Weapons: Difference between revisions
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== Disclaimer == | == Disclaimer == | ||
This wiki page might contain inexact information. Because the game is in heavy development, many balance changes are necessary some damage values or how the weapons behave are changed on an almost daily basis. | This wiki page might contain inexact information. Because the game is in heavy development, many balance changes are necessary, and some damage values or how the weapons behave are changed on an almost daily basis. | ||
Also, the whole combat system | Also, since most of this page has been written, the whole combat system was completely overhauled with the addition of stamina, among other mechanics. Not all of the information here has been updated to reflect the current version of the game. This wiki page should still hold some usefulness, mostly to new players joining the community, or experienced players trying to figure out which weapons to choose. | ||
You are encouraged to consult the discussion page to add comments or suggestions. | You are encouraged to consult the discussion page to add comments or suggestions. | ||
==Combat== | ==Combat== | ||
Refer to [[Combat]] for Combat tips and how to enter Combat mode. | Refer to [[Combat]] for Combat tips and how to enter Combat mode. Remember that you can wield some weapons (mainly melee weapons) in both hands by [[Interactions#Use-in-hand (Z)|using them in hand.]] | ||
== Melee Weapons == | == Melee Weapons == | ||
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| [[File:Captain sabre.png|center | 64px]] | | [[File:Captain sabre.png|center | 64px]] | ||
| style="text-align:center;" | '''Captain's Sabre''' | | style="text-align:center;" | '''Captain's Sabre''' | ||
| | | 17 Slash | ||
| The sabre is in the Captain's locker at the start of the round. He will most likely carry it around. | | The sabre is in the Captain's locker at the start of the round. He will most likely carry it around. | ||
| style="vertical-align:middle; text-align:left;" | A ceremonial weapon belonging to the captain of the station. | | style="vertical-align:middle; text-align:left;" | A ceremonial weapon belonging to the captain of the station. | ||
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| [[File:Claymore.png | center | 64px]] | | [[File:Claymore.png | center | 64px]] | ||
| style="text-align:center;" | '''Claymore''' | | style="text-align:center;" | '''Claymore''' | ||
| | | 20 Slash | ||
| | | | ||
| An ancient war blade. | | An ancient war blade. | ||
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| [[File:Combat Knife.png|center | 64px]] | | [[File:Combat Knife.png|center | 64px]] | ||
| style="text-align:center;" | '''Combat Knife''' | | style="text-align:center;" | '''Combat Knife''' | ||
| | | 12 Slash | ||
| | | | ||
| A deadly knife intended for melee confrontations. | | A deadly knife intended for melee confrontations. | ||
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| [[File:Energy Dagger.png | 64px]] | | [[File:Energy Dagger.png | 64px]] | ||
| style="text-align:center;" | '''Energy Dagger''' | | style="text-align:center;" | '''Energy Dagger''' | ||
| | | 20 (10 Slash, 10 Heat) On <br> 1 Brute Off | ||
| [[Traitor Uplink]] | | [[Traitor Uplink]] | ||
| style="vertical-align:middle; text-align:left;" | A small energy blade conveniently disguised in the form of a pen. Can be hidden in a PDA. | | style="vertical-align:middle; text-align:left;" | A small energy blade conveniently disguised in the form of a pen. Can be hidden in a PDA. | ||
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| [[File:Energy sword.png | 64px]] | | [[File:Energy sword.png | 64px]] | ||
| style="text-align:center;" | '''Energy Sword''' | | style="text-align:center;" | '''Energy Sword''' | ||
| | | 30 (15 Slash, 15 Heat) <br> 20 Structural On<br> 7 Brute Off | ||
| [[Traitor Uplink]] | | [[Traitor Uplink]] | ||
| style="vertical-align:middle; text-align:left;" | A very dangerous energy sword. Can be stored in pockets when turned off. Makes a lot of noise when used or turned on. | | style="vertical-align:middle; text-align:left;" | A very dangerous energy sword. Can be stored in pockets when turned off. Makes a lot of noise when used or turned on. | ||
