Guide to Combat: Difference between revisions

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m (Also corrects reflective jacket name)
 
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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: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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! 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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|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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|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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One-handing or dropping the hammer will cause it to lose its supercharged state.
One-handing or dropping the hammer will cause it to lose its supercharged state.
|}
|}
== Ranged Weapons ==
== Ranged Weapons ==
While ranged weapons can be difficult to obtain, they hold a few significant advantages. Namely, utilizing a ranged weapon means that you are out of melee range; it is safer, and you are afforded far more freedom in your positioning during combat. Ranged weapons also tend to be more debilitating than melee weapons, generally doing more damage quicker. Their main flaw lies in a limited stock of ammunition. Ballistics require bullets that match the caliber the firearm takes, as well as likely requiring a paired magazine for loading said bullets. Meanwhile, energy weapons typically run off an internal battery that can be conveniently reloaded at several rechargers around the station. Regardless, you will more likely than not have to address the matter of ammo when using a ranged weapon, one way or another.
While ranged weapons can be difficult to obtain, they hold a few significant advantages. Namely, utilizing a ranged weapon means that you are out of melee range; it is safer, and you are afforded far more freedom in your positioning during combat. Ranged weapons also tend to be more debilitating than melee weapons, generally doing more damage quicker. Their main flaw lies in a limited stock of ammunition. Ballistics require bullets that match the caliber the firearm takes, as well as likely requiring a paired magazine for loading said bullets. Meanwhile, energy weapons typically run off an internal battery that can be conveniently reloaded at several rechargers around the station. Regardless, you will more likely than not have to address the matter of ammo when using a ranged weapon, one way or another.
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!{{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'''
|}
|}
|
|
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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  
![[File:V38-8.png]]
|
! Standard ammo
* [[Gang War#Gang Equipment|Gangtool]], available for 8 influence
|21 Brute
* Certain ruins
|-
|Civilians
![[File:V38R-8.png]]
|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.
!Rubber ammo
It supports a bayonet and a suppressor.
|7 Brute + 30 Stamina
|-
! [[File:V38A-8.png]]
!AP ammo
|18 Brute, okay against armor
|-
! [[File:V38F-8.png]]
!Frost ammo
|21 Brute, very bad against armor, chills targets
|-
![[File:V38T-8.png]]
!'''Talon ammo'''
|12 Brute + 18 Stamina, guaranteed to bleed the target if enough damage is done
|-
![[File:V38B-8.png]]
!'''Bluespace ammo'''
|18 Brute, incredibly fast projectile
|}
|[[Supply crates#Security|Ordered from Cargo.]]
|Civilians, Security, Sol Interplanetary Coalition
|A Serbian-designed automatic that unusually loads .38 special rounds. While these rounds struggle to puncture through armor, the handgun has still found a place among civilian and police elements.
It has a variety of exotic ammunition that, once researched, can be printed at the Armory lathe.
|-
![[File:Makeshiftpistol.png|64px]]
!{{anchor|Makeshift Pistol}}Makeshift Pistol
|[[File:9x19pM.png|64px]]10mm
|4 Rounds
|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:Stetchkin.png|64px]]
![[File:Stetchkin.png|64px]]
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Note that even if suppressed, firing it will leave behind signature 10mm casings for Security to find.
Note that even if suppressed, firing it will leave behind signature 10mm casings for Security to find.
|-
|-
![[File:M1911.png|64px]]
![[File:SurplusGun.png|64px]]
!{{anchor|M1911 Pistol}}M1911 Pistol
!{{anchor|Surplus Carbine}}Surplus Carbine
|[[File:M1911 mag.png|64px]]<br>.45
|[[File:Ammo 75.png|64px]]<br>.45
|10 Rounds
|30 Brute
|
* [[Supply crates#Armory|Ordered from Cargo]].
* [[Gang War#Gang Equipment|Gangtool]], available for 8 influence
* Certain ruins
|Civilians
|An obsolete weapon still used due to its absurdly cheap cost and abundant supply. Requires both hands to shoot and has a lower rate of fire. Outclassed by most other firearms.
It supports a bayonet.
|-
![[File:M1911.png|64px]]
!{{anchor|M1911 Pistol}}M1911 Pistol
|[[File:M1911 mag.png|64px]]<br>.45
|8 Rounds
|8 Rounds
|30 Brute
|30 Brute
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![[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
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|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.
|}
==== Revolver ====
Revolvers use an internal cylinder as a magazine. As a result, their ammo can be topped off at any point by using individual rounds or a speed loader. By using ALT+CLICK on a revolver, you can spin the cylinder, which will randomize the set position of the cylinder. Overall, they still remain popular due to their ease of use. Interacting with one in hand will dump the internal cylinder. In addition, revolver bullets tend to inflict more devastating wounds than the bullets most pistols fire.
Revolver bullets can bounce off flipped coins, which then ricochet to nearby targets.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
![[File:Sniper.png|64px]]
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
!{{anchor|Syndicate Sniper Rifle}}Syndicate Sniper Rifle
! scope="col" style="background-color:#F0DC82;" |Item
|[[File:50mag.png|64px]]<br>.50
! scope="col" style="background-color:#F0DC82;" |Ammo
|3-6 Rounds<br>depending on the magazine
! scope="col" style="background-color:#F0DC82;" |Capacity
|
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
{| class="wikitable sortable mw-collapsible mw-collapsed"
! scope="col" style="background-color:#F0DC82;" |How to Acquire
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|-
|-
! class="unsortable" |Icon
![[File:Tracrevolver.png|64px]]
!{{anchor|Caldwell Tracking Revolver}}Caldwell Tracking Revolver
|[[File:Ammo 32trac.png|64px]]<br>.32 TRAC
|7 Rounds
|5 Brute
|[[Supply crates#Armory|Ordered through Cargo]].
|Colonists and Security
|A tool, rather than a weapon. Each .32 TRAC round will do minimal damage but plant a temporary tracking implant in any target hit. This tracking implant lasts only 5 minutes, cannot be used as a teleporter beacon, and will be destroyed if it is EMP'd. The revolver is also innately suppressed and fires slowly.
|-
![[File:Nagant.png|64px]]
!{{anchor|Nagant Revolver}}Nagant Revolver
|[[File:10mmbox.png|64px]]<br>7.62x38mmR
|7 Rounds
| 20 Brute
|
* [[Supply crates#Armory|Ordered through Cargo]].
* Dropped by Russian officers.
|Space Russians
| An old revolver originally produced in 1895 by the Russian Empire. While it fires slightly slower due to its clunkiness, this double-action variant is still maintained and used by certain Space Russian officers. Its unique gas-seal system allows it to be suppressed.
|-
![[File:Detectivegun.png|64px]]
!{{anchor|Colt Detective Special}}Colt Detective Special
|[[File:Ammo 38gut.png|64px]]<br>.38 special
|6 Rounds
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|-
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Name
! class="unsortable" |Description
! class="unsortable" |Description
|-
|-
![[File:50mag.png]]
![[File:Ammo_38gut.png]]
!Standard ammo  
!Rubber ammo
|70 Brute + 10 second paralyze, very good armor penetration
|7 Brute, 30 Stamina
|-
|-
![[File:Haemorrhage-ammo.png]]
![[File:Ammo_38.png]]
!Penetrator ammo
!Standard ammo
|60 Brute, very good armor penetration, goes through everything including walls and mobs
|21 Brute
|-
|-
![[File:Soporific.png]]
! style="background-color:#d3d3d3" |[[File:Ammo 357.png]]
!SP ammo
! style="background-color:#d3d3d3" |.357
|40 second sleep
| style="background-color:#d3d3d3" |40 Brute, much better against armor
|}
|}
| Only available to [[Syndicate guide|Nuclear Operative]] for 16 TC
|Found in the [[Detective's Office|Detective's locker]], located in a shoulder holster.
|Syndicate
|Security
|An extremely powerful but unwieldy rifle equipped with a scope to see long distances. Requires both hands to use and can be silenced. A user must remain stationary to use the scope. Very low rate of fire.
|Every .38 round struggles to penetrate armor; best used in self-defense situations. Begins loaded with rubber rounds by default.
Has perfect accuracy.
Can be modified to fire .357, but will fire twice as slowly. Alternative ammo can be printed by Security once proper research is completed.
|}
==== Revolver ====
Revolvers use an internal cylinder as a magazine. As a result, their ammo can be topped off at any point by using individual rounds or a speed loader. By using ALT+CLICK on a revolver, you can spin the cylinder, which will randomize the set position of the cylinder. Overall, they still remain popular due to their ease of use. Interacting with one in hand will dump the internal cylinder. In addition, revolver bullets tend to inflict more devastating wounds than the bullets most pistols fire.
 
Revolver bullets can bounce off flipped coins, which then ricochet to nearby targets.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
![[File:Russianrevolver.png|64px]]
! scope="col" style="background-color:#F0DC82;" |Item
!{{anchor|Russian Revolver}}Russian Revolver
! scope="col" style="background-color:#F0DC82;" |Ammo
|[[File:Ammo 357.png|64px]]<br>.357
! scope="col" style="background-color:#F0DC82;" |Capacity
|1 Round. Can load up to 6.
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
| 40 Brute<br>300 Brute when used on head
! scope="col" style="background-color:#F0DC82;" |How to Acquire
|Found in certain bars or recreational areas.
! scope="col" style="background-color:#F0DC82;" |Faction Usage
|Civilians, Space Russians
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|A Russian-made revolver. It has a single slot in its chamber for a bullet, as it's meant for playing Russian Roulette! You can spin the chamber to randomize the position of the bullet, and must do so before every shot. It can use .357 alternative ammunition should the user desire to waste TC.
Killing yourself with the Russian Revolver will give you a deep-rooted trauma.
|-
|-
![[File:Tracrevolver.png|64px]]
![[File:Revolver.png|64px]]
!{{anchor|Caldwell Tracking Revolver}}Caldwell Tracking Revolver
!{{anchor|Syndicate Revolver}}Syndicate Revolver
|[[File:Ammo 32trac.png|64px]]<br>.32 TRAC
|[[File:357.png|64px]]<br>.357
|7 Rounds
|7 Rounds
|5 Brute
|[[Supply crates#Armory|Ordered through Cargo]].
|Colonists and Security
|A tool, rather than a weapon. Each .32 TRAC round will do minimal damage but plant a temporary tracking implant in any target hit. This tracking implant lasts only 5 minutes, cannot be used as a teleporter beacon, and will be destroyed if it is EMP'd. The revolver is also innately suppressed and fires slowly.
|-
![[File:Nagant.png|64px]]
!{{anchor|Nagant Revolver}}Nagant Revolver
|[[File:10mmbox.png|64px]]<br>7.62x38mmR
|7 Rounds
| 20 Brute
|
|
* [[Supply crates#Armory|Ordered through Cargo]].
{| class="wikitable sortable mw-collapsible mw-collapsed"
* Dropped by Russian officers.
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|Space Russians
| An old revolver originally produced in 1895 by the Russian Empire. While it fires slightly slower due to its clunkiness, this double-action variant is still maintained and used by certain Space Russian officers. Its unique gas-seal system allows it to be suppressed.
|-
|-
![[File:Detectivegun.png|64px]]
! class="unsortable" |Icon
!{{anchor|Colt Detective Special}}Colt Detective Special
! class="unsortable" |Name
|[[File:Ammo 38.png|64px]]<br>.38
|6 Rounds
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|-
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Description
! class="unsortable" |Description
|-
|-
![[File:Ammo_38.png]]
![[File:357.png]]
!Standard ammo
!Standard ammo
|25 Brute
|40 Brute. Innate armor penetration, including all subtypes
|-
![[File:357feather.png]]
!Ironfeather
|6 pellets of 8 damage each, mildly less damage dropoff than buckshot
|-
|-
![[File:Ammo_38gut.png]]
![[File:357cracker.png]]
!Gutterpunch
!Nutcracker
|20 Brute, induces nausea in target
| 30 Brute, one-shots windows, two-shots doors, three-shots reinforced doors
|-
|-
![[File:Ammo_38hot.png]]
![[File:357shock.png]]
!Hot Shot
!Metalshock
|20 Brute, sets the target on fire
| 15 Brute, then delivers a devastating tesla arc (~33 burn first target) that can chain between victims
|-
|-
![[File:Ammo_38ice.png]]
![[File:357piercer.png]]
!Iceblox
!Heartpiercer
|20 Brute, freezes target
| 35 Brute with good armor penetration. Passes through first mob hit
|-
|-
! style="background-color:#d3d3d3" |[[File:357.png]]
![[File:357stake.png]]
! style="background-color:#d3d3d3" |.357
!Wallstake
| style="background-color:#d3d3d3" |40 Brute
| 36 Brute, throws people two tiles which can impact against walls
|}
|}
|Found in the [[Detective's Office|Detective's locker]], located in a shoulder holster.
|[[Syndicate Uplink]], available for 6 TC
|Security
|Syndicate
|Every .38 round struggles to penetrate armor; best used in self-defense situations.
|Fires slower than the stechkin and also weighs more. However, topping off the internal cylinder is far easier than unloading and reloading an automatic. In addition, it possesses a much wider array of alternative ammunitions which can possess drastic properties.
