Security items

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Revision as of 09:30, 17 October 2013 by imported>Kingofkosmos (→‎Machines)

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Weapons for Neutralizing Threats

{{#if:Flash|}} {{#if:|

{{#if:|Flash.gif|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)
Contents Description
{{{contents}}} 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. If you target a criminal specifically with the flash you will not only blind them, but knock them down for the aforementioned second period, allowing plenty of time to beat them to death 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 Helmet or Sunglasses. On the downside: overexposure can cause blindness, and the flash's bulb is prone to burning out after repeated usage. Despite having Flashes implanted as ocular devices, hand held flashes are remarkably effective at stunning Cyborgs, and are one of only ways of stunning them. 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.

| {{#if:Use it on the criminal (make sure he doesn't have protective eyewear)|

{{#if:|Flash.gif|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)
Description
{{#if: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. If you target a criminal specifically with the flash you will not only blind them, but knock them down for the aforementioned second period, allowing plenty of time to beat them to death 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 Helmet or Sunglasses. On the downside: overexposure can cause blindness, and the flash's bulb is prone to burning out after repeated usage. Despite having Flashes implanted as ocular devices, hand held flashes are remarkably effective at stunning Cyborgs, and are one of only ways of stunning them. 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.|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. If you target a criminal specifically with the flash you will not only blind them, but knock them down for the aforementioned second period, allowing plenty of time to beat them to death 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 Helmet or Sunglasses. On the downside: overexposure can cause blindness, and the flash's bulb is prone to burning out after repeated usage. Despite having Flashes implanted as ocular devices, hand held flashes are remarkably effective at stunning Cyborgs, and are one of only ways of stunning them. 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.|No description}}

| {{#if:Subjugating criminals|

{{#if:|Flash.gif|Flash}}
Flash
Found in: Lockers at Security Office and Security Posts, Chief Engineer's Office, Robotics, Bridge, Tech Storage
Used for: Subjugating criminals
Description
{{#if: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. If you target a criminal specifically with the flash you will not only blind them, but knock them down for the aforementioned second period, allowing plenty of time to beat them to death 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 Helmet or Sunglasses. On the downside: overexposure can cause blindness, and the flash's bulb is prone to burning out after repeated usage. Despite having Flashes implanted as ocular devices, hand held flashes are remarkably effective at stunning Cyborgs, and are one of only ways of stunning them. 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.|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. If you target a criminal specifically with the flash you will not only blind them, but knock them down for the aforementioned second period, allowing plenty of time to beat them to death 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 Helmet or Sunglasses. On the downside: overexposure can cause blindness, and the flash's bulb is prone to burning out after repeated usage. Despite having Flashes implanted as ocular devices, hand held flashes are remarkably effective at stunning Cyborgs, and are one of only ways of stunning them. 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.|No description}}

| {{#if:Flash|

{{#if:|Flash.gif|{{#ifexist: File:Flash.gif| Flash}}|no image}}
Flash

| The item needs to have the name defined. }} }} }} }}


{{#if:Stun Baton|}} {{#if:|

{{#if:|StunBaton.gif|Stun Baton}}
Stun Baton
Found in: Lockers at Security Office and Security Posts
Used for: Subjugating criminals
Strategy: Use it on the criminal
Contents Description
{{{contents}}} Your bread and butter. Standard Protocol is to wear it on your BELT, mister. I can't tell you how many lazy officers I see waving their batons around the station like the freakin' statue of liberty. All it takes is one Joe Curwen to run up to you, push you down, and suddenly you went from the "station's finest" to "[your name] Burger".

Stun batons have two modes: on and off. While on, use 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; disarm 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 weapons recharger.

