Combat guide

This is a table of some common, or just robust, things. This is not a list of how much damage each item does, just the best items and short notes on how to use them best. If you feel something should be added, please go ahead and do so, if it's robust enough. This is in alphabetical order:

=Weapons= While most items in the game can be used as a makeshift weapon, actual dedicated weapons are far more effective in harming, subduing or killing a target.

=Offense=

Melee Weapons
Most station personal lack access to proper firearms, thus if push comes to shove most people will have to rely on the old fashion method of melee combat to deal with a attacker. {| class="wikitable sortable" style="width:80%" border="1" cellspacing="0" cellpadding="2" ! scope="col" class="unsortable" style='background-color:#EB4C42;'|Icon ! scope="col" style='background-color:#EB4C42;'|Item ! scope="col" style='width:80px; background-color:#EB4C42;'|Damage ! scope="col" style='width:80px; background-color:#EB4C42;'|How to Acquire ! scope="col" style='width:80px; background-color:#EB4C42;'|Faction Usage ! scope="col" class="unsortable" style='background-color:#EB4C42;'|Notes

Make Shift Weapon
Almost any object on the station can be used as a makeshift melee weapon, however some are better than others. ! !Broken Bottle
 * 15 Brute when breaking 9 Brute after broken
 * Get a bottle from the Booze-o-mat, smash it on someone.
 * Civilian
 * Has to be broken first, to break simply change intent to harm then smash it against someone; by aiming for the head you will also knock them down if they are not wearing protective head gear. Smashing it spills its contents over the target so you could use it as a chemist to knock out your opponent, by filling it with chloral, and then beat them to death with it. Another reason why traitor Chemist is so great. If the bottle's contents are flammable (booze bottles, for instance) you can follow up by setting your opponent on fire.

! !Butcher's Cleaver
 * 15 Brute
 * Hack the Dinnerware vending machine.
 * Civilian: Kitchen Staff
 * Somewhat hard to get. Security will likely have their suspicions as the only reason to have this over the normal knife is its robusting power. Works as a ghetto circular saw in surgery.

! !Circular Saw
 * 15 Brute
 * Operating Theatre Robotics Lab Autolathe
 * Civilian: Medical/Research
 * One of the most robust things you can find. Sadly they are rather uncommon and departments like to hang onto theirs, and security likes to take them.

! !Death Nettle
 * Max 45 burn. Damage depends on potency Damage diminishes every hit.
 * Growing them at Hydroponics
 * Civilian: Botany
 * A red nettle that knocks people down with massive damage and contains polyacid. Requires gloves to wield, lasts for several hits (damage reduced with each hit) until they disintegrate (i.e. the evidence disappears.) Experienced Botanists can make these. At low potency they are mostly a joke but at high potency they are stronger than energy swords.

! !Fire Extinguisher
 * 10 Brute
 * Found across the station in Emergency Fire Lockers on the walls and lockers in maintenance tunnels.
 * Civilian
 * Found across the station so they're aren't in short supply. Unlikely to be taken by security if they search you. They are also very useful if you get spaced, spray in opposite direction of where you want to go, and you'll fly away. With a limit of 50 units, that's 10 squirts using 5 per spray.

! !Fire Axe
 * 5 Onehand 24 Twohand
 * Bridge and Atmospherics.
 * Civilian: Atmospherics/Command
 * Most robust thing you can get from the Station. Has to be held with two hands to be used properly. Security will likely take it and it's a large object. Best to store this on your back. They are also rare, one is in Atmos and the other is in the Bridge, good luck breaking in before it gets taken.

! !Hatchet
 * 12 Brute 15 thrown
 * Hydroponics.
 * Civilian: Botany
 * Botanists use these to chop wood, they also are good at chopping limbs. Easy to conceal, and if you're a Botanist, security probably won't care if you're carrying one. Throwing it at someone deals 15 damage. Bonus points for finishing off an escaping enemy this way, Navajo-style. Works as a ghetto circular saw in surgery.

! !Kitchen Knife
 * 10 Brute
 * Kitchen Autolathe.
 * Civilian
 * Useful if you're the Chef, as Security are unlikely to give a single shit if they see you with it. Works as a ghetto scalpel in surgery.

! !Null Rod
 * 15 Brute
 * Chapel and on the Chaplain.
 * Civilian: Chaplain
 * Similar to the Circular Saw, but there's only one of them, and the Chaplain tends to keep it on him. It can destroy runes and protect against some cult magics. Can be stored in the suit storage of any of the Chaplains outfits.

