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saves my edits on guide to combat about how damage works because I have to go but the section I was writing isn't done
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(saves my edits on guide to combat about how damage works because I have to go but the section I was writing isn't done)
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{{Disclaimer}}
Combat is an inevitable occurrence on Space Station 13. Whether it be between Security and some troublemakers, a Syndicate Agent and their target, or what remains of the station versus an angry, fanatical Blood Cult, you will likely at some point be forced to fight for your own life, or for whatever cause you've pledged to. This guide is split into two sections; Offense and Defense. Offense attempts to detail a list of (almost) every single weapon in the game, be it an improvised bottle, a massive machine gun, or whatever bizarre objects can be utilized to directly damage someone in some capacity. Defense details forms of CC (Crowd Control) as well as explaining the systems behind it, then drawing upon different sources (some of which come from the weapons in Offense) to give a list of what can be used to incapacitate a target through non-lethal means. It also attempts to list the armors that exist in the game. Both sections also include notes on each item that can be useful for understanding how to obtain the item, what factions in the game typically use it, or other miscellaneous properties of the weapon that are notable or useful.
{{JobPageHeader
|headerbgcolor = #af6366
|headerfontcolor = white
|stafftype = SECURITY
|imagebgcolor = #e3c9ca
|img_generic = Generic_detective.png
|img = Detective.png
|jobtitle = Detective
|titles=Investigator, Forensic Analyst, Investigative Cadet, Private Eye, Inspector
|access = [[Brig]], [[Detective's Office]], [[Morgue]], [[Maintenance]], Weapon Permit
|additional = [[Security]]
|difficulty = Medium
|superior = [[Head of Security]]
|duties = Investigate crimes, gather evidence, look badass, smoke cigarettes, drink yourself into oblivion when every other officer ignores your suspects and your words
|guides = [[Guide to security]], [[Space Law]], [[Guide to Trials]], [[Standard Operating Procedure]]
|quote = Uh, I just sssaw the chef gib the clown. You folksss gonna do anythin' about that? Or thisss the kinda day where what I sssay don't matter?
}}
[[File:Detective'sOffice.png|300px|thumb|alt=Forensics|Your Office, and your Castle]]


= How does damage work? =
For information on how to treat damage and what will typically cause certain types of damage, check the [[Guide to medicine|Guide to Medicine]].


'''Welcome to the land of red tape, friend.'''
Every single mob in the game has a base health that is reduced by forms of lethal damage. Humanoid individuals (most players) also have stamina health that is reduced by forms of stamina damage.


Your job as the Detective is to discover crimes, identify their perpetrators, and report it all to the rest of Security. Use your radio, and use it often.
* Lethal damage is split into the following types: '''Brute''', '''Burn''', '''Toxin''', and '''Oxygen'''
* Nonlethal damage can only be caused by '''stamina''' damage


'''You are not a full member of Security and should not be making arrests under most circumstances. Your revolver is considered a lethal weapon, to be used sparingly.'''
In addition, every single source of damage has a specific class behind it. These classes are '''Melee''', '''Bullet''', '''Laser''', '''Energy''', '''Bomb''', '''Bio''', '''Rad''', '''Fire''', and '''Acid'''. Each piece of armor has values for each of these classes, and also '''Wound''' armor (explained in [[Guide to Wounds]]). Certain objects or creatures can also have hardiness or DR (damage resistance) respectively.


'''<u>Review Space Law and make sure you know how and when you should act.</u>'''
A source of damage may also have an armor penetration value tied to it. This means it is better (or worse, in the case of a negative AP) at ignoring the armor a target might have.


'''Bare minimum requirements:''' Don't die in maintenance, scan crime scenes, and report your findings to Security.
Whenever an object or creature takes damage, the game first checks the damage class of what is affecting the target. Then it adjusts the force (or damage) of the attack according to whatever armor may exist. The specific formula is '''Armored Force = Attack Force * (1 - (Final Armor / 100))'''. Final Armor is calculated by '''Final Armor = Armor - Armor Penetration'''. '''However''', if AP is negative, it instead calculates at '''Final Armor = Armor / (1 + (Armor Penetration / 100))'''. Then, it checks for any hardiness or DR the target may have, calculating the final damage as '''Final Force = Armored Force - Hardiness?DR'''. The final force is then applied to the target, dealing its numerical value as the type dealt by the weapon.
=="Bona Fide" Officer==
As a Detective, your primary duty is to investigate crime scenes and use the tools provided to you to identify the perpetrators. A Forensic Scanner, security console, and your ID should be all you need to snag most suspects.  


Your Forensic Scanner is located in your backpack, and the closet in your office has a spare. Go to a crime scene when you're called and start scanning anything of importance. If you're the one that finds a crime scene, inform Security before you begin your investigation. Airlocks, bodies, weapons, blood, and possessions are all prime targets for scanning. Your Forensic Scanner can store more logs than you'll ever need, and, if needed, you can also recall past scans or even print off a forensic report to review information you've gathered. Especially important is scanning any bodies for prints and fibers, provided that they haven't been hauled off by the [[Paramedic|Paramedics]] yet. Airlocks are also incredibly useful to scan, assuming the crime happened in an area that most wouldn't be moving through. At the very least, you can get a list of people who have been around, and question them individually on your own time. If the crime is [[Space_Law#Severe_Crimes|severe]] enough, ask your [[Security Officer|fellow, loyal officers]] for help in bringing suspects in.
A mob that suffers lethal damage over its health will die. Non-humanoid mobs ignore stamina damage.


If any victims (or suspects) have already been hauled off to [[Medbay|Medical]], then you'll want to get over there ASAP and scan any bodies before any more [[Medical Doctor|greasy doctors]] touch them. Try to get any information you can from the Medical staff or officers present: damage types, who brought them in, who's touched the corpse. The more information you get, the more you can ignore irrelevant facts or focus on curious ones.
It should be noted that during combat, if an organic suffers over 15 damage in one second, their tenacious heart will produce a small amount of adrenals. This chemical will prevent damage slowdown while processed in the body's system. This fight-or-flight response lasts about ten seconds. It will not happen again in said organic for ten minutes after triggering.


