Difference between revisions of "Murder"

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(Added a reference to the tranquilizer rifle...why not. And zip guns.)
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Lethal guns aren't very common in SS13. [[Security Officer|Security officers]] have non-lethal tasers that are decent for stunning people before murdering them, but actually lethal guns are typically only used by the [[captain]] and the occasional [[Head of Security|head of security]].  
Lethal guns aren't very common in SS13. [[Security Officer|Security officers]] have non-lethal tasers that are decent for stunning people before murdering them, but actually lethal guns are typically only used by the [[captain]] and the occasional [[Head of Security|head of security]].  


There are also laser guns, which can be ordered by [[quartermaster]]s and unlocked by IDs with security access. They aren't great, but emptying their charge into someone will knock them into critical condition, allowing you to finish them off easily.  
There are also [[Security Objects#Laser Gun|laser guns]], which can be ordered by [[Quartermaster|quartermasters]] and unlocked by IDs with security access. They aren't great, but emptying their charge into someone will knock them into critical condition, allowing you to finish them off easily.  


The [[detective]]'s .38 revolver isn't very powerful, but the victim will bleed heavily and take additional damage. If loaded with stun rounds, it essentially works like a seven-shot taser without harming your target at all. Special [[Syndicate Items#38AP|armour-piercing rounds]], which are about as effective as the next entry, are also available to traitor detectives.
[[Construction#Zip gun|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 all the way to 40mm grenades 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.


The Syndicate revolver, while loud and obvious is very also powerful. It can drop a person into critical in 2-3 shots, provided they are not wearing armor. Don't try to beat anyone with it if you run out of ammo, the damage is laughable.
The detective's [[Detective#.38 Revolver|.38 revolver]] isn't very powerful, but the victim will bleed heavily and take additional damage. If loaded with stun rounds, it essentially works like a seven-shot taser without harming your target at all. Special [[Syndicate Items#38AP|armour-piercing rounds]], which are about as effective as the next entry, are also available to traitor detectives.


The advanced laser gun, exclusive to the [[Research Director|research director]], is effectively a laser gun that recharges on its own. It can be deadly, but it is no energy gun.
The [[Syndicate Items#Revolver Box|Syndicate revolver]], while loud and obvious is very also powerful. It can drop a person into critical in 2-3 shots, provided they are not wearing armor. Don't try to beat anyone with it if you run out of ammo, the damage is laughable.


The best lethal weapon on the station is the energy gun. The captain and HoS start with one each. They can be toggled between lethal and stunning, and have twice the charge capacity of a taser. It's extremely easy to kill someone by stunning them and then following it up with a few lasers while they can't fight back easily.
The [[Syndicate Items#Advanced Laser Gun|advanced laser gun]], exclusive to the research director, is effectively a laser gun that recharges on its own. It can be deadly, but it is no energy gun.


The riot shotguns, available from the riot storage in the [[brig]], will both stun, slightly damage and heavily knock back anyone they hit. They serve the same purpose as tasers, non-lethal takedowns, but come with ammo boxes for in the field reloads.
The best lethal weapon on the station is the [[Security Objects#Energy Gun|energy gun]]. The captain and HoS start with one each. They can be toggled between lethal and stunning, and have twice the charge capacity of a taser. It's extremely easy to kill someone by stunning them and then following it up with a few lasers while they can't fight back easily.


The Spacker-12 has the same knock back as a riot shotgun, but deals heavy damage and causes bleeding. Where a revolver could be confused with an annoying [[Cyborg|brobot]] or a drunk detective testing out his .38, the Spacker-12s distinct noise will draw a lot of attention. This is not a stealthy weapon.
The [[Security Objects#Riot Shotgun|riot shotguns]], available from the riot storage in the [[brig]], will both stun, slightly damage and heavily knock back anyone they hit. They serve the same purpose as tasers, non-lethal takedowns, but come with ammo boxes for in the field reloads.


The [[Amplified Vuvuzela|amplified vuvuzela]] is an assistant-only traitor item, and rarely sees any action and is mainly used for the stunning effect rather than the mediocre damage it deals.
The [[Syndicate Items#Shotgun Box|Spacker-12]] has the same knock back as a riot shotgun, but deals heavy damage and causes bleeding. Where a revolver could be confused with an annoying [[Cyborg|brobot]] or a drunk detective testing out his .38, the Spacker-12s distinct noise will draw a lot of attention. This is not a stealthy weapon.


