Difference between revisions of "Security items"

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'''Damage''' = 20 brute on shot, 10 damage on melee
 
'''Damage''' = 20 brute on shot, 10 damage on melee
 
  }}
 
  }}
 
==== Wt-550 Auto Rifle Ammo ====
 
<div id="mw-customcollapsible-wt550" class="mw-collapsible mw-collapsed">
 
 
====Standard Ammo====
 
{{Item
 
|bgcolor1 = #cccccc
 
|bgcolor2 = #cccccc
 
|name = WT-550 Standard Magazine
 
|image = 46x30ammo.png
 
|foundin = Constructed from Science, ordered from Cargo.
 
|usedfor = Loading a WT-550 Auto Rifle.
 
|strategy = Lock and load.
 
|description = A 20-round 4.6x30mm magazine for use in the WT-550 automatic rifle. Fires standing damaging bullets. Easy and cheap to produce.
 
}}
 
 
====Armour Piercing Ammo====
 
{{Item
 
|bgcolor1 = #cccccc
 
|bgcolor2 = #cccccc
 
|name = WT-550 Armour Piercing Magazine
 
|image = 4.6mmAP.png
 
|foundin = Constructed from Science.
 
|usedfor = Loading a WT-550 Auto Rifle.
 
|strategy = Lock and load.
 
|description = A 20-round 4.6x30mm AP magazine for use in the WT-550 automatic rifle. Fires armour piercing bullets that can tear through armour, but at the cost of dealing less damage per bullet.
 
}}
 
 
====Toxin Tipped Ammo====
 
{{Item
 
|bgcolor1 = #cccccc
 
|bgcolor2 = #cccccc
 
|name = WT-550 Toxin Tipped Magazine
 
|image = 4.6mmTX.png
 
|foundin = Constructed from Science.
 
|usedfor = Loading a WT-550 Auto Rifle.
 
|strategy = Lock and load.
 
|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.
 
}}
 
 
====Incendiary Ammo====
 
{{Item
 
|bgcolor1 = #cccccc
 
|bgcolor2 = #cccccc
 
|name = WT-550 Incendiary Magazine
 
|image = 4.6mmIC.png
 
|foundin = Constructed from Science.
 
|usedfor = Loading a WT-550 Auto Rifle.
 
|strategy = Lock and load.
 
|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. 
 
}}
 
 
</div>
 
<hr>
 
  
 
{{anchor|Riot Shotgun}}
 
{{anchor|Riot Shotgun}}

Revision as of 00:10, 1 February 2018

Non-Lethal Weapons

Flash
Flash
Found in: Lockers at Security Office and Security Posts, Chief Engineer's Office, Robotics, Bridge, Tech Storage
Used for: Subjugating criminals
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 beat them to death 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 helmets 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 Cyborgs, and are one of the few ways of stunning them. Carry it in your pocket or security belt.

Some revolutionary leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear.

Damage = N/A


Telescopic Baton
Telescopic Baton
Found in: Heads' backpacks
Used for: Subjugating your staff when they feel like not taking orders
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. It doesn't stun for very long, so make it count.

Damage = 10 brute damage on anything but help intent.


Stun Baton
Stun Baton
Found in: Lockers at Security Office, spawns in security officers' backpacks
Used for: Subjugating criminals
Strategy: Use it on the criminal
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 a stun. Harm will cause you to smash the baton into the victim, bruising and stunning them for a very short time; 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. Recharged in a recharger.


Damage = 10 brute damage on anything but help intent.


Hybrid Taser
Hybrid Taser
Found in: Lockers at Security Office and Security Posts
Used for: Subjugating criminals
Strategy: Shoot it at the target
Description
This will be your primary law enforcement weapon; 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 (see space law section Dangerous Criminals). They can be found in security lockers.

Damage = 10 brute damage when hit on melee.


Flashbang
Flashbang
Found in: Inside lockers at Security Office and Security Posts, a full box at Armory Flashbangbox.png
Used for: Subjugating many criminals at once
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.

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. 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 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).

Damage = N/A


Pepperspray
Pepperspray
Found in: Inside lockers at Security Office and Security Posts
Used for: Subjugating a criminal
Strategy: Shoot it at the criminal
Description
Manufactured by UhangInc, used to down an opponent quickly. Can store 8 sprays inside it. Remember to set the Pepper Spray to use 5 units to get the most out of it, using it at 5 units will have it cover up to four tiles and take down anyone not wearing eye protection. Best used in a narrow corridor, like the HOP line, where it can knock over several people at once.

