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		<id>https://wiki.beestation13.com/w/index.php?title=Head_of_Security&amp;diff=32286</id>
		<title>Head of Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Head_of_Security&amp;diff=32286"/>
		<updated>2020-08-27T11:09:50Z</updated>

		<summary type="html">&lt;p&gt;Monke1818: Removed mentions of tasers and replaced them with disablers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #ff9999&lt;br /&gt;
|img_generic = Generic_hos.png&lt;br /&gt;
|img = Hos.PNG&lt;br /&gt;
|jobtitle = Head of Security&lt;br /&gt;
|access = [[Armory|All]] [[Brig|of]] [[Security Office|security]], [[Head of Security&#039;s Office]], [[Maintenance]], [[Medbay]], [[Research Division]], [[Bridge]], [[Engineering]], [[Construction Area]], [[Cargo Office]], [[Mining]], [[Gateway]], Personal Lockers, Weapon Permit&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate security personnel, ensure they are not corrupt, make sure every department is protected, save the Virologist when he gets mauled by monkeys.&lt;br /&gt;
|guides = [[Guide to security]], [[Guide to Trials]], [[Chain of Command]], [[Space Law]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]], [[Security items]]&lt;br /&gt;
|quote = Alright you knuckleheads, stop beating up the assistants and get back to work. And make sure those disablers are fully charged! I hear the bartender is serving up Gargle Blasters today, and things could get messy.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You&#039;ve worked yourself out being a [[Security Officer]]. Not hard enough for you? Well, you&#039;re in the right place. I hope. Being the Head of the entire [[Jobs#Security|Security Department]] that are tasked with protecting the entire station and its crew isn&#039;t an easy job. In fact, you have it the hardest only bested by the [[Captain]]. But just maybe, you might be able to lead your modest crew of [[Security Officer|Officers]] and the rest of the [[Brig]] personnel to victory against those who wish to bring harm and ruin to NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Try to keep your team alive, working together, communicating, concentrating on the bigger fish rather than small leeches and not devolve into shitcurity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Bulletproofhelm.png]]&#039;&#039;&#039;THE Peacekeeper&#039;&#039;&#039; ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:salmon&amp;quot;&amp;gt;[[File:StunBaton.gif|32px]]&#039;&#039;&#039;[[Guide to security|See here to view the Guide to Security to learn the full in-and-outs of being an officer. Read this religiously if you want to be competent at being the Head of Security.]]&#039;&#039;&#039;[[File:StunBaton.gif|32px]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As head of [[security|Security]], it is your responsibility to watch over the [[Brig]], [[Bridge]], and [[Courtroom]] areas and to make sure Security Officers [[shitcurity|don&#039;t ruin everything]].  Your job isn&#039;t to hunt people down unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into, so you can usually just sit in your office and let the [[Roboticist#Securitron|securitrons]] and redshirts do it for you. You have more access to the station than anyone else in security, but less than the other heads. Try not to depend on it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Your Office ==&lt;br /&gt;
[[File:hos-office.png|300px|thumb|Your office is the [[Head of Security&#039;s Office]], complete with posh carpeting!]]&lt;br /&gt;
Your office is in the [[Security Office]]. It holds several weapons, devices, a [[recharger]], and both types of security terminals, as well as a personal Head of Security Hardsuit, with slightly better armor plating and a unique look. Included as well are your usual office supplies, your unique stamp, key terminal, and a button to close the shutters on your windows when a riot starts knocking on your door.&lt;br /&gt;
&lt;br /&gt;
Contents of the office include an [[energy gun]], your very stylish three-setting [[Guide to Head of Staff Equipment#Head of Security|X-01 Multiphase Energy Gun]], a [[stun baton]], a [[Security_items#Riot_Shield|riot shield]], [[Security_items#Mindshield_Implant|mindshield implants]], [[Flashbang|a box of flashbangs]], a full [[Security Belt]], and multiple stylish alt outfits to wear. It is recommended that you take most of these things, as they can come in handy when you really need them. Also included in your locker is a host of miscellaneous gear ranging from loudspeakers to remote door controls, depending on how generous central command is. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guide to Head of Staff Equipment#Head of Security|Have a look at all your unique equipment here.]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[File:Hoscap.png|32px]] Your Authority ==&lt;br /&gt;
As the Head of Security, you are responsible for a lot of important security staff. It&#039;s important not to lose track of them, and make sure they are doing their job correctly. You are concerned with the following people:&lt;br /&gt;
&lt;br /&gt;
===[[File:Helmet.png]] [[Security Officers]]=== &lt;br /&gt;
These are your pawns, and it&#039;s your job to control them. Each of them is given an department to guard when they sign up. If they&#039;re being assholes, yell at them and get them to fall in line - if they continue, throw them in the brig for a little while. It&#039;s important not to let these guys run rampant, because they can and will fuck everything up if you do. If they seem to not know what they need to do, give them a firm reminder of what they need to do. On occasion you might have a new player on your team, so don&#039;t go too hard on them. However, if they continue to be assholes or just totally incompetent, bust them back down to assistant and kick them off the force.&lt;br /&gt;
&lt;br /&gt;
===[[File:Policecap.png]] [[Warden|The Warden]]=== &lt;br /&gt;
This is a special security officer who acts as the Brig&#039;s watchdog. Make sure he doesn&#039;t set and/or support shitty brig times and that he doesn&#039;t leave the Brig while prisoners are present. He is next in the line of succession if you get bumped off, and your most senior lieutenant. Treat him like your right-hand man, as he can run the Brig just fine by himself under most situations.&lt;br /&gt;
&lt;br /&gt;
===[[File:Detectivefedora.png]] [[Detective|The Detective]]=== &lt;br /&gt;
A loose cannon at best, dangerous at worst. Generally just let him do his thing. He&#039;s used to operating with a fair degree of autonomy from Sec. Just remember to call him a loose cannon from time to time and be ready to send in the redshirts should he uncover [[Changeling|something big]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Fedora.png]] [[Lawyer|Lawyers]]===&lt;br /&gt;
The Lawyers&#039; job is to watch you and try to cite you for violating a guideline. Your authority over them is questionable, although you are completely within your rights to remove their Security radio access if it becomes an issue. When used correctly, the station&#039;s legal counselors can provide an extra layer of security by keeping an eye on things or by policing the various debris and detritus that crops up over the course of a shift. Pass out some spare sunglasses or a SecHUD (if you&#039;re feeling particularly generous) and don&#039;t refuse their clients&#039; right to counsel. If you wind with a &#039;&#039;[[traitor|criminal]] attorney&#039;&#039; on your hands, don&#039;t hesitate to bring the hammer down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Clipboard paper.png]] Assignments==&lt;br /&gt;
Each officer is given an assignment when they join the game. Most will be assigned to guard one of the four major departments (Medbay, Research, Engineering, and Supply). Department guards are given a small security office along with limited access and are able to use that department&#039;s radio channel. Department guards are also marked with color-coded armbands. It is your job to make sure each department is staffed by a member of security. If a department becomes a hotspot for criminal activity, it may be a good idea to reallocate more men to that department.&lt;br /&gt;
&lt;br /&gt;
==[[File:Handcuffs.png]] The [[Brig]] ==&lt;br /&gt;
[[File:Thebrig.png|300px|thumb|alt=Brig|The [[Brig]] is where most of your &amp;quot;in-and-out&amp;quot; prisoners will make their stay.]]&lt;br /&gt;
The holding area for prisoners. Security personnel, [[Heads of Staff]], and the Lawyer have access to the hallway, but only Security personnel can use the cell controls. It&#039;s still possible for normal crewmembers to view the cells through the windows behind them. As the windows are electrified, though, they&#039;re not a valid means of entry unless the person happens to have insulated gloves.&lt;br /&gt;
&lt;br /&gt;
Prisoners try to flee all the time, so do something about the doors (portable flasher), or handcuff them to the bed as you investigate their items (make sure to release them if they aren&#039;t super dangerous). And &#039;&#039;&#039;SET A GOD DAMN TIME TO THE TIMER&#039;&#039;&#039; -- it won&#039;t lock the door unless you do this. Remember that [[Station Engineer|some]] [[Quartermaster|prisoners]] may have a toolbelt or insulated gloves, thus a means to escape if left unsupervised. Remember to remove possible weapons, unless you want [[robust|a]] [[Handcuffs|nasty]] [[Stun Baton|surprise]], but you already knew that, [[Shitcurity|right?]]&lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner has been deemed too dangerous to release, they can either be executed or, if you aren&#039;t &amp;lt;strike&amp;gt;a barbarian&amp;lt;/strike&amp;gt; a true manly HoS, taken to the [[Prison Wing]]. The prison wing is located to the upper left of the Warden&#039;s Office. It can comfortably hold just as many prisoners as the normal brig, but it has real airlocks to block the cells and the entire wing can be locked down with impenetrable security shutters. It also has no automatic timer, so don&#039;t put someone in a permanent cell without a very good reason. If you wish to execute someone the humane way, you can also use the &amp;lt;s&amp;gt;lethal injection&amp;lt;/s&amp;gt; prisoner transfer chamber located to the left of the prison wing. If you do go this route make sure you keep it reasonably a secret from any Asimov silicons, i.e. don&#039;t talk about execution over security radio.&lt;br /&gt;
&lt;br /&gt;
Or you can banish a prisoner to the Lavaland Gulag. A comfortable, out of the way location where escape is 99% impossible. Just make sure to not &amp;quot;&amp;quot;&amp;quot;accidently&amp;quot;&amp;quot;&amp;quot; push the prisoner into the lava lake.&lt;br /&gt;
&lt;br /&gt;
== You&#039;re My Favourite Deputy ==&lt;br /&gt;
You&#039;re &amp;lt;s&amp;gt;occasionally&amp;lt;/s&amp;gt; almost always going to get an understaffed (or entirely absent) department staff. This is going to pose a problem, especially during times of crisis. Luckily you are capable of deputizing volunteering members of the crew without having to make them full officers.&lt;br /&gt;
&lt;br /&gt;
With your access to the Bridge ID Console, you can give people security access. A box of armbands in your office can also be used as a badge for those who you have deputized. Hand them some gear and cuffs, give them a briefing of what you expect from them, consider [[Security_items#Mindshield_Implant|mindshield implant]]ing them, and set them loose on the station.&lt;br /&gt;
&lt;br /&gt;
By deputizing a crewman, you are authorizing them to act as a member of security. Although you run the risk of deputizing those who are [[Clown|inexperienced]] or downright [[Traitor|treasonous]], they can prove to be a valuable asset in extraordinary circumstances. &lt;br /&gt;
&lt;br /&gt;
==[[File:StunBaton.gif|32px]] Day to Day ==&lt;br /&gt;
You&#039;ll be dealing with the possibility of several different types of threats to the station on a round-to-round basis. It&#039;s generally a good idea to be alert and ready to call out exactly what the flavor of the shift is as soon as you can confirm it, so that your officers can be informed in their decisions from that point on. Knowing how to deal with everything that can be thrown at you is crucial to working well as the Head of Security, and while this guide provides a good start, experience is the greatest teacher.&lt;br /&gt;
&lt;br /&gt;
You have basic departmental access, which means you can easily get into Engineering, Science, Medbay, and Cargo and &amp;lt;s&amp;gt;help yourself to goodies&amp;lt;/s&amp;gt; investigate crime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Multiphase gun stun.gif]] Shut it Down ==&lt;br /&gt;
If the situation on the station is spiraling out of control, and your control of the brig is in question, you can attempt to lock down the brig to hostile forces. Within the Warden&#039;s Office, and your Office, are controls that allow you to lock down the brig, these will activate massive blast doors that can selectively seal off the brig, making it significantly harder for anyone to get into the brig, and more predictable. You can then use security barricades to seal off entrances, as well as using the Security Door Control to bolt off select doors to the brig (usually held by the Warden).&lt;br /&gt;
&lt;br /&gt;
===[[File:Flash.gif|32px]] Riot Control ===&lt;br /&gt;
The Head of Security is a target while in [[Revolution]] mode. He&#039;s also one of the toughest people to attempt to attack directly. It is important to be reserved when you hear of flashing in random locations and don&#039;t immediately run out and start beating skulls in. This makes you an easy victim. Bear in mind that some traitors will attempt to fool you into thinking a revolution is on - a false revolutionary might instead be carrying several [[Syndicate Items|strange and powerful]] weapons. That being said, just like any other head of staff in a revolution, you need to keep on the move. Staying in one place for long -- even a place people wouldn&#039;t expect you to be -- makes you a much easier target for a mob attack or stealthy bombing.&lt;br /&gt;
&lt;br /&gt;
To decommission a revolutionary, you have two options: Beat their head in like the [[shitcurity|monster]] they always knew you were, or forcibly inject a [[Security_items#Mindshield_Implant|Mindshield Implant]] into their brain. The former, while a good deal more satisfying, is both unreliable and dangerous - It&#039;s easy to accidentally bludgeon someone not only out of the revolution but also out of their mortal coil. The latter takes more time and is limited in uses, but ensures people will stay on your side, barring an implant removal surgery. Don&#039;t be afraid to start batoning and implanting passers-by once a revolution is on board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;DO NOT TRY TO WIN A REVOLUTION BY TURTLING. YOU WILL LOSE THE WAR OF ATTRITION.&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember&#039;&#039;&#039;: If anyone &#039;seems to reject an implant, they are a Head Revolutionary and must be either killed or exiled if you intend to win control of the station. While you could shove them through the gateway or onto the penal colony, it&#039;s just as good to beat them to death in the Brig and leave their body to rot in the Warden&#039;s office - Or better yet, out of sight in the Gulag where nobody will ever find it.&lt;br /&gt;
&lt;br /&gt;
===[[File:Ritual knife.png|32px]] The Inquisition ===&lt;br /&gt;
With a cult on board, you quickly become both very important and very vulnerable. For all your gear, nothing but the [[Chaplain]] can protect you from a heretic with a piece of rune-etched paper. Success in defeating a cult is based primarily around resource management and thoroughness in your actions - It can be very difficult for the dark one&#039;s followers to complete their task when faced with a responsive Security team. It&#039;s important to acknowledge firstly the danger of a cult: It&#039;s members, much like during a revolution, blend in with the crew at large, yet can disable you instantly and drag you off to be sacrificed while you try in vain to scream for help.&lt;br /&gt;
&lt;br /&gt;
The [[Chaplain]] is easily the most important person on board during a cult round, barring almost nothing: They provide you with an endless source of Holy Water, your primary weapon in staving off the cult and rescuing crewmembers from it&#039;s grasp. It should be your top priority to secure them inside the Brig the instant a cult presence is confirmed, as they will very likely be an early target. Luckily, their null rod keeps them safe from magic, and can oftentimes mean the difference between victory and defeat. Force-feeding enough holy water to a cultist will force the darkness out of them, bringing them back to your side. Similarly, when applied to the floor, it is an invalid location for Wraiths attempting to jaunt.&lt;br /&gt;
&lt;br /&gt;
One of your greatest allies outside of the [[Chaplain]] is the [[AI]]: It&#039;s constant camera view of the station cannot see runes, but it can easily report and lock down suspicious congregations of humans. Equipping it with a custom lawset gains you an extremely powerful surveillance unit that can single-handedly flush out the cult into your waiting arms. Be aware, however, that a Wraith can very easily kill the [[AI]]. Your comrade may be sadly short-lived.&lt;br /&gt;
&lt;br /&gt;
Oftentimes, the cult will transition from a stealthy threat to a very blatant one with constructs and armor. Apply judicious amounts of laser fire and try not to get in melee range. Constructs are incredibly dangerous in the later stages of the game where they are able to mass-produce shells and shards. More often than not, it&#039;s best to begin evacuation when constructs start appearing en masse, as it is indicative of a very strong cult presence.&lt;br /&gt;
&lt;br /&gt;
Constructs, as mentioned, can be a massive mid to end game threat from a cult. Juggernauts will make up the bulk of the cult forces, not only do they have a heafty health pool but their unique armor will deflect a good portion of energy attacks, the best way to kill a Juggernaut is to use a ballistic weapon, such as a buckshot Riot Shotgun or a cargo ordered Auto Rifle.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: Out of Holy Water? Chaplain dead, MIA, or never showed up? [[Cargo]] can order you religious supply crates, and [[Botany]] can mutate melons into holy-melons, which are rich in holy water.&lt;br /&gt;
&lt;br /&gt;
===[[File:Nuke.gif|32px]] Being Nuclear/Wild ===&lt;br /&gt;
Red hardsuits, dead AIs, telecomms explosions, oh my! Nuclear Emergencies are perhaps some of the most individually demanding rounds for a Head of Security, requiring a large deal of knowledge and raw robusting skill to overcome the terrorist strike team aboard the station. The premise is simple: There is a fukken disk, and you need to keep it. Fortunately you will start the shift with the pinpointer, making your job of finding the Captain, Clown or Operative with the nuke disk much easier.. The operatives all have pinpointers of their own, so remember that hiding the disk is never a viable option, as they can track it down. Similarly, leaving the z-level with the disk (or destroying it) will cause it to respawn at a random predetermined point on the station, which is typically a worst-case scenario.&lt;br /&gt;
&lt;br /&gt;
When shit hits the fan (The AI mysteriously dies and Telecommunications is now a smoking wreck), your first priority should be to locate and secure the disk. This typically involves dragging the Captain to Brig and using your desk announcement system (Which does work with comms down) to summon your loyal minions to the brig. They&#039;ll want the bulletproof armors and some lethal weaponry, and potentially the Ion Rifle, depending on what was brought.&lt;br /&gt;
Typically, it&#039;s a good idea to arm some assorted crewmen on top of your own forces, as they provide valuable meat shields for the more important people. Nuke ops also like to bomb and/or raid the armory, so your brig may become the front lines of battle.&lt;br /&gt;
&lt;br /&gt;
Did you lose the disk? It ain&#039;t over &#039;til it&#039;s over, so don&#039;t be afraid to don your special Hardsuit and chase those chucklefucks right back to their own shuttle. So long as the disk escapes on the Emergency Shuttle, you are in the green. Worst case scenario you can still evacuate to the mining station/gulag.&lt;br /&gt;
&lt;br /&gt;
===[[File:Blob core.gif|32px]] Biohazard Containment ===&lt;br /&gt;
For once, a problem you can&#039;t solve by harmbatoning. With a blob on board, you take on a unique support role that will see you bouncing between the frontline and the supply lines in the rear. Once a blob has been confirmed, your first and highest priority should be to empty out the Armory and distribute the energy weapons. Typically, it&#039;s a good idea to stow the Tasers and Shotguns, seeing as they&#039;re next to useless against biomass and some chucklefuck can and will waste precious time trying to use them. Against certain chemical variants, the Riot Gear is incredibly strong as well. &#039;&#039;&#039;Fuck the Ion Rifle. Hide the Ion Rifle. Someone will take it and Ion you and ruin your day&#039;&#039;&#039;; it sounds like common sense but you will save yourself a world of hurt by just shoving it in a locked locker.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve ensured the crew is armed, it&#039;s usually best to gauge where you&#039;re needed and bounce between fighting the blob and making sure new weapons crates get unlocked. You&#039;re going to be one of the three or four jobs on the station who can open up the incredibly cost-efficient laser crates (3 guns for 15 points!) so try and remember how important you are. Beyond that, you carry a couple of guns yourself, and the more fire support the merrier. Finally, when you&#039;re not lasering blob or opening crates, start fetching rechargers from the Brig or nearby Security posts to bring to the front where they&#039;re needed.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light Bulb.png]]Tips==&lt;br /&gt;
* If you label all the items in the armory, and all items you distribute, you&#039;ll know exactly who fucked up and how when said items turn up in the backpack of the Clown&lt;br /&gt;
* There are muzzles and straitjackets in the prison wing for restraining dangerous prisoners &amp;amp; restaining people that annoy you&lt;br /&gt;
* If you fill an air tank with 20% O2 and 80% N2O, set the pressure to 101kpa, put on someone along with a mask, and turn their internals on, you can give them a fate worse than death for close to eternity. This also keeps changelings from reviving easily, but they can just use adrenals (they also work while asleep) and then turn off internals to escape. It&#039;s still good to buy you time to get to the kitchen or cremator.&lt;br /&gt;
* You can use the gulag shuttle (or any other shuttle, but the gulag one is the most reliable) to gib changelings. Surprisingly useful if the gibber and cremator were destroyed.&lt;br /&gt;
* The Armory has a few types of special implants - If you run out, more can be ordered from Cargo&lt;br /&gt;
** Chemical implants can be triggered by the recipient or remotely via a prisoner control console&lt;br /&gt;
** Each Chemical implant can be filled up with 50 units of chemicals injected into the implant while it is still in it&#039;s casing&lt;br /&gt;
** Tracking Implants have three functions: They tell you the approximate distance to your target, the direction from your current position (With the tracker), and acting as a teleportation beacon&lt;br /&gt;
** Suspected Changelings can be implanted with a tracking implant, as it gives a special HUD icon, ex. I didn&#039;t implant that person but they have an implant, probably a ling&lt;br /&gt;
** You can use tracking implants to give completely private orders to individual officers even while Telecomms is down&lt;br /&gt;
* Giving a lethal parole implant is an effective way to keep track of your perma prisoners: Ask Chemistry for the deadliest 50u they can make and pump it into an implant&lt;br /&gt;
* Permabrig&#039;s electric razor is impractical; many people can be recognized on sight from their hairstyles and shaving them bald removes that&lt;br /&gt;
* Taking a Riot Shotgun, filling it with buckshot shells, taking it out back and sawing it off with a circular saw will let you put it in your backpack, giving you a perfect counter to energy sword/shield users.&lt;br /&gt;
* If you can get Sergeant Araneus a sentience potion from Xenobio, he can help assist security. Besides, a giant spider patrolling the brig gives you several badass points.&lt;br /&gt;
* Keeping a close eye on your Officers and other staff is usually a very good idea. Keep tabs on your Officer&#039;s life signs by getting a portable Crew Monitor from Medbay. The [[CMO]] will most likely not mind.&lt;br /&gt;
**This however will not be able to detect [[Changeling|Changelings]] if they are fully disquised. Beware of these creatures infiltrating your security force. They are one of the biggest threats to you and your team simply because of their ability to assimilate into any scenario seemlessly. &#039;&#039;The enemy might be right next to you and you would never know.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Monke1818</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Captain&amp;diff=31901</id>
		<title>Captain</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Captain&amp;diff=31901"/>
		<updated>2020-07-26T08:44:52Z</updated>

		<summary type="html">&lt;p&gt;Monke1818: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkblue&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = COMMAND&lt;br /&gt;
|imagebgcolor = lightblue&lt;br /&gt;
|img_generic = Generic_captain.png&lt;br /&gt;
|img = Captain action.png&lt;br /&gt;
|jobtitle = Captain&lt;br /&gt;
|access = [[:Category:Locations|Everywhere]]&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = Space Law and [[Nanotrasen]] Officials&lt;br /&gt;
|duties = Be responsible for the station, manage your [[Heads of Staff]], [[Beyond the impossible|Keep the crew alive]], be prepared to do anything and everything or die horribly trying.&lt;br /&gt;
|guides = [[Chain of Command]], [[Space Law]], [[Guide to Trials]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]]&lt;br /&gt;
|quote = I don&#039;t care what they call me back on the station, I&#039;m not a traitor. I&#039;m a man of principles and standards. And if lives get in the way of those principles, so be it! I&#039;d say I&#039;m the better man here. Once they called me captain. But, once it&#039;s all said and done, I&#039;ll be a hero.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:CaptainsQuartersSmall.png|300px|thumb|alt=Captain&#039;s Quarters|[[Captains Quarters|Your personal office and quarters]]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You are the Captain, the top of the [[Chain of Command]]. It is your duty to ensure the stability and productivity of the station, as well as carrying out directives from [[CentCom]].&lt;br /&gt;
&lt;br /&gt;
You should have experience of all Heads of Staff jobs. At round start, &#039;&#039;&#039;take the Nuclear Disk with you&#039;&#039;&#039;, call the Heads to report in and keep checking in from time to time on what needs to be done and who should do it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Secure dat fukken disk, secure the pinpointer, secure the spare Captain&#039;s ID. Only use your authority when it is required, the Heads of Staff are there for a reason.&lt;br /&gt;
&lt;br /&gt;
==Howdy, Skipper!==&lt;br /&gt;
&lt;br /&gt;
===[[File:Id_gold.png|32px|]] Being a Captain – Basics===&lt;br /&gt;
[[File:Bridge_small.png|thumb|300px|alt=Bridge|The [[Bridge]]]]&lt;br /&gt;
&lt;br /&gt;
