Nuclear Operative: Difference between revisions
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*[[File:Stetchkin.png]] Stetchkin Pistol - Standard Issue sidearm. 8 Rounds, 25 brute per shot. Free. | *[[File:Stetchkin.png]] Stetchkin Pistol - Standard Issue sidearm. 8 Rounds, 25 brute per shot. Free. | ||
*[[File:C20r.png]] C20r SMG - Close Combat SMG. 20 rounds, 20 brute per shot/instant knockdown. | *[[File:C20r.png]] C20r SMG - Close Combat SMG. 20 rounds, 20 brute per shot/instant knockdown. 16 telecrystals. | ||
*[[File:L6machinegun.png]] L6 SAW - Light Machinegun. 50 rounds, 60 brute per shot. 20 telecrystals | *[[File:L6machinegun.png]] L6 SAW - Light Machinegun. 50 rounds, 60 brute per shot. 20 telecrystals | ||
*[[File:Energy_Gun.gif]] Energy Gun - NanoTrasen compatible Energy Rifle. 10 charges, 20 stun/brute per shot. Free (Only 3 on ship) | *[[File:Energy_Gun.gif]] Energy Gun - NanoTrasen compatible Energy Rifle. 10 charges, 20 stun/brute per shot. Free (Only 3 on ship) | ||
*[[File:Sword.gif]] Energy Sword - Close Combat Energy Sword. 30 brute per hit. When double-bladed, can block taser shots. | *[[File:Sword.gif]] Energy Sword - Close Combat Energy Sword. 30 brute per hit. When double-bladed, can block taser shots. 8 telecrystals (Only use if double-bladed or robust in melee.) | ||
You are issued with a standard issue Stetchkin pistol side arm, it hold 8 rounds and you are given two additional magazines. It deals around 25 brute damage per hit. This is a poor primary weapon to use due to its low ammo count and slow rate of fire but it can be useful in a pinch. | You are issued with a standard issue Stetchkin pistol side arm, it hold 8 rounds and you are given two additional magazines. It deals around 25 brute damage per hit. This is a poor primary weapon to use due to its low ammo count and slow rate of fire but it can be useful in a pinch. |