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m (→The .38 Revolver: alit -> alight, proper tense) |
(→The .38 Revolver: Removes humorous crossing out of mentions to .357, adds an additional subsection regarding the .357 revolver if you're a traitor. Also removes the crossed out sentences in Court Clerk that implied forging or otherwise fuddling with evidence for your advantage.) |
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A court proceeding is one of the rarest occurrences on the station. Most of the relevant information can be found in the [[Guide to trials]], also linked in the overview of this page. That being said, there are some specific measures you can take as a Detective to bring more buck to a trial. | A court proceeding is one of the rarest occurrences on the station. Most of the relevant information can be found in the [[Guide to trials]], also linked in the overview of this page. That being said, there are some specific measures you can take as a Detective to bring more buck to a trial. | ||
Firstly, you have prime access to the main method of obtaining hard, physical evidence. The Forensic Scanner and its reports can be provided as "foolproof" evidence of what really happened. | Firstly, you have prime access to the main method of obtaining hard, physical evidence. The Forensic Scanner and its reports can be provided as "foolproof" evidence of what really happened. | ||
Secondly, you will typically be called in as the | Secondly, you will typically be called in as the prosecution. This means it's up to you to gather witnesses, recordings, photos, reports- anything to nail the defendant to the cross they deserve to hang on. These are all things easily obtained through the course of an investigation. Let justice and the truth speak for you, and victory will surely be yours. | ||
Lastly, the evidence bags you carry demand a significant | Lastly, the evidence bags you carry demand a significant ethos. Using them makes you seem professional and by-the-books. | ||
While trials are most often a waste of time for everyone involved, they can liven up a slow shift or create some memorable roleplay moments. If you're considering requesting a trial, think about: | While trials are most often a waste of time for everyone involved, they can liven up a slow shift or create some memorable roleplay moments. If you're considering requesting a trial, think about: | ||
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*It often sounds scarier than it is. | *It often sounds scarier than it is. | ||
* It has access to a variety of alternative ammo types that grant it more utility. | * It has access to a variety of alternative ammo types that grant it more utility. | ||
The following are the | The following are the four alternative ammo types for the .38 Revolver (none do stamina damage): | ||
* '''.38 TRAC:''' Does 10 brute damage, but implants targets with a tracking beacon, if they don't already have one. Only lasts for fifteen minutes, and cannot be teleported to. Printed at the Office protolathe. | * '''.38 TRAC:''' Does 10 brute damage, but implants targets with a tracking beacon, if they don't already have one. Only lasts for fifteen minutes, and cannot be teleported to. Printed at the Office protolathe. | ||
* '''.38 Hot Shot:''' Does 20 brute damage, but ignites carbon targets. Printed at the Armory protolathe. | * '''.38 Hot Shot:''' Does 20 brute damage, but ignites carbon targets. Printed at the Armory protolathe. | ||
* '''.38 Iceblox''': Does 20 brute damage, but freezes living targets. Printed at the Armory protolathe. | * '''.38 Iceblox''': Does 20 brute damage, but freezes living targets. Printed at the Armory protolathe. | ||
* | *'''.357:''' Does 60 brute damage, has a chance to misfire. Individual bullets printed at a hacked autolathe.. Must modify the revolver to use .357 (see next section). | ||
TRAC is useful with a tracking program, as you can tag a fleeing suspect and pinpoint them for a fairly long time. This turns your revolver into more of a utility tool, rather than a weapon to actually defend yourself. Hot Shot, on the other hand, WILL kill people, as it does brute equal to the burn damage a laser gun does, while also setting any targets on fire immediately. Combined with the spam-y nature of the revolver, any target of Hot Shot is likely to die and husk from burn, unless they have robust fire resistance or immunity. Iceblox is much the same, but it significantly slows people down, rather than set them alight. Note that cold damage is equally capable of husking, as it deals burn damage, too. | TRAC is useful with a tracking program, as you can tag a fleeing suspect and pinpoint them for a fairly long time. This turns your revolver into more of a utility tool, rather than a weapon to actually defend yourself. Hot Shot, on the other hand, WILL kill people, as it does brute equal to the burn damage a laser gun does, while also setting any targets on fire immediately. Combined with the spam-y nature of the revolver, any target of Hot Shot is likely to die and husk from burn, unless they have robust fire resistance or immunity. Iceblox is much the same, but it significantly slows people down, rather than set them alight. Note that cold damage is equally capable of husking, as it deals burn damage, too. | ||