'''Guard bodies if you have to. One of the best witnesses to a crime is the victim themselves. If they're revived via non-cloning methods, they retain their memories, which include how they died. And, most likely, who killed them.'''
=Offense =
===Scene Analysis 101===
While most items in the game can be used as a makeshift weapon, actual dedicated weapons are far more effective in harming, subduing or killing a target. This section tries to document every single weapon in the game, though it's an ongoing process as weapons are added, tweaked, or removed.
Any object that is touched by someone without gloves will have their fingerprints on it (with the exception of fingerless gloves). This includes interaction, pick-up, drop, and manipulation of any kind. There is a chance for someone to leave behind traces of their clothing under the same interactions. The options can be their uniform, their exosuit, and/or their gloves.
==Melee Weapons==
Most station personal lack access to proper firearms, thus if push comes to shove most people will have to rely on the old fashion method of melee combat to deal with a attacker.
===Makeshift Weapons===
Almost any object on the station can be used as a makeshift melee weapon, however some are better than others.
{| class="wikitable sortable" border="1" cellpadding="2" cellspacing="0" style="width:80%"
|-
! class="unsortable" scope="col" style="background-color:#EB4C42;" |Icon
! scope="col" style="background-color:#EB4C42;" |Item
! scope="col" style="width:80px; background-color:#EB4C42;" |Damage
! scope="col" style="width:80px; background-color:#EB4C42;" |How to Acquire
! scope="col" style="width:80px; background-color:#EB4C42;" |Faction Usage
! class="unsortable" scope="col" style="background-color:#EB4C42;" |Notes
|-
! [[File:Brokenbottle.png|64px]]
!{{anchor|Broken Bottle}}Broken Bottle
|15 Brute when breaking
9 Brute after broken
|Get a bottle from the Booze-o-mat, smash it on someone.
| Civilian
|Has to be broken first, to break simply change intent to harm then smash it against someone; by aiming for the head you will also knock them down if they are not wearing protective head gear. Smashing it spills its contents over the target so you could use it as a chemist to knock out your opponent, by filling it with chloral, and then beat them to death with it. Another reason why traitor Chemist is so great. If the bottle's contents are flammable (booze bottles, for instance) you can follow up by setting your opponent on fire.
|-
![[File:Butcherknife.png|64px]]
!{{anchor|Butcher's Cleaver}}Butcher's Cleaver
|15 Brute
|Hack the Dinnerware vending machine.
|Civilian: Kitchen Staff
|Somewhat hard to get. Security will likely have their suspicions as the only reason to have this over the normal knife is its robusting power. Works as a ghetto circular saw in surgery.
|-
![[File:Saw.png|64px]]
!{{anchor|Circular Saw}}[[Circular Saw]]
|15 Brute
|[[Operating Theatre]] [[Robotics Lab]] [[Autolathe]]
|Civilian: Medical/Research
|One of the most robust things you can find. Sadly they are rather uncommon and departments like to hang onto theirs, and security likes to take them. You can print one at the [[Cargo Bay]]'s autolathe, if it has metal to make it.
|-
![[File:Deathnettle.png|64px]]
!{{anchor|Death Nettle}}[[Death Nettle]]
|Up to 30 Burn.
Damage depends on potency.
Loses a random amount of damage after each hit.
|Growing them at [[Hydroponics]]
|Civilian: Botany
|A red nettle that can deal high damage. Requires gloves to wield, lasts for several hits (damage reduced with each hit) until they disintegrate (i.e. the evidence disappears). Experienced Botanists can make these. At low potency they are mostly a joke but at high potency they are as strong as energy swords (for one hit).
|-
! [[File:Extinguisher.png|64px]]
!{{anchor|Fire Extinguisher}}[[Fire Extinguisher]]
|10 Brute
|Emergency Fire closets and lockers, emergency storage rooms
|Civilian
| Found across the station so they're aren't in short supply. Unlikely to be taken by security if they search you. They are also very useful if you get spaced, spray in opposite direction of where you want to go, and you'll fly away. With a limit of 50 units, that's 10 squirts using 5 per spray.
|-
![[File:OxygenTank.png|64px]]
[[File:N2Otank.png|64px]]
!{{anchor|Gas tank}}[[Atmospherics items|Air/Oxygen]]/[[Medical items#Anesthetic Tank|Anaesthetic tank]]
|10 Brute
|Emergency lockers [[E.V.A.]] [[Toxins lab]] [[Atmospherics]] [[Operating Theatre]] (for anaesthetic tanks).
|Civilian
|Found across the station so they're aren't in short supply. Air and oxygen tanks are unlikely to be taken by security if they search you. You can use it for internals while having it in your hand (though it is recommended you don't use an anaesthetic tank).
|-
! [[File:Fireaxe.png|64px]]
!{{anchor|Fire Axe}}[[Fire Axe]]
|5 Onehand
24 Twohand
|[[Bridge]] and [[Atmospherics]].
| Civilian: Atmospherics/Command
|Most robust thing you can get from the Station. Has to be held with two hands to be used properly. Security will likely take it and it's a large object. Best to store this on your back. They are also rare, one is in Atmos and the other is in the Bridge, good luck breaking in before it gets taken. Can be used as a crowbar (while wielded) on unpowered doors, and is strong enough to break powered ones.
|-
![[File:Hatchet.png|64px]]
!{{anchor|Hatchet}}[[Hatchet]]
|12 Brute
15 thrown
|[[Hydroponics]].
|Civilian: Botany
|Botanists use these to chop wood, they also are good at chopping limbs. Easy to conceal, and if you're a Botanist, security probably won't care if you're carrying one. Throwing it at someone deals 15 damage. Bonus points for finishing off an escaping enemy this way, Navajo-style. Works as a ghetto circular saw in surgery.
|-
![[File:Knife.png|64px]]
!{{anchor|Kitchen Knife}}[[Kitchen Knife]]
|10 Brute
|[[Kitchen]] [[Autolathe]].
|Civilian
|Useful if you're the Chef, as Security are unlikely to give a single shit if they see you with it. Works as a ghetto scalpel in surgery. Can be hidden in boots.
|-
![[File:Nullrod.png|64px]]
!{{anchor|Null Rod}}[[Null Rod]]
|18 Brute (base)
|[[Chapel]] and on the [[Chaplain]].
| Civilian: Chaplain
|Better than a Circular Saw, but there's only one of them, and the Chaplain tends to keep it on him. It can destroy runes and protect against some cult magics. Can be transformed into a variety of religious weapons, with different characteristics.
|-
! [[File:Pickaxe.png|64px]]
!{{anchor|Pickaxe}}[[Pickaxe]]
|15 Brute
|[[Mining Dock]] and [[Mining Station]].
| Civilian: Supply
|Fairly robust, but it's very big, so it can only be stored on the back or belt slot. Miners barely use these anymore in favor of the Kinetic Accelerator, so it's mostly seen on the [[Labor Camp|Gulag]]. Mining drills and jackhammers all do the same amount of damage as a pickaxe.
|-
![[File:Minipick.gif|64px]]
! {{anchor|Compact Pickaxe}}Compact Pickaxe
|10 Brute
|[[Mining Dock]] and [[Mining Station]], in miner's equipment closets.
|Civilian
|Does less damage, but can fit in a backpack.
|-
![[File:Survivalknife.gif|64px]]
!{{anchor|Survival Knife}}Survival Knife
|15 Brute
|Miner's explorer backpacks, Miner's explorer boots
|Civilian: Supply
|Miners spawn with a very robust knife that can fit in their pockets or boots.
|-
! [[File:Scalpel.png|64px]]
!{{anchor|Scalpel}}[[Scalpel]]
|10 Brute
|[[Operating Theatre]] [[Autolathe]].
|Civilian: Medical/Research
|Despite being not as good at the saw, this is still quite robust. Best part is you can have it your pocket and if you have access to this (not counting autolathe produced scalpels) security wouldn't care, unless it's covered in blood, of course. But even then they might assume you're just a bad doctor.
|-
![[File:Shard.png|64px]]
! {{anchor|Glass Shard}}[[Glass Shard]]
|5 Brute
10 thrown
|Anywhere there's [[glass]] (read: everywhere).
|Civilian
|Extremely easy to obtain, just break a glass/reinforced glass pane or climb a glass table. Works also as a ghetto scalpel. You need gloves to hit stuff with it without cutting yourself, but you can still throw it.
|-
![[File:Screwdriver_tool.png|64px]]
!{{anchor|Screwdriver}}[[Screwdriver]]
| 5 Brute
| Most storage rooms and [[Engineering]].
|Civilian
|Its robustness doesn't come from the damage, but from its thin, pointed edge. Anyone not wearing glasses can have their eyes stabbed out causing them lose sight. Doesn't make them mute so they'll still scream, or might even fight back before you have a chance to blind them enough.
|-
![[File:Drill.png|64px]]
!{{anchor|Surgical Drill}}[[Surgical Drill]]
| 15 Brute
|[[Operating Theatre]] [[Autolathe]].
|Civilian: Medical/Research
|Only found in Surgery. Only used for dental implants, so it'll barely be noticed if it goes missing.
|-
![[File:BlueToolbox.png|64px]]
!{{anchor|Toolbox}}[[Toolbox]]
| 12 Brute
|Most storage rooms and [[Engineering]].
|Civilian
|Rather common. Althought it deals a moderate amount of damage, it's a bulky item, so you'll have to hold it.
|-
![[File:Welder.png|64px]]
!{{anchor|Welding tool}}[[Welding tool]]
|3 Brute when off
15 Burn when on
|Most storage rooms and [[Engineering]].
|Civilian
|When switched on, it deals a robust amount of burn damage, but consumes fuel after every hit.
|-
![[File:Syndicatetools.png|64px]]
!{{anchor|Toolbox}}[[Syndicate Items#Fully Loaded Toolbox|Syndicate Toolbox]]
|15 brute
18 brute when thrown
|Syndicate uplink and the [[Derelict]].
|Syndicate
|Worth more for emergency tools than anything. Expect security to come cracking down unless they know you've taken a trip to the derelict.
|-
![[File:Spear.png|64px]]
!{{anchor|Spear}}[[Spear]]
|10 brute in Onehand
18 brute when wielded/Twohand
20 brute when Thrown
|[[Makeshift weapons|Made by yourself]]
|Civilian
|A haphazardly-constructed yet still deadly weapon of ancient design. You can attach an explosive to it. If you attach one, Alt-clicking it will allow you to set a war cry when attacking with it.
|-
![[File:Chainsaw.gif|64px]]
!{{anchor|Chainsaw}}Chainsaw
|13 Brute when off
21 Brute when on
|[[Makeshift weapons|Made by yourself]]
|Civilian
|You can [[Surgery#Limb Augmentation|surgically replace an arm]] with a chainsaw. Can break an airlock down. Requires both hands to carry unless it's surgically attached.
|-
![[File:Baseball_bat.png|64px]]
!{{anchor|Baseball bat}}Baseball bat
|10 Brute
|[[Makeshift weapons|Made by yourself]] after reading the Syndicate Uplink [[Syndicate_Items#.28Pointless.29_Badassery|Makeshift Weapons]] book.
|Syndicate
|Knocks back targets on hit.
|}
===Actual Melee Weapon===
Unlike makeshift melee weapons, these melee weapons are usually more reliable and robust, however most station personal can't get access to them, as well as these weapons being very noticeable.
{| class="wikitable sortable" border="1" cellpadding="2" cellspacing="0" style="width:80%"
|-
! class="unsortable" scope="col" style="background-color:#EB4C42;" |Icon
! scope="col" style="background-color:#EB4C42;" |Item
! scope="col" style="width:80px; background-color:#EB4C42;" |Damage
! scope="col" style="width:80px; background-color:#EB4C42;" |How to Acquire
! scope="col" style="width:80px; background-color:#EB4C42;" |Faction Usage
! class="unsortable" scope="col" style="background-color:#EB4C42;" | Notes
|-
![[File:Cultblade.gif|64px]]
! {{anchor|Cult Blade}}[[Cult Blade]]
|25 Brute
|[[Cult magic]]
|Cultists
| Those who aren't Cultists suffer from wielding this blade...'''''MENTALLY'''''. Aside from being very robust, it is Cult exclusive. Expect a wave of <strike>batons</strike> lasers when Security sees you holding this.
|-
![[File:Ratvarian_spear.png|64px]]
!{{anchor|Brass Spear}}Brass Spear
|15 Brute + 5 Burn on living non servants, 25 Burn on silicons
25 Brute + Stun when thrown
|[[Clockwork Cult|Clockwork Slab]]
|Clockwork Cult
|Possess a small armor penetration. The additional burn damage dealt by this weapon generate vitality used by the [[Clockwork_Cult#Sigils|Vitality Matrix]], will break upon hitting a mob when thrown.
|-
![[File:Ratvarian_hammer.png|64px]]
!{{anchor|Brass Battle-Hammer}}Brass Battle-Hammer
|15 Brute
15 Brute when thrown
|[[Clockwork Cult|Clockwork Slab]]
|Clockwork Cult
|Will knock back non-servants on hit. Does the same when thrown, but then blocked by antimagic. The melee strike will always throw.
|-
![[File:Ratvarian_sword.png|64px]]
!{{anchor|Brass Longsword}}Brass Longsword
|16 Brute
20 Brute when thrown
|[[Clockwork Cult|Clockwork Slab]]
|Clockwork Cult
|Possess very small armor penetration. On-hit will inflict an EMP on the target. On mechs, a heavy EMP is done instead. Cooldown of the EMP is 20 seconds.
|-
! [[File:ESword.png|64px]]
!{{anchor|Energy Sword}}[[Energy Sword]]
|3 Brute Off
30 Brute On
|Through a [[Syndicate Uplink]]
|Syndicate/Nanotrasen
|Despite being very strong in melee combat, its activation is loud, very obvious to those around you, and not viable unless you are a traitor. It also counts as a shield when active! Use a multitool on one to turn on RAINBOW MODE (permanently). '''''TURN IT ON BEFORE YOU USE IT'''''
|-
![[File:DoubleESword.png|64px]]
!{{anchor|Double-bladed Energy Sword}}[[Double-bladed Energy Sword]]
|3 Brute Off
34 Brute On
|Through a [[Syndicate Uplink]]
|Syndicate/Nanotrasen
|Has to be held with two hands while on. Four extra damage may not seem much, but it means one less hit to crit an unarmored opponent. When wielded it gives a 100% chance to deflect energy-based shots, like tasers and lasers. Like the energy sword, its activation is very loud. To create this, you must combine two Energy Swords together of any color (hold one in each hand and click the other sword) or receive it in a Syndicate Bundle. You cannot put two holodeck swords together. Use a multitool on one to turn on RAINBOW MODE (permanently). '''''TURN IT ON BEFORE YOU USE IT'''''
|-
![[File:StunBaton.gif|64px]]
! {{anchor|Stun Baton}}[[Stun Baton]]
|10 Brute
|
* 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
| Very robust if you know how to use it properly. Only the security force can get these easily.
|-
![[File:BasaltKatana.png|64px]]
!{{anchor|Basalt Katana}}Basalt Katana
|18 brute + 52 brute on lavaland's fauna
|[[Lavaland]]
|Unknown
|Using it in your hand will make you do a dodge roll in the direction you're facing, making you ignore all damage for 0.5 seconds while moving you forward, doing so deals 5 stamina damage to you on lavaland and 15 stamina damage on the station
|-
![[File:Telescopic_Baton.png|64px]]
! {{anchor|Telescopic Baton}}Telescopic Baton
|10 Brute
|[[Heads of Staff]]'s backpacks.
|Command
|Like the stunbaton but retractable, need more hits to paralyze people than a standard stun baton but the same capability for bludgeoning. Heads of Staff start their shift with one in their backpack. Be sure to extend it before using!
|-
! [[File:Sabre.gif|64px]]
!{{anchor|Officer's Sabre}}Officer's Sabre
|15 Brute
|Captain's locker.
|Captain
|A sabre intended for ceremonial uses. Comes with its own sheath. Can block melee attacks and has good armor penetration.
|-
![[File:buckknife.png|64px]]
!{{anchor|Combat Knife}}Combat Knife
|20 Brute
|[[Supply crates#Armory|Ordered from Cargo]].
|Security
| Very robust for its size.
|-
! [[File:Syndie mantis.png|64px]]
!{{anchor|G.O.R.L.E.X. Mantis Blade}}G.O.R.L.E.X. Mantis Blade
|20 Brute
|[[Syndicate Uplink]], available for 7 TC
|Syndicate
|Purchased as a single autosurgeon that will install a secret implant on your right arm upon usage. Has very high wound chance, especially against unarmored targets, as well as moderate armor penetration. It also has a small block chance. Having two extended at the same time permits you to strike with both in a single attack.
|-
![[File:Mantis.png|64px]]
!{{anchor|H.E.P.H.A.E.S.T.U.S. Mantis Blade}}H.E.P.H.A.E.S.T.U.S. Mantis Blade
|18 Brute
|Only available to [[Emergency Response Team]] for 7 WC
|Nanotrasen
|Purchasing it gives you a briefcase that possesses an autosurgeon to install one onto each arm. Possesses the same wound bonuses, armor penetration, and theoretical double-strike of the G.O.R.L.E.X. blade. However, it has no block chance.
|}
==Ranged Weapons==
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 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.
====Automatic====
An automatic weapon is defined by its ability to self-load upon each trigger pull, allowing users to continue firing rounds so long as the weapon's clip or magazine is loaded. As a result, they are the most capable weapons of continuous fire, especially when considering their fast, on-field reload times relative to energy weapons. Some automatics permit tactical reloads, which allow a user to instantly swap an in-hand magazine with the magazine currently in the weapon. In addition, automatics are likely to have a burst fire mode, which will discharge multiple shots per trigger pull. A fully empty automatic will require the user to rack the slide once a new magazine has been inserted before they are ready to fire. The slide can be racked by interacting with the firearm in hand, while magazine ejection requires the automatic to be clicked with an open hand. In order to insert a new one, have a magazine in hand, then click on the automatic.
{| class="wikitable sortable" border="1" cellpadding="2" cellspacing="0" style="width:80%"
|-
! class="unsortable" scope="col" style="background-color:#F0DC82;" |Icon
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! class="unsortable" scope="col" style="background-color:#F0DC82;" | Notes
|-
![[File:Autorifle.png|64px]]
!{{anchor|WT550 Automatic Rifle}}WT550 Automatic Rifle
|[[File:46x30ammo.png|64px]]4.6×30mm
|22 Rounds
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|-
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" | Description
|-
! [[File:46x30ammo.png]]
!Standard ammo
|15 Brute, small armor penetration
|-
![[File:46x30mmtA.png]]
!AP ammo
|12 Brute, very good armor penetration
|-
![[File:46x30mmtI.png]]
!IC ammo
|9 Brute, sets the target on fire
|-
![[File:46x30mmtT.png]]
!Rubber ammo
|5 Brute + 22 Stamina
|}
|
*[[Supply crates#Armory|Ordered from Cargo]].
*Available to [[Emergency Response Team]] for 5 WC
* Certain ruins
|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.
It supports a bayonet.
|-
![[File:Uzi.png|64px]]
!{{anchor|Uzi}}Type T3 Uzi
|[[File:Uzi9mm.png|64px]]9mm
|32 Rounds
|20 Brute
|[[Gang War#Gang Equipment|Gangtool]], available for 60 influence
|Criminals
|A lightweight, fast-firing gun with a 2-round burst setting, for when you want someone dead fast. Generally popular only among criminal elements.
|-
![[File:Aps.png|64px]]
!{{anchor|Stechkin APS Pistol}}Stechkin APS Pistol
| [[File:10mmMag.png|64px]]9mm
| 15 Rounds
|20 Brute
|
*Dropped by Russian officers.
*Available to [[Syndicate guide|Nuclear Operative]] in the [[Syndicate Items#Spetsnaz Pyro bundle|Spetsnaz Pyro bundle]] for 30 TC
|Space Russians, Syndicate
|The original Russian version of the stechkin used by the Syndicate. Has a 3-round burst setting making it quite powerful despite its small size.
|-
![[File:Saber.png|64px]]
!{{anchor|Nanotrasen Saber SMG}}Nanotrasen Saber SMG
| [[File:Smg9mm.png|64px]]9mm
|21 Rounds
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|-
! class="unsortable" |Icon
! class="unsortable" | Name
! class="unsortable" |Description
|-
! [[File:Smg9mm.png]]
!Standard ammo
|20 Brute
|-
![[File:Smg9mmA.png]]
!AP ammo
|18 Brute, very good armor penetration
|-
![[File:Smg9mmI.png]]
!IC ammo
|13 Brute, sets the target on fire
|}
|Only available to [[Emergency Response Team]] for 7 WC
|Nanotrasen
|A standardized SMG used by Nanotrasen paramilitary forces. While it has a three-round burst setting, it fires slower relative to the Boarder Rifle. However, it can be suppressed.
|-
![[File:Makeshiftpistol.png|64px]]
!{{anchor|Makeshift Pistol}}Makeshift Pistol
|[[File:9x19pM.png|64px]]10mm
|4 Rounds
|30 Brute
|[[Makeshift weapons|Made by yourself]]. Requires [[Syndicate_Items#.28Pointless.29_Badassery|Makeshift Crafting]] from the Syndicate.
| Scavengers
|A laughably shoddy weapon that only contains four 10mm bullets per magazine. While able to be made completely on your own, it has a very high chance to jam, which forces you to rack the slide. It is not uncommon to pull the weapon on someone and have it jam on your several times, making this preferably used only as a last resort.
|-
![[File:SurplusGun.png|64px]]
!{{anchor|Surplus Rifle}}Surplus Rifle
|[[File:Ammo_75.png|64px]]10mm
| 10 Rounds
|30 Brute
|
* [[Gang War#Gang Equipment|Gangtool]], available for 8 influence
* Certain ruins
|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.
It supports a bayonet and a suppressor.
|-
![[File:Stetchkin.png|64px]]
!{{anchor|Stechkin}}Stechkin Pistol
|[[File:10mmMag.png|64px]]10mm
|8 Rounds
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" | Ammo Types
|-
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Description
|-
![[File:10mmMag.png]]
!Standard ammo
|30 Brute
|-
![[File:10mm_AP.png]]
!AP ammo
|27 Brute, very good armor penetration
|-
![[File:10_mm_hollow.png]]
!HP ammo
| 45 Brute, ineffective against armor
|-
![[File:10mm_incend.png]]
!IC ammo
|20 Brute, sets target on fire
|-
![[File:10mm_Soporific.png]]
!SP ammo
| 30 Stamina, will sleep a target that reaches 100 Stamina damage
|}
|
*[[Syndicate Uplink]], available for 6 TC
*[[Gang War#Gang Equipment|Gangtool]], available for 30 influence
*Certain ruins
|Criminals, Syndicate
|[[Nuclear Operative|Nuclear Operatives]] spawn with one for free, though it can still be purchased by Traitors and silenced for a stealthy, lethal weapon.
Note that even if suppressed, firing it will leave behind signature 10mm casings for Security to find.
|-
![[File:M1911.png|64px]]
!{{anchor|M1911 Pistol}}M1911 Pistol
|[[File:M1911 mag.png|64px]].45
|8 Rounds
|30 Brute
|
*Used by Spacepol officers.
* Available to [[Emergency Response Team|Emergency Response Teams]] for 3 WC
*Certain ruins
|Civilians, Sol Interplanetary Coalition
|A classic handgun. Still carried to this day by Spacepol officers and Coalition troops. While very similar to the stechkin, the M1911 is heavier and unable to be suppressed but fires faster. In addition, it's chambered in .45, rather than 10mm.
|-
![[File:C20r.png|64px]]
!{{anchor|C20r SMG}}C20r SMG
|[[File:C20r45-24.png|64px]].45
|24 Rounds
|30 Brute
|Only available to [[Syndicate guide|Nuclear Operative]] for 10 TC
|Syndicate
|Has a 2-round burst setting with decent damage and cheap ammo. Can also be silenced. A good all-arounder for a [[Nuclear Operative]].
|-
![[File:Tommy gun.png|64px]]
! {{anchor|Tommy Gun}}Tommy Gun
|[[File:Thompson mag.png|64px]].45
| 50 Rounds
|30 Brute
|Only available to [[Emergency Response Team]] for 9 WC
|Sol Interplanetary Coalition
|A modernized variant of the Thompson SMG that utilizes light plastics in its wooden furniture, commonly used by Coalition marines. Has a four-round burst setting for a massive spray-and-pray experience. Laughably lethal and horrifying in close quarters.
|-
![[File:MinigunSpin.gif|64px]]
!{{anchor|M-546 Osprey}}M-546 Osprey
|[[File:MinigunPack.png|64px]]5.46mm
|500 Rounds
|34 Brute
|Only available to [[Syndicate guide|Nuclear Operative]] for 30 TC
|Syndicate
|The M-546 Osprey minigun is attached to a 500-round backpack, which it can be attached to and removed from. The gun is heavy enough to slow the user, but it fires continuously while the mouse is held, until it overheats.
|-
! [[File:M90.png|64px]]
!{{anchor|M-90gl Carbine}}M-90gl Carbine
|[[File:556m.png|64px]]5.56mm
[[File:40mmhe.png|64px]]
40mm grenade
| 30 Rounds +
1 Grenade
|35 Brute
60 Brute, explosion radius (-1, 0, 2)
| Only available to [[Syndicate guide|Nuclear Operative]] for 18 TC
|Syndicate
|A powerful weapon that can switch between a 3-round burst setting of 5.56mm bullets and an underbarrel grenade launcher that utilizes 40mm grenades. Capable of downing an unarmored target in a single burst.
|-
! [[File:Arg.png|64px]]
!{{anchor|NT-ARG "Boarder" Rifle}}NT-ARG "Boarder" Rifle
|[[File:556m.png|64px]]5.56mm
|30 Rounds
| 35 Brute
| Only available to [[Emergency Response Team]] for 18 WC
|Nanotrasen
| A standardized assault rifle used by Nanotrasen paramilitary forces. It has a three-round burst setting and fires faster than its cousin the M-90gl Carbine.
|-
![[File:L6machinegun.png|64px]]
!{{anchor|L6 SAW}}L6 SAW
|[[File:A762.png|64px]]7.12x82mm
|50 Rounds
| {| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|-
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Description
|-
![[File:A762.png]]
!Standard ammo
|45 Brute
|-
![[File:A762A.png]]
!AP ammo
|35 Brute, exceptional armor penetration
|-
![[File:A762H.png]]
!HP ammo
| 55 Brute, ineffective against armor. Sharp-edged and will likely inflict [[Guide to Wounds#Critical:_Weeping_Avulsion|deadly wounds]]
|-
![[File:A756I.png]]
!IC ammo
|27 Brute, sets the target on fire
|}
| Only available to [[Syndicate guide|Nuclear Operative]] for 20 TC
|Syndicate
|A fully-automatic gun with 50 shots dealing 45 brute damage each. This beast of an LMG permits sustained, massive volleys of bullets.
|-
![[File:Sniper.png|64px]]
!{{anchor|Syndicate Sniper Rifle}}Syndicate Sniper Rifle
|[[File:50mag.png|64px]].50
|3-6 Rounds
depending on the magazine
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|-
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Description
|-
![[File:50mag.png]]
!Standard ammo
|70 Brute + 10 second paralyze, very good armor penetration
|-
![[File:Haemorrhage-ammo.png]]
!Penetrator ammo
|60 Brute, very good armor penetration, goes through everything including walls and mobs
|-
![[File:Soporific.png]]
!SP ammo
|40 second sleep
|}
|Only available to [[Syndicate guide|Nuclear Operative]] for 16 TC
|Syndicate
|An extremely powerful but unwieldy rifle equipped with a scope to see long distances. Requires both hands to use and can be silenced. A user must remain stationary to use the scope. Very low rate of fire.
|}
====Revolver====
Revolvers use an internal cylinder as a magazine. As a result, their ammo can be topped off at any point by using individual rounds or a speed loader. By using ALT+CLICK on a revolver, you can spin the cylinder, which will randomize the set position of the cylinder. Overall, they still remain popular due to their ease of use. Interacting with one in hand will dump the internal cylinder.
{| class="wikitable sortable" border="1" cellpadding="2" cellspacing="0" style="width:80%"
|-
! class="unsortable" scope="col" style="background-color:#F0DC82;" |Icon
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" | Ammo
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! class="unsortable" scope="col" style="background-color:#F0DC82;" |Notes
|-
![[File:Tracrevolver.png|64px]]
!{{anchor|Caldwell Tracking Revolver}}Caldwell Tracking Revolver
|[[File:Ammo 32trac.png|64px]].32 TRAC
|7 Rounds
|5 Brute
|Printed at the [[Security Office|Security]] or [[Armory]] protolathe once researched.
|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.
|-
![[File:Nagant.png|64px]]
! {{anchor|Nagant Revolver}}Nagant Revolver
|[[File:10mmbox.png|64px]]7.62x38mmR
|7 Rounds
|20 Brute
|
*[[Supply crates#Armory|Ordered through Cargo]].
*Dropped by Russian officers.
|Space Russians
|An old revolver originally produced in 1895 by the Russian Empire. This double-action variant is still maintained and used by certain Space Russian officers. Its unique gas-seal system allows it to be suppressed.
|-
![[File:Detectivegun.png|64px]]
!{{anchor|Colt Detective Special}}Colt Detective Special
|[[File:Ammo 38.png|64px]].38
|6 Rounds
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|-
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Description
|-
![[File:Ammo_38.png]]
!Standard ammo
| 15 Brute + 35 Stamina
|-
![[File:Ammo_38gut.png]]
!Gutterpunch
|15 Brute, induces nausea in target
|-
![[File:Ammo_38hot.png]]
!Hot Shot
|15 Brute, sets the target on fire
|-
! [[File:Ammo_38ice.png]]
!Iceblox
|15 Brute, freezes target
|-
! style="background-color:#d3d3d3" |[[File:357.png]]
! style="background-color:#d3d3d3" |.357
| style="background-color:#d3d3d3" |40 Brute
|}
|Found in the [[Detective's Office|Detective's locker]], located in a shoulder holster.
|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.
|-
![[File:Russianrevolver.png|64px]]
!{{anchor|Russian Revolver}}Russian Revolver
|[[File:Ammo 357.png|64px]].357
|1 Round. Can load up to 6.
|40 Brute
300 Brute when used on head
| Found in certain bars or recreational areas.
|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.
|-
![[File:Revolver.png|64px]]
!{{anchor|Syndicate Revolver}}Syndicate Revolver
|[[File:357.png|64px]].357
|7 Rounds
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" | Ammo Types
|-
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Description
|-
![[File:357.png]]
!Standard ammo
|40 Brute
|-
![[File:357feather.png]]
!Ironfeather
|6 pellets of 8.5 damage each, mildly less damage dropoff than buckshot
