Difference between revisions of "User:Convair880"

From Space Station 13 Wiki
Jump to navigation Jump to search
(Almost done...)
(That's the end then.)
 
(92 intermediate revisions by the same user not shown)
Line 1: Line 1:
=Picture dump=
June 2013 - 2015-12-04
List of currently unused, but potentially useful images for my own reference.
 
==Food and drinks==
[[Image:pbsandwich.png]]
[[Image:Meat Sandwich.png]]
[[Image:Cheese Sandwich.png]]
[[Image:Meat pizza.png]]
[[Image:Mushroom pizza.png]]
[[Image:AgarBlock.png]]
[[Image:JaffaCake.png]]
[[Image:Lashberry.png]]
 
==Weapons==
 
==Miscellaneous items==
[[Image:FogMachine.png]]
[[Image:InjectorBelt.png]]
[[Image:Wizardscroll.png]]
[[Image:Wizardstaff.png]]
[[Image:Eodarmor.png]]
[[Image:Hoscap.png]]
 
==Other crap==
[[Image:YBattledrone.png]]
[[Image:SClassPod.png]]
[[Image:SyndiePutt.png]]
[[Image:Fancy2x.gif]]
[[Image:DamagedAI.png]]
[[Image:DeadAI.png]]
[[Image:VoidTile.png]]
[[Image:Erebite.png]]
[[Image:FieryChiliPlant.png]]
[[Image:SuperProtectorFriend.png]]
[[Image:Secbuddy.png]]
[[Image:SyndicateKillbot.png]]
 
=''Murder'' article overhaul (WIP)=
Look, pretty tables to see everything important at a glance!
 
==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, so even more ways to blow people to smithereens exist!
 
{| style="font-size: 85%; text-align: center;" class="wikitable sortable"
|-
! style="width: 15%" | Item
! style="width: 5%" class="unsortable" | Image
! style="width: 5%" | Type
! style="width: 5%" | Damage<br>(average)
! style="width: 5%" | Trigger
! style="width: 37%" class="unsortable" | Description
! style="width: 28%" class="unsortable" | Notes
 
|- id="Microbomb"
! [[Syndicate Items#Microbomb Implant|Microbomb]]
| <center>[[Image:Implanter.png]]</center>
| Other
| Minor
| Life signs
| Microbombs do not cause hull breaches or a lot of direct damage, but reliably blow off limbs and are very affordable. Ideal to take revenge on your killer.
| They stack, so you can inject yourself with several of them to increase their effectiveness.
 
|- id="Detomatrix"
! [[Syndicate Items#Detomatrix Cartridge|Detomatrix]]
| <center>[[Image:Detomatrix.png]]</center>
| 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.
 
|- id="Trick cigarettes"
! [[Syndicate Items#Trick Cigarettes|Trick cigarettes]]
| <center>[[File:cigpacket.png]]</center>
| Other
| Minor
| Timer
| Whether it's [[Engineering Objects#SMES|critical]] [[Medical Objects#Cloning Pod|equipment]] or corpses, a 1x1 boom gets rid of a lot of things. And a packet contains eight of them! Excellent value for money.
|
 
|- id="Rigged equipment"
! [[Construction#Rigged light tube/power cell|Rigged equipment]]
| <center>[[Image:PowerCell.png]] [[Image:LightTube.png]]</center>
| Chemical
| Minor
| Electricity
| Easy to make if you have access to [[Tool Storage|tool storage]] and a [[Science Objects#Chem Dispenser|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.
 
|- id="Hacked mining charge"
! [[Syndicate Items#Mining Charge Hacker|Hacked mining charge]]
| <center>[[Image:Miningcharge.png|13px]] [[Image:GeologicalScanner.png]]</center>
| Other
| Medium
| Timer
| Charges damage equipment over a wide area, cause limb loss and stun people for a long time. Terrorize the station without ever setting foot on it!
| Mass-producing charges is trivial for a miner, but the high price tag of the device leaves few other options. Make sure you're committed to this course of action.
 
