Difference between revisions of "Security Items"
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==Weapons== | ==Weapons== | ||
{| class="wikitable sortable mw-collapsible" style="text-align: center;" | |||
=== | ! style="width: 150pt; center;" | Item | ||
! style="width: 100pt;" class="unsortable" | Damage Type | |||
| | ! style="width: 100pt;" class="unsortable" | Damage | ||
| | ! style="width: 150pt;" class="unsortable" | Location | ||
| | ! style="width: 450pt;" class="unsortable" | Description | ||
|- | |||
| | | Stun Baton <br> [[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 <br> [[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 <br> [[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 <br> [[File:Energy_Gun.png]] | |||
| Stamina/Burn | |||
| | | 36 Stamina/10 Burn | ||
| [[Secure Armory]] | |||
| | | An energy gun capable of toggling between lethal and disabler fire. | ||
|- | |||
| | | Laser Gun <br> [[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 <br> [[File:Laser.png]] | |||
| N/A | |||
| 0 | |||
| [[Firing Range]] | |||
| | | A practice variant of the traditional laser gun. Fires harmless beams of light. | ||
| | |- | ||
| Ion Rifle <br> [[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 <br> [[File:Riotshotgun.png]] | |||
| Brute | |||
| Variable | |||
| [[Secure Armory]] | |||
| A pump-action riot-grade shotgun capable of chambering seven rounds. Can be loaded with various | |||
|- | |||
| .38 Revolver <br> [[File:Revolver.png]] | |||
| 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 <br> [[File:Flashbang.png]] | |||
| 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 <br> [[File:Grenade.png]] | |||
| 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. | ||
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==Armour== | ==Armour== |
Revision as of 04:33, 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/10 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 |
.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
Helmet
Helmet | |
---|---|
Found in: Security, on the heads of various personnel. Used for: Protection. Strategy: Use this to prevent being whacked in the head. | |
Description | |
A helmet mitigates the damage from brute, - and to a lesser effect - laser and ballistic attacks to the head. Helmets can be found in security lockers or in hacked security vending machines. Also a component of securitrons and one of the primary distinguishing features of a security officer. |
Riot Helmet
File:Secarmor.pngFile:Secaltarmor.pngBody armor
Standard issue security armour that provides protection to the torso area from brute damage, along with a small amount of ballistic and laser protection. You can find extra sets of armour in the Equipment Room lockers or order them from Cargo. Security armour is equipped in the exosuit slot and does not affect movement speed.
Riot Suit
A full suit of riot armor with heavy padding that excels in protecting against brute damage and also provides minor protection against ballistics and lasers. You can find them in Secure Armory or order them from Cargo. Very useful against enemies who primarily rely on melee attacks to subdue their enemies.
Ablative Armor
A vest that excels in protecting the wearer against energy projectiles. Provides the wearer with a very high energy damage resistance to strikes targeting the torso, along with minor protection against brute and ballistics.
BulletProof Vest
A vest that excels in protecting the wearer against high-velocity solid projectiles. It provides a very high resistance to kinetic damage resistance to strikes targeting the torso, along with minor protection against brute and ballistics.
Detective Vest
An armoured vest used by the detective that's on par with standard security armour.
Head of Security Armored Trenchcoat
An armored trenchcoat, provided to the Head of Security. It provides a high amount of ballistic, brute and laser protection and is the strongest armour available on station.
Security Hardsuit
A standard issue security hardsuit that protects against the void of space. Has superior protection against brute, laser and kinetic damage compared to other EVA suits.
File:Sechardsuithelm.pngSecurity Hardsuit Helmet
Used with the security hardsuit to provide full protection against the void of space.
File:Metalriot.pngRiot Shield
A basic riot shield that provides resistance against brute damage and also prevents high velocity projectiles from knocking the user down. Best coupled with the riot armour in order to provide almost total invulnerability against basic brute attacks. The shield blocks any and all disarm attempts when directly facing a target, and can be drummed with a stunbaton to intimidate opponents.
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.