imported>Angust |
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| |usedfor = Subjugating your staff when they feel like not taking orders. | | |usedfor = Subjugating your staff when they feel like not taking orders. |
| |strategy = Apply it in your hand to extend it, apply to person. | | |strategy = Apply it in your hand to extend it, apply to person. |
| |description = A.K.A. Telebaton. A compact yet robust personal defense weapon. Can be concealed when folded. Every Head gets one. When not on harm intent it causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]] and 45 [[Health#Stamina|stamina]] damage, which means it will stam-[[Status_Effects#Paralyze|paralyze]] someone with 3 hits. Has a 4 second cooldown between non-harm hits. | | |description = A.K.A. Telebaton. A compact yet robust personal defense weapon. Can be concealed when folded. Every Head gets one. When targeting a leg, it causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]]. When targeting the head or chest, it causes 45 [[Health#Stamina|stamina]] damage, which means it will stam-[[Status_Effects#Paralyze|paralyze]] someone with 3 hits. Has a 4 second cooldown between non-harm hits. |
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| '''Damage''' = 10 brute damage on harm intent. | | '''Damage''' = 0. You cannot harmbaton with this weapon. |
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| |usedfor = Subjugating criminals. | | |usedfor = Subjugating criminals. |
| |strategy = Apply to a person. | | |strategy = Apply to a person. |
| |description = Works the same as a [[#Telebaton|telebaton]], except it's always extended. When not on harm intent it causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]] and 45 [[Health#Stamina|stamina]] damage, which means it will stam-[[Status_Effects#Paralyze|paralyze]] someone with 3 hits. Has a 4 second cooldown between non-harm hits. | | |description = Works the same as a [[#Telebaton|telebaton]], except it's always extended. |
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| '''Damage''' = 12 brute damage on harm intent. | | '''Damage''' = 0. Like the telebaton, it cannot harmbaton. |
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| |description = Your primary melee weapon. Standard Protocol is to wear it on your BELT or your actual Security Belt. Do not run around with your weapon brandished as you will be slipped and killed by the clown. | | |description = Your primary melee weapon. Standard Protocol is to wear it on your BELT or your actual Security Belt. Do not run around with your weapon brandished as you will be slipped and killed by the clown. |
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| Stun batons have two modes: [[security|on]] and [[shitcurity|off]]. While on, hitting someone with it will result in 50 instant stamina damage, and then a 5 second [[Status_Effects#Knockdown|knockdown]] 2 seconds after the hit. Has a 2.5 second cooldown between [[Status_Effects#Knockdown|knockdown]] hits. Harm intent will cause you to also smash the victim, bruising the target. You'll generally be using it on a non-harm intent. Excessive use is discouraged among [[beyond the impossible|forward-thinking and sympathetic]] security forces. Recharged in a [[Security_items#Recharger|recharger]]. The [[Status_Effects#Knockdown|knockdown]] can be mitigated with [[Guide_to_chemistry#Pump-Up|Pump-Up]] and other chems. | | Stun batons have two modes: [[security|on]] and [[shitcurity|off]]. While on, hitting someone with it will result in 70 stamina damage. Harm intent will cause you to also smash the victim, bruising the target. You'll generally be using it on a non-harm intent. Excessive use is discouraged among [[beyond the impossible|forward-thinking and sympathetic]] security forces. Recharged in a [[Security_items#Recharger|recharger]]. |
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