Security items: Difference between revisions

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(→‎Non-Lethal Weapons: Updated facts on batons.)
 
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  |name = Flash
  |name = Flash
  |image = Flash.gif
  |image = Flash.gif
  |foundin = Lockers at [[Security Office]] and [[Security Posts]], [[Chief Engineer's Office]], [[Robotics]], [[Bridge]], [[Tech Storage]]
  |foundin = Lockers at [[Security Office]], [[Security Posts]], Most head offices, [[Robotics]], [[Bridge]], [[Tech Storage]]
  |usedfor = Subjugating criminals
  |usedfor = Subjugating criminals.
  |strategy = Use it on the criminal (make sure he doesn't have protective eyewear) or activate it in your hand.
  |strategy = Use it on the criminal (make sure he doesn't have protective eyewear) or activate it in your hand.
  |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]] 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 even stun people if they have enough stamina damage and 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.  


Handheld flashes are effective at stunning [[Cyborg|Cyborgs]], and are one of the few ways of stunning them. Carry it in your pocket or security belt.
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''' = N/A
'''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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  |name = Telescopic Baton
  |name = Telescopic Baton
  |image = Telescopic Baton.png
  |image = Telescopic Baton.png
  |foundin = Heads' backpacks
  |foundin = Department Heads' backpacks, <strike>Revs hands</strike>
  |usedfor = Subjugating your staff when they feel like not taking orders
  |usedfor = Beating your staff when they feel like not taking orders.
  |strategy = Apply it in your hand to extend it, apply to person
  |strategy = Apply it in your hand to extend it, apply to underling.
  |description = A.K.A. Telebaton. A compact yet robust personal defense weapon. Can be concealed when folded. Every Head gets one. It doesn't stun for very long, so make it count.
  |description = A.K.A. Telebaton. A compact yet robust personal defense weapon that can be concealed when folded. When targeting a leg, it causes 3 seconds of [[Status_Effects#Knockdown|knockdown]]. When targeting the arms, it causes 50 [[Health#Stamina|stamina]] damage. Has a 0.4 second cooldown between non-harm hits. Every Head gets one.
 
'''Damage''' = 0. You <strike>sadly</strike> cannot harmbaton with this weapon.
}}
{{anchor|Police Baton}}{{anchor|Classic Baton}}
{{Item
|bgcolor1 = #ffcccc
|bgcolor2 = #ff9999
|name = Police Baton
|image = Classic_baton.png
|foundin = Detective gets one
|usedfor = Subjugating criminals.
|strategy = Apply to criminal scum.
|description = Works similarly to the [[#Telebaton|telebaton]]. It's also always extended, does 55 stamina damage to the head/chest, and deals brute damage.


'''Damage''' = 10 brute damage on anything but help intent.
'''Damage''' = 12
  }}
  }}


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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 = Subjugating criminals
  |usedfor = <strike>Brutally beating</strike> stunning criminals.
  |strategy = Use it on the criminal
  |strategy = Apply to criminal scum.
  |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.  
  |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, 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; anything else 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 [[Security_items#Recharger|recharger]].
Stun batons have two modes: [[security|on]] and [[shitcurity|off]]. While on, hitting someone with it will result in 75 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]]. Stamcrits lasts 5 seconds. Can be reset if you hit them again.


<br/>
<br/>
'''Damage''' = 10 brute damage on anything but help intent.
'''Damage''' = 8 brute damage on harm intent.
}}
}}
 
{{anchor|Disabler}}
 
{{anchor|Hybrid Taser}}
{{Item
{{Item
  |bgcolor1 = #ffcccc
  |bgcolor1 = #ffcccc
  |bgcolor2 = #ff9999
  |bgcolor2 = #ff9999
  |name = Hybrid Taser
  |name = Disabler
  |image = Hybrid_taser.gif
  |image = ModernDisabler.png
  |foundin = Lockers at [[Security Office]] and [[Security Posts]]
  |foundin = On Security Officers, armory, disabler crate
  |usedfor = Subjugating criminals
  |usedfor = Disabling criminal scum.
  |strategy = Shoot it at the target
  |strategy = Shoot people with it.
  |description = This will be your primary law enforcement weapon; It has two modes of use; Tase OR Disable. In taser mode (Yellow) it will fire an incandescent ball of energy at low velocity. The projectile is stopped by windows, grilles, walls, simple distance, and various other obstructions. When the shot hits its target, it will cause temporary paralysis and slur speech to near illegibility. The range of the taser shot is also limited. In Disabler mode (Light Blue) it will fire a blue disabler beam that deals stamina-damage, slowing down the prep and making them fall after three shots. The disabler beam is NOT stopped by windows and grilles and its range is unlimited. Melee use of this weapon is inappropriate except for the most extreme cases [[Space_law#Major_Crimes|(see space law section Dangerous Criminals)]]. They can be found in security [[locker]]s.
  |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 5 (assuming no armor which is unlikely) 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.


'''Damage''' = 10 brute damage when hit on melee.
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.  
  }}
  }}
{{anchor|Flashbang}}
{{anchor|Flashbang}}
{{Item
{{Item
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  |image = Flashbang.gif
  |image = Flashbang.gif
  |foundin = Inside lockers at [[Security Office]] and [[Security Posts]], a full box at [[Armory]] [[File:Flashbangbox.png]]
  |foundin = Inside lockers at [[Security Office]] and [[Security Posts]], a full box at [[Armory]] [[File:Flashbangbox.png]]
  |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, 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.
  |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.


Flashbangs will stun their targets unless they've protected both their eyes and ears. Security usually starts with HUDsunglasses and bowman headsets, allowing them to throw flashbangs safely; ghetto alternatives can be normal sunglasses/welding equipment and earmuffs.
 
They will pierce through protections if they explode on the same tile as the victim, so be sure to throw them before they explode.
Flashbangs will [[Status_Effects#Paralyze|paralyze]] people within range for 20 seconds, unless they've protected their eyes and ears. Security usually wear HUD-sunglasses and bowman headsets, allowing them to throw flashbangs safely. Security helmets themselves protect against the bang part, but not the flash. Ghetto alternatives can be normal sunglasses/welding equipment and earmuffs. Partial protection may reduce the [[Status_Effects#Paralyze|paralyze]] time. Flashbangs detonated on the same tile as you will fully [[Status_Effects#Paralyze|paralyze]] you even if you are wearing full flashbang protection. If you are 1 tile away from the detonation and wearing protection, it will [[Status_Effects#Paralyze|paralyze]] for only 3 seconds.  
 


Also note that the flashbang will disable [[cyborg|cyborgs]] for a few seconds. Use this to subdue a borg from a safe distance.  For the best results, 'cook' the flashbang for a few seconds in your hand to give them less time to react (although this will stun you horribly if it goes off while you're holding it).
Also note that the flashbang will disable [[cyborg|cyborgs]] for a few seconds. Use this to subdue a borg from a safe distance.  For the best results, 'cook' the flashbang for a few seconds in your hand to give them less time to react (although this will stun you horribly if it goes off while you're holding it).
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'''Damage''' = N/A
'''Damage''' = N/A
  }}
  }}
{{anchor|Pepperspray}}
{{anchor|Pepperspray}}
{{Item
{{Item
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  |image = Pepperspray.png
  |image = Pepperspray.png
  |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 = Shoot it at the criminal
  |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, should you be able to find a use for that.  
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   
  }}
  }}
{{anchor|Handcuffs}}
{{anchor|Handcuffs}}
{{Item
{{Item
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  |image = Handcuffs.png
  |image = Handcuffs.png
  |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 it to a 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 [[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 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.
  }}
  }}
 
