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===Weapons and Weapon Kits=== '''Note:''' Most weapons come as kits, cases that include both the gun and some extra magazines. Available ammunition has been rolled into the weapon's tables for efficiency sake. {| class="wikitable sortable" !Item ! class="unsortable" |Icon !Cost ! class="unsortable" |description ! class="unsortable" |info |- | id="Bulldog_Shotgun" |Bulldog Shotgun |[[File:Nukeop case.png]] [[file:Bulldog.png]] | style="text-align: center;" |8 |The Bulldog is a semi-automatic drum fed shotgun that can hold up to 8 shells. This can make a excellent fallback weapon or a robust primary weapon by itself. While its suffers from the drawbacks of shotguns (less damage at range) it can nonetheless make a reliable and cheap alternative to other more expensive weapons. Starts with a syndicate firing pin, which prevents enemies from using it. The kit includes the bulldog shotgun and three spare standard magazines (four, if you count the loaded secondary magazine that comes with the gun). {| class="mw-collapsible mw-collapsed" style="width:100%" ! class="unsortable" |icon ! class="unsortable" |Название ! class="unsortable" |ammo types !cost |- |[[file:BuckshotBull.png]] | id="12g_Buckshot_Drum" |12g Buckshot Drum | A 8 round drum magazine for use in the Bulldog Shotgun. Essentially functions as any normal shotgun, deals great damage in close range combat, dealing 45 brute damage if all pellets hit, but has damage falloff over range.<br> Akin to most shotguns a buckshot magazine is unreliable in ranged combat, however this ammo type excels in close range encounters such as maintenance or when holding a corner. | style="text-align: center;" | 2 |- |[[file:DragonBreathBull.png]] | id="12g_Dragons_Breath_Drum" |12g Dragon's Breath Drum |A 8 round drum magazine for use in the Bulldog Shotgun. Dragon's Breath shells trade immediate damage, dealing only 20 brute damage if all pellets hit a target, for long term damage in setting anyone caught in its blast on fire. A shot from a Dragon's Breath magazine leaves a long trail of fire that quickly dissipates, but can be effective in setting many crew members on fire. Don't shoot your own teammates in the back. | style="text-align: center;" |2 |- |[[file:BreachingBull.png]] | id="12g_Breaching_Drum" |12g Meteorslug |A 8 round drum magazine for use in the Bulldog Shotgun. Meteor Slugs shoot one single 30 damage meteor, that stuns any person it hits for a moment. The real value of these shells is that anything hit by them is knocked away or dealt massive damage. This lets you instantly destroy walls and windows, as well as breaching airlocks, leaving their frame vulnerable and locked. | style="text-align: center;" |2 |- |[[file:BuckshotBull.png]] | id="12g_Slug_Drum" |12g Slugs |A 8 round drum magazine for use in the Bulldog Shotgun. Shoots one single 50-damage projectile. | style="text-align: center;" | 3 |} | |- | id="C-20r_Submachine_Gun" |C-20r Submachine Gun |[[File:Nukeop case.png]] [[file:C20r.png]] | style="text-align: center;" |14 |Has 24-round magazines and uses .45 rounds. A reliable and robust weapon. Can also be fitted with a [[#Universal_Suppressor|Silencer]]. Starts with a syndicate firing pin, which prevents enemies from using it. The kit comes with three standard spare magazines. {| class="mw-collapsible mw-collapsed" style="width:100%" ! class="unsortable" |icon ! class="unsortable" |Название ! class="unsortable" |ammo types !cost |- |[[file:45Mag.png]] | id=".45_Ammo_Magazine" |.45 Ammo |A 24-round .45 magazine for use in the [[#C-20r_Submachine_Gun|C-20r submachine gun]]. 