Guide to Combat: Difference between revisions

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Also corrects reflective jacket name
m (→‎Automatic: differentiates the .50 calibers)
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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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![[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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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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![[File:46x30mmtB-20.png]]
![[File:46x30mmtB-20.png]]
!'''Airburst ammo'''
!'''Airburst ammo'''
|2 Brute, after traveling 5 tiles bursts into 5 pellets that do 10 Brute each.
|2 Brute, after traveling 5 tiles bursts into 5 pellets that do 10 Brute each. '''Admin Spawn Only'''
|}
|}
|
|
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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.
|-
![[File:Sniper.png|64px]]
!{{anchor|Syndicate Sniper Rifle}}Syndicate Sniper Rifle
|[[File:50mag.png|64px]]<br>.50 BMG
|3-6 Rounds<br>depending on the magazine
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|-
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Description
|-
![[File:50mag.png]]
!Standard ammo
|70 Brute + 10 second paralyze, very good armor penetration
|-
![[File:Haemorrhage-ammo.png]]
!Penetrator ammo
|60 Brute, very good armor penetration, goes through everything including walls and mobs
|-
![[File:Soporific.png]]
!SP ammo
|40 second sleep
|}
| Only available to [[Syndicate guide|Nuclear Operative]] for 16 TC
|Syndicate
|An extremely powerful but unwieldy rifle equipped with a scope to see long distances. Requires both hands to use and can be silenced. A user must remain stationary to use the scope. Very low rate of fire.
Has perfect accuracy.
|}
|}
==== Revolver ====
==== Revolver ====
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**[[File:Cryo_shell.png|32px]]'''Cryoshot:''' Shoots 4 pellets lowering the body temperature of the target on impact. Temperature adjustment ignores armor.
**[[File:Cryo_shell.png|32px]]'''Cryoshot:''' Shoots 4 pellets lowering the body temperature of the target on impact. Temperature adjustment ignores armor.
**[[File:Thunder_shell.png|32px]]'''Thundershot:''' Shoots 3 pellets creating lightning on impact.
**[[File:Thunder_shell.png|32px]]'''Thundershot:''' Shoots 3 pellets creating lightning on impact.
**[[File:Uranium_shell.png|32px]]'''Depleted Uranium Slug:''' Shoots one ultra-penetrative projectile dealing 26 brute but bypassing almost all armor and going through mobs.
**[[File:Uranium_shell.png|32px]]'''Depleted Uranium Slug:''' Shoots one ultra-penetrative projectile dealing 35 brute but has 60 AP and going through mobs.
**[[File:Heshell-live.png|32px]]'''Frag-12 Slug:''' Shoots a single projectile that deals 25 brute on impact and also detonates a light 2-tile explosion.
**[[File:Heshell-live.png|32px]]'''Frag-12 Slug:''' Shoots a single projectile that deals 25 brute on impact and also detonates a light 2-tile explosion.
==== Bolt Action ====
==== Bolt Action ====
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|Compensates its low firing rate by being extremely powerful. Can be sawed off to fit in backpacks, incurring a massive loss of accuracy. Its bullet travels slightly faster than most and is exceptionally at causing wounds over long distances. Requires two hands to fire.
|Compensates its low firing rate by being extremely powerful. Can be sawed off to fit in backpacks, incurring a massive loss of accuracy. Its bullet travels slightly faster than most and is exceptionally at causing wounds over long distances. Requires two hands to fire.
It also supports a bayonet.
It also supports a bayonet.
|-
![[File:Sniper.png|64px]]
!{{anchor|Syndicate Sniper Rifle}}Syndicate Sniper Rifle
|[[File:50mag.png|64px]]<br>.50 BMG
|3-6 Rounds<br>depending on the magazine
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|-
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Description
|-
![[File:50mag.png]]
!Standard ammo
|70 Brute + 10 second paralyze, very good armor penetration
|-
![[File:Haemorrhage-ammo.png]]
!Penetrator ammo
|60 Brute, very good armor penetration, goes through everything including walls and mobs
|-
![[File:Soporific.png]]
!SP ammo
|40 second sleep
|}
| Available to [[Syndicate guide|Nuclear Operatives]] for 16 TC, standard issue for Syndicate scientists
|Syndicate
|An extremely powerful but unwieldy rifle equipped with a scope to see long distances. Requires both hands to use and can be silenced. A user must remain stationary to use the scope. Very low rate of fire.
