Security Items: Difference between revisions
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Leaders of [[Game_Modes#Revolution|revolutions]] can use flashes to brainwash members of the crew who are not wearing protective gear into assisting them in carrying out a mutiny. | Leaders of [[Game_Modes#Revolution|revolutions]] can use flashes to brainwash members of the crew who are not wearing protective gear into assisting them in carrying out a mutiny. | ||
'''Damage''' | '''Damage:''' N/A. | ||
}} | |||
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|description = A.K.A. Telebaton. A compact yet robust personal defense weapon. Can be concealed when folded. Every Head gets one. It does less stamina damage than a regular stunbaton but doesn't need to be recharged. | |description = A.K.A. Telebaton. A compact yet robust personal defense weapon. Can be concealed when folded. Every Head gets one. It does less stamina damage than a regular stunbaton but doesn't need to be recharged. | ||
'''Damage''' | '''Damage:''' 10 brute damage on anything but help intent. 40 stamina damage. | ||
}} | |||
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Stun batons have two modes: on and off. While on, using it will result in dealing large amount of stamina damage. Harm will cause you to smash the baton into the victim, bruising them; anything else 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. Will drain the battery when left on. Recharged in a recharger. | Stun batons have two modes: on and off. While on, using it will result in dealing large amount of stamina damage. Harm will cause you to smash the baton into the victim, bruising them; anything else 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. Will drain the battery when left on. Recharged in a recharger. | ||
'''Damage:''' 10 brute damage on anything but help intent. 70 stamina damage. | |||
'''Damage''' | |||
}} | }} | ||
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|description = This is the primary law enforcement weapon. It only has one firing mode, which fires disabler beams. Disabler beams deal stamina damage. Dealing over 100 stamina damage to a chest or head puts the target into "stamina-crit" which paralyzes for a long time. It takes 4 shots to paralyze someone. You can also target individual limbs (arms and legs) to paralyze those with 2 shots. Paralyzing both legs will make the target unable to stand, even if stun immune. | |description = This is the primary law enforcement weapon. It only has one firing mode, which fires disabler beams. Disabler beams deal stamina damage. Dealing over 100 stamina damage to a chest or head puts the target into "stamina-crit" which paralyzes for a long time. It takes 4 shots to paralyze someone. You can also target individual limbs (arms and legs) to paralyze those with 2 shots. Paralyzing both legs will make the target unable to stand, even if stun immune. | ||
'''Damage''' | '''Damage:''' 25 stamina per shot. | ||
}} | |||
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Also note that the flashbang will disable [[cyborg|cyborgs]] for a few seconds. Use this to subdue a borg from a safe distance. For the best results, 'cook' the flashbang for a few seconds in your hand to give them less time to react (although this will stun you horribly if it goes off while you're holding it). | Also note that the flashbang will disable [[cyborg|cyborgs]] for a few seconds. Use this to subdue a borg from a safe distance. For the best results, 'cook' the flashbang for a few seconds in your hand to give them less time to react (although this will stun you horribly if it goes off while you're holding it). | ||
'''Damage''' | '''Damage:''' N/A. | ||
}} | |||
{{anchor|Energy Bola}} | {{anchor|Energy Bola}} | ||
{{Item | {{Item | ||
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|strategy = Throw it at people. | |strategy = Throw it at people. | ||
|description = The Energy Bola is a modern redesign of the bola. It's much cheaper to produce than a bola, and its one use attribute is attractive for security, preventing criminal scum from using security tools against security. The Energy Bola is additionally terrific for it's simplicity of slowing people to be then either stunned with a flash, stun baton, or disabler, with the target being unable to flee. | |description = The Energy Bola is a modern redesign of the bola. It's much cheaper to produce than a bola, and its one use attribute is attractive for security, preventing criminal scum from using security tools against security. The Energy Bola is additionally terrific for it's simplicity of slowing people to be then either stunned with a flash, stun baton, or disabler, with the target being unable to flee. | ||
}} | |||
{{anchor|Pepperspray}} | {{anchor|Pepperspray}} | ||
{{Item | {{Item | ||
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Can be filled at [[File:Pepper_Spray_Refiller.png]] Pepper Spray Refillers located in walls at Security Office and Security Posts. You can also fill it with other chemicals, like welding fuel, should you be able to find a use for that. | Can be filled at [[File:Pepper_Spray_Refiller.png]] Pepper Spray Refillers located in walls at Security Office and Security Posts. You can also fill it with other chemicals, like welding fuel, should you be able to find a use for that. | ||