35 raw damage. | style="text-align: center;" |2 |- |[[file:45Mag.png]] |.45 Incendiary SMG Magazine |A 24-round .45 magazine for use in the [[#C-20r_Submachine_Gun|C-20r submachine gun]]. 15 raw damage, adds two firestacks. | style="text-align: center;" |4 |- |[[file:45Mag.png]] |.45 Armor Piercing SMG Magazine | A 24-round .45 magazine for use in the [[#C-20r_Submachine_Gun|C-20r submachine gun]]. 30 raw damage, 50 Armor Piercing capability. | style="text-align: center;" |4 |- |[[file:45Mag.png]] | .45 Hollow Point SMG Magazine |A 24-round .45 magazine for use in the [[#C-20r_Submachine_Gun|C-20r submachine gun]]. It deals a whooping 50 raw damage, though it falls substantially when armor comes into play. | style="text-align: center;" |4 |} | |- | id="SAW" |L6 Squad Automatic Weapon Case |[[file:L6machinegun.png]] | style="text-align: center;" | 18 |Holds the most ammo of any gun available: 50 7mm rounds dealing high brute damage. A few good shots on someone and they're down. Shoots in three-round bursts and needs two free hands to use. Dust cover must be opened with an alt-click to be able to insert a new magazine. Starts with a syndicate firing pin, which prevents enemies from using it. This comes as a single weapon, and with no spare ammunition. {| class="mw-collapsible mw-collapsed" style="width:100%" ! class="unsortable" |icon ! class="unsortable" |Название ! class="unsortable" | ammo types !cost |- |[[file:A762.png]] |7mm Box Magazine |A 50-round magazine of 7mm ammunition for use in the [[#L6 SAW|L6 SAW]] machinegun. By the time you need to use this, you'll already be on a pile of corpses. | style="text-align: center;" | 2 |- |[[file:A762.png]] |7mm (Hollow-Point) Box Magazine |A 50-round magazine of 7mm Hollow-Point ammunition, that deals 60 damage on hit, that is however heavily reduced by armor. | style="text-align: center;" | 4 |- |[[file:A762.png]] |7mm (Incendiary) Box Magazine |A 50-round magazine of 7mm Incendiary ammunition, that only deals 20 damage on hit but leaves a fiery trail, while setting targets hit on fire as well. | style="text-align: center;" |3 |- |[[file:A762.png]] |7mm (Armor Penetrating) Box Magazine |A 50-round magazine of 7mm Armor Penetrating ammunition, that deals 40 damage on hit and negates all but the most durable armor. | style="text-align: center;" |4 |- |[[file:A762.png]] |7mm (Match) Box Magazine |A 50-round magazine of 7.12x82mm ammunition for use in the L6 SAW. Perfect for ricocheting off walls all fancy-like. 40 damage, 60 ricochet chance. | style="text-align: center;" |5 |} | |- | id="Sniper_Rifle" | Sniper Rifle |[[File:Nukeop case.png]] [[file:Sniper.png]] | style="text-align: center;" |18 |The Sniper Rifle is a high-power long range weapon fitted with a scope; activating the scope will move your screen several tiles in front of you, allowing you to see further than normally possible, allowing you to shoot unaware targets.<br> Requires a free hand to use. Initially loaded with 6 .50 sniper rounds, which deal 70 damage, stun, penetrate armor, and have a chance of dismembering limbs. They can also deal significant damage to objects, destroying airlocks and machinery in one or two hits. Starts with a syndicate firing pin, which prevents enemies from using it. Comes with three spare magazines, two standard and one disruptor, as well as a suit (with the same stats as your starting turtleneck), tie, pen and folder. {| class="mw-collapsible mw-collapsed" style="width:100%" ! class="unsortable" |icon ! class="unsortable" |Название ! class="unsortable" |ammo types !cost |- |[[file:Sniper_ammo.png]] | id=".50_Magazine" |.50 Magazine |A 6-round magazine of .50 ammunition for the sniper rifle. Deals 70 damage, stuns, penetrates armor and destroys machinery on hit. | style="text-align: center;" |2 |- |[[File:Penetrator.png|frameless]] | id=".50_Penetrator_Magazine" |.50 Penetrator Magazine |A 6-round magazine of .50 penetrating ammunition for the sniper rifle. Deals 60 damage, doesn't stun, dismember or break machinery. But it passes through everything it hits, including walls, making it extremely useful for crowds or very protected targets, like the AI. | style="text-align: center;" |4 |- |[[file:Sniper_ammo_sleep.png]] | id=".50_Soporific_Magazine" | .50 Disruptor Magazine |A 6-round magazine of .50 disruptor ammunition for the sniper rifle. Deals almost no damage and doesn't break machinery, but any human hit by these will fall asleep for about 40 seconds, and an EMP will trigger around the impact point. | style="text-align: center;" |2 |- |[[file:Sniper_ammo_blood.png]] |.50 Marksman Magazine |A 6-round magazine of .50 marksman ammunition for the sniper rifle. It's hitscan with one guaranteed ricochet, deals 50 damage, penetrates armor, and stuns if they aren't wearing armor. | style="text-align: center;" |5 |- | |.50 Incendiary Magazine |A 6-round magazine of .50 incendiary ammunition for the sniper rifle. It deals 70 fire damage instead of brute, and unleashes a large fireball around the point of impact, making it more suited for crowd control. |3 |- | |.50 Surplus Magazine Box |A box with 7 surplus magazines inside. These are slightly worse than normal mags, lacking some of its penetrating power and the stun, but they are 50% cheaper, which can be handy when you're in need of a large amount of bullets. |7 |} | |- | id="Surplus_SMG" |Surplus SMG |[[file:Plastikov.png]] | style="text-align: center;" | 2 |An ancient 9x19mm submachine gun pattern updated and simplified to lower costs, though perhaps simplified too much. This comes as a single weapon, and with no spare ammunition. {| class="mw-collapsible mw-collapsed" style="width:100%" ! class="unsortable" |icon ! class="unsortable" |Название ! class="unsortable" |ammo types !cost |- |[[file:9x19full_ammo.png]] |Surplus SMG Magazine |50 shots. 10 damage each. | style="text-align: center;" |1 |} |Substituted the mosin. A more forgiving weapon for shoot-ers and shoot-ats. |- | id="Stechkin_APS_Machine_Pistol" |Ansem Pistol |[[File:Nukeop case.png]] [[file:Stetchkin.png]] | style="text-align: center;" |8 |A Syndicate 10mm semi-automatic pistol. Uses 10mm auto rounds in 8-round magazines and is compatible with suppressors. The case comes with three extra standard magazines for the Ansem {| class="mw-collapsible mw-collapsed" style="width:100%" ! class="unsortable" |icon ! class="unsortable" |Название ! class="unsortable" |ammo types ! cost |- |[[file:9mmaps.png]] | id="Stechkin_Magazine" |10mm Ansem Magazine |An additional 8-round 10mm magazine, compatible with the Ansem pistol. 40 raw BRUTE damage. | style="text-align: center;" |2 |- |[[file:9mmaps.png]] |10mm Ansem Incendiary Magazine |An 8-round magazine full of incendiary bullets that deal 20 BRUTE damage, set the target aflame, and leave a trail of fire in their path. |3 |- |[[file:9mmaps.png]] |10mm Ansem Armor Piercing Magazine |An 8-round magazine for the Ansem pistol. Armor piercing bullets deal 35 BRUTE damage, but go through most armor types |4 |- |[[file:9mmaps.png]] |10mm Ansem Hollow Point Magazine |An 8-round magazine for the Ansem pistol. Hollow points deal 50 raw BRUTE damage, though they are easily stopped by any armor the target may be wearing. |4 |} It's important to note that this pistol is the same you start with in your belt slot, so buying separate magazines might be worth it for some operatives more than buying the whole kit. | |- | id="M-90gl_Carbine" |M-90gl Carbine |[[File:Nukeop case.png]] [[file:M90.png]] | style="text-align: center;" |14 |This carbine has a three-round burst setting as well as an underbarrel grenade launcher. Magazines hold 30 rounds of bullets, which is more than enough against unarmored targets. The case also contains 2 extra magazines and a box of 4 rubber tipped grenades for the launcher. {| class="mw-collapsible mw-collapsed" style="width:100%" ! class="unsortable" |icon ! class="unsortable" |Название ! class="unsortable" |ammo types !cost |- |[[file:5.56m_toploader_mag.png]] |5.56mm Toploader Magazine | An additional 30-round 5.56mm magazine;. Every time you call it a clip, god, kills a kitten. 35 damage, 30 AP. | style="text-align: center;" |4 |- |[[file:5.56m_toploader_mag.png]] |5.56mm Toploader Phasic Magazine |An additional 30-round 5.56mm magazine; These bullets are made from an experimental alloy, 'Ghost Lead', that allows it to pass through almost any non-organic material. 20 damage, 70 AP. | style="text-align: center;" |8 |- |[[file:40mmHE_ammo.png]] |40mm HE Grenade Box |A box of four 40mm HE grenades for use with the M-90gl's under-barrel grenade launcher. Insert into the M-90gl Carbine. Do not throw. These grenades do not fit in regular grenade launchers. | style="text-align: center;" |2 |- |[[file:40mmHE_ammo.png]] |40mm Rubber Slug Grenade Box |A box of four 40mm rubber-tipped grenades for use with the M-90gl's underbarrel launcher. Instead of the typical explosion, these will knock down the target, dealing 120 stamina damage and 20 BRUTE. The only way to acquire these is from the free box that comes with the kit. |N/A |} {{Leftclick}} Primary fire. <br> {{Rightclick}} Grenade launcher. | |- | id="84mm_Rocket_Propelled_Grenade_Launcher" |84mm Rocket Propelled Grenade Launcher |[[File:Nukeop case.png]] [[File:Dardo RL.png]] | style="text-align: center;" |8 |A reusable rocket propelled grenade launcher preloaded with a low-yield 84mm HE round. The case comes with a bouquet of three aditional HE rockets. {| class="mw-collapsible mw-collapsed" style="width:100%" ! class="unsortable" |icon ! class="unsortable" |Название ! class="unsortable" |ammo types !cost |- |[[File:RL ammo.png]] |84mm HE Rocket |A bouquet of three low-yield anti-personnel HE rocket. | style="text-align: center;" |2 |- |[[File:HEAP ammo.png]] | 84mm HEAP Rocket |A high-yield HEAP rocket; extremely effective against armored targets (mechs and silicons), as well as surrounding personnel. | style="text-align: center;" |4 |} '''Note:''' HE rockets are bought in bundles of three for 2 TC, and the HEAP ones are bought a single one at a time. Keep that in mind when bulk buying ammo for the launcher. | |- |Syndicate Revolver kit |[[File:Nukeop case.png]] |14 |A case containing the very same Syndicate revolver that traitors can buy, with three additional .357 speedloaders and a few specialized ammo options available as standalone purchases. {| class="mw-collapsible mw-collapsed" style="width:100%" |+ !Icon !Название !Ammo Types !Cost |- |[[file:357_speedloader.png]] |.357 Speedloader |Standard .357 ammunition, deals 60 damage per shot. Exactly the same one traitors use. |2 |- |[[file:357_speedloader.png]] |.357 Phasic Speedloader |Specialized .357 ammunition that only deals 35 BRUTE damage per shot, however, the main advantage of these bullets is their ability to go unphased through walls and armor, ensuring a plain 35 BRUTE on every hit. |5 |- |[[file:357_speedloader.png]] |.357 Heartseeker Speedloader |Specialized .357 ammunition that deals 50 BRUTE per shot, but homes in towards targets, making it better suited for longer ranges. |3 |} | |- |Energy Shield/Sword Case |[[file:Eshield.png]] [[File:Nukeop case.png]] |14 |A melee focused weapon kit that contains an energy sword, an energy