|Provides moderate protection to the head, though you can still be rendered unconscious from repeated trauma. Click on it to toggle what style it uses. Also has a handy helmet light! Every Security Officer spawns with one, there's an extra helmet in each Security equipment locker, and the "Weapons Crate - Security Equipment" crate from Cargo also contains a helmet.|
|Body Armor||Moderate protection for the torso and limbs. Halves damage done by energy projectiles and kinetic bullets and reduces damage done by melee attacks by 6, essentially protecting you from toolboxes and other things that cause similar amounts of damage. Also prevents bleeding from pipe bomb shrapnel. Click on it to switch between all the different (purely aesthetic) armor styles. The Head of Security and Security Officers all spawn with body armor, and there are extra vests in Security equipment lockers and Sec resupply crates from Cargo.|
|Military Boots||Offers slightly more heat and cold resistance than usual, though not by much, and reduces melee damage to the limbs and chest by 1. More notably, they also make kicking and diving at people do 2 more damage. The Head of Security and every Security Officer start with a pair of these.|
|Heavy Military Boots||Like military boots, but they make a more distinct stomping sound that lets criminal scum know that there's a whup-ass elemental in the vicinity. Obviously not very stealthy. The Head of Security starts with a pair in their locker.|
|Security Belt||A special toolbelt that can hold small objects, rifles, Security RecordTrak devices, and stun batons. Every loadout from the sec weapons vendor comes with one.|
|Shoulder Holster||A belt item that can hold small objects and security weapons, similar to the security belt, but somewhat more hidden, especially when worn under a suitable jacket. The Detective gets one of these for holding their sidearm and forensics tools.|
|DetGadget Hat||A special hat that can store certain items and bring them out by voice command. See more on Detective.|
|Blast Helmet||Also called EOD helmet, the blast helmet is a stronger version of the regular helmet available only in the Armory and is ostensibly meant to be paired with a bomb disposal suit. It slows down movement speed a little bit, but it also diminishes the effect of explosions, lessens how much flashes and the like affect you, and reduces damage from melee attacks to the head by 9.|
|Bomb Disposal Suit||Also sometimes called EOD suits, blast suits, and bomb suits, this heavy, bulky suit protects from explosions, among other things, and is only available from the Armory, typically on some sort of rack.|
It doesn't make you immune to explosions, but it does significantly diminish their impact, so while you might still take some damage, you'll often survive when you otherwise would be chunky salsa. All that plating also reduces damage from melee attacks to the chest by 9 (for perspective, it means extinguishers do minimal damage) and decreases damage from bullets and energy projectiles (but not thrown items) by 66%. It's also offers a small amount of Disorient (Body) resistance, lessening how much tasers and the like affect you. The one downside: it slows you a fair bit, though not as much as a standard space suit would.
|Riot Helmet||Offers excellent melee protection for the head, but slows you down quite a bit, almost to the level wearing a space suit would. The Armory usually has a few of these, ostensibly meant to be worn with heavy armor.|
|Heavy Armor||Full-body armor for riot police, with better-than-average melee protection for the chest area. Protects you from angry men with blunt objects and pipe bomb shrapnel. Helps you last slightly longer against projectiles. Slows you down.|
|Elite Security Helmet||Both twice as sturdy and twice as intimidating as the standard issue helmets. Found in Experimental Security Equipment crates ordered from cargo.|
|Siren Helmet||A little less protective than the regular helmet, but allows you to play a police siren, complete with sound and red and blue flashing lights. Sometimes found in Security wardrobes.|
|Head of Security's Jacket||Spawns in the Head of Security's equipment locker. A warm, lightly-armored jacket to wear while fighting crime. It offers less protection than an armored vest, but you have to sacrifice for style.|
|Head of Security's Cape||Spawns in the Head of Security's equipment locker. Functionally the same as the HoS' jacket when it comes to melee and ranged damage reduction, but trades cold protection for heat resistance.|
|NT Combat Helmet||A combat helmet designed to protect Nanotrasen Security Consultants and Nanotransen Special Operatives from the depths of space. It spawns in the NTSC's backpack and happens to have a rather pretty blue face shield!|
|NT Pressure Suit||A combat exosuit that provides protection from both combat-related trauma and the dangers of space. It spawns in the NTSC's backpack. Very tactical, look at all of those magazine pouches! The suit is also standard gear for Nanotransen Special Operatives.|
|NT Gas Mask||A CBRN mask with a dual-filter design. Functionally identical to other masks except that the lens offers a little more eye protection. It spawns on the NTSC's security belt alongside their weaponry.|
|Security HUD||Also called Security HUDs or just SecHUDs, these upgraded sunglasses show various icons for SecMate statuses and other things, allowing you to view criminal records in realtime. Meaning of the symbols:
The has-a-counter-revolutionary-implant and exposed-Head-Rev statuses persist even through the best disguises, but all the others besides Contraband (which doesn't care about identity) can be fooled, since they rely on visible name. If the person's wearing someone else's ID card, but isn't concealing their face (so they show up on mouseover as "SomeName (as OtherName)"), the glasses are smart enough to check the name associated with the face, not ID. But if they have the face concealed (so they show up as "OtherName"), the SecHUDs fall back on ID and so check the record for the name on the ID.
