Difference between revisions of "Guide to Combat"

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imported>Kelenius
imported>Kosmos
m (Added How to Acquire to all items.)
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! scope="col" style='background-color:#EB4C42;'|Item
 
! scope="col" style='background-color:#EB4C42;'|Item
 
! scope="col" style='width:80px; background-color:#EB4C42;'|Damage
 
! scope="col" style='width:80px; background-color:#EB4C42;'|Damage
 +
! scope="col" style='width:80px; background-color:#EB4C42;'|How to Acquire
 
! scope="col" class="unsortable" style='background-color:#EB4C42;'|Notes
 
! scope="col" class="unsortable" style='background-color:#EB4C42;'|Notes
 
|-
 
|-
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!{{anchor|Broken Bottle}}Broken Bottle
 
!{{anchor|Broken Bottle}}Broken Bottle
 
|15 Brute
 
|15 Brute
 +
|Get a bottle from the Booze-o-mat, smash it on someone.
 
|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.
 
|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.
 
|-
 
|-
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!{{anchor|Butcher's Knife}}Butcher's Knife
 
!{{anchor|Butcher's Knife}}Butcher's Knife
 
|15 Brute
 
|15 Brute
|Somewhat hard to get. You have to hack the Dinnerware vending machine. 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.
+
|Hack the Dinnerware vending machine.
 +
|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.
 
|-
 
|-
  
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!{{anchor|Circular Saw}}[[Circular Saw]]
 
!{{anchor|Circular Saw}}[[Circular Saw]]
 
|15 Brute
 
|15 Brute
 +
|[[Operating Theatre]]
 
|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.
 
|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.
 
|-
 
|-
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!{{anchor|Cult Blade}}[[Cult Blade]]
 
!{{anchor|Cult Blade}}[[Cult Blade]]
 
|30 Brute
 
|30 Brute
 +
|[[Cult magic]]
 
|Those who aren't Cultist suffer from wielding this blade...'''''MENTALLY'''''. Aside from being very robust, it is really Cult exclusive. Expect a wave of batons when Security sees you holding this.
 
|Those who aren't Cultist suffer from wielding this blade...'''''MENTALLY'''''. Aside from being very robust, it is really Cult exclusive. Expect a wave of batons when Security sees you holding this.
 
|-
 
|-
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!{{anchor|Death Nettle}}[[Death Nettle]]
 
!{{anchor|Death Nettle}}[[Death Nettle]]
 
|Damage depends on potency, up to 35(?) Brute
 
|Damage depends on potency, up to 35(?) Brute
 +
|Growing them at [[Hydroponics]]
 
|A red nettle that knocks people down with massive damage and contains polyacid. 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 stronger than energy swords.
 
|A red nettle that knocks people down with massive damage and contains polyacid. 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 stronger than energy swords.
 
|-
 
|-
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!{{anchor|Energy Sword}}[[Energy Sword]]
 
!{{anchor|Energy Sword}}[[Energy Sword]]
 
|3 Brute Off<br>30 Brute On
 
|3 Brute Off<br>30 Brute On
 +
|Through a [[Syndicate Uplink]]
 
|Despite being very strong in melee combat, its activation is loud, very obvious to those around you, and not viable unless you are a traitor. However, it can sometimes deflect laser and stun shots back the way they came! Use a multitool on one to turn on RAINBOW MODE (permanently). '''''TURN IT ON BEFORE YOU USE IT'''''
 
|Despite being very strong in melee combat, its activation is loud, very obvious to those around you, and not viable unless you are a traitor. However, it can sometimes deflect laser and stun shots back the way they came! Use a multitool on one to turn on RAINBOW MODE (permanently). '''''TURN IT ON BEFORE YOU USE IT'''''
 
|-
 
|-
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!{{anchor|Double-bladed Energy Sword}}[[Double-bladed Energy Sword]]
 
!{{anchor|Double-bladed Energy Sword}}[[Double-bladed Energy Sword]]
 
|3 Brute Off<br>34 Brute On
 
|3 Brute Off<br>34 Brute On
 +
|Combine two Energy Swords
 
|Has to be held with two hands while on. While not much stronger in terms of damage compared to the Energy Sword, when wielded it gives a guaranteed chance to deflect lasers and stun shots back to their shooter. 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'''''
 
|Has to be held with two hands while on. While not much stronger in terms of damage compared to the Energy Sword, when wielded it gives a guaranteed chance to deflect lasers and stun shots back to their shooter. 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'''''
 
|-
 
|-
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!{{anchor|Fire Extinguisher}}[[Fire Extinguisher]]
 
!{{anchor|Fire Extinguisher}}[[Fire Extinguisher]]
 
|10 Brute
 
|10 Brute
 +
|Found across the station in Emergency Fire Lockers on the walls and lockers in maintenance tunnels.
 
|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.
 
|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.
 
|-
 
|-
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!{{anchor|Fire Axe}}[[Fire Axe]]
 
!{{anchor|Fire Axe}}[[Fire Axe]]
 
|5 Onehand<br>24 Twohand
 
|5 Onehand<br>24 Twohand
 +
|[[Bridge]] and [[Atmospherics]].
 
|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.
 
|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.
 
|-
 
|-
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!{{anchor|Hatchet}}[[Hatchet]]
 
!{{anchor|Hatchet}}[[Hatchet]]
 
|12 Brute
 
|12 Brute
 +
|[[Hydroponics]].
 
|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.
 
|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.
 
|-
 
|-
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!{{anchor|Kitchen Knife}}[[Kitchen Knife]]
 
!{{anchor|Kitchen Knife}}[[Kitchen Knife]]
 
|10 Brute
 
|10 Brute
 +
|[[Kitchen]].
 
|Useful if you're the Chef, as Security are unlikely to give a single shit if they see you with it. There's still a better knife, but this one is easier to get to. Works as a ghetto scalpel in surgery.
 
|Useful if you're the Chef, as Security are unlikely to give a single shit if they see you with it. There's still a better knife, but this one is easier to get to. Works as a ghetto scalpel in surgery.
 
|-
 
|-
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!{{anchor|Null Rod}}[[Null Rod]]
 
!{{anchor|Null Rod}}[[Null Rod]]
 
|15 Brute
 
|15 Brute
 +
|[[Chapel]] and on the [[Chaplain]].
 
|Similar to the Circular Saw, but there's only of them, and the Chaplain tends to keep it on him. It can destroy runes, and the Chaplain cannot be converted while holding it. Can be stored in the suit storage of any of the Chaplains outfits.
 
|Similar to the Circular Saw, but there's only of them, and the Chaplain tends to keep it on him. It can destroy runes, and the Chaplain cannot be converted while holding it. Can be stored in the suit storage of any of the Chaplains outfits.
 
|-
 
|-
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!{{anchor|Pickaxe}}[[Pickaxe]]
 
