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	<id>http://wiki.skyrat13.space/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jovan</id>
	<title>Skyrat - User contributions [en-gb]</title>
	<link rel="self" type="application/atom+xml" href="http://wiki.skyrat13.space/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Jovan"/>
	<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php/Special:Contributions/Jovan"/>
	<updated>2026-04-15T03:01:58Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=High-risk_items&amp;diff=14172</id>
		<title>High-risk items</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=High-risk_items&amp;diff=14172"/>
		<updated>2023-10-22T15:53:49Z</updated>

		<summary type="html">&lt;p&gt;Jovan: /* Ablative Armor Vest */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision&lt;br /&gt;
|reason = This page needs to be checked for the following: Template Read-ability, Possible outdated Icons and Missing items (if they&#039;re not there add them)&lt;br /&gt;
|priority = Medium&lt;br /&gt;
}}&lt;br /&gt;
These are items that are often desired by [[traitor]]s for themselves or as an objective for the [[Syndicate]]. Thieves who get caught with stealing one of these items are often charged with [[Space_law#Capital_Crimes|Grand Theft]] or even [[Space_law#Capital_Crimes|Syndicate Collaboration]], given sufficient evidence.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Captain&#039;s Antique Laser Gun}}&lt;br /&gt;
===Captain&#039;s Antique Laser Gun===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Captain&#039;s Antique Laser Gun&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = captaingun.png&lt;br /&gt;
 |foundin = [[Captain&#039;s Quarters]]&lt;br /&gt;
 |usedfor = Shooting people.&lt;br /&gt;
 |description = This is a special, engraved gun, made with real [[Assistant]] leather (which is odd because human skin makes terrible leather).&lt;br /&gt;
&lt;br /&gt;
This gun is kept in a glass case in the [[Captain&#039;s Quarters]], but is hooked up with an anti-theft system. Breaking the case will trigger a lockdown, shutting and bolting all the doors out of the room, and the AI will be alerted. Keep this in mind, and plan your heist before you carry it out.&lt;br /&gt;
&lt;br /&gt;
What makes this gun so special? It automatically regenerates energy without any draw backs. Enemy agents would kill to steal this for research. They do exactly that a lot.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Hos laser}}{{Anchor|Head of Security laser}}{{Anchor|Hos laser}}{{Anchor|head of securitys personal laser gun}}{{Anchor|MultiPhase_Energy_Gun}}&lt;br /&gt;
===X-01 MultiPhase Energy Gun===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=[[Security_items#Multiphase_Energy_Gun|X-01 MultiPhase Energy Gun]] (aka head of security&#039;s personal laser gun)&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Multiphase_gun_stun.gif&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;
 |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. If it&#039;s not in Head of Security&#039;s locker where it spawns, it&#039;s likely carried by the [[Head_of_Security|Head of Security]]. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Hand Teleporter}}{{Anchor|Hand Tele}}&lt;br /&gt;
&lt;br /&gt;
===Hand Teleporter===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Hand Teleporter&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = tele.gif&lt;br /&gt;
 |foundin = Teleporter Room, Captains Office&lt;br /&gt;
 |usedfor = Teleporting About&lt;br /&gt;
 |description = This is a miniaturized counterpart to the larger one in the [[Teleporter]] Room. It can be found on a table in the [[Teleporter]] room. The Captain also has one in his [[Captains Quarters|quarters]].&lt;br /&gt;
&lt;br /&gt;
Using this you can create a portal to a set destination (however this must be set with a large teleporter device, either in the [[Teleporter]] room, Derelict or the [[Abandoned Satellite]]). &lt;br /&gt;
If you find the options severely lacking, you can make new teleport beacons in Research Division OR grab one of the existing ones and move it (suggestion : move the bridge beacon somewhere safer).&lt;br /&gt;
&lt;br /&gt;
Hilariously enough, there is a random setting, using it allows you to randomly jump about to a nearby location. This is not advised without an EVA suit and internals. However as an antagonist, it is a very useful tool for escape when you DO NOT have time to take down a wall OR have any tools.&lt;br /&gt;
&lt;br /&gt;
Unlike large teleporter devices, the hand teleport makes two-way portals. There is a portal both at the hand teleporter&#039;s location, and the destination, meaning that it can also be used to extract people from high risk locations, as well as numerous other interesting uses. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Jetpack}}&lt;br /&gt;
&lt;br /&gt;
===Captain&#039;s Jetpack===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Captain&#039;s Jetpack&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Jetpack-captain.gif&lt;br /&gt;
 |foundin = Captain&#039;s Quarters&lt;br /&gt;
 |usedfor = Propelling yourself in space, usable as oxygen supply&lt;br /&gt;
 |description = The [[Captain]] has a unique oxygen-filled jetpack that can fit in a backpack while containing more gas than typical jetpacks.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|A Functional AI}}&lt;br /&gt;
&lt;br /&gt;
===A Functional AI===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=A Functional AI&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = icard.png&lt;br /&gt;
 |foundin = Intellicards can be found in EVA, AIs are found in the AI core.&lt;br /&gt;
 |usedfor = &lt;br /&gt;
 |description = An [[InteliCard]] must be used to take the [[AI]] from its chamber. InteliCards can be found on the [[Bridge]] and [[Tech Storage]]. [[Research and Development]] can also produce more, assuming they have the prerequisite research levels.&lt;br /&gt;
&lt;br /&gt;
Be careful! If you are the [[Traitor]] and your objective is to steal a functional AI, remember that AIs can be traitors too, and even regular Asimov AIs will not want to be carded without reason.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Magboots}}&lt;br /&gt;
===Advanced Magboots===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Advanced Magboots&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = AdMaShoe.png&lt;br /&gt;
 |foundin = Chief Engineer&#039;s Office&lt;br /&gt;
 |usedfor = Not getting stuck when the gravity goes out.&lt;br /&gt;
 |description = These magboots work similarly to normal magboots. The only difference is that they don&#039;t slow down the wearer.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Station Blueprints}}&lt;br /&gt;
&lt;br /&gt;
===Station Blueprints===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Station Blueprints&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = blueprint.png&lt;br /&gt;
 |foundin = Chief Engineer&#039;s Locker&lt;br /&gt;
 |usedfor = Naming every room PRIMARY FART STORAGE&lt;br /&gt;
 |description = These are the plans to make every part of the station, including the gravitational singularity engine.&lt;br /&gt;
&lt;br /&gt;
Using these you can rename existing areas into whatever you want, and create new areas that can have [[APC]]s and [[Air Alarm]]s in them. You can also view the wire coloring scheme for Nanotrasen made devices. &lt;br /&gt;
&lt;br /&gt;
You can not take photocopies of these in a photocopier, but you can take an ordinary photo of them with a camera, and that photo will count for the &amp;quot;steal the station blueprints&amp;quot; objective. A photo of the blueprints laying on the ground will work. A photo of blueprints held by someone will not. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Secret Documents}}&lt;br /&gt;
&lt;br /&gt;
===Secret Documents===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Secret Documents&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = documents.png&lt;br /&gt;
 |foundin = The filing cabinet in the [[Vault]]&lt;br /&gt;
 |usedfor = ???&lt;br /&gt;
 |description = Containing sensitive intelligence, research data, and other corporate secrets, these Top Secret documents are always in high demand by competitors. Nanotrasen keeps some of theirs in the filing cabinet in the [[Vault]], however the Syndicate will also accept secret documents from rival Syndicate factions.&lt;br /&gt;
&lt;br /&gt;
Just remember that it&#039;s the papers inside that&#039;s valuable, not the folder that carries it. Photocopies of these are also valid for the objective&#039;s completion.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Plutonium Core}}&lt;br /&gt;
&lt;br /&gt;
===Plutonium Core===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Plutonium Core&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = plutonium_core.gif&lt;br /&gt;
 |foundin = [[Vault]]&lt;br /&gt;
 |usedfor = The blowing up of shit.&lt;br /&gt;
 |description = The payload of the station&#039;s on-board nuke. Highly radioactive.&lt;br /&gt;
&lt;br /&gt;
Every Nanotrasen station is outfitted with an on-board self-destruct device, for those highly unlikely scenarios in which CentCom or the Captain nukes the station to hell. This nuke is powered by highly radioactive, extremely rare weapons-grade plutonium, which the Syndicate would love to get their hands on for [[Nuke ops|their own nuclear purposes]]. They&#039;ve even provided you with a special box to store the thing.&lt;br /&gt;
&lt;br /&gt;
The nuke is located in the Vault. To deconstruct the nuke, follow these steps:&lt;br /&gt;
&lt;br /&gt;
* Use a special screwdriver (with a thin tip, traitors get this with the objective) to open the front panel&lt;br /&gt;
* Crowbar to pry off the front panel&lt;br /&gt;
* Welding tool, to cut into the warhead&lt;br /&gt;
* Crowbar to expose the core&lt;br /&gt;
* Nuke core container, to store the core, unless you like dying of radiation&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
IF YOU&#039;RE STEALING THE CORE, DISABLE THE VAULT CAMERAS. THE AI WILL CUCK YOU FOR BREAKFAST.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Supermatter Sliver}}&lt;br /&gt;
&lt;br /&gt;
===Supermatter Sliver===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Supermatter Sliver&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = plutonium_core.gif&lt;br /&gt;
 |foundin = [[Engineering]]&lt;br /&gt;
 |usedfor = The powering and dusting of shit.&lt;br /&gt;
 |description = A shard from the station&#039;s Supermatter Engine. Highly radioactive.&lt;br /&gt;
&lt;br /&gt;
The [[Supermatter Engine]] is a recent breakthrough in Nanotrasen technology that is both very effective at providing massive amounts of power to station machinery, and very effective at instantly destroying anything it touches, as well as stations whose crew looks at it wrong. Naturally, the Syndicate took a  interest.&lt;br /&gt;
&lt;br /&gt;
The Supermatter Engine is located in Engineering, and getting access to it will be a challenge in and of itself. To extract a sliver, a special toolkit is provided to Syndicate traitors containing special extraction tools and the following instructions:&lt;br /&gt;
&lt;br /&gt;
# Protect yourself from radiation with radsuits and mesons, both of which should be located near the engine.&lt;br /&gt;
# Approach an active supermatter crystal with radiation shielded personal protective equipment. DO NOT MAKE PHYSICAL CONTACT.&lt;br /&gt;
# Use a supermatter scalpel (provided) to slice off a sliver of the crystal. DO NOT USE ANY OTHER TOOLS.&lt;br /&gt;
# Use supermatter extraction tongs (also provided) to safely pick up the sliver you sliced off. AGAIN, DO NOT USE OTHER TOOLS&lt;br /&gt;
# In case it isn&#039;t clear, physical contact of any object with the sliver will dust the object, as well as yourself.&lt;br /&gt;
# Use the tongs to place the sliver into the provided container, which will take some time to seal.&lt;br /&gt;
# Get the hell out before the crystal delaminates and/or you are caught.&lt;br /&gt;
&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{Anchor|28 Moles of Plasma (Full Tank)}}&lt;br /&gt;
&lt;br /&gt;
===28 Moles of Plasma (Full Tank)===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=28 Moles of Plasma (Full Tank)&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Plasma_tank.png&lt;br /&gt;
 |foundin = Atmos, Engineering, Science&lt;br /&gt;
 |usedfor = Carrying plasma.&lt;br /&gt;
 |description = Plasma mined by [[NanoTrasen]] is very rare to get in many places of the galaxy, and many people want it to make military grade explosives and rival plasma research.&lt;br /&gt;
&lt;br /&gt;
As [[Plasma]] is being used all over the station, it may be hard, if not impossible to secure all the hand-held storage [[Plasma Tank]]s.&lt;br /&gt;
&lt;br /&gt;
These tanks are obtained from a [[Tank Storage Unit]] found in [[Toxins]] research, [[Engineering]], [[Atmospherics]], or ordered at the [[Cargo Bay]]. They must be filled (&amp;gt;1000 kPa) with [[Plasma|Plasma Gas]] to successfully complete the &amp;quot;Steal a full plasma tank&amp;quot; [[Traitor]] objective. From a syndicate&#039;s point of view, failing to get these is almost impossible, much less accepted.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Unused Slime Extract}}&lt;br /&gt;
===Unused Slime Extract===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Unused Slime Extract&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = slimecore.png&lt;br /&gt;
 |foundin = Xenobiology&lt;br /&gt;
 |usedfor = Slime magic&lt;br /&gt;
 |description = [[Slime]]s are new rare alien lifeforms that [[NanoTrasen]] managed to capture. Goo extracted from slimes is particularly valuable and sought after by competition. Its unusual properties have led to rumors of supernatural abilities.&lt;br /&gt;
&lt;br /&gt;
[[Slime Extract]] need to be extracted from baby Slimes, typically held in [[Xenobiology]]. Once subdued, use the slime processor to extract the goo. Be warned, extract cannot be taken from adult Slimes!&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Medal of Captaincy}}&lt;br /&gt;
&lt;br /&gt;
===Medal of Captaincy===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Medal of Captaincy&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = goldmedal.png&lt;br /&gt;
 |foundin = The Captain&#039;s jumpsuit, Captain&#039;s&lt;br /&gt;
Quarters &lt;br /&gt;
 |usedfor = Validating your claim as captain&lt;br /&gt;
 |description = Nothing is more disgraceful than a Captain losing their symbol of command.&lt;br /&gt;
&lt;br /&gt;
And because enemy agents love to discredit and shame [[NanoTrasen]], the theft of station command medals are on the rise for just this reason.&lt;br /&gt;
&lt;br /&gt;
There are two Medals of Captaincy on each station, [[Captain]] starts with one attached to his jumpsuit and second can be found in the medal box in his office.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Hypospray}}&lt;br /&gt;
&lt;br /&gt;
===Hypospray===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Hypospray&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Hspray.png&lt;br /&gt;
 |foundin = Chief Medical Officer&#039;s locker&lt;br /&gt;
 |usedfor = Injecting people with chemicals&lt;br /&gt;
 |description = An experimental high-end chemical injector which allows for instant injections into any organism. Given to the station&#039;s [[Chief Medical Officer]] to field test, who is usually very protective of it.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Nuclear Authentication Disk}}&lt;br /&gt;
===Nuclear Authentication Disk===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Nuclear Authentication Disk&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = NuclearDisk.gif&lt;br /&gt;
 |foundin = Captain&#039;s Quarters&lt;br /&gt;
 |usedfor = Blowing up the station&lt;br /&gt;
 |description = GET DAT FUKKEN DISK&lt;br /&gt;
&lt;br /&gt;
This disk contains the codes needed to unlock nuclear devices used in [[Nuclear Operative|Nuclear Emergency]] and [[Blob]] to destroy the entire station.&lt;br /&gt;
&lt;br /&gt;
If you are the [[Captain]], for the love of all that is good in this world protect the disk with your life. Don&#039;t leave the damn thing lying in [[Captains Quarters|your office]]. Pocket it, give it to someone trusted, anything rather than leaving it open for anyone to grab. Its location can be tracked with a pinpointer, so merely hiding it won&#039;t help you.&lt;br /&gt;
&lt;br /&gt;
Destroying or spacing the disk will cause it to respawn in a random pre-designated location on the station. Also, syndicates love getting their grubby little red space suited hands on this. If the object gets in their hands, call all hands on deck and say &amp;quot;We&#039;re fucked&amp;quot;, as a syndicate team with the disk is a good team at that.&lt;br /&gt;
&lt;br /&gt;
If the disk is left idle for too long, a visitor from the [[Nuclear_Operative|Newton Corporation]] may visit your station. This chance increases the longer it is left alone.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Ablative Armor Vest}}&lt;br /&gt;
&lt;br /&gt;
===Ablative Armor Vest===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Ablative Armor Vest&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Armor_reflec.png&lt;br /&gt;
 |foundin = Armory, Cargo Bay&lt;br /&gt;
 |usedfor = Deflecting energy weaponry&lt;br /&gt;
 |description = An expensive piece of military-grade gear that is designed to withstand or deflect fire from energy weapons. The capture of one of these vests could be used to bolster Syndicate research and military efforts.&lt;br /&gt;
&lt;br /&gt;
One of these is given to station security in the [[Armory]], but more can be ordered from [[Cargo Bay]] in experimental gear crates.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Anchor|Reactive Teleport Armor}}&lt;br /&gt;
&lt;br /&gt;
===Reactive Teleport Armor===&lt;br /&gt;
{{ItemUsedFor&lt;br /&gt;
 |name=Reactive Teleport Armor&lt;br /&gt;
 |bgcolor1 = #FFEE88&lt;br /&gt;
 |bgcolor2 = #FFDD66&lt;br /&gt;
 |image = Reactive Teleport Armor.png&lt;br /&gt;
 |foundin = RD&#039;s Office&lt;br /&gt;
 |usedfor = Warping into space&lt;br /&gt;
 |description = Experimental blue-space armor. While active, will attempt to protect it&#039;s wearer by displacing them away from physical harm. Due to its oversensitive sensors, it is not recommended for casual use. Can be found in the [[Research Director&#039;s Office]].&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
[[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Guide_to_Combat&amp;diff=14171</id>
		<title>Guide to Combat</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Guide_to_Combat&amp;diff=14171"/>
		<updated>2023-10-22T15:53:20Z</updated>

