Guide to Combat: Difference between revisions

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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:
Combat is an inevitable occurrence on Space Station 13. Whether it be between Security and some troublemakers, a Syndicate Agent and their target, or what remains of the station versus an angry, fanatical Blood Cult, you will likely at some point be forced to fight for your own life, or for whatever cause you've pledged to. This guide is split into two sections; Offense and Defense. Offense attempts to detail a list of (almost) every single weapon in the game, be it an improvised bottle, a massive machine gun, or whatever bizarre objects can be utilized to directly damage someone in some capacity. Defense details forms of CC (Crowd Control) as well as explaining the systems behind it, then drawing upon different sources (some of which come from the weapons in Offense) to give a list of what can be used to incapacitate a target through non-lethal means. It also attempts to list the armors that exist in the game. Both sections also include notes on each item that can be useful for understanding how to obtain the item, what factions in the game typically use it, or other miscellaneous properties of the item that are notable or useful.
=Weapons=
=How does damage work?=
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.
For information on how to treat damage and what will typically cause certain types of damage, check the [[Guide to medicine|Guide to Medicine]].


It should be noted that during combat, if an organic suffers over 15 damage in one second, their tenacious heart will produce a small amount of adrenals. This chemical will prevent damage slowdown while processed in the body's system. This fight-or-flight response lasts about ten seconds. It will not happen again in said organic for ten minutes after triggering.
Every single mob in the game has a base health that is reduced by forms of lethal damage. Humanoid individuals (most players) also have stamina health that is reduced by forms of stamina damage.
*Lethal damage is split into the following types: '''Brute''', '''Burn''', '''Toxin''', and '''Oxygen''' (and '''Clone''')
*Nonlethal damage can only be caused by '''stamina''' damage
In addition, every single source of damage has a specific class behind it. These classes are '''Melee''', '''Bullet''', '''Laser''', '''Energy''', '''Bomb''', '''Bio''', '''Rad''', '''Fire''', and '''Acid'''. Each piece of armor has values for each of these classes, and also '''Wound''' armor (explained in [[Guide to Wounds]]). Certain objects or creatures can also have hardiness or DR (damage resistance) respectively.
 
A source of damage may also have an armor penetration value tied to it. This means it is better (or worse, in the case of a negative AP) at ignoring the armor a target might have.
 
Whenever an object or creature takes damage, the game first checks the damage class of what is affecting the target. Then it adjusts the force (or damage) of the attack according to whatever armor may exist. The specific formula is '''Armored Force = Attack Force * (1 - (Final Armor / 100))'''. Final Armor has a minimum value of 0, and a maximum value of 100. It is calculated by '''Final Armor = Armor - Armor Penetration'''. '''However''', if AP is negative, it instead calculates at '''Final Armor = Armor / (1 + (Armor Penetration / 100))'''. Then, it checks for any hardiness or DR the target may have, calculating the final damage as '''Final Force = Armored Force - Hardiness?DR'''. The final force is then applied to the target, dealing its numerical value as the type dealt by the weapon.
 
A mob that suffers lethal damage over its health will die. Non-humanoid mobs ignore stamina damage.
 
Humanoids have a total of 200 health. A humanoid at 100 or less health is considered in a "critical" state. During this state, they are helpless. In soft crit, from 100->51 health, they can crawl, whisper, and will take one point of oxygen damage every several ticks. In hard crit, from 50->1 health, they can no longer crawl, will take oxygen damage much quicker, cannot see, and whispering will kill them. However, a humanoid that suffers over 100 stamina damage will enter into a stamina crit instead. This will simply hardstun the humanoid; they will fall down and be unable to act, beyond speaking. It takes several seconds without stamina damage in order to heal all of it.
 
It should be noted that during combat, if an organic suffers over 25 lethal damage in one second, their tenacious heart will produce a small amount of adrenals. This chemical will reduce damage slowdown while processed in the body's system. This fight-or-flight response lasts about ten seconds. It will not happen again in said organic for ten minutes after triggering.
=Offense=
=Offense=
While most items in the game can be used as a weapon, those that are specifically designed for it tend to be far more robust. This section tries to document every single weapon in the game, though it's an ongoing process as weapons are added, tweaked, or removed.
==Melee Weapons==
==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.
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.
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|You can [[Surgery#Limb Augmentation|surgically replace an arm]] with a chainsaw. Can break an airlock down. Requires both hands to carry unless it's surgically attached.
|You can [[Surgery#Limb Augmentation|surgically replace an arm]] with a chainsaw. Can break an airlock down. Requires both hands to carry unless it's surgically attached.
|-
|-
![[File:Baseball_bat.png|64px]]
![[File:Baseball bat.png|64px]]
!{{anchor|Baseball bat}}Baseball bat
!{{anchor|Baseball Bat}}Baseball Bat
|10 Brute
|16 Brute
|[[Makeshift weapons|Made by yourself]] after reading the Syndicate Uplink [[Syndicate_Items#.28Pointless.29_Badassery|Makeshift Weapons]] book.
|[[Makeshift weapons|Made by yourself]].
|Syndicate
|Civilians
|Knocks back targets on hit.
|A wooden slugger fit for an ancient game. The baseball bat suffers against armor but is very likely to dislocate and break bones when it hits bare flesh. Can't be stored in a bag.
You must wield it in two hands in order to use it.
|}
|}
===Actual Melee Weapon===
===Actual Melee Weapon===
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|[[Clockwork Cult|Clockwork Slab]]
|[[Clockwork Cult|Clockwork Slab]]
|Clockwork Cult
|Clockwork Cult
|Will knock back non servants on hit. Will have a similar effects when thrown but blocked by antimagic unlike in melee.
|Will knock back non-servants on hit. Does the same when thrown, but then blocked by antimagic. The melee strike will always throw.
|-
|-
![[File:Ratvarian_sword.png|64px]]
![[File:Ratvarian_sword.png|64px]]
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|[[Clockwork Cult|Clockwork Slab]]
|[[Clockwork Cult|Clockwork Slab]]
|Clockwork Cult
|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.
|Possess very small armor penetration. On-hit will inflict an EMP on the target. On mechs, a heavy EMP is done instead. Cooldown of the EMP is 20 seconds.
|-
|-
![[File:ESword.png|64px]]
![[File:ESword.png|64px]]
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!{{anchor|Stun Baton}}[[Stun Baton]]
!{{anchor|Stun Baton}}[[Stun Baton]]
|10 Brute
|10 Brute
|[[Security Office]] and [[Security Officer]]'s backpack.
|
* Standard issue for most [[Jobs#Security|Security personnel]]
* Found on secbelts in the Equipment Room.
* [[Supply crates#Security|Ordered from Cargo]].
* Installed in Beepskys.
* Certain ruins
|Security
|Security
|Very robust if you know how to use it properly. Only the security force can get these easily.
|Very robust if you know how to use it properly. Only the security force can get these easily.
|-
![[File:Baseball bat metal.png|64px]]
!{{anchor|Titanium Baseball Bat}}Titanium Baseball Bat
|18 Brute
|[[Makeshift weapons|Made by yourself]]. Requires [[Syndicate_Items#.28Pointless.29_Badassery|Makeshift Crafting]] from the Syndicate.
|Civilians
|A baseball bat made of titanium. This one is not only more damaging but suffers less against armor and is even more likely to horribly break bones if they're not covered. In addition, hitting someone will throw them one or two tiles, which allows you to knock them into walls for a continuous stunlock. Targetting the head has a 30% chance to stun someone for four seconds. Can't be stored in a bag.
Also requires two hands in order to use it.
|-
![[File:Baseballbat donk.png|64px]]
!{{anchor|Weighted Toy Baseball Bat}}Weighted Toy Baseball Bat
|6 Brute or 40 Stamina
|[[Syndicate Uplink]], 6 TC
|Civilians
|This DonkCo toy baseball bat looks just like the ones made from plastic, though it's been weighted on the inside. Able to be stored in a bag, unlike actual baseball bats. It functions like a telescopic baton that's always extended, though it's better against armor and weaker when used lethally.
|-
|-
![[File:BasaltKatana.png|64px]]
![[File:BasaltKatana.png|64px]]
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!{{anchor|Combat Knife}}Combat Knife
!{{anchor|Combat Knife}}Combat Knife
| 20 Brute
| 20 Brute
|Can be ordered through Cargo.
|[[Supply crates#Armory|Ordered from Cargo]].
|Security
|Sol Interplanetary Coalition
|Very robust for its size.
|Incredibly powerful for a small knife. Has a good chance to embed when thrown. Also more likely to deal wounds.
|}
|-
==Ranged Weapons==
![[File:Switchblade.png|64px]]
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.
!{{anchor|Switchblade}}Switchblade
==Ballistic==
|20 Brute, 23 Brute when thrown
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===
* [[Gang War#Gang Equipment|Gangtool]], available for 5 influence
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.
* Available to [[Emergency Response Team]] for 1 WC
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
* Certain ruins
|Civilians, Criminals
|A more compact version of the combat knife that can be extended and retracted. Not as good as embedding or wounding, but does more damage on a throw.
|-
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
![[File:Switchblade.png|64px]]
! scope="col" style="background-color:#F0DC82;" |Item
!{{anchor|Backstabbing Switchblade}}Backstabbing Switchblade
! scope="col" style="background-color:#F0DC82;" |Ammo
|20 Brute, 23 Brute when thrown, 35 Brute if backstab
|[[Syndicate Uplink]], available for 5 TC
|Nanotrasen, Syndicate
|A unique switchblade with specific engraving on its blade denoting its corporate producer. Does significantly more damage attacking targets from behind, which also causes them to scream.
|-
![[File:SyndicateFedora.png|64px]]
!{{anchor|Syndicate Fedora}}Syndicate Fedora
|15 Brute<br>40 Brute when thrown
|[[Syndicate Uplink]], available for 6 TC
|Syndicate
|It must be activated in hand in order to extend the blades to use it as a melee or throwing weapon. Has light armor penetration. If you hit a target with the fedora, it will come flying back to you, so be sure to turn throw mode on so you don't hit yourself!
|-
![[File:Syndie mantis.png|64px]]
!{{anchor|G.O.R.L.E.X. Mantis Blade}}G.O.R.L.E.X. Mantis Blade
|20 Brute
|[[Syndicate Uplink]], available for 7 TC
|Syndicate
|Purchased as a single autosurgeon that will install a secret implant on your right arm upon usage. Has very high wound chance, especially against unarmored targets, as well as moderate armor penetration. It also has a small block chance. Having two extended at the same time permits you to strike with both in a single attack.
|-
![[File:Mantis.png|64px]]
!{{anchor|H.E.P.H.A.E.S.T.U.S. Mantis Blade}}H.E.P.H.A.E.S.T.U.S. Mantis Blade
|18 Brute
|Only available to [[Emergency Response Team]] for 7 WC
|Nanotrasen
|Purchasing it gives you a briefcase that possesses an autosurgeon to install one onto each arm. Possesses the same wound bonuses, armor penetration, and theoretical double-strike of the G.O.R.L.E.X. blade. However, it has no block chance.
|-
![[File:Vxtvul hammer1-1.gif|64px]]
!{{anchor|Vxtvul Hammer}}Vxtvul Hammer
|4 Brute, 28 Brute Wielded
40 Brute (Supercharged)
|
* Located on the [[Nuclear Operative]]'s Shuttle and the Pirate Ship
* Available to [[Nuclear Operative]] for 8 TC
* [[Syndicate Uplink]], 10 TC (only if you are a [[Preternis]]: implant version)
|Remnants of Vxtvul, Syndicate
|This hefty hammer has massive armor penetration and will ignore most standard armor unless such protection is specially designed for melee combat.
Grants an okay block chance specifically against melee attacks while held in both hands. In addition, the user will be able to channel for six uninterrupted seconds to prepare a supercharged blow. A supercharged blow will instantly destroy walls, machines, and most structures. If the supercharged hit targets a mech, it will do a third of its max HP in addition to its normal damage. If the supercharged hit targets a person, it will paralyze them for two seconds and send them flying with force. Finally, the supercharged hit from the hammer ignores armor.
 
If you are a preternis, you charge the hammer in 4.5 seconds, rather than 6.
 
