Difference between revisions of "User talk:Novacro"
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| Stuns and blinds targets. | | 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. | | 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. | ||
|- | |||
|} | |||
==Weapons== | |||
''The tools of the trade, from melee weapons to rifles.'' | |||
{| class="wikitable sortable mw-collapsible" width="80%" style="text-align: center; background-color: #ff9999;" | |||
|- style="font-weight: bold; text-align: center; background-color: darkred; color: white;" | |||
| style="width: 150pt; center;" | Item | |||
| style="width: 100pt;" class="unsortable" | Damage Type | |||
| style="width: 100pt;" class="unsortable" | Damage | |||
| style="width: 150pt;" class="unsortable" | Location | |||
| class="unsortable" | Description | |||
|- | |||
! {{anchor|Stun Baton}}[[#Stun Baton|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. | |||
|- | |||
! {{anchor|Telescopic Baton}}[[#Telescopic Baton|Telescopic Baton]]<br>[[File:Telebaton.png]] | |||
| Stun/Brute | |||
| 2-3 Secs/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|Hybrid Taser}}[[#Hybrid Taser|Hybrid Taser]]<br>[[File:Taser.png]] | |||
| Stun/Stamina | |||
| 5 Secs/36 Stamina | |||
| [[Equipment Room]] | |||
| A hybrid taser capable of alternating between a short-ranged taser shot, and long-ranged disabler fire. | |||
|- | |||
! {{anchor|Energy Gun}}[[#Energy Gun|Energy Gun]]<br>[[File:Energy_Gun.png]] | |||
| Stamina/Burn | |||
| 36 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.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.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.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. | |||
|- | |||
! {{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 buckshot 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 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. Comes loaded with standard 4.6x20mm rounds by default. | |||
|- | |||
! {{anchor|Advanced Energy Gun}}[[#Advanced Energy Gun|Advanced Energy Gun]]<br>[[File:Advanced_energy_gun.png]] | |||
| Stun/Stamina/Burn | |||
| 7 Secs/36 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 electrodes, disablers, and lethals. | |||
|- | |||
! {{anchor|LWAP}}[[#LWAP|LWAP]]<br>[[File:LWAP.png]] | |||
| Weaken + Burn | |||
| 5 Secs + 60 Burn | |||
| [[Gamma Armory]] | |||
| A high-powered laser carbine equipped with a tactical scope. While the cooling array takes a long time to recharge between shots, it provides exceptional stopping power. | |||
|- | |||
! {{anchor|Rocket Launcher}}[[#Rocket Launcher|Rocket Launcher]]<br>[[File:RPG.png]] | |||
| Stun + Brute | |||
| 18 Secs + 25 Brute | |||
| [[Gamma Armory]] | |||
| A top-loaded rocket launcher. Despite firing explosive shells, the rocket launcher is largely an anti-personnel weapon. The effects of the impact are reduced the farther the target is from the epicentre. | |||
|- | |||
! {{anchor|.38 Revolver}}[[#.38 Revolver|.38 Revolver]]<br>[[File:Revolver.png]] | |||
| Stun + Brute | |||
| 3 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. | |||
|- | |||
|} | |||
===Ammunition=== | |||
''Ammunition that is either readily available, or can be produced for use in security weapons.'' | |||
{| class="wikitable sortable mw-collapsible" width="80%" style="text-align: center; background-color: #ff9999;" | |||
|- style="font-weight: bold; text-align: center; background-color: darkred; color: white;" | |||
| style="width: 150pt; center;" | Item | |||
| style="width: 100pt;" class="unsortable" | Damage Type | |||
| style="width: 100pt;" class="unsortable" | Damage | |||
| style="width: 150pt;" class="unsortable" | Location | |||
| class="unsortable" | 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]] | |||
| Brute + Stun | |||
| 5 Brute + 2 Secs | |||
| [[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. | |||
|- | |||
! S{{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 - Stun Slug}}[[#Shotgun - Stun Slug|Shotgun - Stun Slug]]<br>[[File:Shotgun_shell_yellow.png]] | |||
| Stun | |||
| 7 Secs | |||
| Protolathe | |||
| A non-penetrating shotgun slug that discharges an electrode. Ideal for non-lethally subduing targets. | |||
|- | |||
! {{anchor|Shotgun - Slugs}}[[#Shotgun - Slugs|Shotgun - Slugs]]<br>[[File:Shotgun_shell_white.png]] | |||
| Brute | |||
| 60 | |||
| Autolathe | |||
| A highly penetrating shotgun slug. Ideal for greater accuracy and taking down single, highly-armoured targets. | |||
|- | |||
! {{anchor|Shotgun - Buckshot}}[[#Shotgun - Buckshot|Shotgun - Buckshot]]<br>[[File:Shotgun_shell_red.png]] | |||
| Brute | |||
| 12 (6) | |||
| [[Secure Armory]]<br>Autolathe | |||
| A shotgun shell that spreads into six individual pellets when fired. Ideal for large groups, or where accuracy is an afterthought. Each pellet does 12 brute damage with damage falloff at longer distances. | |||
|- | |||
! {{anchor|Shotgun - Incendiary Slug}}[[#Shotgun - Incendiary Slug|Shotgun - Incendiary Slug]]<br>[[File:Shotgun_shell_orange.png]] | |||
| Brute + Fire | |||
| 60 + 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 | |||
| Protolathe | |||
| An empty shotgun shell with a small ampoule capable of storing up to 15u 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 - Armor Piercing}}[[#WT-550 - Armor Piercing|WT-550 - Armor Piercing]]<br><br> [[File:WTammo.png]] | |||
| Brute | |||
| 17 | |||
| Protolathe | |||
| A non-standard 4.6x20mm 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 4.6x20mm 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 | |||
