Difference between revisions of "Security items"
imported>Angust m (→Other Items) |
(Adds the NSV specific guns + its not a station) |
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|usedfor = Subjugating criminals. | |usedfor = Subjugating criminals. | ||
|strategy = Use it on the criminal (make sure he doesn't have protective eyewear) or activate it in your hand. | |strategy = Use it on the criminal (make sure he doesn'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. | + | |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|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. |
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. | ||
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|usedfor = Subjugating your staff when they feel like not taking orders. | |usedfor = Subjugating your staff when they feel like not taking orders. | ||
|strategy = Apply it in your hand to extend it, apply to person. | |strategy = Apply it in your hand to extend it, apply to person. | ||
− | |description = A.K.A. Telebaton. A compact yet robust personal defense weapon. Can be concealed when folded. Every Head gets one. | + | |description = A.K.A. Telebaton. A compact yet robust personal defense weapon. Can be concealed when folded. Every Head gets one. When not on harm intent it causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]] and 45 [[Health#Stamina|stamina]] damage, which means it will stam-[[Status_Effects#Paralyze|paralyze]] someone with 3 hits. Has a 4 second cooldown between non-harm hits. |
− | '''Damage''' = 10 brute damage on | + | '''Damage''' = 10 brute damage on harm intent. |
+ | }} | ||
+ | {{anchor|Police Baton}}{{anchor|Classic Baton}} | ||
+ | {{Item | ||
+ | |bgcolor1 = #ffcccc | ||
+ | |bgcolor2 = #ff9999 | ||
+ | |name = Police Baton | ||
+ | |image = Classic_baton.png | ||
+ | |foundin = Detective gets one | ||
+ | |usedfor = Subjugating criminals. | ||
+ | |strategy = Apply to a person. | ||
+ | |description = Works the same as a [[#Telebaton|telebaton]], except it's always extended. When not on harm intent it causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]] and 45 [[Health#Stamina|stamina]] damage, which means it will stam-[[Status_Effects#Paralyze|paralyze]] someone with 3 hits. Has a 4 second cooldown between non-harm hits. | ||
+ | |||
+ | '''Damage''' = 12 brute damage on harm intent. | ||
}} | }} | ||
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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: [[security|on]] and [[shitcurity|off]]. While on, | + | Stun batons have two modes: [[security|on]] and [[shitcurity|off]]. While on, hitting someone with it will result in 50 instant stamina damage, and then a 5 second [[Status_Effects#Knockdown|knockdown]] 2 seconds after the hit. Has a 2.5 second cooldown between [[Status_Effects#Knockdown|knockdown]] hits. Harm intent will cause you to also smash the victim, bruising the target. You'll generally be using it on a non-harm intent. Excessive use is discouraged among [[beyond the impossible|forward-thinking and sympathetic]] security forces. Recharged in a [[Security_items#Recharger|recharger]]. The [[Status_Effects#Knockdown|knockdown]] can be mitigated with [[Guide_to_chemistry#Pump-Up|Pump-Up]] and other chems. |
<br/> | <br/> | ||
− | '''Damage''' = 10 brute damage on | + | '''Damage''' = 10 brute damage on harm intent. |
}} | }} | ||
+ | {{anchor|Glock}} | ||
+ | {{Item | ||
+ | |bgcolor1 = #ffcccc | ||
+ | |bgcolor2 = #ff9999 | ||
+ | |name = Glock-13 | ||
+ | |image = Secglock.png | ||
+ | |foundin = On Security Officers, armory, ordered from Cargo | ||
+ | |usedfor = Non-lethally subduing criminals. | ||
+ | |strategy = Shoot people with it. | ||
+ | |description = This is the primary law enforcement weapon of Security Officers. It comes loaded with rubber bullets, but you can acquire lethals as well from an Autolathe. Rubber bullets 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 3 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 Captain, the HoS and the XO also receive one of these, with a special paint-job. | ||
+ | }} | ||
− | {{anchor| | + | {{anchor|Disabler}} |
{{Item | {{Item | ||
|bgcolor1 = #ffcccc | |bgcolor1 = #ffcccc | ||
|bgcolor2 = #ff9999 | |bgcolor2 = #ff9999 | ||