One-handing or dropping the hammer will cause it to lose its supercharged state.
|}
== Ranged Weapons ==
While ranged weapons can be difficult to obtain, they hold a few significant advantages. Namely, utilizing a ranged weapon means that you are out of melee range; it is safer, and you are afforded far more freedom in your positioning during combat. Ranged weapons also tend to be more debilitating than melee weapons, generally doing more damage quicker. Their main flaw lies in a limited stock of ammunition. Ballistics require bullets that match the caliber the firearm takes, as well as likely requiring a paired magazine for loading said bullets. Meanwhile, energy weapons typically run off an internal battery that can be conveniently reloaded at several rechargers around the station. Regardless, you will more likely than not have to address the matter of ammo when using a ranged weapon, one way or another.
=== 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.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
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|-
|-
![[File:Autorifle.png|64px]]
![[File:Autorifle.png|64px]]
!{{anchor|WT550 Automatic Rifle}}WT550 Automatic Rifle
!{{anchor|WT550 Automatic Carbine}}WT550 Automatic Carbine
|[[File:46x30ammo.png|64px]]<br>4.6×30mm
|[[File:46x30ammo.png|64px]]<br>4.6×30mm
|22 Rounds
|22 Rounds
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|}
|}
|
|
* Ordered from Cargo.  
* [[Supply crates#Armory|Ordered from Cargo]].  
* Available to [[Emergency Response Team]] for 5 WC
* Available to [[Emergency Response Team]] for 5 WC
* Certain ruins
* Certain ruins
|Security
|Security
|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 carbine, 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.
It supports a bayonet.
|-
|-
![[File:Uzi.png|64px]]
![[File:Uzi.png|64px]]
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|[[Makeshift weapons|Made by yourself]]. Requires [[Syndicate_Items#.28Pointless.29_Badassery|Makeshift Crafting]] from the Syndicate.
|[[Makeshift weapons|Made by yourself]]. Requires [[Syndicate_Items#.28Pointless.29_Badassery|Makeshift Crafting]] from the Syndicate.
|Scavengers
|Scavengers
|A laughably shoddy weapon that only contains four 10mm bullets per magazine. While able to be made completely on your own, it has a very high chance to jam, which forces you to rack the slide. It is not uncommon to pull the weapon on someone and have it jam on your several times, making this preferably used only as a last resort.
|A laughably shoddy weapon that only contains four 10mm bullets per magazine. While able to be made completely on your own, it fires slower than most automatics and its low capacity is barely able of downing an unarmored target before reload is required.
|-
|-
![[File:SurplusGun.png|64px]]
![[File:SurplusGun.png|64px]]
!{{anchor|Surplus Rifle}}Surplus Rifle
!{{anchor|Surplus Carbine}}Surplus Carbine
|[[File:Ammo_75.png|64px]]<br>10mm
|[[File:Ammo_75.png|64px]]<br>10mm
|10 Rounds
|10 Rounds
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* Certain ruins
* Certain ruins
|Civilians
|Civilians
|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.
|An obsolete weapon still used due to its absurdly cheap cost and abundant supply. Requires both hands to shoot and has a low rate of fire. Outclassed by most other firearms.
It supports a bayonet and a suppressor.
|-
|-
![[File:Stetchkin.png|64px]]
![[File:Stetchkin.png|64px]]
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![[File:10_mm_hollow.png]]
![[File:10_mm_hollow.png]]
!HP ammo
!HP ammo
|45 Brute, ineffective against armor
|45 Brute, ineffective against armor. Sharp-edged and will likely inflict [[Guide to Wounds#Critical:_Weeping_Avulsion|deadly wounds]]
|-
|-
![[File:10mm_incend.png]]
![[File:10mm_incend.png]]
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!SP ammo
!SP ammo
|30 Stamina, will sleep a target that reaches 100 Stamina damage
|30 Stamina, will sleep a target that reaches 100 Stamina damage
|-
![[File:9x19E-8.png]]
!EMP ammo
|20 Brute, releases a one-tile weak EMP on impact
|}
|}
|
|
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|[[File:C20r45-24.png|64px]]<br>.45
|[[File:C20r45-24.png|64px]]<br>.45
|24 Rounds
|24 Rounds
|30 Brute
|
|Only available to [[Syndicate guide|Nuclear Operative]] for 10 TC  
{| class="wikitable sortable mw-collapsible mw-collapsed"
|Syndicate
|+ style="white-space:nowrap; border:1px solid; padding:3px" | Ammo Types
|-
! class="unsortable" |Icon
! class="unsortable" | Name
! class="unsortable" |Description
|-
![[File:C20r45-24.png]]
!Standard ammo
|30 Brute
|-
![[File:C20r24A-24.png]]
!AP ammo
|27 Brute, very good armor penetration
|-
![[File:C20r45H-24.png]]
!HP ammo
|45 Brute, ineffective against armor. Sharp-edged and will likely inflict [[Guide to Wounds#Critical:_Weeping_Avulsion|deadly wounds]]
|-
! [[File:C20r45V-24.png]]
!Venom ammo
|20 Brute, injects 4 units of [[Guide to Chemistry#Venom|venom]] on a successful hit
|}
|Only available to [[Syndicate guide|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]].
| 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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|-
|-
![[File:M90.png|64px]]
![[File:M90.png|64px]]
!{{anchor|M-90gl Carbine}}M-90gl Carbine
!{{anchor|M-90gl Rifle}}M-90gl Rifle
|[[File:556m.png|64px]]<br>5.56mm<br>[[File:40mmhe.png|64px]]<br>40mm grenade
|[[File:556m.png|64px]]<br>5.56mm<br>[[File:40mmhe.png|64px]]<br>40mm grenade
|30 Rounds +<br>1 Grenade
|30 Rounds +<br>1 Grenade
|35 Brute<br>60 Brute, explosion radius (-1, 0, 2)
|
|Only available to [[Syndicate guide|Nuclear Operative]] for 18 TC
{| class="wikitable sortable mw-collapsible mw-collapsed"
|Syndicate
|+ style="white-space:nowrap; border:1px solid; padding:3px" | Ammo Types
|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.
|-
|-
![[File:Arg.png|64px]]
! class="unsortable" |Icon
!{{anchor|NT-ARG "Boarder" Rifle}}NT-ARG "Boarder" Rifle
! class="unsortable" | Name
|[[File:556m.png|64px]]<br>5.56mm
! class="unsortable" |Description
|30 Rounds
|-
![[File:556m.png]]
!Standard ammo
|35 Brute
|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:L6machinegun.png|64px]]
![[File:5.56mA-30.png]]
!{{anchor|L6 SAW}}L6 SAW
!AP ammo
|[[File:A762.png|64px]]<br>7.12x82mm
|31 Brute, exceptional armor penetration
|50 Rounds
|-
![[File:5.56I-30.png]]
!IC ammo
|23 Brute, sets the target on fire
|-
! [[File:40mmhe.png]]
!Grenade
|60 Brute, explosion radius (-1, 0, 2)
|}
|Only available to [[Syndicate guide|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.
|-
![[File:Arg.png|64px]]
!{{anchor|NT-ARG "Boarder" Rifle}}NT-ARG "Boarder" Rifle
|[[File:Arg556.png|64px]]<br>5.56mm
|30 Rounds  
|
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
Line 496: Line 628:
! class="unsortable" |Description
! class="unsortable" |Description
|-
|-
![[File:A762.png]]
![[File:Arg556.png]]
!Standard ammo
!Standard ammo
|45 Brute
|35 Brute
|-
|-
![[File:A762A.png]]
![[File:Arg556A.png]]
!AP ammo
!AP ammo
|35 Brute, exceptional armor penetration
|31 Brute, exceptional armor penetration
|-
|-
![[File:A762H.png]]  
![[File:Arg556I.png]]  
!HP ammo
!IC ammo
  |55 Brute, ineffective against armor. Sharp-edged and will likely inflict [[Guide to Wounds#Critical:_Weeping_Avulsion|deadly wounds]]
  |23 Brute, sets the target on fire
|-
|-
! [[File:A756I.png]]
! [[File:Arg556R.png]]
!IC ammo
!Rubber ammo
|27 Brute, sets the target on fire
|10 Brute + 47 Stamina
|}
|}
|Only available to [[Syndicate guide|Nuclear Operative]] for 20 TC
|Only available to [[Emergency Response Team]] for 18 WC
|Syndicate
|Nanotrasen
| A fully-automatic gun with 50 shots dealing 45 brute damage each. This beast of an LMG permits sustained, massive volleys of bullets.
|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:Deagle.gif|64px]]
!{{anchor|Desert Eagle}}Desert Eagle
|[[File:Deagle mag.png|64px]]<br>.50
|7 Rounds
|40 Brute
|Obtained in the "Oddjob" [[Syndicate Items#Syndi-kit Special|Syndi-kit Special]] pack.
|Criminals
|A powerful hand cannon. Shoots much slower than other handguns; slower than even the .357 revolver. However, it has a massive chance to wound targets hit.
It comes in three tasteful variants: normal, gold, and camo gold. The Oddjob bundle receives the gold version, though the others are available through admin spawn.
|-
|-
![[File:Sniper.png|64px]]
![[File:Lwt650.png|64px]]
!{{anchor|Syndicate Sniper Rifle}}Syndicate Sniper Rifle
!{{anchor|LWT-650 DMR}}LWT-650 DMR
|[[File:50mag.png|64px]]<br>.50
|[[File:M308.png|64px]]<br>.308
|3-6 Rounds<br>depending on the magazine
|15 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:50mag.png]]
![[File:M308.png]]
!Standard ammo  
!Standard ammo
|70 Brute + 10 second paralyze, very good armor penetration
|42 Brute
|-
|-
![[File:Haemorrhage-ammo.png]]
![[File:M308P.png]]
!Penetrator ammo
!Penetrator ammo
|60 Brute, very good armor penetration, goes through everything including walls and mobs
|35 Brute, good armor penetration, passes through all mobs hit
|-
|-
![[File:Soporific.png]]
![[File:M308L.png]]  
!SP ammo
!Heavy Laser ammo
|40 second sleep
|40 Burn, high wound chance. The projectile is a laser and the magazine is rechargeable like the Laser Rifle's.
|}
|}
| Only available to [[Syndicate guide|Nuclear Operative]] for 16 TC
|Only available to [[Emergency Response Team]] for 10 WC
|Syndicate
|Nanotrasen
|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.
|A long-barreled designated marksman rifle that is vaguely based on the WT platform. Slower-firing than most automatics, but its projectiles travel slightly faster than most others.
|}
 
