|right|thumb|The NSV Tycoon's reactor core room.]]<br />
===[[File:Hud-temp.gif]]The coolant===<br />
First off, we will want to insert the gas that will cool the reactor (Please refer to the first picture).<br />
# Insert coolant into the coolant loop (Plasma, O2 or CO<sub>2</sub>) by wrenching down a canister on the connector marked with ''Red''<br />
# Turn on the coolant in and output pumps - marked with ''Light Blue'' - and set them to about 700 kPa<br />
<br />
You have quite a few options for which coolant you want to use, but for this guide, we will use one of the basic three: Plasma, O2, CO<sub>2</sub>.<br><br />
[[File:Plasma_Canister.png]] Plasma is an exceptional coolant as it can absorb a lot of heat. However, it is easily sabotaged. This problem can be avoided by '''Constricting''' it. Then it becomes ''Constricted Plasma''. This removes some unwanted gas interactions.<br><br />
[[File:O2_Canister.png]]Oxygen is a somewhat safer alternative than plasma, however it can still be sabotaged if you add plasma to the loop to cause a pipe fire.<br><br />
[[File:CO2_Canister.png]]CO<sub>2</sub> is an extremely safe coolant, but it’s not hugely effective. It cannot catch fire which is a definite bonus.<br />
<br />
===[[File:Canister.png]]The moderator===<br />
Next step is going down to atmospherics (or asking an Atmos Tech) and setting up the moderator mix. For now, we will use an 80 Oxy/20 Plasma setup. (Please refer to the second picture from now.)<br />
[[File:TycoonRBMKAtmos.png|right|thumb|The NSV Tycoon's atmos setup]]<br />
# Before turning on any pumps turn off the mixer marked with ''Green'' , as they will send gas through even when only one part of the mix is ready<br />
# Turn on the pump marked with ''Red'' and set it to max.<br />
# Turn on the pump marked with ''Blue'' and set it to max.<br />
# Turn on the Magnetic Constricotrs marked with ''Yellow''<br />
# Set the mixer to mix 80% Oxygen and 20% C. Plasma<br />
# Turn on the mixer marked with ''Green''.<br />
#* The two next mixers on this pipeline can be used to insert a costume gasmix, and CO<sub>2</sub> to the fuel. But for now, just set them to Node 1 100%, and turn them on.<br />
<br />
===The last steps===<br />
If you got this far without messing up, congratulations, the complicated part is over - well, sort of. Before you do any of these steps, get an analyzer out, and '''make sure that''' the right type of gas is flowing in, and that '''all of the pumps are active in the coolant loop'''.<br />
# Return to the core room. (And return to the first picture.)<br />
# Turn on the moderator pump - marked with ''Green'' - at about 1500 to 2000 kPa <br />
#* If you put it higher the reactor consumes a lot of gas very fast<br />
# Put in three reactor FUEL rods from the fuel rod pool (They are marked with ''Light green'')<br />
#* Unlike the stormdrive the AGCNR uses Uranium fuel rods which means the reaction rate goes up the more there are<br />
# Set the control rod computer - the one marked with ''White'' - to 3K and put it back down to 1K when the power output is at 60%. And done!<br />
<br />
Now that you’ve set up the engine, there’s very little you need to do. The reactor is designed to run for extended periods with little to no intervention. However, if you want to maximise your power output, you’ll need to put in a little more attention.<br />
<br />
# Grab a CO<sub>2</sub> tank from atmos. CO<sub>2</sub> is a good shutdown gas that is avaible roundstart. If your reactor starts going haywire, just insert this into the moderator line.<br />
# Ensure that the gas filter above the connector marked with ''Red'' is on and filters Nucleium.<br />
#* Nucleium is generated when the reactor is on, and it takes space away from the coolant, so it is better to remove it.<br />
# Set up the SMES (duh). Set input to max, set output to 190 and done.<br />
#* This way the SMES will eat 200 MW * the number of SMES. It is good to keep in mind that the APNW eats 3 million Watts at max, so the perfect amount of power outputted by the reactor is around 3.6 - 3.8 million Watts.<br />
# Turn on the turbines - if there are any. These turbines have their own air pocket, which will then be heated by the coolant coming out of the reactor. If all goes well - and you don't experiment - this won't mean much heat, but still, a bit more never hurts.<br />
# Put on some S.T.A.L.K.E.R. music, and enjoy the nuclear wasteland that you didn't create.<br />
</tab><br />
<tab name=Gladius><br />
[[File:GladiusRBMK.png|right|thumb|The NSV Gladius' reactor core room]]<br />
===[[File:Hud-temp.gif]]The coolant===<br />
First off, we will want to insert the gas that will cool the reactor (Please refer to the first picture).<br />
# Insert coolant into the coolant loop (Plasma, O2 or CO<sub>2</sub>) by wrenching down a canister on the connector marked with ''Red''<br />
# Turn on the coolant in and output pumps - marked with ''Light Blue'' - and set them to about 700 kPa<br />
<br />
You have quite a few options for which coolant you want to use, but for this guide, we will use one of the basic three: Plasma, O2, CO<sub>2</sub>.<br><br />
[[File:Plasma_Canister.png]] Plasma is an exceptional coolant as it can absorb a lot of heat. However, it is easily sabotaged. This problem can be avoided by '''Constricting''' it. Then it becomes ''Constricted Plasma''. This removes some unwanted gas interactions.<br><br />
[[File:O2_Canister.png]]Oxygen is a somewhat safer alternative than plasma, however it can still be sabotaged if you add plasma to the loop to cause a pipe fire.<br><br />
[[File:CO2_Canister.png]]CO<sub>2</sub> is an extremely safe coolant, but it’s not hugely effective. It cannot catch fire which is a definite bonus.<br />
<br />
===[[File:Canister.png]]The moderator===<br />
Next step is going down to atmospherics (or asking an Atmos Tech) and setting up the moderator mix. For now, we will use an 80 Oxy/20 C. Plasma setup. (Please refer to the second picture from now.)<br><br />
[[File:GladiusRBMKAtmos.png|right|thumb|The NSV Gladius' atmos setup (Note: the valve marked with brown is not there usually)]]<br />
# Turn on the two pumps marked with ''Red'' and set them to max<br />
# Go to the mixer marked with ''Dark Blue'', set Node 1 to 100%, max it and turn it on<br />
# Go to the mixer marked with ''White'', set Node 1 to 100%, max it and turn it on<br />
# Go to the mixer marked with ''Green'', set Node 1 to 100%, max it and turn it on<br />
# Turn on the Plasma Constrictors marked with ''Yellow''<br />
# Check that the mixer marked with ''Orange'' has the right gases coming in.<br />
#* 'Oxygen' on Node 1 and 'Constricted Plasma' on Node 2<br />
# Go to the mixer marked with ''Orange'' and set Node 1 to 80% and Node 2 to 20%, then turn it on and set it to max<br />
<br />
===The last steps===<br />
If you got this far without messing up, congratulations, the complicated part is over - well, sort of. Before you do any of these steps, get an analyzer out, and '''make sure that''' the right type of gas is flowing in, and that '''all of the pumps are active in the coolant loop'''.<br />
# Return to the core room. (And return to the core room picture of this page.)<br />
# Turn on the moderator pump - marked with ''Green'' - at about 1500 to 2000 kPa <br />
#* If you put it higher the reactor consumes a lot of gas very fast<br />
# Turn on the filters marked with ''Pink'' and set them to filter Nucleium<br />
#* Nucleium is generated when the reactor is on, and it takes space away from the coolant, so it is better to remove it.<br />
# Wrench down the two canisters above the filters marked with ''Pink''<br />
# Put in three reactor FUEL rods from the fuel rod pool (They are marked with ''Light green'')<br />
#* Unlike the stormdrive the AGCNR uses Uranium fuel rods which means the reaction rate goes up the more there are<br />
# Set the control rod computer - the one marked with ''White'' - to 3K and put it back down to 1K when the power output is at 60%. And done!<br />
<br />
Now that you’ve set up the engine, there’s very little you need to do. The reactor is designed to run for extended periods with little to no intervention. However, if you want to maximise your power output, you’ll need to put in a little more attention.<br />
<br />
# Grab a CO<sub>2</sub> tank from atmos. CO<sub>2</sub> is a good shutdown gas that is avaible roundstart. If your reactor starts going haywire, just insert this into the moderator line.<br />
# Set up the SMES (duh). Set input to max, set output to 190 and done.<br />
#* This way the SMES will eat 200 MW * the number of SMES. It is good to keep in mind that the APNW eats 3 million Watts at max, so the perfect amount of power outputted by the reactor is around 4 million Watts.<br />
# Put on some Fallout music, and enjoy the nuclear winter that you didn't create.<br />
</tab><br />
<tab name=Aetherwhisp><br />
[[File:Whisp RBMK.png|right|noborder|250px|The SGV Aetherwhisp's reactor core room.]]<br />
<br />
===[[File:Hud-temp.gif]]The coolant===<br />
First off, we will want to insert the gas that will cool the reactor (Please refer to the first picture).<br />
# Insert coolant into the coolant loop (Plasma, O2 or CO<sub>2</sub>) by wrenching down a canister on the connector marked with ''Orange''<br />
# Turn on the coolant in and output pumps - marked with ''Light Blue'' - and set them to about 700 kPa<br><br />
<br><br />
You have quite a few options for which coolant you want to use, but for this guide, we will use one of the basic three: Plasma, O2, CO<sub>2</sub>.<br><br />
[[File:Plasma_Canister.png]] Plasma is an exceptional coolant as it can absorb a lot of heat. However, it is easily sabotaged. This problem can be avoided by <br />
'''Constricting''' it. Then it becomes ''Constricted Plasma''. This removes some unwanted gas interactions.<br><br />
[[File:O2_Canister.png]]Oxygen is a somewhat safer alternative than plasma, however it can still be sabotaged if you add plasma to the loop to cause a pipe fire.<br><br />
[[File:CO2_Canister.png]]CO<sub>2</sub> is an extremely safe coolant, but it’s not hugely effective. It cannot catch fire which is a definite bonus.<br><br />
<br><br />
===[[File:Canister.png]]The moderator===<br />
Next step is going down to atmospherics (or asking an Atmos Tech) and setting up the moderator mix. For now, we will use an 80 Oxy/20 C. Plasma setup. (Please refer to the second picture from now.)<br />
[[File:Whisp RBMK Atmos.png|right|300px|noborder|The SGV Aetherwhisp's atmos setup]]<br />
# Turn on the pumps marked with ''Red'' and set them to max.<br />
# Turn on the Magnetic Constricotrs marked with ''Lime''<br />
# Set Node 1 to 100% on all the mixers marked with ''Yellow''<br />
# Set the mixer marked with ''Blue'' to 80% Node 1<br><br />
<br><br />
===The last steps===<br />
[[File:Whisp RBMK Control.png|right|thumb|The control computers and input pumps of the Reactor]]<br />
If you got this far without messing up, congratulations, the complicated part is over - well, sort of. Before you do any of these steps, get an analyzer out, and '''make sure that''' the right type of gas is flowing in, and that '''all of the pumps are active in the coolant loop'''.<br />
# Return to the core room. (And return to the core room picture of this page.)<br />
# Put in three reactor FUEL rods from the fuel rod pool (They are marked with ''Light pink'')<br />
#* Unlike the stormdrive the AGCNR uses Uranium fuel rods which means the reaction rate goes up the more there are<br />
# Turn on the moderator pump - marked with ''Green'' on the third picture - at about 1500 to 2000 kPa <br />
#* If you put it higher the reactor consumes a lot of gas very fast<br />
# Set the control rod computer - the one marked with ''White'' on the third picture - to 3K and put it back down to 1K when the power output is at 60%. And done!<br />
<br><br />
Now that you’ve set up the engine, there’s very little you need to do. The reactor is designed to run for extended periods with little to no intervention. However, if you want to maximise your power output, you’ll need to put in a little more attention.<br />
<br><br />
# Grab a CO<sub>2</sub> tank from atmos. CO<sub>2</sub> is a good shutdown gas that is avaible roundstart. If your reactor starts going haywire, just insert this into the moderator line.<br />
# Ensure that the gas filter next to the fuel pool is on and filters Nucleium.<br />
#* Nucleium is generated when the reactor is on, and it takes space away from the coolant, so it is better to remove it.<br />
# Set up the SMES (duh). Set input to max, set output to 190 and done.<br />
#* This way the SMES will eat 200 MW * the number of SMES. It is good to keep in mind that the APNW eats 3 million Watts at max, so the perfect amount of power outputted by the reactor is around 3.6 - 3.8 million Watts.<br />
# Put on some Metro 2033 music, and enjoy the nuclear wasteland that you didn't create.<br />
</tab><br />
</tabs><br />
==Moderator Types==<br />
Pumped into the reactor through the moderator line, Moderator Gasses can cause a variety of additional effects useful for managing heat and generating additional heat, but often come with their own set of risks. Here is a list of all available moderator gasses and their respective properties:<br />
===Fuel gasses===<br />
[[File:O2_Canister.png]]Oxygen: Power production multiplier. Allows you to run a low plasma, high oxy mix, and still get a lot of power.<br />
<br />
[[File:Plasma_Canister.png]]Plasma: Power production gas. More plasma -> more power, but it enriches your fuel and makes the reactor much, much harder to control.<br />
<br />
[[File:Tritium.png]]Tritium: Extremely efficient power production gas. Will cause chernobyl if used improperly.<br />
===Moderating gasses===<br />
[[File:N2_Canister.png]]N2: Helps you regain control of the reaction by increasing control rod effectiveness, will massively boost the radiation production of the reactor.<br />
<br />
[[File:CO2_Canister.png]]CO<sub>2</sub>: Super effective shutdown gas for runaway reactions but '''produces a massive amount of radiation!'''<br />
<br />
[[File:Pluoxium.png]]Pluoxium: Same as N2, but without an increased radiation production.<br />
===Permeability Type (Coolant loop speed)===<br />
[[File:BZ_canister.png]]BZ: Increases your reactor's ability to transfer its heat to the coolant, thus letting you cool it down faster (but the coolant exiting will be much hotter)<br />
<br />
[[File:Water_vapor.png]]Water Vapour: More efficient permeability modifier<br />
<br />
[[File:Hypernob_Canister.png]]Hyper Noblium: Extremely efficient permeability increase. (10x as efficient as bz)<br />
===Depletion type===<br />
[[File:Nitryl_Canister.png]]Nitryl: When you need weapons grade plutonium yesterday. Causes your fuel to deplete much, much faster. Not a huge amount of use outside of sabotage.<br />
<br />
== Fuel rods ==<br />
Fuel rods are what start the nuclear reaction in your reactor. They are - usually - made of uranium, which releases Neutrons. These neutrons then hit other uranium atoms, causing more Neutrons to break free, repeating the cycle as long as you have uranium in the fuel rods. How many Neutrons one are created when one atom is hit by a Neutron is shown by the value of ''Neutrons per generatrion'' or simply ''K.'' As a side effect of this reaction, an extreme amount of heat is produced, which is then used to generate power.<br />
<br />
One type of fuel rods are the material rods. They are rods which, when material is inserted into them, and they are in a Reactor, reacting with Neutrons, create more of that material. Once the rod depletes, you can harvest the ores from the rod. Be warned, however, that when the rod depletes, it will become much more powerful, making the reactor harder to control.<br />
<br />
Of course, it is not as easy as mounting the rods on your reactor then forgetting about them. There are actually a multitude of fuel rods that you might come across:<br />
{| class="wikitable" align="center"<br />
|+<br />
!Name<br />
!Description<br />
!Strength<br />
|-<br />
|Uranium-238 rod<br />
|The standard fuel rod. You will find these roundstart on all ships using an AGCNR, they are moderately radioactive, and they produce enough Neutrons to run <br />
your Reactor safely. <br />
|x1<br />
|-<br />
|Plutonium-239 rod<br />
|This is what happens when the Uranium on fuel rods gets used up in the reactions in a Reactor. These rods are much more radioactive, and can generate much more power.<br />
|x2<br />
|-<br />
|Depleted fuel rod<br />
|This is created when a Plutonium fuel rod loses all of the useful Plutonium on it. Highly radioactive, but very weak.<br />
|x0.5<br />
|-<br />
|Bananium fuel rod<br />
|A special material rod variant that "grows" bananium ore when it is reacting with Neutrons in a Reactor. It can produce up to 30 ores from 10 initial ore pieces. <br />
Noticably radiactive, extremely hillarious. <br />
|x1.5<br />
|-<br />
|Telecrystal fuel rod<br />
|An illegal material rod that can "grow" telecrystals when it is reacting with Neutrons in a Reactor. It can produce up to 24 telecrystals from 8 initial telecrystals. <br />
Highly radiactive and powerful. Can be purchased for 7 tc in an [[Uplink|Uplink.]]<br />
|x3<br />
|}<br />
To minimize the risk of the reactor going out of control, it is suggested that you check the fuel rods every 40 minutes.<br />
<br />
==What can go wrong==<br />
The AGCNR, like real nuclear reactors, is not perfect. Sometimes, the reaction can get out of control and feedback loops can form which can lead to nuclear disaster. Your first indication of something going wrong is that the ship’s lighting will start to flicker, if you see this happen, you’re going to need to start preparing. Once the reactor spools up to over 100% power, the meltdown will begin. The reactor will start flashing red and the entire ship will be alerted to the danger. <br />
