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Guide to Combat
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=Weapons= What follows below is a table of some common or robust items that may help you win, separated by category. Uncommon weapons may not be listed and the ones that are could be outdated, so don't rely entirely on the table. If in doubt, examining the weapon and clicking the "bluespace tag" will tell you how many hits it takes to bring someone down. == Melee Weapons == Most station personnel 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. Almost any object on the station can be used as a makeshift melee weapon, however some are better than others. {| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1" |- ! scope="col" class="unsortable" 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 ! scope="col" class="unsortable" style="background-color:#EB4C42;" |Notes |- ![[File:Brokenbottle.png|64px]] !{{anchor|Broken Bottle}}Broken Bottle |15 Brute when breaking<br>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 enable {{Combat_Mode}} 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 or throwing it spills its contents over the target so you could use it as a chemist to knock out your target, 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 target on fire. (toasty) |- ![[File:Boxcutter_on.png|64px]] !{{anchor|Box Cutter}}Box Cutter |10 brute when extended<br> |Print one from the autolathe |Civilian |A ghetto switchblade, is better at neck slashing than other melee weapons of its strength and is easily concealable. |- ![[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. Can easily dismember with repeated strikes to the same limb, works extra-well against burn wounded limbs. |- ![[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 as well as Medbay's techfab, if it has metal to make it. |- ![[File:Deathnettle.png|64px]] !{{anchor|Death Nettle}}[[Death Nettle]] |Up to 30 Burn.<br>Damage depends on potency.<br>Loses a random amount of damage after each hit. |Growing them at [[Hydroponics]] |Civilian: Botany |A red nettle that deals high damage and can paralyze. 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. |- ![[File:Fire extinguisher.gif|64px]] !{{anchor|Fire Extinguisher}}[[Fire Extinguisher]] |10 Brute |Emergency Fire closets and lockers, emergency storage rooms |Civilian |Found across the station so they aren't in any short supply. Unlikely to be taken away by security if they search you. They are also very useful if you get spaced, spray it in the opposite direction of where you want to head to, and you'll fly away. With a limit of 50 units, that's 10 squirts using 5 per spray. |- ![[File:OxygenTank.png|64px]] <br> [[File:N2Otank.png|64px]] !{{anchor|Gas tank}}[[Atmospherics items|Air/Oxygen]]/[[Medical items#Anesthetic Tank|Anaesthetic tank]] |10 Brute |Emergency lockers [[E.V.A.]] [[Ordnance Lab]] [[Atmospherics]] [[Operating Theatre]] (for anaesthetic tanks). |Civilian |Found across the station so they aren't in any 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, unless you don't plan to wake up anytime soon, or not at all if you aren't found in time). |- ![[File:Broom.png|64px]] !{{anchor|Push Broom}}[[General_items#Broom|Push Broom]] |8 Brute unwielded 12 Brute wielded |[[Custodial Closet]], [[Janitorial Cart]] |[[Janitor]] |Deals a surprising amount of damage when wielded. Beware the janitor's wrath when you make too much of a mess. |- ![[File:Fireaxe.png|64px]] !{{anchor|Fire Axe}}[[Fire Axe]] |5 Brute unwielded<br>24 Brute wielded |[[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 away and it's a large object so best store this on your back. (or drag it around and risk it getting yoinked) They are also rare, one can be found in Atmos and the other is located at 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 up ones. A variant can be made from metallic hydrogen if you're skilled enough in Atmos. |- ![[File:Hatchet.png|64px]] !{{anchor|Hatchet}}[[Hatchet]] |12 Brute<br>15 thrown |[[Hydroponics]]. |Civilian: Botany |Botanists use these to chop wood, they also are good at chopping limbs. Are easy to conceal, and if you're a Botanist, security probably won't care if you're carrying one around. Throwing it at someone deals 15 brute damage. Bonus points if you end up finishing off an fleeing target 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/Cook, as Security are unlikely to give a single shit if they spot 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 |Similar to the Circular Saw, but there's only one of them, and the Chaplain tends to keep it on them. It can also 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 large, so it can only be stored on the back, belt or even on armor slot of miner armor & coats. 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. Also comes in Silver and Diamond variants that deal 17 and 19 brute respectively but you gotta work for it if you want those stronger picks. |- ![[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. Can also be bought from cargo or used as a bayonet on certain bolt-action firearms. |- ![[File:Scalpel.png|64px]] !{{anchor|Scalpel}}[[Scalpel]] |10 Brute |[[Operating Theatre]] [[Autolathe]]. |Civilian: Medical/Research |Despite not being as good as the [[Circular Saw|circular saw]], this thing is still quite robust. Jabbing people in the eyes occasionally stuns them and eventually blinds them, limiting their ability to run. (do to bumping into entities that can't be seen nearby) The best part is you can store it in your pockets 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. Is useful for making unarmored targets bleed out from many wounds. (death by a thousand cuts) |- ![[File:Shard.png|64px]] !{{anchor|Glass Shard}}[[Glass Shard]] |5 Brute<br>10 when thrown |Anywhere there's [[glass]] (read: everywhere). |Civilian |Extremely easy to obtain, just break a glass or a reinforced glass pane or climb a glass table. (ideal use a screwdriver on said glass table then activate it in hand shortcut:'''[Z]''' once you pick up the glass sheet and make it into a glass shard) Works also as a ghetto scalpel. ideally use gloves to avoid cutting yourself when hitting things, but you can still throw it; You can also make a shiv by applying cloth on 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 dealt, but from its thin, pointed edge. With it, anyone with burned limbs can get punctured. Anyone not wearing glasses can have their eyes stabbed out causing them to lose sight and eventually go blind; Doesn't make them mute so expect cries for help. Seriously, don't underestimate this thing. |- ![[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; It's useful for leaving lasting wounds that will kill if untreated. |- ![[File:BlueToolbox.png|64px]] !{{anchor|Toolbox}}[[Toolbox]] |12 Brute |Most storage rooms and [[Engineering]]. |Civilian |Rather common. Although it deals a moderate amount of damage, it's a bulky item, so you'll have to hold it. An [[Assistant|Assistants]] love to fight in arenas with these. |- ![[File:Welder.png|64px]] !