Difference between revisions of "Security Objects"

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{{wip}}
==Gear==
{| class="wikitable" style="text-align: left"
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!scope = "col" style="width: 10%" | Image
!scope = "col" style="width: 75%" | Description


==Security Things==
|- id="Helmet"
! Helmet
| <center></center>
| Provides moderate protection to the head. You can still be rendered unconscious from repeated trauma, but the helmet helps avoid the dreaded one-hit stun attack.


===Stun Batons===
|- id="EOD Helmet"
! EOD Helmet
| <center></center>
| A stronger version of the helmet, available only in the [[Armory]].


[[Image:Batons.png|thumb|Stun Batons]]
|- id="Body Armor"
! Body Armor
| <center></center>
| Provides moderate protection to the torso. Will help you survive psychotic murderers wielding [[revolver]]s and [[laser gun]]s slightly longer.


A melee weapon which delivers an incapacitating shock to the target, putting them down on the ground so you can arrest them. It has an On/Off function, and is on by default - a switched off baton will not stun or harm anyone unless you use the Harm intent. Some prefer these to tasers for their greater accuracy and capacity, having a maximum of ten shocks per recharge. Used on any intent other than harm, they will do no damage and stun the target - when set to harm you will deliver a beating with them alongside the stun.
|- id="EOD Armor"
! EOD Armor
| <center></center>
| Full-body armor meant to be strong enough to even resist blast damage.


*Professionals know never to hit someone with with an active stun baton set to Harm intent. Nine times out of ten, you "held it wrong" and stunned yourself, delivering a full stun to you, dropping yourself and your baton to the ground, and delivering you right into the waiting hands of the perp you were chasing, unless you happened to be participating in a multiple-security-officer beating of a target.
|- id="Sunglasses"
! Sunglasses
| <center></center>
| Protects you from [[flash|flashes]].


===Tasers===
|- id="Optical Thermal Scanner"
Not the same thing as real world Tazers, these are energy weapons which fire shocking, incapacitating bolts of energy. A target struck by a bolt will be stunned momentarily and drop their items, but not fall down. Using a tazer in melee will completely knock out the target for a longer duration than Stun Batons, allowing you more time to incarcerate. Taser guns only have four charges per recharge, however.
! Optical Thermal Scanner
| <center></center>
| Will allow you to see people through walls and those with active cloaks. Wearing one will make you susceptible to an attack from a [[flash]]. A pair starts in the [[Detective]]'s office and in [[Security]], as well as in the [[Head of Security]]'s locker. Though the helmet covers most of your face, it is still possible for players to spot which security officer is wearing the thermals, so be cautious.


===Flashes===
|- id="Security Headset"
These can be used in one of two ways. Using the flash on someone by clicking on them will stun them and obscure their screen with a white flash for a moment, unless they are wearing sunglasses. It stuns for roughly the same amount of time a Baton does. The second use is to click the flash while it is in your hand, which will obscure the screens of players within two tiles of you with a white flash, but not stun them. Using the flash in this way will '''not''' reveal nearby cloakers, as was once true. <br>
! Security Headset
Flashes will also not affect anyone wearing sunglasses. The Captain and all security officers start with access to sunglasses, and there are a few booting around the station that other crewmembers might avail themselves of, but security officers and the Captain usually like to get themselves thermal goggles at their earliest convenience, which actually magnify the duration of the Flash stun.<br>
| <center></center>
Each time you use the flash there is a chance the bulb will burn out - once it does, the flash is rendered useless.<br>
| Allows you to communicate with other officers on a secure frequency by adding :h before whatever you say. Keep in mind that when you speak, anyone in hearing distance can still catch what you say, and someone standing next to you can hear incoming radio traffic on the secure frequency. The headset is vital to coordinate your efforts and should not be allowed to fall into the wrong hands, lest the [[antagonist]] remain one step ahead of you at all time.
|}


