Guide to Combat: Difference between revisions

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A source of damage may also have an armor penetration value tied to it. This means it is better (or worse, in the case of a negative AP) at ignoring the armor a target might have.
A source of damage may also have an armor penetration value tied to it. This means it is better (or worse, in the case of a negative AP) at ignoring the armor a target might have.


Whenever an object or creature takes damage, the game first checks the damage class of what is affecting the target. Then it adjusts the force (or damage) of the attack according to whatever armor may exist. The specific formula is '''Armored Force = Attack Force * (1 - (Final Armor / 100))'''. Final Armor has a minimum value of 0, and a maximum value of 100. It is calculated by '''Final Armor = Armor - Armor Penetration'''. '''However''', if AP is negative, it instead calculates at '''Final Armor = Armor / (1 + (Armor Penetration / 100))'''. Then, it checks for any hardiness or DR the target may have, calculating the final damage as '''Final Force = Armored Force - Hardiness?DR'''. The final force is then applied to the target, dealing its numerical value as the type dealt by the weapon.
Whenever an object or creature takes damage, the game first checks the damage class of what is affecting the target. Then it adjusts the force (or damage) of the attack according to whatever armor may exist. The specific formula is '''Armored Force = Attack Force * (1 - (Final Armor / 100))'''. Final Armor htooas a minimum value of 0, and a maximum value of 100. It is calculated by '''Final Armor = Armor - Armor Penetration'''. '''However''', if AP is negative, it instead calculates at '''Final Armor = Armor / (1 + (Armor Penetration / 100))'''. Then, it checks for any hardiness or DR the target may have, calculating the final damage as '''Final Force = Armored Force - Hardiness?DR'''. The final force is then applied to the target, dealing its numerical value as the type dealt by the weapon.