<br />
A meltdown is caused when the reactor gets too hot and overheats, this is the less lethal possibility, as blowouts are far more deadly. To counteract a meltdown, attempt to lower K down to 0. If K will not stabilise, flood the reactor with n2/co2(whatever’s on hand) to help you gain control over the reaction. Check the reactor for damage after bringing it back down to stable levels, as you may need to repair it.<br />
<br />
Blowouts occur when the pressure inside of the coolant loop becomes too great, causing the gas to rupture the reactor itself and spew ash and radioactive material. To counteract a blowout, you need to act quickly. First check for simple sabotages, such as the exit line not being activated or the presence of fire in the coolant line. If the pressure is too great because of a fire or an otherwise excessive amount of gas inside the loop, it's time to either activate the release valve or close the coolant valve into the reactor. The release valve will dump all of the fuel inside the line out to space. '''Ensure you've dumped all of the fuel before refueling the reactor.'''<br />
==Maintenance==<br />
So you’ve started the reactor up, but your job isn’t done yet. ever. You’ve still got to prepare to shut the reactor down, change the rods, and make sure it doesn’t blow up halfway! The higher the K the more power and heat you produce, at 1k it should be stable, but if it’s not, adjust the decimal points.<br />
===Preparing to shutdown the reactor===<br />
First, you have to prepare your shutoff mix, to do this, run over to atmos and fill yourself two cans of co2, do this by turning on the co2 output to mixline, and mix line to the connector. Then, remember to setup atmos if they haven’t already and make sure the moderator is being made (follow the purple line). Now, you should run your cans back over to engineering and place them in the reactor chamber for when you need them. <br />
===Shutting down the reactor===<br />
Once your timer to change the rods is up, go ahead and turn the reactor rod control to 0 K, this will cause the reactions in the reactor to stop, and slowly settle down, while this is happening, you want to insert the co2 cans you prepared into the direct moderator input, and set the moderator to 1000-1500 kpa, this will ration out your 9000kpa odd co2 for shutdown. Once the reactor power is under 20 percent, you are then able to remove the fuel rods. This will shut the reactor down for good, now you want to unwrench your co2 cans, refill them and bring them back again. You are now good to insert new rods into the reactor and start it up again. <b>NOTE: Please keep spent rods away from normal rods, remember to reset the moderator input amount.</b><br />
===Repairing the reactor===<br />
If your reactor gets damaged, either from the pressure or heat, you can repair it with a welding tool and flex tape(damage control kit), this will repair the seals and make sure you don’t blow up next time you start it up.<br />
==Tips==<br />
* Be careful to not exhaust your plasma supply. It is recommended you don't max out the moderator input when youre running plasma + O2, or you're at a tangible risk of running out of those gasses from atmos.<br />
* The reactor consumes moderator gasses very quickly, so keep this in mind before you use permeability gasses for riskier setups.<br />
* You don’t need to shut down the reactor to do maintenance, you only need to bring it down to 20% power.<br />
* Unlike the stormdrive, the temperature of the coolant matters! Don’t forget to set up your coolant loop.<br />
* This engine synergises well with other atmos based engines, try hooking it up to a TEG for free power.<br />
* You can cook food such as steak on the reactor's surface.<br />
* If the reactor makes banging noises, it’s not being actively cooled with coolant, and is taking damage.<br />
==[[File:doubleagent.gif]] Sabotage==<br />
Sabotaging the Nuclear Reactor is incredibly easy to do, but can also be incredibly easy to fix depending on how much effort you put into your handiwork. Make sure there are no <s> competent </s> engineers nearby, roll up your sleeves, and let's get to work. You have a choice of starting either a meltdown or a blowout, with the latter being the deadliest but easiest to fix.<br />
<br />
Meltdown:<br />
* Flood reactor moderator line with plasma, they won't be able to mitigate the reaction with control rods.<br />
* Shut off coolant entirely. Raise control rods.<br />
* Swap all fuel out with spent fuel, as it's way stronger.<br />
Blowout:<br />
* Shut off exit valve for quick overpressure.<br />
* Cause a pipefire in the coolant line (LETHAL).<br />
* Tack heater onto coolant line (can also cause straight meltdown)<br />
[[Category:Guides]]</div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=Station_Goals&diff=32930Station Goals2021-06-01T20:33:21Z<p>Grabowski: Adds the fancy BSA + its not a station</p>
<hr />
<div><s>Station</s> Ship Goals are special long-term objectives for the crew to pursue, which result in very special and powerful machines.<br />
<br />
The Ship Goal for each round is random, and communicated in the Blue Alert report at every communications console.<br />
<br />
=Goals=<br />
<tabs><br />
<tab name="Bluespace Artillery"><br />
==Superliminal Bluespace Artillery==<br />
<br />
[[File:BSA_cinematic.png]]<br />
<br />
To complete this ship goal you'll need to build a functional Bluespace Artillery!<br />
<br />
=== Steps to Complete ===<br />
<br />
# To start with, you'll need to order the circuit boards from cargo; the crate costs 15000 credits and is only unlocked if this is the ship's objective. It can be ordered multiple times.<br />
# Next you need to set up three machine frames '''horizontally''', and another machine frame below the middle, forming a T. When positioning it remember the cannon will destroy everything in front of it, so point it at space and not towards the ship. The cannon will also require a 10 tile wide horizontal space to complete.<br />
# Start [[Machines|building the machines]]. The Artillery Generator is the back part, the Artilery Bore is the front, and the Artillery Fusor goes in the middle. The machine frame below will be the console, and requires no parts.<br />
# Collect the materials to make the machines. The Generator requires 5 [[Quadratic capacitor|Quadratic Capacitor]]s, the Bore requires 5 [[Femto-manipulator|Femto-Manipulator]]s, and the Fusor requires 20 [[Bluespace Crystal]]s.<br />
# After you complete all the parts, use a multitool to link both ends of the artillery to the fusor in the middle. Then use the console to finalize the construction; if the full sprite appears, you now have a functional bluespace artillery.<br />
# Place a wire node under the middle of the cannon.<br />
# Link it to the Console with a multitool.<br />
<br />
=== Benefits ===<br />
<br />
Building the Bluespace Artillery will let you fire it at will! To do so it'll need a lot of power, drawn from the wire under it. If it has power, you can modify how much power it draws, from the Console. It can only fire when it reaches 100% power, but the time of the shot will depend on the power given. The Artillery can be fired from the helm console by [[Bridge Staff]]. Firing it will then obliterate anything in front of the ship. <br />
<br />
Remember to remove anything from in front of the Artillery, unless you enjoy blowing up along with your sweet new weapon.<br />
</tab><br />
<tab name="DNA Vault"><br />
==DNA Vault==<br />
<br />
[[File:Dna_vault_cinematic.gif]]<br />
<br />
To complete this ship goal you'll need to build and stock a DNA Vault!<br />
<br />
=== Steps to Complete ===<br />
<br />
# To start with, you need to order the circuit boards from cargo; the crate costs 12000 credits and is only unlocked if this is the ship objective. It can be ordered multiple times.<br />
# Build a machine frame where you want the vault to be located. It corresponds to the top part seen in the image above. Ideally this should be built on a public or semi-public area to allow anyone to deliver DNA and to get the reward. Insert the board, 5 super capacitors and 5 pico-manipulators, then use a screwdriver on it to build the vault.<br />
# Order at least a DNA Vault Samplers crate from cargo. Each costs 3000 credits and contains 5 DNA probes, which are reusable.<br />
# Use the probes to collect DNA samples! You need:<br />
#* 15-20 animal samples, obtained from scanning simple animals like [[Ian]] or [[slime]]s. Animals have to be of different species. '''Xenobiology is extremely helpful for this'''<br />
#* 20-25 plant samples, obtained from scanning hydroponic trays with ready-to-harvest plants. Plants need to be of different species too; you'll have to [[Guide_to_hydroponics|mutate]] them to reach the quota.<br />
#* 75% of the ship's roundstart population in human samples. The samples do not necessarily have to be of the initial crew, and [[Guide_to_genetics|monkeymen]] can be used as well.<br />
# Upload the samples onto the DNA Vault by using the samplers on it.<br />
# When all the requirements are fulfilled, the DNA Vault will become active, fulfill the goal, and give genetic upgrades for free!<br />
<br />
=== Benefits ===<br />
<br />
When a DNA Vault is complete, everyone who uses it receives a choice between '''two''' of these. Picking one will apply that upgrade permanently. This has no cost and can be done on anyone who visits the Vault.<br />
<br />
* '''Toxin Adaptation:''' Makes the user able to breathe toxins harmlessly, and gives total virus immunity.<br />
* '''Lung Enhancement:''' The user no longer needs to breathe. As a side effect, they'll take brute damage instead of oxygen when in crit.<br />
* '''Thermal Regulation:''' Makes the user fireproof while also causing them to take half burn damage from any source.<br />
* '''Neural Repathing:''' Halves stun times.<br />
* '''Bone Reinforcement:''' Gives a 30% armor bonus to all forms of damage.<br />
* '''Leg Muscle Stimulus:''' Move faster, less effected by slowdowns from wearing things that slow you down when worn<br />
* '''Arm Muscle Stimulus:''' Act faster, less cooldown between actions taken. <s>Powergamer choice</s><br />
</tab><br />
<tab name="Station Shield"><br />
==<s>Station</s> Ship Shield==<br />
<br />
[[File:Meteor_shield.png]]<br />
<br />
[[File:Meteor Point-Defense Satellites.png|thumb|Unactivated satellites]]<br />
<br />
To complete this ship goal you'll need to build a ring of meteor defense satellites!<br><br />
<small>Not to be confused with the [[Guide_to_Ship_Superstructure_and_Armor#Shields|Shield Generator]]!</small><br />
=== Steps to Complete ===<br />
<br />
# To begin, you will probably want to grab a hardsuit from either EVA storage, or engineering department<br />
# As with most other ship goals, the supplies you will need are going to need can be ordered from cargo.<br />
#* The satellite crate, which comes with 3 satellites can be ordered for 3K points<br />
#* The satellite board crate, which comes with the required computer board can be ordered for 5K points.<br />
# I would recommend starting out with the satellite crate as it is both cheaper, and requires some moving around.<br />
# Inside the satellite crate you will find 3 meteor point defense satellites which can only be activated in space, and will act as the shield to protect the ship.<br />
# Take the satellites into space, and activate them around the ship. Some recommended locations are:<br />
#* Near the AI sat, to protect the AI<br />
#* Near to armory, to protect from being open to space<br />
#* Near Reactor, to make sure it doesn't melt down<br />
# Feel free to order more than one sat crate. You can have many satellites online at a time.<br />
# Next, you will need to get the board crate which, contains the board<br />
# In a secure space, such as your office or the brig, construct a machine frame, wrench it down, add the board, and screwdriver it. <br />
# ( It is worth noting that this is definitely the easiest ship goal to get, you require nothing expect cargo points. )<br />
# Finally, the console should be online, and you will be able to use your newfound point-defense satellites!<br />
<br />
=== Benefits ===<br />
<br />
* Fairly straightforward, you don't have to worry about meteors!<br />
* The satellites destroy meteors with pinpoint precision at a high range, no matter the speed or size!<br />
* They also generally reduce the chance of a meteor shower...<br />
* ...unless they're [[emag|emagged]], which will instead significantly increase the chance of meteors!<br />
</tab><br />
</tabs></div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Munitions&diff=32929Guide to Munitions2021-06-01T19:42:14Z<p>Grabowski: /* More Dakka */ adds the fancy BSA</p>
<hr />
<div>Do you long for new experiences? Are you comfortable working under pressure? Do you do well when working with explosives? Like making things go boom? If so, this is the guide for you! If you follow these simple instructions you will be prepared to load and maintain all of the weapons on your assigned vessel and qualified to call yourself a professional Munitions Technician. Be wary though, much like the goalie on a professional soccer team, you're the first one to blame if things go sour in combat, second only to the command staff, but if you can't handle the heat - stay out of the munitions bay.<br />
==Operating the guns==<br />
{{Important|Image=Warningsign.png|Title=No smoking!|Note=Missiles, gunpowder bags and artillery shells blow up very easily, even from the smallest spark. Don't smoke, use welders, etc. in the weapons bay.}}<br />
As a Munitions Technician, munitions assigned squad member, or Master At Arms, your job is to supply and control the various weapons on the ship to make sure they continue firing. This includes 50 Cal. Cannons, Railguns, Artillery cannons, Torpedo tubes, Gauss turrets, and the Automated Missile System (AMS). The faster you can load and prepare these weapons, the faster they can open fire on enemy ships. Do note that not all of the weapons listed here may be on your assigned vessel, so be certain to take inventory at the beginning of a shift and prepare accordingly for each weapon's needs.<br><br />
[[File:TCArtRoom.png|right|thumb|An example of an Artillery bay configuration.]]<br />
===50 Cal. Cannons===<br />
50 Caliber cannons are the lifeblood of short ranged combat, serving as a rapid-fire weapon that is effective at taking down enemy fighters that other weapons may miss and destroying incoming missiles and torpedoes. The cannons are directly controlled by their designated consoles, and can hold 100 rounds of ammo. To control it, simply open the console and start shooting at things.<br />
Luckily for you, loading these cannons is as easy as firing them. Just go to the top deck and insert a new box of ammo into the gun turrets.<br />
===Artillery Cannon (Deck Gun)===<br />
The deck guns are massive cannons that, when operated correctly, can obliterate any enemy in an instant. They fire heavy projectiles which need to be primed before loading and are fueled with gunpowder which is used to propel the ammunition.<br><br />
Loading Naval Artillery goes like this:<br />
# Acquire a projectile, and arm it with a multitool.<br />
# Drag it onto the Payload Loading Gate.<br />
# Acquire the propellant of choice (either gunpowder or plasma-based accelerant), and load it into the Payload Loading Gate.<br />
# Go to the console and hit "Pack from loader". <br />
# Repeat these steps many times if you want a faster shot. You will generally load 3 bags of normal gunpowder.<br />
# Go back to the Console, and hit "Feed Shell".<br />
# Voila! The shell is ready to fire. After the gun has fired - you will hear that anywhere on the ship - repeat these steps<br />
It's important to note that '''there is no limit to how much gunpowder can be loaded at one time''', meaning you can insert only 1 or even 20 bags of powder. Most of the time you'll want to put in a fair amount (about 5 bags or more) of powder as the cannon round travels very slowly without it.<br />
<br />
To see how much power is behind each shot, look on the console. It will tell you how much propellant is packed in, in units called dT. Unpacked shells start out with 25% dT, 1 bag of gunpowder adds 25% dT, and plasma-based accelerant adds 50% dT. You should be aiming to have 100% dT in each shell!<br />
===Autonomous Missile System (AMS)===<br />
The automated missile system is a series of missile tubes linked up to a central computer, this allows it to fire missiles and torpedos automatically at targeted enemies, which are capable of dealing incredible damage and can home in on the enemy ships, making shots almost always guaranteed to hit. Loading the missiles is simple, requiring them to be assembled and then dragged onto the tube. Then walk over to the assigned Ordenance Computer, click "Payload Loaded" then "Payload Chambered". Don't forget to turn off safeties!<br />
<br />
Controlling the AMS is fairly simple, as you can do it with the press of a button. Simply walk over to the AMS control console and select one of two firing modes:<br />
====Anti-ship====<br />
While using the anti-ship firing mode, the targeting system fires its missiles at enemy ships within its detection radius. It will also fire at enemy ships that have been targeted by fighters.<br />
====Countermeasure====<br />
