Revision as of 02:38, 11 June 2014 by imported>Kosmos
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Weapons for Neutralizing Threats
Description
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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 beat them to death handcuff them. This is an acceptable alternative to a Stun Baton in a pinch, but is not recomended as an alternative due to it not working against anybody wearing protective eye coverings such as Welding Helmet or Sunglasses. On the downside, overexposure can cause blindness, and the flash's bulb is prone to burning out after repeated usage.
Hand held flashes are remarkably effective at stunning Cyborgs, and are one of only two ways stunning them. Carry it in your pocket.
Some revolutionary leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear.
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Description
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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 some 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; 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 forward-thinking and sympathetic security forces. Recharged in a weapons port.
Note that leaving the Baton on will not drain it, so keep it on in your belt for quick usage.
Minor Tip: Do NOT select the harm intent, unless you wish to beat your target.
Additionally, take a moment to make sure that your baton is turned on and fully charged.
recharger.
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Description
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This will be your primary law enforcement weapon; however it only has five charges. Maintain both this and your stun baton at a recharger port. Like the baton, you should wear this in your suit slot and carry the other in your Security Belt or Belt slot. The taser fires an incandescent ball of energy at low velocity. The projectile is stopped by windows, grills, walls, and various other obstructions. When hit, it will cause temporary paralysis and slur speech to near illegibility. Melee use of this weapon is inappropriate except for the most extreme cases (see space law section Dangerous Criminals). When aiming for the head, tasers are exceptional melee weapons even when out of charge, very often knocking the opponent unconscious with a single blow. They can be found in Security lockers.
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Flashbang
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Found in: Inside lockers at Security Office and Security Posts, a full box at Armory Used for: Subjugating many criminals at once Strategy: Trigger it and throw it at a criminal mob
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Description
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This is an advanced piece of equipment because it is so difficult to use. It's distributed by SecTech vendors and the Warden, you could also find them 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.
Also note that the Flashbang will disable a Cyborgs for a few moments, use this to subdue a Cyborg from a safe distance.
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Description
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Manufactured by UhangInc, used to blind and down an opponent quickly. Can store 8 sprays inside it. Remeber 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.
Can be filled at Pepper Spray Refillers located in walls at Security Office and Security Posts.
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Energy Gun
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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
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Description
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Distributed by the Warden and standard issue for the Head of Personnel, Head of Security (The HoS get's 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 killing laser and a stunning taser (Remember: 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. Eguns 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.
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Laser Gun
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Found in: Armory Used for: Eliminating threats Strategy: Trigger it and throw it at a criminal mob
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Description
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Distributed by the Warden - It is a more lethal version of the Energy Gun and lacks a non-lethal function. Usually distributed along with Riot Shields in extreme cases. It is very heavy - useful for the beating up of people. It shoots lasers, which deal a great deal of burning damage. The lasers will travel through grills and glass of all sorts. Can be ordered by the quartermasters in a secure weapons crate, which itself can only able to be opened by a security officer or military head of staff, It can be recharged.
In the event of a massive biological outbreak Security staff usually freely distribute Laser weapons to the crew, mainly due to them being cheaper and they lack a Stun feature.
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Handcuffs
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Found in: Security Office, full box at Armory Used for: Apprehending the criminal Strategy: Apply it to a criminal
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Description
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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, it may loosen the prisoner from your grip allowing him to run free. A freedom implant or resourceful changeling can remove them 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 forces a person to always walk.
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Disabler
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Found in: Disabler Crate ordered from Cargo Used for: Apprehending the criminal Strategy: Shoot the prep a few times
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Description
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Like a taser but has more shots and deals stamina-damage, slowing down the prep and making them fall after a few shots. Only available through Cargo, for now.
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Stun Revolver
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Found in: R&D Lab after they've researched it Used for: Apprehending the criminal Strategy: Shoot at the prep
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Description
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Like a taser but has six shots. (???)
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Armor for Protection
NOTE: For all above items, remember to LOCK the locker you took them from!
Other Items
Seclite
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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
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Description
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A robust flashlight used by security.
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Security Gas Mask
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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
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Description
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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.
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Riot Shield
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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
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Description
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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
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Tracking Implant
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Found in: Armory in a Tracking Implant Kit 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
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Description
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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.
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Chemical Implant
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Found in: Armory in a Chemical Implant Kit 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
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Description
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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.
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Loyalty Implant
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Found in: Armory in a Lockbox (Loyalty Implants) Used for: Un-revolutionarizing people and/or preventing people to be converted to cultists Strategy: Take the implanter, load it with an implant and use the implanter on a person
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Description
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When used on someone, it will make the person loyal to CentCom and the Heads of the Station - 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 and persons who are strong enough to lead a revolution party will completely resist this implant.
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Electropack
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Found in: Prison Wing Used for: Torture Strategy: Set a signal, screwdriver it on, throw it on a criminal and send the signal
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Description
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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 electopack 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?
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Description
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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 at it.
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Recharger
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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
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Description
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A conventional energy device recharger is a useful device which 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.
The recharge time of your energy based devices will vary depending on their maximum capacity.
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Portable Flash
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Found in: Armory Used for: Securing an area Strategy: Pull it to a powered area and wrench it in place
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Description
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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.
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Deployable Barrier
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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
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Description
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A deployable barrier, 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!
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Machines
Security Robots
The Robotic side of the security force.
Securitron/ Officer Beepsky
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Found in: One patrolling around the halls, others manufactured in Robotics Used for: Detaining criminals
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Description
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The station only starts with one securitron, 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 hover faster than a man can run, and stun and cuff and criminals using handcuffs made in the experimental mass fabricator Nanotrasen places in every Securitron model. This also makes him a right pain when hacked as he will stun and cuff everyone in sight! The Roboticists have the option to make more, but they are rarely made as they use up the Warden's precious helmets.
Controls:
See here how to construct a Securitron.
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ED-209
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Found in: manufactured in Robotics Used for: Detaining criminals even more efficiently
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