Guide to Combat: Difference between revisions
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There are times when running away from a fight is not an option. The combat system is [[Terminology#Robust.2FRobusting|robust]] but functional, and can feel weird at times. Sometimes your clicks are ignored. Sometimes you suddenly realise your [[#Melee_Weapons|melee weapon]] is [[#Cheap_Tricks|no longer in your hand]]. Sometimes your ranged shots [[Syndicate_items#Martial_Arts_Scroll|bounce off]] your target. Sometimes you even [[Guide_to_chemistry#Amanitin|suddenly die]] without knowing why. Some people reduce it to "click spaceman until horizontal", but there is a lot more to it. This guide may only cover some basics, but its intention is to help you win fights (or successfully commit murder as [[Terminology#Antag|antag]]), even against veteran players. <br><br> | There are times when running away from a fight is not an option. The combat system is [[Terminology#Robust.2FRobusting|robust]] but functional, and can feel weird at times. Sometimes your clicks are ignored. Sometimes you suddenly realise your [[#Melee_Weapons|melee weapon]] is [[#Cheap_Tricks|no longer in your hand]]. Sometimes your ranged shots [[Syndicate_items#Martial_Arts_Scroll|bounce off]] your target. Sometimes you even [[Guide_to_chemistry#Amanitin|suddenly die]] without knowing why. Some people reduce it to "click spaceman until horizontal", but there is a lot more to it. This guide may only cover some basics, but its intention is to help you win fights (or successfully commit murder as [[Terminology#Antag|antag]]), even against veteran players. <br><br> | ||
<s>The [[#Basics to Combat|practical part]] this guide was written april 2019. If you are reading it much later, some things may be outdated.</s> this has been ''slightly'' updated to July 2021 standards yet its still very outdated | |||
The [[#Basics to Combat|practical part]] this guide was written april 2019. If you are reading it much later, some things may be outdated. | |||
=Basics to Combat= | =Basics to Combat= | ||
Some good to know basics about the combat system. | Some good to know basics about the combat system. | ||
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* You have 200 max hp. | * You have 200 max hp. | ||
* If you have over 40 total damage of any types you get slowed down until healed. | * If you have over 40 total damage of any types you get slowed down until healed. | ||
* After losing around 100 hp (depending on [[Mood|mood]]) you enter [[Health#Critical_Status|softcrit]]. All you can do in this state is slowly crawl, and [[Radio_channels#Other_Communication_Codes|whisper]]. If this happens you have probably lost. | * After losing around 100 hp (depending on [[Mood|mood]] 120 if very happy) you enter [[Health#Critical_Status|softcrit]]. All you can do in this state is slowly crawl, and [[Radio_channels#Other_Communication_Codes|whisper]]. If this happens you have probably lost. | ||
* After losing 150 hp you enter a [[Health#Critical_Status|hardcrit]] state. In this state you will be [[Status_Effects#Unconscious|unconscious]] and slowly die. If you [[Radio_channels#Other_Communication_Codes|whisper]] you will say your last words and succumb to death. | * After losing 150 hp you enter a [[Health#Critical_Status|hardcrit]] state. In this state you will be [[Status_Effects#Unconscious|unconscious]] and slowly die. If you [[Radio_channels#Other_Communication_Codes|whisper]] you will say your last words and succumb to death. | ||
==Damage Zone== | ==Damage Zone== | ||
[[File:Hud-target.gif]] You can target specific damage zones by using the Numpad Keys. Each limb has its own pool of hitpoints. Hurting the head, legs or arms with | [[File:Hud-target.gif]] You can target specific damage zones by using the Numpad Keys. Each limb has its own pool of hitpoints. Hurting the head, legs or arms with 100 damage (350 for head) [[Health#Brute|brute damage]] can cut them off when using a sharp weapon and will transfer half the damage to the body. There are a few [[#Cheap_Tricks|specific items]] that do certain things when aimed at certain zones. If you are unsure what to aim at, then targeting chest or head are the safest choices. Limbs are capped and will stop taking damage if hurt enough, sometimes making you waste damage by hitting them. | ||
==Movement Speed== | ==Movement Speed== | ||
To keep an upper hand in a fight, speed is very helpful. Stop or slow your enemy down with [[Health#Damage_Types|damage]], [[Makeshift_weapons#Bola|bola]], [[Status_Effects#Knockdown|slipping them]], [[#Cheap_Tricks|other tricks]] or many other methods and they will be easier to hit with both [[#Melee_Weapons|melee]] and [[#Ranged_Weapons|ranged weapons]]. There are also ways to speed yourself up, such as [[Guide_to_food_and_drinks#Nuka_Cola|Nuka Cola]] from [[Vendor#Food_and_Drink_Machines|drink vendors]]. | To keep an upper hand in a fight, speed is very helpful. Stop or slow your enemy down with [[Health#Damage_Types|damage]], [[Makeshift_weapons#Bola|bola]], [[Status_Effects#Knockdown|slipping them]], [[#Cheap_Tricks|other tricks]] or many other methods and they will be easier to hit with both [[#Melee_Weapons|melee]] and [[#Ranged_Weapons|ranged weapons]]. There are also ways to speed yourself up, such as [[Guide_to_food_and_drinks#Nuka_Cola|Nuka Cola]] from [[Vendor#Food_and_Drink_Machines|drink vendors]]. | ||
==Stuns== | ==Stuns== | ||
A fight is typically won by either stunning your enemy, which lets you [[#Cuffing|cuff]] them, or by hurting them to a [[Health#Critical_Status|crit]] state or [[Health#Death|worse]]. Learn what the different types of [[Status_Effects#Disables|stuns]] do | A fight is typically won by either stunning your enemy, which lets you [[#Cuffing|cuff]] them, or by hurting them to a [[Health#Critical_Status|crit]] state or [[Health#Death|worse]]. Learn what the different types of [[Status_Effects#Disables|stuns]] do. Also note, when the wiki or players talk about "stuns", they typically mean both the [[Status_Effects#Paralyze|paralyze]] and the [[Status_Effects#Stun|stun]] [[Status_Effects|status effects]]. Stun times varies depending on item used, but are usually around 1-5 seconds. You can reduce stun times on yourself in several ways, such as with certain [[Guide_to_chemistry#Narcotics|chemicals]], including from smoking [[Guide_to_chemistry#Nicotine|nicotine]]. Some stuns are conditional, such as the [[Status_Effects#Paralyze|paralyze]] from the [[Security_items#Flash|flash]] [[File:Flash.gif]], which only works if the target has no [[Clothing_and_Accessories#Sunglasses|sunglasses]] or similar protection. If your target is [[Guide_to_genetics#Mutations_and_Their_Consequences|immune to stuns]], you will usually have to damage them instead. | ||
==Cuffing== | ==Cuffing== | ||
If you are unsure if your target is [[Terminology#Valid.2FValidhunting|valid]] or not, you should opt for a non-lethal takedown. Do this by somehow [[Status_Effects#Paralyze|stunning]] or [[Unconscious|knocking out]] your target and then [[Makeshift_weapons#Cablecuffs|cuffing]] it. If you do not have access to [[Security_items#Handcuffs|handcuffs]] [[File:Handcuffs.png]], you can easily craft [[Makeshift_weapons#Cablecuffs|cablecuffs]] [[File:Cablecuffs.png]] by activating [[Engineering_items#Cable_Coil|cable coils]] [[File:CableCoils.png]] in your hand. Cuff a person by holding cuffs in your active hand, and then clicking your target. Grab your target by ctrl+clicking it (works even while cuffing). Switch to [[Starter_guide#Help_Intent|help intent]] [[File:Intent_Help.png]] so you can move around easier with the cuffed person. The target is now completely under your control as long as you don't stand still long enough for them to uncuff themself, and as long as they don't get bumped out of your grab. Remove cuffs from yourself by [[Keyboard_Shortcuts#Hotkey-mode_Enabled|resisting]]. Remove cuffs from someone else by clickdragging their sprite onto yours and then click the cuffs in the menu that pops up. | If you are unsure if your target is [[Terminology#Valid.2FValidhunting|valid]] or not, you should opt for a non-lethal takedown. Do this by somehow [[Status_Effects#Paralyze|stunning]] or [[Unconscious|knocking out]] your target and then [[Makeshift_weapons#Cablecuffs|cuffing]] it. If you do not have access to [[Security_items#Handcuffs|handcuffs]] [[File:Handcuffs.png]], you can easily craft [[Makeshift_weapons#Cablecuffs|cablecuffs]] [[File:Cablecuffs.png]] by activating [[Engineering_items#Cable_Coil|cable coils]] [[File:CableCoils.png]] in your hand. Cuff a person by holding cuffs in your active hand, and then clicking your target. Grab your target by ctrl+clicking it (works even while cuffing). Switch to [[Starter_guide#Help_Intent|help intent]] [[File:Intent_Help.png]] so you can move around easier with the cuffed person. The target is now completely under your control as long as you don't stand still long enough for them to uncuff themself, and as long as they don't get bumped out of your grab. Remove cuffs from yourself by [[Keyboard_Shortcuts#Hotkey-mode_Enabled|resisting]]. Remove cuffs from someone else by clickdragging their sprite onto yours and then click the cuffs in the menu that pops up, you can also instantly remove cablecuffs from someone by using wirecutters on them. | ||
=Melee Combat= | =Melee Combat= | ||
On | On Beestation, you interact with a person in melee by being next to them and clicking '''on their sprite''' (and not on the tile they are standing on/moving towards). When your interaction connects, something will happen depending on what your [[Starter_guide#Intents|intent]] is and which [[#Melee Weapons|weapon]] you are wielding. Due to technical limitations, some clicks will not connect, so what you should do is spamclick that target while moving around and trying to avoid being clicked yourself. Every time you successfully [[Starter_guide#Harm_Intent|attack]] (or [[Starter_guide#Help_Intent|hug]]) someone in melee there is a cooldown before you can do it again. The cooldown is usually less than a second (about 0.8 seconds). | ||
==Blocking== | |||
The requirements to block is to hold an item which is able to block and be on any intent except help intent. All shields can obviously block, all shields(except adamantine shield, it uses non-shield blocking mechanics) have an integrity which gets lowered every time they block an attack and once their integrity reaches 0 they will break, some non-shield items can also block(mop, skateboard, chair, katana, energy sword etc.), when you block with a non-shield item the arm holding the item that blocked will take stamina damage until it gets stamina critted and it forces you to drop the item which was blocking, if the item you are blocking with is stuck to your arm(glue, changeling blade) once it gets stamina critted it will stop blocking until the stamina damage gets healed. | |||
There are three important variables when it comes to blocking those being: | |||
*Block Level - Determines the range at which the blocking item can actually block projectiles or melee hits from, there are four blocking levels, the images below this show blocking levels and the areas they block from, blocking is directional so the tiles you block will move according to the direction you are facing. | |||
[[File:Block level1.png|frameless]] [[File:Block level2.png|frameless]] [[File:Block level3.png|frameless]] [[File:Block level4.png|frameless]] | |||
*Block Power - This is esentially block armor and it reduces the amount of damage your arm or shield takes after blocking. | |||
*Block Upgrade Walk - This adds more blocking levels to the blocking item when your speed is set to walk, on almost all items it's raised by 1. | |||
Mirror shield and energy shield can block projectiles. Non-shields cannot block projectiles with the exception of a few items such as the Double-Bladed Energy Sword or the Katana. | |||
Trying to touch someone holding a sharp blocking item by hugging, grabbing, disarming or punching with your empty hand while being in their blocking range will result in them automatically hitting you back with their blocking item. | |||
All non-shield items must be held in your active hand(the one that is highlighted) to block, switching your active hand off the blocking item will result in you not being able to block, shields however can block regardless of what hand is active. | |||
==Unarmed Combat== | ==Unarmed Combat== | ||
This guy [[File:Traitor.png|64px]] just broke into your department and whipped out an [[Syndicate_items#Energy_Sword|energy sword]] and [[Syndicate_items#Mini_Energy_Crossbow|energy crossbow]]. You are unarmed. You are at a huge disadvantage. What can you do? Let's say he somehow missed a shot with the bow, due to you dodging behind a machine or wall, and is now coming towards you with the [[Syndicate_items#Energy_Sword|e-sword]]. You have have a few options. | This guy [[File:Traitor.png|64px]] just broke into your department and whipped out an [[Syndicate_items#Energy_Sword|energy sword]] and [[Syndicate_items#Mini_Energy_Crossbow|energy crossbow]]. You are unarmed. You are at a huge disadvantage. What can you do? Let's say he somehow missed a shot with the bow, due to you dodging behind a machine or wall, and is now coming towards you with the [[Syndicate_items#Energy_Sword|e-sword]]. You have have a few options. | ||
===Shoving=== | ===Shoving=== | ||
You enable [[Starter_guide#Disarm_Intent|disarm intent]] [[File:Intent_Disarm.png]] and read [[Starter_guide#Disarm_Intent|here]] about how shoving works. You can try to lure your enemy into a spot where you can shove him against an object, making him drop both weapons. Then shove him one more time on the ground to [[Status_Effects#Paralyze|paralyze]] him for 4 seconds. Then you must quickly left click his own dropped [[Syndicate_items#Energy_Sword|energy sword]] to pick it up. Kill him with it. | You enable [[Starter_guide#Disarm_Intent|disarm intent]] [[File:Intent_Disarm.png]] and read [[Starter_guide#Disarm_Intent|here]] about how shoving works. You can try to lure your enemy into a spot where you can shove him against an object, making him drop both weapons. Then shove him one more time on the ground to [[Status_Effects#Paralyze|paralyze]] him for 4 seconds. Then you must quickly left click his own dropped [[Syndicate_items#Energy_Sword|energy sword]] to pick it up. Kill him with it. | ||
===Grabbing=== | ===Grabbing=== | ||
You enable [[Starter_guide#Grab_Intent|grab intent]] [[File:Intent_Grab.png]]. For this to work your enemy must either be temporarily stunned or standing still and not paying attention. First you click your target once to passive grab. Keep spamclicking him, and if he doesn't move or "[[Keyboard_Shortcuts|resist]]" to break out of your grab, you will grab him aggressively. This will make you [[Stun|stun]] the target for a very short moment, making him drop any held items. Either pick up the dropped [[Syndicate_items#Energy_Sword|energy sword]] and kill him with it, or continue to [[#Tabling|tabling]]. | You enable [[Starter_guide#Grab_Intent|grab intent]] [[File:Intent_Grab.png]]. For this to work your enemy must either be temporarily stunned or standing still and not paying attention. First you click your target once to passive grab. Keep spamclicking him, and if he doesn't move or "[[Keyboard_Shortcuts|resist]]" to break out of your grab, you will grab him aggressively. This will make you [[Stun|stun]] the target for a very short moment, making him drop any held items. Either pick up the dropped [[Syndicate_items#Energy_Sword|energy sword]] and kill him with it, or continue to [[#Tabling|tabling]]. | ||
====Tabling==== | ====Tabling==== | ||