If you select the countermeasure firing mode, the system will prioritize targeting incoming gunfire to avoid the ship getting hit. It also fires at ships within the detection radius if there's no incoming projectiles.<br />
<br />
=== Torpedo Tubes ===<br />
Torpedo tubes are the slower, bulkier counterparts of VLS tubes. Torpedo tubes are slow loading, require maintenance, but are capable of dealing incredible damage and can home in on the enemy ships, making shots almost always guaranteed to hit. They have mostly been replaced by VLS tubes, given their easier maintenance and automation. However, you may still see them on some ships.<br />
<br />
To load a torpedo tube, acquire a pre-made torpedo by dragging one onto a trolley (trolleys have a capacity of 5 torpedos) and bringing it over to the tube. Click on the trolley, click a torpedo to detach it, then drag and drop the torpedo into the tube to begin loading it. Afterward, use the adjacent console and press "Load tray", "Chamber Tray Payload", and finally "Disengage safeties" to finish loading the Torpedo tube. Remember to re-engage the Torpedo tube safeties whenever reloading to prevent damage<br />
<br />
===Gauss Guns===<br />
Gauss guns can be found exclusively on multi-z maps, and fire 300mm Teflon coated tungsten rounds. Unlike other ship weaponry, these are not controlled by [[Bridge Staff]] using the tactical console and are typically manned by Munitions Technicians. Gauss guns require no maintenance.<br />
<br />
To man gauss guns, buckle yourself into the gauss gunner chair and you'll rise into the cockpit above. To fire, click on the overmap to fire a powerful short-range burst. Gauss guns eat through ammo quickly, and you'll ideally want someone below deck keeping you loaded at all times. Loading tungsten rounds is as simple as placing them in a crate, click-dragging it to the loading rack, and sending it up for reloading. Additional slugs can be acquired from a nearby Gauss ammunition dispenser that can be upgraded by science to produce slugs at a faster rate.<br />
<br />
=== Superliminal Bluespace Artillery ===<br />
The Superliminal BSA is a massive machine which can accelerate a bolt of concentrated quark-gluon plasma to superliminal speeds, tearing clean through targets and annihilating everything in its path. It was developed from [[Station Goals|Bluespace Artillery]] cannons acquired in questionable legal way.<br />
<br />
Operating it is simple, maintaining it is harder. It requires a massive amount of power just to fire even once. To input this power, simply go to it's console, set a desired amount of incoming power, and enamble charging.<br />
<br />
'''Ensure that it has a clear firing path to space.'''<br />
<br />
=== Flak cannons ===<br />
Flak cannons fire a large amount of proximity-detonated ammunition at incoming torpedos and missiles. They excel at defending against these forms of weaponry, but they have very limited range.<br />
<br />
Operating them is as simple as inputting a new box of ammo into the rack on the wall.<br />
<br />
==Acquiring ammunition==<br />
This is inevitable, the ship will consume ammo at a rapid rate. If you are out of ammo outside of combat, the following list will instruct you on how to acquire more. If you are out of ammo mid-combat <s> you're fucked </s>, communicate this with CIC and the rest of your team and use what you have left for the other weapons while coordinating with cargo.<br />
===50 Cal./Flak/Deck gun===<br />
These are the easiest ammunition types to acquire. All of these can be bought in crates through cargo for varying amounts of credits. The gunpowder for the deck guns can also be acquired this way.<br>Deck guns do have one exception, if the research has been done it is possible to print new types of gunpowder and bullets using the munitions techfab.<br />
===Torpedoes and Missiles===<br />
Torpedoes and missiles, unfortunately, cannot be ordered fully assembled and must be built by your own oil-covered hands. You need multiple things from cargo - components, casings, and warheads. Standard and armor piercing warheads can be ordered from cargo, but the other types must be researched by science before they can be made in the protolathe. Once you have all of these, turn on that conveyor belt and get this party started!<br />
<br />
These are the steps you need to construct a missile or torpedo:<br />
# Get a casing, either made from metal or ordered from cargo.<br />
# Add the propulsion system.<br />
# Wrench the propulsion into place.<br />
# Add the guidance system.<br />
# Screwdriver the guidance system in place.<br />
# Add the IFF card.<br />
# Screwdriver the card in place.<br />
# Add the warhead.<br />
# Wrench the warhead in place.<br />
# Wire it.<br />
# Wrench once more.<br />
# Weld it all together.<br />
There are a total of six different types of torpedoes you can make. Each serves a different purpose.<br />
* Standard torpedoes are your stock standard torps. They carry an explosive payload that does a fair amount of damage to ships and fighters alike. <br />
* Armor piercing torpedoes are able to do heavy damage to armored targets. Good against large ships. <br />
* Nuclear torpedoes are the most powerful of the explosive torpedoes. They deal devastating damage to anything they hit, but are slower and more expensive than the other torpedo types. Use them wisely, as you won't be able to make more until science researches them. <br />
* Decoy torpedoes don't carry an explosive payload, but can be used to distract an enemy's defensive weapons, giving you a clear shot for your more powerful weapons. <br />
* Freight torpedoes are essentially cargo pods. Load them up and fire them at another ship to deliver the goods. <br />
* Probes are torpedoes strapped with an array of scientific sensors. Firing one of these at an anomaly will generate research for science, and potentially unlock new technology nodes. Don't miss.<br />
Unfortunately it's only possible to construct one type of missile right now.<br />
* High-velocity missiles are the standard missile type, they explode upon making impact and do a moderate amount of damage. <br />
====Autonomous Missile Factory====<br />
[[File:TCMissileRoom.png|right|thumb|The missile factory on the [[Tycoon]]]]<br />
So you thought you had to wrench, weld and wire each missile individually? Of course not! The future is now! There's a quick and easy way to mass-produce missiles available right in the middle of your munitions bay: The factory line.<br />
<br />
The Missile factory consists of three key parts: the conveyor belts, which have usually been slowed down to accommodate for the working speed of the robots. Tool arms, which use specific tools on the casing and are colored grey, and red colored part arms that apply parts such as guidance computers to the missiles.<br />
The robot arms in the factory always apply their effect in the direction the red arrows on their frame are pointing, but can be loaded with parts from any direction. They also have no part holding limit, so you can fill them up with as many parts as you want. <br />
<br />
You can even extend the factory! The parts required for making factory machines can all be printed in the munilathe along with the conveyor belts after their research has been completed.<br />
==Weapon maintenance==<br />
Most weapons require maintenance when they're used too much. You probably want to perform maintenance between each bout of combat.<br><br />
Note: make sure there's nothing in the weapons and that the safeties are on, to prevent unnecessary explosions. <br />
# Unscrew the maintenance hatch on the primary external casing <br />
# Unbolt (wrench) the internal maintenance panel <br />
# Use a crowbar to carefully lever out the internal panel <br />
# Apply 10 units of Oil to the exposed internal machinery, repeat as needed<br />
# Replace (crowbar) and bolt (wrench) the panel, then fix (screwdriver) the hatch back in place<br />
==You're ready==<br />
It may be difficult to swallow all of the information you've read, but don't worry! You'll very rarely be working with all of these weapons at once as you have fellow Munitions Technicians at your side to pick up your slack. Above all, remember to have fun. With a bottle of spray paint, you can do all manner of things - name your torpedo tubes, draw funny faces near the PDC racks, and draw the borderline between the rest of the ship and the newly independent Munitia.<br />
==More Dakka==<br />
Is the ships just floating around in friendly space? Are all the guns loaded and you have nothing better to do? Or are those glorified laser pointers simply not enough? Fear not, because now you can even BUILD more guns! From the smallest .50 cal to the largest Railgun, you can outfit your ship with all the firepower.<br />
<br />
'''Disclaimer:''' this is ADVANCED munitions knowledge, you don't need to know this to be a good [[Munitions Technician]]. If you know this, all the better for you, but first time MTs shouldn't read this, as the knowledge told up above is more than enough. Also, most ships come equipped with all the necessary weapons to defend themselves, so building new ones should only be a side job.<br />
<br />
With that out of the way, here are a few tips if you want to arm your ship:<br />
*To build ''any'' weapon, you will need circuits that are researched by [[Scientist|R&D]]. These techs are costly, and are a good way down the tech tree, so don't expect them to be ready fast.<br />
*All big guns (Torp tubes, Railguns, VLS tubes) will need a Munitions Computer linked to them. These computers are researched along other weapon parts, and can be [[Guide_to_construction#Computers|constructed like a normal computer]]. To link them, use a multitool on the built weapon first, then the computer, and select the desired option.<br />
**Naval Artillery '''DOES NOT''' need a munitions computer.<br />
*Don't overestimate how much ammo you have. Because while making the ship into a giant sniper rifle with 20 NACs might be fun, cargo WILL swiftly run dry of credits trying to supply you with ammo. 30 .50 caliber guns WILL destroy all the Torpedoes launched at you, but the crew will easily go deaf from all the pom-pom-pom.<br />
**For this reason, giving the [[Master_At_Arms|Munitions budget card]] to cargo is highly recommended.<br />
Here is how you can construct ship weaponry:<br />
=== .50 cal gun ===<br />
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"<br />
!rowspan="2" style='background-color:#cce6ff;'|[[File:50 cal.png]]<br>.50 cal<br />
! style='background-color:#99ccff; width:20%'|Requires to build<br />
! style='background-color:#99ccff'|How to build<br />
|-<br />
|[[File:Metal.png|Metal]]x35<br>[[File:Titaniumdone.png|Titanium]]x20<br>[[File:Copperdone.png|Copper]]x10<br>[[File:CableCoils.png|Cable]]x5<br>[[File:Circuitboard.png|.50 cal turret board]].50 cal turret board<br>[[File:Wrench.png|Wrench]]<br>[[File:Screwdriver_tool.png|Screwdriver]]<br />
|style="vertical-align: top; padding: 10px;"|<br />
# Build and wire a Machine Frame from '''5 metal'''<br />
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.<br />
# Add the '''Circuit board'''<br />
# Add '''20 titanium'''<br />
# Add '''30 metal'''<br />
# Add '''10 copper'''<br />
# Add '''5 cable'''<br />
# '''Screwdriver''' it to finish the machine<br />
# Hit it with a '''Multitool'''<br />
# Build a '''50 cal turret console'''<br />
## [[Guide_to_construction#Machines|Built like any other computer]]<br />
# Hit the console with the '''Multitool''' to link it to the turret<br />
<br><br />
|-<br />
!colspan="3" style="background-color:#99ccff"|How to deconstruct<br />
|-<br />
!colspan="1" style='background-color:#99ccff; width:20%'|Tools<br />
|rowspan="2" colspan="3"|<br />
# '''Unload''' the gun either by shooting all the bullets, or by removing the magazine by hand<br />
# '''Screw''' the maintenance panel out<br />
# '''Wrench''' the inner casing<br />
# '''Pry''' the casing out<br />
## Note: The weapon can now be lubricated<br />
# '''Beat it apart''' with any other tool<br />
|-<br />
|colspan="1" style="text-align: center;"|<br />
[[File:Wrench.png|Wrench]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Crowbar.png|Crowbar]]<br><br />
|}<br />
=== Torpedo Tube ===<br />
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"<br />
!rowspan="2" style='background-color:#cce6ff;'|[[File:Torptube.png]]<br>Torpedo Tube<br />
! style='background-color:#99ccff; width:20%'|Requires to build<br />
! style='background-color:#99ccff'|How to build<br />
|-<br />
|[[File:Metal_r.png|Plasteel]]x4<br>[[File:Nanoglass.png|Nanocarbon glass]]x6<br>[[File:FiringBoard.png|Firing Electronics]]x1<br>[[File:Welder.png|Welding tool]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Wrench.png|Wrench]]<br><br />
|style="vertical-align: top; padding: 10px;"|<br />
# Build Torpedo Tube frame from 4 '''Plasteel Sheets'''<br />
# '''Wrench''' it into place<br />
# '''Weld''' it to the floor<br />
# Add the '''Nanocarbon glass''' for the barrel<br />
# '''Wrench''' the barrel in<br />
# '''Wire''' the frame<br />
# Add the '''Firing Electronics'''<br />
# '''Screw''' the electronics in<br />
# Add the '''Nanocarbon glass''' for the door<br />
# '''Wrench''' the door in place<br />
# '''Screw''' the maintenance hatch<br />
<br><br />
|-<br />
!colspan="3" style="background-color:#99ccff"|How to deconstruct<br />
|-<br />
!colspan="1" style='background-color:#99ccff; width:20%'|Tools<br />
|rowspan="2" colspan="3"|<br />
# '''Screw''' the maintenance panel out<br />
# '''Wrench''' the inner casing<br />
# '''Pry''' the casing out<br />
## Note: The weapon can now be lubricated<br />
# '''Unscrew''' the door frame<br />
# '''Wrench''' the door out<br />
# '''Pry''' the door out of the frame<br />
# '''Unscrew''' the electronics<br />
# '''Pry''' the electronics out of their place<br />
# '''Cut''' the wires away<br />
# '''Unbolt''' the barrel<br />
# '''Pry''' the barrel out<br />
# '''Unweld''' the frame from the floor<br />
# '''Unbolt''' the frame<br />
# '''Weld''' the frame apart<br />
|-<br />
|colspan="1" style="text-align: center;"|<br />
[[File:Wrench.png|Wrench]]<br>[[File:Welder.png|Welding tool]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Crowbar.png|Crowbar]]<br>[[File:Wirecutters.png|Wirecutter]]<br />
|}<br />
=== VLS launch tube ===<br />
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"<br />
!rowspan="2" style='background-color:#cce6ff;'|[[File:AMS tube.png]]<br>VLS launch tube<br />
! style='background-color:#99ccff; width:20%'|Requires to build<br />
! style='background-color:#99ccff'|How to build<br />
|-<br />
|[[File:Metal.png|Metal]]x35<br>[[File:Titaniumdone.png|Titanium]]x20<br>[[File:Copperdone.png|Copper]]x20<br>[[File:CableCoils.png|Cable]]x10<br>[[File:Circuitboard.png|VLS launch tube board]]VLS launch tube board<br>[[File:Wrench.png|Wrench]]<br>[[File:Screwdriver_tool.png|Screwdriver]]<br />
|style="vertical-align: top; padding: 10px;"|<br />
# Build and wire a Machine Frame from '''5 metal'''<br />
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.<br />
# Add the '''Circuit board'''<br />
# Add '''20 titanium'''<br />
# Add '''30 metal'''<br />
# Add '''20 copper'''<br />
# Add '''10 cable'''<br />
# '''Screwdriver''' it to finish the machine<br />
<br><br />
|-<br />
!colspan="3" style="background-color:#99ccff"|How to deconstruct<br />
|-<br />
!colspan="1" style='background-color:#99ccff; width:20%'|Tools<br />
|rowspan="2" colspan="3"|<br />
# '''Screw''' the maintenance panel out<br />
# '''Wrench''' the inner casing<br />
# '''Pry''' the casing out<br />
## Note: The weapon can now be lubricated<br />
# '''Beat it apart''' with any other tool<br />
|-<br />
|colspan="1" style="text-align: center;"|<br />
[[File:Wrench.png|Wrench]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Crowbar.png|Crowbar]]<br><br />
|}<br />
=== Naval Artillery ===<br />
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"<br />
!rowspan="2" style='background-color:#cce6ff;'|[[File:Deck gun.png]]<br>[[File:Deck gun building.png|160px|A possible arrangement of the Deck Gun's part, with the individual parts highlighted for you]]<br>Naval Artillery<br />
! style='background-color:#99ccff; width:20%'|Requires to build<br />
! style='background-color:#99ccff'|How to build<br />
|-<br />
|[[File:Titaniumdone.png|Titanium]]x120<br>[[File:Metal_r.png|Plasteel]]x22<br>[[File:Metal.png|Metal]]x25<br>[[File:Nanoglass.png|Nanocarbon glass]]x4<br>[[File:Copperdone.png|Copper]]x50<br>[[File:Diamonddone.png|Diamond]]x5<br>[[File:CableCoils.png|Cable]]x34<br>[[File:FiringBoard.png|Firing Electronics]]x1<br>[[File:Capacitor.png|Capacitator]]x4<br>[[File:Circuitboard.png|Deck gun core board]]Deck gun core board<br>[[File:Circuitboard.png|Deck gun payload gate board]]Deck gun payload gate board<br>[[File:Circuitboard.png|Deck gun powder gate board]]Deck gun powder gate board<br>[[File:Circuitboard.png|Deck gun auto elevator board]]Deck gun auto elevator board<br>[[File:Circuitboard.png|Deck gun loading computer board]]Deck loading computer board<br>[[File:Welder.png|Welding tool]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Wrench.png|Wrench]]<br><br />
|style="vertical-align: top; padding: 10px;"|<br />
# Designate a '''3 x 3''' space with a '''free tile on the floor above it''' for your gun<br />
==== Building the indoors, multitile part ====<br />
# Build and wire a Machine Frame from '''5 metal''' in the middle for your Core<br />
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.<br />
# Build and wire ''at least three'' Machine Frames and a Computer frame from '''20 metal''' around your Core, these will be the other parts of your Deck Gun<br />
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.<br />