Has perfect accuracy.
|}
|}
==== Lever Action ====
==== Lever Action ====
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|-
|-
![[File:Multiphase_gun_stun.gif|64px]]
![[File:Multiphase_gun_stun.gif|64px]]
!{{anchor|X-01 Multiphase Energy Gun}}X-01 Multiphase Energy Gun
!{{anchor|NT-S02 Multiphase Energy Gun}}NT-S02 Multiphase Energy Gun
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
| 4 Ion,<br>10 Laser,<br>20 Disable
| 4 Ion,<br>10 Laser,<br>20 Disable
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|Found in the [[Head of Security's Office|Head of Security's locker]].
|Found in the [[Head of Security's Office|Head of Security's locker]].
|Nanotrasen
|Nanotrasen
|A modernized version of the Captain's Antique Laser. While it does not possess the self-charging capability, it comes with the standard energy gun firing modes as well as an ion mode which will fire a one-tile pulse. The ion mode massively drains the battery. Like the Antique Laser, the X-01 is heavily coveted by opposing elements. Supports a seclite attachment.
|A modernized version of the Captain's Antique Laser. While it does not possess the self-charging capability, it comes with the standard energy gun firing modes as well as an ion mode which will fire a one-tile pulse. The ion mode massively drains the battery. Like the Antique Laser, the NT-S02 is heavily coveted by opposing elements. Supports a seclite attachment.
|-
|-
![[File:Protolaser.gif|64px]]
![[File:Protolaser.gif|64px]]
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|A sidearm that is a doubly-shrunken Pulse Rifle. While it has the least number of shots out of all the pulse weapons, it still has a number of shots equal to what you would expect from a standard energy gun, only the projectiles are MUCH scarier. Can fit into pockets. '''Unaffected by EMP.'''
|A sidearm that is a doubly-shrunken Pulse Rifle. While it has the least number of shots out of all the pulse weapons, it still has a number of shots equal to what you would expect from a standard energy gun, only the projectiles are MUCH scarier. Can fit into pockets. '''Unaffected by EMP.'''
|}
|}
===== Miscellaneous =====
===== Miscellaneous =====
These energy guns are difficult to categorize, as their effects are more varied. They can range from entirely non-lethal or massively destructive to organic tissue.
These energy guns are difficult to categorize, as their effects are more varied. They can range from entirely non-lethal or massively destructive to organic tissue.
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![[File:Mateba.png|64px]]
![[File:Mateba.png|64px]]
!{{anchor|Mateba}}Mateba
!{{anchor|Mateba}}Mateba
|[[File:357.png|64px]]<br>.357
|[[File:357.png|64px]]<br>.44
|7 Rounds
|7 Rounds
|
|55 Brute
{| class="wikitable sortable mw-collapsible mw-collapsed"
|Admin only.
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|Nanotrasen, Syndicate  
|-
|An autorevolver chambered in .44 only carried by high-ranking corporate and military officials.
! class="unsortable" |Icon
! 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  
|An autorevolver chambered in .357 only carried by high-ranking corporate 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]]
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|Having this is a quick way to get robusted by security. Doesn't fit in backpacks, but can be carried on your back.
|Having this is a quick way to get robusted by security. Doesn't fit in backpacks, but can be carried on your back.
|-
|-
![[File:Telescopic_Baton.png|64px]]
![[File:Telescopic_Baton.gif|64px]]
!{{anchor|Telescopic Baton}}Telescopic Baton
!{{anchor|Telescopic Baton}}Telescopic Baton
|60 stamina damage
| 40 stamina damage
|Be a [[Head of Staff]]
|Be a [[Head of Staff]]
|Not being a head of staff and having one of these is yet another way to incur security's ire.
|Not being a head of staff and having one of these is yet another way to incur security's ire.