		<summary type="html">&lt;p&gt;Jovan: /* Body Armor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason = Heavily out of date with multiple reworks having taken place since the last revision&lt;br /&gt;
|priority = Medium&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
There are times when running away from a fight is not an option. The combat system is [[Terminology#Robust.2FRobusting|robust]] but functional, and can feel weird at times. Sometimes your clicks are ignored. Sometimes you suddenly realise your [[#Melee_Weapons|melee weapon]] is [[#Cheap_Tricks|no longer in your hand]]. Sometimes your ranged shots [[Syndicate_items#Martial_Arts_Scroll|bounce off]] your target. Sometimes you even [[Guide_to_chemistry#Amanitin|suddenly die]] without knowing why. Some people reduce it to &amp;quot;click spaceman until horizontal&amp;quot;, but there is a lot more to it. This guide may only cover some basics, but its intention is to help you win fights (or successfully commit murder as [[Terminology#Antag|antag]]), even against veteran players. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The [[#Basics to Combat|practical part]] this guide was written april 2019. If you are reading it much later, some things may be outdated. &lt;br /&gt;
&lt;br /&gt;
=Basics to Combat=&lt;br /&gt;
Some good to know basics about the combat system. &lt;br /&gt;
==[[Health]] System==&lt;br /&gt;
Get familiar with how [[Health|health]] works. Some important bits are:&lt;br /&gt;
* You have 200 max hp. &lt;br /&gt;
* If you have over 40 total damage of any types you get slowed down until healed. &lt;br /&gt;
* After losing around 100 hp (depending on [[Mood|mood]]) you enter [[Health#Critical_Status|softcrit]]. All you can do in this state is slowly crawl, and [[Radio_channels#Other_Communication_Codes|whisper]]. If this happens you have probably lost. &lt;br /&gt;
* After losing 150 hp you enter a [[Health#Critical_Status|hardcrit]] state. In this state you will be [[Status_Effects#Unconscious|unconscious]] and slowly die. If you [[Radio_channels#Other_Communication_Codes|whisper]] you will say your last words and succumb to death.&lt;br /&gt;
&lt;br /&gt;
==Damage Zone==&lt;br /&gt;
[[File:Hud-target.gif]] You can target specific damage zones by using the Numpad Keys. Each limb has its own pool of hitpoints. Hurting the head, legs or arms with enough [[Health#Brute|brute damage]] can cut them off when using a sharp weapon. There are a few [[#Cheap_Tricks|specific items]] that do certain things when aimed at certain zones. If you are unsure what to aim at, then targeting chest or head are the safest choices. Limbs are capped and will stop taking damage if hurt enough, sometimes making you waste damage by hitting them.&lt;br /&gt;
&lt;br /&gt;
==Movement Speed==&lt;br /&gt;
To keep an upper hand in a fight, speed is very helpful. Stop or slow your enemy down with [[Health#Damage_Types|damage]], [[Makeshift_weapons#Bola|bola]], [[Status_Effects#Knockdown|slipping them]], [[#Cheap_Tricks|other tricks]] or many other methods and they will be easier to hit with both [[#Melee_Weapons|melee]] and [[#Ranged_Weapons|ranged weapons]]. There are also ways to speed yourself up, such as [[Guide_to_food_and_drinks#Nuka_Cola|Nuka Cola]] from [[Vendor#Food_and_Drink_Machines|drink vendors]]. &lt;br /&gt;
&lt;br /&gt;
==Stuns==&lt;br /&gt;
A fight is typically won by either stunning your enemy, which lets you [[#Cuffing|cuff]] them, or by hurting them to a [[Health#Critical_Status|crit]] state or [[Health#Death|worse]]. Learn what the different types of [[Status_Effects#Disables|stuns]] do. An accessible stunning weapon can be made by crafting a [[Makeshift_weapons#Stunprod|stunprod]] [[File:Stunprod.png]]. Also note, when the wiki or players talk about &amp;quot;stuns&amp;quot;, they typically mean both the [[Status_Effects#Paralyze|paralyze]] and the [[Status_Effects#Stun|stun]] [[Status_Effects|status effects]]. Stun times varies depending on item used, but are usually around 4-15 seconds. You can reduce stun times on yourself in several ways, such as with certain [[Guide_to_chemistry#Narcotics|chemicals]], including from smoking [[Guide_to_chemistry#Nicotine|nicotine]]. Some stuns are conditional, such as the [[Status_Effects#Paralyze|paralyze]] from the [[Security_items#Flash|flash]] [[File:Flash.gif]], which only works if the target has no [[Clothing_and_Accessories#Sunglasses|sunglasses]] or similar protection. If your target is [[Guide_to_genetics#Mutations_and_Their_Consequences|immune to stuns]], you will usually have to damage them instead.&lt;br /&gt;
&lt;br /&gt;
==Cuffing==&lt;br /&gt;
If you are unsure if your target is [[Terminology#Valid.2FValidhunting|valid]] or not, you should opt for a non-lethal takedown. Do this by somehow [[Status_Effects#Paralyze|stunning]] or [[Unconscious|knocking out]] your target and then [[Makeshift_weapons#Cablecuffs|cuffing]] it. If you do not have access to [[Security_items#Handcuffs|handcuffs]] [[File:Handcuffs.png]], you can easily craft [[Makeshift_weapons#Cablecuffs|cablecuffs]] [[File:Cablecuffs.png]] by activating [[Engineering_items#Cable_Coil|cable coils]] [[File:CableCoils.png]] in your hand. Cuff a person by holding cuffs in your active hand, and then clicking your target. Grab your target by ctrl+clicking it (works even while cuffing). Switch to [[Starter_guide#Help_Intent|help intent]] [[File:Intent_Help.png]] so you can move around easier with the cuffed person. The target is now completely under your control as long as you don&#039;t stand still long enough for them to uncuff themself, and as long as they don&#039;t get bumped out of your grab. Remove cuffs from yourself by [[Keyboard_Shortcuts#Hotkey-mode_Enabled|resisting]]. Remove cuffs from someone else by clickdragging their sprite onto yours and then click the cuffs in the menu that pops up.&lt;br /&gt;
&lt;br /&gt;
=Melee Combat=&lt;br /&gt;
On /tg/station, you interact with a person in melee by being next to them and clicking &#039;&#039;&#039;on their sprite&#039;&#039;&#039; (and not on the tile they are standing on/moving towards). When your interaction connects, something will happen depending on what your [[Starter_guide#Intents|intent]] is and which [[#Melee Weapons|weapon]] you are wielding. Due to technical limitations, some clicks will not connect, so what you should do is spamclick that target while moving around and trying to avoid being clicked yourself. Every time you successfully [[Starter_guide#Harm_Intent|attack]] (or [[Starter_guide#Help_Intent|hug]]) someone in melee there is a cooldown before you can do it again. The cooldown is usually less than a second. &lt;br /&gt;
&lt;br /&gt;
==Unarmed Combat==&lt;br /&gt;
This guy [[File:Traitor.png|64px]] just broke into your department and whipped out an [[Syndicate_items#Energy_Sword|energy sword]] and [[Syndicate_items#Mini_Energy_Crossbow|energy crossbow]]. You are unarmed. You are at a huge disadvantage. What can you do? Let&#039;s say he somehow missed a shot with the bow, due to you dodging behind a machine or wall, and is now coming towards you with the [[Syndicate_items#Energy_Sword|e-sword]]. You have have a few options. &lt;br /&gt;
&lt;br /&gt;
===Shoving===&lt;br /&gt;
You enable [[Starter_guide#Disarm_Intent|disarm intent]] [[File:Intent_Disarm.png]] and read [[Starter_guide#Disarm_Intent|here]] about how shoving works. You can try to lure your enemy into a spot where you can shove him against an object, making him drop both weapons. Then shove him one more time on the ground to [[Status_Effects#Paralyze|paralyze]] him for 4 seconds. Then you must quickly left click his own dropped [[Syndicate_items#Energy_Sword|energy sword]] to pick it up. Kill him with it. &lt;br /&gt;
&lt;br /&gt;
===Grabbing===&lt;br /&gt;
You enable [[Starter_guide#Grab_Intent|grab intent]] [[File:Intent_Grab.png]]. For this to work your enemy must either be temporarily stunned or standing still and not paying attention. First you click your target once to passive grab. Keep spamclicking him, and if he doesn&#039;t move or &amp;quot;[[Keyboard_Shortcuts|resist]]&amp;quot; to break out of your grab, you will grab him aggressively. This will make you [[Stun|stun]] the target for a very short moment, making him drop any held items. Either pick up the dropped [[Syndicate_items#Energy_Sword|energy sword]] and kill him with it, or continue to [[#Tabling|tabling]]. &lt;br /&gt;
&lt;br /&gt;
====Tabling====&lt;br /&gt;
When having an aggressive grab on the enemy, you can quickly &amp;quot;table&amp;quot; him. Do this by clicking any [[Guide_to_construction#Tables.2FReinforced_Table|table]] [[File:table.png]] within your melee range, while still on [[Starter_guide#Grab_Intent|grab intent]]. This will instantly transport him to the top of the table, and [[Status_Effects#Paralyze|paralyze]] him for 4 seconds. If you are very fast you can attempt to [[#Cuffing|cuff]] him on the table. Or you can permanently keep him stunned by spamclicking him with [[Starter_guide#Grab_Intent|grab]] to aggressive again, and clicking the same table again. Over and over. You have time to deal a single punch on [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]] after each tabling. If you are on the receiving end of this treatment, all you can do is yell for help and spam &amp;quot;[[Keyboard_Shortcuts|resist]]&amp;quot;, which will make you attempt to break out of the grab (with a 2 second cooldown or so). Resisting will not work the 4 seconds you are [[Status_Effects#Paralyze|paralyzed]], so your enemy must mess up the timing for you to escape. Tabling on a [[Guide_to_construction#Tables.2FReinforced_Table|glass table]] [[File:Glass_table.png]] will stun for a longer duration, but will break the table.&lt;br /&gt;
&lt;br /&gt;
====Strangling====&lt;br /&gt;
If having an aggressive grab, you can reinforce your grab two more times by clicking the target on [[Starter_guide#Grab_Intent|grab intent]] [[File:Intent_Grab.png]]. The level 3 grab makes you grab his neck (deals no damage). Level 4 makes you start strangling him, causing [[Health#Oxygen|suffocation damage]]. This is a slow process, and the target can attempt to break free by spamming &amp;quot;[[Keyboard_Shortcuts|resist]]&amp;quot; or trying to move away. The target has 5% chance to break out per try (down from ~30% on aggressive grab) and takes 8-15 [[Health#Stamina|stamina]] damage every failed attempt. Strangling is rarely used unless the target is already [[#Cuffing|cuffed]]. The target can call for help while being strangled.&lt;br /&gt;
&lt;br /&gt;
====Throwing Spacemen====&lt;br /&gt;
If you have an aggressive grab, you can also activate &amp;quot;throw&amp;quot; mode with &#039;&#039;&#039;R&#039;&#039;&#039;. Then left click somewhere to throw the grabbed person in that direction. Unlike with [[#Tabling|tabling]], you must throw the person away from you. Otherwise the thrown spaceman will hit yourself and [[Status_Effects#Paralyze|paralyze]] you both. Throwing him on top of a [[Guide_to_construction#Tables.2FReinforced_Table|glass table]] [[File:Glass_table.png]] will [[Status_Effects#Paralyze|paralyze]] him long enough to [[#Cuffing|cuff]] him. Throwing a person or a monkey corpse at someone is a reliable method to [[Status_Effects#Paralyze|paralyze]] someone for a moment. Throwing him at a [[Guide_to_construction#Walls|wall]] [[File:Wall.png]] or [[Guide_to_construction#Reinforced_Wall|reinforced wall]] [[File:R_wall.png]] will [[Status_Effects#Paralyze|paralyze]] him for a moment as well. Throwing him at an [[Guide_to_construction#Airlock|airlock]] [[File:Airlock.gif]] will make it open, if he is wearing a valid ID.&lt;br /&gt;
&lt;br /&gt;
===Punching and kicking===&lt;br /&gt;
You enable [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]]. Punching does a small and random amount of [[Health#Stamina|stamina]] and [[Health#Brute|brute]] damage. What you&#039;re hoping for though, is the random chance for a punch to cause a short [[Status_Effects#Knockdown|knockdown]]. Keep clicking your target with punches until this happens, then quickly enable [[Starter_guide#Disarm_Intent|disarm intent]] [[File:Intent_Disarm.png]] and [[#Shoving|shove]] the target on the ground to [[Status_Effects#Paralyze|paralyze]] him for 4 seconds. Then quickly pick up the dropped [[Syndicate_items#Energy_Sword|energy sword]] and kill him with it (you know the drill). If the target has no weapon to pick up, you can keep clicking the prone target with fists to &#039;&#039;kick&#039;&#039; him instead, which simply deals 1.5-15 [[Health#Brute|brute]] damage.&lt;br /&gt;
&lt;br /&gt;
===Curbstomping===&lt;br /&gt;
To perform a curbstomp you need to meet several criteria for both yourself and the target. The criteria are as follows, the first being that you need to target the head, The second being that you must be on [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]], The third is that your target must be lying down and the fourth is that you must be on the same tile as them. once all of the criteria are met then click and drag your sprite onto theirs, this will then cause you to wait for several seconds before finally performing the curbstomp. This is an effective finisher for enemies already in a [[Health#Critical_Status|crit state]] as it does 36 [[Health#Brute|brute]] damage to the head.&lt;br /&gt;
&lt;br /&gt;
===Groinkicking===&lt;br /&gt;
The groinkick is very similar to the curbstomp but has a conditional damage set which causes characters which are male to take 25 damage as opposed to 15 for their female counterparts. This is performed by following the same process described above with the curbstomp. The steps are the same but however requires you to target the groin [[File:Hud_target_crotch.gif]] as opposed to the head. so the steps will be as follows, Harm intent [[File:Intent_Harm.png]], Target groin [[File:Hud_target_crotch.gif]], target must be lying down and you must be on the same tile as your target. Once these are met, click and drag your sprite to theirs wait for a few seconds and you will kick them in the groin.&lt;br /&gt;
&lt;br /&gt;
==Using Melee Weapons==&lt;br /&gt;
Fighting with [[#Melee Weapons|melee weapons]] works similarly to fighting [[#Unarmed_Combat|unarmed]]. You click the enemy while holding a melee weapon in your hand and you will deal damage to them with that weapon. The differences to [[#Unarmed_Combat|unarmed]] fighting is that there is usually no randomness to damage dealt, and [[Starter_guide#Intents|intent]] usually doesn&#039;t matter. There are exceptions though. [[Security_items#Stun_Baton|Stun batons]] [[File:StunBaton.gif]] and [[Makeshift_weapons#Stunprod|stunprods]] [[File:Stunprod.png]] will only deal damage when on [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]]. Otherwise they will [[Status_Effects#Paralyze|stun]] harmlessly. To defeat someone by only using a melee weapon, you should generally use as strong weapon as possible to give the target as little time as possible to counter you. Most melee weapons can&#039;t [[Status_Effects#Paralyze|stun]], so there is risk involved unless you [[Status_Effects#Paralyze|stun]] your target before you start whacking.&lt;br /&gt;
&lt;br /&gt;
=Ranged Combat=&lt;br /&gt;
Ranged projectiles in this game use pixel perfect movement. Shoot by having a ranged weapon in your hand, and clicking a target tile. The projectile will hit the first object in its path, but will pass over people who are [[Status_Effects#Paralyze|paralyzed]], [[Status_Effects#Sleep|sleeping]] or [[Health#Death|dead]] unless you click directly on their sprites. Sometimes when you&#039;re running your weapon will randomly not fire when clicking. This can be due to how the game engine works, so just keep spamclicking until you fire. &lt;br /&gt;
&lt;br /&gt;
==Ranged Intents==&lt;br /&gt;
There are some differences to firing guns between different [[Starter_guide#Intents|intents]]:&lt;br /&gt;
* On [[Starter_guide#Help_Intent|help]] [[File:Intent_Help.png]], [[Starter_guide#Disarm_Intent|disarm]] [[File:Intent_Disarm.png]] and [[Starter_guide#Grab_Intent|grab]] [[File:Intent_Grab.png]] intents you can fire at a target point blank by clicking directly on them. On [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]] you will instead do a melee strike with your gun, unless you aim behind your target. &lt;br /&gt;
* On [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]] you can fire two guns at the same time. However, you will also have a random spread to your accuracy.&lt;br /&gt;
&lt;br /&gt;
==Throwing==&lt;br /&gt;
This is a safe way to take down a target. Pick nearby items up and throw them at the enemy. Most items deal the same damage when thrown as when used as a melee weapon. Some, such as [[Makeshift_weapons#Spear|spears]] [[File:Spear.png]], will deal even more. First pick an item up, then activate &amp;quot;throw&amp;quot; with the &#039;&#039;&#039;R&#039;&#039;&#039; key. Then click where you want to throw the object. You can pick up some [[Guide_to_construction#Chairs|chairs]] [[File:Chair.png]] or [[Guide_to_construction#Chairs|stools]] [[File:Stool.png]] for throwing, by dragging their sprites onto yours. Throwing, like [[#Ranged_Combat|ranged combat]], uses pixel perfect movement, which means you can throw in any direction. You can also craft a [[Makeshift_weapons#Bola|bolas]] to throw at enemies, which will slow them down until they [[Keyboard_Shortcuts|resist]] out of it. Thrown objects do not count as ranged shots and can not be reflected by [[Syndicate_items#Martial_Arts_Scroll|sleeping carp]] users. You can counter having items thrown at you by activating &amp;quot;throw&amp;quot; yourself (with &#039;&#039;&#039;R&#039;&#039;&#039;). If your active hand is empty, you will then capture the next object thrown at you, instead of getting hit by it.&lt;br /&gt;
&lt;br /&gt;
===Embedding===&lt;br /&gt;
Some items, such as the [[Makeshift_weapons#Spear|spears]] [[File:Spear.png]], has a chance to &#039;&#039;embed&#039;&#039; into a body part when they are thrown at someone. An embedded item deals additional brute damage and bleeding until the item is removed. Some embedded items can automatically fall out after a while. Else you remove an embedded item from yourself by [[Starter_guide#Controls|examining]] your body, and then clicking the underlined string of text that appears in the chat window. You remove embedded items from others with [[Surgery#Removal_of_Embedded_Objects|surgery]]. Many items, such as [[#Glass Shard|glass shards]] [[File:Shard.png]] and [[Guide_to_construction#Rods|metal rods]] [[File:Rods.png]] can only embed from higher than normal throw speed, such as from explosions. Some more items that can embed from normal [[#Throwing|throws]] are: [[Syndicate_Items#Energy_Sword|Energy sword]] [[File:ESword.png]], [[#Combat_Knife|combat knife]] [[File:Buckknife.png]] and [[Syndicate_Items#Box_of_Throwing_Weapons|throwing star]] [[File:Tstar.png]].&lt;br /&gt;
&lt;br /&gt;
==Execution With Guns==&lt;br /&gt;
If you target mouth [[File:Hud_target_mouth.gif]], and use any intent except [[Starter_guide#Harm_Intent|harm]] [[File:Intent_Harm.png]], you will aim for the target&#039;s head with a slow progress bar, and fire once it finishes (if the target is still in melee range). Mostly useful for roleplay. It also deals 10 times more damage.&lt;br /&gt;
&lt;br /&gt;
=Cheap Tricks=&lt;br /&gt;
There many tricks to winning a fight. These are only a select few of them:&lt;br /&gt;
* Aim for eyes [[File:Hud_target_eyes.gif]] and stab multiple times with a screwdriver make the target blind. Only works if target has no [[Clothing_and_Accessories#Eyewear|eyewear]]. &lt;br /&gt;
* Alt-click a [[Fire Extinguisher]] [[File:Fire_extinguisher.gif]] to subtly empty its water on the floor below you. People chasing you may [[Status_Effects#Knockdown|slip]].&lt;br /&gt;
* Carry a bottle or beaker of water. Select [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]] and click on ground with it to splash the water on the ground, making people [[Status_Effects#Knockdown|slip]]. &lt;br /&gt;
* Drag a [[General_items#Soap|soap]] [[File:Soaps.gif]] behind you to [[Status_Effects#Knockdown|slip]] people. &lt;br /&gt;
* Drag an open [[Guide_to_construction#Lockers|locker]] [[File:Locker.png]] behind you. People accidentally clicking the locker will put their weapon in it. &lt;br /&gt;
* If you know what you&#039;re doing (or is an [[Terminology#Antag|antag]]), learn how to make and utilize [[Guide_to_chemistry#Explosion|bombs]]. &lt;br /&gt;
* You can [[Status_Effects#Knockdown|knock people down]] a couple of seconds by aiming at their head on [[Starter_guide#Harm_Intent|harm intent]] [[File:Intent_Harm.png]], and hitting them with a bottle of booze. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There is much more to learn than this. Some things must come from experience, or from [[Ghost|observing]] others. Good luck out there, and don&#039;t hate yourself if you fail. Just try again another round. What follows below is a table of some common, or just robust, items that may help you win. Much of it is outdated, so don&#039;t rely on the numbers.&lt;br /&gt;
&lt;br /&gt;
=Weapons=&lt;br /&gt;
This is not a list of how much damage each item does, just some of the best items and short notes on how to best use them. If you feel something should be added, please go ahead and do so, if it&#039;s robust enough.  This is in alphabetical order. While most items in the game can be used as a makeshift weapon, actual dedicated weapons are far more effective in harming, subduing or killing a target.&lt;br /&gt;
&lt;br /&gt;
=Offense=&lt;br /&gt;
==Melee Weapons==&lt;br /&gt;
Most station personnel lack access to proper firearms, thus if push comes to shove most people will have to rely on the old fashion method of melee combat to deal with a attacker.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#EB4C42;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#EB4C42;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:80px; background-color:#EB4C42;&#039;|Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:80px; background-color:#EB4C42;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:80px; background-color:#EB4C42;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#EB4C42;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
===Make Shift Weapon===&lt;br /&gt;
Almost any object on the station can be used as a makeshift melee weapon, however some are better than others. &lt;br /&gt;
![[File:Brokenbottle.png|64px]]&lt;br /&gt;
!{{anchor|Broken Bottle}}Broken Bottle&lt;br /&gt;
|15 Brute when breaking&amp;lt;br&amp;gt;9 Brute after broken&lt;br /&gt;
|Get a bottle from the Booze-o-mat, smash it on someone.&lt;br /&gt;
|Civilian&lt;br /&gt;
|Has to be broken first, to break simply change intent to harm then smash it against someone; by aiming for the head you will also knock them down if they are not wearing protective head gear. Smashing it spills its contents over the target so you could use it as a chemist to knock out your opponent, by filling it with chloral, and then beat them to death with it. Another reason why traitor Chemist is so great. If the bottle&#039;s contents are flammable (booze bottles, for instance) you can follow up by setting your opponent on fire.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Butcherknife.png|64px]]&lt;br /&gt;
!{{anchor|Butcher&#039;s Cleaver}}Butcher&#039;s Cleaver&lt;br /&gt;
|15 Brute&lt;br /&gt;
|Hack the Dinnerware vending machine.&lt;br /&gt;
|Civilian: Kitchen Staff&lt;br /&gt;
|Somewhat hard to get. Security will likely have their suspicions as the only reason to have this over the normal knife is its robusting power. Works as a ghetto circular saw in surgery.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Saw.png|64px]]&lt;br /&gt;
!{{anchor|Circular Saw}}[[Circular Saw]]&lt;br /&gt;
|15 Brute&lt;br /&gt;
|[[Operating Theatre]] [[Robotics Lab]] [[Autolathe]]&lt;br /&gt;
|Civilian: Medical/Research&lt;br /&gt;
|One of the most robust things you can find. Sadly they are rather uncommon and departments like to hang onto theirs, and security likes to take them. You can print one at the [[Cargo Bay]]&#039;s autolathe, if it has metal to make it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Deathnettle.png|64px]]&lt;br /&gt;
!{{anchor|Death Nettle}}[[Death Nettle]]&lt;br /&gt;
|Up to 30 Burn.&amp;lt;br&amp;gt;Damage depends on potency.&amp;lt;br&amp;gt;Loses a random amount of damage after each hit.&lt;br /&gt;
|Growing them at [[Hydroponics]]&lt;br /&gt;
|Civilian: Botany&lt;br /&gt;
|A red nettle that deals high damage and can paralyze. Requires gloves to wield, lasts for several hits (damage reduced with each hit) until they disintegrate (i.e. the evidence disappears). Experienced Botanists can make these. At low potency they are mostly a joke but at high potency they are as strong as energy swords.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Extinguisher.png|64px]]&lt;br /&gt;
!{{anchor|Fire Extinguisher}}[[Fire Extinguisher]]&lt;br /&gt;
|10 Brute&lt;br /&gt;
|Emergency Fire closets and lockers, emergency storage rooms&lt;br /&gt;
|Civilian&lt;br /&gt;
|Found across the station so they&#039;re aren&#039;t in short supply. Unlikely to be taken by security if they search you. They are also very useful if you get spaced, spray in opposite direction of where you want to go, and you&#039;ll fly away. With a limit of 50 units, that&#039;s 10 squirts using 5 per spray.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:OxygenTank.png|64px]] &amp;lt;br&amp;gt; [[File:N2Otank.png|64px]]&lt;br /&gt;
!{{anchor|Gas tank}}[[Atmospherics items|Air/Oxygen]]/[[Medical items#Anesthetic Tank|Anaesthetic tank]]&lt;br /&gt;
|10 Brute&lt;br /&gt;
|Emergency lockers [[E.V.A.]] [[Toxins lab]] [[Atmospherics]] [[Operating Theatre]] (for anaesthetic tanks).&lt;br /&gt;
|Civilian&lt;br /&gt;
|Found across the station so they&#039;re aren&#039;t in short supply. Air and oxygen tanks are unlikely to be taken by security if they search you. You can use it for internals while having it in your hand (though it is recommended you don&#039;t use an anaesthetic tank).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Fireaxe.png|64px]]&lt;br /&gt;
!{{anchor|Fire Axe}}[[Fire Axe]]&lt;br /&gt;
|5 Onehand&amp;lt;br&amp;gt;24 Twohand&lt;br /&gt;
|[[Bridge]] and [[Atmospherics]].&lt;br /&gt;
|Civilian: Atmospherics/Command&lt;br /&gt;
|Most robust thing you can get from the Station. Has to be held with two hands to be used properly. Security will likely take it and it&#039;s a large object. Best to store this on your back. They are also rare, one is in Atmos and the other is in the Bridge, good luck breaking in before it gets taken. Can be used as a crowbar (while wielded) on unpowered doors, and is strong enough to break powered ones.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Hatchet.png|64px]]&lt;br /&gt;
!{{anchor|Hatchet}}[[Hatchet]]&lt;br /&gt;
|12 Brute&amp;lt;br&amp;gt;15 thrown&lt;br /&gt;
|[[Hydroponics]].&lt;br /&gt;
|Civilian: Botany&lt;br /&gt;
|Botanists use these to chop wood, they also are good at chopping limbs. Easy to conceal, and if you&#039;re a Botanist, security probably won&#039;t care if you&#039;re carrying one. Throwing it at someone deals 15 damage. Bonus points for finishing off an escaping enemy this way, Navajo-style. Works as a ghetto circular saw in surgery.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Knife.png|64px]]&lt;br /&gt;
!{{anchor|Kitchen Knife}}[[Kitchen Knife]]&lt;br /&gt;
|10 Brute&lt;br /&gt;
|[[Kitchen]] [[Autolathe]].&lt;br /&gt;
|Civilian&lt;br /&gt;
|Useful if you&#039;re the Chef, as Security are unlikely to give a single shit if they see you with it. Works as a ghetto scalpel in surgery. Can be hidden in boots.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Nullrod.png|64px]]&lt;br /&gt;
!{{anchor|Null Rod}}[[Null Rod]]&lt;br /&gt;
|18 Brute (base)&lt;br /&gt;
|[[Chapel]] and on the [[Chaplain]].&lt;br /&gt;
|Civilian: Chaplain&lt;br /&gt;
|Similar to the Circular Saw, but there&#039;s only one of them, and the Chaplain tends to keep it on him. It can destroy runes and protect against some cult magics. Can be transformed into a variety of religious weapons, with different characteristics.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Pickaxe.png|64px]]&lt;br /&gt;
!{{anchor|Pickaxe}}[[Pickaxe]]&lt;br /&gt;
|15 Brute&lt;br /&gt;
|[[Mining Dock]] and [[Mining Station]].&lt;br /&gt;
|Civilian: Supply&lt;br /&gt;
|Fairly robust, but it&#039;s very big, so it can only be stored on the back or belt slot. Miners barely use these anymore in favor of the Kinetic Accelerator, so it&#039;s mostly seen on the [[Labor Camp|Gulag]]. Mining drills and jackhammers all do the same amount of damage as a pickaxe.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Minipick.gif|64px]]&lt;br /&gt;
!{{anchor|Compact Pickaxe}}Compact Pickaxe&lt;br /&gt;
|10 Brute&lt;br /&gt;
|[[Mining Dock]] and [[Mining Station]], in miner&#039;s equipment closets.&lt;br /&gt;
|Civilian&lt;br /&gt;
|Does less damage, but can fit in a backpack. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Survivalknife.gif|64px]]&lt;br /&gt;
!{{anchor|Survival Knife}}Survival Knife&lt;br /&gt;
|15 Brute&lt;br /&gt;
|Miner&#039;s explorer backpacks, Miner&#039;s explorer boots&lt;br /&gt;
|Civilian: Supply&lt;br /&gt;
|Miners spawn with a very robust knife that can fit in their pockets or boots.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Scalpel.png|64px]]&lt;br /&gt;
!{{anchor|Scalpel}}[[Scalpel]]&lt;br /&gt;
|10 Brute&lt;br /&gt;
|[[Operating Theatre]] [[Autolathe]].&lt;br /&gt;
|Civilian: Medical/Research&lt;br /&gt;
|Despite being not as good at the saw, this is still quite robust.  Jabbing people in the eyes occasionally stuns them and eventually blinds them, limiting their ability to run. Best part is you can have it your pocket and if you have access to this (not counting autolathe produced scalpels) security wouldn&#039;t care, unless it&#039;s covered in blood, of course. But even then they might assume you&#039;re just a bad doctor.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Shard.png|64px]]&lt;br /&gt;
!{{anchor|Glass Shard}}[[Glass Shard]]&lt;br /&gt;
|5 Brute&amp;lt;br&amp;gt;10 thrown&lt;br /&gt;
|Anywhere there&#039;s [[glass]] (read: everywhere).&lt;br /&gt;
|Civilian&lt;br /&gt;
|Extremely easy to obtain, just break a glass/reinforced glass pane or climb a glass table. Works also as a ghetto scalpel. You need gloves to hit stuff with it without cutting yourself, but you can still throw it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Screwdriver_tool.png|64px]]&lt;br /&gt;
!{{anchor|Screwdriver}}[[Screwdriver]]&lt;br /&gt;
|5 Brute&lt;br /&gt;
|Most storage rooms and [[Engineering]].&lt;br /&gt;
|Civilian&lt;br /&gt;
|Its robustness doesn&#039;t come from the damage, but from its thin, pointed edge. Anyone not wearing glasses can have their eyes stabbed out causing them lose sight. Doesn&#039;t make them mute so they&#039;ll still scream, or might even fight back before you have a chance to blind them enough.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Drill.png|64px]]&lt;br /&gt;
!{{anchor|Surgical Drill}}[[Surgical Drill]]&lt;br /&gt;
|15 Brute&lt;br /&gt;
|[[Operating Theatre]] [[Autolathe]].&lt;br /&gt;
|Civilian: Medical/Research&lt;br /&gt;
|Only found in Surgery. Only used for dental implants, so it&#039;ll barely be noticed if it goes missing.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:BlueToolbox.png|64px]]&lt;br /&gt;
!{{anchor|Toolbox}}[[Toolbox]]&lt;br /&gt;
|12 Brute&lt;br /&gt;
|Most storage rooms and [[Engineering]].&lt;br /&gt;
|Civilian&lt;br /&gt;
|Rather common. Althought it deals a moderate amount of damage, it&#039;s a bulky item, so you&#039;ll have to hold it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Welder.png|64px]]&lt;br /&gt;
!{{anchor|Welding tool}}[[Welding tool]]&lt;br /&gt;
|3 Brute when off &amp;lt;br&amp;gt; 15 Burn when on&lt;br /&gt;
|Most storage rooms and [[Engineering]].&lt;br /&gt;
|Civilian&lt;br /&gt;
|When switched on, it deals a robust amount of burn damage, but consumes fuel after every hit.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Syndicatetools.png|64px]]&lt;br /&gt;
!{{anchor|Toolbox}}[[Syndicate Items#Fully Loaded Toolbox|Syndicate Toolbox]]&lt;br /&gt;
|15 brute&amp;lt;br&amp;gt;18 brute when thrown&lt;br /&gt;
|Syndicate uplink and the [[Derelict]].&lt;br /&gt;
|Syndicate&lt;br /&gt;
|Worth more for emergency tools than anything. Expect security to come cracking down unless they know you&#039;ve taken a trip to the derelict.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Spear.png|64px]]&lt;br /&gt;
!{{anchor|Spear}}[[Spear]]&lt;br /&gt;
|10 brute in Onehand&amp;lt;br&amp;gt;18 brute when wielded/Twohand&amp;lt;br&amp;gt;20 brute when Thrown&lt;br /&gt;
|[[Makeshift weapons|Made by yourself]]&lt;br /&gt;
|Civilian&lt;br /&gt;
|A haphazardly-constructed yet still deadly weapon of ancient design. You can attach an explosive to it. If you attach one, Alt-clicking it will allow you to set a war cry when attacking with it.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Chainsaw.gif|64px]]&lt;br /&gt;
!{{anchor|Chainsaw}}Chainsaw&lt;br /&gt;
|13 Brute when off&amp;lt;br&amp;gt;21 Brute when on&lt;br /&gt;
|[[Makeshift weapons|Made by yourself]]&lt;br /&gt;
|Civilian&lt;br /&gt;
|You can [[Surgery#Limb Augmentation|surgically replace an arm]] with a chainsaw. Can break an airlock down.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Baseball_bat.png|64px]]&lt;br /&gt;
!{{anchor|Baseball bat}}Baseball bat&lt;br /&gt;
|10 Brute&lt;br /&gt;
|[[Makeshift weapons|Made by yourself]]&lt;br /&gt;
|Civilian&lt;br /&gt;
|Knocks back targets on hit.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#EB4C42;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#EB4C42;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:80px; background-color:#EB4C42;&#039;|Damage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:80px; background-color:#EB4C42;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;width:80px; background-color:#EB4C42;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#EB4C42;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
===Actual Melee Weapon===&lt;br /&gt;
Unlike makeshift melee weapons, these melee weapons are usually more reliable and robust, however most station personnel can&#039;t get access to them, as well as these weapons being very noticeable.&lt;br /&gt;
&lt;br /&gt;
![[File:Cultblade.png|64px]]&lt;br /&gt;
!{{anchor|Cult Blade}}[[Cult Blade]]&lt;br /&gt;
|30 Brute&lt;br /&gt;
|[[Cult magic]]&lt;br /&gt;
|Cultists&lt;br /&gt;
|Those who aren&#039;t Cultists suffer from wielding this blade...&#039;&#039;&#039;&#039;&#039;MENTALLY&#039;&#039;&#039;&#039;&#039;. Aside from being very robust, it is Cult exclusive. Expect a wave of &amp;lt;strike&amp;gt;batons&amp;lt;/strike&amp;gt; lasers when Security sees you holding this.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:ESword.png|64px]]&lt;br /&gt;
!{{anchor|Energy Sword}}[[Energy Sword]]&lt;br /&gt;
|3 Brute Off&amp;lt;br&amp;gt;30 Brute On&lt;br /&gt;
|Through a [[Syndicate Uplink]]&lt;br /&gt;
|Syndicate/Nanotrasen&lt;br /&gt;
|Despite being very strong in melee combat, its activation is loud, very obvious to those around you, and a very big target for people looking for free gear. It also counts as a shield when active! Aim for the legs or arms. Use a multitool on one to turn on RAINBOW MODE (permanently). &#039;&#039;&#039;&#039;&#039;TURN IT ON BEFORE YOU USE IT&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:DoubleESword.png|64px]]&lt;br /&gt;
!{{anchor|Double-bladed Energy Sword}}[[Double-bladed Energy Sword]]&lt;br /&gt;
|3 Brute Off&amp;lt;br&amp;gt;34 Brute On&lt;br /&gt;
|Through a [[Syndicate Uplink]]&lt;br /&gt;
|Syndicate/Nanotrasen&lt;br /&gt;
|Has to be held with two hands while on. Four extra damage may not seem much, but it means one less hit to crit an unarmored opponent. When wielded it gives a 100% chance to deflect energy-based shots, like tasers and lasers. Like the energy sword, its activation is very loud. To create this, you must combine two Energy Swords together of any color (hold one in each hand and click the other sword) or receive it in a Syndicate Bundle. You cannot put two holodeck swords together. Use a multitool on one to turn on RAINBOW MODE (permanently).  &#039;&#039;&#039;&#039;&#039;TURN IT ON BEFORE YOU USE IT&#039;&#039;&#039;&#039;&#039; For obvious balance reasons, hulks cannot use these.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:StunBaton.gif|64px]]&lt;br /&gt;
!{{anchor|Stun Baton}}[[Stun Baton]]&lt;br /&gt;
|10 Brute&lt;br /&gt;
|[[Security Office]] and [[Security Officer]]&#039;s backpack.&lt;br /&gt;
|Security&lt;br /&gt;
|Very robust if you know how to use it [[Shitcurity|properly]]. Only the security force can get these easily. Deploy liberally, but stow for transport.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Katana.gif|64px]]&lt;br /&gt;
!{{anchor|Katana}}[[Katana]]&lt;br /&gt;
|40 brute&lt;br /&gt;
|Possible loot from necropolis chests in [[Lavaland]] and in the ninja bundle.&lt;br /&gt;
|Mining and Traitors&lt;br /&gt;
|Real katanas are very robust, but only miners or traitors have a reasonable chance of finding them.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
![[File:Telescopic_Baton.png|64px]]&lt;br /&gt;
!{{anchor|Telescopic Baton}}Telescopic Baton&lt;br /&gt;
|10 Brute&lt;br /&gt;
|[[Heads of Staff]]&#039;s backpacks.&lt;br /&gt;
|Command&lt;br /&gt;
|Like the stunbaton but retractable, with a shorter stun time, but the same capability for bludgeoning. Heads of Staff start their shift with one in their backpack. Be sure to extend it before using!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Sabre.gif|64px]]&lt;br /&gt;
!{{anchor|Officer&#039;s Sabre}}Officer&#039;s Sabre&lt;br /&gt;
|15 Brute&lt;br /&gt;
|Captain&#039;s locker.&lt;br /&gt;
|Captain&lt;br /&gt;
|A sabre intended for ceremonial uses. Comes with its own sheath. Can block melee attacks and has good armor penetration.  Surprisingly sharp for a fashion accessory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:buckknife.png|64px]]&lt;br /&gt;
!{{anchor|Combat Knife}}Combat Knife&lt;br /&gt;
|20 Brute&lt;br /&gt;
|Can be ordered through Cargo.&lt;br /&gt;
|Security&lt;br /&gt;
|Very robust for its size.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ranged Weapons==&lt;br /&gt;
Although often hard to get, these can put you at a huge advantage. Not just from being outside melee range, but also by shooting through windows and destroying walls. Guns rely on a stock of ammo, and those are hard to get, while energy guns use recharging units or just recharge by themselves.&lt;br /&gt;
&lt;br /&gt;
==Sidearms (Ballistic)==&lt;br /&gt;
Ballistic weapons remain a popular weapon in the 26th century, typically however Nanotrasen prefer the usage of Energy weapons over Ballistic weapons, so don&#039;t expect to see many ballistic weapons on station.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Ammo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Capacity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Damage &amp;amp; Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Deagle.gif|64px]]&lt;br /&gt;
!{{anchor|Desert Eagle}}Desert Eagle&lt;br /&gt;
|[[File:Ammo 50.png|64px]]&amp;lt;br&amp;gt;.50&lt;br /&gt;
|7 Rounds&lt;br /&gt;
|60 Brute&lt;br /&gt;
|Summon guns, can spawn in the secure contraband locker on metastation.&lt;br /&gt;
|Emergency Response Team|Nanotrasen&lt;br /&gt;
|Comes in three tasteful variants. Normal, gold and camo gold. Hope for the gold gun. 7 Rounds of pure mlg; spare ammo available nowhere.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Mateba.png|64px]] &lt;br /&gt;
!{{anchor|Mateba}}Mateba&lt;br /&gt;
|[[File:357 speedloader.png|64px]]&amp;lt;br&amp;gt;.357&lt;br /&gt;
|7 Rounds&lt;br /&gt;
|60 Brute&lt;br /&gt;
|[[Syndicate Uplink]] and summon guns.&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|All in all the syndicate revolver, but for death squad and emergency response team officers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Revolver.png|64px]] &lt;br /&gt;
!{{anchor|Revolver}}Revolver&lt;br /&gt;
|[[File:357 speedloader.png|64px]]&amp;lt;br&amp;gt;.357&lt;br /&gt;
|7 Rounds&lt;br /&gt;
|60 Brute&lt;br /&gt;
|[[Syndicate Uplink]] and summon guns&lt;br /&gt;
|Syndicate&lt;br /&gt;
|Security (or generally anyone) will be quick to scream &#039;TRAITOR!&#039; if they see you with one. You can get more ammo from hacked autolathes. Serve with a side of grenade to finish your foe off for good.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Detectivegun.png|64px]]&lt;br /&gt;
!{{anchor|Revolver}}Revolver&lt;br /&gt;
|[[File:Ammo 38.png|64px]]&amp;lt;br&amp;gt;.38&lt;br /&gt;
|6 Rounds&lt;br /&gt;
|25 Brute&lt;br /&gt;
|[[Detective]]&#039;s locker or summon guns.&lt;br /&gt;
|Security&lt;br /&gt;
|Deals moderate damage. Can be modified to fire .357, but may misfire&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Stetchkin.png|64px]]&lt;br /&gt;
!{{anchor|Syringe Gun}}Stetchkin Pistol&lt;br /&gt;
|[[File:Ammo 9mm.png|64px]]&amp;lt;br&amp;gt;10mm&lt;br /&gt;
|8 rounds&lt;br /&gt;
|30 Brute&lt;br /&gt;
|[[Syndicate Uplink]].&lt;br /&gt;
|Syndicate&lt;br /&gt;
|The [[Syndicate guide|nuke op]]&#039;s weapon last resort; spend telecrystals on something better. Small enough to fit in pockets. One of the few guns that takes the universal silencer.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Revolver.png|64px]]&lt;br /&gt;
!{{anchor|Russian Revolver}}Russian Revolver&lt;br /&gt;
|[[File:357 speedloader.png|64px]]&amp;lt;br&amp;gt;.357&lt;br /&gt;
|1 round. Can load up to 6.&lt;br /&gt;
|60 Brute&amp;lt;br&amp;gt;300 Brute when used on self&lt;br /&gt;
|[[MetaStation]]&lt;br /&gt;
|Old Russia&lt;br /&gt;
|A Russian made revolver. Uses .357 ammo. It has a single slot in its chamber for a bullet. A gun to play Russian Roulette! You can spin the chamber to randomize the position of the bullet.  True men aim for the head.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Sidearms (Energy)==&lt;br /&gt;
Energy weapons are among the most common kind of weapon you&#039;ll find on a Nanotrasen space station. Reliable but has issues with ammo.&lt;br /&gt;
&lt;br /&gt;
===Energy Based===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Ammo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Capacity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Damage &amp;amp; Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:ModernDisabler.png|64px]]&lt;br /&gt;
!{{anchor|Disabler}}Disabler&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|20 Disable&lt;br /&gt;
|Disables target&lt;br /&gt;
|[[Armory]], disabler crates and summon guns.&lt;br /&gt;
|Security&lt;br /&gt;
|If you&#039;re trying to kill someone, stamina crit, then beat the living daylights out of them.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Ebow.png|64px]]&lt;br /&gt;
!{{anchor|Energy Crossbow}}Energy Crossbow&lt;br /&gt;
|[[File:Powercell.png|64px]]&amp;lt;br&amp;gt;Energy (Self-Charging)&lt;br /&gt;
|Infinite Bolts (needs to cooldown after shooting)&lt;br /&gt;
|10 Toxin + Stun&lt;br /&gt;
|[[Syndicate Uplink]].&lt;br /&gt;
|Syndicate&lt;br /&gt;
|The syndicate&#039;s energy crossbow, small, silent and deadly. It&#039;s worth noting that the stun is much shorter than the standard taser gun.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|MCR&lt;br /&gt;
|Energy&lt;br /&gt;
|Depends on the cell&lt;br /&gt;
|22 burn damages&lt;br /&gt;
|Armory, Security Console and Cargo&lt;br /&gt;
|Security and Syndicate&lt;br /&gt;
|More unlock are available by research&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Pulse Based===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Ammo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Capacity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Damage &amp;amp; Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Pulsepistol.png|64px]]&lt;br /&gt;
!{{anchor|Pulse Pistol}}Pulse Pistol&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|10 Pulse, 20 Laser, 10 Stun&lt;br /&gt;
|50 Burn&lt;br /&gt;
|Emergency Response Team&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|A sidearm based on the Pulse Rifle. Is capable of fitting inside pockets and other small places but has a very limited ammo capacity. Issued to all Elite Emergency Response Team personnel.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Longarm (Ballistic)==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Ammo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Capacity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Damage &amp;amp; Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:C20r.png|64px]]&lt;br /&gt;
!{{anchor|C-20r SMG}}C-20r SMG&lt;br /&gt;
|[[File:12mmMag.png|64px]]&amp;lt;br&amp;gt;.45&lt;br /&gt;
|24 Rounds&lt;br /&gt;
|30 Brute&lt;br /&gt;
|Can only be found in Nuke Op rounds, or with Summon guns.&lt;br /&gt;
|Syndicate&lt;br /&gt;
|Powerful SMG that will crit unarmored targets in two 2-round bursts. Far from the strongest Nuke Op weapon but certainly one of the most cost efficient, and more than deadly enough. Can be suppressed&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Autorifle.png|64px]]&lt;br /&gt;
!{{anchor|WT550 Automatic Rifle}}WT550 Automatic Rifle&lt;br /&gt;
|[[File:46x30ammo.png|64px]]&amp;lt;br&amp;gt;4.6×30mm&lt;br /&gt;
|20 Rounds&lt;br /&gt;
|20 Brute&lt;br /&gt;
|Security and Cargo.&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|A older rifle often used by paramilitary or high security forces. Has some boutique ammo that can be researched and printed at the Security Techfab to expand its&#039; usefulness. Practically just a brute, harder to reload in most cases laser gun.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:L6machinegun.png|64px]]&lt;br /&gt;
!{{anchor|L6 SAW}}L6 SAW&lt;br /&gt;
|[[File:A762.png|64px]]&amp;lt;br&amp;gt;7.12x82mm&lt;br /&gt;
|50 Rounds&lt;br /&gt;
|45 Brute&lt;br /&gt;
|Nuke ops and summon guns only.&lt;br /&gt;
|Syndicate&lt;br /&gt;
|Holds the most ammo of any gun, 50 shots dealing 45 brute damage each, firing in a fast 3-round burst that is moderately inaccurate. With AP ammo this thing will take down even heavily armored targets in one or two bursts.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Uzi.png|64px]]&lt;br /&gt;
!{{anchor|Uzi}}Uzi&lt;br /&gt;
|[[File:Ammo 50.png|64px]]&amp;lt;br&amp;gt;9mm&lt;br /&gt;
|32 rounds&lt;br /&gt;
|20 Brute&lt;br /&gt;
|Summon guns, Gang Wars&lt;br /&gt;
|Gangs&lt;br /&gt;
|A lightweight, fast firing gun, for when you want someone dead. Uses 9mm rounds.&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|CMG-01 Personal Defense Weapon&lt;br /&gt;
|9mm&lt;br /&gt;
|30 rounds&lt;br /&gt;
|30 brutes&lt;br /&gt;
|Armory, Security Console and Cargo &lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|Most armory has atleast one CMG in them, and incase they don&#039;t you can get one from security console. Can be suppressed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Ammo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Capacity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Damage &amp;amp; Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
===Shotgun===&lt;br /&gt;
![[File:Improvised_shotgun.png|64px]]&lt;br /&gt;
!{{anchor|Improvised Shotgun}}Improvised Shotgun&lt;br /&gt;
|[[File:Blank_shell.png|64px]]&amp;lt;br&amp;gt;12 Gauge shells&lt;br /&gt;
|1 Shell&lt;br /&gt;
|Depends on shell&lt;br /&gt;
|Crafted&lt;br /&gt;
|Civilian&lt;br /&gt;
|A handcrafted shotgun made of scavenged materials.&amp;lt;br&amp;gt;&lt;br /&gt;
To load shells, simply use the full shell on the shotgun; when you shoot a shell, you don&#039;t need to eject it manually, it will be ejected when you load a new shell.&amp;lt;br&amp;gt; Can bet cut down with a circular saw just like the Double-Barrelled Shotgun to fit into a backpack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Doubleshotgun.png|64px]] [[File:Doubleshotgunsawnoff.png|64px]]&lt;br /&gt;
!{{anchor|Double-Barrelled Shotgun}}Double-Barrelled Shotgun&lt;br /&gt;
|[[File:Blank_shell.png|64px]]&amp;lt;br&amp;gt;12 Gauge shells&lt;br /&gt;
|2 Shells&lt;br /&gt;
|Depends on shell&lt;br /&gt;
|[[Bar]].&lt;br /&gt;
|Civilian&lt;br /&gt;
|Easiest shotgun to get, yet the rarest. Only one starts on the station and the Bartender likes to keep it in case of bar fights. Can be sawn off with a circular saw (make sure it&#039;s not loaded). A sawn-off shotgun will fit in your backpack.&amp;lt;br&amp;gt;&lt;br /&gt;
To load shells, simply use the full shell on the shotgun. Use it in hand to eject the shells.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Riot_shotgun.png|64px]]&lt;br /&gt;
!{{anchor|Shotgun}}Riot Shotgun&lt;br /&gt;
|[[File:Blank_shell.png|64px]]&amp;lt;br&amp;gt;12 Gauge shells&lt;br /&gt;
|6 Shells&lt;br /&gt;
|Depends on shell&lt;br /&gt;
|The Armoury and summon spells.&lt;br /&gt;
|Security&lt;br /&gt;
|A uncommon shotgun, typically only used in emergencies by Security or when facing someone with ranged energy protection. Is the only main shotgun on the station at round start sans the bartender&#039;s double barrel.&amp;lt;br&amp;gt;&lt;br /&gt;
To load shells, simply use the full shell on the shotgun; when you shoot a shell, you need to eject it manually by using the shotgun in your hand before shooting another. It can also be sawed off with a circular saw or chainsaw to fit in your backpack.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Combatshotgun.png|64px]]&lt;br /&gt;
!{{anchor|Combat Shotgun}}Combat Shotgun&lt;br /&gt;
|[[File:Blank_shell.png|64px]]&amp;lt;br&amp;gt;12 Gauge Shells&lt;br /&gt;
|8 Shells&lt;br /&gt;
|Depends on shell&lt;br /&gt;
|No longer obtainable&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|The highest ammo capacity of any shotgun. Best of all, you don&#039;t need to manually eject shells after shooting. Unlike the riot shotgun, it cannot be sawed off. NO LONGER OBTAINABLE&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Bulldog.png|64px]]&lt;br /&gt;
!{{anchor|Shotgun}}Bulldog&lt;br /&gt;
|[[File:Blank_shell.png|64px]]&amp;lt;br&amp;gt;12 Gauge shells&lt;br /&gt;
|8 Shells&lt;br /&gt;
|Depends on drum&lt;br /&gt;
|Uplink&lt;br /&gt;
|Syndicate&lt;br /&gt;
|A powerful semi-automatic, drum fed, shotgun employed by syndicate nuclear operative teams.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:short_combatshotgun.png|64px]]&lt;br /&gt;
!{{anchor|Shotgun}}Compact Combat Shotgun&lt;br /&gt;
|[[File:Blank_shell.png|64px]]&amp;lt;br&amp;gt;12 Gauge shells&lt;br /&gt;
|4 Shells&lt;br /&gt;
|Depends on shell&lt;br /&gt;
|[[Warden]]s Locker&lt;br /&gt;
|Security&lt;br /&gt;
|Unique weapon held by the Warden. A compact version of the combat shotgun with a four shell capacity. Can fit in armor slots.&lt;br /&gt;
NO LONGER OBTAINABLE&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shotgun Shells===&lt;br /&gt;
* [[File:Buckshot_shell.png|32px]]&#039;&#039;&#039;Buckshot:&#039;&#039;&#039; Shoots 6 pellets dealing 12.5 brute damage each, for a maximum of 75. Extremely lethal at close range.&lt;br /&gt;
* [[File:Bean_shell.png|32px]] &#039;&#039;&#039;Rubber Shot:&#039;&#039;&#039; Shoots 6 pellets dealing 3 brute and 25 stamina damage each. More effective at stopping a target, but stamina damage fades with time.&lt;br /&gt;
* [[File:Bean_shell.png|32px]] &#039;&#039;&#039;Beanbag:&#039;&#039;&#039; Shoots one single beanbag, dealing 5 brute and 80 stamina damage. The bartender uses these by default.&lt;br /&gt;
* [[File:Stun_Shell.png|32px]] &#039;&#039;&#039;Stun Shell:&#039;&#039;&#039; Shoots an electrode that stuns on hit, much like a taser.&lt;br /&gt;
* [[File:Fire_shell.png|32px]] &#039;&#039;&#039;Incendiary Slug:&#039;&#039;&#039; Shoots a single projectile that leaves a fire trail and ignites the target, on top of 20 brute damage.&lt;br /&gt;
* [[File:Tech_shell.png|32px]] &#039;&#039;&#039;Shotgun Dart:&#039;&#039;&#039; A single dart that can contain up to 30 units of chemicals that&#039;ll be injected on hit.&lt;br /&gt;
* [[File:Tech_shell.png|32px]] &#039;&#039;&#039;Technological Shells:&#039;&#039;&#039; Unloaded technological shells can be made in a [[Guide to Research and Development|Protolathe]]. See [[Research items#Unloaded Technological Shell|here]] for the recipes.&lt;br /&gt;
** [[File:Meteor_shell.png|32px]] &#039;&#039;&#039;Meteorshot Shell:&#039;&#039;&#039; A single powerful projectile, deals 30 brute damage and stuns for 8 seconds. Pushes back machinery on hit.&lt;br /&gt;
** [[File:Pulse_shell.png|32px]] &#039;&#039;&#039;Pulse Slug:&#039;&#039;&#039; Works like one of the deathsquad&#039;s pulse rifle shots, dealing 50 burn damage and damaging or destroying walls and machinery.&lt;br /&gt;
** [[File:Dragon_shell.png|32px]] &#039;&#039;&#039;Dragonsbreath Shell:&#039;&#039;&#039; Like the incendiary slug, but shoots a spread of 4 burning pellets. Deals less direct damage.&lt;br /&gt;
** [[File:Frag_shell.png|32px]] &#039;&#039;&#039;FRAG-12 Slug:&#039;&#039;&#039; An explosive shell that knocks down targets and causes an explosion where it hits, on top of dealing 25 brute damage.&lt;br /&gt;
** [[File:Ion_shell.png|32px]] &#039;&#039;&#039;Ion Scatter Shell:&#039;&#039;&#039; Shoots a spread of 4 ion bolts, each of which ions a single target instead of the 3x3 area hit by normal ion rifles.&lt;br /&gt;
** [[File:Laser_shell.png|32px]] &#039;&#039;&#039;Laser Scatter Shell:&#039;&#039;&#039; Shoots a spread of 6 laser beams with up to 90 total damage.&lt;br /&gt;
** [[File:Blank_shell.png|32px]] &#039;&#039;&#039;Improvised Shotgun Shell:&#039;&#039;&#039; Shoots a spread of 7 metal shards, doing a total of 60 damage at point blank.&lt;br /&gt;
&lt;br /&gt;
==Longarm (Energy)==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Ammo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Capacity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Damage &amp;amp; Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Laser gun.png|64px]]&lt;br /&gt;
!{{anchor|Laser Gun}}Laser Gun&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|12 Lasers&lt;br /&gt;
|22 Burn&lt;br /&gt;
|[[Armory]] and weapons crates.&lt;br /&gt;
|Security&lt;br /&gt;
|Lethal ONLY, but 2 extra shots. Good choice for Security officers who already carry Hybrid Tasers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Laser Cannon.png|64px]]&lt;br /&gt;
!{{anchor|Laser Cannon}}Laser Cannon&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|10 Lasers&lt;br /&gt;
|10 burn, damage increase with distances&lt;br /&gt;
|Summon guns&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|This is the Laser Gun&#039;s bigger brother, fear him, he will fuck you over.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Energy_Gun.gif|64px]]&lt;br /&gt;
!{{anchor|Energy Gun}}Energy Gun&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|10 Lasers, 20 Disable&lt;br /&gt;
|22 Burn&amp;lt;br&amp;gt;Stun &lt;br /&gt;
|[[Armory]], energy weapons crate, HoP/Captain lockers.&lt;br /&gt;
|Security&lt;br /&gt;
|A versatile energy weapon. Best thing is to disable a target and then either handcuff (for arresting) or spam the other remaining shots at them on kill mode (for murder).&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Advegun.png|64px]]&lt;br /&gt;
!{{anchor|Advanced Energy Gun}}Advanced Energy Gun&lt;br /&gt;
|[[File:Powercell.png|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|10 (recharges over time)&lt;br /&gt;
|22 Burn/Stun target&lt;br /&gt;
|Security protolathe once researched first.&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|Using advanced &amp;lt;s&amp;gt;wizardry&amp;lt;/s&amp;gt; SCIENCE, a mini nuclear generator has been fitted into this gun to provide unlimited shots! Researched from R&amp;amp;D. Cannot be used in recharging units. Unreliable models may emit radiation, take caution.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Antique laser.png|64px]]&lt;br /&gt;
!{{anchor|Antique Laser Gun}}Antique Laser Gun&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|12 (recharges over time)&lt;br /&gt;
|22 Burn 30% Wound Chance&lt;br /&gt;
|[[Captain&#039;s Quarters]].&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|The prized weapon of the Captain, and the target of many enemy forces. Similar to the laser gun except it&#039;s self-recharging. &#039;&#039;They just don&#039;t make guns like they used to.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Multiphase_gun_stun.gif|64px]]&lt;br /&gt;
!{{anchor|X-01 Multiphase Energy Gun}}X-01 Multiphase Energy Gun&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|5 Stun, 10 Laser, 20 Disable&lt;br /&gt;
|22 Burn&lt;br /&gt;
|[[Head of Security]]&#039;s locker.&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|The first attempt by Nanotrasen to remake the Captain&#039;s Antique Laser. Has more firing modes on offer but lacks the ability to recharge.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Milgun.png|64px]]&lt;br /&gt;
!{{anchor|Tactical Energy Gun}}TacticalEnergy Gun&lt;br /&gt;
|[[File:Powercell.png|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|10 Stun, 20 Energy, 20 Kill&lt;br /&gt;
|20 Burn target&lt;br /&gt;
|Elite Emergency Response Team&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|A tactical variant of the Energy Gun. Holds more of a charge and can fire stun rounds.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Ionrifle.png|64px]]&lt;br /&gt;
!{{anchor|Ion Rifle}}Ion Rifle&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|10 Ion Pulses&lt;br /&gt;
|20 Brute to silicon mobs&amp;lt;br&amp;gt;Up to 90 damage to mechs&amp;lt;br&amp;gt;3x3 EMP&lt;br /&gt;
|[[Armory]] and on the Nuclear Operative shuttle.&lt;br /&gt;
|Security&lt;br /&gt;
|Large and unwieldy, great for dealing with mechs and cyborgs. Also opens lockers and crates.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Retrolaser.png|64px]]&lt;br /&gt;
!{{anchor|Retro Laser}}Retro Laser&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|12 Lasers&lt;br /&gt;
|22 Burn&lt;br /&gt;
|[[White Ship]], deep space ruins.&lt;br /&gt;
|Unknown&lt;br /&gt;
|Found on the white ship, this old beast is like the laser gun; anyone with a spaaaaaace suit and a little know-how can reach it.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Tempgun.png|64px]]&lt;br /&gt;
!{{anchor|Temperature Gun}}Temperature Gun&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|40 Freeze/heat Beams&lt;br /&gt;
|Heats/Cools target dependent upon the setting.&lt;br /&gt;
|Armory, security protolathe once researched.&lt;br /&gt;
|Nanotrasen&lt;br /&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.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Xraygun.png|64px]]&lt;br /&gt;
!{{anchor|X-Ray Gun}}X-Ray Gun&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|20 Lasers&lt;br /&gt;
|15 Burn + 30 Irradiate&lt;br /&gt;
|Security protolathe once researched first.&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|This beams from this gun will pass through everything, including walls, until they hit a mob. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Ammo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Capacity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Damage &amp;amp; Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
===Pulse Based===&lt;br /&gt;
&lt;br /&gt;
![[File:Pulserifle.png|64px]]&lt;br /&gt;
!{{anchor|Pulse Rifle}}Pulse Rifle&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|200 Pulse&lt;br /&gt;
|50 Burn&lt;br /&gt;
|Deathsquad&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|The most powerful energy weapon in existence. Bruteforces energy weapon&#039;s ammo problems by having a very large power source. Its pulse setting is capable of doing massive damage to a target as well as destroying cover and walls.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Pulsecarbine.png|64px]]&lt;br /&gt;
!{{anchor|Pulse Carbine}}Pulse Carbine&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|25 Pulse, 50 Laser, 25 Stun&lt;br /&gt;
|50 Burn&lt;br /&gt;
|Emergency Response Team&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|A scaled down version of the Pulse Rifle, holds significantly less power than the Pulse Rifle but is capable of being placed inside bags. Issued to Elite Emergency Response Team Security personnel.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Misc Weapons==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Ammo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Capacity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Damage &amp;amp; Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Chem sprayer.png|64px]]&lt;br /&gt;
!{{anchor|Chem Sprayer}}Chem Sprayer&lt;br /&gt;
|Chemicals&lt;br /&gt;
|600 units total&lt;br /&gt;
* 150 units of Spore Toxin (Causes blindness)&lt;br /&gt;
* 150 units of [[Cryptobiolin]]&lt;br /&gt;
* 150 units of [[Unstable Mutagen]]&lt;br /&gt;
* 150 units of [[Chloral Hydrate]]&lt;br /&gt;
|Confusion, blindness, dizziness, knockout, and random mutations with the standard reagents.&lt;br /&gt;
|Ordered via syndicate uplink, costs 10 telecrystals, only available to Nuclear Agents.&lt;br /&gt;
|Syndicate&lt;br /&gt;
|Think of it as a spray bottle. Except each spray is three tiles wide and can travel the entire screen. Generally kept away from players due to the potential of the lubepocalypse.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
![[File:Flamethrower.png|64px]]&lt;br /&gt;
!{{anchor|Flamethrower}}Flamethrower&lt;br /&gt;
|[[File:Plasma tank.png|64px]]&amp;lt;br&amp;gt;Gas of your choice&lt;br /&gt;
|Depends on tank pressure&lt;br /&gt;
|Depends on the gas&lt;br /&gt;
|[[Makeshift weapons|Made by yourself]] or with a hacked [[Autolathe]]&lt;br /&gt;
|Civilian&lt;br /&gt;
|You are a firestarter! Allows for creative gas mixes if you know your atmos. An area denial tool, generally useful for making small areas uninhabitable for people, not so useful when trying to kill someone, as it&#039;s easy to run away.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Sgun.png|64px]]&lt;br /&gt;
!{{anchor|Syringe Gun}}Syringe Gun&lt;br /&gt;
|[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;Syringes&lt;br /&gt;
|1 Syringe&lt;br /&gt;
|6 Brute + 15u chemicals&lt;br /&gt;
|[[Medbay Storage]].&lt;br /&gt;
|Civilian&lt;br /&gt;
|In fact, this is very robust. Think of it as a ranged hypospray.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Rapidsyringegun.png|64px]]&lt;br /&gt;
!{{anchor|Rapid Syringe Gun}}Rapid Syringe Gun&lt;br /&gt;
|[[File:Syringe.png|64px]]&amp;lt;br&amp;gt;Syringes&lt;br /&gt;
|6 Syringes&lt;br /&gt;
|6 Brute + 15u chemicals&lt;br /&gt;
|[[R&amp;amp;D Lab]] once researched first.&lt;br /&gt;
|Nanotrasen&lt;br /&gt;
|See the syringe gun, but take into account it holds six syringes. Can be made through researching them, and only costs metal and glass to make. This gun gives &#039;&#039;&#039;you&#039;&#039;&#039; the power to fuck over six people at once! First syringe in is first out. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Admin Only Weapons==&lt;br /&gt;
These weapons are currently restricted to admin spawn only, some may also appear in &#039;summon gun&#039; events during a Wizard round however.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width:80%&amp;quot; border=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Ammo&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Capacity&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Damage &amp;amp; Effects&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Faction Usage&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#F0DC82;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Hybrid taser.gif|64px]]&lt;br /&gt;
!{{anchor|Taser}}Taser&lt;br /&gt;
|[[File:Recharger.gif|64px]]&amp;lt;br&amp;gt;Energy&lt;br /&gt;
|5 Stun, 20 Disable&lt;br /&gt;
|Stun target&lt;br /&gt;
|Admins.&lt;br /&gt;
|Security&lt;br /&gt;
|Previously security&#039;s sidearm of choice, now replaced by disablers.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Automaticsilenced.png|64px]]&lt;br /&gt;
!{{anchor|Silenced Pistol}}Silenced Pistol&lt;br /&gt;
|[[File:Ammo 50.png|64px]]&amp;lt;br&amp;gt;.45&lt;br /&gt;
|12 rounds&lt;br /&gt;
|20 Brute + Knockdown&lt;br /&gt;
|Away missions. Admins.&lt;br /&gt;
|Admin&lt;br /&gt;
|A small, quiet,  easily concealable gun. Uses .45 rounds.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Tommy gun.png|64px]]&lt;br /&gt;
!{{anchor|Tommy Gun}}Tommy Gun&lt;br /&gt;
|[[File:Ammo 9mm.png|64px]]&amp;lt;br&amp;gt;9mm&lt;br /&gt;
|50 rounds&lt;br /&gt;
|20 Brute + Knockdown&lt;br /&gt;
|Admins&lt;br /&gt;
|Admin&lt;br /&gt;
|A genuine Chicago Typewriter.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Gyrogun.png|64px]]&lt;br /&gt;
!{{anchor|Gyrojet Pistol}}Gyrojet Pistol&lt;br /&gt;
|[[File:Ammo 75.png|64px]]&amp;lt;br&amp;gt;.75&lt;br /&gt;
|8 Rounds&lt;br /&gt;
|74 Brute from direct hit &amp;lt;br&amp;gt;24 from a tile away &amp;lt;br&amp;gt;explosion (-1, 0, 2)&lt;br /&gt;
|Summon guns exclusive.&lt;br /&gt;
|Admin&lt;br /&gt;
|Delivers an explosion with every shot, plus you can afford to be less accurate with it, as the explosion hits 3x3, so it&#039;s great against groups.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Instagib.png|64px]]&lt;br /&gt;
!{{anchor|Instakill Rifle}}Instakill Rifle&lt;br /&gt;
|None&lt;br /&gt;
|Infinite&lt;br /&gt;
|Infinite&lt;br /&gt;
|Admins&lt;br /&gt;
|Admin&lt;br /&gt;
|Flat out disintegrates all living targets. Only likely to be encountered if someone particularly likes or hates you.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Defense=&lt;br /&gt;
To be good at combat, you must be able to survive an encounter with anything; Nuclear Operatives, Wizards, Assistants and such.  While some may say that the best defense is a robust offense (which can be true in some cases), knowing how to protect yourself is a vital skill needed to be [[robust]].&lt;br /&gt;
&lt;br /&gt;
== Stuns and Incapacitation ==&lt;br /&gt;
&lt;br /&gt;
Having the ability to stun at a moment&#039;s notice will protect you from getting robusted quite often (as long as you don&#039;t get stunned first).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightgreen;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:Lightgreen;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightgreen;&#039;|Type of Stun&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightgreen;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightgreen;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:StunBaton.gif|64px]]&lt;br /&gt;
!{{anchor|Stun Baton}}[[Stun Baton]]&lt;br /&gt;
|Stun&amp;lt;br&amp;gt;Duration 14&lt;br /&gt;
|[[Security]]&lt;br /&gt;
|Not being security, and having this out, is likely to land you in the brig.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Stunprod.png|64px]]&lt;br /&gt;
!{{anchor|Stunprod}}[[Stunprod]]&lt;br /&gt;
|Stun&amp;lt;br&amp;gt;Duration 10&lt;br /&gt;
|[[Makeshift weapons|Made by yourself]]&lt;br /&gt;
|Having this is a quick way to get robusted by security. Doesn&#039;t fit in backpacks, but can be carried on your back.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Telescopic_Baton.png|64px]]&lt;br /&gt;
!{{anchor|Telescopic Baton}}Telescopic Baton&lt;br /&gt;
|Duration 5&lt;br /&gt;
|Be a [[Head of Staff]]&lt;br /&gt;
|Not being a head of staff and having one of these is yet another way to incur security&#039;s ire.&lt;br /&gt;
|-&lt;br /&gt;
![[File:ModernDisabler.png|64px]]&lt;br /&gt;
!{{anchor|Disabler}}[[Disabler]]&lt;br /&gt;
|Stamina damage&lt;br /&gt;
|Spawns on officers, [[Armory]].&amp;lt;br&amp;gt;Disabler Crate from Cargo.&lt;br /&gt;
|A non-lethal type of laser that deals Stamina Damage, which has the same slowing/debilitating effects of normal damage, without actually harming. Heals on its own over time.&amp;lt;br&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
![[File:Flash.gif|64px]]&lt;br /&gt;
!{{anchor|Flash}}[[Flash]]&lt;br /&gt;
|Stun&amp;lt;br&amp;gt;Duration 8&amp;lt;br&amp;gt;stuns cyborgs&lt;br /&gt;
|[[Security]], [[Bridge]], [[Security Checkpoint|Sec Checkpoint]], [[Tech Storage]]&lt;br /&gt;
|[[Cyborg]]s are vulnerable to this method of stunning. Eye protection, such as sunglasses or welding helmets prevents you from being stunned this way.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hspray.png|64px]]&lt;br /&gt;
!{{anchor|Chemicals}}[[Guide_to_chemistry|Chemicals]]&lt;br /&gt;
|Depends on chemical&lt;br /&gt;
|[[Chemistry]]&lt;br /&gt;
|Typically used with a syringe gun, [[Hypospray]], or [[Grenade|Smoke Grenade]]. Some chemicals, like [[Chloral Hydrate]], or [[Morphine]], can hold targets still for some time, while others can be very harmful.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Flashbang.gif|64px]]&lt;br /&gt;
!{{anchor|Flashbang}}[[Flashbang]]&lt;br /&gt;
|Stun&amp;lt;br&amp;gt;Duration varies with distance. Max 10&lt;br /&gt;
|[[Security]]&lt;br /&gt;
|Very good for stunning a whole room. Not wearing ear protection will make you deaf for awhile. Wearing both sunglasses and a bowman headset makes you immune to these.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Laser Pointer.png|64px]]&lt;br /&gt;
!{{anchor|Laser Pointer}}[[High-risk_items#Laser_Pointer|Laser Pointer]]&lt;br /&gt;
|Blinds humans&amp;lt;br&amp;gt;Stuns cyborgs&amp;lt;br&amp;gt;Duration 5-10&lt;br /&gt;
|[[Lawyer]], [[Curator]], [[Research Director]]&lt;br /&gt;
|Has a chance of blinding people and cyborgs, like a [[Flash]]; a fully upgraded laser pointer has a 100% chance.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
!&lt;br /&gt;
!{{anchor|Resonant Shriek}}[[Resonant Shriek]]&lt;br /&gt;
|Duration 5-10&lt;br /&gt;
|Being a changeling&lt;br /&gt;
| Humans become deaf and confused.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Fff.png|64px]]&lt;br /&gt;
!{{anchor|Cult Stun}}[[Cult|Cult Stun]]&lt;br /&gt;
|Stun&amp;lt;br&amp;gt;Duration 15 + 15 duration silence&lt;br /&gt;
|Being a cultist and making one.&lt;br /&gt;
|Works on cyborgs. Blocked by null rod.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Beepsky.png|64px]]&lt;br /&gt;
!{{anchor|Beepsky}}[[Beepsky]]&lt;br /&gt;
|Stun&amp;lt;br&amp;gt;Duration 14&lt;br /&gt;
|Made in robotics.&lt;br /&gt;
|Attacks those set to arrest, and, depending on the mode, with weapons out without permission.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Ed209.png|64px]]&lt;br /&gt;
!{{anchor|ED-209}}[[ED-209]]&lt;br /&gt;
|Stamina damage&lt;br /&gt;
|Made in robotics.&lt;br /&gt;
|Attacks those set to arrest, and, depending on the mode, with weapons out without permission.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightgreen;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:Lightgreen;&#039;|Counter&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightgreen;&#039;|Type of Stun&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightgreen;&#039;|How to Acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightgreen;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hulk.png|64px]]&lt;br /&gt;
![[Hulk]]&lt;br /&gt;
|Any&lt;br /&gt;
|[[Genetics]]&lt;br /&gt;
|Hulks don&#039;t get stunned and don&#039;t fall ever. Even space lube doesn&#039;t make them fall, though they do slip.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
![[File:SGlasses.png|64px]]&lt;br /&gt;
!Eye protection&lt;br /&gt;
|Flashes&lt;br /&gt;
|[[Cargo]] and [[Engineering]] for welding helmets, [[Security]] for sunglasses.&lt;br /&gt;
|Doesn&#039;t do anything with the stun itself; rather, it protects you from flashing&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Damage Prevention==&lt;br /&gt;
A few items, when used, can randomly completely block damage.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightyellow;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightyellow;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightyellow;&#039;|How to acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightyellow;&#039;|Protection&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightyellow;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:RiotS.png|64px]]&lt;br /&gt;
!{{anchor|Riot Shield}}[[Riot Shield]]&lt;br /&gt;
|[[Armory]]&lt;br /&gt;
|Blocks melee and projectile attacks to the chest.&lt;br /&gt;
|Note that attacks aimed at other parts of the body (commonly the head) may miss, and have a chance of hitting another part instead, usually your chest.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Eshield.png|64px]]&lt;br /&gt;
!{{anchor|Energy Combat Shield}}[[Energy Combat Shield]]&lt;br /&gt;
|[[Nuke ops]]&lt;br /&gt;
|Blocks most melee and ranged projectiles&lt;br /&gt;
|Works just like a riot shield, except with a 100% chance to deflect all lasers and energy shots, making it very robust. Can also be turned off to fit in your pocket.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Reactivearmor.png|64px]]&lt;br /&gt;
!{{anchor|Reactive Teleport Armor}}[[Reactive Teleport Armor]]&lt;br /&gt;
|[[Research Director&#039;s Office]]&lt;br /&gt;
|Teleports you randomly if you&#039;re hit.&lt;br /&gt;
|It could end badly if you get spaced due to this, but it&#039;ll still improve your odds of surviving.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Sword.gif|64px]]&lt;br /&gt;
!{{anchor|Energy Sword}}[[Energy Sword]]&lt;br /&gt;
|[[Syndicate Items|Syndicate Uplinks]]&lt;br /&gt;
|Blocks most projectiles&lt;br /&gt;
|Needs to be turned on to work. Counts as a shield just like the riot shield.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Armor==&lt;br /&gt;
Armor is a great passive way to keep you from getting hurt too badly in a fight.  Some jobs will have difficulty acquiring armor.  Some armor, like hardsuits, will slow you, as well.&lt;br /&gt;
&lt;br /&gt;
Armor will reduce all damage of a certain type, on parts of your body that are protected by the armor. You will see &#039;&#039;&amp;quot;Your armor softens the blow!&amp;quot;&#039;&#039; when your armor reduces damage. The defense values are indicated by an armor&#039;s percent protection from different damage types, for example basic Armor has a melee protection rate of 50, as such it will reduce all melee damage to the chest by 50%.&lt;br /&gt;
&lt;br /&gt;
Armor only protects the region that it covers on your body. No armor protects your entire body.&lt;br /&gt;
&lt;br /&gt;
===Body Armor===&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:Lightblue;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue;&#039;|How to acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue;&#039;|Protection&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue; width:80px&#039;|Defense values %&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:CaptArmor.png|64px]]&lt;br /&gt;
!{{anchor|Captain&#039;s Armor}}[[Captain&#039;s Armor]]&lt;br /&gt;
|[[Captain&#039;s Quarters]]&lt;br /&gt;
|Offers moderate protection from most sources.&lt;br /&gt;
|melee = 40 &amp;lt;br&amp;gt;bullet = 50 &amp;lt;br&amp;gt;laser = 50 &amp;lt;br&amp;gt;energy = 25 &amp;lt;br&amp;gt;bomb = 50 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 50 &amp;lt;br&amp;gt;fire = 100&amp;lt;br&amp;gt;acid = 100&lt;br /&gt;
|The Captain will sometimes wear this.  It&#039;s also space-worthy, but it will slow you down.  Wearing this while not the Captain is a good way to get robusted. &lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Capscarapace.png|64px]]&lt;br /&gt;
!{{anchor|Captain&#039;s Carapace}}[[Captain&#039;s Carapace]]&lt;br /&gt;
|[[Captain&#039;s Quarters]]&lt;br /&gt;
|Offers moderate protection from most sources.&lt;br /&gt;
|melee = 50 &amp;lt;br&amp;gt;bullet = 40 &amp;lt;br&amp;gt;laser = 50 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 25&lt;br /&gt;
|A special armor vest unique to the Captain. Offers far greater  protection than most armor, and also displays your authority to the crew.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:RIG.png|64px]]&lt;br /&gt;
!{{anchor|Engineering Hardsuit}}[[Hardsuit|Engineering Hardsuit]]&lt;br /&gt;
|[[Engineering]]&lt;br /&gt;
|Gives low protection from melee attacks and explosions.&lt;br /&gt;
|melee = 30 &amp;lt;br&amp;gt;bullet = 5 &amp;lt;br&amp;gt;laser = 10 &amp;lt;br&amp;gt;energy = 5 &amp;lt;br&amp;gt;bomb = 10 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 75&amp;lt;br&amp;gt; fire = 100&amp;lt;br&amp;gt; acid = 75&lt;br /&gt;
|See [[Space_suit|here]] for information on the different styles.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Atmospherics_Hardsuit.png|64px]]&lt;br /&gt;
!{{anchor|Atmospherics Hardsuit}}[[Hardsuit|Atmospherics Hardsuit]]&lt;br /&gt;
|[[Atmospherics]]&lt;br /&gt;
|Identical to normal RIG however it is one of the only items that grants complete protection from Fire at the cost of no Radiation protection.&lt;br /&gt;
|melee = 30 &amp;lt;br&amp;gt;bullet = 5 &amp;lt;br&amp;gt;laser = 10 &amp;lt;br&amp;gt;energy = 5 &amp;lt;br&amp;gt;bomb = 10 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;fire = 100 &amp;lt;br&amp;gt;acid = 75&lt;br /&gt;
|See [[Space_suit|here]] for information on the different styles.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Mining_Hardsuit.png|64px]]&lt;br /&gt;
!{{anchor|Mining Hardsuit}}[[Hardsuit|Mining Hardsuit]]&lt;br /&gt;
|[[Mining]]&lt;br /&gt;
|Gives quite good protection from melee attacks and explosions. Can be upgraded with goliath hide plates to a maximum of 80 melee defense. Essentially becoming a spaceworthy riot suit. The helmet must be upgraded independently of the suit.&lt;br /&gt;
|melee = 30 - 70 &amp;lt;br&amp;gt;bullet = 5 &amp;lt;br&amp;gt;laser = 10 &amp;lt;br&amp;gt;energy = 5 &amp;lt;br&amp;gt;bomb = 50 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 50 &amp;lt;br&amp;gt;fire = 50 &amp;lt;br&amp;gt;acid = 75&lt;br /&gt;
|See [[Space_suit|here]] for information on the different styles.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:AdvRIG.png|64px]]&lt;br /&gt;
!{{anchor|CE Hardsuit}}[[Hardsuit|CE Hardsuit]]&lt;br /&gt;
|[[Chief Engineer]]&lt;br /&gt;
|Gives good protection from melee attacks, near complete Radiation protection and complete protection against Fire.&lt;br /&gt;
|melee = 40 &amp;lt;br&amp;gt;bullet = 5 &amp;lt;br&amp;gt;laser = 10 &amp;lt;br&amp;gt;energy = 5 &amp;lt;br&amp;gt;bomb = 50 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 90 &amp;lt;br&amp;gt;fire = 100 &amp;lt;br&amp;gt;acid = 90&lt;br /&gt;
|See [[Space_suit|here]] for information on the different styles.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Medical_Hardsuit.png|64px]]&lt;br /&gt;
!{{anchor|CMO Hardsuit}}[[Hardsuit|CMO Hardsuit]]&lt;br /&gt;
|[[Chief Medical Officer]]&lt;br /&gt;
|Provides little physical protection and does not block intense light based weapons, such as flashbangs or flashes. But is a easy to access Hardsuit for the CMO.&lt;br /&gt;
|melee = 30 &amp;lt;br&amp;gt;bullet = 5 &amp;lt;br&amp;gt;laser = 10 &amp;lt;br&amp;gt;energy = 5 &amp;lt;br&amp;gt;bomb = 10 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 50 &amp;lt;br&amp;gt;fire = 75 &amp;lt;br&amp;gt;acid = 75&lt;br /&gt;
|See [[Space_suit|here]] for information on the different styles.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:RDRIG.png|64px]]&lt;br /&gt;
!{{anchor|RD Hardsuit}}[[Hardsuit|RD Hardsuit]]&lt;br /&gt;
|[[Research Director]]&lt;br /&gt;
|More accurately described as a space proof bomb suit. One of the only Hardsuits to provide 100% bomb protection, the helmet also has a diagnostic HUD built in.&lt;br /&gt;
|melee = 30 &amp;lt;br&amp;gt;bullet = 5 &amp;lt;br&amp;gt;laser = 10 &amp;lt;br&amp;gt;energy = 5 &amp;lt;br&amp;gt;bomb = 100 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 60 &amp;lt;br&amp;gt;fire = 60 &amp;lt;br&amp;gt;acid = 80&lt;br /&gt;
|See [[Space_suit|here]] for information on the different styles.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Security Hardsuit.png|64px]]&lt;br /&gt;
!{{anchor|Security Hardsuit}}[[Hardsuit|Security Hardsuit]]&lt;br /&gt;
|[[Brig]], or in the case of [[BoxStation]] in [[E.V.A.]]&lt;br /&gt;
|Gives slightly increased protection against all damage sources.&lt;br /&gt;
|melee = 30 &amp;lt;br&amp;gt;bullet = 15 &amp;lt;br&amp;gt;laser = 30 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 10 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 50 &amp;lt;br&amp;gt;fire = 75 &amp;lt;br&amp;gt;acid = 75&lt;br /&gt;
|See [[Space_suit|here]] for information on the different styles.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:HoSRIG.png|64px]]&lt;br /&gt;
!{{anchor|HoS Hardsuit}}[[Hardsuit|HoS Hardsuit]]&lt;br /&gt;
|[[Head of Security&#039;s Office]], or in the case of [[BoxStation]] in [[E.V.A.]]&lt;br /&gt;
|Gives slightly increased protection against all damage sources.&lt;br /&gt;
|melee = 45 &amp;lt;br&amp;gt;bullet = 25 &amp;lt;br&amp;gt;laser = 30 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 25 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 50 &amp;lt;br&amp;gt;fire = 95 &amp;lt;br&amp;gt;acid = 95&lt;br /&gt;
|Offer more protection than the standard Security Hardsuit. Still not as good as the Captain&#039;s spacesuit.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Wizardsuit.png|64px]]&lt;br /&gt;
!{{anchor|Gem-encrusted hardsuit}}[[Wizard|Gem-encrusted hardsuit]]&lt;br /&gt;
|[[Wizard]] or Summon magic&lt;br /&gt;
|Offers good protection overall and counts as a robe for spellcasting. Protective against fire and totally acidproof to boot!&lt;br /&gt;
|melee = 40&amp;lt;br&amp;gt;bullet = 40&amp;lt;br&amp;gt;laser = 40&amp;lt;br&amp;gt;energy = 20&amp;lt;br&amp;gt;bomb = 35&amp;lt;br&amp;gt;bio = 100&amp;lt;br&amp;gt;rad = 50&amp;lt;br&amp;gt;fire = 100&amp;lt;br&amp;gt;acid = 100&lt;br /&gt;
|See [[Wizard|here]] for information on the magical arts.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Armor_reflec.png ‎‎|64px]]&lt;br /&gt;
!{{anchor|Ablative Armor Vest}}[[Ablative Armor Vest]]&lt;br /&gt;
|[[Armory]]&lt;br /&gt;
|Gives excellent protection against Laser and Energy attacks and can even deflect them.&lt;br /&gt;
|melee = 10 &amp;lt;br&amp;gt;bullet = 10 &amp;lt;br&amp;gt;laser = 60 &amp;lt;br&amp;gt;energy = 50&lt;br /&gt;
|It will sometimes deflect energy projectiles, which includes [[Taser]] shots!  It&#039;s also a [[High-risk items|traitor objective]]. Expect to receive a harsh sentence from security if caught with this.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Bulletproofvest.png|64px]]&lt;br /&gt;
!{{anchor|Bulletproof Vest}}[[Bulletproof Vest]]&lt;br /&gt;
|[[Armory]]&lt;br /&gt;
|Makes the wearer very resilient to bullets at the cost of being poor defense against other weapons.&lt;br /&gt;
|melee = 15 &amp;lt;br&amp;gt;bullet = 60 &amp;lt;br&amp;gt;laser = 10 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 40&lt;br /&gt;
|Very useful against gangsters and nuke ops. The helmet only provides half of the protection of the vest sadly.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Armor.png|64px]]&lt;br /&gt;
!{{anchor|Body Armor}}[[Body Armor]]&lt;br /&gt;
|[[HoS]], [[HoP]], [[Security]]&lt;br /&gt;
|Protects moderately against melee and lasers, which are common things to be harmed by.&lt;br /&gt;
|melee = 30 &amp;lt;br&amp;gt;bullet = 30 &amp;lt;br&amp;gt;laser = 30 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 25&lt;br /&gt;
|The standard armor found on security mooks.  Also sometimes found on [[Ian]]. Also comes in identical tactical (officer lockers) and Black Mesa (security vendor) versions.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Swatarmor.png|64px]]&lt;br /&gt;
!{{anchor|Riot Suit}}[[Riot Suit]]&lt;br /&gt;
|[[Armory]]&lt;br /&gt;
|This, combined with the riot shield, will make you be the nightmare of fire extinguisher -wielding [[assistant]]s everywhere. Gives complete protection to the entire body.&lt;br /&gt;
|melee = 50 &amp;lt;br&amp;gt;bullet = 10 &amp;lt;br&amp;gt;laser = 10 &amp;lt;br&amp;gt;energy = 10&lt;br /&gt;
|It&#039;s very resistant to melee attacks, BUT it&#039;s less protective against lasers than standard armor.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Armoredcoat.png|64px]]&lt;br /&gt;
!{{anchor|Armored Coat}}[[Armored Coat]]&lt;br /&gt;
|[[HoS]]&lt;br /&gt;
|A good set of armour that covers the entire body, and the HoS starts with it. Not as powerful as it once was but it&#039;s still robust.&lt;br /&gt;
|melee = 30 &amp;lt;br&amp;gt;bullet = 30 &amp;lt;br&amp;gt;laser = 30 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 25&lt;br /&gt;
|Wear this as your rightful trophy if you manage to outrobust him.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Deathsquad.png|64px]]&lt;br /&gt;
!{{anchor|Deathsquad Armor}}[[Deathsquad Armor]]&lt;br /&gt;
|[[Death Squad]]&lt;br /&gt;
|Extremely robust armor found only on Deathsquad Officers.  Offers strong protection against all damage sources to the entire body, in addition to being spaceworthy.  Moderate slowdown.&lt;br /&gt;
|melee = 80 &amp;lt;br&amp;gt;bullet = 80 &amp;lt;br&amp;gt;laser = 50 &amp;lt;br&amp;gt;energy = 50 &amp;lt;br&amp;gt;bomb = 100 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 100 &amp;lt;br&amp;gt;fire = 100 &amp;lt;br&amp;gt;acid = 100&lt;br /&gt;
|If you see someone wearing this, it&#039;s a good idea to run.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Bomb-suit.png|64px]]&lt;br /&gt;
!{{anchor|Bomb Suit}}[[Bomb-suit|Bomb Suit]]&lt;br /&gt;
|[[Toxins Lab]], [[Armory]]&lt;br /&gt;
|Protects you from bombs. Even if a bomb manages to kill you, your body will not be gibbed and you can be cloned.&lt;br /&gt;
|melee = 40 &amp;lt;br&amp;gt;laser = 20 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 100&lt;br /&gt;
|A suit designed for safety when handling explosives.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Secjumpsuit.png|64px]]&lt;br /&gt;
!{{anchor|Security Officer&#039;s Jumpsuit}}Security Officer&#039;s Jumpsuit&lt;br /&gt;
|[[Security Offices]]&lt;br /&gt;
|A security officer&#039;s jumpsuit provides a small amount of melee protection. All security-division jumpsuits have the same benefit, whether it be an officer&#039;s, the detective&#039;s, or the HoS&#039;s. Lawyers do not, however.&lt;br /&gt;
|melee = 10&lt;br /&gt;
|The kicker? It goes in your jumpsuit slot, and when worn underneath armor will stack their defenses additively. The riot suit&#039;s 80% melee reduction becomes an incredible 90%.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:MK.I_SWAT_Suit.png|64px]]&lt;br /&gt;
!{{anchor|MK.I SWAT Suit}}[[MK.I SWAT Suit|MK.I SWAT Suit]]&lt;br /&gt;
|Order it from [[Cargo|Cargo]]&lt;br /&gt;
|An all rounded suit available through the Cargo Supply Console for 6000 points. Causes moderate slowdown&lt;br /&gt;
|melee = 40 &amp;lt;br&amp;gt;bullet = 30 &amp;lt;br&amp;gt;laser = 30 &amp;lt;br&amp;gt;energy = 30 &amp;lt;br&amp;gt;bomb = 50 &amp;lt;br&amp;gt;bio = 90 &amp;lt;br&amp;gt;rad = 20 &amp;lt;br&amp;gt;fire = 100 &amp;lt;br&amp;gt;acid = 100&lt;br /&gt;
|This suit, although costly, can provide a decent addition to security should they need extra defense against a multitude of threats.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Syndi_hardsuit.png|64px]]&lt;br /&gt;
!{{anchor|Blood-red Hardsuit}}[[Syndicate_Items#Syndicate_Hardsuit|Blood-red Hardsuit]]&lt;br /&gt;
|From [[Syndicate_Uplink|the Syndicate]]&lt;br /&gt;
|A dual-mode advanced helmet designed for work in special operations. Has two modes: EVA and Combat.&lt;br /&gt;
|melee = 40 &amp;lt;br&amp;gt;bullet = 50 &amp;lt;br&amp;gt;laser = 30 &amp;lt;br&amp;gt;energy = 15 &amp;lt;br&amp;gt;bomb = 35 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt;rad = 50 &amp;lt;br&amp;gt;fire = 50 &amp;lt;br&amp;gt;acid = 90&lt;br /&gt;
|Costs 8 telecrystals from the uplink. EVA is space proof while Combat is not, but increases your speed, fits in backpacks. Property of Gorlex Marauders.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Helmets===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue;&#039;|Icon&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&#039;background-color:Lightblue;&#039;|Item&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue;&#039;|How to acquire&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue;&#039;|Protection&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue; width:80px&#039;|Defense values %&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:Lightblue;&#039;|Notes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Helmet.png|64px]]&lt;br /&gt;
!{{anchor|Helmet}}[[Helmet]]&lt;br /&gt;
|[[Security Office]]&lt;br /&gt;
|Standard head gear for security mooks. Keeps your head safe.&lt;br /&gt;
|melee = 35 &amp;lt;br&amp;gt;bullet = 30 &amp;lt;br&amp;gt;laser = 30 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 25&lt;br /&gt;
|Brave officers may opt to wear the security beret or hat instead.  The warden&#039;s hat offers the same protection as this.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Swathelmet.png|64px]]&lt;br /&gt;
!{{anchor|Swat Helmet}}Swat Helmet&lt;br /&gt;
|[[Derelict]] or order it from [[Cargo|Cargo]]&lt;br /&gt;
|A rare and extremely powerful helmet that protects against all kinds of damage.  Spaceworthy.&lt;br /&gt;
|melee = 40 &amp;lt;br&amp;gt;bullet = 30 &amp;lt;br&amp;gt;laser = 25 &amp;lt;br&amp;gt;energy = 25 &amp;lt;br&amp;gt;bomb = 50 &amp;lt;br&amp;gt;bio = 10&lt;br /&gt;
|If you get this, be proud that you are wearing the best protective headgear in the game.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
![[File:Riothelm.png|64px]]&lt;br /&gt;
!{{anchor|Riot Helmet}}[[Riot Helmet]]&lt;br /&gt;
|[[Armory]]&lt;br /&gt;
|Provides excellent melee protection, but lacks in other areas.&lt;br /&gt;
|melee = 45 &amp;lt;br&amp;gt;bullet = 15 &amp;lt;br&amp;gt;laser = 5 &amp;lt;br&amp;gt;energy = 5 &amp;lt;br&amp;gt;bomb = 5 &amp;lt;br&amp;gt;bio = 2&lt;br /&gt;
|Useful during revolutions, and other situations where you might be swarmed with melee weapons.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Hoscap.png|64px]]&lt;br /&gt;
!{{anchor|Head of Security Hat}}Head of Security Hat&lt;br /&gt;
|[[HoS]]&lt;br /&gt;
|Provides robust head protection in all damage types.  The HoS starts with this.&lt;br /&gt;
|melee = 40 &amp;lt;br&amp;gt;bullet = 30 &amp;lt;br&amp;gt;laser = 25 &amp;lt;br&amp;gt;energy = 10 &amp;lt;br&amp;gt;bomb = 25 &amp;lt;br&amp;gt;bio = 10&lt;br /&gt;
|Powerful and stylish, also for showing who is in charge around here.  The dermal armor in the HoS&#039;s locker offers the same protection as this.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
![[File:Deathsquadhelm.png|64px]]&lt;br /&gt;
!{{anchor|Deathsquad Helmet}}Deathsquad Helmet&lt;br /&gt;
|[[Death squad]]&lt;br /&gt;
|A strong helmet that provides reduction against most damage types. Spaceworthy.&lt;br /&gt;
|melee = 80 &amp;lt;br&amp;gt;bullet = 80 &amp;lt;br&amp;gt;laser = 50 &amp;lt;br&amp;gt;energy = 50 &amp;lt;br&amp;gt;bomb = 100 &amp;lt;br&amp;gt;bio = 100 &amp;lt;br&amp;gt; rad = 100&lt;br /&gt;
|Underwhelming compared to the deathsquad body armor&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_items&amp;diff=14170</id>
		<title>Security items</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_items&amp;diff=14170"/>
		<updated>2023-10-22T15:52:02Z</updated>