{{anchor|Welding tool}}[[Welding tool]] |3 Brute when off <br> 15 Burn when on |Most storage rooms and [[Engineering]]. |Civilian |When switched on, it deals a robust amount of burn damage, but consumes fuel on every successful hit. Can be filled with 1 unit of fuel and 19 units of liquid plasma to make an ingenious explosive. Welder (burn) wounds on limbs make said limb easier to wound and thus, easier to chop off with a bladed weapon. |- ![[File:Syndicatetools.png|64px]] !{{anchor|Toolbox}}[[Syndicate Items#Fully Loaded Toolbox|Syndicate Toolbox]] |15 brute<br>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 when unwielded<br>18 brute when wielded<br>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. Spears can be made with plasma shards, titanium shards or even plastitanium shards to make them even more dangerous. |- ![[File:Chainsaw.gif|64px]] !{{anchor|Chainsaw}}Chainsaw |24 Brute when on |[[Makeshift weapons|Made by yourself]] |Civilian |You can [[Surgery#Prosthetic_Replacement|surgically replace an arm]] with a chainsaw; Can break an airlock down easier; Faster when on, slower when off; High wound capability, aim for the legs and arms to put them under max bloodloss. |- ![[File:Baseball_bat.png|64px]] !{{anchor|Baseball bat}}Baseball bat |10 Brute |[[Makeshift weapons|Made by yourself]] |Civilian |Knocks back targets on hit; Can also knock projectiles back with it by hitting a projectile before it hits you; Exception, bullet. (The Bat can't outsmart it) |- |} ===Actual Melee Weapon=== While makeshift weapons are more common, actual dedicated weapons are far more effective in harming, subduing or killing a target. However, these weapons are very noticeable and most station personnel can't get access to them. {| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1" |- ! scope="col" class="unsortable" 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 ! scope="col" class="unsortable" style="background-color:#EB4C42;" |Notes |- ![[File:Cultblade.png|64px]] !{{anchor|Cult Blade}}[[Cult Blade]] |30 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:ESword.png|64px]] !{{anchor|Energy Sword}}[[Energy Sword]] |3 Brute Off<br>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 a very big target for people looking for free gear. It also counts as a shield when active! Aim for the legs or arms. 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<br>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 target. When wielded it gives a 100% chance to deflect energy-based shots, like lasers. Like the energy sword, its activation is very loud. Use a multitool on one to turn on RAINBOW MODE (permanently). '''''TURN IT ON BEFORE YOU USE IT''''' For obvious balance reasons, hulks cannot use these. |- ![[File:StunBaton.gif|64px]] !{{anchor|Stun Baton}}[[Stun Baton]] |10 Brute |[[Security Office]] and [[Security Officer]]'s backpack. |Security |Very robust if you know how to use it [[Shitcurity|properly]]. Only the security team/force can get these easily; Deploy liberally, but stow for transport. |- ![[File:Katana.gif|64px]] !{{anchor|Katana}}Katana |40 brute |[[The Syndicate|Syndicate]] base |Nuclear Operatives |Real katanas are very robust, but rare. The [[Nuclear Operative|Syndicate base]] contains one. Despite the high damage, the katana often goes unused due to its lack of deflection capabilities compared to the double esword. |- ![[File:Cursed_Katana.gif|64px]] !{{anchor|Cursed_Katana}}[[Shaft_Miner#Necropolis_Chest_Loot|Cursed Katana]] |15 brute |Possible loot from necropolis chests in [[Lavaland]]. |Mining |Cursed weapon that retracts into an organ, and mauls your hand if you retract it without hitting a live target. Able to combo attacks. |- ![[File:Telescopic_Baton.png|64px]] !{{anchor|Telescopic Baton}}Telescopic Baton |10 Brute |[[Heads of Staff]]'s backpacks. |Command |Like the [[Stun Baton|stun baton]] but retractable, fits in your pockets and has a instant knock down with the added downside of a shorter stun time, Heads of Staff start their shift with one in their backpack. '''''EXTEND IT BEFORE USING!''''' |- ![[File:Sabre_0.png|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. Surprisingly sharp for a fashion accessory. Deals slightly more damage to assistants if attacking them in combat mode. |- ![[File:combatknife.png|64px]] !{{anchor|Combat Knife}}Combat Knife |20 Brute |Can be ordered through Cargo. |Security |Very robust for its size. |- ![[File:Survivalknife.gif|64px]] !{{anchor|Survival Knife}}Survival Knife |15 Brute |Given to shaft miners. |Supply |The perfect tool for butchering the local wildlife and showing how they do it in Birmingham to a demigod. |- ![[File:Big_slappy_unfolded.png]]<br>[[File:Big_slappy_folded.png]] !{{anchor|Big Slappy}}Big Slappy |30 Brute, 10 Brute recoil damage to the user |Can be crafted using a Big Slappy Parts Kit that can be ordered from [[Supply_crates|cargo]], 4 wrenches, 5 sheets of plasteel, 10 iron rods and one mining drill |Civilian |Knocks down whoever is hit with it in addition to its huge damage, but makes the wielder incredibly slow and deals brute damage to the user after every hit because of recoil. Can be folded or unfolded by using it in-hand. While unfolded, it can be used as an extremely fast wrench, and while folded it can be used as a shovel. Can only be held with two hands. |} ==Ranged Weapons== Although often hard to get, these can put you at a huge advantage. Not just from being outside melee range, but also by shooting through windows and destroying walls. Guns rely on a stock of ammo, and those are hard to get, while energy guns use recharging units or just recharge by themselves. ==Sidearms (Ballistic)== Ballistic weapons remain a popular weapon in the 26th century, typically however Nanotrasen prefer the usage of Energy weapons over Ballistic weapons, so don't expect to see many ballistic weapons on station. {| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1" |- ! scope="col" class="unsortable" 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 ! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes |- ![[File:Deagle.gif|64px]] !{{anchor|Desert Eagle}}Desert Eagle |[[File:Ammo 50.png|64px]]<br>.50 |7 Rounds |60 Brute |Summon guns, can spawn in secure contraband lockers, and also from the MetaStation vault. | Emergency Response Team |Nanotrasen |Comes in three tasteful variants. Normal, gold and camo gold. Hope for the gold gun. 7 Rounds of pure mlg; spare ammo available nowhere. |- ![[File:Mateba.png|64px]] !{{anchor|Mateba}}Unica 6 auto-revolver |[[File:357 speedloader.png|64px]]<br>.357 |7 Rounds |60 Brute |[[Syndicate Uplink]] and summon guns. |Nanotrasen |All in all the syndicate revolver, but for death squad and emergency response team officers. Can spawn in contraband lockers. |- ![[File:Revolver.png|64px]] !{{anchor|Revolver}}Revolver |[[File:357 speedloader.png|64px]]<br>.357 |7 Rounds |60 Brute |[[Syndicate Uplink]] and summon guns |Syndicate |Security (or generally anyone) will be quick to scream '''"TRAITOR!"''' if they see you with one; You can get more ammo from hacked autolathes. Serve with a side of grenade to finish your foe off for good. |- ![[File:Detectivegun.png|64px]] !{{anchor|Revolver}}Revolver |[[File:Ammo 38.png|64px]]<br>.38 |6 Rounds |25 Brute |[[Detective]]'s locker or summon guns. |Security |Deals moderate damage. Can be modified to fire .357 by wrenching it, but each consecutive shot raises the chance of a misfire, usually ending with you shooting yourself with .357. |- ![[File:Stetchkin.png|64px]] !