 S.O.P- Do NOT select the harm intent, unless you wish to beat your target. Additionally, take a moment to make sure that your baton is turned on.

| {{#if:Use it on the criminal|

{{#if:|StunBaton.gif|Stun Baton}}
Stun Baton
Found in: Lockers at Security Office and Security Posts
Used for: Subjugating criminals
Strategy: Use it on the criminal
Description
{{#if:Your bread and butter. Standard Protocol is to wear it on your BELT, mister. I can't tell you how many lazy officers I see waving their batons around the station like the freakin' statue of liberty. All it takes is one Joe Curwen to run up to you, push you down, and suddenly you went from the "station's finest" to "[your name] Burger".

Stun batons have two modes: on and off. While on, use 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; disarm 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 weapons recharger.

 S.O.P- Do NOT select the harm intent, unless you wish to beat your target. Additionally, take a moment to make sure that your baton is turned on.|Your bread and butter. Standard Protocol is to wear it on your BELT, mister. I can't tell you how many lazy officers I see waving their batons around the station like the freakin' statue of liberty. All it takes is one Joe Curwen to run up to you, push you down, and suddenly you went from the "station's finest" to "[your name] Burger". 

Stun batons have two modes: on and off. While on, use 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; disarm 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 weapons recharger.

 S.O.P- Do NOT select the harm intent, unless you wish to beat your target. Additionally, take a moment to make sure that your baton is turned on.|No description}}

| {{#if:Subjugating criminals|

{{#if:|StunBaton.gif|Stun Baton}}
Stun Baton
Found in: Lockers at Security Office and Security Posts
Used for: Subjugating criminals
Description
{{#if:Your bread and butter. Standard Protocol is to wear it on your BELT, mister. I can't tell you how many lazy officers I see waving their batons around the station like the freakin' statue of liberty. All it takes is one Joe Curwen to run up to you, push you down, and suddenly you went from the "station's finest" to "[your name] Burger".

Stun batons have two modes: on and off. While on, use 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; disarm 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 weapons recharger.

 S.O.P- Do NOT select the harm intent, unless you wish to beat your target. Additionally, take a moment to make sure that your baton is turned on.|Your bread and butter. Standard Protocol is to wear it on your BELT, mister. I can't tell you how many lazy officers I see waving their batons around the station like the freakin' statue of liberty. All it takes is one Joe Curwen to run up to you, push you down, and suddenly you went from the "station's finest" to "[your name] Burger". 

Stun batons have two modes: on and off. While on, use 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; disarm 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 weapons recharger.

 S.O.P- Do NOT select the harm intent, unless you wish to beat your target. Additionally, take a moment to make sure that your baton is turned on.|No description}}

| {{#if:Stun Baton|

{{#if:|StunBaton.gif|{{#ifexist: File:StunBaton.gif| Stun Baton}}|no image}}
Stun Baton

| The item needs to have the name defined. }} }} }} }}


{{#if:Taser|}} {{#if:|

{{#if:|Taser.png|Taser}}
Taser
Found in: Lockers at Security Office and Security Posts
Used for: Subjugating criminals
Strategy: Shoot it at the target
Contents Description
{{{contents}}} This is a ranged alternative to the stun baton; however it only has four charges. Maintain both this and your stun baton at a recharger port. Like the baton, you should wear this on your belt and carry the other in your exosuit slot. The taser fires an incandescent ball of energy at low velocity. The projectile is stopped by windows, grills, walls, and various other obstructions. When hit, it will cause temporary paralysis and slur speech to near illegibility. Melee use of this weapon is inappropriate except for the most extreme cases (see space law section Dangerous Criminals). When aiming for the head, tasers are exceptional melee weapons even when out of charge, very often knocking the opponent unconscious with a single blow. They can be found in Security lockers.

