Guide to Combat: Difference between revisions

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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, as their missiles are able to travel far faster than most energy-based projectiles. 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:Usp.png|64px]]
![[File:Usp.png|64px]][[File:Ntusp-l.png|64px]]
!{{anchor|NT-USP pistol}}NT-USP pistol
!{{anchor|NT-USP pistol}}NT-USP pistol
|[[File:Usp mag.png|64px]]<br>.22HL
|[[File:Usp mag.png|64px]]<br>.22HL
|9 rounds
[[File:Powerpack small-l.png|64px]]<br>.22LS
|2 Burn + 25 Stamina
|12 Rounds (HL)<br>8 Rounds (LS)
|2 Burn + 25 Stamina (HL)<br>18 Burn (LS)
|
|
* Armament Dispenser in [[Security Office|Security]]
* Armament Dispenser in [[Security Office|Security]]
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* [[Supply crates#Security|Ordered from Cargo]]
* [[Supply crates#Security|Ordered from Cargo]]
|Nanotrasen
|Nanotrasen
|A ballistic equivalent to the disabler for security officers using hardlight bullets generated from the battery magazine integrated projector, those hardlight projectiles resolve against energy armor rather than bullet. The powerpacks can be refilled at a standard recharger letting it benefit from one of the main strength of energy weapons while being ballistic. '''EMPs will drain the energy of the powerpacks''', due to it dealing a small amount of burn damage expect [[AI|silicon crew]] under harm prevention lawsets to have issues with the use of this weapon.
|Small enough to fit in pockets. A ballistic equivalent to the disabler for security officers that uses hardlight bullets generated from the battery magazine's integrated projector. These hardlight projectiles resolve against energy armor rather than bullet, and travel slower than all other ballistics (but still faster than beams). The powerpacks can be refilled at a standard recharger, letting it benefit from one of the main strengths of energy weapons while acting like a ballistic. '''EMPs will drain the energy of the powerpacks.'''
Due to it dealing a small amount of burn damage, expect [[AI|silicon crew]] under harm-prevention lawsets to object to the usage of this weapon.
 
It is possible at the [[Armory]] protolathe to print out lethal conversion kits for the powerpacks, which will allow them to fire .22LS bullets instead. These overcharged powerpacks are only capable of fabricating eight shots per pack, and their projectiles resolve exclusively burn damage against laser armor instead of energy armor. Otherwise, the hardlight bullet acts the same.
|-
|-
![[File:Autorifle.png|64px]]
![[File:Autorifle.png|64px]]
!{{anchor|WT550 Automatic Carbine}}WT550 Automatic Carbine
!{{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
|20 Rounds
|
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
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![[File:46x30ammo.png]]
![[File:46x30ammo.png]]
! Standard ammo
! Standard ammo
|15 Brute, small armor penetration
|15 Brute  
|-
|-
![[File:46x30mmtA.png]]
![[File:46x30mmtA.png]]
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|Nanotrasen
|Nanotrasen
|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.
|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.
Also more accurate than your average firearm.
|-
|-
![[File:L6machinegun.png|64px]]
![[File:L6machinegun.png|64px]]
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![[File:A762.png]]
![[File:A762.png]]
!Standard ammo
!Standard ammo
|45 Brute
|40 Brute
|-
|-
![[File:A762A.png]]
![[File:A762A.png]]
!AP ammo
!AP ammo
|35 Brute, exceptional armor penetration
|30 Brute, exceptional armor penetration
|-
|-
![[File:A762H.png]]  
![[File:A762H.png]]  
!HP ammo
!HP ammo
  |55 Brute, ineffective against armor. Sharp-edged and will likely inflict [[Guide to Wounds#Critical:_Weeping_Avulsion|deadly wounds]]
  |50 Brute, ineffective against armor. Sharp-edged and will likely inflict [[Guide to Wounds#Critical:_Weeping_Avulsion|deadly wounds]]
|-
|-
! [[File:A756I.png]]
! [[File:A756I.png]]
!IC ammo
!IC ammo
|27 Brute, sets the target on fire
|22 Brute, sets the target on fire
|}
|}
|Only available to [[Syndicate guide|Nuclear Operative]] for 20 TC
|Only available to [[Syndicate guide|Nuclear Operative]] for 20 TC
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|Syndicate
|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.
|A long-range rifle typically used by Syndicate recon operatives. Fires powerful rounds and possesses a short-range scope to better see over distances.
