Also known as Robust/Robusting, jargon for engaging in the combat system derived from SS13. It's an ironic description. The combat system is pretty quirky and limiting.
You intent specifies what you want to do when you click on another player/mob. You can switch between these by click on the Help button on your HUD or by using CTRL+Q or CTRL+E.
Help: The help intent is the default intent. You'll shake people or yourself awake if you have no items, or perform CPR on them if they're suffocating and both have no helmets or masks on. You'll still hit people with most items if you're holding one though. You also pass through other people when moving through them.
Disarm: A defensive intent. You'll attempt to disarm someone of their weapon or push them over for a very short while. Disarming has a 40% chance of succeeding, then there's another 40% to push someone if the disarm lands, so repeated clicking may be necessary. People cannot run past you with this intent.
Grab: You'll grab someone passively at first. Moving will be slowed if you try to drag them around, so for transport, pulling is much faster. Clicking on them again will grab them aggressively (which has a chance of failing) and allow you to put them on a table to make them lie down. Click again will grab them by the neck. You can then click on the Strangle icon on your HUD once to temporarily choke them to disarm them, or double click it to start strangling them. People whilst being strangled are fairly defenceless, so without outside intervention there's not much they can do. People cannot run past you with this intent.
Harm: This intent does NOT make you do more damage with melee weapons. If you have a stun baton however, you'll beat your target instead of stunning them, which knocks them down, but only stuns for a very short amount of time. This is generally a bad thing. With harm intent on, firing a gun at someone with the manual fire gun system will fire a special point blank shot which does extra damage. With an empty hand you'll punch people for around 5 brute damage, and have a small chance to weaken people, which will stun them for quite a while. People cannot run past you with this intent.
There are two ways to use guns, the auto fire or manual system. You can switch between these with the F6 key, or the gun icon on your HUD.
Manual Fire: This is the default mode for firing guns. Simply click on the tile you want to fire and you'll fire in the direction. Click on someone adjacent to you will cause you to hit them with your gun, unless you're on harm intent, in which case you'll fire a point blank shot at them for extra damage, as long as you have ammo. Taser guns have a special extra long stun when adjacent, regardless of intent. To fire at someone on the ground, click specifically on them, or the shot will go over them.
Auto Fire: This gun system is useful for taking people hostage. When you turn this on and aim at someone a reticule will appear on them and they'll get a message stating to stop doing anything. After 2 seconds, if they interact with anything, you will automatically fire at them. You can allow them to walk, run, or use items using icons that will appear on your HUD. Clicking in their direction or on them again will fire at them. You can click another person to switch your focus to them. Click your gun again to stop aiming at your target.
To tackle you need to be on disarm intent and throw with an empty hand. This will throw you forward a number of tiles based primarily (but not exclusively) on your species. Most species have a tackle range of 2. Regardless of what happens next you will be briefly knocked down during this process. If you hit a living creature with your tackle you have a chance to knock them down as well. Tackling something solid (walls and the like) has a chance to knock your teeth out.
Tackling a Cyborg tips the Cyborg over but damages you as if you tackled a wall, knocking teeth and stunning you instead of knocking you down. Tipped Cyborgs will eventually right themselves up just like a human would.
This chance is decided by calculating your tackle offense vs their tackle defense.
Offense = Random number between power/2 and power
Defense = Random number between power/2 and power
If offense is higher than defense, the person is knocked over for the difference. Notably: if the numbers are the same the defense wins.
Offense and defense bonuses can be different amounts from the same source.
Humanoids have a base tackle power of 50.
Your species then adds a bonus, humans and most others grant 50 power.
Things that contribute to “strength” like hulk, the strong gene, and some chems add 10 each, with a base 10 always being added for “strength”.
The Leap mutation increases tackle range by 2, but only if it's not on cooldown, tackling will put leap on cooldown.
Having multiple sportiness sources will increase tackle range by 1.
Many mutations/conditions, such as being fat, add different amounts to offense and defense.
Finally, equipment/clothing can alter tackle power, such as riot gear. If equipment, such as a hardsuit, slows your movement speed then it will also reduce your tackle range by 1.
