Security cards: Difference between revisions
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| style="text-align:left;" | {{favilink id|Fusion Power Station|fusion power station}} | | style="text-align:left;" | {{favilink id|Fusion Power Station|fusion power station}}† | ||
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| style="text-align:left;" | {{favilink id|Fusion Pumping Station|fusion pumping station}} | | style="text-align:left;" | {{favilink id|Fusion Pumping Station|fusion pumping station}}† | ||
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| style="text-align:left;" | {{favilink id|Hydraulic Irrigator|hydraulic irrigator}}† | |||
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Revision as of 14:53, 30 December 2021
This information is reliable as of patch 200.0.201.48. If this is no longer the current patch, you can help by updating it. |
Security cards are items that grant access to security doors, and also allow activating or deactivating certain items that have a power switch. Psychometry can grant some, but not all, of the benefits of security cards. In particular, security cards can allow the holder to deactivate turrets, but Psychometry cannot.
Basic Security Cards
These security cards can be obtained as village quest rewards or found as randomly generated loot in the world. They work in a hierarchical fashion - the military security card has the highest access level and can do everything that lower-level security cards can do. It is also the rarest of the security cards.
- laborer security card
- maintenance security card
- emergency-services security card
- law-enforcement security card
- military security card
Object | Security-Based Actions |
Security Card | ||||
---|---|---|---|---|---|---|
laborer | maintenance | emergency-services | law-enforcement | military | ||
red security door | open | √ | √ | √ | √ | √ |
musket turret | activate/deactivate | √ | √ | √ | √ | √ |
yellow security door | open | √ | √ | √ | √ | |
rifle turret | activate/deactivate | √ | √ | √ | √ | |
microturret | activate/deactivate | √ | √ | √ | √ | |
norm core†† | activate/deactivate | √ | √ | √ | √ | |
industrial fan | activate/deactivate | √ | √ | √ | √ | |
force projector† | activate/deactivate | √ | √ | √ | √ | |
broadcast power station† | activate/deactivate | √ | √ | √ | √ | |
fusion power station† | activate/deactivate | √ | √ | √ | √ | |
fusion pumping station† | activate/deactivate | √ | √ | √ | √ | |
hydraulic irrigator† | activate/deactivate | √ | √ | √ | √ | |
green security door | open | √ | √ | √ | ||
chaingun turret | activate/deactivate | √ | √ | √ | ||
blue security door | open | √ | √ | |||
laser turret | activate/deactivate | √ | √ | |||
chain laser emplacement (non-Grit Gate)† |
activate/deactivate | √ | √ | |||
purple security door | open | √ | ||||
rocket turret | activate/deactivate | √ |
† Objects in Grit Gate can only be activated or deactivated by the chrome security card.
†† Applies to all norm cores: mk I, II, and III.
Dynamic weapon turrets dropped by dynamic turret tinkers and their single-weapon counterparts can also be activated or deactivated by security cards. The type of card needed depends on the tier of the missile weapon used by the dynamic turret. Missile weapons of tiers 5-8 require a military security card. Tiers 4 and below require each of the 4 remaining security cards in descending order of access level.
Quest-Related Security Cards
These security cards (and keys) are obtained during the course of the game's main quest.