Difference between revisions of "Security Objects"
(SecHUDs now have an L icon for loyalty-implanted people)
(How the thermals let you see better in the dark, how they affect being flashed, where to find them)
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! Optical Thermal Scanner
! Optical Thermal Scanner
| Allows you to see through [[Syndicate Items#Cloaking Device|active]] [[Vampire|cloaks]],
| Allows you to see through [[Syndicate Items#Cloaking Device|active]] [[Vampire|cloaks]] , also makes you susceptible to [[Syndicate Items#EMP Grenades|EMP grenades]]. The [[Detective|detective]] and [[Head of Security|HoS]] have a pair .
|- id="Detective's VR Goggles"
|- id="Detective's VR Goggles"
Revision as of 15:40, 8 June 2019
||Provides moderate protection to the head, though you can still be rendered unconscious from repeated trauma. Click on it to toggle what style it uses. Also has a handy helmet light!|
||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. Click on it to switch between all the different (purely aesthetic) armor styles.|
||A special toolbelt that can hold small objects, rifles, and stun batons.|
||A belt item that can hold small objects and security weapons, similar to the security belt, but somewhat more hidden, especially when worn under a suitable jacket. The Detective gets one of these for holding their sidearm and forensics tools.|
||A special hat that can store certain items and bring them out by voice command. See more on Detective.|
||A stronger version of the helmet, available only in the armory.|
||Full-body armour, which is strong enough to resist explosions and projectiles alike. Wearing one of these slows you down.|
||Offers excellent melee protection for the head. The Armory usually has a few of these, ostensibly meant to be worn with heavy armor.|
||Full-body armor for riot police, with better-than-average melee protection for the chest area. Protects you from angry men with blunt objects and pipe bomb shrapnel. Helps you last slightly longer against projectiles. Slows you down.|
||Upgraded sunglasses, allowing you to view criminal records in realtime. The symbols C, P, I, R, !!, and L denote contraband, paroled, incarcerated, released, set to arrest, and loyalty-implanted respectively.|
||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 through active cloaks and reduces darkness in a three mile radius. However, it it also makes you susceptible to EMP grenades, and flashes and similar bright lights stun for longer, cause eye damage if they didn't before, and induces much more eye damage if they did. The detective and HoS have a pair in their respective lockers, and the Armory often has some.|
|Detective's VR Goggles||
||Connects to a personal office simulation. See Detective for details.|
||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.|
|| A melee weapon which delivers an incapacitating shock to humans and cyborgs alike, knocking them to the ground or at least disorientating them. The stun baton has an On/Off function, and is on by default. When on, its special attack (click on a tile at least two tiles away on Harm or Disarm intent) throws a spark that causes disorientation, resulting in slowed, erratic movement and dropping of items. 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.
||This weapon fires a bolt of incapacitating energy. A target who is struck by two projectiles in a row will usually be stunned, or at least slowed, whereas using a taser point-blank will knock them down instantly for a short amount of time. Successive shots cause longer stuns. Taser guns can be shot five 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.|
||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.|
||The flash has two applications. Using the flash on a cyborg or someone without adequate eye protection will obscure their screen with a white flash and drain their stamina, disorientating them and possibly stunning them if it drains all their remaining stamina. 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.|
||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.|
||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.|
||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.|
||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, and it takes up both your hands, so you only wield one of them (you can reload it just by clicking on a box of shells/slugs). They are available from a rack in armory.|
||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).|
||A single-shot grenade launcher for riot control. Typically loaded with smoke shells, but it will accept other 40mm grenades, as well as hand grenades of any type (flashbangs are especially fun.) Found in the security office.|
||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. Like the riot shotgun, this is also two-handed, so you reload it by clicking on a magazine of darts or dragging and dropping the magazine onto your gun.|
