Space Station 13

This page needs to be reviewed/updated.
REASON:
Page is mostly fine, but it still needs a once-over.
('Further questions' mentions OOC chat, 'Joining the server' repeats itself, etc.)
General Information
Jobs & Antagonists
Legal Proceedings & SOP
In-Game Lore

Jul 18, 2021 Space Station 13 is a top-down tile based action role-playing multiplayer video game running on the freeware BYOND game engine, originally released in 2003. The game is set on a futuristic space station; however, location can differ depending on the game server, including spacecraft and exoplanets. The core game is defined by its emphasis on.

Congratulations on your employment by Nanotrasen! This guide will help you; through starting your career.

Space Station 13 is a multiplayer roleplaying game developed using the BYOND engine. In Space Station 13 (from here on to be referred to as SS13), players take the role/job of workers on board a space station. For a more advanced explanation of the lore please check out the backstory on Nanotrasen.

  1. Dangerous Workplace: As TG station puts it, Space Station 13 is 'a nonsensical metal death trap masquerading as a space station.' Deader Than Dead: Being gibbed or cremated is the only way to prevent someone from being cloned/turned into a cyborg.
  2. Writing is an integral part to paperwork and writing books! If you want to write an official department memo, or a good looking book, you're gonna have to know how to write it. See the Example Paperwork page for standard forms and examples. To properly understand this, you need a basic grasp of BBCode or HTML. But don't worry, even if you don't know either, just try copy pasting the examples.

Please be aware that Paradise Station is a medium roleplaying server. Should you be new to roleplay, consult the roleplay guide. Should you still have questions, ask them on the forums, or Discord.

Space station 13 reddit

The Server Rules

Yes, there are rules but while you might think this is a bad thing, they help to create an enjoyable atmosphere for players and punish those who like to release the Singularity onto the station every shift. They are quite relaxed, for example, most things that are breaking Space Law will be handled by the Station's Security Team. Please take a moment to read the rules. It is also recommended that you read Space Law and Standard Operating Procedure. Especially playing important roles such as Security or Command.

Joining the Server

Assuming you haven't already joined the server before, there are a few steps you will need to do:

  1. Download the BYOND client from [1]. You'll need it to run the game
  2. Register for a BYOND account here.
  3. Add this server to your bookmarks, or just manually using the BYOND client. byond://byond.paradisestation.org:6666
  4. OR select our name from the 'Space Station 13' list of servers, we are usually at the top.

To manually connect to the BYOND server:

  1. using your client click 'open' under the games category.
  2. Type in the URL of the server byond://byond.paradisestation.org:6666
  3. Click ok.

If it went well you should be connected, congratulations! You're on the server! Before you charge at the game it is recommended that you set up a character.

Character Setup

The character setup screen.

Cosmetics

Cosmetics have no actual effect on gameplay, but we recommend that you take some time to change them to your taste.

  • Name: As stated in the rules, it is required that all characters have a believable name (restrictions can be different based on race, consult the relevant lore). You can randomize your character's name, based on gender. Generally, your name should be coherent, include a Forename and a Surname, and not be a blatant joke or reference to a real-life figure. I am looking at you everyone who wants to be called John Cena!
  • Gender: Self-explanatory; this changes only a few things, such as the style of clothing and your character's voice when you scream. It's either male, female, or gender-neutral in some cases.
  • Age: The only cosmetic setting that is useless. It will only appear on in-game security and medical records and won't change your character's appearance. Pretty meant for fluff.
  • Species: You can set your species to things like a human (which is the default) to others like Tajaran, Vulpkanin, Unathi and more. Although we all know the best race is Tajaran Human.
  • Secondary Language: You can choose a secondary language like 'Tradeband', 'Clownish' or 'Gutter'. If you choose a different species they will also have an extra species-specific language.
  • Blood type: This affects what kind of blood transfusion the doctors have to give you when you almost bleed out again.
  • Disabilities: Quite self-explanatory, here you can choose different disabilities.
  • Nanotrasen Relation: What is your character's relationship with the god corporation Nanotrasen? Again, this is a fluff option, and it only affects RP.
  • Appearance Options: Change the colour of your character's hair, skin etc. This option will change depending on the species you will play as.