|-
![[File:357cracker.png]]
! Nutcracker
|20 Brute, one-shots windows, two-shots doors, three-shots reinforced doors
|-
![[File:357shock.png]]
!Metalshock
|30 Brute, then shock deals 10 Burn and confusion if target is not insulated
|-
![[File:357piercer.png]]
!Heartpiercer
| 35 Brute with good armor penetration. Passes through first mob hit
|-
![[File:357stake.png]]
!Wallstake
|25 Brute, throws people two tiles which can impact against walls
|}
|[[Syndicate Uplink]], available for 6 TC
| Syndicate
|Its standard ammunition is twice as expensive and the revolver weighs more, relative to the stechkin. However, topping off the internal cylinder is far easier than unloading and reloading an automatic. In addition, it possesses a much wider array of alternative ammunitions which can possess drastic properties.
|}
====Shotgun====
Shotguns use a variety of 12 Gauge shells for their ammunition, which all discharge differing projectile spreads and projectile types. This permits them some of the greatest utility and versatility compared to other ballistic classes. They are also the most commonly found ballistic firearm on station. Shells are loaded into shotguns individually, automatically ejecting any spent shells they replace. You can still interact with a shotgun in hand to either unload the barrel(s), rack the pump, or rack the slide.
{| class="wikitable sortable" border="1" cellpadding="2" cellspacing="0" style="width:80%"
|-
! class="unsortable" scope="col" style="background-color:#F0DC82;" | Icon
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! class="unsortable" scope="col" style="background-color:#F0DC82;" |Notes
|-
! [[File:Ishotgun.png|64px]][[File:Ishotgunsling.png|64px]][[File:Ishotgun sawn.png|64px]]
!{{anchor|Improvised Shotgun}}Improvised Shotgun
|[[File:Improvshell-live.png|64px]]12 Gauge shells
|1 Shell
|
*Crafted.
*[[Gang War#Gang Equipment|Gangtool]], available for 6 influence (sawn-off variant)
|Scavengers
|A handcrafted shotgun made of scavenged materials. You can attach cable coil to it to allow it to be worn on your back. 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.
Has a chance to jam when fired. The shell will not be spent, but you will need to unload and reload the weapon.
|-
![[File:Doubleshotgun.png|64px]] [[File:Doubleshotgunsawnoff.png|64px]]
!{{anchor|Double-Barrelled Shotgun}}Double-Barrelled Shotgun
|[[File:Bean_shell.png|64px]]12 Gauge shells
|2 Shells
|
*Found in the [[Bar|Bartender's locker]].
* Certain ruins
|Civilians
|Easiest shotgun to get, yet the rarest. Only one starts on the station and the Bartender likes to keep it in case of bar fights. 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.
|-
![[File:Shotgun.png|64px]] [[File:RiotSGSawn.png|64px]]
!{{anchor|Shotgun}}Riot Shotgun
|[[File:Bean_shell.png|64px]]12 Gauge shells
|6+1 Shells
|
*The [[Armory]]
*[[Supply crates#Armory|Ordered from Cargo]].
|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.
As a pump-action shotgun, you will need to manually rack the pump after each shot or when reloading the shotgun from a fully empty state.
|-
! [[File:Breachingshotgun.png|64px]]
!{{anchor|Tactical Breaching Shotgun}}Tactical Breaching Shotgun
| [[File:Breacher-live.png|64px]]Breaching Slugs
|3+1 Shells
|The [[Armory]]
|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.
It will automatically pump after each shot, much like the Combat Shotgun.
|-
! [[File:Shotgunoriginal.png|64px]]
! {{anchor|Shotgun}}Shotgun
|[[File:Buckshot_shell.png|64px]]12 Gauge Shells
|4+1 Shells
|*Dropped by Russian troopers.
*Used by SIC security personnel.
|Space Russians, Sol Interplanetary Coalition
| A standard issue shotgun common among police and military elements. While its tube capacity is unideal, the weapon still sees usage among Space Russians and Sol Interplanetary troopers due to its cheapness and reliability.
As a pump-action shotgun, you will need to manually rack the pump after each shot or when reloading the shotgun from a fully empty state.
|-
![[File:Combatshotgun.png|64px]]
!{{anchor|Combat Shotgun}}Combat Shotgun
|[[File:Buckshot_shell.png|64px]]12 Gauge Shells
|6+1 Shells
|[[Supply crates#Armory|Ordered from Cargo]].
|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.
|-
![[File:WardenSG.png|64px]]
!{{anchor|Compact Combat Shotgun}}Compact Combat Shotgun
| [[File:Buckshot_shell.png|64px]]12 Gauge Shells
|4+1 Shells
|Found in the [[Warden's Office|Warden's locker]].
|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]].
|-
![[File:Bulldog.png|64px]]
!{{anchor|Shotgun}}Bulldog
| [[File:Buckshot_shell.png|64px]]12 Gauge shells
| 8+1 Shells
|Only available to [[Syndicate guide|Nuclear Operative]] for 8 TC
|Syndicate
|A powerful automatic shotgun that utilizes a drum magazine, meaning it cannot load shells individually. The ammo that is purchasable for the Bulldog tends to be more powerful than standard 12 Gauge variants.
|}
=====Shotgun Shells=====
Note: This lists only shells that can be acquired by normal means.
*[[File:Improvshell-live.png|32px]]'''Improvised Shell:''' Shoots 10 pellets dealing 6 brute damage each. Each pellet has a random range of 1 -> 8 tiles.
*[[File:Buckshot_shell.png|32px]]'''Buckshot:''' Shoots 6 pellets dealing 11 brute damage each. Extremely lethal at close range.
*[[File:Hollow_point_shell.png|32px]]'''Hollow-Point Buckshot:''' Shoots 6 pellets dealing 25 brute damage each but ineffective against armor. Only obtainable as a [[Syndicate guide|Nuclear Operative]].
* [[File:Flechette_shell.png|32px]]'''Flechette:''' Shoots 6 pellets with less spread than regular buckshot dealing 15 brute damage each and penetrating armor. Only obtainable as a [[Syndicate guide|Nuclear Operative]].
*[[File:Bean_shell.png|32px]]'''Rubber Shot:''' Shoots 6 pellets dealing 3 brute and 13 stamina damage each. Better if you want the target alive. Riot shotguns are loaded with this by default.
* [[File:Bean_shell.png|32px]]'''Beanbag:''' Shoots one single beanbag, dealing 5 brute and 55 stamina damage. The bartender uses these by default.
*[[File:Blank_shell.png|32px]]'''Standard Slug:''' Shoots a single projectile that does 46 brute damage on impact.
*[[File:Blank_shell.png|32px]]'''Syndicate Slug:''' Shoots a single projectile that does 60 brute damage on impact. Only obtainable as a [[Syndicate guide|Nuclear Operative]].
*[[File:Fire_shell.png|32px]]'''Incendiary Slug:''' Shoots a single projectile that leaves a fire trail and ignites the target, on top of 20 brute damage.
*[[File:Tech_shell.png|32px]]'''Shotgun Dart:''' A single dart that can contain up to 30 units of chemicals that'll be injected on hit.
* [[File:Buckshot_shell.png|32px]]'''Clownshot:''' Shoots 20 pellets doing no damage and makes a honking noise.
* [[File:Tech_shell.png|32px]]'''Technological Shells:''' Unloaded technological shells can be made in a [[Guide to Research and Development|Protolathe]]. See [[Research items#Unloaded Technological Shell|here]] for the recipes.**[[File:Pulse_shell.png|32px]]'''Pulse Slug:''' Works like one of the deathsquad's pulse rifle shots, dealing 40 burn damage and damaging or destroying walls and machinery.
**[[File:Dragon_shell.png|32px]]'''Dragonsbreath:''' Like the incendiary slug, but shoots a spread of 4 burning pellets. Deals less direct damage.
** [[File:Ion_shell.png|32px]]'''Ion Scatter:''' Shoots a spread of 4 ion bolts, each of which ions a 3x3 area.
**[[File:Laser_shell.png|32px]]'''Laser buckshot:''' Shoots 5 lasers dealing 10 burn each.
**[[File:Cryo_shell.png|32px]]'''Cryoshot:''' Shoots 4 pellets lowering the body temperature of the target on impact.
**[[File:Thunder_shell.png|32px]]'''Thundershot:''' Shoots 3 pellets creating lightning on impact.
**[[File:Uranium_shell.png|32px]]'''Depleted Uranium Slug:''' Shoots one ultra penetrative projectile dealing 30 brute but bypassing almost all armor and going through mobs.
====Bolt Action====
Bolt-action firearms are characterized by their bolt cycling mechanism. The bolt must be drawn back to permit access to the internal magazine for reloading, and it must also be cycled in order to eject a spent round to permit another bullet to be chambered. Because this process is clunky and time-costly relative to a self-loading firearm, bolt-actions are seen as antique, dated weapons.
{| class="wikitable sortable" border="1" cellpadding="2" cellspacing="0" style="width:80%"
|-
! class="unsortable" scope="col" style="background-color:#F0DC82;" |Icon
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! class="unsortable" scope="col" style="background-color:#F0DC82;" |Notes
|-
![[File:Boltrifle.png|64px]]
!{{anchor|Mosin Nagant}} Mosin Nagant
|[[File:Ammo_762.png|64px]]7.62mm
|5 Rounds
|60 Brute
|
*[[Supply crates#Armory|Ordered from Cargo]].
*Certain ruins
|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.
It also supports a bayonet.
|}
====Launcher====
A launcher firearm is a weapon that kinetically launches an ordinance over some range. While this can range from an explosive rocket to a small syringe, or even something as laughable as a banana scream pie, these guns typically load a single projectile which is then immediately ready to fire.
{| class="wikitable sortable" border="1" cellpadding="2" cellspacing="0" style="width:80%"
|-
! class="unsortable" scope="col" style="background-color:#F0DC82;" |Icon
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! class="unsortable" scope="col" style="background-color:#F0DC82;" |Notes
|-
![[File:Pie cannon.png|64px]]
!{{anchor|Pie Cannon}}Pie Cannon
|[[File:Pie.gif|64px]]Pies
|50 Pies
|Stun + Humiliation
Duration 2
|
*Found in Clown crates, one is guaranteed in the [[Theatre]].
*Certain ruins
|Clowns
|Heavy and bulky, but also the only feasibly accessible form of an instant ranged hardstun on the station. Wary victims can catch your pies if they suspect an attack, though if you have several pies, you can outshoot the rate at which they ready themselves to catch more.
Likely to be confiscated by Security if abused.
|-
![[File:Pie cannon.png|64px]]
!{{anchor|Self-Recharging Pie Cannon}}Self-Recharging Pie Cannon
|[[File:Pie.gif|64px]]Pies (Self-Charging)
|20 Pies
|Stun + Humiliation
Duration 2
|
*Available to Clown Operatives for 10 TC.
*Wielded by '''HONK!''' Emergency Response Team members.
|Clowns
|A pie cannon that will automatically and continuously fill its ammo capacity to max with additional banana cream pies. While its maximum ammunition is technically lower than the standard pie cannon, a disciplined operative can effectively never run out of ammo.
|-
![[File:Pneumatic cannon.png|64px]]
!{{anchor|Improvised Pneumatic Cannon}}Improvised Pneumatic Cannon
|(Almost) anything normal-sized or smaller
|7 Weight
|Depends on what's thrown
|[[Makeshift weapons|Made by yourself]].
|Civilians
|An improvised cannon for shooting quite literally anything at targets. Requires a gas tank (such as a welder) to operate.
Blacklisted items for loading are the Supermatter sword and any kind of baton.
|-
![[File:Blowgun.png|64px]]
!{{anchor|Blowgun}}Blowgun
|[[File:Syringe.png|64px]]Syringes
|1 Syringe
|6 Brute + 15u chemicals
|[[Makeshift weapons|Made by yourself]].
|Civilians
|A makeshift syringe gun, effectively. Difficult to use as it requires the user to stand still for 2.5 seconds before firing, which gives an alert to anyone who sees the user. Even if it successfully fires, it also inflicts 20 Oxygen and 20 Stamina damage on the user. This means if you shoot this three times in quick succession, you will pass out.
|-
![[File:Sgun.png|64px]]
!{{anchor|Syringe Gun}}Syringe Gun
|[[File:Syringe.png|64px]]Syringes
|1 Syringe
|6 Brute + 15u chemicals
|Located inside the MD lockers inside or near [[Medbay Storage]].
|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.
|-
![[File:Dart pistol.png|64px]]
!{{anchor|Dart Pistol}}Dart Pistol
|[[File:Syringe.png|64px]]Syringes
|1 Syringe
|6 Brute + 15u chemicals
|[[Syndicate Uplink]], available for 4 TC
|Syndicate
|This miniature syringe gun is not only small-sized instead of normal-sized, but it's also innately suppressed, meaning it scarcely be heard while firing and no message will be displayed to those who can see you when you fire it.
|-
![[File:Sgun.png|64px]]
!{{anchor|Modified Syringe Gun}}Modified Syringe Gun
|[[File:Dnainjector.png|64px]]DNA Injectors
|1 DNA Injector
|5 Brute + DNA Injector effects
|[[Syndicate Uplink]], available for 14 TC (only if you are a [[Geneticist]])
|Syndicate
|A modified syringe gun (also called the DNA syringe gun) that fires DNA injectors and applies their effects instantly, assuming the shot is not blocked. Can instantly turn unsuspecting victims into monkeys, turn their flesh to acid, or whatever devious hell you devise for them.
|-
![[File:Rapidsyringegun.png|64px]]
!{{anchor|Rapid Syringe Gun}}Rapid Syringe Gun
|[[File:Syringe.png|64px]]Syringes
|6 Syringes
|6 Brute + 15u chemicals
|Printed from the [[Medbay Storage|Medical]] protolathe once researched.
|Nanotrasen
|A syringe gun that can hold up to six syringes. Simple.
|-
![[File:Regeantdartgun.png|64px]]
!{{anchor|Reagent Dartgun}}Reagent Dartgun
|[[File:Syringe.png|64px]]Syringes
|100u of chemicals
|6 Brute + 15u chemicals
|[[Syndicate Uplink]], available for 12 TC (only if you are a [[Chemist]] or [[Virologist]])
|Syndicate
|Stores up to 100u of reagents. Upon firing, will synthesize a syringe automatically filled with 15u of the mix in the gun itself. Great if you don't want to carry around a ton of syringes and just reload by pouring beakers into it.
|-
![[File:Kineticspeargun.png|64px]]
!{{anchor|Kinetic Speargun}}Kinetic Speargun
|[[File:Kineticspear.png|64px]]Kinetic Spears
|1 Kinetic Spear
|5 Brute, 25 Brute against fauna
|Located in the emergency space suit storage of [[Escape Pods|escape pods]].
|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.
|-
![[File:Speargun.png|64px]]
!{{anchor|Speargun}}Speargun
|[[File:Magspear.png|64px]]Magspears
|1 Magspear
|25 Brute
|Obtained in the "White Whale Holy Grail" [[Syndicate Items#Syndi-kit Special|Syndi-kit Special]] pack.
|Syndicate
|Effectively a harpoon gun, the magspear projectile is guaranteed to embed if it hits a target. It conveniently does enough damage to one-shot space carp, as the Syndi-Kit is themed around it.
|-
![[File:Gauss.png|64px]]
!{{anchor|Gauss Rifle}}Gauss Rifle
|[[File:Bolt.png|64px]]Bolts
|1 Bolt
|25 Brute
|[[Makeshift weapons|Made by yourself]].
|Scavengers
|It's heavy and impractical to carry around, even if the ammunition is easy to make. Also requires both hands to fire.
|-
![[File:Handcannon.png|64px]]
!{{anchor|Handcannon}}Handcannon
|[[File:Cannonball.png|64px]]Cannonballs
|1 Cannonball
|30 Brute, 500 Brute against windows and doors
|Found on the Pirate Ship.
|Syndicate
|YARR!! This fine handheld cannon be fitting well for usage by a real scurvy dog. Hitting a person with the cannonball will throw them a few tiles, but this here be best used for blowing open doors. It do take two hands to fire, so be warned.
|-
![[File:Rocketlauncher.png|64px]]
!{{anchor|PML-9 RPG}}PML-9 RPG
|[[File:Srm-8.png|64px]]84mm Rockets
|1 Rocket
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|-
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Description
|-
![[File:Srm-8.png]]
!'''HE Rocket'''
|30 Brute, 2 tile light explosion, 1 tile heavy explosion if it didn't hit something living.
|-
![[File:84mm-hedp.png]]
!'''HEPD Rocket'''
|80 Brute, 100 Dismemberment, extra 200 Brute against mechs and cyborgs, 1 tile heavy explosion, 3 tile light explosion, ignites others within 4 range. Massive armor penetration.
|}
|Only available to [[Syndicate guide|Nuclear Operative]] for 8 TC
|Syndicate
|Hilariously cheap itself, but the rockets are where the real cost for this weapon comes in. HE rockets aren't bad area damage, but the HEPD rocket will delete anyone hit by it, as well as dealig massive damage to anyone next to them.
Requires both hands to fire. You can't rocket jump with it.
|}
====Bow====
Bows, despite being mostly outdated, are most often used in sporting activities. Regardless, individuals on station are able to craft them if they desire a ranged option. Shooting a bow require the user to load an arrow manually, then drawing the bow before it's able to fire. The individual loading and drawing of each arrow means their rate of fire is slow, but each arrow has a chance to embed in its target, which will cause bleeding and additional damage unless dealt with. If an arrow does not embed, it often falls on the ground in front of the hit target. Some arrows have a chance to break on impact, which will prevent embedment or retrieval. Interacting with the bow while an arrow is drawn will cancel the shot and return the arrow to an open hand, if available.
{| class="wikitable sortable" border="1" cellpadding="2" cellspacing="0" style="width:80%"
|-
! class="unsortable" scope="col" style="background-color:#F0DC82;" |Icon
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Draw Time
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! class="unsortable" scope="col" style="background-color:#F0DC82;" |Notes
|-
![[File:Bow.png|64px]]
!{{anchor|Wooden Bow}}Wooden Bow
|[[File:Arrow.png|32px]]Arrow
|0.5 seconds
|[[Makeshift weapons|Made by yourself]].
|Civilians
|A simple, yet effective bow. Standard and robust.
|-
![[File:Bow_ash.png|64px]]
!{{anchor|Bone Bow}}Bone Bow
|[[File:Arrow_bone.png|32px]]Arrow
|0.5 seconds
|
*[[Makeshift weapons|Made by yourself]].
*Certain ruins
|Ashwalkers
|An alternative bow made using bones and sinew from Lavaland's fauna. Has more spread than the wooden bow.
|-
![[File:Bow_makeshift.png|64px]]
!{{anchor|Makeshift Bow}}Makeshift Bow
|[[File:Arrow_glass.png|32px]]Arrow
|2 seconds
|[[Makeshift weapons|Made by yourself]].
|Scavengers
|A bow made using scavenged materials commonly found on the station. Has a very wide spread.
|-
![[File:Pipebow.png|64px]]
!{{anchor|Pipe Bow}}Pipe Bow
|[[File:Arrow_plasmaglass.png|32px]]Arrow
|1 second
|[[Makeshift weapons|Made by yourself]].
|Scavengers
|A bow made using harder-to-obtain materials. Made of higher quality than the makeshift bow, possessing less spread in addition to its faster draw time.
|-
![[File:Crossbow.png|64px]]
!{{anchor|Crossbow}}Crossbow
|[[File:Arrow.png|32px]]Arrow
|2 seconds
|[[Makeshift weapons|Made by yourself]].
|Civilians
|A bow with a locking mechanism that is wielded more akin to a firearm. Has no spread, no slowdown while drawn, nor will it un-draw if it's dropped or stored, but drawing back the string requires you to stand still for the duration.
|}
=====Arrows=====
Note: This lists only arrows that can be acquired by normal means. All arrows do 20 extra damage to fauna unless otherwise stated.
*[[File:Arrow.png|32px]]'''Wooden Arrow:''' A basic arrow dealing 20 brute damage. Has a small chance to break and a respectable embed chance.
*[[File:Arrow_ash.png|32px]]'''Ashen Arrow:''' A fire-reinforced arrow dealing 25 brute damage. Can't shatter on impact and has a low embed chance.
*[[File:Arrow bonetipped.png|32x32px]]'''Bone Tipped Arrow:''' A well-crafted arrow dealing 30 brute damage with moderate armor penetration. Can't shatter on impact and has an okay embed chance.
*[[File:Arrow_bone.png|32px]]'''Bone Arrow:''' A cheap arrow dealing 15 brute damage and an extra 35 damage against fauna. Has a small chance to break and an okay embed chance.
*[[File:Arrow chitin.png|32x32px]]'''Chitin Tipped Arrow:''' A high quality arrow dealing 25 brute damage and an extra 40 damage against fauna with very good armor penetration. Can't shatter on impact and has a respectable embed chance.
*[[File:Arrow_bamboo.png|32px]]'''Bamboo Arrow:''' A brittle arrow dealing 10 brute damage with a high chance to embed. Very likely to shatter on impact.
*[[File:Arrow_bronze.png|32px]]'''Bronze Arrow:''' A forged arrow dealing 25 brute damage with minor armor penetration. Has a small chance to break and an okay embed chance.
*[[File:Arrow_glass.png|32px]]'''Glass Arrow:''' A makeshift arrow dealing 15 brute damage. Likely to shatter on impact and an okay embed chance. Easiest arrow to make using on station materials.
*[[File:Arrow_plasmaglass.png|32px]]'''Plasma Glass Arrow:''' A robust arrow dealing 18 brute damage with legendary armor penetration. Can't shatter on impact and has a respectable embed chance. A direct upgrade of the glass arrow.
=====Arrow Modifications=====
These arrows can be crafted from any existing arrow, inheriting half of their damage, embed chance, and armor penetration.
*[[File:Arrow fire.gif|frameless]]'''Fire Arrow:''' Upon impact, will deal an additional 8 burn damage and set the target ablaze, assuming the target is a carbon. Requires Makeshift Crafting from the Syndicate in order to make, or [[Ashwalkers|tribal knowledge]].
*[[File:Arrow bola.png]]'''Bola Arrow''': Upon impact, will deal the arrow's modified damage as well as applying a bola effect, cuffing the target's legs. Requires Makeshift Crafting from the Syndicate in order to make, or [[Ashwalkers|tribal knowledge]].
===Energy===
Energy weapons, while rarer than ballistics in most environments, are standard-issue on Nanotrasen stations due to their research. Instead of utilizing clips or magazines, energy weapons have an internal cell that they draw upon in order to spontaneously create a projectile. While this makes for a convenient weapon that does not demand the carrying of additional magazines, this forces most energy weaponry to utilize anchored [[File:Recharger.gif]]rechargers in order to replenish their cell. In addition, EMPs will completely drain an energy weapon's cell, save some exceptions. While energy projectiles tend to be unique in their ability to inflict differing kinds of damage, such as burn or stamina, their lethality is often less than their ballistic counterparts. That being said, conventional defenses against energy are few and far between, due to their emerging status as a standardized weapon. In addition, all energy projectiles are capable of passing through surfaces that do not block light, such as grilles and windows.
====Gun====
Energy guns are the most common variant of energy weapon. They tend to fire disabler or laser projectiles, though some may also fire ion or pulse shots.
=====Lasers=====
Lasers are simple weapons that focus light to deal burn damage to targets. Lasers are the only energy projectiles that are mitigated by laser armor; all other energy projectiles are mitigated by energy armor.
{| class="wikitable sortable" border="1" cellpadding="2" cellspacing="0" style="width:80%"
|-
! class="unsortable" scope="col" style="background-color:#F0DC82;" |Icon
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! class="unsortable" scope="col" style="background-color:#F0DC82;" |Notes
|-
![[File:Laser gun.png|64px]]
!{{anchor|Laser Gun}}Laser Gun
|[[File:Recharger.gif|64px]]Energy
|12 Lasers
|20 Burn
|
*The [[Armory]]
*[[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]]
!{{anchor|Retro Laser}}Retro Laser
|[[File:Recharger.gif|64px]]Energy
|12 Lasers
5 Lasers
|20 Burn
|Certain ruins
|Nanotrasen
|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]]
!{{anchor|Antique Laser Gun}}Antique Laser Gun
|[[File:Recharger.gif|64px]]Energy (also Self-Charging)
|12 Lasers
|20 Burn
|Found in the [[Captain's Quarters]].
|Nanotrasen
|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]]
!{{anchor|Hellfire Laser Gun}} Hellfire Laser Gun
|[[File:Recharger.gif|64px]]Energy
|7 Lasers
|25 Burn
|[[Supply crates#Armory|Ordered from Cargo]].
|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.
|-
![[File:Oldrifle.gif|64px]]
!{{anchor|Laser Rifle}}Laser Rifle
|[[File:Oldrifle mag.png|64px]]Energy (Magazine)
|20 Lasers
|20 Burn
|
*Available to [[Emergency Response Team]] for 8 WC
*Certain ruins
|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.'''
|-
![[File:Xraygun.png|64px]]
!{{anchor|X-Ray Gun}}X-Ray Gun
|[[File:Recharger.gif|64px]]Energy
|20 Lasers
|15 Burn + 300 Irradiate
|Printable at the [[Armory]] protolathe once researched.
|Nanotrasen
|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 energy weapons are able to switch between different projectiles with various properties. Interacting with the gun in-hand will cycle between its firemodes.
{| class="wikitable sortable" border="1" cellpadding="2" cellspacing="0" style="width:80%"
|-
! class="unsortable" scope="col" style="background-color:#F0DC82;" |Icon
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! class="unsortable" scope="col" style="background-color:#F0DC82;" |Notes
|-
![[File:Energy_Gun.gif|64px]]
!{{anchor|Energy Gun}}Energy Gun
|[[File:Recharger.gif|64px]]Energy
|10 Lasers,
20 Disable
|20 Burn
25 Stamina
|
*Standard issue for [[Captain|Captains]] and [[Head of Security|Heads of Security]]
*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]]
!{{anchor|Miniature Energy Gun}}Miniature Energy Gun
|[[File:Recharger.gif|64px]]Energy
|6 Lasers,
12 Disable
|20 Burn
25 Stamina
|
*Found in the [[Head of Personnel's Office|Head of Personnel's locker]]
*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]]
!{{anchor|Advanced Energy Gun}}Advanced Energy Gun
|[[File:Powercell.png|64px]]Energy (Self-Charging)
|10 Lasers,
20 Disable
|20 Burn
25 Stamina
|Printable at the [[Armory]] protolathe once researched.
|Nanotrasen
|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]]
!{{anchor|X-01 Multiphase Energy Gun}}X-01 Multiphase Energy Gun
|[[File:Recharger.gif|64px]]Energy
|4 Ion,
10 Laser,
20 Disable
|1 tile EMP
20 Burn
25 Stamina
|Found in the [[Head of Security's Office|Head of Security's locker]].
|Nanotrasen
|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]]
!{{anchor|Prototype Energy Gun}}Prototype Energy Gun
|[[File:Recharger.gif|64px]]Energy
|1 Stun,
10 Lasers
|Stun
20 Burn
|Located in the Experimental Technology room of Charlie Station.
|Nanotrasen
|The first advanced energy gun created by Nanotrasen, before they discovered how to create disabler beams. Like a standard egun, but instead of a disabler mode, it can fire a single electrode which will stun whatever is hit. However, this fully drains the weapon's battery.
|-
![[File:Energytac.png|64px]]
!{{anchor|Tactical Energy Gun}}Tactical Energy Gun
|[[File:Recharger.gif|64px]]Energy
|10 Lasers,
20 Disable,
10 Stun
|20 Burn
25 Stamina
Stun
|Only available to [[Emergency Response Team]] for 8 WC
|Nanotrasen
|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:Floral_Somatoray.png|64px]]
!{{anchor|Floral Somatoray}}Floral Somatoray
|[[File:Recharger.gif|64px]]Energy (also Self-Charging)
|10 alpha somatorays
10 beta somatorays
|5 Burn + mutation (only on [[Phytosian|Phytosians]])
Nutrition (only on [[Phytosian|Phytosians]])
|Printable at the Service protolathe once researched.
|Civilians
|A tool, rather than a weapon. Normally used for mutating or increasing the yield of plants in [[Hydroponics]], this gun can also mutate phytosians or make them fat. No effects on any other beings.
|-
![[File:Pulserifle.png|64px]]
!{{anchor|Pulse Rifle}}Pulse Rifle
|[[File:Recharger.gif|64px]]Energy
|200 Pulse,
400 Lasers,
200 Stun
|50 Burn
20 Burn
Stun
|Only available to [[Emergency Response Team]] for 100 WC
|Nanotrasen
|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]]
!{{anchor|Pulse Carbine}}Pulse Carbine
|[[File:Recharger.gif|64px]]Energy
|25 Pulse,
50 Laser,
25 Stun
|50 Burn
20 Burn
Stun
|Only available to [[Emergency Response Team]] for 45 WC
|Nanotrasen
|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]]
!{{anchor|Pulse Pistol}}Pulse Pistol
|[[File:Recharger.gif|64px]]Energy
|10 Pulse,
20 Laser,
10 Stun
|50 Burn
20 Burn
Stun
|Only available to [[Emergency Response Team]] for 35 WC
|Nanotrasen
|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=====
These energy guns are difficult to categorize, as their effects are more varied. They can range from entirely non-lethal or massively destructive to organic tissue.
{| class="wikitable sortable" border="1" cellpadding="2" cellspacing="0" style="width:80%"
|-
! class="unsortable" scope="col" style="background-color:#F0DC82;" |Icon
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! class="unsortable" scope="col" style="background-color:#F0DC82;" |Notes
|-
![[File:Disablernew.png|64px]]
!{{anchor|Disabler}}Disabler
|[[File:Recharger.gif|64px]]Energy
|20 Disable
|25 Stamina Damage
|
*Standard issue for most [[Jobs#Security|Security personnel]]
*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]]
!{{anchor|Proto-Kinetic Accelerator}}Proto-Kinetic Accelerator
|[[File:Powercell.png|64px]]Energy (Self-Charging)
|Infinite Blasts (needs to cooldown after shooting)
|40 Brute,
10 Brute in standard pressure
|
*Located in miner lockers in the [[Mining Dock]], the [[Mining Station]], the [[Auxiliary Base]].
*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]].
|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.
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.


