* First commit - Resolving a few different pages, fixing typos and updating spellings and phrasing to be more coherent. * More slight changes * Reverting slightly the salvage page change * Fixing Science wording inconsistency * Few other small guidebook fixes - Updating NukeOps page to properly refer to "Corpsman" rather than "Agent". - Typo and slight wording change in Traitors.xml. - Updating small typos in Antagonists.xml and Zombies.xml pages.
44 lines
2.6 KiB
XML
44 lines
2.6 KiB
XML
<Document>
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# Security
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Ensuring the safety of both station and crew is number one for [color=#cb0000]Security[/color]. They are ready for any situation, and [color=#cb0000]Security[/color] are on hand to maintain order and control crowds.
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They face [textlink="Syndicate Agents" link="Traitors"], [textlink="Nuclear Operatives" link="NuclearOperatives"], [textlink="Zombies" link="Zombies"] and unruly staff.
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## Personnel
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[color=#cb0000]Security[/color]'s staff is made up of Security Cadets, Security Officers, and the Detective. [color=#cb0000]Security[/color] is run by the Warden and Head of Security.
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<Box>
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<GuideEntityEmbed Entity="ToyFigurineSecurity" Caption="Secoff"/>
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<GuideEntityEmbed Entity="ToyFigurineDetective" Caption="Detective"/>
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<GuideEntityEmbed Entity="ToyFigurineWarden" Caption="Warden"/>
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<GuideEntityEmbed Entity="ToyFigurineHeadOfSecurity" Caption="HoS"/>
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</Box>
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## Gear
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First we have non-lethals a step above simply telling someone to cooperate with instructions. Both the stunbaton and disabler are capable of limiting the movement of an assailant, whereas handcuffs can be applied to deny a criminal free movement and access to their hands. Cuffs will also shove the person down if your [color=red]harm mode[/color] is active during uncuff.
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<Box>
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<GuideEntityEmbed Entity="Stunbaton"/>
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<GuideEntityEmbed Entity="Handcuffs"/>
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<GuideEntityEmbed Entity="WeaponDisabler"/>
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</Box>
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## Flashes
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[color=#a4885c]Flashes[/color] are an effective tool for dispersing crowds and apprehending particularly evasive targets, with a large area of effect blinding all those without protection.
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It is worth noting that flashes can be both used in a large area ([color=yellow]Z[/color] hotkey) and if you attack somebody with it while [color=red]harm mode[/color] is active. Important to note that localized flashes last [color=yellow]2.5[/color] times as long as large area ones.
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[color=#cb0000]Security[/color] and [color=#a4885c]some[/color] other members of staff have eye protection from flashbangs and flashes.
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<Box>
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<GuideEntityEmbed Entity="Flash"/>
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<GuideEntityEmbed Entity="ClothingEyesGlassesSecurity"/>
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<GuideEntityEmbed Entity="GrenadeFlashBang"/>
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</Box>
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## Lethals
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Should the situation dictate, [color=#cb0000]Security[/color] have access to laser rifles, shotguns, handguns and automatic rifles able to put down substantial fire against any who would stand against the station.
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<Box>
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<GuideEntityEmbed Entity="WeaponLaserCarbine"/>
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<GuideEntityEmbed Entity="WeaponShotgunKammerer"/>
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<GuideEntityEmbed Entity="WeaponPistolMk58"/>
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<GuideEntityEmbed Entity="WeaponRifleLecter"/>
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</Box>
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</Document>
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