Sweeper~Storm
Template:User
https://wiki.yogstation.net/wiki/Sweeper~Storm/Guide_to_Atmospheric
So I don't spend 3 hours finding it back when I work on it.
Username | Platform |
---|---|
Goo_hurricane | BYOND, yogforum |
Sweeper~Storm | yogwiki |
JellyRain | Discord |
00ze-cyclone | Github |
That was mostly training on how to make fancy wiki stuff.
Icon | Item | Ammo | Capacity | Damage & Effects | How to Acquire | Faction Usage | Notes |
---|---|---|---|---|---|---|---|
Stechkin Pistol | 10mm |
8 rounds | Syndicate Uplink. | Syndicate | The nuke op's weapon of choice, unless they spend telecrystals on something better. Small enough to fit in pockets. |
To do:
- add bows (make sure everything use proper english first) (done though the english was bad)
- give each ranged weapon type it's own description (almost done)
- put the damage of each special ammo of each guns, maybe get a cooler looking way to present it.
- remove the longarm and sidearm classification, they mean strictly nothing ingame for all ranged weapons.
Ballistic
Ballistic weapons remain a popular weapon in the 26th century, typically however Nanotrasen prefer the usage of Energy weapons over Ballistic weapons, so don't expect to see many ballistic weapons on station.
Automatic
Automatic weapon's ammunition are stored in magazines that can switched quickly with another once they're empty, some can be tactically reloaded by simply using another magazine on the weapon, switching the two without requiring to remove tthe previous magazine. Many of them possess a burst fire mode making them shoot multiple bullets per click. This allow automatic ballistic weaponry to shoot many bullets for prolonged periods of time.
Icon | Item | Ammo | Capacity | Damage & Effects | How to Acquire | Faction Usage | Notes |
---|---|---|---|---|---|---|---|
Stechkin Pistol | 10mm |
8 rounds | 30 Brute | Syndicate Uplink. | Syndicate | The nuke op's weapon of choice, unless they spend telecrystals on something better. Small enough to fit in pockets. | |
C20r SMG | File:12mmMag.png .45 |
20 Rounds | 30 Brute | Can only be found in Nuke rounds. | Syndicate | Has a 2 round burst setting with decent damage and cheap ammo. | |
WT550 Automatic Rifle | 4.6×30mm |
22 Rounds | 15 Brute | Security and Cargo. | Nanotrasen | A older rifle often used by paramilitary or high security forces. Possess a 2 round burst setting. | |
L6 SAW | 7.12x82mm |
50 Rounds | 45 Brute | Nuke ops. | Syndicate | Holds the most ammo of any gun, 50 shots dealing 45 brute damage each, three good shots on someone and they're down. | |
Uzi | File:12mmMag.png 9mm |
32 rounds | 20 Brute | Gang Wars | Gangs | A lightweight, fast firing gun with a 2 round burst setting, for when you want someone dead. Uses 9mm rounds. | |
M-546 Osprey | 5.46mm |
500 Rounds | 34 Brute | Only available to Nuclear Operatives for 30 TC | Syndicate | The M-546 Osprey minigun is attached to a 500 round backpack, which it can be attached to and removed from. The gun is heavy enough to slow the user, but fires continuously while the mouse is held, until it overheats. |
Revolver
Revolvers use a cylinder instead of an external magazine, they can be reloaded by putting the rounds individually or by using a speedloader. You can spin the cylinder by alt-clicking the revolver to randomize what will be the next round fired.
Icon | Item | Ammo | Capacity | Damage & Effects | How to Acquire | Faction Usage | Notes |
---|---|---|---|---|---|---|---|
Syndicate Revolver | .357 |
7 Rounds | 60 Brute | Syndicate Uplink. | Syndicate | Security (or generally anyone) will be quick to scream 'NUKIE!' if they see you with one. | |
Colt Detective Special | .38 |
6 Rounds | 15 Brute + 35 Stamina | Detective's locker. | Security | Can be modified to fire .357, but may break with the modification. | |
Mateba | .357 |
7 Rounds | 60 Brute | Death Squad. | Nanotrasen | All in all the syndicate revolver, but for death squad. | |
Russian Revolver | .357 |
1 round. Can load up to 6. | 60 Brute 300 Brute when used on head |
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. |
Shotgun
Shotguns all use the same 12g shells. Those shells are both robust and varied in effects, allowing shotguns to perform very well in many different situations.