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| [[File:Katana.png | center | 64px]] | | [[File:Katana.png | center | 64px]] | ||
| style="text-align:center;" | '''Katana''' | | style="text-align:center;" | '''Katana''' | ||
| | | 15 Slash | ||
| | | | ||
| style="vertical-align:middle; text-align:left;" | Pair it with with cat ears for the ultimate ''weeb'' experience. | | style="vertical-align:middle; text-align:left;" | Pair it with with cat ears for the ultimate ''weeb'' experience.beyond | ||
|- style="vertical-align:middle;" | |- style="vertical-align:middle;" | ||
| [[File:Machete.png | center | 64px]] | | [[File:Machete.png | center | 64px]] | ||
| style="text-align:center;" | '''Machete''' | | style="text-align:center;" | '''Machete''' | ||
| | | 15 Slash | ||
| | | | ||
| style="vertical-align:middle; text-align:left;" | A large, ''vicious'' looking blade. | | style="vertical-align:middle; text-align:left;" | A large, ''vicious'' looking blade. | ||
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| [[File:Survival knife.png|center|64px]] | | [[File:Survival knife.png|center|64px]] | ||
| style="text-align:center;" | '''Survival Knife''' | | style="text-align:center;" | '''Survival Knife''' | ||
| | | 12 Slash | ||
| [[Salvage Specialist]] | | [[Salvage Specialist]] | ||
| style="vertical-align:middle; text-align:left;" | Weapon of first and last resort for combatting space carp. | | style="vertical-align:middle; text-align:left;" | Weapon of first and last resort for combatting space carp. | ||
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! scope="col" class="unsortable" style='width:80px | Ammo | ! scope="col" class="unsortable" style='width:80px | Ammo | ||
! scope="col" style='width:80px | Capacity | ! scope="col" style='width:80px | Capacity | ||
! scope="col" style='width:80px | Damage | ! scope="col" style='width:80px | Damage beyond | ||
! scope="col" class="unsortable" | How to acquire | ! scope="col" class="unsortable" | How to acquire | ||
! scope="col" class="unsortable" | Notes | ! scope="col" class="unsortable" | Notes | ||
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| 5 Rounds | | 5 Rounds | ||
| 35 Piercing | | 35 Piercing | ||
| | | spawns in the freezer located in the vault | ||
| A rare, custom-built revolver. | | A rare, custom-built revolver. | ||
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| .45 magnum | | .45 magnum | ||
| 7 Rounds | | 7 Rounds | ||
| 35 Piercing | | 35 Piercing (35 "true damage") | ||
| [[Traitor Uplink]] | | [[Traitor Uplink]] | ||
| A robust revolver favoured by Syndicate agents. Comes preloaded with 7 magnum rounds. | | A robust revolver favoured by Syndicate agents. Comes preloaded with 7 magnum rounds. | ||
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| .30 rifle | | .30 rifle | ||
| 19 Piercing | | 19 Piercing | ||
| Nuclear Operative | | Nuclear Operative Uplink | ||
CURRENTLY DISABLED | |||
| An iconic weapon of war. | | An iconic weapon of war. | ||
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| .20 rifle | | .20 rifle | ||
| 17 Piercing | | 17 Piercing | ||
| | | CURRENTLY DISABLED | ||
| An older bullpup carbine model, with an attached underbarrel grenade launcher. Uses .20 rifle ammo. | | An older bullpup carbine model, with an attached underbarrel grenade launcher. Uses .20 rifle ammo. | ||
|} | |} | ||
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| .35 auto | | .35 auto | ||
| 16 Piercing | | 16 Piercing | ||
| | | one spawns in the "warden room" in centcom | ||
| Pla-ket-ket-ket-ket! | | Pla-ket-ket-ket-ket! | ||
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| Bar | | Bar | ||
| Much smaller than a regular shotgun, it can easily fit in a backpack. '' Must be manually cycled. '' | | Much smaller than a regular shotgun, it can easily fit in a backpack. '' Must be manually cycled. '' | ||
|- style="vertical-align:middle;" | |||
| [[File:improvised shotgun.png | 64px]] | |||
| style="text-align:center;" | '''Improvised Shotgun''' | |||
| Shotgun Shells | |||
| 1 Shell | |||
| Depends on shell | |||
| [[construction]] | |||
| Shitty, single-shot shotgun made from parts found lying about the station. Ammo not included. '' Must be manually cycled. '' | |||
|} | |} | ||
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| 49 piercing | | 49 piercing | ||
