Difference between revisions of "Security Objects"

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| In addition to being able to do above melee attack, you can also click on a tile at least two tiles away on {{Disarm}} intent to throw a spark that causes disorientation, resulting in slowed, erratic movement.
| In addition to being able to do the above melee attack, you can also click on a tile at least two tiles away on {{Disarm}} intent to throw a spark that causes disorientation, resulting in slowed, erratic movement.
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| [[File:StunBatonOnHarmIntentV3.png]] {{Harm}}   
| [[File:StunBatonOnHarmIntentV3.png]] {{Harm}}   

Revision as of 06:35, 18 June 2023

Gear

Item Image Description
Helmet
Helmet.png / HelmetGannets.png
HelmetAlt3.png / HelmetAlt4.png
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
Armor.png / BodyArmorGannets.png / BodyArmor2Gannets.png
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
MilitaryBoots.png
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
HeavyMilitaryBoots.png
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
SecurityBeltV2.png
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
ShoulderHolster.png
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
DetectiveHatV2-32x32.png
A special hat that can store certain items and bring them out by voice command. See more on Detective.
Blast Helmet
EODTransparent.png
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
File:BombDisposalSuit.png
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
RiotHelmetV2.png
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
HeavyArmorGannets.png
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
Elite security helmet.png
Both twice as sturdy and twice as intimidating as the standard issue helmets. Found in Experimental Security Equipment crates ordered from cargo.
Siren Helmet
SirenHelmet.png
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
HoSJacket.png
Spawns in the Head of Security's equipment locker. A warm, lightly-armored jacket to wear while fighting crime. Its 35% cold protection rivals winter jackets because your obviously bringing the heat if you wear this, and it reduces damage done by melee attacks to the chest by 3 and decreases damage from bullets and energy projectiles (but not thrown items) by around 40%. This is less protection than an armored vest, but you have to sacrifice for style.
Head of Security's Cape
HoSCape.png
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 it trades 35% cold protection for 35% heat resistance. Because the cape looks cooler than the jacket.
NT Combat Helmet
NTSOHelmet.png
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
NTSOSuit.png
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
NTSOMask.png
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
SecurityHUDV2-32x32.png
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
OpticalThermalScannerV2-32x32.png
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
VRGogglesV2.gif
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
Security headset.png
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
SecurityBadge.png
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.

Weapons

Non-Lethal

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.

Item Image Description
Taser
TaserGunV2.png
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. Tasers can fire 8 shots before they must be recharged in a recharger or security weapon recharger rack. The Standard loadout from the security weapons vendor has one.
Taser Shotgun
TaserShotgunV2-32x32.png
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, and like other guns from the vendor, it's one of the few that can go on the security weapon recharger rack.
Taser SMG
Tsmg.png
Similar to the taser shotgun in that it focuses on volume rather than power. It has a 200 PU cell, and it's one of the few weapons that can go on the security weapon recharger rack (in addition to the recharger). It features two modes, which can be toggled by pressing the use key or clicking the SMG itself.
  • Full auto (uses 8 PUs per shot) replaces your cursor with a targeting mode reticule, allowing you to fire a stream of projectiles in the direction of the target for as long as you can hold down the left mouse button. This mode is most effective on targets who are low on stamina.
  • Two-shot burst (uses 40 PUs per shot) fires 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.
Sancai Wave Gun
WaveGunV2.png
Situational non-lethal firepower, found in the security weapons vendor's Offense loadout option. As standard for guns from the Security Weapons Vendor, it has a 200 PU battery capacity and can be recharged at either a recharger or the security weapon recharger rack. The Sancai wave gun comes with three modes:
List of Sancai Wave Gun modes:
Img Name PU Description
WaveGunV2.png Inversion Wave 25 Starts off with half the power of a taser bolt but becomes stronger with each tile it travels and has a long range. Matches the power of a taser bolt at seven tiles.
WaveGunV2TransverseWave.png Transverse Wave 40 Pierces through people, walls, doors, windows, everything! It can even hit people resting on the ground. But it has max range of only 4 tiles. It also starts off half as strong as taser bolt, but becomes twice as powerful as a taser bolt at (and only at) maximum range.
WaveGunV2ElectromagneticDisruptionWave.png Reflection Wave 25 Can bounce off up to two walls, windows, machines, basically anything that's not a human, monkey, cyborg, or similar. Each bounce boosts its power. Cannot bounce at right/90 degree angles (i.e. firing perpendicular to a wall does not cause bouncing).
Flash
Flash.png
The flash has two applications:
  • Clicking on a human, cyborg, or other mob with the flash will obscure their screen with a white flash and drain their stamina, disorientating them and possibly stunning them if it drains all their remaining stamina.
  • The other use is area flash, activated by clicking on the weapon when it's in your active hand. This will briefly obscure the screen of everyone besides you in a 5x5 square with a white overlay and disorientate them as well. Area flashes also have a chance of disrupting active cloaking devices and holographic disguisers in a 3x3 radius.

