Difference between revisions of "Guide to Combat"
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− | + | 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> | |
− | + | The [[#Basics to Combat|practical part]] this guide was written april 2019. If you are reading it much later, some things may be outdated. | |
− | This is a table of | + | =Basics to Combat= |
− | + | Some good to know basics about the combat system. | |
+ | ==[[Health]] System== | ||
+ | Get familiar with how [[Health|health]] works. Some important bits are: | ||
+ | *You have 200 max hp. | ||
+ | * If you have over 40 total damage of any types you get slowed down until healed. | ||
+ | * 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. | ||
+ | * 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. | ||
+ | ==Damage Zone == | ||
+ | [[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. | ||
+ | ==Movement Speed == | ||
+ | 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_drinks#Nuka_Cola|Nuka Cola]] from [[Vendor#Food_and_Drink_Machines|drink vendors]]. | ||
+ | ==Stuns== | ||
+ | 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. | ||
+ | ==Cuffing== | ||
+ | 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. | ||
+ | =Melee Combat= | ||
+ | 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. | ||
+ | ==Unarmed Combat== | ||
+ | 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. | ||
+ | ===Shoving=== | ||
+ | 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. | ||
+ | ===Grabbing=== | ||
+ | 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]]. | ||
+ | ====Tabling==== | ||
+ | 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. | ||
+ | ==== Strangling==== | ||
+ | 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. | ||
+ | ====Throwing Spacemen==== | ||
+ | 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. | ||
+ | === Punching and kicking=== | ||
+ | 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. | ||
+ | ===Curbstomping=== | ||
+ | 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. | ||
+ | ===Groinkicking=== | ||
+ | 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. | ||
+ | == Using Melee Weapons== | ||
+ | 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. | ||
+ | = Ranged Combat= | ||
+ | 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. | ||
+ | ==Ranged Intents== | ||
+ | There are some differences to firing guns between different [[Starter_guide#Intents|intents]]: | ||
+ | *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. | ||
+ | *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. | ||
+ | ==Throwing == | ||
+ | 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. | ||
+ | ===Embedding=== | ||
+ | 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]]. | ||
+ | ==Execution With Guns== | ||
+ | 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. | ||
+ | =Cheap Tricks= | ||
+ | There many tricks to winning a fight. These are only a select few of them: | ||
+ | * 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]]. | ||
+ | *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]]. | ||
+ | *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]]. | ||
+ | *Drag a [[General_items#Soap|soap]] [[File:Soaps.gif]] behind you to [[Status_Effects#Knockdown|slip]] people. | ||
+ | *Drag an open [[Guide_to_construction#Lockers|locker]] [[File:Locker.png]] behind you. People accidentally clicking the locker will put their weapon in it. | ||
+ | *If you know what you're doing (or is an [[Terminology#Antag|antag]]), learn how to make and utilize [[Guide_to_chemistry#Explosion|bombs]]. | ||
+ | *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> | ||
+ | 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. | ||
=Weapons= | =Weapons= | ||
− | 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. | + | 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. |
− | |||
=Offense= | =Offense= | ||
==Melee Weapons== | ==Melee Weapons== | ||
− | Most station | + | 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. |
+ | |||
+ | lmost any object on the station can be used as a makeshift melee weapon, however some are better than others. | ||
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | ||
|- | |- | ||
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:#EB4C42;" |Icon |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#EB4C42;" |Item |
− | ! scope="col" style= | + | ! scope="col" style="width:80px; background-color:#EB4C42;" |Damage |
− | ! scope="col" style= | + | ! scope="col" style="width:80px; background-color:#EB4C42;" |How to Acquire |
− | ! scope="col" style= | + | ! scope="col" style="width:80px; background-color:#EB4C42;" |Faction Usage |
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:#EB4C42;" |Notes |
|- | |- | ||
− | + | ![[File:Brokenbottle.png|64px]] | |
− | |||
− | |||
− | ![[File:Brokenbottle.png| | ||
!{{anchor|Broken Bottle}}Broken Bottle | !{{anchor|Broken Bottle}}Broken Bottle | ||
|15 Brute when breaking<br>9 Brute after broken | |15 Brute when breaking<br>9 Brute after broken | ||
|Get a bottle from the Booze-o-mat, smash it on someone. | |Get a bottle from the Booze-o-mat, smash it on someone. | ||
|Civilian | |Civilian | ||
− | |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. |
|- | |- | ||
− | + | ![[File:Butcherknife.png|64px]] | |
− | ![[File:Butcherknife.png| | ||
!{{anchor|Butcher's Cleaver}}Butcher's Cleaver | !{{anchor|Butcher's Cleaver}}Butcher's Cleaver | ||
|15 Brute | |15 Brute | ||
Line 36: | Line 92: | ||
|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. | |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. | ||
|- | |- | ||
− | + | ![[File:Saw.png|64px]] | |
− | ![[File:Saw.png| | ||
!{{anchor|Circular Saw}}[[Circular Saw]] | !{{anchor|Circular Saw}}[[Circular Saw]] | ||
|15 Brute | |15 Brute | ||
|[[Operating Theatre]] [[Robotics Lab]] [[Autolathe]] | |[[Operating Theatre]] [[Robotics Lab]] [[Autolathe]] | ||
|Civilian: Medical/Research | |Civilian: Medical/Research | ||
− | |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. You can print one at the [[Cargo Bay]]'s autolathe, if it has metal to make it. |
|- | |- | ||
− | + | ![[File:Deathnettle.png|64px]] | |
− | ![[File:Deathnettle.png| | ||
!{{anchor|Death Nettle}}[[Death Nettle]] | !{{anchor|Death Nettle}}[[Death Nettle]] | ||
− | | | + | |Up to 30 Burn.<br>Damage depends on potency.<br>Loses a random amount of damage after each hit. |
|Growing them at [[Hydroponics]] | |Growing them at [[Hydroponics]] | ||
− | |Civilian: Botany | + | | Civilian: Botany |
− | |A red nettle that | + | | 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. |
|- | |- | ||
− | + | ![[File:Extinguisher.png|64px]] | |
− | ![[File:Extinguisher.png| | ||
!{{anchor|Fire Extinguisher}}[[Fire Extinguisher]] | !{{anchor|Fire Extinguisher}}[[Fire Extinguisher]] | ||
|10 Brute | |10 Brute | ||
− | | | + | |Emergency Fire closets and lockers, emergency storage rooms |
|Civilian | |Civilian | ||
|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. | ||
|- | |- | ||
− | + | ![[File:OxygenTank.png|64px]] <br> [[File:N2Otank.png|64px]] | |
− | ![[File:OxygenTank.png| | ||
!{{anchor|Gas tank}}[[Atmospherics items|Air/Oxygen]]/[[Medical items#Anesthetic Tank|Anaesthetic tank]] | !{{anchor|Gas tank}}[[Atmospherics items|Air/Oxygen]]/[[Medical items#Anesthetic Tank|Anaesthetic tank]] | ||
|10 Brute | |10 Brute | ||
− | |Emergency lockers | + | |Emergency lockers [[E.V.A.]] [[Toxins lab]] [[Atmospherics]] [[Operating Theatre]] (for anaesthetic tanks). |
|Civilian | |Civilian | ||
|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). | |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). | ||
|- | |- | ||
− | + | ![[File:Fireaxe.png|64px]] | |
− | ![[File:Fireaxe.png| | ||
!{{anchor|Fire Axe}}[[Fire Axe]] | !{{anchor|Fire Axe}}[[Fire Axe]] | ||
|5 Onehand<br>24 Twohand | |5 Onehand<br>24 Twohand | ||
|[[Bridge]] and [[Atmospherics]]. | |[[Bridge]] and [[Atmospherics]]. | ||
|Civilian: Atmospherics/Command | |Civilian: Atmospherics/Command | ||
− | |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. Can be used as a crowbar (while wielded) on unpowered doors, and is strong enough to break powered ones. |
|- | |- | ||
− | + | ![[File:Hatchet.png|64px]] | |
− | ![[File:Hatchet.png| | ||
!{{anchor|Hatchet}}[[Hatchet]] | !{{anchor|Hatchet}}[[Hatchet]] | ||
|12 Brute<br>15 thrown | |12 Brute<br>15 thrown | ||
Line 84: | Line 134: | ||
|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. | ||
|- | |- | ||
− | + | ![[File:Knife.png|64px]] | |
− | ![[File:Knife.png| | ||
!{{anchor|Kitchen Knife}}[[Kitchen Knife]] | !{{anchor|Kitchen Knife}}[[Kitchen Knife]] | ||
|10 Brute | |10 Brute | ||
|[[Kitchen]] [[Autolathe]]. | |[[Kitchen]] [[Autolathe]]. | ||
|Civilian | |Civilian | ||
− | |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. | + | |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. |
|- | |- | ||
− | + | ![[File:Nullrod.png|64px]] | |
− | ![[File:Nullrod.png| | ||
!{{anchor|Null Rod}}[[Null Rod]] | !{{anchor|Null Rod}}[[Null Rod]] | ||
− | | | + | |18 Brute (base) |
|[[Chapel]] and on the [[Chaplain]]. | |[[Chapel]] and on the [[Chaplain]]. | ||
|Civilian: Chaplain | |Civilian: Chaplain | ||
− | |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 | + | |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. |
|- | |- | ||
− | + | ![[File:Pickaxe.png|64px]] | |
− | ![[File:Pickaxe.png| | ||
!{{anchor|Pickaxe}}[[Pickaxe]] | !{{anchor|Pickaxe}}[[Pickaxe]] | ||
|15 Brute | |15 Brute | ||
|[[Mining Dock]] and [[Mining Station]]. | |[[Mining Dock]] and [[Mining Station]]. | ||
+ | |Civilian: Supply | ||
+ | |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. | ||
+ | |- | ||
+ | ![[File:Minipick.gif|64px]] | ||
+ | !{{anchor|Compact Pickaxe}}Compact Pickaxe | ||
+ | |10 Brute | ||
+ | |[[Mining Dock]] and [[Mining Station]], in miner's equipment closets. | ||
|Civilian | |Civilian | ||
− | | | + | | Does less damage, but can fit in a backpack. |
|- | |- | ||
− | + | ![[File:Survivalknife.gif|64px]] | |
− | ![[File:Scalpel.png| | + | !{{anchor|Survival Knife}}Survival Knife |
+ | |15 Brute | ||
+ | |Miner's explorer backpacks, Miner's explorer boots | ||
+ | |Civilian: Supply | ||
+ | |Miners spawn with a very robust knife that can fit in their pockets or boots. | ||
+ | |- | ||
+ | ![[File:Scalpel.png|64px]] | ||
!{{anchor|Scalpel}}[[Scalpel]] | !{{anchor|Scalpel}}[[Scalpel]] | ||
|10 Brute | |10 Brute | ||
|[[Operating Theatre]] [[Autolathe]]. | |[[Operating Theatre]] [[Autolathe]]. | ||
|Civilian: Medical/Research | |Civilian: Medical/Research | ||
− | |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. 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. |
|- | |- | ||
− | + | ![[File:Shard.png|64px]] | |
− | ![[File:Shard.png| | ||
!{{anchor|Glass Shard}}[[Glass Shard]] | !{{anchor|Glass Shard}}[[Glass Shard]] | ||
|5 Brute<br>10 thrown | |5 Brute<br>10 thrown | ||
|Anywhere there's [[glass]] (read: everywhere). | |Anywhere there's [[glass]] (read: everywhere). | ||
|Civilian | |Civilian | ||
− | |Extremely easy to obtain, just break a glass/reinforced glass pane or climb a glass table. Works also as a ghetto scalpel. | + | |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. |
|- | |- | ||
− | + | ![[File:Screwdriver_tool.png|64px]] | |
− | ![[File:Screwdriver_tool.png| | ||
!{{anchor|Screwdriver}}[[Screwdriver]] | !{{anchor|Screwdriver}}[[Screwdriver]] | ||
|5 Brute | |5 Brute | ||
Line 132: | Line 190: | ||
|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. | ||
|- | |- | ||
− | + | ![[File:Drill.png|64px]] | |
− | ![[File:Drill.png| | ||
!{{anchor|Surgical Drill}}[[Surgical Drill]] | !{{anchor|Surgical Drill}}[[Surgical Drill]] | ||
|15 Brute | |15 Brute | ||
|[[Operating Theatre]] [[Autolathe]]. | |[[Operating Theatre]] [[Autolathe]]. | ||
|Civilian: Medical/Research | |Civilian: Medical/Research | ||
− | |Only found in Surgery. | + | |Only found in Surgery. Only used for dental implants, so it'll barely be noticed if it goes missing. |
|- | |- | ||
− | + | ![[File:BlueToolbox.png|64px]] | |
− | ![[File:BlueToolbox.png| | ||
!{{anchor|Toolbox}}[[Toolbox]] | !{{anchor|Toolbox}}[[Toolbox]] | ||
− | | | + | |12 Brute |
|Most storage rooms and [[Engineering]]. | |Most storage rooms and [[Engineering]]. | ||
|Civilian | |Civilian | ||
|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. | ||
|- | |- | ||
− | + | ![[File:Welder.png|64px]] | |
− | ![[File:Welder.png| | ||
!{{anchor|Welding tool}}[[Welding tool]] | !{{anchor|Welding tool}}[[Welding tool]] | ||
|3 Brute when off <br> 15 Burn when on | |3 Brute when off <br> 15 Burn when on | ||
|Most storage rooms and [[Engineering]]. | |Most storage rooms and [[Engineering]]. | ||
|Civilian | |Civilian | ||
− | |When switched on, it deals a robust amount of burn damage. | + | |When switched on, it deals a robust amount of burn damage, but consumes fuel after every hit. |
|- | |- | ||
− | + | ![[File:Syndicatetools.png|64px]] | |
− | ![[File:Syndicatetools.png| | + | !{{anchor|Toolbox}}[[Syndicate Items#Fully Loaded Toolbox|Syndicate Toolbox]] |
− | !{{anchor|Toolbox}}[[Toolbox]] | ||
|15 brute<br>18 brute when thrown | |15 brute<br>18 brute when thrown | ||
|Syndicate uplink and the [[Derelict]]. | |Syndicate uplink and the [[Derelict]]. | ||
Line 164: | Line 218: | ||
