Снаряжение СБ: различия между версиями
imported>Kingofkosmos |
imported>Deantwo (This should freaking work, it works here: Template:Item#Odd_Size_Image.) |
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Строка 30: | Строка 30: | ||
|description = Your bread and butter. Standard Protocol is to wear it on your BELT, mister. I can't tell you how many lazy officers I see waving their batons around the station like the freakin' statue of liberty. All it takes is one Joe Curwen to run up to you, push you down, and suddenly you went from the "station's finest" to "[your name] Burger". | |description = Your bread and butter. Standard Protocol is to wear it on your BELT, mister. I can't tell you how many lazy officers I see waving their batons around the station like the freakin' statue of liberty. All it takes is one Joe Curwen to run up to you, push you down, and suddenly you went from the "station's finest" to "[your name] Burger". | ||
Stun batons have two modes: [[security|on]] and [[shitcurity|off]]. While on, use will result in a stun - harm will cause you to smash the baton into the victim, bruising and stunning them for a very short time; disarm will jab the device into their skin and let them baste in very painful but mostly safe electricity, you'll generally be using it with this intent. Excessive use is discouraged among [[beyond the impossible|forward-thinking and sympathetic]] security forces. Recharged in a weapons [[Security_items#Recharger|recharger]].<br/> | Stun batons have two modes: [[security|on]] and [[shitcurity|off]]. While on, use will result in a stun - harm will cause you to smash the baton into the victim, bruising and stunning them for a very short time; disarm will jab the device into their skin and let them baste in very painful but mostly safe electricity, you'll generally be using it with this intent. Excessive use is discouraged among [[beyond the impossible|forward-thinking and sympathetic]] security forces. Recharged in a weapons [[Security_items#Recharger|recharger]].<br/> | ||
S.O.P | S.O.P Do NOT select the harm intent, unless you wish to beat your target. | ||
Additionally, take a moment to make sure that your baton is turned on. | |||
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Строка 57: | Строка 58: | ||
|strategy = Trigger it and throw it at a criminal mob | |strategy = Trigger it and throw it at a criminal mob | ||
|description = This is an advanced piece of equipment because it is so difficult to use. It's distributed by SecTech vendors and the Warden, you could also find them in security lockers. In rooms where multiple and/or armed personnel are expected, you may use a flashbang to "breach" the room. Select it, press the button, and throw it immediately. It will blind everyone nearby for a short period of time and deafen them for a longer period of time. If all goes well, they will be on the ground, having dropped their weapons, and awaiting your handcuffs. | |description = This is an advanced piece of equipment because it is so difficult to use. It's distributed by SecTech vendors and the Warden, you could also find them in security lockers. In rooms where multiple and/or armed personnel are expected, you may use a flashbang to "breach" the room. Select it, press the button, and throw it immediately. It will blind everyone nearby for a short period of time and deafen them for a longer period of time. If all goes well, they will be on the ground, having dropped their weapons, and awaiting your handcuffs. | ||
S.O.P If you are in a situation that requires flashbangs, ''CALL for backup'' first! | |||
Practice on empty rooms, try not to deafen yourself. <font size="1" color="white">Idiot</font> | |||
}} | }} | ||
Строка 75: | Строка 77: | ||
{{anchor|Energy Gun}} | {{anchor|Energy Gun}} | ||
{| | {{Item | ||
| | |bgcolor1 = #ffcccc | ||
|bgcolor2 = #ff9999 | |||
| | |name = Energy Gun | ||
| | |image = Egun.png | ||
| | |oddsizeimage = true | ||
|foundin = [[Armory]], [[Captain]]'s locker, [[Head of Personnel]]'s locker | |||
|usedfor = Subjugating criminals and/or eliminating threats | |||
|strategy = Toggle the mode you want and fire at the target | |||
|description = Distributed by the [[Warden]]. The combination of a [[taser]] and a [[laser gun]], clicking the thing while it's held alternates between a killing laser and a stunning taser (Remember: blue for stun, red for kill). More shots are available in kill mode than in stun mode, but the gun can still be recharged. Energy guns make exceptional melee weapons due to their uncanny ability to knock people unconscious when aimed at the head. The [[Captain]], [[head of Personnel]], and [[Head of Security]] all have energy guns in their quarters. More are stored in the armory and can be ordered in a secure [[Supply crates|crate]] by the [[quartermaster]]. They are to be distributed only under the [[Space_law#Major_Crimes|most extreme circumstances]]. | |||
}} | |||
{{anchor|Laser Gun}} | {{anchor|Laser Gun}} | ||
Строка 112: | Строка 111: | ||
