Difference between revisions of "User talk:Novacro"

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| Stuns and blinds targets.
| Stuns and blinds targets.
| A clusterbang capable of incapacitating a large number of targets in an extremely large area. Due to the number of detonations in a clusterbang, misuse can lead to deafness.
| A clusterbang capable of incapacitating a large number of targets in an extremely large area. Due to the number of detonations in a clusterbang, misuse can lead to deafness.
|-
|}
==Equipment==
''Various equipment useful for performing a variety of tasks within the security occupation.''
{| class="wikitable sortable mw-collapsible" style="width:100%; text-align:left; border: 3px solid darkred; cellspacing=0; cellpadding=2; background-color:white;"
! style='width:150px; background-color:darkred;'|Name
! scope="col" class="unsortable" style='width:150px; background-color:darkred;'|Location
! scope="col" class="unsortable" style='width:150px; background-color:darkred;'|Purpose                     
! scope="col" class="unsortable" style='width:150px; background-color:darkred;'|Description
|-
! {{anchor|Securitron}}[[#Securitron|Securitron]]<br>[[File:Securitron.png]]
| [[Labor Camp]]<br>[[Security]]
| Performs automated arrests.
| A security-designated Securitron that scans nearby users to check their arrest status. Upon finding a valid arrest status, Securitrons will proceed to make an arrest.
|-
! {{anchor|Secvend}}[[#Secvend|Secvend]]<br>[[File:Secvend.png]]
| [[Equipment Room]]
| Dispenses security items.
| A standard-issue security vending machine. It is capable of dispensing items such as handcuffs, zipties, flashbangs, flashes, donuts, evidence bag boxes, seclites, and energy bolas.
|-
! {{anchor|Secway}}[[#Secway|Secway]]<br>[[File:Secway.png]]
| [[Armory]]
| Provides added mobility.
| An all-purpose Secway designed to provide extra speed to the mobility impaired. The secway can't pass people, which makes it less useful in crowds.
|-
! {{anchor|Portable Flasher}}[[#Portable Flasher|Portable Flasher]]<br>[[File:Portableflash.png]]
| [[Armory]]
| Provides constant area-of-denial flashes.
| A portable flasher that can be wrenched in location to secure an area. Anyone passing by the portable flasher who lacks suitable eye-protection will be flashed and stunned. There is an interval of 10 seconds between flashes.
|-
! {{anchor|Deployable Barrier}}[[#Deployable Barrier|Deployable Barrier]]<br>[[File:Deployable_barrier.png]]
| [[Armory]]
| Secures/barricades an area.
| A deployable barrier that can be used to block doors and hallways. When a valid security ID is used on the barrier, it will bolt/unbolt itself from the floor.
|-
! {{anchor|Space Pod}}[[#Space Pod|Space Pod]]<br>[[File:Pod Mil.png]]
| [[Security Pod Bay]]
| Provides patrols for EVA.
| A security pilot outfitted with disablers and a GPS tracking unit. The components and weapon systems can be changed out with a crowbar.
|-
! {{anchor|Weapon Systems}}[[#Weapon Systems|Weapon Systems]]<br>[[File:Podlasers.gif]]
| [[Security Pod Bay]]
| Armaments for the security pod.
| Each module has a relatively slow rate of fire, firing two laser beams from the front of the pod per shot. The damage output per beam is the same as a conventional energy gun.
|-
! {{anchor|Pod Buster}}[[#Pod Buster|Pod Buster]]<br>[[File:Podbuster.png]]
| [[Armory]]
| A professional lock-buster.
| A pod-lock buster designed to drill into the locked mechanism of a locked space pod. It must be activated prior to attempting to break a pod's lock.
|-
! {{anchor|Recharger}}[[#Recharger|Recharger]]<br>[[File:Recharger.gif]]
| [[Equipment Room]]<br>[[Firing Range]]
| Recharges energy weapons.
| A conventional desk or wall-mounted charging station capable of recharging energy based devices such as stun batons and laser guns. They can be unsecured and moved via the use of a wrench.
|-
! {{anchor|Training Bomb}}[[#Training Bomb|Training Bomb]]<br>[[File:Secbomb.png]]
| [[Firing Range]]
| Bomb defusal practice.
| An inert training bomb used for defusal practice by security officers. It keeps track of the user's score and awards points for every successful defusal.
