Murder
Golly! it looks like you're trying to find out more about SS13's oldest pastime! It's fair to say that as a Bad Guy, 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 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 and whack away. Actually killing someone in this manner takes a long time, but repeatedly punching your opponent to drain their stamina and knock them down can allow you to use another method of finishing them off, such as strangulation or spacing. Generally speaking, your fists are only good weapons against opponents who are not wearing body armor and some sort of protective helmet. If they have both of these things, they're much more resistant to your punches, take less damage from them and aren't knocked down as easily from stamina loss. While you can take your chances and pray for a random critical hit or two, it's best to look for a weapon before taking on someone with gear. If you are going to take this approach, being under the influence of alcohol can help you resist punches yourself and deal more damage.
Blunt Objects
Ah, classic 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 more so if they're wearing protective clothing.
As for the weapon itself, it's important to select the right one for the task ahead. Jetpacks and gas tanks are good at draining stamina, so they're useful if you want to knock someone out, but since they don't actually have a lot of mass behind them, they don't do much in the way of raw damage, and you might have trouble against armored opponents since armor is usually good at reducing stamina drain. A folded-up folding chair is also decent at draining stamina, just like those wrestling shows; chairs also allow you to shoulder dive/chair flip people for an instant knockdown and some damage--if you can time and aim it right. Fire extinguishers, rods, welding tools, and soldering irons are in the opposite boat: not a lot of stamina drain, but good damage. Toolboxes offer a good mix of both.
Moreover, different blunt weapons do different types of damage, so you might want to tailor your choice of weapon(s) to account for what kind of armor your opponent has and what kind of medicine they can easily get. The rule of thumb is that if it seems big and heavy, it does BRUTE, and anything with an open flame or heated tip inflicts BURN. Artifact melee weapons can sometimes inflict TOX, depending on your luck; this is notable since TOX is generally difficult or time-consuming to heal.
Some traitor weapons, such as the cyalume saber, are able to kill people very quickly.
Sharp Objects
Stabby stab! Objects with sharp edges usually offer respectable damage, sometimes with some extra perk, and cause bleeding. Bleeding is a time-delayed effect that can sometimes be quite debilitating, but it's relatively easy to fix. Somewhat like real life, the more you stab them, and the longer you can keep them from retreating to heal up, the more the blood loss will affect them.
There's never a shortage of sharp things on the station. Meatcleavers do good damage, and their throw attack is rather powerful. In contrast, surgical tools such as scalpels have much less damage, but they can be dipped with chems for some wild effects, though only when doing surgery (not when doing regular attacks with them). Shards are also quite weak, but their special can land in lots of hits quickly, and they're quite common; you can easily get one by throwing a drinking glass. They also hurt and stun people who aren't wearing shoes; plasmaglass ones do it to even people wearing shoes. Botany chainsaws, scissors, wirecutters, screwdrivers, and razors are perennial favorites for spilling blood.
Kitchen knives deserve some special mention. They do a fair amount of damage, their special attack can land in two hits in rapid succession, and they have a unique Grab ability. If you click on someone while holding a kitchen knife on Grab, you'll put them in a grab. Upgrade it twice, and you'll start choking them with it, causing some bleeding and 1 BRUTE every few seconds. They'll usually be in critical condition after a minute or two, and after another minute, they'll often have lost enough blood to start suffering from hypotension; they tend to die shortly thereafter.
Within the realm of items used by antagonists, Traitors and their ilk have red chainsaw, butcher's knife, syndicate dagger, and katana. They do less damage than the more devastating c-saber, but offer unique perks. The red chainsaw rips out organs, the butcher's knife and syndicate dagger stun when thrown, and the katana chops off limbs. Meanwhile, Hunters get a powerful spear that stuns and causes a lot of damage and bleeding.
Strangulation
If you manage to get a stranglehold on someone, you can tighten your grab (the icon will appropriately enough spell KILL) 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 usually start healing the oxygen deprivation damage unless they're already in critical condition. Another interesting application is to suplex your victim, which requires an aggressive (or better) grab. Once acquired, use the *flip emote to deal a good amount of brute damage in addition to the strangulation!
As with other methods, the main difficulty lies in getting the necessary stranglehold on someone in the first place. You need to upgrade your grab two times, but moving away from you will let them break free of passive grabs, and Resisting or using Disarm will (with some perseverance) free them from aggressive grabs. Therefore, you'll need to stun them or knock them unconscious before you get to work. Certain helmets block chokeholds too, so they should be removed if they cause a problem. As such, strangulation is more a finishing move on someone who's already stunned than an actual way to win a fight.
If you're a traitor however, consider purchasing a fibre wire. This murderous tool comes as quite a handy upgrade for those in the strangulation business. With the item in hand, activate it by pressing the Use Key or clicking on it. When ready, approach your target from behind and click on them. It'll take less than a second but you'll have your target instantly in an upgraded aggressive grab. This completely restricts the person's movements meaning they can't escape (unless they're doped up in stamina drugs that is). You can upgrade your wire grab again and also start to cause brute damage onto your target as well. Careful though, this also causes the target to bleed which may or not bring some unwanted attention.
If you can't get a hold of a fibre wire, consider improvising with a cable coil. Click on someone on Grab intent with the cable in your active hand, and you'll put them in a grab. Click on them twice to put them in a stranglehold and start garotting them with the wire. Cable strangling doesn't cause bleeding or extra BRUTE damage, and it's slower than the fibre wire, but it's still faster than just using your bare hands.
A considerably more common tool that can assist you in strangulation is a piece of cotton fabric to muffle someone. These are easily obtained by taking a bedsheet or towel in-hand and pressing C (or Z if using /TG/ style controls) to rip it up. Click on someone with the fabric to grab them; click on them again or click on the fabric to upgrade the grab and start muffling their speech. This doesn't silence them completely though; it only makes their speech appear garbled on the radio. You can also douse the fabric in up to 10 units of chemicals; if you upgrade the grab once more into a strangehold, the fabric will apply the reagents to them 0.5 units at a time, causing their INGEST effects.
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 burn 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, however many are job specific. The aptly-named gibber behind the kitchen is the chef's preferred body removal device. The chaplain has access to a crematorium. There's a biomass reclaimer in medbay that will eagerly pulp corpses (but not living people unless emagged). Engineering and the mining outpost have furnaces that will consume anything put in them. Finally, everyone has access to the rather descriptive crusher located in waste disposal. All these devices will require your target to be immobilized beforehand, and the inherent danger of fighting so close to them can have...unfortunate results.
Unless their data was already in the cloning database, a gibbed target for all intents and purposes cannot be revived short of a full respawn.
Special Attacks
Some weapons and objects hold special moves. You can click any distant tile on Disarm or Harm intent to use a Special Attack associated with that weapon. Special attacks cannot roll critical hits. Generally, specials tend to cost more stamina and cause less damage than regular attacks with the weapon but it's easier to land hits with them, since the attacks strike all those within a certain area, meaning you don't actually to click on someone, just the tile they're on. This also means you can strike multiple things at once with a special. Sometimes, they also offer some sort of unique ability, like setting someone fire from a distance or sending off an electric spark.
New Special Attacks are constantly being added, so don't be afraid to experiment. You can what special attack an item has by looking at its Tooltip.
Guns
This page is under construction. The following information may be incomplete. Missing new guns added by Gang Rework's Guns (See: https://github.com/goonstation/goonstation/pull/18180) |
General Gun Information
Shooting in this game is nice and simple; when there's a gun in your hand, just put your cursor where you want the projectile to go and click to shoot. However, there's more to guns in Goonstation than just pointing and clicking:
- Guns and Intents
- Point-Blank Shots - Keep your intent on Disarm or Harm to fire your gun point-blank at someone. No extra effect, but more useful than being on Help in close ranges, naturally. Do not fire the rocket launcher and other explosive ammo point-blank, dumbass.
- Pistol-Whipping - If you are on Help intent, you'll bash adjacent targets with the gun itself. Most guns, especially pistols, do laughable damage in melee, but there are a few longarms that make surprisingly serviceable emergency bludgeons.
- Gunpoint
- Click on someone adjacent with a gun with Grab intent to take them at gunpoint and grab them as a hostage, like in those stealth games. You won't fire immediately, but if the hostage tries to escape or attack, you'll automatically shoot them. However, they can still talk over radio and PDA and rummage through their backpack and such, so they can still totally escalate and pull an explosive fast one on you.
- Since you have them in a grab, they'll also shield you from projectiles. However, said projectiles also have a chance break your grip on the hostage, allowing them to escape.
- Drunkenness Spread - Guns and alcohol don't mix. If you have more than 110 units of ethanol in you, there is a 10 degree spread, i.e. bullets may veer up to 10 degrees from where you aimed. If there's less than that in you, it's only 5 degrees. (And obviously, if you've no ethanol, or less than 1 unit, there's no spread.) Alcohol Resistance reduces the spread from having more than 110 from 10 to 5 degrees and eliminates the spread from having less than 110 altogether. This stacks with the spread from dual wielding, and it's a little complex with spread inherent in certain guns, see below bulletpoint on dual wielding.
- Dual Wielding
- If you're holding a gun in both hands, you'll fire both of them at the same time, essentially dual-wielding them. Most guns will support guns akimbo, particularly revolvers and tasers, but if you can't reasonably dual-wield a certain gun in real-life/in a way the makes sense (or the combo would otherwise be too, too powerful), you can't dual-wield them in-game. So, no dual-wielding SPES-12s or the like for you.