The Captain has [[Captains Quarters|spacious quarters]], complete with a [[Arcade Machine|arcade machine]], ID computer and Communications console, a [[High-risk_items#Jet_Pack|Jetpack]], a [[High-risk_items#Hand_teleporter|hand teleporter]], the [[High-risk_items#Nuclear_authentication_disk|Nuclear Authentication Disk]], an SSU with a spaceworthy suit of armor and helmet, an energy gun, and a pressurized and humidity controlled display case with your pride and joy, an [[High-risk_items#Captain.27s_Antique_Laser_Gun|antique laser gun]].&lt;br /&gt;
&lt;br /&gt;
It&#039;s probably best to leave the gun where it is, as the case has been outfitted with a handy anti-theft system. A [[Clown|dirty criminal]] might run up, slip you, and take it after all.&lt;br /&gt;
&lt;br /&gt;
There is also a locked wooden box in your office filled with medals. These can be awarded to your crew to commend them for exemplary service.&lt;br /&gt;
&lt;br /&gt;
At the start of the shift, take your spare ID &#039;&#039;&#039;and nuclear authentication disk&#039;&#039;&#039; and put them in your backpack. If you&#039;ve done that, you&#039;ve done half your job already. If you&#039;re feeling particularly vulnerable, give your [[pinpointer]] to the Head of Security. After this, walk around the station and command people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guide to Head of Staff Equipment#The Captain|Have a look at all your unique equipment here.]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Head of Heads===&lt;br /&gt;
&lt;br /&gt;
When you’re not fighting Revolutionaries, Traitors, Syndicates, and Wizards, you are monitoring the crew.  You are at the top of the food chain, and possess the ultimate authority over everyone and everything on your station.&lt;br /&gt;
&lt;br /&gt;
You are the Judge, the final word, the Big Guy. You have the ultimate veto power over all matters and is the only person who can authorize an execution without a trial. Anyone who questions your authority can technically be tried for mutiny. There really is no way to tell you exactly how to run things as many people have different leadership styles. However, as Captain, here are some guidelines you should keep in mind: &lt;br /&gt;
&lt;br /&gt;
#&#039;&#039;&#039;Do not involve yourself when there is somebody else available to do the job.&#039;&#039;&#039; Why have a [[Head of Security]] if you&#039;re going to involve yourself in every security matter? If there isn&#039;t a head for a specific department, promote a new one. It will make your life so much easier.&lt;br /&gt;
#&#039;&#039;&#039;Delegate whenever you can.&#039;&#039;&#039; You should never have to do any manual task yourself. If someone says &#039;Captain, there&#039;s a plasma leak!&#039; then you should order your [[Chief Engineer]] to fix it. Do not attempt to fix it yourself, as you will put yourself unnecessarily at risk.&lt;br /&gt;
#&#039;&#039;&#039;Follow the [[Chain of Command]].&#039;&#039;&#039; You command the Heads. The Heads command their departments. Try not to skip them in the decision-making process as they are the ones who &#039;&#039;should&#039;&#039; know their own departments best.&lt;br /&gt;
#&#039;&#039;&#039;Stay alert.&#039;&#039;&#039; You have a big target on your back. It is likely you&#039;ll be a prime Traitor target just for your all-access ID. With this in mind, you may want to spend a fair bit of time lounging in the security of the [[Bridge]].&lt;br /&gt;
#&#039;&#039;&#039;Keep calm and carry on.&#039;&#039;&#039; As Captain, be prepared to deal with any or all of the following: Incompetent or absent Heads, traitors and angry crew members banging down the bridge door trying to get in, corrupted AIs on a murder spree and the occasional aftermath of an Armageddon against the station, thanks to a range of the above. And it&#039;s your job to manage it all. Good luck.&lt;br /&gt;
&lt;br /&gt;
===[[File:Circuitboard.png|32px]] Refitting the DOORKNOB – Uploading Laws Made Easy===&lt;br /&gt;
&lt;br /&gt;
Uploading Laws to the [[AI]] isn’t something you should be doing lightly… unless you’re a traitor. Then go crazy.&lt;br /&gt;
&lt;br /&gt;
Do not get angry with the AI if it does not want you uploading a new law, as Nanotrasen has pre-programmed them to be sensitive to law changes. Besides, Nanotrasen wouldn&#039;t want another SHODAN fiasco happening again.&lt;br /&gt;
&lt;br /&gt;
But remember the Hierarchy. Law 1 overrides Laws 2, 3, 4, etc. A Law 4 telling the AI to kill all Revolutionaries isn’t going to work. A Law 4 classifying Revolutionaries as Nonhuman and that they must be eliminated works much better. Law priority is enforced by the order they are listed. A law is invalid if it disagrees with previous laws in the form of conflicting orders, or challenges the procession of law priority.&lt;br /&gt;
&lt;br /&gt;
Keep in mind that if you upload a shitty/traitorish law &#039;KILL ALL HUMANS&#039; or &#039;ONLY [Your name] IS HUMAN&#039;, people will likely form a lynch mob.&lt;br /&gt;
&lt;br /&gt;
===[[File:NTlogo.png|32px]] Those Assholes From Corporate===&lt;br /&gt;
&lt;br /&gt;
With your fancy title, medals, and luxurious excesses it&#039;s easy to forget that there is an outside, [[Admin|higher power]] scrutinizing your every move. &lt;br /&gt;
&lt;br /&gt;
Contact with [[Central Command]] may be few and far between, but you&#039;re expected to follow any directives issued by them. CentCom will usually issue directives and updates on activities in your sector through the Communications Console located on the Bridge and your office.&lt;br /&gt;
&lt;br /&gt;
If you&#039;re unlucky, you might have to deal with a visit from a [[CentCom Official]]. Official visits vary from standard performance reviews, internal investigations, or some other kind of corporate meddling. Whatever the case may be, it is important that you try and keep the Official happy throughout their visit. If all else fails, just make sure you can&#039;t be blamed for anything that goes wrong. &lt;br /&gt;
&lt;br /&gt;
However, keep in mind that you still hold authority over any Officials on your station. That is, as long as you&#039;re still the legitimate Captain.  If you piss off the wrong guy you might find yourself relieved of command. If the official is causing trouble, though, you are well within your right to have them arrested, and then contact THEIR superior with a complaint.&lt;br /&gt;
&lt;br /&gt;
If you somehow really piss both them and the crew off, do start worrying. Many a Captain has been [[Station Goals#Bluespace Artillery|vaporized in their own Quarters]] for acting like a complete [[Clown|lunatic]].&lt;br /&gt;
&lt;br /&gt;
Contacting CentCom on your own is possible through the use of Communications Consoles, but unless the transmission is urgent it will likely get caught up for weeks in CentCom&#039;s notorious bureaucracy. Even then, it&#039;ll be a crapshoot.&lt;br /&gt;
&lt;br /&gt;
===[[File:Nuke.gif|32px]] Abandoning Ship===&lt;br /&gt;
&#039;&#039;&#039;You are ultimately responsible for the station.&#039;&#039;&#039; It is not uncommon for Captains to be court-martialled or even executed if he or she should decide to abandon their ship, regardless of condition. As they hold the ultimate responsibility for the station and its crew, losing them could likely be perceived by your superiors as desertion, mutiny and/or sedition.&lt;br /&gt;
&lt;br /&gt;
So keep this in mind when you are facing disaster. Permit no evacuations without your explicit authorization. &#039;&#039;&#039;&amp;lt;u&amp;gt;You should be doing your utmost in keeping the station up and running&#039;&#039;&#039;&amp;lt;/u&amp;gt; --lest you go down with the ship, either one way or the other.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light Bulb.png]]Tips==&lt;br /&gt;
* As Captain, you should always be carrying the Nuke Disk, if you don&#039;t people will laugh at/lynch you.&lt;br /&gt;
* The Nuke Disk can fit in a wallet. Now the operatives have to search yet another storage container on your person! Nuke Disk into a wallet, wallet into a box filled with wallets, in a backpack full of boxes, on the AI sat.&lt;br /&gt;
* Never, NEVER, put the Nuke Disk into your safe. Anyone who needs to steal it WILL be able to easily steal it with an emag or similar.&lt;br /&gt;
* Don&#039;t go nuts and run off by yourself. You&#039;re not a one-man army, and no one else on the station has your level of access, rushing head along into a Medbay Cult, only to discover the rest of security doesn&#039;t have access to follow through the front doors to help you, can quickly lead to disaster.&lt;br /&gt;
&lt;br /&gt;
==[[File:Doubleagent.gif]] I Am the Senate==&lt;br /&gt;
&#039;&#039;&#039;NOTE: By default, the Captain cannot be an antagonist.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Traitor Captain is less about completing your objectives and more about turning the entire station into your own private playroom. With your access and authority you can pretty much take anything you want, and dispatching a lowly subordinate shouldn&#039;t take much effort at all. Chances are you won&#039;t even need to open your syndicate uplink.&lt;br /&gt;
&lt;br /&gt;
You have more freedom than any traitor could dream of. Liberally hand out execution orders, release and pardon criminals, give the clown all-access, release the singularity, reprogram the AI to fuel your ego, or just act like a condom and demote anyone who gets in your way. Just make sure that you&#039;re at least trying to be subtle.&lt;br /&gt;
&lt;br /&gt;
==Conclusion==&lt;br /&gt;
&lt;br /&gt;
The only person with more potential to fuck things up than you is the AI, and they’re probably not going to do that. So watch your step, your back, and your crew, or you may just end up floating through space wondering why your Oxygen tank is filled with plasma.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;As a special note&#039;&#039;&#039;, the [[Administrators|gods]] tend to notice the actions of the captain quite a bit more often than they do [[chaplain|anyone]] [[clown|else]].&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Monke1818</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Clown&amp;diff=31899</id>
		<title>Clown</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Clown&amp;diff=31899"/>
		<updated>2020-07-25T06:20:48Z</updated>

		<summary type="html">&lt;p&gt;Monke1818: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = red&lt;br /&gt;
|headerfontcolor = yellow&lt;br /&gt;
|stafftype = CIVILIAN&lt;br /&gt;
|imagebgcolor = pink&lt;br /&gt;
|img_generic = Generic_clown.png&lt;br /&gt;
|img = Clown.png&lt;br /&gt;
|jobtitle = Clown&lt;br /&gt;
|access = [[Theatre]] &amp;lt;s&amp;gt;Anywhere if you can find someone stupid enough to let you in&amp;lt;/s&amp;gt;&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = HONK!&lt;br /&gt;
|superior = [[Head of Personnel]], The [[Honkmother]]&lt;br /&gt;
|duties = Entertain the crew, make bad jokes, go on a holy quest to find bananium, HONK!&lt;br /&gt;
|guides = No external guides - HONK&lt;br /&gt;
|quote=IT&#039;S JUST A PRANK, BRO! HONK! &lt;br /&gt;
}}&lt;br /&gt;
[[File:Theatre.png|300px|thumb|alt=Theatre|The [[Bar]]&#039;s Theatre is where you spawn along with the [[Mime]].]]&lt;br /&gt;
&lt;br /&gt;
You are... well... the [[Beyond the impossible|funny person]] of the station! Honk honk! This usually means you play harmless pranks on people to remind them that life on the station is not to be taken too seriously. The Clown &amp;lt;strike&amp;gt;doesn&#039;t have to do anything&amp;lt;/strike&amp;gt; must spread the word of the Honkmother through honks and elaborate pranks. Basically the clown&#039;s job is to goof off, much like an [[assistant]], but clowns don&#039;t usually listen to anyone because they have places to be, and things to HONK!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Be funny to &#039;&#039;other&#039;&#039; crewmembers. This is harder than it sounds.&lt;br /&gt;
&lt;br /&gt;
== [[File:Bike horn.png|60px]] License to HONK ==&lt;br /&gt;
No, it is not a license to be a shitter. Remember, you are still bound to rule one, as in don&#039;t be a dick.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When in doubt, ask yourself: &amp;quot;Are you irrevocably fucking with someone&#039;s round (killing, incapacitating, etc.)?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If yes: don&#039;t do it. You&#039;ll probably get robusted and banned.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If no: you&#039;re probably fine.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[File:Bike horn.png|60px]] Pranks ==&lt;br /&gt;
[[File:Bike horn.png|400px|right]]&lt;br /&gt;
This is where the [[griffon|bad clowns]] are separated from the real ones! Pranks can range from anything from harmless honks to the head to throwing random banana peels (usually people hate you for this most of all) all over the hallways, or even spamming prayers to the Honkmother for a H.O.N.K.-mech because [[Roboticist|those assholes]] don&#039;t have bananium so they couldn&#039;t make you one.&lt;br /&gt;
&lt;br /&gt;
If you are really out of ideas and on the verge of being so bored that you&#039;ll soon resort to just being a dick, here&#039;s a few things a good Clown can do to entertain the crew:&lt;br /&gt;
* Tell bad jokes and puns nonstop&lt;br /&gt;
* Hold two horns (okay one can be duck) and rapidly switch hands while spamming the use key to dualhonk&lt;br /&gt;
* Ride wheeled chairs with fire extinguishers&lt;br /&gt;
* Wear cardboard suit and helmet and be a clownborg, beep boop honk&lt;br /&gt;
* Wear funny outfits from the [[Vending_machines#AutoDrobe|AutoDrobe]]&lt;br /&gt;
** Be a pirate clown. Yarr, scurvy dog!&lt;br /&gt;
** Be a gentleman clown. I say, good sir!&lt;br /&gt;
** Be a gladiator clown. [[Songs#.EF.BB.BFFu.C4.8D.C3.ADk:_Entry_of_the_Gladiators_.28Circus_Music.29|Vale]]!&lt;br /&gt;
** Be a priest clown. Praise the Honkmother!&lt;br /&gt;
** Be a chicken clown. Cluck cluck HONK!&lt;br /&gt;
** Be a security clown. Stop right there criminal scum, HONK!&lt;br /&gt;
* Bolt open the costume storage for the entire crew to use&lt;br /&gt;
* Get/pretend to be a random new job, and be terrible/amazing at that job&lt;br /&gt;
* Hang monkeys around the station for their various crimes&lt;br /&gt;
* Build a Clown-Mart in the [[Vacant Office]]&lt;br /&gt;
* Become a anti Cat Surgeon and remove people&#039;s degenerate ears and tail&lt;br /&gt;
* Hide photocopies of your ass around the station&lt;br /&gt;
* Slip then shave peoples heads with a razor&lt;br /&gt;
* Honk antags,&lt;br /&gt;
* Cream pie the [[Head of Security]] &amp;lt;s&amp;gt;then get beaten to death&amp;lt;/s&amp;gt;&lt;br /&gt;
* Annoy a targeted person of your choice by slipping them non-stop&lt;br /&gt;
* Yell fake claims about antags&lt;br /&gt;
* Make people panic with fake items from the arcade machines&lt;br /&gt;
* Ask the [[Head of Personnel|HoP]] to open more clown slots so you can have friends&lt;br /&gt;
* Lube the halls&lt;br /&gt;
* Collect shoes from [[Assistant|Assistants]]&lt;br /&gt;
* Make a Conveyor-Go-Round and cover it in bananas&lt;br /&gt;
* Build a clown restaurant and run the chef out of business&lt;br /&gt;
* Insert donuts into people&#039;s pockets&lt;br /&gt;
* Attack Heads of Staff with the laser tag gun&lt;br /&gt;
* Create newsfeed channels and put out outrageous and slightly offensive accusations against people, along with photos&lt;br /&gt;
* &amp;lt;s&amp;gt;Vandalize&amp;lt;/s&amp;gt; Improve random departments with [[crayon]] and spraypaint&lt;br /&gt;
* Write obscenities right outside the brig and get dogpiled by security&lt;br /&gt;
* Slip the [[Captain]] when he takes his spare ID out, give it back because you aren&#039;t an antag&lt;br /&gt;
* Make a [[Honkbot]]&lt;br /&gt;
* Make some [[Assistant|friends]] and start &amp;lt;s&amp;gt;an underground fight club&amp;lt;/s&amp;gt; a circus&lt;br /&gt;
* Become the [[Shaft Miner|shaft miner&#039;s]] plucky comic relief sidekick on a quest for [[bananium]]&lt;br /&gt;
* Build an art installation and protect it from [[Guide_to_robotics#Cleanbot|cleanbots]]&lt;br /&gt;
* [[Curator#How_To_Add_A_Book_To_The_Database|Write a book]] with your best jokes to preserve them for future generations of clowns&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Power ===&lt;br /&gt;
Both you and the [[Mime]] spawn in the [[Theatre]] and have access to all the costumes inside.&lt;br /&gt;
&lt;br /&gt;
If the round goes on long enough, [[Roboticist|someone]] may be &amp;lt;strike&amp;gt;demented&amp;lt;/strike&amp;gt; fun-loving enough to build to you a [[H.O.N.K.]]-mech. This mech even makes squeaky sounds when it moves &amp;lt;strike&amp;gt;instead of&amp;lt;/strike&amp;gt; in addition to those awful clomping noises of other mechs. Make sure to attach the &#039;HoNkER BlAsT 5000&#039; to it, for EXTREME HONKING! HONK!&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Honk ===&lt;br /&gt;
Honking is how you get your work done. If you honk a honk honk then honk up the honk, well you&#039;ll have a doozy of a honk on your honk to wash off.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Equipment ===&lt;br /&gt;
You get the clown suit with matching squeaky shoes (with built-in Waddle Dampeners[TM]), a bike horn, clown stamp (for approving monkey crates) clown mask (which works like a gas mask), a special infinite rainbow clown crayon so you can start writing naughty words all over the escape arm or eating it like a giant honking baby, a can of laughing juice, a clown-themed megaphone (aka funny mic), a pie cannon, a banana, and your slippery [[PDA]]. Your PDA can also infect other people&#039;s PDAs with a virus that makes it randomly honk, and possibly do other things? Who knows, HONK!&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Job Difficulty ===&lt;br /&gt;
Very little, but some people might want to kill you just for being the Clown. HONK!&lt;br /&gt;
&lt;br /&gt;
==[[File:Bike horn.png]][[File:Bike horn.png]][[File:Bike horn.png]] Tips==&lt;br /&gt;
* The clown&#039;s mask can be used for internals.&lt;br /&gt;
* If the clown&#039;s PDA cartridge has less than 5 charges (sendable viruses which make someone’s PDA honk every time they push a button) left, someone who isn&#039;t the clown can slip on it to restore 1 charge per slip. Have fun with that.&lt;br /&gt;
* Eating the rainbow crayon completely is impossible. If you&#039;re a clown and starving you can just nibble on your crayon, for infinity.&lt;br /&gt;
* [http://aberrantkenosis.bandcamp.com/album/the-bike-horn-collection-volume-1 HONK!]&lt;br /&gt;
* Dye your clown shoes and slip them on someone, they still squeak.&lt;br /&gt;
* The clown&#039;s flower is basically a small spray bottle. It can be emptied and can carry 10 units of fluids and shoots exactly 1 unit at a time. So you can fire ten very small shots, and it has an impressive range. It can be loaded from the pepper spray wall units. Since it is one unit the stun does not last long, but it is good for a guaranteed disarm if they lack eye protection.&lt;br /&gt;
* Don&#039;t fuck with security, they already want to murder you, don&#039;t give them a reason (admins will also take your side and ban the shitsec bastard).&lt;br /&gt;
* If somebody is chasing you and you haven&#039;t emptied your flower of water yet, you can empty it on the floor for a slip that is less obvious than a peel is.&lt;br /&gt;
* The clown&#039;s PDA can be used in place of a banana peel; people will slip on it just the same. Just remember to take the ID out so if some chucklefuck takes it, you aren&#039;t left with no access.&lt;br /&gt;
* Telling a few jokes or having a funny gimmick can mean the difference between getting all-access and being lynched after a prank gone wrong.&lt;br /&gt;
* You can disable the built-in Waddle Dampeners[TM] in your shoes with CTRL + Click, now you walk normally!&lt;br /&gt;
&lt;br /&gt;
== [[File:Bike horn.png|60px]] Pennywise the Spacing Clown ==&lt;br /&gt;
Remember that time you were terrified by a clown when you were small? Well, this is the reason why. As a traitor, while you could just be just funny and &amp;lt;strike&amp;gt;hope&amp;lt;/strike&amp;gt; people &amp;lt;strike&amp;gt;won&#039;t&amp;lt;/strike&amp;gt; kill you (like using the camo projector set to &amp;quot;banana&amp;quot;), you should learn how to [[robust]] or how to break and enter! Just have fun and relax, and honk while you betray people! If all else fails, get a [[Chainsaw]] and a [[Clothes_and_internals#Headgear|Welding Helmet]] and kill people who slip on your banana peels (the scare factor is pretty high).&lt;br /&gt;
&lt;br /&gt;
{|width=100% border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 12 align = &amp;quot;center&amp;quot; | &#039;&#039;&#039;Honkers on beestation&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Bike horn.png|100px|link=jobs]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #334E6D; color: white; text-align: center;&amp;quot; id=&amp;quot;command&amp;quot; |&#039;&#039;&#039;Law and Order&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Captain|Condom]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Head of Personnel|All Access Provider]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| textcolor=&amp;quot;white&amp;quot; style=&amp;quot;background: #AF6365; text-align: center;&amp;quot; id=&amp;quot;security&amp;quot; |&#039;&#039;&#039;Fun Police&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Head of Security|No Fun]]&#039;&#039;&#039;, [[Security Officer|Shitcurity Officer]], [[Warden|Mortal Kombat]], [[Detective|Can&#039;t Take a Joke]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #ba9b67; text-align: center;&amp;quot; id=&amp;quot;engineering&amp;quot; |&#039;&#039;&#039;Black Magicians&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Chief Engineer|Poly&#039;s Keeper]]&#039;&#039;&#039;, [[Station Engineer|Free Insulateds]],  [[Atmospheric Technician|Axe Bearer]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #a885a2; text-align: center;&amp;quot; id=&amp;quot;science&amp;quot; |&#039;&#039;&#039;Harmzone™&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Research Director|Nerdo Supreme]]&#039;&#039;&#039;, [[Scientist|Slimer/Bomber/Nerd]], [[Roboticist|Doctor Wiley]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #8cbcd6; text-align: center;&amp;quot; id=&amp;quot;medical&amp;quot; |&#039;&#039;&#039;The Stage&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Chief Medical Officer|Evil Bastard]]&#039;&#039;&#039;, [[Medical Doctor|Quack]], [[Chemist|Druglord/Lube Source]], [[Geneticist|Enjoys Pranks]],  [[Virologist|Lynch]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #92b26d; text-align: center;&amp;quot; id=&amp;quot;service&amp;quot; | &#039;&#039;&#039;Goobers&#039;&#039;&#039;&lt;br /&gt;
| [[Janitor|Enabler]], [[Bartender|Has a Gun]], [[Cook|Has a Knife]], [[Botanist|FREE PEELS]], [[Clown|The Most Charitable and Just Clown, Peace and Blessings Upon Them]], [[Mime|Mortal Enemy]], [[Chaplain|This is No Laughing Matter]], [[Librarian|Who Let You In Here?!]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #898787; text-align: center;&amp;quot; id=&amp;quot;civilian&amp;quot; |&#039;&#039;&#039;Greytide&#039;&#039;&#039;&lt;br /&gt;
| [[Quartermaster|Hardass]], [[Cargo Technician|Bribe For Toys]], [[Shaft Miner|Bringer of Bananium]], [[Assistant|Space Ho&amp;lt;strike&amp;gt;m&amp;lt;/strike&amp;gt;bos]], [[Lawyer|LOL2CAT!!!]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #b1dff9; text-align: center;&amp;quot; id=&amp;quot;nonHuman&amp;quot; | &#039;&#039;&#039;Goons&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[AI|Doorknob]]&#039;&#039;&#039;, [[Cyborg|No Humor Module]], [[Positronic Brain|Captive Audience]], [[Drone|A Fancy Hat]], [[Personal AI|HARMALARM]], [[Construct|No Touchie]], [[Ghost|2Spooky4me]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: black; color: white; text-align: center;&amp;quot; id=&amp;quot;antagonist&amp;quot; |&#039;&#039;&#039;Critics&#039;&#039;&#039;&lt;br /&gt;
| [[Traitor|Slip Em&#039;]], [[Malfunctioning AI|EVIL Doorknob]], [[Changeling|Honk It to Death]], [[Syndicate guide|Still Slippable]], [[Wizard|Wiznerd]], [[Cult|Emos]], [[Shadowling|Death Removed]], [[Nightmare|OH FUCK DEATH NOT REMOVED]], [[Abductor|Ayyliens]], [[Xenomorph|KITTY]], [[Spider|TOP TEN PRANKS GONE WRONG]], [[Revenant|3spooky5me]], [[Space Ninja|Also Slippable]], [[Holoparasite|Your Best Friend]], [[Swarmers|Don&#039;t Cry]], [[Blob|Squishy]], [[Devil|Free All Access Guy]], [[Pirate|Yakety Sax]], [[Sentient Disease|Diarrhea Dumpster]], [[Creep|Disposals Bait]], [[Fugitives|Leather Club&#039;s Two Blocks Down]], [[Hunters|I&#039;ll Show You Who&#039;s the Boss of this Gym]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; id=&amp;quot;special&amp;quot; | &#039;&#039;&#039;&amp;quot;Special&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| [[Centcom Official|Inspector Johnson]], [[Death Squad|Prank Squad Officer]], [[Emergency Response Team|Emergency Response Pranksters (ERP)]], , [[Chrono Legionnaire|Slips Through Space and Time]], [[Highlander|No Underwear]], [[Ian|Honkmothers second in command]], [[Lavaland Role|Valids]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #BBCCFF; color: black; text-align: center;&amp;quot; id=&amp;quot;race&amp;quot; |&#039;&#039;&#039;Filth&#039;&#039;&#039;&lt;br /&gt;
| [[Lizardperson|Maximum Filth]], [[Flyperson|Vomitoriun]], [[Plasmaman|Free Internals]], [[Mothpeople|Fluttershy]], [[Podman|Literally Potatohead]], [[Golem|The Homo-Rainbow]], [[Felinids|Maximum-er Filth]], [[Ethereals|Lightbulbs]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Monke1818</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Chain_of_Command&amp;diff=31888</id>
		<title>Chain of Command</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Chain_of_Command&amp;diff=31888"/>
		<updated>2020-07-22T11:50:52Z</updated>

		<summary type="html">&lt;p&gt;Monke1818: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The chain of command represents how orders are distributed throughout the station. It is part of a power structure: usually seen as the most vulnerable and also the most powerful part of it. Starting from the most authorized, the Captain, through the Head of some Department, down to the lowliest subordinate to finally accomplish the task needed, in order to make the station function as efficiently as possible.&lt;br /&gt;
&lt;br /&gt;
The Heads should &#039;&#039;&#039;not&#039;&#039;&#039; start doing the simplest tasks themselves unless the station&#039;s already beyond saving.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[File:Identification_console.png]] Notice:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heads can demote their staff by using the [[Identification Console]] and removing the subordinate&#039;s access to their department from their ID.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;So if one of your guys isn&#039;t acting like a shitter, don&#039;t hesitate to banish them from your department.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Job tree3.png|1191px|The station hierarchy]]&lt;br /&gt;
&lt;br /&gt;
==Heads of Staff==&lt;br /&gt;
[[File:Bridge small.png|thumb|300px|The Bridge, safe haven of the Heads.]]&lt;br /&gt;
&#039;&#039;&#039;A.K.A. the command staff.&#039;&#039;&#039; These are the men and women charged with the administration of the station. Each of them have access to the [[Bridge]] and [[Brig]], the keycard authentication devices, the command radio channel (accessed with :c), the ability to make station-wide announcements, access to identification consoles and may call/recall the [[Escape Shuttle]] using a communications console. They are also the targets during a [[Revolution]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic captain.png|64px]] [[Captain]]===&lt;br /&gt;
The Commanding Officer with authority over the entire station. Eventually dies and has the Head of Personnel take over. Limited only by style - Just don&#039;t forget the [[High-risk_items#Nuclear_authentication_disk|disk]].&lt;br /&gt;