!{{anchor|Pickaxe}}[[Pickaxe]]
 
|15 Brute
 
|15 Brute
 +
|[[Mining Dock]] and [[Mining Station]].
 
|Again, very robust, but it's very big, yet your jumpsuit's belt can hold it. Miners will likely trade this for other things, such as a tool belt, or insulated gloves. Since it is seen mostly on miners, security will be quick to blame them when they find a bloody pickaxe next to what was the HoP.
 
|Again, very robust, but it's very big, yet your jumpsuit's belt can hold it. Miners will likely trade this for other things, such as a tool belt, or insulated gloves. Since it is seen mostly on miners, security will be quick to blame them when they find a bloody pickaxe next to what was the HoP.
 
|-
 
|-
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!{{anchor|Scalpel}}[[Scalpel]]
 
!{{anchor|Scalpel}}[[Scalpel]]
 
|10 Brute
 
|10 Brute
 +
|[[Operating Theatre]].
 
|Despite being not as good at the saw, this is still quite robust. 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.
 
|Despite being not as good at the saw, this is still quite robust. 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.
 
|-
 
|-
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!{{anchor|Glass Shard}}[[Glass Shard]]
 
!{{anchor|Glass Shard}}[[Glass Shard]]
 
|5 Brute
 
|5 Brute
 +
|Anywhere there's glass (read: everywhere).
 
|Extremely easy to obtain, just break a glass/reinforced glass pane. Works also as a ghetto scalpel.
 
|Extremely easy to obtain, just break a glass/reinforced glass pane. Works also as a ghetto scalpel.
 
|-
 
|-
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!{{anchor|Stun Baton}}[[Stun Baton]]
 
!{{anchor|Stun Baton}}[[Stun Baton]]
 
|10 Brute
 
|10 Brute
 +
|[[Security Office]] and [[Security Officer]]'s backpack.
 
|Very robust if you know how to use it [[Shitcurity|properly]]. Only heads of staff and the security force can get these easily.
 
|Very robust if you know how to use it [[Shitcurity|properly]]. Only heads of staff and the security force can get these easily.
 
|-
 
|-
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!{{anchor|Screwdriver}}[[Screwdriver]]
 
!{{anchor|Screwdriver}}[[Screwdriver]]
 
|5 Brute
 
|5 Brute
 +
|Most storage rooms and [[Engineering]].
 
|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.
 
|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.
 
|-
 
|-
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!{{anchor|Surgical Drill}}[[Surgical Drill]]
 
!{{anchor|Surgical Drill}}[[Surgical Drill]]
 
|15 Brute
 
|15 Brute
 +
|[[Operating Theatre]].
 
|Only found in Surgery. Unfortunately, debate is ongoing whether it can be used to stick cyborg limbs onto people or not. You can probably think of a few other uses for it, though.
 
|Only found in Surgery. Unfortunately, debate is ongoing whether it can be used to stick cyborg limbs onto people or not. You can probably think of a few other uses for it, though.
 
|-
 
|-
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!{{anchor|Toolbox}}[[Toolbox]]
 
!{{anchor|Toolbox}}[[Toolbox]]
 
|10 Brute
 
|10 Brute
 +
|Most storage rooms and [[Engineering]].
 
|Rather common. Althought it deals a moderate amount of damage, it's a bulky item, so you'll have to hold it.
 
|Rather common. Althought it deals a moderate amount of damage, it's a bulky item, so you'll have to hold it.
 
|}
 
|}
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! scope="col" style='background-color:#F0DC82;'|Capacity
 
! scope="col" style='background-color:#F0DC82;'|Capacity
 
! scope="col" style='background-color:#F0DC82;'|Damage & Effects
 
! scope="col" style='background-color:#F0DC82;'|Damage & Effects
 +
! scope="col" style='background-color:#F0DC82;'|How to Acquire
 
! scope="col" class="unsortable" style='background-color:#F0DC82;'|Notes
 
! scope="col" class="unsortable" style='background-color:#F0DC82;'|Notes
 
|-
 
|-
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|10 (recharges over time)
 
|10 (recharges over time)
 
|20 Burn/Stun target
 
|20 Burn/Stun target
 +
|[[R&D Lab]] once researched first.
 
|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.
 
|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.
 
|-
 
|-
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|10 (recharges over time)
 
|10 (recharges over time)
 
|20 Burn
 
|20 Burn
 +
|[[Captain's Quarters]].
 
|The prized weapon of the Captain, and the target of many enemy forces. Similar to the laser gun except it's recharged all by itself. ''They just don't make guns like they used to.''
 
|The prized weapon of the Captain, and the target of many enemy forces. Similar to the laser gun except it's recharged all by itself. ''They just don't make guns like they used to.''
 
|-
 
|-
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|20 Rounds
 
|20 Rounds
 
|20 Brute + Knockdown
 
|20 Brute + Knockdown
|Can only be found in Nuke rounds, or with Summon guns. It knocks the target down, similar to the detective's revolver, except chances are if you go down, you're not getting back up.
+
|Can only be found in Nuke rounds, or with Summon guns.
 +
|It knocks the target down, similar to the detective's revolver, except chances are if you go down, you're not getting back up.
 
|-
 
|-
 
![[File:Combatshotgun.png|50px]]
 
![[File:Combatshotgun.png|50px]]
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|8 Shells
 
|8 Shells
 
|60 Brute with slugs<br>10 Brute + Knockdown with beanbag<br>Nothing with blank<br>Stuns target with stun<br>5 Toxin with dart
 
|60 Brute with slugs<br>10 Brute + Knockdown with beanbag<br>Nothing with blank<br>Stuns target with stun<br>5 Toxin with dart
|The highest ammo capacity of any shotgun. Best of all, you can load shells in a sequence, for example - Beanbag, Slug, Beanbag, Slug etc., for more effective combat. Found in ballistic crates and from Summon guns.
+
|Found in ballistic crates and from [[Summon guns]].
 +
|The highest ammo capacity of any shotgun. Best of all, you can load shells in a sequence, for example - Beanbag, Slug, Beanbag, Slug etc., for more effective combat.
 
|-
 
|-
 
![[File:Deagle.gif|50px]]
 
![[File:Deagle.gif|50px]]
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|7 Rounds
 
|7 Rounds
 
|60 Brute
 
|60 Brute
|Comes in three tasteful variants. Normal, gold and camo gold. Used to be possessed by Nuclear Agents, but is now Summon guns exclusive. Hope for the gold gun.
+
|Summon guns exclusive.
 +
|Comes in three tasteful variants. Normal, gold and camo gold. Hope for the gold gun.
 
|-
 
|-
 
![[File:Doubleshotgun.png|50px]] [[File:Doubleshotgunsawnoff.png|50px]]
 