|Optical Thermal Scanner||Reduces darkness in a three tile radius and allows you to see people with active cloaking devices, cloak of darkness, and chameleon cloak. However, it it also makes you susceptible to EMP grenades, and flashes and similar bright lights stun for longer, cause eye damage if they didn't before, and induce much more eye damage if they did. The detective and HoS have a pair in their respective lockers, and the Armory often has some.|
|Detective's VR Goggles||Connects to a personal office simulation with security cameras monitor and security records computer that does not require an ID, allowing the user to watch the cameras and search and manipulate sec records without actually being at the respective computers. Detective spawns with a pair of these.|
|Security Headset||Essential for communication with other officers on a secure frequency. Type say :g to use the security channel. Keep in mind that when you speak, anyone in hearing distance can still catch what you say. The headset is vital to coordinate your efforts and should not be allowed to fall into the wrong hands, lest the antagonists remain one step ahead of you at all times. Extras appear in "Security Officer's equipment" boxes in sec equipment lockers|
|Security Badge||Turn in your gun and badge. Can be worn in the exosuit slot for style (it grants no armor or other stat bonuses) and a bonus functionality on the Clock 180 and clicked on while it's in your hand to flash it to everyone nearby, proving you're a real cop. Security Officers, the Detective, the Head of Security, Security Assistants, the Nanotrasen Security Consultant, Lawyers, and the Inspector all start with one.|
Non-lethal weapons try to neutralize someone without killing them. In real life, "non-lethal" is a muddy term, since many supposedly harmless ways to incapacitate people do in fact pose some risk of permanent harm. In SS13 though, there are some weapons that cannot cause lasting damage, barring certain circumstances, and can be safely said to be non-lethal. Caution is advised when using these around metallic friends, as tasers will rapidly decimate sillicons faster than kinetic weapons, and bright lights will stun them for ages, unless they aren't as friendly as they seem. Note that using non-lethal weapons without a good reason (e.g. they're attacking someone, they committed a serious crime and you need to bring them to jail) is still Grief; even if you're not dinging their health, you're still hampering their ability to enjoy the game.
|Taser||This weapon fires a bolt of incapacitating energy. A target who is struck by two projectiles in a row will usually be stunned, or at least slowed. Successive shots cause longer stuns. Can be toggled in-hand between a single-shot and burst-fire mode, which will fire off three shots in one go. Tasers can fire 8 shots on single-shot mode or 4 shots on burst-fire, before they must be recharged in a recharger or taser recharger rack. The Standard loadout from the security weapons vendor has one.|
|Taser Shotgun||Combines the stunning energy bolts of a taser with the unwieldy size and slower fire rate of a shotgun. Requires two hands, and features 200 PU cell and a toggle between a 10 PU mode that's a little weaker than the standard taser's single fire and a 25 PU spread shot that fires three simultaneous bolts at a wide angle that are, individually, weaker than the 10 PU shot. It's the center piece of the Control loadout from the security weapons vendor.|
|Taser SMG||Similar to the taser shotgun in that it has more volume than power in its shots. It has a 200 PU cell and features two modes: full auto (using 8 PUs per shot), and two shot burst (using 40 PUs per shot) that can be toggled with the use key/clicking the SMG itself. Full auto will put you into a targeting mode with your cursor, which then shoots in the direction of the target for as long as the click is held. This mode is most effectively used on targets who are low on stamina. In two shot burst mode, the SMG will fire two quick bolts in the direction clicked. It controls more like the taser in this mode, but the bursts are closer in power to the spread shot of the taser shotgun.|
|Wave Gun||Situational non-lethal firepower, found in the security weapons vendor's Offense loadout option. On top of the standard 200 PU battery capacity, it comes with three modes:
|Flash||The flash has two applications:
Wearing adequate eye protection or being blind, whether clothing-related or biological in origin, blocks the effects of both applications.
|Crowd Dispersal Grenade||These grenades release an smoke-powder cloud of capsaicin, which briefly stuns people and temporarily affects their motor coordination. The effects of capsaicin are avoided by wearing a gas mask or having internals active. The security weapons vendor has some of these as an option under the Utility category. More can be found in the Armory and also ordered from the Cargo's Experimental Security Equipment crates.|
|NT Stun Land Mine||To deploy a NT stun land mine, click on it while you're holding it and click on Not timing to arm it (don't worry about setting a timer) and then drop it (Hotkey: Q) where-ever you want the mine to go. When stepped on, it releases a 3x3 flash that severely disorients victims and causes them to stutter their speech for 10 seconds. It's pretty much a one-tap stun if they don't have some good stamina buffs. You can also put them inside backpacks, lockers, and other containers, so that the next person who opens them gets stunned. They're located in the Armory, in their own box in the Special Grenades Crate.|
Less-than-lethal (or just less-lethal) weapons are still designed to take someone down without murdering them. However, they still cause some amount of damage, so while these aren't designed to kill people, they can still cause death or significant injury if you're not careful. Because of that, they ought to be used with caution, so as to not hurt innocents.
|Pulse Rifle||This two-handed energy rifle starts with a 300 PU battery and has two modes, which you change by clicking on the thing while it's in your hand (Hotkey: C for Goon WASD, Z for /tg/-style WASD):
The Armory has three of them on a special pulse rifle rack that's locked to those with access to the Security department; the lock can be disabled with hacking.