|Worth more for emergency tools than anything. Expect security to come cracking down unless they know you've taken a trip to the derelict. | |Worth more for emergency tools than anything. Expect security to come cracking down unless they know you've taken a trip to the derelict. | ||
|- | |- | ||
− | + | ![[File:Spear.png|64px]] | |
− | ![[File:Spear.png| | ||
!{{anchor|Spear}}[[Spear]] | !{{anchor|Spear}}[[Spear]] | ||
|10 brute in Onehand<br>18 brute when wielded/Twohand<br>20 brute when Thrown | |10 brute in Onehand<br>18 brute when wielded/Twohand<br>20 brute when Thrown | ||
|[[Makeshift weapons|Made by yourself]] | |[[Makeshift weapons|Made by yourself]] | ||
|Civilian | |Civilian | ||
− | |A haphazardly-constructed yet still deadly weapon of ancient design. You can attach an explosive to it. | + | |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. |
|- | |- | ||
− | ![[File:Chainsaw.gif| | + | ![[File:Chainsaw.gif|64px]] |
!{{anchor|Chainsaw}}Chainsaw | !{{anchor|Chainsaw}}Chainsaw | ||
|13 Brute when off<br>21 Brute when on | |13 Brute when off<br>21 Brute when on | ||
+ | |[[Makeshift weapons|Made by yourself]] | ||
+ | | Civilian | ||
+ | |You can [[Surgery#Limb Augmentation|surgically replace an arm]] with a chainsaw. Can break an airlock down. | ||
+ | |- | ||
+ | ![[File:Baseball_bat.png|64px]] | ||
+ | !{{anchor|Baseball bat}}Baseball bat | ||
+ | |10 Brute | ||
|[[Makeshift weapons|Made by yourself]] | |[[Makeshift weapons|Made by yourself]] | ||
|Civilian | |Civilian | ||
− | | | + | |Knocks back targets on hit. |
|- | |- | ||
− | |||
|} | |} | ||
+ | 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. | ||
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | ||
|- | |- | ||
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:#EB4C42;" |Icon |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#EB4C42;" |Item |
− | ! scope="col" style= | + | ! scope="col" style="width:80px; background-color:#EB4C42;" |Damage |
− | ! scope="col" style= | + | ! scope="col" style="width:80px; background-color:#EB4C42;" |How to Acquire |
− | ! scope="col" style= | + | ! scope="col" style="width:80px; background-color:#EB4C42;" |Faction Usage |
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:#EB4C42;" |Notes |
|- | |- | ||
− | + | ![[File:Cultblade.png|64px]] | |
− | |||
− | |||
− | |||
− | ![[File:Cultblade.png| | ||
!{{anchor|Cult Blade}}[[Cult Blade]] | !{{anchor|Cult Blade}}[[Cult Blade]] | ||
|30 Brute | |30 Brute | ||
Line 202: | Line 258: | ||
|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. | |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. | ||
|- | |- | ||
− | + | ![[File:ESword.png|64px]] | |
− | ![[File: | ||
!{{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]] | |Through a [[Syndicate Uplink]] | ||
|Syndicate/Nanotrasen | |Syndicate/Nanotrasen | ||
− | |Despite being very strong in melee combat, its activation is loud, very obvious to those around you, and | + | |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''''' |
|- | |- | ||
− | + | ![[File:DoubleESword.png|64px]] | |
− | ![[File: | ||
!{{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 | ||
− | | | + | |Through a [[Syndicate Uplink]] |
|Syndicate/Nanotrasen | |Syndicate/Nanotrasen | ||
− | |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 | + | |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. |
|- | |- | ||
− | + | ![[File:StunBaton.gif|64px]] | |
− | ![[File:StunBaton.gif| | ||
!{{anchor|Stun Baton}}[[Stun Baton]] | !{{anchor|Stun Baton}}[[Stun Baton]] | ||
|10 Brute | |10 Brute | ||
|[[Security Office]] and [[Security Officer]]'s backpack. | |[[Security Office]] and [[Security Officer]]'s backpack. | ||
|Security | |Security | ||
− | |Very robust if you know how to use it [[Shitcurity|properly]]. Only the security force can get these easily. | + | |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. |
− | + | |- | |
+ | ![[File:Billyclub.png|64px]] | ||
+ | !{{anchor|Billy club}}[[Billy club]] | ||
+ | |10 Brute <br> 15 stamina | ||
+ | |[[Security Office]] and [[Security Officer]]'s backpack. | ||
+ | |Security | ||
+ | |Used to bash heads and break down defenses. Usually used as a more lethal alternative for the stunbaton. Deploy liberally, but stow for transport. | ||
|- | |- | ||
− | + | ![[File:Katana.gif|64px]] | |
− | ![[File:Katana.gif| | ||
!{{anchor|Katana}}[[Katana]] | !{{anchor|Katana}}[[Katana]] | ||
|40 brute | |40 brute | ||
− | |Possible loot from | + | |Possible loot from necropolis chests in [[Lavaland]] and in the ninja bundle. |
− | | | + | |Mining and Traitors |
− | |Real katanas are very robust, but only miners have a reasonable chance of finding them. | + | |Real katanas are very robust, but only miners or traitors have a reasonable chance of finding them. |
− | + | |- | |
− | |- | + | ![[File:Telescopic_Baton.png|64px]] |
− | |||
− | ![[File:Telescopic_Baton.png| | ||
!{{anchor|Telescopic Baton}}Telescopic Baton | !{{anchor|Telescopic Baton}}Telescopic Baton | ||
|10 Brute | |10 Brute | ||
|[[Heads of Staff]]'s backpacks. | |[[Heads of Staff]]'s backpacks. | ||
|Command | |Command | ||
− | |Like the stunbaton but retractable, with a | + | |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! |
+ | |- | ||
+ | ![[File:Ion Sabre.gif|64px]] | ||
+ | !{{Anchor}}Ion sabre | ||
+ | |10 Brute off | ||
+ | |[[Captain]]'s, [[Executive Officer]]'s belt | ||
+ | |Command | ||
+ | |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. | ||
+ | |- | ||
+ | ![[File:Sabre.gif|64px]] | ||
+ | !{{anchor|Officer's Sabre}}Officer's Sabre | ||
+ | |15 Brute | ||
+ | |Captain's locker. | ||
+ | |Captain | ||
+ | |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. | ||
+ | |- | ||
+ | ![[File:buckknife.png|64px]] | ||
+ | !{{anchor|Combat Knife}}Combat Knife | ||
+ | |20 Brute | ||
+ | |Can be ordered through Cargo. | ||
+ | |Security | ||
+ | |Very robust for its size. | ||
|} | |} | ||
==Ranged Weapons== | ==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. | 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. | ||
− | + | ==Sidearms (Ballistic)== | |
− | ==Sidearms(Ballistic)== | + | Ballistic weapons are the most common kind of ranged sidearms utilised by Nanotrasen security forces on warships. |
− | Ballistic weapons | ||
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | ||
|- | |- | ||
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Item |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Ammo |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Capacity |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Damage & Effects |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" | How to Acquire |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Faction Usage |
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes |
|- | |- | ||
− | + | ![[File:Deagle.gif|64px]] | |
− | ![[File:Deagle.gif| | ||
!{{anchor|Desert Eagle}}Desert Eagle | !{{anchor|Desert Eagle}}Desert Eagle | ||
− | |[[File:Ammo 50.png| | + | |[[File:Ammo 50.png|64px]]<br>.50 |
|7 Rounds | |7 Rounds | ||
|60 Brute | |60 Brute | ||
− | |Summon guns | + | |Summon guns, can spawn in the secure contraband locker on metastation. |
− | | | + | | Emergency Response Team |Nanotrasen |
− | |Comes in three tasteful variants. Normal, gold and camo gold. Hope for the gold gun. | + | |Comes in three tasteful variants. Normal, gold and camo gold. Hope for the gold gun. 7 Rounds of pure mlg; spare ammo available nowhere. |
|- | |- | ||
− | + | ![[File:Mateba.png|64px]] | |
− | ![[File:Mateba.png| | ||
!{{anchor|Mateba}}Mateba | !{{anchor|Mateba}}Mateba | ||
− | |[[File: | + | |[[File:357 speedloader.png|64px]]<br>.357 |
|7 Rounds | |7 Rounds | ||
|60 Brute | |60 Brute | ||
|[[Syndicate Uplink]] and summon guns. | |[[Syndicate Uplink]] and summon guns. | ||
|Nanotrasen | |Nanotrasen | ||
− | |All in all the syndicate revolver, but for death squad officers. | + | |All in all the syndicate revolver, but for death squad and emergency response team officers. |
|- | |- | ||
− | + | ![[File:Revolver.png|64px]] | |
− | ![[File:Revolver.png| | ||
!{{anchor|Revolver}}Revolver | !{{anchor|Revolver}}Revolver | ||
− | |[[File: | + | |[[File:357 speedloader.png|64px]]<br>.357 |
|7 Rounds | |7 Rounds | ||
|60 Brute | |60 Brute | ||
|[[Syndicate Uplink]] and summon guns | |[[Syndicate Uplink]] and summon guns | ||
|Syndicate | |Syndicate | ||
− | |Security (or generally anyone) will be quick to scream 'TRAITOR!' if they see you with one. | + | |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. |
|- | |- | ||
− | + | ![[File:Detectivegun.png|64px]] | |
− | ![[File:Detectivegun.png| | ||
!{{anchor|Revolver}}Revolver | !{{anchor|Revolver}}Revolver | ||
− | |[[File:Ammo 38.png| | + | |[[File:Ammo 38.png|64px]]<br>.38 |
|6 Rounds | |6 Rounds | ||
− | | | + | |25 Brute |
|[[Detective]]'s locker or summon guns. | |[[Detective]]'s locker or summon guns. | ||
|Security | |Security | ||
− | | | + | |Deals moderate damage. Can be modified to fire .357, but may break with the modification. |
+ | |- | ||
+ | ![[File:Secglock.png|64px]] | ||
+ | !{{anchor|Glock}}Glock | ||
+ | |[[File:Glock ammo.png|64px]]<br>9 mm | ||
+ | |15 Rounds | ||
+ | |20 Stamina/Brute | ||
+ | |[[Security Officer]]'s locker, the Armory, Cargo or summon guns. | ||
+ | |Security | ||
+ | |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. | ||
|- | |- | ||
− | + | ![[File:M1911.png|64px|link=Special:FilePath/M1911.png]] | |
− | ![[File:Stetchkin.png| | + | !{{anchor|M1911}}M1911 |
+ | |[[File:Ammo 45.png|64px|link=Special:FilePath/Ammo_45.png]]<br>.45 | ||
+ | |8 Rounds | ||
+ | |30 Brute | ||
+ | |[[Armory]] or summon guns. | ||
+ | |Security | ||
+ | |A more lethal alternative for the Glock. | ||
+ | |- | ||
+ | ![[File:Stetchkin.png|64px]] | ||
!{{anchor|Syringe Gun}}Stetchkin Pistol | !{{anchor|Syringe Gun}}Stetchkin Pistol | ||
− | |[[File:Ammo 9mm.png| | + | |[[File:Ammo 9mm.png|64px]]<br>10mm |
|8 rounds | |8 rounds | ||
|30 Brute | |30 Brute | ||
|[[Syndicate Uplink]]. | |[[Syndicate Uplink]]. | ||
|Syndicate | |Syndicate | ||
− | |The [[Syndicate guide|nuke op]]'s weapon | + | | 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. |
|- | |- | ||
− | + | ![[File:Revolver.png|64px]] | |
− | ![[File:Revolver.png| | ||
!{{anchor|Russian Revolver}}Russian Revolver | !{{anchor|Russian Revolver}}Russian Revolver | ||
− | |[[File: | + | |[[File:357 speedloader.png|64px]]<br>.357 |
− | |1 round. Can load up to 6. | + | | 1 round. Can load up to 6. |
|60 Brute<br>300 Brute when used on self | |60 Brute<br>300 Brute when used on self | ||
|[[MetaStation]] | |[[MetaStation]] | ||
|Old Russia | |Old Russia | ||
− | |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. | + | |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. |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|- | |- | ||
|} | |} | ||
− | + | ==Sidearms (Energy)== | |
− | ==Sidearms(Energy)== | + | Energy weapons are a new invention, sparsly avalible in our times. Mostly used by SolGov officers. |
− | Energy weapons are | + | ===Energy Based=== |
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | ||
|- | |- | ||
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Item |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Ammo |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Capacity |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Damage & Effects |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |How to Acquire |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Faction Usage |
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes |
|- | |- | ||
− | + | ![[File:ModernDisabler.png|64px]] | |
− | ![[File: | + | !{{anchor|Disabler}}Disabler |
− | !{{anchor| | + | |[[File:Recharger.gif|64px]]<br>Energy |
− | |[[File:Recharger.gif| | + | |20 Stamina |
− | | | + | |Disables target |
− | | | + | |[[Aetherwhisp]]'s [[Armory]], disabler crates and summon guns. |
− | |[[Armory]], | ||
|Security | |Security | ||
− | |If you're trying to kill someone, | + | |If you're trying to kill someone, stamina crit, then beat the living daylights out of them. |
|- | |- | ||
− | + | ![[File:Ebow.png|64px]] | |
− | ![[File:Ebow.png| | ||
!{{anchor|Energy Crossbow}}Energy Crossbow | !{{anchor|Energy Crossbow}}Energy Crossbow | ||
− | |[[File:Powercell.png| | + | |[[File:Powercell.png|64px]]<br>Energy (Self-Charging) |
− | | | + | |Infinite Bolts (needs to cooldown after shooting) |
− | |10 Toxin + | + | |10 Toxin + Stun |
|[[Syndicate Uplink]]. | |[[Syndicate Uplink]]. | ||
|Syndicate | |Syndicate | ||
− | |The syndicate's energy crossbow, small, silent and deadly | + | |The syndicate's energy crossbow, small, silent and deadly. It's worth noting that the stun is much shorter than the standard taser gun. |
+ | |- | ||
+ | |} | ||
+ | === Pulse Based=== | ||
+ | {| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | ||
+ | |- | ||
+ | ! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon | ||
+ | ! scope="col" style="background-color:#F0DC82;" |Item | ||
+ | ! scope="col" style="background-color:#F0DC82;" |Ammo | ||
+ | ! scope="col" style="background-color:#F0DC82;" |Capacity | ||
+ | ! scope="col" style="background-color:#F0DC82;" |Damage & Effects | ||
+ | ! scope="col" style="background-color:#F0DC82;" |How to Acquire | ||
+ | ! scope="col" style="background-color:#F0DC82;" |Faction Usage | ||
+ | ! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes | ||
|- | |- | ||
− | + | ![[File:Pulsepistol.png|64px]] | |
+ | !{{anchor|Pulse Pistol}}Pulse Pistol | ||
+ | |[[File:Recharger.gif|64px]]<br>Energy | ||
+ | |10 Pulse, 20 Laser, 10 Stun | ||
