Difference between revisions of "User:Convair880"
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Convair880 (talk | contribs) (Bombs, stage 3.) |
Convair880 (talk | contribs) (Guns, stage 2.) |
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{| style="font-size: 85%; text-align: center;" class="wikitable sortable" | {| style="font-size: 85%; text-align: center;" class="wikitable sortable" | ||
|- | |- | ||
! style="width: | ! style="width: 10%" class="unsortable" | Item | ||
! style="width: 5%" class="unsortable" | Image | ! style="width: 5%" class="unsortable" | Image | ||
! style="width: 8%" class="unsortable" | Caliber | ! style="width: 8%" class="unsortable" | Caliber | ||
! style="width: 5%" class="unsortable" | Capacity | ! style="width: 5%" class="unsortable" | Capacity | ||
! style="width: 10%" class="unsortable" | Default ammo | ! style="width: 10%" class="unsortable" | Default ammo/<br>Ammo type | ||
! style="width: 5% | ! style="width: 5% class="unsortable" | Pocketable? | ||
! style="width: | ! style="width: 56%" class="unsortable" | Description | ||
|- id=" | |- id="22Pistol" | ||
! [[Syndicate Items#.22 Pistol Box|.22 Pistol]] | ! [[Syndicate Items#.22 Pistol Box|.22 Pistol]] | ||
| <center>[[Image:22Pistol.png]]</center> | | <center>[[Image:22Pistol.png]]</center> | ||
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| 10 | | 10 | ||
| FMJ | | FMJ | ||
| | | ✓ | ||
| | | Low stopping power, but there aren't any conspicuous text messages when you fire it. Slightly more expensive than the crossbow, but the gun holds ten rounds and can be reloaded at any time. Just remember that shooting somebody leaves physical evidence embedded in their body (namely bullets), which may not be desirable in certain circumstances | ||
|- id="22FMJ" | |- id="22FMJ" | ||
! | ! | ||
| | | <center>[[Image:22Magazine.png]]</center> | ||
| .22 LR | | .22 LR | ||
| 10 | | 10 | ||
| FMJ | | FMJ | ||
| [[Making and Breaking#Automated| | | | ||
| Easily stopped by [[Security Objects#Body Armor|body armour]]. Also available from [[Hacking#Vending Machines and Fabricators|hacked]] [[Making and Breaking#Automated|general manufacturers]]. | |||
|- id=" | |- id="38Revolver" | ||
! [[Detective#.38 Revolver|.38 Revolver]] | ! [[Detective#.38 Revolver|.38 Revolver]] | ||
| <center>[[Image:Detectivegun.png]]</center> | | <center>[[Image:Detectivegun.png]]</center> | ||
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| 7 | | 7 | ||
| FMJ | | FMJ | ||
| | | ✓ | ||
| | | Technically the detective's sidearm. Still, the .38 can be borrowed and fired by everybody. Spare ammunition can be obtained from his office, the [[Security Objects#Security Vendor|vending machines]] in security or (again) an unlocked general manufacturer. | ||
|- id="38FMJ" | |- id="38FMJ" | ||
! | ! | ||
| | | <center>[[Image:38SpcSpeedloader.png]]</center> | ||
| .38 Spc | | .38 Spc | ||
| 7 | | 7 | ||
| FMJ | | FMJ | ||
| | | | ||
| Not overly powerful, but anybody hit by the bullets will bleed heavily and take additional damage over time. | |||
|- id="38Stun" | |- id="38Stun" | ||
! | ! | ||
| | | <center>[[Image:38SpcStunSpeedloader.png]]</center> | ||
| .38 Spc | | .38 Spc | ||
| 7 | | 7 | ||
| Stun | | Stun | ||
| | | | ||
| Turns the .38 into a seven-shot taser. Stun rounds do not cause bleeding. | |||
|- id="38AP" | |- id="38AP" | ||
! | ! | ||
| | | img | ||
| .38 Spc | | .38 Spc | ||
| 7 | | 7 | ||
| | | AP | ||
| [[Syndicate Items#38AP| | | | ||
| AP ammo, as [[Syndicate Items#38AP|provided by]] the Syndicate, is very effective against unprotected and armoured targets alike. The damage is comparable to .357 Magnum. | |||
|- id=" | |- id="357Revolver" | ||
! [[Syndicate Items#Revolver Box|Revolver]] | ! [[Syndicate Items#Revolver Box|.357 Revolver]] | ||
| <center>[[Image:Revolver.png]]</center> | | <center>[[Image:Revolver.png]]</center> | ||
| .357 Mag | | .357 Mag | ||
| 7 | | 7 | ||
| FMJ | | FMJ | ||
| | | ✗ | ||
