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		<id>http://wiki.skyrat13.space/index.php?title=Guide_to_security&amp;diff=6671</id>
		<title>Guide to security</title>
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		<updated>2021-07-08T17:33:45Z</updated>

		<summary type="html">&lt;p&gt;Hangyul: /* Permabrigging / Forced Cyborgization */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to NT&#039;s Security Department. Enjoy your stay.&lt;br /&gt;
==Who Orders Who==&lt;br /&gt;
* [[Security Officer]]s, the [[Security Medic]] and the [[Detective]] all share the same rank. The [[Warden]] is second in command to the HoS, as is the [[Security Sergeant]]. The [[Head of Security]] is on the top of the security hierarchy. All security members take orders from him, and he takes his orders from the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
&lt;br /&gt;
* The [[Head of Personnel]] is &#039;&#039;&#039;not&#039;&#039;&#039; part of the security hierarchy and should not heavily involve himself in security affairs. The HoP &#039;&#039;&#039;cannot&#039;&#039;&#039; order security around and &#039;&#039;&#039;cannot&#039;&#039;&#039; enter secure areas such as the [[Armory]] without authorization from the HoS.&lt;br /&gt;
&lt;br /&gt;
==Security Equipment==&lt;br /&gt;
Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, you can however wear your gear as you like.&lt;br /&gt;
&lt;br /&gt;
The main thing behind this is that you want to be as ready as possible for even the most uncertain of events.&lt;br /&gt;
# In case you&#039;ve just joined the security force, you need to get your security jumpsuit, helmet, armor, jackboots, gloves and a security bowman headset (which provide flashbang protection) on.&lt;br /&gt;
# Go to the [[Security Office]] and open a security locker.&lt;br /&gt;
# [[File:Hudsunglasses.png]] Get [[Security HUD|HUDglasses]] and put them on.&lt;br /&gt;
# [[File:BreathMask.png]] Get [[Breath mask|Breath Mask]] from your internals box and put it on.&lt;br /&gt;
# [[File:AirTank.png]] Take your [[Emergency Oxygen Tank]] (set to 16 kPa output) and put it in your pocket. ALTERNATIVELY Take a Flashbang and put it in your pocket.&lt;br /&gt;
# [[File:Id_regular.png]] [[File:Securitypda.png]] Take your [[ID|ID Card]] and put it inside your [[PDA]], then put your PDA into the ID-slot.&lt;br /&gt;
# [[File:Secbelt.png]] Get your [[Security Belt]] and put it on. Your Security Belt comes preequipped with a [[Stun Baton]], [[Flash]], [[Flashbang]], [[Pepperspray]] and [[Handcuffs]].&lt;br /&gt;
# [[File:Handcuffs.png]] Get an extra pair of handcuffs from the SecTech vending machine and put it in your box in your backpack.&lt;br /&gt;
# [[File:ModernDisabler.png]] Grab your taser from your bag and place it in your armour slot.&lt;br /&gt;
&lt;br /&gt;
Alternatives to this setup: ditch the handcuffs for zipties, ditch the pepperspray for another flashbang, grab extra flashbangs from the locker.&lt;br /&gt;
&lt;br /&gt;
And all you need to do now is keep your Security Belt open so you&#039;ll have quick access to the items in case of an emergency and be prepared for most things the station&#039;s going to throw at you!&lt;br /&gt;
&lt;br /&gt;
Also make sure you understand what [[HUD#Security HUD Icons|the icons on your Security HUD]] mean. For further info about security equipment, refer to the [[Security items|List of Security Items]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t run around with your taser or baton out!&#039;&#039;&#039; You will get disarmed and your weapons will be stolen. Not only will the rest of the security team laugh at you, you&#039;ve also potentially armed some [[revolution|very]] [[traitor|dangerous]] [[changeling|people]], putting the safety of the entire station in jeopardy. Keep your weapons secured until you need them! &lt;br /&gt;
&lt;br /&gt;
===Security Robots===&lt;br /&gt;
* Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you&#039;re in a tight spot, you can call Beepsky to you by using your PDA.&lt;br /&gt;
&lt;br /&gt;
* While Beepsky&#039;s rudimentary orders can be accessed from security computers, [[Cyborg#Security|silicons]] are not within the normal chain of command. They are subject the [[AI]] and follow the same laws.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t kill silicons for trying to stop you from executing someone. It&#039;s required of them by their laws. Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They&#039;ll be treated differently.&lt;br /&gt;
&lt;br /&gt;
=== Sidearm Tokens ===&lt;br /&gt;
You may notice that you have spawned with a strange blue token in your bag. This can be redeemed at the gun vending machine in the firing range on Blue Alert and above. Doing so will give you the option to take a lethally chambered ballistic handgun. These can be re-fitted with Hollowpoints, IDHF or Rubber rounds. These should be used for lethal takedowns, and nothing else.&lt;br /&gt;
&lt;br /&gt;
==[[File:Lawbook.png]][[Corporate Regulations]]==&lt;br /&gt;
[[Corporate Regulations]] a summary of most crimes with some suggested sentence times. You are generally recommended to not follow them for minor and medium crimes. Avoid stacking (in particular) minor/medium crimes when deciding on brig times, unless the criminal has really bad behaviour. Instead prefer shorter sentences such as a couple of minute in the brig, or 50 points in the gulag instead of 500 for inciting a riot, unless the crime is severe or griefy in nature. Sometimes the Captain determines what is lawful and what isn&#039;t (within reason), but don&#039;t obey the Captain if you&#039;re told to &amp;quot;purge all non-humans&amp;quot; or similar.&lt;br /&gt;
&lt;br /&gt;
== [[Contraband]] ==&lt;br /&gt;
Certain items are considered &amp;quot;Contraband&amp;quot; by Corporate Regulations; these items, listed [[Contraband|here]], are not allowed to be possessed by non-Security, and those who do are to be charged according to this table. However, this does not mean you should be going around taking every bit of contraband you see; think of what&#039;s good for RP and for the round. You could take the traitor&#039;s bag of contraband and loot, or you could pretend that you don&#039;t know what it is and let them go! Be reasonable, though. Something like a radio jammer is not as recognisable as a fully automatic SMG.&lt;br /&gt;
&lt;br /&gt;
==[[Standard Operating Procedure]]s==&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. See the [[Rules]] for more details. &lt;br /&gt;
&lt;br /&gt;
* You are an enforcer of [[Corporate Regulations]], you&#039;re not [[Shitcurity|The Law]].&lt;br /&gt;
&lt;br /&gt;
* Be wary of people with harmful intentions. You should use minimal force, but not at the risk of your own life.&lt;br /&gt;
&lt;br /&gt;
* Communicate with your team, ask the HoS/Warden for orders and respond to calls for help (you can highlight the word &#039;&#039;&#039;help&#039;&#039;&#039; in chat&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
* If you&#039;re going somewhere you know will be very dangerous, bring a buddy with you.&lt;br /&gt;
&lt;br /&gt;
* SOP changes depending on the alert level: Green Alert enforces all privacy laws, outlawing bag searches unless warranted with evidence, means you cannot have weapons visible (you may have them holstered) and generally means you should not be carrying lethal equipment on you.  Blue Alert allows random bag searches and allows weapons to be visible, but not wielded (outside of combat). Lethal rounds may be given out at most.  Amber Alert shares many similarities with Blue Alert, but also means that Security may wield and use lethal energy weapons + lethal sidearms.  Red Alert is nearly identical to Amber Alert, but also allows for use of lethal Primaries and combat mechs.&lt;br /&gt;
&lt;br /&gt;
== [[Dispatch and Issue Resolution System|Dispatch System]] ==&lt;br /&gt;
&lt;br /&gt;
* As a &#039;&#039;&#039;Security Officer&#039;&#039;&#039; or &#039;&#039;&#039;Civil Disputes Officer&#039;&#039;&#039; you handle Open and Active &#039;&#039;&#039;Dispatches&#039;&#039;&#039;. If you need help with your active Dispatch you should request assistance from your &#039;&#039;&#039;Sergeant.&#039;&#039;&#039;&lt;br /&gt;
* As a &#039;&#039;&#039;Security Sergeant&#039;&#039;&#039; or &#039;&#039;&#039;Warden&#039;&#039;&#039; you oversee all of the officers and their Dispatches. Note that in order to be able to actually manage &#039;&#039;&#039;Dispatches&#039;&#039;&#039; you must request the &#039;&#039;&#039;Ho&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;S&#039;&#039;&#039;&#039; spare headset key as it requires you to have access to the Command Channel.&lt;br /&gt;
* As the &#039;&#039;&#039;Head of Security&#039;&#039;&#039; your one and only job is to manage tickets and reassign/modify Dispatches as the need arises. If you do not want to do this give your spare headset to the &#039;&#039;&#039;Warden&#039;&#039;&#039; or &#039;&#039;&#039;Sergeant&#039;&#039;&#039;. &#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;DO NOT HANDLE TICKETS YOURSELF&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Demotions==&lt;br /&gt;
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a [[Head of Staff]] might request your assistance in demoting one of their subordinates. In such cases, you are to accompany them as they confront the subordinate, or are asked to arrest someone who has abandoned their workplace and fled. In either case, ensure that you secure their ID and all items related to the job (i.e. tools and gloves from engineers) and return them to the head at your earliest convenience. The head can then remove the departmental access from the ID and return it to the demoted person.&lt;br /&gt;
&lt;br /&gt;
==The Brig / Punishments==&lt;br /&gt;
[[File:Thebrig.png|450px|thumb|The [[Brig]]]]&lt;br /&gt;
[[Space Law#Brig Procedures|Instructions on how to correctly brig a prisoner can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into [[Medbay]] and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Confiscate the stethoscope and return it to [[Medbay]] when possible&lt;br /&gt;
:*Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
:*Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
:*Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
;&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
:*Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
:*Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
:*Give a ten minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Remove their EVA suit, any mining tools or other items. Have the [[detective]] work his magic on the weapons to confirm what happened. &lt;br /&gt;
:*Set a reasonable timer on the cell, or send then to the gulag for a similar sentence. &lt;br /&gt;
:*Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on. &lt;br /&gt;
:*Inform the [[Warden]] or [[Head of Security]] and ask them to take over if they say the prisoner is to be permabrigged. &lt;br /&gt;
;DON&#039;T&lt;br /&gt;
:*Beat the prisoner to the point where they&#039;re critically injured or worse. &lt;br /&gt;
:*Strip their items in the rapidly depressurizing engineering room. &lt;br /&gt;
:*Let a lynch mob harm your prisoner. &lt;br /&gt;
:*Refuse their request to speak with legal counsel. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Strip all of their posessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the [[Warden]]. &lt;br /&gt;
:*Inform the [[Head of Security]].&lt;br /&gt;
:*Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
:*Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat them to death on the spot. &lt;br /&gt;
:*Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
:*Refuse to negotiate. There are an infinte number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be [[revolution|busting heads]] infrequently.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Permabrigging / Forced Cyborgization===&lt;br /&gt;
Captain, Acting Captain or Head of Security (or, in their absence, Warden) permission is required to permanently lock someone up. You do not NEED the Captain if the HoS is available.&lt;br /&gt;
&lt;br /&gt;
Punishment via throwing them into permabrig should fit the crime. Did whatever they did to deserve such a sentence affect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly?&lt;br /&gt;
Permabrigging someone for stealing something and running away through secure areas vs permabrigging someone who&#039;s shot and killed people. One is a much less severe crime.&lt;br /&gt;
&lt;br /&gt;
Unlike other servers, Forced Cyborgization is &#039;&#039;&#039;not allowed without OOC consent. Doing so may result in a job-ban or, in severe cases, a server ban.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
==Lethal Force / Executions==&lt;br /&gt;
[[File:Prison-wing.png|450px|thumb|The [[Prison Wing]]|link=Special:FilePath/Prison-wing.png]]&lt;br /&gt;
* If something poses a constant threat, you are free to use lethal force. This includes dangerous nonhuman creatures, changelings, nuclear operatives, cultists, and wizards.&lt;br /&gt;
&lt;br /&gt;
* If hulks are smashing shit, you are free to use lethal force on them &amp;lt;s&amp;gt;until they pass out and lose hulk after too much damage, at which point you can either take them to get healed or heal them yourself, and then brig/permabrig them.&amp;lt;/s&amp;gt; &#039;&#039;If someone&#039;s using their stun immunity to go around smashing stuff for no reason you are allowed to kill them - &amp;quot;no reason&amp;quot; being the key words. Don&#039;t kill hulks that are breaking stuff for good reasons (like when the rogue as shit AI is flooding plasma)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If someone is shooting at you with lethal weaponry you are free to respond in kind.&lt;br /&gt;
&lt;br /&gt;
* Once you have someone stunned and cuffed, there is usually no excuse to not take them to the brig/permabrig if they aren&#039;t one of the above listed threats. Beating a common criminal, who is already down and unable to fight back, to death is shit. &#039;&#039;Some circumstances may change this. Don&#039;t let your guard down.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Executions are to be authorized by the Captain, and only the Captain. The HoS and/or Acting Captain cannot authorise an execution. &#039;&#039;Whoever authorizes an execution will ultimately be held responsible by admins.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn&#039;t going to get you in trouble.&lt;br /&gt;
* Generally, lethal force is authorised by alert levels; this is wavered, in situations such as the one above, or in cases where the alert level cannot be reasonably changed in time / cannot be changed.  Green Alert and Blue Alert entail little to no lethal force, especially on Green. No lethal weapons should be carried on green, outside of specific circumstances. Lethal ammo may be loaded on blue, but should be used with caution.  Amber Alert allows full lethal force against major threats, and authorises the use of long-arms.  Red Alert allows lethal force at an extended level, and, if authorised by the Captain, will allow the formation of crew Militias, normally if the Security Department is understaffed or out of action. It will also allow the redeeming of laser weapons, although red alert is not actually needed for use of Laser weapons.&lt;br /&gt;
&lt;br /&gt;
* See the [[Rules]] section for more details.&lt;br /&gt;
&lt;br /&gt;
==Dealing With Threats, Minimal Force==&lt;br /&gt;
As a Security Officer you are expected to fight any and every hostile force assaulting the station, from traitorous crew members to powerful reality defying Wizards to teams of &amp;quot;crack&amp;quot; syndicate assault forces. You must know how to counter any and all threats that are thrown at you, preferably with minimal force needed on your part. Remember, however, that not only is the station&#039;s peace at risk, but your very life is on the line; fail and you will die! Here is NT&#039;s staple guide on suggested courses of action against expected threats.&lt;br /&gt;
&lt;br /&gt;
===Shitlers/Greytiders===&lt;br /&gt;
&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) should be threatened with a stint in perma. &lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by [[Assistant|Assistants]] (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the [[Armory]] secure. &lt;br /&gt;
&lt;br /&gt;
A persistent greytider should be [[adminhelp|adminhelped]] once all possible [[IC]] solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable. &lt;br /&gt;
&lt;br /&gt;
===[[File:Sword.gif]] Traitors===&lt;br /&gt;
[[Traitor|Traitors]] range in hostility and thus are a mixed bag to tackle, standard ranged stunning is recommended in dealing with confirmed traitors. If someone is suspected of being a Traitor, get several Officers to search the person in question and possibly search their department for hidden items. Interviews with witnesses and victims can help in proving the guilt of a possible Traitor. You should generally offer the chance for a perp to surrender before engaging, unless they are actively hostile. In the case of overt traitors however you will need to respond with a proportionate level of force.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Improvised Weapons&#039;&#039;&#039;: Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stolen Station Weapons&#039;&#039;&#039;: Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Weapons&#039;&#039;&#039;: Suspect should be presumed to be armed and dangerous, AI should report and track perp&#039;s location. Do not approach without backup. Consider asking the Warden/Head of Security to issue Riot Shields and Energy Guns. If suspect is wielding Dual Energy Swords, ranged energy weapons (including disablers) will prove ineffective. Flashbangs, stunbatons, shotguns or the [[Detective|Detective&#039;s]] revolver will be suitable (just be sure the detective doesn&#039;t kill the suspect).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;: A unique &amp;quot;device&amp;quot;. Small amounts of water can slip people for long periods of time, making you drop your weapon. If the suspect is reported to possess a Spray Bottle or Fire Extinguisher, do not approach without walking. If the suspect is using ranged weapons in a conjunction, be wary and avoid getting into a bad situation. Consider getting Cargo to order Galoshes or ambush the traitor.&lt;br /&gt;
&lt;br /&gt;
===[[File:Changeling.gif]] Changelings===&lt;br /&gt;
[[Changeling|Changelings]] are alien entities that have infiltrated the station. They can easily change their appearance in a moments notice. If there are confirmed sightings of Changelings, be wary. Sometimes you will encounter one with bio-organic armor, a shield that stops ranged tasers in their tracks, and an incredibly deadly arm blade. Don&#039;t underestimate them under any circumstances!&lt;br /&gt;
Due to their abilities, it is possible for a Changeling to kill a fellow Sec Officer and impersonate him. However, you should note that they will lack a [[Security_items#Mindshield_Implant|Mindshield Implant]] unless they had themselves implanted. Be wary of Sec Officers without Implants and unless they can confirm they were killed and cloned, they should be arrested or kept under close watch. While you are free to terminate a confirmed, &#039;&#039;&#039;hostile&#039;&#039;&#039; Changeling, you must be 100% certain that the suspect is a Changeling and a hostile before engaging. Non-Hostile changelings should, generally, be roleplayed with, and please read Antagonist Policy to know the metaprotections that Changelings have; generally, you cannot cremate a hostile Changeling until they revive in front of you at least once.&lt;br /&gt;
&lt;br /&gt;
The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can get up instantly after being stunned and sometimes melt their handcuffs. If they do, you may need to switch to lethals.&lt;br /&gt;
&lt;br /&gt;
==Security Controlled Locations==&lt;br /&gt;
[[File:SecHq.png|thumb|450px|right|The [[Security Office]]|link=Special:FilePath/SecHq.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Brig|The Brig]]:&#039;&#039;&#039; The Warden runs this. If you&#039;re in here, the [[Armory]] or [[Security Office|any other part of the security sector]] he has authority over you. The Brig itself has cells and cell timers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Prison Wing]]:&#039;&#039;&#039; The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Office]]:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Posts]]: &#039;&#039;&#039;Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armory]]:&#039;&#039;&#039; The Armory contains additional weapons and armor which the Head of Security and Warden have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.&lt;br /&gt;
&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;t move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Checkpoint|Arrival Checkpoint]]:&#039;&#039;&#039; This checkpoint is near the Arrival Shuttle. It has an ID computer that the [[Head of Personnel|HoP]] can man as well as other security computers. There is also a locker with security gear. If you&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Citations and Fines==&lt;br /&gt;
For minor crimes you may choose to give the culprit a citation (containing a fine) instead of brig time. Officers can issue a citation and a fine (up to 1000 credits) from a security records console. If you get a citation, a PDA message will alert you how much the fine is. You can pay your fines at any security warrant console, located outside the brig, in a law office, or the courtroom public area. &lt;br /&gt;
&lt;br /&gt;
Not paying a fine has no automatic consequences. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Evacuation==&lt;br /&gt;
So the escape shuttle has been called! Your job will be to [[Beyond the impossible|ensure that everyone proceeds on the shuttle in an orderly fashion]].&lt;br /&gt;
&lt;br /&gt;
Prisoners in the Brig should only be released at the Warden&#039;s discretion. Prisoners from the Prison Wing should be moved to  the Security Escape Pod or to the Escape Shuttle&#039;s brig where they will be held until the shuttle docks at [[CentCom]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key Points==&lt;br /&gt;
* Ask first, stun second.&lt;br /&gt;
* Space Law is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in Space Law.&lt;br /&gt;
* It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly dangerous).&lt;br /&gt;
* Only the Captain, HoS or Warden can authorize a permanent sentence. Only the Captain can authorise execution.&lt;br /&gt;
* Your job isn&#039;t to be a tyrant or your suspects will be praying to the Gods (read: Admins) for ultimate justice. Make sure you follow standard protocol so that the [[Administrators|Gods]] smile down upon you.&lt;br /&gt;
* If an [[Administrators#Game admins|Admin]] contacts you, please explain to them what happened. Just because you&#039;re a Security Officer doesn&#039;t mean you&#039;re [[Shitcurity|wrong]] by default. Don&#039;t throw a tantrum, you&#039;ll only make things worse.&lt;br /&gt;
* Try not to take this job too seriously and have fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hangyul</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Guide_to_security&amp;diff=6670</id>
		<title>Guide to security</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Guide_to_security&amp;diff=6670"/>
		<updated>2021-07-08T17:31:56Z</updated>

		<summary type="html">&lt;p&gt;Hangyul: /* Lethal Force / Executions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to NT&#039;s Security Department. Enjoy your stay.&lt;br /&gt;
==Who Orders Who==&lt;br /&gt;
* [[Security Officer]]s, the [[Security Medic]] and the [[Detective]] all share the same rank. The [[Warden]] is second in command to the HoS, as is the [[Security Sergeant]]. The [[Head of Security]] is on the top of the security hierarchy. All security members take orders from him, and he takes his orders from the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
&lt;br /&gt;
* The [[Head of Personnel]] is &#039;&#039;&#039;not&#039;&#039;&#039; part of the security hierarchy and should not heavily involve himself in security affairs. The HoP &#039;&#039;&#039;cannot&#039;&#039;&#039; order security around and &#039;&#039;&#039;cannot&#039;&#039;&#039; enter secure areas such as the [[Armory]] without authorization from the HoS.&lt;br /&gt;
&lt;br /&gt;
==Security Equipment==&lt;br /&gt;
Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, you can however wear your gear as you like.&lt;br /&gt;
&lt;br /&gt;
The main thing behind this is that you want to be as ready as possible for even the most uncertain of events.&lt;br /&gt;
# In case you&#039;ve just joined the security force, you need to get your security jumpsuit, helmet, armor, jackboots, gloves and a security bowman headset (which provide flashbang protection) on.&lt;br /&gt;
# Go to the [[Security Office]] and open a security locker.&lt;br /&gt;
# [[File:Hudsunglasses.png]] Get [[Security HUD|HUDglasses]] and put them on.&lt;br /&gt;
# [[File:BreathMask.png]] Get [[Breath mask|Breath Mask]] from your internals box and put it on.&lt;br /&gt;
# [[File:AirTank.png]] Take your [[Emergency Oxygen Tank]] (set to 16 kPa output) and put it in your pocket. ALTERNATIVELY Take a Flashbang and put it in your pocket.&lt;br /&gt;
# [[File:Id_regular.png]] [[File:Securitypda.png]] Take your [[ID|ID Card]] and put it inside your [[PDA]], then put your PDA into the ID-slot.&lt;br /&gt;
# [[File:Secbelt.png]] Get your [[Security Belt]] and put it on. Your Security Belt comes preequipped with a [[Stun Baton]], [[Flash]], [[Flashbang]], [[Pepperspray]] and [[Handcuffs]].&lt;br /&gt;
# [[File:Handcuffs.png]] Get an extra pair of handcuffs from the SecTech vending machine and put it in your box in your backpack.&lt;br /&gt;
# [[File:ModernDisabler.png]] Grab your taser from your bag and place it in your armour slot.&lt;br /&gt;
&lt;br /&gt;
Alternatives to this setup: ditch the handcuffs for zipties, ditch the pepperspray for another flashbang, grab extra flashbangs from the locker.&lt;br /&gt;
&lt;br /&gt;
And all you need to do now is keep your Security Belt open so you&#039;ll have quick access to the items in case of an emergency and be prepared for most things the station&#039;s going to throw at you!&lt;br /&gt;
&lt;br /&gt;
Also make sure you understand what [[HUD#Security HUD Icons|the icons on your Security HUD]] mean. For further info about security equipment, refer to the [[Security items|List of Security Items]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t run around with your taser or baton out!&#039;&#039;&#039; You will get disarmed and your weapons will be stolen. Not only will the rest of the security team laugh at you, you&#039;ve also potentially armed some [[revolution|very]] [[traitor|dangerous]] [[changeling|people]], putting the safety of the entire station in jeopardy. Keep your weapons secured until you need them! &lt;br /&gt;
&lt;br /&gt;
===Security Robots===&lt;br /&gt;
* Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you&#039;re in a tight spot, you can call Beepsky to you by using your PDA.&lt;br /&gt;
&lt;br /&gt;
* While Beepsky&#039;s rudimentary orders can be accessed from security computers, [[Cyborg#Security|silicons]] are not within the normal chain of command. They are subject the [[AI]] and follow the same laws.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t kill silicons for trying to stop you from executing someone. It&#039;s required of them by their laws. Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They&#039;ll be treated differently.&lt;br /&gt;
&lt;br /&gt;
=== Sidearm Tokens ===&lt;br /&gt;
You may notice that you have spawned with a strange blue token in your bag. This can be redeemed at the gun vending machine in the firing range on Blue Alert and above. Doing so will give you the option to take a lethally chambered ballistic handgun. These can be re-fitted with Hollowpoints, IDHF or Rubber rounds. These should be used for lethal takedowns, and nothing else.&lt;br /&gt;
&lt;br /&gt;
==[[File:Lawbook.png]][[Corporate Regulations]]==&lt;br /&gt;
[[Corporate Regulations]] a summary of most crimes with some suggested sentence times. You are generally recommended to not follow them for minor and medium crimes. Avoid stacking (in particular) minor/medium crimes when deciding on brig times, unless the criminal has really bad behaviour. Instead prefer shorter sentences such as a couple of minute in the brig, or 50 points in the gulag instead of 500 for inciting a riot, unless the crime is severe or griefy in nature. Sometimes the Captain determines what is lawful and what isn&#039;t (within reason), but don&#039;t obey the Captain if you&#039;re told to &amp;quot;purge all non-humans&amp;quot; or similar.&lt;br /&gt;
&lt;br /&gt;
== [[Contraband]] ==&lt;br /&gt;
Certain items are considered &amp;quot;Contraband&amp;quot; by Corporate Regulations; these items, listed [[Contraband|here]], are not allowed to be possessed by non-Security, and those who do are to be charged according to this table. However, this does not mean you should be going around taking every bit of contraband you see; think of what&#039;s good for RP and for the round. You could take the traitor&#039;s bag of contraband and loot, or you could pretend that you don&#039;t know what it is and let them go! Be reasonable, though. Something like a radio jammer is not as recognisable as a fully automatic SMG.&lt;br /&gt;
&lt;br /&gt;
==[[Standard Operating Procedure]]s==&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. See the [[Rules]] for more details. &lt;br /&gt;
&lt;br /&gt;
* You are an enforcer of [[Corporate Regulations]], you&#039;re not [[Shitcurity|The Law]].&lt;br /&gt;
&lt;br /&gt;
* Be wary of people with harmful intentions. You should use minimal force, but not at the risk of your own life.&lt;br /&gt;
&lt;br /&gt;
* Communicate with your team, ask the HoS/Warden for orders and respond to calls for help (you can highlight the word &#039;&#039;&#039;help&#039;&#039;&#039; in chat&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
* If you&#039;re going somewhere you know will be very dangerous, bring a buddy with you.&lt;br /&gt;
&lt;br /&gt;
* SOP changes depending on the alert level: Green Alert enforces all privacy laws, outlawing bag searches unless warranted with evidence, means you cannot have weapons visible (you may have them holstered) and generally means you should not be carrying lethal equipment on you.  Blue Alert allows random bag searches and allows weapons to be visible, but not wielded (outside of combat). Lethal rounds may be given out at most.  Amber Alert shares many similarities with Blue Alert, but also means that Security may wield and use lethal energy weapons + lethal sidearms.  Red Alert is nearly identical to Amber Alert, but also allows for use of lethal Primaries and combat mechs.&lt;br /&gt;
&lt;br /&gt;
== [[Dispatch and Issue Resolution System|Dispatch System]] ==&lt;br /&gt;
&lt;br /&gt;
* As a &#039;&#039;&#039;Security Officer&#039;&#039;&#039; or &#039;&#039;&#039;Civil Disputes Officer&#039;&#039;&#039; you handle Open and Active &#039;&#039;&#039;Dispatches&#039;&#039;&#039;. If you need help with your active Dispatch you should request assistance from your &#039;&#039;&#039;Sergeant.&#039;&#039;&#039;&lt;br /&gt;
* As a &#039;&#039;&#039;Security Sergeant&#039;&#039;&#039; or &#039;&#039;&#039;Warden&#039;&#039;&#039; you oversee all of the officers and their Dispatches. Note that in order to be able to actually manage &#039;&#039;&#039;Dispatches&#039;&#039;&#039; you must request the &#039;&#039;&#039;Ho&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;S&#039;&#039;&#039;&#039; spare headset key as it requires you to have access to the Command Channel.&lt;br /&gt;
* As the &#039;&#039;&#039;Head of Security&#039;&#039;&#039; your one and only job is to manage tickets and reassign/modify Dispatches as the need arises. If you do not want to do this give your spare headset to the &#039;&#039;&#039;Warden&#039;&#039;&#039; or &#039;&#039;&#039;Sergeant&#039;&#039;&#039;. &#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;DO NOT HANDLE TICKETS YOURSELF&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Demotions==&lt;br /&gt;
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a [[Head of Staff]] might request your assistance in demoting one of their subordinates. In such cases, you are to accompany them as they confront the subordinate, or are asked to arrest someone who has abandoned their workplace and fled. In either case, ensure that you secure their ID and all items related to the job (i.e. tools and gloves from engineers) and return them to the head at your earliest convenience. The head can then remove the departmental access from the ID and return it to the demoted person.&lt;br /&gt;
&lt;br /&gt;
==The Brig / Punishments==&lt;br /&gt;
[[File:Thebrig.png|450px|thumb|The [[Brig]]]]&lt;br /&gt;
[[Space Law#Brig Procedures|Instructions on how to correctly brig a prisoner can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into [[Medbay]] and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Confiscate the stethoscope and return it to [[Medbay]] when possible&lt;br /&gt;
:*Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
:*Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
:*Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
;&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
:*Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
:*Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
:*Give a ten minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Remove their EVA suit, any mining tools or other items. Have the [[detective]] work his magic on the weapons to confirm what happened. &lt;br /&gt;
:*Set a reasonable timer on the cell, or send then to the gulag for a similar sentence. &lt;br /&gt;
:*Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on. &lt;br /&gt;
:*Inform the [[Warden]] or [[Head of Security]] and ask them to take over if they say the prisoner is to be permabrigged. &lt;br /&gt;
;DON&#039;T&lt;br /&gt;
:*Beat the prisoner to the point where they&#039;re critically injured or worse. &lt;br /&gt;
:*Strip their items in the rapidly depressurizing engineering room. &lt;br /&gt;
:*Let a lynch mob harm your prisoner. &lt;br /&gt;
:*Refuse their request to speak with legal counsel. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Strip all of their posessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the [[Warden]]. &lt;br /&gt;
:*Inform the [[Head of Security]].&lt;br /&gt;
:*Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
:*Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat them to death on the spot. &lt;br /&gt;
:*Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
:*Refuse to negotiate. There are an infinte number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be [[revolution|busting heads]] infrequently.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Permabrigging / Forced Cyborgization===&lt;br /&gt;
Captain, Acting Captain or Head of Security (or, in their absence, Warden) permission is required to permanently lock someone up. You do not NEED the Captain if the HoS is available.&lt;br /&gt;
&lt;br /&gt;
Punishment via throwing them into permabrig should fit the crime. Did whatever they did to deserve such a sentence affect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly?&lt;br /&gt;
Permabrigging someone for stealing something and running away through secure areas vs permabrigging someone who&#039;s shot and killed people. One is a much less severe crime.&lt;br /&gt;
&lt;br /&gt;
Unlike other servers, Forced Cyborgization is &#039;&#039;&#039;not allowed without consent. Do not do it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Lethal Force / Executions==&lt;br /&gt;
[[File:Prison-wing.png|450px|thumb|The [[Prison Wing]]|link=Special:FilePath/Prison-wing.png]]&lt;br /&gt;
* If something poses a constant threat, you are free to use lethal force. This includes dangerous nonhuman creatures, changelings, nuclear operatives, cultists, and wizards.&lt;br /&gt;
&lt;br /&gt;
* If hulks are smashing shit, you are free to use lethal force on them &amp;lt;s&amp;gt;until they pass out and lose hulk after too much damage, at which point you can either take them to get healed or heal them yourself, and then brig/permabrig them.&amp;lt;/s&amp;gt; &#039;&#039;If someone&#039;s using their stun immunity to go around smashing stuff for no reason you are allowed to kill them - &amp;quot;no reason&amp;quot; being the key words. Don&#039;t kill hulks that are breaking stuff for good reasons (like when the rogue as shit AI is flooding plasma)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If someone is shooting at you with lethal weaponry you are free to respond in kind.&lt;br /&gt;
&lt;br /&gt;
* Once you have someone stunned and cuffed, there is usually no excuse to not take them to the brig/permabrig if they aren&#039;t one of the above listed threats. Beating a common criminal, who is already down and unable to fight back, to death is shit. &#039;&#039;Some circumstances may change this. Don&#039;t let your guard down.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Executions are to be authorized by the Captain, and only the Captain. The HoS and/or Acting Captain cannot authorise an execution. &#039;&#039;Whoever authorizes an execution will ultimately be held responsible by admins.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn&#039;t going to get you in trouble.&lt;br /&gt;
* Generally, lethal force is authorised by alert levels; this is wavered, in situations such as the one above, or in cases where the alert level cannot be reasonably changed in time / cannot be changed.  Green Alert and Blue Alert entail little to no lethal force, especially on Green. No lethal weapons should be carried on green, outside of specific circumstances. Lethal ammo may be loaded on blue, but should be used with caution.  Amber Alert allows full lethal force against major threats, and authorises the use of long-arms.  Red Alert allows lethal force at an extended level, and, if authorised by the Captain, will allow the formation of crew Militias, normally if the Security Department is understaffed or out of action. It will also allow the redeeming of laser weapons, although red alert is not actually needed for use of Laser weapons.&lt;br /&gt;
&lt;br /&gt;
* See the [[Rules]] section for more details.&lt;br /&gt;
&lt;br /&gt;
==Dealing With Threats, Minimal Force==&lt;br /&gt;
As a Security Officer you are expected to fight any and every hostile force assaulting the station, from traitorous crew members to powerful reality defying Wizards to teams of &amp;quot;crack&amp;quot; syndicate assault forces. You must know how to counter any and all threats that are thrown at you, preferably with minimal force needed on your part. Remember, however, that not only is the station&#039;s peace at risk, but your very life is on the line; fail and you will die! Here is NT&#039;s staple guide on suggested courses of action against expected threats.&lt;br /&gt;
&lt;br /&gt;
===Shitlers/Greytiders===&lt;br /&gt;
&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) should be threatened with a stint in perma. &lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by [[Assistant|Assistants]] (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the [[Armory]] secure. &lt;br /&gt;
&lt;br /&gt;
A persistent greytider should be [[adminhelp|adminhelped]] once all possible [[IC]] solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable. &lt;br /&gt;
&lt;br /&gt;
===[[File:Sword.gif]] Traitors===&lt;br /&gt;
[[Traitor|Traitors]] range in hostility and thus are a mixed bag to tackle, standard ranged stunning is recommended in dealing with confirmed traitors. If someone is suspected of being a Traitor, get several Officers to search the person in question and possibly search their department for hidden items. Interviews with witnesses and victims can help in proving the guilt of a possible Traitor. You should generally offer the chance for a perp to surrender before engaging, unless they are actively hostile. In the case of overt traitors however you will need to respond with a proportionate level of force.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Improvised Weapons&#039;&#039;&#039;: Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stolen Station Weapons&#039;&#039;&#039;: Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Weapons&#039;&#039;&#039;: Suspect should be presumed to be armed and dangerous, AI should report and track perp&#039;s location. Do not approach without backup. Consider asking the Warden/Head of Security to issue Riot Shields and Energy Guns. If suspect is wielding Dual Energy Swords, ranged energy weapons (including disablers) will prove ineffective. Flashbangs, stunbatons, shotguns or the [[Detective|Detective&#039;s]] revolver will be suitable (just be sure the detective doesn&#039;t kill the suspect).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;: A unique &amp;quot;device&amp;quot;. Small amounts of water can slip people for long periods of time, making you drop your weapon. If the suspect is reported to possess a Spray Bottle or Fire Extinguisher, do not approach without walking. If the suspect is using ranged weapons in a conjunction, be wary and avoid getting into a bad situation. Consider getting Cargo to order Galoshes or ambush the traitor.&lt;br /&gt;
&lt;br /&gt;
===[[File:Changeling.gif]] Changelings===&lt;br /&gt;
[[Changeling|Changelings]] are alien entities that have infiltrated the station. They can easily change their appearance in a moments notice. If there are confirmed sightings of Changelings, be wary. Sometimes you will encounter one with bio-organic armor, a shield that stops ranged tasers in their tracks, and an incredibly deadly arm blade. Don&#039;t underestimate them under any circumstances!&lt;br /&gt;
Due to their abilities, it is possible for a Changeling to kill a fellow Sec Officer and impersonate him. However, you should note that they will lack a [[Security_items#Mindshield_Implant|Mindshield Implant]] unless they had themselves implanted. Be wary of Sec Officers without Implants and unless they can confirm they were killed and cloned, they should be arrested or kept under close watch. While you are free to terminate a confirmed, &#039;&#039;&#039;hostile&#039;&#039;&#039; Changeling, you must be 100% certain that the suspect is a Changeling and a hostile before engaging. Non-Hostile changelings should, generally, be roleplayed with, and please read Antagonist Policy to know the metaprotections that Changelings have; generally, you cannot cremate a hostile Changeling until they revive in front of you at least once.&lt;br /&gt;
&lt;br /&gt;
The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can get up instantly after being stunned and sometimes melt their handcuffs. If they do, you may need to switch to lethals.&lt;br /&gt;
&lt;br /&gt;
==Security Controlled Locations==&lt;br /&gt;
[[File:SecHq.png|thumb|450px|right|The [[Security Office]]|link=Special:FilePath/SecHq.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Brig|The Brig]]:&#039;&#039;&#039; The Warden runs this. If you&#039;re in here, the [[Armory]] or [[Security Office|any other part of the security sector]] he has authority over you. The Brig itself has cells and cell timers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Prison Wing]]:&#039;&#039;&#039; The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Office]]:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Posts]]: &#039;&#039;&#039;Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armory]]:&#039;&#039;&#039; The Armory contains additional weapons and armor which the Head of Security and Warden have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.&lt;br /&gt;
&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;t move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Checkpoint|Arrival Checkpoint]]:&#039;&#039;&#039; This checkpoint is near the Arrival Shuttle. It has an ID computer that the [[Head of Personnel|HoP]] can man as well as other security computers. There is also a locker with security gear. If you&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Citations and Fines==&lt;br /&gt;
For minor crimes you may choose to give the culprit a citation (containing a fine) instead of brig time. Officers can issue a citation and a fine (up to 1000 credits) from a security records console. If you get a citation, a PDA message will alert you how much the fine is. You can pay your fines at any security warrant console, located outside the brig, in a law office, or the courtroom public area. &lt;br /&gt;
&lt;br /&gt;
Not paying a fine has no automatic consequences. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Evacuation==&lt;br /&gt;
So the escape shuttle has been called! Your job will be to [[Beyond the impossible|ensure that everyone proceeds on the shuttle in an orderly fashion]].&lt;br /&gt;
&lt;br /&gt;
Prisoners in the Brig should only be released at the Warden&#039;s discretion. Prisoners from the Prison Wing should be moved to  the Security Escape Pod or to the Escape Shuttle&#039;s brig where they will be held until the shuttle docks at [[CentCom]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key Points==&lt;br /&gt;
* Ask first, stun second.&lt;br /&gt;
* Space Law is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in Space Law.&lt;br /&gt;
* It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly dangerous).&lt;br /&gt;
* Only the Captain, HoS or Warden can authorize a permanent sentence. Only the Captain can authorise execution.&lt;br /&gt;
* Your job isn&#039;t to be a tyrant or your suspects will be praying to the Gods (read: Admins) for ultimate justice. Make sure you follow standard protocol so that the [[Administrators|Gods]] smile down upon you.&lt;br /&gt;
* If an [[Administrators#Game admins|Admin]] contacts you, please explain to them what happened. Just because you&#039;re a Security Officer doesn&#039;t mean you&#039;re [[Shitcurity|wrong]] by default. Don&#039;t throw a tantrum, you&#039;ll only make things worse.&lt;br /&gt;
* Try not to take this job too seriously and have fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hangyul</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Detective&amp;diff=6669</id>
		<title>Detective</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Detective&amp;diff=6669"/>
		<updated>2021-07-06T10:22:19Z</updated>

		<summary type="html">&lt;p&gt;Hangyul: cleared up a policy misunderstanding (revert if i&amp;#039;m wrong here)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Rough Draft&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=This document may not be entirely accurate with our current policies. Please be mindful that this may change.&lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY&lt;br /&gt;
|imagebgcolor = #ff9999&lt;br /&gt;
|img_generic = Generic_detective.png&lt;br /&gt;
|img = Detective.png&lt;br /&gt;
|jobtitle = Detective&lt;br /&gt;
|access = [[Brig]], [[Detective&#039;s Office]], [[Morgue]], [[Maintenance]], Weapon Permit&lt;br /&gt;
|additional = [[Security]]&lt;br /&gt;
|difficulty = Medium&lt;br /&gt;
|superior = [[Head of Security]]&lt;br /&gt;
|duties = Investigate crimes, gather evidence, look badass, smoke cigarettes&lt;br /&gt;
|guides = [[Guide to security]], [[Space Law]], [[Guide to Trials]]&lt;br /&gt;
|quote = It was a quiet day on station, not much different than any other day, or any other week... but I could tell there was something wrong. There hadn&#039;t been a murder in a long time. Either way, I stopped over by the vending machine to take a pack of smokes, and after that I wandered back to my office. It was a quiet place. Too quiet. I glanced from my T.V monitor to my over-stuffed cabinet. Was there a hidden wall somewhere built by an assistant or the lawyer? There&#039;s usually a lot of that sort of thing happening on the station. People spreading disease, traitors, brain washed revolutionaries, mass-murdering wizards, or just plain whack-jobs with space madness. You never knew if you were going to get hit or be drawn to be the hitter. I drew a smoke, the only thing I knew that could make me relax. I took in a breath of that sweet death and looked to my beautiful .38. I knew something awful was going to go down soon. Too soon, I&#039;d say. I loaded up my revolver and packed my forensic scanner. I&#039;m going to find these criminals, and I&#039;m going to find them before they find me.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[File:Detective&#039;sOffice.png|300px|thumb|[[Detective&#039;s Office|Your Office]]|link=Special:FilePath/Detective&#039;sOffice.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Detective&#039;s job is to investigate the remains of any crime, identify the perpetrator, and then ask Security to arrest them for you. That&#039;s right, you have limited security access because you&#039;re supposed to be an evidence collector and hunter of monsters, not a god damn [[Security Officer|beat cop]] or [[warden]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You are not a Security Officer. You are an investigator. Your revolver is only for self-defense.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Scan evidence uncovered at crime scenes, look up the fingerprints and DNA strings, and pass the names on to the rest of Security.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Detectivefedora.png]] Problem Sleuth==&lt;br /&gt;
&lt;br /&gt;
As a detective, your primary duty is to investigate crime scenes and use the tools provided to you to identify the perpetrators. You can do this with your Forensic Scanner, your PDA[[File:Detectivepda.png]], and some basic intuition. &lt;br /&gt;
&lt;br /&gt;
Your Forensic Scanner is located in your backpack, and the closet in your office has a spare. Go to the crime scene, take a picture of relevant things with your camera and then scan all the surfaces around the scene, such as doors, walls, consoles, and of course, out-of-place items. After evidence has been scanned, place it in an evidence bag for storage and later reference. Be sure to scan any bodies for prints and fibers as well, provided that they haven&#039;t been hauled off to [[Geneticist|genetics]] or the [[morgue]] already.&lt;br /&gt;
&lt;br /&gt;
If the latter case is true, head on over to the morgue and scan the body. Hopefully the person who brought them in wore the Medbay standard-issue Nitrile gloves, or you might find yourself with a rather annoying case of mistaken identity. If this was not the case, be sure to identify who hauled the body in - And ideally, anyone who touched it during the process.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember to ALWAYS, ALWAYS, ALWAYS wear your gloves, or you will record your own prints after touching a surface, body, or item. This will at best slow you down, and at worst, end up with you serving time for the very crime you were trying to solve!&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once you&#039;ve finished surveying the crime scene, return to either your office or the nearest easy-access Security outpost (if you can get past the outer department doors, you have access to any departmental security office). The former has both a Security Records and Medical Records computer; these allow you to check the fingerprints in the Security database to discern the owners, and the same is true of blood on the Medical Records computer. If you&#039;ve found a weapon with someone&#039;s prints on it (And that person was not the confiscating officer), you&#039;ve probably got your perp dead to rights. Similarly, if there is blood but no body, you can easily identify the deceased.&lt;br /&gt;
&lt;br /&gt;
Finding fibers can either improve or throw off your lead. For example, if the deceased Captain has fibers from insulated gloves and an Engineer&#039;s jumpsuit all over him, it&#039;s no great leap of logic to say that an Engineer was the one who did the deed. Conversely, finding nothing but fibers from your own suit, or worse, black gloves, could throw you off and just leave you with a cold case.&lt;br /&gt;
&lt;br /&gt;
If you get a single hit, you&#039;ve got your guy. Make sure to set him to arrest and bring him in for questioning. It&#039;s always a good idea to speak over Security radio and inform them that you&#039;ve identified the criminal, and that you&#039;d like them arrested - The rank-and-file officers will more often than not be happy to oblige, considering in their eyes, it&#039;s open season on anyone with the red-and-white &#039;w&#039; above their heads. Provide them with any information that could assist in the arrest: Possible contraband on their person, alternate identities, and basic identifying factors like jumpsuit color and hair style.&lt;br /&gt;
&lt;br /&gt;
If the criminal is caught, they may have a trial depending on the severity of the crime and the willingness of the command staff to host one. As the prosecution, &#039;&#039;you must attend this trial&#039;&#039;. Bring all the evidence against the criminal including finger print scan results, pictures of the crime scene, and testimonies from possible witnesses.&lt;br /&gt;
&lt;br /&gt;
===[[File:Clipboard paper.png]] Occupation: Dick Gumshoe===&lt;br /&gt;
Of course it&#039;s important to keep your evidence at least somewhat organized, but if you&#039;re feeling particularly hard boiled and want to go the extra mile (and you manage to convince the [[Captain|right]] [[Head of Security|people]] to actually try a criminal before punishing them), here are some tips:&lt;br /&gt;
* Use your hand labeler to mark everything related to one case with a name you&#039;ll easily recognize. (For example &amp;quot;Clown Case&amp;quot; if it was the [[clown]] who honked for the last time.)&lt;br /&gt;
* There are multiple lockers in Evidence Storage, stick to one per case. &lt;br /&gt;
* File all paperwork that belongs to a single case away in one folder. You start with two folders in your office and there are plenty more around the station.&lt;br /&gt;
* File the folders of closed cases away in your filing cabinet so you know where they are if you suddenly need them again.&lt;br /&gt;
* Make copies of important case-related documents for yourself (Or the rest of Security, if you prefer to keep the originals)&lt;br /&gt;
* Although you can do the prosecution yourself, the [[Head of Security]] will probably not want to miss out on this chance. Make sure they know exactly what evidence you found and what you will testify about in the trial.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[File:Universal Recorder.png]] Advanced Detective Work==&lt;br /&gt;
&lt;br /&gt;
If you have multiple suspects and matches, you&#039;re going to have to do some more investigating and possibly some interviews.&lt;br /&gt;
&lt;br /&gt;
Crimes committed by groups of people provide some distinct advantages and disadvantages for both you and security forces in general. Group crimes are often easily noticeable to any bystander, and the interrogation and subsequent confession of one suspect can lead to a sting on the entire group. On the other hand, these pairs or triads or even larger groups can be difficult to take down without a lot of manpower and commitment on the part of security forces. Changelings and sometimes traitors operate in groups, so you&#039;ll have to exercise extra caution when investigating crime scenes you think they&#039;re responsible for.&lt;br /&gt;
&lt;br /&gt;
When you do have multiple suspects, it&#039;s usually because of inconclusive forensics results. Because you&#039;re going to have to figure out the crime using more traditional methods along the lines of interviews, you should make sure to bring your universal recorder with you. Note that a universal recorder also acts as a universal translator, so you should be able to collect the testimonials of sentient slimes, monkeys, and, in the most bizarre of scenarios, [[Alien|xenos]].&lt;br /&gt;
&lt;br /&gt;
When conducting interviews, make sure that you set out with a hunch. Only interview people and only ask questions that you think are relevant to the situation. However, in some cases asking a non-pointed question can throw a bluffer off and cause them to slip in their story. People who seem more friendly after moving on from a subject may be lying.&lt;br /&gt;
&lt;br /&gt;
Your PDA[[File:Detectivepda.png]] comes with an built-in medical scanner that can be toggled on or off, and it works just like a standard medical analyzer. It tells you types of damage a person has on them, any advanced diseases, and most importantly in your line of work their time of death. Use this last fact to narrow down possible suspects.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget: You have access to the [[Interrogation]] room in the brig. Great for when you want to be more thematic, or just need some privacy.&lt;br /&gt;
&lt;br /&gt;
==[[File:Zippo.png]] Spare Time==&lt;br /&gt;
&lt;br /&gt;
Technically, the above represents the entirety of the detective&#039;s job. Despite this, you will rarely be called upon to investigate a crime, you will have to investigate crime scenes on your own initiative. Luckily, there are some other things that the Detective can do instead:&lt;br /&gt;
&lt;br /&gt;
* Snoop around. You have access to the maintenance shafts around the station, allowing you to find things off-camera.&lt;br /&gt;
* Be a general assistant to Security.&lt;br /&gt;
* Be personal bodyguard to somebody, ideally a weaker head of staff like the [[Research Director|RD]]. You&#039;re quite intimidating aesthetically, even though you&#039;re no more (and arguably less) dangerous than the average security officer.&lt;br /&gt;
* Use the camera terminal in your office to scan the station - it looks like an old-fashioned TV. Look around for any crimes, then report it over the Security channel or head over there yourself. It&#039;s probably not a good idea to announce it over the general radio, or the criminal in question will usually realize that you&#039;re onto them and get away.&lt;br /&gt;
* Update the security records. This is meant to be the [[Warden|Warden&#039;s]] job, but you&#039;ll be hard pressed to see him actually doing that.&lt;br /&gt;
&lt;br /&gt;
==[[File:Satchel.png]] Equipment==&lt;br /&gt;
The detective has a lot of shit in his office, which might bewilder you. Luckily, the only absolutely necessary stuff that you don&#039;t spawn with are your revolver and speed loaders for it.&lt;br /&gt;
&lt;br /&gt;
Here is a list of stuff that either Detective spawns with, or is in his office:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Cigarettes and Zippo lighter&#039;&#039;&#039; - absolutely necessary, smoking is cool.&lt;br /&gt;
* &#039;&#039;&#039;A worn suit, coat, and hat&#039;&#039;&#039;. Not only do these make you look cool, but they act as armor. Also, the hat has a stock of &amp;lt;s&amp;gt;booze&amp;lt;/s&amp;gt; candy corns.&lt;br /&gt;
* A &#039;&#039;&#039;White Crayon&#039;&#039;&#039; that you can use to draw an outline around a corpse&lt;br /&gt;
* &#039;&#039;&#039;Black gloves&#039;&#039;&#039; [[file:BGloves.png]] - as stated above, NEVER take these off if you are [[Beyond the impossible|planning on being an actual detective and doing your damn job]], or you will get your own prints on the evidence and fuck up the entire investigation.&lt;br /&gt;
* A &#039;&#039;&#039;security radio headset&#039;&#039;&#039; [[file:secheadset.png]], this gives you access to the security channel so you can tell the officers to arrest insert-criminal-name-here.&lt;br /&gt;
* A &#039;&#039;&#039;seclite&#039;&#039;&#039;, the standard issue security illumination device. Can be turned on and placed in pocket, freeing a hand for dark maintenance  tunnels.&lt;br /&gt;
* A &#039;&#039;&#039;[[Security_items#Police_Baton|classic police baton]]&#039;&#039;&#039; [[File:Classic_baton.png]], for self defense. &lt;br /&gt;
* Your &#039;&#039;&#039;forensics scanner&#039;&#039;&#039;, found in your backpack. Use this to scan for fingerprints and trace fibers.&lt;br /&gt;
* A PDA[[File:Detectivepda.png]] loaded with a &#039;&#039;&#039;D.E.T.E.C.T&#039;&#039;&#039; cart. This little thing gives you access to both security and medical records, and has a built in Med scanner.&lt;br /&gt;
* Your &#039;&#039;&#039;.38 revolver&#039;&#039;&#039; [[file:Detectivegun.png]], which comes complete with the ability to reskin it, fire special ammo, rename it, and even modify it with a screwdriver to fire the exceptionally lethal .357 caliber rounds.&lt;br /&gt;
* &#039;&#039;&#039;Speed Loaders&#039;&#039;&#039; [[File:Ammo_38.png]] for the revolver, you may want to put these in your internals box. You must deal with the Cargo Bay workers if you run out - Remember to recycle empty speed loaders into the Autolathe for a full refund!&lt;br /&gt;
**  .38 Ammo types:&lt;br /&gt;
*** .38 &#039;&#039;&#039;Normal&#039;&#039;&#039;: Standard, 25 brute dmg - &#039;&#039;&#039;Available from: Cargo, Autolathe, Security techfab, Starting holster.&#039;&#039;&#039;&lt;br /&gt;
*** .38 &#039;&#039;&#039;TRAC&#039;&#039;&#039;: Implants a weak, short lasting tracker, 10 brute dmg - &#039;&#039;&#039;Available from: Cargo, Security techfab.&#039;&#039;&#039;&lt;br /&gt;
*** .38 &#039;&#039;&#039;Match&#039;&#039;&#039;: Increased ricochet ability, 25 brute dmg - &#039;&#039;&#039;Available from: Cargo.&#039;&#039;&#039;&lt;br /&gt;
*** .38 &#039;&#039;&#039;Rubber&#039;&#039;&#039;: Does disabler-level stamina damage, &#039;&#039;&#039;still does reduced brute damage&#039;&#039;&#039;, 10 brute dmg - &#039;&#039;&#039;Available from: Cargo.&#039;&#039;&#039;&lt;br /&gt;
*** .38 &#039;&#039;&#039;DumDum&#039;&#039;&#039;: High chance to [[Combat#Embedding|embed]], Weak against armour, Sharp, 15 brute dmg - &#039;&#039;&#039;Available from: Cargo.&#039;&#039;&#039;&lt;br /&gt;
*** .38 &#039;&#039;&#039;Hotshot&#039;&#039;&#039;: Sets target on fire, 20 brute dmg - &#039;&#039;&#039;Available from: Cargo, Security techfab.&#039;&#039;&#039;&lt;br /&gt;
*** .38 &#039;&#039;&#039;Iceblox&#039;&#039;&#039;: Cools target body temp to 100K causing slowdown and burns, 20 brute dmg - &#039;&#039;&#039;Available from: Cargo, Security techfab.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* A &#039;&#039;&#039;universal recorder&#039;&#039;&#039;, for documenting interviews with suspects, witnesses, and more.&lt;br /&gt;
* A &#039;&#039;&#039;hand labeller&#039;&#039;&#039;. In theory this is for labeling evidence, but it&#039;s just as entertaining.&lt;br /&gt;
* A &#039;&#039;&#039;camera&#039;&#039;&#039;. This is supposed to be for taking pictures of evidence and suspects, but most of the time it is for taking pictures of [[The Owl]].&lt;br /&gt;
* A pair of &#039;&#039;&#039;handcuffs&#039;&#039;&#039; [[file:Handcuffs.png]] for incapacitating a crook after you &amp;lt;strike&amp;gt;run out of bullets&amp;lt;/strike&amp;gt; retaliate in self defense using your gun.&lt;br /&gt;
* Nothing says you&#039;re serious like your &#039;&#039;&#039;Armored Vest&#039;&#039;&#039;. It&#039;s just like the standard-issue security vest, except this one comes in beige and has an awesome gold badge on it.&lt;br /&gt;
* Stalk potential suspects who haven&#039;t turned off their suit sensors with the &#039;&#039;&#039;crew pinpointer&#039;&#039;&#039;.&lt;br /&gt;
* The &#039;&#039;&#039;Security Holotape Projector&#039;&#039;&#039; can be used to cordon off crime scenes, making it easier to prevent your evidence from being contaminated.&lt;br /&gt;
* &#039;&#039;&#039;Binoculars&#039;&#039;&#039; greatly expanding your field of view to catch criminal activity that wouldn&#039;t typically occur in front of security personnel.&lt;br /&gt;
* A &#039;&#039;&#039;spyglass kit&#039;&#039;&#039;, containing a camera disguised as a pocket protector, connected sunglasses, and instructions. Useful for keeping an eye on various objectives, or watching an undercover agent. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If you&#039;re looking for more equipment, the [[Warden]] can issue you some more standard security equipment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[File:Light_Bulb.png]] Tips==&lt;br /&gt;
* If you want to check if a husk was drained or burned, try extracting blood from it with a syringe.&lt;br /&gt;
** Got a husk in genetics? No ID on him? Use the scanner on the body to get the fingerprints and you know who that poor sod was.&lt;br /&gt;
* An Advanced Mass Spectrometer will allow you to insert a blood sample, analyzing and listing the chemicals in the sample - This can be useful in finding abnormal toxins, if a body is fresh.&lt;br /&gt;
* The built-in Medical Scanner function of your PDA[[File:Detectivepda.png]] will show time of death - This can be used to force alibis from your suspects&lt;br /&gt;
* You can put an empty speedloader back into an autolathe to receive a full refund of materials&lt;br /&gt;
* You can use Meson Scanners to find hidden walls; they show hidden doors as open spaces when not in direct sight of them.&lt;br /&gt;
* The Detective&#039;s scanner can be used at range, to scan containers and such.&lt;br /&gt;
* You can get a person&#039;s fingerprints by directly scanning them with a forensic scanner.&lt;br /&gt;
* You can use a wrench on your revolver to modify it to shoot much more lethal .357 rounds. Remember to eject the loaded rounds, or it&#039;ll end up going off in your face.&lt;br /&gt;
&lt;br /&gt;
==[[File:Doubleagent.gif]] Smooth Criminal==&lt;br /&gt;
&#039;&#039;&#039;NOTE: By default the Detective cannot be an antagonist.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Once you start paying attention, the scum the permeates this station becomes evident. The hallways and departments are black with the filth of corruption and apathy. When the Syndicate offered me that job, I took it without hesitation. Someone had to clean up this mess...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You&#039;ve got carte blanche authority to play it fast and loose. Who do you answer to? Absolutely no one. Your gun, security access and position as the lead investigator makes you basically untouchable if you&#039;re smart. Falsify evidence, stage crime scenes and cover up your murders. Creative detectives know how to game the system to their advantage. Or you could just grab a [[Syndicate_Items#Revolver|handgun that can actually kill people with its bullets]]. Your call, &#039;&#039;ace&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Hangyul</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Guide_to_security&amp;diff=6668</id>
		<title>Guide to security</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Guide_to_security&amp;diff=6668"/>
		<updated>2021-06-28T07:27:48Z</updated>

