Weapons: Difference between revisions
m (→Dedicated Melee Weapons: Added a link to Salvage specialist on how to acquire Survival Knife.) |
(Moved baseball bat to makeshift weapon. Added a note about how fireaxe can open closedoor. Added Flaming fireaxe.) |
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! scope="col" class="unsortable" | How to acquire | ! scope="col" class="unsortable" | How to acquire | ||
! scope="col" class="unsortable" | Notes | ! scope="col" class="unsortable" | Notes | ||
|- style="vertical-align:middle;" | |- style="vertical-align:middle;" | ||
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| [[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. | ||
|- style="vertical-align:middle;" | |||
| [[File:Flaming Fireaxe.png | center | 64px]] | |||
| style="text-align:center;" | '''Flaming Fireaxe''' | |||
| 24 Brute + Ignite (Two-hand) <br> 14 Brute + Ignite (One-hand) | |||
| [[Traitor Uplink]] | |||
| style="vertical-align:middle; text-align:left;" | Why fight fire with an axe when you can fight with fire and axe? Can be used to open an unpowered closed door. | |||
|- style="vertical-align:middle;" | |- style="vertical-align:middle;" | ||
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| Medbay and Research | | Medbay and Research | ||
| You think you can cut anything with it. | | You think you can cut anything with it. | ||
|- style="vertical-align:middle; | |||
| [[File:Baseball_bat.png|center | 64px]] | |||
| style="text-align:center;" | '''Baseball Bat''' | |||
| 14 Brute | |||
| [[Crafting]] | |||
| A robust baseball bat. | |||
|- style="vertical-align:middle;" | |- style="vertical-align:middle;" | ||
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| 24 Brute (Two-hand) <br> 14 Brute (One-hand) | | 24 Brute (Two-hand) <br> 14 Brute (One-hand) | ||
| Can usually be found in Atmospherics or Bridge. | | Can usually be found in Atmospherics or Bridge. | ||
| style="vertical-align:middle; text-align:left;" | | | style="vertical-align:middle; text-align:left;" | Can be used to open an unpowered closed door. | ||
|- style="vertical-align:middle;" | |- style="vertical-align:middle;" |
Revision as of 17:59, 28 June 2022
Stub
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General informations on combat and weapons + Disclaimer
The damage values are always changing. The Wiki might be inexact. For the moment, there is no autowiki on this page to automatically update the values from the Github.
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
Will add text here about Dedicated melee weapons
Icon | Item | Damage | How to acquire | Notes |
---|---|---|---|---|
Captain's Sabre | 26 Brute | 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. | |
Combat Knife | 15 Brute | A deadly knife intended for melee confrontations. | ||
Energy Dagger | 15 (7.5 Brute, 7.5 Burn) 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 | 25 (12.5 Brute, 12.5 Burn) 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 | Why fight fire with an axe when you can fight with fire and axe? Can be used to open an unpowered closed door. | |
Spear | 17 Brute (Two-hand) 10 Brute (One-hand) 15 Brute (Thrown) |
Crafting | 5u of reagent can be added, which will be transferred on hit. | |
Survival Knife | 15 Brute | 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 | Crafting | 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 | A general purpose Chef's Knife made by Asters Merchant Guild. Guaranteed to stay sharp for years to come. | ||
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. |
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.
Sidearms
Pistols
Icon | Item | Bullet type | Damage | How to acquire | Notes |
---|---|---|---|---|---|
Cobra | .25 caseless | 19 Brute | Syndicate Uplink | A rugged, robust operator handgun with inbuilt silencer. | |
Mk 58 | .35 auto | 16 Brute | A cheap, ubiquitous sidearm, produced by a NanoTrasen subsidiary. | ||
Viper | .35 auto | 16 Brute | A small, easily concealable, but somewhat underpowered gun. |
Revolvers
Icon | Item | Ammo | Capacity | Damage | How to acquire | Notes |
---|---|---|---|---|---|---|
Deckard | .40 magnum | 5 Rounds | 22 Brute | A rare, custom-built revolver. | ||
Mateba | .40 magnum | 7 Rounds | 22 Brute | Death Squad | The iconic sidearm of the dreaded death squads. | |
Inspector | .40 magnum | 6 Rounds | 22 Brute | Detective's Office | A detective's best friend. Can load 6 bullets in this bad boy. | |
Pirate Revolver | .40 magnum | 5 Rounds | 22 Brute | An odd, muzzle-loading revolver, favoured by pirate crews. Shoot slower than most revolver due to his archaic nature. | ||
Python | .40 magnum | 7 Rounds | 22 Brute | Syndicate Uplink | A robust revolver favoured by Syndicate agents. Comes preloaded with 7 magnum rounds. |
Longarms
Sub-Machine Guns
Icon | Item | Ammo | Damage | How to acquire | Notes |
---|---|---|---|---|---|
Atreides | .35 auto | 16 Brute | Pla-ket-ket-ket-ket! | ||
C-20R | .35 auto | 16 Brute | Syndicate Uplink | A firearm that is often used by the infamous nuclear operatives. | |
Vector | .40 magnum | 22 Brute | Security | An excellent fully automatic Heavy SMG. | |
WT550 | .35 auto | 16 Brute | Security and Cargo | An excellent full-automatic SMG, produced by NanoTrasen's Small Arms Division. |
Light Machine Guns
Icon | Item | Bullet type | Damage | How to acquire | Notes |
---|---|---|---|---|---|
L6 SAW | .30 rifle | 19 | 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 | Bullet type | Damage | How to acquire | Notes |
---|---|---|---|---|---|
Minigun | .10 rifle | 5 Brute | This bad boy use minigun cartridge of 1000 bullets capacity. Good luck surviving. |
Shotguns
- Shotgun Shells
Snipers
Icon | Item | Bullet type | Damage | How to acquire | Notes |
---|
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 | 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 | Crafting | Better pray it won't burn your hands off | |
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 | Emergency Rescue Team | A weapon that is almost as infamous as its users. |
Non-lethal Weapons
At some point combat will be updated and stamina will be added, which will dramatically change how those weapon operate.
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. | |
Taser | Stun and Knockdown | Security | A low-capacity, energy-based stun gun used by security teams to subdue targets at range. It will stun and knockdown the targer for 5 seconds, which should leave enough time to cuff the target. Can be recharged. |