diff --git a/code/game/objects/items/devices/radio/electropack.dm b/code/game/objects/items/devices/radio/electropack.dm
index b74b0fa3d4..231818be77 100644
--- a/code/game/objects/items/devices/radio/electropack.dm
+++ b/code/game/objects/items/devices/radio/electropack.dm
@@ -142,3 +142,87 @@ Code:
user << browse(dat, "window=radio")
onclose(user, "radio")
return
+
+/obj/item/electropack/shockcollar
+ name = "shock collar"
+ desc = "A reinforced metal collar. It seems to have some form of wiring near the front. Strange.."
+ icon = 'modular_citadel/icons/obj/clothing/cit_neck.dmi'
+ alternate_worn_icon = 'modular_citadel/icons/mob/citadel/neck.dmi'
+ icon_state = "shockcollar"
+ item_state = "shockcollar"
+ body_parts_covered = NECK
+ slot_flags = ITEM_SLOT_NECK | ITEM_SLOT_DENYPOCKET //no more pocket shockers
+ w_class = WEIGHT_CLASS_SMALL
+ strip_delay = 60
+ equip_delay_other = 60
+ materials = list(MAT_METAL=5000, MAT_GLASS=2000)
+ var/tagname = null
+
+/datum/design/electropack/shockcollar
+ name = "Shockcollar"
+ id = "shockcollar"
+ build_type = AUTOLATHE
+ build_path = /obj/item/electropack/shockcollar
+ materials = list(MAT_METAL=5000, MAT_GLASS=2000)
+ category = list("hacked", "Misc")
+
+/obj/item/electropack/shockcollar/attack_hand(mob/user)
+ if(loc == user && user.get_item_by_slot(SLOT_NECK))
+ to_chat(user, "The collar is fastened tight! You'll need help taking this off!")
+ return
+ ..()
+
+/obj/item/electropack/shockcollar/receive_signal(datum/signal/signal)
+ if(!signal || signal.data["code"] != code)
+ return
+
+ if(isliving(loc) && on)
+ if(shock_cooldown != 0)
+ return
+ shock_cooldown = 1
+ spawn(100)
+ shock_cooldown = 0
+ var/mob/living/L = loc
+ step(L, pick(GLOB.cardinals))
+
+ to_chat(L, "You feel a sharp shock from the collar!")
+ var/datum/effect_system/spark_spread/s = new /datum/effect_system/spark_spread
+ s.set_up(3, 1, L)
+ s.start()
+
+ L.Knockdown(100)
+
+ if(master)
+ master.receive_signal()
+ return
+
+/obj/item/electropack/shockcollar/attack_self(mob/user) //Turns out can't fully source this from the parent item, spritepath gets confused if power toggled. Will come back to this when I know how to code better and readd powertoggle..
+ var/option = "Change Name"
+ option = input(user, "What do you want to do?", "[src]", option) as null|anything in list("Change Name", "Change Frequency")
+ switch(option)
+ if("Change Name")
+ var/t = input(user, "Would you like to change the name on the tag?", "Name your new pet", tagname ? tagname : "Spot") as null|text
+ if(t)
+ tagname = copytext(sanitize(t), 1, MAX_NAME_LEN)
+ name = "[initial(name)] - [tagname]"
+ if("Change Frequency")
+ if(!ishuman(user))
+ return
+ user.set_machine(src)
+ var/dat = {"
+ Frequency/Code for shock collar:
+ Frequency:
+ -
+ - [format_frequency(frequency)]
+ +
+ +
+ Code:
+ -
+ - [code]
+ +
+ +
+ "}
+
+ user << browse(dat, "window=radio")
+ onclose(user, "radio")
+ return