Guide to Combat: Difference between revisions

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(→‎Revolver: Adds .357 alternative ammunition and adjusts existing revolver descriptions properly. Also addresses how Nagant can be ordered in Cargo now)
(Moves admin-only ballistics to the proper section now that ERTs can buy them as well as updating ballistic section. Energy section still needs a pass through)
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|8 Rounds
|8 Rounds
|30 Brute
|30 Brute
|Used by Spacepol officers.
|Used by Spacepol officers. [[Emergency Response Team|Emergency Response Teams]] can also buy them for 3 WC.
|Spacepol
|Sol Interplanetary Coalition
| A classic handgun. Still carried to this day by Spacepol officers. While very similar to the stechkin, the M1911 is heavier and unable to be suppressed but fires faster. In addition, it's chambered in .45, rather than 10mm.
| A classic handgun. Still carried to this day by Spacepol officers and Coalition troops. While very similar to the stechkin, the M1911 is heavier and unable to be suppressed but fires faster. In addition, it's chambered in .45, rather than 10mm.
|-
|-
![[File:Aps.png|64px]]
![[File:Aps.png|64px]]
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|[[File:10mmMag.png|64px]]<br>9mm
|[[File:10mmMag.png|64px]]<br>9mm
|15 Rounds
|15 Rounds
|20 Brute
|20 Brute  
|Used by Russian officers, also available to [[Syndicate guide|Nuclear Operative]] in the [[Syndicate Items#Spetsnaz Pyro bundle|Spetsnaz Pyro bundle]] for 30 TC
|Used by Russian officers, also available to [[Syndicate guide|Nuclear Operative]] in the [[Syndicate Items#Spetsnaz Pyro bundle|Spetsnaz Pyro bundle]] for 30 TC  
|Space Russians, Syndicate
|Space Russians, Syndicate
|The original Russian version of the stechkin used by the Syndicate. Has a 3-round burst setting making it quite powerful despite its small size.
|The original Russian version of the stechkin used by the Syndicate. Has a 3-round burst setting making it quite powerful despite its small size.
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|24 Rounds
|24 Rounds
|30 Brute
|30 Brute
|Only available to [[Syndicate guide|Nuclear Operative]] for 10 TC
|Only available to [[Syndicate guide|Nuclear Operative]] for 10 TC  
|Syndicate
|Syndicate
|Has a 2-round burst setting with decent damage and cheap ammo. Can also be silenced. A good all-arounder for a [[Nuclear Operative]].
|Has a 2-round burst setting with decent damage and cheap ammo. Can also be silenced. A good all-arounder for a [[Nuclear Operative]].
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|
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" | Ammo Types
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|-
! class="unsortable" | Icon
! class="unsortable" |Name
! class="unsortable" |Description
|-
|-
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Description
|-
![[File:46x30ammo.png]]
![[File:46x30ammo.png]]
!Standard ammo
!Standard ammo
|15 Brute, small armor penetration
|15 Brute, small armor penetration
|-
|-
![[File:46x30mmtA.png]]
![[File:46x30mmtA.png]]
!AP ammo
!AP ammo
|12 Brute, very good armor penetration
|12 Brute, very good armor penetration
|-
|-
![[File:46x30mmtI.png]]
![[File:46x30mmtI.png]]
!IC ammo
!IC ammo
|9 Brute, sets the target on fire
| 9 Brute, sets the target on fire
|-
|-
![[File:46x30mmtT.png]]
![[File:46x30mmtT.png]]
!Rubber ammo
!Rubber ammo
|5 Brute + 22 Stamina
| 5 Brute + 22 Stamina
|}
|}
|Ordered from Cargo.
|Ordered from Cargo. [[Emergency Response Team]] can also buy them for 5 WC.
|Nanotrasen
|Nanotrasen
|An older rifle, often used by paramilitary or high-security forces. Possess a 2-round burst setting. Alternative ammo can be printed by Security once proper research is completed.
|An older rifle, often used by paramilitary or high-security forces. Possess a 2-round burst setting. Alternative ammo can be printed by Security once proper research is completed.
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|30 Rounds +<br>1 Grenade
|30 Rounds +<br>1 Grenade
|35 Brute<br>60 Brute, explosion radius (-1, 0, 2)
|35 Brute<br>60 Brute, explosion radius (-1, 0, 2)
|Only available to [[Syndicate guide|Nuclear Operative]] for 18 TC
|Only available to [[Syndicate guide|Nuclear Operative]] for 18 TC  
|Syndicate
|Syndicate
| A powerful weapon that can switch between a 3-round burst setting of 5.56mm bullets and an underbarrel grenade launcher that utilizes 40mm grenades. Capable of downing an unarmored target in a single burst.
| A powerful weapon that can switch between a 3-round burst setting of 5.56mm bullets and an underbarrel grenade launcher that utilizes 40mm grenades. Capable of downing an unarmored target in a single burst.
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|
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" | Ammo Types
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|-
|-
! class="unsortable" |Icon
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Name
! class="unsortable" |Description
! class="unsortable" |Description
|-
|-
![[File:A762.png]]
![[File:A762.png]]
!Standard ammo
!Standard ammo
|45 Brute
|45 Brute
|-
|-
![[File:A762A.png]]
![[File:A762A.png]]
!AP ammo
!AP ammo
|35 Brute, exceptional armor penetration
|35 Brute, exceptional armor penetration
|-
|-
![[File:A762H.png]]
![[File:A762H.png]]
!HP ammo
!HP ammo
  |55 Brute, ineffective against armor. Sharp-edged and will likely inflict [[Guide to Wounds#Critical:_Weeping_Avulsion|deadly wounds]]
  |55 Brute, ineffective against armor. Sharp-edged and will likely inflict [[Guide to Wounds#Critical:_Weeping_Avulsion|deadly wounds]]
|-
|-
![[File:A756I.png]]
![[File:A756I.png]]
!IC ammo
! IC ammo
|27 Brute, sets the target on fire
|27 Brute, sets the target on fire
|}
|}
|Only available to [[Syndicate guide|Nuclear Operative]] for 20 TC
|Only available to [[Syndicate guide|Nuclear Operative]] for 20 TC
|Syndicate
|Syndicate
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![[File:SurplusGun.png|64px]]
![[File:SurplusGun.png|64px]]
!{{anchor|Surplus Rifle}}Surplus Rifle
!{{anchor|Surplus Rifle}}Surplus Rifle
|[[File:Ammo_75.png|64px]]<br>10mm
|[[File:Ammo_75.png|64px]]<br>10mm  
|10 Rounds
|10 Rounds
|30 Brute
|30 Brute
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!{{anchor|Uzi}}Uzi
!{{anchor|Uzi}}Uzi
|[[File:Uzi9mm.png|64px]]<br>9mm
|[[File:Uzi9mm.png|64px]]<br>9mm
|32 Rounds
|32 Rounds  
|20 Brute
|20 Brute  
|Gang Wars
|Gang Wars
|Gangs
|Gangs
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|
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" | Ammo Types
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|-
|-
! class="unsortable" |Icon
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Name
! class="unsortable" |Description
! class="unsortable" |Description
|-
|-
![[File:50mag.png]]
![[File:50mag.png]]
!Standard ammo
!Standard ammo
|70 Brute + 10 second paralyze, very good armor penetration
|70 Brute + 10 second paralyze, very good armor penetration
|-
|-
![[File:Haemorrhage-ammo.png]]
![[File:Haemorrhage-ammo.png]]
!Penetrator ammo
!Penetrator ammo
|60 Brute, very good armor penetration, goes through everything including walls and mobs
|60 Brute, very good armor penetration, goes through everything including walls and mobs
|-
|-
![[File:Soporific.png]]
![[File:Soporific.png]]
!SP ammo
!SP ammo
  |40 second sleep
  |40 second sleep
|}
|}
|Only available to [[Syndicate guide|Nuclear Operative]] for 16 TC
|Only available to [[Syndicate guide|Nuclear Operative]] for 16 TC
|Syndicate
|Syndicate
|An extremely powerful but unwieldy rifle equipped with a scope to see long distances. Requires both hands to use and can be silenced. A user must remain stationary to use the scope. Very low rate of fire.
|An extremely powerful but unwieldy rifle equipped with a scope to see long distances. Requires both hands to use and can be silenced. A user must remain stationary to use the scope. Very low rate of fire.
|-
! [[File:Arg.png|64px]]
!{{anchor|NT-ARG "Boarder" Rifle}}NT-ARG "Boarder" Rifle
|[[File:556m.png|64px]]<br>5.56mm
|30 Rounds
|35 Brute
|Only available to [[Emergency Response Team]] for 18 WC
|Nanotrasen
|A standardized assault rifle used by Nanotrasen paramilitary forces. It has a three-round burst setting and fires faster than its cousin the M-90gl Carbine.
|-
![[File:Tommy gun.png|64px]]
!{{anchor|Tommy Gun}}Tommy Gun
|[[File:Thompson mag.png|64px]]<br>.45
|50 Rounds
|30 Brute
|Only available to [[Emergency Response Team]] for 9 WC
|Sol Interplanetary Coalition
|A modernized variant of the Thompson SMG that utilizes light plastics in its wooden furniture, commonly used by Coalition marines. Has a four-round burst setting for a massive spray-and-pray experience. Laughably lethal and horrifying in close quarters.
|-
![[File:Saber.png|64px]]
!{{anchor|Nanotrasen Saber SMG}}Nanotrasen Saber SMG
|[[File:Smg9mm.png|64px]]<br>9mm
|21 Rounds
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|-
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Description
|-
![[File:Smg9mm.png]]
!Standard ammo
|20 Brute
|-
![[File:Smg9mmA.png]]
!AP ammo
| 18 Brute, very good armor penetration
|-
![[File:Smg9mmI.png]]
!IC ammo
| 13 Brute, sets the target on fire
|}
|Only available to [[Emergency Response Team]] for 7 WC
|Nanotrasen
|A standardized SMG used by Nanotrasen paramilitary forces. While it has a three-round burst setting, it fires slower relative to the Boarder Rifle. However, it can be suppressed.
|}
|}
===Revolver===
===Revolver===
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|-
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" |Item  
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" | Ammo
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" | Capacity  
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |How to Acquire
Line 489: Line 535:
![[File:Revolver.png|64px]]
![[File:Revolver.png|64px]]
!{{anchor|Syndicate Revolver}}Syndicate Revolver
!{{anchor|Syndicate Revolver}}Syndicate Revolver
|[[File:357.png|64px]]<br>.357
|[[File:357.png|64px]]<br>.357  
|7 Rounds
|7 Rounds
|
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" | Ammo Types
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|-
|-
! class="unsortable" |Icon
! class="unsortable" |Icon
  ! class="unsortable" |Name
  ! class="unsortable" |Name
! class="unsortable" |Description
! class="unsortable" |Description
|-
|-
![[File:357.png]]
![[File:357.png]]
!Standard ammo
!Standard ammo
|40 Brute
| 40 Brute
|-
|-
![[File:357feather.png]]
![[File:357feather.png]]
!Ironfeather
!Ironfeather
|6 pellets of 8.5 damage each, mildly less damage dropoff than buckshot
|6 pellets of 8.5 damage each, mildly less damage dropoff than buckshot
|-
|-
![[File:357cracker.png]]
![[File:357cracker.png]]
!Nutcracker
!Nutcracker
|20 Brute, one-shots windows, two-shots doors, three-shots reinforced doors
|20 Brute, one-shots windows, two-shots doors, three-shots reinforced doors
|-
|-
![[File:357shock.png]]
![[File:357shock.png]]
!Metalshock
!Metalshock
|30 Brute, then shock deals 10 Burn and confusion if target is not insulated
|30 Brute, then shock deals 10 Burn and confusion if target is not insulated
  |-
  |-
![[File:357piercer.png]]
![[File:357piercer.png]]
!Heartpiercer
!Heartpiercer
|35 Brute with good armor penetration. Passes through first mob hit
|35 Brute with good armor penetration. Passes through first mob hit
|-
|-
![[File:357stake.png]]
![[File:357stake.png]]
!Wallstake
!Wallstake
|25 Brute, throws people two tiles which can impact against walls
|25 Brute, throws people two tiles which can impact against walls
|}
|}
|[[Syndicate Uplink]], available for 6 TC
|[[Syndicate Uplink]], available for 6 TC
|Syndicate
|Syndicate
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|
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" | Ammo Types
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|-
|-
! class="unsortable" |Icon
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Name
! class="unsortable" |Description
! class="unsortable" |Description
|-
|-
![[File:Ammo_38.png]]
![[File:Ammo_38.png]]
!Standard ammo
!Standard ammo
  |15 Brute + 35 Stamina
  |15 Brute + 35 Stamina
|-
|-
![[File:Ammo_38gut.png]]
![[File:Ammo_38gut.png]]
!Gutterpunch
!Gutterpunch
|15 Brute, induces nausea in target
|15 Brute, induces nausea in target
|-
|-
![[File:Ammo_38hot.png]]
![[File:Ammo_38hot.png]]
!Hot Shot
!Hot Shot
|15 Brute, sets the target on fire
|15 Brute, sets the target on fire
|-
|-
![[File:Ammo_38ice.png]]
![[File:Ammo_38ice.png]]
!Iceblox
!Iceblox
|15 Brute, freezes target
|15 Brute, freezes target
|-
|-
! style="background-color:#d3d3d3" |[[File:357.png]]
! style="background-color:#d3d3d3" |[[File:357.png]]
! style="background-color:#d3d3d3" |.357
! style="background-color:#d3d3d3" |.357
  | style="background-color:#d3d3d3" |40 Brute
  | style="background-color:#d3d3d3" |40 Brute
|}
|}
|[[Detective]]'s locker
|[[Detective]]'s locker
|Security
|Security
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|5 Brute
|5 Brute
| Printed at the Security or Armory protolathe once researched.
| Printed at the Security or Armory protolathe once researched.
| Security
|Security
|A tool, rather than a weapon. Each .32 TRAC round will do minimal damage but plant a temporary tracking implant in any target hit. This tracking implant lasts only 15 minutes and cannot be used as a teleporter beacon. The revolver is also innately suppressed.
|A tool, rather than a weapon. Each .32 TRAC round will do minimal damage but plant a temporary tracking implant in any target hit. This tracking implant lasts only 15 minutes and cannot be used as a teleporter beacon. The revolver is also innately suppressed.
|-
|-
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|-
|-
! class="unsortable" |Icon
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Name
! class="unsortable" |Description
! class="unsortable" | Description
|-
|-
![[File:357.png]]
![[File:357.png]]
!Standard ammo
!Standard ammo
  |40 Brute
  |40 Brute
|-
|-
![[File:357feather.png]]
![[File:357feather.png]]
!Ironfeather
! Ironfeather
|6 pellets of 8.5 damage each, mildly less damage dropoff than buckshot
|6 pellets of 8.5 damage each, mildly less damage dropoff than buckshot
|-
|-
![[File:357cracker.png]]
![[File:357cracker.png]]
!Nutcracker
! Nutcracker
|20 Brute, one-shots windows, two-shots doors, three-shots reinforced doors
|20 Brute, one-shots windows, two-shots doors, three-shots reinforced doors
|-
|-
![[File:357shock.png]]
![[File:357shock.png]]
!Metalshock
! Metalshock
|30 Brute, then shock deals 10 Burn and confusion if target is not insulated
| 30 Brute, then shock deals 10 Burn and confusion if target is not insulated
|-
|-
![[File:357piercer.png]]
![[File:357piercer.png]]
!Heartpiercer
!Heartpiercer
  |35 Brute with good armor penetration. Passes through first mob hit
  |35 Brute with good armor penetration. Passes through first mob hit
|-
|-
![[File:357stake.png]]
![[File:357stake.png]]
!Wallstake
!Wallstake
|25 Brute, throws people two tiles which can impact against walls
|25 Brute, throws people two tiles which can impact against walls
|}
|}
|[[Death Squad|Death Squad.]]
|[[Death Squad|Death Squad.]]
|Nanotrasen
|Nanotrasen
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|20 Brute
|20 Brute
|Ordered through Cargo or dropped by Russian officers.
|Ordered through Cargo or dropped by Russian officers.
|Space Russians  
|Space Russians
|An old revolver originally produced in 1895 by the Russian Empire. This double-action variant is still maintained and used by certain Space Russian officers. Its unique gas-seal system allows it to be suppressed.
|An old revolver originally produced in 1895 by the Russian Empire. This double-action variant is still maintained and used by certain Space Russian officers. Its unique gas-seal system allows it to be suppressed.
|-
|-
Line 630: Line 676:
|A Russian-made revolver. It has a single slot in its chamber for a bullet, as it's meant for playing Russian Roulette! You can spin the chamber to randomize the position of the bullet, and must do so before every shot. It can use .357 alternative ammunition should the user desire to waste TC.
|A Russian-made revolver. It has a single slot in its chamber for a bullet, as it's meant for playing Russian Roulette! You can spin the chamber to randomize the position of the bullet, and must do so before every shot. It can use .357 alternative ammunition should the user desire to waste TC.
|}
|}
===Shotgun===
===Shotgun===
Shotguns use a variety of 12 Gauge shells for their ammunition, which all discharge differing projectile spreads and projectile types. This permits them some of the greatest utility and versatility compared to other ballistic classes. They are also the most commonly found ballistic firearm on station. Shells are loaded into shotguns individually, automatically ejecting any spent shells they replace. You can still interact with a shotgun in hand to either unload the barrel(s), rack the pump, or rack the slide.
Shotguns use a variety of 12 Gauge shells for their ammunition, which all discharge differing projectile spreads and projectile types. This permits them some of the greatest utility and versatility compared to other ballistic classes. They are also the most commonly found ballistic firearm on station. Shells are loaded into shotguns individually, automatically ejecting any spent shells they replace. You can still interact with a shotgun in hand to either unload the barrel(s), rack the pump, or rack the slide.
Line 636: Line 681:
|-
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" |Item  
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" | Capacity  
! scope="col" style="background-color:#F0DC82;" |How to Acquire  
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
! scope="col" class="unsortable" style="background-color:#F0DC82;" | Notes
|-
|-
![[File:Improvised_shotgun.png|64px]]
![[File:Improvised_shotgun.png|64px]]
!{{anchor|Improvised Shotgun}}Improvised Shotgun  
!{{anchor|Improvised Shotgun}}Improvised Shotgun
 