		<summary type="html">&lt;p&gt;Jovan: /* Armor for Protection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision&lt;br /&gt;
|reason = This page needs to be checked for the following: Template Read-ability, Possible outdated Icons and Missing items (if they&#039;re not there add them)&lt;br /&gt;
|priority = Medium&lt;br /&gt;
}}&lt;br /&gt;
==Non-Lethal Weapons==&lt;br /&gt;
&lt;br /&gt;
=== Firearms and Projectiles ===&lt;br /&gt;
{{anchor|Disabler}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Disabler	&lt;br /&gt;
 |image =Disabler.png &lt;br /&gt;
 |foundin =  On Security Officers&lt;br /&gt;
 |usedfor = Subjugating criminals. &lt;br /&gt;
 |strategy = Use it to stun fleeing suspects &lt;br /&gt;
 |description =&lt;br /&gt;
Your standard-issue sidearm is issued to all security officers. They can be ordered at the Security order console or from Cargo Bay. Disablers are used for non-lethal takedown. When hitting your target, the left mouse fires a bolt that deals 25 stamina damage.&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;
}}{{anchor|Flashbang}}{{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 the security lockers, a full box at the Armory, and the Armadyne Peacekeeper Equipment Vendor.&lt;br /&gt;
 |usedfor = Subjugating many criminals at once. &lt;br /&gt;
 |strategy = Trigger it and throw it at a criminal mob. Note: Triggering it will automatically enable you to throw it immediately.&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, 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 time and deafen them for a more extended 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 wears HUD sunglasses and bowman headsets, allowing them to throw flashbangs safely. Security helmets themselves protect against the bang part but not the flash. Other alternatives, such as regular sunglasses, welding masks, and earmuffs, can be used for protection. 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 wear complete 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 it less time to react (although this will stun you horribly if it goes off while holding it).&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;
The most effective way to use pepperspray is to stop in place and use it directly on the target. While it is possible to use the pepperspray while moving, it may result in spraying and disabling the user. If you are able to use it directly on your target, the spray will follow them and reach its destination. &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;
&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;
=== Close-Proximity and Melee ===&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.  Does not work if the target is facing away from you.&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;
&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]], Autolathe, Security Officer starts with them, 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|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 = Classic Police Crate, 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 35 [[Health#Stamina|stamina]] damage, which means it will put target into 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 put someone  into [[Status_Effects#Paralyze|Put someone into Critical Stamina Condition]] with 4.2 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 hits within 4.2 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 hits&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 = Stun Baton&lt;br /&gt;
 |image =Stun Baton Sec.png &lt;br /&gt;
 |foundin = Lockers at [[Security Office]], spawns in security officers&#039; belts&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;
Stun Batons are capable of both non-lethal and lethal take down, with left mouse knocking down your target and dealing 35 stamina damages, or with right click, beating them, dealing ten brute damage. Unlike the non-charge counterpart, you can still stun someone with harm baton. successful hit will knock your target down for 5 second after a short 3 second delays. Unless they rested which will avoid the effect. They will drop whatever item they&#039;re holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute damage on harm hits&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, Traitor Uplink&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 put someone  into [[Status_Effects#Paralyze|Put someone into Critical Stamina Condition]] with 4.2 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 hits&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lethal Weapons==&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 = Laser Gun&lt;br /&gt;
 |image = [[File:Energy_Gun.png|64px]]&lt;br /&gt;
 |OverrideImage = true&lt;br /&gt;
 |foundin = [[Armory]]&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 = A relatively simple laser gun that can be obtained from the Armory or Cargo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 22 burn on shot&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|MCR-01}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = MCR-01&lt;br /&gt;
 |image = MCR-01.png&lt;br /&gt;
 |foundin = [[Armory]] And Cargo Import&lt;br /&gt;
 |usedfor = Incapacitating threats. &lt;br /&gt;
 |strategy = Fire at the target. &lt;br /&gt;
 |description = Distributed by the [[Warden]] (or [[Quartermaster]]). The laser gun, unsurprisingly, shoots lasers, which deal stun damage like a disabler. 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. They can also be ordered privately via Imports if necessary or by Security Order Console &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 = NT CMG-2 PDW&lt;br /&gt;
 |image = Autorifle.png&lt;br /&gt;
 |foundin = [[Cargo]], [[Armory]]&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. One SMG at a time can be ordered for free from the Security Console&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; = 30 brute on shot&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 = Peacekeeper 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;
===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&lt;br /&gt;
 |usedfor = General defense. &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&lt;br /&gt;
 |usedfor = Information. &lt;br /&gt;
 |strategy = Wear it to identify arrest targets more easily. &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 displays. 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 an arrest condition. In addition, the glasses act as a defense against flash-based weapons like Flashes or Flashbangs.&lt;br /&gt;
&lt;br /&gt;
Click [[HUD|here]] for an overview of the symbols.&lt;br /&gt;
&lt;br /&gt;
It can also 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 = Armorchest.gif&lt;br /&gt;
 |foundin = Armor Crate ordered through security order console&lt;br /&gt;
 |usedfor = General defense. &lt;br /&gt;
 |strategy = Wear it to mitigate some damage from attacks. &lt;br /&gt;
 |description = Standard security Body Armor issued to all Security personnel and select station personnel. It provides a moderate amount of protection, so you should wear it at all times. &#039;&#039;&#039;Alt-click it to reskin it!&#039;&#039;&#039;&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = Security Gloves&lt;br /&gt;
 |image = Secgloves.gif&lt;br /&gt;
 |foundin = Peacekeeper Outfitting Station&lt;br /&gt;
 |usedfor = General defense. &lt;br /&gt;
 |strategy = Protect from fire&lt;br /&gt;
 |description = These are standard security gloves. They do not protect you from any physical attacks, but they will at least protect your hands from fire. &#039;&#039;&#039;Alt-click it to reskin it!&#039;&#039;&#039;&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 defense. &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;
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{{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 defense. &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 defense at the cost of little defense against anything else. &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
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{{anchor|Bulletproof Helmet}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = 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 attacks.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
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{{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 = Armor_reflec.png&lt;br /&gt;
 |foundin = Armory&lt;br /&gt;
 |usedfor = Laser and energy defense. &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 defense 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 can also block ranged attack.&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;
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&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;
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&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>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Armor_reflec.png&amp;diff=14169</id>
		<title>File:Armor reflec.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Armor_reflec.png&amp;diff=14169"/>
		<updated>2023-10-22T15:51:23Z</updated>

		<summary type="html">&lt;p&gt;Jovan: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Swatarmor.png&amp;diff=14168</id>
		<title>File:Swatarmor.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Swatarmor.png&amp;diff=14168"/>
		<updated>2023-10-22T15:47:43Z</updated>

		<summary type="html">&lt;p&gt;Jovan: Jovan uploaded a new version of File:Swatarmor.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Riothelm.png&amp;diff=14167</id>
		<title>File:Riothelm.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Riothelm.png&amp;diff=14167"/>
		<updated>2023-10-22T15:46:23Z</updated>

		<summary type="html">&lt;p&gt;Jovan: Jovan uploaded a new version of File:Riothelm.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Helmet.png&amp;diff=14166</id>
		<title>File:Helmet.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Helmet.png&amp;diff=14166"/>
		<updated>2023-10-22T15:25:29Z</updated>

		<summary type="html">&lt;p&gt;Jovan: Jovan uploaded a new version of File:Helmet.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = This should be updated to the modern version of the sprite}}&lt;/div&gt;</summary>
		<author><name>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Armorchest.gif&amp;diff=14165</id>
		<title>File:Armorchest.gif</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Armorchest.gif&amp;diff=14165"/>
		<updated>2023-10-22T15:24:12Z</updated>

		<summary type="html">&lt;p&gt;Jovan: Jovan uploaded a new version of File:Armorchest.gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
There are unique variants the player can change the armor to&lt;/div&gt;</summary>
		<author><name>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_items&amp;diff=14164</id>
		<title>Security items</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_items&amp;diff=14164"/>
		<updated>2023-10-22T15:21:44Z</updated>

		<summary type="html">&lt;p&gt;Jovan: /* Armor for Protection */ Added Gloves&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision&lt;br /&gt;
|reason = This page needs to be checked for the following: Template Read-ability, Possible outdated Icons and Missing items (if they&#039;re not there add them)&lt;br /&gt;
|priority = Medium&lt;br /&gt;
}}&lt;br /&gt;
==Non-Lethal Weapons==&lt;br /&gt;
&lt;br /&gt;
=== Firearms and Projectiles ===&lt;br /&gt;
{{anchor|Disabler}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Disabler	&lt;br /&gt;
 |image =Disabler.png &lt;br /&gt;
 |foundin =  On Security Officers&lt;br /&gt;
 |usedfor = Subjugating criminals. &lt;br /&gt;
 |strategy = Use it to stun fleeing suspects &lt;br /&gt;
 |description =&lt;br /&gt;
Your standard-issue sidearm is issued to all security officers. They can be ordered at the Security order console or from Cargo Bay. Disablers are used for non-lethal takedown. When hitting your target, the left mouse fires a bolt that deals 25 stamina damage.&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;
}}{{anchor|Flashbang}}{{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 the security lockers, a full box at the Armory, and the Armadyne Peacekeeper Equipment Vendor.&lt;br /&gt;
 |usedfor = Subjugating many criminals at once. &lt;br /&gt;
 |strategy = Trigger it and throw it at a criminal mob. Note: Triggering it will automatically enable you to throw it immediately.&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, 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 time and deafen them for a more extended 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 wears HUD sunglasses and bowman headsets, allowing them to throw flashbangs safely. Security helmets themselves protect against the bang part but not the flash. Other alternatives, such as regular sunglasses, welding masks, and earmuffs, can be used for protection. 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 wear complete 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 it less time to react (although this will stun you horribly if it goes off while holding it).&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;
The most effective way to use pepperspray is to stop in place and use it directly on the target. While it is possible to use the pepperspray while moving, it may result in spraying and disabling the user. If you are able to use it directly on your target, the spray will follow them and reach its destination. &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;
&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;
=== Close-Proximity and Melee ===&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.  Does not work if the target is facing away from you.&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;
&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]], Autolathe, Security Officer starts with them, 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|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 = Classic Police Crate, 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 35 [[Health#Stamina|stamina]] damage, which means it will put target into 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 put someone  into [[Status_Effects#Paralyze|Put someone into Critical Stamina Condition]] with 4.2 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 hits within 4.2 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 hits&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 = Stun Baton&lt;br /&gt;
 |image =Stun Baton Sec.png &lt;br /&gt;
 |foundin = Lockers at [[Security Office]], spawns in security officers&#039; belts&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;
Stun Batons are capable of both non-lethal and lethal take down, with left mouse knocking down your target and dealing 35 stamina damages, or with right click, beating them, dealing ten brute damage. Unlike the non-charge counterpart, you can still stun someone with harm baton. successful hit will knock your target down for 5 second after a short 3 second delays. Unless they rested which will avoid the effect. They will drop whatever item they&#039;re holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute damage on harm hits&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, Traitor Uplink&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 put someone  into [[Status_Effects#Paralyze|Put someone into Critical Stamina Condition]] with 4.2 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 hits&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lethal Weapons==&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 = Laser Gun&lt;br /&gt;
 |image = [[File:Energy_Gun.png|64px]]&lt;br /&gt;
 |OverrideImage = true&lt;br /&gt;
 |foundin = [[Armory]]&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 = A relatively simple laser gun that can be obtained from the Armory or Cargo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 22 burn on shot&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|MCR-01}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = MCR-01&lt;br /&gt;
 |image = MCR-01.png&lt;br /&gt;
 |foundin = [[Armory]] And Cargo Import&lt;br /&gt;
 |usedfor = Incapacitating threats. &lt;br /&gt;
 |strategy = Fire at the target. &lt;br /&gt;
 |description = Distributed by the [[Warden]] (or [[Quartermaster]]). The laser gun, unsurprisingly, shoots lasers, which deal stun damage like a disabler. 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. They can also be ordered privately via Imports if necessary or by Security Order Console &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 = NT CMG-2 PDW&lt;br /&gt;
 |image = Autorifle.png&lt;br /&gt;
 |foundin = [[Cargo]], [[Armory]]&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. One SMG at a time can be ordered for free from the Security Console&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; = 30 brute on shot&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 = Peacekeeper 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;
===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&lt;br /&gt;
 |usedfor = General defense. &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&lt;br /&gt;
 |usedfor = Information. &lt;br /&gt;
 |strategy = Wear it to identify arrest targets more easily. &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 displays. 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 an arrest condition. In addition, the glasses act as a defense against flash-based weapons like Flashes or Flashbangs.&lt;br /&gt;
&lt;br /&gt;
Click [[HUD|here]] for an overview of the symbols.&lt;br /&gt;
&lt;br /&gt;
It can also 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 = Armorchest.gif&lt;br /&gt;
 |foundin = Armor Crate ordered through security order console&lt;br /&gt;
 |usedfor = General defense. &lt;br /&gt;
 |strategy = Wear it to mitigate some damage from attacks. &lt;br /&gt;
 |description = Standard security Body Armor issued to all Security personnel and select station personnel. It provides a moderate amount of protection, so you should wear it at all times. &#039;&#039;&#039;Alt-click it to reskin it!&#039;&#039;&#039;&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #f2dca6&lt;br /&gt;
 |bgcolor2 = #f2dca6&lt;br /&gt;
 |name = Security Gloves&lt;br /&gt;
 |image = Secgloves.gif&lt;br /&gt;
 |foundin = Peacekeeper Outfitting Station&lt;br /&gt;
 |usedfor = General defense. &lt;br /&gt;
 |strategy = Protect from fire&lt;br /&gt;
 |description = These are standard security gloves. They do not protect you from any physical attacks, but they will at least protect your hands from fire. &#039;&#039;&#039;Alt-click it to reskin it!&#039;&#039;&#039;&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 defense. &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 defense. &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 defense at the cost of little defense 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 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 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 defense. &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 defense 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 can also block ranged attack.&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>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Secgloves.gif&amp;diff=14163</id>
		<title>File:Secgloves.gif</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Secgloves.gif&amp;diff=14163"/>
		<updated>2023-10-22T15:13:39Z</updated>

		<summary type="html">&lt;p&gt;Jovan: Security Glove Variants&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Security Glove Variants&lt;/div&gt;</summary>
		<author><name>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_items&amp;diff=14162</id>
		<title>Security items</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_items&amp;diff=14162"/>
		<updated>2023-10-22T15:09:56Z</updated>

		<summary type="html">&lt;p&gt;Jovan: /* Armor for Protection */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision&lt;br /&gt;
|reason = This page needs to be checked for the following: Template Read-ability, Possible outdated Icons and Missing items (if they&#039;re not there add them)&lt;br /&gt;
|priority = Medium&lt;br /&gt;
}}&lt;br /&gt;
==Non-Lethal Weapons==&lt;br /&gt;
&lt;br /&gt;
=== Firearms and Projectiles ===&lt;br /&gt;
{{anchor|Disabler}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Disabler	&lt;br /&gt;
 |image =Disabler.png &lt;br /&gt;
 |foundin =  On Security Officers&lt;br /&gt;
 |usedfor = Subjugating criminals. &lt;br /&gt;
 |strategy = Use it to stun fleeing suspects &lt;br /&gt;
 |description =&lt;br /&gt;
Your standard-issue sidearm is issued to all security officers. They can be ordered at the Security order console or from Cargo Bay. Disablers are used for non-lethal takedown. When hitting your target, the left mouse fires a bolt that deals 25 stamina damage.&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;
}}{{anchor|Flashbang}}{{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 the security lockers, a full box at the Armory, and the Armadyne Peacekeeper Equipment Vendor.&lt;br /&gt;
 |usedfor = Subjugating many criminals at once. &lt;br /&gt;
 |strategy = Trigger it and throw it at a criminal mob. Note: Triggering it will automatically enable you to throw it immediately.&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, 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 time and deafen them for a more extended 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 wears HUD sunglasses and bowman headsets, allowing them to throw flashbangs safely. Security helmets themselves protect against the bang part but not the flash. Other alternatives, such as regular sunglasses, welding masks, and earmuffs, can be used for protection. 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 wear complete 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 it less time to react (although this will stun you horribly if it goes off while holding it).&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;
The most effective way to use pepperspray is to stop in place and use it directly on the target. While it is possible to use the pepperspray while moving, it may result in spraying and disabling the user. If you are able to use it directly on your target, the spray will follow them and reach its destination. &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;
&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;
=== Close-Proximity and Melee ===&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.  Does not work if the target is facing away from you.&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;
&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]], Autolathe, Security Officer starts with them, 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|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 = Classic Police Crate, 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 35 [[Health#Stamina|stamina]] damage, which means it will put target into 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 put someone  into [[Status_Effects#Paralyze|Put someone into Critical Stamina Condition]] with 4.2 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 hits within 4.2 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 hits&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 = Stun Baton&lt;br /&gt;
 |image =Stun Baton Sec.png &lt;br /&gt;
 |foundin = Lockers at [[Security Office]], spawns in security officers&#039; belts&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;
Stun Batons are capable of both non-lethal and lethal take down, with left mouse knocking down your target and dealing 35 stamina damages, or with right click, beating them, dealing ten brute damage. Unlike the non-charge counterpart, you can still stun someone with harm baton. successful hit will knock your target down for 5 second after a short 3 second delays. Unless they rested which will avoid the effect. They will drop whatever item they&#039;re holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute damage on harm hits&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, Traitor Uplink&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 put someone  into [[Status_Effects#Paralyze|Put someone into Critical Stamina Condition]] with 4.2 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 hits&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lethal Weapons==&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 = Laser Gun&lt;br /&gt;
 |image = [[File:Energy_Gun.png|64px]]&lt;br /&gt;
 |OverrideImage = true&lt;br /&gt;
 |foundin = [[Armory]]&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 = A relatively simple laser gun that can be obtained from the Armory or Cargo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 22 burn on shot&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|MCR-01}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = MCR-01&lt;br /&gt;
 |image = MCR-01.png&lt;br /&gt;
 |foundin = [[Armory]] And Cargo Import&lt;br /&gt;
 |usedfor = Incapacitating threats. &lt;br /&gt;
 |strategy = Fire at the target. &lt;br /&gt;
 |description = Distributed by the [[Warden]] (or [[Quartermaster]]). The laser gun, unsurprisingly, shoots lasers, which deal stun damage like a disabler. 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. They can also be ordered privately via Imports if necessary or by Security Order Console &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 = NT CMG-2 PDW&lt;br /&gt;
 |image = Autorifle.png&lt;br /&gt;
 |foundin = [[Cargo]], [[Armory]]&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. One SMG at a time can be ordered for free from the Security Console&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; = 30 brute on shot&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 = Peacekeeper 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;
===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&lt;br /&gt;
 |usedfor = General defense. &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&lt;br /&gt;
 |usedfor = Information. &lt;br /&gt;
 |strategy = Wear it to identify arrest targets more easily. &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 displays. 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 an arrest condition. In addition, the glasses act as a defense against flash-based weapons like Flashes or Flashbangs.&lt;br /&gt;
&lt;br /&gt;
Click [[HUD|here]] for an overview of the symbols.&lt;br /&gt;
&lt;br /&gt;
It can also 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 = Armorchest.gif&lt;br /&gt;
 |foundin = Lockers at Security Office&lt;br /&gt;
 |usedfor = General defense. &lt;br /&gt;
 |strategy = Wear it to mitigate some damage from attacks. &lt;br /&gt;
 |description = Standard security Body Armor issued to all Security personnel and select station personnel. It provides a moderate amount of protection, so you should 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 defense. &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 defense. &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 defense at the cost of little defense 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 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 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 defense. &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 defense 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 can also block ranged attack.&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>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Armorchest.gif&amp;diff=14161</id>
		<title>File:Armorchest.gif</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Armorchest.gif&amp;diff=14161"/>
		<updated>2023-10-22T15:09:11Z</updated>

		<summary type="html">&lt;p&gt;Jovan: There are unique variants the player can change the armor to&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
There are unique variants the player can change the armor to&lt;/div&gt;</summary>
		<author><name>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Vendsec.gif&amp;diff=14010</id>
		<title>File:Vendsec.gif</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Vendsec.gif&amp;diff=14010"/>
		<updated>2023-10-16T01:36:45Z</updated>

		<summary type="html">&lt;p&gt;Jovan: Jovan uploaded a new version of File:Vendsec.gif&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_items&amp;diff=13997</id>
		<title>Security items</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_items&amp;diff=13997"/>
		<updated>2023-10-15T10:30:30Z</updated>

