Difference between revisions of "Security Items"
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{{ | {{JobSecurity}} | ||
==Items== | ==Items== | ||
''Standard issue hardware for the discerning security officer.'' | |||
{|class="wikitable sortable mw-collapsible" width:"100%" style="background-color:#ff9999;margin:10pt;" | |||
|- style="background-color: darkred;font-weight:bold; color: white;text-align:center;" | |||
! style='background-color: darkred' width:125px; |Object | |||
! style='background-color: darkred' width:125px; |Location | |||
! style='background-color: darkred' width:200px; |Purpose | |||
! class="unsortable" style='background-color: darkred' |Description | |||
|- | |||
! {{anchor|Security Belt}}[[#Security Belt|Security Belt]]<br>[[File:Secbelt.png]] | |||
| [[Equipment Room]] | |||
| Holds security equipment. | |||
| A standard-issue security belt. Can hold up to five security items, such as flashbangs, donuts, flashes, pepper spray, batons, handcuffs, seclites, masks, and zipties. | |||
|- | |||
!{{anchor|Corporate Judo Belt}}[[#Corporate Judo Belt|Corporate Judo Belt]]<br>[[File:Corporate Judo Belt.png]] | |||
| [[Equipment Room]] | |||
| Performing Corporate Judo | |||
| A belt that bestows the wearer knowledge of [[Martial Arts#Corporate Judo|Corporate Judo]] through nanite technology. Available in the SecTech vendor, they allow the wear to hit harder and perform combos. Wearing the belt relinquishes the wearer's ability to use a stun baton. | |||
|- | |||
! {{anchor|Assault Belt}}[[#Assault Belt|Assault Belt]]<br>[[File:Assaultbelt.png]] | |||
| Ordered from [[Cargo]] | |||
| Holds weapons and ammunition. | |||
| An assault belt that comes bundled with SWAT armour. While it can't hold security items like the security belt, it's capable of holding any small item, such as ammo, tools, and small firearms. | |||
|- | |||
! {{anchor|Security Projector}}[[#Security Projector|Security Projector]]<br>[[File:Secprojector.png]] | |||
| [[Equipment Room]] | |||
| Cordons off areas. | |||
| A security holo-projector often used by law enforcement and corporate security. Prevents people from passing through it unless they are walking. | |||
|- | |||
! {{anchor|Detective Projector}}[[#Detective Projector|Detective Projector]]<br>[[File:Detective_Projector.png]] | |||
| [[Detective's Office]] | |||
| Cordons off areas. | |||
| An invenstigative holo-projector often used by detectives. Shocks people if they try to pass through it while running and if they try to destroy it. | |||
|- | |||
! {{anchor|Seclite}}[[#Seclite|Seclite]]<br>[[File:Seclite.png]] | |||
| [[Equipment Room]] | |||
| Illuminates darkness. | |||
| A standard-issue security torch that provides a high degree of illumination in dark areas. Can be mounted onto various weapons. | |||
|- | |||
! {{anchor|Hailer}}[[#Hailer|Hailer]]<br>[[File:Hailer.png]] | |||
| [[Equipment Room]] | |||
| Shouts at fleeing suspects. | |||
| Simply shouts the phrase "Halt! Security!". Available only from a hacked security vendor. | |||
|- | |||
! {{anchor|Sunglasses}}[[#Sunglasses|Sunglasses]]<br>[[File:SGlasses.png]] | |||
| [[Internal Affairs Office]]<br>[[Firing Range]]<br>[[Detective's Office]] | |||
| Provides eye protection. | |||
| A simple pair of sunglasses, capable of safely shielding its wearer from flashes and the blinding light (but not sound) of a flashbang. | |||
|- | |||
! {{anchor|HUD Sunglasses}}[[#HUD Sunglasses|HUD Sunglasses]]<br>[[File:SecHud.png]] | |||
| [[Equipment Room]] | |||
| Provides eye protection and a HUD. | |||
| An advanced pair of sunglasses with a built-in security HUD, capable of safely shielding its wearer from flashes and the blinding light (but not sound) of a flashbang. The classic version doesn't feature flash protection. | |||
|- | |||
! {{anchor|Bowman Headset}}[[#Bowman Headset|Bowman Headset]]<br>[[File:Secbowman.png]] | |||
| [[Equipment Room]] | |||
| Provides ear protection. | |||
| A bowman headset designed to protect the ears from flashbangs and provide patrolling officers with high-fidelity radio communications. | |||
|- | |||
! {{anchor|Black Gloves}}[[#Black Gloves|Black Gloves]]<br>[[File:Black_Gloves.png]] | |||
| [[Equipment Room]] | |||
| Preventing contamination of evidence. | |||
| A standard-issue pair of one-size-fits-all gloves. Prevents the wearer from contaminating evidence with their fingerprints and offers slight fire protection. | |||
|- | |||
! {{anchor|Forensics Gloves}}[[#Forensics Gloves|Forensics Gloves]]<br>[[File:ForensicsGloves.png]] | |||
| [[Detective's Office]] | |||
| Preventing contamination of evidence. | |||
| A special pair gloves for the [[Detective]]. Prevents the wearer from contaminating evidence with their fingerprints or fibres. | |||
|- | |||
! {{anchor|Krav Maga Gloves}}[[#Krav Maga Gloves|Krav Maga Gloves]]<br>[[File:Kravgloves.png]] | |||
| [[Warden's Office]] | |||
| Learning Krav Maga | |||
| These gloves bestow the wearer martial knowledge in the arts of Krav Maga through use of advanced cybernetics and nanochips embedded inside them. Issued to the warden, they allow the wearer to trip, lung punch, and throat chop enemy combatants. | |||
|- | |||
! {{anchor|Earmuffs}}[[#Earmuffs|Earmuffs]]<br>[[File:Earmuffs.png]] | |||
| [[Firing Range]] | |||
| Provides ear protection. | |||
| Capable of blocking out any and all sound, earmuffs will protect against deafness and loud noises. Wearing them comes at the cost of not being able to hear anything. | |||
|- | |||
! {{anchor|Security Gas-Mask}}[[#Security Gas-Mask|Security Gas-Mask]]<br><br> [[File:SecHailer.png]] | |||
| [[Equipment Room]] | |||
| Provides face protection and a hailer. | |||
| Functionally equivalent to a regular gas-mask, but with the added ability of shouting a variety of phrases at fleeing suspects. Use the button in the top-left of your screen to change phrases. Emag it for a secret phrase! | |||
|- | |||
! {{anchor|Holobadge}}[[#Holobadge|Holobadge]]<br>[[File:Holobadge.png]] | |||
| [[Warden's Office]] | |||
| Provides identification and authority. | |||
| A multi-purpose holobadge that will accept the credentials from a valid ID. Can be shoved into people's faces. | |||
|- | |||
! {{anchor|Forensic Scanner}}[[#Forensic Scanner|Forensic Scanner]]<br>[[File:Forensic_Scanner.png]] | |||
| [[Detective's Office]] | |||
| Analyses crime scenes. | |||
| A multipurpose forensics device capable of detecting fibers, fingerprints, reagents, and DNA from blood spatter. Using it in hand allows the operator to search for DNA/fingerprint matches. | |||
|- | |||
! {{anchor|Holster}}[[#Holster|Holster]]<br>[[File:Gun Holster.png]] | |||
| [[Detective's Office]] | |||
| Discreetly holsters weapons. | |||
| Capable of being attached to a jumpsuit, the holster provides a discrete place to holster your weapon until needed. In Hotkey Mode the holster can be quickly accessed with the H key. | |||
|- | |||
! {{anchor|Evidence Bag}}[[#Evidence Bag|Evidence Bag]]<br>[[File:Evidence_Bag.png]] | |||
| [[Detective's Office]]<br>[[Processing]] | |||
| Preventing contamination of evidence. | |||
| Evidence bags are used to safely store evidence so it can be handled without contaminating forensic evidence. Useful for picking up Cult equipment. | |||
|- | |||
! {{anchor|Space Law}}[[#Space Law|Space Law]]<br>[[File:Spacelaw.png]] | |||
| [[Security]] | |||
| Provides reference for Space Law. | |||
| This is an on-station copy of Nanotrasen's Space Law. | |||
|- | |||
! {{anchor|Donut Box}}[[#Donut Box|Donut Box]]<br>[[File:Donut.png]] | |||
| [[Security Office]] | |||
| Fuel for the hungry officer. | |||
| A box of six donuts. The sprinkled ones provide minor healing to security officers. | |||
|- | |||
! {{anchor|Handcuffs}}[[#Handcuffs|Handcuffs]]<br>[[File:Handcuffs.png]] | |||
| [[Equipment Room]]<br>[[Armory]] | |||
| Restrains suspects. | |||
| Handcuffs can be used to detain suspects, or attached to shoes to be used as ankle-cuffs to restrict movement. | |||
|- | |||
! {{anchor|Zipties}}[[#Zipties|Zipties]]<br>[[File:Zipties.png]] | |||
| [[Equipment Room]] | |||
| Restrains suspects. | |||
| Used to detain suspects, but unlike handcuffs, they're single use. | |||
|- | |||
! {{anchor|Pepperspray}}[[#Pepperspray|Pepperspray]]<br>[[File:Pepperspray.png]] | |||
| [[Equipment Room]] | |||
| Subdues unwilling targets. | |||
| A small 50u canister of capsaicin. Capsaicin is an irritant capable of blinding and stunning targets who aren't wearing protective masks or eye-wear. | |||
|- | |||
! {{anchor|Flash}}[[#Flash|Flash]]<br>[[File:Flash.png]] | |||