|-
! {{anchor|Blindfold}}[[#Blindfold|Blindfold]]<br>[[File:Blindfold.png]]
| [[Security]]
| Blinding detainees.
| A simple blindfold made out of thick velvet. The wearer will be blinded and unable to see their surroundings.
|-
! {{anchor|Straight-Jacket}}[[#Straight-Jacket|Straight-Jacket]]<br>[[File:Straightjacket.png]]
| [[Security]]
| Preventing self-inflicted harm.
| A standard issue straight-jacket capable of effectively binding detainees suffering from psychotic breaks. The wearer is unable to use their arms so long as the jacket is on them.
|-
! {{anchor|Lethal Injection}}[[#Lethal Injection|Lethal Injection]]<br>[[File:Syringes.png]]
| [[Security]]
| Facilitates executions.
| A lethal-injection syringe filled with sodium theopental. A single injection is enough to guarantee the expiration of a sentenced inmate.
|-
! {{anchor|Electric Chair}}[[#Electric Chair|Electric Chair]]<br>[[File:Echair.png]]
| [[Security]]
| Facilitates executions.
| A high-voltage electropack rigged to a chair. While rudimentary in nature, the chair can be remotely or manually activated to send a fatal shock to its occupant.
|-
! {{anchor|Tracking Implant}}[[#Tracking Implant|Tracking Implant]]<br>[[File:Implantbox.png]]
| [[Armory]]
| Tracks the location of prisoners.
| A standard-issue tracking implant which allows security officers to keep tabs on dangerous prisoners. Tracking implants show up on security HUDs, and also function as a teleport beacon for the [[Teleporter]].
|-
! {{anchor|Chemical Implant}}[[#Chemical Implant|Chemical Implant]]<br>[[File:Implantbox.png]]
| [[Armory]]
| Subdues implanted prisoners.
| A chemical implant that can be loaded with a variety of debilitating substances. It can be remotely activated, which makes it a valuable tool in recapturing escapees.
|-
! {{anchor|Mindshield Implant}}[[#Mindshield Implant|Mindshield Implant]]<br>[[File:Implant.png]]
| [[Armory]]<br>[[Head of Security's Office]]
| Protects the mind from hostile subversion.
| An implant specifically designed to harden the mind against attempts at hostile subversion. Has no effect against mind-swapping or if implanted after someone has already been brainwashed.
|-
|-
|}
|}
Line 358: Line 454:
| [[Gamma Armory]]
| [[Gamma Armory]]
| A single rocket for the Gamma Armoury's rocket launcher. Rockets must be manually reloaded into the rocket launcher after firing.
| A single rocket for the Gamma Armoury's rocket launcher. Rockets must be manually reloaded into the rocket launcher after firing.
|-
|}
==Equipment==
''Various equipment useful for performing a variety of tasks within the security occupation.''
{| class="wikitable sortable mw-collapsible" style="width:100%; text-align:left; border: 3px solid darkred; cellspacing=0; cellpadding=2; background-color:white;"
! style='width:150px; background-color:darkred;'|Name
! scope="col" class="unsortable" style='width:150px; background-color:darkred;'|Location
! scope="col" class="unsortable" style='width:150px; background-color:darkred;'|Purpose                     
! scope="col" class="unsortable" style='width:150px; background-color:darkred;'|Description
|-
! {{anchor|Securitron}}[[#Securitron|Securitron]]<br>[[File:Securitron.png]]
| [[Labor Camp]]<br>[[Security]]
| Performs automated arrests.
| A security-designated Securitron that scans nearby users to check their arrest status. Upon finding a valid arrest status, Securitrons will proceed to make an arrest.
|-
! {{anchor|Secvend}}[[#Secvend|Secvend]]<br>[[File:Secvend.png]]
| [[Equipment Room]]
| Dispenses security items.
| A standard-issue security vending machine. It is capable of dispensing items such as handcuffs, zipties, flashbangs, flashes, donuts, evidence bag boxes, seclites, and energy bolas.
|-
! {{anchor|Secway}}[[#Secway|Secway]]<br>[[File:Secway.png]]
| [[Armory]]
| Provides added mobility.
| An all-purpose Secway designed to provide extra speed to the mobility impaired. The secway can't pass people, which makes it less useful in crowds.
|-
! {{anchor|Portable Flasher}}[[#Portable Flasher|Portable Flasher]]<br>[[File:Portableflash.png]]
| [[Armory]]
| Provides constant area-of-denial flashes.