 
===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.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
![[File:L6machinegun.png|64px]]
! scope="col" style="background-color:#F0DC82;" |Item
!{{anchor|L6 SAW}}L6 SAW
! scope="col" style="background-color:#F0DC82;" |Ammo
|[[File:A762.png|64px]]<br>7.12x82mm
! scope="col" style="background-color:#F0DC82;" |Capacity
|50 Rounds
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
|
! scope="col" style="background-color:#F0DC82;" |How to Acquire
{| class="wikitable sortable mw-collapsible mw-collapsed"
! scope="col" style="background-color:#F0DC82;" |Faction Usage
|+ style="white-space:nowrap; border:1px solid; padding:3px" | Ammo Types
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|-
|-
![[File:Tracrevolver.png|64px]]
! class="unsortable" |Icon
!{{anchor|Caldwell Tracking Revolver}}Caldwell Tracking Revolver
! class="unsortable" | Name
|[[File:Ammo 32trac.png|64px]]<br>.32 TRAC
! class="unsortable" |Description
|7 Rounds
|5 Brute
|Printed at the Security or Armory protolathe once researched.
|Colonists and 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.
|-
|-
![[File:Nagant.png|64px]]
![[File:A762.png]]
!{{anchor|Nagant Revolver}}Nagant Revolver
!Standard ammo
|[[File:10mmbox.png|64px]]<br>7.62x38mmR
|45 Brute
|7 Rounds
| 20 Brute
|
* Ordered through Cargo.
* 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.
|-
|-
![[File:Detectivegun.png|64px]]
![[File:A762A.png]]
!{{anchor|Colt Detective Special}}Colt Detective Special
!AP ammo
|[[File:Ammo 38.png|64px]]<br>.38
|35 Brute, exceptional armor penetration
|6 Rounds
|-
![[File:A762H.png]]
!HP ammo
|55 Brute, ineffective against armor. Sharp-edged and will likely inflict [[Guide to Wounds#Critical:_Weeping_Avulsion|deadly wounds]]
|-
! [[File:A756I.png]]
!IC ammo
|27 Brute, sets the target on fire
|}
|Only available to [[Syndicate guide|Nuclear Operative]] for 20 TC
|Syndicate
| A fully-automatic gun with 50 shots per magazine. This beast of an LMG permits sustained, massive volleys of bullets.
|-
![[File:Dmr.png|64px]]
!{{anchor|K-41s DMR}}K-41s DMR
|[[File:Ks762.png|64px]]<br>7.62mm
|11 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:Ammo_38.png]]
![[File:Ks762.png]]
!Standard ammo
!Standard ammo
| 15 Brute + 35 Stamina
|60 Brute
|-
|-
![[File:Ammo_38gut.png]]
![[File:Ks762R.png]]
!Gutterpunch
!Raze ammo
| 15 Brute, induces nausea in target
|40 Brute, 300 Irradiate, deals 15 Clone damage regardless of armor
|-
|-
![[File:Ammo_38hot.png]]
![[File:Ks762P.png]]
!Hot Shot
!Anti-material ammo
| 15 Brute, sets the target on fire
|52 Brute, good armor penetration, can penetrate up to two objects before landing on a final object
|-
|-
![[File:Ammo_38ice.png]]
![[File:Ks762I.png]]  
!Iceblox
!Vulcan ammo
| 15 Brute, freezes target
|47 Brute, disperses fire in a moderate area around the impact site
|}
|Only available to [[Syndicate guide|Nuclear Operative]] for 12 TC
|Syndicate
|A long-range rifle typically used by Syndicate recon operatives. Fires powerful rounds and possesses a short-range scope to better see over distances.
|-
|-
! style="background-color:#d3d3d3" |[[File:357.png]]
![[File:Sniper.png|64px]]
! style="background-color:#d3d3d3" |.357
!{{anchor|Syndicate Sniper Rifle}}Syndicate Sniper Rifle
| style="background-color:#d3d3d3" | 40 Brute
|[[File:50mag.png|64px]]<br>.50
|}
|3-6 Rounds<br>depending on the magazine
|[[Detective]]'s locker
|Security
|Can be modified to fire .357, but will suffer [[Detective#The Forbidden Revolver|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.
|-
![[File:Russianrevolver.png|64px]]
!{{anchor|Russian Revolver}}Russian Revolver
|[[File:Ammo 357.png|64px]]<br>.357
|1 Round. Can load up to 6.
| 40 Brute<br>300 Brute when used on head
|[[MetaStation]], or certain bars
|Civilians, 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.
|-
![[File:Revolver.png|64px]]
!{{anchor|Syndicate Revolver}}Syndicate Revolver
|[[File:357.png|64px]]<br>.357
|7 Rounds
|
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
Line 633: Line 759:
|-
|-
! class="unsortable" |Icon
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Name
! class="unsortable" |Description
! class="unsortable" |Description
|-
|-
![[File:357.png]]
![[File:50mag.png]]
!Standard ammo
!Standard ammo  
|40 Brute
|70 Brute + 10 second paralyze, very good armor penetration
|-
|-
![[File:357feather.png]]
![[File:Haemorrhage-ammo.png]]
!Ironfeather
!Penetrator ammo
|6 pellets of 8.5 damage each, mildly less damage dropoff than buckshot
|60 Brute, very good armor penetration, goes through everything including walls and mobs
|-
|-
![[File:357cracker.png]]
![[File:Soporific.png]]
!Nutcracker
!SP ammo
| 20 Brute, one-shots windows, two-shots doors, three-shots reinforced doors
|40 second sleep
|-
![[File:357shock.png]]
!Metalshock
| 30 Brute, then shock deals 10 Burn and confusion if target is not insulated
|-
![[File:357piercer.png]]
!Heartpiercer
| 35 Brute with good armor penetration. Passes through first mob hit
|-
![[File:357stake.png]]
!Wallstake
| 25 Brute, throws people two tiles which can impact against walls
|}
|}
|[[Syndicate Uplink]], available for 6 TC
| Only available to [[Syndicate guide|Nuclear Operative]] for 16 TC
|Syndicate
|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.
|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.
|}
|}
===Shotgun===
==== Revolver ====
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.
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.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
Line 672: Line 786:
! 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;" |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:Ishotgun.png|64px]][[File:Ishotgunsling.png|64px]][[File:Ishotgun sawn.png|64px]]
![[File:Tracrevolver.png|64px]]
!{{anchor|Improvised Shotgun}}Improvised Shotgun
!{{anchor|Caldwell Tracking Revolver}}Caldwell Tracking Revolver
|[[File:Improvshell-live.png|64px]]<br>12 Gauge shells
|[[File:Ammo 32trac.png|64px]]<br>.32 TRAC
|1 Shell
|7 Rounds
|5 Brute
|[[Supply crates#Armory|Ordered through Cargo]].
|Colonists and 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 5 minutes, cannot be used as a teleporter beacon, and will be destroyed if it is EMP'd. The revolver is also innately suppressed and fires slowly.
|-
![[File:Nagant.png|64px]]
!{{anchor|Nagant Revolver}}Nagant Revolver
|[[File:10mmbox.png|64px]]<br>7.62x38mmR
|7 Rounds
| 20 Brute
|
|
* Crafted.
* [[Supply crates#Armory|Ordered through Cargo]].
* [[Gang War#Gang Equipment|Gangtool]], available for 6 influence (sawn-off variant)
* Dropped by Russian officers.
|Scavengers
|Space Russians
|A handcrafted shotgun made of scavenged materials. You can attach cable coil to it to allow it to be worn on your back. 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 old revolver originally produced in 1895 by the Russian Empire. While it fires slightly slower due to its clunkiness, this double-action variant is still maintained and used by certain Space Russian officers. Its unique gas-seal system allows it to be suppressed.
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:Detectivegun.png|64px]]
!{{anchor|Double-Barrelled Shotgun}}Double-Barrelled Shotgun
!{{anchor|Colt Detective Special}}Colt Detective Special
|[[File:Bean_shell.png|64px]]<br>12 Gauge shells
|[[File:Ammo 38.png|64px]]<br>.38
|2 Shells
|6 Rounds
|
|
* [[Bartender]]'s locker
{| class="wikitable sortable mw-collapsible mw-collapsed"
* Certain ruins
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|Civilians
|-
|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.
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Description
|-
|-
![[File:Shotgun.png|64px]] [[File:RiotSGSawn.png|64px]]
![[File:Ammo_38.png]]
!{{anchor|Shotgun}}Riot Shotgun
!Standard ammo
|[[File:Bean_shell.png|64px]]<br>12 Gauge shells
|25 Brute
|6+1 Shells
|
* The Armory
* Ordered from 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.
|-
|-
![[File:Breachingshotgun.png|64px]]
![[File:Ammo_38gut.png]]
!{{anchor|Tactical Breaching Shotgun}}Tactical Breaching Shotgun
!Gutterpunch
|[[File:Breacher-live.png|64px]]<br>Breaching Slugs
|20 Brute, induces nausea in target
| 3+1 Shells
|The Armory
| Security, Sol Interplanetary Coalition
|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.
|-
|-
![[File:Shotgunoriginal.png|64px]]
![[File:Ammo_38hot.png]]
!{{anchor|Shotgun}}Shotgun
!Hot Shot
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
|20 Brute, sets the target on fire
|4+1 Shells
|
* Dropped by Russian troopers.
* Used by SIC security personnel.
|Space Russians, Sol Interplanetary Coalition
|A standard issue shotgun common among police and military elements. While its tube capacity is unideal, the weapon still sees usage among Space Russians and Sol Interplanetary troopers due to its cheapness and reliability.
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:Combatshotgun.png|64px]]
![[File:Ammo_38ice.png]]
!{{anchor|Combat Shotgun}}Combat Shotgun
!Iceblox
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
|20 Brute, freezes target
|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.
|-
|-
![[File:WardenSG.png|64px]]
! style="background-color:#d3d3d3" |[[File:357.png]]
!{{anchor|Compact Combat Shotgun}}Compact Combat Shotgun
! style="background-color:#d3d3d3" |.357
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
| style="background-color:#d3d3d3" |40 Brute
|4+1 Shells
|Found in the [[Warden|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]].
|-
![[File:Bulldog.png|64px]]
!{{anchor|Shotgun}}Bulldog
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge shells
|8+1 Shells
|Only available to [[Syndicate guide|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====
|Found in the [[Detective's Office|Detective's locker]], located in a shoulder holster.
Note: This lists only shells that can be acquired by normal means.
|Security
*[[File:Improvshell-live.png|32px]]'''Improvised Shell:''' Shoots 10 pellets dealing 6 brute damage each. Each pellet has a random range of 1 -> 8 tiles.
|Every .38 round struggles to penetrate armor; best used in self-defense situations.
*[[File:Buckshot_shell.png|32px]]'''Buckshot:''' Shoots 6 pellets dealing 11 brute damage each. Extremely lethal at close range.
Can be modified to fire .357, but will fire twice as slowly. Alternative ammo can be printed by Security once proper research is completed.
*[[File:Hollow_point_shell.png|32px]]'''Hollow-Point Buckshot:''' Shoots 6 pellets dealing 25 brute damage each but ineffective against armor. Only obtainable as a [[Syndicate guide|Nuclear Operative]].
*[[File:Flechette_shell.png|32px]]'''Flechette:''' Shoots 6 pellets with less spread than regular buckshot dealing 15 brute damage each and penetrating armor. Only obtainable as a [[Syndicate guide|Nuclear Operative]].
*[[File:Bean_shell.png|32px]]'''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.
*[[File:Bean_shell.png|32px]]'''Beanbag:''' Shoots one single beanbag, dealing 5 brute and 55 stamina damage. The bartender uses these by default.
*[[File:Blank_shell.png|32px]]'''Standard Slug:''' Shoots a single projectile that does 46 brute damage on impact.
*[[File:Blank_shell.png|32px]]'''Syndicate Slug:''' Shoots a single projectile that does 60 brute damage on impact. Only obtainable as a [[Syndicate guide|Nuclear Operative]].
*[[File:Fire_shell.png|32px]]'''Incendiary Slug:''' Shoots a single projectile that leaves a fire trail and ignites the target, on top of 20 brute damage.
*[[File:Tech_shell.png|32px]]'''Shotgun Dart:''' A single dart that can contain up to 30 units of chemicals that'll be injected on hit.
*[[File:Buckshot_shell.png|32px]]'''Clownshot:''' Shoots 20 pellets doing no damage and makes a honking noise.
*[[File:Tech_shell.png|32px]]'''Technological Shells:''' Unloaded technological shells can be made in a [[Guide to Research and Development|Protolathe]]. See [[Research items#Unloaded Technological Shell|here]] for the recipes.
**[[File:Pulse_shell.png|32px]]'''Pulse Slug:''' Works like one of the deathsquad's pulse rifle shots, dealing 40 burn damage and damaging or destroying walls and machinery.
**[[File:Dragon_shell.png|32px]]'''Dragonsbreath:''' Like the incendiary slug, but shoots a spread of 4 burning pellets. Deals less direct damage.
**[[File:Ion_shell.png|32px]]'''Ion Scatter:''' Shoots a spread of 4 ion bolts, each of which ions a 3x3 area.
**[[File:Laser_shell.png|32px]]'''Laser buckshot:''' Shoots 5 lasers dealing 10 burn each.
**[[File:Cryo_shell.png|32px]]'''Cryoshot:''' Shoots 4 pellets lowering the body temperature of the target 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.
===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.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" | Icon
![[File:Russianrevolver.png|64px]]
! scope="col" style="background-color:#F0DC82;" | Item
!{{anchor|Russian Revolver}}Russian Revolver
! scope="col" style="background-color:#F0DC82;" |Ammo
|[[File:Ammo 357.png|64px]]<br>.357
! scope="col" style="background-color:#F0DC82;" |Capacity
|1 Round. Can load up to 6.
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
| 40 Brute<br>300 Brute when used on head
! scope="col" style="background-color:#F0DC82;" | How to Acquire
|Found in certain bars or recreational areas.
! scope="col" style="background-color:#F0DC82;" |Faction Usage
|Civilians, Space Russians
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|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.
|-
|-
![[File:Boltrifle.png|64px]]
![[File:Revolver.png|64px]]
!{{anchor|Mosin Nagant}} Mosin Nagant
!{{anchor|Syndicate Revolver}}Syndicate Revolver
|[[File:Ammo_762.png|64px]]<br>7.62mm
|[[File:357.png|64px]]<br>.357
|5 Rounds
|7 Rounds
|60 Brute
|
|
* Ordered from Cargo.
{| class="wikitable sortable mw-collapsible mw-collapsed"
* Certain ruins
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|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.
|}
=== Launcher ===
A launcher firearm is a weapon that kinetically launches an ordinance over some range. While this can range from an explosive rocket to a small syringe, or even something as laughable as a banana scream pie, these guns typically load a single projectile which is then immediately ready to fire.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" | Icon
! scope="col" style="background-color:#F0DC82;" | Item
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" | How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|-
![[File:Rocketlauncher.png|64px]]
!{{anchor|PML-9 RPG}}PML-9 RPG
|[[File:Srm-8.png|64px]]<br>84mm Rockets
|1 Rocket
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ 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:Srm-8.png]]
![[File:357.png]]
!'''HE Rocket'''
!Standard ammo
|30 Brute, 2 tile light explosion, 1 tile heavy explosion if it didn't hit something living.
|40 Brute
|-
|-
![[File:84mm-hedp.png]]
![[File:357feather.png]]
!'''HEPD Rocket'''
!Ironfeather
|80 Brute, 100 Dismemberment, extra 200 Brute against mechs and cyborgs, 1 tile heavy explosion, 3 tile light explosion, ignites others within 4 range. Massive armor penetration.
|6 pellets of 8 damage each, mildly less damage dropoff than buckshot
|-
![[File:357cracker.png]]
!Nutcracker
| 20 Brute, one-shots windows, two-shots doors, three-shots reinforced doors
|-
![[File:357shock.png]]
!Metalshock
| 10 Brute, then delivers a devastating tesla arc (~33 burn first target) that can chain between victims
|-
![[File:357piercer.png]]
!Heartpiercer
| 35 Brute with okay armor penetration. Passes through first mob hit
|-
![[File:357stake.png]]
!Wallstake
| 36 Brute, throws people two tiles which can impact against walls
|}
|}
|Only available to [[Syndicate guide|Nuclear Operative]] for 8 TC
|[[Syndicate Uplink]], available for 6 TC
|Syndicate
|Syndicate
|Hilariously cheap itself, but the rockets are where the real cost for this weapon comes in. HE rockets aren't bad area damage, but the HEPD rocket will delete anyone hit by it, as well as dealig massive damage to anyone next to them.
|Fires slower than the stechkin and also weighs more. 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.
Requires both hands to fire. You can't rocket jump with it.
|}
==== 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.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
![[File:Handcannon.png|64px]]
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
!{{anchor|Handcannon}}Handcannon
! scope="col" style="background-color:#F0DC82;" |Item
|[[File:Cannonball.png|64px]]<br>Cannonballs
! scope="col" style="background-color:#F0DC82;" |Ammo
|1 Cannonball
! scope="col" style="background-color:#F0DC82;" |Capacity
|30 Brute, 500 Brute against windows and doors
! scope="col" style="background-color:#F0DC82;" |How to Acquire
|Found on the Pirate Ship.
! scope="col" style="background-color:#F0DC82;" |Faction Usage
|Syndicate
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|YARR!! This fine handheld cannon be fitting well for usage by a real scurvy dog. Hitting a person with the cannonball will throw them a few tiles, but this here be best used for blowing open doors. It do take two hands to fire, so be warned.
|-
|-
![[File:Speargun.png|64px]]
![[File:Ishotgun.png|64px]][[File:Ishotgunsling.png|64px]][[File:Ishotgun sawn.png|64px]]
!{{anchor|Speargun}}Speargun
!{{anchor|Improvised Shotgun}}Improvised Shotgun
|[[File:Magspear.png|64px]]<br>Magspears
|[[File:Improvshell-live.png|64px]]<br>12 Gauge shells
|1 Magspear
|1 Shell
|25 Brute
|
|Obtained in the "White Whale Holy Grail" [[Syndicate Items#Syndi-kit Special|Syndi-kit Special]] pack.
* Crafted.
|Syndicate
* [[Gang War#Gang Equipment|Gangtool]], available for 6 influence (sawn-off variant)
|Effectively a harpoon gun, the magspear projectile is guaranteed to embed if it hits a target. It conveniently does enough damage to one-shot space carp, as the Syndi-Kit is themed around it.
|Scavengers
|A handcrafted shotgun made of scavenged materials. You can attach cable coil to it to allow it to be worn on your back. 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.
Has a chance to jam when fired. The shell will not be spent, but you will need to unload and reload the weapon.
|-
|-
![[File:Kineticspeargun.png|64px]]
![[File:Doubleshotgun.png|64px]] [[File:Doubleshotgunsawnoff.png|64px]]
!{{anchor|Kinetic Speargun}}Kinetic Speargun
!{{anchor|Double-Barrelled Shotgun}}Double-Barrelled Shotgun
|[[File:Kineticspear.png|64px]]<br>Kinetic Spears
|[[File:Bean_shell.png|64px]]<br>12 Gauge shells
|1 Kinetic Spear
|2 Shells
|5 Brute, 25 Brute against fauna
|
|Located in the emergency space suit storage of escape pods.
* Found in the [[Bar|Bartender's locker]].
|Nanotrasen
* Certain ruins
|Basically a crappy proto-kinetic accelerator that has limited ammo. You can retrieve your kinetic spears, so long as the angry fauna you were shooting is dead.
|Civilians
|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:Gauss.png|64px]]
![[File:Shotgun.png|64px]] [[File:RiotSGSawn.png|64px]]
!{{anchor|Gauss Rifle}}Gauss Rifle
!{{anchor|Riot Shotgun}}Riot Shotgun
|[[File:Bolt.png|64px]]<br>Bolts
|[[File:Bean_shell.png|64px]]<br>12 Gauge shells
|1 Bolt
|6+1 Shells
|25 Brute
|
|[[Makeshift weapons|Made by yourself]].
* The [[Armory]]
|Scavengers
* [[Supply crates#Armory|Ordered from Cargo]].
|It's heavy and impractical to carry around, even if the ammunition is easy to make. Also requires both hands to fire.  
|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.
|-
|-
![[File:Pneumatic cannon.png|64px]]
![[File:Breachingshotgun.png|64px]]
!{{anchor|Improvised Pneumatic Cannon}}Improvised Pneumatic Cannon
!{{anchor|Tactical Breaching Shotgun}}Tactical Breaching Shotgun
|(Almost) anything normal-sized or smaller
|[[File:Breacher-live.png|64px]]<br>Breaching Slugs
|7 Weight
| 3+1 Shells
|Depends on what's thrown
|The [[Armory]]
|[[Makeshift weapons|Made by yourself]].
| Security, Sol Interplanetary Coalition
|Civilians
|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.
|An improvised cannon for shooting quite literally anything at targets. Requires a gas tank (such as a welder) to operate.
It will automatically pump after each shot, much like the Combat Shotgun.
Blacklisted items for loading are the Supermatter sword and any kind of baton.
|-
|-
![[File:Pie cannon.png|64px]]
![[File:Shotgunoriginal.png|64px]]
!{{anchor|Pie Cannon}}Pie Cannon
!{{anchor|Shotgun}}Shotgun
|[[File:Pie.gif|64px]]<br>Pies
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
|50 Pies
|4+1 Shells
|Stun + Humiliation<br>Duration 2
|
|
* Found in Clown crates, one is guaranteed in the [[Theatre]].
* Dropped by Russian troopers.
* Certain ruins
* Used by SIC security personnel.
|Clowns
|Space Russians, Sol Interplanetary Coalition
|Heavy and bulky, but also the only feasibly accessible form of an instant ranged hardstun on the station. Wary victims can catch your pies if they suspect an attack, though if you have several pies, you can outshoot the rate at which they ready themselves to catch more.
|A standard issue shotgun common among police and military elements. While its tube capacity is unideal, the weapon still sees usage among Space Russians and Sol Interplanetary troopers due to its cheapness and reliability.
Likely to be confiscated by Security if abused.
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:Pie cannon.png|64px]]
![[File:Combatshotgun.png|64px]]
!{{anchor|Self-Recharging Pie Cannon}}Self-Recharging Pie Cannon
!{{anchor|Combat Shotgun}}Combat Shotgun
|[[File:Pie.gif|64px]]<br>Pies (Self-Charging)
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
|20 Pies
|6+1 Shells
|Stun + Humiliation<br>Duration 2
|[[Supply crates#Armory|Ordered from Cargo]].
|
|Nanotrasen
* Available to Clown Operatives for 10 TC.
| 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.
* Wielded by '''HONK!''' Emergency Response Team members.
|Clowns
|A pie cannon that will automatically and continuously fill its ammo capacity to max with additional banana cream pies. While its maximum ammunition is technically lower than the standard pie cannon, a disciplined operative can effectively never run out of ammo.
|-
|-
![[File:Blowgun.png|64px]]
![[File:WardenSG.png|64px]]
!{{anchor|Blowgun}}Blowgun
!{{anchor|Compact Combat Shotgun}}Compact Combat Shotgun
|[[File:Syringe.png|64px]]<br>Syringes
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
|1 Syringe
|4+1 Shells
|6 Brute + 15u chemicals
|Found in the [[Warden's Office|Warden's locker]].
|[[Makeshift weapons|Made by yourself]].
|Civilians
|A makeshift syringe gun, effectively. Difficult to use as it requires the user to stand still for 2.5 seconds before firing, which gives an alert to anyone who sees the user. Even if it successfully fires, it also inflicts 20 Oxygen and 20 Stamina damage on the user. This means if you shoot this three times in quick succession, you will pass out.
|-
![[File:Sgun.png|64px]]
!{{anchor|Syringe Gun}}Syringe Gun
|[[File:Syringe.png|64px]]<br>Syringes
|1 Syringe
|6 Brute + 15u chemicals
|Located inside the MD lockers inside Medical.
|Nanotrasen
|Nanotrasen
|A syringe will not inject all of its reagents at once; if a victim takes the time to rip out the syringe quickly, it interrupts the flow of any chemicals that are remaining in the syringe.
|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]].
|-
|-
![[File:Sgun.png|64px]]
![[File:Bulldog.png|64px]]
!{{anchor|Modified Syringe Gun}}Modified Syringe Gun
!{{anchor|Bulldog}}Bulldog
|[[File:Dnainjector.png|64px]]<br>DNA Injectors
|[[File:Sgshell-live.png|64px]]<br>12 Gauge shells
|1 DNA Injector
|8+1 Shells
|5 Brute + DNA Injector effects
|Only available to [[Syndicate guide|Nuclear Operative]] for 8 TC
|[[Syndicate Uplink]], available for 14 TC (only if you are a [[Geneticist]])
|Syndicate
|Syndicate
|A modified syringe gun (also called the DNA syringe gun) that fires DNA injectors and applies their effects instantly, assuming the shot is not blocked. Can instantly turn unsuspecting victims into monkeys, turn their flesh to acid, or whatever devious hell you devise for them.
|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.
|-
|}
![[File:Rapidsyringegun.png|64px]]
===== Shotgun Shells =====
!{{anchor|Rapid Syringe Gun}}Rapid Syringe Gun
Note: This lists only shells that can be acquired by normal means. All shotgun shells also travel slightly slower than most other bullets.
|[[File:Syringe.png|64px]]<br>Syringes
*[[File:Improvshell-live.png|32px]]'''Improvised Shell:''' Shoots 10 pellets dealing 6 brute damage each. Each pellet has a random range of 1 -> 8 tiles.
|6 Syringes
*[[File:Buckshot_shell.png|32px]]'''Buckshot:''' Shoots 6 pellets dealing 12 brute damage each. Extremely lethal at close range.
|6 Brute + 15u chemicals
*[[File:Sgshell-live.png|32px]]'''Syndicate Buckshot:''' Shoots 6 pellets dealing 15.5 brute damage each. Only obtainable as a [[Syndicate guide|Nuclear Operative]].
|Printed from the Medical protolathe once researched.
*[[File:Flechette_shell.png|32px]]'''Flechette:''' Shoots 6 pellets with less spread and less dropoff than regular buckshot dealing 13 brute damage each and penetrating armor. Only obtainable as a [[Syndicate guide|Nuclear Operative]].
|Nanotrasen
*[[File:Bean_shell.png|32px]]'''Rubber Shot:''' Shoots 6 pellets dealing 3 brute and 14.5 stamina damage each. Better if you want the target alive. Riot shotguns are loaded with this by default.
|A syringe gun that can hold up to six syringes. Simple.
*[[File:Bean_shell.png|32px]]'''Beanbag:''' Shoots one single beanbag, dealing 5 brute and 55 stamina damage. The bartender uses these by default.
*[[File:Blank_shell.png|32px]]'''Standard Slug:''' Shoots a single projectile that does 46 brute damage on impact.
*[[File:Sblshell-live.png|32px]]'''Syndicate Slug:''' Shoots a single projectile that does 60 brute damage on impact. Only obtainable as a [[Syndicate guide|Nuclear Operative]].
*[[File:Fire_shell.png|32px]]'''Incendiary Slug:''' Shoots a single projectile that leaves a fire trail and ignites the target, on top of 20 brute damage.
*[[File:Tech_shell.png|32px]]'''Shotgun Dart:''' A single dart that can contain up to 30 units of chemicals that'll be injected on hit.
*[[File:Heshell-live.png|32px]]'''Frag-12 Slug:''' Shoots a single projectile that deals 25 brute on impact and also detonates a light 2-tile explosion.
*[[File:Mshell-live.png|32px]]'''Meteor Slug:''' Shoots a single projectile that deals 20 brute on impact and stuns for 8 seconds. It will also throw anything hit three tiles at a force of two. Only obtainable as a [[Syndicate guide|Nuclear Operative]].
*[[File:Buckshot_shell.png|32px]]'''Clownshot:''' Shoots 20 pellets doing no damage and makes a honking noise.
*[[File:Tech_shell.png|32px]]'''Technological Shells:''' Unloaded technological shells can be made in a [[Guide to Research and Development|Protolathe]]. See [[Research items#Unloaded Technological Shell|here]] for the recipes.
**[[File:Pulse_shell.png|32px]]'''Pulse Slug:''' Works like one of the deathsquad's pulse rifle shots, dealing 40 burn damage and damaging or destroying walls and machinery.
**[[File:Dragon_shell.png|32px]]'''Dragonsbreath:''' Like the incendiary slug, but shoots a spread of 5 burning pellets. Deals less direct damage.
**[[File:Ion_shell.png|32px]]'''Ion Scatter:''' Shoots a spread of 4 ion bolts, each of which ions a 3x3 area.
**[[File:Laser_shell.png|32px]]'''Laser Buckshot:''' Shoots 5 lasers dealing 10 burn each.
**[[File:Cryo_shell.png|32px]]'''Cryoshot:''' Shoots 4 pellets lowering the body temperature of the target on impact. Temperature adjustment ignores armor.
**[[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 26 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.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
![[File:Dart pistol.png|64px]]
! scope="col" class="unsortable" style="background-color:#F0DC82;" | Icon
!{{anchor|Dart Pistol}}Dart Pistol
! scope="col" style="background-color:#F0DC82;" | Item
|[[File:Syringe.png|64px]]<br>Syringes
! scope="col" style="background-color:#F0DC82;" |Ammo
|1 Syringe
! scope="col" style="background-color:#F0DC82;" |Capacity
|6 Brute + 15u chemicals
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
|[[Syndicate Uplink]], available for 4 TC
! scope="col" style="background-color:#F0DC82;" | How to Acquire
|Syndicate
! scope="col" style="background-color:#F0DC82;" |Faction Usage
|This miniature syringe gun is not only small-sized instead of normal-sized, but it's also innately suppressed, meaning it scarcely be heard while firing and no message will be displayed to those who can see you when you fire it.
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|-
|-
![[File:Regeantdartgun.png|64px]]
![[File:Boltrifle.png|64px]]
!{{anchor|Reagent Dartgun}}Reagent Dartgun
!{{anchor|Mosin Nagant}} Mosin Nagant
|[[File:Syringe.png|64px]]<br>Syringes
|[[File:Ammo_762.png|64px]]<br>7.62mm
|100u of chemicals
|5 Rounds
|6 Brute + 15u chemicals
|60 Brute
|[[Syndicate Uplink]], available for 12 TC (only if you are a [[Chemist]] or [[Virologist]])
|
|Syndicate
* [[Supply crates#Armory|Ordered from Cargo]].
|Stores up to 100u of reagents. Upon firing, will synthesize a syringe automatically filled with 15u of the mix in the gun itself. Great if you don't want to carry around a ton of syringes and just reload by pouring beakers into it.
* Certain ruins
|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. Its bullet travels slightly faster than most and is exceptionally at causing wounds over long distances. Requires two hands to fire.
It also supports a bayonet.
|}
|}
===Bow===
==== Launcher ====
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.
A launcher firearm is a weapon that kinetically launches an ordinance over some range. While this can range from an explosive rocket to a small syringe, or even something as laughable as a banana scream pie, these guns typically load a single projectile which is then immediately ready to fire.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
! 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;" |Capacity
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" | How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" 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.png|64px]]
![[File:Pie cannon.png|64px]]
!{{anchor|Wooden Bow}}Wooden Bow
!{{anchor|Pie Cannon}}Pie Cannon
|[[File:Arrow.png|32px]]<br>Arrow
|[[File:Pie.gif|64px]]<br>Pies
| 0.5 seconds
|50 Pies
|[[Makeshift weapons|Made by yourself]].
|Stun + Humiliation<br>Duration 2
| Civilians
|A simple, yet effective bow. Standard and robust.
|-
![[File:Bow_ash.png|64px]]
!{{anchor|Bone Bow}}Bone Bow
|[[File:Arrow_bone.png|32px]]<br>Arrow
|0.5 seconds
|
|
* [[Makeshift weapons|Made by yourself]].
* Found in Clown crates, one is guaranteed in the [[Theatre]].
* Certain ruins
* Certain ruins
|Ashwalkers
|Clowns
|An alternative bow made using bones and sinew from Lavaland's fauna. Has more spread than the wooden bow.
|Heavy and bulky, but also the only feasibly accessible form of an instant ranged hardstun on the station. Wary victims can catch your pies if they suspect an attack, though if you have several pies, you can outshoot the rate at which they ready themselves to catch more.
Likely to be confiscated by Security if abused.
|-
|-
![[File:Bow_makeshift.png|64px]]
![[File:Pie cannon.png|64px]]
!{{anchor|Makeshift Bow}}Makeshift Bow
!{{anchor|Self-Recharging Pie Cannon}}Self-Recharging Pie Cannon
|[[File:Arrow_glass.png|32px]]<br>Arrow
|[[File:Pie.gif|64px]]<br>Pies (Self-Charging)
|2 seconds
|20 Pies
|Stun + Humiliation<br>Duration 2
|
* Available to Clown Operatives for 10 TC.
* Wielded by '''HONK!''' Emergency Response Team members.
|Clowns
|A pie cannon that will automatically and continuously fill its ammo capacity to max with additional banana cream pies. While its maximum ammunition is technically lower than the standard pie cannon, a disciplined operative can effectively never run out of ammo.
|-
![[File:Pneumatic cannon.png|64px]]
!{{anchor|Improvised Pneumatic Cannon}}Improvised Pneumatic Cannon
|(Almost) anything normal-sized or smaller
|7 Weight
|Depends on what's thrown
|[[Makeshift weapons|Made by yourself]].
|[[Makeshift weapons|Made by yourself]].
|Scavengers
|Civilians
|A bow made using scavenged materials commonly found on the station. Has a very wide spread.
|An improvised cannon for shooting quite literally anything at targets. Requires a gas tank (such as a welder) to operate.
Blacklisted items for loading are the Supermatter sword and any kind of baton.
|-
|-
![[File:Pipebow.png|64px]]
![[File:Blowgun.png|64px]]
!{{anchor|Pipe Bow}}Pipe Bow
!{{anchor|Blowgun}}Blowgun
|[[File:Arrow_plasmaglass.png|32px]]<br>Arrow
|[[File:Syringe.png|64px]]<br>Syringes
|1 second
|1 Syringe
|6 Brute + 15u chemicals
|[[Makeshift weapons|Made by yourself]].
|[[Makeshift weapons|Made by yourself]].
|Scavengers
|Civilians
|A bow made using harder-to-obtain materials. Made of higher quality than the makeshift bow, possessing less spread in addition to its faster draw time.  
|A makeshift syringe gun, effectively. Difficult to use as it requires the user to stand still for 2.5 seconds before firing and also gives an alert to anyone who sees the user. Even if it successfully fires, it also inflicts 20 Oxygen and 20 Stamina damage on the user. This means if you shoot this three times in quick succession, you will pass out.
|-
![[File:Sgun.png|64px]]
!{{anchor|Syringe Gun}}Syringe Gun
|[[File:Syringe.png|64px]]<br>Syringes
|1 Syringe
|6 Brute + 15u chemicals
|Located inside the MD lockers inside or near [[Medbay Storage]].
|Nanotrasen
|A syringe will not inject all of its reagents at once; if a victim takes the time to rip out the syringe quickly, it interrupts the flow of any chemicals that are remaining in the syringe.
|-
|-
![[File:Crossbow.png|64px]]
![[File:Dart pistol.png|64px]]
!{{anchor|Crossbow}}Crossbow
!{{anchor|Dart Pistol}}Dart Pistol
|[[File:Arrow.png|32px]]<br>Arrow
|[[File:Syringe.png|64px]]<br>Syringes
|2 seconds
|1 Syringe
|[[Makeshift weapons|Made by yourself]].
|6 Brute + 15u chemicals
|Civilians
|[[Syndicate Uplink]], available for 4 TC
|A bow with a locking mechanism that is wielded more akin to a firearm. Has no spread, no slowdown while drawn, nor will it un-draw if it's dropped or stored, but drawing back the string requires you to stand still for the duration.
|Syndicate
|}
|This miniature syringe gun is not only small-sized instead of normal-sized, but it's also innately suppressed, meaning it scarcely be heard while firing and no message will be displayed to those who can see you when you fire it.
====Arrows====
In addition, it is the only syringe gun that can load piercing syringes, which bypass hardsuits or thick clothing.
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_ash.png|32px]]'''Ashen Arrow:''' A fire-reinforced arrow dealing 25 brute damage. Can't shatter on impact and has a low embed chance.
*[[File:Arrow bonetipped.png|32x32px]]'''Bone Tipped Arrow:''' A well-crafted arrow dealing 30 brute damage with moderate armor penetration. Can't shatter on impact and has an okay embed chance.
*[[File:Arrow_bone.png|32px]]'''Bone Arrow:''' A cheap arrow dealing 15 brute damage and an extra 35 damage against fauna. Has a small chance to break and an okay embed chance.
*[[File:Arrow chitin.png|32x32px]]'''Chitin Tipped Arrow:''' A high quality arrow dealing 25 brute damage and an extra 40 damage against fauna with very good armor penetration. Can't shatter on impact and has a respectable embed chance.
*[[File:Arrow_bamboo.png|32px]]'''Bamboo Arrow:''' A brittle arrow dealing 10 brute damage with a high chance to embed. Very likely to shatter on impact.
*[[File:Arrow_bronze.png|32px]]'''Bronze Arrow:''' A forged arrow dealing 25 brute damage with minor armor penetration. Has a small chance to break and an okay embed chance.
*[[File:Arrow_glass.png|32px]]'''Glass Arrow:''' A makeshift arrow dealing 15 brute damage. Likely to shatter on impact and an okay embed chance. Easiest arrow to make using on station materials.
*[[File:Arrow_plasmaglass.png|32px]]'''Plasma 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.
*[[File:Arrow fire.gif|frameless]]'''Fire Arrow:''' Upon impact, will deal an additional 8 burn damage and set the target ablaze, assuming the target is a carbon. Requires Makeshift Crafting from the Syndicate in order to make, or [[Ashwalkers|tribal knowledge]].
*[[File:Arrow bola.png]]'''Bola Arrow''': Upon impact, will deal the arrow's modified damage as well as applying a bola effect, cuffing the target's legs. Requires Makeshift Crafting from the Syndicate in order to make, or [[Ashwalkers|tribal knowledge]].
== Energy==
Energy weapons, while rarer than ballistics in most environments, are standard-issue on Nanotrasen stations due to their research. Instead of utilizing clips or magazines, energy weapons have an internal cell that they draw upon in order to spontaneously create a projectile. While this makes for a convenient weapon that does not demand the carrying of additional magazines, this forces most energy weaponry to utilize anchored [[File:Recharger.gif]]rechargers in order to replenish their cell. In addition, EMPs will completely drain an energy weapon's cell, save some exceptions.
 
