<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en-GB">
	<id>http://wiki.skyrat13.space/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Kepler</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=Kepler"/>
	<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php/Special:Contributions/Kepler"/>
	<updated>2026-04-15T02:37:20Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.42.3</generator>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Talk:Server_Rules&amp;diff=14428</id>
		<title>Talk:Server Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Talk:Server_Rules&amp;diff=14428"/>
		<updated>2024-06-18T17:01:48Z</updated>

		<summary type="html">&lt;p&gt;Kepler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rule 11 need their link updated!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
powergaming is extremely vaguely defined and is way too broad, it would most certainly be used to justify banning of any players who have significant amount of experience in other server&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Emergency_Response_Team&amp;diff=14414</id>
		<title>Emergency Response Team</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Emergency_Response_Team&amp;diff=14414"/>
		<updated>2024-04-22T08:00:32Z</updated>

		<summary type="html">&lt;p&gt;Kepler: Created page with &amp;quot;Wip&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Wip&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=User:Kepler&amp;diff=14413</id>
		<title>User:Kepler</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=User:Kepler&amp;diff=14413"/>
		<updated>2024-04-22T07:55:54Z</updated>

		<summary type="html">&lt;p&gt;Kepler: Created page with &amp;quot;Real&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Real&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Chaplain&amp;diff=13852</id>
		<title>Chaplain</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Chaplain&amp;diff=13852"/>
		<updated>2023-10-04T14:19:33Z</updated>

		<summary type="html">&lt;p&gt;Kepler: /* Null Rod  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = All weapons are not listed, the altar and all of those new mechanics arent listed either, needs a big update&amp;lt;br&amp;gt;contents of this page need to be checked, broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 03870C&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 03870C&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 03870C&lt;br /&gt;
 |img = Generic_chaplain.png&lt;br /&gt;
 |stafftype = SERVICE&lt;br /&gt;
 |jobtitle = Chaplain&lt;br /&gt;
 |access = [[Chapel]] office, [[Morgue]], [[Crematorium]], [[Theatre]]&lt;br /&gt;
 |difficulty = Easy &lt;br /&gt;
 |superior = [[Head of Personnel]]&lt;br /&gt;
 |duties = Hold services and funerals, cremate people, preach, etc.&lt;br /&gt;
 |guides = [[Cult]], [[Religion]], [[Sects]].&lt;br /&gt;
 |requirements = &#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Hold a funeral if someone asks. Cooperate with security in the event of a [[cult]]. Follow your [[religion]] and provide counsel when asked.}}Remember to follow the [[rules]] and do not validhunt{{Service Dept header}}&lt;br /&gt;
As a chaplain, you would ideally proselytize whatever crazy religion you&#039;ve made up for that round over your [[headset]]. However, besides your office, the hellish crematorium next to your office, and the rarely used morgue, you have no access.&lt;br /&gt;
&lt;br /&gt;
It is vital that you use the radio to call people to the [[Chapel]], because otherwise, it is less frequented than the [[Library]].&lt;br /&gt;
&lt;br /&gt;
== Holy Artefacts ==&lt;br /&gt;
In your possession are several important items, including your Holy Book and the Null Rod. These items are powerful and should be kept in your possession at all times.&lt;br /&gt;
&lt;br /&gt;
=== Holy Book{{anchor|Holy Book}} ===&lt;br /&gt;
&#039;&#039;&#039;You have to set the name of your god and religion in the Character Setup window before the round starts&#039;&#039;&#039;, else you will be stuck with whatever the default is. The first time you interact with your book in a round, you can set its skin.  The resulting Bible starts with a bottle of whiskey, and [[Clown|perhaps some other junk]]; you may want to store the holy water on your desk.&lt;br /&gt;
&lt;br /&gt;
Hitting somebody in the head with your Bible has a 60% chance to heal them and a 40% chance to give them 10 brain damage unless the &amp;lt;s&amp;gt;victim&amp;lt;/s&amp;gt; congregant is wearing robust headgear (helmets, and any child of the helmet class, including space helmets.) You can even revive people who are in critical condition! Be careful, depending on the skin you&#039;ve picked for your book, there may be additional effects! (The flaming skin sets flammable substances on fire for example, specially ones your target is covered in while you try to heal them).&lt;br /&gt;
&lt;br /&gt;
- It should be noted that your book cannot be used by the non-believers, meaning: If someone steals your book and attempts to brain somebody over the head with it, the book will sizzle in that person&#039;s hands. However, others CAN access the content of the book itself.&lt;br /&gt;
&lt;br /&gt;
=== Armaments beacon ===&lt;br /&gt;
This remote allows you to drop in a box with select chaplain-y clothes.&lt;br /&gt;
The armor values are all 50 melee, 10 bullet, 10 laser, 10 energy (Same as the [[Clothing_and_Accessories#Riot Suit|Riot Suit]]) except for the &amp;quot;Followers of the Chaplain&amp;quot; kit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Templar&#039;&#039;&#039; - Standard templar armor, Deus Vult! (Fun fact, deus vult means &amp;quot;Gods Will.&amp;quot; and Deus Lo Vult for &amp;quot;God Wills It&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Stone Sentinel&#039;&#039;&#039; - An ancient guardian statue armor.&lt;br /&gt;
*&#039;&#039;&#039;Profane Scholar&#039;&#039;&#039; - A student robe and a head cage.&lt;br /&gt;
*&#039;&#039;&#039;Witchhunter&#039;&#039;&#039; - A witchhunting garb and hat.&lt;br /&gt;
*&#039;&#039;&#039;Followers of the Chaplain&#039;&#039;&#039; - A cult leader hoodie and 4 follower hoodies. Make your own cult!&lt;br /&gt;
*&#039;&#039;&#039;Divine Adept Kit&#039;&#039;&#039; - Adept robes and hood. The ideal outfit for burning the unfaithful.&lt;br /&gt;
*&#039;&#039;&#039;Forgotten Kit&#039;&#039;&#039; - Old [[Clock_Cult|clock cult]] armor and helmet.&lt;br /&gt;
&lt;br /&gt;
=== Mysterious Old Book of Cloud-Chasing ===&lt;br /&gt;
&lt;br /&gt;
This is a black book that teaches one person the spell &amp;quot;Smoke&amp;quot;. See: [[Wizard#Magical_Items|Magical Items]]&lt;br /&gt;
&lt;br /&gt;
=== Null Rod {{anchor|Null Rod}} ===&lt;br /&gt;
The obsidian rod will be your defense against the [[Cult magic|forces of evil]]. Having it in your possession will make you completely immune to the effects of cult-related magic. It will also destroy any runes/sigils and is an excellent weapon in general.&lt;br /&gt;
&lt;br /&gt;
You can transform it into a holy weapon of choice by using it in hand! Options are:&lt;br /&gt;
&lt;br /&gt;
* [[File:Null_rod.png]]&#039;&#039;&#039;Basic Null rod:&#039;&#039;&#039; Fits in pockets, 18 brute damage on hit.&lt;br /&gt;
* [[File:Godhand.png]]&#039;&#039;&#039;God Hand:&#039;&#039;&#039; This hand of yours glows with an awesome power! Deals Burn damage instead of Brute, but you can never put it down, delete itself if your arm is cut off.&lt;br /&gt;
* [[File:Staff_red.png]][[File:Staff_blue.png]]&#039;&#039;&#039;Red Staff/Blue staff:&#039;&#039;&#039; It has a mysterious, protective aura. Only fits on back, but high (50%) block chance. Deals 5 brute damage. Projects a shield around you to represent the block chance.&lt;br /&gt;
* [[File:Claymore.png]][[File:Katana.gif]]&#039;&#039;&#039;Claymore/Hanzo Steel:&#039;&#039;&#039; Deals 18 brute damages, has a 30% chance to block melee attack while it&#039;s in your hand, doesn&#039;t fit in bags but can be worn on the back or belt slot. Sharp.&lt;br /&gt;
* [[File:Cult_blade.png]][[File:Chainsword.gif]][[File:Force_weapon.png]]&#039;&#039;&#039;Dark Blade/Chainsaw Sword/Force Weapon:&#039;&#039;&#039; Like above, but cannot be worn on the back slot.&lt;br /&gt;
* [[File:ESword.png]]&#039;&#039;&#039;Light/Dark/Nautical Energy Sword:&#039;&#039;&#039;  If you strike me down, I shall become more robust than you can possibly imagine. Essentially a claymore reskin.&lt;br /&gt;
* [[File:Scythe.png]][[File:High_frequency_blade.png]][[File:Spellblade.png]]&#039;&#039;&#039;Scythe/High Frequency Blade/Dormant Spellblade:&#039;&#039;&#039; Bad references are the DNA of the soul. 35% Armour Penetration, only fits on back. Same strength as the null rod. Sharp.&lt;br /&gt;
* [[File:Possessed_blade.png]]&#039;&#039;&#039;Possessed Blade:&#039;&#039;&#039; Has the same statistics as a scythe. When used in hand, it will attempt to summon a ghost to possess the blade; if a ghost accepts, it&#039;ll become your talking sword. The ghost gets to pick the sword&#039;s name after that.&lt;br /&gt;
* [[File:Multiverse_sword.gif]]&#039;&#039;&#039;Extradimensional Blade:&#039;&#039;&#039;  Once the harbinger of an interdimensional war, its sharpness fluctuates wildly. Always deal 15 damage on first hit, chaining attack with it will deal between 1 and 30 damages&lt;br /&gt;
* [[File:Sord.png]]&#039;&#039;&#039;UNREAL SORD:&#039;&#039;&#039; This thing is so unspeakably &#039;&#039;&#039;HOLY&#039;&#039;&#039; you are having a hard time even holding it. Complete shit. Deals 4.13 damage.&lt;br /&gt;
* [[File:Chap_hammer.png]]&#039;&#039;&#039;Relic Hammer:&#039;&#039;&#039; A war hammer. Capable of tapping knees to measure brain health. Can be worn on the belt. Same stats as a Null Rod, but can only be worn on the belt slot.&lt;br /&gt;
* [[File:Chainsaw.gif]]&#039;&#039;&#039;Chainsaw Hand:&#039;&#039;&#039; An undroppable sharp chainsaw hand. Can be used as a very slow saw tool. Capable of slowly butchering bodies. Disappears if the arm holding it is cut off. just a mounted chainsaw. Deals the same damage as a Null Rod, but cannot be dropped and is sharp.&lt;br /&gt;
* [[File:Dark_blessing.png]]&#039;&#039;&#039;Dark Blessing, Unholy Tentacle:&#039;&#039;&#039; Like the chainsaw hand, but it looks like a [[changeling]]&#039;s arm blade, deals additional 20% wound bonus&lt;br /&gt;
* [[File:Honk_render.png]]&#039;&#039;&#039;Clown Dagger:&#039;&#039;&#039; Used for absolutely hilarious sacrifices. fits in pocket and belt, deals 18 brutes damage&lt;br /&gt;
* [[File:Hypertool.png]]&#039;&#039;&#039;Hypertool:&#039;&#039;&#039; A tool dealing brain damage which partially penetrates armor. Fits in pockets. Can be worn on the belt. deals 18 brain damage, ignore 35% of armor.&lt;br /&gt;
* [[File:Chain.png]]&#039;&#039;&#039;Whip:&#039;&#039;&#039; No stat change, but can be worn on the belt slot. Deals extra damage to vampires. &lt;br /&gt;
* [[File:Fedora.png]]&#039;&#039;&#039;Fedora:&#039;&#039;&#039; the brim of the hat is as sharp as your wit. The edge would hurt almost as much as disproving the existence of God. Goes on your head. Does high(30) throwing damage. No melee damage. Sharp.&lt;br /&gt;
* [[File:Carp_plush.png]]&#039;&#039;&#039;Carp-Sie Plushie:&#039;&#039;&#039; An adorable stuffed toy that resembles the god of all carp. The teeth look pretty sharp. Activate it to receive the blessing of Carp-Sie.. 15 brutes damage, looks/sounds like a carp plushie. Using it in-hand makes the chaplain gain the carp faction. Wild carp will ignore him.&lt;br /&gt;
* [[File:Bo_staff.png]]&#039;&#039;&#039;Bo Staff:&#039;&#039;&#039; A long, tall staff made of polished wood. Traditionally used in ancient old-Earth martial arts, it is now used to harass the clown. Has a 40% block chance, deals 15 brute damage. Can be worn in the back slot.&lt;br /&gt;
* [[File:Bdagger.png]]&#039;&#039;&#039;Arrhythmic Knife:&#039;&#039;&#039; They say fear is the true mind killer, but stabbing them in the head works too. Honour compels you to not sheathe it once drawn. Cannot be stored or worn anywhere. While holding it, it speeds you up and slows you down randomly.&lt;br /&gt;
* [[File:Pitchfork.png]]&#039;&#039;&#039;Pitchfork:&#039;&#039;&#039; Holding this makes you look absolutely devilish. 18 brutes damage, quite sharp and can only be worn on the back.&lt;br /&gt;
* [[File:Pride_hammer.gif]]&#039;&#039;&#039;Pride-struck hammer:&#039;&#039;&#039; A hammer dealing a little less damage due to its user&#039;s pride. Has 30% chance of transferring some of the user&#039;s reagents to the target. Capable of tapping knees to measure brain health. Can be worn on the back, does 16 damage and is pretty epic looking.&lt;br /&gt;
* [[File:Ratvarspear.png]]&#039;&#039;&#039;Ancient Spear:&#039;&#039;&#039; An ancient spear made of brass, I mean gold, I mean bronze. Same damage as a null rod, but also has 10 armor piercing and is sharp.&lt;br /&gt;
* &#039;&#039;&#039;Egyptian Staff&#039;&#039;&#039;: A staff. Can be used as a tool to craft exclusive egyptian items. Normal sized Item. Can be worn on the back&lt;br /&gt;
* &#039;&#039;&#039;Divine Bow and Arrow&#039;&#039;&#039; : A bow, the bow itself deals  17 brute damage on melee attack should you need to whack someone, you start with a quiver and 10 divine arrows, these divine arrows each deal 25 damages. You can craft more arrow easily in the crafting menu if you need more or happened to ran out. Can be worn on back and armor slot should you need to. Attempting to store the bow with a loaded arrow will make it eject the loaded arrow.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can only pick once.&lt;br /&gt;
== Sects ==&lt;br /&gt;
&lt;br /&gt;
[[Sects|See the full page here for more information!]]&lt;br /&gt;
&lt;br /&gt;
== Duties ==&lt;br /&gt;
&lt;br /&gt;
Each chaplain is free to invent the details of their rituals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Funerals:&#039;&#039;&#039; You have a stock of coffins and burial garments you can use for wakes and space burials (that is, launching them out of the mass driver). Some employees appreciate wakes being held for friends and loved ones. See below.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychological care.&#039;&#039;&#039; This includes counseling, pharmaceutical remedies (consult the chemist), and confessions. You have a confession booth; you and the confessor enter separate rooms and switch on the radio terminals. Most crew members rarely if ever submit to psychological care of their own initiative; offer to help when someone looks troubled. Prisoners are most often in need of attention.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Church Services.&#039;&#039;&#039; Give sermons and sing hymns. &amp;lt;!-- You can create a hymnal by writing a youtube link to the desired song on a piece of paper, or have the Librarian run some off for you. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Proselytizing.&#039;&#039;&#039; Most crew members are godless heathens; acquiring followers for your god(s) is your first priority. When you convince someone to join the church, you can perform a ritual of conversion (some elements you may want to include: drugs, glossolalia, sacrifices, drinking of [demon&#039;s blood], public announcements, prayer, lying naked on the altar, strikes with the holy book, confession, blood-letting).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blessing Rooms.&#039;&#039;&#039; Your bible has the power to turn ordinary water into holy water by &amp;lt;s&amp;gt;blessing&amp;lt;/s&amp;gt; smacking the container with it. Holy water stops any [[Construct | Evil Spirits]] or [[Wizard | Magical Beings]] from Ethereal Jaunting onto the tile that you splash the holy water on, and can deconvert cultists. If a cult or wizard is discovered then it would be the best idea to bless a water-tank with your bible, give that to security, grabbing a fire extinguisher and blessing that too and then asking for the AI to let you in so you can bless his chamber from potential harm. The fire extinguisher will allow you to easily bless rooms because it will affect every tile that the water travels on. You can tell if a tile is blessed when it glows yellow after a little while.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Other possible activities:&#039;&#039;&#039; Investiture of new acolytes and paladins, dedication of mechs, gravitational singularities, psychical research and seances, and pilgrimages to the singularity/Clown Planet/the AI Satellite/the Derelict Station.&lt;br /&gt;
&lt;br /&gt;
=== Thanatology ===&lt;br /&gt;
The Mass Driver&#039;s primary purpose is for burials-at-space; wooden caskets are provided for this purpose. Caskets function likes lockers; place the body in the casket, give a eulogy (over the [[radio]] if no one is present), move the casket into the driver and fire it.&lt;br /&gt;
&lt;br /&gt;
Note that some crew members may seek to use the Mass Driver as a way to exit the station into space; for safety reasons, make sure they are adequately equipped before letting them through. This will send them towards the [[Backstory#Space Station 12|derelict station]].&lt;br /&gt;
&lt;br /&gt;
The Crematorium is used to turn bodies into ash, including those of [[xenos]]. Remember to strip the body before cremating it.&lt;br /&gt;
&lt;br /&gt;
=== Propitiating the [[Administrators|Gods]] ===&lt;br /&gt;
The Pray command is like an [[adminhelp]], but is [[IC]], and should be worded deferentially (e.g., &amp;quot;Oh Great and Wise Pelor, please grant your humble servant...). It is advised that you only pray later in the round; the gods have a habit of ignoring early prayers. You can increase your divine favor by making a sacrifice to your god(s) of choice; you can do this any number of ways (it is wise to state what you have sacrificed in your prayer). Prayers are more likely to be answered if they are somehow thematically appropriate: wishing for an RCD for no apparent reason is unlikely to be fulfilled, but performing an elaborate ritual to your chosen god may be more favorable!&lt;br /&gt;
&lt;br /&gt;
You have candles and crayons in your locker. Candles can be set anywhere and lit (they eventually burn down). Crayons can be used to draw runes (commonly placed in front of the podium), as well as graffiti (not really your style) and letters (allowing you to write out messages across the ground).&lt;br /&gt;
&lt;br /&gt;
Do not expect any prayers to be answered. Gods are fickle beings. Nobody knows what they are going to do next in their great designs.&lt;br /&gt;
&lt;br /&gt;
=== GET BEHIND ME &amp;lt;s&amp;gt;NAR-NAR&amp;lt;/s&amp;gt; RATVAR===&lt;br /&gt;
During a [[cult]] invasion, you will suddenly find yourself a vital part of the station&#039;s security force, and also a target. You will want to ensure Security has a stock of holy water to deconvert cultists -- remember that your bible can bless any water it comes into contact with -- and Security may want your null rod as well. Your bible can be used to detect nearby hidden runes by hitting the floor with it. This can be invaluable in finding suspected cult bases. Finally, you are immune to cult magic, which will help you if you decide to go BATTLE PALADIN and &amp;lt;s&amp;gt;valid&amp;lt;/s&amp;gt; save everyone. &#039;&#039;&#039;For more information, go [[Cult magic|here]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If [[admin|your god]] hates you enough, you may also encounter a [[Revenant]], an undead ghost creature that wants your souls. Again, your null rod is incredibly robust against these creatures.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Setting your [[religion|religion&#039;s name]] to certain presets will give your holy book a special name, as well as dispensing 100 brain damage to you. For example, naming your religion &#039;Homosexuality&#039; will name your bible &#039;GUYS GONE WILD!!&#039; &lt;br /&gt;
* You can use your starting bible in your hand to change its sprite.&lt;br /&gt;
** Alternative sprites include a Quaran, a white Bible, a clown bible, the Necronomicon and more!&lt;br /&gt;
* Your bible, despite starting with some useless junk, can be emptied and filled with one small item. Best of all, it fits in your hoodie&#039;s suit storage!&lt;br /&gt;
* Healing en-masse during blob rounds is extremely effective, as you can get people back into the fight quickly and easily. Besides, who needs proper cognitive function to fight the blob?&lt;br /&gt;
&lt;br /&gt;
== The Inquisition ==&lt;br /&gt;
As a traitor, your curse of being ignored by everyone becomes a valuable asset. The chapel is a relatively secluded part of the station, and odds are the AI won&#039;t be keeping an eye on it. You have a null rod, which while somewhat weak compared to [[Security items|some]] [[Makeshift weapons|other]] [[Syndicate Items|weapons]] is incredibly reliable. Also don&#039;t forget that your bible is a useful storage compartment that won&#039;t attract suspicion, and if you hit someone in the head with a bible a few times they get brain damage and then it&#039;s a lot harder to yell for help. You can drag around bodies, as well as both space and cremate bodies without looking suspicious: it&#039;s your job, after all.&lt;br /&gt;
&lt;br /&gt;
Also remember that the morgue tray in the crematorium can store bodies, items and even whole crates (such as the syndicate surplus crate). It&#039;s not a bad place to hide stuff (especially if the camera suffers from an &amp;quot;accident&amp;quot;), but keep in mind the light on the tray turns orange if anything other than a body is inside of it.&lt;br /&gt;
&lt;br /&gt;
Another sneaky idea as a traitor is to host one of the chaplains universally renowned &amp;quot;Kool-Aid&amp;quot; parties. Make sure you purchased a toxins kit, then, go to the bar and ask for 10 glasses of grape or orange juice. Put all of the glasses on your table in the chapel then dump anything and everything from the toxins kit into each drink Jim Jones style, &amp;lt;s&amp;gt;break into the captains office&amp;lt;/s&amp;gt; tell the captain to make an announcement saying that chaplain is hosting a party, and everyone on the station is required to visit (someone might actually be stupid enough.) you may not get your target, but you might get everyone else.      &lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 03870C&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Chaplain&amp;diff=13851</id>
		<title>Chaplain</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Chaplain&amp;diff=13851"/>
		<updated>2023-10-04T14:17:27Z</updated>

