Guide to Combat: Difference between revisions

Jump to navigation Jump to search
m
Also corrects reflective jacket name
(→‎Automatic: nt usp revamp https://github.com/yogstation13/Yogstation/pull/17501)
m (Also corrects reflective jacket name)
 
(46 intermediate revisions by 10 users not shown)
Line 10: Line 10:
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.
Line 48: Line 48:
![[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]]
Line 125: Line 125:
![[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]]
Line 146: Line 146:
![[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
Line 160: Line 160:
![[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
Line 167: Line 167:
![[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
Line 194: Line 194:
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"
Line 204: Line 204:
! 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]]
Line 221: Line 235:
![[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
Line 228: Line 243:
![[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]]
Line 258: Line 273:
|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]]
Line 281: Line 303:
|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
Line 315: Line 337:
!{{anchor|Backstabbing Switchblade}}Backstabbing Switchblade
!{{anchor|Backstabbing Switchblade}}Backstabbing Switchblade
|20 Brute, 23 Brute when thrown, 35 Brute if backstab
|20 Brute, 23 Brute when thrown, 35 Brute if backstab
|[[Syndicate Uplink]], available for 5 TC
|[[Syndicate Uplink]], available for 3 TC
|Nanotrasen, Syndicate
|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.
|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.
Line 339: Line 361:
|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]]
Line 356: Line 386:
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.
Line 361: Line 392:
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.
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"
|-
|-
Line 379: Line 410:
[[File:Powerpack small-l.png|64px]]<br>.22LS
[[File:Powerpack small-l.png|64px]]<br>.22LS
|12 Rounds (HL)<br>8 Rounds (LS)
|12 Rounds (HL)<br>8 Rounds (LS)
|2 Burn + 25 Stamina (HL)<br>18 Burn (LS)
|25 Stamina (HL)<br>18 Burn (LS)
|
|
* Armament Dispenser in [[Security Office|Security]]
* Armament Dispenser in [[Security Office|Security]]
Line 386: Line 417:
|Nanotrasen
|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.'''
|Small enough to fit in pockets. A ballistic equivalent to the disabler for security officers that uses hardlight bullets generated from the battery magazine's integrated projector. These hardlight projectiles resolve against energy armor rather than bullet, and travel slower than all other ballistics (but still faster than beams). The powerpacks can be refilled at a standard recharger, letting it benefit from one of the main strengths of energy weapons while acting like a ballistic. '''EMPs will drain the energy of the powerpacks.'''
Due to it dealing a small amount of burn damage, expect [[AI|silicon crew]] under harm-prevention lawsets to object to the usage of this weapon.
It is possible at the [[Armory]] protolathe to print out lethal conversion kits for the powerpacks, which will allow them to fire .22LS bullets instead. These overcharged powerpacks are only capable of fabricating eight shots per pack, and their projectiles resolve exclusively burn damage against laser armor instead of energy armor. Otherwise, the hardlight bullet acts the same.


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 Carbine}}WT550 Automatic Carbine
!{{anchor|WT550 Automatic Carbine}}WT550 Automatic Carbine
|[[File:46x30ammo.png|64px]]<br>4.6×30mm
|[[File:46x30ammo.png|64px]]<br>4.6×30mm
|22 Rounds
|20 Rounds<br>10 Rounds (Airburst magazine)
|
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
Line 404: Line 435:
![[File:46x30ammo.png]]
![[File:46x30ammo.png]]
! Standard ammo
! Standard ammo
|15 Brute, small armor penetration
|15 Brute  
|-
|-
![[File:46x30mmtA.png]]
![[File:46x30mmtA.png]]
Line 417: Line 448:
!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'''
|}
|}
|
|
Line 424: Line 467:
|Security
|Security
|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.
|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 474: Line 517:
|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:Makeshiftpistol.png|64px]]
![[File:V38.png|64px]]
!{{anchor|Makeshift Pistol}}Makeshift Pistol
!{{anchor|Vatra M38 Pistol}}Vatra M38 Pistol
|[[File:9x19pM.png|64px]]10mm
|[[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]]
!{{anchor|Makeshift Pistol}}Makeshift Pistol
|[[File:9x19pM.png|64px]]10mm
|4 Rounds
|4 Rounds
|30 Brute
|30 Brute
Line 482: Line 566:
|Scavengers
|Scavengers
|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.
|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]]
!{{anchor|Surplus Carbine}}Surplus Carbine
|[[File:Ammo_75.png|64px]]<br>10mm
|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 low rate of fire. Outclassed by most other firearms.
It supports a bayonet and a suppressor.
|-
|-
![[File:Stetchkin.png|64px]]
![[File:Stetchkin.png|64px]]
!{{anchor|Stechkin}}Stechkin Pistol
!{{anchor|Stechkin}}Stechkin Pistol
|[[File:10mmMag.png|64px]]<br>10mm
|[[File:10mmMag.png|64px]]<br>10mm
|8 Rounds
|10 Rounds
|
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
Line 539: Line 611:
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:M1911.png|64px]]
![[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]]
!{{anchor|M1911 Pistol}}M1911 Pistol
!{{anchor|M1911 Pistol}}M1911 Pistol
|[[File:M1911 mag.png|64px]]<br>.45
|[[File:M1911 mag.png|64px]]<br>.45
Line 549: 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 667: Line 752:
![[File:Deagle.gif|64px]]
![[File:Deagle.gif|64px]]
!{{anchor|Desert Eagle}}Desert Eagle
!{{anchor|Desert Eagle}}Desert Eagle
|[[File:Deagle mag.png|64px]]<br>.50
|[[File:Deagle mag.png|64px]]<br>.50 AE
|7 Rounds
|7 Rounds
|40 Brute
|40 Brute
Line 702: Line 787:
|Nanotrasen
|Nanotrasen
|A long-barreled designated marksman rifle that is vaguely based on the WT platform. Slower-firing than most automatics, but its projectiles travel slightly faster than most others.
|A long-barreled designated marksman rifle that is vaguely based on the WT platform. Slower-firing than most automatics, but its projectiles travel slightly faster than most others.