Boots of Blinding Speed will increase tackle range by 2 and power by 30. You'll go blind when tackling however.
Phazon Salt can randomize tackle power and range with no upper limit, you can become a 1.INF power god or a 0 range baby.
Aim for the head and mouth. Knock outs when aiming for the head last longer. If they have a helmet, aim for the chest. If they have body armor too, aim for the legs.
You can severely damage people's hands, causing them to drop whatever is in that hand, particularly useful if they have a better weapon than you.
Click repeatedly.
Any object is usually better than your fists. Fire extinguishers especially.
Screwdrivers have a special blinding attack when aiming for the eyes.
Harm intent is your best bet.
Heavy items do much more damage, but are slower and have a chance to miss. Conversely, light weapons to less damage, but always hit and swing faster.
Run away. If they're too close, disarm, then run away.
If they have armor, disarm the groin and legs for a better chance at pushing them over. Otherwise, aim at the chest.
If you can't run, aim for the head to get a knock out and then run away.
If they give chase, throw objects at them. Some objects, such as metal rods, do extra damage when thrown.
Stun them, or otherwise attempt to disable them.
Use an open door or firelock to close it if you have access; a fire alarm will drop all the firelocks in a room if you pull it.
Cuffs and cable cuffs can be used to restrain hand use. As a side effect, anyone cuffed can't open airlocks, regardless of access.
Gauze, belts, bed sheets, ties, stethoscopes, label rolls, boiled spaghetti, rolls of tape and band-aids can be used as ghetto cuffs, but you need to be on Grab intent to use them that way. There are other non-standard ways to restrain someone; try to find them.
Bolas and ghetto bolas trip and reduce the movement speed of anyone hit by them, but they only take 5 seconds to break out of.
Resist time for restraints depends on its original purpose. Cuffs are intended to restrain so they take 2 minutes, on the other hand, wet spaghetti is intended to be eaten, so it only takes 2 seconds to break out. Anyone cuffed can still kick and bite if not grabbed/dragged.
Hyperzine and cocaine can be used to remove slowdowns from heavy gear.
Synaptizine reduces the effect time of stuns to a degree, but is toxic.
Some weapons are sharp like knives, and some weapons are very sharp. They can cause bleeding and sever limbs more easily.
Some weapons are blunt, like toolboxes, and they will break bones with a liberal enough application. An extremely damaged limb that is being smashed by a blunt object may gib into a bloody mess, destroying the limb completely. A side effect of this is that all the damage on the gibbed limb stops being considered for mob damage, meaning that the now limbless spaceman is now at “100” health.
Robotic and wooden limbs do not count towards your overall health, but they may malfunction if damaged. Keep some wire, welder and welding helmet/goggles on you.
Expect to be the one to die.
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:
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
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.
Almost any object on the station can be used as a makeshift melee weapon, however some are better than others.
Item Damage How to Acquire Faction Usage Notes Brokenbottle.png 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. Butcherknife.png 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. Saw.png 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. Deathnettle.png 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. Extinguisher.png Fire Extinguisher 10 Brute Found across the station in Emergency Fire closets on the walls and lockers in maintenance tunnels. Autolathe can make more. 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. OxygenTank.png N2Otank.png Air/Oxygen/Anaesthetic tank 10 Brute Emergency lockers, E.V.A. storages, Toxins lab, Atmospherics, Operating Theatre (for anaesthetic tanks). Civilian Found across the station so they're aren't in short supply. Air and oxygen tanks are unlikely to be taken by security if they search you. You can use it for internals while having it in your hand (though it is recommended you don't use an anaesthetic tank). Fireaxe.png 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.png 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. Knife.png 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. Nullrod.png 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.png 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.png 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. Shard.png Glass Shard 5 Brute 10 thrown Anywhere there's glass (read: everywhere). Civilian Extremely easy to obtain, just break a glass/reinforced glass pane or climb a glass table. Works also as a ghetto scalpel. Screwdriver tool.png 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. Drill.png 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. BlueToolbox.png 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. Welder.png 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. Syndicatetools.png Toolbox 15 brute 18 brute when 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.png Spear 10 brute in Onehand 18 brute when wielded/Twohand 20 brute when Thrown Made by yourself Civilian A haphazardly-constructed yet still deadly weapon of ancient design. You can attach an explosive to it. Chainsaw.gif Chainsaw 13 Brute when off 21 Brute when on Made by yourself Civilian You can surgically replace an arm with a chainsaw. 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.
