Difference between revisions of "Security Items"

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{{stub}}
{{JobSecurity}}
 
==Items==
==Items==
''Standard issue hardware for the discerning security officer.''
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|- 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.
|-
|}


===[[File:Portableflash.png|50px]]Portable Flash===
==Equipment==
A portable flasher is an effective device that when secured to the ground, will automatically emit a bright light that will flash nearby entities, stunning
''Various equipment useful for performing a variety of tasks within the security occupation.''
anyone who runs past if not wearing a form of protection against bright lights. (like sunglasses)
{|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;"
To prepare a portable flasher, first bring it to the desired area, then use a wrench to secure the bolts to the ground. Once you have done that, the portable flasher will draw power from the local APC.
! style='background-color: darkred' width:125px;                  |Object
A secured portable flasher will emit a bright flash when it's motion sensors detect someone moving past at running speeds. (if you walk the sensors won't detect you). If you are not wearing a form of bright light eye protection (such as sunglasses or a welding helmet) you will become momentarily stunned if you are close to the portable flasher when it goes off.
! style='background-color: darkred' width:125px;                  |Location
 
! style='background-color: darkred' width:200px;                  |Purpose
===[[File:Deployable_Barrier.png]]Deployable Barrier===
! class="unsortable" style='background-color: darkred'           |Description
A deployable barrier that can be used to block an entrance or as a barricade against armed forces during red alerts. Can block laser and bullet shots without a problem.
|-
To deploy a barrier, first pull it to the desired location, then use your ID on it and it will bolt itself to the ground. Note that you'll need a security ID to lock/unlock it.
! {{anchor|Securitron}}[[#Securitron|Securitron]]<br>[[File:Securitron.png]]
 
| Labour Camp<br>Security
It can be E-magged and be permanently be unlocked in-case your having your way blocked.
| 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.
===[[File:Recharger.png|50px]][[File:Wallrecharger.png|50px]] Recharger===
|-
A conventional energy device recharger is a useful device which can recharge any energy based device should it run out of power. As a member of security you will most likely be using these to recharge your stun batons and tasers.
! {{anchor|Secvend}}[[#Secvend|Secvend]]<br>[[File:Sec Vendor.gif]]
The recharge time of your energy based devices will vary depending on their maximum capacity and how drained they are.
| Equipment Room
Using it is as simple as clicking the recharger with the item you want to charge (taser or baton) in hand.
| 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!
===[[File:Implantbox.png|50px]]Tracking Implant===
|-
Box full of tracking utensils. In the box there is an implant monitor, implanter and implants used for tor implanting and tracking. To load the implants into the implanter hold it in your hand and click the implanter. [[Space law#Major Crimes | For when to use tracking implants.]] you can monitor the implanted person location from the prisoner management console in the warden's office or use the mobile monitor in the box.
! {{anchor|Secway}}[[#Secway|Secway]]<br>[[File:Secway.png]]
 
| Armory
===[[File:Implantbox.png|50px]]Chemical Implant===
| Provides added mobility.
Box full of implant chemicals. In the box there is a chemical implanter, chemical implant monitor and empty chemical implants for implanting high risk prisoners (or anyone else). To use the chemical implants you first need to fill them with a compound of some kind ([[Guide to Chemistry#Ether |sleeping agent]] or [[Guide to Chemistry#Toxins | something lethal]]), you can ask chemistry to make it. After you're done filling your chemical implant, hold it in your hand and click on the chemical implanter. you can monitor the implanted person implant from the prisoner management console in the warden's office or use the mobile monitor in the box for releasing the chemical.
| 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.
 
|-
===[[File:Implant.png|50px]]Loyalty Implant===
! {{anchor|Portable Flasher}}[[#Portable Flasher|Portable Flasher]]<br>[[File:Portableflash.png]]
Box full of loyalty implants. These implants are used to ensure that the person implanted isn't susceptible to brainwashing or mind-control techniques. A loyalty implant will prevent conversion to a revolution or cult, and will significantly delay a shadowling's enthralling process; in addition, a loyalty implant will reverse the effects of a revolutionary's flash. Despite the name and common misconception otherwise, a loyalty implant does not impact the user's opinion of Nanotrasen; an implanted individual is no more loyal than any other crew member.
| [[Armory]]
 
| Provides constant area-of-denial flashes.
===[[File:Helmet.png|50px]]Helmet===
| 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.
They protect against damage to the head very well. They can be found in security [[locker]]s or hacked [[Vending machine#Security vending machine|security vending machines]]. The Warden will also have a few spare in the back room. Also a component of [[roboticist#securitrons|securitrons]] and a distinguishing feature of [[security Officer|security officer]]s
|-
 