Also more accurate than your average firearm.
|-
|-
![[File:L6machinegun.png|64px]]
![[File:L6machinegun.png|64px]]
Line 717: Line 803:
![[File:A762.png]]
![[File:A762.png]]
!Standard ammo
!Standard ammo
|45 Brute
|45 Brute, a little armor penetration
|-
|-
![[File:A762A.png]]
![[File:A762A.png]]
Line 733: Line 819:
|Only available to [[Syndicate guide|Nuclear Operative]] for 20 TC
|Only available to [[Syndicate guide|Nuclear Operative]] for 20 TC
|Syndicate
|Syndicate
| A fully-automatic gun with 50 shots per magazine. This beast of an LMG permits sustained, massive volleys of bullets.
| A fully-automatic gun with 50 shots per magazine. This beast of an LMG permits sustained, massive volleys of bullets. It suffers from considerable inaccuracy when fired in its burst mode.
|-
|-
![[File:Dmr.png|64px]]
![[File:Dmr.png|64px]]
Line 766: Line 852:
|Syndicate
|Syndicate
|A long-range rifle typically used by Syndicate recon operatives. Fires powerful rounds and possesses a short-range scope to better see over distances.
|A long-range rifle typically used by Syndicate recon operatives. Fires powerful rounds and possesses a short-range scope to better see over distances.
Similarly to the LWT, has improved accuracy over other firearms.
|}
==== 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. In addition, revolver bullets tend to inflict more devastating wounds than the bullets most pistols fire.
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:Sniper.png|64px]]
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
!{{anchor|Syndicate Sniper Rifle}}Syndicate Sniper Rifle
! scope="col" style="background-color:#F0DC82;" |Item
|[[File:50mag.png|64px]]<br>.50
! scope="col" style="background-color:#F0DC82;" |Ammo
|3-6 Rounds<br>depending on the magazine
! scope="col" style="background-color:#F0DC82;" |Capacity
|
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
{| class="wikitable sortable mw-collapsible mw-collapsed"
! scope="col" style="background-color:#F0DC82;" |How to Acquire
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|-
|-
! class="unsortable" |Icon
![[File:Tracrevolver.png|64px]]
!{{anchor|Caldwell Tracking Revolver}}Caldwell Tracking Revolver
|[[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
| 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"
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|-
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Name
! class="unsortable" |Description
! class="unsortable" |Description
|-
|-
![[File:50mag.png]]
![[File:Ammo_38gut.png]]
!Standard ammo  
!Rubber ammo
|70 Brute + 10 second paralyze, very good armor penetration
|7 Brute, 30 Stamina
|-
|-
![[File:Haemorrhage-ammo.png]]
![[File:Ammo_38.png]]
!Penetrator ammo
!Standard ammo
|60 Brute, very good armor penetration, goes through everything including walls and mobs
|21 Brute
|-
|-
![[File:Soporific.png]]
! style="background-color:#d3d3d3" |[[File:Ammo 357.png]]
!SP ammo
! style="background-color:#d3d3d3" |.357
|40 second sleep
| style="background-color:#d3d3d3" |40 Brute, much better against armor
|}
|}
| Only available to [[Syndicate guide|Nuclear Operative]] for 16 TC
|Found in the [[Detective's Office|Detective's locker]], located in a shoulder holster.
|Syndicate
|Security
|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.
|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.
==== 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. In addition, revolver bullets tend to inflict more devastating wounds than the bullets most pistols fire.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
![[File:Russianrevolver.png|64px]]
! scope="col" style="background-color:#F0DC82;" |Item
!{{anchor|Russian Revolver}}Russian Revolver
! scope="col" style="background-color:#F0DC82;" |Ammo
|[[File:Ammo 357.png|64px]]<br>.357
! scope="col" style="background-color:#F0DC82;" |Capacity
|1 Round. Can load up to 6.
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
| 40 Brute<br>300 Brute when used on head
! scope="col" style="background-color:#F0DC82;" |How to Acquire
|Found in certain bars or recreational areas.
! scope="col" style="background-color:#F0DC82;" |Faction Usage
|Civilians, Space Russians
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|A Russian-made revolver. It has a single slot in its chamber for a bullet, as it's meant for playing Russian Roulette! You can spin the chamber to randomize the position of the bullet, and must do so before every shot. It can use .357 alternative ammunition should the user desire to waste TC.