Can be modified to fire .357, but will fire twice as slowly. Alternative ammo can be printed by Security once proper research is completed.
|}
==== Shotgun ====
Shotguns use a variety of 12 Gauge shells for their ammunition, which all discharge differing projectile spreads and projectile types. This permits them some of the greatest utility and versatility compared to other ballistic classes. They are also the most commonly found ballistic firearm on station. Shells are loaded into shotguns individually, automatically ejecting any spent shells they replace. You can still interact with a shotgun in hand to either unload the barrel(s), rack the pump, or rack the slide.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
![[File:Russianrevolver.png|64px]]
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
!{{anchor|Russian Revolver}}Russian Revolver
! scope="col" style="background-color:#F0DC82;" |Item
|[[File:Ammo 357.png|64px]]<br>.357
! scope="col" style="background-color:#F0DC82;" |Ammo
|1 Round. Can load up to 6.
! scope="col" style="background-color:#F0DC82;" |Capacity
| 40 Brute<br>300 Brute when used on head
! scope="col" style="background-color:#F0DC82;" |How to Acquire
|Found in certain bars or recreational areas.
! scope="col" style="background-color:#F0DC82;" |Faction Usage
|Civilians, Space Russians
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|A Russian-made revolver. It has a single slot in its chamber for a bullet, as it's meant for playing Russian Roulette! You can spin the chamber to randomize the position of the bullet, and must do so before every shot. It can use .357 alternative ammunition should the user desire to waste TC.
Killing yourself with the Russian Revolver will give you a deep-rooted trauma.
|-
|-
![[File:Revolver.png|64px]]
![[File:Ishotgun.png|64px]][[File:Ishotgunsling.png|64px]][[File:Ishotgun sawn.png|64px]]
!{{anchor|Syndicate Revolver}}Syndicate Revolver
!{{anchor|Improvised Shotgun}}Improvised Shotgun
|[[File:357.png|64px]]<br>.357
|[[File:Improvshell-live.png|64px]]<br>12 Gauge shells
|7 Rounds
|1 Shell
|
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
* Crafted.
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
* [[Gang War#Gang Equipment|Gangtool]], available for 6 influence (sawn-off variant)
|Scavengers
|A handcrafted shotgun made of scavenged materials. You can attach cable coil to it to allow it to be worn on your back. Can be sawn off with a circular saw (make sure it's not loaded). A sawn-off shotgun will fit in your backpack or on your belt, though it will lose some accuracy.
Has a chance to jam when fired. The shell will not be spent, but you will need to unload and reload the weapon.
|-
|-
! class="unsortable" |Icon
![[File:Doubleshotgun.png|64px]] [[File:Doubleshotgunsawnoff.png|64px]]
! class="unsortable" |Name
!{{anchor|Double-Barrelled Shotgun}}Double-Barrelled Shotgun
! class="unsortable" |Description
|[[File:Bean_shell.png|64px]]<br>12 Gauge shells
|2 Shells
|
* Found in the [[Bar|Bartender's locker]].
* Certain ruins
|Civilians
|Easiest shotgun to get, yet the rarest. Only one starts on the station and the Bartender likes to keep it in case of bar fights. Can be sawn off with a circular saw (make sure it's not loaded). A sawn-off shotgun will fit in your backpack or on your belt, though it will lose some accuracy.
|-
|-
![[File:357.png]]
![[File:Shotgun.png|64px]] [[File:RiotSGSawn.png|64px]]
!Standard ammo
!{{anchor|Riot Shotgun}}Riot Shotgun
|40 Brute. Innate armor penetration, including all subtypes
|[[File:Bean_shell.png|64px]]<br>12 Gauge shells
|6+1 Shells
|
* The [[Armory]]
* [[Supply crates#Armory|Ordered from Cargo]].
|Security
|An uncommon shotgun, typically only used in emergencies by Security. Because of its high capacity, convenience in being able to be worn on security exosuits, and the fact that a handful spawn in the Armory roundstart, this tends to be the most common shotgun on-station. Can be sawn off with a circular saw (make sure it's not loaded). A sawn-off shotgun will fit in your backpack or on your belt, though it will lose some accuracy.
As a pump-action shotgun, you will need to manually rack the pump after each shot or when reloading the shotgun from a fully empty state.
|-
|-
![[File:357feather.png]]
![[File:Breachingshotgun.png|64px]]
!Ironfeather
!{{anchor|Tactical Breaching Shotgun}}Tactical Breaching Shotgun
|6 pellets of 8 damage each, mildly less damage dropoff than buckshot
|[[File:Breacher-live.png|64px]]<br>Breaching Slugs
| 3+1 Shells
|The [[Armory]]
| Security, Sol Interplanetary Coalition
|A tool, rather than a weapon. Each breaching slug deals 10 Brute damage but deals massive damage to doors and windows. One is enough to shatter a window, while three will breach an airlock. As they're normal-sized, they can conveniently be carried in your backpack when the situation demands it. This shotgun can only load breaching slugs, and breaching slugs can only be loaded into this weapon.
It is semi-automatic.
|-
|-
![[File:357cracker.png]]
![[File:Shotgunoriginal.png|64px]]
!Nutcracker
!{{anchor|Shotgun}}Shotgun
| 30 Brute, one-shots windows, two-shots doors, three-shots reinforced doors
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
|4+1 Shells
|
* Dropped by Russian troopers.
* Used by SIC security personnel.
|Space Russians, Sol Interplanetary Coalition
|A standard issue shotgun common among police and military elements. While its tube capacity is unideal, the weapon still sees usage among Space Russians and Sol Interplanetary troopers due to its cheapness and reliability.
As a pump-action shotgun, you will need to manually rack the pump after each shot or when reloading the shotgun from a fully empty state.
|-
|-
![[File:357shock.png]]
![[File:Combatshotgun.png|64px]]
!Metalshock
!{{anchor|Combat Shotgun}}Combat Shotgun
| 15 Brute, then delivers a devastating tesla arc (~33 burn first target) that can chain between victims
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
|6+1 Shells
|[[Supply crates#Armory|Ordered from Cargo]].
|Nanotrasen
| A black shotgun that can be ordered from Cargo that is filled with lethal buckshot by default. While heavier and unable to be worn on security exosuits, the Combat Shotgun is semi-automatic and fires faster than the Riot Shotgun.
|-
|-
![[File:357piercer.png]]
![[File:WardenSG.png|64px]]
!Heartpiercer
!{{anchor|Compact Combat Shotgun}}Compact Combat Shotgun
| 35 Brute with good armor penetration. Passes through first mob hit
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
|4+1 Shells
|Found in the [[Warden's Office|Warden's locker]].
|Nanotrasen
|A miniaturized version of the Combat Shotgun for wardens. Its convenient size allows it to be stowed onto standard security exosuits. Ideal for defending the [[Armory]].
|-
|-
![[File:357stake.png]]
![[File:Bulldog.png|64px]]
!Wallstake
!{{anchor|Bulldog}}Bulldog
| 36 Brute, throws people two tiles which can impact against walls
|[[File:Sgshell-live.png|64px]]<br>12 Gauge shells
|8+1 Shells
|Only available to [[Syndicate guide|Nuclear Operative]] for 8 TC
|Syndicate
|A powerful automatic shotgun that utilizes a drum magazine, meaning it cannot load shells individually. The ammo that is purchasable for the Bulldog tends to be more powerful than standard 12 Gauge variants.
|}
|}
|[[Syndicate Uplink]], available for 6 TC
===== Shotgun Shells =====
|Syndicate
Note: This lists only shells that can be acquired by normal means. All shotgun shells also travel slightly slower than most other bullets.
|Fires slower than the stechkin and also weighs more. However, topping off the internal cylinder is far easier than unloading and reloading an automatic. In addition, it possesses a much wider array of alternative ammunitions which can possess drastic properties.
 
|}
There are two different types of shotgun shells, shot and slugs. Shot shoots pellets in a spread, and is 25% less effective against bullet armor on targets. Slugs shoot a single projectile over a distance. Both lose damage over distance, making shotguns ideal for close-quarters usage.
==== Shotgun ====
*[[File:Improvshell-live.png|32px]]'''Improvised Shell:''' Shoots 10 pellets dealing 6 brute damage each.
Shotguns use a variety of 12 Gauge shells for their ammunition, which all discharge differing projectile spreads and projectile types. This permits them some of the greatest utility and versatility compared to other ballistic classes. They are also the most commonly found ballistic firearm on station. Shells are loaded into shotguns individually, automatically ejecting any spent shells they replace. You can still interact with a shotgun in hand to either unload the barrel(s), rack the pump, or rack the slide.
*[[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. 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:Bean_shell.png|32px]]'''Rubber Shot:''' Shoots 6 pellets dealing 3 brute and 13 stamina damage each. Better if you want the target alive. Riot shotguns are loaded with this by default.
*[[File:Bean_shell.png|32px]]'''Beanbag:''' Shoots one single beanbag, dealing 5 brute and 55 stamina damage. The bartender uses these by default.
*[[File:Blank_shell.png|32px]]'''Standard Slug:''' Shoots a single projectile that does 46 brute damage on impact.
*[[File:Sblshell-live.png|32px]]'''Syndicate Slug:''' Shoots a single projectile that does 60 brute damage on impact. Suffers half the normal damage falloff. Only obtainable as a [[Syndicate guide|Nuclear Operative]].
*[[File:Fire_shell.png|32px]]'''Incendiary Slug:''' Shoots a single projectile that leaves a fire trail and ignites the target, on top of 20 brute damage. Does not suffer from damage falloff.
*[[File:Tech_shell.png|32px]]'''Shotgun Dart:''' A single dart that can contain up to 30 units of chemicals that'll be injected on hit.
*[[File:Mshell-live.png|32px]]'''Meteor Slug:''' Shoots a single projectile that deals 20 brute on impact and stuns for 8 seconds. It will also throw anything hit three tiles at a force of two. Only obtainable as a [[Syndicate guide|Nuclear Operative]].
*[[File:Buckshot_shell.png|32px]]'''Clownshot:''' Shoots 20 pellets doing no damage and makes a honking noise.
*[[File:Tech_shell.png|32px]]'''Technological Shells:''' Unloaded technological shells can be made in a [[Guide to Research and Development|Protolathe]]. See [[Research items#Unloaded Technological Shell|here]] for the recipes.
**[[File:Pulse_shell.png|32px]]'''Pulse Slug:''' Works like one of the deathsquad's pulse rifle shots, dealing 40 burn damage and damaging or destroying walls and machinery.
**[[File:Dragon_shell.png|32px]]'''Dragonsbreath:''' Like the incendiary slug, but shoots a spread of 5 burning pellets that deal 7 brute each.
**[[File:Ion_shell.png|32px]]'''Ion Scatter:''' Shoots a spread of 4 ion bolts, each of which ions a 3x3 area.
**[[File:Laser_shell.png|32px]]'''Laser Buckshot:''' Shoots 5 lasers dealing 10 burn each.
**[[File:Cryo_shell.png|32px]]'''Cryoshot:''' Shoots 4 pellets lowering the body temperature of the target on impact. Temperature adjustment ignores armor.