Wearing adequate eye protection or being blind, whether clothing-related or biological in origin, blocks the effects of both applications.

Every time the flash is used, the bulb has a chance of burning out, rendering it permanently useless. Once burnt out, you must get a replacement, since the bulb cannot be recharged or repaired. The first 5 uses won't degrade the bulb, but each use after that adds an extra 10% chance for it to burn out, e.g. after 7 uses, the chance is 20%. Examining the flash gives you a rough estimate of number of uses; if the bulb is in "good condition", it has been used enough that it could burnout.

They can be found in security equipment lockers, dispensed from the SecTech vending machines and manufactured by robotics fabs that have been hacked.

Crowd Dispersal Grenade
Peppergrenade.png
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. These can be found in the Armory and also ordered from the Cargo's Experimental Security Equipment crates.
NT Stun Land Mine
NTStunLandMine-32x32.png NTStunLandMineArmed-32x32.gif
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

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.

Item Image Description
Pulse Rifle
PulseRifleV2.png PulseRifleRackV2.png
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):
  • Kinetic Pulse: Can knock a target across an entire screen length--and more--causing damage upon impact that scales with distance travelled. It also causes Stamina drain and inflicts the Disorient status effect, with amount and duration decreasing with distance at the exact same rate the taser does. Each shot costs 35 PU, which translates into 8 shots. Good for keeping away c-saber wielders and other people you want out as far from your face as possible.
  • Electromagnetic Pulse: Hits the target with an area-of-effect EMP, damaging Cyborgs and Space Pods, hurting cyberorgans, and many other effects. Does nothing against a nuclear bomb, since it is immune to EMPs. It drains a flat 30 Stamina, but causes a flat 6 seconds of Disorient. Each shot costs 100 PU, so that's a max of 3 shots.

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
RiotShotgunV3-48x32.png ShotgunRackV2.png
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
NARCSDeployerV2-32x32.png
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
Clock188TanV3-32x32.png Clock188BlackV3-32x32.png
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
TranquilizerRifleV3-48x32.png
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
SecurityBarrier.png
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
FlashbangV3.png
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.

The security weapons vendor offers a box of these, listed under the Utility category. Flashbangs can also be 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.

Lethal

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.

Item Image Description
Stinger grenade
StingerGrenadeNew.png
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
PhaserFlipped32x32.png
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
MicroPhaser32x32.png
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
MacroPhaser32x32.png
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.

Multi-Role

These weapons can function as non-lethal, less-than-lethal, and/or lethal weapons.

