Files
tbd-station-14/Resources/ServerInfo/Guidebook/Security/Security.xml
Andrew Malcolm O'Neill 35dfaa0ff7 More guidebook fixes (#38699)
* 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.
2025-07-03 17:04:27 -07:00

44 lines
2.6 KiB
XML

<Document>
# Security
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.
They face [textlink="Syndicate Agents" link="Traitors"], [textlink="Nuclear Operatives" link="NuclearOperatives"], [textlink="Zombies" link="Zombies"] and unruly staff.
## Personnel
[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.
<Box>
<GuideEntityEmbed Entity="ToyFigurineSecurity" Caption="Secoff"/>
<GuideEntityEmbed Entity="ToyFigurineDetective" Caption="Detective"/>
<GuideEntityEmbed Entity="ToyFigurineWarden" Caption="Warden"/>
<GuideEntityEmbed Entity="ToyFigurineHeadOfSecurity" Caption="HoS"/>
</Box>
## Gear
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.
<Box>
<GuideEntityEmbed Entity="Stunbaton"/>
<GuideEntityEmbed Entity="Handcuffs"/>
<GuideEntityEmbed Entity="WeaponDisabler"/>
</Box>
## Flashes
[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.
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.
[color=#cb0000]Security[/color] and [color=#a4885c]some[/color] other members of staff have eye protection from flashbangs and flashes.
<Box>
<GuideEntityEmbed Entity="Flash"/>
<GuideEntityEmbed Entity="ClothingEyesGlassesSecurity"/>
<GuideEntityEmbed Entity="GrenadeFlashBang"/>
</Box>
## Lethals
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.
<Box>
<GuideEntityEmbed Entity="WeaponLaserCarbine"/>
<GuideEntityEmbed Entity="WeaponShotgunKammerer"/>
<GuideEntityEmbed Entity="WeaponPistolMk58"/>
<GuideEntityEmbed Entity="WeaponRifleLecter"/>
</Box>
</Document>