Occupations

This is quite an important option as it will allow you to change which jobs you like to play in the round. While this won't take effect after the round has started you can set preferences for jobs to be at the start of the round.

Flavour Text

Flavour text is like your physical description, it will be seen when people examine you in-game and should only contain information that could be gleaned from looking at you... Try to keep it short and snappy, a paragraph at most.

Character Records

This will pop-up a window that will allow you to set your character Medical and Security records, and have them be able to be read in-game by Medical Doctors or Security Officers respectively.

This is mostly a fun little RP tool that can be used to help flesh out your character more. However, since it appears in-game as an official record, it should be written as such. Try to write it as you would expect from a large company like NanoTrasen.

Do not put your records in your flavour Text. Flavour Text is meant for your Physical Description.

There is also the 'Employment Records' which can show your character's past occupation history.

Game Preferences (Antagonists)

In this section you can choose to turn on and off preferences to be antagonists in the round, turning these on does not guarantee you will be an antagonist you are simply saying you would like to be one. However, as a new player, you are not eligible to play as an antagonist until you have a few days on record.

The non-antagonist roles listed here are:

-PAI: A Personal AI device. With this enabled, you will be able to become a Personal AI when observing the round or after death. This will never happen without you confirming it at the time, so you should leave this option on.

-Sentient Animal: This will enable you to rejoin the round as a sentient animal when dead or observing, provided Xenobiology create them.

-Positronic Brain: When dead or observing, this option will make you eligible to become a positronic brain- as with becoming a pAI, you will also have to opt-in at the time. A positronic brain can be used to create a Cyborg or Artificial Intelligence.

Space Station 13

Saving your character

Clicking the 'save slot' button will save your character to the database along with your occupation preferences and your antagonist choices.

Occupations revisited

The job preferences panel.
Space station 13 reddit

Your occupation is by far the most important thing you will choose on the server. It affects your station access, rank, authority, equipment, and purpose in life. These range from civilian jobs such as Chefs or Janitors, all the way up to Head of Security or the Captain.

Job Assignment

With the exception of Assistant, all job preferences have four levels: Never, Low, Medium, and High. These change how likely the server is to assign you that job when it compares your preferences with those of the other players. You may only select a single job on 'High', but there are no limits otherwise. Jobs will have different radio frequencies and keys you must know to effectively communicate with the department. Please visit Clothes and Internals to learn this.

Because of the diversity and range of jobs available, there are many ways to play the game. A lot of these jobs, however, require a good knowledge of the game mechanics, the layout of the station, and how to use in-game tools and machinery. Because of this, the following jobs are recommended for new players:

  • Civilian: The most basic of all occupations, the civilian and its variants have no authority and, generally speaking, no responsibilities. It's an excellent opportunity to learn the game mechanics — but your access is limited, so feel free to ask other people if you can help, and they'll usually be happy to show you around their department and help you learn the ropes. It also lets you practice roleplaying if you're still unsure about it. Unlike all other roles, this cannot be set into the four levels stated above, you can only select either Yes or No.
  • Cargo Technician A basic, yet practical job that is easy to pick up and will help you learn the majority of the game's controls. Working under the Quartermaster, you're tasked with ordering supplies and delivering them to the relevant department, to ensure the station is well-equipped.
  • Quartermaster Similar to the Cargo Technician, yet they are in charge of the cargo technicians and the shaft miners. Requires very little knowledge and is a great job to get the hang of some command to start with.
  • Janitor: A simple, if menial job that involves replacing lightbulbs, cleaning up messes, putting out wet floor signs, and then pointing them out to people who've slipped on the floor you just finished mopping. Your only responsibilities are to keep the station clean and well-lit, and it'll help you learn your way around the station and its various departments.
  • Chef: A fairly simple job that gives you a good introduction to mixing ingredients, and there's even the possibility of cake into the bargain. Recipes are available here, to help kickstart a budding Chef's career.
  • Bartender: Like the Chef, but with more alcohol. The Bartender's job is primarily mixing and serving drinks to a thirsty crew. The recipes are also available here. You'd be surprised at some of the stuff you can make, so try it out!

If you're interested in other jobs, feel free to browse the Job guides. Try to avoid any security, engineering, and command positions until you get a hang of the game. This is especially true of the Head of Security, Head of Personnel, Captain and Security Officer positions. (Jumping into a position you're not prepared to do is a guaranteed way of making people angry at you, and possibly earning a jobban.)