|Riot Shotgun||Your average pump-action shotgun loaded with rubber slugs for less-lethal (i.e. it primarily stuns, but can cause some damage) takedowns. It's loaded with 8 slugs by default (i.e. similar capacity to tasers) and has heavy knockback, though the stamina drain is smaller than a taser, ammunition is (naturally) limited, and it takes up both your hands, so you only wield one of them (you can reload it just by clicking on a box of shells/slugs). These shotguns are pump-action, and require you to rack the pump before they're ready for action. Click on it or press C to chamber a shell with authority!|
They are available from a rack in Armory that's locked to those with access to the Security department; the lock can be disabled with hacking.
|N.A.R.C.S. Deployer||This "Nanotrasen Automatic Riot Control System" is found in the Armory's Special Equipment Locker and is often called "riot turret" or "good boy". When deployed, this turret shoots less-than-lethal rubber slugs at the closest person in its 60 degree, 5-tile viewing range, if that person does not have a red-striped, green-striped, or golden ID card (i.e. not Security or Command). Doesn't fire at those at less than 0 health, never runs out of ammo, and can be repaired with a welder. It also barks.
To deploy, click on the deployer while it's in your hand, use a lit welder to secure it to the floor, then a screwdriver to turn it on. Regardless of whether the turret is on or off, you can adjust the firing angle by clicking on it with a wrench. To pack it up again, use the screwdriver, welder, then wrench.
|Clock 180||A single-fire pistol chambered in 9mm. The gun also sports a unique effect in that it'll return to your hand upon throwing it. If you're wearing a Security badge, the gun will also fire upon hitting someone with the throw. Found in Cargo's Experimental Security Equipment crate.|
|Tranquilizer Rifle||This is security's answer to drug-fueled rampages. A lot of illicit substances and other stimulants grant the user some degree of stun resistance, rendering most of the non-lethal arsenal useless. The darts contain a dose of haloperidol, which will rapidly flush said drugs out of their bloodstream and, for stimulants users specifically, directly reduces the duration of the stimulant high.|
It is not the default load, but there are also mutadone darts for dealing with unruly geneticists or anybody else abusing genetics powers, e.g. a hulk smashing down walls or a crimer whose SMES Human makes stun batons useless.
Like the riot shotgun, this is also two-handed, so you reload it by clicking on a magazine of darts or dragging and dropping the magazine onto your gun. The Armory has a few of these, along side both tranquilizer and mutadone darts in the Tranquilizer Crate, and the medical director gets one in their personal equipment locker, which also has a little bit of both dart types. Extra darts can also be found in the AmmoTech.
|Barrier||A one-handed energy shield. Click on it while holding it to activate it. When active, the shield slows you down somewhat, but lowers damage from melee attacks by 9, decreases damage from both kinetic and energy weapons by 60%, and lessens the effect of all forms of Disorient (e.g. tasers, flashbangs, hootingium) by at least at half. While mostly defensive, attacking someone with the shield active does a slight amount of damage and pushes them back a tile, with a chance to knock them down on the floor. |
If you click on a tile far away from you while on Harm or Disarm intent, you also create another energy barrier in front of you that can reflect bullets, energy shots, rockets, and fireballs. Any kind of melee attack can break the energy shield, even if just does minimal stamina damage, and you can't move with the energy barrier up. Fun against Nuke Ops.
There's one in every Sec equipment lockers and every Security Weapons Vendor load-out. Nanotrasen Security Consultant starts with one on their belt.
|Flashbang||The flashbang is a grenade that emits a loud bang and bright flash to everyone in its vicinity when it goes off. Point-blank, people will be stunned and deafened for a decent amount of time, but the effects are less pronounced further away and mostly consist of confused movement. Sunglasses don't offer full protection, so you should be careful to not end up in the blast radius yourself. Excessive use can permanently deafen or blind someone, making these a very loathed item - be sensible with them. Flashbangs are also useful for dealing with rogue cyborgs at range, since they are not immune to its effects. |
Flashbangs are found in the Armory, specifically in the AmmoTech, inside one of the boxes in the Special Grenades Crate, and sitting on tables and racks. There's also one in each Weapons Crate - Experimental Security Equipment shipment.
Make no mistake, these weapons are meant to kill. They might not be exactly the best at killing, but killing is still their intended purpose. You bring these out when things get dangerous, e.g. a blob or nuclear operatives. Just as you would with a gun in real life, don't use these against someone unless you fully intend to kill them.