'''Keep your forensics gloves on all the time, so you don't confuse your own traces with others.'''
Compatible with several modkits. It has a standard mod capacity of 100%. The mega version has a max mod capacity of 120%.
* The crime scene is your stage. Make sure any Heads of Staff or other officers present touch as little as possible and steer clear while you work. This is especially problematic if they touch vital evidence, as you won't be able to confirm certain traces if a black-gloved officer or an insulated-gloved Chief Engineer goes and touches the bloody toolbox present in the scene.
{| class="wikitable sortable mw-collapsible mw-collapsed"
*Beyond using your Forensic Scanner on pretty much every upturned bush in sight, it's important to look around and take notes of out-of-place things, as well as searching around in general.
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Upgrades
* If there are bullet casings, but no gun, you can assume it's been hidden, or far more likely, on the suspect.
|-
*Search plants, boxes, containers, see if anything is out of place or something was left behind. Carry a T-Ray Scanner and a crowbar on you (easily found in Tool Storage, printed at an [[autolathe]], or the Engineering [[protolathe]]), and check under the floor for Smuggler Satchels: bags that can be hidden underneath floors. Leave nothing uncounted for and no stone unturned.
! class="unsortable" |Name
*Clever criminals might store their incriminating items in a Secure Briefcase. You can use a Multitool to brute force these open, bypassing the need for learning the code to access the contents within.
! class="unsortable" |Capacity
*You can take blood from a body using a syringe and scan the syringe to get the DNA string of who it belongs to.
! class="unsortable" |Description
*Any reagents in any item can be discovered by a scan, including food.
|-
*A medical analyzer (your PDA comes with a built-in one) can be used to ascertain a time-of-death on a cadaver, assuming it isn't older than 15 minutes.
!Range Increase
* Use the evidence bags you spawn with to collect any suspicious items you find, be it [[Contraband|"contraband"]], [[Syndicate Items|contraband]], [[high-risk items]], anything with blood on it, or anything that doesn't belong in the department. Take any bagged evidence you have to the Evidence Lockup, in the [[Brig]], to the [[Warden]] (if it's restricted), or return said high-risk items to their owners.
!25%
Once you're done investigating a crime scene, return to your office or the nearest [[Security Post]]. You have access to every departmental post, assuming you can enter said department to access it. This does not include the Arrivals Checkpoint. Regardless, all of these will have a Security Records console, while your own office will also have a Medical Records console. In a pinch, you can also use a computer in Medical to access Medical Records.
|Increases the number of tiles the blast can travel by 1.
|-
!Damage Increase
!30%
|Increases the damage done by 10. Pressurized damage is only increased by 2.5.
|-
!Cooldown Decrease
!30%
|Modifies the current cooldown time by 74.5%. This means each cooldown mod after the first saves you less time.
|-
!Hardiness Increase
!10%
|The kinetic blast will destroyed hardened rocks in one fewer hit (basalt takes one, granite takes two).
|-
!Mining Explosion
!30%
|Will cause the kinetic blast to mine in an area around the impact location.
|-
!Offensive Mining Explosion
!30%,
max 3
|Will cause the kinetic blast to both mine and damage mobs in a small area around the impact location.
|-
!Offensive Explosion
!30%
|Will cause the kinetic blast to damage mobs in a small area around the impact location.
|-
!Minebot Passthrough
!0%
|The kinetic blast will ignore minebots.
|-
!Rapid Repeater
!50%
|Modifies the current cooldown time by 187.5%. However, if a kinetic blast hits a living creature, it alters the modified cooldown time by 25%.
|-
!Lifesteal Crystal
!20%
|Heals the user of 2.5 damage if the kinetic blast hits a living creature.
|-
!Resonator Blast
!30%
|Creates a resonator blast where the kinetic blast impacts.
|-
!Death Syphon
!30%
|Will allow the KPA to collect up to 25 Bounty. Bounty is gained upon killing or assisting in the kill of a creature, granting a stack of that creature type. Bounty stacks make the kinetic blast do additional damage to the type of creature they belong to.
|-
!Decrease Pressure Penalty
!35%,
max 2
|Doubles the damage done by the kinetic blast in a standard pressure.
|-
!Modified Trigger Guard
!20%
|Removes species limitations for using the PKA.
|}
|-
![[File:Ionrifle.png|64px]]
!{{anchor|Ion Rifle}}Ion Rifle
|[[File:Recharger.gif|64px]]Energy
|10 Ion Pulses
|20 Brute to silicon mobs
Up to 90 damage to mechs
3x3 EMP
|
*The [[Armory]]
*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]]
!{{anchor|Tesla Revolver}}Tesla Revolver
|[[File:Recharger.gif|64px]]Energy
|5 Tesla Bolts
|Extremely variable due to many factors
|Printable at the [[Security Office|Security]] or [[Armory]] protolathe once researched.
|Nanotrasen
|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]]
!{{anchor|Temperature Gun}}Temperature Gun
|[[File:Recharger.gif|64px]]Energy
|40 Freeze/Heat Beams
|Heats/Cools target dependent upon the setting.
|
*The [[Armory]]
*Printable at the [[Security Office|Security]] or [[Armory]] protolathe once researched.
|Nanotrasen
|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]]
!{{anchor|Energy Crossbow}}Mini Energy Crossbow
|[[File:Powercell.png|64px]]Energy (Self-Charging)
|Infinite Bolts (needs to cooldown after shooting)
|15 Toxin + 60 Stamina + Knockdown (Duration 1)
|[[Syndicate Uplink]], available for 10 TC
|Syndicate
|A handheld energy launcher that automatically fabricates its own bolts. These hardlight bolts compromise muscles, causing victims to fall over and suffer fatigue as well as toxic damage. Very potent when combined with a lethal melee followup, such as an Energy Sword.
|-
![[File:Large ebow.png|64px]]
!{{anchor|Energy Crossbow}}Energy Crossbow
|[[File:Powercell.png|64px]]Energy (Self-Charging)
|Infinite Bolts (needs to cooldown after shooting)
|30 Toxin + 60 Stamina + Knockdown (Duration 1)
|Printable at the [[Armory]] protolathe once researched.
|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.
|-
![[File:decloner.png|64px]]
!{{anchor|}}Biological Demolecularisor
|[[File:Recharger.gif|64px]]Energy
|10 Beams
|20 Cellular Damage + 100 Irradiate
|Printable at the [[Armory]] protolathe once researched.
|Nanotrasen
|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]]
!{{anchor|Spur}}Spur
|[[File:Powercell.png|64px]]Energy (Self-Charging)
|10 Bullets
|20 to 40 Brute depending on the charge
|Only available to [[Emergency Response Team]] for 10 WC
|Unknown
|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 are effective mining tools that can also serve as weapons. Powered by plasma ore and sheets, rather than an internal cell, they fire plasma projectiles that will cut through rock present on [[Lavaland]] and meteors like butter. While they do little damage, they are very effective at delimbing organic targets and can also double as welding tools. Range represents how far the projectile will normally travel, while Mine Range represents the additional number of tiles the projectile will travel through rock.
{| class="wikitable sortable" border="1" cellpadding="2" cellspacing="0" style="width:80%"
|-
! class="unsortable" scope="col" style="background-color:#F0DC82;" |Icon
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! class="unsortable" scope="col" style="background-color:#F0DC82;" |Notes
|-
![[File:Plasmacutter mini.png|64px]]
!{{anchor|Mini Plasma Cutter}}Mini Plasma Cutter
|[[File:Plasmaore.png|64px]]Plasma
|15 Plasma Bursts
|3 Brute
Range 4, Mine Range 0
|
*Obtained via redemption of voucher at [[Mining Dock|mining vendor]] for the Mini Plasma Cutter Kit.
*Can be purchased at the [[Mining Dock|mining vendor]] for 2500 points.
|Prospectors
|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]]
!{{anchor|Plasma Cutter}}Plasma Cutter
|[[File:Plasmaore.png|64px]]Plasma
|40 Plasma Bursts
|5 Brute
Range 4, Mine Range 3
|
*Printable at the [[Cargo Office|Cargo]] protolathe once researched.
*[[Supply crates#Special Clearance|Ordered in Cargo]] once unlocked.
|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.
|-
![[File:Adv plasma cutter.gif|64px]][[File:Adv plasma cutter mega.png|64px]]
!{{anchor|Advanced Plasma Cutter}}Advanced Plasma Cutter
|[[File:Plasmaore.png|64px]]Plasma
|100 Plasma Bursts
|7 Brute
Range 5, Mine Range 5
'''Mega''': Range 7, Mine Range 7
|
*Printable at the [[Cargo Office|Cargo]] protolathe once researched.
*[[Supply crates#Special Clearance|Ordered in Cargo]] once unlocked.
*Mega variant obtained by utilizing the [[Shaft Miner#The Wonders of Plasma Magmite|World Anvil]].
|Prospectors
|More robust in every way relative to the standard plasma cutter. Can be expensive to print if the ORM hasn't been upgraded, but you save a lot of plasma and time using this instead of the normal plasma cutter. Fires slightly faster than the standard plasma cutter.
|-
![[File:Miningshotgun.png|64px]][[File:Miningshotgun mega.png|64px]]
!{{anchor|Plasma Cutter Shotgun}}Plasma Cutter Shotgun
|[[File:Plasmaore.png|64px]]Plasma
|28 Plasma Bursts
|6 total pellets in a wide spread which do:
2 Brute
Range 5, Mine Range 2
'''Mega''': Range 7, Mine Range 3
|
*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]].
|Prospectors
|The several mining pellets can instantly blow up gibonite, which make using this risky. That being said, it will clear rocks in an area VERY fast. Utterly useless for combat unlike the normal plasma cutters.
It can be upgraded to have its projectiles instantly defuse gibonite it hits, removing its fatal flaw.
|}
====Bow====
Energy bows cannot use regular arrows. Instead, they replicate hardlight projectiles, thus only requiring drawing before being fired. Energy arrows cannot be reused and will dissipate after use. If they embed, they will deal 1 damage (of the arrow's type) per tick for 10 ticks before dissipating.
{| class="wikitable sortable" border="1" cellpadding="2" cellspacing="0" style="width:80%"
|-
! class="unsortable" scope="col" style="background-color:#F0DC82;" |Icon
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! class="unsortable" scope="col" style="background-color:#F0DC82;" |Notes
|-
![[File:Bow_hardlight.gif|64px]]
!{{anchor|Hardlight Bow}}Hardlight Bow
|[[File:Powercell.png|64px]]Energy (Self-Charging)
|25 Burn (Burn damage on embed),
40 Stamina (Stamina damage on embed)
|Printable at the [[Armory]] protolathe once researched.
|Nanotrasen
|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]]
!{{anchor|Syndicate Hardlight Bow}}Syndicate Hardlight Bow
|[[File:Powercell.png|64px]]Energy (Self-Charging)
|25 Burn (Burn damage on embed),
15 Burn + 300 irradiate (Toxin damage on embed)
|[[Syndicate Uplink]], available for 12 TC
|Syndicate
|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]]
!{{anchor|Brass Bow}}Brass Bow
|[[File:Clockwork_slab.gif|32px]]Magic (Self-Charging)
|18 Burn (Burn damage on embed)
|A weapon of choice to summon using the [[Clockwork Cult|Clockwork Slab]]
|Clockwork Cult
|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===
These weapons are either eccentric or unique enough that they fail to fit into any other category. Thus, they are listed here.
{| class="wikitable sortable" border="1" cellpadding="2" cellspacing="0" style="width:80%"
|-
! class="unsortable" scope="col" style="background-color:#F0DC82;" |Icon
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! class="unsortable" scope="col" style="background-color:#F0DC82;" |Notes
|-
![[File:Chem sprayer.png|64px]]
!{{anchor|Chem Sprayer}}Chem Sprayer
|Chemicals
|600 units total
*150 units of Spore Toxin (Causes blindness)
*150 units of [[Cryptobiolin]]
*150 units of [[Unstable Mutagen]]
*150 units of [[Chloral Hydrate]]
|Confusion, blindness, dizziness, knockout, and random mutations with the standard reagents.
|Only available to [[Syndicate guide|Nuclear Operative]] for 10 TC
|Syndicate
|Each spray has a three-tile width that can travel to the edge of your screen. Combine this with its dangerous reagents upon purchase, and you have an efficient area denial tool that can punish clumped targets. Will not directly kill, but will certainly effect consequences that lead to death.
|-
![[File:Flamethrower.gif|64px]]
!{{anchor|Flamethrower}}Flamethrower
|[[File:Plasma tank.png|64px]]Gas of your choice
|Depends on tank pressure
|Depends on the gas
|
*[[Supply crates#Armory|Ordered from Cargo]].
*[[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
|Scavengers
|Allows for creative gas mixes if you know your atmos. An area denial tool, generally useful for making small areas uninhabitable for people, not so useful when trying to kill someone, as it's easy to run away.
|-
![[File:Loaded blastcannon.png|64px]]
!{{anchor|Blast Cannon}}Blast Cannon
|[[File:TTV.png|64px]]Kinetic Energy
|Depends on the mixture of your bomb
|Depends on the mixture of your bomb
|[[Syndicate Uplink]], available for 14 TC (only if you are a [[Scientist]])
|Syndicate
|Sends out a force projectile that varies in force and destruction based on how good your bomb mixture is. It can range from a peashooter to something that effectively fires immovable rods that WILL tear through the station and any poor sod in the way. Targets hit with enough force will be knocked out and potentially lose limbs.
|}
===Admin Only Weapons===
These weapons are currently restricted to admin spawn only.
{| class="wikitable sortable" border="1" cellpadding="2" cellspacing="0" style="width:80%"
|-
! class="unsortable" scope="col" style="background-color:#F0DC82;" |Icon
! scope="col" style="background-color:#F0DC82;" |Item
! scope="col" style="background-color:#F0DC82;" |Ammo
! scope="col" style="background-color:#F0DC82;" |Capacity
! scope="col" style="background-color:#F0DC82;" |Damage & Effects
! scope="col" style="background-color:#F0DC82;" |How to Acquire
! scope="col" style="background-color:#F0DC82;" |Faction Usage
! class="unsortable" scope="col" style="background-color:#F0DC82;" |Notes
|-
![[File:Gyrogun.png|64px]]
!{{anchor|Gyrojet Pistol}}Gyrojet Pistol
|[[File:Ammo 75.png|64px]].75
|8 Rounds
|74 Brute from direct hit
24 from a tile away
explosion (-1, 0, 2)
|Admin only.
|Admins
|Delivers an explosion with every shot, plus you can afford to be less accurate with it, as the explosion hits 3x3, so it's great against groups.
|-
![[File:Laser Cannon.png|64px]]
!{{anchor|Laser Cannon}}Accelerator Laser Cannon
|[[File:Recharger.gif|64px]]Energy
|7 Lasers
|6 Burn - Instant kill
|Admin only.
|Admins
|An advanced laser cannon that does more damage the farther away the target is.
|-
![[File:Cycler.png|64px]]
!{{anchor|Cycler Shotgun}}Cycler Shotgun
|[[File:Bean_shell.png|64px]]12 Gauge shells
|4+1 Shells, 4+1 Shells
|Depends on shell type.
|Admin only.
|Admins
|A shotgun that possesses two internal magazines in the form of a dual tube. One is filled with rubber shot and the other with beanbags by default. It automatically pumps after each shot. Using it in hand will switch the tube it is firing from, or chamber a shell in the current tube if one is not chambered.
|-
![[File:Mateba.png|64px]]
!{{anchor|Mateba}}Mateba
|[[File:357.png|64px]].357
|7 Rounds
|
{| class="wikitable sortable mw-collapsible mw-collapsed"
|+ style="white-space:nowrap; border:1px solid; padding:3px" |Ammo Types
|-
! class="unsortable" |Icon
! class="unsortable" |Name
! class="unsortable" |Description
|-
![[File:357.png]]
!Standard ammo
|40 Brute
|-
![[File:357feather.png]]
!Ironfeather
|6 pellets of 8.5 damage each, mildly less damage dropoff than buckshot
|-
![[File:357cracker.png]]
!Nutcracker
|20 Brute, one-shots windows, two-shots doors, three-shots reinforced doors
|-
![[File:357shock.png]]
!Metalshock
|30 Brute, then shock deals 10 Burn and confusion if target is not insulated
|-
![[File:357piercer.png]]
!Heartpiercer
|35 Brute with good armor penetration. Passes through first mob hit
|-
![[File:357stake.png]]
!Wallstake
|25 Brute, throws people two tiles which can impact against walls
|}
|Admin only.
|Nanotrasen, Syndicate
|An autorevolver chambered in .357 only carried by high-ranking corporate officials.
|-
![[File:Deagle.gif|64px]]
!{{anchor|Desert Eagle}}Desert Eagle
|[[File:Deagle mag.png|64px]].50
|7 Rounds
|40 Brute
|Admin only.
|Admins
|A powerful hand cannon. Shoots slower than other handguns.
Comes in three tasteful variants. Normal, gold and camo gold. Hope for the gold gun.
|}
=Defense=
To be good at combat, you must be able to survive an encounter with anything; Nuclear Operatives, Wizards, Assistants and such. While some may say that the best defense is a robust offense (which can be true in some cases), knowing how to protect yourself is a vital skill needed to be [[robust]].
==Stuns and Incapacitation==
Having the ability to stun at a moment's notice will protect you from getting robusted quite often (as long as you don't get stunned first).
===Three kinds of stuns===
Humans can get stunned in three different ways. The most common one is 'Weaken'. It causes you to fall and makes you unable to do anything except talking. 'Stun' is all the same, except you don't fall down. Paralysis knocks you out completely, you can't even talk or hear what's happening.


