Guide to Combat: Difference between revisions

Jump to navigation Jump to search
4,424 bytes added ,  16:35, 15 September 2022
→‎Ranged Weapons: Passes over energy weapons to clarify their numbers, acquisition, and notes.
m (→‎Launcher: reorganizes order of this section)
(→‎Ranged Weapons: Passes over energy weapons to clarify their numbers, acquisition, and notes.)
Line 234: Line 234:
!{{anchor|Stun Baton}}[[Stun Baton]]
!{{anchor|Stun Baton}}[[Stun Baton]]
|10 Brute
|10 Brute
|[[Security Office]] and [[Security Officer]]'s backpack.
|
* Standard issue for most [[Jobs#Security|Security personnel]]
* Found on secbelts in the Equipment Room.
* [[Supply crates#Security|Ordered from Cargo]].
* Installed in Beepskys.
* Certain ruins
|Security
|Security
|Very robust if you know how to use it properly. Only the security force can get these easily.
|Very robust if you know how to use it properly. Only the security force can get these easily.
Line 262: Line 267:
!{{anchor|Combat Knife}}Combat Knife
!{{anchor|Combat Knife}}Combat Knife
| 20 Brute
| 20 Brute
|Can be ordered through Cargo.
|[[Supply crates#Armory|Ordered from Cargo]].
|Security
|Security
|Very robust for its size.
|Very robust for its size.
Line 281: Line 286:
|}
|}
==Ranged Weapons==
==Ranged Weapons==
Although often hard to get, these can put you at a huge advantage. Not just from being outside melee range, but also by shooting through windows and destroying walls. Guns rely on a stock of ammo, and those are hard to get, while energy guns use recharging units or just recharge by themselves.
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.
==Ballistic==
==Ballistic==
Ballistic weapons remain the most popular and numerous variant of firearm in the 26th century. However, Nanotrasen's research in the field of energy weapons means ballistics are a rare sight on-station. As a result, these are often brought in from outside sources, be it Cargo, ruins, or the Syndicate.
Ballistic weapons remain the most popular and numerous variant of firearm in the 26th century. However, Nanotrasen's research in the field of energy weapons means ballistics are a rare sight on-station. As a result, these are often brought in from outside sources, be it Cargo, ruins, or the Syndicate.
Line 326: Line 331:
|}
|}
|
|
* Ordered from Cargo.  
* [[Supply crates#Armory|Ordered from Cargo]].  
* Available to [[Emergency Response Team]] for 5 WC
* Available to [[Emergency Response Team]] for 5 WC
* Certain ruins
* Certain ruins
|Security
|Security
|An older rifle, often used by paramilitary or high-security forces. Possess a 2-round burst setting. Alternative ammo can be printed by Security once proper research is completed.
|An older rifle, often used by paramilitary or high-security forces. Possess a 2-round burst setting. Alternative ammo can be printed by Security once proper research is completed.
It supports a bayonet.
|-
|-
![[File:Uzi.png|64px]]
![[File:Uzi.png|64px]]
Line 399: Line 405:
|Civilians
|Civilians
|An obsolete weapon still used due to its absurdly cheap cost and abundant supply. Requires both hands to shoot and has a very low rate of fire. Outclassed by most other firearms.
|An obsolete weapon still used due to its absurdly cheap cost and abundant supply. Requires both hands to shoot and has a very low rate of fire. Outclassed by most other firearms.
It supports a bayonet and a suppressor.
|-
|-
![[File:Stetchkin.png|64px]]
![[File:Stetchkin.png|64px]]
Line 577: Line 584:
|7 Rounds
|7 Rounds
|5 Brute
|5 Brute
|Printed at the Security or Armory protolathe once researched.
|Printed at the [[Security Office|Security]] or [[Armory]] protolathe once researched.
|Colonists and Security
|Colonists and Security
|A tool, rather than a weapon. Each .32 TRAC round will do minimal damage but plant a temporary tracking implant in any target hit. This tracking implant lasts only 15 minutes and cannot be used as a teleporter beacon. The revolver is also innately suppressed.
|A tool, rather than a weapon. Each .32 TRAC round will do minimal damage but plant a temporary tracking implant in any target hit. This tracking implant lasts only 15 minutes and cannot be used as a teleporter beacon. The revolver is also innately suppressed.
Line 587: Line 594:
| 20 Brute
| 20 Brute
|
|
* Ordered through Cargo.
* [[Supply crates#Armory|Ordered through Cargo]].
* Dropped by Russian officers.
* Dropped by Russian officers.
|Space Russians
|Space Russians
Line 624: Line 631:
| style="background-color:#d3d3d3" |40 Brute
| style="background-color:#d3d3d3" |40 Brute
|}
|}
|[[Detective]]'s locker
|Found in the [[Detective's Office|Detective's locker]], located in a shoulder holster.
|Security
|Security
|Can be modified to fire .357, but will suffer [[Detective#The Forbidden Revolver|a variety of downsides]], including a chance to misfire and blow up in the user's hand. Alternative ammo can be printed by Security once proper research is completed.
|Can be modified to fire .357, but will suffer [[Detective#The Forbidden Revolver|a variety of downsides]], including a chance to misfire and blow up in the user's hand. Alternative ammo can be printed by Security once proper research is completed.