The only position that can issue death warrants without a trial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How the AI works. What other Heads should be doing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Check in with your Heads of Staff. Secure the nuclear authorization disk and give the pinpointer to [[Clown|someone trustworthy]] for maximum safety.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Make sure your heads are doing their jobs and give them a massive fucking if they fuck up. Figure out what needs to be done and delegate. Don&#039;t leave the nuke disk on your table or people will laugh at you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Many [[high-risk items]] start in your office or directly in your possession. And your shiny gold id card is coveted by almost every syndicate scumbag. Expect many attempts to be made on your life for these things.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic hop.png|64px]] [[Head of Personnel]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Becomes acting Captain if the original Captain is dead or MIA. Responsible for staffing and HR-related duties.&lt;br /&gt;
Authority over all civil and supply departments, including the [[Janitor]], [[Chef]], [[Barman]], [[Clown]], [[Mime]], [[Assistant]]s, [[Quartermaster]], [[Shaft Miner]]s, [[Lawyer]]s, [[Chaplain]], [[Curator]], [[Botanist]]s and [[Cargo Technician|Cargo Techs]].&lt;br /&gt;
&lt;br /&gt;
The Head of Personnel can either be a Godsend or worse than a banana-flinging clown for the station. He can also savor the prestige or feel shackled to the [[Computers#ID_Modification_Console|ID computer]]. If you find yourself wearing teal, make the most of it by doing your job correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1. Support the Captain.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Always be on the captain&#039;s side, at least publicly. Remember that since you&#039;ll take up his banner if, or more often when, he&#039;s slain, you&#039;re the &#039;&#039;de facto&#039;&#039; second in command. Be sure to work as a team to lead the crew. If he&#039;s demanding, be persuasive. If he&#039;s soft-spoken, be a task-master. This means anyone annoyed at his leadership style will likely follow yours, but it also means he has to trust you. Earn this trust by making frequent use of command chat (:c) and deferring to him on matters of great importance, like assigning new Heads or calling the shuttle. Recognize, however, that you do not outrank any other Heads of Staff. You are simply sitting at the Captain&#039;s right hand, entrusted to the keys to the station, while all other Heads must beg at your feet for access to so much as the bar. Don&#039;t let it go to your head, and the Head of Security won&#039;t brain you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2. Uphold the Rights of Crewmen.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only the Captain can authorize a death warrant, and you are sometimes tasked with judging trials under [[Space Law]]. You are normally considered the most impartial officer for this task, which prevents the appearance of a mere kangaroo court. Furthermore, Security often commits excesses and the Captain is either dead or personally involved in a case. For these reasons, you need to be sure to call for trials for high crimes before the accused gets left to rot in a permacell forever. While this may put you at odds with Security, you should find them fanatically loyal to the Captain, who hopefully makes clear his full confidence in you. This delicate balance of power prevents excesses against the crew. Almost always, a weak Captain and Head of Personnel will result in [[shitcurity]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;3. Follow the Principle of Least Privilege.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When assigning new access levels or creating new jobs, ask yourself just how much access is really needed to perform the task. If a hardworking engineer wants EVA access, consider if he really needs access or just for you to open the door for him while he gets a suit. If the chaplain is being proactive about finding bodies but often needs people to open doors, maybe the risk of giving him more access is less than gain from increasing his effectiveness. Decisions like these keep the station more secure from thieves weaseling their way to their targets and cuts down on the number of accidental arrests made by Security for assumed trespassing. Remember to write their increased access or privileged items on a sheet of paper and give it a good stamping so the janitor will be able to show why he&#039;s mopping Medbay&#039;s floors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;4. Talk to the Crew.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Captain gets nervous when someone stands next to him for too long. The Head of Security is too busy beating the clown. The Research Director is on fire, the Chief Medical Officer is up to his elbows in gore, and the Chief Engineer is trying to keep everyone warm and breathing in a vacuum. You&#039;re really the only head able to take time and listen to the crew. Invite crewmen to talk to you when there are conflicts. Defuse the interpersonal and interdepartmental problems you discover during these conversations, and prevent grievances from becoming grief. Advocate on behalf of the robusted to security, and generally reduce the frequency and intensity of mutinies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;5. Manage your Department First.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While technically you can demote everyone who&#039;s ID you seize to assistant, managing civilian workers not under another head is your immediate responsibility. Keeping janitors on task, directing the chef to throw a pizza party, ensuring the [[Quartermaster]] is on top of things, and getting the records up to date are the first thing to do after assigning job and access changes. Demoting bad security officers or stepping in for an absent department head also falls on your desk, but going into other departments to micromanage in front of their head is both bad form and likely to make you reviled. Always clear a demotion with their department head, or ideally, have all the Heads aware they can send troublesome employees your way to be sent to the mining base. This lets you focus on your immediate underlings and avoid stepping on toes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to use the Identification Console. A rough idea of how access is distributed throughout the station. What Cargo, Kitchen, Hydroponics and the Janitor should be doing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Stay at your desk for at least the first 10 minutes to manage the shift-start rush.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Manage IDs. Take over the captain&#039;s duties when he is murdered/goes missing/never shows up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Your department (the civil department) doesn&#039;t ever acknowledge you as their boss. People may attempt to kill you for refusing their ID requests.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic hos.png|64px]] [[Head of Security]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Although he technically has access, other Heads may deny him from entering their domains. Usually withheld from a promotion to acting Captain if other Heads are available, however in times of crisis he may usually force himself into the position as acting Captain to better control the crisis.&lt;br /&gt;
Oversees security matters with authority over [[Security Officer]]s, the [[Warden]] and the [[Detective]]. Expected to detain and handle those who endanger the station, including other heads of staff, and in some cases, the Captain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to use security equipment, a firm grasp on Space Law, and rough idea of what kind of threats the station will have to face and how to deal with them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Get your officers to report in, if they don&#039;t, remind them that the security force doesn&#039;t work without teamwork and communication, and have them demoted if they&#039;re still acting like a lone mute wolf.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Try to keep the crew as safe as possible. Keep your officers from degenerating to shitcurity when things get rough.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Assistants pushing each other is &#039;&#039;&#039;not&#039;&#039;&#039; a big problem, you shouldn&#039;t have to spend much time on those. Focus on the big fish instead.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic rd.png|64px]] [[Research Director]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. Due to AI access, often promoted to acting Captain if there is neither a Captain nor a HoP.&lt;br /&gt;
Oversees research efforts with authority over [[Scientist]]s, [[Roboticist]]s, and [[Geneticist|Genetics Research]]. Maintains the integrity of the [[AI]] and its [[Cyborg]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Know how R&amp;amp;D works, how to upgrade machines, how xenobiology works, how telescience works and how robotics work.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Make sure one of your scientist is doing R&amp;amp;D and help him out if needed. Ask if there are miners around and request the minerals your R&amp;amp;D and Robotics both need.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Upgrading machines across the station. Make sure your underlings aren&#039;t slacking off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Bombs made in toxins usually get sneaked out and exploded, check on them from time to time. The [[AI|Doorknob]] may attempt to murder you if they are rogue due to your ability to shutdown/destroy their [[Cyborg|minions]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic ce.png|64px]] [[Chief Engineer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff.&lt;br /&gt;
Oversees the maintenance of the station, with authority over [[Station Engineer]]s and [[Atmospheric Technician]]s. Authority over [[Telecoms]] maintenance. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How the telecommunications, atmospherics, solars and the [[supermatter]] work. [[Malfunction|How to deconstruct an APC.]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Have your team start the [[supermatter]] correctly and have power flowing to the station. Make sure the atmospheric system is set up correctly.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Listening the radio for people yelling about station damage and delegating your engineers there with appropriate tools and materials.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; The station is bound to have explosions or at least minor holes in it during the shift. Make sure your underlings are setting up the SM or your entire department will be demoted and murdered. Learn how to tackle the exploded telecommunications -situation and you&#039;ll be irreplaceable in more than one shift, guaranteed.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic cmo.png|64px]] [[Chief Medical Officer]]===&lt;br /&gt;
Equal rank with all other non-captain Heads of Staff. If a Head of Staff is acting medically unstable, it is the CMO&#039;s duty to disable and treat them till they are once again fit for duty (which could be never).&lt;br /&gt;
Oversees station-wide medical issues with authority over the [[Virologist]], [[Chemist]]s, [[Medical Doctor]]s and [[Geneticist|Genetics Cloning]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; How to cure viruses and create vaccines. Formulas for the most common medicines. How to prepare and administer clean SEs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Make an announcement to the crew about maxing out their suit sensors so you&#039;ll be able to help them when they get in trouble. Check that the cryogenic tubes get set up, possibly with a more efficient mixture of chemicals from the chemist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Check the Crew Monitoring Console from time to time for dead/dying people.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Some people are completely retarded and won&#039;t max their suit sensors even if they aren&#039;t a traitor, if these people die make fun of them over comms so they won&#039;t do it again. Medical jobs are a common choice for new players seeking a relevant role. So when not absent, dead, or traitorous, expect your staff to need constant babysitting and guidance on how to perform even basic treatments.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Other Management Roles==&lt;br /&gt;
While the following jobs have management roles, they are not Heads of Staff and get none of the perks associated with being a Head of Staff.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_qm.png|64px]] [[Quartermaster]]===&lt;br /&gt;
Subordinate to the [[Head of Personnel]].&lt;br /&gt;
&lt;br /&gt;
Authority over the supply sector, including [[Cargo Technician]]s and [[Shaft Miner]]s.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Managing Cargo Tech&#039;s, how to operate the Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Check how many Cargo Tech&#039;s are on shift, get them doing something useful such as collecting crates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Processing crew order requests.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Hostile and impatient crew members, syndicate sympathizers, miners not appreciating you taking some plasma for points, inept cargo techs, miners dying in the first five minutes, lava land lizards, and Security. Depending on your loyalty to the station you will either face problems from Security or revolutionary&#039;s/ cultists/ the grey-tide. People telling you that you&#039;re not a &amp;quot;real head&amp;quot;, and it hurts because they&#039;re right.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_warden.png|64px]] [[Warden]]===&lt;br /&gt;
Subordinate to the [[Head of Security]].&lt;br /&gt;
&lt;br /&gt;
Authority over the brig, [[Security Officer]]s, and all personnel of equal rank and below as long as they are within the brig.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Processing prisoners, managing Security operations and personnel and keeping the brig secure.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Ensure the brig is secure, check if there is a HoS/Sec Officers present.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Keeping the brig as secure as possible, ensuring no one attempts to loot the brig, keeping prisoners in check and ensuring they are released on schedule. Don&#039;t leave&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Non-compliant Security Officers. &amp;lt;s&amp;gt;HoP handing out Armory access.&amp;lt;/s&amp;gt; People attempting to break into the brig.&lt;br /&gt;
&lt;br /&gt;
===[[File:centcomofficial.png|64px]] [[Centcom Official]]===&lt;br /&gt;
Subordinate to the [[Captain]] while he is on the station.&lt;br /&gt;
&lt;br /&gt;
Depending on his rank, he may have the authority to dismiss the Captain from his position, or even outrank the Captain. Otherwise, he possesses no actual authority over anyone on station and is reliant on ingratiating himself with the command staff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; The Chain of Command, knowing what your assigned task is from Central Command. Having good social skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Inform the command staff of your presence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Whatever Central Command assigned you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Suspicious Security Officers, non-compliant heads of staff and enemies of the corporation.&lt;br /&gt;
&lt;br /&gt;
===[[File:Captain Ian.png|64px]] [[Ian|Captain Ian]]===&lt;br /&gt;
The Captain the station deserves. &lt;br /&gt;
&lt;br /&gt;
Authority over snacks. &#039;&#039;&#039;Obey.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Required knowledge:&#039;&#039;&#039; Yip! Woof woof!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Round-start to-do list:&#039;&#039;&#039; Get dressed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main tasks:&#039;&#039;&#039; Dance. Be the best crewmember.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Main problems:&#039;&#039;&#039; Head of Personnel often incompetent and needs watching over.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Monke1818</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Head_of_Security%27s_Office&amp;diff=31887</id>
		<title>Head of Security&#039;s Office</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Head_of_Security%27s_Office&amp;diff=31887"/>
		<updated>2020-07-22T07:54:15Z</updated>

		<summary type="html">&lt;p&gt;Monke1818: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;BoxStation&amp;quot;&amp;gt;&lt;br /&gt;
{{Location&lt;br /&gt;
 |headerbgcolor=#9f2828&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=#ff9999&lt;br /&gt;
 |name=Head of Security&#039;s Office&lt;br /&gt;
 |image=HoS_Office.png&lt;br /&gt;
 |department=Security&lt;br /&gt;
 |exits=South to [[Security Office]] &lt;br /&gt;
 |purpose=For the HoS to have a place to oversee and command the security staff, and store his gear&lt;br /&gt;
 |access=HoS&lt;br /&gt;
 |contents=Security Cameras Computer, Security Records Computer, HoS&#039; locker&lt;br /&gt;
 |clearance=[[Captain]], [[Head of Security]]&lt;br /&gt;
 |description=I AM THE LAW!&lt;br /&gt;
 |sec_level=Maximum&lt;br /&gt;
 |style=Office&lt;br /&gt;
 |balance=--&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
The [[Head of Security]] starts his day in his private office, stroking his stun baton and looking at the prisoner monitors with a smirk on his face. It is considered a restricted area and requires HoS access to enter. There are&lt;br /&gt;
several buttons, for locking down the brig, the prison wing, and the office these buttons are in.&lt;br /&gt;
&lt;br /&gt;
The locker contains: &lt;br /&gt;
&lt;br /&gt;
* The Head of Security&#039;s personal firearm!&lt;br /&gt;
* Alternate clothing for playing dress-up.&lt;br /&gt;
* A secbelt full of weapons to abuse.&lt;br /&gt;
* A telescopic shield, able to be retracted at will.&lt;br /&gt;
* A box of flashbangs.&lt;br /&gt;
* A lockbox of [[Security_items#Mindshield_Implant|mindshield implants]]. &lt;br /&gt;
* Miscellaneous security and bureaucratic items.&lt;br /&gt;
* Fine Alcohol.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;MetaStation&amp;quot;&amp;gt;&lt;br /&gt;
{{Location&lt;br /&gt;
 |headerbgcolor=#9f2828&lt;br /&gt;
 |headerfontcolor=white&lt;br /&gt;
 |imagebgcolor=#ff9999&lt;br /&gt;
 |name=Head of Security&#039;s Office&lt;br /&gt;
 |image=HeadofsecurityofficeMETA.png&lt;br /&gt;
 |big_image=[[HeadofsecurityofficeMETA.png]]&lt;br /&gt;
 |department=Security&lt;br /&gt;
 |exits=South to [[Security Office]] &lt;br /&gt;
 |purpose=For the HoS to have a place to oversee and command the security staff, and store his gear&lt;br /&gt;
 |access=HoS&lt;br /&gt;
 |contents=Security camera and records Consoles, EVA suit, giant spider, HoS&#039; locker&lt;br /&gt;
 |clearance=[[Captain]], [[Head of Security]]&lt;br /&gt;
 |description=I AM THE LAW!&lt;br /&gt;
 |sec_level=Maximum&lt;br /&gt;
 |style=Office&lt;br /&gt;
 |balance=--&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
The [[Head of Security]] starts his day in his private office, stroking his stun baton and looking at the prisoner monitors with a smirk on his face. It is considered a restricted area and requires HoS access to enter. There are&lt;br /&gt;
several buttons, for locking down the brig, the prison wing, and the office these buttons are in.&lt;br /&gt;
&lt;br /&gt;
The locker contains: &lt;br /&gt;
&lt;br /&gt;
* The Head of Security&#039;s personal firearm!&lt;br /&gt;
* Alternate clothing for playing dress-up.&lt;br /&gt;
* A secbelt full of weapons to abuse.&lt;br /&gt;
* A telescopic shield, able to be retracted at will.&lt;br /&gt;
* A box of flashbangs.&lt;br /&gt;
* A lockbox of [[Security_items#Mindshield_Implant|mindshield implants]]. .&lt;br /&gt;
* Miscellaneous security and bureaucratic items.&lt;br /&gt;
* Fine Alcohol.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Locations}}&lt;br /&gt;
[[Category:locations]]&lt;/div&gt;</summary>
		<author><name>Monke1818</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Head_of_Security&amp;diff=31886</id>
		<title>Head of Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Head_of_Security&amp;diff=31886"/>
		<updated>2020-07-22T07:46:01Z</updated>

		<summary type="html">&lt;p&gt;Monke1818: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #ff9999&lt;br /&gt;
|img_generic = Generic_hos.png&lt;br /&gt;
|img = Hos.PNG&lt;br /&gt;
|jobtitle = Head of Security&lt;br /&gt;
|access = [[Armory|All]] [[Brig|of]] [[Security Office|security]], [[Head of Security&#039;s Office]], [[Maintenance]], [[Medbay]], [[Research Division]], [[Bridge]], [[Engineering]], [[Construction Area]], [[Cargo Office]], [[Mining]], [[Gateway]], Personal Lockers, Weapon Permit&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate security personnel, ensure they are not corrupt, make sure every department is protected, save the Virologist when he gets mauled by monkeys.&lt;br /&gt;
|guides = [[Guide to security]], [[Guide to Trials]], [[Chain of Command]], [[Space Law]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]], [[Security items]]&lt;br /&gt;
|quote = Alright you knuckleheads, stop beating up the assistants and get back to work. And make sure those tasers are fully charged! I hear the bartender is serving up Gargle Blasters today, and things could get messy.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You&#039;ve worked yourself out being a [[Security Officer]]. Not hard enough for you? Well, you&#039;re in the right place. I hope. Being the Head of the entire [[Jobs#Security|Security Department]] that are tasked with protecting the entire station and its crew isn&#039;t an easy job. In fact, you have it the hardest only bested by the [[Captain]]. But just maybe, you might be able to lead your modest crew of [[Security Officer|Officers]] and the rest of the [[Brig]] personnel to victory against those who wish to bring harm and ruin to NanoTrasen.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Try to keep your team alive, working together, communicating, concentrating on the bigger fish rather than small leeches and not devolve into shitcurity.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== [[File:Bulletproofhelm.png]]&#039;&#039;&#039;THE Peacekeeper&#039;&#039;&#039; ==&lt;br /&gt;
&amp;lt;span style=&amp;quot;background-color:salmon&amp;quot;&amp;gt;[[File:StunBaton.gif|32px]]&#039;&#039;&#039;[[Guide to security|See here to view the Guide to Security to learn the full in-and-outs of being an officer. Read this religiously if you want to be competent at being the Head of Security.]]&#039;&#039;&#039;[[File:StunBaton.gif|32px]]&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As head of [[security|Security]], it is your responsibility to watch over the [[Brig]], [[Bridge]], and [[Courtroom]] areas and to make sure Security Officers [[shitcurity|don&#039;t ruin everything]].  Your job isn&#039;t to hunt people down unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into, so you can usually just sit in your office and let the [[Roboticist#Securitron|securitrons]] and redshirts do it for you. You have more access to the station than anyone else in security, but less than the other heads. Try not to depend on it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Your Office ==&lt;br /&gt;
[[File:hos-office.png|300px|thumb|alt=Security Office|Your office is the [[Head of Security&#039;s Office]], complete with posh carpeting!&lt;br /&gt;
Your office is in the [[Security Office]]. It holds several weapons, devices, a [[recharger]], and both types of security terminals, as well as a personal Head of Security Hardsuit, with slightly better armor plating and a unique look. Included as well are your usual office supplies, your unique stamp, key terminal, and a button to close the shutters on your windows &amp;lt;s&amp;gt;when the [[Captain]] comes to demote you for your many war crimes&amp;lt;s/&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Contents of the office include an [[energy gun]], your very stylish three-setting [[Guide to Head of Staff Equipment#Head of Security|X-01 Multiphase Energy Gun]], a [[stun baton]], a [[Security_items#Riot_Shield|riot shield]], [[Security_items#Mindshield_Implant|mindshield implants]], [[Flashbang|a box of flashbangs]], a full [[Security Belt]], and multiple stylish alt outfits to wear. It is recommended that you take most of these things, as they can come in handy when you really need them. Also included in your locker is a host of miscellaneous gear ranging from loudspeakers to remote door controls, depending on how generous central command is. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Guide to Head of Staff Equipment#Head of Security|Have a look at all your unique equipment here.]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[File:Hoscap.png|32px]] Your Authority ==&lt;br /&gt;
As the Head of Security, you are responsible for a lot of important security staff. It&#039;s important not to lose track of them, and make sure they are doing their job correctly. You are concerned with the following people:&lt;br /&gt;
&lt;br /&gt;
===[[File:Helmet.png]] [[Security Officers]]=== &lt;br /&gt;
These are your pawns, and it&#039;s your job to control them. Each of them is given an department to guard when they sign up. If they&#039;re being assholes, yell at them and get them to fall in line - if they continue, throw them in the brig for a little while. It&#039;s important not to let these guys run rampant, because they can and will fuck everything up if you do. If they seem to not know what they need to do, give them a firm reminder of what they need to do. On occasion you might have a new player on your team, so don&#039;t go too hard on them. However, if they continue to be assholes or just totally incompetent, bust them back down to assistant and kick them off the force.&lt;br /&gt;
&lt;br /&gt;
===[[File:Policecap.png]] [[Warden|The Warden]]=== &lt;br /&gt;
This is a special security officer who acts as the Brig&#039;s watchdog. Make sure he doesn&#039;t set and/or support shitty brig times and that he doesn&#039;t leave the Brig while prisoners are present. He is next in the line of succession if you get bumped off, and your most senior lieutenant. Treat him like your right-hand man, as he can run the Brig just fine by himself under most situations.&lt;br /&gt;
&lt;br /&gt;
===[[File:Detectivefedora.png]] [[Detective|The Detective]]=== &lt;br /&gt;
A loose cannon at best, dangerous at worst. Generally just let him do his thing. He&#039;s used to operating with a fair degree of autonomy from Sec. Just remember to call him a loose cannon from time to time and be ready to send in the redshirts should he uncover [[Changeling|something big]].&lt;br /&gt;
&lt;br /&gt;
===[[File:Fedora.png]] [[Lawyer|Lawyers]]===&lt;br /&gt;
The Lawyers&#039; job is to watch you and try to cite you for violating a guideline. Your authority over them is questionable, although you are completely within your rights to remove their Security radio access if it becomes an issue. When used correctly, the station&#039;s legal counselors can provide an extra layer of security by keeping an eye on things or by policing the various debris and detritus that crops up over the course of a shift. Pass out some spare sunglasses or a SecHUD (if you&#039;re feeling particularly generous) and don&#039;t refuse their clients&#039; right to counsel. If you wind with a &#039;&#039;[[traitor|criminal]] attorney&#039;&#039; on your hands, don&#039;t hesitate to bring the hammer down.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Clipboard paper.png]] Assignments==&lt;br /&gt;
