From Space Station 13 Wiki
Jump to navigation
Jump to search
Gear
Item
|
Image
|
Description
|
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 revolvers and energy weapons slightly longer, and prevent bleeding from pipe bomb shrapnels.
|
EOD Helmet
|
|
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.
|
Sunglasses
|
|
Protects you from flashes.
|
Optical Thermal Scanner
|
|
Allows you to see people through walls and those with active cloaks, but also makes you susceptible to being flashed. The detective and HoS have a pair each as standard equipment.
|
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
|
Stun Baton
|
|
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.
|
Taser
|
|
This weapon fires a bolt of incapacitating energy. 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.
|
Wave Gun
|
|
If additional non-lethal firepower is required, a wave gun could be a worthwhile investment. Functionally similar to tasers, 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.
|
Flash
|
|
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.
|
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 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.
|
Laser Gun
|
|
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.
|
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 non-lethal takedowns. It has a larger magazine capacity than tasers and the projectiles stun the target for longer, 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. 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).
|
Phaser
|
|
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.
|
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. A rifle and spare magazine each are available to the HoS and medical director.
|
Equipment
Item
|
Image
|
Description
|
Forensic Scanner
|
|
The primary means to gather forensic evidence. Scans fingerprints and blood, and can also be used to analyze bullets dug out of corpses and link them to a certain gun. Every security PDA has this functionality built in, however only the separate version can be set to print cards.
|
Fingerprint Cards
|
|
Part of the detective's investigation kit.
|
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 45 seconds.
|
Port-a-Brig Remote
|
|
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.
|
Portable Camera Viewer
|
|
A portable version of the camera terminal. Found in the HoS' and detective's office, among other places.
|
Machinery
Item
|
Image
|
Description
|
Security Computer
|
File:SecurityComputer.png
|
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 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.
|
Security Vendor
|
|
Dispenses flashes, .38 revolver ammunition and other basic gear to anybody with a security ID.
|
Portable Flasher
|
|
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, or by wearing adequate eye protection.
|
Segway
|
|
VROOM VROOM OUTTA THE WAY
|