Difference between revisions of "Security Items"
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| [[Secure Armory]] | | [[Secure Armory]] | ||
| A pump-action riot-grade shotgun capable of chambering seven rounds. Can be loaded with various | | A pump-action riot-grade shotgun capable of chambering seven rounds. Can be loaded with various types of ammunition. | ||
|- | |- | ||
| .38 Revolver <br> [[File:Revolver.png]] | | .38 Revolver <br> [[File:Revolver.png]] |
Revision as of 16:41, 11 September 2017
Assigned to:Shadeykins
Items
Item | 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, flashes, pepperspray, batons, handcuffs, seclites or zipties. |
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 eye-wear. |
Hailer |
Equipment Room | Shouts at fleeing suspects. | Simple shouts the phrase "Halt! Security!". Available only from a hacked security vendor. |
Sunglasses |
Internal Affairs Office 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. |
HUDSunglasses |
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. |
Earmuffs |
Firing Range | Provides ear protection. | Capable of blocking out any and all sound, earmuffs will protect against deafness. 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. |
Forensic Scanner |
Detective's Office | Analyses crime scenes. | A multipurpose forensics device capable of detecting fibers, fingerprints, reagents, and DNA from blood spatter. |
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. |
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. |
Space Law File:SpaceLaw.png |
Security | Provides reference for Space Law. | This is an on-station copy of Nanotrasen's Space Law. |
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. | Zipties can be used to detain suspects, unlike handcuffs they are single use. |
Flash |
Equipment Room | Blinds targets and borgs. | A flash can be used to disorient all targets without proper eye protection in range. Useful for crowd control, or detainees. |
Weapons
Item | Damage Type | Damage | Location | Description |
---|---|---|---|---|
Stun Baton File:Stunbaton.png |
Stun/Brute | 7 Secs/10 Brute | Equipment Room | A standard-issue stunbaton capable of readily subduing targets within melee range. |
Telescopic Baton File:Telebaton.png |
Stun/Brute | 2-3 Secs/20 Brute | Head of Security Detective | A baton issued to detectives and Command. It needs to be extended before it can be utilized. |
Hybrid Taser File:Taser.png |
Stun/Stamina | 7 Secs/36 Stamina | Equipment Room | A hybrid taser capable of alternating between a short-ranged taser shot, and long-ranged disabler fire. |
Energy Gun File:Energy Gun.png |
Stamina/Burn | 36 Stamina/20 Burn | Secure Armory | An energy gun capable of toggling between lethal and disabler fire. |
Laser Gun File:Laser.png |
Burn | 20 Burn | Secure Armory | An energy gun with the only firing setting you need in an emergency - kill. |
Practice Laser Gun File:Laser.png |
N/A | 0 | Firing Range | A practice variant of the traditional laser gun. Fires harmless beams of light. |
Ion Rifle File:Ion Rifle.png |
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. |
.38 Revolver |
Stun + Brute | 2 Secs + 5 Brute | Detective's Office | A .38 revolver issued to the detective that comes loaded with rubber bullets. Each bullet is capable of briefly stunning targets upon impact. |
Flashbang |
Stun + Deafness | N/A | Equipment Room Armory | 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. |
Tear Gas Grenade |
Stun + Blindness | N/A | Armory | 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. |
Armour
Item | Coverage | Brute | Laser | Kinetic | Explo. | Bio | Rad | Location | Description |
---|---|---|---|---|---|---|---|---|---|
Helmet |
Head | Equipment Room | A standard issue security helmet designed to mitigate the forces of brute impacts against the wearer's head. | ||||||
Riot Helmet |
Head | 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. | ||||||
Body Armor |
Upper Body | Equipment Room | A standard issue suit of body armor. It is designed expressly to provide minimalist, yet valuable, protection to security officers. | ||||||
Detective's Armor |
Upper Body | Detective's Office | A standard issue suit of body armor issued to the detective. It's on par with regular security body armor and simple has a different appearance. | ||||||
Riot Armor |
Body + Limbs | Secure Armory | A heavily reinforced suit of riot grade armour designed to offer maximum protection against melee combatants. The bulk of this suit will slow the wearer down. | ||||||
Ablative Armor |
Upper Body | Secure Armory | A specialized suit of experimental armour designed to lessen the impact of, and in certain cases reflect, energy based projectiles. | ||||||
Bulletproof Vest |
Upper Body | Secure Armory | A suit of reinforced bulletproof armour designed to protect coverage to vital organs. While not as robust against brute attacks, it provides ample protection against kinetic projectiles. | ||||||
HoS' Armored Trenchcoat |
Body + Limbs | Head of Security's Office | A specialized trenchcoat with extra padding, reinforced seams, and body armour sewn into the fabric. It has the highest armour values out of any standard set of armor on-station. | ||||||
Security Hardsuit |
Full Body | Secure Armory | A specialized security hardsuit that is provides ample resistance against the void of space and other pressure-related environmental hazards. | ||||||
Riot Shield |
Full Body | 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. |
Equipment
Portable Flash
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 anyone who runs past if they're not wearing a form of flash protection. (such as sunglasses)
To prepare a portable flasher first bring it to the desired area, then use a wrench to secure the bolts to the ground. 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 flash protection (such as sunglasses or a welding helmet) you will become momentarily stunned if you are in the proximity of the portable flasher when it goes off. Portable flashers draw power from the APC in the room they're secured in, and won't work when the power is down.
File:Deployable barrier.pngDeployable Barrier
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, the barrier will bolt itself to the ground. Note that you'll need a security ID to lock/unlock it.
The barrier can be emagged to be disabled and unbolted if deployed.
File:Wallrecharger.gif Recharger
A conventional recharger for energy devices, it can recharge any energy based device that's run out of power. As a member of security you will most likely be using these to recharge your stun batons and tasers. The recharge time of your energy based devices will vary depending on their maximum capacity and how drained they are.
Using it is as simple as clicking the recharger with the item you want to charge (taser or baton) in hand.
Tracking Implant
A box full of tracking implements. In the box there is an implant monitor, implanter and implants used for implanting and tracking. To load the implants into the implanter hold it in your hand and click on a fill implant tray. 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.
Chemical Implant
A 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 (sleeping agent or 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 filled chemical implant tray. 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.
Mindshield Implant
A box full of Mindshield implants. These implants are used to ensure that the person implanted isn't susceptible to brainwashing or mind-control techniques. A Mindshield implant will prevent cult conversion, significantly slow down shadowling enthrallment and block mindlsave implants. Despite the name and common misconceptions, Mindshield implants do not impact the user's opinion of Nanotrasen; an implanted individual is no more loyal than any other crew member.