{{anchor|Ion Rifle}}
{{Item
{{Item
  |bgcolor1 = #ffcccc
  |bgcolor1 = #ffcccc
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  |image = Ionrifle.png
  |image = Ionrifle.png
  |foundin = Armory
  |foundin = Armory
  |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: flashing cyborgs totally immobilizes them and it leaves you free to robust them to your heart's content.
  |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}}
{{Item
{{Item
  |bgcolor1 = #ffcccc
  |bgcolor1 = #ffcccc
  |bgcolor2 = #ff9999
  |bgcolor2 = #ff9999
  |name = Taser
  |name = Temperature Gun
  |image = Taser.png
  |image = Tempgun.png
  |foundin = Taser crate
  |foundin = Armory, Security Protolathe.
  |usedfor = Disabling organics
  |usedfor = Combat.
  |strategy = Shoot people with it
  |strategy = Detaining traitors with energy swords/shields, slime removal/healing.
  |description = A primitive taser. Unlike a hybrid taser, cannot switch to disabler mode, and is therefore completely helpless when confronted with a window/any sort of barrier.
  |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}}
{{Item
|bgcolor1 = #ffcccc
|bgcolor2 = #ff9999
|name = Hybrid Taser
|image = Hybrid_taser.gif
|foundin = Admin spawned
|usedfor = Subjugating criminals.
|strategy = Shoot it at the target.
|description = This used to be the primary law enforcement weapon, but is now only spawnable by admins. It has two modes of use; Tase OR Disable. In taser mode (Yellow) it will fire an incandescent ball of energy at low velocity. The projectile is stopped by windows, grilles, walls, simple distance, and various other obstructions. When the shot hits its target, it will cause temporary paralysis and slur speech to near illegibility. The range of the taser shot is also limited. In Disabler mode (Light Blue) it will fire a blue disabler beam that deals stamina-damage, slowing down the prep and making them fall after three shots. The disabler beam is NOT stopped by windows and grilles and its range is unlimited. Melee use of this weapon is inappropriate except for the most extreme cases [[Space_law#Major_Crimes|(see space law section Dangerous Criminals)]].


'''Damage''' = 10 brute damage when hit on melee.
}}
{{anchor|DRAGnet}}
{{Item
{{Item
  |bgcolor1 = #ffcccc
  |bgcolor1 = #ffcccc
  |bgcolor2 = #ff9999
  |bgcolor2 = #ff9999
  |name = Disabler
  |name = DRAGnet
  |image = Disabler.png
  |image = DRAGnet.png
  |foundin = Disabler crate
  |foundin = Armory
  |usedfor = Disabling organics
  |usedfor = Slowing and teleporting people.
  |strategy = Shoot people with it
  |strategy = Shoot people with it.
  |description = A primitive taser. Unlike a hybrid taser, cannot switch to taser mode, and therefore takes 3 shots to completely disable somebody.
  |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 = Eliminating threats
  |usedfor = Murdering threats.
  |strategy = Fire at the target
  |strategy = Pick it up and shoot it at criminal scum.
  |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 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]] <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.
'''Damage''' = 10 brute on melee and 20 burn on shot.
  }}
  }}
{{anchor|Energy Gun}}
{{anchor|Energy Gun}}
{{Item
{{Item
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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, [[Head of Personnel]]'s locker
  |foundin = [[Armory]], [[Captain]]'s locker, <strike>the hands of brave [[Cargo_Technician|Cargoian Soldiers]]</strike>
  |usedfor = Subjugating criminals and/or eliminating threats
  |usedfor = Subjugating and/or murdering threats.
  |strategy = Toggle the mode you want and fire at the target
  |strategy = Toggle the mode you want and fire at criminal scum.
  |description = Distributed by the [[Warden]] and standard issue for the [[Head of Personnel]], [[Head of Security]] and the [[Captain]]. This state of the art weapon combines the function of a Disabler and a [[laser gun]] in one. Clicking the weapon while it's held alternates between a disabling shot and a burning laser: blue for stun, red for kill. 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.
  |description = Distributed by the [[Warden]] and standard issue for the [[Head of Personnel]], [[Head of Security]] and the [[Captain]]. This state of the art weapon combines the function of a Disabler and a [[laser gun]] in one. Clicking the weapon while it's held alternates between a disabling shot and a burning laser: blue for stun, red for kill. 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.


'''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 = 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
  |foundin = [[Head of Security]]'s locker
  |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 criminals and/or eliminating threats
  |usedfor = Subjugating and/or murdering threats.
  |strategy = Toggle the mode you want and fire at the target
  |strategy = Toggle the mode you want and fire at <strike>the [[Captain]]</strike> criminal scum.
  |description = Unique weapon held only be the [[Head of Security]]. Functions essentially as a more advance energy gun, capable of firing in either disable, stun or lethal laser modes.  
  |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]].  
  }}
  }}
{{anchor|Auto Rifle}}
{{anchor|Auto Rifle}}
{{Item
{{Item
  |bgcolor1 = #ffcccc
  |bgcolor1 = #ffcccc
  |bgcolor2 = #ff9999
  |bgcolor2 = #ff9999
  |name = Automatic Rifle
  |name = WT-550 Autorifle
  |image = Autorifle.png
  |image = Autorifle.png
  |foundin = [[Cargo]]
  |foundin = Deep space, <strike>the hands of brave [[Cargo_Technician|Cargoian Soldiers]]</strike>
  |usedfor = Eliminating threats
  |usedfor = Murdering threats.
  |strategy = Fire at the target
  |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 defences such as Energy Shields and, to a degree, Energy Swords. However this weapons weaknesses are that it needs physical ammo to reload with, ammo that must be purchased and resupplied from cargo, the weapon lacks any stunning capability, cannot bypass glass and must be bought from Cargo en mass.
  |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 a imminent attack, such as [[Nuclear Operative|Nuclear Operatives]] declaring war, then the weapon tends to be a popular choice.
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
  }}
  }}
{{anchor|Riot Shotgun}}
{{anchor|Riot Shotgun}}
{{Item
{{Item
Line 220: Line 230:
  |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/Eliminating threats
  |usedfor = "Stunning" and/or murdering threats.
  |strategy = Fire at the target
  |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 sawned off with any form of saw to allow the Shotgun to fit in a backpack.
  |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}}
{{Item
|bgcolor1 = #ffcccc
|bgcolor2 = #ff9999
|name = Compact Combat Shotgun
|image = Short_combatshotgun.png
|foundin = [[Warden]]'s Locker, <strike>the hands of brave [[Cargo_Technician|Cargoian Soldiers]]</strike>
|usedfor = "Stunning" and/or murdering threats.
|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.


 
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|Cycler Shotgun}}
}}
{{anchor|Combat Shotgun}}
{{Item
{{Item
  |bgcolor1 = #ffcccc
  |bgcolor1 = #ffcccc
  |bgcolor2 = #ff9999
  |bgcolor2 = #ff9999
  |name = Cycler Shotgun
  |name = Combat Shotgun
  |image = Cycler.png
  |image = combatshotgun.png
  |foundin = [[Warden]]'s Locker
  |foundin = <strike>The hands of brave [[Cargo_Technician|Cargoian Soldiers]]</strike>
  |usedfor = Eliminating threats
  |usedfor = "Stunning" and/or murdering threats.
  |strategy = Fire at the target
  |strategy = Make sure it's loaded and fire at the target.
  |description = Unique shotgun that only the [[Warden]] has access to. A semi-automatic shotgun that can hold up to eight shells at a time in two firing tubes. The operator can thus load both tubes with different ammo and swap the shotgun from one tube to the other to fire. As a example this can allow the user to swap from non-lethal to lethal ammunition on the fly.
  |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.