| | | | ||
| A portable anti-armour rifle. Must be manually cycled. | | A portable anti-armour rifle. Must be manually cycled.beyond | ||
|- style="vertical-align:middle;" | |- style="vertical-align:middle;" | ||
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| | | | ||
| This should've been in a museum long before you were born. A gun favoured by pirates. | | This should've been in a museum long before you were born. A gun favoured by pirates. | ||
|- style="vertical-align:middle;" | |||
| [[File:Improvised Bow.png | center | 64px]] | |||
| style="text-align:center;" | '''Improvised Bow''' | |||
| Arrows, plungers | |||
| 25 piercing | |||
| [[Construction]] | |||
| A shoddily-constructed bow made from wood and cloth. Not much, but it's gotten the job done for millennia. Must be wielded to fire, must be manually reloaded after every shot. You'll have to make the arrows yourself. | |||
|} | |} | ||
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|- style="vertical-align:middle;" | |- style="vertical-align:middle;" | ||
| [[File:China Lake.png | center | 64px]] | | [[File:China Lake.png | center | 64px]] | ||
| style="text-align:center;" | '''China | | style="text-align:center;" | '''[[China-lake]]''' | ||
| Grenade | | Grenade | ||
| Depends on grenade | | Depends on grenade | ||
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| 10 Lasers | | 10 Lasers | ||
| 28 Burn | | 28 Burn | ||
| | | Research | ||
| A heavy duty, high powered laser weapon. | | A heavy duty, high powered laser weapon. | ||
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| 8 Lasers | | 8 Lasers | ||
| 14 Burn | | 14 Burn | ||
| | | Research | ||
| Better pray it won't burn your hands off | | Better pray it won't burn your hands off. Used to be you could make these by hand, but they got removed from the [[construction]] menu. | ||
|- style="vertical-align:middle; | |- style="vertical-align:middle; | ||
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| 400 Pulse | | 400 Pulse | ||
| 35 Burn | | 35 Burn | ||
| [[ | | [[Death Squad]] | ||
| A weapon that is almost as infamous as its users. | | A weapon that is almost as infamous as its users. | ||
|} | |} | ||
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| [[File:Nuclear Grenade.png | center | 64px]] | | [[File:Nuclear Grenade.png | center | 64px]] | ||
| style="text-align:center;" | '''Nuclear Grenade''' | | style="text-align:center;" | '''Nuclear Grenade''' | ||
| style="text-align:center;" | | | style="text-align:center;" | [[Impossibility|Admeme]] | ||
| Please don't throw it, think of the children. Has a ~15 tiles radius. | | Please don't throw it, think of the children. Has a ~15 tiles radius. | ||
|- | |||
| [[File:Powercellmedium.png | center | 64px]] | |||
| style="text-align:center;" | '''Rigged powercell''' | |||
| | |||
|Inject liquid plasma into a battery with a syringe to rig it, once the charge level changes it will explode. | |||
|} | |} | ||
== Non-lethal Weapons == | == Non-lethal Weapons == | ||
Combat has been updated to track "stamina damage" since this information was written, so the info here is probably incomplete/outdated. Still, this is important info to keep in mind. | |||
{| class="wikitable sortable" style="width:95%" border="2" cellspacing="0" cellpadding="2" | {| class="wikitable sortable" style="width:95%" border="2" cellspacing="0" cellpadding="2" | ||
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| Knockdown | | Knockdown | ||
| Bathrooms / [[Janitor]] | | Bathrooms / [[Janitor]] | ||
| Can be used to | | Can be used to knock down a person who step's on it while running. Items in their hands will fall on the ground. The primary counter to almost every threat. | ||
|- style="vertical-align:middle;" | |||
| [[File:Lube in space.png | center | 64px]] | |||
| style="text-align:center;" | '''[[Lube bomb]]''' | |||
| Knockdown | |||
| [[Chemist]] | |||
| Might be hard to get, but can block off whole departments and take up a lot of cleaning bombs | |||
|} | |} |
Latest revision as of 04:52, 9 August 2024
Disclaimer
This wiki page might contain inexact information. Because the game is in heavy development, many balance changes are necessary, and some damage values or how the weapons behave are changed on an almost daily basis.