Icon Item Damage How to Acquire Faction Usage Notes Cultblade.png 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. Sword.gif 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 DualSaber.gif 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. StunBaton.gif 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. Katana.gif Katana 40 brute Possible loot from abandoned crates in the Mine Unknown Real katanas are very robust, but only miners have a reasonable chance of finding them. Telescopic Baton.png 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.
Icon Item Ammo Capacity Damage & Effects How to Acquire Faction Usage Notes Deagle.gif Desert Eagle Ammo 50.png .50 7 Rounds 60 Brute Summon guns, can spawn in the secure contraband locker on metastation. Nanotrasen Comes in three tasteful variants. Normal, gold and camo gold. Hope for the gold gun. Mateba.png Mateba Ammo 357.png .357 7 Rounds 60 Brute Syndicate Uplink and summon guns. Nanotrasen All in all the syndicate revolver, but for death squad and emergency response team officers. Revolver.png Revolver Ammo 357.png .357 7 Rounds 60 Brute Syndicate Uplink and summon guns Syndicate Security (or generally anyone) will be quick to scream 'TRAITOR!' if they see you with one. Detectivegun.png Revolver Ammo 38.png .38 6 Rounds 15 Brute + Knockdown Detective's locker or summon guns. Security Knocks down targets, causing some minor damage. Can be modified to fire .357, but may break with the modification. Stetchkin.png Stetchkin Pistol Ammo 9mm.png 10mm 8 rounds 30 Brute Syndicate Uplink. Syndicate The nuke op's weapon of choice, unless they spend telecrystals on something better. Small enough to fit in pockets. Revolver.png Russian Revolver Ammo 357.png .357 1 round. Can load up to 6. 60 Brute 300 Brute when used on self MetaStation Old Russia A Russian made revolver. Uses .357 ammo. It has a single slot in its chamber for a bullet. A gun to play Russian Roulette! You can spin the chamber to randomize the position of the bullet. 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.
Energy Based Icon Item Ammo Capacity Damage & Effects How to Acquire Faction Usage Notes Hybrid taser.gif Taser Recharger.gif Energy 5 Electrodes Stun target Armory, taser crates and summon guns. Security If you're trying to kill someone, stun, then beat the living daylights out of them. Ebow.png Energy Crossbow Powercell.png Energy 6 Bolts (needs to be recharged) 10 Toxin + stun Syndicate Uplink. Syndicate The syndicate's energy crossbow, small, silent and deadly. Cannot be used in recharging units. It's worth noting that the stun is shorter than the standard taser gun, and you will have to manually recharge it after each shot. Pulse Based Icon Item Ammo Capacity Damage & Effects How to Acquire Faction Usage Notes Pulsepistol.png Pulse Pistol Recharger.gif Energy 5 Pulse, 10 Laser, 10 Stun 50 Burn Emergency Response Team Nanotrasen A sidearm based on the Pulse Rifle. Is capable of fitting inside pockets and other small places but has a very limited ammo capacity. Issued to all Elite Emergency Response Team personal. Longarm(Ballistic) Automatic Icon Item Ammo Capacity Damage & Effects How to Acquire Faction Usage Notes C20r.png 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. Autorifle.png WT550 Automatic Rifle 46x30mm.png 4.6×30mm 20 Rounds 20 Brute Security and Cargo. Nanotrasen A standart rifle used by the ship security forces. There are three rifles in armory. L6machinegun.png 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. SMG.png 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.png 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. Shotgun Icon Item Ammo Capacity Damage & Effects How to Acquire Faction Usage Notes Combatshotgun.png 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. Doubleshotgun.png Doubleshotgunsawnoff.png Double-Barrelled Shotgun Shotgunshells.png 12 Gauge shells 2 Shells Same as 'Shotgun' 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. Shotgun.png