While energy projectiles tend to be unique in their ability to inflict differing kinds of damage, such as burn or stamina, their lethality is often less than their ballistic counterparts. That being said, conventional defenses against energy are few and far between, due to their emerging status as a standardized weapon. In addition, all energy projectiles are capable of passing through surfaces that do not block light, such as grilles and windows.
===Gun===
Energy guns are the most common variant of energy weapon. They tend to fire disabler or laser projectiles, though some may also fire ion or pulse shots.
====Lasers====
Lasers are simple weapons that focus light to deal burn damage to targets. Lasers are the only energy projectiles that are mitigated by laser armor; all other energy projectiles are mitigated by energy armor.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" | Icon
![[File:Sgun.png|64px]]
! scope="col" style="background-color:#F0DC82;" |Item
!{{anchor|Modified Syringe Gun}}Modified Syringe Gun
! scope="col" style="background-color:#F0DC82;" |Ammo
|[[File:Dnainjector.png|64px]]<br>DNA Injectors
! scope="col" style="background-color:#F0DC82;" |Capacity
|1 DNA Injector
! scope="col" style="background-color:#F0DC82;" | Damage & Effects
|5 Brute + DNA Injector effects
! scope="col" style="background-color:#F0DC82;" |How to Acquire
|[[Syndicate Uplink]], available for 14 TC (only if you are a [[Geneticist]])
! scope="col" style="background-color:#F0DC82;" |Faction Usage
|Syndicate
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|A modified syringe gun (also called the DNA syringe gun) that fires DNA injectors and applies their effects instantly, assuming the shot is not blocked. Can instantly turn unsuspecting victims into monkeys, turn their flesh to acid, or whatever devious hell you devise for them.
|-
|-
![[File:Laser gun.png|64px]]
![[File:Rapidsyringegun.png|64px]]
!{{anchor|Laser Gun}}Laser Gun
!{{anchor|Rapid Syringe Gun}}Rapid Syringe Gun
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Syringe.png|64px]]<br>Syringes
|12 Lasers
|6 Syringes
|20 Burn
|6 Brute + 15u chemicals
|[[Armory]] and Laser Guns Crate.
|Printed from the [[Medbay Storage|Medical]] protolathe once researched.
|Security
|Nanotrasen
|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
|A syringe gun that can hold up to six syringes. Simple.
|-
|-
![[File:Retrolaser.png|64px]]
![[File:Regeantdartgun.png|64px]]
!{{anchor|Retro Laser}}Retro Laser
!{{anchor|Reagent Dartgun}}Reagent Dartgun
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Syringe.png|64px]]<br>Syringes
|12 Lasers
|100u of chemicals
|20 Burn
|6 Brute + 15u chemicals
|[[White Ship]].
|[[Syndicate Uplink]], available for 12 TC (only if you are a [[Chemist]] or [[Virologist]])
|Unknown
|Syndicate
|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.
|Stores up to 100u of reagents. Upon firing, will synthesize a syringe automatically filled with 15u of the mix in the gun itself. Great if you don't want to carry around a ton of syringes and just reload by pouring beakers into it.
|-
|-
![[File:Antique laser.png|64px]]
![[File:Kineticspeargun.png|64px]]
!{{anchor|Antique Laser Gun}}Antique Laser Gun
!{{anchor|Kinetic Speargun}}Kinetic Speargun
|[[File:Recharger.gif|64px]]<br>Energy (also Self-Charging)
|[[File:Kineticspear.png|64px]]<br>Kinetic Spears
|12 Lasers
|1 Kinetic Spear
|20 Burn
|5 Brute, 25 Brute against fauna
|[[Captain's Quarters]].
|Located in the emergency space suit storage of [[Escape Pods|escape pods]].
|Nanotrasen
|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.''
|Basically a crappy proto-kinetic accelerator that has limited ammo. You can retrieve your kinetic spears, so long as the angry fauna you were shooting is dead.
|-
|-
![[File:Hellfire_gun.png|64px]]
![[File:Speargun.png|64px]]
!{{anchor|Hellfire Laser Gun}} Hellfire Laser Gun
!{{anchor|Speargun}}Speargun
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Magspear.png|64px]]<br>Magspears
|7 Lasers
|1 Magspear
|25 Burn
|25 Brute
|Hellgun Single-pack
|Obtained in the "White Whale Holy Grail" [[Syndicate Items#Syndi-kit Special|Syndi-kit Special]] pack.
|Security
|Syndicate
|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.
|Effectively a harpoon gun, the magspear projectile is guaranteed to embed if it hits a target. It conveniently does enough damage to one-shot space carp, as the Syndi-Kit is themed around it.
|-
|-
![[File:Oldrifle.gif|64px]]
![[File:Gauss.png|64px]]
!{{anchor|Laser Rifle}}Laser Rifle
!{{anchor|Gauss Rifle}}Gauss Rifle
|[[File:Oldrifle mag.png|64px]]<br>Energy (Magazine)
|[[File:Bolt.png|64px]]<br>Bolts
|20 Lasers
|1 Bolt
|20 Burn
|25 Brute
|[[Emergency Response Team#Amber Task Force|Amber Task Force]] and Space
|[[Makeshift weapons|Made by yourself]].
|Nanotrasen
|Scavengers
|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.'''
|It's heavy and impractical to carry around, even if the ammunition is easy to make. Also requires both hands to fire.
|-
|-
![[File:Xraygun.png|64px]]
![[File:Handcannon.png|64px]]
!{{anchor|X-Ray Gun}}X-Ray Gun
!{{anchor|Handcannon}}Handcannon
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Cannonball.png|64px]]<br>Cannonballs
|20 Lasers
|1 Cannonball
| 15 Burn + 300 Irradiate
|30 Brute, 500 Brute against windows and doors
|[[R&D Lab]] once researched first.  
|Found on the Pirate Ship.
|Nanotrasen
|Syndicate
|The 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.
|YARR!! This fine handheld cannon be fitting well for usage by a real scurvy dog. Hitting a person with the cannonball will throw them a few tiles, but this here be best used for blowing open doors. It do take two hands to fire, so be warned.
|}
====Multifaceted====
Multifaceted energy weapons are able to switch between different projectiles with various properties. Interacting with the gun in-hand will cycle between its firemodes.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
![[File:Rocketlauncher.png|64px]]
! scope="col" style="background-color:#F0DC82;" |Item
!{{anchor|PML-9 RPG}}PML-9 RPG
! scope="col" style="background-color:#F0DC82;" | Ammo
|[[File:Srm-8.png|64px]]<br>84mm Rockets
! scope="col" style="background-color:#F0DC82;" | Capacity
|1 Rocket
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
|
! scope="col" style="background-color:#F0DC82;" |How to Acquire
{| class="wikitable sortable mw-collapsible mw-collapsed"
! scope="col" style="background-color:#F0DC82;" |Faction Usage
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|-
|-
![[File:Energy_Gun.gif|64px]]
! class="unsortable" |Icon
!{{anchor|Energy Gun}}Energy Gun
! class="unsortable" |Name
|[[File:Recharger.gif|64px]]<br>Energy
! class="unsortable" |Description
|10 Lasers,<br>20 Disable
|20 Burn<br>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).
|-
|-
![[File:Miniegun.gif|64px]]
![[File:Srm-8.png]]
!{{anchor|Miniature Energy Gun}}Miniature Energy Gun
!'''HE Rocket'''
|[[File:Recharger.gif|64px]]<br>Energy
|30 Brute, 2 tile light explosion, 1 tile heavy explosion if it didn't hit something living.
|6 Lasers,<br>12 Disable
|20 Burn<br>25 Stamina
|[[Head of Personnel's Office|HoP's locker]], Infiltrator's armory
|Civilian
| A smaller energy gun able to fit in pockets and possessing an inbuilt flashlight. This come at the cost of a pitiful ammo capacity.
|-
|-
![[File:Advegun.png|64px]]
![[File:84mm-hedp.png]]
!{{anchor|Advanced Energy Gun}}Advanced Energy Gun
!'''HEPD Rocket'''
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|80 Brute, 100 Dismemberment, extra 200 Brute against mechs and cyborgs, 1 tile heavy explosion, 3 tile light explosion, ignites others within 4 range. Massive armor penetration.
|10 Lasers,<br>20 Disable
|}
|20 Burn<br>25 Stamina
|Only available to [[Syndicate guide|Nuclear Operative]] for 8 TC
|Printed at the Armory protolathe once researched.
|Syndicate
|Nanotrasen
|Hilariously cheap itself, but the rockets are where the real cost for this weapon comes in. HE rockets aren't bad area damage, but the HEPD rocket will delete anyone hit by it, as well as dealing massive damage to anyone next to them.
|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.
Requires both hands to fire. You can't rocket jump with it.
|-
|}
![[File:Multiphase_gun_stun.gif|64px]]
==== Bow ====
!{{anchor|X-01 Multiphase Energy Gun}}X-01 Multiphase Energy Gun
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.
|[[File:Recharger.gif|64px]]<br>Energy
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
| 4 Ion,<br>10 Laser,<br>20 Disable
| 1 tile EMP<br>20 Burn<br>25 Stamina
|Found in the locker in the [[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.
|-
|-
![[File:Protolaser.gif|64px]]
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
!{{anchor|Prototype Energy Gun}}Prototype Energy Gun
! scope="col" style="background-color:#F0DC82;" |Item
|[[File:Recharger.gif|64px]]<br>Energy
! scope="col" style="background-color:#F0DC82;" |Ammo
|1 Stun,<br>10 Lasers
! scope="col" style="background-color:#F0DC82;" |Draw Time
|Stun<br>20 Burn
! scope="col" style="background-color:#F0DC82;" |How to Acquire
|Located in the Experimental Technology room of Charlie Station.
! scope="col" style="background-color:#F0DC82;" |Faction Usage
|Nanotrasen
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|The first advanced energy gun created by Nanotrasen, before they discovered how to create disabler beams. Like a standard egun, but instead of a disabler mode, it can fire a single electrode which will stun whatever is hit. However, this fully drains the weapon's battery.
|-
|-
![[File:Energytac.png|64px]]
![[File:Bow.png|64px]]
!{{anchor|Tactical Energy Gun}}Tactical Energy Gun
!{{anchor|Wooden Bow}}Wooden Bow
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Arrow.png|32px]]<br>Arrow
|10 Lasers,<br>20 Disable,<br>10 Stun
| 0.5 seconds
|20 Burn<br>25 Stamina<br>Stun
|[[Makeshift weapons|Made by yourself]].
|[[Emergency Response Team#Red Emergency Response Team|Red Emergency Response Team]]
| Civilians
|Nanotrasen
|A simple, yet effective bow. Standard and robust.
|A military grade energy gun that can also shoot stunning electrodes, making it almost undefeatable at close range.
|-
|-
![[File:Pulserifle.png|64px]]
![[File:Bow_ash.png|64px]]
!{{anchor|Pulse Rifle}}Pulse Rifle
!{{anchor|Bone Bow}}Bone Bow
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Arrow_bone.png|32px]]<br>Arrow
| 200 Pulse,<br>400 Lasers,<br>200 Stun
|0.5 seconds
|50 Burn<br>20 Burn<br>Stun
|
|Deathsquad
* [[Makeshift weapons|Made by yourself]].
|Nanotrasen
* Certain ruins
|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.'''
|Ashwalkers
|An alternative bow made using bones and sinew from Lavaland's fauna. Has more spread than the wooden bow.
|-
|-
![[File:Pulsecarbine.png|64px]]
![[File:Bow_makeshift.png|64px]]
!{{anchor|Pulse Carbine}}Pulse Carbine
!{{anchor|Makeshift Bow}}Makeshift Bow
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Arrow_glass.png|32px]]<br>Arrow
|25 Pulse,<br>50 Laser,<br>25 Stun
|2 seconds
|50 Burn<br>20 Burn<br>Stun
|[[Makeshift weapons|Made by yourself]].
|Emergency Response Team
|Scavengers
|Nanotrasen
|A bow made using scavenged materials commonly found on the station. Has a very wide spread.
|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.'''
|-
|-
![[File:Pulsepistol.png|64px]]
![[File:Pipebow.png|64px]]
!{{anchor|Pulse Pistol}}Pulse Pistol
!{{anchor|Pipe Bow}}Pipe Bow
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Arrow_plasmaglass.png|32px]]<br>Arrow
|10 Pulse,<br>20 Laser,<br>10 Stun
|1 second
|50 Burn<br>20 Burn<br>Stun
|[[Makeshift weapons|Made by yourself]].
|Emergency Response Team
|Scavengers
|Nanotrasen
|A bow made using harder-to-obtain materials. Made of higher quality than the makeshift bow, possessing less spread in addition to its faster draw time.  
|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.'''
|}
====Miscellaneous====
These energy guns are difficult to categorize, as their effects are more varied. They can range from entirely non-lethal or massively destructive to organic tissue.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
![[File:Crossbow.png|64px]]
!{{anchor|Crossbow}}Crossbow
|[[File:Arrow.png|32px]]<br>Arrow
|2 seconds
|[[Makeshift weapons|Made by yourself]].
|Civilians
|A bow with a locking mechanism that is wielded more akin to a firearm. Has no spread, no slowdown while drawn, nor will it un-draw if it's dropped or stored, but drawing back the string requires you to stand still for the duration.
|}
===== Arrows =====
Note: This lists only arrows that can be acquired by normal means. All arrows do 20 extra damage to fauna unless otherwise stated.
 