Also, since most of this page has been written, the whole combat system was completely overhauled with the addition of stamina, among other mechanics. Not all of the information here has been updated to reflect the current version of the game. This wiki page should still hold some usefulness, mostly to new players joining the community, or experienced players trying to figure out which weapons to choose.
You are encouraged to consult the discussion page to add comments or suggestions.
Combat
Refer to Combat for Combat tips and how to enter Combat mode. Remember that you can wield some weapons (mainly melee weapons) in both hands by using them in hand.
Melee Weapons
Whether you need to murder the clown defend yourself from traitors or remove intruders from the bridge, multiple weapons are available to you. Makeshift weapons are usually less robust compared to dedicated weapons, but are much more easier to obtain.
Dedicated Melee Weapons
Icon | Item | Damage | How to acquire | Notes |
---|---|---|---|---|
Captain's Sabre | 17 Slash | The sabre is in the Captain's locker at the start of the round. He will most likely carry it around. | A ceremonial weapon belonging to the captain of the station. | |
Claymore | 20 Slash | An ancient war blade. | ||
Combat Knife | 12 Slash | A deadly knife intended for melee confrontations. | ||
Energy Dagger | 20 (10 Slash, 10 Heat) On 1 Brute Off |
Syndicate Uplink | A small energy blade conveniently disguised in the form of a pen. Can be hidden in a PDA. | |
Energy Sword | 30 (15 Slash, 15 Heat) 20 Structural On 7 Brute Off |
Syndicate Uplink | A very dangerous energy sword. Can be stored in pockets when turned off. Makes a lot of noise when used or turned on. | |
Flaming Fireaxe | 24 Brute + Ignite (Two-hand) 14 Brute + Ignite (One-hand) |
Syndicate Uplink | This is a syndicate item unlike the regular fireaxe. Can be used to open an unpowered closed door. | |
Katana | 15 Slash | Pair it with with cat ears for the ultimate weeb experience.beyond | ||
Machete | 15 Slash | A large, vicious looking blade. | ||
Spear | 17 Brute (Two-hand) 10 Brute (One-hand) 15 Brute (Thrown) |
Construction | 5u of reagent can be added to the spear, 1u of reagent will be transferred per hit. | |
Survival Knife | 12 Slash | Salvage Specialist | Weapon of first and last resort for combatting space carp. |
Makeshift Weapons
Not weapon per se, those items can be used as weapons with variable result. They are usually much more easier to obtain for civilian than dedicated melee weapons.
