diff --git a/code/game/objects/structures/guillotine.dm b/code/game/objects/structures/guillotine.dm
new file mode 100644
index 00000000000..db2daff0e09
--- /dev/null
+++ b/code/game/objects/structures/guillotine.dm
@@ -0,0 +1,229 @@
+#define GUILLOTINE_BLADE_MAX_SHARP 10 // This is maxiumum sharpness that will decapitate without failure
+#define GUILLOTINE_DECAP_MIN_SHARP 7 // Minimum amount of sharpness for decapitation. Any less and it will just deal brute damage
+#define GUILLOTINE_ANIMATION_LENGTH 9 // How many deciseconds the animation is
+#define GUILLOTINE_BLADE_RAISED 1
+#define GUILLOTINE_BLADE_MOVING 2
+#define GUILLOTINE_BLADE_DROPPED 3
+#define GUILLOTINE_BLADE_SHARPENING 4
+#define GUILLOTINE_HEAD_OFFSET 16 // How much we need to move the player to center their head
+#define GUILLOTINE_LAYER_DIFF 1.2 // How much to increase/decrease a head when it's buckled/unbuckled
+#define GUILLOTINE_ACTIVATE_DELAY 30 // Delay for executing someone
+#define GUILLOTINE_WRENCH_DELAY 10
+#define GUILLOTINE_ACTION_INUSE 5
+#define GUILLOTINE_ACTION_WRENCH 6
+
+/obj/structure/guillotine
+ name = "guillotine"
+ desc = "A large structure used to remove the heads of traitors and treasonists."
+ icon = 'icons/obj/guillotine.dmi'
+ icon_state = "guillotine_raised"
+ can_buckle = TRUE
+ anchored = TRUE
+ density = FALSE
+ buckle_lying = FALSE
+ layer = ABOVE_MOB_LAYER
+ var/blade_status = GUILLOTINE_BLADE_RAISED
+ var/blade_sharpness = GUILLOTINE_BLADE_MAX_SHARP // How sharp the blade is
+ var/kill_count = 0
+ var/current_action = 0 // What's currently happening to the guillotine
+
+/obj/structure/guillotine/examine(mob/user)
+ ..()
+
+ var/msg = ""
+
+ msg += "It is [anchored ? "wrenched to the floor." : "unsecured. A wrench should fix that."]
"
+
+ if(blade_status == GUILLOTINE_BLADE_RAISED)
+ msg += "The blade is raised, ready to fall, and"
+
+ if(blade_sharpness >= GUILLOTINE_DECAP_MIN_SHARP)
+ msg += " looks sharp enough to decapitate without any resistance."
+ else
+ msg += " doesn't look particularly sharp. Perhaps a whetstone can be used to sharpen it."
+ else
+ msg += "The blade is hidden inside the stocks."
+
+ if(has_buckled_mobs())
+ msg += "
"
+ msg += "Someone appears to be strapped in. You can help them out, or you can harm them by activating the guillotine."
+
+ to_chat(user, msg)
+
+ return msg
+
+/obj/structure/guillotine/attack_hand(mob/user)
+ add_fingerprint(user)
+
+ // Currently being used by something
+ if(current_action)
+ return
+
+ switch(blade_status)
+ if(GUILLOTINE_BLADE_MOVING)
+ return
+ if(GUILLOTINE_BLADE_DROPPED)
+ blade_status = GUILLOTINE_BLADE_MOVING
+ icon_state = "guillotine_raise"
+ addtimer(src, "raise_blade", GUILLOTINE_ANIMATION_LENGTH)
+ return
+ if(GUILLOTINE_BLADE_RAISED)
+ if(has_buckled_mobs())
+ if(user.a_intent == INTENT_HARM)
+ user.visible_message("[user] begins to pull the lever!",
+ "You begin to the pull the lever.")