Generally superior to the Riot Shotgun, but lacks the ability to be sawned off and thus cannot fit inside a backpack.
  }}
  }}
=== Ammunition ===
=== Ammunition ===
{{Item
{{anchor|WT-550 Standard Magazine}}
{{Item
  |bgcolor1 = #cccccc
  |bgcolor1 = #cccccc
  |bgcolor2 = #cccccc
  |bgcolor2 = #cccccc
Line 250: Line 270:
  |usedfor = Loading a WT-550 Auto Rifle.
  |usedfor = Loading a WT-550 Auto Rifle.
  |strategy = Lock and load.
  |strategy = Lock and load.
  |description = A 20-round 4.6x30mm magazine for use in the WT-550 automatic rifle. Fires standing damaging bullets. 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 Armor Piercing Magazine}}
{{Item
{{Item
  |bgcolor1 = #cccccc
  |bgcolor1 = #cccccc
  |bgcolor2 = #cccccc
  |bgcolor2 = #cccccc
  |name = WT-550 Armour Piercing Magazine
  |name = WT-550 Armor Piercing Magazine
  |image = 4.6mmAP.png
  |image = 4.6mmAP.png
  |foundin = Security Protolathe
  |foundin = Security Protolathe
  |usedfor = Loading a WT-550 Auto Rifle.
  |usedfor = Loading a WT-550 Auto Rifle.
  |strategy = Lock and load.
  |strategy = Lock and load.
  |description = A 20-round 4.6x30mm AP magazine for use in the WT-550 automatic rifle. Fires armour piercing bullets that can tear through armour, 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}}
{{Item
{{Item
  |bgcolor1 = #cccccc
  |bgcolor1 = #cccccc
  |bgcolor2 = #cccccc
  |bgcolor2 = #cccccc
Line 274: Line 294:
  |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}}
{{Item
{{Item
  |bgcolor1 = #cccccc
  |bgcolor1 = #cccccc
  |bgcolor2 = #cccccc
  |bgcolor2 = #cccccc
Line 285: Line 305:
  |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.   
  }}
  }}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Stun Shell
|image = Stun Shell.png
|foundin = Security Protolathe
|usedfor = Loading a shotgun
|strategy = Lock and load.
|description = A nonlethal shotgun shell, which stuns enemies, much like a taser
}}
{{Item
|bgcolor1 = #cccccc
|bgcolor2 = #cccccc
|name = Unloaded Technological Shotshell
|image = Tech shell.png
|foundin = Security Protolathe
|usedfor = Loading a shotgun
|strategy = Fill with various poisons, lock and load
|description = A high-tech shotgun shell which can be loaded with materials to produce unique effects.
}}
==RnD Gear==
==RnD Gear==
See the [[Research_items#Weapons|Research Items]] page.


===Firing Pins===
{{Item
|bgcolor1 = #D0414B
|bgcolor2 = #D0414B
|name = Electronic Firing Pin
|image = Firingpin.png
|foundin = Security Protolathe
|usedfor = Making printed guns operational
|strategy = Put it in a gun
|description =A small authentication device, to be inserted into a firearm receiver to allow operation. NT safety regulations require all new designs to incorporate one.
}}
{{Item
|bgcolor1 = #D0414B
|bgcolor2 = #D0414B
|name = Implant-Keyed Firing Pin
|image = Firingpinpindi.png
|foundin = Security Protolathe
|usedfor = Making printed guns operational
|strategy = Put it in a gun
|description =This is a security firing pin which only authorizes users who are implanted with a certain device.
}}
{{Item
|bgcolor1 = #D0414B
|bgcolor2 = #D0414B
|name = Mindshield Firing Pin
|image = Firingpinmindshield.png
|foundin = Security Protolathe
|usedfor = Making printed guns operational, with extra security precautions!
|strategy = Put it in a gun
|description =This Security firing pin authorizes the weapon for only mindshield-implanted users. Means that if the gun is looted from a body, unless the user is implanted with a mindshield, they can't use it.
}}
{{Item
|bgcolor1 = #D0414B
|bgcolor2 = #D0414B
|name = DNA-Keyed Firing Pin
|image = Firingpindna.png
|foundin = Security Protolathe
|usedfor = Making a gun operational, and turning yourself into its sole owner
|strategy = Put it in a gun
|description =This is a DNA-locked firing pin which only authorizes one user. Attempt to fire once to DNA-link.
}}
===Gear===
{{Item
|bgcolor1 = #3EA99F
|bgcolor2 = #3EA99F
|name = Tesla Revolver
|image = Tesla gun.gif
|foundin = Science Protolathe
|usedfor = Stealthily taking down criminals
|strategy = It's pretty much a taser which you can fit in your pocket.
|description = A high-tech revolver that fires internal, reusable shock cartridges in a revolving cylinder. The cartridges can be recharged using conventional rechargers.
}}
{{Item
|bgcolor1 = #3EA99F
|bgcolor2 = #3EA99F
|name = Temperature Gun
|image = Tempgun.png
|foundin = Science Protolathe
|usedfor = Heating/freezing things to dangerous temperatures
|strategy = Break out in case of a slime infestation
|description = Heats up, or cools down its target. Generally useless for anything greater than mass-murdering slimes.
}}
{{Item
|bgcolor1 = #3EA99F
|bgcolor2 = #3EA99F
|name = Laser Cannon
|image = Laser Cannon.png
|foundin = Security Protolathe
|usedfor = Killing things, efficiently
|strategy = It's a simply a much better laser gun
|description = Deals 40 damage compared to the laser gun's measly 20. 3 shots will put the target in crit.
}}
{{Item
|bgcolor1 = #3EA99F
|bgcolor2 = #3EA99F
|name = X-Ray Gun
|image = Xraygun.png
|foundin = Science Protolathe
|usedfor = Shooting stuff through barriers
|strategy = Make blobs cry, make targeted selections in a crowd
|description = This beams from this gun will pass through everything but a wall. While it does do less burn damage, the radiation it inflicts causes toxin damage and can make someone mutate. Great for shooting up crowded hallways. Kills blobs dead. Current range of the gun is 15 tiles and drops further with every obstacle passed by the beam.
}}
{{Item
|bgcolor1 = #3EA99F
|bgcolor2 = #3EA99F
|name = Beam Marksman Rifle
|image = Beamrifle.png
|foundin = Security Protolathe
|usedfor = Sniping people with lasers
|strategy = Shoot down long, sparsely populated corridors
|description = A powerful long ranged anti-material rifle that fires charged particle beams to obliterate targets.
}}
{{Item
|bgcolor1 = #3EA99F
|bgcolor2 = #3EA99F
|name = Ion Carbine
|image = Pulsecarbine.png
|foundin = Security Protolathe
|usedfor = Disabling borgs and mechs
|strategy = Shoot silicon machines with it
|description = The MK.II Prototype Ion Projector is a lightweight carbine version of the larger ion rifle, built to be ergonomic and efficient.
}}
{{Item
|bgcolor1 = #3EA99F
|bgcolor2 = #3EA99F
|name = Decloner
|image = Decloner.png
|foundin = Security Protolathe
|usedfor = Mutating the shit out of people
|strategy = Shoot organic stuff with it
|description = A gun that discharges high amounts of controlled radiation to slowly break a target into component elements.
}}
{{Item
|bgcolor1 = #3EA99F
|bgcolor2 = #3EA99F
|name = Energy Crossbow
|image = Large ebow.png
|foundin = Security Protolathe
|usedfor = Disabling criminals
|strategy = Tase the shit of out criminals
|description = It's the same as its [[Traitor Items#Energy Crossbow|syndicate variant]], but it's quite bit larger
}}
{{Item
|bgcolor1 = #3EA99F
|bgcolor2 = #3EA99F
|name = One-point Bluespace-gravitational Manipulator
|image = Gravity gun.gif
|foundin = Security Protolathe
|usedfor = Flinging criminals
|strategy = Rock, meet your long-lost love, face
|description = A multi-mode device that blasts one-point bluespace-gravitational bolts that locally distort gravity.
}}
{{Item
|bgcolor1 = #3EA99F
|bgcolor2 = #3EA99F
|name = Telescopic Shield
|image = [[File:Collapsedriot.png|64px]][[File:Teleshield.png|64px]]
|OverrideImage = true
|foundin = Security Protolathe
|usedfor = Shielding yourself against attacks
|strategy = Deploy, and walk forward
|description = An advanced riot shield made of lightweight materials that collapses for easy storage.
}}
{{Item
|bgcolor1 = #3EA99F
|bgcolor2 = #3EA99F
|name = Universal Suppressor
|image = Universal suppressor.png
|foundin = Security Protolathe
|usedfor = Stealthily eliminating targets
|strategy = Strap it on your revolver, prowl maintenance
|description = A reverse-engineered universal suppressor that fits on most small arms with threaded barrels.
}}


