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MathildeandGitHub 78ac0188f8 Readjusts Assistant's Bane, and replaces the NTC's starting weapon (#6000)
## About The Pull Request

The Allstar SC-2 is a wonderful weapon, but I don't believe it
necessarily fits the theme of the consultant. Taking inspiration from
Cato's HOS primary weapon crate, I've added a similar system for the
consultant. Now, upon joining, instead of spawning with a laser carbine
in their suit slot, consultants spawn with a weapon crate in their bag.
Interacting with it allows one to choose between three weapons:

- A miniature energy gun;
- A unique revolver (The Verdict)
- A unique sabre, with a green or black scabbard.

Upon choosing a weapon, the crate will disappear, and leave the weapon
of your choosing in your hands.

The sabre is a slightly stronger version of the cargo shamshir, with
similar stats but the Captain's sabre strength. It does not have
Assistant's Bane; I've also removed it from the shamshir itself. The two
scabbards I have taken from
[Novastation](https://github.com/NovaSector/NovaSector/pull/7512). I've
also added a Commander version, which is admin/centcom commander only.

The Verdict is a revolver, slightly weaker than the Detective's, that
uses the unique .32 calibre. I've chosen to give it its own calibre so
that consultants wouldn't use the special ammunition types that the .357
and .38 have. It also has its own lore!

<img width="96" height="96" alt="image"
src="https://github.com/user-attachments/assets/3dbdb73b-81a0-45a9-a0fa-d8152863615e"
/>


## Why It's Good For The Game

While I agree that on /tg/, and in general, the Sabre is supposed to be
unique, being the _authoritative_ weapon, the Captain's, this is lost
here, where the cargo blade can be freely bought by just about anyone.
Notwithstanding I believe that the authoritative function of the sabre
fits the role of the consultant, albeit to a lesser degree.

As for why I considered replacing the weapons to begin with, it was
mostly a flavour decision. As I stated in the previous section, the
Carbine which they spawn with I believe is _too much_ for a
non-combative role.
The revolver, the mini e-gun and the sword are weapons which fit with
the role's 'vibe' of an armed bureaucrat, being smaller and more posh.

## Proof Of Testing

<img width="277" height="273" alt="image"
src="https://github.com/user-attachments/assets/8f5c6931-abae-4f3e-898c-5312e8ce097b"
/>


## Changelog
🆑 IbexGoetia, Niim
del: Removed the Nanotrasen Consultant's Allstar SC-2 Carbine.
add: Added the Consultant's Weapon Crate, replacing the Allstar.
Interacting with it will grant the Consultant a weapon of their choice.
add: Added The Verdict, a revolver exclusive to the NTC, using unique
.32 calibre rounds.
add: Added the Consultant's sabre, a sabre unique to the NTC, a slightly
more powerful variant of the Cargo Sabre/Shamshir.
balance: Removed Assistant's Bane from the Cargo Sabre/Shamshir because
I got valided once.
/🆑
2026-08-18 20:55:43 +02:00
..

https://github.com/Skyrat-SS13/Skyrat-tg/pull/248

Title: Modular Weapons & Weaponcrafting

MODULE ID: MODULAR_WEAPONS

Description:

Adds improvised weapons and new firearms to the game as well as new ammo and mob in-hands for the weapons.

TG Proc Changes:

  • N/A

Defines:

  • N/A

Master file additions

  • N/A

Included files that are not contained in this module:

  • N/A

Credits:

Floof Ball#0798 / Kathrin Morrison