Weapons: Difference between revisions

From Space Station 14 Wiki
(→‎Longarms: Added a "Rifles" section and the guns of the section.)
(→‎Ballistic Weapons: Changed all "bullet type" to "ammo")
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Revision as of 16:04, 29 June 2022

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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.
Claymore 25 Brute An ancient war blade.
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.
Katana 25 Brute Pair it with with cat ears for the ultimate weeb experience.
Machete 20 Brute A large, vicious looking blade.
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.
Various Tools 10 Brute Screwdriver, Shovel, Wrench, Wirecutter and Crowbar all deal the same damage.
Welder 10 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.

Sidearms

Pistols

Icon Item Ammmo 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

Rifles

Icon Item Ammo Damage How to acquire Notes
AKMS .30 rifle 19 Brute An iconic weapon of war.
Lecter .30 rifle 19 Brute A high end military grade assault rifle. Makes the lambs stop screaming.
M-90gl .30 rifle 19 Brute An older bullpup carbine model, with an attached underbarrel grenade launcher.


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 Ammo 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 Ammo Damage How to acquire Notes
Minigun .10 rifle 5 Brute 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 It's a fully automatic magazine-fed shotgun designed for close quarters combat.
Double-Barreled Shotgun Shotgun Shells 2 Shells Depends on shell 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.
Shotgun Shells
  • Buckshot : Shoots 6 pellets dealing 5 brute damage each, for a maximum of 30.
  • Beanbag : Shoots one single beanbag, dealing 10 brute damage. It knocks and stuns the target on hit.
  • Flash Shell : Shot 6 flash pellets dealing 2 brute damage each and flash on hit.

Snipers

Icon Item Ammo 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.