|Stinger grenade||Crowd disperal grenade's nastier cousin. When primed, these grenades will send out a burst of debilitating rubber balls that can take out limbs, cause horrific brute damage, and lodge into people's chests as shrapnel, inflicting further brute damage.|
|RP-4 Phaser Gun||Sometimes called simply "phaser gun" or just "phaser", the RP-4 phaser gun fires lethal bolts that do 20 BURN. These are not like Star Trek phasers; they have only one setting. Preferably, officers should never need to use these, but they may be necessary in the event of a robot uprising, hostile critters or the presence of shambling abominations, vampires or wizards. Can be ordered from the cargo bay, and a security-level ID is required to unlock the crate.|
|RP-3 Micro phaser||The phaser's little brother. Half the damage, half the cell charge, but about half the energy usage, and you get twice as many per crate. If you can get a better power cell for it these can be quite efficient, or if you're pressed for cash and want to make sure all your officers have some lethal capability. Just like the phaser, they can be ordered from the cargo bay, and a security-level ID is required to unlock the crate.|
|RP-5 Macro phaser||Unlike most lethal weaponry, the macro phaser is only particularly useful against targets that can be stunned (or at least disoriented/slowed), since it takes about a second to charge up, and as an additional downside, it has to be held with two hands. That said, when it does connect, it does a massive 50 BURN, and triggers a mini-explosion effect on whatever it hits that does about 22 BRUTE, can gib corpses, and has a chance to break down walls. Similarly to the other types of phasers, the macro phaser is ordered from cargo, but unlike the others, its crate needs armory access to be opened.|
These weapons can function as non-lethal, less-than-lethal, and/or lethal weapons.
|Stun Baton||A melee weapon which delivers an incapacitating shock to humans and cyborgs alike, knocking them to the ground or at least disorientating them. The stun baton does different things when on and off and cares about which intent you use. It is on by default, and you can click on it in-hand to turn it on-off.
Batons can also substitute for a defib when treating cardiac arrest and can also "batonfry". Each baton starts with a 200 PU cell, and each use besides batonfrying drains 25 PU, which is equivalent to 8 charges. Examine the baton to see the number of charges left. There's a baton in every loadout from the security weapons vendor.
|Stun Cane||This is basically a compact version of the stun baton that the VIP spawns with for personal protection. Besides the smaller battery of 100 PU (so only four charges) and icon, there's no functional difference between it and the regular stun baton|
|Extendable Stun Baton||Same as the standard stun baton, but with a self-charging battery that has only 150 PU (i.e. 6 uses at full charge) and cannot be swapped out, though it can still go into rechargers. It can be thrown to disorientate and/or stun people when on and has a special attack (click somewhere more than two tiles away while on Harm or Disarm intent) where you swing the baton. Activating it in-hand changes its mode in order of collapsed, able to fit in pocket->extended, on->extended, off->collapsed again. Every Nanotrasen Security Consultant starts with one.|
|Energy Gun||Combines the versatility of a taser and laser gun. Use the fire selector to toggle between both firing modes. Starting equipment for the captain and HoS.|
|Lawbringer||A versatile energy weapon with many modes, obtained by using the Check Job Rewards command as HoS to convert an energy gun into this. Has a 300 PU capacity, but it cannot go into rechargers, and you cannot swap out its cell, though it does charge 10 PU every few seconds. |
The gun can only be toggled by the owner of the fingerprints of the first person who activates it, though anybody can fire it. (Naturally, stealing the owner's arm will let you switch modes, and an EMAG removes the fingerprint lock entirely.) Saying "I AM THE LAW" while holding a Lawbringer you don't own is a bad idea, unless you like the gun destroying itself with a boom.
You select the mode by saying the name of the mode aloud (including via the *miranda emote), causing a robotic voice to recite something similar but not quite to the mode name.
|Detective Special Revolver||The Detective's sidearm, variously also known as .38 revolver, Det gun, CPA Detective Special (its old name), and Detective's Revolver, among other things. In an emergency, it's often one of the few ranged lethal weapons on hand and causes bleeding damage to anyone who is hit by the bullets. When loaded with stunner rounds, the .38 turns into a seven-shot taser and is entirely safe to use in that capacity (no damage or bleeding).|
|Peacemaker||An alternative sidearm for the detective, acquired by using the "Claim Job Rewards" command. It functions a lot like the typical .38 revolver, except that you need to use it inhand before every shot to cock it. Mostly useful to slow down people who might manage to steal your gun - while they just have your slow-to-fire gun, you'll ideally have backup weapons or security officers.|
|Signifer II||The Nanotrasen Security Consultant's new high-tech energy weapon, convertible between a non-lethal pistol and a lethal carbine with the flick of a switch.
The Signifer II has a self-charging battery and may be inserted into rechargers to speed up the process.