Riot Shotgun Shotgunshells.png 12 Gauge shells 6 Shells Same as 'Shotgun' The Armoury and summon spells. Security A uncommon shotgun, typically only used in emergencies by Security or when facing someone with ranged energy protection. Is the only main shotgun on the station at round start sans the bartender's double barrel. Bulldog.png Bulldog Shotgunshells.png 12 Gauge shells 8 Shells Same as 'Shotgun' Uplink Syndicate A powerful semi-automatic, drum fed, shotgun employed by syndicate nuclear operative teams. Longarm(Energy) Laser Based Icon Item Ammo Capacity Damage & Effects How to Acquire Faction Usage Notes Laser gun.png 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.png 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.gif Energy Gun Recharger.gif Energy 10 Lasers, 20 Disable 20 Burn Stun Armory, Energy Weapons Crate or Summon guns. Security A versatile energy weapon. Best thing is to disable a target and then either handcuff (for arresting) or spam the other remaining shots at them on kill mode (for murder). Advegun.png 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.png 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. Antique laser.png Head of Security's Gun Recharger.gif Energy 5 Stun, 10 Laser, 20 Disable 20 Burn Head of Security. Nanotrasen The first attempt by Nanotrasen to remake the Captain's Antique Laser. Has more firing modes on offer but lacks the ability to recharge. Ionrifle.png Ion Rifle Recharger.gif Energy 10 Ion Pulses 20 Brute to silicon mobs Up to 90 damage to mechs 3×3 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. Retrolaser.png 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. Tempgun.png 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. Xraygun.png 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. Pulse Based Icon Item Ammo Capacity Damage & Effects How to Acquire Faction Usage Notes Pulserifle.png 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. Pulsecarbine.png Pulse Carbine Recharger.gif Energy 10 Pulse, 20 Laser, 10 Stun 50 Burn Emergency Response Team Nanotrasen A scaled down version of the Pulse Rifle, holds significantly less power than the Pulse Rifle but is capable of being placed inside bags. Issued to Elite Emergency Response Team Security personal. Misc Weapons Icon Item Ammo Capacity Damage & Effects How to Acquire Faction Usage Notes Chem sprayer.png Chem Sprayer Chemicals 600 units total 150 units of Spore Toxin (Causes blindness) 150 units of Cryptobiolin 150 units of Unstable Mutagen 150 units of Chloral Hydrate Confusion, blindness, dizziness, knockout, and random mutations with the standard reagents. Ordered via syndicate uplink, costs 10 telecrystals, only available to Nuclear Agents. Syndicate Think of it as a spray bottle. Except each spray is three tiles wide and can travel the entire screen. Generally kept away from players due to the potential of the lubepocalypse. Flamethrower.png Flamethrower Plasma tank.png Gas of your choice Depends on tank pressure Depends on the gas Made by yourself or with a hacked Autolathe Civilian You are a firestarter! Allows for creative gas mixes if you know your atmos. An area denial tool, generally useful for making small areas uninhabitable for people, not so useful when trying to kill someone, as it's easy to run away. Sgun.png Syringe Gun Syringe.png Syringes 1 Syringe 6 Brute + 15u chemicals Medbay Storage. Civilian In fact, this is very robust. Think of it as a ranged hypospray. Rapidsyringegun.png Rapid Syringe Gun Syringe.png Syringes 6 Syringes 6 Brute + 15u chemicals R&D Lab once researched first. Nanotrasen See the syringe gun, but take into account it holds four syringes. Can be made through researching them, and only costs metal to make. This gun gives you the power to fuck over six people at once!
Admin Only Weapons These weapons are currently restricted to admin spawn only, some may also appear in 'summon gun' events during a Wizard round however.
