Table of Contents
Security Items
Gear
Item | Description |
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Helmet | Provides moderate protection to the head, though you can still be rendered unconscious from repeated trauma. Click on it to toggle what style it uses. Also has a handy helmet light! Every Security Officer spawns with one, there's an extra helmet in each Security equipment locker, and the “Weapons Crate - Security Equipment” crate from Cargo also contains a helmet. |
Body Armor | Moderate protection for the torso and limbs. Halves damage done by energy projectiles and kinetic bullets and reduces damage done by melee attacks by 6, essentially protecting you from toolboxes and other things that cause similar amounts of damage. Also prevents bleeding from pipe bomb shrapnel. Click on it to switch between all the different (purely aesthetic) armor styles. The Head of Security and Security Officers all spawn with body armor, and there are extra vests in Security equipment lockers and Sec resupply crates from Cargo. |
Military Boots | Offers slightly more heat and cold resistance than usual, though not by much, and reduces melee damage to the limbs and chest by 1. More notably, they also make kicking and diving at people do 2 more damage. The Head of Security and every Security Officer start with a pair of these. |
Heavy Military Boots | Like military boots, but they make a more distinct stomping sound that lets criminal scum know that there's a whup-ass elemental in the vicinity. Obviously not very stealthy. The Head of Security starts with a pair in their locker. |
Security Belt | A special toolbelt that can hold small objects, rifles, Security RecordTrak devices, and stun batons. Every loadout from the sec weapons vendor comes with one. |
Shoulder Holster | A belt item that can hold small objects and security weapons, similar to the security belt, but somewhat more hidden, especially when worn under a suitable jacket. The Detective gets one of these for holding their sidearm and forensics tools. |
DetGadget Hat | A special hat that can store certain items and bring them out by voice command. See more on Detective. |
Blast Helmet | Also called EOD helmet, the blast helmet is a stronger version of the regular helmet available only in the Armory and is ostensibly meant to be paired with a bomb disposal suit. It slows down movement speed a little bit, but it also diminishes the effect of explosions, lessens how much flashes and the like affect you, and reduces damage from melee attacks to the head by 9. |
Bomb Disposal Suit | Also sometimes called EOD suits, blast suits, and bomb suits, this heavy, bulky suit protects from explosions, among other things, and is only available from the Armory, typically on some sort of rack. It doesn't make you immune to explosions, but it does significantly diminish their impact, so while you might still take some damage, you'll often survive when you otherwise would be chunky salsa. All that plating also reduces damage from melee attacks to the chest by 9 (for perspective, it means extinguishers do minimal damage) and decreases damage from bullets and energy projectiles (but not thrown items) by 66%. It's also offers a small amount of Disorient (Body) resistance, lessening how much tasers and the like affect you. The one downside: it slows you a fair bit, though not as much as a standard space suit would. |
Riot Helmet | Offers excellent melee protection for the head, but slows you down quite a bit, almost to the level wearing a space suit would. The Armory usually has a few of these, ostensibly meant to be worn with heavy armor. |
Heavy Armor | Full-body armor for riot police, with better-than-average melee protection for the chest area. Protects you from angry men with blunt objects and pipe bomb shrapnel. Helps you last slightly longer against projectiles. Slows you down. |
Elite Security Helmet | Both twice as sturdy and twice as intimidating as the standard issue helmets. Found in Experimental Security Equipment crates ordered from cargo. |
Siren Helmet | A little less protective than the regular helmet, but allows you to play a police siren, complete with sound and red and blue flashing lights. Sometimes found in Security wardrobes. |
Head of Security's Jacket | Spawns in the Head of Security's equipment locker. A warm, lightly-armored jacket to wear while fighting crime. It offers less protection than an armored vest, but you have to sacrifice for style. |
Head of Security's Cape | Spawns in the Head of Security's equipment locker. Functionally the same as the HoS' jacket when it comes to melee and ranged damage reduction, but trades cold protection for heat resistance. |
NC Combat Helmet | A combat helmet designed to protect NovusCorp Security Operatives and NovusCorp Tactical Operatives from the depths of space. It spawns in the NCSO's backpack and happens to have a rather pretty blue face shield! |
NC Pressure Suit | A combat exosuit that provides protection from both combat-related trauma and the dangers of space. It spawns in the NCSO's backpack. Very tactical, look at all of those magazine pouches! The suit is also standard gear for NovusCorp Tactical Operatives. |
NC Gas Mask | A CBRN mask with a dual-filter design. Functionally identical to other masks except that the lens offers a little more eye protection. It spawns on the NCSO's security belt alongside their weaponry. |
Security HUD | Also called Security HUDs or just SecHUDs, these upgraded sunglasses show various icons for SecMate statuses and other things, allowing you to view criminal records in realtime. Meaning of the symbols: Orange C: Carrying contraband Yellow P: Paroled Green I: Incarcerated Blue R: Released Red !!: Set to Arrest Blue L: Has a counter-revolutionary implant White R: Head Rev exposed by counter-revolutionary implant The has-a-counter-revolutionary-implant and exposed-Head-Rev statuses persist even through the best disguises, but all the others besides Contraband (which doesn't care about identity) can be fooled, since they rely on visible name. If the person's wearing someone else's ID card, but isn't concealing their face (so they show up on mouseover as “SomeName (as OtherName)”), the glasses are smart enough to check the name associated with the face, not ID. But if they have the face concealed (so they show up as “OtherName”), the SecHUDs fall back on ID and so check the record for the name on the ID. |
Optical Thermal Scanner | Reduces darkness in a three tile radius and allows you to see people with active cloaking devices, cloak of darkness, and chameleon cloak. However, it it also makes you susceptible to EMP grenades, and flashes and similar bright lights stun for longer, cause eye damage if they didn't before, and induce much more eye damage if they did. The detective and HoS have a pair in their respective lockers, and the Armory often has some. |
Detective's VR Goggles | Connects to a personal office simulation with security cameras monitor and security records computer that does not require an ID, allowing the user to watch the cameras and search and manipulate sec records without actually being at the respective computers. Detective spawns with a pair of these. |
Security Headset | Essential for communication with other officers on a secure frequency. Type say :g to use the security channel. Keep in mind that when you speak, anyone in hearing distance can still catch what you say. The headset is vital to coordinate your efforts and should not be allowed to fall into the wrong hands, lest the antagonists remain one step ahead of you at all times. Extras appear in “Security Officer's equipment” boxes in sec equipment lockers. |
Security Badge | Turn in your gun and badge. Can be worn in the exosuit slot for style (it grants no armor or other stat bonuses) and a bonus functionality on the Clock 180 and clicked on while it's in your hand to flash it to everyone nearby, proving you're a real cop. Security Officers, the Detective, the Head of Security, Security Assistants, the NovusCorp Security Operative, Lawyers, and the Inspector all start with one. |
Weapons
Non-Lethal
Non-lethal weapons try to neutralize someone without killing them. In real life, “non-lethal” is a muddy term, since many supposedly harmless ways to incapacitate people do in fact pose some risk of permanent harm. In SC13 though, there are some weapons that cannot cause lasting damage, barring certain circumstances, and can be safely said to be non-lethal. Caution is advised when using these around metallic friends, as tasers will rapidly decimate silicons faster than kinetic weapons, and bright lights will stun them for ages, unless they aren't as friendly as they seem. Note that using non-lethal weapons without a good reason (e.g. they're attacking someone, they committed a serious crime and you need to bring them to jail) is still Grief; even if you're not dinging their health, you're still hampering their ability to enjoy the game.
Item | Description |
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Taser | This weapon fires a bolt of incapacitating energy. A target who is struck by two projectiles in a row will usually be stunned, or at least slowed. Successive shots cause longer stuns. Can be toggled in-hand between a single-shot and burst-fire mode, which will fire off three shots in one go. Tasers can fire 8 shots on single-shot mode or 4 shots on burst-fire, before they must be recharged in a recharger or taser recharger rack. The Standard loadout from the security weapons vendor has one. |
Taser Shotgun | Combines the stunning energy bolts of a taser with the unwieldy size and slower fire rate of a shotgun. Requires two hands, and features 200 PU cell and a toggle between a 10 PU mode that's a little weaker than the standard taser's single fire and a 25 PU spread shot that fires three simultaneous bolts at a wide angle that are, individually, weaker than the 10 PU shot. It's the center piece of the Control loadout from the security weapons vendor. |
Taser SMG | Similar to the taser shotgun in that it has more volume than power in its shots. It has a 200 PU cell and features two modes: full auto (using 8 PUs per shot), and two shot burst (using 40 PUs per shot) that can be toggled with the use key/clicking the SMG itself. Full auto will put you into a targeting mode with your cursor, which then shoots in the direction of the target for as long as the click is held. This mode is most effectively used on targets who are low on stamina. In two shot burst mode, the SMG will fire two quick bolts in the direction clicked. It controls more like the taser in this mode, but the bursts are closer in power to the spread shot of the taser shotgun. |
Wave Gun | Situational non-lethal firepower, found in the security weapons vendor's Offense loadout option. On top of the standard 200 PU battery capacity, it comes with three modes: Inversion Wave: 25 PU. Starts off with half the power of a taser bolt but becomes stronger with each tile it travels and has a long range. Matches the power of a taser bolt at seven tiles. Transverse Wave: 40 PU. Pierces through people, walls, doors, windows, everything! It can even hit people resting on the ground. But it has max range of only 4 tiles. It also starts off half as strong as taser bolt, but becomes twice as powerful as a taser bolt at (and only at) maximum range. Reflection Wave: 25 PU. Can bounce off up to two walls, windows, machines, basically anything that's not a human, monkey, cyborg, or similar. Each bounce boosts its power. Cannot bounce at right/90 degree angles (i.e. firing perpendicular to a wall does not cause bouncing). |
Flash |
Clicking on a human, cyborg, or other mob with the flash will obscure their screen with a white flash and drain their stamina, disorientating them and possibly stunning them if it drains all their remaining stamina.
The other use is area flash, activated by clicking on the weapon when it's in your active hand. This will briefly obscure the screen of everyone besides you in a 5×5 square with a white overlay and disorientate them as well. Area flashes also have a chance of disrupting active cloaking devices and holographic disguisers in a 3×3 radius.
Wearing adequate eye protection or being blind, whether clothing-related or biological in origin, blocks the effects of both applications.
Every time the flash is used, the bulb has a chance of burning out, rendering it permanently useless. Once burnt out, you must get a replacement, since the bulb cannot be recharged or repaired. The first 5 uses won't degrade the bulb, but each use after that adds an extra 10% chance for it to burn out, e.g. after 7 uses, the chance is 20%. Examining the flash gives you a rough estimate of number of uses; if the bulb is in “good condition”, it has been used enough that it could burn out.
They can be found in security equipment lockers, dispensed from the SecTech vending machines and manufactured by robotics fabs that have been hacked. |
Crowd Dispersal Grenade | These grenades release an smoke-powder cloud of capsaicin, which briefly stuns people and temporarily affects their motor coordination. The effects of capsaicin are avoided by wearing a gas mask or having internals active. The security weapons vendor has some of these as an option under the Utility category. More can be found in the Armory and also ordered from the Cargo's Experimental Security Equipment crates. |
NC Stun Land Mine | To deploy a NC stun land mine, click on it while you're holding it and click on Not timing to arm it (don't worry about setting a timer) and then drop it wherever you want the mine to go. When stepped on, it releases a 3×3 flash that severely disorients victims and causes them to stutter their speech for 10 seconds. It's pretty much a one-tap stun if they don't have some good stamina buffs. You can also put them inside backpacks, lockers, and other containers, so that the next person who opens them gets stunned. They're located in the Armory, in their own box in the Special Grenades Crate. |
Less-than-Lethal
Less-than-lethal (or just less-lethal) weapons are still designed to take someone down without murdering them. However, they still cause some amount of damage, so while these aren't designed to kill people, they can still cause death or significant injury if you're not careful. Because of that, they ought to be used with caution, so as to not hurt innocents.
