Guide to Combat: Difference between revisions

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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.
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'''
*Lethal damage is split into the following types: '''Brute''', '''Burn''', '''Toxin''', and '''Oxygen''' (and '''Clone''')
*Nonlethal damage can only be caused by '''stamina''' damage
*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.
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.
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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.
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.
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 htooas 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.
A mob that suffers lethal damage over its health will die. Non-humanoid mobs ignore stamina damage.
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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.
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 15 lethal 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.
It should be noted that during combat, if an organic suffers over 25 lethal damage in one second, their tenacious heart will produce a small amount of adrenals. This chemical will reduce damage slowdown while processed in the body's system. This fight-or-flight response lasts about ten seconds. It will not happen again in said organic for ten minutes after triggering.
=Offense=
=Offense=
While most items in the game can be used as a weapon, those that are specifically designed for it tend to be far more robust. This section tries to document every single weapon in the game, though it's an ongoing process as weapons are added, tweaked, or removed.
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.
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![[File:Saw.png|64px]]
![[File:Saw.png|64px]]
!{{anchor|Circular Saw}}[[Circular Saw]]
!{{anchor|Circular Saw}}[[Circular Saw]]
|15 Brute
|8 Brute
|[[Operating Theatre]] [[Robotics Lab]] [[Autolathe]]
|[[Operating Theatre]] [[Robotics Lab]] [[Autolathe]]
|Civilian: Medical/Research
|Civilian: Medical/Research
|One of the most robust things you can find. Sadly they are rather uncommon and departments like to hang onto theirs, and security likes to take them. You can print one at the [[Cargo Bay]]'s autolathe, if it has metal to make it.
|Not really much of a weapon, though it can be used to saw off shotguns.
|-
|-
![[File:Deathnettle.png|64px]]
![[File:Deathnettle.png|64px]]
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![[File:Scalpel.png|64px]]
![[File:Scalpel.png|64px]]
!{{anchor|Scalpel}}[[Scalpel]]
!{{anchor|Scalpel}}[[Scalpel]]
|10 Brute
|4 Brute
|[[Operating Theatre]] [[Autolathe]].
|[[Operating Theatre]] [[Autolathe]].
|Civilian: Medical/Research
|Civilian: Medical/Research
|Despite being not as good at the saw, this is still quite robust. Best part is you can have it your pocket and if you have access to this (not counting autolathe produced scalpels) security wouldn't care, unless it's covered in blood, of course. But even then they might assume you're just a bad doctor.
|You're better off using a screwdriver.
|-
|-
![[File:Shard.png|64px]]
![[File:Shard.png|64px]]
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![[File:Drill.png|64px]]
![[File:Drill.png|64px]]
!{{anchor|Surgical Drill}}[[Surgical Drill]]
!{{anchor|Surgical Drill}}[[Surgical Drill]]
|15 Brute
|10 Brute
|[[Operating Theatre]] [[Autolathe]].
|[[Operating Theatre]] [[Autolathe]].
|Civilian: Medical/Research
|Civilian: Medical/Research
|Only found in Surgery. Only used for dental implants, so it'll barely be noticed if it goes missing.
|Not terrible at wounding, but still normal-sized and not really used for any surgeries.
|-
|-
![[File:BlueToolbox.png|64px]]
![[File:BlueToolbox.png|64px]]
!{{anchor|Toolbox}}[[Toolbox]]
!{{anchor|Toolbox}}[[Toolbox]]
|12 Brute
|15 Brute
|Most storage rooms and [[Engineering]].
|Most storage rooms and [[Engineering]].
|Civilian
|Civilian
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![[File:Welder.png|64px]]
![[File:Welder.png|64px]]
!{{anchor|Welding tool}}[[Welding tool]]
!{{anchor|Welding tool}}[[Welding tool]]
|3 Brute when off <br> 15 Burn when on
|3 Brute when off <br> 12 Burn when on
|Most storage rooms and [[Engineering]].
|Most storage rooms and [[Engineering]].
|Civilian
|Civilian
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![[File:Syndicatetools.png|64px]]
![[File:Syndicatetools.png|64px]]
!{{anchor|Toolbox}}[[Syndicate Items#Fully Loaded Toolbox|Syndicate Toolbox]]
!{{anchor|Toolbox}}[[Syndicate Items#Fully Loaded Toolbox|Syndicate Toolbox]]
|15 brute<br>18 brute when thrown
|18 brute<br>21 brute when thrown
|Syndicate uplink and the [[Derelict]].
|Syndicate uplink and the [[Derelict]].
|Syndicate
|Syndicate
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You must wield it in two hands in order to use it.
You must wield it in two hands in order to use it.
|}
|}
===Actual Melee Weapon===
===Actual Melee Weapons===
Unlike makeshift melee weapons, these melee weapons are usually more reliable and robust, however most station personal can't get access to them, as well as these weapons being very noticeable.
Unlike makeshift melee weapons, these melee weapons are usually more reliable and robust, however most station personal can't get access to them, as well as these weapons being very noticeable.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
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! scope="col" style="width:80px; background-color:#EB4C42;" |Faction Usage
! scope="col" style="width:80px; background-color:#EB4C42;" |Faction Usage
! scope="col" class="unsortable" style="background-color:#EB4C42;" |Notes
! scope="col" class="unsortable" style="background-color:#EB4C42;" |Notes
|-
![[File:Render.png|64px]]
!{{anchor|Ritual Dagger}}Ritual Dagger
|15 Brute<br>25 Brute when thrown
|[[Cult magic]]
|Cultists
|Possesses a notable AP which means it will bypass most standard protective equipment: not quite the case with something like riot armor. Its ease to obtain combined with a good throw force makes it a good staple for cultists, beyond their need of one to draw runes.
|-
|-
![[File:Cultblade.gif|64px]]
![[File:Cultblade.gif|64px]]
!{{anchor|Cult Blade}}[[Cult Blade]]
!{{anchor|Cult Blade}}[[Cult Blade]]
|25 Brute
|25 Brute<br>10 Brute when thrown
|[[Cult magic]]
|[[Cult magic]]
|Cultists
|Cultists
|Those who aren't Cultists suffer from wielding this blade...'''''MENTALLY'''''. Aside from being very robust, it is Cult exclusive. Expect a wave of <strike>batons</strike> lasers when Security sees you holding this.
|Those who aren't Cultists suffer from wielding this blade...'''''MENTALLY'''''. Aside from being very robust, it is Cult exclusive. Expect a wave of <strike>batons</strike> lasers when Security sees you holding this.
|-
![[File:Bloodspear.png|64px]]
!{{anchor|Blood Spear}} Blood Spear
|12 Brute, 28 Brute Wielded<br>35 Brute when thrown
|[[Cult magic]]
|Cultists
|Has okay armor penetration. When wielded, has a two-tile range like any other spear. If thrown, it will shatter upon impact and briefly stun anyone hit- effectively the Nar'sien equivalent of the Brass Spear. Can be recalled directly to your tile, assuming you have line of sight on it and you are within twenty tiles.
|-
|-
![[File:Ratvarian_spear.png|64px]]
![[File:Ratvarian_spear.png|64px]]
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![[File:Ratvarian_hammer.png|64px]]
![[File:Ratvarian_hammer.png|64px]]
!{{anchor|Brass Battle-Hammer}}Brass Battle-Hammer
!{{anchor|Brass Battle-Hammer}}Brass Battle-Hammer
|15 Brute<br>15 Brute when thrown
|15 Brute, 23 Brute Wielded<br>15 Brute when thrown
-30 Armor Penetration
|[[Clockwork Cult|Clockwork Slab]]
|[[Clockwork Cult|Clockwork Slab]]
|Clockwork Cult
|Clockwork Cult
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![[File:Ratvarian_sword.png|64px]]
![[File:Ratvarian_sword.png|64px]]
!{{anchor|Brass Longsword}}Brass Longsword
!{{anchor|Brass Longsword}}Brass Longsword
|16 Brute<br>20 Brute when thrown
|15 Brute<br>20 Brute when thrown
|[[Clockwork Cult|Clockwork Slab]]
|[[Clockwork Cult|Clockwork Slab]]
|Clockwork Cult
|Clockwork Cult
|Possess very small armor penetration. On-hit will inflict an EMP on the target. On mechs, a heavy EMP is done instead. Cooldown of the EMP is 20 seconds.
|Possess very small armor penetration. On-hit will inflict an EMP on the target. On mechs, a heavy EMP is done instead. Cooldown of the EMP is 20 seconds. Has a moderate block chance.
|-
|-
![[File:ESword.png|64px]]
![[File:ESword.png|64px]]
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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:Vibroblade extended.png|64px]]
!{{anchor|Vibration Blade}}Vibration Blade
|20 Brute
|The [[Armory]]
|Criminals, Security
|A robust blade that has an edge of tiny teeth that rapidly vibrates, almost like a chainsaw. This permits it to cut through armor better than most other blades. Offers no block chance and comes in a compact, folded hilt. Must be extended in order to use.
|-
|-
![[File:Baseball bat metal.png|64px]]
![[File:Baseball bat metal.png|64px]]
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!{{anchor|Weighted Toy Baseball Bat}}Weighted Toy Baseball Bat
!{{anchor|Weighted Toy Baseball Bat}}Weighted Toy Baseball Bat
|6 Brute or 40 Stamina
|6 Brute or 40 Stamina
|Only available to [[Nuclear Operative]] for 6 TC
|[[Syndicate Uplink]], 6 TC
|Civilians
|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.
|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.
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|Using it in your hand will make you do a dodge roll in the direction you're facing, making you ignore all damage for 0.5 seconds while moving you forward, doing so deals 5 stamina damage to you on lavaland and 15 stamina damage on the station
|Using it in your hand will make you do a dodge roll in the direction you're facing, making you ignore all damage for 0.5 seconds while moving you forward, doing so deals 5 stamina damage to you on lavaland and 15 stamina damage on the station
|-
|-
![[File:Telescopic_Baton.png|64px]]
![[File:Telescopic_Baton.gif|64px]]
!{{anchor|Telescopic Baton}}Telescopic Baton
!{{anchor|Telescopic Baton}}Telescopic Baton
|10 Brute
|10 Brute or 40 Stamina
|[[Heads of Staff]]'s backpacks.
|[[Heads of Staff]]'s backpacks.
| Command
| Command
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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 3 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:Brakebow blade.png|64px]]
!{{anchor|Break Bow Blade}}Break Bow Blade
|27 Brute, 45 Brute when thrown
|[[Wizard]], 2 SP, part of the Break Bow
|Wizards
|This highly lethal blade comes with a paired one that can be used to attack at the same time. Has insane armor penetration, but no block chance.