| {{#if:Shoot it at the target|

{{#if:|Taser.png|Taser}}
Taser
Found in: Lockers at Security Office and Security Posts
Used for: Subjugating criminals
Strategy: Shoot it at the target
Description
{{#if:This is a ranged alternative to the stun baton; however it only has four charges. Maintain both this and your stun baton at a recharger port. Like the baton, you should wear this on your belt and carry the other in your exosuit slot. The taser fires an incandescent ball of energy at low velocity. The projectile is stopped by windows, grills, walls, and various other obstructions. When hit, it will cause temporary paralysis and slur speech to near illegibility. Melee use of this weapon is inappropriate except for the most extreme cases (see space law section Dangerous Criminals). When aiming for the head, tasers are exceptional melee weapons even when out of charge, very often knocking the opponent unconscious with a single blow. They can be found in Security lockers.|This is a ranged alternative to the stun baton; however it only has four charges. Maintain both this and your stun baton at a recharger port. Like the baton, you should wear this on your belt and carry the other in your exosuit slot. The taser fires an incandescent ball of energy at low velocity. The projectile is stopped by windows, grills, walls, and various other obstructions. When hit, it will cause temporary paralysis and slur speech to near illegibility. Melee use of this weapon is inappropriate except for the most extreme cases (see space law section Dangerous Criminals). When aiming for the head, tasers are exceptional melee weapons even when out of charge, very often knocking the opponent unconscious with a single blow. They can be found in Security lockers.|No description}}

| {{#if:Subjugating criminals|

{{#if:|Taser.png|Taser}}
Taser
Found in: Lockers at Security Office and Security Posts
Used for: Subjugating criminals
Description
{{#if:This is a ranged alternative to the stun baton; however it only has four charges. Maintain both this and your stun baton at a recharger port. Like the baton, you should wear this on your belt and carry the other in your exosuit slot. The taser fires an incandescent ball of energy at low velocity. The projectile is stopped by windows, grills, walls, and various other obstructions. When hit, it will cause temporary paralysis and slur speech to near illegibility. Melee use of this weapon is inappropriate except for the most extreme cases (see space law section Dangerous Criminals). When aiming for the head, tasers are exceptional melee weapons even when out of charge, very often knocking the opponent unconscious with a single blow. They can be found in Security lockers.|This is a ranged alternative to the stun baton; however it only has four charges. Maintain both this and your stun baton at a recharger port. Like the baton, you should wear this on your belt and carry the other in your exosuit slot. The taser fires an incandescent ball of energy at low velocity. The projectile is stopped by windows, grills, walls, and various other obstructions. When hit, it will cause temporary paralysis and slur speech to near illegibility. Melee use of this weapon is inappropriate except for the most extreme cases (see space law section Dangerous Criminals). When aiming for the head, tasers are exceptional melee weapons even when out of charge, very often knocking the opponent unconscious with a single blow. They can be found in Security lockers.|No description}}

| {{#if:Taser|

{{#if:|Taser.png|{{#ifexist: File:Taser.png| Taser}}|no image}}
Taser

| The item needs to have the name defined. }} }} }} }}


{{#if:Flashbang|}} {{#if:|

{{#if:|Flashbang.gif|Flashbang}}
Flashbang
Found in: Inside lockers at Security Office and Security Posts, a full box at Armory
Used for: Subjugating many criminals at once
Strategy: Trigger it and throw it at a criminal mob
Contents Description
{{{contents}}} This is an advanced piece of equipment because it is so difficult to use. It's distributed by SecTech vendors and the Warden, you could also find them 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.
 S.O.P If you are in a situation that requires flashbangs, CALL for backup first! Practice on empty rooms, try not to deafen yourself. Idiot

| {{#if:Trigger it and throw it at a criminal mob|

{{#if:|Flashbang.gif|Flashbang}}
Flashbang
Found in: Inside lockers at Security Office and Security Posts, a full box at Armory
Used for: Subjugating many criminals at once
Strategy: Trigger it and throw it at a criminal mob
Description
{{#if:This is an advanced piece of equipment because it is so difficult to use. It's distributed by SecTech vendors and the Warden, you could also find them 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.
 S.O.P If you are in a situation that requires flashbangs, CALL for backup first! Practice on empty rooms, try not to deafen yourself. Idiot|This is an advanced piece of equipment because it is so difficult to use. It's distributed by SecTech vendors and the Warden, you could also find them 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.
 S.O.P If you are in a situation that requires flashbangs, CALL for backup first! Practice on empty rooms, try not to deafen yourself. Idiot|No description}}