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==== The Forbidden Revolver ==== | ==== The Forbidden Revolver ==== | ||
By emptying your revolver of bullets and using a screwdriver on it, you reinforce its barrel, converting the caliber to .357. There are four main things to note about this decision: | By emptying your revolver of bullets and using a screwdriver on it, you reinforce its barrel, converting the caliber to .357. There are four main things to note about this decision: | ||
# The revolver cannot be loaded with any .38 bullet, only .357 rounds, which deal 60 brute and can be printed at a hacked autolathe. The individual bullets must be loaded separately and cannot be held in a | # The revolver cannot be loaded with any .38 bullet, only .357 rounds, which deal 60 brute and can be printed at a hacked autolathe. The individual bullets must be loaded separately and cannot be held in a Shoulder Holster. | ||
# The revolver's rate of fire decreases slightly. | # The revolver's rate of fire decreases slightly. | ||
# Each pull of the trigger has a chance to misfire the weapon, causing it to explode in your hand, dealing moderate brute damage and forcing you to drop the weapon. The round will not be used. The fewer live rounds present in the revolver, the higher the chance of misfire. Specifically, the chance of misfire is equal to '''0.7 - 0.1x''', where '''x''' is the number of live rounds in the revolver. | # Each pull of the trigger has a chance to misfire the weapon, causing it to explode in your hand, dealing moderate brute damage and forcing you to drop the weapon. The round will not be used. The fewer live rounds present in the revolver, the higher the chance of misfire. Specifically, the chance of misfire is equal to '''0.7 - 0.1x''', where '''x''' is the number of live rounds in the revolver. | ||
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If, for some reason, you obtain a speed loader meant for the Syndicate .357 revolver, you can use it on a modified .38 revolver, despite the speed loader holding 7 bullets and the Detective's revolver holding 6. This can help to alleviate the problems of bulky ammunition and slow reloading times. | If, for some reason, you obtain a speed loader meant for the Syndicate .357 revolver, you can use it on a modified .38 revolver, despite the speed loader holding 7 bullets and the Detective's revolver holding 6. This can help to alleviate the problems of bulky ammunition and slow reloading times. | ||
==== The Syndicate Special ==== | |||
As mentioned at the end of the Forbidden Revolver, the .357 speed loaders are compatible with a modified .38 revolver. While you cannot buy the Syndicate .357 Revolver as a [[Traitor]], you can still buy the speed loaders for 2 TC each. As a result, stealing the revolver can prove to be a gambler's strategy. The .357 speed loaders fit in the Shoulder Holster and can be used to continuously top off the revolver to minimize the misfire chance. | |||
60 brute is nothing to laugh at, even when considering the armor that Security wears. Obtaining it does require breaking into the Detective's Office, stealing their locker, and breaking it open, or subduing the Detective to pry it from them unwillingly. However, the Detective's Office with no Detective on-board should have their sunglasses, as well as a Security radio headset and pepper spray in the locker: all useful things if you're one of the Syndicate's finest. And if you have to take the Detective out of action, you get your hands on a Bowman headset instead, Security access from their ID, their wooden baton, and whatever else they might have on them. While traditional officers might be more fruitful targets if you're taking the risk of assaulting an officer, the Detective has fewer options to defend himself, as well as fewer tools to instantly win a fight, or win one safely. A lethal ranged option keeps you away from stun batons, flashbangs, flashes, bolas, buckshot: anything Security might pull out to immediately stop you in your tracks. | |||
=== The Forensic Scanner === | === The Forensic Scanner === | ||
The Forensic Scanner begins the round in your backpack, and there is an extra located in your locker. It's good practice to take the extra and set it in the Security Office, in case other officers need it and you go missing. More can be printed at the Security protolathe once the appropriate research has been completed. In addition, said research also allows for the printing of Advanced Forensic Scanners, which offer more information, such as the location of the scan, as well as scanning quicker. | The Forensic Scanner begins the round in your backpack, and there is an extra located in your locker. It's good practice to take the extra and set it in the Security Office, in case other officers need it and you go missing. More can be printed at the Security protolathe once the appropriate research has been completed. In addition, said research also allows for the printing of Advanced Forensic Scanners, which offer more information, such as the location of the scan, as well as scanning quicker. |
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