Will return to the original thrower after a few seconds if thrown, even going so far as to forcibly remove itself if it embeds into a target, assuming the target doesn't have anti-magic.
|-
|-
![[File:Vxtvul hammer1-1.gif|64px]]
![[File:Vxtvul hammer1-1.gif|64px]]
!{{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
* Available to [[Nuclear Operative]] for 13 TC
* Available to [[Nuclear Operative]] for 8 TC
* [[Syndicate Uplink]], 16 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.
|}
|}
== 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, 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 drop the weapon's loading mechanism once a new magazine has been inserted before they are ready to fire. The firearm can be racked by interacting with the firearm in hand (this cannot be done while your off-hand is full if the weapon cannot be dual-wielded), while magazine ejection requires the automatic to be clicked with an open hand. In order to insert a new one, have a magazine in hand, then click on the automatic.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
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! 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:Usp.png|64px]][[File:Ntusp-l.png|64px]]
!{{anchor|NT-USP pistol}}NT-USP pistol
|[[File:Usp mag.png|64px]]<br>.22HL
[[File:Powerpack small-l.png|64px]]<br>.22LS
|12 Rounds (HL)<br>8 Rounds (LS)
|25 Stamina (HL)<br>18 Burn (LS)
|
* Armament Dispenser in [[Security Office|Security]]
* The [[Armory]]
* [[Supply crates#Security|Ordered from Cargo]]
|Nanotrasen
|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.'''
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.
It can be suppressed.
|-
|-
![[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
|20 Rounds<br>10 Rounds (Airburst magazine)
|
|
{| 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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!Rubber ammo
!Rubber ammo
|5 Brute + 22 Stamina
|5 Brute + 22 Stamina
|-
![[File:46x30mmtV-20.png]]
!'''Snakebite ammo'''
|6 Brute, injects 4 units of toxin, deals 6 toxic damage regardless of armor
|-
![[File:46x30mmtK-20.png]]
!'''Kraken ammo'''
|22 Brute, extremely ineffective against armor
|-
![[File:46x30mmtB-20.png]]
!'''Airburst ammo'''
|2 Brute, after traveling 5 tiles bursts into 5 pellets that do 10 Brute each. '''Admin Spawn Only'''
|}
|}
|
|
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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 and can be suppressed.
|-
|-
![[File:Uzi.png|64px]]
![[File:Uzi.png|64px]]
Line 429: Line 516:
|Nanotrasen
|Nanotrasen
|A standardized SMG used by Nanotrasen paramilitary forces. While it has a three-round burst setting, it fires slower relative to the Boarder Rifle. However, it can be suppressed.
|A standardized SMG used by Nanotrasen paramilitary forces. While it has a three-round burst setting, it fires slower relative to the Boarder Rifle. However, it can be suppressed.
|-
![[File:V38.png|64px]]
!{{anchor|Vatra M38 Pistol}}Vatra M38 Pistol
|[[File:V38-8.png|64px]]<br>.38 special
|8 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:V38-8.png]]
! Standard ammo
|21 Brute
|-
![[File:V38R-8.png]]
!Rubber ammo
|7 Brute + 30 Stamina
|-
! [[File:V38A-8.png]]
!AP ammo
|18 Brute, okay against armor
|-
! [[File:V38F-8.png]]
!Frost ammo
|21 Brute, very bad against armor, chills targets
|-
![[File:V38T-8.png]]
!'''Talon ammo'''
|12 Brute + 18 Stamina, guaranteed to bleed the target if enough damage is done
|-
![[File:V38B-8.png]]
!'''Bluespace ammo'''
|18 Brute, incredibly fast projectile
|}
|[[Supply crates#Security|Ordered from Cargo.]]
|Civilians, Security, Sol Interplanetary Coalition
|A Serbian-designed automatic that unusually loads .38 special rounds. While these rounds struggle to puncture through armor, the handgun has still found a place among civilian and police elements.
It has a variety of exotic ammunition that, once researched, can be printed at the Armory lathe.
|-
|-
![[File:Makeshiftpistol.png|64px]]
![[File:Makeshiftpistol.png|64px]]
Line 437: Line 565:
|[[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:Stetchkin.png|64px]]
!{{anchor|Surplus Rifle}}Surplus Rifle
!{{anchor|Stechkin}}Stechkin Pistol
|[[File:Ammo_75.png|64px]]<br>10mm
|[[File:10mmMag.png|64px]]<br>10mm
|10 Rounds
|10 Rounds
|30 Brute
|
* [[Gang War#Gang Equipment|Gangtool]], available for 8 influence
* Certain ruins
|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.
It supports a bayonet and a suppressor.
|-
![[File:Stetchkin.png|64px]]
!{{anchor|Stechkin}}Stechkin Pistol
|[[File:10mmMag.png|64px]]<br>10mm
|8 Rounds
|
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
Line 473: Line 589:
![[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]]
!IC ammo
!IC ammo
|20 Brute, sets target on fire
|25 Brute, sets target on fire
|-
|-
![[File:10mm_Soporific.png]]
![[File:10mm_Soporific.png]]
!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
|25 Brute, releases a one-tile strong EMP on impact and a light EMP around the target
|}
|}
|
|
Line 490: Line 610:
|[[Nuclear Operative|Nuclear Operatives]] spawn with one for free, though it can still be purchased by Traitors and silenced for a stealthy, lethal weapon.
|[[Nuclear Operative|Nuclear Operatives]] spawn with one for free, though it can still be purchased by Traitors and silenced for a stealthy, lethal weapon.
Note that even if suppressed, firing it will leave behind signature 10mm casings for Security to find.
Note that even if suppressed, firing it will leave behind signature 10mm casings for Security to find.
|-
![[File:SurplusGun.png|64px]]
!{{anchor|Surplus Carbine}}Surplus Carbine
|[[File:Ammo 75.png|64px]]<br>.45
|10 Rounds
|30 Brute
|
* [[Supply crates#Armory|Ordered from Cargo]].
* [[Gang War#Gang Equipment|Gangtool]], available for 8 influence
* Certain ruins
|Civilians
|An obsolete weapon still used due to its absurdly cheap cost and abundant supply. Requires both hands to shoot and has a lower rate of fire. Outclassed by most other firearms.
It supports a bayonet.
|-
|-
![[File:M1911.png|64px]]
![[File:M1911.png|64px]]
Line 501: Line 634:
* Certain ruins
* Certain ruins
|Civilians, Sol Interplanetary Coalition
|Civilians, Sol Interplanetary Coalition
|A classic handgun. Still carried to this day by Spacepol officers and Coalition troops. While very similar to the stechkin, the M1911 is heavier and unable to be suppressed but fires faster. In addition, it's chambered in .45, rather than 10mm.
|A classic handgun. Still carried to this day by Spacepol officers and Coalition troops. While very similar to the stechkin, the M1911 is heavier and unable to be suppressed. In addition, it's chambered in .45, rather than 10mm.
|-
|-
![[File:C20r.png|64px]]
![[File:C20r.png|64px]]
Line 507: Line 640:
|[[File:C20r45-24.png|64px]]<br>.45
|[[File:C20r45-24.png|64px]]<br>.45
|24 Rounds
|24 Rounds
|30 Brute
|
|Only available to [[Syndicate guide|Nuclear Operative]] for 10 TC  
{| class="wikitable sortable mw-collapsible mw-collapsed"
|Syndicate
|+ style="white-space:nowrap; border:1px solid; padding:3px" | Ammo Types
| Has a 2-round burst setting with decent damage and cheap ammo. Can also be silenced. A good all-arounder for a [[Nuclear Operative]].
|-
! class="unsortable" |Icon
! class="unsortable" | Name
! class="unsortable" |Description
|-
![[File:C20r45-24.png]]
!Standard ammo
|30 Brute
|-
![[File:C20r24A-24.png]]
!AP ammo
|27 Brute, very good armor penetration
|-
![[File:C20r45H-24.png]]
!HP ammo
|45 Brute, ineffective against armor. Sharp-edged and will likely inflict [[Guide to Wounds#Critical:_Weeping_Avulsion|deadly wounds]]
|-
! [[File:C20r45V-24.png]]
!Venom ammo
|20 Brute, injects 4 units of [[Guide to Chemistry#Venom|venom]] on a successful hit
|}
|Only available to [[Syndicate guide|Nuclear Operative]] for 10 TC  
|Syndicate
| Has a 2-round burst setting with decent damage and cheap ammo. Can also be silenced. A good all-arounder for a [[Nuclear Operative]].
|-
|-
![[File:Tommy gun.png|64px]]
![[File:Tommy gun.png|64px]]
Line 531: Line 687:
|-
|-
![[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.
|-
! class="unsortable" |Icon
! class="unsortable" | Name
! class="unsortable" |Description
|-
|-
![[File:Arg.png|64px]]
![[File:556m.png]]
!{{anchor|NT-ARG "Boarder" Rifle}}NT-ARG "Boarder" Rifle
!Standard ammo
|[[File:556m.png|64px]]<br>5.56mm
|30 Rounds
|35 Brute
|35 Brute
|Only available to [[Emergency Response Team]] for 18 WC
|Nanotrasen
|A standardized assault rifle used by Nanotrasen paramilitary forces. It has a three-round burst setting and fires faster than its cousin the M-90gl Carbine.
|-
|-
![[File:L6machinegun.png|64px]]
![[File:5.56mA-30.png]]
!{{anchor|L6 SAW}}L6 SAW
!AP ammo
|[[File:A762.png|64px]]<br>7.12x82mm
|31 Brute, exceptional armor penetration
|50 Rounds
|-
![[File:5.56I-30.png]]
!IC ammo
|23 Brute, sets the target on fire
|-
! [[File:40mmhe.png]]
!Grenade
|60 Brute, explosion radius (-1, 0, 2)
|}
|Only available to [[Syndicate guide|Nuclear Operative]] for 18 TC
|Syndicate
|A powerful weapon that can switch between a 3-round burst setting of 5.56mm bullets and an underbarrel grenade launcher that utilizes 40mm grenades. Capable of downing an unarmored target in a single burst.
|-
![[File:Arg.png|64px]]
!{{anchor|NT-ARG "Boarder" Rifle}}NT-ARG "Boarder" Rifle
|[[File:Arg556.png|64px]]<br>5.56mm
|30 Rounds  
|
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
Line 560: Line 730:
! 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 AE
|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.
|}
Also more accurate than your average firearm.