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge shells
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge shells
|1 Shell
|1 Shell
|Crafted.
|Crafted.
|Civilian  
|Civilian
| A handcrafted shotgun made of scavenged materials.
| A handcrafted shotgun made of scavenged materials.
Has a chance to jam when fired. The shell will not be spent, but you will need to unload and reload the weapon.
Has a chance to jam when fired. The shell will not be spent, but you will need to unload and reload the weapon.
|-
|-
![[File:Doubleshotgun.png|64px]] [[File:Doubleshotgunsawnoff.png|64px]]
![[File:Doubleshotgun.png|64px]] [[File:Doubleshotgunsawnoff.png|64px]]
!{{anchor|Double-Barrelled Shotgun}}Double-Barrelled Shotgun
!{{anchor|Double-Barrelled Shotgun}}Double-Barrelled Shotgun  
|[[File:Bean_shell.png|64px]]<br>12 Gauge shells
|[[File:Bean_shell.png|64px]]<br>12 Gauge shells
|2 Shells
|2 Shells
|[[Bartender]]'s locker  
|[[Bartender]]'s locker
|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. Can be sawn off with a circular saw (make sure it's not loaded). A sawn-off shotgun will fit in your backpack or on your belt, though it will lose some accuracy.  
|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 or on your belt, though it will lose some accuracy.
|-
|-
![[File:Shotgun.png|64px]] [[File:RiotSGSawn.png|64px]]
![[File:Shotgun.png|64px]] [[File:RiotSGSawn.png|64px]]
!{{anchor|Shotgun}}Riot Shotgun
!{{anchor|Shotgun}}Riot Shotgun  
|[[File:Bean_shell.png|64px]]<br>12 Gauge shells
|[[File:Bean_shell.png|64px]]<br>12 Gauge shells  
|6+1 Shells  
|6+1 Shells
|The Armory or Cargo
|The Armory or Cargo
|Security
|Security
| An uncommon shotgun, typically only used in emergencies by Security. Because of its high capacity, convenience in being able to be worn on security exosuits, and the fact that a handful spawn in the Armory roundstart, this tends to be the most common shotgun on-station. Can be sawn off with a circular saw (make sure it's not loaded). A sawn-off shotgun will fit in your backpack or on your belt, though it will lose some accuracy.
|An uncommon shotgun, typically only used in emergencies by Security. Because of its high capacity, convenience in being able to be worn on security exosuits, and the fact that a handful spawn in the Armory roundstart, this tends to be the most common shotgun on-station. Can be sawn off with a circular saw (make sure it's not loaded). A sawn-off shotgun will fit in your backpack or on your belt, though it will lose some accuracy.
As a pump-action shotgun, you will need to manually rack the pump after each shot or when reloading the shotgun from a fully empty state.
As a pump-action shotgun, you will need to manually rack the pump after each shot or when reloading the shotgun from a fully empty state.
|-
|-
![[File:Breachingshotgun.png|64px]]
![[File:Breachingshotgun.png|64px]]
!{{anchor|Tactical Breaching Shotgun}}Tactical Breaching Shotgun
!{{anchor|Tactical Breaching Shotgun}}Tactical Breaching Shotgun
|[[File:Breacher-live.png|64px]]<br>Breaching Slugs
|[[File:Breacher-live.png|64px]]<br>Breaching Slugs  
|3+1 Shells
|3+1 Shells
|The Armory
|The Armory
Line 679: Line 725:
|-
|-
![[File:Combatshotgun.png|64px]]
![[File:Combatshotgun.png|64px]]
!{{anchor|Combat Shotgun}}Combat Shotgun
!{{anchor|Combat Shotgun}}Combat Shotgun  
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
|6+1 Shells
|6+1 Shells
|Ordered from Cargo.
|Ordered from Cargo.
|Nanotrasen
|Nanotrasen
|A black shotgun that can be ordered from Cargo that is filled with lethal buckshot by default. While heavier and unable to be worn on security exosuits, the Combat Shotgun will automatically pump after each shot, meaning its rate of fire is slightly higher than the riot shotgun's.  
|A black shotgun that can be ordered from Cargo that is filled with lethal buckshot by default. While heavier and unable to be worn on security exosuits, the Combat Shotgun will automatically pump after each shot, meaning its rate of fire is slightly higher than the riot shotgun's.
|-
|-
![[File:WardenSG.png|64px]]
![[File:WardenSG.png|64px]]
!{{anchor|Compact Combat Shotgun}}Compact Combat Shotgun
!{{anchor|Compact Combat Shotgun}}Compact Combat Shotgun
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells  
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
|4+1 Shells
|4+1 Shells  
|Found in the [[Warden|Warden's]] locker.
|Found in the [[Warden|Warden's]] locker.
|Nanotrasen
|Nanotrasen
Line 702: Line 748:
|A powerful automatic shotgun that utilizes a drum magazine, meaning it cannot load shells individually. The ammo that is purchasable for the Bulldog tends to be more powerful than standard 12 Gauge variants.
|A powerful automatic shotgun that utilizes a drum magazine, meaning it cannot load shells individually. The ammo that is purchasable for the Bulldog tends to be more powerful than standard 12 Gauge variants.
|}
|}
====Shotgun Shells ====
====Shotgun Shells====
Note: This lists only shells that can be acquired by normal means.  
Note: This lists only shells that can be acquired by normal means.  
*[[File:Buckshot_shell.png|32px]]'''Buckshot:''' Shoots 6 pellets dealing 11 brute damage each. Extremely lethal at close range.
*[[File:Buckshot_shell.png|32px]]'''Buckshot:''' Shoots 6 pellets dealing 11 brute damage each. Extremely lethal at close range.
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**[[File:Thunder_shell.png|32px]] '''Thundershot:''' Shoots 3 pellets creating lightning on impact.
**[[File:Thunder_shell.png|32px]] '''Thundershot:''' Shoots 3 pellets creating lightning on impact.
**[[File:Uranium_shell.png|32px]] '''Depleted Uranium Slug:''' Shoots one ultra penetrative projectile dealing 30 brute but bypassing almost all armor and going through mobs.
**[[File:Uranium_shell.png|32px]] '''Depleted Uranium Slug:''' Shoots one ultra penetrative projectile dealing 30 brute but bypassing almost all armor and going through mobs.
===Bolt Action ===
===Bolt Action===
Bolt-action firearms are characterized by their bolt cycling mechanism. The bolt must be drawn back to permit access to the internal magazine for reloading, and it must also be cycled in order to eject a spent round to permit another bullet to be chambered. Because this process is clunky and time-costly relative to a self-loading firearm, bolt-actions are seen as antique, dated weapons.
Bolt-action firearms are characterized by their bolt cycling mechanism. The bolt must be drawn back to permit access to the internal magazine for reloading, and it must also be cycled in order to eject a spent round to permit another bullet to be chambered. Because this process is clunky and time-costly relative to a self-loading firearm, bolt-actions are seen as antique, dated weapons.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
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! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" | Ammo
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage  
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|-
|-
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! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" |Ammo  
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Draw Time
! scope="col" style="background-color:#F0DC82;" | Draw Time
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" style="background-color:#F0DC82;" |Faction Usage
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!{{anchor|Wooden Bow}}Wooden Bow
!{{anchor|Wooden Bow}}Wooden Bow
|[[File:Arrow.png|32px]]<br>Arrow  
|[[File:Arrow.png|32px]]<br>Arrow  
|0.5 second
|0.5 second  
|[[Makeshift weapons|Made by yourself]].
|[[Makeshift weapons|Made by yourself]].
|Civilian: Botany
|Civilian: Botany
|A simple, yet effective bow. Standard and robust.  
|A simple, yet effective bow. Standard and robust.
|-
|-
![[File:Bow_ash.png|64px]]
![[File:Bow_ash.png|64px]]
!{{anchor|Bone Bow}}Bone Bow
!{{anchor|Bone Bow}}Bone Bow
|[[File:Arrow_bone.png|32px]]<br>Arrow
|[[File:Arrow_bone.png|32px]]<br>Arrow  
|0.5 second
|0.5 second
|[[Makeshift weapons|Made by yourself]].  
|[[Makeshift weapons|Made by yourself]].
|Ashwalkers
|Ashwalkers
|An alternative bow made using bones and sinew from Lavaland's fauna. Has more spread than the wooden bow.  
|An alternative bow made using bones and sinew from Lavaland's fauna. Has more spread than the wooden bow.
|-
|-
![[File:Bow_makeshift.png|64px]]
![[File:Bow_makeshift.png|64px]]
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|[[File:Arrow_glass.png|32px]]<br>Arrow
|[[File:Arrow_glass.png|32px]]<br>Arrow
|2 second
|2 second
|[[Makeshift weapons|Made by yourself]].
|[[Makeshift weapons|Made by yourself]].  
|Civilian
|Civilian
|A bow made using scavenged materials commonly found on the station. Has a very wide spread.
|A bow made using scavenged materials commonly found on the station. Has a very wide spread.
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![[File:Pipebow.png|64px]]
![[File:Pipebow.png|64px]]
!{{anchor|Pipe Bow}}Pipe Bow
!{{anchor|Pipe Bow}}Pipe Bow
|[[File:Arrow_plasmaglass.png|32px]]<br>Arrow
|[[File:Arrow_plasmaglass.png|32px]]<br>Arrow  
|1 second
|1 second
|[[Makeshift weapons|Made by yourself]].
|[[Makeshift weapons|Made by yourself]].
| Civilian
|Civilian
|A bow made using harder-to-obtain materials. It's of a higher quality than the makeshift bow, possessing less spread in addition to its faster draw time.  
|A bow made using harder-to-obtain materials. It's of a higher quality than the makeshift bow, possessing less spread in addition to its faster draw time.
|}
|}
====Arrows====
==== Arrows====
Note: This lists only arrows that can be acquired by normal means. All arrows do 20 extra damage to fauna unless otherwise stated.  
Note: This lists only arrows that can be acquired by normal means. All arrows do 20 extra damage to fauna unless otherwise stated.  
*[[File:Arrow.png|32px]]'''Wooden Arrow:''' A basic arrow dealing 20 brute damage. Has a small chance to break and a respectable embed chance.
*[[File:Arrow.png|32px]]'''Wooden Arrow:''' A basic arrow dealing 20 brute damage. Has a small chance to break and a respectable embed chance.
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|-
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" |Item  
! scope="col" style="background-color:#F0DC82;" | Ammo  
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Capacity  
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" | Damage & Effects
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" style="background-color:#F0DC82;" |Faction Usage  
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes  
|-
|-
![[File:Disablernew.png|64px]]
![[File:Disablernew.png|64px]]
!{{anchor|Disabler}}Disabler
!{{anchor|Disabler}}Disabler
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|20 Disable  
|20 Disable
|25 Stamina Damage
|25 Stamina Damage
|Disabler crates and the [[Armory]].
|Disabler crates and the [[Armory]].
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![[File:Laser gun.png|64px]]
![[File:Laser gun.png|64px]]
!{{anchor|Laser Gun}}Laser Gun
!{{anchor|Laser Gun}}Laser Gun
|[[File:Recharger.gif|64px]]<br>Energy  
|[[File:Recharger.gif|64px]]<br>Energy
|12 Lasers
|12 Lasers
|20 Burn
|20 Burn
|[[Armory]] and Laser Guns Crate.
|[[Armory]] and Laser Guns Crate.
|Security  
|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
|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
|-
|-
![[File:Hellfire_gun.png|64px]]
![[File:Hellfire_gun.png|64px]]
!{{anchor|Hellfire Laser Gun}} Hellfire Laser Gun
!{{anchor|Hellfire Laser Gun}} Hellfire Laser Gun
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy  
|7 Lasers
|7 Lasers
|25 Burn
|25 Burn
|Hellgun Single-pack
|Hellgun Single-pack
|Security
|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.  
|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.
|-
|-
![[File:Energy_Gun.gif|64px]]
![[File:Energy_Gun.gif|64px]]
!{{anchor|Energy Gun}}Energy Gun
!{{anchor|Energy Gun}}Energy Gun
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy  
| 10 Lasers,<br>20 Disable
|10 Lasers,<br>20 Disable
|20 Burn<br>25 Stamina
|20 Burn<br>25 Stamina
|[[Armory]] and Energy Guns Crate.  
|[[Armory]] and Energy Guns Crate.
|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).
|-
|-
Line 858: Line 904:
!{{anchor|Laser Rifle}}Laser Rifle
!{{anchor|Laser Rifle}}Laser Rifle
|[[File:Oldrifle mag.png|64px]]<br>Energy (Magazine)
|[[File:Oldrifle mag.png|64px]]<br>Energy (Magazine)
|20 Lasers
|20 Lasers  
|20 Burn
|20 Burn