! {{anchor|Deployable Barrier}}[[#Deployable Barrier|Deployable Barrier]]<br>[[File:Deployable_Barrier.png]]
===[[File:Riothelm.png|50px]]Riot Helmet===
| [[Armory]]
They protect against damage to the head better than your average helmet. It's a helmet specifically designed to protect against melee damage but it's also useful against other types of damage.  
| Secures/barricades an area.
 
| A deployable barrier that can be used to block doors and hallways.
===[[File:Secarmor.png|50px]][[File:Secaltarmor.png|50px]][[File:Normalarmor.png|50px]]Body armor===
|-
There's little to be said here! Wear it! It is very important to keeping you safe. You can find replacements in lockers found in the [[Equipment Room]] as well as within the arrival checkpoint. If these supplies have been exhausted, the [[Warden]] can order more from [[Cargo]]. It's for the protection of one's self in around the chest from brute damage, but not temperature extremes.If you have an open slot in your exo-suit, then equip it, it wont slow you down.
! {{anchor|Recharger}}[[#Recharger|Recharger]]<br>[[File:Recharger.gif]]
 
| [[Equipment Room]]<br>[[Firing Range]]
===[[File:Riotarmor.png |50px]]Riot Suit===
| Recharges energy weapons.
A suit of armor with heavy padding to protect against melee attacks and minor protection against other types of damage to the torso. You can find them in [[Secure Armory]] or order them from cargo. Very useful against enemies who use melee like [[xenos]] or a cultist with his giant wagging sword. Note that it won't protect you from bullets like the [[Security Items#BulletProof Vest | bullet vest]] because bullets are considered to do "kinetic damage"
| 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.
 
|-
===[[File:Ablativearmor.png|50px]]Ablative Armor===
! {{anchor|Training Bomb}}[[#Training Bomb|Training Bomb]]<br>[[File:Secbomb.png]]
A vest that excels in protecting the wearer against energy projectiles. Pretty much gives you a very high energy damage resistance to the torso and also minor protection against other types of damage.
| [[Firing Range]]
 
| Bomb defusal practice.
===[[File:Bulletproofvest.png|50px]]BulletProof Vest===
| 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.
A vest that excels in protecting the wearer against high-velocity solid projectiles. In other words, it gives you a very high resistance to kinetic damage to the torso. Note that it won't help you against melee attacks because it's a different type of damage.
|-
 
! {{anchor|Training Nuclear Bomb}}[[#Training Nuclear Bomb|Training Nuclear Bomb]]<br>[[File:Training_Nuclear_Bomb.png]]
===[[File:Detectivearmor.png|50px]]Detective Vest===
| [[Firing Range]]
A slightly armored vest, used by the Detective. [[Security Items#Body armor | Body armor]] with paint on it to make the detective fell special.
| 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.
===[[File:HoSarmor.png|50px]]Head of Security Armored Trenchcoat===
|-
An armoured trenchcoat, property of the Head of Security
! {{anchor|Training Authentication Disk}}[[#Training Authentication Disk|Training Authentication Disk]]<br>[[File:Training_Nuclear_Authentication_Disk.gif]]
 
| [[Firing Range]]
===[[File:Gunholstersml.png|50px]] [[File:Gunholsterbig.png|50px]] Holster===
| Nuclear Bomb defusal practice.
A holster put on a suit that can hold a gun.(Detective is the only security member with a gun holster)
| An easily distinquishable authentication disk for the [[#Training Nuclear Bomb|training nuclear bomb]]
 
|-
===[[File:Webbing_Vest.png]]Webbing Vest===
! {{anchor|Blindfold}}[[#Blindfold|Blindfold]]<br>[[File:Blindfold.png]]
Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands.(No longer spawned in map)
| [[Security]]
 
| Blinding detainees.
===[[File:Sechardsuit.png|50px]]Security Hardsuit===
| A simple blindfold made out of thick velvet. The wearer will be blinded and unable to see their surroundings. Prevents a vampire from glaring.
A Hardsuit for Security forces to go in space. Has a little bit more armor rating than other EVA suits.
|-
 