| | | A well-priced gun for defensive and offensive purposes. Two to three shots are generally enough to incapacitate somebody, or at least slow them to a crawl. The choice of ammo is important, remember to load AP rounds when you're about to engage the [[Captain|captain]], [[Security Officer|security guards]] and other high-risk targets! | ||
|- id="357FMJ" | |- id="357FMJ" | ||
! | ! | ||
| | | <center>[[Image:38SpcSpeedloader.png]]</center> | ||
| .357 Mag | | .357 Mag | ||
| 7 | | 7 | ||
| FMJ | | FMJ | ||
| | | | ||
| Good against most people, light [[Cyborg|cyborgs]] and [[Robots#Securitron|annoying]] [[Robots#GuardBuddy|robots]]. Significantly less effective against ballistic vests, but not entirely useless. | |||
|- id="357AP" | |- id="357AP" | ||
! | ! | ||
| | | <center>[[Image:357APSpeedloader.png]]</center> | ||
| .357 Mag | | .357 Mag | ||
| 7 | | 7 | ||
| AP | | AP | ||
| | | | ||
| Armour-piercing ammunition for the .357 revolver. | |||
|- id=" | |- id="41Derringer" | ||
! [[Syndicate Items#Derringer|Derringer]] | ! [[Syndicate Items#Derringer|Derringer]] | ||
| <center>[[Image:Derringer.png]]</center> | | <center>[[Image:Derringer.png]]</center> | ||
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| 2 | | 2 | ||
| AP | | AP | ||
| | | ✓ | ||
| | | The derringer does a lot of 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 [[Game FAQ#Emotes|''*wink'' emote]]. Good last-resort weapon to use when you are about to be arrested. | ||
|- id="41AP" | |- id="41AP" | ||
! | ! | ||
| | | img | ||
| .41 RF | | .41 RF | ||
| 2 | | 2 | ||
| AP | | AP | ||
| | | | ||
| Conveniently, the derringer comes loaded with AP rounds by default. Spare boxes of ammunition are however not available for purchase. | |||
|- id=" | |- id="FlarePistol" | ||
! [[Syndicate Items#Flare Gun|Flare pistol]] | ! [[Syndicate Items#Flare Gun|Flare pistol]] | ||
| <center>[[Image:FlareGun.png]]</center> | | <center>[[Image:FlareGun.png]]</center> | ||
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| 1 | | 1 | ||
| Flare | | Flare | ||
| | | ✗ | ||
| ''Shotgun shells work in the flare gun, but what about vice versa?'' | | Each flare doesn't cause a lot of direct damage, but it sets people alight - with interesting tactical implications! The pistol can also be reloaded with shotgun shells. (''Shotgun shells work in the flare gun, but what about vice versa?'') | ||
|- id="FlareBox" | |- id="FlareBox" | ||
! | ! | ||
| | | img | ||
| 12 ga | | 12 ga | ||
| ? | | 7? | ||
| Flare | | Flare | ||
| | | | ||
| A box of flares. | |||
|- id=" | |- id="ZipGun" | ||
! [[Construction#Zip gun|Zip gun]] | ! [[Construction#Zip gun|Zip gun]] | ||
| <center>[[Image:ZipGun.png]]</center> | | <center>[[Image:ZipGun.png]]</center> | ||
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| 2 | | 2 | ||
| N/A | | N/A | ||
| | | ✗ | ||
| | | Zip guns, which can be crafted by everybody, have one significant advantage: the ability to fire almost any type of ammunition. From tiny .22 LR rounds up to and including 40mm grenades, and all of them in the same pistol! However that works. That makes them a natural choice for the [[Staff Assistant|seasoned scavenger]], but no improvised firearm is without a catch. They tend to blow up and disarm (get it?) the user in the process. | ||
|- id=" | |- id="SyringeGun" | ||
! [[Syndicate Items#Syringe Gun|Syringe gun]] | ! [[Syndicate Items#Syringe Gun|Syringe gun]] | ||
| <center>[[Image:Syringegun.png]]</center> | | <center>[[Image:Syringegun.png]]</center> | ||
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| 6 | | 6 | ||
| N/A | | N/A | ||
| | | ✗ | ||
| | | As the name implies, this weapon fires syringes at people, the contents of which are drawn from an internal reservoir. Ideally, said reservoir should contain [[Syndicate Items#Poison Bottle|less-than-beneficial medicine]] or [[Chemistry#Medical Poisons|other poisons]]. | ||
|- id="Crossbow" | |- id="Crossbow" | ||