Can be filled at Pepper Spray Refiller.png Pepper Spray Refillers located in walls at Security Office and Security Posts. You can also fill it with other chemicals, like welding fuel, should you be able to find a use for that.

Damage = N/A


Handcuffs
Handcuffs
Found in: Security Office, full box at Armory Handcuffsbox.png
Used for: Apprehending the criminal
Strategy: Apply it to a criminal
Description
Throw a pair in your pocket; more can be dispensed from the SecTech vendors. It prevents criminals from holding items, opening doors, and generally locks them behind whatever room they're in. If the 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 criminal, as this may loosen the prisoner from your grip allowing him to run free. A 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.

Lethal Weapons

Laser Gun
Laser Gun
Found in: Armory
Used for: Eliminating threats
Strategy: Fire at the target
Description
Distributed by the Warden, this is a more lethal version of the Energy Gun that in fact lacks a non-lethal function. The laser gun, unsurprisingly, shoots lasers, which deal a great deal of 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 quartermasters 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 massive biological outbreak, security staff usually freely distribute laser weapons to the crew, as they are effective against the blob and lack stun capabilities.

Damage = 10 brute on melee and 20 burn on shot.


Energy Gun.gif
Energy Gun
Found in: Armory, Captain's locker, Head of Personnel's locker
Used for: Subjugating criminals and/or eliminating threats
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 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 crate by the quartermaster. They are to be distributed only under the most extreme circumstances or at the Head of Security's discretion.

Damage = 10 brute on melee and 20 burn on shot if turned to the "kill" setting.


Multiphase gun stun.gif
Multiphase Energy Gun
Found in: Head of Security's locker
Used for: Subjugating criminals and/or eliminating threats
Strategy: Toggle the mode you want and fire at the target
Description
Unique weapon held only be the Head of Security. Functions essentially as a more advance energy gun, capable of firing in either disable, stun or lethal laser modes.


Automatic Rifle
Automatic Rifle
Found in: Cargo
Used for: Eliminating threats
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 20 rounds per magazine, can be reloaded in the field and can bypass some energy weapon defences such as Energy Shields and, to a degree, Energy Swords. However this weapons weaknesses are that it needs physical ammo to reload with, ammo that must be purchased and resupplied from cargo, the weapon lacks any stunning capability, cannot bypass glass and must be bought from Cargo en mass.

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 Operatives declaring war, then the weapon tends to be a popular choice.

Damage = 20 brute on shot, 10 damage on melee

Riot Shotgun
Riot Shotgun
Found in: Armory
Used for: Stunning/Eliminating threats
Strategy: Fire at the target
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 sawned off with any form of saw to allow the Shotgun to fit in a backpack.


Cycler Shotgun
Cycler Shotgun
Found in: Warden's Locker
Used for: Eliminating threats
Strategy: Fire at the target
Description
Unique shotgun that only the Warden has access to. A semi-automatic shotgun that can hold up to eight shells at a time in two firing tubes. The operator can thus load both tubes with different ammo and swap the shotgun from one tube to the other to fire. As a example this can allow the user to swap from non-lethal to lethal ammunition on the fly.

Generally superior to the Riot Shotgun, but lacks the ability to be sawned off and thus cannot fit inside a backpack.

Armor for Protection

Helmet
Helmet
Found in: Lockers at Security Office and Security Posts
Used for: General defence
Strategy: Wear it to mitigate some damage from attacks.
Description
Standard issue security Helmet issued to all Security Officers. This provides a modest amount of protection against most forms of attack, and as such is generally recommended you wear it when on duty.


HUDSunglasses
HUDSunglasses
Found in: Lockers at Security Office and Security Posts
Used for: Information
Strategy: Wear it to identify arrest targets easier
Description
Stylish sunglasses that provide a heads up display for the user. This HUD provides a suite of options to the user to assist in law enforcement. The glasses will identify the current occupation of anyone in the user's line of sight, or at least the occupation their ID card is displaying. It will signal if someone has been implanted with a Mindshield Implant. It'll inform the user if someone has been set to a arrest condition. In addition the glasses act as defense against flash based weapons like Flash or Flashbang.