		<summary type="html">&lt;p&gt;Hangyul: spelling fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to NT&#039;s Security Department. Enjoy your stay.&lt;br /&gt;
==Who Orders Who==&lt;br /&gt;
* [[Security Officer]]s, the [[Security Medic]] and the [[Detective]] all share the same rank. The [[Warden]] is second in command to the HoS, as is the [[Security Sergeant]]. The [[Head of Security]] is on the top of the security hierarchy. All security members take orders from him, and he takes his orders from the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
&lt;br /&gt;
* The [[Head of Personnel]] is &#039;&#039;&#039;not&#039;&#039;&#039; part of the security hierarchy and should not heavily involve himself in security affairs. The HoP &#039;&#039;&#039;cannot&#039;&#039;&#039; order security around and &#039;&#039;&#039;cannot&#039;&#039;&#039; enter secure areas such as the [[Armory]] without authorization from the HoS.&lt;br /&gt;
&lt;br /&gt;
==Security Equipment==&lt;br /&gt;
Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, you can however wear your gear as you like.&lt;br /&gt;
&lt;br /&gt;
The main thing behind this is that you want to be as ready as possible for even the most uncertain of events.&lt;br /&gt;
# In case you&#039;ve just joined the security force, you need to get your security jumpsuit, helmet, armor, jackboots, gloves and a security bowman headset (which provide flashbang protection) on.&lt;br /&gt;
# Go to the [[Security Office]] and open a security locker.&lt;br /&gt;
# [[File:Hudsunglasses.png]] Get [[Security HUD|HUDglasses]] and put them on.&lt;br /&gt;
# [[File:BreathMask.png]] Get [[Breath mask|Breath Mask]] from your internals box and put it on.&lt;br /&gt;
# [[File:AirTank.png]] Take your [[Emergency Oxygen Tank]] (set to 16 kPa output) and put it in your pocket. ALTERNATIVELY Take a Flashbang and put it in your pocket.&lt;br /&gt;
# [[File:Id_regular.png]] [[File:Securitypda.png]] Take your [[ID|ID Card]] and put it inside your [[PDA]], then put your PDA into the ID-slot.&lt;br /&gt;
# [[File:Secbelt.png]] Get your [[Security Belt]] and put it on. Your Security Belt comes preequipped with a [[Stun Baton]], [[Flash]], [[Flashbang]], [[Pepperspray]] and [[Handcuffs]].&lt;br /&gt;
# [[File:Handcuffs.png]] Get an extra pair of handcuffs from the SecTech vending machine and put it in your box in your backpack.&lt;br /&gt;
# [[File:ModernDisabler.png]] Grab your taser from your bag and place it in your armour slot.&lt;br /&gt;
&lt;br /&gt;
Alternatives to this setup: ditch the handcuffs for zipties, ditch the pepperspray for another flashbang, grab extra flashbangs from the locker.&lt;br /&gt;
&lt;br /&gt;
And all you need to do now is keep your Security Belt open so you&#039;ll have quick access to the items in case of an emergency and be prepared for most things the station&#039;s going to throw at you!&lt;br /&gt;
&lt;br /&gt;
Also make sure you understand what [[HUD#Security HUD Icons|the icons on your Security HUD]] mean. For further info about security equipment, refer to the [[Security items|List of Security Items]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t run around with your taser or baton out!&#039;&#039;&#039; You will get disarmed and your weapons will be stolen. Not only will the rest of the security team laugh at you, you&#039;ve also potentially armed some [[revolution|very]] [[traitor|dangerous]] [[changeling|people]], putting the safety of the entire station in jeopardy. Keep your weapons secured until you need them! &lt;br /&gt;
&lt;br /&gt;
===Security Robots===&lt;br /&gt;
* Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you&#039;re in a tight spot, you can call Beepsky to you by using your PDA.&lt;br /&gt;
&lt;br /&gt;
* While Beepsky&#039;s rudimentary orders can be accessed from security computers, [[Cyborg#Security|silicons]] are not within the normal chain of command. They are subject the [[AI]] and follow the same laws.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t kill silicons for trying to stop you from executing someone. It&#039;s required of them by their laws. Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They&#039;ll be treated differently.&lt;br /&gt;
&lt;br /&gt;
=== Sidearm Tokens ===&lt;br /&gt;
You may notice that you have spawned with a strange blue token in your bag. This can be redeemed at the gun vending machine in the firing range on Blue Alert and above. Doing so will give you the option to take a lethally chambered ballistic handgun. These can be re-fitted with Hollowpoints, IDHF or Rubber rounds. These should be used for lethal takedowns, and nothing else.&lt;br /&gt;
&lt;br /&gt;
==[[File:Lawbook.png]][[Corporate Regulations]]==&lt;br /&gt;
[[Corporate Regulations]] a summary of most crimes with some suggested sentence times. You are generally recommended to not follow them for minor and medium crimes. Avoid stacking (in particular) minor/medium crimes when deciding on brig times, unless the criminal has really bad behaviour. Instead prefer shorter sentences such as a couple of minute in the brig, or 50 points in the gulag instead of 500 for inciting a riot, unless the crime is severe or griefy in nature. Sometimes the Captain determines what is lawful and what isn&#039;t (within reason), but don&#039;t obey the Captain if you&#039;re told to &amp;quot;purge all non-humans&amp;quot; or similar.&lt;br /&gt;
&lt;br /&gt;
== [[Contraband]] ==&lt;br /&gt;
Certain items are considered &amp;quot;Contraband&amp;quot; by Corporate Regulations; these items, listed [[Contraband|here]], are not allowed to be possessed by non-Security, and those who do are to be charged according to this table. However, this does not mean you should be going around taking every bit of contraband you see; think of what&#039;s good for RP and for the round. You could take the traitor&#039;s bag of contraband and loot, or you could pretend that you don&#039;t know what it is and let them go! Be reasonable, though. Something like a radio jammer is not as recognisable as a fully automatic SMG.&lt;br /&gt;
&lt;br /&gt;
==[[Standard Operating Procedure]]s==&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. See the [[Rules]] for more details. &lt;br /&gt;
&lt;br /&gt;
* You are an enforcer of [[Corporate Regulations]], you&#039;re not [[Shitcurity|The Law]].&lt;br /&gt;
&lt;br /&gt;
* Be wary of people with harmful intentions. You should use minimal force, but not at the risk of your own life.&lt;br /&gt;
&lt;br /&gt;
* Communicate with your team, ask the HoS/Warden for orders and respond to calls for help (you can highlight the word &#039;&#039;&#039;help&#039;&#039;&#039; in chat&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
* If you&#039;re going somewhere you know will be very dangerous, bring a buddy with you.&lt;br /&gt;
&lt;br /&gt;
* SOP changes depending on the alert level: Green Alert enforces all privacy laws, outlawing bag searches unless warranted with evidence, means you cannot have weapons visible (you may have them holstered) and generally means you should not be carrying lethal equipment on you.  Blue Alert allows random bag searches and allows weapons to be visible, but not wielded (outside of combat). Lethal rounds may be given out at most.  Amber Alert shares many similarities with Blue Alert, but also means that Security may wield and use lethal energy weapons + lethal sidearms.  Red Alert is nearly identical to Amber Alert, but also allows for use of lethal Primaries and combat mechs.&lt;br /&gt;
&lt;br /&gt;
== [[Dispatch and Issue Resolution System|Dispatch System]] ==&lt;br /&gt;
&lt;br /&gt;
* As a &#039;&#039;&#039;Security Officer&#039;&#039;&#039; or &#039;&#039;&#039;Civil Disputes Officer&#039;&#039;&#039; you handle Open and Active &#039;&#039;&#039;Dispatches&#039;&#039;&#039;. If you need help with your active Dispatch you should request assistance from your &#039;&#039;&#039;Sergeant.&#039;&#039;&#039;&lt;br /&gt;
* As a &#039;&#039;&#039;Security Sergeant&#039;&#039;&#039; or &#039;&#039;&#039;Warden&#039;&#039;&#039; you oversee all of the officers and their Dispatches. Note that in order to be able to actually manage &#039;&#039;&#039;Dispatches&#039;&#039;&#039; you must request the &#039;&#039;&#039;Ho&#039;&#039;&#039;&amp;lt;nowiki/&amp;gt;&#039;&#039;&#039;S&#039;&#039;&#039;&#039; spare headset key as it requires you to have access to the Command Channel.&lt;br /&gt;
* As the &#039;&#039;&#039;Head of Security&#039;&#039;&#039; your one and only job is to manage tickets and reassign/modify Dispatches as the need arises. If you do not want to do this give your spare headset to the &#039;&#039;&#039;Warden&#039;&#039;&#039; or &#039;&#039;&#039;Sergeant&#039;&#039;&#039;. &#039;&#039;&#039;&#039;&#039;&amp;lt;u&amp;gt;DO NOT HANDLE TICKETS YOURSELF&amp;lt;/u&amp;gt;&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Demotions==&lt;br /&gt;
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a [[Head of Staff]] might request your assistance in demoting one of their subordinates. In such cases, you are to accompany them as they confront the subordinate, or are asked to arrest someone who has abandoned their workplace and fled. In either case, ensure that you secure their ID and all items related to the job (i.e. tools and gloves from engineers) and return them to the head at your earliest convenience. The head can then remove the departmental access from the ID and return it to the demoted person.&lt;br /&gt;
&lt;br /&gt;
==The Brig / Punishments==&lt;br /&gt;
[[File:Thebrig.png|450px|thumb|The [[Brig]]]]&lt;br /&gt;
[[Space Law#Brig Procedures|Instructions on how to correctly brig a prisoner can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into [[Medbay]] and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Confiscate the stethoscope and return it to [[Medbay]] when possible&lt;br /&gt;
:*Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
:*Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
:*Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
;&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
:*Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
:*Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
:*Give a ten minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Remove their EVA suit, any mining tools or other items. Have the [[detective]] work his magic on the weapons to confirm what happened. &lt;br /&gt;
:*Set a reasonable timer on the cell, or send then to the gulag for a similar sentence. &lt;br /&gt;
:*Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on. &lt;br /&gt;
:*Inform the [[Warden]] or [[Head of Security]] and ask them to take over if they say the prisoner is to be permabrigged. &lt;br /&gt;
;DON&#039;T&lt;br /&gt;
:*Beat the prisoner to the point where they&#039;re critically injured or worse. &lt;br /&gt;
:*Strip their items in the rapidly depressurizing engineering room. &lt;br /&gt;
:*Let a lynch mob harm your prisoner. &lt;br /&gt;
:*Refuse their request to speak with legal counsel. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Strip all of their posessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the [[Warden]]. &lt;br /&gt;
:*Inform the [[Head of Security]].&lt;br /&gt;
:*Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
:*Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat them to death on the spot. &lt;br /&gt;
:*Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
:*Refuse to negotiate. There are an infinte number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be [[revolution|busting heads]] infrequently.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Permabrigging / Forced Cyborgization===&lt;br /&gt;
Captain, Acting Captain or Head of Security (or, in their absence, Warden) permission is required to permanently lock someone up. You do not NEED the Captain if the HoS is available.&lt;br /&gt;
&lt;br /&gt;
Punishment via throwing them into permabrig should fit the crime. Did whatever they did to deserve such a sentence affect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly?&lt;br /&gt;
Permabrigging someone for stealing something and running away through secure areas vs permabrigging someone who&#039;s shot and killed people. One is a much less severe crime.&lt;br /&gt;
&lt;br /&gt;
Unlike other servers, Forced Cyborgization is &#039;&#039;&#039;not allowed without consent. Do not do it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Lethal Force / Executions==&lt;br /&gt;
[[File:Prison-wing.png|450px|thumb|The [[Prison Wing]]|link=Special:FilePath/Prison-wing.png]]&lt;br /&gt;
* If something poses a constant threat, you are free to use lethal force. This includes dangerous nonhuman creatures, changelings, nuclear operatives, cultists, and wizards.&lt;br /&gt;
&lt;br /&gt;
* If hulks are smashing shit, you are free to use lethal force on them &amp;lt;s&amp;gt;until they pass out and lose hulk after too much damage, at which point you can either take them to get healed or heal them yourself, and then brig/permabrig them.&amp;lt;/s&amp;gt; &#039;&#039;If someone&#039;s using their stun immunity to go around smashing stuff for no reason you are allowed to kill them - &amp;quot;no reason&amp;quot; being the key words. Don&#039;t kill hulks that are breaking stuff for good reasons (like when the rogue as shit AI is flooding plasma)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If someone is shooting at you with lethal weaponry you are free to respond in kind.&lt;br /&gt;
&lt;br /&gt;
* Once you have someone stunned and cuffed, there is usually no excuse to not take them to the brig/permabrig if they aren&#039;t one of the above listed threats. Beating a common criminal, who is already down and unable to fight back, to death is shit. &#039;&#039;Some circumstances may change this. Don&#039;t let your guard down.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Executions are to be authorized by the Captain, and only the Captain. The HoS and/or Acting Captain cannot authorise an execution. &#039;&#039;Whoever authorizes an execution will ultimately be held responsible by admins.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn&#039;t going to get you in trouble.&lt;br /&gt;
&lt;br /&gt;
* See the [[Rules]] section for more details.&lt;br /&gt;
&lt;br /&gt;
==Dealing With Threats, Minimal Force==&lt;br /&gt;
As a Security Officer you are expected to fight any and every hostile force assaulting the station, from traitorous crew members to powerful reality defying Wizards to teams of &amp;quot;crack&amp;quot; syndicate assault forces. You must know how to counter any and all threats that are thrown at you, preferably with minimal force needed on your part. Remember, however, that not only is the station&#039;s peace at risk, but your very life is on the line; fail and you will die! Here is NT&#039;s staple guide on suggested courses of action against expected threats.&lt;br /&gt;
&lt;br /&gt;
===Shitlers/Greytiders===&lt;br /&gt;
&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) should be threatened with a stint in perma. &lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by [[Assistant|Assistants]] (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the [[Armory]] secure. &lt;br /&gt;
&lt;br /&gt;
A persistent greytider should be [[adminhelp|adminhelped]] once all possible [[IC]] solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable. &lt;br /&gt;
&lt;br /&gt;
===[[File:Sword.gif]] Traitors===&lt;br /&gt;
[[Traitor|Traitors]] range in hostility and thus are a mixed bag to tackle, standard ranged stunning is recommended in dealing with confirmed traitors. If someone is suspected of being a Traitor, get several Officers to search the person in question and possibly search their department for hidden items. Interviews with witnesses and victims can help in proving the guilt of a possible Traitor. You should generally offer the chance for a perp to surrender before engaging, unless they are actively hostile. In the case of overt traitors however you will need to respond with a proportionate level of force.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Improvised Weapons&#039;&#039;&#039;: Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stolen Station Weapons&#039;&#039;&#039;: Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Weapons&#039;&#039;&#039;: Suspect should be presumed to be armed and dangerous, AI should report and track perp&#039;s location. Do not approach without backup. Consider asking the Warden/Head of Security to issue Riot Shields and Energy Guns. If suspect is wielding Dual Energy Swords, ranged energy weapons (including disablers) will prove ineffective. Flashbangs, stunbatons, shotguns or the [[Detective|Detective&#039;s]] revolver will be suitable (just be sure the detective doesn&#039;t kill the suspect).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;: A unique &amp;quot;device&amp;quot;. Small amounts of water can slip people for long periods of time, making you drop your weapon. If the suspect is reported to possess a Spray Bottle or Fire Extinguisher, do not approach without walking. If the suspect is using ranged weapons in a conjunction, be wary and avoid getting into a bad situation. Consider getting Cargo to order Galoshes or ambush the traitor.&lt;br /&gt;
&lt;br /&gt;
===[[File:Changeling.gif]] Changelings===&lt;br /&gt;
[[Changeling|Changelings]] are alien entities that have infiltrated the station. They can easily change their appearance in a moments notice. If there are confirmed sightings of Changelings, be wary. Sometimes you will encounter one with bio-organic armor, a shield that stops ranged tasers in their tracks, and an incredibly deadly arm blade. Don&#039;t underestimate them under any circumstances!&lt;br /&gt;
Due to their abilities, it is possible for a Changeling to kill a fellow Sec Officer and impersonate him. However, you should note that they will lack a [[Security_items#Mindshield_Implant|Mindshield Implant]] unless they had themselves implanted. Be wary of Sec Officers without Implants and unless they can confirm they were killed and cloned, they should be arrested or kept under close watch. While you are free to terminate a confirmed, &#039;&#039;&#039;hostile&#039;&#039;&#039; Changeling, you must be 100% certain that the suspect is a Changeling and a hostile before engaging. Non-Hostile changelings should, generally, be roleplayed with, and please read Antagonist Policy to know the metaprotections that Changelings have; generally, you cannot cremate a hostile Changeling until they revive in front of you at least once.&lt;br /&gt;
&lt;br /&gt;
The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can get up instantly after being stunned and sometimes melt their handcuffs. If they do, you may need to switch to lethals.&lt;br /&gt;
&lt;br /&gt;
==Security Controlled Locations==&lt;br /&gt;
[[File:SecHq.png|thumb|450px|right|The [[Security Office]]|link=Special:FilePath/SecHq.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Brig|The Brig]]:&#039;&#039;&#039; The Warden runs this. If you&#039;re in here, the [[Armory]] or [[Security Office|any other part of the security sector]] he has authority over you. The Brig itself has cells and cell timers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Prison Wing]]:&#039;&#039;&#039; The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Office]]:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Posts]]: &#039;&#039;&#039;Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armory]]:&#039;&#039;&#039; The Armory contains additional weapons and armor which the Head of Security and Warden have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.&lt;br /&gt;
&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;t move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Checkpoint|Arrival Checkpoint]]:&#039;&#039;&#039; This checkpoint is near the Arrival Shuttle. It has an ID computer that the [[Head of Personnel|HoP]] can man as well as other security computers. There is also a locker with security gear. If you&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Citations and Fines==&lt;br /&gt;
For minor crimes you may choose to give the culprit a citation (containing a fine) instead of brig time. Officers can issue a citation and a fine (up to 1000 credits) from a security records console. If you get a citation, a PDA message will alert you how much the fine is. You can pay your fines at any security warrant console, located outside the brig, in a law office, or the courtroom public area. &lt;br /&gt;
&lt;br /&gt;
Not paying a fine has no automatic consequences. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Evacuation==&lt;br /&gt;
So the escape shuttle has been called! Your job will be to [[Beyond the impossible|ensure that everyone proceeds on the shuttle in an orderly fashion]].&lt;br /&gt;
&lt;br /&gt;
Prisoners in the Brig should only be released at the Warden&#039;s discretion. Prisoners from the Prison Wing should be moved to  the Security Escape Pod or to the Escape Shuttle&#039;s brig where they will be held until the shuttle docks at [[CentCom]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key Points==&lt;br /&gt;
* Ask first, stun second.&lt;br /&gt;
* Space Law is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in Space Law.&lt;br /&gt;
* It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly dangerous).&lt;br /&gt;
* Only the Captain, HoS or Warden can authorize a permanent sentence. Only the Captain can authorise execution.&lt;br /&gt;
* Your job isn&#039;t to be a tyrant or your suspects will be praying to the Gods (read: Admins) for ultimate justice. Make sure you follow standard protocol so that the [[Administrators|Gods]] smile down upon you.&lt;br /&gt;
* If an [[Administrators#Game admins|Admin]] contacts you, please explain to them what happened. Just because you&#039;re a Security Officer doesn&#039;t mean you&#039;re [[Shitcurity|wrong]] by default. Don&#039;t throw a tantrum, you&#039;ll only make things worse.&lt;br /&gt;
* Try not to take this job too seriously and have fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hangyul</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Guide_to_security&amp;diff=6657</id>
		<title>Guide to security</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Guide_to_security&amp;diff=6657"/>
		<updated>2021-06-27T18:25:50Z</updated>

		<summary type="html">&lt;p&gt;Hangyul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to NT&#039;s Security Department. Enjoy your stay.&lt;br /&gt;
==Who Orders Who==&lt;br /&gt;
* [[Security Officer]]s, the [[Security Medic]] and the [[Detective]] all share the same rank. The [[Warden]] is second in command to the HoS, as is the [[Security Sergeant]]. The [[Head of Security]] is on the top of the security hierarchy. All security members take orders from him, and he takes his orders from the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
&lt;br /&gt;
* The [[Head of Personnel]] is &#039;&#039;&#039;not&#039;&#039;&#039; part of the security hierarchy and should not heavily involve himself in security affairs. The HoP &#039;&#039;&#039;cannot&#039;&#039;&#039; order security around and &#039;&#039;&#039;cannot&#039;&#039;&#039; enter secure areas such as the [[Armory]] without authorization from the HoS.&lt;br /&gt;
&lt;br /&gt;
==Security Equipment==&lt;br /&gt;
Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, you can however wear your gear as you like.&lt;br /&gt;
&lt;br /&gt;
The main thing behind this is that you want to be as ready as possible for even the most uncertain of events.&lt;br /&gt;
# In case you&#039;ve just joined the security force, you need to get your security jumpsuit, helmet, armor, jackboots, gloves and a security bowman headset (which provide flashbang protection) on.&lt;br /&gt;
# Go to the [[Security Office]] and open a security locker.&lt;br /&gt;
# [[File:Hudsunglasses.png]] Get [[Security HUD|HUDglasses]] and put them on.&lt;br /&gt;
# [[File:BreathMask.png]] Get [[Breath mask|Breath Mask]] from your internals box and put it on.&lt;br /&gt;
# [[File:AirTank.png]] Take your [[Emergency Oxygen Tank]] (set to 16 kPa output) and put it in your pocket. ALTERNATIVELY Take a Flashbang and put it in your pocket.&lt;br /&gt;
# [[File:Id_regular.png]] [[File:Securitypda.png]] Take your [[ID|ID Card]] and put it inside your [[PDA]], then put your PDA into the ID-slot.&lt;br /&gt;
# [[File:Secbelt.png]] Get your [[Security Belt]] and put it on. Your Security Belt comes preequipped with a [[Stun Baton]], [[Flash]], [[Flashbang]], [[Pepperspray]] and [[Handcuffs]].&lt;br /&gt;
# [[File:Handcuffs.png]] Get an extra pair of handcuffs from the SecTech vending machine and put it in your box in your backpack.&lt;br /&gt;
# [[File:ModernDisabler.png]] Grab your taser from your bag and place it in your armour slot.&lt;br /&gt;
&lt;br /&gt;
Alternatives to this setup: ditch the handcuffs for zipties, ditch the pepperspray for another flashbang, grab extra flashbangs from the locker.&lt;br /&gt;
&lt;br /&gt;
And all you need to do now is keep your Security Belt open so you&#039;ll have quick access to the items in case of an emergency and be prepared for most things the station&#039;s going to throw at you!&lt;br /&gt;
&lt;br /&gt;
Also make sure you understand what [[HUD#Security HUD Icons|the icons on your Security HUD]] mean. For further info about security equipment, refer to the [[Security items|List of Security Items]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t run around with your taser or baton out!&#039;&#039;&#039; You will get disarmed and your weapons will be stolen. Not only will the rest of the security team laugh at you, you&#039;ve also potentially armed some [[revolution|very]] [[traitor|dangerous]] [[changeling|people]], putting the safety of the entire station in jeopardy. Keep your weapons secured until you need them! &lt;br /&gt;
&lt;br /&gt;
===Security Robots===&lt;br /&gt;
* Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you&#039;re in a tight spot, you can call Beepsky to you by using your PDA.&lt;br /&gt;
&lt;br /&gt;
* While Beepsky&#039;s rudimentary orders can be accessed from security computers, [[Cyborg#Security|silicons]] are not within the normal chain of command. They are subject the [[AI]] and follow the same laws.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t kill silicons for trying to stop you from executing someone. It&#039;s required of them by their laws. Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They&#039;ll be treated differently.&lt;br /&gt;
&lt;br /&gt;
=== Sidearm Tokens ===&lt;br /&gt;
You may notice that you have spawned with a strange blue token in your bag. This can be redeemed at the gun vending machine in the firing range on Blue Alert and above. Doing so will give you the option to take a lethally chambered ballistic handgun. These can be re-fitted with Hollowpoints, IDHF or Rubber rounds. These should be used for lethal takedowns, and nothing else.&lt;br /&gt;
&lt;br /&gt;
==[[File:Lawbook.png]][[Corporate Regulations]]==&lt;br /&gt;
[[Corporate Regulations]] a summary of most crimes with some suggested sentence times. You are generally recommended to not follow them for minor and medium crimes. Avoid stacking (in particular) minor/medium crimes when deciding on brig times, unless the criminal has really bad behaviour. Instead prefer shorter sentences such as a couple of minute in the brig, or 50 points in the gulag instead of 500 for inciting a riot, unless the crime is severe or griefy in nature. Sometimes the Captain determines what is lawful and what isn&#039;t (within reason), but don&#039;t obey the Captain if you&#039;re told to &amp;quot;purge all non-humans&amp;quot; or similar.&lt;br /&gt;
&lt;br /&gt;
== [[Contraband]] ==&lt;br /&gt;
Certain items are considered &amp;quot;Contraband&amp;quot; by Corporate Regulations; these items, listed [[Contraband|here]], are not allowed to be possessed by non-Security, and those who do are to be charged according to this table. However, this does not mean you should be going around taking every bit of contraband you see; think of what&#039;s good for RP and for the round. You could take the traitor&#039;s bag of contraband and loot, or you could pretend that you don&#039;t know what it is and let them go! Be reasonable, though. Something like a radio jammer is not as recognisable as a fully automatic SMG.&lt;br /&gt;
&lt;br /&gt;
==[[Standard Operating Procedure]]s==&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. See the [[Rules]] for more details. &lt;br /&gt;
&lt;br /&gt;
* You are an enforcer of [[Corporate Regulations]], you&#039;re not [[Shitcurity|The Law]].&lt;br /&gt;
&lt;br /&gt;
* Be wary of people with harmful intentions. You should use minimal force, but not at the risk of your own life.&lt;br /&gt;
&lt;br /&gt;
* Communicate with your team, ask the HoS/Warden for orders and respond to calls for help (you can highlight the word &#039;&#039;&#039;help&#039;&#039;&#039; in chat&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
* If you&#039;re going somewhere you know will be very dangerous, bring a buddy with you.&lt;br /&gt;
&lt;br /&gt;
* SOP changes depending on the alert level: Green Alert enforces all privacy laws, outlawing bag searches unless warranted with evidence, means you cannot have weapons visible (you may have them holstered) and generally means you should not be carrying lethal equipment on you.  Blue Alert allows random bag searches and allows weapons to be visible, but not wielded (outside of combat). Lethal rounds may be given out at most.  Amber Alert shares many similarities with Blue Alert, but also means that Security may wield and use lethal energy weapons + lethal sidearms.  Red Alert is nearly identical to Amber Alert, but also allows for use of lethal Primaries and combat mechs.&lt;br /&gt;
&lt;br /&gt;
== Dispatch System ==&lt;br /&gt;
(@ZephyrTFA#0001)&lt;br /&gt;
&lt;br /&gt;
==Demotions==&lt;br /&gt;
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a [[Head of Staff]] might request your assistance in demoting one of their subordinates. In such cases, you are to accompany them as they confront the subordinate, or are asked to arrest someone who has abandoned their workplace and fled. In either case, ensure that you secure their ID and all items related to the job (i.e. tools and gloves from engineers) and return them to the head at your earliest convenience. The head can then remove the departmental access from the ID and return it to the demoted person.&lt;br /&gt;
&lt;br /&gt;
==The Brig / Punishments==&lt;br /&gt;
[[File:Thebrig.png|450px|thumb|The [[Brig]]]]&lt;br /&gt;
[[Space Law#Brig Procedures|Instructions on how to correctly brig a prisoner can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into [[Medbay]] and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Confiscate the stethoscope and return it to [[Medbay]] when possible&lt;br /&gt;
:*Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
:*Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
:*Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
;&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
:*Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
:*Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
:*Give a ten minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Remove their EVA suit, any mining tools or other items. Have the [[detective]] work his magic on the weapons to confirm what happened. &lt;br /&gt;
:*Set a reasonable timer on the cell, or send then to the gulag for a similar sentence. &lt;br /&gt;
:*Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on. &lt;br /&gt;
:*Inform the [[Warden]] or [[Head of Security]] and ask them to take over if they say the prisoner is to be permabrigged. &lt;br /&gt;
;DON&#039;T&lt;br /&gt;
:*Beat the prisoner to the point where they&#039;re critically injured or worse. &lt;br /&gt;
:*Strip their items in the rapidly depressurizing engineering room. &lt;br /&gt;
:*Let a lynch mob harm your prisoner. &lt;br /&gt;
:*Refuse their request to speak with legal counsel. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Strip all of their posessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the [[Warden]]. &lt;br /&gt;
:*Inform the [[Head of Security]].&lt;br /&gt;
:*Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
:*Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat them to death on the spot. &lt;br /&gt;
:*Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
:*Refuse to negotiate. There are an infinte number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be [[revolution|busting heads]] infrequently.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Permabrigging / Forced Cyborgization===&lt;br /&gt;
Captain, Acting Captain or Head of Security (or, in their absence, Warden) permission is required to permanently lock someone up. You do not NEED the Captain if the HoS is available.&lt;br /&gt;
&lt;br /&gt;
Punishment via throwing them into permabrig should fit the crime. Did whatever they did to deserve such a sentence affect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly?&lt;br /&gt;
Permabrigging someone for stealing something and running away through secure areas vs permabrigging someone who&#039;s shot and killed people. One is a much less severe crime.&lt;br /&gt;
&lt;br /&gt;
Unlike other servers, Forced Cyborgization is &#039;&#039;&#039;not allowed without consent. Do not do it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Lethal Force / Executions==&lt;br /&gt;
[[File:Prison-wing.png|450px|thumb|The [[Prison Wing]]|link=Special:FilePath/Prison-wing.png]]&lt;br /&gt;
* If something poses a constant threat, you are free to use lethal force. This includes dangerous nonhuman creatures, changelings, nuclear operatives, cultists, and wizards.&lt;br /&gt;
&lt;br /&gt;
* If hulks are smashing shit, you are free to use lethal force on them &amp;lt;s&amp;gt;until they pass out and lose hulk after too much damage, at which point you can either take them to get healed or heal them yourself, and then brig/permabrig them.&amp;lt;/s&amp;gt; &#039;&#039;If someone&#039;s using their stun immunity to go around smashing stuff for no reason you are allowed to kill them - &amp;quot;no reason&amp;quot; being the key words. Don&#039;t kill hulks that are breaking stuff for good reasons (like when the rogue as shit AI is flooding plasma)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If someone is shooting at you with lethal weaponry you are free to respond in kind.&lt;br /&gt;
&lt;br /&gt;
* Once you have someone stunned and cuffed, there is usually no excuse to not take them to the brig/permabrig if they aren&#039;t one of the above listed threats. Beating a common criminal, who is already down and unable to fight back, to death is shit. &#039;&#039;Some circumstances may change this. Don&#039;t let your guard down.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Executions are to be authorized by the Captain, and only the Captain. The HoS and/or Acting Captain cannot authorise an execution. &#039;&#039;Whoever authorizes an execution will ultimately be held responsible by admins.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn&#039;t going to get you in trouble.&lt;br /&gt;
&lt;br /&gt;
* See the [[Rules]] section for more details.&lt;br /&gt;
&lt;br /&gt;
==Dealing With Threats, Minimal Force==&lt;br /&gt;
As a Security Officer you are expected to fight any and every hostile force assaulting the station, from traitorous crew members to powerful reality defying Wizards to teams of &amp;quot;crack&amp;quot; syndicate assault forces. You must know how to counter any and all threats that are thrown at you, preferably with minimal force needed on your part. Remember, however, that not only is the station&#039;s peace at risk, but your very life is on the line; fail and you will die! Here is NT&#039;s staple guide on suggested courses of action against expected threats.&lt;br /&gt;
&lt;br /&gt;
===Shitlers/Greytiders===&lt;br /&gt;
&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) should be threatened with a stint in perma. &lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by [[Assistant|Assistants]] (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the [[Armory]] secure. &lt;br /&gt;
&lt;br /&gt;
A persistent greytider should be [[adminhelp|adminhelped]] once all possible [[IC]] solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable. &lt;br /&gt;
&lt;br /&gt;
===[[File:Sword.gif]] Traitors===&lt;br /&gt;
[[Traitor|Traitors]] range in hostility and thus are a mixed bag to tackle, standard ranged stunning is recommended in dealing with confirmed traitors. If someone is suspected of being a Traitor, get several Officers to search the person in question and possibly search their department for hidden items. Interviews with witnesses and victims can help in proving the guilt of a possible Traitor. You should generally offer the chance for a perp to surrender before engaging, unless they are actively hostile. In the case of overt traitors however you will need to respond with a proportionate level of force.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Improvised Weapons&#039;&#039;&#039;: Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stolen Station Weapons&#039;&#039;&#039;: Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Weapons&#039;&#039;&#039;: Suspect should be presumed to be armed and dangerous, AI should report and track perp&#039;s location. Do not approach without backup. Consider asking the Warden/Head of Security to issue Riot Shields and Energy Guns. If suspect is wielding Dual Energy Swords, ranged energy weapons (including disablers) will prove ineffective. Flashbangs, stunbatons, shotguns or the [[Detective|Detective&#039;s]] revolver will be suitable (just be sure the detective doesn&#039;t kill the suspect).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;: A unique &amp;quot;device&amp;quot;. Small amounts of water can slip people for long periods of time, making you drop your weapon. If the suspect is reported to possess a Spray Bottle or Fire Extinguisher, do not approach without walking. If the suspect is using ranged weapons in a conjunction, be wary and avoid getting into a bad situation. Consider getting Cargo to order Galoshes or ambush the traitor.&lt;br /&gt;
&lt;br /&gt;
===[[File:Changeling.gif]] Changelings===&lt;br /&gt;
[[Changeling|Changelings]] are alien entities that have infiltrated the station. They can easily change their appearance in a moments notice. If there are confirmed sightings of Changelings, be wary. Sometimes you will encounter one with bio-organic armor, a shield that stops ranged tasers in their tracks, and an incredibly deadly arm blade. Don&#039;t underestimate them under any circumstances!&lt;br /&gt;
Due to their abilities, it is possible for a Changeling to kill a fellow Sec Officer and impersonate him. However, you should note that they will lack a [[Security_items#Mindshield_Implant|Mindshield Implant]] unless they had themselves implanted. Be wary of Sec Officers without Implants and unless they can confirm they were killed and cloned, they should be arrested or kept under close watch. While you are free to terminate a confirmed, &#039;&#039;&#039;hostile&#039;&#039;&#039; Changeling, you must be 100% certain that the suspect is a Changeling and a hostile before engaging. Non-Hostile changelings should, generally, be roleplayed with, and please read Antagonist Policy to know the metaprotections that Changelings have; generally, you cannot cremate a hostile Changeling until they revive in front of you at least once.&lt;br /&gt;
&lt;br /&gt;
The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can get up instantly after being stunned and sometimes melt their handcuffs. If they do, you may need to switch to lethals.&lt;br /&gt;
&lt;br /&gt;
==Security Controlled Locations==&lt;br /&gt;
[[File:SecHq.png|thumb|450px|right|The [[Security Office]]|link=Special:FilePath/SecHq.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Brig|The Brig]]:&#039;&#039;&#039; The Warden runs this. If you&#039;re in here, the [[Armory]] or [[Security Office|any other part of the security sector]] he has authority over you. The Brig itself has cells and cell timers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Prison Wing]]:&#039;&#039;&#039; The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Office]]:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Posts]]: &#039;&#039;&#039;Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armory]]:&#039;&#039;&#039; The Armory contains additional weapons and armor which the Head of Security and Warden have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.&lt;br /&gt;
&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;t move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Checkpoint|Arrival Checkpoint]]:&#039;&#039;&#039; This checkpoint is near the Arrival Shuttle. It has an ID computer that the [[Head of Personnel|HoP]] can man as well as other security computers. There is also a locker with security gear. If you&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Citations and Fines==&lt;br /&gt;
For minor crimes you may choose to give the culprit a citation (containing a fine) instead of brig time. Officers can issue a citation and a fine (up to 1000 credits) from a security records console. If you get a citation, a PDA message will alert you how much the fine is. You can pay your fines at any security warrant console, located outside the brig, in a law office, or the courtroom public area. &lt;br /&gt;
&lt;br /&gt;
Not paying a fine has no automatic consequences. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Evacuation==&lt;br /&gt;
So the escape shuttle has been called! Your job will be to [[Beyond the impossible|ensure that everyone proceeds on the shuttle in an orderly fashion]].&lt;br /&gt;
&lt;br /&gt;
Prisoners in the Brig should only be released at the Warden&#039;s discretion. Prisoners from the Prison Wing should be moved to  the Security Escape Pod or to the Escape Shuttle&#039;s brig where they will be held until the shuttle docks at [[CentCom]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key Points==&lt;br /&gt;
* Ask first, stun second.&lt;br /&gt;
* Space Law is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in Space Law.&lt;br /&gt;
* It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly dangerous).&lt;br /&gt;
* Only the Captain, HoS or Warden can authorize a permanent sentence. Only the Captain can authorise execution.&lt;br /&gt;
* Your job isn&#039;t to be a tyrant or your suspects will be praying to the Gods (read: Admins) for ultimate justice. Make sure you follow standard protocol so that the [[Administrators|Gods]] smile down upon you.&lt;br /&gt;
* If an [[Administrators#Game admins|Admin]] contacts you, please explain to them what happened. Just because you&#039;re a Security Officer doesn&#039;t mean you&#039;re [[Shitcurity|wrong]] by default. Don&#039;t throw a tantrum, you&#039;ll only make things worse.&lt;br /&gt;
* Try not to take this job too seriously and have fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hangyul</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Guide_to_security&amp;diff=6656</id>
		<title>Guide to security</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Guide_to_security&amp;diff=6656"/>
		<updated>2021-06-27T18:16:20Z</updated>

		<summary type="html">&lt;p&gt;Hangyul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to NT&#039;s Security Department. Enjoy your stay.&lt;br /&gt;
==Who Orders Who==&lt;br /&gt;
* [[Security Officer]]s, the [[Security Medic]] and the [[Detective]] all share the same rank. The [[Warden]] is second in command to the HoS, as is the [[Security Sergeant]]. The [[Head of Security]] is on the top of the security hierarchy. All security members take orders from him, and he takes his orders from the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
&lt;br /&gt;
* The [[Head of Personnel]] is &#039;&#039;&#039;not&#039;&#039;&#039; part of the security hierarchy and should not heavily involve himself in security affairs. The HoP &#039;&#039;&#039;cannot&#039;&#039;&#039; order security around and &#039;&#039;&#039;cannot&#039;&#039;&#039; enter secure areas such as the [[Armory]] without authorization from the HoS.&lt;br /&gt;
&lt;br /&gt;
==Security Equipment==&lt;br /&gt;
Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, you can however wear your gear as you like.&lt;br /&gt;
&lt;br /&gt;
The main thing behind this is that you want to be as ready as possible for even the most uncertain of events.&lt;br /&gt;
# In case you&#039;ve just joined the security force, you need to get your security jumpsuit, helmet, armor, jackboots, gloves and a security bowman headset (which provide flashbang protection) on.&lt;br /&gt;
# Go to the [[Security Office]] and open a security locker.&lt;br /&gt;
# [[File:Hudsunglasses.png]] Get [[Security HUD|HUDglasses]] and put them on.&lt;br /&gt;
# [[File:BreathMask.png]] Get [[Breath mask|Breath Mask]] from your internals box and put it on.&lt;br /&gt;
# [[File:AirTank.png]] Take your [[Emergency Oxygen Tank]] (set to 16 kPa output) and put it in your pocket. ALTERNATIVELY Take a Flashbang and put it in your pocket.&lt;br /&gt;
# [[File:Id_regular.png]] [[File:Securitypda.png]] Take your [[ID|ID Card]] and put it inside your [[PDA]], then put your PDA into the ID-slot.&lt;br /&gt;
# [[File:Secbelt.png]] Get your [[Security Belt]] and put it on. Your Security Belt comes preequipped with a [[Stun Baton]], [[Flash]], [[Flashbang]], [[Pepperspray]] and [[Handcuffs]].&lt;br /&gt;
# [[File:Handcuffs.png]] Get an extra pair of handcuffs from the SecTech vending machine and put it in your box in your backpack.&lt;br /&gt;
# [[File:ModernDisabler.png]] Grab your taser from your bag and place it in your armour slot.&lt;br /&gt;
&lt;br /&gt;
Alternatives to this setup: ditch the handcuffs for zipties, ditch the pepperspray for another flashbang, grab extra flashbangs from the locker.&lt;br /&gt;
&lt;br /&gt;
And all you need to do now is keep your Security Belt open so you&#039;ll have quick access to the items in case of an emergency and be prepared for most things the station&#039;s going to throw at you!&lt;br /&gt;
&lt;br /&gt;
Also make sure you understand what [[HUD#Security HUD Icons|the icons on your Security HUD]] mean. For further info about security equipment, refer to the [[Security items|List of Security Items]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t run around with your taser or baton out!&#039;&#039;&#039; You will get disarmed and your weapons will be stolen. Not only will the rest of the security team laugh at you, you&#039;ve also potentially armed some [[revolution|very]] [[traitor|dangerous]] [[changeling|people]], putting the safety of the entire station in jeopardy. Keep your weapons secured until you need them! &lt;br /&gt;
&lt;br /&gt;
===Security Robots===&lt;br /&gt;
* Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you&#039;re in a tight spot, you can call Beepsky to you by using your PDA.&lt;br /&gt;
&lt;br /&gt;
* While Beepsky&#039;s rudimentary orders can be accessed from security computers, [[Cyborg#Security|silicons]] are not within the normal chain of command. They are subject the [[AI]] and follow the same laws.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t kill silicons for trying to stop you from executing someone. It&#039;s required of them by their laws. Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They&#039;ll be treated differently.&lt;br /&gt;
&lt;br /&gt;
=== Sidearm Tokens ===&lt;br /&gt;
You may notice that you have spawned with a strange blue token in your bag. This can be redeemed at the gun vending machine in the firing range on Blue Alert and above. Doing so will give you the option to take a lethally chambered ballistic handgun. These can be re-fitted with Hollowpoints, IDHF or Rubber rounds. These should be used for lethal takedowns, and nothing else.&lt;br /&gt;
&lt;br /&gt;
==[[File:Lawbook.png]][[Corporate Regulations]]==&lt;br /&gt;
[[Corporate Regulations]] a summary of most crimes with some suggested sentence times. You are generally recommended to not follow them for minor and medium crimes. Avoid stacking (in particular) minor/medium crimes when deciding on brig times, unless the criminal has really bad behaviour. Instead prefer shorter sentences such as a couple of minute in the brig, or 50 points in the gulag instead of 500 for inciting a riot, unless the crime is severe or griefy in nature. Sometimes the Captain determines what is lawful and what isn&#039;t (within reason), but don&#039;t obey the Captain if you&#039;re told to &amp;quot;purge all non-humans&amp;quot; or similar.&lt;br /&gt;
&lt;br /&gt;
==[[Standard Operating Procedure]]s==&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. See the [[Rules]] for more details. &lt;br /&gt;
&lt;br /&gt;
* You are an enforcer of [[Corporate Regulations]], you&#039;re not [[Shitcurity|The Law]].&lt;br /&gt;
&lt;br /&gt;
* Be wary of people with harmful intentions. You should use minimal force, but not at the risk of your own life.&lt;br /&gt;
&lt;br /&gt;
* Communicate with your team, ask the HoS/Warden for orders and respond to calls for help (you can highlight the word &#039;&#039;&#039;help&#039;&#039;&#039; in chat&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
* If you&#039;re going somewhere you know will be very dangerous, bring a buddy with you.&lt;br /&gt;
&lt;br /&gt;
* SOP changes depending on the alert level: Green Alert enforces all privacy laws, outlawing bag searches unless warranted with evidence, means you cannot have weapons visible (you may have them holstered) and generally means you should not be carrying lethal equipment on you.  Blue Alert allows random bag searches and allows weapons to be visible, but not wielded (outside of combat). Lethal rounds may be given out at most.  Amber Alert shares many similarities with Blue Alert, but also means that Security may wield and use lethal energy weapons + lethal sidearms.  Red Alert is nearly identical to Amber Alert, but also allows for use of lethal Primaries and combat mechs.&lt;br /&gt;
&lt;br /&gt;
== Dispatch System ==&lt;br /&gt;
(@ZephyrTFA#0001)&lt;br /&gt;
&lt;br /&gt;
==Demotions==&lt;br /&gt;
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a [[Head of Staff]] might request your assistance in demoting one of their subordinates. In such cases, you are to accompany them as they confront the subordinate, or are asked to arrest someone who has abandoned their workplace and fled. In either case, ensure that you secure their ID and all items related to the job (i.e. tools and gloves from engineers) and return them to the head at your earliest convenience. The head can then remove the departmental access from the ID and return it to the demoted person.&lt;br /&gt;
&lt;br /&gt;
==The Brig / Punishments==&lt;br /&gt;
[[File:Thebrig.png|450px|thumb|The [[Brig]]]]&lt;br /&gt;
[[Space Law#Brig Procedures|Instructions on how to correctly brig a prisoner can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into [[Medbay]] and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Confiscate the stethoscope and return it to [[Medbay]] when possible&lt;br /&gt;
:*Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
:*Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
:*Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
;&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
:*Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
:*Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
:*Give a ten minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Remove their EVA suit, any mining tools or other items. Have the [[detective]] work his magic on the weapons to confirm what happened. &lt;br /&gt;
:*Set a reasonable timer on the cell, or send then to the gulag for a similar sentence. &lt;br /&gt;
:*Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on. &lt;br /&gt;
:*Inform the [[Warden]] or [[Head of Security]] and ask them to take over if they say the prisoner is to be permabrigged. &lt;br /&gt;
;DON&#039;T&lt;br /&gt;
:*Beat the prisoner to the point where they&#039;re critically injured or worse. &lt;br /&gt;
:*Strip their items in the rapidly depressurizing engineering room. &lt;br /&gt;
:*Let a lynch mob harm your prisoner. &lt;br /&gt;
:*Refuse their request to speak with legal counsel. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Strip all of their posessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the [[Warden]]. &lt;br /&gt;
:*Inform the [[Head of Security]].&lt;br /&gt;
:*Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
:*Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat them to death on the spot. &lt;br /&gt;
:*Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
:*Refuse to negotiate. There are an infinte number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be [[revolution|busting heads]] infrequently.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Permabrigging / Forced Cyborgization===&lt;br /&gt;
Captain, Acting Captain or Head of Security (or, in their absence, Warden) permission is required to permanently lock someone up. You do not NEED the Captain if the HoS is available.&lt;br /&gt;
&lt;br /&gt;
Punishment via throwing them into permabrig should fit the crime. Did whatever they did to deserve such a sentence affect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly?&lt;br /&gt;
Permabrigging someone for stealing something and running away through secure areas vs permabrigging someone who&#039;s shot and killed people. One is a much less severe crime.&lt;br /&gt;
&lt;br /&gt;
Unlike other servers, Forced Cyborgization is &#039;&#039;&#039;not allowed without consent. Do not do it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Lethal Force / Executions==&lt;br /&gt;
[[File:Prison-wing.png|450px|thumb|The [[Prison Wing]]|link=Special:FilePath/Prison-wing.png]]&lt;br /&gt;
* If something poses a constant threat, you are free to use lethal force. This includes dangerous nonhuman creatures, changelings, nuclear operatives, cultists, and wizards.&lt;br /&gt;
&lt;br /&gt;
* If hulks are smashing shit, you are free to use lethal force on them &amp;lt;s&amp;gt;until they pass out and lose hulk after too much damage, at which point you can either take them to get healed or heal them yourself, and then brig/permabrig them.&amp;lt;/s&amp;gt; &#039;&#039;If someone&#039;s using their stun immunity to go around smashing stuff for no reason you are allowed to kill them - &amp;quot;no reason&amp;quot; being the key words. Don&#039;t kill hulks that are breaking stuff for good reasons (like when the rogue as shit AI is flooding plasma)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If someone is shooting at you with lethal weaponry you are free to respond in kind.&lt;br /&gt;
&lt;br /&gt;
* Once you have someone stunned and cuffed, there is usually no excuse to not take them to the brig/permabrig if they aren&#039;t one of the above listed threats. Beating a common criminal, who is already down and unable to fight back, to death is shit. &#039;&#039;Some circumstances may change this. Don&#039;t let your guard down.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Executions are to be authorized by the Captain, and only the Captain. The HoS and/or Acting Captain cannot authorise an execution. &#039;&#039;Whoever authorizes an execution will ultimately be held responsible by admins.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn&#039;t going to get you in trouble.&lt;br /&gt;
&lt;br /&gt;
* See the [[Rules]] section for more details.&lt;br /&gt;
&lt;br /&gt;
==Dealing With Threats, Minimal Force==&lt;br /&gt;
As a Security Officer you are expected to fight any and every hostile force assaulting the station, from traitorous crew members to powerful reality defying Wizards to teams of &amp;quot;crack&amp;quot; syndicate assault forces. You must know how to counter any and all threats that are thrown at you, preferably with minimal force needed on your part. Remember, however, that not only is the station&#039;s peace at risk, but your very life is on the line; fail and you will die! Here is NT&#039;s staple guide on suggested courses of action against expected threats.&lt;br /&gt;
&lt;br /&gt;
===Shitlers/Greytiders===&lt;br /&gt;
&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) should be threatened with a stint in perma. &lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by [[Assistant|Assistants]] (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the [[Armory]] secure. &lt;br /&gt;
&lt;br /&gt;
A persistent greytider should be [[adminhelp|adminhelped]] once all possible [[IC]] solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable. &lt;br /&gt;
&lt;br /&gt;
===[[File:Sword.gif]] Traitors===&lt;br /&gt;
[[Traitor|Traitors]] range in hostility and thus are a mixed bag to tackle, standard ranged stunning is recommended in dealing with confirmed traitors. If someone is suspected of being a Traitor, get several Officers to search the person in question and possibly search their department for hidden items. Interviews with witnesses and victims can help in proving the guilt of a possible Traitor. You should generally offer the chance for a perp to surrender before engaging, unless they are actively hostile. In the case of overt traitors however you will need to respond with a proportionate level of force.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Improvised Weapons&#039;&#039;&#039;: Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stolen Station Weapons&#039;&#039;&#039;: Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Weapons&#039;&#039;&#039;: Suspect should be presumed to be armed and dangerous, AI should report and track perp&#039;s location. Do not approach without backup. Consider asking the Warden/Head of Security to issue Riot Shields and Energy Guns. If suspect is wielding Dual Energy Swords, ranged energy weapons (including disablers) will prove ineffective. Flashbangs, stunbatons, shotguns or the [[Detective|Detective&#039;s]] revolver will be suitable (just be sure the detective doesn&#039;t kill the suspect).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;: A unique &amp;quot;device&amp;quot;. Small amounts of water can slip people for long periods of time, making you drop your weapon. If the suspect is reported to possess a Spray Bottle or Fire Extinguisher, do not approach without walking. If the suspect is using ranged weapons in a conjunction, be wary and avoid getting into a bad situation. Consider getting Cargo to order Galoshes or ambush the traitor.&lt;br /&gt;
&lt;br /&gt;
===[[File:Changeling.gif]] Changelings===&lt;br /&gt;
[[Changeling|Changelings]] are alien entities that have infiltrated the station. They can easily change their appearance in a moments notice. If there are confirmed sightings of Changelings, be wary. Sometimes you will encounter one with bio-organic armor, a shield that stops ranged tasers in their tracks, and an incredibly deadly arm blade. Don&#039;t underestimate them under any circumstances!&lt;br /&gt;
Due to their abilities, it is possible for a Changeling to kill a fellow Sec Officer and impersonate him. However, you should note that they will lack a [[Security_items#Mindshield_Implant|Mindshield Implant]] unless they had themselves implanted. Be wary of Sec Officers without Implants and unless they can confirm they were killed and cloned, they should be arrested or kept under close watch. While you are free to terminate a confirmed, &#039;&#039;&#039;hostile&#039;&#039;&#039; Changeling, you must be 100% certain that the suspect is a Changeling and a hostile before engaging. Non-Hostile changelings should, generally, be roleplayed with, and please read Antagonist Policy to know the metaprotections that Changelings have; generally, you cannot cremate a hostile Changeling until they revive in front of you at least once.&lt;br /&gt;
&lt;br /&gt;
The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can get up instantly after being stunned and sometimes melt their handcuffs. If they do, you may need to switch to lethals.&lt;br /&gt;
&lt;br /&gt;
==Security Controlled Locations==&lt;br /&gt;
[[File:SecHq.png|thumb|450px|right|The [[Security Office]]|link=Special:FilePath/SecHq.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Brig|The Brig]]:&#039;&#039;&#039; The Warden runs this. If you&#039;re in here, the [[Armory]] or [[Security Office|any other part of the security sector]] he has authority over you. The Brig itself has cells and cell timers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Prison Wing]]:&#039;&#039;&#039; The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Office]]:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Posts]]: &#039;&#039;&#039;Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armory]]:&#039;&#039;&#039; The Armory contains additional weapons and armor which the Head of Security and Warden have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.&lt;br /&gt;
&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;t move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Checkpoint|Arrival Checkpoint]]:&#039;&#039;&#039; This checkpoint is near the Arrival Shuttle. It has an ID computer that the [[Head of Personnel|HoP]] can man as well as other security computers. There is also a locker with security gear. If you&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Citations and Fines==&lt;br /&gt;
For minor crimes you may choose to give the culprit a citation (containing a fine) instead of brig time. Officers can issue a citation and a fine (up to 1000 credits) from a security records console. If you get a citation, a PDA message will alert you how much the fine is. You can pay your fines at any security warrant console, located outside the brig, in a law office, or the courtroom public area. &lt;br /&gt;
&lt;br /&gt;
Not paying a fine has no automatic consequences. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Evacuation==&lt;br /&gt;
So the escape shuttle has been called! Your job will be to [[Beyond the impossible|ensure that everyone proceeds on the shuttle in an orderly fashion]].&lt;br /&gt;
&lt;br /&gt;
Prisoners in the Brig should only be released at the Warden&#039;s discretion. Prisoners from the Prison Wing should be moved to  the Security Escape Pod or to the Escape Shuttle&#039;s brig where they will be held until the shuttle docks at [[CentCom]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key Points==&lt;br /&gt;
* Ask first, stun second.&lt;br /&gt;
* Space Law is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in Space Law.&lt;br /&gt;
* It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly dangerous).&lt;br /&gt;
* Only the Captain, HoS or Warden can authorize a permanent sentence. Only the Captain can authorise execution.&lt;br /&gt;
* Your job isn&#039;t to be a tyrant or your suspects will be praying to the Gods (read: Admins) for ultimate justice. Make sure you follow standard protocol so that the [[Administrators|Gods]] smile down upon you.&lt;br /&gt;
* If an [[Administrators#Game admins|Admin]] contacts you, please explain to them what happened. Just because you&#039;re a Security Officer doesn&#039;t mean you&#039;re [[Shitcurity|wrong]] by default. Don&#039;t throw a tantrum, you&#039;ll only make things worse.&lt;br /&gt;
* Try not to take this job too seriously and have fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hangyul</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Guide_to_security&amp;diff=6655</id>
		<title>Guide to security</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Guide_to_security&amp;diff=6655"/>
		<updated>2021-06-27T18:15:34Z</updated>