A mob that suffers lethal damage over its health will die. Non-humanoid mobs ignore stamina damage.
A mob that suffers lethal damage over its health will die. Non-humanoid mobs ignore stamina damage.
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![[File:Saw.png|64px]]
![[File:Saw.png|64px]]
!{{anchor|Circular Saw}}[[Circular Saw]]
!{{anchor|Circular Saw}}[[Circular Saw]]
|15 Brute
|8 Brute
|[[Operating Theatre]] [[Robotics Lab]] [[Autolathe]]
|[[Operating Theatre]] [[Robotics Lab]] [[Autolathe]]
|Civilian: Medical/Research
|Civilian: Medical/Research
|One of the most robust things you can find. Sadly they are rather uncommon and departments like to hang onto theirs, and security likes to take them. You can print one at the [[Cargo Bay]]'s autolathe, if it has metal to make it.
|Not really much of a weapon, though it can be used to saw off shotguns.
|-
|-
![[File:Deathnettle.png|64px]]
![[File:Deathnettle.png|64px]]
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![[File:Scalpel.png|64px]]
![[File:Scalpel.png|64px]]
!{{anchor|Scalpel}}[[Scalpel]]
!{{anchor|Scalpel}}[[Scalpel]]
|10 Brute
|4 Brute
|[[Operating Theatre]] [[Autolathe]].
|[[Operating Theatre]] [[Autolathe]].
|Civilian: Medical/Research
|Civilian: Medical/Research
|Despite being not as good at the saw, this is still quite robust. Best part is you can have it your pocket and if you have access to this (not counting autolathe produced scalpels) security wouldn't care, unless it's covered in blood, of course. But even then they might assume you're just a bad doctor.
|You're better off using a screwdriver.
|-
|-
![[File:Shard.png|64px]]
![[File:Shard.png|64px]]
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![[File:Drill.png|64px]]
![[File:Drill.png|64px]]
!{{anchor|Surgical Drill}}[[Surgical Drill]]
!{{anchor|Surgical Drill}}[[Surgical Drill]]
|15 Brute
|10 Brute
|[[Operating Theatre]] [[Autolathe]].
|[[Operating Theatre]] [[Autolathe]].
|Civilian: Medical/Research
|Civilian: Medical/Research
|Only found in Surgery. Only used for dental implants, so it'll barely be noticed if it goes missing.
|Not terrible at wounding, but still normal-sized and not really used for any surgeries.
|-
|-
![[File:BlueToolbox.png|64px]]
![[File:BlueToolbox.png|64px]]
!{{anchor|Toolbox}}[[Toolbox]]
!{{anchor|Toolbox}}[[Toolbox]]
|12 Brute
|15 Brute
|Most storage rooms and [[Engineering]].
|Most storage rooms and [[Engineering]].
|Civilian
|Civilian
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![[File:Welder.png|64px]]
![[File:Welder.png|64px]]
!{{anchor|Welding tool}}[[Welding tool]]
!{{anchor|Welding tool}}[[Welding tool]]
|3 Brute when off <br> 15 Burn when on
|3 Brute when off <br> 12 Burn when on
|Most storage rooms and [[Engineering]].
|Most storage rooms and [[Engineering]].
|Civilian
|Civilian
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![[File:Syndicatetools.png|64px]]
![[File:Syndicatetools.png|64px]]
!{{anchor|Toolbox}}[[Syndicate Items#Fully Loaded Toolbox|Syndicate Toolbox]]
!{{anchor|Toolbox}}[[Syndicate Items#Fully Loaded Toolbox|Syndicate Toolbox]]
|15 brute<br>18 brute when thrown
|18 brute<br>21 brute when thrown
|Syndicate uplink and the [[Derelict]].
|Syndicate uplink and the [[Derelict]].
|Syndicate
|Syndicate
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You must wield it in two hands in order to use it.
You must wield it in two hands in order to use it.
|}
|}
===Actual Melee Weapon===
===Actual Melee Weapons===
Unlike makeshift melee weapons, these melee weapons are usually more reliable and robust, however most station personal can't get access to them, as well as these weapons being very noticeable.
Unlike makeshift melee weapons, these melee weapons are usually more reliable and robust, however most station personal can't get access to them, as well as these weapons being very noticeable.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
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! scope="col" style="width:80px; background-color:#EB4C42;" |Faction Usage
! scope="col" style="width:80px; background-color:#EB4C42;" |Faction Usage
! scope="col" class="unsortable" style="background-color:#EB4C42;" |Notes
! scope="col" class="unsortable" style="background-color:#EB4C42;" |Notes
|-
![[File:Render.png|64px]]
!{{anchor|Ritual Dagger}}Ritual Dagger
|15 Brute<br>25 Brute when thrown
|[[Cult magic]]
|Cultists
|Possesses a notable AP which means it will bypass most standard protective equipment: not quite the case with something like riot armor. Its ease to obtain combined with a good throw force makes it a good staple for cultists, beyond their need of one to draw runes.
|-
|-
![[File:Cultblade.gif|64px]]
![[File:Cultblade.gif|64px]]
!{{anchor|Cult Blade}}[[Cult Blade]]
!{{anchor|Cult Blade}}[[Cult Blade]]
|25 Brute
|25 Brute<br>10 Brute when thrown
|[[Cult magic]]
|[[Cult magic]]
|Cultists
|Cultists
|Those who aren't Cultists suffer from wielding this blade...'''''MENTALLY'''''. Aside from being very robust, it is Cult exclusive. Expect a wave of <strike>batons</strike> lasers when Security sees you holding this.
|Those who aren't Cultists suffer from wielding this blade...'''''MENTALLY'''''. Aside from being very robust, it is Cult exclusive. Expect a wave of <strike>batons</strike> lasers when Security sees you holding this.
|-
![[File:Bloodspear.png|64px]]
!{{anchor|Blood Spear}} Blood Spear
|12 Brute, 28 Brute Wielded<br>35 Brute when thrown
|[[Cult magic]]
|Cultists
|Has okay armor penetration. When wielded, has a two-tile range like any other spear. If thrown, it will shatter upon impact and briefly stun anyone hit- effectively the Nar'sien equivalent of the Brass Spear. Can be recalled directly to your tile, assuming you have line of sight on it and you are within twenty tiles.
|-
|-
![[File:Ratvarian_spear.png|64px]]
![[File:Ratvarian_spear.png|64px]]
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![[File:Ratvarian_hammer.png|64px]]
![[File:Ratvarian_hammer.png|64px]]
!{{anchor|Brass Battle-Hammer}}Brass Battle-Hammer
!{{anchor|Brass Battle-Hammer}}Brass Battle-Hammer
|15 Brute<br>15 Brute when thrown
|15 Brute, 23 Brute Wielded<br>15 Brute when thrown
-30 Armor Penetration
|[[Clockwork Cult|Clockwork Slab]]
|[[Clockwork Cult|Clockwork Slab]]
|Clockwork Cult
|Clockwork Cult
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![[File:Ratvarian_sword.png|64px]]
![[File:Ratvarian_sword.png|64px]]
!{{anchor|Brass Longsword}}Brass Longsword
!{{anchor|Brass Longsword}}Brass Longsword
|16 Brute<br>20 Brute when thrown
|15 Brute<br>20 Brute when thrown
|[[Clockwork Cult|Clockwork Slab]]
|[[Clockwork Cult|Clockwork Slab]]
|Clockwork Cult
|Clockwork Cult
|Possess very small armor penetration. On-hit will inflict an EMP on the target. On mechs, a heavy EMP is done instead. Cooldown of the EMP is 20 seconds.
|Possess very small armor penetration. On-hit will inflict an EMP on the target. On mechs, a heavy EMP is done instead. Cooldown of the EMP is 20 seconds. Has a moderate block chance.
|-
|-
![[File:ESword.png|64px]]
![[File:ESword.png|64px]]
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|Using it in your hand will make you do a dodge roll in the direction you're facing, making you ignore all damage for 0.5 seconds while moving you forward, doing so deals 5 stamina damage to you on lavaland and 15 stamina damage on the station
|Using it in your hand will make you do a dodge roll in the direction you're facing, making you ignore all damage for 0.5 seconds while moving you forward, doing so deals 5 stamina damage to you on lavaland and 15 stamina damage on the station
|-
|-
![[File:Telescopic_Baton.png|64px]]
![[File:Telescopic_Baton.gif|64px]]
!{{anchor|Telescopic Baton}}Telescopic Baton
!{{anchor|Telescopic Baton}}Telescopic Baton
|10 Brute
|10 Brute or 40 Stamina
|[[Heads of Staff]]'s backpacks.
|[[Heads of Staff]]'s backpacks.
| Command
| Command
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!{{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.
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|Nanotrasen
|Nanotrasen
|Purchasing it gives you a briefcase that possesses an autosurgeon to install one onto each arm. Possesses the same wound bonuses, armor penetration, and theoretical double-strike of the G.O.R.L.E.X. blade. However, it has no block chance.
|Purchasing it gives you a briefcase that possesses an autosurgeon to install one onto each arm. Possesses the same wound bonuses, armor penetration, and theoretical double-strike of the G.O.R.L.E.X. blade. However, it has no block chance.
|-
![[File:Brakebow blade.png|64px]]
!{{anchor|Break Bow Blade}}Break Bow Blade
|27 Brute, 45 Brute when thrown
|[[Wizard]], 2 SP, part of the Break Bow
|Wizards
|This highly lethal blade comes with a paired one that can be used to attack at the same time. Has insane armor penetration, but no block chance.
Will return to the original thrower after a few seconds if thrown, even going so far as to forcibly remove itself if it embeds into a target, assuming the target doesn't have anti-magic.
|-
|-
![[File:Vxtvul hammer1-1.gif|64px]]
![[File:Vxtvul hammer1-1.gif|64px]]
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[[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 394: 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
|20 Rounds
|20 Rounds<br>10 Rounds (Airburst magazine)
|
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
{| class="wikitable sortable mw-collapsible mw-collapsed"
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!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 432: 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]]
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|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
|4 Rounds
|8 rounds
|30 Brute
|
|[[Makeshift weapons|Made by yourself]]. Requires [[Syndicate_Items#.28Pointless.29_Badassery|Makeshift Crafting]] from the Syndicate.
{| class="wikitable sortable mw-collapsible mw-collapsed"
|Scavengers
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|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]]
! class="unsortable" | Icon
!{{anchor|Surplus Carbine}}Surplus Carbine
! class="unsortable" | Name
|[[File:Ammo_75.png|64px]]<br>10mm
! class="unsortable" |Description
|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:V38-8.png]]
!{{anchor|Stechkin}}Stechkin Pistol
! Standard ammo
|[[File:10mmMag.png|64px]]<br>10mm
|21 Brute
|8 Rounds
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|-
|-
! class="unsortable" |Icon
![[File:V38R-8.png]]
! class="unsortable" |Name
!Rubber ammo
! class="unsortable" |Description
|7 Brute + 30 Stamina
|-
|-
![[File:10mmMag.png]]
! [[File:V38A-8.png]]
!Standard ammo
!AP ammo
|30 Brute
|18 Brute, okay against armor
|-
|-
![[File:10mm_AP.png]]
! [[File:V38F-8.png]]
!AP ammo
!Frost ammo
|27 Brute, very good armor penetration
|21 Brute, very bad against armor, chills targets
|-
|-
![[File:10_mm_hollow.png]]
![[File:V38T-8.png]]
!HP ammo
!'''Talon ammo'''
|45 Brute, ineffective against armor. Sharp-edged and will likely inflict [[Guide to Wounds#Critical:_Weeping_Avulsion|deadly wounds]]
|12 Brute + 18 Stamina, guaranteed to bleed the target if enough damage is done
|-
|-
![[File:10mm_incend.png]]
![[File:V38B-8.png]]
!IC ammo
!'''Bluespace ammo'''
|25 Brute, sets target on fire
|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:10mm_Soporific.png]]
![[File:Makeshiftpistol.png|64px]]
!SP ammo
!{{anchor|Makeshift Pistol}}Makeshift Pistol
|30 Stamina, will sleep a target that reaches 100 Stamina damage
|[[File:9x19pM.png|64px]]10mm
|4 Rounds
|30 Brute
|[[Makeshift weapons|Made by yourself]]. Requires [[Syndicate_Items#.28Pointless.29_Badassery|Makeshift Crafting]] from the Syndicate.
|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.
|-
|-
![[File:9x19E-8.png]]
![[File:Stetchkin.png|64px]]
!EMP ammo
!{{anchor|Stechkin}}Stechkin Pistol
|25 Brute, releases a one-tile strong EMP on impact and a light EMP around the target
|[[File:10mmMag.png|64px]]<br>10mm
|}
|10 Rounds
|
|
* [[Syndicate Uplink]], available for 6 TC
{| class="wikitable sortable mw-collapsible mw-collapsed"
* [[Gang War#Gang Equipment|Gangtool]], available for 30 influence
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
* Certain ruins
| Criminals, Syndicate
|[[Nuclear Operative|Nuclear Operatives]] spawn with one for free, though it can still be purchased by Traitors and silenced for a stealthy, lethal weapon.
Note that even if suppressed, firing it will leave behind signature 10mm casings for Security to find.
|-
![[File:M1911.png|64px]]
!{{anchor|M1911 Pistol}}M1911 Pistol
|[[File:M1911 mag.png|64px]]<br>.45
|8 Rounds
|30 Brute
|
* Used by Spacepol officers.
* Available to [[Emergency Response Team|Emergency Response Teams]] for 3 WC
* Certain ruins
|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.
|-
![[File:C20r.png|64px]]
!{{anchor|C20r SMG}}C20r SMG
|[[File:C20r45-24.png|64px]]<br>.45
|24 Rounds
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" | Ammo Types
|-
|-
! class="unsortable" |Icon
! class="unsortable" |Icon
! class="unsortable" | Name
! class="unsortable" |Name
! class="unsortable" |Description
! class="unsortable" |Description
|-
|-
![[File:C20r45-24.png]]
![[File:10mmMag.png]]
!Standard ammo
!Standard ammo
|30 Brute
|30 Brute
|-
|-
![[File:C20r24A-24.png]]
![[File:10mm_AP.png]]
!AP ammo
!AP ammo
|27 Brute, very good armor penetration
|27 Brute, very good armor penetration
|-
|-
![[File:C20r45H-24.png]]  
![[File:10_mm_hollow.png]]
!HP ammo
!HP ammo
|45 Brute, ineffective against armor. Sharp-edged and will likely inflict [[Guide to Wounds#Critical:_Weeping_Avulsion|deadly wounds]]
|45 Brute, ineffective against armor. Sharp-edged and will likely inflict [[Guide to Wounds#Critical:_Weeping_Avulsion|deadly wounds]]
|-
|-
! [[File:C20r45V-24.png]]
![[File:10mm_incend.png]]
!Venom ammo
!IC ammo
|20 Brute, injects 4 units of [[Guide to Chemistry#Venom|venom]] on a successful hit
|25 Brute, sets target on fire
|}
|Only available to [[Syndicate guide|Nuclear Operative]] for 10 TC
|Syndicate
| Has a 2-round burst setting with decent damage and cheap ammo. Can also be silenced. A good all-arounder for a [[Nuclear Operative]].
|-
|-
![[File:Tommy gun.png|64px]]
![[File:10mm_Soporific.png]]
!{{anchor|Tommy Gun}}Tommy Gun
!SP ammo
|[[File:Thompson mag.png|64px]]<br>.45
|30 Stamina, will sleep a target that reaches 100 Stamina damage
|50 Rounds
|30 Brute
|Only available to [[Emergency Response Team]] for 9 WC
|Sol Interplanetary Coalition
|A modernized variant of the Thompson SMG that utilizes light plastics in its wooden furniture, commonly used by Coalition marines. Has a four-round burst setting for a massive spray-and-pray experience. Laughably lethal and horrifying in close quarters.
|-
|-
![[File:MinigunSpin.gif|64px]]
![[File:9x19E-8.png]]
!{{anchor|M-546 Osprey}}M-546 Osprey
!EMP ammo
|[[File:MinigunPack.png|64px]]<br>5.46mm
|25 Brute, releases a one-tile strong EMP on impact and a light EMP around the target
|500 Rounds
|}
|34 Brute
|
|Only available to [[Syndicate guide|Nuclear Operative]] for 30 TC
* [[Syndicate Uplink]], available for 6 TC
|Syndicate
* [[Gang War#Gang Equipment|Gangtool]], available for 30 influence
|The M-546 Osprey minigun is attached to a 500-round backpack, which it can be attached to and removed from. The gun is heavy enough to slow the user, but it fires continuously while the mouse is held, until it overheats.
* Certain ruins
| Criminals, Syndicate
|[[Nuclear Operative|Nuclear Operatives]] spawn with one for free, though it can still be purchased by Traitors and silenced for a stealthy, lethal weapon.
Note that even if suppressed, firing it will leave behind signature 10mm casings for Security to find.
|-
|-
![[File:M90.png|64px]]
![[File:SurplusGun.png|64px]]
!{{anchor|M-90gl Rifle}}M-90gl Rifle
!{{anchor|Surplus Carbine}}Surplus Carbine
|[[File:556m.png|64px]]<br>5.56mm<br>[[File:40mmhe.png|64px]]<br>40mm grenade
|[[File:Ammo 75.png|64px]]<br>.45
|30 Rounds +<br>1 Grenade
|10 Rounds
|30 Brute
|
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
* [[Supply crates#Armory|Ordered from Cargo]].
|+ style="white-space:nowrap; border:1px solid; padding:3px" | Ammo Types
* [[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.
|-
|-
! class="unsortable" |Icon
![[File:M1911.png|64px]]
! class="unsortable" | Name
!{{anchor|M1911 Pistol}}M1911 Pistol
! class="unsortable" |Description
|[[File:M1911 mag.png|64px]]<br>.45
|8 Rounds
|30 Brute
|
* Used by Spacepol officers.
* Available to [[Emergency Response Team|Emergency Response Teams]] for 3 WC
* Certain ruins
|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. In addition, it's chambered in .45, rather than 10mm.
|-
![[File:C20r.png|64px]]
!{{anchor|C20r SMG}}C20r SMG
|[[File:C20r45-24.png|64px]]<br>.45
|24 Rounds
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" | Ammo Types
|-
|-
![[File:556m.png]]
! class="unsortable" |Icon
! class="unsortable" | Name
! class="unsortable" |Description
|-
![[File:C20r45-24.png]]
!Standard ammo
!Standard ammo
|35 Brute
|30 Brute
|-
|-
![[File:5.56mA-30.png]]
![[File:C20r24A-24.png]]
!AP ammo
!AP ammo
|31 Brute, exceptional armor penetration
|27 Brute, very good armor penetration
|-
|-
![[File:5.56I-30.png]]  
![[File:C20r45H-24.png]]  
!IC ammo
!HP ammo
  |23 Brute, sets the target on fire
  |45 Brute, ineffective against armor. Sharp-edged and will likely inflict [[Guide to Wounds#Critical:_Weeping_Avulsion|deadly wounds]]
|-
|-
! [[File:40mmhe.png]]
! [[File:C20r45V-24.png]]
!Grenade
!Venom ammo
|60 Brute, explosion radius (-1, 0, 2)
|20 Brute, injects 4 units of [[Guide to Chemistry#Venom|venom]] on a successful hit
|}
|}
|Only available to [[Syndicate guide|Nuclear Operative]] for 18 TC
|Only available to [[Syndicate guide|Nuclear Operative]] for 10 TC  
|Syndicate
|Syndicate
|A powerful weapon that can switch between a 3-round burst setting of 5.56mm bullets and an underbarrel grenade launcher that utilizes 40mm grenades. Capable of downing an unarmored target in a single burst.
| Has a 2-round burst setting with decent damage and cheap ammo. Can also be silenced. A good all-arounder for a [[Nuclear Operative]].
|-
|-
![[File:Arg.png|64px]]
![[File:Tommy gun.png|64px]]
!{{anchor|NT-ARG "Boarder" Rifle}}NT-ARG "Boarder" Rifle
!{{anchor|Tommy Gun}}Tommy Gun
|[[File:Arg556.png|64px]]<br>5.56mm
|[[File:Thompson mag.png|64px]]<br>.45
|30 Rounds
|50 Rounds
|
|30 Brute
{| class="wikitable sortable mw-collapsible mw-collapsed"
|Only available to [[Emergency Response Team]] for 9 WC
|+ style="white-space:nowrap; border:1px solid; padding:3px" | Ammo Types
|Sol Interplanetary Coalition
|A modernized variant of the Thompson SMG that utilizes light plastics in its wooden furniture, commonly used by Coalition marines. Has a four-round burst setting for a massive spray-and-pray experience. Laughably lethal and horrifying in close quarters.
|-
|-
! class="unsortable" |Icon
![[File:MinigunSpin.gif|64px]]
! class="unsortable" | Name
!{{anchor|M-546 Osprey}}M-546 Osprey
|[[File:MinigunPack.png|64px]]<br>5.46mm
|500 Rounds
|34 Brute
|Only available to [[Syndicate guide|Nuclear Operative]] for 30 TC
|Syndicate
|The M-546 Osprey minigun is attached to a 500-round backpack, which it can be attached to and removed from. The gun is heavy enough to slow the user, but it fires continuously while the mouse is held, until it overheats.
|-
![[File:M90.png|64px]]
!{{anchor|M-90gl Rifle}}M-90gl Rifle
|[[File:556m.png|64px]]<br>5.56mm<br>[[File:40mmhe.png|64px]]<br>40mm grenade
|30 Rounds +<br>1 Grenade
|
{| 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
! class="unsortable" |Description
|-
|-
![[File:Arg556.png]]
![[File:556m.png]]
!Standard ammo
!Standard ammo
|35 Brute
|35 Brute
|-
|-
![[File:Arg556A.png]]
![[File:5.56mA-30.png]]
!AP ammo
!AP ammo
|31 Brute, exceptional armor penetration
|31 Brute, exceptional armor penetration
|-
|-
![[File:Arg556I.png]]  
![[File:5.56I-30.png]]  
!IC ammo
!IC ammo
  |23 Brute, sets the target on fire
  |23 Brute, sets the target on fire
|-
|-
! [[File:Arg556R.png]]
! [[File:40mmhe.png]]
!Rubber ammo
!Grenade
|10 Brute + 47 Stamina
|60 Brute, explosion radius (-1, 0, 2)
|}
|}
|Only available to [[Emergency Response Team]] for 18 WC
|Only available to [[Syndicate guide|Nuclear Operative]] for 18 TC
|Syndicate
|A powerful weapon that can switch between a 3-round burst setting of 5.56mm bullets and an underbarrel grenade launcher that utilizes 40mm grenades. Capable of downing an unarmored target in a single burst.
|-
![[File:Arg.png|64px]]
!{{anchor|NT-ARG "Boarder" Rifle}}NT-ARG "Boarder" Rifle
|[[File:Arg556.png|64px]]<br>5.56mm
|30 Rounds
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" | Ammo Types
|-
! class="unsortable" |Icon
! class="unsortable" | Name
! class="unsortable" |Description
|-
![[File:Arg556.png]]
!Standard ammo
|35 Brute
|-
![[File:Arg556A.png]]
!AP ammo
|31 Brute, exceptional armor penetration
|-
![[File:Arg556I.png]]
!IC ammo
|23 Brute, sets the target on fire
|-
! [[File:Arg556R.png]]
!Rubber ammo
|10 Brute + 47 Stamina
|}
|Only available to [[Emergency Response Team]] for 18 WC
|Nanotrasen
|Nanotrasen
|A standardized assault rifle used by Nanotrasen paramilitary forces. It has a three-round burst setting and fires faster than its cousin the M-90gl Carbine.
|A standardized assault rifle used by Nanotrasen paramilitary forces. It has a three-round burst setting and fires faster than its cousin the M-90gl Carbine.
Line 675: 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 776: Line 853:
|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.
Similarly to the LWT, has improved accuracy over other firearms.
|-
![[File:Sniper.png|64px]]
!{{anchor|Syndicate Sniper Rifle}}Syndicate Sniper Rifle
|[[File:50mag.png|64px]]<br>.50
|3-6 Rounds<br>depending on the magazine
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|-
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Description
|-
![[File:50mag.png]]
!Standard ammo
|70 Brute + 10 second paralyze, very good armor penetration
|-
![[File:Haemorrhage-ammo.png]]
!Penetrator ammo
|60 Brute, very good armor penetration, goes through everything including walls and mobs
|-
![[File:Soporific.png]]
!SP ammo
|40 second sleep
|}
| Only available to [[Syndicate guide|Nuclear Operative]] for 16 TC
|Syndicate
|An extremely powerful but unwieldy rifle equipped with a scope to see long distances. Requires both hands to use and can be silenced. A user must remain stationary to use the scope. Very low rate of fire.
Has perfect accuracy.
|}
|}
==== Revolver ====
==== Revolver ====
Line 843: Line 891:
![[File:Detectivegun.png|64px]]
![[File:Detectivegun.png|64px]]
!{{anchor|Colt Detective Special}}Colt Detective Special
!{{anchor|Colt Detective Special}}Colt Detective Special
|[[File:Ammo 38.png|64px]]<br>.38
|[[File:Ammo 38gut.png|64px]]<br>.38 special
|6 Rounds
|6 Rounds
|
|
Line 852: Line 900:
! class="unsortable" |Name
! class="unsortable" |Name
! class="unsortable" |Description
! class="unsortable" |Description
|-
![[File:Ammo_38gut.png]]
!Rubber ammo
|7 Brute, 30 Stamina
|-
|-
![[File:Ammo_38.png]]
![[File:Ammo_38.png]]
!Standard ammo
!Standard ammo
|25 Brute
|21 Brute
|-
|-
![[File:Ammo_38gut.png]]
! style="background-color:#d3d3d3" |[[File:Ammo 357.png]]
!Gutterpunch
|20 Brute, induces nausea in target
|-
![[File:Ammo_38hot.png]]
!Hot Shot
|20 Brute, sets the target on fire
|-
![[File:Ammo_38ice.png]]
!Iceblox
|20 Brute, freezes target
|-
! style="background-color:#d3d3d3" |[[File:357.png]]
! style="background-color:#d3d3d3" |.357
! style="background-color:#d3d3d3" |.357
| style="background-color:#d3d3d3" |40 Brute
| style="background-color:#d3d3d3" |40 Brute, much better against armor
|}
|}
|Found in the [[Detective's Office|Detective's locker]], located in a shoulder holster.
|Found in the [[Detective's Office|Detective's locker]], located in a shoulder holster.
|Security
|Security
|Every .38 round struggles to penetrate armor; best used in self-defense situations.
|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.
Can be modified to fire .357, but will fire twice as slowly. Alternative ammo can be printed by Security once proper research is completed.
|-
|-
Line 910: Line 950:
![[File:357cracker.png]]
![[File:357cracker.png]]
!Nutcracker
!Nutcracker
| 20 Brute, one-shots windows, two-shots doors, three-shots reinforced doors
| 30 Brute, one-shots windows, two-shots doors, three-shots reinforced doors
|-
|-
![[File:357shock.png]]
![[File:357shock.png]]
!Metalshock
!Metalshock
| 10 Brute, then delivers a devastating tesla arc (~33 burn first target) that can chain between victims
| 15 Brute, then delivers a devastating tesla arc (~33 burn first target) that can chain between victims
|-
|-
![[File:357piercer.png]]
![[File:357piercer.png]]
Line 1,022: Line 1,062:
*[[File:Improvshell-live.png|32px]]'''Improvised Shell:''' Shoots 10 pellets dealing 6 brute damage each.
*[[File:Improvshell-live.png|32px]]'''Improvised Shell:''' Shoots 10 pellets dealing 6 brute damage each.
*[[File:Buckshot_shell.png|32px]]'''Buckshot:''' Shoots 6 pellets dealing 11 brute damage each. Extremely lethal at close range.
*[[File:Buckshot_shell.png|32px]]'''Buckshot:''' Shoots 6 pellets dealing 11 brute damage each. Extremely lethal at close range.
*[[File:Sgshell-live.png|32px]]'''Syndicate Buckshot:''' Shoots 6 pellets dealing 14.5 brute damage each. Only obtainable as a [[Syndicate guide|Nuclear Operative]].
*[[File:Sgshell-live.png|32px]]'''Syndicate Buckshot:''' Shoots 6 pellets dealing 14.5 brute damage each. Resolves normally against armor. Only obtainable as a [[Syndicate guide|Nuclear Operative]].
*[[File:Flechette_shell.png|32px]]'''Flechette:''' Shoots 6 pellets with less spread and less dropoff than regular buckshot, dealing 12 brute damage each and penetrating armor. Only obtainable as a [[Syndicate guide|Nuclear Operative]].
*[[File:Flechette_shell.png|32px]]'''Flechette:''' Shoots 6 pellets with less spread and less dropoff than regular buckshot, dealing 12 brute damage each and penetrating armor. Only obtainable as a [[Syndicate guide|Nuclear Operative]].
*[[File:Bean_shell.png|32px]]'''Rubber Shot:''' Shoots 6 pellets dealing 3 brute and 13 stamina damage each. Better if you want the target alive. Riot shotguns are loaded with this by default.
*[[File:Bean_shell.png|32px]]'''Rubber Shot:''' Shoots 6 pellets dealing 3 brute and 13 stamina damage each. Better if you want the target alive. Riot shotguns are loaded with this by default.
*[[File:Bean_shell.png|32px]]'''Beanbag:''' Shoots one single beanbag, dealing 5 brute and 55 stamina damage. The bartender uses these by default.
*[[File:Bean_shell.png|32px]]'''Beanbag:''' Shoots one single beanbag, dealing 5 brute and 55 stamina damage. The bartender uses these by default.
*[[File:Blank_shell.png|32px]]'''Standard Slug:''' Shoots a single projectile that does 46 brute damage on impact.
*[[File:Blank_shell.png|32px]]'''Standard Slug:''' Shoots a single projectile that does 46 brute damage on impact.
*[[File:Sblshell-live.png|32px]]'''Syndicate Slug:''' Shoots a single projectile that does 60 brute damage on impact. Only obtainable as a [[Syndicate guide|Nuclear Operative]].
*[[File: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:Fire_shell.png|32px]]'''Incendiary Slug:''' Shoots a single projectile that leaves a fire trail and ignites the target, on top of 20 brute damage. Does not suffer from damage falloff.
*[[File:Tech_shell.png|32px]]'''Shotgun Dart:''' A single dart that can contain up to 30 units of chemicals that'll be injected on hit.
*[[File:Tech_shell.png|32px]]'''Shotgun Dart:''' A single dart that can contain up to 30 units of chemicals that'll be injected on hit.
Line 1,034: Line 1,074:
*[[File:Tech_shell.png|32px]]'''Technological Shells:''' Unloaded technological shells can be made in a [[Guide to Research and Development|Protolathe]]. See [[Research items#Unloaded Technological Shell|here]] for the recipes.
*[[File:Tech_shell.png|32px]]'''Technological Shells:''' Unloaded technological shells can be made in a [[Guide to Research and Development|Protolathe]]. See [[Research items#Unloaded Technological Shell|here]] for the recipes.
**[[File:Pulse_shell.png|32px]]'''Pulse Slug:''' Works like one of the deathsquad's pulse rifle shots, dealing 40 burn damage and damaging or destroying walls and machinery.
**[[File:Pulse_shell.png|32px]]'''Pulse Slug:''' Works like one of the deathsquad's pulse rifle shots, dealing 40 burn damage and damaging or destroying walls and machinery.
**[[File:Dragon_shell.png|32px]]'''Dragonsbreath:''' Like the incendiary slug, but shoots a spread of 5 burning pellets. Deals less direct damage.
**[[File:Dragon_shell.png|32px]]'''Dragonsbreath:''' Like the incendiary slug, but shoots a spread of 5 burning pellets that deal 7 brute each.
**[[File:Ion_shell.png|32px]]'''Ion Scatter:''' Shoots a spread of 4 ion bolts, each of which ions a 3x3 area.
**[[File:Ion_shell.png|32px]]'''Ion Scatter:''' Shoots a spread of 4 ion bolts, each of which ions a 3x3 area.
**[[File:Laser_shell.png|32px]]'''Laser Buckshot:''' Shoots 5 lasers dealing 10 burn each.
**[[File:Laser_shell.png|32px]]'''Laser Buckshot:''' Shoots 5 lasers dealing 10 burn each.
**[[File:Cryo_shell.png|32px]]'''Cryoshot:''' Shoots 4 pellets lowering the body temperature of the target on impact. Temperature adjustment ignores armor.
**[[File:Cryo_shell.png|32px]]'''Cryoshot:''' Shoots 4 pellets lowering the body temperature of the target on impact. Temperature adjustment ignores armor.
**[[File:Thunder_shell.png|32px]]'''Thundershot:''' Shoots 3 pellets creating lightning on impact.
**[[File:Thunder_shell.png|32px]]'''Thundershot:''' Shoots 3 pellets creating lightning on impact.
**[[File:Uranium_shell.png|32px]]'''Depleted Uranium Slug:''' Shoots one ultra-penetrative projectile dealing 26 brute but bypassing almost all armor and going through mobs.
**[[File:Uranium_shell.png|32px]]'''Depleted Uranium Slug:''' Shoots one ultra-penetrative projectile dealing 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.
**[[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 ====
Line 1,065: Line 1,105:
|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.
|Compensates its low firing rate by being extremely powerful. Can be sawed off to fit in backpacks, incurring a massive loss of accuracy. Its bullet travels slightly faster than most and is exceptionally at causing wounds over long distances. Requires two hands to fire.
It also supports a bayonet.
It also supports a bayonet.
|}
==== Launcher ====
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
![[File:Sniper.png|64px]]
! scope="col" style="background-color:#F0DC82;" | Item
!{{anchor|Syndicate Sniper Rifle}}Syndicate Sniper Rifle
! scope="col" style="background-color:#F0DC82;" |Ammo
|[[File:50mag.png|64px]]<br>.50 BMG
! scope="col" style="background-color:#F0DC82;" |Capacity
|3-6 Rounds<br>depending on the magazine
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
|
! scope="col" style="background-color:#F0DC82;" | How to Acquire
{| class="wikitable sortable mw-collapsible mw-collapsed"
! scope="col" style="background-color:#F0DC82;" |Faction Usage
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|-
|-
![[File:Pie cannon.png|64px]]
! class="unsortable" |Icon
!{{anchor|Pie Cannon}}Pie Cannon
! class="unsortable" |Name
|[[File:Pie.gif|64px]]<br>Pies
! class="unsortable" |Description
|50 Pies
|Stun + Humiliation<br>Duration 2
|
* Found in Clown crates, one is guaranteed in the [[Theatre]].
* Certain ruins
|Clowns
|Heavy and bulky, but also the only feasibly accessible form of an instant ranged hardstun on the station. Wary victims can catch your pies if they suspect an attack, though if you have several pies, you can outshoot the rate at which they ready themselves to catch more.
Likely to be confiscated by Security if abused.
|-
|-
![[File:Pie cannon.png|64px]]
![[File:50mag.png]]
!{{anchor|Self-Recharging Pie Cannon}}Self-Recharging Pie Cannon
!Standard ammo
|[[File:Pie.gif|64px]]<br>Pies (Self-Charging)
|70 Brute + 10 second paralyze, very good armor penetration
|20 Pies
|Stun + Humiliation<br>Duration 2
|
* Available to Clown Operatives for 10 TC.
* Wielded by '''HONK!''' Emergency Response Team members.
|Clowns
|A pie cannon that will automatically and continuously fill its ammo capacity to max with additional banana cream pies. While its maximum ammunition is technically lower than the standard pie cannon, a disciplined operative can effectively never run out of ammo.
|-
|-
![[File:Pneumatic cannon.png|64px]]
![[File:Haemorrhage-ammo.png]]
!{{anchor|Improvised Pneumatic Cannon}}Improvised Pneumatic Cannon
!Penetrator ammo
|(Almost) anything normal-sized or smaller
|60 Brute, very good armor penetration, goes through everything including walls and mobs
|7 Weight
|Depends on what's thrown
|[[Makeshift weapons|Made by yourself]].
|Civilians
|An improvised cannon for shooting quite literally anything at targets. Requires a gas tank (such as a welder) to operate.
Blacklisted items for loading are the Supermatter sword and any kind of baton.
|-
|-
![[File:Blowgun.png|64px]]
![[File:Soporific.png]]
!{{anchor|Blowgun}}Blowgun
!SP ammo
|[[File:Syringe.png|64px]]<br>Syringes
|40 second sleep
|1 Syringe
|}
|6 Brute + 15u chemicals
| Available to [[Syndicate guide|Nuclear Operatives]] for 16 TC, standard issue for Syndicate scientists
|[[Makeshift weapons|Made by yourself]].
|Syndicate
|Civilians
|An extremely powerful but unwieldy rifle equipped with a scope to see long distances. Requires both hands to use and can be silenced. A user must remain stationary to use the scope. Very low rate of fire.
|A makeshift syringe gun, effectively. Difficult to use as it requires the user to stand still for 2.5 seconds before firing and also gives an alert to anyone who sees the user. Even if it successfully fires, it also inflicts 20 Oxygen and 20 Stamina damage on the user. This means if you shoot this three times in quick succession, you will pass out.
Has perfect accuracy.
|}
==== Lever Action ====
Lever-action firearms are characterized by the lever that is utilized to chamber new rounds and eject spent ones. While an antiquated form of cycling cartridges, lever-actions are iconic of the old West: an immense cultural phenomenon that has only returned in force with the emergence of the Frontier in 2517. While often clunkier and more difficult to work than a pump-action, these weapons still find a home in those who appreciate their operation.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
![[File:Sgun.png|64px]]
! scope="col" class="unsortable" style="background-color:#F0DC82;" | Icon
!{{anchor|Syringe Gun}}Syringe Gun
! scope="col" style="background-color:#F0DC82;" | Item
|[[File:Syringe.png|64px]]<br>Syringes
! scope="col" style="background-color:#F0DC82;" |Ammo
|1 Syringe
! scope="col" style="background-color:#F0DC82;" |Capacity
|6 Brute + 15u chemicals
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
|Printable at the [[Medbay Storage|Medical]] and [[Armory]] protolathe once researched.
! scope="col" style="background-color:#F0DC82;" | How to Acquire
|Nanotrasen
! scope="col" style="background-color:#F0DC82;" |Faction Usage
|A syringe will not inject all of its reagents at once; if a victim takes the time to rip out the syringe quickly, it interrupts the flow of any chemicals that are remaining in the syringe.
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|-
![[File:Dart pistol.png|64px]]
!{{anchor|Dart Pistol}}Dart Pistol
|[[File:Syringe.png|64px]]<br>Syringes
|1 Syringe
|6 Brute + 15u chemicals
|[[Syndicate Uplink]], available for 4 TC
|Syndicate
|This miniature syringe gun is not only small-sized instead of normal-sized, but it's also innately suppressed, meaning it scarcely be heard while firing and no message will be displayed to those who can see you when you fire it.
|-
|-
![[File:Sgun.png|64px]]
![[File:Wintonrifle.png|64px]]
!{{anchor|Modified Syringe Gun}}Modified Syringe Gun
!{{anchor|Winton Mk. VI Repeating Rifle}}Winton Mk. VI Repeating Rifle
|[[File:Dnainjector.png|64px]]<br>DNA Injectors
|[[File:556-casing.png|64px]]<br>.308
|1 DNA Injector
|8+1 Rounds
|5 Brute + DNA Injector effects
|42 Brute
|[[Syndicate Uplink]], available for 14 TC (only if you are a [[Geneticist]])
|[[Supply crates#Armory|Ordered from Cargo]].
|Syndicate
|Colonists, Frontiersfolk
|A modified syringe gun (also called the DNA syringe gun) that fires DNA injectors and applies their effects instantly, assuming the shot is not blocked. Can instantly turn unsuspecting victims into monkeys, turn their flesh to acid, or whatever devious hell you devise for them.
|A long rifle capable of loading a respectable number of rifle rounds. The bullets fired by this gun travel faster than most and are capable of inflicting wounds at range. However, it fires slower than most shotguns, and each round must be individually loaded.
|}
==== Launcher ====
A launcher firearm is a weapon that kinetically launches an ordinance over some range. While this can range from an explosive rocket to a small syringe, or even something as laughable as a banana scream pie, these guns typically load a single projectile which is then immediately ready to fire.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
![[File:Rapidsyringegun.png|64px]]
! scope="col" class="unsortable" style="background-color:#F0DC82;" | Icon
!{{anchor|Rapid Syringe Gun}}Rapid Syringe Gun
! scope="col" style="background-color:#F0DC82;" | Item
|[[File:Syringe.png|64px]]<br>Syringes
! scope="col" style="background-color:#F0DC82;" |Ammo
|6 Syringes
! scope="col" style="background-color:#F0DC82;" |Capacity
|6 Brute + 15u chemicals
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
|[[Syndicate Uplink]], available for 8TC (only if you are a [[Chemist]] or [[Virologist]])
! scope="col" style="background-color:#F0DC82;" | How to Acquire
|Syndicate
! scope="col" style="background-color:#F0DC82;" |Faction Usage
|A syringe gun that can hold up to six syringes. Simple.
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|-
|-
![[File:Kineticspeargun.png|64px]]
![[File:Pie cannon.png|64px]]
!{{anchor|Kinetic Speargun}}Kinetic Speargun
!{{anchor|Pie Cannon}}Pie Cannon
|[[File:Kineticspear.png|64px]]<br>Kinetic Spears
|[[File:Pie.gif|64px]]<br>Pies
|1 Kinetic Spear
|50 Pies
|5 Brute, 25 Brute against fauna
|Stun + Humiliation<br>Duration 2
|Located in the emergency space suit storage of [[Escape Pods|escape pods]].
|
|Nanotrasen
* Found in Clown crates, one is guaranteed in the [[Theatre]].
|Basically a crappy proto-kinetic accelerator that has limited ammo. You can retrieve your kinetic spears, so long as the angry fauna you were shooting is dead.
* Certain ruins
|Clowns
|Heavy and bulky, but also the only feasibly accessible form of an instant ranged hardstun on the station. Wary victims can catch your pies if they suspect an attack, though if you have several pies, you can outshoot the rate at which they ready themselves to catch more.
Likely to be confiscated by Security if abused.
|-
|-
![[File:Speargun.png|64px]]
![[File:Pie cannon.png|64px]]
!{{anchor|Speargun}}Speargun
!{{anchor|Self-Recharging Pie Cannon}}Self-Recharging Pie Cannon
|[[File:Magspear.png|64px]]<br>Magspears
|[[File:Pie.gif|64px]]<br>Pies (Self-Charging)
|1 Magspear
|20 Pies
|25 Brute
|Stun + Humiliation<br>Duration 2
|Obtained in the "White Whale Holy Grail" [[Syndicate Items#Syndi-kit Special|Syndi-kit Special]] pack.
|
|Syndicate
* Available to Clown Operatives for 10 TC.
|Effectively a harpoon gun, the magspear projectile is guaranteed to embed if it hits a target. It conveniently does enough damage to one-shot space carp, as the Syndi-Kit is themed around it.
* Wielded by '''HONK!''' Emergency Response Team members.
|Clowns
|A pie cannon that will automatically and continuously fill its ammo capacity to max with additional banana cream pies. While its maximum ammunition is technically lower than the standard pie cannon, a disciplined operative can effectively never run out of ammo.
|-
|-
![[File:Gauss.png|64px]]
![[File:Pneumatic cannon.png|64px]]
!{{anchor|Gauss Rifle}}Gauss Rifle
!{{anchor|Improvised Pneumatic Cannon}}Improvised Pneumatic Cannon
|[[File:Bolt.png|64px]]<br>Bolts
|(Almost) anything normal-sized or smaller
|1 Bolt
|7 Weight
|25 Brute
|Depends on what's thrown
|[[Makeshift weapons|Made by yourself]].
|[[Makeshift weapons|Made by yourself]].
|Scavengers
|Civilians
|It's heavy and impractical to carry around, even if the ammunition is easy to make. Also requires both hands to fire.
|An improvised cannon for shooting quite literally anything at targets. Requires a gas tank (such as a welder) to operate.
Blacklisted items for loading are the Supermatter sword and any kind of baton.
|-
|-
![[File:Handcannon.png|64px]]
![[File:Blowgun.png|64px]]
!{{anchor|Handcannon}}Handcannon
!{{anchor|Blowgun}}Blowgun
|[[File:Cannonball.png|64px]]<br>Cannonballs
|[[File:Syringe.png|64px]]<br>Syringes
|1 Cannonball
|1 Syringe
|30 Brute, 500 Brute against windows and doors
|6 Brute + 15u chemicals
|Found on the Pirate Ship.
|[[Makeshift weapons|Made by yourself]].
|Syndicate
|Civilians
|YARR!! This fine handheld cannon be fitting well for usage by a real scurvy dog. Hitting a person with the cannonball will throw them a few tiles, but this here be best used for blowing open doors. It do take two hands to fire, so be warned.
|A makeshift syringe gun, effectively. Difficult to use as it requires the user to stand still for 2.5 seconds before firing and also gives an alert to anyone who sees the user. Even if it successfully fires, it also inflicts 20 Oxygen and 20 Stamina damage on the user. This means if you shoot this three times in quick succession, you will pass out.
|-
|-
![[File:Rocketlauncher.png|64px]]
![[File:Sgun.png|64px]]
!{{anchor|PML-9 RPG}}PML-9 RPG
!{{anchor|Syringe Gun}}Syringe Gun
|[[File:Srm-8.png|64px]]<br>84mm Rockets
|[[File:Syringe.png|64px]]<br>Syringes
|1 Rocket
|1 Syringe
|
|6 Brute + 15u chemicals
{| class="wikitable sortable mw-collapsible mw-collapsed"
|Printable at the [[Medbay Storage|Medical]] and [[Armory]] protolathe once researched.
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|Nanotrasen
|A syringe will not inject all of its reagents at once; if a victim takes the time to rip out the syringe quickly, it interrupts the flow of any chemicals that are remaining in the syringe.
|-
|-
! class="unsortable" |Icon
![[File:Dart pistol.png|64px]]
! class="unsortable" |Name
!{{anchor|Dart Pistol}}Dart Pistol
! class="unsortable" |Description
|[[File:Syringe.png|64px]]<br>Syringes
|1 Syringe
|6 Brute + 15u chemicals
|[[Syndicate Uplink]], available for 4 TC
|Syndicate
|This miniature syringe gun is not only small-sized instead of normal-sized, but it's also innately suppressed, meaning it scarcely be heard while firing and no message will be displayed to those who can see you when you fire it.
|-
|-
![[File:Srm-8.png]]
![[File:Sgun.png|64px]]
!'''HE Rocket'''
!{{anchor|Modified Syringe Gun}}Modified Syringe Gun
|30 Brute, 2 tile light explosion, 1 tile heavy explosion if it didn't hit something living.
|[[File:Dnainjector.png|64px]]<br>DNA Injectors
|1 DNA Injector
|5 Brute + DNA Injector effects
|[[Syndicate Uplink]], available for 14 TC (only if you are a [[Geneticist]])
|Syndicate
|A modified syringe gun (also called the DNA syringe gun) that fires DNA injectors and applies their effects instantly, assuming the shot is not blocked. Can instantly turn unsuspecting victims into monkeys, turn their flesh to acid, or whatever devious hell you devise for them.
|-
|-
![[File:84mm-hedp.png]]
![[File:Rapidsyringegun.png|64px]]
!'''HEPD Rocket'''
!{{anchor|Rapid Syringe Gun}}Rapid Syringe Gun
|80 Brute, 100 Dismemberment, extra 200 Brute against mechs and cyborgs, 1 tile heavy explosion, 3 tile light explosion, ignites others within 4 range. Massive armor penetration.
|[[File:Syringe.png|64px]]<br>Syringes
|}
|6 Syringes
|Only available to [[Syndicate guide|Nuclear Operative]] for 8 TC
|6 Brute + 15u chemicals
|Syndicate
|[[Syndicate Uplink]], available for 8TC (only if you are a [[Chemist]] or [[Virologist]])
|Hilariously cheap itself, but the rockets are where the real cost for this weapon comes in. HE rockets aren't bad area damage, but the HEPD rocket will delete anyone hit by it, as well as dealing massive damage to anyone next to them.
|Syndicate
Requires both hands to fire. You can't rocket jump with it.
|A syringe gun that can hold up to six syringes. Simple.
|}
==== Bow ====
Bows, despite being mostly outdated, are most often used in sporting activities. Regardless, individuals on station are able to craft them if they desire a ranged option. Shooting a bow require the user to load an arrow manually, then drawing the bow before it's able to fire. The individual loading and drawing of each arrow means their rate of fire is slow, but each arrow has a chance to embed in its target, which will cause bleeding and additional damage unless dealt with. If an arrow does not embed, it often falls on the ground in front of the hit target. Some arrows have a chance to break on impact, which will prevent embedment or retrieval. Interacting with the bow while an arrow is drawn will cancel the shot and return the arrow to an open hand, if available.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
![[File:Kineticspeargun.png|64px]]
! scope="col" style="background-color:#F0DC82;" |Item
!{{anchor|Kinetic Speargun}}Kinetic Speargun
! scope="col" style="background-color:#F0DC82;" |Ammo
|[[File:Kineticspear.png|64px]]<br>Kinetic Spears
! scope="col" style="background-color:#F0DC82;" |Draw Time
|1 Kinetic Spear
! scope="col" style="background-color:#F0DC82;" |How to Acquire
|5 Brute, 25 Brute against fauna
! scope="col" style="background-color:#F0DC82;" |Faction Usage
|Located in the emergency space suit storage of [[Escape Pods|escape pods]].
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|Nanotrasen
|Basically a crappy proto-kinetic accelerator that has limited ammo. You can retrieve your kinetic spears, so long as the angry fauna you were shooting is dead.
|-
|-
![[File:Bow.png|64px]]
![[File:Speargun.png|64px]]
!{{anchor|Wooden Bow}}Wooden Bow
!{{anchor|Speargun}}Speargun
|[[File:Arrow.png|32px]]<br>Arrow
|[[File:Magspear.png|64px]]<br>Magspears
| 0.5 seconds
|1 Magspear
|[[Makeshift weapons|Made by yourself]].
|25 Brute
| Civilians
|Obtained in the "White Whale Holy Grail" [[Syndicate Items#Syndi-kit Special|Syndi-kit Special]] pack.
|A simple, yet effective bow. Standard and robust.
|Syndicate
|Effectively a harpoon gun, the magspear projectile is guaranteed to embed if it hits a target. It conveniently does enough damage to one-shot space carp, as the Syndi-Kit is themed around it.
|-
|-
![[File:Bow_ash.png|64px]]
![[File:Gauss.png|64px]]
!{{anchor|Bone Bow}}Bone Bow
!{{anchor|Gauss Rifle}}Gauss Rifle
|[[File:Arrow_bone.png|32px]]<br>Arrow
|[[File:Bolt.png|64px]]<br>Bolts
|0.5 seconds
|1 Bolt
|
|25 Brute
* [[Makeshift weapons|Made by yourself]].
* Certain ruins
|Ashwalkers
|An alternative bow made using bones and sinew from Lavaland's fauna. Has more spread than the wooden bow.
|-
![[File:Bow_makeshift.png|64px]]
!{{anchor|Makeshift Bow}}Makeshift Bow
|[[File:Arrow_glass.png|32px]]<br>Arrow
|2 seconds
|[[Makeshift weapons|Made by yourself]].
|[[Makeshift weapons|Made by yourself]].
|Scavengers
|Scavengers
|A bow made using scavenged materials commonly found on the station. Has a very wide spread.
|It's heavy and impractical to carry around, even if the ammunition is easy to make. Also requires both hands to fire.
|-
|-
![[File:Pipebow.png|64px]]
![[File:Handcannon.png|64px]]
!{{anchor|Pipe Bow}}Pipe Bow
!{{anchor|Handcannon}}Handcannon
|[[File:Arrow_plasmaglass.png|32px]]<br>Arrow
|[[File:Cannonball.png|64px]]<br>Cannonballs
|1 second
|1 Cannonball
|[[Makeshift weapons|Made by yourself]].
|30 Brute, 500 Brute against windows and doors
|Scavengers
|Found on the Pirate Ship.
|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.
|Syndicate
|YARR!! This fine handheld cannon be fitting well for usage by a real scurvy dog. Hitting a person with the cannonball will throw them a few tiles, but this here be best used for blowing open doors. It do take two hands to fire, so be warned.
|-
![[File:Rocketlauncher.png|64px]]
!{{anchor|PML-9 RPG}}PML-9 RPG
|[[File:Srm-8.png|64px]]<br>84mm Rockets
|1 Rocket
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|-
|-
![[File:Crossbow.png|64px]]
! class="unsortable" |Icon
!{{anchor|Crossbow}}Crossbow
! class="unsortable" |Name
|[[File:Arrow.png|32px]]<br>Arrow
! class="unsortable" |Description
|2 seconds
|[[Makeshift weapons|Made by yourself]].
|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.
|}
===== Arrows =====
Note: This lists only arrows that can be acquired by normal means. All arrows do 20 extra damage to fauna unless otherwise stated.
 