Icon Item Ammo Capacity Damage & Effects How to Acquire Faction Usage Notes Automaticsilenced.png Silenced Pistol Ammo 50.png .45 12 rounds 20 Brute + Knockdown Away missions. Admins. Admin A small, quiet, easily concealable gun. Uses .45 rounds. Tommy gun.png Tommy Gun Ammo 9mm.png 9mm 50 rounds 20 Brute + Knockdown Admins Admin A genuine Chicago Typewriter. Gyrogun.png Gyrojet Pistol Ammo 75.png .75 8 Rounds 74 Brute from direct hit 24 from a tile away explosion (-1, 0, 2) Summon guns exclusive. Admin Delivers an explosion with every shot, plus you can afford to be less accurate with it, as the explosion hits 3×3, so it's great against groups. 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.
Icon Item Type of Stun How to Acquire Notes StunBaton.gif Stun Baton Weaken + Stun Duration 7 Security Not being security, and having this out, is likely to land you in the brig. Stunprod.png Stunprod Weaken + Stun Duration 5 Made by yourself Having this is a quick way to get robusted by security. Telescopic Baton.png Telescopic Baton Weaken Duration 3 Be a Head of Staff Not being a head of staff and having one of these is yet another way to incur security's ire. Flash.gif Flash Stun Duration 5 Security, Bridge, Sec Checkpoint, Tech Storage Cyborgs are vulnerable to this method of stunning. Eye protection, such as sunglasses or welding helmets prevents you from being stunned this way. Hybrid taser.gif Hybrid Taser Weaken + Stun Duration 5 Security A ranged stun, which sets Sec apart from everyone else. Has five charges. Energy Gun.gif Energy Gun Weaken + Stun Duration 5 Captain, HoS, HoP, Armory Like a Taser, but with more charges, and the option to kill, if needed. HoS is the only person on station to start with one at round start. Disarm.png Disarm Intent Weaken Duration 2 Have arms You have a chance to disarm (make someone drop their weapon) or push someone down when attacking with the disarm intent. Someone pushed down will also drop their weapon. Very brief. Hspray.png Chloral Hydrate Sleep Chemistry Typically used with a syringe gun, Hypospray, or Smoke Grenade. This puts anyone to sleep for an extended period of time. Large doses can kill someone (41+ units). Flashbang.gif Flashbang Weaken + Stun Duration varies with distance. Max 10 Security Very good for stunning a whole room. Not wearing ear protection will make you deaf for awhile. Laser Pointer.png Laser Pointer Blinds humans Weaken on cyborgs Duration 5-10 Lawyer, Librarian, Research Director Has a chance of blinding people and cyborgs, like a Flash; a fully upgraded laser pointer has a 100% chance. Hud-target.gif Knockout Paralyze Duration varies Have arms When you hit someone in the head/mouth, there's a fairly low chance for them to be knocked out. Disabler.png Disabler Stamina damage Through Disabler Crate from Cargo. A self defense weapon that exhausts targets, weakening them until they collapse. Non-lethal. Stun Revolver.png Stun Revolver Weaken + Stun Duration 5 Through research A high-tech revolver that fires stun cartridges. The stun cartridges can be recharged using a conventional energy weapon recharger. Taser with 8 charges. Resonant Shriek Weaken Duration 5-10 Being a changeling Only weakens cyborgs. Humans become deaf and confused. Fff.png Stun Talisman Weaken + Stun Duration 10 + 15 duration silence Being a cultist and making one. Works on cyborgs. Blocked by null rod. Beepsky.png Beepsky Weaken + Stun Duration 5 Made in robotics. Attacks those set to arrest, and, depending on the mode, with weapons out without permission. Ed209.png ED-209 Weaken + Stun Duration 5 Made in robotics. Attacks those set to arrest, and, depending on the mode, with weapons out without permission. Icon Counter Type of Stun How to Acquire Notes Hulk.png Hulk Any Genetics or Virology Hulks don't get stunned and don't fall ever. Even space lube doesn't make them fall, though they do slip. SGlasses.png Eye protection Flashes Cargo and Engineering for welding helmets, Security for sunglasses. Doesn't do anything with the stun itself; rather, it protects you from flashing Damage Prevention A few items, when used, can completely block damage.
