Difference between revisions of "Murder"
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| Reduces damage and increases power draw, but knocks the target back a huge distance. | | Reduces damage and increases power draw, but knocks the target back a huge distance. | ||
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| <center>[[Image:PhaserExtensionFlash.png]]</center> | |||
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| Causes temporary blindness, but it comes at a price. Damage and stun duration will be reduced greatly. | |||
|- id="PhaserEMP" | |- id="PhaserEMP" |
Revision as of 07:39, 29 March 2014
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, and many are job 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
Keep your intent on anything other than help to use your firearm point-blank. Point-blank shots will almost always stun the target regardless of what sort of gun you're using. Don't try to beat anyone with it if you run out of ammo, the damage is laughable.
Note: Do not fire the rocket launcher and other explosive ammo point-blank, dumbass.
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. | |||
.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. | |
.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. | |
12 ga | 8 | Flare | A box of flares. And it does work the other way around, so you can jam them in a 12 ga shotgun too! | |||
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)
All of these weapons can be recharged.
Item | Image | Capacity | Default setting/ Extension |
Lethal? | Description |
---|---|---|---|---|---|
Taser | 4 | Stun | ✗ | Security's standard-issue sidearm, which is decent for stunning people before murdering them. The duration of the stun decreases significantly with range, so try to close in on your target first. A burst-fire mode is available as well and can be useful if you manage to corner somebody, because the taser requires two hits in a row (point-blank excluded) to stun completely. | |
Amplified vuvuzela | 8 | Stun | ✗ | The devious version of the taser, sort of. The vuvuzela has a larger battery and the stun effect lasts for far longer. It's also incredibly loud - what did you expect? | |
Telegun | 4 | Other | ✗ | Teleguns are slightly complicated to use, but an amusing way to get rid of people. Once you set the teleporter to a valid destination, the gun will magically move them there. "There" should be somewhere unpleasant, of course. | |
Energy gun | 8 | Stun | ✓ | One of the best lethal weapons on the station. They can be toggled between lethal and stun, and have twice the charge of a taser. It's almost trivial to kill someone by stunning them and then following it up with a few lasers while they can't fight back easily. The captain and HoS start with one each. | |
Laser gun | 8 | Kill | ✓ | The plain old laser is fairly common, because they can be ordered at QM. To unlock the crate, you'll need an ID with security clearance or an EMAG. A couple of shots are usually enough to deal with any threat in a boring, but practical way. | |
Advanced laser gun | 8 | Kill | ✓ | The advanced laser gun is effectively a laser gun that recharges on its own. It doesn't deal as much damage though. | |
Phaser | Depends | Stun | Depends | Out of the box, most phasers are locked and primarily a stun gun in that mode. Adding one of the numerous extensions will make them more useful. You can only install one copy of any given extension at once; multiple battery upgrades on the same gun aren't possible. Aside from that, you can adjust the output to trade magazine capacity for damage per shot. It's also noteworthy that the phaser is an old weapon code-wise and cannot be fired point-blank, so keep that in mind. | |
Battery | N/A | Upgrades the battery to 175 PU. As a trade-off, the damage will be reduced slightly. | |||
Concussion | ✗ | Reduces damage and increases power draw, but knocks the target back a huge distance. | |||
Flash | ✗ | Causes temporary blindness, but it comes at a price. Damage and stun duration will be reduced greatly. | |||
EMP | ✗ | Makes the phaser more effective against cyborgs in general and robots in particular. Pesky securitrons are usually history after one shot. You would think that, going off the name and its description, it would do a lot more damage to cyborgs, but actuality it just stuns them for a little longer. Incompatible with the thermal and toxic extensions. | |||
Thermal | ✓ | Converts the damage dealt to targets from brute to burn. Also slightly decreases the energy usage for what it's worth. Cannot be used at the same times as the EMP and toxic upgrade. | |||
Toxic | ✓ | The same, just toxin damage and without the battery-conserving bonus. While the toxin buildup lasts for a decent amount of time after being hit, it's obviously useless against cyborgs and other synthetics. Can't be combined with the EMP and thermal mods. | |||
Sniper | ✓ | Massively increases the energy used per shot, so much that you will only be able to shoot once or twice before you have to recharge the phaser. On the plus side, this extension greatly increases both the duration of the stun and direct damage. Very useful in conjunction with the battery extension. | |||