When having an aggressive grab on the enemy, you can quickly "table" him. Do this by clicking any [[Guide_to_construction#Tables.2FReinforced_Table|table]] [[File:table.png]] within your melee range, while still on [[Starter_guide#Grab_Intent|grab intent]]. This will instantly transport him to the top of the table, and [[Status_Effects#Paralyze|paralyze]] him for | When having an aggressive grab on the enemy, you can quickly "table" him. Do this by clicking any [[Guide_to_construction#Tables.2FReinforced_Table|table]] [[File:table.png]] within your melee range, while still on [[Starter_guide#Grab_Intent|grab intent]]. This will instantly transport him to the top of the table, and [[Status_Effects#Paralyze|paralyze]] him for a second. If you are very fast you can attempt to permanently keep him stunned by spamclicking him with [[Starter_guide#Grab_Intent|grab]] to aggressive again, and clicking the same table again. Over and over. If you are on the receiving end of this treatment, all you can do is yell for help and spam "[[Keyboard_Shortcuts|resist]]", which will make you attempt to break out of the grab (with a 2 second cooldown or so). Resisting will not work the 4 seconds you are [[Status_Effects#Paralyze|paralyzed]], so your enemy must mess up the timing for you to escape. Tabling on a [[Guide_to_construction#Tables.2FReinforced_Table|glass table]] [[File:Glass_table.png]] will stun for a longer duration, but will break the table. | ||
====Strangling==== | ====Strangling==== | ||
If having an aggressive grab, you can reinforce your grab two more times by clicking the target on [[Starter_guide#Grab_Intent|grab intent]] [[File:Intent_Grab.png]]. The level 3 grab makes you grab his neck (deals no damage). Level 4 makes you start strangling him, causing [[Health#Oxygen|suffocation damage]]. This is a slow process, and the target can attempt to break free by spamming "[[Keyboard_Shortcuts|resist]]" or trying to move away. The target has 5% chance to break out per try (down from ~30% on aggressive grab) and takes 8-15 [[Health#Stamina|stamina]] damage every failed attempt. Strangling is rarely used unless the target is already [[#Cuffing|cuffed]]. The target can call for help while being strangled. | If having an aggressive grab, you can reinforce your grab two more times by clicking the target on [[Starter_guide#Grab_Intent|grab intent]] [[File:Intent_Grab.png]]. The level 3 grab makes you grab his neck (deals no damage). Level 4 makes you start strangling him, causing [[Health#Oxygen|suffocation damage]]. This is a VERY slow process, and the target can attempt to break free by spamming "[[Keyboard_Shortcuts|resist]]" or trying to move away. The target has 5% chance to break out per try (down from ~30% on aggressive grab) and takes 8-15 [[Health#Stamina|stamina]] damage every failed attempt. Strangling is rarely used unless the target is already [[#Cuffing|cuffed]]. The target can call for help while being strangled. | ||
====Throwing Spacemen==== | ====Throwing Spacemen==== | ||
If you have an aggressive grab, you can also activate "throw" mode with '''R'''. Then left click somewhere to throw the grabbed person in that direction. Unlike with [[#Tabling|tabling]], you must throw the person away from you. Otherwise the thrown spaceman will hit yourself and [[Status_Effects#Paralyze|paralyze]] you both. Throwing him on top of a [[Guide_to_construction#Tables.2FReinforced_Table|glass table]] [[File:Glass_table.png]] will [[Status_Effects#Paralyze|paralyze]] him long enough to [[#Cuffing|cuff]] him. Throwing a person or a monkey corpse at someone is a reliable method to [[Status_Effects#Paralyze|paralyze]] someone for a moment. Throwing him at a [[Guide_to_construction#Walls|wall]] [[File:Wall.png]] or [[Guide_to_construction#Reinforced_Wall|reinforced wall]] [[File:R_wall.png]] will [[Status_Effects#Paralyze|paralyze]] him for a moment as well. Throwing him at an [[Guide_to_construction#Airlock|airlock]] [[File:Airlock.gif]] will make it open, if | If you have an aggressive grab, you can also activate "throw" mode with '''R'''. Then left click somewhere to throw the grabbed person in that direction. Unlike with [[#Tabling|tabling]], you must throw the person away from you. Otherwise the thrown spaceman will hit yourself and [[Status_Effects#Paralyze|paralyze]] you both. Throwing him on top of a [[Guide_to_construction#Tables.2FReinforced_Table|glass table]] [[File:Glass_table.png]] will [[Status_Effects#Paralyze|paralyze]] him long enough to [[#Cuffing|cuff]] him. Throwing a person or a monkey corpse at someone is a reliable method to [[Status_Effects#Paralyze|paralyze]] someone for a moment. Throwing him at a [[Guide_to_construction#Walls|wall]] [[File:Wall.png]] or [[Guide_to_construction#Reinforced_Wall|reinforced wall]] [[File:R_wall.png]] will [[Status_Effects#Paralyze|paralyze]] him for a moment as well. Throwing him at an [[Guide_to_construction#Airlock|airlock]] [[File:Airlock.gif]] will make it open, if he is wearing a valid ID. | ||
===Punching and kicking=== | ===Punching and kicking=== | ||
You enable [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]]. Punching does a small and random amount of [[Health#Stamina|stamina]] and [[Health#Brute|brute]] damage. What you're hoping for though, is the random chance for a punch to cause a short [[Status_Effects#Knockdown|knockdown]]. Keep clicking your target with punches until this happens, then quickly enable [[Starter_guide#Disarm_Intent|disarm intent]] [[File:Intent_Disarm.png]] and [[#Shoving|shove]] the target on the ground to [[Status_Effects#Paralyze|paralyze]] him for 4 seconds. Then quickly pick up the dropped [[Syndicate_items#Energy_Sword|energy sword]] and kill him with it (you know the drill). If the target has no weapon to pick up, you can keep clicking the prone target with fists to ''kick'' him instead, which simply deals | You enable [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]]. Punching does a small and random amount of [[Health#Stamina|stamina]] and [[Health#Brute|brute]] damage. What you're hoping for though, is the random chance for a punch to cause a short [[Status_Effects#Knockdown|knockdown]]. Keep clicking your target with punches until this happens, then quickly enable [[Starter_guide#Disarm_Intent|disarm intent]] [[File:Intent_Disarm.png]] and [[#Shoving|shove]] the target on the ground to [[Status_Effects#Paralyze|paralyze]] him for 4 seconds. Then quickly pick up the dropped [[Syndicate_items#Energy_Sword|energy sword]] and kill him with it (you know the drill). If the target has no weapon to pick up, you can keep clicking the prone target with fists to ''kick'' him instead, which simply deals 7[[Health#Brute|brute]] damage. | ||
===Curbstomping=== | |||
To perform a curbstomp you need to meet several criteria for both yourself and the target. The criteria are as follows, the first being that you need to target the head, The second being that you must be on [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]], The third is that your target must be lying down and the fourth is that you must be on the same tile as them. once all of the criteria are met then click and drag your sprite onto theirs, this will then cause you to wait for several seconds before finally performing the curbstomp. This is an effective finisher for enemies already in a [[Health#Critical_Status|crit state]] as it does 36 [[Health#Brute|brute]] damage to the head. | |||
===Groinkicking=== | |||
The groinkick is very similar to the curbstomp but has a conditional damage set which causes characters which are male to take 25 damage as opposed to 15 for their female counterparts. This is performed by following the same process described above with the curbstomp. The steps are the same but however requires you to target the groin [[File:Hud_target_crotch.gif]] as opposed to the head. so the steps will be as follows, Harm intent [[File:Intent_Harm.png]], Target groin [[File:Hud_target_crotch.gif]], target must be lying down and you must be on the same tile as your target. Once these are met, click and drag your sprite to theirs wait for a few seconds and you will kick them in the groin. | |||
==Using Melee Weapons== | ==Using Melee Weapons== | ||
Fighting with [[#Melee Weapons|melee weapons]] works similarly to fighting [[#Unarmed_Combat|unarmed]]. You click the enemy while holding a melee weapon in your hand and you will deal damage to them with that weapon. The differences to [[#Unarmed_Combat|unarmed]] fighting is that | Fighting with [[#Melee Weapons|melee weapons]] works similarly to fighting [[#Unarmed_Combat|unarmed]]. You click the enemy while holding a melee weapon in your hand and you will deal damage to them with that weapon. The differences to [[#Unarmed_Combat|unarmed]] fighting is that [[Starter_guide#Intents|intent]] usually doesn't matter. There are exceptions though. [[Security_items#Stun_Baton|Stun batons]] [[File:StunBaton.gif]] and [[Makeshift_weapons#Stunprod|stunprods]] [[File:Stunprod.png]] will only deal brute damage when on [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]]. Otherwise they will deal stamina damage. To defeat someone by only using a melee weapon, you should generally use as strong weapon as possible to give the target as little time as possible to counter you. Most melee weapons can't [[Status_Effects#Paralyze|stun]], so there is risk involved unless you [[Status_Effects#Paralyze|stun]] your target before you start whacking. | ||
=Ranged Combat= | =Ranged Combat= | ||
Ranged projectiles in this game use pixel perfect movement. Shoot by having a ranged weapon in your hand, and clicking a target tile. The projectile will hit the first object in its path, but will pass over people who are [[Status_Effects#Paralyze|paralyzed]], [[Status_Effects#Sleep|sleeping]] or [[Health#Death|dead]] unless you click directly on their sprites. Sometimes when you're running your weapon will randomly not fire when clicking. This can be due to how the game engine works, so just keep spamclicking until you fire. | Ranged projectiles in this game use pixel perfect movement. Shoot by having a ranged weapon in your hand, and clicking a target tile. The projectile will hit the first object in its path, but will pass over people who are [[Status_Effects#Paralyze|paralyzed]], [[Status_Effects#Sleep|sleeping]] or [[Health#Death|dead]] unless you click directly on their sprites. Sometimes when you're running your weapon will randomly not fire when clicking. This can be due to how the game engine works, so just keep spamclicking until you fire. | ||
==Ranged Intents== | ==Ranged Intents== | ||
There are some differences to firing guns between different [[Starter_guide#Intents|intents]]: | There are some differences to firing guns between different [[Starter_guide#Intents|intents]]: | ||
* On [[Starter_guide#Help_Intent|help]] [[File:Intent_Help.png]], [[Starter_guide#Disarm_Intent|disarm]] [[File:Intent_Disarm.png]] and [[Starter_guide#Grab_Intent|grab]] [[File:Intent_Grab.png]] intents you can fire at a target point blank by clicking directly on them. On [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]] you will instead do a melee strike with your gun, unless you aim behind your target. | * On [[Starter_guide#Help_Intent|help]] [[File:Intent_Help.png]], [[Starter_guide#Disarm_Intent|disarm]] [[File:Intent_Disarm.png]] and [[Starter_guide#Grab_Intent|grab]] [[File:Intent_Grab.png]] intents you can fire at a target point blank by clicking directly on them. On [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]] you will instead do a melee strike with your gun, unless you aim behind your target. | ||
* On [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]] you can fire two guns at the same time. However, you will also have a random spread to your accuracy. | * On [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]] you can fire two guns at the same time. However, you will also have a random spread to your accuracy. | ||
==Throwing== | ==Throwing== | ||
This is a safe way to take down a target. Pick nearby items up and throw them at the enemy. Most items deal the same damage when thrown as when used as a melee weapon. Some, such as [[Makeshift_weapons#Spear|spears]] [[File:Spear.png]], will deal even more. First pick an item up, then activate "throw" with the '''R''' key. Then click where you want to throw the object. You can pick up some [[Guide_to_construction#Chairs|chairs]] [[File:Chair.png]] or [[Guide_to_construction#Chairs|stools]] [[File:Stool.png]] for throwing, by dragging their sprites onto yours. Throwing, like [[#Ranged_Combat|ranged combat]], uses pixel perfect movement, which means you can throw in any direction. You can also craft a [[Makeshift_weapons#Bola|bolas]] to throw at enemies, which will slow them down until they [[Keyboard_Shortcuts|resist]] out of it. Thrown objects do not count as ranged shots and can not be reflected by [[Syndicate_items#Martial_Arts_Scroll|sleeping carp]] users. You can counter having items thrown at you by activating "throw" yourself (with '''R'''). If your active hand is empty, you will then capture the next object thrown at you, instead of getting hit by it. | This is a safe way to take down a target. Pick nearby items up and throw them at the enemy. Most items deal the same damage when thrown as when used as a melee weapon. Some, such as [[Makeshift_weapons#Spear|spears]] [[File:Spear.png]], will deal even more. First pick an item up, then activate "throw" with the '''R''' key. Then click where you want to throw the object. You can pick up some [[Guide_to_construction#Chairs|chairs]] [[File:Chair.png]] or [[Guide_to_construction#Chairs|stools]] [[File:Stool.png]] for throwing, by dragging their sprites onto yours. Throwing, like [[#Ranged_Combat|ranged combat]], uses pixel perfect movement, which means you can throw in any direction. You can also craft a [[Makeshift_weapons#Bola|bolas]] to throw at enemies, which will slow them down until they [[Keyboard_Shortcuts|resist]] out of it. Thrown objects do not count as ranged shots and can not be reflected by [[Syndicate_items#Martial_Arts_Scroll|sleeping carp]] users. You can counter having items thrown at you by activating "throw" yourself (with '''R'''). If your active hand is empty, you will then capture the next object thrown at you, instead of getting hit by it. | ||
===Embedding=== | ===Embedding=== | ||
Some items, such as the [[Makeshift_weapons#Spear|spears]] [[File:Spear.png]], has a chance to ''embed'' into a body part when they are thrown at someone. An embedded item deals additional brute damage and bleeding until the item is removed. Some embedded items can automatically fall out after a while. Else you remove an embedded item from yourself by [[Starter_guide#Controls|examining]] your body, and then clicking the underlined string of text that appears in the chat window. You remove embedded items from others with [[Surgery#Removal_of_Embedded_Objects|surgery]]. Many items, such as [[#Glass Shard|glass shards]] [[File:Shard.png]] and [[Guide_to_construction#Rods|metal rods]] [[File:Rods.png]] can only embed from higher than normal throw speed, such as from explosions. Some more items that can embed from normal [[#Throwing|throws]] are: [[Syndicate_Items#Energy_Sword|Energy sword]] [[File:ESword.png]], [[#Combat_Knife|combat knife]] [[File:Buckknife.png]] and [[Syndicate_Items#Box_of_Throwing_Weapons|throwing star]] [[File:Tstar.png]]. | Some items, such as the [[Makeshift_weapons#Spear|spears]] [[File:Spear.png]], has a chance to ''embed'' into a body part when they are thrown at someone. An embedded item deals additional brute damage and bleeding until the item is removed. Some embedded items can automatically fall out after a while. Else you remove an embedded item from yourself by [[Starter_guide#Controls|examining]] your body, and then clicking the underlined string of text that appears in the chat window. You remove embedded items from others with [[Surgery#Removal_of_Embedded_Objects|surgery]]. Many items, such as [[#Glass Shard|glass shards]] [[File:Shard.png]] and [[Guide_to_construction#Rods|metal rods]] [[File:Rods.png]] can only embed from higher than normal throw speed, such as from explosions. Some more items that can embed from normal [[#Throwing|throws]] are: [[Syndicate_Items#Energy_Sword|Energy sword]] [[File:ESword.png]], [[#Combat_Knife|combat knife]] [[File:Buckknife.png]] and [[Syndicate_Items#Box_of_Throwing_Weapons|throwing star]] [[File:Tstar.png]]. | ||
==Execution With Guns== | ==Execution With Guns== | ||
If you target mouth [[File:Hud_target_mouth.gif]], and use any intent except [[Starter_guide#Harm_Intent|harm]] [[File:Intent_Harm.png]], you will aim for the target's head with a slow progress bar, and fire once it finishes (if the target is still in melee range). Mostly useful for roleplay. It also deals 10 times more damage. | If you target mouth [[File:Hud_target_mouth.gif]], and use any intent except [[Starter_guide#Harm_Intent|harm]] [[File:Intent_Harm.png]], you will aim for the target's head with a slow progress bar, and fire once it finishes (if the target is still in melee range). Mostly useful for roleplay. It also deals 10 times more damage. | ||
