Table of Contents
Weapons and Ammunition
In most circumstances, the only people who should be carrying weapons are the Heads of Staff and Security, and even they shouldn't be carrying them in hand unless there is a significant threat or alert. That said, the dangers of an out-of-the-way space station mean that people will need to defend themselves with whatever comes to hand. And of course, not everyone on the station may be law-abiding citizens…
Melee Weapons
These items are purpose-built for melee combat, and generally are found in the possession of security or specific personnel. Note that using these to cause severe injury to others is generally worthy of investigation; even Security isn't allowed to indulge in unwarranted overexuberant beatings of random vending machine pilferers.
Flash
Found in: Lockers at the Security Office and Security Posts, Chief Engineer's Office, Robotics, Bridge, Tech Storage.
Used for: Subjugating criminals.
Strategy: Use it on the criminal, assuming he doesn't have protective eyewear.
Authorized for: Heads of Staff, Security, R&D
Description:
A versatile tool! Flashes are small devices capable of producing an extremely bright light that is capable of blinding someone for approximately five seconds if they are immediately adjacent to you. This light will overcome visual senses, causing disorientation, allowing plenty of time to handcuff them. This is an acceptable alternative to a Stun Baton in a pinch, but is not recommended as an alternative due to it not working against anybody wearing protective eye coverings such as welding helmets or Sunglasses. On the downside, overexposure can cause blindness, and the flash's bulb is prone to burning out after repeated usage.
Handheld flashes are effective at stunning Cyborgs, and are one of the few ways of stunning them. Carry it in your pocket.
Some revolutionary leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear.
Telescopic Baton
Found in: Heads' backpacks
Used for: Dealing with mutinous/hostile staff members
Strategy: Apply in hand to extend it. Apply to person to dole out administrative justice.
Description:
Also known as a telebaton, this is a compact yet effective personal defense weapon that can be concealed when folded. Every Head gets one to protect themselves in emergencies.
Stun Baton
Found in: Security Officers' backpacks or belts, lockers in the Security Office
Used for: Subjugating criminals
Strategy: Apply to the criminal.
Description:
Your primary melee weapon as a Security Officer. Standard Protocol is to wear it on your BELT slot or on your actual Security Belt. Do not run around with your weapon brandished, especially during low-alert times.
Stun batons have two modes: on and off. While on, using it will result in a stun. Harm will cause you to smash the baton into the victim, bruising and stunning them for a very short time; disarm will jab the device into their skin and let them baste in very painful but mostly safe electricity. You'll generally be using it with this intent. Excessive use is discouraged among forward-thinking and sympathetic security forces. Recharged in a recharger.
Note that leaving the baton on will drain it, so make sure you only switch it on when needed.
Projectile Weapons
Firearms
Firearms are, strictly speaking, generally forbidden to anyone but members of Security without authorization. For example, the Barman has authorization for his shotgun within the bar, which is provided with nonlethal ammunition for handling barfights and general alcoholic craziness. The Doctor does not by default have authorization to carry an Uzi and should be investigated if found to have one.
Beam Weapons
Beam weapons are typically provided to security forces to do their jobs, and generally are not provided to crew without specific justification (defending the station against a major threat, for example). A crewmember armed with a beam weapon without authorization or specific cause (picking one up to defend against the maniacal cultist chasing them with a chainsaw, for example) is violating station policies and may suffer penalties.
Hybrid Taser
Found in: Lockers at Security Office and Security Posts
Used for: Subjugating criminals
Strategy: Shoot it at the target
Description:
This is the primary weapon of law enforcement. It has two modes of use; Tase OR Disable. In taser mode (Yellow) it will fire an incandescent ball of energy at low velocity. The projectile is stopped by windows, grills, walls, and various other obstructions. When the shot hits its target, it will cause temporary paralysis and slur speech to near illegibility. The range of the taser shot is also limited. In Disabler mode (Light Blue) it will fire a blue disabler beam that deals stamina-damage, slowing down the prep and making them fall after a few shots. The disabler beam is NOT stopped by windows and grills and its range is unlimited. Melee use of this weapon is inappropriate except for the most extreme cases (see space law section Dangerous Criminals). When aiming for the head, tasers are exceptional melee weapons even when out of charge, very often knocking the opponent unconscious with a single blow. They can be found in security lockers.