+ | |50 Burn | ||
+ | |Emergency Response Team | ||
+ | |Nanotrasen | ||
+ | | 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. | ||
|} | |} | ||
− | + | ==Longarm (Ballistic)== | |
− | ==Longarm(Ballistic)== | ||
− | |||
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | ||
|- | |- | ||
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Item |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Ammo |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Capacity |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Damage & Effects |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |How to Acquire |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Faction Usage |
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes |
|- | |- | ||
− | + | ![[File:C20r.png|64px]] | |
− | + | !{{anchor|C-20r SMG}}C-20r SMG | |
− | ![[File:C20r.png| | + | |[[File:12mmMag.png|64px]]<br>.45 |
− | !{{anchor| | + | |24 Rounds |
− | |[[File:12mmMag.png| | + | |30 Brute |
− | | | + | |[[Nuke Ops]], [[Boarders]] or Summon guns. |
− | | | ||
− | | | ||
|Syndicate | |Syndicate | ||
− | | | + | |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. |
|- | |- | ||
− | + | ![[File:Autorifle.png|64px]] | |
− | ![[File:Autorifle.png| | ||
!{{anchor|WT550 Automatic Rifle}}WT550 Automatic Rifle | !{{anchor|WT550 Automatic Rifle}}WT550 Automatic Rifle | ||
− | |[[File: | + | |[[File:46x30ammo.png|64px]]<br>4.6×30mm |
|20 Rounds | |20 Rounds | ||
|20 Brute | |20 Brute | ||
|Security and Cargo. | |Security and Cargo. | ||
|Nanotrasen | |Nanotrasen | ||
− | |A older rifle often used by paramilitary or high security forces. | + | |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. |
+ | |- | ||
+ | ![[File:M2A45 pulse rifle.png|64px]] | ||
+ | !{{anchor|M2A45 security pulse rifle}}M2A45 security pulse rifle | ||
+ | |[[File:Ammo 6mm.png|64px]]<br>6mm | ||
+ | |30 Stun ''or'' | ||
+ | 10 Lethal | ||
+ | |6 Brute & 5 Stam ''or'' | ||
+ | 10 Brute | ||
+ | |Security and Cargo | ||
+ | |Nanotrasen | ||
+ | |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 | ||
+ | |- | ||
+ | ![[File:Assault rifle.png|64px]] | ||
+ | !{{anchor|M4A-16A1 assault rifle}}M4A-16A1 assault rifle | ||
+ | |[[File:5.56 ammo.png|64px]]<br>5.56mm | ||
+ | |30 Rounds | ||
+ | |35 Brute | ||
+ | |Security and Cargo | ||
+ | |Nanotrasen | ||
+ | |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. | ||
|- | |- | ||
− | + | ![[File:MP SMG.png|64px]] | |
− | ![[File:L6machinegun.png| | + | !{{anchor|MP-16A4 'peacemaker' military police SMG}}MP-16A4 'peacemaker' military police SMG |
+ | |[[File:SMG ammo.png|64px]]<br>9mm | ||
+ | |20 Rounds | ||
+ | |20 Brute | ||
+ | |Security and Cargo | ||
+ | |Nanotrasen | ||
+ | |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). | ||
+ | |- | ||
+ | ![[File:L6machinegun.png|64px]] | ||
!{{anchor|L6 SAW}}L6 SAW | !{{anchor|L6 SAW}}L6 SAW | ||
− | |[[File:A762.png| | + | |[[File:A762.png|64px]]<br>7.12x82mm |
|50 Rounds | |50 Rounds | ||
− | | | + | |45 Brute |
|Nuke ops and summon guns only. | |Nuke ops and summon guns only. | ||
|Syndicate | |Syndicate | ||
− | |Holds the most ammo of any gun, 50 shots dealing | + | |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. |
|- | |- | ||
− | + | ![[File:Uzi.png|64px]] | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | ![[File:Uzi.png| | ||
!{{anchor|Uzi}}Uzi | !{{anchor|Uzi}}Uzi | ||
− | |[[File:Ammo 50.png| | + | |[[File:Ammo 50.png|64px]]<br>9mm |
|32 rounds | |32 rounds | ||
|20 Brute | |20 Brute | ||
Line 433: | Line 541: | ||
|A lightweight, fast firing gun, for when you want someone dead. Uses 9mm rounds. | |A lightweight, fast firing gun, for when you want someone dead. Uses 9mm rounds. | ||
|- | |- | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
− | |||
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | ||
|- | |- | ||
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Item |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Ammo |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Capacity |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Damage & Effects |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |How to Acquire |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Faction Usage |
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes |
|- | |- | ||
− | + | ![[File:Improvised_shotgun.png|64px]] | |
− | + | !{{anchor|Improvised Shotgun}}Improvised Shotgun | |
− | ![[File: | + | |[[File:Blank_shell.png|64px]]<br>12 Gauge shells |
− | !{{anchor| | + | |1 Shell |
− | |[[File: | + | |Depends on shell |
− | | | + | |Crafted |
− | | | + | |Civilian |
− | + | |A handcrafted shotgun made of scavenged materials.<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. | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | ||
− | | | ||
− | | | ||
|- | |- | ||
− | + | ![[File:Doubleshotgun.png|64px]] [[File:Doubleshotgunsawnoff.png|64px]] | |
− | ![[File:Doubleshotgun.png| | ||
!{{anchor|Double-Barrelled Shotgun}}Double-Barrelled Shotgun | !{{anchor|Double-Barrelled Shotgun}}Double-Barrelled Shotgun | ||
− | |[[File: | + | |[[File:Blank_shell.png|64px]]<br>12 Gauge shells |
|2 Shells | |2 Shells | ||
− | | | + | |Depends on shell |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|[[Bar]]. | |[[Bar]]. | ||
|Civilian | |Civilian | ||
− | |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. Can be sawn off with a circular saw (make sure it's not loaded). A sawn-off shotgun will fit in your backpack.<br> |
+ | To load shells, simply use the full shell on the shotgun. Use it in hand to eject the shells. | ||
|- | |- | ||
− | + | ![[File:Riot_shotgun.png|64px]] | |
− | ![[File: | ||
!{{anchor|Shotgun}}Riot Shotgun | !{{anchor|Shotgun}}Riot Shotgun | ||
− | |[[File: | + | |[[File:Blank_shell.png|64px]]<br>12 Gauge shells |
+ | |6 Shells | ||
+ | |Depends on shell | ||
+ | |The Armoury and summon spells. | ||
+ | |Security | ||
+ | |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> | ||
+ | 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. | ||
+ | |- | ||
+ | ![[File:Combatshotgun.png|64px]] | ||
+ | !{{anchor|Combat Shotgun}}Combat Shotgun | ||
+ | |[[File:Blank_shell.png|64px]]<br>12 Gauge Shells | ||
+ | |8 Shells | ||
+ | |Depends on shell | ||
+ | | Armory contraband locker, ordered in [[Cargo]] and from [[Summon guns]]. | ||
+ | |Nanotrasen | ||
+ | |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]]. | ||
+ | |- | ||
+ | ![[File:Bulldog.png|64px]] | ||
+ | !{{anchor|Shotgun}}Bulldog | ||
+ | |[[File:Blank_shell.png|64px]]<br>12 Gauge shells | ||
+ | |8 Shells | ||
+ | |Depends on drum | ||
+ | |Uplink | ||
+ | |Syndicate | ||
+ | |A powerful semi-automatic, drum fed, shotgun employed by syndicate nuclear operative teams. | ||
+ | |- | ||
+ | ![[File:short_combatshotgun.png|64px]] | ||
+ | !{{anchor|Shotgun}}Compact Combat Shotgun | ||
+ | |[[File:Blank_shell.png|64px]]<br>12 Gauge shells | ||
|4 Shells | |4 Shells | ||
− | | | + | |Depends on shell |
− | + | |[[Warden]]s Locker | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | | | ||
|Security | |Security | ||
− | |A | + | |Unique weapon held by the Warden. A compact version of the combat shotgun with a four shell capacity. Can fit in armor slots. |
|} | |} | ||
+ | ===Shotgun Shells=== | ||
+ | *[[File:Buckshot_shell.png|32px]]'''Buckshot:''' Shoots 6 pellets dealing 9 brute damage each, for a maximum of 54. Quite effective at medium range. | ||
+ | *[[File:Blank_shell.png|32px]]'''Slug:''' Shoots a single powerful projectile, dealing 60 damage on hit. Does not have the best armor penetration. | ||
+ | *[[File:Beanbag slug.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. | ||
+ | *[[File:Beanbag slug.png|32px]] '''Beanbag:''' Shoots one single beanbag, dealing 5 brute and 55 stamina damage. The bartender uses these by default. | ||
+ | *[[File:Stun_Shell.png|32px]] '''Stun Shell:''' Shoots an electrode that confuses targets on hit, and applies sleep to confused targets. | ||
+ | * [[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. | ||
+ | *[[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. | ||
+ | *[[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. | ||
+ | **[[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. | ||
+ | **[[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. | ||
+ | **[[File:Dragon_shell.png|32px]] '''Dragonsbreath Shell:''' Like the incendiary slug, but shoots a spread of 4 burning pellets. Deals less direct damage. | ||
+ | ** [[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. | ||
+ | **[[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. | ||
+ | **[[File:Laser_shell.png|32px]] '''Laser Scatter Shell:''' Shoots a spread of 6 laser beams with up to 60 total damage. | ||
+ | *[[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. | ||
− | ==Longarm(Energy)== | + | ==Longarm (Energy)== |
− | |||
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | ||
|- | |- | ||
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Item |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Ammo |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Capacity |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Damage & Effects |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |How to Acquire |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Faction Usage |
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes |
|- | |- | ||
− | + | ![[File:Laser gun.png|64px]] | |
− | |||
− | |||
− | ![[File:Laser gun.png| | ||
!{{anchor|Laser Gun}}Laser Gun | !{{anchor|Laser Gun}}Laser Gun | ||
− | |[[File:Recharger.gif| | + | |[[File:Recharger.gif|64px]]<br>Energy |
− | | | + | |12 Lasers |
|20 Burn | |20 Burn | ||
− | |[[Armory]] | + | |[[Armory]] and weapons crates. |
|Security | |Security | ||
− | | | + | |Lethal ONLY, but 2 extra shots. Good choice for Security officers who already carry Hybrid Tasers. |
|- | |- | ||
− | + | ![[File:Laser Cannon.png|64px]] | |
− | ![[File:Laser Cannon.png| | ||
!{{anchor|Laser Cannon}}Laser Cannon | !{{anchor|Laser Cannon}}Laser Cannon | ||
− | |[[File:Recharger.gif| | + | |[[File:Recharger.gif|64px]]<br>Energy |
− | |10 Lasers | + | | 10 Lasers |
|40 Burn | |40 Burn | ||
− | | | + | |Summon guns |
− | |Nanotrasen | + | | Nanotrasen |
− | | | + | |This is the Laser Gun's bigger brother, fear him, he will fuck you over. |
|- | |- | ||
− | + | ![[File:Energy_Gun.gif|64px]] | |
− | ![[File:Energy_Gun.gif| | ||
!{{anchor|Energy Gun}}Energy Gun | !{{anchor|Energy Gun}}Energy Gun | ||
− | |[[File:Recharger.gif| | + | |[[File:Recharger.gif|64px]]<br>Energy |
|10 Lasers, 20 Disable | |10 Lasers, 20 Disable | ||
− | |20 Burn<br>Stun | + | |20 Burn<br>Stun |
− | |[[Armory]], | + | |[[Armory]], energy weapons crate, HoP/Captain lockers. |
|Security | |Security | ||
|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). | |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). | ||
|- | |- | ||
− | + | ![[File:Advegun.png|64px]] | |
− | ![[File:Advegun.png| | ||
!{{anchor|Advanced Energy Gun}}Advanced Energy Gun | !{{anchor|Advanced Energy Gun}}Advanced Energy Gun | ||
− | |[[File:Powercell.png| | + | |[[File:Powercell.png|64px]]<br>Energy |
− | |10 (recharges over time) | + | | 10 (recharges over time) |
|20 Burn/Stun target | |20 Burn/Stun target | ||
− | | | + | |Security protolathe once researched first. |
|Nanotrasen | |Nanotrasen | ||
|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. | |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. | ||
|- | |- | ||
− | + | ![[File:Antique laser.png|64px]] | |
− | ![[File:Antique laser.png| | ||
!{{anchor|Antique Laser Gun}}Antique Laser Gun | !{{anchor|Antique Laser Gun}}Antique Laser Gun | ||
− | |[[File:Recharger.gif| | + | |[[File:Recharger.gif|64px]]<br>Energy |
|12 (recharges over time) | |12 (recharges over time) | ||
|20 Burn | |20 Burn | ||
|[[Captain's Quarters]]. | |[[Captain's Quarters]]. | ||
|Nanotrasen | |Nanotrasen | ||
− | |The prized weapon of the Captain, and the target of many enemy | + | |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.'' |
|- | |- | ||
− | ![[File: | + | ![[File:Multiphase_gun_stun.gif|64px]] |
− | !{{anchor| | + | !{{anchor|X-01 Multiphase Energy Gun}}X-01 Multiphase Energy Gun |
− | |[[File:Recharger.gif| | + | |[[File:Recharger.gif|64px]]<br>Energy |
|5 Stun, 10 Laser, 20 Disable | |5 Stun, 10 Laser, 20 Disable | ||
|20 Burn | |20 Burn | ||
− | |[[ | + | |Summon guns |
+ | |Nanotrasen | ||
+ | |The first attempt by Nanotrasen to remake the Captain's Antique Laser. Has more firing modes on offer but lacks the ability to recharge. | ||
+ | |- | ||
+ | ![[File:Milgun.png|64px]] | ||
+ | !{{anchor|Tactical Energy Gun}}TacticalEnergy Gun | ||
+ | |[[File:Powercell.png|64px]]<br>Energy | ||
+ | | 10 Stun, 20 Energy, 20 Kill | ||
+ | |20 Burn target | ||
+ | |Elite Emergency Response Team | ||
|Nanotrasen | |Nanotrasen | ||
− | | | + | |A tactical variant of the Energy Gun. Holds more of a charge and can fire stun rounds. |
|- | |- | ||
− | + | ![[File:Ionrifle.png|64px]] | |
− | ![[File:Ionrifle.png| | ||
!{{anchor|Ion Rifle}}Ion Rifle | !{{anchor|Ion Rifle}}Ion Rifle | ||
− | |[[File:Recharger.gif| | + | |[[File:Recharger.gif|64px]]<br>Energy |
|10 Ion Pulses | |10 Ion Pulses | ||
|20 Brute to silicon mobs<br>Up to 90 damage to mechs<br>3x3 EMP | |20 Brute to silicon mobs<br>Up to 90 damage to mechs<br>3x3 EMP | ||
|[[Armory]] and on the Nuclear Operative shuttle. | |[[Armory]] and on the Nuclear Operative shuttle. | ||
