Security Items
Assigned to:Shadeykins
Items
Item | Location | Purpose | Description |
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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 | A canister of capsaicin | 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 | A hand-held security hailer. | Simple shouts the phrase "Halt! Security!". Available only from a hacked security vendor. |
Sunglasses |
Internal Affairs Office Detective's Office | A pair of sunglasses. | 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 | A pair of sunglasses with a security 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 | A pair of earmuffs that block out sound. | 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 | A security gas-mask with a built in 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 | A forensic scanner for investigating crime-scenes. | A multipurpose forensics device capable of detecting fibers, fingerprints, reagents, and DNA from blood spatter. |
Holster |
Detective's Office | A holster for a gun. | 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 | A clear plastic bag. | Evidence bags are used to safely store evidence so it can be handled without contaminating forensic evidence. |
Space Law File:SpaceLaw.png |
Security | A tightly-bound book with golden emboss. | This is an on-station copy of Nanotrasen's Space Law. |
Handcuffs |
Equipment Room Armory | A pair of metal handcuffs. | Handcuffs can be used to detain suspects, or attached to shoes to be used as ankle-cuffs to restrict movement. |
Zipties |
Equipment Room | A pair of plastic zipties. | Zipties can be used to detain suspects, unlike handcuffs they are single use. |
Flash |
Equipment Room | A multi-purpose flash. | A flash can be used to disorient all targets without proper eye protection in range. Useful for crowd control, or detainees. |
Weapons
Stun Baton
Stun Baton | |
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File:Stunbaton.png | Found in: Security. Used for: Getting those criminals down. Strategy: If you hit a guy with it, this thing goes "BZZZT" and makes the guy fall down. But only if you activate it first. |
Description | |
A standard issue, battery-operated stun baton that can be toggled between an active and inactive state. When active, any person unfortunate enough to be hit with it will be stunned for a short period of time. |
Telescopic Baton
Telescopic Baton | |
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File:Telebaton.png | Found in: Heads of Staff, as well as the detective. Used for: Getting more harder criminals down. Strategy: It's more like the Stun Baton, but in a more serious way. |
Description | |
A more alternative variant to the Stun Baton. When extended it can provide a short and harmless stun ranging between two to three seconds, before suffering from a delay of two to three seconds. As the baton can't be effectively swung in consistent repeat motions and has a delay between swings, it's incapable of effectively stunlocking a target for any extended period of time. |
Hybrid Taser
Hybrid Taser | |
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File:Taser.png | Found in: Security. Used for: Disabling and making criminals lay down if they run. Strategy: Disables or Stuns a target, simple as that. |
Description | |
A ranged alternative to the stun baton, providing a similar stun-time but only capable of firing five shots before requiring a recharge. It's effective maximum range is seven meters, and the taser shot itself can be dodged/outrun by a person utilizing an adrenaline implant. Can be toggled into a disabler setting to fire beams that cause stamina damage to a target, slowing them down and eventually causing them to collapse after multiple shots. Disabler beams have no maximum range, and will continue to travel until they impact either a target or a wall. |
Energy Gun
Energy Gun | |
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Found in: Armory. This can also be ordered in a secure crate by the Quartermaster. Used for: Disabling or killing an Antag. Strategy: Two modes and a simple reminder: Point and shoot the bad guys, it's quite simple. | |
Description | |
An two setting energy gun capable of firing either lethal lasers or non-lethal disabler beams. 1) Disabler Setting - fires disabler beams at a target, dealing stamina damage with each hit. You need at least 5 successful hits on a target in order to effectively disable them. Can pass through windows and grilles. 2) Kill Setting - fires lethal lasers at a target, dealing burn damage with each hit. Will quickly kill or disable a target under sustained fire. Can pass through windows and grilles. Extra energy guns are stored in the armory to be distributed when the situation permits. |
Laser Gun
Laser Gun | |
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File:Laser.png | Found in: Armory. This can also be ordered in a secure crate by the Quartermaster. Used for: Killing an Antag. Strategy: One bad mode and another reminder: Use this when you REALLY want to shoot. |
Description | |
A basic energy weapon capable of firing lethal lasers much like the energy gun, but lacking a disabler function. Shots fired can pass through windows and grilles and will continue to travel until they impact a surface. |
Practice Laser Gun
Practice Laser Gun | |
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File:Laser.png | Found in: Firing Range Used for: Shooting dummies. Strategy: Bad aim? Always shootin' your own teammates? Then practice with this! |
Description | |
A modified version of the laser gun that is incapable of causing any amount of damage to a target. Used exclusively at the fire range on practice targets. |
Ion Rifle
Ion Rifle | |
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File:Ion Rifle.png | Found in: Armory Used for: Shooting rogue AIs and borgs. Strategy: Use this when AI's going crazy and everything haywire. |
Description | |
The Ion Rifle is a specialized weapon designed to disable mechanical targets such as cyborgs, mechs, IPCs, or any other electrical device. Fires an EMP-inducing bolt of energy that impacts a 3X3 radius - draining weapons, setting off fire alarms, blowing off mechanical limbs, and other EMP-related effects. The Ion Rifle is incapable of harming organics save in instances where they either have mechanically assisted/replaced organs, or limbs. |
Combat Shotgun
Combat Shotgun | |
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Found in: Supply Department. Used for: Dealing with riots and Revs. Strategy: Pump, fire, and repeat. Make sure you have enough ammo though. | |
Description | |
This can load up to 5 shells of any type.
|
.38 Revolver
.38 Speedloader
Flashbang
Advanced Energy Gun
Advanced Energy Gun | |
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File:Advanced energy gun.png | Found in: Protolathe Used for: Killing antags when you're lazy. Strategy: If you might happen to run out of rechargers or your fellow Security really want to shoot, this might be the thing for you. |
Description | |
Contains a miniature reactor that slowly recharges the weapon. Has disable (knockout in ~3 shots) and kill (20 burn damage per shot) modes. |
Armour
Helmet
Helmet | |
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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.