Security Items: Difference between revisions

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150 bytes added ,  03:35, 2 October 2022
m
moves caldwell to misc items since it's not rnd anymore
mNo edit summary
m (moves caldwell to misc items since it's not rnd anymore)
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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 so difficult to use. 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. 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, having dropped their weapons, and awaiting your handcuffs.
  |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 stun 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 can be normal sunglasses/welding equipment and earmuffs.
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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  |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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{{anchor|Auto Rifle}}
{{anchor|Autocarbine}}
{{Item
{{Item
  |bgcolor1 = #ffcccc
  |bgcolor1 = #ffcccc
  |bgcolor2 = #ff9999
  |bgcolor2 = #ff9999
  |name = WT-550 Autorifle
  |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 rifle that Security can gain access to via [[Cargo]]. The rifle holds several clear advantages and disadvantages over the standard Laser Gun. The rifle holds 22 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 this weapons needs physical ammo to reload with, lacks any stunning capability, cannot bypass glass and must be bought from Cargo en masse.
  |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 22 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 Auto Rifle.
  |usedfor = Loading a WT-550 Autocarbine.
  |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 carbine. Fires standard ball ammunition, dealing 15 damage per hit and goes through light armor. 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 Auto Rifle.
  |usedfor = Loading a WT-550 Autocarbine.
  |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 carbine. Fires armor piercing bullets that can tear through most armor, but at the cost of dealing only 12 damage per bullet.
}}
}}


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  |image = 46x30mmtT.png
  |image = 46x30mmtT.png
  |foundin = Security Protolathe
  |foundin = Security Protolathe
  |usedfor = Loading a WT-550 Auto Rifle.
  |usedfor = Loading a WT-550 Autocarbine.
  |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 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 Auto Rifle.
  |usedfor = Loading a WT-550 Autocarbine.
  |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 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|Caldwell Tracking Revolver}}
{{Item
|bgcolor1 = #ffcccc
|bgcolor2 = #ff9999
|name = Caldwell Tracking Revolver
|image = Tracrevolver.png
|foundin = Armory Techfab
|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 15 minutes. Does not emit a signal strong enough to permit teleportation to their location.
'''Damage:''' 5 brute per shot.
}}
{{anchor|Advanced Energy Gun}}
{{anchor|Advanced Energy Gun}}
{{Item
{{Item
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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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'''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 = 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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  |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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  |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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