Guide to Combat: Difference between revisions
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|Only weakens cyborgs. Humans become deaf and confused. | |Only weakens cyborgs. Humans become deaf and confused. | ||
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![[File:Fff.png]] | ![[File:Fff.png|50px]] | ||
!{{anchor|Stun Talisman}}[[Cult magic|Stun Talisman]] | !{{anchor|Stun Talisman}}[[Cult magic|Stun Talisman]] | ||
|Weaken + Stun<br>Duration 10 + 15 duration silence | |Weaken + Stun<br>Duration 10 + 15 duration silence | ||
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|Works on cyborgs. Blocked by null rod. | |Works on cyborgs. Blocked by null rod. | ||
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![[File:Beepsky.png]] | ![[File:Beepsky.png|50px]] | ||
!{{anchor|Beepsky}}[[Beepsky]] | !{{anchor|Beepsky}}[[Beepsky]] | ||
|Weaken + Stun<br>Duration 5 | |Weaken + Stun<br>Duration 5 | ||
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|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. | ||
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![[File:Ed209.png]] | ![[File:Ed209.png|50px]] | ||
!{{anchor|ED-209}}[[ED-209]] | !{{anchor|ED-209}}[[ED-209]] | ||
|Weaken + Stun<br>Duration 5 | |Weaken + Stun<br>Duration 5 | ||
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! scope="col" class="unsortable" style='background-color:Lightgreen;'|Notes | ! scope="col" class="unsortable" style='background-color:Lightgreen;'|Notes | ||
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![[File:Hulk.png]] | ![[File:Hulk.png|50px]] | ||
![[Hulk]] | ![[Hulk]] | ||
|Any | |Any | ||
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![[File:SGlasses.png]] | ![[File:SGlasses.png|50px]] | ||
!Eye protection | !Eye protection | ||
|Flashes | |Flashes | ||
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![[File:Deathsquadhelm.png|50px]] | ![[File:Deathsquadhelm.png|50px]] | ||
!{{anchor|Deathsquad Helmet}}Deathsquad Helmet | !{{anchor|Deathsquad Helmet}}Deathsquad Helmet | ||
|[[ | |[[Deathsquad]] | ||
|A strong helmet that provides reduction against most damage types. Spaceworthy. | |A strong helmet that provides reduction against most damage types. Spaceworthy. | ||
|melee = 65 <br>bullet = 55 <br>laser = 35 <br>energy = 20 <br>bomb = 30 <br>bio = 30 <br> rad = 30 | |melee = 65 <br>bullet = 55 <br>laser = 35 <br>energy = 20 <br>bomb = 30 <br>bio = 30 <br> rad = 30 |
Revision as of 16:55, 20 September 2014
This page needs revising!
The following page is out of date and/or needs to be revised. If the page's guide needs revision, see here for an example. |
This is a table of some common, or just robust, things. This is not a list of how much damage each item does, just the best items and short notes on how to use them best. If you feel something should be added, please go ahead and do so, if it's robust enough. This is in alphabetical order:
Offense
Melee Weapons
Icon | Item | Damage | How to Acquire | Notes |
---|---|---|---|---|
Broken Bottle | 15 Brute when breaking 9 Brute after broken |
Get a bottle from the Booze-o-mat, smash it on someone. | 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. | 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 | 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. | |
Cult Blade | 30 Brute | Cult magic | Those who aren't Cultist suffer from wielding this blade...MENTALLY. Aside from being very robust, it is really Cult exclusive. Expect a wave of | |
Death Nettle | Max 45 burn. Damage depends on potency Damage diminishes every hit. |
Growing them at Hydroponics | A red nettle that knocks people down with massive damage and contains polyacid. 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 stronger than energy swords. | |
Energy Sword | 3 Brute Off 30 Brute On |
Through a Syndicate Uplink | Despite being very strong in melee combat, its activation is loud, very obvious to those around you, and not viable unless you are a traitor. It also counts as a shield when active! Use a multitool on one to turn on RAINBOW MODE (permanently). TURN IT ON BEFORE YOU USE IT | |
Double-bladed Energy Sword | 3 Brute Off 34 Brute On |
Combine two Energy Swords | Has to be held with two hands while on. Four extra damage may not seem much, but it counts as one less hit to crit an unarmored opponent. When wielded it gives a guaranteed chance to deflect lasers and stun shots. 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 do not get the projectile deflection benefits. | |
Fire Extinguisher | 10 Brute | Found across the station in Emergency Fire Lockers on the walls and lockers in maintenance tunnels. | 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. | |
Fire Axe | 5 Onehand 24 Twohand |