| [[Equipment Room]] | |||
| Blinds targets and borgs. | |||
| A flash can be used to temporarily blind and disorient all targets without proper eye protection in range. Using it on someone directly in melee results in only that target being affected, and dropping their held items in addition to the other effects. A targeted flash stuns cyborgs, as well. Useful for crowd control, detainee pacification, and stunning rogue cyborgs. Flashes have a 5 second cooldown, and might burn out if used repeatedly without giving them some time to cool down. | |||
|- | |||
! {{anchor|Energy Bola}}[[#Energy Bola|Energy Bola]]<br>[[File:Ebola.png]] | |||
| [[Equipment Room]] | |||
| Hinders suspect movement. | |||
| Energy Bolas can be thrown at a fleeing or non-moving target in order to make their escape more difficult by hindering their movement. | |||
|- | |||
! {{anchor|Flashbang}}[[#Flashbang|Flashbang]]<br>[[File:Flashbang.png]] | |||
| [[Equipment Room]]<br>[[Armory]] | |||
| Blinds, Confuses and Knocks people down. | |||
| A standard-issue flashbang capable of incapacitating a large number of targets in an area. Both ear and eye protection are required when using a flashbang. Capable of knocking targets down for 10 seconds and confusing them for up to 20 seconds. | |||
|- | |||
! {{anchor|Tear Gas Grenade}}[[#Tear Gas Grenade|Tear Gas Grenade]]<br>[[File:Grenade.png]] | |||
| [[Armory]] | |||
| Stuns and blinds targets. | |||
| A grenade designed specifically for use as a riot countermeasure/crowd dispersal device. When it detonates it sends out a large plume of capsaicin into the area. | |||
|- | |||
! {{anchor|Clusterbang}}[[#Clusterbang|Clusterbang]]<br>[[File:Clustergrenade.png]] | |||
| [[Gamma Armory]] | |||
| Stuns and blinds targets. | |||
| A clusterbang capable of incapacitating a large number of targets in an extremely large area. Due to the number of detonations in a clusterbang, misuse can lead to deafness. | |||
|- | |||
|} | |||
=== | ==Equipment== | ||
''Various equipment useful for performing a variety of tasks within the security occupation.'' | |||
{|class="wikitable sortable mw-collapsible" width:"100%" style="background-color:#ff9999;margin:10pt;" | |||
|- style="background-color: darkred;font-weight:bold; color: white;text-align:center;" | |||
! style='background-color: darkred' width:125px; |Object | |||
! style='background-color: darkred' width:125px; |Location | |||
== | ! style='background-color: darkred' width:200px; |Purpose | ||
A | ! class="unsortable" style='background-color: darkred' |Description | ||
|- | |||
! {{anchor|Securitron}}[[#Securitron|Securitron]]<br>[[File:Securitron.png]] | |||
A | | Labour Camp<br>Security | ||
| Performs automated arrests. | |||
| A baton-equipped robot that scans nearby users to check their arrest status. Upon finding a valid arrest status, Securitrons will stun and ziptie the suspect before notifying security. | |||
|- | |||
! {{anchor|Secvend}}[[#Secvend|Secvend]]<br>[[File:Sec Vendor.gif]] | |||
| Equipment Room | |||
| Dispenses security items. | |||
| A standard-issue security vending machine. It is capable of dispensing items such as handcuffs, zipties, flashbangs, flashes, donuts, evidence bag boxes, seclites, and energy bolas. Hack it for additional goodies! | |||
|- | |||
! {{anchor|Secway}}[[#Secway|Secway]]<br>[[File:Secway.png]] | |||
| Armory | |||
| Provides added mobility. | |||
| An all-purpose Secway. The secway can't pass people and is slower than running speed, which makes it less useful in crowds and during chases. It can, however, move through slick surfaces without slipping, making it very useful against clowns. | |||
|- | |||
! {{anchor|Portable Flasher}}[[#Portable Flasher|Portable Flasher]]<br>[[File:Portableflash.png]] | |||
| [[Armory]] | |||
| Provides constant area-of-denial flashes. | |||
| A portable flasher that can be wrenched in location to secure an area. Anyone passing by the portable flasher who lacks suitable eye-protection will be flashed and stunned. There is an interval of 10 seconds between flashes. Walk slowly to avoid triggering it. | |||
|- | |||
! {{anchor|Deployable Barrier}}[[#Deployable Barrier|Deployable Barrier]]<br>[[File:Deployable_Barrier.png]] | |||
| [[Armory]] | |||
| Secures/barricades an area. | |||
| A deployable barrier that can be used to block doors and hallways. | |||
|- | |||
! {{anchor|Recharger}}[[#Recharger|Recharger]]<br>[[File:Recharger.gif]] | |||
| [[Equipment Room]]<br>[[Firing Range]] | |||
| Recharges energy weapons. | |||
| A conventional desk or wall-mounted charging station capable of recharging energy based devices such as stun batons and laser guns. They can be unsecured and moved via the use of a wrench. | |||
|- | |||
! {{anchor|Training Bomb}}[[#Training Bomb|Training Bomb]]<br>[[File:Secbomb.png]] | |||
| [[Firing Range]] | |||
| Bomb defusal practice. | |||
| An inert training bomb used for defusal practice by security officers. It keeps track of the user's score and awards points for every successful defusal. | |||
|- | |||
! {{anchor|Training Nuclear Bomb}}[[#Training Nuclear Bomb|Training Nuclear Bomb]]<br>[[File:Training_Nuclear_Bomb.png]] | |||
| [[Firing Range]] | |||
| Nuclear Bomb defusal practice. | |||
| An inert training nuclear bomb used for defusal practice by security officers. Comes with a [[#Training Authentication Disk|training authentication disk]] required to operate it. | |||
|- | |||
! {{anchor|Training Authentication Disk}}[[#Training Authentication Disk|Training Authentication Disk]]<br>[[File:Training_Nuclear_Authentication_Disk.gif]] | |||
| [[Firing Range]] | |||
| Nuclear Bomb defusal practice. | |||
| An easily distinquishable authentication disk for the [[#Training Nuclear Bomb|training nuclear bomb]] | |||
|- | |||
! {{anchor|Blindfold}}[[#Blindfold|Blindfold]]<br>[[File:Blindfold.png]] | |||
| [[Security]] | |||
| Blinding detainees. | |||
| A simple blindfold made out of thick velvet. The wearer will be blinded and unable to see their surroundings. Prevents a vampire from glaring. | |||
|- | |||
! {{anchor|Straight-Jacket}}[[#Straight-Jacket|Straight-Jacket]]<br>[[File:Straightjacket.png]] | |||
| [[Security]] | |||
| Preventing self-inflicted harm. | |||
| A standard issue straight-jacket capable of effectively binding detainees suffering from psychotic breaks. The wearer is unable to use their arms so long as the jacket is on them. | |||
|- | |||
! {{anchor|Lethal Injection}}[[#Lethal Injection|Lethal Injection]]<br>[[File:Syringes.png]] | |||
| [[Security]] | |||
| Facilitates executions. | |||
| A lethal-injection syringe filled with a mix of toxin, cyanide, pancuronium, fluorine, and fluorosulfuric acid. A single injection is enough to guarantee the expiration of a sentenced inmate. | |||
|- | |||
! {{anchor|Electric Chair}}[[#Electric Chair|Electric Chair]]<br>[[File:Electric_Chair.png]] | |||
| [[Security]] | |||
| Facilitates executions. | |||
| A high-voltage electropack rigged to a chair. While rudimentary in nature, the chair can be remotely or manually activated to send a fatal shock to its occupant. | |||
|- | |||
! {{anchor|Tracking Bio-Chip}}[[#Tracking Bio-Chip|Tracking Bio-Chip]]<br>[[File:Implantbox.png]] | |||
| [[Armory]] | |||
| Tracks the location of prisoners. | |||
| A standard-issue tracking bio-chip which allows security officers to keep tabs on dangerous prisoners. Tracking bio-chips show up on security HUDs, and also function as a teleport beacon for the [[Teleporter]]. | |||
|- | |||
! {{anchor|Chemical Bio-Chip}}[[#Chemical Bio-Chip|Chemical Bio-Chip]]<br>[[File:Implantbox.png]] | |||
| [[Armory]] | |||
| Subdues implanted prisoners. | |||
| A chemical Bio-Chip that can be loaded with a variety of debilitating substances. It can be remotely activated, which makes it a valuable tool in recapturing escapees. | |||
|- | |||
! {{anchor|Mindshield Bio-Chip}}[[#Mindshield Bio-Chip|Mindshield Bio-Chip]]<br>[[File:Lockbox.gif]] | |||
| [[Armory]]<br>[[Head of Security's Office]] | |||
| Protects the mind from hostile subversion. | |||
| A Bio-Chip specifically designed to harden the mind against attempts at hostile subversion. Has no effect against mind-swapping or if implanted after someone has already been brainwashed. | |||
|- | |||
|} | |||
===[[File: | ==Weapons== | ||
''The tools of the trade, from melee weapons to rifles.'' | |||
{|class="wikitable sortable mw-collapsible" width:"100%" style="background-color:#ff9999;margin:10pt;" | |||
|- style="background-color: darkred;font-weight:bold; color: white;text-align:center;" | |||