Icon | Item | Damage | How to acquire | Notes |
---|---|---|---|---|
Advanced Circular Saw | 20 Brute | Medbay and Research | You think you can cut anything with it. | |
Baseball Bat | 14 Brute | Construction | A robust baseball bat. | |
Butcher's Cleaver | 15 Brute | Kitchen | A huge blade used for chopping and chopping up meat. This includes clowns and clown-by-products. | |
Circular Saw | 15 Brute | Medbay and Research | For heavy duty cutting. | |
Fireaxe | 24 Brute (Two-hand) 14 Brute (One-hand) |
Can usually be found in Atmospherics or Bridge. | Can be used to open an unpowered closed door. | |
Hachet | 15 Brute | Botanist | A very sharp axe blade upon a short fibremetal handle. It has a long history of chopping things, but now it is used for chopping wood. | |
Kitchen Knife | 12 Brute | Kitchen | A general purpose Chef's Knife made by Asters Merchant Guild. Guaranteed to stay sharp for years to come. | |
Nettle | 10 Burn + transfer 6u of reagent | Exotic Seed Crate | The Nettle hold a maximum of 25u of reagent (Histamine by default) and transfer 6u on hit. The reagents within the plant depend on its genes (see Botanist), and can be checked by grinding a nettle harvested from the same plant. Small amounts of Histamine are not very dangerous, but it becomes highly toxic above 45u. To overdose someone you would need 2 nettles and about 6-7 hits. | |
Pickaxe | 14 Brute | Salvage | Notched to perfection, for jebbing it into rocks. Can be used to mine space rocks and debris. | |
Scalpel | 12 Brute | Medbay | A surgical tool used to make incisions into flesh. | |
Spade | 15 Brute | Botanist | A small tool for digging and moving dirt. | |
Welder | 6 Brute (off) 10 Burn (on) |
All type of welders deal the same damage. |
Ballistic Weapons
The damage of ballistic weapons is relative to the bullet used. For ease of reading, the damage listed is the base bullet damage. Usually the high velocity version of the cartridge will deal 2 or 3 more damage. Refer to Combat for how to use ranged weapons.
Sidearms
Pistols
Icon | Item | Ammo | Damage | How to acquire | Notes |
---|---|---|---|---|---|
Cobra | .25 caseless | 19 Piercing | Syndicate Uplink | A rugged, robust operator handgun with inbuilt silencer. | |
Mk 58 | .35 auto | 16 Piercing | Armory | A cheap, ubiquitous sidearm, produced by a NanoTrasen subsidiary. | |
Viper | .35 auto | 16 Piercing | Syndicate Uplink | A small, easily concealable, but somewhat underpowered gun. Capable of fully automatic fire. |
Revolvers
Icon | Item | Ammo | Capacity | Damage beyond | How to acquire | Notes |
---|---|---|---|---|---|---|
Deckard | .45 magnum | 5 Rounds | 35 Piercing | spawns in the freezer located in the vault | A rare, custom-built revolver. | |
Mateba | .45 magnum | 7 Rounds | 35 Piercing | Death Squad | The iconic sidearm of the dreaded death squads. | |
Inspector | .45 magnum | 6 Rounds | 35 Piercing | Detective's Office | A detective's best friend. Can load 6 bullets in this bad boy. | |
Pirate Revolver | .45 magnum | 5 Rounds | 35 Piercing | An odd, muzzle-loading revolver, favoured by pirate crews. Shoot slower than most revolver due to his archaic nature. | ||
Python | .45 magnum | 7 Rounds | 35 Piercing (35 "true damage") | Syndicate Uplink | A robust revolver favoured by Syndicate agents. Comes preloaded with 7 magnum rounds. |
Longarms
Rifles
Icon | Item | Ammo | Damage | How to acquire | Notes |
---|---|---|---|---|---|
AKMS | .30 rifle | 19 Piercing | Nuclear Operative Uplink
CURRENTLY DISABLED |
An iconic weapon of war. | |
Lecter | .20 rifle | 17 Piercing | Armory | A high end military grade assault rifle. Uses .20 rifle ammo. | |
M-90gl | .20 rifle | 17 Piercing | CURRENTLY DISABLED | An older bullpup carbine model, with an attached underbarrel grenade launcher. Uses .20 rifle ammo. |
Sub-Machine Guns
Icon | Item | Ammo | Damage | How to acquire | Notes |
---|---|---|---|---|---|
Atreides | .35 auto | 16 Piercing | one spawns in the "warden room" in centcom | Pla-ket-ket-ket-ket! | |
