Security Items: Difference between revisions

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402 bytes added ,  08:50, 6 March 2023
m
https://github.com/yogstation13/Yogstation/pull/18072 flashes knockdown now
m (forgot the aegun)
m (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 stun lasts for several seconds. In addition, a target already stunned by a flash will be stunned for a shorter duration if flashed again. As a result, it's advisable to let them become un-stunned 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.
  |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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  |usedfor = Eliminating threats.  
  |usedfor = Eliminating threats.  
  |strategy = Fire at the target.  
  |strategy = Fire at the target.  
  |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.
  |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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  |usedfor = Loading a WT-550 Autocarbine.
  |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 carbine. 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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  |usedfor = Loading a WT-550 Autocarbine.
  |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 carbine. 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.
}}
}}


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  |usedfor = Loading a WT-550 Autocarbine.
  |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 carbine. 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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  |usedfor = Loading a WT-550 Autocarbine.
  |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 carbine. 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==
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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:''' 30 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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