! style='background-color: darkred' width:125px; |Object | |||
! style='background-color: darkred' width:100px; |Damage Type | |||
! style='background-color: darkred' width:100px; |Damage | |||
! style='background-color: darkred' width:125px; |Location | |||
! class="unsortable" style='background-color: darkred' |Description | |||
|- | |||
! {{anchor|Stun Baton}}[[#Stun Baton|Stun Baton]]<br>[[File:Stun Baton.gif]] | |||
| Knockdown/Stamina/Brute | |||
| 10 Secs/60 Stamina/10 Brute | |||
| [[Equipment Room]] | |||
| A standard-issue stunbaton, will deal stamina damage, confuse and then knock down after a short delay. Has a 3.5 second cooldown between swings. If on harm intent it will do 10 brute damage aswell. If desperate, you can throw it and deal 30 stamina damage. Cannot be stored while it's active. | |||
|- | |||
! {{anchor|Telescopic Baton}}[[#Telescopic Baton|Telescopic Baton]]<br>[[File:Telebaton.gif]] | |||
| Knockdown/Stamina/Brute | |||
| 6 Secs/30 Stamina/10 Brute | |||
| [[Head of Security]]<br>[[Detective]] | |||
| A baton issued to detectives and Command. It needs to be extended before it can be utilized. | |||
|- | |||
! {{anchor|Combat Knife}}[[#Combat Knife|Combat Knife]]<br>[[File:Combatknife.png]] | |||
| Brute | |||
| 20 | |||
| Ordered from [[Cargo]]<br>[[Gamma Armory]] | |||
| A razor sharp steel combat knife that comes packaged with the SWAT crate. It can be used either as a melee instrument, or as a throwing weapon. | |||
|- | |||
! {{anchor|Disabler}}[[#Disabler|Disabler]]<br>[[File:Disabler.png]] | |||
| Stamina | |||
| 30 Stamina | |||
| [[Equipment Room]] | |||
| A disabler capable of shooting long-ranged disabler bolts that deal stamina damage. | |||
|- | |||
! {{anchor|Energy Gun}}[[#Energy Gun|Energy Gun]]<br>[[File:Energy_Gun.gif]] | |||
| Stamina/Burn | |||
| 30 Stamina/20 Burn | |||
| [[Secure Armory]] | |||
| An energy gun capable of toggling between lethal and disabler fire. | |||
|- | |||
! {{anchor|Laser Gun}}[[#Laser Gun|Laser Gun]]<br>[[File:Laser Gun.png]] | |||
| Burn | |||
| 20 | |||
| [[Secure Armory]] | |||
| An energy gun with the only firing setting you need in an emergency - kill. | |||
|- | |||
! {{anchor|Practice Laser Gun}}[[#Practice Laser Gun|Practice Laser Gun]]<br>[[File:Laser Gun.png]] | |||
| N/A | |||
| N/A | |||
| [[Firing Range]] | |||
| A practice variant of the traditional laser gun. Fires harmless beams of light. | |||
|- | |||
! {{anchor|Ion Rifle}}[[#Ion Rifle|Ion Rifle]]<br>[[File:Ion_Rifle.gif]] | |||
| EMP | |||
| 20 Component | |||
| [[Secure Armory]] | |||
| A specialized rifle that fires ion bolts which are capable of disrupting and interfering with electronic devices. Damage is applied across all parts/components. | |||
|- | |||
! {{anchor|Riot Shotgun}}[[#Riot Shotgun|Riot Shotgun]]<br>[[File:Riotshotgun.png]] | |||
| Brute | |||
| Variable | |||
| [[Secure Armory]] | |||
| A pump-action riot-grade shotgun capable of chambering seven rounds. Can be loaded with various types of ammunition, but is loaded with rubbershot by default. Sawing it off reduces the ammo capacity by four and allows it to fit into bags. | |||
|- | |||
! {{anchor|Combat Shotgun}}[[#Combat Shotgun|Combat Shotgun]]<br>[[File:Combat_Shotgun.png]] | |||
| Brute | |||
| Variable | |||
| Ordered from [[Cargo]] | |||
| A combat-grade shotgun capable of chambering seven rounds. Can be loaded with various types of ammunition but is loaded with beanbag shells by default. Unlike the Riot Shotgun, it does not require manual pumping between shots. | |||
|- | |||
! {{anchor|WT-550 Auto Rifle}}[[#WT-550 Auto Rifle|WT-550 Auto Rifle]]<br>[[File:Autorifle.png]] | |||
| Brute | |||
| Variable | |||
| Ordered from [[Cargo]] | |||
| An outdated personal defence weapon which feeds from 20-round 4.6x20mm toploader magazines. Can only fire in semi-automatic and has a relatively poor rate of fire for a rifle. Comes loaded with standard 4.6x20mm rounds by default. | |||
|- | |||
! {{anchor|WT-450 Disabler SMG}}[[#WT-450 Disabler SMG|WT-450 Disabler SMG]]<br>[[File:Disabler_SMG.png]] | |||
| Stamina | |||
| 15 Stamina | |||
| Ordered from [[Cargo]] | |||
| A submachine gun disabler able to fire quick bursts of disabler bolts. Can only fire in semi-automatic. Fires bolts weaker than ones of the [[#Disabler|Disabler]]. | |||
|- | |||
! {{anchor|IK-30 Security Laser Rifle}}[[#IK-30 Security Laser Rifle|IK-30 Security Laser Rifle]]<br>[[File:Laserrifle.gif]] | |||
| Burn | |||
| 20 Burn | |||
| Ordered from [[Cargo]] | |||
| A bulky, single barreled rifle that uses disposable laser cartridges rather than an internal power cell. Utilized by Nanotrasen's private security force. Comes loaded with encased laser rounds, more of which can be ordered from cargo or printed at RnD. | |||
|- | |||
! {{anchor|Advanced Energy Gun}}[[#Advanced Energy Gun|Advanced Energy Gun]]<br>[[File:Advanced_energy_gun.gif]] | |||
| Stamina/Burn | |||
| 30 Stamina/20 Burn | |||
| [[Gamma Armory]]<br>Protolathe | |||
| A self-recharging laser weapon powered by a miniaturized uranium reactor. The firing mode can be toggled between disablers and lethals. | |||
|- | |||
! {{anchor|DL-88 Energy Revolver}}[[#DL-88 Energy Revolver|DL-88 Energy Revolver]]<br>[[File:DL-88_Energy_Revolver.gif]] | |||
| Stamina/Burn | |||
| 25 Stamina/5 Burn | |||
| [[Detective's Office]] | |||
| A "modern" take on the classic .38 Revolver. Issued to the [[Detective]] and comes with a regular, overcharged, and tracker mode. Can be modified with a multitool to fire in overcharged mode, with a small chance of exploding violently when firing. More information can be found [[Firearms#DL-88 Energy Revolver|here]]. | |||
|- | |||
|} | |||
===[[File:Riot.png| | ===Ammunition=== | ||
''Ammunition that is either readily available, or can be produced for use in security weapons.'' | |||
{|class="wikitable sortable mw-collapsible" width:"100%" style="background-color:#ff9999;margin:10pt;" | |||
|- style="background-color: darkred;font-weight:bold; color: white;text-align:center;" | |||
! style='background-color: darkred' width:125px; |Object | |||
! style='background-color: darkred' width:100px; |Damage Type | |||
! style='background-color: darkred' width:100px; |Damage | |||
! style='background-color: darkred' width:125px; |Location | |||
! class="unsortable" style='background-color: darkred' |Description | |||
|- | |||
! {{anchor|Shotgun - Beanbag}}[[#Shotgun - Beanbag|Shotgun - Beanbag]]<br>[[File:Shotgun shell green.png]] | |||
| Stamina/Brute | |||
| 80 Stamina/5 Brute | |||
| [[Secure Armory]]<br>Autolathe | |||
| A shotgun shell fitted with a beanbag. Ideal for non-lethally subduing targets. | |||
|- | |||
! {{anchor|Shotgun - Rubbershot}}[[#Shotgun - Rubbershot|Shotgun - Rubbershot]]<br><br> [[File:Shotgun_shell_purple.png]] | |||
| Stamina/Brute | |||
| 25/3 x6 | |||
| [[Secure Armory]]<br>Autolathe | |||
| A shotgun shell packed with rubbershot. Ideal for disarming and non-lethally subduing targets. This ammunition is loaded into the Riot Shotgun by default. | |||
|- | |||
! {{anchor|Shotgun - Tranquilizer}}[[#Shotgun - Tranquilizer|Shotgun - Tranquilizer]]<br>[[File:Shotgun_shell_blue.png]] | |||
| Chemical | |||
| N/A | |||
| [[Secure Armory]] | |||
| A shotgun shell loaded with a haloperidol dart. Though slow-acting, it's ideal for non-lethally subduing targets who use stimulants. | |||
|- | |||
! {{anchor|Shotgun - Incendiary Slug}}[[#Shotgun - Incendiary Slug|Shotgun - Incendiary Slug]]<br>[[File:Shotgun_shell_orange.png]] | |||
| Brute + Fire | |||
| 5 + Fire | |||
| Autolathe | |||
| A highly penetrating shotgun slug packed with white phosphorous. Ideal for greater accuracy and taking down single, highly-armoured targets. | |||
|- | |||
! {{anchor|Shotgun - Tech Dart}}[[#Shotgun - Tech Dart|Shotgun - Tech Dart]]<br>[[File:Shotgun_shell_purple.png]] | |||
| Chemical | |||
| N/A | |||
| Autolathe | |||
| An empty shotgun shell with a small ampoule capable of storing up to 30u of any reagent. The reagent will be injected into the target on impact. | |||
|- | |||
! {{anchor|Shotgun - Pulse Slug}}[[#Shotgun - Pulse Slug|Shotgun - Pulse Slug]]<br>[[File:Shotgun_shell_tech.png]] | |||
| Burn | |||
| 40 | |||
| Protolathe | |||
| A non-penetrating shotgun slug that discharges plasma on impact. Ideal for targets wearing bullet-resistant armour. Pulse Slugs are also capable of destroying walls on impact. | |||
|- | |||
! {{anchor|Shotgun - Ion Slug}}[[#Shotgun - Ion Slug|Shotgun - Ion Slug]]<br>[[File:Shotgun_shell_ion.png]] | |||
| EMP | |||
| 20 Component | |||
| Crafting | |||