===Flashbangs===
==Weapons==
Coming from the Vendor, Flashbangs emit a loud bang and a bright flash with a three second timer. Unlike other security measures, these can permanently damage victims by their method of incapacitation - too many flashbangs will render the victim permanently blind and/or deaf. Do this without very good reason and you'll probably be banned. To use them, hold them in your hand and click on the tile you want to throw to, then run out of range. As long as the grenade is on your screen, you are in range of it. You can also activate them by clicking on them in your hand but this is a spectacularly bad idea most of the time. Flashbangs are also activated by hitting them off tables, remember this before you accidentally set one off and deafen the poor folk around you.
{| class="wikitable" style="text-align: left"
WARNING: Excessive use of these babies will result in harm for you and your shithead friends, it turn out people do not like to be deaf and on their asses, so their friendly Security force can laugh at them.
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===Helmet and Armor===
|- id="Stun Baton"
Worn on the Head and External slots, respectively. They will absorb damage dealt to the corresponding body part and occasionally completely protect you from blows. That's about all there is to them, apart from both of them are used in various [[constructions]].
! Stun Baton
| <center>[[File:Batons.png]]</center>
| A melee weapon which delivers an incapacitating shock to the target, putting them down on the ground so you can arrest them. It has an On/Off function, and is on by default - a switched off baton will not stun or harm anyone unless you use the Harm intent. Some prefer these to tasers for their greater accuracy and capacity, having a maximum of ten shocks per recharge. Used on any intent other than harm, they will do no damage and stun the target - when set to harm you will deliver a beating with them alongside the stun. Attempting to use an active stun baton on harm intent will instead stun YOU, leaving you to the mercy of whomever you were pursuing. Available in security lockers. Can be put on your belt slot.


===Handcuffs===
|- id="Taser"
Used for detaining suspects. They disable use of your left and right hand, making you unable to interact with anything that involves a click of the mouse. They can also be combined with the Orange shoes found in the Prisoner Wardrobe to created Shackled Shoes, which greatly hinder the movement of the detained. The victim is able to remove handcuffs themselves, though this takes two minutes in BYOND time of standing still and a warning message. As a result, it's much more efficient for someone else to do it. To remove handcuffs from someone, access their items by click-dragging them onto yourself, then click the "Handcuffed" text.
! Taser
| <center></center>
| This weapon fires a bolt of incapacitating energy. A target who is struck will be stunned and drop their items, but not fall down. Using a taser in melee will completely knock them out. Taser guns can be shot four times before they need to be recharged. They can also be toggled from regular single shot mode to burst mode, which will fire off all shots in one go. Available in security lockers. Can be kept on your belt slot.


===Port-a-Brig and Remote===
|- id="Flash"
The Port-a-Brig is a rather useful tool for Security that most security officers forget to use. It comes with a remote, which is what you carry around on your person. When you arrest a subject you use the remote to summon the Port-a-Brig right to you, which comes in with a shower of sparks capable of igniting things. Then you grab the subject and place them into the Brig. Before you can teleport it back to the Brig, though, you need to lock it using your ID card. It's that easy.
! Flash
| <center></center>
| The flash has two uses. Using the flash on someone without adequate eye protection will stun them and obscure their screen with a white flash. Every time the flash is used in this manner it has a chance of the bulb burning out, rendering it permanently useless. The other use of a flash is to use it in your active hand. This will briefly obscure the screens of everyone nearby with a white flash but not stun them. This effect can also disable any nearby [[cloaking device]]. Flashes can be found in security lockers, dispensed from the Security Vendor, in other various spots on the station, and in great supply at [[Robotics]].