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| 1 | | 1 | ||
| Rad-poison bolt | | Rad-poison bolt | ||
| | | ✓ | ||
| | | 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. | ||
|} | |} | ||
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! style="width: 60%" class="unsortable" | Description | ! style="width: 60%" class="unsortable" | Description | ||
|- id=" | |- id="AmpVuvuzela" | ||
! [[Syndicate Items#Amplified Vuvuzela|Amplified vuvuzela]] | ! [[Syndicate Items#Amplified Vuvuzela|Amplified vuvuzela]] | ||
| <center>[[Image:AmpVuvuzela.png]]</center> | | <center>[[Image:AmpVuvuzela.png]]</center> | ||
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| blah | | blah | ||
|- id=" | |- id="EnergyGun" | ||
! [[Security Objects#Energy Gun|Energy gun]] | ! [[Security Objects#Energy Gun|Energy gun]] | ||
| <center>[[Image:Egun.png]]</center> | | <center>[[Image:Egun.png]]</center> | ||
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| blah | | blah | ||
|- id=" | |- id="LaserGun" | ||
! [[Security Objects#Laser Gun|Laser gun]] | ! [[Security Objects#Laser Gun|Laser gun]] | ||
| <center>[[Image:Lasergun.png]]</center> | | <center>[[Image:Lasergun.png]]</center> | ||
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| blah | | blah | ||
|- id=" | |- id="AdvLaserGun" | ||
! [[Syndicate Items#Advanced Laser Gun|Advanced laser gun]] | ! [[Syndicate Items#Advanced Laser Gun|Advanced laser gun]] | ||
| <center>[[Image:AdvancedLaser.png]]</center> | | <center>[[Image:AdvancedLaser.png]]</center> | ||
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! style="width: 51%" class="unsortable" | Description | ! style="width: 51%" class="unsortable" | Description | ||
|- id=" | |- id="762AK" | ||
! AK-774 | ! AK-774 | ||
| img | | img | ||
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| blah | | blah | ||
|- id=" | |- id="762FMJ" | ||
! | ! | ||
| | | | ||
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| blah | | blah | ||
|- id=" | |- id="308TranqRifle" | ||
! [[Security Objects#Tranquilizer Rifle|Tranquilizer rifle]] | ! [[Security Objects#Tranquilizer Rifle|Tranquilizer rifle]] | ||
| <center>[[Image:Hunting_rifle.png]]</center> | | <center>[[Image:Hunting_rifle.png]]</center> | ||
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| blah | | blah | ||
|- id=" | |- id="308SodiumThiopental" | ||
! | ! | ||
| | | | ||
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|- id=" | |- id="308HuntRifle" | ||
! [[Syndicate Items#Hunting Rifle|Hunting rifle]] | ! [[Syndicate Items#Hunting Rifle|Hunting rifle]] | ||
| <center>[[Image:Hunting_rifle.png]]</center> | | <center>[[Image:Hunting_rifle.png]]</center> | ||
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| blah | | blah | ||
|- id=" | |- id="12gaRiot" | ||
! [[Security Objects#Riot Shotgun|Riot shotgun]] | ! [[Security Objects#Riot Shotgun|Riot shotgun]] | ||
| <center>[[Image:RiotShotgun.png]]</center> | | <center>[[Image:RiotShotgun.png]]</center> | ||
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| blah | | blah | ||
|- id=" | |- id="12gaSpacker" | ||
! [[Syndicate Items#Shotgun Box|Spacker-12]] | ! [[Syndicate Items#Shotgun Box|Spacker-12]] | ||
| <center>[[Image:Spacker.png]]</center> | | <center>[[Image:Spacker.png]]</center> | ||
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|- id=" | |- id="40GL" | ||
! [[Security Objects#Riot Launcher|Grenade launcher]] | ! [[Security Objects#Riot Launcher|Grenade launcher]] | ||
| <center>[[Image:GrenadeLauncher.png]]</center> | | <center>[[Image:GrenadeLauncher.png]]</center> | ||
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| blah | | blah | ||
|- id=" | |- id="40Smoke" | ||
! | ! | ||
| | | | ||
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| blah | | blah | ||
|- id=" | |- id="40Frag" | ||
! | ! | ||
| | | |
Revision as of 17:52, 19 February 2014
Picture dump
List of currently unused, but potentially useful images for my own reference.