Arrows travel slightly slower than most ballistic projectiles.
*[[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_ash.png|32px]]'''Ashen Arrow:''' A fire-reinforced arrow dealing 25 brute damage. Can't shatter on impact and has a low embed chance.
*[[File:Arrow bonetipped.png|32x32px]]'''Bone Tipped Arrow:''' A well-crafted arrow dealing 30 brute damage with moderate armor penetration. Can't shatter on impact and has an okay embed chance.
*[[File:Arrow_bone.png|32px]]'''Bone Arrow:''' A cheap arrow dealing 15 brute damage and an extra 35 damage against fauna. Has a small chance to break and an okay embed chance.
*[[File:Arrow chitin.png|32x32px]]'''Chitin Tipped Arrow:''' A high quality arrow dealing 25 brute damage and an extra 40 damage against fauna with very good armor penetration. Can't shatter on impact and has a respectable embed chance.
*[[File:Arrow_bamboo.png|32px]]'''Bamboo Arrow:''' A brittle arrow dealing 10 brute damage with a high chance to embed. Very likely to shatter on impact.
*[[File:Arrow_bronze.png|32px]]'''Bronze Arrow:''' A forged arrow dealing 25 brute damage with minor armor penetration. Has a small chance to break and an okay embed chance.
*[[File:Arrow_glass.png|32px]]'''Glass Arrow:''' A makeshift arrow dealing 15 brute damage. Likely to shatter on impact and an okay embed chance. Easiest arrow to make using on station materials.
*[[File:Arrow_plasmaglass.png|32px]]'''Plasma 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.
*[[File:Arrow fire.gif|frameless]]'''Fire Arrow:''' Upon impact, will deal an additional 8 burn damage and set the target ablaze, assuming the target is a carbon. Requires Makeshift Crafting from the Syndicate in order to make, or [[Ashwalkers|tribal knowledge]].
*[[File:Arrow bola.png]]'''Bola Arrow''': Upon impact, will deal the arrow's modified damage as well as applying a bola effect, cuffing the target's legs. Requires Makeshift Crafting from the Syndicate in order to make, or [[Ashwalkers|tribal knowledge]].
=== Energy ===
Energy weapons, while rarer than ballistics in most environments, are standard-issue on Nanotrasen stations due to their research. Instead of utilizing clips or magazines, energy weapons have an internal cell that they draw upon in order to spontaneously create a projectile. While this makes for a convenient weapon that does not demand the carrying of additional magazines, this forces most energy weaponry to utilize anchored [[File:Recharger.gif]]rechargers in order to replenish their cell. In addition, EMPs will completely drain an energy weapon's cell, save some exceptions.
While energy projectiles tend to be unique in their ability to inflict differing kinds of damage, such as burn or stamina, their lethality is often less than their ballistic counterparts. That being said, conventional defenses against energy are few and far between, due to their emerging status as a standardized weapon. In addition, all energy projectiles are capable of passing through surfaces that do not block light, such as grilles and windows.
==== Gun ====
Energy guns are the most common variant of energy weapon. They tend to fire disabler or laser projectiles, though some may also fire ion or pulse shots.
===== Lasers =====
Lasers are simple weapons that focus light to deal burn damage to targets. Lasers are the only energy projectiles that are mitigated by laser armor; all other energy projectiles are mitigated by energy armor.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
! 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:Laser gun.png|64px]]
!{{anchor|Disabler}}Disabler
!{{anchor|Laser Gun}}Laser Gun
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|20 Disable
|12 Lasers
|25 Stamina Damage
|20 Burn
|Disabler crates and the [[Armory]].
|
|Security
* The [[Armory]]
|Four shots will fully incapacitate a target.  
* [[Supply crates#Security|Ordered from Cargo]].
* Certain ruins
|Nanotrasen
|Fires more lasers than an energy gun can. Will very effectively burn unarmored targets. Ideal for shutting down [[Clockwork Cult|Clockwork Cultists]] and [[Xenos|Xenomorphs]], though not-so-good against [[Nuclear Operative|Nuclear Operatives]].
|-
|-
![[File:Ionrifle.png|64px]]
![[File:Retrolaser.png|64px]]
!{{anchor|Ion Rifle}}Ion Rifle
!{{anchor|Retro Laser}}Retro Laser
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|10 Ion Pulses
|12 Lasers<br>5 Lasers
|20 Brute to silicon mobs<br>Up to 90 damage to mechs<br>3x3 EMP
|20 Burn
|[[Armory]] and on the Nuclear Operative shuttle.
|Certain ruins
|Security
|Nanotrasen
|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.'''
|The normal Retro Laser can be located on the [[White Ship]]. The one found on Charlie Station is massively inefficient, and will only fire five times before its cell is depleted.
|-
|-
![[File:Tesla_gun.gif|64px]]
![[File:Antique laser.png|64px]]
!{{anchor|Tesla Revolver}}Tesla Revolver
!{{anchor|Antique Laser Gun}}Antique Laser Gun
|[[File:Recharger.gif|64px]]<br>Energy (also Self-Charging)
|12 Lasers
|20 Burn
|Found in the [[Captain's Quarters]].
|Nanotrasen
|The prized weapon of the Captain. It's usually safely secured in a glass display in their office, though breaking it open will trigger a burglary alarm, which triggers the fire alarm while closing and bolting the doors. If you have the Command remote from the Captain's locker, this is no problem! Otherwise, Security is also notified, and they're well aware that several opposing elements would pay a fine price for this unique weapon.
|-
![[File:Hellfire_gun.png|64px]]
!{{anchor|Hellfire Laser Gun}} Hellfire Laser Gun
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|5 tesla bolt
|7 Lasers
|Extremely variable due to many factors
|25 Burn
|[[R&D Lab]] once researched first.
|[[Supply crates#Armory|Ordered from Cargo]].
|Security
|Nanotrasen
|Shoot a tesla bolt that will create lightning on impact, shocking the target and everyone nearby (including you)without proper insulation.
|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:Tempgun.png|64px]]
![[File:Oldrifle.gif|64px]]
!{{anchor|Temperature Gun}}Temperature Gun
!{{anchor|Laser Rifle}}Laser Rifle
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Oldrifle mag.png|64px]]<br>Energy (Magazine)
|40 Freeze/heat Beams
|20 Lasers
|Heats/Cools target dependent upon the setting.
|20 Burn
|[[Armory]] and [[R&D Lab]] once researched first.
|
* Available to [[Emergency Response Team]] for 8 WC
* Certain ruins
|Nanotrasen
|Nanotrasen
|Able to cool down or heat up targets, cooling down someone will make them slower.
|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.'''
|-
|-
![[File:Ebow.png|64px]]
![[File:Xraygun.png|64px]]
!{{anchor|Energy Crossbow}}Mini Energy Crossbow
!{{anchor|X-Ray Gun}}X-Ray Gun
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|[[File:Recharger.gif|64px]]<br>Energy
|Infinite Bolts (needs to cooldown after shooting)
|20 Lasers
|15 Toxin + 60 Stamina + Knockdown (Duration 1)
| 15 Burn + 300 Irradiate
|[[Syndicate Uplink]], available for 10 TC
|Printable at the [[Armory]] protolathe once researched.  
| Syndicate
|A handheld energy launcher that automatically fabricates its own bolts. These hardlight bolts compromise muscles, causing victims to fall over and suffer fatigue as well as toxic damage. Very potent when combined with a lethal melee followup, such as an Energy Sword.
|-
![[File:Large ebow.png|64px]]
!{{anchor|Energy Crossbow}}Energy Crossbow
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|Infinite Bolts (needs to cooldown after shooting)
|30 Toxin + 60 Stamina + Knockdown (Duration 1)
|Printable at the Armory protolathe once researched.
|Nanotrasen
|Nanotrasen
|Like the mini energy crossbow, but bulky in size and takes ten seconds to replicate a new bolt. Still immeasurably effective at immediately slowing and exhausting a suspect, which makes it an excellent opening weapon.
|This gun fires x-ray beams that will pass through closed turf. However, it will be stopped by machinery or computers it comes into contact with. It travels for 15 tiles and does minimal damage, but will heavily irradiate targets hit. A handful of lasers won't kill someone, but without proper attention, they'll be coughing up their own organs some minutes later. Exceptionally effective against [[Blob|Blobs]] that might exploit station walls as a defense.
|}
===== Multifaceted =====
Multifaceted energy weapons are able to switch between different projectiles with various properties. Interacting with the gun in-hand will cycle between its firemodes.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
![[File:decloner.png|64px]]
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
!{{anchor|}}Biological Demolecularisor
! scope="col" style="background-color:#F0DC82;" |Item
|[[File:Recharger.gif|64px]]<br>Energy
! scope="col" style="background-color:#F0DC82;" | Ammo
|10 beams
! scope="col" style="background-color:#F0DC82;" | Capacity
|20 Cellular Damage + 100 Irradiate
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
|[[R&D Lab]] once researched first.
! scope="col" style="background-color:#F0DC82;" |How to Acquire
|Security
! scope="col" style="background-color:#F0DC82;" |Faction Usage
|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.
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|-
|-
![[File:Spur.png|64px]]
![[File:Energy_Gun.gif|64px]]
!{{anchor|Spur}}Spur
!{{anchor|Energy Gun}}Energy Gun
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|[[File:Recharger.gif|64px]]<br>Energy
|10 bullets
|10 Lasers,<br>20 Disable
|20 to 40 Brute depending on the charge
|20 Burn<br>25 Stamina
|Only available to [[Emergency Response Team]] for 10 WC
|
|Unknown
* Standard issue for [[Captain|Captains]] and [[Head of Security|Heads of Security]]
|A mythical weapon that shoot more powerful projectiles the more it has charge remaining in its battery. Also shoot bullets instead of energy projectiles.
* The [[Armory]]
|}
* [[Supply crates#Armory|Ordered from Cargo]].
=== Mining ===
* Available to [[Emergency Response Team]] for 3 WC
Mining energy weaponry, save the proto-kinetic accelerator, is powered by plasma ore and sheets, rather than an internal cell. They fire plasma projectiles that will cut through rock present on [[Lavaland]] or any meteors like butter. They can also double as welding tools. Range represents how far the projectile will normally travel, while Mine Range represents the additional number of tiles the projectile will travel through rock.
* Certain ruins
 