| A non-penetrating shotgun slug that creates ionic interference on impact. Useful for synthetic targets or to disrupt electrical equipment. Damage is applied across all parts/components. | |||
|- | |||
! {{anchor|WT-550 - Standard Magazine}}[[#WT-550 - Standard Magazine|WT-550 - Standard Magazine]]<br>[[File:WTammo.png]] | |||
| Brute | |||
| 20 | |||
| Ordered from [[Cargo]]<br>Protolathe | |||
| The standard 4.6x20mm 20-round magazine for the WT-550 Auto Rifle. | |||
|- | |||
! {{anchor|WT-550 - Armour Piercing}}[[#WT-550 - Armour Piercing|WT-550 - Armour Piercing]]<br><br> [[File:WTammo.png]] | |||
| Brute | |||
| 15 + 40 armour piercing | |||
| Protolathe | |||
| A non-standard 4.6x30mm 20-round magazine for the WT-550 Auto Rifle. While it has less stopping power, it penetrates both bone and armour more readily. | |||
|- | |||
! {{anchor|WT-550 - Toxin Tipped}}[[#WT-550 - Toxin Tipped|WT-550 - Toxin Tipped]]<br>[[File:WTammo.png]] | |||
| Toxins | |||
| 15 | |||
| Protolathe | |||
| A non-standard 4.6x30mm 20-round magazine for the WT-550 Auto Rifle. Ideal for highly armoured targets who may not be susceptible to conventional gunfire. | |||
|- | |||
! {{anchor|WT-550 - Incendiary}}[[#WT-550 - Incendiary|WT-550 - Incendiary]]<br>[[File:WTammo.png]] | |||
| Brute + Fire | |||
| 10 + Fire | |||
| Protolathe | |||
| A non-standard 4.6x30mm 20-round magazine for the WT-550 Auto Rifle. The rounds are packed with white-phosphorous and will ignite a target upon impact. | |||
|- | |||
! {{anchor|Laser Carbine Projector Magazine}}[[#Laser Carbine Projector Magazine|Laser Carbine Projector Magazine]]<br>[[File:Lasermag.gif]] | |||
| Burn | |||
| 20 Burn | |||
| Protolathe | |||
| A twenty round encased laser ammo magazine. The ammunition's casing burns up when the laser is discharged. | |||
|} | |||
== | ==Armour== | ||
''Protective equipment for security personnel.'' | |||
===[[File: | '''NOTE''': | ||
* The stats can be plugged into this [https://www.desmos.com/calculator/nleu3rbzq5/ formula] to get the percentage of damage blocked. For instance, a score of 20 on lasers means 28.57% of damage blocked from lasers. | |||
* The projectiles from the Proto-kinetic accelerator are affected by bomb armour. | |||
* "Body" coverage includes both upper body and lower body. | |||
* "Limbs" coverage does not include the hands or feet. | |||
{|class="wikitable sortable mw-collapsible" width:"100%" style="background-color:#ff9999;margin:10pt;" | |||
|- style="background-color: darkred;font-weight:bold; color: white;text-align:center;" | |||
! style='background-color: darkred' width:100px; |Object | |||
! style='background-color: darkred' width:50px; |Coverage | |||
! style='background-color: darkred' width:30px; |Brute | |||
! style='background-color: darkred' width:30px; |Bullet | |||
! style='background-color: darkred' width:30px; |Laser | |||
! style='background-color: darkred' width:30px; |Stamina | |||
! style='background-color: darkred' width:30px; |Bomb | |||
! style='background-color: darkred' width:30px; |Rad | |||
! style='background-color: darkred' width:30px; |Fire | |||
! style='background-color: darkred' width:30px; |Acid | |||
! style='background-color: darkred' width:125px; |Location | |||
! class="unsortable" style='background-color: darkred' |Description | |||
|- | |||
! {{anchor|Helmet}}[[#Helmet|Helmet]]<br>[[File:Helmet.png]] | |||
| Head | |||
| 25 | |||
| 20 | |||
| 20 | |||
| 5 | |||
| 15 | |||
| 0 | |||
| 50 | |||
| 50 | |||
| [[Equipment Room]] | |||
| A standard issue security helmet designed to mitigate the forces of brute impacts against the wearer's head. Includes special ear protection that protects the ears from flashbangs. | |||
|- | |||
! {{anchor|Security Hats}}[[#Security Hats|Security Hats]]<br>[[File:Security Hats.gif]] | |||
| Head | |||
| 25 | |||
| 20 | |||
| 20 | |||
| 5 | |||
| 15 | |||
| 0 | |||
| 10 | |||
| 50 | |||
| [[Equipment Room]]<br>Loadout Menu | |||
| Various headwear worn by security officers. | |||
|- | |||
! {{anchor|Warden's Hats}}[[#Warden's Hats|Warden's Hats]]<br>[[File:Warden Hats.gif]] | |||
| Head | |||
| 35 | |||
| 20 | |||
| 20 | |||
| 5 | |||
| 15 | |||
| 0 | |||
| 20 | |||
| 75 | |||
| [[Warden's Office]] | |||
| Sturdy hats for the Warden. | |||
|- | |||
! {{anchor|Head of Security's Hats}}[[#Head of Security's Hats|Head of Security's Hats]]<br>[[File:Hos Hats.gif]] | |||
| Head | |||
| 35 | |||
| 20 | |||
| 20 | |||
| 5 | |||
| 15 | |||
| 0 | |||
| 50 | |||
| 75 | |||
| [[Head of Security's Office]] | |||
| Robust hats for the Head of Security. For showing officers who's in charge. | |||
|- | |||
! {{anchor|Riot Helmet}}[[#Riot Helmet|Riot Helmet]]<br>[[File:Riothelm.png]] | |||
| Head | |||
| 50 | |||
| 5 | |||
| 5 | |||
| 5 | |||
| 0 | |||
| 0 | |||
| 200 | |||
| 200 | |||
| [[Secure Armory]] | |||
| A reinforced riot helmet with improved padding to lessen the effects of blows. Unlike the standard helmet, the riot helmet protects against facehuggers. Includes special ear protection that protects the ears from flashbangs. | |||
|- | |||
! {{anchor|Bulletproof Helmet}}[[#Bulletproof Helmet|Bulletproof Helmet]]<br>[[File:Bullethelm.png]] | |||
| Head | |||
| 10 | |||
| 50 | |||
| 5 | |||
| 5 | |||
| 45 | |||
| 0 | |||
| 50 | |||
| 50 | |||
| [[Secure Armory]] | |||
| A reinforced helmet fitted with ceramic plating. Provides ample protection against kinetic weaponry. Includes special ear protection that protects the ears from flashbangs. | |||
|- | |||
! {{anchor|SWAT Helmet}}[[#SWAT Helmet|SWAT Helmet]]<br>[[File:S_helmet.png]] | |||
| Head | |||
| 35 | |||
| 20 | |||
| 20 | |||
| 20 | |||
| 50 | |||
| 10 | |||
| 50 | |||
| 50 | |||
| Ordered from [[Cargo]] | |||
| A specialized helmet that comes paired with the SWAT gear. | |||
|- | |||
! {{anchor|Security Biosuit Hood}}[[#Security Biosuit Hood|Security Biosuit Hood]]<br>[[File:Secbiosuit Hood.png]] | |||
| Head | |||
| 15 | |||
| 10 | |||
| 15 | |||
| 5 | |||
| 15 | |||
| 200 | |||
| 20 | |||
| IMMUNE | |||
| [[Armory]] | |||
| A hood for the security biosuit that protects the head against biological environmental hazards. | |||
|- | |||
! {{anchor|Security EOD Suit Hood}}[[#Security EOD Suit Hood|Security Bomb Suit Hood]]<br>[[File:Seceod Hood.png]] | |||
| Head | |||
| 10 | |||
| 0 | |||
| 10 | |||
| 5 | |||
| IMMUNE | |||
| 0 | |||
| 200 | |||
| 50 | |||
| [[Armory]] | |||
| A hood for the security EOD suit designed to withstand large explosions. Prevents the wearer's head from being gibbed by explosions. | |||
|- | |||
! {{anchor|Security Uniforms}}[[#Security Uniforms|Security Uniforms]]<br>[[File:Secsuit.gif]] | |||
| Body + Limbs | |||
| 5 | |||
| 0 | |||
| 0 | |||
| 0 | |||
| 0 | |||
| 0 | |||
| 20 | |||
| 20 | |||
| [[Security]]<br>Loadout Menu | |||
| Various uniforms worn by security personnel. Security uniforms are interwoven with nanofibres, providing minor protection against blunt-force trauma. | |||
|- | |||
! {{anchor|Body Armour}}[[#Body Armour|Body Armour]]<br>[[File:Normalarmor.png]] | |||
| Body | |||
| 20 | |||
| 20 | |||
| 20 | |||
| 5 | |||
| 15 | |||
| 0 | |||
| 50 | |||
| 50 | |||
| [[Equipment Room]] | |||
| A standard issue suit of body armour. It is designed expressly to provide minimalist, yet valuable, protection to security officers. | |||
|- | |||
! {{anchor|Security Jackets}}[[#Security Jackets|Security Jackets]]<br>[[File:Sec Jackets.gif]] | |||
| Body + Arms | |||
| 10 | |||
| 5 | |||
| 10 | |||
| 5 | |||
| 10 | |||
| 0 | |||
| 20 | |||
| 20 | |||
| [[Equipment Room]]<br>Loadout Menu | |||
| Stylish security jackets. While lacking the formidable protection of their body armour counterpart, they provide greater coverage. | |||
|- | |||
! {{anchor|Security Poncho}}[[#Security Poncho|Security Poncho]]<br>[[File:Security Poncho.png]] | |||
| Body + Arms | |||
| 10 | |||
| 5 | |||
| 10 | |||
| 5 | |||
| 10 | |||
| 0 | |||
| 20 | |||
| 20 | |||
| [[Equipment Room]]<br>Loadout Menu | |||
| A classic poncho for fashionable security members. | |||
|- | |||
! {{anchor|Security Winter Coat}}[[#Security Winter Coat|Security Winter Coat]]<br>[[File:Security Winter Coat.png]] | |||
| Body + Arms | |||
| 10 | |||
| 5 | |||
| 10 | |||
| 5 | |||
| 10 | |||
| 0 | |||
| 20 | |||
| 20 | |||
| [[Equipment Room]]<br>Loadout Menu | |||
| A red winter coat with body armour sewn into the fabric. For keeping warm during patrols. | |||
|- | |||
! {{anchor|Detective's Armour}}[[#Detective's Armour|Detective's Armour]]<br>[[File:Detectivearmor.png]] | |||
| Body | |||
| 20 | |||
| 20 | |||
| 20 | |||
| 5 | |||
| 15 | |||
| 0 | |||
| 50 | |||