! !Pickaxe
 * 15 Brute
 * Mining Dock and Mining Station.
 * Civilian
 * Again, very robust, but it's very big, yet your jumpsuit's belt can hold it. Miners will likely trade this for other things, such as a tool belt, or insulated gloves. Since it is seen mostly on miners, security will be quick to blame them when they find a bloody pickaxe next to what was the HoP. Mining drills and jackhammers all do the same amount of damage as a pickaxe.

! !Scalpel
 * 10 Brute
 * Operating Theatre Autolathe.
 * Civilian: Medical/Research
 * Despite being not as good at the saw, this is still quite robust. Best part is you can have it your pocket and if you have access to this (not counting autolathe produced scalpels) security wouldn't care, unless it's covered in blood, of course. But even then they might assume you're just a bad doctor.

! !Glass Shard
 * 5 Brute 10 thrown
 * Anywhere there's glass (read: everywhere).
 * Civilian
 * Extremely easy to obtain, just break a glass/reinforced glass pane. Works also as a ghetto scalpel.

! !Screwdriver
 * 5 Brute
 * Most storage rooms and Engineering.
 * Civilian
 * Its robustness doesn't come from the damage, but from its thin, pointed edge. Anyone not wearing glasses can have their eyes stabbed out causing them lose sight. Doesn't make them mute so they'll still scream, or might even fight back before you have a chance to blind them enough.

! !Surgical Drill
 * 15 Brute
 * Operating Theatre Autolathe.
 * Civilian: Medical/Research
 * Only found in Surgery. Unfortunately, debate is ongoing whether it can be used to stick cyborg limbs onto people or not. You can probably think of a few other uses for it, though.

! !Toolbox
 * 10 Brute
 * Most storage rooms and Engineering.
 * Civilian
 * Rather common. Althought it deals a moderate amount of damage, it's a bulky item, so you'll have to hold it.

! !Welding tool
 * 3 Brute when off 15 Burn when on
 * Most storage rooms and Engineering.
 * Civilian
 * When switched on, it deals a robust amount of burn damage.

! !Toolbox
 * 15 Brute 18 thrown
 * Syndicate uplink and the Derelict.
 * Syndicate
 * Worth more for emergency tools than anything. Expect security to come cracking down unless they know you've taken a trip to the derelict.

! !Spear
 * 10 Onehand 18 Twohand 20 Thrown
 * Made by yourself
 * Civilian
 * A haphazardly-constructed yet still deadly weapon of ancient design.
 * }

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Actual Melee Weapon
Unlike makeshift melee weapons, these melee weapons are usually more reliable and robust, however most station personal can't get access to them, as well as these weapons being very noticeable. ! !Cult Blade
 * 30 Brute
 * Cult magic
 * Cultists
 * Those who aren't Cultists suffer from wielding this blade...MENTALLY. Aside from being very robust, it is Cult exclusive. Expect a wave of batons lasers when Security sees you holding this.

! !Energy Sword
 * 3 Brute Off 30 Brute On
 * Through a Syndicate Uplink
 * Syndicate/Nanotrasen
 * Despite being very strong in melee combat, its activation is loud, very obvious to those around you, and not viable unless you are a traitor. It also counts as a shield when active! Use a multitool on one to turn on RAINBOW MODE (permanently). TURN IT ON BEFORE YOU USE IT

! !Double-bladed Energy Sword
 * 3 Brute Off 34 Brute On
 * Combine two Energy Swords
 * Syndicate/Nanotrasen
 * Has to be held with two hands while on. Four extra damage may not seem much, but it means one less hit to crit an unarmored opponent. When wielded it gives a guaranteed chance to deflect lasers and stun shots. Like the energy sword, its activation is very loud. To create this, you must combine two Energy Swords together of any color (hold one in each hand and click the other sword) or receive it in a Syndicate Bundle. You cannot put two holodeck swords together. Use a multitool on one to turn on RAINBOW MODE (permanently). TURN IT ON BEFORE YOU USE IT For obvious balance reasons, hulks do not get the projectile deflection benefits.

! !Stun Baton
 * 10 Brute
 * Security Office and Security Officer's backpack.
 * Security
 * Very robust if you know how to use it properly. Only the security force can get these easily.

