Difference between revisions of "User:Convair880"

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(Gun, stage 3.)
Line 354: Line 354:
! style="width: 5%" class="unsortable" | Image
! style="width: 5%" class="unsortable" | Image
! style="width: 5%" class="unsortable" | Capacity
! style="width: 5%" class="unsortable" | Capacity
! style="width: 10%" class="unsortable" | Default setting
! style="width: 10%" class="unsortable" | Default setting/<br>Extension
! style="width: 10%" class="unsortable" | Extension
! style="width: 5%" class="unsortable" | Lethal?
! style="width: 5%" class="unsortable" | Lethal?
! style="width: 60%" class="unsortable" | Description
! 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"
|- id="AmpVuvuzela"
Line 364: Line 371:
| ???
| ???
| Stun
| Stun
|
| ✗
| ✗
| blah
| 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="Taser"
|- id="Telegun"
! [[Security Objects#Taser|Taser]]
! [[Syndicate Items#Telegun|Telegun]]
| <center>[[Image:Taser.png]]</center>
| <center>[[Image:TeleportGun.png]]</center>
| 4
| 4
| Stun
| Other
|
| ✗
| ✗
| blah
| 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"
|- id="EnergyGun"
Line 382: Line 387:
| 8
| 8
| Stun
| Stun
|
| ✓
| ✓
| blah
| 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 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 [[Captain|captain]] and [[Head of Security|HoS]] start with one each.


|- id="LaserGun"
|- id="LaserGun"
Line 391: Line 395:
| 8
| 8
| Kill
| Kill
|
| ✓
| ✓
| blah
| 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"
|- id="AdvLaserGun"
Line 400: Line 403:
| ???
| ???
| Kill
| Kill
|
| ✓
| ✓
| blah
| The advanced laser gun is effectively a laser gun that recharges on its own. It's doesn't deal as much damage per shot though.


|- id="Phaser"
|- id="Phaser"
Line 409: Line 411:
| Depends
| Depends
| Stun
| Stun
|
| Depends
| Depends
| blah
| 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"
|- id="PhaserBattery"
!  
!  
|
|
|
| img
| img
| Battery
| Battery
| N/A
| N/A
| blah
| Upgrades the battery to 175 PU.


|- id="PhaserConcussion"  
|- id="PhaserConcussion"  
!  
!  
|  
|  
|
| img
| img
| Concussion
| Concussion
| ✗
| ✗
| blah
| Reduces damage and increases power draw, but knocks the target back a huge distance.


|- id="PhaserEMP"
|- id="PhaserEMP"
!  
!  
|  
|  
|
| <center>[[Image:PhaserExtensionEMP.png]]</center>
| <center>[[Image:PhaserExtensionEMP.png]]</center>
| EMP
| EMP
| ✗
| ✗
| blah
| 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"
|- id="PhaserThermal"
!  
!  
|  
|  
|
| <center>[[Image:PhaserExtensionThermal.png]]</center>
| <center>[[Image:PhaserExtensionThermal.png]]</center>
| Thermal
| Thermal
| ✓
| ✓
| blah
| 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"
|- id="PhaserToxic"
!  
!  
|  
|  
|
| img
| img
| Toxic
| Toxic
| ✓
| ✓
| blah
| 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"
|- id="PhaserSniper"
!  
!  
|  
|  
|
| <center>[[Image:PhaserExtensionSniper.png]]</center>
| <center>[[Image:PhaserExtensionSniper.png]]</center>
| Sniper
| Sniper
| ✓
| ✓
| blah
| 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"
|- id="PhaserHoming"
!  
!  
|  
|  
|
| <center>[[Image:PhaserExtensionHoming.png]]</center>
| <center>[[Image:PhaserExtensionHoming.png]]</center>
| Homing
| Homing
| ✓
| ✓
| blah
| Each shot gains a slight homing ability at the expense of battery life and maximum battery capacity.


|- id="PhaserSingularity"
|- id="PhaserSingularity"
!  
!  
|  
|  
|
| img
| img
| Singularity
| Singularity
| ✓
| ✓
| blah
| A very 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.
|}
|}



Revision as of 19:18, 20 February 2014

Picture dump

List of currently unused, but potentially useful images for my own reference.