Playing the game

Congratulations you have made it this far, you now have a character, a job and I am sure you're ready to jump straight into your new role! Well, hold your horses cause we got a bit more talking to do.

Starting the round

The joining and setup panel.

Each round begins with a short period where people can chat and declare themselves ready for the round, this where your job preferences come in!

However, more often then not you will join halfway through a round. By clicking join you can see a list of jobs currently available to the server, they might not be the best jobs but they are still jobs. You can also click 'View the Crew Manifest' to see who is onboard the station. When you spawn onto the map you will start in the Arrivals Shuttle and will be introduced by the Arrivals Announcement Computer or the AI. From there, you can either head over to your workplace and get started or explore a bit first. There is a page on the map if you would like to have a map of the station.

How to operate your headset

The Headset is one of the most important pieces of equipment you will acquire onboard SS13.

It takes the shape of a length of wire and is used to converse with other crew members who are not in your immediate vicinity. the other piece of Equipment useful for this is the Station Intercom System, which requires you being in range, and turning said intercom on. There are also Station Bounced Radios which you need to hold into your hand.

You speak into your headset by adding a semicolon after the say command, like this:

All radio equipment is set to a frequency and will only communicate with other equipment set to that frequency. The Screwdriver can be used on a headset to withdraw that headset's encryption keys, which are what allows them to speak on certain frequencies, and can be then deposited into other headsets. Different frequencies can be spoken on like so:

Using an :h in place of any of the other letters will automatically broadcast your message over the most prominent (according to the chain of command) frequency available to your headset. Also, note that # and . can be used in place of the colon. If you forget which letter corresponds to which department, you can always examine your headset to figure it out.

You can also make headsets and radios broadcast everything you say, by taking it into your hand and enabling the speaker. Don't do this if you're having normal hallway conversations, as it can be a bit spammy.

To emote over your headset, prefix the message with an exclamation point, like so:

This works in departmental channels as well.

The headset has its inventory slot, and there is no reason to ever remove your Headset, as nothing else fits in its slot (except earmuffs).

Things not to do

While this should already be pretty obvious, do not do the following:

  • Randomly kill people: While this is stated in the rules as not allowed, and anyone who wished to do this won't read this guide. New players might think that game objective to kill everyone, I cannot stress enough that it is not.
  • Get a job change: This is fine for experienced players but if you have just joined the server you should not go and get a job change to a role you have not unlocked and don't know how to play.
  • Report false antagonists: Please don't report people you think 'might' be antagonists, unless you have proof please don't report them. You will most likely waste security's time and the person's time you reported.

Things you should do

  • Have fun.
  • Talk to other people on the server, make friends with their characters in game.

Gameplay

The User Interface

The Space Station 13 user interface, and a view of the arrivals shuttle.

This is a general guide to the game interface; note that it won't be accurate to all UI styles, nor are all the elements shown in the image at right.

