Difference between revisions of "Security Items"
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Assigned to:Shadeykins
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Shadeykins (talk | contribs) (More weapons.) |
Shadeykins (talk | contribs) m (→Items) |
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| [[Equipment Room]] | | [[Equipment Room]] | ||
| Shouts at fleeing suspects. | | Shouts at fleeing suspects. | ||
| | | Simply shouts the phrase "Halt! Security!". Available only from a hacked security vendor. | ||
|- | |- | ||
| Sunglasses <br> [[File:SGlasses.png]] | | Sunglasses <br> [[File:SGlasses.png]] |
Revision as of 17:44, 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. | Simply 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 but 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. |
Equipment
Item | Location | Purpose | Description |
---|---|---|---|
Portable Flasher |
Armory | Provides constant area-of-denial flashes. | A portable flasher that can be wrenched in location to secure an area. Anyone passing by the portable flasher who lacks suitable eye-protection will be flashed and stunned. There is an interval of 10 seconds between flashes. |
Deployable Barrier File:Deployable barrier.png |
Armory | Secures/barricades an area. | A deployable barrier that can be used to block doors and hallways. When a valid security ID is used on the barrier, it will bolt/unbolt itself from the floor. |
Recharger |
Equipment Room Firing Range |
Recharges energy weapons. | A conventional 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. |
Tracking Implant |
Armory | Tracks the location of prisoners. | A standard-issue tracking implant which allows security officers to keep tabs on dangerous prisoners. Tracking implants show up on security HUDs, and also function as a teleport beacon for the Teleporter. |
Chemical Implant |
Armory | Subdues implanted prisoners. | A chemical implant 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 Implant |
Armory Head of Security's Office |
Protects the mind from hostile intrusion. | An implant specifically designed to harden the mind of security and command personnel against attempts at hostile subversion. Has no effect if implanted after someone has already been brainwashed. |
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. |
Combat Knife |
Brute | 20 | Ordered from Cargo | 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. |
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. |
Combat Shotgun |
Brute | Variable | Ordered from Cargo | A combat-grade shotgun capable of chambering seven rounds. Can be loaded with various types of ammunition. Unlike the Riot Shotgun, it does not require manual pumping between shots. |
WT-550 Auto Rifle |
Brute | 20 | Ordered from Cargo | An outdated personal defense 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. |
.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. |