Difference between revisions of "Security Items"
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1) When the telescopic baton is '''collapsed''' you can store it pretty much in any storage slot on you (pockets, lab coat, belt etc). In this mode does no significant damage. | 1) When the telescopic baton is '''collapsed''' you can store it pretty much in any storage slot on you (pockets, lab coat, belt etc). In this mode does no significant damage. | ||
2) When the telescopic baton is '''activated''' you can store it in your backpack (because it's larger now). Has the ability to stun targets for 4 seconds and does 15/20 (depending on targets head gear) damage a hit when you set your intent to harm. | 2) When the telescopic baton is '''activated''' you can store it in your backpack (because it's larger now). Has the ability to stun targets for 4 seconds and does 15/20 (depending on targets body or head gear and where you're aiming) damage a hit when you set your intent to harm. | ||
Note that you can't perfect stun-lock a person if you hit him repeatedly (like the stun baton) because the stun won't work on already neurally disrupted enemies, the target will have a second to retaliate after he gets up and is stunable after the second. | Note that you can't perfect stun-lock a person if you hit him repeatedly (like the stun baton) because the stun won't work on already neurally disrupted enemies, the target will have a second to retaliate after he gets up and is stunable after the second. |
Revision as of 17:47, 14 January 2016
Items
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 not wearing a form of protection against bright lights. (like sunglasses)
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. 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.
Deployable 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 and it will bolt itself to the ground. Note that you'll need a security ID to lock/unlock it.
It can be E-magged and be permanently be unlocked in-case you're having your way blocked.
File:Recharger.pngFile:Wallrecharger.png 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. 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
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. 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
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 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.
Loyalty Implant
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.
Helmet
They protect against damage to the head very well. They can be found in security lockers or hacked security vending machines. The Warden will also have a few spare in the back room. Also a component of securitrons and a distinguishing feature of security officers
Riot Helmet
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.
File:Secarmor.pngFile:Secaltarmor.pngBody 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 office. 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.
Riot Suit
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 bullet vest because bullets are considered to do "kinetic damage"
Ablative Armor
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.
BulletProof Vest
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.
Detective Vest
A slightly armored vest, used by the Detective. Body armor with paint on it to make the detective feel special.
Head of Security Armored Trenchcoat
An armored trenchcoat, property of the Head of Security. The most protective armor in-game... making the HoS a tough cookie.
File:Gunholstersml.png Holster
A holster put on a suit that can hold a gun.(Detective is the only security member with a gun holster)
File:Webbing Vest.pngWebbing Vest
Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands.(No longer spawned in map)
Security Hardsuit
A Hardsuit for Security forces to go in space. Has a little bit more armor rating than other EVA suits.
File:Sechardsuithelm.pngSecurity Hardsuit Helmet
Used with the hardsuit to go in space.
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 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.
A 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 (been removed).
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.
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.
File:SpaceLaw.png Space Law
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.
Security Belt
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!
Flash
A versatile tool! Flashes are a small device capable of producing an extremely bright light, that is capable of blinding someone for approximately three seconds if they are immediately adjacent to you (if not it will just flash the player's screen, won't be able to see what's on it). 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 make them disoriented (they player can't control his characters movement) and make then drop whatever they were holding. This is (not really) an acceptable alternative to a stun baton in a pinch and only recommend to be used if the target is running away or have no charge in your baton. However, it will not work against anybody wearing protective eye coverings such as welding helmets or sunglasses. If you target a borg with a flash it will overload his optical sensors and stun him for a short duration.It is distributed by SecTech vendors that are found in Equipment Room
Some revolutionary leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear.
Pepperspray
Just a pepperspray, used to temporarily disable a criminal or any pervert by stinging their eyes that are "burning in pain". Won't work if the target has a mask, and the effect is nerfed if the target is wearing eye-wear.
Hailer
Device used to tell people to stop, without having to shout it yourself. (work in progress)
File:StunBaton.gifStun 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: on and 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.
Additionally, take a moment to select your baton and make sure that it's turned on.
Battering the suspect with an "off" baton is unacceptable and merits demotion to assistant.
File:Telebaton.pngTelescopic Baton
Issued by NanoTreasen Regional Command (CentCOMM in our case) for the Heads of Staff on "high risk" outer-line stations (that's us). Made with the capability to stun people for 4 seconds with no need to recharge due to its's special neural disruptor at the tip of the baton. Used for close range encounters with space freaks and unwanted visitors. Was meant to be a comfortable close range escape weapon, disabling the enemy for enough time to give you a clean escape or assistance with restraining. The Telescopic Baton has two modes:
1) When the telescopic baton is collapsed you can store it pretty much in any storage slot on you (pockets, lab coat, belt etc). In this mode does no significant damage.
2) When the telescopic baton is activated you can store it in your backpack (because it's larger now). Has the ability to stun targets for 4 seconds and does 15/20 (depending on targets body or head gear and where you're aiming) damage a hit when you set your intent to harm.
Note that you can't perfect stun-lock a person if you hit him repeatedly (like the stun baton) because the stun won't work on already neurally disrupted enemies, the target will have a second to retaliate after he gets up and is stunable after the second.
File:Taser.pngTaser
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.
You should wear this on your suit storage. The first taser setting fires a high energy cost 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. The second setting fires a low energy cost disabler beam that passes through windows and grills but only slows the target (causing pain- pain is a subject for itself in the game.. needs a wiki page or a section). in order to stun someone with this setting you need to hit them at least 5 times (even less.. depending on the pain level of the target).
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 (only works with the first setting).
Melee use of this weapon is inappropriate except for the most extreme cases (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.
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 secure crate by the quartermasters. They are to be distributed only under the most extreme circumstances.
File:Laser.pngLaser 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 quartermasters in a 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 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.pngIon Rifle
A man portable anti-armor weapon designed to disable mechanical threats
Combat Shotgun
Available only if ordered through the Supply Department. Four types of shells can be used:
- Standard Shell - very harmfull
- Beanbag Shell - non-lethal shell, also used by the bartender
- Shotgun Slug - solid projectile
- File:Stun Shell.png Stun Shell - used to stun people
- File:Fire Shell.png Incendiary Shell - Lights target on fire
Detective Revolver
A .38 caliber revolver loaded with rubber bullets.
Speedloader
A device used to quickly reload a revolver.
Sunglasses
Sunglasses are found in security and maintenance. They protect against flashes of all kinds, but only mildy against Welding Tools when using them. While wearing sunglasses, it's very hard to be stabbed in the eyes.
File:Secsunglasses.pngHUDSunglasses
These function exactly the same at protecting your eyes, but allow you to see the Jobs and wanted level of a person at a glance, as well as any tracking or loyalty implants. additionally, if you examine a person while wearing them you can change their wanted level (to arrest, release etc.), add notes about them and see current notes and crimes. Note that you can only edit the crimes on security records.
Earmuffs
Protects your hearing from loud noises, and quiet ones as well.
File:Metalriot.pngRiot Shield
Protects against melee attack from the direction you're facing. Also makes a decent melee weapon.
Flashbang
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.
S.O.P If you are in a situation that requires flashbangs. CALL for backup.
Forensic Scanner
Used by the detective to scan objects for DNA and fingerprints.
Evidence Bag
Bags used to hold criminal evidence preserving the DNA and fingerprints on it.
File:Swatgasmask.pngSwat Gasmask
A scary looking gas mask that also has a special hailer equipped on it. Property of the HoS. NOTE: For all above items, remember to LOCK the locker you took them from!