![[File:Doubleshotgun.png|50px]] [[File:Doubleshotgunsawnoff.png|50px]]
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|2 Shells
 
|2 Shells
 
|60 Brute with slugs<br>10 Brute + Knockdown with beanbag<br>Nothing with blank<br>Stuns target with stun<br>5 Toxin with dart
 
|60 Brute with slugs<br>10 Brute + Knockdown with beanbag<br>Nothing with blank<br>Stuns target with stun<br>5 Toxin with dart
 +
|[[Bar]].
 
|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. A sawn-off shotgun will fit in your backpack.
 
|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. A sawn-off shotgun will fit in your backpack.
 
|-
 
|-
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|6 Bolts (recharges by itself)
 
|6 Bolts (recharges by itself)
 
|10 Toxin + stun
 
|10 Toxin + stun
 +
|[[Syndicate Uplink]].
 
|The syndicate's energy crossbow, small, silent and deadly. Cannot be used in recharging units. It's worth noting that the stun is shorter than the standard taser gun.
 
|The syndicate's energy crossbow, small, silent and deadly. Cannot be used in recharging units. It's worth noting that the stun is shorter than the standard taser gun.
 
|-
 
|-
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|10 Lasers/Electrodes
 
|10 Lasers/Electrodes
 
|20 Burn <br>Stun
 
|20 Burn <br>Stun
|Perhaps the second best energy-based gun. Best thing is to taze once then either handcuff (for arresting) or spam the other 9 shots at them on kill mode (for murder). Found in the armory, from energy weapon crates and from Summon guns.
+
|[[Armory]], Energy Weapons Crate or Summon guns.
 +
|Perhaps the second best energy-based gun. Best thing is to taze once then either handcuff (for arresting) or spam the other 9 shots at them on kill mode (for murder).
 
|-
 
|-
 
![[File:Gyrogun.png|50px]]
 
![[File:Gyrogun.png|50px]]
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|8 Rounds
 
|8 Rounds
 
|74 Brute from direct hit <br>24 from a tile away <br>3x3 gib range on dead people <br>explosion (-1, 0, 2)
 
|74 Brute from direct hit <br>24 from a tile away <br>3x3 gib range on dead people <br>explosion (-1, 0, 2)
|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. Sadly it is Summon guns exclusive.
+
|Summon guns exclusive.
 +
|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.
 
|-
 
|-
 
![[File:Ionrifle.png|50px]]
 
![[File:Ionrifle.png|50px]]
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|10 Ion Pulses
 
|10 Ion Pulses
 
|20 Brute to silicon mobs <br>nothing to any others <br>3x3 EMP
 
|20 Brute to silicon mobs <br>nothing to any others <br>3x3 EMP
|Large and unwieldly, not really that great. Its greatest use is dicking around with the electrics around the station. Cyborgs are weak to it: flashing cyborgs totally immobilises them and it leaves you free to robust them to your heart's content. Found on the Nuclear Agent's shuttle.
+
|[[Armory]] and on the Nuclear Operative shuttle.
 +
|Large and unwieldly, not really that great. Its greatest use is dicking around with the electrics around the station. Cyborgs are weak to it: flashing cyborgs totally immobilises them and it leaves you free to robust them to your heart's content.
 
|-
 
|-
 
![[File:L6machinegun.png|50px]]
 
![[File:L6machinegun.png|50px]]
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|50 Rounds
 
|50 Rounds
 
|60 Brute
 
|60 Brute
|Holds the most ammo of any gun, 50 shots dealing 60 brute damage each, two good shots on someone and they're down. Shame it's nuke ops and summon guns only.
+
|Nuke ops and summon guns only.
 +
|Holds the most ammo of any gun, 50 shots dealing 60 brute damage each, two good shots on someone and they're down.
 
|-
 
|-
 
![[File:Laser Cannon.png|50px]]
 
![[File:Laser Cannon.png|50px]]
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|10 Lasers
 
|10 Lasers
 
|40 Burn
 
|40 Burn
 +
|[[R&D Lab]] once researched first.
 
|Must be researched first. This is the Laser Gun's bigger brother, fear him, he will fuck you over.
 
|Must be researched first. This is the Laser Gun's bigger brother, fear him, he will fuck you over.
 
|-
 
|-
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|10 Lasers
 
|10 Lasers
 
|20 Burn
 
|20 Burn
|Found in the armory, weapons crates and from summon guns. No real reason to use it over the energy gun as it is lethal ONLY.
+
|[[Armory]], weapons crates and summon guns.
 +
|No real reason to use this over the energy gun as it is lethal ONLY.
 
|-
 
|-
 
![[File:Mateba.png|50px]]  
 
![[File:Mateba.png|50px]]  
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|7 Rounds
 
|7 Rounds
 
|60 Brute
 
|60 Brute
|All in all the syndicate revolver, but for death squad officers. Also from Summon guns.
+
|[[Syndicate Uplink]] and summon guns.
 +
|All in all the syndicate revolver, but for death squad officers.
 
|-
 
|-
 
![[File:Revolver.png|50px]]  
 
![[File:Revolver.png|50px]]  
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|7 Rounds
 
|7 Rounds
 
|60 Brute
 
|60 Brute
|Available to all Syndicate agents, or from Summon guns. Security (or generally anyone) will be quick to scream 'TRAITOR!' if they see you with one.
+
|[[Syndicate Uplink]] and summon guns
 +
|Security (or generally anyone) will be quick to scream 'TRAITOR!' if they see you with one.
 
|-
 
|-
 
![[File:Detectivegun.png|50px]]
 
![[File:Detectivegun.png|50px]]
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|6 Rounds
 
|6 Rounds
 
|10 Brute + Knockdown
 
|10 Brute + Knockdown
|Starts in the Detective's locker or from Summon guns. Knocks down targets, causing some minor damage. Can be modified to fire .357, but may break with the modification.
+
|[[Detective]]'s locker or summon guns.
 +
|Knocks down targets, causing some minor damage. Can be modified to fire .357, but may break with the modification.
 
|-
 
|-
 
![[File:Rapidsyringegun.png|50px]]
 
![[File:Rapidsyringegun.png|50px]]
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|4 Syringes
 
|4 Syringes
 
|Depends on contents of syringe
 
|Depends on contents of syringe
 +
|[[R&D Lab]] once researched first.
 
|See the syringe gun, but take into account it holds four syringes. Can be made through researching them, and only costs metal to make. This gun gives '''you''' the power to fuck over four people at once!
 
|See the syringe gun, but take into account it holds four syringes. Can be made through researching them, and only costs metal to make. This gun gives '''you''' the power to fuck over four people at once!
 
|-
 
|-
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|10 Lasers
 
|10 Lasers
 
|20 Burn
 
|20 Burn
 +
|[[White Ship]].
 
|Found on the white ship, this old beast is like the laser gun; anyone with a space suit and a little know-how can reach it.
 