==Armor for Protection==
==Armor for Protection==
{{anchor|Helmet}}
{{Item
{{Item
  |bgcolor1 = #f2dca6
  |bgcolor1 = #f2dca6
Line 487: Line 317:
  |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.
  |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.
  }}
  }}




{{anchor|HUDSunglasses}}
{{Item
{{Item
  |bgcolor1 = #f2dca6
  |bgcolor1 = #f2dca6
Line 499: Line 330:
  |image = Hudsunglasses.png
  |image = Hudsunglasses.png
  |foundin = Lockers at [[Security Office]] and [[Security Posts]]
  |foundin = Lockers at [[Security Office]] and [[Security Posts]]
  |usedfor = Information
  |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]]. 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]].


Can also be used to set a see able target to arrest on the fly.
Click [[HUD|here]] for an overview of what the symbols mean.
 
Can also be used to set a visible target to arrest on the fly.
  }}
  }}




{{anchor|Body Armor}}
{{Item
{{Item
  |bgcolor1 = #f2dca6
  |bgcolor1 = #f2dca6
Line 513: Line 347:
  |image = Armor.png
  |image = Armor.png
  |foundin = Lockers at [[Security Office]] and [[Security Posts]], [[Head of Personnel]]s Locker
  |foundin = Lockers at [[Security Office]] and [[Security Posts]], [[Head of Personnel]]s Locker
  |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. Provides a moderate amount of protection, so it's recommended you wear it at all times.
  |description = Standard issue security Body Armor, issued to all Security personnel and select station personnel.
  }}
  }}




{{anchor|Riot Helmet}}
{{Item
{{Item
  |bgcolor1 = #f2dca6
  |bgcolor1 = #f2dca6
Line 525: Line 360:
  |image = Riothelm.png
  |image = Riothelm.png
  |foundin = [[Armory]]
  |foundin = [[Armory]]
  |usedfor = Melee defence
  |usedfor = Melee defence.
  |strategy = Wear it to mitigate melee attacks significantly
  |strategy = Wear it to mitigate melee attacks significantly.
  |description = Riot duty armor designed to be highly resistant to melee attacks. Features a flip down/up visor that further protects from attacks to the face and can stop certain entities that attack by latching onto a person's face.
  |description = Riot duty armor designed to be highly resistant to melee attacks. Features a flip down/up visor that further protects from attacks to the face and can stop certain entities that attack by latching onto a person's face.
  }}
  }}




{{anchor|Riot Armor}}
{{Item
{{Item
  |bgcolor1 = #f2dca6
  |bgcolor1 = #f2dca6
Line 537: Line 373:
  |image = Swatarmor.png
  |image = Swatarmor.png
  |foundin = [[Armory]]
  |foundin = [[Armory]]
  |usedfor = Melee defence
  |usedfor = Melee defence.
  |strategy = Wear it to mitigate melee attacks significantly
  |strategy = Wear it to mitigate melee attacks significantly.
  |description = Riot duty armor designed to be highly resistant to melee attacks. Provides strong melee defence at the cost of little defence against anything else.  
  |description = Riot duty armor designed to be highly resistant to melee attacks. Provides strong melee defence at the cost of little defence against anything else.  
  }}
  }}




{{anchor|Bulletproof Helmet}}
{{Item
{{Item
  |bgcolor1 = #f2dca6
  |bgcolor1 = #f2dca6
  |bgcolor2 = #f2dca6
  |bgcolor2 = #f2dca6
  |name = [[Bulletproof Vest|Tactical Helmet]]
  |name = [[Bulletproof Vest|Bulletproof Helmet]]
  |image = Bulletproofhelm.png
  |image = Bulletproofhelm.png
  |foundin = [[Armory]]
  |foundin = [[Armory]]
  |usedfor = Ballistic and explosive defence
  |usedfor = Ballistic and explosive defense.
  |strategy = Wear it to mitigate ballistic and explosive attacks significantly
  |strategy = Wear it to mitigate ballistic and explosive attacks significantly.
  |description = Special duty helmet worn by Tactical Officers during a crisis. Tactical Helmets provides excellent protection against ballistic, and good protection against explosive, attacks but at the cost of having only minor defence against other form of attacks.
  |description = Special duty helmet usually worn by Security Officers during a crisis. Bulletproof Helmets provide excellent protection against ballistic attacks, and good protection against explosive attacks, but have only minor defense against other form of attacks.
  }}
  }}




{{anchor|Bulletproof Vest}}
{{Item
{{Item
  |bgcolor1 = #f2dca6
  |bgcolor1 = #f2dca6
  |bgcolor2 = #f2dca6
  |bgcolor2 = #f2dca6
  |name = [[Bulletproof Vest|Tactical Vest]]
  |name = [[Bulletproof Vest]]
  |image = Bulletproofvest.png
  |image = Bulletproofvest.png
  |foundin = [[Armory]]
  |foundin = [[Armory]]
  |usedfor = Ballistic and explosive defence
  |usedfor = Ballistic and explosive defense.
  |strategy = Wear it to mitigate ballistic and explosive attacks significantly
  |strategy = Wear it to mitigate ballistic and explosive attacks significantly.
  |description = Special duty armor worn by Tactical Officers during a crisis. Tactical Armor provides excellent protection against ballistic, and good protection against explosive, attacks but at the cost of having only minor defence against other form of attacks.
  |description = Special duty armor usually worn by Security Officers during a crisis. Bulletproof Armor provide excellent protection against ballistic attacks, and good protection against explosive attacks, but have only minor defense against other form of attacks.
  }}
  }}




{{anchor|Ablative Vest}}
{{Item
{{Item
  |bgcolor1 = #f2dca6
  |bgcolor1 = #f2dca6
Line 573: Line 412:
  |image = Ablative.png
  |image = Ablative.png
  |foundin = [[Armory]]
  |foundin = [[Armory]]
  |usedfor = Laser and energy defence
  |usedfor = Laser and energy defence.
  |strategy = Wear it to mitigate laser and energy attacks significantly
  |strategy = Wear it to mitigate laser and energy attacks significantly.
  |description = Unique armor vest designed to deflect and significantly reduce damage from energy based attacks. Provides very little defence against anything else.
  |description = Unique armor vest designed to deflect and significantly reduce damage from energy based attacks. Provides very little defence against anything else.
  }}
  }}
Line 580: Line 419:


'''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}}
Line 589: Line 427:
  |image = Secway.png
  |image = Secway.png
  |foundin = [[Armory]]
  |foundin = [[Armory]]
  |usedfor = Cruising
  |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 armory. 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.
  }}
  }}


Line 601: Line 439:
  |name = Seclite
  |name = Seclite
  |image = Seclite.png
  |image = Seclite.png
  |foundin = [[Security Officer]]'s backpack
  |foundin = Security lockers
  |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, Disablers, and standard issue helmets.
  }}
  }}


Line 615: Line 453:
  |image = Security_Gas_Mask.png
  |image = Security_Gas_Mask.png
  |foundin = [[Armory]], [[Head of Security]]'s locker
  |foundin = [[Armory]], [[Head of Security]]'s locker
  |usedfor = Internals, shout very loud at the criminals
  |usedfor = Internals, shout very loud at the criminals.
  |strategy = Put it on and use it like a regular mask for internals, use the HALT-feature in the upper left corner to shout at criminals
  |strategy = Put it on and use it like a regular mask for internals, use the HALT-feature in the upper left corner to shout at criminals.
  |description = A very useful piece of equipment for when you don't have time to politely ask someone to stop.
  |description = A very useful piece of equipment for when you don't have time to politely ask someone to stop.


