imported>Kingfish |
imported>Kingfish |
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| |strategy = Apply it to a criminal | | |strategy = Apply it to a criminal |
| |description = Throw a pair in your pocket; more can be dispensed from the SecTech vendors. It prevents [[Assistant|criminals]] from holding items, opening doors, and generally locks them behind whatever room they're in. If the [[Mime|victim]] were to be dragged or grabbed in any way, they will be unable to move. Be careful not to bump into anybody else while transporting the [[Captain|criminal]], as this may loosen the prisoner from your grip allowing him to run free. A [[Syndicate_Items#Freedom Implant|freedom implant]] or resourceful [[changeling]] can remove cuffs instantly, but everyone else has to struggle with them for two or more minutes in a private area to get them off without outside help. Remember, you cannot open airlocks while cuffed. So if you are handcuffed in space without proper gear, you will most likely die. Can be combined with orange prison [[shoes]] to make foot shackles, which force a person to always walk. | | |description = Throw a pair in your pocket; more can be dispensed from the SecTech vendors. It prevents [[Assistant|criminals]] from holding items, opening doors, and generally locks them behind whatever room they're in. If the [[Mime|victim]] were to be dragged or grabbed in any way, they will be unable to move. Be careful not to bump into anybody else while transporting the [[Captain|criminal]], as this may loosen the prisoner from your grip allowing him to run free. A [[Syndicate_Items#Freedom Implant|freedom implant]] or resourceful [[changeling]] can remove cuffs instantly, but everyone else has to struggle with them for two or more minutes in a private area to get them off without outside help. Remember, you cannot open airlocks while cuffed. So if you are handcuffed in space without proper gear, you will most likely die. Can be combined with orange prison [[shoes]] to make foot shackles, which force a person to always walk. |
| | }} |
| | |
| | === Ammunition === |
| | ====Standard Ammo==== |
| | {{Item |
| | |bgcolor1 = #cccccc |
| | |bgcolor2 = #cccccc |
| | |name = WT-550 Standard Magazine |
| | |image = 46x30ammo.png |
| | |foundin = Constructed from Science, ordered from Cargo. |
| | |usedfor = Loading a WT-550 Auto Rifle. |
| | |strategy = Lock and load. |
| | |description = A 20-round 4.6x30mm magazine for use in the WT-550 automatic rifle. Fires standing damaging bullets. Easy and cheap to produce. |
| | }} |
| | |
| | ====Armour Piercing Ammo==== |
| | {{Item |
| | |bgcolor1 = #cccccc |
| | |bgcolor2 = #cccccc |
| | |name = WT-550 Armour Piercing Magazine |
| | |image = 4.6mmAP.png |
| | |foundin = Constructed from Science. |
| | |usedfor = Loading a WT-550 Auto Rifle. |
| | |strategy = Lock and load. |
| | |description = A 20-round 4.6x30mm AP magazine for use in the WT-550 automatic rifle. Fires armour piercing bullets that can tear through armour, but at the cost of dealing less damage per bullet. |
| | }} |
| | |
| | ====Toxin Tipped Ammo==== |
| | {{Item |
| | |bgcolor1 = #cccccc |
| | |bgcolor2 = #cccccc |
| | |name = WT-550 Toxin Tipped Magazine |
| | |image = 4.6mmTX.png |
| | |foundin = Constructed from Science. |
| | |usedfor = Loading a WT-550 Auto Rifle. |
| | |strategy = Lock and load. |
| | |description = A 20-round 4.6x30mm TX magazine for use in the WT-550 automatic rifle. Fires uranium tipped ammunition, dealing 15 toxin damage per hit. |
| | }} |
| | |
| | ====Incendiary Ammo==== |
| | {{Item |
| | |bgcolor1 = #cccccc |
| | |bgcolor2 = #cccccc |
| | |name = WT-550 Incendiary Magazine |
| | |image = 4.6mmIC.png |
| | |foundin = Constructed from Science. |
| | |usedfor = Loading a WT-550 Auto Rifle. |
| | |strategy = Lock and load. |
| | |description = A 20-round 4.6x30mm IC magazine for use in the WT-550 automatic rifle. Fires unique ammo that deals five damage per bullet, but each bullet contains a compound that ignites the target aflame. |
| }} | | }} |
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