Item | Description |
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Pulse Rifle | |
Riot Shotgun | Your average pump-action shotgun loaded with rubber slugs for less-lethal (i.e. it primarily stuns, but can cause some damage) takedowns. It's loaded with 8 slugs by default (i.e. similar capacity to tasers) and has heavy knockback, though the stamina drain is smaller than a taser, ammunition is (naturally) limited, and it takes up both your hands, so you only wield one of them (you can reload it just by clicking on a box of shells/slugs). These shotguns are pump-action, and require you to rack the pump before they're ready for action. Click on it to chamber a shell with authority! They are available from a rack in Armory that's locked to those with access to the Security department; the lock can be disabled with hacking. |
N.A.R.C.S. Deployer | This “NovusCorp Automatic Riot Control System” is found in the Armory's Special Equipment Locker and is often called “riot turret” or “good boy”. When deployed, this turret shoots less-than-lethal rubber slugs at the closest person in its 60 degree, 5-tile viewing range, if that person does not have a red-striped, green-striped, or golden ID card (i.e. not Security or Command). Doesn't fire at those at less than 0 health, never runs out of ammo, and can be repaired with a welder. It also barks. To deploy, click on the deployer while it's in your hand, use a lit welder to secure it to the floor, then a screwdriver to turn it on. Regardless of whether the turret is on or off, you can adjust the firing angle by clicking on it with a wrench. To pack it up again, use the screwdriver, welder, then wrench. |
Clock 180 | A single-fire pistol chambered in 9mm. The gun also sports a unique effect in that it'll return to your hand upon throwing it. If you're wearing a Security badge, the gun will also fire upon hitting someone with the throw. Found in Cargo's Experimental Security Equipment crate. |
Tranquilizer Rifle | This is security's answer to drug-fueled rampages. A lot of illicit substances and other stimulants grant the user some degree of stun resistance, rendering most of the non-lethal arsenal useless. The darts contain a dose of haloperidol, which will rapidly flush said drugs out of their bloodstream and, for stimulants users specifically, directly reduces the duration of the stimulant high. It is not the default load, but there are also mutadone darts for dealing with unruly geneticists or anybody else abusing genetics powers, e.g. a hulk smashing down walls or a crimer whose SMES Human makes stun batons useless. Like the riot shotgun, this is also two-handed, so you reload it by clicking on a magazine of darts or dragging and dropping the magazine onto your gun. The Armory has a few of these, along side both tranquilizer and mutadone darts in the Tranquilizer Crate, and the medical director gets one in their personal equipment locker, which also has a little bit of both dart types. Extra darts can also be found in the AmmoTech. |
Barrier | A one-handed energy shield. Click on it while holding it to activate it. When active, the shield slows you down somewhat, but lowers damage from melee attacks by 9, decreases damage from both kinetic and energy weapons by 60%, and lessens the effect of all forms of Disorient (e.g. tasers, flashbangs, hootingium) by at least at half. While mostly defensive, attacking someone with the shield active does a slight amount of damage and pushes them back a tile, with a chance to knock them down on the floor. If you click on a tile far away from you while on Harm or Disarm intent, you also create another energy barrier in front of you that can reflect bullets, energy shots, rockets, and fireballs. Any kind of melee attack can break the energy shield, even if just does minimal stamina damage, and you can't move with the energy barrier up. Fun against Nuke Ops. There's one in every Sec equipment lockers and every Security Weapons Vendor load-out. NovusCorp Security Operative starts with one on their belt. |
Flashbang | The flashbang is a grenade that emits a loud bang and bright flash to everyone in its vicinity when it goes off. Point-blank, people will be stunned and deafened for a decent amount of time, but the effects are less pronounced further away and mostly consist of confused movement. Sunglasses don't offer full protection, so you should be careful to not end up in the blast radius yourself. Excessive use can permanently deafen or blind someone, making these a very loathed item - be sensible with them. Flashbangs are also useful for dealing with rogue cyborgs at range, since they are not immune to its effects. Flashbangs are found in the Armory, specifically in the AmmoTech, inside one of the boxes in the Special Grenades Crate, and sitting on tables and racks. There's also one in each Weapons Crate - Experimental Security Equipment shipment. |
Lethal
Make no mistake, these weapons are meant to kill. They might not be exactly the best at killing, but killing is still their intended purpose. You bring these out when things get dangerous, e.g. a blob or nuclear operatives. Just as you would with a gun in real life, don't use these against someone unless you fully intend to kill them.
Item | Description |
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Stinger Grenade | Crowd disperal grenade's nastier cousin. When primed, these grenades will send out a burst of debilitating rubber balls that can take out limbs, cause horrific brute damage, and lodge into people's chests as shrapnel, inflicting further brute damage. |
RP-4 Phaser Gun | Sometimes called simply “phaser gun” or just “phaser”, the RP-4 phaser gun fires lethal bolts that do 20 BURN. These are not like Star Trek phasers; they have only one setting. Preferably, officers should never need to use these, but they may be necessary in the event of a robot uprising, hostile critters or the presence of shambling abominations, vampires or wizards. Can be ordered from the cargo bay, and a security-level ID is required to unlock the crate. |
RP-3 Micro phaser | The phaser's little brother. Half the damage, half the cell charge, but about half the energy usage, and you get twice as many per crate. If you can get a better power cell for it these can be quite efficient, or if you're pressed for cash and want to make sure all your officers have some lethal capability. Just like the phaser, they can be ordered from the cargo bay, and a security-level ID is required to unlock the crate. |
RP-5 Macro phaser | Unlike most lethal weaponry, the macro phaser is only particularly useful against targets that can be stunned (or at least disoriented/slowed), since it takes about a second to charge up, and as an additional downside, it has to be held with two hands. That said, when it does connect, it does a massive 50 BURN, and triggers a mini-explosion effect on whatever it hits that does about 22 BRUTE, can gib corpses, and has a chance to break down walls. Similarly to the other types of phasers, the macro phaser is ordered from cargo, but unlike the others, its crate needs armory access to be opened. |
Multi-Role
These weapons can function as non-lethal, less-than-lethal, and/or lethal weapons.
Item | Description |
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Stun Baton |
Off - Help, Disarm, Grab: Is completely inert.
Off - Harm: Aka, harmbaton. Click on someone adjacent to beat them, draining stamina and dealing BRUTE. In-universe, your character is grabbing the baton by the business end and hitting them with the handle, and the sprite changes to show this.
Batons can also substitute for a defib when treating cardiac arrest and can also “batonfry”. Each baton starts with a 200 PU cell, and each use besides batonfrying drains 25 PU, which is equivalent to 8 charges. Examine the baton to see the number of charges left. There's a baton in every loadout from the security weapons vendor. |
Stun Cane | This is basically a compact version of the stun baton that the VIP spawns with for personal protection. Besides the smaller battery of 100 PU (so only four charges) and icon, there's no functional difference between it and the regular stun baton. |
Extendable Stun Baton | Same as the standard stun baton, but with a self-charging battery that has only 150 PU (i.e. 6 uses at full charge) and cannot be swapped out, though it can still go into rechargers. It can be thrown to disorientate and/or stun people when on and has a special attack (click somewhere more than two tiles away while on Harm or Disarm intent) where you swing the baton. Activating it in-hand changes its mode in order of collapsed, able to fit in pocket→extended, on→extended, off→collapsed again. Every NovusCorp Security Operative starts with one. |
Energy Gun | Combines the versatility of a taser and laser gun. Use the fire selector to toggle between both firing modes. Starting equipment for the captain and HoS. |
Lawbringer |
List of Lawbringer modes:
“Detain”: 50. An energy bolt that makes a 3×3 burst upon hitting a person/object or traveling about six tiles. Those caught in the burst suffer Disorient, which slows people's movement speed and confuses their movement, and since it also inflicts Slowed, they are slowed down even further. If you get caught in the burst yourself, you will not be affected, though others around you will.
“Execute” or “Exterminate”: 30. A .38 FMJ round, same as the ones the Detective uses.
“Hotshot” or “Incendiary”: 60. A flare that causes fire wherever it hits and wherever it travels, like a flamethrower.
“Smokeshot” or “Fog”: 50. A smoke grenade, same as the kind used by the riot launcher.
“Knockout” or “Sleepshot”: 60. A dart with 10 units of haloperidol.
“Bigshot” or “High-Explosive” or “HE”: 170. An explosive round that tears apart walls and people alike upon exploding, like an AEX shell with much less impact damage, but much higher explosion damage.
“Clownshot” or “Clown”: 15. A silly minimal-damage projectile that throws Clowns so hard, it knocks their shoes off, honk! Also works on people wearing at least two pieces of clown gear, i.e. clown mask, clown suit, clown dress, and, of course, clown shoes.
“Pulse” or “Push” or “Throw”: 35. Throws them back a fair distance. Causes Stamina drain and Disorient status effect that lower with distance like the taser. Vibe check. |
Detective Special Revolver | The Detective's sidearm, variously also known as .38 revolver, Det gun, CPA Detective Special (its old name), and Detective's Revolver, among other things. In an emergency, it's often one of the few ranged lethal weapons on hand and causes bleeding damage to anyone who is hit by the bullets. When loaded with stunner rounds, the .38 turns into a seven-shot taser and is entirely safe to use in that capacity (no damage or bleeding). |
Peacemaker | An alternative sidearm for the detective. It functions a lot like the typical .38 revolver, except that you need to use it inhand before every shot to cock it. Mostly useful to slow down people who might manage to steal your gun - while they just have your slow-to-fire gun, you'll ideally have backup weapons or security officers. |
Signifier II | The NovusCorp Security Operative's new high-tech energy weapon, convertible between a non-lethal pistol and a lethal carbine with the flick of a switch. On the non-lethal setting, the weapon is one-handed and semi-automatic, capable of rapidly sending stunning projectiles downrange. These taser-like darts disorient and do stamina damage on hit, making it easier to land follow-up shots. On the lethal setting, the stock and foregrip deploy and turn the weapon into a two-handed submachine gun that fires in two-shot bursts. The first projectile does burn damage, the second brute. If they both manage to impact the same target, an electric flash occurs. Being “signified” deals bonus brute damage to the target, and may deal stamina damage to adjacent targets. The Signifier II has a self-charging battery and may be inserted into rechargers to speed up the process. |
Riot Launcher | A single-shot grenade launcher for riot control. Typically loaded with smoke shells, but it will accept other 40mm grenades. It also accepts hand grenades of any type (flashbangs are especially fun), though loading it in takes one second rather than being instant like with other ammo. The 40mm Paint Marker Rounds for the Security Weapons Vendor are meant for this weapon. Found in the security office. |
Equipment
Item | Description |
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Requisition Token | Redeem this security requisition token at a security weapons vendor for weapons and gear! Redeems one loadout, two utility credits, and one ammo credit. Every Security Officer and the Head of Security all start with one, and there's two extra in each Special Equipment locker in each Armory and one in each “Weapons Crate - Security Equipment” crate from the Quartermasters. Security Assistants spawn with a silver assistant variant (image on the right) that is also named “requisition token” but has less buying power. Redeems one assistant belt and one utility credit. Two extra can be found in Special Equipment lockers in each Armory, and one in each “Weapons Crate - Security Equipment” crate from the Quartermasters. |
Security Pouch | Handy storage space with six slots that can fit in your pocket! Unlike a box, you can access its inventory while moving, and it fits small- and tiny-size items, making it good for storing cuffs, grenades, spare batteries, and similar. The Head of Security and every Security Officer starts with one that starts with three handcuffs, a flash, a whistle, and, of course, a donut. |
Forensic Scanner | The primary means of gathering forensic evidence. Can scan an item, person, door, wall, etc. for blood DNA, fingerprints, ballistic evidence, and more. Can also show the contraband level of items. The dedicated forensic scanner gadget is available through the Security Weapons Vendor under the Utility category and is found throughout Security and the Detective's Office, and every Security PDA has a forensics scanner in place of the usual atmospheric scanner. If you're the detective, you get a speicalized forensic scanner that can grab prints at a distance in your locker. Be mindful, it can pick up gunshot residue, but this can be faked if someone is splashed with black powder. See Detective for more advice. |
BloodTrak | Points in the general direction of the dead/living body a scanned pool of fresh blood belongs to for a temporary amount of time. Scanning very fresh blood lets it point the way for 8 minutes, semi-dried blood 4 minutes, and dried blood none at all! It also works like other pinpointers in that color of arrow also indicates how close one is. |
Spy Sticker Kit | A box with 6 special stickers that pick up speech from up to 7 tiles away from the sticker and transmit it to the detective's own private frequency on 135.1. Starts in the Detective's “Forensics equipment locker” and must first be clicked on in-hand to turn on/off the microphone and/or speaker. |
Evidence Box | A fancy version of the regular box for official business. |
Luminol Smoke Grenade | Or, simply, luminol grenade. When primed by clicking on it in your hand, creates an up to 12-tile wide, diamond-shaped smokepowder-cloud of luminol, revealing any blood stains that were previously wiped away. The Detective starts with a box of three in these in their locker in their Detective's Office. |
Handcuffs | Used for detaining suspects. A person in handcuffs can't use their hands or open doors, and is unable to move when being pulled around. Be advised that bumping into somebody else will likely break this hold. To uncuff somebody, access their inventory with drag & drop and click the Handcuffed line. Prisoners are capable of removing the handcuffs themselves by using the resist button, which requires them to stand still for about 45 seconds. Extra cuffs can be vended from the SecTech, and there are usually extra boxes of cuffs laying about Security. |
Silver Handcuffs | Special handcuffs tailor-made for capturing werewolves, created by dipping regular cuffs in silver. Werewolves in their werewolf form can't escape out of them at all and trying to burns their arms slightly, though using their Transform ability still lets them drop the cuffs. They can only be removed once before breaking and take less time than regular handcuffs to break out of. |
Ziptie Cuffs | Also called plastic cuffs, 'cause, well, they're made out of plastic. That means they break after removal, and they take only around 15 seconds to break out of, making them more suited for temporary prisoner transport than permanent detainment. Cannot be used for making silver cuffs, but can be used for shackles. SecTechs start out with a bunch of these. GuardBuddies and Securitrons use these to cuff people in lieu of regular cuffs. |
Shackles | Made by combining handcuffs with orange shoes. Anyone wearing these will be unable to run, only walk at a slow hobbling pace. The wearer can free themselves by using the resist button and standing still for 45 seconds. |
