Guide to Head of Staff Equipment

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Maximilian Vanderbilt, the CentCom Official says:
"NanoTrasen Central Command is pleased to promote you to a Head of Staff position! Please take a moment to look over and requisition your unique and specialized gear given to every one of the station's Heads. Good luck, your department and the future of NanoTrasen is in your control."


This is a detailed list showcasing all of the unique equipment that Heads of Staff have access to, that help to set them apart from their subordinates.

This list will detail important and useful items and clothing available to the Heads only.

The Captain

Equipment

Icon Item Info Spawns
All Access ID The Captain is the only person on station to have access to the entire station at round start. From the depths of maintenance to his private quarters in the bridge, the captain can go anywhere. On the Captain, with a spare copy in the golden secure safe at Bridge. Keep that spare away from any person who might want it.
Nuclear Authentication Disk Arguably the sole job of the Captain is to guard this! This disk is required to detonate a Nanotrasen brand nuclear fission device. Leaving this on your desk may get you laughed at or demoted for stupidity. Nuclear Operatives will probably kill you if they know you have this. In the Captain's Quarters
Energy Gun The Captain is one of four people on the station who has access to a Energy Gun at shift start, this weapon serves as a powerful self-defence tool. In the Captain's Personal Locker
Captain's Antique Laser Gun The prized weapon of the Captain, and the target of many enemy forces. Similar to the laser gun except it's self-recharging. Traitors might want this. In a locked display case in the Captain's Quarters
Command Door Remote A tool that can remotely bolt, open or remove access restrictions to any door that requires command access. In the Captain's Personal Locker
Hand Teleporter A unique device capable of teleporting the user to either a pre-set beacon or to a random location near the user. Dangerous, as it could launch you into space, but a great escape tool. Traitors might want this. In the Captain's Quarters

Clothing

Icon Item Info Spawns
Captain's SWAT Suit An advanced hardsuit that provides the highest protection of any armour on the entire station. Comes with a built-in helmet. Captain's Suit Storage Unit
Captain's Jetpack A classic Jetpack, allows you to get back to the station if you make a wrong move in space. Often sought by Traitors. Captain's Suit Storage Unit

Head of Personnel

Icon Item Info Spawns
All Access ID While the Head of Personnel does not start with All Access, he is one of only two people on the station who has the ability to alter ID access, including his own. Make sure to ask the Captain before you give yourself AA as doing this without asking often results in you being beaten and thrown in a cell. On Head of Personnel
Compact Energy Gun The Head of Personnel is one of four people on the station who has access to a Energy Gun at shift start., the one issued to him however is smaller than the regular Energy Gun, this was likely a attempt by Centcom to discourage 'HoPurity'. Head of Personnel's Office
Civilian Door Remote A civilian door remote tool. It can remotely bolt, open or remove access restrictions of any civilian level doors, usually meaning general access doors that everyone has access to. In the Head of Personnel's Personal Locker
Ian The smartest person on the station and the true captain. The HoP's pet dog. Try to keep him alive and bring him with you on the shuttle. Arguably the sole job of the Head of Personnel is to guard him! Head of Personnel's Office

Clothing

Icon Item Info Spawns
Armour Vest While not the best armour on the station, it is still better than what most people get. Good for protecting you if an angry assistant wants to kill you for denying his All Access request. In the Head of Personnel's Personal Locker

Head of Security

Equipment

Icon Item Info Spawns
Energy Gun The Head of Security is one of four people on the station who has access to a Energy Gun at shift start, this weapon serves as a powerful self-defence tool. On Head of Security
X-01 Multiphase Energy Gun Unique firearm only available to the Head of Security. Functions as an upgraded Energy Gun, offering the usage of a 'ion' setting (useful for taking down cyborgs) alongside the standard 'disable' and 'lethal' settings; though it can only discharge five stun rounds before depleting its power source. Head of Security's Personal Locker
Security Door Remote A security-door remote tool. can remotely bolt, open or remove access restrictions to any security door. Head of Security's Personal Locker
Telescopic Shield A unique riot shield that can be retracted to fit inside backpacks. Head of Security's Personal Locker
Lockbox of Mindshield Implants Very useful items during any crew conversion game modes, otherwise useless. Head of Security's Personal Locker

