Security items

From /VM/station wiki
Revision as of 12:07, 3 February 2017 by imported>Steelpoint (Revamped article to a extent. New entries for new equipment and some reorganisation.)

Non-Lethal Weapons

{{#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) or activate it in your hand.
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, allowing plenty of time to beat them to death handcuff them. This is an acceptable alternative to a Stun Baton in a pinch, but is not recommended as an alternative due to it not working against anybody wearing protective eye coverings such as welding helmets or Sunglasses. On the downside, overexposure can cause blindness, and the flash's bulb is prone to burning out after repeated usage. Disoriented people also aren't very easy to stun as they stumble around a lot.

Handheld flashes are effective at stunning Cyborgs, and are one of the few ways of stunning them. Carry it in your pocket or security belt.

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

| {{#if:Use it on the criminal (make sure he doesn't have protective eyewear) or activate it in your hand.|

{{#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) or activate it in your hand.
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, allowing plenty of time to beat them to death handcuff them. This is an acceptable alternative to a Stun Baton in a pinch, but is not recommended as an alternative due to it not working against anybody wearing protective eye coverings such as welding helmets or Sunglasses. On the downside, overexposure can cause blindness, and the flash's bulb is prone to burning out after repeated usage. Disoriented people also aren't very easy to stun as they stumble around a lot.

Handheld flashes are effective at stunning Cyborgs, and are one of the few ways of stunning them. Carry it in your pocket or security belt.

Some revolutionary leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear.|A versatile tool! Flashes are small devices capable of producing an extremely bright light that is capable of blinding someone for approximately five seconds if they are immediately adjacent to you. This light will overcome visual senses, causing disorientation, allowing plenty of time to beat them to death handcuff them. This is an acceptable alternative to a Stun Baton in a pinch, but is not recommended as an alternative due to it not working against anybody wearing protective eye coverings such as welding helmets or Sunglasses. On the downside, overexposure can cause blindness, and the flash's bulb is prone to burning out after repeated usage. Disoriented people also aren't very easy to stun as they stumble around a lot.

Handheld flashes are effective at stunning Cyborgs, and are one of the few ways of stunning them. Carry it in your pocket or security belt.

Some revolutionary leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear.|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, allowing plenty of time to beat them to death handcuff them. This is an acceptable alternative to a Stun Baton in a pinch, but is not recommended as an alternative due to it not working against anybody wearing protective eye coverings such as welding helmets or Sunglasses. On the downside, overexposure can cause blindness, and the flash's bulb is prone to burning out after repeated usage. Disoriented people also aren't very easy to stun as they stumble around a lot.

Handheld flashes are effective at stunning Cyborgs, and are one of the few ways of stunning them. Carry it in your pocket or security belt.

Some revolutionary leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear.|A versatile tool! Flashes are small devices capable of producing an extremely bright light that is capable of blinding someone for approximately five seconds if they are immediately adjacent to you. This light will overcome visual senses, causing disorientation, allowing plenty of time to beat them to death handcuff them. This is an acceptable alternative to a Stun Baton in a pinch, but is not recommended as an alternative due to it not working against anybody wearing protective eye coverings such as welding helmets or Sunglasses. On the downside, overexposure can cause blindness, and the flash's bulb is prone to burning out after repeated usage. Disoriented people also aren't very easy to stun as they stumble around a lot.

Handheld flashes are effective at stunning Cyborgs, and are one of the few ways of stunning them. Carry it in your pocket or security belt.

Some revolutionary leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear.|No description}}

| {{#if:Flash|

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

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


{{#if:Telescopic Baton|}}{{#if:Telebaton|}} {{#if:|

{{#if:|Telescopic Baton.png|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
Contents Description
{{{contents}}} A.K.A. Telebaton. A compact yet robust personal defense weapon. Can be concealed when folded. Every Head gets one. It doesn't stun for very long, so make it count.

| {{#if:Apply it in your hand to extend it, apply to person|

{{#if:|Telescopic Baton.png|Telescopic Baton}}
Telescopic Baton
Found in: Heads' backpacks
Used for: Subjugating your staff when they feel like not taking orders
Strategy: Apply it in your hand to extend it, apply to person
Description
A.K.A. Telebaton. A compact yet robust personal defense weapon. Can be concealed when folded. Every Head gets one. It doesn't stun for very long, so make it count.|No description}}

| {{#if:Subjugating your staff when they feel like not taking orders|

{{#if:|Telescopic Baton.png|Telescopic Baton}}
Telescopic Baton
Found in: Heads' backpacks
Used for: Subjugating your staff when they feel like not taking orders
Description
A.K.A. Telebaton. A compact yet robust personal defense weapon. Can be concealed when folded. Every Head gets one. It doesn't stun for very long, so make it count.|No description}}

| {{#if:Telescopic Baton|

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

| 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, spawns in security officers' backpacks
Used for: Subjugating criminals
Strategy: Use it on the criminal
Contents Description
{{{contents}}} Your primary melee weapon. Standard Protocol is to wear it on your BELT or your actual Security Belt. Do not run around with your weapon brandished as you will be slipped and killed by the clown.

Stun batons have two modes: on and off. While on, using it will result in a stun. Harm will cause you to smash the baton into the victim, bruising and stunning them for a very short time; anything else will jab the device into their skin and let them baste in very painful but mostly safe electricity. You'll generally be using it with this intent. Excessive use is discouraged among forward-thinking and sympathetic security forces. Recharged in a recharger.


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

{{#if:|StunBaton.gif|Stun Baton}}
Stun Baton
Found in: Lockers at Security Office, spawns in security officers' backpacks
Used for: Subjugating criminals
Strategy: Use it on the criminal
Description
{{#if:Your primary melee weapon. Standard Protocol is to wear it on your BELT or your actual Security Belt. Do not run around with your weapon brandished as you will be slipped and killed by the clown.

Stun batons have two modes: on and off. While on, using it will result in a stun. Harm will cause you to smash the baton into the victim, bruising and stunning them for a very short time; anything else will jab the device into their skin and let them baste in very painful but mostly safe electricity. You'll generally be using it with this intent. Excessive use is discouraged among forward-thinking and sympathetic security forces. Recharged in a recharger.


|Your primary melee weapon. Standard Protocol is to wear it on your BELT or your actual Security Belt. Do not run around with your weapon brandished as you will be slipped and killed by the clown.

Stun batons have two modes: on and off. While on, using it will result in a stun. Harm will cause you to smash the baton into the victim, bruising and stunning them for a very short time; anything else will jab the device into their skin and let them baste in very painful but mostly safe electricity. You'll generally be using it with this intent. Excessive use is discouraged among forward-thinking and sympathetic security forces. Recharged in a recharger.


|No description}}

| {{#if:Subjugating criminals|

{{#if:|StunBaton.gif|Stun Baton}}
Stun Baton
Found in: Lockers at Security Office, spawns in security officers' backpacks
Used for: Subjugating criminals
Description
{{#if:Your primary melee weapon. Standard Protocol is to wear it on your BELT or your actual Security Belt. Do not run around with your weapon brandished as you will be slipped and killed by the clown.