- Dual wielding also causes a 5 degree spread for both guns. This combines additively with the spread from drunkeness, so guns akimbo is even more inaccurate when drunk.
- If a gun inherently has spread, it gets a little complicated, because the two don't combine. Basically, the spread is either only the amount inherent to the gun or only the amount due to dual-wielding and/or drunkenness, whichever is stronger.
- If the spread from drunkenness and dual-wielding combined, the player-caused spread, is higher than the spread inherent in a gun, the former overrides the latter, i.e. the two quantities aren't added. For example, if a gun has 10 degrees of spread, and the player-caused spread would create 15 degrees of spread, the resulting spread is 15 degrees, not 25.
- If the player-caused spread is lower, the resultant spread is same as that innate to the gun, so drunkenness and/or dual wielding actually have no effect in the situation.
- Storage - Note that most guns can occupy your belt slot. This includes most of the larger guns that are too big to fit in a backpack.
- Damage Falloff - Both kinetic and energy bullets cause less damage the farther they travel. Generally, bullets start losing power at about one screen length (6-7 tiles), but it's often different for each projectile. For example, shotgun buckshot starts dissipating at a pretty low range, while MPRT rockets and 5.56 NATO rounds can travel much farther without decreasing in damage.
Energy Weapons
Mechanics Specific to Energy Weapons
- Recharging Energy Weapons
- You refill an energy weapon's battery by clicking on a recharger with the gun in-hand.
- You can Examine the gun to see how much charge is left and what mode the gun is in, if applicable.
- Instead of recharging the weapon, you can also simply swap out the depleted cell for a fresh one by clicking on the weapon with the new power cell. The reverse works too; you can click on a cell with an energy weapon to swap out the gun's cell with that one's. Both of these have a delay. You can still move during the delay.
List of Energy Weapons
Examine the firearm to view the type and PU usage of the current firing mode. Click on the firearm or activate it in-hand to switch firing mode.
Item | Image | Cell Capacity/ Autocharge Rate (default) |
Shot Cost, PU | Raw Damage Per Shot (xNumber of Shots Fired) |
Lethal? | Description |
---|---|---|---|---|---|---|
Taser | 200/0 | 25 | 20 Stam (x1) | No | 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. Part of the "Standard" loadout option for the security weapons vendor. | |
Taser Shotgun | 200/0 | Stun: 10 Spread: 25 |
Stun: 15.5 Stam (x1) Spread: 15 Stam (3x) |
No | The Taser's bigger and 2 handed brother, it features a higher cell charge and an extra mode that fires a wide spread of taser bolts and is extremely effective at close range. Can be obtained by selecting the "Control" loadout from the security weapons vendor. | |
Sancai wave gun | 200/0 | Inversion: 25 Transverse: 40 Reflection: 25 |
Inversion: 12.5+ Stam (x1) Transverse: 10+ Stam (x1) Reflection: 10+ Stam (x1) |
No | Shoots energy waves with unique functions. Inversion wave starts off weak but becomes more powerful as it travels, and transverse wave goes through people and obstacles, has low range, and drains little stamina but does big stamina damage at its "sweet spot" of maximum range, while the reflective wave bounces off of up to 2 non-mobs, gaining power on each bounce. Curious, and rather situational, but they can get the job done. Found in the "Offense" loadout from the security weapons vendor. | |
Amplified vuvuzela | 200/0 | 25 | 50 Stam (x1) | No | The devious version of the taser, sort of. The vuvuzela doesn't suffer from range penalties, and uniquely, point-blank shots (click on target with Disarm or Harm, while in melee range) instantly stun for over 10 seconds. It's also incredibly loud and causes lots of ear damage - what did you expect? | |
Teleport Gun | 200/0 | 50 | 10 Stam (x1) | No | Sometimes called "teleguns" or "teleporter guns", teleport guns are slightly complicated to use, but an amusing way to get rid of people. Once you've set up the teleporter and linked the gun to it, it will magically move them to the selected destination. "There" should be somewhere unpleasant, of course.
RDs who are traitors can order one, while other traitors have to try their luck with a surplus crate. Spy thieves might get for as a bounty reward. | |
Energy gun | 250/0 | Stun: 25 Kill: 31.25 |
Stun: 20 Stam (x1) Laser: 45 BURN (x1) |
Yes | One of the best lethal weapons on the station. They can be toggled between stun and lethal, for a total of 10 taser bolts or 8 lasers. 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 get ones with unique paintjobs but otherwise identical stats. | |
Lawbringer | 300/5 | Detain: 20 Execute: 30 Hotshot: 60 Smokeshot: 50 Knockout: 60 Bigshot: 170 Clownshot: 15 Pulse: 35 |
Detain: 20 Stam (x1) Execute: 35 BRUTE (x1) Hotshot: 20 BRUTE + Fire (x1) Smokeshot: 25 BRUTE (x1) Knockout: 10 BRUTE (x1) Bigshot: 1 BRUTE + Explosion (15 BURN & 60 BRUTE) (x1) Clownshot: 0 (x1) Pulse: 20 Stam (x1) |
Yes | A highly versatile energy weapon replacement that is sometimes likened to having the entire Armory as one gun. The Head of Security can replace an e-gun with this by using the Check Job Rewards command. While the gun can be fired by anybody, the modes can only be switched by the first person to activate it--or, at least, someone with their DNA. Speaking of which, modes are switched by saying/mentioning the name of the mode. The gun cannot be inserted into rechargers, and the cell cannot be swapped out with another one. | |
Signifer II | 250/5 | Pistol: 12 Rifle: 50 |
Pistol: 10 Stam + 1 BURN(x1) Rifle: Blueshot: 15 BURN + 8 Stam (x1) and Redshot: 15 BRUTE + 8 Stam (x1) If both shots hit the same target: 4x4 electrical explosion dealing 5-10 BRUTE + Variable Stam (x1) |
Yes | A very versatile weapon used by the NTSC, with two settings: the less than lethal one handed pistol, and the very lethal two handed rifle. While on the pistol mode, it deals some stamina damage and a bit of burn, that should knockout a person quite fast, but can send someone in crit if he is very low on health. When on the rifle mode, it needs to be held in two hands and will shoot two bullets at the same time: a blue and a red one. If both hit the same target, a small explosion that does not damage the station will occur, dealing additional damage. | |
RP-3 Micro Phaser | 100/0 | 10 | 10 BURN (x1) | Yes | The micro phaser is a smaller but weaker alternative to the regular phaser. They can be ordered at QM through the Weapons Crate - Micro Phasers, and you get twice as many as the regular phaser crate for the same price. To unlock the crate, you'll need an ID with security clearance or an EMAG, just like the regular phaser crate. If you give it a bigger power cell, it can serve as a fairly efficent weapon for light threats. | |
RP-4 phaser gun | 200/0 | 25 | 20 BURN (x1) | Yes | The phaser is fairly common, because they can be ordered at QM through the Weapons Crate - Phasers. To unlock the crate, you'll need an ID with security clearance or an EMAG. A entire battery charge is usually enough to deal with most threats in a boring, but practical way. | |
RP-5 Macro Phaser | 250/0 | 62.5 | 50 BURN + Mini-explosion (22.5 BRUTE)(x1) | Yes | The macro phaser is quite powerful, but also rare and fairly hard to use. To fire it, you have to stand still for a second or two... but anything or anyone you manage to hit with it will take massive damage coupled with a localized explosion effect. Any dead bodies hit by it will be instantly gibbed, and it can sometimes break through walls, reinforced walls, and airlocks. You can order this at the QM's office via the Weapons Crate - Macro Phaser, but you'll need armory access (or an EMAG) to open the crate. | |
Laser gun | 250/0 | 31.25 | 45 BURN (x1) | Yes | An energy gun without the stun setting. Damage-wise, it is clearly preferable to the phaser. | |
Plasma Rifle | 200/10 | 25 | 35 BURN (x1) | Yes | The plasma rifle is effectively a laser gun that recharges on its own. It doesn't deal as much damage, though. | |
Hunter's Plasma Rifle | 200/10 | 25 | 35 BURN (x1) | Yes | Pretty much a regular plasma rifle, but with a self-destruct-on-death feature. As the name implies, this is used by Hunters, who also have an ability to teleport their gun back to them. | |
Mini Rad-Poison-Crossbow | 60/2 | 60 | 20 Stam + 80 RAD (x1) | Yes | A pocketable stealth weapon that fires a single shot the recharges over time. There's no indication when it is fired, but it does have a very obvious sprite. Anyone hit by the bolt will have stamina regeneration reduced by 5 for 30 seconds and suffer 80 seconds of radiation, causing lots of TOX and potentially giving them nasty mutations. Underestimated. The crossbow cannot be upgraded with high-capacity (100+ PU) power cells, nor can it be recharged manually. | |
Mini Wasp-Egg-Crossbow | 60/2 | 60 | Wasp Egg (x4) | Yes | Shoots eggs that, on their own, do no damage, but hatch into wasps upon hitting a wall or traveling far enough. Wasps attack any non-Botanists they see and inject people with histamine. Just like the regular rad-poison variant, there's no message in the chat or sound when it fires, though it does have a recognizable in-hand sprite, and the crossbow cannot be upgraded with high-capacity (100+ PU) power cells, nor can it be recharged manually. | |
Antique laser gun | Depends | Depends | Depends | Yes | Starts off as a deactivated display model in the captain's quarters that can be repaired by a skilled handyman. Replacement parts of average quality will make a reskinned laser gun, while above-average and top-notch parts can increase the weapon's energy output or add a burst-fire mode respectively. | |
Pulse Rifle | 300/0 | Kinetic Pulse: 35 Electomagnetic Pulse: 100 |
Kinetic Pulse: 20 Stam Electromagnetic Pulse: 20 Stam (x1) |
No | Not an iconic kinetic rifle that fires caseless ammo, but a gun that's basically the Lawbringer's Pulse setting as a two-handed energy rifle. The Kinetic Pulse projectiles drain a fair bit of stamina, and cause Disorient, with duration decreasing with distance identically to the taser. Most importantly, they knock people extremely far, causing BRUTE damage if they hit something. Damage scales somewhat with distance traveled. Electromagnetic Pulse projectiles causes Disorient for a flat 6 seconds and creates an EMP in a small area around impact, similar to EMP grenades. These spawn on a special rack in the Armory locked to those who can enter the Security department, which can be bypassed with hacking. | |
Laser Assault Rifle | 200/0 | Plasmabolt: 5 Burst stun: 5 |
Plasmabolt: 15 BURN (x2) Burst stun: 15 Stam (x2) |
Yes | Before the Cornicen III, this was the standard weapon for NT Special Operatives. Unlike the taser shotgun, this burst stun fires two projectiles in a row rather than in a spread. Unlike other energy weapons, you need two hands to wield it. | |
Alastor Pattern Laser Rifle | 200/0 | 25 | 35 BURN (x1) | Yes | Call it a laser gun that's two-handed and can briefly set people on fire at the cost of less damage, and you wouldn't be too far from the truth. Three of these can be found an Adventure Zone. | |
BFG 9000 | 300/0 | 100 | 100 BRUTE (x1) | Yes | One of the most powerful energy weapons in the game, in terms of just raw damage. Where you'd get one of these outside of the holiday season is anybody's guess. | |
Artifact gun | Artifact/Random | Depends | Depends | Either 0% or 100% | Artifact guns are completely randomized in every respect: type of projectile, damage type, capacity, burst-fire capability, etc. Experiment to find out more about a particular relic! If it's activated but not firing, you usually need to swap it out (yes, you can do that!) with another weapon's power cell or your own custom cell with a higher capacity.
