Difference between revisions of "Murder"

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(Space station 13: Murder simulator)
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== Murder most FOUL ==
== Murder most FOUL ==


It's fair to say that as a [[traitor]]/[[wizard]]/[[changeling]]/badguy you're going to have to kill a few people. You might even have an objective to kill someone! There are many ways to commit the foul act, and the choice is yours.
It's fair to say that as a [[traitor]], [[wizard]], [[changeling]], [[vampire]], you're going to have to kill a few people. You might even have an objective to kill someone! There are many ways to commit the foul act, and the choice is yours.


== Murderous Methods ==
== Murderous Methods ==
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Ah, a good old fashioned toolboxing it is! Incapacitating someone with a blunt object can be easy enough, killing them with one can be a bit more tricky, however.
Ah, a good old fashioned toolboxing it is! Incapacitating someone with a blunt object can be easy enough, killing them with one can be a bit more tricky, however.


You will generally want to knock your target unconscious first, unless you enjoy jimmy mcvictim running round the station bleating about what a bad person you are as you chase after him and try to beat him senseless. If your target is incapacitated, it's a good idea to drag him off somewhere secluded while you finish the job. Beating someone to death takes a fairly long time, even using something hefty. Aim for the head, and use a fire extinguisher, metal bars, or an oxygen tank - something with some good weight behind it!
You will generally want to knock your target unconscious first, unless you enjoy Jimmy McVictim running round the station bleating about what a bad person you are as you chase after him and try to beat him senseless. If your target is incapacitated, it's a good idea to drag him off somewhere secluded while you finish the job. Beating someone to death takes a fairly long time, even using something hefty. Aim for the head, and use a fire extinguisher, metal bars, or an oxygen tank - something with some good weight behind it!


*some traitor weapons, such as the artistic toolbox, Cyalume sabre and Butchers knife are able to kill people very quickly!
*some [[Syndicate_Items|traitor weapons]], such as the artistic toolbox, cyalume saber, red chainsaw and butcher's knife are able to kill people very quickly!


===Strangulation===
===Strangulation===
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===Gibbing===
===Gibbing===
Much like spacing, gibbing a person is very difficult unless you've incapaticated them first. there are two ways to gib an enemy, the 'Gibber' located in the chefs kitchen, and the 'crusher' located at disposals next to eva, or accessed by a disposal chute. Both these methods will require your target to be immobilized before hand, and the inherent danger of fighting so close to the crusher can have.. unfortunate results.  
Much like spacing, gibbing a person is very difficult unless you've incapacitated them first. There are plenty of ways to gib your victims on the station, many job are specific. The aptly named '''gibber''' in the freezer room behind the [[kitchen]] is the [[chef]]'s preferred body removal device. The [[chaplain]] has access to a crematorium. The [[geneticist]] has a biomass reclamation thing that will eagerly pulp bodies. [[Engineering]] and [[Mining Outpost|mining]] have furnaces that will consume anything put in them. And everyone have access to the rather descriptive '''crusher''' located in [[Waste Disposal|waste disposal]]. All these devices will require your target to be immobilized before hand, and the inherent danger of fighting so close to them can have.. unfortunate results.  


To use the [[Chef]]'s gibber, grab your unfortunate victim and click on it. once they are forced inside (there is a delay) you can click the gibber twice to turn them into a pile of meat and gore. A gibbed target can NEVER be revived!
A gibbed target can NEVER be revived!


===Guns===
Lethal guns aren't very common in SS13. [[Security Officer|Security officers]] have non-lethal tasers that are great for stunning people before murdering them, but actually lethal guns are typically only used by the [[captain]] and the occasional [[Head of Security|head of security]].
There are also laser guns, which can be ordered by [[quartermaster]]s and unlocked by IDs with security access. They aren't great, but emptying their charge into someone will knock them into critical condition, allowing you to finish them off easily.
The [[detective]]'s .38 revolver does absolutely terrible direct damage but the victim will bleed heavily and take additional damage. Loaded with stun rounds, it will still cause bleedings while also make the target to drop whatever they were holding.


===Guns===
The syndicate revolver, while loud and obvious is very also powerful. It can drop a person into critical in 2-3 shots, provided they are not wearing armor. The revolver comes with only 7 shots to start with. Don't try to beat anyone with it, if you run out of ammo, the damage is laughable.


