Security items: Difference between revisions
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|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 <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. | |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 <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. | |||
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. | ||
'''Damage''' = | '''Damage''' = 0? I mean, you could harm criminals with it, but why would you want to? The Seclite probably has more damage. | ||
}} | }} | ||
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'''Damage''' = 0. You <strike>sadly</strike> cannot harmbaton with this weapon. | '''Damage''' = 0. You <strike>sadly</strike> cannot harmbaton with this weapon. | ||
}} | }} | ||
{{anchor|Police Baton}}{{anchor|Classic Baton}} | {{anchor|Police Baton}}{{anchor|Classic Baton}} | ||
{{Item | {{Item | ||
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|image = StunBaton.gif | |image = StunBaton.gif | ||
|foundin = Lockers at [[Security Office]], spawns in security officers' backpacks | |foundin = Lockers at [[Security Office]], spawns in security officers' backpacks | ||
|usedfor = <strike>Brutally | |usedfor = <strike>Brutally beating</strike> stunning criminals. | ||
|strategy = Apply to criminal scum. | |strategy = Apply to criminal scum. | ||
|description = Your primary melee weapon. Standard Protocol is to wear it on your | |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 70 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. | 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'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]]. | ||
<br/> | <br/> | ||
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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 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. | |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 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. | ||
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. | |||
}} | }} | ||
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'''Damage''' = N/A | '''Damage''' = N/A | ||
}} | }} | ||
{{anchor|Pepperspray}} | {{anchor|Pepperspray}} | ||
{{Item | {{Item | ||
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|foundin = Inside lockers at [[Security Office]] and [[Security Posts]] | |foundin = Inside lockers at [[Security Office]] and [[Security Posts]] | ||
|usedfor = Subjugating a criminal. | |usedfor = Subjugating a criminal. | ||
|strategy = | |strategy = Use it for taking down groups of criminals in tight spaces, <strike>or conga lines</strike>. | ||
|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. | |description = Manufactured by UhangInc, used to down an opponent quickly. Can store 8 sprays inside it. Remember to set the Pepper Spray to use 5 units to get the most out of it, using it at 5 units will have it cover up to four tiles and take down anyone not wearing eye protection. Best used in a narrow corridor, like the HOP line, where it can knock over several people at once. | ||
Can be filled at [[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, | 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, however doing such a thing would have you branded (rightfully) as [[Shitcurity]]. | ||
'''Damage''' = N/A | '''Damage''' = N/A | ||
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|foundin = [[Security Office]], full box at [[Armory]] [[File:Handcuffsbox.png]] | |foundin = [[Security Office]], full box at [[Armory]] [[File:Handcuffsbox.png]] | ||
|usedfor = Apprehending the criminal. | |usedfor = Apprehending the criminal. | ||
|strategy = Apply to criminal. | |strategy = Apply to criminal, drag criminal to <strike>maintenance to beat them</strike> the brig. | ||
|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. | ||
}} | }} | ||
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|usedfor = Disabling borgs and mechs. | |usedfor = Disabling borgs and mechs. | ||
|strategy = Shoot silicon machines with it. | |strategy = Shoot silicon machines with it. | ||
|description = Large and unwieldy, great for dealing with mechs. Cyborgs are weak to it: EMPing cyborgs totally immobilizes them and leaves you free to robust them to your heart's content. EMP will cause machinery (air/fire alarms, airlocks, et cetera) to malfunction. | |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. | ||
}} | }} | ||
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|description = This gun can heat up or cool down targets, although it won't reach really dangerous levels unless you cool down someone in a hardsuit.<br> This weapon is deceptively strong since the projectiles aren't blocked by eswords/eshields and can slow people down to a crawl.<br> Slimes die to it in two to three hits, or you can heal them with heat setting. | |description = This gun can heat up or cool down targets, although it won't reach really dangerous levels unless you cool down someone in a hardsuit.<br> This weapon is deceptively strong since the projectiles aren't blocked by eswords/eshields and can slow people down to a crawl.<br> Slimes die to it in two to three hits, or you can heal them with heat setting. | ||
}} | }} | ||