Flashbang
Flashbang Found in: Inside lockers at Security Office and Security Posts, a full box at Armory Flashbangbox.png
Used for: Subjugating many criminals at once Strategy: Trigger it and throw it at a criminal mob
Description: This is an advanced piece of equipment because it is so difficult to use. It's distributed by SecTech vendors and the Warden, and can also be found in security lockers. In rooms where multiple and/or armed personnel are expected, you may use a flashbang to “breach” the room. Select it, press the button, and throw it immediately. It will blind everyone nearby for a short period of time and deafen them for a longer period of time. If all goes well, they will be on the ground, having dropped their weapons, and awaiting your handcuffs.
Also note that the Flashbang will disable a cyborgs for a few moments. Use this to subdue a borg from a safe distance.
Pepperspray
Pepperspray Found in: Inside lockers at Security Office and Security Posts Used for: Subjugating a criminal Strategy: Shoot it at the criminal
Description: Manufactured by UhangInc, used to blind and down an opponent quickly. Can store 8 sprays inside it. Remember to set the Pepper Spray to use 5 units to get the most out of it, using it at 5 units will have it cover up to four tiles and take down anyone not wearing eye protection.
Can be filled at Pepper Spray Refiller.png Pepper Spray Refillers located in walls at Security Office and Security Posts.
Energy Gun
Found in: Armory, Captain's locker, Head of Personnel's locker
Used for: Subjugating criminals and/or eliminating threats
Strategy: Toggle the mode you want and fire at the target
Description: Distributed by the Warden and standard issue for the Head of Personnel, Head of Security (who gets two) and the Captain. This state of the art weapon combines the function of a Disabler and a laser gun in one. Clicking the weapon while it's held alternates between a disabling shot and a burning laser: blue for stun, red for kill. Energy guns make exceptional melee weapons due to their uncanny ability to knock people unconscious when aimed at the head. E-guns are stored in the armory and can be ordered in a secure crate by the quartermaster. They are to be distributed only under the most extreme circumstances or at the Head of Security's discretion.
Laser Gun
Laser Gun Found in: Armory
Used for: Eliminating threats
Strategy: For lethal containment of extreme threats.
Description: Distributed by the Warden, this is a more lethal version of the Energy Gun that in fact lacks a non-lethal function. The laser gun, unsurprisingly, shoots lasers, which deal a great deal of burning damage. The lasers will travel through grilles and glass of all sorts. Laser guns have as many shots as e-guns and can be recharged. The gun is also very heavy - useful for the beating up of people. Usually distributed along with Riot Shields in extreme cases. Can be ordered by the quartermasters in a secure weapons crate, which itself can only be opened by a security officer or military head of staff.
In the event of a massive biological outbreak, security staff usually freely distribute laser weapons to the crew, as they are effective against the blob and lack stun capabilities.
Stun Revolver
Stun Revolver Found in: R&D Lab after they've researched it
Used for: Apprehending the criminal
Strategy: Shoot at the perp
Description Like a taser but has six shots. (???)
Captain's Antique Laser Gun
Found in: Captain's Quarters
Used for: Shooting people.
Appearance: This is a special, engraved laser pistol, made with a real leather handgrip.
Features: High Risk Item
Authorized for: Captain
Description:
This gun is kept in a glass case in the Captain's Quarters, but is hooked up with an anti-theft system. Breaking the case will trigger a lockdown, shutting and bolting all the doors out of the room, and the AI will be alerted. Keep this in mind, and plan your heist before you carry it out.
What makes this gun so special? It automatically regenerates energy without any drawbacks. Enemy agents would kill to steal this for research. They do exactly that a lot, in fact, which makes this a High Risk Item.