|[[Emergency Response Team#Amber Task Force|Amber Task Force]] and Space
|[[Emergency Response Team#Amber Task Force|Amber Task Force]] and Space
Line 883: Line 929:
|-
|-
![[File:Advegun.png|64px]]
![[File:Advegun.png|64px]]
!{{anchor|Advanced Energy Gun}}Advanced Energy Gun
!{{anchor|Advanced Energy Gun}}Advanced Energy Gun  
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|10 Lasers,<br>20 Disable
|10 Lasers,<br>20 Disable
|20 Burn<br>25 Stamina  
|20 Burn<br>25 Stamina
|[[R&D Lab]] once researched first.
|[[R&D Lab]] 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|64px]]
!{{anchor|Antique Laser Gun}}Antique Laser Gun
!{{anchor|Antique Laser Gun}}Antique Laser Gun
|[[File:Recharger.gif|64px]]<br>Energy (also Self-Charging)
|[[File:Recharger.gif|64px]]<br>Energy (also Self-Charging)
|12 Lasers
|12 Lasers  
|20 Burn
|20 Burn
|[[Captain's Quarters]].
|[[Captain's Quarters]].
Line 910: Line 956:
|-
|-
![[File:Ionrifle.png|64px]]
![[File:Ionrifle.png|64px]]
!{{anchor|Ion Rifle}}Ion Rifle  
!{{anchor|Ion Rifle}}Ion Rifle
|[[File:Recharger.gif|64px]]<br>Energy
|[[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. Cyborgs are weak to it: flashing cyborgs totally immobilizes them and it leaves you free to robust them to your heart's content. '''Unaffected by EMP.'''
|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. '''Unaffected by EMP.'''
Line 920: Line 966:
![[File:Retrolaser.png|64px]]
![[File:Retrolaser.png|64px]]
!{{anchor|Retro Laser}}Retro Laser  
!{{anchor|Retro Laser}}Retro Laser  
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy  
|12 Lasers
| 12 Lasers  
|20 Burn
|20 Burn
|[[White Ship]].
|[[White Ship]].
Line 934: Line 980:
|[[Armory]] and [[R&D Lab]] once researched first.
|[[Armory]] and [[R&D Lab]] once researched first.
|Nanotrasen
|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.  
|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.
|-
|-
![[File:Xraygun.png|64px]]
![[File:Xraygun.png|64px]]
Line 940: Line 986:
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|20 Lasers
|20 Lasers
|15 Burn + 300 Irradiate
| 15 Burn + 300 Irradiate
|[[R&D Lab]] once researched first.
|[[R&D Lab]] once researched first.  
|Nanotrasen
|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.
|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.
Line 948: Line 994:
!{{anchor|}}Biological Demolecularisor
!{{anchor|}}Biological Demolecularisor
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|10 Lasers  
|10 Lasers
|20 Cellular Damage + 100 Irradiate
|20 Cellular Damage + 100 Irradiate
|[[R&D Lab]] once researched first.
|[[R&D Lab]] once researched first.
Line 955: Line 1,001:
|-
|-
![[File:Pulserifle.png|64px]]
![[File:Pulserifle.png|64px]]
!{{anchor|Pulse Rifle}}Pulse Rifle  
!{{anchor|Pulse Rifle}}Pulse Rifle
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|200 Pulse,<br>400 Lasers,<br>200 Stun
|200 Pulse,<br>400 Lasers,<br>200 Stun
|50 Burn<br>20 Burn<br>Stun
|50 Burn<br>20 Burn<br>Stun
| 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. '''Unaffected by EMP.'''
|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. '''Unaffected by EMP.'''
Line 975: Line 1,021:
!{{anchor|Pulse Pistol}}Pulse Pistol
!{{anchor|Pulse Pistol}}Pulse Pistol
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
| 10 Pulse,<br>20 Laser,<br>10 Stun
|10 Pulse,<br>20 Laser,<br>10 Stun
|50 Burn<br>20 Burn<br>Stun  
|50 Burn<br>20 Burn<br>Stun
|Emergency Response Team
|Emergency Response Team
|Nanotrasen
|Nanotrasen
Line 991: Line 1,037:
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes  
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|-
|-
![[File:Bow_hardlight.gif|64px]]
![[File:Bow_hardlight.gif|64px]]
Line 999: Line 1,045:
|[[R&D Lab]] once researched first.
|[[R&D Lab]] once researched first.
|Security
|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.  
|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.
|-
|-
![[File:Bow_syndicate.gif|64px]]
![[File:Bow_syndicate.gif|64px]]
Line 1,005: Line 1,051:
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|25 Burn (Burn damage on embed),<br>15 Burn + 300 irradiate (Toxin damage on embed)
|25 Burn (Burn damage on embed),<br>15 Burn + 300 irradiate (Toxin damage on embed)
|[[Syndicate Uplink]].
|[[Syndicate Uplink]].  
|Syndicate
|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.
|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.
Line 1,015: Line 1,061:
|[[Clockwork Cult|Clockwork Slab]]
|[[Clockwork Cult|Clockwork Slab]]
|Clockwork Cult
|Clockwork Cult
|The main ranged option of Rat'var's servants when defending the Ark.  
|The main ranged option of Rat'var's servants when defending the Ark.
|}
|}
==Misc Weapons==
==Misc Weapons==
Line 1,022: Line 1,068:
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" |Ammo  
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" | How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
Line 1,031: Line 1,077:
![[File:Chem sprayer.png|64px]]
![[File:Chem sprayer.png|64px]]
!{{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)
Line 1,044: Line 1,090:
![[File:Flamethrower.gif|64px]]
![[File:Flamethrower.gif|64px]]
!{{anchor|Flamethrower}}Flamethrower
!{{anchor|Flamethrower}}Flamethrower
|[[File:Plasma tank.png|64px]]<br>Gas of your choice  
|[[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
|[[Makeshift weapons|Made by yourself]] after reading the Syndicate Uplink [[Syndicate_Items#.28Pointless.29_Badassery|Makeshift Weapons]] book.
|[[Makeshift weapons|Made by yourself]] after reading the Syndicate Uplink [[Syndicate_Items#.28Pointless.29_Badassery|Makeshift Weapons]] book.
Line 1,056: Line 1,102:
|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.
Line 1,062: Line 1,108:
![[File:Rapidsyringegun.png|64px]]
![[File:Rapidsyringegun.png|64px]]
!{{anchor|Rapid Syringe Gun}}Rapid Syringe Gun
!{{anchor|Rapid Syringe Gun}}Rapid Syringe Gun
|[[File:Syringe.png|64px]]<br>Syringes  
|[[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 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!
|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!
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! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" | Ammo
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" | Damage & Effects
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" | How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
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|Admins
|Admins
|A small, quiet, easily concealable gun. Uses .45 rounds.
|A small, quiet, easily concealable gun. Uses .45 rounds.
|-
![[File:Arg.png|64px]]
!{{anchor|NT-ARG "Boarder" Rifle}}NT-ARG "Boarder" Rifle
|[[File:556m.png|64px]]<br>5.56mm
|30 Rounds
|35 Brute
| Admin only.
|Nanotrasen
|A standardized assault rifle used by Nanotrasen paramilitary forces. It has a three-round burst setting and fires faster than its cousin the M-90gl Carbine.
|-
![[File:Tommy gun.png|64px]]
!{{anchor|Tommy Gun}}Tommy Gun
|[[File:Thompson mag.png|64px]]<br>.45
|50 Rounds
|30 Brute
|Admin only.
|Admins
|A genuine Chicago Typewriter. Has a four-round burst setting for a massive spray-and-pray experience. Laughably lethal and horrifying in close quarters.
|-
![[File:Saber.png|64px]]
!{{anchor|Nanotrasen Saber SMG}}Nanotrasen Saber SMG
|[[File:Smg9mm.png|64px]]<br>9mm
|21 Rounds
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" | Ammo Types
|-
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Description
|-
![[File:Smg9mm.png]]
!Standard ammo
|20 Brute
|-
![[File:Smg9mmA.png]]
!AP ammo
|18 Brute, very good armor penetration
|-
![[File:Smg9mmI.png]]
!IC ammo
|13 Brute, sets the target on fire
|}
|Admin only.
|Nanotrasen
|A standardized SMG used by Nanotrasen paramilitary forces. While it has a three-round burst setting, it fires slower relative to the Boarder Rifle. However, it can be suppressed.
|-
|-
![[File:Gyrogun.png|64px]]
![[File:Gyrogun.png|64px]]
!{{anchor|Gyrojet Pistol}}Gyrojet Pistol
!{{anchor|Gyrojet Pistol}}Gyrojet Pistol
|[[File:Ammo 75.png|64px]]<br>.75
|[[File:Ammo 75.png|64px]]<br>.75
|8 Rounds
| 8 Rounds
| 74 Brute from direct hit <br>24 from a tile away <br>explosion (-1, 0, 2)
|74 Brute from direct hit <br>24 from a tile away <br>explosion (-1, 0, 2)
|Admin only.
|Admin only.
|Admins
|Admins
| 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.
|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:Laser Cannon.png|64px]]
![[File:Laser Cannon.png|64px]]
Line 1,151: Line 1,151:
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|7 Lasers
|7 Lasers
| 6 Burn - Instant kill  
|6 Burn - Instant kill
|Admin only.
|Admin only.
| Nanotrasen
|Nanotrasen
|An advanced laser cannon that does more damage the farther away the target is. Unobtainable without admin spawn.
|An advanced laser cannon that does more damage the farther away the target is. Unobtainable without admin spawn.
|-
|-
Line 1,159: Line 1,159:
!{{anchor|Desert Eagle}}Desert Eagle
!{{anchor|Desert Eagle}}Desert Eagle
|[[File:Deagle mag.png|64px]]<br>.50
|[[File:Deagle mag.png|64px]]<br>.50
|7 Rounds
| 7 Rounds
|40 Brute
|40 Brute
|Admin only.
| Admin only.
|Admins
| Admins
|A powerful hand cannon. Shoots slower than other handguns.
|A powerful hand cannon. Shoots slower than other handguns.
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.
Line 1,168: Line 1,168:
=Defense=
=Defense=
To be good at combat, you must be able to survive an encounter with anything; Nuclear Operatives, Wizards, Assistants and such. While some may say that the best defense is a robust offense (which can be true in some cases), knowing how to protect yourself is a vital skill needed to be [[robust]].
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).
===Three kinds of stuns===
===Three kinds of stuns===
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You can also be sleeping, which is the same as paralysis, but caused and treated by different things.
You can also be sleeping, which is the same as paralysis, but caused and treated by different things.
{| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center"
{| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center"
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Icon
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Icon  
! scope="col" style="background-color:Lightgreen;" | Item  
! scope="col" style="background-color:Lightgreen;" |Item
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Type of Stun
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Type of Stun
! scope="col" class="unsortable" style="background-color:Lightgreen;" |How to Acquire
! scope="col" class="unsortable" style="background-color:Lightgreen;" |How to Acquire
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Notes
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Notes  
|-
|-
![[File:StunBaton.gif|64px]]
![[File:StunBaton.gif|64px]]
Line 1,189: Line 1,189:
![[File:Stunprod.png|64px]]
![[File:Stunprod.png|64px]]
!{{anchor|Stunprod}}[[Stunprod]]
!{{anchor|Stunprod}}[[Stunprod]]
|45 stamina damage
|45 stamina damage  
|[[Makeshift weapons|Made by yourself]]
|[[Makeshift weapons|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.
|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|64px]]
![[File:Telescopic_Baton.png|64px]]
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![[File:Flash.gif|64px]]
![[File:Flash.gif|64px]]
!{{anchor|Flash}}[[Flash]]
!{{anchor|Flash}}[[Flash]]
|Stun<br>Duration 5  
|Stun<br>Duration 5
|[[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.
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!{{anchor|Disarm Intent}}[[Intent|Disarm Intent]]
!{{anchor|Disarm Intent}}[[Intent|Disarm Intent]]
|Disarm
|Disarm
|Have arms
|Have arms  
|Shoving someone while they're next to something solid will cause them to drop anything in their active hand, and shoving someone twice in quick succession will cause them to drop any guns in their active hand. Shoving someone who is next to someone else will knock both people down for one second.
|Shoving someone while they're next to something solid will cause them to drop anything in their active hand, and shoving someone twice in quick succession will cause them to drop any guns in their active hand. Shoving someone who is next to someone else will knock both people down for one second.
|-
|-
Line 1,215: Line 1,215:
|Depends on chemical
|Depends on chemical
|[[Chemistry]]
|[[Chemistry]]
| 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.
|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|64px]]