C-20R | .35 auto | 16 Piercing | Syndicate Uplink | A firearm that is often used by the infamous nuclear operatives. | |
WT550 | .35 auto | 16 Piercing | Security and Cargo | An excellent full-automatic SMG, produced by NanoTrasen's Small Arms Division. | |
Drozd | .35 auto | 16 Piercing | An excellent fully automatic Heavy SMG. Also able to fire semi-automatically. |
Light Machine Guns
Icon | Item | Ammo | Damage | How to acquire | Notes |
---|---|---|---|---|---|
L6 SAW | .30 rifle | 19 Brute | Syndicate Uplink | A rather traditionally made LMG with a pleasantly lacquered wooden pistol grip. The default magazine capacity is 100 bullets. |
Heavy Machine Guns
Icon | Item | Ammo | Damage | How to acquire | Notes |
---|---|---|---|---|---|
Minigun | .10 rifle | 5 Brute | N/A | This bad boy use minigun cartridge of 1000 bullets capacity. Good luck surviving. |
Shotguns
Icon | Item | Ammo | Capacity | Damage | How to acquire | Notes |
---|---|---|---|---|---|---|
Bulldog | Shotgun Shells | 8 Shells Ammo Drum | Depends on shell | Syndicate Uplink | It's a fully automatic magazine-fed shotgun designed for close quarters combat. | |
Double-Barreled Shotgun | Shotgun Shells | 2 Shells | Depends on shell | Bar | An immortal classic. Must be manually cycled. | |
Enforcer | Shotgun Shells | 7 Shells | Depends on shell | A next-generation Frozen Star shotgun. Must be manually cycled. | ||
Kammerer | Shotgun Shells | 4 Shells | Depends on shell | Armory | When an old Remington design meets modern materials, this is the result. Must be manually cycled. | |
Sawn-Off Shotgun | Shotgun Shells | 2 Shells | Depends on shell | Bar | Much smaller than a regular shotgun, it can easily fit in a backpack. Must be manually cycled. | |
Improvised Shotgun | Shotgun Shells | 1 Shell | Depends on shell | construction | Shitty, single-shot shotgun made from parts found lying about the station. Ammo not included. Must be manually cycled. |
- Shotgun Shells
- Shell (.50) : Shoots 6 pellets dealing 5 brute damage each, for a maximum of 30.
- Shell (.50 Beanbag) : Shoots a single beanbag dealing 10 brute damage. It knocks and stuns the target on hit.
- Shell (.50 Flare) : Shoots 1 flare dealing 14 burn damage and set the target on fire (4 stacks of fire).
- Shell (.50 Flash) : Shoots 6 flash pellets dealing 2 brute damage each and flash on hit.
- Shell (.50 Incendiary) : Shoots 6 incendiary pellets dealing 7 burn damage each and set the target on fire (1 stack of fire)
- Shell (.50 Practice) : Shoots 6 pellets dealing 1 brute damage each.
- Shell (.50 Slug) : Shoots 4 slugs dealing 5 brute damage each, but spread a lot less than regular buckshot.
Snipers
Icon | Item | Ammo | Damage | How to acquire | Notes |
---|---|---|---|---|---|
Flintlock Pistol | .60 anti-material | 49 piercing | A pirate's companion. Yarrr! | ||
Hristov | .60 anti-material | 49 piercing | A portable anti-armour rifle. Must be manually cycled.beyond | ||
Kardashev-Mosin | .30 rifle | 19 piercing | Syndicate Uplink | A weapon for hunting, or endless trench warfare. Must be manually cycled. | |
Musket | .60 anti-material | 49 piercing | This should've been in a museum long before you were born. A gun favoured by pirates. | ||
Improvised Bow | Arrows, plungers | 25 piercing | Construction | A shoddily-constructed bow made from wood and cloth. Not much, but it's gotten the job done for millennia. Must be wielded to fire, must be manually reloaded after every shot. You'll have to make the arrows yourself. |
Launchers
Icon | Item | Ammo | Damage | How to acquire | Notes |
---|---|---|---|---|---|
China-lake | Grenade | Depends on grenade | Syndicate Uplink | PHOONK. Must be manually cycled. |
- Launcher Grenades
Energy Weapons
Laser based
Icon | Item | Ammo | Capacity | Damage & Effects | How to Acquire | Notes |
---|---|---|---|---|---|---|
Antique Laser Gun | Energy | 10 Lasers | 17 Burn | Captain's locker. | This is an antique laser gun. All craftsmanship is of the highest quality. This weapon auto recharge over time. | |