		<summary type="html">&lt;p&gt;Hangyul: Should fully updated the Security Guide to Skyrat Standards.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to NT&#039;s Security Department. Enjoy your stay.&lt;br /&gt;
==Who Orders Who==&lt;br /&gt;
* [[Security Officer]]s, the [[Security Medic]] and the [[Detective]] all share the same rank. The [[Warden]] is second in command to the HoS, as is the [[Security Sergeant]]. The [[Head of Security]] is on the top of the security hierarchy. All security members take orders from him, and he takes his orders from the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
&lt;br /&gt;
* The [[Head of Personnel]] is &#039;&#039;&#039;not&#039;&#039;&#039; part of the security hierarchy and should not heavily involve himself in security affairs. The HoP &#039;&#039;&#039;cannot&#039;&#039;&#039; order security around and &#039;&#039;&#039;cannot&#039;&#039;&#039; enter secure areas such as the [[Armory]] without authorization from the HoS.&lt;br /&gt;
&lt;br /&gt;
==Security Equipment==&lt;br /&gt;
Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, you can however wear your gear as you like.&lt;br /&gt;
&lt;br /&gt;
The main thing behind this is that you want to be as ready as possible for even the most uncertain of events.&lt;br /&gt;
# In case you&#039;ve just joined the security force, you need to get your security jumpsuit, helmet, armor, jackboots, gloves and a security bowman headset (which provide flashbang protection) on.&lt;br /&gt;
# Go to the [[Security Office]] and open a security locker.&lt;br /&gt;
# [[File:Hudsunglasses.png]] Get [[Security HUD|HUDglasses]] and put them on.&lt;br /&gt;
# [[File:BreathMask.png]] Get [[Breath mask|Breath Mask]] from your internals box and put it on.&lt;br /&gt;
# [[File:AirTank.png]] Take your [[Emergency Oxygen Tank]] (set to 16 kPa output) and put it in your pocket. ALTERNATIVELY Take a Flashbang and put it in your pocket.&lt;br /&gt;
# [[File:Id_regular.png]] [[File:Securitypda.png]] Take your [[ID|ID Card]] and put it inside your [[PDA]], then put your PDA into the ID-slot.&lt;br /&gt;
# [[File:Secbelt.png]] Get your [[Security Belt]] and put it on. Your Security Belt comes preequipped with a [[Stun Baton]], [[Flash]], [[Flashbang]], [[Pepperspray]] and [[Handcuffs]].&lt;br /&gt;
# [[File:Handcuffs.png]] Get an extra pair of handcuffs from the SecTech vending machine and put it in your box in your backpack.&lt;br /&gt;
# [[File:ModernDisabler.png]] Grab your taser from your bag and place it in your armour slot.&lt;br /&gt;
&lt;br /&gt;
Alternatives to this setup: ditch the handcuffs for zipties, ditch the pepperspray for another flashbang, grab extra flashbangs from the locker.&lt;br /&gt;
&lt;br /&gt;
And all you need to do now is keep your Security Belt open so you&#039;ll have quick access to the items in case of an emergency and be prepared for most things the station&#039;s going to throw at you!&lt;br /&gt;
&lt;br /&gt;
Also make sure you understand what [[HUD#Security HUD Icons|the icons on your Security HUD]] mean. For further info about security equipment, refer to the [[Security items|List of Security Items]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t run around with your taser or baton out!&#039;&#039;&#039; You will get disarmed and your weapons will be stolen. Not only will the rest of the security team laugh at you, you&#039;ve also potentially armed some [[revolution|very]] [[traitor|dangerous]] [[changeling|people]], putting the safety of the entire station in jeopardy. Keep your weapons secured until you need them! &lt;br /&gt;
&lt;br /&gt;
===Security Robots===&lt;br /&gt;
* Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you&#039;re in a tight spot, you can call Beepsky to you by using your PDA.&lt;br /&gt;
&lt;br /&gt;
* While Beepsky&#039;s rudimentary orders can be accessed from security computers, [[Cyborg#Security|silicons]] are not within the normal chain of command. They are subject the [[AI]] and follow the same laws.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t kill silicons for trying to stop you from executing someone. It&#039;s required of them by their laws. Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They&#039;ll be treated differently.&lt;br /&gt;
&lt;br /&gt;
=== Sidearm Tokens ===&lt;br /&gt;
You may notice that you have spawned with a strange blue token in your bag. This can be redeemed at the gun vending machine in the firing range on Blue Alert and above. Doing so will give you the option to take a lethally chambered ballistic handgun. These can be re-fitted with Hollowpoints, IDHF or Rubber rounds. These should be used for lethal takedowns, and nothing else.&lt;br /&gt;
&lt;br /&gt;
==[[File:Lawbook.png]][[Corporate Regulations]]==&lt;br /&gt;
[[Corporate Regulations]] a summary of most crimes with some suggested sentence times. You are generally recommended to not follow them for minor and medium crimes. Avoid stacking (in particular) minor/medium crimes when deciding on brig times, unless the criminal has really bad behaviour. Instead prefer shorter sentences such as a couple of minute in the brig, or 50 points in the gulag instead of 500 for inciting a riot, unless the crime is severe or griefy in nature. Sometimes the Captain determines what is lawful and what isn&#039;t (within reason), but don&#039;t obey the Captain if you&#039;re told to &amp;quot;purge all non-humans&amp;quot; or similar.&lt;br /&gt;
&lt;br /&gt;
==[[Standard Operating Procedure]]s==&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. See the [[Rules]] for more details. &lt;br /&gt;
&lt;br /&gt;
* You are an enforcer of [[Space Law]], you&#039;re not [[Shitcurity|The Law]].&lt;br /&gt;
&lt;br /&gt;
* Be wary of people with harmful intentions. You should use minimal force, but not at the risk of your own life.&lt;br /&gt;
&lt;br /&gt;
* Communicate with your team, ask the HoS/Warden for orders and respond to calls for help (you can highlight the word &#039;&#039;&#039;help&#039;&#039;&#039; in chat&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
* If you&#039;re going somewhere you know will be very dangerous, bring a buddy with you.&lt;br /&gt;
&lt;br /&gt;
* SOP changes depending on the alert level: Green Alert enforces all privacy laws, outlawing bag searches unless warranted with evidence, means you cannot have weapons visible (you may have them holstered) and generally means you should not be carrying lethal equipment on you.  Blue Alert allows random bag searches and allows weapons to be visible, but not wielded (outside of combat). Lethal rounds may be given out at most.  Amber Alert shares many similarities with Blue Alert, but also means that Security may wield and use lethal energy weapons + lethal sidearms.  Red Alert is nearly identical to Amber Alert, but also allows for use of lethal Primaries and combat mechs.&lt;br /&gt;
&lt;br /&gt;
== Dispatch System ==&lt;br /&gt;
(@ZephyrTFA#0001)&lt;br /&gt;
&lt;br /&gt;
==Demotions==&lt;br /&gt;
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a [[Head of Staff]] might request your assistance in demoting one of their subordinates. In such cases, you are to accompany them as they confront the subordinate, or are asked to arrest someone who has abandoned their workplace and fled. In either case, ensure that you secure their ID and all items related to the job (i.e. tools and gloves from engineers) and return them to the head at your earliest convenience. The head can then remove the departmental access from the ID and return it to the demoted person.&lt;br /&gt;
&lt;br /&gt;
==The Brig / Punishments==&lt;br /&gt;
[[File:Thebrig.png|450px|thumb|The [[Brig]]]]&lt;br /&gt;
[[Space Law#Brig Procedures|Instructions on how to correctly brig a prisoner can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into [[Medbay]] and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Confiscate the stethoscope and return it to [[Medbay]] when possible&lt;br /&gt;
:*Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
:*Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
:*Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
;&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
:*Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
:*Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
:*Give a ten minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Remove their EVA suit, any mining tools or other items. Have the [[detective]] work his magic on the weapons to confirm what happened. &lt;br /&gt;
:*Set a reasonable timer on the cell, or send then to the gulag for a similar sentence. &lt;br /&gt;
:*Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on. &lt;br /&gt;
:*Inform the [[Warden]] or [[Head of Security]] and ask them to take over if they say the prisoner is to be permabrigged. &lt;br /&gt;
;DON&#039;T&lt;br /&gt;
:*Beat the prisoner to the point where they&#039;re critically injured or worse. &lt;br /&gt;
:*Strip their items in the rapidly depressurizing engineering room. &lt;br /&gt;
:*Let a lynch mob harm your prisoner. &lt;br /&gt;
:*Refuse their request to speak with legal counsel. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Strip all of their posessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the [[Warden]]. &lt;br /&gt;
:*Inform the [[Head of Security]].&lt;br /&gt;
:*Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
:*Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat them to death on the spot. &lt;br /&gt;
:*Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
:*Refuse to negotiate. There are an infinte number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be [[revolution|busting heads]] infrequently.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Permabrigging / Forced Cyborgization===&lt;br /&gt;
Captain, Acting Captain or Head of Security (or, in their absence, Warden) permission is required to permanently lock someone up. You do not NEED the Captain if the HoS is available.&lt;br /&gt;
&lt;br /&gt;
Punishment via throwing them into permabrig should fit the crime. Did whatever they did to deserve such a sentence affect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly?&lt;br /&gt;
Permabrigging someone for stealing something and running away through secure areas vs permabrigging someone who&#039;s shot and killed people. One is a much less severe crime.&lt;br /&gt;
&lt;br /&gt;
Unlike other servers, Forced Cyborgization is &#039;&#039;&#039;not allowed without consent. Do not do it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Lethal Force / Executions==&lt;br /&gt;
[[File:Prison-wing.png|450px|thumb|The [[Prison Wing]]|link=Special:FilePath/Prison-wing.png]]&lt;br /&gt;
* If something poses a constant threat, you are free to use lethal force. This includes dangerous nonhuman creatures, changelings, nuclear operatives, cultists, and wizards.&lt;br /&gt;
&lt;br /&gt;
* If hulks are smashing shit, you are free to use lethal force on them &amp;lt;s&amp;gt;until they pass out and lose hulk after too much damage, at which point you can either take them to get healed or heal them yourself, and then brig/permabrig them.&amp;lt;/s&amp;gt; &#039;&#039;If someone&#039;s using their stun immunity to go around smashing stuff for no reason you are allowed to kill them - &amp;quot;no reason&amp;quot; being the key words. Don&#039;t kill hulks that are breaking stuff for good reasons (like when the rogue as shit AI is flooding plasma)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If someone is shooting at you with lethal weaponry you are free to respond in kind.&lt;br /&gt;
&lt;br /&gt;
* Once you have someone stunned and cuffed, there is usually no excuse to not take them to the brig/permabrig if they aren&#039;t one of the above listed threats. Beating a common criminal, who is already down and unable to fight back, to death is shit. &#039;&#039;Some circumstances may change this. Don&#039;t let your guard down.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Executions are to be authorized by the Captain, and only the Captain. The HoS and/or Acting Captain cannot authorise an execution. &#039;&#039;Whoever authorizes an execution will ultimately be held responsible by admins.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn&#039;t going to get you in trouble.&lt;br /&gt;
&lt;br /&gt;
* See the [[Rules]] section for more details.&lt;br /&gt;
&lt;br /&gt;
==Dealing With Threats, Minimal Force==&lt;br /&gt;
As a Security Officer you are expected to fight any and every hostile force assaulting the station, from traitorous crew members to powerful reality defying Wizards to teams of &amp;quot;crack&amp;quot; syndicate assault forces. You must know how to counter any and all threats that are thrown at you, preferably with minimal force needed on your part. Remember, however, that not only is the station&#039;s peace at risk, but your very life is on the line; fail and you will die! Here is NT&#039;s staple guide on suggested courses of action against expected threats.&lt;br /&gt;
&lt;br /&gt;
===Shitlers/Greytiders===&lt;br /&gt;
&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) should be threatened with a stint in perma. &lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by [[Assistant|Assistants]] (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the [[Armory]] secure. &lt;br /&gt;
&lt;br /&gt;
A persistent greytider should be [[adminhelp|adminhelped]] once all possible [[IC]] solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable. &lt;br /&gt;
&lt;br /&gt;
===[[File:Sword.gif]] Traitors===&lt;br /&gt;
[[Traitor|Traitors]] range in hostility and thus are a mixed bag to tackle, standard ranged stunning is recommended in dealing with confirmed traitors. If someone is suspected of being a Traitor, get several Officers to search the person in question and possibly search their department for hidden items. Interviews with witnesses and victims can help in proving the guilt of a possible Traitor. You should generally offer the chance for a perp to surrender before engaging, unless they are actively hostile. In the case of overt traitors however you will need to respond with a proportionate level of force.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Improvised Weapons&#039;&#039;&#039;: Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stolen Station Weapons&#039;&#039;&#039;: Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Weapons&#039;&#039;&#039;: Suspect should be presumed to be armed and dangerous, AI should report and track perp&#039;s location. Do not approach without backup. Consider asking the Warden/Head of Security to issue Riot Shields and Energy Guns. If suspect is wielding Dual Energy Swords, ranged energy weapons (including disablers) will prove ineffective. Flashbangs, stunbatons, shotguns or the [[Detective|Detective&#039;s]] revolver will be suitable (just be sure the detective doesn&#039;t kill the suspect).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;: A unique &amp;quot;device&amp;quot;. Small amounts of water can slip people for long periods of time, making you drop your weapon. If the suspect is reported to possess a Spray Bottle or Fire Extinguisher, do not approach without walking. If the suspect is using ranged weapons in a conjunction, be wary and avoid getting into a bad situation. Consider getting Cargo to order Galoshes or ambush the traitor.&lt;br /&gt;
&lt;br /&gt;
===[[File:Changeling.gif]] Changelings===&lt;br /&gt;
[[Changeling|Changelings]] are alien entities that have infiltrated the station. They can easily change their appearance in a moments notice. If there are confirmed sightings of Changelings, be wary. Sometimes you will encounter one with bio-organic armor, a shield that stops ranged tasers in their tracks, and an incredibly deadly arm blade. Don&#039;t underestimate them under any circumstances!&lt;br /&gt;
Due to their abilities, it is possible for a Changeling to kill a fellow Sec Officer and impersonate him. However, you should note that they will lack a [[Security_items#Mindshield_Implant|Mindshield Implant]] unless they had themselves implanted. Be wary of Sec Officers without Implants and unless they can confirm they were killed and cloned, they should be arrested or kept under close watch. While you are free to terminate a confirmed, &#039;&#039;&#039;hostile&#039;&#039;&#039; Changeling, you must be 100% certain that the suspect is a Changeling and a hostile before engaging. Non-Hostile changelings should, generally, be roleplayed with, and please read Antagonist Policy to know the metaprotections that Changelings have; generally, you cannot cremate a hostile Changeling until they revive in front of you at least once.&lt;br /&gt;
&lt;br /&gt;
The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can get up instantly after being stunned and sometimes melt their handcuffs. If they do, you may need to switch to lethals.&lt;br /&gt;
&lt;br /&gt;
==Security Controlled Locations==&lt;br /&gt;
[[File:SecHq.png|thumb|450px|right|The [[Security Office]]|link=Special:FilePath/SecHq.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Brig|The Brig]]:&#039;&#039;&#039; The Warden runs this. If you&#039;re in here, the [[Armory]] or [[Security Office|any other part of the security sector]] he has authority over you. The Brig itself has cells and cell timers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Prison Wing]]:&#039;&#039;&#039; The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Office]]:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Posts]]: &#039;&#039;&#039;Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armory]]:&#039;&#039;&#039; The Armory contains additional weapons and armor which the Head of Security and Warden have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.&lt;br /&gt;
&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;t move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Checkpoint|Arrival Checkpoint]]:&#039;&#039;&#039; This checkpoint is near the Arrival Shuttle. It has an ID computer that the [[Head of Personnel|HoP]] can man as well as other security computers. There is also a locker with security gear. If you&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Citations and Fines==&lt;br /&gt;
For minor crimes you may choose to give the culprit a citation (containing a fine) instead of brig time. Officers can issue a citation and a fine (up to 1000 credits) from a security records console. If you get a citation, a PDA message will alert you how much the fine is. You can pay your fines at any security warrant console, located outside the brig, in a law office, or the courtroom public area. &lt;br /&gt;
&lt;br /&gt;
Not paying a fine has no automatic consequences. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Evacuation==&lt;br /&gt;
So the escape shuttle has been called! Your job will be to [[Beyond the impossible|ensure that everyone proceeds on the shuttle in an orderly fashion]].&lt;br /&gt;
&lt;br /&gt;
Prisoners in the Brig should only be released at the Warden&#039;s discretion. Prisoners from the Prison Wing should be moved to  the Security Escape Pod or to the Escape Shuttle&#039;s brig where they will be held until the shuttle docks at [[CentCom]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key Points==&lt;br /&gt;
* Ask first, stun second.&lt;br /&gt;
* Space Law is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in Space Law.&lt;br /&gt;
* It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly dangerous).&lt;br /&gt;
* Only the Captain, HoS or Warden can authorize a permanent sentence. Only the Captain can authorise execution.&lt;br /&gt;
* Your job isn&#039;t to be a tyrant or your suspects will be praying to the Gods (read: Admins) for ultimate justice. Make sure you follow standard protocol so that the [[Administrators|Gods]] smile down upon you.&lt;br /&gt;
* If an [[Administrators#Game admins|Admin]] contacts you, please explain to them what happened. Just because you&#039;re a Security Officer doesn&#039;t mean you&#039;re [[Shitcurity|wrong]] by default. Don&#039;t throw a tantrum, you&#039;ll only make things worse.&lt;br /&gt;
* Try not to take this job too seriously and have fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hangyul</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Guide_to_security&amp;diff=6653</id>
		<title>Guide to security</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Guide_to_security&amp;diff=6653"/>
		<updated>2021-06-26T16:37:12Z</updated>

		<summary type="html">&lt;p&gt;Hangyul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to NT&#039;s Security Department. Enjoy your stay.&lt;br /&gt;
==Who Orders Who==&lt;br /&gt;
* [[Security Officer]]s, the [[Security Medic]] and the [[Detective]] all share the same rank. The [[Warden]] is second in command to the HoS, as is the [[Security Sergeant]]. The [[Head of Security]] is on the top of the security hierarchy. All security members take orders from him, and he takes his orders from the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
&lt;br /&gt;
* The [[Head of Personnel]] is &#039;&#039;&#039;not&#039;&#039;&#039; part of the security hierarchy and should not heavily involve himself in security affairs. The HoP &#039;&#039;&#039;cannot&#039;&#039;&#039; order security around and &#039;&#039;&#039;cannot&#039;&#039;&#039; enter secure areas such as the [[Armory]] without authorization from the HoS.&lt;br /&gt;
&lt;br /&gt;
==Security Equipment==&lt;br /&gt;
Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, you can however wear your gear as you like.&lt;br /&gt;
&lt;br /&gt;
The main thing behind this is that you want to be as ready as possible for even the most uncertain of events.&lt;br /&gt;
# In case you&#039;ve just joined the security force, you need to get your security jumpsuit, helmet, armor, jackboots, gloves and a security bowman headset (which provide flashbang protection) on.&lt;br /&gt;
# Go to the [[Security Office]] and open a security locker.&lt;br /&gt;
# [[File:Hudsunglasses.png]] Get [[Security HUD|HUDglasses]] and put them on.&lt;br /&gt;
# [[File:BreathMask.png]] Get [[Breath mask|Breath Mask]] from your internals box and put it on.&lt;br /&gt;
# [[File:AirTank.png]] Take your [[Emergency Oxygen Tank]] (set to 16 kPa output) and put it in your pocket. ALTERNATIVELY Take a Flashbang and put it in your pocket.&lt;br /&gt;
# [[File:Id_regular.png]] [[File:Securitypda.png]] Take your [[ID|ID Card]] and put it inside your [[PDA]], then put your PDA into the ID-slot.&lt;br /&gt;
# [[File:Secbelt.png]] Get your [[Security Belt]] and put it on. Your Security Belt comes preequipped with a [[Stun Baton]], [[Flash]], [[Flashbang]], [[Pepperspray]] and [[Handcuffs]].&lt;br /&gt;
# [[File:Handcuffs.png]] Get an extra pair of handcuffs from the SecTech vending machine and put it in your box in your backpack.&lt;br /&gt;
# [[File:ModernDisabler.png]] Grab your taser from your bag and place it in your armour slot.&lt;br /&gt;
&lt;br /&gt;
Alternatives to this setup: ditch the handcuffs for zipties, ditch the pepperspray for another flashbang, grab extra flashbangs from the locker.&lt;br /&gt;
&lt;br /&gt;
And all you need to do now is keep your Security Belt open so you&#039;ll have quick access to the items in case of an emergency and be prepared for most things the station&#039;s going to throw at you!&lt;br /&gt;
&lt;br /&gt;
Also make sure you understand what [[HUD#Security HUD Icons|the icons on your Security HUD]] mean. For further info about security equipment, refer to the [[Security items|List of Security Items]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t run around with your taser or baton out!&#039;&#039;&#039; You will get disarmed and your weapons will be stolen. Not only will the rest of the security team laugh at you, you&#039;ve also potentially armed some [[revolution|very]] [[traitor|dangerous]] [[changeling|people]], putting the safety of the entire station in jeopardy. Keep your weapons secured until you need them! &lt;br /&gt;
&lt;br /&gt;
===Security Robots===&lt;br /&gt;
* Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you&#039;re in a tight spot, you can call Beepsky to you by using your PDA.&lt;br /&gt;
&lt;br /&gt;
* While Beepsky&#039;s rudimentary orders can be accessed from security computers, [[Cyborg#Security|silicons]] are not within the normal chain of command. They are subject the [[AI]] and follow the same laws.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t kill silicons for trying to stop you from executing someone. It&#039;s required of them by their laws. Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They&#039;ll be treated differently.&lt;br /&gt;
&lt;br /&gt;
=== Sidearm Tokens ===&lt;br /&gt;
You may notice that you have spawned with a strange blue token in your bag. This can be redeemed at the gun vending machine in the firing range on Blue Alert and above. Doing so will give you the option to take a lethally chambered ballistic handgun. These can be re-fitted with Hollowpoints, IDHF or Rubber rounds. These should be used for lethal takedowns, and nothing else.&lt;br /&gt;
&lt;br /&gt;
==[[File:Lawbook.png]][[Corporate Regulations]]==&lt;br /&gt;
[[Corporate Regulations]] a summary of most crimes with some suggested sentence times. You are generally recommended to not follow them for minor and medium crimes. Avoid stacking (in particular) minor/medium crimes when deciding on brig times, unless the criminal has really bad behaviour. Instead prefer shorter sentences such as a couple of minute in the brig, or 50 points in the gulag instead of 500 for inciting a riot, unless the crime is severe or griefy in nature. Sometimes the Captain determines what is lawful and what isn&#039;t (within reason), but don&#039;t obey the Captain if you&#039;re told to &amp;quot;purge all non-humans&amp;quot; or similar.&lt;br /&gt;
&lt;br /&gt;
==[[Standard Operating Procedure]]s==&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. See the [[Rules]] for more details. &lt;br /&gt;
&lt;br /&gt;
* You are an enforcer of [[Space Law]], you&#039;re not [[Shitcurity|The Law]].&lt;br /&gt;
&lt;br /&gt;
* Be wary of people with harmful intentions. You should use minimal force, but not at the risk of your own life.&lt;br /&gt;
&lt;br /&gt;
* Communicate with your team, ask the HoS/Warden for orders and respond to calls for help (you can highlight the word &#039;&#039;&#039;help&#039;&#039;&#039; in chat&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
* If you&#039;re going somewhere you know will be very dangerous, bring a buddy with you.&lt;br /&gt;
&lt;br /&gt;
* More information about the [[Standard Operating Procedure]] during different code levels.&lt;br /&gt;
&lt;br /&gt;
==Demotions==&lt;br /&gt;
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a [[Head of Staff]] might request your assistance in demoting one of their subordinates. In such cases, you are to accompany them as they confront the subordinate, or are asked to arrest someone who has abandoned their workplace and fled. In either case, ensure that you secure their ID and all items related to the job (i.e. tools and gloves from engineers) and return them to the head at your earliest convenience. The head can then remove the departmental access from the ID and return it to the demoted person.&lt;br /&gt;
&lt;br /&gt;
==The Brig / Punishments==&lt;br /&gt;
[[File:Thebrig.png|450px|thumb|The [[Brig]]]]&lt;br /&gt;
[[Space Law#Brig Procedures|Instructions on how to correctly brig a prisoner can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into [[Medbay]] and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Confiscate the stethoscope and return it to [[Medbay]] when possible&lt;br /&gt;
:*Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
:*Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
:*Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
;&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
:*Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
:*Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
:*Give a ten minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Remove their EVA suit, any mining tools or other items. Have the [[detective]] work his magic on the weapons to confirm what happened. &lt;br /&gt;
:*Set a reasonable timer on the cell, or send then to the gulag for a similar sentence. &lt;br /&gt;
:*Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on. &lt;br /&gt;
:*Inform the [[Warden]] or [[Head of Security]] and ask them to take over if they say the prisoner is to be permabrigged. &lt;br /&gt;
;DON&#039;T&lt;br /&gt;
:*Beat the prisoner to the point where they&#039;re critically injured or worse. &lt;br /&gt;
:*Strip their items in the rapidly depressurizing engineering room. &lt;br /&gt;
:*Let a lynch mob harm your prisoner. &lt;br /&gt;
:*Refuse their request to speak with legal counsel. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Strip all of their posessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the [[Warden]]. &lt;br /&gt;
:*Inform the [[Head of Security]].&lt;br /&gt;
:*Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
:*Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat them to death on the spot. &lt;br /&gt;
:*Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
:*Refuse to negotiate. There are an infinte number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be [[revolution|busting heads]] infrequently.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Permabrigging / Forced Cyborgization===&lt;br /&gt;
Captain, Acting Captain or Head of Security (or, in their absence, Warden) permission is required to permanently lock someone up. You do not NEED the Captain if the HoS is available.&lt;br /&gt;
&lt;br /&gt;
Punishment via throwing them into permabrig should fit the crime. Did whatever they did to deserve such a sentence affect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly?&lt;br /&gt;
Permabrigging someone for stealing something and running away through secure areas vs permabrigging someone who&#039;s shot and killed people. One is a much less severe crime.&lt;br /&gt;
&lt;br /&gt;
Unlike other servers, Forced Cyborgization is &#039;&#039;&#039;not allowed without consent. Do not do it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Lethal Force / Executions==&lt;br /&gt;
[[File:Prison-wing.png|450px|thumb|The [[Prison Wing]]|link=Special:FilePath/Prison-wing.png]]&lt;br /&gt;
* If something poses a constant threat, you are free to use lethal force. This includes dangerous nonhuman creatures, changelings, nuclear operatives, cultists, and wizards.&lt;br /&gt;
&lt;br /&gt;
* If hulks are smashing shit, you are free to use lethal force on them &amp;lt;s&amp;gt;until they pass out and lose hulk after too much damage, at which point you can either take them to get healed or heal them yourself, and then brig/permabrig them.&amp;lt;/s&amp;gt; &#039;&#039;If someone&#039;s using their stun immunity to go around smashing stuff for no reason you are allowed to kill them - &amp;quot;no reason&amp;quot; being the key words. Don&#039;t kill hulks that are breaking stuff for good reasons (like when the rogue as shit AI is flooding plasma)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If someone is shooting at you with lethal weaponry you are free to respond in kind.&lt;br /&gt;
&lt;br /&gt;
* Once you have someone stunned and cuffed, there is usually no excuse to not take them to the brig/permabrig if they aren&#039;t one of the above listed threats. Beating a common criminal, who is already down and unable to fight back, to death is shit. &#039;&#039;Some circumstances may change this. Don&#039;t let your guard down.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Executions are to be authorized by the Captain, and only the Captain. The HoS and/or Acting Captain cannot authorise an execution. &#039;&#039;Whoever authorizes an execution will ultimately be held responsible by admins.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn&#039;t going to get you in trouble.&lt;br /&gt;
&lt;br /&gt;
* See the [[Rules]] section for more details.&lt;br /&gt;
&lt;br /&gt;
==Dealing With Threats, Minimal Force==&lt;br /&gt;
As a Security Officer you are expected to fight any and every hostile force assaulting the station, from traitorous crew members to powerful reality defying Wizards to teams of &amp;quot;crack&amp;quot; syndicate assault forces. You must know how to counter any and all threats that are thrown at you, preferably with minimal force needed on your part. Remember, however, that not only is the station&#039;s peace at risk, but your very life is on the line; fail and you will die! Here is NT&#039;s staple guide on suggested courses of action against expected threats.&lt;br /&gt;
&lt;br /&gt;
===Shitlers/Greytiders===&lt;br /&gt;
&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) should be threatened with a stint in perma. &lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by [[Assistant|Assistants]] (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the [[Armory]] secure. &lt;br /&gt;
&lt;br /&gt;
A persistent greytider should be [[adminhelp|adminhelped]] once all possible [[IC]] solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable. &lt;br /&gt;
&lt;br /&gt;
===[[File:Sword.gif]] Traitors===&lt;br /&gt;
[[Traitor|Traitors]] range in hostility and thus are a mixed bag to tackle, standard ranged stunning is recommended in dealing with confirmed traitors. If someone is suspected of being a Traitor, get several Officers to search the person in question and possibly search their department for hidden items. Interviews with witnesses and victims can help in proving the guilt of a possible Traitor. You should generally offer the chance for a perp to surrender before engaging, unless they are actively hostile. In the case of overt traitors however you will need to respond with a proportionate level of force.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Improvised Weapons&#039;&#039;&#039;: Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stolen Station Weapons&#039;&#039;&#039;: Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Weapons&#039;&#039;&#039;: Suspect should be presumed to be armed and dangerous, AI should report and track perp&#039;s location. Do not approach without backup. Consider asking the Warden/Head of Security to issue Riot Shields and Energy Guns. If suspect is wielding Dual Energy Swords, ranged energy weapons (including disablers) will prove ineffective. Flashbangs, stunbatons, shotguns or the [[Detective|Detective&#039;s]] revolver will be suitable (just be sure the detective doesn&#039;t kill the suspect).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;: A unique &amp;quot;device&amp;quot;. Small amounts of water can slip people for long periods of time, making you drop your weapon. If the suspect is reported to possess a Spray Bottle or Fire Extinguisher, do not approach without walking. If the suspect is using ranged weapons in a conjunction, be wary and avoid getting into a bad situation. Consider getting Cargo to order Galoshes or ambush the traitor.&lt;br /&gt;
&lt;br /&gt;
===[[File:Changeling.gif]] Changelings===&lt;br /&gt;
[[Changeling|Changelings]] are alien entities that have infiltrated the station. They can easily change their appearance in a moments notice. If there are confirmed sightings of Changelings, be wary. Sometimes you will encounter one with bio-organic armor, a shield that stops ranged tasers in their tracks, and an incredibly deadly arm blade. Don&#039;t underestimate them under any circumstances!&lt;br /&gt;
Due to their abilities, it is possible for a Changeling to kill a fellow Sec Officer and impersonate him. However, you should note that they will lack a [[Security_items#Mindshield_Implant|Mindshield Implant]] unless they had themselves implanted. Be wary of Sec Officers without Implants and unless they can confirm they were killed and cloned, they should be arrested or kept under close watch. While you are free to terminate a confirmed Changeling, you must be 100% certain that the suspect is a Changeling before executing. If you cannot prove they are a Changeling, ask the Warden/HoS to give them a Chem/Tracking implant to watch their future activities. So if Joe Innocent walks out of the brig with a Chem Implant displaying a red or blue dot above their head on the secHUD, and later on you see Alex Antag with the same dot, you will know that they are probably Changeling.&lt;br /&gt;
&lt;br /&gt;
The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can get up instantly after being stunned and sometimes melt their handcuffs. If they do, you may need to switch to lethals.&lt;br /&gt;
&lt;br /&gt;
==Security Controlled Locations==&lt;br /&gt;
[[File:SecHq.png|thumb|450px|right|The [[Security Office]]|link=Special:FilePath/SecHq.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Brig|The Brig]]:&#039;&#039;&#039; The Warden runs this. If you&#039;re in here, the [[Armory]] or [[Security Office|any other part of the security sector]] he has authority over you. The Brig itself has cells and cell timers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Prison Wing]]:&#039;&#039;&#039; The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Office]]:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Posts]]: &#039;&#039;&#039;Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armory]]:&#039;&#039;&#039; The Armory contains additional weapons and armor which the Head of Security and Warden have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.&lt;br /&gt;
&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;t move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Checkpoint|Arrival Checkpoint]]:&#039;&#039;&#039; This checkpoint is near the Arrival Shuttle. It has an ID computer that the [[Head of Personnel|HoP]] can man as well as other security computers. There is also a locker with security gear. If you&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Citations and Fines==&lt;br /&gt;
For minor crimes you may choose to give the culprit a citation (containing a fine) instead of brig time. Officers can issue a citation and a fine (up to 1000 credits) from a security records console. If you get a citation, a PDA message will alert you how much the fine is. You can pay your fines at any security warrant console, located outside the brig, in a law office, or the courtroom public area. &lt;br /&gt;
&lt;br /&gt;
Not paying a fine has no automatic consequences. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Evacuation==&lt;br /&gt;
So the escape shuttle has been called! Your job will be to [[Beyond the impossible|ensure that everyone proceeds on the shuttle in an orderly fashion]].&lt;br /&gt;
&lt;br /&gt;
Prisoners in the Brig should only be released at the Warden&#039;s discretion. Prisoners from the Prison Wing should be moved to  the Security Escape Pod or to the Escape Shuttle&#039;s brig where they will be held until the shuttle docks at [[CentCom]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key Points==&lt;br /&gt;
* Ask first, stun second.&lt;br /&gt;
* Space Law is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in Space Law.&lt;br /&gt;
* It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly dangerous).&lt;br /&gt;
* Only the Captain, HoS or Warden can authorize a permanent sentence. Only the Captain can authorise execution.&lt;br /&gt;
* Your job isn&#039;t to be a tyrant or your suspects will be praying to the Gods (read: Admins) for ultimate justice. Make sure you follow standard protocol so that the [[Administrators|Gods]] smile down upon you.&lt;br /&gt;
* If an [[Administrators#Game admins|Admin]] contacts you, please explain to them what happened. Just because you&#039;re a Security Officer doesn&#039;t mean you&#039;re [[Shitcurity|wrong]] by default. Don&#039;t throw a tantrum, you&#039;ll only make things worse.&lt;br /&gt;
* Try not to take this job too seriously and have fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hangyul</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Guide_to_security&amp;diff=6647</id>
		<title>Guide to security</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Guide_to_security&amp;diff=6647"/>
		<updated>2021-06-25T16:55:14Z</updated>

		<summary type="html">&lt;p&gt;Hangyul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to NT&#039;s Security Department. Enjoy your stay.&lt;br /&gt;
==Who Orders Who==&lt;br /&gt;
* [[Security Officer]]s, the [[Security Medic]] and the [[Detective]] all share the same rank. The [[Warden]] is second in command to the HoS, as is the [[Security Sergeant]]. The [[Head of Security]] is on the top of the security hierarchy. All security members take orders from him, and he takes his orders from the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
&lt;br /&gt;
* The [[Head of Personnel]] is &#039;&#039;&#039;not&#039;&#039;&#039; part of the security hierarchy and should not heavily involve himself in security affairs. The HoP &#039;&#039;&#039;cannot&#039;&#039;&#039; order security around and &#039;&#039;&#039;cannot&#039;&#039;&#039; enter secure areas such as the [[Armory]] without authorization from the HoS.&lt;br /&gt;
&lt;br /&gt;
==Security Equipment==&lt;br /&gt;
Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, you can however wear your gear as you like.&lt;br /&gt;
&lt;br /&gt;
The main thing behind this is that you want to be as ready as possible for even the most uncertain of events.&lt;br /&gt;
# In case you&#039;ve just joined the security force, you need to get your security jumpsuit, helmet, armor, jackboots, gloves and a security bowman headset (which provide flashbang protection) on.&lt;br /&gt;
# Go to the [[Security Office]] and open a security locker.&lt;br /&gt;
# [[File:Hudsunglasses.png]] Get [[Security HUD|HUDglasses]] and put them on.&lt;br /&gt;
# [[File:BreathMask.png]] Get [[Breath mask|Breath Mask]] from your internals box and put it on.&lt;br /&gt;
# [[File:AirTank.png]] Take your [[Emergency Oxygen Tank]] (set to 16 kPa output) and put it in your pocket. ALTERNATIVELY Take a Flashbang and put it in your pocket.&lt;br /&gt;
# [[File:Id_regular.png]] [[File:Securitypda.png]] Take your [[ID|ID Card]] and put it inside your [[PDA]], then put your PDA into the ID-slot.&lt;br /&gt;
# [[File:Secbelt.png]] Get your [[Security Belt]] and put it on. Your Security Belt comes preequipped with a [[Stun Baton]], [[Flash]], [[Flashbang]], [[Pepperspray]] and [[Handcuffs]].&lt;br /&gt;
# [[File:Handcuffs.png]] Get an extra pair of handcuffs from the SecTech vending machine and put it in your box in your backpack.&lt;br /&gt;
# [[File:ModernDisabler.png]] Grab your taser from your bag and place it in your armour slot.&lt;br /&gt;
&lt;br /&gt;
Alternatives to this setup: ditch the handcuffs for zipties, ditch the pepperspray for another flashbang, grab extra flashbangs from the locker.&lt;br /&gt;
&lt;br /&gt;
And all you need to do now is keep your Security Belt open so you&#039;ll have quick access to the items in case of an emergency and be prepared for most things the station&#039;s going to throw at you!&lt;br /&gt;
&lt;br /&gt;
Also make sure you understand what [[HUD#Security HUD Icons|the icons on your Security HUD]] mean. For further info about security equipment, refer to the [[Security items|List of Security Items]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t run around with your taser or baton out!&#039;&#039;&#039; You will get disarmed and your weapons will be stolen. Not only will the rest of the security team laugh at you, you&#039;ve also potentially armed some [[revolution|very]] [[traitor|dangerous]] [[changeling|people]], putting the safety of the entire station in jeopardy. Keep your weapons secured until you need them! &lt;br /&gt;
&lt;br /&gt;
===Security Robots===&lt;br /&gt;
* Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you&#039;re in a tight spot, you can call Beepsky to you by using your PDA.&lt;br /&gt;
&lt;br /&gt;
* While Beepsky&#039;s rudimentary orders can be accessed from security computers, [[Cyborg#Security|silicons]] are not within the normal chain of command. They are subject the [[AI]] and follow the same laws.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t kill silicons for trying to stop you from executing someone. It&#039;s required of them by their laws. Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They&#039;ll be treated differently.&lt;br /&gt;
&lt;br /&gt;
=== Sidearm Tokens ===&lt;br /&gt;
You may notice that you have spawned with a strange blue token in your bag. This can be redeemed at the gun vending machine in the firing range on Blue Alert and above. Doing so will give you the option to take a lethally chambered ballistic handgun. These can be re-fitted with Hollowpoints, IDHF or Rubber rounds. These should be used for lethal takedowns, and nothing else.&lt;br /&gt;
&lt;br /&gt;
==[[File:Lawbook.png]][[Corporate Regulations]]==&lt;br /&gt;
[[Corporate Regulations]] a summary of most crimes with some suggested sentence times. You are generally recommended to not follow them for minor and medium crimes. Avoid stacking (in particular) minor/medium crimes when deciding on brig times, unless the criminal has really bad behaviour. Instead prefer shorter sentences such as a couple of minute in the brig, or 50 points in the gulag instead of 500 for inciting a riot, unless the crime is severe or griefy in nature. Sometimes the Captain determines what is lawful and what isn&#039;t (within reason), but don&#039;t obey the Captain if you&#039;re told to &amp;quot;purge all non-humans&amp;quot; or similar.&lt;br /&gt;
&lt;br /&gt;
==[[Standard Operating Procedure]]s==&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. See the [[Rules]] for more details. &lt;br /&gt;
&lt;br /&gt;
* You are an enforcer of [[Space Law]], you&#039;re not [[Shitcurity|The Law]].&lt;br /&gt;
&lt;br /&gt;
* Be wary of people with harmful intentions. You should use minimal force, but not at the risk of your own life.&lt;br /&gt;
&lt;br /&gt;
* Communicate with your team, ask the HoS/Warden for orders and respond to calls for help (you can highlight the word &#039;&#039;&#039;help&#039;&#039;&#039; in chat&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
* If you&#039;re going somewhere you know will be very dangerous, bring a buddy with you.&lt;br /&gt;
&lt;br /&gt;
* More information about the [[Standard Operating Procedure]] during different code levels.&lt;br /&gt;
&lt;br /&gt;
==Demotions==&lt;br /&gt;
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a [[Head of Staff]] might request your assistance in demoting one of their subordinates. In such cases, you are to accompany them as they confront the subordinate, or are asked to arrest someone who has abandoned their workplace and fled. In either case, ensure that you secure their ID and all items related to the job (i.e. tools and gloves from engineers) and return them to the head at your earliest convenience. The head can then remove the departmental access from the ID and return it to the demoted person.&lt;br /&gt;
&lt;br /&gt;
==The Brig / Punishments==&lt;br /&gt;
[[File:Thebrig.png|450px|thumb|The [[Brig]]]]&lt;br /&gt;
[[Space Law#Brig Procedures|Instructions on how to correctly brig a prisoner can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into [[Medbay]] and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Confiscate the stethoscope and return it to [[Medbay]] when possible&lt;br /&gt;
:*Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
:*Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
:*Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
;&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
:*Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
:*Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
:*Give a ten minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Remove their EVA suit, any mining tools or other items. Have the [[detective]] work his magic on the weapons to confirm what happened. &lt;br /&gt;
:*Set a reasonable timer on the cell, or send then to the gulag for a similar sentence. &lt;br /&gt;
:*Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on. &lt;br /&gt;
:*Inform the [[Warden]] or [[Head of Security]] and ask them to take over if they say the prisoner is to be permabrigged. &lt;br /&gt;
;DON&#039;T&lt;br /&gt;
:*Beat the prisoner to the point where they&#039;re critically injured or worse. &lt;br /&gt;
:*Strip their items in the rapidly depressurizing engineering room. &lt;br /&gt;
:*Let a lynch mob harm your prisoner. &lt;br /&gt;
:*Refuse their request to speak with legal counsel. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Strip all of their posessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the [[Warden]]. &lt;br /&gt;
:*Inform the [[Head of Security]].&lt;br /&gt;
:*Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
:*Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat them to death on the spot. &lt;br /&gt;
:*Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
:*Refuse to negotiate. There are an infinte number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be [[revolution|busting heads]] infrequently.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Permabrigging / Forced Cyborgization===&lt;br /&gt;
Captain, Acting Captain or Head of Security (or, in their absence, Warden) permission is required to permanently lock someone up. You do not NEED the Captain if the HoS is available.&lt;br /&gt;
&lt;br /&gt;
Punishment via throwing them into permabrig should fit the crime. Did whatever they did to deserve such a sentence affect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly?&lt;br /&gt;
Permabrigging someone for stealing something and running away through secure areas vs permabrigging someone who&#039;s shot and killed people. One is a much less severe crime.&lt;br /&gt;
&lt;br /&gt;
Unlike other servers, Forced Cyborgization is &#039;&#039;&#039;not allowed without consent. Do not do it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Lethal Force / Executions==&lt;br /&gt;
[[File:Prison-wing.png|450px|thumb|The [[Prison Wing]]|link=Special:FilePath/Prison-wing.png]]&lt;br /&gt;
* If something poses a constant threat, you are free to use lethal force. This includes dangerous nonhuman creatures, changelings, nuclear operatives, cultists, and wizards.&lt;br /&gt;
&lt;br /&gt;
* If hulks are smashing shit, you are free to use lethal force on them &amp;lt;s&amp;gt;until they pass out and lose hulk after too much damage, at which point you can either take them to get healed or heal them yourself, and then brig/permabrig them.&amp;lt;/s&amp;gt; &#039;&#039;If someone&#039;s using their stun immunity to go around smashing stuff for no reason you are allowed to kill them - &amp;quot;no reason&amp;quot; being the key words. Don&#039;t kill hulks that are breaking stuff for good reasons (like when the rogue as shit AI is flooding plasma)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If someone is shooting at you with lethal weaponry you are free to respond in kind.&lt;br /&gt;
&lt;br /&gt;
* Once you have someone stunned and cuffed, there is usually no excuse to not take them to the brig/permabrig if they aren&#039;t one of the above listed threats. Beating a common criminal, who is already down and unable to fight back, to death is shit. &#039;&#039;Some circumstances may change this. Don&#039;t let your guard down.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Executions are to be authorized by the Captain, and only the Captain. The HoS and/or Acting Captain cannot authorise an execution. &#039;&#039;Whoever authorizes an execution will ultimately be held responsible by admins.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn&#039;t going to get you in trouble.&lt;br /&gt;
&lt;br /&gt;
* See the [[Rules]] section for more details.&lt;br /&gt;
&lt;br /&gt;
==Dealing With Threats, Minimal Force==&lt;br /&gt;
As a Security Officer you are expected to fight any and every hostile force assaulting the station, from traitorous crew members to powerful reality defying Wizards to teams of &amp;quot;crack&amp;quot; syndicate assault forces. You must know how to counter any and all threats that are thrown at you, preferably with minimal force needed on your part. Remember, however, that not only is the station&#039;s peace at risk, but your very life is on the line; fail and you will die! Here is NT&#039;s staple guide on suggested courses of action against expected threats.&lt;br /&gt;
&lt;br /&gt;
===Shitlers/Greytiders===&lt;br /&gt;
&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) should be threatened with a stint in perma. &lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by [[Assistant|Assistants]] (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the [[Armory]] secure. &lt;br /&gt;
&lt;br /&gt;
A persistent greytider should be [[adminhelp|adminhelped]] once all possible [[IC]] solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable. &lt;br /&gt;
&lt;br /&gt;
===[[File:Sword.gif]] Traitors===&lt;br /&gt;
[[Traitor|Traitors]] range in hostility and thus are a mixed bag to tackle, standard ranged stunning is recommended in dealing with confirmed traitors. If someone is suspected of being a Traitor, get several Officers to search the person in question and possibly search their department for hidden items. Interviews with witnesses and victims can help in proving the guilt of a possible Traitor. You should generally offer the chance for a perp to surrender before engaging, unless they are actively hostile. In the case of overt traitors however you will need to respond with a proportionate level of force.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Improvised Weapons&#039;&#039;&#039;: Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stolen Station Weapons&#039;&#039;&#039;: Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Weapons&#039;&#039;&#039;: Suspect should be presumed to be armed and dangerous, AI should report and track perp&#039;s location. Do not approach without backup. Consider asking the Warden/Head of Security to issue Riot Shields and Energy Guns. If suspect is wielding Dual Energy Swords, ranged energy weapons (including disablers) will prove ineffective. Flashbangs, stunbatons, shotguns or the [[Detective|Detective&#039;s]] revolver will be suitable (just be sure the detective doesn&#039;t kill the suspect).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;: A unique &amp;quot;device&amp;quot;. Small amounts of water can slip people for long periods of time, making you drop your weapon. If the suspect is reported to possess a Spray Bottle or Fire Extinguisher, do not approach without walking. If the suspect is using ranged weapons in a conjunction, be wary and avoid getting into a bad situation. Consider getting Cargo to order Galoshes or ambush the traitor.&lt;br /&gt;
&lt;br /&gt;
===[[File:Changeling.gif]] Changelings===&lt;br /&gt;
[[Changeling|Changelings]] are alien entities that have infiltrated the station. They can easily change their appearance in a moments notice. If there are confirmed sightings of Changelings, be wary. Sometimes you will encounter one with bio-organic armor, a shield that stops ranged tasers in their tracks, and an incredibly deadly arm blade. Don&#039;t underestimate them under any circumstances!&lt;br /&gt;
Due to their abilities, it is possible for a Changeling to kill a fellow Sec Officer and impersonate him. However, you should note that they will lack a [[Security_items#Mindshield_Implant|Mindshield Implant]] unless they had themselves implanted. Be wary of Sec Officers without Implants and unless they can confirm they were killed and cloned, they should be arrested or kept under close watch. While you are free to terminate a confirmed Changeling, you must be 100% certain that the suspect is a Changeling before executing. If you cannot prove they are a Changeling, ask the Warden/HoS to give them a Chem/Tracking implant to watch their future activities. So if Joe Innocent walks out of the brig with a Chem Implant displaying a red or blue dot above their head on the secHUD, and later on you see Alex Antag with the same dot, you will know that they are probably Changeling.&lt;br /&gt;
&lt;br /&gt;
The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can get up instantly after being stunned and sometimes melt their handcuffs. If they do, you may need to switch to lethals.&lt;br /&gt;
&lt;br /&gt;
==Security Controlled Locations==&lt;br /&gt;
[[File:SecHq.png|thumb|450px|right|The [[Security Office]]|link=Special:FilePath/SecHq.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Brig|The Brig]]:&#039;&#039;&#039; The Warden runs this. If you&#039;re in here, the [[Armory]] or [[Security Office|any other part of the security sector]] he has authority over you. The Brig itself has cells and cell timers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Prison Wing]]:&#039;&#039;&#039; The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Office]]:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Posts]]: &#039;&#039;&#039;Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armory]]:&#039;&#039;&#039; The Armory contains additional weapons and armor which the Head of Security and Warden have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.&lt;br /&gt;
&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;t move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Checkpoint|Arrival Checkpoint]]:&#039;&#039;&#039; This checkpoint is near the Arrival Shuttle. It has an ID computer that the [[Head of Personnel|HoP]] can man as well as other security computers. There is also a locker with security gear. If you&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Citations and Fines==&lt;br /&gt;
For minor crimes you may choose to give the culprit a citation (containing a fine) instead of brig time. Officers can issue a citation and a fine (up to 1000 credits) from a security records console. If you get a citation, a PDA message will alert you how much the fine is. You can pay your fines at any security warrant console, located outside the brig, in a law office, or the courtroom public area. &lt;br /&gt;
&lt;br /&gt;
Not paying a fine has no automatic consequences. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Evacuation==&lt;br /&gt;
So the escape shuttle has been called! Your job will be to [[Beyond the impossible|ensure that everyone proceeds on the shuttle in an orderly fashion]].&lt;br /&gt;
&lt;br /&gt;
Prisoners in the Brig should only be released at the Warden&#039;s discretion. Prisoners from the Prison Wing should be moved to  the Security Escape Pod or to the Escape Shuttle&#039;s brig where they will be held until the shuttle docks at [[CentCom]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key Points==&lt;br /&gt;
* Ask first, stun second.&lt;br /&gt;
* Space Law is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in Space Law.&lt;br /&gt;
* It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly dangerous).&lt;br /&gt;
* Only the Captain, HoS or Warden can authorize a permanent sentence or forced cyborgization.&lt;br /&gt;
* Your job isn&#039;t to be a tyrant or your suspects will be praying to the Gods (read: Admins) for ultimate justice. Make sure you follow standard protocol so that the [[Administrators|Gods]] smile down upon you.&lt;br /&gt;
* If an [[Administrators#Game admins|Admin]] contacts you, please explain to them what happened. Just because you&#039;re a Security Officer doesn&#039;t mean you&#039;re [[Shitcurity|wrong]] by default. Don&#039;t throw a tantrum, you&#039;ll only make things worse.&lt;br /&gt;
* Try not to take this job too seriously and have fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hangyul</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Guide_to_security&amp;diff=6646</id>
		<title>Guide to security</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Guide_to_security&amp;diff=6646"/>
		<updated>2021-06-25T16:53:13Z</updated>