Line 633: Line 640:
|1 Round. Can load up to 6.
|1 Round. Can load up to 6.
| 40 Brute<br>300 Brute when used on head
| 40 Brute<br>300 Brute when used on head
|[[MetaStation]], or certain bars
|Found in certain bars or recreational areas.
|Civilians, Space Russians
|Civilians, Space Russians
|A Russian-made revolver. It has a single slot in its chamber for a bullet, as it's meant for playing Russian Roulette! You can spin the chamber to randomize the position of the bullet, and must do so before every shot. It can use .357 alternative ammunition should the user desire to waste TC.
|A Russian-made revolver. It has a single slot in its chamber for a bullet, as it's meant for playing Russian Roulette! You can spin the chamber to randomize the position of the bullet, and must do so before every shot. It can use .357 alternative ammunition should the user desire to waste TC.
Line 705: Line 712:
|2 Shells
|2 Shells
|
|
* [[Bartender]]'s locker
* Found in the [[Bar|Bartender's locker]].
* Certain ruins
* Certain ruins
|Civilians
|Civilians
Line 715: Line 722:
|6+1 Shells
|6+1 Shells
|
|
* The Armory
* The [[Armory]]
* Ordered from Cargo.
* [[Supply crates#Armory|Ordered from Cargo]].
|Security
|Security
|An uncommon shotgun, typically only used in emergencies by Security. Because of its high capacity, convenience in being able to be worn on security exosuits, and the fact that a handful spawn in the Armory roundstart, this tends to be the most common shotgun on-station. Can be sawn off with a circular saw (make sure it's not loaded). A sawn-off shotgun will fit in your backpack or on your belt, though it will lose some accuracy.
|An uncommon shotgun, typically only used in emergencies by Security. Because of its high capacity, convenience in being able to be worn on security exosuits, and the fact that a handful spawn in the Armory roundstart, this tends to be the most common shotgun on-station. Can be sawn off with a circular saw (make sure it's not loaded). A sawn-off shotgun will fit in your backpack or on your belt, though it will lose some accuracy.
Line 725: Line 732:
|[[File:Breacher-live.png|64px]]<br>Breaching Slugs
|[[File:Breacher-live.png|64px]]<br>Breaching Slugs
| 3+1 Shells
| 3+1 Shells
|The Armory
|The [[Armory]]
| Security, Sol Interplanetary Coalition
| Security, Sol Interplanetary Coalition
|A tool, rather than a weapon. Each breaching slug deals 10 Brute damage but deals massive damage to doors and windows. One is enough to shatter a window, while three will breach an airlock. As they're normal-sized, they can conveniently be carried in your backpack when the situation demands it. This shotgun can only load breaching slugs, and breaching slugs can only be loaded into this weapon.
|A tool, rather than a weapon. Each breaching slug deals 10 Brute damage but deals massive damage to doors and windows. One is enough to shatter a window, while three will breach an airlock. As they're normal-sized, they can conveniently be carried in your backpack when the situation demands it. This shotgun can only load breaching slugs, and breaching slugs can only be loaded into this weapon.
Line 745: Line 752:
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
|6+1 Shells
|6+1 Shells
|Ordered from Cargo.
|[[Supply crates#Armory|Ordered from Cargo]].
|Nanotrasen
|Nanotrasen
| A black shotgun that can be ordered from Cargo that is filled with lethal buckshot by default. While heavier and unable to be worn on security exosuits, the Combat Shotgun will automatically pump after each shot, meaning its rate of fire is slightly higher than the riot shotgun's.
| A black shotgun that can be ordered from Cargo that is filled with lethal buckshot by default. While heavier and unable to be worn on security exosuits, the Combat Shotgun will automatically pump after each shot, meaning its rate of fire is slightly higher than the riot shotgun's.
Line 753: Line 760:
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
|[[File:Buckshot_shell.png|64px]]<br>12 Gauge Shells
|4+1 Shells
|4+1 Shells
|Found in the [[Warden|Warden's]] locker.
|Found in the [[Warden's Office|Warden's locker]].
|Nanotrasen
|Nanotrasen
|A miniaturized version of the Combat Shotgun for wardens. Its convenient size allows it to be stowed onto standard security exosuits. Ideal for defending the [[Armory]].
|A miniaturized version of the Combat Shotgun for wardens. Its convenient size allows it to be stowed onto standard security exosuits. Ideal for defending the [[Armory]].
Line 805: Line 812:
|60 Brute
|60 Brute
|
|
* Ordered from Cargo.
* [[Supply crates#Armory|Ordered from Cargo]].
* Certain ruins
* Certain ruins
|Space Russians
|Space Russians
|Compensates its low firing rate by being extremely powerful. Can be sawed off to fit in backpacks, incurring a massive loss of accuracy.
|Compensates its low firing rate by being extremely powerful. Can be sawed off to fit in backpacks, incurring a massive loss of accuracy.