Icon Item How to acquire Protection Notes RiotS.png Riot Shield Armory Blocks melee and projectile attacks to the chest. Note that attacks aimed at other parts of the body (commonly the head) may miss, and have a chance of hitting another part instead, usually your chest. Eshield.png Energy Combat Shield Nuke ops Blocks most melee and ranged projectiles Works just like a riot shield, except with a 100% chance to deflect all lasers and energy shots, making it very robust. Can also be turned off to fit in your pocket. Reactivearmor.png Reactive Teleport Armor Research Director's Office Teleports you randomly if you're hit. It could end badly if you get spaced due to this, but it'll still improve your odds of surviving. Sword.gif Energy Sword Syndicate Uplinks Blocks most projectiles Needs to be turned on to work. Counts as a shield just like the riot shield. 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.
Body Armor Icon Item How to acquire Protection Defense values % Notes CaptArmor.png Captain's Armor Captain's Quarters Offers moderate protection from most sources. melee = 40 bullet = 50 laser = 50 energy = 25 bomb = 50 bio = 100 rad = 50 The Captain will sometimes wear this. It's also space-worthy, but it will slow you down. Wearing this while not the Captain is a good way to get robusted. Capscarapace.png Captain's Carapace Captain's Quarters Offers moderate protection from most sources. melee = 50 bullet = 40 laser = 50 energy = 10 bomb = 25 A special armor vest unique to the Captain. Offers far greater protection than most armor, and also displays your authority to the crew. RIG.png Engineering Hardsuit Engineering Gives low protection from melee attacks and explosions. melee = 10 bullet = 5 laser = 10 energy = 5 bomb = 10 bio = 100 rad = 75 See here for information on the different styles. Atmospherics Hardsuit.png Atmospherics Hardsuit Atmospherics Identical to normal RIG however it is one of the only items that grants complete protection from Fire at the cost of no Radiation protection. melee = 10 bullet = 5 laser = 10 energy = 5 bomb = 10 bio = 100 See here for information on the different styles. Mining Hardsuit.png Mining Hardsuit Mining Gives quite good protection from melee attacks and explosions. Can be upgraded with goliath hide plates to a maximum of 80 melee defense. Essentially becoming a spaceworthy riot suit. The helmet must be upgraded independently of the suit. melee = 30 - 70 bullet = 5 laser = 10 energy = 5 bomb = 50 bio = 100 rad = 50 See here for information on the different styles. AdvRIG.png CE Hardsuit Chief Engineer Gives good protection from melee attacks, near complete Radiation protection and complete protection against Fire. melee = 40 bullet = 5 laser = 10 energy = 5 bomb = 50 bio = 100 rad = 90 See here for information on the different styles. Medical Hardsuit.png CMO Hardsuit Chief Medical Officer Provides little physical protection and does not block intense light based weapons, such as flashbangs or flashes. But is a easy to access Hardsuit for the CMO. melee = 30 bullet = 5 laser = 10 energy = 5 bomb = 10 bio = 100 rad = 50 See here for information on the different styles. RDRIG.png RD Hardsuit Research Director More accurately described as a space proof bomb suit. One of the only Hardsuits to provide 100% bomb protection, the helmet also has a diagnostic HUD built in. melee = 30 bullet = 5 laser = 10 energy = 5 bomb = 100 bio = 100 rad = 60 See here for information on the different styles. Security Hardsuit.png Security Hardsuit E.V.A. Gives slightly increased protection against all damage sources. melee = 30 bullet = 15 laser = 30 energy = 10 bomb = 10 bio = 100 rad = 50 See here for information on the different styles. HoSRIG.png HoS Hardsuit E.V.A. Gives slightly increased protection against all damage sources. melee = 45 bullet = 25 laser = 30 energy = 10 bomb = 25 bio = 100 rad = 50 Offer more protection than the standard Security Hardsuit. Still not as good as the Captain's spacesuit. Wizardsuit.png Gem-encrusted hardsuit Wizard or Summon magic Offers good protection overall and counts as a robe for spellcasting. Protective against fire and totally acidproof to