Killing yourself with the Russian Revolver will give you a deep-rooted trauma.
|-
|-
![[File:Tracrevolver.png|64px]]
![[File:Revolver.png|64px]]
!{{anchor|Caldwell Tracking Revolver}}Caldwell Tracking Revolver
!{{anchor|Syndicate Revolver}}Syndicate Revolver
|[[File:Ammo 32trac.png|64px]]<br>.32 TRAC
|[[File:357.png|64px]]<br>.357
|7 Rounds
|7 Rounds
|5 Brute
|[[Supply crates#Armory|Ordered through Cargo]].
|Colonists and Security
|A tool, rather than a weapon. Each .32 TRAC round will do minimal damage but plant a temporary tracking implant in any target hit. This tracking implant lasts only 5 minutes, cannot be used as a teleporter beacon, and will be destroyed if it is EMP'd. The revolver is also innately suppressed and fires slowly.
|-
![[File:Nagant.png|64px]]
!{{anchor|Nagant Revolver}}Nagant Revolver
|[[File:10mmbox.png|64px]]<br>7.62x38mmR
|7 Rounds
| 20 Brute
|
* [[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 38.png|64px]]<br>.38
|6 Rounds
|
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
Line 837: Line 937:
|-
|-
! class="unsortable" |Icon
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Name
! class="unsortable" |Description
! class="unsortable" |Description
|-
|-
![[File:Ammo_38.png]]
![[File:357.png]]
!Standard ammo
!Standard ammo
|25 Brute
|40 Brute. Innate armor penetration, including all subtypes
|-
![[File:357feather.png]]
!Ironfeather
|6 pellets of 8 damage each, mildly less damage dropoff than buckshot
|-
|-
![[File:Ammo_38gut.png]]
![[File:357cracker.png]]
!Gutterpunch
!Nutcracker
|20 Brute, induces nausea in target
| 30 Brute, one-shots windows, two-shots doors, three-shots reinforced doors
|-
|-
![[File:Ammo_38hot.png]]
![[File:357shock.png]]
!Hot Shot
!Metalshock
|20 Brute, sets the target on fire
| 15 Brute, then delivers a devastating tesla arc (~33 burn first target) that can chain between victims
|-
|-
![[File:Ammo_38ice.png]]
![[File:357piercer.png]]
!Iceblox
!Heartpiercer
|20 Brute, freezes target
| 35 Brute with good armor penetration. Passes through first mob hit
|-
|-
! style="background-color:#d3d3d3" |[[File:357.png]]
![[File:357stake.png]]
! style="background-color:#d3d3d3" |.357
!Wallstake
| style="background-color:#d3d3d3" |40 Brute
| 36 Brute, throws people two tiles which can impact against walls
|}
|[[Syndicate Uplink]], available for 6 TC
|Syndicate
|Fires slower than the stechkin and also weighs more. However, topping off the internal cylinder is far easier than unloading and reloading an automatic. In addition, it possesses a much wider array of alternative ammunitions which can possess drastic properties.
|}
|}
|Found in the [[Detective's Office|Detective's locker]], located in a shoulder holster.
==== Shotgun ====
|Security
Shotguns use a variety of 12 Gauge shells for their ammunition, which all discharge differing projectile spreads and projectile types. This permits them some of the greatest utility and versatility compared to other ballistic classes. They are also the most commonly found ballistic firearm on station. Shells are loaded into shotguns individually, automatically ejecting any spent shells they replace. You can still interact with a shotgun in hand to either unload the barrel(s), rack the pump, or rack the slide.
|Every .38 round struggles to penetrate armor; best used in self-defense situations.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
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]]
! 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;" |How to Acquire
|Found in certain bars or recreational areas.
! scope="col" style="background-color:#F0DC82;" |Faction Usage
|Civilians, Space Russians
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|A Russian-made revolver. It has a single slot in its chamber for a bullet, as it's meant for playing Russian Roulette! You can spin the chamber to randomize the position of the bullet, and must do so before every shot. It can use .357 alternative ammunition should the user desire to waste TC.
|-
|-
![[File:Revolver.png|64px]]
![[File:Ishotgun.png|64px]][[File:Ishotgunsling.png|64px]][[File:Ishotgun sawn.png|64px]]
!{{anchor|Syndicate Revolver}}Syndicate Revolver
!{{anchor|Improvised Shotgun}}Improvised Shotgun
|[[File:357.png|64px]]<br>.357
|[[File:Improvshell-live.png|64px]]<br>12 Gauge shells
|7 Rounds
|1 Shell
|
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
* Crafted.
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
* [[Gang War#Gang Equipment|Gangtool]], available for 6 influence (sawn-off variant)
|Scavengers
|A handcrafted shotgun made of scavenged materials. You can attach cable coil to it to allow it to be worn on your back. Can be sawn off with a circular saw (make sure it's not loaded). A sawn-off shotgun will fit in your backpack or on your belt, though it will lose some accuracy.
Has a chance to jam when fired. The shell will not be spent, but you will need to unload and reload the weapon.
|-
|-
! class="unsortable" |Icon
![[File:Doubleshotgun.png|64px]] [[File:Doubleshotgunsawnoff.png|64px]]
! class="unsortable" |Name
!{{anchor|Double-Barrelled Shotgun}}Double-Barrelled Shotgun
! class="unsortable" |Description
|[[File:Bean_shell.png|64px]]<br>12 Gauge shells
|2 Shells
|
* Found in the [[Bar|Bartender's locker]].