| |
Makeshift Laser Rifle | Depends | 1250 | 20 BURN | Yes | Affordable energy weapon for salvagers, with an adjustable fire rate. Some assembly required, and can overheat and catch fire. Uses large-size power cells rather than small-size ones. Two-handed, but it can be worn on one's back. More details here. |
Power cells
This page is under construction. The following information may be incomplete. Missing cells added in April 11th, 2022 update, specifically commit 63bf670 |
Used by energy guns, powered picks, power hammers, power shovels, and stun batons. Their power cells can be swapped by clicking an existing device with a new cell.
When below 100% charge, some cells can recharge themselves at a set rate approximately every 2.9 seconds. For example,the Atomic Slowcharge cell gains 1.5 PU every 2.9 seconds, while the Disruptor Charge gains 2.5 PU.
Item | Image | Capacity | Self- charging? |
Charge rate | Description |
---|---|---|---|---|---|
PC - 100 | 100 PU | No | N/A | Entry-level power cell. Stun batons, as well as most guns that shoot energy, created via item frames (i.e. those that are scanned and copied via the ruckingenur kit) come with this cell, which also starts off empty. | |
PC - 200 | 200 PU | No | N/A | Medium-sized cell used by stun batons and in many energy weapons, notably the taser. A standalone cell is available from the Security Weapons Vendor, under "Spare Power Cell". | |
Power Cell - 250 | 250 PU | No | N/A | Higher-tier cell used in laser guns and energy guns. | |
PC - 300 | 300 PU | No | N/A | Rather rare. These are used in pulse rifles, and one can buy the cell itself from the Listening Post merchant. | |
Custom PC | Depends | Depends | Depends | Made at the Nano-Fabricator. Maximum capacity depends on the type of raw material (e.g. cerenkite combined with a good conductor). Self-charging cells are possible, although they will usually charge very slowly. | |
Potato PC | 1 PU per 2-3 Potency | Yes | 0.25 per 25-30 Endurance | A thoroughly unconventional organic power cell - wire stuck in a potato peeled down to size, whose stats depend on properties of the potato used. Regular potatoes will be good for a taser shot at most, but extremely potent specimens act as a decent "magazine" to hot-swap, and potatoes with extraordinarily high endurance can compete with lower-end self-recharging cells. | |
PC - Atomic | 60 PU | Yes | 5 PU | Basic self-charging power cell. Low capacity severely limits its usefulness, as the primary firing mode of most guns drains 25 PU per shot. | |
PC - Atomic slowcharge | 60 PU | Yes | 1.5 PU | The mini rad-poison-crossbow and mini wasp-egg-crossbow come with this variant. | |
PC - Disruptor charge | 100 PU | Yes | 2.5 PU | The disruptor's standard power source. The Security Weapons Vendor offers one, and it's also possible to get through surplus crates. | |
PC - NTSO Stun Baton | 150 PU | Yes | 4 PU | As the name implies, the cell that powers the extendable stun baton used by the Nanotrasen Security Operative . You'd be hard-pressed to find this, since you normally can't remove the baton's cell. | |
PC - NTSO Signifer II | 250 PU | Yes | 5 PU | As the name implies, the cell that powers the Signifer II used by the Nanotrasen Security Operative . You'd be hard-pressed to find this, since you normally can't remove the Signifer's cell. | |
PC - Lawbringer Charger | 300 PU | Yes | 5 PU | As expected, the high-tech battery behind the Lawbringer. Since you can't remove the Lawbringer's cell, you normally cannot obtain these. | |
PC - Fission | 200 PU | Yes | 10 PU | An advanced cell with a high charge rate. Found in the plasma rifle and hunter's plasma rifle. | |
Power Cell - Standard Radioisotope | 300 PU | Yes | 8 PU | A high-tech cell that offers both high capacity and a good self-recharge rate. They have a chance to appear in abandoned crates; they're categorized as player items. During Pod Wars, they can appear in rewards crates and can be made at general manufacturers. | |
PC - Fusion | 400 PU | Yes | 20 PU | A very advanced cell with an insanely high charge rate. | |
Artifact PC | Depends | Yes | Depends | Cells from artifact guns are randomized, though they're always self-charging. Some are of little value (50 PU capacity and the like), though 1000 PU super-cells with a 30 PU charge rate are also a possibility. To remove these, you need to either destroy the gun or swap out its cell after it's activated (i.e. you can't remove it while it's not activated). |
Kinetic Weapons
Mechanics Specific to Kinetic Weapons
- Reloading Kinetic Firearms
- In addition to intuitively clicking on the gun with ammo in-hand to reload, you can also click on the ammo while holding the gun or click-drag the ammo sprite onto the gun sprite and vice versa.
- Kinetic weapons can be unloaded with an empty hand and reloaded at will. You don't have to empty your gun into a wall to use a different type of ammunition.
- You can Examine the gun to see how many bullets are left and which ammo type it is currently loaded with. With few exceptions (40mm grenades, RPG rockets), spare ammo boxes/magazines are tiny items and may be carried in jumpsuit pockets.
- Stagger - Kinetic bullets cause Stagger upon hit, slowing down the victim slightly and making sprinting slower. The duration is generally within 1-5 seconds, and the more powerful the bullet, the longer the stagger.
- Ballistics & Forensics - Kinetic firearms leave gunshot residue on the shooter and, depending on the type of gun, eject spent casings after every shot or during reload. In addition, projectiles and casings can be linked to a certain gun with ballistic fingerprinting, a fact you should take notice of. If stealth is top priority, consider energy weapons as a 'clean' alternative.
