Security items

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All kinds of equipment that can be used by the Security department to maintain law and order within the Space Station.

NOTE: Make sure to LOCK the locker from which you took the equipment, and don't lose it! Warden will be thankful.

Non-Lethal Weapons

These kinds of weapons are designed to subdue criminals non-lethally, you will be using them the most as you don't want to kill criminals usually.

But be cautious, most of those can kill and injure if abused or used in wrong ways!

Non-Lethal Melee

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. If you free up your belt, you can put it extended on your belt for a surprise attack, no loud extend sound required!
Description
A.K.A. Telebaton. A compact yet extremely robust personal defense weapon. Can be concealed when folded. Every Head of Staff except for the Head of Security gets one. They can also be found on the Boxstation White Ship.

Leftclick.pngOrdinary left-click. It doesn't matter if Combat Mode Combat 32.pngEnable with 4, disable with 1 or toggle with F by default. Left-clicking people with an empty hand will Harm Harm 32.png them if on, or Help Help 32.png them if off. Prevents you from switching places or being pushed when colliding with people. is on or not. Causes 1.5 seconds of knockdown and 55 stamina damage, which means it will stamcrit someone with 2 hits. Has a 4 second cooldown between non-harm hits. Instantly knocks most people down in one click! The knockdown duration is short so it’s best used by following up with a shove from an empty hand, paralyzing them while you wait to hit them again. After the 2nd hit you can keep most people down indefinitely if you keep hitting them.
Rightclick.pngOrdinary right-click. It doesn't matter if Combat Mode Combat 32.pngEnable with 4, disable with 1 or toggle with F by default. Left-clicking people with an empty hand will Harm Harm 32.png them if on, or Help Help 32.png them if off. Prevents you from switching places or being pushed when colliding with people. is on or not. Deals 10 brute damage. Has a much shorter cooldown, generally guaranteed to keep your assailant on the ground more permanently. Combo with a left click every once in a while for maximum efficiency. Using this on the friendly protester breaking into your office will usually cause him to start yelling on the radio about you harmbatoning him, so use sparingly.

Police Baton
Police Baton
Found in: Detective gets one, the Pirate Cutter in the trade route has one
Used for: Subjugating criminals.
Strategy: Apply to a person.
Description
Works the same as a telebaton, except it's always extended and deals slighly more damage.

Leftclick.pngOrdinary left-click. It doesn't matter if Combat Mode Combat 32.pngEnable with 4, disable with 1 or toggle with F by default. Left-clicking people with an empty hand will Harm Harm 32.png them if on, or Help Help 32.png them if off. Prevents you from switching places or being pushed when colliding with people. is on or not. Causes 1.5 seconds of knockdown and 55 stamina damage, which means it will stamcrit someone with 2 hits. Has a 4 second cooldown between non-harm hits.
Rightclick.pngOrdinary right-click. It doesn't matter if Combat Mode Combat 32.pngEnable with 4, disable with 1 or toggle with F by default. Left-clicking people with an empty hand will Harm Harm 32.png them if on, or Help Help 32.png them if off. Prevents you from switching places or being pushed when colliding with people. is on or not. Deals 12 brute damage.

Stun Baton
Stun Baton
Found in: Lockers at Security Office
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.
Leftclick.pngOrdinary left-click. It doesn't matter if Combat Mode Combat 32.pngEnable with 4, disable with 1 or toggle with F by default. Left-clicking people with an empty hand will Harm Harm 32.png them if on, or Help Help 32.png them if off. Prevents you from switching places or being pushed when colliding with people. is on or not. While on, hitting someone with it will result in 60 instant stamina damage, and then a 5 second knockdown 2 seconds after the hit. Has a 2.5 second cooldown between knockdown hits.
Rightclick.pngOrdinary right-click. It doesn't matter if Combat Mode Combat 32.pngEnable with 4, disable with 1 or toggle with F by default. Left-clicking people with an empty hand will Harm Harm 32.png them if on, or Help Help 32.png them if off. Prevents you from switching places or being pushed when colliding with people. is on or not. Will cause you to also "harmbaton" the victim, dealing 10 brute damage in addition to the stun above.

You'll generally be using it with left-click. Excessive use is discouraged among forward-thinking and sympathetic security forces. Has a small chance to work when thrown. Recharged in a recharger. The knockdown can be mitigated with Pump-Up and other chems.