It also supports a bayonet.
|}
|}
=== Launcher ===
=== Launcher ===
Line 870: Line 878:
|1 Syringe
|1 Syringe
|6 Brute + 15u chemicals
|6 Brute + 15u chemicals
|Located inside the MD lockers inside Medical.
|Located inside the MD lockers inside or near [[Medbay Storage]].
|Nanotrasen
|Nanotrasen
|A syringe will not inject all of its reagents at once; if a victim takes the time to rip out the syringe quickly, it interrupts the flow of any chemicals that are remaining in the syringe.
|A syringe will not inject all of its reagents at once; if a victim takes the time to rip out the syringe quickly, it interrupts the flow of any chemicals that are remaining in the syringe.
Line 897: Line 905:
|6 Syringes
|6 Syringes
|6 Brute + 15u chemicals
|6 Brute + 15u chemicals
|Printed from the Medical protolathe once researched.
|Printed from the [[Medbay Storage|Medical]] protolathe once researched.
|Nanotrasen
|Nanotrasen
|A syringe gun that can hold up to six syringes. Simple.
|A syringe gun that can hold up to six syringes. Simple.
Line 915: Line 923:
|1 Kinetic Spear
|1 Kinetic Spear
|5 Brute, 25 Brute against fauna
|5 Brute, 25 Brute against fauna
|Located in the emergency space suit storage of escape pods.
|Located in the emergency space suit storage of [[Escape Pods|escape pods]].
|Nanotrasen
|Nanotrasen
|Basically a crappy proto-kinetic accelerator that has limited ammo. You can retrieve your kinetic spears, so long as the angry fauna you were shooting is dead.
|Basically a crappy proto-kinetic accelerator that has limited ammo. You can retrieve your kinetic spears, so long as the angry fauna you were shooting is dead.
Line 1,064: Line 1,072:
|12 Lasers
|12 Lasers
|20 Burn
|20 Burn
|[[Armory]] and Laser Guns Crate.
|
|Security
* The [[Armory]]
|Consume less energy per shot fired than the lethal mode of the energy gun, letting it have two more shots before needing to be recharged
* [[Supply crates#Security|Ordered from Cargo]].
* Certain ruins
|Nanotrasen
|Fires more lasers than an energy gun can. Will very effectively burn unarmored targets. Ideal for shutting down [[Clockwork Cult|Clockwork Cultists]] and [[Xenos|Xenomorphs]], though not-so-good against [[Nuclear Operative|Nuclear Operatives]].
|-
|-
![[File:Retrolaser.png|64px]]
![[File:Retrolaser.png|64px]]
Line 1,072: Line 1,083:
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|12 Lasers
|12 Lasers
5 Lasers
|20 Burn
|20 Burn
|[[White Ship]].
|Certain ruins
|Unknown
|Nanotrasen
|Found on the white ship and Charlie Station, this old beast is like the laser gun; anyone with a spaaaaaace suit and a little know-how can reach it.
|The normal Retro Laser can be located on the [[White Ship]]. The one found on Charlie Station is massively inefficient, and will only fire five times before its cell is depleted.
|-
|-
![[File:Antique laser.png|64px]]
![[File:Antique laser.png|64px]]
Line 1,082: Line 1,094:
|12 Lasers
|12 Lasers
|20 Burn
|20 Burn
|[[Captain's Quarters]].
|Found in the [[Captain's Quarters]].
|Nanotrasen
|Nanotrasen
|The prized weapon of the Captain, and the target of many enemy horses. Similar to the laser gun except it's recharged all by itself. ''They just don't make guns like they used to.''
|The prized weapon of the Captain. It's usually safely secured in a glass display in their office, though breaking it open will trigger a burglary alarm, which triggers the fire alarm while closing and bolting the doors. If you have the Command remote from the Captain's locker, this is no problem! Otherwise, Security is also notified, and they're well aware that several opposing elements would pay a fine price for this unique weapon.
|-
|-
![[File:Hellfire_gun.png|64px]]
![[File:Hellfire_gun.png|64px]]
Line 1,091: Line 1,103:
|7 Lasers
|7 Lasers
|25 Burn
|25 Burn
|Hellgun Single-pack
|[[Supply crates#Armory|Ordered from Cargo]].
|Security
|Nanotrasen
|Does more damage than a regular laser gun and can easily inflict debilitating burn wounds, it comes at the cost of a higher energy consumption reducing the ammo capacity.
|Does more damage than a regular laser gun and can easily inflict debilitating burn wounds, it comes at the cost of a higher energy consumption reducing the ammo capacity.
|-
|-
Line 1,100: Line 1,112:
|20 Lasers
|20 Lasers
|20 Burn
|20 Burn
|[[Emergency Response Team#Amber Task Force|Amber Task Force]] and Space
|
* Available to [[Emergency Response Team]] for 8 WC
* Certain ruins
|Nanotrasen
|Nanotrasen
|The laser rifle utilizes battery magazines to load its shots. As a result, '''it should be handled and loaded like an automatic'''. The magazines themselves can be refilled in a standard recharger, making this a highly convenient and robust weapon that combines the strengths of both energy and ballistic weaponry. '''Unaffected by EMP.'''
|The laser rifle utilizes battery magazines to load its shots. As a result, '''it should be handled and loaded like an automatic'''. The magazines themselves can be refilled in a standard recharger, making this a highly convenient and robust weapon that combines the strengths of both energy and ballistic weaponry. '''Unaffected by EMP.'''