|Riot Launcher||A single-shot grenade launcher for riot control. Typically loaded with smoke shells, but it will accept other 40mm grenades. It also accepts hand grenades of any type (flashbangs are especially fun), though loading it in takes one second rather than being instant like with other ammo. The 40mm Paint Marker Rounds for the Security Weapons Vendor are meant for this weapon. Found in the security office.|
|Requisition Token||Redeem this security requisition token at a security weapons vendor for weapons and gear! Redeems one loadout, two utility credits, and one ammo credit. Every Security Officer and the Head of Security all start with one, and two extra can be found in the Special Equipment locker in each Armory. |
Security Assistants spawn with a silver assistant variant (image on the right) that is also named "requisition token" but has less buying power. Redeems one assistant belt and one utility credit. Two extra can be found in Special Equipment lockers in each Armory, and one in each "Weapons Crate - Security Equipment" crate from the Quartermasters
|Security Pouch||Handy storage space with six slots that can fit in your pocket! Unlike a box, you can access its inventory while moving, and it fits small- and tiny-size items, making it good for storing cuffs, grenades, spare batteries, and similar. The Head of Security and every Security Officer starts with one that starts with three handcuffs, a flash, a whistle, and, of course, a donut.|
|Forensic Scanner||The primary means of gathering forensic evidence. Can scan an item, person, door, wall, etc. for blood DNA, fingerprints, ballistic evidence, and more. Can also show the contraband level of items. The dedicated forensic scanner gadget is available through the Security Weapons Vendor under the Utility category and is found throughout Security and the Detective's Office, and every Security PDA has a forensics scanner in place of the usual atmospheric scanner. If you're the detective, you get a speicalized forensic scanner that can grab prints at a distance in your locker. Be mindful, it can pick up gunshot residue, but this can be faked if someone is splashed with black powder. See Detective for more advice.|
|BloodTrak||Points in the general direction of the dead/living body a scanned pool of fresh blood belongs to for a temporary amount of time. Scanning very fresh blood lets it point the way for 8 minutes, semi-dried blood 4 minutes, and dried blood none at all! It also works like other pinpointers in that color of arrow also indicates how close one is.|
|Spy Sticker Kit||A box with 6 special stickers that pick up speech from up to 7 tiles away from the sticker and transmit it to the detective's own private frequency on 135.1. Starts in the Detective's "Forensics equipment locker" and must first be clicked on in-hand to turn on/off the microphone and/or speaker.|
|Evidence Box||A fancy version of the regular box for official business.|
|Luminol Smoke Grenade||Or, simply, luminol grenade. When primed by clicking on it in your hand, creates an up to 12-tile wide, diamond-shaped smokepowder-cloud of luminol, revealing any blood stains that were previously wiped away. The Detective starts with a box of three in these in their locker in their Detective's Office.|
|Handcuffs||Used for detaining suspects. A person in handcuffs can't use their hands or open doors, and is unable to move when being pulled around. Be advised that bumping into somebody else will likely break this hold. To uncuff somebody, access their inventory with drag & drop and click the Handcuffed line. Prisoners are capable of removing the handcuffs themselves by using the resist button, which requires them to stand still for about 45 seconds. Extra cuffs can be vended from the SecTech, and there are usually extra boxes of cuffs laying about Security.|
|Silver Handcuffs||Special handcuffs tailor-made for capturing werewolves, created by dipping regular cuffs in silver. Werewolves in their werewolf form can't escape out of them at all and trying to burns their arms slightly, though using their Transform ability still lets them drop the cuffs. They can only be removed once before breaking and take less time than regular handcuffs to break out of.|
|Ziptie Cuffs||Also called plastic cuffs, 'cause, well, they're made out of plastic. That means they break after removal, and they take only around 15 seconds to break out of, making them more suited for temporary prisoner transport than permanent detainment. Cannot be used for making silver cuffs, but can be used for shackles. SecTechs start out with a bunch of these. GuardBuddies and Securitrons use these to cuff people in lieu of regular cuffs.|
|Shackles||Made by combining handcuffs with orange shoes. Anyone wearing these will be unable to run, only walk at a slow hobbling pace. The wearer can free themselves by using the resist button and standing still for 45 seconds.|
|Port-a-Brig Remote||Using this summons the Port-a-Brig if you are standing in an open, unobstructed space. To transport somebody, grab the (preferably handcuffed and stunned) prisoner, stuff them in the Port-a-Brig and swipe your ID to lock it, then use the remote to return the apparatus to security. You can also use a security PDA to control and remotely un-/lock any Port-a-Brig. Note that people can try to unlock the port-a-brig by flipping.|
|Security RecordTrak||Sets the Security Status of whoever you're using on to whatever status you set the Security RecordTrak to. Cannot, for obvious reasons, set people to Arrest. Click on it to change the status being set. Useful for setting prisoners to Released or Incarcerated without having to manually change their record through the Security Records computer. Can fit on secbelts. Previously known as the Securotron-5000. Found scattered throughout Sec and is one of the options offered by the Security Weapons Vendor.|
|Security TicketWriter 2000||Produces an Official Caution directed to whoever or whatever you specify. Allows for customization of the ticket reason to fit the specifics of the crime. Security Assistants get one in their loadout. The Security Officer's default PDA cartridge allows you to access the Ticket Master program and generate Official Cautions and fines that directly are removed from an offender's bank account after the fine is approved by the Captain or Head of Security. The Captain, Cyborgs, Head of Personnel, and Chief Engineer also have access to ticket-writing capabilities on their PDAs.|
|Portable Camera Viewer||A portable version of the camera terminal. Found in the HoS' and detective's office, among other places.|