  • 1. Clothing: Anything your character is wearing. Clicking the backpack icon on the bottom left will hide this menu.
  • 2. Hands: The items you're holding in your hands. The hand you're currently using will be highlighted, and you can switch hands by clicking the appropriate hand or clicking 'Swap'. (Keyboard shortcut: Page-Up or X if it's in Hotkey mode.)
  • 3. Pockets: Your jumpsuit has pockets, and anything in them is displayed here. You won't be able to use them if you're naked.
  • 4. Actions:
    • Let go: This button appears if you are pulling an object or a mob (ctrl+click). (Not shown)
    • Resist: If you are buckled, cuffed, or trapped in a locker, clicking this button activates the process of getting out.
    • Drop: Immediately let go of the item you're holding. (Keyboard shortcut: Home or Q if it's in Hotkey mode.)
    • Throw: Toggle throwing; you can then throw the item in your active hand by clicking something to throw it at. (Keyboard shortcut: End or R if it's in Hotkey mode.)
    • Movement Speed: This will toggle whether you run or walk. Walking is slower but safer, and you won't slip as easily.
  • 5. Intent: This selects how you will interact with an object or a person when you make an action. Blue is Disarm, green is Help, yellow is Grab, and red is Harm. (Keyboard shortcuts, 1 for Help, 2 for Disarm, 3 for Grab and 4 for Harm)
  • 6. Body Target: Shows which part of the body you will interact with, whether helping or harming. To change this, click on the different parts of the body.
  • 7. Weapon Mode: Obsolete, this UI was removed.
  • 8. Status Icons: In the new, lighter UI styles, most of these are only visible if something's out-of-the-ordinary.
    • Heat Warning: Appears if the air you're breathing is superheated. Usually shows up near fires.
    • Oxygen Warning: Appears if the air you're breathing has too little oxygen. If you linger too long, you'll eventually pass out and slowly asphyxiate.
    • Pressure Warning: Appears if air pressure is too high or too low.
    • Internals: Shows whether you are running on internals (an oxygen tank and breath mask). If you have them equipped, clicking this will switch them on or off.
    • Health: Fades to red as you take more damage. If it flashes with the word CRIT, it means you are close to death and require immediate medical attention. If your character is in serious pain, your indicator will make you appear more injured than you are. The Health Doll (located below) indicates the damaged areas on different parts of your body.
    • Temperature Warning: Appears if your surroundings are too hot or too cold.
    • Hunger: Fades from Blue to Green, to Yellow/Orange then Red as you get more hungry. Note that the bar will go, Grey, if you overeat, and you may get fat. See Guide to Food and Drinks for more information.
  • 9. ID card slot: This is where your ID card goes.
  • 10. Belt slot: This is where items that can be put on belts (e.g camera) or belts (e.g toolbelt) go.
  • 11. Back slot: This is where your satchel, backpack, or in some cases a large weapon go.
  • 12. PDA slot: You put your PDA here.

Interacting With the World

Interacting with your surroundings in Space Station 13 is mostly done by the mouse. You can click with an empty hand active to pick up items or open containers, click on something with an item in your active hand to use the item on it, click on a computer or device to view its display, and so on. Once you get the hang of managing your character's hands, things will make more sense: you can't, for example, open a toolbox in your left hand if your right hand is full.

A good way of interpreting the interaction system in Space Station 13 is to think of each click as 'using' the object (or hand) on whatever you're clicking on. For instance, to use a computer in real life, you'd essentially 'use' an empty hand on it to start typing. Using an empty hand on an object will pick it up if you can hold it. Holding an item in your hand and clicking on something can result in three things:

  • If the object in hand is meant to be used with the object you're clicking on, the desired effect should occur. In the case of containers, such as drink bottles or beakers, you'll transfer a certain amount of units (usually 10) of the liquid from the container in your hand to the container you're clicking on. For things like crowbarring the floor, you'll pry off a floor tile.
  • If the object in hand is not meant to be used with the object you're clicking on, more often than not (and very annoyingly, sometimes) you'll attack the target with the object. This can result in rather funny cases of hitting people with first aid kits, hitting your drinks machine with a bottle of vodka, etc. Or more dangerously, hitting someone with a crowbar, scalpel, toolbox, etc. This happens to be the most basic form of combat, as well (which will get you banned if you go around trying to do without a very good reason).
  • If what you're clicking on is something that stores objects, the object will be taken out of your hand and placed in or on the target. This can be something like a table, opened locker or crate, which will place the object on top of the target, such that drinks will be placed on tables and jumpsuits will be placed in (technically, on) lockers. Objects like boxes and backpacks/satchels, which can be opened to reveal more slots for storing objects, will remove the item from your hand when clicked on, placing it in a slot inside.

It's okay to memorize those, but playing jobs that involve more object handling, such as Chef, Barman or Cargo Tech, will help you understand how the system interprets clicks, and what to expect when trying to use something.

Controls

To take items off a person, click the person's sprite with the left mouse button and drag their sprite onto yours.

When you have done that, a popup window should come up and by simply pressing the names of the items you want to take off they will be removed from the person you are striping and appear on the floor underneath them.