Similarly to the LWT, has improved accuracy over other firearms.
|-
|-
![[File:Sniper.png|64px]]
![[File:Sniper.png|64px]]
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|Syndicate
|Syndicate
|An extremely powerful but unwieldy rifle equipped with a scope to see long distances. Requires both hands to use and can be silenced. A user must remain stationary to use the scope. Very low rate of fire.
|An extremely powerful but unwieldy rifle equipped with a scope to see long distances. Requires both hands to use and can be silenced. A user must remain stationary to use the scope. Very low rate of fire.
Has perfect accuracy.
|}
|}
==== Revolver ====
==== Revolver ====
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|An uncommon shotgun, typically only used in emergencies by Security. Because of its high capacity, convenience in being able to be worn on security exosuits, and the fact that a handful spawn in the Armory roundstart, this tends to be the most common shotgun on-station. Can be sawn off with a circular saw (make sure it's not loaded). A sawn-off shotgun will fit in your backpack or on your belt, though it will lose some accuracy.
|An uncommon shotgun, typically only used in emergencies by Security. Because of its high capacity, convenience in being able to be worn on security exosuits, and the fact that a handful spawn in the Armory roundstart, this tends to be the most common shotgun on-station. Can be sawn off with a circular saw (make sure it's not loaded). A sawn-off shotgun will fit in your backpack or on your belt, though it will lose some accuracy.
As a pump-action shotgun, you will need to manually rack the pump after each shot or when reloading the shotgun from a fully empty state.
As a pump-action shotgun, you will need to manually rack the pump after each shot or when reloading the shotgun from a fully empty state.
In addition, it requires your off-hand free in order to fire.
|-
|-
![[File:Breachingshotgun.png|64px]]
![[File:Breachingshotgun.png|64px]]
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There are two different types of shotgun shells, shot and slugs. Shot shoots pellets in a spread, and is 25% less effective against bullet armor on targets. Slugs shoot a single projectile over a distance. Both lose damage over distance, making shotguns ideal for close-quarters usage.  
There are two different types of shotgun shells, shot and slugs. Shot shoots pellets in a spread, and is 25% less effective against bullet armor on targets. Slugs shoot a single projectile over a distance. Both lose damage over distance, making shotguns ideal for close-quarters usage.  
*[[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:Improvshell-live.png|32px]]'''Improvised Shell:''' Shoots 10 pellets dealing 6 brute damage each.
*[[File:Buckshot_shell.png|32px]]'''Buckshot:''' Shoots 6 pellets dealing 12 brute damage each. Extremely lethal at close range.
*[[File:Buckshot_shell.png|32px]]'''Buckshot:''' Shoots 6 pellets dealing 11 brute damage each. Extremely lethal at close range.
*[[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:Sgshell-live.png|32px]]'''Syndicate Buckshot:''' Shoots 6 pellets dealing 14.5 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:Flechette_shell.png|32px]]'''Flechette:''' Shoots 6 pellets with less spread and less dropoff than regular buckshot, dealing 12 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]]'''Rubber Shot:''' Shoots 6 pellets dealing 3 brute and 13 stamina damage each. Better if you want the target alive. Riot shotguns are loaded with this by default.
*[[File:Bean_shell.png|32px]]'''Beanbag:''' Shoots one single beanbag, dealing 5 brute and 55 stamina damage. The bartender uses these by default.