		<summary type="html">&lt;p&gt;Jovan: /* Armor for Protection */ Americanizing the word defense. Cleaning broken links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision&lt;br /&gt;
|reason = This page needs to be checked for the following: Template Read-ability, Possible outdated Icons and Missing items (if they&#039;re not there add them)&lt;br /&gt;
|priority = Medium&lt;br /&gt;
}}&lt;br /&gt;
==Non-Lethal Weapons==&lt;br /&gt;
&lt;br /&gt;
=== Firearms and Projectiles ===&lt;br /&gt;
{{anchor|Disabler}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Disabler	&lt;br /&gt;
 |image =Disabler.png &lt;br /&gt;
 |foundin =  On Security Officers&lt;br /&gt;
 |usedfor = Subjugating criminals. &lt;br /&gt;
 |strategy = Use it to stun fleeing suspects &lt;br /&gt;
 |description =&lt;br /&gt;
Your standard-issue sidearm is issued to all security officers. They can be ordered at the Security order console or from Cargo Bay. Disablers are used for non-lethal takedown. When hitting your target, the left mouse fires a bolt that deals 25 stamina damage.&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;
}}{{anchor|Flashbang}}{{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 the security lockers, a full box at the Armory, and the Armadyne Peacekeeper Equipment Vendor.&lt;br /&gt;
 |usedfor = Subjugating many criminals at once. &lt;br /&gt;
 |strategy = Trigger it and throw it at a criminal mob. Note: Triggering it will automatically enable you to throw it immediately.&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, 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 time and deafen them for a more extended 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 wears HUD sunglasses and bowman headsets, allowing them to throw flashbangs safely. Security helmets themselves protect against the bang part but not the flash. Other alternatives, such as regular sunglasses, welding masks, and earmuffs, can be used for protection. 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 wear complete 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 it less time to react (although this will stun you horribly if it goes off while holding it).&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;
The most effective way to use pepperspray is to stop in place and use it directly on the target. While it is possible to use the pepperspray while moving, it may result in spraying and disabling the user. If you are able to use it directly on your target, the spray will follow them and reach its destination. &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;
&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;
=== Close-Proximity and Melee ===&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.  Does not work if the target is facing away from you.&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;
&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]], Autolathe, Security Officer starts with them, 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|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 = Classic Police Crate, 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 35 [[Health#Stamina|stamina]] damage, which means it will put target into 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 put someone  into [[Status_Effects#Paralyze|Put someone into Critical Stamina Condition]] with 4.2 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 hits within 4.2 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 hits&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 = Stun Baton&lt;br /&gt;
 |image =Stun Baton Sec.png &lt;br /&gt;
 |foundin = Lockers at [[Security Office]], spawns in security officers&#039; belts&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;
Stun Batons are capable of both non-lethal and lethal take down, with left mouse knocking down your target and dealing 35 stamina damages, or with right click, beating them, dealing ten brute damage. Unlike the non-charge counterpart, you can still stun someone with harm baton. successful hit will knock your target down for 5 second after a short 3 second delays. Unless they rested which will avoid the effect. They will drop whatever item they&#039;re holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute damage on harm hits&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, Traitor Uplink&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 put someone  into [[Status_Effects#Paralyze|Put someone into Critical Stamina Condition]] with 4.2 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 hits&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lethal Weapons==&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 = Laser Gun&lt;br /&gt;
 |image = [[File:Energy_Gun.png|64px]]&lt;br /&gt;
 |OverrideImage = true&lt;br /&gt;
 |foundin = [[Armory]]&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 = A relatively simple laser gun that can be obtained from the Armory or Cargo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 22 burn on shot&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|MCR-01}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = MCR-01&lt;br /&gt;
 |image = MCR-01.png&lt;br /&gt;
 |foundin = [[Armory]] And Cargo Import&lt;br /&gt;
 |usedfor = Incapacitating threats. &lt;br /&gt;
 |strategy = Fire at the target. &lt;br /&gt;
 |description = Distributed by the [[Warden]] (or [[Quartermaster]]). The laser gun, unsurprisingly, shoots lasers, which deal stun damage like a disabler. 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. They can also be ordered privately via Imports if necessary or by Security Order Console &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 = NT CMG-2 PDW&lt;br /&gt;
 |image = Autorifle.png&lt;br /&gt;
 |foundin = [[Cargo]], [[Armory]]&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. One SMG at a time can be ordered for free from the Security Console&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; = 30 brute on shot&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 = Peacekeeper 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;
===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&lt;br /&gt;
 |usedfor = General defense. &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&lt;br /&gt;
 |usedfor = Information. &lt;br /&gt;
 |strategy = Wear it to identify arrest targets more easily. &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 displays. 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 an arrest condition. In addition, the glasses act as a defense against flash-based weapons like Flashes or Flashbangs.&lt;br /&gt;
&lt;br /&gt;
Click [[HUD|here]] for an overview of the symbols.&lt;br /&gt;
&lt;br /&gt;
It can also 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&lt;br /&gt;
 |usedfor = General defense. &lt;br /&gt;
 |strategy = Wear it to mitigate some damage from attacks. &lt;br /&gt;
 |description = Standard security Body Armor issued to all Security personnel and select station personnel. It provides a moderate amount of protection, so you should 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 defense. &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 defense. &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 defense at the cost of little defense 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 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 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 defense. &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 defense 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 can also block ranged attack.&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>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_items&amp;diff=13994</id>
		<title>Security items</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_items&amp;diff=13994"/>
		<updated>2023-10-13T02:17:23Z</updated>

		<summary type="html">&lt;p&gt;Jovan: /* Armor for Protection */  Fixed Sunglasses image and links.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision&lt;br /&gt;
|reason = This page needs to be checked for the following: Template Read-ability, Possible outdated Icons and Missing items (if they&#039;re not there add them)&lt;br /&gt;
|priority = Medium&lt;br /&gt;
}}&lt;br /&gt;
==Non-Lethal Weapons==&lt;br /&gt;
&lt;br /&gt;
=== Firearms and Projectiles ===&lt;br /&gt;
{{anchor|Disabler}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Disabler	&lt;br /&gt;
 |image =Disabler.png &lt;br /&gt;
 |foundin =  On Security Officers&lt;br /&gt;
 |usedfor = Subjugating criminals. &lt;br /&gt;
 |strategy = Use it to stun fleeing suspects &lt;br /&gt;
 |description =&lt;br /&gt;
Your standard-issue sidearm is issued to all security officers. They can be ordered at the Security order console or from Cargo Bay. Disablers are used for non-lethal takedown. When hitting your target, the left mouse fires a bolt that deals 25 stamina damage.&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;
}}{{anchor|Flashbang}}{{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 the security lockers, a full box at the Armory, and the Armadyne Peacekeeper Equipment Vendor.&lt;br /&gt;
 |usedfor = Subjugating many criminals at once. &lt;br /&gt;
 |strategy = Trigger it and throw it at a criminal mob. Note: Triggering it will automatically enable you to throw it immediately.&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, 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 time and deafen them for a more extended 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 wears HUD sunglasses and bowman headsets, allowing them to throw flashbangs safely. Security helmets themselves protect against the bang part but not the flash. Other alternatives, such as regular sunglasses, welding masks, and earmuffs, can be used for protection. 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 wear complete 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 it less time to react (although this will stun you horribly if it goes off while holding it).&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;
The most effective way to use pepperspray is to stop in place and use it directly on the target. While it is possible to use the pepperspray while moving, it may result in spraying and disabling the user. If you are able to use it directly on your target, the spray will follow them and reach its destination. &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;
&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;
=== Close-Proximity and Melee ===&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.  Does not work if the target is facing away from you.&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;
&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]], Autolathe, Security Officer starts with them, 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|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 = Classic Police Crate, 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 35 [[Health#Stamina|stamina]] damage, which means it will put target into 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 put someone  into [[Status_Effects#Paralyze|Put someone into Critical Stamina Condition]] with 4.2 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 hits within 4.2 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 hits&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 = Stun Baton&lt;br /&gt;
 |image =Stun Baton Sec.png &lt;br /&gt;
 |foundin = Lockers at [[Security Office]], spawns in security officers&#039; belts&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;
Stun Batons are capable of both non-lethal and lethal take down, with left mouse knocking down your target and dealing 35 stamina damages, or with right click, beating them, dealing ten brute damage. Unlike the non-charge counterpart, you can still stun someone with harm baton. successful hit will knock your target down for 5 second after a short 3 second delays. Unless they rested which will avoid the effect. They will drop whatever item they&#039;re holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute damage on harm hits&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, Traitor Uplink&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 put someone  into [[Status_Effects#Paralyze|Put someone into Critical Stamina Condition]] with 4.2 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 hits&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lethal Weapons==&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 = Laser Gun&lt;br /&gt;
 |image = [[File:Energy_Gun.png|64px]]&lt;br /&gt;
 |OverrideImage = true&lt;br /&gt;
 |foundin = [[Armory]]&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 = A relatively simple laser gun that can be obtained from the Armory or Cargo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 22 burn on shot&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|MCR-01}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = MCR-01&lt;br /&gt;
 |image = MCR-01.png&lt;br /&gt;
 |foundin = [[Armory]] And Cargo Import&lt;br /&gt;
 |usedfor = Incapacitating threats. &lt;br /&gt;
 |strategy = Fire at the target. &lt;br /&gt;
 |description = Distributed by the [[Warden]] (or [[Quartermaster]]). The laser gun, unsurprisingly, shoots lasers, which deal stun damage like a disabler. 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. They can also be ordered privately via Imports if necessary or by Security Order Console &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 = NT CMG-2 PDW&lt;br /&gt;
 |image = Autorifle.png&lt;br /&gt;
 |foundin = [[Cargo]], [[Armory]]&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. One SMG at a time can be ordered for free from the Security Console&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; = 30 brute on shot&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 = Peacekeeper 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;
===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&lt;br /&gt;
 |usedfor = Information. &lt;br /&gt;
 |strategy = Wear it to identify arrest targets more easily. &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 displays. 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 an arrest condition. In addition, the glasses act as a defense against flash-based weapons like Flashes or Flashbangs.&lt;br /&gt;
&lt;br /&gt;
Click [[HUD|here]] for an overview of the symbols.&lt;br /&gt;
&lt;br /&gt;
It can also 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 can also block ranged attack.&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>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Hudsunglasses.png&amp;diff=13993</id>
		<title>File:Hudsunglasses.png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Hudsunglasses.png&amp;diff=13993"/>
		<updated>2023-10-13T02:03:09Z</updated>

		<summary type="html">&lt;p&gt;Jovan: Jovan uploaded a new version of File:Hudsunglasses.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Guide_to_security&amp;diff=13861</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=13861"/>
		<updated>2023-10-06T11:56:12Z</updated>

		<summary type="html">&lt;p&gt;Jovan: /* Standard Operating Procedures */ Changed Security Policy from SOP. Reviewed to align with rules and Security Policy.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Fix broken links}}&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 (or you can put the Seclite on your helmet).&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]] [[Corporate Regulations]]==&lt;br /&gt;
[[Corporate Regulations|Station Control and Conflict Management Regulations]] (SCCMR), or &#039;&#039;&#039;Corporate Regulation&#039;&#039;&#039;, includes a comprehensive list of all crimes. The Nanotrasen Corporation established this law. Reviewing the regulations before interacting with the crew regarding any reported crimes is advisable. While it&#039;s not essential to know every detail about what constitutes a crime, adhering to the [[Security Policy]] is imperative.&lt;br /&gt;
&lt;br /&gt;
==[[Security Policy]]==&lt;br /&gt;
* You should be reviewing the Standard Operating Procedure, which is found in the Security Policy.&lt;br /&gt;
* You are an enforcer of the Corporate Regulations, not above it.&lt;br /&gt;
* Use of lethal force should be your last resort. Read the situation and communicate with your team.&lt;br /&gt;
* You should be using and understand the equipment provided to you.&lt;br /&gt;
* Do not needlessly put yourself in danger or put yourself in danger to save someone else.&lt;br /&gt;
* Communicate with your team, listen to your direct supervisor, and respond to calls for help.&lt;br /&gt;
**Tip: You can highlight the word &#039;help&#039; in chat. &lt;br /&gt;
&lt;br /&gt;
More information can be found in the [[Security Policy]]. Don&#039;t forget to follow the [[Rules]].&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 &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 disablers 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, as 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. Disablers, 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, unless there&#039;s substantial evidence that the perpetrator has nothing to lose.&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>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Vending_machines&amp;diff=13860</id>
		<title>Vending machines</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Vending_machines&amp;diff=13860"/>
		<updated>2023-10-06T04:51:40Z</updated>

		<summary type="html">&lt;p&gt;Jovan: /* Security */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason = Vendor contents have been changing very rapidly and editors haven&#039;t been able to keep up. Consider them to be mostly outdated.&lt;br /&gt;
|priority = Medium &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Vending machines store and dispense items. &lt;br /&gt;
Each machine sells a specific selection of items; click &#039;vend&#039; and it&#039;ll dispense the corresponding item, if you can affort it. Some items may be free if they belong to your worn ID&#039;s department. &lt;br /&gt;
[[Hacking#Vending Machines|Hacking]] a vending machine will unlock another selection of items. Premium items simply cost more. Some departmental clothing vendors aren&#039;t listed here yet, but you can re-insert items into clothing vendors, if they sell those items. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Public=&lt;br /&gt;
==Food and Drink Machines==&lt;br /&gt;
{{anchor|Robust Softdrinks}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Robust Softdrinks&lt;br /&gt;
| icon = vendcola.gif&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
10x Space Cola&amp;lt;br&amp;gt;&lt;br /&gt;
10x Space Mountain Wind&amp;lt;br&amp;gt;&lt;br /&gt;
10x Dr. Gibb&amp;lt;br&amp;gt;&lt;br /&gt;
10x Star-kist&amp;lt;br&amp;gt;&lt;br /&gt;
10x Space-Up&amp;lt;br&amp;gt;&lt;br /&gt;
10x Lemon-Lime Soda&lt;br /&gt;
| hackeditems =&lt;br /&gt;
6x Thirteen Loko&lt;br /&gt;
| premiumitems =&lt;br /&gt;
2x Nuka Cola&amp;lt;br&amp;gt;&lt;br /&gt;
1x Canned Air&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Getmore Chocolate Corp}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Getmore Chocolate Corp&lt;br /&gt;
| icon = vendsnack.gif&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
6x Candy&amp;lt;br&amp;gt;&lt;br /&gt;
6x Cup Ramen&amp;lt;br&amp;gt;&lt;br /&gt;
6x Chips&amp;lt;br&amp;gt;&lt;br /&gt;
6x Scaredy&#039;s Private Reserve Beef Jerky&amp;lt;br&amp;gt;&lt;br /&gt;
6x 4no Raisins&amp;lt;br&amp;gt;&lt;br /&gt;
6x Space Twinkie&amp;lt;br&amp;gt;&lt;br /&gt;
6x Cheesie Honkers&lt;br /&gt;
| hackeditems =&lt;br /&gt;
6x Syndi-Cakes&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Hot Drinks Machine}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Hot Drinks Machine&lt;br /&gt;
| icon = vendcoffee.png&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
25x Robust Coffee&amp;lt;br&amp;gt;&lt;br /&gt;
25x Duke Purple Tea&amp;lt;br&amp;gt;&lt;br /&gt;
25x Dutch Hot Coco&lt;br /&gt;
| hackeditems =&lt;br /&gt;
12x Ice Cup&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|вода}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Вода/Voda (soviet soda machine)&lt;br /&gt;
| icon = vendsovietsoda.gif&lt;br /&gt;
| area = [[Derelict]]&lt;br /&gt;
| items =&lt;br /&gt;
30x Soda Water&lt;br /&gt;
| hackeditems =&lt;br /&gt;
20x Cola&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Sustenance Vendor}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Sustenance Vendor&lt;br /&gt;
| icon = sustenance.png&lt;br /&gt;
| area = [[Labor Camp]]&lt;br /&gt;
| items =&lt;br /&gt;
24x Tofu&amp;lt;br&amp;gt;&lt;br /&gt;
12x Ice Cup&amp;lt;br&amp;gt;&lt;br /&gt;
6x Candy Corn&lt;br /&gt;
| hackeditems = &lt;br /&gt;
6x Kitchen Knife&amp;lt;br&amp;gt;&lt;br /&gt;
12x Robust Coffee&amp;lt;br&amp;gt;&lt;br /&gt;
6x Emergency Oxygen Tank&amp;lt;br&amp;gt;&lt;br /&gt;
6x Breath Mask&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tool Machines==&lt;br /&gt;
{{anchor|YouTool}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = YouTool&lt;br /&gt;
| icon = vendyoutool.png&lt;br /&gt;
| area = [[Primary Tool Storage]]&lt;br /&gt;
| items =&lt;br /&gt;
10x Cable Coil&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Crowbar]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Welding Tool]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Wirecutters]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Wrench]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Analyzer]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[T-Ray Scanner]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Screwdriver]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x [[Welding Tool|Industrial Welding Tool]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Budget Insulated Gloves]]&lt;br /&gt;
| premiumitems = &lt;br /&gt;
1x [[Insulated Gloves]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Vendomat}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Vendomat&lt;br /&gt;
| icon = vendgeneric.gif&lt;br /&gt;
| area = [[Primary Tool Storage]]&lt;br /&gt;
| items =&lt;br /&gt;
5x [[Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Igniter]]&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[Remote Signaling Device]]&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Wirecutters]]&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[PDA#Other non-Default Cartridges|Generic Signaler cartridge]]&lt;br /&gt;
| hackeditems =&lt;br /&gt;
5x [[Flashlight]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Timer]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Voice Analyzer]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Health Sensor]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Misc Machines==&lt;br /&gt;
{{anchor|AutoDrobe}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = AutoDrobe&lt;br /&gt;
| icon = AutoDrobe.gif&lt;br /&gt;
| area = [[Theatre]]&lt;br /&gt;
| items=&lt;br /&gt;
Shitloads of silly clothes!&amp;lt;br&amp;gt;&lt;br /&gt;
Really, over 50 different things ranging from wigs to sandals.&lt;br /&gt;
| hackeditems =&lt;br /&gt;
Judge&#039;s Robe&amp;lt;br&amp;gt;&lt;br /&gt;
Powdered Wig&amp;lt;br&amp;gt;&lt;br /&gt;
Cardborg costume&amp;lt;br&amp;gt;&lt;br /&gt;
Wand&amp;lt;br&amp;gt;&lt;br /&gt;
Blindfold&amp;lt;br&amp;gt;&lt;br /&gt;
2x Muzzle&amp;lt;br&amp;gt;&lt;br /&gt;
| premiumitems =&lt;br /&gt;
Pirate Captain Coat&amp;lt;br&amp;gt;&lt;br /&gt;
Pirate Captain Hat&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Legionaire Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Armor&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Sandals&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Skub&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|ClothesMate}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = ClothesMate&lt;br /&gt;
| icon = ClothesMate.gif&lt;br /&gt;
| area = [[Locker Room]]&lt;br /&gt;
| items=&lt;br /&gt;
Shitloads of clothes!&lt;br /&gt;
| hackeditems =&lt;br /&gt;
Tacticool Turtleneck&amp;lt;br&amp;gt;&lt;br /&gt;
Balaclava&amp;lt;br&amp;gt;&lt;br /&gt;
Ushanka&amp;lt;br&amp;gt;&lt;br /&gt;
Soviet Uniform&amp;lt;br&amp;gt;&lt;br /&gt;
2x Black fannypack&amp;lt;br&amp;gt;&lt;br /&gt;
Blood-red letterman jacket&amp;lt;br&amp;gt;&lt;br /&gt;
Jabroni Outfit&amp;lt;br&amp;gt;&lt;br /&gt;
Vape Naysh Shirt&lt;br /&gt;
| premiumitems = &lt;br /&gt;
Checkered Suit&amp;lt;br&amp;gt;&lt;br /&gt;
Mailman&#039;s Hat&amp;lt;br&amp;gt;&lt;br /&gt;
Mailman&#039;s Jumpsuit&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Jacket&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Overcoat&amp;lt;br&amp;gt;&lt;br /&gt;
Must Hang Jeans&amp;lt;br&amp;gt;&lt;br /&gt;
Gold Necklace&amp;lt;br&amp;gt;&lt;br /&gt;
Blue Leatherman Jacket&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Good Clean Fun}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Good Clean Fun&lt;br /&gt;
| icon = Nanomed.png&lt;br /&gt;
| area = [[Library]]&lt;br /&gt;
| items=&lt;br /&gt;
5x Deck of cards&amp;lt;br&amp;gt;&lt;br /&gt;
10x Dice bag&amp;lt;br&amp;gt;&lt;br /&gt;
5x Cards against space (white version)&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cards against space (black version)&lt;br /&gt;
| hackeditems =&lt;br /&gt;
9x Fudge die&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|NanoMed}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = NanoMed&lt;br /&gt;
| icon = Nanomed.png&lt;br /&gt;
| area = [[Medbay#Patient Rooms|Medbay Patient Rooms]], [[Operating Theatre]], [[Medbay#Recovery Room|Medbay Recovery Room]]&lt;br /&gt;
| items=&lt;br /&gt;
3x Syringe&amp;lt;br&amp;gt;&lt;br /&gt;
5x Brute patch&amp;lt;br&amp;gt;&lt;br /&gt;
5x Burn patch&amp;lt;br&amp;gt;&lt;br /&gt;
2x Antitoxin pill&amp;lt;br&amp;gt;&lt;br /&gt;
1x Sterilizer Spray&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Toxin pill&amp;lt;br&amp;gt;&lt;br /&gt;
2x Morphine pill&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Cigarette Machine}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Cigarette Machine&lt;br /&gt;
| icon = vendcigs.gif&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
5x Space Cigarettes packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Uplift Smooth packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Robust packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Carp Classic packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Midori Tobako packet&amp;lt;br&amp;gt;&lt;br /&gt;
10x Matchbox&amp;lt;br&amp;gt;&lt;br /&gt;
4x Cheap lighter&amp;lt;br&amp;gt;&lt;br /&gt;
5x Rolling paper pack&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
3x Zippo&amp;lt;br&amp;gt;&lt;br /&gt;
5x E-Cigarette&lt;br /&gt;
| premiumitems = &lt;br /&gt;
2x Robust Gold packet &amp;lt;br&amp;gt;&lt;br /&gt;
1x Premium cigar case (7 cigars to a case)&amp;lt;br&amp;gt;&lt;br /&gt;
1x Premium Havanian cigar case (7 cigars to a case)&amp;lt;br&amp;gt;&lt;br /&gt;
1x Cohiba Robusto cigar case (7 cigars to a case)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Dinnerware}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Dinnerware&lt;br /&gt;
| icon = venddinnerware.gif&lt;br /&gt;
| area = [[Kitchen]]&lt;br /&gt;
| items =&lt;br /&gt;
8x Tray&amp;lt;br&amp;gt;&lt;br /&gt;
20x Bowl&amp;lt;br&amp;gt;&lt;br /&gt;
6x Fork&amp;lt;br&amp;gt;&lt;br /&gt;
8x Drinking Glass&amp;lt;br&amp;gt;&lt;br /&gt;
5x Ketchup condiment pack&amp;lt;br&amp;gt;&lt;br /&gt;
5x Hot sauce condiment pack&amp;lt;br&amp;gt;&lt;br /&gt;
5x Astrotame condiment pack&amp;lt;br&amp;gt;&lt;br /&gt;
5x Salt Shaker&amp;lt;br&amp;gt;&lt;br /&gt;
5x Pepper mill&amp;lt;br&amp;gt;&lt;br /&gt;
2x Chef&#039;s apron&amp;lt;br&amp;gt;&lt;br /&gt;
2x Rolling Pin&amp;lt;br&amp;gt;&lt;br /&gt;
2x Kitchen knife&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Butcher&#039;s Cleaver	&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Private=&lt;br /&gt;
==Bar==&lt;br /&gt;
{{anchor|Booze-O-Mat}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Booze-O-Mat&lt;br /&gt;
| icon = vendboozeomat.gif&lt;br /&gt;
| area = [[Bar]]&lt;br /&gt;
| items =&lt;br /&gt;
5x Griffeater Gin&amp;lt;br&amp;gt;&lt;br /&gt;
5x Uncle Git&#039;s Special Reserve&amp;lt;br&amp;gt;&lt;br /&gt;
5x Caccavo Guaranteed Quality Tequilla&amp;lt;br&amp;gt;&lt;br /&gt;
5x Tunguska Triple Distilled&amp;lt;br&amp;gt;&lt;br /&gt;
5x Goldeneye Vermouth&amp;lt;br&amp;gt;&lt;br /&gt;
5x Captain Pete&#039;s Cuban Spiced Rum&amp;lt;br&amp;gt;&lt;br /&gt;
5x Doublebeard Bearded Special Wine&amp;lt;br&amp;gt;&lt;br /&gt;
5x Chateau De Baton Premium Cognac&amp;lt;br&amp;gt;&lt;br /&gt;
5x Robert Robust&#039;s Coffee Liqueur&amp;lt;br&amp;gt;&lt;br /&gt;
6x Space Beer&amp;lt;br&amp;gt;&lt;br /&gt;
6x Magm-Ale&amp;lt;br&amp;gt;&lt;br /&gt;
4x Orange Juice&amp;lt;br&amp;gt;&lt;br /&gt;
4x Tomato Juice&amp;lt;br&amp;gt;&lt;br /&gt;
4x Lime Juice&amp;lt;br&amp;gt;&lt;br /&gt;
4x Milk Cream&amp;lt;br&amp;gt;&lt;br /&gt;
8x T-Borg&#039;s Tonic Water&amp;lt;br&amp;gt;&lt;br /&gt;
8x Space Cola&amp;lt;br&amp;gt;&lt;br /&gt;
8x Soda Water&amp;lt;br&amp;gt;&lt;br /&gt;
30x Glass&amp;lt;br&amp;gt;&lt;br /&gt;
10x Ice Cup&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
12x Duke Purple Tea&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
{{anchor|Engi-Vend}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Engi-Vend&lt;br /&gt;
| icon = Engivend.png&lt;br /&gt;
| area = [[Engineering]]&lt;br /&gt;
| items =&lt;br /&gt;
2x Engineering Scanner Goggles&amp;lt;br&amp;gt;&lt;br /&gt;
2x Welding Goggles&amp;lt;br&amp;gt;&lt;br /&gt;
4x Multitool&amp;lt;br&amp;gt;&lt;br /&gt;
10x Airlock Electronics&amp;lt;br&amp;gt;&lt;br /&gt;
10x APC Module&amp;lt;br&amp;gt;&lt;br /&gt;
10x Air Alarm Electronics&amp;lt;br&amp;gt;&lt;br /&gt;
10x High-Capacity Power Cell&amp;lt;br&amp;gt;&lt;br /&gt;
3x Rapid Construction Device (loaded)&amp;lt;br&amp;gt;&lt;br /&gt;
5x Geiger Counter&amp;lt;br&amp;gt;&lt;br /&gt;
|hackeditems =&lt;br /&gt;
3x Potato Battery&amp;lt;br&amp;gt;&lt;br /&gt;
|premiumitems =&lt;br /&gt;
3x Utility Belt&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Medbay==&lt;br /&gt;
{{anchor|NanoMed Plus}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = NanoMed Plus&lt;br /&gt;
| icon = vendmed.gif&lt;br /&gt;
| area = [[Medbay]]&lt;br /&gt;
| items =&lt;br /&gt;
12x Syringe&amp;lt;br&amp;gt;&lt;br /&gt;
3x Dropper&amp;lt;br&amp;gt;&lt;br /&gt;
8x Medical gauze&amp;lt;br&amp;gt;&lt;br /&gt;
5x Libital patch (brute) &amp;lt;br&amp;gt;&lt;br /&gt;
5x Aiuri patch (burn)&amp;lt;br&amp;gt;&lt;br /&gt;
5x Insulin pill&amp;lt;br&amp;gt;&lt;br /&gt;
4x Multiver bottle&amp;lt;br&amp;gt;&lt;br /&gt;
1x Sterilizer Gel&amp;lt;br&amp;gt;&lt;br /&gt;
3x Epinephrine bottle&amp;lt;br&amp;gt;&lt;br /&gt;
4x Morphine bottle&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Guide_to_chemistry#Potassium_Iodide|Potassium Iodine]] bottle&amp;lt;br&amp;gt;&lt;br /&gt;
3x Saline-Glucose Solution bottle&amp;lt;br&amp;gt;&lt;br /&gt;
3x Toxin bottle&amp;lt;br&amp;gt;&lt;br /&gt;
6x Spaceacillin syringe&amp;lt;br&amp;gt;&lt;br /&gt;
2x Convermol syringe&amp;lt;br&amp;gt;&lt;br /&gt;
2x Medical gel (libital)&amp;lt;br&amp;gt;&lt;br /&gt;
2x Medical gel (aiuri)&amp;lt;br&amp;gt;&lt;br /&gt;
2x Bottle of Psicodine pills&amp;lt;br&amp;gt;&lt;br /&gt;
4x Health analyzer&amp;lt;br&amp;gt;&lt;br /&gt;
2x Crew pinpointer&amp;lt;br&amp;gt;&lt;br /&gt;
1x Synthflesh medical gel&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
3x Toxin pill&amp;lt;br&amp;gt;&lt;br /&gt;
4x Morphine pill&amp;lt;br&amp;gt;&lt;br /&gt;
6x Multiver pill	&lt;br /&gt;
| premiumitems = &lt;br /&gt;
1x Box of hugs&amp;lt;br&amp;gt;&lt;br /&gt;
3x Epinephrine medipen&amp;lt;br&amp;gt;&lt;br /&gt;
3x Medical belt&amp;lt;br&amp;gt;&lt;br /&gt;
1x Medical wrench&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Hydroponics==&lt;br /&gt;
{{anchor|NutriMax}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = NutriMax&lt;br /&gt;
| icon = vendnutri.gif&lt;br /&gt;
| area = [[Hydroponics]]&lt;br /&gt;
| items =&lt;br /&gt;
30x E-Z-Nutrient&amp;lt;br&amp;gt;&lt;br /&gt;
20x Left 4 Zed&amp;lt;br&amp;gt;&lt;br /&gt;
10x Robust Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
20x Pest Spray&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Syringe]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x Plant Bag&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cultivator&amp;lt;br&amp;gt;&lt;br /&gt;
3x Spade&amp;lt;br&amp;gt;&lt;br /&gt;
4x Plant Analyzer&lt;br /&gt;
| hackeditems =&lt;br /&gt;
10x Ammonia Bottle&amp;lt;br&amp;gt;&lt;br /&gt;
5x Diethylamine Bottle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|MegaSeed Servitor}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = MegaSeed Servitor&lt;br /&gt;
| icon = vendseeds.gif&lt;br /&gt;
| area = [[Hydroponics]]&lt;br /&gt;
| items =&lt;br /&gt;
3x Banana Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Berry Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Carrot Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Chanterelle Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
3x Chili Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Corn Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Eggplant Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Potato Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Rice Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Replica Pod Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Soybean Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Sunflower Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tomato Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tower Cap Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
3x Wheat Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Apple Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Poppy Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Ambrosia Vulgaris Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Whitebeet Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Watermelon Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Lime Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Lemon Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Orange Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Grass Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cocoa Pod Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cabbage Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Grape Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Pumpkin Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cherry Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Coffee Arabica Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tobacco Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tea Aspera Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Fly Amanita Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Glowshroom Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Liberty Cap Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Nettle Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
2x Plump Helmet Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Reishi Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cannabis Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
2x Strange Seeds&lt;br /&gt;
| premiumitems = &lt;br /&gt;
1x Water Flower&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
{{anchor|SecTech}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Armadyne Peacekeeper Equipment Vendor&lt;br /&gt;
| icon = vendsec.gif&lt;br /&gt;
| area = Security Office&lt;br /&gt;
| items = &lt;br /&gt;
8x Handcuffs&amp;lt;br&amp;gt;&lt;br /&gt;
12x Zipties&amp;lt;br&amp;gt;&lt;br /&gt;
6x Flashbang&amp;lt;br&amp;gt;&lt;br /&gt;
8x Flash&amp;lt;br&amp;gt;&lt;br /&gt;
12x Donut&amp;lt;br&amp;gt;&lt;br /&gt;
6x Evidence bag box&amp;lt;br&amp;gt;&lt;br /&gt;
6x Seclite&amp;lt;br&amp;gt;&lt;br /&gt;
10x Energy Bola&amp;lt;br&amp;gt;&lt;br /&gt;
2x Ammo Pouch&amp;lt;br&amp;gt;&lt;br /&gt;
4x C.U.C.K.S Box&lt;br /&gt;
| hackeditems = &lt;br /&gt;
None&amp;lt;br&amp;gt;&lt;br /&gt;
| premiumitems =&lt;br /&gt;
4x Security Webbing&amp;lt;br&amp;gt;&lt;br /&gt;
4x Peacekeeper Webbing&amp;lt;br&amp;gt;&lt;br /&gt;
1x Antag Token (toy)&amp;lt;br&amp;gt;&lt;br /&gt;
3x Blue Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Large Armor Vest&amp;lt;br&amp;gt;&lt;br /&gt;
5x Gripper Gloves&amp;lt;br&amp;gt;&lt;br /&gt;
5x Stingbang&amp;lt;br&amp;gt;&lt;br /&gt;
2x ANTI-TIDER-2500 Suppression Backpack&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Wizard==&lt;br /&gt;
{{anchor|MagiVend}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = MagiVend&lt;br /&gt;
| icon = vendmagi.gif&lt;br /&gt;
| area = [[Wizard|Wizard&#039;s Den]]&lt;br /&gt;
| items =&lt;br /&gt;
1x Wizard Hat&amp;lt;br&amp;gt;&lt;br /&gt;
1x Wizard Robe&amp;lt;br&amp;gt;&lt;br /&gt;
1x Red Wizard Hat&amp;lt;br&amp;gt;&lt;br /&gt;
1x Red Wizard Robe&amp;lt;br&amp;gt;&lt;br /&gt;
1x Sandals&amp;lt;br&amp;gt;&lt;br /&gt;
2x Wizard&#039;s Staff&lt;br /&gt;
| hackeditems =&lt;br /&gt;
1x Wizarditis culture bottle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Syndicate==&lt;br /&gt;
{{anchor|Syndicate Donksoft Toy Vendor}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Syndicate Donksoft Toy Vendor&lt;br /&gt;
| icon = Syndi.gif&lt;br /&gt;
| area = [[Lavaland|Syndicate Listening Post]]&lt;br /&gt;
| items =&lt;br /&gt;
10x Foam Force SMG&amp;lt;br&amp;gt;&lt;br /&gt;
10x Foam Force Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
10x Foam Force Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
10x Toy Sword&amp;lt;br&amp;gt;&lt;br /&gt;
20x Ammo Box (Foam Darts)&amp;lt;br&amp;gt;&lt;br /&gt;
10x Foam Armblade&amp;lt;br&amp;gt;&lt;br /&gt;
10x Syndicate Balloon&amp;lt;br&amp;gt;&lt;br /&gt;
5x Black and Red Space Suit Replica&amp;lt;br&amp;gt;&lt;br /&gt;
5x Black and Red Space-Helmet Replica&lt;br /&gt;
| hackeditems =&lt;br /&gt;
10x Foam Force Crossbow&amp;lt;br&amp;gt;&lt;br /&gt;
10x Donksoft SMG&amp;lt;br&amp;gt;&lt;br /&gt;
10x Donksoft LMG&amp;lt;br&amp;gt;&lt;br /&gt;
20x Ammo box (Riot Darts)&amp;lt;br&amp;gt;&lt;br /&gt;
10x Replica Katana&amp;lt;br&amp;gt;&lt;br /&gt;
5x Double-Bladed Toy Sword&amp;lt;br&amp;gt;&lt;br /&gt;
10x Syndicate Deck of Cards&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Misc Machines==&lt;br /&gt;
{{anchor|PTech}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = PTech&lt;br /&gt;
| icon = PTech.png&lt;br /&gt;
| area = [[HoP Office]]&lt;br /&gt;
| items =&lt;br /&gt;
10x [[PDA|Med-U Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|Power-ON Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|R.O.B.U.S.T. DELUXE Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|CustodiPRO Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|Signal Ace 2 Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[PDA|Value-PAK Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|Space Parts &amp;amp; Space Vendors Cartridge]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Liberation Station}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Liberation Station&lt;br /&gt;
| icon = liberationstation.png&lt;br /&gt;
| area = [[Escape Shuttle|Lighthouse Shuttle]]&lt;br /&gt;
| items =&lt;br /&gt;
2x Gold Desert Eagle&amp;lt;br&amp;gt;&lt;br /&gt;
2x Camo Desert Eagle&amp;lt;br&amp;gt;&lt;br /&gt;
2x NanoTrasen Saber SMG&amp;lt;br&amp;gt;&lt;br /&gt;
2x Combat Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
1x Gyrojet Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
2x Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
2x NT-ARG &#039;Boarder&#039;&lt;br /&gt;
| hackeditems = &lt;br /&gt;
1x Patriotic suit&amp;lt;br&amp;gt;&lt;br /&gt;
3x Patriotic bedsheet&lt;br /&gt;
| premiumitems =&lt;br /&gt;
2x SMG magazine (9mm)&amp;lt;br&amp;gt;&lt;br /&gt;
4x Handgun magazine (.50ae)&amp;lt;br&amp;gt;&lt;br /&gt;
2x Handgun magazine (.45)&amp;lt;br&amp;gt;&lt;br /&gt;
2x Specialized magazine (.75)&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Vending_machines&amp;diff=13859</id>
		<title>Vending machines</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Vending_machines&amp;diff=13859"/>
		<updated>2023-10-06T04:51:14Z</updated>

