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| ==Non-Lethal Weapons==
| | PORNHUB.COM |
| {{anchor|Flash}}
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| {{Item
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| |bgcolor1 = #ffcccc
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| |bgcolor2 = #ff9999
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| |name = Flash
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| |image = Flash.gif
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| |foundin = Lockers at [[Security Office]] and [[Security Posts]], [[Chief Engineer's Office]], [[Robotics]], [[Bridge]], [[Tech Storage]]
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| |usedfor = Subjugating criminals.
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| |strategy = Use it on the criminal (make sure he doesn't have protective eyewear) or activate it in your hand.
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| |description = A versatile tool! Flashes are small devices capable of producing an extremely bright light that is capable of blinding and stunning someone for as long as a baton if they are immediately adjacent to you. This light will overcome visual senses, causing them to fall like a little bitch, allowing plenty of time to <strike>beat them to death</strike> handcuff them. This is an acceptable alternative to a [[#Stun Baton|Stun Baton]] in a pinch, but is not recommended as an alternative due to it not working against anybody wearing protective eye coverings such as [[welding helmet]]s or [[Sunglasses]]. On the downside, overexposure can cause blindness, and the flash's bulb is prone to burning out after repeated usage.
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| Handheld flashes are effective at stunning [[Cyborg|Cyborgs]], and are one of the few ways of stunning them. Carry it in your pocket or security belt.
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| Some [[Game_Modes#Revolution|revolutionary]] leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear.
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| '''Damage''' = N/A
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| }}
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| {{anchor|Telescopic Baton}}{{anchor|Telebaton}}
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| {{Item
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| |bgcolor1 = #ffcccc
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| |bgcolor2 = #ff9999
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| |name = Telescopic Baton
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| |image = Telescopic Baton.png
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| |foundin = Heads' backpacks
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| |usedfor = Subjugating your staff when they feel like not taking orders.
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| |strategy = Apply it in your hand to extend it, apply to person.
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| |description = A.K.A. Telebaton. A compact yet robust personal defense weapon. Can be concealed when folded. Every Head gets one. When not on harm intent it causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]] and 45 [[Health#Stamina|stamina]] damage, which means it will stam-[[Status_Effects#Paralyze|paralyze]] someone with 3 hits. Has a 4 second cooldown between non-harm hits.
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| '''Damage''' = 10 brute damage on harm intent.
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| }}
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| {{anchor|Police Baton}}{{anchor|Classic Baton}}
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| {{Item
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| |bgcolor1 = #ffcccc
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| |bgcolor2 = #ff9999
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| |name = Police Baton
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| |image = Classic_baton.png
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| |foundin = Detective gets one
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| |usedfor = Subjugating criminals.
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| |strategy = Apply to a person.
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| |description = Works the same as a [[#Telebaton|telebaton]], except it's always extended. When not on harm intent it causes 1.5 seconds of [[Status_Effects#Knockdown|knockdown]] and 45 [[Health#Stamina|stamina]] damage, which means it will stam-[[Status_Effects#Paralyze|paralyze]] someone with 3 hits. Has a 4 second cooldown between non-harm hits.
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| '''Damage''' = 12 brute damage on harm intent.
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| }}
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| {{anchor|Stun Baton}}
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| {{Item
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| |bgcolor1 = #ffcccc
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| |bgcolor2 = #ff9999
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| |name = Stun Baton
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| |image = StunBaton.gif
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| |foundin = Lockers at [[Security Office]], spawns in security officers' backpacks
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| |usedfor = Subjugating criminals.
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| |strategy = Use it on the criminal.
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| |description = Your primary melee weapon. Standard Protocol is to wear it on your BELT or your actual Security Belt. Do not run around with your weapon brandished as you will be slipped and killed by the clown.
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| Stun batons have two modes: [[security|on]] and [[shitcurity|off]]. While on, hitting someone with it will result in 50 instant stamina damage, and then a 5 second [[Status_Effects#Knockdown|knockdown]] 2 seconds after the hit. Has a 2.5 second cooldown between [[Status_Effects#Knockdown|knockdown]] hits. Harm intent will cause you to also smash the victim, bruising the target. You'll generally be using it on a non-harm intent. Excessive use is discouraged among [[beyond the impossible|forward-thinking and sympathetic]] security forces. Recharged in a [[Security_items#Recharger|recharger]]. The [[Status_Effects#Knockdown|knockdown]] can be mitigated with [[Guide_to_chemistry#Pump-Up|Pump-Up]] and other chems.
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| <br/>
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| '''Damage''' = 10 brute damage on harm intent.