|Gavel Hammer and Block||Click on the block while holding the hammer to make the iconic thumping sound and shout ORDER IN THE COURT! ORDER IN THE COURT! Found in the Courtroom, natch.|
|Whistle||Attention-getter. Click on it while it's in your hand or use the activate-in-hand shortcut (usually either Page Down, C, or Z) to blow it. This produces, naturally, a sharp whistle sound and outputs a bold red message in that chat, so people are somewhat more likely to pay attention to you when you give a warning, such when you tell someone to cease swirlie-ing the clown |
|Fog Grenade||Click on it while it's in your hand to prime it and create an up to 12-tile wide, diamond-shaped fog cloud. The fog blocks off line of sight, and unlike smoke from smoke shells and such, it doesn't make people drop items. X-Ray Vision lets you see everything inside and beyond the clouds. You can also look beyond the fog with mesons, but you'll only still see the walls and floors and can't actually see the size of the cloud. Can be used to break up fights or make an escape. Every SecTech gets five of these.|
|Airlock Breaching Hammer||This two-handed hammer found in the Armory can bust down doors. To use it, click on the door while holding it and just keep smacking; for most doors, it'll take somewhere around 5 hits. You might use this if you need to enter some place, but the doors are bolted and depowered or otherwise hard to open; some examples might be the AI Upload, so you can reset a rogue AI, or a booby-trapped room, so you can free its victims. Naturally, it's also good for busting up people too, though it has a slower attack rate than other melee weapons.|
|NanoTrasen Experimental EDF-7 Breaching Charge||Goes on walls, floor tiles, and similar. Clears out almost all walls, windows, grilles, and other solid objects in a 5x5 radius and usually destroys the floor tile where it's placed as well, then triggers a modest explosion that takes out a fair bit of health. Can help remove some walls blocking a Blob nucleus or breach through a barricade Nuclear Operatives have created. Appears in a side room of Kondaru.|
|The Head of Security's coffee mug||The Head of Security's very important coffee mug! Can be found inside the HoS' office. Has a unique description text depending on whether or not you're the Head of Security that's examining it.|
|Donut Box||A box containing six donuts that are either plain or frosted pink. All jokes aside, each individual donut provides a stamina food buff that adds 18 to your maximum stamina. This can be super useful for confrontations and fights to keep you on your feet and moving fast.|
|Security Tape||A roll of brightly colored security tape. Using it on the floor lets you create a small tape fence to help you designate areas of importance. The fence can be vaulted by clicking it with an empty hand on help intent, or by simply walking up to it. It is extremely fragile, and will be instantly broken by anyone walking sprinting through it or by any object. However it can be cut down cleanly with wirecutters and re-used elsewhere! Otherwise, expect the exasperated sighs of the janitors as you leave a trail of broken down tape behind you.|
|NT Handkerchief||A small handkerchief issued to elite Nanotrasen Security Consultants. Functions like most handkerchiefs, such as having emotes being preformed into it giving a special action (i.e *sneeze). Also functions like a chemical rag, for when you need someone knocked out cold.|
|Recharger||A stationary device in the main Security wing and every Security Checkpoint for recharging tasers, stun batons, and most other energy weapons. The Mining Department and Cargo Bay also have these, mostly for recharging mining gear and cargo transporters. Green means it's recharging; yellow, flashing, and dinging means it's finished charging.|
|Taser Recharger Rack||Basically a bigger version of the above, found in the equipment room with all the Security equipment lockers, that can charge up to three tasers, and only tasers, at once. While anybody can add tasers to it, only Security Officers and anybody else who can open Security equipment lockers can take them out (though the tasers themselves have no access restrictions); the rack can be made freely accessible by all through hacking.|
|Armory Authorization||This computer controls access of the Armory and contents within. When sufficient authorization is given, the doors, lockers, crates, and/or AmmoTech become accessible to those with Security access and sends a server-wide announcement saying such.
You grant authorization simply by clicking on the computer while wearing an ID with correct access (access implants don't count); revoking works same way. To get sufficient access to open the Armory, you need either a Head of Security or three people with Security Equipment access, i.e. Security Officer, Captain, but not Detective, Security Assistant, or Lawyer. The computer counts fingerprint and ID, so one cannot simply make three Security IDs and use it with the computer. A Head of Security can also close the armory, and the computer logs fingerprints of whoever opened it.
|Security Computer||A ThinkDOS computer with SecMate installed. This program can be used to manipulate the criminal record and wanted status of every crew member. Active securitrons will attempt to detain anybody who has been set to arrest. If you found forensic evidence (fingerprint ID or DNA), you can also search the database to find a match.|
|Security Records||Does exactly the same, just through a more user-friendly interface. Somewhat rarely comes in the same texture as the Security Computer, such as in Donut 3's Security Wing.|
|Security Camera Viewer||Keep an eye on other parts of the station from the relative safety of the security office. Cameras which have been deactivated will be highlighted as such on the list. You can set a viewport of a camera by searching for the camera you want and then clicking "Create Viewport" near the top left; this makes a little pop-up window of the area the camera covers appear, and you can watch the area so long as you don't move away from the camera viewer. Viewporting can be good for monitoring areas where you think a criminal might return to. This viewport will close if you move too far away from the camera viewer.|
|Wanted Poster Station||A computer for making wanted posters. Simply enter a name, search the Security database or swipe a camera photo for a mugshot, set a reward, add some additional notes, and voila, you have a poster! Afterwards, you can either send it to all printers on the station or print some out to plaster around yourself.