|- id="Single tank bomb"
! [[Construction#Single tank bomb|Single tank bomb]]
| <center>[[Image:PlasmaTankAssemblyBomb.png]]</center>
| Gas
| Medium
| Timer, prox, remote
| These assemblies can be makeshift incendiary devices, localized 1x1 explosives or medium-sized bombs. Versatile, but not as powerful as the bigger brother.
|
 
|- id="Transfer valve bomb"
! [[Construction#Transfer valve bomb|Transfer valve bomb]]
| <center>[[Image:TransferValveBomb.png]]</center>
| Gas
| Major
| Timer, prox, remote
| While less powerful mixtures exist, these bombs are usually of the 12x12 variety. Needless to say, a couple of them detonated close to [[Medbay|key]] [[Security (place)|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.
 
|- id="Chem grenade"
! [[Syndicate Items#Grenade Kit|Chem grenade]]
| <center>[[Image:Chemgrenade.png]]</center>
| Chemical
| Depends
| Timer
| Similar to beaker assemblies, which are freely available, but with the advantage of using two beakers instead of one. Coming up with suitable mixtures requires a skilled [[Chemistry|chemist]] ([[Syndicate Items#Mindslave Implant|or the help of one]]), but they may easily rival ordinary bombs in terms of destructiveness.
|
 
|- id="Pipe bomb"
! [[Construction#Pipe bomb|Pipe bomb]]
| <center>[[Image:Pipebomb.png]]</center>
| Chemical
| Depends
| Timer
| There are several different flavours, most of which are craftable. Welding fuel is great to rip off limbs, but unlikely to actually kill anyone on their own. For a bigger boom, fill them with [[Chemistry#Pyrotechnic Chems|black powder]], [[Guide to Mining#Ore|plasmastone]] or erebite.
| In a hurry? Ready-to-use 4x4 pipe bombs are [[Syndicate Items#Syndicate Pipe Bomb|available]] from your employer!
 
|- id="Mousetrap bomb"
! [[Construction#Mousetrap bomb|Mousetrap bomb]]
| <center>[[Image:MousetrapPipeBomb.png]] [[Image:MousetrapGrenade.png]]</center>
| Chemical
| Depends
| Pressure
| Ideal to leave booby traps or land mines for unsuspecting victims! Pipe bombs (all types) and most grenades can be attached.
|
 
|- id="Mousetrap car"
! [[Construction#Mousetrap car|Mousetrap car]]
| <center>[[Image:MousetrapRollerAssembly.png]]</center>
| Chemical
| Depends
| Impact
| A fun and creative method to deliver chem grenades. Mousetraps rigged with a pipe bomb are unfortunately incompatible at the moment, so the cart is less useful than it could be.
|
 
|- id="Beaker bomb"
! [[Construction#Beaker assembly|Beaker bomb]]
| <center>[[Image:BeakerAssembly.png]]</center>
| Chemical
| Depends
| Timer, prox, remote
| Free and practically standard equipment for the [[Research Sector|research department]]. This is a good option if you want to spread your hellfoam without spending a penny, or in case the [[Syndicate Items#Grenade Kit|grenade kit]] isn't something you can order.
|
 
|- id="Suicide bomb vest"
! [[Construction#Suicide bomb vest|Suicide bomb vest]]
| <center>[[Image:SuicideBombVest.png]]</center>
| Chemical
| Depends
| Life signs
| The poor man's microbomb. The payload may either be a chem grenade or beaker, so you won't get very far without a basic knowledge of [[Chemistry|chemistry]].
|
|}
 
==Guns==
Keep your intent on anything other than ''help'' to use your firearm point-blank. Point-blank shots will almost always stun the target regardless of what sort of gun you're using. Don't try to beat anyone with it if you run out of ammo, the damage is laughable.
 