With the mouse you can perform the following actions:

  • Pick things up (one left mouse click on the object when having a free hand selected).
  • Switch hands (one left mouse click on the button that has a picture of two hands).
  • Drop what you are holding in the selected hand (one left mouse click on the button that says 'Drop')
  • Attack (one left mouse click to attack once with the object you are holding in the selected hand OR one left mouse click while unarmed while having the intent set to 'harm').
  • Pull (right-click on the item, in the drop-down box select the item and click 'pull', to let go of what you are pulling, click the button in the very bottom right corner, the person standing next to a box. Keyboard shortcut: Crtl + Left Click).
  • Use consoles and objects (one left mouse click when having a free hand selected).
  • Examine what is on the tile your mouse is on (right-click on the item, in the drop-down box select the item and click 'examine'. Keyboard shortcut: Shift + Left Click).
  • Grab (one left mouse click on the person while having 'intent' set on 'grab').
  • Use objects on people (one left mouse click on the person while having the object in the selected hand, same as 'attack').
  • Help/Perform CPR (one left mouse click on the person while having intent set on 'help').
  • You can press Shift+(Arrow Key) to change the direction you're facing.
  • Transfer (Transferring one item into another), choose the hand with an item in and click on your other hand. Useful for putting things in briefcases or your backpack.
  • See the Keyboard Shortcuts page, for more commands.

Interacting with Other People

Paradise is a medium-RP server, and so your interactions with those around you are going to be somewhat important. You're not expected to constantly roleplay to the highest level or remain completely serious, but try to maintain immersion and don't interrupt people who enjoy roleplaying on a higher level than you do. The commands you will be using to interact with people include:

  • Say:, Speak to those in your sight. You can prefix your message a semicolon (;) to talk on the general radio channel, if you have a headset, or a colon and a letter to talk on your department radio channel; :h will always broadcast to your headset's main channel. (You can examine headsets to see which channels they can access.) Prefixing your message with an asterisk (*) followed by a specific word will perform the relevant emote if it exists, which may include a sound effect. Type Say'*help' whilst in-game for a full list.
  • Whisper: Speak quietly, only audible to those right next to you. Anyone farther away will be told that you're whispering something and will be able to see a letter of two of what you're saying. As a shortcut, the say command accepts :w as a prefix, which will have your character whisper instead of speak at a normal volume.
  • Me: Lets you narrate your character's actions in an emote. This will have your character's make in front of the text. (e.x. Me 'shakes his head')
  • OOC: Speak to everyone currently playing, in an Out-Of-Character way. This can be used to ask about game mechanics and other things not concerning the game. Try not to mention events happening in the game in OOC, as everyone can see it; revealing too much about the current round is a good way to get banned...
  • LOOC: Speak to people locally, out of character. Useful for asking out-of-character questions to nearby players, or attempting to cooperate to resolve a glitch. Avoid using LOOC to discuss the current events, or using it as an attempt to circumvent IC, for example by threatening to contact the admins if someone doesn't do what you say.

Here's a quick list of the different radio keys: (NOTE: YOUR HEADSET MUST HAVE THE CHANNELS TO USE THEM. EXAMINE THE HEADSET TO DETERMINE IF THEY DO)

  • :h Will send your message to your department's channel or the antagonist channel your radio is currently equipped with, should you be one.
  • :i Enables you to speak through the station intercom, as long as you are standing adjacent to it.
  • :l or :r Enables you to speak through the station-bounced radio, as long as you are holding to it as well as the hand that your radio is currently in (:l for the left hand, :r for right hand).
  • :c Will send the message to the Command Channel
  • :s Will send the message to the Security Channel
  • :m Will send the message to the Medical Channel
  • :e Will send the message to the Engineering Channel
  • :u Will send the message to the Cargo Channel
  • :n Will send the message to the Research Channel
  • :z Will send the message to the Service Channel
  • :x Will send the message to the Procedure Channel

Extra Help

There are a few keyboard shortcuts for your convenience.

ActionClassicHotkeyDefault
AdminhelpF1F1F1
OOC TextF2OF2
IC TextF3TF3
EmoteF4MF4
Equip/Stow ItemN/AEN/A
Drop Held ObjectHomeQCtrl + D
Toggle Throw ObjectEndRCtrl+W
Activate Held ObjectPage DownZCtrl + A
Examine ObjectShift + ClickShift + ClickShift + Click
Pull ObjectCtrl + ClickCtrl + ClickCtrl + Click
Stop Pulling ObjectDeleteDeleteDelete
Switch IntentsInsert1-4Ctrl + E/Q
Switch HandsPage UpXMMB, Ctrl + S
Scroll TextCtrl + Up/DownCtrl + Up/DownCtrl + Up/Down

Many abbreviations are used on the server. For a full listing of commonly used acronyms, see Glossary.