Arrows travel slightly slower than most ballistic projectiles.
*[[File:Arrow.png|32px]]'''Wooden Arrow:''' A basic arrow dealing 20 brute damage. Has a small chance to break and a respectable embed chance.
*[[File:Arrow_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 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_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 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_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_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_glass.png|32px]]'''Glass Arrow:''' A makeshift arrow dealing 15 brute damage. Likely to shatter on impact and an okay embed chance. Easiest arrow to make using on station materials.
*[[File:Arrow_plasmaglass.png|32px]]'''Plasma Glass Arrow:''' A robust arrow dealing 18 brute damage with legendary armor penetration. Can't shatter on impact and has a respectable embed chance. A direct upgrade of the glass arrow.
===== Arrow Modifications =====
These arrows can be crafted from any existing arrow, inheriting half of their damage, embed chance, and armor penetration.
*[[File:Arrow fire.gif|frameless]]'''Fire Arrow:''' Upon impact, will deal an additional 8 burn damage and set the target ablaze, assuming the target is a carbon. Requires Makeshift Crafting from the Syndicate in order to make, or [[Ashwalkers|tribal knowledge]].
*[[File:Arrow bola.png]]'''Bola Arrow''': Upon impact, will deal the arrow's modified damage as well as applying a bola effect, cuffing the target's legs. Requires Makeshift Crafting from the Syndicate in order to make, or [[Ashwalkers|tribal knowledge]].
=== Energy ===
Energy weapons, while rarer than ballistics in most environments, are standard-issue on Nanotrasen stations due to their research. Instead of utilizing clips or magazines, energy weapons have an internal cell that they draw upon in order to spontaneously create a projectile. While this makes for a convenient weapon that does not demand the carrying of additional magazines, this forces most energy weaponry to utilize anchored [[File:Recharger.gif]]rechargers in order to replenish their cell. In addition, EMPs will completely drain an energy weapon's cell, save some exceptions.
While energy projectiles tend to be unique in their ability to inflict differing kinds of damage, such as burn or stamina, their lethality is often less than their ballistic counterparts. That being said, conventional defenses against energy are few and far between, due to their emerging status as a standardized weapon. In addition, all energy projectiles are capable of passing through surfaces that do not block light, such as grilles and windows.
==== Gun ====
Energy guns are the most common variant of energy weapon. They tend to fire disabler or laser projectiles, though some may also fire ion or pulse shots.
===== 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.
 