**[[File:Thunder_shell.png|32px]]'''Thundershot:''' Shoots 3 pellets creating lightning on impact.
**[[File:Uranium_shell.png|32px]]'''Depleted Uranium Slug:''' Shoots one ultra-penetrative projectile dealing 35 brute but has 60 AP and going through mobs.
**[[File:Heshell-live.png|32px]]'''Frag-12 Slug:''' Shoots a single projectile that deals 25 brute on impact and also detonates a light 2-tile explosion.
==== Bolt Action ====
Bolt-action firearms are characterized by their bolt cycling mechanism. The bolt must be drawn back to permit access to the internal magazine for reloading, and it must also be cycled in order to eject a spent round to permit another bullet to be chambered. Because this process is clunky and time-costly relative to a self-loading firearm, bolt-actions are seen as antique, dated weapons.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
{| 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;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" | How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|-
|-
![[File:Ishotgun.png|64px]][[File:Ishotgunsling.png|64px]][[File:Ishotgun sawn.png|64px]]
![[File:Boltrifle.png|64px]]
!{{anchor|Improvised Shotgun}}Improvised Shotgun
!{{anchor|Mosin Nagant}} Mosin Nagant
|[[File:Improvshell-live.png|64px]]<br>12 Gauge shells
|[[File:Ammo_762.png|64px]]<br>7.62mm
|1 Shell
|5 Rounds
|60 Brute
|
|
* Crafted.
* [[Supply crates#Armory|Ordered from Cargo]].
* [[Gang War#Gang Equipment|Gangtool]], available for 6 influence (sawn-off variant)
* Certain ruins
|Scavengers
|Space Russians
|A handcrafted shotgun made of scavenged materials. You can attach cable coil to it to allow it to be worn on your back. Can be sawn off with a circular saw (make sure it's not loaded). A sawn-off shotgun will fit in your backpack or on your belt, though it will lose some accuracy.
|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.
Has a chance to jam when fired. The shell will not be spent, but you will need to unload and reload the weapon.
It also supports a bayonet.
|-
|-
![[File:Doubleshotgun.png|64px]] [[File:Doubleshotgunsawnoff.png|64px]]
![[File:Sniper.png|64px]]
!{{anchor|Double-Barrelled Shotgun}}Double-Barrelled Shotgun
!{{anchor|Syndicate Sniper Rifle}}Syndicate Sniper Rifle
|[[File:Bean_shell.png|64px]]<br>12 Gauge shells
|[[File:50mag.png|64px]]<br>.50 BMG
|2 Shells
|3-6 Rounds<br>depending on the magazine
|
|
* Found in the [[Bar|Bartender's locker]].
{| class="wikitable sortable mw-collapsible mw-collapsed"
* Certain ruins
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|Civilians
|-
|Easiest shotgun to get, yet the rarest. Only one starts on the station and the Bartender likes to keep it in case of bar fights. Can be sawn off with a circular saw (make sure it's not loaded). A sawn-off shotgun will fit in your backpack or on your belt, though it will lose some accuracy.
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Description
|-
|-
![[File:Shotgun.png|64px]] [[File:RiotSGSawn.png|64px]]
![[File:50mag.png]]
!{{anchor|Riot Shotgun}}Riot Shotgun
!Standard ammo
|[[File:Bean_shell.png|64px]]<br>12 Gauge shells
|70 Brute + 10 second paralyze, very good armor penetration
|6+1 Shells
|
* The [[Armory]]
* [[Supply crates#Armory|Ordered from Cargo]].
|Security
|An uncommon shotgun, typically only used in emergencies by Security. Because of its high capacity, convenience in being able to be worn on security exosuits, and the fact that a handful spawn in the Armory roundstart, this tends to be the most common shotgun on-station. Can be sawn off with a circular saw (make sure it's not loaded). A sawn-off shotgun will fit in your backpack or on your belt, though it will lose some accuracy.
As a pump-action shotgun, you will need to manually rack the pump after each shot or when reloading the shotgun from a fully empty state.
|-
|-
![[File:Breachingshotgun.png|64px]]
![[File:Haemorrhage-ammo.png]]
!{{anchor|Tactical Breaching Shotgun}}Tactical Breaching Shotgun
!Penetrator ammo
|[[File:Breacher-live.png|64px]]<br>Breaching Slugs
|60 Brute, very good armor penetration, goes through everything including walls and mobs
| 3+1 Shells
|The [[Armory]]
| Security, Sol Interplanetary Coalition
|A tool, rather than a weapon. Each breaching slug deals 10 Brute damage but deals massive damage to doors and windows. One is enough to shatter a window, while three will breach an airlock. As they're normal-sized, they can conveniently be carried in your backpack when the situation demands it. This shotgun can only load breaching slugs, and breaching slugs can only be loaded into this weapon.
It is semi-automatic.
|-
|-
![[File:Shotgunoriginal.png|64px]]
![[File:Soporific.png]]
!{{anchor|Shotgun}}Shotgun
!SP ammo
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
|40 second sleep
|4+1 Shells
|}
|
| Available to [[Syndicate guide|Nuclear Operatives]] for 16 TC, standard issue for Syndicate scientists
* Dropped by Russian troopers.
|Syndicate
* Used by SIC security personnel.
|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.
|Space Russians, Sol Interplanetary Coalition
Has perfect accuracy.
|A standard issue shotgun common among police and military elements. While its tube capacity is unideal, the weapon still sees usage among Space Russians and Sol Interplanetary troopers due to its cheapness and reliability.
|}
As a pump-action shotgun, you will need to manually rack the pump after each shot or when reloading the shotgun from a fully empty state.
==== 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:Combatshotgun.png|64px]]
! scope="col" class="unsortable" style="background-color:#F0DC82;" | Icon
!{{anchor|Combat Shotgun}}Combat Shotgun
! scope="col" style="background-color:#F0DC82;" | Item
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
! scope="col" style="background-color:#F0DC82;" |Ammo
|6+1 Shells
! 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:Wintonrifle.png|64px]]
!{{anchor|Winton Mk. VI Repeating Rifle}}Winton Mk. VI Repeating Rifle
|[[File:556-casing.png|64px]]<br>.308
|8+1 Rounds
|42 Brute
|[[Supply crates#Armory|Ordered from Cargo]].
|[[Supply crates#Armory|Ordered from Cargo]].
|Nanotrasen
|Colonists, Frontiersfolk
| A black shotgun that can be ordered from Cargo that is filled with lethal buckshot by default. While heavier and unable to be worn on security exosuits, the Combat Shotgun is semi-automatic and fires faster than the Riot Shotgun.
|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:WardenSG.png|64px]]
! scope="col" class="unsortable" style="background-color:#F0DC82;" | Icon
!{{anchor|Compact Combat Shotgun}}Compact Combat Shotgun
! scope="col" style="background-color:#F0DC82;" | Item
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
! scope="col" style="background-color:#F0DC82;" |Ammo
|4+1 Shells
! scope="col" style="background-color:#F0DC82;" |Capacity
|Found in the [[Warden's Office|Warden's locker]].
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
|Nanotrasen
! scope="col" style="background-color:#F0DC82;" | How to Acquire
|A miniaturized version of the Combat Shotgun for wardens. Its convenient size allows it to be stowed onto standard security exosuits. Ideal for defending the [[Armory]].
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|-
|-
![[File:Bulldog.png|64px]]
![[File:Pie cannon.png|64px]]
!{{anchor|Bulldog}}Bulldog
!{{anchor|Pie Cannon}}Pie Cannon
|[[File:Sgshell-live.png|64px]]<br>12 Gauge shells
|[[File:Pie.gif|64px]]<br>Pies
|8+1 Shells
|50 Pies
|Only available to [[Syndicate guide|Nuclear Operative]] for 8 TC
|Stun + Humiliation<br>Duration 2
|Syndicate
|
|A powerful automatic shotgun that utilizes a drum magazine, meaning it cannot load shells individually. The ammo that is purchasable for the Bulldog tends to be more powerful than standard 12 Gauge variants.
* Found in Clown crates, one is guaranteed in the [[Theatre]].
|}
* Certain ruins
===== Shotgun Shells =====
|Clowns
Note: This lists only shells that can be acquired by normal means. All shotgun shells also travel slightly slower than most other bullets.
|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.
There are two different types of shotgun shells, shot and slugs. Shot shoots pellets in a spread, and is 25% less effective against bullet armor on targets. Slugs shoot a single projectile over a distance. Both lose damage over distance, making shotguns ideal for close-quarters usage.
|-
*[[File:Improvshell-live.png|32px]]'''Improvised Shell:''' Shoots 10 pellets dealing 6 brute damage each.
![[File:Pie cannon.png|64px]]
*[[File:Buckshot_shell.png|32px]]'''Buckshot:''' Shoots 6 pellets dealing 11 brute damage each. Extremely lethal at close range.
!{{anchor|Self-Recharging Pie Cannon}}Self-Recharging Pie Cannon
*[[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:Pie.gif|64px]]<br>Pies (Self-Charging)
*[[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]].
|20 Pies
*[[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.
|Stun + Humiliation<br>Duration 2
*[[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.
* Available to Clown Operatives for 10 TC.
*[[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]].
* Wielded by '''HONK!''' Emergency Response Team members.
*[[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.
|Clowns
*[[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.
|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:Mshell-live.png|32px]]'''Meteor Slug:''' Shoots a single projectile that deals 20 brute on impact and stuns for 8 seconds. It will also throw anything hit three tiles at a force of two. Only obtainable as a [[Syndicate guide|Nuclear Operative]].
*[[File:Buckshot_shell.png|32px]]'''Clownshot:''' Shoots 20 pellets doing no damage and makes a honking noise.
*[[File:Tech_shell.png|32px]]'''Technological Shells:''' Unloaded technological shells can be made in a [[Guide to Research and Development|Protolathe]]. See [[Research items#Unloaded Technological Shell|here]] for the recipes.
**[[File:Pulse_shell.png|32px]]'''Pulse Slug:''' Works like one of the deathsquad's pulse rifle shots, dealing 40 burn damage and damaging or destroying walls and machinery.
**[[File:Dragon_shell.png|32px]]'''Dragonsbreath:''' Like the incendiary slug, but shoots a spread of 5 burning pellets that deal 7 brute each.
**[[File:Ion_shell.png|32px]]'''Ion Scatter:''' Shoots a spread of 4 ion bolts, each of which ions a 3x3 area.
**[[File:Laser_shell.png|32px]]'''Laser Buckshot:''' Shoots 5 lasers dealing 10 burn each.
**[[File:Cryo_shell.png|32px]]'''Cryoshot:''' Shoots 4 pellets lowering the body temperature of the target on impact. Temperature adjustment ignores armor.
**[[File:Thunder_shell.png|32px]]'''Thundershot:''' Shoots 3 pellets creating lightning on impact.
**[[File:Uranium_shell.png|32px]]'''Depleted Uranium Slug:''' Shoots one ultra-penetrative projectile dealing 26 brute but bypassing almost all armor and going through mobs.
**[[File:Heshell-live.png|32px]]'''Frag-12 Slug:''' Shoots a single projectile that deals 25 brute on impact and also detonates a light 2-tile explosion.
==== Bolt Action ====
Bolt-action firearms are characterized by their bolt cycling mechanism. The bolt must be drawn back to permit access to the internal magazine for reloading, and it must also be cycled in order to eject a spent round to permit another bullet to be chambered. Because this process is clunky and time-costly relative to a self-loading firearm, bolt-actions are seen as antique, dated weapons.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" | Icon
![[File:Pneumatic cannon.png|64px]]
! scope="col" style="background-color:#F0DC82;" | Item
!{{anchor|Improvised Pneumatic Cannon}}Improvised Pneumatic Cannon
! scope="col" style="background-color:#F0DC82;" |Ammo
|(Almost) anything normal-sized or smaller
! scope="col" style="background-color:#F0DC82;" |Capacity
|7 Weight
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
|Depends on what's thrown
! scope="col" style="background-color:#F0DC82;" | How to Acquire
|[[Makeshift weapons|Made by yourself]].