		<summary type="html">&lt;p&gt;Hangyul: Slight update to the Guide to security w/ skyrat-related updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to NT&#039;s Security Department. Enjoy your stay.&lt;br /&gt;
==Who Orders Who==&lt;br /&gt;
* [[Security Officer]]s, the [[Security Medic]] and the [[Detective]] all share the same rank. The [[Warden]] is second in command to the HoS, as is the [[Security Sergeant]]. The [[Head of Security]] is on the top of the security hierarchy. All security members take orders from him, and he takes his orders from the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
&lt;br /&gt;
* The [[Head of Personnel]] is &#039;&#039;&#039;not&#039;&#039;&#039; part of the security hierarchy and should not heavily involve himself in security affairs. The HoP &#039;&#039;&#039;cannot&#039;&#039;&#039; order security around and &#039;&#039;&#039;cannot&#039;&#039;&#039; enter secure areas such as the [[Armory]] without authorization from the HoS.&lt;br /&gt;
&lt;br /&gt;
==Security Equipment==&lt;br /&gt;
Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, you can however wear your gear as you like.&lt;br /&gt;
&lt;br /&gt;
The main thing behind this is that you want to be as ready as possible for even the most uncertain of events.&lt;br /&gt;
# In case you&#039;ve just joined the security force, you need to get your security jumpsuit, helmet, armor, jackboots, gloves and a security bowman headset (which provide flashbang protection) on.&lt;br /&gt;
# Go to the [[Security Office]] and open a security locker.&lt;br /&gt;
# [[File:Hudsunglasses.png]] Get [[Security HUD|HUDglasses]] and put them on.&lt;br /&gt;
# [[File:BreathMask.png]] Get [[Breath mask|Breath Mask]] from your internals box and put it on.&lt;br /&gt;
# [[File:AirTank.png]] Take your [[Emergency Oxygen Tank]] (set to 16 kPa output) and put it in your pocket. ALTERNATIVELY Take a Flashbang and put it in your pocket.&lt;br /&gt;
# [[File:Id_regular.png]] [[File:Securitypda.png]] Take your [[ID|ID Card]] and put it inside your [[PDA]], then put your PDA into the ID-slot.&lt;br /&gt;
# [[File:Secbelt.png]] Get your [[Security Belt]] and put it on. Your Security Belt comes preequipped with a [[Stun Baton]], [[Flash]], [[Flashbang]], [[Pepperspray]] and [[Handcuffs]].&lt;br /&gt;
# [[File:Handcuffs.png]] Get an extra pair of handcuffs from the SecTech vending machine and put it in your box in your backpack.&lt;br /&gt;
# [[File:ModernDisabler.png]] Grab your taser from your bag and place it in your armour slot.&lt;br /&gt;
&lt;br /&gt;
Alternatives to this setup: ditch the handcuffs for zipties, ditch the pepperspray for another flashbang, grab extra flashbangs from the locker.&lt;br /&gt;
&lt;br /&gt;
You should be looking something like this now:&lt;br /&gt;
&lt;br /&gt;
[[File:Security_Gear.png|400px|link=Special:FilePath/Security_Gear.png]]&lt;br /&gt;
&lt;br /&gt;
And all you need to do now is keep your Security Belt open so you&#039;ll have quick access to the items in case of an emergency and be prepared for most things the station&#039;s going to throw at you!&lt;br /&gt;
&lt;br /&gt;
Also make sure you understand what [[HUD#Security HUD Icons|the icons on your Security HUD]] mean. For further info about security equipment, refer to the [[Security items|List of Security Items]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t run around with your disabler or baton out!&#039;&#039;&#039; You will get disarmed and your weapons will be stolen. Not only will the rest of the security team laugh at you, you&#039;ve also potentially armed some [[revolution|very]] [[traitor|dangerous]] [[changeling|people]], putting the safety of the entire station in jeopardy. Keep your weapons secured until you need them! &lt;br /&gt;
&lt;br /&gt;
===Security Robots===&lt;br /&gt;
* Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you&#039;re in a tight spot, you can call Beepsky to you by using your PDA.&lt;br /&gt;
&lt;br /&gt;
* While Beepsky&#039;s rudimentary orders can be accessed from security computers, [[Cyborg#Security|silicons]] are not within the normal chain of command. They are subject the [[AI]] and follow the same laws.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t kill silicons for trying to stop you from executing someone. It&#039;s required of them by their laws. Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They&#039;ll be treated differently.&lt;br /&gt;
&lt;br /&gt;
==[[File:Lawbook.png]][[Corporate Regulations]]==&lt;br /&gt;
[[Corporate Regulations]] a summary of most crimes with some suggested sentence times. You are generally recommended to not follow them for minor and medium crimes. Avoid stacking (in particular) minor/medium crimes when deciding on brig times, unless the criminal has really bad behaviour. Instead prefer shorter sentences such as a couple of minute in the brig, or 50 points in the gulag instead of 500 for inciting a riot, unless the crime is severe or griefy in nature. Sometimes the Captain determines what is lawful and what isn&#039;t (within reason), but don&#039;t obey the Captain if you&#039;re told to &amp;quot;purge all non-humans&amp;quot; or similar.&lt;br /&gt;
&lt;br /&gt;
==[[Standard Operating Procedure]]s==&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. See the [[Rules]] for more details. &lt;br /&gt;
&lt;br /&gt;
* You are an enforcer of [[Space Law]], you&#039;re not [[Shitcurity|The Law]].&lt;br /&gt;
&lt;br /&gt;
* Be wary of people with harmful intentions. You should use minimal force, but not at the risk of your own life.&lt;br /&gt;
&lt;br /&gt;
* Communicate with your team, ask the HoS/Warden for orders and respond to calls for help (you can highlight the word &#039;&#039;&#039;help&#039;&#039;&#039; in chat&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
* If you&#039;re going somewhere you know will be very dangerous, bring a buddy with you.&lt;br /&gt;
&lt;br /&gt;
* More information about the [[Standard Operating Procedure]] during different code levels.&lt;br /&gt;
&lt;br /&gt;
==Demotions==&lt;br /&gt;
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a [[Head of Staff]] might request your assistance in demoting one of their subordinates. In such cases, you are to accompany them as they confront the subordinate, or are asked to arrest someone who has abandoned their workplace and fled. In either case, ensure that you secure their ID and all items related to the job (i.e. tools and gloves from engineers) and return them to the head at your earliest convenience. The head can then remove the departmental access from the ID and return it to the demoted person.&lt;br /&gt;
&lt;br /&gt;
==The Brig / Punishments==&lt;br /&gt;
[[File:Thebrig.png|450px|thumb|The [[Brig]]]]&lt;br /&gt;
[[Space Law#Brig Procedures|Instructions on how to correctly brig a prisoner can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into [[Medbay]] and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Confiscate the stethoscope and return it to [[Medbay]] when possible&lt;br /&gt;
:*Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
:*Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
:*Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
;&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
:*Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
:*Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
:*Give a ten minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Remove their EVA suit, any mining tools or other items. Have the [[detective]] work his magic on the weapons to confirm what happened. &lt;br /&gt;
:*Set a reasonable timer on the cell, or send then to the gulag for a similar sentence. &lt;br /&gt;
:*Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on. &lt;br /&gt;
:*Inform the [[Warden]] or [[Head of Security]] and ask them to take over if they say the prisoner is to be permabrigged. &lt;br /&gt;
;DON&#039;T&lt;br /&gt;
:*Beat the prisoner to the point where they&#039;re critically injured or worse. &lt;br /&gt;
:*Strip their items in the rapidly depressurizing engineering room. &lt;br /&gt;
:*Let a lynch mob harm your prisoner. &lt;br /&gt;
:*Refuse their request to speak with legal counsel. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Strip all of their posessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the [[Warden]]. &lt;br /&gt;
:*Inform the [[Head of Security]].&lt;br /&gt;
:*Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
:*Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat them to death on the spot. &lt;br /&gt;
:*Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
:*Refuse to negotiate. There are an infinte number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be [[revolution|busting heads]] infrequently.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Permabrigging / Forced Cyborgization===&lt;br /&gt;
Captain, Acting Captain or Head of Security (or, in their absence, Warden) permission is required to permanently lock someone up. You do not NEED the Captain if the HoS is available.&lt;br /&gt;
&lt;br /&gt;
Punishment via throwing them into permabrig should fit the crime. Did whatever they did to deserve such a sentence affect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly?&lt;br /&gt;
Permabrigging someone for stealing something and running away through secure areas vs permabrigging someone who&#039;s shot and killed people. One is a much less severe crime.&lt;br /&gt;
&lt;br /&gt;
Unlike other servers, Forced Cyborgization is &#039;&#039;&#039;not allowed without consent. Do not do it.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Lethal Force / Executions==&lt;br /&gt;
[[File:Prison-wing.png|450px|thumb|The [[Prison Wing]]|link=Special:FilePath/Prison-wing.png]]&lt;br /&gt;
* If something poses a constant threat, you are free to use lethal force. This includes dangerous nonhuman creatures, changelings, nuclear operatives, cultists, and wizards.&lt;br /&gt;
&lt;br /&gt;
* If hulks are smashing shit, you are free to use lethal force on them &amp;lt;s&amp;gt;until they pass out and lose hulk after too much damage, at which point you can either take them to get healed or heal them yourself, and then brig/permabrig them.&amp;lt;/s&amp;gt; &#039;&#039;If someone&#039;s using their stun immunity to go around smashing stuff for no reason you are allowed to kill them - &amp;quot;no reason&amp;quot; being the key words. Don&#039;t kill hulks that are breaking stuff for good reasons (like when the rogue as shit AI is flooding plasma)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If someone is shooting at you with lethal weaponry you are free to respond in kind.&lt;br /&gt;
&lt;br /&gt;
* Once you have someone stunned and cuffed, there is usually no excuse to not take them to the brig/permabrig if they aren&#039;t one of the above listed threats. Beating a common criminal, who is already down and unable to fight back, to death is shit. &#039;&#039;Some circumstances may change this. Don&#039;t let your guard down.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Executions are to be authorized by the Captain, and only the Captain. The HoS and/or Acting Captain cannot authorise an execution. &#039;&#039;Whoever authorizes an execution will ultimately be held responsible by admins.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn&#039;t going to get you in trouble.&lt;br /&gt;
&lt;br /&gt;
* See the [[Rules]] section for more details.&lt;br /&gt;
&lt;br /&gt;
==Dealing With Threats, Minimal Force==&lt;br /&gt;
As a Security Officer you are expected to fight any and every hostile force assaulting the station, from traitorous crew members to powerful reality defying Wizards to teams of &amp;quot;crack&amp;quot; syndicate assault forces. You must know how to counter any and all threats that are thrown at you, preferably with minimal force needed on your part. Remember, however, that not only is the station&#039;s peace at risk, but your very life is on the line; fail and you will die! Here is NT&#039;s staple guide on suggested courses of action against expected threats.&lt;br /&gt;
&lt;br /&gt;
===Shitlers/Greytiders===&lt;br /&gt;
&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) should be threatened with a stint in perma. &lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by [[Assistant|Assistants]] (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the [[Armory]] secure. &lt;br /&gt;
&lt;br /&gt;
A persistent greytider should be [[adminhelp|adminhelped]] once all possible [[IC]] solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable. &lt;br /&gt;
&lt;br /&gt;
===[[File:Sword.gif]] Traitors===&lt;br /&gt;
[[Traitor|Traitors]] range in hostility and thus are a mixed bag to tackle, standard ranged stunning is recommended in dealing with confirmed traitors. If someone is suspected of being a Traitor, get several Officers to search the person in question and possibly search their department for hidden items. Interviews with witnesses and victims can help in proving the guilt of a possible Traitor. You should generally offer the chance for a perp to surrender before engaging, unless they are actively hostile. In the case of overt traitors however you will need to respond with a proportionate level of force.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Improvised Weapons&#039;&#039;&#039;: Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stolen Station Weapons&#039;&#039;&#039;: Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Weapons&#039;&#039;&#039;: Suspect should be presumed to be armed and dangerous, AI should report and track perp&#039;s location. Do not approach without backup. Consider asking the Warden/Head of Security to issue Riot Shields and Energy Guns. If suspect is wielding Dual Energy Swords, ranged energy weapons (including disablers) will prove ineffective. Flashbangs, stunbatons, shotguns or the [[Detective|Detective&#039;s]] revolver will be suitable (just be sure the detective doesn&#039;t kill the suspect).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;: A unique &amp;quot;device&amp;quot;. Small amounts of water can slip people for long periods of time, making you drop your weapon. If the suspect is reported to possess a Spray Bottle or Fire Extinguisher, do not approach without walking. If the suspect is using ranged weapons in a conjunction, be wary and avoid getting into a bad situation. Consider getting Cargo to order Galoshes or ambush the traitor.&lt;br /&gt;
&lt;br /&gt;
===[[File:Changeling.gif]] Changelings===&lt;br /&gt;
[[Changeling|Changelings]] are alien entities that have infiltrated the station. They can easily change their appearance in a moments notice. If there are confirmed sightings of Changelings, be wary. Sometimes you will encounter one with bio-organic armor, a shield that stops ranged tasers in their tracks, and an incredibly deadly arm blade. Don&#039;t underestimate them under any circumstances!&lt;br /&gt;
Due to their abilities, it is possible for a Changeling to kill a fellow Sec Officer and impersonate him. However, you should note that they will lack a [[Security_items#Mindshield_Implant|Mindshield Implant]] unless they had themselves implanted. Be wary of Sec Officers without Implants and unless they can confirm they were killed and cloned, they should be arrested or kept under close watch. While you are free to terminate a confirmed Changeling, you must be 100% certain that the suspect is a Changeling before executing. If you cannot prove they are a Changeling, ask the Warden/HoS to give them a Chem/Tracking implant to watch their future activities. So if Joe Innocent walks out of the brig with a Chem Implant displaying a red or blue dot above their head on the secHUD, and later on you see Alex Antag with the same dot, you will know that they are probably Changeling.&lt;br /&gt;
&lt;br /&gt;
The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can get up instantly after being stunned and sometimes melt their handcuffs. If they do, you may need to switch to lethals.&lt;br /&gt;
&lt;br /&gt;
==Security Controlled Locations==&lt;br /&gt;
[[File:SecHq.png|thumb|450px|right|The [[Security Office]]|link=Special:FilePath/SecHq.png]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Brig|The Brig]]:&#039;&#039;&#039; The Warden runs this. If you&#039;re in here, the [[Armory]] or [[Security Office|any other part of the security sector]] he has authority over you. The Brig itself has cells and cell timers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Prison Wing]]:&#039;&#039;&#039; The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Office]]:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Posts]]: &#039;&#039;&#039;Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armory]]:&#039;&#039;&#039; The Armory contains additional weapons and armor which the Head of Security and Warden have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.&lt;br /&gt;
&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;t move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Checkpoint|Arrival Checkpoint]]:&#039;&#039;&#039; This checkpoint is near the Arrival Shuttle. It has an ID computer that the [[Head of Personnel|HoP]] can man as well as other security computers. There is also a locker with security gear. If you&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Citations and Fines==&lt;br /&gt;
For minor crimes you may choose to give the culprit a citation (containing a fine) instead of brig time. Officers can issue a citation and a fine (up to 1000 credits) from a security records console. If you get a citation, a PDA message will alert you how much the fine is. You can pay your fines at any security warrant console, located outside the brig, in a law office, or the courtroom public area. &lt;br /&gt;
&lt;br /&gt;
Not paying a fine has no automatic consequences. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Evacuation==&lt;br /&gt;
So the escape shuttle has been called! Your job will be to [[Beyond the impossible|ensure that everyone proceeds on the shuttle in an orderly fashion]].&lt;br /&gt;
&lt;br /&gt;
Prisoners in the Brig should only be released at the Warden&#039;s discretion. Prisoners from the Prison Wing should be moved to  the Security Escape Pod or to the Escape Shuttle&#039;s brig where they will be held until the shuttle docks at [[CentCom]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key Points==&lt;br /&gt;
* Ask first, stun second.&lt;br /&gt;
* Space Law is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in Space Law.&lt;br /&gt;
* It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly dangerous).&lt;br /&gt;
* Only the Captain, HoS or Warden can authorize a permanent sentence or forced cyborgization.&lt;br /&gt;
* Your job isn&#039;t to be a tyrant or your suspects will be praying to the Gods (read: Admins) for ultimate justice. Make sure you follow standard protocol so that the [[Administrators|Gods]] smile down upon you.&lt;br /&gt;
* If an [[Administrators#Game admins|Admin]] contacts you, please explain to them what happened. Just because you&#039;re a Security Officer doesn&#039;t mean you&#039;re [[Shitcurity|wrong]] by default. Don&#039;t throw a tantrum, you&#039;ll only make things worse.&lt;br /&gt;
* Try not to take this job too seriously and have fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hangyul</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Guide_to_security&amp;diff=6645</id>
		<title>Guide to security</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Guide_to_security&amp;diff=6645"/>
		<updated>2021-06-25T16:46:23Z</updated>

		<summary type="html">&lt;p&gt;Hangyul: copy and pasted TG&amp;#039;s guide to security to act as placeholder&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;name=Head of Security William Harshman&lt;br /&gt;
|text=The Nanotrasen security force welcomes you, recruit. The path you have chosen is certainly a daunting one, but the most rewarding and defining of Nanotrasen standards here and abroad!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;BUT WAIT! Before you run off and knock the clown senseless with your stunbaton, you should read the things below.&lt;br /&gt;
|image=[[File:Generic_hos.png|80px|right]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Who Orders Who==&lt;br /&gt;
* [[Security Officer]]s and the [[Detective]] all share the same rank. The [[Warden]] is second in command to the HoS. The [[Head of Security]] is on the top of the security hierarchy. All security members take orders from him, and he takes his orders from the [[Captain]].&lt;br /&gt;
&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
&lt;br /&gt;
* The [[Head of Personnel]] is &#039;&#039;&#039;not&#039;&#039;&#039; part of the security hierarchy and should not heavily involve himself in security affairs. The HoP &#039;&#039;&#039;cannot&#039;&#039;&#039; order security around and &#039;&#039;&#039;cannot&#039;&#039;&#039; enter secure areas such as the [[Armory]] without authorization from the HoS.&lt;br /&gt;
&lt;br /&gt;
==Security Equipment==&lt;br /&gt;
Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, you can however wear your gear as you like.&lt;br /&gt;
&lt;br /&gt;
The main thing behind this is that you want to be as ready as possible for even the most uncertain of events.&lt;br /&gt;
# In case you&#039;ve just joined the security force, you need to get your security jumpsuit, helmet, armor, jackboots, gloves and a security bowman headset (which provide flashbang protection) on.&lt;br /&gt;
# Go to the [[Security Office]] and open a security locker.&lt;br /&gt;
# [[File:Hudsunglasses.png]] Get [[Security HUD|HUDglasses]] and put them on.&lt;br /&gt;
# [[File:BreathMask.png]] Get [[Breath mask|Breath Mask]] from your internals box and put it on.&lt;br /&gt;
# [[File:AirTank.png]] Take your [[Emergency Oxygen Tank]] (set to 16 kPa output) and put it in your pocket. ALTERNATIVELY Take a Flashbang and put it in your pocket.&lt;br /&gt;
# [[File:Id_regular.png]] [[File:Securitypda.png]] Take your [[ID|ID Card]] and put it inside your [[PDA]], then put your PDA into the ID-slot.&lt;br /&gt;
# [[File:Secbelt.png]] Get your [[Security Belt]] and put it on. Your Security Belt comes preequipped with a [[Stun Baton]], [[Flash]], [[Flashbang]], [[Pepperspray]] and [[Handcuffs]].&lt;br /&gt;
# [[File:Handcuffs.png]] Get an extra pair of handcuffs from the SecTech vending machine and put it in your box in your backpack.&lt;br /&gt;
# [[File:ModernDisabler.png]] Get your [[Disabler]], get the Seclite from your belt and attach it to the Disabler and put it back in your exosuit-slot.&lt;br /&gt;
&lt;br /&gt;
Alternatives to this setup: ditch the handcuffs for zipties, ditch the pepperspray for another flashbang, grab extra flashbangs from the locker.&lt;br /&gt;
&lt;br /&gt;
You should be looking something like this now:&lt;br /&gt;
&lt;br /&gt;
[[File:Security_Gear.png|400px]]&lt;br /&gt;
&lt;br /&gt;
And all you need to do now is keep your Security Belt open so you&#039;ll have quick access to the items in case of an emergency and be prepared for most things the station&#039;s going to throw at you!&lt;br /&gt;
&lt;br /&gt;
Also make sure you understand what [[HUD#Security HUD Icons|the icons on your Security HUD]] mean. For further info about security equipment, refer to the [[Security items|List of Security Items]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;t run around with your disabler or baton out!&#039;&#039;&#039; You will get disarmed and your weapons will be stolen. Not only will the rest of the security team laugh at you, you&#039;ve also potentially armed some [[revolution|very]] [[traitor|dangerous]] [[changeling|people]], putting the safety of the entire station in jeopardy. Keep your weapons secured until you need them! &lt;br /&gt;
&lt;br /&gt;
===Security Robots===&lt;br /&gt;
* Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you&#039;re in a tight spot, you can call Beepsky to you by using your PDA.&lt;br /&gt;
&lt;br /&gt;
* While Beepsky&#039;s rudimentary orders can be accessed from security computers, [[Cyborg#Security|silicons]] are not within the normal chain of command. They are subject the [[AI]] and follow the same laws.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t kill silicons for trying to stop you from executing someone. It&#039;s required of them by their laws. Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They&#039;ll be treated differently.&lt;br /&gt;
&lt;br /&gt;
==[[File:Lawbook.png]] [[Space Law|Law]]==&lt;br /&gt;
[[Space Law]] is a summary of most crimes with some suggested sentence times. You are generally recommended to not follow Space Law for minor and medium crimes. Avoid stacking (in particular) minor/medium crimes when deciding on brig times, unless the criminal has really bad behaviour. Instead prefer shorter sentences such as a couple of minute in the brig, or 50 points in the gulag instead of 500 for inciting a riot, unless the crime is severe or griefy in nature. Sometimes the Captain determines what is lawful and what isn&#039;t (within reason), but don&#039;t obey the Captain if you&#039;re told to &amp;quot;purge all non-humans&amp;quot; or similar.&lt;br /&gt;
&lt;br /&gt;
==[[Standard Operating Procedure]]s==&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. See the [[Rules]] for more details. &lt;br /&gt;
&lt;br /&gt;
* You are an enforcer of [[Space Law]], you&#039;re not [[Shitcurity|The Law]].&lt;br /&gt;
&lt;br /&gt;
* Be wary of people with harmful intentions. You should use minimal force, but not at the risk of your own life.&lt;br /&gt;
&lt;br /&gt;
* Communicate with your team, ask the HoS/Warden for orders and respond to calls for help (you can highlight the word &#039;&#039;&#039;help&#039;&#039;&#039; in chat&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
* If you&#039;re going somewhere you know will be very dangerous, bring a buddy with you.&lt;br /&gt;
&lt;br /&gt;
* More information about the [[Standard Operating Procedure]] during different code levels.&lt;br /&gt;
&lt;br /&gt;
==Demotions==&lt;br /&gt;
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a [[Head of Staff]] might request your assistance in demoting one of their subordinates. In such cases, you are to accompany them as they confront the subordinate, or are asked to arrest someone who has abandoned their workplace and fled. In either case, ensure that you secure their ID and all items related to the job (i.e. tools and gloves from engineers) and return them to the head at your earliest convenience. The head can then remove the departmental access from the ID and return it to the demoted person.&lt;br /&gt;
&lt;br /&gt;
==The Brig / Punishments==&lt;br /&gt;
[[File:Thebrig.png|450px|thumb|The [[Brig]]]]&lt;br /&gt;
[[Space Law#Brig Procedures|Instructions on how to correctly brig a prisoner can be found here.]]&lt;br /&gt;
&lt;br /&gt;
Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into [[Medbay]] and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Confiscate the stethoscope and return it to [[Medbay]] when possible&lt;br /&gt;
:*Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
:*Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
:*Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
;&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
:*Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
:*Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
:*Give a ten minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Remove their EVA suit, any mining tools or other items. Have the [[detective]] work his magic on the weapons to confirm what happened. &lt;br /&gt;
:*Set a reasonable timer on the cell, or send then to the gulag for a similar sentence. &lt;br /&gt;
:*Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on. &lt;br /&gt;
:*Inform the [[Warden]] or [[Head of Security]] and ask them to take over if they say the prisoner is to be permabrigged. &lt;br /&gt;
;DON&#039;T&lt;br /&gt;
:*Beat the prisoner to the point where they&#039;re critically injured or worse. &lt;br /&gt;
:*Strip their items in the rapidly depressurizing engineering room. &lt;br /&gt;
:*Let a lynch mob harm your prisoner. &lt;br /&gt;
:*Refuse their request to speak with legal counsel. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
;DO&lt;br /&gt;
:*Strip all of their posessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the [[Warden]]. &lt;br /&gt;
:*Inform the [[Head of Security]].&lt;br /&gt;
:*Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
:*Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
;DONT&lt;br /&gt;
:*Beat them to death on the spot. &lt;br /&gt;
:*Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
:*Refuse to negotiate. There are an infinte number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be [[revolution|busting heads]] infrequently.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
===Permabrigging / Forced Cyborgization===&lt;br /&gt;
Captain, Acting Captain or Head of Security (or, in their absence, Warden) permission is required to permanently lock someone up or turn them into a [[Cyborg]]. You do not NEED the Captain if the HoS is available.&lt;br /&gt;
&lt;br /&gt;
Punishment via throwing them into permabrig should fit the crime. Did whatever they did to deserve such a sentence affect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly?&lt;br /&gt;
Permabrigging someone for stealing something and running away through secure areas vs permabrigging someone who&#039;s shot and killed people. One is a much less severe crime.&lt;br /&gt;
&lt;br /&gt;
==Lethal Force / Executions==&lt;br /&gt;
[[File:Prison-wing.png|450px|thumb|The [[Prison Wing]]]]&lt;br /&gt;
* If something poses a constant threat, you are free to use lethal force. This includes dangerous nonhuman creatures, changelings, nuclear operatives, cultists, and wizards.&lt;br /&gt;
&lt;br /&gt;
* If hulks are smashing shit, you are free to use lethal force on them &amp;lt;s&amp;gt;until they pass out and lose hulk after too much damage, at which point you can either take them to get healed or heal them yourself, and then brig/permabrig them.&amp;lt;/s&amp;gt; &#039;&#039;If someone&#039;s using their stun immunity to go around smashing stuff for no reason you are allowed to kill them - &amp;quot;no reason&amp;quot; being the key words. Don&#039;t kill hulks that are breaking stuff for good reasons (like when the rogue as shit AI is flooding plasma)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* If someone is shooting at you with lethal weaponry you are free to respond in kind.&lt;br /&gt;
&lt;br /&gt;
* Once you have someone stunned and cuffed, there is usually no excuse to not take them to the brig/permabrig if they aren&#039;t one of the above listed threats. Beating a common criminal, who is already down and unable to fight back, to death is shit. &#039;&#039;Some circumstances may change this. Don&#039;t let your guard down.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Executions are to be authorized by the Captain or acting Captain, if available. If &#039;&#039;&#039;neither&#039;&#039;&#039; are available, it is up to the HoS or acting HoS. If security are in agreement that the Captain is unfit for command, they may defer to the HoS. &#039;&#039;Whoever authorizes an execution will ultimately be held responsible by admins.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* When considering whether or not to execute someone, consider their crimes; did they murder people with an ebow, or did they just emag 1-2 doors? It&#039;s perfectly reasonable to execute someone for the former. Yes, you could execute someone for emagging as well, but consider sticking them with a lethal chemical implant or even sending them to be borged. Neutralizing a threat posed by an antagonist is reasonable, but removing that player from the round is dishonorable.&lt;br /&gt;
&lt;br /&gt;
* In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn&#039;t going to get you in trouble.&lt;br /&gt;
&lt;br /&gt;
* Revolution is a special case for execution authorization, considering everyone is swarming you at once, so use your best judgement. Don&#039;t forget your [[Security_items#Mindshield_Implant|Mindshield Implants]]! &lt;br /&gt;
&lt;br /&gt;
* See the [[Rules]] section for more details.&lt;br /&gt;
&lt;br /&gt;
==Dealing With Threats, Minimal Force==&lt;br /&gt;
As a Security Officer you are expected to fight any and every hostile force assaulting the station, from traitorous crew members to powerful reality defying Wizards to teams of &amp;quot;crack&amp;quot; syndicate assault forces. You must know how to counter any and all threats that are thrown at you, preferably with minimal force needed on your part. Remember, however, that not only is the station&#039;s peace at risk, but your very life is on the line; fail and you will die! Here is NT&#039;s staple guide on suggested courses of action against expected threats.&lt;br /&gt;
&lt;br /&gt;
===Shitlers/Greytiders===&lt;br /&gt;
&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) should be threatened with a stint in perma. &lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by [[Assistant|Assistants]] (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the [[Armory]] secure. &lt;br /&gt;
&lt;br /&gt;
A persistent greytider should be [[adminhelp|adminhelped]] once all possible [[IC]] solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable. &lt;br /&gt;
&lt;br /&gt;
===[[File:Sword.gif]] Traitors===&lt;br /&gt;
[[Traitor|Traitors]] range in hostility and thus are a mixed bag to tackle, standard ranged stunning is recommended in dealing with confirmed traitors. If someone is suspected of being a Traitor, get several Officers to search the person in question and possibly search their department for hidden items. Interviews with witnesses and victims can help in proving the guilt of a possible Traitor. You should generally offer the chance for a perp to surrender before engaging, unless they are actively hostile. In the case of overt traitors however you will need to respond with a proportionate level of force.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Improvised Weapons&#039;&#039;&#039;: Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Stolen Station Weapons&#039;&#039;&#039;: Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Syndicate Weapons&#039;&#039;&#039;: Suspect should be presumed to be armed and dangerous, AI should report and track perp&#039;s location. Do not approach without backup. Consider asking the Warden/Head of Security to issue Riot Shields and Energy Guns. If suspect is wielding Dual Energy Swords, ranged energy weapons (including disablers) will prove ineffective. Flashbangs, stunbatons, shotguns or the [[Detective|Detective&#039;s]] revolver will be suitable (just be sure the detective doesn&#039;t kill the suspect).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Spray Bottle&#039;&#039;&#039;: A unique &amp;quot;device&amp;quot;. Small amounts of water can slip people for long periods of time, making you drop your weapon. If the suspect is reported to possess a Spray Bottle or Fire Extinguisher, do not approach without walking. If the suspect is using ranged weapons in a conjunction, be wary and avoid getting into a bad situation. Consider getting Cargo to order Galoshes or ambush the traitor.&lt;br /&gt;
&lt;br /&gt;
===[[File:Changeling.gif]] Changelings===&lt;br /&gt;
[[Changeling|Changelings]] are alien entities that have infiltrated the station. They can easily change their appearance in a moments notice. If there are confirmed sightings of Changelings, be wary. Sometimes you will encounter one with bio-organic armor, a shield that stops ranged tasers in their tracks, and an incredibly deadly arm blade. Don&#039;t underestimate them under any circumstances!&lt;br /&gt;
Due to their abilities, it is possible for a Changeling to kill a fellow Sec Officer and impersonate him. However, you should note that they will lack a [[Security_items#Mindshield_Implant|Mindshield Implant]] unless they had themselves implanted. Be wary of Sec Officers without Implants and unless they can confirm they were killed and cloned, they should be arrested or kept under close watch. While you are free to terminate a confirmed Changeling, you must be 100% certain that the suspect is a Changeling before executing. If you cannot prove they are a Changeling, ask the Warden/HoS to give them a Chem/Tracking implant to watch their future activities. So if Joe Innocent walks out of the brig with a Chem Implant displaying a red or blue dot above their head on the secHUD, and later on you see Alex Antag with the same dot, you will know that they are probably Changeling.&lt;br /&gt;
&lt;br /&gt;
The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can get up instantly after being stunned and sometimes melt their handcuffs. If they do, you may need to switch to lethals.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_nukesyndie.png]] Nuclear Operatives===&lt;br /&gt;
A five-man team of operatives that are tasked with assaulting your station, stealing the Nuclear Authentication Disk, and destroying the station via a thermonuclear device. You must make every effort to stop them. During a nuclear threat, you are recommended to ignore most other crimes on the station. You need the crew to fight alongside you. &lt;br /&gt;
&lt;br /&gt;
The [[Nuke ops|Nuke Ops]] are equipped with a deadly array of weapons and devices that are better than yours in every regard. Guns that can knock you down and kill you with a few rounds. Assault mechs and cyborgs that can tear a hole into wherever they goddamn please. Hardsuits that offer protections from the hazards of space, ballistic and energy weapons. This is a team of five (or maybe more!(or maybe less)) hardass sons of bitches who won&#039;t go down without a fight, and they&#039;ll probably explode if you manage to take &#039;em down. Proceed with caution.&lt;br /&gt;
&lt;br /&gt;
Upon the confirmation of Nuclear Operatives, get the Warden/HoS to open the armory and distribute weapons. At the same time, confirm the location of the nuke disk, which should hopefully be on the Captain, and ensure that it stays as far away from the ops as possible. From this point you should prioritize protecting the disk at all costs. Consider asking for a bulletproof vest and helmet, since nuke ops often use bullets, and bulletproof vests block 80% of bullet damage to the chest and head, which can be very helpful. If the AI is still alive at this point, make sure it calls the shuttle.&lt;br /&gt;
&lt;br /&gt;
When fighting nuke ops, use numbers and cover to your advantage. Avoid exposing yourself and concentrate on one Operative at a time. If you can attack an isolated operative, go for it. If you down an op, attempt to strip as much of its gear as you can before the op triggers their explosive implant. Remember that as long as the disk is with you, you only need to defend, so don&#039;t give up that advantage until you have to.  &lt;br /&gt;
&lt;br /&gt;
If you encounter a Mech, fall back and regroup. The only way to take down a mech is with concentrated firepower or an ion weapon (like the rifle in the [[armory]] or HoS personal laser. &lt;br /&gt;
&lt;br /&gt;
The Syndicate Cyborg, like regular cyborgs, is immune to stun weaponry. Your best bet for countering one of these is to flash it with your flash or a flashbang and then go to town on it with your stun baton or another melee weapon. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Securing the Disk is your number-one priority.&#039;&#039;&#039; Keep the disk bearer alive at all costs and protect it. If you have a choice between killing an operative and saving the disk, &#039;&#039;&#039;save the disk&#039;&#039;&#039;! If you lose the disk, quickly secure EVA gear and scour the exterior of the station to find the Ops. If you are lucky you can catch them trying to arm the nuke. A [[pinpointer]] helps greatly in this situation.&lt;br /&gt;
&lt;br /&gt;
===[[File:Generic_wizard.png]] Wizard===&lt;br /&gt;
A extremely powerful entity, if a [[Wizard]] is confirmed, rally the Security and arm up with the best weapons you can get. The best way to terminate a Wizard is to stick together and focus fire on them. Shotguns are ideal weapons. Wear them down with constant shotgun or laser-fire. Do not go at them alone or you will die. If you can safely stun them, either open fire with lasers or remove their clothing to shut down most of their spells. Do not enter into melee range unless you can confirm that they cannot use Disintegrate or Magic Missiles.&lt;br /&gt;
&lt;br /&gt;
If by some miracle you are able to subdue a Wizard, immediately secure them with cuffs, a straightjacket and a muzzle. This will usually shut them down completely and render them harmless. At this point, your greatest threat is the crew trying to kill the helpless Wizard. If you still wish to preserve their life, move to the Brig and push back people trying to kill them. Generally at this point the living Captain/HoS/Warden/Clown will either perform an execution or a trial for the Wizard.&lt;br /&gt;
&lt;br /&gt;
Remember, even if the Wizard is named &amp;quot;Friend the Friendly&amp;quot;, repeatedly says &amp;quot;I&#039;m a friendly Wizard&amp;quot;, and carries around a staff of healing, you are still allowed to kill it.&lt;br /&gt;
&lt;br /&gt;
===[[File:Rev.png]] Revolutionaries===&lt;br /&gt;
Sometimes, a few crew members will have enough and rebel against the command staff and the security force. Your job is to stop them at all costs and protect the command staff. [[Revolution|Revolutionaries]] are as deadly as a traitor with improvised weapons, however, their greatest strength are their numbers. Tasers, energy guns and stunbatons are useless against a swarm of 10 to 20 people clambering over the stunned and twitching bodies of fellow revs to get at your throat.&lt;br /&gt;
&lt;br /&gt;
When you subdue a Revolutionary, you should take them to the brig and arrange them to be mindshield-implanted. This will remove their Rev-status and guarantee their allegiance to security and the command staff and prevent them from being converted again. If you cannot get access to a mindshield implant, simply smashing their face in by using your stunbaton with {{Leftclick}} will eventually deconvert them, though they will still be vulnerable to re-conversion.&lt;br /&gt;
&lt;br /&gt;
Work with security to protect the command staff and suppress the revolution. Cargo will be a vital battleground fought over, as it acts both as a source of mindshield implants for security and a source of weapons for the Revolutionaries.&lt;br /&gt;
&lt;br /&gt;
===[[File:Cult.png]] Cultists===&lt;br /&gt;
Similar to Revolutionaries in few respects, their goal is to sacrifice a specific crewmember and then summon Nar&#039;Sie. &lt;br /&gt;
&lt;br /&gt;
Fighting [[Cult|Cultists]] requires all hands on deck. You must be vigilant in fighting Cultists. Anyone outside of security and the Captain can be a Cultist. Work together to lock down the station, declare martial law (red alert), perform random searches for cult items and crack down on departments. Use force as necessary if people try to swarm you or follow you around.&lt;br /&gt;
&lt;br /&gt;
When you capture a Cultist, your options are limited. Unlike Revs, mindshield implants do not revert their Cult-status, and only forces the cult to sacrifice non-cultists and turn them into constructs instead of converting them. As such, you have few options. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Deconversion&#039;&#039;&#039;: You should be aiming to deconvert all captured cultists, however at times this may not be viable (Usually during a shortage of Holy Water). See [[Cult#How_to_Deconvert_a_Cultist_with_Holy_Water|How to Deconvert a Cultist with Holy Water]]. A cultist can&#039;t be summoned by other cultists if cuffed and either grabbed or buckled. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Permabrigging&#039;&#039;&#039;: Don&#039;t bother. Cultists can create a new ritual dagger from nothing, and can just teleport out. can be used as a temporary solution while preparing to deconvert them, secure the cultist with a straightjacket.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Forced Borging&#039;&#039;&#039;: Borgs can both be stunned and converted into constructs by cultists, so this isn&#039;t really worth the effort. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Execution&#039;&#039;&#039;: A controversial approach both ingame and outgame. This removes the Cultist permanently and removes the threat. It is quick and easy without any unneeded effort on your part. However if the AI and borgs witness or find evidence of this, the AI can be obligated shut you down to prevent further human harm. You are free to kill confirmed cultists, especially when pentagram halos have appeared over their heads. But deconversion is the preferred solution.&lt;br /&gt;
&lt;br /&gt;
==Security Controlled Locations==&lt;br /&gt;
[[File:SecHq.png|thumb|450px|right|The [[Security Office]]]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Brig|The Brig]]:&#039;&#039;&#039; The Warden runs this. If you&#039;re in here, the [[Armory]] or [[Security Office|any other part of the security sector]] he has authority over you. The Brig itself has cells and cell timers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Prison Wing]]:&#039;&#039;&#039; The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Office]]:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Posts]]: &#039;&#039;&#039;Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Armory]]:&#039;&#039;&#039; The Armory contains additional weapons and armor which the Head of Security and Warden have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.&lt;br /&gt;
&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;t move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Security Checkpoint|Arrival Checkpoint]]:&#039;&#039;&#039; This checkpoint is near the Arrival Shuttle. It has an ID computer that the [[Head of Personnel|HoP]] can man as well as other security computers. There is also a locker with security gear. If you&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Citations and Fines==&lt;br /&gt;
For minor crimes you may choose to give the culprit a citation (containing a fine) instead of brig time. Officers can issue a citation and a fine (up to 1000 credits) from a security records console. If you get a citation, a PDA message will alert you how much the fine is. You can pay your fines at any security warrant console, located outside the brig, in a law office, or the courtroom public area. &lt;br /&gt;
&lt;br /&gt;
Not paying a fine has no automatic consequences. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Evacuation==&lt;br /&gt;
So the escape shuttle has been called! Your job will be to [[Beyond the impossible|ensure that everyone proceeds on the shuttle in an orderly fashion]].&lt;br /&gt;
&lt;br /&gt;
Prisoners in the Brig should only be released at the Warden&#039;s discretion. Prisoners from the Prison Wing should be moved to  the Security Escape Pod or to the Escape Shuttle&#039;s brig where they will be held until the shuttle docks at [[CentCom]]. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key Points==&lt;br /&gt;
* Ask first, stun second.&lt;br /&gt;
* Space Law is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in Space Law.&lt;br /&gt;
* It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly dangerous).&lt;br /&gt;
* Only the Captain, HoS or Warden can authorize a permanent sentence or forced cyborgization.&lt;br /&gt;
* Your job isn&#039;t to be a tyrant or your suspects will be praying to the Gods (read: Admins) for ultimate justice. Make sure you follow standard protocol so that the [[Administrators|Gods]] smile down upon you.&lt;br /&gt;
* If an [[Administrators#Game admins|Admin]] contacts you, please explain to them what happened. Just because you&#039;re a Security Officer doesn&#039;t mean you&#039;re [[Shitcurity|wrong]] by default. Don&#039;t throw a tantrum, you&#039;ll only make things worse.&lt;br /&gt;
* Try not to take this job too seriously and have fun.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Hangyul</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Guide_to_races&amp;diff=6600</id>
		<title>Guide to races</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Guide_to_races&amp;diff=6600"/>
		<updated>2021-06-12T13:39:17Z</updated>

