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* Don't just tase and cuff the guy that broke that window on code green. Ask the suspect to halt, state your reason for arrest and bring them to Processing uncuffed. If they don't cooperate, stun to your heart's desire. | * Don't just tase and cuff the guy that broke that window on code green. Ask the suspect to halt, state your reason for arrest and bring them to Processing uncuffed. If they don't cooperate, stun to your heart's desire. | ||
==The Records and Security Statuses== | ==The Records and Security Statuses== | ||
===Tips and Tricks=== | ===Tips and Tricks=== |
Revision as of 05:47, 28 February 2022
Planning
Intro
- Officer Basics
- Department Hierarchy
- Equipment
- Important Locations
- Introduction to Space Law
- Security Statuses and Records
- Enforcing the Law
- Arrests
- Timed Sentences
- Space Law Modifiers and Nuances
- Permanent Sentences
- Permabrig Procedure
- Execution
- Station Alerts
- Dealing with Enemies of the Corporation
- Types of Antagonists
- The Lethal Option
- Combat 101
- You and the Legal Department
- Standard Operating Procedure
- Magistrate
- Internal Affairs
- Additional Information
- Security Bots
- Labor Camp
- Security Hiring Policy
- Tips
- Additional Information
As the stations first line of defense against Evil, the Security Department is the most dynamic and challenging departments on station. While the learning curve of Security is not terribly steep, it's important to have a solid grasp on game controls as well as possessing an open mind. The Security Department demands that officers have basic knowledge of Space Law and their Standard Operating Procedure; As part of this knowledge, an officer should be able to do the following: properly utilize security records and statuses; arrest, process, and search wrongdoers; hand out permanent and timed sentences in an expedient manner.
The Security Department's primary goal is to stop Enemies of the Corporation and maintain order on the station. Officers should be aware of the various antagonists on station, how to spot them, and how to deal with them effectively within the boundaries of the law. Members of the Security Department should know what levels of force to use against different targets. While not required, it's extremely beneficial for Security Officer's to learn how to hold their own in combat by learning proper fighting techniques, usage of available equipment, and smart tactics.
The many moving parts and requirements of the Security Department can quickly add up and become nauseating. It is important for every officer to understand how not only how to enforce the law but how the law restricts officers. Officers should pay attention to Station Alerts and how their rights and freedom of action change with the alerts. As officers become more experienced, they should know both the Internal Affairs Agent and Magistrate's roles in the Nanotrasen legal system and where officers fit into it. Ultimately, roles in the security department are punishing but extremely engaging; The officers who get the most out of the role are the ones who balance their pace and self-autonomy in order to give out fair sentences that serve to improve the experiences of other players.
Officer Basics
While roles in the security department have different responsibilities, equipment, and restrictions, it is helpful to master a few key skills. By learning these skills and utilizing proper communication, any security department can find success. Newer officers should always ask questions and stick with experienced officers until they feel comfortable enough doing their job without assistance. While not every experienced security officer is willing to let you shadow and walk you through the rigors of security, it is very helpful to ask as the right mentor can make learning extremely rewarding, fun, and easy.
Security Hierarchy
All members of the security department report to the Head of Security (HOS), however, who has authority over what can be a little more complicated than that. The Head of Security has full decision making power over all security matters and is only superseded by the Captain. In order to expediate sentences and better manage the department, the Head of Security will often have a Warden working beneath them. The Warden does not necessarily have more authority than Security Officers but he does have full authority over the brig, prison wing, and armory. When the HOS is not making a decision over sentencing, officers should look towards the warden. The Detective, while an officer, has less authority and power than your standard Security Officer but still reports to the same people as Security Officers.
Since Space Law extends beyond the security department, the Head of Security does not have ultimate authority over Space Law matters. Instead, the Magistrate has the final say over any sentencing and even supersedes the Captain. The only higher authority is Central Command. If you ever believe that Space Law is being enforced improperly, you should take your concern to the Magistrate. If even the Magistrate is failing to do their job, you should take up your concern with an Internal Affairs Agent or the Nanotrasen Representative who deal with Standard Operating Procedure issues.