'''Damage''' | '''Damage:''' N/A. | ||
}} | |||
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|strategy = Apply it to a criminal. | |strategy = Apply it to a criminal. | ||
|description = Throw a pair in your pocket; more can be dispensed from the SecTech vendors. It prevents [[Assistant|criminals]] from holding items, opening doors, and generally locks them behind whatever room they're in. If the [[Mime|victim]] were to be dragged or grabbed in any way, they will be unable to move. Be careful not to bump into anybody else while transporting the [[Captain|criminal]], as this may loosen the prisoner from your grip allowing him to run free. A [[Syndicate_Items#Freedom Implant|freedom implant]] or resourceful [[changeling]] can remove cuffs instantly, but everyone else has to struggle with them for two or more minutes in a private area to get them off without outside help. Remember, you cannot open airlocks while cuffed. So if you are handcuffed in space without proper gear, you will most likely die. Can be combined with orange prison [[shoes]] to make [[Clothing_and_Accessories#Legcuffs|foot shackles]], which force a person to always walk. | |description = Throw a pair in your pocket; more can be dispensed from the SecTech vendors. It prevents [[Assistant|criminals]] from holding items, opening doors, and generally locks them behind whatever room they're in. If the [[Mime|victim]] were to be dragged or grabbed in any way, they will be unable to move. Be careful not to bump into anybody else while transporting the [[Captain|criminal]], as this may loosen the prisoner from your grip allowing him to run free. A [[Syndicate_Items#Freedom Implant|freedom implant]] or resourceful [[changeling]] can remove cuffs instantly, but everyone else has to struggle with them for two or more minutes in a private area to get them off without outside help. Remember, you cannot open airlocks while cuffed. So if you are handcuffed in space without proper gear, you will most likely die. Can be combined with orange prison [[shoes]] to make [[Clothing_and_Accessories#Legcuffs|foot shackles]], which force a person to always walk. | ||
}} | |||
{{anchor|Ion Rifle}} | {{anchor|Ion Rifle}} | ||
{{Item | {{Item | ||
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|strategy = Shoot silicon machines with it. | |strategy = Shoot silicon machines with it. | ||
|description = Large and unwieldy, great for dealing with mechs. Cyborgs are weak to it: EMPing cyborgs totally immobilizes them and leaves you free to robust them to your heart's content. EMP will cause machinery (air/fire alarms, airlocks, et cetera) to malfunction. | |description = Large and unwieldy, great for dealing with mechs. Cyborgs are weak to it: EMPing cyborgs totally immobilizes them and leaves you free to robust them to your heart's content. EMP will cause machinery (air/fire alarms, airlocks, et cetera) to malfunction. | ||
}} | |||
{{anchor|Temperature Gun}} | {{anchor|Temperature Gun}} | ||
{{Item | {{Item | ||
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|strategy = Detaining traitors with energy swords/shields, slime removal. | |strategy = Detaining traitors with energy swords/shields, slime removal. | ||
|description = This gun can heat up or cool down targets, although it won't reach really dangerous levels unless you cool down someone in a hardsuit.<br> This weapon is deceptively strong since the projectiles aren't blocked by eswords/eshields and can slow people down to a crawl.<br> Slimes die to it in two to three hits. | |description = This gun can heat up or cool down targets, although it won't reach really dangerous levels unless you cool down someone in a hardsuit.<br> This weapon is deceptively strong since the projectiles aren't blocked by eswords/eshields and can slow people down to a crawl.<br> Slimes die to it in two to three hits. | ||
}} | |||
{{anchor|DRAGnet}} | {{anchor|DRAGnet}} | ||
{{Item | {{Item | ||
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|strategy = Shoot people with it. | |strategy = Shoot people with it. | ||
|description = The "Dynamic Rapid-Apprehension of the Guilty" net is a revolution in law enforcement technology. It has two settings: One which places energy snares, which act like bear traps without the damage, and another that places a "net" that will teleport anyone who stands in it long enough to whichever location the stations teleporter is set to. If no location is selected, the location will be random. | |description = The "Dynamic Rapid-Apprehension of the Guilty" net is a revolution in law enforcement technology. It has two settings: One which places energy snares, which act like bear traps without the damage, and another that places a "net" that will teleport anyone who stands in it long enough to whichever location the stations teleporter is set to. If no location is selected, the location will be random. | ||
}} | |||
{{anchor|Tactical | |||
{{anchor|Tactical Breaching Shotgun}} | |||
{{Item | {{Item | ||
|bgcolor1 = #ffcccc | |bgcolor1 = #ffcccc | ||
|bgcolor2 = #ff9999 | |bgcolor2 = #ff9999 | ||
|name = Tactical | |name = Tactical Breaching Shotgun | ||