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"
|-
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" | Icon
![[File:Srm-8.png]]
! scope="col" style="background-color:#F0DC82;" |Item
!'''HE Rocket'''
! scope="col" style="background-color:#F0DC82;" |Ammo
|30 Brute, 2 tile light explosion, 1 tile heavy explosion if it didn't hit something living.
! 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:Laser gun.png|64px]]
![[File:84mm-hedp.png]]
!{{anchor|Laser Gun}}Laser Gun
!'''HEPD Rocket'''
|[[File:Recharger.gif|64px]]<br>Energy
|80 Brute, 100 Dismemberment, extra 200 Brute against mechs and cyborgs, 1 tile heavy explosion, 3 tile light explosion, ignites others within 4 range. Massive armor penetration.
|12 Lasers
|}
|20 Burn
|Only available to [[Syndicate guide|Nuclear Operative]] for 8 TC
|
|Syndicate
* The [[Armory]]
|Hilariously cheap itself, but the rockets are where the real cost for this weapon comes in. HE rockets aren't bad area damage, but the HEPD rocket will delete anyone hit by it, as well as dealing massive damage to anyone next to them.
* [[Supply crates#Security|Ordered from Cargo]].
Requires both hands to fire. You can't rocket jump with it.
* Certain ruins
|}
|Nanotrasen
==== Bow ====
|Fires more lasers than an energy gun can. Will very effectively burn unarmored targets. Ideal for shutting down [[Clockwork Cult|Clockwork Cultists]] and [[Xenos|Xenomorphs]], though not-so-good against [[Nuclear Operative|Nuclear Operatives]].
Bows, despite being mostly outdated, are most often used in sporting activities. Regardless, individuals on station are able to craft them if they desire a ranged option. Shooting a bow require the user to load an arrow manually, then drawing the bow before it's able to fire. The individual loading and drawing of each arrow means their rate of fire is slow, but each arrow has a chance to embed in its target, which will cause bleeding and additional damage unless dealt with. If an arrow does not embed, it often falls on the ground in front of the hit target. Some arrows have a chance to break on impact, which will prevent embedment or retrieval. Interacting with the bow while an arrow is drawn will cancel the shot and return the arrow to an open hand, if available.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
![[File:Retrolaser.png|64px]]
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
!{{anchor|Retro Laser}}Retro Laser
! scope="col" style="background-color:#F0DC82;" |Item
|[[File:Recharger.gif|64px]]<br>Energy
! scope="col" style="background-color:#F0DC82;" |Ammo
|12 Lasers<br>5 Lasers
! scope="col" style="background-color:#F0DC82;" |Draw Time
|20 Burn
! scope="col" style="background-color:#F0DC82;" |How to Acquire
|Certain ruins
! scope="col" style="background-color:#F0DC82;" |Faction Usage
|Nanotrasen
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|The normal Retro Laser can be located on the [[White Ship]]. The one found on Charlie Station is massively inefficient, and will only fire five times before its cell is depleted.
|-
|-
![[File:Antique laser.png|64px]]
![[File:Bow.png|64px]]
!{{anchor|Antique Laser Gun}}Antique Laser Gun
!{{anchor|Wooden Bow}}Wooden Bow
|[[File:Recharger.gif|64px]]<br>Energy (also Self-Charging)
|[[File:Arrow.png|32px]]<br>Arrow
|12 Lasers
| 0.5 seconds
|20 Burn
|[[Makeshift weapons|Made by yourself]].
|Found in the [[Captain's Quarters]].
| Civilians
|Nanotrasen
|A simple, yet effective bow. Standard and robust.
|The prized weapon of the Captain. It's usually safely secured in a glass display in their office, though breaking it open will trigger a burglary alarm, which triggers the fire alarm while closing and bolting the doors. If you have the Command remote from the Captain's locker, this is no problem! Otherwise, Security is also notified, and they're well aware that several opposing elements would pay a fine price for this unique weapon.
|-
|-
![[File:Hellfire_gun.png|64px]]
![[File:Bow_ash.png|64px]]
!{{anchor|Hellfire Laser Gun}} Hellfire Laser Gun
!{{anchor|Bone Bow}}Bone Bow
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Arrow_bone.png|32px]]<br>Arrow
|7 Lasers
|0.5 seconds
|25 Burn
|
|[[Supply crates#Armory|Ordered from Cargo]].
* [[Makeshift weapons|Made by yourself]].
|Nanotrasen
* Certain ruins
|Does more damage than a regular laser gun and can easily inflict debilitating burn wounds, it comes at the cost of a higher energy consumption reducing the ammo capacity.
|Ashwalkers
|An alternative bow made using bones and sinew from Lavaland's fauna. Has more spread than the wooden bow.
|-
|-
![[File:Oldrifle.gif|64px]]
![[File:Bow_makeshift.png|64px]]
!{{anchor|Laser Rifle}}Laser Rifle
!{{anchor|Makeshift Bow}}Makeshift Bow
|[[File:Oldrifle mag.png|64px]]<br>Energy (Magazine)
|[[File:Arrow_glass.png|32px]]<br>Arrow
|20 Lasers
|1 seconds
|20 Burn
|[[Makeshift weapons|Made by yourself]].
|
|Scavengers
* Available to [[Emergency Response Team]] for 8 WC
|A bow made using scavenged materials commonly found on the station. Has a very wide spread.
* Certain ruins
|Nanotrasen
|The laser rifle utilizes battery magazines to load its shots. As a result, '''it should be handled and loaded like an automatic'''. The magazines themselves can be refilled in a standard recharger, making this a highly convenient and robust weapon that combines the strengths of both energy and ballistic weaponry. '''Unaffected by EMP.'''
|-
|-
![[File:Xraygun.png|64px]]
![[File:Pipebow.png|64px]]
!{{anchor|X-Ray Gun}}X-Ray Gun
!{{anchor|Pipe Bow}}Pipe Bow
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Arrow_plasmaglass.png|32px]]<br>Arrow
|14 Lasers
|1 second
| 10 Burn + 300 Irradiate
|[[Makeshift weapons|Made by yourself]].
|Printable at the [[Armory]] protolathe once researched.  
|Scavengers
|Nanotrasen
|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.  
|This gun fires x-ray beams that will pass through closed turf. However, it will be stopped by machinery or computers it comes into contact with. It travels for 15 tiles and does minimal damage, but will heavily irradiate targets hit. A handful of lasers won't kill someone, but without proper attention, they'll be coughing up their own organs some minutes later. Exceptionally effective against [[Blob|Blobs]] that might exploit station walls as a defense.
|}
===== Multifaceted =====
Multifaceted energy weapons are able to switch between different projectiles with various properties. Interacting with the gun in-hand will cycle between its firemodes.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
![[File:Toy bows.gif|64px]]
! scope="col" style="background-color:#F0DC82;" |Item
!{{anchor|Toy Bows}}Toy Bows
! scope="col" style="background-color:#F0DC82;" | Ammo
|[[File:Toy arrows.gif|32px]]<br>Arrow
! scope="col" style="background-color:#F0DC82;" | Capacity
|2 seconds
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
|Ordered from Cargo.
! scope="col" style="background-color:#F0DC82;" |How to Acquire
|Civilians
! scope="col" style="background-color:#F0DC82;" |Faction Usage
|A series of shoddy, plastic bows that have significant spread, but can still fire any time of arrow.
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|-
|-
![[File:Energy_Gun.gif|64px]]
![[File:Crossbow.png|64px]]
!{{anchor|Energy Gun}}Energy Gun
!{{anchor|Crossbow}}Crossbow
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Arrow.png|32px]]<br>Arrow
|10 Lasers,<br>20 Disable
|2 seconds
|20 Burn<br>30 Stamina
|[[Makeshift weapons|Made by yourself]].
|
|Civilians
* Standard issue for [[Captain|Captains]] and [[Head of Security|Heads of Security]]
|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.
* The [[Armory]]
* [[Supply crates#Armory|Ordered from Cargo]].
* Available to [[Emergency Response Team]] for 3 WC
* Certain ruins
| Nanotrasen
|A versatile energy weapon. Disabler shots consume half the battery of laser shots. Like most other energy weapons, it's lighter and easier to carry than a ballistic, which makes it an ideal all-rounder. Supports a seclite attachment.  
|-
|-
![[File:Miniegun.gif|64px]]
![[File:Ashencrossbow.png|64px]]
!{{anchor|Miniature Energy Gun}}Miniature Energy Gun
!{{anchor||Bone Crossbow}}Bone Crossbow
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Arrow_bone.png|32px]]<br>Arrow
|6 Lasers,<br>12 Disable
|2 seconds
|20 Burn<br>30 Stamina
|[[Makeshift weapons|Made by yourself]].
|
|Ashwalkers
* Found in the [[Head of Personnel's Office|Head of Personnel's locker]]
|Effectively identical to the crossbow, but suffers just a little spread.
* Found in the Syndicate Infiltrator base
* Available to [[Emergency Response Team]] for 1 WC
|Nanotrasen
| 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.gif|64px]]
![[File:Breakbow.gif|64px]]
!{{anchor|Advanced Energy Gun}}Advanced Energy Gun
!{{anchor|Break Bow}}Break Bow
|[[File:Uraniumdone.png|64px]]<br>Uranium
|[[File:Arrow magic.png|32px]]<br>Arrow
|20 Anoxia,<br>10 Irradiate,<br>10 Lasers,<br>20 Disable
|0.25 seconds
|8 Oxygen,<br>10 Burn + 300 Irradiate,<br>20 Burn<br>30 Stamina
|[[Wizard]], 2 SP
|Printable at the [[Armory]] protolathe once researched.
|Wizards
|Nanotrasen
|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.
|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.'''
|}
===== Arrows =====
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.
*[[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 40 brute damage. Has a lower 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 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 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 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 35 brute damage that suffers less against armor. Has a respectable embed chance.
*[[File:Arrow_glass.png|32px]]'''Glass Arrow:''' A makeshift arrow dealing 25 brute damage. Less likely to embed and has a minor chance to break. Easiest arrow to make using on station materials.
*[[File:Arrow_plasmaglass.png|32px]]'''Plasma Glass Arrow:''' A robust arrow dealing 25 brute damage with very good armor penetration. Less likely to embed and has a minor chance to break.
*[[File:Toy arrows.gif|32px]]'''Toy Arrows:''' These arrows don't do any real damage (unless you're in a nerf war), but have a high embed chance due to their sticky velcro bits. Blacklisted from arrow modifications.
===== Arrow Modifications =====
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 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|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 weapons, while rarer than ballistics in most environments, are standard-issue on Nanotrasen stations due to their research. Instead of utilizing clips or magazines, energy weapons have an internal cell that they draw upon in order to spontaneously create a projectile. While this makes for a convenient weapon that does not demand the carrying of additional magazines, this forces most energy weaponry to utilize anchored [[File:Recharger.gif]]rechargers in order to replenish their cell. In addition, EMPs will completely drain an energy weapon's cell, save some exceptions.
While energy projectiles tend to be unique in their ability to inflict differing kinds of damage, such as burn or stamina, their lethality is often less than their ballistic counterparts. That being said, conventional defenses against energy are few and far between, due to their emerging status as a standardized weapon. In addition, all energy projectiles are capable of passing through surfaces that do not block light, such as grilles and windows.
==== Gun ====
Energy guns are the most common variant of energy weapon. They tend to fire disabler or laser projectiles, though some may also fire ion or pulse shots.
===== 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.
 