List of Sidearms
Item | Image | Ammo: Type Gun: Types Accepted |
Cap. | Raw Damage | Default ammo/ Ammo type |
Pocketable? | Description |
---|---|---|---|---|---|---|---|
Foam Dart Gun | Foam Darts | 1 | 0 | Dart | Yes | A harmless little plastic toy for messing around. Holds one dart at a time and must have the tab pulled back before firing. Pretend you are a child again, unless you are a Staff Assistant, in which case you need not to pretend. | |
Foam Dart Revolver | Foam Darts | 6 | 0 | Dart | Yes | A harmless little plastic toy for messing around with style and speed. Holds 6 darts and requires no tab to be pulled before firing. Be the space cowboy you've always wanted to be! | |
Pistol .22 | 6 | 0 | Dart | Very unique, legally distinct foam dart ammunition, completely harmless unless you manage to choke on one, some Staff Assistant will likely manage to. | |||
Orion silenced pistol | Pistol .22 | 10 | 35 | Hollow point | Yes | Low stopping power, but there aren't any conspicuous text messages when you fire it. Just remember that shooting somebody leaves physical evidence embedded in their body (namely bullets), which may not be desirable in certain circumstances. | |
Faith | Pistol .22 | 4 | 22 | FMJ | Yes | It will guide you through. Faith spawns in the Chaplain's starting bible, and while anybody can fire and wield the thing, only the Chaplain (or somebody with Chaplain Training) can take it in and out of the bible. Faith cannot be silenced; it still has the bold red messages and standard (i.e. loud) pistol fire sound when firing. | |
Pistol .22 | 10 | 22 | FMJ | Easily stopped by body armor. Can be coated in silver for extra effectiveness against Werewolves. Also available from hacked general manufacturers. | |||
Pistol, .22 | 10 | 35 | Hollow point | More powerful than your regular .22, but harder to obtain since you can't hack a fabricator to get more of these. Imagine it as a quieter .38 FMJ. Like regular .22, you can make silver bullets with these. | |||
Hydra Smart Pistol | Pistol, .22 | 20 | 22 BRUTE (x1-4) | Smart | No | Firing the Hydra smart pistol is more complicated than other guns; you hold your fire button down (left mouse button for most people), mouse over a person to lock onto them, and then let go to fire. It's possible to target multiple people, holding down the button for longer charges a burst of up to 4 rounds, and the bullets never miss unless blocked by an object or dodged. This comes from the smartpistol belt provided by the Syndicate Weapons Vendor, which is why this thing can't target nuke ops. | |
Pistol .22 | 20 | 22 BRUTE | Smart | Easily stopped by body armor. You can load the .22 smartgun magazine into other .22lr guns, but they won't have homing. | |||
Detective Special revolver | Revolver, Detective | 7 | 20 Stam | Stun | Yes | Also known as the Detective's Revolver, .38 revolver, and many other names, and 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. | |
Peacemaker | Revolver, Detective | 7 | 20 Stam | Stun | Yes | By using a Job Reward, the detective can turn their gun into the Peacemaker. Like the gangs' colt revolver, it needs to be cocked by using it inhand before each shot. The difference is, it uses the .38 bullets, like the regular detective's gun, rather than the colt's .45s. Also unlike the gang's colt, this can be pocketed. | |
Revolver, Detective | 7 | 35 | FMJ | Not overly powerful, but any unprotected target will bleed heavily and take additional damage over time until the bullet is removed. Can be made into a silver version that does extra damage against Werewolves. | |||
Revolver, Detective | 7 | 20 Stam | Stun | Turns the .38 into a seven-shot taser. Stun rounds do not cause bleeding. Can be coated in silver to make silver bullets. | |||
Revolver, Detective | 7 | 35 | AP | AP ammo, as provided by the Syndicate, is very effective against unprotected and armored targets alike. These can also be good against Werewolves too if coated with silver. The raw damage is comparable to regular FMJ rounds. | |||
Predator revolver | Revolver, Syndicate Revolver, Detective |
7 | 60 | FMJ | No | Or simply, the revolver, and whatever you call it, it's 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! The revolver can also chamber .38 Spc rounds, opening up the station's supply of stun bullets, and it could save you in a pinch if the entire supply of .357 Mag ammo has been exhausted. | |
Revolver, Syndicate | 7 | 60 | FMJ | Good against most people, light cyborgs and annoying robots. Significantly less effective against ballistic vests, but not entirely useless. | |||
Revolver, Syndicate | 7 | 50 | AP | Armour-piercing ammunition for the .357 revolver. It does a bit less damage than normal rounds, but it rips and tears through armor like it's nothing. | |||
Derringer | Pistol, .41 | 2 | 80 BRUTE 40 Stam | AP | Yes | 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. | |
Pistol, .41 | 2 | 80 BRUTE 40 Stam | AP | Conveniently, the derringer comes loaded with AP rounds by default. The damage falloff is quite high; anybody from more than two tiles away is going to get pitiful damage, if at all. Spare boxes of ammunition are however not available for purchase. | |||
Colt Single Action Army Revolver | Revolver, .45 | 7 | 35 | FMJ | No | An old-school revolver that gang members can order, capable of sending people into crit with 3 to 4 shots. Must be activated in-hand between shots to allow it to fire again. | |
Revolver, .45 | 7 | 35 | FMJ | Like .38 FMJ rounds, these are rather weak against armored foes but can still do decent damage to unarmored ones, on top of lots of bleeding and sharpnel effects. | |||
Branwen pistol | Pistol, 9mm Pistol, 9x18mm |
15 | 30 | FMJ | Yes | This pistol has the a high ammo capacity, but it takes 4 to 5 shots to send someone into critical condition. Nuclear Operatives can order a belt with this and extra mags for it as a sidearm from the Syndicate Weapons Vendor. | |
Pistol, 9mm | 15 | 30 | FMJ | Rather on the low end for damage, though it still causes bleeding and does decent damage against unarmored opponents. You can't buy or make more, so spend those 15 bullets wisely. | |||
PM Pistol | Pistol, 9x18mm | 8 | 15 | FMJ | Yes | Or, more famously, the Makarov. This small Soviet pistol can occasionally be found in adventure zone safes, where it's always accompanied by two 9x18mm Makarov magazines. | |
Pistol, 9x18mm | 8 | 15 | FMJ | This 9x18mm magazine fits in any 9mm gun, but it is the only type accepted by the Makarov. Can be found along with the gun as azone loot. | |||
Clock 188 | Pistol, 9mm Pistol, 9x18mm |
18 | 6 BRUTE + 4 Stam (x1) 6 BRUTE + 4 Stam (Varies) |
FMJ | Yes | The former sidearm of Nanotrasen Security Operatives. It can be fired faster than other firearms and has two modes: single fire, which fires just one bullet with no spread, and full-auto, which continuously fires bullets so long as you hold down the left mouse button. Bullets are rather weak, but they travel faster than most other projectiles and can be quite debilitating, and when you land one shot, you can often land more. Not currently obtainable by standard means. | |
Clock 180 | Pistol, 9mm Pistol, 9x18mm |
0 | 6 BRUTE + 4 Stam | FMJ | Yes | A.k.a. the Gunarang. Exactly like the Clock 188, but it is locked to single fire. When thrown, it returns back to its thrower like a boomerang, and if the thrower is wearing a Security badge, the gun also shoots whoever gets hit by it. Starts without ammo. | |
Pistol, 9mm | 18 | 6 BRUTE + 4 Stam | FMJ | Pistols with 9mm frangible magazines inflict a brief slowdown and have a 75% chance of hitting targets on the ground. While these bullets do cause Stagger due to being a kinetic bullet, they do not cause bleeding, making them technically less-than-lethal. AmmoTechs have a couple of these. | |||
Bellatrix Submachine Gun | SMG, 9mm | 30 | 20 BRUTE (x3) | FMJ | No | The main weapon of the Scout class crate. It fires in three-round bursts that do a total of 60 BRUTE. The spread, however, is quite high, as the bullets start to diverge at past point range, making this gun most effective in close quarters. Good thing the Scout has something to help close the gap. | |
SMG, 9mm | 30 | 20 BRUTE (x3) | FMJ | Two bursts (i.e. six bullets) can put someone into critical condition if they all land. While they share similar diameters, 9mm SMG magazines cannot go inside any of the 9mm pistols (e.g. the Branwen), though zip guns can still fit them. | |||
MOR-30 Submachine Gun | MOR, 9mm | 30 | 16 BRUTE | FMJ | Yes | A high-firerate, no-frills, all-damage 9mm automatic that uses custom magazines. Fires in either a three-round burst doing a total of 48 BRUTE or in fully automatic. Has very high spread due to the insane firerate. Make sure you're up close and personal! | |
MOR, 9mm | 30 | 16 BRUTE | FMJ | Similar to other 9mm SMGs, a few well placed bursts will put your taget into critical. In the case of the MOR-30, it'd take three (nine bullets) bursts to land them into Critical. Despite being similar ammo as other 9mm weapons, the Magazine is designed with just the MOR-30 in mind, and won't fit in other weapons. | |||
Veritate PDW | Flechette | 21 | 15 BRUTE | AP | Yes | The primary weapon of Syndicate Field Medics. Has two modes: Single shot, which as the name implies, fires a single shot, and burst fire, which shoots 3 bullets in quick succession. Fairly low bullet spread, allowing for heavy hits even from a distance. | |
Flechette | 21 | 15 BRUTE | AP | A magazine of high velocity, armor piercing 6.5×20mm bullets for the Veritate PDW. Cuts through most available station armor, save for the armory's heavy vest. | |||
Flare pistol | Shotgun, Low | 1 | 20+Fire | Flare | No | Each flare doesn't cause a lot of direct damage, but it sets people alight - with interesting tactical implications! Since it's roughly the same gauge, the pistol can also fit shotgun shells classified as "Shotgun, Low", which, besides flares, includes rubber slugs and AEX shells. | |
Shotgun, Low | 8 | 20+Fire | Flare | A box of flares. And it does work the other way around, so you can jam them in a 12 ga shotgun too! | |||
Gwydion tranquilizer pistol | Tranquilizer, 9mm | 10 | 10 | Tranquilizer | Yes | Fires darts with sodium thiopental that do relatively little damage but render people unconscious relatively quickly. Good for taking out people who might see you committing other crimes...or grisly murdering them when they're out. | |
Tranquilizer, 9mm | 10 | 10 | Tranquilizer | Low damage, but the sodium thiopental payload delivers a near-instant, though mostly harmless, knockout that lasts about a minute. Don't be afraid to pop a few more tranq pistol darts into a victim for a longer stun. | |||
Zip gun | Several, see notes | 2 | 5 BRUTE, can vary | Staple | No | Zip guns, which can be crafted by everybody and are a favorite of seasoned scavengers, start with a single staple in the chamber and have one significant advantage: the ability to fire a variety of small-arms ammo types, from tiny .22 LR rounds up to rifle bullets (with the exception of shotgun shells), and all of them in the same pistol! However that works. It takes ammo from weapons with burst fire modes too, though it'll only shoot one bullet at a time. See expandable for accepted ammo types:
Ammo Types Accepted
Pistol, .22 Pistol, 9mm Pistol, .41 Revolver, Syndicate Revolver, Detective Revolver, .45 SMG, 9mm Tranquilizer, 9mm Tranquilizer, .308 Rifle, .308 Automatic, .308 Automatic, 5.56 Caseless, G11 Fletchette Staple However, no improvised firearm is without a catch. They can sometimes fail, causing the next shot to blow up and dis-arm (get it?) the user rather than fire anything. Sometimes, this is preceded by a clanging and some sort of message indicating the gun has deteriorated (e.g. "The zipgun's shodilly thrown-together striker comes loose!"), sometimes you just get a quiet snap. | |
Slam gun | Shotgun, Low Shotgun, High |
1 | Varies | N/A | No | Slam guns are makeshift shotguns that can be crafted by anyone with some metal and a welder. Often used in conjunction with pipeshot, but can fire any shotgun shells you can get your grubby hands on. Unlike the zipgun, it cannot misfire, but using it is much more involved. To load the slam gun, you must first separate it into two pieces (use it in hand), then insert a shell (click on it with your desired ammo). After firing, you must separate the assembly again (use in hand again) and manually remove the spent cartridge (click-drag the gun's sprite to your character). | |
Syringe gun | N/A | 6 | 1+Chems | N/A | No | 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. | |
NT syringe gun | N/A | 6 | 1+Chems | N/A | No | Same as the standard syringe gun, except somewhat more legitimate since you can obtain it from the Medical Director's equipment locker. Accepts only chems whitelisted by the hypospray. When EMAGed, fires the entire reservoir at once, allowing quick overdosing. |
List of Longarms
Note that some longarms are two-handed, meaning they take up both hand slots to wield and use (though they still take up one Inventory slot). These two-handed weapons don't have one-handed modes, but reloading isn't a problem, since, as previously mentioned, you can just click on a box/magazine of the relevant acceptable ammo to reload it. Dragging and dropping the sprite of the ammo onto the sprite of the two-handed gun also works.