Food and drinks

Pbsandwich.png Meat Sandwich.png Cheese Sandwich.png Meat pizza.png Mushroom pizza.png AgarBlock.png JaffaCake.png Lashberry.png

Weapons

22Magazine.png 38SpcStunSpeedloader.png File:357APSpeedloader.png 357Ammo.png 12gRubberSlugs.png Spackerammo.png Frag12.png 40mmGrenades.png 40mmHEGrenades.png ZipGun.png Flamethrower.png SuicideBombVest.png MousetrapGrenade.png MousetrapPipeBomb.png MousetrapRollerAssembly.png BeakerAssembly.png PlasmaTankAssemblyBomb.png TransferValveBomb.png PhaserExtensionSniper.png PhaserExtensionEMP.png PhaserExtensionThermal.png PhaserExtensionHoming.png

Miscellaneous items

FogMachine.png InjectorBelt.png Wizardscroll.png File:Wizardstaff.png Eodarmor.png File:Hoscap.png

Other crap

YBattledrone.png Fancy2x.gif DamagedAI.png DeadAI.png VoidTile.png Erebite.png FieryChiliPlant.png SuperProtectorFriend.png Secbuddy.png SyndicateKillbot.png

Murder article overhaul (WIP)

Look, pretty tables to see everything important at a glance!

Bombs

Item Image Type Damage
(average)
Trigger Description Notes
Microbomb
Implanter.png
Other Minor Life signs Microbombs do not cause hull breaches or a lot of direct damage, but reliably blow off limbs and are very affordable. Ideal to take revenge on your killer. They stack, so you can inject yourself with several of them to increase their effectiveness.
Detomatrix
Detomatrix.png
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
Cigpacket.png
Other Minor Timer Whether it's critical equipment or corpses, a 1x1 boom gets rid of a lot of things. And a packet contains eight of them! Excellent value for money.
Rigged equipment
PowerCell.png LightTube.png
Chemical Minor Electricity Easy to make if you have access to tool storage and a chem dispenser, yet it requires a bit of planning and creativity to employ them to good effect. Quite situational overall. Think of other pieces of machinery which are powered by those batteries. It's not just APCs.
Hacked mining charge
13px GeologicalScanner.png
Other Medium Timer Charges damage equipment over a wide area, cause limb loss and stun people for a long time. Terrorize the station without ever setting foot on it! Mass-producing charges is trivial for a miner, but the high price tag of the device leaves few other options. Make sure you're committed to this course of action.
Single tank bomb
PlasmaTankAssemblyBomb.png
Gas Medium Timer, prox, remote These assemblies can be makeshift incendiary devices, localized 1x1 explosives or medium-sized bombs. Versatile, but not as powerful as the bigger brother.
Transfer valve bomb
TransferValveBomb.png
Gas Major Timer, prox, remote While less powerful mixtures exist, these bombs are usually of the 12x12 variety. Needless to say, a couple of them detonated close to key areas are sufficient to cripple the station. Transfer valves are too large to fit in a backpack, so you'll be forced to carry them around in your hands or a crate/closet.
Chem grenade
Chemgrenade.png
Chemical Depends Timer Similar to beaker assemblies, which are freely available, but with the advantage of using two beakers instead of one. Coming up with suitable mixtures requires a skilled chemist (or the help of one), but they may easily rival ordinary bombs in terms of destructiveness.
Pipe bomb
Pipebomb.png
Chemical Depends Timer There are several different flavours, most of which are craftable. Welding fuel is great to rip off limbs, but unlikely to actually kill anyone on their own. For a bigger boom, fill them with black powder, plasmastone or erebite. In a hurry? Ready-to-use 4x4 pipe bombs are available from your employer!
Mousetrap bomb
MousetrapPipeBomb.png MousetrapGrenade.png
Chemical Depends Pressure Ideal to leave booby traps or land mines for unsuspecting victims! Pipe bombs (all types) and most grenades can be attached.
Mousetrap car
MousetrapRollerAssembly.png
Chemical Depends Impact A fun and creative method to deliver chem grenades. Mousetraps rigged with a pipe bomb are unfortunately incompatible at the moment, so the cart is less useful than it could be.
Beaker bomb
BeakerAssembly.png
Chemical Depends Timer, prox, remote Free and practically standard equipment for the research department. This is a good option if you want to spread your hellfoam without spending a penny, or in case the grenade kit isn't something you can order.
Suicide bomb vest
SuicideBombVest.png
Chemical Depends Life signs The poor man's microbomb. The payload may either be a chem grenade or beaker, so you won't get very far without a basic knowledge of chemistry.