![[File:Flashbang.gif|64px]]
!{{anchor|Flashbang}}[[Flashbang]]
!{{anchor|Flashbang}}[[Flashbang]]
|Weaken + Stun<br>Duration varies with distance. Max 10  
|Weaken + 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. Wearing both sunglasses and a bowman headset makes you immune to these.
| 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.
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![[File:Laser Pointer.png|64px]]
![[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 and cyborgs, deactivate cyborg's equipment<br>Duration 5-10
|Blinds humans and cyborgs, deactivate cyborg's equipment<br>Duration 5-10  
|[[Lawyer]], [[Librarian]], [[Research Director]]
|[[Lawyer]], [[Librarian]], [[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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![[File:Resonant shriek.png|64px]]
![[File:Resonant shriek.png|64px]]
!{{anchor|Resonant Shriek}}[[Resonant Shriek]]
!{{anchor|Resonant Shriek}}[[Resonant Shriek]]
| Weaken<br>Duration 5-10  
|Weaken<br>Duration 5-10
|Being a changeling
|Being a changeling
|Only weakens cyborgs. Humans become deaf and confused.
| Only weakens cyborgs. Humans become deaf and confused.
|-
|-
![[File:Bloodspells.png|64px]]
![[File:Bloodspells.png|64px]]
Line 1,269: Line 1,269:
![[File:Hulk.png|64px]]
![[File:Hulk.png|64px]]
!Hulk
!Hulk
| Any
|Any
|[[Wizard#Mutate|Wizardry]]
|[[Wizard#Mutate|Wizardry]]
|Hulks don't get stunned and don't fall ever. Even space lube doesn't make them fall, though they do slip. Stamina damage reduces the duration of hulking.
|Hulks don't get stunned and don't fall ever. Even space lube doesn't make them fall, though they do slip. Stamina damage reduces the duration of hulking.
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!Eye protection
!Eye protection
|Flashes
|Flashes
|[[Cargo]] and [[Engineering]] for welding helmets, [[Security]] for sunglasses.
|[[Cargo]] and [[Engineering]] for welding helmets, [[Security]] for sunglasses.  
|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 completely block damage.
{| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center"
{| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center"
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Icon  
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Icon
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Item
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Item
! scope="col" class="unsortable" style="background-color:Lightyellow;" |How to acquire
! scope="col" class="unsortable" style="background-color:Lightyellow;" |How to acquire
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Protection
! scope="col" class="unsortable" style="background-color:Lightyellow;" | Protection
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Notes
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Notes
|-
|-
Line 1,297: Line 1,297:
!{{anchor|Energy Combat Shield}}[[Energy Combat Shield]]
!{{anchor|Energy Combat Shield}}[[Energy Combat Shield]]
|[[Nuke ops]]
|[[Nuke ops]]
|Blocks energy projectiles
| Blocks energy 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.
|-
|-
Line 1,326: Line 1,326:
! scope="col" class="unsortable" style="background-color:Lightblue;" |Protection
! scope="col" class="unsortable" style="background-color:Lightblue;" |Protection
! scope="col" class="unsortable" style="background-color:Lightblue; width:80px" |Defense values %
! scope="col" class="unsortable" style="background-color:Lightblue; width:80px" |Defense values %
! scope="col" class="unsortable" style="background-color:Lightblue;" |Notes
! scope="col" class="unsortable" style="background-color:Lightblue;" | Notes
|-
|-
![[File:CaptArmor.png|64px]]
![[File:CaptArmor.png|64px]]
Line 1,339: Line 1,339:
|[[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 protection than most armor, and also displays your authority to the crew.
|A special armor vest unique to the Captain. Offers far greater protection than most armor, and also displays your authority to the crew.
|-
|-
Line 1,347: Line 1,347:
|Gives low protection from melee attacks and explosions.
|Gives low protection from melee attacks and explosions.
|melee = 10 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100 <br>rad = 75
|melee = 10 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100 <br>rad = 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|64px]]
Line 1,354: Line 1,354:
|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 = 10 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100
|melee = 10 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100
|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|64px]]
Line 1,366: Line 1,366:
!{{anchor|CE Hardsuit}}[[Hardsuit|CE Hardsuit]]
!{{anchor|CE Hardsuit}}[[Hardsuit|CE Hardsuit]]
|[[Chief Engineer]]
|[[Chief Engineer]]
|Gives good protection from melee attacks, complete Radiation protection and complete protection against Fire.
| Gives good protection from melee attacks, 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 = 100
|melee = 40 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 50 <br>bio = 100 <br>rad = 100
|See [[Space_suit|here]] for information on the different styles.
|See [[Space_suit|here]] for information on the different styles.
Line 1,373: Line 1,373:
!{{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
|See [[Space_suit|here]] for information on the different styles.
|See [[Space_suit|here]] for information on the different styles.
Line 1,387: Line 1,387:
!{{anchor|Security Hardsuit}}[[Hardsuit|Security Hardsuit]]
!{{anchor|Security Hardsuit}}[[Hardsuit|Security Hardsuit]]
|[[E.V.A.]]
|[[E.V.A.]]
|Gives slightly increased protection against all damage sources.
| Gives slightly increased protection against all damage sources.  
|melee = 35 <br>bullet = 25 <br>laser = 30 <br>energy = 10 <br>bomb = 10 <br>bio = 100 <br>rad = 50
|melee = 35 <br>bullet = 25 <br>laser = 30 <br>energy = 10 <br>bomb = 10 <br>bio = 100 <br>rad = 50
| 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:HoSRIG.png|64px]]
!{{anchor|HoS Hardsuit}}[[Hardsuit|HoS Hardsuit]]
!{{anchor|HoS Hardsuit}}[[Hardsuit|HoS Hardsuit]]
|[[E.V.A.]]
|[[E.V.A.]]
|Gives slightly increased protection against all damage sources.
| Gives slightly increased protection against all damage sources.
|melee = 45 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25 <br>bio = 100 <br>rad = 50
|melee = 45 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25 <br>bio = 100 <br>rad = 50
|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.
Line 1,402: Line 1,402:
|[[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
|See [[Wizard|here]] for information on the magical arts.
|See [[Wizard|here]] for information on the magical arts.
|-
|-
Line 1,415: Line 1,415:
!{{anchor|Bulletproof Vest}}[[Bulletproof Vest]]
!{{anchor|Bulletproof Vest}}[[Bulletproof Vest]]
|[[Armory]]
|[[Armory]]
|Makes the wearer very resilient to bullets at the cost of being poor defense against other weapons.
|Makes the wearer very resilient to bullets at the cost of being poor defense against other weapons.  
|melee = 15 <br>bullet = 60 <br>laser = 10 <br>energy = 10 <br>bomb = 40  
|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|64px]]
!{{anchor|Body Armor}}[[Body Armor]]
!{{anchor|Body Armor}}[[Body Armor]]
|[[HoP]], [[Security]]
|[[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 = 30 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25
|melee = 30 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25
|The standard armor found on security mooks. Also sometimes found on [[Ian]].
|The standard armor found on security mooks. Also sometimes found on [[Ian]].
|-
|-
![[File:Durathreadvest.png|64px]]
![[File:Durathreadvest.png|64px]]
!{{anchor|Durathread Vest}}Durathread Vest
!{{anchor|Durathread Vest}}Durathread Vest
|Crafted from [[Guide to Construction#Durathread|Durathread]] and leather.
| Crafted from [[Guide to Construction#Durathread|Durathread]] and leather.
|Protects moderately against melee and lasers, as well as fire and acid. However, worse against energy, bullets, and bombs.
|Protects moderately against melee and lasers, as well as fire and acid. However, worse against energy, bullets, and bombs.
|melee = 20 <br>bullet = 10 <br>laser = 30 <br>energy = 5 <br>bomb = 15 <br>fire = 40 <br>acid = 50
|melee = 20 <br>bullet = 10 <br>laser = 30 <br>energy = 5 <br>bomb = 15 <br>fire = 40 <br>acid = 50
| For non-Security, it's better than nothing.
|For non-Security, it's better than nothing.
|-
|-
![[File:Swatarmor.png|64px]]
![[File:Swatarmor.png|64px]]
Line 1,444: Line 1,444:
|[[HoS]]
|[[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.
|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 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25
|melee = 30 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25  
|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|64px]]
!{{anchor|Deathsquad Armor}}Deathsquad Armor  
!{{anchor|Deathsquad Armor}}Deathsquad Armor
|[[Death Squad]]
|[[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.
|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
|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.
|-
|-
Line 1,457: Line 1,457:
!{{anchor|Bomb Suit}}[[Bomb-suit|Bomb Suit]]
!{{anchor|Bomb Suit}}[[Bomb-suit|Bomb Suit]]
|[[Toxins Lab]], [[Armory]]
|[[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.
|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 <br>laser = 20 <br>energy = 10 <br>bomb = 100
|melee = 40 <br>laser = 20 <br>energy = 10 <br>bomb = 100
|A suit designed for safety when handling explosives.
|A suit designed for safety when handling explosives.  
|-
|-
![[File:ERTCycle.gif|64px]]
![[File:ERTCycle.gif|64px]]
!{{anchor|ERT Hardsuits}}ERT Hardsuits
!{{anchor|ERT Hardsuits}}ERT Hardsuits
|[[Emergency Response Team]], Lavaland
|[[Emergency Response Team]], Lavaland  
|Offers very robust protection from all damage sources, with zero slowdown.  
|Offers very robust protection from all damage sources, with zero slowdown.
|melee = 65 <br>bullet = 50 <br>laser = 50 <br>energy = 50 <br>bomb = 50 <br>bio = 100 <br>rad = 100 <br>fire = 80 <br>acid = 80
|melee = 65 <br>bullet = 50 <br>laser = 50 <br>energy = 50 <br>bomb = 50 <br>bio = 100 <br>rad = 100 <br>fire = 80 <br>acid = 80
|Resistant to plasmafire.
|Resistant to plasmafire.
Line 1,471: Line 1,471:
!{{anchor|Security Officer's Jumpsuit}}Security Officer's Jumpsuit
!{{anchor|Security Officer's Jumpsuit}}Security Officer's Jumpsuit
|[[Security Office]]
|[[Security Office]]
|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.
| 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
|melee = 10
|The kicker? It goes in your jumpsuit slot, and when worn underneath armor will stack their defenses additively.
|The kicker? It goes in your jumpsuit slot, and when worn underneath armor will stack their defenses additively.
Line 1,479: Line 1,479:
|Crafted from [[Guide to plants#Details: Durathread|Durathread]]
|Crafted from [[Guide to plants#Details: Durathread|Durathread]]
|Provides a small amount of melee protection and moderate laser and fire protection.
|Provides a small amount of melee protection and moderate laser and fire protection.
|melee = 10 <br>laser = 10 <br>fire = 40 <br>acid = 10 <br>bomb = 5  
|melee = 10 <br>laser = 10 <br>fire = 40 <br>acid = 10 <br>bomb = 5
|Like the Security Officer's, the Durathread jumpsuit is also worn in the jumpsuit slot and will also stack defenses with other armor.
|Like the Security Officer's, the Durathread jumpsuit is also worn in the jumpsuit slot and will also stack defenses with other armor.
|}
|}
Line 1,500: Line 1,500:
![[File:Durathreadhelmet.png|64px]]
![[File:Durathreadhelmet.png|64px]]
!{{anchor|Dureathread Helmet}}Durathread Helmet
!{{anchor|Dureathread Helmet}}Durathread Helmet
|Crafted from [[Guide to plants#Details: Durathread|Durathread]] and leather.
| Crafted from [[Guide to plants#Details: Durathread|Durathread]] and leather.
|
|
|melee = 25 <br>bullet = 10 <br>laser = 20 <br>energy = 10 <br>bomb = 30 <br>bio = 15 <br>rad = 20 <br>fire = 100 <br>acid = 50
|melee = 25 <br>bullet = 10 <br>laser = 20 <br>energy = 10 <br>bomb = 30 <br>bio = 15 <br>rad = 20 <br>fire = 100 <br>acid = 50
Line 1,509: Line 1,509:
|[[Derelict]]
|[[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. Spaceworthy.
|melee = 40 <br>bullet = 30 <br>laser = 30<br>energy = 30 <br>bomb = 50 <br>bio = 90
| melee = 40 <br>bullet = 30 <br>laser = 30<br>energy = 30 <br>bomb = 50 <br>bio = 90
rad = 20
rad = 20