| {{#if:Subjugating many criminals at once|

{{#if:|Flashbang.gif|Flashbang}}
Flashbang
Found in: Inside lockers at Security Office and Security Posts, a full box at Armory
Used for: Subjugating many criminals at once
Description
{{#if:This is an advanced piece of equipment because it is so difficult to use. It's distributed by SecTech vendors and the Warden, you could also find them 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.
 S.O.P If you are in a situation that requires flashbangs, CALL for backup first! Practice on empty rooms, try not to deafen yourself. Idiot|This is an advanced piece of equipment because it is so difficult to use. It's distributed by SecTech vendors and the Warden, you could also find them 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.
 S.O.P If you are in a situation that requires flashbangs, CALL for backup first! Practice on empty rooms, try not to deafen yourself. Idiot|No description}}

| {{#if:Flashbang|

{{#if:|Flashbang.gif|{{#ifexist: File:Flashbang.gif| Flashbang}}|no image}}
Flashbang

| The item needs to have the name defined. }} }} }} }}


{{#if:Energy Gun|}}

File:Egun.png
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
{{{description}}}|Distributed by the Warden. The combination of a taser and a laser gun, clicking the thing while it's held alternates between a killing laser and a stunning taser (Remember: blue for stun, red for kill). More shots are available in kill mode than in stun mode, but the gun can still be recharged. Energy guns make exceptional melee weapons due to their uncanny ability to knock people unconscious when aimed at the head. The Captain, head of Personnel, and Head of Security all have energy guns in their quarters. More 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.}}


{{#if:Laser Gun|}} {{#if:|

{{#if:|Laser_gun.png|Laser Gun}}
Laser Gun
Found in: Armory
Used for: Eliminating threats
Strategy: Trigger it and throw it at a criminal mob
Contents Description
{{{contents}}} Distributed by the Warden - It is a more lethal version of the Energy Gun and lacks a non-lethal function. Usually distributed along with Riot Shields in extreme cases. It is very heavy - useful for the beating up of people. It shoots lasers, which deal a great deal of burning damage. The lasers will travel through grills and glass of all sorts. Can be ordered by the quartermasters 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.

| {{#if:Trigger it and throw it at a criminal mob|

{{#if:|Laser_gun.png|Laser Gun}}
Laser Gun
Found in: Armory
Used for: Eliminating threats
Strategy: Trigger it and throw it at a criminal mob
Description
{{#if:Distributed by the Warden - It is a more lethal version of the Energy Gun and lacks a non-lethal function. Usually distributed along with Riot Shields in extreme cases. It is very heavy - useful for the beating up of people. It shoots lasers, which deal a great deal of burning damage. The lasers will travel through grills and glass of all sorts. Can be ordered by the quartermasters 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.|Distributed by the Warden - It is a more lethal version of the Energy Gun and lacks a non-lethal function. Usually distributed along with Riot Shields in extreme cases. It is very heavy - useful for the beating up of people. It shoots lasers, which deal a great deal of burning damage. The lasers will travel through grills and glass of all sorts. Can be ordered by the quartermasters 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.|No description}}

| {{#if:Eliminating threats|

{{#if:|Laser_gun.png|Laser Gun}}
Laser Gun
Found in: Armory
Used for: Eliminating threats
Description
{{#if:Distributed by the Warden - It is a more lethal version of the Energy Gun and lacks a non-lethal function. Usually distributed along with Riot Shields in extreme cases. It is very heavy - useful for the beating up of people. It shoots lasers, which deal a great deal of burning damage. The lasers will travel through grills and glass of all sorts. Can be ordered by the quartermasters 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.|Distributed by the Warden - It is a more lethal version of the Energy Gun and lacks a non-lethal function. Usually distributed along with Riot Shields in extreme cases. It is very heavy - useful for the beating up of people. It shoots lasers, which deal a great deal of burning damage. The lasers will travel through grills and glass of all sorts. Can be ordered by the quartermasters 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.|No description}}