		<summary type="html">&lt;p&gt;Jovan: /* Security */  obj/machinery/vending/security&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason = Vendor contents have been changing very rapidly and editors haven&#039;t been able to keep up. Consider them to be mostly outdated.&lt;br /&gt;
|priority = Medium &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Vending machines store and dispense items. &lt;br /&gt;
Each machine sells a specific selection of items; click &#039;vend&#039; and it&#039;ll dispense the corresponding item, if you can affort it. Some items may be free if they belong to your worn ID&#039;s department. &lt;br /&gt;
[[Hacking#Vending Machines|Hacking]] a vending machine will unlock another selection of items. Premium items simply cost more. Some departmental clothing vendors aren&#039;t listed here yet, but you can re-insert items into clothing vendors, if they sell those items. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Public=&lt;br /&gt;
==Food and Drink Machines==&lt;br /&gt;
{{anchor|Robust Softdrinks}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Robust Softdrinks&lt;br /&gt;
| icon = vendcola.gif&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
10x Space Cola&amp;lt;br&amp;gt;&lt;br /&gt;
10x Space Mountain Wind&amp;lt;br&amp;gt;&lt;br /&gt;
10x Dr. Gibb&amp;lt;br&amp;gt;&lt;br /&gt;
10x Star-kist&amp;lt;br&amp;gt;&lt;br /&gt;
10x Space-Up&amp;lt;br&amp;gt;&lt;br /&gt;
10x Lemon-Lime Soda&lt;br /&gt;
| hackeditems =&lt;br /&gt;
6x Thirteen Loko&lt;br /&gt;
| premiumitems =&lt;br /&gt;
2x Nuka Cola&amp;lt;br&amp;gt;&lt;br /&gt;
1x Canned Air&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Getmore Chocolate Corp}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Getmore Chocolate Corp&lt;br /&gt;
| icon = vendsnack.gif&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
6x Candy&amp;lt;br&amp;gt;&lt;br /&gt;
6x Cup Ramen&amp;lt;br&amp;gt;&lt;br /&gt;
6x Chips&amp;lt;br&amp;gt;&lt;br /&gt;
6x Scaredy&#039;s Private Reserve Beef Jerky&amp;lt;br&amp;gt;&lt;br /&gt;
6x 4no Raisins&amp;lt;br&amp;gt;&lt;br /&gt;
6x Space Twinkie&amp;lt;br&amp;gt;&lt;br /&gt;
6x Cheesie Honkers&lt;br /&gt;
| hackeditems =&lt;br /&gt;
6x Syndi-Cakes&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Hot Drinks Machine}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Hot Drinks Machine&lt;br /&gt;
| icon = vendcoffee.png&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
25x Robust Coffee&amp;lt;br&amp;gt;&lt;br /&gt;
25x Duke Purple Tea&amp;lt;br&amp;gt;&lt;br /&gt;
25x Dutch Hot Coco&lt;br /&gt;
| hackeditems =&lt;br /&gt;
12x Ice Cup&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|вода}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Вода/Voda (soviet soda machine)&lt;br /&gt;
| icon = vendsovietsoda.gif&lt;br /&gt;
| area = [[Derelict]]&lt;br /&gt;
| items =&lt;br /&gt;
30x Soda Water&lt;br /&gt;
| hackeditems =&lt;br /&gt;
20x Cola&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Sustenance Vendor}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Sustenance Vendor&lt;br /&gt;
| icon = sustenance.png&lt;br /&gt;
| area = [[Labor Camp]]&lt;br /&gt;
| items =&lt;br /&gt;
24x Tofu&amp;lt;br&amp;gt;&lt;br /&gt;
12x Ice Cup&amp;lt;br&amp;gt;&lt;br /&gt;
6x Candy Corn&lt;br /&gt;
| hackeditems = &lt;br /&gt;
6x Kitchen Knife&amp;lt;br&amp;gt;&lt;br /&gt;
12x Robust Coffee&amp;lt;br&amp;gt;&lt;br /&gt;
6x Emergency Oxygen Tank&amp;lt;br&amp;gt;&lt;br /&gt;
6x Breath Mask&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tool Machines==&lt;br /&gt;
{{anchor|YouTool}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = YouTool&lt;br /&gt;
| icon = vendyoutool.png&lt;br /&gt;
| area = [[Primary Tool Storage]]&lt;br /&gt;
| items =&lt;br /&gt;
10x Cable Coil&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Crowbar]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Welding Tool]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Wirecutters]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Wrench]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Analyzer]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[T-Ray Scanner]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Screwdriver]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x [[Welding Tool|Industrial Welding Tool]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Budget Insulated Gloves]]&lt;br /&gt;
| premiumitems = &lt;br /&gt;
1x [[Insulated Gloves]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Vendomat}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Vendomat&lt;br /&gt;
| icon = vendgeneric.gif&lt;br /&gt;
| area = [[Primary Tool Storage]]&lt;br /&gt;
| items =&lt;br /&gt;
5x [[Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Igniter]]&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[Remote Signaling Device]]&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Wirecutters]]&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[PDA#Other non-Default Cartridges|Generic Signaler cartridge]]&lt;br /&gt;
| hackeditems =&lt;br /&gt;
5x [[Flashlight]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Timer]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Voice Analyzer]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Health Sensor]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Misc Machines==&lt;br /&gt;
{{anchor|AutoDrobe}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = AutoDrobe&lt;br /&gt;
| icon = AutoDrobe.gif&lt;br /&gt;
| area = [[Theatre]]&lt;br /&gt;
| items=&lt;br /&gt;
Shitloads of silly clothes!&amp;lt;br&amp;gt;&lt;br /&gt;
Really, over 50 different things ranging from wigs to sandals.&lt;br /&gt;
| hackeditems =&lt;br /&gt;
Judge&#039;s Robe&amp;lt;br&amp;gt;&lt;br /&gt;
Powdered Wig&amp;lt;br&amp;gt;&lt;br /&gt;
Cardborg costume&amp;lt;br&amp;gt;&lt;br /&gt;
Wand&amp;lt;br&amp;gt;&lt;br /&gt;
Blindfold&amp;lt;br&amp;gt;&lt;br /&gt;
2x Muzzle&amp;lt;br&amp;gt;&lt;br /&gt;
| premiumitems =&lt;br /&gt;
Pirate Captain Coat&amp;lt;br&amp;gt;&lt;br /&gt;
Pirate Captain Hat&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Legionaire Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Armor&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Sandals&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Skub&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|ClothesMate}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = ClothesMate&lt;br /&gt;
| icon = ClothesMate.gif&lt;br /&gt;
| area = [[Locker Room]]&lt;br /&gt;
| items=&lt;br /&gt;
Shitloads of clothes!&lt;br /&gt;
| hackeditems =&lt;br /&gt;
Tacticool Turtleneck&amp;lt;br&amp;gt;&lt;br /&gt;
Balaclava&amp;lt;br&amp;gt;&lt;br /&gt;
Ushanka&amp;lt;br&amp;gt;&lt;br /&gt;
Soviet Uniform&amp;lt;br&amp;gt;&lt;br /&gt;
2x Black fannypack&amp;lt;br&amp;gt;&lt;br /&gt;
Blood-red letterman jacket&amp;lt;br&amp;gt;&lt;br /&gt;
Jabroni Outfit&amp;lt;br&amp;gt;&lt;br /&gt;
Vape Naysh Shirt&lt;br /&gt;
| premiumitems = &lt;br /&gt;
Checkered Suit&amp;lt;br&amp;gt;&lt;br /&gt;
Mailman&#039;s Hat&amp;lt;br&amp;gt;&lt;br /&gt;
Mailman&#039;s Jumpsuit&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Jacket&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Overcoat&amp;lt;br&amp;gt;&lt;br /&gt;
Must Hang Jeans&amp;lt;br&amp;gt;&lt;br /&gt;
Gold Necklace&amp;lt;br&amp;gt;&lt;br /&gt;
Blue Leatherman Jacket&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Good Clean Fun}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Good Clean Fun&lt;br /&gt;
| icon = Nanomed.png&lt;br /&gt;
| area = [[Library]]&lt;br /&gt;
| items=&lt;br /&gt;
5x Deck of cards&amp;lt;br&amp;gt;&lt;br /&gt;
10x Dice bag&amp;lt;br&amp;gt;&lt;br /&gt;
5x Cards against space (white version)&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cards against space (black version)&lt;br /&gt;
| hackeditems =&lt;br /&gt;
9x Fudge die&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|NanoMed}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = NanoMed&lt;br /&gt;
| icon = Nanomed.png&lt;br /&gt;
| area = [[Medbay#Patient Rooms|Medbay Patient Rooms]], [[Operating Theatre]], [[Medbay#Recovery Room|Medbay Recovery Room]]&lt;br /&gt;
| items=&lt;br /&gt;
3x Syringe&amp;lt;br&amp;gt;&lt;br /&gt;
5x Brute patch&amp;lt;br&amp;gt;&lt;br /&gt;
5x Burn patch&amp;lt;br&amp;gt;&lt;br /&gt;
2x Antitoxin pill&amp;lt;br&amp;gt;&lt;br /&gt;
1x Sterilizer Spray&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Toxin pill&amp;lt;br&amp;gt;&lt;br /&gt;
2x Morphine pill&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Cigarette Machine}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Cigarette Machine&lt;br /&gt;
| icon = vendcigs.gif&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
5x Space Cigarettes packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Uplift Smooth packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Robust packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Carp Classic packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Midori Tobako packet&amp;lt;br&amp;gt;&lt;br /&gt;
10x Matchbox&amp;lt;br&amp;gt;&lt;br /&gt;
4x Cheap lighter&amp;lt;br&amp;gt;&lt;br /&gt;
5x Rolling paper pack&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
3x Zippo&amp;lt;br&amp;gt;&lt;br /&gt;
5x E-Cigarette&lt;br /&gt;
| premiumitems = &lt;br /&gt;
2x Robust Gold packet &amp;lt;br&amp;gt;&lt;br /&gt;
1x Premium cigar case (7 cigars to a case)&amp;lt;br&amp;gt;&lt;br /&gt;
1x Premium Havanian cigar case (7 cigars to a case)&amp;lt;br&amp;gt;&lt;br /&gt;
1x Cohiba Robusto cigar case (7 cigars to a case)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Dinnerware}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Dinnerware&lt;br /&gt;
| icon = venddinnerware.gif&lt;br /&gt;
| area = [[Kitchen]]&lt;br /&gt;
| items =&lt;br /&gt;
8x Tray&amp;lt;br&amp;gt;&lt;br /&gt;
20x Bowl&amp;lt;br&amp;gt;&lt;br /&gt;
6x Fork&amp;lt;br&amp;gt;&lt;br /&gt;
8x Drinking Glass&amp;lt;br&amp;gt;&lt;br /&gt;
5x Ketchup condiment pack&amp;lt;br&amp;gt;&lt;br /&gt;
5x Hot sauce condiment pack&amp;lt;br&amp;gt;&lt;br /&gt;
5x Astrotame condiment pack&amp;lt;br&amp;gt;&lt;br /&gt;
5x Salt Shaker&amp;lt;br&amp;gt;&lt;br /&gt;
5x Pepper mill&amp;lt;br&amp;gt;&lt;br /&gt;
2x Chef&#039;s apron&amp;lt;br&amp;gt;&lt;br /&gt;
2x Rolling Pin&amp;lt;br&amp;gt;&lt;br /&gt;
2x Kitchen knife&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Butcher&#039;s Cleaver	&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Private=&lt;br /&gt;
==Bar==&lt;br /&gt;
{{anchor|Booze-O-Mat}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Booze-O-Mat&lt;br /&gt;
| icon = vendboozeomat.gif&lt;br /&gt;
| area = [[Bar]]&lt;br /&gt;
| items =&lt;br /&gt;
5x Griffeater Gin&amp;lt;br&amp;gt;&lt;br /&gt;
5x Uncle Git&#039;s Special Reserve&amp;lt;br&amp;gt;&lt;br /&gt;
5x Caccavo Guaranteed Quality Tequilla&amp;lt;br&amp;gt;&lt;br /&gt;
5x Tunguska Triple Distilled&amp;lt;br&amp;gt;&lt;br /&gt;
5x Goldeneye Vermouth&amp;lt;br&amp;gt;&lt;br /&gt;
5x Captain Pete&#039;s Cuban Spiced Rum&amp;lt;br&amp;gt;&lt;br /&gt;
5x Doublebeard Bearded Special Wine&amp;lt;br&amp;gt;&lt;br /&gt;
5x Chateau De Baton Premium Cognac&amp;lt;br&amp;gt;&lt;br /&gt;
5x Robert Robust&#039;s Coffee Liqueur&amp;lt;br&amp;gt;&lt;br /&gt;
6x Space Beer&amp;lt;br&amp;gt;&lt;br /&gt;
6x Magm-Ale&amp;lt;br&amp;gt;&lt;br /&gt;
4x Orange Juice&amp;lt;br&amp;gt;&lt;br /&gt;
4x Tomato Juice&amp;lt;br&amp;gt;&lt;br /&gt;
4x Lime Juice&amp;lt;br&amp;gt;&lt;br /&gt;
4x Milk Cream&amp;lt;br&amp;gt;&lt;br /&gt;
8x T-Borg&#039;s Tonic Water&amp;lt;br&amp;gt;&lt;br /&gt;
8x Space Cola&amp;lt;br&amp;gt;&lt;br /&gt;
8x Soda Water&amp;lt;br&amp;gt;&lt;br /&gt;
30x Glass&amp;lt;br&amp;gt;&lt;br /&gt;
10x Ice Cup&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
12x Duke Purple Tea&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
{{anchor|Engi-Vend}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Engi-Vend&lt;br /&gt;
| icon = Engivend.png&lt;br /&gt;
| area = [[Engineering]]&lt;br /&gt;
| items =&lt;br /&gt;
2x Engineering Scanner Goggles&amp;lt;br&amp;gt;&lt;br /&gt;
2x Welding Goggles&amp;lt;br&amp;gt;&lt;br /&gt;
4x Multitool&amp;lt;br&amp;gt;&lt;br /&gt;
10x Airlock Electronics&amp;lt;br&amp;gt;&lt;br /&gt;
10x APC Module&amp;lt;br&amp;gt;&lt;br /&gt;
10x Air Alarm Electronics&amp;lt;br&amp;gt;&lt;br /&gt;
10x High-Capacity Power Cell&amp;lt;br&amp;gt;&lt;br /&gt;
3x Rapid Construction Device (loaded)&amp;lt;br&amp;gt;&lt;br /&gt;
5x Geiger Counter&amp;lt;br&amp;gt;&lt;br /&gt;
|hackeditems =&lt;br /&gt;
3x Potato Battery&amp;lt;br&amp;gt;&lt;br /&gt;
|premiumitems =&lt;br /&gt;
3x Utility Belt&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Medbay==&lt;br /&gt;
{{anchor|NanoMed Plus}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = NanoMed Plus&lt;br /&gt;
| icon = vendmed.gif&lt;br /&gt;
| area = [[Medbay]]&lt;br /&gt;
| items =&lt;br /&gt;
12x Syringe&amp;lt;br&amp;gt;&lt;br /&gt;
3x Dropper&amp;lt;br&amp;gt;&lt;br /&gt;
8x Medical gauze&amp;lt;br&amp;gt;&lt;br /&gt;
5x Libital patch (brute) &amp;lt;br&amp;gt;&lt;br /&gt;
5x Aiuri patch (burn)&amp;lt;br&amp;gt;&lt;br /&gt;
5x Insulin pill&amp;lt;br&amp;gt;&lt;br /&gt;
4x Multiver bottle&amp;lt;br&amp;gt;&lt;br /&gt;
1x Sterilizer Gel&amp;lt;br&amp;gt;&lt;br /&gt;
3x Epinephrine bottle&amp;lt;br&amp;gt;&lt;br /&gt;
4x Morphine bottle&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Guide_to_chemistry#Potassium_Iodide|Potassium Iodine]] bottle&amp;lt;br&amp;gt;&lt;br /&gt;
3x Saline-Glucose Solution bottle&amp;lt;br&amp;gt;&lt;br /&gt;
3x Toxin bottle&amp;lt;br&amp;gt;&lt;br /&gt;
6x Spaceacillin syringe&amp;lt;br&amp;gt;&lt;br /&gt;
2x Convermol syringe&amp;lt;br&amp;gt;&lt;br /&gt;
2x Medical gel (libital)&amp;lt;br&amp;gt;&lt;br /&gt;
2x Medical gel (aiuri)&amp;lt;br&amp;gt;&lt;br /&gt;
2x Bottle of Psicodine pills&amp;lt;br&amp;gt;&lt;br /&gt;
4x Health analyzer&amp;lt;br&amp;gt;&lt;br /&gt;
2x Crew pinpointer&amp;lt;br&amp;gt;&lt;br /&gt;
1x Synthflesh medical gel&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
3x Toxin pill&amp;lt;br&amp;gt;&lt;br /&gt;
4x Morphine pill&amp;lt;br&amp;gt;&lt;br /&gt;
6x Multiver pill	&lt;br /&gt;
| premiumitems = &lt;br /&gt;
1x Box of hugs&amp;lt;br&amp;gt;&lt;br /&gt;
3x Epinephrine medipen&amp;lt;br&amp;gt;&lt;br /&gt;
3x Medical belt&amp;lt;br&amp;gt;&lt;br /&gt;
1x Medical wrench&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Hydroponics==&lt;br /&gt;
{{anchor|NutriMax}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = NutriMax&lt;br /&gt;
| icon = vendnutri.gif&lt;br /&gt;
| area = [[Hydroponics]]&lt;br /&gt;
| items =&lt;br /&gt;
30x E-Z-Nutrient&amp;lt;br&amp;gt;&lt;br /&gt;
20x Left 4 Zed&amp;lt;br&amp;gt;&lt;br /&gt;
10x Robust Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
20x Pest Spray&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Syringe]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x Plant Bag&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cultivator&amp;lt;br&amp;gt;&lt;br /&gt;
3x Spade&amp;lt;br&amp;gt;&lt;br /&gt;
4x Plant Analyzer&lt;br /&gt;
| hackeditems =&lt;br /&gt;
10x Ammonia Bottle&amp;lt;br&amp;gt;&lt;br /&gt;
5x Diethylamine Bottle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|MegaSeed Servitor}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = MegaSeed Servitor&lt;br /&gt;
| icon = vendseeds.gif&lt;br /&gt;
| area = [[Hydroponics]]&lt;br /&gt;
| items =&lt;br /&gt;
3x Banana Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Berry Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Carrot Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Chanterelle Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
3x Chili Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Corn Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Eggplant Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Potato Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Rice Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Replica Pod Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Soybean Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Sunflower Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tomato Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tower Cap Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
3x Wheat Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Apple Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Poppy Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Ambrosia Vulgaris Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Whitebeet Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Watermelon Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Lime Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Lemon Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Orange Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Grass Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cocoa Pod Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cabbage Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Grape Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Pumpkin Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cherry Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Coffee Arabica Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tobacco Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tea Aspera Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Fly Amanita Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Glowshroom Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Liberty Cap Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Nettle Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
2x Plump Helmet Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Reishi Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cannabis Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
2x Strange Seeds&lt;br /&gt;
| premiumitems = &lt;br /&gt;
1x Water Flower&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
{{anchor|SecTech}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Armadyne Peacekeeper Equipment Vendor&lt;br /&gt;
| icon = vendsec.gif&lt;br /&gt;
| area = Security Office&lt;br /&gt;
| items = &lt;br /&gt;
8x Handcuffs&amp;lt;br&amp;gt;&lt;br /&gt;
12x Zipties&amp;lt;br&amp;gt;&lt;br /&gt;
6x Flashbang&amp;lt;br&amp;gt;&lt;br /&gt;
8x Flash&amp;lt;br&amp;gt;&lt;br /&gt;
12x Donut&amp;lt;br&amp;gt;&lt;br /&gt;
6x Evidence bag box&amp;lt;br&amp;gt;&lt;br /&gt;
6x Seclite&amp;lt;br&amp;gt;&lt;br /&gt;
10x Energy Bola&lt;br /&gt;
2x Ammo Pouch&lt;br /&gt;
4x C.U.C.K.S Box&lt;br /&gt;
| hackeditems = &lt;br /&gt;
None&amp;lt;br&amp;gt;&lt;br /&gt;
| premiumitems =&lt;br /&gt;
4x Security Webbing&amp;lt;br&amp;gt;&lt;br /&gt;
4x Peacekeeper Webbing&amp;lt;br&amp;gt;&lt;br /&gt;
1x Antag Token (toy)&amp;lt;br&amp;gt;&lt;br /&gt;
3x Blue Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Large Armor Vest&amp;lt;br&amp;gt;&lt;br /&gt;
5x Gripper Gloves&amp;lt;br&amp;gt;&lt;br /&gt;
5x Stingbang&amp;lt;br&amp;gt;&lt;br /&gt;
2x ANTI-TIDER-2500 Suppression Backpack&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Wizard==&lt;br /&gt;
{{anchor|MagiVend}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = MagiVend&lt;br /&gt;
| icon = vendmagi.gif&lt;br /&gt;
| area = [[Wizard|Wizard&#039;s Den]]&lt;br /&gt;
| items =&lt;br /&gt;
1x Wizard Hat&amp;lt;br&amp;gt;&lt;br /&gt;
1x Wizard Robe&amp;lt;br&amp;gt;&lt;br /&gt;
1x Red Wizard Hat&amp;lt;br&amp;gt;&lt;br /&gt;
1x Red Wizard Robe&amp;lt;br&amp;gt;&lt;br /&gt;
1x Sandals&amp;lt;br&amp;gt;&lt;br /&gt;
2x Wizard&#039;s Staff&lt;br /&gt;
| hackeditems =&lt;br /&gt;
1x Wizarditis culture bottle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Syndicate==&lt;br /&gt;
{{anchor|Syndicate Donksoft Toy Vendor}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Syndicate Donksoft Toy Vendor&lt;br /&gt;
| icon = Syndi.gif&lt;br /&gt;
| area = [[Lavaland|Syndicate Listening Post]]&lt;br /&gt;
| items =&lt;br /&gt;
10x Foam Force SMG&amp;lt;br&amp;gt;&lt;br /&gt;
10x Foam Force Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
10x Foam Force Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
10x Toy Sword&amp;lt;br&amp;gt;&lt;br /&gt;
20x Ammo Box (Foam Darts)&amp;lt;br&amp;gt;&lt;br /&gt;
10x Foam Armblade&amp;lt;br&amp;gt;&lt;br /&gt;
10x Syndicate Balloon&amp;lt;br&amp;gt;&lt;br /&gt;
5x Black and Red Space Suit Replica&amp;lt;br&amp;gt;&lt;br /&gt;
5x Black and Red Space-Helmet Replica&lt;br /&gt;
| hackeditems =&lt;br /&gt;
10x Foam Force Crossbow&amp;lt;br&amp;gt;&lt;br /&gt;
10x Donksoft SMG&amp;lt;br&amp;gt;&lt;br /&gt;
10x Donksoft LMG&amp;lt;br&amp;gt;&lt;br /&gt;
20x Ammo box (Riot Darts)&amp;lt;br&amp;gt;&lt;br /&gt;
10x Replica Katana&amp;lt;br&amp;gt;&lt;br /&gt;
5x Double-Bladed Toy Sword&amp;lt;br&amp;gt;&lt;br /&gt;
10x Syndicate Deck of Cards&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Misc Machines==&lt;br /&gt;
{{anchor|PTech}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = PTech&lt;br /&gt;
| icon = PTech.png&lt;br /&gt;
| area = [[HoP Office]]&lt;br /&gt;
| items =&lt;br /&gt;
10x [[PDA|Med-U Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|Power-ON Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|R.O.B.U.S.T. DELUXE Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|CustodiPRO Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|Signal Ace 2 Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[PDA|Value-PAK Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|Space Parts &amp;amp; Space Vendors Cartridge]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Liberation Station}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Liberation Station&lt;br /&gt;
| icon = liberationstation.png&lt;br /&gt;
| area = [[Escape Shuttle|Lighthouse Shuttle]]&lt;br /&gt;
| items =&lt;br /&gt;
2x Gold Desert Eagle&amp;lt;br&amp;gt;&lt;br /&gt;
2x Camo Desert Eagle&amp;lt;br&amp;gt;&lt;br /&gt;
2x NanoTrasen Saber SMG&amp;lt;br&amp;gt;&lt;br /&gt;
2x Combat Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
1x Gyrojet Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
2x Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
2x NT-ARG &#039;Boarder&#039;&lt;br /&gt;
| hackeditems = &lt;br /&gt;
1x Patriotic suit&amp;lt;br&amp;gt;&lt;br /&gt;
3x Patriotic bedsheet&lt;br /&gt;
| premiumitems =&lt;br /&gt;
2x SMG magazine (9mm)&amp;lt;br&amp;gt;&lt;br /&gt;
4x Handgun magazine (.50ae)&amp;lt;br&amp;gt;&lt;br /&gt;
2x Handgun magazine (.45)&amp;lt;br&amp;gt;&lt;br /&gt;
2x Specialized magazine (.75)&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_items&amp;diff=13858</id>
		<title>Security items</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_items&amp;diff=13858"/>
		<updated>2023-10-06T04:29:14Z</updated>

		<summary type="html">&lt;p&gt;Jovan: /* Non-Lethal Weapons */ Moved MCR to Lethal, Subcategorize Non-Lethals&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision&lt;br /&gt;
|reason = This page needs to be checked for the following: Template Read-ability, Possible outdated Icons and Missing items (if they&#039;re not there add them)&lt;br /&gt;
|priority = Medium&lt;br /&gt;
}}&lt;br /&gt;
==Non-Lethal Weapons==&lt;br /&gt;
&lt;br /&gt;
=== Firearms and Projectiles ===&lt;br /&gt;
{{anchor|Disabler}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Disabler	&lt;br /&gt;
 |image =Disabler.png &lt;br /&gt;
 |foundin =  On Security Officers&lt;br /&gt;
 |usedfor = Subjugating criminals. &lt;br /&gt;
 |strategy = Use it to stun fleeing suspects &lt;br /&gt;
 |description =&lt;br /&gt;
Your standard-issue sidearm is issued to all security officers. They can be ordered at the Security order console or from Cargo Bay. Disablers are used for non-lethal takedown. When hitting your target, the left mouse fires a bolt that deals 25 stamina damage.&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;
}}{{anchor|Flashbang}}{{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 the security lockers, a full box at the Armory, and the Armadyne Peacekeeper Equipment Vendor.&lt;br /&gt;
 |usedfor = Subjugating many criminals at once. &lt;br /&gt;
 |strategy = Trigger it and throw it at a criminal mob. Note: Triggering it will automatically enable you to throw it immediately.&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, 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 time and deafen them for a more extended 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 wears HUD sunglasses and bowman headsets, allowing them to throw flashbangs safely. Security helmets themselves protect against the bang part but not the flash. Other alternatives, such as regular sunglasses, welding masks, and earmuffs, can be used for protection. 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 wear complete 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 it less time to react (although this will stun you horribly if it goes off while holding it).&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;
The most effective way to use pepperspray is to stop in place and use it directly on the target. While it is possible to use the pepperspray while moving, it may result in spraying and disabling the user. If you are able to use it directly on your target, the spray will follow them and reach its destination. &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;
&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;
=== Close-Proximity and Melee ===&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.  Does not work if the target is facing away from you.&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;
&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]], Autolathe, Security Officer starts with them, 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|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 = Classic Police Crate, 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 35 [[Health#Stamina|stamina]] damage, which means it will put target into 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 put someone  into [[Status_Effects#Paralyze|Put someone into Critical Stamina Condition]] with 4.2 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 hits within 4.2 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 hits&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 = Stun Baton&lt;br /&gt;
 |image =Stun Baton Sec.png &lt;br /&gt;
 |foundin = Lockers at [[Security Office]], spawns in security officers&#039; belts&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;
Stun Batons are capable of both non-lethal and lethal take down, with left mouse knocking down your target and dealing 35 stamina damages, or with right click, beating them, dealing ten brute damage. Unlike the non-charge counterpart, you can still stun someone with harm baton. successful hit will knock your target down for 5 second after a short 3 second delays. Unless they rested which will avoid the effect. They will drop whatever item they&#039;re holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute damage on harm hits&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, Traitor Uplink&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 put someone  into [[Status_Effects#Paralyze|Put someone into Critical Stamina Condition]] with 4.2 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 hits&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Lethal Weapons==&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 = Laser Gun&lt;br /&gt;
 |image = [[File:Energy_Gun.png|64px]]&lt;br /&gt;
 |OverrideImage = true&lt;br /&gt;
 |foundin = [[Armory]]&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 = A relatively simple laser gun that can be obtained from the Armory or Cargo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 22 burn on shot&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|MCR-01}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = MCR-01&lt;br /&gt;
 |image = MCR-01.png&lt;br /&gt;
 |foundin = [[Armory]] And Cargo Import&lt;br /&gt;
 |usedfor = Incapacitating threats. &lt;br /&gt;
 |strategy = Fire at the target. &lt;br /&gt;
 |description = Distributed by the [[Warden]] (or [[Quartermaster]]). The laser gun, unsurprisingly, shoots lasers, which deal stun damage like a disabler. 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. They can also be ordered privately via Imports if necessary or by Security Order Console &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 = NT CMG-2 PDW&lt;br /&gt;
 |image = Autorifle.png&lt;br /&gt;
 |foundin = [[Cargo]], [[Armory]]&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. One SMG at a time can be ordered for free from the Security Console&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; = 30 brute on shot&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 = Peacekeeper 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;
===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 can also block ranged attack.&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>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_items&amp;diff=13857</id>
		<title>Security items</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_items&amp;diff=13857"/>
		<updated>2023-10-06T04:02:51Z</updated>

		<summary type="html">&lt;p&gt;Jovan: /* Non-Lethal Weapons */ Alphabetize, Grammar and Spelling Mistakes. Adjusted Locations on Flashbang and Disabler.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision&lt;br /&gt;
|reason = This page needs to be checked for the following: Template Read-ability, Possible outdated Icons and Missing items (if they&#039;re not there add them)&lt;br /&gt;
|priority = Medium&lt;br /&gt;
}}&lt;br /&gt;
==Non-Lethal Weapons==&lt;br /&gt;
{{anchor|Disabler}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Disabler	&lt;br /&gt;
 |image =Disabler.png &lt;br /&gt;
 |foundin =  On Security Officers&lt;br /&gt;
 |usedfor = Subjugating criminals. &lt;br /&gt;
 |strategy = Use it to stun fleeing suspects &lt;br /&gt;
 |description =&lt;br /&gt;
Your standard-issue sidearm is issued to all security officers. They can be ordered at the Security order console or from Cargo Bay. Disablers are used for non-lethal takedown. When hitting your target, the left mouse fires a bolt that deals 25 stamina damage.&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;
{{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.  Does not work if the target is facing away from you.&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;
&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 the security lockers, a full box at the Armory, and the Armadyne Peacekeeper Equipment Vendor.&lt;br /&gt;
 |usedfor = Subjugating many criminals at once. &lt;br /&gt;
 |strategy = Trigger it and throw it at a criminal mob. Note: Triggering it will automatically enable you to throw it immediately.&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, 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 time and deafen them for a more extended 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 wears HUD sunglasses and bowman headsets, allowing them to throw flashbangs safely. Security helmets themselves protect against the bang part but not the flash. Other alternatives, such as regular sunglasses, welding masks, and earmuffs, can be used for protection. 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 wear complete 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 it less time to react (although this will stun you horribly if it goes off while holding it).&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]], Autolathe, Security Officer starts with them, 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|MCR-01}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = MCR-01&lt;br /&gt;
 |image = MCR-01.png&lt;br /&gt;
 |foundin = [[Armory]] And Cargo Import&lt;br /&gt;
 |usedfor = Incapacitating threats. &lt;br /&gt;
 |strategy = Fire at the target. &lt;br /&gt;
 |description = Distributed by the [[Warden]] (or [[Quartermaster]]). The laser gun, unsurprisingly, shoots lasers, which deal stun damage like a disabler. 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. They can also be ordered privately via Imports if necessary or by Security Order Console &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;
The most effective way to use pepperspray is to stop in place and use it directly on the target. While it is possible to use the pepperspray while moving, it may result in spraying and disabling the user. If you are able to use it directly on your target, the spray will follow them and reach its destination. &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;
&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 = Classic Police Crate, 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 35 [[Health#Stamina|stamina]] damage, which means it will put target into 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 put someone  into [[Status_Effects#Paralyze|Put someone into Critical Stamina Condition]] with 4.2 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 hits within 4.2 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 hits&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 = Stun Baton&lt;br /&gt;
 |image =Stun Baton Sec.png &lt;br /&gt;
 |foundin = Lockers at [[Security Office]], spawns in security officers&#039; belts&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;
Stun Batons are capable of both non-lethal and lethal take down, with left mouse knocking down your target and dealing 35 stamina damages, or with right click, beating them, dealing ten brute damage. Unlike the non-charge counterpart, you can still stun someone with harm baton. successful hit will knock your target down for 5 second after a short 3 second delays. Unless they rested which will avoid the effect. They will drop whatever item they&#039;re holding.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute damage on harm hits&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, Traitor Uplink&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 put someone  into [[Status_Effects#Paralyze|Put someone into Critical Stamina Condition]] with 4.2 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 hits&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;
==Lethal Weapons==&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 = Laser Gun&lt;br /&gt;
 |image = [[File:Energy_Gun.png|64px]]&lt;br /&gt;
 |OverrideImage = true&lt;br /&gt;
 |foundin = [[Armory]]&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 = A relatively simple laser gun that can be obtained from the Armory or Cargo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 22 burn on shot&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 = NT CMG-2 PDW&lt;br /&gt;
 |image = Autorifle.png&lt;br /&gt;
 |foundin = [[Cargo]], [[Armory]]&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. One SMG at a time can be ordered for free from the Security Console&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; = 30 brute on shot&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 = Peacekeeper 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;
===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 can also block ranged attack.&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>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Vending_machines&amp;diff=13856</id>
		<title>Vending machines</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Vending_machines&amp;diff=13856"/>
		<updated>2023-10-06T03:27:30Z</updated>

		<summary type="html">&lt;p&gt;Jovan: Move two machines that are not in the security department. No additions made.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason = Vendor contents have been changing very rapidly and editors haven&#039;t been able to keep up. Consider them to be mostly outdated.&lt;br /&gt;
|priority = Medium &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Vending machines store and dispense items. &lt;br /&gt;
Each machine sells a specific selection of items; click &#039;vend&#039; and it&#039;ll dispense the corresponding item, if you can affort it. Some items may be free if they belong to your worn ID&#039;s department. &lt;br /&gt;
[[Hacking#Vending Machines|Hacking]] a vending machine will unlock another selection of items. Premium items simply cost more. Some departmental clothing vendors aren&#039;t listed here yet, but you can re-insert items into clothing vendors, if they sell those items. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Public=&lt;br /&gt;
==Food and Drink Machines==&lt;br /&gt;
{{anchor|Robust Softdrinks}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Robust Softdrinks&lt;br /&gt;
| icon = vendcola.gif&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
10x Space Cola&amp;lt;br&amp;gt;&lt;br /&gt;
10x Space Mountain Wind&amp;lt;br&amp;gt;&lt;br /&gt;
10x Dr. Gibb&amp;lt;br&amp;gt;&lt;br /&gt;
10x Star-kist&amp;lt;br&amp;gt;&lt;br /&gt;
10x Space-Up&amp;lt;br&amp;gt;&lt;br /&gt;
10x Lemon-Lime Soda&lt;br /&gt;
| hackeditems =&lt;br /&gt;
6x Thirteen Loko&lt;br /&gt;
| premiumitems =&lt;br /&gt;
2x Nuka Cola&amp;lt;br&amp;gt;&lt;br /&gt;
1x Canned Air&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Getmore Chocolate Corp}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Getmore Chocolate Corp&lt;br /&gt;
| icon = vendsnack.gif&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
6x Candy&amp;lt;br&amp;gt;&lt;br /&gt;
6x Cup Ramen&amp;lt;br&amp;gt;&lt;br /&gt;
6x Chips&amp;lt;br&amp;gt;&lt;br /&gt;
6x Scaredy&#039;s Private Reserve Beef Jerky&amp;lt;br&amp;gt;&lt;br /&gt;
6x 4no Raisins&amp;lt;br&amp;gt;&lt;br /&gt;
6x Space Twinkie&amp;lt;br&amp;gt;&lt;br /&gt;
6x Cheesie Honkers&lt;br /&gt;
| hackeditems =&lt;br /&gt;
6x Syndi-Cakes&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Hot Drinks Machine}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Hot Drinks Machine&lt;br /&gt;
| icon = vendcoffee.png&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
25x Robust Coffee&amp;lt;br&amp;gt;&lt;br /&gt;
25x Duke Purple Tea&amp;lt;br&amp;gt;&lt;br /&gt;
25x Dutch Hot Coco&lt;br /&gt;
| hackeditems =&lt;br /&gt;
12x Ice Cup&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|вода}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Вода/Voda (soviet soda machine)&lt;br /&gt;
| icon = vendsovietsoda.gif&lt;br /&gt;
| area = [[Derelict]]&lt;br /&gt;
| items =&lt;br /&gt;
30x Soda Water&lt;br /&gt;
| hackeditems =&lt;br /&gt;
20x Cola&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Sustenance Vendor}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Sustenance Vendor&lt;br /&gt;
| icon = sustenance.png&lt;br /&gt;
| area = [[Labor Camp]]&lt;br /&gt;
| items =&lt;br /&gt;
24x Tofu&amp;lt;br&amp;gt;&lt;br /&gt;
12x Ice Cup&amp;lt;br&amp;gt;&lt;br /&gt;
6x Candy Corn&lt;br /&gt;
| hackeditems = &lt;br /&gt;
6x Kitchen Knife&amp;lt;br&amp;gt;&lt;br /&gt;
12x Robust Coffee&amp;lt;br&amp;gt;&lt;br /&gt;
6x Emergency Oxygen Tank&amp;lt;br&amp;gt;&lt;br /&gt;
6x Breath Mask&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tool Machines==&lt;br /&gt;
{{anchor|YouTool}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = YouTool&lt;br /&gt;
| icon = vendyoutool.png&lt;br /&gt;
| area = [[Primary Tool Storage]]&lt;br /&gt;
| items =&lt;br /&gt;
10x Cable Coil&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Crowbar]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Welding Tool]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Wirecutters]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Wrench]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Analyzer]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[T-Ray Scanner]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Screwdriver]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x [[Welding Tool|Industrial Welding Tool]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Budget Insulated Gloves]]&lt;br /&gt;
| premiumitems = &lt;br /&gt;
1x [[Insulated Gloves]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Vendomat}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Vendomat&lt;br /&gt;
| icon = vendgeneric.gif&lt;br /&gt;
| area = [[Primary Tool Storage]]&lt;br /&gt;
| items =&lt;br /&gt;
5x [[Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Igniter]]&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[Remote Signaling Device]]&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Wirecutters]]&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[PDA#Other non-Default Cartridges|Generic Signaler cartridge]]&lt;br /&gt;
| hackeditems =&lt;br /&gt;
5x [[Flashlight]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Timer]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Voice Analyzer]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Health Sensor]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Misc Machines==&lt;br /&gt;
{{anchor|AutoDrobe}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = AutoDrobe&lt;br /&gt;
| icon = AutoDrobe.gif&lt;br /&gt;
| area = [[Theatre]]&lt;br /&gt;
| items=&lt;br /&gt;
Shitloads of silly clothes!&amp;lt;br&amp;gt;&lt;br /&gt;
Really, over 50 different things ranging from wigs to sandals.&lt;br /&gt;
| hackeditems =&lt;br /&gt;
Judge&#039;s Robe&amp;lt;br&amp;gt;&lt;br /&gt;
Powdered Wig&amp;lt;br&amp;gt;&lt;br /&gt;
Cardborg costume&amp;lt;br&amp;gt;&lt;br /&gt;
Wand&amp;lt;br&amp;gt;&lt;br /&gt;
Blindfold&amp;lt;br&amp;gt;&lt;br /&gt;
2x Muzzle&amp;lt;br&amp;gt;&lt;br /&gt;
| premiumitems =&lt;br /&gt;
Pirate Captain Coat&amp;lt;br&amp;gt;&lt;br /&gt;
Pirate Captain Hat&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Legionaire Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Armor&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Sandals&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Skub&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|ClothesMate}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = ClothesMate&lt;br /&gt;
| icon = ClothesMate.gif&lt;br /&gt;
| area = [[Locker Room]]&lt;br /&gt;
| items=&lt;br /&gt;
Shitloads of clothes!&lt;br /&gt;
| hackeditems =&lt;br /&gt;
Tacticool Turtleneck&amp;lt;br&amp;gt;&lt;br /&gt;
Balaclava&amp;lt;br&amp;gt;&lt;br /&gt;
Ushanka&amp;lt;br&amp;gt;&lt;br /&gt;
Soviet Uniform&amp;lt;br&amp;gt;&lt;br /&gt;
2x Black fannypack&amp;lt;br&amp;gt;&lt;br /&gt;
Blood-red letterman jacket&amp;lt;br&amp;gt;&lt;br /&gt;
Jabroni Outfit&amp;lt;br&amp;gt;&lt;br /&gt;
Vape Naysh Shirt&lt;br /&gt;
| premiumitems = &lt;br /&gt;
Checkered Suit&amp;lt;br&amp;gt;&lt;br /&gt;
Mailman&#039;s Hat&amp;lt;br&amp;gt;&lt;br /&gt;
Mailman&#039;s Jumpsuit&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Jacket&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Overcoat&amp;lt;br&amp;gt;&lt;br /&gt;
Must Hang Jeans&amp;lt;br&amp;gt;&lt;br /&gt;
Gold Necklace&amp;lt;br&amp;gt;&lt;br /&gt;
Blue Leatherman Jacket&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Good Clean Fun}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Good Clean Fun&lt;br /&gt;
| icon = Nanomed.png&lt;br /&gt;
| area = [[Library]]&lt;br /&gt;
| items=&lt;br /&gt;
5x Deck of cards&amp;lt;br&amp;gt;&lt;br /&gt;
10x Dice bag&amp;lt;br&amp;gt;&lt;br /&gt;
5x Cards against space (white version)&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cards against space (black version)&lt;br /&gt;
| hackeditems =&lt;br /&gt;
9x Fudge die&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|NanoMed}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = NanoMed&lt;br /&gt;
| icon = Nanomed.png&lt;br /&gt;
| area = [[Medbay#Patient Rooms|Medbay Patient Rooms]], [[Operating Theatre]], [[Medbay#Recovery Room|Medbay Recovery Room]]&lt;br /&gt;
| items=&lt;br /&gt;
3x Syringe&amp;lt;br&amp;gt;&lt;br /&gt;
5x Brute patch&amp;lt;br&amp;gt;&lt;br /&gt;
5x Burn patch&amp;lt;br&amp;gt;&lt;br /&gt;
2x Antitoxin pill&amp;lt;br&amp;gt;&lt;br /&gt;
1x Sterilizer Spray&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Toxin pill&amp;lt;br&amp;gt;&lt;br /&gt;
2x Morphine pill&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Cigarette Machine}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Cigarette Machine&lt;br /&gt;
| icon = vendcigs.gif&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
5x Space Cigarettes packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Uplift Smooth packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Robust packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Carp Classic packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Midori Tobako packet&amp;lt;br&amp;gt;&lt;br /&gt;
10x Matchbox&amp;lt;br&amp;gt;&lt;br /&gt;
4x Cheap lighter&amp;lt;br&amp;gt;&lt;br /&gt;
5x Rolling paper pack&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
3x Zippo&amp;lt;br&amp;gt;&lt;br /&gt;
5x E-Cigarette&lt;br /&gt;
| premiumitems = &lt;br /&gt;
2x Robust Gold packet &amp;lt;br&amp;gt;&lt;br /&gt;
1x Premium cigar case (7 cigars to a case)&amp;lt;br&amp;gt;&lt;br /&gt;
1x Premium Havanian cigar case (7 cigars to a case)&amp;lt;br&amp;gt;&lt;br /&gt;
1x Cohiba Robusto cigar case (7 cigars to a case)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Dinnerware}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Dinnerware&lt;br /&gt;
| icon = venddinnerware.gif&lt;br /&gt;
| area = [[Kitchen]]&lt;br /&gt;
| items =&lt;br /&gt;
8x Tray&amp;lt;br&amp;gt;&lt;br /&gt;
20x Bowl&amp;lt;br&amp;gt;&lt;br /&gt;
6x Fork&amp;lt;br&amp;gt;&lt;br /&gt;
8x Drinking Glass&amp;lt;br&amp;gt;&lt;br /&gt;
5x Ketchup condiment pack&amp;lt;br&amp;gt;&lt;br /&gt;
5x Hot sauce condiment pack&amp;lt;br&amp;gt;&lt;br /&gt;
5x Astrotame condiment pack&amp;lt;br&amp;gt;&lt;br /&gt;
5x Salt Shaker&amp;lt;br&amp;gt;&lt;br /&gt;
5x Pepper mill&amp;lt;br&amp;gt;&lt;br /&gt;
2x Chef&#039;s apron&amp;lt;br&amp;gt;&lt;br /&gt;
2x Rolling Pin&amp;lt;br&amp;gt;&lt;br /&gt;
2x Kitchen knife&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Butcher&#039;s Cleaver	&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Private=&lt;br /&gt;
==Bar==&lt;br /&gt;
{{anchor|Booze-O-Mat}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Booze-O-Mat&lt;br /&gt;
| icon = vendboozeomat.gif&lt;br /&gt;
| area = [[Bar]]&lt;br /&gt;
| items =&lt;br /&gt;
5x Griffeater Gin&amp;lt;br&amp;gt;&lt;br /&gt;
5x Uncle Git&#039;s Special Reserve&amp;lt;br&amp;gt;&lt;br /&gt;
5x Caccavo Guaranteed Quality Tequilla&amp;lt;br&amp;gt;&lt;br /&gt;
5x Tunguska Triple Distilled&amp;lt;br&amp;gt;&lt;br /&gt;
5x Goldeneye Vermouth&amp;lt;br&amp;gt;&lt;br /&gt;
5x Captain Pete&#039;s Cuban Spiced Rum&amp;lt;br&amp;gt;&lt;br /&gt;
5x Doublebeard Bearded Special Wine&amp;lt;br&amp;gt;&lt;br /&gt;
5x Chateau De Baton Premium Cognac&amp;lt;br&amp;gt;&lt;br /&gt;
5x Robert Robust&#039;s Coffee Liqueur&amp;lt;br&amp;gt;&lt;br /&gt;
6x Space Beer&amp;lt;br&amp;gt;&lt;br /&gt;
6x Magm-Ale&amp;lt;br&amp;gt;&lt;br /&gt;
4x Orange Juice&amp;lt;br&amp;gt;&lt;br /&gt;
4x Tomato Juice&amp;lt;br&amp;gt;&lt;br /&gt;
4x Lime Juice&amp;lt;br&amp;gt;&lt;br /&gt;
4x Milk Cream&amp;lt;br&amp;gt;&lt;br /&gt;
8x T-Borg&#039;s Tonic Water&amp;lt;br&amp;gt;&lt;br /&gt;
8x Space Cola&amp;lt;br&amp;gt;&lt;br /&gt;
8x Soda Water&amp;lt;br&amp;gt;&lt;br /&gt;
30x Glass&amp;lt;br&amp;gt;&lt;br /&gt;
10x Ice Cup&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
12x Duke Purple Tea&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
{{anchor|Engi-Vend}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Engi-Vend&lt;br /&gt;
| icon = Engivend.png&lt;br /&gt;
| area = [[Engineering]]&lt;br /&gt;
| items =&lt;br /&gt;
2x Engineering Scanner Goggles&amp;lt;br&amp;gt;&lt;br /&gt;
2x Welding Goggles&amp;lt;br&amp;gt;&lt;br /&gt;
4x Multitool&amp;lt;br&amp;gt;&lt;br /&gt;
10x Airlock Electronics&amp;lt;br&amp;gt;&lt;br /&gt;
10x APC Module&amp;lt;br&amp;gt;&lt;br /&gt;
10x Air Alarm Electronics&amp;lt;br&amp;gt;&lt;br /&gt;
10x High-Capacity Power Cell&amp;lt;br&amp;gt;&lt;br /&gt;
3x Rapid Construction Device (loaded)&amp;lt;br&amp;gt;&lt;br /&gt;
5x Geiger Counter&amp;lt;br&amp;gt;&lt;br /&gt;
|hackeditems =&lt;br /&gt;
3x Potato Battery&amp;lt;br&amp;gt;&lt;br /&gt;
|premiumitems =&lt;br /&gt;
3x Utility Belt&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Medbay==&lt;br /&gt;
{{anchor|NanoMed Plus}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = NanoMed Plus&lt;br /&gt;
| icon = vendmed.gif&lt;br /&gt;
| area = [[Medbay]]&lt;br /&gt;
| items =&lt;br /&gt;
12x Syringe&amp;lt;br&amp;gt;&lt;br /&gt;
3x Dropper&amp;lt;br&amp;gt;&lt;br /&gt;
8x Medical gauze&amp;lt;br&amp;gt;&lt;br /&gt;
5x Libital patch (brute) &amp;lt;br&amp;gt;&lt;br /&gt;
5x Aiuri patch (burn)&amp;lt;br&amp;gt;&lt;br /&gt;
5x Insulin pill&amp;lt;br&amp;gt;&lt;br /&gt;
4x Multiver bottle&amp;lt;br&amp;gt;&lt;br /&gt;
1x Sterilizer Gel&amp;lt;br&amp;gt;&lt;br /&gt;
3x Epinephrine bottle&amp;lt;br&amp;gt;&lt;br /&gt;
4x Morphine bottle&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Guide_to_chemistry#Potassium_Iodide|Potassium Iodine]] bottle&amp;lt;br&amp;gt;&lt;br /&gt;
3x Saline-Glucose Solution bottle&amp;lt;br&amp;gt;&lt;br /&gt;
3x Toxin bottle&amp;lt;br&amp;gt;&lt;br /&gt;
6x Spaceacillin syringe&amp;lt;br&amp;gt;&lt;br /&gt;
2x Convermol syringe&amp;lt;br&amp;gt;&lt;br /&gt;
2x Medical gel (libital)&amp;lt;br&amp;gt;&lt;br /&gt;
2x Medical gel (aiuri)&amp;lt;br&amp;gt;&lt;br /&gt;
2x Bottle of Psicodine pills&amp;lt;br&amp;gt;&lt;br /&gt;
4x Health analyzer&amp;lt;br&amp;gt;&lt;br /&gt;
2x Crew pinpointer&amp;lt;br&amp;gt;&lt;br /&gt;
1x Synthflesh medical gel&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
3x Toxin pill&amp;lt;br&amp;gt;&lt;br /&gt;
4x Morphine pill&amp;lt;br&amp;gt;&lt;br /&gt;
6x Multiver pill	&lt;br /&gt;
| premiumitems = &lt;br /&gt;
1x Box of hugs&amp;lt;br&amp;gt;&lt;br /&gt;
3x Epinephrine medipen&amp;lt;br&amp;gt;&lt;br /&gt;
3x Medical belt&amp;lt;br&amp;gt;&lt;br /&gt;
1x Medical wrench&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Hydroponics==&lt;br /&gt;
{{anchor|NutriMax}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = NutriMax&lt;br /&gt;
| icon = vendnutri.gif&lt;br /&gt;
| area = [[Hydroponics]]&lt;br /&gt;
| items =&lt;br /&gt;
30x E-Z-Nutrient&amp;lt;br&amp;gt;&lt;br /&gt;
20x Left 4 Zed&amp;lt;br&amp;gt;&lt;br /&gt;
10x Robust Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
20x Pest Spray&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Syringe]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x Plant Bag&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cultivator&amp;lt;br&amp;gt;&lt;br /&gt;
3x Spade&amp;lt;br&amp;gt;&lt;br /&gt;
4x Plant Analyzer&lt;br /&gt;
| hackeditems =&lt;br /&gt;
10x Ammonia Bottle&amp;lt;br&amp;gt;&lt;br /&gt;
5x Diethylamine Bottle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|MegaSeed Servitor}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = MegaSeed Servitor&lt;br /&gt;
| icon = vendseeds.gif&lt;br /&gt;
| area = [[Hydroponics]]&lt;br /&gt;
| items =&lt;br /&gt;
3x Banana Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Berry Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Carrot Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Chanterelle Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
3x Chili Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Corn Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Eggplant Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Potato Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Rice Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Replica Pod Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Soybean Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Sunflower Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tomato Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tower Cap Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
3x Wheat Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Apple Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Poppy Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Ambrosia Vulgaris Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Whitebeet Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Watermelon Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Lime Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Lemon Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Orange Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Grass Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cocoa Pod Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cabbage Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Grape Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Pumpkin Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cherry Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Coffee Arabica Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tobacco Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tea Aspera Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Fly Amanita Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Glowshroom Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Liberty Cap Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Nettle Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
2x Plump Helmet Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Reishi Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cannabis Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
2x Strange Seeds&lt;br /&gt;
| premiumitems = &lt;br /&gt;
1x Water Flower&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
{{anchor|SecTech}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Armadyne Peacekeeper Equipment Vendor&lt;br /&gt;
| icon = vendsec.gif&lt;br /&gt;
| area = Security Office&lt;br /&gt;
| items = &lt;br /&gt;
8x Handcuffs&amp;lt;br&amp;gt;&lt;br /&gt;
12x Zipties&amp;lt;br&amp;gt;&lt;br /&gt;
6x Flashbang&amp;lt;br&amp;gt;&lt;br /&gt;
8x Flash&amp;lt;br&amp;gt;&lt;br /&gt;
12x Donut&amp;lt;br&amp;gt;&lt;br /&gt;
6x Evidence bag box&amp;lt;br&amp;gt;&lt;br /&gt;
6x Seclite&amp;lt;br&amp;gt;&lt;br /&gt;
10x Energy Bola&lt;br /&gt;
| hackeditems = &lt;br /&gt;
None&amp;lt;br&amp;gt;&lt;br /&gt;
| premiumitems =&lt;br /&gt;
4x Security Webbing&amp;lt;br&amp;gt;&lt;br /&gt;
4x Peacekeeper Webbing&amp;lt;br&amp;gt;&lt;br /&gt;
1x Antag Token (toy)&amp;lt;br&amp;gt;&lt;br /&gt;
3x Blue Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Large Armor Vest&amp;lt;br&amp;gt;&lt;br /&gt;
5x Gripper Gloves&amp;lt;br&amp;gt;&lt;br /&gt;
5x Stingbang&amp;lt;br&amp;gt;&lt;br /&gt;
2x ANTI-TIDER-2500 Suppression Backpack&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wizard==&lt;br /&gt;
{{anchor|MagiVend}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = MagiVend&lt;br /&gt;
| icon = vendmagi.gif&lt;br /&gt;
| area = [[Wizard|Wizard&#039;s Den]]&lt;br /&gt;
| items =&lt;br /&gt;
1x Wizard Hat&amp;lt;br&amp;gt;&lt;br /&gt;
1x Wizard Robe&amp;lt;br&amp;gt;&lt;br /&gt;
1x Red Wizard Hat&amp;lt;br&amp;gt;&lt;br /&gt;
1x Red Wizard Robe&amp;lt;br&amp;gt;&lt;br /&gt;
1x Sandals&amp;lt;br&amp;gt;&lt;br /&gt;
2x Wizard&#039;s Staff&lt;br /&gt;
| hackeditems =&lt;br /&gt;
1x Wizarditis culture bottle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Syndicate==&lt;br /&gt;
{{anchor|Syndicate Donksoft Toy Vendor}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Syndicate Donksoft Toy Vendor&lt;br /&gt;
| icon = Syndi.gif&lt;br /&gt;
| area = [[Lavaland|Syndicate Listening Post]]&lt;br /&gt;
| items =&lt;br /&gt;
10x Foam Force SMG&amp;lt;br&amp;gt;&lt;br /&gt;
10x Foam Force Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
10x Foam Force Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
10x Toy Sword&amp;lt;br&amp;gt;&lt;br /&gt;
20x Ammo Box (Foam Darts)&amp;lt;br&amp;gt;&lt;br /&gt;
10x Foam Armblade&amp;lt;br&amp;gt;&lt;br /&gt;
10x Syndicate Balloon&amp;lt;br&amp;gt;&lt;br /&gt;
5x Black and Red Space Suit Replica&amp;lt;br&amp;gt;&lt;br /&gt;
5x Black and Red Space-Helmet Replica&lt;br /&gt;
| hackeditems =&lt;br /&gt;
10x Foam Force Crossbow&amp;lt;br&amp;gt;&lt;br /&gt;
10x Donksoft SMG&amp;lt;br&amp;gt;&lt;br /&gt;
10x Donksoft LMG&amp;lt;br&amp;gt;&lt;br /&gt;
20x Ammo box (Riot Darts)&amp;lt;br&amp;gt;&lt;br /&gt;
10x Replica Katana&amp;lt;br&amp;gt;&lt;br /&gt;
5x Double-Bladed Toy Sword&amp;lt;br&amp;gt;&lt;br /&gt;
10x Syndicate Deck of Cards&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Misc Machines==&lt;br /&gt;
{{anchor|PTech}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = PTech&lt;br /&gt;
| icon = PTech.png&lt;br /&gt;
| area = [[HoP Office]]&lt;br /&gt;
| items =&lt;br /&gt;
10x [[PDA|Med-U Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|Power-ON Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|R.O.B.U.S.T. DELUXE Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|CustodiPRO Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|Signal Ace 2 Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[PDA|Value-PAK Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|Space Parts &amp;amp; Space Vendors Cartridge]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Liberation Station}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Liberation Station&lt;br /&gt;
| icon = liberationstation.png&lt;br /&gt;
| area = [[Escape Shuttle|Lighthouse Shuttle]]&lt;br /&gt;
| items =&lt;br /&gt;
2x Gold Desert Eagle&amp;lt;br&amp;gt;&lt;br /&gt;
2x Camo Desert Eagle&amp;lt;br&amp;gt;&lt;br /&gt;
2x NanoTrasen Saber SMG&amp;lt;br&amp;gt;&lt;br /&gt;
2x Combat Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
1x Gyrojet Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
2x Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
2x NT-ARG &#039;Boarder&#039;&lt;br /&gt;
| hackeditems = &lt;br /&gt;
1x Patriotic suit&amp;lt;br&amp;gt;&lt;br /&gt;
3x Patriotic bedsheet&lt;br /&gt;
| premiumitems =&lt;br /&gt;
2x SMG magazine (9mm)&amp;lt;br&amp;gt;&lt;br /&gt;
4x Handgun magazine (.50ae)&amp;lt;br&amp;gt;&lt;br /&gt;
2x Handgun magazine (.45)&amp;lt;br&amp;gt;&lt;br /&gt;
2x Specialized magazine (.75)&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Vending_machines&amp;diff=13855</id>
		<title>Vending machines</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Vending_machines&amp;diff=13855"/>
		<updated>2023-10-06T03:19:28Z</updated>