Each officer is given an assignment when they join the game. Most will be assigned to guard one of the four major departments (Medbay, Research, Engineering, and Supply). Department guards are given a small security office along with limited access and are able to use that department&#039;s radio channel. Department guards are also marked with color-coded armbands. It is your job to make sure each department is staffed by a member of security. If a department becomes a hotspot for criminal activity, it may be a good idea to reallocate more men to that department.&lt;br /&gt;
&lt;br /&gt;
==[[File:Handcuffs.png]] The [[Brig]] ==&lt;br /&gt;
[[File:Thebrig.png|300px|thumb|alt=Brig|The [[Brig]] is where most of your &amp;quot;in-and-out&amp;quot; prisoners will make their stay.]]&lt;br /&gt;
The holding area for prisoners. Security personnel, [[Heads of Staff]], and the Lawyer have access to the hallway, but only Security personnel can use the cell controls. It&#039;s still possible for normal crewmembers to view the cells through the windows behind them. As the windows are electrified, though, they&#039;re not a valid means of entry unless the person happens to have insulated gloves.&lt;br /&gt;
&lt;br /&gt;
Prisoners try to flee all the time, so do something about the doors (portable flasher), or handcuff them to the bed as you investigate their items (make sure to release them if they aren&#039;t super dangerous). And &#039;&#039;&#039;SET A GOD DAMN TIME TO THE TIMER&#039;&#039;&#039; -- it won&#039;t lock the door unless you do this. Remember that [[Station Engineer|some]] [[Quartermaster|prisoners]] may have a toolbelt or insulated gloves, thus a means to escape if left unsupervised. Remember to remove possible weapons, unless you want [[robust|a]] [[Handcuffs|nasty]] [[Stun Baton|surprise]], but you already knew that, [[Shitcurity|right?]]&lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner has been deemed too dangerous to release, they can either be executed or, if you aren&#039;t &amp;lt;strike&amp;gt;a barbarian&amp;lt;/strike&amp;gt; a true manly HoS, taken to the [[Prison Wing]]. The prison wing is located to the upper left of the Warden&#039;s Office. It can comfortably hold just as many prisoners as the normal brig, but it has real airlocks to block the cells and the entire wing can be locked down with impenetrable security shutters. It also has no automatic timer, so don&#039;t put someone in a permanent cell without a very good reason. If you wish to execute someone the humane way, you can also use the &amp;lt;s&amp;gt;lethal injection&amp;lt;/s&amp;gt; prisoner transfer chamber located to the left of the prison wing. If you do go this route make sure you keep it reasonably a secret from any Asimov silicons, i.e. don&#039;t talk about execution over security radio.&lt;br /&gt;
&lt;br /&gt;
Or you can banish a prisoner to the Lavaland Gulag. A comfortable, out of the way location where escape is 99% impossible. Just make sure to not &amp;quot;&amp;quot;&amp;quot;accidently&amp;quot;&amp;quot;&amp;quot; push the prisoner into the lava lake.&lt;br /&gt;
&lt;br /&gt;
== You&#039;re My Favourite Deputy ==&lt;br /&gt;
You&#039;re &amp;lt;s&amp;gt;occasionally&amp;lt;/s&amp;gt; almost always going to get an understaffed (or entirely absent) department staff. This is going to pose a problem, especially during times of crisis. Luckily you are capable of deputizing volunteering members of the crew without having to make them full officers.&lt;br /&gt;
&lt;br /&gt;
With your access to the Bridge ID Console, you can give people security access. A box of armbands in your office can also be used as a badge for those who you have deputized. Hand them some gear and cuffs, give them a briefing of what you expect from them, consider [[Security_items#Mindshield_Implant|mindshield implant]]ing them, and set them loose on the station.&lt;br /&gt;
&lt;br /&gt;
By deputizing a crewman, you are authorizing them to act as a member of security. Although you run the risk of deputizing those who are [[Clown|inexperienced]] or downright [[Traitor|treasonous]], they can prove to be a valuable asset in extraordinary circumstances. &lt;br /&gt;
&lt;br /&gt;
==[[File:StunBaton.gif|32px]] Day to Day ==&lt;br /&gt;
You&#039;ll be dealing with the possibility of several different types of threats to the station on a round-to-round basis. It&#039;s generally a good idea to be alert and ready to call out exactly what the flavor of the shift is as soon as you can confirm it, so that your officers can be informed in their decisions from that point on. Knowing how to deal with everything that can be thrown at you is crucial to working well as the Head of Security, and while this guide provides a good start, experience is the greatest teacher.&lt;br /&gt;
&lt;br /&gt;
You have basic departmental access, which means you can easily get into Engineering, Science, Medbay, and Cargo and &amp;lt;s&amp;gt;help yourself to goodies&amp;lt;/s&amp;gt; investigate crime.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Multiphase gun stun.gif]] Shut it Down ==&lt;br /&gt;
If the situation on the station is spiraling out of control, and your control of the brig is in question, you can attempt to lock down the brig to hostile forces. Within the Warden&#039;s Office, and your Office, are controls that allow you to lock down the brig, these will activate massive blast doors that can selectively seal off the brig, making it significantly harder for anyone to get into the brig, and more predictable. You can then use security barricades to seal off entrances, as well as using the Security Door Control to bolt off select doors to the brig (usually held by the Warden).&lt;br /&gt;
&lt;br /&gt;
===[[File:Flash.gif|32px]] Riot Control ===&lt;br /&gt;
The Head of Security is a target while in [[Revolution]] mode. He&#039;s also one of the toughest people to attempt to attack directly. It is important to be reserved when you hear of flashing in random locations and don&#039;t immediately run out and start beating skulls in. This makes you an easy victim. Bear in mind that some traitors will attempt to fool you into thinking a revolution is on - a false revolutionary might instead be carrying several [[Syndicate Items|strange and powerful]] weapons. That being said, just like any other head of staff in a revolution, you need to keep on the move. Staying in one place for long -- even a place people wouldn&#039;t expect you to be -- makes you a much easier target for a mob attack or stealthy bombing.&lt;br /&gt;
&lt;br /&gt;
To decommission a revolutionary, you have two options: Beat their head in like the [[shitcurity|monster]] they always knew you were, or forcibly inject a [[Security_items#Mindshield_Implant|Mindshield Implant]] into their brain. The former, while a good deal more satisfying, is both unreliable and dangerous - It&#039;s easy to accidentally bludgeon someone not only out of the revolution but also out of their mortal coil. The latter takes more time and is limited in uses, but ensures people will stay on your side, barring an implant removal surgery. Don&#039;t be afraid to start batoning and implanting passers-by once a revolution is on board.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;DO NOT TRY TO WIN A REVOLUTION BY TURTLING. YOU WILL LOSE THE WAR OF ATTRITION.&amp;lt;/span&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember&#039;&#039;&#039;: If anyone &#039;seems to reject an implant, they are a Head Revolutionary and must be either killed or exiled if you intend to win control of the station. While you could shove them through the gateway or onto the penal colony, it&#039;s just as good to beat them to death in the Brig and leave their body to rot in the Warden&#039;s office - Or better yet, out of sight in the Gulag where nobody will ever find it.&lt;br /&gt;
&lt;br /&gt;
===[[File:Ritual knife.png|32px]] The Inquisition ===&lt;br /&gt;
With a cult on board, you quickly become both very important and very vulnerable. For all your gear, nothing but the [[Chaplain]] can protect you from a heretic with a piece of rune-etched paper. Success in defeating a cult is based primarily around resource management and thoroughness in your actions - It can be very difficult for the dark one&#039;s followers to complete their task when faced with a responsive Security team. It&#039;s important to acknowledge firstly the danger of a cult: It&#039;s members, much like during a revolution, blend in with the crew at large, yet can disable you instantly and drag you off to be sacrificed while you try in vain to scream for help.&lt;br /&gt;
&lt;br /&gt;
The [[Chaplain]] is easily the most important person on board during a cult round, barring almost nothing: They provide you with an endless source of Holy Water, your primary weapon in staving off the cult and rescuing crewmembers from it&#039;s grasp. It should be your top priority to secure them inside the Brig the instant a cult presence is confirmed, as they will very likely be an early target. Luckily, their null rod keeps them safe from magic, and can oftentimes mean the difference between victory and defeat. Force-feeding enough holy water to a cultist will force the darkness out of them, bringing them back to your side. Similarly, when applied to the floor, it is an invalid location for Wraiths attempting to jaunt.&lt;br /&gt;
&lt;br /&gt;
One of your greatest allies outside of the [[Chaplain]] is the [[AI]]: It&#039;s constant camera view of the station cannot see runes, but it can easily report and lock down suspicious congregations of humans. Equipping it with a P.A.L.A.D.I.N. lawset gains you an extremely powerful surveillance unit that can single-handedly flush out the cult into your waiting arms. Be aware, however, that a Wraith can very easily kill the [[AI]]. Your comrade may be sadly short-lived.&lt;br /&gt;
&lt;br /&gt;
Oftentimes, the cult will transition from a stealthy threat to a very blatant one with constructs and armor. Apply judicious amounts of laser fire and try not to get in melee range. Constructs are incredibly dangerous in the later stages of the game where they are able to mass-produce shells and shards. More often than not, it&#039;s best to begin evacuation when constructs start appearing en masse, as it is indicative of a very strong cult presence.&lt;br /&gt;
&lt;br /&gt;
Constructs, as mentioned, can be a massive mid to end game threat from a cult. Juggernauts will make up the bulk of the cult forces, not only do they have a heafty health pool but their unique armor will deflect a good portion of energy attacks, the best way to kill a Juggernaut is to use a ballistic weapon, such as a buckshot Riot Shotgun or a cargo ordered Auto Rifle.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important&#039;&#039;&#039;: Out of Holy Water? Chaplain dead, MIA, or never showed up? [[Cargo]] can order you religious supply crates, and [[Botany]] can mutate melons into holy-melons, which are rich in holy water.&lt;br /&gt;
&lt;br /&gt;
===[[File:Nuke.gif|32px]] Being Nuclear/Wild ===&lt;br /&gt;
Red hardsuits, dead AIs, telecomms explosions, oh my! Nuclear Emergencies are perhaps some of the most individually demanding rounds for a Head of Security, requiring a large deal of knowledge and raw robusting skill to overcome the terrorist strike team aboard the station. The premise is simple: There is a fukken disk, and you need to keep it. Fortunately you will start the shift with the pinpointer, making your job of finding the Captain, Clown or Operative with the nuke disk much easier.. The operatives all have pinpointers of their own, so remember that hiding the disk is never a viable option, as they can track it down. Similarly, leaving the z-level with the disk (or destroying it) will cause it to respawn at a random predetermined point on the station, which is typically a worst-case scenario.&lt;br /&gt;
&lt;br /&gt;
When shit hits the fan (The AI mysteriously dies and Telecommunications is now a smoking wreck), your first priority should be to locate and secure the disk. This typically involves dragging the Captain to Brig and using your desk announcement system (Which does work with comms down) to summon your loyal minions to the brig. They&#039;ll want the bulletproof armors and some lethal weaponry, and potentially the Ion Rifle, depending on what was brought.&lt;br /&gt;
Typically, it&#039;s a good idea to arm some assorted crewmen on top of your own forces, as they provide valuable meat shields for the more important people. Nuke ops also like to bomb and/or raid the armory, so your brig may become the front lines of battle.&lt;br /&gt;
&lt;br /&gt;
Did you lose the disk? It ain&#039;t over &#039;til it&#039;s over, so don&#039;t be afraid to don your special Hardsuit and chase those chucklefucks right back to their own shuttle. So long as the disk escapes on the Emergency Shuttle, you are in the green. Worst case scenario you can still evacuate to the mining station/gulag.&lt;br /&gt;
&lt;br /&gt;
===[[File:Blob core.gif|32px]] Biohazard Containment ===&lt;br /&gt;
For once, a problem you can&#039;t solve by harmbatoning. With a blob on board, you take on a unique support role that will see you bouncing between the frontline and the supply lines in the rear. Once a blob has been confirmed, your first and highest priority should be to empty out the Armory and distribute the energy weapons. Typically, it&#039;s a good idea to stow the Tasers and Shotguns, seeing as they&#039;re next to useless against biomass and some chucklefuck can and will waste precious time trying to use them. Against certain chemical variants, the Riot Gear is incredibly strong as well. &#039;&#039;&#039;Fuck the Ion Rifle. Hide the Ion Rifle. Someone will take it and Ion you and ruin your day&#039;&#039;&#039;; it sounds like common sense but you will save yourself a world of hurt by just shoving it in a locked locker.&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve ensured the crew is armed, it&#039;s usually best to gauge where you&#039;re needed and bounce between fighting the blob and making sure new weapons crates get unlocked. You&#039;re going to be one of the three or four jobs on the station who can open up the incredibly cost-efficient laser crates (3 guns for 15 points!) so try and remember how important you are. Beyond that, you carry a couple of guns yourself, and the more fire support the merrier. Finally, when you&#039;re not lasering blob or opening crates, start fetching rechargers from the Brig or nearby Security posts to bring to the front where they&#039;re needed.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light Bulb.png]]Tips==&lt;br /&gt;
* If you label all the items in the armory, and all items you distribute, you&#039;ll know exactly who fucked up and how when said items turn up in the backpack of the Clown&lt;br /&gt;
* There are muzzles and straitjackets in the prison wing for &amp;lt;s&amp;gt;restraining dangerous prisoners&amp;lt;s/&amp;gt; shutting up annoying ass criminal scum&lt;br /&gt;
* If you fill an air tank with 20% O2 and 80% N2O, set the pressure to 101kpa, put on someone along with a mask, and turn their internals on, you can give them a fate worse than death for close to eternity. This also keeps changelings from reviving easily, but they can just use adrenals (they also work while asleep) and then turn off internals to escape. It&#039;s still good to buy you time to get to the kitchen or cremator.&lt;br /&gt;
* You can use the gulag shuttle (or any other shuttle, but the gulag one is the most reliable) to gib changelings. Surprisingly useful if the gibber and cremator were destroyed.&lt;br /&gt;
* The Armory has a few types of special implants - If you run out, more can be ordered from Cargo&lt;br /&gt;
** Chemical implants can be triggered by the recipient or remotely via a prisoner control console&lt;br /&gt;
** Each Chemical implant can be filled up with 50 units of chemicals injected into the implant while it is still in it&#039;s casing&lt;br /&gt;
** Tracking Implants have three functions: They tell you the approximate distance to your target, the direction from your current position (With the tracker), and acting as a teleportation beacon&lt;br /&gt;
** Suspected Changelings can be implanted with a tracking implant, as it gives a special HUD icon, ex. I didn&#039;t implant that person but they have an implant, probably a ling&lt;br /&gt;
** You can use tracking implants to give completely private orders to individual officers even while Telecomms is down&lt;br /&gt;
* Giving a lethal parole implant is an effective way to keep track of your perma prisoners: Ask Chemistry for the deadliest 50u they can make and pump it into an implant&lt;br /&gt;
* Permabrig&#039;s electric razor is impractical; many people can be recognized on sight from their hairstyles and shaving them bald removes that&lt;br /&gt;
* Taking a Riot Shotgun, &amp;lt;s&amp;gt;filling it with buckshot shells,&amp;lt;/s&amp;gt; taking it out back and sawing it off with a circular saw will let you put it in your backpack, giving you a perfect counter to energy sword/shield users.&lt;br /&gt;
* Disablers can be ordered from cargo for cheap (1,500 points as opposed to 2000-3000 for other weapons), and are a nice alternative to giving civilians tasers because they:&lt;br /&gt;
**Take at least three shots to do anything more than slow, due to the lack of a proper taser bolt option&lt;br /&gt;
**Have 20 shots before needing to recharge&lt;br /&gt;
**Are easy to identify&lt;br /&gt;
**Don&#039;t have a lethal function&lt;br /&gt;
* If you can get Sergeant Araneus a sentience potion from Xenobio, he can help assist security. Besides, a giant spider patrolling the brig gives you several badass points.&lt;br /&gt;
* Keeping a close eye on your Officers and other staff is usually a very good idea. Keep tabs on your Officer&#039;s life signs by getting a portable Crew Monitor from Medbay. The [[CMO]] will most likely not mind.&lt;br /&gt;
**This however will not be able to detect [[Changeling|Changelings]] if they are fully disquised. Beware of these creatures infiltrating your security force. They are one of the biggest threats to you and your team simply because of their ability to assimilate into any scenario seemlessly. &#039;&#039;The enemy might be right next to you and you would never know.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Monke1818</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Clown&amp;diff=31879</id>
		<title>Clown</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Clown&amp;diff=31879"/>
		<updated>2020-07-17T12:58:45Z</updated>

		<summary type="html">&lt;p&gt;Monke1818: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = red&lt;br /&gt;
|headerfontcolor = yellow&lt;br /&gt;
|stafftype = CIVILIAN&lt;br /&gt;
|imagebgcolor = pink&lt;br /&gt;
|img_generic = Generic_clown.png&lt;br /&gt;
|img = Clown.png&lt;br /&gt;
|jobtitle = Clown&lt;br /&gt;
|access = [[Theatre]]&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = HONK!&lt;br /&gt;
|superior = [[Head of Personnel]], The [[Honkmother]]&lt;br /&gt;
|duties = Entertain the crew, make bad jokes, go on a holy quest to find bananium, HONK!&lt;br /&gt;
|guides = No external guides - HONK&lt;br /&gt;
|quote=IT&#039;S JUST A PRANK, BRO! HONK! &lt;br /&gt;
}}&lt;br /&gt;
[[File:Theatre.png|300px|thumb|alt=Theatre|The [[Bar]]&#039;s Theatre is where you spawn along with the [[Mime]].]]&lt;br /&gt;
&lt;br /&gt;
You are... well... the [[Beyond the impossible|funny person]] of the station! Honk honk! This usually means you play harmless pranks on people to remind them that life on the station is not to be taken too seriously. The Clown &amp;lt;strike&amp;gt;doesn&#039;t have to do anything&amp;lt;/strike&amp;gt; must spread the word of the Honkmother through honks and elaborate pranks. Basically the clown&#039;s job is to goof off, much like an [[assistant]], but clowns don&#039;t usually listen to anyone because they have places to be, and things to HONK!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Be funny to &#039;&#039;other&#039;&#039; crewmembers. This is harder than it sounds.&lt;br /&gt;
&lt;br /&gt;
== [[File:Bike horn.png|60px]] License to HONK ==&lt;br /&gt;
Nope, it is not a license to be a shit. Remember, you are still bound to rule one, as in don&#039;t be a dick.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;When in doubt, ask yourself: &amp;quot;Are you irrevocably fucking with someone&#039;s round (killing, incapacitating, etc.)?&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If yes: don&#039;t do it. You&#039;ll probably get robusted and banned.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If no: you&#039;re probably fine.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[File:Bike horn.png|60px]] Pranks ==&lt;br /&gt;
[[File:Bike horn.png|400px|right]]&lt;br /&gt;
This is where the [[griffon|bad clowns]] are separated from the real ones! Pranks can range from anything from harmless honks to the head to throwing random banana peels (usually people hate you for this most of all) all over the hallways, or even spamming prayers to the Honkmother for a H.O.N.K.-mech because [[Roboticist|those assholes]] don&#039;t have bananium so they could make you one.&lt;br /&gt;
&lt;br /&gt;
If you are really out of ideas and on the verge of being so bored that you&#039;ll soon resort to just being a dick, here&#039;s a few things a good Clown can do to entertain the crew:&lt;br /&gt;
* Tell bad jokes and puns nonstop&lt;br /&gt;
* Hold two horns (okay one can be duck) and rapidly switch hands while spamming the use key to dualhonk&lt;br /&gt;
* Ride wheeled chairs with fire extinguishers&lt;br /&gt;
* Wear cardboard suit and helmet and be a clownborg, beep boop honk&lt;br /&gt;
* Wear funny outfits from the [[Vending_machines#AutoDrobe|AutoDrobe]]&lt;br /&gt;
** Be a pirate clown. Yarr, scurvy dog!&lt;br /&gt;
** Be a gentleman clown. I say, good sir!&lt;br /&gt;
** Be a gladiator clown. [[Songs#.EF.BB.BFFu.C4.8D.C3.ADk:_Entry_of_the_Gladiators_.28Circus_Music.29|Vale]]!&lt;br /&gt;
** Be a priest clown. Praise the Honkmother!&lt;br /&gt;
** Be a chicken clown. Cluck cluck HONK!&lt;br /&gt;
** Be a security clown. Stop right there criminal scum, HONK!&lt;br /&gt;
* Bolt open the costume storage for the entire crew to use&lt;br /&gt;
* Get/pretend to be a random new job, and be terrible/amazing at that job&lt;br /&gt;
* Hang monkeys around the station for their various crimes&lt;br /&gt;
* Build a Clown-Mart in the [[Vacant Office]]&lt;br /&gt;
* Hide photocopies of your ass around the station&lt;br /&gt;
* Slip then shave peoples heads with a razor&lt;br /&gt;
* Cream pie the [[Head of Security]] &amp;lt;s&amp;gt;then get beaten to death&amp;lt;/s&amp;gt;&lt;br /&gt;
* Annoy a targeted person of your choice by slipping them non-stop&lt;br /&gt;
* Yell fake claims about antags&lt;br /&gt;
* Make people panic with fake items from the arcade machines&lt;br /&gt;
* Lube the halls&lt;br /&gt;
* Collect shoes from [[Assistant|Assistants]]&lt;br /&gt;
* Make a Conveyor Belt that makes non-stop noise&lt;br /&gt;
* Build a clown restaurant and run the chef out of business&lt;br /&gt;
* Insert donuts into people&#039;s pockets&lt;br /&gt;
* Attack Heads of Staff with the laser tag gun&lt;br /&gt;
* Create newsfeed channels and put out outrageous and slightly offensive accusations against people, along with photos&lt;br /&gt;
* &amp;lt;s&amp;gt;Vandalize&amp;lt;/s&amp;gt; Improve random departments with [[crayon]] and spraypaint&lt;br /&gt;
* Write obscenities right outside the brig and get dogpiled by security&lt;br /&gt;
* Slip the [[Captain]] when he takes his spare ID out, give it back because you aren&#039;t a antag&lt;br /&gt;
* Make a [[Honkbot]]&lt;br /&gt;
* Make some [[Assistant|friends]] and start &amp;lt;s&amp;gt;an underground fight club&amp;lt;/s&amp;gt; a circus&lt;br /&gt;
* Become the [[Shaft Miner|shaft miner&#039;s]] plucky comic relief sidekick on a quest for [[bananium]]&lt;br /&gt;
* Build an art installation and protect it from [[Guide_to_robotics#Cleanbot|cleanbots]]&lt;br /&gt;
* [[Curator#How_To_Add_A_Book_To_The_Database|Write a book]] with your best jokes to preserve them for future generations of clowns&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Power ===&lt;br /&gt;
Both you and the [[Mime]] spawn in the [[Theatre]] and have access to all the costumes inside.&lt;br /&gt;
&lt;br /&gt;
If the round goes on long enough, [[Roboticist|someone]] may be &amp;lt;strike&amp;gt;demented&amp;lt;/strike&amp;gt; fun-loving enough to build to you a [[H.O.N.K.]]-mech. This mech even makes squeaky sounds when it moves &amp;lt;strike&amp;gt;instead of&amp;lt;/strike&amp;gt; in addition to those awful clomping noises of other mechs. Make sure to attach the &#039;HoNkER BlAsT 5000&#039; to it, for EXTREME HONKING! HONK!&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Honk ===&lt;br /&gt;
Honking is how you get your work done. If you honk a honk honk then honk up the honk, well you&#039;ll have a doozy of a honk on your honk to wash off.&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Equipment ===&lt;br /&gt;
You get the clown suit with matching squeaky shoes (with built-in Waddle Dampeners[TM]), a bike horn, clown stamp (for approving monkey crates) clown mask (which works like a gas mask), a special infinite rainbow clown crayon so you can start writing naughty words all over the escape arm or eating it like a giant honking baby, a can of laughing juice, a clown-themed megaphone (aka funny mic), a pie cannon, a banana, and your slippery [[PDA]]. Your PDA can infect people&#039;s PDAs with a virus that makes it randomly honk, and possibly do other things? Who knows, HONK!&lt;br /&gt;
&lt;br /&gt;
=== [[File:Bike horn.png|60px]] Job Difficulty ===&lt;br /&gt;
Very little, but some people might want to kill you just for being the Clown. HONK!&lt;br /&gt;
&lt;br /&gt;
==[[File:Bike horn.png]][[File:Bike horn.png]][[File:Bike horn.png]] Tips==&lt;br /&gt;
* The clown&#039;s mask can be used for internals.&lt;br /&gt;
* If the clown&#039;s PDA cartridge has less than 5 charges (sendable viruses which make someone’s PDA honk every time they push a button) left, someone who isn&#039;t the clown can slip on it to restore 1 charge per slip. Have fun with that.&lt;br /&gt;
* Eating the rainbow crayon completely is impossible. If you&#039;re a clown and starving you can just nibble on your crayon, for infinity.&lt;br /&gt;
* [http://aberrantkenosis.bandcamp.com/album/the-bike-horn-collection-volume-1 HONK!]&lt;br /&gt;
* Dye your clown shoes and slip them on someone, they still squeak.&lt;br /&gt;
* The clown&#039;s flower is basically a small spray bottle. It can be emptied and can carry 10 units of fluids and shoots exactly 1 unit at a time. So you can fire ten very small shots, and it has an impressive range. It can be loaded from the pepper spray wall units. Since it is one unit the stun does not last long, but it is good for a guaranteed disarm if they lack eye protection.&lt;br /&gt;
* Don&#039;t fuck with security, they already want to murder you, don&#039;t give them a reason (admins will also take your side and ban the shitsec bastard).&lt;br /&gt;
* If somebody is chasing you and you haven&#039;t emptied your flower of water yet, you can empty it on the floor for a slip that is less obvious than a peel is.&lt;br /&gt;
* The clown&#039;s PDA can be used in place of a banana peel; people will slip on it just the same. Just remember to take the ID out so if some chucklefuck takes it, you aren&#039;t left with no access.&lt;br /&gt;
* Telling a few jokes or having a funny gimmick can mean the difference between getting all-access and being lynched after a prank gone wrong.&lt;br /&gt;
* You can disable the built-in Waddle Dampeners[TM] in your shoes with CTRL + Click, now you walk normally!&lt;br /&gt;