| 20 + Fire | |||
| Protolathe | |||
| A non-standard 4.6x20mm 20-round magazine for the WT-550 Auto Rifle. The rounds are packed with white-phosphorous and will ignite a target upon impact. | |||
|- | |||
! {{anchor|.38 Revolver - Rubber Shot}}[[#.38 Revolver - Rubber Shot|.38 Revolver - Rubber Shot]]<br>[[File:Speed_loader_.38.png]] | |||
| Stun + Brute | |||
| 3 Secs + 5 Brute | |||
| Autolathe | |||
| A six round speedloader for the .38 Revolver. The rounds are rubber, and the speedloader is recyclable. | |||
|- | |||
! {{anchor|.38 Revolver - .357 Rounds}}[[#.38 Revolver - .357 Rounds|.38 Revolver - .357 Rounds]]<br>[[File:Ammo 357.png]] | |||
| Brute | |||
| 60 | |||
| Autolathe | |||
| A six round speedloader containing .357 rounds. While capable of being fired out of the .38 revolver, the difference in cartridge size can cause backfiring. | |||
|- | |||
! {{anchor|Rocket Launcher - Rocket}}[[#Rocket Launcher - Rocket|Rocket Launcher - Rocket]]<br>[[File:Rocket.png]] | |||
| Stun + Brute | |||
| 18 Secs + 25 Brute | |||
| [[Gamma Armory]] | |||
| A single rocket for the Gamma Armoury's rocket launcher. Rockets must be manually reloaded into the rocket launcher after firing. | |||
|- | |- | ||
|} | |} |
Revision as of 09:01, 26 December 2018
This is a test page for tables.
Items
Standard issue hardware for the discerning security officer.
Name | 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, donuts, flashes, pepperspray, batons, handcuffs, seclites or zipties. |
Assault Belt |
Ordered from Cargo | Holds weapons and ammunition. | An assault belt that comes bundled with SWAT armor. While it can't hold security items like the security belt, it's capable of holding ammo and small firearms. |
Security Projector |
Equipment Room | Cordons off areas. | A security holo-projector often used by law enforcement and corporate security. Useful for cordoning off crime-scenes or dangerous areas. |
Seclite |
Equipment Room | Illuminates darkness. | A standard-issue security torch that provides a high-degree of illumination in unlit areas. Can be mounted onto various laser weaponry. |
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. |
HUD Sunglasses |
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 |
Equipment Room | Provides ear protection. | A bowman headset designed to protect the ears and provide patrolling officers with high-fidelity radio communications. |
Black Gloves File:BGloves.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. |
Forensics Gloves |
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 |
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 punch enemy combatants. |
Earmuffs |
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 |
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. A screwdriver can be used to manually change phrases. |
Holobadge |
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 |
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 |
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 |
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. |
Donut Box |
Security Office | Fuel for the hungry officer. | A box of six donuts. The sprinkled ones provide minor healing to security officers. |
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. |
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. |
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. |
Energy Bola |
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 |
Equipment Room Armory |
Blinds and deafens targets. | 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 |
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 |
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. |
Weapons
The tools of the trade, from melee weapons to rifles.
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/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 |
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. |
Hybrid Taser File:Taser.png |
Stun/Stamina | 5 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 | Secure Armory | An energy gun with the only firing setting you need in an emergency - kill. |
Practice Laser Gun File:Laser.png |
N/A | N/A | 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, 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 |
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 buckshot shells by default. Unlike the Riot Shotgun, it does not require manual pumping between shots. |
WT-550 Auto Rifle |
Brute | Variable | 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. Comes loaded with standard 4.6x20mm rounds by default. |
Advanced Energy Gun File:Advanced energy gun.png |
Stun/Stamina/Burn | 7 Secs/36 Stamina/20 Burn | Gamma Armory Protolathe |
A self-recharging laser weapon powered by a miniaturized uranium reactor. The firing mode can be toggled between electrodes, disablers, and lethals. |
LWAP File:LWAP.png |
Weaken + Burn | 5 Secs + 60 Burn | Gamma Armory | A high-powered laser carbine equipped with a tactical scope. While the cooling array takes a long time to recharge between shots, it provides exceptional stopping power. |
Rocket Launcher |
Stun + Brute | 18 Secs + 25 Brute | Gamma Armory | A top-loaded rocket launcher. Despite firing explosive shells, the rocket launcher is largely an anti-personnel weapon. The effects of the impact are reduced the farther the target is from the epicentre. |
.38 Revolver |
Stun + Brute | 3 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. |
Ammunition
Ammunition that is either readily available, or can be produced for use in security weapons.