||Crowd disperal grenade's nastier cousin. When primed, these grenades will send out a burst of debilitating rubber balls that can take out limbs, cause horrific brute damage, and lodge into people's chests as sharpnel, inflicting further brute damage.|
||A mostly-defensive, one-handed energy shield found in Sec equipment lockers. If you click on it while holding it, it generates forcefield that grants a fair amount of bullet and melee resistance, and if you click on a tile far away from you while on Harm/Disarm intent, you also create another energy barrier in front of you that can reflect bullets, energy shots, rockets, and fireballs. Also, attacking someone with the shield will push them back a tile, with a chance to knock them down on the floor. Fun against Nuke Ops.|
||The primary means of gathering forensic evidence. See Detective for details.|
||Points in the general direction of the dead/living body a scanned pool of blood belongs to, assuming the blood is still fresh and you've stood still for while to let it calibrate.|
||A fancy version of the regular box for official business.|
||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.|
||Special handcuffs tailor-made for capturing werewolves, created by dipping handcuffs in a container with at least 50 units of silver. Werewolves can't rip them apart instantly, though they can still attempt to remove them from themselves by pressing the Resist button and standing still for about 45 seconds. Can only be used twice before breaking.|
||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.|
||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.|
||Sets the Security Status of whoever you're using on to whatever status you set the Securiton to. Cannot, for obvious reasons, set people to Arrest. Click on it to change the status being set. Useful for setting prisoners to Released or Incarcerated without having to manually change their record through the Security Records computer.|
|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.|
|Gavel Hammer and Block||
||ORDER IN THE COURT! ORDER IN THE COURT!|
||A stationary device in the main Security wing and every Security Checkpoint for recharging tasers, stun batons, and most other energy weapons. The Mining Department and Cargo Bay also have these, mostly for recharging mining gear and cargo transporters. Green means it's recharging; yellow, flashing, and dinging means it's finished charging.|
|Taser Recharger Rack||
||Basically a bigger version of the above, found in the equipment room with all the Security equipment lockers, that can charge up to three tasers ,and only tasers, at once. At roundstart, these have three tasers for the Security Officers (or anyone can get to it) to use.|
||Dispenses flashes, .38 revolver ammunition and other basic gear to anybody with a security ID.|
||Found exclusively in the Armory. Dispenses smoke shells, .38 revolver ammunition, rubber slugs, flares, and tranquilizer darts. Might dispense something else if you hack it...|
||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.|
||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.|
|Wanted Poster Station||
|| A computer for making wanted posters. Simply enter a name, search the Security database or swipe a camera photo for a mugshot, set a reward, add some additional notes, and voila, you have a poster! Afterwards, you can either send it to all printers on the station or print some out to plaster around yourself.
Note that the database's picture will portray the depicted's appearance at roundstart. If they change clothes, put on a disguise, or use a DNA scrambler, the picture won't update. Silicons, wizards, and other things not in the database will not have a picture.
||Scans the hands, pocket, backpack, and belt slots of anyone who passes through these for Contraband, assigning them a numerical threat level going from 1 to 10 based on the type and amount of contraband detected. If it assigns a threat level to be 4 or higher, it sends an PDA alert to everyone in Security, noting who they are, what their threat level is, and where the scanner that sent the alert is.|
|| 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.
||A special disposal unit for safely inserting people into the Brig (and occasionally other places). Officers can simply grab the detainee, click on the chute to shove them inside, click on it again to open up its interface, and then click on Disposal handle: Engage to activate the chute and send the detainee into the Brig.|
|| 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).
||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.|
||A giant chute that opens when a specific brig timer runs out of time. Once a prisoner climbs in, the chute then closes and releases them back into the station, removing their handcuffs if necessary.|
||VROOM VROOM OUTTA THE WAY|
|Objects and Items|
|General · Engineering · Mining · Medical · Science · Security|
|Machinery||Pods · Vehicles · Computers · Fabricators & Manufacturers · PDAs · Implants|
|Catering||Plants & Hydro Equipment · Foods & Drinks|
|Weapons||Syndicate Items · Guns · Grenades · Bombs|