Item | Image | 1H or 2H? | Ammo: Type Gun: Types Accepted |
Cap. | Raw Damage | Default ammo/ Ammo type |
Description |
---|---|---|---|---|---|---|---|
AKM | 2H | Automatic, 7.62x39mm | 30 | 40 | FMJ | By default, the AK features the largest magazine of all small arms in the game. Even better: it can be fired in three-round bursts! It's one of the surplus crate exclusives, and its 12 currency-unit "cost" means whoever rolls this will probably get only a handful of extra items with their surplus crate. | |
Automatic, 7.62x39mm | 30 | 40 | FMJ | Because you have to reload eventually. | |||
Tranquilizer rifle | 2H | Tranquilizer, .308 | 4 | 10 | Haloperidol | 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. | |
Tranquilizer, .308 | 4 | 10 | 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. | |||
Tranquilizer, .308 | 4 | 10 | Mutadone | Though entirely ineffective against ordinary crewmen, mutadone darts can be your saving grace if you find yourself having to dispatch Superman knockoffs in genetics. One magazine can be found in the Medical Director's locker and another one in the armory. | |||
Tranquilizer, .308 | 4 | 10 | Sodium thiopental | Basically tiny sleepy pens fired out of a rifle. Part of the MD's safari kit, which contains a boomerang and fancy outfit as well. | |||
Hunting rifle | 2H | Rifle, .308 | 4 | 85 | AP | Two shots from 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. | |
Rifle, .308 | 4 | 85 | AP | Pierces armor, inflicts huge damage, causes lots of bleeding, stuns victims for a brief while, and can knock people back. Good luck finding one of these. | |||
Sirius Assault rifle | 2H | Automatic, 5.56 | 20 | Single Shot: 45 BRUTE (x1) Burst Fire: 45 BRUTE (x2) |
FMJ | The assault trooper rifle is basically like a souped-up AKM. The single shot mode is fairly accurate and can send people into critical condition with 3-4 shots. The burst fire mode is good for popping people at close range, but the bullets spread out with distance, and the gun fires slower (0.4 secs vs. 0.3) when in that mode. Unfortunately, this is one of the few weapons you can't attach as an item arm, so you can't pretend to be alternate version of that girl from Planet Terror/Grindhouse. | |
Automatic, 5.56 | 20 | 45 | FMJ | Fairly lethal and the associated crate is fairly generous with these. | |||
Automatic, 5.56 | 20 | 45 | AP | AP rounds ignore bullet protection, making them great against targets in body armor and the like, which significantly reduces damage from standard FMJ rounds. | |||
Betelgeuse Sniper Rifle | 2H | Rifle, .308 | 6 | 70 | AP | For long-distance kills. Zoom in by holding down SPACE (/tg/style controls) or SHIFT (any other layout) and look around with WASD or Arrow keys while still holding SPACE/SHIFT. You can see from one end of the Z-level to the other, theoretically giving you infinite range, though you cannot see through walls, and zooming in makes you stand still. Has a 1 second delay between firing, slows you down significantly when held, doesn't fit inside backpacks and their ilk, and it can't be attached as an item arm, but can be worn on the back for ease of movement, making you look like a real sniper elite. | |
Rifle, .308 | 6 | 70 | AP | High knockback, long stun, and, of course, good damage. Essentially like the hunting rifle cartridge but has no damage falloff, is faster, and can pierce through up to three walls, windows, lockers, and other solid objects, though reinforced walls and blast shutters count as two "pierces". The Marksman crate gives you a whole pouch of 7 of these 7.62 NATO mags. | |||
Sawn Off shotgun | 1H | Shotgun, Low Shotgun, High |
2 | 5+20Stam | Rubber slug | Similar to the riot shotgun as it fires the same type of ammo, however to use this item the user must break it open manually, reload it, then close to chamber to fire again. the Bartender spawns with one of these and a box of 8 rubber slugs.
Similar to the SPES-12 it can spawn with a different name, though it draws from a different pool of names. These include: Twin 12 Gauge, Super Shotgun, Blunderbuss, Last Call, Closing Time, Garbage Day, Ass Blaster, Rooty Tooty Point and Shooty, and more. | |
Reclaimed Shotgun | 2H | Shotgun, Low Shotgun, High |
4 | N/A | N/A | Imagine a riot shotgun with a smaller magazine, and you have this reclaimed shotgun, sold to Salvagers as a upgrade over their starting slamguns. Starts off empty. More info here. | |
MTs-255 Revolver Shotgun | 2H | Shotgun, Low Shotgun, High |
5 | 10 BRUTE (x5) (50 BRUTE) | Pipeshot | An old revolving shotgun that can be found somewhere in the depths of space. Must be cocked between shots and holds 5 shots. | |
Riot shotgun | 2H | Shotgun, Low Shotgun, High |
8 | 5+20Stam | Rubber slug | Shells fired from manually-pumped riot shotguns, which are available from the armory, will stun, slightly damage and heavily knock back anyone they hit. They serve the same purpose as tasers (less-lethal takedowns), but come with ammo boxes for in-the-field reloads. | |
SPES-12 | 1H | Shotgun, Low Shotgun, High |
8 | 70 | Buckshot | Same as the riot shotgun, except the default load is deadly buckshot, it's semi-automatic, and it's one-handed rather than two-handed, freeing up for hands for easy reloading or extra fun. Where a revolver could be confused with an annoying brobocop or a drunk detective testing out his .38, the SPES-12's distinct noise will draw a lot of attention. A shotgun is not a stealth weapon. Traitors can buy these from their uplink.