! {{anchor|Straight-Jacket}}[[#Straight-Jacket|Straight-Jacket]]<br>[[File:Straightjacket.png]]
===[[File:Sechardsuithelm.png|50px]]Security Hardsuit Helmet===
| [[Security]]
Used with the hardsuit to go in space.
| 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.
===[[File:Handcuffs.png|50px]]Handcuffs===
|-
Throw a pair in your pocket, more can be dispensed from the SecTech. It prevents doors from opening, items being held, and escape if the [[crew|person]] being restrained is being pulled. A restraint for the hands, in order to restrain a suspect simply pull him while he is handcuffed. Be careful not to bump into anybody else! It may loosen the prisoner from your grip, allowing him to run free.
! {{anchor|Lethal Injection}}[[#Lethal Injection|Lethal Injection]]<br>[[File:Syringes.png]]
 
| [[Security]]
A [[Syndicate_Items#Freedom Implant|freedom implant]] can remove them instantly, but everyone else has to struggle with them for two or more minutes in a private area to get them off without outside help. Can be combined with orange prison [[shoes]] to make foot shackles, which force a person to always walk.
| 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.
Keep in mind a prisoner is capable of removing handcuffs in roughly two minutes. If you see them attempt this and they are not yet secured in the brig it is standard protocol to use a hand-held flash to briefly incapacitate them. Simply warn them that this is resisting arrest. Only if they attempt to remove the handcuffs a second time should you penalize them for it.
|-
 
! {{anchor|Electric Chair}}[[#Electric Chair|Electric Chair]]<br>[[File:Electric_Chair.png]]
Alternatively, you can use handcuffs as leg shackles. Simply use a pair of cuffs on a pair of orange shoes found in the brig lockers. Remove your suspect's footwear and replace them with the shackles and they will no longer be able to run free if bumped from your grasp.
| [[Security]]
 
| Facilitates executions.
===[[File:SpaceLaw.png]] Space Law ===
| 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.
An official copy of [[Space Law]] is made available to all security personnel. Ensure that you understand it and don't be afraid to literally throw the book at anyone who contests it.
|-
 
! {{anchor|Tracking Bio-Chip}}[[#Tracking Bio-Chip|Tracking Bio-Chip]]<br>[[File:Implantbox.png]]
===[[File:Secbelt.png|50px]]Security Belt===
| [[Armory]]
The standard belt for security officers. Can hold a stun baton, flashbang, flash, pepperspray, handcuffs. Now you can be like Batman with a deadly arsenal!
| 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]].
===[[File:Flash.png|50px]]Flash===
|-
A versatile tool! Flashes are a small device capable of producing an extremely bright light, that is capable of blinding someone for approximately one second if they are immediately adjacent to you. This light will overcome visual senses, causing disorientation while the brain tries to process or block the sudden input overload and fleeting pain or discomfort. If you target them specifically with the flash you will not only blind them, but knock them down with enough time to handcuff them. This is an acceptable alternative to a [[stun baton]] in a pinch. However, it will not work against anybody wearing protective eye coverings such as [[Welding Helmets]] or [[Sunglasses]] (note: this does not apply to [[Borgs]], strangely. Overexposure can cause blindness, and the flash's bulb is prone to burning out. Despite having Flashes implanted as occular devices, hand held flashes can be used to stun a rogue [[cyborg]]). Carry it in your pocket. Distributed by SecTech vendors.
! {{anchor|Chemical Bio-Chip}}[[#Chemical Bio-Chip|Chemical Bio-Chip]]<br>[[File:Implantbox.png]]
 
| [[Armory]]
Some [[Game_Modes#Revolution|revolutionary]] leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear.
| 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.
===[[File:Pepperspray.png|50px]]Pepperspray===
|-
Just a pepperspray, used to temporarily blind a criminal.
! {{anchor|Mindshield Bio-Chip}}[[#Mindshield Bio-Chip|Mindshield Bio-Chip]]<br>[[File:Lockbox.gif]]
 