		<summary type="html">&lt;p&gt;Hangyul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you&#039;re expected to try and coexist on this deathtrap&amp;lt;br&amp;gt;&lt;br /&gt;
Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.&lt;br /&gt;
&lt;br /&gt;
=Roundstart Races=&lt;br /&gt;
On tgstation, these are the races allowed to be chosen at round start. Because they are freely available, you should expect to deal with them nearly every round.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Humans}}[[Humans]]===&lt;br /&gt;
[[File:humans.png]]&lt;br /&gt;
&lt;br /&gt;
On the station humans enjoy a degree of superiority over other races, everyone you meet in a position of power will generally be a human.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, the [[AI]] will apply the protections of its laws ONLY to humans, though they may extend that protection to other races out of preference provided doing so doesn&#039;t harm humans.&amp;lt;br&amp;gt;&lt;br /&gt;
Should a conflict arise between a human and another race, expect the AI to take the human&#039;s side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Behave like the dominant species you are. Beat skulls in with a toolbox and remind everyone that you are essentially a bald ape. Get leg-dropped by a wrestler and watch as your leg actually falls off.&amp;lt;br&amp;gt; Set up industrial-sized bugzappers in the main hall to deal with [[Mothpeople|the pests]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Fried food and junkfood, often combined into a heavenly form known as fast food.&lt;br /&gt;
* Dislikes: Raw food.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* AI Protection under the default Asimov lawset.&lt;br /&gt;
* Domination of [[Command_Staff|Command Jobs]].&lt;br /&gt;
* Strength in numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* None at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Everywhere.&lt;br /&gt;
&lt;br /&gt;
=== {{Anchor}}[[Synthetic Humans]] ===&lt;br /&gt;
[[File:Synthhuman.png|left|frameless|96x96px|alt=]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Standard humans but synthetic; they look identical to their biological brethren, but possess robotic organs and limbs instead of flesh. They have a number of advantages and weaknesses.&lt;br /&gt;
&lt;br /&gt;
Synths are stunned and burnt by EMP&#039;s and ions.&amp;lt;br&amp;gt;They do not need to breathe, are not affected by any sort of chemical reagent and have immunity to most viruses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be a human but without complicated healing. Beat people to death whilst laughing as you cannot be poisoned by the Chemist. &lt;br /&gt;
&lt;br /&gt;
Cry when the chemist mixes uranium and iron together. Cry again when they bring your corpse to medical instead of Robotics.&lt;br /&gt;
&lt;br /&gt;
==== Diet ====&lt;br /&gt;
&lt;br /&gt;
* Likes: Energy from APC&#039;s.&lt;br /&gt;
* Dislikes: Water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not need to breathe.&lt;br /&gt;
* Immunity to chemicals.&lt;br /&gt;
* Immunity against viruses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Still immune to beneficial chemicals.&lt;br /&gt;
* Stunned and severely burnt by any sort of EMP or Ion blast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Security, Science and Medical.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Lizardperson}}[[Lizardperson|Lizardpeople]]===&lt;br /&gt;
[[File:lizardpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Second class citizens, lizards are generally relegated to lower level work.&amp;lt;br&amp;gt; &lt;br /&gt;
Within a department a lizard staff member may enjoy anywhere from almost equal standing to obvious racism and disrespect, depending on their coworkers. They enjoy no advantages beyond their striking appearance.&amp;lt;br&amp;gt;&lt;br /&gt;
Their appearance and naming conventions are loosely derived from the Argonians, of Skyrim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Name yourself Does-The-Gimmick. Set all your accessory slots and become an unrecognizable blob of pixels. &amp;lt;strike&amp;gt;Be locked out of important positions.&amp;lt;/strike&amp;gt; Threaten the HoP with a lawsuit if he doesn&#039;t promote you to a Head position and get promptly lasered to death.&amp;lt;br&amp;gt; Make it hard to understand a word you say by hissing frequently. Get discriminated against for being a snowflake race.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Fruits, Vegetables, and Meat, &#039;&#039;especially&#039;&#039; fresh meat. Sometimes even from [[Pets|tiny vermin]] that NanoTransian so graciously lets inhabit the station. &amp;lt;strike&amp;gt;Or the morgue, for the particularly cruel or [[Chef|culinarily inclined]]&amp;lt;/strike&amp;gt;&lt;br /&gt;
* Dislikes: Grain, Dairy, really anything overly processed. Only the freshest will do if it can&#039;t be turned into Jerky. (Sadly, this means the finest of human culinary creations, like pizza or cake, is off limits. What a terrible existence it must be.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Memorable appearance.&lt;br /&gt;
* Solidarity with lizards staffmates.&lt;br /&gt;
* Lizardpeople take one third less heat damage.&lt;br /&gt;
* Lizard tails and hides can be used to craft sought after items like lizard wine, the Liz O&#039; Nine Tails and lizard cloche hats.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Likely target of racism.&lt;br /&gt;
* Noticeable lisssp.&lt;br /&gt;
* 50% more cold damage.&lt;br /&gt;
* Non-human to the AI.&lt;br /&gt;
* &#039;&#039;Your&#039;&#039; lizard tail and hide can be used to craft sought-after items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Everywhere but command department.&lt;br /&gt;
&lt;br /&gt;
=== {{Anchor}}[[Synthetic Lizardpeople]] ===&lt;br /&gt;
[[File:Synthliz.png|left|frameless|90x90px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Highly modified Synthetics that have been made to resemble Lizardpeople. More or less &amp;quot;special&amp;quot; Synthetic Humans.&lt;br /&gt;
&lt;br /&gt;
Like their humanoid-esque siblings, Synthetic Lizard people are vulnerable to EMP&#039;s and ions.&amp;lt;br&amp;gt;They do not need to breathe, do not process reagents, are not affected by most viruses and have the additional advantage of not being effected by the cold, whilst normal Lizardpeople are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Name yourself a complicated acronym for something that is likely horny and/or edgy. Be sad when nobody asks you what it stands for. Try to play security, get turned into scrap metal by the Traitor with an EMP flashlight and a dream. Get send to medical alongside the Synthetic Human. Cry as the doctors refuse to send you to robotics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Likes: Energy from APC&#039;s.&lt;br /&gt;
* Dislikes: Water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not need to breathe.&lt;br /&gt;
* Immunity to chemicals.&lt;br /&gt;
* Immunity against viruses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Still immune to beneficial chemicals.&lt;br /&gt;
* Stunned and severely burnt by any sort of EMP or Ion blast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Security, Science and Medical.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Plasmaman}}[[Plasmaman]]===&lt;br /&gt;
[[File:Plasmaman.png|120px]]&lt;br /&gt;
&lt;br /&gt;
Plasmamen are essentially reanimated skeletal corpses inhabited by Colonids, a microscopic, plasma-based fungi that can form into sentient networks.&amp;lt;br&amp;gt;&lt;br /&gt;
Plasmamen have a hard time living on oxygen based space stations as they breathe pure Plasma as their air supply, thus they wear special environmental suits to protect them.&amp;lt;br&amp;gt;&lt;br /&gt;
They have very heavy drawbacks, and must rely on their skill and respect to get by, but get many mechanical advantages unique to them as a result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make up 50% of the Engineering Department staff, take radiation baths in the Supermatter Engine. Stick out like a sore thumb when trying to be stealthy. Die in general.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Vegetables.&lt;br /&gt;
* Dislikes: Fruit, only the flesh is weak to scurvy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* They stand out.&lt;br /&gt;
* Can use their bodies drawback of setting on fire offensively to scare off attackers.&lt;br /&gt;
* Welding visor that can be toggled on and off, which lets one weld safely and block flashes if necessary.&lt;br /&gt;
* Immune to cold, letting them spacewalk with only needing an emergency firesuit as the emergency firesuit protects from pressure damage.&lt;br /&gt;
* Immune to most viruses.&lt;br /&gt;
* Immune to radiation, no matter the severity.&lt;br /&gt;
* Can&#039;t bleed.&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* They have lights built into their helmets which can be toggled on and off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They stand out, badly.&lt;br /&gt;
* Likely target of racism.&lt;br /&gt;
* They rely on a constant source of Plasma air to survive.&lt;br /&gt;
* If exposed to Oxygen, their body will catch on fire.&lt;br /&gt;
* 150% damage from brute, heat and fire.&lt;br /&gt;
* They are stuck inside an environment suit. [Replaceable by Hardsuit, EVA spacesuit, or emergency firesuit + firehat/pressure sealed hat]&lt;br /&gt;
* Can&#039;t drink or eat through helmet, so plasmamen are dependent on injections and patches in order to not take potential damage from eating.&lt;br /&gt;
* No easy ability to hide their identity, as their envirosuits are color coded to match their job.&lt;br /&gt;
* May get their helmets or envirosuit taken off by security stripsearching them, and as a result, die.&lt;br /&gt;
* Have to wear gloves at all times to not light on fire, which means if their arm is cut off and they do not have an emergency firesuit or evasuit to save them, they will burn and die when the gloves fall off.&lt;br /&gt;
* The AI and its [[Cyborg|minions]] are almost always free to maim or kill you if you are seen harming a human.&lt;br /&gt;
* Has no genetic code, meaning they cannot have [[guide to genetics|genetic mutations]].&lt;br /&gt;
* They can wear almost no unique cosmetics, and as a result are always bald.&lt;br /&gt;
* Plasmaman organs are rare, and thus not easily replaceable when damaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Probably in a chair next to the [[supermatter|supermatter engine]], wearing a firesuit and soaking up the radiation, waiting to unleash it on the rest of the station crew.&lt;br /&gt;
* Probably in a chair next to [[guide_to_atmospherics|active fusion of gases]], wearing a firesuit and soaking up the radiation, waiting to unleash it on the rest of the station crew.&lt;br /&gt;
* Probably in a tritium fire at [[atmospherics|atmospherics]], wearing a firesuit and soaking up the radiation, waiting to unleash it on the rest of the station crew.&lt;br /&gt;
* Walking around hallways, unleashing radiation on the rest of the station crew.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Mothpeople}}[[Mothpeople]]===&lt;br /&gt;
[[File:Moths.gif|90px]]&lt;br /&gt;
&lt;br /&gt;
White-faced insect people with wings and antennae. Be the Mary Sue you were always meant to be with a shitload of color &#039;themes&#039; to choose from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get everything unique about you as a species removed by deranged people, but manage to sneak past a free infinite jetpack that never activates when you need it to. Turn into toothpaste when you hack a door wrong.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Vegetables, Dairy, Clothing.&lt;br /&gt;
* Dislikes: Fruit.&lt;br /&gt;
* Toxic: Raw meat, cooked meat, just don&#039;t eat something that moved and made noises.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* If your wings haven&#039;t been crisped, you can flutter around once gravity goes out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on.&lt;br /&gt;
* Badly hurt by fly swatters. [10x damage]&lt;br /&gt;
* Vulnerable to pest spray. [3x damage]&lt;br /&gt;
* Fire will burn your wings off, disabling its benefits.&lt;br /&gt;
* Not protected by Asimov laws.&lt;br /&gt;
* Nonsensical &#039;fluttering&#039; speech tag. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Near a [[Guide_to_races#Ethereals|light bulb]] or [[Tesla_Engine|Tesla engine]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Ethereals}}===&lt;br /&gt;
===[[Ethereals]]===&lt;br /&gt;
[[File:Light_Bulb.png|90px]]&lt;br /&gt;
&lt;br /&gt;
Walking lightbulbs that are named after celestial bodies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Snowflake Ethereal food (High-power energy bars, [[Food#Burgers|empowered burgers]]). Electricity, whether through [[Cyborg]] rechargers, electric shocks, APCs, or indirectly through lightbulbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* They&#039;re walking flashlights.&lt;br /&gt;
* Even better when emagged.&lt;br /&gt;
* Deal burn damage instead of brute damage when punching things.&lt;br /&gt;
* Slightly resistant to electricity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They&#039;re walking flashlights.&lt;br /&gt;
* Can only regain nutrition by entering a cyborg recharger, by touching lightbulbs, touching an APC on {{Combat_Mode}}, or through special Ethereal food.&lt;br /&gt;
* Vulnerable to brute damage.&lt;br /&gt;
* Not protected by Asimov laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* At [[Robotics]] and [[Engineering]].&lt;br /&gt;
&lt;br /&gt;
=== {{Anchor}}[[Anthropomorphs]] ===&lt;br /&gt;
[[File:Furry.png|left|frameless|98x98px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Humanoid yet non-human mammals. Known as furries to most. One of the most common species you will see on the station.&lt;br /&gt;
&lt;br /&gt;
They have identical stats and mechanics-wise, are identical to humans. They are only different in appearance and potentially the odd tail or two.&amp;lt;br&amp;gt;They are everywhere. You won&#039;t feel alone playing as one.&lt;br /&gt;
&lt;br /&gt;
==== Diet ====&lt;br /&gt;
&lt;br /&gt;
* Likes: Identical to humans.&lt;br /&gt;
* Dislikes: Identical to humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Strength in numbers.&lt;br /&gt;
* Massive metagang.&lt;br /&gt;
* Appealing to most species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Absolutely detested by some.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Literally everywhere and anywhere.&lt;br /&gt;
&lt;br /&gt;
=== {{Anchor}}[[Synthetic Anthropomorphs]]===&lt;br /&gt;
[[File:SynthAnthro.png|left|frameless|91x91px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Humanoid mammal, but robotic. &lt;br /&gt;
&lt;br /&gt;
Once again, Synthetics are stunned and burnt by Ions/EMP&#039;s.&lt;br /&gt;
&lt;br /&gt;
And again, they do not need to breathe, do not process reagents and are immune to viruses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not exist. Be confused as to why you exist when you spawn in. Be synth #1234567.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Likes: Energy from APC&#039;s.&lt;br /&gt;
* Dislikes: Water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not need to breathe.&lt;br /&gt;
* Immunity to chemicals.&lt;br /&gt;
* Immunity against viruses.&lt;br /&gt;
* Metagang.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Still immune to beneficial chemicals.&lt;br /&gt;
* Stunned and severely burnt by any sort of EMP or Ion blast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Security, Science and Medical.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Human Mutants=&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made.&amp;lt;br&amp;gt; &lt;br /&gt;
These players are less likely to be the targets of racism, as many may simply acknowledge their former humanity, but are none the less NOT human anymore.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Podman}}[[Podman|Podpeople]]===&lt;br /&gt;
[[File:podpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Human blood, resurrected through a plant. Podpeople are rare to see, often only making an appearance if the doctors or defibrillators are gone. They thrive in light and can&#039;t survive darkness for too long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
End up as mister potatohead after getting husked and the Botanist is not stoned enough to forget he can clone, but too stoned to do a good job. Forget that you photosynthesise and grow obese in the light. Start vegetating with relative ease.&amp;lt;br&amp;gt; Remember that you&#039;re basically a walking matchstick well after you marched into a plasma fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Gradually heals and gains nutrition in well lit areas.&lt;br /&gt;
* Immune to plant-based hazards such as space vines and killer tomatoes.&lt;br /&gt;
* Bees don&#039;t mind them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Darkness drains nutrition.&lt;br /&gt;
* If starving, takes damage over time.&lt;br /&gt;
* Easily eaten by goats.&lt;br /&gt;
* Tendency to be overweight due to desire to stay in the light at all times.&lt;br /&gt;
* Extra vulnerable to chemicals designed to kill plant life.&lt;br /&gt;
* Takes extra burn damage and heats up quickly.&lt;br /&gt;
* Mutates if shot by a [[Research_items#Floral Somatoray|floral somatoray]] in mutation mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Hydroponics]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Flyperson}}[[Flyperson|Flypeople]]===&lt;br /&gt;
[[File:flypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Walking abominations of mishmatched DNA caused by teleporter malfunctions. Careful use and upgrading of the teleporter can assure those that dabble with it don&#039;t end up in this sorry state.&amp;lt;br&amp;gt;&lt;br /&gt;
Like the lizard races, there&#039;s absolutely nothing redeemable about existing like this, unless you just enjoy being a freak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Annoy the chef for his cheese, vomit on his food and kill Pete because &amp;lt;strike&amp;gt;you need barf fuel&amp;lt;/strike&amp;gt; muh self defense. Start getting voices in your head when you read the bee movie script over the radio.&amp;lt;br&amp;gt; Get lynched for attacking the botanist using pest spray, and get gibbed by the chef for &#039;no reason&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Gross things, such as vomit. Get your crewmates sick and never go hungry again!&lt;br /&gt;
* Dislikes: Anything with nutriment... the first time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Buz-zz-zing lisp.&lt;br /&gt;
* Grotesque appearance.&lt;br /&gt;
* Badly hurt by pest spray [3x damage].&lt;br /&gt;
* CRUSHED by fly swatters [30x damage].&lt;br /&gt;
* Their organs are unidentifiable. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Near a [[teleporter]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Felinids}}[[Felinids]]===&lt;br /&gt;
[[File:Catpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Effectively human if not for their ears and tail. &lt;br /&gt;
&lt;br /&gt;
Nanotrasen executives agree that Felinids are not befitting of head roles for the same reason certain individuals are drawn to this species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* The same as normal humans.&lt;br /&gt;
* Dislikes: Furballs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of the shift, put on clothes that look like they&#039;re from one of those Chinese cartoons you&#039;re always watching. &amp;lt;s&amp;gt;Have quality interactions with the crew&amp;lt;/s&amp;gt; behave like a poorly-written female character created by a sweaty dude who&#039;s never actually spoken to a woman except for his mother (and a fast food cashier that one time.) NYAAA at the crew. Become an entertaining electrical conductor for silicons. &amp;lt;br&amp;gt; Metafriend every other catperson, every single round. Get lynched in the hallways by a mob while [[the authorities]] point and laugh from a distance. When in danger, [[Rules#Main Rules - read these if nothing else|get saved by backup suspiciously fast.]] Ahelp every transgression people do to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Metagangs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Hit harder by flashbangs.&lt;br /&gt;
* Non-human to the AI.&lt;br /&gt;
* Distracted by laser pointers.&lt;br /&gt;
* Felinids aren&#039;t allowed to have tattoos because it shames famiry.&lt;br /&gt;
* Are below beast races because they abandoned their humanity, as opposed to never having it in the first place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;s&amp;gt;On any station as long as the player made a Felinid character before the great weeb purge of January 2019.&amp;lt;/s&amp;gt;&lt;br /&gt;
* Currently an available race as of November 2019&lt;br /&gt;
&lt;br /&gt;
=={{anchor|Jelly and Slime Mutants}}Jelly and Slime Mutants==&lt;br /&gt;
&lt;br /&gt;
These races are created in Xenobiology by taking mutation toxin. &amp;lt;br&amp;gt;&lt;br /&gt;
Further intake has a chance to mutate a slimeperson into a Stargazer or Luminescent.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Jellypeople}}Jellypeople===&lt;br /&gt;
[[File:Jellyperson_male.png|96px|link=Special:FilePath/Jellyperson_male.png]][[File:Jellyperson_female.png|96px|link=Special:FilePath/Jellyperson_female.png]]&lt;br /&gt;
&lt;br /&gt;
The proto-jelly race. Its subspecies all share the following traits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Anything that would deal toxin damage (for example, Plasma) will heal toxin damage instead.&lt;br /&gt;
* Slimes will never attack them.&lt;br /&gt;
* Able to speak the slime language.&lt;br /&gt;
* Has slime jelly instead of blood, which is toxin if ingested by others.&lt;br /&gt;
* Take half burn damage from any source.&lt;br /&gt;
* Can grow limbs back using their slime jelly &amp;quot;blood&amp;quot;.&lt;br /&gt;
* Has slime lungs, &amp;quot;vacuole&amp;quot;, which will regenerate blood (jelly) volume when breathing plasma. Still needs oxygen though. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Lose limbs when &amp;quot;blood&amp;quot; volume goes too low, restoring some of it.&lt;br /&gt;
* Take toxin damage from chemicals that would normally cure it. This also drains large amounts of blood.&lt;br /&gt;
* Nonhuman to the AI.&lt;br /&gt;
* Take triple damage from cold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Guide_to_xenobiology#Green_Slime|Xenobiology]]. Also botany, if lucky with [[Guide_to_hydroponics#Strange_seeds|strange seeds]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Slimepeople}}Slimepeople===&lt;br /&gt;
[[File:slimepeople.png]]&lt;br /&gt;
&lt;br /&gt;
Pretty much humans turned into slime.&amp;lt;br&amp;gt;&lt;br /&gt;
Like slimes, they can split into multiple bodies, while retaining the same mind.&lt;br /&gt;
&lt;br /&gt;
====Powers====&lt;br /&gt;
* Can split themselves to create spare bodies.&lt;br /&gt;
** To split they need to acquire slime jelly; (just make a plasma chamber and wait on it) they generate it either by being well fed or by taking normally toxin-dealing chemicals (which heals them, doesn&#039;t damage them). Normal toxin healing chemicals will remove blood and cause toxin damage at a fast rate.&lt;br /&gt;
** Reaching 1100 jelly volume will let them split once, and reset them to 600.&lt;br /&gt;
** They can swap between bodies at will; dying in their current body will send them to another body if they have one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be the specialest snowflake in xenobiology. Hang out with your &amp;lt;s&amp;gt;only&amp;lt;/s&amp;gt; slime friends. Swap between bodies. Inject people with your poisonous blood. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Xenobiology]].&lt;br /&gt;
&lt;br /&gt;
===Stargazers===&lt;br /&gt;
[[File:jellypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with participants.&lt;br /&gt;
&lt;br /&gt;
====Powers====&lt;br /&gt;
* Can privately and anonymously &amp;quot;send thoughts&amp;quot; to any target they see.&lt;br /&gt;
* Can form slimelinks with any living being.&lt;br /&gt;
** To form a slimelink, they must aggressively grab their target, then use the Link Minds ability.&lt;br /&gt;
** Everyone in the slimelink will be able to communicate in it and hear each other.&lt;br /&gt;
** Slimelink communication also works while unconscious or muted.&lt;br /&gt;
** Slimelinks are broken by death; killing the Stargazer supporting it, or changing its species will unlink everyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Xenobiology]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Luminescents}}Luminescents===&lt;br /&gt;
[[File:Luminescent_male.png|96px|link=Special:FilePath/Luminescent_male.png]][[File:Luminescent_female.png|96px|link=Special:FilePath/Luminescent_female.png]]&lt;br /&gt;
&lt;br /&gt;
Luminescents are versatile; they gain powers by consuming cores and activating them with their peculiar biology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Emit a faint glow.&lt;br /&gt;
&lt;br /&gt;
====Powers====&lt;br /&gt;
* Can absorb slime cores to gain special abilities. (You can find the various effects [[Guide_to_xenobiology#Formulas|here]])&lt;br /&gt;
** Each core has a minor and a major ability.&lt;br /&gt;
** Activating them has a cooldown instead of using up the core. Cores can be ejected and reused.&lt;br /&gt;
** You can only have one core absorbed at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* One of the possible mutations from [[Guide_to_chemistry#Slime_Mutation_Toxin|slime mutation toxin]], made with [[Guide_to_xenobiology#Green_Slime|green slime]] extracts.&lt;br /&gt;
&lt;br /&gt;
=Exotic Races=&lt;br /&gt;
These races have very few ways to come about, and often rely on very rare situations to exist at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Golems aside, you will almost never have to deal with them, but should be aware of them all the same for when the time comes.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Golem}}[[Golem]]s===&lt;br /&gt;
[[File:agolem.png|96px|link=Special:FilePath/Agolem.png]][[File:Iron_golem.png|96px]][[File:Silver_golem.png|96px]][[File:Gold_golem.png|96px]][[File:Plasma_golem.png|96px]][[File:Uranium_golem.png|96px]][[File:Diamond_golem.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Lumbering people of shining stone, golems are born into the servitude of their creators. While some will immediately gift these golems with freedom others will keep them close as assistants, bodyguards, or attack dogs. Golems do not have a will of their own unless granted one by their creator, and are not directly responsible for their actions if commanded.&lt;br /&gt;
Free golems found on [[Lavaland]] function equivalently to their station-born counterparts; however, they are not compelled to serve anyone.&lt;br /&gt;
&lt;br /&gt;
Golems have unique benefits and drawbacks, depending on the type of mineral they&#039;re made of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Act like dumb ogre, smash the fleshy idiot humies and trigger gods. Escalate conflicts to deadchat with your ogre fists. Dish out justice with your ogre squad.&amp;lt;br&amp;gt; Kill people with your flashy radiation, and get banned for &amp;lt;s&amp;gt;card&amp;lt;/s&amp;gt; golem counting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Spaceworthy, can&#039;t be dismembered and don&#039;t bleed out.&lt;br /&gt;
* Immune to the effects of radiation and viruses.&lt;br /&gt;
* Most golems punch hard and are highly resistant to brute damage, with some exceptions.&lt;br /&gt;
* Have pocket-slots without wearing a jumpsuit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Bound to will of creator unless freed.&lt;br /&gt;
* Most are much slower than humans.&lt;br /&gt;
* Immune to injections and cryogenic drugs, can&#039;t give or receive CPR&lt;br /&gt;
* Can&#039;t equip most clothing. Not really a drawback, since golems already have pockets.&lt;br /&gt;
* The only guns they can use are Kinetic Accelerators with modified trigger guards.&lt;br /&gt;
* Often prejudiced against and slain without mercy by [[Shitcurity|the station]] at first sign of trouble.&lt;br /&gt;
&lt;br /&gt;
For mineral specific benefits and drawbacks, see: [[Golem#Types_of_Golems|Types of Golems]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Xenobiology]].&lt;br /&gt;
* [[Lavaland]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Skeletons}}Skeletons===&lt;br /&gt;
[[File:skeletons.png]]&lt;br /&gt;
&lt;br /&gt;
The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones.&amp;lt;br&amp;gt;&lt;br /&gt;
Clattering spooks, due to their supernatural qualities they&#039;re almost always associated with wizards.&amp;lt;br&amp;gt;&lt;br /&gt;
Skeletons enjoy a wide selection of useful immunities, just don&#039;t expect the crew to ever enjoy looking at you ever again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Don&#039;t need to breathe.&lt;br /&gt;
* Aren&#039;t bothered by extreme temperatures and pressure.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
* Are immune to the effects of radiation, as well as viruses.&lt;br /&gt;
* Immune to item embedding and chemical injections.&lt;br /&gt;
* Do not need to eat.&lt;br /&gt;
* Can attach limbs from the ground without surgery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Loses limbs easily.&lt;br /&gt;
* Too spooky for most to tolerate.&lt;br /&gt;
* Immune to medical injections&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Space pirate ships, with [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|High-functioning Zombies}}High-functioning Zombies===&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Unlike the zombies you find in movies, these high-functioning zombies don&#039;t crave your brains (despite what they might be compelled to say sometimes).&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s perfectly possible to coexist with these zombies, though understanding their slurring speech might drive some to wish it wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Don&#039;t need to breathe.&lt;br /&gt;
* Can survive in extreme pressures.&lt;br /&gt;
* Immune to cold.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
* Are immune to the effects of radiation.&lt;br /&gt;
* Can attach limbs from the ground without surgery.&lt;br /&gt;
* Immune to [[Changeling]] transmutation stings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Loses limbs easily.&lt;br /&gt;
* Hard to understand.&lt;br /&gt;
* Ugly.&lt;br /&gt;
* Tends to be confused with the infectious kind of zombie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* With [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
&lt;br /&gt;
===={{anchor|Romerol Zombies}}Romerol Zombies====&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Rotted remains of former humans, brought way less back to life. Unlike the zombies you find in Xenobiology, Romerol zombies aren&#039;t just a human mutation.&amp;lt;br&amp;gt;&lt;br /&gt;
They are aggressive by nature, and spread an infection when hitting other humanoids, causing them to turn into Romerol zombies on death.&lt;br /&gt;
&lt;br /&gt;
They also won&#039;t stay dead as long as the infection is active and their head is intact: to stop them permanently, the body must be destroyed or beheaded, or the infection must be surgically removed.&amp;lt;br&amp;gt; &lt;br /&gt;
If this does not happen, the zombie will revive at full health after some time.&lt;br /&gt;
&lt;br /&gt;
The infection is concentrated in a tumor located in the brain. Should this tumor be removed surgically, the body will revert to a normal corpse, which can then be &amp;lt;s&amp;gt;cloned&amp;lt;/s&amp;gt; revived.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Same as regular zombies.&lt;br /&gt;
* Strong claws that can even punch through airlocks.&lt;br /&gt;
* Revives after death unless decapitated or gibbed.&lt;br /&gt;
* Quickly heals wounds.&lt;br /&gt;
* Can see in the dark.&lt;br /&gt;
* Turn other species into romerol zombies on death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Slow movement.&lt;br /&gt;
* Can only use claws to smash.&lt;br /&gt;
* (Rightfully) feared and hunted by crewmembers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* On the station, after traitors team up to buy [[Syndicate_Items#Romerol|Romerol]] or get lucky with a [[Syndicate_Items#Syndicate_Surplus_Crate|surplus crate]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Shadowpeople}}Shadowpeople===&lt;br /&gt;
[[File:shadowpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Cursed beings of darkness, shadows that cannot exist for long in the light. They skulk in darkened maintenance corridors or in workplaces with intentionally destroyed lighting. They are not intrinsically evil, but still invoke an understandable level of mistrust in pretty much everyone.&lt;br /&gt;
&lt;br /&gt;
They share many of the passive effects of [[Shadowling]]s, but none of their innate spells or abilities. They are far less a threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Gradually heals in the dark.&lt;br /&gt;
* Don&#039;t need to breathe.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
* Are immune to the effects of radiation.&lt;br /&gt;
* Can see far in the dark.&lt;br /&gt;
* Immune to viruses.&lt;br /&gt;
* Won&#039;t get attacked by &#039;&#039;Faithless&#039;&#039; mobs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Will perish in the light.&lt;br /&gt;
* Generally impossible to maintain a normal life on the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* In the darkness. Also [[Xenobiology]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Synths}}Synths===&lt;br /&gt;
[[File:Changeling.gif|96px]][[File:Synth_revealed.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Immune to all chemicals but synthflesh.&lt;br /&gt;
* Does not need to breathe.&lt;br /&gt;
* Immune to viruses.&lt;br /&gt;
* Can&#039;t be dismembered.&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* Gains all the passive bonuses/immunities of the race they&#039;re disguised as, until the disguise falls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Usually valid. Expect the crew to attack you if you&#039;re revealed as synth.&lt;br /&gt;
* Disguise falls if you take more than 25 damage.&lt;br /&gt;
* Can only heal with synthflesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Only if the &amp;lt;s&amp;gt;admins&amp;lt;/s&amp;gt; gods spawn them.&lt;br /&gt;
&lt;br /&gt;
===={{anchor|Military Synths}}Military Synths====&lt;br /&gt;
&lt;br /&gt;
A special type of synth. In addition to classic synths, it has:&lt;br /&gt;
* 25% natural armor against all damages.&lt;br /&gt;
* High punch damage, with 50% chance of stunning on hit.&lt;br /&gt;
* Need to take 50 damage instead of 25 for the disguise to fail.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Androids}}Androids===&lt;br /&gt;
[[File:Androids.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanlike robots, distant cousins of synths. While visually identical to a fully augmented human, it has some additional perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Does not need to breathe, immune to gases and viruses.&lt;br /&gt;
* Immunity to pressure, cold and heat, can&#039;t be set on fire.&lt;br /&gt;
* Does not bleed.&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* Cannot be pierced by syringes or glass.&lt;br /&gt;
* Can repair brute damage with welding and burn damage by replacing wires.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Cannot heal brute and burn damage with conventional means.&lt;br /&gt;
* Paralyzed and heavily damaged by EMPs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Botany random mutation toxin and other places (like the chapel via technopriest rituals)&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Abductor}}[[Abductor]]s===&lt;br /&gt;
[[File:Abductor_base.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Alien beings sent here to probe the station&#039;s crew. They cannot speak normally, but instead use a special frequency tuned to their mothership: different abductor teams have separate channels. Abductors created in different ways share a common abductor channel instead, and cannot hear natural abductors. If discovered by the station, the crew may try to [[Byond_the_impossible|communicate and make peace]] or deliver the Abductors to [[medbay]]/[[Research_Division|R&amp;amp;D]] for [[Surgery#Alien_Surgery|research purposes]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Does not bleed.&lt;br /&gt;
* Does not need to breathe.&lt;br /&gt;
* Is immune to viruses.&lt;br /&gt;
* Can use abductor-specific equipment.&lt;br /&gt;
* Can see in the dark for short ranges.&lt;br /&gt;
* Can communicate without restrictions with fellow abductors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Can&#039;t use guns, except the one they start with.&lt;br /&gt;
* Cannot be heard by non-abductors when speaking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Abductor]] ships&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Hangyul</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Guide_to_races&amp;diff=6599</id>
		<title>Guide to races</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Guide_to_races&amp;diff=6599"/>
		<updated>2021-06-12T13:36:34Z</updated>

		<summary type="html">&lt;p&gt;Hangyul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you&#039;re expected to try and coexist on this deathtrap&amp;lt;br&amp;gt;&lt;br /&gt;
Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.&lt;br /&gt;
&lt;br /&gt;
=Roundstart Races=&lt;br /&gt;
On tgstation, these are the races allowed to be chosen at round start. Because they are freely available, you should expect to deal with them nearly every round.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Humans}}[[Humans]]===&lt;br /&gt;
[[File:humans.png]]&lt;br /&gt;
&lt;br /&gt;
On the station humans enjoy a degree of superiority over other races, everyone you meet in a position of power will generally be a human.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, the [[AI]] will apply the protections of its laws ONLY to humans, though they may extend that protection to other races out of preference provided doing so doesn&#039;t harm humans.&amp;lt;br&amp;gt;&lt;br /&gt;
Should a conflict arise between a human and another race, expect the AI to take the human&#039;s side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Behave like the dominant species you are. Beat skulls in with a toolbox and remind everyone that you are essentially a bald ape. Get leg-dropped by a wrestler and watch as your leg actually falls off.&amp;lt;br&amp;gt; Set up industrial-sized bugzappers in the main hall to deal with [[Mothpeople|the pests]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Fried food and junkfood, often combined into a heavenly form known as fast food.&lt;br /&gt;
* Dislikes: Raw food.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* AI Protection under the default Asimov lawset.&lt;br /&gt;
* Domination of [[Command_Staff|Command Jobs]].&lt;br /&gt;
* Strength in numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* None at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Everywhere.&lt;br /&gt;
&lt;br /&gt;
=== {{Anchor}}[[Synthetic Humans]] ===&lt;br /&gt;
[[File:Synthhuman.png|left|frameless|100x100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Standard humans but synthetic; they look identical to their biological brethren, but possess robotic organs and limbs instead of flesh. They have a number of advantages and weaknesses.&lt;br /&gt;
&lt;br /&gt;
Synths are stunned and burnt by EMP&#039;s and ions.&amp;lt;br&amp;gt;They do not need to breathe, are not affected by any sort of chemical reagent and have immunity to most viruses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be a human but without complicated healing. Beat people to death whilst laughing as you cannot be poisoned by the Chemist. &lt;br /&gt;
&lt;br /&gt;
Cry when the chemist mixes uranium and iron together. Cry again when they bring your corpse to medical instead of Robotics.&lt;br /&gt;
&lt;br /&gt;
==== Diet ====&lt;br /&gt;
&lt;br /&gt;
* Likes: Energy from APC&#039;s.&lt;br /&gt;
* Dislikes: Water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not need to breathe.&lt;br /&gt;
* Immunity to chemicals.&lt;br /&gt;
* Immunity against viruses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Still immune to beneficial chemicals.&lt;br /&gt;
* Stunned and severely burnt by any sort of EMP or Ion blast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Security, Science and Medical.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Lizardperson}}[[Lizardperson|Lizardpeople]]===&lt;br /&gt;
[[File:lizardpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Second class citizens, lizards are generally relegated to lower level work.&amp;lt;br&amp;gt; &lt;br /&gt;
Within a department a lizard staff member may enjoy anywhere from almost equal standing to obvious racism and disrespect, depending on their coworkers. They enjoy no advantages beyond their striking appearance.&amp;lt;br&amp;gt;&lt;br /&gt;
Their appearance and naming conventions are loosely derived from the Argonians, of Skyrim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Name yourself Does-The-Gimmick. Set all your accessory slots and become an unrecognizable blob of pixels. &amp;lt;strike&amp;gt;Be locked out of important positions.&amp;lt;/strike&amp;gt; Threaten the HoP with a lawsuit if he doesn&#039;t promote you to a Head position and get promptly lasered to death.&amp;lt;br&amp;gt; Make it hard to understand a word you say by hissing frequently. Get discriminated against for being a snowflake race.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Fruits, Vegetables, and Meat, &#039;&#039;especially&#039;&#039; fresh meat. Sometimes even from [[Pets|tiny vermin]] that NanoTransian so graciously lets inhabit the station. &amp;lt;strike&amp;gt;Or the morgue, for the particularly cruel or [[Chef|culinarily inclined]]&amp;lt;/strike&amp;gt;&lt;br /&gt;
* Dislikes: Grain, Dairy, really anything overly processed. Only the freshest will do if it can&#039;t be turned into Jerky. (Sadly, this means the finest of human culinary creations, like pizza or cake, is off limits. What a terrible existence it must be.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Memorable appearance.&lt;br /&gt;
* Solidarity with lizards staffmates.&lt;br /&gt;
* Lizardpeople take one third less heat damage.&lt;br /&gt;
* Lizard tails and hides can be used to craft sought after items like lizard wine, the Liz O&#039; Nine Tails and lizard cloche hats.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Likely target of racism.&lt;br /&gt;
* Noticeable lisssp.&lt;br /&gt;
* 50% more cold damage.&lt;br /&gt;
* Non-human to the AI.&lt;br /&gt;
* &#039;&#039;Your&#039;&#039; lizard tail and hide can be used to craft sought-after items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Everywhere but command department.&lt;br /&gt;
&lt;br /&gt;
=== {{Anchor}}[[Synthetic Lizardpeople]] ===&lt;br /&gt;
[[File:Synthliz.png|left|frameless|109x109px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Highly modified Synthetics that have been made to resemble Lizardpeople. More or less &amp;quot;special&amp;quot; Synthetic Humans.&lt;br /&gt;
&lt;br /&gt;
Like their humanoid-esque siblings, Synthetic Lizard people are vulnerable to EMP&#039;s and ions.&amp;lt;br&amp;gt;They do not need to breathe, do not process reagents, are not affected by most viruses and have the additional advantage of not being effected by the cold, whilst normal Lizardpeople are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Name yourself a complicated acronym for something that is likely horny and/or edgy. Be sad when nobody asks you what it stands for. Try to play security, get turned into scrap metal by the Traitor with an EMP flashlight and a dream. Get send to medical alongside the Synthetic Human. Cry as the doctors refuse to send you to robotics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Likes: Energy from APC&#039;s.&lt;br /&gt;
* Dislikes: Water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not need to breathe.&lt;br /&gt;
* Immunity to chemicals.&lt;br /&gt;
* Immunity against viruses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Still immune to beneficial chemicals.&lt;br /&gt;
* Stunned and severely burnt by any sort of EMP or Ion blast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Security, Science and Medical.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Plasmaman}}[[Plasmaman]]===&lt;br /&gt;
[[File:Plasmaman.png|120px]]&lt;br /&gt;
&lt;br /&gt;
Plasmamen are essentially reanimated skeletal corpses inhabited by Colonids, a microscopic, plasma-based fungi that can form into sentient networks.&amp;lt;br&amp;gt;&lt;br /&gt;
Plasmamen have a hard time living on oxygen based space stations as they breathe pure Plasma as their air supply, thus they wear special environmental suits to protect them.&amp;lt;br&amp;gt;&lt;br /&gt;
They have very heavy drawbacks, and must rely on their skill and respect to get by, but get many mechanical advantages unique to them as a result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make up 50% of the Engineering Department staff, take radiation baths in the Supermatter Engine. Stick out like a sore thumb when trying to be stealthy. Die in general.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Vegetables.&lt;br /&gt;
* Dislikes: Fruit, only the flesh is weak to scurvy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* They stand out.&lt;br /&gt;
* Can use their bodies drawback of setting on fire offensively to scare off attackers.&lt;br /&gt;
* Welding visor that can be toggled on and off, which lets one weld safely and block flashes if necessary.&lt;br /&gt;
* Immune to cold, letting them spacewalk with only needing an emergency firesuit as the emergency firesuit protects from pressure damage.&lt;br /&gt;
* Immune to most viruses.&lt;br /&gt;
* Immune to radiation, no matter the severity.&lt;br /&gt;
* Can&#039;t bleed.&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* They have lights built into their helmets which can be toggled on and off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They stand out, badly.&lt;br /&gt;
* Likely target of racism.&lt;br /&gt;
* They rely on a constant source of Plasma air to survive.&lt;br /&gt;
* If exposed to Oxygen, their body will catch on fire.&lt;br /&gt;
* 150% damage from brute, heat and fire.&lt;br /&gt;
* They are stuck inside an environment suit. [Replaceable by Hardsuit, EVA spacesuit, or emergency firesuit + firehat/pressure sealed hat]&lt;br /&gt;
* Can&#039;t drink or eat through helmet, so plasmamen are dependent on injections and patches in order to not take potential damage from eating.&lt;br /&gt;
* No easy ability to hide their identity, as their envirosuits are color coded to match their job.&lt;br /&gt;
* May get their helmets or envirosuit taken off by security stripsearching them, and as a result, die.&lt;br /&gt;
* Have to wear gloves at all times to not light on fire, which means if their arm is cut off and they do not have an emergency firesuit or evasuit to save them, they will burn and die when the gloves fall off.&lt;br /&gt;
* The AI and its [[Cyborg|minions]] are almost always free to maim or kill you if you are seen harming a human.&lt;br /&gt;
* Has no genetic code, meaning they cannot have [[guide to genetics|genetic mutations]].&lt;br /&gt;
* They can wear almost no unique cosmetics, and as a result are always bald.&lt;br /&gt;
* Plasmaman organs are rare, and thus not easily replaceable when damaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Probably in a chair next to the [[supermatter|supermatter engine]], wearing a firesuit and soaking up the radiation, waiting to unleash it on the rest of the station crew.&lt;br /&gt;
* Probably in a chair next to [[guide_to_atmospherics|active fusion of gases]], wearing a firesuit and soaking up the radiation, waiting to unleash it on the rest of the station crew.&lt;br /&gt;
* Probably in a tritium fire at [[atmospherics|atmospherics]], wearing a firesuit and soaking up the radiation, waiting to unleash it on the rest of the station crew.&lt;br /&gt;
* Walking around hallways, unleashing radiation on the rest of the station crew.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Mothpeople}}[[Mothpeople]]===&lt;br /&gt;
[[File:Moths.gif|90px]]&lt;br /&gt;
&lt;br /&gt;
White-faced insect people with wings and antennae. Be the Mary Sue you were always meant to be with a shitload of color &#039;themes&#039; to choose from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get everything unique about you as a species removed by deranged people, but manage to sneak past a free infinite jetpack that never activates when you need it to. Turn into toothpaste when you hack a door wrong.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Vegetables, Dairy, Clothing.&lt;br /&gt;
* Dislikes: Fruit.&lt;br /&gt;
* Toxic: Raw meat, cooked meat, just don&#039;t eat something that moved and made noises.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* If your wings haven&#039;t been crisped, you can flutter around once gravity goes out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on.&lt;br /&gt;
* Badly hurt by fly swatters. [10x damage]&lt;br /&gt;
* Vulnerable to pest spray. [3x damage]&lt;br /&gt;
* Fire will burn your wings off, disabling its benefits.&lt;br /&gt;
* Not protected by Asimov laws.&lt;br /&gt;
* Nonsensical &#039;fluttering&#039; speech tag. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Near a [[Guide_to_races#Ethereals|light bulb]] or [[Tesla_Engine|Tesla engine]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Ethereals}}===&lt;br /&gt;
===[[Ethereals]]===&lt;br /&gt;
[[File:Light_Bulb.png|90px]]&lt;br /&gt;
&lt;br /&gt;
Walking lightbulbs that are named after celestial bodies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Snowflake Ethereal food (High-power energy bars, [[Food#Burgers|empowered burgers]]). Electricity, whether through [[Cyborg]] rechargers, electric shocks, APCs, or indirectly through lightbulbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* They&#039;re walking flashlights.&lt;br /&gt;
* Even better when emagged.&lt;br /&gt;
* Deal burn damage instead of brute damage when punching things.&lt;br /&gt;
* Slightly resistant to electricity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They&#039;re walking flashlights.&lt;br /&gt;
* Can only regain nutrition by entering a cyborg recharger, by touching lightbulbs, touching an APC on {{Combat_Mode}}, or through special Ethereal food.&lt;br /&gt;
* Vulnerable to brute damage.&lt;br /&gt;
* Not protected by Asimov laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* At [[Robotics]] and [[Engineering]].&lt;br /&gt;
&lt;br /&gt;
=== {{Anchor}}[[Anthropomorphs]] ===&lt;br /&gt;
[[File:Furry.png|left|frameless|104x104px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Humanoid yet non-human mammals. Known as furries to most. One of the most common species you will see on the station.&lt;br /&gt;
&lt;br /&gt;
They have identical stats and mechanics-wise, are identical to humans. They are only different in appearance and potentially the odd tail or two.&amp;lt;br&amp;gt;They are everywhere. You won&#039;t feel alone playing as one.&lt;br /&gt;
&lt;br /&gt;
==== Diet ====&lt;br /&gt;
&lt;br /&gt;
* Likes: Identical to humans.&lt;br /&gt;
* Dislikes: Identical to humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Strength in numbers.&lt;br /&gt;
* Massive metagang.&lt;br /&gt;
* Appealing to most species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Absolutely detested by some.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Literally everywhere and anywhere.&lt;br /&gt;
&lt;br /&gt;
=== {{Anchor}} ===&lt;br /&gt;
&lt;br /&gt;
=== [[Synthetic Anthropomorphs]] ===&lt;br /&gt;
[[File:SynthAnthro.png|left|frameless|118x118px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Humanoid mammal, but robotic. &lt;br /&gt;
&lt;br /&gt;
Once again, Synthetics are stunned and burnt by Ions/EMP&#039;s.&lt;br /&gt;
&lt;br /&gt;
And again, they do not need to breathe, do not process reagents and are immune to viruses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not exist. Be confused as to why you exist when you spawn in. Be synth #1234567.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Likes: Energy from APC&#039;s.&lt;br /&gt;
* Dislikes: Water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not need to breathe.&lt;br /&gt;
* Immunity to chemicals.&lt;br /&gt;
* Immunity against viruses.&lt;br /&gt;
* Metagang.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Still immune to beneficial chemicals.&lt;br /&gt;
* Stunned and severely burnt by any sort of EMP or Ion blast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Security, Science and Medical.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Human Mutants=&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made.&amp;lt;br&amp;gt; &lt;br /&gt;
These players are less likely to be the targets of racism, as many may simply acknowledge their former humanity, but are none the less NOT human anymore.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Podman}}[[Podman|Podpeople]]===&lt;br /&gt;
[[File:podpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Human blood, resurrected through a plant. Podpeople are rare to see, often only making an appearance if the doctors or defibrillators are gone. They thrive in light and can&#039;t survive darkness for too long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
End up as mister potatohead after getting husked and the Botanist is not stoned enough to forget he can clone, but too stoned to do a good job. Forget that you photosynthesise and grow obese in the light. Start vegetating with relative ease.&amp;lt;br&amp;gt; Remember that you&#039;re basically a walking matchstick well after you marched into a plasma fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Gradually heals and gains nutrition in well lit areas.&lt;br /&gt;
* Immune to plant-based hazards such as space vines and killer tomatoes.&lt;br /&gt;
* Bees don&#039;t mind them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Darkness drains nutrition.&lt;br /&gt;
* If starving, takes damage over time.&lt;br /&gt;
* Easily eaten by goats.&lt;br /&gt;
* Tendency to be overweight due to desire to stay in the light at all times.&lt;br /&gt;
* Extra vulnerable to chemicals designed to kill plant life.&lt;br /&gt;
* Takes extra burn damage and heats up quickly.&lt;br /&gt;
* Mutates if shot by a [[Research_items#Floral Somatoray|floral somatoray]] in mutation mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Hydroponics]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Flyperson}}[[Flyperson|Flypeople]]===&lt;br /&gt;
[[File:flypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Walking abominations of mishmatched DNA caused by teleporter malfunctions. Careful use and upgrading of the teleporter can assure those that dabble with it don&#039;t end up in this sorry state.&amp;lt;br&amp;gt;&lt;br /&gt;
Like the lizard races, there&#039;s absolutely nothing redeemable about existing like this, unless you just enjoy being a freak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Annoy the chef for his cheese, vomit on his food and kill Pete because &amp;lt;strike&amp;gt;you need barf fuel&amp;lt;/strike&amp;gt; muh self defense. Start getting voices in your head when you read the bee movie script over the radio.&amp;lt;br&amp;gt; Get lynched for attacking the botanist using pest spray, and get gibbed by the chef for &#039;no reason&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Gross things, such as vomit. Get your crewmates sick and never go hungry again!&lt;br /&gt;
* Dislikes: Anything with nutriment... the first time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Buz-zz-zing lisp.&lt;br /&gt;
* Grotesque appearance.&lt;br /&gt;
* Badly hurt by pest spray [3x damage].&lt;br /&gt;
* CRUSHED by fly swatters [30x damage].&lt;br /&gt;
* Their organs are unidentifiable. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Near a [[teleporter]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Felinids}}[[Felinids]]===&lt;br /&gt;
[[File:Catpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Effectively human if not for their ears and tail. &lt;br /&gt;
&lt;br /&gt;
Nanotrasen executives agree that Felinids are not befitting of head roles for the same reason certain individuals are drawn to this species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* The same as normal humans.&lt;br /&gt;
* Dislikes: Furballs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of the shift, put on clothes that look like they&#039;re from one of those Chinese cartoons you&#039;re always watching. &amp;lt;s&amp;gt;Have quality interactions with the crew&amp;lt;/s&amp;gt; behave like a poorly-written female character created by a sweaty dude who&#039;s never actually spoken to a woman except for his mother (and a fast food cashier that one time.) NYAAA at the crew. Become an entertaining electrical conductor for silicons. &amp;lt;br&amp;gt; Metafriend every other catperson, every single round. Get lynched in the hallways by a mob while [[the authorities]] point and laugh from a distance. When in danger, [[Rules#Main Rules - read these if nothing else|get saved by backup suspiciously fast.]] Ahelp every transgression people do to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Metagangs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Hit harder by flashbangs.&lt;br /&gt;
* Non-human to the AI.&lt;br /&gt;
* Distracted by laser pointers.&lt;br /&gt;
* Felinids aren&#039;t allowed to have tattoos because it shames famiry.&lt;br /&gt;
* Are below beast races because they abandoned their humanity, as opposed to never having it in the first place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;s&amp;gt;On any station as long as the player made a Felinid character before the great weeb purge of January 2019.&amp;lt;/s&amp;gt;&lt;br /&gt;
* Currently an available race as of November 2019&lt;br /&gt;
&lt;br /&gt;
=={{anchor|Jelly and Slime Mutants}}Jelly and Slime Mutants==&lt;br /&gt;
&lt;br /&gt;
These races are created in Xenobiology by taking mutation toxin. &amp;lt;br&amp;gt;&lt;br /&gt;
Further intake has a chance to mutate a slimeperson into a Stargazer or Luminescent.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Jellypeople}}Jellypeople===&lt;br /&gt;
[[File:Jellyperson_male.png|96px|link=Special:FilePath/Jellyperson_male.png]][[File:Jellyperson_female.png|96px|link=Special:FilePath/Jellyperson_female.png]]&lt;br /&gt;
&lt;br /&gt;
The proto-jelly race. Its subspecies all share the following traits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Anything that would deal toxin damage (for example, Plasma) will heal toxin damage instead.&lt;br /&gt;
* Slimes will never attack them.&lt;br /&gt;
* Able to speak the slime language.&lt;br /&gt;
* Has slime jelly instead of blood, which is toxin if ingested by others.&lt;br /&gt;
* Take half burn damage from any source.&lt;br /&gt;
* Can grow limbs back using their slime jelly &amp;quot;blood&amp;quot;.&lt;br /&gt;
* Has slime lungs, &amp;quot;vacuole&amp;quot;, which will regenerate blood (jelly) volume when breathing plasma. Still needs oxygen though. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Lose limbs when &amp;quot;blood&amp;quot; volume goes too low, restoring some of it.&lt;br /&gt;
* Take toxin damage from chemicals that would normally cure it. This also drains large amounts of blood.&lt;br /&gt;
* Nonhuman to the AI.&lt;br /&gt;
* Take triple damage from cold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Guide_to_xenobiology#Green_Slime|Xenobiology]]. Also botany, if lucky with [[Guide_to_hydroponics#Strange_seeds|strange seeds]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Slimepeople}}Slimepeople===&lt;br /&gt;
[[File:slimepeople.png]]&lt;br /&gt;
&lt;br /&gt;
Pretty much humans turned into slime.&amp;lt;br&amp;gt;&lt;br /&gt;
Like slimes, they can split into multiple bodies, while retaining the same mind.&lt;br /&gt;
&lt;br /&gt;
====Powers====&lt;br /&gt;
* Can split themselves to create spare bodies.&lt;br /&gt;
** To split they need to acquire slime jelly; (just make a plasma chamber and wait on it) they generate it either by being well fed or by taking normally toxin-dealing chemicals (which heals them, doesn&#039;t damage them). Normal toxin healing chemicals will remove blood and cause toxin damage at a fast rate.&lt;br /&gt;
** Reaching 1100 jelly volume will let them split once, and reset them to 600.&lt;br /&gt;
** They can swap between bodies at will; dying in their current body will send them to another body if they have one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be the specialest snowflake in xenobiology. Hang out with your &amp;lt;s&amp;gt;only&amp;lt;/s&amp;gt; slime friends. Swap between bodies. Inject people with your poisonous blood. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Xenobiology]].&lt;br /&gt;
&lt;br /&gt;
===Stargazers===&lt;br /&gt;
[[File:jellypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with participants.&lt;br /&gt;
&lt;br /&gt;
====Powers====&lt;br /&gt;
* Can privately and anonymously &amp;quot;send thoughts&amp;quot; to any target they see.&lt;br /&gt;
* Can form slimelinks with any living being.&lt;br /&gt;
** To form a slimelink, they must aggressively grab their target, then use the Link Minds ability.&lt;br /&gt;
** Everyone in the slimelink will be able to communicate in it and hear each other.&lt;br /&gt;
** Slimelink communication also works while unconscious or muted.&lt;br /&gt;
** Slimelinks are broken by death; killing the Stargazer supporting it, or changing its species will unlink everyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Xenobiology]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Luminescents}}Luminescents===&lt;br /&gt;
[[File:Luminescent_male.png|96px|link=Special:FilePath/Luminescent_male.png]][[File:Luminescent_female.png|96px|link=Special:FilePath/Luminescent_female.png]]&lt;br /&gt;
&lt;br /&gt;
Luminescents are versatile; they gain powers by consuming cores and activating them with their peculiar biology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Emit a faint glow.&lt;br /&gt;
&lt;br /&gt;
====Powers====&lt;br /&gt;
* Can absorb slime cores to gain special abilities. (You can find the various effects [[Guide_to_xenobiology#Formulas|here]])&lt;br /&gt;
** Each core has a minor and a major ability.&lt;br /&gt;
** Activating them has a cooldown instead of using up the core. Cores can be ejected and reused.&lt;br /&gt;
** You can only have one core absorbed at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* One of the possible mutations from [[Guide_to_chemistry#Slime_Mutation_Toxin|slime mutation toxin]], made with [[Guide_to_xenobiology#Green_Slime|green slime]] extracts.&lt;br /&gt;
&lt;br /&gt;
=Exotic Races=&lt;br /&gt;
These races have very few ways to come about, and often rely on very rare situations to exist at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Golems aside, you will almost never have to deal with them, but should be aware of them all the same for when the time comes.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Golem}}[[Golem]]s===&lt;br /&gt;
[[File:agolem.png|96px|link=Special:FilePath/Agolem.png]][[File:Iron_golem.png|96px]][[File:Silver_golem.png|96px]][[File:Gold_golem.png|96px]][[File:Plasma_golem.png|96px]][[File:Uranium_golem.png|96px]][[File:Diamond_golem.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Lumbering people of shining stone, golems are born into the servitude of their creators. While some will immediately gift these golems with freedom others will keep them close as assistants, bodyguards, or attack dogs. Golems do not have a will of their own unless granted one by their creator, and are not directly responsible for their actions if commanded.&lt;br /&gt;
Free golems found on [[Lavaland]] function equivalently to their station-born counterparts; however, they are not compelled to serve anyone.&lt;br /&gt;
&lt;br /&gt;
Golems have unique benefits and drawbacks, depending on the type of mineral they&#039;re made of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Act like dumb ogre, smash the fleshy idiot humies and trigger gods. Escalate conflicts to deadchat with your ogre fists. Dish out justice with your ogre squad.&amp;lt;br&amp;gt; Kill people with your flashy radiation, and get banned for &amp;lt;s&amp;gt;card&amp;lt;/s&amp;gt; golem counting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Spaceworthy, can&#039;t be dismembered and don&#039;t bleed out.&lt;br /&gt;
* Immune to the effects of radiation and viruses.&lt;br /&gt;
* Most golems punch hard and are highly resistant to brute damage, with some exceptions.&lt;br /&gt;
* Have pocket-slots without wearing a jumpsuit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Bound to will of creator unless freed.&lt;br /&gt;
* Most are much slower than humans.&lt;br /&gt;
* Immune to injections and cryogenic drugs, can&#039;t give or receive CPR&lt;br /&gt;
* Can&#039;t equip most clothing. Not really a drawback, since golems already have pockets.&lt;br /&gt;
* The only guns they can use are Kinetic Accelerators with modified trigger guards.&lt;br /&gt;
* Often prejudiced against and slain without mercy by [[Shitcurity|the station]] at first sign of trouble.&lt;br /&gt;
&lt;br /&gt;
For mineral specific benefits and drawbacks, see: [[Golem#Types_of_Golems|Types of Golems]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Xenobiology]].&lt;br /&gt;
* [[Lavaland]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Skeletons}}Skeletons===&lt;br /&gt;
[[File:skeletons.png]]&lt;br /&gt;
&lt;br /&gt;
The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones.&amp;lt;br&amp;gt;&lt;br /&gt;
Clattering spooks, due to their supernatural qualities they&#039;re almost always associated with wizards.&amp;lt;br&amp;gt;&lt;br /&gt;
Skeletons enjoy a wide selection of useful immunities, just don&#039;t expect the crew to ever enjoy looking at you ever again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Don&#039;t need to breathe.&lt;br /&gt;
* Aren&#039;t bothered by extreme temperatures and pressure.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
* Are immune to the effects of radiation, as well as viruses.&lt;br /&gt;
* Immune to item embedding and chemical injections.&lt;br /&gt;
* Do not need to eat.&lt;br /&gt;
* Can attach limbs from the ground without surgery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Loses limbs easily.&lt;br /&gt;
* Too spooky for most to tolerate.&lt;br /&gt;
* Immune to medical injections&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Space pirate ships, with [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|High-functioning Zombies}}High-functioning Zombies===&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Unlike the zombies you find in movies, these high-functioning zombies don&#039;t crave your brains (despite what they might be compelled to say sometimes).&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s perfectly possible to coexist with these zombies, though understanding their slurring speech might drive some to wish it wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Don&#039;t need to breathe.&lt;br /&gt;
* Can survive in extreme pressures.&lt;br /&gt;
* Immune to cold.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
* Are immune to the effects of radiation.&lt;br /&gt;
* Can attach limbs from the ground without surgery.&lt;br /&gt;
* Immune to [[Changeling]] transmutation stings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Loses limbs easily.&lt;br /&gt;
* Hard to understand.&lt;br /&gt;
* Ugly.&lt;br /&gt;
* Tends to be confused with the infectious kind of zombie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* With [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
&lt;br /&gt;
===={{anchor|Romerol Zombies}}Romerol Zombies====&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Rotted remains of former humans, brought way less back to life. Unlike the zombies you find in Xenobiology, Romerol zombies aren&#039;t just a human mutation.&amp;lt;br&amp;gt;&lt;br /&gt;
They are aggressive by nature, and spread an infection when hitting other humanoids, causing them to turn into Romerol zombies on death.&lt;br /&gt;
&lt;br /&gt;
They also won&#039;t stay dead as long as the infection is active and their head is intact: to stop them permanently, the body must be destroyed or beheaded, or the infection must be surgically removed.&amp;lt;br&amp;gt; &lt;br /&gt;
If this does not happen, the zombie will revive at full health after some time.&lt;br /&gt;
&lt;br /&gt;
The infection is concentrated in a tumor located in the brain. Should this tumor be removed surgically, the body will revert to a normal corpse, which can then be &amp;lt;s&amp;gt;cloned&amp;lt;/s&amp;gt; revived.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Same as regular zombies.&lt;br /&gt;
* Strong claws that can even punch through airlocks.&lt;br /&gt;
* Revives after death unless decapitated or gibbed.&lt;br /&gt;
* Quickly heals wounds.&lt;br /&gt;
* Can see in the dark.&lt;br /&gt;
* Turn other species into romerol zombies on death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Slow movement.&lt;br /&gt;
* Can only use claws to smash.&lt;br /&gt;
* (Rightfully) feared and hunted by crewmembers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* On the station, after traitors team up to buy [[Syndicate_Items#Romerol|Romerol]] or get lucky with a [[Syndicate_Items#Syndicate_Surplus_Crate|surplus crate]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Shadowpeople}}Shadowpeople===&lt;br /&gt;
[[File:shadowpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Cursed beings of darkness, shadows that cannot exist for long in the light. They skulk in darkened maintenance corridors or in workplaces with intentionally destroyed lighting. They are not intrinsically evil, but still invoke an understandable level of mistrust in pretty much everyone.&lt;br /&gt;
&lt;br /&gt;
They share many of the passive effects of [[Shadowling]]s, but none of their innate spells or abilities. They are far less a threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Gradually heals in the dark.&lt;br /&gt;
* Don&#039;t need to breathe.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
* Are immune to the effects of radiation.&lt;br /&gt;
* Can see far in the dark.&lt;br /&gt;
* Immune to viruses.&lt;br /&gt;
* Won&#039;t get attacked by &#039;&#039;Faithless&#039;&#039; mobs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Will perish in the light.&lt;br /&gt;
* Generally impossible to maintain a normal life on the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* In the darkness. Also [[Xenobiology]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Synths}}Synths===&lt;br /&gt;
[[File:Changeling.gif|96px]][[File:Synth_revealed.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Immune to all chemicals but synthflesh.&lt;br /&gt;
* Does not need to breathe.&lt;br /&gt;
* Immune to viruses.&lt;br /&gt;
* Can&#039;t be dismembered.&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* Gains all the passive bonuses/immunities of the race they&#039;re disguised as, until the disguise falls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Usually valid. Expect the crew to attack you if you&#039;re revealed as synth.&lt;br /&gt;
* Disguise falls if you take more than 25 damage.&lt;br /&gt;
* Can only heal with synthflesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Only if the &amp;lt;s&amp;gt;admins&amp;lt;/s&amp;gt; gods spawn them.&lt;br /&gt;
&lt;br /&gt;
===={{anchor|Military Synths}}Military Synths====&lt;br /&gt;
&lt;br /&gt;
A special type of synth. In addition to classic synths, it has:&lt;br /&gt;
* 25% natural armor against all damages.&lt;br /&gt;
* High punch damage, with 50% chance of stunning on hit.&lt;br /&gt;
* Need to take 50 damage instead of 25 for the disguise to fail.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Androids}}Androids===&lt;br /&gt;
[[File:Androids.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanlike robots, distant cousins of synths. While visually identical to a fully augmented human, it has some additional perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Does not need to breathe, immune to gases and viruses.&lt;br /&gt;
* Immunity to pressure, cold and heat, can&#039;t be set on fire.&lt;br /&gt;
* Does not bleed.&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* Cannot be pierced by syringes or glass.&lt;br /&gt;
* Can repair brute damage with welding and burn damage by replacing wires.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Cannot heal brute and burn damage with conventional means.&lt;br /&gt;
* Paralyzed and heavily damaged by EMPs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Botany random mutation toxin and other places (like the chapel via technopriest rituals)&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Abductor}}[[Abductor]]s===&lt;br /&gt;
[[File:Abductor_base.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Alien beings sent here to probe the station&#039;s crew. They cannot speak normally, but instead use a special frequency tuned to their mothership: different abductor teams have separate channels. Abductors created in different ways share a common abductor channel instead, and cannot hear natural abductors. If discovered by the station, the crew may try to [[Byond_the_impossible|communicate and make peace]] or deliver the Abductors to [[medbay]]/[[Research_Division|R&amp;amp;D]] for [[Surgery#Alien_Surgery|research purposes]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Does not bleed.&lt;br /&gt;
* Does not need to breathe.&lt;br /&gt;
* Is immune to viruses.&lt;br /&gt;
* Can use abductor-specific equipment.&lt;br /&gt;
* Can see in the dark for short ranges.&lt;br /&gt;
* Can communicate without restrictions with fellow abductors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Can&#039;t use guns, except the one they start with.&lt;br /&gt;
* Cannot be heard by non-abductors when speaking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Abductor]] ships&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Hangyul</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Guide_to_races&amp;diff=6598</id>
		<title>Guide to races</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Guide_to_races&amp;diff=6598"/>
		<updated>2021-06-12T13:35:40Z</updated>