		<summary type="html">&lt;p&gt;Kepler: /* Null Rod  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = All weapons are not listed, the altar and all of those new mechanics arent listed either, needs a big update&amp;lt;br&amp;gt;contents of this page need to be checked, broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 03870C&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 03870C&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 03870C&lt;br /&gt;
 |img = Generic_chaplain.png&lt;br /&gt;
 |stafftype = SERVICE&lt;br /&gt;
 |jobtitle = Chaplain&lt;br /&gt;
 |access = [[Chapel]] office, [[Morgue]], [[Crematorium]], [[Theatre]]&lt;br /&gt;
 |difficulty = Easy &lt;br /&gt;
 |superior = [[Head of Personnel]]&lt;br /&gt;
 |duties = Hold services and funerals, cremate people, preach, etc.&lt;br /&gt;
 |guides = [[Cult]], [[Religion]], [[Sects]].&lt;br /&gt;
 |requirements = &#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Hold a funeral if someone asks. Cooperate with security in the event of a [[cult]]. Follow your [[religion]] and provide counsel when asked.}}Remember to follow the [[rules]] and do not validhunt{{Service Dept header}}&lt;br /&gt;
As a chaplain, you would ideally proselytize whatever crazy religion you&#039;ve made up for that round over your [[headset]]. However, besides your office, the hellish crematorium next to your office, and the rarely used morgue, you have no access.&lt;br /&gt;
&lt;br /&gt;
It is vital that you use the radio to call people to the [[Chapel]], because otherwise, it is less frequented than the [[Library]].&lt;br /&gt;
&lt;br /&gt;
== Holy Artefacts ==&lt;br /&gt;
In your possession are several important items, including your Holy Book and the Null Rod. These items are powerful and should be kept in your possession at all times.&lt;br /&gt;
&lt;br /&gt;
=== Holy Book{{anchor|Holy Book}} ===&lt;br /&gt;
&#039;&#039;&#039;You have to set the name of your god and religion in the Character Setup window before the round starts&#039;&#039;&#039;, else you will be stuck with whatever the default is. The first time you interact with your book in a round, you can set its skin.  The resulting Bible starts with a bottle of whiskey, and [[Clown|perhaps some other junk]]; you may want to store the holy water on your desk.&lt;br /&gt;
&lt;br /&gt;
Hitting somebody in the head with your Bible has a 60% chance to heal them and a 40% chance to give them 10 brain damage unless the &amp;lt;s&amp;gt;victim&amp;lt;/s&amp;gt; congregant is wearing robust headgear (helmets, and any child of the helmet class, including space helmets.) You can even revive people who are in critical condition! Be careful, depending on the skin you&#039;ve picked for your book, there may be additional effects! (The flaming skin sets flammable substances on fire for example, specially ones your target is covered in while you try to heal them).&lt;br /&gt;
&lt;br /&gt;
- It should be noted that your book cannot be used by the non-believers, meaning: If someone steals your book and attempts to brain somebody over the head with it, the book will sizzle in that person&#039;s hands. However, others CAN access the content of the book itself.&lt;br /&gt;
&lt;br /&gt;
=== Armaments beacon ===&lt;br /&gt;
This remote allows you to drop in a box with select chaplain-y clothes.&lt;br /&gt;
The armor values are all 50 melee, 10 bullet, 10 laser, 10 energy (Same as the [[Clothing_and_Accessories#Riot Suit|Riot Suit]]) except for the &amp;quot;Followers of the Chaplain&amp;quot; kit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Templar&#039;&#039;&#039; - Standard templar armor, Deus Vult! (Fun fact, deus vult means &amp;quot;Gods Will.&amp;quot; and Deus Lo Vult for &amp;quot;God Wills It&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Stone Sentinel&#039;&#039;&#039; - An ancient guardian statue armor.&lt;br /&gt;
*&#039;&#039;&#039;Profane Scholar&#039;&#039;&#039; - A student robe and a head cage.&lt;br /&gt;
*&#039;&#039;&#039;Witchhunter&#039;&#039;&#039; - A witchhunting garb and hat.&lt;br /&gt;
*&#039;&#039;&#039;Followers of the Chaplain&#039;&#039;&#039; - A cult leader hoodie and 4 follower hoodies. Make your own cult!&lt;br /&gt;
*&#039;&#039;&#039;Divine Adept Kit&#039;&#039;&#039; - Adept robes and hood. The ideal outfit for burning the unfaithful.&lt;br /&gt;
*&#039;&#039;&#039;Forgotten Kit&#039;&#039;&#039; - Old [[Clock_Cult|clock cult]] armor and helmet.&lt;br /&gt;
&lt;br /&gt;
=== Mysterious Old Book of Cloud-Chasing ===&lt;br /&gt;
&lt;br /&gt;
This is a black book that teaches one person the spell &amp;quot;Smoke&amp;quot;. See: [[Wizard#Magical_Items|Magical Items]]&lt;br /&gt;
&lt;br /&gt;
=== Null Rod {{anchor|Null Rod}} ===&lt;br /&gt;
The obsidian rod will be your defense against the [[Cult magic|forces of evil]]. Having it in your possession will make you completely immune to the effects of cult-related magic. It will also destroy any runes/sigils and is an excellent weapon in general.&lt;br /&gt;
&lt;br /&gt;
You can transform it into a holy weapon of choice by using it in hand! Options are:&lt;br /&gt;
&lt;br /&gt;
* [[File:Null_rod.png]]&#039;&#039;&#039;Basic Null rod:&#039;&#039;&#039; Fits in pockets, 18 brute damage on hit.&lt;br /&gt;
* [[File:Godhand.png]]&#039;&#039;&#039;God Hand:&#039;&#039;&#039; This hand of yours glows with an awesome power! Deals Burn damage instead of Brute, but you can never put it down, delete itself if your arm is cut off.&lt;br /&gt;
* [[File:Staff_red.png]][[File:Staff_blue.png]]&#039;&#039;&#039;Red Staff/Blue staff:&#039;&#039;&#039; It has a mysterious, protective aura. Only fits on back, but high (50%) block chance. Deals 5 brute damage. Projects a shield around you to represent the block chance.&lt;br /&gt;
* [[File:Claymore.png]][[File:Katana.gif]]&#039;&#039;&#039;Claymore/Hanzo Steel:&#039;&#039;&#039; Deals 18 brute damages, has a 30% chance to block melee attack while it&#039;s in your hand, doesn&#039;t fit in bags but can be worn on the back or belt slot. Sharp.&lt;br /&gt;
* [[File:Cult_blade.png]][[File:Chainsword.gif]][[File:Force_weapon.png]]&#039;&#039;&#039;Dark Blade/Chainsaw Sword/Force Weapon:&#039;&#039;&#039; Like above, but cannot be worn on the back slot.&lt;br /&gt;
* [[File:ESword.png]]&#039;&#039;&#039;Light/Dark/Nautical Energy Sword:&#039;&#039;&#039;  If you strike me down, I shall become more robust than you can possibly imagine. Essentially a claymore reskin.&lt;br /&gt;
* [[File:Scythe.png]][[File:High_frequency_blade.png]][[File:Spellblade.png]]&#039;&#039;&#039;Scythe/High Frequency Blade/Dormant Spellblade:&#039;&#039;&#039; Bad references are the DNA of the soul. 35% Armour Penetration, only fits on back. Same strength as the null rod. Sharp.&lt;br /&gt;
* [[File:Possessed_blade.png]]&#039;&#039;&#039;Possessed Blade:&#039;&#039;&#039; Has the same statistics as a scythe. When used in hand, it will attempt to summon a ghost to possess the blade; if a ghost accepts, it&#039;ll become your talking sword. The ghost gets to pick the sword&#039;s name after that.&lt;br /&gt;
* [[File:Multiverse_sword.gif]]&#039;&#039;&#039;Extradimensional Blade:&#039;&#039;&#039;  Once the harbinger of an interdimensional war, its sharpness fluctuates wildly. Always deal 15 damage on first hit, chaining attack with it will deal between 1 and 30 damages&lt;br /&gt;
* [[File:Sord.png]]&#039;&#039;&#039;UNREAL SORD:&#039;&#039;&#039; This thing is so unspeakably &#039;&#039;&#039;HOLY&#039;&#039;&#039; you are having a hard time even holding it. Complete shit. Deals 4.13 damage.&lt;br /&gt;
* [[File:Chap_hammer.png]]&#039;&#039;&#039;Relic Hammer:&#039;&#039;&#039; A war hammer. Capable of tapping knees to measure brain health. Can be worn on the belt. Same stats as a Null Rod, but can only be worn on the belt slot.&lt;br /&gt;
* [[File:Chainsaw.gif]]&#039;&#039;&#039;Chainsaw Hand:&#039;&#039;&#039; An undroppable sharp chainsaw hand. Can be used as a very slow saw tool. Capable of slowly butchering bodies. Disappears if the arm holding it is cut off. just a mounted chainsaw. Deals the same damage as a Null Rod, but cannot be dropped and is sharp.&lt;br /&gt;
* [[File:Dark_blessing.png]]&#039;&#039;&#039;Dark Blessing, Unholy Tentacle:&#039;&#039;&#039; Like the chainsaw hand, but it looks like a [[changeling]]&#039;s arm blade, deals additional 20% wound bonus&lt;br /&gt;
* [[File:Honk_render.png]]&#039;&#039;&#039;Clown Dagger:&#039;&#039;&#039; Used for absolutely hilarious sacrifices. fits in pocket and belt, deals 18 brutes damage&lt;br /&gt;
* [[File:Hypertool.png]]&#039;&#039;&#039;Hypertool:&#039;&#039;&#039; A tool dealing brain damage which partially penetrates armor. Fits in pockets. Can be worn on the belt. deals 18 brain damage, ignore 35% of armor.&lt;br /&gt;
* [[File:Chain.png]]&#039;&#039;&#039;Whip:&#039;&#039;&#039; No stat change, but can be worn on the belt slot. Deals extra damage to vampires. &lt;br /&gt;
* [[File:Fedora.png]]&#039;&#039;&#039;Fedora:&#039;&#039;&#039; the brim of the hat is as sharp as your wit. The edge would hurt almost as much as disproving the existence of God. Goes on your head. Does high(30) throwing damage. No melee damage. Sharp.&lt;br /&gt;
* [[File:Carp_plush.png]]&#039;&#039;&#039;Carp-Sie Plushie:&#039;&#039;&#039; An adorable stuffed toy that resembles the god of all carp. The teeth look pretty sharp. Activate it to receive the blessing of Carp-Sie.. 15 brutes damage, looks/sounds like a carp plushie. Using it in-hand makes the chaplain gain the carp faction. Wild carp will ignore him.&lt;br /&gt;
* [[File:Bo_staff.png]]&#039;&#039;&#039;Bo Staff:&#039;&#039;&#039; A long, tall staff made of polished wood. Traditionally used in ancient old-Earth martial arts, it is now used to harass the clown. Has a 40% block chance, deals 15 brute damage. Can be worn in the back slot.&lt;br /&gt;
* [[File:Bdagger.png]]&#039;&#039;&#039;Arrhythmic Knife:&#039;&#039;&#039; They say fear is the true mind killer, but stabbing them in the head works too. Honour compels you to not sheathe it once drawn. Cannot be stored or worn anywhere. While holding it, it speeds you up and slows you down randomly.&lt;br /&gt;
* [[File:Pitchfork.png]]&#039;&#039;&#039;Pitchfork:&#039;&#039;&#039; Holding this makes you look absolutely devilish. 18 brutes damage, quite sharp and can only be worn on the back.&lt;br /&gt;
* [[File:Pride_hammer.gif]]&#039;&#039;&#039;Pride-struck hammer:&#039;&#039;&#039; A hammer dealing a little less damage due to its user&#039;s pride. Has 30% chance of transferring some of the user&#039;s reagents to the target. Capable of tapping knees to measure brain health. Can be worn on the back, does 16 damage and is pretty epic looking.&lt;br /&gt;
* [[File:Ratvarspear.png]]&#039;&#039;&#039;Ancient Spear:&#039;&#039;&#039; An ancient spear made of brass, I mean gold, I mean bronze. Same damage as a null rod, but also has 10 armor piercing and is sharp.&lt;br /&gt;
* &#039;&#039;&#039;Egyptian Staff&#039;&#039;&#039;: A staff. Can be used as a tool to craft exclusive egyptian items. Normal sized Item. Can be worn on the back&lt;br /&gt;
* &#039;&#039;&#039;Divine Bow and Arrow&#039;&#039;&#039; : A bow, the bow itself deals  17 brute damage on melee attack should you need to whack someone, you start with a quiver and 10 divine arrows, these divine arrows each deal 25 damages. You can craft more arrow easily in the crafting menu if you need more or happened to ran out.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can only pick once.&lt;br /&gt;
== Sects ==&lt;br /&gt;
&lt;br /&gt;
[[Sects|See the full page here for more information!]]&lt;br /&gt;
&lt;br /&gt;
== Duties ==&lt;br /&gt;
&lt;br /&gt;
Each chaplain is free to invent the details of their rituals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Funerals:&#039;&#039;&#039; You have a stock of coffins and burial garments you can use for wakes and space burials (that is, launching them out of the mass driver). Some employees appreciate wakes being held for friends and loved ones. See below.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychological care.&#039;&#039;&#039; This includes counseling, pharmaceutical remedies (consult the chemist), and confessions. You have a confession booth; you and the confessor enter separate rooms and switch on the radio terminals. Most crew members rarely if ever submit to psychological care of their own initiative; offer to help when someone looks troubled. Prisoners are most often in need of attention.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Church Services.&#039;&#039;&#039; Give sermons and sing hymns. &amp;lt;!-- You can create a hymnal by writing a youtube link to the desired song on a piece of paper, or have the Librarian run some off for you. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Proselytizing.&#039;&#039;&#039; Most crew members are godless heathens; acquiring followers for your god(s) is your first priority. When you convince someone to join the church, you can perform a ritual of conversion (some elements you may want to include: drugs, glossolalia, sacrifices, drinking of [demon&#039;s blood], public announcements, prayer, lying naked on the altar, strikes with the holy book, confession, blood-letting).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blessing Rooms.&#039;&#039;&#039; Your bible has the power to turn ordinary water into holy water by &amp;lt;s&amp;gt;blessing&amp;lt;/s&amp;gt; smacking the container with it. Holy water stops any [[Construct | Evil Spirits]] or [[Wizard | Magical Beings]] from Ethereal Jaunting onto the tile that you splash the holy water on, and can deconvert cultists. If a cult or wizard is discovered then it would be the best idea to bless a water-tank with your bible, give that to security, grabbing a fire extinguisher and blessing that too and then asking for the AI to let you in so you can bless his chamber from potential harm. The fire extinguisher will allow you to easily bless rooms because it will affect every tile that the water travels on. You can tell if a tile is blessed when it glows yellow after a little while.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Other possible activities:&#039;&#039;&#039; Investiture of new acolytes and paladins, dedication of mechs, gravitational singularities, psychical research and seances, and pilgrimages to the singularity/Clown Planet/the AI Satellite/the Derelict Station.&lt;br /&gt;
&lt;br /&gt;
=== Thanatology ===&lt;br /&gt;
The Mass Driver&#039;s primary purpose is for burials-at-space; wooden caskets are provided for this purpose. Caskets function likes lockers; place the body in the casket, give a eulogy (over the [[radio]] if no one is present), move the casket into the driver and fire it.&lt;br /&gt;
&lt;br /&gt;
Note that some crew members may seek to use the Mass Driver as a way to exit the station into space; for safety reasons, make sure they are adequately equipped before letting them through. This will send them towards the [[Backstory#Space Station 12|derelict station]].&lt;br /&gt;
&lt;br /&gt;
The Crematorium is used to turn bodies into ash, including those of [[xenos]]. Remember to strip the body before cremating it.&lt;br /&gt;
&lt;br /&gt;
=== Propitiating the [[Administrators|Gods]] ===&lt;br /&gt;
The Pray command is like an [[adminhelp]], but is [[IC]], and should be worded deferentially (e.g., &amp;quot;Oh Great and Wise Pelor, please grant your humble servant...). It is advised that you only pray later in the round; the gods have a habit of ignoring early prayers. You can increase your divine favor by making a sacrifice to your god(s) of choice; you can do this any number of ways (it is wise to state what you have sacrificed in your prayer). Prayers are more likely to be answered if they are somehow thematically appropriate: wishing for an RCD for no apparent reason is unlikely to be fulfilled, but performing an elaborate ritual to your chosen god may be more favorable!&lt;br /&gt;
&lt;br /&gt;
You have candles and crayons in your locker. Candles can be set anywhere and lit (they eventually burn down). Crayons can be used to draw runes (commonly placed in front of the podium), as well as graffiti (not really your style) and letters (allowing you to write out messages across the ground).&lt;br /&gt;
&lt;br /&gt;
Do not expect any prayers to be answered. Gods are fickle beings. Nobody knows what they are going to do next in their great designs.&lt;br /&gt;
&lt;br /&gt;
=== GET BEHIND ME &amp;lt;s&amp;gt;NAR-NAR&amp;lt;/s&amp;gt; RATVAR===&lt;br /&gt;
During a [[cult]] invasion, you will suddenly find yourself a vital part of the station&#039;s security force, and also a target. You will want to ensure Security has a stock of holy water to deconvert cultists -- remember that your bible can bless any water it comes into contact with -- and Security may want your null rod as well. Your bible can be used to detect nearby hidden runes by hitting the floor with it. This can be invaluable in finding suspected cult bases. Finally, you are immune to cult magic, which will help you if you decide to go BATTLE PALADIN and &amp;lt;s&amp;gt;valid&amp;lt;/s&amp;gt; save everyone. &#039;&#039;&#039;For more information, go [[Cult magic|here]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If [[admin|your god]] hates you enough, you may also encounter a [[Revenant]], an undead ghost creature that wants your souls. Again, your null rod is incredibly robust against these creatures.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Setting your [[religion|religion&#039;s name]] to certain presets will give your holy book a special name, as well as dispensing 100 brain damage to you. For example, naming your religion &#039;Homosexuality&#039; will name your bible &#039;GUYS GONE WILD!!&#039; &lt;br /&gt;
* You can use your starting bible in your hand to change its sprite.&lt;br /&gt;
** Alternative sprites include a Quaran, a white Bible, a clown bible, the Necronomicon and more!&lt;br /&gt;
* Your bible, despite starting with some useless junk, can be emptied and filled with one small item. Best of all, it fits in your hoodie&#039;s suit storage!&lt;br /&gt;
* Healing en-masse during blob rounds is extremely effective, as you can get people back into the fight quickly and easily. Besides, who needs proper cognitive function to fight the blob?&lt;br /&gt;
&lt;br /&gt;
== The Inquisition ==&lt;br /&gt;
As a traitor, your curse of being ignored by everyone becomes a valuable asset. The chapel is a relatively secluded part of the station, and odds are the AI won&#039;t be keeping an eye on it. You have a null rod, which while somewhat weak compared to [[Security items|some]] [[Makeshift weapons|other]] [[Syndicate Items|weapons]] is incredibly reliable. Also don&#039;t forget that your bible is a useful storage compartment that won&#039;t attract suspicion, and if you hit someone in the head with a bible a few times they get brain damage and then it&#039;s a lot harder to yell for help. You can drag around bodies, as well as both space and cremate bodies without looking suspicious: it&#039;s your job, after all.&lt;br /&gt;
&lt;br /&gt;
Also remember that the morgue tray in the crematorium can store bodies, items and even whole crates (such as the syndicate surplus crate). It&#039;s not a bad place to hide stuff (especially if the camera suffers from an &amp;quot;accident&amp;quot;), but keep in mind the light on the tray turns orange if anything other than a body is inside of it.&lt;br /&gt;
&lt;br /&gt;
Another sneaky idea as a traitor is to host one of the chaplains universally renowned &amp;quot;Kool-Aid&amp;quot; parties. Make sure you purchased a toxins kit, then, go to the bar and ask for 10 glasses of grape or orange juice. Put all of the glasses on your table in the chapel then dump anything and everything from the toxins kit into each drink Jim Jones style, &amp;lt;s&amp;gt;break into the captains office&amp;lt;/s&amp;gt; tell the captain to make an announcement saying that chaplain is hosting a party, and everyone on the station is required to visit (someone might actually be stupid enough.) you may not get your target, but you might get everyone else.      &lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 03870C&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Reactive_Teleport_Armor&amp;diff=13850</id>
		<title>Reactive Teleport Armor</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Reactive_Teleport_Armor&amp;diff=13850"/>
		<updated>2023-10-04T14:14:52Z</updated>

		<summary type="html">&lt;p&gt;Kepler: Created page with &amp;quot;Anomalous Armor Core TO DO&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Anomalous Armor Core&lt;br /&gt;
TO DO&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Talk:Corporate_Regulations&amp;diff=13848</id>
		<title>Talk:Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Talk:Corporate_Regulations&amp;diff=13848"/>
		<updated>2023-10-04T14:06:54Z</updated>