Line 1,527: Line 1,527:
!{{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
Line 1,537: Line 1,537:
! scope="col" class="unsortable" style="background-color:Lightblue;" |How to acquire
! scope="col" class="unsortable" style="background-color:Lightblue;" |How to acquire
! scope="col" class="unsortable" style="background-color:Lightblue;" |Protection
! scope="col" class="unsortable" style="background-color:Lightblue;" |Protection
! scope="col" class="unsortable" style="background-color:Lightblue; width:80px" |Defense values %
! scope="col" class="unsortable" style="background-color:Lightblue; width:80px" |Defense values %  
! scope="col" class="unsortable" style="background-color:Lightblue;" |Notes
! scope="col" class="unsortable" style="background-color:Lightblue;" |Notes  
|-
|-
![[File:Hoscap.png|64px]]
![[File:Hoscap.png|64px]]
!{{anchor|Head of Security Hat}}Head of Security Hat
!{{anchor|Head of Security Hat}}Head of Security Hat  
|[[HoS]]
|[[HoS]]
|Provides robust head protection in all damage types. The HoS starts with this.
| 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. The dermal armor in the HoS's locker offers the same protection as this.
|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.

Revision as of 18:45, 4 September 2022

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

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.

Offense

Melee Weapons

Most station personal 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.

Makeshift Weapons

Almost 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
Brokenbottle.png 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.
Butcherknife.png 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.
Saw.png 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.
Deathnettle.png 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 can deal high damage. 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 (for one hit).
Extinguisher.png 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.
OxygenTank.png
N2Otank.png
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).
Fireaxe.png 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.png 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.
Knife.png 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.
Nullrod.png Null Rod 18 Brute (base) Chapel and on the Chaplain. Civilian: Chaplain Better than a 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.png 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.
Minipick.gif Compact Pickaxe 10 Brute Mining Dock and Mining Station, in miner's equipment closets. Civilian Does less damage, but can fit in a backpack.
Survivalknife.gif 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.png Scalpel 10 Brute Operating Theatre Autolathe. 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.
Shard.png 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 tool.png 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.
Drill.png 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.
BlueToolbox.png 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.
Welder.png 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.
Syndicatetools.png 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.png 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.gif 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. Requires both hands to carry unless it's surgically attached.
Baseball bat.png Baseball bat 10 Brute Made by yourself after reading the Syndicate Uplink Makeshift Weapons book. Syndicate Knocks back targets on hit.