==== Revolver ====
Revolvers use an internal cylinder as a magazine. As a result, their ammo can be topped off at any point by using individual rounds or a speed loader. By using ALT+CLICK on a revolver, you can spin the cylinder, which will randomize the set position of the cylinder. Overall, they still remain popular due to their ease of use. Interacting with one in hand will dump the internal cylinder.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
![[File:L6machinegun.png|64px]]
! scope="col" style="background-color:#F0DC82;" |Item
!{{anchor|L6 SAW}}L6 SAW
! scope="col" style="background-color:#F0DC82;" |Ammo
|[[File:A762.png|64px]]<br>7.12x82mm
! scope="col" style="background-color:#F0DC82;" |Capacity
|50 Rounds
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
|
! scope="col" style="background-color:#F0DC82;" |How to Acquire
{| class="wikitable sortable mw-collapsible mw-collapsed"
! scope="col" style="background-color:#F0DC82;" |Faction Usage
|+ style="white-space:nowrap; border:1px solid; padding:3px" | Ammo Types
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|-
|-
![[File:Tracrevolver.png|64px]]
! class="unsortable" |Icon
!{{anchor|Caldwell Tracking Revolver}}Caldwell Tracking Revolver
! class="unsortable" | Name
|[[File:Ammo 32trac.png|64px]]<br>.32 TRAC
! class="unsortable" |Description
|7 Rounds
|5 Brute
|Printed at the [[Security 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]]
![[File:A762.png]]
!{{anchor|Nagant Revolver}}Nagant Revolver
!Standard ammo
|[[File:10mmbox.png|64px]]<br>7.62x38mmR
|45 Brute, a little armor penetration
|7 Rounds
|-
| 20 Brute
![[File:A762A.png]]
|
!AP ammo
* [[Supply crates#Armory|Ordered through Cargo]].
|35 Brute, exceptional armor penetration
* Dropped by Russian officers.
|-
|Space Russians
![[File:A762H.png]]
| 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.
!HP ammo
|55 Brute, ineffective against armor. Sharp-edged and will likely inflict [[Guide to Wounds#Critical:_Weeping_Avulsion|deadly wounds]]
|-
! [[File:A756I.png]]
!IC ammo
|27 Brute, sets the target on fire
|}
|Only available to [[Syndicate guide|Nuclear Operative]] for 20 TC
|Syndicate
| A fully-automatic gun with 50 shots per magazine. This beast of an LMG permits sustained, massive volleys of bullets. It suffers from considerable inaccuracy when fired in its burst mode.
|-
|-
![[File:Detectivegun.png|64px]]
![[File:Dmr.png|64px]]
!{{anchor|Colt Detective Special}}Colt Detective Special
!{{anchor|K-41s DMR}}K-41s DMR
|[[File:Ammo 38.png|64px]]<br>.38
|[[File:Ks762.png|64px]]<br>7.62mm
|6 Rounds
|11 Rounds
|
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|+ style="white-space:nowrap; border:1px solid; padding:3px" | Ammo Types
|-
|-
! class="unsortable" |Icon
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" | Name
! class="unsortable" |Description
! class="unsortable" |Description
|-
|-
![[File:Ammo_38.png]]
![[File:Ks762.png]]
!Standard ammo
!Standard ammo
|15 Brute + 35 Stamina
|60 Brute
|-
|-
![[File:Ammo_38gut.png]]
![[File:Ks762R.png]]
!Gutterpunch
!Raze ammo
|15 Brute, induces nausea in target
|40 Brute, 300 Irradiate, deals 15 Clone damage regardless of armor
|-
|-
![[File:Ammo_38hot.png]]
![[File:Ks762P.png]]
!Hot Shot
!Anti-material ammo
|15 Brute, sets the target on fire
|52 Brute, good armor penetration, can penetrate up to two objects before landing on a final object
|-
|-
![[File:Ammo_38ice.png]]
![[File:Ks762I.png]]  
!Iceblox
!Vulcan ammo
|15 Brute, freezes target
|47 Brute, disperses fire in a moderate area around the impact site
|-
|}
! style="background-color:#d3d3d3" |[[File:357.png]]
|Only available to [[Syndicate guide|Nuclear Operative]] for 12 TC
! style="background-color:#d3d3d3" |.357
|Syndicate
| style="background-color:#d3d3d3" |40 Brute
|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.
|}
|}
|Found in the [[Detective's Office|Detective's locker]], located in a shoulder holster.
==== Revolver ====
|Security
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. In addition, revolver bullets tend to inflict more devastating wounds than the bullets most pistols fire.
|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.
 
Revolver bullets can bounce off flipped coins, which then ricochet to nearby targets.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
![[File:Russianrevolver.png|64px]]
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
!{{anchor|Russian Revolver}}Russian Revolver
! scope="col" style="background-color:#F0DC82;" |Item
|[[File:Ammo 357.png|64px]]<br>.357
! scope="col" style="background-color:#F0DC82;" |Ammo
|1 Round. Can load up to 6.
! scope="col" style="background-color:#F0DC82;" |Capacity
| 40 Brute<br>300 Brute when used on head
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
|Found in certain bars or recreational areas.
! scope="col" style="background-color:#F0DC82;" |How to Acquire
|Civilians, Space Russians
! scope="col" style="background-color:#F0DC82;" |Faction Usage
|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.
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|-
|-
![[File:Revolver.png|64px]]
![[File:Tracrevolver.png|64px]]
!{{anchor|Syndicate Revolver}}Syndicate Revolver
!{{anchor|Caldwell Tracking Revolver}}Caldwell Tracking Revolver
|[[File:357.png|64px]]<br>.357
|[[File:Ammo 32trac.png|64px]]<br>.32 TRAC
|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
|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. 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.
|-
![[File:Detectivegun.png|64px]]
!{{anchor|Colt Detective Special}}Colt Detective Special
|[[File:Ammo 38gut.png|64px]]<br>.38 special
|6 Rounds
|
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
Line 695: Line 898:
|-
|-
! class="unsortable" |Icon
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Name
! class="unsortable" |Description
! class="unsortable" |Description
|-
|-
![[File:357.png]]
![[File:Ammo_38gut.png]]
!Rubber ammo
|7 Brute, 30 Stamina
|-
![[File:Ammo_38.png]]
!Standard ammo
!Standard ammo
|40 Brute
|21 Brute
|-
! style="background-color:#d3d3d3" |[[File:Ammo 357.png]]
! style="background-color:#d3d3d3" |.357
| style="background-color:#d3d3d3" |40 Brute, much better against armor
|}
|Found in the [[Detective's Office|Detective's locker]], located in a shoulder holster.
|Security
|Every .38 round struggles to penetrate armor; best used in self-defense situations. Begins loaded with rubber rounds by default.
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]]
!{{anchor|Russian Revolver}}Russian Revolver
|[[File:Ammo 357.png|64px]]<br>.357
|1 Round. Can load up to 6.
| 40 Brute<br>300 Brute when used on head
|Found in certain bars or recreational areas.
|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.
Killing yourself with the Russian Revolver will give you a deep-rooted trauma.
|-
![[File:Revolver.png|64px]]
!{{anchor|Syndicate Revolver}}Syndicate Revolver
|[[File:357.png|64px]]<br>.357
|7 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:357.png]]
!Standard ammo
|40 Brute. Innate armor penetration, including all subtypes
|-
|-
![[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]]
!Nutcracker
!Nutcracker
| 20 Brute, one-shots windows, two-shots doors, three-shots reinforced doors
| 30 Brute, one-shots windows, two-shots doors, three-shots reinforced doors
|-
|-
![[File:357shock.png]]
![[File:357shock.png]]
!Metalshock
!Metalshock
| 30 Brute, then shock deals 10 Burn and confusion if target is not insulated
| 15 Brute, then delivers a devastating tesla arc (~33 burn first target) that can chain between victims
|-
|-
![[File:357piercer.png]]
![[File:357piercer.png]]
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![[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
|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.
|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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|-
|-
![[File:Shotgun.png|64px]] [[File:RiotSGSawn.png|64px]]
![[File:Shotgun.png|64px]] [[File:RiotSGSawn.png|64px]]
!{{anchor|Shotgun}}Riot Shotgun
!{{anchor|Riot Shotgun}}Riot Shotgun
|[[File:Bean_shell.png|64px]]<br>12 Gauge shells
|[[File:Bean_shell.png|64px]]<br>12 Gauge shells
|6+1 Shells
|6+1 Shells
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| Security, Sol Interplanetary Coalition
| 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.
|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.
It is semi-automatic.
|-
|-
![[File:Shotgunoriginal.png|64px]]
![[File:Shotgunoriginal.png|64px]]
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|[[Supply crates#Armory|Ordered from Cargo]].
|[[Supply crates#Armory|Ordered from Cargo]].
|Nanotrasen
|Nanotrasen
| A black shotgun that can be ordered from Cargo that is filled with lethal buckshot by default. While heavier and unable to be worn on security exosuits, the Combat Shotgun will automatically pump after each shot, meaning its rate of fire is slightly higher than the riot shotgun's.
| A black shotgun that can be ordered from Cargo that is filled with lethal buckshot by default. While heavier and unable to be worn on security exosuits, the Combat Shotgun is semi-automatic and fires faster than the Riot Shotgun.
|-
|-
![[File:WardenSG.png|64px]]
![[File:WardenSG.png|64px]]
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|-
|-
![[File:Bulldog.png|64px]]
![[File:Bulldog.png|64px]]
!{{anchor|Shotgun}}Bulldog
!{{anchor|Bulldog}}Bulldog
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge shells
|[[File:Sgshell-live.png|64px]]<br>12 Gauge shells
|8+1 Shells
|8+1 Shells
|Only available to [[Syndicate guide|Nuclear Operative]] for 8 TC
|Only available to [[Syndicate guide|Nuclear Operative]] for 8 TC
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|}
|}
===== Shotgun Shells =====
===== Shotgun Shells =====
Note: This lists only shells that can be acquired by normal means.  