Non-Lethal Guns

Disabler
Disabler
Found in: On Security Officers, armory, disabler crate
Used for: Disabling organics.
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 30 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 stamcrit someone.
Disabler SMG
Disabler SMG
Found in: Cargo
Used for: Disabling organics rapidly.
Strategy: Shoot people with it.
Description
A sidegrade automatic version of a disabler. Has 40 disabler beams capacity, each dealing 15 stamina damage. Due to its rate of fire, disabler SMGs work better as offensive weapons than basic disablers.
Ion Rifle
Ion Rifle
Found in: Armory
Used for: Disabling borgs and mechs.
Strategy: Shoot silicon machines with it.
Description
Large and unwieldy, great for dealing with mechs. Cyborgs are weak to it: EMPing cyborgs totally immobilizes them and leaves you free to robust them to your heart's content. EMP will cause machinery (air/fire alarms, airlocks, et cetera) to malfunction.
Temperature Gun
Temperature Gun
Found in: Armory, Security Protolathe.
Used for: Combat.
Strategy: Detaining traitors with energy swords/shields, slime removal/healing.
Description
This gun can heat up or cool down targets, although it won't reach really dangerous levels unless you cool down someone in a hardsuit.
This weapon is deceptively strong since the projectiles aren't blocked by eswords/eshields and can slow people down to a crawl.
Slimes die to it in two to three hits, or you can heal them with heat setting.
Hybrid Taser
Hybrid Taser
Found in: Admin spawned
Used for: Subjugating criminals.
Strategy: Shoot it at the target.
Description
This used to be the primary law enforcement weapon, but is now only spawnable by admins. 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).

Damage = 10 brute damage when hit on melee.

Non-Lethal Grenades

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 before it detonates.

Flashbangs will knockdown people up to 20 seconds (depending on range) and 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. Ghetto alternatives can be normal sunglasses/welding equipment and earmuffs. Partial protection may reduce the knockdown and 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 knockdown for 3 seconds and paralyze for only half a second.


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).

Damage = N/A

Tear Gas grenade
Tear Gas grenade
Found in: Full box at Armory Flashbangbox.png
Used for: Dispersing riots or any other crowds.
Strategy: Trigger it and throw it at a criminal mob.
Description
A grenade full of Condensed Capsaicin used for riot control, or abusing people in enclosed areas.

On activation releases a large cloud of smoke, and everyone inside will experience blindness, knockdown, blurry eyes, confusion, and slowdown. The cloud is opaque, but lasers still pass through.

As Capsaicin doesn't stun but rather disorients people, it is best used for dispersing crowds of unruly people.

Damage = N/A

Stingbang
Stingbang
Found in: SecTech vendor and Cargo
Used for: Subjugating many criminals very harmfully
Strategy: Trigger it and throw it at a criminal mob.
Description
A grenade which spews out a dozen rubber pellets which fly out in all directions, also works as a very weak flashbang.

The rubber pellets bounce from walls and painfully embed in people usually quickly stunning them. Them being very bouncy is great for confined spaces where each pellet is guaranteed to hit your target even if it initially misses.

As this causes brute damage, Silicons won't be very happy seeing you use this grenade.

Great alternative to the flashbang if enemy has ears and eyes protection.

Damage = 8 stamina, 3 brute each pellet

Non-Lethal Tactical Gear

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
Flashes are small devices capable of producing an extremely bright light that is capable of blinding, dealing stamina damage and 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 helmets 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 Cyborgs, and are one of the few ways of stunning them. Flashes are also uniquely effective against Mothpeople and will usually work on them even if they are wearing protection! Welding helmets will still protect them, however.

If used from front:

  • 2.5 to 5 seconds of paralyze and 80 to 120 stamina damage.

If used from side:

  • 1.25 to 2.5 seconds of paralyze and 40 to 60 stamina damage.

If used from behind:

  • No effect, unless the flasher is a revhead.


Some revolutionary leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear. Revolutionary leaders can flash people from behind.


Energy Bola
Energy Bola
Found in: Security vending machine
Used for: Slowing down combatants.
Strategy: Thow it at people to catch up their legs, slowing them down.
Description
A Bola that can't be caught when thrown. Once it attaches to someone, they are slowed until they take it off, where it should disappear. Use with disablers or stun batons to take down a fast foe. Useful for anti-hulk combat, as it is one of the few things that can slow them down.


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. Contains up to 50 units of 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.

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 knockdown, 6 seconds of blindness, 10 seconds of blurry eyes, 10 seconds of confusion and 10 seconds of slowdown.