|Found on the white ship, this old beast is like the laser gun; anyone with a space suit and a little know-how can reach it.
 
|-
 
|-
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|18 Shells
 
|18 Shells
 
|25 Brute
 
|25 Brute
 +
|[[R&D Lab]] once researched first.
 
|An expensive gun to make, but one of the few actual guns used by Nanotrasen that aren't shotguns. Researched from R&D.
 
|An expensive gun to make, but one of the few actual guns used by Nanotrasen that aren't shotguns. Researched from R&D.
 
|-
 
|-
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|4 Shells
 
|4 Shells
 
|60 Brute with slugs<br>10 Brute + Knockdown with beanbag<br>Nothing with blank<br>Stuns target with stun<br>5 Toxin with dart
 
|60 Brute with slugs<br>10 Brute + Knockdown with beanbag<br>Nothing with blank<br>Stuns target with stun<br>5 Toxin with dart
 +
|???
 
|A rare shotgun, also somewhat worse than the double barrelled, as it needs pumping every time and only holds 2 extra shells.
 
|A rare shotgun, also somewhat worse than the double barrelled, as it needs pumping every time and only holds 2 extra shells.
 
|-
 
|-
Line 284: Line 325:
 
|8 rounds
 
|8 rounds
 
|25 Brute
 
|25 Brute
 +
|[[Syndicate Uplink]].
 
|The [[Syndicate guide|nuke op]]'s weapon of choice, unless they spend telecrystals on something better.  
 
|The [[Syndicate guide|nuke op]]'s weapon of choice, unless they spend telecrystals on something better.  
 
|-
 
|-
Line 291: Line 333:
 
|1 Syringe
 
|1 Syringe
 
|Depends on contents of syringe
 
|Depends on contents of syringe
|In fact, this is very robust. Think of it as a ranged hypospray. Two are found in Medbay.
+
|[[Medical Storage]].
 +
|In fact, this is very robust. Think of it as a ranged hypospray.
 
|-
 
|-
 
![[File:Taser.png|50px]]
 
![[File:Taser.png|50px]]
Line 298: Line 341:
 
|5 Electrodes
 
|5 Electrodes
 
|Stun target
 
|Stun target
|Found in security and in weapon crates. If you're trying to kill someone, stun, then beat the living daylights out of them. Also found from summon guns.
+
|[[Armory]], taser crates and summon guns.
 +
|If you're trying to kill someone, stun, then beat the living daylights out of them.
 
|-
 
|-
 
![[File:Tempgun.png|50px]]
 
![[File:Tempgun.png|50px]]
Line 305: Line 349:
 
|5 Freeze Beams
 
|5 Freeze Beams
 
|Heats/Cools target dependant upon the setting.
 
|Heats/Cools target dependant upon the setting.
|Another researched gun, if you can make this (more importantly, open that damn lockbox), chances are you can construct something better (read:laser cannon).
+
|[[R&D Lab]] once researched first.
 +
|Another researched gun, if you can make this (more importantly, open that damn lockbox), chances are you can construct something better (read: laser cannon).
 
|-
 
|-
 
![[File:Xraygun.png|50px]]
 
![[File:Xraygun.png|50px]]
Line 312: Line 357:
 
|20 Lasers
 
|20 Lasers
 
|15 Burn + 30 Irradiate
 
|15 Burn + 30 Irradiate
 +
|[[R&D Lab]] once researched first.
 
|This beams from this gun will pass through everything but a wall. While it does do less burn damage, the radiation it inflicts causes toxin damage and can make someone mutate. Great for shooting up crowded hallways.
 
|This beams from this gun will pass through everything but a wall. While it does do less burn damage, the radiation it inflicts causes toxin damage and can make someone mutate. Great for shooting up crowded hallways.
 
|-
 
|-
Line 317: Line 363:
 
!{{anchor|Projectile Gun}}Projectile Gun
 
!{{anchor|Projectile Gun}}Projectile Gun
 
|[[File:Ammo 9mm.png|50px]]<br>10mm
 
|[[File:Ammo 9mm.png|50px]]<br>10mm
 +
|???
 
|???
 
|???
 
|???
 
|???
Line 326: Line 373:
 
|600 units
 
|600 units
 
|Depends on the chemical
 
|Depends on the chemical
 +
|???
 
|A utility used to spray large amounts of reagents in a given area.
 
|A utility used to spray large amounts of reagents in a given area.
 
|-
 
|-
Line 333: Line 381:
 
|???
 
|???
 
|???
 
|???
 +
|[[R&D Lab]] once researched first.
 
|A lightweight, fast firing gun, for when you want someone dead. Uses .45 rounds.
 
|A lightweight, fast firing gun, for when you want someone dead. Uses .45 rounds.
 
|-
 
|-
Line 338: Line 387:
 
!{{anchor|Tommy Gun}}Tommy Gun
 
!{{anchor|Tommy Gun}}Tommy Gun
 
|[[File:Ammo 9mm.png|50px]]<br>9mm
 
|[[File:Ammo 9mm.png|50px]]<br>9mm
 +
|???
 
|???
 
|???
 
|???
 
|???
Line 345: Line 395:
 
!{{anchor|Russian Revolver}}Russian Revolver
 
!{{anchor|Russian Revolver}}Russian Revolver
 
|[[File:Ammo 357.png|50px]]<br>.357
 
|[[File:Ammo 357.png|50px]]<br>.357
 +
|???
 
|???
 
|???
 
|???
 
|???
Line 354: Line 405:
 
|???
 
|???
 
|???
 
|???
 +
|[[Syndicate Uplink]].
 
|A small, quiet,  easily concealable gun. Uses .45 rounds."
 
|A small, quiet,  easily concealable gun. Uses .45 rounds."
 
|}
 
|}
Line 373: Line 425:
 
! scope="col" class="unsortable" style='background-color:Lightgreen;'|Icon
 
! scope="col" class="unsortable" style='background-color:Lightgreen;'|Icon
 
! scope="col" style='background-color:Lightgreen;'|Item
 
! scope="col" style='background-color:Lightgreen;'|Item
! scope="col" class="unsortable" style='background-color:Lightgreen;'|How to acquire
+
! scope="col" class="unsortable" style='background-color:Lightgreen;'|Type of Stun
! scope="col" class="unsortable" style='background-color:Lightgreen;'|Type of stun
+
! scope="col" class="unsortable" style='background-color:Lightgreen;'|How to Acquire
 
! scope="col" class="unsortable" style='background-color:Lightgreen;'|Notes
 
! scope="col" class="unsortable" style='background-color:Lightgreen;'|Notes
 
|-
 
|-
Line 380: Line 432:
 
![[File:StunBaton.gif|50px]]
 
![[File:StunBaton.gif|50px]]
 
!{{anchor|Stun Baton}}[[Stun Baton]]
 