shield, and a (fake) medieval helmet. Takes more skill to use, but the high deflection chance of the energy shield and sword combined can be devastating if the crew is using lasers to fight you. Alternatively, you can buy the energy sword as a standalone item for 8TC under the "conspicuous weapons" section. | |- |Double-Bladed Energy Sword Case |[[File:Nukeop case.png]] |18 |An even more melee focused weapon kit, that includes a double-bladed energy sword, an anti-slip module for your MODsuit, a meth autoinjector and a bar of Syndicate soap. If your team ends up buying the chemical plant keycard, you might be interested in concocting something to counteract the meth's innate brain damage, or buy a stimpack if you don't want to bother with chemistry. There's also a prisoner jumpsuit on the case, though it lacks the protection of the turtleneck you start with. | |- |CQC Case |[[File:Nukeop case.png]] [[file:CQC_manual.png]] |14 |This kit contains a CQC manual that will train you in such martial art. Upon reading this one-use book, you'll learn how to perform devastating melee combos by chaining a series of actions, as displayed in the following table: {| class="mw-collapsible mw-collapsed" style="width:100%" border="1" cellspacing="0" cellpadding="2" ! scope="col" style="background-color:#FA8778;" |Combo name ! scope="col" style="width:240px; background-color:#FA8778;" |Combo ! scope="col" style="background-color:#FA8778;" |Effect |- |'''Slam''' |{{Grab}} {{Harm}} |Slam opponent into the ground (10 brute and 12 sec paralyze). Only works on people standing. |- |'''CQC Kick''' |{{Harm}} {{Harm}} |If the target is lying down, deals 10 brute and 45 stamina damage. If the target is in stamcrit while down, deals a 10 sec knockout. Kicks also knock the target back one tile. |- |'''Restrain''' |{{Grab}} {{Grab}} | Locks opponent into a restraining position (10 sec stun, 20 stamina damage). Disarm while restraining and pulling to knock them out with a choke hold (40 sec sleep). |- |'''Pressure''' |{{Disarm}} {{Grab}} |Deals 60 stamina damage. |- |'''Consecutive CQC''' |{{Disarm}} {{Disarm}} {{Harm}} | Mainly a damaging move (25 brute and 50 stamina damage). |} CQC will also make all your grabs start as agressive, and your punches deal more damage. On top of that, the case also contains a bandana, some omnizine cigarettes, and a stealth implant. | |- | id="Flamethrower" | Flamethrower (*) |[[file:Flamethrower.png]] | style="text-align: center;" |15 |Shoots jets of burning plasma. Has little stopping power, but will usually cause enemies to retreat. Can be reloaded by using plasma tanks or canisters in [[Toxins]] or [[Engineering]]. '''Remember only the black MODsuits are fireproof.''' Can be found in the base ordnance laboratory. |Identical to a craftable flamethrower. |- | id="Biohazardous_Chemical_Sprayer" | Biohazardous Chemical Sprayer (*) |[[file:Bio_chem_sprayer.png]] | style="text-align: center;" |15 |A high-volume chemical sprayer loaded with the most lethal poisons available to the syndicate; anyone caught by the spray will die a quick and painful death if not treated immediately or wearing protective clothing. Found in the base bio-weapon laboratory. |Due to the way sprayers distribute chems, and the fact that this is loaded with SIX different poisons (Initropidril, Venom, Polonium, Coniine, Sodium Thiopental, and Condensed Capascin,) this is almost entirely useless in its current state unless you spray someone several times on the 10u setting at point blank. |} (*) This item can be found in one of the syndicate base laboratories, and cannot bought in the uplink. The cost is shown as that of the required key.
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