| A portable flasher that can be wrenched in location to secure an area. Anyone passing by the portable flasher who lacks suitable eye-protection will be flashed and stunned. There is an interval of 10 seconds between flashes.
|-
! {{anchor|Deployable Barrier}}[[#Deployable Barrier|Deployable Barrier]]<br>[[File:Deployable_barrier.png]]
| [[Armory]]
| Secures/barricades an area.
| A deployable barrier that can be used to block doors and hallways. When a valid security ID is used on the barrier, it will bolt/unbolt itself from the floor.
|-
! {{anchor|Space Pod}}[[#Space Pod|Space Pod]]<br>[[File:Pod Mil.png]]
| [[Security Pod Bay]]
| Provides patrols for EVA.
| A security pilot outfitted with disablers and a GPS tracking unit. The components and weapon systems can be changed out with a crowbar.
|-
! {{anchor|Weapon Systems}}[[#Weapon Systems|Weapon Systems]]<br>[[File:Podlasers.gif]]
| [[Security Pod Bay]]
| Armaments for the security pod.
| Each module has a relatively slow rate of fire, firing two laser beams from the front of the pod per shot. The damage output per beam is the same as a conventional energy gun.
|-
! {{anchor|Pod Buster}}[[#Pod Buster|Pod Buster]]<br>[[File:Podbuster.png]]
| [[Armory]]
| A professional lock-buster.
| A pod-lock buster designed to drill into the locked mechanism of a locked space pod. It must be activated prior to attempting to break a pod's lock.
|-
! {{anchor|Recharger}}[[#Recharger|Recharger]]<br>[[File:Recharger.gif]]
| [[Equipment Room]]<br>[[Firing Range]]
| Recharges energy weapons.
| A conventional desk or wall-mounted charging station capable of recharging energy based devices such as stun batons and laser guns. They can be unsecured and moved via the use of a wrench.
|-
! {{anchor|Training Bomb}}[[#Training Bomb|Training Bomb]]<br>[[File:Secbomb.png]]
| [[Firing Range]]
| Bomb defusal practice.
| An inert training bomb used for defusal practice by security officers. It keeps track of the user's score and awards points for every successful defusal.
|-
! {{anchor|Blindfold}}[[#Blindfold|Blindfold]]<br>[[File:Blindfold.png]]
| [[Security]]
| Blinding detainees.
| A simple blindfold made out of thick velvet. The wearer will be blinded and unable to see their surroundings.
|-
! {{anchor|Straight-Jacket}}[[#Straight-Jacket|Straight-Jacket]]<br>[[File:Straightjacket.png]]
| [[Security]]
| Preventing self-inflicted harm.
| A standard issue straight-jacket capable of effectively binding detainees suffering from psychotic breaks. The wearer is unable to use their arms so long as the jacket is on them.
|-
! {{anchor|Lethal Injection}}[[#Lethal Injection|Lethal Injection]]<br>[[File:Syringes.png]]
| [[Security]]
| Facilitates executions.
| A lethal-injection syringe filled with sodium theopental. A single injection is enough to guarantee the expiration of a sentenced inmate.
|-
! {{anchor|Electric Chair}}[[#Electric Chair|Electric Chair]]<br>[[File:Echair.png]]
| [[Security]]
| Facilitates executions.
| A high-voltage electropack rigged to a chair. While rudimentary in nature, the chair can be remotely or manually activated to send a fatal shock to its occupant.
|-
! {{anchor|Tracking Implant}}[[#Tracking Implant|Tracking Implant]]<br>[[File:Implantbox.png]]
| [[Armory]]
| Tracks the location of prisoners.
| A standard-issue tracking implant which allows security officers to keep tabs on dangerous prisoners. Tracking implants show up on security HUDs, and also function as a teleport beacon for the [[Teleporter]].
|-
! {{anchor|Chemical Implant}}[[#Chemical Implant|Chemical Implant]]<br>[[File:Implantbox.png]]
| [[Armory]]
| Subdues implanted prisoners.
| A chemical implant that can be loaded with a variety of debilitating substances. It can be remotely activated, which makes it a valuable tool in recapturing escapees.
|-
! {{anchor|Mindshield Implant}}[[#Mindshield Implant|Mindshield Implant]]<br>[[File:Implant.png]]
| [[Armory]]<br>[[Head of Security's Office]]
| Protects the mind from hostile subversion.
| An implant specifically designed to harden the mind against attempts at hostile subversion. Has no effect against mind-swapping or if implanted after someone has already been brainwashed.
|-
|-
|}
|}