Icon | Item | Ammo | Capacity | How to Acquire | Faction Usage | Notes |
---|---|---|---|---|---|---|
File:Improvised shotgun.png | Improvised Shotgun | 12 Gauge shells |
1 Shell | Crafted | Civilian | A handcrafted shotgun made of scavenged materials.
Has a chance to jam when fired, the shell won't be spent. |
Double-Barrelled Shotgun | 12 Gauge shells |
2 Shells | 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; when you shoot a shell, you need to eject it manually by using the shotgun in your hand before shooting another. | |
Riot Shotgun | 12 Gauge shells |
6+1 Shells | The Armoury. | 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. | |
Combat Shotgun | 12 Gauge Shells |
6+1 Shells | Ordered in Cargo. | Nanotrasen | A black semi automatic shotgun that can be ordered from cargo that is filled with lethal buckshot by default. Otherwise functionally identical to the riot shotgun. | |
Compact Combat Shotgun | 12 Gauge Shells |
4+1 Shells | Found in the Warden's locker. | Nanotrasen | A miniaturized version of the Combat Shotgun for Wardens of Nanotrasen. Ideal for defending the Armory. | |
Bulldog | 12 Gauge shells |
8+1 Shells | Uplink | Syndicate | A powerful semi-automatic, drum fed, shotgun employed by syndicate nuclear operative teams. |
Shotgun Shells
Note: This lists only shells that can be acquired by normal means.
- Buckshot: Shoots 6 pellets dealing 11 brute damage each. Extremely lethal at close range.
- File:Hollow point shell.pngHollow-Point Buckshot: Shoots 6 pellets dealing 25 brute damage each but ineffective against armor. Only obtainable as a nuclear operative.
- Flechette: Shoots 6 pellets with less spread than regular buckshot dealing 15 brute damage each and penetrating armor. Only obtainable as a nuclear operative.
- Rubber Shot: Shoots 6 pellets dealing 3 brute and 13 stamina damage each. Better if you want the target alive.
- Beanbag: Shoots one single beanbag, dealing 5 brute and 55 stamina damage. The bartender uses these by default.
- Standard Slug: Shoots a single projectile that does 46 brute damage on impact.
- Syndicate Slug: Shoots a single projectile that does 60 brute damage on impact. Only obtainable as a nuclear operative.
- Incendiary Slug: Shoots a single projectile that leaves a fire trail and ignites the target, on top of 20 brute damage.
- Shotgun Dart: A single dart that can contain up to 30 units of chemicals that'll be injected on hit.
- Clownshot: Shoots 20 pellets doing no damage and makes a honking noise.
- Technological Shells: Unloaded technological shells can be made in a Protolathe. See here for the recipes.
- Pulse Slug: Works like one of the deathsquad's pulse rifle shots, dealing 40 burn damage and damaging or destroying walls and machinery.
- Dragonsbreath: Like the incendiary slug, but shoots a spread of 4 burning pellets. Deals less direct damage.
- Ion Scatter: Shoots a spread of 4 ion bolts, each of which ions a 3x3 area.
- Laser buckshot: Shoots 5 lasers dealing 10 burn each.
- Cryoshot: Shoots 4 pellets lowering the body temperature of the target on impact.
- Thundershot: Shoots 3 pellets creating lightning on impact.
- Depleted Uranium Slug: Shoots one ultra penetrative projectile dealing 30 brute but bypassing almost all armor and going through mobs.
Bolt Action
Bolt action weapons do not chamber a new round when firing, needing you to rack the bolt to eject the spent casing and then once again to load a new live round.