Note: This lists only shells that can be acquired by normal means. 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.
 
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.
*[[File:Buckshot_shell.png|32px]]'''Buckshot:''' Shoots 6 pellets dealing 11 brute damage each. Extremely lethal at close range.
*[[File:Buckshot_shell.png|32px]]'''Buckshot:''' Shoots 6 pellets dealing 11 brute damage each. Extremely lethal at close range.
*[[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:Sgshell-live.png|32px]]'''Syndicate Buckshot:''' Shoots 6 pellets dealing 14.5 brute damage each. Resolves normally against armor. Only obtainable as a [[Syndicate guide|Nuclear Operative]].
*[[File:Flechette_shell.png|32px]]'''Flechette:''' Shoots 6 pellets with less spread than regular buckshot dealing 15 brute damage each and penetrating armor. Only obtainable as a [[Syndicate guide|Nuclear Operative]].
*[[File: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 13 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.
*[[File:Blank_shell.png|32px]]'''Syndicate Slug:''' Shoots a single projectile that does 60 brute damage on impact. Only obtainable as a [[Syndicate guide|Nuclear Operative]].
*[[File:Sblshell-live.png|32px]]'''Syndicate Slug:''' Shoots a single projectile that does 60 brute damage on impact. Suffers half the normal damage falloff. 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: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: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.
*[[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: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:Pulse_shell.png|32px]]'''Pulse Slug:''' Works like one of the deathsquad's pulse rifle shots, dealing 40 burn damage and damaging or destroying walls and machinery.
**[[File:Dragon_shell.png|32px]]'''Dragonsbreath:''' Like the incendiary slug, but shoots a spread of 4 burning pellets. Deals less direct damage.
**[[File:Dragon_shell.png|32px]]'''Dragonsbreath:''' Like the incendiary slug, but shoots a spread of 5 burning pellets that deal 7 brute each.
**[[File:Ion_shell.png|32px]]'''Ion Scatter:''' Shoots a spread of 4 ion bolts, each of which ions a 3x3 area.
**[[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:Laser_shell.png|32px]]'''Laser Buckshot:''' Shoots 5 lasers dealing 10 burn each.
**[[File:Cryo_shell.png|32px]]'''Cryoshot:''' Shoots 4 pellets lowering the body temperature of the target on impact.
**[[File: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:Thunder_shell.png|32px]]'''Thundershot:''' Shoots 3 pellets creating lightning on impact.
**[[File:Uranium_shell.png|32px]]'''Depleted Uranium Slug:''' Shoots one ultra penetrative projectile dealing 30 brute but bypassing almost all armor and going through mobs.
**[[File:Uranium_shell.png|32px]]'''Depleted Uranium Slug:''' Shoots one ultra-penetrative projectile dealing 35 brute but has 60 AP 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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* 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.
|-
![[File:Sniper.png|64px]]
!{{anchor|Syndicate Sniper Rifle}}Syndicate Sniper Rifle
|[[File:50mag.png|64px]]<br>.50 BMG
|3-6 Rounds<br>depending on the magazine
|
{| 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:50mag.png]]
!Standard ammo
|70 Brute + 10 second paralyze, very good armor penetration
|-
![[File:Haemorrhage-ammo.png]]
!Penetrator ammo
|60 Brute, very good armor penetration, goes through everything including walls and mobs
|-
![[File:Soporific.png]]
!SP ammo
|40 second sleep
|}
|}
==== Launcher ====
| Available to [[Syndicate guide|Nuclear Operatives]] for 16 TC, standard issue for Syndicate scientists
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.
|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.
Has perfect accuracy.
|}
==== Lever Action ====
Lever-action firearms are characterized by the lever that is utilized to chamber new rounds and eject spent ones. While an antiquated form of cycling cartridges, lever-actions are iconic of the old West: an immense cultural phenomenon that has only returned in force with the emergence of the Frontier in 2517. While often clunkier and more difficult to work than a pump-action, these weapons still find a home in those who appreciate their operation.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
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! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|-
|-
![[File:Pie cannon.png|64px]]
![[File:Wintonrifle.png|64px]]
!{{anchor|Winton Mk. VI Repeating Rifle}}Winton Mk. VI Repeating Rifle
|[[File:556-casing.png|64px]]<br>.308
|8+1 Rounds
|42 Brute
|[[Supply crates#Armory|Ordered from Cargo]].
|Colonists, Frontiersfolk
|A long rifle capable of loading a respectable number of rifle rounds. The bullets fired by this gun travel faster than most and are capable of inflicting wounds at range. However, it fires slower than most shotguns, and each round must be individually loaded.
|}
==== Launcher ====
A launcher firearm is a weapon that kinetically launches an ordinance over some range. While this can range from an explosive rocket to a small syringe, or even something as laughable as a banana scream pie, these guns typically load a single projectile which is then immediately ready to fire.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" | Icon
! scope="col" style="background-color:#F0DC82;" | Item
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" | How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|-
![[File:Pie cannon.png|64px]]
!{{anchor|Pie Cannon}}Pie Cannon
!{{anchor|Pie Cannon}}Pie Cannon
|[[File:Pie.gif|64px]]<br>Pies
|[[File:Pie.gif|64px]]<br>Pies
Line 913: Line 1,210:
|[[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]]
Line 920: Line 1,217:
|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.
Line 947: Line 1,244:
|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]]
Line 1,018: Line 1,306:
|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.
|}
|}
Line 1,054: Line 1,342:
!{{anchor|Makeshift Bow}}Makeshift Bow
!{{anchor|Makeshift Bow}}Makeshift Bow
|[[File:Arrow_glass.png|32px]]<br>Arrow
|[[File:Arrow_glass.png|32px]]<br>Arrow
|2 seconds
|1 seconds
|[[Makeshift weapons|Made by yourself]].
|[[Makeshift weapons|Made by yourself]].
|Scavengers
|Scavengers
Line 1,066: Line 1,354:
|Scavengers
|Scavengers
|A bow made using harder-to-obtain materials. Made of higher quality than the makeshift bow, possessing less spread in addition to its faster draw time.  
|A bow made using harder-to-obtain materials. Made of higher quality than the makeshift bow, possessing less spread in addition to its faster draw time.  
|-
![[File:Toy bows.gif|64px]]
!{{anchor|Toy Bows}}Toy Bows
|[[File:Toy arrows.gif|32px]]<br>Arrow
|2 seconds
|Ordered from Cargo.
|Civilians
|A series of shoddy, plastic bows that have significant spread, but can still fire any time of arrow.
|-
|-
![[File:Crossbow.png|64px]]
![[File:Crossbow.png|64px]]
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|Civilians
|Civilians
|A bow with a locking mechanism that is wielded more akin to a firearm. Has no spread, no slowdown while drawn, nor will it un-draw if it's dropped or stored, but drawing back the string requires you to stand still for the duration.
|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.
|}
|-
![[File:Ashencrossbow.png|64px]]
!{{anchor||Bone Crossbow}}Bone Crossbow
|[[File:Arrow_bone.png|32px]]<br>Arrow
|2 seconds
|[[Makeshift weapons|Made by yourself]].
|Ashwalkers
|Effectively identical to the crossbow, but suffers just a little spread.
|-
![[File:Breakbow.gif|64px]]
!{{anchor|Break Bow}}Break Bow
|[[File:Arrow magic.png|32px]]<br>Arrow
|0.25 seconds
|[[Wizard]], 2 SP
|Wizards
|This magical bow is actually two blades fused together at their pommels, allowing it to be split into said blades. While combined, however, it functions as an incredibly fast bow that deals hefty damage in melee, whether swung or thrown, with absurd armor penetration. As a bonus, it's also sharp.
|}
===== 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 10 extra damage to fauna unless otherwise stated. In addition, they resolve against melee armor, and most have negative AP, meaning armor works better against them.
*[[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.
Arrows travel slightly slower than most ballistic projectiles.  
*[[File:Arrow bonetipped.png|32x32px]]'''Bone Tipped Arrow:''' A well-crafted arrow dealing 30 brute damage with moderate armor penetration. Can't shatter on impact and has an okay embed chance.
*[[File:Arrow.png|32px]]'''Wooden Arrow:''' A basic arrow dealing 35 brute damage. Has a respectable embed chance.
*[[File:Arrow_bone.png|32px]]'''Bone Arrow:''' A cheap arrow dealing 15 brute damage and an extra 35 damage against fauna. Has a small chance to break and an okay embed chance.
*[[File:Arrow_ash.png|32px]]'''Ashen Arrow:''' A fire-reinforced arrow dealing 40 brute damage. Has a lower embed chance.
*[[File:Arrow chitin.png|32x32px]]'''Chitin Tipped Arrow:''' A high quality arrow dealing 25 brute damage and an extra 40 damage against fauna with very good armor penetration. Can't shatter on impact and has a respectable embed chance.
*[[File:Arrow bonetipped.png|32x32px]]'''Bone Tipped Arrow:''' A well-crafted arrow dealing 45 brute damage. Suffers less against armor with an okay embed chance.
*[[File:Arrow_bamboo.png|32px]]'''Bamboo Arrow:''' A brittle arrow dealing 10 brute damage with a high chance to embed. Very likely to shatter on impact.
*[[File:Arrow_bone.png|32px]]'''Bone Arrow:''' A cheap arrow dealing 25 brute damage and an extra 35 damage against fauna. Suffers less against armor with an okay embed chance.
*[[File:Arrow_bronze.png|32px]]'''Bronze Arrow:''' A forged arrow dealing 25 brute damage with minor armor penetration. Has a small chance to break and an okay embed chance.
*[[File:Arrow chitin.png|32x32px]]'''Chitin Tipped Arrow:''' A high quality arrow dealing 35 brute damage and an extra 40 damage against fauna with good armor penetration. Has a respectable embed chance.