* Certain ruins
|Civilians
|Easiest shotgun to get, yet the rarest. Only one starts on the station and the Bartender likes to keep it in case of bar fights. Can be sawn off with a circular saw (make sure it's not loaded). A sawn-off shotgun will fit in your backpack or on your belt, though it will lose some accuracy.
|-
|-
![[File:357.png]]
![[File:Shotgun.png|64px]] [[File:RiotSGSawn.png|64px]]
!Standard ammo
!{{anchor|Riot Shotgun}}Riot Shotgun
|40 Brute. Innate armor penetration, including all subtypes
|[[File:Bean_shell.png|64px]]<br>12 Gauge shells
|6+1 Shells
|
* The [[Armory]]
* [[Supply crates#Armory|Ordered from Cargo]].
|Security
|An uncommon shotgun, typically only used in emergencies by Security. Because of its high capacity, convenience in being able to be worn on security exosuits, and the fact that a handful spawn in the Armory roundstart, this tends to be the most common shotgun on-station. Can be sawn off with a circular saw (make sure it's not loaded). A sawn-off shotgun will fit in your backpack or on your belt, though it will lose some accuracy.
As a pump-action shotgun, you will need to manually rack the pump after each shot or when reloading the shotgun from a fully empty state.
|-
|-
![[File:357feather.png]]
![[File:Breachingshotgun.png|64px]]
!Ironfeather
!{{anchor|Tactical Breaching Shotgun}}Tactical Breaching Shotgun
|6 pellets of 8 damage each, mildly less damage dropoff than buckshot
|[[File:Breacher-live.png|64px]]<br>Breaching Slugs
|-
| 3+1 Shells
![[File:357cracker.png]]
|The [[Armory]]
!Nutcracker
| Security, Sol Interplanetary Coalition
| 20 Brute, one-shots windows, two-shots doors, three-shots reinforced doors
|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 is semi-automatic.
|-
|-
![[File:357shock.png]]
![[File:Shotgunoriginal.png|64px]]
!Metalshock
!{{anchor|Shotgun}}Shotgun
| 10 Brute, then delivers a devastating tesla arc (~33 burn first target) that can chain between victims
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
|4+1 Shells
|
* Dropped by Russian troopers.
* Used by SIC security personnel.
|Space Russians, Sol Interplanetary Coalition
|A standard issue shotgun common among police and military elements. While its tube capacity is unideal, the weapon still sees usage among Space Russians and Sol Interplanetary troopers due to its cheapness and reliability.
As a pump-action shotgun, you will need to manually rack the pump after each shot or when reloading the shotgun from a fully empty state.
|-
|-
![[File:357piercer.png]]
![[File:Combatshotgun.png|64px]]
!Heartpiercer
!{{anchor|Combat Shotgun}}Combat Shotgun
| 35 Brute with good armor penetration. Passes through first mob hit
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
|6+1 Shells
|[[Supply crates#Armory|Ordered from Cargo]].
|Nanotrasen
| A black shotgun that can be ordered from Cargo that is filled with lethal buckshot by default. While heavier and unable to be worn on security exosuits, the Combat Shotgun is semi-automatic and fires faster than the Riot Shotgun.
|-
|-
![[File:357stake.png]]
![[File:WardenSG.png|64px]]
!Wallstake
!{{anchor|Compact Combat Shotgun}}Compact Combat Shotgun
| 36 Brute, throws people two tiles which can impact against walls
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
|}
|4+1 Shells
|[[Syndicate Uplink]], available for 6 TC
|Found in the [[Warden's Office|Warden's locker]].
|Nanotrasen
|A miniaturized version of the Combat Shotgun for wardens. Its convenient size allows it to be stowed onto standard security exosuits. Ideal for defending the [[Armory]].
|-
![[File:Bulldog.png|64px]]
!{{anchor|Bulldog}}Bulldog
|[[File:Sgshell-live.png|64px]]<br>12 Gauge shells
|8+1 Shells
|Only available to [[Syndicate guide|Nuclear Operative]] for 8 TC
|Syndicate
|Syndicate
|Fires slower than the stechkin and also weighs more. However, topping off the internal cylinder is far easier than unloading and reloading an automatic. In addition, it possesses a much wider array of alternative ammunitions which can possess drastic properties.
|A powerful automatic shotgun that utilizes a drum magazine, meaning it cannot load shells individually. The ammo that is purchasable for the Bulldog tends to be more powerful than standard 12 Gauge variants.
|}
|}
==== Shotgun ====
===== Shotgun Shells =====
Shotguns use a variety of 12 Gauge shells for their ammunition, which all discharge differing projectile spreads and projectile types. This permits them some of the greatest utility and versatility compared to other ballistic classes. They are also the most commonly found ballistic firearm on station. Shells are loaded into shotguns individually, automatically ejecting any spent shells they replace. You can still interact with a shotgun in hand to either unload the barrel(s), rack the pump, or rack the slide.
Note: This lists only shells that can be acquired by normal means. All shotgun shells also travel slightly slower than most other bullets.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
 
|-
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.
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
*[[File:Improvshell-live.png|32px]]'''Improvised Shell:''' Shoots 10 pellets dealing 6 brute damage each.
! scope="col" style="background-color:#F0DC82;" |Item
*[[File:Buckshot_shell.png|32px]]'''Buckshot:''' Shoots 6 pellets dealing 11 brute damage each. Extremely lethal at close range.
! scope="col" style="background-color:#F0DC82;" |Ammo
*[[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]].
! scope="col" style="background-color:#F0DC82;" |Capacity
*[[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]].