{{anchor|Hybrid Taser}} | {{anchor|Hybrid Taser}} | ||
{{Item | {{Item | ||
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'''Damage''' = 10 brute damage when hit on melee. | '''Damage''' = 10 brute damage when hit on melee. | ||
}} | }} | ||
{{anchor|DRAGnet}} | {{anchor|DRAGnet}} | ||
{{Item | {{Item | ||
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|description = The "Dynamic Rapid-Apprehension of the Guilty" net is a revolution in law enforcement technology. It has two settings: One (snare) which places energy snares, which act like bear traps without the damage, and another (netting) that shoots shotgun-like bursts of projectiles which deal heavy [[Health#Stamina|stamina]] damage and place "nets" when they hit a person. About 4 seconds after appearing, these "nets" will teleport any mob standing on top of them, to whichever location any existing "teleporter control console" is set to (with some variation). The teleporter control console target must both be set AND the "teleporter station" must have been clicked to "engage" the teleporter, for it to count. Calibration is not required. <br><br>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. | |description = The "Dynamic Rapid-Apprehension of the Guilty" net is a revolution in law enforcement technology. It has two settings: One (snare) which places energy snares, which act like bear traps without the damage, and another (netting) that shoots shotgun-like bursts of projectiles which deal heavy [[Health#Stamina|stamina]] damage and place "nets" when they hit a person. About 4 seconds after appearing, these "nets" will teleport any mob standing on top of them, to whichever location any existing "teleporter control console" is set to (with some variation). The teleporter control console target must both be set AND the "teleporter station" must have been clicked to "engage" the teleporter, for it to count. Calibration is not required. <br><br>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. | ||
}} | }} | ||
==Lethal Weapons== | ==Lethal Weapons== | ||
{{anchor|Laser Gun}} | {{anchor|Laser Gun}} | ||
{{Item | {{Item | ||
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|name = Laser Gun | |name = Laser Gun | ||
|image = Laser_gun.png | |image = Laser_gun.png | ||
|foundin = [[Armory]] | |foundin = [[Armory]], [[Warden|Warden's locker]], <strike>the hands of brave Cargoian soldiers</strike> | ||
|usedfor = | |usedfor = Murdering threats. | ||
|strategy = | |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 [[quartermaster]]s in a secure weapons crate, which itself can only be opened by a [[Security Officer]] or military head of staff. | |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. | ||
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|image = [[File:Energy_Gun.gif|64px]] | |image = [[File:Energy_Gun.gif|64px]] | ||
|OverrideImage = true | |OverrideImage = true | ||
|foundin = [[Armory]], [[Captain]]'s locker, [[ | |foundin = [[Armory]], [[Captain]]'s locker, <strike>the hands of brave [[Cargo_Technician|Cargoian Soldiers]]</strike> | ||
|usedfor = Subjugating and/or murdering threats. | |usedfor = Subjugating and/or murdering threats. | ||
|strategy = Toggle the mode you want and fire at criminal scum. | |strategy = Toggle the mode you want and fire at criminal scum. | ||
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|foundin = Head of security's locker in [[Head_of_Security's_Office|Head of Security's office]], or carried by the [[Head_of_Security|Head of Security]] | |foundin = Head of security's locker in [[Head_of_Security's_Office|Head of Security's office]], or carried by the [[Head_of_Security|Head of Security]] | ||
|usedfor = Subjugating and/or murdering threats. | |usedfor = Subjugating and/or murdering threats. | ||
|strategy = Toggle the mode you want and fire at <strike>the Captain</strike> criminal scum. | |strategy = Toggle the mode you want and fire at <strike>the [[Captain]]</strike> criminal scum. | ||
|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]]. | ||
}} | }} | ||
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|name = WT-550 Autorifle | |name = WT-550 Autorifle | ||
|image = Autorifle.png | |image = Autorifle.png | ||
|foundin = [[ | |foundin = Deep space, <strike>the hands of brave [[Cargo_Technician|Cargoian Soldiers]]</strike> | ||
|usedfor = | |usedfor = Murdering threats. | ||
|strategy = | |strategy = Make sure it's loaded and fire at the target. | ||
|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. | ||
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|name = Riot Shotgun | |name = Riot Shotgun | ||
|image = Riot_shotgun.png | |image = Riot_shotgun.png | ||
|foundin = [[Armory]], | |foundin = [[Armory]], <strike>the hands of brave [[Cargo_Technician|Cargoian Soldiers]]</strike> | ||
|usedfor = Stunning/ | |usedfor = "Stunning" and/or murdering threats. | ||
|strategy = | |strategy = Make sure it's loaded and fire at the target. | ||
|description = Security issued shotgun, can hold up to six shells at a time and comes preloaded with rubber shot rounds for non-lethal take downs. Useful against opponents with energy weapon protection or against large crowds of enemies. Can be sawed off with any form of saw to allow the Shotgun to fit in a backpack, your belt slot, or holstered in your armor. | |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. | ||