Item Image Description
Stun Baton
StunbatongifNEW.gif
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.
State Intent(s) Effect
On StunbatongifNEW.gif Help, Grab Click on someone adjacent to you with it to drain a big chunk of their stamina; two hits or more hits is usually enough to knock someone unconscious from full stamina, barring any stamina boosts. The knockout lasts for 15 seconds and stacks with additional hits.
StunbatongifNEW.gif Disarm In addition to being able to do the above melee attack, you can also click on a tile at least two tiles away on Disarm intent to throw a spark that causes disorientation, resulting in slowed, erratic movement.
StunBatonOnHarmIntentV3.png Harm Attempting to use it with the Harm intent will instead stun YOU, leaving you at the mercy of whoever you were pursuing. In-universe justification: you're holding it by the shocking end, but it's on, so you get shocked too. Sprite flips around to reflect this.
Off StunBatonOffV3.png Help,Disarm,Grab Is completely inert.
StunBatonOffHarmIntentV3.png Harm Aka, harmbaton. Click on someone adjacent to beat them, draining stamina and dealing BRUTE. In-universe, your character is grabbing the baton by the business end and hitting them with the handle, and the sprite changes to show this.

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
StuncanegifNEW.gif
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
Ntsobaton.gif
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
EnergyGunV2.png
Combines the versatility of a taser and laser gun. Use the fire selector to toggle between both firing modes. There are two variants, one for the Captain, one for the Head of Security. They have different sprites, but they otherwise behave identically to the unadorned version.
  • EnergyGunCaptainStunFull.png Captain - A green "receiver" with slightly gaudy gold trim. Spawns in the Captain's locker.
  • EnergyGunHoSStunFull.png Head of Security - A tasteful red band near the "muzzle". Spawns in the Head of Security's Locker.
Lawbringer
LawbringerV2-32x32.png
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.
List of Lawbringer modes:
Img Name PU Description
LawbringerV2Detain.png "Detain" 50 An energy bolt that makes a 3x3 burst upon hitting a person/object or traveling about six tiles. Those caught in the burst suffer Disorient, which slows people's movement speed and confuses their movement, and since it also inflicts Slowed, they are slowed down even further. If you get caught in the burst yourself, you will not be affected, though others around you will.
LawbringerV2Execute.png "Execute" or "Exterminate" 30 A .38 FMJ round, same as the ones the Detective uses.
LawbringerV2Hotshot.png "Hotshot" or "Incendiary" 60 A flare that causes fire wherever it hits and wherever it travels, like a flamethrower.
LawbringerV2Smokeshot.png "Smokeshot" or "Fog" 50 A smoke grenade, same as the kind used by the riot launcher.
LawbringerV2Knockout.png "Knockout" or "Sleepshot" 60 A dart with 10 units of haloperidol.
LawbringerV2Bigshot.png "Bigshot" or "High-Explosive" or "HE" 170 An explosive round that tears apart walls and people alike upon exploding, like an AEX shell with much less impact damage, but much higher explosion damage.
LawbringerV2Clownshot.png "Clownshot" or "Clown" 15 A silly minimal-damage projectile that throws Clowns so hard, it knocks their shoes off, honk! Also works on people wearing at least two pieces of clown gear, i.e. clown mask, clown suit, clown dress, and, of course, clown shoes.
LawbringerV2Pulse.png "Pulse" or "Push" or "Throw" 35 Throws them back a fair distance. Causes Stamina drain and Disorient status effect that lower with distance like the taser. Vibe check.
Detective Special Revolver
DetectiveGunV2.png
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
ColtSingleActionRevolverV3-32x32.png
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
SigniferII-32x32.gif
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.
  • On the non-lethal setting, the weapon is one-handed and semi-automatic, capable of rapidly sending stunning projectiles downrange. These taser-like darts disorient and do stamina damage on hit, making it easier to land follow-up shots.
  • On the lethal setting, the stock and foregrip deploy and turn the weapon into a two-handed submachine gun that fires in two-shot bursts. The first projectile does burn damage, the second brute. If they both manage to impact the same target, an electric flash occurs. Being "signified" deals bonus brute damage to the target, and may deal stamina damage to adjacent targets.

The Signifer II has a self-charging battery and may be inserted into rechargers to speed up the process.

Riot Launcher
RiotLauncherV2.png
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.