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"
|-
! 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:Bouncer.gif|64px]]
![[File:Laser gun.png|64px]]
!{{anchor|Bouncer Energy Gun}}Bouncer Energy Gun
!{{anchor|Laser Gun}}Laser Gun
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|4 Freeze,<br>16 Disable
|12 Lasers
|Cools target,<br>20 Stamina
|20 Burn
|Printable at the [[Security Office|Security]] or [[Armory]] protolathe once researched.
|
|Nanotrasen
* The [[Armory]]
|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.
* [[Supply crates#Security|Ordered from Cargo]].
|-
* Certain ruins
![[File:Multiphase_gun_stun.gif|64px]]
!{{anchor|X-01 Multiphase Energy Gun}}X-01 Multiphase Energy Gun
|[[File:Recharger.gif|64px]]<br>Energy
| 4 Ion,<br>10 Laser,<br>20 Disable
| 1 tile EMP<br>20 Burn<br>30 Stamina
|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.
|Fires more lasers than an energy gun can. Will very effectively burn unarmored targets. Ideal for shutting down [[Clockwork Cult|Clockwork Cultists]] and [[Xenos|Xenomorphs]], though not-so-good against [[Nuclear Operative|Nuclear Operatives]].
|-
|-
![[File:Protolaser.gif|64px]]
![[File:Retrolaser.png|64px]]
!{{anchor|Prototype Energy Gun}}Prototype Energy Gun
!{{anchor|Retro Laser}}Retro Laser
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|1 Stun,<br>10 Lasers
|12 Lasers<br>5 Lasers
|Stun<br>20 Burn
|20 Burn
|Located in the Experimental Technology room of Charlie Station.
|Certain ruins
|Nanotrasen
|Nanotrasen
|The first advanced energy gun created by Nanotrasen, before they discovered how to create disabler beams. Like a standard egun, but instead of a disabler mode, it can fire a single electrode which will stun whatever is hit. However, this fully drains the weapon's battery.
|The normal Retro Laser can be located on the [[White Ship]]. The one found on Charlie Station is massively inefficient, and will only fire five times before its cell is depleted.
|-
|-
![[File:Energytac.png|64px]]
![[File:Antique laser.png|64px]]
!{{anchor|Tactical Energy Gun}}Tactical Energy Gun
!{{anchor|Antique Laser Gun}}Antique Laser Gun
|[[File:Recharger.gif|64px]]<br>Energy  
|[[File:Recharger.gif|64px]]<br>Energy (also Self-Charging)
|10 Lasers,<br>20 Disable,<br>10 Stun
|12 Lasers
|20 Burn<br>30 Stamina<br>Stun
|20 Burn
|Only available to [[Emergency Response Team]] for 20 WC
|Found in the [[Captain's Quarters]].
|Nanotrasen
|Nanotrasen
|A military-grade energy gun that re-introduces the electrode utilized in older energy guns, though far more efficient in its energy usage. Incredibly potent at subduing targets.
|The prized weapon of the Captain. It's usually safely secured in a glass display in their office, though breaking it open will trigger a burglary alarm, which triggers the fire alarm while closing and bolting the doors. If you have the Command remote from the Captain's locker, this is no problem! Otherwise, Security is also notified, and they're well aware that several opposing elements would pay a fine price for this unique weapon.
|-
|-
![[File:Floral_Somatoray.png|64px]]
![[File:Hellfire_gun.png|64px]]
!{{anchor|Floral Somatoray}}Floral Somatoray
!{{anchor|Hellfire Laser Gun}} Hellfire Laser Gun
|[[File:Recharger.gif|64px]]<br>Energy (also Self-Charging)
|10 alpha somatorays<br>10 beta somatorays
|5 Burn + mutation (only on [[Phytosian|Phytosians]])<br>Nutrition (only on [[Phytosian|Phytosians]])
|Printable at the Service protolathe once researched.
|Civilians
|A tool, rather than a weapon. Normally used for mutating or increasing the yield of plants in [[Hydroponics]], this gun can also mutate phytosians or make them fat. No effects on any other beings.
|-
![[File:Pulserifle.png|64px]]
!{{anchor|Pulse Rifle}}Pulse Rifle
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
| 200 Pulse,<br>400 Lasers,<br>200 Stun
|7 Lasers
|50 Burn<br>20 Burn<br>Stun
|25 Burn
|Only available to [[Emergency Response Team]] for 100 WC
|[[Supply crates#Armory|Ordered from Cargo]].
|Nanotrasen
|Nanotrasen  
|The most powerful energy weapon in existence. Bruteforces energy weapon's ammo problems by having a very large power source, though this makes it far bulkier than most energy weapons. Its pulse setting decimates bodies and structures alike. If you see someone holding a real version of this, run. '''Unaffected by EMP.'''
|Does more damage than a regular laser gun and can easily inflict debilitating burn wounds, it comes at the cost of a higher energy consumption reducing the ammo capacity.
|-
|-
![[File:Pulsecarbine.png|64px]]
![[File:Oldrifle.gif|64px]]
!{{anchor|Pulse Carbine}}Pulse Carbine
!{{anchor|Laser Rifle}}Laser Rifle
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Oldrifle mag.png|64px]]<br>Energy (Magazine)
|25 Pulse,<br>50 Laser,<br>25 Stun
|20 Lasers
|50 Burn<br>20 Burn<br>Stun
|20 Burn
|Only available to [[Emergency Response Team]] for 45 WC
|
* Available to [[Emergency Response Team]] for 8 WC
* Certain ruins
|Nanotrasen
|Nanotrasen
|A scaled-down version of the Pulse Rifle. While it has significantly less charge, the Pulse Carbine is able to be stored in backpacks while losing none of the lethality. '''Unaffected by EMP.'''
|The laser rifle utilizes battery magazines to load its shots. As a result, '''it should be handled and loaded like an automatic'''. The magazines themselves can be refilled in a standard recharger, making this a highly convenient and robust weapon that combines the strengths of both energy and ballistic weaponry. '''Unaffected by EMP.'''
|-
|-
![[File:Pulsepistol.png|64px]]
![[File:Xraygun.png|64px]]
!{{anchor|Pulse Pistol}}Pulse Pistol
!{{anchor|X-Ray Gun}}X-Ray Gun
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|10 Pulse,<br>20 Laser,<br>10 Stun
|14 Lasers
|50 Burn<br>20 Burn<br>Stun
| 10 Burn + 300 Irradiate
|Only available to [[Emergency Response Team]] for 35 WC
|Printable at the [[Armory]] protolathe once researched.
|Nanotrasen
|Nanotrasen
|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.'''
|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.
|}
|}
===== Miscellaneous =====
===== Multifaceted =====
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.
Multifaceted energy weapons are able to switch between different projectiles with various properties. Interacting with the gun in-hand will cycle between its firemodes.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" |Item  
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" | Ammo  
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" | Capacity
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |How to Acquire
Line 1,501: Line 1,503:
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|-
|-
![[File:Disablernew.png|64px]]
![[File:Energy_Gun.gif|64px]]
!{{anchor|Disabler}}Disabler
!{{anchor|Energy Gun}}Energy Gun
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|20 Disable
|10 Lasers,<br>20 Disable
|30 Stamina Damage
|20 Burn<br>30 Stamina
|
|
* Armament Dispenser in [[Security Office|Security]]
* Standard issue for [[Captain|Captains]] and [[Head of Security|Heads of Security]]
* The [[Armory]]
* The [[Armory]]
* [[Supply crates#Security|Ordered from Cargo]].
* [[Supply crates#Armory|Ordered from Cargo]].
|Nanotrasen
* Available to [[Emergency Response Team]] for 3 WC
|The bread and butter of security work. Supports a lot of shots per recharge while being fairly easy to carry. It can go onto standard armor vests which permits a quick draw for speedy detainment of a suspect. Four shots will down an unarmored target. Supports a seclite attachment.  
* Certain ruins
| Nanotrasen  
|A versatile energy weapon. Disabler shots consume half the battery of laser shots. Like most other energy weapons, it's lighter and easier to carry than a ballistic, which makes it an ideal all-rounder. Supports a seclite attachment.  
|-
|-
![[File:KineticAccelerator.png|64px]][[File:KineticAccelerator mega.png|64px]]
![[File:Miniegun.gif|64px]]
!{{anchor|Proto-Kinetic Accelerator}}Proto-Kinetic Accelerator
!{{anchor|Miniature Energy Gun}}Miniature Energy Gun
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|[[File:Recharger.gif|64px]]<br>Energy
|Infinite Blasts (needs to cooldown after shooting)
|6 Lasers,<br>12 Disable
|40 Brute,<br> 10 Brute in standard pressure
|20 Burn<br>30 Stamina
|
|
* Located in miner lockers in the [[Mining Dock]], the [[Mining Station]], the [[Auxiliary Base]].
* Found in the [[Head of Personnel's Office|Head of Personnel's locker]]
* Can be purchased at the [[Mining Dock|mining vendor]] for 750 points.
* [[Supply crates#Security|Ordered from Cargo]].
* Mega variant obtained by utilizing the [[Shaft Miner#The Wonders of Plasma Magmite|World Anvil]].
* Found in the Syndicate Infiltrator base
|Prospectors
* Available to [[Emergency Response Team]] for 1 WC
|The proto-kinetic accelerator utilizes a kinetic pressure system which requires the user to firmly hold the PKA in-hand to charge its kinetic blast via the lever that is on its grip. Pulling the trigger when it has collected enough energy fires the kinetic blast. While it can mine rock, its main feature is its ability to do massive damage to living targets in an environment below standard pressure. This means it is the staple for dealing with any pesky fauna that may accost you on Lavaland or in space.
|Nanotrasen
Its standard cooldown is 1.6 seconds and its standard range is 3 tiles. It resolves against bomb armor, rather than energy armor. It can support a seclite and a bayonet attachment.
| 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.
 
Compatible with several modkits. It has a standard mod capacity of 100%. The mega version has a max mod capacity of 120%.
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Upgrades
|-
|-
! class="unsortable" |Name
![[File:Advegun.gif|64px]]
! class="unsortable" |Capacity
!{{anchor|Advanced Energy Gun}}Advanced Energy Gun
! class="unsortable" |Description
|[[File:Uraniumdone.png|64px]]<br>Uranium
|20 Anoxia,<br>10 Irradiate,<br>10 Lasers,<br>20 Disable
|8 Oxygen,<br>10 Burn + 300 Irradiate,<br>20 Burn<br>30 Stamina
|Printable at the [[Armory]] protolathe once researched.
|Nanotrasen
|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.'''
|-
|-
!Range Increase
![[File:Bouncer.gif|64px]]
!25%
!{{anchor|Bouncer Energy Gun}}Bouncer Energy Gun
|Increases the number of tiles the blast can travel by 1.
|[[File:Recharger.gif|64px]]<br>Energy
|4 Freeze,<br>16 Disable
|Cools target,<br>20 Stamina
|Printable at the [[Security Office|Security]] or [[Armory]] protolathe once researched.
|Nanotrasen
|Shoot bouncing balls that will ricochet on any walls 5 times before dissipating, making them difficult to avoid in narrow space and useful to hit targets behind cover; however care has to be taken to not have a projectile ricochet toward yourself. The freeze setting is excellent for slowing targets, but it significantly drains the weapon's battery.
|-
|-
!Damage Increase
![[File:Multiphase_gun_stun.gif|64px]]
!30%
!{{anchor|NT-S02 Multiphase Energy Gun}}NT-S02 Multiphase Energy Gun
|Increases the damage done by 10. Pressurized damage is only increased by 2.5.
|[[File:Recharger.gif|64px]]<br>Energy
| 4 Ion,<br>10 Laser,<br>20 Disable
| 1 tile EMP<br>20 Burn<br>30 Stamina
|Found in the [[Head of Security's Office|Head of Security's locker]].
|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 NT-S02 is heavily coveted by opposing elements. Supports a seclite attachment.
|-
|-
!Cooldown Decrease
![[File:Protolaser.gif|64px]]
!30%
!{{anchor|Prototype Energy Gun}}Prototype Energy Gun
|Modifies the current cooldown time by 74.5%. This means each cooldown mod after the first saves you less time.
|[[File:Recharger.gif|64px]]<br>Energy
|1 Stun,<br>10 Lasers
|Stun<br>20 Burn
|Located in the Experimental Technology room of Charlie Station.
|Nanotrasen
|The first advanced energy gun created by Nanotrasen, before they discovered how to create disabler beams. Like a standard egun, but instead of a disabler mode, it can fire a single electrode which will stun whatever is hit. However, this fully drains the weapon's battery.
|-
|-
!Hardiness Increase
![[File:Energytac.png|64px]]
!10%
!{{anchor|Tactical Energy Gun}}Tactical Energy Gun
|The kinetic blast will destroyed hardened rocks in one fewer hit (basalt takes one, granite takes two).
|[[File:Recharger.gif|64px]]<br>Energy
|10 Lasers,<br>20 Disable,<br>10 Stun
|20 Burn<br>30 Stamina<br>Stun
|Only available to [[Emergency Response Team]] for 20 WC
|Nanotrasen
|A military-grade energy gun that re-introduces the electrode utilized in older energy guns, though far more efficient in its energy usage. Incredibly potent at subduing targets.
|-
|-
!Mining Explosion
![[File:Floral_Somatoray.png|64px]]
!30%
!{{anchor|Floral Somatoray}}Floral Somatoray
|Will cause the kinetic blast to mine in an area around the impact location.
|[[File:Recharger.gif|64px]]<br>Energy (also Self-Charging)
|10 alpha somatorays<br>10 beta somatorays
|5 Burn + mutation (only on [[Phytosian|Phytosians]])<br>Nutrition (only on [[Phytosian|Phytosians]])
|Printable at the Service protolathe once researched.
|Civilians
|A tool, rather than a weapon. Normally used for mutating or increasing the yield of plants in [[Hydroponics]], this gun can also mutate phytosians or make them fat. No effects on any other beings.
|-
|-
!Offensive Mining Explosion
![[File:Pulserifle.png|64px]]
!30%,<br>max 3
!{{anchor|Pulse Rifle}}Pulse Rifle
|Will cause the kinetic blast to both mine and damage mobs in a small area around the impact location.
|[[File:Recharger.gif|64px]]<br>Energy
|-
| 200 Pulse,<br>400 Lasers,<br>200 Stun
!Offensive Explosion
|50 Burn<br>20 Burn<br>Stun
!30%
|Only available to [[Emergency Response Team]] for 100 WC
|Will cause the kinetic blast to damage mobs in a small area around the impact location.
|Nanotrasen
|The most powerful energy weapon in existence. Bruteforces energy weapon's ammo problems by having a very large power source, though this makes it far bulkier than most energy weapons. Its pulse setting decimates bodies and structures alike. If you see someone holding a real version of this, run. '''Unaffected by EMP.'''
|-
|-
!Minebot Passthrough
![[File:Pulsecarbine.png|64px]]
!0%
!{{anchor|Pulse Carbine}}Pulse Carbine
|The kinetic blast will ignore minebots.
|[[File:Recharger.gif|64px]]<br>Energy
|25 Pulse,<br>50 Laser,<br>25 Stun
|50 Burn<br>20 Burn<br>Stun
|Only available to [[Emergency Response Team]] for 45 WC
|Nanotrasen
|A scaled-down version of the Pulse Rifle. While it has significantly less charge, the Pulse Carbine is able to be stored in backpacks while losing none of the lethality. '''Unaffected by EMP.'''
|-
|-
!Rapid Repeater
![[File:Pulsepistol.png|64px]]
!50%
!{{anchor|Pulse Pistol}}Pulse Pistol
|Modifies the current cooldown time by 187.5%. However, if a kinetic blast hits a living creature, it alters the modified cooldown time by 25%.
|[[File:Recharger.gif|64px]]<br>Energy
|-
|10 Pulse,<br>20 Laser,<br>10 Stun
!Lifesteal Crystal
|50 Burn<br>20 Burn<br>Stun
!20%
|Only available to [[Emergency Response Team]] for 35 WC
|Heals the user of 2.5 damage if the kinetic blast hits a living creature.
|Nanotrasen
|-
|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.'''
!Resonator Blast
|}
!30%
 
|Creates a resonator blast where the kinetic blast impacts.
===== 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.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
!Death Syphon
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
!30%
! scope="col" style="background-color:#F0DC82;" |Item
|Will allow the KPA to collect up to 25 Bounty. Bounty is gained upon killing or assisting in the kill of a creature, granting a stack of that creature type. Bounty stacks make the kinetic blast do additional damage to the type of creature they belong to.
! 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
|-
|-
!Decrease Pressure Penalty
![[File:Disablernew.png|64px]]
!35%,<br>max 2
!{{anchor|Disabler}}Disabler
|Doubles the damage done by the kinetic blast in a standard pressure.
|-
!Modified Trigger Guard
!20%
|Removes species limitations for using the PKA.
|}
|-
![[File:Ionrifle.png|64px]]
!{{anchor|Ion Rifle}}Ion Rifle
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|10 Ion Pulses
|20 Disable
|20 Brute to silicon mobs<br>Up to 40 damage to mechs<br>3x3 EMP
|30 Stamina Damage
|
|
* Armament Dispenser in [[Security Office|Security]]
* The [[Armory]]
* The [[Armory]]
* Located on the [[Nuclear Operative|Nuclear Operative's shuttle]].
* [[Supply crates#Security|Ordered from Cargo]].
|Sol Interplanetary Coalition
|While large and bulky, the projectile fired by the Ion Rifle will deliver an EMP pulse in a small area around the target. An EMP will shut off or disrupt most electronic equipment. More uniquely, it is fantastic at disrupting mech or cyborg subsystems. [[IPC|IPCs]] will also undergo significant system damage when hit by one. Care should be used in close range to ensure you do not EMP yourself, draining all your weapons, turning off your radio, and scrambling your suit sensors at once. '''Unaffected by EMP.'''
|-
![[File:Tesla_gun.gif|64px]]
!{{anchor|Tesla Revolver}}Tesla Revolver
|[[File:Recharger.gif|64px]]<br>Energy
|5 Tesla Bolts
|Extremely variable due to many factors
|Printable at the [[Security Office|Security]] or [[Armory]] protolathe once researched.
|Nanotrasen
|Nanotrasen
|Fires a Tesla bolt that can bounce between targets, dealing decreasing burn per chain hit. The bolt can chain to you but will not affect anyone with proper insulation. Highly chaotic and likely to harm the user just as much as their target.
|The bread and butter of security work. Supports a lot of shots per recharge while being fairly easy to carry. It can go onto standard armor vests which permits a quick draw for speedy detainment of a suspect. Four shots will down an unarmored target. Supports a seclite attachment.  
|-
|-
![[File:Tempgun.png|64px]]
![[File:KineticAccelerator.png|64px]][[File:KineticAccelerator mega.png|64px]]
!{{anchor|Temperature Gun}}Temperature Gun
!{{anchor|Proto-Kinetic Accelerator}}Proto-Kinetic Accelerator
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|40 Freeze/Heat Beams
|Infinite Blasts (needs to cooldown after shooting)
|Heats/Cools target dependent upon the setting.
|40 Brute,<br> 10 Brute in standard pressure
|
|
* The [[Armory]]
* Located in miner lockers in the [[Mining Dock]], the [[Mining Station]], the [[Auxiliary Base]].
* Printable at the [[Security Office|Security]] or [[Armory]] protolathe once researched.
* Can be purchased at the [[Mining Dock|mining vendor]] for 750 points.
|Nanotrasen
* Mega variant obtained by utilizing the [[Shaft Miner#The Wonders of Plasma Magmite|World Anvil]].
|Fires beams that will cook or cool targets hit. Less effective against armor. Freezing someone will slow them down, while overheating is typically better against species that suffer more from heat or any target that will struggle to achieve homeostasis, such as someone under the effects of [[Guide to Genetics|Space Adaptation]].
|Prospectors
|The proto-kinetic accelerator utilizes a kinetic pressure system which requires the user to firmly hold the PKA in-hand to charge its kinetic blast via the lever that is on its grip. Pulling the trigger when it has collected enough energy fires the kinetic blast. While it can mine rock, its main feature is its ability to do massive damage to living targets in an environment below standard pressure. This means it is the staple for dealing with any pesky fauna that may accost you on Lavaland or in space.
Its standard cooldown is 1.6 seconds and its standard range is 3 tiles. It resolves against bomb armor, rather than energy armor. It can support a seclite and a bayonet attachment.
 