| Nanotrasen
The proto-kinetic accelerator instead utilizes a kinetic pressure system which requires the user to firmly hold the PKA in-hand to charge its kinetic blast via the lever that is on its grip. Pulling the trigger when it has collected enough energy fires the kinetic blast.
|A versatile energy weapon. Disabler shots consume half the battery of laser shots. Like most other energy weapons, it's lighter and easier to carry than a ballistic, which makes it an ideal all-rounder. Supports a seclite attachment.  
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" | Icon
![[File:Miniegun.gif|64px]]
! scope="col" style="background-color:#F0DC82;" |Item
!{{anchor|Miniature Energy Gun}}Miniature Energy Gun
! scope="col" style="background-color:#F0DC82;" |Ammo
|[[File:Recharger.gif|64px]]<br>Energy
! scope="col" style="background-color:#F0DC82;" |Capacity
|6 Lasers,<br>12 Disable
! scope="col" style="background-color:#F0DC82;" | Damage & Effects
|20 Burn<br>25 Stamina
! scope="col" style="background-color:#F0DC82;" |How to Acquire
|
! scope="col" style="background-color:#F0DC82;" |Faction Usage
* Found in the [[Head of Personnel's Office|Head of Personnel's locker]]
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
* Found in the Syndicate Infiltrator base
* Available to [[Emergency Response Team]] for 1 WC
|Nanotrasen
| A smaller energy gun with a pitiful battery. It can fit in a pocket and has a built-in seclite. Effectively a self-defense weapon.
|-
|-
![[File:KineticAccelerator.png|64px]][[File:KineticAccelerator mega.png|64px]]
![[File:Advegun.png|64px]]
!{{anchor|Proto-Kinetic Accelerator}}Proto-Kinetic Accelerator
!{{anchor|Advanced Energy Gun}}Advanced Energy Gun
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|Infinite Blasts (needs to cooldown after shooting)
|10 Lasers,<br>20 Disable
|40 Bomb, 10 Bomb in standard pressure<br>Range 3
|20 Burn<br>25 Stamina
|
|Printable at the [[Armory]] protolathe once researched.
* Located in miner lockers in the [[Mining Dock]], the [[Mining Station]], the [[Auxiliary Base]].
|Nanotrasen
* Can be purchased at the mining vendor for 750 points.
|Utilizes a mini-nuclear generator to self-charge its internal cell. As a result, it cannot be placed in standard rechargers. If EMP'd, the recharge process will leak out radiation.
* Mega variant obtained by utilizing the [[Shaft Miner#The Wonders of Plasma Magmite|World Anvil]].
|-
|Prospectors
![[File:Multiphase_gun_stun.gif|64px]]
|The bread and butter of any miner. While it can mine rock, it's slower than using a plasma cutter or a kinetic crusher. Its massive utility comes from its ability to do massive damage to living targets in an environment below standard pressure. This means it is the staple for dealing with any pesky fauna that may accost you, or any pesky fauna that you accost.
!{{anchor|X-01 Multiphase Energy Gun}}X-01 Multiphase Energy Gun
Its standard cooldown is 1.6 seconds.
|[[File:Recharger.gif|64px]]<br>Energy
 
