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This non-bipedal class-1 security sentinel is a standard issue robot outfitted with four electromagnetic pulse thrusters for mobility and is equipped with dual back mounted laser cannons. This cannon can move into a defensive position in seconds and fire with deadly accuracy at any hostile entity.
~ TriOptimum Employee Manual
For the enemy in the Original Game, see Security-1-Bot.

The Security-1-Bot is an enemy encountered in System Shock (Remake).

Overview[]

The first variant of the Security Bots, the Security-1 Bot is used for combat purposes. Tasked with eliminating and deterring threats.

Strategy[]

Tactical Analysis[]

Security 1 Robots are relatively well armed and armored but predictable fire platforms. As with most robots, it's first reaction to seeing the player at all is to drop everything it's doing and opening fire. As with most other robotic enemies, it's reaction time and accuracy are too extreme for a player to avoid so prevention is the best medicine: Be in cover.

Similar to Hoppers, Security 1 robots take a little while right after firing before being able to do so again, albeit the window is smaller than with hoppers. As with hoppers, your safest bet is to bait the bot to shoot by peeking out of cover and hiding immediately, and then punish the enemy with damage right after.

Unlike Hoppers, Security-1 robots do not move in long, wide hops. Once the robot spots an enemy, it will cease movement and open fire immediately. This can be exploited, as the robot will factually become immobile if the player simply keeps peeking in and out of cover. This becomes a useful tactic when fighting more than one Sec-1 bot at once: Retreat through a corridor, bait a bunch of bots to group up and throw a single emp grenade in the cluster.

These robots take on average 4 mag-pulse rounds to defeat and up to 6 shotgun shells (about 4 at near point blank range), as such be prepared for a longer firefight than with most other types of targets. Using EMP grenades on these robots is warranted if you're in a tough position, but their sheer numbers mean that you will run out of supplies if you do this too liberally.

The robots fire a volley of two shots, with about a second of break in between. This is a sufficient volume of fire to create some friendly fire incidents if there are other enemies between the Security-1 robot and yourself. While the enemies hit by the Sec-1 robot will not retaliate, the damage does add up, while simultaneously protecting you from taking the damage yourself.

Overall Strategy[]

Ultimately Security-1 robots are glorified sentry turrets, only ever moving to reposition themselves if there is no line of sight to the player. They take a beating and are great at dishing out one, but they are predictable and not particularly intelligent. Positioning and anticipation is more useful than reaction time or bravado when fighting these enemies: establish a comfortable routine and stick to it.

Security-1 robots are the perfect target for the mag-pulse, being fairly static and armored. Considering how aggressive Security-2 robots are, it may make sense to use the Mag-Pulse rifle towards the mid-game, specifically to deal with Sec-1 robots, rather than save the mag-pulse for the late game where Security-2 robots are going to demand something more powerful, either way.

Security-1 robots are often encountered in groups of two-three robots, but it happens in a tight narrow corridors, where they can be easily defeated with one powerful attack of laser rapier in the head (on normal difficulty).

Having in mind Security-1 robots ability to fly, its best to be avoided in a vide open areas like big open staircases or hangars. Player would not be safe even standing right under the robot, since it can shoot right upside down.

Cut Content[]

The following was planned to be in the game at some point but was cut or changed prior to release.

  • Different body design for enemy that was the top half of the Security 1 Bot.

Gallery[]

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