Food and drinks
Weapons
Miscellaneous items
File:Wizardstaff.png File:Hoscap.png
Other crap
Murder article overhaul (WIP)
Look, pretty tables to see everything important at a glance!
Bombs
Item | Image | Type | Damage | Trigger | Description | Notes |
---|---|---|---|---|---|---|
Microbomb | Other | Minor | Life signs | Microbombs do not cause hull breaches or a lot of direct damage, but reliably blow off limbs and are very affordable. Ideal to take revenge on your killer. | They stack, so you can inject yourself with several of them to increase their effectiveness. | |
Detomatrix | Other | Minor | Signal | PDA explosions are small with a decent chance of limb removal. Used to soften up a target, if they haven't thrown away their PDA or turned messaging off. | Discarded PDAs are easy to find - consider using them for precision strikes. | |
Trick cigarettes | Other | Minor | Timer | Whether it's critical equipment or corpses, a 1x1 boom gets rid of a lot of things. And a packet contains eight of them! Excellent value for money. | ||
Rigged equipment | Chemical | Minor | Electricity | Easy to make if you have access to tool storage and a chem dispenser, yet it requires a bit of planning and creativity to employ them to good effect. Quite situational overall. | Think of other pieces of machinery which are powered by those batteries. It's not just APCs. | |
Hacked mining charge | Other | Medium | Timer | Charges damage equipment over a wide area, cause limb loss and stun people for a long time. Terrorize the station without ever setting foot on it! | Mass-producing charges is trivial for a miner, but the high price tag of the device leaves few other options. Make sure you're committed to this course of action. | |
Single tank bomb | Gas | Medium | Timer, prox, remote | These assemblies can be makeshift incendiary devices, localized 1x1 explosives or medium-sized bombs. Versatile, but not as powerful as the bigger brother. | ||
Transfer valve bomb | Gas | Heavy | Timer, prox, remote | While less powerful mixtures exist, these bombs are usually of the 12x12 variety. Needless to say, a couple of them detonated close to key areas are sufficient to cripple the station. | Transfer valves are too large to fit in a backpack, so you'll be forced to carry them around in your hands or a crate/closet. | |
Chem grenade | Chemical | Depends | Timer | Similar to beaker assemblies, which are freely available, but with the advantage of using two beakers instead of one. Coming up with suitable mixtures requires a skilled chemist (or the help of one), but they may easily rival ordinary bombs in terms of destructiveness. | ||
Pipe bomb | Chemical | Depends | Timer | There are several different flavours, most of which are craftable. Welding fuel is great to rip off limbs, but unlikely to actually kill anyone on their own. For a bigger boom, fill them with black powder, plasmastone or erebite. | In a hurry? Ready-to-use 4x4 pipe bombs are available from your employer! | |
Mousetrap bomb | Chemical | Depends | Pressure | Ideal to leave booby traps or land mines for unsuspecting victims! Pipe bombs (all types) and most grenades can be attached. | ||
Mousetrap car | Chemical | Depends | Impact | A fun and creative method to deliver chem grenades. Mousetraps rigged with a pipe bomb are unfortunately incompatible at the moment, so the cart is less useful than it could be. | ||
Beaker bomb | Chemical | Depends | Timer, prox, remote | Free and practically standard equipment for the research department. This is a good option if you want to spread your hellfoam without spending a penny, or in case the grenade kit isn't something you can order. | ||
Suicide bomb vest | Chemical | Depends | Life signs | The poor man's microbomb. The payload may either be a chem grenade or beaker, so you won't get very far without a basic knowledge of chemistry. |
Guns
Mah gunz
Sidearms (kinetic)
Item | Image | Caliber | Capacity | Default ammo/ Ammo type |
Pocketable? | Description |
---|---|---|---|---|---|---|
.22 Pistol | .22 LR | 10 | FMJ | ✓ | Low stopping power, but there aren't any conspicuous text messages when you fire it. Slightly more expensive than the crossbow, but the gun holds ten rounds and can be reloaded at any time. Just remember that shooting somebody leaves physical evidence embedded in their body (namely bullets), which may not be desirable in certain circumstances | |
