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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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Body Armor
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Provides moderate protection to the torso. Will help you survive psychotic murderers wielding revolvers and energy weapons slightly longer, and prevent bleeding from pipe bomb shrapnels.
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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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EOD Armor
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File:Bombdisposalsuit.png
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Full-body armour, which is strong enough to resist explosions and projectiles alike. Wearing one of these slows you down.
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Sunglasses
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Protects you from flashes and offers minor protection when welding.
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Optical Thermal Scanner
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Allows you to see people with active cloaks, but also makes you susceptible to being flashed and EMP grenades. Thermals also double as NVG and greatly increase your vision in the dark (maintenance tunnels etc). The detective and HoS have a pair each as standard equipment.
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Detective's VR Goggles
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Connects to a personal office simulation. See Detective for details.
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Security Headset
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Essential for communication with other officers on a secure frequency. Type say :h (resp. :g for the captain, HoP and HoS) 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.
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Weapons
Item
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Image
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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 is also effective against cyborgs. The stun baton 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 two projectiles in a row will be stunned, whereas using a taser point-blank will knock them down instantly for a short amount of time. Taser guns can be shot six times before they have to be recharged. They can also be toggled to burst-fire mode, which will fire off four 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) 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, 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 a cyborg or 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 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.
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Crowd Dispersal Grenade
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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 also be found in the armory.
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Phaser
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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.
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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 less-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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Laser Gun
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Generally only encountered in the hands of space explorers. The laser is a more powerful version of the phaser.
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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. One rifle each is available to the HoS and medical director. There are also mutadone darts for dealing with unruly geneticists.
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Equipment
Item
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Image
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Description
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Forensic Scanner
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The primary means of gathering forensic evidence. See Detective for details.
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Evidence Box
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A fancy version of the regular box for official business.
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Handcuffs
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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.
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Shackles
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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.
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Port-a-Brig Remote
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Using this summons the Port-a-Brig to an adjacent tile, though it may spawn inside a grill if you are standing next to a window. 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 device to security.
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Portable Camera Viewer
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A portable version of the camera terminal. Found in the HoS' and detective's office, among other places.
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Safe and Secure Briefcase
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Lockable storage devices. See Detective for details.
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Machinery
Item
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Image
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Description
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Security Computer
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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.
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Security Records
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Does exactly the same, just through a more user-friendly interface.
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Security Camera Viewer
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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.
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Port-a-Brig
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Useful to transport prisoners to the brig, as you don't have to pull them across the station. Swiping a security ID will lock or unlock it. 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.
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Security Vendor
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Dispenses flashes, .38 revolver ammunition and other basic gear to anybody with a security ID.
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Portable Flasher
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Portable flashers are intended for crowd control and have to be anchored to the floor with a wrench. Once in place, they will detect nearby movements and stun everybody within a small radius. Flashers can be avoided by walking past them instead of running, by wearing adequate eye protection, or by turning off the local APC's equipment setting.
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Segway
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VROOM VROOM OUTTA THE WAY
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