Guide to Combat: Difference between revisions

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overall adjustments of .357, .38, and vxtvul
m (→‎Launcher: slight syntax change on blowgun)
m (overall adjustments of .357, .38, and vxtvul)
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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]]
![[File:SyndicateFedora.png|64px]]
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!{{anchor|Vxtvul Hammer}}Vxtvul Hammer
!{{anchor|Vxtvul Hammer}}Vxtvul Hammer
|4 Brute, 28 Brute Wielded
|4 Brute, 28 Brute Wielded
40 Brute (Supercharged)
|
|
* Located on the [[Nuclear Operative]]'s Shuttle and the Pirate Ship
* Located on the [[Nuclear Operative]]'s Shuttle and the Pirate Ship
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* [[Syndicate Uplink]], 10 TC (only if you are a [[Preternis]]: implant version)
* [[Syndicate Uplink]], 10 TC (only if you are a [[Preternis]]: implant version)
|Remnants of Vxtvul, Syndicate
|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.
|This hefty hammer has massive armor penetration and will ignore most standard armor unless such protection is specially designed for melee combat.  
When wielded in two hands, the user can 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.
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.
One-handing or dropping the hammer will cause it to lose its supercharged state.
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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]]
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|Syndicate
|Syndicate
| A fully-automatic gun with 50 shots per magazine. This beast of an LMG permits sustained, massive volleys of bullets.
| 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"
|+ style="white-space:nowrap; border:1px solid; padding:3px" | Ammo Types
|-
! class="unsortable" |Icon
! class="unsortable" | Name
! class="unsortable" |Description
|-
![[File:Ks762.png]]
!Standard ammo
|60 Brute
|-
![[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:Sniper.png|64px]]
![[File:Sniper.png|64px]]
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![[File:Ammo_38.png]]
![[File:Ammo_38.png]]
!Standard ammo
!Standard ammo
|15 Brute + 35 Stamina
|25 Brute
|-
|-
![[File:Ammo_38gut.png]]
![[File:Ammo_38gut.png]]
!Gutterpunch
!Gutterpunch
|15 Brute, induces nausea in target
|20 Brute, induces nausea in target
|-
|-
![[File:Ammo_38hot.png]]
![[File:Ammo_38hot.png]]
!Hot Shot
!Hot Shot
|15 Brute, sets the target on fire
|20 Brute, sets the target on fire
|-
|-
![[File:Ammo_38ice.png]]
![[File:Ammo_38ice.png]]
!Iceblox
!Iceblox
|15 Brute, freezes target
|20 Brute, freezes target
|-
|-
! style="background-color:#d3d3d3" |[[File:357.png]]
! style="background-color:#d3d3d3" |[[File:357.png]]
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|Found in the [[Detective's Office|Detective's locker]], located in a shoulder holster.
|Found in the [[Detective's Office|Detective's locker]], located in a shoulder holster.
|Security
|Security
|Can be modified to fire .357, but will fire much slower and suffer from inaccuracy. Alternative ammo can be printed by Security once proper research is completed.
|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:Russianrevolver.png|64px]]
![[File:Russianrevolver.png|64px]]
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![[File:357feather.png]]
![[File:357feather.png]]
!Ironfeather
!Ironfeather
|6 pellets of 8.5 damage each, mildly less damage dropoff than buckshot
|6 pellets of 8 damage each, mildly less damage dropoff than buckshot
|-
|-
![[File:357cracker.png]]
![[File:357cracker.png]]
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![[File:357shock.png]]
![[File:357shock.png]]
!Metalshock
!Metalshock
| 10 Brute, then delivers a devastating tesla arc that can chain between targets
| 10 Brute, then delivers a devastating tesla arc (~33 burn first target) that can chain between victims
|-
|-
![[File:357piercer.png]]
![[File:357piercer.png]]
!Heartpiercer
!Heartpiercer
| 35 Brute with good armor penetration. Passes through first mob hit
| 35 Brute with okay armor penetration. Passes through first mob hit
|-
|-
![[File:357stake.png]]
![[File:357stake.png]]
!Wallstake
!Wallstake
| 25 Brute, throws people two tiles which can impact against walls
| 36 Brute, throws people two tiles which can impact against walls
|}
|}
|[[Syndicate Uplink]], available for 6 TC
|[[Syndicate Uplink]], available for 6 TC
|Syndicate
|Syndicate
|Fires slower than the stechkin. In addition, its standard ammunition is twice as expensive and the revolver 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.
|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 ====
==== Shotgun ====
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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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===== 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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|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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==== 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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|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|32 Burn (Burn damage on embed),<br>21 Burn + 400 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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![[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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|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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