.22 LR | 10 | FMJ | Easily stopped by body armour. Also available from hacked general manufacturers. | |||
.38 Revolver | .38 Spc | 7 | FMJ | ✓ | Technically the detective's sidearm. Still, the .38 can be borrowed and fired by everybody. Spare ammunition can be obtained from his office, the vending machines in security or (again) an unlocked general manufacturer. | |
.38 Spc | 7 | FMJ | Not overly powerful, but anybody hit by the bullets will bleed heavily and take additional damage over time. | |||
.38 Spc | 7 | Stun | Turns the .38 into a seven-shot taser. Stun rounds do not cause bleeding. | |||
img | .38 Spc | 7 | AP | AP ammo, as provided by the Syndicate, is very effective against unprotected and armoured targets alike. The damage is comparable to .357 Magnum. | ||
.357 Revolver | .357 Mag | 7 | FMJ | ✗ | A well-priced gun for defensive and offensive purposes. Two to three shots are generally enough to incapacitate somebody, or at least slow them to a crawl. The choice of ammo is important, remember to load AP rounds when you're about to engage the captain, security guards and other high-risk targets! | |
.357 Mag | 7 | FMJ | Good against most people, light cyborgs and annoying robots. Significantly less effective against ballistic vests, but not entirely useless. | |||
.357 Mag | 7 | AP | Armour-piercing ammunition for the .357 revolver. | |||
Derringer | .41 RF | 2 | AP | ✓ | The derringer does a lot of 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 last-resort weapon to use when you are about to be arrested. | |
img | .41 RF | 2 | AP | Conveniently, the derringer comes loaded with AP rounds by default. Spare boxes of ammunition are however not available for purchase. | ||
Flare pistol | 12 ga | 1 | Flare | ✗ | Each flare doesn't cause a lot of direct damage, but it sets people alight - with interesting tactical implications! The pistol can also be reloaded with shotgun shells. (Shotgun shells work in the flare gun, but what about vice versa?) | |
img | 12 ga | 7? | Flare | A box of flares. | ||
Zip gun | Multi | 2 | N/A | ✗ | Zip guns, which can be crafted by everybody, have one significant advantage: the ability to fire almost any type of ammunition. From tiny .22 LR rounds up to and including 40mm grenades, and all of them in the same pistol! However that works. That makes them a natural choice for the seasoned scavenger, but no improvised firearm is without a catch. They tend to blow up and disarm (get it?) the user in the process. | |
Syringe gun | Other | 6 | N/A | ✗ | As the name implies, this weapon fires syringes at people, the contents of which are drawn from an internal reservoir. Ideally, said reservoir should contain less-than-beneficial medicine or other poisons. | |
Crossbow | Other | 1 | Rad-poison bolt | ✓ | 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. |
Sidearms (energy)
Item | Image | Capacity | Default setting | Extension | Lethal? | Description |
---|---|---|---|---|---|---|
Amplified vuvuzela | ??? | Stun | ✗ | blah | ||
Taser | 4 | Stun | ✗ | blah | ||
Energy gun | 8 | Stun | ✓ | blah | ||
Laser gun | 8 | Kill | ✓ | blah | ||
Advanced laser gun | ??? | Kill | ✓ | blah | ||
Phaser | Depends | Stun | Depends | blah | ||
img | Battery | N/A | blah | |||
img | Concussion | ✗ | blah | |||
EMP | ✗ | blah | ||||
Thermal | ✓ | blah | ||||
img | Toxic | ✓ | blah | |||
Sniper | ✓ | blah | ||||
Homing | ✓ | blah | ||||
img | Singularity | ✓ | blah |
Longarms
Item | Image | Caliber | Capacity | Default ammo | Type | Description |
---|---|---|---|---|---|---|
AK-774 | img | 7.62x39mm | 30 | FMJ? | blah | |
7.62x39mm | 30 | img | FMJ? | blah | ||
Tranquilizer rifle | .308 Win | 4 | Haloperidol | blah | ||
.308 Win | 4 | Haloperidol | blah | |||
.308 Win | 4 | Sodium thiopental | blah
| |||
Hunting rifle | .308 Win | 4 | FMJ? | blah | ||
.308 Win | 4 | img | FMJ? | blah | ||
Riot shotgun | 12 ga | 8 | Rubber slug | blah | ||
Spacker-12 | 12 ga | 8 | Buckshot | blah | ||
12 ga | 8 | Rubber slug | blah | |||
12 ga | 8 | Buckshot | blah | |||
12 ga | 8 | Frag-12 (HE) | blah
| |||
Grenade launcher | 40mm | 1 | Smoke | blah | ||
40mm | 5 | Smoke | blah | |||
40mm | 5 | HE | blah | |||
RPG | img | Other | 1 | HE | Not the correct name, can't remember right now. | |
Other | 1 | img | HE | It's the rocket. | ||
Flamethrower | Other | 4 | N/A | blah |