|image = Breachingshotgun.png | |image = Breachingshotgun.png | ||
|foundin = Armory | |foundin = Armory | ||
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|strategy = Shoot airlocks with it. | |strategy = Shoot airlocks with it. | ||
|description = A compact semi-auto shotgun designed to fire breaching slugs and create rapid entry points. Deals minor damage to anything else. | |description = A compact semi-auto shotgun designed to fire breaching slugs and create rapid entry points. Deals minor damage to anything else. | ||
}} | |||
==Lethal Weapons== | ==Lethal Weapons== | ||
{{anchor|Laser Gun}} | {{anchor|Laser Gun}} | ||
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In the event of a [[Blob|massive biological outbreak]], security staff usually freely distribute laser weapons to the crew, as they are effective against the blob and lack stun capabilities. | In the event of a [[Blob|massive biological outbreak]], security staff usually freely distribute laser weapons to the crew, as they are effective against the blob and lack stun capabilities. | ||
'''Damage''' | '''Damage:''' 20 burn per shot. | ||
}} | |||
{{anchor|Energy Gun}} | {{anchor|Energy Gun}} | ||
{{Item | {{Item | ||
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|usedfor = Subjugating criminals and/or eliminating threats. | |usedfor = Subjugating criminals and/or eliminating threats. | ||
|strategy = Toggle the mode you want and fire at the target. | |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]] 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. E-guns are stored in the armory and can be ordered in a secure [[Supply crates|crate]] by the [[quartermaster]]. They are to be distributed only under the [[ | |description = Distributed by the [[Warden]] and standard issue for the [[Head of Personnel]], [[Head of Security]] 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. E-guns are stored in the armory and can be ordered in a secure [[Supply crates|crate]] by the [[quartermaster]]. They are to be distributed only under the [[Space_Law#Major_Crimes|most extreme circumstances]] or at the Head of Security's discretion. | ||
'''Damage:''' 25 stamina per shot if turned to the "disable" setting and 20 burn per shot if turned to the "kill" setting. | |||
}} | |||
{{Item | {{Item | ||
|bgcolor1 = #ffcccc | |bgcolor1 = #ffcccc | ||
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|description = Distributed by the [[Warden]] and requiring to be bought from cargo. A brutal laser weapon using more energy per shots to do more damages but as a result possess less shots than a regular [[laser gun]]. It is very likely to inflict severe burn wounds to it's target that can seriously debilitate them if left untreated. | |description = Distributed by the [[Warden]] and requiring to be bought from cargo. A brutal laser weapon using more energy per shots to do more damages but as a result possess less shots than a regular [[laser gun]]. It is very likely to inflict severe burn wounds to it's target that can seriously debilitate them if left untreated. | ||
'''Damage''' | '''Damage:''' 25 burn per shot. | ||
}} | |||
{{anchor|Multiphase Energy Gun}} | {{anchor|Multiphase Energy Gun}} | ||
{{Item | {{Item | ||
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|strategy = Toggle the mode you want and fire at the target. | |strategy = Toggle the mode you want and fire at the target. | ||
|description = Unique weapon held only be the [[Head of Security]]. Functions essentially as a more advanced energy gun, capable of firing in disable, ion, and lethal laser modes. | |description = Unique weapon held only be the [[Head of Security]]. Functions essentially as a more advanced energy gun, capable of firing in disable, ion, and lethal laser modes. | ||
}} | |||
{{anchor|Auto Rifle}} | {{anchor|Auto Rifle}} | ||
{{Item | {{Item | ||
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The choice to acquire this weapon is usually in the hands of the [[Head of Security]] or the [[Warden]], and as such is a very uncommon weapon to see in Security's hands, however if Security has sufficient warning about a imminent attack, such as [[Nuclear Operative|Nuclear Operatives]] declaring war, then the weapon tends to be a popular choice. | The choice to acquire this weapon is usually in the hands of the [[Head of Security]] or the [[Warden]], and as such is a very uncommon weapon to see in Security's hands, however if Security has sufficient warning about a imminent attack, such as [[Nuclear Operative|Nuclear Operatives]] declaring war, then the weapon tends to be a popular choice. | ||
'''Damage''' | '''Damage:''' 15 brute per shot with standard ammunition. | ||
}} | |||
{{anchor|Riot Shotgun}} | {{anchor|Riot Shotgun}} | ||
{{Item | {{Item | ||
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|strategy = Fire at the target. | |strategy = Fire at the target. | ||