===Optical Thermal Scanner===
|- id="Flashbang"
These allow you to see people though walls, and see cloakers. They also make your screen red. Be careful you don't robust a loyal crewman who's making use of the prototype shield generator, as visually it looks identical to the cloaking device under thermals.
! Flashbang
| <center></center>
| The flashbang is a [[grenade]] that emits a loud bang and bright flash to everyone in its vicinity when it goes off. People near the detonation will be stunned and deafened for some time. Excessive flashbang use can '''permanently''' deafen someone, making these a very loathed item. They can be dispensed from the Security Vendor, and boxes full of them are available at the [[Armory]]. Even with sunglasses, Security Officers are just as susceptible to the effect of the flashbang as everyone else, so it should be thrown then quickly run away from. Spamming flashbangs on the escape shuttle is a great way to ask the crew to throw you into space.


===Sec Vendor===
|- id="Laser Gun"
Dispenses flashbangs, flashes and handcuffs. They require a security ID, and if hacked can dispense helmets.
! Laser Gun
| <center></center>
| Fires lethal lasers. Preferably Security should never need to use these, but they may be necessary in the event of a robot uprising, [[changeling|Shambling Abomination]], [[Critter]]s, or [[Wizard]] attack. Can be ordered from [[Quartermaster|cargo bay]], but a Security level ID is required to unlock the crate. Can be fired 8 times before requiring a recharge.


===Sec computer===
|- id="E-Gun"
Mainly used to tell [[Officer Beepsky]] to arrest people, this is  a standard ThinkDOS computer that comes preloaded with the SecMate suite. To use it for most of what it will be used for, login with your ID card, type secmate, type "Search (Criminal Name)", then type "field criminal_status arrest," and then Beepsky is on the case. It has all the other functions of a ThinkDOS computer as well.
! E-Gun
| <center></center>
| Can toggle between firing stun rounds and lethal lasers. Starting equipment for the [[Captain]], and is also available in the [[Armory]]. Works similarly to laser guns.


===Detective's Revolver===
|- id="Detective's Revolver"
''Nothin' short of the faithful old six-shooter employed by a run down private dick with nothing to lose, and nobody else. This is a station as dirty as they come. Full of men actin' like they own the place and all kinds of malcontents with their own agenda. It's said there ain't two criminals on this station you could say are alike, but I'll tell you this and this alone for free, mac - there ain't no criminal I ever met who didn't drop dead after two bullets from the slim hand. It's dirty business, that's for sure, but it comes with the job. And in this job, you can't go pullin' punches unless you want to die in some dirty maintenance corridor in a pool of your own blood.''
! [[Detective#.38_Revolver|Detective's Revolver]]
| <center></center>
| The Detective's sidearm. Not very useful, though in an emergency is one of the few ranged lethal weapons on hand.
|}


Despite the way the detective may wax ''film noir'' style about his .38, it takes ''much'' more than two direct hits from this to kill someone, or even put them in critical condition, and forget about pistol-whipping, it's useless. Even more unfortunately, counting the six normal rounds that come pre-loaded into the weapon, there are only eighteen bullets for '38 available at all, and six of those are "stun" rounds with reduced - though still extant - damage, and a very short-duration stun effect. Added to this, one ''must'' be wearing the detective's coat and hat to fire the weapon, or else you "won't feel cool enough."
==Equipment==
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Consequently, many detectives leave their .38 revolver on the desk where it is and go to bum a security implant off Security and arm themselves just like security. Despite its seeming uselessness, the detective's '38 isn't a waste of space. In a fight, few traitors will have access to ranged weaponry, and if you can goad them into chasing you, you can aim behind you and nail them on the run, and the damage will aid up. The detective can use his '38 to safely deservice emagged robots with multiple shots, which will lead to him being hailed as a hero when Beepsky is on a rampage. And the '38 bullets won't go through grilles, but will damage them, allowing the detective to shoot down an electrified grille and gain access to the area behind without insulated gloves. Furthermore, unlike every other ranged weapon in the game, the '38 is small enough to carry in a pocket, so the detective can keep something more useful, like an emergency oxygen tank, on his belt.
|- id="Handcuffs"
! Handcuffs
| <center></center>
| Used for detaining suspects. They disable the use of the prisoner's hands. Can also be used to create [[Clothing#Shackles|shackles]]. Pulling a prisoner who is cuffed (even without the grab intent) will make them unable to move away from you, though being bumped into by someone else can break this hold. Prisoners are capable of removing cuffs themselves using the resist command; this process requires them to stand still for 45 seconds. Prisoners cannot remove their own cuffs if they are [[bucklecuffed]]. To remove cuffs, click and drag the prisoner onto yourself then click the "Handcuffed" line.