}} | }} | ||
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|name = Compact Combat Shotgun | |name = Compact Combat Shotgun | ||
|image = Short_combatshotgun.png | |image = Short_combatshotgun.png | ||
|foundin = [[Warden]]'s Locker | |foundin = [[Warden]]'s Locker, <strike>the hands of brave [[Cargo_Technician|Cargoian Soldiers]]</strike> | ||
|usedfor = | |usedfor = "Stunning" and/or murdering threats. | ||
|strategy = | |strategy = Make sure it's loaded and fire at the fuck that tried to break into the armory. | ||
|description = Unique shotgun that only the [[Warden]] has access to. A semi-automatic shotgun that only holds 4 rounds, but can be holstered in armor. Still a bulky item, so it can't fit in backpacks, but it's much easier to carry around than a Combat Shotgun. | |description = Unique shotgun that only the [[Warden]] has access to. A semi-automatic shotgun that only holds 4 rounds, but can be holstered in armor. Still a bulky item, so it can't fit in backpacks, but it's much easier to carry around than a Combat Shotgun. | ||
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|name = Combat Shotgun | |name = Combat Shotgun | ||
|image = combatshotgun.png | |image = combatshotgun.png | ||
|foundin = | |foundin = <strike>The hands of brave [[Cargo_Technician|Cargoian Soldiers]]</strike> | ||
|usedfor = | |usedfor = "Stunning" and/or murdering threats. | ||
|strategy = | |strategy = Make sure it's loaded and fire at the target. | ||
|description = This semi-automatic shotgun holds 6 rounds, and fires without needing to be cocked after every shot. When combined with the right ammunition, this weapon becomes one of the most powerful in the game. However, it's a huge item and it cannot be sawed off, so the only place it will fit is in your hand or on your back. | |description = This semi-automatic shotgun holds 6 rounds, and fires without needing to be cocked after every shot. When combined with the right ammunition, this weapon becomes one of the most powerful in the game. However, it's a huge item and it cannot be sawed off, so the only place it will fit is in your hand or on your back. | ||
}} | }} | ||
=== Ammunition === | === Ammunition === | ||
{{anchor|WT-550 Standard Magazine}} | {{anchor|WT-550 Standard Magazine}} | ||
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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 Armour Piercing Magazine}} | {{anchor|WT-550 Armour Piercing Magazine}} | ||
{{Item | {{Item | ||
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|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. | |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. | ||
}} | }} | ||
{{anchor|WT-550 Toxin Tipped Magazine}} | {{anchor|WT-550 Toxin Tipped Magazine}} | ||
{{Item | {{Item | ||
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|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. | |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. | ||
}} | }} | ||
{{anchor|WT-550 Incendiary Magazine}} | {{anchor|WT-550 Incendiary Magazine}} | ||
{{Item | {{Item | ||
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|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. | |description = A 20-round 4.6x30mm IC magazine for use in the WT-550 automatic rifle. Fires unique ammo that deals five damage per bullet, but each bullet contains a compound that ignites the target aflame. | ||
}} | }} | ||
==RnD Gear== | ==RnD Gear== | ||
See the [[Research_items#Weapons|Research Items]] page. | See the [[Research_items#Weapons|Research Items]] page. | ||
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|image = Helmet.png | |image = Helmet.png | ||
|foundin = Lockers at [[Security Office]] and [[Security Posts]] | |foundin = Lockers at [[Security Office]] and [[Security Posts]] | ||
|usedfor = General defence. | |usedfor = General defence, preventing your fragile brain from getting more damaged. | ||
|strategy = Wear it to mitigate some damage from attacks. | |strategy = Wear it to mitigate some damage from attacks. | ||
|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. | |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. | ||
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|image = Hudsunglasses.png | |image = Hudsunglasses.png | ||
|foundin = Lockers at [[Security Office]] and [[Security Posts]] | |foundin = Lockers at [[Security Office]] and [[Security Posts]] | ||
|usedfor = | |usedfor = Seeing who is set to arrest, preventing yourself from getting flashed by a fellow officer. | ||
|strategy = Wear it to identify arrest targets easier. | |strategy = Wear it to identify arrest targets easier. | ||
