Security items: Difference between revisions
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(→Non-Lethal Weapons: Updated facts on batons.) |
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|usedfor = Subjugating criminals. | |usedfor = Subjugating criminals. | ||
|strategy = Use it on the criminal (make sure he doesn't have protective eyewear) or activate it in your hand. | |strategy = Use it on the criminal (make sure he doesn't have protective eyewear) or activate it in your hand. | ||
|description = A versatile tool! Flashes are small devices capable of producing an extremely bright light that is capable of blinding and | |description = A versatile tool! Flashes are small devices capable of producing an extremely bright light that is capable of blinding and even stun people if they have enough stamina damage and 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 <strike>beat them to death</strike> 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's bulb is prone to burning out after repeated usage. | ||
Flashes can be used to stun [[Cyborg|Cyborgs]], and are one of the few ways of stunning them. All Cyborgs also have flashes built into them, take this into note if you need to fight one. | Flashes can be used to stun [[Cyborg|Cyborgs]], and are one of the few ways of stunning them. All Cyborgs also have flashes built into them, take this into note if you need to fight one. | ||
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|usedfor = Beating your staff when they feel like not taking orders. | |usedfor = Beating your staff when they feel like not taking orders. | ||
|strategy = Apply it in your hand to extend it, apply to underling. | |strategy = Apply it in your hand to extend it, apply to underling. | ||
|description = A.K.A. Telebaton. A compact yet robust personal defense weapon | |description = A.K.A. Telebaton. A compact yet robust personal defense weapon that can be concealed when folded. When targeting a leg, it causes 3 seconds of [[Status_Effects#Knockdown|knockdown]]. When targeting the arms, it causes 50 [[Health#Stamina|stamina]] damage. Has a 0.4 second cooldown between non-harm hits. Every Head gets one. | ||
'''Damage''' = 0. You <strike>sadly</strike> cannot harmbaton with this weapon. | '''Damage''' = 0. You <strike>sadly</strike> cannot harmbaton with this weapon. | ||
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|usedfor = Subjugating criminals. | |usedfor = Subjugating criminals. | ||
|strategy = Apply to criminal scum. | |strategy = Apply to criminal scum. | ||
|description = Works the | |description = Works similarly to the [[#Telebaton|telebaton]]. It's also always extended, does 55 stamina damage to the head/chest, and deals brute damage. | ||
'''Damage''' = | '''Damage''' = 12 | ||
}} | }} | ||
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|description = Your primary melee weapon. Standard Protocol is to wear it on your Belt slot or your actual Security Belt. Do not run around with your weapon brandished as you will be slipped and killed by the clown. | |description = Your primary melee weapon. Standard Protocol is to wear it on your Belt slot or your actual Security Belt. Do not run around with your weapon brandished as you will be slipped and killed by the clown. | ||
Stun batons have two modes: [[security|on]] and [[shitcurity|off]]. While on, hitting someone with it will result in | Stun batons have two modes: [[security|on]] and [[shitcurity|off]]. While on, hitting someone with it will result in 75 stamina damage. Harm intent will cause you to also smash the victim, bruising the target. You'll generally be using it on a non-harm intent. Excessive use is discouraged among [[beyond the impossible|forward-thinking and sympathetic]] security forces. You can recharge it in a [[Security_items#Recharger|recharger]]. Stamcrits lasts 5 seconds. Can be reset if you hit them again. | ||
<br/> | <br/> | ||
'''Damage''' = | '''Damage''' = 8 brute damage on harm intent. | ||
}} | }} | ||
{{anchor|Disabler}} | {{anchor|Disabler}} | ||
{{Item | {{Item | ||
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|usedfor = Disabling criminal scum. | |usedfor = Disabling criminal scum. | ||
|strategy = Shoot people with it. | |strategy = Shoot people with it. | ||
|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 "stamina-crit" which paralyzes for a long time. It takes | |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 "stamina-crit" which paralyzes for a long time. It takes 5 (assuming no armor which is unlikely) 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. | ||