Revision as of 09:14, 26 December 2018

This is a test page for tables.

Items

Standard issue hardware for the discerning security officer.

Item Location Purpose Description
Security Belt
Secbelt.png
Equipment Room Holds security equipment. A standard-issue security belt. Can hold up to five security items such as flashbangs, donuts, flashes, pepperspray, batons, handcuffs, seclites or zipties.
Assault Belt
Assaultbelt.png
Ordered from Cargo Holds weapons and ammunition. An assault belt that comes bundled with SWAT armor. While it can't hold security items like the security belt, it's capable of holding ammo and small firearms.
Security Projector
Secprojector.png
Equipment Room Cordons off areas. A security holo-projector often used by law enforcement and corporate security. Useful for cordoning off crime-scenes or dangerous areas.
Seclite
Seclite.png
Equipment Room Illuminates darkness. A standard-issue security torch that provides a high-degree of illumination in unlit areas. Can be mounted onto various laser weaponry.
Hailer
Hailer.png
Equipment Room Shouts at fleeing suspects. Simply shouts the phrase "Halt! Security!". Available only from a hacked security vendor.
Sunglasses
SGlasses.png
Internal Affairs Office
Detective's Office
Provides eye protection. A simple pair of sunglasses, capable of safely shielding its wearer from flashes and the blinding light (but not sound) of a flashbang.
HUD Sunglasses
SecHud.png
Equipment Room Provides eye protection and a HUD. An advanced pair of sunglasses with a built-in security HUD, capable of safely shielding its wearer from flashes and the blinding light (but not sound) of a flashbang. The classic version doesn't feature flash protection.
Bowman Headset
Secbowman.png
Equipment Room Provides ear protection. A bowman headset designed to protect the ears and provide patrolling officers with high-fidelity radio communications.
Black Gloves
File:BGloves.png
Equipment Room Preventing contamination of evidence. A standard-issue pair of one-size-fits-all gloves. Prevents the wearer from contaminating evidence with their fingerprints.
Forensics Gloves
ForensicsGloves.png
Detective's Office Preventing contamination of evidence. A special pair gloves for the Detective. Prevents the wearer from contaminating evidence with their fingerprints or fibres.
Krav Maga Gloves
Kravgloves.png
Warden's Office Learning Krav Maga These gloves bestow the wearer martial knowledge in the arts of Krav Maga through use of advanced cybernetics and nanochips embedded inside them. Issued to the warden, they allow the wearer to trip, lung punch, and throat punch enemy combatants.
Earmuffs
Earmuffs.png
Firing Range Provides ear protection. Capable of blocking out any and all sound, earmuffs will protect against deafness and loud noises. Wearing them comes at the cost of not being able to hear anything.
Security Gas-Mask