'''Note:''' Do not fire the rocket launcher and other explosive ammo point-blank, dumbass.
 
===Sidearms (kinetic)===
 
{| style="font-size: 85%; text-align: center;" class="wikitable sortable"
|-
! style="width: 10%" class="unsortable" | Item
! style="width: 5%" class="unsortable" | Image
! style="width: 8%" class="unsortable" | Caliber
! style="width: 5%" class="unsortable" | Capacity
! style="width: 10%" class="unsortable" | Default ammo/<br>Ammo type
! style="width: 5% class="unsortable" | Pocketable?
! style="width: 56%" class="unsortable" | Description
 
|- id="22Pistol"
! [[Syndicate Items#.22 Pistol Box|.22 Pistol]]
| <center>[[Image:22Pistol.png]]</center>
| .22 LR
| 10
| FMJ
| ✓
| Low stopping power, but there aren't any conspicuous text messages when you fire it. Slightly more expensive than the crossbow, but the gun holds ten rounds and can be reloaded at any time. Just remember that shooting somebody leaves physical evidence embedded in their body (namely bullets), which may not be desirable in certain circumstances
 
|- id="22FMJ"
!
| <center>[[Image:22Magazine.png]]</center>
| .22 LR
| 10
| FMJ
|
| Easily stopped by [[Security Objects#Body Armor|body armour]]. Also available from [[Hacking#Vending Machines and Fabricators|hacked]] [[Making and Breaking#Automated|general manufacturers]].
 
|- id="38Revolver"
! [[Detective#.38 Revolver|.38 Revolver]]
| <center>[[Image:Detectivegun.png]]</center>
| .38 Spc
| 7
| FMJ
| ✓
| Technically the detective's sidearm. Still, the .38 can be borrowed and fired by everybody. Spare ammunition can be obtained from his office, the [[Security Objects#Security Vendor|vending machines]] in security or (again) an unlocked general manufacturer.
 
|- id="38FMJ"
!
| <center>[[Image:38SpcSpeedloader.png]]</center>
| .38 Spc
| 7
| FMJ
|
| Not overly powerful, but anybody hit by the bullets will bleed heavily and take additional damage over time.
 
|- id="38Stun"
!
| <center>[[Image:38SpcStunSpeedloader.png]]</center>
| .38 Spc
| 7
| Stun
|
| Turns the .38 into a seven-shot taser. Stun rounds do not cause bleeding.
 
|- id="38AP"
!
| <center>[[Image:357APSpeedloader.png]]</center>
| .38 Spc
| 7
| AP
|
| AP ammo, as [[Syndicate Items#38AP|provided by]] the Syndicate, is very effective against unprotected and armoured targets alike. The damage is comparable to .357 Magnum.
 
|- id="357Revolver"
! [[Syndicate Items#Revolver Box|.357 Revolver]]
| <center>[[Image:Revolver.png]]</center>
| .357 Mag
| 7
| FMJ
| ✗
| A well-priced gun for defensive and offensive purposes. Two to three shots are generally enough to incapacitate somebody, or at least slow them to a crawl. The choice of ammo is important, remember to load AP rounds when you're about to engage the [[Captain|captain]], [[Security Officer|security guards]] and other high-risk targets!
 
|- id="357FMJ"
!
| <center>[[Image:38SpcSpeedloader.png]]</center>
| .357 Mag
| 7
| FMJ
|
| Good against most people, light [[Cyborg|cyborgs]] and [[Robots#Securitron|annoying]] [[Robots#GuardBuddy|robots]]. Significantly less effective against ballistic vests, but not entirely useless.
 
|- id="357AP"
!
| <center>[[Image:357APSpeedloader.png]]</center>
| .357 Mag
| 7
| AP
|
| Armour-piercing ammunition for the .357 revolver.
 