		<summary type="html">&lt;p&gt;Kepler: Created page with &amp;quot;Outdated This is no longer valid as people are allowed to be naked!&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Corporate_Regulations#disorderly-conduct|Outdated]]&lt;br /&gt;
This is no longer valid as people are allowed to be naked!&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Talk:Guide_to_Combat&amp;diff=13614</id>
		<title>Talk:Guide to Combat</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Talk:Guide_to_Combat&amp;diff=13614"/>
		<updated>2023-07-28T13:57:21Z</updated>

		<summary type="html">&lt;p&gt;Kepler: Created page with &amp;quot;Need images updated Hardsuit no longer exist&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Need images updated&lt;br /&gt;
Hardsuit no longer exist&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Guide_to_Combat&amp;diff=13613</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=13613"/>
		<updated>2023-07-28T13:57:02Z</updated>

		<summary type="html">&lt;p&gt;Kepler: /* Sidearms (Ballistic) */&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:Ablative.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>Kepler</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Chaplain&amp;diff=13612</id>
		<title>Chaplain</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Chaplain&amp;diff=13612"/>
		<updated>2023-07-28T13:46:33Z</updated>

		<summary type="html">&lt;p&gt;Kepler: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = All weapons are not listed, the altar and all of those new mechanics arent listed either, needs a big update&amp;lt;br&amp;gt;contents of this page need to be checked, broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 03870C&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 03870C&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 03870C&lt;br /&gt;
 |img = Generic_chaplain.png&lt;br /&gt;
 |stafftype = SERVICE&lt;br /&gt;
 |jobtitle = Chaplain&lt;br /&gt;
 |access = [[Chapel]] office, [[Morgue]], [[Crematorium]], [[Theatre]]&lt;br /&gt;
 |difficulty = Easy &lt;br /&gt;
 |superior = [[Head of Personnel]]&lt;br /&gt;
 |duties = Hold services and funerals, cremate people, preach, etc.&lt;br /&gt;
 |guides = [[Cult]], [[Religion]], [[Sects]].&lt;br /&gt;
 |requirements = &#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Hold a funeral if someone asks. Cooperate with security in the event of a [[cult]]. Follow your [[religion]] and provide counsel when asked.}}Remember to follow the [[rules]] and do not validhunt{{Service Dept header}}&lt;br /&gt;
As a chaplain, you would ideally proselytize whatever crazy religion you&#039;ve made up for that round over your [[headset]]. However, besides your office, the hellish crematorium next to your office, and the rarely used morgue, you have no access.&lt;br /&gt;
&lt;br /&gt;
It is vital that you use the radio to call people to the [[Chapel]], because otherwise, it is less frequented than the [[Library]].&lt;br /&gt;
&lt;br /&gt;
== Holy Artefacts ==&lt;br /&gt;
In your possession are several important items, including your Holy Book and the Null Rod. These items are powerful and should be kept in your possession at all times.&lt;br /&gt;
&lt;br /&gt;
=== Holy Book{{anchor|Holy Book}} ===&lt;br /&gt;
&#039;&#039;&#039;You have to set the name of your god and religion in the Character Setup window before the round starts&#039;&#039;&#039;, else you will be stuck with whatever the default is. The first time you interact with your book in a round, you can set its skin.  The resulting Bible starts with a bottle of whiskey, and [[Clown|perhaps some other junk]]; you may want to store the holy water on your desk.&lt;br /&gt;
&lt;br /&gt;
Hitting somebody in the head with your Bible has a 60% chance to heal them and a 40% chance to give them 10 brain damage unless the &amp;lt;s&amp;gt;victim&amp;lt;/s&amp;gt; congregant is wearing robust headgear (helmets, and any child of the helmet class, including space helmets.) You can even revive people who are in critical condition! Be careful, depending on the skin you&#039;ve picked for your book, there may be additional effects! (The flaming skin sets flammable substances on fire for example, specially ones your target is covered in while you try to heal them).&lt;br /&gt;
&lt;br /&gt;
- It should be noted that your book cannot be used by the non-believers, meaning: If someone steals your book and attempts to brain somebody over the head with it, the book will sizzle in that person&#039;s hands. However, others CAN access the content of the book itself.&lt;br /&gt;
&lt;br /&gt;
=== Armaments beacon ===&lt;br /&gt;
This remote allows you to drop in a box with select chaplain-y clothes.&lt;br /&gt;
The armor values are all 50 melee, 10 bullet, 10 laser, 10 energy (Same as the [[Clothing_and_Accessories#Riot Suit|Riot Suit]]) except for the &amp;quot;Followers of the Chaplain&amp;quot; kit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Templar&#039;&#039;&#039; - Standard templar armor, Deus Vult! (Fun fact, deus vult means &amp;quot;Gods Will.&amp;quot; and Deus Lo Vult for &amp;quot;God Wills It&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Stone Sentinel&#039;&#039;&#039; - An ancient guardian statue armor.&lt;br /&gt;
*&#039;&#039;&#039;Profane Scholar&#039;&#039;&#039; - A student robe and a head cage.&lt;br /&gt;
*&#039;&#039;&#039;Witchhunter&#039;&#039;&#039; - A witchhunting garb and hat.&lt;br /&gt;
*&#039;&#039;&#039;Followers of the Chaplain&#039;&#039;&#039; - A cult leader hoodie and 4 follower hoodies. Make your own cult!&lt;br /&gt;
*&#039;&#039;&#039;Divine Adept Kit&#039;&#039;&#039; - Adept robes and hood. The ideal outfit for burning the unfaithful.&lt;br /&gt;
*&#039;&#039;&#039;Forgotten Kit&#039;&#039;&#039; - Old [[Clock_Cult|clock cult]] armor and helmet.&lt;br /&gt;
&lt;br /&gt;
=== Mysterious Old Book of Cloud-Chasing ===&lt;br /&gt;
&lt;br /&gt;
This is a black book that teaches one person the spell &amp;quot;Smoke&amp;quot;. See: [[Wizard#Magical_Items|Magical Items]]&lt;br /&gt;
&lt;br /&gt;
=== Null Rod {{anchor|Null Rod}} ===&lt;br /&gt;
The obsidian rod will be your defense against the [[Cult magic|forces of evil]]. Having it in your possession will make you completely immune to the effects of cult-related magic. It will also destroy any runes/sigils and is an excellent weapon in general.&lt;br /&gt;
&lt;br /&gt;
You can transform it into a holy weapon of choice by using it in hand! Options are:&lt;br /&gt;
&lt;br /&gt;
* [[File:Null_rod.png]]&#039;&#039;&#039;Basic Null rod:&#039;&#039;&#039; Fits in pockets, 18 brute damage on hit.&lt;br /&gt;
* [[File:Godhand.png]]&#039;&#039;&#039;God Hand:&#039;&#039;&#039; This hand of yours glows with an awesome power! Deals Burn damage instead of Brute, but you can never put it down, delete itself if your arm is cut off.&lt;br /&gt;
* [[File:Staff_red.png]][[File:Staff_blue.png]]&#039;&#039;&#039;Red Staff/Blue staff:&#039;&#039;&#039; It has a mysterious, protective aura. Only fits on back, but high (50%) block chance. Deals 5 brute damage. Projects a shield around you to represent the block chance.&lt;br /&gt;
* [[File:Claymore.png]][[File:Katana.gif]]&#039;&#039;&#039;Claymore/Hanzo Steel:&#039;&#039;&#039; Deals 18 brute damages, has a 30% chance to block melee attack while it&#039;s in your hand, doesn&#039;t fit in bags but can be worn on the back or belt slot. Sharp.&lt;br /&gt;
* [[File:Cult_blade.png]][[File:Chainsword.gif]][[File:Force_weapon.png]]&#039;&#039;&#039;Dark Blade/Chainsaw Sword/Force Weapon:&#039;&#039;&#039; Like above, but cannot be worn on the back slot.&lt;br /&gt;
* [[File:ESword.png]]&#039;&#039;&#039;Light/Dark/Nautical Energy Sword:&#039;&#039;&#039;  If you strike me down, I shall become more robust than you can possibly imagine. Essentially a claymore reskin.&lt;br /&gt;
* [[File:Scythe.png]][[File:High_frequency_blade.png]][[File:Spellblade.png]]&#039;&#039;&#039;Scythe/High Frequency Blade/Dormant Spellblade:&#039;&#039;&#039; Bad references are the DNA of the soul. 35% Armour Penetration, only fits on back. Same strength as the null rod. Sharp.&lt;br /&gt;
* [[File:Possessed_blade.png]]&#039;&#039;&#039;Possessed Blade:&#039;&#039;&#039; Has the same statistics as a scythe. When used in hand, it will attempt to summon a ghost to possess the blade; if a ghost accepts, it&#039;ll become your talking sword. The ghost gets to pick the sword&#039;s name after that.&lt;br /&gt;
* [[File:Multiverse_sword.gif]]&#039;&#039;&#039;Extradimensional Blade:&#039;&#039;&#039;  Once the harbinger of an interdimensional war, its sharpness fluctuates wildly. Always deal 15 damage on first hit, chaining attack with it will deal between 1 and 30 damages&lt;br /&gt;
* [[File:Sord.png]]&#039;&#039;&#039;UNREAL SORD:&#039;&#039;&#039; This thing is so unspeakably &#039;&#039;&#039;HOLY&#039;&#039;&#039; you are having a hard time even holding it. Complete shit. Deals 4.13 damage.&lt;br /&gt;
* [[File:Chap_hammer.png]]&#039;&#039;&#039;Relic Hammer:&#039;&#039;&#039; A war hammer. Capable of tapping knees to measure brain health. Can be worn on the belt. Same stats as a Null Rod, but can only be worn on the belt slot.&lt;br /&gt;
* [[File:Chainsaw.gif]]&#039;&#039;&#039;Chainsaw Hand:&#039;&#039;&#039; An undroppable sharp chainsaw hand. Can be used as a very slow saw tool. Capable of slowly butchering bodies. Disappears if the arm holding it is cut off. just a mounted chainsaw. Deals the same damage as a Null Rod, but cannot be dropped and is sharp.&lt;br /&gt;
* [[File:Dark_blessing.png]]&#039;&#039;&#039;Dark Blessing, Unholy Tentacle:&#039;&#039;&#039; Like the chainsaw hand, but it looks like a [[changeling]]&#039;s arm blade, deals additional 20% wound bonus&lt;br /&gt;
* [[File:Honk_render.png]]&#039;&#039;&#039;Clown Dagger:&#039;&#039;&#039; Used for absolutely hilarious sacrifices. fits in pocket and belt, deals 18 brutes damage&lt;br /&gt;
* [[File:Hypertool.png]]&#039;&#039;&#039;Hypertool:&#039;&#039;&#039; A tool dealing brain damage which partially penetrates armor. Fits in pockets. Can be worn on the belt. deals 18 brain damage, ignore 35% of armor.&lt;br /&gt;
* [[File:Chain.png]]&#039;&#039;&#039;Whip:&#039;&#039;&#039; No stat change, but can be worn on the belt slot. Deals extra damage to vampires. &lt;br /&gt;
* [[File:Fedora.png]]&#039;&#039;&#039;Fedora:&#039;&#039;&#039; the brim of the hat is as sharp as your wit. The edge would hurt almost as much as disproving the existence of God. Goes on your head. Does high(30) throwing damage. No melee damage. Sharp.&lt;br /&gt;
* [[File:Carp_plush.png]]&#039;&#039;&#039;Carp-Sie Plushie:&#039;&#039;&#039; An adorable stuffed toy that resembles the god of all carp. The teeth look pretty sharp. Activate it to receive the blessing of Carp-Sie.. 15 brutes damage, looks/sounds like a carp plushie. Using it in-hand makes the chaplain gain the carp faction. Wild carp will ignore him.&lt;br /&gt;
* [[File:Bo_staff.png]]&#039;&#039;&#039;Bo Staff:&#039;&#039;&#039; A long, tall staff made of polished wood. Traditionally used in ancient old-Earth martial arts, it is now used to harass the clown. Has a 40% block chance, deals 15 brute damage. Can be worn in the back slot.&lt;br /&gt;
* [[File:Bdagger.png]]&#039;&#039;&#039;Arrhythmic Knife:&#039;&#039;&#039; They say fear is the true mind killer, but stabbing them in the head works too. Honour compels you to not sheathe it once drawn. Cannot be stored or worn anywhere. While holding it, it speeds you up and slows you down randomly.&lt;br /&gt;
* [[File:Pitchfork.png]]&#039;&#039;&#039;Pitchfork:&#039;&#039;&#039; Holding this makes you look absolutely devilish. 18 brutes damage, quite sharp and can only be worn on the back.&lt;br /&gt;
* [[File:Pride_hammer.gif]]&#039;&#039;&#039;Pride-struck hammer:&#039;&#039;&#039; A hammer dealing a little less damage due to its user&#039;s pride. Has 30% chance of transferring some of the user&#039;s reagents to the target. Capable of tapping knees to measure brain health. Can be worn on the back, does 16 damage and is pretty epic looking.&lt;br /&gt;
* [[File:Ratvarspear.png]]&#039;&#039;&#039;Ancient Spear:&#039;&#039;&#039; An ancient spear made of brass, I mean gold, I mean bronze. Same damage as a null rod, but also has 10 armor piercing and is sharp.&lt;br /&gt;
* &#039;&#039;&#039;Egyptian Staff&#039;&#039;&#039;: A staff. Can be used as a tool to craft exclusive egyptian items. Normal sized Item. Can be worn on the back&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can only pick once.&lt;br /&gt;
== Sects ==&lt;br /&gt;
&lt;br /&gt;
[[Sects|See the full page here for more information!]]&lt;br /&gt;
&lt;br /&gt;
== Duties ==&lt;br /&gt;
&lt;br /&gt;
Each chaplain is free to invent the details of their rituals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Funerals:&#039;&#039;&#039; You have a stock of coffins and burial garments you can use for wakes and space burials (that is, launching them out of the mass driver). Some employees appreciate wakes being held for friends and loved ones. See below.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychological care.&#039;&#039;&#039; This includes counseling, pharmaceutical remedies (consult the chemist), and confessions. You have a confession booth; you and the confessor enter separate rooms and switch on the radio terminals. Most crew members rarely if ever submit to psychological care of their own initiative; offer to help when someone looks troubled. Prisoners are most often in need of attention.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Church Services.&#039;&#039;&#039; Give sermons and sing hymns. &amp;lt;!-- You can create a hymnal by writing a youtube link to the desired song on a piece of paper, or have the Librarian run some off for you. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Proselytizing.&#039;&#039;&#039; Most crew members are godless heathens; acquiring followers for your god(s) is your first priority. When you convince someone to join the church, you can perform a ritual of conversion (some elements you may want to include: drugs, glossolalia, sacrifices, drinking of [demon&#039;s blood], public announcements, prayer, lying naked on the altar, strikes with the holy book, confession, blood-letting).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blessing Rooms.&#039;&#039;&#039; Your bible has the power to turn ordinary water into holy water by &amp;lt;s&amp;gt;blessing&amp;lt;/s&amp;gt; smacking the container with it. Holy water stops any [[Construct | Evil Spirits]] or [[Wizard | Magical Beings]] from Ethereal Jaunting onto the tile that you splash the holy water on, and can deconvert cultists. If a cult or wizard is discovered then it would be the best idea to bless a water-tank with your bible, give that to security, grabbing a fire extinguisher and blessing that too and then asking for the AI to let you in so you can bless his chamber from potential harm. The fire extinguisher will allow you to easily bless rooms because it will affect every tile that the water travels on. You can tell if a tile is blessed when it glows yellow after a little while.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Other possible activities:&#039;&#039;&#039; Investiture of new acolytes and paladins, dedication of mechs, gravitational singularities, psychical research and seances, and pilgrimages to the singularity/Clown Planet/the AI Satellite/the Derelict Station.&lt;br /&gt;
&lt;br /&gt;
=== Thanatology ===&lt;br /&gt;
The Mass Driver&#039;s primary purpose is for burials-at-space; wooden caskets are provided for this purpose. Caskets function likes lockers; place the body in the casket, give a eulogy (over the [[radio]] if no one is present), move the casket into the driver and fire it.&lt;br /&gt;
&lt;br /&gt;
Note that some crew members may seek to use the Mass Driver as a way to exit the station into space; for safety reasons, make sure they are adequately equipped before letting them through. This will send them towards the [[Backstory#Space Station 12|derelict station]].&lt;br /&gt;
&lt;br /&gt;
The Crematorium is used to turn bodies into ash, including those of [[xenos]]. Remember to strip the body before cremating it.&lt;br /&gt;
&lt;br /&gt;
=== Propitiating the [[Administrators|Gods]] ===&lt;br /&gt;
The Pray command is like an [[adminhelp]], but is [[IC]], and should be worded deferentially (e.g., &amp;quot;Oh Great and Wise Pelor, please grant your humble servant...). It is advised that you only pray later in the round; the gods have a habit of ignoring early prayers. You can increase your divine favor by making a sacrifice to your god(s) of choice; you can do this any number of ways (it is wise to state what you have sacrificed in your prayer). Prayers are more likely to be answered if they are somehow thematically appropriate: wishing for an RCD for no apparent reason is unlikely to be fulfilled, but performing an elaborate ritual to your chosen god may be more favorable!&lt;br /&gt;
&lt;br /&gt;
You have candles and crayons in your locker. Candles can be set anywhere and lit (they eventually burn down). Crayons can be used to draw runes (commonly placed in front of the podium), as well as graffiti (not really your style) and letters (allowing you to write out messages across the ground).&lt;br /&gt;
&lt;br /&gt;
Do not expect any prayers to be answered. Gods are fickle beings. Nobody knows what they are going to do next in their great designs.&lt;br /&gt;
&lt;br /&gt;
=== GET BEHIND ME &amp;lt;s&amp;gt;NAR-NAR&amp;lt;/s&amp;gt; RATVAR===&lt;br /&gt;
During a [[cult]] invasion, you will suddenly find yourself a vital part of the station&#039;s security force, and also a target. You will want to ensure Security has a stock of holy water to deconvert cultists -- remember that your bible can bless any water it comes into contact with -- and Security may want your null rod as well. Your bible can be used to detect nearby hidden runes by hitting the floor with it. This can be invaluable in finding suspected cult bases. Finally, you are immune to cult magic, which will help you if you decide to go BATTLE PALADIN and &amp;lt;s&amp;gt;valid&amp;lt;/s&amp;gt; save everyone. &#039;&#039;&#039;For more information, go [[Cult magic|here]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If [[admin|your god]] hates you enough, you may also encounter a [[Revenant]], an undead ghost creature that wants your souls. Again, your null rod is incredibly robust against these creatures.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Setting your [[religion|religion&#039;s name]] to certain presets will give your holy book a special name, as well as dispensing 100 brain damage to you. For example, naming your religion &#039;Homosexuality&#039; will name your bible &#039;GUYS GONE WILD!!&#039; &lt;br /&gt;
* You can use your starting bible in your hand to change its sprite.&lt;br /&gt;
** Alternative sprites include a Quaran, a white Bible, a clown bible, the Necronomicon and more!&lt;br /&gt;
* Your bible, despite starting with some useless junk, can be emptied and filled with one small item. Best of all, it fits in your hoodie&#039;s suit storage!&lt;br /&gt;
* Healing en-masse during blob rounds is extremely effective, as you can get people back into the fight quickly and easily. Besides, who needs proper cognitive function to fight the blob?&lt;br /&gt;
&lt;br /&gt;
== The Inquisition ==&lt;br /&gt;
As a traitor, your curse of being ignored by everyone becomes a valuable asset. The chapel is a relatively secluded part of the station, and odds are the AI won&#039;t be keeping an eye on it. You have a null rod, which while somewhat weak compared to [[Security items|some]] [[Makeshift weapons|other]] [[Syndicate Items|weapons]] is incredibly reliable. Also don&#039;t forget that your bible is a useful storage compartment that won&#039;t attract suspicion, and if you hit someone in the head with a bible a few times they get brain damage and then it&#039;s a lot harder to yell for help. You can drag around bodies, as well as both space and cremate bodies without looking suspicious: it&#039;s your job, after all.&lt;br /&gt;
&lt;br /&gt;
Also remember that the morgue tray in the crematorium can store bodies, items and even whole crates (such as the syndicate surplus crate). It&#039;s not a bad place to hide stuff (especially if the camera suffers from an &amp;quot;accident&amp;quot;), but keep in mind the light on the tray turns orange if anything other than a body is inside of it.&lt;br /&gt;
&lt;br /&gt;
Another sneaky idea as a traitor is to host one of the chaplains universally renowned &amp;quot;Kool-Aid&amp;quot; parties. Make sure you purchased a toxins kit, then, go to the bar and ask for 10 glasses of grape or orange juice. Put all of the glasses on your table in the chapel then dump anything and everything from the toxins kit into each drink Jim Jones style, &amp;lt;s&amp;gt;break into the captains office&amp;lt;/s&amp;gt; tell the captain to make an announcement saying that chaplain is hosting a party, and everyone on the station is required to visit (someone might actually be stupid enough.) you may not get your target, but you might get everyone else.      &lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 03870C&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Talk:Chrono_Legionnaire&amp;diff=13611</id>
		<title>Talk:Chrono Legionnaire</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Talk:Chrono_Legionnaire&amp;diff=13611"/>
		<updated>2023-07-28T13:43:22Z</updated>