|description = Security issued shotgun, can hold up to six shells at a time and comes preloaded with rubber shot rounds for non-lethal take downs. Useful against opponents with energy weapon protection or against large crowds of enemies. Can be sawed off with any form of saw to allow the Shotgun to fit in a backpack, your belt slot, or holstered in your armor. | |description = Security issued shotgun, can hold up to six shells at a time and comes preloaded with rubber shot rounds for non-lethal take downs. Useful against opponents with energy weapon protection or against large crowds of enemies. Can be sawed off with any form of saw to allow the Shotgun to fit in a backpack, your belt slot, or holstered in your armor. | ||
}} | |||
{{anchor|Compact Combat Shotgun}} | {{anchor|Compact Combat Shotgun}} | ||
{{Item | {{Item | ||
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Generally superior to the Riot Shotgun, but holds less ammo, lacks the ability to be sawed off, and thus cannot fit inside a backpack. | Generally superior to the Riot Shotgun, but holds less ammo, lacks the ability to be sawed off, and thus cannot fit inside a backpack. | ||
}} | |||
{{anchor|Combat Shotgun}} | {{anchor|Combat Shotgun}} | ||
{{Item | {{Item | ||
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|strategy = Fire at the target. | |strategy = Fire at the target. | ||
|description = This semi-automatic shotgun holds 6 rounds, and fires without needing to be cocked after every shot. When combined with the right ammunition, this weapon becomes one of the most powerful in the game. However, it's a huge item and it cannot be sawed off, so the only place it will fit is in your hand or on your back. | |description = This semi-automatic shotgun holds 6 rounds, and fires without needing to be cocked after every shot. When combined with the right ammunition, this weapon becomes one of the most powerful in the game. However, it's a huge item and it cannot be sawed off, so the only place it will fit is in your hand or on your back. | ||
}} | |||
===Ammunition=== | |||
=== Ammunition === | |||
{{anchor|WT-550 Standard Magazine}} | {{anchor|WT-550 Standard Magazine}} | ||
{{Item | {{Item | ||
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|strategy = Lock and load. | |strategy = Lock and load. | ||
|description = A 22-round 4.6x30mm magazine for use in the WT-550 automatic rifle. Fires standard ball ammunition, dealing 15 damage per hit and goes through light armor. Easy and cheap to produce. | |description = A 22-round 4.6x30mm magazine for use in the WT-550 automatic rifle. Fires standard ball ammunition, dealing 15 damage per hit and goes through light armor. Easy and cheap to produce. | ||
}} | |||
{{anchor|WT-550 Armour Piercing Magazine}} | {{anchor|WT-550 Armour Piercing Magazine}} | ||
{{Item | {{Item | ||
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|strategy = Lock and load. | |strategy = Lock and load. | ||
|description = A 22-round 4.6x30mm AP magazine for use in the WT-550 automatic rifle. Fires armor piercing bullets that can tear through most armor, but at the cost of dealing only 12 damage per bullet. | |description = A 22-round 4.6x30mm AP magazine for use in the WT-550 automatic rifle. Fires armor piercing bullets that can tear through most armor, but at the cost of dealing only 12 damage per bullet. | ||
}} | |||
{{anchor|WT-550 Toxin Tipped Magazine}} | {{anchor|WT-550 Toxin Tipped Magazine}} | ||
{{Item | {{Item | ||
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|strategy = Lock and load. | |strategy = Lock and load. | ||
|description = A 22-round 4.6x30mm rubber round magazine for use in the WT-550 automatic rifle. Fires rubber bullets dealing 5 brute damage and 22 stamina damage. | |description = A 22-round 4.6x30mm rubber round magazine for use in the WT-550 automatic rifle. Fires rubber bullets dealing 5 brute damage and 22 stamina damage. | ||
}} | |||
{{anchor|WT-550 Incendiary Magazine}} | {{anchor|WT-550 Incendiary Magazine}} | ||
{{Item | {{Item | ||
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|strategy = Lock and load. | |strategy = Lock and load. | ||
|description = A 22-round 4.6x30mm IC magazine for use in the WT-550 automatic rifle. Fires unique ammo that deals 9 damage per bullet, but each bullet contains a compound that ignites the target aflame. | |description = A 22-round 4.6x30mm IC magazine for use in the WT-550 automatic rifle. Fires unique ammo that deals 9 damage per bullet, but each bullet contains a compound that ignites the target aflame. | ||
}} | |||
==RnD Gear== | ==RnD Gear== | ||
{{anchor|Caldwell Tracking Revolver}} | {{anchor|Caldwell Tracking Revolver}} | ||
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'''Damage:''' 5 brute per shot. | '''Damage:''' 5 brute per shot. | ||
}} | }} | ||
{{anchor|Advanced Energy Gun}} | {{anchor|Advanced Energy Gun}} | ||
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'''Damage:''' 25 stamina per shot if turned to the "disable" setting and 20 burn per shot if turned to the "kill" setting. | '''Damage:''' 25 stamina per shot if turned to the "disable" setting and 20 burn per shot if turned to the "kill" setting. | ||
}} | }} | ||
{{anchor|Tesla Revolver}} | {{anchor|Tesla Revolver}} | ||