Security Equipment
Security officers would have no way to enforce the law without having the right loadout. Most equipment that officers will end up use is available in the various Security lockers in the Locker Room and also in the SecTech Vendor which is found in the equipment room. The SecTech Vendor dispenses handcuffs, energy bolas, evidence bags, seclites, flashes, flashbangs, and for the hungry cop in all of us: doughnuts.
General Security Items
HUDSunglasses - Provides basic flash protection and allows officers to set security records on-the-go. Has the added benefit of listing a person's profession, arrest status/criminal status, and mindshield implant status when they are worn, in the form of icons above said person.
Disabler - An officers main weapon, shoots disabler bolts which will stun a criminal after 4 hits. More can be acquired from the armory
Security Belt - Allows the storage of up to 6 security items.
Stun Baton - Has limited charges, when used in melee it can stun targets for a few seconds allowing for an arrest to be made. Will do damage if used on harm intent.
Flash - Disarms and disorients anyone without eye protection. Disables Cyborgs temporarily when used on them
Handcuffs - When used on a target, it restrains them and prevent movement when they are bucklecuffed or pulled. Click on someone to start handcuffing them. You'll both need to stay next to each other without moving for them to work.
Zipties - Same as handcuffs however the time to cuff someone and break out of them is reduced. One time use.
Pepperspray - Stuns and disorients when used on someone without mask protection.
Flashbang - an area-of-effect version of flash, with a timer of 5 seconds. Everyone in sight of it without flash or hearing protection will be blinded and deafened for some time. Standing direct on top of it will stun no matter what.
Energy Bola - A thrown weapon which legcuffs (slowing) anyone it hits even if the target is immune to projectiles. Invaluable when dealing with Sleeping Carp and narcotics users.
Seclite - Security Flashlight, or Seclite in short. Can be attached to a disabler or energy gun (removable with screwdriver).
Security gas mask - Can be used to shout at criminal scum with an intimidating voice, serve as an internals mask, and protect against pepper spray.
Standard Armor Vest - Good for absorbing a bit of every damage.
Helmet - Good for absorbing a bit of every damage, prevents headsets and sunglasses from being removed while equipped.
Armory Equipment
More advanced equipment is stored in the Armory and is only handed out with Warden and/or Head of Security approval. Remember to put it back if the threat is over. Here are the following equipment that can be found in the Secure Armory.
Armory and other Restricted Equipment
Energy Gun - Usually only handed out by the Warden when things have really hit the fan. Has two modes, click the weapon in your inventory to switch between disable and kill.
Laser Gun - While more efficient than an energy gun (it has a capacity of 12 shots instead of the energy gun's 10), it only has a kill mode.
Riot Shield - Protects from melee attack in the direction you are facing and has a 50% chance of negating incoming damage or projecticles. can't fit in backpacks or on your back.
Riot Shotgun - Can fire a wide variety of shells , from rubber and beanbag shells that deal stamina damage, to all kinds of Technological Shells created by Science.
Ion Rifle - Useful against targets that can be EMP'd. Does serious damage to Cyborgs, AIs, IPCs, and Swarmers. Can also disable any technology targets are wearing and disable implants/cybernetics. Useless against biological threats.
Various body armor and helmets - See this for more information.
Important Locations
Arrivals Checkpoint: This checkpoint is near the Arrival Shuttle. Containing a recharger, Camera plus Records consoles and a locker with security gear. Late-joining security officers might find it to be a good idea to take the equipment from here; The Brig: The main imprisonment area. Has single-person cells that are used for timed-sentences.
Security Office: An for debriefs at the beginning of a round, or in the midst of some form of crisis.
Equipment Room: The central area for incoming and outgoing officers to get equipped with either basic equipment or requisitions from the Armory or Secure Armory.
Armory/Secure Armory: Security's main weapons repository, under the jurisdiction of the Warden and Head of Security. Contains extra disablers, Energy Guns, Laser Guns, Riot Shotguns (with a variety of ammunition), Ablative Vests, an Ion Rifle, Security Hardsuits, Bullet Proof Armour and Riot Suits. You can also find Portable Flashers and Barriers, in addition to a selection of implants, extra handcuffs and flashbangs, a toolbox and EOD (Explosive Ordnance Disposal) gear.
Detective's Office: Contains a camera monitor in the shape of a TV, Medical and Security records consoles, as well as the basic equipment needed for conducting interviews or cataloguing evidence.