Note that the database's picture will portray the depicted's appearance at roundstart. If they change clothes, put on a disguise, or use a DNA scrambler, the picture won't update. Silicons, wizards, and other things not in the database will not have a picture.
|Security Scanner||Scans the hands, pocket, backpack, and belt slots of anyone who passes through these for Contraband, assigning them a numerical threat level going from 1 to 10 based on the type and amount of contraband detected. If it assigns a threat level to be 4 or higher, it sends an PDA alert to everyone in Security, noting who they are, what their threat level is, and where the scanner that sent the alert is.|
|Port-a-Brig||Useful for transporting prisoners to the brig, as you don't have to pull them across the station. Swiping a security ID will lock or unlock it (or use the PDA program). To put someone in, click on them while on Grab intent, and then click on the port-a-brig; there is a brief 3 second delay to this. The person can be let out by using the context menu or move eject verb. Prisoners can still resist their handcuffs while inside, so be wary of immediate attempts to attack you or otherwise escape. In an emergency, the prisoner can also be released by prying the lock open with a crowbar.|
If you've ordered a second Port-a-Brig from Cargo through the Security Containment Crate, remember to assign a suitable home turf by click-dragging the device onto an adjacent floor tile.
|Brig Chute||A special disposal unit for safely inserting people into the Brig (and occasionally other places). Officers can simply grab the detainee, click on the chute to shove them inside, click on it again to open up its interface, and then click on Disposal handle: Engage to activate the chute and send the detainee into the Brig.|
|Flasher||There are two versions of large flashers: wall-mounted and portable. The former is mounted inside the solitary cell and can be toggled manually through the brig timer interface, and is used to keep unruly prisoners from bashing through the reinforced windows. Portable flashers are intended for crowd control and have to be anchored to the floor with a wrench. Once in place, they can be triggered manually by the AI or automatically detect nearby movements and stun everybody within a small radius. Note that the portable flasher will not indicate if the person walking through it has security access. In this case, the flash will dull for 1.5 seconds, allowing an individual to sneak past if fast enough.
Both devices will disable active cloaking devices and holographic disguisers. Flashers can be avoided by wearing adequate eye protection, by turning off the local APC's equipment setting, by walking past them instead of running (portable only), or by rendering them inoperable with wirecutters (wall-mounted only).
|Confiscated Items Crate||Crate for securing storing dangerous items taken from suspects, e.g. weapons (stolen goods should be returned.) Accessible only by those with Brig access and usually found in the vicinity of the Brig too. On some maps, these also come spawned with a couple of curios, like a vuvuzela.|
|Automatic Locker||Card-locked closet linked to a particular brig timer. If you store low-risk items such as toolbelts in there, the prisoner can grab their belongings once they're free to go, jump into the floor flusher and be on their way without unnecessary hassle. Click-dragging the locker onto a brig timer can be used to select it as the new controller when necessary.|
|Floor Flusher||A giant chute that opens when a specific brig timer runs out of time. Once a prisoner climbs in, the chute then closes and releases them back into the station, removing their handcuffs if necessary.|
|Security Wagon||Like the standard utility tractor, but in blue, located in Cog2's Security.|
|Segway||VROOM VROOM OUTTA THE WAY|
Security Weapons Vendor
Offers vital equipment for tokens. Click on it with a sec requisition token to insert the token in, then click on the vendor to bring up its interface. Each token will provide one loadout credit, one ammo credit, and two utility credits. The assistant token Security Assistants spawn with only offers Assistant credit. Whatever selection you make will pop out of the vendor - loadouts will come in the form of a belt containing the class chosen, the utility options will simply pop the item out. Choosing one is hard, but actually getting one is that simple. You'll see these options below.
Each loadout also gives a pinpointer for the weapons included in the belt, so they can be located if lost. Keep this safe!
|Standard||Loadout||1||Simple yet versatile and good for every situation. Contains 1x secbelt with 1x stun baton, 1x taser and 1x barrier.|
|Offense||Loadout||1||Powerful with good aim and mindful use of range. Contains 1x secbelt with 1x stun baton, 1x wave gun, and 1x barrier.|
|Control||Loadout||1||Handle larger groups using weak but plentiful stun pellets. Contains 1x secbelt with 1x stun baton, 1x taser shotgun, and 1x barrier.|
|Suppression||Loadout||1||A more precise approach to handling multiple targets. Contains 1x secbelt with 1x taser SMG, 1x stun baton, and 1x barrier.|
|Just a Baton||Loadout||1||For those who prefer a more hands-on approach. Contains 1x secbelt with 1x stun baton and 1x barrier.|
|Morphine Autoinjectors||Utility||1||A small box of 6x emergency auto-injectors with morphine, which can help keep you running through tough situations.|
|Robust(ed) Donuts||Utility||1||A "robust donuts lunchbox" with 1x robust donuts, which contain some drugs that help you partially resist stuns, and 1x robusted donuts, which contain a cocktail of general-use healing chemicals.|
|Crowd Dispersal Grenades||Utility||1||A small box of 4x crowd dispersal grenades to deter groups away from an area.|
|Forensics Scanner||Utility||1||Portable device with a combination of fingerprint scanning, blood ID's, ballistic evidence, and on-site record searching.|
|Night Vision SecHUD Goggles||Utility||1||A pair of night vision goggles that make you vulnerable to flashes, but allows for much better vision in the dark and show SecMate status.|
|40mm Paint Marker Rounds||Utility||1||A box of five Paint Marker rounds for a riot launcher. Anyone hit with one of these is "Dripping with Paint" for 30 seconds. During this time, they are covered in highly visible orange paint, and they leave a trail of orange footsteps too. This makes them easier to track and persists through disguises and invisibility cloaks, so it can be useful if there are reports of a Changeling or a cloaker user. The person can clear it away by pouring space cleaner on themselves or going under a showerhead.|
|RecordTrak Scanner||Utility||1||It's a Security RecordTrak scanner, a device used to update prisoners' security records, same as the kind found throughout the Security department. You might take this if all the ones Sec starts with are gone or you just don't want to take the ones already lying around.|
|Assistant||Assistant||1||A secbelt containing 1x barrier, 1x forensic scanner, and 1x security ticket writer for aspiring security assistants. Cannot be obtained through regular sec requisition token.|
|Spare Power Cell||Ammo||1||Your standard 200 PU power cell, same as the kind used in stun batons, tasers, and the like. You can swap it with the one in your baton or gun when you need quick recharge, such as when you're chasing someone and can't afford to retreat to a recharger.|
|Disruptor Power Cell||Ammo||1||The cell formerly used by the old disruptor weapon, useful as a side grade or emergency swap-out. Capacity is only 100 PU, less than the 200 PU cells used by stun batons and many other energy weapons used by Sec, but it has a decent self-recharge speed.|
|Security Equipment Locker||Contains mostly clothes, but does have a few weapons. Found mostly in a locker room/equipment area in Security and accessible by only those with "Security equipment" access, which primarily just means the Head of Security, Captain, Security Officers, and the Nanotrasen Security Consultant.