Item | Damage Type | Damage | Location | Description |
Shotgun - Beanbag |
Stamina + Brute | 80 Stamina + 5 Brute | Secure Armory Autolathe |
A shotgun shell fitted with a beanbag. Ideal for non-lethally subduing targets. |
---|---|---|---|---|
Shotgun - Rubbershot |
Brute + Stun | 5 Brute + 2 Secs | 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. |
SShotgun - Tranquilizer |
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 - Stun Slug |
Stun | 7 Secs | Protolathe | A non-penetrating shotgun slug that discharges an electrode. Ideal for non-lethally subduing targets. |
Shotgun - Slugs |
Brute | 60 | Autolathe | A highly penetrating shotgun slug. Ideal for greater accuracy and taking down single, highly-armoured targets. |
Shotgun - Buckshot |
Brute | 12 (6) | Secure Armory Autolathe |
A shotgun shell that spreads into six individual pellets when fired. Ideal for large groups, or where accuracy is an afterthought. Each pellet does 12 brute damage with damage falloff at longer distances. |
Shotgun - Incendiary Slug |
Brute + Fire | 60 + 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 |
Chemical | N/A | Protolathe | An empty shotgun shell with a small ampoule capable of storing up to 15u of any reagent. The reagent will be injected into the target on impact. |
Shotgun - Pulse Slug |
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 |
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 |
Brute | 20 | Ordered from Cargo Protolathe |
The standard 4.6x20mm 20-round magazine for the WT-550 Auto Rifle. |
WT-550 - Armor Piercing |
Brute | 17 | Protolathe | A non-standard 4.6x20mm 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 |
Toxins | 15 | Protolathe | A non-standard 4.6x20mm 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 |
Brute + Fire | 20 + Fire | Protolathe | A non-standard 4.6x20mm 20-round magazine for the WT-550 Auto Rifle. The rounds are packed with white-phosphorous and will ignite a target upon impact. |
.38 Revolver - Rubber Shot |
Stun + Brute | 3 Secs + 5 Brute | Autolathe | A six round speedloader for the .38 Revolver. The rounds are rubber, and the speedloader is recyclable. |
.38 Revolver - .357 Rounds |
Brute | 60 | Autolathe | A six round speedloader containing .357 rounds. While capable of being fired out of the .38 revolver, the difference in cartridge size can cause backfiring. |
Rocket Launcher - Rocket |
Stun + Brute | 18 Secs + 25 Brute | Gamma Armory | A single rocket for the Gamma Armoury's rocket launcher. Rockets must be manually reloaded into the rocket launcher after firing. |
Equipment
Various equipment useful for performing a variety of tasks within the security occupation.
Name | Location | Purpose | Description |
---|---|---|---|
Securitron |
Labor Camp Security |
Performs automated arrests. | A security-designated Securitron that scans nearby users to check their arrest status. Upon finding a valid arrest status, Securitrons will proceed to make an arrest. |
Secvend File:Secvend.png |
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. |
Secway |
Armory | Provides added mobility. | An all-purpose Secway designed to provide extra speed to the mobility impaired. The secway can't pass people, which makes it less useful in crowds. |
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. |
Space Pod File:Pod Mil.png |
Security Pod Bay | Provides patrols for EVA. | A security pilot outfitted with disablers and a GPS tracking unit. The components and weapon systems can be changed out with a crowbar. |
Weapon Systems |
Security Pod Bay | Armaments for the security pod. | Each module has a relatively slow rate of fire, firing two laser beams from the front of the pod per shot. The damage output per beam is the same as a conventional energy gun. |
Pod Buster File:Podbuster.png |
Armory | A professional lock-buster. | A pod-lock buster designed to drill into the locked mechanism of a locked space pod. It must be activated prior to attempting to break a pod's lock. |
Recharger |
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 |
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. |
Blindfold |
Security | Blinding detainees. | A simple blindfold made out of thick velvet. The wearer will be blinded and unable to see their surroundings. |
Straight-Jacket |
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 |
Security | Facilitates executions. | A lethal-injection syringe filled with sodium theopental. A single injection is enough to guarantee the expiration of a sentenced inmate. |
Electric Chair File:Echair.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 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 subversion. | An implant 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. |