Bridge and Atmospherics. | 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. | |
Hatchet | 12 Brute 15 thrown |
Hydroponics. | 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. | 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. | |
Null Rod | 15 Brute | Chapel and on the Chaplain. | 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 stored in the suit storage of any of the Chaplains outfits. | |
Pickaxe | 15 Brute | Mining Dock and Mining Station. | Again, very robust, but it's very big, yet your jumpsuit's belt can hold it. Miners will likely trade this for other things, such as a tool belt, or insulated gloves. Since it is seen mostly on miners, security will be quick to blame them when they find a bloody pickaxe next to what was the HoP. | |
Scalpel | 10 Brute | Operating Theatre Autolathe. | Despite being not as good at the saw, this is still quite robust. Best part is you can have it your pocket and if you have access to this (not counting autolathe produced scalpels) security wouldn't care, unless it's covered in blood, of course. But even then they might assume you're just a bad doctor. | |
Glass Shard | 5 Brute 10 thrown |
Anywhere there's glass (read: everywhere). | Extremely easy to obtain, just break a glass/reinforced glass pane. Works also as a ghetto scalpel. | |
Stun Baton | 10 Brute | Security Office and Security Officer's backpack. | Very robust if you know how to use it properly. Only the security force can get these easily. | |
Screwdriver | 5 Brute | Most storage rooms and Engineering. | 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. | Only found in Surgery. Unfortunately, debate is ongoing whether it can be used to stick cyborg limbs onto people or not. You can probably think of a few other uses for it, though. | |
Toolbox | 10 Brute | Most storage rooms and Engineering. | Rather common. Althought it deals a moderate amount of damage, it's a bulky item, so you'll have to hold it. | |
Toolbox | 15 Brute 18 thrown |
Syndicate uplink and 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. | |
Spear | 10 Onehand 18 Twohand 20 Thrown |
Made by yourself | A haphazardly-constructed yet still deadly weapon of ancient design. |
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.
Icon | Item | Ammo | Capacity | Damage & Effects | How to Acquire | Notes |
---|---|---|---|---|---|---|
Advanced Energy Gun | Energy |
10 (recharges over time) | 20 Burn/Stun target | R&D Lab once researched first. | Using advanced | |
Antique Laser Gun | Energy |
12 (recharges over time) | 20 Burn | Captain's Quarters. | The prized weapon of the Captain, and the target of many enemy forces. Similar to the laser gun except it's recharged all by itself. They just don't make guns like they used to. | |
C20r SMG | 12mm |
20 Rounds | 20 Brute + Knockdown | Can only be found in Nuke rounds, or with Summon guns. | It knocks the target down, similar to the detective's revolver, except chances are if you go down, you're not getting back up. | |
Combat Shotgun | 12 Gauge Shells |
8 Shells | 15(x5) Brute with buckshot 60 Brute with slugs 5 Brute + Knockdown with beanbag Nothing with blank Stuns target with stun 6 brute + 30u chemicals with dart. 20 Brute + fire with incendiary |
Found in ballistic crates and from Summon guns. | The highest ammo capacity of any shotgun. Best of all, you can load shells in a sequence, for example - Beanbag, Slug, Beanbag, Slug etc., for more effective combat. | |
Desert Eagle | File:Ammo 50.png .50 |
7 Rounds | 60 Brute | Summon guns exclusive. | Comes in three tasteful variants. Normal, gold and camo gold. Hope for the gold gun. | |
Double-Barrelled Shotgun | 12 Gauge shells |
2 Shells | 15(x5) Brute with buckshot 60 Brute with slugs 5 Brute + Knockdown with beanbag Nothing with blank Stuns target with stun 6 brute + 30u chemicals with dart. 20 Brute + fire with incendiary |
Bar. | 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. A sawn-off shotgun will fit in your backpack. | |
Energy Crossbow | Energy |
6 Bolts (recharges by itself) | 10 Toxin + stun | Syndicate Uplink. | The syndicate's energy crossbow, small, silent and deadly. Cannot be used in recharging units. It's worth noting that the stun is shorter than the standard taser gun. | |
Energy Gun | Energy |
10 Lasers/Electrodes | 20 Burn Stun |
Armory, Energy Weapons Crate or Summon guns. | Perhaps the second best energy-based gun. Best thing is to taze once then either handcuff (for arresting) or spam the other 9 shots at them on kill mode (for murder). | |
Gyrojet Pistol | .75 |
8 Rounds | 74 Brute from direct hit 24 from a tile away explosion (-1, 0, 2) |
Summon guns exclusive. | 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. | |