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|description = Uncontrolled power. Launches an energy orb that will shock the target and emit lightning, targeting everyone around them. Its robustness is only matched by its potential for friendly fire, this weapon will harm anyone without insulation to protect them, including the operator. | |description = Uncontrolled power. Launches an energy orb that will shock the target and emit lightning, targeting everyone around them. Its robustness is only matched by its potential for friendly fire, this weapon will harm anyone without insulation to protect them, including the operator. | ||
}} | }} | ||
{{anchor|Decloner}} | {{anchor|Decloner}} | ||
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|strategy = Wear it to mitigate some damage from attacks. | |strategy = Wear it to mitigate some damage from attacks. | ||
|description = Standard issue security Helmet issued to all [[Security Officer|Security Officers]]. This provides a modest amount of protection against most forms of attack, and as such is generally recommended you wear it when on duty. Protects your ears from flashbangs. | |description = Standard issue security Helmet issued to all [[Security Officer|Security Officers]]. This provides a modest amount of protection against most forms of attack, and as such is generally recommended you wear it when on duty. Protects your ears from flashbangs. | ||
}} | |||
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Can also be used to set a visible target to arrest on the fly. | Can also be used to set a visible target to arrest on the fly. | ||
}} | |||
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|strategy = Wear it to mitigate some damage from attacks. | |strategy = Wear it to mitigate some damage from attacks. | ||
|description = Standard issue security Body Armor, issued to all Security personnel and select station personnel. Provides a moderate amount of protection, so it's recommended you wear it at all times. | |description = Standard issue security Body Armor, issued to all Security personnel and select station personnel. Provides a moderate amount of protection, so it's recommended you wear it at all times. | ||
}} | |||
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|strategy = Wear it to mitigate melee attacks significantly. | |strategy = Wear it to mitigate melee attacks significantly. | ||
|description = Riot duty armor designed to be highly resistant to melee attacks. Features a flip down/up visor that further protects from attacks to the face and can stop certain entities that attack by latching onto a person's face. | |description = Riot duty armor designed to be highly resistant to melee attacks. Features a flip down/up visor that further protects from attacks to the face and can stop certain entities that attack by latching onto a person's face. | ||
}} | |||
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|strategy = Wear it to mitigate melee attacks significantly. | |strategy = Wear it to mitigate melee attacks significantly. | ||
|description = Riot duty armor designed to be highly resistant to melee attacks. Provides strong melee defence at the cost of little defence against anything else. | |description = Riot duty armor designed to be highly resistant to melee attacks. Provides strong melee defence at the cost of little defence against anything else. | ||
}} | |||
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|strategy = Wear it to mitigate ballistic and explosive attacks significantly. | |strategy = Wear it to mitigate ballistic and explosive attacks significantly. | ||
|description = Special duty helmet usually worn by Security Officers during a crisis. Bulletproof Helmets provide excellent protection against ballistic attacks, and good protection against explosive attacks, but have only minor defense against other form of attacks. | |description = Special duty helmet usually worn by Security Officers during a crisis. Bulletproof Helmets provide excellent protection against ballistic attacks, and good protection against explosive attacks, but have only minor defense against other form of attacks. | ||
}} | |||
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|strategy = Wear it to mitigate ballistic and explosive attacks significantly. | |strategy = Wear it to mitigate ballistic and explosive attacks significantly. | ||
|description = Special duty armor usually worn by Security Officers during a crisis. Bulletproof Armor provide excellent protection against ballistic attacks, and good protection against explosive attacks, but have only minor defense against other form of attacks. | |description = Special duty armor usually worn by Security Officers during a crisis. Bulletproof Armor provide excellent protection against ballistic attacks, and good protection against explosive attacks, but have only minor defense against other form of attacks. | ||
}} | |||
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|strategy = Wear it to mitigate laser and energy attacks significantly. | |strategy = Wear it to mitigate laser and energy attacks significantly. | ||
|description = Unique armor vest designed to deflect and significantly reduce damage from energy based attacks. Provides very little defence against anything else. | |description = Unique armor vest designed to deflect and significantly reduce damage from energy based attacks. Provides very little defence against anything else. | ||
}} | |||
