Difference between revisions of "Security items"
m (Actually 2.5 second cooldown now, on stun baton stuns) |
(→Non-Lethal Weapons: rephrased) |
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|usedfor = Subjugating criminals. | |usedfor = Subjugating criminals. | ||
|strategy = Use it on the criminal (make sure he doesn't have protective eyewear) or activate it in your hand. | |strategy = Use it on the criminal (make sure he doesn't have protective eyewear) or activate it in your hand. | ||
− | |description = | + | |description = Flashes are small devices capable of producing an extremely bright light that is capable of blinding, dealing stamina damage and [[Status_Effects#Paralyze|paralyzing]] someone, if clicked directly on them from the front or side in melee range. Using the flash in hand will only blind people. Works against anybody not 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. Handheld flashes are also effective at stunning [[Cyborg|Cyborgs]], and are one of the few ways of stunning them. |
− | + | '''If used from front:''' | |
+ | * 2.5 to 5 seconds of [[Status_Effects#Paralyze|paralyze]] and 80 to 120 stamina damage. | ||
− | + | '''If used from side:''' | |
+ | * 1.25 to 2.5 seconds of [[Status_Effects#Paralyze|paralyze]] and 40 to 60 stamina damage. | ||
− | ''' | + | '''If used from behind:''' |
+ | * No effect, unless the flasher is a [[Game_Modes#Revolution|revhead]] who isn't on help intent. | ||
+ | <br> | ||
+ | |||
+ | Some [[Game_Modes#Revolution|revolutionary]] leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear. Revolutionary leaders must be on another intent than help to be able to flash people from behind. | ||
}} | }} | ||
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|usedfor = Subjugating your staff when they feel like not taking orders. | |usedfor = Subjugating your staff when they feel like not taking orders. | ||
|strategy = Apply it in your hand to extend it, apply to person. | |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. When not on harm intent it causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]] and | + | |description = A.K.A. Telebaton. A compact yet robust personal defense weapon. Can be concealed when folded. Every Head of Staff except for the Head of Security gets one. When not on harm intent it causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]] and 55 [[Health#Stamina|stamina]] damage, which means it will [[Health#Stamina|stamcrit]] someone with 2 hits. Has a 4 second cooldown between non-harm hits. |
'''Damage''' = 10 brute damage on harm intent. | '''Damage''' = 10 brute damage on harm intent. | ||
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|usedfor = Subjugating criminals. | |usedfor = Subjugating criminals. | ||
|strategy = Apply to a person. | |strategy = Apply to a person. | ||
− | |description = Works the same as a [[#Telebaton|telebaton]], except it's always extended. When not on harm intent it causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]] and | + | |description = Works the same as a [[#Telebaton|telebaton]], except it's always extended. When not on harm intent it causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]] and 55 [[Health#Stamina|stamina]] damage, which means it will [[Health#Stamina|stamcrit]] someone with 2 hits. Has a 4 second cooldown between non-harm hits. |
'''Damage''' = 12 brute damage on harm intent. | '''Damage''' = 12 brute damage on harm intent. | ||
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|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. | |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, hitting someone with it will result in | + | Stun batons have two modes: [[security|on]] and [[shitcurity|off]]. While on, hitting someone with it will result in 60 instant [[Health#Stamina|stamina]] damage, and then a 5 second [[Status_Effects#Knockdown|knockdown]] 2 seconds after the hit. Has a 2.5 second cooldown between [[Status_Effects#Knockdown|knockdown]] hits. Harm intent will cause you to also smash the victim, bruising the target. You'll generally be using it on a non-harm intent. Excessive use is discouraged among [[beyond the impossible|forward-thinking and sympathetic]] security forces. Has a small chance to work when thrown. Recharged in a [[Security_items#Recharger|recharger]]. The [[Status_Effects#Knockdown|knockdown]] can be mitigated with [[Guide_to_chemistry#Pump-Up|Pump-Up]] and other chems. |
<br/> | <br/> | ||
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|usedfor = Disabling organics. | |usedfor = Disabling organics. | ||
|strategy = Shoot people with it. | |strategy = Shoot people with it. | ||
− | |description = This is the primary law enforcement weapon. It only has one firing mode, which fires disabler beams. Disabler beams deal stamina damage. Dealing over 100 stamina damage to a chest or head puts the target into "stamina-crit" which paralyzes for a long time. It takes | + | |description = This is the primary law enforcement weapon. It only has one firing mode, which fires disabler beams. Disabler beams deal stamina damage. Dealing over 100 stamina damage to a chest or head puts the target into "stamina-crit" which paralyzes for a long time. It takes 4 shots to [[Health#Stamina|stamcrit]] someone. |
}} | }} | ||
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|usedfor = Subjugating many criminals at once. | |usedfor = Subjugating many criminals at once. | ||
|strategy = Trigger it and throw it at a criminal mob. | |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 | + | |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 before it detonates. |