AbbreviationMeaning
HOPHead of Personnel
CEChief Engineer
CMOChief Medical Officer
NTRep/NTRNanotrasen Representative
HOSHead of Security
RDResearch Director
BlueshieldBlueshield officer
LethalsLethal weapons from the Secure Armoury
Lings/ClingsChangelings
SlingsShadowlings

Read up on the other guides there are plenty out there! Or, head over to the discord and chat to the admins and mentors on there, they are always happy to teach you a little extra.

What To Do Now

There's a couple of things to do to help you settle in at Paradise once you've gotten the hang of the game:

  • Make yourself known on the forums: The server is home to a group of players whom make up the Paradise community and we love to see new faces, so swing by and introduce yourself!
  • Try advanced jobs: Once you feel you have the basics of the game under your belt, don't be afraid to check the job guides on the other positions available. Not only is it more fun, but you might get to help the station!
  • Be an antagonist: After you've gotten the basics down, it might be time to try your hand as an antagonist. Here is the best place to learn the basics of the different game modes and how to properly play them.
  • Help out the game: If you're good with programming, drawing sprites, telling stories or designing maps, updating wikis, we could use your help. Head over to the forums and chat with us.

Most importantly, have fun! After all, isn't that we're all here for?

Welcome aboard the NSS Cyberiad, have an efficient and productive day!

Any Further Questions?

Should you find yourself needing more advice on how to play or whether you're breaking a certain rule, you can also use the Mentor Help and Admin Help functions to do so while playing. Generally, there will be at least one person online who can answer any queries you may have, so don't be afraid to do so. To access this, either press F1 and click Mentor or Admin Help, or click on the tab labelled Admin and click Admin Help, then choose your option and type your message. When your message has been replied to, you'll hear a 'bwoink' sound and their message will appear in the chatbox, with a link for you to click so you may reply if necessary

The two options can be used at any time for any questions however specific things may be more suitable to be directed towards mentors and admins.

Mentor Help would usually be used in a situation where you'd like to know more about something that would otherwise not be able to be discussed in OOC chat without breaking the IC in OOC rule. For instance, if you had just spawned in as an engineer and wanted to know more about construction, you could use Mentor Help to ask a mentor for advice. In this case, they would either answer your question, if it's specific, or direct you over to the wiki page so you can learn more.

Admin Help would normally be the thing to use if you spot someone breaking a rule or if you need confirmation from an Admin about something that you're about to do, to ensure you're not breaking any rules. An example would be if you were an antagonist and you wanted to cause chaos on the station by releasing the engine or detonating a devastating bomb. To ensure that the Admins know about, and are okay with, this it is recommended that you let them know before doing it so that they can tell you not to if they don't feel like it is a good idea.

So, now you know that whenever you're in doubt of something you can always rely on the Admins and Mentors to help you. After all, that is why they're here, to make your time playing on the server is as enjoyable as possible!

Retrieved from 'https://paradisestation.org/wiki/index.php?title=Guide_for_beginners&oldid=33297'

The content of this article was last revised on 22.10.2013

  • 4Machines

Weapons for Neutralizing Threats


Flash
Found in: Lockers at Security Office and Security Posts, Chief Engineer's Office, Robotics, Bridge, Tech Storage
Used for: Subjugating criminals
Strategy: Use it on the criminal (make sure he doesn't have protective eyewear)
Description
A versatile tool! Flashes are small devices capable of producing an extremely bright light that is capable of blinding someone for approximately five seconds if they are immediately adjacent to you. This light will overcome visual senses, causing disorientation. If you target a criminal specifically with the flash you will not only blind them, but knock them down for the aforementioned second period, allowing plenty of time to beat them to death handcuff them. This is an acceptable alternative to a Stun Baton in a pinch, but is not recomended as an alternative due to it not working against anybody wearing protective eye coverings such as Welding Helmet or Sunglasses. On the downside, overexposure can cause blindness, and the flash's bulb is prone to burning out after repeated usage.