*[[File:Arrow_glass.png|32px]]'''Glass Arrow:''' A makeshift arrow dealing 15 brute damage. Likely to shatter on impact and an okay embed chance. Easiest arrow to make using on station materials.
*[[File:Arrow_bamboo.png|32px]]'''Bamboo Arrow:''' A brittle arrow dealing 20 brute damage that suffers even more against armor. Very high chance to embed and has a notable chance to break on impact.
*[[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_bronze.png|32px]]'''Bronze Arrow:''' A forged arrow dealing 35 brute damage that suffers less against armor. Has a respectable embed chance.
*[[File:Arrow_glass.png|32px]]'''Glass Arrow:''' A makeshift arrow dealing 25 brute damage. Less likely to embed and has a minor chance to break. Easiest arrow to make using on station materials.
*[[File:Arrow_plasmaglass.png|32px]]'''Plasma Glass Arrow:''' A robust arrow dealing 25 brute damage with very good armor penetration. Less likely to embed and has a minor chance to break.
*[[File:Toy arrows.gif|32px]]'''Toy Arrows:''' These arrows don't do any real damage (unless you're in a nerf war), but have a high embed chance due to their sticky velcro bits. Blacklisted from arrow modifications.
===== 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, giving the arrow a new effect on hit.  
*[[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 also 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|frameless]]'''Bola Arrow:''' Upon impact, will also apply a bola effect, cuffing the target's legs. Requires Makeshift Crafting from the Syndicate in order to make, or [[Ashwalkers|tribal knowledge]].
*[[File:Arrow explosive.gif|frameless]]'''Explosive Arrow:''' Can be activated as if the grenade were being held. Will detonate at the end of the timer, even if it is fired. Cannot embed. Requires Makeshift Crafting from the Syndicate in order to make, or [[Ashwalkers|tribal knowledge]].
*[[File:Syringe arrow.png|frameless]]'''Syringe Arrow:''' If this arrow embeds, the reagents in the syringe will transfer as if fired by a syringe gun. Requires Makeshift Crafting from the Syndicate in order to make, or [[Ashwalkers|tribal knowledge]].
===== Admin Arrows =====
While unable to be crafted or obtained in any way, these arrows are available to be spawned by nefarious administrators.
* [[File:Singuloarrow.gif|frameless]]'''Singularity Arrow:''' Has a break chance depending on the tier of the singularity shard attached. The higher the tier, the higher the break chance, and the more catastrophic it is when the arrow breaks. Will release scaling radiation and EMP upon breaking. If the shard attached is "all-powerful", will release a singularity upon breaking.
* [[File:Smarrow.gif|framless]]'''Supermatter Arrow:''' Can be thrown or fired from a bow to effect supermatter interactions on atoms hit, like the supermatter sword.
=== 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.
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===== 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.
Furthermore, lasers fired can bounce off flipped coins, which ricochet to nearby targets.
{| 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|X-Ray Gun}}X-Ray Gun
!{{anchor|X-Ray Gun}}X-Ray Gun
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|20 Lasers
|14 Lasers
| 15 Burn + 300 Irradiate
| 10 Burn + 300 Irradiate
|Printable at the [[Armory]] protolathe once researched.  
|Printable at the [[Armory]] protolathe once researched.  
|Nanotrasen
|Nanotrasen
|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. 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 =====
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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]]
* [[Supply crates#Security|Ordered from Cargo]].
* Found in the Syndicate Infiltrator base
* Found in the Syndicate Infiltrator base
* Available to [[Emergency Response Team]] for 1 WC
* Available to [[Emergency Response Team]] for 1 WC
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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.
|Uses a mini nuclear reactor that is refillable with uranium sheets or ore. Refilling the weapon will irradiate the user a little; two consecutive, full reloads will yield the first stages of radiation sickness. '''Moving while reloading will not only cancel the process, but also disperse radiation still.''' The irradiate beams function identically to the x-ray gun's lasers. '''Starts empty when printed.'''
|-
![[File:Bouncer.gif|64px]]
!{{anchor|Bouncer Energy Gun}}Bouncer Energy Gun
|[[File:Recharger.gif|64px]]<br>Energy
|4 Freeze,<br>16 Disable
|Cools target,<br>20 Stamina
|Printable at the [[Security Office|Security]] or [[Armory]] protolathe once researched.
|Nanotrasen
|Shoot bouncing balls that will ricochet on any walls 5 times before dissipating, making them difficult to avoid in narrow space and useful to hit targets behind cover; however care has to be taken to not have a projectile ricochet toward yourself. The freeze setting is excellent for slowing targets, but it significantly drains the weapon's battery.
|-
|-
![[File:Multiphase_gun_stun.gif|64px]]
![[File:Multiphase_gun_stun.gif|64px]]
!{{anchor|X-01 Multiphase Energy Gun}}X-01 Multiphase Energy Gun
!{{anchor|NT-S02 Multiphase Energy Gun}}NT-S02 Multiphase Energy Gun
|[[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
|A modernized version of the Captain's Antique Laser. While it does not possess the self-charging capability, it comes with the standard energy gun firing modes as well as an ion mode which will fire a one-tile pulse. The ion mode massively drains the battery. Like the Antique Laser, the X-01 is heavily coveted by opposing elements. Supports a seclite attachment.
|A modernized version of the Captain's Antique Laser. While it does not possess the self-charging capability, it comes with the standard energy gun firing modes as well as an ion mode which will fire a one-tile pulse. The ion mode massively drains the battery. Like the Antique Laser, the NT-S02 is heavily coveted by opposing elements. Supports a seclite attachment.
|-
|-
![[File:Protolaser.gif|64px]]
![[File:Protolaser.gif|64px]]
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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 8 WC
|Only available to [[Emergency Response Team]] for 20 WC
|Nanotrasen
|Nanotrasen
|A military-grade energy gun that re-introduces the electrode utilized in older energy guns, though far more efficient in its energy usage. Incredibly potent at subduing targets.
|A military-grade energy gun that re-introduces the electrode utilized in older energy guns, though far more efficient in its energy usage. Incredibly potent at subduing targets.
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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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|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|20 Disable
|20 Disable
|25 Stamina Damage
|30 Stamina Damage
|
|
* Standard issue for most [[Jobs#Security|Security personnel]]
* Armament Dispenser in [[Security Office|Security]]
* The [[Armory]]
* The [[Armory]]
* [[Supply crates#Security|Ordered from Cargo]].
* [[Supply crates#Security|Ordered from Cargo]].
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!Lifesteal Crystal
!Lifesteal Crystal
!20%
!20%
|Heals the user of 2.5 damage if the kinetic blast hits a living creature.
|Heals the user for 15% of the damage done if the kinetic blast hits a living creature. Can heal robotic limbs.
|-
|-
!Resonator Blast
!Resonator Blast
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|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|10 Ion Pulses
|10 Ion Pulses
|20 Brute to silicon mobs<br>Up to 90 damage to mechs<br>3x3 EMP
|20 Brute to silicon mobs<br>Up to 40 damage to mechs<br>3x3 EMP
|
|
* The [[Armory]]
* The [[Armory]]
* Located on the [[Nuclear Operative|Nuclear Operative's shuttle]].
* Located on the [[Nuclear Operative|Nuclear Operative's shuttle]].
|Sol Interplanetary Coalition
|Sol Interplanetary Coalition
|While large and bulky, the projectile fired by the Ion Rifle will deliver an EMP pulse in a small area around the target. An EMP will shut off or disrupt most electronic equipment. More uniquely, it is fantastic at disrupting mech or cyborg subsystems. [[Preternis|Preterni]] and [[IPC|IPCs]] will also undergo significant system damage when hit by one. Care should be used in close range to ensure you do not EMP yourself, draining all your weapons, turning off your radio, and scrambling your suit sensors at once. '''Unaffected by EMP.'''
|While large and bulky, the projectile fired by the Ion Rifle will deliver an EMP pulse in a small area around the target. An EMP will shut off or disrupt most electronic equipment. More uniquely, it is fantastic at disrupting mech or cyborg subsystems. [[IPC|IPCs]] will also undergo significant system damage when hit by one. Care should be used in close range to ensure you do not EMP yourself, draining all your weapons, turning off your radio, and scrambling your suit sensors at once. '''Unaffected by EMP.'''
|-
|-
![[File:Tesla_gun.gif|64px]]
![[File:Tesla_gun.gif|64px]]
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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>6u [[Guide to Chemistry#Muscle Relaxant|Muscle relaxant]]<br>6u [[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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|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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!{{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)
|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)
|25 Burn (Burn damage on embed),<br>15 Burn + 300 irradiate (Toxin damage on embed)
|40 Burn (Burn damage on embed),<br>30 Burn + 500 irradiate (Toxin damage on embed)
|[[Syndicate Uplink]], available for 12 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.
|-
![[File:Bow ert.gif|64px]]
!HL-P1 Multipurpose Combat Bow
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|40 Burn (Burn damage on embed),<br>50 Stamina (Stamina damage on embed),<br>75 Burn (Burn damage on embed),<br>Stun Duration 10 (Stamina damage on embed)
|Only available to [[Emergency Response Team]] for 75 WC
|Nanotrasen
|A revolutionary hardlight bow that can fire energy, disabler, pulse, and taser bolts. Can be folded as convenient storage. Pray you're not on the other end of its devastating pulse arrows.
|-
|-
![[File:Bow_clockwork.png|64px]]
![[File:Bow_clockwork.png|64px]]
Line 1,571: Line 1,915:
![[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 of oxygen left in the gas tank loaded. The more oxygen, 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. Different gases have different properties, and certain reactions, such as stimball creation, can be created by the flamethrower being fired. A potent tool in the hands of a knowledgeable [[Atmospheric Technician]].
|-
|-
![[File:Loaded blastcannon.png|64px]]
![[File:Loaded blastcannon.png|64px]]
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![[File:Mateba.png|64px]]
![[File:Mateba.png|64px]]
!{{anchor|Mateba}}Mateba
!{{anchor|Mateba}}Mateba
|[[File:357.png|64px]]<br>.357
|[[File:357.png|64px]]<br>.44
|7 Rounds
|7 Rounds
|
|55 Brute
{| class="wikitable sortable mw-collapsible mw-collapsed"
|Admin only.