| [[Armory]]<br>[[Head of Security's Office]]
===[[File:Hailer.png|50px]]Hailer===
| Protects the mind from hostile subversion.
Device used to tell people to stop, without having to shout it yourself.
| 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:StunBaton.gif|50px]]Stun Baton===
|}
Your bread and butter. Standard Protocol is to wear it on your BELT, mister. I can't tell you how many lazy officers I see waving their batons around the station like the freakin' statue of liberty. All it takes is one Joe Curwen to run up to you, push you down, and suddenly you went from the "station's finest" to "__your name___ Burger". Stun batons have two modes: [[security|on]] and [[shitcurity|off]]. While on, use will result in a stun setting -- very little for harm, where you will beat your target with the end of the baton like a mad ape, slightly longer for help, where you will be gently sweeping it across their skin, and disarm, wherein you will jab the device into their skin and let them baste in very painful but mostly safe electricity. It will get old people heart damage. Excessive use is discouraged among forward-thinking and sympathetic security forces. Recharged in a weapons [[Recharger]].
  S.O.P- Select the "disarm" intent if you plan on using your baton. Do NOT select the harm intent. <br> Additionally, take a moment to select your baton and make sure that it's turned on. <br> Battering the suspect with an "off" baton is unacceptable and merits demotion to assistant.
 
===[[File:Telebaton.png]]Telescopic Baton===
A baton used by Heads of Staff, Magistrate and the Detective
 
===[[File:Taser.png|50px]]Taser===
This is a ranged alternative to the stun baton, however it only has five charges. Maintain both this and your stun baton at a [[recharger port]].
 
Like the baton, you should wear this on your belt and carry the other in your backpack. The taser fires an incandescent ball of energy at low velocity, the projectile is stopped by windows, grills, walls, and various other obstructions. These bolts cause temporary paralysis because of the convulsions and speech will be painfully slurred.
 
Clicking on someone adjacent to you on any non-harm intent will cause you to stun them much like a stun baton, except for a much longer time.
 
Melee use of this weapon is inappropriate except for the most extreme cases [[Space_law#Major_Crimes|(see space law section Dangerous Criminals)]]. When aiming for the head, tazers are exceptional melee weapons even when out of charge, very often knocking the opponent unconscious with a single blow.
 
===[[File:Energy_Gun.gif]]Energy Gun===
Distributed by the [[Warden]]. The combination of a [[tazer]] and a [[laser gun]], just click to alternate between a killing laser and a stunning tazer; they default to stun. More shots will be fired if exclusively used in kill mode than exclusively used in stun mode before its energy is depleted, but it can be recharged. Like tasers, energy guns make exceptional melee weapons due to their uncanny ability to knock people unconscious when aimed for the head. The [[Captain]], [[head of Personnel]], and [[Head of Security]] all have energy guns in their quarters. More are stored in the armoury and can be ordered in a [[Supply_crates#SECURITY|secure crate]] by the [[quartermaster]]s. They are to be distributed only under the [[Space_law#Major_Crimes|most extreme circumstances]].
 
===[[File:Laser.png|50px]]Laser Gun===
Distributed by the [[Warden]]- It is a more lethal version of the [[energy gun]] and lacks a non-lethal function. Usually distributed along with [[Riot Shields]] in extreme cases. It is very heavy, useful for the beating up of people. A ranged energy weapon that shoots lasers, which deal a great deal of brute damage. The bolts fire through glass and grills. These also can be ordered by the [[quartermaster]]s in a [[Supply_crates#SECURITY|secure weapons crate]], which itself can only able to be opened by a [[security]] officer or military head of staff, It can be recharged.
 
===[[File:Laser.png|50px]] Practice Laser Gun===
A modified version of the laser gun, this one fires less concentrated energy bolts designed for target practice. It is found and used at the Firing Range.
 