|description = Stylish sunglasses that provide a heads up display for the user. This HUD provides a suite of options to the user to assist in law enforcement. The glasses will identify the current occupation of anyone in the user's line of sight, or at least the occupation their ID card is displaying. It will signal if someone has been implanted with a [[#Mindshield Implant|Mindshield Implant]]. It'll inform the user if someone has been set to a arrest condition. In addition the glasses act as defense against flash based weapons like [[Flashes|Flash]] or [[Flashbangs|Flashbang]]. | |description = Stylish sunglasses that provide a heads up display for the user. This HUD provides a suite of options to the user to assist in law enforcement. The glasses will identify the current occupation of anyone in the user's line of sight, or at least the occupation their ID card is displaying. It will signal if someone has been implanted with a [[#Mindshield Implant|Mindshield Implant]]. It'll inform the user if someone has been set to a arrest condition. In addition the glasses act as defense against flash based weapons like [[Flashes|Flash]] or [[Flashbangs|Flashbang]]. | ||
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|usedfor = General defence. | |usedfor = General defence. | ||
|strategy = Wear it to mitigate some damage from attacks. | |strategy = Wear it to mitigate some damage from attacks. | ||
|description = Standard issue security Body Armor, issued to all Security personnel and select station personnel | |description = Standard issue security Body Armor, issued to all Security personnel and select station personnel. | ||
}} | }} | ||
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'''NOTE: For all above and below items, remember to LOCK the locker you took them from!''' | '''NOTE: For all above and below items, remember to LOCK the locker you took them from!''' | ||
==Other Items== | ==Other Items== | ||
{{anchor|Secway}} | {{anchor|Secway}} | ||
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|image = Secway.png | |image = Secway.png | ||
|foundin = [[Armory]] | |foundin = [[Armory]] | ||
|usedfor = | |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 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. | |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. | ||
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|image = Seclite.png | |image = Seclite.png | ||
|foundin = [[Security Officer]]'s backpack | |foundin = [[Security Officer]]'s backpack | ||
|usedfor = Seeing in the dark. | |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 energy guns and Hybrid Tasers. | |description = A robust flashlight used by security. Can also be mounted to energy guns and Hybrid Tasers. | ||
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|image = Lawbook.png | |image = Lawbook.png | ||
|foundin = [[Security Office]], [[Security Posts]] | |foundin = [[Security Office]], [[Security Posts]] | ||
|usedfor = Studying intently about the Law. | |usedfor = Studying intently about the Law, smacking people that misunderstand it. | ||
|strategy = Apply it in hand to read. | |strategy = Apply it in hand to read. | ||
|description = An official copy of [[Space Law]] is made available to all security personnel. Ensure that you understand it and don't be afraid to literally throw the book at anyone who contests it. Give it to the Head of Security or Warden and watch them scoff in disgust. | |description = An official copy of [[Space Law]] is made available to all security personnel. Ensure that you understand it and don't be afraid to literally throw the book at anyone who contests it. Give it to the Head of Security or Warden and watch them scoff in disgust. | ||
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|image = Recharger.gif | |image = Recharger.gif | ||
|foundin = [[Armory]], [[Security Office]], [[Security Posts]] | |foundin = [[Armory]], [[Security Office]], [[Security Posts]] | ||
|usedfor = | |usedfor = Charging weapons when they run out of power. | ||
|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 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. | |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. | ||
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|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. | |description = A special syringe designed for lethal injections. Contains 15 units of [[Plasma]], 15 units of [[Formaldehyde]], 10 units of [[Cyanide]], and 10 units of [[Fluorosulfuric Acid]]. It injects all of its reagents in one push. This kills a convict in about 40 seconds. | ||
}} | }} | ||
==Machines== | ==Machines== | ||
{{Item | {{Item | ||
|bgcolor1 = lightgray | |bgcolor1 = lightgray | ||
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|image = Vendsec.gif | |image = Vendsec.gif | ||
}} | }} | ||
===Security Robots=== | ===Security Robots=== | ||
The Robotic side of the security force. | The Robotic side of the security force. | ||
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* Sec bots are weak to EMP and ranged weapons, like guns and IED spears. Also, they can't escape welded/locked closets. | * Sec bots are weak to EMP and ranged weapons, like guns and IED spears. Also, they can't escape welded/locked closets. | ||
}} | }} | ||
{{anchor|ED-209}} | {{anchor|ED-209}} | ||
{{ItemUsedFor | {{ItemUsedFor | ||
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[[Guide_to_robotics#ED-209|See here how to construct an ED-209.]] | [[Guide_to_robotics#ED-209|See here how to construct an ED-209.]] | ||
}} | }} | ||
[[Category:Objects]] | [[Category:Objects]] |
Revision as of 15:54, 31 December 2020
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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