Line 1,109: Line 1,123:
|20 Lasers
|20 Lasers
| 15 Burn + 300 Irradiate
| 15 Burn + 300 Irradiate
|[[R&D Lab]] once researched first.  
|Printable at the [[Armory]] protolathe once researched.  
|Nanotrasen
|Nanotrasen
|The beams from this gun will pass through everything but a wall. While it does do less burn damage, the radiation it inflicts causes toxin damage and can make someone mutate. Great for shooting up crowded hallways. Kills blobs dead. Current range of the gun is 15 tiles and drops further with every obstacle passed by the beam.
|This gun fires x-ray beams that will pass through closed turf. However, it will be stopped by machinery or computers it comes into contact with. It travels for 15 tiles and does minimal damage, but will heavily irradiate targets hit. A handful of lasers won't kill someone, but without proper attention, they'll be coughing up their own organs some minutes later. Exceptionally effective against [[Blob|Blobs]] that might exploit station walls as a defense.
|}
|}
====Multifaceted====
====Multifaceted====
Line 1,131: Line 1,145:
|10 Lasers,<br>20 Disable
|10 Lasers,<br>20 Disable
|20 Burn<br>25 Stamina
|20 Burn<br>25 Stamina
|[[Armory]] and Energy Guns Crate.
|
| Security
* Standard issue for [[Captain|Captains]] and [[Head of Security|Heads of Security]]
|A versatile energy weapon. Best thing is to disable a target and then either handcuff (for arresting) or spam the other remaining shots at them on kill mode (for murder).
* The [[Armory]]
* [[Supply crates#Armory|Ordered from Cargo]].
* Available to [[Emergency Response Team]] for 3 WC
* Certain ruins
| Nanotrasen
|A versatile energy weapon. Disabler shots consume half the battery of laser shots. Like most other energy weapons, it's lighter and easier to carry than a ballistic, which makes it an ideal all-rounder. Supports a seclite attachment.  
|-
|-
![[File:Miniegun.gif|64px]]
![[File:Miniegun.gif|64px]]
Line 1,140: Line 1,159:
|6 Lasers,<br>12 Disable
|6 Lasers,<br>12 Disable
|20 Burn<br>25 Stamina  
|20 Burn<br>25 Stamina  
|[[Head of Personnel's Office|HoP's locker]], Infiltrator's armory
|
|Civilian
* Found in the [[Head of Personnel's Office|Head of Personnel's locker]]
| A smaller energy gun able to fit in pockets and possessing an inbuilt flashlight. This come at the cost of a pitiful ammo capacity.
* Found in the Syndicate Infiltrator base
* Available to [[Emergency Response Team]] for 1 WC
|Nanotrasen
| A smaller energy gun with a pitiful battery. It can fit in a pocket and has a built-in seclite. Effectively a self-defense weapon.
|-
|-
![[File:Advegun.png|64px]]
![[File:Advegun.png|64px]]
Line 1,149: Line 1,171:
|10 Lasers,<br>20 Disable
|10 Lasers,<br>20 Disable
|20 Burn<br>25 Stamina  
|20 Burn<br>25 Stamina  
|Printed at the Armory protolathe once researched.
|Printable at the [[Armory]] protolathe once researched.
|Nanotrasen
|Nanotrasen
|Using advanced <s>wizardry</s> SCIENCE, a mini nuclear generator has been fitted into this gun to provide unlimited shots! Researched from R&D. Cannot be used in recharging units. Unreliable models may emit radiation, take caution.
|Utilizes a mini-nuclear generator to self-charge its internal cell. As a result, it cannot be placed in standard rechargers. If EMP'd, the recharge process will leak out radiation.
|-
|-
![[File:Multiphase_gun_stun.gif|64px]]
![[File:Multiphase_gun_stun.gif|64px]]
Line 1,158: Line 1,180:
| 4 Ion,<br>10 Laser,<br>20 Disable
| 4 Ion,<br>10 Laser,<br>20 Disable
| 1 tile EMP<br>20 Burn<br>25 Stamina
| 1 tile EMP<br>20 Burn<br>25 Stamina
|Found in the locker in the [[Head of Security's Office]].
|Found in the [[Head of Security's Office|Head of Security's locker]].
|Nanotrasen
|Nanotrasen
|The first attempt by Nanotrasen to remake the Captain's Antique Laser. Has more firing modes on offer but lacks the ability to recharge.