− | |name = | + | |name = Disabler |
− | |image = | + | |image = ModernDisabler.png |
− | |foundin = | + | |foundin = SGV Aetherwhisp's armory, disabler crate |
− | |usedfor = | + | |usedfor = Disabling organics. |
− | |strategy = Shoot it | + | |strategy = Shoot people with it. |
− | |description = This | + | |description = This modern law enforcement weapon is mainly found on SolGov ships, but it can be acquired from cargo as well. It fires disabler beams, which deal stamina damage, like the Glock's rubber bullets. However, these beams pass through windows and grilles. The disabler is also easier to reload, as it only needs energy. |
− | |||
− | |||
}} | }} | ||
− | |||
− | |||
{{anchor|Flashbang}} | {{anchor|Flashbang}} | ||
{{Item | {{Item | ||
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|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 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. | ||
− | Flashbangs will | + | |
− | + | Flashbangs will [[Status_Effects#Paralyze|paralyze]] people within range for 20 seconds, unless they've protected their eyes and ears. Security usually wear HUD-sunglasses and bowman headsets, allowing them to throw flashbangs safely. Security helmets themselves protect against the bang part, but not the flash. Ghetto alternatives can be normal sunglasses/welding equipment and earmuffs. Partial protection may reduce the [[Status_Effects#Paralyze|paralyze]] time. Flashbangs detonated on the same tile as you will fully [[Status_Effects#Paralyze|paralyze]] you even if you are wearing full flashbang protection. If you are 1 tile away from the detonation and wearing protection, it will [[Status_Effects#Paralyze|paralyze]] for only 3 seconds. | |
+ | |||
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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'''Damage''' = N/A | '''Damage''' = N/A | ||
}} | }} | ||
− | |||
− | |||
{{anchor|Pepperspray}} | {{anchor|Pepperspray}} | ||
{{Item | {{Item | ||
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'''Damage''' = N/A | '''Damage''' = N/A | ||
}} | }} | ||
− | |||
− | |||
{{anchor|Handcuffs}} | {{anchor|Handcuffs}} | ||
{{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 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 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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|foundin = Armory, Security Protolathe. | |foundin = Armory, Security Protolathe. | ||
|usedfor = Combat. | |usedfor = Combat. | ||
− | |strategy = Detaining traitors with energy swords/shields, slime removal. | + | |strategy = Detaining traitors with energy swords/shields, slime removal/healing. |
− | |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, or you can heal them with heat setting. |
}} | }} | ||
− | + | {{anchor|Hybrid Taser}} | |
− | {{anchor| | ||
{{Item | {{Item | ||
|bgcolor1 = #ffcccc | |bgcolor1 = #ffcccc | ||
|bgcolor2 = #ff9999 | |bgcolor2 = #ff9999 | ||
− | |name = | + | |name = Hybrid Taser |
− | |image = | + | |image = Hybrid_taser.gif |
− | |foundin = | + | |foundin = Admin spawned |
− | |usedfor = | + | |usedfor = Subjugating criminals. |
− | |strategy = Shoot | + | |strategy = Shoot it at the target. |
− | |description = | + | |description = This used to be the primary law enforcement weapon, but is now only spawnable by admins. It has two modes of use; Tase OR Disable. In taser mode (Yellow) it will fire an incandescent ball of energy at low velocity. The projectile is stopped by windows, grilles, walls, simple distance, and various other obstructions. When the shot hits its target, it will cause temporary paralysis and slur speech to near illegibility. The range of the taser shot is also limited. In Disabler mode (Light Blue) it will fire a blue disabler beam that deals stamina-damage, slowing down the prep and making them fall after three shots. The disabler beam is NOT stopped by windows and grilles and its range is unlimited. Melee use of this weapon is inappropriate except for the most extreme cases [[Space_law#Major_Crimes|(see space law section Dangerous Criminals)]]. |
+ | |||
+ | '''Damage''' = 10 brute damage when hit on melee. | ||
}} | }} | ||
− | |||
{{anchor|DRAGnet}} | {{anchor|DRAGnet}} | ||
{{Item | {{Item | ||