&lt;br /&gt;
== [[File:Bike horn.png|60px]] Pennywise the Spacing Clown ==&lt;br /&gt;
Remember that time you were terrified by a clown when you were small? Well, this is the reason why. As a traitor, while you could just be just funny and &amp;lt;strike&amp;gt;hope&amp;lt;/strike&amp;gt; people &amp;lt;strike&amp;gt;won&#039;t&amp;lt;/strike&amp;gt; kill you (like using the camo projector set to &amp;quot;banana&amp;quot;), you should learn how to [[robust]] or how to break and enter! Just have fun and relax, and honk while you betray people! If all else fails, get a [[Chainsaw]] and a [[Clothes_and_internals#Headgear|Welding Helmet]] and kill people who slip on your banana peels (the scare factor is pretty high).&lt;br /&gt;
&lt;br /&gt;
{|width=100% border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 12 align = &amp;quot;center&amp;quot; | &#039;&#039;&#039;Honkers on /tg/station&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:Bike horn.png|100px|link=jobs]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #334E6D; color: white; text-align: center;&amp;quot; id=&amp;quot;command&amp;quot; |&#039;&#039;&#039;Law and Order&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Captain|Condom]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Head of Personnel|All Access Provider]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| textcolor=&amp;quot;white&amp;quot; style=&amp;quot;background: #AF6365; text-align: center;&amp;quot; id=&amp;quot;security&amp;quot; |&#039;&#039;&#039;Fun Police&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Head of Security|No Fun]]&#039;&#039;&#039;, [[Security Officer|Shitcurity Officer]], [[Warden|Mortal Kombat]], [[Detective|Can&#039;t Take a Joke]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #ba9b67; text-align: center;&amp;quot; id=&amp;quot;engineering&amp;quot; |&#039;&#039;&#039;Black Magicians&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Chief Engineer|Poly&#039;s Keeper]]&#039;&#039;&#039;, [[Station Engineer|Free Insulateds]],  [[Atmospheric Technician|Axe Bearer]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #a885a2; text-align: center;&amp;quot; id=&amp;quot;science&amp;quot; |&#039;&#039;&#039;Harmzone™&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Research Director|Nerdo Supreme]]&#039;&#039;&#039;, [[Scientist|Slimer/Bomber/Nerd]], [[Roboticist|Doctor Wiley]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #8cbcd6; text-align: center;&amp;quot; id=&amp;quot;medical&amp;quot; |&#039;&#039;&#039;The Stage&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Chief Medical Officer|Evil Bastard]]&#039;&#039;&#039;, [[Medical Doctor|Quack]], [[Chemist|Druglord/Lube Source]], [[Geneticist|Enjoys Pranks]],  [[Virologist|Lynch]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #92b26d; text-align: center;&amp;quot; id=&amp;quot;service&amp;quot; | &#039;&#039;&#039;Goobers&#039;&#039;&#039;&lt;br /&gt;
| [[Janitor|Enabler]], [[Bartender|Has a Gun]], [[Cook|Has a Knife]], [[Botanist|FREE PEELS]], [[Clown|The Most Charitable and Just Clown, Peace and Blessings Upon Them]], [[Mime|Mortal Enemy]], [[Chaplain|This is No Laughing Matter]], [[Librarian|Who Let You In Here?!]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #898787; text-align: center;&amp;quot; id=&amp;quot;civilian&amp;quot; |&#039;&#039;&#039;Greytide&#039;&#039;&#039;&lt;br /&gt;
| [[Quartermaster|Hardass]], [[Cargo Technician|Bribe For Toys]], [[Shaft Miner|Bringer of Bananium]], [[Assistant|Space Ho&amp;lt;strike&amp;gt;m&amp;lt;/strike&amp;gt;bos]], [[Lawyer|LOL2CAT!!!]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #b1dff9; text-align: center;&amp;quot; id=&amp;quot;nonHuman&amp;quot; | &#039;&#039;&#039;Goons&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[AI|Doorknob]]&#039;&#039;&#039;, [[Cyborg|No Humor Module]], [[Positronic Brain|Captive Audience]], [[Drone|A Fancy Hat]], [[Personal AI|HARMALARM]], [[Construct|No Touchie]], [[Ghost|2Spooky4me]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: black; color: white; text-align: center;&amp;quot; id=&amp;quot;antagonist&amp;quot; |&#039;&#039;&#039;Critics&#039;&#039;&#039;&lt;br /&gt;
| [[Traitor|Slip Em&#039;]], [[Malfunctioning AI|EVIL Doorknob]], [[Changeling|Honk It to Death]], [[Syndicate guide|Still Slippable]], [[Wizard|Wiznerd]], [[Cult|Emos]], [[Shadowling|Death Removed]], [[Nightmare|OH FUCK DEATH NOT REMOVED]], [[Abductor|Ayyliens]], [[Xenomorph|KITTY]], [[Spider|TOP TEN PRANKS GONE WRONG]], [[Revenant|3spooky5me]], [[Space Ninja|Also Slippable]], [[Holoparasite|Your Best Friend]], [[Swarmers|Don&#039;t Cry]], [[Blob|Squishy]], [[Devil|Free All Access Guy]], [[Pirate|Yakety Sax]], [[Sentient Disease|Diarrhea Dumpster]], [[Creep|Disposals Bait]], [[Fugitives|Leather Club&#039;s Two Blocks Down]], [[Hunters|I&#039;ll Show You Who&#039;s the Boss of this Gym]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; id=&amp;quot;special&amp;quot; | &#039;&#039;&#039;&amp;quot;Special&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Centcom Official]]&#039;&#039;&#039;, [[Death Squad|Prank Squad Officer]], [[Emergency Response Team|Emergency Response Pranksters (ERP)]], , [[Chrono Legionnaire|Slips Through Space and Time]], [[Highlander|No Underwear]], [[Ian|Honkmothers second in command]], [[Lavaland Role|Valids]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #BBCCFF; color: black; text-align: center;&amp;quot; id=&amp;quot;race&amp;quot; |&#039;&#039;&#039;Filth&#039;&#039;&#039;&lt;br /&gt;
| [[Lizardperson|Maximum Filth]], [[Flyperson|Vomitoriun]], [[Plasmaman|Free Internals]], [[Mothpeople|Fluttershy]], [[Podman|Literally Potatohead]], [[Golem|The Homo-Rainbow]], [[Felinids|Maximum-er Filth]], [[Ethereals|Lightbulbs]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Monke1818</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Security_items&amp;diff=31875</id>
		<title>Security items</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Security_items&amp;diff=31875"/>
		<updated>2020-07-16T06:18:06Z</updated>

		<summary type="html">&lt;p&gt;Monke1818: Minor grammar edits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Non-Lethal Weapons==&lt;br /&gt;
{{anchor|Flash}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Flash&lt;br /&gt;
 |image = Flash.gif&lt;br /&gt;
 |foundin = Lockers at [[Security Office]], [[Security Posts]], Most head offices, [[Robotics]], [[Bridge]], [[Tech Storage]]&lt;br /&gt;
 |usedfor = Subjugating criminals. &lt;br /&gt;
 |strategy = Use it on the criminal (make sure he doesn&#039;t have protective eyewear) or activate it in your hand.&lt;br /&gt;
 |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 &amp;lt;strike&amp;gt;beat them to death&amp;lt;/strike&amp;gt; handcuff them. This is an acceptable alternative to a [[#Stun Baton|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&#039;s bulb is prone to burning out after repeated usage. &lt;br /&gt;
&lt;br /&gt;
Handheld flashes are effective at stunning [[Cyborg|Cyborgs]], and are one of the few ways of stunning them. Carry it in your pocket or security belt.&lt;br /&gt;
&lt;br /&gt;
Some [[Game_Modes#Revolution|revolutionary]] leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = N/A&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Telescopic Baton}}{{anchor|Telebaton}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Telescopic Baton&lt;br /&gt;
 |image = Telescopic Baton.png&lt;br /&gt;
 |foundin = Department Heads&#039; backpacks, &amp;lt;strike&amp;gt;Revs hands&amp;lt;/strike&amp;gt;&lt;br /&gt;
 |usedfor = Beating your staff when they feel like not taking orders. &lt;br /&gt;
 |strategy = Apply it in your hand to extend it, apply to underling. &lt;br /&gt;
 |description = A.K.A. Telebaton. A compact yet robust personal defense weapon. Can be concealed when folded. Every Head gets one. When targeting a leg, it causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]]. When targeting the head or chest, it causes 45 [[Health#Stamina|stamina]] damage, which means it will stam-[[Status_Effects#Paralyze|paralyze]] someone with 3 hits. Has a 4 second cooldown between non-harm hits. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 0. You &amp;lt;strike&amp;gt;sadly&amp;lt;/strike&amp;gt; cannot harmbaton with this weapon.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Police Baton}}{{anchor|Classic Baton}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Police Baton&lt;br /&gt;
 |image = Classic_baton.png&lt;br /&gt;
 |foundin = Detective gets one&lt;br /&gt;
 |usedfor = Subjugating criminals. &lt;br /&gt;
 |strategy = Apply to criminal scum. &lt;br /&gt;
 |description = Works the same as a [[#Telebaton|telebaton]], except it&#039;s always extended.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 0. Like the telebaton, it cannot harmbaton.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Stun Baton}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Stun Baton&lt;br /&gt;
 |image = StunBaton.gif&lt;br /&gt;
 |foundin = Lockers at [[Security Office]], spawns in security officers&#039; backpacks&lt;br /&gt;
 |usedfor = &amp;lt;strike&amp;gt;Brutally assaulting&amp;lt;/strike&amp;gt; stunning criminals. &lt;br /&gt;
 |strategy = Apply to criminal scum. &lt;br /&gt;
 |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. &lt;br /&gt;
&lt;br /&gt;
Stun batons have two modes: [[security|on]] and [[shitcurity|off]]. While on, hitting someone with it will result in 70 stamina damage. Harm intent will cause you to also smash the victim, bruising the target. You&#039;ll generally be using it on a non-harm intent. Excessive use is discouraged among [[beyond the impossible|forward-thinking and sympathetic]] security forces. Recharged in a [[Security_items#Recharger|recharger]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute damage on harm intent.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Disabler}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Disabler	&lt;br /&gt;
 |image = ModernDisabler.png&lt;br /&gt;
 |foundin =  On Security Officers, armory, disabler crate&lt;br /&gt;
 |usedfor = Disabling criminal scum.&lt;br /&gt;
 |strategy = Shoot people with it. &lt;br /&gt;
 |description = This is the primary law enforcement weapon. It only has one firing mode, which fires disabler beams. Disabler beams deal stamina damage. Dealing over 100 stamina damage to a chest or head puts the target into &amp;quot;stamina-crit&amp;quot; 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. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Flashbang}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Flashbang&lt;br /&gt;
 |image = Flashbang.gif&lt;br /&gt;
 |foundin = Inside lockers at [[Security Office]] and [[Security Posts]], a full box at [[Armory]] [[File:Flashbangbox.png]]&lt;br /&gt;
 |usedfor = Subjugating many criminals at once. &lt;br /&gt;
 |strategy = Trigger it and throw it at a criminal mob. &lt;br /&gt;
 |description = This is an advanced piece of equipment because it is so difficult to use. It&#039;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 &amp;quot;breach&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flashbangs will [[Status_Effects#Paralyze|paralyze]] people within range for 20 seconds, unless they&#039;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 [[Status_Effects#Paralyze|paralyze]] time. Flashbangs detonated on the same tile as you will fully [[Status_Effects#Paralyze|paralyze]] you even if you are wearing full flashbang protection. If you are 1 tile away from the detonation and wearing protection, it will [[Status_Effects#Paralyze|paralyze]] for only 3 seconds. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also note that the flashbang will disable [[cyborg|cyborgs]] for a few seconds. Use this to subdue a borg from a safe distance.  For the best results, &#039;cook&#039; 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&#039;re holding it).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = N/A&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Pepperspray}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Pepperspray&lt;br /&gt;
 |image = Pepperspray.png&lt;br /&gt;
 |foundin = Inside lockers at [[Security Office]] and [[Security Posts]]&lt;br /&gt;
 |usedfor = Subjugating a criminal. &lt;br /&gt;
 |strategy = Shoot it at the criminal. &lt;br /&gt;
 |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.&lt;br /&gt;
&lt;br /&gt;
Can be filled at [[File: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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = N/A   &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Handcuffs}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Handcuffs&lt;br /&gt;
 |image = Handcuffs.png&lt;br /&gt;
 |foundin = [[Security Office]], full box at [[Armory]] [[File:Handcuffsbox.png]]&lt;br /&gt;
 |usedfor = Apprehending the criminal. &lt;br /&gt;
 |strategy = Apply to criminal. &lt;br /&gt;
 |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&#039;re in. If the [[Clown|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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Ion Rifle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Ion Rifle	&lt;br /&gt;
 |image = Ionrifle.png&lt;br /&gt;
 |foundin = Armory&lt;br /&gt;
 |usedfor = Disabling borgs and mechs. &lt;br /&gt;
 |strategy = Shoot silicon machines with it. &lt;br /&gt;
 |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&#039;s content. EMP will cause machinery (air/fire alarms, airlocks, et cetera) to malfunction.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Temperature Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Temperature Gun&lt;br /&gt;
 |image = Tempgun.png&lt;br /&gt;
 |foundin = Armory, Security Protolathe.&lt;br /&gt;
 |usedfor = Combat.&lt;br /&gt;
 |strategy = Detaining traitors with energy swords/shields, slime removal/healing.&lt;br /&gt;
 |description = This gun can heat up or cool down targets, although it won&#039;t reach really dangerous levels unless you cool down someone in a hardsuit.&amp;lt;br&amp;gt; This weapon is deceptively strong since the projectiles aren&#039;t blocked by eswords/eshields and can slow people down to a crawl.&amp;lt;br&amp;gt; Slimes die to it in two to three hits, or you can heal them with heat setting.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Hybrid Taser}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Hybrid Taser&lt;br /&gt;
 |image = Hybrid_taser.gif&lt;br /&gt;
 |foundin = Admin spawned &lt;br /&gt;
 |usedfor = Subjugating criminals. &lt;br /&gt;
 |strategy = Shoot it at the target. &lt;br /&gt;
 |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 [[Space_law#Major_Crimes|(see space law section Dangerous Criminals)]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute damage when hit on melee.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|DRAGnet}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = DRAGnet	&lt;br /&gt;
 |image = DRAGnet.png&lt;br /&gt;
 |foundin = Armory&lt;br /&gt;
 |usedfor = Slowing and teleporting people. &lt;br /&gt;
 |strategy = Shoot people with it. &lt;br /&gt;
 |description = The &amp;quot;Dynamic Rapid-Apprehension of the Guilty&amp;quot; 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 &amp;quot;nets&amp;quot; when they hit a person. About 4 seconds after appearing, these &amp;quot;nets&amp;quot; will teleport any mob standing on top of them, to whichever location any existing &amp;quot;teleporter control console&amp;quot; is set to (with some variation). The teleporter control console target must both be set AND the &amp;quot;teleporter station&amp;quot; must have been clicked to &amp;quot;engage&amp;quot; the teleporter, for it to count. Calibration is not required. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If 3 different teleporters (including abandoned teleporter) are set to different locations, the game seems to use a hierarchy of: 1. Abandoned teleporter, 2. AI satellite antechamber and 3. Teleporter room. Meaning it will only use the destination of the abandoned teleporter, if all 3 of those teleporters are engaged (at least on Boxstation). If no location is set on any teleporter, the location will be random, which can teleport people into space or inside walls.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==Lethal Weapons==&lt;br /&gt;
&lt;br /&gt;
{{anchor|Laser Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Laser Gun&lt;br /&gt;
 |image = Laser_gun.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Eliminating threats. &lt;br /&gt;
 |strategy = Fire at the target. &lt;br /&gt;
 |description = Distributed by the [[Warden]] (or [[Quartermaster]]), 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. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute on melee and 20 burn on shot.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Energy Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Energy Gun&lt;br /&gt;
 |image = [[File:Energy_Gun.gif|64px]]&lt;br /&gt;
 |OverrideImage = true&lt;br /&gt;
 |foundin = [[Armory]], [[Captain]]&#039;s locker, [[Head of Personnel]]&#039;s locker&lt;br /&gt;
 |usedfor = Subjugating and/or murdering threats. &lt;br /&gt;
 |strategy = Toggle the mode you want and fire at criminal scum. &lt;br /&gt;
 |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&#039;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 [[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&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute on melee and 20 burn on shot if turned to the &amp;quot;kill&amp;quot; setting.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Multiphase Energy Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = X-01 MultiPhase Energy Gun (aka head of security&#039;s personal laser gun)&lt;br /&gt;
 |image = [[File:Multiphase_gun_stun.gif|64px]]&lt;br /&gt;
 |OverrideImage = true&lt;br /&gt;
 |foundin = Head of security&#039;s locker in [[Head_of_Security&#039;s_Office|Head of Security&#039;s office]], or carried by the [[Head_of_Security|Head of Security]]&lt;br /&gt;
 |usedfor = Subjugating and/or murdering threats. &lt;br /&gt;
 |strategy = Toggle the mode you want and fire at &amp;lt;strike&amp;gt;the Captain&amp;lt;/strike&amp;gt; criminal scum. &lt;br /&gt;
 |description = Unique weapon held only by the [[Head of Security]]. 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]]. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Auto Rifle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = WT-550 Autorifle&lt;br /&gt;
 |image = Autorifle.png&lt;br /&gt;
 |foundin = [[Cargo]], deep space&lt;br /&gt;
 |usedfor = Eliminating threats. &lt;br /&gt;
 |strategy = Fire at the target. &lt;br /&gt;
 |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 defenses such as Energy Shields and, to a degree, Energy Swords. However this weapons needs physical ammo to reload with, lacks any stunning capability, cannot bypass glass and must be bought from Cargo en masse.&lt;br /&gt;
&lt;br /&gt;
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&#039;s hands, however if Security has sufficient warning about an imminent attack, such as [[Nuclear Operatives]] declaring war, then the weapon tends to be a popular choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 20 brute on shot, 10 damage on melee&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Riot Shotgun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Riot Shotgun&lt;br /&gt;
 |image = Riot_shotgun.png&lt;br /&gt;
 |foundin = [[Armory]], cargo&lt;br /&gt;
 |usedfor = Stunning/Eliminating threats. &lt;br /&gt;
 |strategy = Fire at the target. &lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Compact Combat Shotgun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Compact Combat Shotgun&lt;br /&gt;
 |image = Short_combatshotgun.png&lt;br /&gt;
 |foundin = [[Warden]]&#039;s Locker&lt;br /&gt;
 |usedfor = Eliminating threats. &lt;br /&gt;
 |strategy = Fire at the target. &lt;br /&gt;
 |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&#039;t fit in backpacks, but it&#039;s much easier to carry around than a Combat Shotgun. &lt;br /&gt;
&lt;br /&gt;
Generally superior to the Riot Shotgun, but holds less ammo, lacks the ability to be sawed off, and thus cannot fit inside a backpack.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Combat Shotgun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Combat Shotgun&lt;br /&gt;
 |image = combatshotgun.png&lt;br /&gt;
 |foundin = Cargo&lt;br /&gt;
 |usedfor = Eliminating threats. &lt;br /&gt;
 |strategy = Fire at the target. &lt;br /&gt;
 |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&#039;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.&lt;br /&gt;
&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
=== Ammunition ===&lt;br /&gt;
{{anchor|WT-550 Standard Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = WT-550 Standard Magazine&lt;br /&gt;
 |image = 46x30ammo.png&lt;br /&gt;
 |foundin = Security Protolathe, ordered from Cargo.&lt;br /&gt;
 |usedfor = Loading a WT-550 Auto Rifle.&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|WT-550 Armour Piercing Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = WT-550 Armour Piercing Magazine&lt;br /&gt;
 |image = 4.6mmAP.png&lt;br /&gt;
 |foundin = Security Protolathe&lt;br /&gt;
 |usedfor = Loading a WT-550 Auto Rifle.&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|WT-550 Toxin Tipped Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = WT-550 Toxin Tipped Magazine&lt;br /&gt;
 |image = 4.6mmTX.png&lt;br /&gt;
 |foundin = Security Protolathe&lt;br /&gt;
 |usedfor = Loading a WT-550 Auto Rifle.&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |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. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|WT-550 Incendiary Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = WT-550 Incendiary Magazine&lt;br /&gt;
 |image = 4.6mmIC.png&lt;br /&gt;
 |foundin = Security Protolathe&lt;br /&gt;
 |usedfor = Loading a WT-550 Auto Rifle.&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |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.  &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==RnD Gear==&lt;br /&gt;
&lt;br /&gt;
See the [[Research_items#Weapons|Research Items]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armor for Protection==&lt;br /&gt;
{{anchor|Helmet}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #d9c695&lt;br /&gt;
 |name = [[Helmet]]&lt;br /&gt;
 |image = Helmet.png&lt;br /&gt;
 |foundin = Lockers at [[Security Office]] and [[Security Posts]]&lt;br /&gt;
 |usedfor = General defence. &lt;br /&gt;
 |strategy = Wear it to mitigate some damage from attacks.&lt;br /&gt;
 |description = Standard issue security Helmet issued to all [[Security Officer|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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|HUDSunglasses}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[HUDSunglasses]]&lt;br /&gt;
 |image = Hudsunglasses.png&lt;br /&gt;
 |foundin = Lockers at [[Security Office]] and [[Security Posts]]&lt;br /&gt;
 |usedfor = Information. &lt;br /&gt;
 |strategy = Wear it to identify arrest targets easier. &lt;br /&gt;
 |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&#039;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|Mindshield Implant]]. It&#039;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 [[Flashes|Flash]] or [[Flashbangs|Flashbang]].&lt;br /&gt;
&lt;br /&gt;
Click [[HUD|here]] for an overview of what the symbols mean.&lt;br /&gt;
&lt;br /&gt;
Can also be used to set a visible target to arrest on the fly.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Body Armor}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[Body Armor]]&lt;br /&gt;
 |image = Armor.png&lt;br /&gt;
 |foundin = Lockers at [[Security Office]] and [[Security Posts]], [[Head of Personnel]]s Locker&lt;br /&gt;
 |usedfor = General defence. &lt;br /&gt;
 |strategy = Wear it to mitigate some damage from attacks. &lt;br /&gt;
 |description = Standard issue security Body Armor, issued to all Security personnel and select station personnel. Provides a moderate amount of protection, so it&#039;s recommended you wear it at all times.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Riot Helmet}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[Riot Helmet]]&lt;br /&gt;
 |image = Riothelm.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Melee defence. &lt;br /&gt;
 |strategy = Wear it to mitigate melee attacks significantly. &lt;br /&gt;
 |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&#039;s face.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Riot Armor}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[Riot Armor]]&lt;br /&gt;
 |image = Swatarmor.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Melee defence. &lt;br /&gt;
 |strategy = Wear it to mitigate melee attacks significantly. &lt;br /&gt;
 |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. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Bulletproof Helmet}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[Bulletproof Vest|Bulletproof Helmet]]&lt;br /&gt;
 |image = Bulletproofhelm.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Ballistic and explosive defense. &lt;br /&gt;
 |strategy = Wear it to mitigate ballistic and explosive attacks significantly. &lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Bulletproof Vest}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[Bulletproof Vest]]&lt;br /&gt;
 |image = Bulletproofvest.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Ballistic and explosive defense. &lt;br /&gt;
 |strategy = Wear it to mitigate ballistic and explosive attacks significantly. &lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Ablative Vest}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[Ablative Vest]]&lt;br /&gt;
 |image = Ablative.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Laser and energy defence. &lt;br /&gt;
 |strategy = Wear it to mitigate laser and energy attacks significantly. &lt;br /&gt;
 |description = Unique armor vest designed to deflect and significantly reduce damage from energy based attacks. Provides very little defence against anything else.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: For all above and below items, remember to LOCK the locker you took them from!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Other Items==&lt;br /&gt;
{{anchor|Secway}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Secway&lt;br /&gt;
 |image = Secway.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Cruising. &lt;br /&gt;
 |strategy = Drag yourself on it with the key in hand. &lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Seclite}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Seclite&lt;br /&gt;
 |image = Seclite.png&lt;br /&gt;
 |foundin = [[Security Officer]]&#039;s backpack&lt;br /&gt;
 |usedfor = Seeing in the dark. &lt;br /&gt;
 |strategy = Switch it on to see better in darkness or use it for self-defense. &lt;br /&gt;
 |description = A robust flashlight used by security. Can also be mounted to energy guns and Hybrid Tasers.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Security Gas Mask}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Security Gas Mask&lt;br /&gt;
 |image = Security_Gas_Mask.png&lt;br /&gt;
 |foundin = [[Armory]], [[Head of Security]]&#039;s locker&lt;br /&gt;
 |usedfor = Internals, shout very loud at the criminals. &lt;br /&gt;
 |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. &lt;br /&gt;
 |description = A very useful piece of equipment for when you don&#039;t have time to politely ask someone to stop.&lt;br /&gt;
&lt;br /&gt;
[[Hacking#Security Gas Mask|Can be hacked]] if you like scaring the criminals. [[Emag]] it to make them shit their pants.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Riot Shield}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Riot Shield&lt;br /&gt;
 |image = RiotS.png&lt;br /&gt;
 |foundin = [[Armory]], [[Head of Security]]&#039;s locker&lt;br /&gt;
 |usedfor = To protect you from melee and ranged attacks. &lt;br /&gt;