Port-a-Brig Remote | Using this summons the Port-a-Brig if you are standing in an open, unobstructed space. To transport somebody, grab the (preferably handcuffed and stunned) prisoner, stuff them in the Port-a-Brig and swipe your ID to lock it, then use the remote to return the apparatus to security. You can also use a security PDA to control and remotely un-/lock any Port-a-Brig. Note that people can try to unlock the port-a-brig by flipping. |
Security RecordTrak | Sets the Security Status of whoever you're using on to whatever status you set the Security RecordTrak to. Cannot, for obvious reasons, set people to Arrest. Click on it to change the status being set. Useful for setting prisoners to Released or Incarcerated without having to manually change their record through the Security Records computer. Can fit on secbelts. Previously known as the Securotron-5000. Found scattered throughout Sec and is one of the options offered by the Security Weapons Vendor. |
Security TicketWriter 2000 | Produces an Official Caution directed to whoever or whatever you specify. Allows for customization of the ticket reason to fit the specifics of the crime. Security Assistants get one in their loadout. The Security Officer's default PDA cartridge allows you to access the Ticket Master program and generate Official Cautions and fines that directly are removed from an offender's bank account after the fine is approved by the Captain or Head of Security. The Captain, Cyborgs, Head of Personnel, and Chief Engineer also have access to ticket-writing capabilities on their PDAs. |
Portable Camera Viewer | A portable version of the camera terminal. Found in the HoS' and detective's office, among other places. |
Gavel Hammer and Block | Click on the block while holding the hammer to make the iconic thumping sound and shout ORDER IN THE COURT! ORDER IN THE COURT! Found in the Courtroom, natch. |
Whistle | Attention-getter. Click on it while it's in your hand or use the activate-in-hand shortcut to blow it. This produces, naturally, a sharp whistle sound and outputs a bold red message in that chat, so people are somewhat more likely to pay attention to you when you give a warning, such when you tell someone to cease swirlie-ing the clown so you can do it yourself. Every Security Officer, Head of Security, and Security Assistant starts with one in their pouch, NCSOs get theirs on their belt, and it's possible to make your own. |
Fog Grenade | Click on it while it's in your hand to prime it and create an up to 12-tile wide, diamond-shaped fog cloud. The fog blocks off line of sight, and unlike smoke from smoke shells and such, it doesn't make people drop items. X-Ray Vision lets you see everything inside and beyond the clouds. You can also look beyond the fog with mesons, but you'll only still see the walls and floors and can't actually see the size of the cloud. Can be used to break up fights or make an escape. Every SecTech gets five of these. |
Airlock Breaching Hammer | This two-handed hammer found in the Armory can bust down doors. To use it, click on the door while holding it and just keep smacking; for most doors, it'll take somewhere around 5 hits. You might use this if you need to enter some place, but the doors are bolted and depowered or otherwise hard to open; some examples might be the AI Upload, so you can reset a rogue AI, or a booby-trapped room, so you can free its victims. Naturally, it's also good for busting up people too, though it has a slower attack rate than other melee weapons. |
NovusCorp Experimental EDF-7 Breaching Charge | Goes on walls, floor tiles, and similar. Clears out almost all walls, windows, grilles, and other solid objects in a 5×5 radius and usually destroys the floor tile where it's placed as well, then triggers a modest explosion that takes out a fair bit of health. Can help remove some walls blocking a Blob nucleus or breach through a barricade Nuclear Operatives have created. |
The Head of Security's coffee mug | The Head of Security's very important coffee mug! Can be found inside the HoS' office. Has a unique description text depending on whether or not you're the Head of Security that's examining it. |
Donut Box | A box containing six donuts that are either plain or frosted pink. All jokes aside, each individual donut provides a stamina food buff that adds 18 to your maximum stamina. This can be super useful for confrontations and fights to keep you on your feet and moving fast. |
Security Tape | A roll of brightly colored security tape. Using it on the floor lets you create a small tape fence to help you designate areas of importance. The fence can be vaulted by clicking it with an empty hand on help intent, or by simply walking up to it. It is extremely fragile, and will be instantly broken by anyone walking sprinting through it or by any object. However it can be cut down cleanly with wirecutters and re-used elsewhere! Otherwise, expect the exasperated sighs of the janitors as you leave a trail of broken down tape behind you. |
NC Handkerchief | A small handkerchief issued to elite NovusCorp Security Operatives. Functions like most handkerchiefs, such as having emotes being preformed into it giving a special action (i.e *sneeze). Also functions like a chemical rag, for when you need someone knocked out cold. |
Machinery
Item | Description |
---|---|
Recharger | A stationary device in the main Security wing and every Security Checkpoint for recharging tasers, stun batons, and most other energy weapons. The Mining Department and Cargo Bay also have these, mostly for recharging mining gear and cargo transporters. Green means it's recharging; yellow, flashing, and dinging means it's finished charging. |
Taser Recharger Rack | Basically a bigger version of the above, found in the equipment room with all the Security equipment lockers, that can charge up to three tasers, and only tasers, at once. While anybody can add tasers to it, only Security Officers and anybody else who can open Security equipment lockers can take them out (though the tasers themselves have no access restrictions); the rack can be made freely accessible by all through hacking. |
Armory Authorization | This computer controls access of the Armory and contents within. When sufficient authorization is given, the doors, lockers, crates, and/or AmmoTech become accessible to those with Security access and sends a server-wide announcement saying such. You grant authorization simply by clicking on the computer while wearing an ID with correct access (access implants don't count); revoking works same way. To get sufficient access to open the Armory, you need either a Head of Security or three people with Security Equipment access, i.e. Security Officer, Captain, but not Detective, Security Assistant, or Lawyer. The computer counts fingerprint and ID, so one cannot simply make three Security IDs and use it with the computer. A Head of Security can also close the armory, and the computer logs fingerprints of whoever opened it. |
Security Computer | A ThinkDOS computer with SecMate installed. This program can be used to manipulate the criminal record and wanted status of every crew member. Active securitrons will attempt to detain anybody who has been set to arrest. If you found forensic evidence (fingerprint ID or DNA), you can also search the database to find a match. |
Security Records | Does exactly the same, just through a more user-friendly interface. Somewhat rarely comes in the same texture as the Security Computer, but is usually a filing cabinet. |
Security Camera Viewer | Keep an eye on other parts of the station from the relative safety of the security office. Cameras which have been deactivated will be highlighted as such on the list. You can set a viewport of a camera by searching for the camera you want and then clicking “Create Viewport” near the top left; this makes a little pop-up window of the area the camera covers appear, and you can watch the area so long as you don't move away from the camera viewer. Viewporting can be good for monitoring areas where you think a criminal might return to. This viewport will close if you move too far away from the camera viewer. |
Wanted Poster Station | A computer for making wanted posters. Simply enter a name, search the Security database or swipe a camera photo for a mugshot, set a reward, add some additional notes, and voila, you have a poster! Afterwards, you can either send it to all printers on the station or print some out to plaster around yourself. Note that the database's picture will portray the depicted's appearance at roundstart. If they change clothes, put on a disguise, or use a DNA scrambler, the picture won't update. Silicons, wizards, and other things not in the database will not have a picture. |
Security Scanner | Scans the hands, pocket, backpack, and belt slots of anyone who passes through these for Contraband, assigning them a numerical threat level going from 1 to 10 based on the type and amount of contraband detected. If it assigns a threat level to be 4 or higher, it sends an PDA alert to everyone in Security, noting who they are, what their threat level is, and where the scanner that sent the alert is. |
Port-a-Brig | Useful for transporting prisoners to the brig, as you don't have to pull them across the station. Swiping a security ID will lock or unlock it (or use the PDA program). To put someone in, click on them while on Grab intent, and then click on the port-a-brig; there is a brief 3 second delay to this. The person can be let out by using the context menu or move eject verb. Prisoners can still resist their handcuffs while inside, so be wary of immediate attempts to attack you or otherwise escape. In an emergency, the prisoner can also be released by prying the lock open with a crowbar. If you've ordered a second Port-a-Brig from Cargo through the Security Containment Crate, remember to assign a suitable home turf by click-dragging the device onto an adjacent floor tile. |
Brig Chute | A special disposal unit for safely inserting people into the Brig (and occasionally other places such as the Courtroom or Interrogation Room). Officers can simply grab the detainee, click on the chute to shove them inside, click on it again to open up its interface, and then click on Disposal handle: Engage to activate the chute and send the detainee into the Brig. |
Flasher |
Both devices will disable active cloaking devices and holographic disguisers. Flashers can be avoided by wearing adequate eye protection, by turning off the local APC's equipment setting, by walking past them instead of running (portable only), or by rendering them inoperable with wirecutters (wall-mounted only). |
Confiscated Items Crate | Crate for securing storing dangerous items taken from suspects, e.g. weapons (stolen goods should be returned.) Accessible only by those with Brig access and usually found in the vicinity of the Brig too. On some maps, these also come spawned with a couple of curios, like a vuvuzela. |
Automatic Locker | Card-locked closet linked to a particular brig timer. If you store low-risk items such as toolbelts in there, the prisoner can grab their belongings once they're free to go, jump into the floor flusher and be on their way without unnecessary hassle. Click-dragging the locker onto a brig timer can be used to select it as the new controller when necessary. |
Floor Flusher | A giant chute that opens when a specific brig timer runs out of time. Once a prisoner climbs in, the chute then closes and releases them back into the station, removing their handcuffs if necessary. |
Security Wagon | Like the standard utility tractor, but in blue, located in some stations' Security Wing. |
Segway | VROOM VROOM OUTTA THE WAY |
Security Weapons Vendor SecurityWeaponsVendor-32×32.png
Offers vital equipment for tokens. Click on it with a sec requisition token to insert the token in, then click on the vendor to bring up its interface. Each token will provide one loadout credit, one ammo credit, and two utility credits. The assistant token Security Assistants spawn with only offers Assistant credit. Whatever selection you make will pop out of the vendor - loadouts will come in the form of a belt containing the class chosen, the utility options will simply pop the item out. Choosing one is hard, but actually getting one is that simple. You'll see these options below.
Each loadout also gives a pinpointer for the weapons included in the belt, so they can be located if lost. Keep this safe!
Materiel | Category | Cost | Description |
---|---|---|---|
Standard | Loadout | 1 | Simple yet versatile and good for every situation. Contains 1x secbelt with 1x stun baton, 1x taser and 1x barrier. |
Offense | Loadout | 1 | Powerful with good aim and mindful use of range. Contains 1x secbelt with 1x stun baton, 1x wave gun, and 1x barrier. |
Control | Loadout | 1 | Handle larger groups using weak but plentiful stun pellets. Contains 1x secbelt with 1x stun baton, 1x taser shotgun, and 1x barrier. |
Suppression | Loadout | 1 | A more precise approach to handling multiple targets. Contains 1x secbelt with 1x taser SMG, 1x stun baton, and 1x barrier. |
Just a Baton | Loadout | 1 | For those who prefer a more hands-on approach. Contains 1x secbelt with 1x stun baton and 1x barrier. |
Morphine Autoinjectors | Utility | 1 | A small box of 6x emergency auto-injectors with morphine, which can help keep you running through tough situations. |
Robust(ed) Donuts | Utility | 1 | A “robust donuts lunchbox” with 1x robust donuts, which contain some drugs that help you partially resist stuns, and 1x robusted donuts, which contain a cocktail of general-use healing chemicals. |
Crowd Dispersal Grenades | Utility | 1 | A small box of 4x crowd dispersal grenades to deter groups away from an area. |
Forensics Scanner | Utility | 1 | Portable device with a combination of fingerprint scanning, blood ID's, ballistic evidence, and on-site record searching. |
Night Vision SecHUD Goggles | Utility | 1 | A pair of night vision goggles that make you vulnerable to flashes, but allows for much better vision in the dark and show SecMate status. |
40mm Paint Marker Rounds | Utility | 1 | A box of five Paint Marker rounds for a riot launcher. Anyone hit with one of these is “Dripping with Paint” for 30 seconds. During this time, they are covered in highly visible orange paint, and they leave a trail of orange footsteps too. This makes them easier to track and persists through disguises and invisibility cloaks, so it can be useful if there are reports of a Changeling or a cloaker user. The person can clear it away by pouring space cleaner on themselves or going under a showerhead. |
RecordTrak Scanner | Utility | 1 | It's a Security RecordTrak scanner, a device used to update prisoners' security records, same as the kind found throughout the Security department. You might take this if all the ones Sec starts with are gone or you just don't want to take the ones already lying around. |
Assistant | Assistant | 1 | A secbelt containing 1x barrier, 1x forensic scanner, and 1x security ticket writer for aspiring security assistants. Cannot be obtained through regular sec requisition token. |
Spare Power Cell | Ammo | 1 | Your standard 200 PU power cell, same as the kind used in stun batons, tasers, and the like. You can swap it with the one in your baton or gun when you need quick recharge, such as when you're chasing someone and can't afford to retreat to a recharger. |
Disruptor Power Cell | Ammo | 1 | The cell formerly used by the old disruptor weapon, useful as a side grade or emergency swap-out. Capacity is only 100 PU, less than the 200 PU cells used by stun batons and many other energy weapons used by Sec, but it has a decent self-recharge speed. |
Equipment Lockers
Item | Description |
---|---|
Security Equipment Locker |
Barrier: 1
Flash: 1
Handcuffs: 1
SecHUD sunglasses: 1
Security winter jacket: 1
“Security Officer's equipment” box (1x brown shoes, 1x Security headset, 1x Security jumpsuit, 1x Security PDA): 1 |
Special Equipment Locker | Found exclusively in the Armory. By default, can only be opened by the Head of Security, but can be lowered to all Security personnel once enough authorization has been granted for the armory authorization computer. List of Contents: Security requisition token: 4 (2 Assistant, 2 Security) NARCS deployers: 2 |
Head of Security's Locker | The Head of Security's locker of equipment is found, naturally, in the office of the Head of Security. Barring EMAG-wielders or packet-hackers, only the Head of Security can open this locker. List of Contents: Spare ID box (8x blank ID cards): 1 Handcuffs: 1 Flash: 1 “Head of Security's clothing” box (1x default HoS uniform, 4x alt uniforms, and 1x command winter jacket): 1 Head of Security's jacket: 1 Head of Security's cape: 1 Brown shoes: 1 Body Armor: 1 Helmet: 1 Security HUD: 1 Energy gun: 1 Security Headset: 1 Optical thermal scanner: 1 HoS stamp: 1 HoS headset: 1 Heavy military boots: 1 Barrier: 1 |
SecTech
Sometimes referred to as the “SecVend” or “security vendor” by older players. Dispenses basic gear to anybody with access to the Security department, but not necessarily access to Security equipment lockers, e.g. the Detective.