Some examples of pepper proof items are: Gas masks, SWAT masks, SWAT helmets, riot or welding helmets with visor down, space helmets, bandanas (mouth only), plasmaman helmets and radiation hoods. A note that standard security gas masks + helmets are NOT pepper proof!

Can be filled at 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


Handcuffs
Handcuffs
Found in: Security Office, full box at Armory Handcuffsbox.png
Used for: Apprehending the criminal.
Strategy: Apply it to a stunned or otherwise incapacitated criminal.
Description
Throw a pair in your pocket; more can be dispensed from the SecTech vendors. It prevents criminals from holding or using items, attacking anyone, and opening any ID-locked doors (doors without access restrictions will still open). 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 a minute without moving to get them off without outside help.

You can also buckle a prisoner to a bed, chair, or even an atmospherics pipe to “bucklecuff” them. While bucklecuffed, a prisoner cannot move and must struggle for an additional 1 minute to unbuckle themselves before they can even begin to struggle against their cuffs.

Can be combined with orange prison shoes to make foot shackles, which force a person to always walk.


DRAGnet
DRAGnet
Found in: Armory
Used for: Slowing and teleporting people.
Strategy: Shoot people with it.
Description
The "Dynamic Rapid-Apprehension of the Guilty" net is a revolution in law enforcement technology. It has two settings:

The first setting (snare) places energy snares on the ground, which act like bear traps without the damage. They will disappear after a short while and can also be safely removed by clicking them with an empty hand. You can also snare someone by hitting them directly, similar to an energy bola. A note: The floor traps will work on almost ANY humanoid, even those that would otherwise reflect/block the direct hits. This makes them very useful against Nuclear Operatives with shields, double-bladed energy sword users, and certain kinds of Heretics!

The second setting (netting) shoots shotgun-like bursts of projectiles which deal heavy stamina damage and place "nets" when they hit a person. About 4 seconds after appearing, these "nets" will teleport any mob standing on top of them, to whichever location any existing "teleporter control console" is set to (with some variation). The teleporter control console target must both be set AND the "teleporter station" must have been clicked to "engage" the teleporter, for it to count. Calibration is not required.

If 3 different teleporters (including abandoned teleporter) are set to different locations, the game seems to use a hierarchy of: 1. Abandoned teleporter, 2. AI satellite antechamber and 3. Teleporter room. Meaning it will only use the destination of the abandoned teleporter, if all 3 of those teleporters are engaged (at least on Boxstation). If no location is set on any teleporter, the location will be random, which can teleport people into space or inside walls.


Grenade Launcher
Grenade Launcher
Found in: Armory
Used for: Rapid grenade deployment.
Strategy: Shoot into crowds of people.
Description
The Grenade Launcher launches any type of grenade at high speeds. Can hold up to 3 grenades at once.

Firerate is rapid, grenades shot by grenade launchers explode almost immediately.

Lethal Weapons

Those are weapons designed to kill the targets you're attacking. Don't use those lightly, or else HoS, AI, and Gods will be very angry at you!

Energy Guns

Laser Gun
Laser Gun
Found in: Armory
Used for: Eliminating threats.
Strategy: Fire at the target.
Description
Distributed by the Warden (or Quartermaster), this is essentially an Energy Gun that lacks a disabler mode. 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.

Damage = 10 brute on melee and 20 burn on shot.


Laser Carbine
Laser Carbine
Found in: Cargo
Used for: Eliminating quick threats or crowd of threats.
Strategy: Hold down the left mouse button.
Description
Can only be bought at the Cargo. The laser carbine is the automatic version of a laser gun, it can shoot up to 40 lasers but with only half of the laser damage. The laser carbine is better against a crowd of targets where you need to spread damage between them all, or a very quick target which can easily dodge single laser beams.

Damage = 10 brute on melee and 10 burn on shot.


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.

Damage = 10 brute on melee and 20 burn on shot if turned to the "kill" setting.


Multiphase gun stun.gif
X-01 MultiPhase Energy Gun (aka head of security's personal laser gun)
Found in: Head of security's locker in Head of Security's office, or carried by the Head of Security
Used for: Subjugating criminals and/or eliminating threats.
Strategy: Toggle the mode you want and fire at the target.
Description
Unique weapon held only by the Head of Security. Functions essentially as a more advanced energy gun, capable of firing in disable, ion, and lethal laser modes. This is a high-risk item and is often a theft objective for traitors (head of security's personal laser gun).

