Security items

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Weapons for Neutralizing Threats

Flash
Flash
Found in: Lockers at Security Office and Security Posts, Chief Engineer's Office, Robotics, Bridge, Tech Storage
Used for: Subjugating criminals
Strategy: Use it on the criminal (make sure he doesn't have protective eyewear)
Description
A versatile tool! Flashes are small devices capable of producing an extremely bright light that is capable of blinding someone for approximately five seconds if they are immediately adjacent to you. This light will overcome visual senses, causing disorientation. If you target a criminal specifically with the flash you will not only blind them, but knock them down for the aforementioned second period, allowing plenty of time to beat them to death handcuff them. This is an acceptable alternative to a Stun Baton in a pinch. However, it will not work against anybody wearing protective eye coverings such as Welding Helmet or Sunglasses. On the downside: overexposure can cause blindness, and the flash's bulb is prone to burning out after repeated usage. Despite having Flashes implanted as ocular devices, hand held flashes are remarkably effective at stunning Cyborgs, and are one of only ways of stunning them. Carry it in your pocket. Distributed by SecTech vendors.

Some revolutionary leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear.


Stun Baton
Stun Baton
Found in: Lockers at Security Office and Security Posts
Used for: Subjugating criminals
Strategy: Use it on the criminal
Description
Your bread and butter. Standard Protocol is to wear it on your BELT, mister. I can't tell you how many lazy officers I see waving their batons around the station like the freakin' statue of liberty. All it takes is one Joe Curwen to run up to you, push you down, and suddenly you went from the "station's finest" to "[your name] Burger".

Stun batons have two modes: on and off. While on, use will result in a stun - harm will cause you to smash the baton into the victim, bruising and stunning them for a very short time; disarm will jab the device into their skin and let them baste in very painful but mostly safe electricity, you'll generally be using it with this intent. Excessive use is discouraged among forward-thinking and sympathetic security forces. Recharged in a weapons recharger.
S.O.P- Do NOT select the harm intent, unless you wish to beat your target. Additionally, take a moment to make sure that your baton is turned on.


Taser
Taser
Found in: Lockers at Security Office and Security Posts
Used for: Subjugating criminals
Strategy: Shoot it at the target
Description
This is a ranged alternative to the stun baton; however it only has four charges. Maintain both this and your stun baton at a recharger port. Like the baton, you should wear this on your belt and carry the other in your exosuit slot. The taser fires an incandescent ball of energy at low velocity. The projectile is stopped by windows, grills, walls, and various other obstructions. When hit, it will cause temporary paralysis and slur speech to near illegibility. Melee use of this weapon is inappropriate except for the most extreme cases (see space law section Dangerous Criminals). When aiming for the head, tasers are exceptional melee weapons even when out of charge, very often knocking the opponent unconscious with a single blow. They can be found in Security lockers.


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, you could also find them in security lockers. In rooms where multiple and/or armed personnel are expected, you may use a flashbang to "breach" the room. Select it, press the button, and throw it immediately. It will blind everyone nearby for a short period of time and deafen them for a longer period of time. If all goes well, they will be on the ground, having dropped their weapons, and awaiting your handcuffs.
 S.O.P If you are in a situation that requires flashbangs, CALL for backup first! Practice on empty rooms, try not to deafen yourself. Idiot


Pepperspray
Pepperspray
Found in: Inside lockers at Security Office and Security Posts
Used for: Subjugating a criminal
Strategy: Shoot it at the criminal
Description
Manufactured by UhangInc, used to blind and down an opponent quickly. Can store 4 sprays inside it. Can be filled at Pepper Spray Refillers located in walls at Security Office and Security Posts.


File:Egun.png
Energy Gun
Found in: Armory, Captain's locker, Head of Personnel's locker
Used for: Subjugating criminals and/or eliminating threats
Strategy: Toggle the mode you want and fire at the target
Description
Distributed by the Warden. The combination of a taser and a laser gun, clicking the thing while it's held alternates between a killing laser and a stunning taser (Remember: blue for stun, red for kill). More shots are available in kill mode than in stun mode, but the gun can still be recharged. Energy guns make exceptional melee weapons due to their uncanny ability to knock people unconscious when aimed at the head. The Captain, head of Personnel, and Head of Security all have energy guns in their quarters. More are stored in the armory and can be ordered in a secure crate by the quartermaster. They are to be distributed only under the most extreme circumstances.