Equipment

Item Image Description
Requisition Token
SecurityRequisitionToken-32x32.png SecurityAssistantRequisitionTokenV2-32x32.png
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
SecurityPouch.png
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
ForensicScannerV2.png SecurityPDAV3.png
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
BloodTrak.png
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
Box2.png
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
EvidenceBox2.png
A fancy version of the regular box for official business.
Luminol Smoke Grenade
LuminolSmokeGrenade.png
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
Handcuffs.png
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
SilverHandcuffsNew.png
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
ZiptieCuffs.png
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
Shackles.png
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
PortABrigRemoteV2-32x32.gif SecurityPDAV3.png
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
RecordTrak.png
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
SecurityTicketWriter.png SecurityPDAV3.png
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
PortableCameraViewerV2-32x32.png
A portable version of the camera terminal. Found in the HoS' and detective's office, among other places.
Gavel Hammer and Block
GavelHammerV2-32x32.png BlockV2-32x32.png
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
Whistle.png
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 so you can do it yourself. Every Security Officer, Head of Security, and Security Assistant starts with one in their pouch, NTSCs get theirs on their belt, and it's possible to make your own.
Fog Grenade
FogGrenadeV2.png
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
AirlockBreachingHammer.png
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
BreachingChargeNew.png
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
Hos mug.png
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
DonutBoxV2.png DonutBox5V2.png
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
SecurityTapex32x32.png Security Tape DeployedX32x32.png
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
NTHandkerchief32x32.png
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.

Machinery

Item Image Description
Recharger
NewRecharger.gif
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.
Security Weapon Recharger Rack
TaserRechargerRack.png
Basically a bigger version of the recharger, found in the equipment room with all the Security equipment lockers. It can charge up to three energy weapons at the same time, but it only accepts the following ones: tasers, taser SMGs, taser shotguns, and Sancai wave guns. (That means other weapons like stun batons and energy guns are not accepted.) Formerly known as the taser recharger rack, back when it only accepted tasers.

While anybody can add those weapons, only Security Officers and anybody else who can open Security equipment lockers can take them out (though the guns themselves have no access restrictions); the rack can be made freely accessible by all through hacking.
Armory Authorization
ArmoryAuthorization.gif
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
Secputer.gif
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
FileCabinet2.png
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
CCTVMonitor.png TVnew.png
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
WantedPosterStation.png WantedPoster.png
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
SecurityScanner.png
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
PortABrigV2-32x32.png
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
BrigChute.png
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
MountedFlasher.png PortableFlasherV2-32x32.png
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
SecureCrateGreenV3-32x32.png
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
Locker.png
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
FloorFlusher.png
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
SecurityWagon.png
Like the standard utility tractor, but in blue, located in Cog2's Security.
Segway
Segway.png
VROOM VROOM OUTTA THE WAY


Security Weapons Vendor

SecurityWeaponsVendor-32x32.png

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!

Materiel Image Category Cost Description
Standard
TaserGunV2.pngStunbatongifNEW.gif
Loadout 1 Simple yet versatile and good for every situation. Contains 1x secbelt with 1x stun baton, 1x taser and 1x barrier.
Offense
WaveGunV2.pngStunbatongifNEW.gif
Loadout 1 Powerful with good aim and mindful use of range. Contains 1x secbelt with 1x stun baton, 1x Sancai wave gun, and 1x barrier.
Control
TaserShotgunV2-32x32.pngStunbatongifNEW.gif
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
Tsmg.pngStunbatongifNEW.gif
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
StunbatongifNEW.gif
Loadout 1 For those who prefer a more hands-on approach. Contains 1x secbelt with 1x stun baton and 1x barrier.
Morphine Autoinjectors
EmergencyAutoInjectorPurple.png
Box2.png
Utility 1 A small box of 6x emergency auto-injectors with morphine, which can help keep you running through tough situations.
Robust(ed) Donuts
LunchBoxesV2.gif RobustDonut.png RobustedDonut.png
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.
Flashbang Grenades
FlashbangV3.png
GrenadeBox2.png
Utility 1 A small box of 4x flashbangs, grenades that emit a blinding flash and a deafening noise. They can be fairly effective, but use them carefully!
Forensics Scanner
ForensicScannerV2.png
Utility 1 Portable device with a combination of fingerprint scanning, blood ID's, ballistic evidence, and on-site record searching.
Night Vision SecHUD Goggles
SecHUDNightVisionGoggles.png
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
40mmHEShellsV3-32x32.png
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
RecordTrak.png
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
SecurityBarrier.png SecurityTicketWriter.png
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
EgunPowerCell.png
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
EgunPowerCellSelfCharging.png
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.