Ballistic Guns

WT-550 Autorifle
WT-550 Autorifle
Found in: Cargo, deep space
Used for: Eliminating threats.
Strategy: Fire at the target.
Description
Ballistic rifle that can be accessed via emagging the Cargo console. 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 defenses such as Energy Shields and, to a degree, Energy Swords. However this weapons needs physical ammo to reload with, lacks any stunning capability, cannot bypass glass and must be bought from Cargo en masse.

Due to the requirement for emagging and the need to get them from cargo, the WT-550 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, and access to an emag, then the weapon tends to be a popular choice.

Damage = 20 brute on shot, 10 damage on melee


Riot Shotgun
Riot Shotgun
Found in: Armory, cargo
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 sawed off with any form of saw to allow the Shotgun to fit in a backpack, your belt slot, or holstered in your armor.


Combat Shotgun
Combat Shotgun
Found in: Cargo, random spawn in the Armoury contraband locker
Used for: Eliminating threats.
Strategy: Fire at the target.
Description
This semi-automatic shotgun holds 6 rounds, and fires without needing to be cocked after every shot. When combined with the right ammunition, this weapon becomes one of the most powerful in the game. However, it's a huge item and it cannot be sawed off, so the only place it will fit is in your hand or on your back.


Compact Shotgun
Compact Shotgun
Found in: Head of security's locker in Head of Security's office, or carried by the Head of Security
Used for: Eliminating threats.
Strategy: Fire at the target.
Description
Unique compact Combat Shotgun of the HoS. Small enough to be held in the Suit Storage slot, but not into the backpack.

This is a high-risk item and is often a theft objective for traitors.

Ammunition

WT-550 Standard Magazine
WT-550 Standard Magazine
Found in: Security Protolathe, ordered from Cargo.
Used for: Loading a WT-550 Auto Rifle.
Strategy: Lock and load.
Description
A 20-round 4.6x30mm magazine for use in the WT-550 automatic rifle. Fires standard ball ammunition, dealing 20 damage per hit. Easy and cheap to produce.


WT-550 Armour Piercing Magazine
WT-550 Armour Piercing Magazine
Found in: Security Protolathe
Used for: Loading a WT-550 Auto Rifle.
Strategy: Lock and load.
Description
A 20-round 4.6x30mm AP magazine for use in the WT-550 automatic rifle. Fires armor piercing bullets that can tear through armor, but at the cost of dealing less damage per bullet.


WT-550 Toxin Tipped Magazine
WT-550 Toxin Tipped Magazine
Found in: Security Protolathe
Used for: Loading a WT-550 Auto Rifle.
Strategy: Lock and load.
Description
A 20-round 4.6x30mm TX magazine for use in the WT-550 automatic rifle. Fires uranium tipped ammunition, dealing 15 toxin damage per hit.


WT-550 Incendiary Magazine
WT-550 Incendiary Magazine
Found in: Security Protolathe
Used for: Loading a WT-550 Auto Rifle.
Strategy: Lock and load.
Description
A 20-round 4.6x30mm IC magazine for use in the WT-550 automatic rifle. Fires unique ammo that deals five damage per bullet, but each bullet contains a compound that ignites the target aflame.

RnD Gear

See the Research Items page.

Armor and Gear

Armor

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.

Security beret and caps have the same protection levels as helmet.

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 personnel and select station personnel. Provides a moderate amount of protection, so it's 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.
Bulletproof Helmet
Bulletproof Helmet
Found in: Armory
Used for: Ballistic and explosive defense.
Strategy: Wear it to mitigate ballistic and explosive attacks significantly.
Description
Special duty helmet usually worn by Security Officers during a crisis. Bulletproof Helmets provide excellent protection against ballistic attacks, and good protection against explosive attacks, but have only minor defense against other form of attacks.
Bulletproof Vest
Bulletproof Vest
Found in: Armory
Used for: Ballistic and explosive defense.
Strategy: Wear it to mitigate ballistic and explosive attacks significantly.
Description
Special duty armor usually worn by Security Officers during a crisis. Bulletproof Armor provide excellent protection against ballistic attacks, and good protection against explosive attacks, but have only minor defense against other form of attacks.
Ablative Vest
Ablative Vest
Found in: Cargo
Used for: Laser and energy defence.
Strategy: Wear it to mitigate laser and energy attacks significantly.
Description
Armor vest designed to deflect and significantly reduce damage from energy based attacks. Provides very little defence against anything else.

There is not a lot of situations you would need to order these, most of the Enemies of Corporations are armed with ballistic or melee weapons. Expect those to be worn by those who want to defend against your laser weapons.