=Cheap Tricks= | =Cheap Tricks= | ||
There many tricks to winning a fight. These are only a select few of them: | There many tricks to winning a fight. These are only a select few of them: | ||
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* Carry a bottle or beaker of water. Select [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]] and click on ground with it to splash the water on the ground, making people [[Status_Effects#Knockdown|slip]]. | * Carry a bottle or beaker of water. Select [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]] and click on ground with it to splash the water on the ground, making people [[Status_Effects#Knockdown|slip]]. | ||
* Drag a [[General_items#Soap|soap]] [[File:Soaps.gif]] behind you to [[Status_Effects#Knockdown|slip]] people. | * Drag a [[General_items#Soap|soap]] [[File:Soaps.gif]] behind you to [[Status_Effects#Knockdown|slip]] people. | ||
* If you know what you're doing (or you are an [[Terminology#Antag|antag]]), learn how to make and utilize [[Guide_to_chemistry#Explosion|bombs]]. | |||
* If you know what you're doing (or | |||
* You can [[Status_Effects#Knockdown|knock people down]] a couple of seconds by aiming at their head on [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]], and hitting them with a bottle of booze. | * You can [[Status_Effects#Knockdown|knock people down]] a couple of seconds by aiming at their head on [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]], and hitting them with a bottle of booze. | ||
<br> | <br> | ||
There is much more to learn than this. Some things must come from experience, or from [[Ghost|observing]] others. Good luck out there, and don't hate yourself if you fail. Just try again another round. What follows below is a table of some common, or just robust, items that may help you win. Much of it is outdated, so don't rely on the numbers. | There is much more to learn than this. Some things must come from experience, or from [[Ghost|observing]] others. Good luck out there, and don't hate yourself if you fail. Just try again another round. What follows below is a table of some common, or just robust, items that may help you win. Much of it is outdated, so don't rely on the numbers. | ||
=Weapons= | =Weapons= | ||
This is not a list of how much damage each item does, just some of the best items and short notes on how to best use them. If you feel something should be added, please go ahead and do so, if it's robust enough. | This is not a list of how much damage each item does, just some of the best items and short notes on how to best use them. If you feel something should be added, please go ahead and do so, if it's robust enough. This is in alphabetical order. 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. | ||
=Offense= | =Offense= | ||
==Melee Weapons== | ==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. | 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%" border="1" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | ||
|- | |- | ||
Line 101: | Line 88: | ||
! scope="col" class="unsortable" style='background-color:#EB4C42;'|Notes | ! scope="col" class="unsortable" style='background-color:#EB4C42;'|Notes | ||
|- | |- | ||
![[File:Brokenbottle.png|64px]] | ![[File:Brokenbottle.png|64px]] | ||
!{{anchor|Broken Bottle}}Broken Bottle | !{{anchor|Broken Bottle}}Broken Bottle | ||
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|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. | |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]] | ![[File:Butcherknife.png|64px]] | ||
!{{anchor|Butcher's Cleaver}}Butcher's Cleaver | !{{anchor|Butcher's Cleaver}}Butcher's Cleaver | ||
|15 Brute | |15 Brute | ||
|Hack the Dinnerware vending machine. | |Hack the Dinnerware vending machine. | ||
| | |Nanotrasen Service, Culinary Subdepartment | ||
|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. | |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]] | ![[File:Saw.png|64px]] | ||
!{{anchor|Circular Saw}}[[Circular Saw]] | !{{anchor|Circular Saw}}[[Circular Saw]] | ||
|15 Brute | |15 Brute | ||
|[[Operating Theatre]] [[Robotics Lab]] [[Autolathe]] | |[[Operating Theatre]] [[Robotics Lab]] [[Autolathe]] | ||
| | |Nanotrasen Medical | ||
|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. | |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]] | ![[File:Deathnettle.png|64px]] | ||
!{{anchor|Death Nettle}}[[Death Nettle]] | !{{anchor|Death Nettle}}[[Death Nettle]] | ||
|Up to 30 Burn.<br>Damage depends on potency.<br>Loses a random amount of damage after each hit. | |Up to 30 Burn.<br>Damage depends on potency.<br>Loses a random amount of damage after each hit. | ||
|Growing them at [[Hydroponics]] | |Growing them at [[Hydroponics]] | ||
| | |Nanotrasen Service, Botany Subdepartment | ||
|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. | |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:Extinguisher.png|64px]] | ![[File:Extinguisher.png|64px]] | ||
!{{anchor|Fire Extinguisher}}[[Fire Extinguisher]] | !{{anchor|Fire Extinguisher}}[[Fire Extinguisher]] | ||
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|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. | |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]] <br> [[File:N2Otank.png|64px]] | ![[File:OxygenTank.png|64px]] <br> [[File:N2Otank.png|64px]] | ||
!{{anchor|Gas tank}}[[Atmospherics items|Air/Oxygen]]/[[Medical items#Anesthetic Tank|Anaesthetic tank]] | !{{anchor|Gas tank}}[[Atmospherics items|Air/Oxygen]]/[[Medical items#Anesthetic Tank|Anaesthetic tank]] | ||
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|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). | |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]] | ![[File:Fireaxe.png|64px]] | ||
!{{anchor|Fire Axe}}[[Fire Axe]] | !{{anchor|Fire Axe}}[[Fire Axe]] | ||
|5 Onehand<br>24 Twohand | |5 Onehand<br>24 Twohand | ||
|[[Bridge]] and [[Atmospherics]]. | |[[Bridge]] and [[Atmospherics]]. | ||
| | |Nanotrasen Engineering, Atmospherics Subdepartment | ||
|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. | |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]] | ![[File:Hatchet.png|64px]] | ||
!{{anchor|Hatchet}}[[Hatchet]] | !{{anchor|Hatchet}}[[Hatchet]] | ||
|12 Brute<br>15 thrown | |12 Brute<br>15 thrown | ||
|[[Hydroponics]]. | |[[Hydroponics]]. | ||
| | |Nanotrasen Service, Botany Subdepartment | ||
|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. | |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]] | ![[File:Knife.png|64px]] | ||
!{{anchor|Kitchen Knife}}[[Kitchen Knife]] | !{{anchor|Kitchen Knife}}[[Kitchen Knife]] | ||
|10 Brute | |10 Brute | ||
|[[Kitchen]] [[Autolathe]]. | |[[Kitchen]] [[Autolathe]]. | ||
|Nanotrasen Service, Culinary Subdepartment | |||
|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. | |||
|- | |||
![[Picture here]] | |||
!{{anchor|Iron switchblade}}[[Iron switchblade]] | |||
|12 Brute/15 Brute thrown | |||
|[[Makeshift_weapons|Makeshift Weapons]]. | |||
|Civilian | |Civilian | ||
| | |A perfect self defense iron switchblade, being able to fit in combat shoes and pockets. | ||
|- | |||
![[File:Sblades.png|64px]] | |||
!{{anchor|Plastitanium Switchblade}}[[Plastitanium switchblade]] | |||
|15 Brute/17 Brute thrown | |||
|[[Makeshift_weapons|Makeshift Weapons]]. | |||
|Civilian | |||
|An evil-looking upgraded switchblade capable of slowing down opponents in two hits, often extremely lethal if used repeatedly. | |||
|- | |- | ||
![[File:Nullrod.png|64px]] | ![[File:Nullrod.png|64px]] | ||
!{{anchor|Null Rod}}[[Null Rod]] | !{{anchor|Null Rod}}[[Null Rod]] | ||
|18 Brute (base) | |18 Brute (base) | ||
|[[Chapel]] and on the [[Chaplain]]. | |[[Chapel]] and on the [[Chaplain]]. | ||
| | |Nanotrasen Service | ||
|Similar to the 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. | |Similar to the 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]] | ![[File:Pickaxe.png|64px]] | ||
!{{anchor|Pickaxe}}[[Pickaxe]] | !{{anchor|Pickaxe}}[[Pickaxe]] | ||
|15 Brute | |15 Brute | ||
|[[Mining Dock]] and [[Mining Station]]. | |[[Mining Dock]] and [[Mining Station]]. | ||
| | |Nanotrasen Logistics, Mining Subdepartment | ||
|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. | |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]] | ![[File:Minipick.gif|64px]] | ||
!{{anchor|Compact Pickaxe}}Compact Pickaxe | !{{anchor|Compact Pickaxe}}Compact Pickaxe | ||
|10 Brute | |10 Brute | ||
|[[Mining Dock]] and [[Mining Station]], in miner's equipment closets. | |[[Mining Dock]] and [[Mining Station]], in miner's equipment closets. | ||
| | |Nanotrasen Logistics, Mining Subdepartment | ||
|Does less damage, but can fit in a backpack. | |Does less damage, but can fit in a backpack. | ||
|- | |- | ||
![[File:Survivalknife.gif|64px]] | ![[File:Survivalknife.gif|64px]] | ||
!{{anchor|Survival Knife}}Survival Knife | !{{anchor|Survival Knife}}Survival Knife | ||
|15 Brute | |15 Brute | ||
|Miner's explorer backpacks, Miner's explorer boots | |Miner's explorer backpacks, Miner's explorer boots | ||
| | |Nanotrasen Logistics, Mining Subdepartment | ||
|Miners spawn with a very robust knife that can fit in their pockets or boots. | |Miners spawn with a very robust knife that can fit in their pockets or boots. | ||
|- | |- | ||
![[File:Scalpel.png|64px]] | ![[File:Scalpel.png|64px]] | ||
!{{anchor|Scalpel}}[[Scalpel]] | !{{anchor|Scalpel}}[[Scalpel]] | ||
|10 Brute | |10 Brute | ||
|[[Operating Theatre]] [[Autolathe]]. | |[[Operating Theatre]] [[Autolathe]]. | ||
| | |Nanotrasen Medical | ||
|Despite being not as good at the saw, this is still quite robust. | |Despite being not as good at the saw, this is still quite robust. Jabbing people in the eyes occasionally stuns them and eventually blinds them, limiting their ability to run. 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]] | ![[File:Shard.png|64px]] | ||
!{{anchor|Glass Shard}}[[Glass Shard]] | !{{anchor|Glass Shard}}[[Glass Shard]] | ||
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|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. | |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]] | ![[File:Screwdriver_tool.png|64px]] | ||
!{{anchor|Screwdriver}}[[Screwdriver]] | !{{anchor|Screwdriver}}[[Screwdriver]] | ||
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|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. | |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]] | ![[File:Drill.png|64px]] | ||
!{{anchor|Surgical Drill}}[[Surgical Drill]] | !{{anchor|Surgical Drill}}[[Surgical Drill]] | ||
|15 Brute | |15 Brute | ||
|[[Operating Theatre]] [[Autolathe]]. | |[[Operating Theatre]] [[Autolathe]]. | ||
| | |Nanotrasen Medical | ||
|Only found in Surgery. Only used for dental implants, so it'll barely be noticed if it goes missing. | |Only found in Surgery. Only used for dental implants, so it'll barely be noticed if it goes missing. | ||
|- | |- | ||
![[File:BlueToolbox.png|64px]] | ![[File:BlueToolbox.png|64px]] | ||
!{{anchor|Toolbox}}[[Toolbox]] | !{{anchor|Toolbox}}[[Toolbox]] | ||
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|Rather common. Althought it deals a moderate amount of damage, it's a bulky item, so you'll have to hold it. | |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]] | ![[File:Welder.png|64px]] | ||
!{{anchor|Welding tool}}[[Welding tool]] | !{{anchor|Welding tool}}[[Welding tool]] | ||
Line 255: | Line 235: | ||
|When switched on, it deals a robust amount of burn damage, but consumes fuel after every hit. | |When switched on, it deals a robust amount of burn damage, but consumes fuel after every hit. | ||
|- | |- | ||
![[File:Syndicatetools.png|64px]] | ![[File:Syndicatetools.png|64px]] | ||
!{{anchor|Toolbox}}[[Syndicate Items#Fully Loaded Toolbox|Syndicate Toolbox]] | !{{anchor|Toolbox}}[[Syndicate Items#Fully Loaded Toolbox|Syndicate Toolbox]] | ||
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|Worth more for emergency tools than anything. Expect security to come cracking down unless they know you've taken a trip to the derelict. | |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]] | ![[File:Spear.png|64px]] | ||
!{{anchor|Spear}}[[Spear]] | !{{anchor|Spear}}[[Spear]] | ||
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|Knocks back targets on hit. | |Knocks back targets on hit. | ||
|- | |- | ||
|} | |} | ||
Like makeshift melee weapons, these melee weapons are usually more reliable and robust, however most station personnel can't get access to them, as well as these weapons being very noticeable. | |||
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | ||
|- | |- | ||
Line 297: | Line 274: | ||
! scope="col" class="unsortable" style='background-color:#EB4C42;'|Notes | ! scope="col" class="unsortable" style='background-color:#EB4C42;'|Notes | ||
|- | |- | ||
![[File:Cultblade.png|64px]] | ![[File:Cultblade.png|64px]] | ||
!{{anchor|Cult Blade}}[[Cult Blade]] | !{{anchor|Cult Blade}}[[Cult Blade]] | ||
Line 308: | Line 281: | ||
|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. | |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]] | ![[File:ESword.png|64px]] | ||
!{{anchor|Energy Sword}}[[Energy Sword]] | !{{anchor|Energy Sword}}[[Energy Sword]] | ||
Line 316: | Line 288: | ||
|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''''' | |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]] | ![[File:DoubleESword.png|64px]] | ||
!{{anchor|Double-bladed Energy Sword}}[[Double-bladed Energy Sword]] | !{{anchor|Double-bladed Energy Sword}}[[Double-bladed Energy Sword]] | ||
Line 322: | Line 293: | ||
|Through a [[Syndicate Uplink]] | |Through a [[Syndicate Uplink]] | ||
|Syndicate/Nanotrasen | |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). | |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''''' For obvious balance reasons, hulks cannot use these. | ||
|- | |- | ||
![[File:StunBaton.gif|64px]] | ![[File:StunBaton.gif|64px]] | ||
!{{anchor|Stun Baton}}[[Stun Baton]] | !{{anchor|Stun Baton}}[[Stun Baton]] | ||
| | |8 brute | ||
|[[Security Office]] and [[Security Officer]]'s backpack. | |[[Security Office]] and [[Security Officer]]'s backpack. | ||
|Security | |Security | ||
|Very robust if you know how to use it [[Shitcurity|properly]]. Only the security force can get these easily. Deploy liberally, but stow for transport. | |Very robust if you know how to use it [[Shitcurity|properly]]. Only the security force can get these easily. Deploy liberally, but stow for transport. | ||
|- | |- | ||
![[File:Katana.gif|64px]] | ![[File:Katana.gif|64px]] | ||
!{{anchor|Katana}}[[Katana]] | !{{anchor|Katana}}[[Katana]] | ||
Line 339: | Line 307: | ||
|Possible loot from necropolis chests in [[Lavaland]] and in the ninja bundle. | |Possible loot from necropolis chests in [[Lavaland]] and in the ninja bundle. | ||
|Mining and Traitors | |Mining and Traitors | ||
|Real katanas are very robust, but only | |Real katanas are very robust, but only traitors have a reasonable chance of finding them. | ||
|- | |||
|- | |||
![[File:Telescopic_Baton.png|64px]] | ![[File:Telescopic_Baton.png|64px]] | ||
!{{anchor|Telescopic Baton}}Telescopic Baton | !{{anchor|Telescopic Baton}}Telescopic Baton | ||
| | |0 Brute | ||
|[[Heads of Staff]]'s backpacks. | |[[Heads of Staff]]'s backpacks. | ||
|Command | |Command | ||
|Like the stunbaton but retractable, with a | |Like the old stunbaton but retractable, with a short stun time. Heads of Staff start their shift with one in their backpack. Be sure to extend it before using! | ||
|- | |- | ||
![[File:Sabre.gif|64px]] | ![[File:Sabre.gif|64px]] | ||
!{{anchor|Officer's Sabre}}Officer's Sabre | !{{anchor|Officer's Sabre}}Officer's Sabre | ||
Line 357: | Line 321: | ||
|Captain's locker. | |Captain's locker. | ||
|Captain | |Captain | ||
|A sabre intended for ceremonial uses. Comes with its own sheath. Can block melee attacks and has good armor penetration. | |A sabre intended for ceremonial uses. Comes with its own sheath. Can block melee attacks and has very good armor penetration. Surprisingly sharp for a fashion accessory. | ||