| 50 | |||
| [[Detective's Office]] | |||
| A standard issue suit of body armour issued to the detective. It's on par with regular security body armour and simply has a different appearance. | |||
|- | |||
! {{anchor|Detective's Coats}}[[#Detective's Coats|Detective's Coats]]<br>[[File:Detective Coats.gif]] | |||
| Body + Limbs | |||
| 15 | |||
| 5 | |||
| 15 | |||
| 5 | |||
| 0 | |||
| 0 | |||
| 0 | |||
| 40 | |||
| [[Detective's Office]] | |||
| Various coats for the discerning detective and forensic technician. While lacking the formidable protection of their body armour counterpart, they provide much greater coverage. | |||
|- | |||
! {{anchor|Warden's Jackets}}[[#Warden's Jackets|Warden's Jackets]]<br>[[File:Warden Jackets.gif]] | |||
| Body + Arms | |||
| 20 | |||
| 20 | |||
| 20 | |||
| 5 | |||
| 15 | |||
| 0 | |||
| 50 | |||
| 50 | |||
| [[Warden's Office]] | |||
| Armoured jackets provided to the warden. | |||
|- | |||
! {{anchor|Head of Security's Armored Coats}}[[#Head of Security's Armored Coats|Head of Security's Armored Coats]]<br>[[File:Hos Coats.gif]] | |||
| Body + Limbs | |||
| 20 | |||
| 20 | |||
| 20 | |||
| 5 | |||
| 15 | |||
| 0 | |||
| 115 | |||
| 450 | |||
| [[Head of Security's Office]] | |||
| Specialized coats for the Head of Security with extra padding, reinforced seams, and body armour sewn into the fabric. | |||
|- | |||
! {{anchor|Head of Security's Mantle}}[[#Head of Security's Mantle|Head of Security's Mantle]]<br>[[File:Hos Mantle.png]] | |||
| Body + Arms | |||
| 20 | |||
| 20 | |||
| 20 | |||
| 5 | |||
| 15 | |||
| 0 | |||
| 50 | |||
| 50 | |||
| [[Head of Security's Office]] | |||
| A reinforced shawl for the Head of Security. | |||
|- | |||
! {{anchor|Riot Armor}}[[#Riot Armor|Riot Suit]]<br>[[File:Riotarmor.png]] | |||
| Full Body | |||
| 50 | |||
| 5 | |||
| 5 | |||
| 5 | |||
| 0 | |||
| 0 | |||
| 200 | |||
| 200 | |||
| [[Secure Armory]] | |||
| A heavily reinforced suit of riot grade armour designed to offer maximum protection against melee combatants. | |||
|- | |||
! {{anchor|Ablative Trenchcoat}}[[#Ablative Trenchcoat|Ablative Trenchcoat]]<br>[[File:Ablative Trenchcoat.gif]] | |||
| Full Body + Head | |||
| 5 | |||
| 5 | |||
| 50 | |||
| 50 | |||
| 0 | |||
| 0 | |||
| IMMUNE | |||
| IMMUNE | |||
| [[Secure Armory]] | |||
| A specialized trenchcoat with experimental armour designed to lessen the impact of, and in certain cases reflect, energy based projectiles. Comes with a hood that provides flash protection. | |||
|- | |||
! {{anchor|Ablative Armour}}[[#Ablative Armour|Ablative Armour]]<br>[[File:Ablativearmor.png]] | |||
| Body | |||
| 5 | |||
| 5 | |||
| 75 | |||
| 50 | |||
| 0 | |||
| 0 | |||
| IMMUNE | |||
| IMMUNE | |||
| Ordered from [[Cargo]] | |||
| A specialized suit of experimental armour designed to lessen the impact of, and in certain cases reflect, energy based projectiles. | |||
|- | |||
! {{anchor|Bulletproof Vest}}[[#Bulletproof Vest|Bulletproof Vest]]<br>[[File:Bulletproofvest.png]] | |||
| Full Body | |||
| 10 | |||
| 50 | |||
| 5 | |||
| 5 | |||
| 35 | |||
| 0 | |||
| 50 | |||
| 50 | |||
| [[Secure Armory]] | |||
| A suit of reinforced bullet-resistant armour. While not as robust against melee attacks, it provides ample protection against kinetic projectiles. | |||
|- | |||
! {{anchor|SWAT Armour}}[[#SWAT Armour|SWAT Armour]]<br>[[File:SWATarmor.png]] | |||
| Full Body | |||
| 35 | |||
| 20 | |||
| 20 | |||
| 20 | |||
| 50 | |||
| 20 | |||
| IMMUNE | |||
| IMMUNE | |||
| Ordered from [[Cargo]] | |||
| A set of advanced tactical armour. Heavily reinforced, it provides full protection for the body. | |||
|- | |||
! Security MODsuit <br> [[File:Mod Security.png]] <br> [[File:Mod Security Plating.png]] {{anchor|Security MODsuit}} | |||
| Full Body + Head | |||
| 25 | |||
| 20 | |||
| 20 | |||
| 5 | |||
| 25 | |||
| 0 | |||
| 150 | |||
| 150 | |||
| [[Secure Armory]] | |||
| A specialized security MODsuit that provides ample resistance against the void of space and other pressure-related environmental hazards. | |||
|- | |||
! Safeguard MODsuit <br> [[File:Mod Safeguard.png]] <br> [[File:Mod Safeguard Plating.png]] {{anchor|Safeguard MODsuit}} | |||
| Full Body + Head | |||
| 30 | |||
| 25 | |||
| 25 | |||
| 15 | |||
| 40 | |||
| 25 | |||
| IMMUNE | |||
| 150 | |||
| [[Head of Security's Office]] | |||
| A specialized MODsuit for the Head of Security that provides ample resistance against the void of space and other pressure-related environmental hazards. | |||
|- | |||
! {{anchor|Shielded Safeguard MODsuit}}Shielded Safeguard MODsuit<br>[[File:Mod Safeguard.png]] <br> [[File:Mod Safeguard Plating.png]] | |||
| Full Body + Head | |||
| 30 | |||
| 25 | |||
| 25 | |||
| 15 | |||
| 40 | |||
| 25 | |||
| IMMUNE | |||
| 150 | |||
| [[Gamma Armory]] | |||
| A more advanced version of the normal Safeguard MODsuit. Comes with built in energy shielding. The shielding blocks up to three attacks, and slowly recharges over time. Available in the Gamma armory. | |||
|- | |||
! {{anchor|Security Biosuit}}[[#Security Biosuit|Security Biosuit]]<br>[[File:Secbiosuit.png]] | |||
| Full Body | |||
| 15 | |||
| 10 | |||
| 15 | |||
| 5 | |||
| 15 | |||
| 200 | |||
| 20 | |||
| IMMUNE | |||
| [[Armory]] | |||
| A specialized security biosuit that provides protection against biological environmental hazards. | |||
|- | |||
! {{anchor|Security EOD Suit}}[[#Security EOD Suit|Security Bomb Suit]]<br>[[File:Seceod.png]] | |||
| Full Body | |||
| 10 | |||
| 0 | |||
| 10 | |||
| 5 | |||
| IMMUNE | |||
| 0 | |||
| 200 | |||
| 50 | |||
| [[Armory]] | |||
| A heavily reinforced bomb-suit designed to withstand large explosions. Prevents the wearer from being gibbed by explosions. | |||
|- | |||
! {{anchor|Riot Shield}}[[#Riot Shield|Riot Shield]]<br>[[File:Riot Shield.png]] | |||
| Allows you to parry | |||
| N/A | |||
| N/A | |||
| N/A | |||
| N/A | |||
| N/A | |||
| N/A | |||
| N/A | |||
| N/A | |||
| [[Secure Armory]] | |||
| A standard-issue riot shield capable of deflecting melee attacks and the occasional xenomorph. Wielding it grants a chance to deflect projectiles as well. | |||
|- | |||
! {{anchor|Telescopic Riot Shield}}[[#Telescopic Riot Shield|Telescopic Riot Shield]]<br>[[File:Teleriot.gif]] | |||
| Allows you to parry | |||
| N/A | |||
| N/A | |||
| N/A | |||
| N/A | |||
| N/A | |||
| N/A | |||
| N/A | |||
| N/A | |||
| [[Head of Security's Office]]<br>Protolathe | |||
| A compact and easily transported riot shield capable of deflecting melee attacks and the occasional xenomorph. Wielding it grants a chance to deflect projectiles as well. | |||
|- | |||
|} | |||
==Security Computers== | |||
''Consoles used by security.'' | |||
{|class="wikitable sortable mw-collapsible" width:"80%" style="background-color:#ff9999;margin:10pt;" | |||
|- style="background-color: darkred;font-weight:bold; color: white;text-align:center;" | |||
! style='background-color: darkred' width:125px; |Object | |||
! style='background-color: darkred' width:125px; |Location | |||
! style='background-color: darkred' width:200px; |Purpose | |||
! class="unsortable" style='background-color: darkred' |Description | |||
|- | |||
! {{anchor|Area Air Control}}[[#Area Air Control|Area Air Control]]<br>[[File:Area_Air_Control.png]] | |||
| Prison Wing | |||
| Controls stationary scrubbers in the area. | |||
| The Area Air Control is used to control the stationary air scrubbers located in the Prison Wing. | |||
|- | |||
! {{anchor|Cell Management Computer}}[[#Cell Management Computer|Cell Management Computer]]<br>[[File:Cell_Management_Computer.png]] | |||
| Head of Security's Office<br>Warden's Office<br>Brig Foyer | |||
| Manage Prison Cells. | |||
| The Cell Management Computer keeps information on the current resident in all the cells at the [[Brig]]. | |||
|- | |||
! {{anchor|Labour Camp Points Manager}}[[#Labour Camp Points Manager|Labour Camp Points Manager]]<br>[[File:Labor_Camp_Points_Manager.png]] | |||
| Warden's Office<br>Prison Wing<br>Labour Camp<br>Labour Camp Shuttle Dock | |||
| Managing labour for prisoners and control their implants. | |||
| The Labour Camp Points Manager is used to give prisoners, that are assigned to the Labour Camp, a goal to reach by gaining points and you can see how many points they have accumulated. The second use of this console is to see and control the prisoners bio-chips. | |||
|- | |||
! {{anchor|Labour Shuttle Console}}[[#Labour Shuttle Console|Labour Shuttle Console]]<br>[[File:Labor_Shuttle_Console.gif]] | |||
| Labour Camp<br>Labour Camp Shuttle Dock | |||
| Controls the Labour Shuttle. | |||