Hand held flashes are remarkably effective at stunning Cyborgs, and are one of only two ways stunning them. Carry it in your pocket.

Some revolutionary leaders can use flashes to brainwash other members of the crew if they are not wearing protective gear.



Stun Baton
Found in: Lockers at Security Office and Security Posts
Used for: Subjugating criminals
Strategy: Use it on the criminal
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 some clown.

Stun batons have two modes: on and off. While on, using it will result in a stun - harm will cause you to smash the baton into the victim, bruising and stunning them for a very short time; disarm will jab the device into their skin and let them baste in very painful but mostly safe electricity, you'll generally be using it with this intent. Excessive use is discouraged among forward-thinking and sympathetic security forces. Recharged in a weapons port.

Note that leaving the Baton on will not drain it, so keep it on in your belt for quick usage.

Minor Tip: Do NOT select the harm intent, unless you wish to beat your target.Additionally, take a moment to make sure that your baton is turned on and fully charged.recharger.



Taser
Found in: Lockers at Security Office and Security Posts
Used for: Subjugating criminals
Strategy: Shoot it at the target
Description
This will be your primary law enforcement weapon; however it only has five charges. Maintain both this and your stun baton at a recharger port. Like the baton, you should wear this in your suit slot and carry the other in your Security Belt or Belt slot. The taser fires an incandescent ball of energy at low velocity. The projectile is stopped by windows, grills, walls, and various other obstructions. When hit, it will cause temporary paralysis and slur speech to near illegibility. Melee use of this weapon is inappropriate except for the most extreme cases (see space law section Dangerous Criminals). When aiming for the head, tasers are exceptional melee weapons even when out of charge, very often knocking the opponent unconscious with a single blow. They can be found in Security lockers.



Flashbang
Found in: Inside lockers at Security Office and Security Posts, a full box at Armory
Used for: Subjugating many criminals at once
Strategy: Trigger it and throw it at a criminal mob
Description
This is an advanced piece of equipment because it is so difficult to use. It's distributed by SecTech vendors and the Warden, you could also find them in security lockers. In rooms where multiple and/or armed personnel are expected, you may use a flashbang to 'breach' 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.

Also note that the Flashbang will disable a Cyborgs for a few moments, use this to subdue a Cyborg from a safe distance.


Space Station 13 Sseth


Pepperspray
Found in: Inside lockers at Security Office and Security Posts
Used for: Subjugating a criminal
Strategy: Shoot it at the criminal
Description
Manufactured by UhangInc, used to blind and down an opponent quickly. Can store 8 sprays inside it. Remeber 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 three tiles and downing anyone not wearing eye protection.

Can be filled at Pepper Spray Refillers located in walls at Security Office and Security Posts.



Energy Gun
Found in: Armory, Captain's locker, Head of Personnel's locker
Used for: Subjugating criminals and/or eliminating threats
Strategy: Toggle the mode you want and fire at the target
Description
Distributed by the Warden and standard issue for the Head of Personal, Head of Security (The HoS get's two) and the Captain. This state of the art weapon combines the function of a taser and a laser gun in one, clicking the weapon while it's held alternates between a killing laser and a stunning taser (Remember: blue for stun, red for kill). Energy guns make exceptional melee weapons due to their uncanny ability to knock people unconscious when aimed at the head. Eguns are stored in the armory and can be ordered in a secure crate by the quartermaster. They are to be distributed only under the most extreme circumstances or at the Head of Security's discretion.

Laser Gun
Found in: Armory
Used for: Eliminating threats
Strategy: Fire at that pesky Blob.
Description
Distributed by the Warden - It is a more lethal version of the Energy Gun and lacks a non-lethal function. Usually distributed along with Riot Shields in extreme cases. It is very heavy - useful for the beating up of people. It shoots lasers, which deal a great deal of burning damage. The lasers will travel through grills and glass of all sorts. Can be ordered by the quartermasters in a secure weapons crate, which itself can only able to be opened by a security officer or military head of staff, It can be recharged.

In the event of a massive biological outbreak Security staff usually freely distribute Laser weapons to the crew, mainly due to them being cheaper and they lack a Stun feature.