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|Stun<br>Duration 5
|Stun<br>Duration 5
|[[Security]], [[Bridge]], [[Security Checkpoint|Sec Checkpoint]], [[Tech Storage]]
|[[Security]], [[Bridge]], [[Security Checkpoint|Sec Checkpoint]], [[Tech Storage]]
|[[Cyborg]]s are vulnerable to this method of stunning. Eye protection, such as sunglasses or welding helmets prevents you from being stunned this way.
|[[Cyborg]]s are vulnerable to this method of stunning. Eye protection, such as sunglasses or welding helmets prevents you from being stunned this way.  
|-
|-
![[File:Disarm.png|64px]]
![[File:Disarm.png|64px]]
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|Disarm
|Disarm
|Have arms
|Have arms
| Shoving someone while they're next to something solid will cause them to drop anything in their active hand, and shoving someone twice in quick succession will cause them to drop any guns in their active hand. Shoving someone who is next to someone else will knock both people down for one second.
|Shoving someone while they're next to something solid will cause them to drop anything in their active hand, and shoving someone twice in quick succession will cause them to drop any guns in their active hand. Shoving someone who is next to someone else will knock both people down for one second.
|-
|-
![[File:Hspray.png|64px]]
![[File:Hspray.png|64px]]
!{{anchor|Chemicals}}[[Guide_to_chemistry|Chemicals]]
!{{anchor|Chemicals}}[[Guide_to_chemistry|Chemicals]]
|Depends on chemical
| Depends on chemical
|[[Chemistry]]
|[[Chemistry]]
|Typically used with a syringe gun, [[Hypospray]], or [[Grenade|Smoke Grenade]]. Some chemicals, like [[Chloral Hydrate]], or [[Morphine]], can hold targets still for some time, while others can be very harmful.
|Typically used with a syringe gun, [[Hypospray]], or [[Grenade|Smoke Grenade]]. Some chemicals, like [[Chloral Hydrate]], or [[Morphine]], can hold targets still for some time, while others can be very harmful.
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![[File:Flashbang.gif|64px]]
![[File:Flashbang.gif|64px]]
!{{anchor|Flashbang}}[[Flashbang]]
!{{anchor|Flashbang}}[[Flashbang]]
|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.
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![[File:Ed209.png|64px]]
![[File:Ed209.png|64px]]
!{{anchor|ED-209}}[[ED-209]]
!{{anchor|ED-209}}[[ED-209]]
| Weaken + Stun<br>Duration 5  
|Weaken + Stun<br>Duration 5
|Made in robotics.
| Made in robotics.
|Attacks those set to arrest, and, depending on the mode, with weapons out without permission.
|Attacks those set to arrest, and, depending on the mode, with weapons out without permission.
|}
|}
{| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center"
{| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center"
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Icon
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Icon
! scope="col" style="background-color:Lightgreen;" | Counter
! scope="col" style="background-color:Lightgreen;" |Counter
! scope="col" class="unsortable" style="background-color:Lightgreen;" | Type of Stun
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Type of Stun
! scope="col" class="unsortable" style="background-color:Lightgreen;" |How to Acquire
! scope="col" class="unsortable" style="background-color:Lightgreen;" | How to Acquire
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Notes
! scope="col" class="unsortable" style="background-color:Lightgreen;" |Notes
|-
|-
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|-
|-
![[File:SGlasses.png|64px]]
![[File:SGlasses.png|64px]]
!Eye protection
! Eye protection  
|Flashes
|Flashes
|[[Cargo]] and [[Engineering]] for welding helmets, [[Security]] for sunglasses.
|[[Cargo]] and [[Engineering]] for welding helmets, [[Security]] for sunglasses.
| Doesn't do anything with the stun itself; rather, it protects you from flashing
|Doesn't do anything with the stun itself; rather, it protects you from flashing
|}
|}
==Damage Prevention==
==Damage Prevention==
A few items, when used, can completely block damage.