Actual Melee Weapon

Unlike makeshift melee weapons, these melee weapons are usually more reliable and robust, however most station personal can't get access to them, as well as these weapons being very noticeable.

Icon Item Damage How to Acquire Faction Usage Notes
Cultblade.gif Cult Blade 25 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 batons lasers when Security sees you holding this.
Ratvarian spear.png Brass Spear 15 Brute + 5 Burn on living non servants, 25 Burn on silicons
25 Brute + Stun when thrown
Clockwork Slab Clockwork Cult Possess a small armor penetration. The additional burn damage dealt by this weapon generate vitality used by the Vitality Matrix, will break upon hitting a mob when thrown.
Ratvarian hammer.png Brass Battle-Hammer 15 Brute
15 Brute when thrown
Clockwork Slab Clockwork Cult Will knock back non servants on hit. Will have a similar effects when thrown but blocked by antimagic unlike in melee.
Ratvarian sword.png Brass Longsword 16 Brute
20 Brute when thrown
Clockwork Slab Clockwork Cult Possess a very small armor penetration. On hit will inflict an EMP on the target and will need some time to recharge before being able to do it again.
ESword.png 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 not viable unless you are a traitor. It also counts as a shield when active! Use a multitool on one to turn on RAINBOW MODE (permanently). TURN IT ON BEFORE YOU USE IT
DoubleESword.png 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
StunBaton.gif 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.
BasaltKatana.png Basalt Katana 18 brute + 52 brute on lavaland's fauna Lavaland Unknown Using it in your hand will make you do a dodge roll in the direction you're facing, making you ignore all damage for 0.5 seconds while moving you forward, doing so deals 5 stamina damage to you on lavaland and 15 stamina damage on the station
File:Telescopic Baton.png Telescopic Baton 10 Brute Heads of Staff's backpacks. Command Like the stunbaton but retractable, need more hits to paralyze people than a standard stun baton but the same capability for bludgeoning. Heads of Staff start their shift with one in their backpack. Be sure to extend it before using!
Sabre.gif 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.
Buckknife.png Combat Knife 20 Brute Can be ordered through Cargo. Security Very robust for its size.

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.

Ballistic

Ballistic weapons remain the most popular and numerous variant of firearm in the 26th century. However, Nanotrasen's research in the field of energy weapons means ballistics are a rare sight on-station. As a result, these are often brought in from outside sources, be it Cargo, ruins, or the Syndicate.

Automatic

An automatic weapon is defined by its ability to self-load upon each trigger pull, allowing users to continue firing rounds so long as the weapon's clip or magazine is loaded. As a result, they are the most capable weapons of continuous fire, especially when considering their fast, on-field reload times relative to energy weapons. Some automatics permit tactical reloads, which allow a user to instantly swap an in-hand magazine with the magazine currently in the weapon. In addition, automatics are likely to have a burst fire mode, which will discharge multiple shots per trigger pull. A fully empty automatic will require the user to rack the slide once a new magazine has been inserted before they are ready to fire. The slide can be racked by interacting with the firearm in hand, while magazine ejection requires the automatic to be clicked with an open hand. In order to insert a new one, have a magazine in hand, then click on the automatic.

Icon Item Ammo Capacity Damage & Effects How to Acquire Faction Usage Notes
Stetchkin.png Stechkin Pistol 10mmMag.png
10mm
8 Rounds
Ammo Types
Icon Name Description
10mmMag.png Standard ammo 30 Brute
10mm AP.png AP ammo 27 Brute, very good armor penetration
10 mm hollow.png HP ammo 45 Brute, ineffective against armor
10mm incend.png IC ammo 20 Brute, sets target on fire
10mm Soporific.png SP ammo 30 Stamina, will sleep a target that reaches 100 Stamina damage
Syndicate Uplink, available for 6 TC Syndicate Nuclear Operatives spawn with one for free, though it can still be purchased by Traitors and silenced for a stealthy, lethal weapon.

Note that even if suppressed, firing it will leave behind signature 10mm casings for Security to find.

M1911.png M1911 Pistol M1911 mag.png
.45
8 Rounds 30 Brute Used by Spacepol officers. Emergency Response Teams can also buy them for 3 WC. Sol Interplanetary Coalition A classic handgun. Still carried to this day by Spacepol officers and Coalition troops. While very similar to the stechkin, the M1911 is heavier and unable to be suppressed but fires faster. In addition, it's chambered in .45, rather than 10mm.
Aps.png Stechkin APS Pistol 10mmMag.png
9mm
15 Rounds 20 Brute Used by Russian officers, also available to Nuclear Operative in the Spetsnaz Pyro bundle for 30 TC Space Russians, Syndicate The original Russian version of the stechkin used by the Syndicate. Has a 3-round burst setting making it quite powerful despite its small size.
C20r.png C20r SMG C20r45-24.png
.45
24 Rounds 30 Brute Only available to Nuclear Operative for 10 TC Syndicate Has a 2-round burst setting with decent damage and cheap ammo. Can also be silenced. A good all-arounder for a Nuclear Operative.
Autorifle.png WT550 Automatic Rifle 46x30ammo.png
4.6×30mm
22 Rounds
Ammo Types
Icon Name Description
46x30ammo.png Standard ammo 15 Brute, small armor penetration
46x30mmtA.png AP ammo 12 Brute, very good armor penetration
46x30mmtI.png IC ammo 9 Brute, sets the target on fire
46x30mmtT.png Rubber ammo 5 Brute + 22 Stamina
Ordered from Cargo. Emergency Response Team can also buy them for 5 WC. Nanotrasen An older rifle, often used by paramilitary or high-security forces. Possess a 2-round burst setting. Alternative ammo can be printed by Security once proper research is completed.
M90.png M-90gl Carbine 556m.png
5.56mm
40mmhe.png
40mm grenade
30 Rounds +
1 Grenade
35 Brute
60 Brute, explosion radius (-1, 0, 2)
Only available to Nuclear Operative for 18 TC Syndicate A powerful weapon that can switch between a 3-round burst setting of 5.56mm bullets and an underbarrel grenade launcher that utilizes 40mm grenades. Capable of downing an unarmored target in a single burst.
L6machinegun.png L6 SAW A762.png
7.12x82mm
50 Rounds
Ammo Types
Icon Name Description
A762.png Standard ammo 45 Brute
A762A.png AP ammo 35 Brute, exceptional armor penetration
A762H.png HP ammo 55 Brute, ineffective against armor. Sharp-edged and will likely inflict deadly wounds
A756I.png IC ammo 27 Brute, sets the target on fire
Only available to Nuclear Operative for 20 TC Syndicate A fully-automatic gun with 50 shots dealing 45 brute damage each. This beast of an LMG permits sustained, massive volleys of bullets.
SurplusGun.png Surplus Rifle Ammo 75.png
10mm
10 Rounds 30 Brute Gang Wars Gangs An obsolete weapon still used due to its absurdly cheap cost and abundant supply. Requires both hands to shoot and has a very low rate of fire. Outclassed by most other firearms.
Uzi.png Uzi Uzi9mm.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 fast.
MinigunSpin.gif M-546 Osprey MinigunPack.png
5.46mm
500 Rounds 34 Brute Only available to Nuclear Operative 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 it fires continuously while the mouse is held, until it overheats.
Sniper.png Syndicate Sniper Rifle 50mag.png
.50
3-6 Rounds
depending on the magazine
Ammo Types
Icon Name Description
50mag.png Standard ammo 70 Brute + 10 second paralyze, very good armor penetration
Haemorrhage-ammo.png Penetrator ammo 60 Brute, very good armor penetration, goes through everything including walls and mobs
Soporific.png SP ammo 40 second sleep
Only available to Nuclear Operative for 16 TC Syndicate An extremely powerful but unwieldy rifle equipped with a scope to see long distances. Requires both hands to use and can be silenced. A user must remain stationary to use the scope. Very low rate of fire.
Arg.png NT-ARG "Boarder" Rifle 556m.png
5.56mm
30 Rounds 35 Brute Only available to Emergency Response Team for 18 WC Nanotrasen A standardized assault rifle used by Nanotrasen paramilitary forces. It has a three-round burst setting and fires faster than its cousin the M-90gl Carbine.
Tommy gun.png Tommy Gun Thompson mag.png
.45
50 Rounds 30 Brute Only available to Emergency Response Team for 9 WC Sol Interplanetary Coalition A modernized variant of the Thompson SMG that utilizes light plastics in its wooden furniture, commonly used by Coalition marines. Has a four-round burst setting for a massive spray-and-pray experience. Laughably lethal and horrifying in close quarters.
Saber.png Nanotrasen Saber SMG Smg9mm.png
9mm
21 Rounds
Ammo Types
Icon Name Description
Smg9mm.png Standard ammo 20 Brute
Smg9mmA.png AP ammo 18 Brute, very good armor penetration
Smg9mmI.png IC ammo 13 Brute, sets the target on fire
Only available to Emergency Response Team for 7 WC Nanotrasen A standardized SMG used by Nanotrasen paramilitary forces. While it has a three-round burst setting, it fires slower relative to the Boarder Rifle. However, it can be suppressed.

Revolver

Revolvers use an internal cylinder as a magazine. As a result, their ammo can be topped off at any point by using individual rounds or a speed loader. By using ALT+CLICK on a revolver, you can spin the cylinder, which will randomize the set position of the cylinder. Overall, they still remain popular due to their ease of use. Interacting with one in hand will dump the internal cylinder.

