Security Items: Difference between revisions

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https://github.com/yogstation13/Yogstation/pull/18072 flashes knockdown now
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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 stunning 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> handcuff them. This is an acceptable alternative to a [[Stun Baton]] in a pinch, but is not recommended as an alternative due to it not working against anybody wearing protective eye coverings such as [[welding helmet]]s or [[Sunglasses]]. On the downside, overexposure can cause blindness, and the flash's bulb is prone to burning out after repeated usage. There is no point spamming the target once they are down as the flash will last for a few seconds. Wait a few seconds before flashing your target again to avoid burning out the light bulb prematurely.
  |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]] 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]] 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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  |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 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 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 anything but help intent. 70 stamina damage.
'''Damage:''' 10 brute damage on anything but help intent. 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:''' 25 stamina per shot.
'''Damage:''' 30 stamina per shot.
}}
}}


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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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  |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:''' 25 stamina per shot if turned to the "disable" setting and 20 burn per shot if turned to the "kill" setting.
'''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 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 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|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, possess 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 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 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 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 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 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 Toxin Tipped Magazine}}
{{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 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 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 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 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|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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  |bgcolor2 = #ff9999
  |bgcolor2 = #ff9999
  |name = Advanced Energy Gun
  |name = Advanced Energy Gun
  |image = Advegun.png
  |image = Advegun.gif
  |foundin = Armory Techfab
  |foundin = Armory Techfab
  |usedfor = Subjugating criminals and/or eliminating threats without needing to recharge.  
  |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 but self charging, removing all the logistical burdens of getting more ammo to continue shooting. Cannot be recharged the standard way in rechargers and can emit radiation if subjected to EMPs.  
  |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:''' 25 stamina per shot if turned to the "disable" setting and 20 burn per shot if turned to the "kill" setting.
'''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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'''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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