A few items, when used, can completely block damage.
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! scope="col" class="unsortable" style="background-color:Lightyellow;" |Item
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Item
! scope="col" class="unsortable" style="background-color:Lightyellow;" |How to acquire
! scope="col" class="unsortable" style="background-color:Lightyellow;" |How to acquire
! scope="col" class="unsortable" style="background-color:Lightyellow;" | Protection
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Protection
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Notes  
! scope="col" class="unsortable" style="background-color:Lightyellow;" |Notes
|-
|-
![[File:RiotS.png|64px]]
![[File:RiotS.png|64px]]
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|[[Armory]]
|[[Armory]]
|Blocks melee and projectile attacks.
|Blocks melee and projectile attacks.
| Riot shields have 75 health, and will eventually shatter if hit by enough.
|Riot shields have 75 health, and will eventually shatter if hit by enough.
|-
|-
![[File:Eshield.png|64px]]
![[File:Eshield.png|64px]]
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!{{anchor|Energy Sword}}[[Energy Sword]]
!{{anchor|Energy Sword}}[[Energy Sword]]
|[[Syndicate Items|Syndicate Uplinks]]
|[[Syndicate Items|Syndicate Uplinks]]
|Blocks projectiles and melee attacks
|Blocks projectiles and melee attacks  
|Needs to be turned on to work. Counts as a shield just like the riot shield.  
|Needs to be turned on to work. Counts as a shield just like the riot shield.
|-
|-
|}
|}
==Armor==
== Armor==
Armor is a great passive way to keep you from getting hurt too badly in a fight. Some jobs will have difficulty acquiring armor. Some armor, like hardsuits, will slow you, as well.
Armor is a great passive way to keep you from getting hurt too badly in a fight. Some jobs will have difficulty acquiring armor. Some armor, like hardsuits, will slow you, as well.


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! scope="col" style="background-color:Lightblue;" |Item
! scope="col" style="background-color:Lightblue;" |Item
! scope="col" class="unsortable" style="background-color:Lightblue;" |How to acquire
! scope="col" class="unsortable" style="background-color:Lightblue;" |How to acquire
! scope="col" class="unsortable" style="background-color:Lightblue;" | Protection
! scope="col" class="unsortable" style="background-color:Lightblue;" |Protection
! scope="col" class="unsortable" style="background-color:Lightblue; width:80px" | Defense values %
! scope="col" class="unsortable" style="background-color:Lightblue; width:80px" |Defense values %
! scope="col" class="unsortable" style="background-color:Lightblue;" |Notes
! scope="col" class="unsortable" style="background-color:Lightblue;" |Notes
|-
|-
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!{{anchor|Captain's Armor}}[[Captain's Armor]]
!{{anchor|Captain's Armor}}[[Captain's Armor]]
|[[Captain's Quarters]]
|[[Captain's Quarters]]
| Offers moderate protection from most sources.
|Offers moderate protection from most sources.
|melee = 40 <br>bullet = 50 <br>laser = 50 <br>energy = 25 <br>bomb = 50 <br>bio = 100 <br>rad = 50  
|melee = 40 <br>bullet = 50 <br>laser = 50 <br>energy = 25 <br>bomb = 50 <br>bio = 100 <br>rad = 50
| The Captain will sometimes wear this. It's also space-worthy, but it will slow you down. Wearing this while not the Captain is a good way to get robusted.
|The Captain will sometimes wear this. It's also space-worthy, but it will slow you down. Wearing this while not the Captain is a good way to get robusted.
|-
|-
![[File:Capscarapace.png|64px]]
![[File:Capscarapace.png|64px]]
Line 2,206: 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.
