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| '''If used from behind:''' | | '''If used from behind:''' |
| * No effect, unless the flasher is a [[Game_Modes#Revolution|revhead]] who isn't on help intent. | | * No effect, unless the flasher is a [[Game_Modes#Revolution|revhead]]. |
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| |usedfor = Subjugating your staff when they feel like not taking orders. | | |usedfor = Subjugating your staff when they feel like not taking orders. |
| |strategy = Apply it in your hand to extend it, apply to person. | | |strategy = Apply it in your hand to extend it, apply to person. |
| |description = A.K.A. Telebaton. A compact yet robust personal defense weapon. Can be concealed when folded. Every Head of Staff except for the Head of Security gets one. When not on harm intent it causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]] and 55 [[Health#Stamina|stamina]] damage, which means it will [[Health#Stamina|stamcrit]] someone with 2 hits. Has a 4 second cooldown between non-harm hits. | | |description = A.K.A. Telebaton. A compact yet robust personal defense weapon. Can be concealed when folded. Every Head of Staff except for the Head of Security gets one. <br> |
| | | {{Rightclick}} Causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]] and 55 [[Health#Stamina|stamina]] damage, which means it will [[Health#Stamina|stamcrit]] someone with 2 hits. Has a 4 second cooldown between non-harm hits. <br> |
| '''Damage''' = 10 brute damage on harm intent.
| | {{Leftclick}} Deals 10 brute damage. |
| }} | | }} |
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| |usedfor = Subjugating criminals. | | |usedfor = Subjugating criminals. |
| |strategy = Apply to a person. | | |strategy = Apply to a person. |
| |description = Works the same as a [[#Telebaton|telebaton]], except it's always extended. When not on harm intent it causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]] and 55 [[Health#Stamina|stamina]] damage, which means it will [[Health#Stamina|stamcrit]] someone with 2 hits. Has a 4 second cooldown between non-harm hits. | | |description = Works the same as a [[#Telebaton|telebaton]], except it's always extended. <br> |
| | | {{Rightclick}} Causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]] and 55 [[Health#Stamina|stamina]] damage, which means it will [[Health#Stamina|stamcrit]] someone with 2 hits. Has a 4 second cooldown between non-harm hits. <br> |
| '''Damage''' = 12 brute damage on harm intent.
| | {{Leftclick}} Deals 12 brute damage. |
| }} | | }} |
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| |description = Your primary melee weapon. Standard Protocol is to wear it on your BELT or your actual Security Belt. Do not run around with your weapon brandished as you will be slipped and killed by the clown. | | |description = Your primary melee weapon. Standard Protocol is to wear it on your BELT or your actual Security Belt. Do not run around with your weapon brandished as you will be slipped and killed by the clown. |
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| Stun batons have two modes: [[security|on]] and [[shitcurity|off]]. While on, hitting someone with it will result in 60 instant [[Health#Stamina|stamina]] damage, and then a 5 second [[Status_Effects#Knockdown|knockdown]] 2 seconds after the hit. Has a 2.5 second cooldown between [[Status_Effects#Knockdown|knockdown]] hits. Harm intent will cause you to also smash the victim, bruising the target. You'll generally be using it on a non-harm intent. Excessive use is discouraged among [[beyond the impossible|forward-thinking and sympathetic]] security forces. Has a small chance to work when thrown. Recharged in a [[Security_items#Recharger|recharger]]. The [[Status_Effects#Knockdown|knockdown]] can be mitigated with [[Guide_to_chemistry#Pump-Up|Pump-Up]] and other chems. | | Stun batons have two modes: [[security|on]] and [[shitcurity|off]]. <br> |
| | {{Rightclick}} While on, hitting someone with it will result in 60 instant [[Health#Stamina|stamina]] damage, and then a 5 second [[Status_Effects#Knockdown|knockdown]] 2 seconds after the hit. Has a 2.5 second cooldown between [[Status_Effects#Knockdown|knockdown]] hits. <br> |
| | {{Leftclick}} Will cause you to also "harmbaton" the victim, dealing 10 brute damage in addition to the stun above. <br> |
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| | You'll generally be using it with right-click. Excessive use is discouraged among [[beyond the impossible|forward-thinking and sympathetic]] security forces. Has a small chance to work when thrown. Recharged in a [[Security_items#Recharger|recharger]]. The [[Status_Effects#Knockdown|knockdown]] can be mitigated with [[Guide_to_chemistry#Pump-Up|Pump-Up]] and other chems. |
| '''Damage''' = 10 brute damage on harm intent. | |
| }} | | }} |
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