'''NOTE: For all above and below items, remember to LOCK the locker you took them from!''' | '''NOTE: For all above and below items, remember to LOCK the locker you took them from!''' | ||
==Other Items== | ==Other Items== | ||
{{anchor|Secway}} | {{anchor|Secway}} | ||
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|strategy = Drag yourself on it with the key in hand. | |strategy = Drag yourself on it with the key in hand. | ||
|description = Unique transportation vehicle available in the armoury. Can prove useful if you need to drive through a area with low pressure, have taken significant damage and need to move quickly, are wearing a bulky hardsuit or want to look like a tool. | |description = Unique transportation vehicle available in the armoury. Can prove useful if you need to drive through a area with low pressure, have taken significant damage and need to move quickly, are wearing a bulky hardsuit or want to look like a tool. | ||
}} | |||
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|strategy = Switch it on to see better in darkness or use it for self-defense. | |strategy = Switch it on to see better in darkness or use it for self-defense. | ||
|description = A robust flashlight used by security. Can also be mounted to energy guns and Disablers. | |description = A robust flashlight used by security. Can also be mounted to energy guns and Disablers. | ||
}} | |||
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[[Hacking#Security Gas Mask|Can be hacked]] if you like scaring the criminals. [[Emag]] it to make them shit their pants. | [[Hacking#Security Gas Mask|Can be hacked]] if you like scaring the criminals. [[Emag]] it to make them shit their pants. | ||
}} | |||
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|description = These are held in a hand space and used to block close range weapons. They also have a percentage change to block ranged attacks. Makes you un-pushable. | |description = These are held in a hand space and used to block close range weapons. They also have a percentage change to block ranged attacks. Makes you un-pushable. | ||
They make a fairly efficient weapon in terms of bludgeoning criminals, but it's suggested to pair this up with a stun baton or ranged weapon. Slamming your baton against this shield will create a threatening banging sound. <font size="3" color="white">When I play the maracas I go chick-chicky-boom, chick-chicky boom </font> | They make a fairly efficient weapon in terms of bludgeoning criminals, but it's suggested to pair this up with a stun baton or ranged weapon. Slamming your baton against this shield will create a threatening banging sound. <font size="3" color="white">When I play the maracas I go chick-chicky-boom, chick-chicky boom </font> | ||
}} | |||
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|strategy = Take the implanter, load it with an implant and use the implanter on a person. | |strategy = Take the implanter, load it with an implant and use the implanter on a person. | ||
|description = When used on someone, it will implant a tracking beacon under the skin of that person's chest. The Prisoner Management Console can be used to check the implanted person's location and even send messages into their mind. Use a bluespace locator to track implanted targets. Locators can be printed from the security techfab after research. Use a [[High-risk_items#Hand_teleporter|Hand Teleporter]] or [[Teleporter]] to teleport directly to the target. It does not cause people to be gibbed when teleported to. Disintegrates 10 minutes after the death of the host, unless revived. | |description = When used on someone, it will implant a tracking beacon under the skin of that person's chest. The Prisoner Management Console can be used to check the implanted person's location and even send messages into their mind. Use a bluespace locator to track implanted targets. Locators can be printed from the security techfab after research. Use a [[High-risk_items#Hand_teleporter|Hand Teleporter]] or [[Teleporter]] to teleport directly to the target. It does not cause people to be gibbed when teleported to. Disintegrates 10 minutes after the death of the host, unless revived. | ||
}} | |||
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|strategy = Take the implanter, load it with an implant and use the implanter on a person. | |strategy = Take the implanter, load it with an implant and use the implanter on a person. | ||
|description = When used on someone, it will put a chemical implant under the skin of that person's chest. Load the implant with up to 50 units of chemicals by injecting it with a filled syringe while it's still in its original case. You can then remotely inject the implanted chems with a Prisoner Management Console. The implant will last so long as the subject is alive. However, if the subject suffers from malnutrition, the implant may become unstable and either pre-maturely inject the subject or simply break. Disintegrates 10 minutes after the death of the host, unless revived. | |description = When used on someone, it will put a chemical implant under the skin of that person's chest. Load the implant with up to 50 units of chemicals by injecting it with a filled syringe while it's still in its original case. You can then remotely inject the implanted chems with a Prisoner Management Console. The implant will last so long as the subject is alive. However, if the subject suffers from malnutrition, the implant may become unstable and either pre-maturely inject the subject or simply break. Disintegrates 10 minutes after the death of the host, unless revived. | ||