List of Contents:
Item | Quantity |
---|---|
Ziptie cuffs | 16 |
Handcuffs | 8 |
Flash | 4 |
Helmet | 4 |
Security PDA | 2 |
Security tape | 3 |
.38 Stun speedloader | 2 |
Counter-revolutionary implants | 3 |
Implanter | 1 |
Copy of Frontier Justice | 1 |
(Hidden) Flash/Cell Assembly | 1-6 |
(Hidden) .38 speedloader | 1-2 |
AmmoTech
Found exclusively in the Armory. Locked to the Head of Security by default. Dispenses ammo for shotguns, tranquilizer rifles, riot launchers, and other kinetic weapons used by Security.
List of Contents:
Item | Quantity |
---|---|
12ga rubber slug boxes | 6 |
.38 speedloader | 2 |
.38 Stun speedloader | 3 |
9mm magazines | 3 |
12ga flares | 3 |
40mm smoke shells | 3 |
40mm plastic baton rounds | 5 |
.308 tranquilizer darts | 3 |
.308 mutadone darts | 3 |
Flashbang | 7 |
(Hidden) 12ga Buckshot (weaker version) boxes | 1 |
Armory Crates
All the following crates spawn in the Armory. By default, only the Head of Security can open armory crates, but uniquely, the armory authorization computer can lower the requirement down to anyone with just Security access, if said crate is in the Armory when sufficient authorization is fulfilled.
Armory Crate | Description |
---|---|
Tranquilizer Crate | This crate has tranquilizer rifles for neutralizing people abusing anti-stun drugs and/or genetic powers. Contains: 2x tranquilizer rifles, 2x .308 tranquilizer darts magazines (4x shots in each), 2x .308 mutadone darts magazines (4x shots in each) |
Pod Weapons Crate | The weapons in this crate are meant to be used by space pods for neutralizing other pods, less-than-lethally, lethally, and explosively. Contains: 2x Mk.3 Disruptors, 2x Mk.2 Scout Lasers, 2x 40mm HE pod-seeking shells (2x shots in each) |
Phaser Crate | Exactly what it says on the tin. It's got phasers, Jim, but not phasers as Star Trek knows it. These phasers are entirely lethal and somewhat weak. Contains: 4x RP-4 phaser guns |
Special Grenades Crate | There are a total of 21 grenades in this crate, some non-lethal, some not. Most of them are meant to be used against people, but the incendiary grenades can also prove useful for blobs. Contains: 2x security-issue grenade boxes (2x crowd dispersal grenades, 2x smoke grenades, 1x stinger grenade, 1x flashbang, 1x shock grenade), 1x experimental grenade box (3x incendiary grenades, 1x high-range incendiary grenade, 3x cryo grenades), 1x Non-lethal landmine box (5x NC stun land mines) |
Anti-Biological Crate | On many maps, this is often found outside of the Armory, though it is still locked to the Head of Security. “Anti-biological”, or just “anti-bio”, is a fancy way of saying this crate has weapons that create fire. You might break open this crate if you have a Blob on deck, which is by default quite vulnerable to fire (though it can mitigate it in a few ways) or a Changeling, whose massive health regeneration in shambler form is nullified by fire. Goes without saying this is lethal stuff. Contains: 2x flamethrower, 2x flare gun boxes (in each, 1x flare gun, 1x 12ga flares box with 8 extra flares) |
Shotgun Crate | Stuffed entirely with great communicators, the riot shotguns. These are only found in armories where their role has not been largely superceded by the shotgun racks. Contains: 4x riot shotguns, 4x 12ga rubber slugs boxes (8 slugs in each) |
1 Items 1.1 Portable Flash 1.2 Deployable Barrier 1.3 Recharger 1.4 Tracking Implant 1.5 Chemical Implant 1.6 Handcuffs 1.7 Corporate Regulations 1.8 Flash 1.9 Pepperspray 1.10 Hailer 1.11 Riot Shield 1.12 Tape Recorder 1.13 Evidence Bag 1.14 Warrant Projector
2 Weapons 2.1 Stun Baton 2.2 Telescopic Baton 2.3 Taser 2.4 Energy Gun 2.5 Laser Carbine 2.6 Practice Laser Gun 2.7 Ion Rifle 2.8 Combat Shotgun 2.9 Flashbang 2.10 NT Mark 58 Pistol 2.11 WT-550 Automatic Rifle 2.12 Z8 Bulldog
3 Wearable 3.1 Helmet 3.2 Riot Helmet 3.3 Riot Suit 3.4 Ablative Armor 3.5 Bulletproof Vest 3.6 Detective Vest 3.7 Head of Security Armored Trenchcoat 3.8 Holster 3.9 Webbing Vest 3.10 Security Hardsuit 3.11 Security Hardsuit Helmet 3.12 Shackles 3.13 Security Belt 3.14 Sunglasses 3.15 HUDSunglasses 3.16 Earmuffs
Items
Standard issue hardware for the discerning security officer.
Object Location Purpose Description Security Belt Secbelt.png Equipment Room Holds security equipment. A standard-issue security belt. Can hold up to five security items, such as flashbangs, donuts, flashes, pepper spray, batons, handcuffs, seclites, masks, and zipties. Assault Belt Assaultbelt.png 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 any small item, such as ammo, tools, and small firearms. Security Projector Secprojector.png Equipment Room Cordons off areas. A security holo-projector often used by law enforcement and corporate security. Prevents people from passing through it unless they are walking. Seclite Seclite.png Equipment Room Illuminates darkness. A standard-issue security torch that provides a high degree of illumination in dark areas. Can be mounted onto various weapons. Hailer Hailer.png Equipment Room Shouts at fleeing suspects. Simply shouts the phrase “Halt! Security!”. Available only from a hacked security vendor. Sunglasses SGlasses.png Internal Affairs Office Firing Range 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 SecHud.png 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 Secbowman.png Equipment Room Provides ear protection. A bowman headset designed to protect the ears and provide patrolling officers with high-fidelity radio communications. Black Gloves Black Gloves.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 and offers slight fire protection. Forensics Gloves ForensicsGloves.png 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 Kravgloves.png 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 Earmuffs.png 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
SecHailer.png 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. Use the button in the top-left of your screen to change phrases. Emag it for a secret phrase! Holobadge Holobadge.png 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 Forensic Scanner.png 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 Gun Holster.png 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 Evidence Bag.png 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. Useful for picking up Cult equipment. Space Law SpaceLaw.png Security Provides reference for Space Law. This is an on-station copy of Nanotrasen's Space Law. Donut Box Donut.png Security Office Fuel for the hungry officer. A box of six donuts. The sprinkled ones provide minor healing to security officers. Handcuffs Handcuffs.png 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 Zipties.png Equipment Room Restrains suspects. Used to detain suspects, but unlike handcuffs, they're single use. Pepperspray Pepperspray.png 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 Flash.png 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, detainee pacification, and stunning rogue cyborgs. Energy Bola Ebola.png 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 Flashbang.png 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 Grenade.png 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 Clustergrenade.png 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 Various equipment useful for performing a variety of tasks within the security occupation.
Object Location Purpose Description Securitron Securitron.png Labor Camp Security Performs automated arrests. A baton-equipped robot that scans nearby users to check their arrest status. Upon finding a valid arrest status, Securitrons will stun and ziptie the suspect before notifying security. Secvend Sec Vendor.gif 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. Hack it for additional goodies! Secway Secway.png Armory Provides added mobility. An all-purpose Secway. The secway can't pass people and is slower than running speed, which makes it less useful in crowds and during chases. It can, however, move through slick surfaces without slipping, making it very useful against clowns. Portable Flasher Portableflash.png 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. Walk slowly to avoid triggering it. Deployable Barrier Deployable Barrier.png Armory Secures/barricades an area. A deployable barrier that can be used to block doors and hallways. Recharger Recharger.gif 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 Secbomb.png 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 Blindfold.png Security Blinding detainees. A simple blindfold made out of thick velvet. The wearer will be blinded and unable to see their surroundings. Prevents a vampire from glaring. Straight-Jacket Straightjacket.png 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 Syringes.png Security Facilitates executions. A lethal-injection syringe filled with a mix of toxin, cyanide, pancuronium, fluorine, and fluorosulfuric acid. A single injection is enough to guarantee the expiration of a sentenced inmate. Electric Chair 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 Implantbox.png 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 Implantbox.png 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 Implant.png 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 The tools of the trade, from melee weapons to rifles.
Object Damage Type Damage Location Description Stun Baton Stun Baton.gif Stun/Brute 12-14 sec/10 Brute Equipment Room A standard-issue stunbaton capable of readily subduing targets within melee range. Telescopic Baton Telebaton.gif Stun/Brute 4-6 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 Combatknife.png 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. Disabler Disabler.png Stamina 30 Stamina Equipment Room A disabler capable of shooting long-ranged disabler bolts that deal stamina damage. Energy Gun Energy Gun.gif Stamina/Burn 30 Stamina/20 Burn Secure Armory An energy gun capable of toggling between lethal and disabler fire. Laser Gun Laser Gun.png Burn 20 Secure Armory An energy gun with the only firing setting you need in an emergency - kill. Practice Laser Gun Laser Gun.png N/A N/A Firing Range A practice variant of the traditional laser gun. Fires harmless beams of light. Ion Rifle Ion Rifle.gif 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 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. Combat Shotgun 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 beanbag shells by default. Unlike the Riot Shotgun, it does not require manual pumping between shots. WT-550 Auto Rifle Autorifle.png Brute Variable Ordered from Cargo An outdated personal defence 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 Advanced energy gun.gif Stamina/Burn 30 Stamina/20 Burn Gamma Armory Protolathe A self-recharging laser weapon powered by a miniaturized uranium reactor. The firing mode can be toggled between disablers and lethals. .38 Revolver Revolver.png Brute 25 Detective's Office A .38 revolver issued to the detective that comes loaded with .38 lethal rounds. Can be modified with a screwdriver to accept .357 rounds, with a small chance of exploding violently when firing said rounds. Ammunition Ammunition that is either readily available, or can be produced for use in security weapons.
Object Damage Type Damage Location Description Shotgun - Beanbag Shotgun shell green.png Stamina/Brute 80 Stamina/5 Brute Secure Armory Autolathe A shotgun shell fitted with a beanbag. Ideal for non-lethally subduing targets. Shotgun - Rubbershot
Shotgun shell purple.png Brute/Stamina 3/25 x6 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. Shotgun - Tranquilizer 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. Shotgun - Incendiary Slug Shotgun shell orange.png Brute + Fire 5 + 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 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. Shotgun - Pulse Slug 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. Shotgun - Ion Slug 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. WT-550 - Standard Magazine WTammo.png Brute 20 Ordered from Cargo Protolathe The standard 4.6x20mm 20-round magazine for the WT-550 Auto Rifle. WT-550 - Armor Piercing
WTammo.png Brute 15 + 40 armor piercing Protolathe A non-standard 4.6x30mm 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 WTammo.png Toxins 15 Protolathe A non-standard 4.6x30mm 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 WTammo.png Brute + Fire 10 + Fire Protolathe A non-standard 4.6x30mm 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 Speed loader .38.png Brute 25 Brute Autolathe A six round speedloader for the .38 Revolver. The rounds highly lethal, and the speedloader is recyclable. .38 Revolver - .357 Rounds Ammo 357.png Brute 60 Autolathe A seven round speedloader containing .357 rounds. While capable of being fired out of the .38 revolver, the difference in cartridge size can cause backfiring. Armour Protective equipment for security personnel. Note that “limbs” does not include the hands or feet.
