imported>Peoplearestrange |
imported>Oranges |
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| |usedfor = Subjugating criminals | | |usedfor = Subjugating criminals |
| |strategy = Use it on the criminal (make sure he doesn't have protective eyewear) | | |strategy = Use it on the criminal (make sure he doesn't have protective eyewear) |
− | |description = A versatile tool! Flashes are small devices capable of producing an extremely bright light that is capable of blinding someone for approximately five seconds if they are immediately adjacent to you. This light will overcome visual senses, causing disorientation. If you target a criminal specifically with the flash, you will not only blind them but knock them down for the aforementioned second period, 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 someone for approximately five seconds if they are immediately adjacent to you. This light will overcome visual senses, causing disorientation, 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. |
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− | Handheld flashes are effective at stunning [[Cyborg|Cyborgs]], and are one of only two ways of stunning them. Carry it in your pocket. | + | Handheld flashes are effective at stunning [[Cyborg|Cyborgs]], and are one of the few ways of stunning them. Carry it in your pocket. |
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| Some [[Game_Modes#Revolution|revolutionary]] leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear. | | Some [[Game_Modes#Revolution|revolutionary]] leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear. |
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| Stun batons have two modes: [[security|on]] and [[shitcurity|off]]. While on, using it will result in a stun. Harm will cause you to smash the baton into the victim, bruising and stunning them for a very short time; disarm 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 [[beyond the impossible|forward-thinking and sympathetic]] security forces. Recharged in a weapons port. | | Stun batons have two modes: [[security|on]] and [[shitcurity|off]]. While on, using it will result in a stun. Harm will cause you to smash the baton into the victim, bruising and stunning them for a very short time; disarm 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 [[beyond the impossible|forward-thinking and sympathetic]] security forces. Recharged in a weapons port. |
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− | Note that leaving the baton on will not drain it, so keep it on in your belt for quick usage. | + | Note that leaving the baton on will drain it, so make sure you only switch it on when needed |
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| [[Security_items#Recharger|recharger]].<br/> | | [[Security_items#Recharger|recharger]].<br/> |
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| |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 = Distributed by the [[Warden]] and standard issue for the [[Head of Personnel]], [[Head of Security]] (who gets two) and the [[Captain]]. This state of the art weapon combines the function of a [[taser]] and a [[laser gun]] in one. Clicking the weapon while it's held alternates between a stunning taser and a burning laser: blue for stun, red for kill. Energy guns make exceptional melee weapons due to their uncanny ability to knock people unconscious when aimed at the head. 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]] (who gets two) 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. Energy guns make exceptional melee weapons due to their uncanny ability to knock people unconscious when aimed at the head. 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. |
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