===Forensic Scanner===
|- id="Portabrig Remote"
''Whodunnit. That's always the question at the end of the day, ain't it mac? You get a call to go out to Atmos, and you find some poor blue collar schmuck all roughed up with the life choked right out of him. For a backwater PI like me, that's how every day goes - some joe turns up dead and the brass want me to find the sneakin' creep who put his dirty fingers in the pie they want for themselves. Well I ain't got no loyalty to those wise guys, I tell ya, but this is my job and it's what I do. I don't got nothin' else on this dark and grimy ol' town to look forward to, so I occupy myself with nothin but my six shooter, my wits and these weird blue devices some eggheads in a lab cooked up somewhere. Just wave it around the body like a magic wand and it spits out some gibberish from the old data libraries they keep on the creeps runinng around this place. Works on other things too, they say. It's the unskilled tool of an amateur, and in my line of work, there's the skilled detective and the dead detective.''
! Port-a-Brig Remote
| <center></center>
| The port-a-brig allows safe and easy transport of prisoners from the arrest site back to [[Security]]. Using this will summon the Port-a-brig next to you. Make sure you are not standing next to a window or it may spawn inside a grille. Grab the cuffed prisoner and stuff them into the portabrig. Swipe your security ID on the brig to lock it, then use the remote to return it to Security. Bear in mind that a prisoner can eventually recover and remove their own handcuffs while in the brig. An officer should quickly attend to the Port-a-brig back at their office.  


Leave the Forensic Scanner in your office closet. Nobody wastes time with evidence anymore, and everything the forensic scanner can do, your PDA's forensic scan program can do.
|-
! [[Detective#Scanner|Forensic Scanner]]
| <center></center>
| Part of the [[Detective]]'s investigation kit. Scans fingerprints and blood.


===Fingerprint Cards===
|-
''It's amazing what you can do with a piece of paper if you got the right mind for it. Judges send men down to fry in death row with with it. Eggheads with their labcoats and tape reels cook up all sorts of new hair-brained idealist nonsense on it. We both know how much the green means to us both. And me? Well hell, mac, I didn't learn to write till I was seventeen. Growing up with nothin' but the mean streets of Newark to educate you teaches you to be a man, not to enjoy the finer points of civilised culture. Now I've got my files on some of the dirtier rats in this backwater. George "that hiney-chasin' doublecrosser" Melons. Dick "the ripper" Nipples. I've got other uses for the stuff too, mostly for gettin' the grubby prints of whatever hotshot decided he didn't cover his tracks. I don't know what he was thinkin', but he sure wasn't countin' on me...''
! [[Detective#Fingerprint Cards|Fingerprint Cards]]
| <center></center>
| Part of the [[Detective]]'s investigation kit.