Exosuit Weapons
Pod Weapons
Station Defense Weapons
Grenades and Small Explosives
Grenades
Grenades are made of three things: Chemicals, trigger assemblies, and an outer shell to hold them. When you arm them, the trigger sits there, waiting patiently for an excuse to go off, until finally the grenade primes, the chemicals mix, and whatever happens, happens. Most trigger assemblies also act as a source of fire, setting off chemical reactions that normally require flames. They do not cause high heat, though a superheated chemical may cause this reaction in a chemical that responds to heat. Creative design of explosives is one of the many things that makes science fun.
Constructing a Grenade
In order to construct a grenade, you first need a Grenade Casing or Large Grenade Casing. Regular Grenade Casings can contain up to two bottles or beakers of chemicals (which will be mixed when the grenade goes off); Large Grenade Casings can use larger objects, such as slime cores. Note that non-reactive substances will be useless without something to react to!
Second, you need a trigger mechanism, designed with an Igniter (this sets off the reaction and causes a fire source) and a secondary mechanism. You can use a Cable Coil to create a timed grenade with a time of five seconds, a Timer to create a timed grenade with other timing, a Proximity Sensor to create a proximity grenade, a Mousetrap to create a grenade triggered when stepped on, a Remote Signaling Device for a grenade that can be triggered by radio signal, a Voice Analyzer for a voice-activated grenade, or an Infrared Emitter for a grenade that activates if someone breaks the infrared beam.
Once you've decided on your trigger mechanism, use a screwdriver on the Igniter to prepare it to attach, and on the trigger mechanism (if not a cable coil) to prepare it to attach. Attach them together and you get a (trigger)-Igniter Assembly, which you can then screwdriver to prepare it, then attach to your Grenade Casing to set the trigger in place. The end product is now an Unsecured Grenade.
Next, you want to add the grenade's payload; typically two containers of chemicals to be mixed when the device triggers. Insert these containers, then use your screwdriver on the unsecured grenade to finish your grenade.
Congratulations, your new toy is armed and ready to use! Note that until the grenade is properly secured, you can use a wrench to remove its chemical payload and trigger mechanism, in that order.
So what do you put in it? That's up to you, though a thorough understanding in chemistry will help. Some reagents will not be maintained through an explosion, and some items will not be practical, so experiment in the testing area until you are satisfied!
Obtaining Materials
Standard Grenade Casings are produced in the Autolathe with your metal of choice. Large Grenade Casings are available after some basic weapons research, to ensure that your engineering team doesn't just start tossing random things into a metal container without any idea of what will happen.
Cable Coils are commonly available throughout the station, though Chemistry, Engineering, and Art Storage will have spare supplies.
Igniters are available in the Research department, but can also be dispensed from some vending machines, as can most other triggers. Autolathes can also manufacture igniters and most trigger devices.
Slime Cores are only available through Xenobiology research and manufacture.
Bottles and Beakers are most commonly available from the Chemistry department, although creative minds have fould other substitutes.
Most of the chemicals you will need for useful grenades will come from Chemistry.
Legal Payloads
Metal Foam
This is useful for rapidly sealing off an area that has suffered abrupt breaching.
- Bottle: 30x Iron/Aluminium
- Bottle: 10x Foaming Agent, 10x Fluorosulfuric Acid
Cleaner
For making the janitor's job a lot easier.
- Beaker: 40x Foam Surfactant
- Beaker: 40x Water, 10x Space Cleaner
Tear Gas
Security loves these for restoring order when the assistants get too uppity.
- Beaker: 25x Condensed Capsaicin, 25x Potassium
- Beaker: 25x Phosphorus, 25x Sugar
Illegal Payload Ideas
Note that using any of these outside of a testing environment without the sanction of the administration will likely be seen as a criminal act. With that said, knowing how to whip up something more deadly can be vital when the station is under attack by a major threat.