*[[File:Bean_shell.png|32px]]'''Beanbag:''' Shoots one single beanbag, dealing 5 brute and 55 stamina damage. The bartender uses these by default.
*[[File:Blank_shell.png|32px]]'''Standard Slug:''' Shoots a single projectile that does 46 brute damage on impact.
*[[File:Blank_shell.png|32px]]'''Standard Slug:''' Shoots a single projectile that does 46 brute damage on impact.
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*[[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. Does not suffer from damage falloff.
*[[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. Does not suffer from damage falloff.
*[[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: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: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:Buckshot_shell.png|32px]]'''Clownshot:''' Shoots 20 pellets doing no damage and makes a honking noise.
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**[[File:Thunder_shell.png|32px]]'''Thundershot:''' Shoots 3 pellets creating lightning on impact.
**[[File:Thunder_shell.png|32px]]'''Thundershot:''' Shoots 3 pellets creating lightning on impact.
**[[File:Uranium_shell.png|32px]]'''Depleted Uranium Slug:''' Shoots one ultra-penetrative projectile dealing 26 brute but bypassing almost all armor and going through mobs.
**[[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.
**[[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.
==== Bolt Action ====
==== Bolt Action ====
Bolt-action firearms are characterized by their bolt cycling mechanism. The bolt must be drawn back to permit access to the internal magazine for reloading, and it must also be cycled in order to eject a spent round to permit another bullet to be chambered. Because this process is clunky and time-costly relative to a self-loading firearm, bolt-actions are seen as antique, dated weapons.
Bolt-action firearms are characterized by their bolt cycling mechanism. The bolt must be drawn back to permit access to the internal magazine for reloading, and it must also be cycled in order to eject a spent round to permit another bullet to be chambered. Because this process is clunky and time-costly relative to a self-loading firearm, bolt-actions are seen as antique, dated weapons.
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|1 Syringe
|1 Syringe
|6 Brute + 15u chemicals
|6 Brute + 15u chemicals
|Located inside the MD lockers inside or near [[Medbay Storage]].
|Printable at the [[Medbay Storage|Medical]] and [[Armory]] protolathe once researched.
|Nanotrasen
|Nanotrasen
|A syringe will not inject all of its reagents at once; if a victim takes the time to rip out the syringe quickly, it interrupts the flow of any chemicals that are remaining in the syringe.
|A syringe will not inject all of its reagents at once; if a victim takes the time to rip out the syringe quickly, it interrupts the flow of any chemicals that are remaining in the syringe.
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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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|6 Syringes
|6 Syringes
|6 Brute + 15u chemicals
|6 Brute + 15u chemicals
|Printed from the [[Medbay Storage|Medical]] protolathe once researched.
|[[Syndicate Uplink]], available for 8TC (only if you are a [[Chemist]] or [[Virologist]])
|Nanotrasen
|Syndicate
|A syringe gun that can hold up to six syringes. Simple.
|A syringe gun that can hold up to six syringes. Simple.
|-
![[File:Regeantdartgun.png|64px]]
!{{anchor|Reagent Dartgun}}Reagent Dartgun
|[[File:Syringe.png|64px]]<br>Syringes
|100u of chemicals
|6 Brute + 15u chemicals
|[[Syndicate Uplink]], available for 12 TC (only if you are a [[Chemist]] or [[Virologist]])
|Syndicate
|Stores up to 100u of reagents. Upon firing, will synthesize a syringe automatically filled with 15u of the mix in the gun itself. Great if you don't want to carry around a ton of syringes and just reload by pouring beakers into it.