|- id="41Derringer"
! [[Syndicate Items#Derringer|Derringer]]
| <center>[[Image:Derringer.png]]</center>
| .41 RF
| 2
| AP
| ✓
| The derringer does a lot of damage point blank, causes the victim to bleed and stuns them just long enough for you to strip/strangle them. It can be concealed in any piece of clothing and drawn straight to your active hand by using the [[Game FAQ#Emotes|''*wink'' emote]]. Good last-resort weapon to use when you are about to be arrested.
 
|- id="41AP"
!
| <center>[[Image:357Ammo.png]]</center>
| .41 RF
| 2
| AP
|
| Conveniently, the derringer comes loaded with AP rounds by default. Spare boxes of ammunition are however not available for purchase.
 
|- id="FlarePistol"
! [[Syndicate Items#Flare Gun|Flare pistol]]
| <center>[[Image:FlareGun.png]]</center>
| 12 ga
| 1
| Flare
| ✗
| Each flare doesn't cause a lot of direct damage, but it sets people alight - with interesting tactical implications! The pistol can also be reloaded with shotgun shells.
 
|- id="FlareBox"
!
| <center>[[Image:Spackerammo.png]]</center>
| 12 ga
| 8
| Flare
|
| A box of flares. And it does work the other way around, so you can jam them in a 12 ga shotgun too!
 
|- id="ZipGun"
! [[Construction#Zip gun|Zip gun]]
| <center>[[Image:ZipGun.png]]</center>
| Multi
| 2
| N/A
| ✗
| Zip guns, which can be crafted by everybody, have one significant advantage: the ability to fire almost any type of ammunition. From tiny .22 LR rounds up to and including 40mm grenades, and all of them in the same pistol! However that works. That makes them a natural choice for the [[Staff Assistant|seasoned scavenger]], but no improvised firearm is without a catch. They tend to blow up and disarm (get it?) the user in the process.
 
|- id="SyringeGun"
! [[Syndicate Items#Syringe Gun|Syringe gun]]
| <center>[[Image:Syringegun.png]]</center>
| Other
| 6
| N/A
| ✗
| As the name implies, this weapon fires syringes at people, the contents of which are drawn from an internal reservoir. Ideally, said reservoir should contain [[Syndicate Items#Poison Bottle|less-than-beneficial medicine]] or [[Chemistry#Medical Poisons|other poisons]].
 
|- id="Crossbow"
! [[Syndicate Items#Miniature Crossbow|Crossbow]]
| <center>[[Image:Radbow.png]]</center>
| Other
| 1
| Rad-poison bolt
| ✓
| A stealth weapon. There's no indication when it is fired, but it does have a very obvious sprite. Anyone hit by the bolt will take heavy toxin and radiation damage over time, collapsing occasionally until they die. It fires a single shot, which recharges over time. Underestimated.
|}
 
===Sidearms (energy)===
{| style="font-size: 85%; text-align: center;" class="wikitable sortable"
|-
! style="width: 15%" class="unsortable" | Item
! style="width: 5%" class="unsortable" | Image
! style="width: 5%" class="unsortable" | Capacity
! style="width: 10%" class="unsortable" | Default setting/<br>Extension
! style="width: 5%" class="unsortable" | Lethal?
! style="width: 70%" class="unsortable" | Description
 
|- id="Taser"
! [[Security Objects#Taser|Taser]]
| <center>[[Image:Taser.png]]</center>
| 4
| Stun
| ✗
| [[Security|Security's]] standard-issue sidearm, which is decent for stunning people before murdering them. The duration of the stun decreases significantly with range, so try to close in on your target first.
 
|- id="AmpVuvuzela"
! [[Syndicate Items#Amplified Vuvuzela|Amplified vuvuzela]]
| <center>[[Image:AmpVuvuzela.png]]</center>
| 8
| Stun
| ✗
| The devious version of the taser, sort of. The vuvuzela has a larger battery and the stun effect lasts for far longer. It's also incredibly loud - what did you expect?
 