Can also be used to set a see able target to arrest on the fly.


Body Armor
Body Armor
Found in: Lockers at Security Office and Security Posts, Head of Personnels Locker
Used for: General defence
Strategy: Wear it to mitigate some damage from attacks
Description
Standard issue security Body Armor, issued to all Security personnel and select station personnel. Provides a moderate amount of protection, so it's recommended you wear it at all times.


Riot Helmet
Riot Helmet
Found in: Armory
Used for: Melee defence
Strategy: Wear it to mitigate melee attacks significantly
Description
Riot duty armor designed to be highly resistant to melee attacks. Features a flip down/up visor that further protects from attacks to the face and can stop certain entities that attack by latching onto a person's face.


Riot Armor
Riot Armor
Found in: Armory
Used for: Melee defence
Strategy: Wear it to mitigate melee attacks significantly
Description
Riot duty armor designed to be highly resistant to melee attacks. Provides strong melee defence at the cost of little defence against anything else.


Tactical Helmet
Tactical Helmet
Found in: Armory
Used for: Ballistic and explosive defence
Strategy: Wear it to mitigate ballistic and explosive attacks significantly
Description
Special duty helmet worn by Tactical Officers during a crisis. Tactical Helmets provides excellent protection against ballistic, and good protection against explosive, attacks but at the cost of having only minor defence against other form of attacks.


Tactical Vest
Tactical Vest
Found in: Armory
Used for: Ballistic and explosive defence
Strategy: Wear it to mitigate ballistic and explosive attacks significantly
Description
Special duty armor worn by Tactical Officers during a crisis. Tactical Armor provides excellent protection against ballistic, and good protection against explosive, attacks but at the cost of having only minor defence against other form of attacks.


Ablative Vest
Ablative Vest
Found in: Armory
Used for: Laser and energy defence
Strategy: Wear it to mitigate laser and energy attacks significantly
Description
Unique armor vest designed to deflect and significantly reduce damage from energy based attacks. Provides very little defence against anything else.


NOTE: For all above and below items, remember to LOCK the locker you took them from!

Other Items

Secway
Secway
Found in: Armory
Used for: Cruising
Strategy: Drag yourself on it with the key in hand
Description
Unique transportation vehicle available in the armoury. Can prove useful if you need to drive through a area with low pressure, have taken significant damage and need to move quickly, are wearing a bulky hardsuit or want to look like a tool.


Seclite
Seclite
Found in: Security Officer's backpack
Used for: Seeing in the dark
Strategy: Switch it on to see better in darkness or use it for self-defense
Description
A robust flashlight used by security. Can also be mounted to energy guns and Hybrid Tasers.


Security Gas Mask
Security Gas Mask
Found in: Armory, Head of Security's locker
Used for: Internals, shout very loud at the criminals
Strategy: Put it on and use it like a regular mask for internals, use the HALT-feature in the upper left corner to shout at criminals
Description
A very useful piece of equipment for when you don't have time to politely ask someone to stop.

Can be hacked if you like scaring the criminals. Emag it to make them shit their pants.


Riot Shield
Riot Shield
Found in: Armory, Head of Security's locker
Used for: To protect you from melee attacks
Strategy: Wield it and form a wall with your comrades
Description
These are held in a hand space and used to block close range weapons, but offer no protection against ballistic weapons or lasers. 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. When I play the maracas I go chick-chicky-boom, chick-chicky boom


Tracking Implant
Tracking Implant
Found in: Armory in a Tracking Implant Kit Implantbox.png
Used for: 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
Description
When used on someone, it will put a tracking beacon INSIDE the person. No, it does not cause people to be gibbed when teleported to. The Prison Management Console can be used to check the implanted person's location and even send messages into their mind.
Disintegrates in 10 minutes after the death of host.


Chemical Implant
Chemical Implant
Found in: Armory in a Chemical Implant Kit Implantbox.png
Used for: 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
Description
Can only be loaded while still in its original case.
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 in 10 minutes after the death of host.