}} | |||
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|strategy = Take the implanter, load it with an implant and use the implanter on a person. | |strategy = Take the implanter, load it with an implant and use the implanter on a person. | ||
|description = When used on someone, it will act block any attempt to influence or corrupt the targets mind/brain - unless the situation is a [[Cult|religious]] one! This implant will only make it impossible to learn any new, cultistic ways. People who are already cultists cannot be de-culted via implant and persons who are strong enough to lead a revolution party will completely resist this implant. If you have time, you can remove these implants by doing an implant removal surgery on the chest, which will allow your prey to be converted normally. | |description = When used on someone, it will act block any attempt to influence or corrupt the targets mind/brain - unless the situation is a [[Cult|religious]] one! This implant will only make it impossible to learn any new, cultistic ways. People who are already cultists cannot be de-culted via implant and persons who are strong enough to lead a revolution party will completely resist this implant. If you have time, you can remove these implants by doing an implant removal surgery on the chest, which will allow your prey to be converted normally. | ||
}} | |||
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|description = This is a tool used to keep a particularly dangerous criminal under control. When turned on via [[Screwdriver]], the pack is able to be set to a certain frequency. The pack is then placed in the backpack slot of the criminal scum; he/she will be unable to remove it without [[Clown|someone]] [[Assistant|else's]] help. After activation, a simple press of a [[Remote Signaling Device]] set to the same frequency as the pack will activate it, giving your prisoner an electric shock and instantly incapacitating them. | |description = This is a tool used to keep a particularly dangerous criminal under control. When turned on via [[Screwdriver]], the pack is able to be set to a certain frequency. The pack is then placed in the backpack slot of the criminal scum; he/she will be unable to remove it without [[Clown|someone]] [[Assistant|else's]] help. After activation, a simple press of a [[Remote Signaling Device]] set to the same frequency as the pack will activate it, giving your prisoner an electric shock and instantly incapacitating them. | ||
<strike>Best of all-</strike> This does no physical harm. If you did want to do physical harm, you can combine the electropack with a helmet and then place it on a [[Chair]] that has powered wires under it. This will create an electric chair to allow you to cleanly execute multiple prisoners in a row. The AI will not approve, but when does the AI ever approve of what you do? | <strike>Best of all-</strike> This does no physical harm. If you did want to do physical harm, you can combine the electropack with a helmet and then place it on a [[Chair]] that has powered wires under it. This will create an electric chair to allow you to cleanly execute multiple prisoners in a row. The AI will not approve, but when does the AI ever approve of what you do? | ||
}} | |||
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|strategy = Apply it in hand to read. | |strategy = Apply it in hand to read. | ||
|description = An official copy of [[Space Law]] is made available to all security personnel. Ensure that you understand it and don't be afraid to literally throw the book at anyone who contests it. Give it to the Head of Security or Warden and watch them scoff in disgust. | |description = An official copy of [[Space Law]] is made available to all security personnel. Ensure that you understand it and don't be afraid to literally throw the book at anyone who contests it. Give it to the Head of Security or Warden and watch them scoff in disgust. | ||
}} | |||
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|description = A recharger can recharge any energy-based device should it run out of power. As a member of security you will most likely be using these to recharge your stun batons and tasers. Rechargers can be wrenched then moved, for example to be closer to a [[blob]] eating the station. | |description = A recharger can recharge any energy-based device should it run out of power. As a member of security you will most likely be using these to recharge your stun batons and tasers. Rechargers can be wrenched then moved, for example to be closer to a [[blob]] eating the station. | ||
The recharge time of your energy based devices will vary depending on their maximum capacity. | The recharge time of your energy based devices will vary depending on their maximum capacity. | ||
}} | |||