|- id="Telegun"
! [[Syndicate Items#Telegun|Telegun]]
| <center>[[Image:TeleportGun.png]]</center>
| 4
| Other
| ✗
| Teleguns are slightly complicated to use, but an amusing way to get rid of people. Once you set the [[Teleporter Room|teleporter]] to a valid destination, the gun will magically move them there. "There" should be somewhere unpleasant, of course.
 
|- id="EnergyGun"
! [[Security Objects#Energy Gun|Energy gun]]
| <center>[[Image:Egun.png]]</center>
| 8
| Stun
| ✓
| One of the best lethal weapons on the station. They can be toggled between lethal and stun, and have twice the charge of a taser. It's almost trivial to kill someone by stunning them and then following it up with a few lasers while they can't fight back easily. The [[Captain|captain]] and [[Head of Security|HoS]] start with one each.
 
|- id="LaserGun"
! [[Security Objects#Laser Gun|Laser gun]]
| <center>[[Image:Lasergun.png]]</center>
| 8
| Kill
| ✓
| The plain old laser is fairly common, because they [[Quartermaster#Items you can order|can be ordered]] at QM. To unlock the crate, you'll need an ID with security clearance or an [[Syndicate Items#EMAG|EMAG]]. A couple of shots are usually enough to deal with any threat in a boring, but practical way.
 
|- id="AdvLaserGun"
! [[Syndicate Items#Advanced Laser Gun|Advanced laser gun]]
| <center>[[Image:AdvancedLaser.png]]</center>
| 8
| Kill
| ✓
| The advanced laser gun is effectively a laser gun that recharges on its own. It's doesn't deal as much damage though.
 
|- id="Phaser"
! [[Security Objects#Phaser|Phaser]]
| <center>[[Image:LockedPhaser.png]]</center>
| Depends
| Stun
| Depends
| Out of the box, most phasers are locked and primarily a stun gun in that mode. Adding one of the numerous extensions will make them more useful. Aside from that, you can adjust the output to trade magazine capacity for damage per shot. It's also noteworthy that the phaser is an old weapon code-wise and cannot be fired point-blank, so keep that in mind.
 
|- id="PhaserBattery"
!
|
| <center>[[Image:PhaserExtensionBattery.png]]</center>
| Battery
| N/A
| Upgrades the battery to 175 PU. As a trade-off, the damage will be reduced slightly.
 
|- id="PhaserConcussion"
!
|
| <center>[[Image:PhaserExtensionConcussion.png]]</center>
| Concussion
| ✗
| Reduces damage and increases power draw, but knocks the target back a huge distance.
 
|- id="PhaserEMP"
!
|
| <center>[[Image:PhaserExtensionEMP.png]]</center>
| EMP
| ✗
| Makes the phaser more effective against [[Cyborg|cyborgs]] in general and [[Robots|robots]] in particular. Pesky securitrons are usually history after one shot. You would think that, going off the name and its description, it would do a lot more damage to cyborgs, but actuality it just stuns them for a little longer. Incompatible with the thermal and toxic extensions.
 
|- id="PhaserThermal"
!
|
| <center>[[Image:PhaserExtensionThermal.png]]</center>
| Thermal
| ✓
| Converts the damage dealt to targets from brute to burn. Also slightly decreases the energy usage for what it's worth. Cannot be used at the same times as the EMP and toxic upgrade.
 
|- id="PhaserToxic"
!
|
| <center>[[Image:PhaserExtensionToxin.png]]</center>
| Toxic
| ✓
| The same, just toxin damage and without the battery-conserving bonus. While the toxin buildup lasts for a decent amount of time after being hit, it's obviously useless against cyborgs and other synthetics. Can't be combined with the EMP and thermal mods.
 