## Note: Which machine frame will become which machine does not matter, only that they are next to the core<br />
# Add the '''Deck gun core board''' to the machine frame in the ''middle''<br />
## Marked on the picture with ''Red''<br />
# Add '''20 titanium''' and '''5 cable'''<br />
# '''Screwdriver''' to finish the core<br />
# Add the '''Deck gun payload gate board'''<br />
## Marked on the picture with ''Blue''<br />
# Add '''40 titanium''', '''10 cable''' and '''10 copper'''<br />
# Add a '''Railgun rail'''<br />
## Note: Can be made from 1 duranium<br />
# Add the '''Loading tray'''<br />
## Note: It's made from 10 metal<br />
# '''Screwdriver''' to finish the payload gate<br />
# Add the '''Deck gun powder gate board'''<br />
## Marked on the picture with ''Purple''<br />
## Building more of these machines does not increase the number of gunpowder that can be inserted, as you can insert multiple from just one gate<br />
# Add '''20 titanium''', '''5 cable''' and '''20 copper'''<br />
# '''Screwdriver''' to finish the gate<br />
# Add the '''Deck gun auto elevator board'''<br />
## Marked on the picture with ''Yellow''<br />
# Add '''40 titanium''', '''10 cable''', '''20 copper''' and '''5 diamonds'''<br />
# '''Screwdriver''' to finish the elevator<br />
# Build a '''chair''' from any material<br />
## Marked on the picture with ''White''<br />
## ANY chair will do<br />
# Add the '''Deck gun loading computer board''' to the Computer frame<br />
## Marked on the picture with ''Green''<br />
# Finish the construction '''[[Guide_to_construction#Computers|like usual]]'''<br />
# If all machines are done, hit the Core with a '''Multitool''' to have it scan for nearby machines<br />
==== Building the outdoors part ====<br />
# Go to the deck '''above you''', on the '''same spot as your Core'''<br />
## Use a GPS<br />
# Build a Deck gun frame from '''20 plasteel'''<br />
# '''Wrench''' it to the ground<br />
# '''Weld''' it down<br />
# Add a '''Mac Barrel'''<br />
## Note: Can be made from 1 duranium<br />
# '''Weld''' the barrel in<br />
# Add insulation made from 4 '''nanocarbon glass'''<br />
# '''Wrench''' the insulation in<br />
# Add 4 '''Capatitor'''<br />
# '''Screw''' the capacitors in<br />
# Add 4 '''wires'''<br />
# '''Weld''' the wiring down<br />
# Add the '''firing electronics'''<br />
# '''Screw''' the electronics in<br />
# Add 2 '''plasteel'''<br />
# Add the '''Loading tray'''<br />
##Note: It's made from 10 metal<br />
# Hit it with a '''Multitool''' to link it to the core beneath it<br />
<br><br />
|-<br />
!colspan="3" style="background-color:#99ccff"|How to deconstruct<br />
|-<br />
!colspan="1" style='background-color:#99ccff; width:20%'|Tools<br />
|rowspan="2" colspan="3"|<br />
The frame can be deconstructed this way:<br />
# '''Screw''' the maintenance panel out<br />
# '''Wrench''' the inner casing<br />
# '''Pry''' the casing out<br />
## Note: The weapon can now be lubricated<br />
The machines can be deconstructed this way:<br />
# '''Screw''' the maintenance panle out<br />
# Remove the components and the circuit board with a '''crowbar'''<br />
# '''Cut''' the wires out<br />
# '''Unwrench''' the frame from the ground<br />
# Dissasemble the frame with a '''screwdriver'''<br />
|-<br />
|colspan="1" style="text-align: center;"|<br />
[[File:Wrench.png|Wrench]]<br>[[File:Welder.png|Welding tool]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Crowbar.png|Crowbar]]<br>[[File:Wirecutters.png|Wirecutter]]<br />
|}<br />
=== Superliminal Bluespace Artillery ===<br />
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"<br />
!rowspan="2" style='background-color:#cce6ff;'|[[File:Ship BSA.png]]<br>Superliminal Bluespace Artillery<br />
! style='background-color:#99ccff; width:20%'|Requires to build<br />
! style='background-color:#99ccff'|How to build<br />
|-<br />
|[[File:Metal.png|Metal]]x15<br>[[File:CableCoils.png|Cable]]x6<br>[[File:Quadratic Capacitor.gif|Quadratic Capacitor]]x5<br>[[File:Femto Manipulator.gif|Femto Manipulator]]x5<br>[[File:Bluespace Crystal.png|Bluespace Crystal]]x20<br>[[File:Circuitboard.png|BSA generator circuitboard]]Bluespace Artillery generator circuitboard<br>[[File:Circuitboard.png|BSA fusor circuitboard]]Bluespace Artillery fusor circuitboard<br>[[File:Circuitboard.png|BSA bore circuitboard]]Bluespace Artillery bore circuitboard<br>[[File:Wrench.png|Wrench]]<br>[[File:Screwdriver_tool.png|Screwdriver]]<br />
|style="vertical-align: top; padding: 10px;"|<br />
# Build and wire three Machine Frames next to eachother from '''15 metal'''<br />
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.<br />
##Ensure that there is at least 10 tiles of space next to the three machines horizontally, and that when the BSA fires, it will destroy everything in front of it.<br />
# Add the '''Circuit boards'''<br />
## The ''Generator'' goes on the back, the ''Fusor'' goes on the middle and the ''Bore'' goes on the front<br />
# Add '''20 Bluespace Crystals''' to the Fusor<br />
# Add '''5 Quadratic Capacitors''' to the Generator<br />
# Add '''5 Femto Manipulators''' to the Bore<br />
# Add '''2 cable''' to each machine<br />
# '''Screwdriver''' it to finish the machines<br />
# Build the '''BSA control console'''<br />
## [[Guide_to_construction#Machines|Built like any other computer]]<br />
# Finish the construction on the console.<br />
# Place a wire node under the BSA<br />
## The node needs to be under one of the tiles which the BSA occupies, thus you cannot walk over it. It needs to be under one of the tiles in the middle of the cannon.<br />
## You may need to move the console for this. If you did, you can relink it to the cannon with a multitool.<br />
# '''Make sure that there is absolutely nothing in front of the weapon.''' If it hits something while firing, it will make a massive explosion, killing you and the BSA itself.<br />
<br><br />
|}<br />
----<br />
As said before, this is advanced stuff, usually you don't need to build new guns, and it's one hell of a job to try and keep them all loaded. But it does take up the downtime that you otherwise would have spent in the bar, and some <s> weird </s> people might find it fun.<br />
<br />
<font size=1>*Nanotrasen brand gunpowder is not suitable for use in hot or burning environments, keep away from children with lighters.</font><br />
[[Category:Guides]]</div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=File:Ship_BSA.png&diff=32928File:Ship BSA.png2021-06-01T18:55:13Z<p>Grabowski: </p>
<hr />
<div></div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=Template:Guides&diff=32927Template:Guides2021-06-01T18:45:20Z<p>Grabowski: Adds the guide to enemy types</p>
<hr />
<div>{| border="1" cellpadding="5" cellspacing="0" style="background-color:#FFFFFF"<br />
|-<br />
| colspan="10" style="text-align: right;" | '''The NSV13 [[Guides|Library]]''' [[File:NSVBannerGuide.png|299px|link=Guides]]<br />
|-<br />
<br />
|-<br />
| style="text-align: center; background: #898787" | '''Starter'''<br />
| style="text-align: center; background: #92b26d" | '''Recreational'''<br />
| style="text-align: center; background: #8cbcd6" | '''Medical'''<br />
| style="text-align: center; background: #ba9b67" | '''Engineering'''<br />
| style="text-align: center; background: #a885a2" | '''Science'''<br />
| style="text-align: center; background: #AF6365; color: white;" | '''Security'''<br />
| style="text-align: center; background: #FF7F00;" | '''Munitions'''<br />
| style="text-align: center; background: black; color: white;" | '''Antagonists'''<br />
| style="text-align: center; background: #bc5c58" | ''' Silicon '''<br />
| style="text-align: center;" | '''Misc.'''<br />
|-<br />
<br />
|-<br />
| style="vertical-align:top;"|<br />
* [[Starter guide|Tutorial]]<br />
* [[Rules|The Rules]]<br />
* [[Keyboard Shortcuts]]<br />
* [[HUD|Guide to HUD Icons]]<br />
* [[Job selection and assignment|Job Selection and Assignment]]<br />
* [[Terminology]]<br />
* [[Frequently Asked Questions]]<br />
* [[Guide to avoiding bans|Guide to Avoiding Bans]]<br />
* [[Squads]]<br />
<br />
| style="vertical-align:top; |<br />
*[[Standard Operating Procedure]]<br />
*[[Guide to Cargo]]<br />
*[[Guide to food and drinks|Guide to Food and Drinks]]<br />
*[[Guide to hydroponics|Guide to Hydroponics]]<br />
*[[Guide to plants|Guide to Plants]]<br />
*[[Songs|Guide to Playing Music]]<br />
*[[Guide to paperwork|Guide to Paperwork]]<br />
<br />
| style="vertical-align:top;"|<br />
*[[Guide to medicine|Guide to Medicine]]<br />
*[[Guide to chemistry|Guide to Chemistry]]<br />
*[[Chemical recipes|Chemical Recipes]]<br />
*[[Grenade|Guide to Grenade Construction]]<br />
*[[Guide to genetics|Guide to Genetics]]<br />
*[[Infections|Guide to Diseases]]<br />
*[[Surgery|Guide to Surgery]]<br />
*[[Guide to Traumas]]<br />
<br />
| style="vertical-align:top;"|<br />
*[[Guide to construction|Guide to Construction]]<br />
*[[Guide to advanced construction|Guide to Machine Construction]]<br />
*[[Guide to the Stormdrive Engine]]<br />
*[[Guide to the Nuclear Reactor]]<br />
*[[Gas_turbine|Guide to the Gas Turbine]]<br />
*[[Solars|Guide to the Solars]]<br />
*[[Guide to power|Guide to Power]]<br />
*[[Guide to Atmospherics]]<br />
*[[Guide to Telecommunications]]<br />
*[[Hacking|Guide to Hacking]]<br />
*[[Guide_to_wire_art|Guide to Laying Wires]]<br />
*[[Guide to Ship Superstructure and Armor]]<br />
<br />
| style="vertical-align:top;"|<br />
*[[Guide to Research and Development]]<br />
*[[Guide to robotics|Guide to Robotics]]<br />
*[[Guide to toxins|Guide to Toxins]]<br />
*[[Guide to xenobiology|Guide to Xenobiology]]<br />
*[[Guide to Nanites]]<br />
<br />
| style="vertical-align:top;"|<br />
*[[Space Law]]<br />
*[[Standard Operating Procedure]]<br />
*[[Guide to security|Guide to Security]]<br />
*[[Shitcurity|Guide to Shitcurity (What NOT to do)]]<br />
*[[Guide to Trials]]<br />
*[[Guide to Combat]]<br />
<br />
| style="vertical-align:top;"|<br />
*[[Guide to Fighters]]<br />
*[[Guide to Munitions]]<br />
*[[Bridge Staff|Guide to Piloting the Ship]]<br />
*[[A crash course in FTL-ing]]<br />
*[[Guide to enemy types]]<br />
<br />
| style="vertical-align:top;"|<br />
*[[Traitor|How to be a No Good Dirty Traitor]]<br />
*[[Guide to Combat]]<br />
*[[Syndicate Items]]<br />
*[[Illicit Access|Guide to Illicit Access]]<br />
*[[Revolution|Guide to Revolution]]<br />
*[[Cult Basics|Blood Cults for the Uninitiated]]<br />
*[[Clockwork Cult|Reebian Literature: How the Clock Ticks]]<br />
*[[Syndicate guide|Top Secret: Nuclear Operative's Field Guide]]<br />
*[[Guide to malfunction|Guide to Malfunction]]<br />
*[[Xenos|How to Play an Alien]]<br />
<br />
| style="vertical-align:top;"|<br />
*[[Cyborg|Guide to Being a Cyborg]]<br />
*[[AI|Guide to Being the AI]]<br />
*[[Ai Modules|Guide to AI Modules]]<br />
*[[Rules/Silicon Policy|Guide to Silicon Policy]]<br />
*[[Keyboard_Shortcuts#Hotkeys_for_the_AI_and_Cyborgs|AI and Cyborg Keyboard Shortcuts]]<br />
<br />
| style="vertical-align:top;"|<br />
*[[Guide to Awesome Miscellaneous Stuff]]<br />
*[[Creatures|Creatures (Player controlled beings)]]<br />
*[[Critters|Critters (Game controlled beings)]]<br />
*[[Guide to races|Guide to Races]]<br />
*[[Random events|Random Events]]<br />
*[[Guide_to_wire_art|Guide to Wire Art]]<br />
*[[Makeshift weapons|Makeshift Weapons]]<br />
<br />
|- <br />
| colspan="10" |[[:Category:Guides|Find more Guides here]]<br />
|-<br />
|}<noinclude>[[Category:Templates]]</noinclude></div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=Guides&diff=32926Guides2021-06-01T18:43:42Z<p>Grabowski: /* Munitions Guides */ Adds the guide to enemy types</p>
<hr />
<div>== Starter Guides ==<br />
Guides made to make your first steps on the station a lot easier (and to remind you older players about some things).<br />
<br />
*[[File:Paper.png|link=Starter guide]] [[Starter guide|Tutorial]]<br />
*[[File:Lawbook.png|link=Rules]] [[Rules|The Rules]]<br />
*[[File:OpCom.png|link=Keyboard Shortcuts]] [[Keyboard Shortcuts]]<br />
*[[File:hudcaptain-dummy.png|32px|middle|Link=HUD]] [[HUD|Guide to HUD Icons]]<br />
*[[File:Pen.png|link=Job selection and assignment]] [[Job selection and assignment|Job Selection and Assignment]]<br />
*[[File:Terminology.png|link=Terminology]] [[Terminology]]<br />
*[[File:Paper.png|link=Frequently Asked Questions]] [[Frequently Asked Questions]]<br />
*[[File:Lawbook.png|Guide to avoiding bans]] [[Guide to avoiding bans|Guide to Avoiding Bans]]<br />
*[[File:Multiphase_gun_stun.gif|Guide to Head of Staff Equipment]] [[Guide to Head of Staff Equipment]]<br />
*[[File:Lawbook.png|link=Job specific guidelines]] [[Job specific guidelines]]<br />
*[[File: Squad lanyard.png|link=Squads]][[Squads]]<br />
<br />
==Service Guides==<br />
<br />
*[[File:Lawbook.png|link=Standard Operating Procedure]] [[Standard Operating Procedure]]<br />
*[[File:ToxinsSpecial.gif|link=Guide to food and drinks]] [[Guide to food and drinks|Guide to Food and Drinks]]<br />
*[[File:Banana.png|link=Guide to hydroponics]] [[Guide to hydroponics|Guide to Hydroponics]]<br />
*[[File:Piano.png|link=Piano]] [[Songs|Guide to Playing Music]]<br />
*[[File:Paper.png|link=Guide to paperwork]] [[Guide to paperwork|Guide to Paperwork]]<br />
*[[File:GrayCrate.png|link=Supply_crates]] [[Supply crates|Guide to Cargo]]<br />
<br />
== Medical Guides ==<br />
Guides for keeping the crew alive.<br />
<br />
*[[File:SMed.png|link=Guide to medicine|Guide to Medicine]] [[Guide to medicine|Guide to Medicine]]<br />
*[[File:Beaker.png|link=Guide to chemistry|Guide to Chemistry]] [[Guide to chemistry|Guide to Chemistry]]<br />
*[[File:Blender.png|link=Guide to Ghetto Chemistry]] [[Guide to Ghetto Chemistry]]<br />
*[[File:Hudchem.png|16px|link=Chemical recipes|Chemical Recipes]] [[Chemical recipes|Chemical Recipes]]<br />
*[[File:Flashbang.gif|link=Grenade|Guide to Grenade Construction]] [[Grenade|Guide to Grenade Construction]]<br />
*[[File:Healthanalyzer.png|link=Guide to genetics|Guide to Genetics]] [[Guide to genetics|Guide to Genetics]]<br />
*[[File:hudill.png|16px|link=Infections|Guide to Diseases]] [[Infections|Guide to Diseases]]<br />
*[[File:Scalpel.png|link=Surgery|Guide to Surgery]] [[Surgery|Guide to Surgery]]<br />
*[[File:Brain.png|link=Guide to Traumas]] [[Guide to Traumas]]<br />
<br />
== Engineering Guides ==<br />
Guides for constructing, repairing and keeping the station hospitable.<br />
<br />
*[[File:Wrench.png|link=Guide to construction]] [[Guide to construction|Guide to Construction]]<br />
*[[File:Machine Frame.png|link=Guide to advanced construction]] [[Guide to advanced construction|Guide to Machine Construction]]<br />
*[[File:CableCoils.png|link=Solars]] [[Solars|Guide to the Solars]]<br />
*[[File:stage1.gif|link=Singularity Engine]] [[Singularity Engine|Guide to the Singularity Engine]]<br />
*[[File:Tesla.gif|link=Tesla Engine]] [[Tesla Engine|Guide to the Tesla Engine]]<br />
*[[File:Supermatter shard.png|link=Guide to the Supermatter]] [[Guide to the Supermatter]]<br />
*[[File:Wrench.png|link=Guide to the Antimatter]] [[Antimatter Engine|Guide to the Antimatter]]<br />
*[[File:Turbine.gif|link=Guide to the Gas Turbine]][[Gas_turbine|Guide to the Gas Turbine]]<br />
*[[File:APC2.gif|link=APC]] [[Guide to power|Guide to Power]]<br />
*[[File:AirAlarm.png|link=Atmospherics]] [[Guide to Atmospherics]]<br />
*[[File:Headset.png|link=Guide to Telecommunications]] [[Guide to Telecommunications]]<br />
*[[File:StormdriveOn.gif|32px|link=Guide to the Stormdrive Engine]] [[Guide to the Stormdrive Engine]]<br />
*[[File:CableCoils.png|link=Guide to wire art]] [[Guide to wire art|Guide to laying wires]]<br />
*[[File:Warningsign.png|32px|link=Guide to the Nuclear Reactor]][[Guide to the Nuclear Reactor]]<br />
*[[File:Generic engineer.png|32px|link=Guide to Ship Superstructure and Armor]][[Guide to Ship Superstructure and Armor]]<br />
<br />
== Science Guides ==<br />
Guides on how to SCIENCE!<br />
<br />
*[[File:Disk.gif|link=Guide to Research and Development]] [[Guide to Research and Development]]<br />
*[[File:Generic borg.png|link=Guide to robotics]] [[Guide to robotics|Guide to Robotics]]<br />
*[[File:Explosivebombthatgoesboom.png|link=Guide to toxins]] [[Guide to toxins|Guide to Toxins]]<br />
*[[File:Baby_slime.gif|link=Guide to xenobiology]] [[Guide to xenobiology|Guide to Xenobiology]]<br />
*[[File:Telescience.gif|link=Guide_to_telescience]] [[Guide_to_telescience|Guide to Telescience]]<br />
*[[File:Nanitechambercontrol.png|link=Guide to Nanites]] [[Guide to Nanites]]<br />
<br />
== Security Guides ==<br />
These guides will help you keep peace on the station.<br />
<br />
*[[File:lawbook.png|link=Space Law]] [[Space Law]]<br />
*[[File:Paper.png|link=Standard Operating Procedure]] [[Standard Operating Procedure]]<br />
*[[File:Generic_lawyer.png|link=Guide to Trials]] [[Guide to Trials]]<br />
*[[File:Securityforce.png|link=Guide to security]] [[Guide to security|Guide to Security]]<br />
*[[File:Donut.png|link=Shitcurity]] [[Shitcurity|Guide to Shitcurity (What NOT to do)]]<br />
<br />
== Munitions Guides ==<br />
Guides on how to make torp and fire missile.<br />
*[[File:Torp.png|link=Guide to Munitions]] [[Guide to Munitions]]<br />
*[[File:AIfighter.png|link=Guide to Fighters]] [[Guide to Fighters]]<br />
*[[File:Generic_bridgestaff.png|link=Bridge Staff]] [[Bridge Staff|Guide to piloting the ship]]<br />
*[[File:FTL computer.png|link=A crash course in FTL-ing]][[A crash course in FTL-ing]]<br />
*[[File:Balloon.png|link=Guide to enemy types]][[Guide to enemy types]]<br />
<br />
== Antagonist Guides ==<br />
By now you've probably noticed that most of the job and/or location -pages have the last chapter dedicated to tips for antagonists. Here are a few guides dedicated to that.<br />