Compatible with several modkits. It has a standard mod capacity of 100%. The mega version has a max mod capacity of 120%.
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Upgrades
|-
! class="unsortable" |Name
! class="unsortable" |Capacity
! class="unsortable" |Description
|-
|-
![[File:Ebow.png|64px]]
!Range Increase
!{{anchor|Energy Crossbow}}Mini Energy Crossbow
!25%
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|Increases the number of tiles the blast can travel by 1.
|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]]
|[[Syndicate Uplink]], available for 8 TC
|Syndicate
|A handheld energy launcher that automatically fabricates its own bolts. These hardlight bolts are tipped with debilitating toxins that will mute, slow the movement of the target and their ability to act (like shooting back) along with irradiating them. Very potent when combined with a lethal melee followup, such as an Energy Sword. '''The bolts stay at an extremely low altitude and will be blocked by tables unlike all other projectiles, they are also unable to pass grilles though they can pass glass.''' They will be stopped by most windows on station since they have a grille underneath but they will go through windowed airlocks.
|-
|-
![[File:decloner.png|64px]]
!Damage Increase
!{{anchor|}}Biological Demolecularisor
!30%
|[[File:Recharger.gif|64px]]<br>Energy
|Increases the damage done by 10. Pressurized damage is only increased by 2.5.
|10 Beams
|-
|20 Cellular Damage + 100 Irradiate
!Cooldown Decrease
|Printable at the [[Armory]] protolathe once researched.
!30%
|Nanotrasen
|Modifies the current cooldown time by 74.5%. This means each cooldown mod after the first saves you less time.
|Nicknamed the "decloner", the projectiles fired from this weapon are unable to bypass windows and grilles like most energy weapons. However, it is deceptively lethal, as DNA damage is immeasurably difficult to heal and all but requires a visit to [[Medbay|Medical]].
|-
|-
![[File:Mindflayer.gif|64px]]
!Hardiness Increase
!{{anchor|Mind Flayer}}Mind Flayer
!10%
|[[File:Recharger.gif|64px]]<br>Energy
|The kinetic blast will destroyed hardened rocks in one fewer hit (basalt takes one, granite takes two).
|10 Flayers Rays
|8 Oxygen + Brain damage equal to target's Oxygen damage<br>5 seconds Hallucination
|Printable at the [[Security Office|Security]] or [[Armory]] protolathe once researched.
|Nanotrasen
|Small enough to fit in pockets. This weapon's effectiveness increase as the target gains more oxygen damage, making it surprisingly lethal in a sustained barrage. Can be used to give debilitating [[Brain Traumas]] or just make the target pass out from the oxygen damage.
|-
|-
![[File:Spur.png|64px]]
!Mining Explosion
!{{anchor|Spur}}Spur
!30%
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|Will cause the kinetic blast to mine in an area around the impact location.
|10 Bullets
|20 to 40 Brute depending on the charge
|Only available to [[Emergency Response Team]] for 10 WC
|Unknown
|A mythical weapon that fires projectiles that do increasing damage the more charge is in the gun. It shoots bullets instead of energy projectiles.
|}
==== Plasma Cutters ====
Plasma cutters are effective mining tools that can also serve as weapons. Powered by plasma ore and sheets, rather than an internal cell, they fire plasma projectiles that will cut through rock present on [[Lavaland]] and meteors like butter. While they do little damage, they are very effective at delimbing organic targets and can also double as welding tools. Range represents how far the projectile will normally travel, while Mine Range represents the additional number of tiles the projectile will travel through rock.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" | Icon
!Offensive Mining Explosion
! scope="col" style="background-color:#F0DC82;" |Item
!30%,<br>max 3
! scope="col" style="background-color:#F0DC82;" |Ammo
|Will cause the kinetic blast to both mine and damage mobs in a small area around the impact location.
! 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:Plasmacutter mini.png|64px]]
!Offensive Explosion
!{{anchor|Mini Plasma Cutter}}Mini Plasma Cutter
!30%
|[[File:Plasmaore.png|64px]]<br>Plasma
|Will cause the kinetic blast to damage mobs in a small area around the impact location.
|15 Plasma Bursts
|3 Brute<br>Range 4, Mine Range 0
|
* Obtained via redemption of voucher at [[Mining Dock|mining vendor]] for the Mini Plasma Cutter Kit.
* Can be purchased at the [[Mining Dock|mining vendor]] for 2500 points.
|Prospectors
|A good jumpstart to mining at the beginning of a shift, this can permit you to obtain minerals a lot faster a lot sooner. Even though it's small, it can still be used as a welder like the rest of the plasma cutters.
|-
|-
![[File:Plasma Cutter.png|64px]]
!Minebot Passthrough
!{{anchor|Plasma Cutter}}Plasma Cutter
!0%
|[[File:Plasmaore.png|64px]]<br>Plasma
|The kinetic blast will ignore minebots.
|40 Plasma Bursts
|-
|5 Brute<br>Range 4, Mine Range 3
!Rapid Repeater
|
!50%
* Printable at the [[Cargo Office|Cargo]] protolathe once researched.
|Modifies the current cooldown time by 187.5%. However, if a kinetic blast hits a living creature, it alters the modified cooldown time by 25%.
* [[Supply crates#Special Clearance|Ordered in Cargo]] once unlocked.
|Prospectors
|Your standard plasma cutter. While not damaging, it can delimb an arm or a leg if targeted and hit enough, which can levy a massive advantage when fighting another player.
|-
|-
![[File:Adv plasma cutter.gif|64px]][[File:Adv plasma cutter mega.png|64px]]
!Lifesteal Crystal
!{{anchor|Advanced Plasma Cutter}}Advanced Plasma Cutter
!20%
|[[File:Plasmaore.png|64px]]<br>Plasma
|Heals the user for 15% of the damage done if the kinetic blast hits a living creature. Can heal robotic limbs.
|100 Plasma Bursts
|7 Brute<br>Range 5, Mine Range 5<br>'''Mega''': Range 7, Mine Range 7
|
* Printable at the [[Cargo Office|Cargo]] protolathe once researched.
* [[Supply crates#Special Clearance|Ordered in Cargo]] once unlocked.
* Mega variant obtained by utilizing the [[Shaft Miner#The Wonders of Plasma Magmite|World Anvil]].
|Prospectors
|More robust in every way relative to the standard plasma cutter. Can be expensive to print if the ORM hasn't been upgraded, but you save a lot of plasma and time using this instead of the normal plasma cutter. Fires slightly faster than the standard plasma cutter.
|-
|-
![[File:Miningshotgun.png|64px]][[File:Miningshotgun mega.png|64px]]
!Resonator Blast
!{{anchor|Plasma Cutter Shotgun}}Plasma Cutter Shotgun
!30%
|[[File:Plasmaore.png|64px]]<br>Plasma
|Creates a resonator blast where the kinetic blast impacts.
|28 Plasma Bursts
|-
|6 total pellets in a wide spread which do:<br>2 Brute<br>Range 5, Mine Range 2<br>'''Mega''': Range 7, Mine Range 3
!Death Syphon
|
!30%
* Can be purchased at the [[Mining Dock|mining vendor]] for 6000 points.
|Will allow the KPA to collect up to 25 Bounty. Bounty is gained upon killing or assisting in the kill of a creature, granting a stack of that creature type. Bounty stacks make the kinetic blast do additional damage to the type of creature they belong to.
* Mega variant obtained by utilizing the [[Shaft Miner#The Wonders of Plasma Magmite|World Anvil]].
|Prospectors
|The several mining pellets can instantly blow up gibonite, which make using this risky. That being said, it will clear rocks in an area VERY fast. Utterly useless for combat unlike the normal plasma cutters.
It can be upgraded to have its projectiles instantly defuse gibonite it hits, removing its fatal flaw.
|}
==== Bow ====
Energy bows cannot use regular arrows. Instead, they replicate hardlight projectiles, thus only requiring drawing before being fired. Energy arrows cannot be reused and will dissipate after use. If they embed, they will deal 1 damage (of the arrow's type) per tick for 10 ticks before dissipating.
 
Despite being made of energy, arrows fired from these bows will travel at the same speed of a ballistic arrow, making them actually faster than most other energy-based projectiles, but slower than most bullets.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
!Decrease Pressure Penalty
! scope="col" style="background-color:#F0DC82;" |Item
!35%,<br>max 2
! scope="col" style="background-color:#F0DC82;" |Ammo
|Doubles the damage done by the kinetic blast in a standard pressure.
! 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:Bow_hardlight.gif|64px]]
!Modified Trigger Guard
!{{anchor|Hardlight Bow}}Hardlight Bow
!20%
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|Removes species limitations for using the PKA.
|40 Burn (Burn damage on embed),<br>50 Stamina (Stamina damage on embed)
|}
|Printable at the [[Armory]] protolathe once researched.
| Nanotrasen
|While hardlight bolts deal more burn and stamina than the energy gun's modes, the hardlight bow is bulky and requires time to draw which ultimately decreases its lethality relative to the energy gun. That being said, it is always able to continuously replicate its own projectile, meaning rechargers are largely unnecessary while using this weapon.
|-
|-
![[File:Bow_syndicate.gif|64px]]
![[File:Ionrifle.png|64px]]
!{{anchor|Syndicate Hardlight Bow}}Syndicate Hardlight Bow
!{{anchor|Ion Rifle}}Ion Rifle
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|[[File:Recharger.gif|64px]]<br>Energy
|40 Burn (Burn damage on embed),<br>30 Burn + 500 irradiate (Toxin damage on embed)
|10 Ion Pulses
|[[Syndicate Uplink]], available for 6 TC
|20 Brute to silicon mobs<br>Up to 40 damage to mechs<br>3x3 EMP
|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.
* The [[Armory]]
* Located on the [[Nuclear Operative|Nuclear Operative's shuttle]].
|Sol Interplanetary Coalition
|While large and bulky, the projectile fired by the Ion Rifle will deliver an EMP pulse in a small area around the target. An EMP will shut off or disrupt most electronic equipment. More uniquely, it is fantastic at disrupting mech or cyborg subsystems. [[IPC|IPCs]] will also undergo significant system damage when hit by one. Care should be used in close range to ensure you do not EMP yourself, draining all your weapons, turning off your radio, and scrambling your suit sensors at once. '''Unaffected by EMP.'''
|-
|-
![[File:Bow_clockwork.png|64px]]
![[File:Tesla_gun.gif|64px]]
!{{anchor|Brass Bow}}Brass Bow
!{{anchor|Tesla Revolver}}Tesla Revolver
|[[File:Clockwork_slab.gif|32px]]<br>Magic (Self-Charging)
|[[File:Recharger.gif|64px]]<br>Energy
|18 Burn (Burn damage on embed)
|5 Tesla Bolts
|A weapon of choice to summon using the [[Clockwork Cult|Clockwork Slab]]
|Extremely variable due to many factors
|Clockwork Cult
|Printable at the [[Security Office|Security]] or [[Armory]] protolathe once researched.
|The main ranged option of Rat'var's servants when defending the Ark. While it lacks the immediate knockdown of the spear or the utility of the hammer and sword, the infinite bolts produced by this ranged weapon are excellent for exerting pressure or maintaining a defensive position.
|Nanotrasen
|}
|Fires a Tesla bolt that can bounce between targets, dealing decreasing burn per chain hit. The bolt can chain to you but will not affect anyone with proper insulation. Highly chaotic and likely to harm the user just as much as their target.
=== Miscellaneous Weapons ===
These weapons are either eccentric or unique enough that they fail to fit into any other category. Thus, they are listed here.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
![[File:Tempgun.png|64px]]
! scope="col" style="background-color:#F0DC82;" |Item
!{{anchor|Temperature Gun}}Temperature Gun
! scope="col" style="background-color:#F0DC82;" |Ammo
|[[File:Recharger.gif|64px]]<br>Energy
! scope="col" style="background-color:#F0DC82;" | Capacity
|40 Freeze/Heat Beams
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
|Heats/Cools target dependent upon the setting.
! scope="col" style="background-color:#F0DC82;" |How to Acquire
|
! scope="col" style="background-color:#F0DC82;" |Faction Usage
* The [[Armory]]
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
* Printable at the [[Security Office|Security]] or [[Armory]] protolathe once researched.
|Nanotrasen
|Fires beams that will cook or cool targets hit. Less effective against armor. Freezing someone will slow them down, while overheating is typically better against species that suffer more from heat or any target that will struggle to achieve homeostasis, such as someone under the effects of [[Guide to Genetics|Space Adaptation]].
|-
|-
![[File:Chem sprayer.png|64px]]
![[File:Ebow.png|64px]]
!{{anchor|Chem Sprayer}}Chem Sprayer
!{{anchor|Energy Crossbow}}Mini Energy Crossbow
|Chemicals
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|600 units total
|Infinite Bolts (needs to cooldown after shooting)
* 150 units of Spore Toxin (Causes blindness)
|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]]
*150 units of [[Cryptobiolin]]
|[[Syndicate Uplink]], available for 8 TC
*150 units of [[Unstable Mutagen]]
*150 units of [[Chloral Hydrate]]
|Confusion, blindness, dizziness, knockout, and random mutations with the standard reagents.
|Only available to [[Syndicate guide|Nuclear Operative]] for 10 TC
|Syndicate
|Syndicate
|Each spray has a three-tile width that can travel to the edge of your screen. Combine this with its dangerous reagents upon purchase, and you have an efficient area denial tool that can punish clumped targets. Will not directly kill, but will certainly effect consequences that lead to death.  
|A handheld energy launcher that automatically fabricates its own bolts. These hardlight bolts are tipped with debilitating toxins that will mute, slow the movement of the target and their ability to act (like shooting back) along with irradiating them. Very potent when combined with a lethal melee followup, such as an Energy Sword. '''The bolts stay at an extremely low altitude and will be blocked by tables unlike all other projectiles, they are also unable to pass grilles though they can pass glass.''' They will be stopped by most windows on station since they have a grille underneath but they will go through windowed airlocks.
|-
|-
![[File:Flamethrower.gif|64px]]
![[File:decloner.png|64px]]
!{{anchor|Flamethrower}}Flamethrower
!{{anchor|}}Biological Demolecularisor
|[[File:Plasma tank.png|64px]]<br>Flammable gas of your choice
|[[File:Recharger.gif|64px]]<br>Energy
|Depends on tank pressure
|10 Beams
|Depends on the gas
|20 Cellular Damage + 100 Irradiate
|
|Printable at the [[Armory]] protolathe once researched.
* [[Supply crates#Armory|Ordered from Cargo]].
|Nanotrasen
* [[Makeshift weapons|Made by yourself]].
|Nicknamed the "decloner", the projectiles fired from this weapon are unable to bypass windows and grilles like most energy weapons. However, it is deceptively lethal, as DNA damage is immeasurably difficult to heal and all but requires a visit to [[Medbay|Medical]].
* Available to [[Syndicate guide|Nuclear Operative]] for 4 TC
|Scavengers
|Does damage and spends ammo based on the number of moles of oxygen left in the gas tank loaded. The more oxygen, the more damage and ammo spent. Can do maximum impact damage of 16 Burn, including setting turf and targets alight. Each turf the flamethrower ignites consumes more fuel, so long streams of fire will quickly drain the tank. Different gases have different properties, and certain reactions, such as stimball creation, can be created by the flamethrower being fired. A potent tool in the hands of a knowledgeable [[Atmospheric Technician]].
|-
|-
![[File:Loaded blastcannon.png|64px]]
![[File:Mindflayer.gif|64px]]
!{{anchor|Blast Cannon}}Blast Cannon
!{{anchor|Mind Flayer}}Mind Flayer
|[[File:TTV.png|64px]]Kinetic Energy
|[[File:Recharger.gif|64px]]<br>Energy
|Depends on the mixture of your bomb
|10 Flayers Rays
|Depends on the mixture of your bomb
|8 Oxygen + Brain damage equal to target's Oxygen damage<br>5 seconds Hallucination
|[[Syndicate Uplink]], available for 14 TC (only if you are a [[Scientist]])
|Printable at the [[Security Office|Security]] or [[Armory]] protolathe once researched.
|Syndicate
|Nanotrasen
|Sends out a force projectile that varies in force and destruction based on how good your bomb mixture is. It can range from a peashooter to something that effectively fires immovable rods that WILL tear through the station and any poor sod in the way. Targets hit with enough force will be knocked out and potentially lose limbs.
|Small enough to fit in pockets. This weapon's effectiveness increase as the target gains more oxygen damage, making it surprisingly lethal in a sustained barrage. Can be used to give debilitating [[Brain Traumas]] or just make the target pass out from the oxygen damage.
|}
=== Admin Only Weapons ===
These weapons are currently restricted to admin spawn only.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
![[File:Spur.png|64px]]
!{{anchor|Spur}}Spur
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|10 Bullets
|20 to 40 Brute depending on the charge
|Only available to [[Emergency Response Team]] for 10 WC
|Unknown
|A mythical weapon that fires projectiles that do increasing damage the more charge is in the gun. It shoots bullets instead of energy projectiles.
|}
==== Plasma Cutters ====
Plasma cutters are effective mining tools that can also serve as weapons. Powered by plasma ore and sheets, rather than an internal cell, they fire plasma projectiles that will cut through rock present on [[Lavaland]] and meteors like butter. While they do little damage, they are very effective at delimbing organic targets and can also double as welding tools. Range represents how far the projectile will normally travel, while Mine Range represents the additional number of tiles the projectile will travel through rock.
{| 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;" |Item
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" | Damage & Effects
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |How to Acquire  
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes  
|-
|-
![[File:Gyrogun.png|64px]]
![[File:Plasmacutter mini.png|64px]]
!{{anchor|Gyrojet Pistol}}Gyrojet Pistol
!{{anchor|Mini Plasma Cutter}}Mini Plasma Cutter
|[[File:Ammo 75.png|64px]]<br>.75
|[[File:Plasmaore.png|64px]]<br>Plasma
|8 Rounds
|15 Plasma Bursts
|74 Brute from direct hit <br>24 from a tile away <br>explosion (-1, 0, 2)
|3 Brute<br>Range 4, Mine Range 0
|Admin only.
|
|Admins
* Obtained via redemption of voucher at [[Mining Dock|mining vendor]] for the Mini Plasma Cutter Kit.
|Delivers an explosion with every shot, plus you can afford to be less accurate with it, as the explosion hits 3x3, so it's great against groups.
* Can be purchased at the [[Mining Dock|mining vendor]] for 2500 points.
|Prospectors
|A good jumpstart to mining at the beginning of a shift, this can permit you to obtain minerals a lot faster a lot sooner. Even though it's small, it can still be used as a welder like the rest of the plasma cutters.
|-
|-
![[File:Laser Cannon.png|64px]]
![[File:Plasma Cutter.png|64px]]
!{{anchor|Laser Cannon}}Accelerator Laser Cannon
!{{anchor|Plasma Cutter}}Plasma Cutter
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Plasmaore.png|64px]]<br>Plasma
|7 Lasers
|40 Plasma Bursts
|6 Burn - Instant kill
|5 Brute<br>Range 4, Mine Range 3
|Admin only.
|
|Admins
* Printable at the [[Cargo Office|Cargo]] protolathe once researched.
|An advanced laser cannon that does more damage the farther away the target is.
* [[Supply crates#Special Clearance|Ordered in Cargo]] once unlocked.
|Prospectors
|Your standard plasma cutter. While not damaging, it can delimb an arm or a leg if targeted and hit enough, which can levy a massive advantage when fighting another player.
|-
|-
![[File:Cycler.png|64px]]
![[File:Adv plasma cutter.gif|64px]][[File:Adv plasma cutter mega.png|64px]]
!{{anchor|Cycler Shotgun}}Cycler Shotgun
!{{anchor|Advanced Plasma Cutter}}Advanced Plasma Cutter
|[[File:Bean_shell.png|64px]]<br>12 Gauge shells
|[[File:Plasmaore.png|64px]]<br>Plasma
|4+1 Shells, 4+1 Shells
|100 Plasma Bursts
|Depends on shell type.
|7 Brute<br>Range 5, Mine Range 5<br>'''Mega''': Range 7, Mine Range 7
|Admin only.
|
|Admins
* Printable at the [[Cargo Office|Cargo]] protolathe once researched.
|A shotgun that possesses two internal magazines in the form of a dual tube. One is filled with rubber shot and the other with beanbags by default. It automatically pumps after each shot. Using it in hand will switch the tube it is firing from, or chamber a shell in the current tube if one is not chambered.
* [[Supply crates#Special Clearance|Ordered in Cargo]] once unlocked.
* Mega variant obtained by utilizing the [[Shaft Miner#The Wonders of Plasma Magmite|World Anvil]].
|Prospectors
|More robust in every way relative to the standard plasma cutter. Can be expensive to print if the ORM hasn't been upgraded, but you save a lot of plasma and time using this instead of the normal plasma cutter. Fires slightly faster than the standard plasma cutter.
|-
|-
![[File:Mateba.png|64px]]
![[File:Miningshotgun.png|64px]][[File:Miningshotgun mega.png|64px]]
!{{anchor|Mateba}}Mateba
!{{anchor|Plasma Cutter Shotgun}}Plasma Cutter Shotgun
|[[File:357.png|64px]]<br>.357
|[[File:Plasmaore.png|64px]]<br>Plasma
|7 Rounds
|28 Plasma Bursts
|6 total pellets in a wide spread which do:<br>2 Brute<br>Range 5, Mine Range 2<br>'''Mega''': Range 7, Mine Range 3
|
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
* Can be purchased at the [[Mining Dock|mining vendor]] for 6000 points.
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
* Mega variant obtained by utilizing the [[Shaft Miner#The Wonders of Plasma Magmite|World Anvil]].
|-
|Prospectors
! class="unsortable" |Icon
|The several mining pellets can instantly blow up gibonite, which make using this risky. That being said, it will clear rocks in an area VERY fast. Utterly useless for combat unlike the normal plasma cutters.
! class="unsortable" |Name
It can be upgraded to have its projectiles instantly defuse gibonite it hits, removing its fatal flaw.
! class="unsortable" |Description
|}
|-
==== Bow ====
![[File:357.png]]
Energy bows cannot use regular arrows. Instead, they replicate hardlight projectiles, thus only requiring drawing before being fired. Energy arrows cannot be reused and will dissipate after use. If they embed, they will deal 1 damage (of the arrow's type) per tick for 10 ticks before dissipating.
!Standard ammo
 