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|Nanotrasen, Syndicate
|An autorevolver chambered in .44 only carried by high-ranking corporate and military officials.
|-
|-
! class="unsortable" |Icon
![[File:Regeantdartgun.png|64px]]
! class="unsortable" |Name
!{{anchor|Reagent Dartgun}}Reagent Dartgun
! class="unsortable" |Description
|[[File:Syringe.png|64px]]<br>Syringes
| 100u of chemicals
|6 Brute + 15u chemicals
|Admin only.
| 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:357.png]]
![[File:Instagib.png|64px]]
!Standard ammo
!{{anchor|Instakill Rifle}}Instakill Rifle
|40 Brute
|[[File:Recharger.gif|64px]]<br>Energy
|-
|Infinite
![[File:357feather.png]]
|60 burn + Instantly gibs mobs
!Ironfeather
|Admin only.
|6 pellets of 8.5 damage each, mildly less damage dropoff than buckshot
|Admins
|-
|Fires a purple bolt of death that, upon contact with anything living, reduces it to bloody gibs...instantly. Features EMP-proofing and no energy usage to make your death even more inevitable!
![[File:357cracker.png]]
|}
!Nutcracker
 
|20 Brute, one-shots windows, two-shots doors, three-shots reinforced doors
=Defense=
|-
![[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
|}
| Admin only.
|Nanotrasen, Syndicate
|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=
To be good at combat, you must be able to survive an encounter with anything; Nuclear Operatives, Wizards, Assistants and such. While some may say that the best defense is a robust offense (which can be true in some cases), knowing how to protect yourself is a vital skill needed to be [[robust]].
To be good at combat, you must be able to survive an encounter with anything; Nuclear Operatives, Wizards, Assistants and such. While some may say that the best defense is a robust offense (which can be true in some cases), knowing how to protect yourself is a vital skill needed to be [[robust]].
==Stuns and Incapacitation==
==Stuns and Incapacitation==
Line 1,697: Line 2,019:
![[File:StunBaton.gif|64px]]
![[File:StunBaton.gif|64px]]
!{{anchor|Stun Baton}}[[Stun Baton]]
!{{anchor|Stun Baton}}[[Stun Baton]]
| 70 stamina damage  
| 70 stamina damage
|[[Security]]
|[[Security]]
|Not being security and having this out is likely to land you in the brig.  
|Not being security and having this out is likely to land you in the brig.
|-
|-
![[File:Stunprod.png|64px]]
![[File:Stunprod.png|64px]]
Line 1,707: Line 2,029:
|Having this is a quick way to get robusted by security. Doesn't fit in backpacks, but can be carried on your back.
|Having this is a quick way to get robusted by security. Doesn't fit in backpacks, but can be carried on your back.
|-
|-
![[File:Telescopic_Baton.png|64px]]
![[File:Telescopic_Baton.gif|64px]]
!{{anchor|Telescopic Baton}}Telescopic Baton
!{{anchor|Telescopic Baton}}Telescopic Baton
|60 stamina damage
| 40 stamina damage
|Be a [[Head of Staff]]
|Be a [[Head of Staff]]
|Not being a head of staff and having one of these is yet another way to incur security's ire.
|Not being a head of staff and having one of these is yet another way to incur security's ire.
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|Stun<br>Duration 5
|Stun<br>Duration 5
|[[Security]], [[Bridge]], [[Security Checkpoint|Sec Checkpoint]], [[Tech Storage]]
|[[Security]], [[Bridge]], [[Security Checkpoint|Sec Checkpoint]], [[Tech Storage]]
|[[Cyborg]]s are vulnerable to this method of stunning. Eye protection, such as sunglasses or welding helmets prevents you from being stunned this way.
|[[Cyborg]]s are vulnerable to this method of stunning. Eye protection, such as sunglasses or welding helmets prevents you from being stunned this way.  
|-
|-
![[File:Disarm.png|64px]]
![[File:Disarm.png|64px]]
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|Disarm
|Disarm
|Have arms
|Have arms
| Shoving someone while they're next to something solid will cause them to drop anything in their active hand, and shoving someone twice in quick succession will cause them to drop any guns in their active hand. Shoving someone who is next to someone else will knock both people down for one second.
|Shoving someone while they're next to something solid will cause them to drop anything in their active hand, and shoving someone twice in quick succession will cause them to drop any guns in their active hand. Shoving someone who is next to someone else will knock both people down for one second.
|-
|-
![[File:Hspray.png|64px]]
![[File:Hspray.png|64px]]
!{{anchor|Chemicals}}[[Guide_to_chemistry|Chemicals]]
!{{anchor|Chemicals}}[[Guide_to_chemistry|Chemicals]]
|Depends on chemical
| Depends on chemical
|[[Chemistry]]
|[[Chemistry]]
|Typically used with a syringe gun, [[Hypospray]], or [[Grenade|Smoke Grenade]]. Some chemicals, like [[Chloral Hydrate]], or [[Morphine]], can hold targets still for some time, while others can be very harmful.
|Typically used with a syringe gun, [[Hypospray]], or [[Grenade|Smoke Grenade]]. Some chemicals, like [[Chloral Hydrate]], or [[Morphine]], can hold targets still for some time, while others can be very harmful.
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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]]
!{{anchor|Laser Pointer}}[[High-risk_items#Laser_Pointer|Laser Pointer]]
!{{anchor|Laser Pointer}}[[High-risk_items#Laser_Pointer|Laser Pointer]]
|Blinds humans and cyborgs, deactivate cyborg's equipment<br>Duration 5-10
| Blinds humans and cyborgs, deactivate cyborg's equipment<br>Duration 5-10
|[[Lawyer]], [[Librarian]], [[Research Director]]
|[[Lawyer]], [[Librarian]], [[Research Director]]
|Has a chance of blinding people and cyborgs, like a [[Flash]]; a fully upgraded laser pointer has a 100% chance.
|Has a chance of blinding people and cyborgs, like a [[Flash]]; a fully upgraded laser pointer has a 100% chance.
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![[File: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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![[File:Bloodspells.png|64px]]
![[File:Bloodspells.png|64px]]
!{{anchor|Stun Spell}}[[Cult magic|Stun Spell]]
!{{anchor|Stun Spell}}[[Cult magic|Stun Spell]]
|Weaken + Stun<br>Duration 10
|Weaken + Stun<br>Duration 10  
|Being a cultist and making one.
|Being a cultist and making one.
| Works on cyborgs. Blocked by null rod and mindshields. Also mutes victims for a duration of 6.
|Works on cyborgs. Blocked by null rod and mindshields. Also mutes victims for a duration of 6.
|-
|-
![[File:Beepsky.png|64px]]
![[File:Beepsky.png|64px]]
!{{anchor|Beepsky}}Beepsky
!{{anchor|Beepsky}}Beepsky  
|Weaken + Stun<br>Duration 5
|Weaken + Stun<br>Duration 5
|Made in robotics.
|Made in robotics.
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![[File:Ed209.png|64px]]
![[File:Ed209.png|64px]]
!{{anchor|ED-209}}[[ED-209]]
!{{anchor|ED-209}}[[ED-209]]
| Weaken + Stun<br>Duration 5  
|Weaken + Stun<br>Duration 5
|Made in robotics.
| Made in robotics.
|Attacks those set to arrest, and, depending on the mode, with weapons out without permission.
|Attacks those set to arrest, and, depending on the mode, with weapons out without permission.
|}
|}
{| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center"
{| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center"
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Icon
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Icon
! scope="col" style="background-color:Lightgreen;" | Counter
! scope="col" style="background-color:Lightgreen;" |Counter
! scope="col" class="unsortable" style="background-color:Lightgreen;" | Type of Stun
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Type of Stun
! scope="col" class="unsortable" style="background-color:Lightgreen;" |How to Acquire
! scope="col" class="unsortable" style="background-color:Lightgreen;" | How to Acquire
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Notes
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Notes
|-
|-
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|-
|-
![[File:SGlasses.png|64px]]
![[File:SGlasses.png|64px]]
!Eye protection
! Eye protection  
|Flashes
|Flashes
|[[Cargo]] and [[Engineering]] for welding helmets, [[Security]] for sunglasses.
|[[Cargo]] and [[Engineering]] for welding helmets, [[Security]] for sunglasses.
| Doesn't do anything with the stun itself; rather, it protects you from flashing
|Doesn't do anything with the stun itself; rather, it protects you from flashing
|}
|}
==Damage Prevention==
==Damage Prevention==
A few items, when used, can completely block damage.
A few items, when used, can completely block damage.
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! scope="col" class="unsortable" style="background-color:Lightyellow;" |Item
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Item
! scope="col" class="unsortable" style="background-color:Lightyellow;" |How to acquire
! scope="col" class="unsortable" style="background-color:Lightyellow;" |How to acquire
! scope="col" class="unsortable" style="background-color:Lightyellow;" | Protection
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Protection
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Notes  
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Notes
|-
|-
![[File:RiotS.png|64px]]
![[File:RiotS.png|64px]]
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|[[Armory]]
|[[Armory]]
|Blocks melee and projectile attacks.
|Blocks melee and projectile attacks.
| Riot shields have 75 health, and will eventually shatter if hit by enough.
|Riot shields have 75 health, and will eventually shatter if hit by enough.
|-
|-
![[File:Eshield.png|64px]]
![[File:Eshield.png|64px]]
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!{{anchor|Energy Sword}}[[Energy Sword]]
!{{anchor|Energy Sword}}[[Energy Sword]]
|[[Syndicate Items|Syndicate Uplinks]]
|[[Syndicate Items|Syndicate Uplinks]]
|Blocks projectiles and melee attacks
|Blocks projectiles and melee attacks  
|Needs to be turned on to work. Counts as a shield just like the riot shield.  
|Needs to be turned on to work. Counts as a shield just like the riot shield.
|-
|-
|}
|}
==Armor==
== Armor==
Armor is a great passive way to keep you from getting hurt too badly in a fight. Some jobs will have difficulty acquiring armor. Some armor, like hardsuits, will slow you, as well.