Object Coverage Brute Bullet Laser Energy Bomb Bio Rad Location Description Security Hats Sechat.png Head 35 30 30 10 25 0 0 Equipment Room Various headwear worn by security personnel. Helmet Helmet.png Head 35 30 30 10 25 0 0 Equipment Room A standard issue security helmet designed to mitigate the forces of brute impacts against the wearer's head. Riot Helmet Riothelm.png Head 50 10 10 10 0 0 0 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 Bullethelm.png Head 15 60 10 10 40 0 0 Secure Armory A reinforced helmet fitted with ceramic plating. Provides ample protection against kinetic weaponry, but unlike the Riot Helmet it does not protect against facehuggers. SWAT Helmet S helmet.png Head 40 30 30 30 50 90 20 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. Security Uniforms Secsuit.gif Body + Limbs 10 0 0 0 0 0 0 Security Various uniforms worn by security personnel. Security uniforms are interwoven with nanofibres, providing minor protection against blunt-force trauma. Body Armor Normalarmor.png Upper Body 30 30 30 10 25 0 0 Equipment Room A standard issue suit of body armor. It is designed expressly to provide minimalist, yet valuable, protection to security officers. Security Jackets Secjacket.png Body + Arms 15 10 15 5 15 0 0 Loadout Menu A stylish security jacket. While lacking the formidable protection of its body armour counterpart, it provides greater coverage in exchange of protection against explosions. Detective's Armor Detectivearmor.png Upper Body 30 30 30 10 25 0 0 Detective's Office A standard issue suit of body armor issued to the detective. It's on par with regular security body armor and simply has a different appearance. Detective's Coat Detjacket.png Body + Arms 25 10 25 10 0 0 0 Detective's Office An appropriately noir coat for the discerning detective. While lacking the formidable protection of its body armour counterpart, it provides greater coverage. Riot Suit Riotarmor.png Body + Limbs 50 10 10 10 0 0 0 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 Ablativearmor.png Upper Body 10 10 60 50 0 0 0 Secure Armory A specialized suit of experimental armour designed to lessen the impact of, and in certain cases reflect, energy based projectiles. Bulletproof Vest Bulletproofvest.png Upper Body 15 80 10 10 40 0 0 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 SWATarmor.png Body + Limbs 40 30 30 30 50 90 20 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 Wardenjacket.png Body + Limbs 25 15 25 10 25 0 0 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's Armored Trenchcoat HoSarmor.png Body + Limbs 30 30 30 5 25 0 0 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 Sechardsuit.png Full Body 35 15 30 10 10 100 50 Secure Armory A specialized security hardsuit that provides ample resistance against the void of space and other pressure-related environmental hazards. Shielded Security Hardsuit Sechardsuit.png Full Body 35 15 30 10 10 100 50 Gamma Armory A more advanced version of the normal security hardsuit. Comes with built in energy shielding. The shielding blocks up to three attacks, and slowly recharges over time. Available in the Gamma armory. Security Biosuit Secbiosuit.png Full Body 25 15 25 10 25 100 20 Armory A specialized security biosuit that provides protection against biological environmental hazards. Security Bomb Suit Seceod.png Full Body 20 0 20 10 100 0 0 Armory A heavily reinforced bomb-suit designed to withstand large explosions. Prevents the wearer from being gibbed by explosions. Riot Shield Riot Shield.png Block (50%) N/A N/A N/A N/A N/A N/A N/A 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 Teleriot.gif Block (50%) N/A N/A N/A N/A N/A N/A N/A Head of Security's Office Protolathe 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. Security Computers Consoles used by security.
Object Location Purpose Description Area Air Control Area Air Control.png Prison Wing Controls stationary scrubbers in the area. The Area Air Control is used to control the stationary air scrubbers located in the Prison Wing. Cell Management Computer Cell Management Computer.png Head of Security's Office Warden's Office Brig Foyer Manage Prison Cells. The Cell Management Computer keeps information on the current resident in all the cells at the Brig. Labor Camp Points Manager Labor Camp Points Manager.png Warden's Office Prison Wing Labor Camp Labor Camp Shuttle Dock Managing labor for prisoners and control their implants. The Labor Camp Points Manager is used to give prisoners, that are assigned to the Labor Camp, a goal to reach by gaining points and you can see how many points they have accumulated. The second use of this console is to see and control the prisoners Implants. Labor Shuttle Console Labor Shuttle Console.gif Labor Camp Labor Camp Shuttle Dock Controls the Labor Shuttle. The Labor Shuttle Console can be used to call for the labor shuttle or send it away. Security Camera Console Security Camera Console.gif Head of Security's Office Warden's Office Brig Foyer Labor Camp Prison Wing Monitor the station. The Security Camera Console can see through any working camera assigned to the stations default camera network. Security Records Security Records.gif Head of Security's Office Warden's Office Labor Camp Labor Camp Shuttle Dock View and edit personnel's security records. The Security Records Console lists a record on all crew members assigned to the station. You can see and edit the general data, security data and comments on every individual. Can also print out cell logs. Security Management Console Security Management Console.gif Head of Security's Office Change access on IDs. The Security Management is used by the HoS to manage the demotion and permissions of security personnels IDs.
PFlash.gifPortable Flash A portable flasher is an effective device that when secured to the ground, will automatically emit a bright light, stunning anyone who runs past and is not wearing a form of protection against bright lights. 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 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.pngDeployable Barrier A deployable barrier that can be used to block an entrance or as a barricade against armed forces during red alerts.
Recharger.gifRecharger 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 energy guns and tasers. The recharge time of your energy based devices will vary depending on their maximum capacity.
Implantbox.pngTracking Implant Box full of tracking utensils.
Implantbox.pngChemical Implant Box of stuff used to implant chemicals.
Handcuffsbox.pngHandcuffs.pngHandcuffs 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.
To handcuff a perp, you must grab the suspect in an aggressive grab before being able to cuff him/her. Do so by setting to grab intent and grabbing him with an empty hand.
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.
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.
SpaceLaw.png Corporate Regulations An official copy of Corporate Regulations 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.
Flash.gifFlash A versatile tool! Flashes are a small device capable of producing an extremely bright light, that is capable of blinding someone for approximately one second if they are immediately adjacent to you. 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 knock them down with enough time to handcuff them. This is an acceptable alternative to a stun baton in a pinch. However, it will not work against anybody wearing protective eye coverings such as Welding Helmets or Sunglasses (note: this does not apply to Borgs, strangely. Overexposure can cause blindness, and the flash's bulb is prone to burning out. Despite having Flashes implanted as occular devices, hand held flashes can be used to stun a rogue cyborg). Carry it in your pocket. Distributed by SecTech vendors.
Some revolutionary leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear.
Pepperspray.pngPepperspray Just a pepperspray, used to temporarily blind a criminal.
Hailer.pngHailer Device used to tell people to stop, without having to shout it yourself.
RiotS.pngMetal Riot Shield.pngRiot Shield Protects against melee attack from the direction you're facing. Also makes a decent melee weapon.
Tape Recorder.gifTape Recorder When activated, it records all spoken conversations around a specific area. It is able to print out transcripts of the recordings on-demand. It spawns in various locations around the station, including (but not limited to) the Library and Brig.
Box.png Evidence Bag.pngEvidence Bag Bags used to hold criminal evidence preserving the DNA and fingerprints on it.
Warrant projector.pngWarrant Projector Device used to project holographic warrants created using the associated terminal program. Warrants have to be synced from the central database before they can be displayed.
Weapons StunBaton.gifStun Baton Security's bread and butter. Stun batons have two modes: on and off. While on, the baton delivers 'HALLOSS' damage, and the first hit will cause the target to slow down, while the second hit will cause him to lose consciousness, similar to taser hits.
To recharge a stun baton, take out its battery using a screwdriver, and recharge it at a cell recharger, before sticking the battery back into the baton.
Important Note: Using the stun baton with the harm intent on someone will cause him/her to bleed, giving him brute damage. Be a professional officer and do not use the baton on harm intent.
Telebaton.pngTelescopic Baton A baton used by the head of security and the Captain. Extremely harmful. Not to be used if you still want the suspect to be able to talk.
Tasernew.pngTaser This is a ranged alternative to the stun baton, however it only has five charges. Maintain it at a recharger port.
Like the baton, you should wear this on your belt and carry the other in your backpack. The taser fires an 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.
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.
Melee use of this weapon is inappropriate except for the most extreme cases (see Corporate Regulations 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.pngEnergy 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.
Laser.pngLaser Carbine Distributed by the Warden. A more lethal version of the energy gun – in fact, it has no non-lethal function! Usually distributed along with Riot Shields in extreme cases. It is very heavy, and is thus useful for the beating up of people. At range, it will shoot lasers, which deal a great deal of burn damage. The bolts fire through glass and grills. These also can be ordered by the quartermaster 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.
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.
Ion Rifle.pngIon Rifle A portable anti-armor weapon designed to disable mechanical threats. Tickles organic targets, but does respectable damage against cyborgs, IPCs, mechs and full-body prosthetics. Hitting an APC with one shot from these will knock the APC out of commission for about eight minutes (unless someone manually reboots it first).
Combat Shotgun.pngCombat Shotgun Available only if ordered through the Supply Department or through an armory random spawn. Ammo is available in the autolathe, and comes in six variants:
Slshell.png Slug Shell- Very harmful. Standard shotgun shell. Shotgun shell red.png Pellet Shell - Very harmful at close range. Less harmful than standard at longer ranges. More shrapnel embedding. Shotgun shell green.png Beanbag Shell - Non-lethal shell, also used by the bartender. Shotgun shell yellow.png Flash Shell - Emits a white burst of light. Shotgun shell white.png Blank Shell - Blank Shell - pretty much harmless. Stunshell.png Stun Shell - Used to stun people. Flashbang box.pngFlashbang.gifFlashbang This is an advanced piece of equipment because it is so difficult to use. 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 Note: If you are in a situation that requires flashbangs, call for backup!
Ntmk58.pngNT Mark 58 Pistol Ordered through Cargo or found in the armory; this pistol is the pinnacle of sidearm technology, using .45 calibre bullets (found in the autolathe). The availability of lethal and non-lethal shells makes this a well rounded weapon for all scenarios.
Wt550.pngWT-550 Automatic Rifle A machine gun that uses top-mounted 9mm magazines; it can be ordered through Cargo or found in the armory. Used in emergencies where heavy, yet reliable firepower is needed, and the need for an intact suspect is paramount. The availability of lethal and non-lethal magazines in the autolathe for this gun also vary its uses.
Z8.pngZ8 Bulldog An extremely deadly weapon. Can be ordered through cargo or found in the armory. Only whip this baby out when the shit really hits the fan, and you want to shred anything that stands in your way. Uses the anti-armor 5.56 magazines, found in a hacked autolathe.
Wearable Helmet.pngHelmet A component of securitrons and a distinguishing feature of security officers. They protect against damage to the head very well. Some come with a siren. They can be found in security lockers or hacked security vending machines. The Warden will also have a few spare in the back room.
Riot Helmet.pngRiot Helmet It's a helmet specifically designed to protect against close range attacks.
Riot Suit.pngRiot Suit A suit of armor with heavy padding to protect against melee attacks. Looks like it might impair movement.
Ablative Armor Vest.pngAblative Armor A vest that excels in protecting the wearer against energy projectiles.
BulletProof Vest.pngBulletproof Vest A vest that excels in protecting the wearer against high-velocity solid projectiles (generally speaking, that means bullets).
Detective Vest.pngDetective Vest A lightly armoured vest, used by the Detective.
HoS coat.pngHead of Security Armored Trenchcoat An armoured trenchcoat, property of the Head of Security.
Holster.pngHolster A holster that can be attached to jumpsuits, and can hold a gun.
Webbing Vest.pngWebbing Vest Robust black synthcotton vest with lots of pockets to hold whatever you need, but cannot hold in hands.
Security Hardsuit.pngSecurity Hardsuit A hardsuit for Security forces to go in space.
Security Hardsuit Helmet.pngSecurity Hardsuit Helmet Used with the hardsuit to go in space.
JOrshoe.pngShackles These are used well in conjunction with the handcuffs. 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. This is a very useful tool.
Note: If you do use the shackles, it is your obligation as an officer to carry the suspects footwear and distribute them to him upon release.
Secbelt.pngSecurity Belt The standard belt for security officers. Can hold a taser, stun baton, flashbang, flash, pepperspray, handcuffs.
Sunglasses.pngSunglasses 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.
SecHud.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.
Earmuffs.pngEarmuffs Protects your hearing from loud noises, and quiet ones as well.