		<summary type="html">&lt;p&gt;Kepler: Created page with &amp;quot;the image need to be updated! Chrono Legionare now have their own Modsuit&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;the image need to be updated! Chrono Legionare now have their own Modsuit&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Mime&amp;diff=13610</id>
		<title>Mime</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Mime&amp;diff=13610"/>
		<updated>2023-07-28T13:42:00Z</updated>

		<summary type="html">&lt;p&gt;Kepler: /* Silent But Deadly */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = 03870C&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 03870C&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 03870C&lt;br /&gt;
 |img = Generic_mime.png&lt;br /&gt;
 |stafftype = SERVICE&lt;br /&gt;
 |jobtitle = Mime&lt;br /&gt;
 |access = Theatre&lt;br /&gt;
 |difficulty = Easy&lt;br /&gt;
 |superior = [[Head of Personnel]]&lt;br /&gt;
 |duties = Silence, gesture and entertain the crew&lt;br /&gt;
 |guides = N/A&lt;br /&gt;
 |requirements = Entertain the crew while keeping your vow of silence. Communicate through gesticulation!}}&lt;br /&gt;
{{Service Dept header}}&lt;br /&gt;
&lt;br /&gt;
Silently stalking the station, leaning against invisible walls, sitting on invisible chairs, &#039;&#039;&#039;eating invisible food&#039;&#039;&#039;: the mime has a connection to another world beyond the senses of mortals. The mime is the rival of the noisy [[clown]], and usually has a higher standard for his silent pranks and invisible shenanigans.&lt;br /&gt;
&lt;br /&gt;
==The Entertainer==&lt;br /&gt;
As the [[clown]] is here to prank people, and make them laugh, the mime is here to give a show to people! You are not a silly clown copy, you are a professional, and professionals have standards. Be efficent, be polite, have a plan to distract everyone you meet!&lt;br /&gt;
&lt;br /&gt;
Like the [[Clown]], you spawn in the Theatre and have access to all the costumes inside. Your PDA also can send 5 viruses to others on the message system, presumably making it silent.&lt;br /&gt;
&lt;br /&gt;
Alt-clicking on your mask, or the action button in the top-left of the screen, allows you to express a variety of mime emotions.&lt;br /&gt;
&lt;br /&gt;
===Walls, Everywhere===&lt;br /&gt;
Inside your backpack is a spellbook that will teach you how to manifest one of three invisible structure. It is unknown how, but people suspect quantum physics has something to do with it. The mimes haven&#039;t told anyone.&lt;br /&gt;
&lt;br /&gt;
* A mime can create invisible walls that block the movement of any who attempt to pass them. Mimes can only manifest a wall every so often and the walls last for a few moments before vanishing; keep in mind, they can&#039;t keep out everything!&lt;br /&gt;
* A mime can create an invisible chair on which to sit. Perfect if the floor is lava, or if [[Captain||some asshole]] hasn&#039;t provided a shuttle with actual seats. Like the wall, the chair will disappear after some time.&lt;br /&gt;
* A mime can create an invisible box that can store small items (anything that fits in a regular box). The items are invisible until retrieved. Again, this box only lasts so long, so be careful!&lt;br /&gt;
&lt;br /&gt;
===Vow of Silence===&lt;br /&gt;
You cannot talk unless you press the Speech button in your Mime menu. However, to speak as a mime is the ultimate taboo! A mime communicates through gesture. This is his art! Noise is the place of that wretched clown, not a true performer like yourself. In emergencies, a note on a piece of paper can do in a pinch. Such a critic. Make sure your gestures actually make sense to an observer. Use custom emotes to talk and you will likely face a word with an admin.&lt;br /&gt;
&lt;br /&gt;
A few examples for your viewing pleasure:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WORST&#039;&#039;&#039;: Mimington mimes Person A murdering Person B.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BAD&#039;&#039;&#039;: Mimington mimes out Person A doing horrible things.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OKAY&#039;&#039;&#039;: Mimington points to Person A, mimics a cutting motion, and then gestures to Person B.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BETTER&#039;&#039;&#039;: Mimington mimics a stature similar to Person A&#039;s, and throws aggressive movements and stabbing motions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;BEST&#039;&#039;&#039;: Mimington lifts an imaginary knife and aggressively slashes it forward! &amp;lt;br&amp;gt;&lt;br /&gt;
Person C: An assault, I guess? So it was a murder. Can you show us who did it, mime? &amp;lt;br&amp;gt;&lt;br /&gt;
Mimington nods solemnly, and gestures toward Person A.&lt;br /&gt;
&lt;br /&gt;
Try and actually use decent 1 to 2 line emotes when you are miming stuff out. Nobody likes a bad mime who uses paper or their PDA to talk or get their point across. Get creative and go out there miming!&lt;br /&gt;
&lt;br /&gt;
==[[File:Light Bulb.png]]Tips==&lt;br /&gt;
* The Bottle of Nothing will heal a mime when drunk. The healing rate is 1 burn and 1 brute damage every tick. It can also be smashed over someone&#039;s head, dealing 15 brute, but this can only be done once and you&#039;re probably better off grabbing a welding tool anyways.&lt;br /&gt;
* The mime&#039;s wall works like glass; It doesn&#039;t block lasers or disablers, but it blocks bullets.&lt;br /&gt;
* Mime&#039;s suspenders can hold emergency oxygen tanks.&lt;br /&gt;
* The mime’s mask can be used for internals.&lt;br /&gt;
* When you use the mime&#039;s crayon on a paper, the text is invisible and you can only see it by selecting it.&lt;br /&gt;
&lt;br /&gt;
==Silent But Deadly==&lt;br /&gt;
Keeping with mime flair, the stealth items are always handy when you are a [[traitor]]. And, no one will expect you to speak, ever, so you never have to communicate on the radios. You start with a pair of white gloves, so you don&#039;t leave prints on a crime scene or your traitor items. Since a mime is expected to have a pen for writing notes, the [[syndicate_Items|sleepy pen]] is a particularly good choice.&lt;br /&gt;
[[Traitor]] mimes can buy the exclusive [[Syndicate_Items#Guide_to_Advanced_Mimery_Series|Guide to Advanced Mimery Series]], which allows them to shoot an invisible gun and create greater invisible walls, as long as they hold to their vow of silence. Do note that you cannot start with a pen uplink due to your uplink being equipped with a crayon, this will make you default to an implant uplink and cost you 2 TC&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 03870C&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Head_of_Security&amp;diff=13609</id>
		<title>Head of Security</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Head_of_Security&amp;diff=13609"/>
		<updated>2023-07-28T13:39:52Z</updated>

		<summary type="html">&lt;p&gt;Kepler: /* Police State */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = Contents should be checked of this page, broken links also need to be fixed}}&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_hos.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Head of Security&lt;br /&gt;
 |access = [[Armory|All]] [[Brig|of]] [[Security Office|security]], Head of Security&#039;s Office, [[Maintenance]], [[Medbay]], [[Research Division]], [[Bridge]], [[Engineering]], [[Construction Area]], [[Cargo Office]], [[Mining]], [[Gateway]], Personal Lockers, Weapon Permit&lt;br /&gt;
 |difficulty = Very hard&lt;br /&gt;
 |superior = [[Captain]]&lt;br /&gt;
 |duties = Coordinate security personnel, ensure they are not corrupt, make sure every department is protected and defend the station against threats as they come and go.&lt;br /&gt;
 |guides = [[Guide to security]], [[Guide to Trials]], [[Chain of Command]], [[Corporate Regulations]], [[Guide to Head of Staff Equipment|Head of Staff Equipment]], [[Security items]]&lt;br /&gt;
 |requirements = Delegate security personnel to resolve discrepancies, ensure that [[Corporate Regulations]] are followed, de-escalate arguments on dispatch, and exhibit leadership by being the face of security.}}&lt;br /&gt;
{{Security Dept header}}&lt;br /&gt;
&lt;br /&gt;
== Job Description ==&lt;br /&gt;
Your job isn&#039;t to hunt people down, unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into, so you can usually just sit in your office and let the [[Roboticist#Securitron|securitrons]] and officers do it for you. You have more access to the station than anyone else in security, but less than the other heads. Try not to depend on it.&lt;br /&gt;
&lt;br /&gt;
You are concerned with the following people:&lt;br /&gt;
&lt;br /&gt;
* [[Security Officer|Security Officers]]: These are your pawns, and it&#039;s your job to control them. If they&#039;re being incompetent resource wasters, yell at them and get them to fall in line. If they continue, tell them to stop or have them demoted. A security officer that does not do his job properly shouldn&#039;t even have this job in the first place.&lt;br /&gt;
* [[Warden|The Warden]]: This is a special security officer who acts as the Brig&#039;s watchdog. Make sure he doesn&#039;t set and/or support unfair and bad brig times, that he doesn&#039;t leave the Brig, and he won&#039;t bother you. He also hands out equipment in emergencies, and will take over if you happen to be unavailable.&lt;br /&gt;
* [[Security Medic]]: Your paramedic and surgeon all in one. They patch up your prisoners, officers and you; they are cleared for combat and have similar authority to your normal Security Officer, but keep them on a leash; their priority is to save lives, not take them. &lt;br /&gt;
* [[Corrections Officer]]: The prison&#039;s watchdogs. They are placed in a office within the prison to watch over your scums of the Earth; you shouldn&#039;t need to order them around too much. Just make sure they keep an eye on the orange men.&lt;br /&gt;
* [[Detective|The Detective]]: The job of the detective is to investigate crimes, conjointly with the Forensic Technician. They specialize in interrogating suspects and witnesses, and pursuing leads. They are firmly under your command, regardless of what they may say.&lt;br /&gt;
* [[Chain of Command]]: Should security or anyone else be acting out of their job description [[Chain of Command]] can be called in. They conduct their own investigations to determine whether someone has overstepped their power or authority. You have no direct authority over them.&lt;br /&gt;
&lt;br /&gt;
== Strategy ==&lt;br /&gt;
=== Officers, Roll Out ===&lt;br /&gt;
The first step towards keeping the station safe is to ensure that your own officers aren&#039;t a threat. Security enforces the law, but they are not above it - and neither are you. Make sure that all of your personnel are familiar with the regulations regarding [[Corporate Regulations]], and [[Security_Officer#Standard_Procedure|standard Security practices]].&lt;br /&gt;
&lt;br /&gt;
Once your force is up to speed on the rules and regulations, send them out on patrol. Pay attention to all the radio channels for any calls for help. If there are any, dispatch some officers to handle it, and make sure that the [[Detective]] collects any relevant evidence. Make sure that the Warden keeps the Security records up-to-date, not in the least because Beepsky can help your officers catch criminals who would otherwise evade them. &lt;br /&gt;
&lt;br /&gt;
=== Police State ===&lt;br /&gt;
Like the Captain, you have a number of people you can delegate to. You should be using them to coordinate your officers instead of doing everything yourself. Within the brig, your [[Warden]] has authority over others; you should be using them to coordinate the handing out of equipment and supervision of the [[Corrections Officer]].You are not an officer; you should not be rushing into every situation. Delegate.&lt;br /&gt;
&lt;br /&gt;
=== Laying Down the Law ===&lt;br /&gt;
Check to make sure that appropriate times are given out for violations of Corporate Regulations, and that your department only arrest people who have actually committed crimes. Remember, if they&#039;re doing something that you don&#039;t like but is technically not against the law, you can issue an official injunction - preferably in a official sounding language, written, and stamped with your Head of Security stamp - against it. Expect abuse of this power to be called out, however.&lt;br /&gt;
&lt;br /&gt;
If one of your officers misbehave, yell at them, or in more serious cases, show them the inside of a cell. Keep them busy by sending them on patrols, leads, and follow-ups. An unoccupied officer is often a [[NanoTrasen_Liaison#Submitting_an_Incident_Report|bad officer.]]&lt;br /&gt;
&lt;br /&gt;
==== El Capitan ====&lt;br /&gt;
It is also important that you understand the relationship between Security and the [[Captain]]. The Captain&#039;s authority on the station is absolute, except where it conflicts with Corporate Regulations; the Captain cannot pardon criminals, cannot get away with committing crimes, and so on. The only time that Corporate Regulations can be overridden is when there is an imminent and overwhelming threat to the station. Other Heads of Staff are required to follow Corporate Regulations as well. &#039;&#039;&#039;However&#039;&#039;&#039;, this does not mean that you are the law. You are still outranked by the Captain. You can only arrest the Captain, or other Heads of Staff, if they&#039;ve actually committed a crime. Until that time, you have to follow orders just like anyone else.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Finally, always remember to follow [[Security_Officer#Standard_Procedure|standard security procedures!]]&lt;br /&gt;
&lt;br /&gt;
== Office ==&lt;br /&gt;
Your office is in the [[Security_Officer#The_Brig|Brig]]. It holds various security equipment for use in apprehending and detaining criminals. Your office also has both a security records computer and a security camera potato which you can use to monitor the station from the comfort of your desk chair.&lt;br /&gt;
&lt;br /&gt;
== Brig ==&lt;br /&gt;
The holding area for prisoners. Only people with access to security can enter. It&#039;s still possible for normal crewmembers to view the cells through the windows behind them. As the windows are electrified, though, they&#039;re not a valid means of entry unless the person happens to have insulated gloves.&lt;br /&gt;
&lt;br /&gt;
The brig also has blast doors in all of the windows, as well as the halls into the cells. There&#039;s a button to drop them in the warden&#039;s office and your office.&lt;br /&gt;
&lt;br /&gt;
Prisoners may try to flee, so do something about the doors (portable flasher), or handcuff them to the bed as you investigate their items (make sure to then release from the bed and cuffs if they aren&#039;t dangerous). And, &#039;&#039;&#039;SET A TIME TO THE TIMER&#039;&#039;&#039; (the door won&#039;t lock unless you do this). Make sure to [[Corporate Regulations|keep the time to the crime]].&lt;br /&gt;
&lt;br /&gt;
In the event that a prisoner has been deemed too dangerous to release, they can be kept in one of the secure holding cells.&lt;br /&gt;
&lt;br /&gt;
== Links to Other Departments ==&lt;br /&gt;
As Head of Security, you coordinate your actions with the captain, the other heads of staff, and your officers. You will often work with Medical, when a crime results in injury, when a prisoner is hurt, or when a patient is violent. When a criminal damages station infrastructure, you will work with Engineering to determine what happened and whether it&#039;s safe for your officers to investigate. Supply and Research can get you high-powered weapons if you need them. And do try to keep the janitor from thoughtlessly cleaning up the evidence.&lt;br /&gt;
&lt;br /&gt;
== Traitoring ==&lt;br /&gt;
Head of Security would theoretically be one of the easiest traitor jobs on station. You are the most heavily armed and armoured person on station, with about as much access as the Head of Personnel, and have the entire security department under your thumb. You are also seen as one of the most trustworthy people on the station. However, don&#039;t count on ever becoming a traitor by normal means, as you are Mindshield Implanted. But there can be situational exceptions to this rule, but it&#039;s unlikely it&#039;ll ever happen.&lt;br /&gt;
&lt;br /&gt;
Even the Head of Security is not above the law and it can be very easy to be ousted as a traitorous element if the antagonist Head of Security isn&#039;t treading carefully.&lt;br /&gt;
&lt;br /&gt;
[[Category: Jobs]]&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 486091&lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Chaplain&amp;diff=13608</id>
		<title>Chaplain</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Chaplain&amp;diff=13608"/>
		<updated>2023-07-28T13:38:34Z</updated>