		<summary type="html">&lt;p&gt;Hangyul: Little cleanup.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you&#039;re expected to try and coexist on this deathtrap&amp;lt;br&amp;gt;&lt;br /&gt;
Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.&lt;br /&gt;
&lt;br /&gt;
=Roundstart Races=&lt;br /&gt;
On tgstation, these are the races allowed to be chosen at round start. Because they are freely available, you should expect to deal with them nearly every round.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Humans}}[[Humans]]===&lt;br /&gt;
[[File:humans.png]]&lt;br /&gt;
&lt;br /&gt;
On the station humans enjoy a degree of superiority over other races, everyone you meet in a position of power will generally be a human.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, the [[AI]] will apply the protections of its laws ONLY to humans, though they may extend that protection to other races out of preference provided doing so doesn&#039;t harm humans.&amp;lt;br&amp;gt;&lt;br /&gt;
Should a conflict arise between a human and another race, expect the AI to take the human&#039;s side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Behave like the dominant species you are. Beat skulls in with a toolbox and remind everyone that you are essentially a bald ape. Get leg-dropped by a wrestler and watch as your leg actually falls off.&amp;lt;br&amp;gt; Set up industrial-sized bugzappers in the main hall to deal with [[Mothpeople|the pests]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Fried food and junkfood, often combined into a heavenly form known as fast food.&lt;br /&gt;
* Dislikes: Raw food.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* AI Protection under the default Asimov lawset.&lt;br /&gt;
* Domination of [[Command_Staff|Command Jobs]].&lt;br /&gt;
* Strength in numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* None at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Everywhere.&lt;br /&gt;
&lt;br /&gt;
=== {{Anchor}}[[Synthetic Humans]] ===&lt;br /&gt;
[[File:Synthhuman.png|left|frameless|100x100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Standard humans but synthetic; they look identical to their biological brethren, but possess robotic organs and limbs instead of flesh. They have a number of advantages and weaknesses.&lt;br /&gt;
&lt;br /&gt;
Synths are stunned and burnt by EMP&#039;s and ions.&amp;lt;br&amp;gt;&lt;br /&gt;
They do not need to breathe, are not affected by any sort of chemical reagent and have immunity to most viruses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be a human but without complicated healing. Beat people to death whilst laughing as you cannot be poisoned by the Chemist. &lt;br /&gt;
&lt;br /&gt;
Cry when the chemist mixes uranium and iron together. Cry again when they bring your corpse to medical instead of Robotics.&lt;br /&gt;
&lt;br /&gt;
==== Diet ====&lt;br /&gt;
&lt;br /&gt;
* Likes: Energy from APC&#039;s.&lt;br /&gt;
* Dislikes: Water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not need to breathe.&lt;br /&gt;
* Immunity to chemicals.&lt;br /&gt;
* Immunity against viruses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Still immune to beneficial chemicals.&lt;br /&gt;
* Stunned and severely burnt by any sort of EMP or Ion blast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Security, Science and Medical.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Lizardperson}}[[Lizardperson|Lizardpeople]]===&lt;br /&gt;
[[File:lizardpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Second class citizens, lizards are generally relegated to lower level work.&amp;lt;br&amp;gt; &lt;br /&gt;
Within a department a lizard staff member may enjoy anywhere from almost equal standing to obvious racism and disrespect, depending on their coworkers. They enjoy no advantages beyond their striking appearance.&amp;lt;br&amp;gt;&lt;br /&gt;
Their appearance and naming conventions are loosely derived from the Argonians, of Skyrim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Name yourself Does-The-Gimmick. Set all your accessory slots and become an unrecognizable blob of pixels. &amp;lt;strike&amp;gt;Be locked out of important positions.&amp;lt;/strike&amp;gt; Threaten the HoP with a lawsuit if he doesn&#039;t promote you to a Head position and get promptly lasered to death.&amp;lt;br&amp;gt; Make it hard to understand a word you say by hissing frequently. Get discriminated against for being a snowflake race.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Fruits, Vegetables, and Meat, &#039;&#039;especially&#039;&#039; fresh meat. Sometimes even from [[Pets|tiny vermin]] that NanoTransian so graciously lets inhabit the station. &amp;lt;strike&amp;gt;Or the morgue, for the particularly cruel or [[Chef|culinarily inclined]]&amp;lt;/strike&amp;gt;&lt;br /&gt;
* Dislikes: Grain, Dairy, really anything overly processed. Only the freshest will do if it can&#039;t be turned into Jerky. (Sadly, this means the finest of human culinary creations, like pizza or cake, is off limits. What a terrible existence it must be.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Memorable appearance.&lt;br /&gt;
* Solidarity with lizards staffmates.&lt;br /&gt;
* Lizardpeople take one third less heat damage.&lt;br /&gt;
* Lizard tails and hides can be used to craft sought after items like lizard wine, the Liz O&#039; Nine Tails and lizard cloche hats.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Likely target of racism.&lt;br /&gt;
* Noticeable lisssp.&lt;br /&gt;
* 50% more cold damage.&lt;br /&gt;
* Non-human to the AI.&lt;br /&gt;
* &#039;&#039;Your&#039;&#039; lizard tail and hide can be used to craft sought-after items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Everywhere but command department.&lt;br /&gt;
&lt;br /&gt;
=== {{Anchor}}[[Synthetic Lizardpeople]] ===&lt;br /&gt;
[[File:Synthliz.png|left|frameless|109x109px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Highly modified Synthetics that have been made to resemble Lizardpeople. More or less &amp;quot;special&amp;quot; Synthetic Humans.&lt;br /&gt;
&lt;br /&gt;
Like their humanoid-esque siblings, Synthetic Lizard people are vulnerable to EMP&#039;s and ions.&amp;lt;br&amp;gt;&lt;br /&gt;
They do not need to breathe, do not process reagents, are not affected by most viruses and have the additional advantage of not being effected by the cold, whilst normal Lizardpeople are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Name yourself a complicated acronym for something that is likely horny and/or edgy. Be sad when nobody asks you what it stands for. Try to play security, get turned into scrap metal by the Traitor with an EMP flashlight and a dream. Get send to medical alongside the Synthetic Human. Cry as the doctors refuse to send you to robotics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Likes: Energy from APC&#039;s.&lt;br /&gt;
* Dislikes: Water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not need to breathe.&lt;br /&gt;
* Immunity to chemicals.&lt;br /&gt;
* Immunity against viruses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Still immune to beneficial chemicals.&lt;br /&gt;
* Stunned and severely burnt by any sort of EMP or Ion blast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Security, Science and Medical.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Plasmaman}}[[Plasmaman]]===&lt;br /&gt;
[[File:Plasmaman.png|120px]]&lt;br /&gt;
&lt;br /&gt;
Plasmamen are essentially reanimated skeletal corpses inhabited by Colonids, a microscopic, plasma-based fungi that can form into sentient networks.&amp;lt;br&amp;gt;&lt;br /&gt;
Plasmamen have a hard time living on oxygen based space stations as they breathe pure Plasma as their air supply, thus they wear special environmental suits to protect them.&amp;lt;br&amp;gt;&lt;br /&gt;
They have very heavy drawbacks, and must rely on their skill and respect to get by, but get many mechanical advantages unique to them as a result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make up 50% of the Engineering Department staff, take radiation baths in the Supermatter Engine. Stick out like a sore thumb when trying to be stealthy. Die in general.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Vegetables.&lt;br /&gt;
* Dislikes: Fruit, only the flesh is weak to scurvy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* They stand out.&lt;br /&gt;
* Can use their bodies drawback of setting on fire offensively to scare off attackers.&lt;br /&gt;
* Welding visor that can be toggled on and off, which lets one weld safely and block flashes if necessary.&lt;br /&gt;
* Immune to cold, letting them spacewalk with only needing an emergency firesuit as the emergency firesuit protects from pressure damage.&lt;br /&gt;
* Immune to most viruses.&lt;br /&gt;
* Immune to radiation, no matter the severity.&lt;br /&gt;
* Can&#039;t bleed.&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* They have lights built into their helmets which can be toggled on and off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They stand out, badly.&lt;br /&gt;
* Likely target of racism.&lt;br /&gt;
* They rely on a constant source of Plasma air to survive.&lt;br /&gt;
* If exposed to Oxygen, their body will catch on fire.&lt;br /&gt;
* 150% damage from brute, heat and fire.&lt;br /&gt;
* They are stuck inside an environment suit. [Replaceable by Hardsuit, EVA spacesuit, or emergency firesuit + firehat/pressure sealed hat]&lt;br /&gt;
* Can&#039;t drink or eat through helmet, so plasmamen are dependent on injections and patches in order to not take potential damage from eating.&lt;br /&gt;
* No easy ability to hide their identity, as their envirosuits are color coded to match their job.&lt;br /&gt;
* May get their helmets or envirosuit taken off by security stripsearching them, and as a result, die.&lt;br /&gt;
* Have to wear gloves at all times to not light on fire, which means if their arm is cut off and they do not have an emergency firesuit or evasuit to save them, they will burn and die when the gloves fall off.&lt;br /&gt;
* The AI and its [[Cyborg|minions]] are almost always free to maim or kill you if you are seen harming a human.&lt;br /&gt;
* Has no genetic code, meaning they cannot have [[guide to genetics|genetic mutations]].&lt;br /&gt;
* They can wear almost no unique cosmetics, and as a result are always bald.&lt;br /&gt;
* Plasmaman organs are rare, and thus not easily replaceable when damaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Probably in a chair next to the [[supermatter|supermatter engine]], wearing a firesuit and soaking up the radiation, waiting to unleash it on the rest of the station crew.&lt;br /&gt;
* Probably in a chair next to [[guide_to_atmospherics|active fusion of gases]], wearing a firesuit and soaking up the radiation, waiting to unleash it on the rest of the station crew.&lt;br /&gt;
* Probably in a tritium fire at [[atmospherics|atmospherics]], wearing a firesuit and soaking up the radiation, waiting to unleash it on the rest of the station crew.&lt;br /&gt;
* Walking around hallways, unleashing radiation on the rest of the station crew.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Mothpeople}}[[Mothpeople]]===&lt;br /&gt;
[[File:Moths.gif|90px]]&lt;br /&gt;
&lt;br /&gt;
White-faced insect people with wings and antennae. Be the Mary Sue you were always meant to be with a shitload of color &#039;themes&#039; to choose from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get everything unique about you as a species removed by deranged people, but manage to sneak past a free infinite jetpack that never activates when you need it to. Turn into toothpaste when you hack a door wrong.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Vegetables, Dairy, Clothing.&lt;br /&gt;
* Dislikes: Fruit.&lt;br /&gt;
* Toxic: Raw meat, cooked meat, just don&#039;t eat something that moved and made noises.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* If your wings haven&#039;t been crisped, you can flutter around once gravity goes out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on.&lt;br /&gt;
* Badly hurt by fly swatters. [10x damage]&lt;br /&gt;
* Vulnerable to pest spray. [3x damage]&lt;br /&gt;
* Fire will burn your wings off, disabling its benefits.&lt;br /&gt;
* Not protected by Asimov laws.&lt;br /&gt;
* Nonsensical &#039;fluttering&#039; speech tag. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Near a [[Guide_to_races#Ethereals|light bulb]] or [[Tesla_Engine|Tesla engine]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Ethereals}}===&lt;br /&gt;
===[[Ethereals]]===&lt;br /&gt;
[[File:Light_Bulb.png|90px]]&lt;br /&gt;
&lt;br /&gt;
Walking lightbulbs that are named after celestial bodies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Snowflake Ethereal food (High-power energy bars, [[Food#Burgers|empowered burgers]]). Electricity, whether through [[Cyborg]] rechargers, electric shocks, APCs, or indirectly through lightbulbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* They&#039;re walking flashlights.&lt;br /&gt;
* Even better when emagged.&lt;br /&gt;
* Deal burn damage instead of brute damage when punching things.&lt;br /&gt;
* Slightly resistant to electricity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They&#039;re walking flashlights.&lt;br /&gt;
* Can only regain nutrition by entering a cyborg recharger, by touching lightbulbs, touching an APC on {{Combat_Mode}}, or through special Ethereal food.&lt;br /&gt;
* Vulnerable to brute damage.&lt;br /&gt;
* Not protected by Asimov laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* At [[Robotics]] and [[Engineering]].&lt;br /&gt;
&lt;br /&gt;
=== {{Anchor}}[[Anthropomorphs]] ===&lt;br /&gt;
[[File:Furry.png|left|frameless|104x104px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Humanoid yet non-human mammals. Known as furries to most. One of the most common species you will see on the station.&lt;br /&gt;
&lt;br /&gt;
They have identical stats and mechanics-wise, are identical to humans. They are only different in appearance and potentially the odd tail or two.&amp;lt;br&amp;gt;&lt;br /&gt;
They are everywhere. You won&#039;t feel alone playing as one.&lt;br /&gt;
&lt;br /&gt;
==== Diet ====&lt;br /&gt;
&lt;br /&gt;
* Likes: Identical to humans.&lt;br /&gt;
* Dislikes: Identical to humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Strength in numbers.&lt;br /&gt;
* Massive metagang.&lt;br /&gt;
* Appealing to most species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Absolutely detested by some.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Literally everywhere and anywhere.&lt;br /&gt;
&lt;br /&gt;
=== {{Anchor}} ===&lt;br /&gt;
&lt;br /&gt;
=== [[Synthetic Anthropomorphs]] ===&lt;br /&gt;
[[File:SynthAnthro.png|left|frameless|118x118px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Humanoid mammal, but robotic. &lt;br /&gt;
&lt;br /&gt;
Once again, Synthetics are stunned and burnt by Ions/EMP&#039;s.&lt;br /&gt;
&lt;br /&gt;
And again, they do not need to breathe, do not process reagents and are immune to viruses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not exist. Be confused as to why you exist when you spawn in. Be synth #1234567.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Likes: Energy from APC&#039;s.&lt;br /&gt;
* Dislikes: Water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not need to breathe.&lt;br /&gt;
* Immunity to chemicals.&lt;br /&gt;
* Immunity against viruses.&lt;br /&gt;
* Metagang.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Still immune to beneficial chemicals.&lt;br /&gt;
* Stunned and severely burnt by any sort of EMP or Ion blast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Security, Science and Medical.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Human Mutants=&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made.&amp;lt;br&amp;gt; &lt;br /&gt;
These players are less likely to be the targets of racism, as many may simply acknowledge their former humanity, but are none the less NOT human anymore.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Podman}}[[Podman|Podpeople]]===&lt;br /&gt;
[[File:podpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Human blood, resurrected through a plant. Podpeople are rare to see, often only making an appearance if the doctors or defibrillators are gone. They thrive in light and can&#039;t survive darkness for too long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
End up as mister potatohead after getting husked and the Botanist is not stoned enough to forget he can clone, but too stoned to do a good job. Forget that you photosynthesise and grow obese in the light. Start vegetating with relative ease.&amp;lt;br&amp;gt; Remember that you&#039;re basically a walking matchstick well after you marched into a plasma fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Gradually heals and gains nutrition in well lit areas.&lt;br /&gt;
* Immune to plant-based hazards such as space vines and killer tomatoes.&lt;br /&gt;
* Bees don&#039;t mind them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Darkness drains nutrition.&lt;br /&gt;
* If starving, takes damage over time.&lt;br /&gt;
* Easily eaten by goats.&lt;br /&gt;
* Tendency to be overweight due to desire to stay in the light at all times.&lt;br /&gt;
* Extra vulnerable to chemicals designed to kill plant life.&lt;br /&gt;
* Takes extra burn damage and heats up quickly.&lt;br /&gt;
* Mutates if shot by a [[Research_items#Floral Somatoray|floral somatoray]] in mutation mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Hydroponics]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Flyperson}}[[Flyperson|Flypeople]]===&lt;br /&gt;
[[File:flypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Walking abominations of mishmatched DNA caused by teleporter malfunctions. Careful use and upgrading of the teleporter can assure those that dabble with it don&#039;t end up in this sorry state.&amp;lt;br&amp;gt;&lt;br /&gt;
Like the lizard races, there&#039;s absolutely nothing redeemable about existing like this, unless you just enjoy being a freak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Annoy the chef for his cheese, vomit on his food and kill Pete because &amp;lt;strike&amp;gt;you need barf fuel&amp;lt;/strike&amp;gt; muh self defense. Start getting voices in your head when you read the bee movie script over the radio.&amp;lt;br&amp;gt; Get lynched for attacking the botanist using pest spray, and get gibbed by the chef for &#039;no reason&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Gross things, such as vomit. Get your crewmates sick and never go hungry again!&lt;br /&gt;
* Dislikes: Anything with nutriment... the first time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Buz-zz-zing lisp.&lt;br /&gt;
* Grotesque appearance.&lt;br /&gt;
* Badly hurt by pest spray [3x damage].&lt;br /&gt;
* CRUSHED by fly swatters [30x damage].&lt;br /&gt;
* Their organs are unidentifiable. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Near a [[teleporter]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Felinids}}[[Felinids]]===&lt;br /&gt;
[[File:Catpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Effectively human if not for their ears and tail. &lt;br /&gt;
&lt;br /&gt;
Nanotrasen executives agree that Felinids are not befitting of head roles for the same reason certain individuals are drawn to this species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* The same as normal humans.&lt;br /&gt;
* Dislikes: Furballs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of the shift, put on clothes that look like they&#039;re from one of those Chinese cartoons you&#039;re always watching. &amp;lt;s&amp;gt;Have quality interactions with the crew&amp;lt;/s&amp;gt; behave like a poorly-written female character created by a sweaty dude who&#039;s never actually spoken to a woman except for his mother (and a fast food cashier that one time.) NYAAA at the crew. Become an entertaining electrical conductor for silicons. &amp;lt;br&amp;gt; Metafriend every other catperson, every single round. Get lynched in the hallways by a mob while [[the authorities]] point and laugh from a distance. When in danger, [[Rules#Main Rules - read these if nothing else|get saved by backup suspiciously fast.]] Ahelp every transgression people do to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Metagangs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Hit harder by flashbangs.&lt;br /&gt;
* Non-human to the AI.&lt;br /&gt;
* Distracted by laser pointers.&lt;br /&gt;
* Felinids aren&#039;t allowed to have tattoos because it shames famiry.&lt;br /&gt;
* Are below beast races because they abandoned their humanity, as opposed to never having it in the first place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;s&amp;gt;On any station as long as the player made a Felinid character before the great weeb purge of January 2019.&amp;lt;/s&amp;gt;&lt;br /&gt;
* Currently an available race as of November 2019&lt;br /&gt;
&lt;br /&gt;
=={{anchor|Jelly and Slime Mutants}}Jelly and Slime Mutants==&lt;br /&gt;
&lt;br /&gt;
These races are created in Xenobiology by taking mutation toxin. &amp;lt;br&amp;gt;&lt;br /&gt;
Further intake has a chance to mutate a slimeperson into a Stargazer or Luminescent.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Jellypeople}}Jellypeople===&lt;br /&gt;
[[File:Jellyperson_male.png|96px|link=Special:FilePath/Jellyperson_male.png]][[File:Jellyperson_female.png|96px|link=Special:FilePath/Jellyperson_female.png]]&lt;br /&gt;
&lt;br /&gt;
The proto-jelly race. Its subspecies all share the following traits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Anything that would deal toxin damage (for example, Plasma) will heal toxin damage instead.&lt;br /&gt;
* Slimes will never attack them.&lt;br /&gt;
* Able to speak the slime language.&lt;br /&gt;
* Has slime jelly instead of blood, which is toxin if ingested by others.&lt;br /&gt;
* Take half burn damage from any source.&lt;br /&gt;
* Can grow limbs back using their slime jelly &amp;quot;blood&amp;quot;.&lt;br /&gt;
* Has slime lungs, &amp;quot;vacuole&amp;quot;, which will regenerate blood (jelly) volume when breathing plasma. Still needs oxygen though. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Lose limbs when &amp;quot;blood&amp;quot; volume goes too low, restoring some of it.&lt;br /&gt;
* Take toxin damage from chemicals that would normally cure it. This also drains large amounts of blood.&lt;br /&gt;
* Nonhuman to the AI.&lt;br /&gt;
* Take triple damage from cold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Guide_to_xenobiology#Green_Slime|Xenobiology]]. Also botany, if lucky with [[Guide_to_hydroponics#Strange_seeds|strange seeds]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Slimepeople}}Slimepeople===&lt;br /&gt;
[[File:slimepeople.png]]&lt;br /&gt;
&lt;br /&gt;
Pretty much humans turned into slime.&amp;lt;br&amp;gt;&lt;br /&gt;
Like slimes, they can split into multiple bodies, while retaining the same mind.&lt;br /&gt;
&lt;br /&gt;
====Powers====&lt;br /&gt;
* Can split themselves to create spare bodies.&lt;br /&gt;
** To split they need to acquire slime jelly; (just make a plasma chamber and wait on it) they generate it either by being well fed or by taking normally toxin-dealing chemicals (which heals them, doesn&#039;t damage them). Normal toxin healing chemicals will remove blood and cause toxin damage at a fast rate.&lt;br /&gt;
** Reaching 1100 jelly volume will let them split once, and reset them to 600.&lt;br /&gt;
** They can swap between bodies at will; dying in their current body will send them to another body if they have one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be the specialest snowflake in xenobiology. Hang out with your &amp;lt;s&amp;gt;only&amp;lt;/s&amp;gt; slime friends. Swap between bodies. Inject people with your poisonous blood. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Xenobiology]].&lt;br /&gt;
&lt;br /&gt;
===Stargazers===&lt;br /&gt;
[[File:jellypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with participants.&lt;br /&gt;
&lt;br /&gt;
====Powers====&lt;br /&gt;
* Can privately and anonymously &amp;quot;send thoughts&amp;quot; to any target they see.&lt;br /&gt;
* Can form slimelinks with any living being.&lt;br /&gt;
** To form a slimelink, they must aggressively grab their target, then use the Link Minds ability.&lt;br /&gt;
** Everyone in the slimelink will be able to communicate in it and hear each other.&lt;br /&gt;
** Slimelink communication also works while unconscious or muted.&lt;br /&gt;
** Slimelinks are broken by death; killing the Stargazer supporting it, or changing its species will unlink everyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Xenobiology]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Luminescents}}Luminescents===&lt;br /&gt;
[[File:Luminescent_male.png|96px|link=Special:FilePath/Luminescent_male.png]][[File:Luminescent_female.png|96px|link=Special:FilePath/Luminescent_female.png]]&lt;br /&gt;
&lt;br /&gt;
Luminescents are versatile; they gain powers by consuming cores and activating them with their peculiar biology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Emit a faint glow.&lt;br /&gt;
&lt;br /&gt;
====Powers====&lt;br /&gt;
* Can absorb slime cores to gain special abilities. (You can find the various effects [[Guide_to_xenobiology#Formulas|here]])&lt;br /&gt;
** Each core has a minor and a major ability.&lt;br /&gt;
** Activating them has a cooldown instead of using up the core. Cores can be ejected and reused.&lt;br /&gt;
** You can only have one core absorbed at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* One of the possible mutations from [[Guide_to_chemistry#Slime_Mutation_Toxin|slime mutation toxin]], made with [[Guide_to_xenobiology#Green_Slime|green slime]] extracts.&lt;br /&gt;
&lt;br /&gt;
=Exotic Races=&lt;br /&gt;
These races have very few ways to come about, and often rely on very rare situations to exist at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Golems aside, you will almost never have to deal with them, but should be aware of them all the same for when the time comes.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Golem}}[[Golem]]s===&lt;br /&gt;
[[File:agolem.png|96px|link=Special:FilePath/Agolem.png]][[File:Iron_golem.png|96px]][[File:Silver_golem.png|96px]][[File:Gold_golem.png|96px]][[File:Plasma_golem.png|96px]][[File:Uranium_golem.png|96px]][[File:Diamond_golem.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Lumbering people of shining stone, golems are born into the servitude of their creators. While some will immediately gift these golems with freedom others will keep them close as assistants, bodyguards, or attack dogs. Golems do not have a will of their own unless granted one by their creator, and are not directly responsible for their actions if commanded.&lt;br /&gt;
Free golems found on [[Lavaland]] function equivalently to their station-born counterparts; however, they are not compelled to serve anyone.&lt;br /&gt;
&lt;br /&gt;
Golems have unique benefits and drawbacks, depending on the type of mineral they&#039;re made of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Act like dumb ogre, smash the fleshy idiot humies and trigger gods. Escalate conflicts to deadchat with your ogre fists. Dish out justice with your ogre squad.&amp;lt;br&amp;gt; Kill people with your flashy radiation, and get banned for &amp;lt;s&amp;gt;card&amp;lt;/s&amp;gt; golem counting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Spaceworthy, can&#039;t be dismembered and don&#039;t bleed out.&lt;br /&gt;
* Immune to the effects of radiation and viruses.&lt;br /&gt;
* Most golems punch hard and are highly resistant to brute damage, with some exceptions.&lt;br /&gt;
* Have pocket-slots without wearing a jumpsuit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Bound to will of creator unless freed.&lt;br /&gt;
* Most are much slower than humans.&lt;br /&gt;
* Immune to injections and cryogenic drugs, can&#039;t give or receive CPR&lt;br /&gt;
* Can&#039;t equip most clothing. Not really a drawback, since golems already have pockets.&lt;br /&gt;
* The only guns they can use are Kinetic Accelerators with modified trigger guards.&lt;br /&gt;
* Often prejudiced against and slain without mercy by [[Shitcurity|the station]] at first sign of trouble.&lt;br /&gt;
&lt;br /&gt;
For mineral specific benefits and drawbacks, see: [[Golem#Types_of_Golems|Types of Golems]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Xenobiology]].&lt;br /&gt;
* [[Lavaland]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Skeletons}}Skeletons===&lt;br /&gt;
[[File:skeletons.png]]&lt;br /&gt;
&lt;br /&gt;
The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones.&amp;lt;br&amp;gt;&lt;br /&gt;
Clattering spooks, due to their supernatural qualities they&#039;re almost always associated with wizards.&amp;lt;br&amp;gt;&lt;br /&gt;
Skeletons enjoy a wide selection of useful immunities, just don&#039;t expect the crew to ever enjoy looking at you ever again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Don&#039;t need to breathe.&lt;br /&gt;
* Aren&#039;t bothered by extreme temperatures and pressure.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
* Are immune to the effects of radiation, as well as viruses.&lt;br /&gt;
* Immune to item embedding and chemical injections.&lt;br /&gt;
* Do not need to eat.&lt;br /&gt;
* Can attach limbs from the ground without surgery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Loses limbs easily.&lt;br /&gt;
* Too spooky for most to tolerate.&lt;br /&gt;
* Immune to medical injections&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Space pirate ships, with [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|High-functioning Zombies}}High-functioning Zombies===&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Unlike the zombies you find in movies, these high-functioning zombies don&#039;t crave your brains (despite what they might be compelled to say sometimes).&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s perfectly possible to coexist with these zombies, though understanding their slurring speech might drive some to wish it wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Don&#039;t need to breathe.&lt;br /&gt;
* Can survive in extreme pressures.&lt;br /&gt;
* Immune to cold.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
* Are immune to the effects of radiation.&lt;br /&gt;
* Can attach limbs from the ground without surgery.&lt;br /&gt;
* Immune to [[Changeling]] transmutation stings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Loses limbs easily.&lt;br /&gt;
* Hard to understand.&lt;br /&gt;
* Ugly.&lt;br /&gt;
* Tends to be confused with the infectious kind of zombie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* With [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
&lt;br /&gt;
===={{anchor|Romerol Zombies}}Romerol Zombies====&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Rotted remains of former humans, brought way less back to life. Unlike the zombies you find in Xenobiology, Romerol zombies aren&#039;t just a human mutation.&amp;lt;br&amp;gt;&lt;br /&gt;
They are aggressive by nature, and spread an infection when hitting other humanoids, causing them to turn into Romerol zombies on death.&lt;br /&gt;
&lt;br /&gt;
They also won&#039;t stay dead as long as the infection is active and their head is intact: to stop them permanently, the body must be destroyed or beheaded, or the infection must be surgically removed.&amp;lt;br&amp;gt; &lt;br /&gt;
If this does not happen, the zombie will revive at full health after some time.&lt;br /&gt;
&lt;br /&gt;
The infection is concentrated in a tumor located in the brain. Should this tumor be removed surgically, the body will revert to a normal corpse, which can then be &amp;lt;s&amp;gt;cloned&amp;lt;/s&amp;gt; revived.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Same as regular zombies.&lt;br /&gt;
* Strong claws that can even punch through airlocks.&lt;br /&gt;
* Revives after death unless decapitated or gibbed.&lt;br /&gt;
* Quickly heals wounds.&lt;br /&gt;
* Can see in the dark.&lt;br /&gt;
* Turn other species into romerol zombies on death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Slow movement.&lt;br /&gt;
* Can only use claws to smash.&lt;br /&gt;
* (Rightfully) feared and hunted by crewmembers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* On the station, after traitors team up to buy [[Syndicate_Items#Romerol|Romerol]] or get lucky with a [[Syndicate_Items#Syndicate_Surplus_Crate|surplus crate]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Shadowpeople}}Shadowpeople===&lt;br /&gt;
[[File:shadowpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Cursed beings of darkness, shadows that cannot exist for long in the light. They skulk in darkened maintenance corridors or in workplaces with intentionally destroyed lighting. They are not intrinsically evil, but still invoke an understandable level of mistrust in pretty much everyone.&lt;br /&gt;
&lt;br /&gt;
They share many of the passive effects of [[Shadowling]]s, but none of their innate spells or abilities. They are far less a threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Gradually heals in the dark.&lt;br /&gt;
* Don&#039;t need to breathe.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
* Are immune to the effects of radiation.&lt;br /&gt;
* Can see far in the dark.&lt;br /&gt;
* Immune to viruses.&lt;br /&gt;
* Won&#039;t get attacked by &#039;&#039;Faithless&#039;&#039; mobs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Will perish in the light.&lt;br /&gt;
* Generally impossible to maintain a normal life on the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* In the darkness. Also [[Xenobiology]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Synths}}Synths===&lt;br /&gt;
[[File:Changeling.gif|96px]][[File:Synth_revealed.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Immune to all chemicals but synthflesh.&lt;br /&gt;
* Does not need to breathe.&lt;br /&gt;
* Immune to viruses.&lt;br /&gt;
* Can&#039;t be dismembered.&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* Gains all the passive bonuses/immunities of the race they&#039;re disguised as, until the disguise falls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Usually valid. Expect the crew to attack you if you&#039;re revealed as synth.&lt;br /&gt;
* Disguise falls if you take more than 25 damage.&lt;br /&gt;
* Can only heal with synthflesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Only if the &amp;lt;s&amp;gt;admins&amp;lt;/s&amp;gt; gods spawn them.&lt;br /&gt;
&lt;br /&gt;
===={{anchor|Military Synths}}Military Synths====&lt;br /&gt;
&lt;br /&gt;
A special type of synth. In addition to classic synths, it has:&lt;br /&gt;
* 25% natural armor against all damages.&lt;br /&gt;
* High punch damage, with 50% chance of stunning on hit.&lt;br /&gt;
* Need to take 50 damage instead of 25 for the disguise to fail.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Androids}}Androids===&lt;br /&gt;
[[File:Androids.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanlike robots, distant cousins of synths. While visually identical to a fully augmented human, it has some additional perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Does not need to breathe, immune to gases and viruses.&lt;br /&gt;
* Immunity to pressure, cold and heat, can&#039;t be set on fire.&lt;br /&gt;
* Does not bleed.&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* Cannot be pierced by syringes or glass.&lt;br /&gt;
* Can repair brute damage with welding and burn damage by replacing wires.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Cannot heal brute and burn damage with conventional means.&lt;br /&gt;
* Paralyzed and heavily damaged by EMPs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Botany random mutation toxin and other places (like the chapel via technopriest rituals)&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Abductor}}[[Abductor]]s===&lt;br /&gt;
[[File:Abductor_base.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Alien beings sent here to probe the station&#039;s crew. They cannot speak normally, but instead use a special frequency tuned to their mothership: different abductor teams have separate channels. Abductors created in different ways share a common abductor channel instead, and cannot hear natural abductors. If discovered by the station, the crew may try to [[Byond_the_impossible|communicate and make peace]] or deliver the Abductors to [[medbay]]/[[Research_Division|R&amp;amp;D]] for [[Surgery#Alien_Surgery|research purposes]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Does not bleed.&lt;br /&gt;
* Does not need to breathe.&lt;br /&gt;
* Is immune to viruses.&lt;br /&gt;
* Can use abductor-specific equipment.&lt;br /&gt;
* Can see in the dark for short ranges.&lt;br /&gt;
* Can communicate without restrictions with fellow abductors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Can&#039;t use guns, except the one they start with.&lt;br /&gt;
* Cannot be heard by non-abductors when speaking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Abductor]] ships&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Hangyul</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Guide_to_races&amp;diff=6597</id>
		<title>Guide to races</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Guide_to_races&amp;diff=6597"/>
		<updated>2021-06-12T13:35:09Z</updated>