Head of Security's Office: Serves as an area where the Head of Security can use a keycard authenticator, make station announcements, or use a fax machine. Beware of Araneus.
Processing: This is where Security Officers and the Warden search and process prisoners prior to bringing them to a cell.
Interrogation: This room is used to interrogate suspects in relative privacy.
Prison Wing: Contains the Permabrig, Solitary Confinement cells, Prisoner Equipment Storage and the Execution Room.
Labor Camp: Where permanent prisoners can be sent to mine and serve their sentence. Contains a small observation area manned by Prison Ofitser (Beepsky's long-lost cousin) and a maintenance section both locked behind Security access. Basic prisoner accommodations with small dorms, a cryo sleeper, bathroom and breakroom containing complimentary vendors. As well as the utilities prisoners will need for their work, including rudimentary mining equipment, minimalistic Infirmary, a special variant of mining equipment vendor and an ore redemption machine without access requirements.
Warden's Office: Where the Warden can monitor Security Records and the Camera Network. Also contains a Prisoner Management console, which lets you set the number of Mining Points a Labor Camp prisoner needs to collect (via the Prisoner ID), as well as check up on anyone with a Tracking and Chemical Implant.
Gamma Armory: A secured pod held in reserve that can only be deployed to the station during Gamma-level emergencies at the discretion of Central Command. Contains an Ares heavy Exosuit with attached charging facilities, a Shielded Security Hardsuit, hacked upgraded Autolathe, materials, Combat Shotguns, Saber SMGs, AEGs, Ion Rifles, Medical Beamgun, Combat Knives, Clusterbang, Incendiary Grenade and two wall rechargers.
Introduction to Space Law
The core purpose of officers aboard the station is to maintain order by enforcing laws and standard set by the Nanotrasen Board of Directors outlined in Space Law. Not only are crimes defined in this document but procedure is established in it for enforcing law, handing out sentences, and handling special circumstances. New officers should focus on getting acquainted with the basic of Space Law and associated Standard Operating Procedure surrounding arrests and brigging.
Crimes are broken up into three digit crime numbers. The first digit denotes the severity of the crimes (minor, major, capital, etc) and the following two digits denote the type of crime (assault, trespassing, etc). An officer should know basic crime codes up to the 300 level which are Minor, Medium, and Major Crimes. Additionally, it is very critical to read up on Space Law section such as Interpretation of the Law, Crime Stacking, and Brig Procedures. This is the foundational knowledge required in order to perform officer duties, before reading through these parts of Space Law a new officer should absolutely not be making arrests or handling sentencing without being closely monitored and mentored by an experience officer.
Once read up on Space Law, new officers should read through their Standard Operating Procedure in order to understand the procedure for making arrests, brigging, and utilizing security equipment so they don't accidently commit a fireable offense. Both Space Law and officer SOP should be pulled up in a browser tab during gameplay in order to quickly reference it while performing duties. This recommended literature only brushes the surface of Space Law and Security/Legal Procedure, all of which will be picked up later as new officers gain experience.
Security Statuses and Records
Enforcing the law would be much more difficult without proper documentation and records. Each crew member has a established security record with basic information about the person, a comment log of crimes/briggings, and a security status. The record gives an appearance of the crew members, their occupation, fingerprint data, and blood type all of which is important for identifying them, this information is available through the security records console; Furthermore, there's other data that can be added by officers if further documentation is deemed neccesary. The comment log is most important because it lists changes in statuses, any briggings, and which officer performed the action. Security statuses are important because it is how the security department records crew members with warrants, sentences, or other special circumstances that involves security. Both the comment log and security statuses can be viewed and edited by examining a crew member while having a SecHUD active. When editing either of these, it's important to provide a clear and concise reason as to why the change was necessary. Some statuses need permission from the Head of Security or Magistrate to be set such as Search (on green alert), demote, or parole and statuses like Execute can only be authorized by the Magistrate or Captain.
Examples of Possible Security Statuses:
- Arrest, "EOC/Syndicate - by possession of S-class, that is a .357, fired it at Medbay according to the AI"
- Arrest, "308, Major trespass, to Bridge, slipped the Captain."