|- id="PhaserSniper"
!
|
| <center>[[Image:PhaserExtensionSniper.png]]</center>
| Sniper
| ✓
| Massively increases the energy used per shot, so much that you will only be able to shoot once or twice before you have to recharge the phaser. On the plus side, this extension greatly increases both the duration of the stun and direct damage. Very useful in conjunction with the battery extension.
 
|- id="PhaserHoming"
!
|
| <center>[[Image:PhaserExtensionHoming.png]]</center>
| Homing
| ✓
| Each shot gains a slight homing ability at the expense of battery life and maximum battery capacity.
 
|- id="PhaserSingularity"
!
|
| <center>[[Image:PhaserExtensionMicroSingularity.png]]</center>
| Singularity
| ✓
| An odd extension that sucks nearby people into the projectile. Fairly useless, as the shots only occasionally connect and even when they do, the lessened damage doesn't do very much. Also increases power consumption noticeably.
|}
 
===Longarms===
 
{| style="font-size: 85%; text-align: center;" class="wikitable sortable"
|-
! style="width: 10%" class="unsortable" | Item
! style="width: 5%" class="unsortable" | Image
! style="width: 8%" class="unsortable" | Caliber
! style="width: 5%" class="unsortable" | Capacity
! style="width: 10%" class="unsortable" | Default ammo/<br>Ammo type
! style="width: 61%" class="unsortable" | Description
 
|- id="762AK"
! AK-744
| <center>[[Image:AK-744.png]]</center>
| 7.62x39mm
| 30
| FMJ
| The AK features the highest magazine capacity of all small arms in the game. Even better: it's the only kinetic gun that can be fired in three-rounds bursts! Devastating, if you somehow manage to acquire one.
 
|- id="762FMJ"
!
| <center>[[Image:AKMagazine.png]]</center>
| 7.62x39mm
| 30
| FMJ
| Because you have to reload eventually.
 
|- id="308TranqRifle"
! [[Security Objects#Tranquilizer Rifle|Tranquilizer rifle]]
| <center>[[Image:Hunting_rifle.png]]</center>
| .308 Win
| 4
| Haloperidol
| Both types of darts are more useful for sedation than anything else, and even then there's a considerable delay before your target finally falls asleep. A poor choice for outright murder.
 
|- id="308Haloperidol"
!
| <center>[[Image:TranquilizerMag.png]]</center>
| .308 Win
| 4
| [[Doctoring#Drugs|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.
 
|- id="308SodiumThiopental"
!
| <center>[[Image:TranquilizerMag.png]]</center>
| .308 Win
| 4
| [[Chemistry#Toxic Shit|Sodium thiopental]]
| Basically tiny [[Syndicate Items#Sleepy Pen|sleepy pens]] fired out of rifle. Part of the MD's [[Syndicate Items#Safari Kit|safari kit]], which contains a boomerang and fancy outfit as well.
 
|- id="308HuntRifle"
! [[Syndicate Items#Hunting Rifle|Hunting rifle]]
| <center>[[Image:Hunting_rifle.png]]</center>
| .308 Win
| 4
| AP
| The hunting rifle is, at least point-blank, more than powerful enough to instantly put anybody into critical condition and wreck [[Cyborg|light cyborgs]]. Because spare ammo is so scarce, generally your only option is to fall back on haloperidol darts once the magazine runs dry.
 
|- id="308AP"
!
| <center>[[Image:308Magazine.png]]</center>
| .308 Win
| 4
| AP
| Good luck finding one of these.
 
|- id="12gaRiot"
! [[Security Objects#Riot Shotgun|Riot shotgun]]
| <center>[[Image:RiotShotgun.png]]</center>
| 12 ga
| 8
| Rubber slug
| Shells fired from riot shotguns, which are available from the [[Armory|armory]] and the [[Barman|barman]], will both stun, slightly damage and heavily knock back anyone they hit. They serve the same purpose as tasers (non-lethal takedowns), but come with ammo boxes for in-the-field reloads.
 
