Security items: Difference between revisions
imported>Bandit mNo edit summary |
imported>Bandit (minor edits) |
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{{Lastrevision | {{Lastrevision | ||
|date= | |date= 16.7.2014 | ||
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|usedfor = Subjugating criminals | |usedfor = Subjugating criminals | ||
|strategy = Use it on the criminal (make sure he doesn't have protective eyewear) | |strategy = Use it on the criminal (make sure he doesn't have protective eyewear) | ||
|description = A versatile tool! Flashes are small devices capable of producing an extremely bright light that is capable of blinding someone for approximately five seconds if they are immediately adjacent to you. This light will overcome visual senses, causing disorientation. If you target a criminal specifically with the flash you will not only blind them | |description = A versatile tool! Flashes are small devices capable of producing an extremely bright light that is capable of blinding someone for approximately five seconds if they are immediately adjacent to you. This light will overcome visual senses, causing disorientation. If you target a criminal specifically with the flash, you will not only blind them but knock them down for the aforementioned second period, allowing plenty of time to <strike>beat them to death</strike> handcuff them. This is an acceptable alternative to a [[Stun Baton]] in a pinch, but is not recommended as an alternative due to it not working against anybody wearing protective eye coverings such as [[welding helmet]]s or [[Sunglasses]]. On the downside, overexposure can cause blindness, and the flash's bulb is prone to burning out after repeated usage. | ||
Handheld flashes are effective at stunning [[Cyborg|Cyborgs]], and are one of only two ways of stunning them. Carry it in your pocket. | |||
Some [[Game_Modes#Revolution|revolutionary]] leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear. | Some [[Game_Modes#Revolution|revolutionary]] leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear. | ||
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|name = Stun Baton | |name = Stun Baton | ||
|image = StunBaton.gif | |image = StunBaton.gif | ||
|foundin = Lockers at [[Security Office]] | |foundin = Lockers at [[Security Office]], spawns in security officers' backpacks | ||
|usedfor = Subjugating criminals | |usedfor = Subjugating criminals | ||
|strategy = Use it on the criminal | |strategy = Use it on the criminal | ||
|description = Your primary melee weapon. Standard Protocol is to wear it on your BELT or your actual Security Belt. Do not run around with your weapon brandished as you will be slipped and killed by | |description = Your primary melee weapon. Standard Protocol is to wear it on your BELT or your actual Security Belt. Do not run around with your weapon brandished as you will be slipped and killed by the clown. | ||
Stun batons have two modes: [[security|on]] and [[shitcurity|off]]. While on, using it will result in a stun | Stun batons have two modes: [[security|on]] and [[shitcurity|off]]. While on, using it will result in a stun. Harm will cause you to smash the baton into the victim, bruising and stunning them for a very short time; disarm will jab the device into their skin and let them baste in very painful but mostly safe electricity. You'll generally be using it with this intent. Excessive use is discouraged among [[beyond the impossible|forward-thinking and sympathetic]] security forces. Recharged in a weapons port. | ||
Note that leaving the | Note that leaving the baton on will not drain it, so keep it on in your belt for quick usage. | ||
[[Security_items#Recharger|recharger]].<br/> | [[Security_items#Recharger|recharger]].<br/> | ||
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|usedfor = Subjugating criminals | |usedfor = Subjugating criminals | ||
|strategy = Shoot it at the target | |strategy = Shoot it at the target | ||
|description = This will be your primary law enforcement weapon; however it only has five charges. Maintain both this and your stun baton at a [[recharger port]]. Like the baton, you should wear this in your suit slot and carry the other in your Security Belt or Belt slot. The taser fires an incandescent ball of energy at low velocity. The projectile is stopped by windows, grills, walls, and various other obstructions. When | |description = This will be your primary law enforcement weapon; however, it only has five charges. Maintain both this and your stun baton at a [[recharger port]]. Like the baton, you should wear this in your suit slot and carry the other in your Security Belt or Belt slot. The taser fires an incandescent ball of energy at low velocity. The projectile is stopped by windows, grills, walls, and various other obstructions. When the shot hits its target, it will cause temporary paralysis and slur speech to near illegibility. Melee use of this weapon is inappropriate except for the most extreme cases [[Space_law#Major_Crimes|(see space law section Dangerous Criminals)]]. When aiming for the head, tasers are exceptional melee weapons even when out of charge, very often knocking the opponent unconscious with a single blow. They can be found in security [[locker]]s. | ||
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|usedfor = Subjugating many criminals at once | |usedfor = Subjugating many criminals at once | ||
|strategy = Trigger it and throw it at a criminal mob | |strategy = Trigger it and throw it at a criminal mob | ||
|description = This is an advanced piece of equipment because it is so difficult to use. It's distributed by SecTech vendors and the Warden, | |description = This is an advanced piece of equipment because it is so difficult to use. It's distributed by SecTech vendors and the Warden, and can also be found in security lockers. In rooms where multiple and/or armed personnel are expected, you may use a flashbang to "breach" the room. Select it, press the button, and throw it immediately. It will blind everyone nearby for a short period of time and deafen them for a longer period of time. If all goes well, they will be on the ground, having dropped their weapons, and awaiting your handcuffs. | ||