Laser Cannon | Energy | 10 Lasers | 28 Burn | Research | A heavy duty, high powered laser weapon. | |
Laser Gun | Energy | 16 Lasers | 14 Burn | Security | Favoured by Nanotrasen Security for being cheap and easy to use. | |
Makeshift Laser Gun | Energy | 8 Lasers | 14 Burn | Research | Better pray it won't burn your hands off. Used to be you could make these by hand, but they got removed from the construction menu. | |
Retro Laser Gun | Energy | 16 Lasers | 14 Burn | Cargo Console | A weapon using light amplified by the stimulated emission of radiation. |
Pulse based
Icon | Item | Ammo | Capacity | Damage & Effects | How to Acquire | Notes |
---|---|---|---|---|---|---|
Pulse Carbine | Energy | 25 Pulse | 35 Burn | Emergency Rescue Team | A high tech energy carbine favoured by the NT-ERT operatives. | |
Pulse Pistol | Energy | 10 Pulse | 35 Burn | Emergency Rescue Team | A state of the art energy pistol favoured as a sidearm by the NT-ERT operatives. | |
Pulse Rifle | Energy | 400 Pulse | 35 Burn | Death Squad | A weapon that is almost as infamous as its users. |
Other
Explosives
Icon | Item | How to acquire | Notes |
---|---|---|---|
Composition C4 | Syndicate Uplink | Used to put holes in specific areas without too much extra hole. Can be installed on a structure to destroy it. | |
Explosive Grenade | Syndicate Uplink | Grenade that creates a small but devastating explosion. Has a ~4 tiles radius. | |
Modular Grenade | Construction | A modular grenade can be crafted. It will need a payload, a grenade casing, a timer trigger or signal trigger. The payload can be loaded with 2 elements which will be mixed on trigger for a reaction. A crowbar can be used on the used grenade to extract the payload and reuse it. | |
Syndicate Minibomb | Syndicate Uplink | A precision sabotage explosive for quickly destroying a machine, dead body, or whatever else needs to go. This grenade explosion will reliably destroy the tile under it, resulting in spacing the area. | |
Nuclear Grenade | Admeme | Please don't throw it, think of the children. Has a ~15 tiles radius. | |
Rigged powercell | Inject liquid plasma into a battery with a syringe to rig it, once the charge level changes it will explode. |
Non-lethal Weapons
Combat has been updated to track "stamina damage" since this information was written, so the info here is probably incomplete/outdated. Still, this is important info to keep in mind.
Icon | Item | Type of Stun | How to acquire | Notes |
---|---|---|---|---|
Flash | Flash and Slow | Security | An ultrabright flashbulb with a trigger, which causes the victim to be dazed and lose their eyesight for a moment. Useless when burnt out. Sunglasses or welding mask offer 100% protection from the flash effect. | |
Flashbang | Flash | Security | A flashbang grenade which detonate after a 3.5 sec delay. The flash duration should leave enough time to cuff someone. Sunglasses or welding mask offer 100% protection from the flash effect. | |
Stun Baton | Stun and Knockdown | Security | A stun baton for incapacitating people with. The stuns should leave you enough time to cuff someone. Has to be activated to stun. Can be quick equipped from belt. Can be recharged. |
Improvised non-lethal
Those improvised devices can be used with variable result. Use at your own risk.
Icon | Item | Type of Stun | How to acquire | Notes |
---|---|---|---|---|
Banana Peel | Knockdown | Eating a banana from Botanist | No need to call Mythbusters, the myth is true. If someone step on a banana peel while running, the person will be knocked down and items in their hands will fall on the ground. | |
Bola | Stun and Knockdown | Construction | Linked together with some spare cuffs and metal. | |
Soap | Knockdown | Bathrooms / Janitor | Can be used to knock down a person who step's on it while running. Items in their hands will fall on the ground. The primary counter to almost every threat. | |
Lube bomb | Knockdown | Chemist | Might be hard to get, but can block off whole departments and take up a lot of cleaning bombs |