|- | |- | ||
![[File:buckknife.png|64px]] | ![[File:buckknife.png|64px]] | ||
!{{anchor|Combat Knife}}Combat Knife | !{{anchor|Combat Knife}}Combat Knife | ||
Line 367: | Line 329: | ||
|Security | |Security | ||
|Very robust for its size. | |Very robust for its size. | ||
|} | |} | ||
==Ranged Weapons== | ==Ranged Weapons== | ||
Although often hard to get, these can put you at a huge advantage. Not just from being outside melee range, but also by shooting through windows and destroying walls. Guns rely on a stock of ammo, and those are hard to get, while energy guns use recharging units or just recharge by themselves. | 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)== | ==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. | 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. | ||
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! scope="col" class="unsortable" style='background-color:#F0DC82;'|Notes | ! scope="col" class="unsortable" style='background-color:#F0DC82;'|Notes | ||
|- | |- | ||
![[File:Deagle.gif|64px]] | ![[File:Deagle.gif|64px]] | ||
!{{anchor|Desert Eagle}}Desert Eagle | !{{anchor|Desert Eagle}}Desert Eagle | ||
|[[File: | |[[File:12mmMag.png|64px]]<br>.50 | ||
|7 Rounds | |7 Rounds | ||
|60 Brute | |60 Brute | ||
|Summon guns | |Summon guns event from wizard | ||
|Emergency Response Team|Nanotrasen | |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. | |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]] | ![[File:Mateba.png|64px]] | ||
!{{anchor|Mateba}}Mateba | !{{anchor|Mateba}}Mateba | ||
Line 402: | Line 359: | ||
|7 Rounds | |7 Rounds | ||
|60 Brute | |60 Brute | ||
| | |Summon guns or murder a ERT Commander, CentCom Commander or Deathsquad officer becuse they all spawn with it. | ||
|Nanotrasen | Also can spawn in the contraband locker in the armory | ||
| | |Nanotrasen/ | ||
New Russia | |||
|Works just like the Syndicate Revolver but harder to get. | |||
|- | |- | ||
![[File:Revolver.png|64px]] | ![[File:Revolver.png|64px]] | ||
!{{anchor|Revolver}}Revolver | !{{anchor|Revolver}}Revolver | ||
Line 412: | Line 370: | ||
|7 Rounds | |7 Rounds | ||
|60 Brute | |60 Brute | ||
|[[Syndicate Uplink]] and summon guns | |[[Syndicate Uplink]] and summon guns event from wizard | ||
|Syndicate | |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. | |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]] | ![[File:Detectivegun.png|64px]] | ||
!{{anchor|Revolver}}Revolver | !{{anchor|Revolver}}Revolver | ||
Line 426: | Line 383: | ||
|Deals moderate damage. Can be modified to fire .357, but may break with the modification. | |Deals moderate damage. Can be modified to fire .357, but may break with the modification. | ||
|- | |- | ||
![[File:Stetchkin.png|64px]] | ![[File:Stetchkin.png|64px]] | ||
!{{anchor|Syringe Gun}}Stetchkin Pistol | !{{anchor|Syringe Gun}}Stetchkin Pistol | ||
Line 436: | Line 392: | ||
|The [[Syndicate guide|nuke op]]'s weapon last resort; spend telecrystals on something better. Small enough to fit in pockets. One of the few guns that takes the universal silencer. | |The [[Syndicate guide|nuke op]]'s weapon last resort; spend telecrystals on something better. Small enough to fit in pockets. One of the few guns that takes the universal silencer. | ||
|- | |- | ||
![[File:Revolver.png|64px]] | ![[File:Revolver.png|64px]] | ||
!{{anchor|Russian Revolver}}Russian Revolver | !{{anchor|Russian Revolver}}Russian Revolver | ||
|[[File:357 speedloader.png|64px]]<br>.357 | |[[File:357 speedloader.png|64px]]<br>.357 | ||
|1 round. Can load up to 6. | |1 round. Can load up to 6. | ||
| | |300 Brute when used on self | ||
| | |The bar | ||
|Old Russia | |Old Russia | ||
|A Russian made revolver. Uses .357 ammo | |A Russian made revolver. Uses .357 ammo. A gun to play Russian Roulette! You can spin the chamber to randomize the position of the bullet. True men aim for the head. Can only aim at yourself | ||
|- | |- | ||
|} | |} | ||
==Sidearms (Energy)== | ==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 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=== | ===Energy Based=== | ||
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | ||
|- | |- | ||
Line 464: | Line 416: | ||
! scope="col" class="unsortable" style='background-color:#F0DC82;'|Notes | ! scope="col" class="unsortable" style='background-color:#F0DC82;'|Notes | ||
|- | |- | ||
![[File:ModernDisabler.png|64px]] | ![[File:ModernDisabler.png|64px]] | ||
!{{anchor|Disabler}}Disabler | !{{anchor|Disabler}}Disabler | ||
|[[File:Recharger.gif|64px]]<br>Energy | |[[File:Recharger.gif|64px]]<br>Energy | ||
| | |35 Stamina | ||
|Disables target | |Disables target | ||
|[[Armory]], disabler crates and summon guns. | |[[Armory]], disabler crates and summon guns. Sec officers also spawn with them. | ||
|Security | |Security | ||
|If you're trying to kill someone, stamina crit, then beat the living daylights out of them. | |If you're trying to kill someone, stamina crit, then beat the living daylights out of them. | ||
|- | |- | ||
![[File:Ebow.png|64px]] | ![[File:Ebow.png|64px]] | ||
!{{anchor|Energy Crossbow}}Energy Crossbow | !{{anchor|Energy Crossbow}}Energy Crossbow | ||
Line 484: | Line 434: | ||
|The syndicate's energy crossbow, small, silent and deadly. It's worth noting that the stun is much shorter than the standard taser gun. | |The syndicate's energy crossbow, small, silent and deadly. It's worth noting that the stun is much shorter than the standard taser gun. | ||
|- | |- | ||
|} | |} | ||
===Pulse Based=== | ===Pulse Based=== | ||
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | ||
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! scope="col" class="unsortable" style='background-color:#F0DC82;'|Notes | ! scope="col" class="unsortable" style='background-color:#F0DC82;'|Notes | ||
|- | |- | ||
![[File:Pulsepistol.png|64px]] | ![[File:Pulsepistol.png|64px]] | ||
!{{anchor|Pulse Pistol}}Pulse Pistol | !{{anchor|Pulse Pistol}}Pulse Pistol | ||
Line 505: | Line 452: | ||
|10 Pulse, 20 Laser, 10 Stun | |10 Pulse, 20 Laser, 10 Stun | ||
|50 Burn | |50 Burn | ||
| | |Murder a high alert ERT officer. | ||
|Nanotrasen | |Nanotrasen | ||
|A sidearm based on the Pulse Rifle. Is capable of fitting inside pockets and other small places but has a very limited ammo capacity. Issued to all Elite Emergency Response Team personnel. | |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)== | ==Longarm (Ballistic)== | ||
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | ||
|- | |- | ||
Line 523: | Line 468: | ||
! scope="col" class="unsortable" style='background-color:#F0DC82;'|Notes | ! scope="col" class="unsortable" style='background-color:#F0DC82;'|Notes | ||
|- | |- | ||
![[File:C20r.png|64px]] | ![[File:C20r.png|64px]] | ||
!{{anchor|C-20r SMG}}C-20r SMG | !{{anchor|C-20r SMG}}C-20r SMG | ||
Line 534: | Line 477: | ||
|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. | |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:Autorifle.png|64px]] | ![[File:Autorifle.png|64px]] | ||
!{{anchor|WT550 Automatic Rifle}}WT550 Automatic Rifle | !{{anchor|WT550 Automatic Rifle}}WT550 Automatic Rifle | ||
Line 542: | Line 484: | ||
|Security and Cargo. | |Security and Cargo. | ||
|Nanotrasen | |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. | |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]] | ![[File:L6machinegun.png|64px]] | ||
!{{anchor|L6 SAW}}L6 SAW | !{{anchor|L6 SAW}}L6 SAW | ||
Line 552: | Line 493: | ||
|Nuke ops and summon guns only. | |Nuke ops and summon guns only. | ||
|Syndicate | |Syndicate | ||
|Holds the most ammo of any gun, 50 shots dealing | |Holds the most ammo of any gun, 50 shots dealing 20 brute damage each, firing 6 rounds per second. With AP ammo this thing will take down even heavily armored targets in one or two bursts. | ||
|- | |- | ||
![[File:Uzi.png|64px]] | ![[File:Uzi.png|64px]] | ||
!{{anchor|Uzi}}Uzi | !{{anchor|Uzi}}Uzi | ||
|[[File:Ammo 50.png|64px]]<br>9mm | |[[File:Ammo 50.png|64px|link=Special:FilePath/Ammo_50.png]]<br>9mm | ||
|32 rounds | |32 rounds | ||
|20 Brute | |20 Brute | ||
Line 565: | Line 505: | ||
|- | |- | ||
|} | |} | ||
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | ||
|- | |- | ||
Line 577: | Line 516: | ||
! scope="col" class="unsortable" style='background-color:#F0DC82;'|Notes | ! scope="col" class="unsortable" style='background-color:#F0DC82;'|Notes | ||
|- | |- | ||
![[File:Improvised_shotgun.png|64px]] | ![[File:Improvised_shotgun.png|64px]] | ||
!{{anchor|Improvised Shotgun}}Improvised Shotgun | !{{anchor|Improvised Shotgun}}Improvised Shotgun | ||
Line 589: | Line 526: | ||
To load shells, simply use the full shell on the shotgun; when you shoot a shell, you don't need to eject it manually, it will be ejected when you load a new shell.<br> Can bet cut down with a circular saw just like the Double-Barrelled Shotgun to fit into a backpack. | To load shells, simply use the full shell on the shotgun; when you shoot a shell, you don't need to eject it manually, it will be ejected when you load a new shell.<br> Can bet cut down with a circular saw just like the Double-Barrelled Shotgun to fit into a backpack. | ||
|- | |- | ||
![[File:Doubleshotgun.png|64px]] [[File:Doubleshotgunsawnoff.png|64px]] | ![[File:Doubleshotgun.png|64px]] [[File:Doubleshotgunsawnoff.png|64px]] | ||
!{{anchor|Double-Barrelled Shotgun}}Double-Barrelled Shotgun | !{{anchor|Double-Barrelled Shotgun}}Double-Barrelled Shotgun | ||
Line 600: | Line 536: | ||
To load shells, simply use the full shell on the shotgun. Use it in hand to eject the shells. | 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:Riot_shotgun.png|64px]] | ||
!{{anchor|Shotgun}}Riot Shotgun | !{{anchor|Shotgun}}Riot Shotgun | ||
Line 608: | Line 543: | ||
|The Armoury and summon spells. | |The Armoury and summon spells. | ||
|Security | |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 | |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 other than 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. | 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]] | ![[File:Combatshotgun.png|64px]] | ||
!{{anchor|Combat Shotgun}}Combat Shotgun | !{{anchor|Combat Shotgun}}Combat Shotgun | ||
Line 617: | Line 551: | ||
|8 Shells | |8 Shells | ||
|Depends on shell | |Depends on shell | ||
| | |Armory contraband locker, ordered in [[Cargo]] and from [[Summon guns]]. | ||
|Nanotrasen | |Nanotrasen | ||
|The highest ammo capacity of any shotgun. Best of all, you don't need to manually eject shells after shooting. | |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, but a compact version is given to the [[Warden]]. | ||
|- | |- | ||
![[File:Bulldog.png|64px]] | ![[File:Bulldog.png|64px]] | ||
!{{anchor|Shotgun}}Bulldog | !{{anchor|Shotgun}}Bulldog | ||
Line 629: | Line 562: | ||
|Uplink | |Uplink | ||
|Syndicate | |Syndicate | ||
|A powerful | |A powerful fully automatic, drum fed, shotgun employed by syndicate nuclear operative teams. | ||
|- | |- | ||
![[File:short_combatshotgun.png|64px]] | ![[File:short_combatshotgun.png|64px]] | ||
!{{anchor|Shotgun}}Compact Combat Shotgun | !{{anchor|Shotgun}}Compact Combat Shotgun | ||
Line 641: | Line 573: | ||
|Unique weapon held by the Warden. A compact version of the combat shotgun with a four shell capacity. Can fit in armor slots. | |Unique weapon held by the Warden. A compact version of the combat shotgun with a four shell capacity. Can fit in armor slots. | ||
|} | |} | ||
===Shotgun Shells=== | ===Shotgun Shells=== | ||
* [[File:Buckshot_shell.png|32px]]'''Buckshot:''' Shoots 6 pellets dealing 12.5 brute damage each, for a maximum of 75. Extremely lethal at close range. | * [[File:Buckshot_shell.png|32px]]'''Buckshot:''' Shoots 6 pellets dealing 12.5 brute damage each, for a maximum of 75. Extremely lethal at close range. | ||
* [[File:Buckshot_shell.png|32px]] '''Shotgun Slug:''' Fires one large projectile doing 60 damage, with slightly poor armor penetration. | |||
* [[File:Bean_shell.png|32px]] '''Rubber Shot:''' Shoots 6 pellets dealing 3 brute and 25 stamina damage each. More effective at stopping a target, but stamina damage fades with time. | * [[File:Bean_shell.png|32px]] '''Rubber Shot:''' Shoots 6 pellets dealing 3 brute and 25 stamina damage each. More effective at stopping a target, but stamina damage fades with time. | ||
* [[File:Bean_shell.png|32px]] '''Beanbag:''' Shoots one single beanbag, dealing 5 brute and 80 stamina damage. The bartender uses these by default. | * [[File:Bean_shell.png|32px]] '''Beanbag:''' Shoots one single beanbag, dealing 5 brute and 80 stamina damage. The bartender uses these by default. | ||
Line 655: | Line 587: | ||
** [[File:Frag_shell.png|32px]] '''FRAG-12 Slug:''' An explosive shell that knocks down targets and causes an explosion where it hits, on top of dealing 25 brute damage. | ** [[File:Frag_shell.png|32px]] '''FRAG-12 Slug:''' An explosive shell that knocks down targets and causes an explosion where it hits, on top of dealing 25 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: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 | ** [[File:Laser_shell.png|32px]] '''Laser Scatter Shell:''' Shoots a spread of 6 laser beams with up to 90 total damage. | ||
** [[File:Blank_shell.png|32px]] '''Improvised Shotgun Shell:''' Shoots a spread of 7 metal shards, doing a total of 60 damage at point blank. | |||
==Longarm (Energy)== | ==Longarm (Energy)== | ||
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | ||
|- | |- | ||
Line 670: | Line 601: | ||
! scope="col" class="unsortable" style='background-color:#F0DC82;'|Notes | ! scope="col" class="unsortable" style='background-color:#F0DC82;'|Notes | ||
|- | |- | ||
![[File:Laser gun.png|64px]] | ![[File:Laser gun.png|64px]] | ||
!{{anchor|Laser Gun}}Laser Gun | !{{anchor|Laser Gun}}Laser Gun | ||
Line 682: | Line 610: | ||
|Lethal ONLY, but 2 extra shots. Good choice for Security officers who already carry Hybrid Tasers. | |Lethal ONLY, but 2 extra shots. Good choice for Security officers who already carry Hybrid Tasers. | ||
|- | |- | ||
![[File:Laser Cannon.png|64px]] | ![[File:Laser Cannon.png|64px]] | ||
!{{anchor|Laser Cannon}}Laser Cannon | !{{anchor|Laser Cannon}}Laser Cannon | ||
Line 692: | Line 619: | ||
|This is the Laser Gun's bigger brother, fear him, he will fuck you over. | |This is the Laser Gun's bigger brother, fear him, he will fuck you over. | ||
|- | |- | ||
![[File:Energy_Gun.gif|64px]] | ![[File:Energy_Gun.gif|64px]] | ||
!{{anchor|Energy Gun}}Energy Gun | !{{anchor|Energy Gun}}Energy Gun | ||
|[[File:Recharger.gif|64px]]<br>Energy | |[[File:Recharger.gif|64px]]<br>Energy | ||
|10 Lasers, | |10 Lasers, Disable | ||
|20 Burn | |20 Burn/ | ||
35 Stamina | |||
|[[Armory]], energy weapons crate, HoP/Captain lockers. | |[[Armory]], energy weapons crate, HoP/Captain lockers. | ||
|Security | |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). | |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:PTSD gun.png|64px]] | |||
!{{anchor|PTSD}}PTSD | |||
|Self-Charging | |||
|12 Disable or 6 Lethal | |||
|Stamina/Burn | |||
|Heads spawn with one. | |||
|Nanotrasen | |||
|The Personal Tiny Self Defense gun has a built-in flashlight and the ability to recharges itself in two minutes. PTSD is standard issue for leadership within Nanotrasen. It has two settings: disable and kill. | |||
|- | |||
![[File:Advegun.png|64px]] | ![[File:Advegun.png|64px]] | ||
!{{anchor|Advanced Energy Gun}}Advanced Energy Gun | !{{anchor|Advanced Energy Gun}}Advanced Energy Gun | ||
|[[File: | |[[File:Recharger.gif|64px]]<br>Energy | ||
|10 (recharges over time) | |10 (recharges over time) | ||
|20 Burn/ | |20 Burn/ | ||
35 Stamina | |||
|Security protolathe once researched first. | |Security protolathe once researched first. | ||
|Nanotrasen | |Nanotrasen | ||
|Using advanced <s>wizardry</s> SCIENCE, a mini nuclear generator has been fitted into this gun to provide unlimited shots! Researched from R&D. Cannot be used in recharging units. Unreliable models may emit radiation, take caution. | |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]] | ![[File:Antique laser.png|64px]] | ||
!{{anchor|Antique Laser Gun}}Antique Laser Gun | !{{anchor|Antique Laser Gun}}Antique Laser Gun | ||
Line 726: | Line 662: | ||
|[[File:Recharger.gif|64px]]<br>Energy | |[[File:Recharger.gif|64px]]<br>Energy | ||
