Difference between revisions of "Security Objects"

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m (→‎Weapons: Added some more info on phasers.)
(Added a list of phaser extensions that I know of.)
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===List of Known Phaser Extensions, and how you may get Them===
'''Concussion''': Makes the phaser do little to no damage, and uses more power, but knocks the target back a ''huge'' distance.<br>
'''EMP''': Does more damage to [[robots]] but increases power usage. You would think that, going off the name and its description, it would do a lot more damage to [[Cyborg|cyborgs]], but in actuality, it just stuns them for a little longer. It does however, does  enough damage to normal [[Robots|robots]] to one-shot most of them. Cannot be used at the same time as the Thermal, or Toxic Extensions.<br>
'''Battery''': Increases the maximum charge of the phaser from 100 to 175, but slightly decreases damage done. Very useful if you don't have immediate access to a [[General Objects#Recharger|recharger]].<br>
'''Thermal''': Reduces energy usage, and changes the type of damage the phaser does from brute, to burn. Cannot be used at the Same time as the Toxic, or EMP Extensions.<br>
'''Toxic''': Increases energy usage a little but changes the type of damage the phaser does from brute, to toxin, with the toxin building up inside whoever was hit with it for a decent time after, though for obvious reasons it is useless against [[Cyborg|synthetic beings]]. Cannot be used at the same time as the Thermal, or EMP Extensions.<br>
'''Sniper''': Massively increases the energy used per shot, so much that you will only be able to shoot once or twice before you have to recharge the phaser, but at the same time greatly increases the damage done and the stun time from being hit with it. Very useful with the Battery Extension.<br>
'''Micro-Singularity''': A very odd extension in that it decently increases energy usage per shot, lowers damages done, but sucks people nearby into the projectile. Fairly useless, as it only occasionally hits people that it pulls in, and even when it does, the lessened damage doesn't do very much to them.<br>
A locked, or unlocked phaser can be found in [[Guide to Mining#Crap People Have Found in Abandoned Crates|abandoned crates]], always along with two random extensions. Phaser extensions can also be found by killing the automated syndicate scout drones located all over [[Space|space]], but they may rarely drop normal phasers as well. You can only have one of any given extension on a phaser at once, so no, you can't put twenty battery extensions on one phaser.         
       
==Equipment==
==Equipment==
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Revision as of 22:51, 24 January 2014

Gear

Item Image Description
Helmet
Helmet.png
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
Blasthelmet.png
A stronger version of the helmet, available only in the Armory.
Body Armor
Armor.png
Provides moderate protection to the torso. Will help you survive psychotic murderers wielding revolvers and laser guns slightly longer.
EOD Armor
File:Bombdisposalsuit.png
Full-body armor meant to be strong enough to even resist blast damage.
Sunglasses
Sunglasses.png
Protects you from flashes.
Optical Thermal Scanner
Thermals.png
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 the Head of Security's locker.
Security Headset
Headset.png
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
Stunbaton.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. Always keep this on your person, or expect for it to get stolen and be used to rob you.
Taser
Taser.png
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. Ensure that you always keep this weapon on your person when you don't need it, or expect to be disarmed and lose it to people.
Flash
Flash.png
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
Chemgrenade.png
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. If you do not give proper warning to people around you that you are about to throw a flashbang, prepare to get your ass kicked.
Laser Gun
Lasergun.png
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. If used on non-antagonists, expect a ban.
Energy Gun
Egun.png
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.
Riot Shotgun
RiotShotgun.png
Your average pump-action shotgun loaded with rubber slugs for non-lethal takedowns. It has a larger magazine capacity than tasers, but naturally ammunition is limited. They are available from the armory and may occasionally be a traitor objective.
Detective's Revolver
Detectivegun.png
The detective's sidearm. Not very useful, though in an emergency is 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).
Phaser
LockedPhaser.png
Generally only encountered in the hands of space explorers, the phaser has an adjustable power output of zero to fifty, and is highly customizable with a variety of different modules. The phaser may come as locked, or unlocked. Locked phasers do very little damage to people compared to the unlocked variant, so it's really just a glorified taser with more shots. The higher the output is set to, the more damage they do and the longer the stun they have, but will use up charges faster.
Riot Launcher
GrenadeLauncher.png
A single-shot grenade launcher for riot control. Typically loaded with smoke shells, but it will accept other 40mm grenades as well. Found in the security office.
Tranquilizer Rifle
Hunting rifle.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. A rifle and spare magazine each are available to the HoS and medical director.

List of Known Phaser Extensions, and how you may get Them

Concussion: Makes the phaser do little to no damage, and uses more power, but knocks the target back a huge distance.
EMP: Does more damage to robots but increases power usage. You would think that, going off the name and its description, it would do a lot more damage to cyborgs, but in actuality, it just stuns them for a little longer. It does however, does enough damage to normal robots to one-shot most of them. Cannot be used at the same time as the Thermal, or Toxic Extensions.
Battery: Increases the maximum charge of the phaser from 100 to 175, but slightly decreases damage done. Very useful if you don't have immediate access to a recharger.
Thermal: Reduces energy usage, and changes the type of damage the phaser does from brute, to burn. Cannot be used at the Same time as the Toxic, or EMP Extensions.
Toxic: Increases energy usage a little but changes the type of damage the phaser does from brute, to toxin, with the toxin building up inside whoever was hit with it for a decent time after, though for obvious reasons it is useless against synthetic beings. Cannot be used at the same time as the Thermal, or EMP Extensions.
Sniper: Massively increases the energy used per shot, so much that you will only be able to shoot once or twice before you have to recharge the phaser, but at the same time greatly increases the damage done and the stun time from being hit with it. Very useful with the Battery Extension.
Micro-Singularity: A very odd extension in that it decently increases energy usage per shot, lowers damages done, but sucks people nearby into the projectile. Fairly useless, as it only occasionally hits people that it pulls in, and even when it does, the lessened damage doesn't do very much to them.

A locked, or unlocked phaser can be found in abandoned crates, always along with two random extensions. Phaser extensions can also be found by killing the automated syndicate scout drones located all over space, but they may rarely drop normal phasers as well. You can only have one of any given extension on a phaser at once, so no, you can't put twenty battery extensions on one phaser.

Equipment

Item Image Description
Handcuffs
Handcuffs.png
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. To remove cuffs, click and drag the prisoner onto yourself then click the "Handcuffed" line.
Port-a-Brig Remote
Portabrigremote.png
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
File:Forensicscanner.png
Part of the detective's investigation kit. Primarily scans fingerprints and blood, but can also be used to analyze bullets dug out of corpses and link them to a certain gun.
Fingerprint Cards
Fingerprint.png
Part of the detective's investigation kit.
Evidence Box
EvidenceBox.png
A fancy version of the regular box for official business.
Portable Camera Viewer
Camera viewer.png
Allows people to access the camera network from anywhere. Found in the HoS' and detective's office, among other places.

Machinery

Item Image Description
Security Computer
File:Seccomp.png
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 Records
Filecomp.png
A special machine usable by the Detective and the Head of Security. Allows them to quickly change crewmember's records, status, or set their criminal status. 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). There are two machines located on the station and both require IDs with the correct clearence for use.
Security Camera Viewer
Cameraviewer.png
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
Portabrig.png
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
Secvendor.png
Dispenses flashbangs, flashes, helmets, and handcuffs. Requires a security ID. One is in the Security office, another tucked in the Brig.
Segway
Segway.png
VROOM VROOM OUTTA THE WAY
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