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 as both a last resort item to escape from arrest or for assassinations.
The [[Syndicate Items#Amplified Vuvuzela|amplified vuvuzela]] is an assistant-only traitor item, and rarely sees any action and is mainly used for the stunning effect rather than the mediocre damage it deals.
 
The [[Syndicate Items#Derringer|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.


The [[Syndicate_Items#Miniature_Crossbow|radiation crossbow]], while technically not a gun, serves the same purpose. As a stealth weapon there's no indication when it is fired, but it does have a very obvious sprite. Anyone hit by the bolt will take heavy toxin and radiation damage over time, collapsing occasionally until they die. It fires a single shot, which recharges over time. Underestimated.
The [[Syndicate_Items#Miniature_Crossbow|radiation crossbow]], while technically not a gun, serves the same purpose. As a stealth weapon there's no indication when it is fired, but it does have a very obvious sprite. Anyone hit by the bolt will take heavy toxin and radiation damage over time, collapsing occasionally until they die. It fires a single shot, which recharges over time. Underestimated.
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The [[Syndicate Items#.22 Pistol Box|.22 LR pistol]] is another choice if you want to keep things quiet. Slightly more expensive than the crossbow, but the gun holds nine 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. As with the crossbow, there aren't any conspicuous text messages when you fire it.
The [[Syndicate Items#.22 Pistol Box|.22 LR pistol]] is another choice if you want to keep things quiet. Slightly more expensive than the crossbow, but the gun holds nine 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. As with the crossbow, there aren't any conspicuous text messages when you fire it.


The [[Syndicate_Items#Hunting Rifle|hunting rifle]] is a powerful weapon, however magazine capacity is limited and spare ammunition scarce.
The [[Syndicate_Items#Hunting Rifle|hunting rifle]] is a powerful weapon, however magazine capacity is limited and spare ammunition scarce. In an emergency, magazines of the related [[Security Objects#Tranquilizer Rifle|tranquilizer rifle]] are compatible, but both the haloperidol and [[Syndicate Items#Safari Kit|special]] darts are more useful for sedation than anything else.


The [[Syndicate_Items#Flare Gun|flare gun]] doesn't do a lot of damage, but sets its target on fire.
The [[Syndicate_Items#Flare Gun|flare gun]] doesn't do a lot of damage, but sets targets on fire. Can also be reloaded with shotgun shells.


The Syndicate rocket launcher is the be all, end all of firearms. [[Nuclear Operative|Nuclear operatives]] start with some on their shuttle. They're essentially [[Syndicate_Items#Syndicate_Pipe_Bomb|syndicate pipebombs]] fired out of a bazooka.
The Syndicate rocket launcher is the be all, end all of firearms. [[Nuclear Operative|Nuclear operatives]] start with some on their shuttle. They're essentially [[Syndicate_Items#Syndicate_Pipe_Bomb|syndicate pipebombs]] fired out of a bazooka.

Revision as of 13:47, 6 January 2014

File:Murder.png
Murder can be messy!

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

Murder most FOUL

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

Murderous Methods

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

Fists

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

Blunt Objects

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

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

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

Strangulation

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

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

Spacing

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

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

Gibbing

Much like spacing, gibbing a person is very difficult unless you've incapacitated them first. There are plenty of ways to gib your victims on the station, 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

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

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

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 all the way to 40mm grenades 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.

The detective's .38 revolver isn't very powerful, but the victim will bleed heavily and take additional damage. If loaded with stun rounds, it essentially works like a seven-shot taser without harming your target at all. Special armour-piercing rounds, which are about as effective as the next entry, are also available to traitor detectives.

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

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

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

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

The Spacker-12 has the same knock back as a riot shotgun, but deals heavy damage and causes bleeding. Where a revolver could be confused with an annoying brobot or a drunk detective testing out his .38, the Spacker-12s distinct noise will draw a lot of attention. This is not a stealthy weapon.

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

The derringer does 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.

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

The .22 LR pistol is another choice if you want to keep things quiet. Slightly more expensive than the crossbow, but the gun holds nine 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. As with the crossbow, there aren't any conspicuous text messages when you fire it.

The hunting rifle is a powerful weapon, however magazine capacity is limited and spare ammunition scarce. In an emergency, magazines of the related tranquilizer rifle are compatible, but both the haloperidol and special darts are more useful for sedation than anything else.

The flare gun doesn't do a lot of damage, but sets targets on fire. Can also be reloaded with shotgun shells.

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

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

Bombs

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

Tips!

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