Guns

Mah gunz

Sidearms (kinetic)

Item Image Caliber Capacity Default ammo/
Ammo type
Pocketable? Description
.22 Pistol
22Pistol.png
.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
22Magazine.png
.22 LR 10 FMJ Easily stopped by body armour. Also available from hacked general manufacturers.
.38 Revolver
Detectivegun.png
.38 Spc 7 FMJ Technically the detective's sidearm. Still, the .38 can be borrowed and fired by everybody. Spare ammunition can be obtained from his office, the vending machines in security or (again) an unlocked general manufacturer.
38SpcSpeedloader.png
.38 Spc 7 FMJ Not overly powerful, but anybody hit by the bullets will bleed heavily and take additional damage over time.
38SpcStunSpeedloader.png
.38 Spc 7 Stun Turns the .38 into a seven-shot taser. Stun rounds do not cause bleeding.
img .38 Spc 7 AP AP ammo, as provided by the Syndicate, is very effective against unprotected and armoured targets alike. The damage is comparable to .357 Magnum.
.357 Revolver
Revolver.png
.357 Mag 7 FMJ A well-priced gun for defensive and offensive purposes. Two to three shots are generally enough to incapacitate somebody, or at least slow them to a crawl. The choice of ammo is important, remember to load AP rounds when you're about to engage the captain, security guards and other high-risk targets!
38SpcSpeedloader.png
.357 Mag 7 FMJ Good against most people, light cyborgs and annoying robots. Significantly less effective against ballistic vests, but not entirely useless.
File:357APSpeedloader.png
.357 Mag 7 AP Armour-piercing ammunition for the .357 revolver.
Derringer
Derringer.png
.41 RF 2 AP The derringer does a lot of damage point blank, causes the victim to bleed and stuns them just long enough for you to strip/strangle them. It can be concealed in any piece of clothing and drawn straight to your active hand by using the *wink emote. Good last-resort weapon to use when you are about to be arrested.
img .41 RF 2 AP Conveniently, the derringer comes loaded with AP rounds by default. Spare boxes of ammunition are however not available for purchase.
Flare pistol
FlareGun.png
12 ga 1 Flare Each flare doesn't cause a lot of direct damage, but it sets people alight - with interesting tactical implications! The pistol can also be reloaded with shotgun shells. (Shotgun shells work in the flare gun, but what about vice versa?)
img 12 ga 7? Flare A box of flares.
Zip gun
ZipGun.png
Multi 2 N/A Zip guns, which can be crafted by everybody, have one significant advantage: the ability to fire almost any type of ammunition. From tiny .22 LR rounds up to and including 40mm grenades, and all of them in the same pistol! However that works. That makes them a natural choice for the seasoned scavenger, but no improvised firearm is without a catch. They tend to blow up and disarm (get it?) the user in the process.
Syringe gun
Syringegun.png
Other 6 N/A As the name implies, this weapon fires syringes at people, the contents of which are drawn from an internal reservoir. Ideally, said reservoir should contain less-than-beneficial medicine or other poisons.
Crossbow
Radbow.png
Other 1 Rad-poison bolt A stealth weapon. There's no indication when it is fired, but it does have a very obvious sprite. Anyone hit by the bolt will take heavy toxin and radiation damage over time, collapsing occasionally until they die. It fires a single shot, which recharges over time. Underestimated.