'''Make sure any bodies make it to either Medical or the [[Brig Physician]]. The latter can help keep a body safe during revival or perform an autopsy/inspection. In addition, as a position close to Security, they are far more trustworthy. Do note, however, that they don't have a full Medbay at their disposal.'''
You can also be sleeping, which is the same as paralysis, but caused and treated by different things.
===Running the Numbers===
{| class="wikitable sortable" align="center" border="1" cellpadding="2" cellspacing="0"
You have both access to Security Records and Medical Records. Security Records allow you to run prints, as well search up and modify crime-related details of anyone on the crew manifest (if their security records haven't been deleted). Medical Records allow you to run DNA from blood, as well as search up and modify medical-related details of anyone on the crew manifest (mostly useless).
! class="unsortable" scope="col" style="background-color:Lightgreen;" |Icon
! scope="col" style="background-color:Lightgreen;" |Item
! class="unsortable" scope="col" style="background-color:Lightgreen;" |Type of Stun
! class="unsortable" scope="col" style="background-color:Lightgreen;" |How to Acquire
! class="unsortable" scope="col" style="background-color:Lightgreen;" |Notes
|-
![[File:StunBaton.gif|64px]]
!{{anchor|Stun Baton}}[[Stun Baton]]
|70 stamina damage
|[[Security]]
|Not being security and having this out is likely to land you in the brig.
|-
![[File:Stunprod.png|64px]]
!{{anchor|Stunprod}}[[Stunprod]]
|45 stamina damage
|[[Makeshift weapons|Made by yourself]]
|Having this is a quick way to get robusted by security. Doesn't fit in backpacks, but can be carried on your back.
|-
![[File:Telescopic_Baton.png|64px]]
!{{anchor|Telescopic Baton}}Telescopic Baton
|60 stamina damage
|Be a [[Head of Staff]]
|Not being a head of staff and having one of these is yet another way to incur security's ire.
|-
![[File:Flash.gif|64px]]
!{{anchor|Flash}}[[Flash]]
|Stun
Duration 5
|[[Security]], [[Bridge]], [[Security Checkpoint|Sec Checkpoint]], [[Tech Storage]]
|[[Cyborg]]s are vulnerable to this method of stunning. Eye protection, such as sunglasses or welding helmets prevents you from being stunned this way.
|-
![[File:Disarm.png|64px]]
!{{anchor|Disarm Intent}}[[Intent|Disarm Intent]]
|Disarm
|Have arms
|Shoving someone while they're next to something solid will cause them to drop anything in their active hand, and shoving someone twice in quick succession will cause them to drop any guns in their active hand. Shoving someone who is next to someone else will knock both people down for one second.
|-
![[File:Hspray.png|64px]]
!{{anchor|Chemicals}}[[Guide_to_chemistry|Chemicals]]
|Depends on chemical
|[[Chemistry]]
|Typically used with a syringe gun, [[Hypospray]], or [[Grenade|Smoke Grenade]]. Some chemicals, like [[Chloral Hydrate]], or [[Morphine]], can hold targets still for some time, while others can be very harmful.
|-
![[File:Flashbang.gif|64px]]
!{{anchor|Flashbang}}[[Flashbang]]
|Weaken + Stun
Duration varies with distance. Max 10
|[[Security]]
|Very good for stunning a whole room. Not wearing ear protection will make you deaf for awhile. Wearing both sunglasses and a bowman headset makes you immune to these.
|-
![[File:Laser Pointer.png|64px]]
!{{anchor|Laser Pointer}}[[High-risk_items#Laser_Pointer|Laser Pointer]]
|Blinds humans and cyborgs, deactivate cyborg's equipment
Duration 5-10
|[[Lawyer]], [[Librarian]], [[Research Director]]
|Has a chance of blinding people and cyborgs, like a [[Flash]]; a fully upgraded laser pointer has a 100% chance.
|-
![[File:Disablernew.png|64px]]
!{{anchor|Disabler}}[[Disabler]]
|25 stamina damage
|[[Security]]
|A non-lethal type of laser that deals Stamina Damage, which has the same slowing/debilitating effects of normal damage, without actually harming. Heals on its own over time.


