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| {{anchor|Auto Rifle}} | | {{anchor|Autocarbine}} |
| {{Item | | {{Item |
| |bgcolor1 = #ffcccc | | |bgcolor1 = #ffcccc |
| |bgcolor2 = #ff9999 | | |bgcolor2 = #ff9999 |
| |name = WT-550 Autorifle | | |name = WT-550 Autocarbine |
| |image = Autorifle.png | | |image = Autorifle.png |
| |foundin = [[Cargo]], deep space | | |foundin = [[Cargo]], deep space |
| |usedfor = Eliminating threats. | | |usedfor = Eliminating threats. |
| |strategy = Fire at the target. | | |strategy = Fire at the target. |
| |description = Ballistic rifle that Security can gain access to via [[Cargo]]. The rifle holds several clear advantages and disadvantages over the standard Laser Gun. The rifle holds 22 rounds per magazine, can be reloaded in the field, possesses a 2 round burst and can bypass some energy weapon defenses such as Energy Shields and, to a degree, Energy Swords. However this weapons needs physical ammo to reload with, lacks any stunning capability, cannot bypass glass and must be bought from Cargo en masse. | | |description = Ballistic carbine that Security can gain access to via [[Cargo]]. The carbine holds several clear advantages and disadvantages over the standard Laser Gun. The rifle holds 22 rounds per magazine, can be reloaded in the field, possesses a 2 round burst and can bypass some energy weapon defenses such as Energy Shields and, to a degree, Energy Swords. However, it needs physical ammo to reload with, lacks any stunning capability, cannot bypass glass and must be bought from Cargo en masse. |
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| The choice to acquire this weapon is usually in the hands of the [[Head of Security]] or the [[Warden]], and as such is a very uncommon weapon to see in Security's hands, however if Security has sufficient warning about a imminent attack, such as [[Nuclear Operative|Nuclear Operatives]] declaring war, then the weapon tends to be a popular choice. | | The choice to acquire this weapon is usually in the hands of the [[Head of Security]] or the [[Warden]], and as such is a very uncommon weapon to see in Security's hands, however if Security has sufficient warning about a imminent attack, such as [[Nuclear Operative|Nuclear Operatives]] declaring war, then the weapon tends to be a popular choice. |
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| |image = 46x30ammo.png | | |image = 46x30ammo.png |
| |foundin = Security Protolathe, ordered from Cargo. | | |foundin = Security Protolathe, ordered from Cargo. |
| |usedfor = Loading a WT-550 Auto Rifle. | | |usedfor = Loading a WT-550 Autocarbine. |
| |strategy = Lock and load. | | |strategy = Lock and load. |
| |description = A 22-round 4.6x30mm magazine for use in the WT-550 automatic rifle. Fires standard ball ammunition, dealing 15 damage per hit and goes through light armor. Easy and cheap to produce. | | |description = A 22-round 4.6x30mm magazine for use in the WT-550 automatic carbine. Fires standard ball ammunition, dealing 15 damage per hit and goes through light armor. Easy and cheap to produce. |
| }} | | }} |
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| |image = 46x30mmtA.png | | |image = 46x30mmtA.png |
| |foundin = Security Protolathe | | |foundin = Security Protolathe |
| |usedfor = Loading a WT-550 Auto Rifle. | | |usedfor = Loading a WT-550 Autocarbine. |
| |strategy = Lock and load. | | |strategy = Lock and load. |
| |description = A 22-round 4.6x30mm AP magazine for use in the WT-550 automatic rifle. Fires armor piercing bullets that can tear through most armor, but at the cost of dealing only 12 damage per bullet. | | |description = A 22-round 4.6x30mm AP magazine for use in the WT-550 automatic carbine. Fires armor piercing bullets that can tear through most armor, but at the cost of dealing only 12 damage per bullet. |
| }} | | }} |
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| |image = 46x30mmtT.png | | |image = 46x30mmtT.png |
| |foundin = Security Protolathe | | |foundin = Security Protolathe |
| |usedfor = Loading a WT-550 Auto Rifle. | | |usedfor = Loading a WT-550 Autocarbine. |
| |strategy = Lock and load. | | |strategy = Lock and load. |