SecHailer.png
Equipment Room Provides face protection and a hailer. Functionally equivalent to a regular gas-mask, but with the added ability of shouting a variety of phrases at fleeing suspects. A screwdriver can be used to manually change phrases.
Holobadge
Holobadge.png
Warden's Office Provides identification and authority. A multi-purpose holobadge that will accept the credentials from a valid ID. Can be shoved into people's faces.
Forensic Scanner
Forensic Scanner.png
Detective's Office Analyses crime scenes. A multipurpose forensics device capable of detecting fibers, fingerprints, reagents, and DNA from blood spatter. Using it in hand allows the operator to search for DNA/fingerprint matches.
Holster
Gunholsterbig.png
Detective's Office Discreetly holsters weapons. Capable of being attached to a jumpsuit, the holster provides a discrete place to holster your weapon until needed. In Hotkey Mode the holster can be quickly accessed with the H key.
Evidence Bag
Evidence Bag.png
Detective's Office
Processing
Preventing contamination of evidence. Evidence bags are used to safely store evidence so it can be handled without contaminating forensic evidence.
Space Law
File:SpaceLaw.png
Security Provides reference for Space Law. This is an on-station copy of Nanotrasen's Space Law.
Donut Box
Donut.png
Security Office Fuel for the hungry officer. A box of six donuts. The sprinkled ones provide minor healing to security officers.
Handcuffs
Handcuffs.png
Equipment Room
Armory
Restrains suspects. Handcuffs can be used to detain suspects, or attached to shoes to be used as ankle-cuffs to restrict movement.
Zipties
Zipties.png
Equipment Room Restrains suspects. Zipties can be used to detain suspects but unlike handcuffs they are single use.
Pepperspray
Pepperspray.png
Equipment Room Subdues unwilling targets. A small 50u canister of capsaicin. Capsaicin is an irritant capable of blinding and stunning targets who aren't wearing protective eye-wear.
Flash
Flash.png
Equipment Room Blinds targets and borgs. A flash can be used to disorient all targets without proper eye protection in range. Useful for crowd control, or detainees.
Energy Bola
Ebola.png
Equipment Room Hinders suspect movement. Energy Bolas can be thrown at a fleeing or non-moving target in order to make their escape more difficult by hindering their movement.
Flashbang
Flashbang.png
Equipment Room
Armory
Blinds and deafens targets. A standard-issue flashbang capable of incapacitating a large number of targets in an area. Both ear and eye protection are required when using a flashbang.
Tear Gas Grenade
Grenade.png
Armory Stuns and blinds targets. A grenade designed specifically for use as a riot countermeasure/crowd dispersal device. When it detonates it sends out a large plume of capsaicin into the area.
Clusterbang
Clustergrenade.png
Gamma Armory Stuns and blinds targets. A clusterbang capable of incapacitating a large number of targets in an extremely large area. Due to the number of detonations in a clusterbang, misuse can lead to deafness.


Equipment

Various equipment useful for performing a variety of tasks within the security occupation.

Name Location Purpose Description
Securitron
Securitron.png
Labor Camp
Security
Performs automated arrests. A security-designated Securitron that scans nearby users to check their arrest status. Upon finding a valid arrest status, Securitrons will proceed to make an arrest.
Secvend
File:Secvend.png
Equipment Room Dispenses security items. A standard-issue security vending machine. It is capable of dispensing items such as handcuffs, zipties, flashbangs, flashes, donuts, evidence bag boxes, seclites, and energy bolas.
Secway
Secway.png
Armory Provides added mobility. An all-purpose Secway designed to provide extra speed to the mobility impaired. The secway can't pass people, which makes it less useful in crowds.
Portable Flasher
Portableflash.png
Armory Provides constant area-of-denial flashes. A portable flasher that can be wrenched in location to secure an area. Anyone passing by the portable flasher who lacks suitable eye-protection will be flashed and stunned. There is an interval of 10 seconds between flashes.
Deployable Barrier
File:Deployable barrier.png
Armory Secures/barricades an area. A deployable barrier that can be used to block doors and hallways. When a valid security ID is used on the barrier, it will bolt/unbolt itself from the floor.
Space Pod
File:Pod Mil.png
Security Pod Bay Provides patrols for EVA. A security pilot outfitted with disablers and a GPS tracking unit. The components and weapon systems can be changed out with a crowbar.
Weapon Systems
Podlasers.gif
Security Pod Bay Armaments for the security pod. Each module has a relatively slow rate of fire, firing two laser beams from the front of the pod per shot. The damage output per beam is the same as a conventional energy gun.
Pod Buster
File:Podbuster.png
Armory A professional lock-buster. A pod-lock buster designed to drill into the locked mechanism of a locked space pod. It must be activated prior to attempting to break a pod's lock.
Recharger
Recharger.gif
Equipment Room
Firing Range
Recharges energy weapons. A conventional desk or wall-mounted charging station capable of recharging energy based devices such as stun batons and laser guns. They can be unsecured and moved via the use of a wrench.
Training Bomb
Secbomb.png
Firing Range Bomb defusal practice. An inert training bomb used for defusal practice by security officers. It keeps track of the user's score and awards points for every successful defusal.
Blindfold
Blindfold.png
Security Blinding detainees. A simple blindfold made out of thick velvet. The wearer will be blinded and unable to see their surroundings.
Straight-Jacket
Straightjacket.png
Security Preventing self-inflicted harm. A standard issue straight-jacket capable of effectively binding detainees suffering from psychotic breaks. The wearer is unable to use their arms so long as the jacket is on them.
Lethal Injection
Syringes.png
Security Facilitates executions. A lethal-injection syringe filled with sodium theopental. A single injection is enough to guarantee the expiration of a sentenced inmate.
Electric Chair
File:Echair.png
Security Facilitates executions. A high-voltage electropack rigged to a chair. While rudimentary in nature, the chair can be remotely or manually activated to send a fatal shock to its occupant.
Tracking Implant
Implantbox.png
Armory Tracks the location of prisoners. A standard-issue tracking implant which allows security officers to keep tabs on dangerous prisoners. Tracking implants show up on security HUDs, and also function as a teleport beacon for the Teleporter.
Chemical Implant
Implantbox.png
Armory Subdues implanted prisoners. A chemical implant that can be loaded with a variety of debilitating substances. It can be remotely activated, which makes it a valuable tool in recapturing escapees.
Mindshield Implant
Implant.png
Armory
Head of Security's Office
Protects the mind from hostile subversion. An implant specifically designed to harden the mind against attempts at hostile subversion. Has no effect against mind-swapping or if implanted after someone has already been brainwashed.