Lethal guns aren't very common in SS13. [[Security Officer]]s have non-lethal tasers that are great for stunning people for easy murdering, but actually lethal guns are typically only used by the [[Captain]] and, on occasion, [[Head of Security]].  
The advanced laser gun, exclusive to the [[Research Director|research director]], is effectively a laser gun that recharges on its own. It can be deadly, but it is no energy gun.


There are also Laser Guns, which can be ordered by [[Quartermaster]]s and unlocked by id's with security access. They aren't great but emptying their battery into someone will knock them into critical condition, allowing you to finish them off easily.  
The best lethal weapon on the station is the energy gun. The captain and HoS start with one each. They can be toggled between lethal and stunning, and have twice the charge capacity of a taser. It's extremely easy to kill someone by stunning them and then following it up with a few lasers while they can't fight back.


The [[Detective]]'s Revolver does absolutely terrible direct damage but the victim will bleed heavily and take additional damage.
The riot shotguns, available from the riot storage in the [[brig]], will both stun, slightly damage and heavily knock back anyone they hit. They serve the same purpose as tasers, non-lethal takedowns, but come with ammo boxes for in the field reloads.


The Syndicate Revolver, while loud and obvious is very also powerful, and can drop a person into critical in 2-3 shots, provided they are not wearing armor. The revolver comes with only 7 shots to start with. Don't try to beat anyone with it, if you run out of ammo, the damage is laughable
Syndicate shotguns have the same knock back as riot shotguns, but deal a lot of damage and can cause bleeding wounds.


The [[Amplified Vuvuzela]] is an Assistant-only traitor item, and rarely sees any action and is mainly used for the stunning effect rather than the mediocre damage it deals. The best lethal weapon on the station is the Energy Gun. The Captain starts with one and the HoS has access to 4 of them. They can be toggled between lethal and stunning. It's extremely easy to kill someone by stunning them and then following it up with a few lasers while they can't fight back. Plus the Egun holds 8 shots, giving it the largest battery/clip of any ranged weapon.
The [[Amplified Vuvuzela|amplified vuvuzela]] is an assistant-only traitor item, and rarely sees any action and is mainly used for the stunning effect rather than the mediocre damage it deals.


The [[Derringer]] does a piffling 20 damage and stuns just long enough for you to strip/strangle someone. Really a weapon of surprise or last resort, it is far more useful to escape from say the brig, or an opponent who has taken away your other weapons.
The [[derringer]] does an astounding 40 damage point blank, causes the victim to bleed and stuns them just long enough for you to strip/strangle them. It can be concealed in any piece of clothing and drawn straight to your active hand by using the *wink emote. Good as both a last resort item to escape from arrest or for assassinations.


The [[Syndicate_Items#Miniature_Crossbow|radiation crossbow]], while technically not a gun, serves the same purpose. As a stealth weapon there's no indication when it is fired, but it does have a very obvious sprite. Anyone hit by the bolt will take heavy toxin and radiation damage over time, collapsing occasionally until they die. It fires a single shot, which recharges over time. Underestimated.
The [[Syndicate_Items#Miniature_Crossbow|radiation crossbow]], while technically not a gun, serves the same purpose. As a stealth weapon there's no indication when it is fired, but it does have a very obvious sprite. Anyone hit by the bolt will take heavy toxin and radiation damage over time, collapsing occasionally until they die. It fires a single shot, which recharges over time. Underestimated.
The [[Syndicate_Items#Hunting Rifle|hunting rifle]] has a very limited clip, but does solid damage.
The [[Syndicate_Items#Flare Gun|flare gun]] doesn't do a lot of damage, but sets its target on fire.
The syndicate rocket launcher is the be all, end all of firearms. [[Nuclear Operative|Nuclear operatives]] start with some on their shuttle. They're essentially [[Syndicate_Items#Syndicate_Pipe_Bomb|syndicate pipebombs]] fired out of a RPG.
Keep your intent on '''harm''' in order to fire point blank instead of pistol-whipping. Point blank shots will almost always stun the target regardless of what sort of gun you're using. Note, do not use the rocket launcher point blank, dumbass.


