Guide to Combat: Difference between revisions

347 bytes added ,  18:45, 4 September 2022
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
(→‎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
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![[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.
|-
|-
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|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.
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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;" |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
|-
|-
Line 751: Line 797:
! 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.
Line 783: Line 829:
![[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]].
Line 830: Line 876:
![[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.
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!{{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.
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|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.
|}
|}
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![[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
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|[[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


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!{{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
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! 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.
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