! scope="col" style="background-color:#F0DC82;" |Faction Usage
|Civilians
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|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]]
!{{anchor|Blowgun}}Blowgun
|[[File:Syringe.png|64px]]<br>Syringes
|1 Syringe
|6 Brute + 15u chemicals
|[[Makeshift weapons|Made by yourself]].
|Civilians
|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:Boltrifle.png|64px]]
![[File:Sgun.png|64px]]
!{{anchor|Mosin Nagant}} Mosin Nagant
!{{anchor|Syringe Gun}}Syringe Gun
|[[File:Ammo_762.png|64px]]<br>7.62mm
|[[File:Syringe.png|64px]]<br>Syringes
|5 Rounds
|1 Syringe
|60 Brute
|6 Brute + 15u chemicals
|
|Printable at the [[Medbay Storage|Medical]] and [[Armory]] protolathe once researched.
* [[Supply crates#Armory|Ordered from Cargo]].
|Nanotrasen
* Certain ruins
|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.
|Space Russians
|Compensates its low firing rate by being extremely powerful. Can be sawed off to fit in backpacks, incurring a massive loss of accuracy. Its bullet travels slightly faster than most and is exceptionally at causing wounds over long distances. Requires two hands to fire.
It also supports a bayonet.
|}
==== Launcher ====
A launcher firearm is a weapon that kinetically launches an ordinance over some range. While this can range from an explosive rocket to a small syringe, or even something as laughable as a banana scream pie, these guns typically load a single projectile which is then immediately ready to fire.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
|-
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" | Icon
![[File:Dart pistol.png|64px]]
! scope="col" style="background-color:#F0DC82;" | Item
!{{anchor|Dart Pistol}}Dart Pistol
! scope="col" style="background-color:#F0DC82;" |Ammo
|[[File:Syringe.png|64px]]<br>Syringes
! scope="col" style="background-color:#F0DC82;" |Capacity
|1 Syringe
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
|6 Brute + 15u chemicals
! scope="col" style="background-color:#F0DC82;" | How to Acquire
|[[Syndicate Uplink]], available for 4 TC
! scope="col" style="background-color:#F0DC82;" |Faction Usage
|Syndicate
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|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:Pie cannon.png|64px]]
![[File:Sgun.png|64px]]
!{{anchor|Pie Cannon}}Pie Cannon
!{{anchor|Modified Syringe Gun}}Modified Syringe Gun
|[[File:Pie.gif|64px]]<br>Pies
|[[File:Dnainjector.png|64px]]<br>DNA Injectors
|50 Pies
|1 DNA Injector
|Stun + Humiliation<br>Duration 2
|5 Brute + DNA Injector effects
|
|[[Syndicate Uplink]], available for 14 TC (only if you are a [[Geneticist]])
* Found in Clown crates, one is guaranteed in the [[Theatre]].
|Syndicate
* Certain ruins
|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.
|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.
![[File:Rapidsyringegun.png|64px]]
Likely to be confiscated by Security if abused.
!{{anchor|Rapid Syringe Gun}}Rapid Syringe Gun
|[[File:Syringe.png|64px]]<br>Syringes
|6 Syringes
|6 Brute + 15u chemicals
|[[Syndicate Uplink]], available for 8TC (only if you are a [[Chemist]] or [[Virologist]])
|Syndicate
|A syringe gun that can hold up to six syringes. Simple.
|-
|-
![[File:Pie cannon.png|64px]]
![[File:Kineticspeargun.png|64px]]
!{{anchor|Self-Recharging Pie Cannon}}Self-Recharging Pie Cannon
!{{anchor|Kinetic Speargun}}Kinetic Speargun
|[[File:Pie.gif|64px]]<br>Pies (Self-Charging)
|[[File:Kineticspear.png|64px]]<br>Kinetic Spears
|20 Pies
|1 Kinetic Spear
|Stun + Humiliation<br>Duration 2
|5 Brute, 25 Brute against fauna
|
|Located in the emergency space suit storage of [[Escape Pods|escape pods]].
* Available to Clown Operatives for 10 TC.
|Nanotrasen
* Wielded by '''HONK!''' Emergency Response Team members.
|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.
|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:Speargun.png|64px]]
!{{anchor|Improvised Pneumatic Cannon}}Improvised Pneumatic Cannon
!{{anchor|Speargun}}Speargun
|(Almost) anything normal-sized or smaller
|[[File:Magspear.png|64px]]<br>Magspears
|7 Weight
|1 Magspear
|Depends on what's thrown
|25 Brute
|[[Makeshift weapons|Made by yourself]].
|Obtained in the "White Whale Holy Grail" [[Syndicate Items#Syndi-kit Special|Syndi-kit Special]] pack.
|Civilians
|Syndicate
|An improvised cannon for shooting quite literally anything at targets. Requires a gas tank (such as a welder) to operate.
|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.
Blacklisted items for loading are the Supermatter sword and any kind of baton.
|-
|-
![[File:Blowgun.png|64px]]
![[File:Gauss.png|64px]]
!{{anchor|Blowgun}}Blowgun
!{{anchor|Gauss Rifle}}Gauss Rifle
|[[File:Syringe.png|64px]]<br>Syringes
|[[File:Bolt.png|64px]]<br>Bolts
|1 Syringe
|1 Bolt
|6 Brute + 15u chemicals
|25 Brute
|[[Makeshift weapons|Made by yourself]].
|[[Makeshift weapons|Made by yourself]].
|Civilians
|Scavengers
|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.
|It's heavy and impractical to carry around, even if the ammunition is easy to make. Also requires both hands to fire.
|-
|-
![[File:Sgun.png|64px]]
![[File:Handcannon.png|64px]]
!{{anchor|Syringe Gun}}Syringe Gun
!{{anchor|Handcannon}}Handcannon
|[[File:Syringe.png|64px]]<br>Syringes
|[[File:Cannonball.png|64px]]<br>Cannonballs
|1 Syringe
|1 Cannonball
|6 Brute + 15u chemicals
|30 Brute, 500 Brute against windows and doors
|Printable at the [[Medbay Storage|Medical]] and [[Armory]] protolathe once researched.
|Found on the Pirate Ship.
|Nanotrasen
|Syndicate
|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.
|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:Dart pistol.png|64px]]
![[File:Rocketlauncher.png|64px]]
!{{anchor|Dart Pistol}}Dart Pistol
!{{anchor|PML-9 RPG}}PML-9 RPG
|[[File:Syringe.png|64px]]<br>Syringes
|[[File:Srm-8.png|64px]]<br>84mm Rockets
|1 Syringe
|1 Rocket
|6 Brute + 15u chemicals
|
|[[Syndicate Uplink]], available for 4 TC
{| class="wikitable sortable mw-collapsible mw-collapsed"
|Syndicate
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|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.
|-
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Description
|-
|-
![[File:Sgun.png|64px]]
![[File:Srm-8.png]]
!{{anchor|Modified Syringe Gun}}Modified Syringe Gun
!'''HE Rocket'''
|[[File:Dnainjector.png|64px]]<br>DNA Injectors
|30 Brute, 2 tile light explosion, 1 tile heavy explosion if it didn't hit something living.
|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:Rapidsyringegun.png|64px]]
![[File:84mm-hedp.png]]
!{{anchor|Rapid Syringe Gun}}Rapid Syringe Gun
!'''HEPD Rocket'''
|[[File:Syringe.png|64px]]<br>Syringes
|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.
|6 Syringes
|}
|6 Brute + 15u chemicals
|Only available to [[Syndicate guide|Nuclear Operative]] for 8 TC
|[[Syndicate Uplink]], available for 8TC (only if you are a [[Chemist]] or [[Virologist]])
|Syndicate
|Syndicate
|A syringe gun that can hold up to six syringes. Simple.
|Hilariously cheap itself, but the rockets are where the real cost for this weapon comes in. HE rockets aren't bad area damage, but the HEPD rocket will delete anyone hit by it, as well as dealing massive damage to anyone next to them.
Requires both hands to fire. You can't rocket jump with it.
|}
==== 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"
|-
|-
![[File:Kineticspeargun.png|64px]]
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
!{{anchor|Kinetic Speargun}}Kinetic Speargun
! scope="col" style="background-color:#F0DC82;" |Item
|[[File:Kineticspear.png|64px]]<br>Kinetic Spears
! scope="col" style="background-color:#F0DC82;" |Ammo
|1 Kinetic Spear
! scope="col" style="background-color:#F0DC82;" |Draw Time
|5 Brute, 25 Brute against fauna
! scope="col" style="background-color:#F0DC82;" |How to Acquire
|Located in the emergency space suit storage of [[Escape Pods|escape pods]].
! scope="col" style="background-color:#F0DC82;" |Faction Usage
|Nanotrasen
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|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:Speargun.png|64px]]
![[File:Bow.png|64px]]
!{{anchor|Speargun}}Speargun
!{{anchor|Wooden Bow}}Wooden Bow
|[[File:Magspear.png|64px]]<br>Magspears
|[[File:Arrow.png|32px]]<br>Arrow
|1 Magspear
| 0.5 seconds
|25 Brute
|[[Makeshift weapons|Made by yourself]].
|Obtained in the "White Whale Holy Grail" [[Syndicate Items#Syndi-kit Special|Syndi-kit Special]] pack.
| Civilians
|Syndicate
|A simple, yet effective bow. Standard and robust.
|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]]
!{{anchor|Bone Bow}}Bone Bow
|[[File:Arrow_bone.png|32px]]<br>Arrow
|0.5 seconds
|
* [[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:Gauss.png|64px]]
![[File:Bow_makeshift.png|64px]]
!{{anchor|Gauss Rifle}}Gauss Rifle
!{{anchor|Makeshift Bow}}Makeshift Bow
|[[File:Bolt.png|64px]]<br>Bolts
|[[File:Arrow_glass.png|32px]]<br>Arrow
|1 Bolt
|1 seconds
|25 Brute
|[[Makeshift weapons|Made by yourself]].
|[[Makeshift weapons|Made by yourself]].
|Scavengers
|Scavengers
|It's heavy and impractical to carry around, even if the ammunition is easy to make. Also requires both hands to fire.
|A bow made using scavenged materials commonly found on the station. Has a very wide spread.
|-
|-
![[File:Handcannon.png|64px]]
![[File:Pipebow.png|64px]]
!{{anchor|Handcannon}}Handcannon
!{{anchor|Pipe Bow}}Pipe Bow
|[[File:Cannonball.png|64px]]<br>Cannonballs
|[[File:Arrow_plasmaglass.png|32px]]<br>Arrow
|1 Cannonball
|1 second
|30 Brute, 500 Brute against windows and doors
|[[Makeshift weapons|Made by yourself]].
|Found on the Pirate Ship.
|Scavengers
|Syndicate
|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.  
|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]]
![[File:Toy bows.gif|64px]]
!{{anchor|PML-9 RPG}}PML-9 RPG
!{{anchor|Toy Bows}}Toy Bows
|[[File:Srm-8.png|64px]]<br>84mm Rockets
|[[File:Toy arrows.gif|32px]]<br>Arrow
|1 Rocket
|2 seconds
|
|Ordered from Cargo.
{| class="wikitable sortable mw-collapsible mw-collapsed"
|Civilians
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|A series of shoddy, plastic bows that have significant spread, but can still fire any time of arrow.
|-
|-
! class="unsortable" |Icon
![[File:Crossbow.png|64px]]
! class="unsortable" |Name
!{{anchor|Crossbow}}Crossbow
! class="unsortable" |Description
|[[File:Arrow.png|32px]]<br>Arrow
|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.
|-
|-
![[File:Srm-8.png]]
![[File:Ashencrossbow.png|64px]]
!'''HE Rocket'''
!{{anchor||Bone Crossbow}}Bone Crossbow
|30 Brute, 2 tile light explosion, 1 tile heavy explosion if it didn't hit something living.
|[[File:Arrow_bone.png|32px]]<br>Arrow
|2 seconds
|[[Makeshift weapons|Made by yourself]].
|Ashwalkers
|Effectively identical to the crossbow, but suffers just a little spread.
|-
|-
![[File:84mm-hedp.png]]
![[File:Breakbow.gif|64px]]
!'''HEPD Rocket'''
!{{anchor|Break Bow}}Break Bow
|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:Arrow magic.png|32px]]<br>Arrow
|0.25 seconds
|[[Wizard]], 2 SP
|Wizards
|This magical bow is actually two blades fused together at their pommels, allowing it to be split into said blades. While combined, however, it functions as an incredibly fast bow that deals hefty damage in melee, whether swung or thrown, with absurd armor penetration. As a bonus, it's also sharp.
|}
|}
|Only available to [[Syndicate guide|Nuclear Operative]] for 8 TC
===== Arrows =====
|Syndicate
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.
|Hilariously cheap itself, but the rockets are where the real cost for this weapon comes in. HE rockets aren't bad area damage, but the HEPD rocket will delete anyone hit by it, as well as dealing massive damage to anyone next to them.