Weapons

The tools of the trade, from melee weapons to rifles.

Item Damage Type Damage Location Description
Stun Baton
File:Stunbaton.png
Stun/Brute 7 Secs/10 Brute Equipment Room A standard-issue stunbaton capable of readily subduing targets within melee range.
Telescopic Baton
File:Telebaton.png
Stun/Brute 2-3 Secs/10 Brute Head of Security
Detective
A baton issued to detectives and Command. It needs to be extended before it can be utilized.
Combat Knife
Combatknife.png
Brute 20 Ordered from Cargo
Gamma Armory
A razor sharp steel combat knife that comes packaged with the SWAT crate. It can be used either as a melee instrument, or as a throwing weapon.
Hybrid Taser
File:Taser.png
Stun/Stamina 5 Secs/36 Stamina Equipment Room A hybrid taser capable of alternating between a short-ranged taser shot, and long-ranged disabler fire.
Energy Gun
File:Energy Gun.png
Stamina/Burn 36 Stamina/20 Burn Secure Armory An energy gun capable of toggling between lethal and disabler fire.
Laser Gun
File:Laser.png
Burn 20 Secure Armory An energy gun with the only firing setting you need in an emergency - kill.
Practice Laser Gun
File:Laser.png
N/A N/A Firing Range A practice variant of the traditional laser gun. Fires harmless beams of light.
Ion Rifle
File:Ion Rifle.png
EMP 20 Component Secure Armory A specialized rifle that fires ion bolts which are capable of disrupting and interfering with electronic devices. Damage is applied across all parts/components.
Riot Shotgun
Riotshotgun.png
Brute Variable Secure Armory A pump-action riot-grade shotgun capable of chambering seven rounds. Can be loaded with various types of ammunition, but is loaded with rubbershot by default. Sawing it off reduces the ammo capacity by four and allows it to fit into bags.
Combat Shotgun
Combat Shotgun.png
Brute Variable Ordered from Cargo A combat-grade shotgun capable of chambering seven rounds. Can be loaded with various types of ammunition but is loaded with buckshot shells by default. Unlike the Riot Shotgun, it does not require manual pumping between shots.
WT-550 Auto Rifle
Autorifle.png
Brute Variable Ordered from Cargo An outdated personal defense weapon which feeds from 20-round 4.6x20mm toploader magazines. Can only fire in semi-automatic and has a relatively poor rate of fire for a rifle. Comes loaded with standard 4.6x20mm rounds by default.
Advanced Energy Gun
File:Advanced energy gun.png
Stun/Stamina/Burn 7 Secs/36 Stamina/20 Burn Gamma Armory
Protolathe
A self-recharging laser weapon powered by a miniaturized uranium reactor. The firing mode can be toggled between electrodes, disablers, and lethals.
LWAP
File:LWAP.png
Weaken + Burn 5 Secs + 60 Burn Gamma Armory A high-powered laser carbine equipped with a tactical scope. While the cooling array takes a long time to recharge between shots, it provides exceptional stopping power.
Rocket Launcher
RPG.png
Stun + Brute 18 Secs + 25 Brute Gamma Armory A top-loaded rocket launcher. Despite firing explosive shells, the rocket launcher is largely an anti-personnel weapon. The effects of the impact are reduced the farther the target is from the epicentre.
.38 Revolver
Revolver.png
Stun + Brute 3 Secs + 5 Brute Detective's Office A .38 revolver issued to the detective that comes loaded with rubber bullets. Each bullet is capable of briefly stunning targets upon impact.