		<summary type="html">&lt;p&gt;Kepler: /* Null Rod  */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = All weapons are not listed, the altar and all of those new mechanics arent listed either, needs a big update&amp;lt;br&amp;gt;contents of this page need to be checked, broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 03870C&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 03870C&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 03870C&lt;br /&gt;
 |img = Generic_chaplain.png&lt;br /&gt;
 |stafftype = SERVICE&lt;br /&gt;
 |jobtitle = Chaplain&lt;br /&gt;
 |access = [[Chapel]] office, [[Morgue]], [[Crematorium]], [[Theatre]]&lt;br /&gt;
 |difficulty = Easy &lt;br /&gt;
 |superior = [[Head of Personnel]]&lt;br /&gt;
 |duties = Hold services and funerals, cremate people, preach, etc.&lt;br /&gt;
 |guides = [[Cult]], [[Religion]], [[Sects]].&lt;br /&gt;
 |requirements = &#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Hold a funeral if someone asks. Cooperate with security in the event of a [[cult]]. Follow your [[religion]] and provide counsel when asked.}}&lt;br /&gt;
{{Service Dept header}}&lt;br /&gt;
As a chaplain, you would ideally proselytize whatever crazy religion you&#039;ve made up for that round over your [[headset]]. However, besides your office, the hellish crematorium next to your office, and the rarely used morgue, you have no access.&lt;br /&gt;
&lt;br /&gt;
It is vital that you use the radio to call people to the [[Chapel]], because otherwise, it is less frequented than the [[Library]].&lt;br /&gt;
&lt;br /&gt;
== Holy Artefacts ==&lt;br /&gt;
In your possession are several important items, including your Holy Book and the Null Rod. These items are powerful and should be kept in your possession at all times.&lt;br /&gt;
&lt;br /&gt;
=== Holy Book{{anchor|Holy Book}} ===&lt;br /&gt;
&#039;&#039;&#039;You have to set the name of your god and religion in the Character Setup window before the round starts&#039;&#039;&#039;, else you will be stuck with whatever the default is. The first time you interact with your book in a round, you can set its skin.  The resulting Bible starts with a bottle of whiskey, and [[Clown|perhaps some other junk]]; you may want to store the holy water on your desk.&lt;br /&gt;
&lt;br /&gt;
Hitting somebody in the head with your Bible has a 60% chance to heal them and a 40% chance to give them 10 brain damage unless the &amp;lt;s&amp;gt;victim&amp;lt;/s&amp;gt; congregant is wearing robust headgear (helmets, and any child of the helmet class, including space helmets.) You can even revive people who are in critical condition! Be careful, depending on the skin you&#039;ve picked for your book, there may be additional effects! (The flaming skin sets flammable substances on fire for example, specially ones your target is covered in while you try to heal them).&lt;br /&gt;
&lt;br /&gt;
- It should be noted that your book cannot be used by the non-believers, meaning: If someone steals your book and attempts to brain somebody over the head with it, the book will sizzle in that person&#039;s hands. However, others CAN access the content of the book itself.&lt;br /&gt;
&lt;br /&gt;
=== Armaments beacon ===&lt;br /&gt;
This remote allows you to drop in a box with select chaplain-y clothes.&lt;br /&gt;
The armor values are all 50 melee, 10 bullet, 10 laser, 10 energy (Same as the [[Clothing_and_Accessories#Riot Suit|Riot Suit]]) except for the &amp;quot;Followers of the Chaplain&amp;quot; kit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Templar&#039;&#039;&#039; - Standard templar armor, Deus Vult! (Fun fact, deus vult means &amp;quot;Gods Will.&amp;quot; and Deus Lo Vult for &amp;quot;God Wills It&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Stone Sentinel&#039;&#039;&#039; - An ancient guardian statue armor.&lt;br /&gt;
*&#039;&#039;&#039;Profane Scholar&#039;&#039;&#039; - A student robe and a head cage.&lt;br /&gt;
*&#039;&#039;&#039;Witchhunter&#039;&#039;&#039; - A witchhunting garb and hat.&lt;br /&gt;
*&#039;&#039;&#039;Followers of the Chaplain&#039;&#039;&#039; - A cult leader hoodie and 4 follower hoodies. Make your own cult!&lt;br /&gt;
*&#039;&#039;&#039;Divine Adept Kit&#039;&#039;&#039; - Adept robes and hood. The ideal outfit for burning the unfaithful.&lt;br /&gt;
*&#039;&#039;&#039;Forgotten Kit&#039;&#039;&#039; - Old [[Clock_Cult|clock cult]] armor and helmet.&lt;br /&gt;
&lt;br /&gt;
=== Mysterious Old Book of Cloud-Chasing ===&lt;br /&gt;
&lt;br /&gt;
This is a black book that teaches one person the spell &amp;quot;Smoke&amp;quot;. See: [[Wizard#Magical_Items|Magical Items]]&lt;br /&gt;
&lt;br /&gt;
=== Null Rod {{anchor|Null Rod}} ===&lt;br /&gt;
The obsidian rod will be your defense against the [[Cult magic|forces of evil]]. Having it in your possession will make you completely immune to the effects of cult-related magic. It will also destroy any runes/sigils and is an excellent weapon in general.&lt;br /&gt;
&lt;br /&gt;
You can transform it into a holy weapon of choice by using it in hand! Options are:&lt;br /&gt;
&lt;br /&gt;
* [[File:Null_rod.png]]&#039;&#039;&#039;Basic Null rod:&#039;&#039;&#039; Fits in pockets, 18 brute damage on hit.&lt;br /&gt;
* [[File:Godhand.png]]&#039;&#039;&#039;God Hand:&#039;&#039;&#039; This hand of yours glows with an awesome power! Deals Burn damage instead of Brute, but you can never put it down, delete itself if your arm is cut off.&lt;br /&gt;
* [[File:Staff_red.png]][[File:Staff_blue.png]]&#039;&#039;&#039;Red Staff/Blue staff:&#039;&#039;&#039; It has a mysterious, protective aura. Only fits on back, but high (50%) block chance. Deals 5 brute damage. Projects a shield around you to represent the block chance.&lt;br /&gt;
* [[File:Claymore.png]][[File:Katana.gif]]&#039;&#039;&#039;Claymore/Hanzo Steel:&#039;&#039;&#039; Deals 18 brute damages, has a 30% chance to block melee attack while it&#039;s in your hand, doesn&#039;t fit in bags but can be worn on the back or belt slot. Sharp.&lt;br /&gt;
* [[File:Cult_blade.png]][[File:Chainsword.gif]][[File:Force_weapon.png]]&#039;&#039;&#039;Dark Blade/Chainsaw Sword/Force Weapon:&#039;&#039;&#039; Like above, but cannot be worn on the back slot.&lt;br /&gt;
* [[File:ESword.png]]&#039;&#039;&#039;Light/Dark/Nautical Energy Sword:&#039;&#039;&#039;  If you strike me down, I shall become more robust than you can possibly imagine. Essentially a claymore reskin.&lt;br /&gt;
* [[File:Scythe.png]][[File:High_frequency_blade.png]][[File:Spellblade.png]]&#039;&#039;&#039;Scythe/High Frequency Blade/Dormant Spellblade:&#039;&#039;&#039; Bad references are the DNA of the soul. 35% Armour Penetration, only fits on back. Same strength as the null rod. Sharp.&lt;br /&gt;
* [[File:Possessed_blade.png]]&#039;&#039;&#039;Possessed Blade:&#039;&#039;&#039; Has the same statistics as a scythe. When used in hand, it will attempt to summon a ghost to possess the blade; if a ghost accepts, it&#039;ll become your talking sword. The ghost gets to pick the sword&#039;s name after that.&lt;br /&gt;
* [[File:Multiverse_sword.gif]]&#039;&#039;&#039;Extradimensional Blade:&#039;&#039;&#039;  Once the harbinger of an interdimensional war, its sharpness fluctuates wildly. Always deal 15 damage on first hit, chaining attack with it will deal between 1 and 30 damages&lt;br /&gt;
* [[File:Sord.png]]&#039;&#039;&#039;UNREAL SORD:&#039;&#039;&#039; This thing is so unspeakably &#039;&#039;&#039;HOLY&#039;&#039;&#039; you are having a hard time even holding it. Complete shit. Deals 4.13 damage.&lt;br /&gt;
* [[File:Chap_hammer.png]]&#039;&#039;&#039;Relic Hammer:&#039;&#039;&#039; A war hammer. Capable of tapping knees to measure brain health. Can be worn on the belt. Same stats as a Null Rod, but can only be worn on the belt slot.&lt;br /&gt;
* [[File:Chainsaw.gif]]&#039;&#039;&#039;Chainsaw Hand:&#039;&#039;&#039; An undroppable sharp chainsaw hand. Can be used as a very slow saw tool. Capable of slowly butchering bodies. Disappears if the arm holding it is cut off. just a mounted chainsaw. Deals the same damage as a Null Rod, but cannot be dropped and is sharp.&lt;br /&gt;
* [[File:Dark_blessing.png]]&#039;&#039;&#039;Dark Blessing, Unholy Tentacle:&#039;&#039;&#039; Like the chainsaw hand, but it looks like a [[changeling]]&#039;s arm blade, deals additional 20% wound bonus&lt;br /&gt;
* [[File:Honk_render.png]]&#039;&#039;&#039;Clown Dagger:&#039;&#039;&#039; Used for absolutely hilarious sacrifices. fits in pocket and belt, deals 18 brutes damage&lt;br /&gt;
* [[File:Hypertool.png]]&#039;&#039;&#039;Hypertool:&#039;&#039;&#039; A tool dealing brain damage which partially penetrates armor. Fits in pockets. Can be worn on the belt. deals 18 brain damage, ignore 35% of armor.&lt;br /&gt;
* [[File:Chain.png]]&#039;&#039;&#039;Whip:&#039;&#039;&#039; No stat change, but can be worn on the belt slot. Deals extra damage to vampires. &lt;br /&gt;
* [[File:Fedora.png]]&#039;&#039;&#039;Fedora:&#039;&#039;&#039; the brim of the hat is as sharp as your wit. The edge would hurt almost as much as disproving the existence of God. Goes on your head. Does high(30) throwing damage. No melee damage. Sharp.&lt;br /&gt;
* [[File:Carp_plush.png]]&#039;&#039;&#039;Carp-Sie Plushie:&#039;&#039;&#039; An adorable stuffed toy that resembles the god of all carp. The teeth look pretty sharp. Activate it to receive the blessing of Carp-Sie.. 15 brutes damage, looks/sounds like a carp plushie. Using it in-hand makes the chaplain gain the carp faction. Wild carp will ignore him.&lt;br /&gt;
* [[File:Bo_staff.png]]&#039;&#039;&#039;Bo Staff:&#039;&#039;&#039; A long, tall staff made of polished wood. Traditionally used in ancient old-Earth martial arts, it is now used to harass the clown. Has a 40% block chance, deals 15 brute damage. Can be worn in the back slot.&lt;br /&gt;
* [[File:Bdagger.png]]&#039;&#039;&#039;Arrhythmic Knife:&#039;&#039;&#039; They say fear is the true mind killer, but stabbing them in the head works too. Honour compels you to not sheathe it once drawn. Cannot be stored or worn anywhere. While holding it, it speeds you up and slows you down randomly.&lt;br /&gt;
* [[File:Pitchfork.png]]&#039;&#039;&#039;Pitchfork:&#039;&#039;&#039; Holding this makes you look absolutely devilish. 18 brutes damage, quite sharp and can only be worn on the back.&lt;br /&gt;
* [[File:Pride_hammer.gif]]&#039;&#039;&#039;Pride-struck hammer:&#039;&#039;&#039; A hammer dealing a little less damage due to its user&#039;s pride. Has 30% chance of transferring some of the user&#039;s reagents to the target. Capable of tapping knees to measure brain health. Can be worn on the back, does 16 damage and is pretty epic looking.&lt;br /&gt;
* [[File:Ratvarspear.png]]&#039;&#039;&#039;Ancient Spear:&#039;&#039;&#039; An ancient spear made of brass, I mean gold, I mean bronze. Same damage as a null rod, but also has 10 armor piercing and is sharp.&lt;br /&gt;
* &#039;&#039;&#039;Egyptian Staff&#039;&#039;&#039;: A staff. Can be used as a tool to craft exclusive egyptian items. Normal sized Item. Can be worn on the back&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can only pick once.&lt;br /&gt;
== Sects ==&lt;br /&gt;
&lt;br /&gt;
[[Sects|See the full page here for more information!]]&lt;br /&gt;
&lt;br /&gt;
== Duties ==&lt;br /&gt;
&lt;br /&gt;
Each chaplain is free to invent the details of their rituals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Funerals:&#039;&#039;&#039; You have a stock of coffins and burial garments you can use for wakes and space burials (that is, launching them out of the mass driver). Some employees appreciate wakes being held for friends and loved ones. See below.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychological care.&#039;&#039;&#039; This includes counseling, pharmaceutical remedies (consult the chemist), and confessions. You have a confession booth; you and the confessor enter separate rooms and switch on the radio terminals. Most crew members rarely if ever submit to psychological care of their own initiative; offer to help when someone looks troubled. Prisoners are most often in need of attention.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Church Services.&#039;&#039;&#039; Give sermons and sing hymns. &amp;lt;!-- You can create a hymnal by writing a youtube link to the desired song on a piece of paper, or have the Librarian run some off for you. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Proselytizing.&#039;&#039;&#039; Most crew members are godless heathens; acquiring followers for your god(s) is your first priority. When you convince someone to join the church, you can perform a ritual of conversion (some elements you may want to include: drugs, glossolalia, sacrifices, drinking of [demon&#039;s blood], public announcements, prayer, lying naked on the altar, strikes with the holy book, confession, blood-letting).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blessing Rooms.&#039;&#039;&#039; Your bible has the power to turn ordinary water into holy water by &amp;lt;s&amp;gt;blessing&amp;lt;/s&amp;gt; smacking the container with it. Holy water stops any [[Construct | Evil Spirits]] or [[Wizard | Magical Beings]] from Ethereal Jaunting onto the tile that you splash the holy water on, and can deconvert cultists. If a cult or wizard is discovered then it would be the best idea to bless a water-tank with your bible, give that to security, grabbing a fire extinguisher and blessing that too and then asking for the AI to let you in so you can bless his chamber from potential harm. The fire extinguisher will allow you to easily bless rooms because it will affect every tile that the water travels on. You can tell if a tile is blessed when it glows yellow after a little while.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Other possible activities:&#039;&#039;&#039; Investiture of new acolytes and paladins, dedication of mechs, gravitational singularities, psychical research and seances, and pilgrimages to the singularity/Clown Planet/the AI Satellite/the Derelict Station.&lt;br /&gt;
&lt;br /&gt;
=== Thanatology ===&lt;br /&gt;
The Mass Driver&#039;s primary purpose is for burials-at-space; wooden caskets are provided for this purpose. Caskets function likes lockers; place the body in the casket, give a eulogy (over the [[radio]] if no one is present), move the casket into the driver and fire it.&lt;br /&gt;
&lt;br /&gt;
Note that some crew members may seek to use the Mass Driver as a way to exit the station into space; for safety reasons, make sure they are adequately equipped before letting them through. This will send them towards the [[Backstory#Space Station 12|derelict station]].&lt;br /&gt;
&lt;br /&gt;
The Crematorium is used to turn bodies into ash, including those of [[xenos]]. Remember to strip the body before cremating it.&lt;br /&gt;
&lt;br /&gt;
=== Propitiating the [[Administrators|Gods]] ===&lt;br /&gt;
The Pray command is like an [[adminhelp]], but is [[IC]], and should be worded deferentially (e.g., &amp;quot;Oh Great and Wise Pelor, please grant your humble servant...). It is advised that you only pray later in the round; the gods have a habit of ignoring early prayers. You can increase your divine favor by making a sacrifice to your god(s) of choice; you can do this any number of ways (it is wise to state what you have sacrificed in your prayer). Prayers are more likely to be answered if they are somehow thematically appropriate: wishing for an RCD for no apparent reason is unlikely to be fulfilled, but performing an elaborate ritual to your chosen god may be more favorable!&lt;br /&gt;
&lt;br /&gt;
You have candles and crayons in your locker. Candles can be set anywhere and lit (they eventually burn down). Crayons can be used to draw runes (commonly placed in front of the podium), as well as graffiti (not really your style) and letters (allowing you to write out messages across the ground).&lt;br /&gt;
&lt;br /&gt;
Do not expect any prayers to be answered. Gods are fickle beings. Nobody knows what they are going to do next in their great designs.&lt;br /&gt;
&lt;br /&gt;
=== GET BEHIND ME &amp;lt;s&amp;gt;NAR-NAR&amp;lt;/s&amp;gt; RATVAR===&lt;br /&gt;
During a [[cult]] invasion, you will suddenly find yourself a vital part of the station&#039;s security force, and also a target. You will want to ensure Security has a stock of holy water to deconvert cultists -- remember that your bible can bless any water it comes into contact with -- and Security may want your null rod as well. Your bible can be used to detect nearby hidden runes by hitting the floor with it. This can be invaluable in finding suspected cult bases. Finally, you are immune to cult magic, which will help you if you decide to go BATTLE PALADIN and &amp;lt;s&amp;gt;valid&amp;lt;/s&amp;gt; save everyone. &#039;&#039;&#039;For more information, go [[Cult magic|here]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If [[admin|your god]] hates you enough, you may also encounter a [[Revenant]], an undead ghost creature that wants your souls. Again, your null rod is incredibly robust against these creatures.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Setting your [[religion|religion&#039;s name]] to certain presets will give your holy book a special name, as well as dispensing 100 brain damage to you. For example, naming your religion &#039;Homosexuality&#039; will name your bible &#039;GUYS GONE WILD!!&#039; &lt;br /&gt;
* You can use your starting bible in your hand to change its sprite.&lt;br /&gt;
** Alternative sprites include a Quaran, a white Bible, a clown bible, the Necronomicon and more!&lt;br /&gt;
* Your bible, despite starting with some useless junk, can be emptied and filled with one small item. Best of all, it fits in your hoodie&#039;s suit storage!&lt;br /&gt;
* Healing en-masse during blob rounds is extremely effective, as you can get people back into the fight quickly and easily. Besides, who needs proper cognitive function to fight the blob?&lt;br /&gt;
&lt;br /&gt;
== The Inquisition ==&lt;br /&gt;
As a traitor, your curse of being ignored by everyone becomes a valuable asset. The chapel is a relatively secluded part of the station, and odds are the AI won&#039;t be keeping an eye on it. You have a null rod, which while somewhat weak compared to [[Security items|some]] [[Makeshift weapons|other]] [[Syndicate Items|weapons]] is incredibly reliable. Also don&#039;t forget that your bible is a useful storage compartment that won&#039;t attract suspicion, and if you hit someone in the head with a bible a few times they get brain damage and then it&#039;s a lot harder to yell for help. You can drag around bodies, as well as both space and cremate bodies without looking suspicious: it&#039;s your job, after all.&lt;br /&gt;
&lt;br /&gt;
Also remember that the morgue tray in the crematorium can store bodies, items and even whole crates (such as the syndicate surplus crate). It&#039;s not a bad place to hide stuff (especially if the camera suffers from an &amp;quot;accident&amp;quot;), but keep in mind the light on the tray turns orange if anything other than a body is inside of it.&lt;br /&gt;
&lt;br /&gt;
Another sneaky idea as a traitor is to host one of the chaplains universally renowned &amp;quot;Kool-Aid&amp;quot; parties. Make sure you purchased a toxins kit, then, go to the bar and ask for 10 glasses of grape or orange juice. Put all of the glasses on your table in the chapel then dump anything and everything from the toxins kit into each drink Jim Jones style, &amp;lt;s&amp;gt;break into the captains office&amp;lt;/s&amp;gt; tell the captain to make an announcement saying that chaplain is hosting a party, and everyone on the station is required to visit (someone might actually be stupid enough.) you may not get your target, but you might get everyone else.      &lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 03870C&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Talk:Chaplain&amp;diff=13607</id>
		<title>Talk:Chaplain</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Talk:Chaplain&amp;diff=13607"/>
		<updated>2023-07-28T13:34:46Z</updated>

		<summary type="html">&lt;p&gt;Kepler: Created page with &amp;quot;All chaplain nullrod weapon has been listed now but the images are not fully listed please update accordingly&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;All chaplain nullrod weapon has been listed now but the images are not fully listed&lt;br /&gt;
please update accordingly&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Talk:Server_Rules&amp;diff=13606</id>
		<title>Talk:Server Rules</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Talk:Server_Rules&amp;diff=13606"/>
		<updated>2023-07-25T14:46:43Z</updated>

		<summary type="html">&lt;p&gt;Kepler: Created page with &amp;quot;Rule 11 need their link updated!&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rule 11 need their link updated!&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_items&amp;diff=13566</id>
		<title>Security items</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_items&amp;diff=13566"/>
		<updated>2023-07-15T12:01:56Z</updated>

		<summary type="html">&lt;p&gt;Kepler: /* Non-Lethal Weapons */&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|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;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = N/A&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{anchor|Telescopic Baton}}{{anchor|Telebaton}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Telescopic Baton&lt;br /&gt;
 |image = Telescopic Baton.png&lt;br /&gt;
 |foundin = Heads&#039; backpacks, 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|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;
&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|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, armory,&amp;lt;s&amp;gt; stolen by the clown&amp;lt;/s&amp;gt;&lt;br /&gt;
 |usedfor = Subjugating criminals. &lt;br /&gt;
 |strategy = Use it to stun fleeing suspects &lt;br /&gt;
 |description = Your standard-issue sidearm, one is issued to all security officers, sergeants and wardens. They can be ordered by  at the Security order console, or from Cargo Bay.&lt;br /&gt;
&lt;br /&gt;
Disablers are used for non-lethal take down, left mouse fires a bolt that when hitting your target deals 25 stamina damage.&lt;br /&gt;
Should be holstered when not in a active situation, or when on Green Alert level,&lt;br /&gt;
}}&lt;br /&gt;
 &lt;br /&gt;
{{anchor|Flashbang}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Flashbang&lt;br /&gt;
 |image = Flashbang.gif&lt;br /&gt;
 |foundin = Inside lockers at [[Security Office]] and [[Security Posts]], a full box at [[Armory]] [[File:Flashbangbox.png]]&lt;br /&gt;
 |usedfor = Subjugating many criminals at once. &lt;br /&gt;
 |strategy = Trigger it and throw it at a criminal mob. &lt;br /&gt;
 |description = This is an advanced piece of equipment because it is so difficult to use. It&#039;s distributed by SecTech vendors and the Warden, and can also be found in security lockers. In rooms where multiple and/or armed personnel are expected, you may use a flashbang to &amp;quot;breach&amp;quot; the room. Select it, press the button, and throw it immediately. It will blind everyone nearby for a short period of time and deafen them for a longer period of time. If all goes well, they will be on the ground, having dropped their weapons, and awaiting your handcuffs.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Flashbangs will [[Status_Effects#Paralyze|paralyze]] people within range for 20 seconds, unless they&#039;ve protected their eyes and ears. Security usually wear HUD-sunglasses and bowman headsets, allowing them to throw flashbangs safely. Security helmets themselves protect against the bang part, but not the flash. Ghetto alternatives can be normal sunglasses/welding equipment and earmuffs. Partial protection may reduce the [[Status_Effects#Paralyze|paralyze]] time. Flashbangs detonated on the same tile as you will fully [[Status_Effects#Paralyze|paralyze]] you even if you are wearing full flashbang protection. If you are 1 tile away from the detonation and wearing protection, it will [[Status_Effects#Paralyze|paralyze]] for only 3 seconds. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Also note that the flashbang will disable [[cyborg|cyborgs]] for a few seconds. Use this to subdue a borg from a safe distance.  For the best results, &#039;cook&#039; the flashbang for a few seconds in your hand to give them less time to react (although this will stun you horribly if it goes off while you&#039;re holding it).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = N/A&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Pepperspray}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Pepperspray&lt;br /&gt;
 |image = Pepperspray.png&lt;br /&gt;
 |foundin = Inside lockers at [[Security Office]] and [[Security Posts]]&lt;br /&gt;
 |usedfor = Subjugating a criminal. &lt;br /&gt;
 |strategy = Shoot it at the criminal. &lt;br /&gt;
 |description = Manufactured by UhangInc, used to down an opponent quickly. Can store 8 sprays inside it. Remember to set the Pepper Spray to use 5 units to get the most out of it, using it at 5 units will have it cover up to four tiles and take down anyone not wearing eye protection.  Best used in a narrow corridor, like the HOP line, where it can knock over several people at once.&lt;br /&gt;
&lt;br /&gt;
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;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = N/A   &lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Handcuffs}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Handcuffs&lt;br /&gt;
 |image = Handcuffs.png&lt;br /&gt;
 |foundin = [[Security Office]], 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|Temperature Gun}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Temperature Gun&lt;br /&gt;
 |image = Tempgun.png&lt;br /&gt;
 |foundin = Armory, Security Protolathe.&lt;br /&gt;
 |usedfor = Combat.&lt;br /&gt;
 |strategy = Detaining traitors with energy swords/shields, slime removal/healing.&lt;br /&gt;
 |description = This gun can heat up or cool down targets, although it won&#039;t reach really dangerous levels unless you cool down someone in a hardsuit.&amp;lt;br&amp;gt; This weapon is deceptively strong since the projectiles aren&#039;t blocked by eswords/eshields and can slow people down to a crawl.&amp;lt;br&amp;gt; Slimes die to it in two to three hits, or you can heal them with heat setting.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|Hybrid Taser}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = Hybrid Taser&lt;br /&gt;
 |image = Hybrid_taser.gif&lt;br /&gt;
 |foundin = Admin spawned &lt;br /&gt;
 |usedfor = Subjugating criminals. &lt;br /&gt;
 |strategy = Shoot it at the target. &lt;br /&gt;
 |description = This used to be the primary law enforcement weapon, but is now only spawnable by admins. It has two modes of use; Tase OR Disable. In taser mode (Yellow) it will fire an incandescent ball of energy at low velocity. The projectile is stopped by windows, grilles, walls, simple distance, and various other obstructions. When the shot hits its target, it will cause temporary paralysis and slur speech to near illegibility. The range of the taser shot is also limited. In Disabler mode (Light Blue) it will fire a blue disabler beam that deals stamina-damage, slowing down the prep and making them fall after three shots. The disabler beam is NOT stopped by windows and grilles and its range is unlimited. Melee use of this weapon is inappropriate except for the most extreme cases [[Space_law#Major_Crimes|(see space law section Dangerous Criminals)]]. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Damage&#039;&#039;&#039; = 10 brute damage when hit on melee.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
{{anchor|DRAGnet}}&lt;br /&gt;
{{Item&lt;br /&gt;
 |bgcolor1 = #ffcccc&lt;br /&gt;
 |bgcolor2 = #ff9999&lt;br /&gt;
 |name = DRAGnet	&lt;br /&gt;
 |image = DRAGnet.png&lt;br /&gt;
 |foundin = Armory&lt;br /&gt;
 |usedfor = Slowing and teleporting people. &lt;br /&gt;
 |strategy = Shoot people with it. &lt;br /&gt;
 |description = The &amp;quot;Dynamic Rapid-Apprehension of the Guilty&amp;quot; net is a revolution in law enforcement technology. It has two settings: One (snare) which places energy snares, which act like bear traps without the damage, and another (netting) that shoots shotgun-like bursts of projectiles which deal heavy [[Health#Stamina|stamina]] damage and place &amp;quot;nets&amp;quot; when they hit a person. About 4 seconds after appearing, these &amp;quot;nets&amp;quot; will teleport any mob standing on top of them, to whichever location any existing &amp;quot;teleporter control console&amp;quot; is set to (with some variation). The teleporter control console target must both be set AND the &amp;quot;teleporter station&amp;quot; must have been clicked to &amp;quot;engage&amp;quot; the teleporter, for it to count. Calibration is not required. &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;If 3 different teleporters (including abandoned teleporter) are set to different locations, the game seems to use a hierarchy of: 1. Abandoned teleporter, 2. AI satellite antechamber and 3. Teleporter room. Meaning it will only use the destination of the abandoned teleporter, if all 3 of those teleporters are engaged (at least on Boxstation). If no location is set on any teleporter, the location will be random, which can teleport people into space or inside walls.&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
==Lethal Weapons==&lt;br /&gt;
&lt;br /&gt;
&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>Kepler</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Atmospheric_Technician&amp;diff=13565</id>
		<title>Atmospheric Technician</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Atmospheric_Technician&amp;diff=13565"/>
		<updated>2023-07-15T11:43:32Z</updated>