===Bombs===
===Bombs===


When it comes to bombing, the bigger the better. A custom made bomb from Research will gib anyone within a decent area of the explosion, and likely kill anyone in a very large area since they'll be exposed to space and will suffocate. Making one of those is a time consuming process, though, and the other bombs you can get are underwhelming. The [[Syndicate_Items#Syndicate_Pipe_Bomb|Syndicate Pipebomb]] is overpriced and not hugely powerful. And regular pipebombs only destroy one square, and typically aren't worth the effort of building.
When it comes to bombing, the bigger the better. A custom made bomb from the [[Research Sector|research wing]] will gib anyone within a decent area of the explosion and likely kill everyone else on screen, since they'll be exposed to space and will suffocate. Making one is a time consuming process. The syndicate pipebomb is well priced and hugely powerful. It will clear out roughly 4x4 tiles, tearing open massive space crater and potentially gibbing anyone in center of the explosion. Regular pipebombs only destroy one square and occasionally rips a limb or two off of nearby victims. They have some uses, but are unlikely to actually kill anyone on their own.


== Tips! ==
== Tips! ==


Get creative. There are ways to kill someone not listed here. Use the environment to your advantage. Surprise people in [[Maintenance|dark, tight spaces]]. Teleport someone into the Toxins mixing chamber. Poison food.
Get creative. There are many ways to kill someone not listed here. Use the environment to your advantage. Surprise people in [[Maintenance|dark, tight spaces]]. Teleport someone into the Toxins mixing chamber. Poison food. Sabotage equipment.
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[[Category: Tutorial]]
[[Category: Tutorial]]

Revision as of 09:46, 4 October 2013

File:Murder.png
Murder can be messy!

Golly! it looks like you're trying to find out more about SS13's oldest past time! Suffice to say, you shouldn't really be looking at this or using any of these methods unless you're an antagonist!

Murder most FOUL

It's fair to say that as a traitor, wizard, changeling, vampire, you're going to have to kill a few people. You might even have an objective to kill someone! There are many ways to commit the foul act, and the choice is yours.

Murderous Methods

There's more than one way to skin a cat, and there's FAR more than one way to kill a man, especially in SS13. Below are some of the basic ways, feel free to mix, match, and create your own ways to butcher your fellow man.

Fists

A good, old-fashioned beating is a half decent way to take down an unarmored opponent. Set your intent to harm, aim for the head, and whack away. Actually punching someone to death takes a long time, but a punch to the face can stun your opponent long enough to allow you to use another method of finishing them off, such as strangulation or spacing. Punches to the face have a good chance of knocking someone out or down, giving you plenty of time to finish them off. Punches to the stomach have a decent chance of winding your opponent, which doesn't last long but gives you a little time to work with. Your fists are only good weapons against opponents who are not wearing headgear. An opponent with any sort of headgear is highly resistant to the stunning effects of your punches - even the knitted stocking caps in clothing lockers provide occasional protection from a fist. Best look for a weapon before taking on someone with gear.

Blunt Objects

Ah, a good old fashioned toolboxing it is! Incapacitating someone with a blunt object can be easy enough, killing them with one can be a bit more tricky, however.

You will generally want to knock your target unconscious first, unless you enjoy Jimmy McVictim running round the station bleating about what a bad person you are as you chase after him and try to beat him senseless. If your target is incapacitated, it's a good idea to drag him off somewhere secluded while you finish the job. Beating someone to death takes a fairly long time, even using something hefty. Aim for the head, and use a fire extinguisher, metal bars, or an oxygen tank - something with some good weight behind it!

  • some traitor weapons, such as the artistic toolbox, cyalume saber, red chainsaw and butcher's knife are able to kill people very quickly!

Strangulation

If you manage to get a stranglehold on someone, you can double click the grab icon to start squeezing the life out of them. Being strangled keeps them unconscious as long as you maintain your grip, so they've got absolutely no way of fighting back. You're guaranteed to kill them as long as you don't stop strangling. Unfortunately, strangulation is one of the slowest ways to directly kill someone, and as soon as you drop them, they will start healing the oxygen deprivation damage.

As with other methods, the main difficulty lies in getting the necessary stranglehold on someone in the first place. Since you need to grab them three times and moving away from you will let them break free, you'll need to stun them or knock them unconscious before you get to work. Any helmets or headgear they're wearing will need to be removed beforehand as well. As such, strangulation is more a finishing move on someone who's already stunned than an actual way to win a fight.

Spacing

It's very difficult to space an enemy who is up and fighting, but trivial to space someone who's stunned. Drag them to the nearest airlock, open it, grab them, and throw them out. The combination of oxygen deprivation and cold damage (you did take their internals off, right?) will kill a person very quickly indeed. Even if they have a radio, they won't be able to yell for help since there is no air!