Ammunition

Ammunition that is either readily available, or can be produced for use in security weapons.

Item Damage Type Damage Location Description
Shotgun - Beanbag
Shotgun shell green.png
Stamina + Brute 80 Stamina + 5 Brute Secure Armory
Autolathe
A shotgun shell fitted with a beanbag. Ideal for non-lethally subduing targets.
Shotgun - Rubbershot

Shotgun shell purple.png
Brute + Stun 5 Brute + 2 Secs Secure Armory
Autolathe
A shotgun shell packed with rubbershot. Ideal for disarming and non-lethally subduing targets. This ammunition is loaded into the Riot Shotgun by default.
SShotgun - Tranquilizer
Shotgun shell blue.png
Chemical N/A Secure Armory A shotgun shell loaded with a haloperidol dart. Though slow-acting, it's ideal for non-lethally subduing targets who use stimulants.
Shotgun - Stun Slug
Shotgun shell yellow.png
Stun 7 Secs Protolathe A non-penetrating shotgun slug that discharges an electrode. Ideal for non-lethally subduing targets.
Shotgun - Slugs
Shotgun shell white.png
Brute 60 Autolathe A highly penetrating shotgun slug. Ideal for greater accuracy and taking down single, highly-armoured targets.
Shotgun - Buckshot
Shotgun shell red.png
Brute 12 (6) Secure Armory
Autolathe
A shotgun shell that spreads into six individual pellets when fired. Ideal for large groups, or where accuracy is an afterthought. Each pellet does 12 brute damage with damage falloff at longer distances.
Shotgun - Incendiary Slug
Shotgun shell orange.png
Brute + Fire 60 + Fire Autolathe A highly penetrating shotgun slug packed with white phosphorous. Ideal for greater accuracy and taking down single, highly-armoured targets.
Shotgun - Tech Dart
Shotgun shell purple.png
Chemical N/A Protolathe An empty shotgun shell with a small ampoule capable of storing up to 15u of any reagent. The reagent will be injected into the target on impact.
Shotgun - Pulse Slug
Shotgun shell tech.png
Burn 40 Protolathe A non-penetrating shotgun slug that discharges plasma on impact. Ideal for targets wearing bullet-resistant armour. Pulse Slugs are also capable of destroying walls on impact.
Shotgun - Ion Slug
Shotgun shell ion.png
EMP 20 Component Crafting A non-penetrating shotgun slug that creates ionic interference on impact. Useful for synthetic targets or to disrupt electrical equipment. Damage is applied across all parts/components.
WT-550 - Standard Magazine
WTammo.png
Brute 20 Ordered from Cargo
Protolathe
The standard 4.6x20mm 20-round magazine for the WT-550 Auto Rifle.
WT-550 - Armor Piercing

WTammo.png
Brute 17 Protolathe A non-standard 4.6x20mm 20-round magazine for the WT-550 Auto Rifle. While it has less stopping power, it penetrates both bone and armour more readily.
WT-550 - Toxin Tipped
WTammo.png
Toxins 15 Protolathe A non-standard 4.6x20mm 20-round magazine for the WT-550 Auto Rifle. Ideal for highly armoured targets who may not be susceptible to conventional gunfire.
WT-550 - Incendiary
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Brute + Fire 20 + Fire Protolathe A non-standard 4.6x20mm 20-round magazine for the WT-550 Auto Rifle. The rounds are packed with white-phosphorous and will ignite a target upon impact.
.38 Revolver - Rubber Shot
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Stun + Brute 3 Secs + 5 Brute Autolathe A six round speedloader for the .38 Revolver. The rounds are rubber, and the speedloader is recyclable.
.38 Revolver - .357 Rounds
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Brute 60 Autolathe A six round speedloader containing .357 rounds. While capable of being fired out of the .38 revolver, the difference in cartridge size can cause backfiring.
Rocket Launcher - Rocket
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Stun + Brute 18 Secs + 25 Brute Gamma Armory A single rocket for the Gamma Armoury's rocket launcher. Rockets must be manually reloaded into the rocket launcher after firing.