Sometimes spawns with a...different name. For the curious and impatient, the other names include: Spezz, Spess, Spetz, Spock, Schpatzl, Sabrina, Saurus, Saber, Sosij, DinoHunter, PISS, ASS, SHIT, SHOOT, SHOTGUN, SPOON, and FAMILYGUY. | |
SPES-6 | 1H | Shotgun, Low Shotgun, High |
8 | 50 | Weak buckshot | Same as SPES-12, including the chance for a silly name, but it starts off with a weaker version of regular buckshot. Syndicate combat engineers get these in their class crate. | |
Shotgun, Low | 8 | 5+20Stam | 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. Extra rubber slugs appear in AmmoTechs and in Cap'n Bubs' Booze-O-Mats that've been hacked, with the latter also requiring 300 credits for each pack of slugs. | |||
Shotgun, High | 8 | 70 | Buckshot | Make no mistake, buckshot rips unarmored foes apart, tears apart arms and legs at close range, causes lots of organ damage, knocks people down, and throws them across the room. | |||
Shotgun, High | 8 | 50 | Weak buckshot | Lower damage than the stronger variant, less organ damage, and no delimbing, but still has the knockback and stun power, albeit not as much. Syndicate combat engineers get a pouch of 5 of these. | |||
Shotgun, Low | 8 | 25+Explosion | Frag-12 (HE) | These things hurt a lot. They explode on impact, dealing roughly 30 brute damage, knocking the target (and anyone next to it) 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. | |||
Shotgun, High | 8 | 4 BRUTE (x8) (32 BRUTE) | Nails | AKA nailshot. Noteworthy in that instead being just one bullet, it's 8 projectiles that spread out. If they all hit, they cause a total of 32 BRUTE and quite a bit of bleeding. Unobtainable; it doesn't spawn anywhere, and while there's a manufacturer recipe for it, no manufacturer has it, and there's no blueprint for it. | |||
Shotgun, High | 4 | 6 BRUTE (x7) (42 BRUTE) | Glass Fragments | An improvised shotgun shell, comprised of bits of broken glass jammed into some propellant-filled pipes. Glass pipeshot itself is incredibly easy to get ahold of, but is the weakest version. Glass pipeshot fires in 30 degree arc, and dissipates after 3 tiles. Armor (e.g. body armor) immensely lowers damage taken. | |||
Shotgun, High | 4 | 10 BRUTE (x5) (50 BRUTE) | Metal Chunks | An improvised shotgun shell, comprised of chunks of scrap metal jammed into some propellant-filled pipes. Scrap pipeshot fires in a 10 degree spread, and dissipates after around 7 tiles. Similarly to glass, however, nearly any form of body armor (even space suits!) will dramatically reduce damage taken. | |||
Shotgun, High | 4 | 8 BRUTE (x6) (48 BRUTE) | AP glass fragments | An improvised shotgun shell, comprised of chunks of plasmaglass jammed into some propellant-filled pipes. Plasmaglass pipeshot fires in a 15 degree spread, and dissipates after around 5 tiles. Furthermore, plasmaglass pipeshot is unique in that it penetrates armor, making it deal full damage to those in pesky spacesuits and body armor. | |||
Antares Light Machine Gun | 2H | Automatic, .308 | 100 | 15 (8x) 15 (Varies) |
FMJ | At a whopping 100 bullets, the heavy weapons guy's MG is hands down the highest capacity weapon in the game. Its main role is suppression fire; the bullets that widens into a 3-tile wide spread past 3 or so tiles, travel surprisingly far, and slow people down significantly, making it easier for you and your teammates to shoot them. This gun has two firing modes, toggled by clicking on it while you're holding it (Hotkey: C for Goon WASD, Z for /tg/-style WASD):
Carrying it slows you down, and it can't go inside backpacks and the like, though at least you can hold on your back and look badass. Unfortunately, you can't replace your arm with it like some sort of mecha. | |
Automatic, .308 | 100 | 15 | FMJ | Bit stronger than an extinguisher, is plentiful, and inherently slows people down for closer-range/more accurate volleys, on top of the usual movement speed penalty due to damage. Keep the LMG belt in your pockets for easy reloading. | |||
Automatic, .308 | 25 | 1 | FMJ | Each bullet does literally 1 damage, but causes lots of bleeding. Discount LMG belts drop from SharkDrones in the Trench. | |||
Riot launcher | 1H | Grenade Launcher, 40mm Cannon, 40mm |
1 | 25 | 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. They won't even know where you are! This can also make use of the many varieties of grenades, though there is a one second delay with loading them in, unlike with the other ammo types. | |
Rigil grenade launcher | 2H | Grenade Launcher, 40mm Cannon, 40mm |
4 | 5+Explosion | HEDP | Loved throwing grenades with the riot launcher, but hated its single-shot capacity? This launcher from the Nuclear Opearative Grenadier crate is just like the riot launcher, except it can fit up to a whopping four shells. On top of that, it also only takes half a second to accept a grenades, rather than one second like the riot launcher. The launcher can only accommodate a single type of ammo or grenade at a time, so you can't, say, load in a 40mm HE or incendiary grenade after putting in a flashbang; doing the first removes the flashbang, and in the second, the game refuses to let you mix grenade types. Flashbang after flashbang works as you'd expect though. This is one of the few guns that can't be used for item arms. | |
Grenade Launcher, 40mm | 5 | 25 | Smoke | Standard issue. Two boxes spawn in the security office, and they are also available from hacked general manufacturers. | |||
Grenade Launcher, 40mm | 2 | 25 BRUTE + 25 Stam | PBR | These less-than-lethal 40mm plastic baton rounds from the AmmoTech have enormous stun power. In addition to significant stamina drain, anyone hit is Stunned for 1 second and Knocked-down to the floor for 2 seconds, and at short to medium range, are also thrown back, less so. 40mm PB rounds can also ricochet off certain objects like walls, if they're not going in at a 90 degree angle. | |||
Grenade Launcher, 40mm | 2 | 50 Stam | Stun baton | Because if there are plastic baton rounds, then stun baton rounds should exist, no? Since these are in fact actual stun batons shoved into a 40mm casing, they replicate their effects exactly: 130 stamina drain, 6 seconds of Disorient, 15 seconds of Knocked-down, even the ability to cure cardiac arrest and viruses that treated via electric shock (if you're lucky, of course.) The "Just a Baton" loadout in the Security Weapons Vendor comes with 2 rounds of this. | |||
Grenade Launcher, 40mm | 5 | 15 BRUTE | Paint Marker | Anyone hit with these get covered with a bright orange coat of paint and leaves behind a distinct orange trail of footprints for 30 seconds. Changing clothes doesn't remove the paint, but splashing space cleaner and showering do. One of the options in the Security Weapons Vendor. | |||
Cannon, 40mm | 2 | 25+Explosion | HE | Fragmentation grenades, as used by real life military forces. Dents the hull quite well. Interestingly enough, they're also used by the fearsome artillery weapon system. | |||
Cannon, 40mm | 50 | 25+Explosion | HE, Pod-Seeking | Special grenades found in the Armory that attempt to latch on to nearby Space Pods. Upon hit, they create a powerful explosion, turn off all pod systems, and deal an unavoidable 25% of the pod's max health. Meant to be used by an artillery weapon system. If it's not currently seeking anything (i.e. used against things that aren't a pod), it has a 90% chance to just slam into the target and disorient the person. | |||
Grenade Launcher, 40mm | 8 | 5+Explosion | HEDP | 40mm HEDP shells are sort of like pod HE shells downsized for infantry. Explosion is smaller and causes less damage to the station and to people (compare limb loss vs. outright gibbing) compared to the pod HE, but still can ignite combustibles. Plus, it's still an explosion! The Nuclear Opearative Grenadier crate comes with a few boxes of these. | |||
Grenade Launcher, 40mm | 8 | 10+Explosion | HE | Compared to 40mm HEDP, the explosion and impact of the shell itself are more powerful (though still not as much as the pod version of 40mm HE shells), though concentrated in a slightly smaller area. The Nuclear Opearative Grenadier crate comes with a few boxes of these 40mm HE shells. | |||
Grenade Launcher, 40mm | 1 | Depends | Depends | Your favorite grenade, now in a handy 40mm form that instantly detonates on impact with a person or the ground. Loading this into the riot launcher has a delay of one second, while the Rigil GL takes only half a second. | |||
MPRT-7 | 2H | Rocket, RPG Rocket, Singularity Buster Rocket, MRL |
1 | 40+Explosion | HE | The RPG is the be-all, end-all of firearms. Nuclear operatives start with a couple on their shuttle. They're essentially extra-powerful pipebombs fired out of a bazooka. Too large to fit in a backpack, but it can stick to your back in place of a backpack. | |
Rocket, RPG | 1 | 40+Explosion | HE | It's a rocket for the RPG, obviously. Unlike the RPG itself, these do fit in backpacks. A handful of these appear on the Syndicate Battlecruiser, and the Syndicate Weapons Vendors also offers spare rockets, bundled in two-packs. | |||
Singularity Buster Rocket Launcher | 2H | Rocket, RPG Rocket, Singularity Buster Rocket, MRL |
1 | 20 | Destabilizing | More for destroying singularities than destroying people, but can still ignite things and it hurts a fair bit. Holding the launcher also slows you down. On Donut 3, the Chief Engineer spawns with one in their private quarters, alongside the rockets for it, and there's a launcher in every Anti-Singularity Pack. | |
Rocket, Singularity Buster | 1 | 20 | Destabilizing | The rockets can't actually explode, but getting hit with one still hurts and stuns you for a bit. It can also potentially heat and ignite objects. A few spawn in the Chief Engineer's private quarters on Donut 3, and more can be ordered from a specific cargo crate. | |||
Fomalhaut MRL | 2H | Rocket, MRL | 6 | 15+Explosion | HE | Now this is a rawket lawnchair. This Fomalhaut MRL from the syndicate commander uplink launches micro-missiles that are slow but home in on nearby targets, whether they're friend (fellow Nuclear Operatives) or foe (crew). Ammo is limited, so make those shots count. The MRL is too big to be worn on the belt or put into a backpack (or equivalent), but it can be worn on the back. | |
Rocket, MRL | 6 | 15+Explosion | HE | Less damage than MPRT rockets but they make up for it with homing, and the explosion and its shrapnel are still pretty deadly. You can't get MRL rocket packs through normal means: buying the Fomalhaut from the syndicate commander uplink doesn't give you spare ammo, and the Fomalhaut only takes MRL rockets, so you can't swap it out with different ammo. Funnily enough, these can fit in the MPRT-7 and Singularity Buster, even though the reverse isn't true. | |||
Flamethrower | 1H | N/A | Depends | N/A | Welding fuel | Welding fuel isn't too shabby and is good at setting people on fire from a distance (sort of like the flare pistol). It's not the only option though, for it can apply all sorts of chemicals if you change what's in the fuel tank. Like the MPRT-7, it's a bulky item and thus can't go in your backpack, but unlike the MPRT-7, it can't go on your back; you must carry it by hand. It can be refilled by clicking on a large tank with the flamethrower in your active hand, by click-dragging the flamethrower onto the tank, or by manually removing and refilling its fuel tank.
