Security items

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Non-Lethal Weapons[edit | edit source]

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. When not on harm intent it causes 1.5 seconds of knockdown and 45 stamina damage, which means it will stam-paralyze someone with 3 hits. Has a 4 second cooldown between non-harm hits.

Damage = 10 brute damage on harm intent.

Police Baton
Police Baton
Found in: Detective gets one
Used for: Subjugating criminals.
Strategy: Apply to a person.
Description
Works the same as a telebaton, except it's always extended. When not on harm intent it causes 1.5 seconds of knockdown and 45 stamina damage, which means it will stam-paralyze someone with 3 hits. Has a 4 second cooldown between non-harm hits.

Damage = 12 brute damage on harm 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, hitting someone with it will result in 50 instant stamina damage, and then a 5 second knockdown 2 seconds after the hit. Has a 2.5 second cooldown between 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 forward-thinking and sympathetic security forces. Recharged in a recharger. The knockdown can be mitigated with Pump-Up and other chems.


Damage = 10 brute damage on harm intent.


Glock-13
Glock-13
Found in: On Security Officers, armory, ordered from Cargo
Used for: 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.

Disabler
Disabler
Found in: SGV Aetherwhisp's armory, disabler crate
Used for: Disabling organics.
Strategy: Shoot people with it.
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.

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 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 paralyze time. Flashbangs detonated on the same tile as you will fully paralyze you even if you are wearing full flashbang protection. If you are 1 tile away from the detonation and wearing protection, it will paralyze for only 3 seconds.


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.

Ion Rifle
Ion Rifle
Found in: Armory
Used for: Disabling borgs and mechs.
Strategy: Shoot silicon machines with it.
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.

Temperature Gun
Temperature Gun
Found in: Armory, Security Protolathe.
Used for: Combat.
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.
This weapon is deceptively strong since the projectiles aren't blocked by eswords/eshields and can slow people down to a crawl.
Slimes die to it in two to three hits, or you can heal them with heat setting.

Hybrid Taser
Hybrid Taser
Found in: Admin spawned
Used for: Subjugating criminals.
Strategy: Shoot it at the target.
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 (see space law section Dangerous Criminals).

Damage = 10 brute damage when hit on melee.

DRAGnet
DRAGnet
Found in: Armory
Used for: Slowing and teleporting people.
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 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.

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[edit | edit source]

WT-550 Autorifle
WT-550 Autorifle
Found in: Armory, Cargo
Used for: 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


M1911 handgun
M1911 handgun
Found in: Armory, Cargo
Used for: 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 suspected internal threat.

Damage = 30 brute on shot


M2A45 pulse rifle
M2A45 pulse rifle
Found in: Armory, Cargo
Used for: 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


M4A-16A1 Assault Rifle
M4A-16A1 Assault Rifle
Found in: In the hands of boarding units, Armory, Cargo
Used for: 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


MP-16A4 'Peacemaker' Military Police SMG
MP-16A4 'Peacemaker' Military Police SMG
Found in: Armory, Cargo
Used for: 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 hostile boarding crews coming aboard.

Damage = 20 brute on shot


Laser Gun
Laser Gun
Found in: Ordered in Cargo
Used for: Eliminating threats.
Strategy: Fire at the target.
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 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: Ordered from Cargo
Used for: Subjugating criminals and/or eliminating threats.
Strategy: Toggle the mode you want and fire at the target.
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 crate by the quartermaster.

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


Multiphase gun stun.gif
X-01 MultiPhase Energy Gun (aka head of security's personal laser gun)
Found in: Adminbus
Used for: Subjugating criminals and/or eliminating threats.
Strategy: Toggle the mode you want and fire at the target.
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 item and is often a theft objective for traitors (head of security's personal laser gun).

Riot Shotgun
Riot Shotgun
Found in: Armory, cargo
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 sawed off with any form of saw to allow the Shotgun to fit in a backpack, your belt slot, or holstered in your armor.

Compact Combat Shotgun
Compact Combat 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 only holds 4 rounds, but can be holstered in armor. Still a bulky item, so it can't fit in backpacks, but it's much easier to carry around than a Combat Shotgun.

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

Combat Shotgun
Combat Shotgun
Found in: Cargo
Used for: Eliminating threats.
Strategy: Fire at the target.
Description
This semi-automatic shotgun holds 6 rounds, and fires without needing to be cocked after every shot. When combined with the right ammunition, this weapon becomes one of the most powerful in the game. However, it's a huge item and it cannot be sawed off, so the only place it will fit is in your hand or on your back.

Ammunition[edit | edit source]

WT-550 Standard Magazine
WT-550 Standard Magazine
Found in: Security Protolathe, ordered from Cargo.
Used for: 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 standard ball ammunition, dealing 20 damage per hit. Easy and cheap to produce.