|-
|-
![[File:Kineticspeargun.png|64px]]
![[File:Kineticspeargun.png|64px]]
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|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|10 Lasers,<br>20 Disable
|10 Lasers,<br>20 Disable
|20 Burn<br>25 Stamina
|20 Burn<br>30 Stamina
|
|
* Standard issue for [[Captain|Captains]] and [[Head of Security|Heads of Security]]
* Standard issue for [[Captain|Captains]] and [[Head of Security|Heads of Security]]
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|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|6 Lasers,<br>12 Disable
|6 Lasers,<br>12 Disable
|20 Burn<br>25 Stamina  
|20 Burn<br>30 Stamina  
|
|
* Found in the [[Head of Personnel's Office|Head of Personnel's locker]]
* Found in the [[Head of Personnel's Office|Head of Personnel's locker]]
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| A smaller energy gun with a pitiful battery. It can fit in a pocket and has a built-in seclite. Effectively a self-defense weapon.
| A smaller energy gun with a pitiful battery. It can fit in a pocket and has a built-in seclite. Effectively a self-defense weapon.
|-
|-
![[File:Advegun.png|64px]]
![[File:Advegun.gif|64px]]
!{{anchor|Advanced Energy Gun}}Advanced Energy Gun
!{{anchor|Advanced Energy Gun}}Advanced Energy Gun
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|[[File:Uraniumdone.png|64px]]<br>Uranium
|10 Lasers,<br>20 Disable
|20 Anoxia,<br>10 Irradiate,<br>10 Lasers,<br>20 Disable
|20 Burn<br>25 Stamina  
|8 Oxygen,<br>10 Burn + 300 Irradiate,<br>20 Burn<br>30 Stamina  
|Printable at the [[Armory]] protolathe once researched.
|Printable at the [[Armory]] protolathe once researched.
|Nanotrasen
|Nanotrasen
|Utilizes a mini-nuclear generator to self-charge its internal cell. As a result, it cannot be placed in standard rechargers. If EMP'd, the recharge process will leak out radiation.
|Use a mini nuclear reactor refillable with uranium sheets or ore, every refilling will irradiate the user a little; effects of radiation poisoning will start being noticeabla after 2 consecutive full reload. '''Moving while reloading will not only cancel the process but also irradiate and poison the operator.''' The x-ray beams of the irradiate setting pass through walls like the ones of the x-ray gun. With its numerous firemodes and ability to be reloaded it is a highly versatile and effective weapon for those brave or suicidal enough to wield it. '''Start empty when printed.'''
|-
|-
![[File:Bouncer.gif|64px]]
![[File:Bouncer.gif|64px]]
!{{anchor|Bouncer Energy Gun}}Bouncer Energy Gun
!{{anchor|Bouncer Energy Gun}}Bouncer Energy Gun
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|16 anoxia,<br>16 disable
|16 Anoxia,<br>16 Disable
|6 Oxygen,<br>20 Stamina
|6 Oxygen,<br>20 Stamina
|Printable at the [[Security Office|Security]] or [[Armory]] protolathe once researched.
|Printable at the [[Security Office|Security]] or [[Armory]] protolathe once researched.
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|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
| 4 Ion,<br>10 Laser,<br>20 Disable
| 4 Ion,<br>10 Laser,<br>20 Disable
| 1 tile EMP<br>20 Burn<br>25 Stamina
| 1 tile EMP<br>20 Burn<br>30 Stamina
|Found in the [[Head of Security's Office|Head of Security's locker]].
|Found in the [[Head of Security's Office|Head of Security's locker]].