Line 630: Line 468:
  |image = RiotS.png
  |image = RiotS.png
  |foundin = [[Armory]], [[Head of Security]]'s locker
  |foundin = [[Armory]], [[Head of Security]]'s locker
  |usedfor = To protect you from melee attacks
  |usedfor = To protect you from melee and ranged attacks.
  |strategy = Wield it and form a wall with your comrades
  |strategy = Wield it and form a wall with your comrades.
  |description = These are held in a hand space and used to block close range weapons, but offer no protection against ballistic weapons or lasers. Makes you un-pushable.
  |description = These are held in a hand space and used to block close range weapons. They also have a percentage change to block ranged attacks. Makes you un-pushable.
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. <font size="3" color="white">When I play the maracas I go chick-chicky-boom, chick-chicky boom </font>
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. <font size="3" color="white">When I play the maracas I go chick-chicky-boom, chick-chicky boom </font>
  }}
  }}
Line 644: Line 482:
  |image = Implant_Case.png
  |image = Implant_Case.png
  |foundin = [[Armory]] in a Tracking Implant Kit [[File:Implantbox.png]]
  |foundin = [[Armory]] in a Tracking Implant Kit [[File:Implantbox.png]]
  |usedfor = Making it possible to teleport straight up to the implanted person
  |usedfor = Tracking suspects, and making it possible to teleport straight up to the implanted person.
  |strategy = Take the implanter, load it with an implant and use the implanter on a person
  |strategy = Take the implanter, load it with an implant and use the implanter on a person.
  |description = 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. The Prison Management Console can be used to check the implanted person's location and even send messages into their mind.<br>Disintegrates in 10 minutes after the death of host.
  |description = When used on someone, it will implant a tracking beacon under the skin of that person's chest. The Prisoner Management Console can be used to check the implanted person's location and even send messages into their mind. Use a bluespace locator to track implanted targets. Locators can be printed from the security techfab after research. Use a [[High-risk_items#Hand_teleporter|Hand Teleporter]] or [[Teleporter]] to teleport directly to the target. It does not cause people to be gibbed when teleported to. Disintegrates 10 minutes after the death of the host, unless revived.  
  }}
  }}


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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 = Can be loaded with any sort of chemical agent via the common syringe and can hold 50 units
  |usedfor = Killing escaped prisoners.
  |strategy = Take the implanter, load it with an implant and use the implanter on a person
  |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 = Can only be loaded while still in its original case.<br>Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition,
  |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.  
the implant may become unstable and either pre-maturely inject the subject or simply break.<br>Disintegrates in 10 minutes after the death of host.
  }}
  }}


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  |image = Implant_Case.png
  |image = Implant_Case.png
  |foundin = [[Armory]] in a Lockbox (Mindshield Implants) [[File:Loyalty_Implants.png]], [[Head of Security's Office]]
  |foundin = [[Armory]] in a Lockbox (Mindshield Implants) [[File:Loyalty_Implants.png]], [[Head of Security's Office]]
  |usedfor = Deconverting revolutionaries and gangsters; preventing people from being converted to revs, gangsters or cultists
  |usedfor = Deconverting revolutionaries; preventing people from being converted to revs or cultists.
  |strategy = Take the implanter, load it with an implant and use the implanter on a person
  |strategy = Take the implanter, load it with an implant and use the implanter on a person.
  |description = When used on someone, it will act block any attempt to influence or corrupt the targets mind/brain - unless the situation is a [[Cult|religious]] one! This implant will only make it impossible to learn any new, cultistic ways. People who are already cultists cannot be de-culted via implant and persons who are strong enough to lead a revolution party will completely resist this implant.
  |description = When used on someone, it will act block any attempt to influence or corrupt the targets mind/brain - unless the situation is a [[Cult|religious]] one! This implant will only make it impossible to learn any new, cultistic ways. People who are already cultists cannot be de-culted via implant and persons who are strong enough to lead a revolution party will completely resist this implant. If you have time, you can remove these implants by doing an implant removal surgery on the chest, which will allow your prey to be converted normally.  
  }}
  }}


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  |image = Electropack.png
  |image = Electropack.png
  |foundin = [[Prison Wing]]
  |foundin = [[Prison Wing]]
  |usedfor = Torture
  |usedfor = Torture.
  |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 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?
<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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  |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 = Securing an area from anyone without protective eyewear
  |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.
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.
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  |image = PFlash.gif
  |image = PFlash.gif
  |foundin = [[Armory]]
  |foundin = [[Armory]]
  |usedfor = Securing an area
  |usedfor = Securing an area.
  |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 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.
  |description = 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.
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.
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  |image = Deployable_Barrier.png
  |image = Deployable_Barrier.png
  |foundin = [[Armory]]
  |foundin = [[Armory]]
  |usedfor = Securing an area, making sure no one (without Armory access) can pass through
  |usedfor = Securing an area, making sure no one (without Armory access) can pass through.
  |strategy = Drag it where you need it and swipe it with your ID
  |strategy = Drag it where you need it and swipe it with your ID.
  |description = The Armory contains grenades that, when thrown, will produce a deployable barrier, a much stronger version of the wooden [[barricade]]. Swipe your ID card to lock/unlock it. Blows up if too damaged, but can be repaired with a wrench!
  |description = The Armory contains grenades that, when thrown, will produce a deployable barrier, a much stronger version of the wooden [[barricade]]. The grenades can have their direction switched by alt-clicking on them or using their action button, and the barricades they spawn will take 5 seconds to deploy. Deployable barriers can be repaired using a welder.
  }}
  }}


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  |image = Lethal Injection Syringe.png
  |image = Lethal Injection Syringe.png
  |foundin = [[Prison Wing]]
  |foundin = [[Prison Wing]]
  |usedfor = Eliminating a convict
  |usedfor = Eliminating a convict.
  |strategy = Use it on the convict
  |strategy = Use it on the convict.
  |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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  |image = Beepsky.png
  |image = Beepsky.png
  |foundin = One patrolling around the halls, others manufactured in [[Robotics]]
  |foundin = One patrolling around the halls, others manufactured in [[Robotics]]
  |usedfor = Detaining criminals, autonomous guards in high security areas
  |usedfor = Detaining criminals, autonomous guards in high security areas.
  |description = All stations start with at least two Securitrons. One is 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 scuttle faster than a man can run, and stun and cuff and criminals using cablecuffs made in the experimental mass fabricator Nanotrasen places in every Securitron model. Beepsky is so vigilant, he'll even trip anyone who gets in his way when he's chasing a perp! This also makes him a right pain when hacked as he will stun and cuff everyone in sight! A similar Securitron called Officer Pingsky spawns in the AI satellite to guard it from criminals! The Roboticists have the option to make more, but they are rarely made as they use up the Warden's precious helmets. Meta and Delta station spawn with one additional Securitron, the Armory's personal guard Sergeant-at-Armsky.  
  |description = All stations start with at least one Securitron. One is 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 scuttle faster than a man can run, and stun and cuff and criminals using cablecuffs made in the experimental mass fabricator Nanotrasen places in every Securitron model.  
 
Beepsky is so vigilant, he'll even trip anyone who gets in his way when he's chasing a perp! This also makes him a right pain when hacked as he will stun and cuff everyone in sight! A similar Securitron called Officer Pingsky spawns in the AI satellite to guard it from criminals! The Roboticists have the option to make more, but they are rarely made as they use up the Warden's precious helmets.  
 