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. | Large and unwieldy, great for dealing with mechs. Cyborgs are weak to it: flashing cyborgs totally immobilizes them and it leaves you free to robust them to your heart's content. | |
L6 SAW | .762 |
50 Rounds | 60 Brute | Nuke ops and summon guns only. | Holds the most ammo of any gun, 50 shots dealing 60 brute damage each, two good shots on someone and they're down. | |
Laser Cannon | Energy |
10 Lasers | 40 Burn | R&D Lab once researched first. | Must be researched first. This is the Laser Gun's bigger brother, fear him, he will fuck you over. | |
Laser Gun | Energy |
10 Lasers | 20 Burn | Armory, weapons crates and summon guns. | No real reason to use this over the energy gun as it is lethal ONLY. | |
Mateba | .357 |
7 Rounds | 60 Brute | Syndicate Uplink and summon guns. | All in all the syndicate revolver, but for death squad officers. | |
Revolver | .357 |
7 Rounds | 60 Brute | Syndicate Uplink and summon guns | Security (or generally anyone) will be quick to scream 'TRAITOR!' if they see you with one. | |
Revolver | .38 |
6 Rounds | 15 Brute + Knockdown | Detective's locker or summon guns. | Knocks down targets, causing some minor damage. Can be modified to fire .357, but may break with the modification. | |
Rapid Syringe Gun | Syringes |
6 Syringes | 6 Brute + 15u chemicals | R&D Lab once researched first. | See the syringe gun, but take into account it holds four syringes. Can be made through researching them, and only costs metal to make. This gun gives you the power to fuck over six people at once! | |
Retro Laser | Energy |
12 Lasers | 20 Burn | White Ship. | Found on the white ship, this old beast is like the laser gun; anyone with a space suit and a little know-how can reach it. | |
Submachine Gun | 9mm |
18 Shells | 25 Brute | R&D Lab once researched first. | An expensive gun to make, but one of the few actual guns used by Nanotrasen that aren't shotguns. Researched from R&D. | |
Shotgun | 12 Gauge shells |
4 Shells | 15(x5) Brute with buckshot 60 Brute with slugs 5 Brute + Knockdown with beanbag Nothing with blank Stuns target with stun 6 brute + 30u chemicals with dart. 20 Brute + fire with incendiary |
??? | A rare shotgun, also somewhat worse than the double barreled, as it needs pumping every time and only holds 2 extra shells. | |
Stetchkin Pistol | 10mm |
8 rounds | 25 Brute | Syndicate Uplink. | The nuke op's weapon of choice, unless they spend telecrystals on something better. | |
Syringe Gun | Syringes |
1 Syringe | 6 Brute + 15u chemicals | Medical Storage. | In fact, this is very robust. Think of it as a ranged hypospray. | |
Taser | Energy |
5 Electrodes | Stun target | Armory, taser crates and summon guns. | If you're trying to kill someone, stun, then beat the living daylights out of them. | |
Temperature Gun | Energy |
40 Freeze/heat Beams | Heats/Cools target dependent upon the setting. | R&D Lab once researched first. | Another researched gun, if you can make this (more importantly, open that damn lockbox), chances are you can construct something better (read: laser cannon). Generally useless, except perhaps for killing slimes if you really don't want to get close. | |
X-Ray Gun | Energy |
20 Lasers | 15 Burn + 30 Irradiate | R&D Lab once researched first. | This beams from this gun will pass through everything but a wall. While it does do less burn damage, the radiation it inflicts causes toxin damage and can make someone mutate. Great for shooting up crowded hallways. Kills blobs dead. | |
Chem Sprayer | Chemicals | 600 units | Depends on the chemical | ??? | 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. | |
Uzi | File:Ammo 50.png .45 |
16 rounds | 20 Brute + Knockdown | Summon guns | A lightweight, fast firing gun, for when you want someone dead. Uses .45 rounds. | |
Tommy Gun | 9mm |
50 rounds | 20 Brute + Knockdown | Admins | A genuine Chicago Typewriter. | |
Russian Revolver | .357 |
1 round. Can load up to 6. | 60 Brute 300 Brute when used on self |
MetaStation | A Russian made revolver. Uses .357 ammo. It has a single slot in its chamber for a bullet. A gun to play Russian Roulette! You can spin the chamber to randomize the position of the bullet. | |
Silenced Pistol | File:Ammo 50.png .45 |
12 rounds | 20 Brute + Knockdown | Away missions. Admins. | A small, quiet, easily concealable gun. Uses .45 rounds. | |
Flamethrower | Gas of your choice |
Depends on tank pressure | Depends on the gas | Made by yourself | 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. |
Defense
To be good at combat, you must be able to survive an encounter with anything; Nuclear Operatives, Wizards, Assistants and such. While some may say that the best defense is a robust offense (which can be true in some cases), knowing how to protect yourself is a vital skill needed to be robust.