 |strategy = Wield it and form a wall with your comrades. &lt;br /&gt;
 |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.&lt;br /&gt;
They make a fairly efficient weapon in terms of bludgeoning criminals, but it&#039;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. &amp;lt;font size=&amp;quot;3&amp;quot; color=&amp;quot;white&amp;quot;&amp;gt;When I play the maracas I go chick-chicky-boom, chick-chicky boom &amp;lt;/font&amp;gt;&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Tracking Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Tracking Implant&lt;br /&gt;
 |image = Implant_Case.png&lt;br /&gt;
 |foundin = [[Armory]] in a Tracking Implant Kit [[File:Implantbox.png]]&lt;br /&gt;
 |usedfor = Tracking suspects, and making it possible to teleport straight up to the implanted person. &lt;br /&gt;
 |strategy = Take the implanter, load it with an implant and use the implanter on a person. &lt;br /&gt;
 |description = When used on someone, it will implant a tracking beacon under the skin of that person&#039;s chest. The Prisoner Management Console can be used to check the implanted person&#039;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 [[High-risk_items#Hand_teleporter|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. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Chemical Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Chemical Implant&lt;br /&gt;
 |image = Implant_Case.png&lt;br /&gt;
 |foundin = [[Armory]] in a Chemical Implant Kit [[File:Implantbox.png]]&lt;br /&gt;
 |usedfor = Can be loaded with any sort of chemical agent via the common syringe and can hold 50 units. &lt;br /&gt;
 |strategy = Take the implanter, load it with an implant and use the implanter on a person. &lt;br /&gt;
 |description = When used on someone, it will put a chemical implant under the skin of that person&#039;s chest. Load the implant with up to 50 units of chemicals by injecting it with a filled syringe while it&#039;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. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Mindshield Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Mindshield Implant&lt;br /&gt;
 |image = Implant_Case.png&lt;br /&gt;
 |foundin = [[Armory]] in a Lockbox (Mindshield Implants) [[File:Loyalty_Implants.png]], [[Head of Security&#039;s Office]]&lt;br /&gt;
 |usedfor = Deconverting revolutionaries; preventing people from being converted to revs or cultists. &lt;br /&gt;
 |strategy = Take the implanter, load it with an implant and use the implanter on a person. &lt;br /&gt;
 |description = When used on someone, it will act block any attempt to influence or corrupt the targets mind/brain - unless the situation is a [[Cult|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. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Electropack}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Electropack&lt;br /&gt;
 |image = Electropack.png&lt;br /&gt;
 |foundin = [[Prison Wing]]&lt;br /&gt;
 |usedfor = Torture. &lt;br /&gt;
 |strategy = Set a signal, screwdriver it on, throw it on a criminal and send the signal. &lt;br /&gt;
 |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 [[Clown|someone]] [[Assistant|else&#039;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. &lt;br /&gt;
&amp;lt;strike&amp;gt;Best of all-&amp;lt;/strike&amp;gt; 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?&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Space Law}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Space Law&lt;br /&gt;
 |image = Lawbook.png&lt;br /&gt;
 |foundin = [[Security Office]], [[Security Posts]]&lt;br /&gt;
 |usedfor = Studying intently about the Law. &lt;br /&gt;
 |strategy = Apply it in hand to read. &lt;br /&gt;
 |description = An official copy of [[Space Law]] is made available to all security personnel. Ensure that you understand it and don&#039;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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Recharger}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Recharger&lt;br /&gt;
 |image = Recharger.gif&lt;br /&gt;
 |foundin = [[Armory]], [[Security Office]], [[Security Posts]]&lt;br /&gt;
 |usedfor = Securing an area from anyone without protective eyewear. &lt;br /&gt;
 |strategy = Pull it to a powered area and wrench it in place. &lt;br /&gt;
 |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.&lt;br /&gt;
The recharge time of your energy based devices will vary depending on their maximum capacity.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Portable Flash}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Portable Flash&lt;br /&gt;
 |image = PFlash.gif&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Securing an area. &lt;br /&gt;
 |strategy = Pull it to a powered area and wrench it in place. &lt;br /&gt;
 |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.&lt;br /&gt;
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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Deployable Barrier Grenade}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Deployable Barrier Grenade&lt;br /&gt;
 |image = Deployable_Barrier.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Securing an area, making sure no one (without Armory access) can pass through. &lt;br /&gt;
 |strategy = Drag it where you need it and swipe it with your ID. &lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Lethal Injection Syringe}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Lethal Injection Syringe&lt;br /&gt;
 |image = Lethal Injection Syringe.png&lt;br /&gt;
 |foundin = [[Prison Wing]]&lt;br /&gt;
 |usedfor = Eliminating a convict. &lt;br /&gt;
 |strategy = Use it on the convict. &lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = lightgray&lt;br /&gt;
 |bgcolor2 = lightgray&lt;br /&gt;
 |name = [[Vending_machines#SecTech|SecTech]]&lt;br /&gt;
 |image = Vendsec.gif&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
===Security Robots===&lt;br /&gt;
The Robotic side of the security force.&lt;br /&gt;
&lt;br /&gt;
{{anchor|Securitron}}{{anchor|Officer Beepsky}}&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Securitron/&amp;lt;br&amp;gt;Officer Beepsky&lt;br /&gt;
 |bgcolor1 = lightgray&lt;br /&gt;
 |bgcolor2 = lightgray&lt;br /&gt;
 |image = Beepsky.png&lt;br /&gt;
 |foundin = One patrolling around the halls, others manufactured in [[Robotics]]&lt;br /&gt;
 |usedfor = Detaining criminals, autonomous guards in high security areas. &lt;br /&gt;
 |description = All stations 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. &lt;br /&gt;
&lt;br /&gt;
Beepsky is so vigilant, he&#039;ll even trip anyone who gets in his way when he&#039;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&#039;s precious helmets. &lt;br /&gt;
&lt;br /&gt;
Keep in mind that traitors with an [[Syndicate_Items#Agent_ID_Card|Agent ID card]] will have an easy time evading securitrons!&lt;br /&gt;
&lt;br /&gt;
Most stations spawn with two additional Securitrons: The Armory&#039;s personal guard Sergeant-at-Armsky and the AI satellite&#039;s Officer Pingsky. &lt;br /&gt;
&lt;br /&gt;
[[Guide_to_robotics#Securitron|See here how to construct a Securitron.]]&lt;br /&gt;
&lt;br /&gt;
===Settings===&lt;br /&gt;
&lt;br /&gt;
You can change the Securitron&#039;s settings by swiping your security-access ID on it and looking at it:&lt;br /&gt;
* &#039;&#039;&#039;Status: &#039;&#039;On/Off&#039;&#039;&#039;&#039;&#039; The Securitron is either turned on or off.&lt;br /&gt;
* &#039;&#039;&#039;Behaviour controls are &#039;&#039;locked/unlocked&#039;&#039;&#039;&#039;&#039; People can access the controls or not.&lt;br /&gt;
* &#039;&#039;&#039;Maintenance panel panel is &#039;&#039;closed/open&#039;&#039;&#039;&#039;&#039; People can access the maintenance panel or not. This lets you insert pAIs.&lt;br /&gt;
* &#039;&#039;&#039;Arrest Unidentifiable Persons: &#039;&#039;Yes/No&#039;&#039;&#039;&#039;&#039; Arrests/detains anyone who has no ID visible and is unidentifiable (name shows as &amp;quot;Unknown&amp;quot;).&lt;br /&gt;
* &#039;&#039;&#039;Arrest for Unauthorized Weapons: &#039;&#039;Yes/No&#039;&#039;&#039;&#039;&#039; Arrests/detains anyone who has a weapon visible and an ID without weapons authorization (by default, anyone but head jobs and security).&lt;br /&gt;
* &#039;&#039;&#039;Arrest for Warrant: &#039;&#039;Yes/No&#039;&#039;&#039;&#039;&#039; Checks the security records if anyone&#039;s status is set to &amp;quot;Arrest&amp;quot; and arrests/detains them.&lt;br /&gt;
* &#039;&#039;&#039;Operating Mode: &#039;&#039;Arrest/Detain&#039;&#039;&#039;&#039;&#039; Arrest: Stuns and zipcuffs the perp, then leaves. Detain: Stuns the perp indefinitely.&lt;br /&gt;
* &#039;&#039;&#039;Report arrests: &#039;&#039;Yes/No&#039;&#039;&#039;&#039;&#039; When someone receives a faceful of justice, the Securitron will announce the perp&#039;s name and location on its radio channel (by default, Security).&lt;br /&gt;
* &#039;&#039;&#039;Auto Patrol: &#039;&#039;On/Off&#039;&#039;&#039;&#039;&#039; Patrols the station.&lt;br /&gt;
&lt;br /&gt;
===STOP RIGHT THERE CRIMINAL SCUM===&lt;br /&gt;
&lt;br /&gt;
Securitrons and ED-209s attack for one of two reasons:&lt;br /&gt;
* The securitron is being attacked.&lt;br /&gt;
* The perp&#039;s threat level is &#039;&#039;&#039;4 or higher&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Things that can increase threat level====&lt;br /&gt;
* &#039;&#039;&#039;+10:&#039;&#039;&#039; Getting emagged. Now everyone is criminal scum.&lt;br /&gt;
* &#039;&#039;&#039;+6:&#039;&#039;&#039; Getting attacked - but securitrons will hunt attackers regardless of threat level.&lt;br /&gt;
* &#039;&#039;&#039;+5:&#039;&#039;&#039; Having a criminal status of &amp;quot;Arrest&amp;quot; when Arrest for Warrant is enabled.&lt;br /&gt;
* &#039;&#039;&#039;+4:&#039;&#039;&#039; Having no visible ID and an obscured/disfigured face (showing up as Unknown) when &amp;quot;Arrest Unidentifiable Persons&amp;quot; is enabled&lt;br /&gt;
* &#039;&#039;&#039;+4:&#039;&#039;&#039; Holding a weapon in your hand when Arrest for Unauthorized Weapons is enabled, but your ID doesn&#039;t have the permission.&amp;lt;br&amp;gt;&lt;br /&gt;
This doesn&#039;t include dragged weapons or those in containers.&lt;br /&gt;
* &#039;&#039;&#039;+2:&#039;&#039;&#039; Having a weapon equipped on the belt or back slot when the above is enabled.&lt;br /&gt;
* &#039;&#039;&#039;+2:&#039;&#039;&#039; Having your criminal status set to &amp;quot;Incarcerated&amp;quot; or &amp;quot;Parolled&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;+2:&#039;&#039;&#039; Violating the dress code by wearing a wizard hat or wizard hardsuit hat.&lt;br /&gt;
* &#039;&#039;&#039;+1:&#039;&#039;&#039; Being non-human genetrash. &lt;br /&gt;
&lt;br /&gt;
====Things that can decrease threat level====&lt;br /&gt;
* &#039;&#039;&#039;-5:&#039;&#039;&#039; Wearing a Syndicate [[Syndicate_Items#Agent_ID_Card|Agent ID card]]. &lt;br /&gt;
* &#039;&#039;&#039;-1:&#039;&#039;&#039; Being implanted with a mindshield implant.&lt;br /&gt;
&lt;br /&gt;
====Good to know====&lt;br /&gt;
* [[Syndicate_Items#Agent_ID_Card|Agent ID cards]] make traitors effectively invisible to sec bots, provided they don&#039;t stack more than one offense.&lt;br /&gt;
* Mindshield implants do the same to a lesser degree - you can avoid weapon and ID check arrests.&lt;br /&gt;
* Security bots (and also Honkbots) will get frustrated and stop hunting people after a few seconds.&lt;br /&gt;
* All bots navigate by following navigation beacons. If those are destroyed, the bots will stop patrolling.&lt;br /&gt;
* Sec bots are weak to EMP and ranged weapons, like guns and IED spears. Also, they can&#039;t escape welded/locked closets.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|ED-209}}&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=ED-209&lt;br /&gt;
 |bgcolor1 = lightgray&lt;br /&gt;
 |bgcolor2 = lightgray&lt;br /&gt;
 |image = Ed209.png&lt;br /&gt;
 |foundin = manufactured in [[Robotics]]&lt;br /&gt;
 |usedfor = Detaining criminals even more efficiently. &lt;br /&gt;
 |description = The most fearsome security robot. Like Beepsky, but with an added taser and four times the default health.&amp;lt;br&amp;gt;&lt;br /&gt;
Keep in mind that ED-209s ignore monkeys though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Controls:&#039;&#039;&#039;&lt;br /&gt;
* Same as the Securitron&#039;s&lt;br /&gt;
&lt;br /&gt;
[[Guide_to_robotics#ED-209|See here how to construct an ED-209.]]&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
[[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>Monke1818</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Makeshift_weapons&amp;diff=31872</id>
		<title>Makeshift weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Makeshift_weapons&amp;diff=31872"/>
		<updated>2020-07-14T11:29:50Z</updated>

		<summary type="html">&lt;p&gt;Monke1818: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Makeshift weapons are offensive weaponry or equipment that can be made with relatively common and low tech items. They are significantly less effective than more modern and effective [[Security items]], but these weapons can prove to be very useful in a pinch and can surprise even the most [[Head of Security|hardy]] [[Captain|of]] [[Clown|people]]. Do keep in mind, like the disabler you stole from [[Security Officer|Paul Blart&#039;s psychopathic great great great great great grandson]], Beepskys will molest you, and other security officers will harmbaton your skull intill it is soft and dough-like if they see you with these.&lt;br /&gt;
&lt;br /&gt;
== Construction ==&lt;br /&gt;
&lt;br /&gt;
====[[File:Cablecuffs.png]] Cablecuffs====&lt;br /&gt;
Cable cuffs are makeshift handcuffs. They are easier to break out of, and wirecutters will remove them instantly, but otherwise they still function as normal handcuffs. (Fun fact, they use the same sprite as zipties)&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;100&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|15 x [[File:CableCoils.png|Cable coil|link=Cable coil]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Click on the Cable Coil in your hand and select &amp;quot;Make Cable Restraints&amp;quot;.&lt;br /&gt;
  Alternatively, you can hold some cable and click &#039;Make Cable Restraints&#039; in the object tab.&lt;br /&gt;
&lt;br /&gt;
====[[File:Spear.png]] Spear====&lt;br /&gt;
The spear is a makeshift melee weapon which can only be held in hand or on your back. It does 10 brute when wielded with one hand, and 18 brute when wielded in both hands. You can impale a decapitated head on the spear, and display it for all to see. However, this essentially nullifies the spear as a weapon. (you can just make another one, but, eh...)&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Rods.png|Rods|link=Rods]], 15 x [[File:CableCoils.png|Cable coil|link=Cable coil]], 1x [[File:Shard.png|Glass shard|link=Glass shard]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Make Cable Restraints from the Cable Coil.&lt;br /&gt;
  Use the Rods on the Cable Restraints.&lt;br /&gt;
  Use the Glass Shard on the Wired Rod.&lt;br /&gt;
&lt;br /&gt;
====[[File:Spearbomb.PNG|32px]] Explosive Lance====&lt;br /&gt;
The explosive lance is a simple spear, which when striking someone in melee with it while wielding it with both hands, activates the grenade attached to it on the target&#039;s tile. Does not explode from being thrown. A 100 Potassium/Water mix has a 1 tile gibbing radius, an effective and makeshift way of permanently taking care of a [[Wizard]]. (A [[Guide_to_chemistry#Meth_Explosion|meth explosion]] mix is a tad bit too destructive, and might lead to innocent bystanders sustaining serious injuries, as well as a rather large hull breach being generated.)&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;350&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Rods.png|Rods|link=Rods]], 15 x [[File:CableCoils.png|Cable coil|link=Cable coil]], 1x [[File:Shard.png|Glass shard|link=Glass shard]], 1x Any grenade or C4/X4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Make Cable Restraints from the Cable Coil.&lt;br /&gt;
  Use the Rods on the Cable Restraints.&lt;br /&gt;
  Use the Glass Shard on the Wired Rod.&lt;br /&gt;
  Attach a [[Grenade]] to the resulting Spear.&lt;br /&gt;
&lt;br /&gt;
====[[File:Stunprod.png]] Stunprod====&lt;br /&gt;
The Stunprod is a makeshift [[Stun Baton]] which consumes much more battery life, and is much, much bulkier, which means that it can&#039;t be stored in backpacks (it will only fit on your back slot, and in the armor slot of certain bodywear). Expect to get thrown in the brig if caught with this weapon by Security. It is possible to recharge a Stunprod after depleting its power supply by using a [[Screwdriver]] on the prod to remove the [[Power Cell]] and either replacing it with a fresh cell or putting the dead cell in a [[Cell Charger]]. Rechargers are also surprisingly compatible with Stunprods.&lt;br /&gt;
&lt;br /&gt;
While the Stunprod is great for self-defence, it deals almost no damage. &lt;br /&gt;
&lt;br /&gt;
Note that basic power cells can&#039;t be inserted into a stunprod. You&#039;ll be told that you need a higher-capacity cell for them.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Similarly to the [[Stun Baton]], hitting someone with it will result in 50 instant stamina damage, and then a 5 second [[Status_Effects#Knockdown|knockdown]] 2 seconds after the hit. Has a 4 second cooldown between [[Status_Effects#Knockdown|knockdown]] hits. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Rods.png|Rods|link=Rods]], 1 x [[File:Igniter.png|Igniter|link=Igniter]], 15 x [[File:CableCoils.png|Cable coil|link=Cable coil]], 1x [[File:Powercell.png|Power cell|link=Power Cell]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Make Cable Restraints from 15 Cable Coil.&lt;br /&gt;
  Use the Rods on the Cable Restraints&lt;br /&gt;
  Use the Igniter on the Rods&lt;br /&gt;
  Use the Power Cell on the assembled rod.&lt;br /&gt;
  =========Alternatively=============&lt;br /&gt;
  Collect all components and place them within one tile of you. &lt;br /&gt;
  Open the crafting menu (T hud icon). &lt;br /&gt;
  Find and select &amp;quot;Stunprod&amp;quot; and wait a few seconds.&lt;br /&gt;
&lt;br /&gt;
====[[File:Teleprod2.png]] Teleprod====&lt;br /&gt;
The Teleprod is similar to the Stunprod, but instead of just stunning the target, it also teleports the target a short distance away. Hopefully it sends the target straight off into deep-space.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Rods.png|Rods|link=Rods]], 1 x [[File:Igniter.png|Igniter|link=Igniter]], 15 x [[File:CableCoils.png|Cable coil|link=Cable coil]], 1x [[File:Bluespace Crystal.png|Bluespace Crystal|link=Bluespace Crystal]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Make Cable Restraints from the Cable Coil.&lt;br /&gt;
  Use the Rods on the Cable Restraints&lt;br /&gt;
  Use the Igniter on the Rods&lt;br /&gt;
  Use the Bluespace Crystal on the assembled rod.&lt;br /&gt;
  =========Alternatively=============&lt;br /&gt;
  Collect all components and place them within one tile of you. &lt;br /&gt;
  Open the crafting menu (T hud icon). &lt;br /&gt;
  Find and select &amp;quot;Teleprod&amp;quot; and wait a few seconds.&lt;br /&gt;
&lt;br /&gt;
====[[File:Flashshield.png]] Strobe Shield====&lt;br /&gt;
A standard issue security riot shield, but it has a built in flash with the ability to blind and disorient the target.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;250&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Wallflashframe.png|Mounted Flash Frame|link=Mounted Flash Frame]], 1 x [[File:Flash.gif|Flash|link=Flash]], 1x [[File:RiotS.png|Riot Shield|link=Riot Shield]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Use the Mounted Flash Frame on the Riot Shield&lt;br /&gt;
  Use the Flash on the Strobe Shield assembly&lt;br /&gt;
  =========Alternatively=============&lt;br /&gt;
  Collect all components and place them within one tile of you. &lt;br /&gt;
  Open the crafting menu (T hud icon). &lt;br /&gt;
  Find and select &amp;quot;Strobe Shield&amp;quot; and wait a few seconds.&lt;br /&gt;
&lt;br /&gt;
====[[File:Chainsaw.gif]] Chainsaw====&lt;br /&gt;
The Chainsaw is a glorified version of the [[circular saw]], with extra robustness. You can even surgically replace your arms with chainsaws, if you would like your dream about the unstoppable Double Chainsaw Griffon Man to come true. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Saw.png|Circular saw|link=Circular saw]], 3x [[File:CableCoils.png|Cable coil|link=Cable coil]], 5x [[File:Metal r.png|Plasteel|link=Plasteel]], [[File:Welder.png|Welder|link=Welder]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Collect all components and place them within one tile of you. &lt;br /&gt;
  Open the crafting menu (T hud icon). &lt;br /&gt;
  Find and select &amp;quot;Chainsaw&amp;quot; and wait a few seconds.&lt;br /&gt;
&lt;br /&gt;
====[[File:IED.png]] Improvised Explosive Device (IED)====&lt;br /&gt;
The IED is a firebomb made out of a soda can. It is weak but it can do lots of damage if used correctly, from setting fire to crew to breaking power wires. It has a random timer between 0 and 8 seconds, so use it wisely! &lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x soda can, 1 x [[File:igniter.png|1 igniter|link=Igniter]], 50u Welding Fuel, 1 x [[File:CableCoils.png|Cable coil|link=Cable coil]]&lt;br /&gt;
|}&lt;br /&gt;
  Fill the can with welding fuel. &lt;br /&gt;
  Put the can, the igniter, and the cable coil within one tile of you. &lt;br /&gt;
  Open the crafting menu (T hud icon). &lt;br /&gt;
  Find and select &amp;quot;Improvised Explosive Device&amp;quot; and wait a few seconds.&lt;br /&gt;
&lt;br /&gt;
====[[File:Molotov.gif|32px]] Molotov Cocktail====&lt;br /&gt;
Bash it on your target, watch him burst into flames. Highly recommended for rioters and revolutionaries alike. Light and toss. Fwooosh.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Vodka bottle.png|Bottle|link=Bottle]], 1 x [[File:Rag.png|Rag|link=Rag]], 100u [[File:Hud-fire.png|Accelerant|link=Accelerant]]&lt;br /&gt;
|}&lt;br /&gt;
 Fill the bottle with 100 units of an accelerant, a highly flammable substance which will go up in flames when set alight.&lt;br /&gt;
 (Examples include: Ethanol, Welding Fuel, [[Guide to chemistry#Chlorine Trifluoride|Chlorine Trifluoride]], [[Guide to chemistry#Phlogiston|Phlogiston]], [[Guide to chemistry#Napalm|Napalm]], [[Shaft_Miner#hellwater|Hellwater]], Liquid Plasma, and [[Blob#Blob Chemicals|Burning Spore Toxin]].)&lt;br /&gt;
 Use the rag on the bottle filled with an accelerant.&lt;br /&gt;
&lt;br /&gt;
====[[File:flamethrower.png]] Flamethrower====&lt;br /&gt;
The flamethrower creates a stream of flame that superheats the air and causes those caught in the flame to catch on fire. It has a range of about three tiles and is most effective against [[xenos|alien]] weeds and [[Space_Vines|space vines]]; while very effective against the aforementioned two infestations, the flamer is at best a suppression weapon against human targets and at worst a suicide attack to yourself. You are better off using a Stun Prod or a Toolbox to do direct damage, however the flamethrower is great for area denial, AoE attacks, and damage done over time (both from catching on fire and the hot state that it leaves the surrounding air in). When using a flamethrower either wear a [[Firesuit]] to protect you against the high heat or move back as soon as you fire the weapon.&lt;br /&gt;
&lt;br /&gt;
May simply cause masses of [[plasma]] to be spewed everywhere if the pressure settings are too high. &lt;br /&gt;
&lt;br /&gt;
Also, keep in mind that the tank can contain anything - from a burnmix over N20 to supercooled water vapor.&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Rods.png|Rods|link=Rods]], [[File:Screwdriver_tool.png|Screwdriver|link=Screwdriver]], 1 x [[File:Welder.png|Welder|link=Welding Tool]], 1 x [[File:Igniter.png|Igniter|link=Igniter]], 1 x [[File:Plasma_tank.png|Plasma Tank|link=Plasma Tank]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Screwdriver the Welder&lt;br /&gt;
  Add Rods to the Welder to create the Flamethrower&lt;br /&gt;
  Screwdriver the Igniter&lt;br /&gt;
  Add the Igniter to the Flamethrower&lt;br /&gt;
  Screwdriver to finish&lt;br /&gt;
  Load a Plasma Tank&lt;br /&gt;
 =========Alternatively=============&lt;br /&gt;
  Put the Welder, Rods, and Igniter within one tile of you. &lt;br /&gt;
  Have a screwdriver available. &lt;br /&gt;
  Open the crafting menu (T hud icon). &lt;br /&gt;
  Find and select &amp;quot;Flamethrower&amp;quot; and wait a few seconds.&lt;br /&gt;
  Load a Plasma Tank&lt;br /&gt;
&lt;br /&gt;
You can also get one from a hacked [[Autolathe]], minus the plasma tank.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that the fuel inside the plasma tank determines the properties of the shot flame. Mixes of plasma and other gases can create different results when using the flamethrower, namely in temperature.&lt;br /&gt;
&lt;br /&gt;
====[[File:Improvised_shotgun.png]] Improvised Shotgun====&lt;br /&gt;
Essentially a tube that aims shotgun shells.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;300&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Modular Receiver.png|Modular Receiver|alt=Modular Receiver]], 1 x [[File:Rifle Stock.png|Rifle Stock|alt=Rifle Stock]], 1 x [[File:Atmospheric Pipe.png|Atmospheric Pipe|alt=Disposal Pipe]], 1 x [[File:Package Wrapper.png|Package Wrapper|alt=Package Wrapper]], [[File:Screwdriver_tool.png|Screwdriver|link=Screwdriver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Collect all the materials (make Modular Receiver from a [[Hacking#Autolathe|hacked]] Autolathe, make Rifle Stock from 10 wooden planks)&lt;br /&gt;
  Put them within one tile of you. &lt;br /&gt;
  Have a Screwdriver available, Collect all components and place them within one tile of you. &lt;br /&gt;
  Open the crafting menu (T hud icon). &lt;br /&gt;
  Find and select &amp;quot;Improvised Shotgun&amp;quot; and wait a few seconds.&lt;br /&gt;
&lt;br /&gt;
====[[File:Dragonsbreath Shell.png]] Improvised Shotgun Shell====&lt;br /&gt;
An improvised, short range buckshot shell.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;550&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|10u Welding Fuel, 2x Metal Sheet, 1x Cable Piece, [[File:Screwdriver_tool.png|Screwdriver|link=Screwdriver]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Collect all components and place them within one tile of you. &lt;br /&gt;
  Have a Screwdriver available. &lt;br /&gt;
  Open the crafting menu (T hud icon). &lt;br /&gt;
  Find and select &amp;quot;Improvised Shotgun Shell&amp;quot; and wait 1.2 seconds.&lt;br /&gt;
&lt;br /&gt;
====[[File:Meteorshot Shell.png]] Advanced Shotgun Shells [[File:Pulse Slug Shell.png]][[File:Dragonsbreath Shell.png]] ====&lt;br /&gt;
Some special shotgun shells can be crafted from [[Research_items#Unloaded_Technological_Shell|Unloaded Technological Shells]], which are printable from some techfabs/protolathes after research. Look [[Research_items#Unloaded_Technological_Shell|here]] for the recipes. &lt;br /&gt;
&lt;br /&gt;
====[[File:Iron_Switchblade.png]] Iron Switchblade====&lt;br /&gt;
The perfect self defense tool, identical to Kitchen Knife but more robust.&lt;br /&gt;
&lt;br /&gt;
Click on sprite to conceal/unconceal.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;380&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|2x [[File:CableCoils.png]], &lt;br /&gt;
|1x [[File:Knife.png]],&lt;br /&gt;
|1x [[File:Modular_Receiver.png]], &lt;br /&gt;
|2x [[File:Metal.png]] and&lt;br /&gt;
|[[File:Welder.png]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====[[File:Pneumatic_cannon.png]] Pneumatic Cannon====&lt;br /&gt;
A unique gas-powered gun that can fire anything loaded into it.&lt;br /&gt;
&lt;br /&gt;