|Special Equipment Locker||Found exclusively in the Armory. By default, can only be opened by the Head of Security, but can be lowered to all Security personnel once enough authorization has been granted for the armory authorization computer.
|Head of Security's Locker||The Head of Security's locker of equipment is found, naturally, in the office of the Head of Security. Barring EMAG-wielders or packet-hackers, only the Head of Security can open this locker.
Sometimes referred to as the "SecVend" or "security vendor" by older players. Dispenses basic gear to anybody with access to the Security department, but not necessarily access to Security equipment lockers, e.g. the Detective.
|.38 Stun speedloader||2|
|(On the RP servers) Copy of Frontier Justice||1|
|(Hidden) Flash/Cell Assembly||1-6|
|(Hidden) .38 speedloader||1-2|
Found exclusively in the Armory. Locked to the Head of Security by default. Dispenses ammo for shotguns, tranquilizer rifles, riot launchers, and other kinetic weapons used by Security.
|12ga rubber slugs||6|
|.38 Stun speedloader||3|
|40mm smoke shells||3|
|40mm plastic baton rounds||5|
|.308 tranquilizer darts||3|
|.308 mutadone darts||3|
|(Hidden) 12ga Buckshot (weaker version)||1|
All the following crates spawn in the Armory. By default, only the Head of Security can open armory crates, but uniquely, the armory authorization computer can lower the requirement down to anyone with just Security access, if said crate is in the Armory when sufficient authorization is fulfilled.
|Tranquilizer Crate||This crate has tranquilizer rifles for neutralizing people abusing anti-stun drugs and/or genetic powers.|
Contains: 2x tranquilizer rifles, 2x .308 tranquilizer darts magazines (4x shots in each), 2x .308 mutadone darts magazines (4x shots in each)
|Pod Weapons Crate||The weapons in this crate are meant to be used by space pods for neutralizing other pods, less-than-lethally, lethally, and explosively. |
Contains: 2x Mk.3 Disruptors, 2x Mk.2 Scout Lasers, 2x 40mm HE pod-seeking shells (2x shots in each)
|Phaser Crate||Exactly what it says on the tin. It's got phasers, Jim, but not phasers as Star Trek knows it. These phasers are entirely lethal and somewhat weak. |
Contains: 4x RP-4 phaser guns
|Special Grenades Crate||There are a total of 21 grenades in this crate, some non-lethal, some not. Most of them are meant to be used against people, but the incendiary grenades can also prove useful for blobs. |
Contains: 2x security-issue grenade boxes (2x crowd dispersal grenades, 2x smoke grenades, 1x stinger grenade, 1x flashbang, 1x shock grenade), 1x experimental grenade box (3x incendiary grenades, 1x high-range incendiary grenade, 3x cryo grenades), 1x Non-lethal landmine box (5x NT stun land mines)
|Anti-Biological Crate||On many maps, this is often found outside of the Armory. "Anti-biological", or just "anti-bio", is a fancy way of saying this crate has weapons that create fire. You might break open this crate if you have a Blob on deck, which is by default quite vulnerable to fire (though it can mitigate it in a few ways) or a Changeling, whose massive health regeneration in shambler form is nullified by fire. Goes without saying this is lethal stuff.|
Contains: 2x flamethrower, 2x flare gun boxes (in each, 1x flare gun, 1x 12ga flares box with 8 extra flares)
|Shotgun Crate||Stuffed entirely with great communicators, the riot shotguns. These are only found on Cogmap2's Armory, for their role has been largely superceded by the shotgun racks. |
Contains: 4x riot shotguns, 4x 12ga rubber slugs boxes (8 slugs in each)
|Objects and Items|
|General · Janitor · Engineering · Mining · Medical · Science · Security|
|Machinery||Pods · Vehicles · Computers · Fabricators & Manufacturers · PDAs · Implants|
|Catering||Plants & Hydro Equipment · Foods & Drinks|
|Weapons||Syndicate Items · Guns · Grenades · Bombs|