Security Items
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. |
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. |
Security Tape File:Sectape.png |
Equipment Room | Cordons off areas. | A reel of security tape often used by law enforcement and corporate security. Useful for cordoning off crime-scenes or dangerous areas. |
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. |
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. |
Equipment
Item | Location | Purpose | Description |
---|---|---|---|
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. |
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 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. |
Weapons
Item | Damage Type | Damage | Location | Description |
---|---|---|---|---|
Stun Baton File:Stunbaton.png |
Stun/Brute | 5 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. |
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. |
Ammunition - Beanbag |
Brute + Stamina | 5 Brute + 80 Stamina | Secure Armory Autolathe |
A shotgun shell fitted with a beanbag. Ideal for non-lethally subduing targets. This ammunition is loaded into the Riot Shotgun by default. |
Ammunition - Rubbershot |
Brute + Stun | 5 Brute + 2 Secs | Secure Armory Autolathe |
A shotgun shell packed with rubbershot. Ideal for disarming and non-lethally subduing targets. |
Ammunition - Tranquilizer |
Stun | Variable | Secure Armory | A shotgun shell loaded with an ether dart. Though slow-acting, it's ideal for non-lethally subduing fleeing targets. |
Ammunition - Slugs |
Brute | 60 | Autolathe | A highly penetrating shotgun slug, ideal for greater accuracy and taking down single, highly-armoured targets. |
Ammunition - 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. |
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. |
Advanced Energy Gun File:Advanced energy gun.png |
Stun/Stamina/Burn | 7 Secs/36 Stamina/20 Burn | Gamma Armory | 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 |
Brute | Gamma Armory | A top-loaded rocket launcher capable of devastating damage. Intended for hardened targets, the rocket launcher is capable of dismembering unshielded personnel. | |
.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. |
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. | ||||||
Bulletproof Helmet |
Head | Secure Armory | A reinforced helmet fitted with ceramic plating. Provides ample protection against kinetic protection, but unlike the Riot Helmet it does not protect against facehuggers. | ||||||
SWAT Helmet |
Head | Ordered from Cargo | A specialized helmet that comes paired with the SWAT gear. Together with the armour, it allows the user to perform EVA for extended periods of time. | ||||||
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. | ||||||
SWAT Armor |
Body + Limbs | Ordered from Cargo | A set of advanced tactical armour. Heavily reinforced, it provides full protection for the body and is capable of extended periods of EVA. | ||||||
Warden's Jacket |
Body + Limbs | Warden's Office | A specialized jacket provided to the warden. Provides decent all-around protection, but lacks the heavy reinforcement of the HoS' trenchcoat. | ||||||
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. | ||||||
Telescopic Riot Shield File:Teleriot.png |
Full Body | Head of Security's Office | A compact and easily transported riot shield capable of deflecting melee attacks and the occasional xenomorph. Wielding it grants a chance to deflect projectiles as well. |