| {{#if:Laser Gun|

{{#if:|Laser_gun.png|{{#ifexist: File:Laser_gun.png| Laser Gun}}|no image}}
Laser Gun

| The item needs to have the name defined. }} }} }} }}


{{#if:Handcuffs|}} {{#if:|

{{#if:|Handcuffs.png|Handcuffs}}
Handcuffs
Found in: Security Office, full box at Armory
Used for: Apprehending the criminal
Strategy: Apply it to a criminal
Contents Description
{{{contents}}} 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, it may loosen the prisoner from your grip allowing him to run free. 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. 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 forces a person to always walk.

| {{#if:Apply it to a criminal|

{{#if:|Handcuffs.png|Handcuffs}}
Handcuffs
Found in: Security Office, full box at Armory
Used for: Apprehending the criminal
Strategy: Apply it to a criminal
Description
{{#if: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, it may loosen the prisoner from your grip allowing him to run free. 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. 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 forces a person to always walk.|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, it may loosen the prisoner from your grip allowing him to run free. 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. 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 forces a person to always walk.|No description}}

| {{#if:Apprehending the criminal|

{{#if:|Handcuffs.png|Handcuffs}}
Handcuffs
Found in: Security Office, full box at Armory
Used for: Apprehending the criminal
Description
{{#if: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, it may loosen the prisoner from your grip allowing him to run free. 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. 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 forces a person to always walk.|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, it may loosen the prisoner from your grip allowing him to run free. 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. 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 forces a person to always walk.|No description}}

| {{#if:Handcuffs|

{{#if:|Handcuffs.png|{{#ifexist: File:Handcuffs.png| Handcuffs}}|no image}}
Handcuffs

| The item needs to have the name defined. }} }} }} }}


Armor for Protection

{{#if:|

{{#if:|Helmet.png|Helmet}}
Helmet
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Strategy: {{{strategy}}}
Contents Description
{{{contents}}} {{{description}}}

| {{#if:|

{{#if:|Helmet.png|Helmet}}
Helmet
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Strategy: {{{strategy}}}
Description
{{{description}}}|No description}}

| {{#if:|

{{#if:|Helmet.png|Helmet}}
Helmet
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Description
{{{description}}}|No description}}

| {{#if:Helmet|

{{#if:|Helmet.png|{{#ifexist: File:Helmet.png| Helmet}}|no image}}
Helmet

| The item needs to have the name defined. }} }} }} }}


{{#if:|

{{#if:|SGlasses.png|Sunglasses}}
Sunglasses
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Strategy: {{{strategy}}}
Contents Description
{{{contents}}} {{{description}}}

| {{#if:|

{{#if:|SGlasses.png|Sunglasses}}
Sunglasses
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Strategy: {{{strategy}}}
Description
{{{description}}}|No description}}

| {{#if:|

{{#if:|SGlasses.png|Sunglasses}}
Sunglasses
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Description
{{{description}}}|No description}}

| {{#if:Sunglasses|

{{#if:|SGlasses.png|{{#ifexist: File:SGlasses.png| Sunglasses}}|no image}}
Sunglasses

| The item needs to have the name defined. }} }} }} }}


{{#if:|

{{#if:|SecHud.png|Security HUD}}
Security HUD
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Strategy: {{{strategy}}}
Contents Description
{{{contents}}} {{{description}}}

| {{#if:|

{{#if:|SecHud.png|Security HUD}}
Security HUD
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Strategy: {{{strategy}}}
Description
{{{description}}}|No description}}

