Guide to Combat

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Revision as of 15:42, 14 April 2019 by imported>Angust (→‎Melee Combat: Fixed link.)
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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 "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 If you are reading it much later, some things may be outdated.

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 50 total damage of any types you get slowed down until healed.
  • After losing around 100 hp (depending on mood)you enter a 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 enough brute damage can cut them off. There are a fews 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.

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. An accessable stunning weapon can be made by crafting a stunprod . 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 4-15 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. 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.

Melee Combat

On /tg/station, 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 hug or attack someone in melee there is a cooldown before you can do it again. The cooldown is usually less than a second.

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 not be paying full attention. First you click your target once to passive grab. Keep spamclicking him, and if he doesn't move away 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 both 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 4 seconds. If you are very fast you can attempt to cuff him on the table. Or you can permanently keep him stunned by spamclicking him with grab to aggressive again, and clicking the same table again. Over and over. You have time to deal a single punch on harm intent after each tabling. 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 tables 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. Level 4 makes you start strangling him, causing suffocation damage. This is a slow process, and the target can easily break free by spamming "resist", so it's rarely used unless the target is already cuffed.

Throwing Spaceman

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. Throwing him on top of a glass table will stun him long enough to cuff him. Unlike with #Tabling, you must throw the person away from you. Otherwise the thrown spaceman will hit yourself and knock you down.


Punching

You enable harm intent . Punching does a small and random amount of damage. What's 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 pick up the dropped energy sword before he does, and kill him with it (you know the drill).


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 it with that weapon. The differences to unarmed fighting is that there is usually no randomness to damage dealt, and intent doesn't usually matter. There are exceptions though. Stun batons and stunprods will only deal damage when on harm intent . Otherwise they will stun harmlessly.

Ranged Combat

Ranged projectiles in this game uses 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 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 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.


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). Only useful for roleplay.


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.
  • Drag an open locker behind you. People accidentally clicking the locker will put their weapon in it.
  • If you know what you're doing (or is an antag), learn how to make and utilize bombs.
  • You can knock people down a couple of seconds by aiming for 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.

Make Shift Weapon

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. Civilian: Kitchen Staff Somewhat hard to get. Security will likely have their suspicions as the only reason to have this over the normal knife is its robusting power. Works as a ghetto circular saw in surgery.
Circular Saw 15 Brute Operating Theatre Robotics Lab Autolathe Civilian: Medical/Research One of the most robust things you can find. Sadly they are rather uncommon and departments like to hang onto theirs, and security likes to take them. You can print one at the Cargo Bay's autolathe, 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 Civilian: Botany A red nettle that deals high damage and can paralyze. Requires gloves to wield, lasts for several hits (damage reduced with each hit) until they disintegrate (i.e. the evidence disappears). Experienced Botanists can make these. At low potency they are mostly a joke but at high potency they are as strong as energy swords.
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. Civilian: Atmospherics/Command Most robust thing you can get from the Station. Has to be held with two hands to be used properly. Security will likely take it 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. Civilian: Botany 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. Civilian 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.
Null Rod 18 Brute (base) Chapel and on the Chaplain. Civilian: Chaplain Similar to the Circular Saw, but there's only one of them, and the Chaplain tends to keep it on 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. Civilian: Supply 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. Civilian Does less damage, but can fit in a backpack.
Survival Knife 15 Brute Miner's explorer backpacks, Miner's explorer boots Civilian: Supply Miners spawn with a very robust knife that can fit in their pockets or boots.
Scalpel 10 Brute Operating Theatre Autolathe. Civilian: Medical/Research 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. Civilian: Medical/Research 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.