Security items Contents [hide] 1 Non-Lethal Weapons 2 Lethal Weapons 2.1 [Show/hide] Wt-550 Auto Rifle Ammo 2.2 Standard Ammo 2.3 Armour Piercing Ammo 2.4 Toxin Tipped Ammo 2.5 Incendiary Ammo 3 Armor for Protection 4 Other Items 5 Machines 5.1 Security Robots Non-Lethal Weapons
Flash Flash Found in: Lockers at Security Office and Security Posts, Chief Engineer's Office, Robotics, Bridge, Tech Storage Used for: Subjugating criminals Strategy: Use it on the criminal (make sure he doesn't have protective eyewear) or activate it in your hand. Description A versatile tool! Flashes are small devices capable of producing an extremely bright light that is capable of blinding someone for approximately five seconds if they are immediately adjacent to you. This light will overcome visual senses, causing disorientation, allowing plenty of time to beat them to death handcuff them. This is an acceptable alternative to a Stun Baton in a pinch, but is not recommended as an alternative due to it not working against anybody wearing protective eye coverings such as welding helmets or Sunglasses. On the downside, overexposure can cause blindness, and the flash's bulb is prone to burning out after repeated usage. Disoriented people also aren't very easy to stun as they stumble around a lot. Handheld flashes are effective at stunning Cyborgs, and are one of the few ways of stunning them. Carry it in your pocket or security belt. Some revolutionary leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear.
Telescopic Baton Telescopic Baton Found in: Heads' backpacks Used for: Subjugating your staff when they feel like not taking orders Strategy: Apply it in your hand to extend it, apply to person Description A.K.A. Telebaton. A compact yet robust personal defense weapon. Can be concealed when folded. Every Head gets one. It doesn't stun for very long, so make it count.
Stun Baton Stun Baton Found in: Lockers at Security Office, spawns in security officers' backpacks Used for: Subjugating criminals Strategy: Use it on the criminal Description Your primary melee weapon. Standard Protocol is to wear it on your BELT or your actual Security Belt. Do not run around with your weapon brandished as you will be slipped and killed by the clown. Stun batons have two modes: on and off. While on, using it will result in a stun. Harm will cause you to smash the baton into the victim, bruising and stunning them for a very short time; anything else will jab the device into their skin and let them baste in very painful but mostly safe electricity. You'll generally be using it with this intent. Excessive use is discouraged among forward-thinking and sympathetic security forces. Recharged in a recharger.
Hybrid Taser Hybrid Taser Found in: Lockers at Security Office and Security Posts Used for: Subjugating criminals Strategy: Shoot it at the target Description This will be your primary law enforcement weapon; It has two modes of use; Tase OR Disable. In taser mode (Yellow) it will fire an incandescent ball of energy at low velocity. The projectile is stopped by windows, grilles, walls, simple distance, and various other obstructions. When the shot hits its target, it will cause temporary paralysis and slur speech to near illegibility. The range of the taser shot is also limited. In Disabler mode (Light Blue) it will fire a blue disabler beam that deals stamina-damage, slowing down the prep and making them fall after three shots. The disabler beam is NOT stopped by windows and grilles and its range is unlimited. Melee use of this weapon is inappropriate except for the most extreme cases (see space law section Dangerous Criminals). They can be found in security lockers.
Flashbang Flashbang Found in: Inside lockers at Security Office and Security Posts, a full box at Armory Flashbangbox.png Used for: Subjugating many criminals at once Strategy: Trigger it and throw it at a criminal mob Description This is an advanced piece of equipment because it is so difficult to use. It's distributed by SecTech vendors and the Warden, and can also be found in security lockers. In rooms where multiple and/or armed personnel are expected, you may use a flashbang 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. Flashbangs will stun their targets unless they've protected both their eyes and ears. Security usually starts with HUDsunglasses and bowman headsets, allowing them to throw flashbangs safely; ghetto alternatives can be normal sunglasses/welding equipment and earmuffs. They will pierce through protections if they explode on the same tile as the victim, so be sure to throw them before they explode. Also note that the flashbang will disable cyborgs for a few seconds. Use this to subdue a borg from a safe distance. For the best results, 'cook' the flashbang for a few seconds in your hand to give them less time to react (although this will stun you horribly if it goes off while you're holding it).
Pepperspray Pepperspray Found in: Inside lockers at Security Office and Security Posts Used for: Subjugating a criminal Strategy: Shoot it at the criminal Description Manufactured by UhangInc, used to down an opponent quickly. Can store 8 sprays inside it. Remember to set the Pepper Spray to use 5 units to get the most out of it, using it at 5 units will have it cover up to four tiles and take down anyone not wearing eye protection. Best used in a narrow corridor, like the HOP line, where it can knock over several people at once. Can be filled at Pepper Spray Refiller.png Pepper Spray Refillers located in walls at Security Office and Security Posts. You can also fill it with other chemicals, like welding fuel, should you be able to find a use for that.
Handcuffs Handcuffs Found in: Security Office, full box at Armory Handcuffsbox.png Used for: Apprehending the criminal Strategy: Apply it to a criminal Description Throw a pair in your pocket; more can be dispensed from the SecTech vendors. It prevents criminals from holding items, opening doors, and generally locks them behind whatever room they're in. If the victim were to be dragged or grabbed in any way, they will be unable to move. Be careful not to bump into anybody else while transporting the criminal, as this may loosen the prisoner from your grip allowing him to run free. A freedom implant or resourceful changeling can remove cuffs 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. Remember, you cannot open airlocks while cuffed. So if you are handcuffed in space without proper gear, you will most likely die. Can be combined with orange prison shoes to make foot shackles, which force a person to always walk. Lethal Weapons
Laser Gun Laser Gun Found in: Armory Used for: Eliminating threats Strategy: Fire at the target Description Distributed by the Warden, this is a more lethal version of the Energy Gun that in fact lacks a non-lethal function. The laser gun, unsurprisingly, shoots lasers, which deal a great deal of burning damage. The lasers will travel through grilles and glass of all sorts. Laser guns have slightly more rounds to fire than e-guns and can be recharged. Usually distributed along with Riot Shields in extreme cases. Can be ordered by the quartermasters in a secure weapons crate, which itself can only be opened by a security officer or military head of staff. In the event of a massive biological outbreak, security staff usually freely distribute laser weapons to the crew, as they are effective against the blob and lack stun capabilities.
Energy Gun.gif Energy Gun Found in: Armory, Captain's locker, Head of Personnel's locker Used for: Subjugating criminals and/or eliminating threats Strategy: Toggle the mode you want and fire at the target Description Distributed by the Warden and standard issue for the Head of Personnel, Head of Security and the Captain. This state of the art weapon combines the function of a Disabler and a laser gun in one. Clicking the weapon while it's held alternates between a disabling shot and a burning laser: blue for stun, red for kill. E-guns are stored in the armory and can be ordered in a secure crate by the quartermaster. They are to be distributed only under the most extreme circumstances or at the Head of Security's discretion.
Multiphase gun stun.gif Multiphase Energy Gun Found in: Head of Security's locker Used for: Subjugating criminals and/or eliminating threats Strategy: Toggle the mode you want and fire at the target Description Unique weapon held only be the Head of Security. Functions essentially as a more advance energy gun, capable of firing in either disable, stun or lethal laser modes.
Automatic Rifle Automatic Rifle Found in: Cargo Used for: Eliminating threats Strategy: Fire at the target Description Ballistic rifle that Security can gain access to via Cargo. The rifle holds several clear advantages and disadvantages over the standard Laser Gun. The rifle holds 20 rounds per magazine, can be reloaded in the field and can bypass some energy weapon defences such as Energy Shields and, to a degree, Energy Swords. However this weapons weaknesses are that it needs physical ammo to reload with, ammo that must be purchased and resupplied from cargo, the weapon lacks any stunning capability, cannot bypass glass and must be bought from Cargo en mass. The choice to acquire this weapon is usually in the hands of the Head of Security or the Warden, and as such is a very uncommon weapon to see in Security's hands, however if Security has sufficient warning about a imminent attack, such as Nuclear Operatives declaring war, then the weapon tends to be a popular choice. [Show/hide] Wt-550 Auto Rifle Ammo Riot Shotgun Riot Shotgun Found in: Armory Used for: Stunning/Eliminating threats Strategy: Fire at the target Description Security issued shotgun, can hold up to six shells at a time and comes preloaded with rubber shot rounds for non-lethal take downs. Useful against opponents with energy weapon protection or against large crowds of enemies. Can be sawned off with any form of saw to allow the Shotgun to fit in a backpack.
Cycler Shotgun Cycler Shotgun Found in: Warden's Locker Used for: Eliminating threats Strategy: Fire at the target Description Unique shotgun that only the Warden has access to. A semi-automatic shotgun that can hold up to eight shells at a time in two firing tubes. The operator can thus load both tubes with different ammo and swap the shotgun from one tube to the other to fire. As a example this can allow the user to swap from non-lethal to lethal ammunition on the fly. Generally superior to the Riot Shotgun, but lacks the ability to be sawned off and thus cannot fit inside a backpack. Armor for Protection
Helmet Helmet Found in: Lockers at Security Office and Security Posts Used for: General defence Strategy: Wear it to mitigate some damage from attacks. Description Standard issue security Helmet issued to all Security Officers. This provides a modest amount of protection against most forms of attack, and as such is generally recommended you wear it when on duty.
HUDSunglasses HUDSunglasses Found in: Lockers at Security Office and Security Posts Used for: Information Strategy: Wear it to identify arrest targets easier Description Stylish sunglasses that provide a heads up display for the user. This HUD provides a suite of options to the user to assist in law enforcement. The glasses will identify the current occupation of anyone in the user's line of sight, or at least the occupation their ID card is displaying. It will signal if someone has been implanted with a Mindshield Implant. It'll inform the user if someone has been set to a arrest condition. In addition the glasses act as defense against flash based weapons like Flash or Flashbang. Can also be used to set a see able target to arrest on the fly.
Body Armor Body Armor Found in: Lockers at Security Office and Security Posts, Head of Personnels Locker Used for: General defence Strategy: Wear it to mitigate some damage from attacks Description Standard issue security Body Armor, issued to all Security personal and select station personal. Provides a moderate amount of protection, so its recommended you wear it at all times.
Riot Helmet Riot Helmet Found in: Armory Used for: Melee defence Strategy: Wear it to mitigate melee attacks significantly Description Riot duty armor designed to be highly resistant to melee attacks. Features a flip down/up visor that further protects from attacks to the face and can stop certain entities that attack by latching onto a person's face.
Riot Armor Riot Armor Found in: Armory Used for: Melee defence Strategy: Wear it to mitigate melee attacks significantly Description Riot duty armor designed to be highly resistant to melee attacks. Provides strong melee defence at the cost of little defence against anything else.
Tactical Helmet Tactical Helmet Found in: Armory Used for: Ballistic and explosive defence Strategy: Wear it to mitigate ballistic and explosive attacks significantly Description Special duty helmet worn by Tactical Officers during a crisis. Tactical Helmets provides excellent protection against ballistic, and good protection against explosive, attacks but at the cost of having only minor defence against other form of attacks.
Tactical Vest Tactical Vest Found in: Armory Used for: Ballistic and explosive defence Strategy: Wear it to mitigate ballistic and explosive attacks significantly Description Special duty armor worn by Tactical Officers during a crisis. Tactical Armor provides excellent protection against ballistic, and good protection against explosive, attacks but at the cost of having only minor defence against other form of attacks.
Ablative Vest Ablative Vest Found in: Armory Used for: Laser and energy defence Strategy: Wear it to mitigate laser and energy attacks significantly Description Unique armor vest designed to deflect and significantly reduce damage from energy based attacks. Provides very little defence against anything else.
NOTE: For all above and below items, remember to LOCK the locker you took them from! Other Items
Secway Secway Found in: Armory Used for: Cruising Strategy: Drag yourself on it with the key in hand Description Unique transportation vehicle available in the armoury. Can prove useful if you need to drive through a area with low pressure, have taken significant damage and need to move quickly, are wearing a bulky hardsuit or want to look like a tool.
Seclite Seclite Found in: Security Officer's backpack Used for: Seeing in the dark Strategy: Switch it on to see better in darkness or use it for self-defense Description A robust flashlight used by security. Can also be mounted to energy guns and Hybrid Tasers.
Security Gas Mask Security Gas Mask Found in: Armory, Head of Security's locker Used for: Internals, shout very loud at the criminals Strategy: Put it on and use it like a regular mask for internals, use the HALT-feature in the upper left corner to shout at criminals Description A very useful piece of equipment for when you don't have time to politely ask someone to stop. Can be hacked if you like scaring the criminals.
Riot Shield Riot Shield Found in: Armory, Head of Security's locker Used for: To protect you from melee attacks Strategy: Wield it and form a wall with your comrades Description These are held in a hand space and used to block close range weapons, but offer no protection against ballistic weapons or lasers. Makes you un-pushable. They make a fairly efficient weapon in terms of bludgeoning criminals, but it's suggested to pair this up with a stun baton or ranged weapon. Slamming your baton against this shield will create a threatening banging sound. When I play the maracas I go chick-chicky-boom, chick-chicky boom
Tracking Implant Tracking Implant Found in: Armory in a Tracking Implant Kit Implantbox.png Used for: Making it possible to teleport straight up to the implanted person Strategy: Take the implanter, load it with an implant and use the implanter on a person Description When used on someone, it will put a tracking beacon INSIDE the person. No, it does not cause people to be gibbed when teleported to. The Prison Management Console can be used to check the implanted person's location and even send messages into their mind. Disintegrates in 10 minutes after the death of host.