{{anchor|Makarov Pistol}}Makarov Pistol |[[File:Ammo 9mm.png|64px]]<br>9mm |8 rounds |30 Brute |[[Syndicate Uplink]]. |Syndicate |A robust sidearm accessible through a [[Syndicate_items|traitor uplink]]. Doesn't deal as much damage as the [[#Revolver|revolver]], but costs less and can be reloaded more easily without purchasing additional magazines by printing ammo boxes from the [[Autolathe]]. Small enough to fit in pockets. One of the few guns that takes the universal silencer. Can be found in the contraband locker. |- ![[File:Ansem.png|64px]] !{{anchor|Ansem Pistol}}Ansem Pistol |[[File:10mm.png|64px]]<br>10mm |8 rounds |40 Brute |[[Nuclear_Operative|Nuclear Operatives]] and their [[Syndicate_items|uplinks]]. |Syndicate |Starting equipment of the [[Nuclear_Operative|Nuclear Operatives]]. Similar to the [[#Makarov Pistol|Makarov Pistol]], but uses 10mm ammo and deals more damage. A silencer can be attached to it. |- ![[File:Russianrevolver.png|64px]] !{{anchor|Russian Revolver}}Russian Revolver |[[File:357 speedloader.png|64px]]<br>.357 |1 round. Can load up to 6. |60 Brute<br>300 Brute when used on self |[[MetaStation]] |Old Russia |A Russian made revolver. Uses .357 ammo. It has a single slot in its chamber for a bullet. A gun to play Russian Roulette! You can spin the chamber to randomize the position of the bullet. True men aim for the head. |- ![[File:Nagantrevolver.png|64px]] !Nagant Revolver |[[File:10mm.png|64px]] 7.62x38mmR |7 rounds |60 Brute |Summon guns, Russians |Old Russia |A Russian made revolver in 7.62x38mmR, functionally identical to a regular one except this can be suppressed. |- ![[File:Chaplain revolver.png|64px]] !Chaplain's Revolver |.77 |5 rounds |18 brute |Punished sect |Psykers |A chaplains revolver, can be reloaded via a prayer action. |- |} ==Sidearms (Energy)== Energy weapons are among the most common kind of weapon you'll find on a Nanotrasen space station. Reliable but has issues with ammo. ===Energy Based=== {| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1" |- ! scope="col" class="unsortable" 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 ! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes |- ![[File:ModernDisabler.png|64px]] !{{anchor|Disabler}}Disabler |[[File:Recharger.gif|64px]]<br>Energy |20 Disable |30 Stamina |[[Armory]], disabler crates, summon guns, and the suit storage of that [[Security Officer|seccie]] you just killed. |Security |If you're trying to kill someone, stamina crit, then beat the living daylights out of them. Takes two shots to slow down, 5 to stamina crit. |- ![[File:Disabler_SMG.png|64px]] !{{anchor|Disabler SMG}}Disabler SMG |[[File:Recharger.gif|64px]]<br>Energy |40 Disable |15 Stamina |Disabler SMG [[Supply_crates|crates]] from cargo. |Security |An automatic version of the disabler, with weaker projectiles but better fire rate. It takes 7 shots to stamina crit a person. Cannot be dual-wielded. |- ![[File:Large_ebow.png|64px]] !{{anchor|Energy Crossbow}}Energy Crossbow |[[File:Powercell.png|64px]]<br>Energy (Self-Charging) |Infinite bolts (needs to cooldown after shooting) |10 Toxin + Stun |Craftable using a gun part kit from security protolathe, Proto-Kinetic Accelerator, 15u of Radium and 5 pieces of cable. |Security |Same as the [[#Miniature Energy Crossbow|Miniature Energy Crossbow]], but large and can't fit in bags. Can be worn on armor. |- ![[File:Ebow.png|64px]] !{{anchor|Miniature Energy Crossbow}}Miniature Energy Crossbow |[[File:Powercell.png|64px]]<br>Energy (Self-Charging) |Infinite Bolts (needs to cooldown after shooting) |10 Toxin + Stun |[[Syndicate Uplink]]. |Syndicate |The syndicate's energy crossbow, small, silent and deadly. |- ![[File:Smoothbore.png|64px]] !{{anchor|Smoothbore Disabler}}Smoothbore Disabler |[[File:Powercell.png|64px]]<br>Energy (Hand-Cranked) |Infinite shots, but you need to crank it by using it in-hand and waiting 2 seconds after each shot to recharge |30 Stamina |[[Makeshift_weapons|Craftable]]. |Civilian |A makeshift disabler, its projectiles are weak against armor and you can fire only one shot before needing to crank it for 2 seconds. Has 22.5 degrees of spread. You can put several of these in your bag to take someone down without having to crank one. |- ![[File:Smoothbore_prime.png|64px]] !{{anchor|Elite Smoothbore Disabler}}Elite Smoothbore Disabler |[[File:Powercell.png|64px]]<br>Energy (Hand-Cranked) |Infinite shots, but you need to crank it by using it in-hand and waiting 2 seconds after every 2 shots to recharge |35 Stamina |[[Emergency_Response_Team|Militia ERT]], [[Makeshift_weapons|craftable]] if you somehow find and read the recipe. |Nanotrasen |Elite version of the smoothbore disabler. Has no spread and can shoot 2 disabler shots before you need to crank it. Also deals slightly more stamina damage and is not weak against armor. |- ![[File:Inferno_pistol.png|64px]][[File:Cryo_pistol.png|64px]] !{{anchor|Thermal Pistols}}Thermal Pistols |[[File:Recharger.gif|64px]]<br>Energy |8 Shots per gun, 16 total. |20 brute for cryo, 20 burn for infernal. Shooting a hot person with cryo does 20 extra damage and knocks down, shooting a cold person with inferno causes an explosion. |[[Cargo Bay]]. |Cargo |They come in pairs from cargo, though they work fine independently. Each shot has 10 AP. Despite being an energy weapon, their bullets function much like ballistics. Shooting someone the OPPOSITE temperature as the gun you're using has bonus effects! |- ![[File:Plasma_Cutter.png|64px]] !{{anchor|Plasma Cutter}}Plasma Cutter |[[File:plasmaore.png|64px]]<br>Plasma |40 plasma bursts |5 Burn |[[Cargo Bay]], in the protolathe after research |Cargo |Bad for killing, decent for delimbing, 7 shots to the same limb can take it off. Dual-wielding recommended. |- ![[File:adv_plasma_cutter.gif|64px]] !{{anchor|Advanced Plasma Cutter}}Advanced Plasma Cutter |[[File:plasmaore.png|64px]]<br>Plasma |100 plasma bursts |7 Burn |[[Cargo Bay]], in the protolathe after research |Cargo |Bad for killing, Viable for delimbing, 5 shots to the same limb takes it off. Aim for the arms & legs! |- |} ===Pulse Based=== {| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1" |- ! scope="col" class="unsortable" 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 ! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes |- ![[File:Pulsepistol.png|64px]] !{{anchor|Pulse Pistol}}Pulse Pistol |[[File:Recharger.gif|64px]]<br>Energy |10 Pulse, 20 Laser, 10 Stun |50 Burn |Emergency Response Team |Nanotrasen |A sidearm based on the Pulse Rifle. Is capable of fitting inside pockets and other small places but has a very limited ammo capacity. Issued to all Elite Emergency Response Team personnel. |} ==Longarm (Ballistic)== ===Automatic=== {| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1" |- ! scope="col" class="unsortable" 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 ! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes |- ![[File:C20r.png|64px]] !{{anchor|C-20r SMG}}C-20r SMG |[[File:12mmMag.png|64px]]<br>.45 |24 Rounds |30 Brute |Can only be found in Nuke Op rounds, or with Summon guns. |Syndicate |Powerful SMG that will crit unarmored targets in two 2-round bursts. Far from the strongest Nuke Op weapon but certainly one of the most cost efficient, and more than deadly enough. |- ![[File:Surplus_SMG.png|64px]] !