Inserting someone's fingerprint code into a Security Records console will narrow down the named list of individuals to whoever the prints belong to. If you can't narrow down the owner of a certain set of prints, this generally means one of two things:
#The prints belong to someone present not on the manifest (some options include humanized monkeys, [[Fugitive|stowaways]], [[Clockwork Cult|fanatics]], or [[Nuclear Operative|really, really bad news]]).
# They belong to someone who deleted their own security records (likely a [[Traitor|Syndicate agent]], or [[Changeling|something far less friendly]]).
The same options hold true if you can't find the owner of a DNA string using a Medical Records console. In almost every case, an unidentifiable string of DNA belongs to a humanized monkey from [[Genetics Lab|Genetics]], or a monkey itself.


If you find one pair of prints on something damning and no glove fibers, you've most likely got a catch. Set the individual to Arrest and update their security record (both done using the Security Records console), then inform Security over your radio. Even if you only have suspicion, or the prints weren't on something damning, still inform Security and append the Notes section to indicate what you've discovered. If you set any individuals to Search, follow the same process. Remember who your [[Head of Security|boss]] is, and defer to them if they don't agree with the direction your investigation is heading. Though, if you have free time, it's worthwhile to follow up on something and keep an eye out on any shady individuals, even if the Head of Security pardons their suspicion. A true detective follows their own hunches to make sure the truth gets out.
Consume less energy than lethal lasers.
|-
![[File:Resonant shriek.png|64px]]
!{{anchor|Resonant Shriek}}[[Resonant Shriek]]
|Weaken
Duration 5-10
|Being a changeling
|Only weakens cyborgs. Humans become deaf and confused.
|-
![[File:Bloodspells.png|64px]]
!{{anchor|Stun Spell}}[[Cult magic|Stun Spell]]
|Weaken + Stun
Duration 10
|Being a cultist and making one.
|Works on cyborgs. Blocked by null rod and mindshields. Also mutes victims for a duration of 6.
|-
![[File:Beepsky.png|64px]]
!{{anchor|Beepsky}}Beepsky
|Weaken + Stun
Duration 5
|Made in robotics.
|Attacks those set to arrest, and, depending on the mode, with weapons out without permission.
|-
![[File:Ed209.png|64px]]
!{{anchor|ED-209}}[[ED-209]]
|Weaken + Stun
Duration 5
|Made in robotics.
|Attacks those set to arrest, and, depending on the mode, with weapons out without permission.
|}
{| class="wikitable sortable" align="center" border="1" cellpadding="2" cellspacing="0"
! class="unsortable" scope="col" style="background-color:Lightgreen;" |Icon
! scope="col" style="background-color:Lightgreen;" |Counter
! class="unsortable" scope="col" style="background-color:Lightgreen;" |Type of Stun
! class="unsortable" scope="col" style="background-color:Lightgreen;" |How to Acquire
! class="unsortable" scope="col" style="background-color:Lightgreen;" |Notes
|-
![[File:Hulk.png|64px]]
!Hulk
|Any
|[[Wizard#Mutate|Wizardry]]
|Hulks don't get stunned and don't fall ever. Even space lube doesn't make them fall, though they do slip. Stamina damage reduces the duration of hulking.
|-
![[File:SGlasses.png|64px]]
!Eye protection
|Flashes
|[[Cargo]] and [[Engineering]] for welding helmets, [[Security]] for sunglasses.
|Doesn't do anything with the stun itself; rather, it protects you from flashing
|}
==Damage Prevention==
A few items, when used, can completely block damage.
{| class="wikitable sortable" align="center" border="1" cellpadding="2" cellspacing="0"
! class="unsortable" scope="col" style="background-color:Lightyellow;" |Icon
! class="unsortable" scope="col" style="background-color:Lightyellow;" |Item
! class="unsortable" scope="col" style="background-color:Lightyellow;" |How to acquire
! class="unsortable" scope="col" style="background-color:Lightyellow;" |Protection
! class="unsortable" scope="col" style="background-color:Lightyellow;" |Notes
|-
![[File:RiotS.png|64px]]
!{{anchor|Riot Shield}}[[Riot Shield]]
|[[Armory]]
|Blocks melee and projectile attacks.
|Riot shields have 75 health, and will eventually shatter if hit by enough.
|-
![[File:Eshield.png|64px]]
!{{anchor|Energy Combat Shield}}[[Energy Combat Shield]]
|[[Nuke ops]]
|Blocks energy projectiles
|Works just like a riot shield, except with a 100% chance to deflect all lasers and energy shots, making it very robust. Can also be turned off to fit in your pocket.
|-
![[File:Reactivearmor.png|64px]]
!{{anchor|Reactive Teleport Armor}}[[Reactive Teleport Armor]]
|[[Research Director's Office]]
|Teleports you randomly if you're hit.
|It could end badly if you get spaced due to this, but it'll still improve your odds of surviving.
|-
![[File:Sword.gif|64px]]
!{{anchor|Energy Sword}}[[Energy Sword]]
|[[Syndicate Items|Syndicate Uplinks]]
|Blocks projectiles and melee attacks
|Needs to be turned on to work. Counts as a shield just like the riot shield.
|-
|}
==Armor==
Armor is a great passive way to keep you from getting hurt too badly in a fight. Some jobs will have difficulty acquiring armor. Some armor, like hardsuits, will slow you, as well.


Generally, uniform fibers can be used to do station-wide searches if the shift is slow enough, but you shouldn't base a sentencing off something so trivial. It's easy for any criminal who wants to throw you off to put on a disguise before they commit their nefarious deeds. Sentencing the single [[Assistant]] on board for theft based on grey jumpsuit fibers makes little sense when the uniform is freely accessible in the [[Locker Room]]. On the contrary, any traces generally limited to one or two jobs, such as an Engineering Hardsuit, should immediately be reported to Security as soon as you find them, before you even make it to a console.
Armor will reduce all damage of a certain type, on parts of your body that are protected by the armor. You will see ''"Your armor softens the blow!"'' when your armor reduces damage. The defense values are indicated by an armor's percent protection from different damage types, for example basic Armor has a melee protection rate of 50, as such it will reduce all melee damage to the chest by 50%.