Laser Gun
Laser Gun
Found in: Armory
Used for: Eliminating threats
Strategy: Trigger it and throw it at a criminal mob
Description
Distributed by the Warden - It is a more lethal version of the Energy Gun and lacks a non-lethal function. Usually distributed along with Riot Shields in extreme cases. It is very heavy - useful for the beating up of people. It shoots lasers, which deal a great deal of burning damage. The lasers will travel through grills and glass of all sorts. Can be ordered by the quartermasters in a secure weapons crate, which itself can only able to be opened by a security officer or military head of staff, It can be recharged.


Handcuffs
Handcuffs
Found in: Security Office, full box at Armory
Used for: Apprehending the criminal
Strategy: Apply it to a criminal
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, it may loosen the prisoner from your grip allowing him to run free. A freedom implant can remove them instantly, but everyone else has to struggle with them for two or more minutes in a private area to get them off without outside help. Remember, you cannot open airlocks while cuffed. So if you are handcuffed in space without proper gear, you will most likely die. Can be combined with orange prison shoes to make foot shackles, which forces a person to always walk.



Armor for Protection

Helmet
Helmet


Sunglasses
Sunglasses


Security HUD
Security HUD


Body Armor
Body Armor


Riot Helmet
Riot Helmet


Riot Armor
Riot Armor


Bulletproof Vest
Bulletproof Vest


Ablative Vest
Ablative Vest


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


Other Items

Riot Shield
Riot Shield
Found in: Armory, Head of Security's locker
Used for: To protect you from melee 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, but offer no protection against ballistic weapons or lasers. 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: 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 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.
Disintegrates in 10 minutes after the death of host.


Chemical Implant
Chemical Implant
Found in: Armory in a Chemical Implant Kit
Used for: Can be loaded with any sort of chemical agent via the common syringe and can hold 50 units
Strategy: Take the implanter, load it with an implant and use the implanter on a person
Description
Can only be loaded while still in its original case.
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 in 10 minutes after the death of host.


Loyalty Implant
Loyalty Implant
Found in: Armory in a Lockbox (Loyalty Implants)
Used for: Un-revolutionarizing people and/or preventing people to be converted to cultists
Strategy: Take the implanter, load it with an implant and use the implanter on a person
Description
When used on someone, it will make the person loyal to CentCom and the Heads of the Station - 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 and persons who are strong enough to lead a revolution party will completely resist this implant.


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 signaler set to the same frequency as the pack will activate it, giving your prisoner an electric shock and instantly incapacitating them.

Best of all- This does no physical harm. If you did want to do physical harm, you can combine the electopack with a helmet and then place it on a chair that has powered wires under it. This will create an electric chair to allow you to cleanly execute multiple prisoners in a row. The AI will not approve, but when does the AI ever approve of what you do?


Space Law
Space Law
Found in: Security Office, Security Posts
Used for: Studying intently about the Law
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 at it.


Recharger
Recharger
Found in: Armory, Security Office, Security Posts
Used for: Securing an area from anyone without protective eyewear
Strategy: Pull it to a powered area and wrench it in place
Description
A conventional energy device recharger is a useful device which can recharge any energy based device should it run out of power. As a member of security you will most likely be using these to recharge your stun batons and tasers.

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


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
Deployable Barrier
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
A deployable barrier. Swipe your ID card to lock/unlock it.

Machines

SecTech Vending Machine

SecTech

Security Robots

Securitron

ED-209

The Robotic side of the security force. The station only starts with one, the famous Officer Beepsky, who is the closest the Head of Security gets to a pet and also a world class criminal catcher, being able to hover faster than a man can run, and stun and cuff and criminals using handcuffs made in the experimental mass fabricator Nanotrasen places in every Securitron model. This also makes him a right pain when hacked as he will stun and cuff everyone in sight! The Roboticists have the option to make more, but they are rarely made as they use up the Warden's precious helmets.