|Security | |Security | ||
− | |Large and unwieldy, great for dealing with mechs. | + | |Large and unwieldy, great for dealing with mechs and cyborgs. Also opens lockers and crates. |
|- | |- | ||
− | + | ![[File:Retrolaser.png|64px]] | |
− | ![[File:Retrolaser.png| | ||
!{{anchor|Retro Laser}}Retro Laser | !{{anchor|Retro Laser}}Retro Laser | ||
− | |[[File:Recharger.gif| | + | |[[File:Recharger.gif|64px]]<br>Energy |
− | |12 Lasers | + | | 12 Lasers |
|20 Burn | |20 Burn | ||
− | |[[White Ship]]. | + | |[[White Ship]], deep space ruins. |
|Unknown | |Unknown | ||
|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. | |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. | ||
|- | |- | ||
− | + | ![[File:Tempgun.png|64px]] | |
− | ![[File:Tempgun.png| | ||
!{{anchor|Temperature Gun}}Temperature Gun | !{{anchor|Temperature Gun}}Temperature Gun | ||
− | |[[File:Recharger.gif| | + | |[[File:Recharger.gif|64px]]<br>Energy |
|40 Freeze/heat Beams | |40 Freeze/heat Beams | ||
|Heats/Cools target dependent upon the setting. | |Heats/Cools target dependent upon the setting. | ||
− | | | + | |Armory, security protolathe once researched. |
|Nanotrasen | |Nanotrasen | ||
− | | | + | |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. |
|- | |- | ||
− | + | ![[File:Xraygun.png|64px]] | |
− | ![[File:Xraygun.png| | ||
!{{anchor|X-Ray Gun}}X-Ray Gun | !{{anchor|X-Ray Gun}}X-Ray Gun | ||
− | |[[File:Recharger.gif| | + | |[[File:Recharger.gif|64px]]<br>Energy |
|20 Lasers | |20 Lasers | ||
|15 Burn + 30 Irradiate | |15 Burn + 30 Irradiate | ||
− | | | + | |Security protolathe once researched first. |
|Nanotrasen | |Nanotrasen | ||
− | |This beams from this gun will pass through everything | + | |This beams from this gun will pass through everything, including walls, until they hit a mob. |
|} | |} | ||
− | |||
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | ||
|- | |- | ||
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" | Item |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Ammo |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Capacity |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Damage & Effects |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |How to Acquire |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Faction Usage |
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes |
|- | |- | ||
− | + | ![[File:Pulserifle.png|64px]] | |
− | |||
− | |||
− | ![[File:Pulserifle.png| | ||
!{{anchor|Pulse Rifle}}Pulse Rifle | !{{anchor|Pulse Rifle}}Pulse Rifle | ||
− | |[[File:Recharger.gif| | + | |[[File:Recharger.gif|64px]]<br>Energy |
|200 Pulse | |200 Pulse | ||
|50 Burn | |50 Burn | ||
|Deathsquad | |Deathsquad | ||
|Nanotrasen | |Nanotrasen | ||
− | |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. | + | | 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. |
|- | |- | ||
− | + | ![[File:Pulsecarbine.png|64px]] | |
− | ![[File:Pulsecarbine.png| | ||
!{{anchor|Pulse Carbine}}Pulse Carbine | !{{anchor|Pulse Carbine}}Pulse Carbine | ||
− | |[[File:Recharger.gif| | + | |[[File:Recharger.gif|64px]]<br>Energy |
− | | | + | |25 Pulse, 50 Laser, 25 Stun |
|50 Burn | |50 Burn | ||
− | |Emergency Response Team | + | | Emergency Response Team |
|Nanotrasen | |Nanotrasen | ||
− | |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 | + | |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. |
|- | |- | ||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
|} | |} | ||
− | |||
==Misc Weapons== | ==Misc Weapons== | ||
− | |||
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | ||
|- | |- | ||
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Item |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Ammo |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Capacity |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |Damage & Effects |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" |How to Acquire |
− | ! scope="col" style= | + | ! scope="col" style="background-color:#F0DC82;" | Faction Usage |
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes |
|- | |- | ||
− | + | ![[File:Chem sprayer.png|64px]] | |
− | ![[File:Chem sprayer.png| | ||
!{{anchor|Chem Sprayer}}Chem Sprayer | !{{anchor|Chem Sprayer}}Chem Sprayer | ||
|Chemicals | |Chemicals | ||
|600 units total | |600 units total | ||
− | * 150 units of Spore Toxin (Causes blindness) | + | *150 units of Spore Toxin (Causes blindness) |
− | * 150 units of [[Cryptobiolin]] | + | *150 units of [[Cryptobiolin]] |
* 150 units of [[Unstable Mutagen]] | * 150 units of [[Unstable Mutagen]] | ||
− | * 150 units of [[Chloral Hydrate]] | + | *150 units of [[Chloral Hydrate]] |
|Confusion, blindness, dizziness, knockout, and random mutations with the standard reagents. | |Confusion, blindness, dizziness, knockout, and random mutations with the standard reagents. | ||
− | |Ordered via syndicate uplink, costs 10 telecrystals, only available to Nuclear Agents. | + | | Ordered via syndicate uplink, costs 10 telecrystals, only available to Nuclear Agents. |
|Syndicate | |Syndicate | ||
|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. | |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. | ||
|- | |- | ||
− | + | ![[File:Flamethrower.png|64px]] | |
− | |||
− | ![[File:Flamethrower.png| | ||
!{{anchor|Flamethrower}}Flamethrower | !{{anchor|Flamethrower}}Flamethrower | ||
− | |[[File:Plasma tank.png| | + | |[[File:Plasma tank.png|64px]]<br>Gas of your choice |
|Depends on tank pressure | |Depends on tank pressure | ||
|Depends on the gas | |Depends on the gas | ||
Line 705: | Line 802: | ||
|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. | |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. | ||
|- | |- | ||
− | + | ![[File:Sgun.png|64px]] | |
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | |||
− | ![[File:Sgun.png| | ||
!{{anchor|Syringe Gun}}Syringe Gun | !{{anchor|Syringe Gun}}Syringe Gun | ||
− | |[[File:Syringe.png| | + | |[[File:Syringe.png|64px]]<br>Syringes |
|1 Syringe | |1 Syringe | ||
|6 Brute + 15u chemicals | |6 Brute + 15u chemicals | ||
|[[Medbay Storage]]. | |[[Medbay Storage]]. | ||
− | |Civilian | + | | Civilian |
|In fact, this is very robust. Think of it as a ranged hypospray. | |In fact, this is very robust. Think of it as a ranged hypospray. | ||
|- | |- | ||
− | + | ![[File:Rapidsyringegun.png|64px]] | |
− | ![[File:Rapidsyringegun.png| | ||
!{{anchor|Rapid Syringe Gun}}Rapid Syringe Gun | !{{anchor|Rapid Syringe Gun}}Rapid Syringe Gun | ||
− | |[[File:Syringe.png| | + | |[[File:Syringe.png|64px]]<br>Syringes |
|6 Syringes | |6 Syringes | ||
− | |6 Brute + 15u chemicals | + | | 6 Brute + 15u chemicals |
|[[R&D Lab]] once researched first. | |[[R&D Lab]] once researched first. | ||
|Nanotrasen | |Nanotrasen | ||
− | |See the syringe gun, but take into account it holds | + | |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. |
+ | |- | ||
+ | |} | ||
+ | ==Admin Only Weapons== | ||
+ | These weapons are currently restricted to admin spawn only, some may also appear in 'summon gun' events during a Wizard round however. | ||
+ | {| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | ||
+ | |- | ||
+ | ! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon | ||
+ | ! scope="col" style="background-color:#F0DC82;" |Item | ||
+ | ! scope="col" style="background-color:#F0DC82;" |Ammo | ||
+ | ! scope="col" style="background-color:#F0DC82;" |Capacity | ||
+ | ! scope="col" style="background-color:#F0DC82;" |Damage & Effects | ||
+ | ! scope="col" style="background-color:#F0DC82;" |How to Acquire | ||
+ | ! scope="col" style="background-color:#F0DC82;" |Faction Usage | ||
+ | ! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes | ||
+ | |- | ||
+ | ![[File:Hybrid taser.gif|64px]] | ||
+ | !{{anchor|Taser}}Taser | ||
+ | |[[File:Recharger.gif|64px]]<br>Energy | ||
+ | |5 Stun, 20 Disable | ||
+ | |Stun target | ||
+ | |Admins. | ||
+ | |Security | ||
+ | |Previously security's sidearm of choice, replaced by disablers, which were replaced by glocks. | ||
+ | |- | ||
+ | ![[File:Automaticsilenced.png|64px]] | ||
+ | !{{anchor|Silenced Pistol}}Silenced Pistol | ||
+ | |[[File:Ammo 50.png|64px]]<br>.45 | ||
+ | |12 rounds | ||
+ | |20 Brute + Knockdown | ||
+ | |Away missions. Admins. | ||
+ | |Admin | ||
+ | |A small, quiet, easily concealable gun. Uses .45 rounds. | ||
+ | |- | ||
+ | ![[File:Tommy gun.png|64px]] | ||
+ | !{{anchor|Tommy Gun}}Tommy Gun | ||
+ | |[[File:Ammo 9mm.png|64px]]<br>9mm | ||
+ | | 50 rounds | ||
+ | |20 Brute + Knockdown | ||
+ | | Admins | ||
+ | |Admin | ||
+ | |A genuine Chicago Typewriter. | ||
|- | |- | ||
− | + | ![[File:Gyrogun.png|64px]] | |
+ | !{{anchor|Gyrojet Pistol}}Gyrojet Pistol | ||
+ | |[[File:Ammo 75.png|64px]]<br>.75 | ||
+ | |8 Rounds | ||
+ | | 74 Brute from direct hit <br>24 from a tile away <br>explosion (-1, 0, 2) | ||
+ | |Summon guns exclusive. | ||
+ | |Admin | ||
+ | |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:Instagib.png|64px]] | ||
+ | !{{anchor|Instakill Rifle}}Instakill Rifle | ||
+ | |None | ||
+ | |Infinite | ||
+ | |Infinite | ||
+ | |Admins | ||
+ | | Admin | ||
+ | |Flat out disintegrates all living targets. Only likely to be encountered if someone particularly likes or hates you. | ||
|} | |} | ||
− | |||
=Defense= | =Defense= | ||
− | To be good at combat, you must be able to survive an encounter with anything; Nuclear Operatives, Wizards, Assistants and such. | + | 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 == | |
− | == 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). | 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). | ||
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{| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2" | ||
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:Lightgreen;" | Icon |
− | ! scope="col" style= | + | ! scope="col" style="background-color:Lightgreen;" |Item |
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:Lightgreen;" |Type of Stun |
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:Lightgreen;" |How to Acquire |
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:Lightgreen;" |Notes |
|- | |- | ||
− | ![[File:StunBaton.gif| | + | ![[File:StunBaton.gif|64px]] |
!{{anchor|Stun Baton}}[[Stun Baton]] | !{{anchor|Stun Baton}}[[Stun Baton]] | ||
− | | | + | |Stun<br>Duration 14 |
|[[Security]] | |[[Security]] | ||
|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. | ||
|- | |- | ||
− | ![[File:Stunprod.png| | + | ![[File:Stunprod.png|64px]] |
!{{anchor|Stunprod}}[[Stunprod]] | !{{anchor|Stunprod}}[[Stunprod]] | ||
− | | | + | |Stun<br>Duration 10 |
|[[Makeshift weapons|Made by yourself]] | |[[Makeshift weapons|Made by yourself]] | ||
− | |Having this is a quick way to get robusted by security. | + | |Having this is a quick way to get robusted by security. Doesn't fit in backpacks, but can be carried on your back. |
|- | |- | ||
− | ![[File:Telescopic_Baton.png| | + | ![[File:Telescopic_Baton.png|64px]] |
!{{anchor|Telescopic Baton}}Telescopic Baton | !{{anchor|Telescopic Baton}}Telescopic Baton | ||
− | | | + | |Duration 5 |
|Be a [[Head of Staff]] | |Be a [[Head of Staff]] | ||
− | |Not being a head of staff and having one of these is yet another way to incur security's ire. | + | | Not being a head of staff and having one of these is yet another way to incur security's ire. |
+ | |- | ||
+ | ![[File:ModernDisabler.png|64px]] | ||
+ | !{{anchor|Disabler}}[[Disabler]] | ||
+ | |Stamina damage | ||
+ | |[[Aetherwhisp]] [[Armory]].<br>Disabler Crate from Cargo. | ||
+ | |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> | ||
+ | |- | ||
+ | ![[File:NSVtaser.png|64px]] | ||
+ | !{{anchor|X24 Tazer}}[[X24 Tazer]] | ||
+ | |Stun | ||
+ | |On security officers, ordered from Cargo | ||
+ | |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 | ||
|- | |- | ||
− | ![[File:Flash.gif| | + | ![[File:Flash.gif|64px]] |
!{{anchor|Flash}}[[Flash]] | !{{anchor|Flash}}[[Flash]] | ||
− | |Stun<br>Duration | + | | Stun<br>Duration 8<br>stuns cyborgs |
|[[Security]], [[Bridge]], [[Security Checkpoint|Sec Checkpoint]], [[Tech Storage]] | |[[Security]], [[Bridge]], [[Security Checkpoint|Sec Checkpoint]], [[Tech Storage]] | ||
|[[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. | ||
|- | |- | ||
− | ![[File: | + | ![[File:Hspray.png|64px]] |
− | !{{anchor| | + | !{{anchor|Chemicals}}[[Guide_to_chemistry|Chemicals]] |
− | + | | Depends on chemical | |
− | | | ||
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|[[Chemistry]] | |[[Chemistry]] | ||
− | |Typically used with a syringe gun, [[Hypospray]], or [[Grenade|Smoke Grenade]]. | + | |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. |
|- | |- | ||
− | ![[File:Flashbang.gif| | + | ![[File:Flashbang.gif|64px]] |
!{{anchor|Flashbang}}[[Flashbang]] | !{{anchor|Flashbang}}[[Flashbang]] | ||
− | | | + | |Stun<br>Duration varies with distance. Max 10 |
|[[Security]] | |[[Security]] | ||
− | |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. Wearing both sunglasses and a bowman headset makes you immune to these. |
|- | |- | ||
− | ![[File:Laser Pointer.png| | + | ![[File:Laser Pointer.png|64px]] |
!{{anchor|Laser Pointer}}[[High-risk_items#Laser_Pointer|Laser Pointer]] | !{{anchor|Laser Pointer}}[[High-risk_items#Laser_Pointer|Laser Pointer]] | ||
− | |Blinds humans<br> | + | |Blinds humans<br>Stuns cyborgs<br>Duration 5-10 |
− | |[[Lawyer]], [[ | + | |[[Lawyer]], [[Curator]], [[Research Director]] |