 
Requires both hands to fire. You can't rocket jump with it.
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.
==== Bow ====
*[[File:Arrow_ash.png|32px]]'''Ashen Arrow:''' A fire-reinforced arrow dealing 40 brute damage. Has a lower embed chance.
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.
*[[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.
{| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1"
*[[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.
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
*[[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;" |Item
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Draw Time
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" | Damage & Effects
! scope="col" style="background-color:#F0DC82;" |How to Acquire  
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes  
|-
|-
![[File:Bow.png|64px]]
![[File:Laser gun.png|64px]]
!{{anchor|Wooden Bow}}Wooden Bow
!{{anchor|Laser Gun}}Laser Gun
|[[File:Arrow.png|32px]]<br>Arrow
|[[File:Recharger.gif|64px]]<br>Energy
| 0.5 seconds
|12 Lasers
|[[Makeshift weapons|Made by yourself]].
|20 Burn
| Civilians
|
|A simple, yet effective bow. Standard and robust.
* The [[Armory]]
|-
* [[Supply crates#Security|Ordered from Cargo]].
![[File:Bow_ash.png|64px]]
!{{anchor|Bone Bow}}Bone Bow
|[[File:Arrow_bone.png|32px]]<br>Arrow
|0.5 seconds
|
* [[Makeshift weapons|Made by yourself]].
* Certain ruins
* Certain ruins
|Ashwalkers
|Nanotrasen
|An alternative bow made using bones and sinew from Lavaland's fauna. Has more spread than the wooden 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]].
|-
|-
![[File:Bow_makeshift.png|64px]]
![[File:Retrolaser.png|64px]]
!{{anchor|Makeshift Bow}}Makeshift Bow
!{{anchor|Retro Laser}}Retro Laser
|[[File:Arrow_glass.png|32px]]<br>Arrow
|[[File:Recharger.gif|64px]]<br>Energy
|2 seconds
|12 Lasers<br>5 Lasers
|[[Makeshift weapons|Made by yourself]].
|20 Burn
|Scavengers
|Certain ruins
|A bow made using scavenged materials commonly found on the station. Has a very wide spread.
|Nanotrasen
|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:Pipebow.png|64px]]
![[File:Antique laser.png|64px]]
!{{anchor|Pipe Bow}}Pipe Bow
!{{anchor|Antique Laser Gun}}Antique Laser Gun
|[[File:Arrow_plasmaglass.png|32px]]<br>Arrow
|[[File:Recharger.gif|64px]]<br>Energy (also Self-Charging)
|1 second
|12 Lasers
|[[Makeshift weapons|Made by yourself]].
|20 Burn
|Scavengers
|Found in the [[Captain's Quarters]].
|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.  
|Nanotrasen
|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]]
!{{anchor|Hellfire Laser Gun}} Hellfire Laser Gun
|[[File:Recharger.gif|64px]]<br>Energy
|7 Lasers
|25 Burn
|[[Supply crates#Armory|Ordered from Cargo]].
|Nanotrasen
|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:Crossbow.png|64px]]
![[File:Oldrifle.gif|64px]]
!{{anchor|Crossbow}}Crossbow
!{{anchor|Laser Rifle}}Laser Rifle
|[[File:Arrow.png|32px]]<br>Arrow
|[[File:Oldrifle mag.png|64px]]<br>Energy (Magazine)
|2 seconds
|20 Lasers
|[[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
! 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:Laser gun.png|64px]]
!{{anchor|Laser Gun}}Laser Gun
|[[File:Recharger.gif|64px]]<br>Energy
|12 Lasers
|20 Burn
|20 Burn
|
|
* The [[Armory]]
* Available to [[Emergency Response Team]] for 8 WC
* [[Supply crates#Security|Ordered from Cargo]].
* Certain ruins
* Certain ruins
|Nanotrasen
|Nanotrasen
|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]].
|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:Retrolaser.png|64px]]
![[File:Xraygun.png|64px]]
!{{anchor|Retro Laser}}Retro Laser
!{{anchor|X-Ray Gun}}X-Ray Gun
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|12 Lasers<br>5 Lasers
|14 Lasers
|20 Burn
| 10 Burn + 300 Irradiate
|Certain ruins
|Printable at the [[Armory]] protolathe once researched.
|Nanotrasen
|Nanotrasen
|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.
|This gun fires x-ray beams that will pass through closed turf. It travels for 15 tiles and does minimal damage, but will heavily irradiate targets hit. A handful of lasers won't kill someone, but without proper attention, they'll be coughing up their own organs some minutes later. Exceptionally effective against [[Blob|Blobs]] that might exploit station walls as a defense.
|}
===== Multifaceted =====
Multifaceted 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"
|-
|-
![[File:Antique laser.png|64px]]
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
!{{anchor|Antique Laser Gun}}Antique Laser Gun
! scope="col" style="background-color:#F0DC82;" |Item
|[[File:Recharger.gif|64px]]<br>Energy (also Self-Charging)
! scope="col" style="background-color:#F0DC82;" | Ammo
|12 Lasers
! scope="col" style="background-color:#F0DC82;" | Capacity
|20 Burn
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
|Found in the [[Captain's Quarters]].
! scope="col" style="background-color:#F0DC82;" |How to Acquire
|Nanotrasen
! scope="col" style="background-color:#F0DC82;" |Faction Usage
|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.
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|-
|-
![[File:Hellfire_gun.png|64px]]
![[File:Energy_Gun.gif|64px]]
!{{anchor|Hellfire Laser Gun}} Hellfire Laser Gun
!{{anchor|Energy Gun}}Energy Gun
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|7 Lasers
|10 Lasers,<br>20 Disable
|25 Burn
|20 Burn<br>30 Stamina
|[[Supply crates#Armory|Ordered from Cargo]].
|Nanotrasen
|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:Oldrifle.gif|64px]]
!{{anchor|Laser Rifle}}Laser Rifle
|[[File:Oldrifle mag.png|64px]]<br>Energy (Magazine)
|20 Lasers
|20 Burn
|
|
* Available to [[Emergency Response Team]] for 8 WC
* Standard issue for [[Captain|Captains]] and [[Head of Security|Heads of Security]]
* The [[Armory]]
* [[Supply crates#Armory|Ordered from Cargo]].
* Available to [[Emergency Response Team]] for 3 WC
* Certain ruins
* Certain ruins
|Nanotrasen
| 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.'''
|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:Xraygun.png|64px]]
![[File:Miniegun.gif|64px]]
!{{anchor|X-Ray Gun}}X-Ray Gun
!{{anchor|Miniature Energy Gun}}Miniature Energy Gun
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|14 Lasers
|6 Lasers,<br>12 Disable
| 10 Burn + 300 Irradiate
|20 Burn<br>30 Stamina
|Printable at the [[Armory]] protolathe once researched.  
|
* Found in the [[Head of Personnel's Office|Head of Personnel's locker]]
* [[Supply crates#Security|Ordered from Cargo]].
* Found in the Syndicate Infiltrator base
* 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]]
!{{anchor|Advanced Energy Gun}}Advanced Energy Gun
|[[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
|Nanotrasen
|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.
|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.'''
|}
===== 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:Bouncer.gif|64px]]
! scope="col" style="background-color:#F0DC82;" |Item
!{{anchor|Bouncer Energy Gun}}Bouncer Energy Gun
! scope="col" style="background-color:#F0DC82;" | Ammo
|[[File:Recharger.gif|64px]]<br>Energy
! scope="col" style="background-color:#F0DC82;" | Capacity
|4 Freeze,<br>16 Disable
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
|Cools target,<br>20 Stamina
! scope="col" style="background-color:#F0DC82;" |How to Acquire
|Printable at the [[Security Office|Security]] or [[Armory]] protolathe once researched.
! scope="col" style="background-color:#F0DC82;" |Faction Usage
|Nanotrasen
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|Shoot bouncing balls that will ricochet on any walls 5 times before dissipating, making them difficult to avoid in narrow space and useful to hit targets behind cover; however care has to be taken to not have a projectile ricochet toward yourself. The freeze setting is excellent for slowing targets, but it significantly drains the weapon's battery.
|-
|-
![[File:Energy_Gun.gif|64px]]
![[File:Multiphase_gun_stun.gif|64px]]
!{{anchor|Energy Gun}}Energy Gun
!{{anchor|NT-S02 Multiphase Energy Gun}}NT-S02 Multiphase Energy Gun
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|10 Lasers,<br>20 Disable
| 4 Ion,<br>10 Laser,<br>20 Disable
|20 Burn<br>30 Stamina
| 1 tile EMP<br>20 Burn<br>30 Stamina
|
|Found in the [[Head of Security's Office|Head of Security's locker]].
* Standard issue for [[Captain|Captains]] and [[Head of Security|Heads of Security]]
|Nanotrasen
* The [[Armory]]
|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.
* [[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:Protolaser.gif|64px]]
!{{anchor|Miniature Energy Gun}}Miniature Energy Gun
!{{anchor|Prototype Energy Gun}}Prototype Energy Gun
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|6 Lasers,<br>12 Disable
|1 Stun,<br>10 Lasers
|20 Burn<br>30 Stamina
|Stun<br>20 Burn
|
|Located in the Experimental Technology room of Charlie Station.
* Found in the [[Head of Personnel's Office|Head of Personnel's locker]]
|Nanotrasen
* Found in the Syndicate Infiltrator base
|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.
* 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:Energytac.png|64px]]
!{{anchor|Advanced Energy Gun}}Advanced Energy Gun
!{{anchor|Tactical Energy Gun}}Tactical Energy Gun
|[[File:Uraniumdone.png|64px]]<br>Uranium
|[[File:Recharger.gif|64px]]<br>Energy
|20 Anoxia,<br>10 Irradiate,<br>10 Lasers,<br>20 Disable
|10 Lasers,<br>20 Disable,<br>10 Stun
|8 Oxygen,<br>10 Burn + 300 Irradiate,<br>20 Burn<br>30 Stamina
|20 Burn<br>30 Stamina<br>Stun
|Printable at the [[Armory]] protolathe once researched.
|Only available to [[Emergency Response Team]] for 20 WC
|Nanotrasen
|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.'''
|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.
|-
|-
![[File:Bouncer.gif|64px]]
![[File:Floral_Somatoray.png|64px]]
!{{anchor|Bouncer Energy Gun}}Bouncer Energy Gun
!{{anchor|Floral Somatoray}}Floral Somatoray
|[[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
|4 Freeze,<br>16 Disable
| 200 Pulse,<br>400 Lasers,<br>200 Stun
|Cools target,<br>20 Stamina
|50 Burn<br>20 Burn<br>Stun
|Printable at the [[Security Office|Security]] or [[Armory]] protolathe once researched.
|Only available to [[Emergency Response Team]] for 100 WC
|Nanotrasen
|Nanotrasen
|Shoot bouncing balls that will ricochet on any walls 5 times before dissipating, making them difficult to avoid in narrow space and useful to hit targets behind cover; however care has to be taken to not have a projectile ricochet toward yourself. The freeze setting is excellent for slowing targets, but it significantly drains the weapon's battery.
|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.'''
|-
|-
![[File:Multiphase_gun_stun.gif|64px]]
![[File:Pulsecarbine.png|64px]]
!{{anchor|X-01 Multiphase Energy Gun}}X-01 Multiphase Energy Gun
!{{anchor|Pulse Carbine}}Pulse Carbine
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
| 4 Ion,<br>10 Laser,<br>20 Disable
|25 Pulse,<br>50 Laser,<br>25 Stun
| 1 tile EMP<br>20 Burn<br>30 Stamina
|50 Burn<br>20 Burn<br>Stun
|Found in the [[Head of Security's Office|Head of Security's locker]].