|40 Brute
Despite being made of energy, arrows fired from these bows will travel at the same speed of a ballistic arrow, making them actually faster than most other energy-based projectiles, but slower than most bullets.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
![[File:357feather.png]]
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
!Ironfeather
! scope="col" style="background-color:#F0DC82;" |Item
|6 pellets of 8.5 damage each, mildly less damage dropoff than buckshot
! scope="col" style="background-color:#F0DC82;" |Ammo
! 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:357cracker.png]]
![[File:Bow_hardlight.gif|64px]]
!Nutcracker
!{{anchor|Hardlight Bow}}Hardlight Bow
|20 Brute, one-shots windows, two-shots doors, three-shots reinforced doors
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|40 Burn (Burn damage on embed),<br>50 Stamina (Stamina damage on embed)
|Printable at the [[Armory]] protolathe once researched.
| Nanotrasen
|While hardlight bolts deal more burn and stamina than the energy gun's modes, the hardlight bow is bulky and requires time to draw which ultimately decreases its lethality relative to the energy gun. That being said, it is always able to continuously replicate its own projectile, meaning rechargers are largely unnecessary while using this weapon.
|-
|-
![[File:357shock.png]]  
![[File:Bow_syndicate.gif|64px]]
!Metalshock
!{{anchor|Syndicate Hardlight Bow}}Syndicate Hardlight Bow
|10 Brute, then delivers a devastating tesla arc that can chain between targets
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|-
|40 Burn (Burn damage on embed),<br>30 Burn + 500 irradiate (Toxin damage on embed)
![[File:357piercer.png]]
|[[Syndicate Uplink]], available for 6 TC
!Heartpiercer
|Syndicate
|35 Brute with good armor penetration. Passes through first mob hit
|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:357stake.png]]
![[File:Bow_clockwork.png|64px]]
!Wallstake
!{{anchor|Brass Bow}}Brass Bow
| 25 Brute, throws people two tiles which can impact against walls
|[[File:Clockwork_slab.gif|32px]]<br>Magic (Self-Charging)
|18 Burn (Burn damage on embed)
|A weapon of choice to summon using the [[Clockwork Cult|Clockwork Slab]]
|Clockwork Cult
|The main ranged option of Rat'var's servants when defending the Ark. While it lacks the immediate knockdown of the spear or the utility of the hammer and sword, the infinite bolts produced by this ranged weapon are excellent for exerting pressure or maintaining a defensive position.
|}
|}
| Admin only.
=== Miscellaneous Weapons ===
|Nanotrasen, Syndicate
These weapons are either eccentric or unique enough that they fail to fit into any other category. Thus, they are listed here.
|An autorevolver chambered in .357 only carried by high-ranking corporate officials.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
![[File:Regeantdartgun.png|64px]]
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
!{{anchor|Reagent Dartgun}}Reagent Dartgun
! scope="col" style="background-color:#F0DC82;" |Item
|[[File:Syringe.png|64px]]<br>Syringes
! scope="col" style="background-color:#F0DC82;" |Ammo
|100u of chemicals
! scope="col" style="background-color:#F0DC82;" | Capacity
|6 Brute + 15u chemicals
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
|Admin
! scope="col" style="background-color:#F0DC82;" |How to Acquire
|Syndicate
! scope="col" style="background-color:#F0DC82;" |Faction Usage
|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.
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|}
=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]].
==Stuns and Incapacitation==
Having the ability to stun at a moment's notice will protect you from getting robusted quite often (as long as you don't get stunned first).
===Three kinds of stuns===
Humans can get stunned in three different ways. The most common one is 'Weaken'. It causes you to fall and makes you unable to do anything except talking. 'Stun' is all the same, except you don't fall down. Paralysis knocks you out completely, you can't even talk or hear what's happening.
 
You can also be sleeping, which is the same as paralysis, but caused and treated by different things.
{| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center"
! scope="col" class="unsortable" style="background-color:Lightgreen;" | Icon
! scope="col" style="background-color:Lightgreen;" |Item
! 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;" |Notes
|-
|-
![[File:StunBaton.gif|64px]]
![[File:Chem sprayer.png|64px]]
!{{anchor|Stun Baton}}[[Stun Baton]]
!{{anchor|Chem Sprayer}}Chem Sprayer
| 70 stamina damage
|Chemicals
|[[Security]]
|600 units total
|Not being security and having this out is likely to land you in the brig.
* 150 units of Spore Toxin (Causes blindness)
|-
*150 units of [[Cryptobiolin]]
![[File:Stunprod.png|64px]]
*150 units of [[Unstable Mutagen]]
!{{anchor|Stunprod}}[[Stunprod]]
*150 units of [[Chloral Hydrate]]
|45 stamina damage
|Confusion, blindness, dizziness, knockout, and random mutations with the standard reagents.
|[[Makeshift weapons|Made by yourself]]
|Only available to [[Syndicate guide|Nuclear Operative]] for 10 TC
|Having this is a quick way to get robusted by security. Doesn't fit in backpacks, but can be carried on your back.
|Syndicate
|Each spray has a three-tile width that can travel to the edge of your screen. Combine this with its dangerous reagents upon purchase, and you have an efficient area denial tool that can punish clumped targets. Will not directly kill, but will certainly effect consequences that lead to death.  
|-
|-
![[File:Telescopic_Baton.png|64px]]
![[File:Flamethrower.gif|64px]]
!{{anchor|Telescopic Baton}}Telescopic Baton
!{{anchor|Flamethrower}}Flamethrower
|60 stamina damage
|[[File:Plasma tank.png|64px]]<br>Flammable gas of your choice
|Be a [[Head of Staff]]
|Depends on tank pressure
|Not being a head of staff and having one of these is yet another way to incur security's ire.
|Depends on the gas
|
* [[Supply crates#Armory|Ordered from Cargo]].
* [[Makeshift weapons|Made by yourself]].
* Available to [[Syndicate guide|Nuclear Operative]] for 4 TC
|Scavengers
|Does damage and spends ammo based on the number of moles of oxygen left in the gas tank loaded. The more oxygen, the more damage and ammo spent. Can do maximum impact damage of 16 Burn, including setting turf and targets alight. Each turf the flamethrower ignites consumes more fuel, so long streams of fire will quickly drain the tank. Different gases have different properties, and certain reactions, such as stimball creation, can be created by the flamethrower being fired. A potent tool in the hands of a knowledgeable [[Atmospheric Technician]].
|-
|-
![[File:Flash.gif|64px]]
![[File:Loaded blastcannon.png|64px]]
!{{anchor|Flash}}[[Flash]]
!{{anchor|Blast Cannon}}Blast Cannon
|Stun<br>Duration 5
|[[File:TTV.png|64px]]Kinetic Energy
|[[Security]], [[Bridge]], [[Security Checkpoint|Sec Checkpoint]], [[Tech Storage]]
|Depends on the mixture of your bomb
|[[Cyborg]]s are vulnerable to this method of stunning. Eye protection, such as sunglasses or welding helmets prevents you from being stunned this way.
|Depends on the mixture of your bomb
|[[Syndicate Uplink]], available for 14 TC (only if you are a [[Scientist]])
|Syndicate
|Sends out a force projectile that varies in force and destruction based on how good your bomb mixture is. It can range from a peashooter to something that effectively fires immovable rods that WILL tear through the station and any poor sod in the way. Targets hit with enough force will be knocked out and potentially lose limbs.
|}
=== Admin Only Weapons ===
These weapons are currently restricted to admin spawn only.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
![[File:Disarm.png|64px]]
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
!{{anchor|Disarm Intent}}[[Intent|Disarm Intent]]
! scope="col" style="background-color:#F0DC82;" |Item
|Disarm
! scope="col" style="background-color:#F0DC82;" |Ammo
|Have arms
! scope="col" style="background-color:#F0DC82;" |Capacity
| 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.
! 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:Hspray.png|64px]]
![[File:Gyrogun.png|64px]]
!{{anchor|Chemicals}}[[Guide_to_chemistry|Chemicals]]
!{{anchor|Gyrojet Pistol}}Gyrojet Pistol
|Depends on chemical
|[[File:Ammo 75.png|64px]]<br>.75
|[[Chemistry]]
|8 Rounds
|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.
|74 Brute from direct hit <br>24 from a tile away <br>explosion (-1, 0, 2)
|-
|Admin only.
![[File:Flashbang.gif|64px]]
|Admins
!{{anchor|Flashbang}}[[Flashbang]]
|Delivers an explosion with every shot, plus you can afford to be less accurate with it, as the explosion hits 3x3, so it's great against groups.
|Knockdown<br>Duration varies with distance. Max 10
|[[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.  
|-
|-
![[File:Laser Pointer.png|64px]]
![[File:Laser Cannon.png|64px]]
!{{anchor|Laser Pointer}}[[High-risk_items#Laser_Pointer|Laser Pointer]]
!{{anchor|Laser Cannon}}Accelerator Laser Cannon
|Blinds humans and cyborgs, deactivate cyborg's equipment<br>Duration 5-10
|[[File:Recharger.gif|64px]]<br>Energy
|[[Lawyer]], [[Librarian]], [[Research Director]]
|7 Lasers
|Has a chance of blinding people and cyborgs, like a [[Flash]]; a fully upgraded laser pointer has a 100% chance.
|6 Burn - Instant kill
|Admin only.
|Admins
|An advanced laser cannon that does more damage the farther away the target is.
|-
|-
![[File:Disablernew.png|64px]]
![[File:Cycler.png|64px]]
!{{anchor|Disabler}}[[Disabler]]
!{{anchor|Cycler Shotgun}}Cycler Shotgun
|30 stamina damage
|[[File:Bean_shell.png|64px]]<br>12 Gauge shells
|[[Security]]
|4+1 Shells, 4+1 Shells
|A non-lethal type of laser that deals Stamina Damage, which has the same slowing/debilitating effects of normal damage, without actually harming. Heals on its own over time.<br>
|Depends on shell type.
Consume less energy than lethal lasers.
|Admin only.
|Admins
|A shotgun that possesses two internal magazines in the form of a dual tube. One is filled with rubber shot and the other with beanbags by default. It automatically pumps after each shot. Using it in hand will switch the tube it is firing from, or chamber a shell in the current tube if one is not chambered.
|-
|-
![[File:Resonant shriek.png|64px]]
![[File:Mateba.png|64px]]
!{{anchor|Resonant Shriek}}[[Resonant Shriek]]
!{{anchor|Mateba}}Mateba
|Weaken<br>Duration 5-10
|[[File:357.png|64px]]<br>.44
|Being a changeling
|7 Rounds
|Only weakens cyborgs. Humans become deaf and confused.
|55 Brute
|Admin only.
|Nanotrasen, Syndicate
|An autorevolver chambered in .44 only carried by high-ranking corporate and military officials.
|-
|-
![[File:Bloodspells.png|64px]]
![[File:Regeantdartgun.png|64px]]
!{{anchor|Stun Spell}}[[Cult magic|Stun Spell]]
!{{anchor|Reagent Dartgun}}Reagent Dartgun
|Weaken + Stun<br>Duration 10
|[[File:Syringe.png|64px]]<br>Syringes
|Being a cultist and making one.
| 100u of chemicals
| Works on cyborgs. Blocked by null rod and mindshields. Also mutes victims for a duration of 6.
|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:Beepsky.png|64px]]
![[File:Instagib.png|64px]]
!{{anchor|Beepsky}}Beepsky
!{{anchor|Instakill Rifle}}Instakill Rifle
|Weaken + Stun<br>Duration 5
|[[File:Recharger.gif|64px]]<br>Energy
|Made in robotics.
|Infinite
|Attacks those set to arrest, and, depending on the mode, with weapons out without permission.
|60 burn + Instantly gibs mobs
|-
|Admin only.
![[File:Ed209.png|64px]]
|Admins
!{{anchor|ED-209}}[[ED-209]]
|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!
| Weaken + Stun<br>Duration 5
|Made in robotics.
|Attacks those set to arrest, and, depending on the mode, with weapons out without permission.
|}
|}
=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]].
==Stuns and Incapacitation==
Having the ability to stun at a moment's notice will protect you from getting robusted quite often (as long as you don't get stunned first).
===Three kinds of stuns===
Humans can get stunned in three different ways. The most common one is 'Weaken'. It causes you to fall and makes you unable to do anything except talking. 'Stun' is all the same, except you don't fall down. Paralysis knocks you out completely, you can't even talk or hear what's happening.
You can also be sleeping, which is the same as paralysis, but caused and treated by different things.
{| 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;" |Item
! 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
|-
|-
![[File:Hulk.png|64px]]
![[File:StunBaton.gif|64px]]
!Hulk
!{{anchor|Stun Baton}}[[Stun Baton]]
|Any
| 70 stamina damage
|[[Wizard#Mutate|Wizardry]]
|[[Security]]
|Hulks don't get stunned and don't fall ever. Even space lube doesn't make them fall, though they do slip. Stamina damage reduces the duration of hulking.
|Not being security and having this out is likely to land you in the brig.
|-
![[File:Stunprod.png|64px]]
!{{anchor|Stunprod}}[[Stunprod]]
|45 stamina damage
|[[Makeshift weapons|Made by yourself]]
|Having this is a quick way to get robusted by security. Doesn't fit in backpacks, but can be carried on your back.
|-
|-
![[File:SGlasses.png|64px]]
![[File:Telescopic_Baton.gif|64px]]
!Eye protection
!{{anchor|Telescopic Baton}}Telescopic Baton
|Flashes
| 40 stamina damage
|[[Cargo]] and [[Engineering]] for welding helmets, [[Security]] for sunglasses.
|Be a [[Head of Staff]]
| Doesn't do anything with the stun itself; rather, it protects you from flashing
|Not being a head of staff and having one of these is yet another way to incur security's ire.
|}
==Damage Prevention==
A few items, when used, can completely block damage.
{| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center"
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Icon
! 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;" | Protection
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Notes
|-
|-
![[File:RiotS.png|64px]]
![[File:Flash.gif|64px]]
!{{anchor|Riot Shield}}[[Riot Shield]]
!{{anchor|Flash}}[[Flash]]
|[[Armory]]
|Stun<br>Duration 5
|Blocks melee and projectile attacks.
|[[Security]], [[Bridge]], [[Security Checkpoint|Sec Checkpoint]], [[Tech Storage]]
| Riot shields have 75 health, and will eventually shatter if hit by enough.
|[[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:Eshield.png|64px]]
![[File:Disarm.png|64px]]
!{{anchor|Energy Combat Shield}}[[Energy Combat Shield]]
!{{anchor|Disarm Intent}}[[Intent|Disarm Intent]]
|[[Nuke ops]]
|Disarm
|Blocks energy projectiles
|Have arms
|Works just like a riot shield, except with a 100% chance to deflect all lasers and energy shots, making it very robust. Can also be turned off to fit in your pocket.
|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:Reactivearmor.png|64px]]
![[File:Hspray.png|64px]]
!{{anchor|Reactive Teleport Armor}}[[Reactive Teleport Armor]]
!{{anchor|Chemicals}}[[Guide_to_chemistry|Chemicals]]
|[[Research Director's Office]]
| Depends on chemical
|Teleports you randomly if you're hit.
|[[Chemistry]]
|It could end badly if you get spaced due to this, but it'll still improve your odds of surviving.
|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.
|-
|-
![[File:Sword.gif|64px]]
![[File:Flashbang.gif|64px]]
!{{anchor|Energy Sword}}[[Energy Sword]]
!{{anchor|Flashbang}}[[Flashbang]]
|[[Syndicate Items|Syndicate Uplinks]]
| Knockdown<br>Duration varies with distance. Max 10
|Blocks projectiles and melee attacks
|[[Security]]
|Needs to be turned on to work. Counts as a shield just like the riot shield.  
|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]]
==Armor==
!{{anchor|Laser Pointer}}[[High-risk_items#Laser_Pointer|Laser Pointer]]
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.
| Blinds humans and cyborgs, deactivate cyborg's equipment<br>Duration 5-10
 