Armor is a great passive way to keep you from getting hurt too badly in a fight. Some jobs will have difficulty acquiring armor. Some armor, like hardsuits, will slow you, as well.


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! scope="col" style="background-color:Lightblue;" |Item
! scope="col" style="background-color:Lightblue;" |Item
! scope="col" class="unsortable" style="background-color:Lightblue;" |How to acquire
! scope="col" class="unsortable" style="background-color:Lightblue;" |How to acquire
! scope="col" class="unsortable" style="background-color:Lightblue;" | Protection
! scope="col" class="unsortable" style="background-color:Lightblue;" |Protection
! scope="col" class="unsortable" style="background-color:Lightblue; width:80px" | Defense values %
! scope="col" class="unsortable" style="background-color:Lightblue; width:80px" |Defense values %
! scope="col" class="unsortable" style="background-color:Lightblue;" |Notes
! scope="col" class="unsortable" style="background-color:Lightblue;" |Notes
|-
|-
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!{{anchor|Captain's Armor}}[[Captain's Armor]]
!{{anchor|Captain's Armor}}[[Captain's Armor]]
|[[Captain's Quarters]]
|[[Captain's Quarters]]
| Offers moderate protection from most sources.
|Offers moderate protection from most sources.
|melee = 40 <br>bullet = 50 <br>laser = 50 <br>energy = 25 <br>bomb = 50 <br>bio = 100 <br>rad = 50  
|melee = 40 <br>bullet = 50 <br>laser = 50 <br>energy = 25 <br>bomb = 50 <br>bio = 100 <br>rad = 50
| The Captain will sometimes wear this. It's also space-worthy, but it will slow you down. Wearing this while not the Captain is a good way to get robusted.
|The Captain will sometimes wear this. It's also space-worthy, but it will slow you down. Wearing this while not the Captain is a good way to get robusted.
|-
|-
![[File:Capscarapace.png|64px]]
![[File:Capscarapace.png|64px]]
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!{{anchor|Atmospherics Hardsuit}}[[Hardsuit|Atmospherics Hardsuit]]
!{{anchor|Atmospherics Hardsuit}}[[Hardsuit|Atmospherics Hardsuit]]
|[[Atmospherics]]
|[[Atmospherics]]
| Identical to normal RIG however it is one of the only items that grants complete protection from Fire at the cost of no Radiation protection.
|Identical to normal RIG however it is one of the only items that grants complete protection from Fire at the cost of no Radiation protection.
|melee = 10 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100
|melee = 10 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100
|See [[Space_suit|here]] for information on the different styles.
|See [[Space_suit|here]] for information on the different styles.
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!{{anchor|Mining Hardsuit}}[[Hardsuit|Mining Hardsuit]]
!{{anchor|Mining Hardsuit}}[[Hardsuit|Mining Hardsuit]]
|[[Mining]]
|[[Mining]]
| Gives quite good protection from melee attacks and explosions. Can be upgraded with goliath hide plates to a maximum of 60 melee defense. Essentially becoming a spaceworthy riot suit. The helmet must be upgraded independently of the suit.
|Gives quite good protection from melee attacks and explosions. Can be upgraded with goliath hide plates to a maximum of 60 melee defense. Essentially becoming a spaceworthy riot suit. The helmet must be upgraded independently of the suit.
|melee = 30 - 60 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 50 <br>bio = 100 <br>rad = 50
|melee = 30 - 60 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 50 <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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!{{anchor|CMO Hardsuit}}[[Hardsuit|CMO Hardsuit]]
!{{anchor|CMO Hardsuit}}[[Hardsuit|CMO Hardsuit]]
|[[Chief Medical Officer]]
|[[Chief Medical Officer]]
|Provides little physical protection and does not block intense light based weapons, such as flashbangs or flashes. But is a easy to access Hardsuit for the CMO.
| Provides little physical protection and does not block intense light based weapons, such as flashbangs or flashes. But is a easy to access Hardsuit for the CMO.
|melee = 30 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100 <br>rad = 50
| melee = 30 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100 <br>rad = 50
| See [[Space_suit|here]] for information on the different styles.
|See [[Space_suit|here]] for information on the different styles.
|-
|-
![[File:RDRIG.png|64px]]
![[File:RDRIG.png|64px]]
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|More accurately described as a space proof bomb suit. One of the only Hardsuits to provide 100% bomb protection, the helmet also has a diagnostic HUD built in.
|More accurately described as a space proof bomb suit. One of the only Hardsuits to provide 100% bomb protection, the helmet also has a diagnostic HUD built in.
|melee = 30 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 100 <br>bio = 100 <br>rad = 60
|melee = 30 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 100 <br>bio = 100 <br>rad = 60
| See [[Space_suit|here]] for information on the different styles.
|See [[Space_suit|here]] for information on the different styles.
|-
|-
![[File:Security Hardsuit.png|64px]]
![[File:Security Hardsuit.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 = 40 <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.
|-
|-
![[File:HoSRIG.png|64px]]
![[File:HoSRIG.png|64px]]
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|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 = 50 <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.  
|-
|-
![[File:Wizardsuit.png|64px]]
![[File:Wizardsuit.png|64px]]
!{{anchor|Gem-encrusted hardsuit}}[[Wizard|Gem-encrusted hardsuit]]
!{{anchor|Gem-encrusted hardsuit}}[[Wizard|Gem-encrusted hardsuit]]
|[[Wizard]] or Summon magic  
|[[Wizard]] or Summon magic
|Offers good protection overall and counts as a robe for spellcasting. Protective against fire and totally acidproof to boot!
|Offers good protection overall and counts as a robe for spellcasting. Protective against fire and totally acidproof to boot!
|melee = 40<br>bullet = 40<br>laser = 40<br>energy = 20<br>bomb = 35<br>bio = 100<br>rad = 50
|melee = 40<br>bullet = 40<br>laser = 40<br>energy = 20<br>bomb = 35<br>bio = 100<br>rad = 50
| See [[Wizard|here]] for information on the magical arts.
|See [[Wizard|here]] for information on the magical arts.
|-
|-
![[File:Ablative.png‎|64px]]
![[File:Ablative.png‎|64px]]
!{{anchor|Ablative Armor Vest}}[[Ablative Armor Vest]]
!{{anchor|Reflective Jacket}}[[Reflective Jacket]]
|[[Armory]]
|[[Armory]]
|Gives excellent protection against Laser and Energy attacks and can even deflect them.
|Gives excellent protection against Laser and Energy attacks and can even deflect them.
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!{{anchor|Bulletproof Vest}}[[Bulletproof Vest]]
!{{anchor|Bulletproof Vest}}[[Bulletproof Vest]]
|[[Armory]]
|[[Armory]]
|Makes the wearer very resilient to bullets at the cost of being poor defense against other weapons.  
|Makes the wearer very resilient to bullets at the cost of being poor defense against other weapons.
|melee = 15 <br>bullet = 60 <br>laser = 10 <br>energy = 10 <br>bomb = 40
|melee = 15 <br>bullet = 60 <br>laser = 10 <br>energy = 10 <br>bomb = 40
|Very useful against gangsters and nuke ops. The helmet only provides half of the protection of the vest sadly.  
|Very useful against gangsters and nuke ops. The helmet only provides half of the protection of the vest sadly.
|-
|-
![[File:Armor.png|64px]]
![[File:Armor.png|64px]]
!{{anchor|Body Armor}}[[Body Armor]]
!{{anchor|Body Armor}}[[Body Armor]]
|[[HoP]], [[Security]]
|[[HoP]], [[Security]]
|Protects moderately against melee and lasers, which are common things to be harmed by.
| Protects moderately against melee and lasers, which are common things to be harmed by.
| melee = 30 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25
| melee = 30 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25
|The standard armor found on security mooks. Also sometimes found on [[Ian]].
|The standard armor found on security mooks. Also sometimes found on [[Ian]].
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!{{anchor|Durathread Vest}}Durathread Vest
!{{anchor|Durathread Vest}}Durathread Vest
|Crafted from [[Guide to Construction#Durathread|Durathread]] and leather.
|Crafted from [[Guide to Construction#Durathread|Durathread]] and leather.
| Protects moderately against melee and lasers, as well as fire and acid. However, worse against energy, bullets, and bombs.
|Protects moderately against melee and lasers, as well as fire and acid. However, worse against energy, bullets, and bombs.
|melee = 20 <br>bullet = 10 <br>laser = 30 <br>energy = 5 <br>bomb = 15 <br>fire = 40 <br>acid = 50
|melee = 20 <br>bullet = 10 <br>laser = 30 <br>energy = 5 <br>bomb = 15 <br>fire = 40 <br>acid = 50
|For non-Security, it's better than nothing.
|For non-Security, it's better than nothing.  
|-
|-
![[File:Swatarmor.png|64px]]
![[File:Swatarmor.png|64px]]
!{{anchor|Riot Suit}}[[Riot Suit]]
!{{anchor|Riot Suit}}[[Riot Suit]]
|[[Armory]]
|[[Armory]]
| This, combined with the riot shield, will make you be the nightmare of fire extinguisher -wielding [[assistant]]s everywhere. Gives complete protection to the entire body.
|This, combined with the riot shield, will make you be the nightmare of fire extinguisher -wielding [[assistant]]s everywhere. Gives complete protection to the entire body.
|melee = 50 <br>bullet = 10 <br>laser = 10 <br>energy = 10
|melee = 50 <br>bullet = 10 <br>laser = 10 <br>energy = 10
|It's very resistant to melee attacks, BUT it's less protective against lasers than standard armor.
|It's very resistant to melee attacks, BUT it's less protective against lasers than standard armor.
|-
|-
![[File:Armoredcoat.png|64px]]
![[File:Armoredcoat.png|64px]]
!{{anchor|Armored Coat}}[[Armored Coat]]
!{{anchor|Armored Greatcoat}}[[Armored Greatcoat]]
|[[HoS]]
|[[HoS]]
|A good set of armour that covers the entire body, and the HoS starts with it. Not as powerful as it once was but it's still robust.
|A good set of armour that covers the entire body, and the HoS starts with it. Not as powerful as it once was but it's still robust.
