Security Objects

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Revision as of 05:15, 28 December 2019 by Studenterhue (talk | contribs) (Add an image of the Lawgiver on the Pulse setting and add more info about it, namely its cost and effects)
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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!
Body Armor
Armor.png / BodyArmorGannets.png / BodyArmor2Gannets.png
Provides moderate protection to the torso. Will help you survive psychotic murderers wielding blunt objects, revolvers and energy weapons slightly longer, and prevent bleeding from pipe bomb shrapnels. Click on it to switch between all the different (purely aesthetic) armor styles.
Security Belt
Secbelt.png
A special toolbelt that can hold small objects, rifles, and stun batons.
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
Detective hat.png
A special hat that can store certain items and bring them out by voice command. See more on Detective.
EOD Helmet
Blasthelmet.png
A stronger version of the helmet, available only in the armory.
EOD Armor
File:Bombdisposalsuit.png
Full-body armour, which is strong enough to resist explosions and projectiles alike. Wearing one of these slows you down.
Riot Helmet
RiotHelmet.png
Offers excellent melee protection for the head. 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 equipment upgrade 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 Cape
HoSCape.png
Spawns in the HoS's equipment locker on Manta. Offers much more melee damage reduction and ranged protection than the HoS jacket and a bit more than the standard armor vest.
Security HUDs
SecHud.png
Upgraded sunglasses with icons for SecMate statuses and other things, allowing you to view criminal records in realtime. Meaning of the symbols:
Sunglasses
Sunglasses.png
Protects you from flashes and offers minor protection when welding. No longer standard security gear, but can be found around the station.
Optical Thermal Scanner
Thermals.png
Allows you to see through active cloaks and reduces darkness in a three tile radius. 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. See Detective for details.
Security Headset
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.

Weapons

Item Image Description
Stun Baton
StunBatonNew.png StunCane.png
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 has an On/Off function, and is on by default. When on, its special attack (click on a tile at least two tiles away on Harm or Disarm intent) throws a spark that causes disorientation, resulting in slowed, erratic movement and dropping of items. Attempting to use it with the harm intent when the battery hasn't been drained yet will instead stun YOU, leaving you at the mercy of whoever you were pursuing. A switched-off baton is completely inert unless you use the harm intent, which results in a good old beating, draining stamina and dealing brute damage. They hold ten charges (examine the baton to see the number of charges left) and are available in security lockers.

The VIP spawns with a compact baton known as the stun cane for personal protection. There's no functional difference aside from the smaller battery (five charges) and icon.
Extendable Stun Baton
ExtendableStunBaton.png
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. 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 hit someone for more stamina damage than usual. 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 Operative starts with one.
Taser
Taser.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, whereas using a taser point-blank (use it on someone next to you while you're on Disarm or Harm intent) will knock them down instantly for a short amount of time. Successive shots cause longer stuns. Taser guns can be shot five times before they have to be recharged. They can also be toggled to burst-fire mode, which will fire off three shots in one go. Available in security lockers.
Taser Shotgun
Taser shotgun full.png
Combines the stunning energy bolts of a taser with the unwieldy size and slower fire rate of a shotgun. Requires two hands, but features a higher capacity cell and a toggle between regular fire and a spread shot that fires three simultaneous bolts at a wide angle. Only obtainable by ordering equipment upgrade crates from cargo.
Wave Gun
LockedPhaser.png
If additional non-lethal firepower is required, a wave gun could be a worthwhile investment. Functionally similar to tasers (i.e. no instant stun) and with the same burst-fire mode, but the gun has a larger battery capacity and improved maximum range. They are included in experimental weapons crates.
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. They can be found in security lockers, dispensed from the vending machines and manufactured in robotics.

Flashbang
FlashbangNew.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. Flashbangs can be dispensed from the security vendors and boxes full of them are available in the armory.
Crowd Dispersal Grenade
CrowdDisperalGrenade.png
These grenades release capsaicin foam, which briefly stuns people and temporarily affects their motor coordination. Unfortunately, the effects of capsaicin are easily avoided by wearing a mask. Can be found in the armory and also ordered from the cargo bay.
Phaser
Phaser.png
Fires lethal projectiles. 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.
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.
Lawgiver
Lawgiver.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. 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.) 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. 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. Modes include:
  • LawgiverDetain.png "Detain" - 50 PU, an energy bolt that makes a 3x3 burst upon hitting a person/object or traveling about six tiles, causing slowdown and confused movement.
  • LawgiverExecute.png "Execute" - 30 PU, a .38 FMJ round, same as the ones the Detective uses.
  • LawgiverHotshot.png "Hotshot" - 60 PU, a flare that causes fire wherever it hits and wherever it travels, like a flamethrower.
  • LawgiverNewSmokeshot.png "Smokeshot" - 100 PU, a smoke grenade, same as the kind used by the riot launcher.
  • LawgiverKnockout.png "Knockout" - 150 PU, a dart with 10 units of halperidiol.
  • LawgiverBigshot.png "Bigshot"/"High-Explosive"/"HE" - 220 PU, an explosive round that tears apart walls and people alike upon exploding, like an AEX shell with much less impact damage.
  • LawgiverClownshot.png "Clownshot" - 15 PU, a silly minimal-damage projectile that throws Clowns so hard, it knocks their shoes off, honk!
  • LawgiverPulse.png "Pulse" - 35 PU, causes significant disorientation and knockback and throws people back in a random cardinal direction a fair distance. Vibe check.