|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. | ||
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|- | |- | ||
! | ! | ||
!{{anchor|Resonant Shriek}}[[Resonant Shriek]] | !{{anchor|Resonant Shriek}}[[Resonant Shriek]] | ||
− | | | + | |Duration 5-10 |
|Being a changeling | |Being a changeling | ||
− | | | + | |Humans become deaf and confused. |
|- | |- | ||
− | ![[File:Fff.png| | + | ![[File:Fff.png|64px]] |
− | !{{anchor|Stun | + | !{{anchor|Cult Stun}}[[Cult|Cult Stun]] |
− | | | + | |Stun<br>Duration 15 + 15 duration silence |
|Being a cultist and making one. | |Being a cultist and making one. | ||
|Works on cyborgs. Blocked by null rod. | |Works on cyborgs. Blocked by null rod. | ||
|- | |- | ||
− | ![[File:Beepsky.png| | + | ![[File:Beepsky.png|64px]] |
!{{anchor|Beepsky}}[[Beepsky]] | !{{anchor|Beepsky}}[[Beepsky]] | ||
− | | | + | |Stun<br>Duration 14 |
− | |Made in robotics. | + | | Made in robotics. |
|Attacks those set to arrest, and, depending on the mode, with weapons out without permission. | |Attacks those set to arrest, and, depending on the mode, with weapons out without permission. | ||
|- | |- | ||
− | ![[File:Ed209.png| | + | ![[File:Ed209.png|64px]] |
!{{anchor|ED-209}}[[ED-209]] | !{{anchor|ED-209}}[[ED-209]] | ||
− | | | + | |Stamina damage |
|Made in robotics. | |Made in robotics. | ||
|Attacks those set to arrest, and, depending on the mode, with weapons out without permission. | |Attacks those set to arrest, and, depending on the mode, with weapons out without permission. | ||
|} | |} | ||
− | |||
{| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2" | ||
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:Lightgreen;" | Icon |
− | ! scope="col" style= | + | ! scope="col" style="background-color:Lightgreen;" |Counter |
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:Lightgreen;" |Type of Stun |
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:Lightgreen;" |How to Acquire |
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:Lightgreen;" |Notes |
|- | |- | ||
− | ![[File:Hulk.png| | + | ![[File:Hulk.png|64px]] |
![[Hulk]] | ![[Hulk]] | ||
|Any | |Any | ||
− | |[[Genetics | + | |[[Genetics]] |
|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. | ||
− | |||
|- | |- | ||
− | ![[File:SGlasses.png| | + | ![[File:SGlasses.png|64px]] |
!Eye protection | !Eye protection | ||
|Flashes | |Flashes | ||
Line 881: | Line 989: | ||
|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 | ||
|} | |} | ||
− | |||
==Damage Prevention== | ==Damage Prevention== | ||
− | A few items, when used, can completely block damage. | + | A few items, when used, can randomly completely block damage. |
− | |||
{| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2" | ||
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:Lightyellow;" | Icon |
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:Lightyellow;" |Item |
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:Lightyellow;" |How to acquire |
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:Lightyellow;" |Protection |
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:Lightyellow;" |Notes |
|- | |- | ||
− | + | ![[File:RiotS.png|64px]] | |
− | ![[File:RiotS.png| | ||
!{{anchor|Riot Shield}}[[Riot Shield]] | !{{anchor|Riot Shield}}[[Riot Shield]] | ||
|[[Armory]] | |[[Armory]] | ||
Line 899: | Line 1,004: | ||
|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. | |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. | ||
|- | |- | ||
− | + | ![[File:Eshield.png|64px]] | |
− | ![[File:Eshield.png| | ||
!{{anchor|Energy Combat Shield}}[[Energy Combat Shield]] | !{{anchor|Energy Combat Shield}}[[Energy Combat Shield]] | ||
|[[Nuke ops]] | |[[Nuke ops]] | ||
|Blocks most melee and ranged projectiles | |Blocks most melee and ranged projectiles | ||
− | |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. | + | | 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. |
|- | |- | ||
− | + | ![[File:Reactivearmor.png|64px]] | |
− | ![[File:Reactivearmor.png| | ||
!{{anchor|Reactive Teleport Armor}}[[Reactive Teleport Armor]] | !{{anchor|Reactive Teleport Armor}}[[Reactive Teleport Armor]] | ||
|[[Research Director's Office]] | |[[Research Director's Office]] | ||
|Teleports you randomly if you're hit. | |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. | + | | It could end badly if you get spaced due to this, but it'll still improve your odds of surviving. |
|- | |- | ||
− | + | ![[File:Sword.gif|64px]] | |
− | ![[File:Sword.gif| | ||
!{{anchor|Energy Sword}}[[Energy Sword]] | !{{anchor|Energy Sword}}[[Energy Sword]] | ||
|[[Syndicate Items|Syndicate Uplinks]] | |[[Syndicate Items|Syndicate Uplinks]] | ||
− | |Blocks most projectiles | + | | Blocks most projectiles |
− | |Needs to be turned on to work. Counts as a shield just like the riot shield. | + | | Needs to be turned on to work. Counts as a shield just like the riot shield. |
|- | |- | ||
|} | |} | ||
− | |||
==Armor== | ==Armor== | ||
− | Armor is a great passive way to keep you from getting hurt too badly in a fight. | + | 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 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%. | 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%. | ||
Armor only protects the region that it covers on your body. No armor protects your entire body. | Armor only protects the region that it covers on your body. No armor protects your entire body. | ||
− | + | === Body Armor=== | |
− | ===Body Armor=== | ||
− | |||
{| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2" | ||
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:Lightblue;" | Icon |
− | ! scope="col" style= | + | ! scope="col" style="background-color:Lightblue;" |Item |
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:Lightblue;" |How to acquire |
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:Lightblue;" | Protection |
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:Lightblue; width:80px" |Defense values % |
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:Lightblue;" |Notes |
|- | |- | ||
− | + | ![[File:CaptArmor.png|64px]] | |
− | ![[File:CaptArmor.png| | ||
!{{anchor|Captain's Armor}}[[Captain's Armor]] | !{{anchor|Captain's Armor}}[[Captain's Armor]] | ||
|[[Captain's Quarters]] | |[[Captain's Quarters]] | ||
|Offers moderate protection from most sources. | |Offers moderate protection from most sources. | ||
− | |melee = 40 <br>bullet = 50 <br>laser = 50 <br>energy = 25 <br>bomb = 50 <br>bio = 100 <br>rad = 50 | + | |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 |
− | |The Captain will sometimes wear this. | + | |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. |
|- | |- | ||
− | + | ![[File:Capscarapace.png|64px]] | |
− | ![[File:Capscarapace.png| | ||
!{{anchor|Captain's Carapace}}[[Captain's Carapace]] | !{{anchor|Captain's Carapace}}[[Captain's Carapace]] | ||
|[[Captain's Quarters]] | |[[Captain's Quarters]] | ||
|Offers moderate protection from most sources. | |Offers moderate protection from most sources. | ||
|melee = 50 <br>bullet = 40 <br>laser = 50 <br>energy = 10 <br>bomb = 25 | |melee = 50 <br>bullet = 40 <br>laser = 50 <br>energy = 10 <br>bomb = 25 | ||
− | |A special armor vest unique to the Captain. Offers far greater | + | |A special armor vest unique to the Captain. Offers far greater protection than most armor, and also displays your authority to the crew. |
|- | |- | ||
− | + | ![[File:RIG.png|64px]] | |
− | ![[File:RIG.png| | ||
!{{anchor|Engineering Hardsuit}}[[Hardsuit|Engineering Hardsuit]] | !{{anchor|Engineering Hardsuit}}[[Hardsuit|Engineering Hardsuit]] | ||
|[[Engineering]] | |[[Engineering]] | ||
|Gives low protection from melee attacks and explosions. | |Gives low protection from melee attacks and explosions. | ||
− | |melee = | + | |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 |
|See [[Space_suit|here]] for information on the different styles. | |See [[Space_suit|here]] for information on the different styles. | ||
|- | |- | ||
− | + | ![[File:Atmospherics_Hardsuit.png|64px]] | |
− | ![[File:Atmospherics_Hardsuit.png| | ||
!{{anchor|Atmospherics Hardsuit}}[[Hardsuit|Atmospherics Hardsuit]] | !{{anchor|Atmospherics Hardsuit}}[[Hardsuit|Atmospherics Hardsuit]] | ||
|[[Atmospherics]] | |[[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. | |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 = | + | |melee = 30 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100 <br>fire = 100 <br>acid = 75 |
|See [[Space_suit|here]] for information on the different styles. | |See [[Space_suit|here]] for information on the different styles. | ||
|- | |- | ||
− | + | ![[File:Mining_Hardsuit.png|64px]] | |
− | ![[File:Mining_Hardsuit.png| | ||
!{{anchor|Mining Hardsuit}}[[Hardsuit|Mining Hardsuit]] | !{{anchor|Mining Hardsuit}}[[Hardsuit|Mining Hardsuit]] | ||
|[[Mining]] | |[[Mining]] | ||
− | |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. | + | | 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. |
− | |melee = 30 - 70 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 50 <br>bio = 100 <br>rad = 50 | + | |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 |
|See [[Space_suit|here]] for information on the different styles. | |See [[Space_suit|here]] for information on the different styles. | ||
|- | |- | ||
− | + | ![[File:AdvRIG.png|64px]] | |
− | ![[File:AdvRIG.png| | ||
!{{anchor|CE Hardsuit}}[[Hardsuit|CE Hardsuit]] | !{{anchor|CE Hardsuit}}[[Hardsuit|CE Hardsuit]] | ||
|[[Chief Engineer]] | |[[Chief Engineer]] | ||
|Gives good protection from melee attacks, near complete Radiation protection and complete protection against Fire. | |Gives good protection from melee attacks, near complete Radiation protection and complete protection against Fire. | ||
− | |melee = 40 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 50 <br>bio = 100 <br>rad = 90 | + | |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 |
|See [[Space_suit|here]] for information on the different styles. | |See [[Space_suit|here]] for information on the different styles. | ||
|- | |- | ||
− | + | ![[File:Medical_Hardsuit.png|64px]] | |
− | ![[File: | ||
!{{anchor|CMO Hardsuit}}[[Hardsuit|CMO Hardsuit]] | !{{anchor|CMO Hardsuit}}[[Hardsuit|CMO Hardsuit]] | ||
|[[Chief Medical Officer]] | |[[Chief Medical Officer]] | ||
|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. | |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. | ||
− | |melee = 30 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100 <br>rad = 50 | + | |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 |
|See [[Space_suit|here]] for information on the different styles. | |See [[Space_suit|here]] for information on the different styles. | ||
|- | |- | ||
− | + | ![[File:RDRIG.png|64px]] | |
− | ![[File:RDRIG.png| | ||
!{{anchor|RD Hardsuit}}[[Hardsuit|RD Hardsuit]] | !{{anchor|RD Hardsuit}}[[Hardsuit|RD Hardsuit]] | ||
|[[Research Director]] | |[[Research Director]] | ||
|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. | |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. | ||
− | |melee = 30 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 100 <br>bio = 100 <br>rad = 60 | + | |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 |
|See [[Space_suit|here]] for information on the different styles. | |See [[Space_suit|here]] for information on the different styles. | ||
|- | |- | ||
− | + | ![[File:Security Hardsuit.png|64px]] | |
− | ![[File:Security Hardsuit.png| | ||
!{{anchor|Security Hardsuit}}[[Hardsuit|Security Hardsuit]] | !{{anchor|Security Hardsuit}}[[Hardsuit|Security Hardsuit]] | ||
− | |[[E.V.A.]] | + | |[[Brig]], or in the case of [[BoxStation]] in [[E.V.A.]] |
|Gives slightly increased protection against all damage sources. | |Gives slightly increased protection against all damage sources. | ||
− | |melee = 30 <br>bullet = 15 <br>laser = 30 <br>energy = 10 <br>bomb = 10 <br>bio = 100 <br>rad = 50 | + | |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 |
|See [[Space_suit|here]] for information on the different styles. | |See [[Space_suit|here]] for information on the different styles. | ||
|- | |- | ||
− | + | ![[File:HoSRIG.png|64px]] | |
− | ![[File: | ||
!{{anchor|HoS Hardsuit}}[[Hardsuit|HoS Hardsuit]] | !{{anchor|HoS Hardsuit}}[[Hardsuit|HoS Hardsuit]] | ||
− | |[[E.V.A.]] | + | |[[Head of Security's Office]], or in the case of [[BoxStation]] in [[E.V.A.]] |
|Gives slightly increased protection against all damage sources. | |Gives slightly increased protection against all damage sources. | ||
− | |melee = 45 <br>bullet = 25 <br>laser = 30 <br>energy = 10 <br>bomb = 25 <br>bio = 100 <br>rad = 50 | + | |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 |
− | |Offer more protection than the standard Security Hardsuit. Still not as good as the Captain's spacesuit. | + | | Offer more protection than the standard Security Hardsuit. Still not as good as the Captain's spacesuit. |
|- | |- | ||
− | + | ![[File:Wizardsuit.png|64px]] | |
− | ![[File:Wizardsuit.png| | ||
!{{anchor|Gem-encrusted hardsuit}}[[Wizard|Gem-encrusted hardsuit]] | !{{anchor|Gem-encrusted hardsuit}}[[Wizard|Gem-encrusted hardsuit]] | ||
|[[Wizard]] or Summon magic | |[[Wizard]] or Summon magic | ||
− | |Offers good protection overall and counts as a robe for spellcasting. Protective against fire and totally acidproof to boot! | + | | Offers good protection overall and counts as a robe for spellcasting. Protective against fire and totally acidproof to boot! |