Lethal Knockout Smoke
Bottle: 10x Phosphorus, 10x Potassium, 10x Chloral Hydrate Bottle: 10x Sugar, 20x Chloral Hydrate
Small Explosive
Bottle: 30x Potassium Bottle: 30x Water
Trigger Effects
The grenade will be work differently depending on the trigger used in its construction:
Igniter+Cable: Goes off after 5 seconds
Igniter+Timer: Goes off after a certain time has elapsed
Igniter+Mousetrap: Goes off when stepped on
Igniter+Proximity Sensor: Goes off when something moves adjacent (there is an arming period)
Igniter+Remote Signaling Device: Goes off when it receives the correct code via radio
Igniter+Voice Analyzer: Goes off when the trigger word is said out loud
Igniter+Infrared Emitter: When triggered, a laser beam (either invisible or red) will extend out in the direction the grenade is facing (it can be rotated before use). If that beam is disturbed, the grenade will go off.
Using a Grenade
Use a grenade in hand to activate it in case of a Cable trigger. If any other kind of trigger is used, the trigger's default menu will open and allow for it's settings to be changed and activated.
When the grenade goes off, the chemical beakers/bottles inside will mix their contents. If the mixture causes an effect (Smoke, an explosion, etc), it will happen at this time; otherwise, the resultant chemicals will be spread over everything in range. A grenade filled with Space Lube, for instance, will coat every nearby floor surface with slippery goop; a grenade filled with Mindbreaker Toxin will cause everyone unlucky enough to be in range to go completely crazy.
Disarming a Grenade
If you use a Screwdriver on a Grenade, you will unsecure it and thereby stop it from functioning (note that armed proximity grenades will explode before you get a chance!) A Wrench can then be used to remove the payload to prevent anyone from rearming it.
Large Explosives
Improvised Weapons
Many tools and supplies make damnably effective weapons when necessary. A toolbox, fire extinguisher, or wrench is often the closest defensive weapon an engineer has to hand; doctors are rarely without their scalpels and other sharp implements; a janitor is almost never without his mop; and so on. Most improvised weapons inflict Brute damage of varying degrees.
Makeshift weapons
Makeshift weapons are offensive weaponry or equipment that can be made with relatively common and low tech items. They are significantly less effective than more modern and effective Security items, but these weapons can prove to be very useful in a pinch and can surprise even the most hardy of people.
Cablecuffs
Cable cuffs are makeshift handcuffs. They are easier to break out of, and wirecutters will remove them instantly, but otherwise they still function as normal handcuffs. They are also used to construct some basic weapons.
Requires: 15 x Cable coil
Click on the Cable Coil in your hand and select “Make Cable Restraints”.
Alternatively, you can hold some cable and click 'Make Cable Restraints' in the object tab.
Spear
The spear is a makeshift melee weapon which can only be held in hand or on your back. It does 10 brute when wielded with one hand, and 18 brute when wielded in both hands.
Requires: 1 x Rods, 15 x Cable coil, 1x Glass shard.
Make Cable Restraints from the Cable Coil.
Use the Rods on the Cable Restraints.
Use the Glass Shard on the Wired Rod.
Stunprod
The Stunprod is a makeshift Stun Baton which consumes much more battery life and stuns for less when used, it will keep a target down for about five seconds which is enough time to slap some cuffs on. Expect to get thrown in the brig if caught with this weapon by Security. It is possible to recharge a Stunprod after depleting its power supply, simply use a Screwdriver on the prod to remove the Power Cell and either replace it with a fresh cell or put the dead cell in a Cell Charger.
While the Stunprod is great for self-defense, it deals poor damage to targets, best usage of the Stunprod is to subdue your target or use it to get distance between yourself and the target.
Requires: 1 x Rods, 1 x Wirecutters, 15 x Cable coil, 1x Power cell
Make Cable Restraints from the Cable Coil.
Use the Rods on the Cable Restraints
Use the Wirecutters on the Rods
Use the Power Cell on the assembled rod.