|5 Stun, 10 Laser, 20 Disable | |5 Stun, 10 Laser, 20 Disable | ||
|20 Burn | |20 Burn with the ability to shoot disabler and the only (normaly) accessible gun that can shoot taser shots | ||
|[[Head of Security]]'s locker. | |[[Head of Security]]'s locker. | ||
|Nanotrasen | |Nanotrasen | ||
|The first attempt by Nanotrasen to remake the Captain's Antique Laser. Has more firing modes on offer but lacks the ability to recharge. | |The first attempt by Nanotrasen to remake the Captain's Antique Laser. Has more firing modes on offer but lacks the ability to recharge. | ||
|- | |- | ||
![[File:Milgun.png|64px]] | ![[File:Milgun.png|64px]] | ||
!{{anchor|Tactical Energy Gun}} | !{{anchor|Tactical Energy Gun}}Tactical Energy Gun | ||
|[[File: | |[[File:Recharger.gif|64px]]<br>Energy | ||
|10 Stun, 20 Energy, 20 Kill | |10 Stun, 20 Energy, 20 Kill | ||
|20 Burn | |20 Burn/ | ||
| | 35 Stamina/ | ||
Stun rounds | |||
|Murder a ERT security officer. | |||
|Nanotrasen | |Nanotrasen | ||
|A tactical variant of the Energy Gun. Holds more of a charge and can fire stun rounds. | |A tactical variant of the Energy Gun. Holds more of a charge and can fire stun rounds. | ||
|- | |- | ||
![[File:Ionrifle.png|64px]] | ![[File:Ionrifle.png|64px]] | ||
!{{anchor|Ion Rifle}}Ion Rifle | !{{anchor|Ion Rifle}}Ion Rifle | ||
Line 751: | Line 687: | ||
|Large and unwieldy, great for dealing with mechs and cyborgs. Also opens lockers and crates. | |Large and unwieldy, great for dealing with mechs and cyborgs. Also opens lockers and crates. | ||
|- | |- | ||
![[File:Retrolaser.png|64px]] | ![[File:Retrolaser.png|64px]] | ||
!{{anchor|Retro Laser}}Retro Laser | !{{anchor|Retro Laser}}Retro Laser | ||
Line 761: | Line 696: | ||
|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. | |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]] | ![[File:Tempgun.png|64px]] | ||
!{{anchor|Temperature Gun}}Temperature Gun | !{{anchor|Temperature Gun}}Temperature Gun | ||
Line 771: | Line 705: | ||
|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. | |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]] | ![[File:Xraygun.png|64px]] | ||
!{{anchor|X-Ray Gun}}X-Ray Gun | !{{anchor|X-Ray Gun}}X-Ray Gun | ||
|[[File:Recharger.gif|64px]]<br>Energy | |[[File:Recharger.gif|64px]]<br>Energy | ||
|20 Lasers | |20 Lasers | ||
|15 Burn + 30 Irradiate | |15 Burn + 30 Irradiate Has 60% armour penetration | ||
|Security protolathe once researched first. | |Security protolathe once researched first. | ||
|Nanotrasen | |Nanotrasen | ||
|This beams from this gun will pass through everything, including walls, until they hit a mob. | |This beams from this gun will pass through everything, including walls, until they hit a mob. | ||
|} | |} | ||
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | ||
|- | |- | ||
Line 793: | Line 725: | ||
! scope="col" class="unsortable" style='background-color:#F0DC82;'|Notes | ! scope="col" class="unsortable" style='background-color:#F0DC82;'|Notes | ||
|- | |- | ||
![[File:Pulserifle.png|64px]] | ![[File:Pulserifle.png|64px]] | ||
!{{anchor|Pulse Rifle}}Pulse Rifle | !{{anchor|Pulse Rifle}}Pulse Rifle | ||
Line 805: | Line 734: | ||
|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. | |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]] | ![[File:Pulsecarbine.png|64px]] | ||
!{{anchor|Pulse Carbine}}Pulse Carbine | !{{anchor|Pulse Carbine}}Pulse Carbine | ||
Line 811: | Line 739: | ||
|25 Pulse, 50 Laser, 25 Stun | |25 Pulse, 50 Laser, 25 Stun | ||
|50 Burn | |50 Burn | ||
| | |Murder a high alert ERT officer | ||
|Nanotrasen | |Nanotrasen | ||
|A scaled down version of the Pulse Rifle, holds significantly less power than the Pulse Rifle but is capable of being placed inside bags. Issued to Elite Emergency Response Team Security personnel. | |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== | ==Misc Weapons== | ||
{| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | ||
|- | |- | ||
Line 830: | Line 756: | ||
! scope="col" class="unsortable" style='background-color:#F0DC82;'|Notes | ! scope="col" class="unsortable" style='background-color:#F0DC82;'|Notes | ||
|- | |- | ||
![[File:Chem sprayer.png|64px]] | ![[File:Chem sprayer.png|64px]] | ||
!{{anchor|Chem Sprayer}}Chem Sprayer | !{{anchor|Chem Sprayer}}Chem Sprayer | ||
Line 844: | Line 769: | ||
|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. | |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]] | ![[File:Flamethrower.png|64px]] | ||
!{{anchor|Flamethrower}}Flamethrower | !{{anchor|Flamethrower}}Flamethrower | ||
Line 855: | Line 778: | ||
|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, as it's easy to run away. | |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, as it's easy to run away. | ||
|- | |- | ||
![[File:Sgun.png|64px]] | ![[File:Sgun.png|64px]] | ||
!{{anchor|Syringe Gun}}Syringe Gun | !{{anchor|Syringe Gun}}Syringe Gun | ||
Line 862: | Line 784: | ||
|6 Brute + 15u chemicals | |6 Brute + 15u chemicals | ||
|[[Medbay Storage]]. | |[[Medbay Storage]]. | ||
| | |Nanotrasen Medical | ||
|In fact, this is very robust. | |In fact, this is very robust. Embeds a syringe on hit so its not an instant inject | ||
|- | |- | ||
![[File:Rapidsyringegun.png|64px]] | ![[File:Rapidsyringegun.png|64px]] | ||
!{{anchor|Rapid Syringe Gun}}Rapid Syringe Gun | !{{anchor|Rapid Syringe Gun}}Rapid Syringe Gun | ||
Line 873: | Line 794: | ||
|[[R&D Lab]] once researched first. | |[[R&D Lab]] once researched first. | ||
|Nanotrasen | |Nanotrasen | ||
Medical | |||
|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. | |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== | ==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. | 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%" border="1" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" | ||
|- | |- | ||
Line 892: | Line 811: | ||
! scope="col" class="unsortable" style='background-color:#F0DC82;'|Notes | ! scope="col" class="unsortable" style='background-color:#F0DC82;'|Notes | ||
|- | |- | ||
![[File:Hybrid taser.gif|64px]] | ![[File:Hybrid taser.gif|64px]] | ||
!{{anchor|Taser}}Taser | !{{anchor|Taser}}Taser | ||
|[[File:Recharger.gif|64px]]<br>Energy | |[[File:Recharger.gif|64px]]<br>Energy | ||
|5 Stun, 20 Disable | |5 Stun, 20 Disable | ||
| | |Stuns target | ||
| | |Murder a admin with one or ask for them to spawn you one. | ||
|Security | |<s>Security</s> | ||
Admin | |||
|Previously security's sidearm of choice, now replaced by disablers. | |Previously security's sidearm of choice, now replaced by disablers. | ||
They were replaced because the stun taser bolts do an instant stun, coders thought they were too overpowered, can be found offstation sometimes. | |||
|- | |- | ||
![[File:Automaticsilenced.png|64px]] | ![[File:Automaticsilenced.png|64px]] | ||
!{{anchor|Silenced Pistol}}Silenced Pistol | !{{anchor|Silenced Pistol}}Silenced Pistol | ||
|[[File:Ammo 50.png|64px]]<br>.45 | |[[File:Ammo 50.png|64px|link=Special:FilePath/Ammo_50.png]]<br>.45 | ||
|12 rounds | |12 rounds | ||
|20 Brute + Knockdown | |20 Brute + Knockdown | ||
|Away missions. Admins. | |Away missions. Admins. | ||
|Admin | |Admin | ||
|A small, quiet, | |A small, quiet, easily concealable gun. Uses .45 rounds. | ||
|- | |- | ||
![[File:Tommy gun.png|64px]] | ![[File:Tommy gun.png|64px]] | ||
!{{anchor|Tommy Gun}}Tommy Gun | !{{anchor|Tommy Gun}}Tommy Gun | ||
Line 918: | Line 836: | ||
|50 rounds | |50 rounds | ||
|20 Brute + Knockdown | |20 Brute + Knockdown | ||
| | |Murder a admin with one or ask for them to spawn you one. | ||
|Admin | |Admin | ||
|A genuine Chicago Typewriter. | |A genuine Chicago Typewriter. | ||
|- | |- | ||
![[File:Gyrogun.png|64px]] | ![[File:Gyrogun.png|64px]] | ||
!{{anchor|Gyrojet Pistol}}Gyrojet Pistol | !{{anchor|Gyrojet Pistol}}Gyrojet Pistol | ||
Line 932: | Line 849: | ||
|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. | |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]] | ![[File:Instagib.png|64px]] | ||
!{{anchor|Instakill Rifle}}Instakill Rifle | !{{anchor|Instakill Rifle}}Instakill Rifle | ||
Line 938: | Line 854: | ||
|Infinite | |Infinite | ||
|Infinite | |Infinite | ||
| | |Ask a admin to spawn you one because you ain't killing them. | ||
|Admin | |Admin | ||
|Flat out disintegrates all living targets. Only likely to be encountered if someone particularly likes or hates you. | |Flat out disintegrates all living targets. Only likely to be encountered if someone particularly likes or hates you. | ||
|} | |} | ||
=Defense= | =Defense= | ||
To be good at combat, you must be able to survive an encounter with anything; Nuclear Operatives, Wizards, Assistants and such. | 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 == | == 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). | 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). | ||
Line 960: | Line 873: | ||
![[File:StunBaton.gif|64px]] | ![[File:StunBaton.gif|64px]] | ||
!{{anchor|Stun Baton}}[[Stun Baton]] | !{{anchor|Stun Baton}}[[Stun Baton]] | ||
| | |75 Stamina | ||
|[[Security]] | |[[Security]] Or be a security cyborg | ||
|Not being security, and having this out, is likely to land you in the brig. | |Not being security, and having this out, is likely to land you in the brig. | ||
|- | |- | ||
![[File:Stunprod.png|64px]] | ![[File:Stunprod.png|64px]] | ||
!{{anchor|Stunprod}}[[Stunprod]] | !{{anchor|Stunprod}}[[Stunprod]] | ||
| | |70 Stamina | ||
|[[Makeshift weapons|Made by yourself]] | |[[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. | |Having this is a quick way to get robusted by security. Doesn't fit in backpacks, but can be carried on your back. | ||
Line 972: | Line 885: | ||
![[File:Telescopic_Baton.png|64px]] | ![[File:Telescopic_Baton.png|64px]] | ||
!{{anchor|Telescopic Baton}}Telescopic Baton | !{{anchor|Telescopic Baton}}Telescopic Baton | ||
|Duration | |50 Stamina(arms) | ||
Knockdown(legs) | |||
Duration 3 | |||
|Be a [[Head of Staff]] | |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. | |Not being a head of staff and having one of these is yet another way to incur security's ire. | ||
Line 980: | Line 896: | ||
|Stamina damage | |Stamina damage | ||
|Spawns on officers, [[Armory]].<br>Disabler Crate from Cargo. | |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. | |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. | ||
|- | |- | ||
![[File:Flash.gif|64px]] | ![[File:Flash.gif|64px]] | ||
!{{anchor|Flash}}[[Flash]] | !{{anchor|Flash}}[[Flash]] | ||
|Stun<br>Duration 8<br>stuns cyborgs | |Stun<br>Duration 8<br>stuns cyborgs | ||
|[[Security]], [[Bridge]], [[Security Checkpoint|Sec Checkpoint]], [[Tech Storage]] | |[[Security]], [[Bridge]], [[Security Checkpoint|Sec Checkpoint]], [[Tech Storage]] Or be a cyborg | ||
|[[Cyborg]]s are vulnerable to this method of stunning. Eye protection, such as sunglasses or welding helmets prevents you from being stunned this way. | |[[Cyborg]]s are vulnerable to this method of stunning. Eye protection, such as sunglasses or welding helmets prevents you from being stunned this way. | ||
|- | |- | ||
Line 1,003: | Line 919: | ||
!{{anchor|Laser Pointer}}[[High-risk_items#Laser_Pointer|Laser Pointer]] | !{{anchor|Laser Pointer}}[[High-risk_items#Laser_Pointer|Laser Pointer]] | ||
|Blinds humans<br>Stuns cyborgs<br>Duration 5-10 | |Blinds humans<br>Stuns cyborgs<br>Duration 5-10 | ||
Annoys felinids | |||
|[[Lawyer]], [[Curator]], [[Research Director]] | |[[Lawyer]], [[Curator]], [[Research Director]] | ||
|Has a chance of blinding people and cyborgs, like a [[Flash]]; a fully upgraded laser pointer has a 100% chance. | |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|64.px]] | |||
! | |||
!{{anchor|Resonant Shriek}}[[Resonant Shriek]] | !{{anchor|Resonant Shriek}}[[Resonant Shriek]] | ||
|Duration 5-10 | |Duration 5-10 | ||
Line 1,013: | Line 929: | ||
| Humans become deaf and confused. | | Humans become deaf and confused. | ||
|- | |- | ||
![[File: | ![[File:Cult stun.png|64.px]] | ||
!{{anchor|Cult Stun}}[[Cult|Cult Stun]] | !{{anchor|Cult Stun}}[[Cult|Cult Stun]] | ||
|Stun<br>Duration 15 + 15 duration silence | |Stun<br>Duration 15 + 15 duration silence | ||
Line 1,031: | Line 947: | ||
|Attacks those set to arrest, and, depending on the mode, with weapons out without permission. | |Attacks those set to arrest, and, depending on the mode, with weapons out without permission. | ||
|} | |} | ||
{| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2" | ||
! scope="col" class="unsortable" style='background-color:Lightgreen;'|Icon | ! scope="col" class="unsortable" style='background-color:Lightgreen;'|Icon | ||
Line 1,044: | Line 959: | ||
|[[Genetics]] | |[[Genetics]] | ||
|Hulks don't get stunned and don't fall ever. Even space lube doesn't make them fall, though they do slip. | |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]] | ![[File:SGlasses.png|64px]] | ||
Line 1,050: | Line 964: | ||
|Flashes | |Flashes | ||
|[[Cargo]] and [[Engineering]] for welding helmets, [[Security]] for sunglasses. | |[[Cargo]] and [[Engineering]] for welding helmets, [[Security]] for sunglasses. | ||
|Doesn't do anything with the stun itself; rather, it protects you from flashing | |Doesn't do anything with the stun itself; rather, it protects you from flashing, And (Advanced) Sunglasses also can be used for welding | ||
Black gar glasses avaibile from a hacked autodrobe also provide eye protection | |||
|} | |} | ||
==Damage Prevention== | ==Damage Prevention== | ||
A few items, when used, can | A few items, when used, can completely block damage. | ||
{| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2" | ||
! scope="col" class="unsortable" style='background-color:Lightyellow;'|Icon | ! scope="col" class="unsortable" style='background-color:Lightyellow;'|Icon | ||
Line 1,061: | Line 974: | ||
! scope="col" class="unsortable" style='background-color:Lightyellow;'|How to acquire | ! 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;'|Protection | ||
! scope="col" class="unsortable" style='background-color:Lightyellow;'|Blocking Values | |||
! scope="col" class="unsortable" style='background-color:Lightyellow;'|Notes | ! scope="col" class="unsortable" style='background-color:Lightyellow;'|Notes | ||
|- | |- | ||
![[File:RiotS.png|64px]] | ![[File:RiotS.png|64px]] | ||
!{{anchor|Riot Shield}}[[Riot Shield]] | !{{anchor|Riot Shield}}[[Riot Shield]] | ||
|[[Armory]] | |[[Armory]] | ||
|Blocks melee | |Blocks melee attacks. | ||
| | |Integrity = 75 <br>Block level = 1 <br>Block upgrade walk = 1 <br>Block power = 50 | ||
|Is a bulky sized item so you'll have a hard time storing this without a [[Bag of Holding]]. | |||
|- | |||
![[File:Teleriot1.png|64px]] | |||
!{{anchor|Telescopic Shield}}Telescopic Shield | |||
|[[Security Techfab]] | |||
|Blocks melee attacks. | |||
|Integrity = 75 <br>Block level = 1 <br>Block upgrade walk = 1 <br>Block power = 50 | |||
|Can be folded to turn into a normal sized item which fits in your backpack. | |||
|- | |||
![[File:Buckler.png|64px]] | |||
!{{anchor|Buckler}}Buckler | |||
|Crafted with 20 wooden planks | |||
|Blocks melee attacks. | |||
|Integrity = 55 <br>Block level = 1 <br>Block upgrade walk = 1 <br>Block power = 50 | |||
|Is a cheap shield item for the average greytider. | |||
|- | |||
![[File:goliathshield.png|64px]] | |||
!{{anchor|Goliath Shield}}Goliath Shield | |||
|Crafted with 4 bones and 3 goliath hide in the crafting menu under the Tribal category. | |||
|Blocks melee attacks. | |||
|Integrity = 70 <br>Block level = 1 <br>Block upgrade walk = 1 <br>Block power = 25 | |||
|Easily craftable by a [[shaft miner]]. | |||
|- | |- | ||
![[File:Eshield.png|64px]] | ![[File:Eshield.png|64px]] | ||
!{{anchor|Energy Combat Shield}}[[Energy Combat Shield]] | !{{anchor|Energy Combat Shield}}[[Energy Combat Shield]] | ||
|[[ | |Murder a [[nuclear operative]] or [[Deathsquad]] officer. | ||
|Blocks | |Blocks melee and ranged projectiles. | ||
|Works just like a riot shield, except | |Integrity = 50 <br>Block level = 1 <br>Block upgrade walk = 1 <br>Block power = 50 | ||
|Works just like a riot shield, except that once it reaches 0 integrity it will overheat causing it to enter a cooldown before being able to be used again. | |||
|- | |||
![[File:Mirror shield.gif|64px]] | |||
!Mirror Shield | |||