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|usedfor = Slowing and teleporting people. | |usedfor = Slowing and teleporting people. | ||
|strategy = Shoot people with it. | |strategy = Shoot people with it. | ||
− | |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 | + | |description = The "Dynamic Rapid-Apprehension of the Guilty" net is a revolution in law enforcement technology. It has two settings: One (snare) which places energy snares, which act like bear traps without the damage, and another (netting) that shoots shotgun-like bursts of projectiles which deal heavy [[Health#Stamina|stamina]] damage and place "nets" when they hit a person. About 4 seconds after appearing, these "nets" will teleport any mob standing on top of them, to whichever location any existing "teleporter control console" is set to (with some variation). The teleporter control console target must both be set AND the "teleporter station" must have been clicked to "engage" the teleporter, for it to count. Calibration is not required. <br><br>To ensure that criminals are teleported into their cells, dont forget to print a DropNet at the Security Techfab, and put it in the cell. |
+ | }} | ||
+ | ==Lethal Weapons== | ||
+ | {{anchor|Auto Rifle}} | ||
+ | {{Item | ||
+ | |bgcolor1 = #ffcccc | ||
+ | |bgcolor2 = #ff9999 | ||
+ | |name = WT-550 Autorifle | ||
+ | |image = Autorifle.png | ||
+ | |foundin = [[Armory]], [[Cargo]] | ||
+ | |usedfor = Eliminating threats. | ||
+ | |strategy = Fire at the target. | ||
+ | |description = The most popular lethal firearm utilised by Security. The rifle holds 20 rounds per magazine, can be reloaded in the field with a multitude of different ammo and can bypass some energy weapon defenses such as Energy Shields and, to a degree, Energy Swords. However the ammo needs to be researched and the weapon lacks any stunning capability and cannot bypass glass. | ||
+ | |||
+ | The choice to distribute this weapon is usually in the hands of the [[Head of Security]] or the [[Warden]], but it is not rare to see it in Security's (or even in some boarding troppers') hands. | ||
+ | |||
+ | '''Damage''' = 20 brute on shot, 10 damage on melee | ||
+ | }} | ||
+ | {{anchor|M1911}} | ||
+ | |||
+ | {{Item | ||
+ | |bgcolor1 = #ffcccc | ||
+ | |bgcolor2 = #ff9999 | ||
+ | |name = M1911 handgun | ||
+ | |image = M1911.png | ||
+ | |foundin = [[Armory]], [[Cargo]] | ||
+ | |usedfor = Eliminating threats. | ||
+ | |strategy = Fire at the target. | ||
+ | |description = The single most popular handgun used by Security Forces. It can hold 8 bullets, each dealing 30 damage. it is often found in the hands of Security Officers, being handed out as a small but powerful sidearm, in case of a [[Traitor|suspected internal threat]]. | ||
+ | |||
+ | '''Damage''' = 30 brute on shot | ||
+ | }} | ||
+ | |||
+ | {{anchor|M2A45}} | ||
+ | |||
+ | {{Item | ||
+ | |bgcolor1 = #ffcccc | ||
+ | |bgcolor2 = #ff9999 | ||
+ | |name = M2A45 pulse rifle | ||
+ | |image = M2A45_pulse_rifle.png | ||
+ | |foundin = [[Armory]], [[Cargo]] | ||
+ | |usedfor = Eliminating threats. | ||
+ | |strategy = Fire at the target. | ||
+ | |description = An advanced weapon designed by NT, utilising Magnetic Acceleration to fire bullets. This allows it to fire bullets in three round bursts, however, these bullets are weaker then normal. Can be loaded with either lethal or non-lethal ammo. | ||
+ | |||
+ | '''Damage''' = 10 brute on shot with lethal ammo | ||
+ | }} | ||
+ | |||
+ | {{anchor|Assault Rifle}} | ||
+ | |||
+ | {{Item | ||
+ | |bgcolor1 = #ffcccc | ||
+ | |bgcolor2 = #ff9999 | ||
+ | |name = M4A-16A1 Assault Rifle | ||
+ | |image = Assault_rifle.png | ||
+ | |foundin = In the hands of boarding units, [[Armory]], [[Cargo]] | ||
+ | |usedfor = Eliminating threats. | ||
+ | |strategy = Fire at the target. | ||
+ | |description = A powerful rifle, capable of holding 30 bullets and full-auto fire. Usually found in high numbers in the [[Armory]]. It comes loaded with ''Boarding Firing pins'', which only work off-ship, unless toggled by the HoS. | ||
+ | |||
+ | Because of it's high numbers roundstart and it's firing pin, it is often handed out to Boarding Crews. | ||
+ | |||
+ | '''Damage''' = 35 brute on shot | ||
}} | }} | ||
− | == | + | {{anchor|SMG}} |
+ | |||
+ | {{Item | ||
+ | |bgcolor1 = #ffcccc | ||