Keep in mind that traitors with an [[Syndicate_Items#Agent_ID_Card|Agent ID card]] will have an easy time evading securitrons!
 
Most stations spawn with two additional Securitrons: The Armory's personal guard Sergeant-at-Armsky and the AI satellite's Officer Pingsky.  
 
[[Guide_to_robotics#Securitron|See here how to construct a Securitron.]]
 
===Settings===


You can change the Securitron's settings by swiping your security-access ID on it and looking at it:
You can change the Securitron's settings by swiping your security-access ID on it and looking at it:
* '''Status: ''On/Off''''' The Securitron is either turned on or off.
* '''Status: ''On/Off''''' The Securitron is either turned on or off.
* '''Behaviour controls are ''locked/unlocked''''' People can access the controls or not.
* '''Behaviour controls are ''locked/unlocked''''' People can access the controls or not.
* '''Maintenance panel panel is ''closed/open''''' People can access the maintenance panel or not.
* '''Maintenance panel panel is ''closed/open''''' People can access the maintenance panel or not. This lets you insert pAIs.
* '''Check for Weapon Authorization: ''No/Yes''''' Arrests/detains anyone who has a weapon visible and is not a head job or security force.
* '''Arrest Unidentifiable Persons: ''Yes/No''''' Arrests/detains anyone who has no ID visible and is unidentifiable (name shows as "Unknown").
* '''Check Security Records: ''Yes/No''''' Checks the security records if anyone's set to wanted and arrests/detains them.
* '''Arrest for Unauthorized Weapons: ''Yes/No''''' Arrests/detains anyone who has a weapon visible and an ID without weapons authorization (by default, anyone but head jobs and security).
* '''Operating Mode: ''Arrest/Detain''''' Arrest: Stuns and cuffs anyone who is set to wanted in the security records. Detain: Stuns the prep continuously.
* '''Arrest for Warrant: ''Yes/No''''' Checks the security records if anyone's status is set to "Arrest" and arrests/detains them.
* '''Operating Mode: ''Arrest/Detain''''' Arrest: Stuns and zipcuffs the perp, then leaves. Detain: Stuns the perp indefinitely.
* '''Report arrests: ''Yes/No''''' When someone receives a faceful of justice, the Securitron will announce the perp's name and location on its radio channel (by default, Security).
* '''Auto Patrol: ''On/Off''''' Patrols the station.
* '''Auto Patrol: ''On/Off''''' Patrols the station.


[[Guide_to_robotics#Securitron|See here how to construct a Securitron.]]
===STOP RIGHT THERE CRIMINAL SCUM===
}}
 
Securitrons and ED-209s attack for one of two reasons:
* The securitron is being attacked.
* The perp's threat level is '''4 or higher'''.
 
====Things that can increase threat level====
* '''+10:''' Getting emagged. Now everyone is criminal scum.
* '''+6:''' Getting attacked - but securitrons will hunt attackers regardless of threat level.
* '''+5:''' Having a criminal status of "Arrest" when Arrest for Warrant is enabled.
* '''+4:''' Having no visible ID and an obscured/disfigured face (showing up as Unknown) when "Arrest Unidentifiable Persons" is enabled
* '''+4:''' Holding a weapon in your hand when Arrest for Unauthorized Weapons is enabled, but your ID doesn't have the permission.<br>
This doesn't include dragged weapons or those in containers.
* '''+2:''' Having a weapon equipped on the belt or back slot when the above is enabled.
* '''+2:''' Having your criminal status set to "Incarcerated" or "Parolled".
* '''+2:''' Violating the dress code by wearing a wizard hat or wizard hardsuit hat.
* '''+1:''' Being non-human genetrash.
 
====Things that can decrease threat level====
* '''-5:''' Wearing a Syndicate [[Syndicate_Items#Agent_ID_Card|Agent ID card]].
* '''-1:''' Being implanted with a mindshield implant.


====Good to know====
* [[Syndicate_Items#Agent_ID_Card|Agent ID cards]] make traitors effectively invisible to sec bots, provided they don't stack more than one offense.
* Mindshield implants do the same to a lesser degree - you can avoid weapon and ID check arrests.
* Security bots (and also Honkbots) will get frustrated and stop hunting people after a few seconds.
* All bots navigate by following navigation beacons. If those are destroyed, the bots will stop patrolling.
* 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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  |image = Ed209.png
  |image = Ed209.png
  |foundin = manufactured in [[Robotics]]
  |foundin = manufactured in [[Robotics]]
  |usedfor = Detaining criminals even more efficiently
  |usedfor = Detaining criminals even more efficiently.
  |description = The most fearsome security robot. Like Beepsky but with ranged stun attack.
  |description = The most fearsome security robot. Like Beepsky, but with an added taser and four times the default health.<br>
Keep in mind that ED-209s ignore monkeys though.


'''Controls:'''
'''Controls:'''
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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]]

Latest revision as of 23:39, 19 December 2023

Non-Lethal Weapons

Flash
Flash
Found in: Lockers at Security Office, Security Posts, Most head offices, Robotics, Bridge, Tech Storage
Used for: Subjugating criminals.
Strategy: Use it on the criminal (make sure he doesn't have protective eyewear) or activate it in your hand.
Description
A versatile tool! Flashes are small devices capable of producing an extremely bright light that is capable of blinding and even stun people if they have enough stamina damage and 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 beat them to death 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 helmets 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 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 revolutionary leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear.

Damage = 0? I mean, you could harm criminals with it, but why would you want to? The Seclite probably has more damage.


Telescopic Baton
Telescopic Baton
Found in: Department Heads' backpacks, Revs hands
Used for: Beating your staff when they feel like not taking orders.
Strategy: Apply it in your hand to extend it, apply to underling.
Description
A.K.A. Telebaton. A compact yet robust personal defense weapon that can be concealed when folded. When targeting a leg, it causes 3 seconds of knockdown. When targeting the arms, it causes 50 stamina damage. Has a 0.4 second cooldown between non-harm hits. Every Head gets one.

Damage = 0. You sadly cannot harmbaton with this weapon.

Police Baton
Police Baton
Found in: Detective gets one
Used for: Subjugating criminals.
Strategy: Apply to criminal scum.
Description
Works similarly to the telebaton. It's also always extended, does 55 stamina damage to the head/chest, and deals brute damage.

Damage = 12


Stun Baton
Stun Baton
Found in: Lockers at Security Office, spawns in security officers' backpacks
Used for: Brutally beating stunning criminals.
Strategy: Apply to criminal scum.
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: on and off. While on, hitting someone with it will result in 75 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 forward-thinking and sympathetic security forces. You can recharge it in a recharger. Stamcrits lasts 5 seconds. Can be reset if you hit them again.


Damage = 8 brute damage on harm intent.

Disabler
Disabler
Found in: On Security Officers, armory, disabler crate
Used for: Disabling criminal scum.
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 5 (assuming no armor which is unlikely) 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 being a shitty cuck weapon not having a shitcurity 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.

Flashbang
Flashbang
Found in: Inside lockers at Security Office and Security Posts, a full box at Armory
Used for: Subjugating many criminals at once.
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, 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.


Flashbangs will paralyze people within range for 20 seconds, unless they've protected their eyes and ears. Security usually wear HUD-sunglasses and bowman headsets, allowing them to throw flashbangs safely. Security helmets themselves protect against the bang part, but not the flash. Ghetto alternatives can be normal sunglasses/welding equipment and earmuffs. Partial protection may reduce the paralyze time. Flashbangs detonated on the same tile as you will fully paralyze you even if you are wearing full flashbang protection. If you are 1 tile away from the detonation and wearing protection, it will paralyze for only 3 seconds.


Also note that the flashbang will disable cyborgs for a few seconds. Use this to subdue a borg from a safe distance. For the best results, 'cook' the flashbang for a few seconds in your hand to give them less time to react (although this will stun you horribly if it goes off while you're holding it).

