Security Items: Difference between revisions
Alexkar598 (talk | contribs) m (Updates flash description) |
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'''Damage''' = N/A | '''Damage''' = N/A | ||
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{{anchor|Energy Bola}} | {{anchor|Energy Bola}} | ||
{{Item | {{Item | ||
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|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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|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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|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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|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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|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 breaching shotgun}} | {{anchor|Tactical breaching shotgun}} | ||
{{Item | {{Item | ||
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|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}} | ||
{{Item | {{Item | ||
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'''Damage''' = 10 brute on melee and 20 burn on shot. | '''Damage''' = 10 brute on melee and 20 burn on shot. | ||
}} | }} | ||
{{anchor|Energy Gun}} | {{anchor|Energy Gun}} | ||
{{Item | {{Item | ||
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'''Damage''' = 10 brute on melee and 20 burn on shot if turned to the "kill" setting. | '''Damage''' = 10 brute on melee and 20 burn on shot if turned to the "kill" setting. | ||
}} | }} | ||
{{anchor|Multiphase Energy Gun}} | {{anchor|Multiphase Energy Gun}} | ||
{{Item | {{Item | ||
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|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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'''Damage''' = 20 brute on shot, 10 damage on melee | '''Damage''' = 20 brute on shot, 10 damage on melee | ||
}} | }} | ||
{{anchor|Riot Shotgun}} | {{anchor|Riot Shotgun}} | ||
{{Item | {{Item | ||
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|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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}} | }} | ||
=== Ammunition === | === Ammunition === | ||
{{anchor|WT-550 Standard Magazine}} | {{anchor|WT-550 Standard Magazine}} | ||
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|description = A 20-round 4.6x30mm magazine for use in the WT-550 automatic rifle. Fires standard ball ammunition, dealing 20 damage per hit. Easy and cheap to produce. | |description = A 20-round 4.6x30mm magazine for use in the WT-550 automatic rifle. Fires standard ball ammunition, dealing 20 damage per hit. Easy and cheap to produce. | ||
}} | }} | ||
{{anchor|WT-550 Armour Piercing Magazine}} | {{anchor|WT-550 Armour Piercing Magazine}} | ||
{{Item | {{Item | ||
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|description = A 20-round 4.6x30mm AP magazine for use in the WT-550 automatic rifle. Fires armor piercing bullets that can tear through armor, but at the cost of dealing less damage per bullet. | |description = A 20-round 4.6x30mm AP magazine for use in the WT-550 automatic rifle. Fires armor piercing bullets that can tear through armor, but at the cost of dealing less damage per bullet. | ||
}} | }} | ||
{{anchor|WT-550 Toxin Tipped Magazine}} | {{anchor|WT-550 Toxin Tipped Magazine}} | ||
{{Item | {{Item | ||
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|description = A 20-round 4.6x30mm TX magazine for use in the WT-550 automatic rifle. Fires uranium tipped ammunition, dealing 15 toxin damage per hit. | |description = A 20-round 4.6x30mm TX magazine for use in the WT-550 automatic rifle. Fires uranium tipped ammunition, dealing 15 toxin damage per hit. | ||
}} | }} | ||
{{anchor|WT-550 Incendiary Magazine}} | {{anchor|WT-550 Incendiary Magazine}} | ||
{{Item | {{Item | ||
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|description = A 20-round 4.6x30mm IC magazine for use in the WT-550 automatic rifle. Fires unique ammo that deals five damage per bullet, but each bullet contains a compound that ignites the target aflame. | |description = A 20-round 4.6x30mm IC magazine for use in the WT-550 automatic rifle. Fires unique ammo that deals five damage per bullet, but each bullet contains a compound that ignites the target aflame. | ||
}} | }} | ||
==RnD Gear== | ==RnD Gear== | ||
See the [[Research_items#Weapons|Research Items]] page. | See the [[Research_items#Weapons|Research Items]] page. | ||
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'''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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|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 | |||
|bgcolor1 = #cce6ff | |||
|bgcolor2 = #99ccff | |||
|name = Police Tape | |||
|image = PoliceTape.png | |||
|foundin = Lockers at [[Security Office]] | |||
|usedfor = Blocking off areas. | |||
|strategy = Block off crime areas to stop tempering | |||
|description = Creates a tape barrier that can be lifted temporarily with help intent 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. | ||
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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 00:49, 4 May 2022
Non-Lethal Weapons
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Lethal Weapons
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Ammunition
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RnD Gear
See the Research Items page.
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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