Sidearms (energy)

Item Image Capacity Default setting/
Extension
Lethal? Description
Taser
Taser.png
4 Stun Security's standard-issue sidearm, which is decent for stunning people before murdering them. The duration of the stun decreases significantly with range, so try to close in on your target first.
Amplified vuvuzela
AmpVuvuzela.png
??? Stun The devious version of the taser, sort of. The vuvuzela has a larger battery and the stun effect lasts for far longer. It's also incredibly loud - what did you expect?
Telegun
TeleportGun.png
4 Other Teleguns are slightly complicated to use, but an amusing way to get rid of people. Once you set the teleporter to a valid destination, the gun will magically move them there. "There" should be somewhere unpleasant, of course.
Energy gun
Egun.png
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 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 captain and HoS start with one each.
Laser gun
Lasergun.png
8 Kill The plain old laser is fairly common, because they can be ordered at QM. To unlock the crate, you'll need an ID with security clearance or an EMAG. A couple of shots are usually enough to deal with any threat in a boring, but practical way.
Advanced laser gun
AdvancedLaser.png
??? Kill The advanced laser gun is effectively a laser gun that recharges on its own. It's doesn't deal as much damage per shot though.
Phaser
LockedPhaser.png
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.
img Battery N/A Upgrades the battery to 175 PU.
img Concussion Reduces damage and increases power draw, but knocks the target back a huge distance.
PhaserExtensionEMP.png
EMP Makes the phaser more effective against cyborgs in general and robots in particular. Pesky securitrons are usually history after one shot. You would think that, going off the name and its description, it would do a lot more damage to cyborgs, but actuality it just stuns them for a little longer. Incompatible with the thermal and toxic extensions.
PhaserExtensionThermal.png
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.
img 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.
PhaserExtensionSniper.png
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.
PhaserExtensionHoming.png
Homing Each shot gains a slight homing ability at the expense of battery life and maximum battery capacity.
img Singularity A very odd extension that sucks nearby people into the projectile. Fairly useless, as the shots only occasionally connect and even when they do, the lessened damage doesn't do very much. Also increases power consumption noticeably.

Longarms

Item Image Caliber Capacity Default ammo Type Description
AK-774 img 7.62x39mm 30 FMJ? blah
7.62x39mm 30 img FMJ? blah
Tranquilizer rifle
Hunting rifle.png
.308 Win 4 Haloperidol blah
.308 Win 4
TranquilizerMag.png
Haloperidol blah
.308 Win 4
TranquilizerMag.png
Sodium thiopental blah


Hunting rifle
Hunting rifle.png
.308 Win 4 FMJ? blah
.308 Win 4 img FMJ? blah
Riot shotgun
RiotShotgun.png
12 ga 8 Rubber slug blah
Spacker-12
Spacker.png
12 ga 8 Buckshot blah
12 ga 8
12gRubberSlugs.png
Rubber slug blah
12 ga 8
Spackerammo.png
Buckshot blah
12 ga 8
Frag12.png
Frag-12 (HE) blah


Grenade launcher
GrenadeLauncher.png
40mm 1 Smoke blah
40mm 5
40mmGrenades.png
Smoke blah
40mm 5
40mmHEGrenades.png
HE blah
RPG img Other 1 HE Not the correct name, can't remember right now.
Other 1 img HE It's the rocket.
Flamethrower
Flamethrower.png
Other 4 N/A blah