{{anchor|Surplus SMG}}PP-95 (Surplus SMG) |[[File:Surplus_SMG_mag.png|64px]]<br>9mm |50 Rounds |10.5 Brute |[[Syndicate_Items|Nuke op uplinks]] |Syndicate |Shoots in 5-round low-damage bursts with an enormous spread, to the point where almost all of your bullets will fly diagonally. Costs only 2TC with 1TC for additional magazines, but REALLY not worth using unless you can't afford anything else. |- ![[File:Autorifle.png|64px]] !{{anchor|WT550 Automatic Rifle}}WT550 Automatic Rifle |[[File:46x30ammo.png|64px]]<br>4.6×30mm |20 Rounds |20 Brute |Security and Cargo. |Nanotrasen |A older rifle often used by paramilitary or high security forces. Has some boutique ammo that can be researched and printed at the Security Techfab to expand its' usefulness. Practically just a brute, harder to reload in most cases laser gun. |- ![[File:L6machinegun.png|64px]] !{{anchor|L6 SAW}}L6 SAW |[[File:A762.png|64px]]<br>7.12x82mm |50 Rounds |45 Brute |Nuke ops and summon guns only. |Syndicate |Holds the most ammo of any gun, 50 shots dealing 45 brute damage each, firing in a fast 3-round burst that is moderately inaccurate. With AP ammo this thing will take down even heavily armored targets in one or two bursts. |- ![[File:Uzi.png|64px]] !{{anchor|Uzi}}Uzi |[[File:Ammo 50.png|64px]]<br>9mm |32 rounds |20 Brute |Summon guns, Gang Wars |Gangs |A lightweight, fast firing gun, for when you want someone dead. Uses 9mm rounds. |- |} ===Bolt Action=== {| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1" |- ! scope="col" class="unsortable" 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 ! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes |- ![[File:pipegun.png|64px]] !{{anchor|Pipegun}}Pipegun |[[File:Blank_shell.png|64px]]<br>12 Gauge shells Can be modified to fit 7.62mm bullets |1 Shell |Depends on shell |Crafted or found in the Abandoned Gambling Den on BirdshotStation. |Civilian |A handcrafted pipegun made of scavenged materials.<br> To load shells or bullets, simply use the full round on the pipegun. To attach a bayonet, open the bolt then apply a survival knife to it.<br> |- ![[File:Surplus_rifle.png|64px]] [[File:Sawnmosin.png|64px]] !{{anchor|Mosin}}Mosin |[[File:Surplus_ammo.png|64px]] * 7.62 mm rifle cartridge * Surplus 7.62 mm rifle cartridge |5 rounds (1 full stripper clip) |60 Brute |Formerly bought from nuke op uplink, now a random chance to get it in the russian surplus crate from cargo. |CARGONIA, security, centcom, pirates |An old, unreliable but popular and hard hitting bolt action rifle. Can be loaded one bullet by one, or up to 5 at once using a stripper clip. Mass produced so much, it somehow found it's way on a <s>really bad</s> space station. There are two variants of this gun - a "new" one (which is also used by some pirates and centcom assistants) and an old one (or "wet" as it is described in-game). The old ones have to be cleaned quite often or they will start jamming (have a chance to not do anything when using in hand to open the bolt). Can be cleaned using the cleaning kits that might or might not have come in the crates. Can be sawn down. Furthermore - There are also two variants of the ammo this gun uses and which can come with it in the crates - the normal and the surplus kind. They are identical in everything except that the surplus ammo has worse armor penetration, but can be printed in a hacked autolathe. |- ![[File:sniper.png|64px]] !Sniper |[[File:Sniper_ammo.png|64px]] .50 Cal {| class="wikitable mw-collapsible mw-collapsed" |+Ammo Types !Icon !Description |- ![[File:Sniper_ammo.png|64px]] |A 6-round magazine of .50 ammunition for the sniper rifle. Deals 70 damage, stuns, penetrates armor and destroys machinery on hit. |- ![[File:Penetrator.png|64px]] |A 5-round magazine of .50 penetrating ammunition for the sniper rifle. Deals 60 damage, doesn't stun, dismember or break machinery. But it passes through everything it hits, including walls, making it extremely useful for crowds or very protected targets, like the AI. |- ![[File:Sniper_ammo_sleep.png|64px]] |A 3-round magazine of .50 soporific ammunition for the sniper rifle. Deals no damage and doesn't break machinery, but any human hit by these will fall asleep for about 40 seconds. |- ![[File:Sniper_ammo_blood.png|64px]] |A 5-round magazine of .50 marksman ammunition for the sniper rifle. Its hitscan with one guaranteed ricochet, deals 50 damage, penetrates armor, and stuns if they aren't wearing armor. |} |Depends on ammo |Depends on ammo |Nuke ops and summon guns. |Syndicate |The Sniper Rifle is a high-power long range weapon fitted with a scope; right click to activate the scope and left click to shoot. |- |} ===Shotgun=== {| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1" |- ! scope="col" class="unsortable" 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 ! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes |- ![[File:Doubleshotgun.png|64px]] [[File:Doubleshotgunsawnoff.png|64px]] !{{anchor|Double-Barrelled Shotgun}}Double-Barrelled Shotgun |[[File:Blank_shell.png|64px]]<br>12 Gauge shells |2 Shells |Depends on shell |[[Bar]]. |Civilian |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.<br> To load shells, simply use the full shell on the shotgun. Use it in hand to eject the shells. |- ![[File:Riot_shotgun.png|64px]] [[File:Riotsawn.png|64px]] !{{anchor|Shotgun}}Riot Shotgun |[[File:Blank_shell.png|64px]]<br>12 Gauge shells |7 Shells |Depends on shell |The Armoury and summon spells. |Security |A uncommon shotgun, typically only used in emergencies by Security or when facing someone with ranged energy protection. Is the only main shotgun on the station at round start sans the bartender's double barrel.<br> To load shells, simply use the full shell on the shotgun; when you shoot a shell, you need to eject it manually by using the shotgun in your hand before shooting another. It can also be sawed off with a circular saw or chainsaw to fit in your backpack. |- ![[File:Combatshotgun.png|64px]] !{{anchor|Combat Shotgun}}Combat Shotgun |[[File:Blank_shell.png|64px]]<br>12 Gauge Shells |7 Shells |Depends on shell |Armory contraband locker, ordered in [[Cargo]] and from [[Summon guns]]. |Nanotrasen |The highest ammo capacity of any shotgun. Best of all, you don't need to manually eject shells after shooting. Unlike the riot shotgun, it cannot be sawed off and can only be carried on your back. |} ===Shotgun Shells=== *[[File:Improvised_shell.png|32px]] '''Improvised Shotgun Shell:''' Shoots a spread of 7 metal shards, doing a total of 42 damage at point blank. Has damage falloff from range. *[[File:Buckshot_shell.png|32px]]'''Buckshot:''' Shoots 6 pellets dealing 7.5 brute damage each, for a maximum of 45. Has damage falloff from range. *[[File:Blank_shell.png|32px]] '''Slug:''' Shoots a single 50 damage shot. *[[File:Bean_shell.png|32px]] '''Rubber Shot:''' Shoots 6 pellets dealing 3 brute and 11 stamina damage each. Known to bounce off walls and other things, useful in [[maintenance]] *[[File:Bean_shell.png|32px]] '''Beanbag:''' Shoots one single beanbag, dealing 10 brute and 55 stamina damage. The bartender uses these by default. *[[File:Breacher_shell.png|32px]] '''Breaching Slug:''' Shoots a single shot that does very little damage to living things (5 brute), but huge damage to structures like windows. Good for breaking into places. Available to the Space IRS [[Pirate|pirate crew]]. *[[File:Stun_Shell.png|32px]] '''Stun Shell:''' Shoots an electrode that stuns on hit. (Not easily available) *[[File:Stun_Shell.png|32px]] '''Pulverizer Slug:''' Shoots a single shot that inflicts huge [[Guide_to_Wounds#Blunt_Wounds|blunt wounds]]. Only spawnable by admins. *[[File:Stun_Shell.png|32px]] '''Executioner Slug:''' Shoots a single shot that inflicts huge [[Guide_to_wounds#Slash_Wounds|slash wounds]]. Only spawnable by admins. *[[File:Bounty_shell.png|32px]] '''Custom Incapacitating Shot:''' Shoots 12 pellets dealing only 1 brute, but 6 stamina per pellet. Used for incapacitating someone. Can only be loaded in hook-modified sawn-off shotguns and are available to hook [[Hunters|bounty hunters]]. *[[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:Fire_shell.png|32px]] '''Precision Incendiary Slug:''' Same as the regular incendiary slug, but does not leave a fire trail. *[[File:Tech_shell.png|32px]] '''Shotgun Dart:''' A single dart that can contain up to 15 units of chemicals that'll be injected on hit. *[[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:Meteor_shell.png|32px]] '''Meteorshot Shell:''' A single powerful projectile, deals 30 brute damage, stuns for 1.5 seconds and causes knockdown for 8 seconds. Pushes back machinery and some structures on hit. **[[File:Pulse_shell.png|32px]] '''Pulse Slug:''' A weaker version of one of the deathsquad's pulse rifle shots, dealing 30 burn damage and damaging or destroying walls and machinery. **[[File:Dragon_shell.png|32px]] '''Dragonsbreath Shell:''' Shoots a spread of 4 burning pellets, dealing 5 damage each. **[[File:Frag_shell.png|32px]] '''FRAG-12 Slug:''' An explosive shell that paralyzes targets for 1 seconds, causes a small explosion where it hits, while also dealing 15 extra brute damage. **[[File:Ion_shell.png|32px]] '''Ion Scatter Shell:''' Shoots a spread of 4 ion bolts, each of which ions a single target instead of the 3x3 area hit by normal ion rifles. **[[File:Laser_shell.png|32px]] '''Laser Scatter Shell:''' Shoots a spread of 6 laser beams with up to 90 total damage. ==Longarm (Energy)== ===Laser Based=== {| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1" |- ! scope="col" class="unsortable" 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 ! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes |- ![[File:Laser gun.png|64px]] !{{anchor|Laser Gun}}Laser Gun |[[File:Recharger.gif|64px]]<br>Energy |19 Lasers |25 Burn |[[Armory]] and weapons crates. |Security |Lethal ONLY, but 4 extra shots. |- ![[File:Hellgun.png|64px]] !{{anchor|Hellfire Laser Gun}}Hellfire Laser Gun |[[File:Recharger.gif|64px]]<br>Energy |10 Lasers |30 Burn |Modified Laser Gun using the [[Supply_crates#Hellgun_Kit|degradation kit]] bought from cargo. |Security |Infamous for gruesome burn wounds. |- ![[File:Laser Cannon.png|64px]] !{{anchor|Laser Cannon}}Laser Cannon |[[File:Recharger.gif|64px]]<br>Energy |10 Lasers |40 Burn |Summon guns |Nanotrasen |This is the Laser Gun's bigger brother, fear him, he will fuck you over. |- ![[File:Laser_musket.png|64px]] !{{anchor|Laser Musket}}Laser Musket |[[File:Powercell.png|64px]]<br>Energy (Hand-Cranked) |Infinite shots, but has to be cranked 2 times to recharge after each shot by using it in-hand and waiting for 2 seconds |25 Burn<br>40 Stamina |[[Makeshift_weapons|Craftable]]. |Civilian |A makeshift laser musket. Deals good burn and stamina damage, but is weak against armor and has to be cranked 2 times after every shot. |- ![[File:Laser_musket_prime.gif|64px]] !{{anchor|Heroic Laser Musket}} Heroic Laser Musket |[[File:Powercell.png|64px]]<br>Energy (Hand-Cranked) |Infinite shots, but has to be cranked 2 times to recharge after each shot by using it in-hand and waiting for 2 seconds |30 Burn<br>45 Stamina |[[Emergency_Response_Team|Militia ERT]], [[Makeshift_weapons|craftable]] if you find and read the recipe |Nanotrasen |Elite version of the laser musket. Its projectiles are not weak against armor and deal more stamina and burn damage. Still needs to be cranked after every shot. |- ![[File:Energy_Gun.gif|64px]] !{{anchor|Energy Gun}}Energy Gun |[[File:Recharger.gif|64px]]<br>Energy |16 Lasers, 20 Disable |25 Burn<br>20 Stamina on Chest 15 on limbs |[[Armory]], energy weapons crate, HoP/Captain lockers. |Security |A versatile energy weapon. Best thing is to disable a target and then either handcuff (for arresting) or spam the other remaining shots at them on kill mode (for murder). |- ![[File:Advegun.png|64px]] !{{anchor|Advanced Energy Gun}}Advanced Energy Gun |[[File:Powercell.png|64px]]<br>Energy |12 (recharges over time) |20 Burn 20 Stamina on chest 15 on limbs |Combine an energy gun with a gun kit from security protolathe, once researched. |Nanotrasen |Using advanced <s>wizardry</s> SCIENCE, a mini nuclear generator has been fitted into this gun to provide unlimited shots! Researched from R&D. Cannot be used in recharging units. Unreliable models may emit radiation, take caution. |- ![[File:Antique laser.png|64px]] !{{anchor|Antique Laser Gun}}Antique Laser Gun |[[File:Recharger.gif|64px]]<br>Energy |10 (recharges over time) |25 Burn |[[Captain's Quarters]]. |Nanotrasen |The prized weapon of the Captain, and the target of many enemy forces. Similar to the laser gun except it's self-recharging. ''They just don't make guns like they used to.'' |- ![[File:Multiphase_gun_stun.gif|64px]] !{{anchor|X-01 Multiphase Energy Gun}}X-01 Multiphase Energy Gun |[[File:Recharger.gif|64px]]<br>Energy |4 Ion, 10 Laser, 20 Disable |20 Burn |[[Head of Security]]'s locker. |Nanotrasen |Nanotrasen's first attempt to remake the Antique Laser Gun. Has more firing modes on offer but lacks the ability to self-recharge. The Ion mode can be useful for taking down cyborgs. |- ![[File:Milgun.png|64px]] !{{anchor|Tactical Energy Gun}}Tactical Energy Gun |[[File:Powercell.png|64px]]<br>Energy |10 Stun, 20 Energy, 20 Kill |20 Burn target |Elite Emergency Response Team |Nanotrasen |A tactical variant of the Energy Gun. Holds more of a charge and can fire stun rounds. |- ![[File:Ionrifle.png|64px]] !{{anchor|Ion Rifle}}Ion Rifle |[[File:Recharger.gif|64px]]<br>Energy |10 Ion Pulses |20 Brute to silicon mobs<br>Up to 90 damage to mechs<br>3x3 EMP |[[Armory]] and on the Nuclear Operative shuttle. |Security |Large and unwieldy, great for dealing with mechs and cyborgs. Also opens lockers and crates. |- ![[File:Retrolaser.png|64px]] !{{anchor|Retro Laser}}Retro Laser |[[File:Recharger.gif|64px]]<br>Energy |12 Lasers |20 Burn |[[White Ship]], deep space ruins. |Unknown |Found on the white ship, this old beast is like the laser gun; anyone with a spaaaaaace suit and a little know-how can reach it. |- ![[File:Tempgun.png|64px]] !{{anchor|Temperature Gun}}Temperature Gun |[[File:Recharger.gif|64px]]<br>Energy |40 Freeze/heat Beams |Heats/Cools target dependent upon the setting. |Armory. Combine an energy gun with a gun kit from security protolathe, once researched. |Nanotrasen |This weapon is deceptively strong since the projectiles aren't blocked by eswords/eshields and can slow people down to a crawl.<br> Slimes die to it in two to three hits. |- ![[File:Xraygun.png|64px]] !