Comes with three pressure settings, which increase the amount of gas, throw speed and range of items loaded into it. The third setting knocks the user down.&lt;br /&gt;
&lt;br /&gt;
In practice, the cannon is best used with items that embed and hurt when thrown - such as combat knives, survival knives, bone daggers, eswords/edaggers and throwing stars. &lt;br /&gt;
&lt;br /&gt;
The second and third setting provide no real advantage, as they don&#039;t increase the damage dealt.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;380&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|2 x [[File:Atmospheric Pipe.png|Atmospheric Pipe|alt=Disposal Pipe]], 8 x [[File:Package Wrapper.png|Package Wrapper|alt=Package Wrapper]], 6 x [[File:Metal.png|Metal|link=Metal]], [[File:Wrench.png|Wrench|link=Wrench]], [[File:Welder.png|Welder|link=Welding Tool]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Collect all components and place them within one tile of you. &lt;br /&gt;
  Have the tools available. &lt;br /&gt;
  Open the crafting menu (T hud icon). &lt;br /&gt;
  Find and select &amp;quot;Pneumatic Cannon&amp;quot; and wait a few seconds. &lt;br /&gt;
  Acquire a medium-large sized gas tank (even plasma works) to power the cannon.&lt;br /&gt;
&lt;br /&gt;
====[[File:Bola.png]] Bola====&lt;br /&gt;
A simple device fashioned from a cable and weights on the end, designed to entangle enemies by wrapping around their legs upon being thrown at them. The victim can remove them rather quickly, however.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;150&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1x [[File:Cablecuffs.png|Cablecuffs|link=Cablecuffs]], 6 [[File:Metal.png|Metal|link=Metal]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Collect all components and place them within one tile of you. &lt;br /&gt;
  Have the tools available. &lt;br /&gt;
  Open the crafting menu (T hud icon). &lt;br /&gt;
  Find and select &amp;quot;Bola&amp;quot; and wait a few seconds. &lt;br /&gt;
&lt;br /&gt;
====[[File:Extendohand.png]] Extendo-Hand====&lt;br /&gt;
Lets you reach things that are 2 tiles away and interact with them as if you were using your bare hand on them. Too long and awkward to use on things that are adjacent to you though. Basically you can fistfight/disarm people from a tile away assuming they don&#039;t close the distance or anything, plus you can unlock lockers or open doors from a tile away and stuff.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;150&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1 x [[File:Cyborg left arm.png|Borg Arm (left or right)|link=Borg Arm (left or right)]], 1 x [[File:Boxinghands.png|Boxing Glove|link=Boxing Glove]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Attach a boxing glove to the cyborg arm&lt;br /&gt;
&lt;br /&gt;
===[[File:Baseball_bat.png]] Baseball Bat===&lt;br /&gt;
The baseball bat does moderate damage and knocks back mobs.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;100&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|5x [[File:Planks.png|Wooden Planks]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Click on the wooden planks in your hand and select &amp;quot;baseball bat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===[[File:Tailwhip2.png]] Liz O&#039; Nine Tails===&lt;br /&gt;
For displaying your dominance over those filthy lizards.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;200&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1x [[File:CableCoils.png|Cable coil|link=Cable coil]], 1 x [[File:Liggertail.gif|Lizard Tail|link=Lizard Tail]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Attach a piece of cable coil to a cut off lizard tail.&lt;br /&gt;
&lt;br /&gt;
===[[File:Catwhip.png]] Cat O&#039; Nine Tails===&lt;br /&gt;
For displaying your dominance over those filthy catgirls.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;200&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1x [[File:CableCoils.png|Cable coil|link=Cable coil]], 1 x [[File:Cattail.gif|Cat Tail|link=Cat Tail]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Attach a piece of cable coil to a cut off cat tail.&lt;br /&gt;
&lt;br /&gt;
===[[File:plasma_tank.png]] Singletank Bomb===&lt;br /&gt;
Singletank bombs are, unlike TTV bombs, constructed from a singular tank. As a result, they tend towards less explosive power but make up for it by being very easy to create in comparison. Experiment with gas mixtures. &lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;380&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1x [[File:igniter.png|1 igniter|link=Igniter]], 1x detonator of your choice, 1x[[File:Plasma_tank.png|Plasma Tank|link=Plasma Tank]], [[File:Screwdriver_tool.png|Screwdriver|link=Screwdriver]] [[File:Welder.png|Welder|link=Welding Tool]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
  Create an igniter assembly, usually this is a signaler, by screwdrivering the igniter and detonator and combining them by slapping them together.&lt;br /&gt;
  (If you&#039;re using a signaler, make sure to change it from default frequency to reduce the risk of someone randomly signaling your bomb).&lt;br /&gt;
  Attach the assembly to the tank by hitting it on the tank.&lt;br /&gt;
  Weld a pressure hole into the tank with a welding tool.&lt;br /&gt;
&lt;br /&gt;
===[[File:ChemPayload.gif|32px]] Chemical Payload===&lt;br /&gt;
Two [[Grenade]] casings and a piece of [[Syndicate Items#Plastic Explosive charge (C4)|C4]] or [[Shaft Miner#The Ores|Gibtonite]] are stuffed into a matter bin. The finished payload can then be loaded with 2-7 beakers. If you used large grenade casings you get room for one extra beaker each, and a higher quality matter bin increases this number by 1 per tier, up to the maximum of 7. &lt;br /&gt;
&lt;br /&gt;
You should ideally place the payload into a bomb assembly (crafted from 10 plasteel) to provide a way to actually detonate it. Merge the wires of the bomb assembly with a wirecutter before finishing or the bomb will give an error when trying to activate it. Finish the assembly by closing it with a screwdriver. You can now drag it and activate it to set a timer. If the bomb is wrenched down and its timer is ticking, it cannot be unwrenched unless disarmed or unbolted through [[Hacking#Syndicate_Bomb|Hacking]]. &lt;br /&gt;
&lt;br /&gt;
A useful way to bypass the countdown of the bomb (and create an instant explosion) is to strap a signaler onto the boom wire of the bomb. If you can get your hand on some bluespace beakers, the chemical payload can theoretically detonate 2100 units of [[Guide to chemistry#Pyrotechnics|chemicals]]/[[Guide to chemistry#Toxins|toxins]]. Capable of very great destruction or other things. &lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;background-color:#EEEEEE&amp;quot; width=&amp;quot;250&amp;quot;&lt;br /&gt;
!Requires&lt;br /&gt;
|-&lt;br /&gt;
|1x [[File:Matter bin.png|Matter Bin|link=Matter bin]], 2x [[File:Grenade Casing.png|Grenade|link=Grenade]], 1x [[File:C4.gif|C4|link=C4]] OR [[File:Gibtoniteore.png|Gibtonite|link=Gibtonite]]&lt;br /&gt;
|}&lt;br /&gt;
  Step 1:&lt;br /&gt;
  Put two [[Grenade]] casings into the matter bin&lt;br /&gt;
  Put the detonator (the C4 or Gibtonite) into the matter bin&lt;br /&gt;
  =========Alternatively============= &lt;br /&gt;
  Collect all components and place them within one tile of you. &lt;br /&gt;
  Open the crafting menu (T hud icon). &lt;br /&gt;
  Find and select &amp;quot;Chemical Payload&amp;quot; and wait a few seconds.&lt;br /&gt;
  &lt;br /&gt;
  Step 2:&lt;br /&gt;
  Fill the Chemical Payload with 2-7 beakers of chemicals&lt;br /&gt;
  Use 10 plasteel to make a bomb assembly&lt;br /&gt;
  Put the Chemical Payload into the bomb assembly&lt;br /&gt;
  Merge the bomb wires with a wirecutter&lt;br /&gt;
  Attach a signaller onto the boom wire of the bomb (optional)&lt;br /&gt;
  Screwdriver to close the assembly&lt;br /&gt;
  Make the bomb actually go boom (optional)&lt;br /&gt;
&lt;br /&gt;
[[Category:Weapons]]&lt;br /&gt;
[[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>Monke1818</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Hydroponics&amp;diff=31855</id>
		<title>Hydroponics</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Hydroponics&amp;diff=31855"/>
		<updated>2020-07-04T10:16:26Z</updated>

		<summary type="html">&lt;p&gt;Monke1818: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;BoxStation&amp;quot;&amp;gt;&lt;br /&gt;
{{Template:Location&lt;br /&gt;
 |headerbgcolor=lightgreen&lt;br /&gt;
 |headerfontcolor=black&lt;br /&gt;
 |imagebgcolor=lightgrey&lt;br /&gt;
 |department = Recreational&lt;br /&gt;
 |name=Hydroponics&lt;br /&gt;
 |image=Hydroponics.png&lt;br /&gt;
 |exits=South to Starboard Primary Hallway, north to [[maintenance]]&lt;br /&gt;
 |purpose=To make healthy fruits and vegetables for the chef to process and rest of the crew to munch on&lt;br /&gt;
 |access=&lt;br /&gt;
 |contents=[[MegaSeed Servitor]], [[NutriMax]], [[Guide_to_hydroponics#Plants_101|Seed Extractor]], Biogenerator, Plant DNA manipulator&lt;br /&gt;
 |clearance=[[Captain]], [[Head of Personnel]], [[Botanist]]&lt;br /&gt;
 |description=Plants grow here and stuff.&lt;br /&gt;
 |sec_level=Low&lt;br /&gt;
 |style=Hydroponics&lt;br /&gt;
 |balance=No major balance requirements&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&#039;&#039;&#039;[[Guide_to_hydroponics|For the Guide to Hydroponics, click here.]]&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Located in the middle of the civil sector and shares a window with the [[Kitchen]], this is where food is grown. The [[Botanist]] works here. It has two water-tanks and buckets, two lockers full of hydroponics supplies (Mini hoes, plant analyzers and hatchets) and service headsets, Plant-b-gone spray bottles along with a water-tank backpack, a crate containing a Screwdriver and a Wrench, and an encouraging letter from a previous botanist. Often simply called &amp;quot;Botany&amp;quot;. Read the [[Guide to hydroponics]] for more info.&lt;br /&gt;
&lt;br /&gt;
The four devices present in this room are :&lt;br /&gt;
* The [[MegaSeed Servitor]] vending machine&lt;br /&gt;
* The [[NutriMax]] vending machine&lt;br /&gt;
* The [[Guide_to_hydroponics#Plants_101|Seed Extractor]]&lt;br /&gt;
* The Biogenerator, filled with plants (except nettles, flowers and logs), which can produce, for a biomass cost:&lt;br /&gt;
** E-Z-Nutrient, Left 4 Zed, Robust Harvest, Weed Killer, Pest Killer, empty bottles&lt;br /&gt;
** Milk, Cream, black pepper, Monkey Cubes&lt;br /&gt;
** Belts, cloth for clothes, hats and leather goods.&lt;br /&gt;
&lt;br /&gt;
Additionally, in the back is the Plant DNA manipulator.&lt;br /&gt;
This lets you save desired traits found in a plant, such as potency, yield, or slipperyness, and insert them into other plants. Requires disks that can be found in the botanist&#039;s lockers, or at science.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;MetaStation&amp;quot;&amp;gt;&lt;br /&gt;
{{Template:Location&lt;br /&gt;
 |headerbgcolor=lightgreen&lt;br /&gt;
 |headerfontcolor=black&lt;br /&gt;
 |imagebgcolor=lightgrey&lt;br /&gt;
 |department = Recreational&lt;br /&gt;
 |name=Hydroponics&lt;br /&gt;
 |image=HydroponicsMETA.png&lt;br /&gt;
 |big_image=[[HydroponicsMETA.png]]&lt;br /&gt;
 |exits=North-west to Starboard Primary Hallway, north to [[kitchen]], south to [[maintenance]], east to [[maintenance]].&lt;br /&gt;
 |purpose=To make healthy fruits and vegetables for the chef to process and rest of the crew to munch on&lt;br /&gt;
 |access=&lt;br /&gt;
 |contents=[[MegaSeed Servitor]], [[NutriMax]], [[Guide_to_hydroponics#Plants_101|Seed Extractor]], Biogenerator, Plant DNA Manipulator&lt;br /&gt;
 |clearance=[[Captain]], [[Head of Personnel]], [[Botanist]]&lt;br /&gt;
 |description=Plants grow here and stuff.&lt;br /&gt;
 |sec_level=Low&lt;br /&gt;
 |style=Hydroponics&lt;br /&gt;
 |balance=No major balance requirements&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&#039;&#039;&#039;[[Guide_to_hydroponics|For the Guide to Hydroponics, click here.]]&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Located in the civil sector and sharing a door and window with the [[Kitchen]], this is where food is grown. The [[Botanist]] works here. It has two water-tanks and buckets, two lockers full of hydroponics equipment in the back, water-tank backpack, a crate containing a Screwdriver and a Wrench, and an encouraging letter from the previous botanist. Read the [[Guide to hydroponics]] for more info.&lt;br /&gt;
&lt;br /&gt;
The Foyer contains&lt;br /&gt;
*some fruits, veggies and grains&lt;br /&gt;
* The [[MegaSeed Servitor]] vending machine&lt;br /&gt;
* The [[NutriMax]] vending machine&lt;br /&gt;
The five devices present in this room are :&lt;br /&gt;
* The [[MegaSeed Servitor]] vending machine&lt;br /&gt;
* The [[NutriMax]] vending machine&lt;br /&gt;
* The [[Guide_to_hydroponics#Plants_101|Seed Extractor]]&lt;br /&gt;
* The Biogenerator, filled with plants (except nettles, flowers and logs), which can produce, for a biomass cost:&lt;br /&gt;
** E-Z-Nutrient, Left 4 Zed, Robust Harvest, Weed Killer, Pest Killer, empty bottles&lt;br /&gt;
** Milk, Cream, black pepper, Monkey Cubes&lt;br /&gt;
** Belts, cloth for clothes, hats and leather goods.&lt;br /&gt;
*The Plant DNA manipulator, which lets you transfer from one plant to another desired traits such as potency, yield, production speed and slipperyness. The disks for this machine spawn in the botanist&#039;s lockers, and can be created at science with moderate tech levels.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;PubbyStation&amp;quot;&amp;gt;&lt;br /&gt;
{{Template:Location&lt;br /&gt;
 |headerbgcolor=lightgreen&lt;br /&gt;
 |headerfontcolor=black&lt;br /&gt;
 |imagebgcolor=lightgrey&lt;br /&gt;
 |department = Recreational&lt;br /&gt;
 |name=Hydroponics&lt;br /&gt;
 |image=HydroponicsPubby.png&lt;br /&gt;
 |big_image=[[HydroponicsPubby.png]]&lt;br /&gt;
 |exits=North to [[maintenance]], east to [[kitchen]], southeast to the Aft Primary Hallway.&lt;br /&gt;
 |purpose=To make healthy fruits and vegetables for the chef to process and rest of the crew to munch on&lt;br /&gt;
 |access=&lt;br /&gt;
 |contents=[[MegaSeed Servitor]], [[NutriMax]], [[Guide_to_hydroponics#Plants_101|Seed Extractor]], Biogenerator, Plant DNA Manipulator&lt;br /&gt;
 |clearance=[[Captain]], [[Head of Personnel]], [[Botanist]]&lt;br /&gt;
 |description=Plants grow here and stuff.&lt;br /&gt;
 |sec_level=Low&lt;br /&gt;
 |style=Hydroponics&lt;br /&gt;
 |balance=No major balance requirements&lt;br /&gt;
 |other=--&lt;br /&gt;
 }}&lt;br /&gt;
&amp;lt;font size=&amp;quot;4&amp;quot;&amp;gt;&#039;&#039;&#039;[[Guide_to_hydroponics|For the Guide to Hydroponics, click here.]]&#039;&#039;&#039;&amp;lt;/font&amp;gt;&lt;br /&gt;
&lt;br /&gt;
PubbyStation&#039;s hydroponics bay contains 16 trays in total, including one hidden in the back room. Its public-access biogenerator allows the crew to &amp;lt;s&amp;gt;waste&amp;lt;/s&amp;gt; make good use of any excess biomass you might produce in your agricultural adventures. The east door leads directly to the kitchen, meaning that [[botanist|botanists]] will likely see a lot of the [[chef]], whether it be through the window or in person as they help you grow crops for culinary masterpieces.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
[[Category:Locations]]&lt;br /&gt;
{{Locations}}&lt;/div&gt;</summary>
		<author><name>Monke1818</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Ian&amp;diff=31826</id>
		<title>Ian</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Ian&amp;diff=31826"/>
		<updated>2020-06-14T12:18:49Z</updated>

		<summary type="html">&lt;p&gt;Monke1818: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = #ffc06d&lt;br /&gt;
|headerfontcolor = black&lt;br /&gt;
|stafftype = SPECIAL&lt;br /&gt;
|imagebgcolor = #fee9cc&lt;br /&gt;
|img = Ian.PNG&lt;br /&gt;
|jobtitle = Ian&lt;br /&gt;
|access = None&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Impossible &lt;br /&gt;
|superior = [[Head of Personnel]]&lt;br /&gt;
|duties = Being immune to theobromine, being a liability, playing dress-up, causing station wide riots when a head of staff kills you&lt;br /&gt;
|guides = [[Chain of Command]]&lt;br /&gt;
|quote = Woof woof. Ruff, arf, au au. Yip, bow-wow. Bark.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==EVERYTHING IAN CAN WEAR==&lt;br /&gt;
* Head:&lt;br /&gt;
** Regular Helmet&lt;br /&gt;
** Sunglasses&lt;br /&gt;
** Captain&#039;s Hat (the one he spawns with)&lt;br /&gt;
** HoP&#039;s Hat&lt;br /&gt;
** Top Hat&lt;br /&gt;
** Kitty Ears&lt;br /&gt;
** Clown mask (honk)&lt;br /&gt;
** Sheriff Hat (may not exist ingame, it&#039;s in the icons)&lt;br /&gt;
** Detective&#039;s Hat&lt;br /&gt;
** Sombrero&lt;br /&gt;
** Nurse Hat&lt;br /&gt;
** Beret&lt;br /&gt;
** Pirate Hat (the one that looks like a pirate captain)&lt;br /&gt;
** Wizard Hats (fake or real, they both look the same.)&lt;br /&gt;
** Santa Hat (Yap, Yap, Yap!)&lt;br /&gt;
** Bunny Ears&lt;br /&gt;
** Ushanka (with the flaps up or down, doesn&#039;t matter.)&lt;br /&gt;
** Chef&#039;s Hat. (Bone appetite!)&lt;br /&gt;
** Hard Hats (The white CE&#039;s, or the regular yellow engineer&#039;s.)&lt;br /&gt;
** Bedsheet (2spooky4me)&lt;br /&gt;
** Police hAT (The warden&#039;s hat.)&lt;br /&gt;
** A sheet of paper&lt;br /&gt;
** Cargo baseball cap.&lt;br /&gt;
** Cardborg Helmet&lt;br /&gt;
** Reindeer hardhat (most likely admin spawnable only.)&lt;br /&gt;
* Back:&lt;br /&gt;
** Armor Vest&lt;br /&gt;
** Station bound radio&lt;br /&gt;
** Oxygen Tank (The big ones)&lt;br /&gt;
** Fire Extinguisher&lt;br /&gt;
** Cardborg Suit (Yip. Yip.)&lt;br /&gt;
** C4 (Rip)&lt;br /&gt;
&lt;br /&gt;
==Lisa==&lt;br /&gt;
It is Cargo&#039;s duty to get Ian laid. If cargo gets the corgi named Lisa, STEAL THAT DOG. Leave the two alone in a room and they will mate, producing the cutest thing ever. Corgi Puppies. These puppies will then be stolen by the [[chef]] and murdered by [[assistant]]s.&lt;br /&gt;
&lt;br /&gt;
[[File:Candy.png|1024px|middle|link=Greentext]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|width=100% border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 12 align = &amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Jobs]] on /tg/station&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:jobstempgreyscale.png|link=jobs]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #4f4f4f; color: white; text-align: center;&amp;quot; id=&amp;quot;command&amp;quot; |&#039;&#039;&#039;Command&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Captain|Alpha Dog]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Head of Personnel|Master]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| textcolor=&amp;quot;white&amp;quot; style=&amp;quot;background: #7d7d7d; text-align: center;&amp;quot; id=&amp;quot;security&amp;quot; |&#039;&#039;&#039;Security&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Head of Security|Bigger Dog]]&#039;&#039;&#039;, [[Security Officer|Pee On]], [[Warden|Butt Sniffer]], [[Detective|Smells Like Whiskey]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #949494; text-align: center;&amp;quot; id=&amp;quot;engineering&amp;quot; |&#039;&#039;&#039;[[Engineering]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Chief Engineer|Poly&#039;s Keeper]]&#039;&#039;&#039;, [[Station Engineer|Yellow Dog]],  [[Atmospheric Technician|Smells Strange]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #9a9a9a; text-align: center;&amp;quot; id=&amp;quot;science&amp;quot; |&#039;&#039;&#039;[[Science]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Research Director|Grrrrr]]&#039;&#039;&#039;, [[Scientist|Trouble]], [[Roboticist|Maker of Loud Buzzy Things]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #b4b4b4; text-align: center;&amp;quot; id=&amp;quot;medical&amp;quot; |&#039;&#039;&#039;[[Medbay|Medical]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Chief Medical Officer|Smells Like Cat]]&#039;&#039;&#039;, [[Medical Doctor|Smells Like Makefeelgood]], [[Chemist|Smells Like Bad]], [[Geneticist|Smells Like Death]],  [[Virologist|Smells Like Plague]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #909090; text-align: center;&amp;quot; id=&amp;quot;service&amp;quot; | &#039;&#039;&#039;Service&#039;&#039;&#039;&lt;br /&gt;
| [[Janitor|Bag of Treets Keeper]], [[Bartender|Tastes Like whiskey]], [[Cook|Keeper of the Foods]], [[Botanist|Smells Like &amp;quot;Plants&amp;quot;]], [[Clown|Smells Funny]], [[Mime|Smells Blank]], [[Chaplain|Barking]], [[Curator|Lewd Dog]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #888888; text-align: center;&amp;quot; id=&amp;quot;civilian&amp;quot; |&#039;&#039;&#039;Civilian&#039;&#039;&#039;&lt;br /&gt;
| [[Quartermaster|Corgi Orderer]], [[Cargo Technician|Corgi Pusher]], [[Shaft Miner|Outside Dog]], [[Assistant|Threat, Bark at constantly]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #d8d8d8; text-align: center;&amp;quot; id=&amp;quot;nonHuman&amp;quot; | &#039;&#039;&#039;Non-human&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[AI|Loudvoicefromwall]]&#039;&#039;&#039;, [[Cyborg|Loud Buzzy Thing]], [[Positronic Brain|Loudvoicefromcube]], [[Drone|Metal Bug]], [[Personal AI|Loudvoicefromsmallbox]], [[Construct|Is That a Ghost Shaggy?]], [[Ghost|G-g-g-GHOST!]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: black; color: white; text-align: center;&amp;quot; id=&amp;quot;antagonist&amp;quot; |&#039;&#039;&#039;Antagonist&#039;&#039;&#039;&lt;br /&gt;
| [[Traitor|Smells Like Telecrystals]], [[Malfunctioning AI|VERYloudvoicefromwall]], [[Changeling|Smells Like Everyone]], [[Syndicate guide|Bad Dogs]], [[Wizard|Magic Dog]], [[Shadowling|Removed Dog]], [[Nightmare|Readded Dog]], [[Abductor|Smells Like Ayy]], [[Xeno|Spiney Dogs]], [[Spider|Spider Dog]], [[Revenant|Angry Dead Dog]], [[Space Ninja|Anyone Else Smell That?]], [[Holoparasite|Guard Dog]], [[Swarmers|Hungry Dog]], [[Blob|Tasty Goo]], [[Devil|Smells Like Brimstone]], [[Blood_Cult|Smells Like Blood]], [[Pirate|Smells Like Rum]], [[Sentient Disease|Smells Like Mutagen]], [[Creep|Forbidden Snack]], [[Fugitives|Dogthinkers]], [[Hunters|Smells Like THE LAW]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; id=&amp;quot;special&amp;quot; | &#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Centcom Official|Bark, Sniff &amp;amp; Arf]]&#039;&#039;&#039;, [[Death squad|Bigger Alpha Dogs]], [[Emergency Response Team|Dog Catchers!]], [[Chrono Legionnaire|Time Bark]], [[Highlander|Loudvoicefromskirt]], [[Ian|Best Dog]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #d7d7d7; color: black; text-align: center;&amp;quot; id=&amp;quot;race&amp;quot; |&#039;&#039;&#039;Races&#039;&#039;&#039;&lt;br /&gt;
| [[Humans|Mans]], [[Lizardperson|Scale Mans]], [[Flyperson|Buzz Mans]], [[Plasmaman|Fire Mans]], [[Podman|Vegetable Mans]], [[golem|Rock Mans]], [[Felinids|DIRTY CATS]], [[Ethereals|Glowy Mans]], [[Guide to races#Human Mutants|Strange Mans]] &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Monke1818</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Assistant&amp;diff=31825</id>
		<title>Assistant</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Assistant&amp;diff=31825"/>
		<updated>2020-06-14T09:16:20Z</updated>

		<summary type="html">&lt;p&gt;Monke1818: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = gray&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = CIVILIAN&lt;br /&gt;
|imagebgcolor = lightgray&lt;br /&gt;
|img_generic = Generic_assistant2.png&lt;br /&gt;
|jobtitle = Assistant&lt;br /&gt;
|access = [[Maintenance]]&lt;br /&gt;
|additional = None&lt;br /&gt;
|difficulty = None&lt;br /&gt;
|superior = Anyone&lt;br /&gt;
|duties = Get your space legs, assist people, ask the [[Head of Personnel|HoP]] to give you a job, be a constant liability.&lt;br /&gt;
|guides = [[New Players]], [[Starter guide]], [[Frequently Asked Questions]], [[General items]], [[Guide to construction]], [[Illicit Access]]&lt;br /&gt;
|quote = &amp;lt;b&amp;gt;GREY TIDE STATION WIDE!&amp;lt;/b&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
[[File:Primary Tool Storage.png|thumb|300px|The [[Primary Tool Storage]]. The Assistants natural environment.]]&lt;br /&gt;
Assistants are the most versatile and expendable workers on the station. They are recommended to new-comers who have read or are reading [[New Players|&#039;&#039;the tutorial&#039;&#039;]] and are still getting their space legs.&lt;br /&gt;
&lt;br /&gt;
Assistants begin their shifts around the station but usually congregate in [[Primary Tool Storage]], where they can acquire some basic tools such as screwdrivers and wrenches. If you are charismatic or lucky, the [[Head of Personnel]] can add more access to your [[Identification Card]]. With more access and perhaps a custom job title, perhaps you can find a purpose on the station at last.&lt;br /&gt;
&lt;br /&gt;
Sometimes you are a God among men and sometimes you are dead within twelve seconds of round start. It all depends on how you set up and the luck of the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Don&#039;t be a total shitter.&lt;br /&gt;
&lt;br /&gt;
==Actually Assisting People==&lt;br /&gt;
If you are an assistant and [[Beyond the impossible|wish to actually assist people]], you can try asking over the radio if anyone needs help with anything. This may or may not work. You can also approach people in person, which has a higher chance of success. Live out your dreams of being a 22-year-old coffee bitch intern IN SPACE!&lt;br /&gt;
&lt;br /&gt;
Particularly helpful assistants may want to have a more permanent job on the station. The [[Head of Personnel|HoP]] can promote you to a position if you ask nicely and convince them that you&#039;re not a [[traitor]] (this is particularly useful if you are, in fact, a traitor). It helps if that job is urgent, like doctors when the crew is dying or engineers when the station is a hole in space. However, the HoP does not &#039;&#039;have&#039;&#039; to, and you will just have to live with that. Unless, of course, you&#039;re the [[traitor]].&lt;br /&gt;
&lt;br /&gt;
==Duties? What Duties?==&lt;br /&gt;
Assistants are usually the most aware civilians on the station due to the fact they&#039;re constantly on the move. You&#039;ll find that that assistants make great informants!&lt;br /&gt;
&lt;br /&gt;
Due to the lack of responsibility, you&#039;ll usually find that assistants are the ones responsible for renovating the bar with a dance floor or boxing ring, building cloning stations in firefighting closets, converting the dorms into interrogation rooms, and all other sorts of wacky projects.&lt;br /&gt;
&lt;br /&gt;
===Gimmicks===&lt;br /&gt;
An assistant is also good job for playing a single-round gimmick.&lt;br /&gt;
&lt;br /&gt;
*Acolyte&lt;br /&gt;
*Actor&lt;br /&gt;
*Animal Handler&lt;br /&gt;
*Athlete&lt;br /&gt;
*Bean Counter&lt;br /&gt;
*Beggar&lt;br /&gt;
*Bro&lt;br /&gt;
*Boxer (at your own risk)&lt;br /&gt;
*Coach&lt;br /&gt;
*Consultant&lt;br /&gt;
*Daredevil&lt;br /&gt;
*Delivery Boy/Girl&lt;br /&gt;
*DJ&lt;br /&gt;
*Drunken Wreck&lt;br /&gt;
*Emissary from Another Planet&lt;br /&gt;
*Fanboy/girl&lt;br /&gt;
*Former Head of Security&lt;br /&gt;
*Gambler&lt;br /&gt;
*Gourmand&lt;br /&gt;
*Junk Collector&lt;br /&gt;
*Junkie&lt;br /&gt;
*Musician&lt;br /&gt;
*Paralegal&lt;br /&gt;
*Political Activist&lt;br /&gt;
*Political Prisoner&lt;br /&gt;
*Receptionist&lt;br /&gt;
*Safety Inspector&lt;br /&gt;
*Salesperson&lt;br /&gt;
*Stowaway&lt;br /&gt;
*Student&lt;br /&gt;
*Terraformer&lt;br /&gt;
*Test Subject&lt;br /&gt;
*Tour Guide&lt;br /&gt;
*Trader&lt;br /&gt;
*Waiter&lt;br /&gt;
&lt;br /&gt;
==Ghost in the System==&lt;br /&gt;
It&#039;s easy to stay under the radar as an assistant, as you have the least-respected job on the station (aside from [[Clown|that other guy]]). You have [[maintenance]] access, but to go anywhere else you need to be creative. Loot a belt and budget insulated gloves from [[Primary Tool Storage]] if you can and set out!&lt;br /&gt;
&lt;br /&gt;
