Difference between revisions of "Security items"
imported>Angust m (Actually 2.5 second cooldown now, on stun baton stuns) |
(Adds the NSV specific guns + its not a station) |
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'''Damage''' = 10 brute damage on harm intent. | '''Damage''' = 10 brute damage on harm intent. | ||
}} | }} | ||
− | |||
{{anchor|Police Baton}}{{anchor|Classic Baton}} | {{anchor|Police Baton}}{{anchor|Classic Baton}} | ||
{{Item | {{Item | ||
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'''Damage''' = 10 brute damage on harm intent. | '''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|Disabler}} | {{anchor|Disabler}} | ||
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|name = Disabler | |name = Disabler | ||
|image = ModernDisabler.png | |image = ModernDisabler.png | ||
− | |foundin = | + | |foundin = SGV Aetherwhisp's armory, disabler crate |
|usedfor = Disabling organics. | |usedfor = Disabling organics. | ||
|strategy = Shoot people with 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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'''Damage''' = N/A | '''Damage''' = N/A | ||
}} | }} | ||
− | |||
{{anchor|Pepperspray}} | {{anchor|Pepperspray}} | ||
{{Item | {{Item | ||
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'''Damage''' = N/A | '''Damage''' = N/A | ||
}} | }} | ||
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{{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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|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. | |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|Hybrid Taser}} | ||
{{Item | {{Item | ||
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'''Damage''' = 10 brute damage when hit on melee. | '''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 (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> | + | |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 | ||
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|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. | ||
}} | }} | ||
− | |||
==RnD Gear== | ==RnD Gear== | ||
− | |||
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!''' | ||
− | |||
==Other Items== | ==Other Items== | ||
{{anchor|Secway}} | {{anchor|Secway}} | ||
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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. | ||
}} | }} | ||
− | |||
==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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|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. | ||
}} | }} | ||
− | |||
{{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]] |
Latest revision as of 06:43, 27 August 2021
Non-Lethal Weapons[edit | edit source]
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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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