Stuns and Incapacitation
Having the ability to stun at a moment's notice will protect you from getting robusted quite often (as long as you don't get stunned first).
Three kinds of stuns
Humans can get stunned in three different ways. The most common one is 'Weaken'. It causes you to fall and makes you unable to do anything except talking. 'Stun' is all the same, except you don't fall down. Paralysis knocks you out completely, you can't even talk or hear what's happening.
You can also be sleeping, which is the same as paralysis, but caused and treated by different things.
Icon | Item | Type of Stun | How to Acquire | Notes |
---|---|---|---|---|
Stun Baton | Weaken + Stun Duration 7 |
Security | Not being security, and having this out, is likely to land you in the brig. | |
Stunprod | Weaken + Stun Duration 5 |
Made by yourself | Having this is a quick way to get robusted by security. | |
Flash | Weaken Duration 5 |
Security, Heads, Bridge, Sec Checkpoint, Tech Storage | Cyborgs are vulnerable to this method of stunning. Eye protection, such as sunglasses or welding helmets prevents you from being stunned this way. | |
Taser | Weaken + Stun Duration 5 |
Security | A ranged stun, which sets Sec apart from everyone else. Has five charges. | |
Energy Gun | Weaken + Stun Duration 5 |
Captain, HoS, HoP, Armory | Like a Taser, but with more charges, and the option to kill, if needed. HoS is the only person on station to start with one at round start. | |
Disarm Intent | Weaken Duration 2 |
Have arms | You have a chance to disarm (make someone drop their weapon) or push someone down when attacking with the disarm intent. Someone pushed down will also drop their weapon. Very brief. | |
Chloral Hydrate | Sleep | Chemistry | Typically used with a syringe gun, Hypospray, or Smoke Grenade. This puts anyone to sleep for an extended period of time. Large doses can kill someone (41+ units). | |
Flashbang | Weaken + Stun Duration varies with distance. Max 10 |
Security | Very good for stunning a whole room. Not wearing ear protection will make you deaf for awhile. | |
Laser Pointer | Blinds humans Weaken on cyborgs Duration 5-10 |
Lawyer, Librarian, Research Director | Has a chance of blinding people and cyborgs, like a Flash; a fully upgraded laser pointer has a 100% chance. | |
Knockout | Paralyze Duration varies |
Have arms | When you hit someone in the head/mouth, there's a fairly low chance for them to be knocked out. | |
Disabler | Stamina damage | Through Disabler Crate from Cargo. | A self defense weapon that exhausts targets, weakening them until they collapse. Non-lethal. | |
Stun Revolver | Weaken + Stun Duration 5 |
Through research | A high-tech revolver that fires stun cartridges. The stun cartridges can be recharged using a conventional energy weapon recharger. Taser with 8 charges. | |
Resonant Shriek | Weaken Duration 5-10 |
Being a changeling | Only weakens cyborgs. Humans become deaf and confused. | |
Stun Talisman | Weaken + Stun Duration 10 + 15 duration silence |
Being a cultist and making one. | Works on cyborgs. Blocked by null rod. | |
Beepsky | Weaken + Stun Duration 5 |
Made in robotics. | Attacks those set to arrest, and, depending on the mode, with weapons out without permission. | |
ED-209 | Weaken + Stun Duration 5 |
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 or Virology | 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 |
Damage Prevention
A few items, when used, can completely block damage.
