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| |usedfor = Tracking criminals. | | |usedfor = Tracking criminals. |
| |strategy = Fire at the target and track them with the bluespace locator. | | |strategy = Fire at the target and track them with the bluespace locator. |
| |description = A 7 shot revolver that deal little damage but place a tracking beacon under the skin of the target acting like a regular tracking implant but lasting only 15 minutes in the targets and not emitting a signal strong enough to permit teleportation to their location. | | |description = A 7 shot revolver that deals little damage but places a tracking beacon under the skin of the target, acting like a regular tracking implant but lasting only 15 minutes. Does not emit a signal strong enough to permit teleportation to their location. |
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| '''Damage''' = 5 brute per shot | | '''Damage:''' 5 brute per shot. |
| }}
| | }} |
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| {{anchor|Advanced Energy Gun}} | | {{anchor|Advanced Energy Gun}} |
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| |usedfor = Subjugating criminals and/or eliminating threats without needing to recharge. | | |usedfor = Subjugating criminals and/or eliminating threats without needing to recharge. |
| |strategy = Toggle the mode you want and fire at the target. | | |strategy = Toggle the mode you want and fire at the target. |
| |description = An energy gun but self charging, removing all the logistical burdens of getting more ammo to continue shooting. Cannot be recharged the standard way in rechargers and can emit radiations if subjected to EMPs. | | |description = An energy gun but self charging, removing all the logistical burdens of getting more ammo to continue shooting. Cannot be recharged the standard way in rechargers and can emit radiation if subjected to EMPs. |
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| '''Damage''' = 25 stamina on shot if turned to the "disable" setting and 20 burn on shot if turned to the "kill" setting. | | '''Damage:''' 25 stamina per shot if turned to the "disable" setting and 20 burn per shot if turned to the "kill" setting. |
| }}
| | }} |
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| {{anchor|Tesla Revolver}} | | {{anchor|Tesla Revolver}} |
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| |usedfor = Eliminating multiple threats at the same time. | | |usedfor = Eliminating multiple threats at the same time. |
| |strategy = Get insulation, check no allies without insulation are around, fire at any target. | | |strategy = Get insulation, check no allies without insulation are around, fire at any target. |
| |description = Uncontrolled power, launch an energy orb that will shock the target and emit lightning targetting everyone around them. Its robustness is only matched by its potential for friendly fire, this weapon will harm anyone without insulation to protect them, including the operator. | | |description = Uncontrolled power. Launches an energy orb that will shock the target and emit lightning, targeting everyone around them. Its robustness is only matched by its potential for friendly fire, this weapon will harm anyone without insulation to protect them, including the operator. |
| }}
| | }} |
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| {{anchor|Decloner}} | | {{anchor|Decloner}} |
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| |usedfor = Preventing threats from healing. | | |usedfor = Preventing threats from healing. |
| |strategy = Fire at the target. | | |strategy = Fire at the target. |
| |description = Deal cellular damage and some radiation to targets, very few ways exist to heal this kind of damage. This make it a good way to prevent something from healing if they manage to escape. | | |description = Deals cellular damage and some radiation to targets, very few ways exist to heal this kind of damage. This make it a good way to prevent someone from healing if they manage to escape. |
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| '''Damage''' = 20 cellular damage on shot | | '''Damage:''' 20 cellular damage per shot. |
| }}
| | }} |
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| ==Armor for Protection== | | ==Armor for Protection== |