{{anchor|X-Ray Gun}}X-Ray Gun |[[File:Recharger.gif|64px]]<br>Energy |20 Lasers |15 Burn + 30 Irradiate |Combine a laser gun with a gun kit from security protolathe, once researched. |Nanotrasen |This beams from this gun will pass through everything, including walls, until they hit a mob. |- ![[File:Teslacannon.png|64px]] !Tesla Cannon |[[File:Recharger.gif|64px]]<br>Energy |33 Tesla |5 Burn + Electrocution |Crafted from a tesla cannon parts kit with a flux anomaly core. |Nanotrasen |Fully automatic and needs to be fired with two hands. If you're immune to electrocution via insulated gene you become immune to its shots. |} ===Pulse Based=== {| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1" |- ! scope="col" class="unsortable" 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 ! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes |- ![[File:Pulserifle.png|64px]] !{{anchor|Pulse Rifle}}Pulse Rifle |[[File:Recharger.gif|64px]]<br>Energy |200 Pulse |50 Burn |Deathsquad |Nanotrasen |The most powerful energy weapon in existence. Bruteforces energy weapon's ammo problems by having a very large power source. Its pulse setting is capable of doing massive damage to a target as well as destroying cover and walls. |- ![[File:Pulsecarbine.png|64px]] !{{anchor|Pulse Carbine}}Pulse Carbine |[[File:Recharger.gif|64px]]<br>Energy |25 Pulse, 50 Laser, 25 Stun |50 Burn |Emergency Response Team |Nanotrasen |A scaled down version of the Pulse Rifle, holds significantly less power than the Pulse Rifle but is capable of being placed inside bags. Issued to Elite Emergency Response Team Security personnel. |- |} ==Misc Weapons== {| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1" |- ! scope="col" class="unsortable" 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 ! scope="col" class="unsortable" 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. |Ordered via syndicate uplink, costs 10 telecrystals, only available to Nuclear Agents. |Syndicate |Think of it as a spray bottle. Except each spray is three tiles wide and can travel the entire screen. Generally kept away from players due to the potential of the lubepocalypse. |- ![[File:Flamethrower.png|64px]] !{{anchor|Flamethrower}}Flamethrower |[[File:Plasma tank.png|64px]]<br>Gas of your choice |Depends on tank pressure |Depends on the gas |[[Makeshift weapons|Made by yourself]] or with a hacked [[Autolathe]] |Civilian |You are a firestarter! 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 or something, as it's easy to run away. |- ![[File:Sgun.png|64px]] !{{anchor|Syringe Gun}}Syringe Gun |[[File:Syringe.png|64px]]<br>Syringes |1 Syringe |6 Brute + 15u chemicals |[[Medbay Storage]]. |Civilian |In fact, this is very robust. Think of it as a ranged hypospray. |- ![[File:Rapidsyringegun.png|64px]] !{{anchor|Rapid Syringe Gun}}Rapid Syringe Gun |[[File:Syringe.png|64px]]<br>Syringes |6 Syringes |6 Brute + 15u chemicals |Medical techfab if researched. |Nanotrasen |See the syringe gun, but take into account it holds six syringes. Can be made through researching them, and only costs metal and glass to make. This gun gives '''you''' the power to fuck over six people at once! First syringe in is first out. |- |} ==Admin Only Weapons== These weapons are currently restricted to admin spawn only, some may also appear in 'summon gun' events during a Wizard round however. {| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1" |- ! scope="col" class="unsortable" 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 ! scope="col" class="unsortable" style="background-color:#F0DC82;" |Notes |- ![[File:Hybrid taser.gif|64px]] !{{anchor|Taser}}Taser |[[File:Recharger.gif|64px]]<br>Energy |5 Stun, 20 Disable |Stun target |Admins. |Security |Previously security's sidearm of choice, now replaced by disablers. |- ![[File:Automaticsilenced.png|64px]] !{{anchor|Silenced Pistol}}Silenced Pistol |[[File:Ammo 50.png|64px]]<br>.45 |12 rounds |20 Brute + Knockdown |Away missions. Admins. |Admin |A small, quiet, easily concealable gun. Uses .45 rounds. |- ![[File:Tommy gun.png|64px]] !{{anchor|Tommy Gun}}Tommy Gun |[[File:Ammo 9mm.png|64px]]<br>9mm |50 rounds |20 Brute + Knockdown |Admins |Admin |A genuine Chicago Typewriter. |- ![[File:Gyrogun.png|64px]] !{{anchor|Gyrojet Pistol}}Gyrojet Pistol |[[File:Ammo 75.png|64px]]<br>.75 |8 Rounds |74 Brute from direct hit <br>24 from a tile away <br>explosion (-1, 0, 2) |Summon guns exclusive. |Admin |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:Instagib.png|64px]] !{{anchor|Instakill Rifle}}Instakill Rifle |None |Infinite |Instantly gibs targets |Admins |Admin |Flat out disintegrates all living targets. Only likely to be encountered if someone particularly likes or hates you. |} == Stun and Incapacitation Weapons == 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). {| class="wikitable sortable" style="width:80%" cellspacing="0" cellpadding="2" border="1" ! scope="col" class="unsortable" style="background-color:Lightgreen;" |Icon ! scope="col" style="background-color:Lightgreen;" |Item ! scope="col" class="unsortable" style="background-color:Lightgreen;" |Type of Stun ! scope="col" class="unsortable" style="background-color:Lightgreen;" |How to Acquire ! scope="col" class="unsortable" style="background-color:Lightgreen;" |Notes |- ![[File:StunBaton.gif|64px]] !{{anchor|Stun Baton}}[[Stun Baton]] |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]] |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 |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:ModernDisabler.png|64px]] !{{anchor|Disabler}}[[Disabler]] |Stamina damage |Spawns on officers, [[Armory]].<br>Disabler Crate from Cargo. |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.<br> |- ![[File:Flash.gif|64px]] !{{anchor|Flash}}[[Flash]] |Stun<br>Duration 8<br>Blinds cyborgs and scrambles their movement, stuns blinded cyborgs |[[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. Hardsuits and spacesuits will also block flashes, except for the CMO's. |- ![[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]] |Various effects.<br>Duration varies with distance. |[[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}}[[Guide_to_Head_of_Staff_Equipment#Laser_Pointer|Laser Pointer]] |Blinds humans<br>Blinds cyborgs<br>Duration 5-10 |[[Lawyer]], [[Curator]], [[Research Director]] |Has a chance of blinding people and cyborgs, like a [[Flash]]; a fully upgraded laser pointer has a 100% chance. |- ![[File:Ling_resonant_shriek_hud.png]] !{{anchor|Resonant Shriek}}[[Resonant Shriek]] |Duration 5-10 |Being a changeling | Humans become deaf and confused. |- ![[File:Fff.png|64px]] !{{anchor|Cult Stun}}[[Cult|Cult Stun]] |Stun<br>Duration 15 + 15 duration silence |Being a cultist and making one. |Works on cyborgs. Blocked by null rod. |- ![[File:Beepsky.png|64px]] !{{anchor|Beepsky}}[[Beepsky]] |Stun<br>Duration 14 |Made in robotics. |Attacks those set to arrest, and, depending on the mode, with weapons out without permission. |- ![[File:Cleanbot.gif|64px]] !{{anchor|Bladed Cleanbot}}[[Bladed Cleanbot]] |Stun<br>Duration 5 |Made in robotics |Attach a knife to a [[Cleanbot]] and it will automatically butcher monkeys, parry incoming attacks and stab anything that steps on it, useful to be dragged around as a [[Janitor]] for an edge in a fight. |- ![[File:Ed209.png|64px]] !{{anchor|ED-209}}[[ED-209]] |Stamina damage |Made in robotics. |Attacks those set to arrest, and, depending on the mode, with weapons out without permission. |} == Defense == To be good at combat, you must be able to survive an encounter with anything; Rockets, E-swords, and bees can all come flying towards you at any moment. 