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.
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.
=How does damage work?=
For information on how to treat damage and what will typically cause certain types of damage, check the [[Guide to medicine|Guide to Medicine]].
 
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 makeshift weapon, actual dedicated weapons are far more effective in harming, subduing or killing a target.
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.
 
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.
==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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|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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| 20 Brute
| 20 Brute
|[[Supply crates#Armory|Ordered from 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.
|-
![[File:Switchblade.png|64px]]
!{{anchor|Switchblade}}Switchblade
|20 Brute, 23 Brute when thrown
|
* [[Gang War#Gang Equipment|Gangtool]], available for 5 influence
* Available to [[Emergency Response Team]] for 1 WC
* 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.
|-
![[File:Switchblade.png|64px]]
!{{anchor|Backstabbing Switchblade}}Backstabbing Switchblade
|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]]
![[File:Syndie mantis.png|64px]]
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|Nanotrasen
|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.
|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 ==
== 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.
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 ===
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.
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 ====
==== 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.
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.
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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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* 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.
It supports a bayonet.
|-
|-
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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.
It supports a bayonet and a suppressor.
|-
|-
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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
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" | Ammo Types
|-
! class="unsortable" |Icon
! class="unsortable" | Name
! class="unsortable" |Description
|-
![[File:C20r45-24.png]]
!Standard ammo
|30 Brute
|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  
|Only available to [[Syndicate guide|Nuclear Operative]] for 10 TC  
|Syndicate
|Syndicate
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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
! class="unsortable" | Name
! class="unsortable" |Description
|-
![[File:556m.png]]
!Standard ammo
|35 Brute
|-
![[File:5.56mA-30.png]]
!AP ammo
|31 Brute, exceptional armor penetration
|-
![[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
!{{anchor|NT-ARG "Boarder" Rifle}}NT-ARG "Boarder" Rifle
|[[File:556m.png|64px]]<br>5.56mm
|[[File:Arg556.png|64px]]<br>5.56mm
|30 Rounds  
|30 Rounds  
|35 Brute
|Only available to [[Emergency Response Team]] for 18 WC
|Nanotrasen
|A standardized assault rifle used by Nanotrasen paramilitary forces. It has a three-round burst setting and fires faster than its cousin the M-90gl Carbine.
|-
![[File:L6machinegun.png|64px]]
!{{anchor|L6 SAW}}L6 SAW
|[[File:A762.png|64px]]<br>7.12x82mm
|50 Rounds
|
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
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! 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]]
!{{anchor|Caldwell Tracking Revolver}}Caldwell Tracking Revolver
|[[File:Ammo 32trac.png|64px]]<br>.32 TRAC
|7 Rounds
|5 Brute
|Printed at the [[Security Office|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]]
!{{anchor|Nagant Revolver}}Nagant Revolver
|[[File:10mmbox.png|64px]]<br>7.62x38mmR
|7 Rounds
| 20 Brute
|
* [[Supply crates#Armory|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]]
!{{anchor|Colt Detective Special}}Colt Detective Special
|[[File:Ammo 38.png|64px]]<br>.38
|6 Rounds
|
{| 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:Ammo_38.png]]
![[File:A762.png]]
!Standard ammo
!Standard ammo
|15 Brute + 35 Stamina
|45 Brute
|-
|-
![[File:Ammo_38gut.png]]
![[File:A762A.png]]
!Gutterpunch
!AP ammo
|15 Brute, induces nausea in target
|35 Brute, exceptional armor penetration
|-
|-
![[File:Ammo_38hot.png]]
![[File:A762H.png]]  
!Hot Shot
!HP ammo
|15 Brute, sets the target on fire
|55 Brute, ineffective against armor. Sharp-edged and will likely inflict [[Guide to Wounds#Critical:_Weeping_Avulsion|deadly wounds]]
|-
|-
![[File:Ammo_38ice.png]]
! [[File:A756I.png]]
!Iceblox
!IC ammo
|15 Brute, freezes target
|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.
|-
|-
! style="background-color:#d3d3d3" |[[File:357.png]]
![[File:Dmr.png|64px]]
! style="background-color:#d3d3d3" |.357
!{{anchor|K-41s DMR}}K-41s DMR
| style="background-color:#d3d3d3" |40 Brute
|[[File:Ks762.png|64px]]<br>7.62mm
|}
|11 Rounds
|Found in the [[Detective's Office|Detective's locker]], located in a shoulder holster.
|
|Security
{| class="wikitable sortable mw-collapsible mw-collapsed"
|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.
|+ style="white-space:nowrap; border:1px solid; padding:3px" | Ammo Types
|-
|-
![[File:Russianrevolver.png|64px]]
! class="unsortable" |Icon
!{{anchor|Russian Revolver}}Russian Revolver
! class="unsortable" | Name
|[[File:Ammo 357.png|64px]]<br>.357
! class="unsortable" |Description
|1 Round. Can load up to 6.
|-
| 40 Brute<br>300 Brute when used on head
![[File:Ks762.png]]
|Found in certain bars or recreational areas.
!Standard ammo
|Civilians, Space Russians
|60 Brute
|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:Ks762R.png]]
!Raze ammo
|40 Brute, 300 Irradiate, deals 15 Clone damage regardless of armor
|-
![[File:Ks762P.png]]
!Anti-material ammo
|52 Brute, good armor penetration, can penetrate up to two objects before landing on a final object
|-
![[File:Ks762I.png]]
!Vulcan ammo
|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.
|-
|-
![[File:Revolver.png|64px]]
![[File:Sniper.png|64px]]
!{{anchor|Syndicate Revolver}}Syndicate Revolver
!{{anchor|Syndicate Sniper Rifle}}Syndicate Sniper Rifle
|[[File:357.png|64px]]<br>.357
|[[File:50mag.png|64px]]<br>.50
|7 Rounds
|3-6 Rounds<br>depending on the magazine
|
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
Line 655: 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.
|}
|}
 