Stun batons have two modes: on and off. While on, using it will result in a stun. Harm will cause you to smash the baton into the victim, bruising and stunning them for a very short time; anything else will jab the device into their skin and let them baste in very painful but mostly safe electricity. You'll generally be using it with this intent. Excessive use is discouraged among forward-thinking and sympathetic security forces. Recharged in a recharger.


|Your primary melee weapon. Standard Protocol is to wear it on your BELT or your actual Security Belt. Do not run around with your weapon brandished as you will be slipped and killed by the clown.

Stun batons have two modes: on and off. While on, using it will result in a stun. Harm will cause you to smash the baton into the victim, bruising and stunning them for a very short time; anything else will jab the device into their skin and let them baste in very painful but mostly safe electricity. You'll generally be using it with this intent. Excessive use is discouraged among forward-thinking and sympathetic security forces. Recharged in a recharger.


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

{{#if:|Hybrid_taser.gif|Hybrid Taser}}
Hybrid Taser
Found in: Lockers at Security Office and Security Posts
Used for: Subjugating criminals
Strategy: Shoot it at the target
Contents Description
{{{contents}}} This will be your primary law enforcement weapon; It has two modes of use; Tase OR Disable. In taser mode (Yellow) it will fire an incandescent ball of energy at low velocity. The projectile is stopped by windows, grilles, walls, simple distance, and various other obstructions. When the shot hits its target, it will cause temporary paralysis and slur speech to near illegibility. The range of the taser shot is also limited. In Disabler mode (Light Blue) it will fire a blue disabler beam that deals stamina-damage, slowing down the prep and making them fall after three shots. The disabler beam is NOT stopped by windows and grilles and its range is unlimited. Melee use of this weapon is inappropriate except for the most extreme cases (see space law section Dangerous Criminals). They can be found in security lockers.

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

{{#if:|Hybrid_taser.gif|Hybrid Taser}}
Hybrid Taser
Found in: Lockers at Security Office and Security Posts
Used for: Subjugating criminals
Strategy: Shoot it at the target
Description
{{#if:This will be your primary law enforcement weapon; It has two modes of use; Tase OR Disable. In taser mode (Yellow) it will fire an incandescent ball of energy at low velocity. The projectile is stopped by windows, grilles, walls, simple distance, and various other obstructions. When the shot hits its target, it will cause temporary paralysis and slur speech to near illegibility. The range of the taser shot is also limited. In Disabler mode (Light Blue) it will fire a blue disabler beam that deals stamina-damage, slowing down the prep and making them fall after three shots. The disabler beam is NOT stopped by windows and grilles and its range is unlimited. Melee use of this weapon is inappropriate except for the most extreme cases (see space law section Dangerous Criminals). They can be found in security lockers.|This will be your primary law enforcement weapon; It has two modes of use; Tase OR Disable. In taser mode (Yellow) it will fire an incandescent ball of energy at low velocity. The projectile is stopped by windows, grilles, walls, simple distance, and various other obstructions. When the shot hits its target, it will cause temporary paralysis and slur speech to near illegibility. The range of the taser shot is also limited. In Disabler mode (Light Blue) it will fire a blue disabler beam that deals stamina-damage, slowing down the prep and making them fall after three shots. The disabler beam is NOT stopped by windows and grilles and its range is unlimited. Melee use of this weapon is inappropriate except for the most extreme cases (see space law section Dangerous Criminals). They can be found in security lockers.|No description}}

| {{#if:Subjugating criminals|

{{#if:|Hybrid_taser.gif|Hybrid Taser}}
Hybrid Taser
Found in: Lockers at Security Office and Security Posts
Used for: Subjugating criminals
Description
{{#if:This will be your primary law enforcement weapon; It has two modes of use; Tase OR Disable. In taser mode (Yellow) it will fire an incandescent ball of energy at low velocity. The projectile is stopped by windows, grilles, walls, simple distance, and various other obstructions. When the shot hits its target, it will cause temporary paralysis and slur speech to near illegibility. The range of the taser shot is also limited. In Disabler mode (Light Blue) it will fire a blue disabler beam that deals stamina-damage, slowing down the prep and making them fall after three shots. The disabler beam is NOT stopped by windows and grilles and its range is unlimited. Melee use of this weapon is inappropriate except for the most extreme cases (see space law section Dangerous Criminals). They can be found in security lockers.|This will be your primary law enforcement weapon; It has two modes of use; Tase OR Disable. In taser mode (Yellow) it will fire an incandescent ball of energy at low velocity. The projectile is stopped by windows, grilles, walls, simple distance, and various other obstructions. When the shot hits its target, it will cause temporary paralysis and slur speech to near illegibility. The range of the taser shot is also limited. In Disabler mode (Light Blue) it will fire a blue disabler beam that deals stamina-damage, slowing down the prep and making them fall after three shots. The disabler beam is NOT stopped by windows and grilles and its range is unlimited. Melee use of this weapon is inappropriate except for the most extreme cases (see space law section Dangerous Criminals). They can be found in security lockers.|No description}}

| {{#if:Hybrid Taser|

{{#if:|Hybrid_taser.gif|{{#ifexist: File:Hybrid_taser.gif| Hybrid Taser}}|no image}}
Hybrid Taser

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


{{#if:Stun Revolver|}} {{#if:|

{{#if:|Stun Revolver.png|Stun Revolver}}
Stun Revolver
Found in: R&D Lab after they've researched it
Used for: Apprehending the criminal
Strategy: Shoot at the perp
Contents Description
{{{contents}}} The Stun Revolver is a item that can be researched from the RnD department. Unlike the standard issue Advance Taser the Stun Revolver can hold up to six stun charges at a time. However this weapon lacks any Disable mode function. Generally this weapon is superior if you prefer the stun setting but lacks the versatility of the Advance Taser.

| {{#if:Shoot at the perp|

{{#if:|Stun Revolver.png|Stun Revolver}}
Stun Revolver
Found in: R&D Lab after they've researched it
Used for: Apprehending the criminal
Strategy: Shoot at the perp
Description
The Stun Revolver is a item that can be researched from the RnD department. Unlike the standard issue Advance Taser the Stun Revolver can hold up to six stun charges at a time. However this weapon lacks any Disable mode function. Generally this weapon is superior if you prefer the stun setting but lacks the versatility of the Advance Taser.|No description}}

| {{#if:Apprehending the criminal|

{{#if:|Stun Revolver.png|Stun Revolver}}
Stun Revolver
Found in: R&D Lab after they've researched it
Used for: Apprehending the criminal
Description
The Stun Revolver is a item that can be researched from the RnD department. Unlike the standard issue Advance Taser the Stun Revolver can hold up to six stun charges at a time. However this weapon lacks any Disable mode function. Generally this weapon is superior if you prefer the stun setting but lacks the versatility of the Advance Taser.|No description}}

| {{#if:Stun Revolver|

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

| 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, and can also be found in security lockers. In rooms where multiple and/or armed personnel are expected, you may use a flashbang to "breach" the room. Select it, press the button, and throw it immediately. It will blind everyone nearby for a short period of time and deafen them for a longer period of time. If all goes well, they will be on the ground, having dropped their weapons, and awaiting your handcuffs.