- Incarcerated, "EOC/Syndicate - sentenced: 400 Grand Sabotage, released the engine
- Monitor, "A medical doctor that took equipment and has never been seen again, according to the CMO. "
- Search, "Search warrant - Detective says their prints are on an empty syndicate EMP kit box. Search on spot, release and set to Monitor if nothing found."
Status | Purpose and Usage |
---|---|
Arrest File:Wanted.png |
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Search File:HudSearch.gif |
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Incarcerated File:HudPrisoner.png |
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Parole File:HudParolled.png |
|
Released File:HudReleased.png |
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Demote File:HudDemote.gif |
|
Monitor File:HudMonitor.gif |
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Execute File:HudExecute.gif |
|
Enforcing the Law
When a crew member commits a crime as defined by Space Law, security will need to detain the crew members, determine their punishment, and carry out the punishment. Both the crime committed and perceived threat of the criminal will determine how an officer will need to approach an arrest. Not only are there over 30 different crimes, but many of them have different punishment associated with them with vastly different implication for the criminal. Different types of punishments call for different levels of imprisonment as well as identifying special circumstances that may modify the sentence completely. It is important for officers to know their role in the legal process as well as understanding how that role (and it's restrictions) change with station alerts.
Arrests
Once a crew member has committed a crime or has a warrant set out for their arrest, a security officer will need to detain them and bring them to the brig. How an arrest is conducted is not uniform across alerts and different scenarios. Normally, you want to arrest someone with the minimal amount of fuss. If someone's committed a crime, but aren't acting hostile or a threat, try talking to them and getting them to come willingly no matter the alert. The best way to begin an arrest is to point at the crew member and yell "HALT."
Green: Security officers will need to have a warrant (arrest status set after discussion in sec comms) or a solid reason for performing an arrest on a crew member. Officers once they have approached the suspect will need to request that the subject halt where the reasons for the arrest will be clearly laid out. Officers should attempt to escort the crew member to the brig without the use of handcuffs or force unless the subject resists the arrest. The usage of non-lethal equipment is NOT permitted to be used or brandished unless the subject resists arrest
Blue: Security officers still will need to have a warrant or a solid reason for performing an arrest on a crew member. While the same restrictions from Green Alert apply, officers can utilize more discretion in arrests and more often opt for the use of non-lethal force if there is a perceived threat to the officers life. Officers may brandish lethal and non-lethal equipment during arrests.
Red Alert: Security officers do not need to have a warrant to perform an arrest, only reasonable suspicion. Restraining of crew members is encouraged instead of opting for a peaceful escort to the brig.
If a crew member is not actively resisting arrest, it is important that officers make it clear to the crew member that they are being arrested. If not being escorted peacefully, officers will need to immediately restrain the crew member with zipties or handcuffs. Batons, Disablers, or any other stunning equipment should generally only be utilized if the crew member is actively committing crimes, committed a 300+ crime, or resisting arrest. Resisting arrest is when a crew member refuses to comply during an arrest by running away, attacking the officer, or otherwise refusing to follow the orders of the officer. Once the crew member is brought to the brig, they will need to be processed.
Processing
Once an officer has arrested a crew member, they will need to process them. This entails questions, searching, and preparation of the arrested crew member prior to final sentencing or release from custody. The crew member should be immediately brought to processing and bucklecuffed to an open chair. Although the Warden is in charge of processing and oversight of brigging, it remains the arresting-officer's responsibility to ensure that the arrested are fully processing unless the Warden agrees to take over. The following steps should be taken when a criminal is arrested:
- Ensure the crew member is fully restrained to a chair (unless they came in voluntarily);
- If not already set, a arrest or search status for the crew member should be set with a clear reason (important if someone has to take over for you);
- Removing any containers, the contents of pockets, and potentially dangerous equipment from the crew members:
- Do not remove Vox N2 Internals or mask and do not remove envirosuits from Plasma People, they need those to survive,
- Thoroughly search boxes, belts, and job bags;
- Any discovered contraband or equipment used in a crime should be put into evidence bags and deposited in Evidence Storage;
- Once searched, interview crew member if needed, then discuss possible charges with other security officers, the Warden, the Magistrate, or the Head of Security;
- If it is thought that the crew members may be a Syndicate Mindslave, Cultist, Revolutionary, or a Vampire/Shadowling thrall, officers should focus on deconversion rather than proceeding with sentencing;
- If the crew member is not suspected of being brain-washed, proceed with applying the sentence.