===[[File:Ion_Rifle.png|50px]]Ion Rifle===
A man portable anti-armor weapon designed to disable mechanical threats
 
===[[File:Combat_Shotgun.png|50px]]Combat Shotgun===
Available only if ordered through the Supply Department. Four types of shells can be used:
* [[File:Shotgun_shell_red.png|50px]] Standard Shell - very harmfull
* [[File:Shotgun_shell_green.png|50px]] Beanbag Shell - non-lethal shell, also used by the bartender
* [[File:Shotgun_shell_white.png|50px]] Blank Shell - Blank Shell - pretty much harmless
* [[File:Stun_Shell.png|50px]] Stun Shell - used to stun people
* [[File:Fire_Shell.png|50px]] Incendiary Shell - Lights target on fire
 
===[[File:Revolver.png|50px]]Detective Revolver===
A .38 caliber revolver loaded with rubber bullets.
 
===[[File:Speed_loader_.38.png|50px]]Speedloader===
A device used to quickly reload a revolver.
 
=== [[File:Sunglasses.png|50px]]Sunglasses ===
Sunglasses are found in [[security]] and [[maintenance]]. They protect against [[flashes]] of all kinds, but only mildy against [[Welding Tool]]s when using them. While wearing sunglasses, it's very hard to be [[screwdriver|stabbed]] [[combat|in the eyes]].
 
=== [[File:Secsunglasses.png|50px]]HUDSunglasses ===
These function exactly the same at protecting your eyes, but allow you to see the [[Security HUD|jobs and wanted level]] of a person at a glance, as well as any tracking or loyalty implants.
 
===[[File:Earmuffs.png]]Earmuffs===
Protects your hearing from loud noises, and quiet ones as well.


===[[File:Riot.png|50px]][[File:Metalriot.png|50px]]Riot Shield===
==Weapons==
Protects against melee attack from the direction you're facing. Also makes a decent melee weapon.
''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:Flashbang.png|50px]]Flashbang===
===Ammunition===
This is an advanced piece of equipment because it is so difficult to use. Also distributed by SecTech vendors or the Warden. In room breaches where multiple or armed personnel are expected, you may use a flashbrang to "breach' the room. Select it, press the button, and throw it immediately. It will blind everyone nearby for a short period of time and deafen them for a longer period of time. If all goes well, they will be on the ground, having dropped their weapons, and awaiting your handcuffs.
''Ammunition that is either readily available, or can be produced for use in security weapons.''
  S.O.P If you are in a situation that requires flashbangs. CALL for backup.
{|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.
|}


===[[File:Forensic_Scanner.png]]Forensic Scanner===
==Armour==
Used by the detective to scan objects for DNA and fingerprints.
''Protective equipment for security personnel.''


===[[File:Evidence_Bag.png]]Evidence Bag===
'''NOTE''':
Bags used to hold criminal evidence preserving the DNA and fingerprints on it.
* 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.
|-
|}


NOTE: For all above items, remember to LOCK the locker you took them from!
==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.
|-
|}


===[[File:Swatgasmask.png|50px]]Swat Gasmask===
[[Category:Objects]]
A scary looking gas mask that also has a special hailer equipped on it. Property of the HoS.

Latest revision as of 02:51, 6 August 2024

Security Department


Items

Standard issue hardware for the discerning security officer.

Object Location Purpose Description
Security Belt
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.
Corporate Judo Belt
Corporate Judo Belt.png
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
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.
Security Projector
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.
Detective Projector
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.
Seclite
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.
Hailer
Hailer.png
Equipment Room Shouts at fleeing suspects. Simply shouts the phrase "Halt! Security!". Available only from a hacked security vendor.
Sunglasses
SGlasses.png
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
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.
Bowman Headset
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.
Black Gloves
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.
Forensics Gloves
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.
Krav Maga Gloves
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.
Earmuffs
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.
Security Gas-Mask

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!
Holobadge
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.
Forensic Scanner
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.
Holster
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.
Evidence Bag
Evidence Bag.png
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
Spacelaw.png
Security Provides reference for Space Law. This is an on-station copy of Nanotrasen's Space Law.
Donut Box
Donut.png
Security Office Fuel for the hungry officer. A box of six donuts. The sprinkled ones provide minor healing to security officers.
Handcuffs
Handcuffs.png
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
Zipties.png
Equipment Room Restrains suspects. Used to detain suspects, but unlike handcuffs, they're single use.
Pepperspray
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.
Flash
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.
Energy Bola
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.
Flashbang
Flashbang.png
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
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.
Clusterbang
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.

