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Gear
Item
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Image
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Description
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Helmet
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Provides moderate protection to the head, though you can still be rendered unconscious from repeated trauma.
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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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File:Bombdisposalsuit.png
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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 the Head of Security's locker.
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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. 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
Item
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Description
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Stun Baton
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A melee weapon which delivers an incapacitating shock to the target, knocking them to the ground. It has an On/Off function, and is on by default. Attempting to use it with the harm intent 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. Stun batons hold ten charges and are available in security lockers.
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Taser
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This weapon fires a bolt of incapacitating energy. A target who is struck by at least two projectiles in a row will be stunned and drop their items. Using a taser in melee will completely knock them down. Taser guns can be shot four times before they need to be recharged. They can also be toggled to burst-fire mode, which will fire off all shots in one go. Available in security lockers.
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Wave Gun
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If additional non-lethal firepower is required, a wave gun could be a worthwhile investment. Functionally similar to tasers (i.e. no instant stun), but it has a significantly larger battery capacity. They are included in experimental weapons crates, which require a head of staff ID to open. You may have to ask the captain or HoP for assistance.
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Flash
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The flash has two applications. Using the flash on someone without adequate eye protection will stun them and obscure their screen with a white flash. 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 nearby with a white overlay but not stun them. 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 are in great supply in 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. 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 someone, making these a very loathed item - be sensible with them. Flashbangs can be dispensed from the security vendors and boxes full of them are available in the armory.
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Laser Gun
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Fires lethal lasers. 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.
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Energy Gun
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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.
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Riot Shotgun
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Your average pump-action shotgun loaded with rubber slugs for non-lethal takedowns. It has a larger magazine capacity than tasers and stuns with the first shot, but naturally ammunition is limited. They are available from the armory and may occasionally be a traitor objective.
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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 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).
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Phaser
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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.
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Riot Launcher
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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.
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Tranquilizer Rifle
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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.
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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. 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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File:Forensicscanner.png
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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.
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Fingerprint Cards
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Part of the detective's investigation kit.
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Evidence Box
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A fancy version of the regular box for official business.
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Portable Camera Viewer
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Allows people to access the camera network from anywhere. Found in the HoS' and detective's office, among other places.
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Machinery
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Image
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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 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.
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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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Segway
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VROOM VROOM OUTTA THE WAY
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