It has three modes, listed below. You can choose which one by clicking it while it's in your active hand (Hotkey: C for Goon WASD, Z for /tg/style WASD). All three use the same amount of fuel (or whatever chems you stuffed in there), which is controlled by the "Chamber Volume" setting.
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N/A | 400 units of chems | N/A | Welding fuel | A 400u capacity beaker for the flamethrower, basically. By default, they contain 400 units of welding fuel, but you can pour it all out and add all sorts of fun/deadly/useful chemicals. | |||
Vega Flamethrower | 2H | N/A | Depends | N/A | Napalm goo | The mainstay of the Firebrand class crate that can be bought by Nuclear Operatives. Controls like a standard flamethrower, but with a few differences. It's two-handed, and its initial payload is napalm goo. Because napalm is much more deadly to people already on fire than people who aren't, flamering a victim multiple times kills faster than striking them once and letting them burn up.
In addition, rather than a fuel tank mounted on the weapon, it draws from a fuelpack. You cannot fire the Vega flamethrower if you do not have a fuelpack! | |
N/A | 4000 units of chems | N/A | Napalm goo | The 4000 units of napalm in this back-worn fuelpack used by Syndicate firebrands comes out of the flamer as a 3-tile wide column of flame, and of course, the fuelpack can be filled with all sorts of fun/deadly/useful chemicals if it's not 100% full. If needed, it can be emptied by click-dragging its sprite onto a tile, another item, or your character's sprite.
The fuelpack itself can allow free space flight, like a jetpack, when the Toggle jetpack ability in the top left is toggled on, function as an air supply for internals, and can store the associated Vega flamethrower--click on the fuelpack with the Vega flamethrower to stow it on there, click on the fuel-pack again to take it out. | |||
Efnysien Survival Rifle | 2H | .22 LR: Pistol .22 9x19mm Parabellum: Pistol, 9mm Pistol, 9x18mm 5.56x45mm NATO: Automatic, 5.56 |
.22 LR: 10 9x19mm Parabellum: 15 5.56x45mm NATO: 20 |
Depends | FMJ | This Efnysien survival rifle starts off with a .22 LR rifle barrel, loaded with 10 .22 FMJ rounds, but there are 9x19mm Parabellum and 5.56x45 NATO kits that change its accepted ammo type(s) and capacity, converting it into a quasi-Branwen and quasi-Sirius, respectively. Two-handed and can fit on your back, so making you look like a rugged survivalist from a zombie game. More details about the gun here.
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American-180 | 2H | N/A | 177 | 22 BRUTE | FMJ | A monstrosity of a firearm accessible only through extreme luck and a Gang Crate. The sights are blocked by the magazine, so aiming it is best from the hip; as a result, this is quite hard to keep the gun pointed at one target. Even so, 177 rounds of full-strength .22 weighs in at a ludicrous 3,894 BRUTE damage, so you can probably afford to miss! | |
M16 Assault Rifle | 2H | Automatic, 5.56 | 20 | Single Shot: 34 BRUTE (x1) Burst Fire: 26 BRUTE (x2) |
FMJ | A no-frills murder tool once used all over the world to fight for varied political interests. Now used in space to fight for political interests with silly names, like THE GOKU FARTS! Found in Gang Crates loaded with .223 Remington, a weaker 5.56-compatible cartridge. | |
Draco Machine Pistol | 2H | Automatic, 7.62 | 30 | 31 BRUTE | FMJ | It's a stockless 7.62 'Pistol'. Which would be a reasonable designation if it were in its' original Semi-Auto configuration. This thing packs immense recoil and an wide firing arc if you don't control your shots. Found in Gang Crates. | |
Striker-7 | 2H | Shotgun, Low Shotgun, High |
7 | 3x18 BRUTE | Birdshot | Legally declared a 'Destructive Device'. This shotgun comes loaded with huge clusters of birdshot that cause significant bleeding. Due to its' pre-wound drum, it can also fire low-power shotgun loads without a pump action. To load the Striker, lower it, then painstakingly insert each shell manually. Found in Gang Crates. |
Grenades
Different grenades will have different effects, but they all work mostly the same. To use a grenade, you click on the grenade while it's in your hand, throw (press Space and click on the tile you want the grenade to be) or drop the grenade (press either Q or Home)and then run like hell. You can also stuff it into a riot launcher to launch a special version of it that'll instantly detonate on impact.
The timer of grenades can be adjusted with a screwdriver. This does not let you enter an exact time; rather, you switch between different timer options. For example, using it on an stinger grenade toggles between 3-second and 6-second timers, i.e. if it was previously set to 3 seconds, using a screwdriver will change it to 6, and vice versa. Meanwhile, doing the same on an incendiary grenade cycles through 3-, 6-, 9-, 12-, and 15-second ones, and in that order, so if you want to a 12-second timer, that takes 3 clicks (it starts on the 3-second one, so the first click sets to 6 seconds and the second one 9.)
Item | Icon | Type | Timers, sec. Default (Alternate) |
Description |
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Chem (pouch) | Chemical | 3 (6, 9, 12, 15) | See the next section. | |
Metal foam | Chemical | 3 (6, 9, 12, 15) | Spreads a huge mass of metal foam, which solidifies into brittle floors and walls. You'll ideally want to use these at the center of a hull breach, or in the middle of a hallway to create temporary obstacles. The walls and floors break easily from being struck, though. Can be found in EVA Storage and Engineering Storage. | |
Fire fighting | Chemical | 3 (6, 9, 12, 15) | Sprays fire-fighting foam upon detonation. No other effects. Can be found in Engineering Storage and occasionally on racks in maintenance. QMs can also order them through the Firefighting Supplies Crate. | |
Red Oxygen | Chemical | 3 (6, 9, 12, 15) | Disperses approximately an oxygen canister's worth of oxygen throughout an area instantly. Starting equipment for Engineers and is also found in Engineering Storage. QMs can order them through Station Pressurization Crate's as well, and it's possible to make them at a gas extractor. | |
Cleaner | Chemical | 3 (6, 9, 12, 15) | Releases harmless space cleaner and water foam, cleaning the floor and making it all slippery at the same time. For malicious purposes, cleaner grenades work best in combination with galoshes. Found in the Custodial Closet and Mini-Custodial Closet and can be bought from Cargo in Janitorial Supplies and Janitorial Supplies Refill crates. | |
Fake cleaner | Chemical | 3 (6, 9, 12, 15) | Covers a large area in fluorosulfuric acid and organic superlubricant foam, and can cause a significant amount of property damage and injuries when used correctly. | |
Luminol Smoke | Chemical | 3 (6, 9, 12, 15) | Makes a large chemsmoke cloud of luminol, revealing any blood stains that were cleaned up. | |
Fog | Chemical | 3 (6, 9, 12, 15) | Creates a huge chemsmoke cloud of fog, which significantly impairs line of sight. | |
Flashbang | Chemical | 3 (6, 9, 12, 15) | Stuns everyone within a small radius. Standard issue for security and Syndicate operatives. Found in Security Weapons Vendors, inside experimental sec equipment crates, and in the Armory, specifically on the various equipment tables and racks and inside the AmmoTech and Special Grenades Crate. | |
Cryo | Chemical | 3 (6, 9, 12, 15) | These grenades contain cryostylane, which traps people in large ice cubes and temporarily forms a layer of very slippery ice on the floor. A solid area denial weapon. They are available from experimental sec equipment crates. | |
Shock | Chemical | 3 (6, 9, 12, 15) | Excellent for crowd control. Shocks people nearby, dealing some BURN in the process, then creates a huge smoke-powder-based cloud of voltagen that incapacitates everyone in it. Insulated gloves, internals, and gas masks won't protect you, but SMES Human will. Can be found in the experimental security equipment crate and tactical grenade pouches. | |
Crowd dispersal | Chemical | 3 (6, 9, 12, 15) | Similar purpose, inferior execution. You can get these from the Armory and experimental security equipment crates. | |
Incendiary | Chemical | 3 (6, 9, 12, 15) | Creates a CLF3 fireball, burning through floor tiles and igniting items that wouldn't otherwise burn. Quite destructive! Available in Syndicate tactical grenade pouches and experimental security equipment crates. | |
High-range incendiary | Chemical | 3 (6, 9, 12, 15) | Contains phlogiston dust instead, resulting in a larger fireball. This type of incendiary grenade doesn't ignite non-flammable materials or burn through the floor. Another thing you can find in experimental security equipment crates. | |
Napalm smoke grenade | Chemical | 3 (6, 9, 12, 15) | Creates a large cloud of Napalm Goo, a volatile incendiary ready to ignite. Good for area denial. Only found in syndicate firebrand crates. | |
STX | Chemical | 3 (6, 9, 12, 15) | Creates a large smoke-powder-based cloud of saxitoxin, a poison that does a triforce of BURN, TOX, and brain damage and permanently stuns the victim if it's in their system for long enough. Unlike some other grenades, you need biosuit and internals to be immune, though either one will reduce amount absorbed, as will wearing a space suit or similar. A possible option in Syndicate surplus crates and a Utility option for Nuclear Operatives. | |
Banana | Other | 3 (6) | A small cluster of banana peels can be most dangerous...occasionally. One of many possible prizes when interacting with Spacemas stockings. | |
Moustache | Other | 3 (6) | More of a gimmick item, but they do prevent the use of internals unless melted off. | |
Smoke | Other | 2 (6) | Releases a large amount of smoke upon detonation, which cannot be seen through. | |
Mustard gas | Other | 2 (6) | Unleashes harmful mustard gas, burning and suffocating anybody in its effective radius. | |
Sonic | Other | 3 (6) | Another good choice for crowd control, just remember to wear the earplugs! | |
EMP | Other | 5 (3) | Has various effects on machinery and robots, but is harmless to humans. | |
Graviton | Other | 10 (6) | Creates a gravity distortion field, shifting the location of everything in its radius - and everything includes otherwise immovable objects like doors, computers, firelocks, windows, etc. More of a troublemaker than legitimately destructive. | |
Stinger grenade | Other | 3 (6) | Explodes into a burst of rubber balls that can take out limbs, inflict lots of brute damage, and lodge shrapnel into everyone's chest. Very similar to the Syndicate's frag grenades. | |
Frag | Other | 3 (6) | Can take out limbs, inflict lots of brute damage, smoke out an area, and lodge shrapnel into everyone's chest. Very similar to the Security's stinger grenades. | |
HE | Other | 3 (6) | Creates a powerful explosion that can easily take out a roughly 3x3 hole in the hull. | |
Wasp | Other | 3 (6) | Called "suspicious looking grenade" in-game. Spawns 5 wasps. | |
Compact sawfly | NPC | 3 (6) | A singular sawfly, in grenade form. The drone deals 14 BRUTE and has 50 HP, and is syndicate mech scannable. | |
Cluster sawfly | NPC | 3 (6) | What's better than one bloodthirsty robot? Five, of course! Guaranteed to cause a commotion. |
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!