==== Revolver ====
==== Shotgun ====
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.
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"
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
Line 695: 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
|
|
* Found in the [[Bar|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]]
* [[Supply crates#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
|[[Supply crates#Armory|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's Office|Warden's locker]].
|Found in the [[Detective's Office|Detective's locker]], located in a shoulder holster.
|Nanotrasen
|Security
|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]].
|Every .38 round struggles to penetrate armor; best used in self-defense situations.
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:Bulldog.png|64px]]
![[File:Russianrevolver.png|64px]]
!{{anchor|Shotgun}}Bulldog
!{{anchor|Russian Revolver}}Russian Revolver
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge shells
|[[File:Ammo 357.png|64px]]<br>.357
|8+1 Shells
|1 Round. Can load up to 6.
|Only available to [[Syndicate guide|Nuclear Operative]] for 8 TC
| 40 Brute<br>300 Brute when used on head
|Syndicate
|Found in certain bars or recreational areas.
|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.
|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.
 
|-
===== Shotgun Shells =====
![[File:Revolver.png|64px]]
Note: This lists only shells that can be acquired by normal means.
!{{anchor|Syndicate Revolver}}Syndicate Revolver
*[[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.
|[[File:357.png|64px]]<br>.357
*[[File:Buckshot_shell.png|32px]]'''Buckshot:''' Shoots 6 pellets dealing 11 brute damage each. Extremely lethal at close range.
|7 Rounds
*[[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]].
{| class="wikitable sortable mw-collapsible mw-collapsed"
*[[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.
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
*[[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.
! class="unsortable" |Icon
*[[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]].
! class="unsortable" |Name
*[[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.
! class="unsortable" |Description
*[[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:357.png]]
*[[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.
!Standard ammo
**[[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.
|40 Brute
**[[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:357feather.png]]
**[[File:Laser_shell.png|32px]]'''Laser buckshot:''' Shoots 5 lasers dealing 10 burn each.
!Ironfeather
**[[File:Cryo_shell.png|32px]]'''Cryoshot:''' Shoots 4 pellets lowering the body temperature of the target on impact.
|6 pellets of 8 damage each, mildly less damage dropoff than buckshot
**[[File:Thunder_shell.png|32px]]'''Thundershot:''' Shoots 3 pellets creating lightning on impact.
|-
**[[File:Uranium_shell.png|32px]]'''Depleted Uranium Slug:''' Shoots one ultra penetrative projectile dealing 30 brute but bypassing almost all armor and going through mobs.
![[File:357cracker.png]]
 