Handcuffs
Found in: Security Office, full box at Armory
Used for: Apprehending the criminal
Strategy: Apply it to a criminal
Description
Throw a pair in your pocket, more can be dispensed from the SecTech vendors. It prevents criminals from holding items, opening doors, and generally locks them behind whatever room they're in. If the 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 criminal, it may loosen the prisoner from your grip allowing him to run free. A freedom implant or resourceful changeling can remove them instantly, but everyone else has to struggle with them for one 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 forces a person to always walk.

Armor for Protection

Helmet


Sunglasses


Security HUD


Space
Body Armor


Riot Helmet


Riot Armor


Bulletproof Vest


Ablative Vest
Space


NOTE: For all above items, remember to LOCK the locker you took them from!


Other Items


Security Gas Mask
Found in: Armory, Head of Security's locker
Used for: Internals, shout very loud at the criminals
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
Description
A very useful piece of equipment for when you don't have time to politely ask someone to stop.

Can be hacked if you like scaring the criminals.



Riot Shield
Found in: Armory, Head of Security's locker
Used for: To protect you from melee attacks
Strategy: Wield it and form a wall with your comrades
Description
These are held in a hand space and used to block close range weapons, but offer no protection against ballistic weapons or lasers. Makes you un-pushable.

They make a fairly efficient weapon in terms of bludgeoning criminals, but it'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. When I play the maracas I go chick-chicky-boom, chick-chicky boom



Tracking Implant
Found in: Armory in a Tracking Implant Kit
Used for: Making it possible to teleport straight up to the implanted person
Strategy: Take the implanter, load it with an implant and use the implanter on a person
Description
When used on someone, it will put a tracking beacon INSIDE the person. No, it does not cause people to be gibbed when teleported to. The Prison Management Console can be used to check the implanted person's location and even send messages into their mind.
Disintegrates in 10 minutes after the death of host.


Space Station 13 Wiki


Chemical Implant
Found in: Armory in a Chemical Implant Kit
Used for: Can be loaded with any sort of chemical agent via the common syringe and can hold 50 units
Strategy: Take the implanter, load it with an implant and use the implanter on a person
Description
Can only be loaded while still in its original case.
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 in 10 minutes after the death of host.



Loyalty Implant
Found in: Armory in a Lockbox (Loyalty Implants)
Used for: Un-revolutionarizing people and/or preventing people to be converted to cultists
Strategy: Take the implanter, load it with an implant and use the implanter on a person
Description
When used on someone, it will make the person loyal to CentCom and the Heads of the Station - unless the situation is a religious one! This implant will only make it impossible to learn any new, cultistic ways. People who are already cultists cannot be de-culted and persons who are strong enough to lead a revolution party will completely resist this implant.



Electropack
Found in: Prison Wing
Used for: Torture
Strategy: Set a signal, screwdriver it on, throw it on a criminal and send the signal
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 someoneelse'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.

Best of all- This does no physical harm. If you did want to do physical harm, you can combine the electopack 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?



Space Law
Found in: Security Office, Security Posts
Used for: Studying intently about the Law
Strategy: Apply it in hand to read
Description
An official copy of Space Law is made available to all security personnel. Ensure that you understand it and don'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 at it.



Recharger
Found in: Armory, Security Office, Security Posts
Used for: Securing an area from anyone without protective eyewear
Strategy: Pull it to a powered area and wrench it in place
Description
A conventional energy device recharger is a useful device which 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.

The recharge time of your energy based devices will vary depending on their maximum capacity.



Portable Flash
Found in: Armory
Used for: Securing an area
Strategy: Pull it to a powered area and wrench it in place
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.

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.



Deployable Barrier
Found in: Armory
Used for: Securing an area, making sure no one (without Armory access) can pass through
Strategy: Drag it where you need it and swipe it with your ID
Description
A deployable barrier. Swipe your ID card to lock/unlock it.

Machines

SecTech

Security Robots

The Robotic side of the security force. The station only starts with one, 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 hover faster than a man can run, and stun and cuff and criminals using handcuffs made in the experimental mass fabricator Nanotrasen places in every Securitron model. This also makes him a right pain when hacked as he will stun and cuff everyone in sight! The Roboticists have the option to make more, but they are rarely made as they use up the Warden's precious helmets.


Securitron


ED-209
Retrieved from 'http://www.ss13.eu/wiki/index.php?title=Security_items&oldid=7886'