| The Labour Shuttle Console can be used to call for the labour shuttle or send it away. | |||
|- | |||
! {{anchor|Security Camera Console}}[[#Security Camera Console|Security Camera Console]]<br>[[File:Security_Camera_Console.gif]] | |||
| Head of Security's Office<br>Warden's Office<br>Brig Foyer<br>Labour Camp<br>Prison Wing | |||
| Monitor the station. | |||
| The Security Camera Console can see through any working camera assigned to the stations default camera network. | |||
|- | |||
! {{anchor|Security Records}}[[#Security Records|Security Records]]<br>[[File:Security_Records.gif]] | |||
| Head of Security's Office<br>Warden's Office<br>Labour Camp<br>Labour Camp Shuttle Dock | |||
| View and edit personnel's security records. | |||
| The Security Records Console lists a record on all crew members assigned to the station. You can see and edit the general data, security data and comments on every individual. Can also print out cell logs. | |||
|- | |||
! {{anchor|Security Management Console}}[[#Security Management Console|Security Management Console]]<br>[[File:Security_Management_Console.gif]] | |||
| Head of Security's Office | |||
| Change access on IDs. | |||
| The Security Management is used by the [[Head of Security|HoS]] to manage the demotion and permissions of security personnels IDs. | |||
|- | |||
|} | |||
[[Category:Objects]] |
Latest revision as of 02:51, 6 August 2024
Departmental Head
Head of Security
Guide to Security • | Combat • | Identifying Antagonists • | Riot Control • | MODsuits • | Security Items • | Space Law • | Standard SOP • | Legal SOP • | Security SOP |
Items
Standard issue hardware for the discerning security officer.
Object | Location | Purpose | Description |
---|---|---|---|
Security Belt |
Equipment Room | Holds security equipment. | A standard-issue security belt. Can hold up to five security items, such as flashbangs, donuts, flashes, pepper spray, batons, handcuffs, seclites, masks, and zipties. |
Corporate Judo Belt |
Equipment Room | Performing Corporate Judo | A belt that bestows the wearer knowledge of Corporate Judo through nanite technology. Available in the SecTech vendor, they allow the wear to hit harder and perform combos. Wearing the belt relinquishes the wearer's ability to use a stun baton. |
Assault Belt |
Ordered from Cargo | Holds weapons and ammunition. | An assault belt that comes bundled with SWAT armour. While it can't hold security items like the security belt, it's capable of holding any small item, such as ammo, tools, and small firearms. |
Security Projector |
Equipment Room | Cordons off areas. | A security holo-projector often used by law enforcement and corporate security. Prevents people from passing through it unless they are walking. |
Detective Projector |
Detective's Office | Cordons off areas. | An invenstigative holo-projector often used by detectives. Shocks people if they try to pass through it while running and if they try to destroy it. |
Seclite |
Equipment Room | Illuminates darkness. | A standard-issue security torch that provides a high degree of illumination in dark areas. Can be mounted onto various weapons. |
Hailer |
Equipment Room | Shouts at fleeing suspects. | Simply shouts the phrase "Halt! Security!". Available only from a hacked security vendor. |
Sunglasses |
Internal Affairs Office Firing Range Detective's Office |
Provides eye protection. | A simple pair of sunglasses, capable of safely shielding its wearer from flashes and the blinding light (but not sound) of a flashbang. |
HUD Sunglasses |
Equipment Room | Provides eye protection and a HUD. | An advanced pair of sunglasses with a built-in security HUD, capable of safely shielding its wearer from flashes and the blinding light (but not sound) of a flashbang. The classic version doesn't feature flash protection. |
Bowman Headset |
Equipment Room | Provides ear protection. | A bowman headset designed to protect the ears from flashbangs and provide patrolling officers with high-fidelity radio communications. |
Black Gloves |
Equipment Room | Preventing contamination of evidence. | A standard-issue pair of one-size-fits-all gloves. Prevents the wearer from contaminating evidence with their fingerprints and offers slight fire protection. |
Forensics Gloves |
Detective's Office | Preventing contamination of evidence. | A special pair gloves for the Detective. Prevents the wearer from contaminating evidence with their fingerprints or fibres. |
Krav Maga Gloves |
Warden's Office | Learning Krav Maga | These gloves bestow the wearer martial knowledge in the arts of Krav Maga through use of advanced cybernetics and nanochips embedded inside them. Issued to the warden, they allow the wearer to trip, lung punch, and throat chop enemy combatants. |
Earmuffs |
Firing Range | Provides ear protection. | Capable of blocking out any and all sound, earmuffs will protect against deafness and loud noises. Wearing them comes at the cost of not being able to hear anything. |
Security Gas-Mask |
Equipment Room | Provides face protection and a hailer. | Functionally equivalent to a regular gas-mask, but with the added ability of shouting a variety of phrases at fleeing suspects. Use the button in the top-left of your screen to change phrases. Emag it for a secret phrase! |
Holobadge |
Warden's Office | Provides identification and authority. | A multi-purpose holobadge that will accept the credentials from a valid ID. Can be shoved into people's faces. |
Forensic Scanner |
Detective's Office | Analyses crime scenes. | A multipurpose forensics device capable of detecting fibers, fingerprints, reagents, and DNA from blood spatter. Using it in hand allows the operator to search for DNA/fingerprint matches. |
Holster |
Detective's Office | Discreetly holsters weapons. | Capable of being attached to a jumpsuit, the holster provides a discrete place to holster your weapon until needed. In Hotkey Mode the holster can be quickly accessed with the H key. |
Evidence Bag |
Detective's Office Processing |
Preventing contamination of evidence. | Evidence bags are used to safely store evidence so it can be handled without contaminating forensic evidence. Useful for picking up Cult equipment. |
Space Law |
Security | Provides reference for Space Law. | This is an on-station copy of Nanotrasen's Space Law. |
Donut Box |
Security Office | Fuel for the hungry officer. | A box of six donuts. The sprinkled ones provide minor healing to security officers. |
Handcuffs |
Equipment Room Armory |
Restrains suspects. | Handcuffs can be used to detain suspects, or attached to shoes to be used as ankle-cuffs to restrict movement. |
Zipties |
Equipment Room | Restrains suspects. | Used to detain suspects, but unlike handcuffs, they're single use. |
Pepperspray |
Equipment Room | Subdues unwilling targets. | A small 50u canister of capsaicin. Capsaicin is an irritant capable of blinding and stunning targets who aren't wearing protective masks or eye-wear. |
Flash |
Equipment Room | Blinds targets and borgs. | A flash can be used to temporarily blind and disorient all targets without proper eye protection in range. Using it on someone directly in melee results in only that target being affected, and dropping their held items in addition to the other effects. A targeted flash stuns cyborgs, as well. Useful for crowd control, detainee pacification, and stunning rogue cyborgs. Flashes have a 5 second cooldown, and might burn out if used repeatedly without giving them some time to cool down. |
Energy Bola |
Equipment Room | Hinders suspect movement. | Energy Bolas can be thrown at a fleeing or non-moving target in order to make their escape more difficult by hindering their movement. |
Flashbang |
Equipment Room Armory |
Blinds, Confuses and Knocks people down. | A standard-issue flashbang capable of incapacitating a large number of targets in an area. Both ear and eye protection are required when using a flashbang. Capable of knocking targets down for 10 seconds and confusing them for up to 20 seconds. |
Tear Gas Grenade |
Armory | Stuns and blinds targets. | A grenade designed specifically for use as a riot countermeasure/crowd dispersal device. When it detonates it sends out a large plume of capsaicin into the area. |
Clusterbang |
Gamma Armory | Stuns and blinds targets. | A clusterbang capable of incapacitating a large number of targets in an extremely large area. Due to the number of detonations in a clusterbang, misuse can lead to deafness. |
Equipment
Various equipment useful for performing a variety of tasks within the security occupation.