+ current_action = GUILLOTINE_ACTION_INUSE
+
+ if(do_after(user, GUILLOTINE_ACTIVATE_DELAY, target = src) && blade_status == GUILLOTINE_BLADE_RAISED)
+ current_action = 0
+ blade_status = GUILLOTINE_BLADE_MOVING
+ icon_state = "guillotine_drop"
+ playsound(src, 'sound/items/unsheath.ogg', 100, 1)
+ addtimer(src, "drop_blade", GUILLOTINE_ANIMATION_LENGTH - 2, FALSE, user) // Minus two so we play the sound and decap faster
+ else
+ current_action = 0
+ else
+ unbuckle_mob()
+ else
+ blade_status = GUILLOTINE_BLADE_MOVING
+ icon_state = "guillotine_drop"
+ playsound(src, 'sound/items/unsheath.ogg', 100, 1)
+ addtimer(src, "drop_blade", GUILLOTINE_ANIMATION_LENGTH)
+
+/obj/structure/guillotine/proc/raise_blade()
+ blade_status = GUILLOTINE_BLADE_RAISED
+ icon_state = "guillotine_raised"
+
+/obj/structure/guillotine/proc/drop_blade(mob/user)
+ if(has_buckled_mobs() && blade_sharpness)
+ var/mob/living/carbon/human/H = buckled_mob
+
+ if(!H)
+ return
+
+ var/obj/item/organ/external/head/head = H.get_organ("head")
+
+ if(QDELETED(head))
+ return
+
+ playsound(src, 'sound/weapons/bladeslice.ogg', 100, 1)
+ if(blade_sharpness >= GUILLOTINE_DECAP_MIN_SHARP || head.brute_dam >= 100)
+ head.droplimb()
+ add_attack_logs(user, H, "beheaded with [src]")
+ H.regenerate_icons()
+ unbuckle_mob()
+ kill_count += 1
+
+ var/blood_overlay = "bloody"
+
+ if(kill_count == 2)
+ blood_overlay = "bloodier"
+ else if(kill_count > 2)
+ blood_overlay = "bloodiest"
+
+ blood_overlay = "guillotine_" + blood_overlay + "_overlay"
+ overlays.Cut()
+ overlays += mutable_appearance(icon, blood_overlay)
+
+ // The crowd is pleased
+ // The delay is to make large crowds have a longer lasting applause
+ var/delay_offset = 0
+ for(var/mob/living/carbon/human/HM in viewers(src, 7))
+ addtimer(HM, "emote", delay_offset * 0.3, FALSE, "clap")
+ delay_offset++
+ else
+ H.apply_damage(15 * blade_sharpness, BRUTE, head)
+ add_attack_logs(user, H, "dropped the blade on non-fatally with [src]")
+ H.emote("scream")
+
+ if(blade_sharpness > 1)
+ blade_sharpness -= 1
+
+ blade_status = GUILLOTINE_BLADE_DROPPED
+ icon_state = "guillotine"
+
+/obj/structure/guillotine/attackby(obj/item/W, mob/user, params)
+ if(istype(W, /obj/item/whetstone))
+ add_fingerprint(user)
+ if(blade_status == GUILLOTINE_BLADE_SHARPENING)
+ return
+
+ if(blade_status == GUILLOTINE_BLADE_RAISED)
+ if(blade_sharpness < GUILLOTINE_BLADE_MAX_SHARP)
+ blade_status = GUILLOTINE_BLADE_SHARPENING
+ if(do_after(user, 7, target = src))
+ blade_status = GUILLOTINE_BLADE_RAISED
+ user.visible_message("[user] sharpens the large blade of the guillotine.",
+ "You sharpen the large blade of the guillotine.")
+ blade_sharpness += 1
+ playsound(src, 'sound/items/Screwdriver.ogg', 100, 1)
+ return
+ else
+ blade_status = GUILLOTINE_BLADE_RAISED
+ return
+ else
+ to_chat(user, "The blade is sharp enough!")
+ return
+ else
+ to_chat(user, "You need to raise the blade in order to sharpen it!")
+ return
+ if(iswrench(W))
+ if(current_action)
+ return
+
+ current_action = GUILLOTINE_ACTION_WRENCH
+
+ if(do_after(user, GUILLOTINE_WRENCH_DELAY, target = src))
+ current_action = 0
+ if(has_buckled_mobs())
+ to_chat(user, "Can't unfasten, someone's strapped in!")