Saying "I AM THE LAW" while holding a Lawgiver you don't own is a bad idea, unless you like being gibbed and then triggering an explosion (that somehow usually leaves the gun intact) for good measure.

Antique Lawgiver
AntiqueLawgiver.png
A reskin of the Lawgiver, for those that enjoyed the original sprite. Also obtained by using Check Job Rewards as Head of Security.
Riot Shotgun
RiotShotgunV2.png ShotgunRack.png
Your average pump-action shotgun loaded with rubber slugs for less-lethal takedowns. It has a larger magazine capacity than tasers and stuns with the first shot, but, naturally, ammunition is 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). They are available from a rack in armory.
Detective's Revolver
Detectivegun.png
The Detective's sidearm. 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).
Clock 188
Clock188Tan.png Clock188Black.png
The Nanotrasen Security Operative's sidearm, an antique pistol that fires as fast as the taser. It's loaded with up to 18 9mm rounds that do a bit of brute damage and a little less stamina drain and inflict Disorientation, causing the victim to sometimes drop their items and move slowly and erratically. Can be toggled between a single fire mode that fires one bullet and a burst fire mode that shoots three.
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 as hand grenades of any type (flashbangs are especially fun.) Found in the security office.
Tranquilizer Rifle
TranquilizerRifleV2.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. One rifle each is available to the HoS and medical director. There are also mutadone darts for dealing with unruly geneticists. 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.
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.
Barrier
SecurityBarrier.png
A mostly-defensive, one-handed energy shield found in Sec equipment lockers. If you click on it while holding it, it generates a forcefield that grants a fair amount of bullet and melee resistance, and if you click on a tile far away from you while on Harm/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. Also, attacking someone with the shield will push them back a tile, with a chance to knock them down on the floor. Fun against Nuke Ops.

Equipment

Item Image Description
Forensic Scanner
ForensicScannerV2.png SecurityPDA2.png
The primary means of gathering forensic evidence. See Detective for details.
BloodTrak
BloodTrak.png
Points in the general direction of the dead/living body a scanned pool of blood belongs to, assuming the blood is still fresh and you've stood still for while to let it calibrate.
Evidence Box
EvidenceBox2.png
A fancy version of the regular box for official business.
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.
Silver Handcuffs
SilverHandcuffs.png
Special handcuffs tailor-made for capturing werewolves, created by dipping handcuffs in a container with at least 50 units of silver. Werewolves can't rip them apart instantly, though they can still attempt to remove them from themselves by pressing the Resist button and standing still for about 45 seconds. Can only be used twice before breaking.
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
Portabrigremote.png SecurityPDA2.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.
Securiton 9000
ForensicScanner2.png
Sets the Security Status of whoever you're using on to whatever status you set the Securiton 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.
Portable Camera Viewer
Camera viewer.png
A portable version of the camera terminal. Found in the HoS' and detective's office, among other places.
Safe and Secure Briefcase
WallSafe.png Newsecurebriefcase.png
Lockable storage devices. See Detective for details.
Gavel Hammer and Block
GavelHammer.png Block.png
ORDER IN THE COURT! ORDER IN THE COURT!
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. Exclusively available in a side room of Manta's Armory.

Machinery

Item Image Description
Recharger
Recharger.png
A stationary device in the main Security wing and every Security Checkpoint for recharging tasers, stun batons, and most other energy weapons. The Mining Department and Cargo Bay also have these, mostly for recharging mining gear and cargo transporters. Green means it's recharging; yellow, flashing, and dinging means it's finished charging.
Taser Recharger Rack
TaserRechargerRack.png
Basically a bigger version of the above, found in the equipment room with all the Security equipment lockers, that can charge up to three tasers ,and only tasers, at once. At roundstart, this has three tasers, and only Security Officers and anybody else who can open Security equipment lockers can take them (though the tasers themselves have no access restrictions); the rack can be made freely accessible by all through hacking.
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.
Contents
Item Quantity
Handcuffs 8
Flashbang 5
Flash 4
Helmet 4
Security PDA 2
.38 Stun speedloader 2
Loyalty implants 4
(Hidden) Flash/Cell Assembly 2
(Hidden) .38 speedloader 1
AmmoTech
SecurityVendingMachine.png
Found exclusively in the Armory. Dispenses smoke shells, .38 revolver ammunition, rubber slugs, flares, and tranquilizer darts. Might dispense something else if you hack 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.
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.
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
Portabrig.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). 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 the cargo bay, 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 PortableFlasher.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.

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).

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


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