|Only available to [[Emergency Response Team]] for 45 WC
|Nanotrasen
|Nanotrasen
|A modernized version of the Captain's Antique Laser. While it does not possess the self-charging capability, it comes with the standard energy gun firing modes as well as an ion mode which will fire a one-tile pulse. The ion mode massively drains the battery. Like the Antique Laser, the X-01 is heavily coveted by opposing elements. Supports a seclite attachment.
|A 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.'''
|-
|-
![[File:Protolaser.gif|64px]]
![[File:Pulsepistol.png|64px]]
!{{anchor|Prototype Energy Gun}}Prototype Energy Gun
!{{anchor|Pulse Pistol}}Pulse Pistol
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|1 Stun,<br>10 Lasers
|10 Pulse,<br>20 Laser,<br>10 Stun
|Stun<br>20 Burn
|50 Burn<br>20 Burn<br>Stun
|Located in the Experimental Technology room of Charlie Station.
|Only available to [[Emergency Response Team]] for 35 WC
|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.
|A sidearm that is a doubly-shrunken Pulse Rifle. While it has the least number of shots out of all the pulse weapons, it still has a number of shots equal to what you would expect from a standard energy gun, only the projectiles are MUCH scarier. Can fit into pockets. '''Unaffected by EMP.'''
|}
 
===== Miscellaneous =====
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"
|-
|-
![[File:Energytac.png|64px]]
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
!{{anchor|Tactical Energy Gun}}Tactical Energy Gun
! scope="col" style="background-color:#F0DC82;" |Item
|[[File:Recharger.gif|64px]]<br>Energy
! scope="col" style="background-color:#F0DC82;" |Ammo
|10 Lasers,<br>20 Disable,<br>10 Stun
! scope="col" style="background-color:#F0DC82;" |Capacity
|20 Burn<br>30 Stamina<br>Stun
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
|Only available to [[Emergency Response Team]] for 20 WC
! scope="col" style="background-color:#F0DC82;" |How to Acquire
|Nanotrasen
! scope="col" style="background-color:#F0DC82;" |Faction Usage
|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.
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes
|-
|-
![[File:Floral_Somatoray.png|64px]]
![[File:Disablernew.png|64px]]
!{{anchor|Floral Somatoray}}Floral Somatoray
!{{anchor|Disabler}}Disabler
|[[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
|20 Disable
|50 Burn<br>20 Burn<br>Stun
|30 Stamina Damage
|Only available to [[Emergency Response Team]] for 100 WC
|
* Armament Dispenser in [[Security Office|Security]]
* The [[Armory]]
* [[Supply crates#Security|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.'''
|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:Pulsecarbine.png|64px]]
![[File:KineticAccelerator.png|64px]][[File:KineticAccelerator mega.png|64px]]
!{{anchor|Pulse Carbine}}Pulse Carbine
!{{anchor|Proto-Kinetic Accelerator}}Proto-Kinetic Accelerator
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|25 Pulse,<br>50 Laser,<br>25 Stun
|Infinite Blasts (needs to cooldown after shooting)
|50 Burn<br>20 Burn<br>Stun
|40 Brute,<br> 10 Brute in standard pressure
|Only available to [[Emergency Response Team]] for 45 WC
|
|Nanotrasen
* Located in miner lockers in the [[Mining Dock]], the [[Mining Station]], the [[Auxiliary Base]].
|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.'''
* Can be purchased at the [[Mining Dock|mining vendor]] for 750 points.
* Mega variant obtained by utilizing the [[Shaft Miner#The Wonders of Plasma Magmite|World Anvil]].
|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
|-
|-
![[File:Pulsepistol.png|64px]]
! class="unsortable" |Name
!{{anchor|Pulse Pistol}}Pulse Pistol
! class="unsortable" |Capacity
|[[File:Recharger.gif|64px]]<br>Energy
! class="unsortable" |Description
|10 Pulse,<br>20 Laser,<br>10 Stun
|50 Burn<br>20 Burn<br>Stun
|Only available to [[Emergency Response Team]] for 35 WC
|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.'''
|}
===== 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"
|-
|-
! scope="col" class="unsortable" style="background-color:#F0DC82;" |Icon
!Range Increase
! scope="col" style="background-color:#F0DC82;" |Item
!25%
! scope="col" style="background-color:#F0DC82;" |Ammo
|Increases the number of tiles the blast can travel by 1.
! 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:Disablernew.png|64px]]
!Damage Increase
!{{anchor|Disabler}}Disabler
!30%
|[[File:Recharger.gif|64px]]<br>Energy
|Increases the damage done by 10. Pressurized damage is only increased by 2.5.
|20 Disable
|30 Stamina Damage
|
* Armament Dispenser in [[Security Office|Security]]
* The [[Armory]]
* [[Supply crates#Security|Ordered from Cargo]].
|Nanotrasen
|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:KineticAccelerator.png|64px]][[File:KineticAccelerator mega.png|64px]]
!Cooldown Decrease
!{{anchor|Proto-Kinetic Accelerator}}Proto-Kinetic Accelerator
!30%
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|Modifies the current cooldown time by 74.5%. This means each cooldown mod after the first saves you less time.
|Infinite Blasts (needs to cooldown after shooting)
|40 Brute,<br> 10 Brute in standard pressure
|
* Located in miner lockers in the [[Mining Dock]], the [[Mining Station]], the [[Auxiliary Base]].
* Can be purchased at the [[Mining Dock|mining vendor]] for 750 points.
* Mega variant obtained by utilizing the [[Shaft Miner#The Wonders of Plasma Magmite|World Anvil]].
|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
|-
!Range Increase
!25%
|Increases the number of tiles the blast can travel by 1.
|-
!Damage Increase
!30%
|Increases the damage done by 10. Pressurized damage is only increased by 2.5.
|-
!Cooldown Decrease
!30%
|Modifies the current cooldown time by 74.5%. This means each cooldown mod after the first saves you less time.
|-
|-
!Hardiness Increase
!Hardiness Increase
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|Completely silent when drawing and firing. It has a built-in scope that can be used to see long distances. Its x-ray mode functions very well when combined with Thermals. Can be folded using CTRL+CLICK to store it in bags.
|Completely silent when drawing and firing. It has a built-in scope that can be used to see long distances. Its x-ray mode functions very well when combined with Thermals. Can be folded using CTRL+CLICK to store it in bags.
|-
|-
![[File:Bow_clockwork.png|64px]]
![[File:Bow ert.gif|64px]]
!HL-P1 Multipurpose Combat Bow
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|40 Burn (Burn damage on embed),<br>50 Stamina (Stamina damage on embed),<br>75 Burn (Burn damage on embed),<br>Stun Duration 10 (Stamina damage on embed)
|Only available to [[Emergency Response Team]] for 75 WC
|Nanotrasen
|A revolutionary hardlight bow that can fire energy, disabler, pulse, and taser bolts. Can be folded as convenient storage. Pray you're not on the other end of its devastating pulse arrows.
|-
![[File:Bow_clockwork.png|64px]]
!{{anchor|Brass Bow}}Brass Bow
!{{anchor|Brass Bow}}Brass Bow
|[[File:Clockwork_slab.gif|32px]]<br>Magic (Self-Charging)
|[[File:Clockwork_slab.gif|32px]]<br>Magic (Self-Charging)
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![[File:Mateba.png|64px]]
![[File:Mateba.png|64px]]
!{{anchor|Mateba}}Mateba
!{{anchor|Mateba}}Mateba
|[[File:357.png|64px]]<br>.357
|[[File:357.png|64px]]<br>.44
|7 Rounds
|7 Rounds
|
|55 Brute
{| class="wikitable sortable mw-collapsible mw-collapsed"
|Admin only.
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|-
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Description
|-
![[File:357.png]]
!Standard ammo
|40 Brute
|-
![[File:357feather.png]]
!Ironfeather
|6 pellets of 8.5 damage each, mildly less damage dropoff than buckshot
|-
![[File:357cracker.png]]
!Nutcracker
|20 Brute, one-shots windows, two-shots doors, three-shots reinforced doors
|-
![[File:357shock.png]]
!Metalshock
|10 Brute, then delivers a devastating tesla arc that can chain between targets
|-
![[File:357piercer.png]]
!Heartpiercer
|35 Brute with good armor penetration. Passes through first mob hit
|-
![[File:357stake.png]]
!Wallstake
| 25 Brute, throws people two tiles which can impact against walls
|}
| Admin only.
|Nanotrasen, Syndicate  
|Nanotrasen, Syndicate  
|An autorevolver chambered in .357 only carried by high-ranking corporate officials.
|An autorevolver chambered in .44 only carried by high-ranking corporate and military officials.
|-
|-
![[File:Regeantdartgun.png|64px]]
![[File:Regeantdartgun.png|64px]]
!{{anchor|Reagent Dartgun}}Reagent Dartgun
!{{anchor|Reagent Dartgun}}Reagent Dartgun
|[[File:Syringe.png|64px]]<br>Syringes
|[[File:Syringe.png|64px]]<br>Syringes
|100u of chemicals
| 100u of chemicals
|6 Brute + 15u chemicals
|6 Brute + 15u chemicals
|Admin
|Admin only.
|Syndicate
| 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.
| 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:Instagib.png|64px]]
!{{anchor|Instakill Rifle}}Instakill Rifle
|[[File:Recharger.gif|64px]]<br>Energy
|Infinite
|60 burn + Instantly gibs mobs
|Admin only.
|Admins
|Fires a purple bolt of death that, upon contact with anything living, reduces it to bloody gibs...instantly. Features EMP-proofing and no energy usage to make your death even more inevitable!
|}
|}
=Defense=
=Defense=
To be good at combat, you must be able to survive an encounter with anything; Nuclear Operatives, Wizards, Assistants and such. While some may say that the best defense is a robust offense (which can be true in some cases), knowing how to protect yourself is a vital skill needed to be [[robust]].
To be good at combat, you must be able to survive an encounter with anything; Nuclear Operatives, Wizards, Assistants and such. While some may say that the best defense is a robust offense (which can be true in some cases), knowing how to protect yourself is a vital skill needed to be [[robust]].
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![[File:StunBaton.gif|64px]]
![[File:StunBaton.gif|64px]]
!{{anchor|Stun Baton}}[[Stun Baton]]
!{{anchor|Stun Baton}}[[Stun Baton]]
| 70 stamina damage  
| 70 stamina damage
|[[Security]]
|[[Security]]
|Not being security and having this out is likely to land you in the brig.  
|Not being security and having this out is likely to land you in the brig.
|-
|-
![[File:Stunprod.png|64px]]
![[File:Stunprod.png|64px]]
Line 1,917: Line 2,029:
|Having this is a quick way to get robusted by security. Doesn't fit in backpacks, but can be carried on your back.
|Having this is a quick way to get robusted by security. Doesn't fit in backpacks, but can be carried on your back.
|-
|-
![[File:Telescopic_Baton.png|64px]]
![[File:Telescopic_Baton.gif|64px]]
!{{anchor|Telescopic Baton}}Telescopic Baton
!{{anchor|Telescopic Baton}}Telescopic Baton
|60 stamina damage
| 40 stamina damage
|Be a [[Head of Staff]]
|Be a [[Head of Staff]]
|Not being a head of staff and having one of these is yet another way to incur security's ire.
|Not being a head of staff and having one of these is yet another way to incur security's ire.
