Security Items: Difference between revisions
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|usedfor = Subjugating criminals. | |usedfor = Subjugating criminals. | ||
|strategy = Use it on the criminal (make sure they don't have protective eyewear) or activate it in your hand. | |strategy = Use it on the criminal (make sure they don't have protective eyewear) or activate it in your hand. | ||
|description = A versatile tool! Flashes are small devices capable of producing an extremely bright light that is capable of blinding and | |description = A versatile tool! Flashes are small devices capable of producing an extremely bright light that is capable of blinding and knocking down someone for as long as a baton if they are immediately adjacent to you. This light will overcome visual senses, causing them to fall like a little bitch, allowing plenty of time to <strike>beat them to death</strike> stun and cuff them. A good strategy is opening with a flash then following up with a [[Stun Baton]], but is not recommended to overrely on it due to not working against anybody wearing protective eye coverings such as [[welding helmet]]s or [[Sunglasses]]. On the downside, the flash's bulb is prone to burning out after repeated usage and an EMP will instantly burn it out. There is no point spamming the target once they are down, as the knockdown lasts for several seconds and a target already downed by a flash will be knocked down for a shorter duration if flashed again. As a result, it's advisable to let them get back up before flashing again or act quickly so you don't have to use the flash again. Failure to do so will burn your flash out quickly. | ||
Handheld flashes are effective at stunning [[Cyborg|Cyborgs]], and are one of the few ways of stunning them. Carry it in your pocket or security belt. | Handheld flashes are effective at stunning [[Cyborg|Cyborgs]], and are one of the few ways of stunning them. Carry it in your pocket or security belt. | ||
Leaders of [[Game_Modes#Revolution|revolutions]] | Leaders of [[Game_Modes#Revolution|revolutions]] use an implanted syndicate version of flashes to brainwash members of the crew who are not wearing protective gear into assisting them in carrying out a mutiny. | ||
'''Damage:''' N/A. | '''Damage:''' N/A. | ||
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|bgcolor2 = #ff9999 | |bgcolor2 = #ff9999 | ||
|name = Telescopic Baton | |name = Telescopic Baton | ||
|image = Telescopic Baton. | |image = Telescopic Baton.gif | ||
|foundin = Heads' backpacks | |foundin = Heads' backpacks | ||
|usedfor = Subjugating your staff when they feel like not taking orders. | |usedfor = Subjugating your staff when they feel like not taking orders. | ||
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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:''' 10 brute damage on | '''Damage:''' 10 brute damage with combat mode on. 40 stamina 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. | ||
Stun batons have two modes: on and off. While on, using it will | Stun batons have two modes: on and off. While on, using it will deal large amounts 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 | '''Damage:''' 10 brute damage with combat mode on. 70 stamina 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:''' 30 stamina per shot. | ||
}} | }} | ||
{{anchor|NT-USP}} | |||
{{Item | |||
|bgcolor1 = #ffcccc | |||
|bgcolor2 = #ff9999 | |||
|name = NT-USP | |||
|image = Usp.png | |||
|foundin = On Security Officers, armory, NT-USP Crate | |||
|usedfor = Disabling organics. | |||
|strategy = Shoot it at people. | |||
|description = This is one of two ranged primary law enforcement weapons. It only has one firing mode, which fires disabling hardlight bullets. These Hardlight Bullets in particular 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. The NT-USP uses special battery magazines to store energy, each one having 12 per shot for the disabler version, and 8 for the lethal version | |||
'''Damage:''' 25 stamina per shot nonlethal mag, 18 burn per shot lethal mag | |||
}} | |||
{{anchor|Flashbang}} | {{anchor|Flashbang}} | ||
{{Item | {{Item | ||
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|usedfor = Subjugating many criminals at once. | |usedfor = Subjugating many criminals at once. | ||
|strategy = Trigger it and throw it at a criminal mob. | |strategy = Trigger it and throw it at a criminal mob. | ||
|description = This is an advanced piece of equipment because it is | |description = This is an advanced piece of equipment because it is difficult to use (not really). It's distributed by SecTech vendors and the Warden, and can also be found in security lockers. In rooms where multiple and/or armed personnel are expected, you may use a flashbang to "breach" the room. Select it, press the button, and throw it immediately (its fuse is a default time of 5 seconds). It will blind everyone nearby for a short period of time and deafen them for a longer period of time. If all goes well, they will be on the ground and scrambling about in confusion, having dropped their weapons and awaiting a follow-up stun and cuff. | ||
Flashbangs will | Flashbangs will knock down their targets unless they've protected both their eyes and ears. Security usually starts with HUDsunglasses and bowman headsets, allowing them to throw flashbangs safely; ghetto alternatives include normal sunglasses, welding equipment, and earmuffs. They will pierce through protections if they explode on the same tile as the victim, so be sure to throw them before they explode. | ||