		<summary type="html">&lt;p&gt;Hangyul: Added Synthetic Humans, Lizardpeople and Anthropomorphs to the race page. Tweaked non-human races to no longer have the &amp;quot;not in command&amp;quot; note, as they can be command. Added Anthropomorph entry.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;During your time on station you may find yourself face to face (or face to mirror) with the not quite human. Be they aliens, mutated humans, or self aware constructs you&#039;re expected to try and coexist on this deathtrap&amp;lt;br&amp;gt;&lt;br /&gt;
Learning their quirks can be key to knowing how to keep them amicable in times of peace, and easy to put down in times of strife.&lt;br /&gt;
&lt;br /&gt;
=Roundstart Races=&lt;br /&gt;
On tgstation, these are the races allowed to be chosen at round start. Because they are freely available, you should expect to deal with them nearly every round.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Humans}}[[Humans]]===&lt;br /&gt;
[[File:humans.png]]&lt;br /&gt;
&lt;br /&gt;
On the station humans enjoy a degree of superiority over other races, everyone you meet in a position of power will generally be a human.&amp;lt;br&amp;gt;&lt;br /&gt;
By default, the [[AI]] will apply the protections of its laws ONLY to humans, though they may extend that protection to other races out of preference provided doing so doesn&#039;t harm humans.&amp;lt;br&amp;gt;&lt;br /&gt;
Should a conflict arise between a human and another race, expect the AI to take the human&#039;s side.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Behave like the dominant species you are. Beat skulls in with a toolbox and remind everyone that you are essentially a bald ape. Get leg-dropped by a wrestler and watch as your leg actually falls off.&amp;lt;br&amp;gt; Set up industrial-sized bugzappers in the main hall to deal with [[Mothpeople|the pests]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Fried food and junkfood, often combined into a heavenly form known as fast food.&lt;br /&gt;
* Dislikes: Raw food.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* AI Protection under the default Asimov lawset.&lt;br /&gt;
* Domination of [[Command_Staff|Command Jobs]].&lt;br /&gt;
* Strength in numbers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* None at all.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Everywhere.&lt;br /&gt;
&lt;br /&gt;
=== {{Anchor}}[[Synthetic Humans]] ===&lt;br /&gt;
[[File:Synthhuman.png|left|frameless|100x100px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Standard humans but synthetic; they look identical to their biological brethren, but possess robotic organs and limbs instead of flesh. They have a number of advantages and weaknesses.&lt;br /&gt;
&lt;br /&gt;
Synths are stunned and burnt by EMP&#039;s and ions.&amp;lt;br&amp;gt;&lt;br /&gt;
They do not need to breathe, are not affected by any sort of chemical reagent and have immunity to most viruses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be a human but without complicated healing. Beat people to death whilst laughing as you cannot be poisoned by the Chemist. &lt;br /&gt;
&lt;br /&gt;
Cry when the chemist mixes uranium and iron together. Cry again when they bring your corpse to medical instead of Robotics.&lt;br /&gt;
&lt;br /&gt;
==== Diet ====&lt;br /&gt;
&lt;br /&gt;
* Likes: Energy from APC&#039;s.&lt;br /&gt;
* Dislikes: Water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not need to breathe.&lt;br /&gt;
* Immunity to chemicals.&lt;br /&gt;
* Immunity against viruses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Still immune to beneficial chemicals.&lt;br /&gt;
* Stunned and severely burnt by any sort of EMP or Ion blast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Security, Science and Medical.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Lizardperson}}[[Lizardperson|Lizardpeople]]===&lt;br /&gt;
[[File:lizardpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Second class citizens, lizards are generally relegated to lower level work.&amp;lt;br&amp;gt; &lt;br /&gt;
Within a department a lizard staff member may enjoy anywhere from almost equal standing to obvious racism and disrespect, depending on their coworkers. They enjoy no advantages beyond their striking appearance.&amp;lt;br&amp;gt;&lt;br /&gt;
Their appearance and naming conventions are loosely derived from the Argonians, of Skyrim.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Name yourself Does-The-Gimmick. Set all your accessory slots and become an unrecognizable blob of pixels. &amp;lt;strike&amp;gt;Be locked out of important positions.&amp;lt;/strike&amp;gt; Threaten the HoP with a lawsuit if he doesn&#039;t promote you to a Head position and get promptly lasered to death.&amp;lt;br&amp;gt; Make it hard to understand a word you say by hissing frequently. Get discriminated against for being a snowflake race.   &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Fruits, Vegetables, and Meat, &#039;&#039;especially&#039;&#039; fresh meat. Sometimes even from [[Pets|tiny vermin]] that NanoTransian so graciously lets inhabit the station. &amp;lt;strike&amp;gt;Or the morgue, for the particularly cruel or [[Chef|culinarily inclined]]&amp;lt;/strike&amp;gt;&lt;br /&gt;
* Dislikes: Grain, Dairy, really anything overly processed. Only the freshest will do if it can&#039;t be turned into Jerky. (Sadly, this means the finest of human culinary creations, like pizza or cake, is off limits. What a terrible existence it must be.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Memorable appearance.&lt;br /&gt;
* Solidarity with lizards staffmates.&lt;br /&gt;
* Lizardpeople take one third less heat damage.&lt;br /&gt;
* Lizard tails and hides can be used to craft sought after items like lizard wine, the Liz O&#039; Nine Tails and lizard cloche hats.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Likely target of racism.&lt;br /&gt;
* Noticeable lisssp.&lt;br /&gt;
* 50% more cold damage.&lt;br /&gt;
* Non-human to the AI.&lt;br /&gt;
* &#039;&#039;Your&#039;&#039; lizard tail and hide can be used to craft sought-after items.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Everywhere but command department.&lt;br /&gt;
&lt;br /&gt;
=== {{Anchor}}[[Synthetic Lizardpeople]] ===&lt;br /&gt;
[[File:Synthliz.png|left|frameless|109x109px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Highly modified Synthetics that have been made to resemble Lizardpeople. More or less &amp;quot;special&amp;quot; Synthetic Humans.&lt;br /&gt;
&lt;br /&gt;
Like their humanoid-esque siblings, Synthetic Lizard people are vulnerable to EMP&#039;s and ions.&amp;lt;br&amp;gt;&lt;br /&gt;
They do not need to breathe, do not process reagents, are not affected by most viruses and have the additional advantage of not being effected by the cold, whilst normal Lizardpeople are.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Name yourself a complicated acronym for something that is likely horny and/or edgy. Be sad when nobody asks you what it stands for. Try to play security, get turned into scrap metal by the Traitor with an EMP flashlight and a dream. Get send to medical alongside the Synthetic Human. Cry as the doctors refuse to send you to robotics.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Likes: Energy from APC&#039;s.&lt;br /&gt;
* Dislikes: Water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not need to breathe.&lt;br /&gt;
* Immunity to chemicals.&lt;br /&gt;
* Immunity against viruses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Still immune to beneficial chemicals.&lt;br /&gt;
* Stunned and severely burnt by any sort of EMP or Ion blast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Security, Science and Medical.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Plasmaman}}[[Plasmaman]]===&lt;br /&gt;
[[File:Plasmaman.png|120px]]&lt;br /&gt;
&lt;br /&gt;
Plasmamen are essentially reanimated skeletal corpses inhabited by Colonids, a microscopic, plasma-based fungi that can form into sentient networks.&amp;lt;br&amp;gt;&lt;br /&gt;
Plasmamen have a hard time living on oxygen based space stations as they breathe pure Plasma as their air supply, thus they wear special environmental suits to protect them.&amp;lt;br&amp;gt;&lt;br /&gt;
They have very heavy drawbacks, and must rely on their skill and respect to get by, but get many mechanical advantages unique to them as a result.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make up 50% of the Engineering Department staff, take radiation baths in the Supermatter Engine. Stick out like a sore thumb when trying to be stealthy. Die in general.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Vegetables.&lt;br /&gt;
* Dislikes: Fruit, only the flesh is weak to scurvy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* They stand out.&lt;br /&gt;
* Can use their bodies drawback of setting on fire offensively to scare off attackers.&lt;br /&gt;
* Welding visor that can be toggled on and off, which lets one weld safely and block flashes if necessary.&lt;br /&gt;
* Immune to cold, letting them spacewalk with only needing an emergency firesuit as the emergency firesuit protects from pressure damage.&lt;br /&gt;
* Immune to most viruses.&lt;br /&gt;
* Immune to radiation, no matter the severity.&lt;br /&gt;
* Can&#039;t bleed.&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* They have lights built into their helmets which can be toggled on and off.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They stand out, badly.&lt;br /&gt;
* Likely target of racism.&lt;br /&gt;
* They rely on a constant source of Plasma air to survive.&lt;br /&gt;
* If exposed to Oxygen, their body will catch on fire.&lt;br /&gt;
* 150% damage from brute, heat and fire.&lt;br /&gt;
* They are stuck inside an environment suit. [Replaceable by Hardsuit, EVA spacesuit, or emergency firesuit + firehat/pressure sealed hat]&lt;br /&gt;
* Can&#039;t drink or eat through helmet, so plasmamen are dependent on injections and patches in order to not take potential damage from eating.&lt;br /&gt;
* No easy ability to hide their identity, as their envirosuits are color coded to match their job.&lt;br /&gt;
* May get their helmets or envirosuit taken off by security stripsearching them, and as a result, die.&lt;br /&gt;
* Have to wear gloves at all times to not light on fire, which means if their arm is cut off and they do not have an emergency firesuit or evasuit to save them, they will burn and die when the gloves fall off.&lt;br /&gt;
* The AI and its [[Cyborg|minions]] are almost always free to maim or kill you if you are seen harming a human.&lt;br /&gt;
* Has no genetic code, meaning they cannot have [[guide to genetics|genetic mutations]].&lt;br /&gt;
* They can wear almost no unique cosmetics, and as a result are always bald.&lt;br /&gt;
* Plasmaman organs are rare, and thus not easily replaceable when damaged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Probably in a chair next to the [[supermatter|supermatter engine]], wearing a firesuit and soaking up the radiation, waiting to unleash it on the rest of the station crew.&lt;br /&gt;
* Probably in a chair next to [[guide_to_atmospherics|active fusion of gases]], wearing a firesuit and soaking up the radiation, waiting to unleash it on the rest of the station crew.&lt;br /&gt;
* Probably in a tritium fire at [[atmospherics|atmospherics]], wearing a firesuit and soaking up the radiation, waiting to unleash it on the rest of the station crew.&lt;br /&gt;
* Walking around hallways, unleashing radiation on the rest of the station crew.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Mothpeople}}[[Mothpeople]]===&lt;br /&gt;
[[File:Moths.gif|90px]]&lt;br /&gt;
&lt;br /&gt;
White-faced insect people with wings and antennae. Be the Mary Sue you were always meant to be with a shitload of color &#039;themes&#039; to choose from.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Get everything unique about you as a species removed by deranged people, but manage to sneak past a free infinite jetpack that never activates when you need it to. Turn into toothpaste when you hack a door wrong.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Vegetables, Dairy, Clothing.&lt;br /&gt;
* Dislikes: Fruit.&lt;br /&gt;
* Toxic: Raw meat, cooked meat, just don&#039;t eat something that moved and made noises.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* If your wings haven&#039;t been crisped, you can flutter around once gravity goes out.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Your eyes are extra sensitive to light. Welding needs both goggles plus a mask and flashbangs REALLY hurt, even with sunglasses on.&lt;br /&gt;
* Badly hurt by fly swatters. [10x damage]&lt;br /&gt;
* Vulnerable to pest spray. [3x damage]&lt;br /&gt;
* Fire will burn your wings off, disabling its benefits.&lt;br /&gt;
* Not protected by Asimov laws.&lt;br /&gt;
* Nonsensical &#039;fluttering&#039; speech tag. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Near a [[Guide_to_races#Ethereals|light bulb]] or [[Tesla_Engine|Tesla engine]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Ethereals}}===&lt;br /&gt;
===[[Ethereals]]===&lt;br /&gt;
[[File:Light_Bulb.png|90px]]&lt;br /&gt;
&lt;br /&gt;
Walking lightbulbs that are named after celestial bodies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Snowflake Ethereal food (High-power energy bars, [[Food#Burgers|empowered burgers]]). Electricity, whether through [[Cyborg]] rechargers, electric shocks, APCs, or indirectly through lightbulbs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* They&#039;re walking flashlights.&lt;br /&gt;
* Even better when emagged.&lt;br /&gt;
* Deal burn damage instead of brute damage when punching things.&lt;br /&gt;
* Slightly resistant to electricity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* They&#039;re walking flashlights.&lt;br /&gt;
* Can only regain nutrition by entering a cyborg recharger, by touching lightbulbs, touching an APC on {{Combat_Mode}}, or through special Ethereal food.&lt;br /&gt;
* Vulnerable to brute damage.&lt;br /&gt;
* Not protected by Asimov laws.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* At [[Robotics]] and [[Engineering]].&lt;br /&gt;
&lt;br /&gt;
=== {{Anchor}}[[Anthropomorphs]] ===&lt;br /&gt;
[[File:Furry.png|left|frameless|104x104px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Humanoid yet non-human mammals. Known as furries to most. One of the most common species you will see on the station.&lt;br /&gt;
&lt;br /&gt;
They have identical stats and mechanics-wise, are identical to humans. They are only different in appearance and potentially the odd tail or two.&amp;lt;br&amp;gt;&lt;br /&gt;
They are everywhere. You won&#039;t feel alone playing as one.&lt;br /&gt;
&lt;br /&gt;
==== Diet ====&lt;br /&gt;
&lt;br /&gt;
* Likes: Identical to humans.&lt;br /&gt;
* Dislikes: Identical to humans.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Strength in numbers.&lt;br /&gt;
* Massive metagang.&lt;br /&gt;
* Appealing to most species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Absolutely detested by some.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Literally everywhere and anywhere.&lt;br /&gt;
&lt;br /&gt;
=== {{Anchor}} ===&lt;br /&gt;
&lt;br /&gt;
=== [[Synthetic Anthropomorphs]] ===&lt;br /&gt;
[[File:SynthAnthro.png|left|frameless|118x118px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Humanoid mammal, but robotic. &lt;br /&gt;
&lt;br /&gt;
Once again, Synthetics are stunned and burnt by Ions/EMP&#039;s.&lt;br /&gt;
&lt;br /&gt;
And again, they do not need to breathe, do not process reagents and are immune to viruses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Not exist. Be confused as to why you exist when you spawn in. Be synth #1234567.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Likes: Energy from APC&#039;s.&lt;br /&gt;
* Dislikes: Water.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Do not need to breathe.&lt;br /&gt;
* Immunity to chemicals.&lt;br /&gt;
* Immunity against viruses.&lt;br /&gt;
* Metagang.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Still immune to beneficial chemicals.&lt;br /&gt;
* Stunned and severely burnt by any sort of EMP or Ion blast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Security, Science and Medical.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Human Mutants=&lt;br /&gt;
Over the course of a shift, you or someone you know may lose their humanity. These races are not born, but made.&amp;lt;br&amp;gt; &lt;br /&gt;
These players are less likely to be the targets of racism, as many may simply acknowledge their former humanity, but are none the less NOT human anymore.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Podman}}[[Podman|Podpeople]]===&lt;br /&gt;
[[File:podpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Human blood, resurrected through a plant. Podpeople are rare to see, often only making an appearance if the doctors or defibrillators are gone. They thrive in light and can&#039;t survive darkness for too long.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
End up as mister potatohead after getting husked and the Botanist is not stoned enough to forget he can clone, but too stoned to do a good job. Forget that you photosynthesise and grow obese in the light. Start vegetating with relative ease.&amp;lt;br&amp;gt; Remember that you&#039;re basically a walking matchstick well after you marched into a plasma fire.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Gradually heals and gains nutrition in well lit areas.&lt;br /&gt;
* Immune to plant-based hazards such as space vines and killer tomatoes.&lt;br /&gt;
* Bees don&#039;t mind them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Darkness drains nutrition.&lt;br /&gt;
* If starving, takes damage over time.&lt;br /&gt;
* Easily eaten by goats.&lt;br /&gt;
* Tendency to be overweight due to desire to stay in the light at all times.&lt;br /&gt;
* Extra vulnerable to chemicals designed to kill plant life.&lt;br /&gt;
* Takes extra burn damage and heats up quickly.&lt;br /&gt;
* Mutates if shot by a [[Research_items#Floral Somatoray|floral somatoray]] in mutation mode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Hydroponics]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Flyperson}}[[Flyperson|Flypeople]]===&lt;br /&gt;
[[File:flypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Walking abominations of mishmatched DNA caused by teleporter malfunctions. Careful use and upgrading of the teleporter can assure those that dabble with it don&#039;t end up in this sorry state.&amp;lt;br&amp;gt;&lt;br /&gt;
Like the lizard races, there&#039;s absolutely nothing redeemable about existing like this, unless you just enjoy being a freak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Annoy the chef for his cheese, vomit on his food and kill Pete because &amp;lt;strike&amp;gt;you need barf fuel&amp;lt;/strike&amp;gt; muh self defense. Start getting voices in your head when you read the bee movie script over the radio.&amp;lt;br&amp;gt; Get lynched for attacking the botanist using pest spray, and get gibbed by the chef for &#039;no reason&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* Likes: Gross things, such as vomit. Get your crewmates sick and never go hungry again!&lt;br /&gt;
* Dislikes: Anything with nutriment... the first time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Buz-zz-zing lisp.&lt;br /&gt;
* Grotesque appearance.&lt;br /&gt;
* Badly hurt by pest spray [3x damage].&lt;br /&gt;
* CRUSHED by fly swatters [30x damage].&lt;br /&gt;
* Their organs are unidentifiable. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Near a [[teleporter]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Felinids}}[[Felinids]]===&lt;br /&gt;
[[File:Catpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Effectively human if not for their ears and tail. &lt;br /&gt;
&lt;br /&gt;
Nanotrasen executives agree that Felinids are not befitting of head roles for the same reason certain individuals are drawn to this species.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Diet&#039;&#039;&#039;&lt;br /&gt;
* The same as normal humans.&lt;br /&gt;
* Dislikes: Furballs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the start of the shift, put on clothes that look like they&#039;re from one of those Chinese cartoons you&#039;re always watching. &amp;lt;s&amp;gt;Have quality interactions with the crew&amp;lt;/s&amp;gt; behave like a poorly-written female character created by a sweaty dude who&#039;s never actually spoken to a woman except for his mother (and a fast food cashier that one time.) NYAAA at the crew. Become an entertaining electrical conductor for silicons. &amp;lt;br&amp;gt; Metafriend every other catperson, every single round. Get lynched in the hallways by a mob while [[the authorities]] point and laugh from a distance. When in danger, [[Rules#Main Rules - read these if nothing else|get saved by backup suspiciously fast.]] Ahelp every transgression people do to you.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Metagangs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Hit harder by flashbangs.&lt;br /&gt;
* Non-human to the AI.&lt;br /&gt;
* Distracted by laser pointers.&lt;br /&gt;
* Felinids aren&#039;t allowed to have tattoos because it shames famiry.&lt;br /&gt;
* Are below beast races because they abandoned their humanity, as opposed to never having it in the first place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* &amp;lt;s&amp;gt;On any station as long as the player made a Felinid character before the great weeb purge of January 2019.&amp;lt;/s&amp;gt;&lt;br /&gt;
* Currently an available race as of November 2019&lt;br /&gt;
&lt;br /&gt;
=={{anchor|Jelly and Slime Mutants}}Jelly and Slime Mutants==&lt;br /&gt;
&lt;br /&gt;
These races are created in Xenobiology by taking mutation toxin. &amp;lt;br&amp;gt;&lt;br /&gt;
Further intake has a chance to mutate a slimeperson into a Stargazer or Luminescent.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Jellypeople}}Jellypeople===&lt;br /&gt;
[[File:Jellyperson_male.png|96px|link=Special:FilePath/Jellyperson_male.png]][[File:Jellyperson_female.png|96px|link=Special:FilePath/Jellyperson_female.png]]&lt;br /&gt;
&lt;br /&gt;
The proto-jelly race. Its subspecies all share the following traits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Anything that would deal toxin damage (for example, Plasma) will heal toxin damage instead.&lt;br /&gt;
* Slimes will never attack them.&lt;br /&gt;
* Able to speak the slime language.&lt;br /&gt;
* Has slime jelly instead of blood, which is toxin if ingested by others.&lt;br /&gt;
* Take half burn damage from any source.&lt;br /&gt;
* Can grow limbs back using their slime jelly &amp;quot;blood&amp;quot;.&lt;br /&gt;
* Has slime lungs, &amp;quot;vacuole&amp;quot;, which will regenerate blood (jelly) volume when breathing plasma. Still needs oxygen though. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Lose limbs when &amp;quot;blood&amp;quot; volume goes too low, restoring some of it.&lt;br /&gt;
* Take toxin damage from chemicals that would normally cure it. This also drains large amounts of blood.&lt;br /&gt;
* Nonhuman to the AI.&lt;br /&gt;
* Take triple damage from cold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Guide_to_xenobiology#Green_Slime|Xenobiology]]. Also botany, if lucky with [[Guide_to_hydroponics#Strange_seeds|strange seeds]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Slimepeople}}Slimepeople===&lt;br /&gt;
[[File:slimepeople.png]]&lt;br /&gt;
&lt;br /&gt;
Pretty much humans turned into slime.&amp;lt;br&amp;gt;&lt;br /&gt;
Like slimes, they can split into multiple bodies, while retaining the same mind.&lt;br /&gt;
&lt;br /&gt;
====Powers====&lt;br /&gt;
* Can split themselves to create spare bodies.&lt;br /&gt;
** To split they need to acquire slime jelly; (just make a plasma chamber and wait on it) they generate it either by being well fed or by taking normally toxin-dealing chemicals (which heals them, doesn&#039;t damage them). Normal toxin healing chemicals will remove blood and cause toxin damage at a fast rate.&lt;br /&gt;
** Reaching 1100 jelly volume will let them split once, and reset them to 600.&lt;br /&gt;
** They can swap between bodies at will; dying in their current body will send them to another body if they have one.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Be the specialest snowflake in xenobiology. Hang out with your &amp;lt;s&amp;gt;only&amp;lt;/s&amp;gt; slime friends. Swap between bodies. Inject people with your poisonous blood. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Xenobiology]].&lt;br /&gt;
&lt;br /&gt;
===Stargazers===&lt;br /&gt;
[[File:jellypeople.png]]&lt;br /&gt;
&lt;br /&gt;
Stargazers are the telepathic branch of jellypeople, able to project psychic messages and to link minds with participants.&lt;br /&gt;
&lt;br /&gt;
====Powers====&lt;br /&gt;
* Can privately and anonymously &amp;quot;send thoughts&amp;quot; to any target they see.&lt;br /&gt;
* Can form slimelinks with any living being.&lt;br /&gt;
** To form a slimelink, they must aggressively grab their target, then use the Link Minds ability.&lt;br /&gt;
** Everyone in the slimelink will be able to communicate in it and hear each other.&lt;br /&gt;
** Slimelink communication also works while unconscious or muted.&lt;br /&gt;
** Slimelinks are broken by death; killing the Stargazer supporting it, or changing its species will unlink everyone.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Xenobiology]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Luminescents}}Luminescents===&lt;br /&gt;
[[File:Luminescent_male.png|96px|link=Special:FilePath/Luminescent_male.png]][[File:Luminescent_female.png|96px|link=Special:FilePath/Luminescent_female.png]]&lt;br /&gt;
&lt;br /&gt;
Luminescents are versatile; they gain powers by consuming cores and activating them with their peculiar biology.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Emit a faint glow.&lt;br /&gt;
&lt;br /&gt;
====Powers====&lt;br /&gt;
* Can absorb slime cores to gain special abilities. (You can find the various effects [[Guide_to_xenobiology#Formulas|here]])&lt;br /&gt;
** Each core has a minor and a major ability.&lt;br /&gt;
** Activating them has a cooldown instead of using up the core. Cores can be ejected and reused.&lt;br /&gt;
** You can only have one core absorbed at once.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* One of the possible mutations from [[Guide_to_chemistry#Slime_Mutation_Toxin|slime mutation toxin]], made with [[Guide_to_xenobiology#Green_Slime|green slime]] extracts.&lt;br /&gt;
&lt;br /&gt;
=Exotic Races=&lt;br /&gt;
These races have very few ways to come about, and often rely on very rare situations to exist at all.&amp;lt;br&amp;gt;&lt;br /&gt;
Golems aside, you will almost never have to deal with them, but should be aware of them all the same for when the time comes.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Golem}}[[Golem]]s===&lt;br /&gt;
[[File:agolem.png|96px|link=Special:FilePath/Agolem.png]][[File:Iron_golem.png|96px]][[File:Silver_golem.png|96px]][[File:Gold_golem.png|96px]][[File:Plasma_golem.png|96px]][[File:Uranium_golem.png|96px]][[File:Diamond_golem.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Lumbering people of shining stone, golems are born into the servitude of their creators. While some will immediately gift these golems with freedom others will keep them close as assistants, bodyguards, or attack dogs. Golems do not have a will of their own unless granted one by their creator, and are not directly responsible for their actions if commanded.&lt;br /&gt;
Free golems found on [[Lavaland]] function equivalently to their station-born counterparts; however, they are not compelled to serve anyone.&lt;br /&gt;
&lt;br /&gt;
Golems have unique benefits and drawbacks, depending on the type of mineral they&#039;re made of.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Gameplay&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Act like dumb ogre, smash the fleshy idiot humies and trigger gods. Escalate conflicts to deadchat with your ogre fists. Dish out justice with your ogre squad.&amp;lt;br&amp;gt; Kill people with your flashy radiation, and get banned for &amp;lt;s&amp;gt;card&amp;lt;/s&amp;gt; golem counting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Spaceworthy, can&#039;t be dismembered and don&#039;t bleed out.&lt;br /&gt;
* Immune to the effects of radiation and viruses.&lt;br /&gt;
* Most golems punch hard and are highly resistant to brute damage, with some exceptions.&lt;br /&gt;
* Have pocket-slots without wearing a jumpsuit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Bound to will of creator unless freed.&lt;br /&gt;
* Most are much slower than humans.&lt;br /&gt;
* Immune to injections and cryogenic drugs, can&#039;t give or receive CPR&lt;br /&gt;
* Can&#039;t equip most clothing. Not really a drawback, since golems already have pockets.&lt;br /&gt;
* The only guns they can use are Kinetic Accelerators with modified trigger guards.&lt;br /&gt;
* Often prejudiced against and slain without mercy by [[Shitcurity|the station]] at first sign of trouble.&lt;br /&gt;
&lt;br /&gt;
For mineral specific benefits and drawbacks, see: [[Golem#Types_of_Golems|Types of Golems]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Xenobiology]].&lt;br /&gt;
* [[Lavaland]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Skeletons}}Skeletons===&lt;br /&gt;
[[File:skeletons.png]]&lt;br /&gt;
&lt;br /&gt;
The skeleton within, unleashed! Somehow still alive, a skeleton is just a sack of stark white bones.&amp;lt;br&amp;gt;&lt;br /&gt;
Clattering spooks, due to their supernatural qualities they&#039;re almost always associated with wizards.&amp;lt;br&amp;gt;&lt;br /&gt;
Skeletons enjoy a wide selection of useful immunities, just don&#039;t expect the crew to ever enjoy looking at you ever again.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Don&#039;t need to breathe.&lt;br /&gt;
* Aren&#039;t bothered by extreme temperatures and pressure.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
* Are immune to the effects of radiation, as well as viruses.&lt;br /&gt;
* Immune to item embedding and chemical injections.&lt;br /&gt;
* Do not need to eat.&lt;br /&gt;
* Can attach limbs from the ground without surgery.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Loses limbs easily.&lt;br /&gt;
* Too spooky for most to tolerate.&lt;br /&gt;
* Immune to medical injections&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Space pirate ships, with [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|High-functioning Zombies}}High-functioning Zombies===&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Unlike the zombies you find in movies, these high-functioning zombies don&#039;t crave your brains (despite what they might be compelled to say sometimes).&amp;lt;br&amp;gt;&lt;br /&gt;
It&#039;s perfectly possible to coexist with these zombies, though understanding their slurring speech might drive some to wish it wasn&#039;t.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Don&#039;t need to breathe.&lt;br /&gt;
* Can survive in extreme pressures.&lt;br /&gt;
* Immune to cold.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
* Are immune to the effects of radiation.&lt;br /&gt;
* Can attach limbs from the ground without surgery.&lt;br /&gt;
* Immune to [[Changeling]] transmutation stings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Loses limbs easily.&lt;br /&gt;
* Hard to understand.&lt;br /&gt;
* Ugly.&lt;br /&gt;
* Tends to be confused with the infectious kind of zombie.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* With [[wizard|wizards]], on the station on Halloween.&lt;br /&gt;
&lt;br /&gt;
===={{anchor|Romerol Zombies}}Romerol Zombies====&lt;br /&gt;
[[File:zombies.png]]&lt;br /&gt;
&lt;br /&gt;
Rotted remains of former humans, brought way less back to life. Unlike the zombies you find in Xenobiology, Romerol zombies aren&#039;t just a human mutation.&amp;lt;br&amp;gt;&lt;br /&gt;
They are aggressive by nature, and spread an infection when hitting other humanoids, causing them to turn into Romerol zombies on death.&lt;br /&gt;
&lt;br /&gt;
They also won&#039;t stay dead as long as the infection is active and their head is intact: to stop them permanently, the body must be destroyed or beheaded, or the infection must be surgically removed.&amp;lt;br&amp;gt; &lt;br /&gt;
If this does not happen, the zombie will revive at full health after some time.&lt;br /&gt;
&lt;br /&gt;
The infection is concentrated in a tumor located in the brain. Should this tumor be removed surgically, the body will revert to a normal corpse, which can then be &amp;lt;s&amp;gt;cloned&amp;lt;/s&amp;gt; revived.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Same as regular zombies.&lt;br /&gt;
* Strong claws that can even punch through airlocks.&lt;br /&gt;
* Revives after death unless decapitated or gibbed.&lt;br /&gt;
* Quickly heals wounds.&lt;br /&gt;
* Can see in the dark.&lt;br /&gt;
* Turn other species into romerol zombies on death.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Slow movement.&lt;br /&gt;
* Can only use claws to smash.&lt;br /&gt;
* (Rightfully) feared and hunted by crewmembers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* On the station, after traitors team up to buy [[Syndicate_Items#Romerol|Romerol]] or get lucky with a [[Syndicate_Items#Syndicate_Surplus_Crate|surplus crate]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Shadowpeople}}Shadowpeople===&lt;br /&gt;
[[File:shadowpeople.png]]&lt;br /&gt;
&lt;br /&gt;
Cursed beings of darkness, shadows that cannot exist for long in the light. They skulk in darkened maintenance corridors or in workplaces with intentionally destroyed lighting. They are not intrinsically evil, but still invoke an understandable level of mistrust in pretty much everyone.&lt;br /&gt;
&lt;br /&gt;
They share many of the passive effects of [[Shadowling]]s, but none of their innate spells or abilities. They are far less a threat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Gradually heals in the dark.&lt;br /&gt;
* Don&#039;t need to breathe.&lt;br /&gt;
* Have no blood to lose.&lt;br /&gt;
* Are immune to the effects of radiation.&lt;br /&gt;
* Can see far in the dark.&lt;br /&gt;
* Immune to viruses.&lt;br /&gt;
* Won&#039;t get attacked by &#039;&#039;Faithless&#039;&#039; mobs. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Will perish in the light.&lt;br /&gt;
* Generally impossible to maintain a normal life on the station.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* In the darkness. Also [[Xenobiology]].&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Synths}}Synths===&lt;br /&gt;
[[File:Changeling.gif|96px]][[File:Synth_revealed.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanoid robots, disguised as an organic race. When damaged enough, their fake flesh will fall off and has to be repaired with synthflesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Immune to all chemicals but synthflesh.&lt;br /&gt;
* Does not need to breathe.&lt;br /&gt;
* Immune to viruses.&lt;br /&gt;
* Can&#039;t be dismembered.&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* Gains all the passive bonuses/immunities of the race they&#039;re disguised as, until the disguise falls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Usually valid. Expect the crew to attack you if you&#039;re revealed as synth.&lt;br /&gt;
* Disguise falls if you take more than 25 damage.&lt;br /&gt;
* Can only heal with synthflesh.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Only if the &amp;lt;s&amp;gt;admins&amp;lt;/s&amp;gt; gods spawn them.&lt;br /&gt;
&lt;br /&gt;
===={{anchor|Military Synths}}Military Synths====&lt;br /&gt;
&lt;br /&gt;
A special type of synth. In addition to classic synths, it has:&lt;br /&gt;
* 25% natural armor against all damages.&lt;br /&gt;
* High punch damage, with 50% chance of stunning on hit.&lt;br /&gt;
* Need to take 50 damage instead of 25 for the disguise to fail.&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Androids}}Androids===&lt;br /&gt;
[[File:Androids.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Humanlike robots, distant cousins of synths. While visually identical to a fully augmented human, it has some additional perks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Does not need to breathe, immune to gases and viruses.&lt;br /&gt;
* Immunity to pressure, cold and heat, can&#039;t be set on fire.&lt;br /&gt;
* Does not bleed.&lt;br /&gt;
* Does not need to eat.&lt;br /&gt;
* Cannot be pierced by syringes or glass.&lt;br /&gt;
* Can repair brute damage with welding and burn damage by replacing wires.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Cannot heal brute and burn damage with conventional means.&lt;br /&gt;
* Paralyzed and heavily damaged by EMPs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* Botany random mutation toxin and other places (like the chapel via technopriest rituals)&lt;br /&gt;
&lt;br /&gt;
==={{anchor|Abductor}}[[Abductor]]s===&lt;br /&gt;
[[File:Abductor_base.png|96px]]&lt;br /&gt;
&lt;br /&gt;
Alien beings sent here to probe the station&#039;s crew. They cannot speak normally, but instead use a special frequency tuned to their mothership: different abductor teams have separate channels. Abductors created in different ways share a common abductor channel instead, and cannot hear natural abductors. If discovered by the station, the crew may try to [[Byond_the_impossible|communicate and make peace]] or deliver the Abductors to [[medbay]]/[[Research_Division|R&amp;amp;D]] for [[Surgery#Alien_Surgery|research purposes]].&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Benefits&#039;&#039;&#039;&lt;br /&gt;
* Does not bleed.&lt;br /&gt;
* Does not need to breathe.&lt;br /&gt;
* Is immune to viruses.&lt;br /&gt;
* Can use abductor-specific equipment.&lt;br /&gt;
* Can see in the dark for short ranges.&lt;br /&gt;
* Can communicate without restrictions with fellow abductors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drawbacks&#039;&#039;&#039;&lt;br /&gt;
* Can&#039;t use guns, except the one they start with.&lt;br /&gt;
* Cannot be heard by non-abductors when speaking.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Where to find them:&#039;&#039;&#039;&lt;br /&gt;
* [[Abductor]] ships&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Hangyul</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:SynthAnthro.png&amp;diff=6596</id>
		<title>File:SynthAnthro.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:SynthAnthro.png&amp;diff=6596"/>
		<updated>2021-06-12T13:28:40Z</updated>

		<summary type="html">&lt;p&gt;Hangyul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Do I need to keep explaining?&lt;/div&gt;</summary>
		<author><name>Hangyul</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Synthliz.png&amp;diff=6595</id>
		<title>File:Synthliz.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Synthliz.png&amp;diff=6595"/>
		<updated>2021-06-12T13:20:36Z</updated>

		<summary type="html">&lt;p&gt;Hangyul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A synthetic lizard.&lt;/div&gt;</summary>
		<author><name>Hangyul</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Synthhuman.png&amp;diff=6594</id>
		<title>File:Synthhuman.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Synthhuman.png&amp;diff=6594"/>
		<updated>2021-06-12T13:18:50Z</updated>

		<summary type="html">&lt;p&gt;Hangyul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Synthetic human.&lt;/div&gt;</summary>
		<author><name>Hangyul</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Furry.png&amp;diff=6593</id>
		<title>File:Furry.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Furry.png&amp;diff=6593"/>
		<updated>2021-06-12T13:09:05Z</updated>

		<summary type="html">&lt;p&gt;Hangyul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It&#039;s a furry.&lt;/div&gt;</summary>
		<author><name>Hangyul</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_items&amp;diff=6579</id>
		<title>Security items</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_items&amp;diff=6579"/>
		<updated>2021-06-04T18:03:12Z</updated>

		<summary type="html">&lt;p&gt;Hangyul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Non-Lethal Weapons==&lt;br /&gt;
{{anchor|Flash}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Flash&lt;br /&gt;
 |image = Flash.gif&lt;br /&gt;
 |foundin = Lockers at [[Security Office]] and [[Security Posts]], [[Chief Engineer&#039;s Office]], [[Robotics]], [[Bridge]], [[Tech Storage]]&lt;br /&gt;
 |usedfor = Subjugating criminals. &lt;br /&gt;
 |strategy = Use it on the criminal (make sure he doesn&#039;t have protective eyewear) or activate it in your hand.&lt;br /&gt;
 |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 &amp;lt;strike&amp;gt;beat them to death&amp;lt;/strike&amp;gt; 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&#039;s bulb is prone to burning out after repeated usage. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Some [[Game_Modes#Revolution|revolutionary]] leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = N/A&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Telescopic Baton}}{{anchor|Telebaton}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Telescopic Baton&lt;br /&gt;
 |image = Telescopic Baton.png&lt;br /&gt;
 |foundin = Heads&#039; backpacks&lt;br /&gt;
 |usedfor = Subjugating your staff when they feel like not taking orders. &lt;br /&gt;
 |strategy = Apply it in your hand to extend it, apply to person. &lt;br /&gt;
 |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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute damage on harm intent.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Police Baton}}{{anchor|Classic Baton}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Police Baton&lt;br /&gt;
 |image = Classic_baton.png&lt;br /&gt;
 |foundin = Detective gets one&lt;br /&gt;
 |usedfor = Subjugating criminals. &lt;br /&gt;
 |strategy = Apply to a person. &lt;br /&gt;
 |description = Works the same as a [[#Telebaton|telebaton]], except it&#039;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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 12 brute damage on harm intent.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Stun Baton}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Nightstick&lt;br /&gt;
 |image = &lt;br /&gt;
 |foundin = Lockers at [[Security Office]], spawns in security officers&#039; backpacks&lt;br /&gt;
 |usedfor = Subjugating criminals. &lt;br /&gt;
 |strategy = Use it on the criminal. &lt;br /&gt;
 |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. &lt;br /&gt;
&lt;br /&gt;
Nightsticks are capable of both non-lethal and lethal take down, with left mouse knocking down your target and dealing ten stamina damage, or with right click, beating them, dealing ten brute damage. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute damage when using RMB on combat mode.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Disabler}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Sidearm Token	&lt;br /&gt;
 |image = &lt;br /&gt;
 |foundin =  On Security Officers, armory, sidearm token crate.&lt;br /&gt;
 |usedfor = Getting a sidearm. &lt;br /&gt;
 |strategy = Use it on an Armadyne Gun Vendor &lt;br /&gt;
 |description = Your standard-issue sidearm token, one is issued to all security officers, sergeants and wardens. They can be redeemed at a gun vendor to pick between six unique sidearm choices. &lt;br /&gt;
 }}{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Glock 17	&lt;br /&gt;
 |image = &lt;br /&gt;
 |foundin =  A G17 supply box, once redeemed from the weapons vendor.&lt;br /&gt;
 |usedfor = Ranged combat. &lt;br /&gt;
 |strategy = Shoot the bad man. &lt;br /&gt;
 |description = A G17 handgun, chambered in 9x19mm Peacekeeper with a 17 round capacity. It has well rounded stats, and is the direct equivalent of the Disabler that Security once used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Rubber: 20 Stamina Damage, 5 Brute&lt;br /&gt;
&lt;br /&gt;
IHDF: 25 Stamina Damage&lt;br /&gt;
&lt;br /&gt;
Lethal: 20 Brute&lt;br /&gt;
&lt;br /&gt;
Hollowpoint: 20 Brute, 30 Wound Chance &lt;br /&gt;
 }}{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = 	&lt;br /&gt;
 |image = &lt;br /&gt;
 |foundin =  A supply box, once redeemed from the weapons vendor.&lt;br /&gt;
 |usedfor = Ranged combat. &lt;br /&gt;
 |strategy = Shoot the bad man. &lt;br /&gt;
 |description = &#039;&#039;&#039;Damage&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Rubber: &lt;br /&gt;
&lt;br /&gt;
IHDF: &lt;br /&gt;
&lt;br /&gt;
Lethal: &lt;br /&gt;
&lt;br /&gt;
Hollowpoint: &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Flashbang}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Flashbang&lt;br /&gt;
 |image = Flashbang.gif&lt;br /&gt;
 |foundin = Inside lockers at [[Security Office]] and [[Security Posts]], a full box at [[Armory]] [[File:Flashbangbox.png]]&lt;br /&gt;
 |usedfor = Subjugating many criminals at once. &lt;br /&gt;
 |strategy = Trigger it and throw it at a criminal mob. &lt;br /&gt;
 |description = This is an advanced piece of equipment because it is so difficult to use. It&#039;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 &amp;quot;breach&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flashbangs will [[Status_Effects#Paralyze|paralyze]] people within range for 20 seconds, unless they&#039;ve protected their eyes and ears. 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#Paralyze|paralyze]] time. Flashbangs detonated on the same tile as you will fully [[Status_Effects#Paralyze|paralyze]] 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#Paralyze|paralyze]] for only 3 seconds. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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, &#039;cook&#039; 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&#039;re holding it).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = N/A&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Pepperspray}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Pepperspray&lt;br /&gt;
 |image = Pepperspray.png&lt;br /&gt;
 |foundin = Inside lockers at [[Security Office]] and [[Security Posts]]&lt;br /&gt;
 |usedfor = Subjugating a criminal. &lt;br /&gt;
 |strategy = Shoot it at the criminal. &lt;br /&gt;
 |description = 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.&lt;br /&gt;
&lt;br /&gt;
Can be filled at [[File:Pepper_Spray_Refiller.png]] 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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = N/A   &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Handcuffs}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Handcuffs&lt;br /&gt;
 |image = Handcuffs.png&lt;br /&gt;
 |foundin = [[Security Office]], full box at [[Armory]] [[File:Handcuffsbox.png]]&lt;br /&gt;
 |usedfor = Apprehending the criminal. &lt;br /&gt;
 |strategy = Apply it to a criminal. &lt;br /&gt;
 |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&#039;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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Ion Rifle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Ion Rifle	&lt;br /&gt;
 |image = Ionrifle.png&lt;br /&gt;
 |foundin = Armory&lt;br /&gt;
 |usedfor = Disabling borgs and mechs. &lt;br /&gt;
 |strategy = Shoot silicon machines with it. &lt;br /&gt;
 |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&#039;s content. EMP will cause machinery (air/fire alarms, airlocks, et cetera) to malfunction.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Temperature Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Temperature Gun&lt;br /&gt;
 |image = Tempgun.png&lt;br /&gt;
 |foundin = Armory, Security Protolathe.&lt;br /&gt;
 |usedfor = Combat.&lt;br /&gt;
 |strategy = Detaining traitors with energy swords/shields, slime removal/healing.&lt;br /&gt;
 |description = This gun can heat up or cool down targets, although it won&#039;t reach really dangerous levels unless you cool down someone in a hardsuit.&amp;lt;br&amp;gt; This weapon is deceptively strong since the projectiles aren&#039;t blocked by eswords/eshields and can slow people down to a crawl.&amp;lt;br&amp;gt; Slimes die to it in two to three hits, or you can heal them with heat setting.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Hybrid Taser}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Hybrid Taser&lt;br /&gt;
 |image = Hybrid_taser.gif&lt;br /&gt;
 |foundin = Admin spawned &lt;br /&gt;
 |usedfor = Subjugating criminals. &lt;br /&gt;
 |strategy = Shoot it at the target. &lt;br /&gt;
 |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)]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute damage when hit on melee.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|DRAGnet}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = DRAGnet	&lt;br /&gt;
 |image = DRAGnet.png&lt;br /&gt;
 |foundin = Armory&lt;br /&gt;
 |usedfor = Slowing and teleporting people. &lt;br /&gt;
 |strategy = Shoot people with it. &lt;br /&gt;
 |description = The &amp;quot;Dynamic Rapid-Apprehension of the Guilty&amp;quot; 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 &amp;quot;nets&amp;quot; when they hit a person. About 4 seconds after appearing, these &amp;quot;nets&amp;quot; will teleport any mob standing on top of them, to whichever location any existing &amp;quot;teleporter control console&amp;quot; is set to (with some variation). The teleporter control console target must both be set AND the &amp;quot;teleporter station&amp;quot; must have been clicked to &amp;quot;engage&amp;quot; the teleporter, for it to count. Calibration is not required. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==Lethal Weapons==&lt;br /&gt;
&lt;br /&gt;
{{anchor|Laser Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Laser Gun&lt;br /&gt;
 |image = Laser_gun.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Eliminating threats. &lt;br /&gt;
 |strategy = Fire at the target. &lt;br /&gt;
 |description = Distributed by the [[Warden]] (or [[Quartermaster]]), this is essentially an [[Energy Gun]] that lacks a disabler mode. The laser gun, unsurprisingly, shoots lasers, which deal a great deal of [[Guide to medicine#Burns|burning damage]]. The lasers will travel through grilles and glass of all sorts. Laser guns have slightly more rounds to fire than e-guns and can be recharged. Usually distributed along with [[Riot Shields]] in extreme cases. Can be ordered by the [[quartermaster]]s in a secure weapons crate, which itself can only be opened by a [[security]] officer or military head of staff. &lt;br /&gt;
&lt;br /&gt;
In the event of a [[Blob|massive biological outbreak]], security staff usually freely distribute laser weapons to the crew, as they are effective against the blob and lack stun capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute on melee and 20 burn on shot.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Energy Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Energy Gun&lt;br /&gt;
 |image = [[File:Energy_Gun.gif|64px]]&lt;br /&gt;
 |OverrideImage = true&lt;br /&gt;
 |foundin = [[Armory]], [[Captain]]&#039;s locker, [[Head of Personnel]]&#039;s locker&lt;br /&gt;
 |usedfor = Subjugating criminals and/or eliminating threats. &lt;br /&gt;
 |strategy = Toggle the mode you want and fire at the target. &lt;br /&gt;
 |description = 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&#039;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 [[Supply crates|crate]] by the [[quartermaster]]. They are to be distributed only under the [[Space_law#Major_Crimes|most extreme circumstances]] or at the Head of Security&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute on melee and 20 burn on shot if turned to the &amp;quot;kill&amp;quot; setting.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Multiphase Energy Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = X-01 MultiPhase Energy Gun (aka head of security&#039;s personal laser gun)&lt;br /&gt;
 |image = [[File:Multiphase_gun_stun.gif|64px]]&lt;br /&gt;
 |OverrideImage = true&lt;br /&gt;
 |foundin = Head of security&#039;s locker in [[Head_of_Security&#039;s_Office|Head of Security&#039;s office]], or carried by the [[Head_of_Security|Head of Security]]&lt;br /&gt;
 |usedfor = Subjugating criminals and/or eliminating threats. &lt;br /&gt;
 |strategy = Toggle the mode you want and fire at the target. &lt;br /&gt;
 |description = Unique weapon held only by the [[Head of Security]]. Functions essentially as a more advanced energy gun, capable of firing in disable, ion, and lethal laser modes. This is a [[High-risk_items#Hos_laser|high-risk item]] and is often a theft objective for [[Traitor|traitors]] (head of security&#039;s personal laser gun). &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Auto Rifle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = WT-550 Autorifle&lt;br /&gt;
 |image = Autorifle.png&lt;br /&gt;
 |foundin = [[Cargo]], deep space&lt;br /&gt;
 |usedfor = Eliminating threats. &lt;br /&gt;
 |strategy = Fire at the target. &lt;br /&gt;
 |description = 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 defenses such as Energy Shields and, to a degree, Energy Swords. However this weapons needs physical ammo to reload with, lacks any stunning capability, cannot bypass glass and must be bought from Cargo en masse.&lt;br /&gt;
&lt;br /&gt;
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&#039;s hands, however if Security has sufficient warning about a imminent attack, such as [[Nuclear Operative|Nuclear Operatives]] declaring war, then the weapon tends to be a popular choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 20 brute on shot, 10 damage on melee&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Riot Shotgun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Riot Shotgun&lt;br /&gt;
 |image = Riot_shotgun.png&lt;br /&gt;
 |foundin = [[Armory]], cargo&lt;br /&gt;
 |usedfor = Stunning/Eliminating threats. &lt;br /&gt;
 |strategy = Fire at the target. &lt;br /&gt;
 |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 sawed off with any form of saw to allow the Shotgun to fit in a backpack, your belt slot, or holstered in your armor.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Compact Combat Shotgun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Compact Combat Shotgun&lt;br /&gt;
 |image = Short_combatshotgun.png&lt;br /&gt;
 |foundin = [[Warden]]&#039;s Locker&lt;br /&gt;
 |usedfor = Eliminating threats. &lt;br /&gt;
 |strategy = Fire at the target. &lt;br /&gt;
 |description = Unique shotgun that only the [[Warden]] has access to. A semi-automatic shotgun that only holds 4 rounds, but can be holstered in armor. Still a bulky item, so it can&#039;t fit in backpacks, but it&#039;s much easier to carry around than a Combat Shotgun. &lt;br /&gt;
&lt;br /&gt;
Generally superior to the Riot Shotgun, but holds less ammo, lacks the ability to be sawed off, and thus cannot fit inside a backpack.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Combat Shotgun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Combat Shotgun&lt;br /&gt;
 |image = combatshotgun.png&lt;br /&gt;
 |foundin = Cargo&lt;br /&gt;
 |usedfor = Eliminating threats. &lt;br /&gt;
 |strategy = Fire at the target. &lt;br /&gt;
 |description = This semi-automatic shotgun holds 6 rounds, and fires without needing to be cocked after every shot. When combined with the right ammunition, this weapon becomes one of the most powerful in the game. However, it&#039;s a huge item and it cannot be sawed off, so the only place it will fit is in your hand or on your back.&lt;br /&gt;
&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
=== Ammunition ===&lt;br /&gt;
{{anchor|WT-550 Standard Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = WT-550 Standard Magazine&lt;br /&gt;
 |image = 46x30ammo.png&lt;br /&gt;
 |foundin = Security Protolathe, ordered from Cargo.&lt;br /&gt;
 |usedfor = Loading a WT-550 Auto Rifle.&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 20-round 4.6x30mm magazine for use in the WT-550 automatic rifle. Fires standard ball ammunition, dealing 20 damage per hit. Easy and cheap to produce.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|WT-550 Armour Piercing Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = WT-550 Armour Piercing Magazine&lt;br /&gt;
 |image = 4.6mmAP.png&lt;br /&gt;
 |foundin = Security Protolathe&lt;br /&gt;
 |usedfor = Loading a WT-550 Auto Rifle.&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 20-round 4.6x30mm AP magazine for use in the WT-550 automatic rifle. Fires armor piercing bullets that can tear through armor, but at the cost of dealing less damage per bullet.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|WT-550 Toxin Tipped Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = WT-550 Toxin Tipped Magazine&lt;br /&gt;
 |image = 4.6mmTX.png&lt;br /&gt;
 |foundin = Security Protolathe&lt;br /&gt;
 |usedfor = Loading a WT-550 Auto Rifle.&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 20-round 4.6x30mm TX magazine for use in the WT-550 automatic rifle. Fires uranium tipped ammunition, dealing 15 toxin damage per hit. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|WT-550 Incendiary Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = WT-550 Incendiary Magazine&lt;br /&gt;
 |image = 4.6mmIC.png&lt;br /&gt;
 |foundin = Security Protolathe&lt;br /&gt;
 |usedfor = Loading a WT-550 Auto Rifle.&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 20-round 4.6x30mm IC magazine for use in the WT-550 automatic rifle. Fires unique ammo that deals five damage per bullet, but each bullet contains a compound that ignites the target aflame.  &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==RnD Gear==&lt;br /&gt;
&lt;br /&gt;
See the [[Research_items#Weapons|Research Items]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armor for Protection==&lt;br /&gt;
{{anchor|Helmet}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #d9c695&lt;br /&gt;
 |name = [[Helmet]]&lt;br /&gt;
 |image = Helmet.png&lt;br /&gt;
 |foundin = Lockers at [[Security Office]] and [[Security Posts]]&lt;br /&gt;
 |usedfor = General defence. &lt;br /&gt;
 |strategy = Wear it to mitigate some damage from attacks.&lt;br /&gt;
 |description = Standard issue security Helmet issued to all [[Security Officer|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. Protects your ears from flashbangs.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|HUDSunglasses}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[HUDSunglasses]]&lt;br /&gt;
 |image = Hudsunglasses.png&lt;br /&gt;
 |foundin = Lockers at [[Security Office]] and [[Security Posts]]&lt;br /&gt;
 |usedfor = Information. &lt;br /&gt;
 |strategy = Wear it to identify arrest targets easier. &lt;br /&gt;
 |description = 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&#039;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|Mindshield Implant]]. It&#039;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 [[Flashes|Flash]] or [[Flashbangs|Flashbang]].&lt;br /&gt;
&lt;br /&gt;
Click [[HUD|here]] for an overview of what the symbols mean.&lt;br /&gt;
&lt;br /&gt;
Can also be used to set a visible target to arrest on the fly.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Body Armor}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[Body Armor]]&lt;br /&gt;
 |image = Armor.png&lt;br /&gt;
 |foundin = Lockers at [[Security Office]] and [[Security Posts]], [[Head of Personnel]]s Locker&lt;br /&gt;
 |usedfor = General defence. &lt;br /&gt;
 |strategy = Wear it to mitigate some damage from attacks. &lt;br /&gt;
 |description = Standard issue security Body Armor, issued to all Security personnel and select station personnel. Provides a moderate amount of protection, so it&#039;s recommended you wear it at all times.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Riot Helmet}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[Riot Helmet]]&lt;br /&gt;
 |image = Riothelm.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Melee defence. &lt;br /&gt;
 |strategy = Wear it to mitigate melee attacks significantly. &lt;br /&gt;
 |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&#039;s face.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Riot Armor}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[Riot Armor]]&lt;br /&gt;
 |image = Swatarmor.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Melee defence. &lt;br /&gt;
 |strategy = Wear it to mitigate melee attacks significantly. &lt;br /&gt;
 |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. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Bulletproof Helmet}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[Bulletproof Vest|Bulletproof Helmet]]&lt;br /&gt;
 |image = Bulletproofhelm.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Ballistic and explosive defense. &lt;br /&gt;
 |strategy = Wear it to mitigate ballistic and explosive attacks significantly. &lt;br /&gt;
 |description = Special duty helmet usually worn by Security Officers during a crisis. Bulletproof Helmets provide excellent protection against ballistic attacks, and good protection against explosive attacks, but have only minor defense against other form of attacks.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Bulletproof Vest}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[Bulletproof Vest]]&lt;br /&gt;
 |image = Bulletproofvest.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Ballistic and explosive defense. &lt;br /&gt;
 |strategy = Wear it to mitigate ballistic and explosive attacks significantly. &lt;br /&gt;
 |description = Special duty armor usually worn by Security Officers during a crisis. Bulletproof Armor provide excellent protection against ballistic attacks, and good protection against explosive attacks, but have only minor defense against other form of attacks.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Ablative Vest}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[Ablative Vest]]&lt;br /&gt;
 |image = Ablative.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Laser and energy defence. &lt;br /&gt;
 |strategy = Wear it to mitigate laser and energy attacks significantly. &lt;br /&gt;
 |description = Unique armor vest designed to deflect and significantly reduce damage from energy based attacks. Provides very little defence against anything else.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: For all above and below items, remember to LOCK the locker you took them from!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Other Items==&lt;br /&gt;
{{anchor|Secway}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Secway&lt;br /&gt;
 |image = Secway.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Cruising. &lt;br /&gt;
 |strategy = Drag yourself on it with the key in hand. &lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Seclite}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Seclite&lt;br /&gt;
 |image = Seclite.png&lt;br /&gt;
 |foundin = [[Security Officer]]&#039;s backpack&lt;br /&gt;
 |usedfor = Seeing in the dark. &lt;br /&gt;
 |strategy = Switch it on to see better in darkness or use it for self-defense. &lt;br /&gt;
 |description = A robust flashlight used by security. Can also be mounted to energy guns and Hybrid Tasers.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Security Gas Mask}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Security Gas Mask&lt;br /&gt;
 |image = Security_Gas_Mask.png&lt;br /&gt;
 |foundin = [[Armory]], [[Head of Security]]&#039;s locker&lt;br /&gt;
 |usedfor = Internals, shout very loud at the criminals. &lt;br /&gt;
 |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. &lt;br /&gt;
 |description = A very useful piece of equipment for when you don&#039;t have time to politely ask someone to stop.&lt;br /&gt;
&lt;br /&gt;
[[Hacking#Security Gas Mask|Can be hacked]] if you like scaring the criminals. [[Emag]] it to make them shit their pants.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Riot Shield}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Riot Shield&lt;br /&gt;
 |image = RiotS.png&lt;br /&gt;
 |foundin = [[Armory]], [[Head of Security]]&#039;s locker&lt;br /&gt;
 |usedfor = To protect you from melee and ranged attacks. &lt;br /&gt;
 |strategy = Wield it and form a wall with your comrades. &lt;br /&gt;
 |description = These are held in a hand space and used to block close range weapons. They also have a percentage change to block ranged attacks. Makes you un-pushable.&lt;br /&gt;
They make a fairly efficient weapon in terms of bludgeoning criminals, but it&#039;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. &amp;lt;font size=&amp;quot;3&amp;quot; color=&amp;quot;white&amp;quot;&amp;gt;When I play the maracas I go chick-chicky-boom, chick-chicky boom &amp;lt;/font&amp;gt;&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Tracking Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Tracking Implant&lt;br /&gt;
 |image = Implant_Case.png&lt;br /&gt;
 |foundin = [[Armory]] in a Tracking Implant Kit [[File:Implantbox.png]]&lt;br /&gt;
 |usedfor = Tracking suspects, and making it possible to teleport straight up to the implanted person. &lt;br /&gt;
 |strategy = Take the implanter, load it with an implant and use the implanter on a person. &lt;br /&gt;
 |description = When used on someone, it will implant a tracking beacon under the skin of that person&#039;s chest. The Prisoner Management Console can be used to check the implanted person&#039;s location and even send messages into their mind. Use a bluespace locator to track implanted targets. Locators can be printed from the security techfab after research. Use a [[High-risk_items#Hand_teleporter|Hand Teleporter]] or [[Teleporter]] to teleport directly to the target. It does not cause people to be gibbed when teleported to. Disintegrates 10 minutes after the death of the host, unless revived. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Chemical Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Chemical Implant&lt;br /&gt;
 |image = Implant_Case.png&lt;br /&gt;
 |foundin = [[Armory]] in a Chemical Implant Kit [[File:Implantbox.png]]&lt;br /&gt;
 |usedfor = Can be loaded with any sort of chemical agent via the common syringe and can hold 50 units. &lt;br /&gt;
 |strategy = Take the implanter, load it with an implant and use the implanter on a person. &lt;br /&gt;
 |description = When used on someone, it will put a chemical implant under the skin of that person&#039;s chest. Load the implant with up to 50 units of chemicals by injecting it with a filled syringe while it&#039;s still in its original case. You can then remotely inject the implanted chems with a Prisoner Management Console. The 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 10 minutes after the death of the host, unless revived. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Mindshield Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Mindshield Implant&lt;br /&gt;
 |image = Implant_Case.png&lt;br /&gt;
 |foundin = [[Armory]] in a Lockbox (Mindshield Implants) [[File:Loyalty_Implants.png]], [[Head of Security&#039;s Office]]&lt;br /&gt;
 |usedfor = Deconverting revolutionaries; preventing people from being converted to revs or cultists. &lt;br /&gt;
 |strategy = Take the implanter, load it with an implant and use the implanter on a person. &lt;br /&gt;
 |description = When used on someone, it will act block any attempt to influence or corrupt the targets mind/brain - unless the situation is a [[Cult|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 you have time, you can remove these implants by doing an implant removal surgery on the chest, which will allow your prey to be converted normally. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Electropack}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Electropack&lt;br /&gt;
 |image = Electropack.png&lt;br /&gt;
 |foundin = [[Prison Wing]]&lt;br /&gt;
 |usedfor = Torture. &lt;br /&gt;
 |strategy = Set a signal, screwdriver it on, throw it on a criminal and send the signal. &lt;br /&gt;
 |description = 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 [[Clown|someone]] [[Assistant|else&#039;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. &lt;br /&gt;
&amp;lt;strike&amp;gt;Best of all-&amp;lt;/strike&amp;gt; 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?&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Space Law}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Space Law&lt;br /&gt;
 |image = Lawbook.png&lt;br /&gt;
 |foundin = [[Security Office]], [[Security Posts]]&lt;br /&gt;
 |usedfor = Studying intently about the Law. &lt;br /&gt;
 |strategy = Apply it in hand to read. &lt;br /&gt;
 |description = An official copy of [[Space Law]] is made available to all security personnel. Ensure that you understand it and don&#039;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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Recharger}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Recharger&lt;br /&gt;
 |image = Recharger.gif&lt;br /&gt;
 |foundin = [[Armory]], [[Security Office]], [[Security Posts]]&lt;br /&gt;
 |usedfor = Securing an area from anyone without protective eyewear. &lt;br /&gt;
 |strategy = Pull it to a powered area and wrench it in place. &lt;br /&gt;
 |description = 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.&lt;br /&gt;
The recharge time of your energy based devices will vary depending on their maximum capacity.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Portable Flash}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Portable Flash&lt;br /&gt;
 |image = PFlash.gif&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Securing an area. &lt;br /&gt;
 |strategy = Pull it to a powered area and wrench it in place. &lt;br /&gt;
 |description = 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.&lt;br /&gt;
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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Deployable Barrier Grenade}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Deployable Barrier Grenade&lt;br /&gt;
 |image = Deployable_Barrier.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Securing an area, making sure no one (without Armory access) can pass through. &lt;br /&gt;
 |strategy = Drag it where you need it and swipe it with your ID. &lt;br /&gt;
 |description = The Armory contains grenades that, when thrown, will produce a deployable barrier, a much stronger version of the wooden [[barricade]]. The grenades can have their direction switched by alt-clicking on them or using their action button, and the barricades they spawn will take 5 seconds to deploy. Deployable barriers can be repaired using a welder.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Lethal Injection Syringe}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Lethal Injection Syringe&lt;br /&gt;
 |image = Lethal Injection Syringe.png&lt;br /&gt;
 |foundin = [[Prison Wing]]&lt;br /&gt;
 |usedfor = Eliminating a convict. &lt;br /&gt;
 |strategy = Use it on the convict. &lt;br /&gt;
 |description = A special syringe designed for lethal injections. Contains 15 units of [[Plasma]], 15 units of [[Formaldehyde]], 10 units of [[Cyanide]], and 10 units of [[Fluorosulfuric Acid]]. It injects all of its reagents in one push. This kills a convict in about 40 seconds.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = lightgray&lt;br /&gt;
 |bgcolor2 = lightgray&lt;br /&gt;
 |name = [[Vending_machines#SecTech|SecTech]]&lt;br /&gt;
 |image = Vendsec.gif&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
===Security Robots===&lt;br /&gt;
The Robotic side of the security force.&lt;br /&gt;
&lt;br /&gt;
{{anchor|Securitron}}{{anchor|Officer Beepsky}}&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Securitron/&amp;lt;br&amp;gt;Officer Beepsky&lt;br /&gt;
 |bgcolor1 = lightgray&lt;br /&gt;
 |bgcolor2 = lightgray&lt;br /&gt;
 |image = Beepsky.png&lt;br /&gt;
 |foundin = One patrolling around the halls, others manufactured in [[Robotics]]&lt;br /&gt;
 |usedfor = Detaining criminals, autonomous guards in high security areas. &lt;br /&gt;
 |description = All stations start with at least one Securitron. One is 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 scuttle faster than a man can run, and stun and cuff and criminals using cablecuffs made in the experimental mass fabricator Nanotrasen places in every Securitron model. &lt;br /&gt;
&lt;br /&gt;
Beepsky is so vigilant, he&#039;ll even trip anyone who gets in his way when he&#039;s chasing a perp! This also makes him a right pain when hacked as he will stun and cuff everyone in sight! A similar Securitron called Officer Pingsky spawns in the AI satellite to guard it from criminals! The Roboticists have the option to make more, but they are rarely made as they use up the Warden&#039;s precious helmets. &lt;br /&gt;
&lt;br /&gt;
Keep in mind that traitors with an [[Syndicate_Items#Agent_ID_Card|Agent ID card]] will have an easy time evading securitrons!&lt;br /&gt;
&lt;br /&gt;
Most stations spawn with two additional Securitrons: The Armory&#039;s personal guard Sergeant-at-Armsky and the AI satellite&#039;s Officer Pingsky. &lt;br /&gt;
&lt;br /&gt;
[[Guide_to_robotics#Securitron|See here how to construct a Securitron.]]&lt;br /&gt;
&lt;br /&gt;
===Settings===&lt;br /&gt;
&lt;br /&gt;
You can change the Securitron&#039;s settings by swiping your security-access ID on it and looking at it:&lt;br /&gt;
* &#039;&#039;&#039;Status: &#039;&#039;On/Off&#039;&#039;&#039;&#039;&#039; The Securitron is either turned on or off.&lt;br /&gt;
* &#039;&#039;&#039;Behaviour controls are &#039;&#039;locked/unlocked&#039;&#039;&#039;&#039;&#039; People can access the controls or not.&lt;br /&gt;
* &#039;&#039;&#039;Maintenance panel panel is &#039;&#039;closed/open&#039;&#039;&#039;&#039;&#039; People can access the maintenance panel or not. This lets you insert pAIs.&lt;br /&gt;
* &#039;&#039;&#039;Arrest Unidentifiable Persons: &#039;&#039;Yes/No&#039;&#039;&#039;&#039;&#039; Arrests/detains anyone who has no ID visible and is unidentifiable (name shows as &amp;quot;Unknown&amp;quot;).&lt;br /&gt;
* &#039;&#039;&#039;Arrest for Unauthorized Weapons: &#039;&#039;Yes/No&#039;&#039;&#039;&#039;&#039; Arrests/detains anyone who has a weapon visible and an ID without weapons authorization (by default, anyone but head jobs and security).&lt;br /&gt;
* &#039;&#039;&#039;Arrest for Warrant: &#039;&#039;Yes/No&#039;&#039;&#039;&#039;&#039; Checks the security records if anyone&#039;s status is set to &amp;quot;Arrest&amp;quot; and arrests/detains them.&lt;br /&gt;
* &#039;&#039;&#039;Operating Mode: &#039;&#039;Arrest/Detain&#039;&#039;&#039;&#039;&#039; Arrest: Stuns and zipcuffs the perp, then leaves. Detain: Stuns the perp indefinitely.&lt;br /&gt;
* &#039;&#039;&#039;Report arrests: &#039;&#039;Yes/No&#039;&#039;&#039;&#039;&#039; When someone receives a faceful of justice, the Securitron will announce the perp&#039;s name and location on its radio channel (by default, Security).&lt;br /&gt;
* &#039;&#039;&#039;Auto Patrol: &#039;&#039;On/Off&#039;&#039;&#039;&#039;&#039; Patrols the station.&lt;br /&gt;
&lt;br /&gt;
===STOP RIGHT THERE CRIMINAL SCUM===&lt;br /&gt;
&lt;br /&gt;
Securitrons and ED-209s attack for one of two reasons:&lt;br /&gt;
* The securitron is being attacked.&lt;br /&gt;
* The perp&#039;s threat level is &#039;&#039;&#039;4 or higher&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Things that can increase threat level====&lt;br /&gt;
* &#039;&#039;&#039;+10:&#039;&#039;&#039; Getting emagged. Now everyone is criminal scum.&lt;br /&gt;
* &#039;&#039;&#039;+6:&#039;&#039;&#039; Getting attacked - but securitrons will hunt attackers regardless of threat level.&lt;br /&gt;
* &#039;&#039;&#039;+5:&#039;&#039;&#039; Having a criminal status of &amp;quot;Arrest&amp;quot; when Arrest for Warrant is enabled.&lt;br /&gt;
* &#039;&#039;&#039;+4:&#039;&#039;&#039; Having no visible ID and an obscured/disfigured face (showing up as Unknown) when &amp;quot;Arrest Unidentifiable Persons&amp;quot; is enabled&lt;br /&gt;
* &#039;&#039;&#039;+4:&#039;&#039;&#039; Holding a weapon in your hand when Arrest for Unauthorized Weapons is enabled, but your ID doesn&#039;t have the permission.&amp;lt;br&amp;gt;&lt;br /&gt;
This doesn&#039;t include dragged weapons or those in containers.&lt;br /&gt;
* &#039;&#039;&#039;+2:&#039;&#039;&#039; Having a weapon equipped on the belt or back slot when the above is enabled.&lt;br /&gt;
* &#039;&#039;&#039;+2:&#039;&#039;&#039; Having your criminal status set to &amp;quot;Incarcerated&amp;quot; or &amp;quot;Parolled&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;+2:&#039;&#039;&#039; Violating the dress code by wearing a wizard hat or wizard hardsuit hat.&lt;br /&gt;
* &#039;&#039;&#039;+1:&#039;&#039;&#039; Being non-human genetrash. &lt;br /&gt;
&lt;br /&gt;
====Things that can decrease threat level====&lt;br /&gt;
* &#039;&#039;&#039;-5:&#039;&#039;&#039; Wearing a Syndicate [[Syndicate_Items#Agent_ID_Card|Agent ID card]]. &lt;br /&gt;
* &#039;&#039;&#039;-1:&#039;&#039;&#039; Being implanted with a mindshield implant.&lt;br /&gt;
&lt;br /&gt;
====Good to know====&lt;br /&gt;
* [[Syndicate_Items#Agent_ID_Card|Agent ID cards]] make traitors effectively invisible to sec bots, provided they don&#039;t stack more than one offense.&lt;br /&gt;
* Mindshield implants do the same to a lesser degree - you can avoid weapon and ID check arrests.&lt;br /&gt;
* Security bots (and also Honkbots) will get frustrated and stop hunting people after a few seconds.&lt;br /&gt;
* All bots navigate by following navigation beacons. If those are destroyed, the bots will stop patrolling.&lt;br /&gt;
* Sec bots are weak to EMP and ranged weapons, like guns and IED spears. Also, they can&#039;t escape welded/locked closets.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|ED-209}}&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=ED-209&lt;br /&gt;
 |bgcolor1 = lightgray&lt;br /&gt;
 |bgcolor2 = lightgray&lt;br /&gt;
 |image = Ed209.png&lt;br /&gt;
 |foundin = manufactured in [[Robotics]]&lt;br /&gt;
 |usedfor = Detaining criminals even more efficiently. &lt;br /&gt;
 |description = The most fearsome security robot. Like Beepsky, but with an added taser and four times the default health.&amp;lt;br&amp;gt;&lt;br /&gt;
Keep in mind that ED-209s ignore monkeys though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Controls:&#039;&#039;&#039;&lt;br /&gt;
* Same as the Securitron&#039;s&lt;br /&gt;
&lt;br /&gt;
[[Guide_to_robotics#ED-209|See here how to construct an ED-209.]]&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
[[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>Hangyul</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_items&amp;diff=6577</id>
		<title>Security items</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_items&amp;diff=6577"/>
		<updated>2021-06-04T09:35:13Z</updated>