|[[Lawyer]], [[Librarian]], [[Research Director]]
Armor will reduce all damage of a certain type, on parts of your body that are protected by the armor. You will see ''"Your armor softens the blow!"'' when your armor reduces damage. The defense values are indicated by an armor's percent protection from different damage types, for example basic Armor has a melee protection rate of 50, as such it will reduce all melee damage to the chest by 50%.
|Has a chance of blinding people and cyborgs, like a [[Flash]]; a fully upgraded laser pointer has a 100% chance.
 
Armor only protects the region that it covers on your body. No armor protects your entire body.
===Body Armor===
{| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center"
! scope="col" class="unsortable" style="background-color:Lightblue;" | Icon
! 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;" | Protection
! scope="col" class="unsortable" style="background-color:Lightblue; width:80px" | Defense values %
! scope="col" class="unsortable" style="background-color:Lightblue;" |Notes
|-
|-
![[File:CaptArmor.png|64px]]
![[File:Disablernew.png|64px]]
!{{anchor|Captain's Armor}}[[Captain's Armor]]
!{{anchor|Disabler}}[[Disabler]]
|[[Captain's Quarters]]
|30 stamina damage
| Offers moderate protection from most sources.
|[[Security]]
|melee = 40 <br>bullet = 50 <br>laser = 50 <br>energy = 25 <br>bomb = 50 <br>bio = 100 <br>rad = 50
|A non-lethal type of laser that deals Stamina Damage, which has the same slowing/debilitating effects of normal damage, without actually harming. Heals on its own over time.<br>
| 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.
Consume less energy than lethal lasers.
|-
|-
![[File:Capscarapace.png|64px]]
![[File:Resonant shriek.png|64px]]
!{{anchor|Captain's Carapace}}Captain's Carapace
!{{anchor|Resonant Shriek}}[[Resonant Shriek]]
|[[Captain's Quarters]]
|Weaken<br>Duration 5-10
|Offers moderate protection from most sources.
|Being a changeling
|melee = 50 <br>bullet = 40 <br>laser = 50 <br>energy = 10 <br>bomb = 25
|Only weakens cyborgs. Humans become deaf and confused.
|A special armor vest unique to the Captain. Offers far greater protection than most armor, and also displays your authority to the crew.
|-
|-
![[File:RIG.png|64px]]
![[File:Bloodspells.png|64px]]
!{{anchor|Engineering Hardsuit}}[[Hardsuit|Engineering Hardsuit]]
!{{anchor|Stun Spell}}[[Cult magic|Stun Spell]]
|[[Engineering]]
|Weaken + Stun<br>Duration 10  
|Gives low protection from melee attacks and explosions.
|Being a cultist and making one.
|melee = 10 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100 <br>rad = 75
|Works on cyborgs. Blocked by null rod and mindshields. Also mutes victims for a duration of 6.
|See [[Space_suit|here]] for information on the different styles.
|-
|-
![[File:Atmospherics_Hardsuit.png|64px]]
![[File:Beepsky.png|64px]]
!{{anchor|Atmospherics Hardsuit}}[[Hardsuit|Atmospherics Hardsuit]]
!{{anchor|Beepsky}}Beepsky
|[[Atmospherics]]
|Weaken + Stun<br>Duration 5
| 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.
|Made in robotics.
|melee = 10 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100
|Attacks those set to arrest, and, depending on the mode, with weapons out without permission.
|See [[Space_suit|here]] for information on the different styles.
|-
|-
![[File:Mining_Hardsuit.png|64px]]
![[File:Ed209.png|64px]]
!{{anchor|Mining Hardsuit}}[[Hardsuit|Mining Hardsuit]]
!{{anchor|ED-209}}[[ED-209]]
|[[Mining]]
|Weaken + Stun<br>Duration 5
| 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.
| Made in robotics.
|melee = 30 - 60 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 50 <br>bio = 100 <br>rad = 50
|Attacks those set to arrest, and, depending on the mode, with weapons out without permission.
|See [[Space_suit|here]] for information on the different styles.
|}
{| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center"
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Icon
! 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;" | How to Acquire
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Notes
|-
|-
![[File:AdvRIG.png|64px]]
![[File:Hulk.png|64px]]
!{{anchor|CE Hardsuit}}[[Hardsuit|CE Hardsuit]]
!Hulk
|[[Chief Engineer]]
|Any
| Gives good protection from melee attacks, complete Radiation protection and complete protection against Fire.
|[[Wizard#Mutate|Wizardry]]
|melee = 40 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 50 <br>bio = 100 <br>rad = 100
|Hulks don't get stunned and don't fall ever. Even space lube doesn't make them fall, though they do slip. Stamina damage reduces the duration of hulking.
|See [[Space_suit|here]] for information on the different styles.
|-
|-
![[File:Medical_Hardsuit.png|64px]]
![[File:SGlasses.png|64px]]
!{{anchor|CMO Hardsuit}}[[Hardsuit|CMO Hardsuit]]
! Eye protection
|[[Chief Medical Officer]]
|Flashes
|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.
|[[Cargo]] and [[Engineering]] for welding helmets, [[Security]] for sunglasses.
|melee = 30 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100 <br>rad = 50
|Doesn't do anything with the stun itself; rather, it protects you from flashing
| See [[Space_suit|here]] for information on the different styles.
|}
 
==Damage Prevention==
A few items, when used, can completely block damage.
{| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center"
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Icon
! 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;" |Protection
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Notes
|-
|-
![[File:RDRIG.png|64px]]
![[File:RiotS.png|64px]]
!{{anchor|RD Hardsuit}}[[Hardsuit|RD Hardsuit]]
!{{anchor|Riot Shield}}[[Riot Shield]]
|[[Research Director]]
|[[Armory]]
|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.
|Blocks melee and projectile attacks.
|melee = 30 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 100 <br>bio = 100 <br>rad = 60
|Riot shields have 75 health, and will eventually shatter if hit by enough.
| See [[Space_suit|here]] for information on the different styles.
|-
|-
![[File:Security Hardsuit.png|64px]]
![[File:Eshield.png|64px]]
!{{anchor|Security Hardsuit}}[[Hardsuit|Security Hardsuit]]
!{{anchor|Energy Combat Shield}}[[Energy Combat Shield]]
|[[E.V.A.]]
|[[Nuke ops]]
|Gives slightly increased protection against all damage sources.
|Blocks energy projectiles
|melee = 35 <br>bullet = 25 <br>laser = 30 <br>energy = 10 <br>bomb = 40 <br>bio = 100 <br>rad = 50
|Works just like a riot shield, except with a 100% chance to deflect all lasers and energy shots, making it very robust. Can also be turned off to fit in your pocket.
| See [[Space_suit|here]] for information on the different styles.
|-
|-
![[File:HoSRIG.png|64px]]
![[File:Reactivearmor.png|64px]]
!{{anchor|HoS Hardsuit}}[[Hardsuit|HoS Hardsuit]]
!{{anchor|Reactive Teleport Armor}}[[Reactive Teleport Armor]]
|[[E.V.A.]]
|[[Research Director's Office]]
|Gives slightly increased protection against all damage sources.
|Teleports you randomly if you're hit.
|melee = 45 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 50 <br>bio = 100 <br>rad = 50
|It could end badly if you get spaced due to this, but it'll still improve your odds of surviving.
|Offer more protection than the standard Security Hardsuit. Still not as good as the Captain's spacesuit.
|-
|-
![[File:Wizardsuit.png|64px]]
![[File:Sword.gif|64px]]
!{{anchor|Gem-encrusted hardsuit}}[[Wizard|Gem-encrusted hardsuit]]
!{{anchor|Energy Sword}}[[Energy Sword]]
|[[Wizard]] or Summon magic
|[[Syndicate Items|Syndicate Uplinks]]
|Offers good protection overall and counts as a robe for spellcasting. Protective against fire and totally acidproof to boot!
|Blocks projectiles and melee attacks
|melee = 40<br>bullet = 40<br>laser = 40<br>energy = 20<br>bomb = 35<br>bio = 100<br>rad = 50
|Needs to be turned on to work. Counts as a shield just like the riot shield.
| See [[Wizard|here]] for information on the magical arts.
|-
|-
![[File:Ablative.png‎|64px]]
|}
!{{anchor|Ablative Armor Vest}}[[Ablative Armor Vest]]
== Armor==
|[[Armory]]
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.
|Gives excellent protection against Laser and Energy attacks and can even deflect them.
 
|melee = 10 <br>bullet = 10 <br>laser = 60 <br>energy = 50
Armor will reduce all damage of a certain type, on parts of your body that are protected by the armor. You will see ''"Your armor softens the blow!"'' when your armor reduces damage. The defense values are indicated by an armor's percent protection from different damage types, for example basic Armor has a melee protection rate of 50, as such it will reduce all melee damage to the chest by 50%.
|It will sometimes deflect energy projectiles, which includes disabler shots! It's also a [[High-risk items|traitor objective]]. Expect to receive a harsh sentence from security if caught with this.
 
|-
Armor only protects the region that it covers on your body. No armor protects your entire body.
![[File:Bulletproofvest.png|64px]]
===Body Armor===
!{{anchor|Bulletproof Vest}}[[Bulletproof Vest]]
{| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center"
|[[Armory]]
! scope="col" class="unsortable" style="background-color:Lightblue;" | Icon
|Makes the wearer very resilient to bullets at the cost of being poor defense against other weapons.
! scope="col" style="background-color:Lightblue;" |Item
|melee = 15 <br>bullet = 60 <br>laser = 10 <br>energy = 10 <br>bomb = 40
! scope="col" class="unsortable" style="background-color:Lightblue;" |How to acquire
|Very useful against gangsters and nuke ops. The helmet only provides half of the protection of the vest sadly.
! 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;" |Notes
|-
|-
![[File:Armor.png|64px]]
![[File:CaptArmor.png|64px]]
!{{anchor|Body Armor}}[[Body Armor]]
!{{anchor|Captain's Armor}}[[Captain's Armor]]
|[[HoP]], [[Security]]
|[[Captain's Quarters]]
|Protects moderately against melee and lasers, which are common things to be harmed by.
|Offers moderate protection from most sources.
| melee = 30 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25
|melee = 40 <br>bullet = 50 <br>laser = 50 <br>energy = 25 <br>bomb = 50 <br>bio = 100 <br>rad = 50
|The standard armor found on security mooks. Also sometimes found on [[Ian]].
|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:Durathreadvest.png|64px]]
![[File:Capscarapace.png|64px]]
!{{anchor|Durathread Vest}}Durathread Vest
!{{anchor|Captain's Carapace}}Captain's Carapace
|Crafted from [[Guide to Construction#Durathread|Durathread]] and leather.
|[[Captain's Quarters]]
| Protects moderately against melee and lasers, as well as fire and acid. However, worse against energy, bullets, and bombs.
|Offers moderate protection from most sources.
|melee = 20 <br>bullet = 10 <br>laser = 30 <br>energy = 5 <br>bomb = 15 <br>fire = 40 <br>acid = 50
|melee = 50 <br>bullet = 40 <br>laser = 50 <br>energy = 10 <br>bomb = 25
|For non-Security, it's better than nothing.
|A special armor vest unique to the Captain. Offers far greater protection than most armor, and also displays your authority to the crew.
|-
|-
![[File:Swatarmor.png|64px]]
![[File:RIG.png|64px]]
!{{anchor|Riot Suit}}[[Riot Suit]]
!{{anchor|Engineering Hardsuit}}[[Hardsuit|Engineering Hardsuit]]
|[[Armory]]
|[[Engineering]]
| 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.
|Gives low protection from melee attacks and explosions.
|melee = 50 <br>bullet = 10 <br>laser = 10 <br>energy = 10
|melee = 10 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100 <br>rad = 75
|It's very resistant to melee attacks, BUT it's less protective against lasers than standard armor.
|See [[Space_suit|here]] for information on the different styles.
|-
![[File:Atmospherics_Hardsuit.png|64px]]
!{{anchor|Atmospherics Hardsuit}}[[Hardsuit|Atmospherics Hardsuit]]
|[[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.
|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.
|-
![[File:Mining_Hardsuit.png|64px]]
!{{anchor|Mining Hardsuit}}[[Hardsuit|Mining Hardsuit]]
|[[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.
|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.
|-
|-
![[File:Armoredcoat.png|64px]]
![[File:AdvRIG.png|64px]]
!{{anchor|Armored Coat}}[[Armored Coat]]
!{{anchor|CE Hardsuit}}[[Hardsuit|CE Hardsuit]]
|[[HoS]]
|[[Chief Engineer]]
|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.
| Gives good protection from melee attacks, complete Radiation protection and complete protection against Fire.
|melee = 30 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25
|melee = 40 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 50 <br>bio = 100 <br>rad = 100
|Wear this as your rightful trophy if you manage to outrobust him.
|See [[Space_suit|here]] for information on the different styles.
|-
|-
![[File:Deathsquad.png|64px]]
![[File:Medical_Hardsuit.png|64px]]
!{{anchor|Deathsquad Armor}}Deathsquad Armor
!{{anchor|CMO Hardsuit}}[[Hardsuit|CMO Hardsuit]]
|[[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.
| 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.
|-
![[File:RDRIG.png|64px]]
!{{anchor|RD Hardsuit}}[[Hardsuit|RD Hardsuit]]
|[[Research Director]]
|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
|See [[Space_suit|here]] for information on the different styles.
|-
![[File:Security Hardsuit.png|64px]]
!{{anchor|Security Hardsuit}}[[Hardsuit|Security Hardsuit]]
|[[E.V.A.]]
|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
|See [[Space_suit|here]] for information on the different styles.
|-
![[File:HoSRIG.png|64px]]
!{{anchor|HoS Hardsuit}}[[Hardsuit|HoS Hardsuit]]
|[[E.V.A.]]
|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
|Offer more protection than the standard Security Hardsuit. Still not as good as the Captain's spacesuit.
|-
![[File:Wizardsuit.png|64px]]
!{{anchor|Gem-encrusted hardsuit}}[[Wizard|Gem-encrusted hardsuit]]
|[[Wizard]] or Summon magic
|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
|See [[Wizard|here]] for information on the magical arts.
|-
![[File:Ablative.png‎|64px]]
!{{anchor|Reflective Jacket}}[[Reflective Jacket]]
|[[Armory]]
|Gives excellent protection against Laser and Energy attacks and can even deflect them.
|melee = 10 <br>bullet = 10 <br>laser = 60 <br>energy = 50
|It will sometimes deflect energy projectiles, which includes disabler shots! It's also a [[High-risk items|traitor objective]]. Expect to receive a harsh sentence from security if caught with this.
|-
![[File:Bulletproofvest.png|64px]]
!{{anchor|Bulletproof Vest}}[[Bulletproof Vest]]
|[[Armory]]
|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
|Very useful against gangsters and nuke ops. The helmet only provides half of the protection of the vest sadly.
|-
![[File:Armor.png|64px]]
!{{anchor|Body Armor}}[[Body Armor]]
|[[HoP]], [[Security]]
| 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
|The standard armor found on security mooks. Also sometimes found on [[Ian]].
|-
![[File:Durathreadvest.png|64px]]
!{{anchor|Durathread Vest}}Durathread Vest
|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.
|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.
|-
![[File:Swatarmor.png|64px]]
!{{anchor|Riot Suit}}[[Riot Suit]]
|[[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.
|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.
|-
![[File:Armoredcoat.png|64px]]
!{{anchor|Armored Greatcoat}}[[Armored Greatcoat]]
|[[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.
|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.
|-
![[File:Deathsquad.png|64px]]
!{{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 2,238: 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 2,254: 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 2,275: 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.
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