Also note that the flashbang will disable a cyborgs for a few moments. 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).

| {{#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, and can also be found in security lockers. In rooms where multiple and/or armed personnel are expected, you may use a flashbang to "breach" the room. Select it, press the button, and throw it immediately. It will blind everyone nearby for a short period of time and deafen them for a longer period of time. If all goes well, they will be on the ground, having dropped their weapons, and awaiting your handcuffs.

Also note that the flashbang will disable a cyborgs for a few moments. 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).|This is an advanced piece of equipment because it is so difficult to use. It's distributed by SecTech vendors and the Warden, and can also be found in security lockers. In rooms where multiple and/or armed personnel are expected, you may use a flashbang to "breach" the room. Select it, press the button, and throw it immediately. It will blind everyone nearby for a short period of time and deafen them for a longer period of time. If all goes well, they will be on the ground, having dropped their weapons, and awaiting your handcuffs.

Also note that the flashbang will disable a cyborgs for a few moments. 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).|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, and can also be found in security lockers. In rooms where multiple and/or armed personnel are expected, you may use a flashbang to "breach" the room. Select it, press the button, and throw it immediately. It will blind everyone nearby for a short period of time and deafen them for a longer period of time. If all goes well, they will be on the ground, having dropped their weapons, and awaiting your handcuffs.

Also note that the flashbang will disable a cyborgs for a few moments. 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).|This is an advanced piece of equipment because it is so difficult to use. It's distributed by SecTech vendors and the Warden, and can also be found in security lockers. In rooms where multiple and/or armed personnel are expected, you may use a flashbang to "breach" the room. Select it, press the button, and throw it immediately. It will blind everyone nearby for a short period of time and deafen them for a longer period of time. If all goes well, they will be on the ground, having dropped their weapons, and awaiting your handcuffs.

Also note that the flashbang will disable a cyborgs for a few moments. 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).|No description}}

| {{#if:Flashbang|

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

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


{{#if:Pepperspray|}} {{#if:|

{{#if:|Pepperspray.png|Pepperspray}}
Pepperspray
Found in: Inside lockers at Security Office and Security Posts
Used for: Subjugating a criminal
Strategy: Shoot it at the criminal
Contents Description
{{{contents}}} Manufactured by UhangInc, used to down an opponent quickly. Can store 8 sprays inside it. Remember to set the Pepper Spray to use 5 units to get the most out of it, using it at 5 units will have it cover up to four tiles and take down anyone not wearing eye protection. Best used in a narrow corridor, like the HOP line, where it can knock over several people at once.

Can be filled at Pepper Spray Refillers located in walls at Security Office and Security Posts. You can also fill it with other chemicals, like welding fuel, should you be able to find a use for that.

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

{{#if:|Pepperspray.png|Pepperspray}}
Pepperspray
Found in: Inside lockers at Security Office and Security Posts
Used for: Subjugating a criminal
Strategy: Shoot it at the criminal
Description
{{#if:Manufactured by UhangInc, used to down an opponent quickly. Can store 8 sprays inside it. Remember to set the Pepper Spray to use 5 units to get the most out of it, using it at 5 units will have it cover up to four tiles and take down anyone not wearing eye protection. Best used in a narrow corridor, like the HOP line, where it can knock over several people at once.

Can be filled at Pepper Spray Refillers located in walls at Security Office and Security Posts. You can also fill it with other chemicals, like welding fuel, should you be able to find a use for that.|Manufactured by UhangInc, used to down an opponent quickly. Can store 8 sprays inside it. Remember to set the Pepper Spray to use 5 units to get the most out of it, using it at 5 units will have it cover up to four tiles and take down anyone not wearing eye protection. Best used in a narrow corridor, like the HOP line, where it can knock over several people at once.

Can be filled at Pepper Spray Refillers located in walls at Security Office and Security Posts. You can also fill it with other chemicals, like welding fuel, should you be able to find a use for that.|No description}}

| {{#if:Subjugating a criminal|

{{#if:|Pepperspray.png|Pepperspray}}
Pepperspray
Found in: Inside lockers at Security Office and Security Posts
Used for: Subjugating a criminal
Description
{{#if:Manufactured by UhangInc, used to down an opponent quickly. Can store 8 sprays inside it. Remember to set the Pepper Spray to use 5 units to get the most out of it, using it at 5 units will have it cover up to four tiles and take down anyone not wearing eye protection. Best used in a narrow corridor, like the HOP line, where it can knock over several people at once.

Can be filled at Pepper Spray Refillers located in walls at Security Office and Security Posts. You can also fill it with other chemicals, like welding fuel, should you be able to find a use for that.|Manufactured by UhangInc, used to down an opponent quickly. Can store 8 sprays inside it. Remember to set the Pepper Spray to use 5 units to get the most out of it, using it at 5 units will have it cover up to four tiles and take down anyone not wearing eye protection. Best used in a narrow corridor, like the HOP line, where it can knock over several people at once.

Can be filled at Pepper Spray Refillers located in walls at Security Office and Security Posts. You can also fill it with other chemicals, like welding fuel, should you be able to find a use for that.|No description}}

| {{#if:Pepperspray|

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

| 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, as this may loosen the prisoner from your grip allowing him to run free. A freedom implant or resourceful changeling can remove cuffs instantly, but everyone else has to struggle with them for two or more minutes in a private area to get them off without outside help. Remember, you cannot open airlocks while cuffed. So if you are handcuffed in space without proper gear, you will most likely die. Can be combined with orange prison shoes to make foot shackles, which force a person to always walk.