! scope="col" style="background-color:#F0DC82;" |How to Acquire
*[[File:Bean_shell.png|32px]]'''Rubber Shot:''' Shoots 6 pellets dealing 3 brute and 13 stamina damage each. Better if you want the target alive. Riot shotguns are loaded with this by default.
*[[File:Bean_shell.png|32px]]'''Beanbag:''' Shoots one single beanbag, dealing 5 brute and 55 stamina damage. The bartender uses these by default.
*[[File:Blank_shell.png|32px]]'''Standard Slug:''' Shoots a single projectile that does 46 brute damage on impact.
*[[File: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. 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:Mshell-live.png|32px]]'''Meteor Slug:''' Shoots a single projectile that deals 20 brute on impact and stuns for 8 seconds. It will also throw anything hit three tiles at a force of two. Only obtainable as a [[Syndicate guide|Nuclear Operative]].
*[[File:Buckshot_shell.png|32px]]'''Clownshot:''' Shoots 20 pellets doing no damage and makes a honking noise.
*[[File:Tech_shell.png|32px]]'''Technological Shells:''' Unloaded technological shells can be made in a [[Guide to Research and Development|Protolathe]]. See [[Research items#Unloaded Technological Shell|here]] for the recipes.
**[[File:Pulse_shell.png|32px]]'''Pulse Slug:''' Works like one of the deathsquad's pulse rifle shots, dealing 40 burn damage and damaging or destroying walls and machinery.
**[[File:Dragon_shell.png|32px]]'''Dragonsbreath:''' Like the incendiary slug, but shoots a spread of 5 burning pellets 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:Laser_shell.png|32px]]'''Laser Buckshot:''' Shoots 5 lasers dealing 10 burn each.
**[[File:Cryo_shell.png|32px]]'''Cryoshot:''' Shoots 4 pellets lowering the body temperature of the target on impact. Temperature adjustment ignores armor.
**[[File:Thunder_shell.png|32px]]'''Thundershot:''' Shoots 3 pellets creating lightning on impact.
**[[File:Uranium_shell.png|32px]]'''Depleted Uranium Slug:''' Shoots one ultra-penetrative projectile dealing 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 firearms are characterized by their bolt cycling mechanism. The bolt must be drawn back to permit access to the internal magazine for reloading, and it must also be cycled in order to eject a spent round to permit another bullet to be chambered. Because this process is clunky and time-costly relative to a self-loading firearm, bolt-actions are seen as antique, dated weapons.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" | Icon
! scope="col" style="background-color:#F0DC82;" | Item  
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" | How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|-
|-
![[File:Ishotgun.png|64px]][[File:Ishotgunsling.png|64px]][[File:Ishotgun sawn.png|64px]]
![[File:Boltrifle.png|64px]]
!{{anchor|Improvised Shotgun}}Improvised Shotgun
!{{anchor|Mosin Nagant}} Mosin Nagant
|[[File:Improvshell-live.png|64px]]<br>12 Gauge shells
|[[File:Ammo_762.png|64px]]<br>7.62mm
|1 Shell
|5 Rounds
|60 Brute
|
|
* Crafted.
* [[Supply crates#Armory|Ordered from Cargo]].
* [[Gang War#Gang Equipment|Gangtool]], available for 6 influence (sawn-off variant)
|Scavengers
|A handcrafted shotgun made of scavenged materials. You can attach cable coil to it to allow it to be worn on your back. Can be sawn off with a circular saw (make sure it's not loaded). A sawn-off shotgun will fit in your backpack or on your belt, though it will lose some accuracy.
Has a chance to jam when fired. The shell will not be spent, but you will need to unload and reload the weapon.
|-
![[File:Doubleshotgun.png|64px]] [[File:Doubleshotgunsawnoff.png|64px]]
!{{anchor|Double-Barrelled Shotgun}}Double-Barrelled Shotgun
|[[File:Bean_shell.png|64px]]<br>12 Gauge shells
|2 Shells
|
* Found in the [[Bar|Bartender's locker]].
* Certain ruins
* Certain ruins
|Civilians
|Space Russians
|Easiest shotgun to get, yet the rarest. Only one starts on the station and the Bartender likes to keep it in case of bar fights. Can be sawn off with a circular saw (make sure it's not loaded). A sawn-off shotgun will fit in your backpack or on your belt, though it will lose some accuracy.  
|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.
|-
|-
![[File:Shotgun.png|64px]] [[File:RiotSGSawn.png|64px]]
![[File:Sniper.png|64px]]
!{{anchor|Riot Shotgun}}Riot Shotgun
!{{anchor|Syndicate Sniper Rifle}}Syndicate Sniper Rifle
|[[File:Bean_shell.png|64px]]<br>12 Gauge shells
|[[File:50mag.png|64px]]<br>.50 BMG
|6+1 Shells
|3-6 Rounds<br>depending on the magazine
|
|
* The [[Armory]]
{| class="wikitable sortable mw-collapsible mw-collapsed"
* [[Supply crates#Armory|Ordered from Cargo]].
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|Security
|An uncommon shotgun, typically only used in emergencies by Security. Because of its high capacity, convenience in being able to be worn on security exosuits, and the fact that a handful spawn in the Armory roundstart, this tends to be the most common shotgun on-station. Can be sawn off with a circular saw (make sure it's not loaded). A sawn-off shotgun will fit in your backpack or on your belt, though it will lose some accuracy.