Line 1,927: Line 2,039:
|Stun<br>Duration 5
|Stun<br>Duration 5
|[[Security]], [[Bridge]], [[Security Checkpoint|Sec Checkpoint]], [[Tech Storage]]
|[[Security]], [[Bridge]], [[Security Checkpoint|Sec Checkpoint]], [[Tech Storage]]
|[[Cyborg]]s are vulnerable to this method of stunning. Eye protection, such as sunglasses or welding helmets prevents you from being stunned this way.
|[[Cyborg]]s are vulnerable to this method of stunning. Eye protection, such as sunglasses or welding helmets prevents you from being stunned this way.  
|-
|-
![[File:Disarm.png|64px]]
![[File:Disarm.png|64px]]
Line 1,933: Line 2,045:
|Disarm
|Disarm
|Have arms
|Have arms
| Shoving someone while they're next to something solid will cause them to drop anything in their active hand, and shoving someone twice in quick succession will cause them to drop any guns in their active hand. Shoving someone who is next to someone else will knock both people down for one second.
|Shoving someone while they're next to something solid will cause them to drop anything in their active hand, and shoving someone twice in quick succession will cause them to drop any guns in their active hand. Shoving someone who is next to someone else will knock both people down for one second.
|-
|-
![[File:Hspray.png|64px]]
![[File:Hspray.png|64px]]
!{{anchor|Chemicals}}[[Guide_to_chemistry|Chemicals]]
!{{anchor|Chemicals}}[[Guide_to_chemistry|Chemicals]]
|Depends on chemical
| Depends on chemical
|[[Chemistry]]
|[[Chemistry]]
|Typically used with a syringe gun, [[Hypospray]], or [[Grenade|Smoke Grenade]]. Some chemicals, like [[Chloral Hydrate]], or [[Morphine]], can hold targets still for some time, while others can be very harmful.
|Typically used with a syringe gun, [[Hypospray]], or [[Grenade|Smoke Grenade]]. Some chemicals, like [[Chloral Hydrate]], or [[Morphine]], can hold targets still for some time, while others can be very harmful.
Line 1,943: Line 2,055:
![[File:Flashbang.gif|64px]]
![[File:Flashbang.gif|64px]]
!{{anchor|Flashbang}}[[Flashbang]]
!{{anchor|Flashbang}}[[Flashbang]]
|Knockdown<br>Duration varies with distance. Max 10
| Knockdown<br>Duration varies with distance. Max 10
|[[Security]]
|[[Security]]
|Very good for blinding a whole room. Not wearing ear protection will make you deaf for awhile. Wearing both sunglasses and a bowman headset makes you immune to these.  
|Very good for blinding a whole room. Not wearing ear protection will make you deaf for awhile. Wearing both sunglasses and a bowman headset makes you immune to these.
|-
|-
![[File:Laser Pointer.png|64px]]
![[File:Laser Pointer.png|64px]]
!{{anchor|Laser Pointer}}[[High-risk_items#Laser_Pointer|Laser Pointer]]
!{{anchor|Laser Pointer}}[[High-risk_items#Laser_Pointer|Laser Pointer]]
|Blinds humans and cyborgs, deactivate cyborg's equipment<br>Duration 5-10
| Blinds humans and cyborgs, deactivate cyborg's equipment<br>Duration 5-10
|[[Lawyer]], [[Librarian]], [[Research Director]]
|[[Lawyer]], [[Librarian]], [[Research Director]]
|Has a chance of blinding people and cyborgs, like a [[Flash]]; a fully upgraded laser pointer has a 100% chance.
|Has a chance of blinding people and cyborgs, like a [[Flash]]; a fully upgraded laser pointer has a 100% chance.
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![[File:Bloodspells.png|64px]]
![[File:Bloodspells.png|64px]]
!{{anchor|Stun Spell}}[[Cult magic|Stun Spell]]
!{{anchor|Stun Spell}}[[Cult magic|Stun Spell]]
|Weaken + Stun<br>Duration 10
|Weaken + Stun<br>Duration 10  
|Being a cultist and making one.
|Being a cultist and making one.
| Works on cyborgs. Blocked by null rod and mindshields. Also mutes victims for a duration of 6.
|Works on cyborgs. Blocked by null rod and mindshields. Also mutes victims for a duration of 6.
|-
|-
![[File:Beepsky.png|64px]]
![[File:Beepsky.png|64px]]
!{{anchor|Beepsky}}Beepsky
!{{anchor|Beepsky}}Beepsky  
|Weaken + Stun<br>Duration 5
|Weaken + Stun<br>Duration 5
|Made in robotics.
|Made in robotics.
Line 1,980: Line 2,092:
![[File:Ed209.png|64px]]
![[File:Ed209.png|64px]]
!{{anchor|ED-209}}[[ED-209]]
!{{anchor|ED-209}}[[ED-209]]
| Weaken + Stun<br>Duration 5  
|Weaken + Stun<br>Duration 5
|Made in robotics.
| Made in robotics.
|Attacks those set to arrest, and, depending on the mode, with weapons out without permission.
|Attacks those set to arrest, and, depending on the mode, with weapons out without permission.
|}
|}
{| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center"
{| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center"
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Icon
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Icon
! scope="col" style="background-color:Lightgreen;" | Counter
! scope="col" style="background-color:Lightgreen;" |Counter
! scope="col" class="unsortable" style="background-color:Lightgreen;" | Type of Stun
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Type of Stun
! scope="col" class="unsortable" style="background-color:Lightgreen;" |How to Acquire
! scope="col" class="unsortable" style="background-color:Lightgreen;" | How to Acquire
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Notes
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Notes
|-
|-
Line 1,998: Line 2,110:
|-
|-
![[File:SGlasses.png|64px]]
![[File:SGlasses.png|64px]]
!Eye protection
! Eye protection  
|Flashes
|Flashes
|[[Cargo]] and [[Engineering]] for welding helmets, [[Security]] for sunglasses.
|[[Cargo]] and [[Engineering]] for welding helmets, [[Security]] for sunglasses.
| Doesn't do anything with the stun itself; rather, it protects you from flashing
|Doesn't do anything with the stun itself; rather, it protects you from flashing
|}
|}
==Damage Prevention==
==Damage Prevention==
A few items, when used, can completely block damage.
A few items, when used, can completely block damage.
Line 2,009: Line 2,122:
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Item
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Item
! scope="col" class="unsortable" style="background-color:Lightyellow;" |How to acquire
! scope="col" class="unsortable" style="background-color:Lightyellow;" |How to acquire
! scope="col" class="unsortable" style="background-color:Lightyellow;" | Protection
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Protection
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Notes  
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Notes
|-
|-
![[File:RiotS.png|64px]]
![[File:RiotS.png|64px]]
Line 2,016: Line 2,129:
|[[Armory]]
|[[Armory]]
|Blocks melee and projectile attacks.
|Blocks melee and projectile attacks.
| Riot shields have 75 health, and will eventually shatter if hit by enough.
|Riot shields have 75 health, and will eventually shatter if hit by enough.
|-
|-
![[File:Eshield.png|64px]]
![[File:Eshield.png|64px]]
Line 2,033: Line 2,146:
!{{anchor|Energy Sword}}[[Energy Sword]]
!{{anchor|Energy Sword}}[[Energy Sword]]
|[[Syndicate Items|Syndicate Uplinks]]
|[[Syndicate Items|Syndicate Uplinks]]
|Blocks projectiles and melee attacks
|Blocks projectiles and melee attacks  
|Needs to be turned on to work. Counts as a shield just like the riot shield.  
|Needs to be turned on to work. Counts as a shield just like the riot shield.
|-
|-
|}
|}
==Armor==
== Armor==
Armor is a great passive way to keep you from getting hurt too badly in a fight. Some jobs will have difficulty acquiring armor. Some armor, like hardsuits, will slow you, as well.
Armor is a great passive way to keep you from getting hurt too badly in a fight. Some jobs will have difficulty acquiring armor. Some armor, like hardsuits, will slow you, as well.


Line 2,048: Line 2,161:
! scope="col" style="background-color:Lightblue;" |Item
! scope="col" style="background-color:Lightblue;" |Item
! scope="col" class="unsortable" style="background-color:Lightblue;" |How to acquire
! scope="col" class="unsortable" style="background-color:Lightblue;" |How to acquire
! scope="col" class="unsortable" style="background-color:Lightblue;" | Protection
! scope="col" class="unsortable" style="background-color:Lightblue;" |Protection
! scope="col" class="unsortable" style="background-color:Lightblue; width:80px" | Defense values %
! scope="col" class="unsortable" style="background-color:Lightblue; width:80px" |Defense values %
! scope="col" class="unsortable" style="background-color:Lightblue;" |Notes
! scope="col" class="unsortable" style="background-color:Lightblue;" |Notes
|-
|-
Line 2,055: Line 2,168:
!{{anchor|Captain's Armor}}[[Captain's Armor]]
!{{anchor|Captain's Armor}}[[Captain's Armor]]
|[[Captain's Quarters]]
|[[Captain's Quarters]]
| Offers moderate protection from most sources.
|Offers moderate protection from most sources.
|melee = 40 <br>bullet = 50 <br>laser = 50 <br>energy = 25 <br>bomb = 50 <br>bio = 100 <br>rad = 50  
|melee = 40 <br>bullet = 50 <br>laser = 50 <br>energy = 25 <br>bomb = 50 <br>bio = 100 <br>rad = 50
| The Captain will sometimes wear this. It's also space-worthy, but it will slow you down. Wearing this while not the Captain is a good way to get robusted.
|The Captain will sometimes wear this. It's also space-worthy, but it will slow you down. Wearing this while not the Captain is a good way to get robusted.
|-
|-
![[File:Capscarapace.png|64px]]
![[File:Capscarapace.png|64px]]
Line 2,076: Line 2,189:
!{{anchor|Atmospherics Hardsuit}}[[Hardsuit|Atmospherics Hardsuit]]
!{{anchor|Atmospherics Hardsuit}}[[Hardsuit|Atmospherics Hardsuit]]
|[[Atmospherics]]
|[[Atmospherics]]
| Identical to normal RIG however it is one of the only items that grants complete protection from Fire at the cost of no Radiation protection.
|Identical to normal RIG however it is one of the only items that grants complete protection from Fire at the cost of no Radiation protection.
|melee = 10 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100
|melee = 10 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100
|See [[Space_suit|here]] for information on the different styles.
|See [[Space_suit|here]] for information on the different styles.
Line 2,083: Line 2,196:
!{{anchor|Mining Hardsuit}}[[Hardsuit|Mining Hardsuit]]
!{{anchor|Mining Hardsuit}}[[Hardsuit|Mining Hardsuit]]
|[[Mining]]
|[[Mining]]
| Gives quite good protection from melee attacks and explosions. Can be upgraded with goliath hide plates to a maximum of 60 melee defense. Essentially becoming a spaceworthy riot suit. The helmet must be upgraded independently of the suit.
|Gives quite good protection from melee attacks and explosions. Can be upgraded with goliath hide plates to a maximum of 60 melee defense. Essentially becoming a spaceworthy riot suit. The helmet must be upgraded independently of the suit.
|melee = 30 - 60 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 50 <br>bio = 100 <br>rad = 50
|melee = 30 - 60 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 50 <br>bio = 100 <br>rad = 50
|See [[Space_suit|here]] for information on the different styles.
|See [[Space_suit|here]] for information on the different styles.