		<summary type="html">&lt;p&gt;Jovan: /* Security */  Edited Security Vendor based on .../vending/security Skyrat Codebase&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision&lt;br /&gt;
|reason = Vendor contents have been changing very rapidly and editors haven&#039;t been able to keep up. Consider them to be mostly outdated.&lt;br /&gt;
|priority = Medium &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Vending machines store and dispense items. &lt;br /&gt;
Each machine sells a specific selection of items; click &#039;vend&#039; and it&#039;ll dispense the corresponding item, if you can affort it. Some items may be free if they belong to your worn ID&#039;s department. &lt;br /&gt;
[[Hacking#Vending Machines|Hacking]] a vending machine will unlock another selection of items. Premium items simply cost more. Some departmental clothing vendors aren&#039;t listed here yet, but you can re-insert items into clothing vendors, if they sell those items. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Public=&lt;br /&gt;
==Food and Drink Machines==&lt;br /&gt;
{{anchor|Robust Softdrinks}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Robust Softdrinks&lt;br /&gt;
| icon = vendcola.gif&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
10x Space Cola&amp;lt;br&amp;gt;&lt;br /&gt;
10x Space Mountain Wind&amp;lt;br&amp;gt;&lt;br /&gt;
10x Dr. Gibb&amp;lt;br&amp;gt;&lt;br /&gt;
10x Star-kist&amp;lt;br&amp;gt;&lt;br /&gt;
10x Space-Up&amp;lt;br&amp;gt;&lt;br /&gt;
10x Lemon-Lime Soda&lt;br /&gt;
| hackeditems =&lt;br /&gt;
6x Thirteen Loko&lt;br /&gt;
| premiumitems =&lt;br /&gt;
2x Nuka Cola&amp;lt;br&amp;gt;&lt;br /&gt;
1x Canned Air&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Getmore Chocolate Corp}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Getmore Chocolate Corp&lt;br /&gt;
| icon = vendsnack.gif&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
6x Candy&amp;lt;br&amp;gt;&lt;br /&gt;
6x Cup Ramen&amp;lt;br&amp;gt;&lt;br /&gt;
6x Chips&amp;lt;br&amp;gt;&lt;br /&gt;
6x Scaredy&#039;s Private Reserve Beef Jerky&amp;lt;br&amp;gt;&lt;br /&gt;
6x 4no Raisins&amp;lt;br&amp;gt;&lt;br /&gt;
6x Space Twinkie&amp;lt;br&amp;gt;&lt;br /&gt;
6x Cheesie Honkers&lt;br /&gt;
| hackeditems =&lt;br /&gt;
6x Syndi-Cakes&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Hot Drinks Machine}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Hot Drinks Machine&lt;br /&gt;
| icon = vendcoffee.png&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
25x Robust Coffee&amp;lt;br&amp;gt;&lt;br /&gt;
25x Duke Purple Tea&amp;lt;br&amp;gt;&lt;br /&gt;
25x Dutch Hot Coco&lt;br /&gt;
| hackeditems =&lt;br /&gt;
12x Ice Cup&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|вода}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Вода/Voda (soviet soda machine)&lt;br /&gt;
| icon = vendsovietsoda.gif&lt;br /&gt;
| area = [[Derelict]]&lt;br /&gt;
| items =&lt;br /&gt;
30x Soda Water&lt;br /&gt;
| hackeditems =&lt;br /&gt;
20x Cola&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Sustenance Vendor}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Sustenance Vendor&lt;br /&gt;
| icon = sustenance.png&lt;br /&gt;
| area = [[Labor Camp]]&lt;br /&gt;
| items =&lt;br /&gt;
24x Tofu&amp;lt;br&amp;gt;&lt;br /&gt;
12x Ice Cup&amp;lt;br&amp;gt;&lt;br /&gt;
6x Candy Corn&lt;br /&gt;
| hackeditems = &lt;br /&gt;
6x Kitchen Knife&amp;lt;br&amp;gt;&lt;br /&gt;
12x Robust Coffee&amp;lt;br&amp;gt;&lt;br /&gt;
6x Emergency Oxygen Tank&amp;lt;br&amp;gt;&lt;br /&gt;
6x Breath Mask&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Tool Machines==&lt;br /&gt;
{{anchor|YouTool}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = YouTool&lt;br /&gt;
| icon = vendyoutool.png&lt;br /&gt;
| area = [[Primary Tool Storage]]&lt;br /&gt;
| items =&lt;br /&gt;
10x Cable Coil&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Crowbar]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Welding Tool]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Wirecutters]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Wrench]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Analyzer]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[T-Ray Scanner]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Screwdriver]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x [[Welding Tool|Industrial Welding Tool]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Budget Insulated Gloves]]&lt;br /&gt;
| premiumitems = &lt;br /&gt;
1x [[Insulated Gloves]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Vendomat}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Vendomat&lt;br /&gt;
| icon = vendgeneric.gif&lt;br /&gt;
| area = [[Primary Tool Storage]]&lt;br /&gt;
| items =&lt;br /&gt;
5x [[Proximity Sensor]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[Igniter]]&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[Remote Signaling Device]]&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Wirecutters]]&amp;lt;br&amp;gt;&lt;br /&gt;
4x [[PDA#Other non-Default Cartridges|Generic Signaler cartridge]]&lt;br /&gt;
| hackeditems =&lt;br /&gt;
5x [[Flashlight]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Timer]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Voice Analyzer]]&amp;lt;br&amp;gt;&lt;br /&gt;
2x [[Health Sensor]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Misc Machines==&lt;br /&gt;
{{anchor|AutoDrobe}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = AutoDrobe&lt;br /&gt;
| icon = AutoDrobe.gif&lt;br /&gt;
| area = [[Theatre]]&lt;br /&gt;
| items=&lt;br /&gt;
Shitloads of silly clothes!&amp;lt;br&amp;gt;&lt;br /&gt;
Really, over 50 different things ranging from wigs to sandals.&lt;br /&gt;
| hackeditems =&lt;br /&gt;
Judge&#039;s Robe&amp;lt;br&amp;gt;&lt;br /&gt;
Powdered Wig&amp;lt;br&amp;gt;&lt;br /&gt;
Cardborg costume&amp;lt;br&amp;gt;&lt;br /&gt;
Wand&amp;lt;br&amp;gt;&lt;br /&gt;
Blindfold&amp;lt;br&amp;gt;&lt;br /&gt;
2x Muzzle&amp;lt;br&amp;gt;&lt;br /&gt;
| premiumitems =&lt;br /&gt;
Pirate Captain Coat&amp;lt;br&amp;gt;&lt;br /&gt;
Pirate Captain Hat&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Legionaire Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Armor&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Sandals&amp;lt;br&amp;gt;&lt;br /&gt;
Roman Shield&amp;lt;br&amp;gt;&lt;br /&gt;
Skub&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|ClothesMate}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = ClothesMate&lt;br /&gt;
| icon = ClothesMate.gif&lt;br /&gt;
| area = [[Locker Room]]&lt;br /&gt;
| items=&lt;br /&gt;
Shitloads of clothes!&lt;br /&gt;
| hackeditems =&lt;br /&gt;
Tacticool Turtleneck&amp;lt;br&amp;gt;&lt;br /&gt;
Balaclava&amp;lt;br&amp;gt;&lt;br /&gt;
Ushanka&amp;lt;br&amp;gt;&lt;br /&gt;
Soviet Uniform&amp;lt;br&amp;gt;&lt;br /&gt;
2x Black fannypack&amp;lt;br&amp;gt;&lt;br /&gt;
Blood-red letterman jacket&amp;lt;br&amp;gt;&lt;br /&gt;
Jabroni Outfit&amp;lt;br&amp;gt;&lt;br /&gt;
Vape Naysh Shirt&lt;br /&gt;
| premiumitems = &lt;br /&gt;
Checkered Suit&amp;lt;br&amp;gt;&lt;br /&gt;
Mailman&#039;s Hat&amp;lt;br&amp;gt;&lt;br /&gt;
Mailman&#039;s Jumpsuit&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Jacket&amp;lt;br&amp;gt;&lt;br /&gt;
Leather Overcoat&amp;lt;br&amp;gt;&lt;br /&gt;
Must Hang Jeans&amp;lt;br&amp;gt;&lt;br /&gt;
Gold Necklace&amp;lt;br&amp;gt;&lt;br /&gt;
Blue Leatherman Jacket&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Good Clean Fun}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Good Clean Fun&lt;br /&gt;
| icon = Nanomed.png&lt;br /&gt;
| area = [[Library]]&lt;br /&gt;
| items=&lt;br /&gt;
5x Deck of cards&amp;lt;br&amp;gt;&lt;br /&gt;
10x Dice bag&amp;lt;br&amp;gt;&lt;br /&gt;
5x Cards against space (white version)&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cards against space (black version)&lt;br /&gt;
| hackeditems =&lt;br /&gt;
9x Fudge die&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|NanoMed}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = NanoMed&lt;br /&gt;
| icon = Nanomed.png&lt;br /&gt;
| area = [[Medbay#Patient Rooms|Medbay Patient Rooms]], [[Operating Theatre]], [[Medbay#Recovery Room|Medbay Recovery Room]]&lt;br /&gt;
| items=&lt;br /&gt;
3x Syringe&amp;lt;br&amp;gt;&lt;br /&gt;
5x Brute patch&amp;lt;br&amp;gt;&lt;br /&gt;
5x Burn patch&amp;lt;br&amp;gt;&lt;br /&gt;
2x Antitoxin pill&amp;lt;br&amp;gt;&lt;br /&gt;
1x Sterilizer Spray&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Toxin pill&amp;lt;br&amp;gt;&lt;br /&gt;
2x Morphine pill&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Cigarette Machine}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Cigarette Machine&lt;br /&gt;
| icon = vendcigs.gif&lt;br /&gt;
| area = Everywhere&lt;br /&gt;
| items =&lt;br /&gt;
5x Space Cigarettes packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Uplift Smooth packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Robust packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Carp Classic packet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Midori Tobako packet&amp;lt;br&amp;gt;&lt;br /&gt;
10x Matchbox&amp;lt;br&amp;gt;&lt;br /&gt;
4x Cheap lighter&amp;lt;br&amp;gt;&lt;br /&gt;
5x Rolling paper pack&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
3x Zippo&amp;lt;br&amp;gt;&lt;br /&gt;
5x E-Cigarette&lt;br /&gt;
| premiumitems = &lt;br /&gt;
2x Robust Gold packet &amp;lt;br&amp;gt;&lt;br /&gt;
1x Premium cigar case (7 cigars to a case)&amp;lt;br&amp;gt;&lt;br /&gt;
1x Premium Havanian cigar case (7 cigars to a case)&amp;lt;br&amp;gt;&lt;br /&gt;
1x Cohiba Robusto cigar case (7 cigars to a case)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Dinnerware}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Dinnerware&lt;br /&gt;
| icon = venddinnerware.gif&lt;br /&gt;
| area = [[Kitchen]]&lt;br /&gt;
| items =&lt;br /&gt;
8x Tray&amp;lt;br&amp;gt;&lt;br /&gt;
20x Bowl&amp;lt;br&amp;gt;&lt;br /&gt;
6x Fork&amp;lt;br&amp;gt;&lt;br /&gt;
8x Drinking Glass&amp;lt;br&amp;gt;&lt;br /&gt;
5x Ketchup condiment pack&amp;lt;br&amp;gt;&lt;br /&gt;
5x Hot sauce condiment pack&amp;lt;br&amp;gt;&lt;br /&gt;
5x Astrotame condiment pack&amp;lt;br&amp;gt;&lt;br /&gt;
5x Salt Shaker&amp;lt;br&amp;gt;&lt;br /&gt;
5x Pepper mill&amp;lt;br&amp;gt;&lt;br /&gt;
2x Chef&#039;s apron&amp;lt;br&amp;gt;&lt;br /&gt;
2x Rolling Pin&amp;lt;br&amp;gt;&lt;br /&gt;
2x Kitchen knife&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Butcher&#039;s Cleaver	&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=Private=&lt;br /&gt;
==Bar==&lt;br /&gt;
{{anchor|Booze-O-Mat}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Booze-O-Mat&lt;br /&gt;
| icon = vendboozeomat.gif&lt;br /&gt;
| area = [[Bar]]&lt;br /&gt;
| items =&lt;br /&gt;
5x Griffeater Gin&amp;lt;br&amp;gt;&lt;br /&gt;
5x Uncle Git&#039;s Special Reserve&amp;lt;br&amp;gt;&lt;br /&gt;
5x Caccavo Guaranteed Quality Tequilla&amp;lt;br&amp;gt;&lt;br /&gt;
5x Tunguska Triple Distilled&amp;lt;br&amp;gt;&lt;br /&gt;
5x Goldeneye Vermouth&amp;lt;br&amp;gt;&lt;br /&gt;
5x Captain Pete&#039;s Cuban Spiced Rum&amp;lt;br&amp;gt;&lt;br /&gt;
5x Doublebeard Bearded Special Wine&amp;lt;br&amp;gt;&lt;br /&gt;
5x Chateau De Baton Premium Cognac&amp;lt;br&amp;gt;&lt;br /&gt;
5x Robert Robust&#039;s Coffee Liqueur&amp;lt;br&amp;gt;&lt;br /&gt;
6x Space Beer&amp;lt;br&amp;gt;&lt;br /&gt;
6x Magm-Ale&amp;lt;br&amp;gt;&lt;br /&gt;
4x Orange Juice&amp;lt;br&amp;gt;&lt;br /&gt;
4x Tomato Juice&amp;lt;br&amp;gt;&lt;br /&gt;
4x Lime Juice&amp;lt;br&amp;gt;&lt;br /&gt;
4x Milk Cream&amp;lt;br&amp;gt;&lt;br /&gt;
8x T-Borg&#039;s Tonic Water&amp;lt;br&amp;gt;&lt;br /&gt;
8x Space Cola&amp;lt;br&amp;gt;&lt;br /&gt;
8x Soda Water&amp;lt;br&amp;gt;&lt;br /&gt;
30x Glass&amp;lt;br&amp;gt;&lt;br /&gt;
10x Ice Cup&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
12x Duke Purple Tea&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Engineering==&lt;br /&gt;
{{anchor|Engi-Vend}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Engi-Vend&lt;br /&gt;
| icon = Engivend.png&lt;br /&gt;
| area = [[Engineering]]&lt;br /&gt;
| items =&lt;br /&gt;
2x Engineering Scanner Goggles&amp;lt;br&amp;gt;&lt;br /&gt;
2x Welding Goggles&amp;lt;br&amp;gt;&lt;br /&gt;
4x Multitool&amp;lt;br&amp;gt;&lt;br /&gt;
10x Airlock Electronics&amp;lt;br&amp;gt;&lt;br /&gt;
10x APC Module&amp;lt;br&amp;gt;&lt;br /&gt;
10x Air Alarm Electronics&amp;lt;br&amp;gt;&lt;br /&gt;
10x High-Capacity Power Cell&amp;lt;br&amp;gt;&lt;br /&gt;
3x Rapid Construction Device (loaded)&amp;lt;br&amp;gt;&lt;br /&gt;
5x Geiger Counter&amp;lt;br&amp;gt;&lt;br /&gt;
|hackeditems =&lt;br /&gt;
3x Potato Battery&amp;lt;br&amp;gt;&lt;br /&gt;
|premiumitems =&lt;br /&gt;
3x Utility Belt&amp;lt;br&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Medbay==&lt;br /&gt;
{{anchor|NanoMed Plus}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = NanoMed Plus&lt;br /&gt;
| icon = vendmed.gif&lt;br /&gt;
| area = [[Medbay]]&lt;br /&gt;
| items =&lt;br /&gt;
12x Syringe&amp;lt;br&amp;gt;&lt;br /&gt;
3x Dropper&amp;lt;br&amp;gt;&lt;br /&gt;
8x Medical gauze&amp;lt;br&amp;gt;&lt;br /&gt;
5x Libital patch (brute) &amp;lt;br&amp;gt;&lt;br /&gt;
5x Aiuri patch (burn)&amp;lt;br&amp;gt;&lt;br /&gt;
5x Insulin pill&amp;lt;br&amp;gt;&lt;br /&gt;
4x Multiver bottle&amp;lt;br&amp;gt;&lt;br /&gt;
1x Sterilizer Gel&amp;lt;br&amp;gt;&lt;br /&gt;
3x Epinephrine bottle&amp;lt;br&amp;gt;&lt;br /&gt;
4x Morphine bottle&amp;lt;br&amp;gt;&lt;br /&gt;
1x [[Guide_to_chemistry#Potassium_Iodide|Potassium Iodine]] bottle&amp;lt;br&amp;gt;&lt;br /&gt;
3x Saline-Glucose Solution bottle&amp;lt;br&amp;gt;&lt;br /&gt;
3x Toxin bottle&amp;lt;br&amp;gt;&lt;br /&gt;
6x Spaceacillin syringe&amp;lt;br&amp;gt;&lt;br /&gt;
2x Convermol syringe&amp;lt;br&amp;gt;&lt;br /&gt;
2x Medical gel (libital)&amp;lt;br&amp;gt;&lt;br /&gt;
2x Medical gel (aiuri)&amp;lt;br&amp;gt;&lt;br /&gt;
2x Bottle of Psicodine pills&amp;lt;br&amp;gt;&lt;br /&gt;
4x Health analyzer&amp;lt;br&amp;gt;&lt;br /&gt;
2x Crew pinpointer&amp;lt;br&amp;gt;&lt;br /&gt;
1x Synthflesh medical gel&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
3x Toxin pill&amp;lt;br&amp;gt;&lt;br /&gt;
4x Morphine pill&amp;lt;br&amp;gt;&lt;br /&gt;
6x Multiver pill	&lt;br /&gt;
| premiumitems = &lt;br /&gt;
1x Box of hugs&amp;lt;br&amp;gt;&lt;br /&gt;
3x Epinephrine medipen&amp;lt;br&amp;gt;&lt;br /&gt;
3x Medical belt&amp;lt;br&amp;gt;&lt;br /&gt;
1x Medical wrench&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Hydroponics==&lt;br /&gt;
{{anchor|NutriMax}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = NutriMax&lt;br /&gt;
| icon = vendnutri.gif&lt;br /&gt;
| area = [[Hydroponics]]&lt;br /&gt;
| items =&lt;br /&gt;
30x E-Z-Nutrient&amp;lt;br&amp;gt;&lt;br /&gt;
20x Left 4 Zed&amp;lt;br&amp;gt;&lt;br /&gt;
10x Robust Harvest&amp;lt;br&amp;gt;&lt;br /&gt;
20x Pest Spray&amp;lt;br&amp;gt;&lt;br /&gt;
5x [[Syringe]]&amp;lt;br&amp;gt;&lt;br /&gt;
5x Plant Bag&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cultivator&amp;lt;br&amp;gt;&lt;br /&gt;
3x Spade&amp;lt;br&amp;gt;&lt;br /&gt;
4x Plant Analyzer&lt;br /&gt;
| hackeditems =&lt;br /&gt;
10x Ammonia Bottle&amp;lt;br&amp;gt;&lt;br /&gt;
5x Diethylamine Bottle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|MegaSeed Servitor}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = MegaSeed Servitor&lt;br /&gt;
| icon = vendseeds.gif&lt;br /&gt;
| area = [[Hydroponics]]&lt;br /&gt;
| items =&lt;br /&gt;
3x Banana Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Berry Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Carrot Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Chanterelle Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
3x Chili Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Corn Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Eggplant Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Potato Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Rice Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Replica Pod Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Soybean Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Sunflower Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tomato Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tower Cap Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
3x Wheat Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Apple Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Poppy Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Ambrosia Vulgaris Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Whitebeet Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Watermelon Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Lime Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Lemon Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Orange Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Grass Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cocoa Pod Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cabbage Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Grape Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Pumpkin Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cherry Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Coffee Arabica Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tobacco Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
3x Tea Aspera Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
| hackeditems =&lt;br /&gt;
2x Fly Amanita Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Glowshroom Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Liberty Cap Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Nettle Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
2x Plump Helmet Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
2x Reishi Mycelium&amp;lt;br&amp;gt;&lt;br /&gt;
3x Cannabis Seeds&amp;lt;br&amp;gt;&lt;br /&gt;
2x Strange Seeds&lt;br /&gt;
| premiumitems = &lt;br /&gt;
1x Water Flower&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Security==&lt;br /&gt;
{{anchor|SecTech}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Armadyne Peacekeeper Equipment Vendor&lt;br /&gt;
| icon = vendsec.gif&lt;br /&gt;
| area = Security Office&lt;br /&gt;
| items = &lt;br /&gt;
8x Handcuffs&amp;lt;br&amp;gt;&lt;br /&gt;
12x Zipties&amp;lt;br&amp;gt;&lt;br /&gt;
6x Flashbang&amp;lt;br&amp;gt;&lt;br /&gt;
8x Flash&amp;lt;br&amp;gt;&lt;br /&gt;
12x Donut&amp;lt;br&amp;gt;&lt;br /&gt;
6x Evidence bag box&amp;lt;br&amp;gt;&lt;br /&gt;
6x Seclite&amp;lt;br&amp;gt;&lt;br /&gt;
10x Energy Bola&lt;br /&gt;
| hackeditems = &lt;br /&gt;
None&amp;lt;br&amp;gt;&lt;br /&gt;
| premiumitems =&lt;br /&gt;
4x Security Webbing&amp;lt;br&amp;gt;&lt;br /&gt;
4x Peacekeeper Webbing&amp;lt;br&amp;gt;&lt;br /&gt;
1x Antag Token (toy)&amp;lt;br&amp;gt;&lt;br /&gt;
3x Blue Helmet&amp;lt;br&amp;gt;&lt;br /&gt;
3x Large Armor Vest&amp;lt;br&amp;gt;&lt;br /&gt;
5x Gripper Gloves&amp;lt;br&amp;gt;&lt;br /&gt;
5x Stingbang&amp;lt;br&amp;gt;&lt;br /&gt;
2x ANTI-TIDER-2500 Suppression Backpack&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{anchor|PTech}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = PTech&lt;br /&gt;
| icon = PTech.png&lt;br /&gt;
| area = [[HoP Office]]&lt;br /&gt;
| items =&lt;br /&gt;
10x [[PDA|Med-U Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|Power-ON Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|R.O.B.U.S.T. DELUXE Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|CustodiPRO Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|Signal Ace 2 Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA]]&amp;lt;br&amp;gt;&lt;br /&gt;
3x [[PDA|Value-PAK Cartridge]]&amp;lt;br&amp;gt;&lt;br /&gt;
10x [[PDA|Space Parts &amp;amp; Space Vendors Cartridge]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Liberation Station}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Liberation Station&lt;br /&gt;
| icon = liberationstation.png&lt;br /&gt;
| area = [[Escape Shuttle|Lighthouse Shuttle]]&lt;br /&gt;
| items =&lt;br /&gt;
2x Gold Desert Eagle&amp;lt;br&amp;gt;&lt;br /&gt;
2x Camo Desert Eagle&amp;lt;br&amp;gt;&lt;br /&gt;
2x NanoTrasen Saber SMG&amp;lt;br&amp;gt;&lt;br /&gt;
2x Combat Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
1x Gyrojet Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
2x Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
2x NT-ARG &#039;Boarder&#039;&lt;br /&gt;
| hackeditems = &lt;br /&gt;
1x Patriotic suit&amp;lt;br&amp;gt;&lt;br /&gt;
3x Patriotic bedsheet&lt;br /&gt;
| premiumitems =&lt;br /&gt;
2x SMG magazine (9mm)&amp;lt;br&amp;gt;&lt;br /&gt;
4x Handgun magazine (.50ae)&amp;lt;br&amp;gt;&lt;br /&gt;
2x Handgun magazine (.45)&amp;lt;br&amp;gt;&lt;br /&gt;
2x Specialized magazine (.75)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Wizard==&lt;br /&gt;
{{anchor|MagiVend}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = MagiVend&lt;br /&gt;
| icon = vendmagi.gif&lt;br /&gt;
| area = [[Wizard|Wizard&#039;s Den]]&lt;br /&gt;
| items =&lt;br /&gt;
1x Wizard Hat&amp;lt;br&amp;gt;&lt;br /&gt;
1x Wizard Robe&amp;lt;br&amp;gt;&lt;br /&gt;
1x Red Wizard Hat&amp;lt;br&amp;gt;&lt;br /&gt;
1x Red Wizard Robe&amp;lt;br&amp;gt;&lt;br /&gt;
1x Sandals&amp;lt;br&amp;gt;&lt;br /&gt;
2x Wizard&#039;s Staff&lt;br /&gt;
| hackeditems =&lt;br /&gt;
1x Wizarditis culture bottle&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==Syndicate==&lt;br /&gt;
{{anchor|Syndicate Donksoft Toy Vendor}}&lt;br /&gt;
{{vendingmachine&lt;br /&gt;
| name = Syndicate Donksoft Toy Vendor&lt;br /&gt;
| icon = Syndi.gif&lt;br /&gt;
| area = [[Lavaland|Syndicate Listening Post]]&lt;br /&gt;
| items =&lt;br /&gt;
10x Foam Force SMG&amp;lt;br&amp;gt;&lt;br /&gt;
10x Foam Force Pistol&amp;lt;br&amp;gt;&lt;br /&gt;
10x Foam Force Shotgun&amp;lt;br&amp;gt;&lt;br /&gt;
10x Toy Sword&amp;lt;br&amp;gt;&lt;br /&gt;
20x Ammo Box (Foam Darts)&amp;lt;br&amp;gt;&lt;br /&gt;
10x Foam Armblade&amp;lt;br&amp;gt;&lt;br /&gt;
10x Syndicate Balloon&amp;lt;br&amp;gt;&lt;br /&gt;
5x Black and Red Space Suit Replica&amp;lt;br&amp;gt;&lt;br /&gt;
5x Black and Red Space-Helmet Replica&lt;br /&gt;
| hackeditems =&lt;br /&gt;
10x Foam Force Crossbow&amp;lt;br&amp;gt;&lt;br /&gt;
10x Donksoft SMG&amp;lt;br&amp;gt;&lt;br /&gt;
10x Donksoft LMG&amp;lt;br&amp;gt;&lt;br /&gt;
20x Ammo box (Riot Darts)&amp;lt;br&amp;gt;&lt;br /&gt;
10x Replica Katana&amp;lt;br&amp;gt;&lt;br /&gt;
5x Double-Bladed Toy Sword&amp;lt;br&amp;gt;&lt;br /&gt;
10x Syndicate Deck of Cards&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Objects]]&lt;/div&gt;</summary>
		<author><name>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Officer&amp;diff=13854</id>
		<title>Security Officer</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Officer&amp;diff=13854"/>
		<updated>2023-10-06T02:28:34Z</updated>

		<summary type="html">&lt;p&gt;Jovan: /* Tools for Peacekeeping */ Grammar and Spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason= contents of this page should be checked}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 486091&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 486091&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 486091&lt;br /&gt;
 |img = Generic_security.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Security Officer&lt;br /&gt;
 |access = Security, Brig, Holding Cells, Courtroom, Maintenance, Weapon Permit&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = [[Head of Security]]&lt;br /&gt;
 |duties = Protect company assets, follow the [[Corporate Regulations]], respect the crew.&lt;br /&gt;
 |guides = [[Guide to security]], [[Corporate Regulations]], [[Security Policy]], [[Security items|Security Items]]&lt;br /&gt;
 |requirements = Don’t create more problems than you solve. Be a deterrent to chaos and destruction.}}&lt;br /&gt;
{{Security Dept header}}&lt;br /&gt;
NanoTrasen has developed a state-of-the-art research station, and in the same breath, they signed a clown onto the payroll. It henceforth falls to you to protect the station from threats, real or perceived. Your fundamental role is to ensure crew safety. This may mean putting yourself at risk, but that’s why we wear the badge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is important to note that Security is one of the most mechanics-heavy roles on the station and requires a reasonably high degree of proficiency in the game’s basic controls. For this reason, getting a good deal of experience in other roles is suggested before attempting to play as Security, lest you be branded “Shitcurity” – or worse. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Peacekeeper==&lt;br /&gt;
As an Officer, your job is to ensure peace. You have been tasked to provide peaceful resolutions. The ability to arrest, protect, and counsel the crew and solve problems comes with great responsibility. Your actions and choices will have consequences. Expect to be judged by everyone, including your peers. Don&#039;t forget that you are not alone; always ask for help, even if it&#039;s not coming from a fellow Officer. You will get to know your expectations that way. Lastly, review the [[Security Policy]], which details said expectations.&lt;br /&gt;
&lt;br /&gt;
=== Read, Assess, Act ===&lt;br /&gt;
There is a wide misconception that being part of the security forces means beating people into submission and ruling with an iron fist. This is the farthest possible thing from the truth. As a security member, the station trusts you to be an effective peacekeeping force. Even though [[Corporate Regulations]] exist and should be followed, that is not your only job.&lt;br /&gt;
&lt;br /&gt;
Remember that it isn&#039;t your job to stick your nose to every action and every conversation; you are better than that. Everyone deserves to be confronted with dignity and respect. You should work with the crew to be less disruptive or avoid fighting. Be the mediator in every conflict. Not all confrontations should lead to an arrest.&lt;br /&gt;
&lt;br /&gt;
Diplomatic solutions are not always possible. Should they fail, you have [[security items|Security Items]] available. If faced with a crime scene, secure it and find your leads. Seek assistance from your peers, and involve the [[Detective]] when possible. Avoid touching anything that might be potential evidence. Put any potential evidence (or dangerous items) in an evidence bag should it be sent to the brig. If you don&#039;t have peers to help you, do not worry! Record your findings to the best of your abilities, and don&#039;t give up. The important thing here is not to conclude your investigation too quickly. Sometimes, your findings will lead to a dead end, and that&#039;s okay! Not all cases will have a resolution.&lt;br /&gt;
&lt;br /&gt;
Once you find the criminal, take them to the brig for processing. You should try handing them over to the [[Warden]] or the [[Corrections Officer]] to continue your duties. Do not forget to list your charges. The sentence time should start from when they are apprehended. Treat the criminal with basic decency.&lt;br /&gt;
&lt;br /&gt;
=== Tools for Peacekeeping ===&lt;br /&gt;
You need to be equipped to conduct your duties. The brig will have most of your equipment necessary to perform. If they are unavailable, check with the Warden for anything to spare. You may need to get your supplies from Cargo.&lt;br /&gt;
&lt;br /&gt;
* The lockers in the brig will contain your peacekeeping belt and all your essential tools. There are also Security Hud Sunglasses and a flashlight for your disabler.&lt;br /&gt;
* You can attain other equipment from the Equipment vendor. One of the notable ones is the Energy Bola.&lt;br /&gt;
* A Universal recorder can be applicable when conducting an investigation. This can be used as evidence should anyone question your claims.&lt;br /&gt;
&lt;br /&gt;
If you need more information, review [[Security items]] and [[Guide to security]].&lt;br /&gt;
&lt;br /&gt;
==Communicating Proper Channels==&lt;br /&gt;
Being a Peacekeeper means you will gain access to the security channel on your radio: ,s&lt;br /&gt;
&lt;br /&gt;
The Chain of Command is as follows. Above you is the [[Head of Security]], and above them is the [[Captain]]. You will primarily be operating this chain of command aboard the station. Central Command directs the Captain outside the station, meaning some orders passed down to you may be from CentComm. Should the Head of Security not be present, the [[Warden]] can act as your direct supervisor.&lt;br /&gt;
&lt;br /&gt;
==Mechanical Minds, Silicon SecOffs[[File:Beepsky.png]]==&lt;br /&gt;
One of your most useful tools is your small friend, Officer Beepsky. Your Sec HUD can be used to set someone’s arrest status on the fly, and for those you can’t see you can call in to the Warden, who can set this status on their console. Once he finds a target, his on-board radio will let you know when he finds the no-good criminal!&lt;br /&gt;
It cannot be overstated how useful this can be during a manhunt. An extra pair of eyes is nothing to scoff at, so be sure to call in reports of criminals frequently. &lt;br /&gt;
==GREAT GOOGLY MOOGLY IT’S ALL GONE TO SHIT==&lt;br /&gt;
There comes a time in every good officer’s life where things go, to put it kindly, tits up. The most important thing is to remember that most situations can be resolved by organization, and that more chaos will simply lead to worse problems down the line.&lt;br /&gt;
Keeping in contact is more essential than ever when the red alert is raised. It may be worthwhile to establish regular check-ins. Information should be compiled regularly and, where possible, communication to the opposing force should be maintained.&lt;br /&gt;
In the event that the opposition is actively avoiding diplomacy, then it’s time to raise hell.&lt;br /&gt;
===The Syndicate[[File:ESword.png]]===&lt;br /&gt;
Perhaps NanoTrasen’s most known rival, The Syndicate have a long-standing grudge against NanoTrasen for their actions. These units often work in secret, but occasionally choose to go loud. Be aware that one of their favourite tricks is to punch a hole through our beloved station, as well as it&#039;s inhabitants ribcages. No amount of plastic surgery can recover your brain from the fine paste that used to be your skull; in short – use an Explosive Ordinance Disposal (E.O.D.) suit when handling anything that looks like it might turn you into mincemeat.&lt;br /&gt;
Recovery of NanoTrasen assets is tantamount to a successful anti-operative response. Beware that your [[AI|silicon intelligences]] remain unaffected should it come to light that your station has been targeted. &lt;br /&gt;
Generally speaking, respond to the threat at hand with equivalent force. Someone running around with a lockbreaker and a suspicious looking turtleneck isn&#039;t any good reason to break out the lethal weapons from the armory, but responding to a madman mowing down the crew with a heavy machinegun by sprinting at them with a baton is just as likely to get you lynched by the crew as your opposing operative.&lt;br /&gt;
====Nuclear Operations[[File:Sniper.png]]====&lt;br /&gt;
Your conversations with Nuclear Operations are likely to be little more than interrogation. Let me be clear, you’ll need all the information you can get – but these people will not be willing to talk to you for very long, and have a tenancy to explode when left alone for long enough.&lt;br /&gt;
With the goal of detonating the on-board Nuclear Failsafe, killing anyone and everyone caught in the blast, these teams will be a significant test of your preparedness. Once an incursion is confirmed, keeping an eye on the nuke is a good idea; however patrol teams are also strongly encouraged – the best defence is a good offence.&lt;br /&gt;
The Nuke Ops are useless without your on-station nuke disk. Guard this with your life.&lt;br /&gt;
If this situation is confirmed, you will want to upgrade your kit from the Armoury. Despite what you might hope, your pea shooter and lightning gun are unlikely to hold up against the forces of a paramilitary incursion. Work with your team, stay together, and report in regularly if you wish to keep your body from resembling Swiss cheese. &lt;br /&gt;
===Revolution[[File:Baseball_bat.png]]===&lt;br /&gt;
Let’s be honest; NanoTrasen isn’t the best company to work for. While most are usually placated by the smooth taste of Vodka and the delicious flavour of Donk Pocket, the working man may one day find that their ongoing labour violations are too much.&lt;br /&gt;
In this situation, you have one positive thing going for you; by the nature of concession, these folks are the most likely to be willing to hold a conversation. Try to find out what their issue is and to work with them. In the event that they simply wish anarchy upon the station, then it&#039;s time to start cracking skulls.&lt;br /&gt;
&lt;br /&gt;
The old adage of “You can’t put us all in Prison” may eventually ring true, if only due to you running out of bullets. Thankfully for you NanoTrasen has Mindshield Implants available. These implants will free the afflicted of their less loyal ideas and can be acquired by screaming at the Warden until they hand them over or shoot you. Be sure that the [[Blueshield]] keeps an extra close eye on the Department Heads during such a turbulent time.&lt;br /&gt;
===The Cult of Nar’sie[[File:Ritual_knife.png]]===&lt;br /&gt;
An unconfirmed group, but a worrying one none the less. Keeping track of those in this group of interest will be an essential part of supressing them, in the event that they are present. Cults rely on power by numbers, so attempt to keep their numbers down. Mindshields may or may not work on eldritch magic – our information is unclear, but at any rate there may be [[Chaplain|another on the station with a more spiritual solution]]. All that&#039;s known for sure, is it&#039;s always a good idea to keep their strange knives away from them, and the odd runes they carve from their blood are never a good idea to be around...&lt;br /&gt;
==Shitcurity II: The Reckoning== &lt;br /&gt;
Good news; you’ll have a front-row seat to any investigation into your own actions. Better news; you’re not &#039;&#039;too&#039;&#039; suspicious wherever you go. [[AI|The AI]] will usually let you into most places, but in doing this you will likely be followed to ensure you do as you say – at least briefly. Final news; you’re able to keep track of all the news on your brothers and sisters should you have additional people on your side.&lt;br /&gt;
You can usually get away with arresting someone on your word alone. Be careful, though – your team might sense foul play if they don’t end up back at the brig. Your access to weapons is rivalled only by [[Science|R&amp;amp;D]] and Cargo, and your work is usually already slandered over the radio – giving you a Get out of Jail Free card. &#039;&#039;At least for now. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 486091&lt;br /&gt;
}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Officer&amp;diff=13853</id>
		<title>Security Officer</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Officer&amp;diff=13853"/>
		<updated>2023-10-06T02:26:08Z</updated>