As a pump-action shotgun, you will need to manually rack the pump after each shot or when reloading the shotgun from a fully empty state.
|-
|-
![[File:Breachingshotgun.png|64px]]
! class="unsortable" |Icon
!{{anchor|Tactical Breaching Shotgun}}Tactical Breaching Shotgun
! class="unsortable" |Name
|[[File:Breacher-live.png|64px]]<br>Breaching Slugs
! class="unsortable" |Description
| 3+1 Shells
|The [[Armory]]
| Security, Sol Interplanetary Coalition
|A tool, rather than a weapon. Each breaching slug deals 10 Brute damage but deals massive damage to doors and windows. One is enough to shatter a window, while three will breach an airlock. As they're normal-sized, they can conveniently be carried in your backpack when the situation demands it. This shotgun can only load breaching slugs, and breaching slugs can only be loaded into this weapon.
It will automatically pump after each shot, much like the Combat Shotgun.
|-
|-
![[File:Shotgunoriginal.png|64px]]
![[File:50mag.png]]
!{{anchor|Shotgun}}Shotgun
!Standard ammo
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
|70 Brute + 10 second paralyze, very good armor penetration
|4+1 Shells
|
* Dropped by Russian troopers.
* Used by SIC security personnel.
|Space Russians, Sol Interplanetary Coalition
|A standard issue shotgun common among police and military elements. While its tube capacity is unideal, the weapon still sees usage among Space Russians and Sol Interplanetary troopers due to its cheapness and reliability.
As a pump-action shotgun, you will need to manually rack the pump after each shot or when reloading the shotgun from a fully empty state.
|-
|-
![[File:Combatshotgun.png|64px]]
![[File:Haemorrhage-ammo.png]]
!{{anchor|Combat Shotgun}}Combat Shotgun
!Penetrator ammo
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
|60 Brute, very good armor penetration, goes through everything including walls and mobs
|6+1 Shells
|[[Supply crates#Armory|Ordered from Cargo]].
|Nanotrasen
| A black shotgun that can be ordered from Cargo that is filled with lethal buckshot by default. While heavier and unable to be worn on security exosuits, the Combat Shotgun will automatically pump after each shot, meaning its rate of fire is slightly higher than the riot shotgun's.
|-
|-
![[File:WardenSG.png|64px]]
![[File:Soporific.png]]
!{{anchor|Compact Combat Shotgun}}Compact Combat Shotgun
!SP ammo
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
|40 second sleep
|4+1 Shells
|}
|Found in the [[Warden's Office|Warden's locker]].
| Available to [[Syndicate guide|Nuclear Operatives]] for 16 TC, standard issue for Syndicate scientists
|Nanotrasen
|A miniaturized version of the Combat Shotgun for wardens. Its convenient size allows it to be stowed onto standard security exosuits. Ideal for defending the [[Armory]].
|-
![[File:Bulldog.png|64px]]
!{{anchor|Bulldog}}Bulldog
|[[File:Sgshell-live.png|64px]]<br>12 Gauge shells
|8+1 Shells
|Only available to [[Syndicate guide|Nuclear Operative]] for 8 TC
|Syndicate
|Syndicate
|A powerful automatic shotgun that utilizes a drum magazine, meaning it cannot load shells individually. The ammo that is purchasable for the Bulldog tends to be more powerful than standard 12 Gauge variants.
|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.
|}
|}
===== Shotgun Shells =====
==== Lever Action ====
Note: This lists only shells that can be acquired by normal means. All shotgun shells also travel slightly slower than most other bullets.
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"
There are two different types of shotgun shells, shot and slugs. Shot shoots pellets in a spread, and is 25% less effective against bullet armor on targets. Slugs shoot a single projectile over a distance. Both lose damage over distance, making shotguns ideal for close-quarters usage.  
|-
*[[File:Improvshell-live.png|32px]]'''Improvised Shell:''' Shoots 10 pellets dealing 6 brute damage each. Each pellet has a random range of 1 -> 8 tiles.
! scope="col" class="unsortable" style="background-color:#F0DC82;" | Icon
*[[File:Buckshot_shell.png|32px]]'''Buckshot:''' Shoots 6 pellets dealing 12 brute damage each. Extremely lethal at close range.
! scope="col" style="background-color:#F0DC82;" | Item
*[[File:Sgshell-live.png|32px]]'''Syndicate Buckshot:''' Shoots 6 pellets dealing 15.5 brute damage each. Only obtainable as a [[Syndicate guide|Nuclear Operative]].
! scope="col" style="background-color:#F0DC82;" |Ammo
*[[File:Flechette_shell.png|32px]]'''Flechette:''' Shoots 6 pellets with less spread and less dropoff than regular buckshot dealing 13 brute damage each and penetrating armor. Only obtainable as a [[Syndicate guide|Nuclear Operative]].
! scope="col" style="background-color:#F0DC82;" |Capacity
*[[File:Bean_shell.png|32px]]'''Rubber Shot:''' Shoots 6 pellets dealing 3 brute and 14.5 stamina damage each. Better if you want the target alive. Riot shotguns are loaded with this by default.
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
*[[File:Bean_shell.png|32px]]'''Beanbag:''' Shoots one single beanbag, dealing 5 brute and 55 stamina damage. The bartender uses these by default.