Line 2,097: Line 2,210:
!{{anchor|CMO Hardsuit}}[[Hardsuit|CMO Hardsuit]]
!{{anchor|CMO Hardsuit}}[[Hardsuit|CMO Hardsuit]]
|[[Chief Medical Officer]]
|[[Chief Medical Officer]]
|Provides little physical protection and does not block intense light based weapons, such as flashbangs or flashes. But is a easy to access Hardsuit for the CMO.
| Provides little physical protection and does not block intense light based weapons, such as flashbangs or flashes. But is a easy to access Hardsuit for the CMO.
|melee = 30 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100 <br>rad = 50
| melee = 30 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100 <br>rad = 50
| See [[Space_suit|here]] for information on the different styles.
|See [[Space_suit|here]] for information on the different styles.
|-
|-
![[File:RDRIG.png|64px]]
![[File:RDRIG.png|64px]]
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|More accurately described as a space proof bomb suit. One of the only Hardsuits to provide 100% bomb protection, the helmet also has a diagnostic HUD built in.
|More accurately described as a space proof bomb suit. One of the only Hardsuits to provide 100% bomb protection, the helmet also has a diagnostic HUD built in.
|melee = 30 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 100 <br>bio = 100 <br>rad = 60
|melee = 30 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 100 <br>bio = 100 <br>rad = 60
| See [[Space_suit|here]] for information on the different styles.
|See [[Space_suit|here]] for information on the different styles.
|-
|-
![[File:Security Hardsuit.png|64px]]
![[File:Security Hardsuit.png|64px]]
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|[[E.V.A.]]
|[[E.V.A.]]
|Gives slightly increased protection against all damage sources.
|Gives slightly increased protection against all damage sources.
|melee = 35 <br>bullet = 25 <br>laser = 30 <br>energy = 10 <br>bomb = 40 <br>bio = 100 <br>rad = 50
| melee = 35 <br>bullet = 25 <br>laser = 30 <br>energy = 10 <br>bomb = 40 <br>bio = 100 <br>rad = 50
| See [[Space_suit|here]] for information on the different styles.
|See [[Space_suit|here]] for information on the different styles.
|-
|-
![[File:HoSRIG.png|64px]]
![[File:HoSRIG.png|64px]]
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|Gives slightly increased protection against all damage sources.
|Gives slightly increased protection against all damage sources.
|melee = 45 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 50 <br>bio = 100 <br>rad = 50
|melee = 45 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 50 <br>bio = 100 <br>rad = 50
|Offer more protection than the standard Security Hardsuit. Still not as good as the Captain's spacesuit.
|Offer more protection than the standard Security Hardsuit. Still not as good as the Captain's spacesuit.  
|-
|-
![[File:Wizardsuit.png|64px]]
![[File:Wizardsuit.png|64px]]
!{{anchor|Gem-encrusted hardsuit}}[[Wizard|Gem-encrusted hardsuit]]
!{{anchor|Gem-encrusted hardsuit}}[[Wizard|Gem-encrusted hardsuit]]
|[[Wizard]] or Summon magic  
|[[Wizard]] or Summon magic
|Offers good protection overall and counts as a robe for spellcasting. Protective against fire and totally acidproof to boot!
|Offers good protection overall and counts as a robe for spellcasting. Protective against fire and totally acidproof to boot!
|melee = 40<br>bullet = 40<br>laser = 40<br>energy = 20<br>bomb = 35<br>bio = 100<br>rad = 50
|melee = 40<br>bullet = 40<br>laser = 40<br>energy = 20<br>bomb = 35<br>bio = 100<br>rad = 50
| See [[Wizard|here]] for information on the magical arts.
|See [[Wizard|here]] for information on the magical arts.
|-
|-
![[File:Ablative.png‎|64px]]
![[File:Ablative.png‎|64px]]
!{{anchor|Ablative Armor Vest}}[[Ablative Armor Vest]]
!{{anchor|Reflective Jacket}}[[Reflective Jacket]]
|[[Armory]]
|[[Armory]]
|Gives excellent protection against Laser and Energy attacks and can even deflect them.
|Gives excellent protection against Laser and Energy attacks and can even deflect them.
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!{{anchor|Bulletproof Vest}}[[Bulletproof Vest]]
!{{anchor|Bulletproof Vest}}[[Bulletproof Vest]]
|[[Armory]]
|[[Armory]]
|Makes the wearer very resilient to bullets at the cost of being poor defense against other weapons.  
|Makes the wearer very resilient to bullets at the cost of being poor defense against other weapons.
|melee = 15 <br>bullet = 60 <br>laser = 10 <br>energy = 10 <br>bomb = 40
|melee = 15 <br>bullet = 60 <br>laser = 10 <br>energy = 10 <br>bomb = 40
|Very useful against gangsters and nuke ops. The helmet only provides half of the protection of the vest sadly.  
|Very useful against gangsters and nuke ops. The helmet only provides half of the protection of the vest sadly.
|-
|-
![[File:Armor.png|64px]]
![[File:Armor.png|64px]]
!{{anchor|Body Armor}}[[Body Armor]]
!{{anchor|Body Armor}}[[Body Armor]]
|[[HoP]], [[Security]]
|[[HoP]], [[Security]]
|Protects moderately against melee and lasers, which are common things to be harmed by.
| Protects moderately against melee and lasers, which are common things to be harmed by.
| melee = 30 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25
| melee = 30 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25
|The standard armor found on security mooks. Also sometimes found on [[Ian]].
|The standard armor found on security mooks. Also sometimes found on [[Ian]].
Line 2,153: Line 2,266:
!{{anchor|Durathread Vest}}Durathread Vest
!{{anchor|Durathread Vest}}Durathread Vest
|Crafted from [[Guide to Construction#Durathread|Durathread]] and leather.
|Crafted from [[Guide to Construction#Durathread|Durathread]] and leather.
| Protects moderately against melee and lasers, as well as fire and acid. However, worse against energy, bullets, and bombs.
|Protects moderately against melee and lasers, as well as fire and acid. However, worse against energy, bullets, and bombs.
|melee = 20 <br>bullet = 10 <br>laser = 30 <br>energy = 5 <br>bomb = 15 <br>fire = 40 <br>acid = 50
|melee = 20 <br>bullet = 10 <br>laser = 30 <br>energy = 5 <br>bomb = 15 <br>fire = 40 <br>acid = 50
|For non-Security, it's better than nothing.
|For non-Security, it's better than nothing.  
|-
|-
![[File:Swatarmor.png|64px]]
![[File:Swatarmor.png|64px]]
!{{anchor|Riot Suit}}[[Riot Suit]]
!{{anchor|Riot Suit}}[[Riot Suit]]
|[[Armory]]
|[[Armory]]
| This, combined with the riot shield, will make you be the nightmare of fire extinguisher -wielding [[assistant]]s everywhere. Gives complete protection to the entire body.
|This, combined with the riot shield, will make you be the nightmare of fire extinguisher -wielding [[assistant]]s everywhere. Gives complete protection to the entire body.
|melee = 50 <br>bullet = 10 <br>laser = 10 <br>energy = 10
|melee = 50 <br>bullet = 10 <br>laser = 10 <br>energy = 10
|It's very resistant to melee attacks, BUT it's less protective against lasers than standard armor.
|It's very resistant to melee attacks, BUT it's less protective against lasers than standard armor.
|-
|-
![[File:Armoredcoat.png|64px]]
![[File:Armoredcoat.png|64px]]
!{{anchor|Armored Coat}}[[Armored Coat]]
!{{anchor|Armored Greatcoat}}[[Armored Greatcoat]]
|[[HoS]]
|[[HoS]]
|A good set of armour that covers the entire body, and the HoS starts with it. Not as powerful as it once was but it's still robust.
|A good set of armour that covers the entire body, and the HoS starts with it. Not as powerful as it once was but it's still robust.
|melee = 30 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25  
|melee = 30 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25
|Wear this as your rightful trophy if you manage to outrobust him.
|Wear this as your rightful trophy if you manage to outrobust him.
|-
|-
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!{{anchor|Deathsquad Armor}}Deathsquad Armor
!{{anchor|Deathsquad Armor}}Deathsquad Armor
|[[Death Squad]]
|[[Death Squad]]
|Extremely robust armor found only on Deathsquad Officers. Offers strong protection against all damage sources to the entire body, in addition to being spaceworthy. Moderate slowdown.
|Extremely robust armor found only on Deathsquad Officers. Offers strong protection against all damage sources to the entire body, in addition to being spaceworthy. Moderate slowdown.
|melee = 80 <br>bullet = 80 <br>laser = 50 <br>energy = 50 <br>bomb = 100 <br>bio = 100 <br>rad = 100
|melee = 80 <br>bullet = 80 <br>laser = 50 <br>energy = 50 <br>bomb = 100 <br>bio = 100 <br>rad = 100
|If you see someone wearing this, it's a good idea to run.  
|If you see someone wearing this, it's a good idea to run.
|-
|-
![[File:Bomb-suit.png|64px]]
![[File:Bomb-suit.png|64px]]
!{{anchor|Bomb Suit}}[[Bomb-suit|Bomb Suit]]
!{{anchor|Bomb Suit}}[[Bomb-suit|Bomb Suit]]
|[[Toxins Lab]], [[Armory]]
|[[Toxins Lab]], [[Armory]]
|Protects you from bombs. Even if a bomb manages to kill you, your body will not be gibbed and you can be cloned.
|Protects you from bombs. Even if a bomb manages to kill you, your body will not be gibbed and you can be cloned.
|melee = 40 <br>laser = 20 <br>energy = 10 <br>bomb = 100
|melee = 40 <br>laser = 20 <br>energy = 10 <br>bomb = 100
|A suit designed for safety when handling explosives.
|A suit designed for safety when handling explosives.
|-
|-
![[File:ERTCycle.gif|64px]]
![[File:ERTCycle.gif|64px]]
!{{anchor|ERT Hardsuits}}ERT Hardsuits
!{{anchor|ERT Hardsuits}}ERT Hardsuits
|[[Emergency Response Team]], Lavaland
|[[Emergency Response Team]], Lavaland
|Offers very robust protection from all damage sources, with zero slowdown.
|Offers very robust protection from all damage sources, with zero slowdown.
| melee = 65 <br>bullet = 50 <br>laser = 50 <br>energy = 50 <br>bomb = 50 <br>bio = 100 <br>rad = 100 <br>fire = 80 <br>acid = 80
|melee = 65 <br>bullet = 50 <br>laser = 50 <br>energy = 50 <br>bomb = 50 <br>bio = 100 <br>rad = 100 <br>fire = 80 <br>acid = 80
|Resistant to plasmafire.
|Resistant to plasmafire.
|-
|-
![[File:Secjumpsuit.png|64px]]
![[File:Secjumpsuit.png|64px]]
!{{anchor|Security Officer's Jumpsuit}}Security Officer's Jumpsuit
!{{anchor|Security Officer's Jumpsuit}}Security Officer's Jumpsuit
|[[Security Office]]
|[[Security Office]]
|A security officer's jumpsuit provides a small amount of melee protection. All security-division jumpsuits have the same benefit, whether it be an officer's, the detective's, or the HoS's. Lawyers do not, however.
|A security officer's jumpsuit provides a small amount of melee protection. All security-division jumpsuits have the same benefit, whether it be an officer's, the detective's, or the HoS's. Lawyers do not, however.
|melee = 10
|melee = 10  
|The kicker? It goes in your jumpsuit slot, and when worn underneath armor will stack their defenses additively.
|The kicker? It goes in your jumpsuit slot, and when worn underneath armor will stack their defenses additively.
|-
|-
![[File:Durathreadjumpsuit.png|64px]]
![[File:Durathreadjumpsuit.png|64px]]
!{{anchor|Durathread Jumpsuit}}Durathread Jumpsuit
!{{anchor|Durathread Jumpsuit}}Durathread Jumpsuit
| Crafted from [[Guide to plants#Details: Durathread|Durathread]]
|Crafted from [[Guide to plants#Details: Durathread|Durathread]]
| Provides a small amount of melee protection and moderate laser and fire protection.
|Provides a small amount of melee protection and moderate laser and fire protection.
|melee = 10 <br>laser = 10 <br>fire = 40 <br>acid = 10 <br>bomb = 5
|melee = 10 <br>laser = 10 <br>fire = 40 <br>acid = 10 <br>bomb = 5  
|Like the Security Officer's, the Durathread jumpsuit is also worn in the jumpsuit slot and will also stack defenses with other armor.
| Like the Security Officer's, the Durathread jumpsuit is also worn in the jumpsuit slot and will also stack defenses with other armor.  
|}
|}
===Helmets===
 
{| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center"
===Helmets===
! scope="col" class="unsortable" style="background-color:Lightblue;" |Icon
{| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center"
! scope="col" style="background-color:Lightblue;" | Item
! scope="col" class="unsortable" style="background-color:Lightblue;" |Icon
! scope="col" class="unsortable" style="background-color:Lightblue;" |How to acquire
! scope="col" style="background-color:Lightblue;" |Item
! scope="col" class="unsortable" style="background-color:Lightblue;" | Protection
! scope="col" class="unsortable" style="background-color:Lightblue;" |How to acquire
! scope="col" class="unsortable" style="background-color:Lightblue;" |Protection
! scope="col" class="unsortable" style="background-color:Lightblue; width:80px" |Defense values %
! scope="col" class="unsortable" style="background-color:Lightblue; width:80px" |Defense values %
! scope="col" class="unsortable" style="background-color:Lightblue;" |Notes
! scope="col" class="unsortable" style="background-color:Lightblue;" | Notes  
|-
|-
![[File:Helmet.png|64px]]
![[File:Helmet.png|64px]]
Line 2,237: 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 2,253: 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 2,274: 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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