! !Telescopic Baton
 * 10 Brute
 * Heads of Staff's backpacks.
 * Command
 * Like the stunbaton but retractable, with a slightly shorter stun time, but the same capability for bludgeoning. Heads of Staff start their shift with one in their backpack. Be sure to extend it before using!
 * }

Ranged Weapons
Although often hard to get, these can put you at a huge advantage. Not just from being outside melee range, but also by shooting through windows and destroying walls. Guns rely on a stock of ammo, and those are hard to get, while energy guns use recharging units or just recharge by themselves.

Sidearms(Ballistic)
Ballistic weapons remain a popular weapon in the 26th century, typically however Nanotrasen prefer the usage of Energy weapons over Ballistic weapons, so don't expect to see many ballistic weapons on station.

Sidearms(Energy)
Energy weapons are among the most common kind of weapon you'll find on a Nanotrasen space station. Reliable but has issues with ammo.

Longarm(Ballistic)
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Automatic
! !C20r SMG
 * 12mmMag.png 12mm
 * 20 Rounds
 * 20 Brute + Knockdown
 * Can only be found in Nuke rounds, or with Summon guns.
 * Syndicate
 * It knocks the target down, similar to the detective's revolver, except chances are if you go down, you're not getting back up.

! !L6 SAW
 * A762.png .762
 * 50 Rounds
 * 60 Brute
 * Nuke ops and summon guns only.
 * Syndicate
 * Holds the most ammo of any gun, 50 shots dealing 60 brute damage each, two good shots on someone and they're down.

! !Submachine Gun
 * Ammo 9mm.png 9mm
 * 18 Shells
 * 25 Brute
 * R&D Lab once researched first.
 * Nanotrasen
 * An expensive gun to make, but one of the few actual guns used by Nanotrasen that aren't shotguns. Researched from R&D.

! !Uzi
 * Ammo 50.png 9mm
 * 32 rounds
 * 20 Brute
 * Summon guns, Gang Wars
 * Gangs
 * A lightweight, fast firing gun, for when you want someone dead. Uses 9mm rounds.

! !Tommy Gun
 * Ammo 9mm.png 9mm
 * 50 rounds
 * 20 Brute + Knockdown
 * Admins
 * Unknown
 * A genuine Chicago Typewriter.
 * }

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Shotgun
! !Combat Shotgun
 * Shotgunshells.png 12 Gauge Shells
 * 8 Shells
 * 15(x5) Brute with buckshot
 * 60 Brute with slugs
 * 5 Brute + Knockdown with beanbag
 * Nothing with blank
 * Stuns target with stun
 * 6 brute + 30u chemicals with dart
 * 20 Brute + fire with incendiary
 * Found in ballistic crates and from Summon guns.
 * Nanotrasen
 * The highest ammo capacity of any shotgun. Best of all, you can load shells in a sequence, for example - Beanbag, Slug, Beanbag, Slug etc., for more effective combat.
 * The highest ammo capacity of any shotgun. Best of all, you can load shells in a sequence, for example - Beanbag, Slug, Beanbag, Slug etc., for more effective combat.

! !Double-Barrelled Shotgun
 * Shotgunshells.png 12 Gauge shells
 * 2 Shells
 * 15(x5) Brute with buckshot
 * 60 Brute with slugs
 * 5 Brute + Knockdown with beanbag
 * Nothing with blank
 * Stuns target with stun
 * 6 brute + 30u chemicals with dart
 * 20 Brute + fire with incendiary
 * Bar.
 * Civilian
 * Easiest shotgun to get, yet the rarest. Only one starts on the station and the Bartender likes to keep it in case of bar fights. A sawn-off shotgun will fit in your backpack.
 * Easiest shotgun to get, yet the rarest. Only one starts on the station and the Bartender likes to keep it in case of bar fights. A sawn-off shotgun will fit in your backpack.

! !Riot Shotgun
 * Shotgunshells.png 12 Gauge shells
 * 4 Shells
 * 15(x5) Brute with buckshot
 * 60 Brute with slugs
 * 5 Brute + Knockdown with beanbag
 * Nothing with blank
 * Stuns target with stun
 * 6 brute + 30u chemicals with dart
 * 20 Brute + fire with incendiary
 * The Armoury and summon spells.
 * Security
 * A uncommon shotgun, typically only used in emergencies by Security or when facing someone with ranged energy protection.
 * }
 * }

Longarm(Energy)
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Laser Based
! !Laser Gun
 * Recharger.gif Energy
 * 10 Lasers
 * 20 Burn
 * Armory, weapons crates and summon guns.
 * Security
 * No real reason to use this over the energy gun as it is lethal ONLY.