| {{#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, as this may loosen the prisoner from your grip allowing him to run free. A freedom implant or resourceful changeling can remove cuffs instantly, but everyone else has to struggle with them for two or more minutes in a private area to get them off without outside help. Remember, you cannot open airlocks while cuffed. So if you are handcuffed in space without proper gear, you will most likely die. Can be combined with orange prison shoes to make foot shackles, which force a person to always walk.|Throw a pair in your pocket; more can be dispensed from the SecTech vendors. It prevents criminals from holding items, opening doors, and generally locks them behind whatever room they're in. If the victim were to be dragged or grabbed in any way, they will be unable to move. Be careful not to bump into anybody else while transporting the criminal, as this may loosen the prisoner from your grip allowing him to run free. A freedom implant or resourceful changeling can remove cuffs instantly, but everyone else has to struggle with them for two or more minutes in a private area to get them off without outside help. Remember, you cannot open airlocks while cuffed. So if you are handcuffed in space without proper gear, you will most likely die. Can be combined with orange prison shoes to make foot shackles, which force a person to always walk.|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, as this may loosen the prisoner from your grip allowing him to run free. A freedom implant or resourceful changeling can remove cuffs instantly, but everyone else has to struggle with them for two or more minutes in a private area to get them off without outside help. Remember, you cannot open airlocks while cuffed. So if you are handcuffed in space without proper gear, you will most likely die. Can be combined with orange prison shoes to make foot shackles, which force a person to always walk.|Throw a pair in your pocket; more can be dispensed from the SecTech vendors. It prevents criminals from holding items, opening doors, and generally locks them behind whatever room they're in. If the victim were to be dragged or grabbed in any way, they will be unable to move. Be careful not to bump into anybody else while transporting the criminal, as this may loosen the prisoner from your grip allowing him to run free. A freedom implant or resourceful changeling can remove cuffs instantly, but everyone else has to struggle with them for two or more minutes in a private area to get them off without outside help. Remember, you cannot open airlocks while cuffed. So if you are handcuffed in space without proper gear, you will most likely die. Can be combined with orange prison shoes to make foot shackles, which force a person to always walk.|No description}}

| {{#if:Handcuffs|

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

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


Lethal Weapons

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

{{#if:|Laser_gun.png|Laser Gun}}
Laser Gun
Found in: Armory
Used for: Eliminating threats
Strategy: Fire at the target
Contents Description
{{{contents}}} Distributed by the Warden, this is a more lethal version of the Energy Gun that in fact lacks a non-lethal function. The laser gun, unsurprisingly, shoots lasers, which deal a great deal of burning damage. The lasers will travel through grilles and glass of all sorts. Laser guns have as many shots as 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.

| {{#if:Fire at the target|

{{#if:|Laser_gun.png|Laser Gun}}
Laser Gun
Found in: Armory
Used for: Eliminating threats
Strategy: Fire at the target
Description
{{#if:Distributed by the Warden, this is a more lethal version of the Energy Gun that in fact lacks a non-lethal function. The laser gun, unsurprisingly, shoots lasers, which deal a great deal of burning damage. The lasers will travel through grilles and glass of all sorts. Laser guns have as many shots as 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.|Distributed by the Warden, this is a more lethal version of the Energy Gun that in fact lacks a non-lethal function. The laser gun, unsurprisingly, shoots lasers, which deal a great deal of burning damage. The lasers will travel through grilles and glass of all sorts. Laser guns have as many shots as 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.|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, this is a more lethal version of the Energy Gun that in fact lacks a non-lethal function. The laser gun, unsurprisingly, shoots lasers, which deal a great deal of burning damage. The lasers will travel through grilles and glass of all sorts. Laser guns have as many shots as 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.|Distributed by the Warden, this is a more lethal version of the Energy Gun that in fact lacks a non-lethal function. The laser gun, unsurprisingly, shoots lasers, which deal a great deal of burning damage. The lasers will travel through grilles and glass of all sorts. Laser guns have as many shots as 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.|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:Energy Gun|}} {{#if:|

{{#if:true||[[File:|64px|Energy Gun]]}}
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
Contents Description
{{{contents}}} 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.

| {{#if:Toggle the mode you want and fire at the target|

{{#if:true||[[File:|64px|Energy Gun]]}}
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
{{#if: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.|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.|No description}}

| {{#if:Subjugating criminals and/or eliminating threats|

{{#if:true||[[File:|64px|Energy Gun]]}}
Energy Gun
Found in: Armory, Captain's locker, Head of Personnel's locker
Used for: Subjugating criminals and/or eliminating threats
Description
{{#if: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.|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.|No description}}

| {{#if:Energy Gun|

{{#if:true||{{#ifexist: File:| [[File:|64px|Energy Gun]]}}|no image}}
Energy Gun

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


{{#if:Multiphase Energy Gun|}} {{#if:|

{{#if:true||[[File:|64px|Multiphase Energy Gun]]}}
Multiphase Energy Gun
Found in: Head of Security's locker
Used for: Subjugating criminals and/or eliminating threats
Strategy: Toggle the mode you want and fire at the target
Contents Description
{{{contents}}} Unique weapon held only be the Head of Security. Functions essentially as a more advance energy gun, capable of firing in either disable, stun or lethal laser modes.

| {{#if:Toggle the mode you want and fire at the target|

{{#if:true||[[File:|64px|Multiphase Energy Gun]]}}
Multiphase Energy Gun
Found in: Head of Security's locker
Used for: Subjugating criminals and/or eliminating threats
Strategy: Toggle the mode you want and fire at the target
Description
{{#if:Unique weapon held only be the Head of Security. Functions essentially as a more advance energy gun, capable of firing in either disable, stun or lethal laser modes.|Unique weapon held only be the Head of Security. Functions essentially as a more advance energy gun, capable of firing in either disable, stun or lethal laser modes.|No description}}

| {{#if:Subjugating criminals and/or eliminating threats|

{{#if:true||[[File:|64px|Multiphase Energy Gun]]}}
Multiphase Energy Gun
Found in: Head of Security's locker
Used for: Subjugating criminals and/or eliminating threats
Description
{{#if:Unique weapon held only be the Head of Security. Functions essentially as a more advance energy gun, capable of firing in either disable, stun or lethal laser modes.|Unique weapon held only be the Head of Security. Functions essentially as a more advance energy gun, capable of firing in either disable, stun or lethal laser modes.|No description}}

| {{#if:Multiphase Energy Gun|

{{#if:true||{{#ifexist: File:| [[File:|64px|Multiphase Energy Gun]]}}|no image}}
Multiphase Energy Gun

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


{{#if:Auto Rifle|}} {{#if:|

{{#if:|Autorifle.png|Automatic Rifle}}
Automatic Rifle
Found in: Cargo
Used for: Eliminating threats
Strategy: Fire at the target
Contents Description
{{{contents}}} Ballistic rifle that Security can gain access to via Cargo. The rifle holds several clear advantages and disadvantages over the standard Laser Gun. The rifle holds 20 rounds per magazine, can be reloaded in the field and can bypass some energy weapon defences such as Energy Shields and, to a degree, Energy Swords. However this weapons weaknesses are that it needs physical ammo to reload with, ammo that must be purchased and resupplied from cargo, the weapon lacks any stunning capability, cannot bypass glass and must be bought from Cargo en mass.

