Снаряжение СБ: различия между версиями
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==Non-Lethal Weapons== | |||
{{anchor|Flash}} | |||
{{Item | |||
|bgcolor1 = #ffcccc | |||
|bgcolor2 = #ff9999 | |||
|name = Flash | |||
|image = Flash.gif | |||
|foundin = Lockers at [[Security Office]] and [[Security Posts]], [[Chief Engineer's Office]], [[Robotics]], [[Bridge]], [[Tech Storage]] | |||
|usedfor = Subjugating criminals. | |||
|strategy = Use it on the criminal (make sure he doesn't have protective eyewear) or activate it in your hand. | |||
|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. | |||
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. | |||
Some [[Game_Modes#Revolution|revolutionary]] leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear. | |||
'''Damage''' = N/A | |||
}} | |||
{{anchor|Telescopic Baton}}{{anchor|Telebaton}} | |||
{{Item | |||
|bgcolor1 = #ffcccc | |||
|bgcolor2 = #ff9999 | |||
|name = Telescopic Baton | |||
|image = Telescopic Baton.png | |||
|foundin = Heads' backpacks | |||
|usedfor = 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. 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. | |||
'''Damage''' = 10 brute damage on harm intent. | |||
}} | |||
{{anchor|Police Baton}}{{anchor|Classic Baton}} | |||
{{Item | |||
|bgcolor1 = #ffcccc | |||
|bgcolor2 = #ff9999 | |||
|name = Police Baton | |||
|image = Classic_baton.png | |||
|foundin = Detective gets one | |||
|usedfor = Subjugating criminals. | |||
|strategy = Apply to a person. | |||
|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. | |||
'''Damage''' = 12 brute damage on harm intent. | |||
}} | |||
{{anchor|Stun Baton}} | |||
{{Item | |||
|bgcolor1 = #ffcccc | |||
|bgcolor2 = #ff9999 | |||
|name = Stun Baton | |||
|image = StunBaton.gif | |||
|foundin = Lockers at [[Security Office]], spawns in security officers' backpacks | |||
|usedfor = Subjugating criminals. | |||
|strategy = Use it on the criminal. | |||
|description = Your primary melee weapon. Standard Protocol is to wear it on your BELT or your actual Security Belt. Do not run around with your weapon brandished as you will be slipped and killed by the clown. | |||
Stun batons have two modes: [[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. | |||
<br/> | |||
'''Damage''' = 10 brute damage on harm intent. | |||
}} | |||
{{anchor|Disabler}} | |||
{{Item | |||
|bgcolor1 = #ffcccc | |||
|bgcolor2 = #ff9999 | |||
|name = Disabler | |||
|image = ModernDisabler.png | |||
|foundin = On Security Officers, armory, disabler crate | |||
|usedfor = Disabling organics. | |||
|strategy = Shoot people with it. | |||
|description = This is the primary law enforcement weapon. It only has one firing mode, which fires disabler beams. Disabler beams deal 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. | |||
}} | |||
{{anchor|Flashbang}} | |||
{{Item | |||
|bgcolor1 = #ffcccc | |||
|bgcolor2 = #ff9999 | |||
|name = Flashbang | |||
|image = Flashbang.gif | |||
|foundin = Inside lockers at [[Security Office]] and [[Security Posts]], a full box at [[Armory]] [[File:Flashbangbox.png]] | |||
|usedfor = Subjugating many criminals at once. | |||
|strategy = Trigger it and throw it at a criminal mob. | |||
|description = This is an advanced piece of equipment because it is so difficult to use. It's distributed by SecTech vendors and the Warden, and can also be found in security lockers. In rooms where multiple and/or armed personnel are expected, you may use a flashbang to "breach" the room. Select it, press the button, and throw it before it detonates. | |||
Flashbangs will [[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. | |||
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). | |||
'''Damage''' = N/A | |||
}} | |||
{{anchor|Pepperspray}} | |||
{{Item | |||
|bgcolor1 = #ffcccc | |||
|bgcolor2 = #ff9999 | |||
|name = Pepperspray | |||
|image = Pepperspray.png | |||
|foundin = Inside lockers at [[Security Office]] and [[Security Posts]] | |||
|usedfor = Subjugating a criminal. | |||
|strategy = Shoot it at the criminal. | |||
|description = Manufactured by UhangInc, used to down an opponent quickly. Contains up to 50 units of [[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> | |||
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> | |||
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. | |||
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. | |||
'''Damage''' = N/A | |||
}} | |||
{{anchor|Handcuffs}} | |||
{{Item | |||
|bgcolor1 = #ffcccc | |||
|bgcolor2 = #ff9999 | |||
|name = Handcuffs | |||
|image = Handcuffs.png | |||
|foundin = [[Security Office]], full box at [[Armory]] [[File:Handcuffsbox.png]] | |||
