Security items: Difference between revisions
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'''Damage''' = 10 brute damage on harm intent. | '''Damage''' = 10 brute damage on harm intent. | ||
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{{anchor|Disabler}} | {{anchor|Disabler}} | ||
{{Item | {{Item | ||
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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. | ||
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{{anchor|Flashbang}} | {{anchor|Flashbang}} | ||
{{Item | {{Item | ||
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'''Damage''' = N/A | '''Damage''' = N/A | ||
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{{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. | ||
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{{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 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 = 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 | ||
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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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|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. | ||
}} | }} |
Revision as of 06:19, 14 January 2021
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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