<br />
*[[File:Syndicateforce.png|link=Traitor]] [[Traitor|How to be a No Good Dirty Traitor]]<br />
*[[File:Boarder.png|link=Syndicate Drop Trooper]] [[Syndicate Drop Trooper|Going on a field trip]]<br />
*[[File:changeling.gif|link=Changeling]] [[Changeling|Becoming one with the enemy]]<br />
*[[File:Wirecutters.png|link=Hacking]] [[Hacking|Guide to Hacking]]<br />
*[[File:BlueToolbox.png|Link=Guide to Combat]] [[Guide to Combat]]<br />
*[[File:Syndicate_uplink.png|link=Syndicate Items]] [[Syndicate Items]]<br />
*[[File:Id_regular.png|link=Illicit Access]] [[Illicit Access|Guide to Illicit Access]]<br />
*[[File:Rev.png|32px|link=Revolution]] [[Revolution|Guide to Revolution]]<br />
*[[File:Cult.png|link=Cult Basics]] [[Cult Basics|Blood Cults for the Uninitiated]]<br />
*[[File:Wallgear.png|link=Clockwork Cult]] [[Clockwork Cult|Reebian Literature: How the Clock Ticks]]<br />
*[[File:Wizhat.PNG|link=Wizard]] [[Wizard|The basic principles of magic]]<br />
*[[File:Nuke.gif|link=Syndicate guide]] [[Syndicate guide|Top Secret: Nuclear Operative's Field Guide]]<br />
*[[File:Malf AI.gif|link=Guide to malfunction]] [[Guide to malfunction|Guide to Malfunction]]<br />
*[[File:Alien.png|link=Xenos]] [[Xenos|How to Play an Alien]]<br />
<br />
== Development and Contribution Guides ==<br />
Guides to help you improve the game, wiki and such.<br />
<br />
{{Template:Devguides}}<br />
<br />
== Other Guides ==<br />
These guides didn't fit into any other category.<br />
<br />
*[[File:Module.png|link=Ai Modules]] [[Ai Modules|Guide to AI Modules]]<br />
*[[File:AI.gif|link=Silicon Policy]] [[Silicon Policy|Guide to Silicon Policy]]<br />
*[[File:Clown.png|link=Guide to Awesome Miscellaneous Stuff]] [[Guide to Awesome Miscellaneous Stuff]]<br />
*[[File:Wraith.png|link=Creatures]] [[Creatures|Creatures (Player controlled beings)]]<br />
*[[File:Carp.gif|link=Critters]] [[Critters|Critters (Game controlled beings)]]<br />
*[[File:Medilizard.png|link=Guide to races]] [[Guide to races|Guide to Races]]<br />
*[[File:Meteor.gif|link=Random events]] [[Random events|Random Events]]<br />
*[[File:Stunprod.png|link=Makeshift weapons]] [[Makeshift weapons|Makeshift Weapons]]<br />
*[[File:Syndicate_tome.png|link=Deep Lore]] [[Deep Lore]]<br />
*[[File:Turret.PNG|link=Auxiliary Base Construction]] [[Auxiliary Base Construction]]<br />
*[[File:CableCoils.png]][[Guide_to_wire_art|Guide to Wire Art]]<br />
<br />
<br />
{{Guides}}<br><br><br />
<br />
[[Category:Guides]]</div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=Bridge_Staff&diff=32925Bridge Staff2021-06-01T18:38:00Z<p>Grabowski: Updates for newernitions</p>
<hr />
<div>{{Infobox_jobs<br />
|headerbgcolor = darkblue<br />
|headerfontcolor = white<br />
|bgcolor = lightblue<br />
|image = Generic_bridgestaff.png<br />
|jobtitle = Bridge Staff<br />
|caption = "CHARGE THE FTL DRIVE GODDAMNIT"<br />
|access = [[Bridge]]<br />
|access2 = [[Maintenance]], [[Engineering]]<br />
|difficulty = Medium<br />
|supervisors = [[Executive Officer]]<br />
|rank = Ensign ('''ENS''')<br />
|duties = Pilot the ship, Miss all your shots, Never know when to pull back from a fight, Get the ship boarded by [[Syndicate]]. Somehow survive when CIC gets bombed.<br />
|guides = [[Guide to enemy types]], [[A crash course in FTL-ing| Guide to using the FTL console]]<br />
}}<br />
Your primary task aboard your assigned vessel is to operate the systems that the [[Ship Engineer|engineers]] and [[Guide_to_Munitions|munitions techs]] maintain and feed. These include piloting the ship and operating most of the weapons through two consoles in CIC - the '''Flight Control Console''' and the '''Tactical Systems Console'''. Use '''Ctrl + Scroll Wheel''' to zoom out when viewing the overmap through these consoles.<br />
=The DRADIS=<br />
This is the ship's pair of eyes, a medium-range sensor suite that can identify targets at short range and see them coming from a fairly long range. Multiple individuals can use the DRADIS console at any given time and it is a requirement to effectively pilot the ship or aim the guns. Because of this it's possible to have the Dradis console open alongside other consoles, which is the intended way to use it.<br><br />
Apart from having a single detection radius, it is also possible to switch to a sonar mode. This mode makes the dradis send out a ping every few seconds, which then reveals '''every ship in the system'''. Of course such a powerful tool comes with a huge downside, when the sonar is active every ship in the system can detect the pings and thus know where you are. Usually it is best to only reserve the sonar for hunting down stealth ships at the end of the fight to avoid having to fight the entire fleet all at once.<br />
=The Flight Control Console=<br />
The operator of this console is responsible for flying the ship. It's fairly straightforward, but there are some keys you need to know. In general, avoid getting hit if possible, try to dodge torpedoes, and avoid boarding vessels while remaining within sight of the enemy for your gunner.<br />
<br />
The '''C''' toggles whether the ship follows the mouse. When you first click the console, the ship will strive to point its nose towards your mouse. Hit space to toggle this behavior, which can be useful for not ruining your orientation just because you needed to click out of the window for a moment.<br />
<br />
'''W and S''' control the throttle. Remember, the ship retains momentum once it starts moving; it will only stop itself if the inertial assistance system is turned '''on'''.<br />
<br />
The '''Alt key''' is a sort of parking brake. Hitting it toggles the brake, which will make the ship come to a complete stop and stay there. '''Do not leave the parking break on while jumping into a hot zone.''' The chances that you remember to turn it off in those first few seconds of dodging torpedoes are very much '''not''' 100%. The deaths of so many innocent men weigh upon my soul.<br />
<br />
The '''Shift Key''' activates a boost, which is primarily useful for dodging particularly nasty torpedoes or evading enemy boarding vessels.<br />
<br />
'''Q and E''' activate a rotational drift, which is useful for <s>pulling sick drifts</s> turning very quickly, and in a short distance. This can also help to evade torpedos and less maneuverable ships.<br />
<br />
The '''X''' key toggles inertial assistance. Disabling this allows you to strafe using '''A and D''', and stops the ship from automatically braking when you stop holding '''W'''.<br />
<br />
If your vessel is equipped with '''Superliminal Bluespace Artillery''', you can use '''Left Click''' to fire a highpower plasma laser straight out of the nose of the ship. This can be very useful for finishing off large or medium-sized ships at close range. This weapon is hillariously powerful, but takes a lot of power and time to recharge.<br />
<br />
Bear in mind that as the pilot, it's your duty to minimize losses by evading incoming fire and assisting the [[Fighter Pilot|flyboys]] where needed. If the ATC reports that a pilot has ran out of fuel, you can help out by flying over the stranded fighter's flight path so it can dock. <br />
=The Tactical Console=<br />
The gunnery console is a little more straightforward, but it pays to have munitions tech experience. Knowing the rough ammo capacity of different weapons can be useful, but the names themselves are fairly informative. Hit the '''Space''' key to switch between weapons. Being on this console will also give you a readout on the remaining ammo (in percentages) of the ships weapons, including those you can't fire from this console, as well as the ship's armor and structural integrity.<br />
<br />
''Your'' weapons include:<br />
<br />
'''Torpedoes''' –<br />
Click in a direction after locking onto a target to fire a Torpedo. Torpedoes deal a significant amount of damage with a short travel time that may require a small amount of leading. Additionally, nuclear warheads can be loaded to deal a massive amount of damage but are difficult to acquire. Torpedo tubes also do not possess much ammo capacity, being limited to only a few torpedo tubes with a long loading time. Torpedoes do however have a homing effect, making for very good long-ranged weapons.<br />
<br />
'''Naval Artillery Cannon''' –<br />
To shoot the Artillery cannon simply click where you want it to hit. While this seems easy to do at the first glance, the artillery cannon requires more than just a single click to work. Before you can fire it needs to be loaded with gunpowder, as the amount of powder used affects the speed of the bullet. This means that you'll have to communicate with the munitions staff (radio hotkey: .w) to ensure the optimal bullet trajectory. This means that if the gun doesn't have much powder loaded the bullet will move very slowly, and you must aim your shot in where you expect the enemy to be instead of where they currently are.<br />
<br />
'''Automated Missile System (AMS)''' –<br />
The missiles are an easy to use automatic defense and offense weapon. Their targeting systems are controlled by the [[Munitions Technician|Munitions Technicians]] and can choose between multiple firing modes. If they are set to Countermeasure mode they will automatically aim at incoming torpedoes and missiles, while Anti-Ship mode gives you (and the fighter pilots) direct control over where the missiles are heading.<br><br />
To set a target for the missile system simply '''hold CTRL and click with the left mouse button or press "Target"''' on the Tac console's UI. Fighter pilots can also do this for ships that are outside your view range to make it targets further away.<br />
<br />
You will also have a readout of the 50 Cal., Gauss and the Superliminal BSA, however these are not under your control. Gauss cannons and 50 Cal. Turrets are controlled directly by Munitions Technicians while the coaxial railgun is controlled by the helm officer (see above).<br />
<br />
In addition, while it might be obvious, it is worth noting that different ships have different weapon loadouts, and as such, different playstyles.<br />
=The FTL Console=<br />
This console controls the ship's long-range movement. It will provide you a map of various star systems that the ship can navigate to, as well as the ship's current location and how charged the FTL drive is. In order to make a jump, the drive must be 100% spooled up, which takes about a minute. If it isn't spooling at all, yell at engineering. As one might expect, this console doesn't need a dedicated crewmember; the pilot usually takes care of the job. However, in combat scenarios where the ship is fleeing, it might be neccesary for another member of the bridge crew to operate the FTL console while the pilot runs evasive maneuvers.<br />
=When Not In Combat=<br />
When you're not in combat, your second job comes in: Being the captain's whipping boy. During FTL jumps and while waiting for engineering to get its shit together, feel free to go make a run to the nearby cigarette vendor to sate the crippling nicotine addiction that you've adopted in order to retain your sanity while working this close to the captain. And remember, memeing with the captain is an important job. No matter how flagrantly he's abandoning his duty to throw stupid parties, your answer should always be "Yes, <s>dear</s> sir."<br />
{{Jobs}}</div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=Guide_to_Munitions&diff=32922Guide to Munitions2021-06-01T18:26:41Z<p>Grabowski: Updates for newernitions</p>
<hr />
<div>Do you long for new experiences? Are you comfortable working under pressure? Do you do well when working with explosives? Like making things go boom? If so, this is the guide for you! If you follow these simple instructions you will be prepared to load and maintain all of the weapons on your assigned vessel and qualified to call yourself a professional Munitions Technician. Be wary though, much like the goalie on a professional soccer team, you're the first one to blame if things go sour in combat, second only to the command staff, but if you can't handle the heat - stay out of the munitions bay.<br />
==Operating the guns==<br />
{{Important|Image=Warningsign.png|Title=No smoking!|Note=Missiles, gunpowder bags and artillery shells blow up very easily, even from the smallest spark. Don't smoke, use welders, etc. in the weapons bay.}}<br />
As a Munitions Technician, munitions assigned squad member, or Master At Arms, your job is to supply and control the various weapons on the ship to make sure they continue firing. This includes 50 Cal. Cannons, Railguns, Artillery cannons, Torpedo tubes, Gauss turrets, and the Automated Missile System (AMS). The faster you can load and prepare these weapons, the faster they can open fire on enemy ships. Do note that not all of the weapons listed here may be on your assigned vessel, so be certain to take inventory at the beginning of a shift and prepare accordingly for each weapon's needs.<br><br />
[[File:TCArtRoom.png|right|thumb|An example of an Artillery bay configuration.]]<br />
===50 Cal. Cannons===<br />
50 Caliber cannons are the lifeblood of short ranged combat, serving as a rapid-fire weapon that is effective at taking down enemy fighters that other weapons may miss and destroying incoming missiles and torpedoes. The cannons are directly controlled by their designated consoles, and can hold 100 rounds of ammo. To control it, simply open the console and start shooting at things.<br />
Luckily for you, loading these cannons is as easy as firing them. Just go to the top deck and insert a new box of ammo into the gun turrets.<br />
===Artillery Cannon (Deck Gun)===<br />
The deck guns are massive cannons that, when operated correctly, can obliterate any enemy in an instant. They fire heavy projectiles which need to be primed before loading and are fueled with gunpowder which is used to propel the ammunition.<br><br />
Loading Naval Artillery goes like this:<br />
# Acquire a projectile, and arm it with a multitool.<br />
# Drag it onto the Payload Loading Gate.<br />
# Acquire the propellant of choice (either gunpowder or plasma-based accelerant), and load it into the Payload Loading Gate.<br />
# Go to the console and hit "Pack from loader". <br />
# Repeat these steps many times if you want a faster shot. You will generally load 3 bags of normal gunpowder.<br />
# Go back to the Console, and hit "Feed Shell".<br />
# Voila! The shell is ready to fire. After the gun has fired - you will hear that anywhere on the ship - repeat these steps<br />
It's important to note that '''there is no limit to how much gunpowder can be loaded at one time''', meaning you can insert only 1 or even 20 bags of powder. Most of the time you'll want to put in a fair amount (about 5 bags or more) of powder as the cannon round travels very slowly without it.<br />
<br />
To see how much power is behind each shot, look on the console. It will tell you how much propellant is packed in, in units called dT. Unpacked shells start out with 25% dT, 1 bag of gunpowder adds 25% dT, and plasma-based accelerant adds 50% dT. You should be aiming to have 100% dT in each shell!<br />
===Autonomous Missile System (AMS)===<br />
The automated missile system is a series of missile tubes linked up to a central computer, this allows it to fire missiles and torpedos automatically at targeted enemies, which are capable of dealing incredible damage and can home in on the enemy ships, making shots almost always guaranteed to hit. Loading the missiles is simple, requiring them to be assembled and then dragged onto the tube. Then walk over to the assigned Ordenance Computer, click "Payload Loaded" then "Payload Chambered". Don't forget to turn off safeties!<br />
<br />
Controlling the AMS is fairly simple, as you can do it with the press of a button. Simply walk over to the AMS control console and select one of two firing modes:<br />
====Anti-ship====<br />
While using the anti-ship firing mode, the targeting system fires its missiles at enemy ships within its detection radius. It will also fire at enemy ships that have been targeted by fighters.<br />
====Countermeasure====<br />
If you select the countermeasure firing mode, the system will prioritize targeting incoming gunfire to avoid the ship getting hit. It also fires at ships within the detection radius if there's no incoming projectiles.<br />
<br />
=== Torpedo Tubes ===<br />
Torpedo tubes are the slower, bulkier counterparts of VLS tubes. Torpedo tubes are slow loading, require maintenance, but are capable of dealing incredible damage and can home in on the enemy ships, making shots almost always guaranteed to hit. They have mostly been replaced by VLS tubes, given their easier maintenance and automation. However, you may still see them on some ships.<br />
<br />
To load a torpedo tube, acquire a pre-made torpedo by dragging one onto a trolley (trolleys have a capacity of 5 torpedos) and bringing it over to the tube. Click on the trolley, click a torpedo to detach it, then drag and drop the torpedo into the tube to begin loading it. Afterward, use the adjacent console and press "Load tray", "Chamber Tray Payload", and finally "Disengage safeties" to finish loading the Torpedo tube. Remember to re-engage the Torpedo tube safeties whenever reloading to prevent damage<br />
<br />
===Gauss Guns===<br />
Gauss guns can be found exclusively on multi-z maps, and fire 300mm Teflon coated tungsten rounds. Unlike other ship weaponry, these are not controlled by [[Bridge Staff]] using the tactical console and are typically manned by Munitions Technicians. Gauss guns require no maintenance.<br />
<br />