+ return
+
+ if(current_action)
+ return
+ to_chat(user, "You [anchored ? "un" : ""]secure [src].")
+ anchored = !anchored
+ playsound(src, 'sound/items/deconstruct.ogg', 50, 1)
+ dir = SOUTH
+ return TRUE
+ else
+ current_action = 0
+ else
+ return ..()
+
+/obj/structure/guillotine/buckle_mob(mob/living/M, force = 0)
+ if(!anchored)
+ to_chat(usr, "The [src] needs to be wrenched to the floor!")
+ return FALSE
+
+ if(!ishuman(M))
+ to_chat(usr, "It doesn't look like they can fit into this properly!")
+ return FALSE // Can't decapitate non-humans
+
+ if(blade_status != GUILLOTINE_BLADE_RAISED)
+ to_chat(usr, "You need to raise the blade before buckling someone in!")
+ return FALSE
+
+ if(..())
+ M.pixel_y -= GUILLOTINE_HEAD_OFFSET // Offset their body so it looks like they're in the guillotine
+ M.layer += GUILLOTINE_LAYER_DIFF
+
+/obj/structure/guillotine/unbuckle_mob(force = 0)
+ if(buckled_mob)
+ buckled_mob.pixel_y += GUILLOTINE_HEAD_OFFSET // Move their body back
+ buckled_mob.layer -= GUILLOTINE_LAYER_DIFF
+ . = ..()
+
+#undef GUILLOTINE_BLADE_MAX_SHARP
+#undef GUILLOTINE_DECAP_MIN_SHARP
+#undef GUILLOTINE_ANIMATION_LENGTH
+#undef GUILLOTINE_BLADE_RAISED
+#undef GUILLOTINE_BLADE_MOVING
+#undef GUILLOTINE_BLADE_DROPPED
+#undef GUILLOTINE_BLADE_SHARPENING
+#undef GUILLOTINE_HEAD_OFFSET
+#undef GUILLOTINE_LAYER_DIFF
+#undef GUILLOTINE_ACTIVATE_DELAY
+#undef GUILLOTINE_WRENCH_DELAY
+#undef GUILLOTINE_ACTION_INUSE
+#undef GUILLOTINE_ACTION_WRENCH
\ No newline at end of file
diff --git a/code/modules/crafting/recipes.dm b/code/modules/crafting/recipes.dm
index 84226bd1f3b..f1739750a0a 100644
--- a/code/modules/crafting/recipes.dm
+++ b/code/modules/crafting/recipes.dm
@@ -354,3 +354,13 @@
reqs = list(/obj/item/grown/log = 5)
result = /obj/structure/bonfire
category = CAT_PRIMAL
+
+/datum/crafting_recipe/guillotine
+ name = "Guillotine"
+ result = /obj/structure/guillotine
+ time = 150 // Building a functioning guillotine takes time
+ reqs = list(/obj/item/stack/sheet/plasteel = 3,
+ /obj/item/stack/sheet/wood = 20,
+ /obj/item/stack/cable_coil = 10)
+ tools = list(/obj/item/screwdriver, /obj/item/wrench, /obj/item/weldingtool)
+ category = CAT_MISC
\ No newline at end of file
diff --git a/icons/obj/guillotine.dmi b/icons/obj/guillotine.dmi
new file mode 100644
index 00000000000..e985dbaa825
Binary files /dev/null and b/icons/obj/guillotine.dmi differ
diff --git a/paradise.dme b/paradise.dme
index 438cb2acaae..18409a9c668 100644
--- a/paradise.dme
+++ b/paradise.dme
@@ -965,6 +965,7 @@
#include "code\game\objects\structures\fullwindow.dm"
#include "code\game\objects\structures\girders.dm"
#include "code\game\objects\structures\grille.dm"
+#include "code\game\objects\structures\guillotine.dm"
#include "code\game\objects\structures\inflatable.dm"
#include "code\game\objects\structures\janicart.dm"
#include "code\game\objects\structures\kitchen_spike.dm"
diff --git a/sound/items/unsheath.ogg b/sound/items/unsheath.ogg
new file mode 100644
index 00000000000..388ff1fc189
Binary files /dev/null and b/sound/items/unsheath.ogg differ