If your target is wearing a spacesuit, take it off them, then space them. Spacing is a surefire way to kill someone and only on very rare occasions will their body ever be found. In fact, even if you've already killed your enemy, it's a good idea to space their corpse to ensure they never come back, since even if their body is found most of the time the person will just loot it and move on. Dragging it all the way back to the station for revival is a chore, after all.

Gibbing

Much like spacing, gibbing a person is very difficult unless you've incapacitated them first. There are plenty of ways to gib your victims on the station, many job are specific. The aptly named gibber in the freezer room behind the kitchen is the chef's preferred body removal device. The chaplain has access to a crematorium. The geneticist has a biomass reclamation thing that will eagerly pulp bodies. Engineering and mining have furnaces that will consume anything put in them. And everyone have access to the rather descriptive crusher located in waste disposal. All these devices will require your target to be immobilized before hand, and the inherent danger of fighting so close to them can have.. unfortunate results.

A gibbed target can NEVER be revived!

Guns

Lethal guns aren't very common in SS13. Security officers have non-lethal tasers that are great for stunning people before murdering them, but actually lethal guns are typically only used by the captain and the occasional head of security.

There are also laser guns, which can be ordered by quartermasters and unlocked by IDs with security access. They aren't great, but emptying their charge into someone will knock them into critical condition, allowing you to finish them off easily.

The detective's .38 revolver does absolutely terrible direct damage but the victim will bleed heavily and take additional damage. Loaded with stun rounds, it will still cause bleedings while also make the target to drop whatever they were holding.

The syndicate revolver, while loud and obvious is very also powerful. It can drop a person into critical in 2-3 shots, provided they are not wearing armor. The revolver comes with only 7 shots to start with. Don't try to beat anyone with it, if you run out of ammo, the damage is laughable.

The advanced laser gun, exclusive to the research director, is effectively a laser gun that recharges on its own. It can be deadly, but it is no energy gun.

The best lethal weapon on the station is the energy gun. The captain and HoS start with one each. They can be toggled between lethal and stunning, and have twice the charge capacity of a taser. It's extremely easy to kill someone by stunning them and then following it up with a few lasers while they can't fight back.

The riot shotguns, available from the riot storage in the brig, will both stun, slightly damage and heavily knock back anyone they hit. They serve the same purpose as tasers, non-lethal takedowns, but come with ammo boxes for in the field reloads.

Syndicate shotguns have the same knock back as riot shotguns, but deal a lot of damage and can cause bleeding wounds.

The amplified vuvuzela is an assistant-only traitor item, and rarely sees any action and is mainly used for the stunning effect rather than the mediocre damage it deals.

The derringer does an astounding 40 damage point blank, causes the victim to bleed and stuns them just long enough for you to strip/strangle them. It can be concealed in any piece of clothing and drawn straight to your active hand by using the *wink emote. Good as both a last resort item to escape from arrest or for assassinations.

The radiation crossbow, while technically not a gun, serves the same purpose. As a stealth weapon there's no indication when it is fired, but it does have a very obvious sprite. Anyone hit by the bolt will take heavy toxin and radiation damage over time, collapsing occasionally until they die. It fires a single shot, which recharges over time. Underestimated.

The hunting rifle has a very limited clip, but does solid damage.

The flare gun doesn't do a lot of damage, but sets its target on fire.


The syndicate rocket launcher is the be all, end all of firearms. Nuclear operatives start with some on their shuttle. They're essentially syndicate pipebombs fired out of a RPG.

Keep your intent on harm in order to fire point blank instead of pistol-whipping. Point blank shots will almost always stun the target regardless of what sort of gun you're using. Note, do not use the rocket launcher point blank, dumbass.

Bombs

When it comes to bombing, the bigger the better. A custom made bomb from the research wing will gib anyone within a decent area of the explosion and likely kill everyone else on screen, since they'll be exposed to space and will suffocate. Making one is a time consuming process. The syndicate pipebomb is well priced and hugely powerful. It will clear out roughly 4x4 tiles, tearing open massive space crater and potentially gibbing anyone in center of the explosion. Regular pipebombs only destroy one square and occasionally rips a limb or two off of nearby victims. They have some uses, but are unlikely to actually kill anyone on their own.

Tips!

Get creative. There are many ways to kill someone not listed here. Use the environment to your advantage. Surprise people in dark, tight spaces. Teleport someone into the Toxins mixing chamber. Poison food. Sabotage equipment.