As with the forensic scanner, so with the fingerprint cards. You get fingerprint hashes from your PDA as well, and the fingerprint hash of all crewmembers will be on file. Leave these in your office.
|- id="Portable Camera Viewer"
! Portable Camera Viewer
| <center></center>
| Allows the [[Head of Security]] to access the camera network from anywhere. Available only in their office.
|}


=== Laser gun ===
==Machinery==
Pretty simple things, found in the armory or QMs can order them. Captain also has one. Click at something to shoot, plug into recharger to recharge. DO NOT USE AGAINST PERSONNEL, unless you are the traitor or something. Of course if you have one from the armory, you should know that. These are used to kill critters(hostile npcs like Martians or zombies), and syndicates hiding behind windows. They don't have point blank shots.
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{{objects}}
|- id="Security Computer"
! Security Computer
| <center></center>
| Operates on [[ThinkDOS]]. Allows officers to change crewmembers criminal records, the most notable use being setting them to arrest so [[Securitron|securitrons]] will pursue them, then clearing their status once they have served their time in the brig (or if they incurred Beepsky's wrath by reading his diary).
 
|- id="Security Cameras"
! Security Camera Viewer
| <center></center>
| Brings up a list of available cameras to look through. The user can immediately spot cameras that have been cut as they will have a (Deactivated) note next to them. Bear in mind that you are slightly vulnerable while looking through the viewer, as people can sneak up on you without you realizing it.
 
|- id="Portabrig"
! Port-a-Brig
| <center></center>
| Can store prisoners and teleport using the remote. The Port-a-brig is meant for '''temporary''' storage only, do not lock up people indefinitely there. Swiping a security ID on the brig will lock or unlock it. A prisoner can be removed by right clicking it and selecting 'eject.' Be careful of prisoners who may have removed their cuffs while inside as they can immediately attempt to disarm or attack you or otherwise escape.
 
|- id="Security Vendor"
! Security Vendor
| <center></center>
| Dispenses flashbangs, flashes, helmets, and handcuffs. Requires a security ID. One is in the Security office, another tucked in the [[Brig]].
 
|}
 
<center>{{objects}}</center>

Revision as of 07:26, 7 October 2012

Gear

Item Image Description
Helmet
Provides moderate protection to the head. You can still be rendered unconscious from repeated trauma, but the helmet helps avoid the dreaded one-hit stun attack.
EOD Helmet
A stronger version of the helmet, available only in the Armory.
Body Armor
Provides moderate protection to the torso. Will help you survive psychotic murderers wielding revolvers and laser guns slightly longer.
EOD Armor
Full-body armor meant to be strong enough to even resist blast damage.
Sunglasses
Protects you from flashes.
Optical Thermal Scanner
Will allow you to see people through walls and those with active cloaks. Wearing one will make you susceptible to an attack from a flash. A pair starts in the Detective's office and in Security, as well as in the Head of Security's locker. Though the helmet covers most of your face, it is still possible for players to spot which security officer is wearing the thermals, so be cautious.
Security Headset
Allows you to communicate with other officers on a secure frequency by adding :h before whatever you say. Keep in mind that when you speak, anyone in hearing distance can still catch what you say, and someone standing next to you can hear incoming radio traffic on the secure frequency. The headset is vital to coordinate your efforts and should not be allowed to fall into the wrong hands, lest the antagonist remain one step ahead of you at all time.