|Be a blood cultist and make one from a [[Blood_Cult#Structures|forge]]. | |||
|Blocks melee and ranged projectiles. | |||
|Integrity = 50 <br>Block level = 1 <br>Block upgrade walk = 1 <br>Block power = 50 | |||
|If a cultist is hit while holding this the shield will start spawning illusions which will attack anyone that isn't a cultist and dissapear after a short time, if a non-cultist is hit while holding it the illusions will attack the holder. | |||
|- | |- | ||
![[File:Reactivearmor.png|64px]] | ![[File:Reactivearmor.png|64px]] | ||
!{{anchor|Reactive Teleport Armor}}[[Reactive Teleport Armor]] | !{{anchor|Reactive Teleport Armor}}[[Reactive Teleport Armor]] | ||
|[[Research Director's Office]] | |[[Research Director's Office]] | ||
|Teleports you randomly if you're hit. | |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. | |It could end badly if you get spaced due to this, but it'll still improve your odds of surviving. | ||
|- | |- | ||
|} | |} | ||
==Armor== | ==Armor== | ||
Armor is a great passive way to keep you from getting hurt too badly in a fight. | 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 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. | Armor only protects the region that it covers on your body. No armor protects your entire body. | ||
===Body Armor=== | ===Body Armor=== | ||
{| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2" | ||
! scope="col" class="unsortable" style='background-color:Lightblue;'|Icon | ! scope="col" class="unsortable" style='background-color:Lightblue;'|Icon | ||
Line 1,110: | Line 1,042: | ||
! scope="col" class="unsortable" style='background-color:Lightblue;'|Notes | ! scope="col" class="unsortable" style='background-color:Lightblue;'|Notes | ||
|- | |- | ||
![[File:CaptArmor.png|64px]] | ![[File:CaptArmor.png|64px]] | ||
!{{anchor|Captain's Armor}}[[Captain's Armor]] | !{{anchor|Captain's Armor}}[[Captain's Armor|Captain's Hardsuit]] | ||
|[[Captain's Quarters]] | |Break into the [[Captain's Quarters]] or murder him while wearing it. | ||
|Offers moderate protection from most sources. | |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 | |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. | |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]] | ![[File:Capscarapace.png|64px]] | ||
!{{anchor|Captain's Carapace}} | !{{anchor|Captain's Carapace}}Captain's Carapace | ||
|[[Captain's Quarters]] | |Break into the [[Captain's Quarters]] or murder the [[Captain]] just as he steps off the shuttle because he spawns with it. | ||
|Offers moderate protection from most sources. | |Offers moderate protection from most sources. | ||
|melee = 50 <br>bullet = 40 <br>laser = 50 <br>energy = 10 <br>bomb = 25 | |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 | |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]] | ![[File:RIG.png|64px]] | ||
!{{anchor|Engineering Hardsuit}}[[Hardsuit|Engineering Hardsuit]] | !{{anchor|Engineering Hardsuit}}[[Hardsuit|Engineering Hardsuit]] | ||
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|See [[Space_suit|here]] for information on the different styles. | |See [[Space_suit|here]] for information on the different styles. | ||
|- | |- | ||
![[File:Atmospherics_Hardsuit.png|64px]] | ![[File:Atmospherics_Hardsuit.png|64px]] | ||
!{{anchor|Atmospherics Hardsuit}}[[Hardsuit|Atmospherics Hardsuit]] | !{{anchor|Atmospherics Hardsuit}}[[Hardsuit|Atmospherics Hardsuit]] | ||
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|See [[Space_suit|here]] for information on the different styles. | |See [[Space_suit|here]] for information on the different styles. | ||
|- | |- | ||
![[File:Mining_Hardsuit.png|64px]] | ![[File:Mining_Hardsuit.png|64px]] | ||
!{{anchor|Mining Hardsuit}}[[Hardsuit|Mining Hardsuit]] | !{{anchor|Mining Hardsuit}}[[Hardsuit|Mining Hardsuit]] | ||
|[[Mining]] | |[[Mining]] | ||
|Gives quite good protection from melee attacks and explosions. Can be upgraded with goliath hide plates to a maximum of | |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 - | |melee = 30 - up to 60 <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. | |See [[Space_suit|here]] for information on the different styles. | ||
|- | |- | ||
![[File:AdvRIG.png|64px]] | ![[File:AdvRIG.png|64px]] | ||
!{{anchor|CE Hardsuit}}[[Hardsuit|CE Hardsuit]] | !{{anchor|CE Hardsuit}}[[Hardsuit|CE Hardsuit]] | ||
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|See [[Space_suit|here]] for information on the different styles. | |See [[Space_suit|here]] for information on the different styles. | ||
|- | |- | ||
![[File:Medical_Hardsuit.png|64px]] | ![[File:Medical_Hardsuit.png|64px]] | ||
!{{anchor|CMO Hardsuit}}[[Hardsuit|CMO Hardsuit]] | !{{anchor|CMO Hardsuit}}[[Hardsuit|CMO Hardsuit]] | ||
|[[Chief Medical Officer]] | |[[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. | |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 | ||
. EDit: It now can block stuff like flash and flashbangs | |||
|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 | |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. | |See [[Space_suit|here]] for information on the different styles. | ||
|- | |- | ||
![[File:RDRIG.png|64px]] | ![[File:RDRIG.png|64px]] | ||
!{{anchor|RD Hardsuit}}[[Hardsuit|RD Hardsuit]] | !{{anchor|RD Hardsuit}}[[Hardsuit|RD Hardsuit]] | ||
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|See [[Space_suit|here]] for information on the different styles. | |See [[Space_suit|here]] for information on the different styles. | ||
|- | |- | ||
![[File:Security Hardsuit.png|64px]] | ![[File:Security Hardsuit.png|64px]] | ||
!{{anchor|Security Hardsuit}}[[Hardsuit|Security Hardsuit]] | !{{anchor|Security Hardsuit}}[[Hardsuit|Security Hardsuit]] | ||
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|See [[Space_suit|here]] for information on the different styles. | |See [[Space_suit|here]] for information on the different styles. | ||
|- | |- | ||
![[File:HoSRIG.png|64px]] | ![[File:HoSRIG.png|64px]] | ||
!{{anchor|HoS Hardsuit}}[[Hardsuit|HoS Hardsuit]] | !{{anchor|HoS Hardsuit}}[[Hardsuit|HoS Hardsuit]] | ||
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|Offer more protection than the standard Security Hardsuit. Still not as good as the Captain's spacesuit. | |Offer more protection than the standard Security Hardsuit. Still not as good as the Captain's spacesuit. | ||
|- | |- | ||
![[File:Wizardsuit.png|64px]] | ![[File:Wizardsuit.png|64px]] | ||
!{{anchor|Gem-encrusted hardsuit}}[[Wizard|Gem-encrusted hardsuit]] | !{{anchor|Gem-encrusted hardsuit}}[[Wizard|Gem-encrusted hardsuit]] | ||
Line 1,198: | Line 1,120: | ||
|See [[Wizard|here]] for information on the magical arts. | |See [[Wizard|here]] for information on the magical arts. | ||
|- | |- | ||
![[File:Ablative.png|64px]] | ![[File:Ablative.png|64px]] | ||
!{{anchor|Ablative Armor Vest}}[[Ablative Armor Vest]] | !{{anchor|Ablative Armor Vest}}[[Ablative Armor Vest]] | ||
Line 1,204: | Line 1,125: | ||
|Gives excellent protection against Laser and Energy attacks and can even deflect them. | |Gives excellent protection against Laser and Energy attacks and can even deflect them. | ||
|melee = 10 <br>bullet = 10 <br>laser = 60 <br>energy = 50 | |melee = 10 <br>bullet = 10 <br>laser = 60 <br>energy = 50 | ||
|It will sometimes deflect energy projectiles, which includes [[Taser]] shots! | |It will sometimes deflect energy projectiles, which includes [[Taser]] 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]] | ![[File:Bulletproofvest.png|64px]] | ||
!{{anchor|Bulletproof Vest}}[[Bulletproof Vest]] | !{{anchor|Bulletproof Vest}}[[Bulletproof Vest]] | ||
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|Very useful against gangsters and nuke ops. The helmet only provides half of the protection of the vest sadly. | |Very useful against gangsters and nuke ops. The helmet only provides half of the protection of the vest sadly. | ||
|- | |- | ||
![[File:Armor.png|64px]] | ![[File:Armor.png|64px]] | ||
!{{anchor|Body Armor}}[[Body Armor]] | !{{anchor|Body Armor}}[[Body Armor]] | ||
Line 1,220: | Line 1,139: | ||
|Protects moderately against melee and lasers, which are common things to be harmed by. | |Protects moderately against melee and lasers, which are common things to be harmed by. | ||
|melee = 30 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25 | |melee = 30 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25 | ||
|The standard armor found on security mooks. | |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:Swatarmor.png|64px]] | ![[File:Swatarmor.png|64px]] | ||
!{{anchor|Riot Suit}}[[Riot Suit]] | !{{anchor|Riot Suit}}[[Riot Suit]] | ||
Line 1,230: | Line 1,148: | ||
|It's very resistant to melee attacks, BUT it's less protective against lasers than standard armor. | |It's very resistant to melee attacks, BUT it's less protective against lasers than standard armor. | ||
|- | |- | ||
![[File:Armoredcoat.png|64px]] | ![[File:Armoredcoat.png|64px]] | ||
!{{anchor|Armored Coat}}[[Armored Coat]] | !{{anchor|Armored Coat}}[[Armored Coat]] | ||
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|Wear this as your rightful trophy if you manage to outrobust him. | |Wear this as your rightful trophy if you manage to outrobust him. | ||
|- | |- | ||
![[File:Deathsquad.png|64px]] | ![[File:Deathsquad.png|64px]] | ||
!{{anchor|Deathsquad Armor}} | !{{anchor|Deathsquad Armor}}Deathsquad Armor | ||
|[[Death Squad]] | |Murder a [[Death Squad|Deathsquad]] officer | ||
|Extremely robust armor found only on Deathsquad Officers. | |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 | |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. | |If you see someone wearing this, it's a good idea to run. | ||
|- | |- | ||
![[File:Bomb-suit.png|64px]] | ![[File:Bomb-suit.png|64px]] | ||
!{{anchor|Bomb Suit}}[[Bomb-suit|Bomb Suit]] | !{{anchor|Bomb Suit}}[[Bomb-suit|Bomb Suit]] | ||
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|A suit designed for safety when handling explosives. | |A suit designed for safety when handling explosives. | ||
|- | |- | ||
![[File:Secjumpsuit.png|64px]] | ![[File:Secjumpsuit.png|64px]] | ||
!{{anchor|Security Officer's Jumpsuit}}Security Officer's Jumpsuit | !{{anchor|Security Officer's Jumpsuit}}Security Officer's Jumpsuit | ||
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|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%. | |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:Blueshift(Large armour).png|64px]] | |||
!{{anchor|Large armor vest}}[[Large Armor Vest]] | |||
|[[SecTech]] | |||
|Offers same stats as [[Body Armor]], just cosmetically different. | |||
||melee = 30 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25 | |||
|Security officers wear this VERY RARELY, usually obtained from SecTech for 600cr. | |||
|- | |||
![[File:MK.I_SWAT_Suit.png|64px]] | ![[File:MK.I_SWAT_Suit.png|64px]] | ||
!{{anchor|MK.I SWAT Suit}}[[MK.I SWAT Suit|MK.I SWAT Suit]] | !{{anchor|MK.I SWAT Suit}}[[MK.I SWAT Suit|MK.I SWAT Suit]] | ||
Line 1,277: | Line 1,198: | ||
|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. | |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=== | ===Helmets=== | ||
{| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" border="1" align="center" cellspacing="0" cellpadding="2" | ||
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! scope="col" class="unsortable" style='background-color:Lightblue;'|Notes | ! scope="col" class="unsortable" style='background-color:Lightblue;'|Notes | ||
|- | |- | ||
![[File:Helmet.png|64px]] | ![[File:Helmet.png|64px]] | ||
!{{anchor|Helmet}}[[Helmet]] | !{{anchor|Helmet}}[[Helmet]] | ||
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|Standard head gear for security mooks. Keeps your head safe. | |Standard head gear for security mooks. Keeps your head safe. | ||
|melee = 35 <br>bullet = 30 <br>laser = 30 <br>energy = 10 <br>bomb = 25 | |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. | |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]] | ![[File:Swathelmet.png|64px]] | ||
!{{anchor|Swat Helmet}}Swat Helmet | !{{anchor|Swat Helmet}}Swat Helmet | ||
|[[Derelict]] or order it from [[Cargo|Cargo]] | |[[Derelict]] or order it from [[Cargo|Cargo]] | ||
|A rare and extremely powerful helmet that protects against all kinds of damage. | |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 <br>bio = 10 | |melee = 40 <br>bullet = 30 <br>laser = 25 <br>energy = 25 <br>bomb = 50 <br>bio = 10 | ||
|If you get this, be proud that you are wearing the best protective headgear in the game. | |If you get this, be proud that you are wearing the best protective headgear in the game. | ||
|- | |- | ||
![[File:Riothelm.png|64px]] | ![[File:Riothelm.png|64px]] | ||
!{{anchor|Riot Helmet}}[[Riot Helmet]] | !{{anchor|Riot Helmet}}[[Riot Helmet]] | ||
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|Useful during revolutions, and other situations where you might be swarmed with melee weapons. | |Useful during revolutions, and other situations where you might be swarmed with melee weapons. | ||
|- | |- | ||
![[File:Hoscap.png|64px]] | ![[File:Hoscap.png|64px]] | ||
!{{anchor|Head of Security Hat}}Head of Security Hat | !{{anchor|Head of Security Hat}}Head of Security Hat | ||
|[[HoS]] | |[[HoS]] | ||
|Provides robust head protection in all damage types. | |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 <br>bio = 10 | |melee = 40 <br>bullet = 30 <br>laser = 25 <br>energy = 10 <br>bomb = 25 <br>bio = 10 | ||
|Powerful and stylish, also for showing who is in charge around here. | |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:Deathsquadhelm.png|64px]] | ![[File:Deathsquadhelm.png|64px]] | ||
!{{anchor|Deathsquad Helmet}}Deathsquad Helmet | !{{anchor|Deathsquad Helmet}}Deathsquad Helmet | ||
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|Underwhelming compared to the deathsquad body armor | |Underwhelming compared to the deathsquad body armor | ||
|} | |} | ||
[[Category:Guides]] | [[Category:Guides]] | ||
[[Category:Weapons]] | [[Category:Weapons]] |
Latest revision as of 23:43, 19 December 2023
There are times when running away from a fight is not an option. The combat system is robust but functional, and can feel weird at times. Sometimes your clicks are ignored. Sometimes you suddenly realise your melee weapon is no longer in your hand. Sometimes your ranged shots bounce off your target. Sometimes you even suddenly die without knowing why. Some people reduce it to "click spaceman until horizontal", but there is a lot more to it. This guide may only cover some basics, but its intention is to help you win fights (or successfully commit murder as antag), even against veteran players.
The practical part this guide was written april 2019. If you are reading it much later, some things may be outdated. this has been slightly updated to July 2021 standards yet its still very outdated
Basics to Combat
Some good to know basics about the combat system.
Health System
Get familiar with how health works. Some important bits are:
- You have 200 max hp.
- If you have over 40 total damage of any types you get slowed down until healed.
- After losing around 100 hp (depending on mood 120 if very happy) you enter softcrit. All you can do in this state is slowly crawl, and whisper. If this happens you have probably lost.
- After losing 150 hp you enter a hardcrit state. In this state you will be unconscious and slowly die. If you whisper you will say your last words and succumb to death.
Damage Zone
You can target specific damage zones by using the Numpad Keys. Each limb has its own pool of hitpoints. Hurting the head, legs or arms with 100 damage (350 for head) brute damage can cut them off when using a sharp weapon and will transfer half the damage to the body. There are a few specific items that do certain things when aimed at certain zones. If you are unsure what to aim at, then targeting chest or head are the safest choices. Limbs are capped and will stop taking damage if hurt enough, sometimes making you waste damage by hitting them.
Movement Speed
To keep an upper hand in a fight, speed is very helpful. Stop or slow your enemy down with damage, bola, slipping them, other tricks or many other methods and they will be easier to hit with both melee and ranged weapons. There are also ways to speed yourself up, such as Nuka Cola from drink vendors.