Mindshield Implant
Mindshield Implant
Found in: Armory in a Lockbox (Mindshield Implants) Loyalty Implants.png, Head of Security's Office
Used for: Deconverting revolutionaries and gangsters; preventing people from being converted to revs, gangsters or cultists
Strategy: Take the implanter, load it with an implant and use the implanter on a person
Description
When used on someone, it will act block any attempt to influence or corrupt the targets mind/brain - unless the situation is a religious one! This implant will only make it impossible to learn any new, cultistic ways. People who are already cultists cannot be de-culted via implant and persons who are strong enough to lead a revolution party will completely resist this implant.


Electropack
Electropack
Found in: Prison Wing
Used for: Torture
Strategy: Set a signal, screwdriver it on, throw it on a criminal and send the signal
Description
This is a tool used to keep a particularly dangerous criminal under control. When turned on via Screwdriver, the pack is able to be set to a certain frequency. The pack is then placed in the backpack slot of the criminal scum; he/she will be unable to remove it without someone else's help. After activation, a simple press of a Remote Signaling Device set to the same frequency as the pack will activate it, giving your prisoner an electric shock and instantly incapacitating them.

Best of all- This does no physical harm. If you did want to do physical harm, you can combine the electropack with a helmet and then place it on a Chair that has powered wires under it. This will create an electric chair to allow you to cleanly execute multiple prisoners in a row. The AI will not approve, but when does the AI ever approve of what you do?


Space Law
Space Law
Found in: Security Office, Security Posts
Used for: Studying intently about the Law
Strategy: Apply it in hand to read
Description
An official copy of Space Law is made available to all security personnel. Ensure that you understand it and don't be afraid to literally throw the book at anyone who contests it. Give it to the Head of Security or Warden and watch them scoff in disgust.


Recharger
Recharger
Found in: Armory, Security Office, Security Posts
Used for: Securing an area from anyone without protective eyewear
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 station.

The recharge time of your energy based devices will vary depending on their maximum capacity.


Portable Flash
Portable Flash
Found in: Armory
Used for: Securing an area
Strategy: Pull it to a powered area and wrench it in place
Description
A portable flasher is an effective device that when secured to the ground will automatically emit a bright light when its motion sensors are activated. It will stun anyone close to the bulb for about as long as a pocket-sized device would.

To prepare a portable flasher, first bring it to the desired area, then use a Wrench to secure the bolts to the ground. Once you have done that, the portable flasher will draw power from the local APC. If you are not wearing a form of eye protection (such as Sunglasses or a Welding Helmet) you will become momentarily stunned if you are close to the portable flasher when it goes off.


Deployable Barrier Grenade
Deployable Barrier Grenade
Found in: Armory
Used for: Securing an area, making sure no one (without Armory access) can pass through
Strategy: Drag it where you need it and swipe it with your ID
Description
The Armory contains grenades that, when thrown, will produce a deployable barrier, a much stronger version of the wooden barricade. Swipe your ID card to lock/unlock it. Blows up if too damaged, but can be repaired with a wrench!


Lethal Injection Syringe
Lethal Injection Syringe
Found in: Prison Wing
Used for: Eliminating a convict
Strategy: Use it on the convict
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

SecTech
SecTech

Security Robots

The Robotic side of the security force.

Securitron/ Officer Beepsky
Securitron/
Officer Beepsky
Found in: One patrolling around the halls, others manufactured in Robotics
Used for: Detaining criminals, autonomous guards in high security areas
Description
All stations start with at least two Securitrons. 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. Meta and Delta station spawn with one additional Securitron, the Armory's personal guard Sergeant-at-Armsky.

You can change the Securitron's settings by swiping your security-access ID on it and looking at it:

  • Status: On/Off The Securitron is either turned on or off.
  • Behaviour controls are locked/unlocked People can access the controls or not.
  • Maintenance panel panel is closed/open People can access the maintenance panel or not.
  • Check for Weapon Authorization: No/Yes Arrests/detains anyone who has a weapon visible and is not a head job or security force.
  • Check Security Records: Yes/No Checks the security records if anyone's set to wanted and arrests/detains them.
  • Operating Mode: Arrest/Detain Arrest: Stuns and cuffs anyone who is set to wanted in the security records. Detain: Stuns the prep continuously.
  • Auto Patrol: On/Off Patrols the station.

See here how to construct a Securitron.

ED-209
ED-209
Found in: manufactured in Robotics
Used for: Detaining criminals even more efficiently
Description
The most fearsome security robot. Like Beepsky but with ranged stun attack.

Controls:

  • Same as the Securitron's

See here how to construct an ED-209.