− | |melee = 40<br>bullet = 40<br>laser = 40<br>energy = 20<br>bomb = 35<br>bio = 100<br>rad = 50 | + | |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 |
|See [[Wizard|here]] for information on the magical arts. | |See [[Wizard|here]] for information on the magical arts. | ||
|- | |- | ||
− | + | ![[File:Ablative.png|64px]] | |
− | ![[File:Ablative.png| | ||
!{{anchor|Ablative Armor Vest}}[[Ablative Armor Vest]] | !{{anchor|Ablative Armor Vest}}[[Ablative Armor Vest]] | ||
|[[Armory]] | |[[Armory]] | ||
|Gives excellent protection against Laser and Energy attacks and can even deflect them. | |Gives excellent protection against Laser and Energy attacks and can even deflect them. | ||
|melee = 10 <br>bullet = 10 <br>laser = 60 <br>energy = 50 | |melee = 10 <br>bullet = 10 <br>laser = 60 <br>energy = 50 | ||
− | |It will sometimes deflect energy projectiles, which includes [[Taser]] shots! | + | |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. |
|- | |- | ||
− | + | ![[File:Bulletproofvest.png|64px]] | |
− | ![[File:Bulletproofvest.png| | + | !{{anchor|Bulletproof Vest}}[[Bulletproof Vest]] |
− | !{{anchor| | ||
|[[Armory]] | |[[Armory]] | ||
− | |Makes the wearer very resilient to bullets at the cost of | + | | Makes the wearer very resilient to bullets at the cost of being poor defense against other weapons. |
− | |melee = 15 <br>bullet = | + | |melee = 15 <br>bullet = 60 <br>laser = 10 <br>energy = 10 <br>bomb = 40 |
|Very useful against gangsters and nuke ops. The helmet only provides half of the protection of the vest sadly. | |Very useful against gangsters and nuke ops. The helmet only provides half of the protection of the vest sadly. | ||
|- | |- | ||
− | + | ![[File:Armor.png|64px]] | |
− | ![[File:Armor.png| | ||
!{{anchor|Body Armor}}[[Body Armor]] | !{{anchor|Body Armor}}[[Body Armor]] | ||
|[[HoS]], [[HoP]], [[Security]] | |[[HoS]], [[HoP]], [[Security]] | ||
|Protects moderately against melee and lasers, which are common things to be harmed by. | |Protects moderately against melee and lasers, which are common things to be harmed by. | ||
− | |melee = | + | |melee = 30 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25 |
− | |The standard armor found on security mooks. | + | |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. |
|- | |- | ||
− | + | ![[File:Swatarmor.png|64px]] | |
− | ![[File:Swatarmor.png| | ||
!{{anchor|Riot Suit}}[[Riot Suit]] | !{{anchor|Riot Suit}}[[Riot Suit]] | ||
|[[Armory]] | |[[Armory]] | ||
Line 1,059: | Line 1,143: | ||
|It's very resistant to melee attacks, BUT it's less protective against lasers than standard armor. | |It's very resistant to melee attacks, BUT it's less protective against lasers than standard armor. | ||
|- | |- | ||
− | + | ![[File:Armoredcoat.png|64px]] | |
− | ![[File:Armoredcoat.png| | ||
!{{anchor|Armored Coat}}[[Armored Coat]] | !{{anchor|Armored Coat}}[[Armored Coat]] | ||
|[[HoS]] | |[[HoS]] | ||
Line 1,067: | Line 1,150: | ||
|Wear this as your rightful trophy if you manage to outrobust him. | |Wear this as your rightful trophy if you manage to outrobust him. | ||
|- | |- | ||
− | + | ![[File:Deathsquad.png|64px]] | |
− | ![[File:Deathsquad.png| | ||
!{{anchor|Deathsquad Armor}}[[Deathsquad Armor]] | !{{anchor|Deathsquad Armor}}[[Deathsquad Armor]] | ||
|[[Death Squad]] | |[[Death Squad]] | ||
− | |Extremely robust armor found only on Deathsquad Officers. | + | |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. |
− | |melee = 80 <br>bullet = 80 <br>laser = 50 <br>energy = 50 <br>bomb = 100 <br>bio = 100 <br>rad = 100 | + | |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 |
|If you see someone wearing this, it's a good idea to run. | |If you see someone wearing this, it's a good idea to run. | ||
|- | |- | ||
− | + | ![[File:Bomb-suit.png|64px]] | |
− | ![[File:Bomb-suit.png| | ||
!{{anchor|Bomb Suit}}[[Bomb-suit|Bomb Suit]] | !{{anchor|Bomb Suit}}[[Bomb-suit|Bomb Suit]] | ||
|[[Toxins Lab]], [[Armory]] | |[[Toxins Lab]], [[Armory]] | ||
Line 1,083: | Line 1,164: | ||
|A suit designed for safety when handling explosives. | |A suit designed for safety when handling explosives. | ||
|- | |- | ||
− | + | ![[File:Secjumpsuit.png|64px]] | |
− | ![[File:Secjumpsuit.png| | ||
!{{anchor|Security Officer's Jumpsuit}}Security Officer's Jumpsuit | !{{anchor|Security Officer's Jumpsuit}}Security Officer's Jumpsuit | ||
|[[Security Offices]] | |[[Security Offices]] | ||
Line 1,090: | Line 1,170: | ||
|melee = 10 | |melee = 10 | ||
|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%. | |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%. | ||
+ | |- | ||
+ | ![[File:MK.I_SWAT_Suit.png|64px]] | ||
+ | !{{anchor|MK.I SWAT Suit}}[[MK.I SWAT Suit|MK.I SWAT Suit]] | ||
+ | | Order it from [[Cargo|Cargo]] | ||
+ | |An all rounded suit available through the Cargo Supply Console for 6000 points. Causes moderate slowdown | ||
+ | |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 | ||
+ | |This suit, although costly, can provide a decent addition to security should they need extra defense against a multitude of threats. | ||
+ | |- | ||
+ | ![[File:Syndi_hardsuit.png|64px]] | ||
+ | !{{anchor|Blood-red Hardsuit}}[[Syndicate_Items#Syndicate_Hardsuit|Blood-red Hardsuit]] | ||
+ | |From [[Syndicate_Uplink|the Syndicate]] | ||
+ | |A dual-mode advanced helmet designed for work in special operations. Has two modes: EVA and Combat. | ||
+ | |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 | ||
+ | |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. | ||
|} | |} | ||
− | |||
===Helmets=== | ===Helmets=== | ||
{| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2" | ||
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:Lightblue;" |Icon |
− | ! scope="col" style= | + | ! scope="col" style="background-color:Lightblue;" |Item |
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:Lightblue;" |How to acquire |
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:Lightblue;" |Protection |
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:Lightblue; width:80px" |Defense values % |
− | ! scope="col" class="unsortable" style= | + | ! scope="col" class="unsortable" style="background-color:Lightblue;" |Notes |
|- | |- | ||
− | + | ![[File:Helmet.png|64px]] | |
− | ![[File:Helmet.png| | ||
!{{anchor|Helmet}}[[Helmet]] | !{{anchor|Helmet}}[[Helmet]] | ||
|[[Security Office]] | |[[Security Office]] | ||
|Standard head gear for security mooks. Keeps your head safe. | |Standard head gear for security mooks. Keeps your head safe. | ||
− | |melee = | + | |melee = 35 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25 |
− | |Brave officers may opt to wear the security beret or hat instead. | + | |Brave officers may opt to wear the security beret or hat instead. The warden's hat offers the same protection as this. |
|- | |- | ||
− | + | ![[File:Swathelmet.png|64px]] | |
− | ![[File:Swathelmet.png| | + | !{{anchor|Swat Helmet}}Swat Helmet |
− | !{{anchor|Swat Helmet}} | + | |[[Derelict]] or order it from [[Cargo|Cargo]] |
− | |[[Derelict]] | + | |A rare and extremely powerful helmet that protects against all kinds of damage. Spaceworthy. |
− | |A rare and extremely powerful helmet that protects against all kinds of damage. | ||
|melee = 40 <br>bullet = 30 <br>laser = 25 <br>energy = 25 <br>bomb = 50 <br>bio = 10 | |melee = 40 <br>bullet = 30 <br>laser = 25 <br>energy = 25 <br>bomb = 50 <br>bio = 10 | ||
|If you get this, be proud that you are wearing the best protective headgear in the game. | |If you get this, be proud that you are wearing the best protective headgear in the game. | ||
|- | |- | ||
− | + | ![[File:Riothelm.png|64px]] | |
− | |||
− | ![[File:Riothelm.png| | ||
!{{anchor|Riot Helmet}}[[Riot Helmet]] | !{{anchor|Riot Helmet}}[[Riot Helmet]] | ||
|[[Armory]] | |[[Armory]] | ||
|Provides excellent melee protection, but lacks in other areas. | |Provides excellent melee protection, but lacks in other areas. | ||
− | |melee = | + | |melee = 45 <br>bullet = 15 <br>laser = 5 <br>energy = 5 <br>bomb = 5 <br>bio = 2 |
|Useful during revolutions, and other situations where you might be swarmed with melee weapons. | |Useful during revolutions, and other situations where you might be swarmed with melee weapons. | ||
|- | |- | ||
− | + | ![[File:Hoscap.png|64px]] | |
− | ![[File:Hoscap.png| | + | !{{anchor|Head of Security Hat}}Head of Security Hat |
− | !{{anchor|Head of Security Hat}} | ||
|[[HoS]] | |[[HoS]] | ||
− | |Provides robust head protection in all damage types. | + | |Provides robust head protection in all damage types. The HoS starts with this. |
|melee = 40 <br>bullet = 30 <br>laser = 25 <br>energy = 10 <br>bomb = 25 <br>bio = 10 | |melee = 40 <br>bullet = 30 <br>laser = 25 <br>energy = 10 <br>bomb = 25 <br>bio = 10 | ||
− | |Powerful and stylish, also for showing who is in charge around here. | + | |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. |
|- | |- | ||
− | + | ![[File:Deathsquadhelm.png|64px]] | |
− | ![[File:Deathsquadhelm.png| | ||
!{{anchor|Deathsquad Helmet}}Deathsquad Helmet | !{{anchor|Deathsquad Helmet}}Deathsquad Helmet | ||
|[[Death squad]] | |[[Death squad]] | ||
− | |A strong helmet that provides reduction against most damage types. Spaceworthy. | + | | A strong helmet that provides reduction against most damage types. Spaceworthy. |
− | |melee = 80 <br>bullet = 80 <br>laser = 50 <br>energy = 50 <br>bomb = 100 <br>bio = 100 <br> rad = 100 | + | | melee = 80 <br>bullet = 80 <br>laser = 50 <br>energy = 50 <br>bomb = 100 <br>bio = 100 <br> rad = 100 |
|Underwhelming compared to the deathsquad body armor | |Underwhelming compared to the deathsquad body armor | ||
|} | |} | ||
− | |||
[[Category:Guides]] | [[Category:Guides]] | ||
[[Category:Weapons]] | [[Category:Weapons]] |
Latest revision as of 02:27, 19 December 2022
There are times when running away from a fight is not an option. The combat system is robust but functional, and can feel weird at times. Sometimes your clicks are ignored. Sometimes you suddenly realise your melee weapon is no longer in your hand. Sometimes your ranged shots bounce off your target. Sometimes you even 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 antag), even against veteran players.
The practical part this guide was written april 2019. If you are reading it much later, some things may be outdated.
Basics to Combat[edit | edit source]
Some good to know basics about the combat system.
Health System[edit | edit source]
Get familiar with how health works. Some important bits are:
- You have 200 max hp.
- If you have over 40 total damage of any types you get slowed down until healed.
- After losing around 100 hp (depending on mood) you enter softcrit. All you can do in this state is slowly crawl, and whisper. If this happens you have probably lost.
- After losing 150 hp you enter a hardcrit state. In this state you will be unconscious and slowly die. If you whisper you will say your last words and succumb to death.
Damage Zone[edit | edit source]
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 brute damage can cut them off when using a sharp weapon. There are a few 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.
Movement Speed[edit | edit source]
To keep an upper hand in a fight, speed is very helpful. Stop or slow your enemy down with damage, bola, slipping them, other tricks or many other methods and they will be easier to hit with both melee and ranged weapons. There are also ways to speed yourself up, such as Nuka Cola from drink vendors.
Stuns[edit | edit source]
A fight is typically won by either stunning your enemy, which lets you cuff them, or by hurting them to a crit state or worse. Learn what the different types of stuns do. An accessible stunning weapon can be made by crafting a stunprod . Also note, when the wiki or players talk about "stuns", they typically mean both the paralyze and the stun 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 chemicals, including from smoking nicotine. Some stuns are conditional, such as the paralyze from the flash , which only works if the target has no sunglasses or similar protection. If your target is immune to stuns, you will usually have to damage them instead.
Cuffing[edit | edit source]
If you are unsure if your target is valid or not, you should opt for a non-lethal takedown. Do this by somehow stunning or knocking out your target and then cuffing it. If you do not have access to handcuffs , you can easily craft cablecuffs by activating cable coils 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 help intent 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 resisting. Remove cuffs from someone else by clickdragging their sprite onto yours and then click the cuffs in the menu that pops up.
Melee Combat[edit | edit source]
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 intent is and which 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 attack (or hug) someone in melee there is a cooldown before you can do it again. The cooldown is usually less than a second.
Unarmed Combat[edit | edit source]
This guy just broke into your department and whipped out an energy sword and 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 e-sword. You have have a few options.
Shoving[edit | edit source]
You enable disarm intent and read 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 paralyze him for 4 seconds. Then you must quickly left click his own dropped energy sword to pick it up. Kill him with it.