They will pierce through protections if they explode on the same tile as the victim, so be sure to throw them before they explode. | |||
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). | ||
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{{anchor|Pepperspray}} | {{anchor|Pepperspray}} | ||
{{Item | {{Item | ||
|bgcolor1 = #ffcccc | |bgcolor1 = #ffcccc | ||
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|usedfor = Subjugating a criminal. | |usedfor = Subjugating a criminal. | ||
|strategy = Shoot it at the criminal. | |strategy = Shoot it at the criminal. | ||
|description = Manufactured by UhangInc, used to down an opponent quickly. Can store | |description = Manufactured by UhangInc, used to down an opponent quickly. Can store 12 sprays inside it. Remember that you can set the Pepper Spray to use 10 units to get the most out of it, using it at 10 units will have it cover up to four tiles and take down anyone not wearing eye protection. Best used in a narrow corridor, like the HOP line, where it can knock over several people at once. | ||
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. | ||
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|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. | |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:''' | '''Damage:''' 30 stamina per shot if turned to the "disable" setting and 20 burn per shot if turned to the "kill" setting. | ||
}} | }} | ||
{{anchor|Hellfire Laser Gun}} | |||
{{Item | {{Item | ||
|bgcolor1 = #ffcccc | |bgcolor1 = #ffcccc | ||
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|image = Hellfire_gun.png | |image = Hellfire_gun.png | ||
|foundin = [[Cargo]] | |foundin = [[Cargo]] | ||
|usedfor = Maiming threats | |usedfor = Maiming threats. | ||
|strategy = Fire at the target. | |strategy = Fire at the target. | ||
|description = Distributed by the [[Warden]] and | |description = Distributed by the [[Warden]] and bought from cargo. A brutal laser weapon using more energy per shot to do more damage, but as a result possesses less shots than a regular [[laser gun]]. It is very likely to inflict severe burn wounds to its target which can seriously debilitate them if left untreated. | ||
'''Damage:''' 25 burn per shot. | '''Damage:''' 25 burn per shot. | ||
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{{anchor|Multiphase Energy Gun}} | {{anchor|NT-S02 Multiphase Energy Gun}} | ||
{{Item | {{Item | ||
|bgcolor1 = #ffcccc | |bgcolor1 = #ffcccc | ||
|bgcolor2 = #ff9999 | |bgcolor2 = #ff9999 | ||
|name = Multiphase Energy Gun | |name = NT-S02 Multiphase Energy Gun | ||
|image = [[File:Multiphase_gun_stun.gif|64px]] | |image = [[File:Multiphase_gun_stun.gif|64px]] | ||
|OverrideImage = true | |OverrideImage = true | ||
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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 = Unique weapon held only | |description = Unique weapon held only by the [[Head of Security]]. Functions essentially as a more advanced energy gun, capable of firing in disable, ion, and lethal laser modes. | ||
}} | }} | ||
{{anchor| | {{anchor|Autocarbine}} | ||
{{Item | {{Item | ||
|bgcolor1 = #ffcccc | |bgcolor1 = #ffcccc | ||
|bgcolor2 = #ff9999 | |bgcolor2 = #ff9999 | ||
|name = WT-550 | |name = WT-550 Autocarbine | ||
|image = Autorifle.png | |image = Autorifle.png | ||
|foundin = [[Cargo]], deep space | |foundin = [[Cargo]], deep space | ||
|usedfor = Eliminating threats. | |usedfor = Eliminating threats. | ||
|strategy = Fire at the target. | |strategy = Fire at the target. | ||
|description = Ballistic | |description = Ballistic carbine that Security can gain access to via [[Cargo]]. The carbine holds several clear advantages and disadvantages over the standard Laser Gun. The rifle holds 20 rounds per magazine, can be reloaded in the field, possesses a 2 round burst and can bypass some energy weapon defenses such as Energy Shields and, to a degree, Energy Swords. However, it needs physical ammo to reload with, lacks any stunning capability, cannot bypass glass and must be bought from Cargo en masse. | ||
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. | ||
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|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}} | ||
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|image = 46x30ammo.png | |image = 46x30ammo.png | ||
|foundin = Security Protolathe, ordered from Cargo. | |foundin = Security Protolathe, ordered from Cargo. | ||
|usedfor = Loading a WT-550 | |usedfor = Loading a WT-550 Autocarbine. | ||
|strategy = Lock and load. | |strategy = Lock and load. | ||
|description = A | |description = A 20-round 4.6x30mm magazine for use in the WT-550 automatic carbine. Fires standard ball ammunition, dealing 15 damage. Easy and cheap to produce. | ||
}} | }} | ||
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|image = 46x30mmtA.png | |image = 46x30mmtA.png | ||
|foundin = Security Protolathe | |foundin = Security Protolathe | ||
|usedfor = Loading a WT-550 | |usedfor = Loading a WT-550 Autocarbine. | ||
|strategy = Lock and load. | |strategy = Lock and load. | ||
|description = A | |description = A 20-round 4.6x30mm AP magazine for use in the WT-550 automatic carbine. Fires armor piercing bullets that can tear through most armor, but at the cost of dealing only 12 damage per bullet. | ||
}} | }} | ||
