Syringe Gun: Difference between revisions

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(formatting; now uses description field in infobox;)
(updated for Rising Tide)
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{{Version|0.15.13.0}}
{{Version|0.16.7.0}}
{{Items infobox
{{Items infobox
| icon = Syringe Gun.png
| icon = Syringe Gun.png
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| type = weapon
| type = weapon
| ammo = {{Hyperlink|Chemicals}}
| ammo = [[Medical Items]] with the "syringe" tag
| ammocount = 4
| ammocount = 4
| medical = 30
| medical = 30
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== Function ==
== Function ==


The Syringe Gun is uniquely capable of remotely administering [[chemicals]] to crew members.  
The Syringe Gun is uniquely capable of remotely administering some [[Medical Items]] to crew members.  


While this could be used beneficially, for instance if a player was infected with a [[Husk|Velonaceps Calyx]] instance and a [[Medical Doctor]] needed to quickly inject them with [[Calyxanide]], it can also be used for non-lethally sedating or by using poisons, killing rogue crew members.
While it can be used beneficially, for instance if a player has a [[Husk Infection]] and a [[Medical Doctor]] needed to quickly inject them with [[Calyxanide]], the Syringe Gun can also be used for applying sedatives and poisons to hostile characters.


== Usage ==
== Usage ==


{{Controls|one|injectable [[Chemicals]]}}
{{Controls|two|injectable [[Medical Items]]}}
The Syringe Gun can be loaded with up to 4 injectable [[Chemicals]].


If a character is hit, all the Chemical's potential uses will be spent, although only applying the effects of 1. If the Chemical hits a wall or something other than a character, it will be destroyed.
The Syringe Gun can be loaded with up to 4 [[Medical Items]] that have the "syringe" tag. Note that not all items which appear as syringes have the tag (such as [[Velonaceps Calyx Eggs]]).  


Most chemicals have lower efficiency when used without the proper [[Skills#Medical|Medical Skill]]. When a Chemical is used with the Syringe Gun, the unskilled values will apply, even if the user meets the skill requirement. As of v0.10.5.1, there are a few exceptions (likely unintended) listed on the [[Chemicals]] page.
As of the [[Version_History/Alpha#0.16.6.0_.28Rising_Tide.29|Rising Tide]] update, medical items applied via Syringe Gun no longer have separate effects and will function the same as if they were applied by direct injection. Medical Items fired from the syringe gun that hit a wall or something other than a character will be destroyed.


== Audio ==
== Audio ==
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* The Syringe Gun can shoot any items which include the 'syringe' tag.
* The Syringe Gun can shoot any items which include the 'syringe' tag.
* Shooting the Syringe Gun without meeting the Skill requirements will add additional spread to the shots.
* Shooting the Syringe Gun without meeting the Skill requirements will add additional spread to the shots.
* Medical Items applied by Syringe Gun used to count as an automatic fail on the medical skill check or have a separate set of effects. However, as of the [[Version_History/Alpha#0.16.6.0_.28Rising_Tide.29|Rising Tide]] update items applied via Syringe Gun now function the same as if injected directly.


{{Weapons nav|show-Handheldweapons=yes}}
{{Weapons nav|show-Handheldweapons=yes}}


[[Category:Ranged Weapons]]
[[Category:Ranged Weapons]]

Revision as of 17:22, 28 February 2022

Data is potentially outdated
Last updated for version 0.16.7.0
Last mentioned in changelog 1.0.7.0
The current game version is 1.4.5.0
Syringe Gun
Click to upload a new image.Dummy link
Inventory icon


Sprite
Launches syrettes containing drugs or poisons.
Statistics
Ammunition Medical Items with the "syringe" tag
Ammo Capacity 4
Skill Requirements
Skill Requirements
Weapons: 15
Medical: 30
Handicap Spread +10 (0 → 10)
Crafting
Fabricator
Requirements
Skill: Medical: 50
Deconstructor Yield
Store
Base Price 100 mk
Outposts
OutpostOutpost Buy Sell
Habitation OutpostHabitation N/A 30 mk
ColonyColony 90 mk 27 mk
Research OutpostResearch 125 mk 37 mk
Military OutpostMilitary N/A 37 mk
Mining OutpostMining N/A 30 mk
Medical MerchantMedical Merchant N/A 30 mk
Engineer MerchantEngineer Merchant N/A 30 mk
Armory MerchantArmory Merchant N/A 30 mk
Children of The HonkmotherClown Merchant N/A 30 mk
The Church of HuskHusk Merchant N/A 30 mk
Technical
Identifier
Categories

The Syringe Gun is a ranged medical weapon.

Function

The Syringe Gun is uniquely capable of remotely administering some Medical Items to crew members.

While it can be used beneficially, for instance if a player has a Husk Infection and a Medical Doctor needed to quickly inject them with Calyxanide, the Syringe Gun can also be used for applying sedatives and poisons to hostile characters.

Usage

The Syringe Gun is held with both hands and must be loaded with injectable Medical Items to be used. As with all weapons and tools, using it is done by holding the Right Mouse Right-click to take aim, then by Left Mouse Left-clicking to shoot/use.

The Syringe Gun can be loaded with up to 4 Medical Items that have the "syringe" tag. Note that not all items which appear as syringes have the tag (such as Velonaceps Calyx Eggs).

As of the Rising Tide update, medical items applied via Syringe Gun no longer have separate effects and will function the same as if they were applied by direct injection. Medical Items fired from the syringe gun that hit a wall or something other than a character will be destroyed.

Audio

Trivia

  • In the Legacy version, medicine needed to be loaded into syringes to be shot. With the removal of syringes, various chemicals were instead represented by syringes.
  • The Syringe Gun can shoot any items which include the 'syringe' tag.
  • Shooting the Syringe Gun without meeting the Skill requirements will add additional spread to the shots.
  • Medical Items applied by Syringe Gun used to count as an automatic fail on the medical skill check or have a separate set of effects. However, as of the Rising Tide update items applied via Syringe Gun now function the same as if injected directly.
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