| {{#if:|

{{#if:|SecHud.png|Security HUD}}
Security HUD
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Description
{{{description}}}|No description}}

| {{#if:Security HUD|

{{#if:|SecHud.png|{{#ifexist: File:SecHud.png| Security HUD}}|no image}}
Security HUD

| The item needs to have the name defined. }} }} }} }}


{{#if:|

{{#if:|Armor.png|Body Armor}}
Body Armor
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Strategy: {{{strategy}}}
Contents Description
{{{contents}}} {{{description}}}

| {{#if:|

{{#if:|Armor.png|Body Armor}}
Body Armor
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Strategy: {{{strategy}}}
Description
{{{description}}}|No description}}

| {{#if:|

{{#if:|Armor.png|Body Armor}}
Body Armor
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Description
{{{description}}}|No description}}

| {{#if:Body Armor|

{{#if:|Armor.png|{{#ifexist: File:Armor.png| Body Armor}}|no image}}
Body Armor

| The item needs to have the name defined. }} }} }} }}


{{#if:|

{{#if:|Riothelm.png|Riot Helmet}}
Riot Helmet
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Strategy: {{{strategy}}}
Contents Description
{{{contents}}} {{{description}}}

| {{#if:|

{{#if:|Riothelm.png|Riot Helmet}}
Riot Helmet
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Strategy: {{{strategy}}}
Description
{{{description}}}|No description}}

| {{#if:|

{{#if:|Riothelm.png|Riot Helmet}}
Riot Helmet
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Description
{{{description}}}|No description}}

| {{#if:Riot Helmet|

{{#if:|Riothelm.png|{{#ifexist: File:Riothelm.png| Riot Helmet}}|no image}}
Riot Helmet

| The item needs to have the name defined. }} }} }} }}


{{#if:|

{{#if:|Swatarmor.png|Riot Armor}}
Riot Armor
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Strategy: {{{strategy}}}
Contents Description
{{{contents}}} {{{description}}}

| {{#if:|

{{#if:|Swatarmor.png|Riot Armor}}
Riot Armor
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Strategy: {{{strategy}}}
Description
{{{description}}}|No description}}

| {{#if:|

{{#if:|Swatarmor.png|Riot Armor}}
Riot Armor
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Description
{{{description}}}|No description}}

| {{#if:Riot Armor|

{{#if:|Swatarmor.png|{{#ifexist: File:Swatarmor.png| Riot Armor}}|no image}}
Riot Armor

| The item needs to have the name defined. }} }} }} }}


{{#if:|

{{#if:|Bulletproofvest.png|Bulletproof Vest}}
Bulletproof Vest
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Strategy: {{{strategy}}}
Contents Description
{{{contents}}} {{{description}}}

| {{#if:|

{{#if:|Bulletproofvest.png|Bulletproof Vest}}
Bulletproof Vest
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Strategy: {{{strategy}}}
Description
{{{description}}}|No description}}

| {{#if:|

{{#if:|Bulletproofvest.png|Bulletproof Vest}}
Bulletproof Vest
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Description
{{{description}}}|No description}}

| {{#if:Bulletproof Vest|

{{#if:|Bulletproofvest.png|{{#ifexist: File:Bulletproofvest.png| Bulletproof Vest}}|no image}}
Bulletproof Vest

| The item needs to have the name defined. }} }} }} }}


{{#if:|

{{#if:|Ablative.png|Ablative Vest}}
Ablative Vest
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Strategy: {{{strategy}}}
Contents Description
{{{contents}}} {{{description}}}

| {{#if:|

{{#if:|Ablative.png|Ablative Vest}}
Ablative Vest
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Strategy: {{{strategy}}}
Description
{{{description}}}|No description}}

| {{#if:|

{{#if:|Ablative.png|Ablative Vest}}
Ablative Vest
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Description
{{{description}}}|No description}}

| {{#if:Ablative Vest|

{{#if:|Ablative.png|{{#ifexist: File:Ablative.png| Ablative Vest}}|no image}}
Ablative Vest

| The item needs to have the name defined. }} }} }} }}


NOTE: For all above items, remember to LOCK the locker you took them from!