!Nutcracker
==== Bolt Action ====
| 20 Brute, one-shots windows, two-shots doors, three-shots reinforced doors
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:357shock.png]]
|-
!Metalshock
! scope="col" class="unsortable" style="background-color:#F0DC82;" | Icon
| 10 Brute, then delivers a devastating tesla arc (~33 burn first target) that can chain between victims
! scope="col" style="background-color:#F0DC82;" | Item  
|-
! scope="col" style="background-color:#F0DC82;" |Ammo
![[File:357piercer.png]]
! scope="col" style="background-color:#F0DC82;" |Capacity
!Heartpiercer
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
| 35 Brute with okay armor penetration. Passes through first mob hit
! scope="col" style="background-color:#F0DC82;" | How to Acquire
|-
![[File:357stake.png]]
!Wallstake
| 36 Brute, throws people two tiles which can impact against walls
|}
|[[Syndicate Uplink]], available for 6 TC
|Syndicate
|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.
|}
==== 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"
|-
! 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;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|-
![[File:Ishotgun.png|64px]][[File:Ishotgunsling.png|64px]][[File:Ishotgun sawn.png|64px]]
!{{anchor|Improvised Shotgun}}Improvised Shotgun
|[[File:Improvshell-live.png|64px]]<br>12 Gauge shells
|1 Shell
|
* Crafted.
* [[Gang War#Gang Equipment|Gangtool]], available for 6 influence (sawn-off variant)
|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:Doubleshotgun.png|64px]] [[File:Doubleshotgunsawnoff.png|64px]]
!{{anchor|Double-Barrelled Shotgun}}Double-Barrelled Shotgun
|[[File:Bean_shell.png|64px]]<br>12 Gauge shells
|2 Shells
|
* Found in the [[Bar|Bartender's locker]].
* Certain ruins
|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:Shotgun.png|64px]] [[File:RiotSGSawn.png|64px]]
!{{anchor|Riot Shotgun}}Riot Shotgun
|[[File:Bean_shell.png|64px]]<br>12 Gauge shells
|6+1 Shells
|
* The [[Armory]]
* [[Supply crates#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]]
!{{anchor|Tactical Breaching Shotgun}}Tactical Breaching Shotgun
|[[File:Breacher-live.png|64px]]<br>Breaching Slugs
| 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]]
!{{anchor|Shotgun}}Shotgun
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
|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]]
!{{anchor|Combat Shotgun}}Combat Shotgun
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
|6+1 Shells
|[[Supply crates#Armory|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]]
!{{anchor|Compact Combat Shotgun}}Compact Combat Shotgun
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
|4+1 Shells
|Found in the [[Warden's Office|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|Bulldog}}Bulldog
|[[File:Sgshell-live.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 =====
Note: This lists only shells that can be acquired by normal means. All shotgun shells also travel slightly slower than most other bullets.
*[[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.
*[[File:Buckshot_shell.png|32px]]'''Buckshot:''' Shoots 6 pellets dealing 12 brute damage each. Extremely lethal at close range.
*[[File:Sgshell-live.png|32px]]'''Syndicate Buckshot:''' Shoots 6 pellets dealing 15.5 brute damage each. Only obtainable as a [[Syndicate guide|Nuclear Operative]].
*[[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]].
*[[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.
*[[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"
|-
! 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" style="background-color:#F0DC82;" |Faction Usage
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
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* Certain ruins
* Certain ruins
|Space Russians
|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.
|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.
It also supports a bayonet.
|}
|}
==== Launcher ====
==== 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.
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.
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|[[Makeshift weapons|Made by yourself]].
|[[Makeshift weapons|Made by yourself]].
|Civilians
|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.
|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]]
![[File:Sgun.png|64px]]
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|Syndicate
|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.
|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.
In addition, it is the only syringe gun that can load piercing syringes, which bypass hardsuits or thick clothing.
|-
|-
![[File:Sgun.png|64px]]
![[File:Sgun.png|64px]]
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|Only available to [[Syndicate guide|Nuclear Operative]] for 8 TC
|Only available to [[Syndicate guide|Nuclear Operative]] for 8 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.
|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.
Requires both hands to fire. You can't rocket jump with it.
Requires both hands to fire. You can't rocket jump with it.
|}
|}
==== Bow ====
==== Bow ====
Bows, despite being mostly outdated, are most often used in sporting activities. Regardless, individuals on station are able to craft them if they desire a ranged option. Shooting a bow require the user to load an arrow manually, then drawing the bow before it's able to fire. The individual loading and drawing of each arrow means their rate of fire is slow, but each arrow has a chance to embed in its target, which will cause bleeding and additional damage unless dealt with. If an arrow does not embed, it often falls on the ground in front of the hit target. Some arrows have a chance to break on impact, which will prevent embedment or retrieval. Interacting with the bow while an arrow is drawn will cancel the shot and return the arrow to an open hand, if available.
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.
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|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.
|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 =====
===== Arrows =====
Note: This lists only arrows that can be acquired by normal means. All arrows do 20 extra damage to fauna unless otherwise stated.  
Note: This lists only arrows that can be acquired by normal means. All arrows do 20 extra damage to fauna unless otherwise stated.  
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.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_ash.png|32px]]'''Ashen Arrow:''' A fire-reinforced arrow dealing 25 brute damage. Can't shatter on impact and has a low embed chance.
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*[[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_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.
*[[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 =====
===== Arrow Modifications =====
These arrows can be crafted from any existing arrow, inheriting half of their damage, embed chance, and armor penetration.  
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 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]].
*[[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 ===
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.
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.
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 ====
==== 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.  
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 =====
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.
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.
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|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.
|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 =====
Multifaceted energy weapons are able to switch between different projectiles with various properties. Interacting with the gun in-hand will cycle between its firemodes.
Multifaceted energy weapons are able to switch between different projectiles with various properties. Interacting with the gun in-hand will cycle between its firemodes.
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|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.'''
|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 =====
===== 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.
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.
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!Hardiness Increase
!Hardiness Increase
!10%
!10%
|The kinetic blast will destroy hardened basalt in one hit, instead of two.
|The kinetic blast will destroyed hardened rocks in one fewer hit (basalt takes one, granite takes two).
|-
|-
!Mining Explosion
!Mining Explosion
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|Nanotrasen
|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]].
|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]]
![[File:Spur.png|64px]]
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|A mythical weapon that fires projectiles that do increasing damage the more charge is in the gun. It shoots bullets instead of energy projectiles.
|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 ====
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.
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.
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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)
|Printable at the [[Armory]] protolathe once researched.
|Printable at the [[Armory]] protolathe once researched.
| Nanotrasen
| Nanotrasen
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!{{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. 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.
|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.
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|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.
|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.
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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
|
|
* [[Supply crates#Armory|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.
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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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