Stuns
A fight is typically won by either stunning your enemy, which lets you cuff them, or by hurting them to a crit state or worse. Learn what the different types of stuns do. Also note, when the wiki or players talk about "stuns", they typically mean both the paralyze and the stun status effects. Stun times varies depending on item used, but are usually around 1-5 seconds. You can reduce stun times on yourself in several ways, such as with certain chemicals, including from smoking nicotine. Some stuns are conditional, such as the paralyze from the flash , which only works if the target has no sunglasses or similar protection. If your target is immune to stuns, you will usually have to damage them instead.
Cuffing
If you are unsure if your target is valid or not, you should opt for a non-lethal takedown. Do this by somehow stunning or knocking out your target and then cuffing it. If you do not have access to handcuffs , you can easily craft cablecuffs by activating cable coils in your hand. Cuff a person by holding cuffs in your active hand, and then clicking your target. Grab your target by ctrl+clicking it (works even while cuffing). Switch to help intent so you can move around easier with the cuffed person. The target is now completely under your control as long as you don't stand still long enough for them to uncuff themself, and as long as they don't get bumped out of your grab. Remove cuffs from yourself by resisting. Remove cuffs from someone else by clickdragging their sprite onto yours and then click the cuffs in the menu that pops up, you can also instantly remove cablecuffs from someone by using wirecutters on them.
Melee Combat
On Beestation, you interact with a person in melee by being next to them and clicking on their sprite (and not on the tile they are standing on/moving towards). When your interaction connects, something will happen depending on what your intent is and which weapon you are wielding. Due to technical limitations, some clicks will not connect, so what you should do is spamclick that target while moving around and trying to avoid being clicked yourself. Every time you successfully attack (or hug) someone in melee there is a cooldown before you can do it again. The cooldown is usually less than a second (about 0.8 seconds).
Blocking
The requirements to block is to hold an item which is able to block and be on any intent except help intent. All shields can obviously block, all shields(except adamantine shield, it uses non-shield blocking mechanics) have an integrity which gets lowered every time they block an attack and once their integrity reaches 0 they will break, some non-shield items can also block(mop, skateboard, chair, katana, energy sword etc.), when you block with a non-shield item the arm holding the item that blocked will take stamina damage until it gets stamina critted and it forces you to drop the item which was blocking, if the item you are blocking with is stuck to your arm(glue, changeling blade) once it gets stamina critted it will stop blocking until the stamina damage gets healed. There are three important variables when it comes to blocking those being:
- Block Level - Determines the range at which the blocking item can actually block projectiles or melee hits from, there are four blocking levels, the images below this show blocking levels and the areas they block from, blocking is directional so the tiles you block will move according to the direction you are facing.
- Block Power - This is esentially block armor and it reduces the amount of damage your arm or shield takes after blocking.
- Block Upgrade Walk - This adds more blocking levels to the blocking item when your speed is set to walk, on almost all items it's raised by 1.
Mirror shield and energy shield can block projectiles. Non-shields cannot block projectiles with the exception of a few items such as the Double-Bladed Energy Sword or the Katana. Trying to touch someone holding a sharp blocking item by hugging, grabbing, disarming or punching with your empty hand while being in their blocking range will result in them automatically hitting you back with their blocking item. All non-shield items must be held in your active hand(the one that is highlighted) to block, switching your active hand off the blocking item will result in you not being able to block, shields however can block regardless of what hand is active.
Unarmed Combat
This guy just broke into your department and whipped out an energy sword and energy crossbow. You are unarmed. You are at a huge disadvantage. What can you do? Let's say he somehow missed a shot with the bow, due to you dodging behind a machine or wall, and is now coming towards you with the e-sword. You have have a few options.
Shoving
You enable disarm intent and read here about how shoving works. You can try to lure your enemy into a spot where you can shove him against an object, making him drop both weapons. Then shove him one more time on the ground to paralyze him for 4 seconds. Then you must quickly left click his own dropped energy sword to pick it up. Kill him with it.
Grabbing
You enable grab intent . For this to work your enemy must either be temporarily stunned or standing still and not paying attention. First you click your target once to passive grab. Keep spamclicking him, and if he doesn't move or "resist" to break out of your grab, you will grab him aggressively. This will make you stun the target for a very short moment, making him drop any held items. Either pick up the dropped energy sword and kill him with it, or continue to tabling.
Tabling
When having an aggressive grab on the enemy, you can quickly "table" him. Do this by clicking any table within your melee range, while still on grab intent. This will instantly transport him to the top of the table, and paralyze him for a second. If you are very fast you can attempt to permanently keep him stunned by spamclicking him with grab to aggressive again, and clicking the same table again. Over and over. If you are on the receiving end of this treatment, all you can do is yell for help and spam "resist", which will make you attempt to break out of the grab (with a 2 second cooldown or so). Resisting will not work the 4 seconds you are paralyzed, so your enemy must mess up the timing for you to escape. Tabling on a glass table will stun for a longer duration, but will break the table.
Strangling
If having an aggressive grab, you can reinforce your grab two more times by clicking the target on grab intent . The level 3 grab makes you grab his neck (deals no damage). Level 4 makes you start strangling him, causing suffocation damage. This is a VERY slow process, and the target can attempt to break free by spamming "resist" or trying to move away. The target has 5% chance to break out per try (down from ~30% on aggressive grab) and takes 8-15 stamina damage every failed attempt. Strangling is rarely used unless the target is already cuffed. The target can call for help while being strangled.
Throwing Spacemen
If you have an aggressive grab, you can also activate "throw" mode with R. Then left click somewhere to throw the grabbed person in that direction. Unlike with tabling, you must throw the person away from you. Otherwise the thrown spaceman will hit yourself and paralyze you both. Throwing him on top of a glass table will paralyze him long enough to cuff him. Throwing a person or a monkey corpse at someone is a reliable method to paralyze someone for a moment. Throwing him at a wall or reinforced wall will paralyze him for a moment as well. Throwing him at an airlock will make it open, if he is wearing a valid ID.
Punching and kicking
You enable harm intent . Punching does a small and random amount of stamina and brute damage. What you're hoping for though, is the random chance for a punch to cause a short knockdown. Keep clicking your target with punches until this happens, then quickly enable disarm intent and shove the target on the ground to paralyze him for 4 seconds. Then quickly pick up the dropped energy sword and kill him with it (you know the drill). If the target has no weapon to pick up, you can keep clicking the prone target with fists to kick him instead, which simply deals 7brute damage.
Curbstomping
To perform a curbstomp you need to meet several criteria for both yourself and the target. The criteria are as follows, the first being that you need to target the head, The second being that you must be on harm intent , The third is that your target must be lying down and the fourth is that you must be on the same tile as them. once all of the criteria are met then click and drag your sprite onto theirs, this will then cause you to wait for several seconds before finally performing the curbstomp. This is an effective finisher for enemies already in a crit state as it does 36 brute damage to the head.
Groinkicking
The groinkick is very similar to the curbstomp but has a conditional damage set which causes characters which are male to take 25 damage as opposed to 15 for their female counterparts. This is performed by following the same process described above with the curbstomp. The steps are the same but however requires you to target the groin as opposed to the head. so the steps will be as follows, Harm intent , Target groin , target must be lying down and you must be on the same tile as your target. Once these are met, click and drag your sprite to theirs wait for a few seconds and you will kick them in the groin.
Using Melee Weapons
Fighting with melee weapons works similarly to fighting unarmed. You click the enemy while holding a melee weapon in your hand and you will deal damage to them with that weapon. The differences to unarmed fighting is that intent usually doesn't matter. There are exceptions though. Stun batons and stunprods will only deal brute damage when on harm intent . Otherwise they will deal stamina damage. To defeat someone by only using a melee weapon, you should generally use as strong weapon as possible to give the target as little time as possible to counter you. Most melee weapons can't stun, so there is risk involved unless you stun your target before you start whacking.
Ranged Combat
Ranged projectiles in this game use pixel perfect movement. Shoot by having a ranged weapon in your hand, and clicking a target tile. The projectile will hit the first object in its path, but will pass over people who are paralyzed, sleeping or dead unless you click directly on their sprites. Sometimes when you're running your weapon will randomly not fire when clicking. This can be due to how the game engine works, so just keep spamclicking until you fire.
Ranged Intents
There are some differences to firing guns between different intents:
- On help , disarm and grab intents you can fire at a target point blank by clicking directly on them. On harm intent you will instead do a melee strike with your gun, unless you aim behind your target.
- On harm intent you can fire two guns at the same time. However, you will also have a random spread to your accuracy.
Throwing
This is a safe way to take down a target. Pick nearby items up and throw them at the enemy. Most items deal the same damage when thrown as when used as a melee weapon. Some, such as spears , will deal even more. First pick an item up, then activate "throw" with the R key. Then click where you want to throw the object. You can pick up some chairs or stools for throwing, by dragging their sprites onto yours. Throwing, like ranged combat, uses pixel perfect movement, which means you can throw in any direction. You can also craft a bolas to throw at enemies, which will slow them down until they resist out of it. Thrown objects do not count as ranged shots and can not be reflected by sleeping carp users. You can counter having items thrown at you by activating "throw" yourself (with R). If your active hand is empty, you will then capture the next object thrown at you, instead of getting hit by it.
Embedding
Some items, such as the spears , has a chance to embed into a body part when they are thrown at someone. An embedded item deals additional brute damage and bleeding until the item is removed. Some embedded items can automatically fall out after a while. Else you remove an embedded item from yourself by examining your body, and then clicking the underlined string of text that appears in the chat window. You remove embedded items from others with surgery. Many items, such as glass shards and metal rods can only embed from higher than normal throw speed, such as from explosions. Some more items that can embed from normal throws are: Energy sword , combat knife and throwing star .
Execution With Guns
If you target mouth , and use any intent except harm , you will aim for the target's head with a slow progress bar, and fire once it finishes (if the target is still in melee range). Mostly useful for roleplay. It also deals 10 times more damage.
Cheap Tricks
There many tricks to winning a fight. These are only a select few of them:
- Aim for eyes and stab multiple times with a screwdriver make the target blind. Only works if target has no eyewear.
- Alt-click a Fire Extinguisher to subtly empty its water on the floor below you. People chasing you may slip.
- Carry a bottle or beaker of water. Select harm intent and click on ground with it to splash the water on the ground, making people slip.
- Drag a soap behind you to slip people.
- If you know what you're doing (or you are an antag), learn how to make and utilize bombs.
- You can knock people down a couple of seconds by aiming at their head on harm intent , and hitting them with a bottle of booze.
There is much more to learn than this. Some things must come from experience, or from observing others. Good luck out there, and don't hate yourself if you fail. Just try again another round. What follows below is a table of some common, or just robust, items that may help you win. Much of it is outdated, so don't rely on the numbers.
Weapons
This is not a list of how much damage each item does, just some of the best items and short notes on how to best use them. If you feel something should be added, please go ahead and do so, if it's robust enough. This is in alphabetical order. 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.
Offense
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.
Icon | Item | Damage | How to Acquire | Faction Usage | Notes |
---|---|---|---|---|---|
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. | |
Butcher's Cleaver | 15 Brute | Hack the Dinnerware vending machine. | Nanotrasen Service, Culinary Subdepartment | 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. | |
Circular Saw | 15 Brute | Operating Theatre Robotics Lab Autolathe | Nanotrasen Medical | 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. | |
Death Nettle | Up to 30 Burn. Damage depends on potency. Loses a random amount of damage after each hit. |
Growing them at Hydroponics | Nanotrasen Service, Botany Subdepartment | 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. | |
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. | |
|
Air/Oxygen/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). |
Fire Axe | 5 Onehand 24 Twohand |
Bridge and Atmospherics. | Nanotrasen Engineering, Atmospherics Subdepartment | 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. | |
Hatchet | 12 Brute 15 thrown |
Hydroponics. | Nanotrasen Service, Botany Subdepartment | 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. | |
Kitchen Knife | 10 Brute | Kitchen Autolathe. | Nanotrasen Service, Culinary Subdepartment | 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. | |
Picture here | Iron switchblade | 12 Brute/15 Brute thrown | Makeshift Weapons. | Civilian | A perfect self defense iron switchblade, being able to fit in combat shoes and pockets. |
Plastitanium switchblade | 15 Brute/17 Brute thrown | Makeshift Weapons. | Civilian | An evil-looking upgraded switchblade capable of slowing down opponents in two hits, often extremely lethal if used repeatedly. | |
Null Rod | 18 Brute (base) | Chapel and on the Chaplain. | Nanotrasen Service | Similar to the 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. | |
Pickaxe | 15 Brute | Mining Dock and Mining Station. | Nanotrasen Logistics, Mining Subdepartment | 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 Gulag. Mining drills and jackhammers all do the same amount of damage as a pickaxe. | |
Compact Pickaxe | 10 Brute | Mining Dock and Mining Station, in miner's equipment closets. | Nanotrasen Logistics, Mining Subdepartment | Does less damage, but can fit in a backpack. | |
Survival Knife | 15 Brute | Miner's explorer backpacks, Miner's explorer boots | Nanotrasen Logistics, Mining Subdepartment | Miners spawn with a very robust knife that can fit in their pockets or boots. | |
Scalpel | 10 Brute | Operating Theatre Autolathe. | Nanotrasen Medical | Despite being not as good at the saw, this is still quite robust. Jabbing people in the eyes occasionally stuns them and eventually blinds them, limiting their ability to run. 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. | |
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. | |
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. | |
Surgical Drill | 15 Brute | Operating Theatre Autolathe. | Nanotrasen Medical | Only found in Surgery. Only used for dental implants, so it'll barely be noticed if it goes missing. | |
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. | |
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. | |
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. | |
Spear | 10 brute in Onehand 18 brute when wielded/Twohand 20 brute when Thrown |
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. | |
Chainsaw | 13 Brute when off 21 Brute when on |
Made by yourself | Civilian | You can surgically replace an arm with a chainsaw. Can break an airlock down. | |
Baseball bat | 10 Brute | Made by yourself | Civilian | Knocks back targets on hit. |
Like makeshift melee weapons, these melee weapons are usually more reliable and robust, however most station personnel can't get access to them, as well as these weapons being very noticeable.
Icon | Item | Damage | How to Acquire | Faction Usage | Notes |
---|---|---|---|---|---|
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 | |
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 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 | |
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 For obvious balance reasons, hulks cannot use these. | |
Stun Baton | 8 brute | Security Office and Security Officer's backpack. | Security | Very robust if you know how to use it properly. Only the security force can get these easily. Deploy liberally, but stow for transport. | |
Katana | 40 brute | Possible loot from necropolis chests in Lavaland and in the ninja bundle. | Mining and Traitors | Real katanas are very robust, but only traitors have a reasonable chance of finding them. | |
Telescopic Baton | 0 Brute | Heads of Staff's backpacks. | Command | Like the old stunbaton but retractable, with a short stun time. Heads of Staff start their shift with one in their backpack. Be sure to extend it before using! | |
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 very good armor penetration. Surprisingly sharp for a fashion accessory. | |
Combat Knife | 20 Brute | Can be ordered through Cargo. | Security | Very robust for its size. |
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.
Icon | Item | Ammo | Capacity | Damage & Effects | How to Acquire | Faction Usage | Notes |
---|---|---|---|---|---|---|---|
Desert Eagle | .50 |
7 Rounds | 60 Brute | Summon guns event from wizard | 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. | |
Mateba | .357 |
7 Rounds | 60 Brute | Summon guns or murder a ERT Commander, CentCom Commander or Deathsquad officer becuse they all spawn with it.