Grabbing[edit | edit source]
You enable grab intent . 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 "resist" to break out of your grab, you will grab him aggressively. This will make you stun the target for a very short moment, making him drop any held items. Either pick up the dropped energy sword and kill him with it, or continue to tabling.
Tabling[edit | edit source]
When having an aggressive grab on the enemy, you can quickly "table" him. Do this by clicking any table within your melee range, while still on grab intent. This will instantly transport him to the top of the table, and paralyze him for 4 seconds. If you are very fast you can attempt to cuff him on the table. Or you can permanently keep him stunned by spamclicking him with grab to aggressive again, and clicking the same table again. Over and over. You have time to deal a single punch on harm intent after each tabling. If you are on the receiving end of this treatment, all you can do is yell for help and spam "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 paralyzed, so your enemy must mess up the timing for you to escape. Tabling on a glass table will stun for a longer duration, but will break the table.
Strangling[edit | edit source]
If having an aggressive grab, you can reinforce your grab two more times by clicking the target on grab intent . The level 3 grab makes you grab his neck (deals no damage). Level 4 makes you start strangling him, causing suffocation damage. This is a slow process, and the target can attempt to break free by spamming "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 stamina damage every failed attempt. Strangling is rarely used unless the target is already cuffed. The target can call for help while being strangled.
Throwing Spacemen[edit | edit source]
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, you must throw the person away from you. Otherwise the thrown spaceman will hit yourself and paralyze you both. Throwing him on top of a glass table will paralyze him long enough to cuff him. Throwing a person or a monkey corpse at someone is a reliable method to paralyze someone for a moment. Throwing him at a wall or reinforced wall will paralyze him for a moment as well. Throwing him at an airlock will make it open, if he is wearing a valid ID.
Punching and kicking[edit | edit source]
You enable harm intent . Punching does a small and random amount of stamina and brute damage. What you're hoping for though, is the random chance for a punch to cause a short knockdown. Keep clicking your target with punches until this happens, then quickly enable disarm intent and shove the target on the ground to paralyze him for 4 seconds. Then quickly pick up the dropped 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 brute damage.
Curbstomping[edit | edit source]
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 harm intent , 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 crit state as it does 36 brute damage to the head.
Groinkicking[edit | edit source]
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 as opposed to the head. so the steps will be as follows, Harm intent , Target groin , 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.
Using Melee Weapons[edit | edit source]
Fighting with melee weapons works similarly to fighting 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 fighting is that there is usually no randomness to damage dealt, and intent usually doesn't matter. There are exceptions though. Stun batons and stunprods will only deal damage when on harm intent . Otherwise they will 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 stun, so there is risk involved unless you stun your target before you start whacking.
Ranged Combat[edit | edit source]
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 paralyzed, sleeping or 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.
Ranged Intents[edit | edit source]
There are some differences to firing guns between different intents:
- On help , disarm and grab intents you can fire at a target point blank by clicking directly on them. On harm intent you will instead do a melee strike with your gun, unless you aim behind your target.
- On harm intent you can fire two guns at the same time. However, you will also have a random spread to your accuracy.
Throwing[edit | edit source]
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 spears , 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 chairs or stools for throwing, by dragging their sprites onto yours. Throwing, like ranged combat, uses pixel perfect movement, which means you can throw in any direction. You can also craft a bolas to throw at enemies, which will slow them down until they resist out of it. Thrown objects do not count as ranged shots and can not be reflected by 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.
Embedding[edit | edit source]
Some items, such as the spears , 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 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. Many items, such as glass shards and metal rods can only embed from higher than normal throw speed, such as from explosions. Some more items that can embed from normal throws are: Energy sword , combat knife and throwing star .
Execution With Guns[edit | edit source]
If you target mouth , and use any intent except harm , 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.
Cheap Tricks[edit | edit source]
There many tricks to winning a fight. These are only a select few of them:
- Aim for eyes and stab multiple times with a screwdriver make the target blind. Only works if target has no eyewear.
- Alt-click a Fire Extinguisher to subtly empty its water on the floor below you. People chasing you may slip.
- Carry a bottle or beaker of water. Select harm intent and click on ground with it to splash the water on the ground, making people slip.
- Drag a soap behind you to slip people.
- Drag an open locker behind you. People accidentally clicking the locker will put their weapon in it.
- If you know what you're doing (or is an antag), learn how to make and utilize bombs.
- You can knock people down a couple of seconds by aiming at their head on harm intent , and hitting them with a bottle of booze.
There is much more to learn than this. Some things must come from experience, or from 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.
Weapons[edit | edit source]
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.
Offense[edit | edit source]
Melee Weapons[edit | edit source]
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.
lmost any object on the station can be used as a makeshift melee weapon, however some are better than others.
Icon | Item | Damage | How to Acquire | Faction Usage | Notes |
---|---|---|---|---|---|
Broken Bottle | 15 Brute when breaking 9 Brute after broken |
Get a bottle from the Booze-o-mat, smash it on someone. | Civilian | 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. | |
Butcher's Cleaver | 15 Brute | Hack the Dinnerware vending machine. | Civilian: Kitchen Staff | 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. | |
Circular Saw | 15 Brute | Operating Theatre Robotics Lab Autolathe | Civilian: Medical/Research | 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. | |
Death Nettle | Up to 30 Burn. Damage depends on potency. Loses a random amount of damage after each hit. |
Growing them at Hydroponics | Civilian: Botany | 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. | |
Fire Extinguisher | 10 Brute | Emergency Fire closets and lockers, emergency storage rooms | Civilian | 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. | |
|
Air/Oxygen/Anaesthetic tank | 10 Brute | Emergency lockers E.V.A. Toxins lab Atmospherics Operating Theatre (for anaesthetic tanks). | Civilian | 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). |
Fire Axe | 5 Onehand 24 Twohand |
Bridge and Atmospherics. | Civilian: Atmospherics/Command | 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. | |
Hatchet | 12 Brute 15 thrown |
Hydroponics. | Civilian: Botany | 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. | |
Kitchen Knife | 10 Brute | Kitchen Autolathe. | Civilian | 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. | |
Null Rod | 18 Brute (base) | Chapel and on the Chaplain. | Civilian: Chaplain | 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. | |
Pickaxe | 15 Brute | Mining Dock and Mining Station. | Civilian: Supply | 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 Gulag. Mining drills and jackhammers all do the same amount of damage as a pickaxe. | |
Compact Pickaxe | 10 Brute | Mining Dock and Mining Station, in miner's equipment closets. | Civilian | Does less damage, but can fit in a backpack. | |
Survival Knife | 15 Brute | Miner's explorer backpacks, Miner's explorer boots | Civilian: Supply | Miners spawn with a very robust knife that can fit in their pockets or boots. | |
Scalpel | 10 Brute | Operating Theatre Autolathe. | Civilian: Medical/Research | 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. | |
Glass Shard | 5 Brute 10 thrown |
Anywhere there's glass (read: everywhere). | Civilian | 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. | |
Screwdriver | 5 Brute | Most storage rooms and Engineering. | Civilian | 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. | |
Surgical Drill | 15 Brute | Operating Theatre Autolathe. | Civilian: Medical/Research | Only found in Surgery. Only used for dental implants, so it'll barely be noticed if it goes missing. | |
Toolbox | 12 Brute | Most storage rooms and Engineering. | Civilian | Rather common. Althought it deals a moderate amount of damage, it's a bulky item, so you'll have to hold it. | |
Welding tool | 3 Brute when off 15 Burn when on |
Most storage rooms and Engineering. | Civilian | When switched on, it deals a robust amount of burn damage, but consumes fuel after every hit. | |
Syndicate Toolbox | 15 brute 18 brute when thrown |
Syndicate uplink and the Derelict. | Syndicate | Worth more for emergency tools than anything. Expect security to come cracking down unless they know you've taken a trip to the derelict. | |
Spear | 10 brute in Onehand 18 brute when wielded/Twohand 20 brute when Thrown |
Made by yourself | Civilian | 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. | |
Chainsaw | 13 Brute when off 21 Brute when on |
Made by yourself | Civilian | You can surgically replace an arm with a chainsaw. Can break an airlock down. | |
Baseball bat | 10 Brute | Made by yourself | Civilian | Knocks back targets on hit. |
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.
Icon | Item | Damage | How to Acquire | Faction Usage | Notes |
---|---|---|---|---|---|
Cult Blade | 30 Brute | Cult magic | Cultists | Those who aren't Cultists suffer from wielding this blade...MENTALLY. Aside from being very robust, it is Cult exclusive. Expect a wave of | |
Energy Sword | 3 Brute Off 30 Brute On |
Through a Syndicate Uplink | Syndicate/Nanotrasen | 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 | |
Double-bladed Energy Sword | 3 Brute Off 34 Brute On |
Through a Syndicate Uplink | Syndicate/Nanotrasen | 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. | |
Stun Baton | 10 Brute | Security Office and Security Officer's backpack. | Security | Very robust if you know how to use it properly. Only the security force can get these easily. Deploy liberally, but stow for transport. | |
Billy club | 10 Brute 15 stamina |
Security Office and Security Officer's backpack. | Security | Used to bash heads and break down defenses. Usually used as a more lethal alternative for the stunbaton. Deploy liberally, but stow for transport. | |
Katana | 40 brute | Possible loot from necropolis chests in Lavaland and in the ninja bundle. | Mining and Traitors | Real katanas are very robust, but only miners or traitors have a reasonable chance of finding them. | |
Telescopic Baton | 10 Brute | Heads of Staff's backpacks. | Command | 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! | |
Ion sabre | 10 Brute off | Captain's, Executive Officer's belt | Command | 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. | |
Officer's Sabre | 15 Brute | Captain's locker. | Captain | 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. | |
Combat Knife | 20 Brute | Can be ordered through Cargo. | Security | Very robust for its size. |
Ranged Weapons[edit | edit source]
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.
Sidearms (Ballistic)[edit | edit source]
Ballistic weapons are the most common kind of ranged sidearms utilised by Nanotrasen security forces on warships.
Icon | Item | Ammo | Capacity | Damage & Effects | How to Acquire | Faction Usage | Notes |
---|---|---|---|---|---|---|---|
Desert Eagle | .50 |
7 Rounds | 60 Brute | Summon guns, can spawn in the secure contraband locker on metastation. | Nanotrasen | Comes in three tasteful variants. Normal, gold and camo gold. Hope for the gold gun. 7 Rounds of pure mlg; spare ammo available nowhere. | |
Mateba | .357 |
7 Rounds | 60 Brute | Syndicate Uplink and summon guns. | Nanotrasen | All in all the syndicate revolver, but for death squad and emergency response team officers. | |
Revolver | .357 |
7 Rounds | 60 Brute | Syndicate Uplink and summon guns | Syndicate | 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. | |
Revolver | .38 |
6 Rounds | 25 Brute | Detective's locker or summon guns. | Security | Deals moderate damage. Can be modified to fire .357, but may break with the modification. | |
Glock | 9 mm |
15 Rounds | 20 Stamina/Brute | Security Officer's locker, the Armory, Cargo or summon guns. | Security | The main sidearm of Security Officers, and 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. | |
M1911 | .45 |
8 Rounds | 30 Brute | Armory or summon guns. | Security | A more lethal alternative for the Glock. | |
Stetchkin Pistol | 10mm |
8 rounds | 30 Brute | Syndicate Uplink. | Syndicate | The 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. | |
Russian Revolver | .357 |
1 round. Can load up to 6. | 60 Brute 300 Brute when used on self |
MetaStation | Old Russia | 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. |
Sidearms (Energy)[edit | edit source]
Energy weapons are a new invention, sparsly avalible in our times. Mostly used by SolGov officers.
Energy Based[edit | edit source]
Icon | Item | Ammo | Capacity | Damage & Effects | How to Acquire | Faction Usage | Notes |
---|---|---|---|---|---|---|---|
Disabler | Energy |
20 Stamina | Disables target | Aetherwhisp's Armory, disabler crates and summon guns. | Security | If you're trying to kill someone, stamina crit, then beat the living daylights out of them. | |
Energy Crossbow | Energy (Self-Charging) |
Infinite Bolts (needs to cooldown after shooting) | 10 Toxin + Stun | Syndicate Uplink. | Syndicate | The syndicate's energy crossbow, small, silent and deadly. It's worth noting that the stun is much shorter than the standard taser gun. |
Pulse Based[edit | edit source]
Longarm (Ballistic)[edit | edit source]
Icon | Item | Ammo | Capacity | Damage & Effects | How to Acquire | Faction Usage | Notes |
---|---|---|---|---|---|---|---|
C-20r SMG | .45 |
24 Rounds | 30 Brute | Nuke Ops, Boarders or Summon guns. | Syndicate | 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 Troopers use. | |
WT550 Automatic Rifle | 4.6×30mm |
20 Rounds | 20 Brute | Security and Cargo. | Nanotrasen | 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. | |
M2A45 security pulse rifle | 6mm |
30 Stun or
10 Lethal |
6 Brute & 5 Stam or
10 Brute |
Security and Cargo | Nanotrasen | 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 | |
M4A-16A1 assault rifle | 5.56mm |
30 Rounds | 35 Brute | Security and Cargo | Nanotrasen | 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. | |
MP-16A4 'peacemaker' military police SMG | 9mm |
20 Rounds | 20 Brute | Security and Cargo | Nanotrasen | 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). | |
L6 SAW | 7.12x82mm |
50 Rounds | 45 Brute | Nuke ops and summon guns only. | Syndicate | 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. | |
Uzi | 9mm |
32 rounds | 20 Brute | Summon guns, Gang Wars | Gangs | A lightweight, fast firing gun, for when you want someone dead. Uses 9mm rounds. |
Icon | Item | Ammo | Capacity | Damage & Effects | How to Acquire | Faction Usage | Notes |
---|---|---|---|---|---|---|---|
Improvised Shotgun | 12 Gauge shells |
1 Shell | Depends on shell | Crafted | Civilian | A handcrafted shotgun made of scavenged materials. 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. | |
Double-Barrelled Shotgun | 12 Gauge shells |
2 Shells | Depends on shell | Bar. | Civilian | 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. To load shells, simply use the full shell on the shotgun. Use it in hand to eject the shells. | |
Riot Shotgun | 12 Gauge shells |
6 Shells | Depends on shell | The Armoury and summon spells. | Security | 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. 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. | |
Combat Shotgun | 12 Gauge Shells |
8 Shells | Depends on shell | Armory contraband locker, ordered in Cargo and from Summon guns. | Nanotrasen | 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. | |
Bulldog | 12 Gauge shells |
8 Shells | Depends on drum | Uplink | Syndicate | A powerful semi-automatic, drum fed, shotgun employed by syndicate nuclear operative teams. | |
Compact Combat Shotgun | 12 Gauge shells |
4 Shells | Depends on shell | Wardens Locker | Security | Unique weapon held by the Warden. A compact version of the combat shotgun with a four shell capacity. Can fit in armor slots. |
Shotgun Shells[edit | edit source]
- Buckshot: Shoots 6 pellets dealing 9 brute damage each, for a maximum of 54. Quite effective at medium range.