Blood DNA can be used to identify victims if no body was recovered OR if the body is unidentifiable. In most cases, the latter is because the body is husked, which is either caused by excessive burn or a [[Changeling]].
Armor only protects the region that it covers on your body. No armor protects your entire body.
===Body Armor===
{| class="wikitable sortable" align="center" border="1" cellpadding="2" cellspacing="0"
! class="unsortable" scope="col" style="background-color:Lightblue;" |Icon
! scope="col" style="background-color:Lightblue;" |Item
! class="unsortable" scope="col" style="background-color:Lightblue;" |How to acquire
! class="unsortable" scope="col" style="background-color:Lightblue;" |Protection
! class="unsortable" scope="col" style="background-color:Lightblue; width:80px" |Defense values %
! class="unsortable" scope="col" style="background-color:Lightblue;" |Notes
|-
![[File:CaptArmor.png|64px]]
!{{anchor|Captain's Armor}}[[Captain's Armor]]
|[[Captain's Quarters]]
|Offers moderate protection from most sources.
|melee = 40
bullet = 50
laser = 50
energy = 25
bomb = 50
bio = 100
rad = 50
|The Captain will sometimes wear this. It's also space-worthy, but it will slow you down. Wearing this while not the Captain is a good way to get robusted.
|-
![[File:Capscarapace.png|64px]]
!{{anchor|Captain's Carapace}}Captain's Carapace
|[[Captain's Quarters]]
|Offers moderate protection from most sources.
|melee = 50
bullet = 40
laser = 50
energy = 10
bomb = 25
|A special armor vest unique to the Captain. Offers far greater protection than most armor, and also displays your authority to the crew.
|-
![[File:RIG.png|64px]]
!{{anchor|Engineering Hardsuit}}[[Hardsuit|Engineering Hardsuit]]
|[[Engineering]]
|Gives low protection from melee attacks and explosions.
|melee = 10
bullet = 5
laser = 10
energy = 5
bomb = 10
bio = 100
rad = 75
|See [[Space_suit|here]] for information on the different styles.
|-
![[File:Atmospherics_Hardsuit.png|64px]]
!{{anchor|Atmospherics Hardsuit}}[[Hardsuit|Atmospherics Hardsuit]]
|[[Atmospherics]]
|Identical to normal RIG however it is one of the only items that grants complete protection from Fire at the cost of no Radiation protection.
|melee = 10
bullet = 5
laser = 10
energy = 5
bomb = 10
bio = 100
|See [[Space_suit|here]] for information on the different styles.
|-
![[File:Mining_Hardsuit.png|64px]]
!{{anchor|Mining Hardsuit}}[[Hardsuit|Mining Hardsuit]]
|[[Mining]]
|Gives quite good protection from melee attacks and explosions. Can be upgraded with goliath hide plates to a maximum of 60 melee defense. Essentially becoming a spaceworthy riot suit. The helmet must be upgraded independently of the suit.
|melee = 30 - 60
bullet = 5
laser = 10
energy = 5
bomb = 50
bio = 100
rad = 50
|See [[Space_suit|here]] for information on the different styles.
|-
![[File:AdvRIG.png|64px]]
!{{anchor|CE Hardsuit}}[[Hardsuit|CE Hardsuit]]
|[[Chief Engineer]]
|Gives good protection from melee attacks, complete Radiation protection and complete protection against Fire.
|melee = 40
bullet = 5
laser = 10
energy = 5
bomb = 50
bio = 100
rad = 100
|See [[Space_suit|here]] for information on the different styles.
|-
![[File:Medical_Hardsuit.png|64px]]
!{{anchor|CMO Hardsuit}}[[Hardsuit|CMO Hardsuit]]
|[[Chief Medical Officer]]
|Provides little physical protection and does not block intense light based weapons, such as flashbangs or flashes. But is a easy to access Hardsuit for the CMO.
|melee = 30
bullet = 5
laser = 10
energy = 5
bomb = 10
bio = 100
rad = 50
|See [[Space_suit|here]] for information on the different styles.
|-
![[File:RDRIG.png|64px]]
!{{anchor|RD Hardsuit}}[[Hardsuit|RD Hardsuit]]
|[[Research Director]]
|More accurately described as a space proof bomb suit. One of the only Hardsuits to provide 100% bomb protection, the helmet also has a diagnostic HUD built in.
|melee = 30
bullet = 5
laser = 10
energy = 5
bomb = 100
bio = 100
rad = 60
|See [[Space_suit|here]] for information on the different styles.
|-
![[File:Security Hardsuit.png|64px]]
!{{anchor|Security Hardsuit}}[[Hardsuit|Security Hardsuit]]
|[[E.V.A.]]
|Gives slightly increased protection against all damage sources.
|melee = 35
bullet = 25
laser = 30
energy = 10
bomb = 10
bio = 100
rad = 50
|See [[Space_suit|here]] for information on the different styles.
|-
![[File:HoSRIG.png|64px]]
!{{anchor|HoS Hardsuit}}[[Hardsuit|HoS Hardsuit]]
|[[E.V.A.]]
|Gives slightly increased protection against all damage sources.
|melee = 45
bullet = 30
laser = 30
energy = 10
bomb = 25
bio = 100
rad = 50
|Offer more protection than the standard Security Hardsuit. Still not as good as the Captain's spacesuit.
|-
![[File:Wizardsuit.png|64px]]
!{{anchor|Gem-encrusted hardsuit}}[[Wizard|Gem-encrusted hardsuit]]
|[[Wizard]] or Summon magic
|Offers good protection overall and counts as a robe for spellcasting. Protective against fire and totally acidproof to boot!
|melee = 40
bullet = 40
laser = 40
energy = 20
bomb = 35
bio = 100
rad = 50
|See [[Wizard|here]] for information on the magical arts.
|-
![[File:Ablative.png‎|64px]]
!{{anchor|Ablative Armor Vest}}[[Ablative Armor Vest]]
|[[Armory]]
|Gives excellent protection against Laser and Energy attacks and can even deflect them.
|melee = 10
bullet = 10
laser = 60
energy = 50
|It will sometimes deflect energy projectiles, which includes disabler shots! It's also a [[High-risk items|traitor objective]]. Expect to receive a harsh sentence from security if caught with this.
|-
![[File:Bulletproofvest.png|64px]]
!{{anchor|Bulletproof Vest}}[[Bulletproof Vest]]
|[[Armory]]
|Makes the wearer very resilient to bullets at the cost of being poor defense against other weapons.
|melee = 15
bullet = 60
laser = 10
energy = 10
bomb = 40
|Very useful against gangsters and nuke ops. The helmet only provides half of the protection of the vest sadly.
|-
![[File:Armor.png|64px]]
!{{anchor|Body Armor}}[[Body Armor]]
|[[HoP]], [[Security]]
|Protects moderately against melee and lasers, which are common things to be harmed by.
|melee = 30
bullet = 30
laser = 30
energy = 10
bomb = 25
|The standard armor found on security mooks. Also sometimes found on [[Ian]].
|-
![[File:Durathreadvest.png|64px]]
!{{anchor|Durathread Vest}}Durathread Vest
|Crafted from [[Guide to Construction#Durathread|Durathread]] and leather.
|Protects moderately against melee and lasers, as well as fire and acid. However, worse against energy, bullets, and bombs.
|melee = 20
bullet = 10
laser = 30
energy = 5
bomb = 15
fire = 40
acid = 50
|For non-Security, it's better than nothing.
|-
![[File:Swatarmor.png|64px]]
!{{anchor|Riot Suit}}[[Riot Suit]]
|[[Armory]]
|This, combined with the riot shield, will make you be the nightmare of fire extinguisher -wielding [[assistant]]s everywhere. Gives complete protection to the entire body.
|melee = 50
bullet = 10
laser = 10
energy = 10
|It's very resistant to melee attacks, BUT it's less protective against lasers than standard armor.
|-
![[File:Armoredcoat.png|64px]]
!{{anchor|Armored Coat}}[[Armored Coat]]
|[[HoS]]
|A good set of armour that covers the entire body, and the HoS starts with it. Not as powerful as it once was but it's still robust.
|melee = 30
bullet = 30
laser = 30
energy = 10
bomb = 25
|Wear this as your rightful trophy if you manage to outrobust him.
|-
![[File:Deathsquad.png|64px]]
!{{anchor|Deathsquad Armor}}Deathsquad Armor
|[[Death Squad]]
|Extremely robust armor found only on Deathsquad Officers. Offers strong protection against all damage sources to the entire body, in addition to being spaceworthy. Moderate slowdown.
|melee = 80
bullet = 80
laser = 50
energy = 50
bomb = 100
bio = 100
rad = 100
|If you see someone wearing this, it's a good idea to run.
|-
![[File:Bomb-suit.png|64px]]
!{{anchor|Bomb Suit}}[[Bomb-suit|Bomb Suit]]
|[[Toxins Lab]], [[Armory]]
|Protects you from bombs. Even if a bomb manages to kill you, your body will not be gibbed and you can be cloned.
|melee = 40
laser = 20
energy = 10
bomb = 100
|A suit designed for safety when handling explosives.
|-
![[File:ERTCycle.gif|64px]]
!{{anchor|ERT Hardsuits}}ERT Hardsuits
|[[Emergency Response Team]], Lavaland
|Offers very robust protection from all damage sources, with zero slowdown.
|melee = 65
bullet = 50
laser = 50
energy = 50
bomb = 50
bio = 100
rad = 100
fire = 80
acid = 80
|Resistant to plasmafire.
|-
![[File:Secjumpsuit.png|64px]]
!{{anchor|Security Officer's Jumpsuit}}Security Officer's Jumpsuit
|[[Security Office]]
|A security officer's jumpsuit provides a small amount of melee protection. All security-division jumpsuits have the same benefit, whether it be an officer's, the detective's, or the HoS's. Lawyers do not, however.
|melee = 10
|The kicker? It goes in your jumpsuit slot, and when worn underneath armor will stack their defenses additively.
|-
![[File:Durathreadjumpsuit.png|64px]]
!{{anchor|Durathread Jumpsuit}}Durathread Jumpsuit
|Crafted from [[Guide to plants#Details: Durathread|Durathread]]
|Provides a small amount of melee protection and moderate laser and fire protection.
|melee = 10
laser = 10
fire = 40
acid = 10
bomb = 5
|Like the Security Officer's, the Durathread jumpsuit is also worn in the jumpsuit slot and will also stack defenses with other armor.
|}
===Helmets===
{| class="wikitable sortable" align="center" border="1" cellpadding="2" cellspacing="0"
! class="unsortable" scope="col" style="background-color:Lightblue;" |Icon
! scope="col" style="background-color:Lightblue;" |Item
! class="unsortable" scope="col" style="background-color:Lightblue;" |How to acquire
! class="unsortable" scope="col" style="background-color:Lightblue;" |Protection
! class="unsortable" scope="col" style="background-color:Lightblue; width:80px" |Defense values %
! class="unsortable" scope="col" style="background-color:Lightblue;" |Notes
|-
![[File:Helmet.png|64px]]
!{{anchor|Helmet}}[[Helmet]]
|[[Security Office]]
|Standard head gear for security mooks. Keeps your head safe.
|melee = 35
bullet = 30
laser = 30
energy = 10
bomb = 25
|Brave officers may opt to wear the security beret or hat instead. The warden's hat offers the same protection as this.
|-
![[File:Durathreadhelmet.png|64px]]
!{{anchor|Dureathread Helmet}}Durathread Helmet
|Crafted from [[Guide to plants#Details: Durathread|Durathread]] and leather.
|
|melee = 25
bullet = 10
laser = 20
energy = 10
bomb = 30
bio = 15
rad = 20
fire = 100
acid = 50
|
|-
![[File:Swathelmet.png|64px]]
!{{anchor|Swat Helmet}}Swat Helmet
|[[Derelict]]
|A rare and extremely powerful helmet that protects against all kinds of damage. Spaceworthy.
|melee = 40
bullet = 30
laser = 30
energy = 30
bomb = 50
bio = 90


'''Regardless of your findings, whenever you're done with a Security Records console, <u>always</u> log off before you resume other activities. Failure to do so means someone can sneak in and wreak havoc, such as setting Heads of Staff to Arrest to be targeted by secbots or less-intelligent officers. Someone might also delete their own security records.'''
rad = 20
===Interrogations and Incarcerations===
While your fellow officers should (theoretically) know Space Law, it never hurts to be present during a suspect's brigging to clarify any information or wrongdoings about them. Furthermore, clarifying the crimes they're guilty of can make the process a lot quicker, as well as avoiding wildly inaccurate sentences, which are bound to get the station down your throat with punishment for your foolishness.


'''You cannot brig individuals, as you do not possess the access to do so, nor is it outlined in your responsibilities.'''
fire = 50


You do, however, have access to the [[Interrogation|Interrogation Room]], which has a [[Universal Recorder]] present, as well as all the gloomy lighting that you would want for a proper interrogation. That being said, interrogations are time-consuming, and, for the sake of gameplay, should generally be performed only under a handful of circumstances:
acid = 50
*You're certain someone is a culprit of something severe, but you don't have any hard evidence on them.
|If you get this, be proud that you are wearing the best protective headgear in the game.
*You need to clarify the stories of two separate suspects, using the room to isolate them and get each of their tales individually.
|-
*A lawyer wishes to speak with their client, or a lawyer wishes to speak with you privately, or with their client, too.
![[File:Riothelm.png|64px]]
**If you're the paranoid type, be cautious of a lawyer and their client who try to get you alone in the interrogation room; it's possible they're plotting to kill you and break out. As with all situations, calling for backup is a safe decision.
!{{anchor|Riot Helmet}}[[Riot Helmet]]
*Rarely, a culprit or Syndicate Agent may be willing to strike a deal. '''It is highly recommended that you obtain assistance from the Head of Security for this, as altering punishment or sentencing corporate enemies is beyond your jurisdiction.'''
|[[Armory]]
Other situations may apply, but the main thing to keep in mind is that every minute spent in Interrogation is one where every player present isn't experiencing or participating in the rest of the game. The roleplay involved can be fun for all involved, but only if everyone agrees to it. A good rule of thumb is that RP, in all its forms, is a consensual, agreed decision. '''Don't force people into interrogation beyond their sentence length if there's not sufficient justification to hold them longer.'''
|Provides excellent melee protection, but lacks in other areas.
 
|melee = 45
Important things to note are alibis, actions, who they saw, what they were thinking, what they plan to do, etc. Any information you can get on them that's glaringly contradictory with testimony or evidence can be a book-shutting detail.
bullet = 15
 
laser = 5
Most people feel a lot safer answering questions when they're in their natural environment. Rather than arrest someone and drag them all the way to the Brig, just knock on their window and ask them the questions you mean to do. This way, you save time, are more likely to get meaningful information, and will overall be more-liked by the station. As Security, but especially as Detective, your reputation dictates a lot regarding your effectiveness. It's much better to be well-liked as an investigator, rather than feared, as you can use your silver tongue to earn benign cooperation far more efficiently than an officer who's prone to batoning people without second thoughts.
energy = 5
 
bomb = 5
There's a camera console outside Interrogation which only looks into the room. It's a good way to spy in to make sure nothing funny is happening, and fellow officers can do this for you, too.
bio = 2
==Grit-Fueled, Advanced Investigating==
|Useful during revolutions, and other situations where you might be swarmed with melee weapons.
The above sections represent the basics of your craft, but there are several other situations and methods for discovering and catching culprits, as well as protecting the people you're charged to defend.
|-
===The Digital Eye===
![[File:Deathsquadhelm.png|64px]]
''"Every shift, I take a walk through the station, all from my [[Detective's Office|office]]."''
!{{anchor|Deathsquad Helmet}}Deathsquad Helmet
 
|[[Death squad]]
'''The camera console is one of the most potent tools you have for your duties.''' Located in your office, it allows you to watch '''every camera feed present on the station's standard network'''. This includes wall-mounted cameras, [[cyborg]] cameras, and where an [[AI]] is present. There are some properties to be noted about cameras:
|A strong helmet that provides reduction against most damage types. Spaceworthy.
*You can examine individuals through cameras by using SHIFT+CLICK, as if you were examining them in person.
|melee = 80
* Cut cameras will still appear on the camera list, but only show static. This can allow you to narrow down where suspicious activity might be happening.
bullet = 80
*You cannot hear through cameras.
laser = 50
*If a cyborg does not show up on the camera console, its camera lens were disabled by a [[Roboticist]] (or someone with similar access, such as someone with an [[Cryptographic sequencer|EMAG]]) or, far more rarely, it might be a disguised Syndicate cyborg, used only by [[Nuclear Operative|elite Syndicate assault teams]].
energy = 50
*A bluespace EMAG, which has a 10% chance of being created when an EMAG is used on an EMAG, can be used through cameras using a camera console. This allows crafty Syndicate agents to sabotage whatever they please at infinite range, so long as they have access to the standard camera network.
bomb = 100
Using a camera console allows you to spy others without their knowing of your presence. In addition, it's far safer than direct observation, and you're able to peer into areas you wouldn't be able to enter with your limited access. As your equipment is less robust than a normal officer's, patrolling maintenance alone is far less ideal than sitting in the safety of your office and flicking through cameras.
bio = 100
===The Stake Out===
rad = 100
''"Hope you like waiting around. I brought myself a nice [[Guide_to_food#Burgers|sandwich]]."''
|Underwhelming compared to the deathsquad body armor
 
|}
Simply hanging around an area or hiding in a locker/plant can yield results, especially if nobody expects you to be where you are. If an individual reports repeated harassment, but there's no evidence, or it's suspected/known that a certain crew member might be targeted by nefarious elements, being present in the vicinity can scare off threats. If you're hidden, it's far more likely that you catch anyone in a criminal act. In addition, you can duly intervene if the circumstances demand it. Otherwise, note the name and crime, and report it to Security.
===Hats===
 
{| class="wikitable sortable" align="center" border="1" cellpadding="2" cellspacing="0"
If you're patrolling about the station and you notice someone coming out of an area they shouldn't be in or an area that's rarely entered, that's an oddity that you can investigate. A [[Chemist]] coming out of maintenance could just be someone acting oddly for no reason, or it could be a [[Blood Cult|cultist]] that just left their base. As with a majority of your investigating, context is important. '''If you suspect there's criminal or dangerous activity going on in some area, it's highly recommended you call for backup before you investigate, or, at the very least, pass on your hunch to Security.''' Getting jumped by a bunch of Nar'sie's finest is a good way to be out for the rest of the round, especially if your fellow officers have nothing to go on regarding your disappearance.
! class="unsortable" scope="col" style="background-color:Lightblue;" |Icon
 