+ | |bgcolor2 = #ff9999 | ||
+ | |name = MP-16A4 'Peacemaker' Military Police SMG | ||
+ | |image = MP_SMG.png | ||
+ | |foundin = [[Armory]], [[Cargo]] | ||
+ | |usedfor = Eliminating threats. | ||
+ | |strategy = Fire at the target. | ||
+ | |description = A compact SMG utilised by Security forces. It can hold 20 rounds, and can fire full-auto. Found in high-numbers in the Armory, it can be handed out to the crew in case of [[Nuclear Operative|hostile]] [[Boarders|boarding crews]] coming aboard. | ||
+ | |||
+ | '''Damage''' = 20 brute on shot | ||
+ | }} | ||
{{anchor|Laser Gun}} | {{anchor|Laser Gun}} | ||
+ | |||
{{Item | {{Item | ||
|bgcolor1 = #ffcccc | |bgcolor1 = #ffcccc | ||
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|name = Laser Gun | |name = Laser Gun | ||
|image = Laser_gun.png | |image = Laser_gun.png | ||
− | |foundin = | + | |foundin = Ordered in Cargo |
|usedfor = Eliminating threats. | |usedfor = Eliminating threats. | ||
|strategy = Fire at the target. | |strategy = Fire at the target. | ||
− | |description = | + | |description = Ordered from Cargo, this is essentially an [[Energy Gun]] that lacks a disabler mode. The laser gun, unsurprisingly, shoots lasers, which deal a great deal of [[Guide to medicine#Burns|burning damage]]. The lasers will travel through grilles and glass of all sorts. Laser guns have slightly more rounds to fire than e-guns and can be recharged. Usually distributed along with [[Riot Shields]] in extreme cases. Can be ordered by the [[quartermaster]]s in a secure weapons crate, which itself can only be opened by a [[security]] officer or military head of staff. |
In the event of a [[Blob|massive biological outbreak]], security staff usually freely distribute laser weapons to the crew, as they are effective against the blob and lack stun capabilities. | In the event of a [[Blob|massive biological outbreak]], security staff usually freely distribute laser weapons to the crew, as they are effective against the blob and lack stun capabilities. | ||
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{{anchor|Energy Gun}} | {{anchor|Energy Gun}} | ||
+ | |||
{{Item | {{Item | ||
|bgcolor1 = #ffcccc | |bgcolor1 = #ffcccc | ||
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|image = [[File:Energy_Gun.gif|64px]] | |image = [[File:Energy_Gun.gif|64px]] | ||
|OverrideImage = true | |OverrideImage = true | ||
− | |foundin = | + | |foundin = Ordered from Cargo |
|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 = | + | |description = 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 can be ordered in a secure [[Supply crates|crate]] by the [[quartermaster]]. |
'''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. | ||
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{{anchor|Multiphase Energy Gun}} | {{anchor|Multiphase Energy Gun}} | ||
+ | |||
{{Item | {{Item | ||
|bgcolor1 = #ffcccc | |bgcolor1 = #ffcccc | ||
|bgcolor2 = #ff9999 | |bgcolor2 = #ff9999 | ||
− | |name = | + | |name = X-01 MultiPhase Energy Gun (aka head of security's personal laser gun) |
|image = [[File:Multiphase_gun_stun.gif|64px]] | |image = [[File:Multiphase_gun_stun.gif|64px]] | ||
|OverrideImage = true | |OverrideImage = true | ||
− | |foundin = | + | |foundin = Adminbus |
|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 = | + | |description = Used to be the unique weapon held only by the [[Head of Security]], now only acquired by Adminbus. Functions essentially as a more advanced energy gun, capable of firing in disable, ion, and lethal laser modes. This is a [[High-risk_items#Hos_laser|high-risk item]] and is often a theft objective for [[Traitor|traitors]] (head of security's personal laser gun). |
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}} | }} | ||
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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}} | ||
{{Item | {{Item | ||
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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. | ||
}} | }} | ||
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==RnD Gear== | ==RnD Gear== | ||
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See the [[Research_items#Weapons|Research Items]] page. | See the [[Research_items#Weapons|Research Items]] page. | ||