Object | Location | Purpose | Description |
---|---|---|---|
Securitron |
Labour Camp Security |
Performs automated arrests. | A baton-equipped robot that scans nearby users to check their arrest status. Upon finding a valid arrest status, Securitrons will stun and ziptie the suspect before notifying security. |
Secvend |
Equipment Room | Dispenses security items. | A standard-issue security vending machine. It is capable of dispensing items such as handcuffs, zipties, flashbangs, flashes, donuts, evidence bag boxes, seclites, and energy bolas. Hack it for additional goodies! |
Secway |
Armory | Provides added mobility. | An all-purpose Secway. The secway can't pass people and is slower than running speed, which makes it less useful in crowds and during chases. It can, however, move through slick surfaces without slipping, making it very useful against clowns. |
Portable Flasher |
Armory | Provides constant area-of-denial flashes. | A portable flasher that can be wrenched in location to secure an area. Anyone passing by the portable flasher who lacks suitable eye-protection will be flashed and stunned. There is an interval of 10 seconds between flashes. Walk slowly to avoid triggering it. |
Deployable Barrier |
Armory | Secures/barricades an area. | A deployable barrier that can be used to block doors and hallways. |
Recharger |
Equipment Room Firing Range |
Recharges energy weapons. | A conventional desk or wall-mounted charging station capable of recharging energy based devices such as stun batons and laser guns. They can be unsecured and moved via the use of a wrench. |
Training Bomb |
Firing Range | Bomb defusal practice. | An inert training bomb used for defusal practice by security officers. It keeps track of the user's score and awards points for every successful defusal. |
Training Nuclear Bomb |
Firing Range | Nuclear Bomb defusal practice. | An inert training nuclear bomb used for defusal practice by security officers. Comes with a training authentication disk required to operate it. |
Training Authentication Disk |
Firing Range | Nuclear Bomb defusal practice. | An easily distinquishable authentication disk for the training nuclear bomb |
Blindfold |
Security | Blinding detainees. | A simple blindfold made out of thick velvet. The wearer will be blinded and unable to see their surroundings. Prevents a vampire from glaring. |
Straight-Jacket |
Security | Preventing self-inflicted harm. | A standard issue straight-jacket capable of effectively binding detainees suffering from psychotic breaks. The wearer is unable to use their arms so long as the jacket is on them. |
Lethal Injection |
Security | Facilitates executions. | A lethal-injection syringe filled with a mix of toxin, cyanide, pancuronium, fluorine, and fluorosulfuric acid. A single injection is enough to guarantee the expiration of a sentenced inmate. |
Electric Chair |
Security | Facilitates executions. | A high-voltage electropack rigged to a chair. While rudimentary in nature, the chair can be remotely or manually activated to send a fatal shock to its occupant. |
Tracking Bio-Chip |
Armory | Tracks the location of prisoners. | A standard-issue tracking bio-chip which allows security officers to keep tabs on dangerous prisoners. Tracking bio-chips show up on security HUDs, and also function as a teleport beacon for the Teleporter. |
Chemical Bio-Chip |
Armory | Subdues implanted prisoners. | A chemical Bio-Chip that can be loaded with a variety of debilitating substances. It can be remotely activated, which makes it a valuable tool in recapturing escapees. |
Mindshield Bio-Chip |
Armory Head of Security's Office |
Protects the mind from hostile subversion. | A Bio-Chip specifically designed to harden the mind against attempts at hostile subversion. Has no effect against mind-swapping or if implanted after someone has already been brainwashed. |
Weapons
The tools of the trade, from melee weapons to rifles.
Object | Damage Type | Damage | Location | Description |
---|---|---|---|---|
Stun Baton |
Knockdown/Stamina/Brute | 10 Secs/60 Stamina/10 Brute | Equipment Room | A standard-issue stunbaton, will deal stamina damage, confuse and then knock down after a short delay. Has a 3.5 second cooldown between swings. If on harm intent it will do 10 brute damage aswell. If desperate, you can throw it and deal 30 stamina damage. Cannot be stored while it's active. |
Telescopic Baton |
Knockdown/Stamina/Brute | 6 Secs/30 Stamina/10 Brute | Head of Security Detective |
A baton issued to detectives and Command. It needs to be extended before it can be utilized. |
Combat Knife |
Brute | 20 | Ordered from Cargo Gamma Armory |
A razor sharp steel combat knife that comes packaged with the SWAT crate. It can be used either as a melee instrument, or as a throwing weapon. |
Disabler |
Stamina | 30 Stamina | Equipment Room | A disabler capable of shooting long-ranged disabler bolts that deal stamina damage. |
Energy Gun |
Stamina/Burn | 30 Stamina/20 Burn | Secure Armory | An energy gun capable of toggling between lethal and disabler fire. |
Laser Gun |
Burn | 20 | Secure Armory | An energy gun with the only firing setting you need in an emergency - kill. |
Practice Laser Gun |
N/A | N/A | Firing Range | A practice variant of the traditional laser gun. Fires harmless beams of light. |
Ion Rifle |
EMP | 20 Component | Secure Armory | A specialized rifle that fires ion bolts which are capable of disrupting and interfering with electronic devices. Damage is applied across all parts/components. |
Riot Shotgun |
Brute | Variable | Secure Armory | A pump-action riot-grade shotgun capable of chambering seven rounds. Can be loaded with various types of ammunition, but is loaded with rubbershot by default. Sawing it off reduces the ammo capacity by four and allows it to fit into bags. |
Combat Shotgun |
Brute | Variable | Ordered from Cargo | A combat-grade shotgun capable of chambering seven rounds. Can be loaded with various types of ammunition but is loaded with beanbag shells by default. Unlike the Riot Shotgun, it does not require manual pumping between shots. |
WT-550 Auto Rifle |
Brute | Variable | Ordered from Cargo | An outdated personal defence weapon which feeds from 20-round 4.6x20mm toploader magazines. Can only fire in semi-automatic and has a relatively poor rate of fire for a rifle. Comes loaded with standard 4.6x20mm rounds by default. |
WT-450 Disabler SMG |
Stamina | 15 Stamina | Ordered from Cargo | A submachine gun disabler able to fire quick bursts of disabler bolts. Can only fire in semi-automatic. Fires bolts weaker than ones of the Disabler. |
IK-30 Security Laser Rifle |
Burn | 20 Burn | Ordered from Cargo | A bulky, single barreled rifle that uses disposable laser cartridges rather than an internal power cell. Utilized by Nanotrasen's private security force. Comes loaded with encased laser rounds, more of which can be ordered from cargo or printed at RnD. |
Advanced Energy Gun |
Stamina/Burn | 30 Stamina/20 Burn | Gamma Armory Protolathe |
A self-recharging laser weapon powered by a miniaturized uranium reactor. The firing mode can be toggled between disablers and lethals. |
DL-88 Energy Revolver |
Stamina/Burn | 25 Stamina/5 Burn | Detective's Office | A "modern" take on the classic .38 Revolver. Issued to the Detective and comes with a regular, overcharged, and tracker mode. Can be modified with a multitool to fire in overcharged mode, with a small chance of exploding violently when firing. More information can be found here. |
Ammunition
Ammunition that is either readily available, or can be produced for use in security weapons.
Object | Damage Type | Damage | Location | Description |
---|---|---|---|---|
Shotgun - Beanbag |
Stamina/Brute | 80 Stamina/5 Brute | Secure Armory Autolathe |
A shotgun shell fitted with a beanbag. Ideal for non-lethally subduing targets. |
Shotgun - Rubbershot |
Stamina/Brute | 25/3 x6 | Secure Armory Autolathe |
A shotgun shell packed with rubbershot. Ideal for disarming and non-lethally subduing targets. This ammunition is loaded into the Riot Shotgun by default. |
Shotgun - Tranquilizer |
Chemical | N/A | Secure Armory | A shotgun shell loaded with a haloperidol dart. Though slow-acting, it's ideal for non-lethally subduing targets who use stimulants. |
Shotgun - Incendiary Slug |
Brute + Fire | 5 + Fire | Autolathe | A highly penetrating shotgun slug packed with white phosphorous. Ideal for greater accuracy and taking down single, highly-armoured targets. |
Shotgun - Tech Dart |
Chemical | N/A | Autolathe | An empty shotgun shell with a small ampoule capable of storing up to 30u of any reagent. The reagent will be injected into the target on impact. |
Shotgun - Pulse Slug |
Burn | 40 | Protolathe | A non-penetrating shotgun slug that discharges plasma on impact. Ideal for targets wearing bullet-resistant armour. Pulse Slugs are also capable of destroying walls on impact. |
Shotgun - Ion Slug |
EMP | 20 Component | Crafting | A non-penetrating shotgun slug that creates ionic interference on impact. Useful for synthetic targets or to disrupt electrical equipment. Damage is applied across all parts/components. |
WT-550 - Standard Magazine |
Brute | 20 | Ordered from Cargo Protolathe |
The standard 4.6x20mm 20-round magazine for the WT-550 Auto Rifle. |
WT-550 - Armour Piercing |
Brute | 15 + 40 armour piercing | Protolathe | A non-standard 4.6x30mm 20-round magazine for the WT-550 Auto Rifle. While it has less stopping power, it penetrates both bone and armour more readily. |
WT-550 - Toxin Tipped |
Toxins | 15 | Protolathe | A non-standard 4.6x30mm 20-round magazine for the WT-550 Auto Rifle. Ideal for highly armoured targets who may not be susceptible to conventional gunfire. |
WT-550 - Incendiary |
Brute + Fire | 10 + Fire | Protolathe | A non-standard 4.6x30mm 20-round magazine for the WT-550 Auto Rifle. The rounds are packed with white-phosphorous and will ignite a target upon impact. |
Laser Carbine Projector Magazine |
Burn | 20 Burn | Protolathe | A twenty round encased laser ammo magazine. The ammunition's casing burns up when the laser is discharged. |
Armour
Protective equipment for security personnel.