Chemical Implant Chemical Implant Found in: Armory in a Chemical Implant Kit Implantbox.png Used for: Can be loaded with any sort of chemical agent via the common syringe and can hold 50 units Strategy: Take the implanter, load it with an implant and use the implanter on a person Description Can only be loaded while still in its original case. Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition, the implant may become unstable and either pre-maturely inject the subject or simply break. Disintegrates in 10 minutes after the death of host.
Mindshield Implant Mindshield Implant Found in: Armory in a Lockbox (Mindshield Implants) Loyalty Implants.png, Head of Security's Office Used for: Deconverting revolutionaries and gangsters; preventing people from being converted to revs, gangsters or cultists Strategy: Take the implanter, load it with an implant and use the implanter on a person Description When used on someone, it will act block any attempt to influence or corrupt the targets mind/brain - unless the situation is a religious one! This implant will only make it impossible to learn any new, cultistic ways. People who are already cultists cannot be de-culted via implant and persons who are strong enough to lead a revolution party will completely resist this implant.
Electropack Electropack Found in: Prison Wing Used for: Torture Strategy: Set a signal, screwdriver it on, throw it on a criminal and send the signal Description This is a tool used to keep a particularly dangerous criminal under control. When turned on via Screwdriver, the pack is able to be set to a certain frequency. The pack is then placed in the backpack slot of the criminal scum; he/she will be unable to remove it without someone else's help. After activation, a simple press of a Remote Signaling Device set to the same frequency as the pack will activate it, giving your prisoner an electric shock and instantly incapacitating them. Best of all- This does no physical harm. If you did want to do physical harm, you can combine the electropack with a helmet and then place it on a Chair that has powered wires under it. This will create an electric chair to allow you to cleanly execute multiple prisoners in a row. The AI will not approve, but when does the AI ever approve of what you do?
Space Law Space Law Found in: Security Office, Security Posts Used for: Studying intently about the Law Strategy: Apply it in hand to read Description 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. Give it to the Head of Security or Warden and watch them scoff in disgust.
Recharger Recharger Found in: Armory, Security Office, Security Posts Used for: Securing an area from anyone without protective eyewear Strategy: Pull it to a powered area and wrench it in place Description A recharger 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. Rechargers can be wrenched then moved, for example to be closer to a blob eating the station. The recharge time of your energy based devices will vary depending on their maximum capacity.
Portable Flash Portable Flash Found in: Armory Used for: Securing an area Strategy: Pull it to a powered area and wrench it in place Description A portable flasher is an effective device that when secured to the ground will automatically emit a bright light when its motion sensors are activated. It will stun anyone close to the bulb for about as long as a pocket-sized device would. 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. If you are not wearing a form of 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 Grenade Deployable Barrier Grenade Found in: Armory Used for: Securing an area, making sure no one (without Armory access) can pass through Strategy: Drag it where you need it and swipe it with your ID Description The Armory contains grenades that, when thrown, will produce a deployable barrier, a much stronger version of the wooden barricade. Swipe your ID card to lock/unlock it. Blows up if too damaged, but can be repaired with a wrench!
Lethal Injection Syringe Lethal Injection Syringe Found in: Prison Wing Used for: Eliminating a convict Strategy: Use it on the convict Description A special syringe designed for lethal injections. Holds 50 units of Chloral Hydrate. It injects all of its reagents in one push. This kills the convict in about two minutes. Machines
SecTech SecTech Security Robots The Robotic side of the security force. Securitron/Officer Beepsky Securitron/ Officer Beepsky Found in: One patrolling around the halls, others manufactured in Robotics Used for: Detaining criminals Description The station only starts with one securitron, the famous Officer Beepsky, who is the closest the Head of Security gets to a pet and also a world class criminal catcher, being able to scuttle faster than a man can run, and stun and cuff and criminals using handcuffs made in the experimental mass fabricator Nanotrasen places in every Securitron model. Beepsky is so vigilant, he'll even trip anyone who gets in his way when he's chasing a perp! This also makes him a right pain when hacked as he will stun and cuff everyone in sight! The Roboticists have the option to make more, but they are rarely made as they use up the Warden's precious helmets. You can change the Securitron's settings by swiping your security-access ID on it and looking at it: Status: On/Off The Securitron is either turned on or off. Behaviour controls are locked/unlocked People can access the controls or not. Maintenance panel panel is closed/open People can access the maintenance panel or not. Check for Weapon Authorization: No/Yes Arrests/detains anyone who has a weapon visible and is not a head job or security force. Check Security Records: Yes/No Checks the security records if anyone's set to wanted and arrests/detains them. Operating Mode: Arrest/Detain Arrest: Stuns and cuffs anyone who is set to wanted in the security records. Detain: Stuns the prep continuously. Auto Patrol: On/Off Patrols the station. See here how to construct a Securitron. ED-209 ED-209 Found in: manufactured in Robotics Used for: Detaining criminals even more efficiently Description The most fearsome security robot. Like Beepsky but with ranged stun attack. Controls: Same as Securitron's See here how to construct an ED-209.
Non-Lethal Weapons
Flash bgcolor1 = #ffcccc |bgcolor2 = #ff9999 |name = Flash |image = Flash.gif |foundin = Lockers at [[Security Office]] and [[Security Posts]], [[Chief Engineer's Office]], [[Robotics]], [[Bridge]], [[Tech Storage]] |usedfor = Subjugating criminals |strategy = Use it on the criminal (make sure he doesn't have protective eyewear) or activate it in your hand. |description = A versatile tool! Flashes are small devices capable of producing an extremely bright light that is capable of blinding someone for approximately five seconds if they are immediately adjacent to you. This light will overcome visual senses, causing disorientation, allowing plenty of time to <strike>beat them to death</strike> handcuff them. This is an acceptable alternative to a [[Stun Baton]] in a pinch, but is not recommended as an alternative due to it not working against anybody wearing protective eye coverings such as [[welding helmet]]s or [[Sunglasses]]. On the downside, overexposure can cause blindness, and the flash's bulb is prone to burning out after repeated usage. Disoriented people also aren't very easy to stun as they stumble around a lot. Handheld flashes are effective at stunning [[Cyborg|Cyborgs]], and are one of the few ways of stunning them. Carry it in your pocket or security belt. Some [[Game_Modes#Revolution|revolutionary]] leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear.
Telescopic BatonTelebaton bgcolor1 = #ffcccc |bgcolor2 = #ff9999 |name = Telescopic Baton |image = Telescopic Baton.png |foundin = Heads' backpacks |usedfor = Subjugating your staff when they feel like not taking orders |strategy = Apply it in your hand to extend it, apply to person |description = A.K.A. Telebaton. A compact yet robust personal defense weapon. Can be concealed when folded. Every Head gets one. It doesn't stun for very long, so make it count.
Stun Baton bgcolor1 = #ffcccc |bgcolor2 = #ff9999 |name = Stun Baton |image = StunBaton.gif |foundin = Lockers at [[Security Office]], spawns in security officers' backpacks |usedfor = Subjugating criminals |strategy = Use it on the criminal |description = Your primary melee weapon. Standard Protocol is to wear it on your BELT or your actual Security Belt. Do not run around with your weapon brandished as you will be slipped and killed by the clown. Stun batons have two modes: [[security|on]] and [[shitcurity|off]]. While on, using it will result in a stun. Harm will cause you to smash the baton into the victim, bruising and stunning them for a very short time; anything else will jab the device into their skin and let them baste in very painful but mostly safe electricity. You'll generally be using it with this intent. Excessive use is discouraged among [[beyond the impossible|forward-thinking and sympathetic]] security forces. Recharged in a [[Security_items#Recharger|recharger]]. <br/>
Hybrid Taser bgcolor1 = #ffcccc |bgcolor2 = #ff9999 |name = Hybrid Taser |image = Hybrid_taser.gif |foundin = Lockers at [[Security Office]] and [[Security Posts]] |usedfor = Subjugating criminals |strategy = Shoot it at the target |description = This will be your primary law enforcement weapon; It has two modes of use; Tase OR Disable. In taser mode (Yellow) it will fire an incandescent ball of energy at low velocity. The projectile is stopped by windows, grilles, walls, simple distance, and various other obstructions. When the shot hits its target, it will cause temporary paralysis and slur speech to near illegibility. The range of the taser shot is also limited. In Disabler mode (Light Blue) it will fire a blue disabler beam that deals stamina-damage, slowing down the prep and making them fall after three shots. The disabler beam is NOT stopped by windows and grilles and its range is unlimited. Melee use of this weapon is inappropriate except for the most extreme cases [[Space_law#Major_Crimes|(see space law section Dangerous Criminals)]]. They can be found in security [[locker]]s.
Flashbang bgcolor1 = #ffcccc |bgcolor2 = #ff9999 |name = Flashbang |image = Flashbang.gif |foundin = Inside lockers at [[Security Office]] and [[Security Posts]], a full box at [[Armory]] [[File:Flashbangbox.png]] |usedfor = Subjugating many criminals at once |strategy = Trigger it and throw it at a criminal mob |description = This is an advanced piece of equipment because it is so difficult to use. It's distributed by SecTech vendors and the Warden, and can also be found in security lockers. In rooms where multiple and/or armed personnel are expected, you may use a flashbang 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. Flashbangs will stun their targets unless they've protected both their eyes and ears. Security usually starts with HUDsunglasses and bowman headsets, allowing them to throw flashbangs safely; ghetto alternatives can be normal sunglasses/welding equipment and earmuffs. They will pierce through protections if they explode on the same tile as the victim, so be sure to throw them before they explode. Also note that the flashbang will disable [[cyborg|cyborgs]] for a few seconds. Use this to subdue a borg from a safe distance. For the best results, 'cook' the flashbang for a few seconds in your hand to give them less time to react (although this will stun you horribly if it goes off while you're holding it).
Pepperspray bgcolor1 = #ffcccc |bgcolor2 = #ff9999 |name = Pepperspray |image = Pepperspray.png |foundin = Inside lockers at [[Security Office]] and [[Security Posts]] |usedfor = Subjugating a criminal |strategy = Shoot it at the criminal |description = Manufactured by UhangInc, used to down an opponent quickly. Can store 8 sprays inside it. Remember to set the Pepper Spray to use 5 units to get the most out of it, using it at 5 units will have it cover up to four tiles and take down anyone not wearing eye protection. Best used in a narrow corridor, like the HOP line, where it can knock over several people at once. Can be filled at [[File:Pepper_Spray_Refiller.png]] Pepper Spray Refillers located in walls at Security Office and Security Posts. You can also fill it with other chemicals, like welding fuel, should you be able to find a use for that.
Handcuffs bgcolor1 = #ffcccc |bgcolor2 = #ff9999 |name = Handcuffs |image = Handcuffs.png |foundin = [[Security Office]], full box at [[Armory]] [[File:Handcuffsbox.png]] |usedfor = Apprehending the criminal |strategy = Apply it to a criminal |description = Throw a pair in your pocket; more can be dispensed from the SecTech vendors. It prevents [[Assistant|criminals]] from holding items, opening doors, and generally locks them behind whatever room they're in. If the [[Mime|victim]] were to be dragged or grabbed in any way, they will be unable to move. Be careful not to bump into anybody else while transporting the [[Captain|criminal]], as this may loosen the prisoner from your grip allowing him to run free. A [[Syndicate_Items#Freedom Implant|freedom implant]] or resourceful [[changeling]] can remove cuffs 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. Remember, you cannot open airlocks while cuffed. So if you are handcuffed in space without proper gear, you will most likely die. Can be combined with orange prison [[shoes]] to make foot shackles, which force a person to always walk.
Lethal Weapons
Laser Gun bgcolor1 = #ffcccc |bgcolor2 = #ff9999 |name = Laser Gun |image = Laser_gun.png |foundin = [[Armory]] |usedfor = Eliminating threats |strategy = Fire at the target |description = Distributed by the [[Warden]], this is a more lethal version of the [[Energy Gun]] that in fact lacks a non-lethal function. The laser gun, unsurprisingly, shoots lasers, which deal a great deal of [[Guide to medicine#Burns|burning damage]]. The lasers will travel through grilles and glass of all sorts. Laser guns have slightly more rounds to fire than e-guns and can be recharged. Usually distributed along with [[Riot Shields]] in extreme cases. Can be ordered by the [[quartermaster]]s in a secure weapons crate, which itself can only be opened by a [[security]] officer or military head of staff. In the event of a [[Blob|massive biological outbreak]], security staff usually freely distribute laser weapons to the crew, as they are effective against the blob and lack stun capabilities.