Other Items

{{#if:Riot Shield|}} {{#if:|

{{#if:|RiotS.png|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
Contents Description
{{{contents}}} 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

| {{#if:Wield it and form a wall with your comrades|

{{#if:|RiotS.png|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
{{#if: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 |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 |No description}}

| {{#if:To protect you from melee attacks|

{{#if:|RiotS.png|Riot Shield}}
Riot Shield
Found in: Armory, Head of Security's locker
Used for: To protect you from melee attacks
Description
{{#if: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 |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 |No description}}

| {{#if:Riot Shield|

{{#if:|RiotS.png|{{#ifexist: File:RiotS.png| Riot Shield}}|no image}}
Riot Shield

| The item needs to have the name defined. }} }} }} }}


{{#if:Tracking Implant|}} {{#if:|

{{#if:|Implantbox.png|Tracking Implant}}
Tracking Implant
Found in: Armory
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
Contents Description
{{{contents}}} 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.

| {{#if:Take the implanter, load it with an implant and use the implanter on a person|

{{#if:|Implantbox.png|Tracking Implant}}
Tracking Implant
Found in: Armory
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.|No description}}

| {{#if:Making it possible to teleport straight up to the implanted person|

{{#if:|Implantbox.png|Tracking Implant}}
Tracking Implant
Found in: Armory
Used for: Making it possible to teleport straight up to the implanted 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.|No description}}

| {{#if:Tracking Implant|

{{#if:|Implantbox.png|{{#ifexist: File:Implantbox.png| Tracking Implant}}|no image}}
Tracking Implant

| The item needs to have the name defined. }} }} }} }}


{{#if:Loyalty Implant|}} {{#if:|

{{#if:|Loyalty_Implants.png|Loyalty Implant}}
Loyalty Implant
Found in: Armory
Used for: Un-revolutionarizing people and/or preventing people to be converted to cultists
Strategy: Take the implanter, load it with an implant and use the implanter on a person
Contents Description
{{{contents}}} When used on someone, it will make the person loyal to CentCom and the Heads of the Station - 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 and persons who are strong enough to lead a revolution party will completely resist this implant.

| {{#if:Take the implanter, load it with an implant and use the implanter on a person|

{{#if:|Loyalty_Implants.png|Loyalty Implant}}
Loyalty Implant
Found in: Armory
Used for: Un-revolutionarizing people and/or preventing people to be converted to cultists
Strategy: Take the implanter, load it with an implant and use the implanter on a person
Description
{{#if:When used on someone, it will make the person loyal to CentCom and the Heads of the Station - 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 and persons who are strong enough to lead a revolution party will completely resist this implant.|When used on someone, it will make the person loyal to CentCom and the Heads of the Station - 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 and persons who are strong enough to lead a revolution party will completely resist this implant.|No description}}

| {{#if:Un-revolutionarizing people and/or preventing people to be converted to cultists|

{{#if:|Loyalty_Implants.png|Loyalty Implant}}
Loyalty Implant
Found in: Armory
Used for: Un-revolutionarizing people and/or preventing people to be converted to cultists
Description
{{#if:When used on someone, it will make the person loyal to CentCom and the Heads of the Station - 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 and persons who are strong enough to lead a revolution party will completely resist this implant.|When used on someone, it will make the person loyal to CentCom and the Heads of the Station - 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 and persons who are strong enough to lead a revolution party will completely resist this implant.|No description}}

| {{#if:Loyalty Implant|

{{#if:|Loyalty_Implants.png|{{#ifexist: File:Loyalty_Implants.png| Loyalty Implant}}|no image}}
Loyalty Implant

| The item needs to have the name defined. }} }} }} }}


{{#if:Electropack|}} {{#if:|

{{#if:|Electropack.png|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
Contents Description
{{{contents}}} 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 signaler 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 electopack 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?