The choice to acquire this weapon is usually in the hands of the Head of Security or the Warden, and as such is a very uncommon weapon to see in Security's hands, however if Security has sufficient warning about a imminent attack, such as Nuclear Operatives declaring war, then the weapon tends to be a popular choice.

| {{#if:Fire at the target|

{{#if:|Autorifle.png|Automatic Rifle}}
Automatic Rifle
Found in: Cargo
Used for: Eliminating threats
Strategy: Fire at the target
Description
{{#if:Ballistic rifle that Security can gain access to via Cargo. The rifle holds several clear advantages and disadvantages over the standard Laser Gun. The rifle holds 20 rounds per magazine, can be reloaded in the field and can bypass some energy weapon defences such as Energy Shields and, to a degree, Energy Swords. However this weapons weaknesses are that it needs physical ammo to reload with, ammo that must be purchased and resupplied from cargo, the weapon lacks any stunning capability, cannot bypass glass and must be bought from Cargo en mass.

The choice to acquire this weapon is usually in the hands of the Head of Security or the Warden, and as such is a very uncommon weapon to see in Security's hands, however if Security has sufficient warning about a imminent attack, such as Nuclear Operatives declaring war, then the weapon tends to be a popular choice.|Ballistic rifle that Security can gain access to via Cargo. The rifle holds several clear advantages and disadvantages over the standard Laser Gun. The rifle holds 20 rounds per magazine, can be reloaded in the field and can bypass some energy weapon defences such as Energy Shields and, to a degree, Energy Swords. However this weapons weaknesses are that it needs physical ammo to reload with, ammo that must be purchased and resupplied from cargo, the weapon lacks any stunning capability, cannot bypass glass and must be bought from Cargo en mass.

The choice to acquire this weapon is usually in the hands of the Head of Security or the Warden, and as such is a very uncommon weapon to see in Security's hands, however if Security has sufficient warning about a imminent attack, such as Nuclear Operatives declaring war, then the weapon tends to be a popular choice.|No description}}

| {{#if:Eliminating threats|

{{#if:|Autorifle.png|Automatic Rifle}}
Automatic Rifle
Found in: Cargo
Used for: Eliminating threats
Description
{{#if:Ballistic rifle that Security can gain access to via Cargo. The rifle holds several clear advantages and disadvantages over the standard Laser Gun. The rifle holds 20 rounds per magazine, can be reloaded in the field and can bypass some energy weapon defences such as Energy Shields and, to a degree, Energy Swords. However this weapons weaknesses are that it needs physical ammo to reload with, ammo that must be purchased and resupplied from cargo, the weapon lacks any stunning capability, cannot bypass glass and must be bought from Cargo en mass.

The choice to acquire this weapon is usually in the hands of the Head of Security or the Warden, and as such is a very uncommon weapon to see in Security's hands, however if Security has sufficient warning about a imminent attack, such as Nuclear Operatives declaring war, then the weapon tends to be a popular choice.|Ballistic rifle that Security can gain access to via Cargo. The rifle holds several clear advantages and disadvantages over the standard Laser Gun. The rifle holds 20 rounds per magazine, can be reloaded in the field and can bypass some energy weapon defences such as Energy Shields and, to a degree, Energy Swords. However this weapons weaknesses are that it needs physical ammo to reload with, ammo that must be purchased and resupplied from cargo, the weapon lacks any stunning capability, cannot bypass glass and must be bought from Cargo en mass.

The choice to acquire this weapon is usually in the hands of the Head of Security or the Warden, and as such is a very uncommon weapon to see in Security's hands, however if Security has sufficient warning about a imminent attack, such as Nuclear Operatives declaring war, then the weapon tends to be a popular choice.|No description}}

| {{#if:Automatic Rifle|

{{#if:|Autorifle.png|{{#ifexist: File:Autorifle.png| Automatic Rifle}}|no image}}
Automatic Rifle

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


{{#if:Riot Shotgun|}} {{#if:|

{{#if:|Riot_shotgun.png|Riot Shotgun}}
Riot Shotgun
Found in: Armory
Used for: Stunning/Eliminating threats
Strategy: Fire at the target
Contents Description
{{{contents}}} Security issued shotgun, can hold up to six shells at a time and comes preloaded with rubber shot rounds for non-lethal take downs. Useful against opponents with energy weapon protection or against large crowds of enemies. Can be sawned off with any form of saw to allow the Shotgun to fit in a backpack.

| {{#if:Fire at the target|

{{#if:|Riot_shotgun.png|Riot Shotgun}}
Riot Shotgun
Found in: Armory
Used for: Stunning/Eliminating threats
Strategy: Fire at the target
Description
Security issued shotgun, can hold up to six shells at a time and comes preloaded with rubber shot rounds for non-lethal take downs. Useful against opponents with energy weapon protection or against large crowds of enemies. Can be sawned off with any form of saw to allow the Shotgun to fit in a backpack.|No description}}

| {{#if:Stunning/Eliminating threats|

{{#if:|Riot_shotgun.png|Riot Shotgun}}
Riot Shotgun
Found in: Armory
Used for: Stunning/Eliminating threats
Description
Security issued shotgun, can hold up to six shells at a time and comes preloaded with rubber shot rounds for non-lethal take downs. Useful against opponents with energy weapon protection or against large crowds of enemies. Can be sawned off with any form of saw to allow the Shotgun to fit in a backpack.|No description}}

| {{#if:Riot Shotgun|

{{#if:|Riot_shotgun.png|{{#ifexist: File:Riot_shotgun.png| Riot Shotgun}}|no image}}
Riot Shotgun

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


{{#if:Cycler Shotgun|}} {{#if:|

{{#if:|Cycler.png|Cycler Shotgun}}
Cycler Shotgun
Found in: Warden's Locker
Used for: Eliminating threats
Strategy: Fire at the target
Contents Description
{{{contents}}} Unique shotgun that only the Warden has access to. A semi-automatic shotgun that can hold up to eight shells at a time in two firing tubes. The operator can thus load both tubes with different ammo and swap the shotgun from one tube to the other to fire. As a example this can allow the user to swap from non-lethal to lethal ammunition on the fly.

Generally superior to the Riot Shotgun, but lacks the ability to be sawned off and thus cannot fit inside a backpack.

| {{#if:Fire at the target|

{{#if:|Cycler.png|Cycler Shotgun}}
Cycler Shotgun
Found in: Warden's Locker
Used for: Eliminating threats
Strategy: Fire at the target
Description
{{#if:Unique shotgun that only the Warden has access to. A semi-automatic shotgun that can hold up to eight shells at a time in two firing tubes. The operator can thus load both tubes with different ammo and swap the shotgun from one tube to the other to fire. As a example this can allow the user to swap from non-lethal to lethal ammunition on the fly.

Generally superior to the Riot Shotgun, but lacks the ability to be sawned off and thus cannot fit inside a backpack.|Unique shotgun that only the Warden has access to. A semi-automatic shotgun that can hold up to eight shells at a time in two firing tubes. The operator can thus load both tubes with different ammo and swap the shotgun from one tube to the other to fire. As a example this can allow the user to swap from non-lethal to lethal ammunition on the fly.