To man gauss guns, buckle yourself into the gauss gunner chair and you'll rise into the cockpit above. To fire, click on the overmap to fire a powerful short-range burst. Gauss guns eat through ammo quickly, and you'll ideally want someone below deck keeping you loaded at all times. Loading tungsten rounds is as simple as placing them in a crate, click-dragging it to the loading rack, and sending it up for reloading. Additional slugs can be acquired from a nearby Gauss ammunition dispenser that can be upgraded by science to produce slugs at a faster rate.<br />
<br />
=== Superliminal Bluespace Artillery ===<br />
The Superliminal BSA is a massive machine which can accelerate a bolt of concentrated quark-gluon plasma to superliminal speeds, tearing clean through targets and annihilating everything in its path. It was developed from [[Station Goals|Bluespace Artillery]] cannons acquired in questionable legal way.<br />
<br />
Operating it is simple, maintaining it is harder. It requires a massive amount of power just to fire even once. To input this power, simply go to it's console, set a desired amount of incoming power, and enamble charging.<br />
<br />
'''Ensure that it has a clear firing path to space.'''<br />
<br />
=== Flak cannons ===<br />
Flak cannons fire a large amount of proximity-detonated ammunition at incoming torpedos and missiles. They excel at defending against these forms of weaponry, but they have very limited range.<br />
<br />
Operating them is as simple as inputting a new box of ammo into the rack on the wall.<br />
<br />
==Acquiring ammunition==<br />
This is inevitable, the ship will consume ammo at a rapid rate. If you are out of ammo outside of combat, the following list will instruct you on how to acquire more. If you are out of ammo mid-combat <s> you're fucked </s>, communicate this with CIC and the rest of your team and use what you have left for the other weapons while coordinating with cargo.<br />
===50 Cal./Flak/Deck gun===<br />
These are the easiest ammunition types to acquire. All of these can be bought in crates through cargo for varying amounts of credits. The gunpowder for the deck guns can also be acquired this way.<br>Deck guns do have one exception, if the research has been done it is possible to print new types of gunpowder and bullets using the munitions techfab.<br />
===Torpedoes and Missiles===<br />
Torpedoes and missiles, unfortunately, cannot be ordered fully assembled and must be built by your own oil-covered hands. You need multiple things from cargo - components, casings, and warheads. Standard and armor piercing warheads can be ordered from cargo, but the other types must be researched by science before they can be made in the protolathe. Once you have all of these, turn on that conveyor belt and get this party started!<br />
<br />
These are the steps you need to construct a missile or torpedo:<br />
# Get a casing, either made from metal or ordered from cargo.<br />
# Add the propulsion system.<br />
# Wrench the propulsion into place.<br />
# Add the guidance system.<br />
# Screwdriver the guidance system in place.<br />
# Add the IFF card.<br />
# Screwdriver the card in place.<br />
# Add the warhead.<br />
# Wrench the warhead in place.<br />
# Wire it.<br />
# Wrench once more.<br />
# Weld it all together.<br />
There are a total of six different types of torpedoes you can make. Each serves a different purpose.<br />
* Standard torpedoes are your stock standard torps. They carry an explosive payload that does a fair amount of damage to ships and fighters alike. <br />
* Armor piercing torpedoes are able to do heavy damage to armored targets. Good against large ships. <br />
* Nuclear torpedoes are the most powerful of the explosive torpedoes. They deal devastating damage to anything they hit, but are slower and more expensive than the other torpedo types. Use them wisely, as you won't be able to make more until science researches them. <br />
* Decoy torpedoes don't carry an explosive payload, but can be used to distract an enemy's defensive weapons, giving you a clear shot for your more powerful weapons. <br />
* Freight torpedoes are essentially cargo pods. Load them up and fire them at another ship to deliver the goods. <br />
* Probes are torpedoes strapped with an array of scientific sensors. Firing one of these at an anomaly will generate research for science, and potentially unlock new technology nodes. Don't miss.<br />
Unfortunately it's only possible to construct one type of missile right now.<br />
* High-velocity missiles are the standard missile type, they explode upon making impact and do a moderate amount of damage. <br />
====Autonomous Missile Factory====<br />
[[File:TCMissileRoom.png|right|thumb|The missile factory on the [[Tycoon]]]]<br />
So you thought you had to wrench, weld and wire each missile individually? Of course not! The future is now! There's a quick and easy way to mass-produce missiles available right in the middle of your munitions bay: The factory line.<br />
<br />
The Missile factory consists of three key parts: the conveyor belts, which have usually been slowed down to accommodate for the working speed of the robots. Tool arms, which use specific tools on the casing and are colored grey, and red colored part arms that apply parts such as guidance computers to the missiles.<br />
The robot arms in the factory always apply their effect in the direction the red arrows on their frame are pointing, but can be loaded with parts from any direction. They also have no part holding limit, so you can fill them up with as many parts as you want. <br />
<br />
You can even extend the factory! The parts required for making factory machines can all be printed in the munilathe along with the conveyor belts after their research has been completed.<br />
==Weapon maintenance==<br />
Most weapons require maintenance when they're used too much. You probably want to perform maintenance between each bout of combat.<br><br />
Note: make sure there's nothing in the weapons and that the safeties are on, to prevent unnecessary explosions. <br />
# Unscrew the maintenance hatch on the primary external casing <br />
# Unbolt (wrench) the internal maintenance panel <br />
# Use a crowbar to carefully lever out the internal panel <br />
# Apply 10 units of Oil to the exposed internal machinery, repeat as needed<br />
# Replace (crowbar) and bolt (wrench) the panel, then fix (screwdriver) the hatch back in place<br />
==You're ready==<br />
It may be difficult to swallow all of the information you've read, but don't worry! You'll very rarely be working with all of these weapons at once as you have fellow Munitions Technicians at your side to pick up your slack. Above all, remember to have fun. With a bottle of spray paint, you can do all manner of things - name your torpedo tubes, draw funny faces near the PDC racks, and draw the borderline between the rest of the ship and the newly independent Munitia.<br />
==More Dakka==<br />
Is the ships just floating around in friendly space? Are all the guns loaded and you have nothing better to do? Or are those glorified laser pointers simply not enough? Fear not, because now you can even BUILD more guns! From the smallest .50 cal to the largest Railgun, you can outfit your ship with all the firepower.<br />
<br />
'''Disclaimer:''' this is ADVANCED munitions knowledge, you don't need to know this to be a good [[Munitions Technician]]. If you know this, all the better for you, but first time MTs shouldn't read this, as the knowledge told up above is more than enough. Also, most ships come equipped with all the necessary weapons to defend themselves, so building new ones should only be a side job.<br />
<br />
With that out of the way, here are a few tips if you want to arm your ship:<br />
*To build ''any'' weapon, you will need circuits that are researched by [[Scientist|R&D]]. These techs are costly, and are a good way down the tech tree, so don't expect them to be ready fast.<br />
*All big guns (Torp tubes, Railguns, VLS tubes) will need a Munitions Computer linked to them. These computers are researched along other weapon parts, and can be [[Guide_to_construction#Computers|constructed like a normal computer]]. To link them, use a multitool on the built weapon first, then the computer, and select the desired option.<br />
**Naval Artillery '''DOES NOT''' need a munitions computer.<br />
*Don't overestimate how much ammo you have. Because while making the ship into a giant sniper rifle with 20 NACs might be fun, cargo WILL swiftly run dry of credits trying to supply you with ammo. 30 .50 caliber guns WILL destroy all the Torpedoes launched at you, but the crew will easily go deaf from all the pom-pom-pom.<br />
**For this reason, giving the [[Master_At_Arms|Munitions budget card]] to cargo is highly recommended.<br />
Here is how you can construct ship weaponry:<br />
=== .50 cal gun ===<br />
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"<br />
!rowspan="2" style='background-color:#cce6ff;'|[[File:50 cal.png]]<br>.50 cal<br />
! style='background-color:#99ccff; width:20%'|Requires to build<br />
! style='background-color:#99ccff'|How to build<br />
|-<br />
|[[File:Metal.png|Metal]]x35<br>[[File:Titaniumdone.png|Titanium]]x20<br>[[File:Copperdone.png|Copper]]x10<br>[[File:CableCoils.png|Cable]]x5<br>[[File:Circuitboard.png|.50 cal turret board]].50 cal turret board<br>[[File:Wrench.png|Wrench]]<br>[[File:Screwdriver_tool.png|Screwdriver]]<br />
|style="vertical-align: top; padding: 10px;"|<br />
# Build and wire a Machine Frame from '''5 metal'''<br />
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.<br />
# Add the '''Circuit board'''<br />
# Add '''20 titanium'''<br />
# Add '''30 metal'''<br />
# Add '''10 copper'''<br />
# Add '''5 cable'''<br />
# '''Screwdriver''' it to finish the machine<br />
# Hit it with a '''Multitool'''<br />
# Build a '''50 cal turret console'''<br />
## [[Guide_to_construction#Machines|Built like any other computer]]<br />
# Hit the console with the '''Multitool''' to link it to the turret<br />
<br><br />
|-<br />
!colspan="3" style="background-color:#99ccff"|How to deconstruct<br />
|-<br />
!colspan="1" style='background-color:#99ccff; width:20%'|Tools<br />
|rowspan="2" colspan="3"|<br />
# '''Unload''' the gun either by shooting all the bullets, or by removing the magazine by hand<br />
# '''Screw''' the maintenance panel out<br />
# '''Wrench''' the inner casing<br />
# '''Pry''' the casing out<br />
## Note: The weapon can now be lubricated<br />
# '''Beat it apart''' with any other tool<br />
|-<br />
|colspan="1" style="text-align: center;"|<br />
[[File:Wrench.png|Wrench]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Crowbar.png|Crowbar]]<br><br />
|}<br />
=== Torpedo Tube ===<br />
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"<br />
!rowspan="2" style='background-color:#cce6ff;'|[[File:Torptube.png]]<br>Torpedo Tube<br />
! style='background-color:#99ccff; width:20%'|Requires to build<br />
! style='background-color:#99ccff'|How to build<br />
|-<br />
|[[File:Metal_r.png|Plasteel]]x4<br>[[File:Nanoglass.png|Nanocarbon glass]]x6<br>[[File:FiringBoard.png|Firing Electronics]]x1<br>[[File:Welder.png|Welding tool]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Wrench.png|Wrench]]<br><br />
|style="vertical-align: top; padding: 10px;"|<br />
# Build Torpedo Tube frame from 4 '''Plasteel Sheets'''<br />
# '''Wrench''' it into place<br />
# '''Weld''' it to the floor<br />
# Add the '''Nanocarbon glass''' for the barrel<br />
# '''Wrench''' the barrel in<br />
# '''Wire''' the frame<br />
# Add the '''Firing Electronics'''<br />
# '''Screw''' the electronics in<br />
# Add the '''Nanocarbon glass''' for the door<br />
# '''Wrench''' the door in place<br />
# '''Screw''' the maintenance hatch<br />
<br><br />
|-<br />
!colspan="3" style="background-color:#99ccff"|How to deconstruct<br />
|-<br />
!colspan="1" style='background-color:#99ccff; width:20%'|Tools<br />
|rowspan="2" colspan="3"|<br />
# '''Screw''' the maintenance panel out<br />
# '''Wrench''' the inner casing<br />
# '''Pry''' the casing out<br />
## Note: The weapon can now be lubricated<br />
# '''Unscrew''' the door frame<br />
# '''Wrench''' the door out<br />
# '''Pry''' the door out of the frame<br />
# '''Unscrew''' the electronics<br />
# '''Pry''' the electronics out of their place<br />
# '''Cut''' the wires away<br />
# '''Unbolt''' the barrel<br />
# '''Pry''' the barrel out<br />
# '''Unweld''' the frame from the floor<br />
# '''Unbolt''' the frame<br />
# '''Weld''' the frame apart<br />
|-<br />
|colspan="1" style="text-align: center;"|<br />
[[File:Wrench.png|Wrench]]<br>[[File:Welder.png|Welding tool]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Crowbar.png|Crowbar]]<br>[[File:Wirecutters.png|Wirecutter]]<br />
|}<br />
=== VLS launch tube ===<br />
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"<br />
!rowspan="2" style='background-color:#cce6ff;'|[[File:AMS tube.png]]<br>VLS launch tube<br />
! style='background-color:#99ccff; width:20%'|Requires to build<br />
! style='background-color:#99ccff'|How to build<br />
|-<br />
|[[File:Metal.png|Metal]]x35<br>[[File:Titaniumdone.png|Titanium]]x20<br>[[File:Copperdone.png|Copper]]x20<br>[[File:CableCoils.png|Cable]]x10<br>[[File:Circuitboard.png|VLS launch tube board]]VLS launch tube board<br>[[File:Wrench.png|Wrench]]<br>[[File:Screwdriver_tool.png|Screwdriver]]<br />
|style="vertical-align: top; padding: 10px;"|<br />
# Build and wire a Machine Frame from '''5 metal'''<br />
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.<br />
# Add the '''Circuit board'''<br />
# Add '''20 titanium'''<br />
# Add '''30 metal'''<br />
# Add '''20 copper'''<br />
# Add '''10 cable'''<br />
# '''Screwdriver''' it to finish the machine<br />
<br><br />
|-<br />
!colspan="3" style="background-color:#99ccff"|How to deconstruct<br />
|-<br />
!colspan="1" style='background-color:#99ccff; width:20%'|Tools<br />
|rowspan="2" colspan="3"|<br />
# '''Screw''' the maintenance panel out<br />
# '''Wrench''' the inner casing<br />
# '''Pry''' the casing out<br />
## Note: The weapon can now be lubricated<br />
# '''Beat it apart''' with any other tool<br />
|-<br />
|colspan="1" style="text-align: center;"|<br />
[[File:Wrench.png|Wrench]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Crowbar.png|Crowbar]]<br><br />
|}<br />
=== Naval Artillery ===<br />
{| class="wikitable" border="1" cellspacing="0" style="width:80%; background-color:#FFFFFF;"<br />
!rowspan="2" style='background-color:#cce6ff;'|[[File:Deck gun.png]]<br>[[File:Deck gun building.png|160px|A possible arrangement of the Deck Gun's part, with the individual parts highlighted for you]]<br>Naval Artillery<br />
! style='background-color:#99ccff; width:20%'|Requires to build<br />
! style='background-color:#99ccff'|How to build<br />
|-<br />
|[[File:Titaniumdone.png|Titanium]]x120<br>[[File:Metal_r.png|Plasteel]]x22<br>[[File:Metal.png|Metal]]x25<br>[[File:Nanoglass.png|Nanocarbon glass]]x4<br>[[File:Copperdone.png|Copper]]x50<br>[[File:Diamonddone.png|Diamond]]x5<br>[[File:CableCoils.png|Cable]]x34<br>[[File:FiringBoard.png|Firing Electronics]]x1<br>[[File:Capacitor.png|Capacitator]]x4<br>[[File:Circuitboard.png|Deck gun core board]]Deck gun core board<br>[[File:Circuitboard.png|Deck gun payload gate board]]Deck gun payload gate board<br>[[File:Circuitboard.png|Deck gun powder gate board]]Deck gun powder gate board<br>[[File:Circuitboard.png|Deck gun auto elevator board]]Deck gun auto elevator board<br>[[File:Circuitboard.png|Deck gun loading computer board]]Deck loading computer board<br>[[File:Welder.png|Welding tool]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Wrench.png|Wrench]]<br><br />
|style="vertical-align: top; padding: 10px;"|<br />
# Designate a '''3 x 3''' space with a '''free tile on the floor above it''' for your gun<br />
==== Building the indoors, multitile part ====<br />
# Build and wire a Machine Frame from '''5 metal''' in the middle for your Core<br />
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.<br />
# Build and wire ''at least three'' Machine Frames and a Computer frame from '''20 metal''' around your Core, these will be the other parts of your Deck Gun<br />
## Click [[Guide_to_construction#Machines|here]] for a detailed construction.<br />
## Note: Which machine frame will become which machine does not matter, only that they are next to the core<br />
# Add the '''Deck gun core board''' to the machine frame in the ''middle''<br />
## Marked on the picture with ''Red''<br />
# Add '''20 titanium''' and '''5 cable'''<br />
# '''Screwdriver''' to finish the core<br />
# Add the '''Deck gun payload gate board'''<br />
## Marked on the picture with ''Blue''<br />
# Add '''40 titanium''', '''10 cable''' and '''10 copper'''<br />
# Add a '''Railgun rail'''<br />
## Note: Can be made from 1 duranium<br />
# Add the '''Loading tray'''<br />
## Note: It's made from 10 metal<br />
# '''Screwdriver''' to finish the payload gate<br />
# Add the '''Deck gun powder gate board'''<br />
## Marked on the picture with ''Purple''<br />
## Building more of these machines does not increase the number of gunpowder that can be inserted, as you can insert multiple from just one gate<br />
# Add '''20 titanium''', '''5 cable''' and '''20 copper'''<br />
# '''Screwdriver''' to finish the gate<br />
# Add the '''Deck gun auto elevator board'''<br />
## Marked on the picture with ''Yellow''<br />
# Add '''40 titanium''', '''10 cable''', '''20 copper''' and '''5 diamonds'''<br />
# '''Screwdriver''' to finish the elevator<br />
# Build a '''chair''' from any material<br />
## Marked on the picture with ''White''<br />
## ANY chair will do<br />
# Add the '''Deck gun loading computer board''' to the Computer frame<br />
## Marked on the picture with ''Green''<br />
# Finish the construction '''[[Guide_to_construction#Computers|like usual]]'''<br />
# If all machines are done, hit the Core with a '''Multitool''' to have it scan for nearby machines<br />
==== Building the outdoors part ====<br />