Ablative Trenchcoat
Ablative Trenchcoat
Found in: Armory
Used for: Laser and energy defence.
Strategy: Wear it to mitigate laser and energy attacks significantly.
Description
Unique trenchcoat, bigger brother of ablative vest. Only one is in the stations armory.

There is little use of it for the Security, but it is a High-risk item wanted by the Traitors and other scum.


Security Bio-Suit
Security Bio-Suit
Found in: Brig, Crafted with Bio Suit and Armor Vest
Used for: Biological and general defence
Strategy: Wear it to protect against biological threats and remain protected.
Description
A bulky suit which slows you down, but fully protects against biological threats while providing limited general protection against all attacks.


Security Bomb-Suit
Security Bomb-Suit
Found in: Brig, Toxins, Cargo
Used for: Explosives handling
Strategy: Wear it to protect against explosions
Description
A bulky suit which slows you down, but protects against explosions. Prevents getting gibbed due explosions, provides a limited general protection against all attacks.

Unique red one is meet only at Brig. Toxins and Cargo have plain brown ones.

Gear

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.

Click here for an overview of what the symbols mean.

Can also be used to set a visible target to arrest on the fly.


Security Headset
Security Headset
Found in: Lockers at Security Office and Security Posts
Used for: Information and Ears protection
Strategy: Wear it to hear Security channel and protect against Flashbangs.
Description
Provides access to the Security radio channel to relay information.

Bowman variant protects your ears against Flashbangs and other loud noises. Antagonists really crave to get one for intel gathering and protection!


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. Emag it to make them shit their pants.


Seclite
Seclite
Found in: Security Officer's locker
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, disablers, and helmets.


Riot Shield
Riot Shield
Found in: Armory, Head of Security's locker
Used for: To protect you from melee and ranged 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. They also have a percentage chance to block ranged attacks. Makes you un-pushable.

Shields take damage when they block attacks and will shatter into glass shards if they take too much damage. You can repair the titanium plating on the shield by using titanium sheets on the damaged shield.

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

Other Items

Secway
Secway
Found in: Security Office
Used for: Cruising.
Strategy: Drag yourself on it with the key in hand.
Description
Unique transportation vehicle available to security. Can prove useful if you need to drive through an area with low pressure, would like to avoid being slipped or shovestunned, have taken significant damage and need to move quickly, are wearing a bulky hardsuit or want to look like a tool.


Tracking Implant
Tracking Implant
Found in: Armory in a Tracking Implant Kit Implantbox.png
Used for: Tracking and messaging suspects.
Strategy: Take the implanter, load it with an implant and use the implanter on a person.
Description
When used on someone, it will implant a tracking beacon under the skin of that person's chest. The Prisoner Management Console can be used to check the implanted person's location and even send messages into their mind. Use a bluespace locator to track implanted targets. Locators can be printed from the security techfab after research. Disintegrates 10 minutes after the death of the host, unless revived.


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
When used on someone, it will put a chemical implant under the skin of that person's chest. Load the implant with up to 50 units of chemicals by injecting it with a filled syringe while it's still in its original case. You can then remotely inject the implanted chems with a Prisoner Management Console. The 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 10 minutes after the death of the host, unless revived.


Mindshield Implant
Mindshield Implant
Found in: Armory in a Lockbox (Mindshield Implants) Loyalty Implants.png, Head of Security's Office
Used for: Deconverting revolutionaries; preventing people from being converted to revs 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. If you have time, you can remove these implants by doing an implant removal surgery on the chest, which will allow your prey to be converted normally.


Beacon Implant
Beacon Implant
Found in: Printed at Security Techfab
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
Beacon implant allows you to teleport to the person with a Teleporter or Handtele whenever they are. The Prisoner Management Console won't say his location, but will point out if he is in a dangerous location like Space.


Bluespace Grounding Implant
Bluespace Grounding Implant
Found in: Printed at Security Techfab
Used for: Preventing people from teleporting away.
Strategy: Take the implanter, load it with an implant and use the implanter on a person.
Description
Bluespace Ground implant prevents the implanted person from being teleported in any way. Using this implant you can safely secure anyone who could've just teleported from the Prison like a Heretic, or protecting important people from being kidnapped via teleportation.


Exile Implant
Exile Implant
Found in: Gateway, bought at Cargo
Used for: Preventing people from returning back to the Station.
Strategy: Take the implanter, load it with an implant and use the implanter on a person.
Description
Exile implant prevents the implanted person from returning back to the Station with a gateway. Also implanted person cannot use shuttle consoles at Lavaland.