Some things are more blastproof than others. For example, AI law racks are more resistant than you'd expect; notably, they can survive one breaching charge.
Item | Image | Type | Average Damage |
Trigger | Description | Notes |
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Detomatix | 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. | Cigarettes don't need to be in your hand for you to light them. Almost anything that puts off heat or sparks will do the trick. | |
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. | |
Rigged turtle | Chemical | Minor | Electricity | Got a chem dispenser and a syringe? You can inject plasma into the turtle with the syringe so that there's an explosion, comparable in severity to rigged light-tubes, when the light switch is flipped on. This somehow does not harm the turtle. Even more situational than regular rigged equipment. | Works with any type of turtle in general, not just the Sylvester. | |
Breaching charge | Other | Minor | Timer | Designed for reliably blasting through walls, airlocks, windows and grilles, but can be used against personnel if you remember that they're fairly inflexible (attaches to turfs, not directly to the target) and have a 5 second timer. | ||
Thermite breaching charge | Other | Minor | Timer | Same concept, different execution and with a slightly larger radius. Can double as an incendiary grenade. | The name is somewhat misleading, given that the charge doesn't contain any thermite reagent. | |
Hacked mining charge | Other | Minor | Timer | Basically mass-produced breaching charges. They damage the hull over a small area, take out equipment, cause limb loss and stun people for a decent amount of time. Terrorize the station without ever setting foot on it! | Making a lot of these is trivial for a miner, use that to your advantage. | |
NanoTrasen Experimental EDF-7 Breaching Charge | Other | Minor-Medium | Timer | Extra-potent breaching charges, essentially. They clear out most solid objects in a 5x5 square, usually taking out the tile where it was placed too, and cause a fair bit of damage to people caught in the blast radius. | ||
Microbomb | Other | Medium | Life signs | Microbombs cause a fair amount of direct damage, 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. | Try not to use the Suicide command, or they might not detonate. | |
Chameleon bomb | Other | Medium | Interaction | Can be disguised as any hand-held item, critter or robot. Once armed, it will explode in the face of the next person trying to pick it up. Good for (deadly) pranks and comical assassinations, if you can pull it off. | Stronger than an HE grenade, weaker than a MPRT-7 rocket. | |
Single tank bomb | Gas | Medium | Timer, prox, remote | These plasma tank assemblies can be makeshift incendiary devices, localized 1x1 explosives or medium-sized bombs. Versatile, but not as powerful as the bigger brother. | They usually don't kill outright, but can have a significant range capable of tearing off limbs and wall plating if there's nothing to impede it. | |
Transfer valve bomb | Gas | Major | Timer, prox, remote | While less powerful mixtures exist, these bombs are usually of the 9x9 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. If you're feeling daring, you can attach wires to it to make straps and wear it as a backpack. | |
Canister bomb | Gas | Extreme | Timer | An elaborate sight that is mostly for show, these explosives pack multiple times the maximum radius of a transfer valve bomb, but maximizing their power requires lot of practice and a good amount of time. When armed, it automatically announces its location and time to detonation to everyone on the server, often causing a mass exodus and a mad scramble to defuse the bomb. | More detonator attachments means more wires to cut, which is good because canister bombs are very obvious and have a countdown of at least 1:30 min. BIG FUCKING WARNING NOTE: These bombs are no joke. The amount of hull they can take out of the station has the potential to warrant an Emergency Shuttle call, so if you're not an antagonist and seek to build a canister bomb for whatever reason, run it by the admins first with adminhelp. | |
Chem grenade | Chemical | Depends | Timer | Similar to beaker assemblies, which are freely available, but with the advantage of using two beakers instead of one. These grenades instantly mix the contents of both beakers upon detonation, allowing for obscenely deadly reactions without you having to be in the middle of them. Coming up with suitable mixtures requires someone skilled with chemistry & chemicals (or the "help" of one), but they can easily rival most bombs in terms of destructive power. | A "grenade starter kit" with three sets of parts for is well-hidden somewhere in space, but otherwise your only source of these will be a traitor scientist. | |
Chem grenade bomb | Chemical | Depends | Timer, prox, remote | While the perks and limitations of chem grenades still apply, alternative detonators do add a welcome degree of flexibility. | Essentially a direct upgrade over the beaker bomb. | |
Pipe bomb | Chemical | Depends | Timer, Prox., Remote. | There are several different flavors, 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 or another volatile compound (see Construction for the full list). | An pipebomb with an...unusual variation is available from the Syndicate. | |
Mousetrap bomb | Chemical | Depends | Pressure | Ideal for leaving booby traps or land mines for unsuspecting victims! All types of grenades and pipe bombs can be attached. Although not a bomb itself, you can also attach a signaler which, itself, can trigger a bomb, and you can also attach both butts and butt bombs for infinite fun. Can go inside backpacks, boxes, lockers, crates, and many other containers. | Hide them in places where they aren't readily seen, yet are still likely to be walked over, like under a metal sheet. | |
Mousetrap car | Chemical | Depends | Impact | A fun and creative method to deliver deadly presents/hilarious farts. Mousetraps rigged with grenades as well as pipe bombs and butt bombs are compatible. Signaler-rigged mousetraps and Butt-rigged mousetraps are not. | ||
Land mine | Other | Depends | Pressure | An anti-personnel land mine for people to step on. These come in different versions: stun (3x3 radius), radiation (irradiates victim and induces bad mutations), incendiary (3x3 range) and blast (minor explosion). | As with mousetrap bombs, you can put armed mines in backpacks, crates, lockers, and other containers to booby-trap them. | |
NT stun land mine | Other | Low | Pressure | Like the stun mines the Syndicate uses, except the stun itself is only 66% as strong; the radius is the still same. It nevertheless packs a potent stun. | Armed mines can likewise be used to booby-trap containers. | |
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 hellsmoke without spending a penny, or in case the grenade starter pouch isn't something you have access to. | Not as much capacity potential as the grenades since only one beaker is used, but still a great way to deploy hellsmoke (and hellfoam too if you're creative enough). | |
Suicide bomb vest | Chemical | Depends | Life signs | The poor man's microbomb. The payload may either be a grenade, pipe bomb or beaker. If you want to use the latter, you won't get very far without a basic knowledge of chemicals. | Try not to use the Suicide command, or they might not detonate. |
Addendum
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.
Supplementary Video
Gallery
Objects and Items | |
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Equipment by Department |
General · Janitor · Engineering · Mining · Medical · Science · Security |
Machinery | Pods · Vehicles · Computers · Fabricators & Manufacturers · PDAs · Implants |
Clothing | Clothing |
Catering | Plants & Hydro Equipment · Foods & Drinks |
Weapons | Syndicate Items · Guns · Grenades · Bombs |
Game Mechanics | |
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The Basics | Getting Started · Super Quick Tutorial · Rules · Game FAQ · Quick guide to station systems · Mentorhelp · SpicyChickenGod Tutorials |
Critters | Critters · Cyborgs · Robots · Viruses |
Game Abstractions | Access Levels · Adventure Zone · Fishing · Game Modes · Health Indicators · Holiday Cheer · Inventory · Medals · Random Events · Station Grade · Traitor Objectives · XP · Z-level |
Miscellaneous | Being A Better Traitor · Books · Calling the Escape Shuttle · Fixing the Paint Machine · Guide to Being Robust · Guide to Murder · Kendo · NT Reputation · Roleplay Tips and Tricks · Safe-Cracking · Spacebux · Spacemen: The Grifening · Space Travel · Traits · Zoldorf |