		<summary type="html">&lt;p&gt;Jovan: /* Communicating Proper Channels */  Remove mentions of being assigned departments. Redundant sentences were removed.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason= contents of this page should be checked}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 486091&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 486091&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 486091&lt;br /&gt;
 |img = Generic_security.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Security Officer&lt;br /&gt;
 |access = Security, Brig, Holding Cells, Courtroom, Maintenance, Weapon Permit&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = [[Head of Security]]&lt;br /&gt;
 |duties = Protect company assets, follow the [[Corporate Regulations]], respect the crew.&lt;br /&gt;
 |guides = [[Guide to security]], [[Corporate Regulations]], [[Security Policy]], [[Security items|Security Items]]&lt;br /&gt;
 |requirements = Don’t create more problems than you solve. Be a deterrent to chaos and destruction.}}&lt;br /&gt;
{{Security Dept header}}&lt;br /&gt;
NanoTrasen has developed a state-of-the-art research station, and in the same breath, they signed a clown onto the payroll. It henceforth falls to you to protect the station from threats, real or perceived. Your fundamental role is to ensure crew safety. This may mean putting yourself at risk, but that’s why we wear the badge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is important to note that Security is one of the most mechanics-heavy roles on the station and requires a reasonably high degree of proficiency in the game’s basic controls. For this reason, getting a good deal of experience in other roles is suggested before attempting to play as Security, lest you be branded “Shitcurity” – or worse. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Peacekeeper==&lt;br /&gt;
As an Officer, your job is to ensure peace. You have been tasked to provide peaceful resolutions. The ability to arrest, protect, and counsel the crew and solve problems comes with great responsibility. Your actions and choices will have consequences. Expect to be judged by everyone, including your peers. Don&#039;t forget that you are not alone; always ask for help, even if it&#039;s not coming from a fellow Officer. You will get to know your expectations that way. Lastly, review the [[Security Policy]], which details said expectations.&lt;br /&gt;
&lt;br /&gt;
=== Read, Assess, Act ===&lt;br /&gt;
There is a wide misconception that being part of the security forces means beating people into submission and ruling with an iron fist. This is the farthest possible thing from the truth. As a security member, the station trusts you to be an effective peacekeeping force. Even though [[Corporate Regulations]] exist and should be followed, that is not your only job.&lt;br /&gt;
&lt;br /&gt;
Remember that it isn&#039;t your job to stick your nose to every action and every conversation; you are better than that. Everyone deserves to be confronted with dignity and respect. You should work with the crew to be less disruptive or avoid fighting. Be the mediator in every conflict. Not all confrontations should lead to an arrest.&lt;br /&gt;
&lt;br /&gt;
Diplomatic solutions are not always possible. Should they fail, you have [[security items|Security Items]] available. If faced with a crime scene, secure it and find your leads. Seek assistance from your peers, and involve the [[Detective]] when possible. Avoid touching anything that might be potential evidence. Put any potential evidence (or dangerous items) in an evidence bag should it be sent to the brig. If you don&#039;t have peers to help you, do not worry! Record your findings to the best of your abilities, and don&#039;t give up. The important thing here is not to conclude your investigation too quickly. Sometimes, your findings will lead to a dead end, and that&#039;s okay! Not all cases will have a resolution.&lt;br /&gt;
&lt;br /&gt;
Once you find the criminal, take them to the brig for processing. You should try handing them over to the [[Warden]] or the [[Corrections Officer]] to continue your duties. Do not forget to list your charges. The sentence time should start from when they are apprehended. Treat the criminal with basic decency.&lt;br /&gt;
&lt;br /&gt;
=== Tools for Peacekeeping ===&lt;br /&gt;
You need to be equipped to conduct your duties. The brig will have most of your equipment necessary to perform. If they are unavailable, check with the Warden for anything to spare. You may need to get your supplies from Cargo.&lt;br /&gt;
&lt;br /&gt;
* The lockers in the brig will contain your peacekeeping belt, which will contain all your essential tools. There are also Security Hud Sunglasses and a flashlight to pyoun your disabler.&lt;br /&gt;
* You can attain other equipment from the Equipment vendor. One of the notable ones is the Energy Bola.&lt;br /&gt;
* A Universal recorder can be applicable when conducting an investigation. This can be used as evidence should anyone question your claims.&lt;br /&gt;
&lt;br /&gt;
If you need more information, review [[Security items]] and [[Guide to security]].&lt;br /&gt;
&lt;br /&gt;
==Communicating Proper Channels==&lt;br /&gt;
Being a Peacekeeper means you will gain access to the security channel on your radio: ,s&lt;br /&gt;
&lt;br /&gt;
The Chain of Command is as follows. Above you is the [[Head of Security]], and above them is the [[Captain]]. You will primarily be operating this chain of command aboard the station. Central Command directs the Captain outside the station, meaning some orders passed down to you may be from CentComm. Should the Head of Security not be present, the [[Warden]] can act as your direct supervisor.&lt;br /&gt;
&lt;br /&gt;
==Mechanical Minds, Silicon SecOffs[[File:Beepsky.png]]==&lt;br /&gt;
One of your most useful tools is your small friend, Officer Beepsky. Your Sec HUD can be used to set someone’s arrest status on the fly, and for those you can’t see you can call in to the Warden, who can set this status on their console. Once he finds a target, his on-board radio will let you know when he finds the no-good criminal!&lt;br /&gt;
It cannot be overstated how useful this can be during a manhunt. An extra pair of eyes is nothing to scoff at, so be sure to call in reports of criminals frequently. &lt;br /&gt;
==GREAT GOOGLY MOOGLY IT’S ALL GONE TO SHIT==&lt;br /&gt;
There comes a time in every good officer’s life where things go, to put it kindly, tits up. The most important thing is to remember that most situations can be resolved by organization, and that more chaos will simply lead to worse problems down the line.&lt;br /&gt;
Keeping in contact is more essential than ever when the red alert is raised. It may be worthwhile to establish regular check-ins. Information should be compiled regularly and, where possible, communication to the opposing force should be maintained.&lt;br /&gt;
In the event that the opposition is actively avoiding diplomacy, then it’s time to raise hell.&lt;br /&gt;
===The Syndicate[[File:ESword.png]]===&lt;br /&gt;
Perhaps NanoTrasen’s most known rival, The Syndicate have a long-standing grudge against NanoTrasen for their actions. These units often work in secret, but occasionally choose to go loud. Be aware that one of their favourite tricks is to punch a hole through our beloved station, as well as it&#039;s inhabitants ribcages. No amount of plastic surgery can recover your brain from the fine paste that used to be your skull; in short – use an Explosive Ordinance Disposal (E.O.D.) suit when handling anything that looks like it might turn you into mincemeat.&lt;br /&gt;
Recovery of NanoTrasen assets is tantamount to a successful anti-operative response. Beware that your [[AI|silicon intelligences]] remain unaffected should it come to light that your station has been targeted. &lt;br /&gt;
Generally speaking, respond to the threat at hand with equivalent force. Someone running around with a lockbreaker and a suspicious looking turtleneck isn&#039;t any good reason to break out the lethal weapons from the armory, but responding to a madman mowing down the crew with a heavy machinegun by sprinting at them with a baton is just as likely to get you lynched by the crew as your opposing operative.&lt;br /&gt;
====Nuclear Operations[[File:Sniper.png]]====&lt;br /&gt;
Your conversations with Nuclear Operations are likely to be little more than interrogation. Let me be clear, you’ll need all the information you can get – but these people will not be willing to talk to you for very long, and have a tenancy to explode when left alone for long enough.&lt;br /&gt;
With the goal of detonating the on-board Nuclear Failsafe, killing anyone and everyone caught in the blast, these teams will be a significant test of your preparedness. Once an incursion is confirmed, keeping an eye on the nuke is a good idea; however patrol teams are also strongly encouraged – the best defence is a good offence.&lt;br /&gt;
The Nuke Ops are useless without your on-station nuke disk. Guard this with your life.&lt;br /&gt;
If this situation is confirmed, you will want to upgrade your kit from the Armoury. Despite what you might hope, your pea shooter and lightning gun are unlikely to hold up against the forces of a paramilitary incursion. Work with your team, stay together, and report in regularly if you wish to keep your body from resembling Swiss cheese. &lt;br /&gt;
===Revolution[[File:Baseball_bat.png]]===&lt;br /&gt;
Let’s be honest; NanoTrasen isn’t the best company to work for. While most are usually placated by the smooth taste of Vodka and the delicious flavour of Donk Pocket, the working man may one day find that their ongoing labour violations are too much.&lt;br /&gt;
In this situation, you have one positive thing going for you; by the nature of concession, these folks are the most likely to be willing to hold a conversation. Try to find out what their issue is and to work with them. In the event that they simply wish anarchy upon the station, then it&#039;s time to start cracking skulls.&lt;br /&gt;
&lt;br /&gt;
The old adage of “You can’t put us all in Prison” may eventually ring true, if only due to you running out of bullets. Thankfully for you NanoTrasen has Mindshield Implants available. These implants will free the afflicted of their less loyal ideas and can be acquired by screaming at the Warden until they hand them over or shoot you. Be sure that the [[Blueshield]] keeps an extra close eye on the Department Heads during such a turbulent time.&lt;br /&gt;
===The Cult of Nar’sie[[File:Ritual_knife.png]]===&lt;br /&gt;
An unconfirmed group, but a worrying one none the less. Keeping track of those in this group of interest will be an essential part of supressing them, in the event that they are present. Cults rely on power by numbers, so attempt to keep their numbers down. Mindshields may or may not work on eldritch magic – our information is unclear, but at any rate there may be [[Chaplain|another on the station with a more spiritual solution]]. All that&#039;s known for sure, is it&#039;s always a good idea to keep their strange knives away from them, and the odd runes they carve from their blood are never a good idea to be around...&lt;br /&gt;
==Shitcurity II: The Reckoning== &lt;br /&gt;
Good news; you’ll have a front-row seat to any investigation into your own actions. Better news; you’re not &#039;&#039;too&#039;&#039; suspicious wherever you go. [[AI|The AI]] will usually let you into most places, but in doing this you will likely be followed to ensure you do as you say – at least briefly. Final news; you’re able to keep track of all the news on your brothers and sisters should you have additional people on your side.&lt;br /&gt;
You can usually get away with arresting someone on your word alone. Be careful, though – your team might sense foul play if they don’t end up back at the brig. Your access to weapons is rivalled only by [[Science|R&amp;amp;D]] and Cargo, and your work is usually already slandered over the radio – giving you a Get out of Jail Free card. &#039;&#039;At least for now. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 486091&lt;br /&gt;
}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Officer&amp;diff=13837</id>
		<title>Security Officer</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Officer&amp;diff=13837"/>
		<updated>2023-10-02T01:50:41Z</updated>

		<summary type="html">&lt;p&gt;Jovan: /* Guns at the Ready! */ Remove mention of starter token and ammunition during round start. Readers can get more details in other pages.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason= contents of this page should be checked}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 486091&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 486091&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 486091&lt;br /&gt;
 |img = Generic_security.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Security Officer&lt;br /&gt;
 |access = Security, Brig, Holding Cells, Courtroom, Maintenance, Weapon Permit&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = [[Head of Security]]&lt;br /&gt;
 |duties = Protect company assets, follow the [[Corporate Regulations]], respect the crew.&lt;br /&gt;
 |guides = [[Guide to security]], [[Corporate Regulations]], [[Security Policy]], [[Security items|Security Items]]&lt;br /&gt;
 |requirements = Don’t create more problems than you solve. Be a deterrent to chaos and destruction.}}&lt;br /&gt;
{{Security Dept header}}&lt;br /&gt;
NanoTrasen has developed a state-of-the-art research station, and in the same breath, they signed a clown onto the payroll. It henceforth falls to you to protect the station from threats, real or perceived. Your fundamental role is to ensure crew safety. This may mean putting yourself at risk, but that’s why we wear the badge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is important to note that Security is one of the most mechanics-heavy roles on the station and requires a reasonably high degree of proficiency in the game’s basic controls. For this reason, getting a good deal of experience in other roles is suggested before attempting to play as Security, lest you be branded “Shitcurity” – or worse. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Peacekeeper==&lt;br /&gt;
As an Officer, your job is to ensure peace. You have been tasked to provide peaceful resolutions. The ability to arrest, protect, and counsel the crew and solve problems comes with great responsibility. Your actions and choices will have consequences. Expect to be judged by everyone, including your peers. Don&#039;t forget that you are not alone; always ask for help, even if it&#039;s not coming from a fellow Officer. You will get to know your expectations that way. Lastly, review the [[Security Policy]], which details said expectations.&lt;br /&gt;
&lt;br /&gt;
=== Read, Assess, Act ===&lt;br /&gt;
There is a wide misconception that being part of the security forces means beating people into submission and ruling with an iron fist. This is the farthest possible thing from the truth. As a security member, the station trusts you to be an effective peacekeeping force. Even though [[Corporate Regulations]] exist and should be followed, that is not your only job.&lt;br /&gt;
&lt;br /&gt;
Remember that it isn&#039;t your job to stick your nose to every action and every conversation; you are better than that. Everyone deserves to be confronted with dignity and respect. You should work with the crew to be less disruptive or avoid fighting. Be the mediator in every conflict. Not all confrontations should lead to an arrest.&lt;br /&gt;
&lt;br /&gt;
Diplomatic solutions are not always possible. Should they fail, you have [[security items|Security Items]] available. If faced with a crime scene, secure it and find your leads. Seek assistance from your peers, and involve the [[Detective]] when possible. Avoid touching anything that might be potential evidence. Put any potential evidence (or dangerous items) in an evidence bag should it be sent to the brig. If you don&#039;t have peers to help you, do not worry! Record your findings to the best of your abilities, and don&#039;t give up. The important thing here is not to conclude your investigation too quickly. Sometimes, your findings will lead to a dead end, and that&#039;s okay! Not all cases will have a resolution.&lt;br /&gt;
&lt;br /&gt;
Once you find the criminal, take them to the brig for processing. You should try handing them over to the [[Warden]] or the [[Corrections Officer]] to continue your duties. Do not forget to list your charges. The sentence time should start from when they are apprehended. Treat the criminal with basic decency.&lt;br /&gt;
&lt;br /&gt;
=== Tools for Peacekeeping ===&lt;br /&gt;
You need to be equipped to conduct your duties. The brig will have most of your equipment necessary to perform. If they are unavailable, check with the Warden for anything to spare. You may need to get your supplies from Cargo.&lt;br /&gt;
&lt;br /&gt;
* The lockers in the brig will contain your peacekeeping belt, which will contain all your essential tools. There are also Security Hud Sunglasses and a flashlight to pyoun your disabler.&lt;br /&gt;
* You can attain other equipment from the Equipment vendor. One of the notable ones is the Energy Bola.&lt;br /&gt;
* A Universal recorder can be applicable when conducting an investigation. This can be used as evidence should anyone question your claims.&lt;br /&gt;
&lt;br /&gt;
If you need more information, review [[Security items]] and [[Guide to security]].&lt;br /&gt;
&lt;br /&gt;
==Communicating Proper Channels==&lt;br /&gt;
Being a Peacekeeper means you have access to the security channel: .s&lt;br /&gt;
&lt;br /&gt;
In the Security Department, you are the lowest rung. While you are not directly subservient to the [[Warden]], you are expected to follow their instructions. Above both of you i your [[Head of Security]], and above them is the [[Captain]] themselves. This chain of command is what you will primarily be operating under aboard the station. Outside of the station, Central Command provides direction to the Captain, meaning some orders passed down to you may be from CentComm themselves.&lt;br /&gt;
When assigned to a department, you may also receive orders from its Head of Staff. While these are not as important as the ones from your direct superiors, it will put you in the department’s good books if you do as asked. When patrolling, take the time to get to know your fellow crewmate; it may make them easier to talk down from crimes if you already have an established rapport. &lt;br /&gt;
&#039;&#039;&#039;Most pressingly, be kind. Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution. &#039;&#039;&#039;&lt;br /&gt;
==Mechanical Minds, Silicon SecOffs[[File:Beepsky.png]]==&lt;br /&gt;
One of your most useful tools is your small friend, Officer Beepsky. Your Sec HUD can be used to set someone’s arrest status on the fly, and for those you can’t see you can call in to the Warden, who can set this status on their console. Once he finds a target, his on-board radio will let you know when he finds the no-good criminal!&lt;br /&gt;
It cannot be overstated how useful this can be during a manhunt. An extra pair of eyes is nothing to scoff at, so be sure to call in reports of criminals frequently. &lt;br /&gt;
==GREAT GOOGLY MOOGLY IT’S ALL GONE TO SHIT==&lt;br /&gt;
There comes a time in every good officer’s life where things go, to put it kindly, tits up. The most important thing is to remember that most situations can be resolved by organization, and that more chaos will simply lead to worse problems down the line.&lt;br /&gt;
Keeping in contact is more essential than ever when the red alert is raised. It may be worthwhile to establish regular check-ins. Information should be compiled regularly and, where possible, communication to the opposing force should be maintained.&lt;br /&gt;
In the event that the opposition is actively avoiding diplomacy, then it’s time to raise hell.&lt;br /&gt;
===The Syndicate[[File:ESword.png]]===&lt;br /&gt;
Perhaps NanoTrasen’s most known rival, The Syndicate have a long-standing grudge against NanoTrasen for their actions. These units often work in secret, but occasionally choose to go loud. Be aware that one of their favourite tricks is to punch a hole through our beloved station, as well as it&#039;s inhabitants ribcages. No amount of plastic surgery can recover your brain from the fine paste that used to be your skull; in short – use an Explosive Ordinance Disposal (E.O.D.) suit when handling anything that looks like it might turn you into mincemeat.&lt;br /&gt;
Recovery of NanoTrasen assets is tantamount to a successful anti-operative response. Beware that your [[AI|silicon intelligences]] remain unaffected should it come to light that your station has been targeted. &lt;br /&gt;
Generally speaking, respond to the threat at hand with equivalent force. Someone running around with a lockbreaker and a suspicious looking turtleneck isn&#039;t any good reason to break out the lethal weapons from the armory, but responding to a madman mowing down the crew with a heavy machinegun by sprinting at them with a baton is just as likely to get you lynched by the crew as your opposing operative.&lt;br /&gt;
====Nuclear Operations[[File:Sniper.png]]====&lt;br /&gt;
Your conversations with Nuclear Operations are likely to be little more than interrogation. Let me be clear, you’ll need all the information you can get – but these people will not be willing to talk to you for very long, and have a tenancy to explode when left alone for long enough.&lt;br /&gt;
With the goal of detonating the on-board Nuclear Failsafe, killing anyone and everyone caught in the blast, these teams will be a significant test of your preparedness. Once an incursion is confirmed, keeping an eye on the nuke is a good idea; however patrol teams are also strongly encouraged – the best defence is a good offence.&lt;br /&gt;
The Nuke Ops are useless without your on-station nuke disk. Guard this with your life.&lt;br /&gt;
If this situation is confirmed, you will want to upgrade your kit from the Armoury. Despite what you might hope, your pea shooter and lightning gun are unlikely to hold up against the forces of a paramilitary incursion. Work with your team, stay together, and report in regularly if you wish to keep your body from resembling Swiss cheese. &lt;br /&gt;
===Revolution[[File:Baseball_bat.png]]===&lt;br /&gt;
Let’s be honest; NanoTrasen isn’t the best company to work for. While most are usually placated by the smooth taste of Vodka and the delicious flavour of Donk Pocket, the working man may one day find that their ongoing labour violations are too much.&lt;br /&gt;
In this situation, you have one positive thing going for you; by the nature of concession, these folks are the most likely to be willing to hold a conversation. Try to find out what their issue is and to work with them. In the event that they simply wish anarchy upon the station, then it&#039;s time to start cracking skulls.&lt;br /&gt;
&lt;br /&gt;
The old adage of “You can’t put us all in Prison” may eventually ring true, if only due to you running out of bullets. Thankfully for you NanoTrasen has Mindshield Implants available. These implants will free the afflicted of their less loyal ideas and can be acquired by screaming at the Warden until they hand them over or shoot you. Be sure that the [[Blueshield]] keeps an extra close eye on the Department Heads during such a turbulent time.&lt;br /&gt;
===The Cult of Nar’sie[[File:Ritual_knife.png]]===&lt;br /&gt;
An unconfirmed group, but a worrying one none the less. Keeping track of those in this group of interest will be an essential part of supressing them, in the event that they are present. Cults rely on power by numbers, so attempt to keep their numbers down. Mindshields may or may not work on eldritch magic – our information is unclear, but at any rate there may be [[Chaplain|another on the station with a more spiritual solution]]. All that&#039;s known for sure, is it&#039;s always a good idea to keep their strange knives away from them, and the odd runes they carve from their blood are never a good idea to be around...&lt;br /&gt;
==Shitcurity II: The Reckoning== &lt;br /&gt;
Good news; you’ll have a front-row seat to any investigation into your own actions. Better news; you’re not &#039;&#039;too&#039;&#039; suspicious wherever you go. [[AI|The AI]] will usually let you into most places, but in doing this you will likely be followed to ensure you do as you say – at least briefly. Final news; you’re able to keep track of all the news on your brothers and sisters should you have additional people on your side.&lt;br /&gt;
You can usually get away with arresting someone on your word alone. Be careful, though – your team might sense foul play if they don’t end up back at the brig. Your access to weapons is rivalled only by [[Science|R&amp;amp;D]] and Cargo, and your work is usually already slandered over the radio – giving you a Get out of Jail Free card. &#039;&#039;At least for now. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 486091&lt;br /&gt;
}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Officer&amp;diff=13836</id>
		<title>Security Officer</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Officer&amp;diff=13836"/>
		<updated>2023-10-01T13:47:38Z</updated>

		<summary type="html">&lt;p&gt;Jovan: Made it so the reader reviews the Security Policy, which wasn&amp;#039;t mentioned in the page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason= contents of this page should be checked}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 486091&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 486091&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 486091&lt;br /&gt;
 |img = Generic_security.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Security Officer&lt;br /&gt;
 |access = Security, Brig, Holding Cells, Courtroom, Maintenance, Weapon Permit&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = [[Head of Security]]&lt;br /&gt;
 |duties = Protect company assets, follow the [[Corporate Regulations]], respect the crew.&lt;br /&gt;
 |guides = [[Guide to security]], [[Corporate Regulations]], [[Security Policy]], [[Security items|Security Items]]&lt;br /&gt;
 |requirements = Don’t create more problems than you solve. Be a deterrent to chaos and destruction.}}&lt;br /&gt;
{{Security Dept header}}&lt;br /&gt;
NanoTrasen has developed a state-of-the-art research station, and in the same breath, they signed a clown onto the payroll. It henceforth falls to you to protect the station from threats, real or perceived. Your fundamental role is to ensure crew safety. This may mean putting yourself at risk, but that’s why we wear the badge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is important to note that Security is one of the most mechanics-heavy roles on the station and requires a reasonably high degree of proficiency in the game’s basic controls. For this reason, getting a good deal of experience in other roles is suggested before attempting to play as Security, lest you be branded “Shitcurity” – or worse. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Peacekeeper==&lt;br /&gt;
As an Officer, your job is to ensure peace. You have been tasked to provide peaceful resolutions. The ability to arrest, protect, and counsel the crew and solve problems comes with great responsibility. Your actions and choices will have consequences. Expect to be judged by everyone, including your peers. Don&#039;t forget that you are not alone; always ask for help, even if it&#039;s not coming from a fellow Officer. You will get to know your expectations that way. Lastly, review the [[Security Policy]], which details said expectations.&lt;br /&gt;
&lt;br /&gt;
=== Read, Assess, Act ===&lt;br /&gt;
There is a wide misconception that being part of the security forces means beating people into submission and ruling with an iron fist. This is the farthest possible thing from the truth. As a security member, the station trusts you to be an effective peacekeeping force. Even though [[Corporate Regulations]] exists and should be followed, that is not your only job.&lt;br /&gt;
&lt;br /&gt;
Remember that it isn&#039;t your job to stick your nose to every action and every conversation; you are better than that. Everyone deserves to be confronted with dignity and respect. You should work with the crew to be less disruptive or avoid fighting. Be the mediator in every conflict. Not all confrontations should lead to an arrest.&lt;br /&gt;
&lt;br /&gt;
Diplomatic solutions are not always possible. Should they fail, you have [[security items|Security Items]] available. If faced with a crime scene, secure it and find your leads. Seek assistance from your peers, and involve the [[Detective]] when possible. Avoid touching anything that might be potential evidence. Put any potential evidence (or dangerous items) in an evidence bag should it be sent to the brig. If you don&#039;t have peers to help you, do not worry! Record your findings to the best of your abilities, and don&#039;t give up. The important thing here is not to conclude your investigation too quickly. Sometimes, your findings will lead to a dead end, and that&#039;s okay! Not all cases will have a resolution.&lt;br /&gt;
&lt;br /&gt;
Once you find the criminal, take them to the brig for processing. You should try handing them over to the [[Warden]] or the [[Corrections Officer]] to continue your duties. Do not forget to list your charges. The sentence time should start from when they are apprehended. Treat the criminal with basic decency.&lt;br /&gt;
&lt;br /&gt;
==Guns at the Ready!==&lt;br /&gt;
When getting kitted up, your previously mentioned cabal of tools are a must-have. Generally speaking, you’ll be wanting to hit up the brig for such things. Should these leave you empty-handed, check in with the Warden. Worst case, it may be worth checking the checkpoints that are scattered around the area.&lt;br /&gt;
Outside of this, however, there are a few other items that can also be useful;&lt;br /&gt;
# Your starter token! This can be used at the vendor within your department to get you one of several sidearms, alongside the ammunition for them. You DO NOT START with a gun, you have to redeem it to get your tools!&lt;br /&gt;
# The peacekeeper belt, filled with your trusty telebaton, pepperspray, handcuffs, and flash. All of these are crucial to your success!&lt;br /&gt;
# The extra ammunition within the vendors can be incredibly useful, as IDHF rounds go through windows, and deal no brute damage unlike your rubber and baton arms.&lt;br /&gt;
# A Universal Recorder can be useful for recording confessions or ensuring your word is able to be believed. Evidence can be essential for tough to crack cases!&lt;br /&gt;
# A Plush Toy can be useful for consoling some crew members. While this may seem strange, it is often harder for a person to be angry when looking at a [[Guide to Plush Toys|fluffy friend]]!&lt;br /&gt;
# An active personal AI can be a lifesaver when the going gets tough! While not the most commonly accessible device on the station (at least in an active state) a good pAI can operate as a rookie with the ability to pull open a door in an emergency.&lt;br /&gt;
==The Daily Grind==&lt;br /&gt;
In the Security Department, you are the lowest rung. While you are not directly subservient to the [[Warden]], you are expected to follow their instructions. Above both of you is your [[Head of Security]], and above them is the [[Captain]] themselves. This chain of command is what you will primarily be operating under aboard the station. Outside of the station, Central Command provides direction to the Captain, meaning some orders passed down to you may be from CentComm themselves.&lt;br /&gt;
When assigned to a department, you may also receive orders from its Head of Staff. While these are not as important as the ones from your direct superiors, it will put you in the department’s good books if you do as asked. When patrolling, take the time to get to know your fellow crewmate; it may make them easier to talk down from crimes if you already have an established rapport. &lt;br /&gt;
&#039;&#039;&#039;Most pressingly, be kind. Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution. &#039;&#039;&#039;&lt;br /&gt;
==Mechanical Minds, Silicon SecOffs[[File:Beepsky.png]]==&lt;br /&gt;
One of your most useful tools is your small friend, Officer Beepsky. Your Sec HUD can be used to set someone’s arrest status on the fly, and for those you can’t see you can call in to the Warden, who can set this status on their console. Once he finds a target, his on-board radio will let you know when he finds the no-good criminal!&lt;br /&gt;
It cannot be overstated how useful this can be during a manhunt. An extra pair of eyes is nothing to scoff at, so be sure to call in reports of criminals frequently. &lt;br /&gt;
==GREAT GOOGLY MOOGLY IT’S ALL GONE TO SHIT==&lt;br /&gt;
There comes a time in every good officer’s life where things go, to put it kindly, tits up. The most important thing is to remember that most situations can be resolved by organization, and that more chaos will simply lead to worse problems down the line.&lt;br /&gt;
Keeping in contact is more essential than ever when the red alert is raised. It may be worthwhile to establish regular check-ins. Information should be compiled regularly and, where possible, communication to the opposing force should be maintained.&lt;br /&gt;
In the event that the opposition is actively avoiding diplomacy, then it’s time to raise hell.&lt;br /&gt;
===The Syndicate[[File:ESword.png]]===&lt;br /&gt;
Perhaps NanoTrasen’s most known rival, The Syndicate have a long-standing grudge against NanoTrasen for their actions. These units often work in secret, but occasionally choose to go loud. Be aware that one of their favourite tricks is to punch a hole through our beloved station, as well as it&#039;s inhabitants ribcages. No amount of plastic surgery can recover your brain from the fine paste that used to be your skull; in short – use an Explosive Ordinance Disposal (E.O.D.) suit when handling anything that looks like it might turn you into mincemeat.&lt;br /&gt;
Recovery of NanoTrasen assets is tantamount to a successful anti-operative response. Beware that your [[AI|silicon intelligences]] remain unaffected should it come to light that your station has been targeted. &lt;br /&gt;
Generally speaking, respond to the threat at hand with equivalent force. Someone running around with a lockbreaker and a suspicious looking turtleneck isn&#039;t any good reason to break out the lethal weapons from the armory, but responding to a madman mowing down the crew with a heavy machinegun by sprinting at them with a baton is just as likely to get you lynched by the crew as your opposing operative.&lt;br /&gt;
====Nuclear Operations[[File:Sniper.png]]====&lt;br /&gt;
Your conversations with Nuclear Operations are likely to be little more than interrogation. Let me be clear, you’ll need all the information you can get – but these people will not be willing to talk to you for very long, and have a tenancy to explode when left alone for long enough.&lt;br /&gt;
With the goal of detonating the on-board Nuclear Failsafe, killing anyone and everyone caught in the blast, these teams will be a significant test of your preparedness. Once an incursion is confirmed, keeping an eye on the nuke is a good idea; however patrol teams are also strongly encouraged – the best defence is a good offence.&lt;br /&gt;
The Nuke Ops are useless without your on-station nuke disk. Guard this with your life.&lt;br /&gt;
If this situation is confirmed, you will want to upgrade your kit from the Armoury. Despite what you might hope, your pea shooter and lightning gun are unlikely to hold up against the forces of a paramilitary incursion. Work with your team, stay together, and report in regularly if you wish to keep your body from resembling Swiss cheese. &lt;br /&gt;
===Revolution[[File:Baseball_bat.png]]===&lt;br /&gt;
Let’s be honest; NanoTrasen isn’t the best company to work for. While most are usually placated by the smooth taste of Vodka and the delicious flavour of Donk Pocket, the working man may one day find that their ongoing labour violations are too much.&lt;br /&gt;
In this situation, you have one positive thing going for you; by the nature of concession, these folks are the most likely to be willing to hold a conversation. Try to find out what their issue is and to work with them. In the event that they simply wish anarchy upon the station, then it&#039;s time to start cracking skulls.&lt;br /&gt;
&lt;br /&gt;
The old adage of “You can’t put us all in Prison” may eventually ring true, if only due to you running out of bullets. Thankfully for you NanoTrasen has Mindshield Implants available. These implants will free the afflicted of their less loyal ideas and can be acquired by screaming at the Warden until they hand them over or shoot you. Be sure that the [[Blueshield]] keeps an extra close eye on the Department Heads during such a turbulent time.&lt;br /&gt;
===The Cult of Nar’sie[[File:Ritual_knife.png]]===&lt;br /&gt;
An unconfirmed group, but a worrying one none the less. Keeping track of those in this group of interest will be an essential part of supressing them, in the event that they are present. Cults rely on power by numbers, so attempt to keep their numbers down. Mindshields may or may not work on eldritch magic – our information is unclear, but at any rate there may be [[Chaplain|another on the station with a more spiritual solution]]. All that&#039;s known for sure, is it&#039;s always a good idea to keep their strange knives away from them, and the odd runes they carve from their blood are never a good idea to be around...&lt;br /&gt;
==Shitcurity II: The Reckoning== &lt;br /&gt;
Good news; you’ll have a front-row seat to any investigation into your own actions. Better news; you’re not &#039;&#039;too&#039;&#039; suspicious wherever you go. [[AI|The AI]] will usually let you into most places, but in doing this you will likely be followed to ensure you do as you say – at least briefly. Final news; you’re able to keep track of all the news on your brothers and sisters should you have additional people on your side.&lt;br /&gt;
You can usually get away with arresting someone on your word alone. Be careful, though – your team might sense foul play if they don’t end up back at the brig. Your access to weapons is rivalled only by [[Science|R&amp;amp;D]] and Cargo, and your work is usually already slandered over the radio – giving you a Get out of Jail Free card. &#039;&#039;At least for now. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 486091&lt;br /&gt;
}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Officer&amp;diff=13835</id>
		<title>Security Officer</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Officer&amp;diff=13835"/>
		<updated>2023-10-01T12:35:44Z</updated>

		<summary type="html">&lt;p&gt;Jovan: /* The Peacekeepers */ First sentence sounded too forced. Reword for better meaning.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason= contents of this page should be checked}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 486091&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 486091&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 486091&lt;br /&gt;
 |img = Generic_security.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Security Officer&lt;br /&gt;
 |access = Security, Brig, Holding Cells, Courtroom, Maintenance, Weapon Permit&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = [[Head of Security]]&lt;br /&gt;
 |duties = Protect company assets, follow the [[Corporate Regulations]], respect the crew.&lt;br /&gt;
 |guides = [[Guide to security]], [[Corporate Regulations]], [[Security Policy]], [[Security items|Security Items]]&lt;br /&gt;
 |requirements = Don’t create more problems than you solve. Be a deterrent to chaos and destruction.}}&lt;br /&gt;
{{Security Dept header}}&lt;br /&gt;
NanoTrasen has developed a state-of-the-art research station, and in the same breath, they signed a clown onto the payroll. It henceforth falls to you to protect the station from threats, real or perceived. Your fundamental role is to ensure crew safety. This may mean putting yourself at risk, but that’s why we wear the badge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is important to note that Security is one of the most mechanics-heavy roles on the station and requires a fairly high degree of proficiency in the game’s basic controls. For this reason, getting a good deal of experience in other roles is suggested before attempting to play as Security, lest you be branded “Shitcurity” – or worse. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Peacekeepers==&lt;br /&gt;
Whether you arrest, protect, or counsel the crew, your job is to ensure peace in the station and everyone in it. It is essential that you, at the very least, speak to the crew as you go about your patrols. The more you get to know your crew, the more cooperative they will be. Take priority in de-escalating situations more than anything. Expect to be judged by everyone, including your peers.&lt;br /&gt;
&lt;br /&gt;
==Read The Situation==&lt;br /&gt;
There is a wide misconception that being part of the security forces means beating people into submission and ruling with an iron fist. This is the farthest possible thing from the truth. As a security member, the station trusts you to be an effective peacekeeping force. Even though [[Corporate Regulations]] exist and should be followed, that is not your only job.&lt;br /&gt;
&lt;br /&gt;
Remember that it isn&#039;t your job to stick your nose to every action and every conversation; you are better than that. Everyone deserves to be confronted with dignity and respect. You should work with the crew to be less disruptive or avoid fighting. Be the mediator in every conflict. Not all confrontations should lead to an arrest.&lt;br /&gt;
&lt;br /&gt;
Diplomatic solutions are not always possible. Should they fail, you have [[security items|Security Items]] available. If faced with a crime scene, secure it and find your leads. Seek assistance from your peers, and involve the [[Detective]] when possible. Avoid touching anything that might be potential evidence. Put any potential evidence (or dangerous items) in an evidence bag should it be sent to the brig. If you don&#039;t have peers to help you, do not worry! Record your findings to the best of your abilities, and don&#039;t give up. The important thing here is not to conclude your investigation too quickly. Sometimes, your findings will lead to a dead end, and that&#039;s okay! Not all cases will have a resolution.&lt;br /&gt;
&lt;br /&gt;
Once you find the criminal, take them to the brig for processing. You should try handing them over to the [[Warden]] or the [[Corrections Officer]] to continue your duties. Do not forget to list your charges. The sentence time should start from when they are apprehended. Treat the criminal with basic decency.&lt;br /&gt;
&lt;br /&gt;
==Guns at the Ready!==&lt;br /&gt;
When getting kitted up, your previously mentioned cabal of tools are a must-have. Generally speaking, you’ll be wanting to hit up the brig for such things. Should these leave you empty-handed, check in with the Warden. Worst case, it may be worth checking the checkpoints that are scattered around the area.&lt;br /&gt;
Outside of this, however, there are a few other items that can also be useful;&lt;br /&gt;
# Your starter token! This can be used at the vendor within your department to get you one of several sidearms, alongside the ammunition for them. You DO NOT START with a gun, you have to redeem it to get your tools!&lt;br /&gt;
# The peacekeeper belt, filled with your trusty telebaton, pepperspray, handcuffs, and flash. All of these are crucial to your success!&lt;br /&gt;
# The extra ammunition within the vendors can be incredibly useful, as IDHF rounds go through windows, and deal no brute damage unlike your rubber and baton arms.&lt;br /&gt;
# A Universal Recorder can be useful for recording confessions or ensuring your word is able to be believed. Evidence can be essential for tough to crack cases!&lt;br /&gt;
# A Plush Toy can be useful for consoling some crew members. While this may seem strange, it is often harder for a person to be angry when looking at a [[Guide to Plush Toys|fluffy friend]]!&lt;br /&gt;
# An active personal AI can be a lifesaver when the going gets tough! While not the most commonly accessible device on the station (at least in an active state) a good pAI can operate as a rookie with the ability to pull open a door in an emergency.&lt;br /&gt;
==The Daily Grind==&lt;br /&gt;
In the Security Department, you are the lowest rung. While you are not directly subservient to the [[Warden]], you are expected to follow their instructions. Above both of you is your [[Head of Security]], and above them is the [[Captain]] themselves. This chain of command is what you will primarily be operating under aboard the station. Outside of the station, Central Command provides direction to the Captain, meaning some orders passed down to you may be from CentComm themselves.&lt;br /&gt;
When assigned to a department, you may also receive orders from its Head of Staff. While these are not as important as the ones from your direct superiors, it will put you in the department’s good books if you do as asked. When patrolling, take the time to get to know your fellow crewmate; it may make them easier to talk down from crimes if you already have an established rapport. &lt;br /&gt;
&#039;&#039;&#039;Most pressingly, be kind. Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution. &#039;&#039;&#039;&lt;br /&gt;
==Mechanical Minds, Silicon SecOffs[[File:Beepsky.png]]==&lt;br /&gt;
One of your most useful tools is your small friend, Officer Beepsky. Your Sec HUD can be used to set someone’s arrest status on the fly, and for those you can’t see you can call in to the Warden, who can set this status on their console. Once he finds a target, his on-board radio will let you know when he finds the no-good criminal!&lt;br /&gt;
It cannot be overstated how useful this can be during a manhunt. An extra pair of eyes is nothing to scoff at, so be sure to call in reports of criminals frequently. &lt;br /&gt;
==GREAT GOOGLY MOOGLY IT’S ALL GONE TO SHIT==&lt;br /&gt;
There comes a time in every good officer’s life where things go, to put it kindly, tits up. The most important thing is to remember that most situations can be resolved by organization, and that more chaos will simply lead to worse problems down the line.&lt;br /&gt;
Keeping in contact is more essential than ever when the red alert is raised. It may be worthwhile to establish regular check-ins. Information should be compiled regularly and, where possible, communication to the opposing force should be maintained.&lt;br /&gt;
In the event that the opposition is actively avoiding diplomacy, then it’s time to raise hell.&lt;br /&gt;
===The Syndicate[[File:ESword.png]]===&lt;br /&gt;
Perhaps NanoTrasen’s most known rival, The Syndicate have a long-standing grudge against NanoTrasen for their actions. These units often work in secret, but occasionally choose to go loud. Be aware that one of their favourite tricks is to punch a hole through our beloved station, as well as it&#039;s inhabitants ribcages. No amount of plastic surgery can recover your brain from the fine paste that used to be your skull; in short – use an Explosive Ordinance Disposal (E.O.D.) suit when handling anything that looks like it might turn you into mincemeat.&lt;br /&gt;
Recovery of NanoTrasen assets is tantamount to a successful anti-operative response. Beware that your [[AI|silicon intelligences]] remain unaffected should it come to light that your station has been targeted. &lt;br /&gt;
Generally speaking, respond to the threat at hand with equivalent force. Someone running around with a lockbreaker and a suspicious looking turtleneck isn&#039;t any good reason to break out the lethal weapons from the armory, but responding to a madman mowing down the crew with a heavy machinegun by sprinting at them with a baton is just as likely to get you lynched by the crew as your opposing operative.&lt;br /&gt;
====Nuclear Operations[[File:Sniper.png]]====&lt;br /&gt;
Your conversations with Nuclear Operations are likely to be little more than interrogation. Let me be clear, you’ll need all the information you can get – but these people will not be willing to talk to you for very long, and have a tenancy to explode when left alone for long enough.&lt;br /&gt;
With the goal of detonating the on-board Nuclear Failsafe, killing anyone and everyone caught in the blast, these teams will be a significant test of your preparedness. Once an incursion is confirmed, keeping an eye on the nuke is a good idea; however patrol teams are also strongly encouraged – the best defence is a good offence.&lt;br /&gt;
The Nuke Ops are useless without your on-station nuke disk. Guard this with your life.&lt;br /&gt;
If this situation is confirmed, you will want to upgrade your kit from the Armoury. Despite what you might hope, your pea shooter and lightning gun are unlikely to hold up against the forces of a paramilitary incursion. Work with your team, stay together, and report in regularly if you wish to keep your body from resembling Swiss cheese. &lt;br /&gt;
===Revolution[[File:Baseball_bat.png]]===&lt;br /&gt;
Let’s be honest; NanoTrasen isn’t the best company to work for. While most are usually placated by the smooth taste of Vodka and the delicious flavour of Donk Pocket, the working man may one day find that their ongoing labour violations are too much.&lt;br /&gt;
In this situation, you have one positive thing going for you; by the nature of concession, these folks are the most likely to be willing to hold a conversation. Try to find out what their issue is and to work with them. In the event that they simply wish anarchy upon the station, then it&#039;s time to start cracking skulls.&lt;br /&gt;
&lt;br /&gt;
The old adage of “You can’t put us all in Prison” may eventually ring true, if only due to you running out of bullets. Thankfully for you NanoTrasen has Mindshield Implants available. These implants will free the afflicted of their less loyal ideas and can be acquired by screaming at the Warden until they hand them over or shoot you. Be sure that the [[Blueshield]] keeps an extra close eye on the Department Heads during such a turbulent time.&lt;br /&gt;
===The Cult of Nar’sie[[File:Ritual_knife.png]]===&lt;br /&gt;
An unconfirmed group, but a worrying one none the less. Keeping track of those in this group of interest will be an essential part of supressing them, in the event that they are present. Cults rely on power by numbers, so attempt to keep their numbers down. Mindshields may or may not work on eldritch magic – our information is unclear, but at any rate there may be [[Chaplain|another on the station with a more spiritual solution]]. All that&#039;s known for sure, is it&#039;s always a good idea to keep their strange knives away from them, and the odd runes they carve from their blood are never a good idea to be around...&lt;br /&gt;
==Shitcurity II: The Reckoning== &lt;br /&gt;
Good news; you’ll have a front-row seat to any investigation into your own actions. Better news; you’re not &#039;&#039;too&#039;&#039; suspicious wherever you go. [[AI|The AI]] will usually let you into most places, but in doing this you will likely be followed to ensure you do as you say – at least briefly. Final news; you’re able to keep track of all the news on your brothers and sisters should you have additional people on your side.&lt;br /&gt;
You can usually get away with arresting someone on your word alone. Be careful, though – your team might sense foul play if they don’t end up back at the brig. Your access to weapons is rivalled only by [[Science|R&amp;amp;D]] and Cargo, and your work is usually already slandered over the radio – giving you a Get out of Jail Free card. &#039;&#039;At least for now. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 486091&lt;br /&gt;
}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Officer&amp;diff=13834</id>
		<title>Security Officer</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Officer&amp;diff=13834"/>
		<updated>2023-10-01T06:26:11Z</updated>