!{{anchor|Stun Baton}}[[Stun Baton]]
 +
|Weaken
 
|[[Security]]
 
|[[Security]]
|Weaken
 
 
|Not being security, and having this out, is likely to land you in the brig.
 
|Not being security, and having this out, is likely to land you in the brig.
 
|-
 
|-
Line 394: Line 446:
 
![[File:Flash.gif|50px]]
 
![[File:Flash.gif|50px]]
 
!{{anchor|Flash}}[[Flash]]
 
!{{anchor|Flash}}[[Flash]]
 +
|Weaken
 
|[[Security]], [[Heads of Staff|Heads]], [[Bridge]], [[Security Checkpoint|Sec Checkpoint]], [[Tech Storage]]
 
|[[Security]], [[Heads of Staff|Heads]], [[Bridge]], [[Security Checkpoint|Sec Checkpoint]], [[Tech Storage]]
|Weaken
 
 
|[[Cyborg]]s are vulnerable to this method of stunning. Eye protection, such as sunglasses or welding helmets prevents you from being stunned this way.
 
|[[Cyborg]]s are vulnerable to this method of stunning. Eye protection, such as sunglasses or welding helmets prevents you from being stunned this way.
 
|-
 
|-
Line 401: Line 453:
 
![[File:Taser.png|50px]]
 
![[File:Taser.png|50px]]
 
!{{anchor|Taser}}[[Taser]]
 
!{{anchor|Taser}}[[Taser]]
 +
|Weaken
 
|[[Security]]
 
|[[Security]]
|Weaken
 
 
|A ranged stun, which sets Sec apart from everyone else. Has five charges.
 
|A ranged stun, which sets Sec apart from everyone else. Has five charges.
 
|-
 
|-
Line 408: Line 460:
 
![[File:Energy_Gun.gif|50px]]
 
![[File:Energy_Gun.gif|50px]]
 
!{{anchor|Energy Gun}}[[Energy Gun]]
 
!{{anchor|Energy Gun}}[[Energy Gun]]
 +
|Weaken
 
|[[Captain]], [[HoS]], [[HoP]], [[Armory]]
 
|[[Captain]], [[HoS]], [[HoP]], [[Armory]]
|Weaken
 
 
|Like a [[Taser]], but with more charges, and the option to kill, if needed. HoS is the only person on station to start with one at round start.
 
|Like a [[Taser]], but with more charges, and the option to kill, if needed. HoS is the only person on station to start with one at round start.
 
|-
 
|-
Line 415: Line 467:
 
![[File:Disarm.png|50px]]
 
![[File:Disarm.png|50px]]
 
!{{anchor|Disarm Intent}}[[Intent|Disarm Intent]]
 
!{{anchor|Disarm Intent}}[[Intent|Disarm Intent]]
 +
|Weaken
 
|Have arms
 
|Have arms
|Weaken
 
 
|You have a chance to disarm (make someone drop their weapon) or push someone down when attacking with the disarm intent. Someone pushed down will also drop their weapon. Very brief.
 
|You have a chance to disarm (make someone drop their weapon) or push someone down when attacking with the disarm intent. Someone pushed down will also drop their weapon. Very brief.
 
|-
 
|-
Line 422: Line 474:
 
![[File:Hspray.png|50px]]
 
![[File:Hspray.png|50px]]
 
!{{anchor|Chloral Hydrate}}[[Chloral Hydrate]]
 
!{{anchor|Chloral Hydrate}}[[Chloral Hydrate]]
 +
|Sleep
 
|[[Chemistry]]
 
|[[Chemistry]]
|Sleep
 
 
|Typically used with a syringe gun, [[Hypospray]], or [[Grenade|Smoke Grenade]]. This puts anyone to sleep for an extended period of time. Large doses can kill someone (30+ units).
 
|Typically used with a syringe gun, [[Hypospray]], or [[Grenade|Smoke Grenade]]. This puts anyone to sleep for an extended period of time. Large doses can kill someone (30+ units).
 
|-
 
|-
Line 429: Line 481:
 
![[File:Flashbang.gif|50px]]
 
![[File:Flashbang.gif|50px]]
 
!{{anchor|Flashbang}}[[Flashbang]]
 
!{{anchor|Flashbang}}[[Flashbang]]
 +
|Weaken
 
|[[Security]]
 
|[[Security]]
|Weaken
 
 
|Very good for stunning a whole room. Not wearing ear protection will make you deaf for awhile.
 
|Very good for stunning a whole room. Not wearing ear protection will make you deaf for awhile.
 
|-
 
|-
Line 436: Line 488:
 
![[File:Laser Pointer.png|50px]]
 
![[File:Laser Pointer.png|50px]]
 
!{{anchor|Laser Pointer}}[[High-risk_items#Laser_Pointer|Laser Pointer]]
 
!{{anchor|Laser Pointer}}[[High-risk_items#Laser_Pointer|Laser Pointer]]
 +
|Weaken on cyborgs, blinds humans
 
|[[Lawyer]], [[Librarian]], [[Research Director]]
 
|[[Lawyer]], [[Librarian]], [[Research Director]]
|Weaken on cyborgs, blinds humans
 
 
|Has a chance of blinding people and cyborgs, like a [[Flash]]; a fully upgraded laser pointer has a 100% chance.
 
|Has a chance of blinding people and cyborgs, like a [[Flash]]; a fully upgraded laser pointer has a 100% chance.
 
|-
 
|-
Line 443: Line 495:
 
![[File:Hud-target.gif|50px]]
 
![[File:Hud-target.gif|50px]]
 
!{{anchor|Knockout}}Knockout
 
!{{anchor|Knockout}}Knockout
 +
|Weaken
 
|Have arms
 
|Have arms
|Weaken
 
 
|When you hit someone in the head/mouth, there's a fairly low chance for them to be knocked out.
 
|When you hit someone in the head/mouth, there's a fairly low chance for them to be knocked out.
 
|-
 
|-
Line 450: Line 502:
 
![[File:Disabler.png|50px]]
 
![[File:Disabler.png|50px]]
 
!{{anchor|Disabler}}[[Disabler]]
 
!{{anchor|Disabler}}[[Disabler]]
 +
|Stamina damage
 
|Through Disabler Crate from Cargo.
 
|Through Disabler Crate from Cargo.
|Stamina damage
 
 
|A self defense weapon that exhausts targets, weakening them until they collapse. Non-lethal.
 
|A self defense weapon that exhausts targets, weakening them until they collapse. Non-lethal.
 
|-
 
|-
Line 457: Line 509:
 
![[File:Stun Revolver.png|50px]]
 
![[File:Stun Revolver.png|50px]]
 
!{{anchor|Stun Revolver}}[[Stun Revolver]]
 