| 4 Ion,<br>10 Laser,<br>20 Disable
Compatible with several modkits. It has a standard mod capacity of 100%. The mega version has a max mod capacity of 120%. The following is a list of the ones that affect its stats or properties:
| 1 tile EMP<br>20 Burn<br>25 Stamina
 
|Found in the [[Head of Security's Office|Head of Security's locker]].
'''Range Increase''' (25%): Increases the number of tiles the blast can travel by 1.
|Nanotrasen
 
|A modernized version of the Captain's Antique Laser. While it does not possess the self-charging capability, it comes with the standard energy gun firing modes as well as an ion mode which will fire a one-tile pulse. The ion mode massively drains the battery. Like the Antique Laser, the X-01 is heavily coveted by opposing elements. Supports a seclite attachment.
'''Damage Increase''' (30%): Increases the damage done by 10. Pressurized damage is only increased by 2.5.
|-
 
![[File:Protolaser.gif|64px]]
'''Cooldown Decrease''' (30%): Modifies the current cooldown time by 74.5%. This means each cooldown mod after the first saves you less time.
!{{anchor|Prototype Energy Gun}}Prototype Energy Gun
 
|[[File:Recharger.gif|64px]]<br>Energy
'''Hardiness Increase''' (10%): Permits the projectile to destroy hardened basalt in one hit, instead of two.
|1 Stun,<br>10 Lasers
 
|Stun<br>20 Burn
'''Mining Explosion''' (30%): Will cause the kinetic blast to mine in an area around the impact location.
|Located in the Experimental Technology room of Charlie Station.
 
|Nanotrasen
'''Offensive Mining Explosion''' (30%, max 3): Will cause the kinetic blast to both mine and damage mobs in a small area around the impact location.
|The first advanced energy gun created by Nanotrasen, before they discovered how to create disabler beams. Like a standard egun, but instead of a disabler mode, it can fire a single electrode which will stun whatever is hit. However, this fully drains the weapon's battery.
 
|-
'''Offensive Explosion''' (30%): Will cause the kinetic blast to damage mobs in a small area around the impact location.
![[File:Energytac.png|64px]]
 
!{{anchor|Tactical Energy Gun}}Tactical Energy Gun
'''Minebot Passthrough''' (0%): The kinetic blast will ignore minebots.
|[[File:Recharger.gif|64px]]<br>Energy
 
|10 Lasers,<br>20 Disable,<br>10 Stun
'''Rapid Repeater''' (50%): Modifies the current cooldown time by 187.5%. However, if a kinetic blast hits a living creature, it alters the modified cooldown time by 25%.
|20 Burn<br>25 Stamina<br>Stun
 
|Only available to [[Emergency Response Team]] for 8 WC
'''Lifesteal Crystal''' (20%): Heals the user of 2.5 damage if the kinetic blast hits a living creature.
|Nanotrasen
 
|A military-grade energy gun that re-introduces the electrode utilized in older energy guns, though far more efficient in its energy usage. Incredibly potent at subduing targets.
'''Resonator Blast''' (30%): Creates a resonator blast where the kinetic blast impacts.
|-
 
![[File:Floral_Somatoray.png|64px]]
'''Death Syphon''' (30%): Will allow the KPA to collect up to 25 Bounty. Bounty is gained upon killing or assisting in the kill of a creature, granting a stack of that creature type. Bounty stacks make the kinetic blast do additional damage to the type of creature they belong to.
!{{anchor|Floral Somatoray}}Floral Somatoray
 
|[[File:Recharger.gif|64px]]<br>Energy (also Self-Charging)
'''Decrease Pressure Penalty''' (35%, max 2): Doubles the damage done by the kinetic blast in a standard pressure.
|10 alpha somatorays<br>10 beta somatorays
 
|5 Burn + mutation (only on [[Phytosian|Phytosians]])<br>Nutrition (only on [[Phytosian|Phytosians]])
'''Modified Trigger Guard''' (20%): Removes species limitations for using the PKA.
|Printable at the Service protolathe once researched.
|-
|Civilians
![[File:Plasmacutter mini.png|64px]]
|A tool, rather than a weapon. Normally used for mutating or increasing the yield of plants in [[Hydroponics]], this gun can also mutate phytosians or make them fat. No effects on any other beings.
!{{anchor|Mini Plasma Cutter}}Mini Plasma Cutter
|-
|[[File:Plasmaore.png|64px]]<br>Plasma
![[File:Pulserifle.png|64px]]
|15 plasma bursts
!{{anchor|Pulse Rifle}}Pulse Rifle
|3 Brute, 5 Dismemberment<br>Range 4, Mine Range 0
|[[File:Recharger.gif|64px]]<br>Energy
| 200 Pulse,<br>400 Lasers,<br>200 Stun
|50 Burn<br>20 Burn<br>Stun
|Only available to [[Emergency Response Team]] for 100 WC
|Nanotrasen
|The most powerful energy weapon in existence. Bruteforces energy weapon's ammo problems by having a very large power source, though this makes it far bulkier than most energy weapons. Its pulse setting decimates bodies and structures alike. If you see someone holding a real version of this, run. '''Unaffected by EMP.'''
|-
![[File:Pulsecarbine.png|64px]]
!{{anchor|Pulse Carbine}}Pulse Carbine
|[[File:Recharger.gif|64px]]<br>Energy
|25 Pulse,<br>50 Laser,<br>25 Stun
|50 Burn<br>20 Burn<br>Stun
|Only available to [[Emergency Response Team]] for 45 WC
|Nanotrasen
|A scaled-down version of the Pulse Rifle. While it has significantly less charge, the Pulse Carbine is able to be stored in backpacks while losing none of the lethality. '''Unaffected by EMP.'''
|-
![[File:Pulsepistol.png|64px]]
!{{anchor|Pulse Pistol}}Pulse Pistol
|[[File:Recharger.gif|64px]]<br>Energy
|10 Pulse,<br>20 Laser,<br>10 Stun
|50 Burn<br>20 Burn<br>Stun
|Only available to [[Emergency Response Team]] for 35 WC
|Nanotrasen
|A sidearm that is a doubly-shrunken Pulse Rifle. While it has the least number of shots out of all the pulse weapons, it still has a number of shots equal to what you would expect from a standard energy gun, only the projectiles are MUCH scarier. Can fit into pockets. '''Unaffected by EMP.'''
|}
===== Miscellaneous =====
These energy guns are difficult to categorize, as their effects are more varied. They can range from entirely non-lethal or massively destructive to organic tissue.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|-
![[File:Disablernew.png|64px]]
!{{anchor|Disabler}}Disabler
|[[File:Recharger.gif|64px]]<br>Energy
|20 Disable
|25 Stamina Damage
|
* Standard issue for most [[Jobs#Security|Security personnel]]
* The [[Armory]]
* [[Supply crates#Security|Ordered from Cargo]].
|Nanotrasen
|The bread and butter of security work. Supports a lot of shots per recharge while being fairly easy to carry. It can go onto standard armor vests which permits a quick draw for speedy detainment of a suspect. Four shots will down an unarmored target. Supports a seclite attachment.
|-
![[File:KineticAccelerator.png|64px]][[File:KineticAccelerator mega.png|64px]]
!{{anchor|Proto-Kinetic Accelerator}}Proto-Kinetic Accelerator
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|Infinite Blasts (needs to cooldown after shooting)
|40 Brute,<br> 10 Brute in standard pressure
|
* Located in miner lockers in the [[Mining Dock]], the [[Mining Station]], the [[Auxiliary Base]].
* Can be purchased at the [[Mining Dock|mining vendor]] for 750 points.
* Mega variant obtained by utilizing the [[Shaft Miner#The Wonders of Plasma Magmite|World Anvil]].
|Prospectors
|The proto-kinetic accelerator utilizes a kinetic pressure system which requires the user to firmly hold the PKA in-hand to charge its kinetic blast via the lever that is on its grip. Pulling the trigger when it has collected enough energy fires the kinetic blast. While it can mine rock, its main feature is its ability to do massive damage to living targets in an environment below standard pressure. This means it is the staple for dealing with any pesky fauna that may accost you on Lavaland or in space.
Its standard cooldown is 1.6 seconds and its standard range is 3 tiles. It resolves against bomb armor, rather than energy armor. It can support a seclite and a bayonet attachment.
 
