Cogmap2/Security

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Revision as of 05:18, 23 February 2017 by Forthwrong (talk | contribs) (Updating armoury picture)
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Cogmap2/Security
Location

SecuritySection.png

Donut storage.

Access

Security staff, Lawyer


The security wing is located in the stern of the middle hull, right across from the bridge. There are also several security checkpoints dotted around the station.

Security Office

This is where most officers begin their shift. It features some essential computers, rechargers for weapons, chairs for prisoners, the Port-a-Brig, lockers containing security's gear, and most vital of all, the team's supply of donuts.

Guard Office

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For sitting down while eating donuts and treating people like scum.

Guard Quarters

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For sleeping on the job.

Brig

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Features a general population cell. Prisoners can be flushed into the cell through a disposal unit, then let out automatically once they have served their sentence. The cell contains several luxurious amenities and is connected to a visitor's area as well to hopefully keep your prisoners from climbing up the walls and smashing through windows with their shoes.

Solitary Confinement

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The worst cases get a solitary cell with less amenities.

Interrogation room

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Accessible from the brig and security office. The detective can question suspects in relative safety here.

Defendant's Chair

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Accessible via the prisoner chute system, it is actually located way over by the chapel/courtroom. Theoretically where the defendant would sit during a trial, but is more often used for public executions.

Head of Security's Office

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Sandwiched between security proper and the bridge. Only accessible by the Head of Security. Contains his locker, a security camera viewer, a security records computer, and spicy pasta.

Armory

Armory4.png
The place where the big boy toys are kept. These are supposed to be saved for emergencies in-game situations, like rampaging antagonists. While anybody can break their way through the doors or even the walls, generally only an EMAG or the HoS himself can open the crates.

For the pathologically curious:

The 4 green crates contain, from left to right: ... , 4 shotguns and rubber ammo, 4 Phasers, ....

The 2 racks hold: 2 heavy armours with Nanotrasen Helmets, 2 bomb disposal suits and helmets, 2 Thermal Scanners, ...

The 2 orange crates contain, from left to right: A flamethrower and some cannisters and 6 'Tactical Grenades' boxes each containing 2 flashbangs, 2 smoke grenades, 2 cryo grenades and 1 incendiary grenade.

On the tables there are 2 grenade launchers, 2 boxes of smoke grenades, 2 boxes of riot grenades, another box of Tactical Grenades and an emergency injector 'atropine'.

There are also 2 canisters of N2O along with internals, 2 laser arrays and 4 electropacks.

Armory

Beepsky.png
This is Beepsky's House. Nobody knows why he has a bed instead of a charging station. Still, it provides a security camera monitor for those who are not allowed in the security section... and know how to duck.

Maintenance information

It's air-vents can be supplied from dedicated tanks in the maintenance corridor behind the Security section. There is also a stationary gas tank with NO2 in the armory linked to these vents to knock out rioters.

The APC for this room is located in the maintenance corridor behind the Security section. Let's hope nobody in the Conveyor Belt Routing Depot figures this out...

The power is supplied via 2 cables coming from the engineering sector, running underneath the Gas Storage and the Engineering Belt Router respectively.