# Go to the deck '''above you''', on the '''same spot as your Core'''<br />
## Use a GPS<br />
# Build a Deck gun frame from '''20 plasteel'''<br />
# '''Wrench''' it to the ground<br />
# '''Weld''' it down<br />
# Add a '''Mac Barrel'''<br />
## Note: Can be made from 1 duranium<br />
# '''Weld''' the barrel in<br />
# Add insulation made from 4 '''nanocarbon glass'''<br />
# '''Wrench''' the insulation in<br />
# Add 4 '''Capatitor'''<br />
# '''Screw''' the capacitors in<br />
# Add 4 '''wires'''<br />
# '''Weld''' the wiring down<br />
# Add the '''firing electronics'''<br />
# '''Screw''' the electronics in<br />
# Add 2 '''plasteel'''<br />
# Add the '''Loading tray'''<br />
##Note: It's made from 10 metal<br />
# Hit it with a '''Multitool''' to link it to the core beneath it<br />
<br><br />
|-<br />
!colspan="3" style="background-color:#99ccff"|How to deconstruct<br />
|-<br />
!colspan="1" style='background-color:#99ccff; width:20%'|Tools<br />
|rowspan="2" colspan="3"|<br />
The frame can be deconstructed this way:<br />
# '''Screw''' the maintenance panel out<br />
# '''Wrench''' the inner casing<br />
# '''Pry''' the casing out<br />
## Note: The weapon can now be lubricated<br />
The machines can be deconstructed this way:<br />
# '''Screw''' the maintenance panle out<br />
# Remove the components and the circuit board with a '''crowbar'''<br />
# '''Cut''' the wires out<br />
# '''Unwrench''' the frame from the ground<br />
# Dissasemble the frame with a '''screwdriver'''<br />
|-<br />
|colspan="1" style="text-align: center;"|<br />
[[File:Wrench.png|Wrench]]<br>[[File:Welder.png|Welding tool]]<br>[[File:Screwdriver tool.png|Screwdriver]]<br>[[File:Crowbar.png|Crowbar]]<br>[[File:Wirecutters.png|Wirecutter]]<br />
|}<br />
----<br />
As said before, this is advanced stuff, usually you don't need to build new guns, and it's one hell of a job to try and keep them all loaded. But it does take up the downtime that you otherwise would have spent in the bar, and some <s> weird </s> people might find it fun.<br />
<br />
<font size=1>*Nanotrasen brand gunpowder is not suitable for use in hot or burning environments, keep away from children with lighters.</font><br />
[[Category:Guides]]</div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=File:Comedy_torp.png&diff=32921File:Comedy torp.png2021-06-01T18:09:46Z<p>Grabowski: </p>
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<div></div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=File:Probe_torp.png&diff=32920File:Probe torp.png2021-06-01T18:09:17Z<p>Grabowski: </p>
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<div></div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=File:Nuke_torp.png&diff=32919File:Nuke torp.png2021-06-01T18:09:01Z<p>Grabowski: </p>
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<div></div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=File:AP_torp.png&diff=32918File:AP torp.png2021-06-01T18:08:41Z<p>Grabowski: </p>
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<div></div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=File:Missle.png&diff=32917File:Missle.png2021-06-01T18:07:59Z<p>Grabowski: </p>
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<div></div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=File:Decoy_torp.png&diff=32916File:Decoy torp.png2021-06-01T18:07:45Z<p>Grabowski: </p>
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<div></div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=File:Cargo_torp.png&diff=32915File:Cargo torp.png2021-06-01T18:07:23Z<p>Grabowski: </p>
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<div></div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=Squads&diff=32880Squads2021-05-29T20:10:49Z<p>Grabowski: Removes revision notice</p>
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<div>==Basics of squaddery==<br />
Welcome aboard valued employee! We deeply thank you for signing up as a Doctor/Engineer/Clown. But, there is one more thing you have to do. What, you expected a calm shift honking around?<br><br />
<br><br />
That's right, here in the navy, we need every hand at the ready when combat hits. And thus, squads were born. When the sirens ring, and General Quarters is declared, all non-essential personnel must assist in the fighting.<br><br />
<br><br />
Non-essential personnel means non-combat generally. So everyone NOT in the munitions department. Doctors, scientists, engineers, bartenders and such.<br><br />
<br><br />
When you arrive on board, you are greeted by a large, reddish text, detailing which squad you are in, and what you will have to do. Don't get alarmed, it really isn't difficult. I'll detail what each squad does below. For now let's go over what to do. In the beginning of the shift, not much. Do whatever your job requires. After all, you are still ''useful'', just not combat. Combat usually doesn't begin until one hour has passed, or even more, depending on your Bridge Crew, so you might even go without GQ a whole shift. If you do get into GQ, however..<br />
===General Quarters===<br />
[[File:Squad vendor.png|right|thumb|A squad vendor]]<br />
Oh uh. The alarms are ringing, the ship has entered combat <s>or CC is just annoying you</s>. You now have to make your way to a '''squad vendor'''. They are usually located in central areas, such as briefing, the main hallway or the bar. Head over to them, vend your equipment box and start your duty.<br />
[[File:Squad-pager.png|right|thumb|Your pager]][[File:Squad lanyard.png|right|thumb|Your lanyard, displaying your squad membership]]<br />
===General squad equipment===<br />
<br><br />
These are the things every squad member gets, when they step on board.<br />
*Squad pager: Allows you to speak on the squad comms with '':f''. It works when it's in your inventory. It works when comms are down. It works without any need for interaction. Its great! <s> Yet noone uses it </s><br />
*Squad lanyard: A little thingy that goes on your neck, and displays a HUD icon next to your character.<br><br />
==Squad Types==<br />
[[File:Inflatables.png|right|thumb|These are the inflatable walls, held together by prayer and flex seal]]<br />
=== Damage Control ===<br />
{{Anchor|Damage Control Squad}}<br />
<br><br />
The squad tasked with doing what the engineers <s> never </s> do: fix holes. This makes them just about the most useful squad on a ship under fire. In their box, they get inflatable walls and Flexi Seal(tm). These walls may not be the strongest, but they can keep air in, and the vacuum out. So put on a skinsuit - or ask the AI to open EVA -, turn on internals and start fixin'.<br><br />
<br><br />
The Flexi Seal(tm) is useful for two reasons. One being that they can fix up damaged inflatable walls. This is rarely used, as inflatables pop very easily. The more useful thing is fixing the Nuclear Reactor. Yes, here in the future we fix reactors with flex seal. So don't ask questions, and drop off a can at the [[Engineer|engineers]] doorstep.<br><br />
<br> <br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! [[File:dc box.png]] Click here to view the contents of their box: <br />
|-<br />
| {{Item<br />
|name=Smart metal foam grenades, used to quickly patch a hole. Prime and throw!<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Grenade.png<br />
}}<br />
{{Item<br />
|name=Inflatable walls, used to keep the vacuum out and people in<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Inflatable wall.png<br />
}}<br />
{{Item<br />
|name=Flexi seal(tm), used to fix inflatable walls and reactors alike<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Sealant.png<br />
}}<br />
{{Item<br />
|name=A crowbar, used to get into areas once the power runs out<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Crowbar.png<br />
}}<br />
|}<br />
===Paramedic===<br />
{{Anchor|Paramedic Squad}}<br />
<br><br />
The paramedic squad members are the unsung heroes of the ship. Their box has all the equipment needed to stabilize and save a patient. They may not be able to heal everything on the spot, but they can drag you back to medbay.<br><br />
<br><br />
Although their equipment is nothing to laugh at, it can always be improved. If an [[Medical Doctor|''actual'' doctor]] would be on their squad, they could lend them a few first-aid kits. But even if you don't have a squad mate in medbay, you could always just ask. The chemist most likely has a synthflesh factory up, and the CMO won't mind if you take a roller bed or two.<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! [[File:med box.png]] Click here to view the contents of their box: <br />
|-<br />
| {{Item<br />
|name=A Medical HUD, displaying the health of patients when worn on the eyes<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = MedGlasses.png<br />
}}<br />
{{Item<br />
|name=Gauze, used to stop bleedings<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Gauze.png<br />
}}<br />
{{Item<br />
|name=Bruise packs, used to heal small owies<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Bpack.png<br />
}}<br />
{{Item<br />
|name=Ointment, used to heal small burns<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Oint.png<br />
}}<br />
{{Item<br />
|name=Epinephrien medipen, used to stop people in crit from dying<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = MediPen.png<br />
}}<br />
{{Item<br />
|name=Dexalin medipen, used quickly heal oxygen damage<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Blue medipen.png<br />
}}<br />
{{Item<br />
|name=A roller bed, used to quickly transport people<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Rollerbedfolded.png<br />
}}<br />
|}<br />
===Air Patrol===<br />
{{Anchor|Air Patrol Squad}}<br />
[[File:Pilot.png|32px|right|thumb|This is how cool you will look like]]<br />
Oww man, the flyboys are here. Called upon when there are too few [[Fighter Pilot|pilots]], Air Patrol squad members are tasked with getting in a fighter, flying off to space and shooting down the syndies.<br />
<br />
Now, flying a fighter is a daunting task, so <s>ignore your task and stay alive</s> look at the [[Guide to Fighters]] or more specifically, [[Guide to Fighters#THE MOST IMPORTANT THINGS TO KNOW| here]]<br><br />
<br><br />
Don't worry, there is always a helpful Pilot or MT ready to help out<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! [[File:pilot box.png]] Click here to view the contents of their box: <br />
|-<br />
| {{Item<br />
|name=A double oxygen tank, giving you air in-flight.<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Double airtank.png<br />
}}<br />
{{Item<br />
|name=A pilot hardsuit, protects you if you need to eject from your fighter.<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Pilot suit.png<br />
}}<br />
|}<br />
===Security Fireteam===<br />
{{Anchor|Security Fireteam Squad}}<br />
[[File:Boarder.png|right|thumb|Oh no, a syndie!]]<br />
The cool kids on the block. The one squad the XO is afraid to call. The bois in red. The Security Fireteam Members get a glock and armor. Given the obvious security risk, this squad is usually on called when there is a substatnital threat, such as [[Xenos]] or [[Syndicate Drop Trooper|Boarders]].<br />
[[File:Secglock.png|left|noborder|This is your weapon]]<br />
You get a Glock, which in itself might not be a very powerful weapon, but they are good enough to scare your enemies away. You get three mags for it, so get blastin'! (<i> Do note that the mag that <u> starts</u> in your Glock is rubber, while the other two are lethal</i>)Your armor may be a bit weak, but hey, it lets you spacewalk.<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! [[File:sec box.png]] Click here to view the contents of their box: <br />
|-<br />
| {{Item<br />
|name=A piece of armor, not the strongest, but more than nothing.<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Squad armor.png<br />
}}<br />
{{Item<br />
|name=A helmet, ruining your hair since 2020.<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Squad helmet.png<br />
}}<br />
{{Item<br />
|name=A glock, the thin line between you and the syndie.<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Secglock.png<br />
}}<br />
{{Item<br />
|name=A magazine of ammo, filled with lethal bullets.<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Glock ammo.png<br />
}}<br />
{{Item<br />
|name=A club for beating people's face in.<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Billyclub.png<br />
}}<br />
|}<br />
===Munitions Support===<br />
{{Anchor|Munitions Support Squad}}<br />
The BOOM boyz. You will be tasked with going over to Munitions and helping [[Munitions Technician|them]] load guns, make torp or fire the Gauss cannon. This may sound hard, but in all truth, it isn't.<br />
<br />
'''Very important''': when in or near munitions, always wear your special munitions helmet, as it defends your ears from the Booms.<br />
<br />
The different types of guns are detailed on the [[Guide to Munitions]], but here is a general rundown of what you will be doing:<br><br />
* Firing the 50 cals: just click on a 50 cal console, and click anywhere to start firing.<br />
** You needn't hold down your mouse to fire it, just click in one place, and it will fire there until you click elsewhere.<br />
** To stop the gun from firing, click on the ship.<br />
** If you run out, just go to the actual turret, and reload it with a new box. Be sure to wear your helmet.<br />
* Firing the Gauss guns: hop in the gunner chair, wait until you are raised up, and click anywhere to fire a short burst of powerful rounds.<br />
** If you need to reload, first hop out of the gun, send up the loading rack and hop back in. When the console screen opens, clikck ''Payload Loaded'', ''Payload Chambered'' and turn off the safeties. Then fire away.<br />
** New rounds can be dispensed from the Gauss gun ammo dispensers, on the walls nearby.<br />
<br><br />
Please note that handling the NACs and the Torpedos carries a risk of huge explosions. So if you can, leave these jobs to the actual MTs.<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! [[File:mt box.png]]Click here to view the contents of their box: <br />
|-<br />
| {{Item<br />
|name=A hazard vest, making you blend in with the Munitions boys.<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Hazard.png<br />
}}<br />
{{Item<br />
|name=A munitions helmet, protecting your ears from the loud BOOMs of the weapons.<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Muni helmet.png<br />
}}<br />
|}<br />
===CIC ops===<br />
{{Anchor|CIC ops Squad}}<br />
The squad with the important job. Your task is to go to the Bridge, and either drive the ship, or manage the guns. This process is detailed [[Bridge Staff|here]]. But, ill provide a brief rundown here:<br />
*To fly the ship, press space until it starts following your mouse, then move around with WASD.<br />
**You can boost with pressing Shift, or pull the handbreak with Alt.<br />
**You can toggle drifting with X.<br />
*To shoot the big guns, switch around with Space, and click towards the enemy.<br />
**The Naval Artillery or the Phasers are the big booms that can tear ships in half, but they take an awful lot of time to reload and aim.<br />
**The Torps can chase after enemies, you only need to fire them in their general direction<br />
{| class="mw-collapsible mw-collapsed wikitable"<br />
! Click here to view the contents of their box:<br />
|-<br />
|That's right, you dont get any fancy items, instead you get:<br />
|-<br />
| {{Item<br />
|name=Acess to the bridge, with all the advanteges of that.<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Id gold.png<br />
}}<br />
|} <br />
==Managing squads==<br />
[[File: Squad management.png|right|noborder|The Squad Management Console's UI]]<br />
Squad management is the [[Executive Officer]]'s job. He has a machine in his office, the <i>Squad Management Console</i>, which allows him to do a plethora of things. Let's go over them:<br />
*The button marked with <u>Purple</u> lets you repaint Pagers and Lanyards. This is important, beacuse only people with a pager of maching color can acess squad radios. (eg. Red pager for Apples; Yellow pager for Butters, etc. ). The same goes for lanyards. If you want an equipment box for Apples squad (in this case Munitions Support), you will need a Red lanyard.<br />
*The button marked with <u>Red</u> allows you to message a squad. This sends a noticable message to all squad members. You can use this to update them on changing situations, give orders often, or HONK at them<br />
*The button marked with <u>White</u> lets you change a squads assignement. This allows them to vend new Equipment Boxes from Squad Vendors, altough they will have to return their old ones. This should be accompanied by an order, telling them what to do with this new job, where to do it and how to do it<br />
*The button marked with <u>Green</u> sets a standing order for the squad. These orders stay displayed in their Squads tab, so use this to send more general information, like "Patch holes!", "Save people!", "Go to Munitions and load torp!"<br />
*Clicking on the name of a squad member - marked with <u>Blue</u> here - allows you to reassign them, or promote them. Reassigning them moves them to a different squad - altough they will still need a repaint, as detailed above. Promoting someone makes them the Squad Leader - in effect this just gives them the right to shout at people, without much actual authority.<br />