boot! melee = 40 bullet = 40 laser = 40 energy = 20 bomb = 35 bio = 100 rad = 50 See here for information on the magical arts. Ablative.png Ablative Armor Vest Armory Gives excellent protection against Laser and Energy attacks and can even deflect them. melee = 10 bullet = 10 laser = 60 energy = 50 It will sometimes deflect energy projectiles, which includes Taser shots! It's also a traitor objective. Expect to receive a harsh sentence from security if caught with this. Bulletproofvest.png Bulletproof Vest Armory Makes the wearer very resilient to bullets at the cost of being poor defense against other weapons. melee = 15 bullet = 80 laser = 10 energy = 10 bomb = 40 Very useful against gangsters and nuke ops. The helmet only provides half of the protection of the vest sadly. Armor.png Body Armor HoS, HoP, Security Protects moderately against melee and lasers, which are common things to be harmed by. melee = 25 bullet = 15 laser = 25 energy = 10 bomb = 25 The standard armor found on security mooks. Also sometimes found on Ian. Swatarmor.png Riot Suit Armory This, combined with the riot shield, will make you be the nightmare of fire extinguisher -wielding assistants everywhere. Gives complete protection to the entire body. melee = 50 bullet = 10 laser = 10 energy = 10 It's very resistant to melee attacks, BUT it's less protective against lasers than standard armor. Armoredcoat.png Armored Coat HoS A good set of armour that covers the entire body, and the HoS starts with it. Not as powerful as it once was but it's still robust. melee = 30 bullet = 30 laser = 30 energy = 10 bomb = 25 Wear this as your rightful trophy if you manage to outrobust him. Deathsquad.png Deathsquad Armor Death Squad Extremely robust armor found only on Deathsquad Officers. Offers strong protection against all damage sources to the entire body, in addition to being spaceworthy. Moderate slowdown. melee = 80 bullet = 80 laser = 50 energy = 50 bomb = 100 bio = 100 rad = 100 If you see someone wearing this, it's a good idea to run. Bomb-suit.png Bomb Suit Toxins Lab, Armory Protects you from bombs. Even if a bomb manages to kill you, your body will not be gibbed and you can be cloned. melee = 40 laser = 20 energy = 10 bomb = 100 A suit designed for safety when handling explosives. Secjumpsuit.png Security Officer's Jumpsuit Security Offices A security officer's jumpsuit provides a small amount of melee protection. All security-division jumpsuits have the same benefit, whether it be an officer's, the detective's, or the HoS's. Lawyers do not, however. melee = 10 The kicker? It goes in your jumpsuit slot, and when worn underneath armor will stack their defenses additively. The riot suit's 80% melee reduction becomes an incredible 90%. Helmets Icon Item How to acquire Protection Defense values % Notes Helmet.png Helmet Security Office Standard head gear for security mooks. Keeps your head safe. melee = 25 bullet = 15 laser = 25 energy = 10 bomb = 25 Brave officers may opt to wear the security beret or hat instead. The warden's hat offers the same protection as this. Swathelmet.png Swat Helmet Derelict A rare and extremely powerful helmet that protects against all kinds of damage. Spaceworthy. melee = 40 bullet = 30 laser = 25 energy = 25 bomb = 50 bio = 10 If you get this, be proud that you are wearing the best protective headgear in the game. Riothelm.png Riot Helmet Armory Provides excellent melee protection, but lacks in other areas. melee = 41 bullet = 15 laser = 5 energy = 5 bomb = 5 bio = 2 Useful during revolutions, and other situations where you might be swarmed with melee weapons. Hoscap.png Head of Security Hat HoS Provides robust head protection in all damage types. The HoS starts with this. melee = 40 bullet = 30 laser = 25 energy = 10 bomb = 25 bio = 10 Powerful and stylish, also for showing who is in charge around here. The dermal armor in the HoS's locker offers the same protection as this. Deathsquadhelm.png Deathsquad Helmet Death squad A strong helmet that provides reduction against most damage types. Spaceworthy. melee = 80 bullet = 80 laser = 50 energy = 50 bomb = 100 bio = 100 rad = 100 Underwhelming compared to the deathsquad body armor