!{{anchor|Stun Revolver}}[[Stun Revolver]]
 +
|Weaken
 
|Through research
 
|Through research
|Weaken
 
 
|A high-tech revolver that fires stun cartridges. The stun cartridges can be recharged using a conventional energy weapon recharger. Taser with 8 charges.
 
|A high-tech revolver that fires stun cartridges. The stun cartridges can be recharged using a conventional energy weapon recharger. Taser with 8 charges.
 
|}
 
|}
Line 465: Line 517:
 
! scope="col" class="unsortable" style='background-color:Lightgreen;'|Icon
 
! scope="col" class="unsortable" style='background-color:Lightgreen;'|Icon
 
! scope="col" style='background-color:Lightgreen;'|Counter
 
! scope="col" style='background-color:Lightgreen;'|Counter
! scope="col" class="unsortable" style='background-color:Lightgreen;'|How to acquire
+
! scope="col" class="unsortable" style='background-color:Lightgreen;'|Type of Stun
! scope="col" class="unsortable" style='background-color:Lightgreen;'|Type of stun
+
! scope="col" class="unsortable" style='background-color:Lightgreen;'|How to Acquire
 
! scope="col" class="unsortable" style='background-color:Lightgreen;'|Notes
 
! scope="col" class="unsortable" style='background-color:Lightgreen;'|Notes
 
|-
 
|-
 
![[File:Hulk.png]]
 
![[File:Hulk.png]]
 
!Hulk
 
!Hulk
 +
|Any
 
|[[Genetics]] or [[Virology]]
 
|[[Genetics]] or [[Virology]]
|Any
 
 
|Hulks don't get stunned and don't fall ever. Even space lube doesn't make them fall, though they do slip.
 
|Hulks don't get stunned and don't fall ever. Even space lube doesn't make them fall, though they do slip.
  
Line 478: Line 530:
 
![[File:SGlasses.png]]
 
![[File:SGlasses.png]]
 
!Eye protection
 
!Eye protection
 +
|Flashes
 
|[[Cargo]] and [[Engineering]] for welding helmets, [[Security]] for sunglasses.
 
|[[Cargo]] and [[Engineering]] for welding helmets, [[Security]] for sunglasses.
|Flashes
 
 
|Doesn't do anything with the stun itself; rather, it protects you from flashing
 
|Doesn't do anything with the stun itself; rather, it protects you from flashing
 
|}
 
|}

Revision as of 03:15, 9 June 2014



This is a table of some common, or just robust, things. This is not a list of how much damage each item does, just the best items and short notes on how to use them best. If you feel something should be added, please go ahead and do so, if it's robust enough. This is in alphabetical order:

Offense

Melee Weapons

Icon Item Damage How to Acquire Notes
Brokenbottle.png Broken Bottle 15 Brute Get a bottle from the Booze-o-mat, smash it on someone. 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.
Butcherknife.png Butcher's Knife 15 Brute Hack the Dinnerware vending machine. 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.
Saw.png Circular Saw 15 Brute Operating Theatre 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.
Cultblade.png Cult Blade 30 Brute Cult magic Those who aren't Cultist suffer from wielding this blade...MENTALLY. Aside from being very robust, it is really Cult exclusive. Expect a wave of batons when Security sees you holding this.
Deathnettle.png Death Nettle Damage depends on potency, up to 35(?) Brute Growing them at Hydroponics A red nettle that knocks people down with massive damage and contains polyacid. 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 stronger than energy swords.
Sword.gif Energy Sword 3 Brute Off
30 Brute On
Through a Syndicate Uplink Despite being very strong in melee combat, its activation is loud, very obvious to those around you, and not viable unless you are a traitor. However, it can sometimes deflect laser and stun shots back the way they came! Use a multitool on one to turn on RAINBOW MODE (permanently). TURN IT ON BEFORE YOU USE IT
DualSaber.gif Double-bladed Energy Sword 3 Brute Off
34 Brute On
Combine two Energy Swords Has to be held with two hands while on. While not much stronger in terms of damage compared to the Energy Sword, when wielded it gives a guaranteed chance to deflect lasers and stun shots back to their shooter. 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
Extinguisher.png Fire Extinguisher 10 Brute Found across the station in Emergency Fire Lockers on the walls and lockers in maintenance tunnels. 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.
Fireaxe.png Fire Axe 5 Onehand
24 Twohand
Bridge and Atmospherics. 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.
Hatchet.png Hatchet 12 Brute Hydroponics. 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.
Knife.png Kitchen Knife 10 Brute Kitchen. Useful if you're the Chef, as Security are unlikely to give a single shit if they see you with it. There's still a better knife, but this one is easier to get to. Works as a ghetto scalpel in surgery.
Nullrod.png Null Rod 15 Brute Chapel and on the Chaplain. Similar to the Circular Saw, but there's only of them, and the Chaplain tends to keep it on him. It can destroy runes, and the Chaplain cannot be converted while holding it. Can be stored in the suit storage of any of the Chaplains outfits.
Pickaxe.png Pickaxe 15 Brute Mining Dock and Mining Station. Again, very robust, but it's very big, yet your jumpsuit's belt can hold it. Miners will likely trade this for other things, such as a tool belt, or insulated gloves. Since it is seen mostly on miners, security will be quick to blame them when they find a bloody pickaxe next to what was the HoP.
Scalpel.png Scalpel 10 Brute Operating Theatre. Despite being not as good at the saw, this is still quite robust. 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.
Shard.png Glass Shard 5 Brute Anywhere there's glass (read: everywhere). Extremely easy to obtain, just break a glass/reinforced glass pane. Works also as a ghetto scalpel.
StunBaton.gif Stun Baton 10 Brute Security Office and Security Officer's backpack. Very robust if you know how to use it properly. Only heads of staff and the security force can get these easily.
Screwdriver tool.png Screwdriver 5 Brute Most storage rooms and Engineering. 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.
Drill.png Surgical Drill 15 Brute Operating Theatre. Only found in Surgery. Unfortunately, debate is ongoing whether it can be used to stick cyborg limbs onto people or not. You can probably think of a few other uses for it, though.
BlueToolbox.png Toolbox 10 Brute Most storage rooms and Engineering. Rather common. Althought it deals a moderate amount of damage, it's a bulky item, so you'll have to hold it.

Ranged Weapons

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.