<br />
==Tips==<br />
*The XO and the [[Captain]] has a General Pager, a pager that can listen in to any squad radio.<br />
*If you find a lanyard dropped on the ground, you can use it to vend that squad's equipment box.<br />
*CiC ops can use their IDs on the Escape Shuttle console to speed up its departure.<br />
*<s>Security fears the fireteam, they are just afraid to accept their weakness</s><br />
----<br />
<br><br />
That should be all. If any of this seems daunting, dont be afraid. You can always ask for help, and even if you fail, no-one expects the Bartender to save the ship in the middle of a battle, so dont worry if you aren't the most useful.<br><br />
<br><br />
Yours truly,<br><br />
<br><br />
Acting Executive Officer Ian[[File:Ian.PNG|left|noborder]] </div>Grabowskihttps://nsv.beestation13.com/mediawiki2/index.php?title=High-risk_items&diff=32878High-risk items2021-05-28T08:33:08Z<p>Grabowski: Adds the blackbox + its not a station</p>
<hr />
<div>These are items that are often desired by [[traitor]]s for themselves or as an objective for the [[Syndicate]]. Thieves who get caught with stealing one of these items are often charged with [[Space_law#Capital_Crimes|Grand Theft]] or even [[Space_law#Capital_Crimes|Syndicate Collaboration]], given sufficient evidence.<br />
<br />
<br />
{{Anchor|Captain's Antique Laser Gun}}<br />
===Captain's Antique Laser Gun===<br />
{{ItemUsedFor<br />
|name=Captain's Antique Laser Gun<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = captaingun.png<br />
|foundin = [[Captain's Quarters]]<br />
|usedfor = Shooting people.<br />
|description = This is a special, engraved gun, made with real [[Assistant]] leather (which is odd because human skin makes terrible leather).<br />
<br />
This gun is kept in a glass case in the [[Captain's Quarters]], but is hooked up with an anti-theft system. Breaking the case will trigger a lockdown, shutting and bolting all the doors out of the room, and the AI will be alerted. Keep this in mind, and plan your heist before you carry it out.<br />
<br />
What makes this gun so special? It automatically regenerates energy without any draw backs. Enemy agents would kill to steal this for research. They do exactly that a lot.<br />
}}<br />
<br />
{{Anchor|Hos laser}}{{Anchor|Head of Security laser}}{{Anchor|Hos laser}}{{Anchor|head of securitys personal laser gun}}{{Anchor|MultiPhase_Energy_Gun}}{{Anchor|Hos gun}}{{Anchor|Winona}}<br />
===Winona===<br />
{{ItemUsedFor<br />
|name=Winona(aka head of security's personal gun)<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Cglock.png<br />
|foundin = Head of security's locker in [[Head_of_Security's_Office|Head of Security's office]], or carried by the [[Head_of_Security|Head of Security]]<br />
|usedfor = Subjugating criminals and/or eliminating threats. <br />
|description = A fancy Glock provided to the [[Head of Security]]. Funcionally, it is the same as any normal glock, carried by [[Security Officers]] and Heads of Staff. If it's not in Head of Security's locker where it spawns, it's likely carried by the [[Head_of_Security|Head of Security]]. <br />
}}<br />
<br />
{{Anchor|Hand Teleporter}}{{Anchor|Hand Tele}}<br />
<br />
===Hand Teleporter===<br />
{{ItemUsedFor<br />
|name=Hand Teleporter<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = tele.gif<br />
|foundin = Teleporter Room, Captains Office<br />
|usedfor = Teleporting About<br />
|description = This is a miniaturized counterpart to the larger one in the [[Teleporter]] Room. It can be found on a table in the [[Teleporter]] room. The Captain also has one in his [[Captains Quarters|quarters]].<br />
<br />
Using this you can create a portal to a set destination (however this must be set with a large teleporter device, either in the [[Teleporter]] room, Derelict or the [[Abandoned Satellite]]). <br />
If you find the options severely lacking, you can make new teleport beacons in Research Division OR grab one of the existing ones and move it (suggestion : move the bridge beacon somewhere safer).<br />
<br />
Hilariously enough, there is a random setting, using it allows you to randomly jump about to a nearby location. This is not advised without an EVA suit and internals. However as an antagonist, it is a very useful tool for escape when you DO NOT have time to take down a wall OR have any tools.<br />
<br />
Unlike large teleporter devices, the hand teleport makes two-way portals. There is a portal both at the hand teleporter's location, and the destination, meaning that it can also be used to extract people from high risk locations, as well as numerous other interesting uses. <br />
}}<br />
<br />
<br />
{{Anchor|Jetpack}}<br />
<br />
===Captain's Jetpack===<br />
{{ItemUsedFor<br />
|name=Captain's Jetpack<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Jetpack-captain.gif<br />
|foundin = Captain's Quarters<br />
|usedfor = Propelling yourself in space, usable as oxygen supply<br />
|description = The [[Captain]] has a unique oxygen-filled jetpack that can fit in a backpack while containing more gas than typical jetpacks.<br />
}}<br />
<br />
<br />
{{Anchor|A Functional AI}}<br />
<br />
===A Functional AI===<br />
{{ItemUsedFor<br />
|name=A Functional AI<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = icard.png<br />
|foundin = Intellicards can be found in EVA, AIs are found in the AI core.<br />
|usedfor = <br />
|description = An [[InteliCard]] must be used to take the [[AI]] from its chamber. InteliCards can be found on the [[Bridge]] and [[Tech Storage]]. [[Research and Development]] can also produce more, assuming they have the prerequisite research levels.<br />
<br />
Be careful! If you are the [[Traitor]] and your objective is to steal a functional AI, remember that AIs can be traitors too, and even regular Asimov AIs will not want to be carded without reason.<br />
}}<br />
<br />
<br />
{{Anchor|Magboots}}<br />
===Advanced Magboots===<br />
{{ItemUsedFor<br />
|name=Advanced Magboots<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = AdMaShoe.png<br />
|foundin = Chief Engineer's Office<br />
|usedfor = Not getting stuck when the gravity goes out.<br />
|description = These magboots work similarly to normal magboots. The only difference is that they don't slow down the wearer.<br />
}}<br />
<br />
<br />
{{Anchor|Station Blueprints}}<br />
<br />
===Station Blueprints===<br />
{{ItemUsedFor<br />
|name=Station Blueprints<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = blueprint.png<br />
|foundin = Chief Engineer's Locker<br />
|usedfor = Naming every room PRIMARY FART STORAGE<br />
|description = These are the plans for a super secret Nanotrasen Research Station, which was given to the [[Chief Engineer]] for... what reason?<br />
<br />
Using these you can rename existing areas into whatever you want, and create new areas that can have [[APC]]s and [[Air Alarm]]s in them. You can also view the wire coloring scheme for Nanotrasen made devices. <br />
<br />
You can not take photocopies of these in a photocopier, but you can take an ordinary photo of them with a camera, and that photo will count for the "steal the station blueprints" objective. A photo of the blueprints laying on the ground will work. A photo of blueprints held by someone will not. <br />
}}<br />
<br />
<br />
{{Anchor|Secret Documents}}<br />
<br />
===Secret Documents===<br />
{{ItemUsedFor<br />
|name=Secret Documents<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = documents.png<br />
|foundin = The filing cabinet in the [[Vault]]<br />
|usedfor = ???<br />
|description = Containing sensitive intelligence, research data, and other corporate secrets, these Top Secret documents are always in high demand by competitors. Nanotrasen keeps some of theirs in the filing cabinet in the [[Vault]], however the Syndicate will also accept secret documents from rival Syndicate factions.<br />
<br />
Just remember that it's the papers inside that's valuable, not the folder that carries it. Photocopies of these are also valid for the objective's completion.<br />
}}<br />
<br />
{{Anchor|Plutonium Core}}<br />
<br />
===Plutonium Core===<br />
{{ItemUsedFor<br />
|name=Plutonium Core<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = plutonium_core.gif<br />
|foundin = [[Vault]]<br />
|usedfor = The blowing up of shit.<br />
|description = The payload of the ship's on-board nuke. Highly radioactive.<br />
<br />
Every Nanotrasen ship is outfitted with an on-board self-destruct device, for those highly unlikely scenarios in which CentCom or the Captain nukes the ship to hell. This nuke is powered by highly radioactive, extremely rare weapons-grade plutonium, which the Syndicate would love to get their hands on for [[Nuke ops|their own nuclear purposes]]. They've even provided you with a special box to store the thing.<br />
<br />
The nuke is located in the Vault. To deconstruct the nuke, follow these steps:<br />
<br />
* Use a special screwdriver (with a thin tip, traitors get this with the objective) to open the front panel<br />
* Crowbar to pry off the front panel<br />
* Welding tool, to cut into the warhead<br />
* Crowbar to expose the core<br />
* Nuke core container, to store the core, unless you like dying of radiation<br />
<br />
<br />
<br />
IF YOU'RE STEALING THE CORE, DISABLE THE VAULT CAMERAS. THE AI WILL CUCK YOU FOR BREAKFAST.<br />
}}<br />
<br />
{{Anchor|Supermatter Sliver}}<br />
<br />
===Supermatter Sliver===<br />
{{ItemUsedFor<br />
|name=Supermatter Sliver<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = plutonium_core.gif<br />
|foundin = [[Engineering]]<br />
|usedfor = The powering and dusting of shit.<br />
|description = A shard from the ship's Supermatter Engine. Highly radioactive.<br />
<br />
The [[Supermatter|Supermatter Engine]] is a recent breakthrough in Nanotrasen technology that is both very effective at providing massive amounts of power to ship machinery, and very effective at instantly destroying anything it touches, as well as ships whose crew looks at it wrong. Naturally, the Syndicate took a interest.<br />
<br />
The Supermatter Engine is located in Engineering, and getting access to it will be a challenge in and of itself. To extract a sliver, a special toolkit is provided to Syndicate traitors containing special extraction tools and the following instructions:<br />
<br />
# Protect yourself from radiation with radsuits and mesons, both of which should be located near the engine.<br />
# Approach an active supermatter crystal with radiation shielded personal protective equipment. DO NOT MAKE PHYSICAL CONTACT.<br />
# Use a supermatter scalpel (provided) to slice off a sliver of the crystal. DO NOT USE ANY OTHER TOOLS.<br />
# Use supermatter extraction tongs (also provided) to safely pick up the sliver you sliced off. AGAIN, DO NOT USE OTHER TOOLS<br />
# In case it isn't clear, physical contact of any object with the sliver will dust the object, as well as yourself.<br />
# Use the tongs to place the sliver into the provided container, which will take some time to seal.<br />
# Get the hell out before the crystal delaminates and/or you are caught.<br />
<br />
}}<br />
<br />
{{Anchor|28 Moles of Plasma (Full Tank)}}<br />
<br />
===28 Moles of Plasma (Full Tank)===<br />
{{ItemUsedFor<br />
|name=28 Moles of Plasma (Full Tank)<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Plasma_tank.png<br />
|foundin = Atmos, Engineering, Science<br />
|usedfor = Carrying plasma.<br />
|description = Plasma mined by [[NanoTrasen]] is very rare to get in many places of the galaxy, and many people want it to make military grade explosives and rival plasma research.<br />
<br />
As [[Plasma]] is being used all over the ship, it may be hard, if not impossible to secure all the hand-held storage [[Plasma Tank]]s.<br />
<br />
These tanks are obtained from a [[Tank Storage Unit]] found in [[Toxins]] research, [[Engineering]], [[Atmospherics]], or ordered at the [[Cargo Bay]]. They must be filled (>1000 kPa) with [[Plasma|Plasma Gas]] to successfully complete the "Steal a full plasma tank" [[Traitor]] objective. From a syndicate's point of view, failing to get these is almost impossible, much less accepted.<br />
}}<br />
<br />
<br />
{{Anchor|Unused Slime Extract}}<br />
===Unused Slime Extract===<br />
{{ItemUsedFor<br />
|name=Unused Slime Extract<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = slimecore.png<br />
|foundin = Xenobiology<br />
|usedfor = Slime magic<br />
|description = [[Slime]]s are new rare alien lifeforms that [[NanoTrasen]] managed to capture. Goo extracted from slimes is particularly valuable and sought after by competition. Its unusual properties have led to rumors of supernatural abilities.<br />
<br />
[[Slime Extract]] need to be extracted from baby Slimes, typically held in [[Xenobiology]]. Once subdued, use the slime processor to extract the goo. Be warned, extract cannot be taken from adult Slimes!<br />
}}<br />
<br />
<br />
{{Anchor|Medal of Captaincy}}<br />
<br />
===Medal of Captaincy===<br />
{{ItemUsedFor<br />
|name=Medal of Captaincy<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = goldmedal.png<br />
|foundin = The Captain's jumpsuit, Captain's<br />
Quarters <br />
|usedfor = Validating your claim as captain<br />
|description = Nothing is more disgraceful than a Captain losing their symbol of command.<br />
<br />
And because enemy agents love to discredit and shame [[NanoTrasen]], the theft of ship command medals are on the rise for just this reason.<br />
<br />
There are two Medals of Captaincy on each ship, [[Captain]] starts with one attached to his jumpsuit and second can be found in the medal box in his office.<br />
}}<br />
<br />
<br />
{{Anchor|Hypospray}}<br />
<br />
===Hypospray===<br />
{{ItemUsedFor<br />
|name=Hypospray<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Hspray.png<br />
|foundin = Chief Medical Officer's locker<br />
|usedfor = Injecting people with chemicals<br />
|description = An experimental high-end chemical injector which allows for instant injections into any organism. Given to the ship's [[Chief Medical Officer]] to field test, who is usually very protective of it.<br />
}}<br />
<br />
<br />
{{Anchor|Nuclear Authentication Disk}}<br />
===Nuclear Authentication Disk===<br />
{{ItemUsedFor<br />
|name=Nuclear Authentication Disk<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = NuclearDisk.gif<br />
|foundin = Captain's Quarters<br />
|usedfor = Blowing up the ship<br />
|description = GET DAT FUKKEN DISK<br />
<br />
This disk contains the codes needed to unlock nuclear devices used in [[Nuclear Operative|Nuclear Emergency]] and [[Blob]] to destroy the entire ship.<br />
<br />
If you are the [[Captain]], for the love of all that is good in this world protect the disk with your life. Don't leave the damn thing lying in [[Captains Quarters|your office]]. Pocket it, give it to someone trusted, anything rather than leaving it open for anyone to grab. Its location can be tracked with a pinpointer, so merely hiding it won't help you.<br />
<br />
Destroying or spacing the disk will cause it to respawn in a random pre-designated location on the ship. Also, syndicates love getting their grubby little red space suited hands on this. If the object gets in their hands, call all hands on deck and say "We're fucked", as a syndicate team with the disk is a good team at that.<br />
}}<br />
<br />
<br />
{{Anchor|Ablative Armor Vest}}<br />
<br />
===Ablative Armor Vest===<br />
{{ItemUsedFor<br />
|name=Ablative Armor Vest<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = ablative.png<br />
|foundin = Armory, Cargo Bay<br />
|usedfor = Deflecting energy weaponry<br />
|description = An expensive piece of military-grade gear that is designed to withstand or deflect fire from energy weapons. The capture of one of these vests could be used to bolster Syndicate research and military efforts.<br />
<br />
One of these is given to ship security in the [[Armory]], but more can be ordered from [[Cargo Bay]] in experimental gear crates.<br />
}}<br />
<br />
<br />
{{Anchor|Reactive Teleport Armor}}<br />
===Reactive Teleport Armor===<br />
{{ItemUsedFor<br />
|name=Reactive Teleport Armor<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Reactive Teleport Armor.png<br />
|foundin = RD's Office<br />
|usedfor = Warping into space<br />
|description = Experimental blue-space armor. While active, will attempt to protect it's wearer by displacing them away from physical harm. Due to its oversensitive sensors, it is not recommended for casual use. Can be found in the [[Research Director's Office]].<br />
}}<br />
<br />
{{Anchor|Blackbox}}<br />
===Blackbox===<br />
{{ItemUsedFor<br />
|name=Blackbox<br />
|bgcolor1 = #FFEE88<br />
|bgcolor2 = #FFDD66<br />
|image = Blackbox.png<br />
|foundin = [[AI Satellite]]<br />
|usedfor = Storing confidental data, like fleet positions, shuttle movements <s>and your browsing history</s>.<br />
|description = A strange and bulky relic, capable of recording data on extradimensional vertices. It lives inside the blackbox recorder for safe keeping. In case of something terrible happening, Central Command can use it to find out what went down.<br />
<br />
It is located inside a Blackbox Recorder, a big machine which usually resides in either the [[AI Satellite]] or [[Telecommunications]]. Once you remove the Blackbox from the Recorder, it will become visibly broken, so don't expect to get away with it easily.<br />
}}<br />
[[Category:Objects]]</div>Grabowski