| {{#if:Set a signal, screwdriver it on, throw it on a criminal and send the signal|

{{#if:|Electropack.png|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
{{#if: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 signaler 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 electopack 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?|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 signaler 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 electopack 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?|No description}}

| {{#if:Torture|

{{#if:|Electropack.png|Electropack}}
Electropack
Found in: Prison Wing
Used for: Torture
Description
{{#if: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 signaler 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 electopack 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?|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 signaler 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 electopack 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?|No description}}

| {{#if:Electropack|

{{#if:|Electropack.png|{{#ifexist: File:Electropack.png| Electropack}}|no image}}
Electropack

| The item needs to have the name defined. }} }} }} }}


{{#if:Portable Flash|}} {{#if:|

{{#if:|PFlash.gif|Portable Flash}}
Portable Flash
Found in: Armory
Used for: Securing an area
Strategy: Pull it to a powered area and wrench it in place
Contents Description
{{{contents}}} 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.

| {{#if:Pull it to a powered area and wrench it in place|

{{#if:|PFlash.gif|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
{{#if: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.|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.|No description}}

| {{#if:Securing an area|

{{#if:|PFlash.gif|Portable Flash}}
Portable Flash
Found in: Armory
Used for: Securing an area
Description
{{#if: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.|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.|No description}}

| {{#if:Portable Flash|

{{#if:|PFlash.gif|{{#ifexist: File:PFlash.gif| Portable Flash}}|no image}}
Portable Flash

| The item needs to have the name defined. }} }} }} }}


{{#if:Recharger|}} {{#if:|

{{#if:|Recharger.gif|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
Contents Description
{{{contents}}} 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 stun batons and tasers.

The recharge time of your energy based devices will vary depending on their maximum capacity.

| {{#if:Pull it to a powered area and wrench it in place|

{{#if:|Recharger.gif|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
{{#if: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 stun batons and tasers.

The recharge time of your energy based devices will vary depending on their maximum capacity.|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 stun batons and tasers. The recharge time of your energy based devices will vary depending on their maximum capacity.|No description}}

| {{#if:Securing an area from anyone without protective eyewear|

{{#if:|Recharger.gif|Recharger}}
Recharger
Found in: Armory, Security Office, Security Posts
Used for: Securing an area from anyone without protective eyewear
Description
{{#if: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 stun batons and tasers.

The recharge time of your energy based devices will vary depending on their maximum capacity.|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 stun batons and tasers. The recharge time of your energy based devices will vary depending on their maximum capacity.|No description}}

| {{#if:Recharger|

{{#if:|Recharger.gif|{{#ifexist: File:Recharger.gif| Recharger}}|no image}}
Recharger

| The item needs to have the name defined. }} }} }} }}


{{#if:Space Law|}} {{#if:|

{{#if:|Lawbook.png|Space Law}}
Space Law
Found in: Security Office, Security Posts
Used for: Studying intently about the Law
Strategy: Apply it in hand to read
Contents Description
{{{contents}}} 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 at it.

| {{#if:Apply it in hand to read|

{{#if:|Lawbook.png|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
{{#if: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 at it.|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 at it.|No description}}

| {{#if:Studying intently about the Law|

{{#if:|Lawbook.png|Space Law}}
Space Law
Found in: Security Office, Security Posts
Used for: Studying intently about the Law
Description
{{#if: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 at it.|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 at it.|No description}}

| {{#if:Space Law|

{{#if:|Lawbook.png|{{#ifexist: File:Lawbook.png| Space Law}}|no image}}
Space Law

| The item needs to have the name defined. }} }} }} }}

Machines

SecTech Vending Machine

SecTech

Security Robots

Securitron

ED-209

The Robotic side of the security force. The station only starts with one, 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 hover 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. 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.