|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.
|-
|-
![[File:Protolaser.gif|64px]]
![[File:Protolaser.gif|64px]]
Line 1,176: Line 1,198:
|10 Lasers,<br>20 Disable,<br>10 Stun
|10 Lasers,<br>20 Disable,<br>10 Stun
|20 Burn<br>25 Stamina<br>Stun  
|20 Burn<br>25 Stamina<br>Stun  
|[[Emergency Response Team#Red Emergency Response Team|Red Emergency Response Team]]
|Only available to [[Emergency Response Team]] for 8 WC
|Nanotrasen
|Nanotrasen
|A military grade energy gun that can also shoot stunning electrodes, making it almost undefeatable at close range.
|A military-grade energy gun that re-introduces the electrode utilized in older energy guns, though far more efficient in its energy usage. Incredibly potent at subduing targets.
|-
|-
![[File:Pulserifle.png|64px]]
![[File:Pulserifle.png|64px]]
Line 1,185: Line 1,207:
| 200 Pulse,<br>400 Lasers,<br>200 Stun
| 200 Pulse,<br>400 Lasers,<br>200 Stun
|50 Burn<br>20 Burn<br>Stun
|50 Burn<br>20 Burn<br>Stun
|Deathsquad
|Only available to [[Emergency Response Team]] for 100 WC
|Nanotrasen
|Nanotrasen
|The most powerful energy weapon in existence. Bruteforces energy weapon's ammo problems by having a very large power source. Its pulse setting is capable of doing massive damage to a target as well as destroying cover and walls. '''Unaffected by EMP.'''
|The most powerful energy weapon in existence. Bruteforces energy weapon's ammo problems by having a very large power source, though this makes it far bulkier than most energy weapons. Its pulse setting decimates bodies and structures alike. If you see someone holding a real version of this, run. '''Unaffected by EMP.'''
|-
|-
![[File:Pulsecarbine.png|64px]]
![[File:Pulsecarbine.png|64px]]
Line 1,194: Line 1,216:
|25 Pulse,<br>50 Laser,<br>25 Stun
|25 Pulse,<br>50 Laser,<br>25 Stun
|50 Burn<br>20 Burn<br>Stun
|50 Burn<br>20 Burn<br>Stun
|Emergency Response Team
|Only available to [[Emergency Response Team]] for 45 WC
|Nanotrasen
|Nanotrasen
|A scaled down version of the Pulse Rifle, holds significantly less power than the Pulse Rifle but is capable of being placed inside bags. Issued to Elite Emergency Response Team Security personal. '''Unaffected by EMP.'''
|A scaled-down version of the Pulse Rifle. While it has significantly less charge, the Pulse Carbine is able to be stored in backpacks while losing none of the lethality. '''Unaffected by EMP.'''
|-
|-
![[File:Pulsepistol.png|64px]]
![[File:Pulsepistol.png|64px]]
Line 1,203: Line 1,225:
|10 Pulse,<br>20 Laser,<br>10 Stun
|10 Pulse,<br>20 Laser,<br>10 Stun
|50 Burn<br>20 Burn<br>Stun  
|50 Burn<br>20 Burn<br>Stun  
|Emergency Response Team
|Only available to [[Emergency Response Team]] for 35 WC
|Nanotrasen
|Nanotrasen
|A sidearm based on the Pulse Rifle. Is capable of fitting inside pockets and other small places but has a very limited ammo capacity compared to other pulse weapons. Issued to all Elite Emergency Response Team personal. '''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====
Line 1,225: Line 1,247:
|20 Disable
|20 Disable
|25 Stamina Damage
|25 Stamina Damage
|Disabler crates and the [[Armory]].
|
|Security
* Standard issue for most [[Jobs#Security|Security personnel]]
|Four shots will fully incapacitate an unarmored target.  
* The [[Armory]]
* [[Supply crates#Security|Ordered from Cargo]].
|Nanotrasen
|The bread and butter of security work. Supports a lot of shots per recharge while being fairly easy to carry. It can go onto standard armor vests which permits a quick draw for speedy detainment of a suspect. Four shots will down an unarmored target. Supports a seclite attachment.  
|-
|-
![[File:KineticAccelerator.png|64px]][[File:KineticAccelerator mega.png|64px]]
![[File:KineticAccelerator.png|64px]][[File:KineticAccelerator mega.png|64px]]
Line 1,236: Line 1,261:
|
|
* Located in miner lockers in the [[Mining Dock]], the [[Mining Station]], the [[Auxiliary Base]].
* Located in miner lockers in the [[Mining Dock]], the [[Mining Station]], the [[Auxiliary Base]].
* Can be purchased at the mining vendor for 750 points.
* Can be purchased at the [[Mining Dock|mining vendor]] for 750 points.
* Mega variant obtained by utilizing the [[Shaft Miner#The Wonders of Plasma Magmite|World Anvil]].
