Security Objects
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Gear
Item | Image | Description |
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Helmet | Provides moderate protection to the head, though you can still be rendered unconscious from repeated trauma. | |
Body Armor | 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. | |
Security Belt | A special toolbelt which along with small objects can hold rifles and stun batons. | |
EOD Helmet | A stronger version of the helmet, available only in the armory. | |
EOD Armor | Full-body armour, which is strong enough to resist explosions and projectiles alike. Wearing one of these slows you down. | |
Security HUDs | Upgraded sunglasses, allowing you to view criminal records in realtime. The symbols C, P, I, R, and !! denote contraband, paroled, incarcerated, released, and set to arrest respectively. | |
Sunglasses | 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 | 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. | |
Detective's VR Goggles | Connects to a personal office simulation. See Detective for details. | |
Security Headset | 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. |
Weapons
Item | Image | Description |
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Stun Baton | 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 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. | |
Taser | This weapon fires a bolt of incapacitating energy. A target who is struck by two projectiles in a row will usually 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 three shots in one go. Available in security lockers. | |
Wave Gun | 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 | 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. Area flashes also have a chance of disrupting active cloaking devices as well as holographic disguisers in a 3x3 radius. 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 | 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 | 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 | 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 | 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 | 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. | |
Detective's Revolver | 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). | |
Riot Launcher | 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 | 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. | |
Stinger grenade | Crowd disperal grenade's nastier cousin. When primed, these grenades will send out a burst of rubber balls that can take out limbs and cause horrific brute damage, as well as lodge into people's chests as sharpnel, inflicting further brute damage. |
Equipment
Item | Image | Description |
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Forensic Scanner | The primary means of gathering forensic evidence. See Detective for details. | |
Evidence Box | A fancy version of the regular box for official business. | |
Handcuffs | 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. | |
Shackles | 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 | 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. | |
Portable Camera Viewer | A portable version of the camera terminal. Found in the HoS' and detective's office, among other places. | |
Safe and Secure Briefcase | Lockable storage devices. See Detective for details. |
Machinery
Item | Image | Description |
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Security Computer | 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 | Does exactly the same, just through a more user-friendly interface. | |
Security Camera Viewer | 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. | |
Port-a-Brig | 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. | |
Security Vendor | Dispenses flashes, .38 revolver ammunition and other basic gear to anybody with a security ID. | |
Flasher | 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 | 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. | |
Segway | VROOM VROOM OUTTA THE WAY |
Objects and Items | |
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