Weapons

Item Image Description
Stun Baton
File:Batons.png
A melee weapon which delivers an incapacitating shock to the target, putting them down on the ground so you can arrest them. It has an On/Off function, and is on by default - a switched off baton will not stun or harm anyone unless you use the Harm intent. Some prefer these to tasers for their greater accuracy and capacity, having a maximum of ten shocks per recharge. Used on any intent other than harm, they will do no damage and stun the target - when set to harm you will deliver a beating with them alongside the stun. Attempting to use an active stun baton on harm intent will instead stun YOU, leaving you to the mercy of whomever you were pursuing. Available in security lockers. Can be put on your belt slot.
Taser
This weapon fires a bolt of incapacitating energy. A target who is struck will be stunned and drop their items, but not fall down. Using a taser in melee will completely knock them out. Taser guns can be shot four times before they need to be recharged. They can also be toggled from regular single shot mode to burst mode, which will fire off all shots in one go. Available in security lockers. Can be kept on your belt slot.
Flash
The flash has two uses. Using the flash on someone without adequate eye protection will stun them and obscure their screen with a white flash. Every time the flash is used in this manner it has a chance of the bulb burning out, rendering it permanently useless. The other use of a flash is to use it in your active hand. This will briefly obscure the screens of everyone nearby with a white flash but not stun them. This effect can also disable any nearby cloaking device. Flashes can be found in security lockers, dispensed from the Security Vendor, in other various spots on the station, and in great supply at Robotics.
Flashbang
The flashbang is a grenade that emits a loud bang and bright flash to everyone in its vicinity when it goes off. People near the detonation will be stunned and deafened for some time. Excessive flashbang use can permanently deafen someone, making these a very loathed item. They can be dispensed from the Security Vendor, and boxes full of them are available at the Armory. Even with sunglasses, Security Officers are just as susceptible to the effect of the flashbang as everyone else, so it should be thrown then quickly run away from. Spamming flashbangs on the escape shuttle is a great way to ask the crew to throw you into space.
Laser Gun
Fires lethal lasers. Preferably Security should never need to use these, but they may be necessary in the event of a robot uprising, Shambling Abomination, Critters, or Wizard attack. Can be ordered from cargo bay, but a Security level ID is required to unlock the crate. Can be fired 8 times before requiring a recharge.
E-Gun
Can toggle between firing stun rounds and lethal lasers. Starting equipment for the Captain, and is also available in the Armory. Works similarly to laser guns.
Detective's Revolver
The Detective's sidearm. Not very useful, though in an emergency is one of the few ranged lethal weapons on hand.

Equipment

Item Image Description
Handcuffs
Used for detaining suspects. They disable the use of the prisoner's hands. Can also be used to create shackles. Pulling a prisoner who is cuffed (even without the grab intent) will make them unable to move away from you, though being bumped into by someone else can break this hold. Prisoners are capable of removing cuffs themselves using the resist command; this process requires them to stand still for 45 seconds. Prisoners cannot remove their own cuffs if they are bucklecuffed. To remove cuffs, click and drag the prisoner onto yourself then click the "Handcuffed" line.
Port-a-Brig Remote
The port-a-brig allows safe and easy transport of prisoners from the arrest site back to Security. Using this will summon the Port-a-brig next to you. Make sure you are not standing next to a window or it may spawn inside a grille. Grab the cuffed prisoner and stuff them into the portabrig. Swipe your security ID on the brig to lock it, then use the remote to return it to Security. Bear in mind that a prisoner can eventually recover and remove their own handcuffs while in the brig. An officer should quickly attend to the Port-a-brig back at their office.
Forensic Scanner
Part of the Detective's investigation kit. Scans fingerprints and blood.
Fingerprint Cards
Part of the Detective's investigation kit.
Portable Camera Viewer
Allows the Head of Security to access the camera network from anywhere. Available only in their office.

Machinery

Item Image Description
Security Computer
Operates on ThinkDOS. Allows officers to change crewmembers criminal records, the most notable use being setting them to arrest so securitrons will pursue them, then clearing their status once they have served their time in the brig (or if they incurred Beepsky's wrath by reading his diary).
Security Camera Viewer
Brings up a list of available cameras to look through. The user can immediately spot cameras that have been cut as they will have a (Deactivated) note next to them. Bear in mind that you are slightly vulnerable while looking through the viewer, as people can sneak up on you without you realizing it.
Port-a-Brig
Can store prisoners and teleport using the remote. The Port-a-brig is meant for temporary storage only, do not lock up people indefinitely there. Swiping a security ID on the brig will lock or unlock it. A prisoner can be removed by right clicking it and selecting 'eject.' Be careful of prisoners who may have removed their cuffs while inside as they can immediately attempt to disarm or attack you or otherwise escape.
Security Vendor
Dispenses flashbangs, flashes, helmets, and handcuffs. Requires a security ID. One is in the Security office, another tucked in the Brig.
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