* Mega variant obtained by utilizing the [[Shaft Miner#The Wonders of Plasma Magmite|World Anvil]].
|Prospectors
|Prospectors
|The proto-kinetic accelerator utilizes a kinetic pressure system which requires the user to firmly hold the PKA in-hand to charge its kinetic blast via the lever that is on its grip. Pulling the trigger when it has collected enough energy fires the kinetic blast. While it can mine rock, its main feature is its ability to do massive damage to living targets in an environment below standard pressure. This means it is the staple for dealing with any pesky fauna that may accost you on Lavaland or in space.
|The proto-kinetic accelerator utilizes a kinetic pressure system which requires the user to firmly hold the PKA in-hand to charge its kinetic blast via the lever that is on its grip. Pulling the trigger when it has collected enough energy fires the kinetic blast. While it can mine rock, its main feature is its ability to do massive damage to living targets in an environment below standard pressure. This means it is the staple for dealing with any pesky fauna that may accost you on Lavaland or in space.
Its standard cooldown is 1.6 seconds and its standard range is 3 tiles. It resolves against bomb armor, rather than energy armor.
Its standard cooldown is 1.6 seconds and its standard range is 3 tiles. It resolves against bomb armor, rather than energy armor. It can support a seclite and a bayonet attachment.


Compatible with several modkits. It has a standard mod capacity of 100%. The mega version has a max mod capacity of 120%.
Compatible with several modkits. It has a standard mod capacity of 100%. The mega version has a max mod capacity of 120%.
Line 1,312: Line 1,337:
|10 Ion Pulses
|10 Ion Pulses
|20 Brute to silicon mobs<br>Up to 90 damage to mechs<br>3x3 EMP
|20 Brute to silicon mobs<br>Up to 90 damage to mechs<br>3x3 EMP
|[[Armory]] and on the Nuclear Operative shuttle.
|
|Security
* The [[Armory]]
|Large and unwieldy, great for dealing with mechs. Cyborgs are weak to it: flashing cyborgs totally immobilizes them and it leaves you free to robust them to your heart's content. '''Unaffected by EMP.'''
* Located on the [[Nuclear Operative|Nuclear Operative's shuttle]].
|Sol Interplanetary Coalition
|While large and bulky, the projectile fired by the Ion Rifle will deliver an EMP pulse in a small area around the target. An EMP will shut off or disrupt most electronic equipment. More uniquely, it is fantastic at disrupting mech or cyborg subsystems. [[Preternis|Preterni]] and [[IPC|IPCs]] will also undergo significant system damage when hit by one. Care should be used in close range to ensure you do not EMP yourself, draining all your weapons, turning off your radio, and scrambling your suit sensors at once. '''Unaffected by EMP.'''
|-
|-
![[File:Tesla_gun.gif|64px]]
![[File:Tesla_gun.gif|64px]]
!{{anchor|Tesla Revolver}}Tesla Revolver
!{{anchor|Tesla Revolver}}Tesla Revolver
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|5 tesla bolt
|5 Tesla Bolts
|Extremely variable due to many factors
|Extremely variable due to many factors
|[[R&D Lab]] once researched first.
|Printable at the [[Security Office|Security]] or [[Armory]] protolathe once researched.
|Security
|Nanotrasen
|Shoot a tesla bolt that will create lightning on impact, shocking the target and everyone nearby (including you)without proper insulation.
|Fires a Tesla bolt that can bounce between targets, dealing decreasing burn per chain hit. The bolt can chain to you but will not affect anyone with proper insulation. Highly chaotic and likely to harm the user just as much as their target.
|-
|-
![[File:Tempgun.png|64px]]
![[File:Tempgun.png|64px]]
!{{anchor|Temperature Gun}}Temperature Gun
!{{anchor|Temperature Gun}}Temperature Gun
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|40 Freeze/heat Beams
|40 Freeze/Heat Beams
|Heats/Cools target dependent upon the setting.
|Heats/Cools target dependent upon the setting.
|[[Armory]] and [[R&D Lab]] once researched first.
|
* The [[Armory]]
* Printable at the [[Security Office|Security]] or [[Armory]] protolathe once researched.
|Nanotrasen
|Nanotrasen
|Able to cool down or heat up targets, cooling down someone will make them slower.
|Fires beams that will cook or cool targets hit. Less effective against armor. Freezing someone will slow them down, while overheating is typically better against species that suffer more from heat or any target that will struggle to achieve homeostasis, such as someone under the effects of [[Guide to Genetics|Space Adaptation]].
|-
|-
![[File:Ebow.png|64px]]
![[File:Ebow.png|64px]]
Line 1,348: Line 1,377:
|Infinite Bolts (needs to cooldown after shooting)
|Infinite Bolts (needs to cooldown after shooting)
|30 Toxin + 60 Stamina + Knockdown (Duration 1)
|30 Toxin + 60 Stamina + Knockdown (Duration 1)
|Printable at the Armory protolathe once researched.
|Printable at the [[Armory]] protolathe once researched.
|Nanotrasen
|Nanotrasen
|Like the mini energy crossbow, but bulky in size and takes ten seconds to replicate a new bolt. Still immeasurably effective at immediately slowing and exhausting a suspect, which makes it an excellent opening weapon.
|Like the mini energy crossbow, but bulky in size and takes ten seconds to replicate a new bolt. Still immeasurably effective at immediately slowing and exhausting a suspect, which makes it an excellent opening weapon.