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. == Stun Defense == Some abilities and items can reduce or entirely block stuns. {| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center" ! scope="col" class="unsortable" style="background-color:Lightgreen;" |Icon ! scope="col" style="background-color:Lightgreen;" |Counter ! scope="col" class="unsortable" style="background-color:Lightgreen;" |Type of Stun ! scope="col" class="unsortable" style="background-color:Lightgreen;" |How to Acquire ! scope="col" class="unsortable" style="background-color:Lightgreen;" |Notes |- ![[File:Hulk.png|64px]] ![[Hulk]] |Any |[[Genetics]] |Hulks don't get stunned and don't fall ever. Even space lube doesn't make them fall, though they do slip. |- ![[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 randomly completely block damage. {| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center" ! scope="col" class="unsortable" style="background-color:Lightyellow;" |Icon ! scope="col" class="unsortable" style="background-color:Lightyellow;" |Item ! scope="col" class="unsortable" style="background-color:Lightyellow;" |How to acquire ! scope="col" class="unsortable" style="background-color:Lightyellow;" |Protection ! scope="col" class="unsortable" style="background-color:Lightyellow;" |Notes |- ![[File:RiotS.png|64px]] !{{anchor|Riot Shield}}[[Riot Shield]] |[[Armory]] |Blocks melee attacks. |Note that attacks aimed at other parts of the body (commonly the head) may miss, and have a chance of hitting another part instead, usually your chest. Tanking too much damage with it can cause the shield to shatter, stunning you. |- ![[File:Strobe_shield.png|64px]] !{{anchor|Strobe Shield}}Strobe Shield |Craft from a riot shield, a flash and a mounted flash frame |Blocks melee attacks. |Works just like the riot shield, but emits a non-targeted flash every time it blocks an attack, can be used in hand for non-targeted flash and directly flashes anyone you hit with it. The flash can burn out. |- ![[File:Telescopic_shield.gif|64px]] !{{anchor|Telescopic Shield}}[[Guide_to_Head_of_Staff_Equipment#Head_of_Security|Telescopic Shield]] |[[Head_of_Security|Head of Security's]] locker, Security protolathe |Blocks melee attacks. |Same as [[#Riot_Shield|the riot shield]], but can be collapsed for easy storage. Fits in pockets while collapsed but doesn't block attacks if not extended. |- ![[File:Roman_shield.png|64px]] !{{anchor|Roman Shield}}Roman Shield |Skeletons summoned with a [[Wizard#Artifacts|necromantic stone]] |Blocks melee attacks. |Same as the regular [[#Riot_Shield|riot shield]], but slightly less durable. A cosmetic version with no block chance can be bought from an [[Vending_machines|AutoDrobe]] in dorms. |- ![[File:Buckler.png|64px]] !{{anchor|Wooden Buckler}}Wooden Buckler |Can be crafted using 20 wooden planks |Blocks melee attacks with a relatively low chance. |Like a riot shield, but with a 30% block chance, has lower durability and is flammable. Easy to obtain. |- ![[File:Adamantine_shield.png|64px]] !{{anchor|Adamantine Shield}}Adamantine Shield |[[Guide_to_xenobiology#Burning|Burning adamantine extract]] from Xenobiology |Blocks all attacks with a 75% chance |Needs two hands to use it and makes you slower, deals 15 brute damage on hit. |- ![[File:Ling_shield.png|64px]] !{{anchor|Organic Shield}}[[Changeling#Abilities_Available_via_Evolution_Menu|Organic Shield]] |Buying the "Organic Shield" ability as a [[Changeling|changeling]] |Blocks all attacks with a 50% chance. |Unlike some other shields that have durability, this shield counts the number of attacks blocked and breaks when it runs out of uses. The number of uses increases by 3 with each absorbed genome. Does not stun you or drop anything when it breaks. |- ![[File:Eshield.png|64px]] !{{anchor|Energy Combat Shield}}[[Energy Combat Shield]] |[[Nuke ops]] |Blocks most melee and ranged 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:Banana_shield.png|64px]] !{{anchor|Bananium Energy Shield}}Bananium Energy Shield |[[Syndicate_Items#Clown_Operative_Equipment|Clown ops]] |Blocks most melee and ranged projectiles. |Same as a regular energy shield, but is also slippery, can be used as a boomerang and slips anyone it hits when thrown. |- ![[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 attacks with a 50% chance. |Needs to be turned on to work. Counts as a shield just like the riot shield. |- ![[File:Desword.gif|64px]] !{{anchor|Double-Bladed Energy Sword}}Double-Bladed Energy Sword |[[Syndicate_Items|Syndicate Uplinks]] |Blocks attacks with a 75% chance, guaranteed to deflect energy projectiles and deflects ballistic projectiles with a 50% chance. |Improved blocking compared to a regular energy sword (75% chance while the regular energy sword has a 50% chance). |- |} ==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. 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%. Armor only protects the region that it covers on your body. No armor protects your entire body. ===Body Armor=== {{Important |Title=Notice |Note=<span style="background-color:white"><font color="black">Hardsuits have been REMOVED, and replaced with [[MODsuits]].</font></span> |Color=#F00 }} {| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center" ! scope="col" class="unsortable" style="background-color:Lightblue;" |Icon ! scope="col" style="background-color:Lightblue;" |Item ! scope="col" class="unsortable" style="background-color:Lightblue;" |How to acquire ! scope="col" class="unsortable" style="background-color:Lightblue;" |Protection ! scope="col" class="unsortable" style="background-color:Lightblue; width:80px" |Defense values % ! scope="col" class="unsortable" style="background-color:Lightblue;" |Notes |- ![[File:CaptArmor.png|64px]] !{{anchor|Captain's SWAT Suit}}[[Captain's SWAT Suit]] |[[Captain's Quarters]] |Offers moderate protection from most sources. |melee = 40 <br>bullet = 50 <br>laser = 50 <br>energy = 25 <br>bomb = 50 <br>bio = 100 <br>rad = 50 <br>fire = 100<br>acid = 100 |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 <br>bullet = 40 <br>laser = 50 <br>energy = 10 <br>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 = 30 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100 <br>rad = 75<br> fire = 100<br> acid = 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 = 30 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100 <br>fire = 100 <br>acid = 75 |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 80 melee defense. Essentially becoming a spaceworthy riot suit. The helmet must be upgraded independently of the suit. |melee = 30 - 70 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 50 <br>bio = 100 <br>rad = 50 <br>fire = 50 <br>acid = 75 |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, near complete Radiation protection and complete protection against Fire. |melee = 40 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 50 <br>bio = 100 <br>rad = 90 <br>fire = 100 <br>acid = 90 |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 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 10 <br>bio = 100 <br>rad = 50 <br>fire = 75 <br>acid = 75 |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 <br>bullet = 5 <br>laser = 10 <br>energy = 5 <br>bomb = 100 <br>bio = 100 <br>rad = 60 <br>fire = 60 <br>acid = 80 |See [[Space_suit|here]] for information on the different styles. |- ![[File:Security Hardsuit.png|64px]] !