Icon Item Ammo Capacity Damage & Effects How to Acquire Notes
Advegun.png Advanced Energy Gun Powercell.png
Energy
10 (recharges over time) 20 Burn/Stun target R&D Lab once researched first. Using advanced wizardry 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.
Antique laser.png Antique Laser Gun Recharger.gif
Energy
10 (recharges over time) 20 Burn Captain's Quarters. The prized weapon of the Captain, and the target of many enemy forces. Similar to the laser gun except it's recharged all by itself. They just don't make guns like they used to.
C20r.png C20r SMG 12mmMag.png
12mm
20 Rounds 20 Brute + Knockdown Can only be found in Nuke rounds, or with Summon guns. It knocks the target down, similar to the detective's revolver, except chances are if you go down, you're not getting back up.
Combatshotgun.png Combat Shotgun Shotgunshells.png
12 Gauge Shells
8 Shells 60 Brute with slugs
10 Brute + Knockdown with beanbag
Nothing with blank
Stuns target with stun
5 Toxin with dart
Found in ballistic crates and from Summon guns. The highest ammo capacity of any shotgun. Best of all, you can load shells in a sequence, for example - Beanbag, Slug, Beanbag, Slug etc., for more effective combat.
Deagle.gif Desert Eagle Ammo 50.png
.50
7 Rounds 60 Brute Summon guns exclusive. Comes in three tasteful variants. Normal, gold and camo gold. Hope for the gold gun.
Doubleshotgun.png Doubleshotgunsawnoff.png Double-Barrelled Shotgun Shotgunshells.png
12 Gauge shells
2 Shells 60 Brute with slugs
10 Brute + Knockdown with beanbag
Nothing with blank
Stuns target with stun
5 Toxin with dart
Bar. 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. A sawn-off shotgun will fit in your backpack.
Ebow.png Energy Crossbow Powercell.png
Energy
6 Bolts (recharges by itself) 10 Toxin + stun Syndicate Uplink. The syndicate's energy crossbow, small, silent and deadly. Cannot be used in recharging units. It's worth noting that the stun is shorter than the standard taser gun.
Energy Gun.gif Energy Gun Recharger.gif
Energy
10 Lasers/Electrodes 20 Burn
Stun
Armory, Energy Weapons Crate or Summon guns. Perhaps the second best energy-based gun. Best thing is to taze once then either handcuff (for arresting) or spam the other 9 shots at them on kill mode (for murder).
Gyrogun.png Gyrojet Pistol Ammo 75.png
.75
8 Rounds 74 Brute from direct hit
24 from a tile away
3x3 gib range on dead people
explosion (-1, 0, 2)
Summon guns exclusive. 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.
Ionrifle.png Ion Rifle Recharger.gif
Energy
10 Ion Pulses 20 Brute to silicon mobs
nothing to any others
3x3 EMP
Armory and on the Nuclear Operative shuttle. Large and unwieldly, not really that great. Its greatest use is dicking around with the electrics around the station. Cyborgs are weak to it: flashing cyborgs totally immobilises them and it leaves you free to robust them to your heart's content.
L6machinegun.png L6 SAW A762.png
.762
50 Rounds 60 Brute Nuke ops and summon guns only. Holds the most ammo of any gun, 50 shots dealing 60 brute damage each, two good shots on someone and they're down.
Laser Cannon.png Laser Cannon Recharger.gif
Energy
10 Lasers 40 Burn R&D Lab once researched first. Must be researched first. This is the Laser Gun's bigger brother, fear him, he will fuck you over.
Laser gun.png Laser Gun Recharger.gif
Energy
10 Lasers 20 Burn Armory, weapons crates and summon guns. No real reason to use this over the energy gun as it is lethal ONLY.
Mateba.png Mateba Ammo 357.png
.357
7 Rounds 60 Brute Syndicate Uplink and summon guns. All in all the syndicate revolver, but for death squad officers.
Revolver.png Revolver Ammo 357.png
.357
7 Rounds 60 Brute Syndicate Uplink and summon guns Security (or generally anyone) will be quick to scream 'TRAITOR!' if they see you with one.
Detectivegun.png Revolver Ammo 38.png
.38
6 Rounds 10 Brute + Knockdown Detective's locker or summon guns. Knocks down targets, causing some minor damage. Can be modified to fire .357, but may break with the modification.
Rapidsyringegun.png Rapid Syringe Gun Syringe.png
Syringes
4 Syringes Depends on contents of syringe R&D Lab once researched first. See the syringe gun, but take into account it holds four syringes. Can be made through researching them, and only costs metal to make. This gun gives you the power to fuck over four people at once!
Retrolaser.png Retro Laser Recharger.gif
Energy
10 Lasers 20 Burn White Ship. Found on the white ship, this old beast is like the laser gun; anyone with a space suit and a little know-how can reach it.
SMG.png Submachine Gun Ammo 9mm.png
9mm
18 Shells 25 Brute R&D Lab once researched first. An expensive gun to make, but one of the few actual guns used by Nanotrasen that aren't shotguns. Researched from R&D.
Shotgun.png Shotgun Shotgunshells.png
12 Gauge shells
4 Shells 60 Brute with slugs
10 Brute + Knockdown with beanbag
Nothing with blank
Stuns target with stun
5 Toxin with dart
??? A rare shotgun, also somewhat worse than the double barrelled, as it needs pumping every time and only holds 2 extra shells.
Stetchkin.png Stetchkin Pistol Ammo 9mm.png
10mm
8 rounds 25 Brute Syndicate Uplink. The nuke op's weapon of choice, unless they spend telecrystals on something better.
Sgun.png Syringe Gun Syringe.png
Syringes
1 Syringe Depends on contents of syringe Medical Storage. In fact, this is very robust. Think of it as a ranged hypospray.
Taser.png Taser Recharger.gif
Energy
5 Electrodes Stun target Armory, taser crates and summon guns. If you're trying to kill someone, stun, then beat the living daylights out of them.
Tempgun.png Temperature Gun Recharger.gif
Energy
5 Freeze Beams Heats/Cools target dependant upon the setting. R&D Lab once researched first. Another researched gun, if you can make this (more importantly, open that damn lockbox), chances are you can construct something better (read: laser cannon).
Xraygun.png X-Ray Gun Recharger.gif
Energy
20 Lasers 15 Burn + 30 Irradiate R&D Lab once researched first. This beams from this gun will pass through everything but a wall. While it does do less burn damage, the radiation it inflicts causes toxin damage and can make someone mutate. Great for shooting up crowded hallways.
Projectile gun.png Projectile Gun Ammo 9mm.png
10mm
??? ??? ??? Now comes in flavors like GUN. Uses 10mm ammo, for some reason.
Chem sprayer.png Chem Sprayer Chemicals 600 units Depends on the chemical ??? A utility used to spray large amounts of reagents in a given area.
Uzi.png Uzi Ammo 50.png
.45
??? ??? R&D Lab once researched first. A lightweight, fast firing gun, for when you want someone dead. Uses .45 rounds.
Tommy gun.png Tommy Gun Ammo 9mm.png
9mm
??? ??? ??? A genuine Chicago Typewriter.
Revolver.png Russian Revolver Ammo 357.png
.357
??? ??? ??? 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.
Silenced pistol.png Silenced Pistol Ammo 50.png
.45
??? ??? Syndicate Uplink. A small, quiet, easily concealable gun. Uses .45 rounds."

Defense

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.

Stuns and Incapacitation

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).