Damage = N/A

Pepperspray
Pepperspray
Found in: Inside lockers at Security Office and Security Posts
Used for: Subjugating a criminal.
Strategy: Use it for taking down groups of criminals in tight spaces, or conga lines.
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 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

Handcuffs
Handcuffs
Found in: Security Office, full box at Armory
Used for: Apprehending the criminal.
Strategy: Apply to criminal, drag criminal to maintenance to beat them the brig.
Description
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, as this may loosen the prisoner from your grip allowing him to run free. A 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.

Ion Rifle
Ion Rifle
Found in: Armory
Used for: Disabling borgs and mechs.
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. DO NOT SHOOT PEOPLE WITH IT, THEY WILL BECOME VERY PISSED OFF AND BEAT YOUR ASS.

Temperature Gun
Temperature Gun
Found in: Armory, Security Protolathe.
Used for: Combat.
Strategy: Detaining traitors with energy swords/shields, slime removal/healing.
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.
This weapon is deceptively strong since the projectiles aren't blocked by eswords/eshields and can slow people down to a crawl.
Slimes die to it in two to three hits, or you can heal them with heat setting.

Hybrid Taser
Hybrid Taser
Found in: Admin spawned
Used for: Subjugating criminals.
Strategy: Shoot it at the target.
Description
This used to be the primary law enforcement weapon, but is now only spawnable by admins. It has two modes of use; Tase OR Disable. In taser mode (Yellow) it will fire an incandescent ball of energy at low velocity. The projectile is stopped by windows, grilles, walls, simple distance, and various other obstructions. When the shot hits its target, it will cause temporary paralysis and slur speech to near illegibility. The range of the taser shot is also limited. In Disabler mode (Light Blue) it will fire a blue disabler beam that deals stamina-damage, slowing down the prep and making them fall after three shots. The disabler beam is NOT stopped by windows and grilles and its range is unlimited. Melee use of this weapon is inappropriate except for the most extreme cases (see space law section Dangerous Criminals).

Damage = 10 brute damage when hit on melee.

DRAGnet
DRAGnet
Found in: Armory
Used for: Slowing and teleporting people.
Strategy: Shoot people with it.
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 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.

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

Laser Gun
Laser Gun
Found in: Armory, Warden's locker, the hands of brave Cargoian soldiers
Used for: Murdering threats.
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 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 Quartermasters in a secure weapons crate, which itself can only be opened by someone with Armory access.

In the event of a massive biological outbreak, security staff usually freely distribute laser weapons to the crew, as they are effective against the blob and lack stun capabilities.

Damage = 10 brute on melee and 20 burn on shot.


Energy Gun
Found in: Armory, Captain's locker, the hands of brave Cargoian Soldiers
Used for: Subjugating and/or murdering threats.
Strategy: Toggle the mode you want and fire at criminal scum.
Description
Distributed by the Warden and standard issue for the Head of Personnel, Head of Security and the Captain. This state of the art weapon combines the function of a Disabler and a laser gun in one. Clicking the weapon while it's held alternates between a disabling shot and a burning laser: blue for stun, red for kill. E-guns 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 or at the Head of Security's discretion.

Damage = 10 brute on melee and 20 burn on shot if turned to the "kill" setting.


X-01 MultiPhase Energy Gun
Found in: Head of security's locker in Head of Security's office, or carried by the Head of Security
Used for: Subjugating and/or murdering threats.
Strategy: Toggle the mode you want and fire at the Captain 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 item and is often a theft objective for traitors.

WT-550 Autorifle
WT-550 Autorifle
Found in: Deep space, the hands of brave Cargoian Soldiers
Used for: Murdering threats.
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.

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 Nuke Ops declaring war, then the weapon tends to be a popular choice.

Damage = 20 brute on shot, 10 damage on melee

Riot Shotgun
Riot Shotgun
Found in: Armory, the hands of brave Cargoian Soldiers
Used for: "Stunning" and/or murdering threats.
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.

Compact Combat Shotgun
Compact Combat Shotgun
Found in: Warden's Locker, the hands of brave Cargoian Soldiers
Used for: "Stunning" and/or murdering threats.
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.

Generally superior to the Riot Shotgun, but holds less ammo, lacks the ability to be sawed off, and thus cannot fit inside a backpack.

Combat Shotgun
Combat Shotgun
Found in: The hands of brave Cargoian Soldiers
Used for: "Stunning" and/or murdering threats.
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.

Ammunition

WT-550 Standard Magazine
WT-550 Standard Magazine
Found in: Security Protolathe, ordered from Cargo.
Used for: Loading a WT-550 Auto Rifle.
Strategy: Lock and load.
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.

WT-550 Armor Piercing Magazine
WT-550 Armor Piercing Magazine
Found in: Security Protolathe
Used for: Loading a WT-550 Auto Rifle.
Strategy: Lock and load.
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.

WT-550 Toxin Tipped Magazine
WT-550 Toxin Tipped Magazine
Found in: Security Protolathe
Used for: Loading a WT-550 Auto Rifle.
Strategy: Lock and load.
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.

WT-550 Incendiary Magazine
WT-550 Incendiary Magazine
Found in: Security Protolathe
Used for: Loading a WT-550 Auto Rifle.
Strategy: Lock and load.
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

See the Research Items page.


Armor for Protection

Helmet
Helmet
Found in: Lockers at Security Office and Security Posts
Used for: General defence, preventing your fragile brain from getting more damaged.
Strategy: Wear it to mitigate some damage from attacks.
Description
Standard issue security Helmet issued to all 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.


HUDSunglasses
HUDSunglasses
Found in: Lockers at Security Office and Security Posts
Used for: Seeing who is set to arrest, preventing yourself from getting flashed by a fellow officer.
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. 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 Flash or Flashbang.

Click here for an overview of what the symbols mean.

Can also be used to set a visible target to arrest on the fly.


Body Armor
Body Armor
Found in: Lockers at Security Office and Security Posts, Head of Personnels Locker
Used for: General defence.
Strategy: Wear it to mitigate some damage from attacks.
Description
Standard issue security Body Armor, issued to all Security personnel and select station personnel.


Riot Helmet
Riot Helmet
Found in: Armory
Used for: Melee defence.
Strategy: Wear it to mitigate melee attacks significantly.
Description
Riot duty armor designed to be highly resistant to melee attacks. Features a flip down/up visor that further protects from attacks to the face and can stop certain entities that attack by latching onto a person's face.


Riot Armor
Riot Armor
Found in: Armory
Used for: Melee defence.
Strategy: Wear it to mitigate melee attacks significantly.
Description
Riot duty armor designed to be highly resistant to melee attacks. Provides strong melee defence at the cost of little defence against anything else.


Bulletproof Helmet
Bulletproof Helmet
Found in: Armory
Used for: Ballistic and explosive defense.
Strategy: Wear it to mitigate ballistic and explosive attacks significantly.
Description
Special duty helmet usually worn by Security Officers during a crisis. Bulletproof Helmets provide excellent protection against ballistic attacks, and good protection against explosive attacks, but have only minor defense against other form of attacks.


Bulletproof Vest
Bulletproof Vest
Found in: Armory
Used for: Ballistic and explosive defense.
Strategy: Wear it to mitigate ballistic and explosive attacks significantly.
Description
Special duty armor usually worn by Security Officers during a crisis. Bulletproof Armor provide excellent protection against ballistic attacks, and good protection against explosive attacks, but have only minor defense against other form of attacks.


Ablative Vest
Ablative Vest
Found in: Armory
Used for: Laser and energy defence.
Strategy: Wear it to mitigate laser and energy attacks significantly.
Description
Unique armor vest designed to deflect and significantly reduce damage from energy based attacks. Provides very little defence against anything else.


NOTE: For all above and below items, remember to LOCK the locker you took them from!

Other Items

Secway
Secway
Found in: Armory
Used for: 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.
Description
Unique transportation vehicle available in the armory. 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.