| |description = A 22-round 4.6x30mm rubber round magazine for use in the WT-550 automatic rifle. Fires rubber bullets dealing 5 brute damage and 22 stamina damage. | | |description = A 22-round 4.6x30mm rubber round magazine for use in the WT-550 automatic carbine. Fires rubber bullets dealing 5 brute damage and 22 stamina damage. |
| }} | | }} |
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| |image = 46x30mmtI.png | | |image = 46x30mmtI.png |
| |foundin = Security Protolathe | | |foundin = Security Protolathe |
| |usedfor = Loading a WT-550 Auto Rifle. | | |usedfor = Loading a WT-550 Autocarbine. |
| |strategy = Lock and load. | | |strategy = Lock and load. |
| |description = A 22-round 4.6x30mm IC magazine for use in the WT-550 automatic rifle. Fires unique ammo that deals 9 damage per bullet, but each bullet contains a compound that ignites the target aflame. | | |description = A 22-round 4.6x30mm IC magazine for use in the WT-550 automatic carbine. Fires unique ammo that deals 9 damage per bullet, but each bullet contains a compound that ignites the target aflame. |
| }} | | }} |
| ==RnD Gear== | | ==RnD Gear== |
| {{anchor|Caldwell Tracking Revolver}}
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| {{Item
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| |bgcolor1 = #ffcccc
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| |bgcolor2 = #ff9999
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| |name = Caldwell Tracking Revolver
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| |image = Tracrevolver.png
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| |foundin = Armory Techfab
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| |usedfor = Tracking criminals.
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| |strategy = Fire at the target and track them with the bluespace locator.
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| |description = A 7 shot revolver that deals little damage but places a tracking beacon under the skin of the target, acting like a regular tracking implant but lasting only 15 minutes. Does not emit a signal strong enough to permit teleportation to their location.
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| '''Damage:''' 5 brute per shot.
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| {{anchor|Advanced Energy Gun}} | | {{anchor|Advanced Energy Gun}} |
| {{Item | | {{Item |
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| |description = These are held in a hand space and used to block close range weapons. They also have a percentage change to block ranged attacks. Makes you un-pushable. | | |description = These are held in a hand space and used to block close range weapons. They also have a percentage change to block ranged attacks. Makes you un-pushable. |
| They make a fairly efficient weapon in terms of bludgeoning criminals, but it's suggested to pair this up with a stun baton or ranged weapon. Slamming your baton against this shield will create a threatening banging sound. <font size="3" color="white">When I play the maracas I go chick-chicky-boom, chick-chicky boom </font> | | They make a fairly efficient weapon in terms of bludgeoning criminals, but it's suggested to pair this up with a stun baton or ranged weapon. Slamming your baton against this shield will create a threatening banging sound. <font size="3" color="white">When I play the maracas I go chick-chicky-boom, chick-chicky boom </font> |
| | }} |
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| | {{anchor|Caldwell Tracking Revolver}} |
| | {{Item |
| | |bgcolor1 = #cce6ff |
| | |bgcolor2 = #99ccff |
| | |name = Caldwell Tracking Revolver |
| | |image = Tracrevolver.png |
| | |foundin = Cargo |
| | |usedfor = Tracking criminals. |
| | |strategy = Fire at the target and track them with the bluespace locator. |
| | |description = A 7 shot revolver that deals little damage but places a tracking beacon under the skin of the target, acting like a regular tracking implant but lasting only 5 minutes. Does not emit a signal strong enough to permit teleportation to their location. The implant will be destroyed early if it is EMP'd. |
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| | '''Damage:''' 5 brute per shot. |
| }} | | }} |
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