Often unused due to it <strike>being a shitty cuck weapon</strike> not having a <strike>shitcurity</strike> kill mode, many a [[Security Officer]] has wasted the entire clip, with all shots missing and the ones that due hit not being enough to bring down the criminal, if you ever use it try to aim your shots. | Often unused due to it <strike>being a shitty cuck weapon</strike> not having a <strike>shitcurity</strike> kill mode, many a [[Security Officer]] has wasted the entire clip, with all shots missing and the ones that due hit not being enough to bring down the criminal, if you ever use it try to aim your shots. | ||
}} | }} | ||
{{anchor|Flashbang}} | {{anchor|Flashbang}} | ||
{{Item | {{Item | ||
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'''Damage''' = N/A | '''Damage''' = N/A | ||
}} | }} | ||
{{anchor|Handcuffs}} | {{anchor|Handcuffs}} | ||
{{Item | {{Item | ||
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|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'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. | |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'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. | ||
}} | }} | ||
{{anchor|Ion Rifle}} | {{anchor|Ion Rifle}} | ||
{{Item | {{Item | ||
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|description = Large and unwieldy, great for dealing with mechs. Cyborgs are weak to it: EMPing cyborgs totally immobilizes them and leaves you free to robust them to your heart's content. EMP will cause machinery (air/fire alarms, airlocks, et cetera) to malfunction. DO NOT SHOOT PEOPLE WITH IT, THEY WILL BECOME VERY PISSED OFF AND BEAT YOUR ASS. | |description = Large and unwieldy, great for dealing with mechs. Cyborgs are weak to it: EMPing cyborgs totally immobilizes them and leaves you free to robust them to your heart's content. EMP will cause machinery (air/fire alarms, airlocks, et cetera) to malfunction. DO NOT SHOOT PEOPLE WITH IT, THEY WILL BECOME VERY PISSED OFF AND BEAT YOUR ASS. | ||
}} | }} | ||
{{anchor|Temperature Gun}} | {{anchor|Temperature Gun}} | ||
{{Item | {{Item | ||
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|usedfor = Murdering threats. | |usedfor = Murdering threats. | ||
|strategy = Pick it up and shoot it at criminal scum. | |strategy = Pick it up and shoot it at criminal scum. | ||
|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 [[ | |description = Distributed by the [[Warden]] <strike>(or [[Quartermaster]])</strike>, 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 someone with [[Armory]] access. | ||
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. | 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. | ||
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'''Damage''' = 10 brute on melee and 20 burn on shot. | '''Damage''' = 10 brute on melee and 20 burn on shot. | ||
}} | }} | ||
{{anchor|Energy Gun}} | {{anchor|Energy Gun}} | ||
{{Item | {{Item | ||
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'''Damage''' = 10 brute on melee and 20 burn on shot if turned to the "kill" setting. | '''Damage''' = 10 brute on melee and 20 burn on shot if turned to the "kill" setting. | ||
}} | }} | ||
{{anchor|Multiphase Energy Gun}} | {{anchor|Multiphase Energy Gun}} | ||
{{Item | {{Item | ||
|bgcolor1 = #ffcccc | |bgcolor1 = #ffcccc | ||
|bgcolor2 = #ff9999 | |bgcolor2 = #ff9999 | ||
|name = X-01 MultiPhase Energy Gun | |name = X-01 MultiPhase Energy Gun | ||
|image = [[File:Multiphase_gun_stun.gif|64px]] | |image = [[File:Multiphase_gun_stun.gif|64px]] | ||
|OverrideImage = true | |OverrideImage = true | ||
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|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]]. | |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]]. | ||
}} | }} | ||
{{anchor|Auto Rifle}} | {{anchor|Auto Rifle}} | ||
{{Item | {{Item | ||
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|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. | |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. | ||
The choice to acquire this weapon is usually in the hands of the [[Head of Security]] or the [[Warden]], and as such is a very uncommon weapon to see in Security's hands, however if Security has sufficient warning about an imminent attack, such as [[Nuclear | The choice to acquire this weapon is usually in the hands of the [[Head of Security]] or the [[Warden]], and as such is a very uncommon weapon to see in Security's hands, however if Security has sufficient warning about an imminent attack, such as [[Nuclear Operative|Nuke Ops]] declaring war, then the weapon tends to be a popular choice. | ||
'''Damage''' = 20 brute on shot, 10 damage on melee | '''Damage''' = 20 brute on shot, 10 damage on melee | ||
}} | }} | ||
{{anchor|Riot Shotgun}} | {{anchor|Riot Shotgun}} | ||
{{Item | {{Item | ||
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|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. | |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. | ||