Clothing

Icon Item Info Spawns
Armoured Trenchcoat and Beret Both are the second most powerful pair of armour available on the station, and they suffer from no slow down. On Head of Security
Head of Security's Hardsuit Head of Security issued Hardsuit. Has slightly more armour than a standard Hardsuit and comes with a built-in Hardsuit jetpack, allowing for better movement in space. Head of Security's Suit Storage Unit
SWAT Gas Mask A slightly more intimidating gas mask available to the Head of Security. Head of Security's Personal Locker

Research Director

Equipment

Icon Item Info Spawns
The Research Department While not technically an item, but given time, the RnD Department is capable of researching powerful and robust equipment. If you play your cards right, you'll be able to use some of it. R&D
Laser Pointer Use to blind people or attempt to stun Cyborgs at range. Can be upgraded using a screwdriver and a better laser. Research Director's Personal Locker
Research Door Remote A research-door remote tool. can remotely bolt, open or remove access restrictions to any research door. Research Director's Personal Locker

Clothing

Icon Item Info Spawns
Reactive Teleport armor Unique form of armour. If hit by a slight breeze it will teleport its user far away in a random direction. Generally won't space the user. But it might. Traitors might want this. Research Director's Personal Locker
Prototype Hardsuit A prototype Hardsuit. Fitted with the best explosive resistant materials known to mankind, and has a built-in research scanner that works like Science Goggles do. Research Director's Suit Storage Unit (or Toxins testing)

Chief Medical Officer

Equipment

Icon Item Info Spawns
Hypospray An air needle autoinjector capable of instantly injecting a target with whatever chemical is loaded. Good for healing, or other non-medical related tasks. Comes pre-loaded with 30 units of omnizine, good for healing any damage. Traitors might want this. Chief Medical Officer's Personal Locker
Medical HUD Autosurgeon Single use autosurgeon that will implant whoever uses it first with a medical HUD. Lets you have access to the Medical HUD without having to wear a health scanner HUD. Chief Medical Officer's Personal Locker
Compact Defibrillator A scaled down variant of the standard defibrillator. This version can be placed on a user's belt slot for rapid use in the field. Chief Medical Officer's Personal Locker
Medical Door Remote A medical-door remote tool. can remotely bolt, open or remove access restrictions to any medical door. Chief Medical Officer's Personal Locker

Clothing

Icon Item Info Spawns
Nitrile Gloves A pair of nitrile gloves. offers far greater protection from biological contamination than standard latex gloves. Chief Medical Officer's Personal Locker
Medical Hardsuit Unique Hardsuit available to the Chief Medical Officer. Offers no protection from flash based attacks, but has an inbuilt reagent scanner for scanning the contents of chemicals. Chief Medical Officer's Suit Storage Unit

Chief Engineer

Equipment

Icon Item Info Spawns
Chief Engineer's Toolbelt The Chief Engineer's Toolbelt, aside from being snazzy, holds three unique tools that only the Chief Engineer has access to at round start:
  • The Hand Drill, a combination of the screwdriver and wrench
  • The Jaws of Life, a combination of a crowbar and wirecutters, with the added benefit of being able to force open powered or unpowered doors and cut through handcuffs.
  • The Experimental Welding Tool, which holds 40 units of fuel and automatically, and freely, regenerates fuel over time.

All tools also work significantly faster than their singular counterparts.

On the Chief Engineer
Hardsuit Jetpack Upgrade An upgrade module for any Hardsuit. When installed it gives the Hardsuit a inbuilt jetpack. Chief Engineer's Personal Locker
Station Blueprints A set of blueprints that offer three functions: Renaming areas of the station, showing the user every single action a wire has (such as which wire will depower a door), and showing the user the layout of every single pipe, wire and disposal tube on screen at once. Traitors might want this, as well as anyone who wants to rename every room to "Primary Fart Storage". Chief Engineer's Personal Locker
Engineering Door Remote A engineering-door remote tool, can remotely bolt, open or remove access restrictions to any engineering door. Chief Engineer's Personal Locker

Clothing

Icon Item Info Spawns
Advanced Hardsuit Unique Hardsuit available to the Chief Engineer. Comes with an inbuilt Jetpack, offers complete protection from fire hazards, near complete protection from radiation, an inbuilt geiger counter and is reasonablly armoured. Chief Engineers Suit Storage Unit
Advanced Magboots Unique magboots available to the Chief Engineer. When activated it will not slow down the user, thus allowing the Chief Engineer to move at best speed while on a tile being pushed by space wind, or a tile that is wet. Traitors might want these. Chief Engineer's Suit Storage Unit