− | |||
− | Flashbangs will [[Status_Effects#Paralyze|paralyze]] | + | Flashbangs will [[Status_Effects#Knockdown|knockdown]] people up to 20 seconds (depending on range) and [[Status_Effects#Paralyze|paralyze]] them up to 2 seconds. People with flash protection over their eyes and bang protection over their ears will not be affected. Security usually wear HUD-sunglasses and bowman headsets, allowing them to throw flashbangs safely. Security helmets themselves protect against the bang part, but not the flash. Ghetto alternatives can be normal sunglasses/welding equipment and earmuffs. Partial protection may reduce the [[Status_Effects#Knockdown|knockdown]] and [[Status_Effects#Paralyze|paralyze]] time. Flashbangs detonated on the same tile as you will deal full effects on you even if you are wearing full flashbang protection. If you are 1 tile away from the detonation and wearing protection, it will [[Status_Effects#Knockdown|knockdown]] for 3 seconds and [[Status_Effects#Paralyze|paralyze]] for only half a second. |
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|usedfor = Subjugating a criminal. | |usedfor = Subjugating a criminal. | ||
|strategy = Shoot it at the criminal. | |strategy = Shoot it at the criminal. | ||
− | |description = Manufactured by UhangInc, used to down an opponent quickly. | + | |description = Manufactured by UhangInc, used to down an opponent quickly. Contains up to 50 units of [[Guide_to_chemistry#Condensed_Capsaicin|Condensed Capsaicin]]. 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 reach up to four tiles. Best used in a narrow corridor, like the HOP line, where it can knock over several people at once.<br> |
+ | |||
+ | When a target is hit by pepper spray, the effects depend on if that person is wearing "pepper proof" gear over both mouth and eyes or not. Unless the target has full protection, they will be affected by 3 seconds of [[Status_Effects#Knockdown|knockdown]], 6 seconds of blindness, 10 seconds of blurry eyes, 10 seconds of [[Status_Effects#Confusion|confusion]] and 10 seconds of slowdown. <br> | ||
+ | |||
+ | Some examples of pepper proof items are: Gas masks, security gas masks, riot or welding helmets with visor down, space helmets, bandanas (mouth only), plasmaman helmets and radiation hoods. | ||
+ | |||
− | Can be filled at [[File:Pepper_Spray_Refiller.png]] Pepper Spray Refillers located in | + | Can be filled at [[File:Pepper_Spray_Refiller.png]] Pepper Spray Refillers located on walls in brig and Security Posts. You can also fill it with other chemicals, like welding fuel, should you find a use for that. |
'''Damage''' = N/A | '''Damage''' = N/A | ||
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|name = Compact Combat Shotgun | |name = Compact Combat Shotgun | ||
|image = Short_combatshotgun.png | |image = Short_combatshotgun.png | ||
− | |foundin = [[Warden]]'s Locker | + | |foundin = <s>[[Warden]]'s Locker</s> |
|usedfor = Eliminating threats. | |usedfor = Eliminating threats. | ||
|strategy = Fire at the target. | |strategy = Fire at the target. | ||
− | |description = Unique shotgun that only the [[Warden]] has access to. A semi-automatic shotgun that only holds 4 rounds, but can be holstered in armor. Still a bulky item, so it can't fit in backpacks, but it's much easier to carry around than a Combat Shotgun. | + | |description = '''Removed from the game in May, 2020. ''' Unique shotgun that only the [[Warden]] has access to. A semi-automatic shotgun that only holds 4 rounds, but can be holstered in armor. Still a bulky item, so it can't fit in backpacks, but it's much easier to carry around than a Combat Shotgun. |
Generally superior to the Riot Shotgun, but holds less ammo, lacks the ability to be sawed off, and thus cannot fit inside a backpack. | Generally superior to the Riot Shotgun, but holds less ammo, lacks the ability to be sawed off, and thus cannot fit inside a backpack. | ||
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|name = Combat Shotgun | |name = Combat Shotgun | ||
|image = combatshotgun.png | |image = combatshotgun.png | ||
− | |foundin = Cargo | + | |foundin = Cargo, random spawn in the Armoury contraband locker |
|usedfor = Eliminating threats. | |usedfor = Eliminating threats. | ||
|strategy = Fire at the target. | |strategy = Fire at the target. | ||
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|foundin = manufactured in [[Robotics]] | |foundin = manufactured in [[Robotics]] | ||
|usedfor = Detaining criminals even more efficiently. | |usedfor = Detaining criminals even more efficiently. | ||
− | |description = The most fearsome security robot. Like Beepsky, but with an added | + | |description = The most fearsome security robot. Like Beepsky, but with an added disabler and four times the default health.<br> |
Keep in mind that ED-209s ignore monkeys though. | Keep in mind that ED-209s ignore monkeys though. | ||
Revision as of 19:35, 15 September 2020
Non-Lethal Weapons
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Lethal Weapons
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Ammunition
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RnD Gear
See the Research Items page.
Armor for Protection
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NOTE: For all above and below items, remember to LOCK the locker you took them from!
Other Items
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Machines
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Security Robots
The Robotic side of the security force.
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