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| }}
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| {{anchor|Disabler}}
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| {{Item
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| |bgcolor1 = #ffcccc
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| |bgcolor2 = #ff9999
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| |name = Disabler
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| |image = ModernDisabler.png
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| |foundin = On Security Officers, armory, disabler crate
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| |usedfor = Disabling organics.
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| |strategy = Shoot people with it.
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| |description = This is the primary law enforcement weapon. It only has one firing mode, which fires disabler beams. Disabler beams deal stamina damage. Dealing over 100 stamina damage to a chest or head puts the target into "stamina-crit" which paralyzes for a long time. It takes 4 shots to paralyze someone. You can also target individual limbs (arms and legs) to paralyze those with 2 shots. Paralyzing both legs will make the target unable to stand, even if stun immune.
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| }}
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| {{anchor|Flashbang}}
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| {{Item
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| |bgcolor1 = #ffcccc
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| |bgcolor2 = #ff9999
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| |name = Flashbang
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| |image = Flashbang.gif
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| |foundin = Inside lockers at [[Security Office]] and [[Security Posts]], a full box at [[Armory]] [[File:Flashbangbox.png]]
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| |usedfor = Subjugating many criminals at once.
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| |strategy = Trigger it and throw it at a criminal mob.
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| |description = This is an advanced piece of equipment because it is so difficult to use. It's distributed by SecTech vendors and the Warden, and can also be found in security lockers. In rooms where multiple and/or armed personnel are expected, you may use a flashbang to "breach" the room. Select it, press the button, and throw it before it detonates.
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| Flashbangs will [[Status_Effects#Knockdown|knockdown]] people up to 20 seconds (depending on range) and [[Status_Effects#Paralyze|paralyze]] them up to 2 seconds. People with flash protection over their eyes and bang protection over their ears will not be affected. Security usually wear HUD-sunglasses and bowman headsets, allowing them to throw flashbangs safely. Security helmets themselves protect against the bang part, but not the flash. Ghetto alternatives can be normal sunglasses/welding equipment and earmuffs. Partial protection may reduce the [[Status_Effects#Knockdown|knockdown]] and [[Status_Effects#Paralyze|paralyze]] time. Flashbangs detonated on the same tile as you will deal full effects on you even if you are wearing full flashbang protection. If you are 1 tile away from the detonation and wearing protection, it will [[Status_Effects#Knockdown|knockdown]] for 3 seconds and [[Status_Effects#Paralyze|paralyze]] for only half a second.
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| Also note that the flashbang will disable [[cyborg|cyborgs]] for a few seconds. Use this to subdue a borg from a safe distance. For the best results, 'cook' the flashbang for a few seconds in your hand to give them less time to react (although this will stun you horribly if it goes off while you're holding it).
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| '''Damage''' = N/A
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| }}
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| {{anchor|Pepperspray}}
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| {{Item
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| |bgcolor1 = #ffcccc
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| |bgcolor2 = #ff9999
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| |name = Pepperspray
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| |image = Pepperspray.png
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| |foundin = Inside lockers at [[Security Office]] and [[Security Posts]]
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| |usedfor = Subjugating a criminal.
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| |strategy = Shoot it at the criminal.
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| |description = Manufactured by UhangInc, used to down an opponent quickly. Contains up to 50 units of [[Guide_to_chemistry#Condensed_Capsaicin|Condensed Capsaicin]]. Remember to set the Pepper Spray to use 5 units to get the most out of it, using it at 5 units will have it reach up to four tiles. Best used in a narrow corridor, like the HOP line, where it can knock over several people at once.<br>
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| When a target is hit by pepper spray, the effects depend on if that person is wearing "pepper proof" gear over both mouth and eyes or not. Unless the target has full protection, they will be affected by 3 seconds of [[Status_Effects#Knockdown|knockdown]], 6 seconds of blindness, 10 seconds of blurry eyes, 10 seconds of [[Status_Effects#Confusion|confusion]] and 10 seconds of slowdown. <br>
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| Some examples of pepper proof items are: Gas masks, security gas masks, riot or welding helmets with visor down, space helmets, bandanas (mouth only), plasmaman helmets and radiation hoods.
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| Can be filled at [[File:Pepper_Spray_Refiller.png]] Pepper Spray Refillers located on walls in brig and Security Posts. You can also fill it with other chemicals, like welding fuel, should you find a use for that.
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| '''Damage''' = N/A
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| }}
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| {{anchor|Handcuffs}}
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| {{Item
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| |bgcolor1 = #ffcccc
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| |bgcolor2 = #ff9999
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| |name = Handcuffs
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| |image = Handcuffs.png
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| |foundin = [[Security Office]], full box at [[Armory]] [[File:Handcuffsbox.png]]
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| |usedfor = Apprehending the criminal.
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| |strategy = Apply it to a criminal.