		<summary type="html">&lt;p&gt;Jovan: Minor link changes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason= contents of this page should be checked}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 486091&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 486091&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 486091&lt;br /&gt;
 |img = Generic_security.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Security Officer&lt;br /&gt;
 |access = Security, Brig, Holding Cells, Courtroom, Maintenance, Weapon Permit&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = [[Head of Security]]&lt;br /&gt;
 |duties = Protect company assets, follow the [[Corporate Regulations]], respect the crew.&lt;br /&gt;
 |guides = [[Guide to security]], [[Corporate Regulations]], [[Security Policy]], [[Security items|Security Items]]&lt;br /&gt;
 |requirements = Don’t create more problems than you solve. Be a deterrent to chaos and destruction.}}&lt;br /&gt;
{{Security Dept header}}&lt;br /&gt;
NanoTrasen has developed a state-of-the-art research station, and in the same breath, they signed a clown onto the payroll. It henceforth falls to you to protect the station from threats, real or perceived. Your fundamental role is to ensure crew safety. This may mean putting yourself at risk, but that’s why we wear the badge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is important to note that Security is one of the most mechanics-heavy roles on the station and requires a fairly high degree of proficiency in the game’s basic controls. For this reason, getting a good deal of experience in other roles is suggested before attempting to play as Security, lest you be branded “Shitcurity” – or worse. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Peacekeepers==&lt;br /&gt;
You are a peacekeeper, whether arresting, protecting, or counseling the crew. Your job is to ensure peace in the station and everyone in it. It is essential that you, at the very least, speak to the crew as you go about your patrols. The more you get to know your crew, the more cooperative they will be. Take priority in de-escalating situations more than anything. Expect to be judged by everyone, including your peers. &lt;br /&gt;
&lt;br /&gt;
==Read The Situation==&lt;br /&gt;
There is a wide misconception that being part of the security forces means beating people into submission and ruling with an iron fist. This is the farthest possible thing from the truth. As a security member, the station trusts you to be an effective peacekeeping force. Even though [[Corporate Regulations]] exist and should be followed, that is not your only job.&lt;br /&gt;
&lt;br /&gt;
Remember that it isn&#039;t your job to stick your nose to every action and every conversation; you are better than that. Everyone deserves to be confronted with dignity and respect. You should work with the crew to be less disruptive or avoid fighting. Be the mediator in every conflict. Not all confrontations should lead to an arrest.&lt;br /&gt;
&lt;br /&gt;
Diplomatic solutions are not always possible. Should they fail, you have [[security items|Security Items]] available. If faced with a crime scene, secure it and find your leads. Seek assistance from your peers, and involve the [[Detective]] when possible. Avoid touching anything that might be potential evidence. Put any potential evidence (or dangerous items) in an evidence bag should it be sent to the brig. If you don&#039;t have peers to help you, do not worry! Record your findings to the best of your abilities, and don&#039;t give up. The important thing here is not to conclude your investigation too quickly. Sometimes, your findings will lead to a dead end, and that&#039;s okay! Not all cases will have a resolution.&lt;br /&gt;
&lt;br /&gt;
Once you find the criminal, take them to the brig for processing. You should try handing them over to the [[Warden]] or the [[Corrections Officer]] to continue your duties. Do not forget to list your charges. The sentence time should start from when they are apprehended. Treat the criminal with basic decency.&lt;br /&gt;
&lt;br /&gt;
==Guns at the Ready!==&lt;br /&gt;
When getting kitted up, your previously mentioned cabal of tools are a must-have. Generally speaking, you’ll be wanting to hit up the brig for such things. Should these leave you empty-handed, check in with the Warden. Worst case, it may be worth checking the checkpoints that are scattered around the area.&lt;br /&gt;
Outside of this, however, there are a few other items that can also be useful;&lt;br /&gt;
# Your starter token! This can be used at the vendor within your department to get you one of several sidearms, alongside the ammunition for them. You DO NOT START with a gun, you have to redeem it to get your tools!&lt;br /&gt;
# The peacekeeper belt, filled with your trusty telebaton, pepperspray, handcuffs, and flash. All of these are crucial to your success!&lt;br /&gt;
# The extra ammunition within the vendors can be incredibly useful, as IDHF rounds go through windows, and deal no brute damage unlike your rubber and baton arms.&lt;br /&gt;
# A Universal Recorder can be useful for recording confessions or ensuring your word is able to be believed. Evidence can be essential for tough to crack cases!&lt;br /&gt;
# A Plush Toy can be useful for consoling some crew members. While this may seem strange, it is often harder for a person to be angry when looking at a [[Guide to Plush Toys|fluffy friend]]!&lt;br /&gt;
# An active personal AI can be a lifesaver when the going gets tough! While not the most commonly accessible device on the station (at least in an active state) a good pAI can operate as a rookie with the ability to pull open a door in an emergency.&lt;br /&gt;
==The Daily Grind==&lt;br /&gt;
In the Security Department, you are the lowest rung. While you are not directly subservient to the [[Warden]], you are expected to follow their instructions. Above both of you is your [[Head of Security]], and above them is the [[Captain]] themselves. This chain of command is what you will primarily be operating under aboard the station. Outside of the station, Central Command provides direction to the Captain, meaning some orders passed down to you may be from CentComm themselves.&lt;br /&gt;
When assigned to a department, you may also receive orders from its Head of Staff. While these are not as important as the ones from your direct superiors, it will put you in the department’s good books if you do as asked. When patrolling, take the time to get to know your fellow crewmate; it may make them easier to talk down from crimes if you already have an established rapport. &lt;br /&gt;
&#039;&#039;&#039;Most pressingly, be kind. Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution. &#039;&#039;&#039;&lt;br /&gt;
==Mechanical Minds, Silicon SecOffs[[File:Beepsky.png]]==&lt;br /&gt;
One of your most useful tools is your small friend, Officer Beepsky. Your Sec HUD can be used to set someone’s arrest status on the fly, and for those you can’t see you can call in to the Warden, who can set this status on their console. Once he finds a target, his on-board radio will let you know when he finds the no-good criminal!&lt;br /&gt;
It cannot be overstated how useful this can be during a manhunt. An extra pair of eyes is nothing to scoff at, so be sure to call in reports of criminals frequently. &lt;br /&gt;
==GREAT GOOGLY MOOGLY IT’S ALL GONE TO SHIT==&lt;br /&gt;
There comes a time in every good officer’s life where things go, to put it kindly, tits up. The most important thing is to remember that most situations can be resolved by organization, and that more chaos will simply lead to worse problems down the line.&lt;br /&gt;
Keeping in contact is more essential than ever when the red alert is raised. It may be worthwhile to establish regular check-ins. Information should be compiled regularly and, where possible, communication to the opposing force should be maintained.&lt;br /&gt;
In the event that the opposition is actively avoiding diplomacy, then it’s time to raise hell.&lt;br /&gt;
===The Syndicate[[File:ESword.png]]===&lt;br /&gt;
Perhaps NanoTrasen’s most known rival, The Syndicate have a long-standing grudge against NanoTrasen for their actions. These units often work in secret, but occasionally choose to go loud. Be aware that one of their favourite tricks is to punch a hole through our beloved station, as well as it&#039;s inhabitants ribcages. No amount of plastic surgery can recover your brain from the fine paste that used to be your skull; in short – use an Explosive Ordinance Disposal (E.O.D.) suit when handling anything that looks like it might turn you into mincemeat.&lt;br /&gt;
Recovery of NanoTrasen assets is tantamount to a successful anti-operative response. Beware that your [[AI|silicon intelligences]] remain unaffected should it come to light that your station has been targeted. &lt;br /&gt;
Generally speaking, respond to the threat at hand with equivalent force. Someone running around with a lockbreaker and a suspicious looking turtleneck isn&#039;t any good reason to break out the lethal weapons from the armory, but responding to a madman mowing down the crew with a heavy machinegun by sprinting at them with a baton is just as likely to get you lynched by the crew as your opposing operative.&lt;br /&gt;
====Nuclear Operations[[File:Sniper.png]]====&lt;br /&gt;
Your conversations with Nuclear Operations are likely to be little more than interrogation. Let me be clear, you’ll need all the information you can get – but these people will not be willing to talk to you for very long, and have a tenancy to explode when left alone for long enough.&lt;br /&gt;
With the goal of detonating the on-board Nuclear Failsafe, killing anyone and everyone caught in the blast, these teams will be a significant test of your preparedness. Once an incursion is confirmed, keeping an eye on the nuke is a good idea; however patrol teams are also strongly encouraged – the best defence is a good offence.&lt;br /&gt;
The Nuke Ops are useless without your on-station nuke disk. Guard this with your life.&lt;br /&gt;
If this situation is confirmed, you will want to upgrade your kit from the Armoury. Despite what you might hope, your pea shooter and lightning gun are unlikely to hold up against the forces of a paramilitary incursion. Work with your team, stay together, and report in regularly if you wish to keep your body from resembling Swiss cheese. &lt;br /&gt;
===Revolution[[File:Baseball_bat.png]]===&lt;br /&gt;
Let’s be honest; NanoTrasen isn’t the best company to work for. While most are usually placated by the smooth taste of Vodka and the delicious flavour of Donk Pocket, the working man may one day find that their ongoing labour violations are too much.&lt;br /&gt;
In this situation, you have one positive thing going for you; by the nature of concession, these folks are the most likely to be willing to hold a conversation. Try to find out what their issue is and to work with them. In the event that they simply wish anarchy upon the station, then it&#039;s time to start cracking skulls.&lt;br /&gt;
&lt;br /&gt;
The old adage of “You can’t put us all in Prison” may eventually ring true, if only due to you running out of bullets. Thankfully for you NanoTrasen has Mindshield Implants available. These implants will free the afflicted of their less loyal ideas and can be acquired by screaming at the Warden until they hand them over or shoot you. Be sure that the [[Blueshield]] keeps an extra close eye on the Department Heads during such a turbulent time.&lt;br /&gt;
===The Cult of Nar’sie[[File:Ritual_knife.png]]===&lt;br /&gt;
An unconfirmed group, but a worrying one none the less. Keeping track of those in this group of interest will be an essential part of supressing them, in the event that they are present. Cults rely on power by numbers, so attempt to keep their numbers down. Mindshields may or may not work on eldritch magic – our information is unclear, but at any rate there may be [[Chaplain|another on the station with a more spiritual solution]]. All that&#039;s known for sure, is it&#039;s always a good idea to keep their strange knives away from them, and the odd runes they carve from their blood are never a good idea to be around...&lt;br /&gt;
==Shitcurity II: The Reckoning== &lt;br /&gt;
Good news; you’ll have a front-row seat to any investigation into your own actions. Better news; you’re not &#039;&#039;too&#039;&#039; suspicious wherever you go. [[AI|The AI]] will usually let you into most places, but in doing this you will likely be followed to ensure you do as you say – at least briefly. Final news; you’re able to keep track of all the news on your brothers and sisters should you have additional people on your side.&lt;br /&gt;
You can usually get away with arresting someone on your word alone. Be careful, though – your team might sense foul play if they don’t end up back at the brig. Your access to weapons is rivalled only by [[Science|R&amp;amp;D]] and Cargo, and your work is usually already slandered over the radio – giving you a Get out of Jail Free card. &#039;&#039;At least for now. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 486091&lt;br /&gt;
}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Officer&amp;diff=13833</id>
		<title>Security Officer</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Officer&amp;diff=13833"/>
		<updated>2023-10-01T06:01:49Z</updated>

		<summary type="html">&lt;p&gt;Jovan: Adjusting the content to match with Corporate Regulations and Security Policy. Remove the excessive amount of jokes about clowns. Formatted to fit an MRP-HRP enviroment.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason= contents of this page should be checked}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 486091&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 486091&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 486091&lt;br /&gt;
 |img = Generic_security.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Security Officer&lt;br /&gt;
 |access = Security, Brig, Holding Cells, Courtroom, Maintenance, Weapon Permit&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = [[Head of Security]]&lt;br /&gt;
 |duties = Protect company assets, follow the [[Corporate Regulations]], respect the crew.&lt;br /&gt;
 |guides = [[Guide to security]], [[Corporate Regulations]], [[Security Policy]], [[Security items|Security Items]]&lt;br /&gt;
 |requirements = Don’t create more problems than you solve. Be a deterrent to chaos and destruction.}}&lt;br /&gt;
{{Security Dept header}}&lt;br /&gt;
NanoTrasen has developed a state-of-the-art research station, and in the same breath, they signed a clown onto the payroll. It henceforth falls to you to protect the station from threats, real or perceived. Your fundamental role is to ensure crew safety. This may mean putting yourself at risk, but that’s why we wear the badge.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is important to note that Security is one of the most mechanics-heavy roles on the station and requires a fairly high degree of proficiency in the game’s basic controls. For this reason, getting a good deal of experience in other roles is suggested before attempting to play as Security, lest you be branded “Shitcurity” – or worse. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Peacekeepers==&lt;br /&gt;
You are a peacekeeper, whether arresting, protecting, or counseling the crew. Your job is to ensure peace in the station and everyone in it. It is essential that you, at the very least, speak to the crew as you go about your patrols. The more you get to know your crew, the more cooperative they will be. Take priority in de-escalating situations more than anything. Expect to be judged by everyone, including your peers. &lt;br /&gt;
&lt;br /&gt;
==Read The Situation==&lt;br /&gt;
There is a wide misconception that being part of the security forces means beating people into submission and ruling with an iron fist. This is the farthest possible thing from the truth. As a security member, the station trusts you to be an effective peacekeeping force. Even though [[Corporate Regulations]] exist and should be followed, that is not your only job.&lt;br /&gt;
&lt;br /&gt;
Remember that it isn&#039;t your job to stick your nose to every action and every conversation; you are better than that. Everyone deserves to be confronted with dignity and respect. You should work with the crew to be less disruptive or avoid fighting. Be the mediator in every conflict. Not all confrontations should lead to an arrest.&lt;br /&gt;
&lt;br /&gt;
Diplomatic solutions are not always possible. Should they fail, you have [[security items|Security Items]] available. If faced with a crime scene, secure it and find your leads. Seek assistance from your peers, and involve the [[Detective]] when possible. Avoid touching anything that might be potential evidence. Put any potential evidence (or [[Corporate_Regulations#Contraband_Table|dangerous item]]) in an evidence bag should it need to be sent to the brig. If you don&#039;t have peers to help you, do not worry! Record your findings to the best of your abilities, and don&#039;t give up. The important thing here is not to conclude your investigation too quickly. Sometimes, your findings will lead to a dead end, and that&#039;s okay! Not all cases will have a resolution.&lt;br /&gt;
&lt;br /&gt;
Once you find the criminal, take them to the brig for processing. You should try handing them over to the [[Warden]] or the [[Corrections Officer]] to continue your duties. Do not forget to list your charges. The sentence time should start from when they are apprehended. Treat the criminal with basic decency. Stick to the [[Security_Policy#Brig_Procedures_-_OOC|Brig Procedure]].&lt;br /&gt;
&lt;br /&gt;
==Guns at the Ready!==&lt;br /&gt;
When getting kitted up, your previously mentioned cabal of tools are a must-have. Generally speaking, you’ll be wanting to hit up the brig for such things. Should these leave you empty-handed, check in with the Warden. Worst case, it may be worth checking the checkpoints that are scattered around the area.&lt;br /&gt;
Outside of this, however, there are a few other items that can also be useful;&lt;br /&gt;
# Your starter token! This can be used at the vendor within your department to get you one of several sidearms, alongside the ammunition for them. You DO NOT START with a gun, you have to redeem it to get your tools!&lt;br /&gt;
# The peacekeeper belt, filled with your trusty telebaton, pepperspray, handcuffs, and flash. All of these are crucial to your success!&lt;br /&gt;
# The extra ammunition within the vendors can be incredibly useful, as IDHF rounds go through windows, and deal no brute damage unlike your rubber and baton arms.&lt;br /&gt;
# A Universal Recorder can be useful for recording confessions or ensuring your word is able to be believed. Evidence can be essential for tough to crack cases!&lt;br /&gt;
# A Plush Toy can be useful for consoling some crew members. While this may seem strange, it is often harder for a person to be angry when looking at a [[Guide to Plush Toys|fluffy friend]]!&lt;br /&gt;
# An active personal AI can be a lifesaver when the going gets tough! While not the most commonly accessible device on the station (at least in an active state) a good pAI can operate as a rookie with the ability to pull open a door in an emergency.&lt;br /&gt;
==The Daily Grind==&lt;br /&gt;
In the Security Department, you are the lowest rung. While you are not directly subservient to the [[Warden]], you are expected to follow their instructions. Above both of you is your [[Head of Security]], and above them is the [[Captain]] themselves. This chain of command is what you will primarily be operating under aboard the station. Outside of the station, Central Command provides direction to the Captain, meaning some orders passed down to you may be from CentComm themselves.&lt;br /&gt;
When assigned to a department, you may also receive orders from its Head of Staff. While these are not as important as the ones from your direct superiors, it will put you in the department’s good books if you do as asked. When patrolling, take the time to get to know your fellow crewmate; it may make them easier to talk down from crimes if you already have an established rapport. &lt;br /&gt;
&#039;&#039;&#039;Most pressingly, be kind. Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution. &#039;&#039;&#039;&lt;br /&gt;
==Mechanical Minds, Silicon SecOffs[[File:Beepsky.png]]==&lt;br /&gt;
One of your most useful tools is your small friend, Officer Beepsky. Your Sec HUD can be used to set someone’s arrest status on the fly, and for those you can’t see you can call in to the Warden, who can set this status on their console. Once he finds a target, his on-board radio will let you know when he finds the no-good criminal!&lt;br /&gt;
It cannot be overstated how useful this can be during a manhunt. An extra pair of eyes is nothing to scoff at, so be sure to call in reports of criminals frequently. &lt;br /&gt;
==GREAT GOOGLY MOOGLY IT’S ALL GONE TO SHIT==&lt;br /&gt;
There comes a time in every good officer’s life where things go, to put it kindly, tits up. The most important thing is to remember that most situations can be resolved by organization, and that more chaos will simply lead to worse problems down the line.&lt;br /&gt;
Keeping in contact is more essential than ever when the red alert is raised. It may be worthwhile to establish regular check-ins. Information should be compiled regularly and, where possible, communication to the opposing force should be maintained.&lt;br /&gt;
In the event that the opposition is actively avoiding diplomacy, then it’s time to raise hell.&lt;br /&gt;
===The Syndicate[[File:ESword.png]]===&lt;br /&gt;
Perhaps NanoTrasen’s most known rival, The Syndicate have a long-standing grudge against NanoTrasen for their actions. These units often work in secret, but occasionally choose to go loud. Be aware that one of their favourite tricks is to punch a hole through our beloved station, as well as it&#039;s inhabitants ribcages. No amount of plastic surgery can recover your brain from the fine paste that used to be your skull; in short – use an Explosive Ordinance Disposal (E.O.D.) suit when handling anything that looks like it might turn you into mincemeat.&lt;br /&gt;
Recovery of NanoTrasen assets is tantamount to a successful anti-operative response. Beware that your [[AI|silicon intelligences]] remain unaffected should it come to light that your station has been targeted. &lt;br /&gt;
Generally speaking, respond to the threat at hand with equivalent force. Someone running around with a lockbreaker and a suspicious looking turtleneck isn&#039;t any good reason to break out the lethal weapons from the armory, but responding to a madman mowing down the crew with a heavy machinegun by sprinting at them with a baton is just as likely to get you lynched by the crew as your opposing operative.&lt;br /&gt;
====Nuclear Operations[[File:Sniper.png]]====&lt;br /&gt;
Your conversations with Nuclear Operations are likely to be little more than interrogation. Let me be clear, you’ll need all the information you can get – but these people will not be willing to talk to you for very long, and have a tenancy to explode when left alone for long enough.&lt;br /&gt;
With the goal of detonating the on-board Nuclear Failsafe, killing anyone and everyone caught in the blast, these teams will be a significant test of your preparedness. Once an incursion is confirmed, keeping an eye on the nuke is a good idea; however patrol teams are also strongly encouraged – the best defence is a good offence.&lt;br /&gt;
The Nuke Ops are useless without your on-station nuke disk. Guard this with your life.&lt;br /&gt;
If this situation is confirmed, you will want to upgrade your kit from the Armoury. Despite what you might hope, your pea shooter and lightning gun are unlikely to hold up against the forces of a paramilitary incursion. Work with your team, stay together, and report in regularly if you wish to keep your body from resembling Swiss cheese. &lt;br /&gt;
===Revolution[[File:Baseball_bat.png]]===&lt;br /&gt;
Let’s be honest; NanoTrasen isn’t the best company to work for. While most are usually placated by the smooth taste of Vodka and the delicious flavour of Donk Pocket, the working man may one day find that their ongoing labour violations are too much.&lt;br /&gt;
In this situation, you have one positive thing going for you; by the nature of concession, these folks are the most likely to be willing to hold a conversation. Try to find out what their issue is and to work with them. In the event that they simply wish anarchy upon the station, then it&#039;s time to start cracking skulls.&lt;br /&gt;
&lt;br /&gt;
The old adage of “You can’t put us all in Prison” may eventually ring true, if only due to you running out of bullets. Thankfully for you NanoTrasen has Mindshield Implants available. These implants will free the afflicted of their less loyal ideas and can be acquired by screaming at the Warden until they hand them over or shoot you. Be sure that the [[Blueshield]] keeps an extra close eye on the Department Heads during such a turbulent time.&lt;br /&gt;
===The Cult of Nar’sie[[File:Ritual_knife.png]]===&lt;br /&gt;
An unconfirmed group, but a worrying one none the less. Keeping track of those in this group of interest will be an essential part of supressing them, in the event that they are present. Cults rely on power by numbers, so attempt to keep their numbers down. Mindshields may or may not work on eldritch magic – our information is unclear, but at any rate there may be [[Chaplain|another on the station with a more spiritual solution]]. All that&#039;s known for sure, is it&#039;s always a good idea to keep their strange knives away from them, and the odd runes they carve from their blood are never a good idea to be around...&lt;br /&gt;
==Shitcurity II: The Reckoning== &lt;br /&gt;
Good news; you’ll have a front-row seat to any investigation into your own actions. Better news; you’re not &#039;&#039;too&#039;&#039; suspicious wherever you go. [[AI|The AI]] will usually let you into most places, but in doing this you will likely be followed to ensure you do as you say – at least briefly. Final news; you’re able to keep track of all the news on your brothers and sisters should you have additional people on your side.&lt;br /&gt;
You can usually get away with arresting someone on your word alone. Be careful, though – your team might sense foul play if they don’t end up back at the brig. Your access to weapons is rivalled only by [[Science|R&amp;amp;D]] and Cargo, and your work is usually already slandered over the radio – giving you a Get out of Jail Free card. &#039;&#039;At least for now. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 486091&lt;br /&gt;
}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:Security_Dept_header&amp;diff=13831</id>
		<title>Template:Security Dept header</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:Security_Dept_header&amp;diff=13831"/>
		<updated>2023-10-01T02:52:54Z</updated>

		<summary type="html">&lt;p&gt;Jovan: Removed Security Medic because it no longer exist&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;box-shadow: 0 0 .3em #999; border-radius: .2em; margin: .35em 1em 1em 1em; border: .2em solid #486091; background: #486091; width: 19%; float: right&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;background: #486091; border-radius: .2em; color: #FFF; padding: .4em .8em .5em;%&amp;quot;&amp;gt;&amp;lt;center&amp;gt;&#039;&#039;&#039;SECURITY&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #486091; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #4860911e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Security dept banner.png]]&amp;lt;br&amp;gt;&#039;&#039;&#039;Department head:&amp;lt;br&amp;gt;[[Head of Security]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #FFF; font-weight:bold;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;Security roles&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #486091; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #4860911e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;[[Head of Security]]&#039;&#039;&#039; - [[Warden]] - [[Detective]] - [[Security Officer]] - [[Corrections Officer]]&amp;lt;hr&amp;gt;&#039;&#039;&#039;[[Jobs|Return to jobs page]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;color: #FFF; font-weight:bold;&amp;quot;&amp;gt;&amp;lt;center&amp;gt;Guides&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;border: .2em solid #486091; border-radius: .5em; background: #FFF;&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;padding: .5em; background: #4860911e; margin:.25em; border-radius: .5em; font-size: 90%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[Corporate Regulations]] - [[Guide to Trials]] - [[Security items]] - [[Chain of Command]]&amp;lt;hr&amp;gt;&#039;&#039;&#039;[[Guides|Return to guides page]]&#039;&#039;&#039;&amp;lt;/center&amp;gt;&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Misc Styling Templates]][[Category:Maintenance templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Officer&amp;diff=13830</id>
		<title>Security Officer</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Officer&amp;diff=13830"/>
		<updated>2023-10-01T02:32:44Z</updated>

		<summary type="html">&lt;p&gt;Jovan: Redirect link from SOP to Corporate Regulations&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason= contents of this page should be checked}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 486091&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 486091&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 486091&lt;br /&gt;
 |img = Generic_security.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Security Officer&lt;br /&gt;
 |access = Security, Brig, Holding Cells, Courtroom, Maintenance, Weapon Permit&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = [[Head of Security]]&lt;br /&gt;
 |duties = Protect company assets, follow the [[Corporate Regulations]], respect the crew.&lt;br /&gt;
 |guides = [[Guide to security]], [[Corporate Regulations]], [[Security Policy]], [[Security items|Security Items]]&lt;br /&gt;
 |requirements = Don’t create more problems than you solve. Be a deterrent to chaos and destruction.}}&lt;br /&gt;
{{Security Dept header}}&lt;br /&gt;
NanoTrasen has developed a state-of-the-art research station, and in the same breath they signed a clown onto the payroll. It henceforth falls to you to protect the station from threats, real or perceived.&lt;br /&gt;
&lt;br /&gt;
At the end of the day, your basic role is to ensure crew safety. This may mean putting yourself at risk, but that’s why we wear the badge.&lt;br /&gt;
&lt;br /&gt;
[[File:Thebrig.png|300px|thumb|alt=Brig|The [[Brig]], your homebase]]&lt;br /&gt;
You are the sole guardian between the ideals of justice and the [[Clown|wild psychotics]] that your company has chosen to advance its interests in space. Just because everyone else is insane, however, does not mean you are permitted to go hog-wild and beat them all unconscious to strap them to beds. Professionals have standards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is important to note that Security is one of the most mechanics-heavy roles on the station and requires a fairly high degree of proficiency in the game’s basic controls. For this reason, it is suggested you get a good deal of experience in other roles before attempting to play as Security, lest you be branded “Shitcurity” – or worse. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Heat!==&lt;br /&gt;
Criminals are out there, and you’re the last bastion between them and Total Anarchy! This cannot be allowed. Space Law is absolute, and you are its executioner. That said, &#039;&#039;you are not &#039;&#039;&#039;AN executioner&#039;&#039;&#039;&#039;&#039;. Your job is to protect the station and its &amp;lt;s&amp;gt;assets&amp;lt;/s&amp;gt; people. It is essential that you at the very least speak to the crew as you go about your patrols – the more you get to know your crew, the more cooperative they will be in the future.&lt;br /&gt;
==Knowing your Butt from your Baton[[File:StunBaton.gif]].==&lt;br /&gt;
There is a wide misconception that being Security means beating people into submission and ruling with an iron first. This is the farthest possible thing from the truth. As Security, the station puts its trust in you to be an effective peacekeeping force. While the corporate regulations exist and should be followed, they are not the be all and end all of your job.&lt;br /&gt;
&lt;br /&gt;
What the clown gets up to is, by Space Law, a crime; but you’re better than that. You are able to talk to the clown. You can work to make them less disruptive to the crew while also avoiding a fight. If done well, the clown will get to keep up their hilarious antics – if done poorly, expect to find a bloodied bike horn in disposals.&lt;br /&gt;
While diplomatic solutions are not always possible, they should be what you strive for. When they fail, you have [[Security items|an arsenal of tools at your disposal]]. If faced with a crime scene and few leads, call for the [[detective]] and avoid touching anything. If you don’t have a detective, get ready for some good ol’ fashioned problem solving!&lt;br /&gt;
Once the perp is apprehended, take them to the brig for processing. The [[Warden]] Should be able to help you here, but you should know the law regardless. Remember; sentence time starts from when they are apprehended. Treat the prisoner with basic decency – they are human, after all, if a dirty perp. &lt;br /&gt;
While you will usually have an assigned department, patrolling is still an essential part of your job. Check your maintenance corridors, the quiet areas of the ship, and stay in contact with both your assigned department and the security department via the radio.&lt;br /&gt;
==Guns at the Ready!==&lt;br /&gt;
When getting kitted up, your previously mentioned cabal of tools are a must-have. Generally speaking, you’ll be wanting to hit up the brig for such things. Should these leave you empty-handed, check in with the Warden. Worst case, it may be worth checking the checkpoints that are scattered around the area.&lt;br /&gt;
Outside of this, however, there are a few other items that can also be useful;&lt;br /&gt;
# Your starter token! This can be used at the vendor within your department to get you one of several sidearms, alongside the ammunition for them. You DO NOT START with a gun, you have to redeem it to get your tools!&lt;br /&gt;
# The peacekeeper belt, filled with your trusty telebaton, pepperspray, handcuffs, and flash. All of these are crucial to your success!&lt;br /&gt;
# The extra ammunition within the vendors can be incredibly useful, as IDHF rounds go through windows, and deal no brute damage unlike your rubber and baton arms.&lt;br /&gt;
# A Universal Recorder can be useful for recording confessions or ensuring your word is able to be believed. Evidence can be essential for tough to crack cases!&lt;br /&gt;
# A Plush Toy can be useful for consoling some crew members. While this may seem strange, it is often harder for a person to be angry when looking at a [[Guide to Plush Toys|fluffy friend]]!&lt;br /&gt;
# An active personal AI can be a lifesaver when the going gets tough! While not the most commonly accessible device on the station (at least in an active state) a good pAI can operate as a rookie with the ability to pull open a door in an emergency.&lt;br /&gt;
==The Daily Grind==&lt;br /&gt;
In the Security Department, you are the lowest rung. While you are not directly subservient to the [[Warden]], you are expected to follow their instructions. Above both of you is your [[Head of Security]], and above them is the [[Captain]] themselves. This chain of command is what you will primarily be operating under aboard the station. Outside of the station, Central Command provides direction to the Captain, meaning some orders passed down to you may be from CentComm themselves.&lt;br /&gt;
When assigned to a department, you may also receive orders from its Head of Staff. While these are not as important as the ones from your direct superiors, it will put you in the department’s good books if you do as asked. When patrolling, take the time to get to know your fellow crewmate; it may make them easier to talk down from crimes if you already have an established rapport. &lt;br /&gt;
&#039;&#039;&#039;Most pressingly, be kind. Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution. &#039;&#039;&#039;&lt;br /&gt;
==Mechanical Minds, Silicon SecOffs[[File:Beepsky.png]]==&lt;br /&gt;
One of your most useful tools is your small friend, Officer Beepsky. Your Sec HUD can be used to set someone’s arrest status on the fly, and for those you can’t see you can call in to the Warden, who can set this status on their console. Once he finds a target, his on-board radio will let you know when he finds the no-good criminal!&lt;br /&gt;
It cannot be overstated how useful this can be during a manhunt. An extra pair of eyes is nothing to scoff at, so be sure to call in reports of criminals frequently. &lt;br /&gt;
==GREAT GOOGLY MOOGLY IT’S ALL GONE TO SHIT==&lt;br /&gt;
There comes a time in every good officer’s life where things go, to put it kindly, tits up. The most important thing is to remember that most situations can be resolved by organization, and that more chaos will simply lead to worse problems down the line.&lt;br /&gt;
Keeping in contact is more essential than ever when the red alert is raised. It may be worthwhile to establish regular check-ins. Information should be compiled regularly and, where possible, communication to the opposing force should be maintained.&lt;br /&gt;
In the event that the opposition is actively avoiding diplomacy, then it’s time to raise hell.&lt;br /&gt;
===The Syndicate[[File:ESword.png]]===&lt;br /&gt;
Perhaps NanoTrasen’s most known rival, The Syndicate have a long-standing grudge against NanoTrasen for their actions. These units often work in secret, but occasionally choose to go loud. Be aware that one of their favourite tricks is to punch a hole through our beloved station, as well as it&#039;s inhabitants ribcages. No amount of plastic surgery can recover your brain from the fine paste that used to be your skull; in short – use an Explosive Ordinance Disposal (E.O.D.) suit when handling anything that looks like it might turn you into mincemeat.&lt;br /&gt;
Recovery of NanoTrasen assets is tantamount to a successful anti-operative response. Beware that your [[AI|silicon intelligences]] remain unaffected should it come to light that your station has been targeted. &lt;br /&gt;
Generally speaking, respond to the threat at hand with equivalent force. Someone running around with a lockbreaker and a suspicious looking turtleneck isn&#039;t any good reason to break out the lethal weapons from the armory, but responding to a madman mowing down the crew with a heavy machinegun by sprinting at them with a baton is just as likely to get you lynched by the crew as your opposing operative.&lt;br /&gt;
====Nuclear Operations[[File:Sniper.png]]====&lt;br /&gt;
Your conversations with Nuclear Operations are likely to be little more than interrogation. Let me be clear, you’ll need all the information you can get – but these people will not be willing to talk to you for very long, and have a tenancy to explode when left alone for long enough.&lt;br /&gt;
With the goal of detonating the on-board Nuclear Failsafe, killing anyone and everyone caught in the blast, these teams will be a significant test of your preparedness. Once an incursion is confirmed, keeping an eye on the nuke is a good idea; however patrol teams are also strongly encouraged – the best defence is a good offence.&lt;br /&gt;
The Nuke Ops are useless without your on-station nuke disk. Guard this with your life.&lt;br /&gt;
If this situation is confirmed, you will want to upgrade your kit from the Armoury. Despite what you might hope, your pea shooter and lightning gun are unlikely to hold up against the forces of a paramilitary incursion. Work with your team, stay together, and report in regularly if you wish to keep your body from resembling Swiss cheese. &lt;br /&gt;
===Revolution[[File:Baseball_bat.png]]===&lt;br /&gt;
Let’s be honest; NanoTrasen isn’t the best company to work for. While most are usually placated by the smooth taste of Vodka and the delicious flavour of Donk Pocket, the working man may one day find that their ongoing labour violations are too much.&lt;br /&gt;
In this situation, you have one positive thing going for you; by the nature of concession, these folks are the most likely to be willing to hold a conversation. Try to find out what their issue is and to work with them. In the event that they simply wish anarchy upon the station, then it&#039;s time to start cracking skulls.&lt;br /&gt;
&lt;br /&gt;
The old adage of “You can’t put us all in Prison” may eventually ring true, if only due to you running out of bullets. Thankfully for you NanoTrasen has Mindshield Implants available. These implants will free the afflicted of their less loyal ideas and can be acquired by screaming at the Warden until they hand them over or shoot you. Be sure that the [[Blueshield]] keeps an extra close eye on the Department Heads during such a turbulent time.&lt;br /&gt;
===The Cult of Nar’sie[[File:Ritual_knife.png]]===&lt;br /&gt;
An unconfirmed group, but a worrying one none the less. Keeping track of those in this group of interest will be an essential part of supressing them, in the event that they are present. Cults rely on power by numbers, so attempt to keep their numbers down. Mindshields may or may not work on eldritch magic – our information is unclear, but at any rate there may be [[Chaplain|another on the station with a more spiritual solution]]. All that&#039;s known for sure, is it&#039;s always a good idea to keep their strange knives away from them, and the odd runes they carve from their blood are never a good idea to be around...&lt;br /&gt;
==Shitcurity II: The Reckoning== &lt;br /&gt;
Good news; you’ll have a front-row seat to any investigation into your own actions. Better news; you’re not &#039;&#039;too&#039;&#039; suspicious wherever you go. [[AI|The AI]] will usually let you into most places, but in doing this you will likely be followed to ensure you do as you say – at least briefly. Final news; you’re able to keep track of all the news on your brothers and sisters should you have additional people on your side.&lt;br /&gt;
You can usually get away with arresting someone on your word alone. Be careful, though – your team might sense foul play if they don’t end up back at the brig. Your access to weapons is rivalled only by [[Science|R&amp;amp;D]] and Cargo, and your work is usually already slandered over the radio – giving you a Get out of Jail Free card. &#039;&#039;At least for now. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 486091&lt;br /&gt;
}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Officer&amp;diff=13829</id>
		<title>Security Officer</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Officer&amp;diff=13829"/>
		<updated>2023-10-01T02:24:24Z</updated>

		<summary type="html">&lt;p&gt;Jovan: Fixed broken links under JobPageHeader &amp;quot;Access.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason= contents of this page should be checked}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 486091&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 486091&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 486091&lt;br /&gt;
 |img = Generic_security.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Security Officer&lt;br /&gt;
 |access = Security, Brig, Holding Cells, Courtroom, Maintenance, Weapon Permit&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = [[Head of Security]]&lt;br /&gt;
 |duties = Protect company assets, follow the [[Standard Operating Procedure]], respect the crew.&lt;br /&gt;
 |guides = [[Guide to security]], [[Standard Operating Procedure]], [[Corporate Regulations]], [[Security items|Security Items]]&lt;br /&gt;
 |requirements = Don’t create more problems than you solve. Be a deterrent to chaos and destruction.}}&lt;br /&gt;
{{Security Dept header}}&lt;br /&gt;
NanoTrasen has developed a state-of-the-art research station, and in the same breath they signed a clown onto the payroll. It henceforth falls to you to protect the station from threats, real or perceived.&lt;br /&gt;
&lt;br /&gt;
At the end of the day, your basic role is to ensure crew safety. This may mean putting yourself at risk, but that’s why we wear the badge.&lt;br /&gt;
&lt;br /&gt;
[[File:Thebrig.png|300px|thumb|alt=Brig|The [[Brig]], your homebase]]&lt;br /&gt;
You are the sole guardian between the ideals of justice and the [[Clown|wild psychotics]] that your company has chosen to advance its interests in space. Just because everyone else is insane, however, does not mean you are permitted to go hog-wild and beat them all unconscious to strap them to beds. Professionals have standards.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;It is important to note that Security is one of the most mechanics-heavy roles on the station and requires a fairly high degree of proficiency in the game’s basic controls. For this reason, it is suggested you get a good deal of experience in other roles before attempting to play as Security, lest you be branded “Shitcurity” – or worse. &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==The Heat!==&lt;br /&gt;
Criminals are out there, and you’re the last bastion between them and Total Anarchy! This cannot be allowed. Space Law is absolute, and you are its executioner. That said, &#039;&#039;you are not &#039;&#039;&#039;AN executioner&#039;&#039;&#039;&#039;&#039;. Your job is to protect the station and its &amp;lt;s&amp;gt;assets&amp;lt;/s&amp;gt; people. It is essential that you at the very least speak to the crew as you go about your patrols – the more you get to know your crew, the more cooperative they will be in the future.&lt;br /&gt;
==Knowing your Butt from your Baton[[File:StunBaton.gif]].==&lt;br /&gt;
There is a wide misconception that being Security means beating people into submission and ruling with an iron first. This is the farthest possible thing from the truth. As Security, the station puts its trust in you to be an effective peacekeeping force. While the corporate regulations exist and should be followed, they are not the be all and end all of your job.&lt;br /&gt;
&lt;br /&gt;
What the clown gets up to is, by Space Law, a crime; but you’re better than that. You are able to talk to the clown. You can work to make them less disruptive to the crew while also avoiding a fight. If done well, the clown will get to keep up their hilarious antics – if done poorly, expect to find a bloodied bike horn in disposals.&lt;br /&gt;
While diplomatic solutions are not always possible, they should be what you strive for. When they fail, you have [[Security items|an arsenal of tools at your disposal]]. If faced with a crime scene and few leads, call for the [[detective]] and avoid touching anything. If you don’t have a detective, get ready for some good ol’ fashioned problem solving!&lt;br /&gt;
Once the perp is apprehended, take them to the brig for processing. The [[Warden]] Should be able to help you here, but you should know the law regardless. Remember; sentence time starts from when they are apprehended. Treat the prisoner with basic decency – they are human, after all, if a dirty perp. &lt;br /&gt;
While you will usually have an assigned department, patrolling is still an essential part of your job. Check your maintenance corridors, the quiet areas of the ship, and stay in contact with both your assigned department and the security department via the radio.&lt;br /&gt;
==Guns at the Ready!==&lt;br /&gt;
When getting kitted up, your previously mentioned cabal of tools are a must-have. Generally speaking, you’ll be wanting to hit up the brig for such things. Should these leave you empty-handed, check in with the Warden. Worst case, it may be worth checking the checkpoints that are scattered around the area.&lt;br /&gt;
Outside of this, however, there are a few other items that can also be useful;&lt;br /&gt;
# Your starter token! This can be used at the vendor within your department to get you one of several sidearms, alongside the ammunition for them. You DO NOT START with a gun, you have to redeem it to get your tools!&lt;br /&gt;
# The peacekeeper belt, filled with your trusty telebaton, pepperspray, handcuffs, and flash. All of these are crucial to your success!&lt;br /&gt;
# The extra ammunition within the vendors can be incredibly useful, as IDHF rounds go through windows, and deal no brute damage unlike your rubber and baton arms.&lt;br /&gt;
# A Universal Recorder can be useful for recording confessions or ensuring your word is able to be believed. Evidence can be essential for tough to crack cases!&lt;br /&gt;
# A Plush Toy can be useful for consoling some crew members. While this may seem strange, it is often harder for a person to be angry when looking at a [[Guide to Plush Toys|fluffy friend]]!&lt;br /&gt;
# An active personal AI can be a lifesaver when the going gets tough! While not the most commonly accessible device on the station (at least in an active state) a good pAI can operate as a rookie with the ability to pull open a door in an emergency.&lt;br /&gt;
==The Daily Grind==&lt;br /&gt;
In the Security Department, you are the lowest rung. While you are not directly subservient to the [[Warden]], you are expected to follow their instructions. Above both of you is your [[Head of Security]], and above them is the [[Captain]] themselves. This chain of command is what you will primarily be operating under aboard the station. Outside of the station, Central Command provides direction to the Captain, meaning some orders passed down to you may be from CentComm themselves.&lt;br /&gt;
When assigned to a department, you may also receive orders from its Head of Staff. While these are not as important as the ones from your direct superiors, it will put you in the department’s good books if you do as asked. When patrolling, take the time to get to know your fellow crewmate; it may make them easier to talk down from crimes if you already have an established rapport. &lt;br /&gt;
&#039;&#039;&#039;Most pressingly, be kind. Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution. &#039;&#039;&#039;&lt;br /&gt;
==Mechanical Minds, Silicon SecOffs[[File:Beepsky.png]]==&lt;br /&gt;
One of your most useful tools is your small friend, Officer Beepsky. Your Sec HUD can be used to set someone’s arrest status on the fly, and for those you can’t see you can call in to the Warden, who can set this status on their console. Once he finds a target, his on-board radio will let you know when he finds the no-good criminal!&lt;br /&gt;
It cannot be overstated how useful this can be during a manhunt. An extra pair of eyes is nothing to scoff at, so be sure to call in reports of criminals frequently. &lt;br /&gt;
==GREAT GOOGLY MOOGLY IT’S ALL GONE TO SHIT==&lt;br /&gt;
There comes a time in every good officer’s life where things go, to put it kindly, tits up. The most important thing is to remember that most situations can be resolved by organization, and that more chaos will simply lead to worse problems down the line.&lt;br /&gt;
Keeping in contact is more essential than ever when the red alert is raised. It may be worthwhile to establish regular check-ins. Information should be compiled regularly and, where possible, communication to the opposing force should be maintained.&lt;br /&gt;
In the event that the opposition is actively avoiding diplomacy, then it’s time to raise hell.&lt;br /&gt;
===The Syndicate[[File:ESword.png]]===&lt;br /&gt;
Perhaps NanoTrasen’s most known rival, The Syndicate have a long-standing grudge against NanoTrasen for their actions. These units often work in secret, but occasionally choose to go loud. Be aware that one of their favourite tricks is to punch a hole through our beloved station, as well as it&#039;s inhabitants ribcages. No amount of plastic surgery can recover your brain from the fine paste that used to be your skull; in short – use an Explosive Ordinance Disposal (E.O.D.) suit when handling anything that looks like it might turn you into mincemeat.&lt;br /&gt;
Recovery of NanoTrasen assets is tantamount to a successful anti-operative response. Beware that your [[AI|silicon intelligences]] remain unaffected should it come to light that your station has been targeted. &lt;br /&gt;
Generally speaking, respond to the threat at hand with equivalent force. Someone running around with a lockbreaker and a suspicious looking turtleneck isn&#039;t any good reason to break out the lethal weapons from the armory, but responding to a madman mowing down the crew with a heavy machinegun by sprinting at them with a baton is just as likely to get you lynched by the crew as your opposing operative.&lt;br /&gt;
====Nuclear Operations[[File:Sniper.png]]====&lt;br /&gt;
Your conversations with Nuclear Operations are likely to be little more than interrogation. Let me be clear, you’ll need all the information you can get – but these people will not be willing to talk to you for very long, and have a tenancy to explode when left alone for long enough.&lt;br /&gt;
With the goal of detonating the on-board Nuclear Failsafe, killing anyone and everyone caught in the blast, these teams will be a significant test of your preparedness. Once an incursion is confirmed, keeping an eye on the nuke is a good idea; however patrol teams are also strongly encouraged – the best defence is a good offence.&lt;br /&gt;
The Nuke Ops are useless without your on-station nuke disk. Guard this with your life.&lt;br /&gt;
If this situation is confirmed, you will want to upgrade your kit from the Armoury. Despite what you might hope, your pea shooter and lightning gun are unlikely to hold up against the forces of a paramilitary incursion. Work with your team, stay together, and report in regularly if you wish to keep your body from resembling Swiss cheese. &lt;br /&gt;
===Revolution[[File:Baseball_bat.png]]===&lt;br /&gt;
Let’s be honest; NanoTrasen isn’t the best company to work for. While most are usually placated by the smooth taste of Vodka and the delicious flavour of Donk Pocket, the working man may one day find that their ongoing labour violations are too much.&lt;br /&gt;
In this situation, you have one positive thing going for you; by the nature of concession, these folks are the most likely to be willing to hold a conversation. Try to find out what their issue is and to work with them. In the event that they simply wish anarchy upon the station, then it&#039;s time to start cracking skulls.&lt;br /&gt;
&lt;br /&gt;
The old adage of “You can’t put us all in Prison” may eventually ring true, if only due to you running out of bullets. Thankfully for you NanoTrasen has Mindshield Implants available. These implants will free the afflicted of their less loyal ideas and can be acquired by screaming at the Warden until they hand them over or shoot you. Be sure that the [[Blueshield]] keeps an extra close eye on the Department Heads during such a turbulent time.&lt;br /&gt;
===The Cult of Nar’sie[[File:Ritual_knife.png]]===&lt;br /&gt;
An unconfirmed group, but a worrying one none the less. Keeping track of those in this group of interest will be an essential part of supressing them, in the event that they are present. Cults rely on power by numbers, so attempt to keep their numbers down. Mindshields may or may not work on eldritch magic – our information is unclear, but at any rate there may be [[Chaplain|another on the station with a more spiritual solution]]. All that&#039;s known for sure, is it&#039;s always a good idea to keep their strange knives away from them, and the odd runes they carve from their blood are never a good idea to be around...&lt;br /&gt;
==Shitcurity II: The Reckoning== &lt;br /&gt;
Good news; you’ll have a front-row seat to any investigation into your own actions. Better news; you’re not &#039;&#039;too&#039;&#039; suspicious wherever you go. [[AI|The AI]] will usually let you into most places, but in doing this you will likely be followed to ensure you do as you say – at least briefly. Final news; you’re able to keep track of all the news on your brothers and sisters should you have additional people on your side.&lt;br /&gt;
You can usually get away with arresting someone on your word alone. Be careful, though – your team might sense foul play if they don’t end up back at the brig. Your access to weapons is rivalled only by [[Science|R&amp;amp;D]] and Cargo, and your work is usually already slandered over the radio – giving you a Get out of Jail Free card. &#039;&#039;At least for now. &#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 486091&lt;br /&gt;
}}&lt;br /&gt;
[[category: jobs]]&lt;/div&gt;</summary>
		<author><name>Jovan</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Guide_to_security&amp;diff=13828</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=13828"/>
		<updated>2023-10-01T02:02:40Z</updated>

		<summary type="html">&lt;p&gt;Jovan: /*  Law */  Redirect Space Law to Corporate Regulation. Removed redundant information.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needs revision| reason = Fix broken links}}&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 (or you can put the Seclite on your helmet).&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]] [[Corporate Regulations]]==&lt;br /&gt;
[[Corporate Regulations|Station Control and Conflict Management Regulations]] (SCCMR), or &#039;&#039;&#039;Corporate Regulation&#039;&#039;&#039;, includes a comprehensive list of all crimes. The Nanotrasen Corporation established this law. Reviewing the regulations before interacting with the crew regarding any reported crimes is advisable. While it&#039;s not essential to know every detail about what constitutes a crime, adhering to the [[Security Policy]] is imperative.&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 &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 disablers 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, as 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. Disablers, 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, unless there&#039;s substantial evidence that the perpetrator has nothing to lose.&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;
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[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Jovan</name></author>
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