{{anchor|WT-550 | {{anchor|WT-550 Rubber Round Magazine}} | ||
{{Item | {{Item | ||
|bgcolor1 = #cccccc | |bgcolor1 = #cccccc | ||
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|image = 46x30mmtT.png | |image = 46x30mmtT.png | ||
|foundin = Security Protolathe | |foundin = Security Protolathe | ||
|usedfor = Loading a WT-550 | |usedfor = Loading a WT-550 Autocarbine. | ||
|strategy = Lock and load. | |strategy = Lock and load. | ||
|description = A | |description = A 20-round 4.6x30mm rubber round magazine for use in the WT-550 automatic carbine. Fires rubber bullets dealing 5 brute damage and 22 stamina damage. | ||
}} | }} | ||
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|image = 46x30mmtI.png | |image = 46x30mmtI.png | ||
|foundin = Security Protolathe | |foundin = Security Protolathe | ||
|usedfor = Loading a WT-550 | |usedfor = Loading a WT-550 Autocarbine. | ||
|strategy = Lock and load. | |strategy = Lock and load. | ||
|description = A | |description = A 20-round 4.6x30mm IC magazine for use in the WT-550 automatic carbine. 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|Advanced Energy Gun}} | {{anchor|Advanced Energy Gun}} | ||
{{Item | {{Item | ||
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|bgcolor2 = #ff9999 | |bgcolor2 = #ff9999 | ||
|name = Advanced Energy Gun | |name = Advanced Energy Gun | ||
|image = Advegun. | |image = Advegun.gif | ||
|foundin = Armory Techfab | |foundin = Armory Techfab | ||
|usedfor = Subjugating criminals and/or eliminating threats without needing to | |usedfor = Subjugating criminals and/or eliminating threats without needing to go to a recharger, dying of radiation poisoning. | ||
|strategy = Toggle the mode you want and fire at the target. | |strategy = Toggle the mode you want and fire at the target. Refill with uranium when empty. | ||
|description = An energy gun | |description = An energy gun using a refillable nuclear reactor instead of a battery. Cannot be recharged like most other energy weapons, instead the operator refill the reactor with uranium directly, making it a highly convenient weapon logistically. Care has to be taken however as refilling the reactor will leak out radiations. Possess numerous firemodes to tackle any situation. | ||
'''Damage:''' | '''Damage:''' 30 stamina per shot if turned to the "disable" setting, 20 burn per shot if turned to the "kill" setting, 10 burn and 300 raditaion per shot along with them going through wall if turned to the "irradiate" setting and 8 oxygen per shot if turned to the "suffocate" setting. | ||
}} | }} | ||
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'''Damage:''' 20 cellular damage per shot. | '''Damage:''' 20 cellular damage per shot. | ||
}} | }} | ||
==Armor for Protection== | ==Armor for Protection== | ||
{{anchor|Helmet}} | {{anchor|Helmet}} | ||
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{{anchor| | {{anchor|Reflective Jacket}} | ||
{{Item | {{Item | ||
|bgcolor1 = #f2dca6 | |bgcolor1 = #f2dca6 | ||
|bgcolor2 = #f2dca6 | |bgcolor2 = #f2dca6 | ||
|name = | |name = Reflective Jacket | ||
|image = Ablative.png | |image = Ablative.png | ||
|foundin = [[Armory]] | |foundin = [[Armory]] | ||
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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> | ||
}} | |||
{{anchor|Caldwell Tracking Revolver}} | |||
{{Item | |||
|bgcolor1 = #cce6ff | |||
|bgcolor2 = #99ccff | |||
|name = Caldwell Tracking Revolver | |||
|image = Tracrevolver.png | |||
|foundin = Cargo | |||
|usedfor = Tracking criminals. | |||
|strategy = Fire at the target and track them with the bluespace locator. | |||
|description = A 7 shot revolver that deals little damage but places a tracking beacon under the skin of the target, acting like a regular tracking implant but lasting only 5 minutes. Does not emit a signal strong enough to permit teleportation to their location. The implant will be destroyed early if it is EMP'd. | |||
'''Damage:''' 5 brute per shot. | |||
}} | }} | ||
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|image = Implant_Case.png | |image = Implant_Case.png | ||
|foundin = [[Armory]] in a Tracking Implant Kit [[File:Implantbox.png]] | |foundin = [[Armory]] in a Tracking Implant Kit [[File:Implantbox.png]] | ||
|usedfor = Tracking suspects | |usedfor = Tracking suspects. | ||
|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 | |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. Disintegrates 10 minutes after the death of the host, unless revived. | ||
}} | }} | ||
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|usedfor = Blocking off areas. | |usedfor = Blocking off areas. | ||
|strategy = Block off crime areas to stop tampering. | |strategy = Block off crime areas to stop tampering. | ||
|description = Creates a tape barrier that can be lifted temporarily with | |description = Creates a tape barrier that can be lifted temporarily with combat mode off to pass through. | ||
}} | }} | ||
==Machines == | |||
==Machines== | |||
{{Item | {{Item | ||
|bgcolor1 = lightgray | |bgcolor1 = lightgray | ||
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|image = Vendsec.gif | |image = Vendsec.gif | ||
}} | }} | ||
===Security Robots === | |||
===Security Robots=== | |||
The Robotic side of the security force. | The Robotic side of the security force. | ||
Latest revision as of 11:53, 4 June 2024
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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