|usedfor = Apprehending the 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]], 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. | |||
}} | |||
{{anchor|Ion Rifle}} | |||
{{Item | |||
|bgcolor1 = #ffcccc | |||
|bgcolor2 = #ff9999 | |||
|name = Ion Rifle | |||
|image = Ionrifle.png | |||
|foundin = Armory | |||
|usedfor = Disabling borgs and mechs. | |||
|strategy = Shoot silicon machines with it. | |||
|description = Large and unwieldy, great for dealing with mechs. Cyborgs are weak to it: EMPing cyborgs totally immobilizes them and leaves you free to robust them to your heart's content. EMP will cause machinery (air/fire alarms, airlocks, et cetera) to malfunction. | |||
}} | |||
{{anchor|Temperature Gun}} | |||
{{Item | |||
|bgcolor1 = #ffcccc | |||
|bgcolor2 = #ff9999 | |||
|name = Temperature Gun | |||
|image = Tempgun.png | |||
|foundin = Armory, Security Protolathe. | |||
|usedfor = Combat. | |||
|strategy = Detaining traitors with energy swords/shields, slime removal/healing. | |||
|description = This gun can heat up or cool down targets, although it won't reach really dangerous levels unless you cool down someone in a hardsuit.<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. | |||
}} | |||
{{anchor|Hybrid Taser}} | |||
{{Item | |||
|bgcolor1 = #ffcccc | |||
|bgcolor2 = #ff9999 | |||
|name = Hybrid Taser | |||
|image = Hybrid_taser.gif | |||
|foundin = Admin spawned | |||
|usedfor = Subjugating criminals. | |||
|strategy = Shoot it at the target. | |||
|description = This used to be the primary law enforcement weapon, but is now only spawnable by admins. It has two modes of use; Tase OR Disable. In taser mode (Yellow) it will fire an incandescent ball of energy at low velocity. The projectile is stopped by windows, grilles, walls, simple distance, and various other obstructions. When the shot hits its target, it will cause temporary paralysis and slur speech to near illegibility. The range of the taser shot is also limited. In Disabler mode (Light Blue) it will fire a blue disabler beam that deals stamina-damage, slowing down the prep and making them fall after three shots. The disabler beam is NOT stopped by windows and grilles and its range is unlimited. Melee use of this weapon is inappropriate except for the most extreme cases [[Space_law#Major_Crimes|(see space law section Dangerous Criminals)]]. | |||
'''Damage''' = 10 brute damage when hit on melee. | |||
}} | |||
{{anchor|DRAGnet}} | |||
{{Item | |||
|bgcolor1 = #ffcccc | |||
|bgcolor2 = #ff9999 | |||
|name = DRAGnet | |||
|image = DRAGnet.png | |||
|foundin = Armory | |||
|usedfor = Slowing and teleporting people. | |||
|strategy = Shoot people with it. | |||
|description = The "Dynamic Rapid-Apprehension of the Guilty" net is a revolution in law enforcement technology. It has two settings: 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. | |||
}} | |||
==Lethal Weapons== | ==Lethal Weapons== |
Версия от 20:05, 18 ноября 2019
Non-Lethal Weapons
Используется для: Subjugating criminals.
Стратегия: Use it on the criminal (make sure he doesn't have protective eyewear) or activate it in your hand.
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.
Damage = N/A
Используется для: Subjugating your staff when they feel like not taking orders.
Стратегия: Apply it in your hand to extend it, apply to person.
Используется для: Subjugating criminals.
Стратегия: Apply to a person.
Используется для: Subjugating criminals.
Стратегия: Use it on the criminal.
Stun batons have two modes: on and off. While on, hitting someone with it will result in 50 instant stamina damage, and then a 5 second knockdown 2 seconds after the hit. Has a 2.5 second cooldown between 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 forward-thinking and sympathetic security forces. Recharged in a recharger. The knockdown can be mitigated with Pump-Up and other chems.
Используется для: Disabling organics.
Стратегия: Shoot people with it.
Используется для: Subjugating many criminals at once.
Стратегия: Trigger it and throw it at a criminal mob.
Flashbangs will knockdown people up to 20 seconds (depending on range) and paralyze them up to 2 seconds. People with flash protection over their eyes and bang protection over their ears will not be affected. Security usually wear HUD-sunglasses and bowman headsets, allowing them to throw flashbangs safely. 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 knockdown and paralyze time. Flashbangs detonated on the same tile as you will deal full effects on you even if you are wearing full flashbang protection. If you are 1 tile away from the detonation and wearing protection, it will knockdown for 3 seconds and paralyze for only half a second.