Homing | ✓ | Each shot gains a slight homing ability at the expense of battery life and maximum battery capacity. | |||
Singularity | ✓ | An odd extension that sucks nearby people into the projectile. Fairly useless, as the shots only occasionally connect and even when they do, the lessened damage doesn't do very much. Also increases power consumption noticeably. |
Longarms
Item | Image | Caliber | Capacity | Default ammo/ Ammo type |
Description |
---|---|---|---|---|---|
AK-744 | 7.62x39mm | 30 | FMJ | The AK features the highest magazine capacity of all small arms in the game. Even better: it's the only kinetic gun that can be fired in three-rounds bursts! Devastating, if you somehow manage to acquire one. | |
7.62x39mm | 30 | FMJ | Because you have to reload eventually. | ||
Tranquilizer rifle | .308 Win | 4 | Haloperidol | Both types of darts are more useful for sedation than anything else, and even then there's a considerable delay before your target finally falls asleep. A poor choice for outright murder. | |
.308 Win | 4 | Haloperidol | Good for stopping drug-fueled rampages, but that's probably not what you have in mind. Two doses will slow people down and generally inconvenience them (collapsing occasionally, blurred vision), so it can be useful in a pinch. | ||
.308 Win | 4 | Sodium thiopental | Basically tiny sleepy pens fired out of rifle. Part of the MD's safari kit, which contains a boomerang and fancy outfit as well. | ||
Hunting rifle | .308 Win | 4 | AP | The hunting rifle is, at least point-blank, more than powerful enough to instantly put anybody into critical condition and wreck light cyborgs. Because spare ammo is so scarce, generally your only option is to fall back on haloperidol darts once the magazine runs dry. | |
.308 Win | 4 | AP | Good luck finding one of these. | ||
Riot shotgun | 12 ga | 8 | Rubber slug | Shells fired from riot shotguns, which are available from the armory and the barman, 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. | |
Spacker-12 | 12 ga | 8 | Buckshot | Exactly the same with the exception of the default load, i.e. deadly buckshot. Where a revolver could be confused with an annoying brobot or a drunk detective testing out his .38, the Spacker-12's distinct noise will draw a lot of attention. A shotgun is not a stealth weapon. | |
12 ga | 8 | Rubber slug | These slugs, though approved for police work, actually aren't harmless. They are less-than-lethal in application, comparable to their real life equivalent. | ||
12 ga | 8 | Buckshot | Make no mistake, buckshot will rip unarmoured foes apart. | ||
12 ga | 8 | Frag-12 (HE) | These things hurt a lot. They explode on impact, knocking the target (and anyone next to him) down and usually relieving them of a few limbs as well. They also do explosive damage to the environment. Pretty vicious, but not seen very often as getting your hands on them requires significant effort. | ||
Grenade launcher | 40mm | 1 | Smoke | The GL can be a surprisingly valuable addition to your arsenal, if you know how to use it properly. For example, you could open up on your (possibly armed) opponents with a smoke shell, causing them to cough a lot and drop their weapons, and then switch to your primary weapon and shoot into the cloud. Thermals will help a great deal here, simply because you can see through the smoke while they can't! | |
40mm | 5 | Smoke | Standard issue. Two boxes spawn in the security office. | ||
40mm | 5 | HE | Fragmentation grenades, as used by real life military forces. Dents the hull quite well. Interestingly enough, they're also being fired by the fearsome artillery weapon system. | ||
MPRT-7 | Other | 1 | HE | The RPG is the be-all, end-all of firearms. Nuclear operatives start with a couple on their shuttle. They're essentially Syndicate pipebombs fired out of a bazooka. Too large to fit in a backpack, but you can still wear them on your belt...somehow. | |
Other | 1 | HE | It's a rocket for the RPG, obviously. | ||
Flamethrower | Other | 4 | N/A | Technically not a gun, but it can be used for the same purpose. Welding fuel isn't too shabby and a nice option to set people on fire from a distance (sort of like the flare pistol). For advanced mixtures, consult a knowledgeable chemist. Like the RPG, it's a bulky item and thus can't go in your backpack. |
Bombs
When it comes to bombing, the bigger the better. Except when it isn't! Sometimes, the situation calls for smaller, precise strikes. Maybe you don't want to wreck rooms and equipment you're going to need later, or perhaps mass bombings just aren't your style. Whatever the case, there are tons of different explosives to chose from to cater for every need. And remember that this list isn't complete, in other words even more ways to blow people to smithereens exist!
Item | Image | Type | Damage (average) |
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 | Major | 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 pipe bombs are 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. |
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.