While detained, if a crew member is suspected of a crime but there is no clear evidence has been provided to implicate them, they cannot be held in processing for more than 10 minutes. Once the 10 minutes has elapsed, the crew member should be immediately released with all of their items. Additionally, only Contraband defined in Space Law or items used to commit a crime (bloody pickaxe, wirecutters for B&E, beaker with poison, etc) should be placed in evidence; All other items should be kept with the crew member and returned upon release. If an item was stolen (and not specifically used in a crime), it should be returned to its respective owner or department after being confiscated.
Timed Sentences
If a crew member is found guilty of a 300 level crime or lower, they will be required by law to serve a specified amount of time in one of the Brig cells. At this point the criminal should have been processed, contraband stripped from them, and the crime determined. If not done yet, the criminal needs to be informed of all charges levied against them as well as the associated time of brigging. The criminal should then be delivered to one of the empty cells in the brig after which they should be stripped of any tools, equipment, or apparel that could prove harmful to an officer or enable escape. The criminal is by law guaranteed to keep possession of their jumpsuit, shoes, radio, and ID Card. The Officer will need to bucklecuff the criminal to the bed so they can fill out the cell console right next to the secure windoor.
The cell console will have options for crew member name, charges, and duration of sentence. The crew members name must be exact for the cell computer to automatically set the crew member's status and properly log the brigging. Each charge should be written out in name or in crime code form and the proper timing set. Once submitted, the locker inside the cell will lock and the timer will begin. After setting the timer, officers should retrieve the handcuffs from the criminal and leave them to serve their sentence. For particularly dangerous criminals, non-lethal stuns should be utilized to prevent the crew member from retaliating during the retrieval process.
If a prisoner is being rowdy, vandalizing their cell, or attempting to escape, officers should should follow the provisions set by Space Law for these situations.
Sentence Modifiers
Sentencing is not a binary task, there are a lot of special circumstances that may exacerbate or nullify sentences to crimes. Here is a short breakdown of the most notable ones you should know as a security officers:
- Aiding and Abetting - If a crew members assists a criminal with a crime they recieve the equivalent of partner's sentence.
- Medical Attention - After a prisoner is processed, any time spent receiving medical attention will count towards time served.
- Cooperation with Security - If a crew member reveals credible information during questioning they receive a 50% reduction in time sentence.
- Surrender - If a crew member voluntarily turns themselves in \they receive a 50% reduction in time sentence.
- Refusal to Cooperate - If a crew member tries to run away from or intentionally slows down processing they recieve 50% addition to their timed sentence.
- Repeat Offender - +10 mins on 3rd same offense, permanent sentence on 5th same offense.
- Hostile Brainwashing - Deconversion & Released with no time served.
- Self Defense - Crew members that justifiably harm others to save their life while being attacked should be absolved of an X02 type crimes.
Permanent Sentences
If a crew member is found guilty of an exceptional or capital crime or of being an Enemy of the Corporation (EOC), they will instead be placed in permanent imprisonment (generally referred to as "perma"). Permanent Sentences can only be authorized by the Magistrate, Captain, Head of Security, or Warden. The procedure for this type of sentence is different then timed sentences and is much more detailed and lengthy. The Warden (or HOS) should always be involved in the permanent brigging of a crew member.
Once a crew member has been charged with a permanent crime they will need to be implanted with a Tracking Implant. After this they will need to escorted to the Prison Wing where they should be stripped of all belongings to be stored in a secure locker. They will then need to be equipped with orange prison shoes and jumpsuit, a generic radio, and a prison ID. During or immediately after this process, the criminals ID should be delivered to the Head of Personnel so it can be terminated. The criminal should then be put into permanent imprisonment or a holding cell if perma is not safe. Since this is a dangerous process due to other prisoner being in perma, it is important to use the blast door airlock system and non-lethal stuns. The Warden should periodically check on perma prisoners to ensure they are still there and breathing.
If a prisoner escape permanent containment, they are considered kill on sight (KOS) and lethals are encouraged in their apprehension.
Note: Vampires and non-vampires should absolutely never be placed in the same cell, instead opt to use a holding cell or the Labor Camp.
