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Gear
Item
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Description
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Helmet
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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.
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EOD Helmet
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A stronger version of the helmet, available only in the Armory.
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Body Armor
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Provides moderate protection to the torso. Will help you survive psychotic murderers wielding revolvers and laser guns slightly longer.
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EOD Armor
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Full-body armor meant to be strong enough to even resist blast damage.
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Sunglasses
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Protects you from flashes.
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Optical Thermal Scanner
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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.
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Security Headset
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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.
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Weapons
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Description
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Stun Baton
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File:Batons.png
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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.
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Taser
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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.
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Flash
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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.
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Flashbang
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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.
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Laser Gun
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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.
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Energy Gun
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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.
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Detective's Revolver
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The Detective's sidearm. Not very useful, though in an emergency is one of the few ranged lethal weapons on hand.
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Equipment
Item
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Description
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Handcuffs
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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.
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Port-a-Brig Remote
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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.
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Forensic Scanner
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Part of the Detective's investigation kit. Scans fingerprints and blood.
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Fingerprint Cards
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Part of the Detective's investigation kit.
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Portable Camera Viewer
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Allows the Head of Security to access the camera network from anywhere. Available only in their office.
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Machinery
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Description
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Security Computer
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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).
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Security Records
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A special machine usable by the Detective and the HoS. Allows them to quickly to change crewmember's 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). There are two machines located on the station and both require IDs with the correct clearence for use.
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Security Camera Viewer
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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.
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Port-a-Brig
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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.
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Security Vendor
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Dispenses flashbangs, flashes, helmets, and handcuffs. Requires a security ID. One is in the Security office, another tucked in the Brig.
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