! scope="col" style="background-color:#F0DC82;" | How to Acquire
*[[File:Blank_shell.png|32px]]'''Standard Slug:''' Shoots a single projectile that does 46 brute damage on impact.
! scope="col" style="background-color:#F0DC82;" |Faction Usage
*[[File:Sblshell-live.png|32px]]'''Syndicate Slug:''' Shoots a single projectile that does 60 brute damage on impact. Only obtainable as a [[Syndicate guide|Nuclear Operative]].
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
*[[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:Wintonrifle.png|64px]]
*[[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]].
!{{anchor|Winton Mk. VI Repeating Rifle}}Winton Mk. VI Repeating Rifle
*[[File:Buckshot_shell.png|32px]]'''Clownshot:''' Shoots 20 pellets doing no damage and makes a honking noise.
|[[File:556-casing.png|64px]]<br>.308
*[[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.
|8+1 Rounds
**[[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.
|42 Brute
**[[File:Dragon_shell.png|32px]]'''Dragonsbreath:''' Like the incendiary slug, but shoots a spread of 5 burning pellets. Deals less direct damage.
|[[Supply crates#Armory|Ordered from Cargo]].
**[[File:Ion_shell.png|32px]]'''Ion Scatter:''' Shoots a spread of 4 ion bolts, each of which ions a 3x3 area.
|Colonists, Frontiersfolk
**[[File:Laser_shell.png|32px]]'''Laser Buckshot:''' Shoots 5 lasers dealing 10 burn each.
|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.
**[[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.
==== Launcher ====
**[[File:Uranium_shell.png|32px]]'''Depleted Uranium Slug:''' Shoots one ultra-penetrative projectile dealing 26 brute but bypassing almost all armor and going through mobs.
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.
**[[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 firearms are characterized by their bolt cycling mechanism. The bolt must be drawn back to permit access to the internal magazine for reloading, and it must also be cycled in order to eject a spent round to permit another bullet to be chambered. Because this process is clunky and time-costly relative to a self-loading firearm, bolt-actions are seen as antique, dated weapons.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
Line 1,040: Line 1,170:
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|-
|-
![[File:Boltrifle.png|64px]]
![[File:Pie cannon.png|64px]]
!{{anchor|Mosin Nagant}} Mosin Nagant
!{{anchor|Pie Cannon}}Pie Cannon
|[[File:Ammo_762.png|64px]]<br>7.62mm
|[[File:Pie.gif|64px]]<br>Pies
|5 Rounds
|50 Pies
|60 Brute
|
* [[Supply crates#Armory|Ordered from Cargo]].
* Certain ruins
|Space Russians
|Compensates its low firing rate by being extremely powerful. Can be sawed off to fit in backpacks, incurring a massive loss of accuracy. Its bullet travels slightly faster than most and is exceptionally at causing wounds over long distances. Requires two hands to fire.
It also supports a bayonet.
|}
==== 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
|[[File:Pie.gif|64px]]<br>Pies
|50 Pies
|Stun + Humiliation<br>Duration 2
|Stun + Humiliation<br>Duration 2
|
|
Line 1,237: 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 1,249: 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]]
Line 1,257: Line 1,370:
|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.  


Arrows travel slightly slower than most ballistic projectiles.  
Arrows travel slightly slower than most ballistic projectiles.  
*[[File:Arrow.png|32px]]'''Wooden Arrow:''' A basic arrow dealing 20 brute damage. Has a small chance to break and a respectable embed chance.
*[[File:Arrow.png|32px]]'''Wooden Arrow:''' A basic arrow dealing 35 brute damage. Has a respectable embed chance.
*[[File:Arrow_ash.png|32px]]'''Ashen Arrow:''' A fire-reinforced arrow dealing 25 brute damage. Can't shatter on impact and has a low embed chance.
*[[File:Arrow_ash.png|32px]]'''Ashen Arrow:''' A fire-reinforced arrow dealing 40 brute damage. Has a lower embed chance.
*[[File:Arrow bonetipped.png|32x32px]]'''Bone Tipped Arrow:''' A well-crafted arrow dealing 30 brute damage with moderate armor penetration. Can't shatter on impact and has an okay embed chance.
*[[File:Arrow 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_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_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 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 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_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_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_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_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 15 brute damage. Likely to shatter on impact and an okay embed chance. Easiest arrow to make using on station materials.
*[[File:Arrow_glass.png|32px]]'''Glass Arrow:''' A makeshift arrow dealing 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 18 brute damage with legendary armor penetration. Can't shatter on impact and has a respectable embed chance. A direct upgrade of the glass arrow.
*[[File:Arrow_plasmaglass.png|32px]]'''Plasma Glass Arrow:''' A robust arrow dealing 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.
Line 1,282: Line 1,418:
===== 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"
|-
|-
Line 1,350: Line 1,488:
|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 =====
Line 1,386: Line 1,524:
|
|
* 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
Line 1,391: Line 1,530:
| 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>30 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]]
![[File:Bouncer.gif|64px]]
!{{anchor|Bouncer Energy Gun}}Bouncer Energy Gun
!{{anchor|Bouncer Energy Gun}}Bouncer Energy Gun
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|16 anoxia,<br>16 disable
|4 Freeze,<br>16 Disable
|6 Oxygen,<br>20 Stamina
|Cools target,<br>20 Stamina
|Printable at the [[Security Office|Security]] or [[Armory]] protolathe once researched.
|Printable at the [[Security Office|Security]] or [[Armory]] protolathe once researched.
|Nanotrasen
|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. While the anoxia projectile's damages are very low, oxygen wear off more slowly than stamina and make targets pass out at only 50 damage.
|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
Line 1,416: Line 1,555:
|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]]
Line 1,472: Line 1,611:
|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.