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 can pass through.
Strategy: Set the mode on the grenade, prime, and throw for a quick barricade
Description
The Armory contains grenades that, when thrown, will produce a deployable barrier, a much stronger version of the wooden barricade. The grenades can have their direction switched by alt-clicking on them or using their action button, which can make up to a three wide barrier, and the barricades they spawn will take 5 seconds to deploy. Deployable barriers can be repaired using a welder.


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. Contains 15 units of Plasma, 15 units of Formaldehyde, 10 units of Cyanide, and 10 units of Fluorosulfuric Acid. It injects all of its reagents in one push. This kills a convict in about 40 seconds. Don't let the clown steal it.


N-Spect Scanner
N-Spect Scanner
Found in: Brig
Used for: Cargo Bounties.
Strategy: Scan rooms and ship reports to Centcomm.
Description
Centcomm-issued inspection device. Performs company grade station inspection protocols when activated, and prints encrypted sheets of paper regarding the maintenance of the station. Hard to Replace.

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, autonomous guards in high security areas.
Description
All stations start with at least one Securitron. One is 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 cablecuffs 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! A similar Securitron called Officer Pingsky spawns in the AI satellite to guard it from criminals! The Roboticists have the option to make more, but they are rarely made as they use up the Warden's precious helmets.

Keep in mind that traitors with an Agent ID card will have an easy time evading securitrons!

Most stations spawn with two additional Securitrons: The Armory's personal guard Sergeant-at-Armsky and the AI satellite's Officer Pingsky.

See here how to construct a Securitron.

Settings

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. This lets you insert pAIs.
  • Arrest Unidentifiable Persons: Yes/No Arrests/detains anyone who has no ID visible and is unidentifiable (name shows as "Unknown").
  • Arrest for Unauthorized Weapons: Yes/No Arrests/detains anyone who has a weapon visible and an ID without weapons authorization (by default, anyone but head jobs and security).
  • Arrest for Warrant: Yes/No Checks the security records if anyone's status is set to "Arrest" and arrests/detains them.
  • Operating Mode: Arrest/Detain Arrest: Stuns and zipcuffs the perp, then leaves. Detain: Stuns the perp indefinitely.
  • Report arrests: Yes/No When someone receives a faceful of justice, the Securitron will announce the perp's name and location on its radio channel (by default, Security).
  • Auto Patrol: On/Off Patrols the station.

STOP RIGHT THERE CRIMINAL SCUM

Securitrons and ED-209s attack for one of two reasons:

  • The securitron is being attacked.
  • The perp's threat level is 4 or higher.

Things that can increase threat level

  • +10: Getting emagged. Now everyone is criminal scum.
  • +10: Wearing a Battlecruiser ID.
  • +6: Getting attacked - but securitrons will hunt attackers regardless of threat level.
  • +5: Having a criminal status of "Arrest" when Arrest for Warrant is enabled.
  • +5: Wearing a regular Syndicate ID.
  • +4: Having no visible ID and an obscured/disfigured face (showing up as Unknown) when "Arrest Unidentifiable Persons" is enabled
  • +4: Holding a weapon in your hand when Arrest for Unauthorized Weapons is enabled, but your ID doesn't have the permission.

This doesn't include dragged weapons or those in containers.

  • +2: Having a weapon equipped on the belt or back slot when the above is enabled.
  • +2: Having your criminal status set to any non-innocent status that's not "Arrest", e.g. "Suspected".
  • +2: Violating the dress code by wearing a wizard hat or wizard hardsuit hat.
  • +1: Being a non-human

Things that can decrease threat level

  • -INFINITY: Wearing an Admin ID.
  • -10: Wearing a Centcom ID.
  • -5: Wearing a Syndicate Agent ID card.
  • -1: Being implanted with a mindshield implant.
  • -1: Wearing a Cybercop ID.

Good to know

  • Agent ID cards make traitors effectively invisible to sec bots, provided they don't stack more than one offense.
  • Mindshield implants do the same to a lesser degree - you can avoid weapon and ID check arrests.
  • Security bots (and also Honkbots) will get frustrated and stop hunting people after a few seconds.
  • All bots navigate by following navigation beacons. If those are destroyed, the bots will stop patrolling.
  • Sec bots are weak to EMP and ranged weapons, like guns and IED spears. Also, they can't escape welded/locked closets.
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 an added disabler and four times the default health.

Keep in mind that ED-209s ignore monkeys though.

Controls:

  • Same as the Securitron's

See here how to construct an ED-209.