|melee = 30 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25  
|melee = 30 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25
|Wear this as your rightful trophy if you manage to outrobust him.
|Wear this as your rightful trophy if you manage to outrobust him.
|-
|-
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|Extremely robust armor found only on Deathsquad Officers. Offers strong protection against all damage sources to the entire body, in addition to being spaceworthy. Moderate slowdown.
|Extremely robust armor found only on Deathsquad Officers. Offers strong protection against all damage sources to the entire body, in addition to being spaceworthy. Moderate slowdown.
|melee = 80 <br>bullet = 80 <br>laser = 50 <br>energy = 50 <br>bomb = 100 <br>bio = 100 <br>rad = 100
|melee = 80 <br>bullet = 80 <br>laser = 50 <br>energy = 50 <br>bomb = 100 <br>bio = 100 <br>rad = 100
|If you see someone wearing this, it's a good idea to run.  
|If you see someone wearing this, it's a good idea to run.
|-
|-
![[File:Bomb-suit.png|64px]]
![[File:Bomb-suit.png|64px]]
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|Protects you from bombs. Even if a bomb manages to kill you, your body will not be gibbed and you can be cloned.
|Protects you from bombs. Even if a bomb manages to kill you, your body will not be gibbed and you can be cloned.
|melee = 40 <br>laser = 20 <br>energy = 10 <br>bomb = 100
|melee = 40 <br>laser = 20 <br>energy = 10 <br>bomb = 100
|A suit designed for safety when handling explosives.
|A suit designed for safety when handling explosives.
|-
|-
![[File:ERTCycle.gif|64px]]
![[File:ERTCycle.gif|64px]]
!{{anchor|ERT Hardsuits}}ERT Hardsuits
!{{anchor|ERT Hardsuits}}ERT Hardsuits
|[[Emergency Response Team]], Lavaland
|[[Emergency Response Team]], Lavaland
|Offers very robust protection from all damage sources, with zero slowdown.
|Offers very robust protection from all damage sources, with zero slowdown.
| melee = 65 <br>bullet = 50 <br>laser = 50 <br>energy = 50 <br>bomb = 50 <br>bio = 100 <br>rad = 100 <br>fire = 80 <br>acid = 80
|melee = 65 <br>bullet = 50 <br>laser = 50 <br>energy = 50 <br>bomb = 50 <br>bio = 100 <br>rad = 100 <br>fire = 80 <br>acid = 80
|Resistant to plasmafire.
|Resistant to plasmafire.
|-
|-
![[File:Secjumpsuit.png|64px]]
![[File:Secjumpsuit.png|64px]]
!{{anchor|Security Officer's Jumpsuit}}Security Officer's Jumpsuit
!{{anchor|Security Officer's Jumpsuit}}Security Officer's Jumpsuit
|[[Security Office]]
|[[Security Office]]
|A security officer's jumpsuit provides a small amount of melee protection. All security-division jumpsuits have the same benefit, whether it be an officer's, the detective's, or the HoS's. Lawyers do not, however.
|A security officer's jumpsuit provides a small amount of melee protection. All security-division jumpsuits have the same benefit, whether it be an officer's, the detective's, or the HoS's. Lawyers do not, however.
|melee = 10
|melee = 10  
|The kicker? It goes in your jumpsuit slot, and when worn underneath armor will stack their defenses additively.
|The kicker? It goes in your jumpsuit slot, and when worn underneath armor will stack their defenses additively.
|-
|-
![[File:Durathreadjumpsuit.png|64px]]
![[File:Durathreadjumpsuit.png|64px]]
!{{anchor|Durathread Jumpsuit}}Durathread Jumpsuit
!{{anchor|Durathread Jumpsuit}}Durathread Jumpsuit
| Crafted from [[Guide to plants#Details: Durathread|Durathread]]
|Crafted from [[Guide to plants#Details: Durathread|Durathread]]
| Provides a small amount of melee protection and moderate laser and fire protection.
|Provides a small amount of melee protection and moderate laser and fire protection.
|melee = 10 <br>laser = 10 <br>fire = 40 <br>acid = 10 <br>bomb = 5
|melee = 10 <br>laser = 10 <br>fire = 40 <br>acid = 10 <br>bomb = 5  
|Like the Security Officer's, the Durathread jumpsuit is also worn in the jumpsuit slot and will also stack defenses with other armor.
| Like the Security Officer's, the Durathread jumpsuit is also worn in the jumpsuit slot and will also stack defenses with other armor.  
|}
|}
===Helmets===
 
{| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center"
===Helmets===
! scope="col" class="unsortable" style="background-color:Lightblue;" |Icon
{| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center"
! scope="col" style="background-color:Lightblue;" | Item
! scope="col" class="unsortable" style="background-color:Lightblue;" |Icon
! scope="col" class="unsortable" style="background-color:Lightblue;" |How to acquire
! scope="col" style="background-color:Lightblue;" |Item
! scope="col" class="unsortable" style="background-color:Lightblue;" | Protection
! scope="col" class="unsortable" style="background-color:Lightblue;" |How to acquire
! scope="col" class="unsortable" style="background-color:Lightblue; width:80px" |Defense values %
! scope="col" class="unsortable" style="background-color:Lightblue;" |Protection
! scope="col" class="unsortable" style="background-color:Lightblue;" |Notes
! scope="col" class="unsortable" style="background-color:Lightblue; width:80px" |Defense values %
! scope="col" class="unsortable" style="background-color:Lightblue;" | Notes  
|-
![[File:Helmet.png|64px]]
!{{anchor|Helmet}}[[Helmet]]
|[[Security Office]]
|Standard head gear for security mooks. Keeps your head safe.
|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.
|-
|-
![[File:Helmet.png|64px]]
![[File:Fedora.png|64px]]<br>[[File:Detective hat.png|64px]]
!{{anchor|Helmet}}[[Helmet]]
!{{anchor|Detective's Fedora}}Detective's Fedora
|[[Security Office]]
|Found in the clothing duffle bag in the Detective's locker.
|Standard head gear for security mooks. Keeps your head safe.
|Almost as good as the helmet, except against bullets and bombs. Most non-Syndicate threats won't have either.
|melee = 35 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25
|melee = 25 <br>bullet = 5 <br>laser = 25 <br>energy = 10 <br>fire = 30 <br>acid = 50 <br>wound = 5
|Brave officers may opt to wear the security beret or hat instead. The warden's hat offers the same protection as this.
|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]]
Line 2,020: Line 2,351:
|-
|-
![[File:Swathelmet.png|64px]]
![[File:Swathelmet.png|64px]]
!{{anchor|Swat Helmet}}Swat Helmet  
!{{anchor|Swat Helmet}}Swat Helmet
|[[Derelict]]
|[[Derelict]]
|A rare and extremely powerful helmet that protects against all kinds of damage. Spaceworthy.
|A rare and extremely powerful helmet that protects against all kinds of damage. Spaceworthy.
| melee = 40 <br>bullet = 30 <br>laser = 30<br>energy = 30 <br>bomb = 50 <br>bio = 90
|melee = 40 <br>bullet = 30 <br>laser = 30<br>energy = 30 <br>bomb = 50 <br>bio = 90
rad = 20
rad = 20


Line 2,036: Line 2,367:
|Provides excellent melee protection, but lacks in other areas.
|Provides excellent melee protection, but lacks in other areas.
|melee = 45 <br>bullet = 15 <br>laser = 5 <br>energy = 5 <br>bomb = 5 <br>bio = 2
|melee = 45 <br>bullet = 15 <br>laser = 5 <br>energy = 5 <br>bomb = 5 <br>bio = 2
| Useful during revolutions, and other situations where you might be swarmed with melee weapons.
|Useful during revolutions, and other situations where you might be swarmed with melee weapons.
|-
|-
![[File:Deathsquadhelm.png|64px]]
![[File:Deathsquadhelm.png|64px]]
!{{anchor|Deathsquad Helmet}}Deathsquad Helmet  
!{{anchor|Deathsquad Helmet}}Deathsquad Helmet
|[[Death squad]]
|[[Death squad]]
|A strong helmet that provides reduction against most damage types. Spaceworthy.
|A strong helmet that provides reduction against most damage types. Spaceworthy.
|melee = 80 <br>bullet = 80 <br>laser = 50 <br>energy = 50 <br>bomb = 100 <br>bio = 100 <br> rad = 100
|melee = 80 <br>bullet = 80 <br>laser = 50 <br>energy = 50 <br>bomb = 100 <br>bio = 100 <br> rad = 100
|Underwhelming compared to the deathsquad body armor
|Underwhelming compared to the deathsquad body armor  
|}
|}
===Hats ===
===Hats===
{| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center"
{| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center"
! scope="col" class="unsortable" style="background-color:Lightblue;" |Icon
! scope="col" class="unsortable" style="background-color:Lightblue;" |Icon
! scope="col" style="background-color:Lightblue;" |Item
! scope="col" style="background-color:Lightblue;" |Item
! scope="col" class="unsortable" style="background-color:Lightblue;" |How to acquire
! scope="col" class="unsortable" style="background-color:Lightblue;" | How to acquire
! scope="col" class="unsortable" style="background-color:Lightblue;" |Protection
! scope="col" class="unsortable" style="background-color:Lightblue;" |Protection
! scope="col" class="unsortable" style="background-color:Lightblue; width:80px" |Defense values %
! scope="col" class="unsortable" style="background-color:Lightblue; width:80px" |Defense values %
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!{{anchor|Head of Security Hat}}Head of Security Hat
!{{anchor|Head of Security Hat}}Head of Security Hat
|[[HoS]]
|[[HoS]]
|Provides robust head protection in all damage types. The HoS starts with this.
| Provides robust head protection in all damage types. The HoS starts with this.  
|melee = 40 <br>bullet = 30 <br>laser = 25 <br>energy = 10 <br>bomb = 25 <br>bio = 10
|melee = 40 <br>bullet = 30 <br>laser = 25 <br>energy = 10 <br>bomb = 25 <br>bio = 10
|Powerful and stylish, also for showing who is in charge around here. The dermal armor in the HoS's locker offers the same protection as this.
|Powerful and stylish, also for showing who is in charge around here. The dermal armor in the HoS's locker offers the same protection as this.
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