! scope="col" style="background-color:Lightblue;" |Item
Another trick is to stalk anyone you think is up to no good. You can be obvious or not in how you go about this. An absence of stealth almost guarantees that if they're conspiring to perform illegal activities, they either won't follow through or eventually snap and try to kill you. Assuming you're on guard and expecting it, you should have a good shot of either subduing them or escaping, so long as you haven't let them get a significant upper hand on you or lure you to somewhere you can't quickly flee from.
! class="unsortable" scope="col" style="background-color:Lightblue;" |How to acquire
=== The Inquisitive Coroner ===
! class="unsortable" scope="col" style="background-color:Lightblue;" |Protection
''"Time of death: 17:52. Cause of death: Blunt-force trauma to the back of the head. Murder weapon: [[Syndicate Items#Role-Restricted|Toolbox]]."''
! class="unsortable" scope="col" style="background-color:Lightblue; width:80px" |Defense values %
 
! class="unsortable" scope="col" style="background-color:Lightblue;" |Notes
Recently, new technologies and instruction have given us the ability to perform an autopsy on a body, in order to ascertain the cause of their death. There's space dedicated in your office to specifically performing this surgery, and there are some things to note about autopsies:
|-
* A successful autopsy will do significant damage to any corpse it's performed on, delaying their revival even more.
![[File:Hoscap.png|64px]]
* It will inform you what they were last hit by. In most cases, this will be the item that dealt the final blow to them.
!{{anchor|Head of Security Hat}}Head of Security Hat
* Any time spent doing an autopsy is time that the body is decaying and the culprit is running free. As previously said, one of the best witnesses to a crime is the victim themselves. This is especially true if they were murdered.
|[[HoS]]
The steps to an autopsy can be found [[Surgery#Autopsy|here]].
|Provides robust head protection in all damage types. The HoS starts with this.
===The Logical Savant===
|melee = 40
''"Think! THINK! Why doesn't he have the [[High-risk_items#Advanced_Magnetic_Boots|magboots]] on him?"''
bullet = 30
 
laser = 25
Inevitably, much of your aptitude as a Detective boils down to game sense. Understanding suspicious behavior and characteristics of certain antagonists gives you a significant edge as a grizzled detective over a sheepish novice. Knowing the environment also falls in this category. A thief might have hidden a high-risk item in a plant in their workplace, or in a locker near the scene of the crime if Security was quick to respond. Pay attention to the clever things criminals will do, and adapt your strategies and investigations to match them. '''Be careful to not engage in metagaming.'''
energy = 10
 
bomb = 25
At the end of the day, common sense will get you far, even if you don't have forensic evidence to build an investigation on.
bio = 10
=== The Masked Agent ===
|Powerful and stylish, also for showing who is in charge around here. The dermal armor in the HoS's locker offers the same protection as this.
'''Disguising as a Detective is a highly-disputed topic by the administrative team. It's best to check with any online before you go through with it.'''
|-
 
![[File:Durathreadbeanie.png|64px]][[File:Durathreadberet.png|64px]]
''"Why yes [[Quartermaster]], I'm one of your Cargo Technicians for the shift."''
!{{anchor|Durathread Beanie}}Durathread Beanie and Beret
 
|Crafted from [[Guide to plants#Details: Durathread|Durathread]]
Disguising as another job is a little-used technique that the Detective is capable of performing over other officers. There are two methods of going about this.
|
 
|melee = 15
The first is just a simple clothes change, but you keep your Detective ID on. This technically identifies you as a member of Security, which grants you all the same rights and privileges you enjoyed before; your clothes don't affect those. However, most people fail to examine others, and, without a SEChud to see your role, they may just assume that you are the job that you're dressed as. This can work under the same premises described in the Stake Out, but you also have whatever uniform you're wearing working for (or against) you. For example, if you're dressed as a Paramedic, people might just let you into places if they're injured, expecting you to heal them. But without the authority of the Security outfit, some people will be harder to nudge to do what you want them to. If you want to, you could also ask the [[Head of Personnel]] for assistance in granting you additional access to finish the disguise.
bullet = 5
 
laser = 15
The second is a changing of your ID or the title of your ID, as well as a potential repainting of your PDA, so you fully and wholly look like another job. This is much the same, but you '''lose all protective privileges of being an officer'''. To essentially translate, if someone assaults you, you cannot make the reveal that you're an officer and arrest them for Assault of an Officer. If another security officer arrests you, that's a confusion that's valid, especially if they weren't aware you went undercover. This allows you to blend in far better as you observe the goings of the station, especially in whichever department you've integrated into. One example of this tactic's usefulness could be if you catch Cargo ordering contraband or weaponry without them realizing that there's been a mole among their ranks the entire time. Calling in your fellow officers to bust your fellow "colleagues" before the weapons even arrive is an open-and-shut raid.
energy = 5
 
bomb = 10
Note that the effectiveness of this strategy is strongly dependent on how early in the shift you don your disguise and how many people recognize you as a Detective before doing so. If someone realizes you were a Detective earlier, they could assume you were simply demoted or you switched jobs, or they might see through your veil and render the disguise meaningless, if not harmful.
fire = 30
===The Court Clerk===
acid = 5
''"[[Captain|Your Honor]], the testimony... contradicts the evidence!"''
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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.
 
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 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 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:  
# Is the crime (and punishment) significant enough to warrant a trial?
# Does everyone involved have the time to spend away from their duties to perform a trial?
# Do the players involved have the desire or willingness to participate in a trial?
It can be nigh impossible to accurately gauge the answers to these questions, but they're all important things to consider if you want to engage in CourtRP.
== Hard-Boiled Equipment ==
As one of [[Nanotrasen|Nanotrasen's]] beat cops, you're equipped with gadgets and tools to separate you from the average crew member regarding combat effectiveness. However, the budget for your equipment is far lower, as you're not a full officer. While you still have access to wide range of tools, there are some that stand out.
=== The .38 Revolver===
'''Usage of the revolver is covered in Space Law. It should not be drawn, much less fired, unless circumstances demand it.'''
 
Your revolver begins the round located in a Shoulder Holster which is located in your locker. The holster is a three-slot belt item that can carry revolvers and speed loaders. SHIFT+E will pull out the item in the right-most slot, so putting your gun in it can help for a quickdraw.
 
Each vanilla shot of .38 does 15 brute damage and 35 stamina damage. It is very easy to spam-fire and can be reloaded quickly using the speed loaders, but take care not to hit unintended targets. The revolver does not need to be empty to use a speed loader; it will fill as much of the revolver's capacity as it can, including empty casings that haven't been ejected. In addition, speed loaders can be used on each other to transfer bullets. You can print additional .38 speed loaders at the protolathes located in the [[Security Office]] and in the [[Armory]]. Autolathes can also print them, and they have the added benefit of being able to recycle them (an Autolathe can easily be found in the [[Cargo Office]]). An empty speed loader can be recycled for the full cost of a filled one. Note that, unlike disablers, the .38 is a ballistic weapon, meaning its projectiles can't go through glass and will be blocked by shields.
 
As the revolver is considered lethal, it will upset any silicons under prevent-harm lawsets should you use it. And while the disabler is one of the most powerful weapons on the station, the .38 has some advantages over it:
*It can be quickly reloaded in the field.
*It has the capacity to damage simplemobs and cyborgs.
*It can cause bleeding, which, if not tended to, can incapacitate, kill, or otherwise inconvenience a suspect.
*It often sounds scarier than it is.
* It has access to a variety of alternative ammo types that grant it more utility.
The following are the four alternative ammo types for the .38 Revolver. All the .38 variants retain the 35 stamina damage:
* '''.38 TRAC:''' Does 10 brute damage, 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, ignites carbon targets. Printed at the Armory protolathe.
* '''.38 Iceblox''': Does 20 brute damage, 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.
 
The [[Supply crates#Security|Ammo Crate]] under the Security section in the Cargo Supply Crate list contains one TRAC, one Hot Shot, and one Iceblox speed loader.
 
If you ALT+CLICK on the revolver, you can change its skin. If its skin has already been changed, it spins the revolver's cylinder instead (which WILL randomize the order of bullets). You can use a pen to rename it or give it a description as well.
==== The Forbidden Revolver ====
'''Converting your revolver to .357 for no reason can be ruled as powergaming. A good rule of thumb is to only do so with authorization and if a station threat requires lethals. When in doubt, ask an administrator.'''
 
By emptying your revolver of bullets and using a screwdriver on it, you reinforce its barrel, converting the caliber to .357. There are three 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 Shoulder Holster.
# 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.
While this does significantly increase the lethality of the revolver, it becomes much more difficult to obtain, store, and load ammunition. In addition, the misfire represents a randomness that can and will get you killed. If you're dealing with a threat that demands .357, and you misfire, the chances of you walking away alive drop dramatically. You can alleviate the dropping by obtaining an Anti-Drop implant from Medical or [[Robotics Lab|Robotics]] once the appropriate research has been completed, but you will still deal the brute to yourself, and the shot will not go off.
 
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 themself, as well as fewer tools to instantly win a fight, or to 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 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.
 
As usage of the Scanner has already been extensively covered in Scene Analysis 101, there's little more to discuss regarding its utility. More than your gun, it's important to keep this on you at all times. Without it, your investigations might as well be performed by the Average Joe.
=== The Wooden Baton ===
The Wooden Baton begins the round in your backpack and functions almost identically to the telescopic batons that the Heads of Staff receive, except two things. Firstly, it is a normal-sized item that cannot be made smaller. Secondly, it does moderately more stamina damage. Be sure to target the legs if you mean to knock someone down, and target the arms if you want to knock something out of someone's hands. It will take multiple hits to fully knock someone down, so be wary of retaliation. As for storage, it can conveniently fit on your exosuit, assuming you're wearing a Security-rated exosuit, which includes your trenchcoats and armor vest.
=== All the Rest ===
The following is a non-conclusive list of the other equipment the Detective possesses:
* '''Seclite''', located in your locker. A more powerful flashlight that can fit in one of your pockets or in your hand.
* '''Pepper Spray''', located in your locker. A short-ranged option for instantly knocking down those without eye protection, as well as tool to tag suspects. Incredibly situational and finicky to use, but can end a fight before it starts.
* '''A pinpointer''', located in your locker. Able to track anyone with their tracking beacon setting on their uniform, it will point a directional compass to whoever it's tracking. If the arrow is red, they are far. Blue is close. Green is closest. If you have someone idly on your pinpointer and the pinpointer stops, something turned off their sensors or someone took off their uniform (potentially themselves).
* '''Binoculars''', located in your locker. Can be used to see '''obnoxiously''' long distances in one direction. Useful for scouting out hallways, and absurdly powerful if you have x-ray eyes implanted (if not overwhelming).
* '''Evidence Bags''', located in boxes. One starts in your backpack, one in your locker, and another on your desk. Useful for bagging evidence and storing it, or for CourtRP.
* '''Sunglasses''', located on your main desk. These prevent you from being flashed, including the visual effects of flashbangs, as well as providing minor welding protection. Essential for any officer.
* '''Security Bowman Headset''', located on your ear when you spawn. A Bowman headset will protect your ears from the stunning effects of flashbangs. It has access to the Security radio channel and has room for one more radio chip.
* '''Universal Recorder''', located on your main desk. Can record and playback any dialogue, in any language, automatically translating it.
* '''Camera''', located on your main desk, which can be used for taking pictures of anyone, anything, anywhere.
* '''PDA''', located on your waist when you spawn, loaded with a D.E.T.E.C.T. cartridge that gives you Security and Medical records, a built-in health scanner, and access to the crew manifest. The last is useful if you suspect non-crew on the station, as they won't appear on the manifest.
* '''Security Holoprojector''', located in your locker. Creates up to three holographic images that prevent people from running through them. They can be destroyed easily with a few hits. Mostly useful for restricting speed through an area, such as a crime scene.
* '''White Crayon''', located in your pocket when you spawn. It can be used to draw outlines around corpses if you want to seriously roleplay your investigations (despite the contamination this would cause). An incredibly rare flavor of crayon.
* '''Hand Labeler''', located on your desk. Can be used to label evidence bags, reports, papers; whatever you need if you want to organize.
* '''Cigarettes and a Zippo Lighter''', located on your main desk (a cigarette also spawns lit in your mouth). Useful if you want to complete the Noir Aesthetic™.
* '''Detective Clothing Bag''', located in your locker. Possesses all varieties of clothing to fulfill your noir desires. The trenchcoats and armor vest provide armor and count as Security exosuits for the purposes of storing gear on them.
* '''Fedora''', located on your head when you spawn. If you ALT+CLICK on it, it'll pull out a candy corn every so often, as well as reveal the flask hidden inside, which is filled with whiskey. The brown fedora's tiny inventory slot can be opened just by clicking on the hat; the black fedora requires you to ALT+CLICK, and it does not have candy corns.
The final two items are not located in the Detective's office, but are useful tools regardless.
* '''Handcuffs''', located in the Brig and the Security Office. Carrying a pair or two is good for if you have to restrain a suspect or assist an officer. '''Remember that under normal circumstances you should not be making arrests by yourself.'''
* '''Flash''', located in the Security Office. Can be used to instantly stun someone in melee range if they lack flash protection. '''This hardstuns cyborgs and renders them unable to act or see.''' You can also interact with it in-hand by clicking on it or pressing Z to perform an area flash, temporarily blinding people around you without flash protection, and disorientating them, making it difficult for them to move in a straight line.
'''If you're looking for more equipment, the Warden or Head of Security can issue you more standard security equipment. This may come with elevated responsibilities.'''
==Tips==
*Frequent usage of your radio is paramount as a member of Security, and, by extension, a Detective. Informing your fellow officers of your movements, discoveries, and intentions allow for the coordination and cooperation you need to succeed and survive.
**Obtaining a general, handheld radio is very helpful if [[Telecommunications]] has an outage, as you don't have access to a Security Transceiver, unless you ask for one. If you do obtain a Transceiver, be sure to leave it off on default so the Security radio channel isn't leaked to anyone you pass by.
*If you decide to patrol in maintenance, it's preferred that you get another officer to come with you. Not only is there significantly more safety in numbers, but they possess the equipment and the authorization to make arrests or deal with suspects effectively.
**In general, you can always act to assist an officer if they're in need of it.
*Unfortunately, sometimes other officers will print off their own Forensic Scanners and do your job for you, or otherwise ignore what you say. It's preferred to solve these oversteps in-character, and it's important to insist on the little authority you have, as well as the value that your investigating can provide.
**Because Detective is also widely considered to have the least authority in Security, the leads and suspicions you share might be wholly ignored. As frustrating as this can be, remember that you are not a full officer. You can only act under certain circumstances and can't just arrest someone because Security refuses to do it for you.
*If you want to check if a husk was drained or burned, try extracting blood from it with a syringe. A Changeling victim won't have any blood.
**Using circumstantial evidence is usually more than enough to determine this. Inspecting the body will also report any existing Brute or Burn on it.
*Rather than checking an unknown victim's blood, you can often determine who they are simply by what might be around the body, such as their ID or any stripped items that hint to their identity.
*As a member of Security, you love donuts. This means that you can bypass species preferences if you're hungry with the donuts in the Security Office, or on the [[Kitchen]] counter.
*A lone radio headset near a body or in a crime scene will probably have the fingerprints of your victim, as well as any traces left by the murderer who stripped it from them.
*If someone's broken into any Security Posts and stolen the locker, you can assume the Security radio channel is compromised. If you narrow down the suspects based on fibers, make sure to have the officers who search them check their radio headsets as well. A screwdriver on a radio headset pops out the keys, and inspecting it in-hand also tells the channels it has access to.
*You can use [[Meson Goggles]] to find false walls, as the walls will show as open spaces when not in direct sight of them. Furthermore, if you get some cable coil and tools, you can craft Meson HUDglasses, which will combine the benefits of the two eyewears.
*The Forensic Scanner can be used at range, to scan containers and such. This is the typically the best way to use it, so you don't accidentally stow it in any containers.
*You can get a person's fingerprints by scanning them directly with a Forensic Scanner.
*The Universal Recorder works even in a container. Turn it on and keep it in your bag, or keep recorders around the station, checking on them later to see if they caught anything incriminating.
*Tiny items other than the flask can fit in your fedora (if you're wearing one), such as a [[GPS]], Universal Recorder, or Pocket Fire Extinguisher.
*If you find no traces at all on something that should have them, it's very likely someone used [[soap]] to clean up the evidence.
*Contraband shouldn't be used except during emergency situations. Make sure it's delivered to the Warden and that it's firmly locked away. When in doubt, ask an administrator.
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