Generally superior to the Riot Shotgun, but lacks the ability to be sawned off and thus cannot fit inside a backpack.|No description}}

| {{#if:Eliminating threats|

{{#if:|Cycler.png|Cycler Shotgun}}
Cycler Shotgun
Found in: Warden's Locker
Used for: Eliminating threats
Description
{{#if:Unique shotgun that only the Warden has access to. A semi-automatic shotgun that can hold up to eight shells at a time in two firing tubes. The operator can thus load both tubes with different ammo and swap the shotgun from one tube to the other to fire. As a example this can allow the user to swap from non-lethal to lethal ammunition on the fly.

Generally superior to the Riot Shotgun, but lacks the ability to be sawned off and thus cannot fit inside a backpack.|Unique shotgun that only the Warden has access to. A semi-automatic shotgun that can hold up to eight shells at a time in two firing tubes. The operator can thus load both tubes with different ammo and swap the shotgun from one tube to the other to fire. As a example this can allow the user to swap from non-lethal to lethal ammunition on the fly.

Generally superior to the Riot Shotgun, but lacks the ability to be sawned off and thus cannot fit inside a backpack.|No description}}

| {{#if:Cycler Shotgun|

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

| 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}}} 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.

| {{#if:|

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

| {{#if:|

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

| {{#if:|

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

| {{#if:|

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

| {{#if:HUDSunglasses|

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

| 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}}} Standard issue security Body Armor, issued to all Security personal and select station personal. Provides a moderate amount of protection, so its recommended you wear it at all times.

| {{#if:|

{{#if:|Armor.png|Body Armor}}
Body Armor
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Strategy: {{{strategy}}}
Description
Standard issue security Body Armor, issued to all Security personal and select station personal. Provides a moderate amount of protection, so its recommended you wear it at all times.|No description}}

| {{#if:|

{{#if:|Armor.png|Body Armor}}
Body Armor
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Description
Standard issue security Body Armor, issued to all Security personal and select station personal. Provides a moderate amount of protection, so its recommended you wear it at all times.|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}}} 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.

| {{#if:|

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

| {{#if:|

{{#if:|Riothelm.png|Riot Helmet}}
Riot Helmet
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
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.|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}}} Riot duty armor designed to be highly resistant to melee attacks. Provides strong melee defence at the cost of little defence against anything else.

| {{#if:|

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

| {{#if:|

{{#if:|Swatarmor.png|Riot Armor}}
Riot Armor
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
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.|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:|Bulletproofhelm.png|Tactical Helmet}}
Tactical Helmet
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Strategy: {{{strategy}}}
Contents Description
{{{contents}}} Special duty helmet worn by Tactical Officers during a crisis. Tactical Helmets provides excellent protection against ballistic, and good protection against explosive, attacks but at the cost of having only minor defence against other form of attacks.

| {{#if:|

{{#if:|Bulletproofhelm.png|Tactical Helmet}}
Tactical Helmet
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Strategy: {{{strategy}}}
Description
Special duty helmet worn by Tactical Officers during a crisis. Tactical Helmets provides excellent protection against ballistic, and good protection against explosive, attacks but at the cost of having only minor defence against other form of attacks.|No description}}

| {{#if:|

{{#if:|Bulletproofhelm.png|Tactical Helmet}}
Tactical Helmet
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Description
Special duty helmet worn by Tactical Officers during a crisis. Tactical Helmets provides excellent protection against ballistic, and good protection against explosive, attacks but at the cost of having only minor defence against other form of attacks.|No description}}

| {{#if:Tactical Helmet|

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

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


{{#if:|

{{#if:|Bulletproofvest.png|Tactical Vest}}
Tactical Vest
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Strategy: {{{strategy}}}
Contents Description
{{{contents}}} Special duty armor worn by Tactical Officers during a crisis. Tactical Armor provides excellent protection against ballistic, and good protection against explosive, attacks but at the cost of having only minor defence against other form of attacks.

| {{#if:|

{{#if:|Bulletproofvest.png|Tactical Vest}}
Tactical Vest
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Strategy: {{{strategy}}}
Description
Special duty armor worn by Tactical Officers during a crisis. Tactical Armor provides excellent protection against ballistic, and good protection against explosive, attacks but at the cost of having only minor defence against other form of attacks.|No description}}

| {{#if:|

{{#if:|Bulletproofvest.png|Tactical Vest}}
Tactical Vest
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Description
Special duty armor worn by Tactical Officers during a crisis. Tactical Armor provides excellent protection against ballistic, and good protection against explosive, attacks but at the cost of having only minor defence against other form of attacks.|No description}}

| {{#if:Tactical Vest|

{{#if:|Bulletproofvest.png|{{#ifexist: File:Bulletproofvest.png| Tactical Vest}}|no image}}
Tactical 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}}} Unique armor vest designed to deflect and significantly reduce damage from energy based attacks. Provides very little defence against anything else.

| {{#if:|

{{#if:|Ablative.png|Ablative Vest}}
Ablative Vest
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Strategy: {{{strategy}}}
Description
Unique armor vest designed to deflect and significantly reduce damage from energy based attacks. Provides very little defence against anything else.|No description}}

| {{#if:|

{{#if:|Ablative.png|Ablative Vest}}
Ablative Vest
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Description
Unique armor vest designed to deflect and significantly reduce damage from energy based attacks. Provides very little defence against anything else.|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 and below items, remember to LOCK the locker you took them from!


Other Items

{{#if:Secway|}} {{#if:|

{{#if:|Secway.png|Secway}}
Secway
Found in: Armory
Used for: Cruising
Strategy: Drag yourself on it with the key in hand
Contents Description
{{{contents}}} Unique transportation vehicle available in the armoury. Can prove useful if you need to drive through a area with low pressure, have taken significant damage and need to move quickly, are wearing a bulky hardsuit or want to look like a tool.

| {{#if:Drag yourself on it with the key in hand|

{{#if:|Secway.png|Secway}}
Secway
Found in: Armory
Used for: Cruising
Strategy: Drag yourself on it with the key in hand
Description
Unique transportation vehicle available in the armoury. Can prove useful if you need to drive through a area with low pressure, have taken significant damage and need to move quickly, are wearing a bulky hardsuit or want to look like a tool.|No description}}

| {{#if:Cruising|

{{#if:|Secway.png|Secway}}
Secway
Found in: Armory
Used for: Cruising
Description
Unique transportation vehicle available in the armoury. Can prove useful if you need to drive through a area with low pressure, have taken significant damage and need to move quickly, are wearing a bulky hardsuit or want to look like a tool.|No description}}

| {{#if:Secway|

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

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


{{#if:Seclite|}} {{#if:|

{{#if:|Seclite.png|Seclite}}
Seclite
Found in: Security Officer's backpack
Used for: Seeing in the dark
Strategy: Switch it on to see better in darkness or use it for self-defense
Contents Description
{{{contents}}} A robust flashlight used by security. Can also be mounted to energy guns and Hybrid Tasers.