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!{{anchor|Mining Hardsuit}}[[Hardsuit|Mining Hardsuit]]
!{{anchor|Mining Hardsuit}}[[Hardsuit|Mining Hardsuit]]
|[[Mining]]
|[[Mining]]
| Gives quite good protection from melee attacks and explosions. Can be upgraded with goliath hide plates to a maximum of 60 melee defense. Essentially becoming a spaceworthy riot suit. The helmet must be upgraded independently of the suit.
|Gives quite good protection from melee attacks and explosions. Can be upgraded with goliath hide plates to a maximum of 60 melee defense. Essentially becoming a spaceworthy riot suit. The helmet must be upgraded independently of the suit.
|melee = 30 - 60 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 50 <br>bio = 100 <br>rad = 50
|melee = 30 - 60 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 50 <br>bio = 100 <br>rad = 50
|See [[Space_suit|here]] for information on the different styles.
|See [[Space_suit|here]] for information on the different styles.
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!{{anchor|CMO Hardsuit}}[[Hardsuit|CMO Hardsuit]]
!{{anchor|CMO Hardsuit}}[[Hardsuit|CMO Hardsuit]]
|[[Chief Medical Officer]]
|[[Chief Medical Officer]]
|Provides little physical protection and does not block intense light based weapons, such as flashbangs or flashes. But is a easy to access Hardsuit for the CMO.
| Provides little physical protection and does not block intense light based weapons, such as flashbangs or flashes. But is a easy to access Hardsuit for the CMO.
|melee = 30 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100 <br>rad = 50
| melee = 30 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100 <br>rad = 50
| See [[Space_suit|here]] for information on the different styles.
|See [[Space_suit|here]] for information on the different styles.
|-
|-
![[File:RDRIG.png|64px]]
![[File:RDRIG.png|64px]]
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|More accurately described as a space proof bomb suit. One of the only Hardsuits to provide 100% bomb protection, the helmet also has a diagnostic HUD built in.
|More accurately described as a space proof bomb suit. One of the only Hardsuits to provide 100% bomb protection, the helmet also has a diagnostic HUD built in.
|melee = 30 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 100 <br>bio = 100 <br>rad = 60
|melee = 30 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 100 <br>bio = 100 <br>rad = 60
| See [[Space_suit|here]] for information on the different styles.
|See [[Space_suit|here]] for information on the different styles.
|-
|-
![[File:Security Hardsuit.png|64px]]
![[File:Security Hardsuit.png|64px]]
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|[[E.V.A.]]
|[[E.V.A.]]
|Gives slightly increased protection against all damage sources.
|Gives slightly increased protection against all damage sources.
|melee = 35 <br>bullet = 25 <br>laser = 30 <br>energy = 10 <br>bomb = 40 <br>bio = 100 <br>rad = 50
| melee = 35 <br>bullet = 25 <br>laser = 30 <br>energy = 10 <br>bomb = 40 <br>bio = 100 <br>rad = 50
| See [[Space_suit|here]] for information on the different styles.
|See [[Space_suit|here]] for information on the different styles.
|-
|-
![[File:HoSRIG.png|64px]]
![[File:HoSRIG.png|64px]]
Line 2,250: Line 2,233:
|Gives slightly increased protection against all damage sources.
|Gives slightly increased protection against all damage sources.
|melee = 45 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 50 <br>bio = 100 <br>rad = 50
|melee = 45 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 50 <br>bio = 100 <br>rad = 50
|Offer more protection than the standard Security Hardsuit. Still not as good as the Captain's spacesuit.
|Offer more protection than the standard Security Hardsuit. Still not as good as the Captain's spacesuit.  
|-
|-
![[File:Wizardsuit.png|64px]]
![[File:Wizardsuit.png|64px]]
!{{anchor|Gem-encrusted hardsuit}}[[Wizard|Gem-encrusted hardsuit]]
!{{anchor|Gem-encrusted hardsuit}}[[Wizard|Gem-encrusted hardsuit]]
|[[Wizard]] or Summon magic  
|[[Wizard]] or Summon magic
|Offers good protection overall and counts as a robe for spellcasting. Protective against fire and totally acidproof to boot!
|Offers good protection overall and counts as a robe for spellcasting. Protective against fire and totally acidproof to boot!