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| |description = Throw a pair in your pocket; more can be dispensed from the SecTech vendors. It prevents [[Assistant|criminals]] from holding items, opening doors, and generally locks them behind whatever room they're in. If the [[Mime|victim]] were to be dragged or grabbed in any way, they will be unable to move. Be careful not to bump into anybody else while transporting the [[Captain|criminal]], as this may loosen the prisoner from your grip allowing him to run free. A [[Syndicate_Items#Freedom Implant|freedom implant]] or resourceful [[changeling]] can remove cuffs instantly, but everyone else has to struggle with them for two or more minutes in a private area to get them off without outside help. Remember, you cannot open airlocks while cuffed. So if you are handcuffed in space without proper gear, you will most likely die. Can be combined with orange prison [[shoes]] to make foot shackles, which force a person to always walk.
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| }}
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| {{anchor|Ion Rifle}}
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| {{Item
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| |bgcolor1 = #ffcccc
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| |bgcolor2 = #ff9999
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| |name = Ion Rifle
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| |image = Ionrifle.png
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| |foundin = Armory
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| |usedfor = Disabling borgs and mechs.
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| |strategy = Shoot silicon machines with it.
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| |description = Large and unwieldy, great for dealing with mechs. Cyborgs are weak to it: EMPing cyborgs totally immobilizes them and leaves you free to robust them to your heart's content. EMP will cause machinery (air/fire alarms, airlocks, et cetera) to malfunction.
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| }}
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| {{anchor|Temperature Gun}}
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| {{Item
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| |bgcolor1 = #ffcccc
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| |bgcolor2 = #ff9999
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| |name = Temperature Gun
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| |image = Tempgun.png
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| |foundin = Armory, Security Protolathe.
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| |usedfor = Combat.
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| |strategy = Detaining traitors with energy swords/shields, slime removal/healing.
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| |description = This gun can heat up or cool down targets, although it won't reach really dangerous levels unless you cool down someone in a hardsuit.<br> This weapon is deceptively strong since the projectiles aren't blocked by eswords/eshields and can slow people down to a crawl.<br> Slimes die to it in two to three hits, or you can heal them with heat setting.
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| }}
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| {{anchor|Hybrid Taser}}
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| {{Item
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| |bgcolor1 = #ffcccc
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| |bgcolor2 = #ff9999
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| |name = Hybrid Taser
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| |image = Hybrid_taser.gif
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| |foundin = Admin spawned
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| |usedfor = Subjugating criminals.
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| |strategy = Shoot it at the target.
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| |description = This used to be the primary law enforcement weapon, but is now only spawnable by admins. It has two modes of use; Tase OR Disable. In taser mode (Yellow) it will fire an incandescent ball of energy at low velocity. The projectile is stopped by windows, grilles, walls, simple distance, and various other obstructions. When the shot hits its target, it will cause temporary paralysis and slur speech to near illegibility. The range of the taser shot is also limited. In Disabler mode (Light Blue) it will fire a blue disabler beam that deals stamina-damage, slowing down the prep and making them fall after three shots. The disabler beam is NOT stopped by windows and grilles and its range is unlimited. Melee use of this weapon is inappropriate except for the most extreme cases [[Space_law#Major_Crimes|(see space law section Dangerous Criminals)]].
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| '''Damage''' = 10 brute damage when hit on melee.
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| }}
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| {{anchor|DRAGnet}}
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| {{Item
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| |bgcolor1 = #ffcccc
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| |bgcolor2 = #ff9999
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| |name = DRAGnet
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| |image = DRAGnet.png
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| |foundin = Armory
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| |usedfor = Slowing and teleporting people.
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| |strategy = Shoot people with it.
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| |description = The "Dynamic Rapid-Apprehension of the Guilty" net is a revolution in law enforcement technology. It has two settings: One (snare) which places energy snares, which act like bear traps without the damage, and another (netting) that shoots shotgun-like bursts of projectiles which deal heavy [[Health#Stamina|stamina]] damage and place "nets" when they hit a person. About 4 seconds after appearing, these "nets" will teleport any mob standing on top of them, to whichever location any existing "teleporter control console" is set to (with some variation). The teleporter control console target must both be set AND the "teleporter station" must have been clicked to "engage" the teleporter, for it to count. Calibration is not required. <br><br>If 3 different teleporters (including abandoned teleporter) are set to different locations, the game seems to use a hierarchy of: 1. Abandoned teleporter, 2. AI satellite antechamber and 3. Teleporter room. Meaning it will only use the destination of the abandoned teleporter, if all 3 of those teleporters are engaged (at least on Boxstation). If no location is set on any teleporter, the location will be random, which can teleport people into space or inside walls.
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| ==Lethal Weapons== | | ==Lethal Weapons== |