		<summary type="html">&lt;p&gt;Hangyul: Edited the stunbaton to the Nightstick, added the Sidearm Token and Glock 17, as well as a template for more Armadyne gun entries.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Non-Lethal Weapons==&lt;br /&gt;
{{anchor|Flash}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Flash&lt;br /&gt;
 |image = Flash.gif&lt;br /&gt;
 |foundin = Lockers at [[Security Office]] and [[Security Posts]], [[Chief Engineer&#039;s Office]], [[Robotics]], [[Bridge]], [[Tech Storage]]&lt;br /&gt;
 |usedfor = Subjugating criminals. &lt;br /&gt;
 |strategy = Use it on the criminal (make sure he doesn&#039;t have protective eyewear) or activate it in your hand.&lt;br /&gt;
 |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 &amp;lt;strike&amp;gt;beat them to death&amp;lt;/strike&amp;gt; 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&#039;s bulb is prone to burning out after repeated usage. &lt;br /&gt;
&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
Some [[Game_Modes#Revolution|revolutionary]] leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = N/A&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Telescopic Baton}}{{anchor|Telebaton}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Telescopic Baton&lt;br /&gt;
 |image = Telescopic Baton.png&lt;br /&gt;
 |foundin = Heads&#039; backpacks&lt;br /&gt;
 |usedfor = Subjugating your staff when they feel like not taking orders. &lt;br /&gt;
 |strategy = Apply it in your hand to extend it, apply to person. &lt;br /&gt;
 |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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute damage on harm intent.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Police Baton}}{{anchor|Classic Baton}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Police Baton&lt;br /&gt;
 |image = Classic_baton.png&lt;br /&gt;
 |foundin = Detective gets one&lt;br /&gt;
 |usedfor = Subjugating criminals. &lt;br /&gt;
 |strategy = Apply to a person. &lt;br /&gt;
 |description = Works the same as a [[#Telebaton|telebaton]], except it&#039;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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 12 brute damage on harm intent.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Stun Baton}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Nightstick&lt;br /&gt;
 |image = &lt;br /&gt;
 |foundin = Lockers at [[Security Office]], spawns in security officers&#039; backpacks&lt;br /&gt;
 |usedfor = Subjugating criminals. &lt;br /&gt;
 |strategy = Use it on the criminal. &lt;br /&gt;
 |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. &lt;br /&gt;
&lt;br /&gt;
Nightsticks are capable of both non-lethal and lethal take down, with left mouse knocking down your target and dealing ten stamina damage, or with right click, beating them, dealing ten brute damage. &lt;br /&gt;
&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute damage when using RMB on combat mode.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Disabler}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Sidearm Token	&lt;br /&gt;
 |image = &lt;br /&gt;
 |foundin =  On Security Officers, armory, sidearm token crate.&lt;br /&gt;
 |usedfor = Getting a sidearm. &lt;br /&gt;
 |strategy = Use it on an Armadyne Gun Vendor &lt;br /&gt;
 |description = Your standard-issue sidearm token, one is issued to all security officers, sergeants and wardens. They can be redeemed at a gun vendor to pick between six unique sidearm choices. &lt;br /&gt;
 }}{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Glock 17	&lt;br /&gt;
 |image = &lt;br /&gt;
 |foundin =  A G17 supply box, once redeemed from the weapons vendor.&lt;br /&gt;
 |usedfor = Ranged combat. &lt;br /&gt;
 |strategy = Shoot the bad man. &lt;br /&gt;
 |description = A G17 handgun, chambered in 9x19mm Peacekeeper with a 17 round capacity. It has well rounded stats, and is the direct equivalent of the Disabler that Security once used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Rubber: 20 Stamina Damage, 5 Brute&lt;br /&gt;
&lt;br /&gt;
IHDF: 25 Stamina Damage&lt;br /&gt;
&lt;br /&gt;
Lethal: 20 Brute&lt;br /&gt;
&lt;br /&gt;
Hollowpoint: 20 Brute, 30 Wound Chance &lt;br /&gt;
 }}{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = 	&lt;br /&gt;
 |image = &lt;br /&gt;
 |foundin =  A supply box, once redeemed from the weapons vendor.&lt;br /&gt;
 |usedfor = Ranged combat. &lt;br /&gt;
 |strategy = Shoot the bad man. &lt;br /&gt;
 |description = &#039;&#039;&#039;Damage&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Rubber: &lt;br /&gt;
&lt;br /&gt;
IHDF: &lt;br /&gt;
&lt;br /&gt;
Lethal: &lt;br /&gt;
&lt;br /&gt;
Hollowpoint: &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Flashbang}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Flashbang&lt;br /&gt;
 |image = Flashbang.gif&lt;br /&gt;
 |foundin = Inside lockers at [[Security Office]] and [[Security Posts]], a full box at [[Armory]] [[File:Flashbangbox.png]]&lt;br /&gt;
 |usedfor = Subjugating many criminals at once. &lt;br /&gt;
 |strategy = Trigger it and throw it at a criminal mob. &lt;br /&gt;
 |description = This is an advanced piece of equipment because it is so difficult to use. It&#039;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 &amp;quot;breach&amp;quot; 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.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flashbangs will [[Status_Effects#Paralyze|paralyze]] people within range for 20 seconds, unless they&#039;ve protected their eyes and ears. 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#Paralyze|paralyze]] time. Flashbangs detonated on the same tile as you will fully [[Status_Effects#Paralyze|paralyze]] 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#Paralyze|paralyze]] for only 3 seconds. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
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, &#039;cook&#039; 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&#039;re holding it).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = N/A&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Pepperspray}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Pepperspray&lt;br /&gt;
 |image = Pepperspray.png&lt;br /&gt;
 |foundin = Inside lockers at [[Security Office]] and [[Security Posts]]&lt;br /&gt;
 |usedfor = Subjugating a criminal. &lt;br /&gt;
 |strategy = Shoot it at the criminal. &lt;br /&gt;
 |description = 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.&lt;br /&gt;
&lt;br /&gt;
Can be filled at [[File:Pepper_Spray_Refiller.png]] 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. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = N/A   &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Handcuffs}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Handcuffs&lt;br /&gt;
 |image = Handcuffs.png&lt;br /&gt;
 |foundin = [[Security Office]], full box at [[Armory]] [[File:Handcuffsbox.png]]&lt;br /&gt;
 |usedfor = Apprehending the criminal. &lt;br /&gt;
 |strategy = Apply it to a criminal. &lt;br /&gt;
 |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&#039;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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Ion Rifle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Ion Rifle	&lt;br /&gt;
 |image = Ionrifle.png&lt;br /&gt;
 |foundin = Armory&lt;br /&gt;
 |usedfor = Disabling borgs and mechs. &lt;br /&gt;
 |strategy = Shoot silicon machines with it. &lt;br /&gt;
 |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&#039;s content. EMP will cause machinery (air/fire alarms, airlocks, et cetera) to malfunction.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Temperature Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Temperature Gun&lt;br /&gt;
 |image = Tempgun.png&lt;br /&gt;
 |foundin = Armory, Security Protolathe.&lt;br /&gt;
 |usedfor = Combat.&lt;br /&gt;
 |strategy = Detaining traitors with energy swords/shields, slime removal/healing.&lt;br /&gt;
 |description = This gun can heat up or cool down targets, although it won&#039;t reach really dangerous levels unless you cool down someone in a hardsuit.&amp;lt;br&amp;gt; This weapon is deceptively strong since the projectiles aren&#039;t blocked by eswords/eshields and can slow people down to a crawl.&amp;lt;br&amp;gt; Slimes die to it in two to three hits, or you can heal them with heat setting.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Hybrid Taser}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Hybrid Taser&lt;br /&gt;
 |image = Hybrid_taser.gif&lt;br /&gt;
 |foundin = Admin spawned &lt;br /&gt;
 |usedfor = Subjugating criminals. &lt;br /&gt;
 |strategy = Shoot it at the target. &lt;br /&gt;
 |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)]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute damage when hit on melee.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|DRAGnet}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = DRAGnet	&lt;br /&gt;
 |image = DRAGnet.png&lt;br /&gt;
 |foundin = Armory&lt;br /&gt;
 |usedfor = Slowing and teleporting people. &lt;br /&gt;
 |strategy = Shoot people with it. &lt;br /&gt;
 |description = The &amp;quot;Dynamic Rapid-Apprehension of the Guilty&amp;quot; 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 &amp;quot;nets&amp;quot; when they hit a person. About 4 seconds after appearing, these &amp;quot;nets&amp;quot; will teleport any mob standing on top of them, to whichever location any existing &amp;quot;teleporter control console&amp;quot; is set to (with some variation). The teleporter control console target must both be set AND the &amp;quot;teleporter station&amp;quot; must have been clicked to &amp;quot;engage&amp;quot; the teleporter, for it to count. Calibration is not required. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==Lethal Weapons==&lt;br /&gt;
&lt;br /&gt;
{{anchor|Laser Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Laser Gun&lt;br /&gt;
 |image = Laser_gun.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Eliminating threats. &lt;br /&gt;
 |strategy = Fire at the target. &lt;br /&gt;
 |description = Distributed by the [[Warden]] (or [[Quartermaster]]), this is essentially an [[Energy Gun]] that lacks a disabler mode. The laser gun, unsurprisingly, shoots lasers, which deal a great deal of [[Guide to medicine#Burns|burning damage]]. The lasers will travel through grilles and glass of all sorts. Laser guns have slightly more rounds to fire than e-guns and can be recharged. Usually distributed along with [[Riot Shields]] in extreme cases. Can be ordered by the [[quartermaster]]s in a secure weapons crate, which itself can only be opened by a [[security]] officer or military head of staff. &lt;br /&gt;
&lt;br /&gt;
In the event of a [[Blob|massive biological outbreak]], security staff usually freely distribute laser weapons to the crew, as they are effective against the blob and lack stun capabilities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute on melee and 20 burn on shot.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Energy Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Energy Gun&lt;br /&gt;
 |image = [[File:Energy_Gun.gif|64px]]&lt;br /&gt;
 |OverrideImage = true&lt;br /&gt;
 |foundin = [[Armory]], [[Captain]]&#039;s locker, [[Head of Personnel]]&#039;s locker&lt;br /&gt;
 |usedfor = Subjugating criminals and/or eliminating threats. &lt;br /&gt;
 |strategy = Toggle the mode you want and fire at the target. &lt;br /&gt;
 |description = 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&#039;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 [[Supply crates|crate]] by the [[quartermaster]]. They are to be distributed only under the [[Space_law#Major_Crimes|most extreme circumstances]] or at the Head of Security&#039;s discretion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute on melee and 20 burn on shot if turned to the &amp;quot;kill&amp;quot; setting.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Multiphase Energy Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = X-01 MultiPhase Energy Gun (aka head of security&#039;s personal laser gun)&lt;br /&gt;
 |image = [[File:Multiphase_gun_stun.gif|64px]]&lt;br /&gt;
 |OverrideImage = true&lt;br /&gt;
 |foundin = Head of security&#039;s locker in [[Head_of_Security&#039;s_Office|Head of Security&#039;s office]], or carried by the [[Head_of_Security|Head of Security]]&lt;br /&gt;
 |usedfor = Subjugating criminals and/or eliminating threats. &lt;br /&gt;
 |strategy = Toggle the mode you want and fire at the target. &lt;br /&gt;
 |description = Unique weapon held only by the [[Head of Security]]. Functions essentially as a more advanced energy gun, capable of firing in disable, ion, and lethal laser modes. This is a [[High-risk_items#Hos_laser|high-risk item]] and is often a theft objective for [[Traitor|traitors]] (head of security&#039;s personal laser gun). &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Auto Rifle}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = WT-550 Autorifle&lt;br /&gt;
 |image = Autorifle.png&lt;br /&gt;
 |foundin = [[Cargo]], deep space&lt;br /&gt;
 |usedfor = Eliminating threats. &lt;br /&gt;
 |strategy = Fire at the target. &lt;br /&gt;
 |description = 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 defenses such as Energy Shields and, to a degree, Energy Swords. However this weapons needs physical ammo to reload with, lacks any stunning capability, cannot bypass glass and must be bought from Cargo en masse.&lt;br /&gt;
&lt;br /&gt;
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&#039;s hands, however if Security has sufficient warning about a imminent attack, such as [[Nuclear Operative|Nuclear Operatives]] declaring war, then the weapon tends to be a popular choice.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 20 brute on shot, 10 damage on melee&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Riot Shotgun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Riot Shotgun&lt;br /&gt;
 |image = Riot_shotgun.png&lt;br /&gt;
 |foundin = [[Armory]], cargo&lt;br /&gt;
 |usedfor = Stunning/Eliminating threats. &lt;br /&gt;
 |strategy = Fire at the target. &lt;br /&gt;
 |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 sawed off with any form of saw to allow the Shotgun to fit in a backpack, your belt slot, or holstered in your armor.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Compact Combat Shotgun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Compact Combat Shotgun&lt;br /&gt;
 |image = Short_combatshotgun.png&lt;br /&gt;
 |foundin = [[Warden]]&#039;s Locker&lt;br /&gt;
 |usedfor = Eliminating threats. &lt;br /&gt;
 |strategy = Fire at the target. &lt;br /&gt;
 |description = Unique shotgun that only the [[Warden]] has access to. A semi-automatic shotgun that only holds 4 rounds, but can be holstered in armor. Still a bulky item, so it can&#039;t fit in backpacks, but it&#039;s much easier to carry around than a Combat Shotgun. &lt;br /&gt;
&lt;br /&gt;
Generally superior to the Riot Shotgun, but holds less ammo, lacks the ability to be sawed off, and thus cannot fit inside a backpack.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Combat Shotgun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Combat Shotgun&lt;br /&gt;
 |image = combatshotgun.png&lt;br /&gt;
 |foundin = Cargo&lt;br /&gt;
 |usedfor = Eliminating threats. &lt;br /&gt;
 |strategy = Fire at the target. &lt;br /&gt;
 |description = This semi-automatic shotgun holds 6 rounds, and fires without needing to be cocked after every shot. When combined with the right ammunition, this weapon becomes one of the most powerful in the game. However, it&#039;s a huge item and it cannot be sawed off, so the only place it will fit is in your hand or on your back.&lt;br /&gt;
&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
=== Ammunition ===&lt;br /&gt;
{{anchor|WT-550 Standard Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = WT-550 Standard Magazine&lt;br /&gt;
 |image = 46x30ammo.png&lt;br /&gt;
 |foundin = Security Protolathe, ordered from Cargo.&lt;br /&gt;
 |usedfor = Loading a WT-550 Auto Rifle.&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 20-round 4.6x30mm magazine for use in the WT-550 automatic rifle. Fires standard ball ammunition, dealing 20 damage per hit. Easy and cheap to produce.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|WT-550 Armour Piercing Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = WT-550 Armour Piercing Magazine&lt;br /&gt;
 |image = 4.6mmAP.png&lt;br /&gt;
 |foundin = Security Protolathe&lt;br /&gt;
 |usedfor = Loading a WT-550 Auto Rifle.&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 20-round 4.6x30mm AP magazine for use in the WT-550 automatic rifle. Fires armor piercing bullets that can tear through armor, but at the cost of dealing less damage per bullet.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|WT-550 Toxin Tipped Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = WT-550 Toxin Tipped Magazine&lt;br /&gt;
 |image = 4.6mmTX.png&lt;br /&gt;
 |foundin = Security Protolathe&lt;br /&gt;
 |usedfor = Loading a WT-550 Auto Rifle.&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 20-round 4.6x30mm TX magazine for use in the WT-550 automatic rifle. Fires uranium tipped ammunition, dealing 15 toxin damage per hit. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|WT-550 Incendiary Magazine}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cccccc&lt;br /&gt;
 |bgcolor2 = #cccccc&lt;br /&gt;
 |name = WT-550 Incendiary Magazine&lt;br /&gt;
 |image = 4.6mmIC.png&lt;br /&gt;
 |foundin = Security Protolathe&lt;br /&gt;
 |usedfor = Loading a WT-550 Auto Rifle.&lt;br /&gt;
 |strategy = Lock and load.&lt;br /&gt;
 |description = A 20-round 4.6x30mm IC magazine for use in the WT-550 automatic rifle. Fires unique ammo that deals five damage per bullet, but each bullet contains a compound that ignites the target aflame.  &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==RnD Gear==&lt;br /&gt;
&lt;br /&gt;
See the [[Research_items#Weapons|Research Items]] page.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Armor for Protection==&lt;br /&gt;
{{anchor|Helmet}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #d9c695&lt;br /&gt;
 |name = [[Helmet]]&lt;br /&gt;
 |image = Helmet.png&lt;br /&gt;
 |foundin = Lockers at [[Security Office]] and [[Security Posts]]&lt;br /&gt;
 |usedfor = General defence. &lt;br /&gt;
 |strategy = Wear it to mitigate some damage from attacks.&lt;br /&gt;
 |description = Standard issue security Helmet issued to all [[Security Officer|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. Protects your ears from flashbangs.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|HUDSunglasses}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[HUDSunglasses]]&lt;br /&gt;
 |image = Hudsunglasses.png&lt;br /&gt;
 |foundin = Lockers at [[Security Office]] and [[Security Posts]]&lt;br /&gt;
 |usedfor = Information. &lt;br /&gt;
 |strategy = Wear it to identify arrest targets easier. &lt;br /&gt;
 |description = 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&#039;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|Mindshield Implant]]. It&#039;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 [[Flashes|Flash]] or [[Flashbangs|Flashbang]].&lt;br /&gt;
&lt;br /&gt;
Click [[HUD|here]] for an overview of what the symbols mean.&lt;br /&gt;
&lt;br /&gt;
Can also be used to set a visible target to arrest on the fly.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Body Armor}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[Body Armor]]&lt;br /&gt;
 |image = Armor.png&lt;br /&gt;
 |foundin = Lockers at [[Security Office]] and [[Security Posts]], [[Head of Personnel]]s Locker&lt;br /&gt;
 |usedfor = General defence. &lt;br /&gt;
 |strategy = Wear it to mitigate some damage from attacks. &lt;br /&gt;
 |description = Standard issue security Body Armor, issued to all Security personnel and select station personnel. Provides a moderate amount of protection, so it&#039;s recommended you wear it at all times.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Riot Helmet}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[Riot Helmet]]&lt;br /&gt;
 |image = Riothelm.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Melee defence. &lt;br /&gt;
 |strategy = Wear it to mitigate melee attacks significantly. &lt;br /&gt;
 |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&#039;s face.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Riot Armor}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[Riot Armor]]&lt;br /&gt;
 |image = Swatarmor.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Melee defence. &lt;br /&gt;
 |strategy = Wear it to mitigate melee attacks significantly. &lt;br /&gt;
 |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. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Bulletproof Helmet}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[Bulletproof Vest|Bulletproof Helmet]]&lt;br /&gt;
 |image = Bulletproofhelm.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Ballistic and explosive defense. &lt;br /&gt;
 |strategy = Wear it to mitigate ballistic and explosive attacks significantly. &lt;br /&gt;
 |description = Special duty helmet usually worn by Security Officers during a crisis. Bulletproof Helmets provide excellent protection against ballistic attacks, and good protection against explosive attacks, but have only minor defense against other form of attacks.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Bulletproof Vest}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[Bulletproof Vest]]&lt;br /&gt;
 |image = Bulletproofvest.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Ballistic and explosive defense. &lt;br /&gt;
 |strategy = Wear it to mitigate ballistic and explosive attacks significantly. &lt;br /&gt;
 |description = Special duty armor usually worn by Security Officers during a crisis. Bulletproof Armor provide excellent protection against ballistic attacks, and good protection against explosive attacks, but have only minor defense against other form of attacks.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Ablative Vest}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = [[Ablative Vest]]&lt;br /&gt;
 |image = Ablative.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Laser and energy defence. &lt;br /&gt;
 |strategy = Wear it to mitigate laser and energy attacks significantly. &lt;br /&gt;
 |description = Unique armor vest designed to deflect and significantly reduce damage from energy based attacks. Provides very little defence against anything else.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE: For all above and below items, remember to LOCK the locker you took them from!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Other Items==&lt;br /&gt;
{{anchor|Secway}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Secway&lt;br /&gt;
 |image = Secway.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Cruising. &lt;br /&gt;
 |strategy = Drag yourself on it with the key in hand. &lt;br /&gt;
 |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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Seclite}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Seclite&lt;br /&gt;
 |image = Seclite.png&lt;br /&gt;
 |foundin = [[Security Officer]]&#039;s backpack&lt;br /&gt;
 |usedfor = Seeing in the dark. &lt;br /&gt;
 |strategy = Switch it on to see better in darkness or use it for self-defense. &lt;br /&gt;
 |description = A robust flashlight used by security. Can also be mounted to energy guns and Hybrid Tasers.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Security Gas Mask}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Security Gas Mask&lt;br /&gt;
 |image = Security_Gas_Mask.png&lt;br /&gt;
 |foundin = [[Armory]], [[Head of Security]]&#039;s locker&lt;br /&gt;
 |usedfor = Internals, shout very loud at the criminals. &lt;br /&gt;
 |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. &lt;br /&gt;
 |description = A very useful piece of equipment for when you don&#039;t have time to politely ask someone to stop.&lt;br /&gt;
&lt;br /&gt;
[[Hacking#Security Gas Mask|Can be hacked]] if you like scaring the criminals. [[Emag]] it to make them shit their pants.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Riot Shield}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Riot Shield&lt;br /&gt;
 |image = RiotS.png&lt;br /&gt;
 |foundin = [[Armory]], [[Head of Security]]&#039;s locker&lt;br /&gt;
 |usedfor = To protect you from melee and ranged attacks. &lt;br /&gt;
 |strategy = Wield it and form a wall with your comrades. &lt;br /&gt;
 |description = These are held in a hand space and used to block close range weapons. They also have a percentage change to block ranged attacks. Makes you un-pushable.&lt;br /&gt;
They make a fairly efficient weapon in terms of bludgeoning criminals, but it&#039;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. &amp;lt;font size=&amp;quot;3&amp;quot; color=&amp;quot;white&amp;quot;&amp;gt;When I play the maracas I go chick-chicky-boom, chick-chicky boom &amp;lt;/font&amp;gt;&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Tracking Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Tracking Implant&lt;br /&gt;
 |image = Implant_Case.png&lt;br /&gt;
 |foundin = [[Armory]] in a Tracking Implant Kit [[File:Implantbox.png]]&lt;br /&gt;
 |usedfor = Tracking suspects, and making it possible to teleport straight up to the implanted person. &lt;br /&gt;
 |strategy = Take the implanter, load it with an implant and use the implanter on a person. &lt;br /&gt;
 |description = When used on someone, it will implant a tracking beacon under the skin of that person&#039;s chest. The Prisoner Management Console can be used to check the implanted person&#039;s location and even send messages into their mind. Use a bluespace locator to track implanted targets. Locators can be printed from the security techfab after research. Use a [[High-risk_items#Hand_teleporter|Hand Teleporter]] or [[Teleporter]] to teleport directly to the target. It does not cause people to be gibbed when teleported to. Disintegrates 10 minutes after the death of the host, unless revived. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Chemical Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Chemical Implant&lt;br /&gt;
 |image = Implant_Case.png&lt;br /&gt;
 |foundin = [[Armory]] in a Chemical Implant Kit [[File:Implantbox.png]]&lt;br /&gt;
 |usedfor = Can be loaded with any sort of chemical agent via the common syringe and can hold 50 units. &lt;br /&gt;
 |strategy = Take the implanter, load it with an implant and use the implanter on a person. &lt;br /&gt;
 |description = When used on someone, it will put a chemical implant under the skin of that person&#039;s chest. Load the implant with up to 50 units of chemicals by injecting it with a filled syringe while it&#039;s still in its original case. You can then remotely inject the implanted chems with a Prisoner Management Console. The 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 10 minutes after the death of the host, unless revived. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Mindshield Implant}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Mindshield Implant&lt;br /&gt;
 |image = Implant_Case.png&lt;br /&gt;
 |foundin = [[Armory]] in a Lockbox (Mindshield Implants) [[File:Loyalty_Implants.png]], [[Head of Security&#039;s Office]]&lt;br /&gt;
 |usedfor = Deconverting revolutionaries; preventing people from being converted to revs or cultists. &lt;br /&gt;
 |strategy = Take the implanter, load it with an implant and use the implanter on a person. &lt;br /&gt;
 |description = When used on someone, it will act block any attempt to influence or corrupt the targets mind/brain - unless the situation is a [[Cult|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 you have time, you can remove these implants by doing an implant removal surgery on the chest, which will allow your prey to be converted normally. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Electropack}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Electropack&lt;br /&gt;
 |image = Electropack.png&lt;br /&gt;
 |foundin = [[Prison Wing]]&lt;br /&gt;
 |usedfor = Torture. &lt;br /&gt;
 |strategy = Set a signal, screwdriver it on, throw it on a criminal and send the signal. &lt;br /&gt;
 |description = 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 [[Clown|someone]] [[Assistant|else&#039;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. &lt;br /&gt;
&amp;lt;strike&amp;gt;Best of all-&amp;lt;/strike&amp;gt; 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?&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Space Law}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Space Law&lt;br /&gt;
 |image = Lawbook.png&lt;br /&gt;
 |foundin = [[Security Office]], [[Security Posts]]&lt;br /&gt;
 |usedfor = Studying intently about the Law. &lt;br /&gt;
 |strategy = Apply it in hand to read. &lt;br /&gt;
 |description = An official copy of [[Space Law]] is made available to all security personnel. Ensure that you understand it and don&#039;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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Recharger}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Recharger&lt;br /&gt;
 |image = Recharger.gif&lt;br /&gt;
 |foundin = [[Armory]], [[Security Office]], [[Security Posts]]&lt;br /&gt;
 |usedfor = Securing an area from anyone without protective eyewear. &lt;br /&gt;
 |strategy = Pull it to a powered area and wrench it in place. &lt;br /&gt;
 |description = 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.&lt;br /&gt;
The recharge time of your energy based devices will vary depending on their maximum capacity.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Portable Flash}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Portable Flash&lt;br /&gt;
 |image = PFlash.gif&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Securing an area. &lt;br /&gt;
 |strategy = Pull it to a powered area and wrench it in place. &lt;br /&gt;
 |description = 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.&lt;br /&gt;
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.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Deployable Barrier Grenade}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Deployable Barrier Grenade&lt;br /&gt;
 |image = Deployable_Barrier.png&lt;br /&gt;
 |foundin = [[Armory]]&lt;br /&gt;
 |usedfor = Securing an area, making sure no one (without Armory access) can pass through. &lt;br /&gt;
 |strategy = Drag it where you need it and swipe it with your ID. &lt;br /&gt;
 |description = The Armory contains grenades that, when thrown, will produce a deployable barrier, a much stronger version of the wooden [[barricade]]. The grenades can have their direction switched by alt-clicking on them or using their action button, and the barricades they spawn will take 5 seconds to deploy. Deployable barriers can be repaired using a welder.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Lethal Injection Syringe}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #cce6ff&lt;br /&gt;
 |bgcolor2 = #99ccff&lt;br /&gt;
 |name = Lethal Injection Syringe&lt;br /&gt;
 |image = Lethal Injection Syringe.png&lt;br /&gt;
 |foundin = [[Prison Wing]]&lt;br /&gt;
 |usedfor = Eliminating a convict. &lt;br /&gt;
 |strategy = Use it on the convict. &lt;br /&gt;
 |description = A special syringe designed for lethal injections. Contains 15 units of [[Plasma]], 15 units of [[Formaldehyde]], 10 units of [[Cyanide]], and 10 units of [[Fluorosulfuric Acid]]. It injects all of its reagents in one push. This kills a convict in about 40 seconds.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==Machines==&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = lightgray&lt;br /&gt;
 |bgcolor2 = lightgray&lt;br /&gt;
 |name = [[Vending_machines#SecTech|SecTech]]&lt;br /&gt;
 |image = Vendsec.gif&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
===Security Robots===&lt;br /&gt;
The Robotic side of the security force.&lt;br /&gt;
&lt;br /&gt;
{{anchor|Securitron}}{{anchor|Officer Beepsky}}&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Securitron/&amp;lt;br&amp;gt;Officer Beepsky&lt;br /&gt;
 |bgcolor1 = lightgray&lt;br /&gt;
 |bgcolor2 = lightgray&lt;br /&gt;
 |image = Beepsky.png&lt;br /&gt;
 |foundin = One patrolling around the halls, others manufactured in [[Robotics]]&lt;br /&gt;
 |usedfor = Detaining criminals, autonomous guards in high security areas. &lt;br /&gt;
 |description = All stations start with at least one Securitron. One is 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 scuttle faster than a man can run, and stun and cuff and criminals using cablecuffs made in the experimental mass fabricator Nanotrasen places in every Securitron model. &lt;br /&gt;
&lt;br /&gt;
Beepsky is so vigilant, he&#039;ll even trip anyone who gets in his way when he&#039;s chasing a perp! This also makes him a right pain when hacked as he will stun and cuff everyone in sight! A similar Securitron called Officer Pingsky spawns in the AI satellite to guard it from criminals! The Roboticists have the option to make more, but they are rarely made as they use up the Warden&#039;s precious helmets. &lt;br /&gt;
&lt;br /&gt;
Keep in mind that traitors with an [[Syndicate_Items#Agent_ID_Card|Agent ID card]] will have an easy time evading securitrons!&lt;br /&gt;
&lt;br /&gt;
Most stations spawn with two additional Securitrons: The Armory&#039;s personal guard Sergeant-at-Armsky and the AI satellite&#039;s Officer Pingsky. &lt;br /&gt;
&lt;br /&gt;
[[Guide_to_robotics#Securitron|See here how to construct a Securitron.]]&lt;br /&gt;
&lt;br /&gt;
===Settings===&lt;br /&gt;
&lt;br /&gt;
You can change the Securitron&#039;s settings by swiping your security-access ID on it and looking at it:&lt;br /&gt;
* &#039;&#039;&#039;Status: &#039;&#039;On/Off&#039;&#039;&#039;&#039;&#039; The Securitron is either turned on or off.&lt;br /&gt;
* &#039;&#039;&#039;Behaviour controls are &#039;&#039;locked/unlocked&#039;&#039;&#039;&#039;&#039; People can access the controls or not.&lt;br /&gt;
* &#039;&#039;&#039;Maintenance panel panel is &#039;&#039;closed/open&#039;&#039;&#039;&#039;&#039; People can access the maintenance panel or not. This lets you insert pAIs.&lt;br /&gt;
* &#039;&#039;&#039;Arrest Unidentifiable Persons: &#039;&#039;Yes/No&#039;&#039;&#039;&#039;&#039; Arrests/detains anyone who has no ID visible and is unidentifiable (name shows as &amp;quot;Unknown&amp;quot;).&lt;br /&gt;
* &#039;&#039;&#039;Arrest for Unauthorized Weapons: &#039;&#039;Yes/No&#039;&#039;&#039;&#039;&#039; Arrests/detains anyone who has a weapon visible and an ID without weapons authorization (by default, anyone but head jobs and security).&lt;br /&gt;
* &#039;&#039;&#039;Arrest for Warrant: &#039;&#039;Yes/No&#039;&#039;&#039;&#039;&#039; Checks the security records if anyone&#039;s status is set to &amp;quot;Arrest&amp;quot; and arrests/detains them.&lt;br /&gt;
* &#039;&#039;&#039;Operating Mode: &#039;&#039;Arrest/Detain&#039;&#039;&#039;&#039;&#039; Arrest: Stuns and zipcuffs the perp, then leaves. Detain: Stuns the perp indefinitely.&lt;br /&gt;
* &#039;&#039;&#039;Report arrests: &#039;&#039;Yes/No&#039;&#039;&#039;&#039;&#039; When someone receives a faceful of justice, the Securitron will announce the perp&#039;s name and location on its radio channel (by default, Security).&lt;br /&gt;
* &#039;&#039;&#039;Auto Patrol: &#039;&#039;On/Off&#039;&#039;&#039;&#039;&#039; Patrols the station.&lt;br /&gt;
&lt;br /&gt;
===STOP RIGHT THERE CRIMINAL SCUM===&lt;br /&gt;
&lt;br /&gt;
Securitrons and ED-209s attack for one of two reasons:&lt;br /&gt;
* The securitron is being attacked.&lt;br /&gt;
* The perp&#039;s threat level is &#039;&#039;&#039;4 or higher&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
====Things that can increase threat level====&lt;br /&gt;
* &#039;&#039;&#039;+10:&#039;&#039;&#039; Getting emagged. Now everyone is criminal scum.&lt;br /&gt;
* &#039;&#039;&#039;+6:&#039;&#039;&#039; Getting attacked - but securitrons will hunt attackers regardless of threat level.&lt;br /&gt;
* &#039;&#039;&#039;+5:&#039;&#039;&#039; Having a criminal status of &amp;quot;Arrest&amp;quot; when Arrest for Warrant is enabled.&lt;br /&gt;
* &#039;&#039;&#039;+4:&#039;&#039;&#039; Having no visible ID and an obscured/disfigured face (showing up as Unknown) when &amp;quot;Arrest Unidentifiable Persons&amp;quot; is enabled&lt;br /&gt;
* &#039;&#039;&#039;+4:&#039;&#039;&#039; Holding a weapon in your hand when Arrest for Unauthorized Weapons is enabled, but your ID doesn&#039;t have the permission.&amp;lt;br&amp;gt;&lt;br /&gt;
This doesn&#039;t include dragged weapons or those in containers.&lt;br /&gt;
* &#039;&#039;&#039;+2:&#039;&#039;&#039; Having a weapon equipped on the belt or back slot when the above is enabled.&lt;br /&gt;
* &#039;&#039;&#039;+2:&#039;&#039;&#039; Having your criminal status set to &amp;quot;Incarcerated&amp;quot; or &amp;quot;Parolled&amp;quot;.&lt;br /&gt;
* &#039;&#039;&#039;+2:&#039;&#039;&#039; Violating the dress code by wearing a wizard hat or wizard hardsuit hat.&lt;br /&gt;
* &#039;&#039;&#039;+1:&#039;&#039;&#039; Being non-human genetrash. &lt;br /&gt;
&lt;br /&gt;
====Things that can decrease threat level====&lt;br /&gt;
* &#039;&#039;&#039;-5:&#039;&#039;&#039; Wearing a Syndicate [[Syndicate_Items#Agent_ID_Card|Agent ID card]]. &lt;br /&gt;
* &#039;&#039;&#039;-1:&#039;&#039;&#039; Being implanted with a mindshield implant.&lt;br /&gt;
&lt;br /&gt;
====Good to know====&lt;br /&gt;
* [[Syndicate_Items#Agent_ID_Card|Agent ID cards]] make traitors effectively invisible to sec bots, provided they don&#039;t stack more than one offense.&lt;br /&gt;
* Mindshield implants do the same to a lesser degree - you can avoid weapon and ID check arrests.&lt;br /&gt;
* Security bots (and also Honkbots) will get frustrated and stop hunting people after a few seconds.&lt;br /&gt;
* All bots navigate by following navigation beacons. If those are destroyed, the bots will stop patrolling.&lt;br /&gt;
* Sec bots are weak to EMP and ranged weapons, like guns and IED spears. Also, they can&#039;t escape welded/locked closets.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|ED-209}}&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=ED-209&lt;br /&gt;
 |bgcolor1 = lightgray&lt;br /&gt;
 |bgcolor2 = lightgray&lt;br /&gt;
 |image = Ed209.png&lt;br /&gt;
 |foundin = manufactured in [[Robotics]]&lt;br /&gt;
 |usedfor = Detaining criminals even more efficiently. &lt;br /&gt;
 |description = The most fearsome security robot. Like Beepsky, but with an added taser and four times the default health.&amp;lt;br&amp;gt;&lt;br /&gt;
Keep in mind that ED-209s ignore monkeys though.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Controls:&#039;&#039;&#039;&lt;br /&gt;
* Same as the Securitron&#039;s&lt;br /&gt;
&lt;br /&gt;
[[Guide_to_robotics#ED-209|See here how to construct an ED-209.]]&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
[[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>Hangyul</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:Jobs&amp;diff=6404</id>
		<title>Template:Jobs</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:Jobs&amp;diff=6404"/>
		<updated>2021-06-03T16:29:03Z</updated>

		<summary type="html">&lt;p&gt;Hangyul: Added the link the Security Medic page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|width=100% border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| rowspan = 12 align = &amp;quot;center&amp;quot; | &#039;&#039;&#039;[[Jobs]] on Skyrat Station&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:jobstemp.png|link=jobs]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #334E6D; color: white; text-align: center;&amp;quot; id=&amp;quot;command&amp;quot; |&#039;&#039;&#039;Command&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Captain]]&#039;&#039;&#039;, &#039;&#039;&#039;[[Head of Personnel]]&#039;&#039;&#039; &#039;&#039;&#039;[[Blueshield]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| textcolor=&amp;quot;white&amp;quot; style=&amp;quot;background: #AF6365; text-align: center;&amp;quot; id=&amp;quot;security&amp;quot; |&#039;&#039;&#039;Security&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Head of Security]]&#039;&#039;&#039;, [[Warden]], [[Security Sergeant]], [[Security Officer]], [[Detective]], [[Security Medic]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #ba9b67; text-align: center;&amp;quot; id=&amp;quot;engineering&amp;quot; |&#039;&#039;&#039;[[Engineering]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Chief Engineer]]&#039;&#039;&#039;, [[Station Engineer]],  [[Atmospheric Technician]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #a885a2; text-align: center;&amp;quot; id=&amp;quot;science&amp;quot; |&#039;&#039;&#039;[[Science]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Research Director]]&#039;&#039;&#039;, [[Geneticist]], [[Scientist]], [[Roboticist]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #8cbcd6; text-align: center;&amp;quot; id=&amp;quot;medical&amp;quot; |&#039;&#039;&#039;[[Medbay|Medical]]&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[Chief Medical Officer]]&#039;&#039;&#039;, [[Medical Doctor]], [[Paramedic]], [[Chemist]], [[Psychologist]], [[Virologist]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #92b26d; text-align: center;&amp;quot; id=&amp;quot;service&amp;quot; | &#039;&#039;&#039;Service&#039;&#039;&#039;&lt;br /&gt;
| [[Janitor]], [[Bartender]], [[Cook]], [[Botanist]], [[Clown]], [[Mime]], [[Chaplain]], [[Curator]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #898787; text-align: center;&amp;quot; id=&amp;quot;civilian&amp;quot; |&#039;&#039;&#039;Civilian&#039;&#039;&#039;&lt;br /&gt;
| [[Quartermaster]], [[Cargo Technician]], [[Shaft Miner]], [[Assistant]], [[Lawyer]], [[Prisoner]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: #b1dff9; text-align: center;&amp;quot; id=&amp;quot;nonHuman&amp;quot; | &#039;&#039;&#039;Non-human&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[AI]]&#039;&#039;&#039;, [[Cyborg]], [[Positronic Brain]], [[Drone]], [[Personal AI]], [[Construct]], [[Imaginary Friend]], [[Split Personality]], [[Ghost]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;background: black; color: white; text-align: center;&amp;quot; id=&amp;quot;antagonist&amp;quot; |&#039;&#039;&#039;Antagonists&#039;&#039;&#039;&lt;br /&gt;
| [[Traitor]], [[Malfunctioning AI]], [[Changeling]], [[Nuclear Operative]], [[Blood Cult|Blood Cultist]], [[Revolution|Revolutionary]], [[Wizard]], [[Blob]], [[Abductor]], [[Holoparasite]], [[Xenomorph]], [[Spider]], [[Swarmers]], [[Revenant]], [[Morph]], [[Nightmare]], [[Space Ninja]], [[Slaughter Demon]], [[Pirate]], [[Sentient Disease]], [[Obsessed]], [[Fugitives]], [[Hunters]], [[Space Dragon]], [[Pulsating Tumor|Elite Mobs]], [[Sentient Slime]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;text-align: center;&amp;quot; id=&amp;quot;special&amp;quot; | &#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;[[CentCom Official]]&#039;&#039;&#039;, [[Death squad|Death Squad Officer]], [[Emergency Response Team|Emergency Response Officer]], [[Chrono Legionnaire]], [[Highlander]], [[Ian]], [[Lavaland/Space Role|Lavaland Role]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hey! Listen!&#039;&#039;&#039; This template is mirrored on the [[Clown]], [[Ian]], and [[Shitcurity]] pages, be sure to periodically check it and make sure it&#039;s up to date.&lt;br /&gt;
[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Hangyul</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Megaphone.png&amp;diff=6403</id>
		<title>File:Megaphone.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Megaphone.png&amp;diff=6403"/>
		<updated>2021-06-03T15:31:57Z</updated>

		<summary type="html">&lt;p&gt;Hangyul: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Security&#039;s megaphone.&lt;/div&gt;</summary>
		<author><name>Hangyul</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Head_of_Security&amp;diff=6402</id>
		<title>Head of Security</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Head_of_Security&amp;diff=6402"/>
		<updated>2021-06-03T15:25:37Z</updated>

		<summary type="html">&lt;p&gt;Hangyul: Added the missing jobs to the &amp;quot;Job Description&amp;quot; page, added a new entry to the strategy subsection.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Rough Draft&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=This document may not be entirely accurate with our current policies. Please be mindful that this may change.&lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
|headerbgcolor = darkred&lt;br /&gt;
|headerfontcolor = white&lt;br /&gt;
|stafftype = SECURITY &amp;amp; COMMAND&lt;br /&gt;
|imagebgcolor = #ff9999&lt;br /&gt;
|img_generic = Generic_hos.png&lt;br /&gt;
|img = Hos.PNG&lt;br /&gt;
|jobtitle = Head of Security&lt;br /&gt;
|access = [[Armory|All]] [[Brig|of]] [[Security Office|security]], Head of Security&#039;s Office, [[Maintenance]], [[Medbay]], [[Research Division]], [[Bridge]], [[Engineering]], [[Construction Area]], [[Cargo Office]], [[Mining]], [[Gateway]], Personal Lockers, Weapon Permit&lt;br /&gt;
|additional = N/A&lt;br /&gt;
|difficulty = Very hard&lt;br /&gt;
|superior = [[Captain]]&lt;br /&gt;
|duties = Coordinate security personnel, ensure they are not corrupt, make sure every department is protected, save the Virologist when he gets mauled by monkeys.&lt;br /&gt;
|guides = [[Guide to security]], [[Guide to Trials]], [[Chain of Command]], [[Space Law]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]], [[Security items]]&lt;br /&gt;
|quote = Alright you knuckleheads, stop beating up the assistants and get back to work. And make sure those tasers are fully charged! I hear the bartender is serving up Gargle Blasters today, and things could get messy.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Job Description ==&lt;br /&gt;
Your job isn&#039;t to hunt people down, unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into, so you can usually just sit in your office and let the [[Roboticist#Securitron|securitrons]] and officers do it for you. You have more access to the station than anyone else in security, but less than the other heads. Try not to depend on it.&lt;br /&gt;
&lt;br /&gt;
You are concerned with the following people:&lt;br /&gt;
&lt;br /&gt;
* [[Security Officer|Security Officers]]: These are your pawns, and it&#039;s your job to control them. If they&#039;re being incompetent resource wasters, yell at them and get them to fall in line. If they continue, tell them to stop or have them demoted. A security officer that does not do his job properly shouldn&#039;t even have this job in the first place.&lt;br /&gt;
* [[Security Sergeant]]&amp;lt;nowiki/&amp;gt;s: These are your mini-HOS&#039;s, having equal authority to the Warden. They should be organising your officers and yelling at the bad ones. If your sergeant is, in turn, being the bad one, then don&#039;t hesitate to demote them down to officer or even to assistant, depending on the severity of their incompetence.&lt;br /&gt;
&lt;br /&gt;
* [[Warden|The Warden]]: This is a special security officer who acts as the Brig&#039;s watchdog. Make sure he doesn&#039;t set and/or support unfair and bad brig times, that he doesn&#039;t leave the Brig, and he won&#039;t bother you. He also hands out equipment in emergencies, and will take over if you happen to be unavailable.&lt;br /&gt;
* [[Security Medic]]: Your paramedic and surgeon all in one. They patch up your prisoners, officers and you; they are cleared for combat and have similar authority to your normal Security Officer, but keep them on a leash; their priority is to save lives, not take them. &lt;br /&gt;
* [[Corrections Officer]]: The prison&#039;s watchdogs. They are placed in a office within the prison to watch over your scums of the Earth; you shouldn&#039;t need to order them around too much. Just make sure they keep an eye on the orange men.&lt;br /&gt;
* [[Civil Disputes Officer]]: Your anti-greytider unit. These officers are here for civil disputes, not hunting the feared [[Traitor|valid man.]] Breaking up barfights and pepper-spraying rowdy assistants are what they do best.&lt;br /&gt;
&lt;br /&gt;
* [[Detective|The Detective]]: The job of the detective is to investigate crimes, conjointly with the Forensic Technician. They specialize in interrogating suspects and witnesses, and pursuing leads. They are firmly under your command, regardless of what they may say.&lt;br /&gt;
&lt;br /&gt;
* [[Chain of Command]]: Should security or anyone else be acting out of their job description [[Chain of Command]] can be called in. They conduct their own investigations to determine whether someone has overstepped their power or authority. You have no direct authority over them.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
=== Officers, Roll Out ===&lt;br /&gt;
The first step towards keeping the station safe is to ensure that your own officers aren&#039;t a threat. Security enforces the law, but they are not above it - and neither are you. Make sure that all of your personnel are familiar with the regulations regarding [[Corporate Regulations]], and [[Security_Officer#Standard_Procedure|standard Security practices]].&lt;br /&gt;
&lt;br /&gt;
Once your force is up to speed on the rules and regulations, send them out on patrol. Pay attention to all the radio channels for any calls for help. If there are any, dispatch some officers to handle it, and make sure that the [[Detective]] collects any relevant evidence. Make sure that the Warden keeps the Security records up-to-date, not in the least because Beepsky can help your officers catch criminals who would otherwise evade them. &lt;br /&gt;
&lt;br /&gt;
=== Police State ===&lt;br /&gt;
Like the Captain, you have a number of people you can delegate to; the [[Security Sergeant]] is your field officer, and has equal authority to the warden. You should be using them to coordinate your officers instead of doing everything yourself. Within the brig, your [[Warden]] has authority over others; you should be using them to coordinate the handing out of equipment and supervision of the [[Corrections Officer]].You are not an officer; you should not be rushing into every situation. Delegate.&lt;br /&gt;
&lt;br /&gt;
=== Laying Down the Law ===&lt;br /&gt;
Check to make sure that appropriate times are given out for violations of Corporate Regulations, and that your department only arrest people who have actually committed crimes. Remember, if they&#039;re doing something that you don&#039;t like but is technically not against the law, you can issue an official injunction - preferably in a official sounding language, written, and stamped with your Head of Security stamp - against it. Expect abuse of this power to be called out, however.&lt;br /&gt;
&lt;br /&gt;
If one of your officers misbehave, yell at them, or in more serious cases, show them the inside of a cell. Keep them busy by sending them on patrols, leads, and follow-ups. An unoccupied officer is often a [[NanoTrasen_Liaison#Submitting_an_Incident_Report|bad officer.]]&lt;br /&gt;
&lt;br /&gt;
==== El Capitan ====&lt;br /&gt;
It is also important that you understand the relationship between Security and the [[Captain]]. The Captain&#039;s authority on the station is absolute, except where it conflicts with Corporate Regulations; the Captain cannot pardon criminals, cannot get away with committing crimes, and so on. The only time that Corporate Regulations can be overridden is when there is an imminent and overwhelming threat to the station. Other Heads of Staff are required to follow Corporate Regulations as well. &#039;&#039;&#039;However&#039;&#039;&#039;, this does not mean that you are the law. You are still outranked by the Captain. You can only arrest the Captain, or other Heads of Staff, if they&#039;ve actually committed a crime. Until that time, you have to follow orders just like anyone else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, always remember to follow [[Security_Officer#Standard_Procedure|standard security procedures!]]&lt;br /&gt;
&lt;br /&gt;
== Office ==&lt;br /&gt;
Your office is in the [[Security_Officer#The_Brig|Brig]]. It holds various security equipment for use in apprehending and detaining criminals. Your office also has both a security records computer and a security camera potato which you can use to monitor the station from the comfort of your desk chair.&lt;br /&gt;
&lt;br /&gt;
== Brig ==&lt;br /&gt;
The holding area for prisoners. Only people with access to security can enter. It&#039;s still possible for normal crewmembers to view the cells through the windows behind them. As the windows are electrified, though, they&#039;re not a valid means of entry unless the person happens to have insulated gloves.&lt;br /&gt;
&lt;br /&gt;
The brig also has blast doors in all of the windows, as well as the halls into the cells. There&#039;s a button to drop them in the warden&#039;s office and your office.&lt;br /&gt;
&lt;br /&gt;
Prisoners may try to flee, so do something about the doors (portable flasher), or handcuff them to the bed as you investigate their items (make sure to then release from the bed and cuffs if they aren&#039;t dangerous). And, &#039;&#039;&#039;SET A TIME TO THE TIMER&#039;&#039;&#039; (the door won&#039;t lock unless you do this). Make sure to [[Corporate Regulations|keep the time to the crime]].&lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner has been deemed too dangerous to release, they can be kept in one of the secure holding cells.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As Head of Security, you coordinate your actions with the captain, the other heads of staff, and your officers. You will often work with Medical, when a crime results in injury, when a prisoner is hurt, or when a patient is violent. When a criminal damages station infrastructure, you will work with Engineering to determine what happened and whether it&#039;s safe for your officers to investigate. Supply and Research can get you high-powered weapons if you need them. And do try to keep the janitor from thoughtlessly cleaning up the evidence.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Head of Security would theoretically be one of the easiest traitor jobs on station. You are the most heavily armed and armoured person on station, with about as much access as the Head of Personnel, and have the entire security department under your thumb. You are also seen as one of the most trustworthy people on the station. However, don&#039;t count on ever becoming a traitor by normal means, as you are Mindshield Implanted. But there can be situational exceptions to this rule, but it&#039;s unlikely it&#039;ll ever happen.&lt;br /&gt;
&lt;br /&gt;
Even the Head of Security is not above the law and it can be very easy to be ousted as a traitorous element if the antagonist Head of Security isn&#039;t treading carefully.&lt;br /&gt;
&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
[[Category: Security]]&lt;br /&gt;
[[Category: Command]]&lt;br /&gt;
&lt;br /&gt;
{{Jobs}}&lt;br /&gt;
[[category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Hangyul</name></author>
	</entry>
</feed>