		<summary type="html">&lt;p&gt;Kepler: /* The Atmospheric Technician */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{JobPageHeader&lt;br /&gt;
 |colour = FF9D00&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = FF9D00&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = FF9D00&lt;br /&gt;
 |img = Generic_atmos_tech.png&lt;br /&gt;
 |stafftype = ENGINEERING&lt;br /&gt;
 |jobtitle = Atmospheric Technician&lt;br /&gt;
 |access = Atmospherics, Maintenance&lt;br /&gt;
 |difficulty = Medium&lt;br /&gt;
 |superior = [[Chief Engineer]]&lt;br /&gt;
 |duties = Ensure the air is breathable on the station, fill oxygen tanks, fight fires, purify the air because jerks release toxins, do the job of the always incompetent [[Station Engineer|engineers]].&lt;br /&gt;
 |guides = [[Atmospherics items]], [[Guide to Atmospherics]], [[Guide to construction]], [[Guide to the Hypertorus Fusion Reactor]]&lt;br /&gt;
 |requirements = Fight fires, restore the atmosphere in rooms that can&#039;t support life. Know how to fix sabotage to Atmospherics. Secure dat fukken axe.}}&lt;br /&gt;
{{Engineering Dept header}}&lt;br /&gt;
&lt;br /&gt;
=The Atmospheric Technician=&lt;br /&gt;
As an atmospheric technician you are one of two things: The person that saves the station from a certain doom when the SM delaminates or the [[Station Engineer]] who likes to play around with gasses in his own little corner. Whichever one you are or choose to be doesn&#039;t matter, all that does is that you know how to do your job best and more effective than others. Try and be nice to people who are new to atmospherics or engineering in general and maybe [[Guide to Atmospherics|Show them the ropes]] a little if you can. Do note that in time of emergency, being an atmos tech and station engineer is essentially identical.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Basic skills:&#039;&#039;&#039; Fixing the atmos of a room after it has been breached, Basic distro optimization and helping the rest of Engineering when damage occurs.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Advanced skills:&#039;&#039;&#039; Building effective gas farms for all the fancy and expensive gasses, Running the HFR, Knowing how to do toxins and not accidentally plasma flooding because of smart-pipes&lt;br /&gt;
&lt;br /&gt;
==Atmospheric equipment and machines==&lt;br /&gt;
To stay prepared, and on top of your game there is a plethora of items and other doodads you can bring along. You can find a number of those items shown here in a list to give you some inspiration on what to bring along or to simply show you what you have in your arsenal. For a full list of all atmospheric items see: [[Atmospherics items]]&lt;br /&gt;
&lt;br /&gt;
Aside from Items and equipment there&#039;s also a number of different machines you have access to and can make good use of as an atmospheric technician.These can be found here in their respective tab with a small explanation of their use listed for them.&lt;br /&gt;
&amp;lt;tabs style=&amp;quot;width:89%&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Equipment&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;background-color:#FF9D001e&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white; text-align:center;&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#FF9D00; width:125px;&#039;                 |Item&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FF9D00; width:38%;&#039;|Description&lt;br /&gt;
! style=&#039;background-color:#FF9D00; width:125px;&#039;                 |Item&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FF9D00; width:38%&#039; |Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Rpd.png]]&amp;lt;br&amp;gt;Rapid Pipe Dispenser (RPD)&lt;br /&gt;
|A Rapid Pipe Dispenser, this may seem as a no-brainer to bring with you but it will still be featured on here. This will be your number one most used tool &#039;&#039;(aside from maybe your wrench)&#039;&#039; during all of your shifts as an atmos tech.&amp;lt;br&amp;gt;An RPD is a simple device that is able to place an infinite number of pipes in twelve different colors. It can plasma atmospherics pipes, disposal pipes and transit tubes. The section below here will give a better and more elaborate explanation of how an RPD works.&amp;lt;br&amp;gt;See: [[Atmospheric Technician#The RPD|The RPD]]&lt;br /&gt;
![[File:Rcd 0.png]]&amp;lt;br&amp;gt;Rapid Construction Device (RCD)&lt;br /&gt;
|Your best friend when it comes to repairs or quickly building stuff when you do not feel like using your hands in manual labor. This device and its more advanced counterparts can be used to construct everything from walls to windows and even simple furniture when outfitted with the right upgrades.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Material pouch.png]]&amp;lt;br&amp;gt;Material pouch&lt;br /&gt;
|The material pouch is a small pouch capable of holding two stacks of a material of your choosing. Handy to keep in your pocket and much less space consuming in your bag then hauling around loose sheets of materials!&lt;br /&gt;
![[File:Construction bag.png]]&amp;lt;br&amp;gt;Construction bag&lt;br /&gt;
|The construction bag is a handy bag that can hold a lot of construction materials, things such as electronics, cables and various boards. Great to keep in your pocket and loaded with materials for when things inevitably go south.&lt;br /&gt;
|-&lt;br /&gt;
![[File:WeldingHelmet.png]]&amp;lt;br&amp;gt;Welding helmet/Goggles&lt;br /&gt;
|Just a simple welding helmet or goggles bring this to avoid going blind when you need to weld things. Welding goggles or a welding gas mask also make for a good substitute. Alternatively the welding protection from your modsuit will also works to protect your eyes.&lt;br /&gt;
![[File:Analyzer.png]]&amp;lt;br&amp;gt;Analyzer&lt;br /&gt;
|An analyzer, can be used to scan the atmosphere around you, and shows you what&#039;s inside a [[Canister]] or a pipe. The analyzer can also be added to an unscrewed Security Camera to upgrade it to an X-ray camera, and will prove invaluable in the case of a [[random events|anomaly]]. Pressing Z with this in your hand will tell you the gas contents of the tile you are standing in.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Holofan.gif]]&amp;lt;br&amp;gt;ATMOS holofan projector&lt;br /&gt;
|The ATMOS holofan projector is your best friend when it comes to quickly sealing off an area or otherwise creating an atmos proof barrier. With the press of {{Leftclick}} the projector will create a holographic fire-lock through which no gas can pass. It can project a maximum of six barriers at a time, and left clicking on a barrier will cause it to disappear again.&lt;br /&gt;
![[File:Multitool.png]]&amp;lt;br&amp;gt;Multitool&lt;br /&gt;
|Multitools can be used to do a number of things, everything from [[Hacking]] doors and machines to checking how much power is running through a wire. Its main application in atmospherics however is a little different. You can use a multitool to change the layer that devices like [[Atmospherics_items#Freezer|freezers]] attach to.&lt;br /&gt;
|-&lt;br /&gt;
![[File:advanced fire extinguisher.png]]&amp;lt;br&amp;gt;Advanced fire extinguisher&lt;br /&gt;
|Advanced fire extinguishers fight fire by spraying a large volume of fire fighting foam when used. It comes loaded with a standard 50 units of the foam and is highly effective in putting out engine and other fires. Be mindful when using these since the foam will leave puddles of stabilized plasma. Effective fire fighting but a pain in the ass to clean up after!&lt;br /&gt;
![[File:Fireaxe.png]]&amp;lt;br&amp;gt;Fire axe&lt;br /&gt;
|The fire axe is generally used for quickly demolishing windows or opening doors into sealed areas. It can also be used as a weapon to fend off any [[Scientist|unwanted guests]] in atmos that may try to steal the gasses you made.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Atmos MODsuit control.gif]]&amp;lt;br&amp;gt;Atmospherics MODsuit&lt;br /&gt;
|The atmospherics MODsuit offers protection against both the extreme cold of space and the heat of fire, its protective plating covering the user whole when fully deployed. Its standard loaded modules are the MOD T-ray scanner, and the MOD Flashlight module. This is essentially a Fire-proof spacesuit that just like any other MODsuit functions as a backpack.&lt;br /&gt;
![[File:Atmosfiresuit and helmet.png]]&amp;lt;br&amp;gt;Atmos firesuit and helmet&lt;br /&gt;
|The atmos firesuit and fire fighting helmet are two pieces of fire resistant equipment that you can use in fire-fighting. You will still take damage from extreme heat or a lack of pressure but at a lessened rate compared to a normal fire-suit. For that reason this also makes for a decent option as a budget spacesuit!&lt;br /&gt;
|-&lt;br /&gt;
![[File:Atmos backpack firefighting tank.png]]&amp;lt;br&amp;gt;Backpack firefighter tank&lt;br /&gt;
|colspan = 3|The backpack firefighter tank is a back mounted piece of firefighting equipment. It has 200 Units of capacity and can &#039;&#039;&#039;Only&#039;&#039;&#039; be reloaded with water. Aside from being the ultimate version of a fire extinguisher the backpack firefighter tank brings alot more to the table than just water in high volumes. It has three different operating modes that will be detailed in the list below:&lt;br /&gt;
* &#039;&#039;&#039;Fire extinguisher:&#039;&#039;&#039; Sprays 5 units of water in a wide arch forward at where ever the user has clicked on the screen.&lt;br /&gt;
* &#039;&#039;&#039;Resin Launcher:&#039;&#039;&#039; Uses 100 units of water to shoot a resin projectile. When the projectile lands it will turn into a foam that will spread around the room. This foam will harden into ATMOS Resin, suffocating fire in an instant and largely restoring the air to the way it should be.&lt;br /&gt;
* &#039;&#039;&#039;Resin Foam:&#039;&#039;&#039; Will synthesize a single tile full of ATMOS Resin with 0 units of water being used. The resin can only be sprayed on a tile that is directly next to the user.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Machines&amp;quot;&amp;gt;&lt;br /&gt;
{|class=&amp;quot;wikitable sortable mw-collapsible&amp;quot; width=&amp;quot;100%&amp;quot; style=&amp;quot;background-color:#FF9D001e&amp;quot;&lt;br /&gt;
|-style=&amp;quot;font-weight:bold; color: white; text-align:center;&amp;quot;&lt;br /&gt;
! style=&#039;background-color:#FF9D00; width:125px;&#039;      |Item&lt;br /&gt;
! class=&amp;quot;unsortable&amp;quot; style=&#039;background-color:#FF9D00;&#039;|Description&lt;br /&gt;
|-&lt;br /&gt;
![[File:Canister.png]]&amp;lt;br&amp;gt;Canister&lt;br /&gt;
|Canisters are great for storing large volumes of gas in a way that is not very space intensive. All canisters are can safely hold pressures up to &#039;&#039;&#039;500 MPa&#039;&#039;&#039; and temperatures up to &#039;&#039;&#039;10.000 K.&#039;&#039;&#039; If either of these are exceeded the canister will rupture and either explode or start to leak gas all over the room. These limits can be exceeded however by turning the canisters shielding on. Doing so will allow it to hold an infinite pressure and temperature without rupturing. The shield on a canister is powered by either: The power cell within the canister or the APC of the room the can is in, if both of these lose power the shields will turn off. If a canister is damaged gas will leak from the small cracks within it, so be sure to check if a canister you&#039;re using isn&#039;t damaged!&lt;br /&gt;
|-&lt;br /&gt;
![[File:PortableScrubber.gif]]&amp;lt;br&amp;gt;Portable air scrubber&lt;br /&gt;
|Portable air scrubbers function just like their static counterparts. They&#039;re just a simple scrubber that you can bring along to fix any gas leaks and filter contaminants from the air. These can be wrenched to a connector too! It has space for a small holding tank that can be filled with whatever has been scrubbed from the air. Very useful for cleaning up after a fire happened or if you had a small accident in atmospherics. These will also filter smoke out of the air!&lt;br /&gt;
|-&lt;br /&gt;
![[File:PortablePump.png]]&amp;lt;br&amp;gt;Portable air pump&lt;br /&gt;
|Portable air pumps are small handy little devices that allow you to quickly pump air in and out of an area. They have two different operating modes: Pumping gas into themselves and taking it from the air, or pumping gas out into the area they&#039;re in. A small holding tank can also be attached to be used and filled to a higher capacity than a normal canister can do it, going up to 2533 kPa instead of the normal 1013 kPa a canister will pressurize to.&lt;br /&gt;
|-&lt;br /&gt;
![[File:PipeDispenser.png]]&amp;lt;br&amp;gt;Pipe dispensers&lt;br /&gt;
|Pipe dispensers can usually be found standing around in atmospherics. These machines come in two flavors, one for atmospheric pipes and the other for disposal pipes. They are essentially a static version of an RPD and thus not very useful since you cant quickly or easily work with them to build large pipe-nets.&lt;br /&gt;
|-&lt;br /&gt;
![[File:SpaceHeater.png]]&amp;lt;br&amp;gt;Space heater&lt;br /&gt;
|Space heaters are small portable heaters that you can place in a room to bring it up or back down to normal room temperature (20°C). They work on an internal battery charge and when that power cell runs out the heater will stop functioning. A space heater&#039;s name can be a little deceptive since it can do both cooling and heating, making it one of your most valuable assets in repairing breaches and restoring the air. Upgrading the parts and cell within these will make them work more effective by cooling and heating faster.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Freezer.gif]]&amp;lt;br&amp;gt;Freezer/Heater&amp;lt;br&amp;gt;(Thermomachine)&lt;br /&gt;
|Thermomachines are among your most useful and valuable assets. They can operate in two different modes: cooling and heating. Upgrading the parts within these will allow them to cool down to a much lower temperature or heat to a much higher temperature, the volume of gas they can cool at once is also affected by their internal parts. Thermomachines are great for rapidly changing the temperature of a large volume of gas without the need to create a cooling loop or burn chamber. You can change the layer they attach to by screwing open the panel and {{Leftclick}} them with a multitool.&lt;br /&gt;
|-&lt;br /&gt;
![[File:AirAlarm.gif]]&amp;lt;br&amp;gt;Air alarm&lt;br /&gt;
|Air alarms can be found in every room on the station. They display the contents of the air, the temperature, pressure the room is at and, function as a control panel for all the scrubbers and vents in that area. Air alarms can be used to tweak the settings of vents and scrubbers directly, by changing what is scrubbed out or how much air is pumped in, in the respective menu&#039;s for each type of device. The different operating modes as well as the alarm thresholds can be configured on air alarms.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Bluespace gas sender.gif]]&amp;lt;br&amp;gt;Bluespace gas sender&lt;br /&gt;
|The Bluespace gas sender is a device that essentially functions as cloud storage for gas. Any gas put into the gas sender will instantly be put into its bluespace network that&#039;s linked to the Bluespace Gas Vendors around the station. All gasses that enter the gas sender are instantly cooled to 20°C and take up no space within the machine itself. These properties make it very useful for quickly getting rid of large volumes of very hot gas.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Crystallizer.png]]&amp;lt;br&amp;gt;Crystallizer&lt;br /&gt;
|The Crystallizer is a machine that allows gases to be solidified and made into various materials.&amp;lt;br&amp;gt;The exact use and operation the Crystallizer is explained in the &#039;&#039;&#039;[[Guide_to_Atmospherics#Crystallizer|Guide to Atmospherics]]&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
![[File:space electrolyzer.png]]&amp;lt;br&amp;gt;Space electrolyzer&lt;br /&gt;
|A space electrolyzer is a device used to create certain gasses through the process of electrolysis. Simply place one of these in a tile with the gas you want it to react with and turn it on. If the electrolyzer is wrenched to the floor it will be powered by the APC of the room. Otherwise it has space for an internal battery to run if the APC is down or out of power.&lt;br /&gt;
|-&lt;br /&gt;
![[File:Hypertorus Fusion Reactor.png]]&amp;lt;br&amp;gt;Hypertorus Fusion Reactor&lt;br /&gt;
|The Hypertorus Fusion Reactor also known as the danger donut, is a large circular device that takes up 3x3 tiles worth of space. It has a decently complex operation to it and is not recommended for beginner atmos techs to try their hand at. See the [[Guide to the Hypertorus Fusion Reactor]] for more information.&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
==Your duties==&lt;br /&gt;
Now you may ask yourself: &#039;&#039;&amp;quot;What do I do all shift as an atmos tech?&amp;quot;&#039;&#039; Well im glad you asked!&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As an atmospheric technician you all too often enjoy little to no oversight over your projects. At the start of the shift you can busy yourself with lending a helping hand in setting up the Supermatter and solars. Optimizing distro is another thing you can do to save yourself from a headache later in the shift when damages inevitably occur. Running the turbine, mixing and making some of the rarer gasses or building your very own atmos SM are also fun projects you can undertake! But do remember, you are by all accounts part of the engineering department and expected to respond to damage across the station when they occur. Be a good Samaritan and help your [[Station Engineer|colleagues]], no one likes a grumpy tech in their department.&lt;br /&gt;
&lt;br /&gt;
===Basic setup===&lt;br /&gt;
One of the first things you should do as an atmospheric technician is actually setup atmospherics and prepare stuff for the shift. (This is of course entirely optional but it will likely save you a bunch of time later in the shift if you already did them)&lt;br /&gt;
&lt;br /&gt;
Optimizing and upgrading the air distribution loop (Distro from now on) is a good starter, replace some of the pumps with pipes in the setup and maybe add some thermo-machines set to 20C. Be sure to check back regularly and ensure that there is a large enough air supply available to the station in-case of [[Blob|emergency]]. Doing the same with the waste loop is also pretty handy! Filtering cold or hot gasses back into the gas tanks can have some nasty effects later down the line so be sure to cool (or heat) the gasses in the waste loop before filtering them!&lt;br /&gt;
&lt;br /&gt;
===Fixing the air===&lt;br /&gt;
Eventually someone, somewhere will do something that will cause the air on the station to go bad and become un-liveable, its your job to go and fix it. Think of things like people leaving airlocks into space open, breaches not being fixed or toxins burning down. Whatever it was that caused the air to no longer be breathable doesn&#039;t matter. Its your job as an atmos tech to fix it and fix it you&#039;re gonna.&lt;br /&gt;
&lt;br /&gt;
Damages will be fairly easy to locate for you since 99% of the time there will be a fire alarm blaring in the affected area. The first thing you should do when you get there is scan the air with your analyzer [[File:Analyzer.png|32px]] to determine whats wrong and what needs to be done. Secondly you should locate the air alarm [[File:AirAlarm.gif|32px]] in the affected area and configure it accordingly for the damage in the area. If the air is contaminated with plasma or something else nasty, switch the operating mode to: Contaminated, to rapidly scrub all the nasty gasses away. &#039;&#039;&#039;You should never use Refill mode on the air alarms, you will over pressurize the room and cause more harm than good.&#039;&#039;&#039; If a room is freezing cold or boiling hot deploy some space heaters [[File:SpaceHeater.png|32px]] into the area and let them work your magic while you divert your attention to more pressing matters. Lastly check if the pipes connecting to the vents and scrubbers are still intact and if they&#039;re not repair them. Using pre installed machines and devices can save you alot of time when repairing area&#039;s so make good use of whats around you!&lt;br /&gt;
&lt;br /&gt;
[[File:Turbine.png|frame|right|The turbine]]&lt;br /&gt;
&lt;br /&gt;
===The turbine===&lt;br /&gt;
The following will be a short guide on the turbine.&amp;lt;br&amp;gt;&lt;br /&gt;
The turbine is a gas operated turbine that can &#039;&#039;usually&#039;&#039; be found in the incinerator of any station. Unlike the older versions of the turbine this one is an actual viable alternative power source that can even match the SM when properly upgraded. Its operation is still very similar to the old one, simply light a fire on the side of the inlet compressor and turn it on with the nearby console! The turbine is made of three different machines, each with their own unique component that can be upgraded. These are the following:&lt;br /&gt;
* &#039;&#039;&#039;The inlet compressor&#039;&#039;&#039; contains a &amp;lt;u&amp;gt;compressor part&amp;lt;/u&amp;gt; that can be upgraded to increase the maximum RPM and temperature the turbine can run at.&lt;br /&gt;
* &#039;&#039;&#039;The core rotor&#039;&#039;&#039; contains a &amp;lt;u&amp;gt;rotor part&amp;lt;/u&amp;gt; that can be upgraded to increase the maximum RPM and temperature the turbine can run at.&lt;br /&gt;
* &#039;&#039;&#039;The turbine outlet&#039;&#039;&#039; contains a &amp;lt;u&amp;gt;stator part&amp;lt;/u&amp;gt; that can be upgraded to increase the maximum RPM and temperature the turbine can run at.&lt;br /&gt;
All of these parts can be printed at either a proto or autolathe. To upgrade the parts all you have to do is simply add the required material to each part, to find out what materials are needed examine the parts!&lt;br /&gt;
[[File:Turbine UI.png|frame|right|The turbine controls and UI]]&lt;br /&gt;
====Running the tubrine====&lt;br /&gt;
To run the turbine effectively and generate large amounts of power with it all you need to do is force a high pressure gas through the machine. Doing this will cause the fans in the turbine to spin and generate power for us to use! We have a few ways of going about this but the most effective way of running the turbine is by lighting a fire on the compressors side. Important to note is that you shouldn&#039;t let your fire get too hot because the turbine can and will lose integrity if the maximum temperature is exceeded. The turbine comes with a console that displays and handles the operation, this console is the: Gas turbine control computer. (See the image on the right for the UI)&lt;br /&gt;
&lt;br /&gt;
The console shows various diagnostics and other data about the turbine unit its connected to. These are things like: the integrity, turbine speed (Measured in RPM), the maximum speed, the maximum temperature, the temperature of the gas on the inlet, the power it is generating and the intake regulator. The last of which is the most important one. To put it simply the intake regulator is how much gas you are letting through the compressor. Playing around with the percentage its set to will affect the power generation of the turbine, some settings may yield higher power generation than others so be sure to play around with it! The console also features a simple on off switch that determines if the turbine is active and taking gas in or not. If you ever need to turn the turbine off make sure that the RPM is fairly low, if it&#039;s not you will be unable to turn it off. Within the incinerator you will also find a SMES, use it to send your generated power into the grid!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The turbine is not invincible&#039;&#039;&#039; and will lose integrity if you exceed either the, maximum RPM or temperature. If integrity drops to 0% the turbine will explode.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Here&#039;s a simple step by step walk through to setting up and running the turbine:&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Step 1:&#039;&#039;&#039; Make a burn mix of plasma and oxygen and pump it into the turbine&#039;s burn-chamber.&lt;br /&gt;
*&#039;&#039;&#039;Step 2:&#039;&#039;&#039; Open the blast door on the turbine&#039;s outlet and move to the Gas turbine control computer to turn the turbine on with the input regulator set to 50%&lt;br /&gt;
*&#039;&#039;&#039;Step 3:&#039;&#039;&#039; Hit the igniter button to light the gas on fire and start your burn. After this is done move back to the Gas turbine control computer to monitor your burn. Make sure to not exceed the maximum RPM or temperature of the turbine and adjust accordingly.&lt;br /&gt;
*&#039;&#039;&#039;Step 4:&#039;&#039;&#039; When everything is set nicely and you&#039;re generating power move to the SMES and set the charge rate to the highest you can and set output to a value of your choosing.&amp;lt;br&amp;gt;&lt;br /&gt;
And that&#039;s how you run a very basic turbine. This is just a very basic guide and you can always get more with a more complex setup, experiment and see for yourself!&lt;br /&gt;
&lt;br /&gt;
==The RPD==&lt;br /&gt;
[[File:Rpd.png|frame|right|A Rapid Pipe Dispenser (RPD)]]&lt;br /&gt;
&lt;br /&gt;
The Rapid Pipe Dispenser (RPD for short) is your tool of the trade as an Atmospheric technician. The RPD is capable of dispensing an infinite number of pipes and devices across 5 layers, and 12 different colors.&lt;br /&gt;
&lt;br /&gt;
While the device and its UI may seem complex its actually quite simple. Just remember the following and you&#039;re golden:&lt;br /&gt;
&lt;br /&gt;
*Pipes on one layer can only connect to pipes on that same layer. (Unless a layer adapter is used)&lt;br /&gt;
*Colors only connect to themselves. (Omni color being the exception and connecting to everything)&lt;br /&gt;
*Only 1 device can fit on any tile.&lt;br /&gt;
*Heat Exchange (HE) pipes can only be placed on layers 2 3 and 4.&lt;br /&gt;
&lt;br /&gt;
===An In depth look===&lt;br /&gt;
[[File:RPD UI.png|thumb|right|The RPD UI|322px]]&lt;br /&gt;
The following will be a more in depth look into the RPD.&lt;br /&gt;
&lt;br /&gt;
As stated previously the RPD is capable of dispensing pipes and devices across 5 layers, and 12 different colors. But this is not the only thing its capable of; an RPD can also be used to place: Disposal pipes, transit tubes, connect, destroy and reprogram pipes. For a full picture of the UI see the image on the right.&lt;br /&gt;
&lt;br /&gt;
An RPD can dispense three different categories of pipes; the first being Atmospheric pipes, these are the pipes that are used across atmos and in the distro/scrubbers network on the station, secondly it can dispense disposal pipes, chutes, bins and everything disposals related, and lastly there are transit tubes. An infinite number of pipes can be placed from the these three categories using the RPD. &lt;br /&gt;
&lt;br /&gt;
The RPD can work in four different modes, these are:&lt;br /&gt;
*Dispense. &#039;&#039;(When enabled allows you to dispense pipes)&#039;&#039;&lt;br /&gt;
*Connect. &#039;&#039;(When enabled will automatically connect the pipes you place together)&#039;&#039;&lt;br /&gt;
*Destroy. &#039;&#039;(When enabled allows you to destroy unwrenched pipes)&#039;&#039;&lt;br /&gt;
*Reprogram. &#039;&#039;(When enabled allows you to reprogram the way a pipe connects with the D-pad in the UI)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; Reprogram is only applicable to Atmospherics pipes.&lt;br /&gt;
&lt;br /&gt;
Atmospherics pipes can be dispensed in 12 different colors with each color only connecting to itself. Omni color is an exception to this and will connect to all colors.&lt;br /&gt;
&lt;br /&gt;
The D-pad in the UI can be used to set how a pipe will connect to other pipes, A minimum of 2 connection points need to be set at any time otherwise you will be unable to dispense pipes. The Reprogram mode can be used to change the way pipes connect once placed.&lt;br /&gt;
&lt;br /&gt;
Pipes can be placed on 5 different layers with layer adapters being a way of connecting two different layers together. &lt;br /&gt;
&lt;br /&gt;
Now get out there and place some pipes!&lt;br /&gt;
&lt;br /&gt;
==[[File:Light_Bulb.png]] Tips==&lt;br /&gt;
&lt;br /&gt;
*Air pumps can fill tanks beyond the ~1013.25 kPa pressure limit. Connect the pump to a port, then pop in a canister.&lt;br /&gt;
*If you&#039;re an atmos tech trying to repair a hull breach without a fire/space suit: Turn off the vents. No more air will be vented into the room, which means there won&#039;t be any space wind to fight against if you accidentally fall out the window.&lt;br /&gt;
*Do not unwrench pipes that have gas inside of them, doing this will cause the gas to leak out into the environment.&lt;br /&gt;
*Devices (Such as filters, pumps and valves) can double as a color adapter when set to omni color.&lt;br /&gt;
*Avoid using omni color as much as possible and only use it when you absolutely have to.&lt;br /&gt;
*Try to avoid working on layer 2 and 4 with either red or blue, you might just accidentally connect your gas to distro.&lt;br /&gt;
*Try to plan your builds as best you can to avoid pipe clutter.&lt;br /&gt;
*Vents can work as ghetto scrubbers when configured right on an air alarm.&lt;br /&gt;
*Volume pumps can be overloaded by clicking them with a multitool. Doing this will cause it to pump much more than it normally can while also leaking gas into the environment.&lt;br /&gt;
*Carry an advanced fire extinguisher for when things inevitably start burning down.&lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = FF9D00&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Jobs]][[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Warden&amp;diff=13564</id>
		<title>Warden</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Warden&amp;diff=13564"/>
		<updated>2023-07-15T11:38:31Z</updated>