! !Laser Cannon
 * Recharger.gif Energy
 * 10 Lasers
 * 40 Burn
 * R&D Lab once researched first.
 * Nanotrasen
 * Must be researched first. This is the Laser Gun's bigger brother, fear him, he will fuck you over.

! !Energy Gun
 * Recharger.gif Energy
 * 10 Lasers/Electrodes
 * 20 Burn Stun
 * Armory, Energy Weapons Crate or Summon guns.
 * Security
 * Perhaps the second best energy-based gun. Best thing is to taze once then either handcuff (for arresting) or spam the other 9 shots at them on kill mode (for murder).

! !Advanced Energy Gun
 * Powercell.png Energy
 * 10 (recharges over time)
 * 20 Burn/Stun target
 * R&D Lab once researched first.
 * Nanotrasen
 * Using advanced wizardry SCIENCE, a mini nuclear generator has been fitted into this gun to provide unlimited shots! Researched from R&D. Cannot be used in recharging units. Unreliable models may emit radiation, take caution.

! !Antique Laser Gun
 * Recharger.gif Energy
 * 12 (recharges over time)
 * 20 Burn
 * Captain's Quarters.
 * Nanotrasen
 * The prized weapon of the Captain, and the target of many enemy horses. Similar to the laser gun except it's recharged all by itself. They just don't make guns like they used to.

! !Ion Rifle
 * Recharger.gif Energy
 * 10 Ion Pulses
 * 20 Brute to silicon mobs Up to 90 damage to mechs 3x3 EMP
 * Armory and on the Nuclear Operative shuttle.
 * Security
 * Large and unwieldy, great for dealing with mechs. Cyborgs are weak to it: flashing cyborgs totally immobilizes them and it leaves you free to robust them to your heart's content.

! !Retro Laser
 * Recharger.gif Energy
 * 12 Lasers
 * 20 Burn
 * White Ship.
 * Unknown
 * Found on the white ship, this old beast is like the laser gun; anyone with a spaaaaaace suit and a little know-how can reach it.

! !Temperature Gun
 * Recharger.gif Energy
 * 40 Freeze/heat Beams
 * Heats/Cools target dependent upon the setting.
 * R&D Lab once researched first.
 * Nanotrasen
 * Another researched gun, if you can make this (more importantly, open that damn lockbox), chances are you can construct something better (read: laser cannon). Generally useless, except perhaps for killing slimes if you really don't want to get close.

! !X-Ray Gun
 * Recharger.gif Energy
 * 20 Lasers
 * 15 Burn + 30 Irradiate
 * R&D Lab once researched first.
 * Nanotrasen
 * This beams from this gun will pass through everything but a wall. While it does do less burn damage, the radiation it inflicts causes toxin damage and can make someone mutate. Great for shooting up crowded hallways. Kills blobs dead. Current range of the gun is 15 tiles and drops further with every obstacle passed by the beam.
 * }

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Pulse Based
! !Pulse Rifle
 * Recharger.gif Energy
 * 200 Pulse
 * 50 Burn
 * Deathsquad
 * Nanotrasen
 * The most powerful energy weapon in existence. Bruteforces energy weapon's ammo problems by having a very large power source. Its pulse setting is capable of doing massive damage to a target as well as destroying cover and walls.
 * }

Misc Weapons
=Defense= To be good at combat, you must be able to survive an encounter with anything; Nuclear Operatives, Wizards, Assistants and such. While some may say that the best defense is a robust offense (which can be true in some cases), knowing how to protect yourself is a vital skill needed to be robust.

Stuns and Incapacitation
Having the ability to stun at a moment's notice will protect you from getting robusted quite often (as long as you don't get stunned first).

Three kinds of stuns
Humans can get stunned in three different ways. The most common one is 'Weaken'. It causes you to fall and makes you unable to do anything except talking. 'Stun' is all the same, except you don't fall down. Paralysis knocks you out completely, you can't even talk or hear what's happening.

You can also be sleeping, which is the same as paralysis, but caused and treated by different things.

Damage Prevention
A few items, when used, can completely block damage.

Armor
Armor is a great passive way to keep you from getting hurt too badly in a fight. Some jobs will have difficulty acquiring armor. Some armor, like hardsuits, will slow you, as well.

Armor will reduce all damage of a certain type, on parts of your body that are protected by the armor. You will see "Your armor softens the blow!" when your armor reduces damage. The defense values are indicated by an armor's percent protection from different damage types, for example basic Armor has a melee protection rate of 50, as such it will reduce all melee damage to the chest by 50%.

Armor only protects the region that it covers on your body. No armor protects your entire body.