Редактирование:
Смотритель
(раздел)
Перейти к навигации
Перейти к поиску
Внимание:
Вы не вошли в систему. Ваш IP-адрес будет общедоступен, если вы запишете какие-либо изменения. Если вы
войдёте
или
создадите учётную запись
, её имя будет использоваться вместо IP-адреса, наряду с другими преимуществами.
Анти-спам проверка.
Не
заполняйте это!
==[[File:Securitylocker.png]] Equipment== [[File:Armory.png|300px|thumb|alt=Armory|The [[Armory]]]]'''[[Security_items|See here for most security items and how to use them.]]''' 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 (detailed in the tips section). 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't get through the now de-powered windoors to stop them cleaning the place out. 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. Portable flashers are very useful at stopping poorly equipped attackers or budding escapees... along with any moth officers.. 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 Security Door Control Remote, which you can use to bolt down certain doors in the brig. Don'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's best to keep these confiscated weapons and items away from the Officers; only let you or the Head of Security handle them. There's a better chance that the Head of Security will know how to put that gear to good use. ===[[File:Lockbox locked.png]] <u>Implants</u> [[File:Implant Case.png]]=== The [[Armory]] contains different sets of implants which you may want to make use of for prisoner control. ====[[Chemical Implant|Chemical Implants]]==== Will put a chemical implant under the skin of a person's chest. Load the implant with up to 50 units of chemicals by injecting it with a filled syringe while it's still in its original case. You can then remotely inject the implanted chems with the Prisoner Management Console in your office. <br>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]]. ====[[Tracking Implant|Tracking Implants]]==== Will implant a tracking beacon under the skin of a person's chest. The Prisoner Management Console in your office can then be used to check the implanted person'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]]. ====[[Security_items#Mindshield_Implant|Mindshield Implants]]==== [[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. 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'll catch someone [[Changeling| impersonating]], an [[ Traitor | officer]].
Описание изменений:
Пожалуйста, учтите, что любой ваш вклад в проект «MassMeta» может быть отредактирован или удалён другими участниками. Если вы не хотите, чтобы кто-либо изменял ваши тексты, не помещайте их сюда.
Вы также подтверждаете, что являетесь автором вносимых дополнений, или скопировали их из источника, допускающего свободное распространение и изменение своего содержимого (см.
MassMeta:Авторские права
).
НЕ РАЗМЕЩАЙТЕ БЕЗ РАЗРЕШЕНИЯ ОХРАНЯЕМЫЕ АВТОРСКИМ ПРАВОМ МАТЕРИАЛЫ!
Отменить
Справка по редактированию
(в новом окне)
Навигация
Персональные инструменты
Вы не представились системе
Обсуждение
Вклад
Создать учётную запись
Войти
Пространства имён
Статья
Обсуждение
русский
Просмотры
Читать
Править
Править код
История
Ещё
Поиск
/tg/station 13
Главная страница
Новым игрокам
Правила
Профессии
Гайды
Предметы
Локации
Карты
Игровые режимы
Вклад
Руководство по участию в разработке билда
Маппинг
Спрайтинг
Руководство по пониманию кода
Разработка
Wiki
Свежие правки
Случайная страница
Инструменты
Ссылки сюда
Связанные правки
Служебные страницы
Сведения о странице