		<summary type="html">&lt;p&gt;Kepler: /*  Tips */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = Contents of this page need to be checked, broken links need to be fixed}}&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_warden.png&lt;br /&gt;
 |stafftype = SECURITY&lt;br /&gt;
 |jobtitle = Warden&lt;br /&gt;
 |access = [[Armory]], [[Security Office|Security]], [[Brig]], [[Prison_Wing|Holding Cells]], [[Courtroom]], Weapon Permit&lt;br /&gt;
 |difficulty = Hard&lt;br /&gt;
 |superior = [[Head of Security]]&lt;br /&gt;
 |duties = Watch over the [[Brig]] and [[Prison Wing]], release prisoners when their time is up, issue equipment to security, be a [[Security Officer]] when they all eventually die&lt;br /&gt;
 |guides = [[Guide to security]], [[Corporate Regulations]], [[Guide to Trials]], [[Guide to paperwork#For_the_Warden|a few forms]]&lt;br /&gt;
 |requirements = See your prisoners at the start and throughout the shift, keep contraband and weapons somewhere secure, make sure charges are evidentiary and proper for the crime committed, and guard the armory, brig, and perma.}}&lt;br /&gt;
{{Security Dept header}}&lt;br /&gt;
&lt;br /&gt;
The Warden is a member of the security staff, responsible for the [[Brig]], the [[Prison Wing]] and the management of the prisoners. He essentially acts as a right-hand man to the [[Head of Security]] and runs most of the operations within the Brig in the absence of the HoS. The Warden is also tasked with guarding his most valued treasure: The Armory, filled with Security&#039;s best gear and armaments.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Make sure no one [[Assistant|who shouldn&#039;t]] is in the armory. Set a timer for arrested people and make sure they don&#039;t break out.&lt;br /&gt;
&lt;br /&gt;
==[[File:Policecap.png]] &#039;&#039;&#039;Watch Hound&#039;&#039;&#039;==&lt;br /&gt;
Half of your job is to look after the prisoners, make sure they don&#039;t die or get unfair [[Corporate Regulations|sentences]], and make sure they don&#039;t escape. The other half of your job is to arm security with weapons in times of war. You are not a [[Security Officer]] and should not have to go outside of the brig (and seriously should not go out of the brig). &#039;&#039;&#039;Stay in the brig.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once more: &#039;&#039;&#039;&#039;&#039;STAY IN THE GODDAMN BRIG&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Even more important: &#039;&#039;&#039;&#039;&#039;WATCH THE DAMN ARMORY.&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[File:Megaphone red.png]] Mister Dispatcher==&lt;br /&gt;
If you have no prisoners to watch out for, you should be coordinating the [[Security Officers]] over the security radio channel.  People often make accusations of crime on the radio that you can follow up on.  You can ensure all arrest records are filled in with this and with information from the security radio channel to make sure officers don&#039;t wonder why a particular person is wanted.  You can also check on the [[Computers#Security_Cameras|cameras]] for reported disturbances and update the records of anyone involved (which should be done regularly).  Your fellow officers will appreciate your help in sending them where they can make a difference. You really have the opportunity to make Security run like a well-oiled machine. Frequently check security officers positions and health on the crew monitoring console so you know if they&#039;re dead and where they are.&lt;br /&gt;
&lt;br /&gt;
==Second in Command==&lt;br /&gt;
As the Warden, you have authority over the brig and any security officers inside the Brig. Should anything happen to the Head of Security, you are expected to take up his position and command the security staff.&lt;br /&gt;
&lt;br /&gt;
===[[File:Detectivefedora.png]]The [[Detective]]===&lt;br /&gt;
Just give the detective space, he&#039;s the loose cannon that runs around and scans for prints. In the rare cases where they do drag someone in, they&#039;ll need help with the Brig timers and securing evidence.  Since almost anyone (even lawyers) with brig access has access to evidence storage, the more dangerous evidence should go in the appropriate locker in the armory.&lt;br /&gt;
&lt;br /&gt;
===[[File:Helmet.png]] [[Security officer|Security Officers]]===&lt;br /&gt;
Normally, officers aren&#039;t under your command and are not required to follow your orders. That being said, if they&#039;re in the brig and mucking around, you are well within your duties to order them to leave. Otherwise, try to be the benevolent eye in the sky and keep tabs on the whereabouts of your team.&lt;br /&gt;
&lt;br /&gt;
===[[File:Fedora.png]] [[Lawyer|Lawyers]]===&lt;br /&gt;
When used correctly, the station&#039;s legal counselors can provide an extra layer of security by keeping an eye on things or by policing the various debris and detritus that crops up over the course of a shift. Pass out some spare sunglasses or a SecHUD (if you&#039;re feeling particularly generous) and don&#039;t refuse their clients&#039; right to counsel. If you wind with a &#039;&#039;[[traitor|criminal]] attorney&#039;&#039; on your hands, don&#039;t hesitate to bring the hammer down.&lt;br /&gt;
 &lt;br /&gt;
==[[File:Securitylocker.png]] Equipment==&lt;br /&gt;
[[File:Armory.png|300px|thumb|alt=Armory|The [[Armory]]]]&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;[[Security_items|See here what items you&#039;re about to use and how to use them.]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Given the ever-present threat of prison breaks and riots, a skilled Warden is a well-equipped warden. Your locker contains your personal gear: a brig door remote, a box of flashbangs some extra zip ties and burn resistant gloves that teach you the Krav Maga martial art. Stuff some of that in your bag. Also, consider grabbing a laser weapon: being next to the armory is no use if somebody has blown up the APC and you can&#039;t get through the now de-powered windoors to stop them cleaning the place out. &lt;br /&gt;
&lt;br /&gt;
Not only that, but your Armory contains a plethora of gear that can help you in your quest to defend the Brig. Barricades are excellent if someone has broken the Brig doors with a cryptographic sequencer, and portable flashers, although they have limited charge, are very useful at stopping poorly equipped attackers or budding escapees.  You also have a toolbox to help you install the flashers and make other basic adjustments.  Make sure no one gets your ID, and that you know who the [[Head of Security]] is (in the very real case that someone murders them and steals their identity). Your ID is a high-value target, so make sure no one gets their grubby hands on it. You also have access to the HoS&#039;s Door Control Remote, which you can use to bolt down certain doors in the brig.&lt;br /&gt;
&lt;br /&gt;
Don&#039;t forget that your loot includes anything you might have created at the Security Protolathe or have confiscated from [[Traitor|Traitors]] and other [[Nuclear Operative|agents of]] [[Wizard|chaos]]. It&#039;s best to keep these confiscated weapons and items away from the Officers; only let you or the Head of Security handle them. There&#039;s a better chance that the Head of Security will know how to put that gear to good use.&lt;br /&gt;
&lt;br /&gt;
===[[File:Lockbox locked.png]] &amp;lt;u&amp;gt;Implants&amp;lt;/u&amp;gt; [[File:Implant Case.png]]===&lt;br /&gt;
The [[Armory]] contains different sets of implants which you may want to make use of for prisoner control.&lt;br /&gt;
&lt;br /&gt;
====[[Chemical Implant|Chemical Implants]]====&lt;br /&gt;
Will put a chemical implant under the skin of a 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 the Prisoner Management Console in your office. &amp;lt;br&amp;gt;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. Can be loaded with sedatives or even lethal injections. For larger doses, a subject may be implanted multiple times. Disintegrates 10 minutes after the death of the host, unless revived. Also leaves a blinking blue dot if the subject is observed with a [[Hud#Security_HUD_Icons|Security HUD]].&lt;br /&gt;
&lt;br /&gt;
====[[Tracking Implant|Tracking Implants]]====&lt;br /&gt;
Will implant a tracking beacon under the skin of a person&#039;s chest. The Prisoner Management Console in your office can then 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 to the target. Disintegrates 10 minutes after the death of the host, unless revived. Also leaves a blinking red dot if the subject is observed with a [[Hud#Security_HUD_Icons|Security HUD]].&lt;br /&gt;
&lt;br /&gt;
====[[Security_items#Mindshield_Implant|Mindshield Implants]]====&lt;br /&gt;
[[Security_items#Mindshield_Implant|Mindshield Implants]] will revert the effects of [[Revolution|Revolutionaries]], however if someone resists them they are most likely the[[Revolution| ringleader]]. Mindshield implants will also prevent brainwashing from [[Revolution|Commies]] and [[Cult|Cultists]]. However they cannot deconvert anyone but a [[Revolution|revolutionary]]. More can be ordered in the [[Cargo Bay]], albeit at an extremely high cost. &lt;br /&gt;
&lt;br /&gt;
All Security forces are automatically implanted at the beginning of the shift, so ensure all security personnel are [[Security_items#Mindshield_Implant|Mindshield]] implanted by checking your [[Hud#Security_HUD_Icons|Security HUD]]. Sometimes you&#039;ll catch someone [[Changeling|impersonating]], an [[ Traitor |officer]].&lt;br /&gt;
&lt;br /&gt;
==[[File:Office Chair.png]] Don&#039;t Sit Around==&lt;br /&gt;
Sitting at your desk is alright, but you should make sure to scan the cell blocks every once in a while to make sure no one is hurt in the cells, or that no one has broken in. Your job is to protect all of security from people busting in, or out. A quick sweep every few minutes should be fine, being a warden is a mostly relaxing job, just make sure to stun anyone who looks suspicious in the brig (or security office area) and hold them till the head of security comes. Remember, DISARM FIRST, kill if that&#039;s your only option.&lt;br /&gt;
&lt;br /&gt;
If you are going to sit around, the least you can do is update the security records for your prisoners and anyone mentioned on the radio.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do not forget to check on the Armory once in a while. While it may seem impenetrable, there are ways people can get inside without a loud boom.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==[[File:Id orange.png]] Clearance Level Check==&lt;br /&gt;
Referring back to the [[Chain_of_Command|chain of command]], remember that the [[Head of Personnel]] is not your superior, nor are they a member of the security team. If they are trying to break into the armory without prior authorization throw them in a cell so the Head of Security or Captain can have a talk with them. Remember they might not be the [[traitor|Head of Personnel]]  [[changeling|at]] [[abductor|all!!]]&lt;br /&gt;
&lt;br /&gt;
This goes double for anyone promoted to security. If the [[clown]] or [[mime]] shows up requesting gear, check with the Head of Security first. &#039;&#039;&#039;The Head of Security is the first and only authority on who may or may not be promoted to security.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Make sure that all officers and heads of staff have a mindshield implant or else you might have a [[Revolution|bad]] time. &lt;br /&gt;
&lt;br /&gt;
==[[File:Hudwarden.png|32px]] Lockdown==&lt;br /&gt;
Sometimes, things get so bad you need to close everything off. You luckily have access to a grid of buttons nearby in your office, allowing you to selectively activate lockdown shutters and blast doors on the front of the Brig, the front desk at the entrance to the Brig, the Perma wing, and the Armory. Use this when the [[Revolutionary|angry mob]] shows up to bust down the front door of the Brig.&lt;br /&gt;
&lt;br /&gt;
Additionally, you can use the [[Security items#Deployable Barrier Grenade|Deployable Barrier Grenades]] found in the [[Armory]] to quickly seal areas. They are essentially a super strong version of the wooden barricades that can be built. Once damaged they can be repaired with a welder.&lt;br /&gt;
&lt;br /&gt;
==[[File:Handcuffs.png]] Prison Wing==&lt;br /&gt;
[[File:Prison-wing.png|thumb|300px|[[Prison Wing]]]]&lt;br /&gt;
Space Station 13&#039;s secure [[Prison Wing]]. Once you check in, you don&#039;t check out. There are no times here - this is a place for hardened criminals. Expect to use this rarely, as many traitors get [[Cyborg|melon bowled]] before this becomes an option. Only you, the [[Head of Security]], or the [[Captain]] should ever be taking people to it and only for the most heinous crimes.&lt;br /&gt;
&lt;br /&gt;
If you do not pay attention, sometimes the Prison Wing may become a death camp. Periodically check it and make sure [[security officer|shitcurity]], space carp, [[changeling|other traitors]], or micro-meteors aren&#039;t abusing the prisoners.&lt;br /&gt;
&lt;br /&gt;
Should the situation inside the prison get too messy, you always have the option to release N2O gas into the holding area. There are two canisters of the stuff near the gulag shuttle. Make sure to Drag the canister into the brig, don your internals and let &#039;er rip. Be sure to alert your comrades in arms about the change of atmosphere though.&lt;br /&gt;
&lt;br /&gt;
==[[File:Pickaxe.png]] Labor Camp==&lt;br /&gt;
Space Station 13 has a completely functional labor camp. Consider sending prisoners here if they are particularly unruly and need a well-deserved vacation from the station. Before sending a prisoner to labor camp use a prisoner ID and set a point goal for them to achieve.  Make sure to point out the card console in the labor ship as it is often overlooked. Prisoners are given a Sleeper, toilets and mining equipment. Be aware that many a foolish officer has died to the labor camp pickaxe. For this reason and many others be very cautious when sending prisoners here. Again, remember to give the prisoners a point goal or else they may be stuck there forever.&lt;br /&gt;
&lt;br /&gt;
==[[File:Light Bulb.png]] Tips==&lt;br /&gt;
&lt;br /&gt;
* Keep a very close eye on the back of the [[Armory]]. It is common for [[Traitor|crafty individuals]] to dismantle or even detonate the back portion of the Armory from Space. If you can hear them using their tools before they finish, you might be able to grab a Security Hardsuit in time to get out there and catch them!&lt;br /&gt;
* Your Krav Maga gloves are a &#039;&#039;very&#039;&#039; strong part of your personal gear. The Leg Sweep ability turns your next attack into a kick that knocks down opponents and deals some stamina damage. &lt;br /&gt;
* Keep watch for any [[Chemist|suspi]][[Scientist|cious]] [[Assistant|indiv]][[Clown|iduals]] loitering outside the Brig. Believe it or not, a lot of Officers die just after they walk out the doors of the Brig. Even worse, someone could be preparing to set up a [[Toxins|nasty suprise]] for you&lt;br /&gt;
* If you ever find yourself in close proximity to a [[Wizard]], you might try using your Krav Maga&#039;s neck chop on the wizard. Doing so will render the Wizard unable to speak for a short time, and most wizard spells require the Wizard to speak an invocation in order to actually take effect.&lt;br /&gt;
** If you can both stun and neck chop the Wizard, you can easily remove his robes and put a muzzle and straight jacket on him to render him useless.&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>Kepler</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Chaplain&amp;diff=13563</id>
		<title>Chaplain</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Chaplain&amp;diff=13563"/>
		<updated>2023-07-15T11:30:08Z</updated>