NOTE:
- The stats can be plugged into this formula to get the percentage of damage blocked. For instance, a score of 20 on lasers means 28.57% of damage blocked from lasers.
- The projectiles from the Proto-kinetic accelerator are affected by bomb armour.
- "Body" coverage includes both upper body and lower body.
- "Limbs" coverage does not include the hands or feet.
Object | Coverage | Brute | Bullet | Laser | Stamina | Bomb | Rad | Fire | Acid | Location | Description |
---|---|---|---|---|---|---|---|---|---|---|---|
Helmet |
Head | 25 | 20 | 20 | 5 | 15 | 0 | 50 | 50 | Equipment Room | A standard issue security helmet designed to mitigate the forces of brute impacts against the wearer's head. Includes special ear protection that protects the ears from flashbangs. |
Security Hats |
Head | 25 | 20 | 20 | 5 | 15 | 0 | 10 | 50 | Equipment Room Loadout Menu |
Various headwear worn by security officers. |
Warden's Hats |
Head | 35 | 20 | 20 | 5 | 15 | 0 | 20 | 75 | Warden's Office | Sturdy hats for the Warden. |
Head of Security's Hats |
Head | 35 | 20 | 20 | 5 | 15 | 0 | 50 | 75 | Head of Security's Office | Robust hats for the Head of Security. For showing officers who's in charge. |
Riot Helmet |
Head | 50 | 5 | 5 | 5 | 0 | 0 | 200 | 200 | Secure Armory | A reinforced riot helmet with improved padding to lessen the effects of blows. Unlike the standard helmet, the riot helmet protects against facehuggers. Includes special ear protection that protects the ears from flashbangs. |
Bulletproof Helmet |
Head | 10 | 50 | 5 | 5 | 45 | 0 | 50 | 50 | Secure Armory | A reinforced helmet fitted with ceramic plating. Provides ample protection against kinetic weaponry. Includes special ear protection that protects the ears from flashbangs. |
SWAT Helmet |
Head | 35 | 20 | 20 | 20 | 50 | 10 | 50 | 50 | Ordered from Cargo | A specialized helmet that comes paired with the SWAT gear. |
Security Biosuit Hood |
Head | 15 | 10 | 15 | 5 | 15 | 200 | 20 | IMMUNE | Armory | A hood for the security biosuit that protects the head against biological environmental hazards. |
Security Bomb Suit Hood |
Head | 10 | 0 | 10 | 5 | IMMUNE | 0 | 200 | 50 | Armory | A hood for the security EOD suit designed to withstand large explosions. Prevents the wearer's head from being gibbed by explosions. |
Security Uniforms |
Body + Limbs | 5 | 0 | 0 | 0 | 0 | 0 | 20 | 20 | Security Loadout Menu |
Various uniforms worn by security personnel. Security uniforms are interwoven with nanofibres, providing minor protection against blunt-force trauma. |
Body Armour |
Body | 20 | 20 | 20 | 5 | 15 | 0 | 50 | 50 | Equipment Room | A standard issue suit of body armour. It is designed expressly to provide minimalist, yet valuable, protection to security officers. |
Security Jackets |
Body + Arms | 10 | 5 | 10 | 5 | 10 | 0 | 20 | 20 | Equipment Room Loadout Menu |
Stylish security jackets. While lacking the formidable protection of their body armour counterpart, they provide greater coverage. |
Security Poncho |
Body + Arms | 10 | 5 | 10 | 5 | 10 | 0 | 20 | 20 | Equipment Room Loadout Menu |
A classic poncho for fashionable security members. |
Security Winter Coat |
Body + Arms | 10 | 5 | 10 | 5 | 10 | 0 | 20 | 20 | Equipment Room Loadout Menu |
A red winter coat with body armour sewn into the fabric. For keeping warm during patrols. |
Detective's Armour |
Body | 20 | 20 | 20 | 5 | 15 | 0 | 50 | 50 | Detective's Office | A standard issue suit of body armour issued to the detective. It's on par with regular security body armour and simply has a different appearance. |
Detective's Coats |
Body + Limbs | 15 | 5 | 15 | 5 | 0 | 0 | 0 | 40 | Detective's Office | Various coats for the discerning detective and forensic technician. While lacking the formidable protection of their body armour counterpart, they provide much greater coverage. |
Warden's Jackets |
Body + Arms | 20 | 20 | 20 | 5 | 15 | 0 | 50 | 50 | Warden's Office | Armoured jackets provided to the warden. |
Head of Security's Armored Coats |
Body + Limbs | 20 | 20 | 20 | 5 | 15 | 0 | 115 | 450 | Head of Security's Office | Specialized coats for the Head of Security with extra padding, reinforced seams, and body armour sewn into the fabric. |
Head of Security's Mantle |
Body + Arms | 20 | 20 | 20 | 5 | 15 | 0 | 50 | 50 | Head of Security's Office | A reinforced shawl for the Head of Security. |
Riot Suit |
Full Body | 50 | 5 | 5 | 5 | 0 | 0 | 200 | 200 | Secure Armory | A heavily reinforced suit of riot grade armour designed to offer maximum protection against melee combatants. |
Ablative Trenchcoat |
Full Body + Head | 5 | 5 | 50 | 50 | 0 | 0 | IMMUNE | IMMUNE | Secure Armory | A specialized trenchcoat with experimental armour designed to lessen the impact of, and in certain cases reflect, energy based projectiles. Comes with a hood that provides flash protection. |
Ablative Armour |
Body | 5 | 5 | 75 | 50 | 0 | 0 | IMMUNE | IMMUNE | Ordered from Cargo | A specialized suit of experimental armour designed to lessen the impact of, and in certain cases reflect, energy based projectiles. |
Bulletproof Vest |
Full Body | 10 | 50 | 5 | 5 | 35 | 0 | 50 | 50 | Secure Armory | A suit of reinforced bullet-resistant armour. While not as robust against melee attacks, it provides ample protection against kinetic projectiles. |
SWAT Armour |
Full Body | 35 | 20 | 20 | 20 | 50 | 20 | IMMUNE | IMMUNE | Ordered from Cargo | A set of advanced tactical armour. Heavily reinforced, it provides full protection for the body. |
Security MODsuit |
Full Body + Head | 25 | 20 | 20 | 5 | 25 | 0 | 150 | 150 | Secure Armory | A specialized security MODsuit that provides ample resistance against the void of space and other pressure-related environmental hazards. |
Safeguard MODsuit |
Full Body + Head | 30 | 25 | 25 | 15 | 40 | 25 | IMMUNE | 150 | Head of Security's Office | A specialized MODsuit for the Head of Security that provides ample resistance against the void of space and other pressure-related environmental hazards. |
Shielded Safeguard MODsuit |
Full Body + Head | 30 | 25 | 25 | 15 | 40 | 25 | IMMUNE | 150 | Gamma Armory | A more advanced version of the normal Safeguard MODsuit. Comes with built in energy shielding. The shielding blocks up to three attacks, and slowly recharges over time. Available in the Gamma armory. |
Security Biosuit |
Full Body | 15 | 10 | 15 | 5 | 15 | 200 | 20 | IMMUNE | Armory | A specialized security biosuit that provides protection against biological environmental hazards. |
Security Bomb Suit |
Full Body | 10 | 0 | 10 | 5 | IMMUNE | 0 | 200 | 50 | Armory | A heavily reinforced bomb-suit designed to withstand large explosions. Prevents the wearer from being gibbed by explosions. |
Riot Shield |
Allows you to parry | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | Secure Armory | A standard-issue riot shield capable of deflecting melee attacks and the occasional xenomorph. Wielding it grants a chance to deflect projectiles as well. |
Telescopic Riot Shield |
Allows you to parry | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | Head of Security's Office Protolathe |
A compact and easily transported riot shield capable of deflecting melee attacks and the occasional xenomorph. Wielding it grants a chance to deflect projectiles as well. |
Security Computers
Consoles used by security.
Object | Location | Purpose | Description |
---|---|---|---|
Area Air Control |
Prison Wing | Controls stationary scrubbers in the area. | The Area Air Control is used to control the stationary air scrubbers located in the Prison Wing. |
Cell Management Computer |
Head of Security's Office Warden's Office Brig Foyer |
Manage Prison Cells. | The Cell Management Computer keeps information on the current resident in all the cells at the Brig. |
Labour Camp Points Manager |
Warden's Office Prison Wing Labour Camp Labour Camp Shuttle Dock |
Managing labour for prisoners and control their implants. | The Labour Camp Points Manager is used to give prisoners, that are assigned to the Labour Camp, a goal to reach by gaining points and you can see how many points they have accumulated. The second use of this console is to see and control the prisoners bio-chips. |
Labour Shuttle Console |
Labour Camp Labour Camp Shuttle Dock |
Controls the Labour Shuttle. | The Labour Shuttle Console can be used to call for the labour shuttle or send it away. |
Security Camera Console |
Head of Security's Office Warden's Office Brig Foyer Labour Camp Prison Wing |
Monitor the station. | The Security Camera Console can see through any working camera assigned to the stations default camera network. |
Security Records |
Head of Security's Office Warden's Office Labour Camp Labour Camp Shuttle Dock |
View and edit personnel's security records. | The Security Records Console lists a record on all crew members assigned to the station. You can see and edit the general data, security data and comments on every individual. Can also print out cell logs. |
Security Management Console |
Head of Security's Office | Change access on IDs. | The Security Management is used by the HoS to manage the demotion and permissions of security personnels IDs. |