Three kinds of stuns

Humans can get stunned in three different ways. The most common one is 'Weaken'. It causes you to fall and makes you unable to do anything except talking. 'Stun' is all the same, except you don't fall down. Paralysis knocks you out completely, you can't even talk or hear what's happening.

You can also be sleeping, which is the same as paralysis, but caused and treated by different things.

Icon Item Type of Stun How to Acquire Notes
StunBaton.gif Stun Baton Weaken Security Not being security, and having this out, is likely to land you in the brig.
Stunprod.png Stun Baton Made by yourself Weaken Having this is a quick way to get robusted by security.
Flash.gif Flash Weaken Security, Heads, Bridge, Sec Checkpoint, Tech Storage Cyborgs are vulnerable to this method of stunning. Eye protection, such as sunglasses or welding helmets prevents you from being stunned this way.
Taser.png Taser Weaken Security A ranged stun, which sets Sec apart from everyone else. Has five charges.
Energy Gun.gif Energy Gun Weaken Captain, HoS, HoP, Armory Like a Taser, but with more charges, and the option to kill, if needed. HoS is the only person on station to start with one at round start.
Disarm.png Disarm Intent Weaken Have arms You have a chance to disarm (make someone drop their weapon) or push someone down when attacking with the disarm intent. Someone pushed down will also drop their weapon. Very brief.
Hspray.png Chloral Hydrate Sleep Chemistry Typically used with a syringe gun, Hypospray, or Smoke Grenade. This puts anyone to sleep for an extended period of time. Large doses can kill someone (30+ units).
Flashbang.gif Flashbang Weaken Security Very good for stunning a whole room. Not wearing ear protection will make you deaf for awhile.
Laser Pointer.png Laser Pointer Weaken on cyborgs, blinds humans Lawyer, Librarian, Research Director Has a chance of blinding people and cyborgs, like a Flash; a fully upgraded laser pointer has a 100% chance.
Hud-target.gif Knockout Weaken Have arms When you hit someone in the head/mouth, there's a fairly low chance for them to be knocked out.
Disabler.png Disabler Stamina damage Through Disabler Crate from Cargo. A self defense weapon that exhausts targets, weakening them until they collapse. Non-lethal.
Stun Revolver.png Stun Revolver Weaken Through research A high-tech revolver that fires stun cartridges. The stun cartridges can be recharged using a conventional energy weapon recharger. Taser with 8 charges.
Icon Counter Type of Stun How to Acquire Notes
Hulk.png Hulk Any Genetics or Virology Hulks don't get stunned and don't fall ever. Even space lube doesn't make them fall, though they do slip.
SGlasses.png Eye protection Flashes Cargo and Engineering for welding helmets, Security for sunglasses. Doesn't do anything with the stun itself; rather, it protects you from flashing

Damage Prevention

A few items, when used, can completely block damage.

Icon Item How to acquire Protection Notes
RiotS.png Riot Shield Armory Blocks melee and projectile attacks to the chest. 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.
Eshield.png Energy Combat Shield Nuke ops Blocks most melee and ranged projectiles This will also block Tasers, making Nuclear Operatives very hard to kill, unless they're surrounded.
Reactivearmor.png Reactive Teleport Armor Research Director's Office Teleports you randomly if you're hit. It could end badly if you get spaced due to this, but it'll still improve your odds of surviving.
Sword.gif Energy Sword Syndicate Uplinks Blocks most projectiles Needs to be turned on to work. You're still vulnerable to melee attacks with this.

Armor

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.

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 has protected your X." when your armor blocks damage. "Your armor absorbs the blow!" appears to also indicate full protection. 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 always block 50% of all melee damage to the chest.

Armor only protects the region that it covers on your body. No armor protects your entire body.

Icon Item How to acquire Protection Defense values % Notes
CaptArmor.png Captain's Armor Captain's Quarters Offers moderate protection from most sources. melee = 65
bullet = 50
laser = 50
energy = 25
bomb = 50
bio = 100
rad = 50
The Captain will usually 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.
RIG.png Engineering Hardsuit Engineering Gives low protection from melee attacks and explosions. melee = 10
bullet = 5
laser = 10
energy = 5
bomb = 10
bio = 100
rad = 75
See here for information on the different styles.
Atmospherics Hardsuit.png Atmospherics Hardsuit Atmospherics 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. melee = 10
bullet = 5
laser = 10
energy = 5
bomb = 10
bio = 100
See here for information on the different styles.
Mining Hardsuit.png Mining Hardsuit Mining Gives quite good protection from melee attacks and explosions. melee = 40
bullet = 5
laser = 10
energy = 5
bomb = 50
bio = 100
rad = 50
See here for information on the different styles.
AdvRIG.png CE Hardsuit Chief Engineer Gives good protection from melee attacks, near complete Radiation protection and complete protection against Fire. melee = 40
bullet = 5
laser = 10
energy = 5
bomb = 50
bio = 100
rad = 90
See here for information on the different styles.
Security Hardsuit.png Security Hardsuit E.V.A. Gives slightly increased protection against all damage sources. melee = 30
bullet = 15
laser = 30
energy = 10
bomb = 10
bio = 100
rad = 50
See here for information on the different styles.
Ablative.png Ablative Armor Vest Armory Gvives excellent protection against Laser and Energy attack's and can even deflect them. melee = 10
bullet = 10
laser = 80
energy = 50
It will sometimes deflect energy projectiles, which includes Taser shots! It's also a traitor objective.
Bulletproofvest.png Bulletproof Vest Armory Makes the wearer very resilient to bullets at the cost of any other damage. melee = 10
bullet = 80
laser = 10
energy = 10
Rarely used, because lasers are the main weapon of choice for those who can get them.
Armor.png Body Armor Captain, HoS, HoP, Security Protects moderately against melee and lasers, which are common things to be harmed by. melee = 50
bullet = 15
laser = 50
energy = 10
bomb = 25
Captain usually will usually wear his space armor instead. Also sometimes found on Ian.
Swatarmor.png Riot Suit Armory This, combined with the riot shield, will make you be the nightmare of fire extinguisher -wielding assistants everywhere. Gives complete protection to the entire body. melee = 80
bullet = 10
laser = 10
energy = 10
It's very resistant to melee attacks, BUT it's less protective against lasers than standard armor. Slows you down slightly
Armoredcoat.png Armored Coat HoS The most protective armor available on the station, and the HoS starts with it. Gives complete protection to most of the body. melee = 65
bullet = 30
laser = 50
energy = 10
bomb = 25
Wear this as your rightful trophy if you manage to outrobust him.
Bomb-suit.png Bomb Suit Toxins Lab, Armory Protects you from bombs. Even if a bomb manages to kill you, your body will not be gibbed and you can be cloned. melee = 40
laser = 20
energy = 10
bomb = 100
A suit designed for safety when handling explosives.