|melee = 40<br>bullet = 40<br>laser = 40<br>energy = 20<br>bomb = 35<br>bio = 100<br>rad = 50
|melee = 40<br>bullet = 40<br>laser = 40<br>energy = 20<br>bomb = 35<br>bio = 100<br>rad = 50
| See [[Wizard|here]] for information on the magical arts.
|See [[Wizard|here]] for information on the magical arts.
|-
|-
![[File:Ablative.png‎|64px]]
![[File:Ablative.png‎|64px]]
!{{anchor|Ablative Armor Vest}}[[Ablative Armor Vest]]
!{{anchor|Reflective Jacket}}[[Reflective Jacket]]
|[[Armory]]
|[[Armory]]
|Gives excellent protection against Laser and Energy attacks and can even deflect them.
|Gives excellent protection against Laser and Energy attacks and can even deflect them.
Line 2,269: Line 2,252:
!{{anchor|Bulletproof Vest}}[[Bulletproof Vest]]
!{{anchor|Bulletproof Vest}}[[Bulletproof Vest]]
|[[Armory]]
|[[Armory]]
|Makes the wearer very resilient to bullets at the cost of being poor defense against other weapons.  
|Makes the wearer very resilient to bullets at the cost of being poor defense against other weapons.
|melee = 15 <br>bullet = 60 <br>laser = 10 <br>energy = 10 <br>bomb = 40
|melee = 15 <br>bullet = 60 <br>laser = 10 <br>energy = 10 <br>bomb = 40
|Very useful against gangsters and nuke ops. The helmet only provides half of the protection of the vest sadly.  
|Very useful against gangsters and nuke ops. The helmet only provides half of the protection of the vest sadly.
|-
|-
![[File:Armor.png|64px]]
![[File:Armor.png|64px]]
!{{anchor|Body Armor}}[[Body Armor]]
!{{anchor|Body Armor}}[[Body Armor]]
|[[HoP]], [[Security]]
|[[HoP]], [[Security]]
|Protects moderately against melee and lasers, which are common things to be harmed by.
| Protects moderately against melee and lasers, which are common things to be harmed by.
| melee = 30 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25
| melee = 30 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25
|The standard armor found on security mooks. Also sometimes found on [[Ian]].
|The standard armor found on security mooks. Also sometimes found on [[Ian]].
Line 2,283: Line 2,266:
!{{anchor|Durathread Vest}}Durathread Vest
!{{anchor|Durathread Vest}}Durathread Vest
|Crafted from [[Guide to Construction#Durathread|Durathread]] and leather.
|Crafted from [[Guide to Construction#Durathread|Durathread]] and leather.
| Protects moderately against melee and lasers, as well as fire and acid. However, worse against energy, bullets, and bombs.
|Protects moderately against melee and lasers, as well as fire and acid. However, worse against energy, bullets, and bombs.
|melee = 20 <br>bullet = 10 <br>laser = 30 <br>energy = 5 <br>bomb = 15 <br>fire = 40 <br>acid = 50
|melee = 20 <br>bullet = 10 <br>laser = 30 <br>energy = 5 <br>bomb = 15 <br>fire = 40 <br>acid = 50
|For non-Security, it's better than nothing.
|For non-Security, it's better than nothing.  
|-
|-
![[File:Swatarmor.png|64px]]
![[File:Swatarmor.png|64px]]
!{{anchor|Riot Suit}}[[Riot Suit]]
!{{anchor|Riot Suit}}[[Riot Suit]]
|[[Armory]]
|[[Armory]]
| This, combined with the riot shield, will make you be the nightmare of fire extinguisher -wielding [[assistant]]s everywhere. Gives complete protection to the entire body.
|This, combined with the riot shield, will make you be the nightmare of fire extinguisher -wielding [[assistant]]s everywhere. Gives complete protection to the entire body.
|melee = 50 <br>bullet = 10 <br>laser = 10 <br>energy = 10
|melee = 50 <br>bullet = 10 <br>laser = 10 <br>energy = 10
|It's very resistant to melee attacks, BUT it's less protective against lasers than standard armor.
|It's very resistant to melee attacks, BUT it's less protective against lasers than standard armor.