The number one advantage of traitor assistant is your opponent&#039;s arrogance. Security and other crew members will typically assume you are inexperienced or stupid, so surprise them with your knowledge of the game&#039;s mechanics.&lt;br /&gt;
&lt;br /&gt;
This doesn&#039;t mean you won&#039;t run into a particularly savvy security member who knows the potential danger of an assistant, though. Keep alert at all times. In the rare case that someone actually asks you to assist them, draw them into a quiet place and execute them-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Okay, editor&#039;s PERSONAL and COMPLETELY UNNECESSARY opinion here: Though you are more than within your rights to murderbone, it&#039;s generally ill-advised as you&#039;ll probably be either worshipped by the unrobust, or enter the definition of salt mines after round end.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Monke1818</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Revolutionary&amp;diff=31824</id>
		<title>Revolutionary</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Revolutionary&amp;diff=31824"/>
		<updated>2020-06-14T09:13:59Z</updated>

		<summary type="html">&lt;p&gt;Monke1818: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
|headerbgcolor = grey&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = BRAINWASHED&lt;br /&gt;
|imagebgcolor = lightgray&lt;br /&gt;
|img_generic =&lt;br /&gt;
|img = Assistant.png&lt;br /&gt;
|jobtitle = Revolutionary&lt;br /&gt;
|access = Wherever you had access to before&lt;br /&gt;
|additional = Same as above&lt;br /&gt;
|difficulty = Easy to Medium&lt;br /&gt;
|superior = The [[Syndicate|Syndicate]]&lt;br /&gt;
|duties = Kill the heads!&lt;br /&gt;
|guides = This is the guide&lt;br /&gt;
|quote = VIVA LA REVOLUTION&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:rev.png]] Revolution (aka &amp;quot;Rev&amp;quot;) is a game mode featured in [[Secret]] that runs on Beestation. In it, certain members of the crew (Head Revolutionaries) start out with the goal of recruiting other crew members (using [[Flashes]]) and killing the station [[Heads of Staff]].&lt;br /&gt;
&lt;br /&gt;
== Viva La Revolution! ==&lt;br /&gt;
During a Revolution round, it&#039;s the job of the Head Revolutionaries to run around recruiting anyone outside of Security to their cause and b̶u̶m̶ ̶r̶u̶s̶h̶ find inventive ways to kill the Captain, Head of Security, Head of Personnel, Chief Engineer, Chief Medical Officer, and Research Director. If the Revolutionaries manage to kill or exile all of the ORIGINAL heads (THIS DOES NOT COUNT HEADS THAT JOIN AFTER THE ROUND BEGINS), they win. If everyone else manages to kill or exile the Head Revolutionaries, the station wins. Pretty simple.&lt;br /&gt;
&lt;br /&gt;
The emergency shuttle can be called but will never depart during this game mode. The round will not end until either side has won. &lt;br /&gt;
&lt;br /&gt;
Heads of Staff and Rev Heads are considered dead if they leave the z-level of the station or enter a locker. They will be listed as having abandoned the station. However this can also allow one side to [[Beyond the impossible|non-lethally remove a target]].&lt;br /&gt;
&lt;br /&gt;
==Tips and Tricks==&lt;br /&gt;
===[[Heads of Staff]]===&lt;br /&gt;
Your lives are on the line, here. This does not mean &amp;quot;Hide in a closet and hope like hell they don&#039;t find me&amp;quot;, and it definitely doesn&#039;t mean &amp;quot;Let the AI sort it out&amp;quot; or &amp;quot;Just space everyone; we&#039;ll find them eventually&amp;quot;. Finding revs isn&#039;t that hard, and should be fairly simple, assuming the Rev Heads don&#039;t have 20 or so followers by this point.&lt;br /&gt;
&lt;br /&gt;
At the first credible evidence of revolutionary activity (i.e. not the clown screaming griff), go somewhere relatively safe, likely the [[Brig]]. If you have access, immediately crack open the cases of [[Security_items#Mindshield_Implant|mindshield implants]]. There is one case in the [[Armory]] and another in the [[Head of Security]]&#039;s locker. Each contains four implants. These will run out fast, so your first priority should be implanting the [[Cargo]] staff and especially the [[Quartermaster]], if there&#039;s one. Once they&#039;re implanted, their job is to order you mindshield implants and nothing but mindshield implants. If an implanted QM complains, demote them, as they are a liability. &lt;br /&gt;
&lt;br /&gt;
By the time you&#039;re at the point of implanting crewmates, there will probably be enough revs that within your first couple implants you&#039;ll deconvert someone, showing you a message such as &amp;quot;Robert Robust looks as if they&#039;ve remembered their true allegiance!&amp;quot; Immediately ask them who converted them; that&#039;s one of your revheads. Repeat in systematic fashion, and [[Beyond the impossible|all will go smoothly!]]&lt;br /&gt;
&lt;br /&gt;
In the more likely case that things aren&#039;t going smoothly, knocking a revolutionary out with an [[Toolbox|object upside the head]] has a 50% chance to deconvert them. Naturally, this does not mean &amp;quot;Hey, let&#039;s just whack everyone upside the head in the event that they&#039;re a rev.&amp;quot; If you suspect them of being one, then this is usually a bad course of action; just brig them for a while and hope like hell you&#039;re wrong. If you actually see someone doing something scummy, you should probably assume they&#039;re either a Rev, a Rev Head, or an ass, so smack away! If you get them knocked out a few times and they don&#039;t turn, get them healed and apologize, while noting them in your notes or the security records. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;If [[Chief Medical Officer|you&#039;re a coward and you&#039;d rather live]], there&#039;s nothing wrong with declaring that you wish to surrender. Declare your intention and request safe passage to the mining or gulag shuttle for a swift departure. Sometimes its better to live another day than to go out in a blaze of glory.&amp;lt;/s&amp;gt; What are you, a gay? It&#039;s time to kick ass and chew bubblegum, and your gum is made out of meth. Remember, buck shot is your best friend.&lt;br /&gt;
&lt;br /&gt;
Remember that hiding and making yourself an almost impossible target is poor form, and will usually attract the wrath of the space gods.&lt;br /&gt;
&lt;br /&gt;
===Station Staff===&lt;br /&gt;
As a member of the general staff, Revolutionary rounds should be treated like any other Traitor round; if you see someone trying to robust a Head to death, try to stop them or call Security. Security and the Heads of Staff, however, will be under a lot of stress. If you are not mindshield implanted, it would be in your best interest to keep your distance and not startle them, else they may consider you to be a revolutionary and attack. Otherwise, just try to be as normal as possible. That is, unless you get flashed...&lt;br /&gt;
&lt;br /&gt;
===Head Revolutionaries [[File:Hudrevhead.png]]===&lt;br /&gt;
You have a hard job ahead of you that can be rather frustrating.&lt;br /&gt;
&lt;br /&gt;
Your first course of action should be to start flashing people. Be a bit covert about it, but you still want results. If you see some asshole walking around with sunglasses or a welding mask on, you won&#039;t be able to turn them without removing them. Members of Security, those with mindshield implants, and the Heads of Staff themselves cannot be converted at all. If you get spotted, run like hell and consider going incognito. &lt;br /&gt;
&lt;br /&gt;
As a revhead, your primary turning targets are [[Roboticist]]s, [[Geneticist]]s, [[Scientist]]s, and the [[Cargo Technician]]s; [[Robotics]] has delicious replacement flashes, [[Genetics]] can give you super powers and pretty much lock down the cloner, [[Research Division]] makes explosives, and [[Cargo Bay]] serves as a great base of operations (not to mention that they can order you more flashes and weapons if you have an ID with the right access). Genetics is especially useful if you&#039;ve already killed a station head. They can save the heads&#039; UI+UEs and inject you with them, making you look exactly like that guy you just killed (minus any mindshield implants). Have fun with that!&lt;br /&gt;
Giving a syringe of blood to a revolutionary [[Botanist]] can be a smart back up plan, as nobody expects Replica Pod cloning.&lt;br /&gt;
&lt;br /&gt;
Your number one concern, at least until things get moving, is to &#039;&#039;&#039;STAY LOW&#039;&#039;&#039;. Let the converted revolutionaries do the fighting for you. Keep your identity a secret if possible, and only associate with non-revs if need be (or to flash them).&lt;br /&gt;
&lt;br /&gt;
Remember that hiding and making yourself an almost impossible target is poor form, and will usually attract the wrath of the space gods.&lt;br /&gt;
&lt;br /&gt;
===Converted Revolutionaries [[File:Hudrev.png]]===&lt;br /&gt;
So you spawned, and some jerk next to you just randomly flashed you. What&#039;s that al-VIVA LA REVOLUTION! Your new job is to find a way to kill those jerk-ass heads of staff without getting caught, and making sure the head revolutionaries don&#039;t die. [[Makeshift weapons]] are your friend. Remember that, as a converted rev, if you can manage to kill even one head, you&#039;ve done your job. Also remember that your game isn&#039;t necessarily over if you get caught; most security members (that don&#039;t suck at their job, mind you) will try to convert you or just simply brig you.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
{{Game modes}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Jobs]]&lt;br /&gt;
[[Category:Game Modes]]&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Monke1818</name></author>
	</entry>
	<entry>
		<id>https://wiki.beestation13.com/w/index.php?title=Guide_to_Head_of_Staff_Equipment&amp;diff=31823</id>
		<title>Guide to Head of Staff Equipment</title>
		<link rel="alternate" type="text/html" href="https://wiki.beestation13.com/w/index.php?title=Guide_to_Head_of_Staff_Equipment&amp;diff=31823"/>
		<updated>2020-06-14T09:04:00Z</updated>

		<summary type="html">&lt;p&gt;Monke1818: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Speech&lt;br /&gt;
|name=Maximilian Vanderbilt, the CentCom Official&lt;br /&gt;
|text=NanoTrasen Central Command is pleased to promote you to a Head of Staff position! Please take a moment to look over and requisition your unique and specialized gear given to every one of the station&#039;s Heads. Good luck, your department and the future of NanoTrasen is in your control.&lt;br /&gt;
|image=[[File:Centcomofficial.png|64px|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is a detailed list showcasing all of the unique equipment that Heads of Staff have access to, that help to set them apart from their subordinates.&lt;br /&gt;
&lt;br /&gt;
This list will detail important and useful items and clothing available to the Heads only.&lt;br /&gt;
&lt;br /&gt;
=The Captain=&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#898109;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#898109;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#898109;&#039;|Info&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#898109;&#039;|Spawns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Id_gold.png|64px]]&lt;br /&gt;
!All Access ID&lt;br /&gt;
|The Captain is the only person on station to have access to the entire station at round start. From the depths of maintenance to his private quarters in the bridge, the captain can go anywhere.&lt;br /&gt;
|On the Captain, with a spare copy in his quarters. Keep that spare away from any person who might want it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:NuclearDisk.gif|64px]]&lt;br /&gt;
!Nuclear Authentication Disk&lt;br /&gt;
|Arguably the sole job of the Captain is to guard this! This disk is required to detonate a Nanotrasen brand nuclear fission device. Leaving this on your desk may get you demoted for stupidity. [[Nuclear Operative]]s will probably kill you if they know you have this.&lt;br /&gt;
|In the Captain&#039;s Quarters&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Tele.gif|64px]]&lt;br /&gt;
!Hand Teleporter&lt;br /&gt;
|A unique device capable of teleporting the user to either a pre-set beacon or to a random location near the user. Dangerous, as it could launch you into space, but a great escape tool. [[Traitor]]s might want this.&lt;br /&gt;
|In the Captain&#039;s Quarters&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Energy_Gun.gif|64px]]&lt;br /&gt;
!Energy Gun&lt;br /&gt;
|The Captain is one of four people who has access to an Energy Gun at round start. This weapon serves as a powerful self-defence tool.&lt;br /&gt;
|In the Captain&#039;s Personal Locker&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Antique_laser.png|64px]]&lt;br /&gt;
!Captain&#039;s Antique Laser Gun&lt;br /&gt;
|The prized weapon of the Captain, and the target of many enemy forces. Similar to the laser gun except it&#039;s self-recharging. [[Traitor]]s might want this.&lt;br /&gt;
|In a locked display case in the Captain&#039;s Quarters&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Commanddoorremote.png|64px]]&lt;br /&gt;
!Command Door Remote&lt;br /&gt;
|A tool that can remotely bolt, open or remove access restrictions to any door that requires command access.&lt;br /&gt;
|In the Captain&#039;s Personal Locker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#898109;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#898109;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#898109;&#039;|Info&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#898109;&#039;|Spawns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:CaptArmor.png|64px]]&lt;br /&gt;
!Captain&#039;s SWAT Suit&lt;br /&gt;
|An advanced hardsuit that provides the highest protection of any armour on the entire station. Comes with a built-in helmet.&lt;br /&gt;
|Captain&#039;s Suit Storage Unit&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Jetpack-captain.gif|64px]]&lt;br /&gt;
!Captain&#039;s Jetpack&lt;br /&gt;
|A classic Jetpack, allows you to get back to the station if you make a wrong move in space. Often sought by [[Traitor]]s.&lt;br /&gt;
|Captain&#039;s Suit Storage Unit&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Head of Personnel= &lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#0066c6;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#0066c6;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#0066c6;&#039;|Info&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#0066c6;&#039;|Spawns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Id_gold.png|64px]]&lt;br /&gt;
!All Access ID&lt;br /&gt;
|While the Head of Personnel does not start with All Access, he is one of only two people on the station who has the ability to alter ID access, including his own. This gives him an edge, but makes him a high value target.&lt;br /&gt;
|On Head of Personnel&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Ian.PNG|64px]]&lt;br /&gt;
!Ian&lt;br /&gt;
|The most important person on the station, without him the station will collapse into chaos pretty quickly. Allowing him to die will get you lynched. Arguably the sole job of the Head of Personnel is to guard him!&lt;br /&gt;
|Head of Personnel&#039;s Office&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Energy_Gun.gif|64px]]&lt;br /&gt;
!Energy Gun&lt;br /&gt;
|The Head of Personnel is one of four people who have access to a Energy Gun. This weapon is a powerful self-defence tool.&lt;br /&gt;
|Head of Personnel&#039;s Office&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Civiliandoorremote.png|64px]]&lt;br /&gt;
!Civilian Door Remote&lt;br /&gt;
|A civilian door remote tool. It can remotely bolt, open or remove access restrictions of any civilian level doors, usually meaning general access doors that everyone has access to.&lt;br /&gt;
|In the Head of Personnel&#039;s Personal Locker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#0066c6;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#0066c6;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#0066c6;&#039;|Info&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#0066c6;&#039;|Spawns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Armor.png|64px]]&lt;br /&gt;
!Armour Vest&lt;br /&gt;
|While not the best armour on the station, it is still better than what most people get. Good for protecting you if a angry assistant wants to kill you for denying his All Access request.&lt;br /&gt;
|In the Head of Personnel&#039;s Personal Locker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Head of Security=&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#8c0b0b;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#8c0b0b;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#8c0b0b;&#039;|Info&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#8c0b0b;&#039;|Spawns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Energy_Gun.gif|64px]]&lt;br /&gt;
!Energy Gun&lt;br /&gt;
|The Head of Security is one of four people on the station who spawns with a Energy Gun at shift start. Great for self defence, lethal or non-lethal.&lt;br /&gt;
|On Head of Security&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Multiphase_gun_stun.gif|64px]]&lt;br /&gt;
!X-01 Multiphase Energy Gun&lt;br /&gt;
|Unique firearm only available to the Head of Security. Functions as an upgraded Energy Gun, offering the usage of a &#039;ion&#039; setting (useful for taking down cyborgs) alongside the standard &#039;disable&#039; and &#039;lethal&#039; settings; though it can only discharge five stun rounds before depleting its power source.&lt;br /&gt;
|Head of Security&#039;s Personal Locker&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:RiotS.png|64px]]&lt;br /&gt;
!Telescopic Shield&lt;br /&gt;
|A unique riot shield that can be retracted to fit inside backpacks.&lt;br /&gt;
|Head of Security&#039;s Personal Locker&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Implant_Case.png|64px]]&lt;br /&gt;
!Lockbox of Mindshield Implants&lt;br /&gt;
|Very useful items during any crew conversion game modes, otherwise useless.&lt;br /&gt;
|Head of Security&#039;s Personal Locker&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Gangtool red.png|64px]]&lt;br /&gt;
!Security Door Remote&lt;br /&gt;
|A security-door remote tool. can remotely bolt, open or remove access restrictions to any security door.&lt;br /&gt;
|Head of Security&#039;s Personal Locker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#8c0b0b;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#8c0b0b;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#8c0b0b;&#039;|Info&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#8c0b0b;&#039;|Spawns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Generic_hos.png|64px]]&lt;br /&gt;
!Armoured Trenchcoat/Beret&lt;br /&gt;
|Both are the second most powerful pair of armour available on the station, and they suffer from no slow down.&lt;br /&gt;
|On Head of Security&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:HoSRIG.png|64px]]&lt;br /&gt;
!Head of Security&#039;s Hardsuit&lt;br /&gt;
|Head of Security issued Hardsuit. Has slightly more armour than a standard Hardsuit and comes with a built-in Hardsuit jetpack, allowing for better movement in space. &lt;br /&gt;
|Head of Security&#039;s Suit Storage Unit&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:SWATMask.png|64px]]&lt;br /&gt;
!SWAT Gas Mask&lt;br /&gt;
|A slightly more intimidating gas mask available to the Head of Security.&lt;br /&gt;
|Head of Security&#039;s Personal Locker&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Research Director=&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#872d99;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#872d99;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#872d99;&#039;|Info&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#872d99;&#039;|Spawns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Katomic.png|64px]]&lt;br /&gt;
!The Research Department&lt;br /&gt;
|While not technically an item, but given time, the RnD Department is capable of researching powerful and robust equipment. If you play your cards right, you&#039;ll be able to use some of it.&lt;br /&gt;
|R&amp;amp;D&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Laser pointer.png|64px]]&lt;br /&gt;
!Laser Pointer&lt;br /&gt;
|Use to blind people or attempt to stun Cyborgs at range. Can be upgraded using a screwdriver and a better laser.&lt;br /&gt;
|Research Director&#039;s Personal Locker&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Researchdoorremote.png|64px]]&lt;br /&gt;
!Research Door Remote&lt;br /&gt;
|A research-door remote tool. can remotely bolt, open or remove access restrictions to any research door.&lt;br /&gt;
|Research Director&#039;s Personal Locker&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#872d99;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#872d99;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#872d99;&#039;|Info&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#872d99;&#039;|Spawns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Reactive Teleport Armor.png|64px]]&lt;br /&gt;
!Reactive Teleport armor&lt;br /&gt;
|Unique form of armour. If hit by a slight breeze it will teleport its user far away in a random direction. Generally won&#039;t space the user. But it might. [[Traitor]]s might want this.&lt;br /&gt;
|Research Director&#039;s Personal Locker&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:RDRIG.png|64px]]&lt;br /&gt;
! Prototype Hardsuit&lt;br /&gt;
|A prototype Hardsuit. Fitted with the best explosive resistant materials known to mankind, and has a built-in research scanner that works like Science Goggles do.&lt;br /&gt;
|Research Director&#039;s Suit Storage Unit (or Toxins testing)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Chief Medical Officer=&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#429ab5;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#429ab5;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#429ab5;&#039;|Info&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#429ab5;&#039;|Spawns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Hspray.png|64px]]&lt;br /&gt;
!Hypospray&lt;br /&gt;
|An air needle autoinjector capable of instantly injecting a target with whatever chemical is loaded. Good for healing, or other non-medical related tasks. Comes pre-loaded with 30 units of omnizine, good for healing any damage. [[Traitor]]s might want this.&lt;br /&gt;
|Chief Medical Officer&#039;s Personal Locker&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Autoimplanter.png|64px]]&lt;br /&gt;
!Medical HUD Autosurgeon&lt;br /&gt;
|Single use autosurgeon that will implant whoever uses it first with a medical HUD. Lets you have access to the Medical HUD without having to wear a health scanner HUD.&lt;br /&gt;
|Chief Medical Officer&#039;s Personal Locker&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Compactdefib.png|64px]]&lt;br /&gt;
!Compact Defibrillator&lt;br /&gt;
|A scaled down variant of the standard defibrillator. This version can be placed on a user&#039;s belt slot for rapid use in the field.&lt;br /&gt;
|Chief Medical Officer&#039;s Personal Locker&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Medicaldoorremote.png|64px]]&lt;br /&gt;
!Medical Door Remote&lt;br /&gt;
|A medical-door remote tool. can remotely bolt, open or remove access restrictions to any medical door.&lt;br /&gt;
|Chief Medical Officer&#039;s Personal Locker&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#429ab5;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#429ab5;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#429ab5;&#039;|Info&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#429ab5;&#039;|Spawns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Nitrile gloves.png|64px]]&lt;br /&gt;
!Nitrile Gloves&lt;br /&gt;
|A pair of nitrile gloves. offers far greater protection from biological contamination than standard latex gloves.&lt;br /&gt;
|Chief Medical Officer&#039;s Personal Locker&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Medical Hardsuit.png|64px]]&lt;br /&gt;
!Medical Hardsuit&lt;br /&gt;
|Unique Hardsuit available to the Chief Medical Officer. Offers no protection from flash based attacks, but has a inbuilt reagent scanner for scanning the contents of chemicals. &lt;br /&gt;
|Chief Medical Officer&#039;s Suit Storage Unit&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Chief Engineer=&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#ef7415;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#ef7415;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#ef7415;&#039;|Info&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#ef7415;&#039;|Spawns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Ce belt.png|64px]]&lt;br /&gt;
!Chief Engineer&#039;s Toolbelt&lt;br /&gt;
|The Chief Engineer&#039;s Toolbelt, aside from being snazzy, holds three unique tools that only the Chief Engineer has access to at round start:&lt;br /&gt;
* The &#039;&#039;&#039;Hand Drill&#039;&#039;&#039;, a combination of the screwdriver and wrench&lt;br /&gt;
* The &#039;&#039;&#039;Jaws of Life&#039;&#039;&#039;, a combination of a crowbar and wirecutters, with the added benefit of being able to force open powered or unpowered doors and cut through handcuffs.&lt;br /&gt;
* The &#039;&#039;&#039;Experimental Welding Tool&#039;&#039;&#039;, which holds 40 units of fuel and automatically, and freely, regenerates fuel over time.&lt;br /&gt;
All tools also work significantly faster than their singular counterparts.&lt;br /&gt;
|On the Chief Engineer&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Jetpack-black.gif|64px]]&lt;br /&gt;
!Hardsuit Jetpack Upgrade&lt;br /&gt;
|A upgrade module for any Hardsuit. When installed it gives the Hardsuit a inbuilt jetpack.&lt;br /&gt;
|Chief Engineer&#039;s Personal Locker&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Blueprint.png|64px]]&lt;br /&gt;
!Station Blueprints&lt;br /&gt;
|A set of blueprints that offer three functions: Renaming areas of the station, showing the user every single action a wire has (such as which wire will depower a door), and showing the user the layout of every single pipe, wire and disposal tube on screen at once. [[Traitor]]s might want this, as well as [[Clown|anyone]] who wants to rename every room to &amp;quot;Primary [[Guide to toxins|Fart]] Storage&amp;quot;.&lt;br /&gt;
|Chief Engineer&#039;s Personal Locker&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Engineeringdoorremote.png|64px]]&lt;br /&gt;
!Engineering Door Remote&lt;br /&gt;
|A engineering-door remote tool, can remotely bolt, open or remove access restrictions to any engineering door.&lt;br /&gt;
|Chief Engineer&#039;s Personal Locker&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Clothing===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#ef7415;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#ef7415;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#ef7415;&#039;|Info&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#ef7415;&#039;|Spawns&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:AdvRIG.png|64px]]&lt;br /&gt;
!Advanced Hardsuit&lt;br /&gt;
|Unique Hardsuit available to the Chief Engineer. Comes with a inbuilt Jetpack, offers complete protection from fire hazards, near complete protection from radiation, a inbuilt geiger counter and is reasonablly armoured.&lt;br /&gt;
|Chief Engineers Suit Storage Unit&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:AdMaShoe.png|64px]]&lt;br /&gt;
!Advanced Magboots&lt;br /&gt;
|Unique magboots available to the Chief Engineer. When activated it will not slow down the user, thus allowing the Chief Engineer to move at best speed while on a tile being pushed by space wind, or a tile that is wet. [[Traitor]]s might want these.&lt;br /&gt;
|Chief Engineer&#039;s Suit Storage Unit&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Monke1818</name></author>
	</entry>
</feed>