Icon | Item | How to acquire | Protection | Notes |
---|---|---|---|---|
Riot Shield | Armory | Blocks melee and projectile attacks to the chest. | Note that attacks aimed at other parts of the body (commonly the head) may miss, and have a chance of hitting another part instead, usually your chest. | |
Energy Combat Shield | Nuke ops | Blocks most melee and ranged projectiles | Works just like a riot shield, except with a 100% chance to deflect all lasers and energy shots, making it very robust. Can also be turned off to fit in your pocket. | |
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. | |
Energy Sword | Syndicate Uplinks | Blocks most projectiles | Needs to be turned on to work. Counts as a shield just like the riot shield. |
Armor
Armor is a great passive way to keep you from getting hurt too badly in a fight. Some jobs will have difficulty acquiring armor. Some armor, like hardsuits, will slow you, as well.
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 Armor | Captain's Quarters | Offers moderate protection from most sources. | melee = 65 bullet = 50 laser = 50 energy = 25 bomb = 50 bio = 100 rad = 50 |
The Captain will sometimes wear this. It's also space-worthy, but it will slow you down. Wearing this while not the Captain is a good way to get robusted. | |
Captain's Carapace | Captain's Quarters | Offers moderate protection from most sources. | melee = 50 bullet = 30 laser = 50 energy = 10 bomb = 25 |
A special armor vest unique to the Captain. Offers slightly more protection than a standard armor vest, and also displays your authority to the crew. | |
Engineering Hardsuit | Engineering | Gives low protection from melee attacks and explosions. | melee = 10 bullet = 5 laser = 10 energy = 5 bomb = 10 bio = 100 rad = 75 |
See 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 = 10 bullet = 5 laser = 10 energy = 5 bomb = 10 bio = 100 |
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 80 melee defense. Essentially becoming a spaceworthy riot suit. The helmet must be upgraded independently of the suit. | melee = 40 - 80 bullet = 5 laser = 10 energy = 5 bomb = 50 bio = 100 rad = 50 |
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 |
See here for information on the different styles. | |
Security Hardsuit | 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 |
See here for information on the different styles. | |
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 = 20 laser = 20 energy = 20 bomb = 35 bio = 100 rad = 50 |
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 = 80 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 any other damage. | melee = 10 bullet = 80 laser = 10 energy = 10 |
Rarely used, because lasers are the main weapon of choice for those who can get them. | |
Body Armor | HoS, HoP, Security | Protects moderately against melee and lasers, which are common things to be harmed by. | melee = 50 bullet = 15 laser = 50 energy = 10 bomb = 25 |
The standard armor found on security mooks. Also sometimes found on Ian. | |
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 = 80 bullet = 10 laser = 10 energy = 10 |
It's very resistant to melee attacks, BUT it's less protective against lasers than standard armor. Slows you down slightly | |
Armored Coat | HoS | The most protective armor available on the station, and the HoS starts with it. Gives complete protection to most of the body. | melee = 65 bullet = 30 laser = 50 energy = 10 bomb = 25 |
Wear this as your rightful trophy if you manage to outrobust him. | |
Deathsquad Armor | Death Squad | Extremely robust armor found only on Deathsquad Officers. Offers strong protection against all damage sources to the entire body, in addition to being spaceworthy. Moderate slowdown. | melee = 80 bullet = 60 laser = 50 energy = 25 bomb = 50 |
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%. |
Helmets
Icon | Item | How to acquire | Protection | Defense values % | Notes |
---|---|---|---|---|---|
Helmet | Security Office | Standard head gear for security mooks. Keeps your head safe. | melee = 50 bullet = 15 laser = 50 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 | A rare and extremely powerful helmet that protects against all kinds of damage. Spaceworthy. | melee = 80 bullet = 60 laser = 50 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 = 82 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 = 80 bullet = 60 laser = 50 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 | Deathsquad | A strong helmet that provides reduction against most damage types. Spaceworthy. | melee = 65 bullet = 55 laser = 35 energy = 20 bomb = 30 bio = 30 rad = 30 |
Underwhelming compared to the deathsquad body armor |