|-
|-
![[File:Armoredcoat.png|64px]]
![[File:Armoredcoat.png|64px]]
!{{anchor|Armored Coat}}[[Armored Coat]]
!{{anchor|Armored Greatcoat}}[[Armored Greatcoat]]
|[[HoS]]
|[[HoS]]
|A good set of armour that covers the entire body, and the HoS starts with it. Not as powerful as it once was but it's still robust.
|A good set of armour that covers the entire body, and the HoS starts with it. Not as powerful as it once was but it's still robust.
|melee = 30 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25  
|melee = 30 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25
|Wear this as your rightful trophy if you manage to outrobust him.
|Wear this as your rightful trophy if you manage to outrobust him.
|-
|-
Line 2,306: Line 2,289:
|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]]
Line 2,319: Line 2,302:
|[[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.
|-
|-
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|[[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===
===Helmets===
{| 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 %
! 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]]
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|-
|-
![[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 2,383: Line 2,367:
|Provides excellent melee protection, but lacks in other areas.
|Provides excellent melee protection, but lacks in other areas.
|melee = 45 <br>bullet = 15 <br>laser = 5 <br>energy = 5 <br>bomb = 5 <br>bio = 2
|melee = 45 <br>bullet = 15 <br>laser = 5 <br>energy = 5 <br>bomb = 5 <br>bio = 2
| Useful during revolutions, and other situations where you might be swarmed with melee weapons.
|Useful during revolutions, and other situations where you might be swarmed with melee weapons.
|-
|-
![[File:Deathsquadhelm.png|64px]]
![[File:Deathsquadhelm.png|64px]]
!{{anchor|Deathsquad Helmet}}Deathsquad Helmet  
!{{anchor|Deathsquad Helmet}}Deathsquad Helmet
|[[Death squad]]
|[[Death squad]]
|A strong helmet that provides reduction against most damage types. Spaceworthy.
|A strong helmet that provides reduction against most damage types. Spaceworthy.
|melee = 80 <br>bullet = 80 <br>laser = 50 <br>energy = 50 <br>bomb = 100 <br>bio = 100 <br> rad = 100
|melee = 80 <br>bullet = 80 <br>laser = 50 <br>energy = 50 <br>bomb = 100 <br>bio = 100 <br> rad = 100
|Underwhelming compared to the deathsquad body armor
|Underwhelming compared to the deathsquad body armor  
|}
|}
===Hats ===
===Hats===
{| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center"
{| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center"
! scope="col" class="unsortable" style="background-color:Lightblue;" |Icon
! scope="col" class="unsortable" style="background-color:Lightblue;" |Icon
! scope="col" style="background-color:Lightblue;" |Item
! scope="col" style="background-color:Lightblue;" |Item
! scope="col" class="unsortable" style="background-color:Lightblue;" |How to acquire
! scope="col" class="unsortable" style="background-color:Lightblue;" | How to acquire
! scope="col" class="unsortable" style="background-color:Lightblue;" |Protection
! scope="col" class="unsortable" style="background-color:Lightblue;" |Protection
! scope="col" class="unsortable" style="background-color:Lightblue; width:80px" |Defense values %
! scope="col" class="unsortable" style="background-color:Lightblue; width:80px" |Defense values %
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!{{anchor|Head of Security Hat}}Head of Security Hat
!{{anchor|Head of Security Hat}}Head of Security Hat
|[[HoS]]
|[[HoS]]
|Provides robust head protection in all damage types. The HoS starts with this.
| Provides robust head protection in all damage types. The HoS starts with this.  
|melee = 40 <br>bullet = 30 <br>laser = 25 <br>energy = 10 <br>bomb = 25 <br>bio = 10
|melee = 40 <br>bullet = 30 <br>laser = 25 <br>energy = 10 <br>bomb = 25 <br>bio = 10
|Powerful and stylish, also for showing who is in charge around here. The dermal armor in the HoS's locker offers the same protection as this.
|Powerful and stylish, also for showing who is in charge around here. The dermal armor in the HoS's locker offers the same protection as this.
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