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|usedfor = General defence. | |usedfor = General defence. | ||
|strategy = Wear it to mitigate some damage from attacks. | |strategy = Wear it to mitigate some damage from attacks. | ||
− | |description = Standard issue security Body Armor, issued to all Security personnel and select | + | |description = Standard issue security Body Armor, issued to all Security personnel and select ship personnel. Provides a moderate amount of protection, so it's recommended you wear it at all times. |
}} | }} | ||
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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!''' | ||
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==Other Items== | ==Other Items== | ||
{{anchor|Secway}} | {{anchor|Secway}} | ||
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|usedfor = Tracking suspects, and making it possible to teleport straight up to the implanted person. | |usedfor = Tracking suspects, and making it possible to teleport straight up to the implanted person. | ||
|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 | + | |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. Use a [[High-risk_items#Hand_teleporter|Hand Teleporter]] or [[Teleporter]] to teleport directly to the target. It does not cause people to be gibbed when teleported to. Disintegrates 10 minutes after the death of the host, unless revived. |
}} | }} | ||
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|usedfor = Can be loaded with any sort of chemical agent via the common syringe and can hold 50 units. | |usedfor = Can be loaded with any sort of chemical agent via the common syringe and can hold 50 units. | ||
|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 put a chemical implant under the skin of that person's chest. Load the implant with up to 50 units of chemicals by injecting it with a filled syringe while it's still in its original case. You can then remotely inject the implanted chems with a Prisoner Management Console. | + | |description = When used on someone, it will put a chemical implant under the skin of that person's chest. Load the implant with up to 50 units of chemicals by injecting it with a filled syringe while it's still in its original case. You can then remotely inject the implanted chems with a Prisoner Management Console. The implant will last so long as the subject is alive. However, if the subject suffers from malnutrition, the implant may become unstable and either pre-maturely inject the subject or simply break. Disintegrates 10 minutes after the death of the host, unless revived. |
}} | }} | ||
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|usedfor = Securing an area from anyone without protective eyewear. | |usedfor = Securing an area from anyone without protective eyewear. | ||
|strategy = Pull it to a powered area and wrench it in place. | |strategy = Pull it to a powered area and wrench it in place. | ||
− | |description = A recharger can recharge any energy-based device should it run out of power. As a member of security you will most likely be using these to recharge your stun batons and tasers. Rechargers can be wrenched then moved, for example to be closer to a [[blob]] eating the | + | |description = A recharger can recharge any energy-based device should it run out of power. As a member of security you will most likely be using these to recharge your stun batons and tasers. Rechargers can be wrenched then moved, for example to be closer to a [[blob]] eating the ship. |
The recharge time of your energy based devices will vary depending on their maximum capacity. | The recharge time of your energy based devices will vary depending on their maximum capacity. | ||
}} | }} | ||
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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. | ||
}} | }} | ||
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==Machines== | ==Machines== | ||
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{{Item | {{Item | ||
|bgcolor1 = lightgray | |bgcolor1 = lightgray | ||
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|image = Vendsec.gif | |image = Vendsec.gif | ||
}} | }} | ||
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===Security Robots=== | ===Security Robots=== | ||