Bow
Bows, despite being mostly outdated, are still used by people without easy access to other ranged weapons. Shooting a bow require the user to load an arrow manually then drawing the bow before being able to fire, this results in a noticeably slower firerate compared to regular guns. Arrows will generally drop on the ground after hitting their target letting them be reused, they can also embed in targets, requiringthe arrow to be removed to prevent additional damage.
Icon | Item | Ammo | Draw Time | How to Acquire | Faction Usage | Notes |
---|---|---|---|---|---|---|
Wooden Bow | Arrow |
0.5 second | Made by yourself | Civilian: Botany | A simple yet effective wooden bow. | |
Bone Bow | Arrow |
0.5 second | Made by yourself | Ashwalkers | Like the wooden bow but made using bones and sinew from lavaland's fauna. Has more spread than the wooden bow. | |
Makeshift Bow | Arrow |
2 second | Made by yourself | Civilian | A bow made using scavenged materials commonly found on the station. Has a very important spread. | |
Pipe Bow | Arrow |
1 second | Made by yourself | Civilian | A bow made using harder to obtain materials and of higher quality than the makeshift bow. Has less spread than the makeshift bow. |
Arrows
Note: This lists only arrows that can be acquired by normal means. All arrows do 20 extra damage to fauna unless otherwise stated.
- Wooden Arrow: A basic arrow dealing 20 brute damage. Has a small chance to break and a respectable embed chance.
- Ashen Arrow: A fire-reinforced arrow dealing 25 brute damage. Can't shatter on impact and has a low embed chance.
- Bone Tipped Arrow: A well-crafted arrow dealing 30 brute damage with moderate armor penetration. Can't shatter on impact and has an okay embed chance.
- Bone Arrow: A cheap arrow dealing 15 brute damage and an extra 35 damage against fauna. Has a small chance to break and an okay embed chance.
- Chitin Tipped Arrow: A high quality arrow dealing 25 brute damage and an extra 40 damage against fauna with very good armor penetration. Can't shatter on impact and has a respectable embed chance.
- Bamboo Arrow: A brittle arrow dealing 10 brute damage with a high chance to embed. Very likely to shatter on impact.
- Bronze Arrow: A forged arrow dealing 25 brute damage with minor armor penetration. Has a small chance to break and an okay embed chance.
- Glass Arrow: A makeshift arrow dealing 15 brute damage. Likely to shatter on impact and an okay embed chance. Easiest arrow to make using on station materials.
- Plasma Glass Arrow: A robust 18 brute damage with legendary armor penetration. Can't shatter on impact and has a respectable embed chance. A direct upgrade of the glass arrow.
Arrow Modifications
These arrows can be crafted from any existing arrow, inheriting half of their damage, embed chance, and armor penetration.
- Fire Arrow: Upon impact, will deal an additional 8 burn damage and set the target ablaze, assuming the target is a carbon. Requires Makeshift Crafting from the Syndicate in order to make, or tribal knowledge.
- Bola Arrow: Upon impact, will deal the arrow's modified damage as well as applying a bola effect, cuffing the target's legs. Requires Makeshift Crafting from the Syndicate in order to make, or tribal knowledge.
Energy
Energy weapons are among the most common kind of weapon you'll find on a Nanotrasen space station. Reliable but has issues with ammo. Energy projectiles are able to pass through grilles and windows.
Gun
Energy guns can all be recharged with the rechargers found commonly on station, EMP will completely drain their battery.