| {{#if:Switch it on to see better in darkness or use it for self-defense|

{{#if:|Seclite.png|Seclite}}
Seclite
Found in: Security Officer's backpack
Used for: Seeing in the dark
Strategy: Switch it on to see better in darkness or use it for self-defense
Description
A robust flashlight used by security. Can also be mounted to energy guns and Hybrid Tasers.|No description}}

| {{#if:Seeing in the dark|

{{#if:|Seclite.png|Seclite}}
Seclite
Found in: Security Officer's backpack
Used for: Seeing in the dark
Description
A robust flashlight used by security. Can also be mounted to energy guns and Hybrid Tasers.|No description}}

| {{#if:Seclite|

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

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


{{#if:Security Gas Mask|}} {{#if:|

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

| {{#if: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|

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

| {{#if:Internals, shout very loud at the criminals|

{{#if:|Security_Gas_Mask.png|Security Gas Mask}}
Security Gas Mask
Found in: Armory, Head of Security's locker
Used for: Internals, shout very loud at the criminals
Description
{{#if: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.|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.|No description}}

| {{#if:Security Gas Mask|

{{#if:|Security_Gas_Mask.png|{{#ifexist: File:Security_Gas_Mask.png| Security Gas Mask}}|no image}}
Security Gas Mask

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


{{#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:|Implant_Case.png|Tracking Implant}}
Tracking Implant
Found in: Armory in a Tracking Implant Kit
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. The Prison Management Console can be used to check the implanted person's location and even send messages into their mind.
Disintegrates in 10 minutes after the death of host.

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

{{#if:|Implant_Case.png|Tracking Implant}}
Tracking Implant
Found in: Armory in a Tracking Implant Kit
Used for: Making it possible to teleport straight up to the implanted person
Strategy: Take the implanter, load it with an implant and use the implanter on a person
Description
When used on someone, it will put a tracking beacon INSIDE the person. No, it does not cause people to be gibbed when teleported to. The Prison Management Console can be used to check the implanted person's location and even send messages into their mind.
Disintegrates in 10 minutes after the death of host.|No description}}

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

{{#if:|Implant_Case.png|Tracking Implant}}
Tracking Implant
Found in: Armory in a Tracking Implant Kit
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. The Prison Management Console can be used to check the implanted person's location and even send messages into their mind.
Disintegrates in 10 minutes after the death of host.|No description}}

| {{#if:Tracking Implant|

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

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


{{#if:Chemical Implant|}} {{#if:|

{{#if:|Implant_Case.png|Chemical Implant}}
Chemical Implant
Found in: Armory in a Chemical Implant Kit
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
Contents Description
{{{contents}}} Can only be loaded while still in its original case.
Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition,

the implant may become unstable and either pre-maturely inject the subject or simply break.
Disintegrates in 10 minutes after the death of host.

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

{{#if:|Implant_Case.png|Chemical Implant}}
Chemical Implant
Found in: Armory in a Chemical Implant Kit
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
{{#if:Can only be loaded while still in its original case.
Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition,

the implant may become unstable and either pre-maturely inject the subject or simply break.
Disintegrates in 10 minutes after the death of host.|Can only be loaded while still in its original case.
Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition, the implant may become unstable and either pre-maturely inject the subject or simply break.
Disintegrates in 10 minutes after the death of host.|No description}}

| {{#if:Can be loaded with any sort of chemical agent via the common syringe and can hold 50 units|

{{#if:|Implant_Case.png|Chemical Implant}}
Chemical Implant
Found in: Armory in a Chemical Implant Kit
Used for: Can be loaded with any sort of chemical agent via the common syringe and can hold 50 units
Description
{{#if:Can only be loaded while still in its original case.
Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition,

the implant may become unstable and either pre-maturely inject the subject or simply break.
Disintegrates in 10 minutes after the death of host.|Can only be loaded while still in its original case.
Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition, the implant may become unstable and either pre-maturely inject the subject or simply break.
Disintegrates in 10 minutes after the death of host.|No description}}

| {{#if:Chemical Implant|

{{#if:|Implant_Case.png|{{#ifexist: File:Implant_Case.png| Chemical Implant}}|no image}}
Chemical Implant

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


{{#if:Mindshield Implant|}} {{#if:|

{{#if:|Implant_Case.png|Loyalty Implant}}
Loyalty Implant
Found in: Armory in a Lockbox (Mindshield Implants) , Head of Security's Office
Used for: Deconverting revolutionaries and gangsters; preventing people from being converted to revs, gangsters or cultists
Strategy: Take the implanter, load it with an implant and use the implanter on a person
Contents Description
{{{contents}}} 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:Take the implanter, load it with an implant and use the implanter on a person|

{{#if:|Implant_Case.png|Loyalty Implant}}
Loyalty Implant
Found in: Armory in a Lockbox (Mindshield Implants) , Head of Security's Office
Used for: Deconverting revolutionaries and gangsters; preventing people from being converted to revs, gangsters or cultists
Strategy: Take the implanter, load it with an implant and use the implanter on a person
Description
{{#if: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.|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.|No description}}

| {{#if:Deconverting revolutionaries and gangsters; preventing people from being converted to revs, gangsters or cultists|

{{#if:|Implant_Case.png|Loyalty Implant}}
Loyalty Implant
Found in: Armory in a Lockbox (Mindshield Implants) , Head of Security's Office
Used for: Deconverting revolutionaries and gangsters; preventing people from being converted to revs, gangsters or cultists
Description
{{#if: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.|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.|No description}}

| {{#if:Loyalty Implant|

{{#if:|Implant_Case.png|{{#ifexist: File:Implant_Case.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 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?

| {{#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 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?|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?|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 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?|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?|No description}}

| {{#if:Electropack|

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

| 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.

| {{#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.|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.|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.|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.|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. }} }} }} }}


{{#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 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.

| {{#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 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.|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.|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 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.|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.|No description}}

| {{#if:Recharger|

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

| 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:Deployable Barrier Grenade|}} {{#if:|

{{#if:|Deployable_Barrier.png|Deployable Barrier Grenade}}
Deployable Barrier Grenade
Found in: Armory
Used for: Securing an area, making sure no one (without Armory access) can pass through
Strategy: Drag it where you need it and swipe it with your ID
Contents Description
{{{contents}}} The Armory contains grenades that, when thrown, will produce a deployable barrier, a much stronger version of the wooden barricade. Swipe your ID card to lock/unlock it. Blows up if too damaged, but can be repaired with a wrench!