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|description = A portable flasher is an effective device that when secured to the ground will automatically emit a bright light when its motion sensors are activated. It will stun anyone close to the bulb for about as long as a pocket-sized device would. | |description = A portable flasher is an effective device that when secured to the ground will automatically emit a bright light when its motion sensors are activated. It will stun anyone close to the bulb for about as long as a pocket-sized device would. | ||
To prepare a portable flasher, first bring it to the desired area, then use a [[Wrench]] to secure the bolts to the ground. Once you have done that, the portable flasher will draw power from the local [[APC]]. If you are not wearing a form of eye protection (such as [[Sunglasses]] or a [[Welding Helmet]]) you will become momentarily stunned if you are close to the portable flasher when it goes off. | To prepare a portable flasher, first bring it to the desired area, then use a [[Wrench]] to secure the bolts to the ground. Once you have done that, the portable flasher will draw power from the local [[APC]]. If you are not wearing a form of eye protection (such as [[Sunglasses]] or a [[Welding Helmet]]) you will become momentarily stunned if you are close to the portable flasher when it goes off. | ||
}} | |||
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|strategy = Drag it where you need it and swipe it with your ID. | |strategy = Drag it where you need it and swipe it with your ID. | ||
|description = The Armory contains grenades that, when thrown, will produce a deployable barrier, a much stronger version of the wooden [[barricade]]. The grenades can have their direction switched by alt-clicking on them or using their action button, and the barricades they spawn will take 5 seconds to deploy. Deployable barriers can be repaired using a welder. | |description = The Armory contains grenades that, when thrown, will produce a deployable barrier, a much stronger version of the wooden [[barricade]]. The grenades can have their direction switched by alt-clicking on them or using their action button, and the barricades they spawn will take 5 seconds to deploy. Deployable barriers can be repaired using a welder. | ||
}} | |||
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|strategy = Use it on the convict. | |strategy = Use it on the convict. | ||
|description = A special syringe designed for lethal injections. Contains 15 units of [[Plasma]], 15 units of [[Formaldehyde]], 10 units of [[Cyanide]], and 10 units of [[Fluorosulfuric Acid]]. It injects all of its reagents in one push. This kills a convict in about 40 seconds. | |description = A special syringe designed for lethal injections. Contains 15 units of [[Plasma]], 15 units of [[Formaldehyde]], 10 units of [[Cyanide]], and 10 units of [[Fluorosulfuric Acid]]. It injects all of its reagents in one push. This kills a convict in about 40 seconds. | ||
}} | |||
{{Item | {{Item | ||
|bgcolor1 = #cce6ff | |bgcolor1 = #cce6ff | ||
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|foundin = Lockers at [[Security Office]] | |foundin = Lockers at [[Security Office]] | ||
|usedfor = Blocking off areas. | |usedfor = Blocking off areas. | ||
|strategy = Block off crime areas to stop | |strategy = Block off crime areas to stop tampering. | ||
|description = Creates a tape barrier that can be lifted temporarily with help intent to pass through. | |description = Creates a tape barrier that can be lifted temporarily with help intent to pass through. | ||
}} | |||
==Machines== | ==Machines== | ||
{{Item | {{Item | ||
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|name = [[Vending_machines#SecTech|SecTech]] | |name = [[Vending_machines#SecTech|SecTech]] | ||
|image = Vendsec.gif | |image = Vendsec.gif | ||
}} | |||
===Security Robots=== | ===Security Robots=== | ||
The Robotic side of the security force. | The Robotic side of the security force. | ||
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* Sec bots are weak to EMP and ranged weapons, like guns and IED spears. Also, they can't escape welded/locked closets. | * Sec bots are weak to EMP and ranged weapons, like guns and IED spears. Also, they can't escape welded/locked closets. | ||
}} | }} | ||
{{anchor|ED-209}} | {{anchor|ED-209}} | ||
{{ItemUsedFor | {{ItemUsedFor | ||
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[[Guide_to_robotics#ED-209|See here how to construct an ED-209.]] | [[Guide_to_robotics#ED-209|See here how to construct an ED-209.]] | ||
}} | |||
[[Category:Objects]] | [[Category:Objects]] |
Revision as of 23:38, 31 August 2022
Non-Lethal Weapons
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Lethal Weapons
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Ammunition
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RnD Gear
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Armor for Protection
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NOTE: For all above and below items, remember to LOCK the locker you took them from!
Other Items
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Machines
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Security Robots
The Robotic side of the security force.
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