|Nanotrasen
|Nanotrasen
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|[[File:Recharger.gif|64px]]<br>Energy  
|[[File:Recharger.gif|64px]]<br>Energy  
|10 Lasers,<br>20 Disable,<br>10 Stun
|10 Lasers,<br>20 Disable,<br>10 Stun
|20 Burn<br>25 Stamina<br>Stun  
|20 Burn<br>30 Stamina<br>Stun  
|Only available to [[Emergency Response Team]] for 20 WC
|Only available to [[Emergency Response Team]] for 20 WC
|Nanotrasen
|Nanotrasen
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|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|20 Disable
|20 Disable
|25 Stamina Damage
|30 Stamina Damage
|
|
* Armament Dispenser in [[Security Office|Security]]
* Armament Dispenser in [[Security Office|Security]]
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|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|Infinite Bolts (needs to cooldown after shooting)
|Infinite Bolts (needs to cooldown after shooting)
|15 Toxin + 60 Stamina + Knockdown (Duration 1)
|200 rads +<br>inject:<br>5u [[Guide to Chemistry#Potent Polonium|Potent polonium]]<br>8u [[Guide to Chemistry#Muscle Relaxant|Muscle relaxant]]<br>8u [[Guide to Chemistry#Mute Toxin|Mute toxin]]<br>4u [[Guide to Chemistry#Anacea|Anacea]]
|[[Syndicate Uplink]], available for 10 TC
|[[Syndicate Uplink]], available for 8 TC
| Syndicate
|Syndicate
|A handheld energy launcher that automatically fabricates its own bolts. These hardlight bolts compromise muscles, causing victims to fall over and suffer fatigue as well as toxic damage. Very potent when combined with a lethal melee followup, such as an Energy Sword.  
|A handheld energy launcher that automatically fabricates its own bolts. These hardlight bolts are tipped with debilitating toxins that will mute, slow the movement of the target and their ability to act (like shooting back) along with irradiating them. Very potent when combined with a lethal melee followup, such as an Energy Sword. '''The bolts stay at an extremely low altitude and will be blocked by tables unlike all other projectiles, they are also unable to pass grilles though they can pass glass.''' They will be stopped by most windows on station since they have a grille underneath but they will go through windowed airlocks.
|-
![[File:Large ebow.png|64px]]
!{{anchor|Energy Crossbow}}Energy Crossbow
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|Infinite Bolts (needs to cooldown after shooting)
|30 Toxin + 60 Stamina + Knockdown (Duration 1)
|Printable at the [[Armory]] protolathe once researched.
|Nanotrasen
|Like the mini energy crossbow, but bulky in size and takes ten seconds to replicate a new bolt. Still immeasurably effective at immediately slowing and exhausting a suspect, which makes it an excellent opening weapon.
|-
|-
![[File:decloner.png|64px]]
![[File:decloner.png|64px]]
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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)
|32 Burn (Burn damage on embed),<br>48 Stamina (Stamina damage on embed)
|40 Burn (Burn damage on embed),<br>50 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)
|32 Burn (Burn damage on embed),<br>21 Burn + 400 irradiate (Toxin damage on embed)
|40 Burn (Burn damage on embed),<br>30 Burn + 500 irradiate (Toxin damage on embed)
|[[Syndicate Uplink]], available for 8 TC
|[[Syndicate Uplink]], available for 6 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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|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:Regeantdartgun.png|64px]]
!{{anchor|Reagent Dartgun}}Reagent Dartgun
|[[File:Syringe.png|64px]]<br>Syringes
|100u of chemicals
|6 Brute + 15u chemicals
|Admin
|Syndicate
|Stores up to 100u of reagents. Upon firing, will synthesize a syringe automatically filled with 15u of the mix in the gun itself. Great if you don't want to carry around a ton of syringes and just reload by pouring beakers into it.
|}
|}
=Defense=
=Defense=
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![[File:Disablernew.png|64px]]
![[File:Disablernew.png|64px]]
!{{anchor|Disabler}}[[Disabler]]
!{{anchor|Disabler}}[[Disabler]]
|25 stamina damage
|30 stamina damage
|[[Security]]
|[[Security]]
|A non-lethal type of laser that deals Stamina Damage, which has the same slowing/debilitating effects of normal damage, without actually harming. Heals on its own over time.<br>
|A non-lethal type of laser that deals Stamina Damage, which has the same slowing/debilitating effects of normal damage, without actually harming. Heals on its own over time.<br>
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