Energy Gun bgcolor1 = #ffcccc |bgcolor2 = #ff9999 |name = Energy Gun |image = [[File:Energy_Gun.gif|64px]] |OverrideImage = true |foundin = [[Armory]], [[Captain]]'s locker, [[Head of Personnel]]'s locker |usedfor = Subjugating criminals and/or eliminating threats |strategy = Toggle the mode you want and fire at the target |description = Distributed by the [[Warden]] and standard issue for the [[Head of Personnel]], [[Head of Security]] and the [[Captain]]. This state of the art weapon combines the function of a Disabler and a [[laser gun]] in one. Clicking the weapon while it's held alternates between a disabling shot and a burning laser: blue for stun, red for kill. E-guns are stored in the armory and can be ordered in a secure [[Supply crates|crate]] by the [[quartermaster]]. They are to be distributed only under the [[Space_law#Major_Crimes|most extreme circumstances]] or at the Head of Security's discretion.
Multiphase Energy Gun bgcolor1 = #ffcccc |bgcolor2 = #ff9999 |name = Multiphase Energy Gun |image = [[File:Multiphase_gun_stun.gif|64px]] |OverrideImage = true |foundin = [[Head of Security]]'s locker |usedfor = Subjugating criminals and/or eliminating threats |strategy = Toggle the mode you want and fire at the target |description = Unique weapon held only be the [[Head of Security]]. Functions essentially as a more advance energy gun, capable of firing in either disable, stun or lethal laser modes.
Auto Rifle bgcolor1 = #ffcccc |bgcolor2 = #ff9999 |name = Automatic Rifle |image = Autorifle.png |foundin = [[Cargo]] |usedfor = Eliminating threats |strategy = Fire at the target |description = Ballistic rifle that Security can gain access to via [[Cargo]]. The rifle holds several clear advantages and disadvantages over the standard Laser Gun. The rifle holds 20 rounds per magazine, can be reloaded in the field and can bypass some energy weapon defences such as Energy Shields and, to a degree, Energy Swords. However this weapons weaknesses are that it needs physical ammo to reload with, ammo that must be purchased and resupplied from cargo, the weapon lacks any stunning capability, cannot bypass glass and must be bought from Cargo en mass. The choice to acquire this weapon is usually in the hands of the [[Head of Security]] or the [[Warden]], and as such is a very uncommon weapon to see in Security's hands, however if Security has sufficient warning about a imminent attack, such as [[Nuclear Operative|Nuclear Operatives]] declaring war, then the weapon tends to be a popular choice.
<span class="mw-customtoggle-wt550" style="font-size:small; display:inline-block; float:right;"><span class="mw-customtoggletext">[Show/hide]</span></span> Wt-550 Auto Rifle Ammo
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Standard Ammo
Armour Piercing Ammo
Toxin Tipped Ammo
Incendiary Ammo
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Riot Shotgun bgcolor1 = #ffcccc |bgcolor2 = #ff9999 |name = Riot Shotgun |image = Riot_shotgun.png |foundin = [[Armory]] |usedfor = Stunning/Eliminating threats |strategy = Fire at the target |description = Security issued shotgun, can hold up to six shells at a time and comes preloaded with rubber shot rounds for non-lethal take downs. Useful against opponents with energy weapon protection or against large crowds of enemies. Can be sawned off with any form of saw to allow the Shotgun to fit in a backpack.
Cycler Shotgun bgcolor1 = #ffcccc |bgcolor2 = #ff9999 |name = Cycler Shotgun |image = Cycler.png |foundin = [[Warden]]'s Locker |usedfor = Eliminating threats |strategy = Fire at the target |description = Unique shotgun that only the [[Warden]] has access to. A semi-automatic shotgun that can hold up to eight shells at a time in two firing tubes. The operator can thus load both tubes with different ammo and swap the shotgun from one tube to the other to fire. As a example this can allow the user to swap from non-lethal to lethal ammunition on the fly. Generally superior to the Riot Shotgun, but lacks the ability to be sawned off and thus cannot fit inside a backpack.
Armor for Protection
'NOTE: For all above and below items, remember to LOCK the locker you took them from!
'
Other Items
Secway bgcolor1 = #cce6ff |bgcolor2 = #99ccff |name = Secway |image = Secway.png |foundin = [[Armory]] |usedfor = Cruising |strategy = Drag yourself on it with the key in hand |description = Unique transportation vehicle available in the armoury. Can prove useful if you need to drive through a area with low pressure, have taken significant damage and need to move quickly, are wearing a bulky hardsuit or want to look like a tool.
Seclite bgcolor1 = #cce6ff |bgcolor2 = #99ccff |name = Seclite |image = Seclite.png |foundin = [[Security Officer]]'s backpack |usedfor = Seeing in the dark |strategy = Switch it on to see better in darkness or use it for self-defense |description = A robust flashlight used by security. Can also be mounted to energy guns and Hybrid Tasers.
Security Gas Mask bgcolor1 = #cce6ff |bgcolor2 = #99ccff |name = Security Gas Mask |image = Security_Gas_Mask.png |foundin = [[Armory]], [[Head of Security]]'s locker |usedfor = Internals, shout very loud at the criminals |strategy = Put it on and use it like a regular mask for internals, use the HALT-feature in the upper left corner to shout at criminals |description = A very useful piece of equipment for when you don't have time to politely ask someone to stop. [[Hacking#Security Gas Mask|Can be hacked]] if you like scaring the criminals.
Riot Shield bgcolor1 = #cce6ff |bgcolor2 = #99ccff |name = Riot Shield |image = RiotS.png |foundin = [[Armory]], [[Head of Security]]'s locker |usedfor = To protect you from melee attacks |strategy = Wield it and form a wall with your comrades |description = These are held in a hand space and used to block close range weapons, but offer no protection against ballistic weapons or lasers. Makes you un-pushable. They make a fairly efficient weapon in terms of bludgeoning criminals, but it's suggested to pair this up with a stun baton or ranged weapon. Slamming your baton against this shield will create a threatening banging sound. <font size="3" color="white">When I play the maracas I go chick-chicky-boom, chick-chicky boom </font>
Tracking Implant bgcolor1 = #cce6ff |bgcolor2 = #99ccff |name = Tracking Implant |image = Implant_Case.png |foundin = [[Armory]] in a Tracking Implant Kit [[File:Implantbox.png]] |usedfor = Making it possible to teleport straight up to the implanted person |strategy = Take the implanter, load it with an implant and use the implanter on a person |description = When used on someone, it will put a tracking beacon INSIDE the person. No, it does not cause people to be gibbed when teleported to. The Prison Management Console can be used to check the implanted person's location and even send messages into their mind.<br>Disintegrates in 10 minutes after the death of host.
Chemical Implant bgcolor1 = #cce6ff |bgcolor2 = #99ccff |name = Chemical Implant |image = Implant_Case.png |foundin = [[Armory]] in a Chemical Implant Kit [[File:Implantbox.png]] |usedfor = Can be loaded with any sort of chemical agent via the common syringe and can hold 50 units |strategy = Take the implanter, load it with an implant and use the implanter on a person |description = Can only be loaded while still in its original case.<br>Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition, the implant may become unstable and either pre-maturely inject the subject or simply break.<br>Disintegrates in 10 minutes after the death of host.
Mindshield Implant bgcolor1 = #cce6ff |bgcolor2 = #99ccff |name = Mindshield Implant |image = Implant_Case.png |foundin = [[Armory]] in a Lockbox (Mindshield Implants) [[File:Loyalty_Implants.png]], [[Head of Security's Office]] |usedfor = Deconverting revolutionaries and gangsters; preventing people from being converted to revs, gangsters or cultists |strategy = Take the implanter, load it with an implant and use the implanter on a person |description = When used on someone, it will act block any attempt to influence or corrupt the targets mind/brain - unless the situation is a [[Cult|religious]] one! This implant will only make it impossible to learn any new, cultistic ways. People who are already cultists cannot be de-culted via implant and persons who are strong enough to lead a revolution party will completely resist this implant.
Electropack bgcolor1 = #cce6ff |bgcolor2 = #99ccff |name = Electropack |image = Electropack.png |foundin = [[Prison Wing]] |usedfor = Torture |strategy = Set a signal, screwdriver it on, throw it on a criminal and send the signal |description = This is a tool used to keep a particularly dangerous criminal under control. When turned on via [[Screwdriver]], the pack is able to be set to a certain frequency. The pack is then placed in the backpack slot of the criminal scum; he/she will be unable to remove it without [[Clown|someone]] [[Assistant|else's]] help. After activation, a simple press of a [[Remote Signaling Device]] set to the same frequency as the pack will activate it, giving your prisoner an electric shock and instantly incapacitating them. <strike>Best of all-</strike> This does no physical harm. If you did want to do physical harm, you can combine the electropack with a helmet and then place it on a [[Chair]] that has powered wires under it. This will create an electric chair to allow you to cleanly execute multiple prisoners in a row. The AI will not approve, but when does the AI ever approve of what you do?
Space Law bgcolor1 = #cce6ff |bgcolor2 = #99ccff |name = Space Law |image = Lawbook.png |foundin = [[Security Office]], [[Security Posts]] |usedfor = Studying intently about the Law |strategy = Apply it in hand to read |description = 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. Give it to the Head of Security or Warden and watch them scoff in disgust.
Recharger bgcolor1 = #cce6ff |bgcolor2 = #99ccff |name = Recharger |image = Recharger.gif |foundin = [[Armory]], [[Security Office]], [[Security Posts]] |usedfor = Securing an area from anyone without protective eyewear |strategy = Pull it to a powered area and wrench it in place |description = A recharger 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. Rechargers can be wrenched then moved, for example to be closer to a [[blob]] eating the station. The recharge time of your energy based devices will vary depending on their maximum capacity.
Portable Flash bgcolor1 = #cce6ff |bgcolor2 = #99ccff |name = Portable Flash |image = PFlash.gif |foundin = [[Armory]] |usedfor = Securing an area |strategy = Pull it to a powered area and wrench it in place |description = A portable flasher is an effective device that when secured to the ground will automatically emit a bright light when its motion sensors are activated. It will stun anyone close to the bulb for about as long as a pocket-sized device would. 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]]. If you are not wearing a form of 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 Grenade bgcolor1 = #cce6ff |bgcolor2 = #99ccff |name = Deployable Barrier Grenade |image = Deployable_Barrier.png |foundin = [[Armory]] |usedfor = Securing an area, making sure no one (without Armory access) can pass through |strategy = Drag it where you need it and swipe it with your ID |description = The Armory contains grenades that, when thrown, will produce a deployable barrier, a much stronger version of the wooden [[barricade]]. Swipe your ID card to lock/unlock it. Blows up if too damaged, but can be repaired with a wrench!
Lethal Injection Syringe bgcolor1 = #cce6ff |bgcolor2 = #99ccff |name = Lethal Injection Syringe |image = Lethal Injection Syringe.png |foundin = [[Prison Wing]] |usedfor = Eliminating a convict |strategy = Use it on the convict |description = A special syringe designed for lethal injections. Holds 50 units of [[Chloral Hydrate]]. It injects all of its reagents in one push. This kills the convict in about two minutes.
Machines
Security Robots
The Robotic side of the security force.
SecuritronOfficer Beepsky name=Securitron/<br>Officer Beepsky |bgcolor1 = lightgray |bgcolor2 = lightgray |image = Beepsky.png |foundin = One patrolling around the halls, others manufactured in [[Robotics]] |usedfor = Detaining criminals |description = The station only starts with one securitron, the famous Officer Beepsky, who is the closest the Head of Security gets to a pet and also a world class criminal catcher, being able to scuttle faster than a man can run, and stun and cuff and criminals using handcuffs made in the experimental mass fabricator Nanotrasen places in every Securitron model. Beepsky is so vigilant, he'll even trip anyone who gets in his way when he's chasing a perp! This also makes him a right pain when hacked as he will stun and cuff everyone in sight! The [[Roboticist]]s have the option to make more, but they are rarely made as they use up the Warden's precious helmets. You can change the Securitron's settings by swiping your security-access ID on it and looking at it: * '''Status: ''On/Off''''' The Securitron is either turned on or off. * '''Behaviour controls are ''locked/unlocked''''' People can access the controls or not. * '''Maintenance panel panel is ''closed/open''''' People can access the maintenance panel or not. * '''Check for Weapon Authorization: ''No/Yes''''' Arrests/detains anyone who has a weapon visible and is not a head job or security force. * '''Check Security Records: ''Yes/No''''' Checks the security records if anyone's set to wanted and arrests/detains them. * '''Operating Mode: ''Arrest/Detain''''' Arrest: Stuns and cuffs anyone who is set to wanted in the security records. Detain: Stuns the prep continuously. * '''Auto Patrol: ''On/Off''''' Patrols the station. [[Guide_to_robotics#Securitron|See here how to construct a Securitron.]]
ED-209 name=ED-209 |bgcolor1 = lightgray |bgcolor2 = lightgray |image = Ed209.png |foundin = manufactured in [[Robotics]] |usedfor = Detaining criminals even more efficiently |description = The most fearsome security robot. Like Beepsky but with ranged stun attack. '''Controls:''' * Same as Securitron's [[Guide_to_robotics#ED-209|See here how to construct an ED-209.]]