|- id="12gaSpacker"
! [[Syndicate Items#Shotgun Box|Spacker-12]]
| <center>[[Image:Spacker.png]]</center>
| 12 ga
| 8
| Buckshot
| Exactly the same with the exception of the default load, i.e. deadly buckshot. Where a revolver could be confused with an annoying [[Cyborg#Brobot|brobot]] or a drunk detective testing out his .38, the Spacker-12's distinct noise will draw a lot of attention. A shotgun is not a stealth weapon.
 
|- id="12gaRubberSlug"
!
| <center>[[Image:12gRubberSlugs.png]]</center>
| 12 ga
| 8
| Rubber slug
| These slugs, though approved for police work, actually aren't harmless. They are less-than-lethal in application, comparable to their real life equivalent.
 
|- id="12gaBuckshot"
!
| <center>[[Image:Spackerammo.png]]</center>
| 12 ga
| 8
| Buckshot
| Make no mistake, buckshot will rip unarmoured foes apart.
 
|- id="12gaFrag"
!
| <center>[[Image:Frag12.png]]</center>
| 12 ga
| 8
| Frag-12 (HE)
| These things hurt a lot. They explode on impact, knocking the target (and anyone next to him) down and usually relieving them of a few limbs as well. They also do explosive damage to the environment. Pretty vicious, but not seen very often as getting your hands on them requires significant effort.
 
|- id="40GL"
! [[Security Objects#Riot Launcher|Grenade launcher]]
| <center>[[Image:GrenadeLauncher.png]]</center>
| 40mm
| 1
| Smoke
| The GL can be a surprisingly valuable addition to your arsenal, if you know how to use it properly. For example, you could open up on your (possibly armed) opponents with a smoke shell, causing them to cough a lot and drop their weapons, and then switch to your primary weapon and shoot into the cloud. [[Security Objects#Optical Thermal Scanner|Thermals]] will help a great deal here, simply because you can see through the smoke while they can't!
 
|- id="40Smoke"
!
| <center>[[Image:40mmGrenades.png]]</center>
| 40mm
| 5
| Smoke
| Standard issue. Two boxes spawn in the [[Security (place)#Security Office|security office]].
 
|- id="40Frag"
!
| <center>[[Image:40mmHEGrenades.png]]</center>
| 40mm
| 5
| HE
| Fragmentation grenades, as used by real life military forces. Dents the hull quite well. Interestingly enough, they're also being fired by the fearsome [[Space Pod#Artillery System|artillery weapon system]].
 
|- id="MPRT-7"
! [[Nuclear Operative#Red Mean Syndicate Machine|MPRT-7]]
| <center>[[Image:MPRT-7.png]]</center>
| Other
| 1
| HE
| The RPG is the be-all, end-all of firearms. [[Nuclear Operative|Nuclear operatives]] start with a couple on their shuttle. They're essentially [[Syndicate Items#Syndicate Pipe Bomb|Syndicate pipebombs]] fired out of a bazooka. Too large to fit in a backpack, but you can still wear them on your belt...somehow.
 
|- id="MPRTRocket"
!
| <center>[[Image:MPRTRocket.png]]</center>
| Other
| 1
| HE
| It's a rocket for the RPG, obviously.
 
|- id="Flamethrower"
! [[Construction#Flamethrower|Flamethrower]]
| <center>[[Image:Flamethrower.png]]</center>
| Other
| 4
| N/A
| Technically not a gun, but it can be used for the same purpose. Welding fuel isn't too shabby and a nice option to set people on fire from a distance (sort of like the [[Murder#FlarePistol|flare pistol]]). For advanced mixtures, consult a knowledgeable [[Chemistry|chemist]]. Like the RPG, it's a bulky item and thus can't go in your backpack.
|}

Latest revision as of 11:38, 6 December 2015

June 2013 - 2015-12-04