Icon Item Ammo Capacity Damage & Effects How to Acquire Faction Usage Notes
Revolver.png Syndicate Revolver 357.png
.357
7 Rounds
Ammo Types
Icon Name Description
357.png Standard ammo 40 Brute
357feather.png Ironfeather 6 pellets of 8.5 damage each, mildly less damage dropoff than buckshot
357cracker.png Nutcracker 20 Brute, one-shots windows, two-shots doors, three-shots reinforced doors
357shock.png Metalshock 30 Brute, then shock deals 10 Burn and confusion if target is not insulated
357piercer.png Heartpiercer 35 Brute with good armor penetration. Passes through first mob hit
357stake.png Wallstake 25 Brute, throws people two tiles which can impact against walls
Syndicate Uplink, available for 6 TC Syndicate Its standard ammunition is twice as expensive and the revolver weighs more, relative to the stechkin. However, topping off the internal cylinder is far easier than unloading and reloading an automatic. In addition, it possesses a much wider array of alternative ammunitions which can possess drastic properties.
Detectivegun.png Colt Detective Special Ammo 38.png
.38
6 Rounds
Ammo Types
Icon Name Description
Ammo 38.png Standard ammo 15 Brute + 35 Stamina
Ammo 38gut.png Gutterpunch 15 Brute, induces nausea in target
File:Ammo 38hot.png Hot Shot 15 Brute, sets the target on fire
File:Ammo 38ice.png Iceblox 15 Brute, freezes target
357.png .357 40 Brute
Detective's locker Security Can be modified to fire .357, but will suffer a variety of downsides, including a chance to misfire and blow up in the user's hand. Alternative ammo can be printed by Security once proper research is completed.
Tracrevolver.png Caldwell Tracking Revolver Ammo 32trac.png
.32 TRAC
7 Rounds 5 Brute Printed at the Security or Armory protolathe once researched. Security A tool, rather than a weapon. Each .32 TRAC round will do minimal damage but plant a temporary tracking implant in any target hit. This tracking implant lasts only 15 minutes and cannot be used as a teleporter beacon. The revolver is also innately suppressed.
Mateba.png Mateba 357.png
.357
7 Rounds
Ammo Types
Icon Name Description
357.png Standard ammo 40 Brute
357feather.png Ironfeather 6 pellets of 8.5 damage each, mildly less damage dropoff than buckshot
357cracker.png Nutcracker 20 Brute, one-shots windows, two-shots doors, three-shots reinforced doors
357shock.png Metalshock 30 Brute, then shock deals 10 Burn and confusion if target is not insulated
357piercer.png Heartpiercer 35 Brute with good armor penetration. Passes through first mob hit
357stake.png Wallstake 25 Brute, throws people two tiles which can impact against walls
Death Squad. Nanotrasen All in all the Syndicate Revolver, but for Death Squad.
Nagant.png Nagant Revolver 10mmbox.png
7.62x38mmR
7 Rounds 20 Brute Ordered through Cargo or dropped by Russian officers. Space Russians An old revolver originally produced in 1895 by the Russian Empire. This double-action variant is still maintained and used by certain Space Russian officers. Its unique gas-seal system allows it to be suppressed.
Russianrevolver.png Russian Revolver Ammo 357.png
.357
1 Round. Can load up to 6. 40 Brute
300 Brute when used on head
MetaStation, or certain bars Civilian, Space Russians A Russian-made revolver. It has a single slot in its chamber for a bullet, as it's meant for playing Russian Roulette! You can spin the chamber to randomize the position of the bullet, and must do so before every shot. It can use .357 alternative ammunition should the user desire to waste TC.

Shotgun

Shotguns use a variety of 12 Gauge shells for their ammunition, which all discharge differing projectile spreads and projectile types. This permits them some of the greatest utility and versatility compared to other ballistic classes. They are also the most commonly found ballistic firearm on station. Shells are loaded into shotguns individually, automatically ejecting any spent shells they replace. You can still interact with a shotgun in hand to either unload the barrel(s), rack the pump, or rack the slide.

Icon Item Ammo Capacity How to Acquire Faction Usage Notes
File:Improvised shotgun.png Improvised Shotgun Buckshot shell.png
12 Gauge shells
1 Shell Crafted. Civilian A handcrafted shotgun made of scavenged materials.

Has a chance to jam when fired. The shell will not be spent, but you will need to unload and reload the weapon.

Doubleshotgun.png Doubleshotgunsawnoff.png Double-Barrelled Shotgun Bean shell.png
12 Gauge shells
2 Shells Bartender's locker 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 or on your belt, though it will lose some accuracy.
Shotgun.png RiotSGSawn.png Riot Shotgun Bean shell.png
12 Gauge shells
6+1 Shells The Armory or Cargo Security An uncommon shotgun, typically only used in emergencies by Security. Because of its high capacity, convenience in being able to be worn on security exosuits, and the fact that a handful spawn in the Armory roundstart, this tends to be the most common shotgun on-station. Can be sawn off with a circular saw (make sure it's not loaded). A sawn-off shotgun will fit in your backpack or on your belt, though it will lose some accuracy.

As a pump-action shotgun, you will need to manually rack the pump after each shot or when reloading the shotgun from a fully empty state.

Breachingshotgun.png Tactical Breaching Shotgun Breacher-live.png
Breaching Slugs
3+1 Shells The Armory Security A tool, rather than a weapon. Each breaching slug deals 10 Brute damage but deals massive damage to doors and windows. One is enough to shatter a window, while three will breach an airlock. As they're normal-sized, they can conveniently be carried in your backpack when the situation demands it. This shotgun can only load breaching slugs, and breaching slugs can only be loaded into this weapon.

It will automatically pump after each shot, much like the Combat Shotgun.

Combatshotgun.png Combat Shotgun Buckshot shell.png
12 Gauge Shells
6+1 Shells Ordered from Cargo. Nanotrasen A black shotgun that can be ordered from Cargo that is filled with lethal buckshot by default. While heavier and unable to be worn on security exosuits, the Combat Shotgun will automatically pump after each shot, meaning its rate of fire is slightly higher than the riot shotgun's.
WardenSG.png Compact Combat Shotgun Buckshot shell.png
12 Gauge Shells
4+1 Shells Found in the Warden's locker. Nanotrasen A miniaturized version of the Combat Shotgun for wardens. Its convenient size allows it to be stowed onto standard security exosuits. Ideal for defending the Armory.
Bulldog.png Bulldog Buckshot shell.png
12 Gauge shells
8+1 Shells Only available to Nuclear Operative for 8 TC Syndicate A powerful automatic shotgun that utilizes a drum magazine, meaning it cannot load shells individually. The ammo that is purchasable for the Bulldog tends to be more powerful than standard 12 Gauge variants.

Shotgun Shells

Note: This lists only shells that can be acquired by normal means.

  • Buckshot shell.pngBuckshot: 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 shell.pngFlechette: Shoots 6 pellets with less spread than regular buckshot dealing 15 brute damage each and penetrating armor. Only obtainable as a Nuclear Operative.
  • Bean shell.png Rubber Shot: Shoots 6 pellets dealing 3 brute and 13 stamina damage each. Better if you want the target alive. Riot shotguns are loaded with this by default.
  • Bean shell.png Beanbag: Shoots one single beanbag, dealing 5 brute and 55 stamina damage. The bartender uses these by default.
  • Blank shell.png Standard Slug: Shoots a single projectile that does 46 brute damage on impact.
  • Blank shell.png Syndicate Slug: Shoots a single projectile that does 60 brute damage on impact. Only obtainable as a Nuclear Operative.
  • Fire shell.png Incendiary Slug: Shoots a single projectile that leaves a fire trail and ignites the target, on top of 20 brute damage.
  • Tech shell.png Shotgun Dart: A single dart that can contain up to 30 units of chemicals that'll be injected on hit.
  • Buckshot shell.pngClownshot: Shoots 20 pellets doing no damage and makes a honking noise.
  • Tech shell.png Technological Shells: Unloaded technological shells can be made in a Protolathe. See here for the recipes.
    • Pulse shell.png Pulse Slug: Works like one of the deathsquad's pulse rifle shots, dealing 40 burn damage and damaging or destroying walls and machinery.
    • Dragon shell.png Dragonsbreath: Like the incendiary slug, but shoots a spread of 4 burning pellets. Deals less direct damage.
    • Ion shell.png Ion Scatter: Shoots a spread of 4 ion bolts, each of which ions a 3x3 area.
    • Laser shell.png Laser buckshot: Shoots 5 lasers dealing 10 burn each.
    • Cryo shell.png Cryoshot: Shoots 4 pellets lowering the body temperature of the target on impact.
    • Thunder shell.png Thundershot: Shoots 3 pellets creating lightning on impact.
    • Uranium shell.png Depleted Uranium Slug: Shoots one ultra penetrative projectile dealing 30 brute but bypassing almost all armor and going through mobs.

Bolt Action

Bolt-action firearms are characterized by their bolt cycling mechanism. The bolt must be drawn back to permit access to the internal magazine for reloading, and it must also be cycled in order to eject a spent round to permit another bullet to be chambered. Because this process is clunky and time-costly relative to a self-loading firearm, bolt-actions are seen as antique, dated weapons.

Icon Item Ammo Capacity Damage & Effects How to Acquire Faction Usage Notes
Boltrifle.png Mosin Nagant Ammo 762.png
7.62mm
5 Rounds 60 brute Ordered from Cargo. Space Russians Compensates its low firing rate by being extremely powerful. Can be sawed off to fit in backpacks, incurring a massive loss of accuracy.

Bow

Bows, despite being mostly outdated, are most often used in sporting activities. Regardless, individuals on station are able to craft them if they desire a ranged option. Shooting a bow require the user to load an arrow manually, then drawing the bow before it's able to fire. The individual loading and drawing of each arrow means their rate of fire is slow, but each arrow has a chance to embed in its target, which will cause bleeding and additional damage unless dealt with. If an arrow does not embed, it often falls on the ground in front of the hit target. Some arrows have a chance to break on impact, which will prevent embedment or retrieval. Interacting with the bow while an arrow is drawn will cancel the shot and return the arrow to an open hand, if available.

Icon Item Ammo Draw Time How to Acquire Faction Usage Notes
Bow.png Wooden Bow Arrow.png
Arrow
0.5 second Made by yourself. Civilian: Botany A simple, yet effective bow. Standard and robust.
Bow ash.png Bone Bow Arrow bone.png
Arrow
0.5 second Made by yourself. Ashwalkers An alternative bow made using bones and sinew from Lavaland's fauna. Has more spread than the wooden bow.
Bow makeshift.png Makeshift Bow Arrow glass.png
Arrow
2 second Made by yourself. Civilian A bow made using scavenged materials commonly found on the station. Has a very wide spread.
Pipebow.png Pipe Bow Arrow plasmaglass.png
Arrow
1 second Made by yourself. Civilian A bow made using harder-to-obtain materials. It's of a higher quality than the makeshift bow, possessing less spread in addition to its faster draw time.

Arrows

Note: This lists only arrows that can be acquired by normal means. All arrows do 20 extra damage to fauna unless otherwise stated.

  • Arrow.pngWooden Arrow: A basic arrow dealing 20 brute damage. Has a small chance to break and a respectable embed chance.
  • Arrow ash.pngAshen Arrow: A fire-reinforced arrow dealing 25 brute damage. Can't shatter on impact and has a low embed chance.
  • Arrow bonetipped.pngBone 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.
  • Arrow bone.pngBone 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.
  • Arrow chitin.pngChitin 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.
  • Arrow bamboo.pngBamboo Arrow: A brittle arrow dealing 10 brute damage with a high chance to embed. Very likely to shatter on impact.
  • Arrow bronze.pngBronze Arrow: A forged arrow dealing 25 brute damage with minor armor penetration. Has a small chance to break and an okay embed chance.
  • Arrow glass.pngGlass 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.
  • Arrow plasmaglass.pngPlasma Glass Arrow: A robust arrow dealing 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.

  • Arrow fire.gifFire 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.
  • Arrow bola.pngBola 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 Recharger.gifrechargers found commonly on station, EMP will completely drain their battery.