Also note that the flashbang will disable cyborgs for a few seconds. Use this to subdue a borg from a safe distance. For the best results, 'cook' the flashbang for a few seconds in your hand to give them less time to react (although this will stun you horribly if it goes off while you're holding it).
Используется для: Subjugating a criminal.
Стратегия: Shoot it at the criminal.
When a target is hit by pepper spray, the effects depend on if that person is wearing "pepper proof" gear over both mouth and eyes or not. Unless the target has full protection, they will be affected by 3 seconds of knockdown, 6 seconds of blindness, 10 seconds of blurry eyes, 10 seconds of confusion and 10 seconds of slowdown.
Some examples of pepper proof items are: Gas masks, security gas masks, riot or welding helmets with visor down, space helmets, bandanas (mouth only), plasmaman helmets and radiation hoods.
Can be filled at 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.
Используется для: Apprehending the criminal.
Стратегия: Apply it to a criminal.
Используется для: Disabling borgs and mechs.
Стратегия: Shoot silicon machines with it.
Используется для: Combat.
Стратегия: Detaining traitors with energy swords/shields, slime removal/healing.
This weapon is deceptively strong since the projectiles aren't blocked by eswords/eshields and can slow people down to a crawl.
Slimes die to it in two to three hits, or you can heal them with heat setting.
Используется для: Subjugating criminals.
Стратегия: Shoot it at the target.
Используется для: Slowing and teleporting people.
Стратегия: Shoot people with it.
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.
Lethal Weapons
In the event of a massive biological outbreak, security staff usually freely distribute laser weapons to the crew, as they are effective against the blob and lack stun capabilities.
Damage = 10 brute on melee and 20 burn on shot.
Используется для: Subjugating criminals and/or eliminating threats.
Стратегия: Toggle the mode you want and fire at the target.
Используется для: Subjugating criminals and/or eliminating threats.
Стратегия: Toggle the mode you want and fire at the target.
Используется для: Eliminating threats.
Стратегия: Fire at the target.
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.
Damage = 20 brute on shot, 10 damage on melee
Используется для: Stunning/Eliminating threats.
Стратегия: Fire at the target.
Используется для: Eliminating threats.
Стратегия: Fire at the target.
Используется для: Eliminating threats.
Стратегия: Fire at the target.
Ammunition
Используется для: Loading a WT-550 Auto Rifle.
Стратегия: Lock and load.
Используется для: Loading a WT-550 Auto Rifle.
Стратегия: Lock and load.
Используется для: Loading a WT-550 Auto Rifle.
Стратегия: Lock and load.
Используется для: Loading a WT-550 Auto Rifle.
Стратегия: Lock and load.
RnD Gear
See the Research Items page.
Armor for Protection
Используется для: General defence.
Стратегия: Wear it to mitigate some damage from attacks.
Используется для: Information.
Стратегия: Wear it to identify arrest targets easier.
Click here for an overview of what the symbols mean.
Can also be used to set a visible target to arrest on the fly.
Используется для: General defence.
Стратегия: Wear it to mitigate some damage from attacks.
Используется для: Melee defence.
Стратегия: Wear it to mitigate melee attacks significantly.
Используется для: Melee defence.
Стратегия: Wear it to mitigate melee attacks significantly.
Используется для: Ballistic and explosive defense.
Стратегия: Wear it to mitigate ballistic and explosive attacks significantly.
Используется для: Ballistic and explosive defense.
Стратегия: Wear it to mitigate ballistic and explosive attacks significantly.
Используется для: Laser and energy defence.
Стратегия: Wear it to mitigate laser and energy attacks significantly.
NOTE: For all above and below items, remember to LOCK the locker you took them from!
Other Items
Используется для: Cruising.
Стратегия: Drag yourself on it with the key in hand.
Используется для: Seeing in the dark.
Стратегия: Switch it on to see better in darkness or use it for self-defense.
Используется для: Internals, shout very loud at the criminals.
Стратегия: 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.
Используется для: To protect you from melee and ranged attacks.
Стратегия: Wield it and form a wall with your comrades.
Используется для: Tracking suspects, and 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.
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.
Используется для: Deconverting revolutionaries; preventing people from being converted to revs or 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.
Используется для: Eliminating a convict.
Стратегия: Use it on the convict.
Machines
RELEASE STEVE JOBS CRIMINAL SCUM