Seclite
Seclite
Found in: Security lockers
Used for: 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.
Description
A robust flashlight used by security. Can also be mounted to Energy Guns, Disablers, and standard issue helmets.


Security Gas Mask
Security Gas Mask
Found in: Armory, Head of Security's locker
Used for: Internals, shout very loud at the criminals.
Strategy: Put it on and use it like a regular mask for internals, use the HALT-feature in the upper left corner to shout at criminals.
Description
A very useful piece of equipment for when you don't have time to politely ask someone to stop.

Can be hacked if you like scaring the criminals. Emag it to make them shit their pants.


Riot Shield
Riot Shield
Found in: Armory, Head of Security's locker
Used for: To protect you from melee and ranged attacks.
Strategy: Wield it and form a wall with your comrades.
Description
These are held in a hand space and used to block close range weapons. They also have a percentage change to block ranged attacks. Makes you un-pushable.

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


Tracking Implant
Tracking Implant
Found in: Armory in a Tracking Implant Kit
Used for: Tracking suspects, and making it possible to teleport straight up to the implanted person.
Strategy: Take the implanter, load it with an implant and use the implanter on a person.
Description
When used on someone, it will implant a tracking beacon under the skin of that person's chest. The Prisoner Management Console can be used to check the implanted person's location and even send messages into their mind. Use a bluespace locator to track implanted targets. Locators can be printed from the security techfab after research. Use a Hand Teleporter or Teleporter to teleport directly to the target. It does not cause people to be gibbed when teleported to. Disintegrates 10 minutes after the death of the host, unless revived.


Chemical Implant
Chemical Implant
Found in: Armory in a Chemical Implant Kit
Used for: Killing escaped prisoners.
Strategy: Take the implant, fill it with the deadliest 50u 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.


Mindshield Implant
Mindshield Implant
Found in: Armory in a Lockbox (Mindshield Implants) , Head of Security's Office
Used for: Deconverting revolutionaries; preventing people from being converted to revs or cultists.
Strategy: Take the implanter, load it with an implant and use the implanter on a person.
Description
When used on someone, it will act block any attempt to influence or corrupt the targets mind/brain - unless the situation is a religious one! This implant will only make it impossible to learn any new, cultistic ways. People who are already cultists cannot be de-culted via implant and persons who are strong enough to lead a revolution party will completely resist this implant. If you have time, you can remove these implants by doing an implant removal surgery on the chest, which will allow your prey to be converted normally.


Electropack
Electropack
Found in: Prison Wing
Used for: Torture.
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 someone 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.

Best of all- 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?


Space Law
Space Law
Found in: Security Office, Security Posts
Used for: Studying intently about the Law, smacking people that misunderstand it.
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.


Recharger
Recharger
Found in: Armory, Security Office, Security Posts
Used for: Charging weapons when they run out of power.
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.

The recharge time of your energy based devices will vary depending on their maximum capacity.


Portable Flash
Portable Flash
Found in: Armory
Used for: Securing an area.
Strategy: Pull it to a powered area and wrench it in place.
Description
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.


Deployable Barrier Grenade
Deployable Barrier Grenade
Found in: Armory
Used for: Securing an area, making sure no one (without Armory access) can pass through.
Strategy: Drag it where you need it and swipe it with your ID.
Description
The Armory contains grenades that, when thrown, will produce a deployable barrier, a much stronger version of the wooden barricade. The grenades can have their direction switched by alt-clicking on them or using their action button, and the barricades they spawn will take 5 seconds to deploy. Deployable barriers can be repaired using a welder.


Lethal Injection Syringe
Lethal Injection Syringe
Found in: Prison Wing
Used for: Eliminating a convict.
Strategy: Use it on the convict.
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

SecTech
SecTech

Security Robots

The Robotic side of the security force.

Securitron/ Officer Beepsky
Securitron/
Officer Beepsky
Found in: One patrolling around the halls, others manufactured in Robotics
Used for: Detaining criminals, autonomous guards in high security areas.
Description
All stations start with at least one Securitron. One is 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 scuttle faster than a man can run, and stun and cuff and criminals using cablecuffs made in the experimental mass fabricator Nanotrasen places in every Securitron model.

Beepsky is so vigilant, he'll even trip anyone who gets in his way when he's chasing a perp! This also makes him a right pain when hacked as he will stun and cuff everyone in sight! A similar Securitron called Officer Pingsky spawns in the AI satellite to guard it from criminals! The Roboticists have the option to make more, but they are rarely made as they use up the Warden's precious helmets.

Keep in mind that traitors with an Agent ID card will have an easy time evading securitrons!

Most stations spawn with two additional Securitrons: The Armory's personal guard Sergeant-at-Armsky and the AI satellite's Officer Pingsky.

See here how to construct a Securitron.

Settings

You can change the Securitron's settings by swiping your security-access ID on it and looking at it:

  • Status: On/Off The Securitron is either turned on or off.
  • Behaviour controls are locked/unlocked People can access the controls or not.
  • Maintenance panel panel is closed/open People can access the maintenance panel or not. This lets you insert pAIs.
  • Arrest Unidentifiable Persons: Yes/No Arrests/detains anyone who has no ID visible and is unidentifiable (name shows as "Unknown").
  • Arrest for Unauthorized Weapons: Yes/No Arrests/detains anyone who has a weapon visible and an ID without weapons authorization (by default, anyone but head jobs and security).
  • Arrest for Warrant: Yes/No Checks the security records if anyone's status is set to "Arrest" and arrests/detains them.
  • Operating Mode: Arrest/Detain Arrest: Stuns and zipcuffs the perp, then leaves. Detain: Stuns the perp indefinitely.
  • Report arrests: Yes/No When someone receives a faceful of justice, the Securitron will announce the perp's name and location on its radio channel (by default, Security).
  • Auto Patrol: On/Off Patrols the station.

STOP RIGHT THERE CRIMINAL SCUM

Securitrons and ED-209s attack for one of two reasons:

  • The securitron is being attacked.
  • The perp's threat level is 4 or higher.

Things that can increase threat level

  • +10: Getting emagged. Now everyone is criminal scum.
  • +6: Getting attacked - but securitrons will hunt attackers regardless of threat level.
  • +5: Having a criminal status of "Arrest" when Arrest for Warrant is enabled.
  • +4: Having no visible ID and an obscured/disfigured face (showing up as Unknown) when "Arrest Unidentifiable Persons" is enabled
  • +4: Holding a weapon in your hand when Arrest for Unauthorized Weapons is enabled, but your ID doesn't have the permission.

This doesn't include dragged weapons or those in containers.

  • +2: Having a weapon equipped on the belt or back slot when the above is enabled.
  • +2: Having your criminal status set to "Incarcerated" or "Parolled".
  • +2: Violating the dress code by wearing a wizard hat or wizard hardsuit hat.
  • +1: Being non-human genetrash.

Things that can decrease threat level

  • -5: Wearing a Syndicate Agent ID card.
  • -1: Being implanted with a mindshield implant.

Good to know

  • Agent ID cards make traitors effectively invisible to sec bots, provided they don't stack more than one offense.
  • Mindshield implants do the same to a lesser degree - you can avoid weapon and ID check arrests.
  • Security bots (and also Honkbots) will get frustrated and stop hunting people after a few seconds.
  • All bots navigate by following navigation beacons. If those are destroyed, the bots will stop patrolling.
  • Sec bots are weak to EMP and ranged weapons, like guns and IED spears. Also, they can't escape welded/locked closets.

ED-209
ED-209
Found in: manufactured in Robotics
Used for: Detaining criminals even more efficiently.
Description
The most fearsome security robot. Like Beepsky, but with an added taser and four times the default health.

Keep in mind that ED-209s ignore monkeys though.

Controls:

  • Same as the Securitron's

See here how to construct an ED-209.