Icon | Item | Ammo | Capacity | Damage & Effects | How to Acquire | Faction Usage | Notes |
---|---|---|---|---|---|---|---|
Disabler | Energy |
20 Disable | 25 Stamina Damage | Disabler crates and the Armory. | Security | Four shots will fully incapacitate a target. | |
Laser Gun | Energy |
12 Lasers | 20 Burn | Armory and Laser Guns Crate. | Security | Consume less energy per shot fired than the lethal mode of the energy gun, letting it have two more shots before needing to be recharged | |
Hellfire Laser Gun | Energy |
7 Lasers | 25 Burn | Hellgun Single-pack | Security | Does more damage than a regular laser gun and can easily inflict debilitating burn wounds, it comes at the cost of a higher energy consumption reducing the ammo capacity. | |
Energy Gun | Energy |
10 Lasers, 20 Disable | 20 Burn 25 Stamina |
Armory and Energy Guns Crate. | 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). | |
Energy Crossbow | Energy (Self-Charging) |
Infinite Bolts (needs to cooldown after shooting) | 15 Toxin + 60 Stamina + Short Knockdown | Syndicate Uplink. | Syndicate | The syndicate's energy crossbow, small, silent and deadly. | |
File:Advegun.png | Advanced Energy Gun | Energy |
10 (recharges over time) | 20 Burn 25 Stamina |
R&D Lab 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 horses. Similar to the laser gun except it's recharged all by itself. They just don't make guns like they used to. | |
X-01 Multiphase Energy Gun | Energy |
4 Ion, 10 Laser, 20 Disable | 1 tile EMP 20 Burn 25 Stamina |
Head of Security's Office. | 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. | |
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. Cyborgs are weak to it: flashing cyborgs totally immobilizes them and it leaves you free to robust them to your heart's content. | |
Retro Laser | Energy |
12 Lasers | 20 Burn | White Ship. | Unknown | Found on the white ship and Charlie Station, 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 and R&D Lab once researched first. | Nanotrasen | Another researched gun, if you can make this, chances are you can construct something better (read: laser cannon). Generally useless, except perhaps for killing slimes if you really don't want to get close. | |
X-Ray Gun | Energy |
20 Lasers | 15 Burn + 300 Irradiate | R&D Lab once researched first. | Nanotrasen | This beams from this gun will pass through everything but a wall. While it does do less burn damage, the radiation it inflicts causes toxin damage and can make someone mutate. Great for shooting up crowded hallways. Kills blobs dead. Current range of the gun is 15 tiles and drops further with every obstacle passed by the beam. | |
Biological Demolecularisor | Energy |
10 lasers | 20 Cellular Damage + 100 Irradiate | R&D Lab once researched first. | Security | Also known as the decloner, a deceptively strong weapon since cellular damage is very hard to heal. Unlike other energy weapons, its projectiles are unable to go through glass and grilles. | |
Pulse Rifle | Energy |
200 Pulse | 50 Burn | Deathsquad | 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. | |
Pulse Carbine | Energy |
10 Pulse, 20 Laser, 10 Stun | 50 Burn 20 Burn Stun |
Emergency Response Team | 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 personal. | |
Pulse Pistol | Energy |
5 Pulse, 10 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 personal. |
Bow
Energy bows cannot use regular arrows, instead they generate one and only require drawing before being fired. Energy arrows cannot be reused and will dissipate after use, upon embedding they will deal 1 damage per tick for 10 ticks before dissipating(the damage type depend on the arrow).
Icon | Item | Ammo | Damage & Effects | How to Acquire | Faction Usage | Notes |
---|---|---|---|---|---|---|
Hardlight Bow | Energy (Self-Charging) |
25 Burn (Burn damage on embed), 40 Stamina (Stamina damage on embed) |
R&D Lab once researched first. | Security | More damaging than a standard energy gun but with a lower rate of fire, infinite ammo like the advanced energy gun but without any risks of irradiation for the user. | |
Syndicate Hardlight Bow | Energy (Self-Charging) |
25 Burn (Burn damage on embed), 15 Burn + 300 irradiate (Toxin damage on embed) |
Syndicate Uplink. | Syndicate | Completely silent when drawing and firing, can be toggled to let you see further for long distance takedowns. Possess a standard lethal mode (red)dealing burn and an xray mode (green)able to go through walls and irradiating targets. Can be folded by ctrl-clicking it to store it in bags. | |
Brass Bow | Magic (Self-Charging) |
16 Burn (Burn damage on embed) | Clockwork Slab | Clockwork Cult | The main ranged option of Rat'var's servants when defending the Ark. |