WT-550 Armour Piercing Magazine
WT-550 Armour Piercing Magazine
Found in: Security Protolathe
Used for: 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 armor piercing bullets that can tear through armor, but at the cost of dealing less damage per bullet.

WT-550 Toxin Tipped Magazine
WT-550 Toxin Tipped Magazine
Found in: Security Protolathe
Used for: 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.

WT-550 Incendiary Magazine
WT-550 Incendiary Magazine
Found in: Security Protolathe
Used for: 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.

RnD Gear[edit | edit source]

See the Research Items page.


Armor for Protection[edit | edit source]

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. Protects your ears from flashbangs.


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.

Click here for an overview of what the symbols mean.

Can also be used to set a visible 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 ship 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.


Bulletproof Helmet
Bulletproof Helmet
Found in: Armory
Used for: Ballistic and explosive defense.
Strategy: Wear it to mitigate ballistic and explosive attacks significantly.
Description
Special duty helmet usually worn by Security Officers during a crisis. Bulletproof Helmets provide excellent protection against ballistic attacks, and good protection against explosive attacks, but have only minor defense against other form of attacks.


Bulletproof Vest
Bulletproof Vest
Found in: Armory
Used for: Ballistic and explosive defense.
Strategy: Wear it to mitigate ballistic and explosive attacks significantly.
Description
Special duty armor usually worn by Security Officers during a crisis. Bulletproof Armor provide excellent protection against ballistic attacks, and good protection against explosive attacks, but have only minor defense 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[edit | edit source]

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 and ranged 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. They also have a percentage change to block ranged attacks. 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: 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.
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 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.


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
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.


Mindshield Implant
Mindshield Implant
Found in: Armory in a Lockbox (Mindshield Implants) Loyalty Implants.png, Head of Security's Office
Used for: Deconverting revolutionaries; preventing people from being converted to revs 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. If you have time, you can remove these implants by doing an implant removal surgery on the chest, which will allow your prey to be converted normally.


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 ship.

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. The grenades can have their direction switched by alt-clicking on them or using their action button, and the barricades they spawn will take 5 seconds to deploy. Deployable barriers can be repaired using a welder.


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[edit | edit source]

SecTech
SecTech

Security Robots[edit | edit source]

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 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.

Keep in mind that traitors with an Agent ID card will have an easy time evading securitrons!

Most ships spawn with two additional Securitrons: The Armory's personal guard Sergeant-at-Armsky and the AI satellite's Officer Pingsky.

See here how to construct a Securitron.

Settings

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. This lets you insert pAIs.
  • Arrest Unidentifiable Persons: Yes/No Arrests/detains anyone who has no ID visible and is unidentifiable (name shows as "Unknown").
  • Arrest for Unauthorized Weapons: Yes/No Arrests/detains anyone who has a weapon visible and an ID without weapons authorization (by default, anyone but head jobs and security).
  • Arrest for Warrant: Yes/No Checks the security records if anyone's status is set to "Arrest" and arrests/detains them.
  • 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).
  • Auto Patrol: On/Off Patrols the ship.

STOP RIGHT THERE CRIMINAL SCUM

Securitrons and ED-209s attack for one of two reasons:

  • The securitron is being attacked.
  • The perp's threat level is 4 or higher.

Things that can increase threat level

  • +10: Getting emagged. Now everyone is criminal scum.
  • +6: Getting attacked - but securitrons will hunt attackers regardless of threat level.
  • +5: Having a criminal status of "Arrest" when Arrest for Warrant is enabled.
  • +4: Having no visible ID and an obscured/disfigured face (showing up as Unknown) when "Arrest Unidentifiable Persons" is enabled
  • +4: Holding a weapon in your hand when Arrest for Unauthorized Weapons is enabled, but your ID doesn't have the permission.

This doesn't include dragged weapons or those in containers.

  • +2: Having a weapon equipped on the belt or back slot when the above is enabled.
  • +2: Having your criminal status set to "Incarcerated" or "Parolled".
  • +2: Violating the dress code by wearing a wizard hat or wizard hardsuit hat.
  • +1: Being non-human genetrash.

Things that can decrease threat level

  • -5: Wearing a Syndicate Agent ID card.
  • -1: Being implanted with a mindshield implant.

Good to know

  • Agent ID cards make traitors effectively invisible to sec bots, provided they don't stack more than one offense.
  • Mindshield implants do the same to a lesser degree - you can avoid weapon and ID check arrests.
  • Security bots (and also Honkbots) will get frustrated and stop hunting people after a few seconds.
  • All bots navigate by following navigation beacons. If those are destroyed, the bots will stop patrolling.
  • Sec bots are weak to EMP and ranged weapons, like guns and IED spears. Also, they can't escape welded/locked closets.

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 an added taser and four times the default health.

Keep in mind that ED-209s ignore monkeys though.

Controls:

  • Same as the Securitron's

See here how to construct an ED-209.