| {{#if:Drag it where you need it and swipe it with your ID|

{{#if:|Deployable_Barrier.png|Deployable Barrier Grenade}}
Deployable Barrier Grenade
Found in: Armory
Used for: Securing an area, making sure no one (without Armory access) can pass through
Strategy: Drag it where you need it and swipe it with your ID
Description
{{#if:The Armory contains grenades that, when thrown, will produce a deployable barrier, a much stronger version of the wooden barricade. Swipe your ID card to lock/unlock it. Blows up if too damaged, but can be repaired with a wrench!|The Armory contains grenades that, when thrown, will produce a deployable barrier, a much stronger version of the wooden barricade. Swipe your ID card to lock/unlock it. Blows up if too damaged, but can be repaired with a wrench!|No description}}

| {{#if:Securing an area, making sure no one (without Armory access) can pass through|

{{#if:|Deployable_Barrier.png|Deployable Barrier Grenade}}
Deployable Barrier Grenade
Found in: Armory
Used for: Securing an area, making sure no one (without Armory access) can pass through
Description
{{#if:The Armory contains grenades that, when thrown, will produce a deployable barrier, a much stronger version of the wooden barricade. Swipe your ID card to lock/unlock it. Blows up if too damaged, but can be repaired with a wrench!|The Armory contains grenades that, when thrown, will produce a deployable barrier, a much stronger version of the wooden barricade. Swipe your ID card to lock/unlock it. Blows up if too damaged, but can be repaired with a wrench!|No description}}

| {{#if:Deployable Barrier Grenade|

{{#if:|Deployable_Barrier.png|{{#ifexist: File:Deployable_Barrier.png| Deployable Barrier Grenade}}|no image}}
Deployable Barrier Grenade

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


{{#if:Lethal Injection Syringe|}} {{#if:|

{{#if:|Lethal Injection Syringe.png|Lethal Injection Syringe}}
Lethal Injection Syringe
Found in: Prison Wing
Used for: Eliminating a convict
Strategy: Use it on the convict
Contents Description
{{{contents}}} A special syringe designed for lethal injections. Holds 50 units of Chloral Hydrate. It injects all of its reagents in one push. This kills the convict in about two minutes.

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

{{#if:|Lethal Injection Syringe.png|Lethal Injection Syringe}}
Lethal Injection Syringe
Found in: Prison Wing
Used for: Eliminating a convict
Strategy: Use it on the convict
Description
{{#if:A special syringe designed for lethal injections. Holds 50 units of Chloral Hydrate. It injects all of its reagents in one push. This kills the convict in about two minutes.|A special syringe designed for lethal injections. Holds 50 units of Chloral Hydrate. It injects all of its reagents in one push. This kills the convict in about two minutes.|No description}}

| {{#if:Eliminating a convict|

{{#if:|Lethal Injection Syringe.png|Lethal Injection Syringe}}
Lethal Injection Syringe
Found in: Prison Wing
Used for: Eliminating a convict
Description
{{#if:A special syringe designed for lethal injections. Holds 50 units of Chloral Hydrate. It injects all of its reagents in one push. This kills the convict in about two minutes.|A special syringe designed for lethal injections. Holds 50 units of Chloral Hydrate. It injects all of its reagents in one push. This kills the convict in about two minutes.|No description}}

| {{#if:Lethal Injection Syringe|

{{#if:|Lethal Injection Syringe.png|{{#ifexist: File:Lethal Injection Syringe.png| Lethal Injection Syringe}}|no image}}
Lethal Injection Syringe

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

Machines

{{#if:|

{{#if:|Vendsec.gif|SecTech}}
SecTech
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Strategy: {{{strategy}}}
Contents Description
{{{contents}}} {{{description}}}

| {{#if:|

{{#if:|Vendsec.gif|SecTech}}
SecTech
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Strategy: {{{strategy}}}
Description
{{{description}}}|No description}}

| {{#if:|

{{#if:|Vendsec.gif|SecTech}}
SecTech
Found in: {{{foundin}}}
Used for: {{{usedfor}}}
Description
{{{description}}}|No description}}

| {{#if:SecTech|

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

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

Security Robots

The Robotic side of the security force.

{{#if:Securitron|}}{{#if:Officer Beepsky|}}

{{#if:|Beepsky.png|Securitron/ Officer Beepsky}}
Securitron/
Officer Beepsky
Found in: One patrolling around the halls, others manufactured in Robotics
Used for: Detaining criminals
Description
{{#if:The station only starts with one securitron, the famous Officer Beepsky, who is the closest the Head of Security gets to a pet and also a world class criminal catcher, being able to 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. Beepsky is so vigilant, he'll even trip anyone who gets in his way when he's chasing a perp! This also makes him a right pain when hacked as he will stun and cuff everyone in sight! The Roboticists have the option to make more, but they are rarely made as they use up the Warden's precious helmets.

You can change the Securitron's settings by swiping your security-access ID on it and looking at it:

  • Status: On/Off The Securitron is either turned on or off.
  • Behaviour controls are locked/unlocked People can access the controls or not.
  • Maintenance panel panel is closed/open People can access the maintenance panel or not.
  • Check for Weapon Authorization: No/Yes Arrests/detains anyone who has a weapon visible and is not a head job or security force.
  • Check Security Records: Yes/No Checks the security records if anyone's set to wanted and arrests/detains them.
  • Operating Mode: Arrest/Detain Arrest: Stuns and cuffs anyone who is set to wanted in the security records. Detain: Stuns the prep continuously.
  • Auto Patrol: On/Off Patrols the station.

See here how to construct a Securitron.|The station only starts with one securitron, the famous Officer Beepsky, who is the closest the Head of Security gets to a pet and also a world class criminal catcher, being able to 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. Beepsky is so vigilant, he'll even trip anyone who gets in his way when he's chasing a perp! This also makes him a right pain when hacked as he will stun and cuff everyone in sight! The Roboticists have the option to make more, but they are rarely made as they use up the Warden's precious helmets.

You can change the Securitron's settings by swiping your security-access ID on it and looking at it:

  • Status: On/Off The Securitron is either turned on or off.
  • Behaviour controls are locked/unlocked People can access the controls or not.
  • Maintenance panel panel is closed/open People can access the maintenance panel or not.
  • Check for Weapon Authorization: No/Yes Arrests/detains anyone who has a weapon visible and is not a head job or security force.
  • Check Security Records: Yes/No Checks the security records if anyone's set to wanted and arrests/detains them.
  • Operating Mode: Arrest/Detain Arrest: Stuns and cuffs anyone who is set to wanted in the security records. Detain: Stuns the prep continuously.
  • Auto Patrol: On/Off Patrols the station.

See here how to construct a Securitron.|No description}}

{{#if:ED-209|}}

{{#if:|Ed209.png|ED-209}}
ED-209
Found in: manufactured in Robotics
Used for: Detaining criminals even more efficiently
Description
{{#if:The most fearsome security robot. Like Beepsky but with ranged stun attack.

Controls:

  • Same as Securitron's

See here how to construct an ED-209.|The most fearsome security robot. Like Beepsky but with ranged stun attack.

Controls:

  • Same as Securitron's

See here how to construct an ED-209.|No description}}