Also note that the Flashbang will disable a [[ | Also note that the Flashbang will disable a [[cyborg|cyborgs]] for a few moments. Use this to subdue a borg from a safe distance. | ||
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|usedfor = Subjugating a criminal | |usedfor = Subjugating a criminal | ||
|strategy = Shoot it at the criminal | |strategy = Shoot it at the criminal | ||
|description = Manufactured by UhangInc, used to blind and down an opponent quickly. Can store 8 sprays inside it. | |description = Manufactured by UhangInc, used to blind and 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. | ||
Can be filled at [[File:Pepper_Spray_Refiller.png]] Pepper Spray Refillers located in walls at Security Office and Security Posts. | Can be filled at [[File:Pepper_Spray_Refiller.png]] Pepper Spray Refillers located in walls at Security Office and Security Posts. | ||
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|usedfor = Subjugating criminals and/or eliminating threats | |usedfor = Subjugating criminals and/or eliminating threats | ||
|strategy = Toggle the mode you want and fire at the target | |strategy = Toggle the mode you want and fire at the target | ||
|description = Distributed by the [[Warden]] and standard issue for the [[Head of Personnel]], [[Head of Security]] ( | |description = Distributed by the [[Warden]] and standard issue for the [[Head of Personnel]], [[Head of Security]] (who gets two) and the [[Captain]]. This state of the art weapon combines the function of a [[taser]] and a [[laser gun]] in one. Clicking the weapon while it's held alternates between a stunning taser and a burning laser: blue for stun, red for kill. Energy guns make exceptional melee weapons due to their uncanny ability to knock people unconscious when aimed at the head. 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's discretion. | ||
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|usedfor = Eliminating threats | |usedfor = Eliminating threats | ||
|strategy = Trigger it and throw it at a criminal mob | |strategy = Trigger it and throw it at a criminal mob | ||
|description = Distributed by the [[Warden]] | |description = Distributed by the [[Warden]], this is a more lethal version of the [[Energy Gun]] that in fact lacks a non-lethal function. The laser gun, unsurprisingly, shoots lasers, which deal a great deal of [[Guide to medicine#Burns|burning damage]]. The lasers will travel through grilles and glass of all sorts. Laser guns have as many shots as e-guns and can be recharged. The gun is also very heavy - useful for the beating up of people. 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. | ||
In the event of a [[Blob|massive biological outbreak]] | 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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|usedfor = Apprehending the criminal | |usedfor = Apprehending the criminal | ||
|strategy = Apply it to a criminal | |strategy = Apply it to a criminal | ||
|description = Throw a pair in your pocket | |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 [[Mime|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 forces a person to always walk. | ||
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|strategy = Set a signal, screwdriver it on, throw it on a criminal and send the signal | |strategy = Set a signal, screwdriver it on, throw it on a criminal and send the signal | ||
|description = This is a tool used to keep a particularly dangerous criminal under control. When turned on via [[Screwdriver]], the pack is able to be set to a certain frequency. The pack is then placed in the backpack slot of the criminal scum; he/she will be unable to remove it without [[Clown|someone]] [[Assistant|else's]] help. After activation, a simple press of a [[Remote Signaling Device]] set to the same frequency as the pack will activate it, giving your prisoner an electric shock and instantly incapacitating them. | |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'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. | ||
<strike>Best of all-</strike> This does no physical harm. If you did want to do physical harm, you can combine the | <strike>Best of all-</strike> 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? | ||
}} | }} | ||
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|usedfor = Securing an area from anyone without protective eyewear | |usedfor = Securing an area from anyone without protective eyewear | ||
|strategy = Pull it to a powered area and wrench it in place | |strategy = Pull it to a powered area and wrench it in place | ||
|description = A conventional energy device recharger is a useful device which can recharge any energy based device should it run out of power. As a member of security you will most likely be using these to recharge your stun batons and tasers. | |description = A conventional energy device recharger is a useful device which can recharge any energy based device should it run out of power. As a member of security you will most likely be using these to recharge your stun batons and tasers. Rechargers can be moved, for example to be closer to a [[blob]] eating the station. | ||
The recharge time of your energy based devices will vary depending on their maximum capacity. | The recharge time of your energy based devices will vary depending on their maximum capacity. | ||
}} | }} |
Revision as of 07:49, 16 July 2014
Weapons for Neutralizing Threats
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Armor for Protection
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NOTE: For all above 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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