Icon Item Ammo Capacity Damage & Effects How to Acquire Faction Usage Notes
Disablernew.png Disabler Recharger.gif
Energy
20 Disable 25 Stamina Damage Disabler crates and the Armory. Security Four shots will fully incapacitate a target.
Laser gun.png Laser Gun Recharger.gif
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 gun.png Hellfire Laser Gun Recharger.gif
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.gif Energy Gun Recharger.gif
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).
Oldrifle.gif Laser Rifle Oldrifle mag.png
Energy (Magazine)
20 Lasers 20 Burn Amber Task Force and Space Nanotrasen The laser rifle utilizes battery magazines to load its shots. As a result, it should be handled and loaded like an automatic. The magazines themselves can be refilled in a standard recharger, making this a highly convenient and robust weapon that combines the strengths of both energy and ballistic weaponry. Unaffected by EMP.
Energytac.png Tactical Energy Gun Recharger.gif
Energy
10 Lasers,
20 Disable,
10 Stun
20 Burn
25 Stamina
Stun
Red Emergency Response Team Nanotrasen A military grade energy gun that can also shoot stunning electrodes, making it almost undefeatable at close range.
Ebow.png Energy Crossbow Powercell.png
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 Powercell.png
Energy (Self-Charging)
10 Lasers,
20 Disable
20 Burn
25 Stamina
R&D Lab once researched first. Nanotrasen Using advanced wizardry SCIENCE, a mini nuclear generator has been fitted into this gun to provide unlimited shots! Researched from R&D. Cannot be used in recharging units. Unreliable models may emit radiation, take caution.
Antique laser.png Antique Laser Gun Recharger.gif
Energy (also Self-Charging)
12 Lasers 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.
Multiphase gun stun.gif X-01 Multiphase Energy Gun Recharger.gif
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.
Ionrifle.png Ion Rifle Recharger.gif
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. Unaffected by EMP.
Retrolaser.png Retro Laser Recharger.gif
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.
Tempgun.png Temperature Gun Recharger.gif
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.
Xraygun.png X-Ray Gun Recharger.gif
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.
Decloner.png Biological Demolecularisor Recharger.gif
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.
Pulserifle.png Pulse Rifle Recharger.gif
Energy
200 Pulse,
400 Lasers,
200 Stun
50 Burn
20 Burn
Stun
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. Unaffected by EMP.
Pulsecarbine.png Pulse Carbine Recharger.gif
Energy
25 Pulse,
50 Laser,
25 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. Unaffected by EMP.
Pulsepistol.png Pulse Pistol Recharger.gif
Energy
10 Pulse,
20 Laser,
10 Stun
50 Burn
20 Burn
Stun
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 compared to other pulse weapons. Issued to all Elite Emergency Response Team personal. Unaffected by EMP.

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
Bow hardlight.gif Hardlight Bow Powercell.png
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.
Bow syndicate.gif Syndicate Hardlight Bow Powercell.png
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.
Bow clockwork.png Brass Bow Clockwork slab.gif
Magic (Self-Charging)
18 Burn (Burn damage on embed) Clockwork Slab Clockwork Cult The main ranged option of Rat'var's servants when defending the Ark.

Misc Weapons

Icon Item Ammo Capacity Damage & Effects How to Acquire Faction Usage Notes
Chem sprayer.png 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.gif Flamethrower Plasma tank.png
Gas of your choice
Depends on tank pressure Depends on the gas Made by yourself after reading the Syndicate Uplink Makeshift Weapons book. Syndicate 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.
Sgun.png Syringe Gun Syringe.png
Syringes
1 Syringe 6 Brute + 15u chemicals Medbay Storage. Civilian In fact, this is very robust. Think of it as a ranged hypospray.
Rapidsyringegun.png Rapid Syringe Gun Syringe.png
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!

Admin Only Weapons

These weapons are currently restricted to admin spawn only.

Icon Item Ammo Capacity Damage & Effects How to Acquire Faction Usage Notes
File:Automaticsilenced.png Silenced Pistol File:12mmMag.png
.45
12 Rounds 20 Brute + Knockdown Admin only. Admins A small, quiet, easily concealable gun. Uses .45 rounds.
Gyrogun.png Gyrojet Pistol Ammo 75.png
.75
8 Rounds 74 Brute from direct hit
24 from a tile away
explosion (-1, 0, 2)
Admin only. Admins 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.
Laser Cannon.png Accelerator Laser Cannon Recharger.gif
Energy
7 Lasers 6 Burn - Instant kill Admin only. Nanotrasen An advanced laser cannon that does more damage the farther away the target is. Unobtainable without admin spawn.
Deagle.gif Desert Eagle Deagle mag.png
.50
7 Rounds 40 Brute Admin only. Admins A powerful hand cannon. Shoots slower than other handguns.

Comes in three tasteful variants. Normal, gold and camo gold. Hope for the gold gun.

Defense

To be good at combat, you must be able to survive an encounter with anything; Nuclear Operatives, Wizards, Assistants and such. While some may say that the best defense is a robust offense (which can be true in some cases), knowing how to protect yourself is a vital skill needed to be robust.

Stuns and Incapacitation

Having the ability to stun at a moment's notice will protect you from getting robusted quite often (as long as you don't get stunned first).

Three kinds of stuns

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

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

Icon Item Type of Stun How to Acquire Notes
StunBaton.gif Stun Baton 70 stamina damage Security Not being security and having this out is likely to land you in the brig.
Stunprod.png Stunprod 45 stamina damage 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.
File:Telescopic Baton.png Telescopic Baton 60 stamina damage 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.
Flash.gif Flash Stun
Duration 5
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.
Disarm.png Disarm Intent Disarm Have arms Shoving someone while they're next to something solid will cause them to drop anything in their active hand, and shoving someone twice in quick succession will cause them to drop any guns in their active hand. Shoving someone who is next to someone else will knock both people down for one second.
Hspray.png 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.gif Flashbang Weaken + 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.png Laser Pointer Blinds humans and cyborgs, deactivate cyborg's equipment
Duration 5-10
Lawyer, Librarian, Research Director Has a chance of blinding people and cyborgs, like a Flash; a fully upgraded laser pointer has a 100% chance.
Disablernew.png Disabler 25 stamina damage Security 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.

Consume less energy than lethal lasers.

Resonant shriek.png Resonant Shriek Weaken
Duration 5-10
Being a changeling Only weakens cyborgs. Humans become deaf and confused.
Bloodspells.png Stun Spell Weaken + Stun
Duration 10
Being a cultist and making one. Works on cyborgs. Blocked by null rod and mindshields. Also mutes victims for a duration of 6.
Beepsky.png Beepsky Weaken + Stun
Duration 5
Made in robotics. Attacks those set to arrest, and, depending on the mode, with weapons out without permission.
Ed209.png ED-209 Weaken + Stun
Duration 5
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.png Hulk Any Wizardry Hulks don't get stunned and don't fall ever. Even space lube doesn't make them fall, though they do slip. Stamina damage reduces the duration of hulking.
SGlasses.png Eye protection Flashes Cargo and Engineering for welding helmets, Security for sunglasses. Doesn't do anything with the stun itself; rather, it protects you from flashing

Damage Prevention

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

Icon Item How to acquire Protection Notes
RiotS.png Riot Shield Armory Blocks melee and projectile attacks. Riot shields have 75 health, and will eventually shatter if hit by enough.
Eshield.png Energy Combat Shield Nuke ops Blocks energy 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.
Reactivearmor.png Reactive Teleport Armor Research Director's Office Teleports you randomly if you're hit. It could end badly if you get spaced due to this, but it'll still improve your odds of surviving.
Sword.gif Energy Sword Syndicate Uplinks Blocks projectiles and melee attacks Needs to be turned on to work. Counts as a shield just like the riot shield.

Armor

Armor is a great passive way to keep you from getting hurt too badly in a fight. Some jobs will have difficulty acquiring armor. Some armor, like hardsuits, will slow you, as well.

Armor will reduce all damage of a certain type, on parts of your body that are protected by the armor. You will see "Your armor 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

Icon Item How to acquire Protection Defense values % Notes
CaptArmor.png 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
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.
Capscarapace.png 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.
RIG.png Engineering Hardsuit Engineering Gives low protection from melee attacks and explosions. melee = 10
bullet = 5
laser = 10
energy = 5
bomb = 10
bio = 100
rad = 75
See here for information on the different styles.
Atmospherics Hardsuit.png Atmospherics Hardsuit Atmospherics Identical to normal RIG however it is one of the only items that grants complete protection from Fire at the cost of no Radiation protection. melee = 10
bullet = 5
laser = 10
energy = 5
bomb = 10
bio = 100
See here for information on the different styles.
Mining Hardsuit.png Mining Hardsuit Mining Gives quite good protection from melee attacks and explosions. Can be upgraded with goliath hide plates to a maximum of 60 melee defense. Essentially becoming a spaceworthy riot suit. The helmet must be upgraded independently of the suit. melee = 30 - 60
bullet = 5
laser = 10
energy = 5
bomb = 50
bio = 100
rad = 50
See here for information on the different styles.
AdvRIG.png CE Hardsuit Chief Engineer Gives good protection from melee attacks, complete Radiation protection and complete protection against Fire. melee = 40
bullet = 5
laser = 10
energy = 5
bomb = 50
bio = 100
rad = 100
See here for information on the different styles.
Medical Hardsuit.png 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
See here for information on the different styles.
RDRIG.png 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
See here for information on the different styles.
Security Hardsuit.png Security Hardsuit E.V.A. Gives slightly increased protection against all damage sources. melee = 35
bullet = 25
laser = 30
energy = 10
bomb = 10
bio = 100
rad = 50
See here for information on the different styles.
HoSRIG.png HoS Hardsuit E.V.A. Gives slightly increased protection against all damage sources. melee = 45
bullet = 30
laser = 30
energy = 10
bomb = 25
bio = 100
rad = 50
Offer more protection than the standard Security Hardsuit. Still not as good as the Captain's spacesuit.
Wizardsuit.png 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
See here for information on the magical arts.
Ablative.png 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 disabler shots! It's also a traitor objective. Expect to receive a harsh sentence from security if caught with this.
Bulletproofvest.png 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.
Armor.png Body Armor 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.
Durathreadvest.png Durathread Vest Crafted from Durathread and leather. Protects moderately against melee and lasers, as well as fire and acid. However, worse against energy, bullets, and bombs. melee = 20
bullet = 10
laser = 30
energy = 5
bomb = 15
fire = 40
acid = 50
For non-Security, it's better than nothing.
Swatarmor.png Riot Suit Armory This, combined with the riot shield, will make you be the nightmare of fire extinguisher -wielding assistants everywhere. Gives complete protection to the entire body. melee = 50
bullet = 10
laser = 10
energy = 10
It's very resistant to melee attacks, BUT it's less protective against lasers than standard armor.
Armoredcoat.png 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.png 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
If you see someone wearing this, it's a good idea to run.
Bomb-suit.png Bomb Suit Toxins Lab, Armory Protects you from bombs. Even if a bomb manages to kill you, your body will not be gibbed and you can be cloned. melee = 40
laser = 20
energy = 10
bomb = 100
A suit designed for safety when handling explosives.
ERTCycle.gif ERT Hardsuits Emergency Response Team, Lavaland Offers very robust protection from all damage sources, with zero slowdown. melee = 65
bullet = 50
laser = 50
energy = 50
bomb = 50
bio = 100
rad = 100
fire = 80
acid = 80
Resistant to plasmafire.
Secjumpsuit.png Security Officer's Jumpsuit Security Office 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.
Durathreadjumpsuit.png Durathread Jumpsuit Crafted from Durathread Provides a small amount of melee protection and moderate laser and fire protection. melee = 10
laser = 10
fire = 40
acid = 10
bomb = 5
Like the Security Officer's, the Durathread jumpsuit is also worn in the jumpsuit slot and will also stack defenses with other armor.

Helmets

Icon Item How to acquire Protection Defense values % Notes
Helmet.png 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.
Durathreadhelmet.png Durathread Helmet Crafted from Durathread and leather. melee = 25
bullet = 10
laser = 20
energy = 10
bomb = 30
bio = 15
rad = 20
fire = 100
acid = 50
Swathelmet.png Swat Helmet Derelict A rare and extremely powerful helmet that protects against all kinds of damage. Spaceworthy. melee = 40
bullet = 30
laser = 30
energy = 30
bomb = 50
bio = 90

rad = 20

fire = 50

acid = 50

If you get this, be proud that you are wearing the best protective headgear in the game.
Riothelm.png 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.
Deathsquadhelm.png 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

Hats

Icon Item How to acquire Protection Defense values % Notes
Hoscap.png 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.
Durathreadbeanie.pngDurathreadberet.png Durathread Beanie and Beret Crafted from Durathread melee = 15
bullet = 5
laser = 15
energy = 5
bomb = 10
fire = 30
acid = 5