Line 1,556: Line 1,696:
!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
Line 1,610: Line 1,750:
|[[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)
|200 rads +<br>inject:<br>5u [[Guide to Chemistry#Potent Polonium|Potent polonium]]<br>8u [[Guide to Chemistry#Muscle Relaxant|Muscle relaxant]]<br>8u [[Guide to Chemistry#Mute Toxin|Mute toxin]]<br>4u [[Guide to Chemistry#Anacea|Anacea]]
|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 8 TC
|[[Syndicate Uplink]], available for 8 TC
|Syndicate
|Syndicate
Line 1,718: Line 1,858:
!{{anchor|Hardlight Bow}}Hardlight Bow
!{{anchor|Hardlight Bow}}Hardlight Bow
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|32 Burn (Burn damage on embed),<br>48 Stamina (Stamina damage on embed)
|40 Burn (Burn damage on embed),<br>50 Stamina (Stamina damage on embed)
|Printable at the [[Armory]] protolathe once researched.
|Printable at the [[Armory]] protolathe once researched.
| Nanotrasen
| Nanotrasen
Line 1,726: Line 1,866:
!{{anchor|Syndicate Hardlight Bow}}Syndicate Hardlight Bow
!{{anchor|Syndicate Hardlight Bow}}Syndicate Hardlight Bow
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|32 Burn (Burn damage on embed),<br>21 Burn + 400 irradiate (Toxin damage on embed)
|40 Burn (Burn damage on embed),<br>30 Burn + 500 irradiate (Toxin damage on embed)
|[[Syndicate Uplink]], available for 8 TC
|[[Syndicate Uplink]], available for 6 TC
|Syndicate  
|Syndicate  
|Completely silent when drawing and firing. It has a built-in scope that can be used to see long distances. Its x-ray mode functions very well when combined with Thermals. Can be folded using CTRL+CLICK to store it in bags.
|Completely silent when drawing and firing. It has a built-in scope that can be used to see long distances. Its x-ray mode functions very well when combined with Thermals. Can be folded using CTRL+CLICK to store it in bags.
|-
![[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 1,828: Line 1,976:
![[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
|-
![[File:357shock.png]]
!Metalshock
|10 Brute, then delivers a devastating tesla arc that can chain between targets
|-
![[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:Regeantdartgun.png|64px]]
!{{anchor|Reagent Dartgun}}Reagent Dartgun
|[[File:Syringe.png|64px]]<br>Syringes
|100u of chemicals
|6 Brute + 15u chemicals
|Admin
|Syndicate
|Stores up to 100u of reagents. Upon firing, will synthesize a syringe automatically filled with 15u of the mix in the gun itself. Great if you don't want to carry around a ton of syringes and just reload by pouring beakers into it.
|}
|}
=Defense=
=Defense=
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]].
Line 1,892: 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 1,902: 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.
Line 1,912: Line 2,039:
|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]]
Line 1,918: Line 2,045:
|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.
Line 1,928: Line 2,055:
![[File:Flashbang.gif|64px]]
![[File:Flashbang.gif|64px]]
!{{anchor|Flashbang}}[[Flashbang]]
!{{anchor|Flashbang}}[[Flashbang]]
|Knockdown<br>Duration varies with distance. Max 10
| Knockdown<br>Duration varies with distance. Max 10
|[[Security]]
|[[Security]]
|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.  
|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.
Line 1,953: Line 2,080:
![[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.
Line 1,965: Line 2,092:
![[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
|-
|-
Line 1,983: Line 2,110:
|-
|-
![[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.
Line 1,994: Line 2,122:
! 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]]
Line 2,001: Line 2,129:
|[[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]]
Line 2,018: Line 2,146:
!{{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.


Line 2,033: Line 2,161:
! 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
|-
|-
Line 2,040: Line 2,168:
!{{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]]
Line 2,061: Line 2,189:
!{{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.
Line 2,068: Line 2,196:
!{{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.
Line 2,082: Line 2,210:
!{{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]]
Line 2,091: Line 2,219:
|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]]
Line 2,097: Line 2,225:
|[[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]]
Line 2,105: Line 2,233:
|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.
Line 2,124: Line 2,252:
!{{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]].
Line 2,138: Line 2,266:
!{{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.
|-
|-
Line 2,159: Line 2,287:
!{{anchor|Deathsquad Armor}}Deathsquad Armor
!{{anchor|Deathsquad Armor}}Deathsquad Armor
|[[Death Squad]]
|[[Death Squad]]
|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]]
!{{anchor|Bomb Suit}}[[Bomb-suit|Bomb Suit]]
!{{anchor|Bomb Suit}}[[Bomb-suit|Bomb Suit]]
|[[Toxins Lab]], [[Armory]]
|[[Toxins Lab]], [[Armory]]
|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;" |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  
|-
|-
![[File:Helmet.png|64px]]
![[File:Helmet.png|64px]]
Line 2,222: 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 2,238: 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 %
Line 2,259: Line 2,388:
!{{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.
Wiki Team
196

edits

Navigation menu