{{anchor|Security Hardsuit}}[[Hardsuit|Security Hardsuit]] |[[Brig]], or in the case of [[BoxStation]] in [[E.V.A.]] |Gives slightly increased protection against all damage sources. |melee = 30 <br>bullet = 15 <br>laser = 30 <br>energy = 10 <br>bomb = 10 <br>bio = 100 <br>rad = 50 <br>fire = 75 <br>acid = 75 |See [[Space_suit|here]] for information on the different styles. |- ![[File:HoSRIG.png|64px]] !{{anchor|HoS Hardsuit}}[[Hardsuit|HoS Hardsuit]] |[[Head of Security's Office]], or in the case of [[BoxStation]] in [[E.V.A.]] |Gives slightly increased protection against all damage sources. |melee = 45 <br>bullet = 25 <br>laser = 30 <br>energy = 10 <br>bomb = 25 <br>bio = 100 <br>rad = 50 <br>fire = 95 <br>acid = 95 |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<br>bullet = 40<br>laser = 40<br>energy = 20<br>bomb = 35<br>bio = 100<br>rad = 50<br>fire = 100<br>acid = 100 |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 <br>bullet = 10 <br>laser = 60 <br>energy = 60 |It will sometimes deflect energy projectiles, which includes disabler shots! |- ![[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 <br>bullet = 60 <br>laser = 10 <br>energy = 10 <br>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]] |[[HoS]], [[HoP]], [[Security]] |Protects moderately against melee and lasers, which are common things to be harmed by. |melee = 35<br>bullet = 30<br>laser = 30<br>energy = 40<br>bomb = 25<br>fire = 50<br>acid = 50 |The standard armor found on security mooks. Also sometimes found on [[Ian]]. Also comes in identical tactical (officer lockers) and Black Mesa (security vendor) versions. |- ![[File:durathreadVest.png|64px]] !{{anchor|Durathread Vest}}Durathread Vest |[[Botany]] |A vest made of durathread with strips of leather acting as trauma plates. |melee = 20 <br>bullet = 10 <br>laser = 30 <br>energy = 40 <br>bomb = 15 <br>fire = 40 |Something |- ![[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 <br>bullet = 10 <br>laser = 10 <br>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 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>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 <br>bullet = 80 <br>laser = 50 <br>energy = 50 <br>bomb = 100 <br>bio = 100 <br>rad = 100 <br>fire = 100 <br>acid = 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 revived. |melee = 40 <br>laser = 20 <br>energy = 10 <br>bomb = 100 |A suit designed for safety when handling explosives. |- ![[File:Secjumpsuit.png|64px]] !{{anchor|Security Officer's Jumpsuit}}Security Officer's Jumpsuit |[[Security Offices]] |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. The riot suit's 80% melee reduction becomes an incredible 90%. |- ![[File:Large_armor_vest.png|64px]] !{{anchor|Large armor vest}}Large Armor Vest |[[SecTech]] |Same stats as [[Body Armor]], just cosmetically different. |melee = 35<br>bullet = 30<br>laser = 30<br>energy = 40<br>bomb = 25<br>fire = 50<br>acid = 50 |Premium item from SecTech vendor. |- ![[File:durathreadJumpsuit.png|64px]] !{{anchor|Durathread Jumpsuit}}Durathread Jumpsuit |[[Botany]] |A jumpsuit made from durathread, its resilient fibres provide some protection to the wearer. |melee" = 10 <br>laser = 10 <br>fire = 40 <br>acid = 10 <br>bomb" = 5 |Something |- ![[File:MK.I_SWAT_Suit.png|64px]] !{{anchor|MK.I SWAT Suit}}[[MK.I SWAT Suit]] |Order it from [[Cargo]] |An all rounded suit available through the Cargo Supply Console for 6000 points. Causes moderate slowdown |melee = 40 <br>bullet = 30 <br>laser = 30 <br>energy = 30 <br>bomb = 50 <br>bio = 90 <br>rad = 20 <br>fire = 100 <br>acid = 100 |This suit, although costly, can provide a decent addition to security should they need extra defense against a multitude of threats. |- ![[File:Syndi_hardsuit.png|64px]] !{{anchor|Blood-red Hardsuit}}[[Syndicate_Items#Syndicate_Hardsuit|Blood-red Hardsuit]] |From [[Syndicate_Uplink|the Syndicate]] |A dual-mode advanced helmet designed for work in special operations. Has two modes: EVA and Combat. |melee = 40 <br>bullet = 50 <br>laser = 30 <br>energy = 15 <br>bomb = 35 <br>bio = 100 <br>rad = 50 <br>fire = 50 <br>acid = 90 |Costs 8 telecrystals from the uplink. EVA is space proof while Combat is not, but increases your speed, fits in backpacks. Property of Gorlex Marauders. |} ===Helmets=== {| class="wikitable sortable" cellspacing="0" cellpadding="2" border="1" align="center" ! scope="col" class="unsortable" style="background-color:Lightblue;" |Icon ! scope="col" style="background-color:Lightblue;" |Item ! scope="col" class="unsortable" style="background-color:Lightblue;" |How to acquire ! scope="col" class="unsortable" style="background-color:Lightblue;" |Protection ! scope="col" class="unsortable" style="background-color:Lightblue; width:80px" |Defense values % ! scope="col" class="unsortable" 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 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>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:Swathelmet.png|64px]] !{{anchor|Swat Helmet}}Swat Helmet |[[Derelict]] or order it from [[Cargo]] |A rare and extremely powerful helmet that protects against all kinds of damage. Spaceworthy. |melee = 40 <br>bullet = 30 <br>laser = 25 <br>energy = 25 <br>bomb = 50 |If you get this, be proud that you are wearing the best protective headgear available on the station. |- ![[File:Riothelm.png|64px]] !{{anchor|Riot Helmet}}[[Riot Helmet]] |[[Armory]] |Provides excellent melee protection, but lacks in other areas. |melee = 45 <br>bullet = 15 <br>laser = 5 <br>energy = 5 <br>bomb = 5 |Useful during revolutions, and other situations where you might be swarmed with melee weapons. |- ![[File:Hoscap.png|64px]] !{{anchor|Head of Security Hat}}Head of Security Hat |[[HoS]] |Provides robust head protection in all damage types. The HoS starts with this. |melee = 40 <br>bullet = 30 <br>laser = 25 <br>energy = 10 <br>bomb = 25 |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. |- ![[File:durathreadBeanie.png|64px]] !{{anchor|Durathread Beanie}}Durathread Beanie |[[Botany]] |A beanie made from durathread, its resilient fibres provide some protection to the wearer. |melee = 15 <br>bullet = 5 <br>laser = 15 <br>energy = 25 <br>bomb = 10 <br>fire = 30 |something |- ![[File:durathreadBeret.png|64px]] !{{anchor|Durathread Beret}}Durathread Beret |[[Botany]] |A beret made from durathread, its resilient fibres provide some protection to the wearer. |melee = 15 <br>bullet = 5 <br>laser = 15 <br>energy = 25 <br>bomb = 10 <br>fire = 30 |something |- ![[File:durathreadHelmet.png|64px]] !{{anchor|Durathread Helmet}}Durathread Helmet |[[Botany]] |A helmet made from durathread and leather. |melee = 20 <br>bullet = 10 <br>laser = 30 <br>energy = 40 <br>bomb = 15 <br>fire = 40 |something |- ![[File:Deathsquadhelm.png|64px]] !{{anchor|Deathsquad Helmet}}Deathsquad Helmet |[[Death squad]] |A strong helmet that provides reduction against most damage types. Spaceworthy. |melee = 80 <br>bullet = 80 <br>laser = 50 <br>energy = 50 <br>bomb = 100 |Underwhelming compared to the deathsquad body armor |}
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