Also can spawn in the contraband locker in the armory |
Nanotrasen/
New Russia |
Works just like the Syndicate Revolver but harder to get. | |
Revolver | .357 |
7 Rounds | 60 Brute | Syndicate Uplink and summon guns event from wizard | 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. | |
Revolver | .38 |
6 Rounds | 25 Brute | Detective's locker or summon guns. | Security | Deals moderate damage. Can be modified to fire .357, but may break with the modification. | |
Stetchkin Pistol | 10mm |
8 rounds | 30 Brute | Syndicate Uplink. | Syndicate | The nuke op's weapon last resort; spend telecrystals on something better. Small enough to fit in pockets. One of the few guns that takes the universal silencer. | |
Russian Revolver | .357 |
1 round. Can load up to 6. | 300 Brute when used on self | The bar | Old Russia | A Russian made revolver. Uses .357 ammo. A gun to play Russian Roulette! You can spin the chamber to randomize the position of the bullet. True men aim for the head. Can only aim at yourself |
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
Icon | Item | Ammo | Capacity | Damage & Effects | How to Acquire | Faction Usage | Notes |
---|---|---|---|---|---|---|---|
Disabler | Energy |
35 Stamina | Disables target | Armory, disabler crates and summon guns. Sec officers also spawn with them. | Security | If you're trying to kill someone, stamina crit, then beat the living daylights out of them. | |
Energy Crossbow | 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. It's worth noting that the stun is much shorter than the standard taser gun. |
Pulse Based
Longarm (Ballistic)
Icon | Item | Ammo | Capacity | Damage & Effects | How to Acquire | Faction Usage | Notes |
---|---|---|---|---|---|---|---|
C-20r SMG | .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. | |
WT550 Automatic Rifle | 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. | |
L6 SAW | 7.12x82mm |
50 Rounds | 45 Brute | Nuke ops and summon guns only. | Syndicate | Holds the most ammo of any gun, 50 shots dealing 20 brute damage each, firing 6 rounds per second. With AP ammo this thing will take down even heavily armored targets in one or two bursts. | |
Uzi | File:Ammo 50.png 9mm |
32 rounds | 20 Brute | Summon guns, Gang Wars | Gangs | A lightweight, fast firing gun, for when you want someone dead. Uses 9mm rounds. |
Icon | Item | Ammo | Capacity | Damage & Effects | How to Acquire | Faction Usage | Notes |
---|---|---|---|---|---|---|---|
Improvised Shotgun | 12 Gauge shells |
1 Shell | Depends on shell | Crafted | Civilian | A handcrafted shotgun made of scavenged materials. To load shells, simply use the full shell on the shotgun; when you shoot a shell, you don't need to eject it manually, it will be ejected when you load a new shell. | |
Double-Barrelled Shotgun | 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. To load shells, simply use the full shell on the shotgun. Use it in hand to eject the shells. | |
Riot Shotgun | 12 Gauge shells |
6 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 other than the bartender's double barrel. 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. | |
Combat Shotgun | 12 Gauge Shells |
8 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, but a compact version is given to the Warden. | |
Bulldog | 12 Gauge shells |
8 Shells | Depends on drum | Uplink | Syndicate | A powerful fully automatic, drum fed, shotgun employed by syndicate nuclear operative teams. | |
Compact Combat Shotgun | 12 Gauge shells |
4 Shells | Depends on shell | Wardens Locker | Security | Unique weapon held by the Warden. A compact version of the combat shotgun with a four shell capacity. Can fit in armor slots. |
Shotgun Shells
- Buckshot: Shoots 6 pellets dealing 12.5 brute damage each, for a maximum of 75. Extremely lethal at close range.
- Shotgun Slug: Fires one large projectile doing 60 damage, with slightly poor armor penetration.
- Rubber Shot: Shoots 6 pellets dealing 3 brute and 25 stamina damage each. More effective at stopping a target, but stamina damage fades with time.
- Beanbag: Shoots one single beanbag, dealing 5 brute and 80 stamina damage. The bartender uses these by default.
- Stun Shell: Shoots an electrode that stuns on hit, much like a taser.
- Incendiary Slug: Shoots a single projectile that leaves a fire trail and ignites the target, on top of 20 brute damage.
- Shotgun Dart: A single dart that can contain up to 30 units of chemicals that'll be injected on hit.
- Technological Shells: Unloaded technological shells can be made in a Protolathe. See here for the recipes.
- Meteorshot Shell: A single powerful projectile, deals 30 brute damage and stuns for 8 seconds. Pushes back machinery on hit.
- Pulse Slug: Works like one of the deathsquad's pulse rifle shots, dealing 50 burn damage and damaging or destroying walls and machinery.
- Dragonsbreath Shell: Like the incendiary slug, but shoots a spread of 4 burning pellets. Deals less direct damage.
- FRAG-12 Slug: An explosive shell that knocks down targets and causes an explosion where it hits, on top of dealing 25 brute damage.
- 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.
- Laser Scatter Shell: Shoots a spread of 6 laser beams with up to 90 total damage.
- Improvised Shotgun Shell: Shoots a spread of 7 metal shards, doing a total of 60 damage at point blank.
Longarm (Energy)
Icon | Item | Ammo | Capacity | Damage & Effects | How to Acquire | Faction Usage | Notes |
---|---|---|---|---|---|---|---|
Laser Gun | Energy |
12 Lasers | 20 Burn | Armory and weapons crates. | Security | Lethal ONLY, but 2 extra shots. Good choice for Security officers who already carry Hybrid Tasers. | |
Laser Cannon | Energy |
10 Lasers | 40 Burn | Summon guns | Nanotrasen | This is the Laser Gun's bigger brother, fear him, he will fuck you over. | |
Energy Gun | Energy |
10 Lasers, Disable | 20 Burn/
35 Stamina |
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). | |
PTSD | Self-Charging | 12 Disable or 6 Lethal | Stamina/Burn | Heads spawn with one. | Nanotrasen | The Personal Tiny Self Defense gun has a built-in flashlight and the ability to recharges itself in two minutes. PTSD is standard issue for leadership within Nanotrasen. It has two settings: disable and kill. | |
Advanced Energy Gun | Energy |
10 (recharges over time) | 20 Burn/
35 Stamina |
Security protolathe once researched first. | Nanotrasen | Using advanced | |
Antique Laser Gun | Energy |
12 (recharges over time) | 20 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. | |
X-01 Multiphase Energy Gun | Energy |
5 Stun, 10 Laser, 20 Disable | 20 Burn with the ability to shoot disabler and the only (normaly) accessible gun that can shoot taser shots | Head of Security's locker. | Nanotrasen | The first attempt by Nanotrasen to remake the Captain's Antique Laser. Has more firing modes on offer but lacks the ability to recharge. | |
Tactical Energy Gun | Energy |
10 Stun, 20 Energy, 20 Kill | 20 Burn/
35 Stamina/ Stun rounds |
Murder a ERT security officer. | Nanotrasen | A tactical variant of the Energy Gun. Holds more of a charge and can fire stun rounds. | |
Ion Rifle | Energy |
10 Ion Pulses | 20 Brute to silicon mobs Up to 90 damage to mechs 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. | |
Retro Laser | 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. | |
Temperature Gun | Energy |
40 Freeze/heat Beams | Heats/Cools target dependent upon the setting. | Armory, 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. Slimes die to it in two to three hits. | |
X-Ray Gun | Energy |
20 Lasers | 15 Burn + 30 Irradiate Has 60% armour penetration | Security protolathe once researched first. | Nanotrasen | This beams from this gun will pass through everything, including walls, until they hit a mob. |
Misc Weapons
Icon | Item | Ammo | Capacity | Damage & Effects | How to Acquire | Faction Usage | Notes |
---|---|---|---|---|---|---|---|
Chem Sprayer | Chemicals | 600 units total
|
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. | |
Flamethrower | Gas of your choice |
Depends on tank pressure | Depends on the gas | 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, as it's easy to run away. | |
Syringe Gun | Syringes |
1 Syringe | 6 Brute + 15u chemicals | Medbay Storage. | Nanotrasen Medical | In fact, this is very robust. Embeds a syringe on hit so its not an instant inject | |
Rapid Syringe Gun | Syringes |
6 Syringes | 6 Brute + 15u chemicals | R&D Lab once researched first. | Nanotrasen
Medical |
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.
Icon | Item | Ammo | Capacity | Damage & Effects | How to Acquire | Faction Usage | Notes |
---|---|---|---|---|---|---|---|
Taser | Energy |
5 Stun, 20 Disable | Stuns target | Murder a admin with one or ask for them to spawn you one. | Admin |
Previously security's sidearm of choice, now replaced by disablers.
They were replaced because the stun taser bolts do an instant stun, coders thought they were too overpowered, can be found offstation sometimes. | |
Silenced Pistol | File:Ammo 50.png .45 |
12 rounds | 20 Brute + Knockdown | Away missions. Admins. | Admin | A small, quiet, easily concealable gun. Uses .45 rounds. | |
Tommy Gun | 9mm |
50 rounds | 20 Brute + Knockdown | Murder a admin with one or ask for them to spawn you one. | Admin | A genuine Chicago Typewriter. | |
Gyrojet Pistol | .75 |
8 Rounds | 74 Brute from direct hit 24 from a tile away 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. | |
Instakill Rifle | None | Infinite | Infinite | Ask a admin to spawn you one because you ain't killing them. | Admin | Flat out disintegrates all living targets. Only likely to be encountered if someone particularly likes or hates you. |
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).
Icon | Item | Type of Stun | How to Acquire | Notes |
---|---|---|---|---|
Stun Baton | 75 Stamina | Security Or be a security cyborg | Not being security, and having this out, is likely to land you in the brig. | |
Stunprod | 70 Stamina | 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. | |
Telescopic Baton | 50 Stamina(arms)
Knockdown(legs) Duration 3 |
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. | |
Disabler | Stamina damage | Spawns on officers, Armory. 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. | |
Flash | Stun Duration 8 stuns cyborgs |
Security, Bridge, Sec Checkpoint, Tech Storage Or be a cyborg | Cyborgs are vulnerable to this method of stunning. Eye protection, such as sunglasses or welding helmets prevents you from being stunned this way. | |
Chemicals | Depends on chemical | Chemistry | Typically used with a syringe gun, Hypospray, or Smoke Grenade. Some chemicals, like Chloral Hydrate, or Morphine, can hold targets still for some time, while others can be very harmful. | |
Flashbang | 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. | |
Laser Pointer | Blinds humans Stuns cyborgs Duration 5-10 Annoys felinids |
Lawyer, Curator, Research Director | Has a chance of blinding people and cyborgs, like a Flash; a fully upgraded laser pointer has a 100% chance. | |
Resonant Shriek | Duration 5-10 | Being a changeling | Humans become deaf and confused. | |
Cult Stun | Stun Duration 15 + 15 duration silence |
Being a cultist and making one. | Works on cyborgs. Blocked by null rod. | |
Beepsky | Stun Duration 14 |
Made in robotics. | Attacks those set to arrest, and, depending on the mode, with weapons out without permission. | |
ED-209 | Stamina damage | Made in robotics. | Attacks those set to arrest, and, depending on the mode, with weapons out without permission. |
Icon | Counter | Type of Stun | How to Acquire | Notes |
---|---|---|---|---|
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. | |
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, And (Advanced) Sunglasses also can be used for welding
Black gar glasses avaibile from a hacked autodrobe also provide eye protection |
Damage Prevention
A few items, when used, can completely block damage.
Icon | Item | How to acquire | Protection | Blocking Values | Notes |
---|---|---|---|---|---|
Riot Shield | Armory | Blocks melee attacks. | Integrity = 75 Block level = 1 Block upgrade walk = 1 Block power = 50 |
Is a bulky sized item so you'll have a hard time storing this without a Bag of Holding. | |
Telescopic Shield | Security Techfab | Blocks melee attacks. | Integrity = 75 Block level = 1 Block upgrade walk = 1 Block power = 50 |
Can be folded to turn into a normal sized item which fits in your backpack. | |
Buckler | Crafted with 20 wooden planks | Blocks melee attacks. | Integrity = 55 Block level = 1 Block upgrade walk = 1 Block power = 50 |
Is a cheap shield item for the average greytider. | |
Goliath Shield | Crafted with 4 bones and 3 goliath hide in the crafting menu under the Tribal category. | Blocks melee attacks. | Integrity = 70 Block level = 1 Block upgrade walk = 1 Block power = 25 |
Easily craftable by a shaft miner. | |
Energy Combat Shield | Murder a nuclear operative or Deathsquad officer. | Blocks melee and ranged projectiles. | Integrity = 50 Block level = 1 Block upgrade walk = 1 Block power = 50 |
Works just like a riot shield, except that once it reaches 0 integrity it will overheat causing it to enter a cooldown before being able to be used again. | |
Mirror Shield | Be a blood cultist and make one from a forge. | Blocks melee and ranged projectiles. | Integrity = 50 Block level = 1 Block upgrade walk = 1 Block power = 50 |
If a cultist is hit while holding this the shield will start spawning illusions which will attack anyone that isn't a cultist and dissapear after a short time, if a non-cultist is hit while holding it the illusions will attack the holder. | |
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. |
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
Icon | Item | How to acquire | Protection | Defense values % | Notes |
---|---|---|---|---|---|
Captain's Hardsuit | Break into the Captain's Quarters or murder him while wearing it. | Offers moderate protection from most sources. | melee = 40 bullet = 50 laser = 50 energy = 25 bomb = 50 bio = 100 rad = 50 fire = 100 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. | |
Captain's Carapace | Break into the Captain's Quarters or murder the Captain just as he steps off the shuttle because he spawns with it. | 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. | |
Engineering Hardsuit | Engineering | Gives low protection from melee attacks and explosions. | melee = 30 bullet = 5 laser = 10 energy = 5 bomb = 10 bio = 100 rad = 75 fire = 100 acid = 75 |
See here for information on the different styles. | |
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 bullet = 5 laser = 10 energy = 5 bomb = 10 bio = 100 fire = 100 acid = 75 |
See here for information on the different styles. | |
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 - up to 60 bullet = 5 laser = 10 energy = 5 bomb = 50 bio = 100 rad = 50 fire = 50 acid = 75 |
See here for information on the different styles. | |
CE Hardsuit | Chief Engineer | Gives good protection from melee attacks, near complete Radiation protection and complete protection against Fire. | melee = 40 bullet = 5 laser = 10 energy = 5 bomb = 50 bio = 100 rad = 90 fire = 100 acid = 90 |
See here for information on the different styles. | |
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
. EDit: It now can block stuff like flash and flashbangs |
melee = 30 bullet = 5 laser = 10 energy = 5 bomb = 10 bio = 100 rad = 50 fire = 75 acid = 75 |
See here for information on the different styles. | |
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 fire = 60 acid = 80 |
See here for information on the different styles. | |
Security Hardsuit | Brig, or in the case of BoxStation in E.V.A. | Gives slightly increased protection against all damage sources. | melee = 30 bullet = 15 laser = 30 energy = 10 bomb = 10 bio = 100 rad = 50 fire = 75 acid = 75 |
See here for information on the different styles. | |
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 bullet = 25 laser = 30 energy = 10 bomb = 25 bio = 100 rad = 50 fire = 95 acid = 95 |
Offer more protection than the standard Security Hardsuit. Still not as good as the Captain's spacesuit. | |
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 fire = 100 acid = 100 |
See here for information on the magical arts. | |
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 Taser shots! It's also a traitor objective. Expect to receive a harsh sentence from security if caught with this. | |
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. | |
Body Armor | HoS, 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. Also comes in identical tactical (officer lockers) and Black Mesa (security vendor) versions. | |
Riot Suit | Armory | This, combined with the riot shield, will make you be the nightmare of fire extinguisher -wielding assistants 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. | |
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. | |
Deathsquad Armor | Murder a Deathsquad officer | 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 fire = 100 acid = 100 |
If you see someone wearing this, it's a good idea to run. | |
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. | |
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%. | |
Large Armor Vest | SecTech | Offers same stats as Body Armor, just cosmetically different. | melee = 30 bullet = 30 laser = 30 energy = 10 bomb = 25 |
Security officers wear this VERY RARELY, usually obtained from SecTech for 600cr. | |
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 bullet = 30 laser = 30 energy = 30 bomb = 50 bio = 90 rad = 20 fire = 100 acid = 100 |
This suit, although costly, can provide a decent addition to security should they need extra defense against a multitude of threats. | |
Blood-red Hardsuit | From the Syndicate | A dual-mode advanced helmet designed for work in special operations. Has two modes: EVA and Combat. | melee = 40 bullet = 50 laser = 30 energy = 15 bomb = 35 bio = 100 rad = 50 fire = 50 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
Icon | Item | How to acquire | Protection | Defense values % | Notes |
---|---|---|---|---|---|
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. | |
Swat Helmet | Derelict or order it from Cargo | A rare and extremely powerful helmet that protects against all kinds of damage. Spaceworthy. | melee = 40 bullet = 30 laser = 25 energy = 25 bomb = 50 bio = 10 |
If you get this, be proud that you are wearing the best protective headgear in the game. | |
Riot Helmet | Armory | Provides excellent melee protection, but lacks in other areas. | melee = 45 bullet = 15 laser = 5 energy = 5 bomb = 5 bio = 2 |
Useful during revolutions, and other situations where you might be swarmed with melee weapons. | |
Head of Security Hat | HoS | Provides robust head protection in all damage types. The HoS starts with this. | melee = 40 bullet = 30 laser = 25 energy = 10 bomb = 25 bio = 10 |
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. | |
Deathsquad Helmet | Death squad | A strong helmet that provides reduction against most damage types. Spaceworthy. | melee = 80 bullet = 80 laser = 50 energy = 50 bomb = 100 bio = 100 rad = 100 |
Underwhelming compared to the deathsquad body armor |