|usedfor = Apprehending the criminal | |usedfor = Apprehending the criminal | ||
|strategy = Apply it to a criminal | |strategy = Apply it to a criminal | ||
|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]], it may loosen the prisoner from your grip allowing him to run free. A [[Syndicate_Items#Freedom Implant|freedom implant]] can remove them instantly, but everyone else has to struggle with them for two or more minutes in a private area to get them off without outside help. Remember, you cannot open airlocks while cuffed. So if you are handcuffed in space without proper gear, you will most likely die. Can be combined with orange prison [[shoes]] to make foot shackles, which forces a person to always walk. | |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]], it may loosen the prisoner from your grip allowing him to run free. A [[Syndicate_Items#Freedom Implant|freedom implant]] or resourceful [[changeling]] can remove them instantly, but everyone else has to struggle with them for two or more minutes in a private area to get them off without outside help. Remember, you cannot open airlocks while cuffed. So if you are handcuffed in space without proper gear, you will most likely die. Can be combined with orange prison [[shoes]] to make foot shackles, which forces a person to always walk. | ||
}} | }} | ||
==Armor for Protection== | ==Armor for Protection== |
Версия от 22:37, 25 января 2014
Weapons for Neutralizing Threats
Используется для: Subjugating criminals
Стратегия: Use it on the criminal (make sure he doesn't have protective eyewear)
Используется для: Subjugating criminals
Стратегия: Use it on the criminal
Stun batons have two modes: on and off. While on, use will result in a stun - harm will cause you to smash the baton into the victim, bruising and stunning them for a very short time; disarm will jab the device into their skin and let them baste in very painful but mostly safe electricity, you'll generally be using it with this intent. Excessive use is discouraged among forward-thinking and sympathetic security forces. Recharged in a weapons recharger.
S.O.P Do NOT select the harm intent, unless you wish to beat your target.Additionally, take a moment to make sure that your baton is turned on.
Используется для: Subjugating criminals
Стратегия: Shoot it at the target
Используется для: Subjugating many criminals at once
Стратегия: Trigger it and throw it at a criminal mob
S.O.P If you are in a situation that requires flashbangs, CALL for backup first!Practice on empty rooms, try not to deafen yourself. Idiot
Используется для: Subjugating a criminal
Стратегия: Shoot it at the criminal
Energy Gun
Используется для: Subjugating criminals and/or eliminating threats
Стратегия: Toggle the mode you want and fire at the target
Используется для: Eliminating threats
Стратегия: Trigger it and throw it at a criminal mob
Используется для: Apprehending the criminal
Стратегия: Apply it to a criminal
Armor for Protection
NOTE: For all above items, remember to LOCK the locker you took them from!
Other Items
Используется для: To protect you from melee attacks
Стратегия: Wield it and form a wall with your comrades
Используется для: Making it possible to teleport straight up to the implanted person
Стратегия: Take the implanter, load it with an implant and use the implanter on a person
Disintegrates in 10 minutes after the death of host.
Используется для: Can be loaded with any sort of chemical agent via the common syringe and can hold 50 units
Стратегия: Take the implanter, load it with an implant and use the implanter on a person
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.
Используется для: Un-revolutionarizing people and/or preventing people to be converted to cultists
Стратегия: Take the implanter, load it with an implant and use the implanter on a person
Используется для: Torture
Стратегия: Set a signal, screwdriver it on, throw it on a criminal and send the signal
Используется для: Studying intently about the Law
Стратегия: Apply it in hand to read
Используется для: Securing an area from anyone without protective eyewear
Стратегия: Pull it to a powered area and wrench it in place
Используется для: Securing an area
Стратегия: Pull it to a powered area and wrench it in place
Используется для: Securing an area, making sure no one (without Armory access) can pass through
Стратегия: Drag it where you need it and swipe it with your ID
Machines
Security Robots
The Robotic side of the security force. The station only starts with one, the famous Officer Beepsky, who is the closest the Head of Security gets to a pet and also a world class criminal catcher, being able to hover faster than a man can run, and stun and cuff and criminals using handcuffs made in the experimental mass fabricator Nanotrasen places in every Securitron model. This also makes him a right pain when hacked as he will stun and cuff everyone in sight! The Roboticists have the option to make more, but they are rarely made as they use up the Warden's precious helmets.