- Slug: Shoots a single powerful projectile, dealing 60 damage on hit. Does not have the best armor penetration.
- 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.
- Beanbag: Shoots one single beanbag, dealing 5 brute and 55 stamina damage. The bartender uses these by default.
- Stun Shell: Shoots an electrode that confuses targets on hit, and applies sleep to confused targets.
- Incendiary Slug: Shoots a single projectile that leaves a fire trail and ignites the target, on top of 5 brute damage.
- Shotgun Dart: A single dart that can contain up to 30 units of chemicals that'll be injected on hit.
- Technological Shells: Unloaded technological shells can be made in a Security Techfab. See here for the recipes.
- Meteorshot Shell: A single powerful projectile, deals 20 brute damage and stuns for 2 seconds. Pushes back machinery and people on hit.
- Pulse Slug: Works like one of the deathsquad's pulse rifle shots, dealing 40 burn damage and damaging or destroying walls and machinery.
- Dragonsbreath Shell: Like the incendiary slug, but shoots a spread of 4 burning pellets. Deals less direct damage.
- FRAG-12 Slug: An explosive shell that knocks down targets and causes an explosion where it hits, on top of dealing 25 brute damage.
- 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.
- Laser Scatter Shell: Shoots a spread of 6 laser beams with up to 60 total damage.
- 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 here for the crafting process.
Longarm (Energy)[edit | edit source]
Icon | Item | Ammo | Capacity | Damage & Effects | How to Acquire | Faction Usage | Notes |
---|---|---|---|---|---|---|---|
Laser Gun | Energy |
12 Lasers | 20 Burn | Armory and weapons crates. | Security | Lethal ONLY, but 2 extra shots. Good choice for Security officers who already carry Hybrid Tasers. | |
Laser Cannon | Energy |
10 Lasers | 40 Burn | Summon guns | Nanotrasen | This is the Laser Gun's bigger brother, fear him, he will fuck you over. | |
Energy Gun | Energy |
10 Lasers, 20 Disable | 20 Burn Stun |
Armory, energy weapons crate, HoP/Captain lockers. | Security | 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). | |
Advanced Energy Gun | Energy |
10 (recharges over time) | 20 Burn/Stun target | Security protolathe once researched first. | Nanotrasen | Using advanced | |
Antique Laser Gun | Energy |
12 (recharges over time) | 20 Burn | Captain's Quarters. | Nanotrasen | 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. | |
X-01 Multiphase Energy Gun | Energy |
5 Stun, 10 Laser, 20 Disable | 20 Burn | Summon guns | Nanotrasen | The first attempt by Nanotrasen to remake the Captain's Antique Laser. Has more firing modes on offer but lacks the ability to recharge. | |
TacticalEnergy Gun | Energy |
10 Stun, 20 Energy, 20 Kill | 20 Burn target | Elite Emergency Response Team | Nanotrasen | A tactical variant of the Energy Gun. Holds more of a charge and can fire stun rounds. | |
Ion Rifle | Energy |
10 Ion Pulses | 20 Brute to silicon mobs Up to 90 damage to mechs 3x3 EMP |
Armory and on the Nuclear Operative shuttle. | Security | Large and unwieldy, great for dealing with mechs and cyborgs. Also opens lockers and crates. | |
Retro Laser | Energy |
12 Lasers | 20 Burn | White Ship, deep space ruins. | Unknown | 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. | |
Temperature Gun | Energy |
40 Freeze/heat Beams | Heats/Cools target dependent upon the setting. | Armory, security protolathe once researched. | Nanotrasen | This weapon is deceptively strong since the projectiles aren't blocked by eswords/eshields and can slow people down to a crawl. Slimes die to it in two to three hits. | |
X-Ray Gun | Energy |
20 Lasers | 15 Burn + 30 Irradiate | Security protolathe once researched first. | Nanotrasen | This beams from this gun will pass through everything, including walls, until they hit a mob. |
Misc Weapons[edit | edit source]
Icon | Item | Ammo | Capacity | Damage & Effects | How to Acquire | Faction Usage | Notes |
---|---|---|---|---|---|---|---|
Chem Sprayer | Chemicals | 600 units total
|
Confusion, blindness, dizziness, knockout, and random mutations with the standard reagents. | Ordered via syndicate uplink, costs 10 telecrystals, only available to Nuclear Agents. | Syndicate | 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. | |
Flamethrower | Gas of your choice |
Depends on tank pressure | Depends on the gas | Made by yourself or with a hacked Autolathe | Civilian | 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. | |
Syringe Gun | Syringes |
1 Syringe | 6 Brute + 15u chemicals | Medbay Storage. | Civilian | In fact, this is very robust. Think of it as a ranged hypospray. | |
Rapid Syringe Gun | Syringes |
6 Syringes | 6 Brute + 15u chemicals | R&D Lab once researched first. | Nanotrasen | 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. |
Admin Only Weapons[edit | edit source]
These weapons are currently restricted to admin spawn only, some may also appear in 'summon gun' events during a Wizard round however.
Defense[edit | edit source]
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[edit | edit source]
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).
Icon | Item | Type of Stun | How to Acquire | Notes |
---|---|---|---|---|
Stun Baton | Stun Duration 14 |
Security | Not being security, and having this out, is likely to land you in the brig. | |
Stunprod | Stun Duration 10 |
Made by yourself | Having this is a quick way to get robusted by security. Doesn't fit in backpacks, but can be carried on your back. | |
Telescopic Baton | Duration 5 | Be a Head of Staff | Not being a head of staff and having one of these is yet another way to incur security's ire. | |
Disabler | Stamina damage | Aetherwhisp Armory. Disabler Crate from Cargo. |
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. | |
X24 Tazer | Stun | On security officers, ordered from Cargo | 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 | |
Flash | Stun Duration 8 stuns cyborgs |
Security, 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. | |
Chemicals | Depends on chemical | Chemistry | Typically used with a syringe gun, Hypospray, or Smoke Grenade. Some chemicals, like Chloral Hydrate, or Morphine, can hold targets still for some time, while others can be very harmful. | |
Flashbang | Stun Duration varies with distance. Max 10 |
Security | 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. | |
Laser Pointer | Blinds humans Stuns cyborgs Duration 5-10 |
Lawyer, Curator, Research Director | Has a chance of blinding people and cyborgs, like a Flash; a fully upgraded laser pointer has a 100% chance. | |
Resonant Shriek | Duration 5-10 | Being a changeling | Humans become deaf and confused. | |
Cult Stun | Stun Duration 15 + 15 duration silence |
Being a cultist and making one. | Works on cyborgs. Blocked by null rod. | |
Beepsky | Stun Duration 14 |
Made in robotics. | Attacks those set to arrest, and, depending on the mode, with weapons out without permission. | |
ED-209 | Stamina damage | Made in robotics. | Attacks those set to arrest, and, depending on the mode, with weapons out without permission. |
Icon | Counter | Type of Stun | How to Acquire | Notes |
---|---|---|---|---|
Hulk | Any | Genetics | Hulks don't get stunned and don't fall ever. Even space lube doesn't make them fall, though they do slip. | |
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[edit | edit source]
A few items, when used, can randomly completely block damage.
Icon | Item | How to acquire | Protection | Notes |
---|---|---|---|---|
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. | |
Energy Combat Shield | Nuke ops | Blocks most melee and ranged projectiles | 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. | |
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. | |
Energy Sword | Syndicate Uplinks | Blocks most projectiles | Needs to be turned on to work. Counts as a shield just like the riot shield. |
Armor[edit | edit source]
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 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%.
Armor only protects the region that it covers on your body. No armor protects your entire body.
Body Armor[edit | edit source]
Icon | Item | How to acquire | Protection | Defense values % | Notes |
---|---|---|---|---|---|
Captain's Armor | Captain's Quarters | Offers moderate protection from most sources. | melee = 40 bullet = 50 laser = 50 energy = 25 bomb = 50 bio = 100 rad = 50 fire = 100 acid = 100 |
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. | |
Captain's Carapace | Captain's Quarters | Offers moderate protection from most sources. | melee = 50 bullet = 40 laser = 50 energy = 10 bomb = 25 |
A special armor vest unique to the Captain. Offers far greater protection than most armor, and also displays your authority to the crew. | |
Engineering Hardsuit | Engineering | Gives low protection from melee attacks and explosions. | melee = 30 bullet = 5 laser = 10 energy = 5 bomb = 10 bio = 100 rad = 75 fire = 100 acid = 75 |
See here for information on the different styles. | |
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 = 30 bullet = 5 laser = 10 energy = 5 bomb = 10 bio = 100 fire = 100 acid = 75 |
See here for information on the different styles. | |
Mining Hardsuit | Mining | 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. | melee = 30 - 70 bullet = 5 laser = 10 energy = 5 bomb = 50 bio = 100 rad = 50 fire = 50 acid = 75 |
See here for information on the different styles. | |
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 fire = 100 acid = 90 |
See here for information on the different styles. | |
CMO Hardsuit | Chief Medical Officer | 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. | melee = 30 bullet = 5 laser = 10 energy = 5 bomb = 10 bio = 100 rad = 50 fire = 75 acid = 75 |
See here for information on the different styles. | |
RD Hardsuit | Research Director | 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. | melee = 30 bullet = 5 laser = 10 energy = 5 bomb = 100 bio = 100 rad = 60 fire = 60 acid = 80 |
See here for information on the different styles. | |
Security Hardsuit | Brig, or in the case of BoxStation in 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 fire = 75 acid = 75 |
See here for information on the different styles. | |
HoS Hardsuit | Head of Security's Office, or in the case of BoxStation in E.V.A. | Gives slightly increased protection against all damage sources. | melee = 45 bullet = 25 laser = 30 energy = 10 bomb = 25 bio = 100 rad = 50 fire = 95 acid = 95 |
Offer more protection than the standard Security Hardsuit. Still not as good as the Captain's spacesuit. | |
Gem-encrusted hardsuit | Wizard or Summon magic | Offers good protection overall and counts as a robe for spellcasting. Protective against fire and totally acidproof to boot! | melee = 40 bullet = 40 laser = 40 energy = 20 bomb = 35 bio = 100 rad = 50 fire = 100 acid = 100 |
See here for information on the magical arts. | |
Ablative Armor Vest | Armory | Gives excellent protection against Laser and Energy attacks and can even deflect them. | melee = 10 bullet = 10 laser = 60 energy = 50 |
It will sometimes deflect energy projectiles, which includes Taser shots! It's also a traitor objective. Expect to receive a harsh sentence from security if caught with this. | |
Bulletproof Vest | Armory | Makes the wearer very resilient to bullets at the cost of being poor defense against other weapons. | melee = 15 bullet = 60 laser = 10 energy = 10 bomb = 40 |
Very useful against gangsters and nuke ops. The helmet only provides half of the protection of the vest sadly. | |
Body Armor | HoS, HoP, Security | Protects moderately against melee and lasers, which are common things to be harmed by. | melee = 30 bullet = 30 laser = 30 energy = 10 bomb = 25 |
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. | |
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 = 50 bullet = 10 laser = 10 energy = 10 |
It's very resistant to melee attacks, BUT it's less protective against lasers than standard armor. | |
Armored Coat | HoS | 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. | melee = 30 bullet = 30 laser = 30 energy = 10 bomb = 25 |
Wear this as your rightful trophy if you manage to outrobust him. | |
Deathsquad Armor | Death Squad | 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. | melee = 80 bullet = 80 laser = 50 energy = 50 bomb = 100 bio = 100 rad = 100 fire = 100 acid = 100 |
If you see someone wearing this, it's a good idea to run. | |
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. | |
Security Officer's Jumpsuit | Security Offices | 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. | melee = 10 | 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%. | |
MK.I SWAT Suit | Order it from Cargo | An all rounded suit available through the Cargo Supply Console for 6000 points. Causes moderate slowdown | melee = 40 bullet = 30 laser = 30 energy = 30 bomb = 50 bio = 90 rad = 20 fire = 100 acid = 100 |
This suit, although costly, can provide a decent addition to security should they need extra defense against a multitude of threats. | |
Blood-red Hardsuit | From the Syndicate | A dual-mode advanced helmet designed for work in special operations. Has two modes: EVA and Combat. | melee = 40 bullet = 50 laser = 30 energy = 15 bomb = 35 bio = 100 rad = 50 fire = 50 acid = 90 |
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. |
Helmets[edit | edit source]
Icon | Item | How to acquire | Protection | Defense values % | Notes |
---|---|---|---|---|---|
Helmet | Security Office | Standard head gear for security mooks. Keeps your head safe. | melee = 35 bullet = 30 laser = 30 energy = 10 bomb = 25 |
Brave officers may opt to wear the security beret or hat instead. The warden's hat offers the same protection as this. | |
Swat Helmet | Derelict or order it from Cargo | A rare and extremely powerful helmet that protects against all kinds of damage. Spaceworthy. | melee = 40 bullet = 30 laser = 25 energy = 25 bomb = 50 bio = 10 |
If you get this, be proud that you are wearing the best protective headgear in the game. | |
Riot Helmet | Armory | Provides excellent melee protection, but lacks in other areas. | melee = 45 bullet = 15 laser = 5 energy = 5 bomb = 5 bio = 2 |
Useful during revolutions, and other situations where you might be swarmed with melee weapons. | |
Head of Security Hat | HoS | Provides robust head protection in all damage types. The HoS starts with this. | melee = 40 bullet = 30 laser = 25 energy = 10 bomb = 25 bio = 10 |
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. | |
Deathsquad Helmet | Death squad | A strong helmet that provides reduction against most damage types. Spaceworthy. | melee = 80 bullet = 80 laser = 50 energy = 50 bomb = 100 bio = 100 rad = 100 |
Underwhelming compared to the deathsquad body armor |