}} | }} | ||
{{anchor|Compact Combat Shotgun}} | {{anchor|Compact Combat Shotgun}} | ||
{{Item | {{Item | ||
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Generally superior to the Riot Shotgun, but holds less ammo, lacks the ability to be sawed off, and thus cannot fit inside a backpack. | Generally superior to the Riot Shotgun, but holds less ammo, lacks the ability to be sawed off, and thus cannot fit inside a backpack. | ||
}} | }} | ||
{{anchor|Combat Shotgun}} | {{anchor|Combat Shotgun}} | ||
{{Item | {{Item | ||
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|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. | |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. | ||
}} | }} | ||
{{anchor|WT-550 | {{anchor|WT-550 Armor Piercing Magazine}} | ||
{{Item | {{Item | ||
|bgcolor1 = #cccccc | |bgcolor1 = #cccccc | ||
|bgcolor2 = #cccccc | |bgcolor2 = #cccccc | ||
|name = WT-550 | |name = WT-550 Armor Piercing Magazine | ||
|image = 4.6mmAP.png | |image = 4.6mmAP.png | ||
|foundin = Security Protolathe | |foundin = Security Protolathe | ||
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|usedfor = Making yourself look like a complete nerd, moving at a normal speed while wearing heavy armor. | |usedfor = Making yourself look like a complete nerd, moving at a normal speed while wearing heavy armor. | ||
|strategy = Drag yourself on it with the key in hand. | |strategy = Drag yourself on it with the key in hand. | ||
|description = Unique transportation vehicle available in the | |description = Unique transportation vehicle available in the armory. 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. | ||
}} | }} | ||
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|name = Seclite | |name = Seclite | ||
|image = Seclite.png | |image = Seclite.png | ||
|foundin = | |foundin = Security lockers | ||
|usedfor = Seeing in the dark, beating in skulls when all your weapons are taken. | |usedfor = Seeing in the dark, beating in skulls when all your weapons are taken. | ||
|strategy = Switch it on to see better in darkness or use it for self-defense. | |strategy = Switch it on to see better in darkness or use it for self-defense. | ||
|description = A robust flashlight used by security. Can also be mounted to | |description = A robust flashlight used by security. Can also be mounted to Energy Guns, Disablers, and standard issue helmets. | ||
}} | }} | ||
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|image = Implant_Case.png | |image = Implant_Case.png | ||
|foundin = [[Armory]] in a Chemical Implant Kit [[File:Implantbox.png]] | |foundin = [[Armory]] in a Chemical Implant Kit [[File:Implantbox.png]] | ||
|usedfor = | |usedfor = Killing escaped prisoners. | ||
|strategy = Take the | |strategy = Take the implant, fill it with the deadliest 50u [[Chemist|Chemistry]] can give you, and implant it into a prisoner you are worried about escaping. | ||
|description = When used on someone, it will put a chemical implant under the skin of that person's chest. Load the implant with up to 50 units of chemicals by injecting it with a filled syringe while it's still in its original case. You can then remotely inject the implanted chems with a Prisoner Management Console. The implant will last so long as the subject is alive. However, if the subject suffers from malnutrition, the implant may become unstable and either pre-maturely inject the subject or simply break. Disintegrates 10 minutes after the death of the host, unless revived. | |description = When used on someone, it will put a chemical implant under the skin of that person's chest. Load the implant with up to 50 units of chemicals by injecting it with a filled syringe while it's still in its original case. You can then remotely inject the implanted chems with a Prisoner Management Console. The implant will last so long as the subject is alive. However, if the subject suffers from malnutrition, the implant may become unstable and either pre-maturely inject the subject or simply break. Disintegrates 10 minutes after the death of the host, unless revived. | ||
}} | }} |
Latest revision as of 23:39, 19 December 2023
Non-Lethal Weapons
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Lethal Weapons
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Ammunition
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RnD Gear
See the Research Items page.
Armor for Protection
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NOTE: For all above and below items, remember to LOCK the locker you took them from!
Other Items
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Machines
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Security Robots
The Robotic side of the security force.
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