		<summary type="html">&lt;p&gt;Kepler: added further details on every chaplain item&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Needsrevision|reason = All weapons are not listed, the altar and all of those new mechanics arent listed either, needs a big update&amp;lt;br&amp;gt;contents of this page need to be checked, broken links need to be fixed}}&lt;br /&gt;
{{JobPageHeader&lt;br /&gt;
 |colour = 03870C&lt;br /&gt;
 |hcolour = white&lt;br /&gt;
 |bcolour = 03870C&lt;br /&gt;
 |bhcolour = white&lt;br /&gt;
 |ebcolour = 03870C&lt;br /&gt;
 |img = Generic_chaplain.png&lt;br /&gt;
 |stafftype = SERVICE&lt;br /&gt;
 |jobtitle = Chaplain&lt;br /&gt;
 |access = [[Chapel]] office, [[Morgue]], [[Crematorium]], [[Theatre]]&lt;br /&gt;
 |difficulty = Easy &lt;br /&gt;
 |superior = [[Head of Personnel]]&lt;br /&gt;
 |duties = Hold services and funerals, cremate people, preach, etc.&lt;br /&gt;
 |guides = [[Cult]], [[Religion]], [[Sects]].&lt;br /&gt;
 |requirements = &#039;&#039;&#039;Bare minimum requirements:&#039;&#039;&#039; Hold a funeral if someone asks. Cooperate with security in the event of a [[cult]]. Follow your [[religion]] and provide counsel when asked.}}&lt;br /&gt;
{{Service Dept header}}&lt;br /&gt;
As a chaplain, you would ideally proselytize whatever crazy religion you&#039;ve made up for that round over your [[headset]]. However, besides your office, the hellish crematorium next to your office, and the rarely used morgue, you have no access.&lt;br /&gt;
&lt;br /&gt;
It is vital that you use the radio to call people to the [[Chapel]], because otherwise, it is less frequented than the [[Library]].&lt;br /&gt;
&lt;br /&gt;
== Holy Artefacts ==&lt;br /&gt;
In your possession are several important items, including your Holy Book and the Null Rod. These items are powerful and should be kept in your possession at all times.&lt;br /&gt;
&lt;br /&gt;
=== Holy Book{{anchor|Holy Book}} ===&lt;br /&gt;
&#039;&#039;&#039;You have to set the name of your god and religion in the Character Setup window before the round starts&#039;&#039;&#039;, else you will be stuck with whatever the default is. The first time you interact with your book in a round, you can set its skin.  The resulting Bible starts with a bottle of whiskey, and [[Clown|perhaps some other junk]]; you may want to store the holy water on your desk.&lt;br /&gt;
&lt;br /&gt;
Hitting somebody in the head with your Bible has a 60% chance to heal them and a 40% chance to give them 10 brain damage unless the &amp;lt;s&amp;gt;victim&amp;lt;/s&amp;gt; congregant is wearing robust headgear (helmets, and any child of the helmet class, including space helmets.) You can even revive people who are in critical condition! Be careful, depending on the skin you&#039;ve picked for your book, there may be additional effects! (The flaming skin sets flammable substances on fire for example, specially ones your target is covered in while you try to heal them).&lt;br /&gt;
&lt;br /&gt;
- It should be noted that your book cannot be used by the non-believers, meaning: If someone steals your book and attempts to brain somebody over the head with it, the book will sizzle in that person&#039;s hands. However, others CAN access the content of the book itself.&lt;br /&gt;
&lt;br /&gt;
=== Armaments beacon ===&lt;br /&gt;
This remote allows you to drop in a box with select chaplain-y clothes.&lt;br /&gt;
The armor values are all 50 melee, 10 bullet, 10 laser, 10 energy (Same as the [[Clothing_and_Accessories#Riot Suit|Riot Suit]]) except for the &amp;quot;Followers of the Chaplain&amp;quot; kit.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Templar&#039;&#039;&#039; - Standard templar armor, Deus Vult! (Fun fact, deus vult means &amp;quot;Gods Will.&amp;quot; and Deus Lo Vult for &amp;quot;God Wills It&amp;quot;)&lt;br /&gt;
*&#039;&#039;&#039;Stone Sentinel&#039;&#039;&#039; - An ancient guardian statue armor.&lt;br /&gt;
*&#039;&#039;&#039;Profane Scholar&#039;&#039;&#039; - A student robe and a head cage.&lt;br /&gt;
*&#039;&#039;&#039;Witchhunter&#039;&#039;&#039; - A witchhunting garb and hat.&lt;br /&gt;
*&#039;&#039;&#039;Followers of the Chaplain&#039;&#039;&#039; - A cult leader hoodie and 4 follower hoodies. Make your own cult!&lt;br /&gt;
*&#039;&#039;&#039;Divine Adept Kit&#039;&#039;&#039; - Adept robes and hood. The ideal outfit for burning the unfaithful.&lt;br /&gt;
*&#039;&#039;&#039;Forgotten Kit&#039;&#039;&#039; - Old [[Clock_Cult|clock cult]] armor and helmet.&lt;br /&gt;
&lt;br /&gt;
=== Mysterious Old Book of Cloud-Chasing ===&lt;br /&gt;
&lt;br /&gt;
This is a black book that teaches one person the spell &amp;quot;Smoke&amp;quot;. See: [[Wizard#Magical_Items|Magical Items]]&lt;br /&gt;
&lt;br /&gt;
=== Null Rod {{anchor|Null Rod}} ===&lt;br /&gt;
The obsidian rod will be your defense against the [[Cult magic|forces of evil]]. Having it in your possession will make you completely immune to the effects of cult-related magic. It will also destroy any runes/sigils and is an excellent weapon in general.&lt;br /&gt;
&lt;br /&gt;
You can transform it into a holy weapon of choice by using it in hand! Options are:&lt;br /&gt;
&lt;br /&gt;
* [[File:Null_rod.png]]&#039;&#039;&#039;Basic Null rod:&#039;&#039;&#039; Fits in pockets, 18 brute damage on hit.&lt;br /&gt;
* [[File:Godhand.png]]&#039;&#039;&#039;God Hand:&#039;&#039;&#039; This hand of yours glows with an awesome power! Deals Burn damage instead of Brute, but you can never put it down, and it dissapears if your arm is cut off, should have taken chainsaw or armblade.&lt;br /&gt;
* [[File:Staff_red.png]][[File:Staff_blue.png]]&#039;&#039;&#039;Red Staff/Blue staff:&#039;&#039;&#039; It has a mysterious, protective aura. Only fits on back, but high (50%) block chance. Deals 5 brute damage. Projects a shield around you to represent the block chance.&lt;br /&gt;
* [[File:Claymore.png]][[File:Katana.gif]]&#039;&#039;&#039;Claymore/Hanzo Steel:&#039;&#039;&#039; Deals 18 brute damages, has a 30% chance to block melee attack while it&#039;s in your hand, doesn&#039;t fit in bags but can be worn on the back or belt slot. Sharp.&lt;br /&gt;
* [[File:Cult_blade.png]][[File:Chainsword.gif]][[File:Force_weapon.png]]&#039;&#039;&#039;Dark Blade/Chainsaw Sword/Force Weapon:&#039;&#039;&#039; Like above, but cannot be worn on the back slot.&lt;br /&gt;
* [[File:ESword.png]]&#039;&#039;&#039;Light/Dark/Nautical Energy Sword:&#039;&#039;&#039;  If you strike me down, I shall become more robust than you can possibly imagine. Essentially a claymore reskin.&lt;br /&gt;
* [[File:Scythe.png]][[File:High_frequency_blade.png]][[File:Spellblade.png]]&#039;&#039;&#039;Scythe/High Frequency Blade/Dormant Spellblade:&#039;&#039;&#039; Bad references are the DNA of the soul. 35% Armour Penetration, only fits on back. Same strength as the null rod. Sharp.&lt;br /&gt;
* [[File:Possessed_blade.png]]&#039;&#039;&#039;Possessed Blade:&#039;&#039;&#039; Has the same statistics as a scythe. When used in hand, it will attempt to summon a ghost to possess the blade; if a ghost accepts, it&#039;ll become your talking sword. The ghost gets to pick the sword&#039;s name after that.&lt;br /&gt;
* [[File:Multiverse_sword.gif]]&#039;&#039;&#039;Extradimensional Blade:&#039;&#039;&#039;  Once the harbinger of an interdimensional war, its sharpness fluctuates wildly. Always deal 15 damage on first hit, chaining attack with it will deal between 1 and 30 damages&lt;br /&gt;
* [[File:Sord.png]]&#039;&#039;&#039;UNREAL SORD:&#039;&#039;&#039; This thing is so unspeakably &#039;&#039;&#039;HOLY&#039;&#039;&#039; you are having a hard time even holding it. Complete shit. Deals 4.13 damage.&lt;br /&gt;
* [[File:Chap_hammer.png]]&#039;&#039;&#039;Relic Hammer:&#039;&#039;&#039; A war hammer. Capable of tapping knees to measure brain health. Can be worn on the belt. Same stats as a Null Rod, but can only be worn on the belt slot.&lt;br /&gt;
* [[File:Chainsaw.gif]]&#039;&#039;&#039;Chainsaw Hand:&#039;&#039;&#039; An undroppable sharp chainsaw hand. Can be used as a very slow saw tool. Capable of slowly butchering bodies. Disappears if the arm holding it is cut off. just a mounted chainsaw. Deals the same damage as a Null Rod, but cannot be dropped and is sharp.&lt;br /&gt;
* [[File:Dark_blessing.png]]&#039;&#039;&#039;Dark Blessing, Unholy Tentacle:&#039;&#039;&#039; Like the chainsaw hand, but it looks like a [[changeling]]&#039;s arm blade, deals additional 20% wound bonus&lt;br /&gt;
* [[File:Honk_render.png]]&#039;&#039;&#039;Clown Dagger:&#039;&#039;&#039; Used for absolutely hilarious sacrifices. fits in pocket and belt, deals 18 brutes damage&lt;br /&gt;
* [[File:Hypertool.png]]&#039;&#039;&#039;Hypertool:&#039;&#039;&#039; A tool dealing brain damage which partially penetrates armor. Fits in pockets. Can be worn on the belt. deals 18 brain damage, ignore 35% of armor.&lt;br /&gt;
* [[File:Chain.png]]&#039;&#039;&#039;Whip:&#039;&#039;&#039; No stat change, but can be worn on the belt slot. Deals extra damage to vampires. &lt;br /&gt;
* [[File:Fedora.png]]&#039;&#039;&#039;Fedora:&#039;&#039;&#039; the brim of the hat is as sharp as your wit. The edge would hurt almost as much as disproving the existence of God. Goes on your head. Does high(30) throwing damage. No melee damage. Sharp.&lt;br /&gt;
* [[File:Carp_plush.png]]&#039;&#039;&#039;Carp-Sie Plushie:&#039;&#039;&#039; An adorable stuffed toy that resembles the god of all carp. The teeth look pretty sharp. Activate it to receive the blessing of Carp-Sie.. 15 brutes damage, looks/sounds like a carp plushie. Using it in-hand makes the chaplain gain the carp faction. Wild carp will ignore him.&lt;br /&gt;
* [[File:Bo_staff.png]]&#039;&#039;&#039;Bo Staff:&#039;&#039;&#039; A long, tall staff made of polished wood. Traditionally used in ancient old-Earth martial arts, it is now used to harass the clown. Has a 40% block chance, deals 15 brute damage. Can be worn in the back slot.&lt;br /&gt;
* [[File:Bdagger.png]]&#039;&#039;&#039;Arrhythmic Knife:&#039;&#039;&#039; They say fear is the true mind killer, but stabbing them in the head works too. Honour compels you to not sheathe it once drawn. Cannot be stored or worn anywhere. While holding it, it speeds you up and slows you down randomly.&lt;br /&gt;
* [[File:Pitchfork.png]]&#039;&#039;&#039;Pitchfork:&#039;&#039;&#039; Holding this makes you look absolutely devilish. 18 brutes damage, quite sharp and can only be worn on the back.&lt;br /&gt;
* [[File:Pride_hammer.gif]]&#039;&#039;&#039;Pride-struck hammer:&#039;&#039;&#039; A hammer dealing a little less damage due to its user&#039;s pride. Has 30% chance of transferring some of the user&#039;s reagents to the target. Capable of tapping knees to measure brain health. Can be worn on the back, does 16 damage and is pretty epic looking.&lt;br /&gt;
* [[File:Ratvarspear.png]]&#039;&#039;&#039;Ancient Spear:&#039;&#039;&#039; An ancient spear made of brass, I mean gold, I mean bronze. Same damage as a null rod, but also has 10 armor piercing and is sharp.&lt;br /&gt;
* &#039;&#039;&#039;Egyptian Staff&#039;&#039;&#039;: A staff. Can be used as a tool to craft exclusive egyptian items. Normal sized Item. Can be worn on the back&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
You can only pick once.&lt;br /&gt;
== Sects ==&lt;br /&gt;
&lt;br /&gt;
[[Sects|See the full page here for more information!]]&lt;br /&gt;
&lt;br /&gt;
== Duties ==&lt;br /&gt;
&lt;br /&gt;
Each chaplain is free to invent the details of their rituals.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Funerals:&#039;&#039;&#039; You have a stock of coffins and burial garments you can use for wakes and space burials (that is, launching them out of the mass driver). Some employees appreciate wakes being held for friends and loved ones. See below.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Psychological care.&#039;&#039;&#039; This includes counseling, pharmaceutical remedies (consult the chemist), and confessions. You have a confession booth; you and the confessor enter separate rooms and switch on the radio terminals. Most crew members rarely if ever submit to psychological care of their own initiative; offer to help when someone looks troubled. Prisoners are most often in need of attention.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Church Services.&#039;&#039;&#039; Give sermons and sing hymns. &amp;lt;!-- You can create a hymnal by writing a youtube link to the desired song on a piece of paper, or have the Librarian run some off for you. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Proselytizing.&#039;&#039;&#039; Most crew members are godless heathens; acquiring followers for your god(s) is your first priority. When you convince someone to join the church, you can perform a ritual of conversion (some elements you may want to include: drugs, glossolalia, sacrifices, drinking of [demon&#039;s blood], public announcements, prayer, lying naked on the altar, strikes with the holy book, confession, blood-letting).&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blessing Rooms.&#039;&#039;&#039; Your bible has the power to turn ordinary water into holy water by &amp;lt;s&amp;gt;blessing&amp;lt;/s&amp;gt; smacking the container with it. Holy water stops any [[Construct | Evil Spirits]] or [[Wizard | Magical Beings]] from Ethereal Jaunting onto the tile that you splash the holy water on, and can deconvert cultists. If a cult or wizard is discovered then it would be the best idea to bless a water-tank with your bible, give that to security, grabbing a fire extinguisher and blessing that too and then asking for the AI to let you in so you can bless his chamber from potential harm. The fire extinguisher will allow you to easily bless rooms because it will affect every tile that the water travels on. You can tell if a tile is blessed when it glows yellow after a little while.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Other possible activities:&#039;&#039;&#039; Investiture of new acolytes and paladins, dedication of mechs, gravitational singularities, psychical research and seances, and pilgrimages to the singularity/Clown Planet/the AI Satellite/the Derelict Station.&lt;br /&gt;
&lt;br /&gt;
=== Thanatology ===&lt;br /&gt;
The Mass Driver&#039;s primary purpose is for burials-at-space; wooden caskets are provided for this purpose. Caskets function likes lockers; place the body in the casket, give a eulogy (over the [[radio]] if no one is present), move the casket into the driver and fire it.&lt;br /&gt;
&lt;br /&gt;
Note that some crew members may seek to use the Mass Driver as a way to exit the station into space; for safety reasons, make sure they are adequately equipped before letting them through. This will send them towards the [[Backstory#Space Station 12|derelict station]].&lt;br /&gt;
&lt;br /&gt;
The Crematorium is used to turn bodies into ash, including those of [[xenos]]. Remember to strip the body before cremating it.&lt;br /&gt;
&lt;br /&gt;
=== Propitiating the [[Administrators|Gods]] ===&lt;br /&gt;
The Pray command is like an [[adminhelp]], but is [[IC]], and should be worded deferentially (e.g., &amp;quot;Oh Great and Wise Pelor, please grant your humble servant...). It is advised that you only pray later in the round; the gods have a habit of ignoring early prayers. You can increase your divine favor by making a sacrifice to your god(s) of choice; you can do this any number of ways (it is wise to state what you have sacrificed in your prayer). Prayers are more likely to be answered if they are somehow thematically appropriate: wishing for an RCD for no apparent reason is unlikely to be fulfilled, but performing an elaborate ritual to your chosen god may be more favorable!&lt;br /&gt;
&lt;br /&gt;
You have candles and crayons in your locker. Candles can be set anywhere and lit (they eventually burn down). Crayons can be used to draw runes (commonly placed in front of the podium), as well as graffiti (not really your style) and letters (allowing you to write out messages across the ground).&lt;br /&gt;
&lt;br /&gt;
Do not expect any prayers to be answered. Gods are fickle beings. Nobody knows what they are going to do next in their great designs.&lt;br /&gt;
&lt;br /&gt;
=== GET BEHIND ME &amp;lt;s&amp;gt;NAR-NAR&amp;lt;/s&amp;gt; RATVAR===&lt;br /&gt;
During a [[cult]] invasion, you will suddenly find yourself a vital part of the station&#039;s security force, and also a target. You will want to ensure Security has a stock of holy water to deconvert cultists -- remember that your bible can bless any water it comes into contact with -- and Security may want your null rod as well. Your bible can be used to detect nearby hidden runes by hitting the floor with it. This can be invaluable in finding suspected cult bases. Finally, you are immune to cult magic, which will help you if you decide to go BATTLE PALADIN and &amp;lt;s&amp;gt;valid&amp;lt;/s&amp;gt; save everyone. &#039;&#039;&#039;For more information, go [[Cult magic|here]].&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If [[admin|your god]] hates you enough, you may also encounter a [[Revenant]], an undead ghost creature that wants your souls. Again, your null rod is incredibly robust against these creatures.&lt;br /&gt;
&lt;br /&gt;
==Tips==&lt;br /&gt;
* Setting your [[religion|religion&#039;s name]] to certain presets will give your holy book a special name, as well as dispensing 100 brain damage to you. For example, naming your religion &#039;Homosexuality&#039; will name your bible &#039;GUYS GONE WILD!!&#039; &lt;br /&gt;
* You can use your starting bible in your hand to change its sprite.&lt;br /&gt;
** Alternative sprites include a Quaran, a white Bible, a clown bible, the Necronomicon and more!&lt;br /&gt;
* Your bible, despite starting with some useless junk, can be emptied and filled with one small item. Best of all, it fits in your hoodie&#039;s suit storage!&lt;br /&gt;
* Healing en-masse during blob rounds is extremely effective, as you can get people back into the fight quickly and easily. Besides, who needs proper cognitive function to fight the blob?&lt;br /&gt;
&lt;br /&gt;
== The Inquisition ==&lt;br /&gt;
As a traitor, your curse of being ignored by everyone becomes a valuable asset. The chapel is a relatively secluded part of the station, and odds are the AI won&#039;t be keeping an eye on it. You have a null rod, which while somewhat weak compared to [[Security items|some]] [[Makeshift weapons|other]] [[Syndicate Items|weapons]] is incredibly reliable. Also don&#039;t forget that your bible is a useful storage compartment that won&#039;t attract suspicion, and if you hit someone in the head with a bible a few times they get brain damage and then it&#039;s a lot harder to yell for help. You can drag around bodies, as well as both space and cremate bodies without looking suspicious: it&#039;s your job, after all.&lt;br /&gt;
&lt;br /&gt;
Also remember that the morgue tray in the crematorium can store bodies, items and even whole crates (such as the syndicate surplus crate). It&#039;s not a bad place to hide stuff (especially if the camera suffers from an &amp;quot;accident&amp;quot;), but keep in mind the light on the tray turns orange if anything other than a body is inside of it.&lt;br /&gt;
&lt;br /&gt;
Another sneaky idea as a traitor is to host one of the chaplains universally renowned &amp;quot;Kool-Aid&amp;quot; parties. Make sure you purchased a toxins kit, then, go to the bar and ask for 10 glasses of grape or orange juice. Put all of the glasses on your table in the chapel then dump anything and everything from the toxins kit into each drink Jim Jones style, &amp;lt;s&amp;gt;break into the captains office&amp;lt;/s&amp;gt; tell the captain to make an announcement saying that chaplain is hosting a party, and everyone on the station is required to visit (someone might actually be stupid enough.) you may not get your target, but you might get everyone else.      &lt;br /&gt;
&lt;br /&gt;
{{Jobs&lt;br /&gt;
| color = 03870C&lt;br /&gt;
}}&lt;br /&gt;
[[Category: Jobs]]&lt;/div&gt;</summary>
		<author><name>Kepler</name></author>
	</entry>
</feed>