89
edits
(Bulldog, L6 and Flamethrower.) |
(Added e-sword, double e-sword and e-shield. Finished Guns, Swords and Shields.) |
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| Almost never used. Stop people from moving through key chokepoints by filling it with hot plasma. If you see people bunched together in a small room, purge them with your cleansing fire. The designated shooter of this weapon should cover his team's path with the flames once they've retrieved the disc. | | Almost never used. Stop people from moving through key chokepoints by filling it with hot plasma. If you see people bunched together in a small room, purge them with your cleansing fire. The designated shooter of this weapon should cover his team's path with the flames once they've retrieved the disc. | ||
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! scope="row"| [[File:Chem sprayer.png]] | |||
| Biohazardous Chemical Sprayer | |||
| 20 TC | |||
| Only available to Operatives. Holds a nasty cocktail of bad stuff, which will debilitate and destroy those who ingest it. Combining it with other weapons is a guaranteed trip to the morgue for anyone without internals. | |||
| Almost never used, like the flamethrower. The chemicals used in this bad boy are: | |||
*150 units of Spore Toxin, a liquid which blocks vision when ingested. | |||
*150 units of Cryptobiolin, which causes disorientation and dizziness. | |||
*150 units of Unstable Mutagen, a dangerous substance which mutates the subject, giving them anything from pink hair and telekinesis, to clumsiness and blindness. | |||
*150 units of Chloral Hydrate, a notorious chemical which knocks people out for extended periods, and is lethal in high doses. | |||
All of this is only effective if the targets are not prepared and are not using internals. Be sure to let your team know, so they may use their own internals to avoid the affects of the sprayer. | |||
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! scope="row"| [[File:sword.gif]] | |||
| Energy Sword | |||
| 8 TC | |||
| Murdering people. Activate it, walk up to your target, hit them until they stop moving. An unarmoured opponent will be sleeping with the Space Carp in three hits. It has a high chance of knock down or knock out. Has a small chance of reflecting tasers and lasers back the way they came when activated. | |||
| A double e-sword is usually better, but this can serve a purpose for those who want to buy other equipment. With an e-shield you can blast people down with a Bulldog or Stetchkin, and engage in melee with your sword. | |||
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! scope="row"| [[File:doublesword.gif]] | |||
| Energy Sword | |||
| 16 TC. Created by joining two Energy Swords together | |||
| Murdering people, with double the efficiency. Activate it, walk up to your target, hit them until they stop moving. An unarmoured opponent will be paint on the floor in four hits. It has a very high chance of knock down or knock out. Always reflects tasers and lasers back the way they came when activated. | |||
| An absolute beast. This thing will tear right through [[Security Officer|Sec]]. No one has a chance against you, but you give up most of your ranged combat ability. Be sure to take the lead, covering your teammates and being sure not to get shot in the head. | |||
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! scope="row"| [[File:eshield.png]] | |||
| Energy Shield | |||
| 16 TC | |||
| Only available to Operatives. This must be activated to be effective. Always reflects tasers and lasers back the way they came when activated. Allows you to fire guns whilst having the reflective properties of a double e-sword. | |||
| Paired with a C20, or even better, a C90gl, will allow you to be a tank. With that combination, you can deflect incoming attacks headed towards your team whilst spraying grenades or bullets. Or, if you can't afford that, a Stetchkin, Bulldog, or Energy Sword will suffice. | |||
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{{Jobs}} | {{Jobs}} |
edits