OR:
Collect all components and place on a table
Click and drag the table to your sprite
Select “Stunprod” and wait a few seconds
Improvised Explosive Device (IED)
The IED is a firebomb made out of a soda can. It is weak but it can do lots of damage if used correctly, from setting fire to crew to breaking power wires. It has a random timer between 3 and 8 seconds, so use it wisely!
Requires: 1 x soda can, 1 x 1 igniter, welding fuel, 1 x Cable coil
Fill the can with welding fuel
Put the can, the igniter, and the cable coil on a table
Click and drag the table onto your sprite
Flamethrower
The flamethrower creates a stream of flame that superheats the air and causes those caught in the flame to catch on fire. It has a range of about three tiles and is most effective against alien weeds and space vines; while very effective against the aforementioned two infestations, the flamer is at best a suppression weapon against human targets and at worst a suicide attack to yourself. You are better off using a Stun Prod or a Toolbox to do direct damage; however the flamethrower is great for area denial, AoE attacks, and damage done over time (both from catching on fire and the hot state that it leaves the surrounding air in). When using a flamethrower either wear a Firesuit to protect you against the high heat or move back as soon as you fire the weapon.
May simply cause masses of plasma to be spewed everywhere if the pressure settings are too high.
Requires: 1 x Rods, Screwdriver, 1 x Welder, 1 x Igniter, 1 x Plasma Tank
Screwdriver the Welder
Add Rods to the Welder to create the Flamethrower
Screwdriver the Igniter
Add the Igniter to the Flamethrower
Screwdriver to finish
Load a Plasma Tank
Or:
Put the Welder, Rods, and Igniter on a table
Hold a screwdriver
Click and drag the table to yourself
Select “Flamethrower”
Load a Plasma Tank
You can also get one from a hacked Autolathe, minus the plasma tank.
It should also be noted that the fuel inside the plasma tank determines the properties of the shot flame. Mixes of plasma and other gases can create different results when using the flamethrower, namely in temperature.
Improvised Shotgun
Essentially a tube that aims shotgun shells.
Requires 1 x Modular Receiver, 1 x Rifle Stock, 1 x Disposal Pipe, 1 x Package Wrapper, Screwdriver
Collect all the materials (make Modular Receiver from a Protolathe, make Rifle Stock from 10 wooden planks)
Put them on a table
Have Screwdriver in hand, drag the table on you and commence crafting and you're done
(If you want improvised shells for it, use Technological Shells from the Protolathe)
Meteorshot Shell.png Meteorshot Shell
A shotgun shell rigged with CMC technology, which launches a massive slug when fired.
Requires
1 x Tech Shell, 1x RCD Ammo, 1x Micro-Manipulator, Screwdriver
Collect all components and place on a table
Click and drag the table to your sprite
Hold a screwdriver
Select “Meteorshot Shell” and wait a few seconds
Pulse Slug Shell.png Pulse Slug Shell
A delicate device which can be loaded into a shotgun. The primer acts as a button which triggers the gain medium and fires a powerful energy blast. While the heat and power drain limit it to one use, it can still allow an operator to engage targets that ballistic ammunition would have difficulty with.
Requires
1 x Tech Shell, 1x Advanced Capacitor, 1x Ultra-High-Power Micro-Laser, Screwdriver
Collect all components and place on a table
Click and drag the table to your sprite
Hold a screwdriver
Select “Pulse Slug Shell” and wait a few seconds
Dragonsbreath Shell.png Dragonsbreath Shell
A shotgun shell which fires a spread of incendiary pellets.
Requires
1 x Tech Shell, 5u Phosphorus, Screwdriver
Collect all components and place on a table
Click and drag the table to your sprite
Hold a screwdriver
Select “Dragonsbreath Shell” and wait a few seconds
Pneumatic Cannon
A unique gas-powered gun that can fire anything loaded into it.
Requires: 2x pipe, 8x package wrapping, 4x metal sheets, Wrench, Welder
Collect all components and place on a table, including the tools
Select Pneumatic Cannon and craft
Acquire a medium-large sized gas tank to power the cannon