Object Location Purpose Description
Securitron
Securitron.png
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
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!
Secway
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.
Portable Flasher
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.
Deployable Barrier
Deployable Barrier.png
Armory Secures/barricades an area. A deployable barrier that can be used to block doors and hallways.
Recharger
Recharger.gif
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
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.
Training Nuclear Bomb
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 required to operate it.
Training Authentication Disk
Training Nuclear Authentication Disk.gif
Firing Range Nuclear Bomb defusal practice. An easily distinquishable authentication disk for the training nuclear bomb
Blindfold
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.
Straight-Jacket
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.
Lethal Injection
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.
Electric Chair
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.
Tracking Bio-Chip
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.
Chemical Bio-Chip
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.
Mindshield Bio-Chip
Lockbox.gif
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
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.
Telescopic Baton
Telebaton.gif
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
Combatknife.png
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
Disabler.png
Stamina 30 Stamina Equipment Room A disabler capable of shooting long-ranged disabler bolts that deal stamina damage.
Energy Gun
Energy Gun.gif
Stamina/Burn 30 Stamina/20 Burn Secure Armory An energy gun capable of toggling between lethal and disabler fire.
Laser Gun
Laser Gun.png
Burn 20 Secure Armory An energy gun with the only firing setting you need in an emergency - kill.
Practice Laser Gun
Laser Gun.png
N/A N/A Firing Range A practice variant of the traditional laser gun. Fires harmless beams of light.
Ion Rifle
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.
Riot Shotgun
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.
Combat Shotgun
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.
WT-550 Auto Rifle
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.
WT-450 Disabler SMG
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.
IK-30 Security Laser Rifle
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.
Advanced Energy Gun
Advanced energy gun.gif
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
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 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
Shotgun shell green.png
Stamina/Brute 80 Stamina/5 Brute Secure Armory
Autolathe
A shotgun shell fitted with a beanbag. Ideal for non-lethally subduing targets.
Shotgun - Rubbershot

Shotgun shell purple.png
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
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.
Shotgun - Incendiary Slug
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.
Shotgun - Tech Dart
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.
Shotgun - Pulse Slug
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.
Shotgun - Ion Slug
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.
WT-550 - Standard Magazine
WTammo.png
Brute 20 Ordered from Cargo
Protolathe
The standard 4.6x20mm 20-round magazine for the WT-550 Auto Rifle.
WT-550 - Armour Piercing

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.
WT-550 - Toxin Tipped
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.
WT-550 - Incendiary
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.
Laser Carbine Projector Magazine
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.

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
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.
Security Hats
Security Hats.gif
Head 25 20 20 5 15 0 10 50 Equipment Room
Loadout Menu
Various headwear worn by security officers.
Warden's Hats
Warden Hats.gif
Head 35 20 20 5 15 0 20 75 Warden's Office Sturdy hats for the Warden.
Head of Security's Hats
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.
Riot Helmet
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.
Bulletproof Helmet
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.
SWAT Helmet
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.
Security Biosuit Hood
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.
Security Bomb Suit Hood
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.
Security Uniforms
Secsuit.gif
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
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.
Security Jackets
Sec Jackets.gif
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
Security Poncho.png
Body + Arms 10 5 10 5 10 0 20 20 Equipment Room
Loadout Menu
A classic poncho for fashionable security members.
Security Winter Coat
Security Winter Coat.png
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
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.
Detective's Coats
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.
Warden's Jackets
Warden Jackets.gif
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
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.
Head of Security's Mantle
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.
Riot Suit
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.
Ablative Trenchcoat
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.
Ablative Armour
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.
Bulletproof Vest
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.
SWAT Armour
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
Mod Security.png
Mod Security Plating.png
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
Mod Safeguard.png
Mod Safeguard Plating.png
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
Mod Safeguard.png
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.
Security Biosuit
Secbiosuit.png
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
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.
Riot Shield
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.
Telescopic Riot Shield
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
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
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.
Cell Management Computer
Cell Management Computer.png
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
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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
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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
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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
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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
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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.