Compatible with several modkits. It has a standard mod capacity of 100%. The mega version has a max mod capacity of 120%.
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Upgrades
|-
! class="unsortable" |Name
! class="unsortable" |Capacity
! class="unsortable" |Description
|-
!Range Increase
!25%
|Increases the number of tiles the blast can travel by 1.
|-
!Damage Increase
!30%
|Increases the damage done by 10. Pressurized damage is only increased by 2.5.
|-
!Cooldown Decrease
!30%
|Modifies the current cooldown time by 74.5%. This means each cooldown mod after the first saves you less time.
|-
!Hardiness Increase
!10%
|The kinetic blast will destroyed hardened rocks in one fewer hit (basalt takes one, granite takes two).
|-
!Mining Explosion
!30%
|Will cause the kinetic blast to mine in an area around the impact location.
|-
!Offensive Mining Explosion
!30%,<br>max 3
|Will cause the kinetic blast to both mine and damage mobs in a small area around the impact location.
|-
!Offensive Explosion
!30%
|Will cause the kinetic blast to damage mobs in a small area around the impact location.
|-
!Minebot Passthrough
!0%
|The kinetic blast will ignore minebots.
|-
!Rapid Repeater
!50%
|Modifies the current cooldown time by 187.5%. However, if a kinetic blast hits a living creature, it alters the modified cooldown time by 25%.
|-
!Lifesteal Crystal
!20%
|Heals the user of 2.5 damage if the kinetic blast hits a living creature.
|-
!Resonator Blast
!30%
|Creates a resonator blast where the kinetic blast impacts.
|-
!Death Syphon
!30%
|Will allow the KPA to collect up to 25 Bounty. Bounty is gained upon killing or assisting in the kill of a creature, granting a stack of that creature type. Bounty stacks make the kinetic blast do additional damage to the type of creature they belong to.
|-
!Decrease Pressure Penalty
!35%,<br>max 2
|Doubles the damage done by the kinetic blast in a standard pressure.
|-
!Modified Trigger Guard
!20%
|Removes species limitations for using the PKA.
|}
|-
![[File:Ionrifle.png|64px]]
!{{anchor|Ion Rifle}}Ion Rifle
|[[File:Recharger.gif|64px]]<br>Energy
|10 Ion Pulses
|20 Brute to silicon mobs<br>Up to 90 damage to mechs<br>3x3 EMP
|
* The [[Armory]]
* Located on the [[Nuclear Operative|Nuclear Operative's shuttle]].
|Sol Interplanetary Coalition
|While large and bulky, the projectile fired by the Ion Rifle will deliver an EMP pulse in a small area around the target. An EMP will shut off or disrupt most electronic equipment. More uniquely, it is fantastic at disrupting mech or cyborg subsystems. [[Preternis|Preterni]] and [[IPC|IPCs]] will also undergo significant system damage when hit by one. Care should be used in close range to ensure you do not EMP yourself, draining all your weapons, turning off your radio, and scrambling your suit sensors at once. '''Unaffected by EMP.'''
|-
![[File:Tesla_gun.gif|64px]]
!{{anchor|Tesla Revolver}}Tesla Revolver
|[[File:Recharger.gif|64px]]<br>Energy
|5 Tesla Bolts
|Extremely variable due to many factors
|Printable at the [[Security Office|Security]] or [[Armory]] protolathe once researched.
|Nanotrasen
|Fires a Tesla bolt that can bounce between targets, dealing decreasing burn per chain hit. The bolt can chain to you but will not affect anyone with proper insulation. Highly chaotic and likely to harm the user just as much as their target.
|-
![[File:Tempgun.png|64px]]
!{{anchor|Temperature Gun}}Temperature Gun
|[[File:Recharger.gif|64px]]<br>Energy
|40 Freeze/Heat Beams
|Heats/Cools target dependent upon the setting.
|
* The [[Armory]]
* Printable at the [[Security Office|Security]] or [[Armory]] protolathe once researched.
|Nanotrasen
|Fires beams that will cook or cool targets hit. Less effective against armor. Freezing someone will slow them down, while overheating is typically better against species that suffer more from heat or any target that will struggle to achieve homeostasis, such as someone under the effects of [[Guide to Genetics|Space Adaptation]].
|-
![[File:Ebow.png|64px]]
!{{anchor|Energy Crossbow}}Mini Energy Crossbow
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|Infinite Bolts (needs to cooldown after shooting)
|15 Toxin + 60 Stamina + Knockdown (Duration 1)
|[[Syndicate Uplink]], available for 10 TC
| Syndicate
|A handheld energy launcher that automatically fabricates its own bolts. These hardlight bolts compromise muscles, causing victims to fall over and suffer fatigue as well as toxic damage. Very potent when combined with a lethal melee followup, such as an Energy Sword.
|-
![[File:Large ebow.png|64px]]
!{{anchor|Energy Crossbow}}Energy Crossbow
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|Infinite Bolts (needs to cooldown after shooting)
|30 Toxin + 60 Stamina + Knockdown (Duration 1)
|Printable at the [[Armory]] protolathe once researched.
|Nanotrasen
|Like the mini energy crossbow, but bulky in size and takes ten seconds to replicate a new bolt. Still immeasurably effective at immediately slowing and exhausting a suspect, which makes it an excellent opening weapon.
|-
![[File:decloner.png|64px]]
!{{anchor|}}Biological Demolecularisor
|[[File:Recharger.gif|64px]]<br>Energy
|10 Beams
|20 Cellular Damage + 100 Irradiate
|Printable at the [[Armory]] protolathe once researched.
|Nanotrasen
|Nicknamed the "decloner", the projectiles fired from this weapon are unable to bypass windows and grilles like most energy weapons. However, it is deceptively lethal, as DNA damage is immeasurably difficult to heal and all but requires a visit to [[Medbay|Medical]].
|-
![[File:Mindflayer.gif|64px]]
!{{anchor|Mind Flayer}}Mind Flayer
|[[File:Recharger.gif|64px]]<br>Energy
|10 Flayers Rays
|8 Oxygen + Brain damage equal to target's Oxygen damage<br>5 seconds Hallucination
|Printable at the [[Security Office|Security]] or [[Armory]] protolathe once researched.
|Nanotrasen
|Small enough to fit in pockets. This weapon's effectiveness increase as the target gains more oxygen damage, making it surprisingly lethal in a sustained barrage. Can be used to give debilitating [[Brain Traumas]] or just make the target pass out from the oxygen damage.
|-
![[File:Spur.png|64px]]
!{{anchor|Spur}}Spur
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|10 Bullets
|20 to 40 Brute depending on the charge
|Only available to [[Emergency Response Team]] for 10 WC
|Unknown
|A mythical weapon that fires projectiles that do increasing damage the more charge is in the gun. It shoots bullets instead of energy projectiles.
|}
==== Plasma Cutters ====
Plasma cutters are effective mining tools that can also serve as weapons. Powered by plasma ore and sheets, rather than an internal cell, they fire plasma projectiles that will cut through rock present on [[Lavaland]] and meteors like butter. While they do little damage, they are very effective at delimbing organic targets and can also double as welding tools. Range represents how far the projectile will normally travel, while Mine Range represents the additional number of tiles the projectile will travel through rock.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" | Icon
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" | Damage & Effects
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|-
![[File:Plasmacutter mini.png|64px]]
!{{anchor|Mini Plasma Cutter}}Mini Plasma Cutter
|[[File:Plasmaore.png|64px]]<br>Plasma
|15 Plasma Bursts
|3 Brute<br>Range 4, Mine Range 0
|
* Obtained via redemption of voucher at [[Mining Dock|mining vendor]] for the Mini Plasma Cutter Kit.
* Can be purchased at the [[Mining Dock|mining vendor]] for 2500 points.
|Prospectors
|A good jumpstart to mining at the beginning of a shift, this can permit you to obtain minerals a lot faster a lot sooner. Even though it's small, it can still be used as a welder like the rest of the plasma cutters.
|-
![[File:Plasma Cutter.png|64px]]
!{{anchor|Plasma Cutter}}Plasma Cutter
|[[File:Plasmaore.png|64px]]<br>Plasma
|40 Plasma Bursts
|5 Brute<br>Range 4, Mine Range 3
|
|
* Obtained via redemption of voucher at mining vendor for the Mini Plasma Cutter Kit.
* Printable at the [[Cargo Office|Cargo]] protolathe once researched.
* Can be purchased at the mining vendor for 2500 points.
* [[Supply crates#Special Clearance|Ordered in Cargo]] once unlocked.
|Prospectors
|A good jumpstart to mining at the beginning of the round, this can permit you to obtain minerals a lot faster a lot sooner. Even though it's small, it can still be used as a welder like the rest of the plasma cutters.
|-
![[File:Plasma Cutter.png|64px]]
!{{anchor|Plasma Cutter}}Plasma Cutter
|[[File:Plasmaore.png|64px]]<br>Plasma
|40 plasma bursts
|5 Brute, 20 Dismemberment<br>Range 4, Mine Range 3
|
* Printable at the Cargo protolathe once researched.
* Ordered in Cargo once unlocked.
|Prospectors
|Prospectors
|Your standard plasma cutter. While not damaging, it can delimb an arm or a leg if targeted and hit enough, which can levy a massive advantage when fighting another player.
|Your standard plasma cutter. While not damaging, it can delimb an arm or a leg if targeted and hit enough, which can levy a massive advantage when fighting another player.
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!{{anchor|Advanced Plasma Cutter}}Advanced Plasma Cutter
!{{anchor|Advanced Plasma Cutter}}Advanced Plasma Cutter
|[[File:Plasmaore.png|64px]]<br>Plasma
|[[File:Plasmaore.png|64px]]<br>Plasma
|100 plasma bursts
|100 Plasma Bursts
|7 Brute, 20 Dismemberment<br>Range 5, Mine Range 5<br>'''Mega''': Range 7, Mine Range 7
|7 Brute<br>Range 5, Mine Range 5<br>'''Mega''': Range 7, Mine Range 7
|
|
* Printable at the Cargo protolathe once researched.
* Printable at the [[Cargo Office|Cargo]] protolathe once researched.
* Ordered in Cargo once unlocked.
* [[Supply crates#Special Clearance|Ordered in Cargo]] once unlocked.
* Mega variant obtained by utilizing the [[Shaft Miner#The Wonders of Plasma Magmite|World Anvil]].
* Mega variant obtained by utilizing the [[Shaft Miner#The Wonders of Plasma Magmite|World Anvil]].
|Prospectors
|Prospectors
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!{{anchor|Plasma Cutter Shotgun}}Plasma Cutter Shotgun
!{{anchor|Plasma Cutter Shotgun}}Plasma Cutter Shotgun
|[[File:Plasmaore.png|64px]]<br>Plasma
|[[File:Plasmaore.png|64px]]<br>Plasma
|28 plasma bursts
|28 Plasma Bursts
|6 total pellets in a wide spread which do:<br>2 Brute, 0 Dismemberment<br>Range 5, Mine Range 2<br>'''Mega''': Range 7, Mine Range 3
|6 total pellets in a wide spread which do:<br>2 Brute<br>Range 5, Mine Range 2<br>'''Mega''': Range 7, Mine Range 3
|
|
* Can be purchased at the mining vendor for 6000 points.
* Can be purchased at the [[Mining Dock|mining vendor]] for 6000 points.
* Mega variant obtained by utilizing the [[Shaft Miner#The Wonders of Plasma Magmite|World Anvil]].
* Mega variant obtained by utilizing the [[Shaft Miner#The Wonders of Plasma Magmite|World Anvil]].
|Prospectors
|Prospectors
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It can be upgraded to have its projectiles instantly defuse gibonite it hits, removing its fatal flaw.
It can be upgraded to have its projectiles instantly defuse gibonite it hits, removing its fatal flaw.
|}
|}
===Bow===
==== Bow ====
Energy bows cannot use regular arrows. Instead, they replicate hardlight projectiles, thus only requiring drawing before being fired. Energy arrows cannot be reused and will dissipate after use. If they embed, they will deal 1 damage (of the arrow's type) per tick for 10 ticks before dissipating.
Energy bows cannot use regular arrows. Instead, they replicate hardlight projectiles, thus only requiring drawing before being fired. Energy arrows cannot be reused and will dissipate after use. If they embed, they will deal 1 damage (of the arrow's type) per tick for 10 ticks before dissipating.
Despite being made of energy, arrows fired from these bows will travel at the same speed of a ballistic arrow, making them actually faster than most other energy-based projectiles, but slower than most bullets.
{| 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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!{{anchor|Hardlight Bow}}Hardlight Bow
!{{anchor|Hardlight Bow}}Hardlight Bow
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|25 Burn (Burn damage on embed),<br>40 Stamina (Stamina damage on embed)
|32 Burn (Burn damage on embed),<br>48 Stamina (Stamina damage on embed)
|[[R&D Lab]] once researched first.
|Printable at the [[Armory]] protolathe once researched.
| Security
| Nanotrasen
|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.
|While hardlight bolts deal more burn and stamina than the energy gun's modes, the hardlight bow is bulky and requires time to draw which ultimately decreases its lethality relative to the energy gun. That being said, it is always able to continuously replicate its own projectile, meaning rechargers are largely unnecessary while using this weapon.
|-
|-
![[File:Bow_syndicate.gif|64px]]
![[File:Bow_syndicate.gif|64px]]
!{{anchor|Syndicate Hardlight Bow}}Syndicate Hardlight Bow
!{{anchor|Syndicate Hardlight Bow}}Syndicate Hardlight Bow
|[[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)
|32 Burn (Burn damage on embed),<br>21 Burn + 400 irradiate (Toxin damage on embed)
|[[Syndicate Uplink]], available for 12 TC
|[[Syndicate Uplink]], available for 8 TC
|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. It has a built-in scope that can be used to see long distances. Its x-ray mode functions very well when combined with Thermals. Can be folded using CTRL+CLICK to store it in bags.
|-
|-
![[File:Bow_clockwork.png|64px]]
![[File:Bow_clockwork.png|64px]]
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|[[File:Clockwork_slab.gif|32px]]<br>Magic (Self-Charging)
|[[File:Clockwork_slab.gif|32px]]<br>Magic (Self-Charging)
|18 Burn (Burn damage on embed)
|18 Burn (Burn damage on embed)
|[[Clockwork Cult|Clockwork Slab]]
|A weapon of choice to summon using the [[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. While it lacks the immediate knockdown of the spear or the utility of the hammer and sword, the infinite bolts produced by this ranged weapon are excellent for exerting pressure or maintaining a defensive position.
|}
|}
==Miscellaneous Weapons==
=== Miscellaneous Weapons ===
These weapons are either eccentric or unique enough that they fail to fit into any other category. Thus, they are listed here.
These weapons are either eccentric or unique enough that they fail to fit into any other category. Thus, they are listed here.
{| 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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![[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>Flammable gas of your choice  
|Depends on tank pressure
|Depends on tank pressure
|Depends on the gas
|Depends on the gas
|
|
* Ordered from Cargo.
* [[Supply crates#Armory|Ordered from Cargo]].
* [[Makeshift weapons|Made by yourself]]. Requires [[Syndicate_Items#.28Pointless.29_Badassery|Makeshift Crafting]] from the Syndicate.
* [[Makeshift weapons|Made by yourself]].
* Available to [[Syndicate guide|Nuclear Operative]] for 4 TC
* Available to [[Syndicate guide|Nuclear Operative]] for 4 TC
|Scavengers  
|Scavengers  
|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.
|Does damage and spends ammo based on the number of moles left in the gas tank loaded. The more moles, the more damage and ammo spent. Can do maximum impact damage of 16 Burn, including setting turf and targets alight. Each turf the flamethrower ignites consumes more fuel, so long streams of fire will quickly drain the tank of gas.
|-
|-
![[File:Loaded blastcannon.png|64px]]
![[File:Loaded blastcannon.png|64px]]
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|Sends out a force projectile that varies in force and destruction based on how good your bomb mixture is. It can range from a peashooter to something that effectively fires immovable rods that WILL tear through the station and any poor sod in the way. Targets hit with enough force will be knocked out and potentially lose limbs.
|Sends out a force projectile that varies in force and destruction based on how good your bomb mixture is. It can range from a peashooter to something that effectively fires immovable rods that WILL tear through the station and any poor sod in the way. Targets hit with enough force will be knocked out and potentially lose limbs.
|}
|}
==Admin Only Weapons==
=== Admin Only Weapons ===
These weapons are currently restricted to admin spawn only.
These weapons are currently restricted to admin spawn only.
{| 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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![[File:357shock.png]]  
![[File:357shock.png]]  
!Metalshock
!Metalshock
|30 Brute, then shock deals 10 Burn and confusion if target is not insulated
|10 Brute, then delivers a devastating tesla arc that can chain between targets
|-
|-
![[File:357piercer.png]]
![[File:357piercer.png]]
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|Nanotrasen, Syndicate  
|Nanotrasen, Syndicate  
|An autorevolver chambered in .357 only carried by high-ranking corporate officials.
|An autorevolver chambered in .357 only carried by high-ranking corporate officials.
|-
![[File:Deagle.gif|64px]]
!{{anchor|Desert Eagle}}Desert Eagle
|[[File:Deagle mag.png|64px]]<br>.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=
=Defense=
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![[File:Flashbang.gif|64px]]
![[File:Flashbang.gif|64px]]
!{{anchor|Flashbang}}[[Flashbang]]
!{{anchor|Flashbang}}[[Flashbang]]
|Weaken + Stun<br>Duration varies with distance. Max 10
|Knockdown<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 blinding a whole room. Not wearing ear protection will make you deaf for awhile. Wearing both sunglasses and a bowman headset makes you immune to these.  
|-
|-
![[File:Laser Pointer.png|64px]]
![[File:Laser Pointer.png|64px]]
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|[[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 = 40 <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.
|-
|-
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|[[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 = 50 <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.
|-
|-
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|melee = 35 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25
|melee = 35 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25
|Brave officers may opt to wear the security beret or hat instead. The warden's hat offers the same protection as this.
|Brave officers may opt to wear the security beret or hat instead. The warden's hat offers the same protection as this.
|-
![[File:Fedora.png|64px]]<br>[[File:Detective hat.png|64px]]
!{{anchor|Detective's Fedora}}Detective's Fedora
|Found in the clothing duffle bag in the Detective's locker.
|Almost as good as the helmet, except against bullets and bombs. Most non-Syndicate threats won't have either.
|melee = 25 <br>bullet = 5 <br>laser = 25 <br>energy = 10 <br>fire = 30 <br>acid = 50 <br>wound = 5
|It can store a small-sized item in its inventory slot, much like a normal fedora. Comes pre-filled with a flask and an infinite supply of candy corn that can be utilized using ALT+CLICK.
|-
|-
![[File:Durathreadhelmet.png|64px]]
![[File:Durathreadhelmet.png|64px]]
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