Security items
Items
Ablative Armor
A blue and white vest that is made to deflect energy weapons. When you are wearing it, there is a chance that energy shots to your chest will be reflected back to the shooter. Useless against projectile weapons. It is stocked in the armory, and can be ordered in a secure crate from the cargo bay.
Body Armor
Wear it! It is very important to keeping you safe. You can find replacements in lockers found in the main office as well as within the arrival checkpoint. If these supplies have been exhausted, the Warden can provide you with some. It's for the protection of one's self in around the chest from brute damage, but not temperature extremes. If you have an open slot in your exo-suit, then equip it, it wont slow you down. It also provides you with a handy-dandy exosuit slot for stashing your taser or stun-baton!
Bulletproof Vest
A vest that will protect you extremely well from projectile weapons like guns. It is useless against energy weapons. Stored in the armory.
Electropack
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 someone else's help. After activation, a simple press of a remote signaler set to the same frequency as the pack will activate it, giving your prisoner an electric shock and instantly incapacitating them. Best of all, this does no physical harm. If you did want to do physical harm, you can combine the electopack 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?
File:Egun.pngEnergy Gun
Distributed by the Warden. The combination of a taser and a laser gun, clicking the thing while it's held alternates between a killing laser and a stunning taser (Remember: blue for stun, red for kill). More shots are available in kill mode than in stun mode, but the gun can still be recharged. Energy guns make exceptional melee weapons due to their uncanny ability to knock people unconscious when aimed at the head. The Captain, head of Personnel, and Head of Security all have energy guns in their quarters. More are stored in the armory and can be ordered in a secure crate by the quartermaster. They are to be distributed only under the most extreme circumstances.
Flash
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. If clicked on, it will emit a bright light in your general area. 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 handcuff them beat them to death. This is an acceptable alternative to a stun baton in a pinch. However, it will not work against anybody wearing protective eye coverings such as Welding Helmet or Sunglasses. On the downside: overexposure can cause blindness, and the flash's bulb is prone to burning out after repeated usage. Despite having Flashes implanted as ocular devices, hand held flashes are remarkably effective at stunning cyborgs, and are one of only ways of stunning them. Carry it in your pocket. Distributed by SecTech vendors.
Some revolutionary leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear.
Flashbang
This is an advanced piece of equipment because it is so difficult to use. It's distributed by SecTech vendors and the Warden, you could also find them 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.
S.O.P If you are in a situation that requires flashbangs. CALL for backup. Practice on empty rooms, try not to deafen yourself. Idiot
Handcuffs
Throw a pair in your pocket, more can be dispensed from the SecTech vendors. It prevents criminals from holding items, opening doors, and generally locks them behind whatever room they're in. If the 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 criminal, it may loosen the prisoner from your grip allowing him to run free. A freedom implant can remove them 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.
Helmet
A component of securitrons and a distinguishing feature of security officers. They protect against damage to the head very well. Some come with a siren. They can be found in security lockers or hacked security vending machines. The Warden will also have a few spare in the back room, and every security officer spawns with one.
Laser Gun
Distributed by the Warden- It is a more lethal version of the energy gun and lacks a non-lethal function. Usually distributed along with Riot Shields in extreme cases. It is very heavy-- useful for the beating up of people. It shoots lasers, which deal a great deal of burning damage. The lasers will travel through grills and glass of all sorts. Can be ordered by the quartermasters in a secure weapons crate, which itself can only able to be opened by a security officer or military head of staff, It can be recharged.
Portable Flash
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.
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.
Recharger
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.
The recharge time of your energy based devices will vary depending on their maximum capacity.
There is one recharger accessible by all crew anyone with a wrench and welder at the security checkpoint.
Riot Shield
A shield found in the armory and HoS locker.
These are held in a hand space and used to block close range weapons,but offer no protection against ballistic weapons or lasers.
They make a fairly efficient weapon in terms of bludgeoning criminals, but it'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. When I play the maracas I go chick-chicky-boom, chick-chicky boom
Security HUD
Recommended for all security members. In addition to protection from flashes, it provides nifty icons over the heads of everyone you can see. It displays their rank, arrest status, if the have a tracking implant (flashing red dot) or a loyalty implant (green square). Also allows for on-the-fly security records management by simply examining your target.
Shackles
These are never used in conjunction with the handcuffs. Simply use a pair of cuffs on a pair of orange shoes found in the brig lockers. Remove your suspect's footwear and replace them with the shackles and they will no longer be able to run free if bumped from your grasp. Very useful.
If you do use the shackles, it is your obligation as an officer to carry the suspects footwear and distribute them to him upon release.
Space Law
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 at it.
Stun Baton
Your bread and butter. Standard Protocol is to wear it on your BELT, mister. I can't tell you how many lazy officers I see waving their batons around the station like the freakin' statue of liberty. All it takes is one Joe Curwen to run up to you, push you down, and suddenly you went from the "station's finest" to "__your name__ Burger".
Stun batons have two modes: on and off. While on, use 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. It will give old people heart damage. Excessive use is discouraged among forward-thinking and sympathetic security forces. Recharged in a weapons Recharger.
S.O.P- Do NOT select the harm intent, unless you wish to beat your target. Additionally, take a moment to make sure that your baton is turned on.
Sunglasses
They are classy, they keep the blood out of your eyes, and they prevent flashing. Sunglasses are found in security and maintenance. it protects against flashes of all kinds, but not as well against Welding Tool usage. While wearing sunglasses, it's very hard to be stabbed in the eyes.
File:HUDsunglasses.pngHUD Sunglasses
Same as normal sunglasses but with that nice red tint. These glasses can detect loyalty implants, wanted status, AND job!
Riot Helmet
An upgrade to the regular helmet, often used with riot armour. It is strangely space proof.
Riot Armour
Gives great protection against melee attacks, not very useful if you're attacked with a gun though. Commonly used with a riot shield.
Taser
This is a ranged alternative to the stun baton; however it only has four charges. Maintain both this and your stun baton at a recharger port. Like the baton, you should wear this on your belt and carry the other in your exosuit 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 hit, it will cause temporary paralysis and slur speech to near illegibility. Melee use of this weapon is inappropriate except for the most extreme cases (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 lockers.
Tracking Implant
When used on someone, it will put a tracking beacon INSIDE the person. No it does not cause people to be gibbed when teleported to.
NOTE: For all above items, remember to LOCK the locker you took them from!
Machines
SecTech Vending Machine
Security Robots
The Robotic side of the security force. The station only starts with one, 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 hover faster than a man can run, and stun and cuff and criminals using hand cuffs made in the experimental mass fabricator Nano-trans places in every Securitron model. This also makes him a right pain when hacked as he will stun and cuff everyone in sight! The roboticists have the option to make more, but they are rarely made as they use up the wardens precious helmets.