The Robotic side of the security force. | The Robotic side of the security force. | ||
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|foundin = One patrolling around the halls, others manufactured in [[Robotics]] | |foundin = One patrolling around the halls, others manufactured in [[Robotics]] | ||
|usedfor = Detaining criminals, autonomous guards in high security areas. | |usedfor = Detaining criminals, autonomous guards in high security areas. | ||
− | |description = All | + | |description = All ships start with at least one Securitron. One is the famous Officer Beepsky, who is the closest the Head of Security gets to a pet and also a world class criminal catcher, being able to scuttle faster than a man can run, and stun and cuff and criminals using cablecuffs made in the experimental mass fabricator Nanotrasen places in every Securitron model. |
Beepsky is so vigilant, he'll even trip anyone who gets in his way when he's chasing a perp! This also makes him a right pain when hacked as he will stun and cuff everyone in sight! A similar Securitron called Officer Pingsky spawns in the AI satellite to guard it from criminals! The Roboticists have the option to make more, but they are rarely made as they use up the Warden's precious helmets. | Beepsky is so vigilant, he'll even trip anyone who gets in his way when he's chasing a perp! This also makes him a right pain when hacked as he will stun and cuff everyone in sight! A similar Securitron called Officer Pingsky spawns in the AI satellite to guard it from criminals! The Roboticists have the option to make more, but they are rarely made as they use up the Warden's precious helmets. | ||
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Keep in mind that traitors with an [[Syndicate_Items#Agent_ID_Card|Agent ID card]] will have an easy time evading securitrons! | Keep in mind that traitors with an [[Syndicate_Items#Agent_ID_Card|Agent ID card]] will have an easy time evading securitrons! | ||
− | Most | + | Most ships spawn with two additional Securitrons: The Armory's personal guard Sergeant-at-Armsky and the AI satellite's Officer Pingsky. |
[[Guide_to_robotics#Securitron|See here how to construct a Securitron.]] | [[Guide_to_robotics#Securitron|See here how to construct a Securitron.]] | ||
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* '''Operating Mode: ''Arrest/Detain''''' Arrest: Stuns and zipcuffs the perp, then leaves. Detain: Stuns the perp indefinitely. | * '''Operating Mode: ''Arrest/Detain''''' Arrest: Stuns and zipcuffs the perp, then leaves. Detain: Stuns the perp indefinitely. | ||
* '''Report arrests: ''Yes/No''''' When someone receives a faceful of justice, the Securitron will announce the perp's name and location on its radio channel (by default, Security). | * '''Report arrests: ''Yes/No''''' When someone receives a faceful of justice, the Securitron will announce the perp's name and location on its radio channel (by default, Security). | ||
− | * '''Auto Patrol: ''On/Off''''' Patrols the | + | * '''Auto Patrol: ''On/Off''''' Patrols the ship. |
===STOP RIGHT THERE CRIMINAL SCUM=== | ===STOP RIGHT THERE CRIMINAL SCUM=== | ||
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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. | ||
}} | }} | ||
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{{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.]] | ||
}} | }} | ||
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[[Category:Objects]] | [[Category:Objects]] |
Latest revision as of 06:43, 27 August 2021
Non-Lethal Weapons[edit | edit source]
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Ammunition[edit | edit source]
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RnD Gear[edit | edit source]
See the Research Items page.
Armor for Protection[edit | edit source]
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NOTE: For all above and below items, remember to LOCK the locker you took them from!
Other Items[edit | edit source]
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Machines[edit | edit source]
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Security Robots[edit | edit source]
The Robotic side of the security force.
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