Equipment Lockers

Item Image Description
Security Equipment Locker
SecurityEquipmentLocker-32x32.png
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.
List of Contents:
Item Quantity
Armor vest 1
Helmet 1
Barrier 1
Flash 1
Handcuffs 1
SecHUD sunglasses 1
Security winter jacket 1
"Security Officer's equipment" box (1x brown shoes, 1x Security headset, 1x Security jumpsuit, 1x Security PDA) 1
Special Equipment Locker
SecurityEquipmentLocker-32x32.png
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.
List of Contents:
Item Quantity
Security requisition token 4 (2 Assistant, 2 Security)
NARCS deployers 2


Head of Security's Locker
CommandLocker-32x32.png
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.
List of Contents:
Item Quantity
Spare ID box
(7x blank ID cards)
1
Handcuffs 1
Flash 1
"Head of Security's clothing" box
(1x default HoS uniform, 4x alt uniforms, and 1x command winter jacket)
1
Head of Security's jacket 1
Head of Security's cape 1
Brown shoes 1
Body Armor 1
Helmet 1
Security HUD 1
Energy gun 1
Security Headset 1
Optical thermal scanner 1
HoS stamp 1
HoS headset 1
Heavy military boots 1
Barrier 1

SecTech

SecurityVendingMachine.png

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.

List of Contents:
Item Quantity
Ziptie cuffs 16
Handcuffs 8
Fog grenades 5
Flash 4
Helmet 4
Security PDA 2
Security tape 3
.38 Stun speedloader 2
Counter-revolutionary implants 3
Implanter 1
(On the RP servers) Copy of Frontier Justice 1
(Hidden) Flash/Cell Assembly 1-6
(Hidden) .38 speedloader 1-2

AmmoTech

SecurityVendingMachine.png

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.

List of Contents:
Item Quantity
12ga rubber slugs 6
.38 speedloader 2
.38 Stun speedloader 3
9mm magazines 3
12ga flares 3
40mm smoke shells 3
40mm plastic baton rounds 5
.308 tranquilizer darts 3
.308 mutadone darts 3
Flashbang 7
(Hidden) 12ga Buckshot (weaker version) 1

Armory Crates

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.

Armory Crate Image Description
Tranquilizer Crate
SecureCrateGreenV3-32x32.png
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
SecureCrateGreenV3-32x32.png
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
SecureCrateGreenV3-32x32.png
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
SecureGearCrateV3-32x32.png
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
PlasmaCrateV3-32x32.png
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
SecureCrateGreenV3-32x32.png
Stuffed entirely with great communicators, the riot shotguns. It exists in the code but is currently unused, since 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
Equipment
by Department
Box2.png General · MopNew.png Janitor · Glovesy.png Engineering · PowerPickV2.png Mining · DefibrillatorV2-32x32.png Medical · PortASci.png Science · Handcuffs.png Security
Machinery MiniPutt.png Pods · ClownCar.png Vehicles · ThinkDOSPCV2-32x32.gif Computers · Fabricator.png Fabricators & Manufacturers · GenericPDAV3-32x32.png PDAs · Implanter2.png Implants
Clothing JumpsuitRanks.gif Clothing
Catering WateringCanV2-32x32.png Plants & Hydro Equipment · THE MONSTER V2.png Foods & Drinks
Weapons CyalumeSaberV4.gif Syndicate Items · RevolverV2.png Guns · ChemGrenadeCompleteV2.png Grenades · TransferTankValveBomb.png Bombs