Line 1,355: Line 1,384:
!{{anchor|}}Biological Demolecularisor
!{{anchor|}}Biological Demolecularisor
|[[File:Recharger.gif|64px]]<br>Energy
|[[File:Recharger.gif|64px]]<br>Energy
|10 beams
|10 Beams
|20 Cellular Damage + 100 Irradiate
|20 Cellular Damage + 100 Irradiate
|[[R&D Lab]] once researched first.
|Printable at the [[Armory]] protolathe once researched.
|Security
|Nanotrasen
|Also known as the decloner, a deceptively strong weapon since cellular damage is very hard to heal. Unlike other energy weapons, its projectiles are unable to go through glass and grilles.
|Nicknamed the "decloner", the projectiles fired from this weapon are unable to bypass windows and grilles like most energy weapons. However, it is deceptively lethal, as DNA damage is immeasurably difficult to heal and all but requires a visit to [[Medbay|Medical]].
|-
|-
![[File:Spur.png|64px]]
![[File:Spur.png|64px]]
!{{anchor|Spur}}Spur
!{{anchor|Spur}}Spur
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|10 bullets
|10 Bullets
|20 to 40 Brute depending on the charge
|20 to 40 Brute depending on the charge
|Only available to [[Emergency Response Team]] for 10 WC
|Only available to [[Emergency Response Team]] for 10 WC
|Unknown
|Unknown
|A mythical weapon that shoot more powerful projectiles the more it has charge remaining in its battery. Also shoot bullets instead of energy projectiles.
|A mythical weapon that fires projectiles that do increasing damage the more charge is in the gun. It shoots bullets instead of energy projectiles.
|}
|}
===Plasma Cutters===
===Plasma Cutters===
Line 1,387: Line 1,416:
!{{anchor|Mini Plasma Cutter}}Mini Plasma Cutter
!{{anchor|Mini Plasma Cutter}}Mini Plasma Cutter
|[[File:Plasmaore.png|64px]]<br>Plasma
|[[File:Plasmaore.png|64px]]<br>Plasma
|15 plasma bursts
|15 Plasma Bursts
|3 Brute<br>Range 4, Mine Range 0
|3 Brute<br>Range 4, Mine Range 0
|
|
* Obtained via redemption of voucher at mining vendor for the Mini Plasma Cutter Kit.
* Obtained via redemption of voucher at [[Mining Dock|mining vendor]] for the Mini Plasma Cutter Kit.
* Can be purchased at the mining vendor for 2500 points.
* Can be purchased at the [[Mining Dock|mining vendor]] for 2500 points.
|Prospectors
|Prospectors
|A good jumpstart to mining at the beginning of the round, this can permit you to obtain minerals a lot faster a lot sooner. Even though it's small, it can still be used as a welder like the rest of the plasma cutters.
|A good jumpstart to mining at the beginning of a shift, this can permit you to obtain minerals a lot faster a lot sooner. Even though it's small, it can still be used as a welder like the rest of the plasma cutters.
|-
|-
![[File:Plasma Cutter.png|64px]]
![[File:Plasma Cutter.png|64px]]
!{{anchor|Plasma Cutter}}Plasma Cutter
!{{anchor|Plasma Cutter}}Plasma Cutter
|[[File:Plasmaore.png|64px]]<br>Plasma
|[[File:Plasmaore.png|64px]]<br>Plasma
|40 plasma bursts
|40 Plasma Bursts
|5 Brute<br>Range 4, Mine Range 3
|5 Brute<br>Range 4, Mine Range 3
|
|
* Printable at the Cargo protolathe once researched.
* Printable at the [[Cargo Office|Cargo]] protolathe once researched.
* Ordered in Cargo once unlocked.
* [[Supply crates#Special Clearance|Ordered in Cargo]] once unlocked.
|Prospectors
|Prospectors
|Your standard plasma cutter. While not damaging, it can delimb an arm or a leg if targeted and hit enough, which can levy a massive advantage when fighting another player.
|Your standard plasma cutter. While not damaging, it can delimb an arm or a leg if targeted and hit enough, which can levy a massive advantage when fighting another player.
Line 1,409: Line 1,438:
!{{anchor|Advanced Plasma Cutter}}Advanced Plasma Cutter
!{{anchor|Advanced Plasma Cutter}}Advanced Plasma Cutter
|[[File:Plasmaore.png|64px]]<br>Plasma
|[[File:Plasmaore.png|64px]]<br>Plasma
|100 plasma bursts
|100 Plasma Bursts
|7 Brute<br>Range 5, Mine Range 5<br>'''Mega''': Range 7, Mine Range 7
|7 Brute<br>Range 5, Mine Range 5<br>'''Mega''': Range 7, Mine Range 7
|
|
* Printable at the Cargo protolathe once researched.