Actual Melee Weapon

Unlike 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 batons lasers when Security sees you holding this.
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
Combine two Energy Swords 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 10 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 miners or traitors have a reasonable chance of finding them.
Telescopic Baton 10 Brute Heads of Staff's backpacks. Command Like the stunbaton but retractable, with a shorter stun time, but the same capability for bludgeoning. 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 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 File:Ammo 50.png
.50
7 Rounds 60 Brute Summon guns, can spawn in the secure contraband locker on metastation. 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 Syndicate Uplink and summon guns. Nanotrasen All in all the syndicate revolver, but for death squad and emergency response team officers.
Revolver
.357
7 Rounds 60 Brute Syndicate Uplink and summon guns Syndicate Security (or generally anyone) will be quick to scream 'TRAITOR!' if they see you with one. You can get more ammo from hacked autolathes. Serve with a side of grenade to finish your foe off for good.
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. 60 Brute
300 Brute when used on self
MetaStation Old Russia A Russian made revolver. Uses .357 ammo. It has a single slot in its chamber for a bullet. A gun to play Russian Roulette! You can spin the chamber to randomize the position of the bullet. True men aim for the head.

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
20 Disable Disables target Armory, disabler crates and summon guns. 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 shorter than the standard taser gun.

Pulse Based

Icon Item Ammo Capacity Damage & Effects How to Acquire Faction Usage Notes
Pulse Pistol
Energy
10 Pulse, 20 Laser, 10 Stun 50 Burn Emergency Response Team Nanotrasen A sidearm based on the Pulse Rifle. Is capable of fitting inside pockets and other small places but has a very limited ammo capacity. Issued to all Elite Emergency Response Team personnel.

Longarm (Ballistic)

Automatic

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.
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 45 brute damage each, firing in a fast 3-round burst that is moderately inaccurate. With AP ammo this thing will take down even heavily armored targets in one or two bursts.
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.

Shotgun

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.
Can bet cut down with a circular saw just like the Double-Barrelled Shotgun to fit into a backpack.

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 sans 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.

Combat Shotgun
12 Gauge Shells
8 Shells Depends on shell 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.
Bulldog
12 Gauge shells
8 Shells Depends on drum Uplink Syndicate A powerful semi-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.
  • 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 spred of 6 laser beams with up to 90 total damage.

Longarm (Energy)

Laser Based

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, 20 Disable 20 Burn
Stun
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).
Advanced Energy Gun
Energy
10 (recharges over time) 20 Burn/Stun target Security protolathe once researched first. Nanotrasen Using advanced wizardry 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.
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 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.
TacticalEnergy Gun
Energy
10 Stun, 20 Energy, 20 Kill 20 Burn target Elite Emergency Response Team Nanotrasen A tactical variant of the Energy Gun. Holds more of a charge and can fire stun rounds.
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 Security protolathe once researched first. Nanotrasen This beams from this gun will pass through everything, including walls. However, unlike previously, they now impact the first mob they hit, which means that they're now absolute dogshit against the blob.

Pulse Based

Icon Item Ammo Capacity Damage & Effects How to Acquire Faction Usage Notes
Pulse Rifle
Energy
200 Pulse 50 Burn Deathsquad Nanotrasen The most powerful energy weapon in existence. Bruteforces energy weapon's ammo problems by having a very large power source. Its pulse setting is capable of doing massive damage to a target as well as destroying cover and walls.
Pulse Carbine
Energy
25 Pulse, 50 Laser, 25 Stun 50 Burn Emergency Response Team Nanotrasen A scaled down version of the Pulse Rifle, holds significantly less power than the Pulse Rifle but is capable of being placed inside bags. Issued to Elite Emergency Response Team Security personnel.

Misc Weapons

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. Civilian In fact, this is very robust. Think of it as a ranged hypospray.
Rapid Syringe Gun
Syringes
6 Syringes 6 Brute + 15u chemicals R&D Lab once researched first. Nanotrasen See the syringe gun, but take into account it holds six syringes. Can be made through researching them, and only costs metal and glass to make. This gun gives you the power to fuck over six people at once!

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 Stun target Admins. Security Previously security's sidearm of choice, now replaced by disablers.
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 Admins 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 Admins 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 Stun
Duration 14
Security Not being security, and having this out, is likely to land you in the brig.
Stunprod Stun
Duration 10
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 Duration 5 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 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
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

Damage Prevention

A few items, when used, can randomly 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 = 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 Captain's Quarters 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 80 melee defense. Essentially becoming a spaceworthy riot suit. The helmet must be upgraded independently of the suit. melee = 30 - 70
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. 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.
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 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 = 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%.
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