* Printable at the [[Cargo Office|Cargo]] protolathe once researched.
* Ordered in Cargo once unlocked.
* [[Supply crates#Special Clearance|Ordered in Cargo]] once unlocked.
* Mega variant obtained by utilizing the [[Shaft Miner#The Wonders of Plasma Magmite|World Anvil]].
* Mega variant obtained by utilizing the [[Shaft Miner#The Wonders of Plasma Magmite|World Anvil]].
|Prospectors
|Prospectors
Line 1,421: Line 1,450:
!{{anchor|Plasma Cutter Shotgun}}Plasma Cutter Shotgun
!{{anchor|Plasma Cutter Shotgun}}Plasma Cutter Shotgun
|[[File:Plasmaore.png|64px]]<br>Plasma
|[[File:Plasmaore.png|64px]]<br>Plasma
|28 plasma bursts
|28 Plasma Bursts
|6 total pellets in a wide spread which do:<br>2 Brute<br>Range 5, Mine Range 2<br>'''Mega''': Range 7, Mine Range 3
|6 total pellets in a wide spread which do:<br>2 Brute<br>Range 5, Mine Range 2<br>'''Mega''': Range 7, Mine Range 3
|
|
* Can be purchased at the mining vendor for 6000 points.
* Can be purchased at the [[Mining Dock|mining vendor]] for 6000 points.
* Mega variant obtained by utilizing the [[Shaft Miner#The Wonders of Plasma Magmite|World Anvil]].
* Mega variant obtained by utilizing the [[Shaft Miner#The Wonders of Plasma Magmite|World Anvil]].
|Prospectors
|Prospectors
Line 1,446: Line 1,475:
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|[[File:Powercell.png|64px]]<br>Energy (Self-Charging)
|25 Burn (Burn damage on embed),<br>40 Stamina (Stamina damage on embed)
|25 Burn (Burn damage on embed),<br>40 Stamina (Stamina damage on embed)
|[[R&D Lab]] once researched first.
|Printable at the [[Armory]] protolathe once researched.
| Security
| Nanotrasen
|More damaging than a standard energy gun but with a lower rate of fire, infinite ammo like the advanced energy gun but without any risks of irradiation for the user.
|While hardlight bolts deal more burn and stamina than the energy gun's modes, the hardlight bow is bulky and requires time to draw which ultimately decreases its lethality relative to the energy gun. That being said, it is always able to continuously replicate its own projectile, meaning rechargers are largely unnecessary while using this weapon.
|-
|-
![[File:Bow_syndicate.gif|64px]]
![[File:Bow_syndicate.gif|64px]]
Line 1,456: Line 1,485:
|[[Syndicate Uplink]], available for 12 TC
|[[Syndicate Uplink]], available for 12 TC
|Syndicate  
|Syndicate  
|Completely silent when drawing and firing, can be toggled to let you see further for long distance takedowns. Possess a standard lethal mode (red)dealing burn and an xray mode (green)able to go through walls and irradiating targets. Can be folded by ctrl-clicking it to store it in bags.
|Completely silent when drawing and firing. It has a built-in scope that can be used to see long distances. Its x-ray mode functions very well when combined with Thermals. Can be folded using CTRL+CLICK to store it in bags.
|-
|-
![[File:Bow_clockwork.png|64px]]
![[File:Bow_clockwork.png|64px]]
Line 1,462: Line 1,491:
|[[File:Clockwork_slab.gif|32px]]<br>Magic (Self-Charging)
|[[File:Clockwork_slab.gif|32px]]<br>Magic (Self-Charging)
|18 Burn (Burn damage on embed)
|18 Burn (Burn damage on embed)
|[[Clockwork Cult|Clockwork Slab]]
|A weapon of choice to summon using the [[Clockwork Cult|Clockwork Slab]]
|Clockwork Cult
|Clockwork Cult
|The main ranged option of Rat'var's servants when defending the Ark.
|The main ranged option of Rat'var's servants when defending the Ark. While it lacks the immediate knockdown of the spear or the utility of the hammer and sword, the infinite bolts produced by this ranged weapon are excellent for exerting pressure or maintaining a defensive position.
|}
|}
==Miscellaneous Weapons==
==Miscellaneous Weapons==
Line 1,498: Line 1,527:
|Depends on the gas
|Depends on the gas
|
|
* Ordered from Cargo.
* [[Supply crates#Armory|Ordered from Cargo]].
* [[Makeshift weapons|Made by yourself]]. Requires [[Syndicate_Items#.28Pointless.29_Badassery|Makeshift Crafting]] from the Syndicate.
* [[Makeshift weapons|Made by yourself]]. Requires [[Syndicate_Items#.28Pointless.29_Badassery|Makeshift Crafting]] from the Syndicate.
* Available to [[Syndicate guide|Nuclear Operative]] for 4 TC
* Available to [[Syndicate guide|Nuclear Operative]] for 4 TC
870

edits

Navigation menu