Execution
From time to time, a crew member will have an execution order placed for them. This is generally because they have either committed a capital crime, they are imprisoned and requested execution, or they were imprisoned and attempted to escape perma. While it is easy to just end someone's life and declare them executed, execution is a very specific and legal process that should not be taken lightly. As detailed in Space Law when the situation does not fall under the permissible situations of Lethal Force, any unauthorized Executions are, legally, Murder.
Executions statuses can be only be set through the security records console on the authority of the Magistrate or Captain, they cannot be altered through secHUDs. Doing this will prompt for a valid reason for execution, and this must be given. A notice will be sent to Central Command regarding the execution, and the reason provided. CC may order executions halted and security investigated if a legally invalid reason is provided; This includes failing to provide a reason at all.
Once a legal execution order has been given, the execution can be legally carried out in one of these ways:
- Firing Squad: Usually done in the firing range, but can be done anywhere inside the Brig, so long as you actually have a firing squad;
- Electric Chair: The most often used method of execution. Kills in 1-2 pulses and leaves behind a husked corpse;
- Lethal Injection: Located in the Execution Room's locker are a group of syringes with a deadly concoction;
- Borgification: Normally reserved for post-Execution, but can also be used as an Execution method in and of itself (though it is needlessly cruel and inhumane).
Note: While Asphyxiation and Gas Inhalation are currently legal execution methods, there is no infrastructure to support it in security.
It is highly encouraged that when the prisoner is executed, they are placed into a body bag with the label "DNR" or do no resuscitate written on it and then delivered to the Morgue. This helps ensure that the prisoner is not brought back post-mortem. Alternatively they can be delivered to Robotics to be turned into a Cyborg. As a point of warning, Changelings will regenerate from death and are not actually crew members. If identified, a Changeling is not considered crew and therefor not protected by Space Law and should be immediately executed then beheaded, borged, or cremated.
Dealing with Enemies of the Corporation
Types of Antagonists
The Lethal Option
Combat 101
You and the Legal Department
Standard Operating Procedure
The Magistrate
Internal Affairs
Additional Information
Security Bots
Security has, at the beginning of the round, three very special Security Bots (or more if Robotics is productive during the shift). These are tiny walking batons that can be summoned by the AI, or via PDA, and will proceed to stun and cuff anyone with their Security Status set to Arrest or Execute. There are four roundstart bots:
Officer Beepsky - Voted Best Security Officer of All Time. You will find him patrolling the hallways.
Officer Pingsky - Beepsky's little brother, who guards the AI Minisat in an eternal vigil.
Prison Ofitser - A lone Security Bot, stationed planet side in the Labour Camp.
Sergeant-At-Armsky - A Security Bot, patrols the coveted armory, hilariously efficient at times.
In addition to these bots, Robotics can also produce more, as well as the dreaded ED-209
ED-209 - a highly mobile Security Bot with a ranged disabler.
These bots have several customizable options. They can either Arrest or Detain someone (stun+cuff or simply repeated stunning, respectively), they can check for Weapons Permits on people carrying weapons and they can be set to arrest anyone not wearing an ID.
The Labor Camp
Security Hiring Policy
Tips
- When dealing with unruly prisoners, pepperspray is an excellent weapon because even if a prisoner disarms an officer it often can't be used against the officer.
- remember to close and lock security lockers when you're done with them
- DON'T RUN AROUND WITH YOUR DISABLER OR BATON OUT. This is especially true during Code Green, it is considered a SOP breach when you patrol around with your equipment in hand and worst, someone will simply push you over and take your stuff. Not only will your fellow officers laugh at you, but you probably handed a Syndicate agent your stuff.
REASON: A few things: 1) There is 0 heading organization on this page, everything should not be under lvl 2 headers and instead should be broken up into sections. 2) This guide is currently Cyberiad-centric, locations should be broad (think perma, brig, armory) instead of referencing specific/hard locations. 3) This has bad usage of markup, bolding things should be done with consistency and only used to emphasize the most important information. 4) This article does a poor job at fulfilling it's purpose; It reads more like a tips and tricks article rather than slowly feeding bite sized information in an ordered and sensible progression. 5) The prose of this article is poor, it should be concise and specific; Future authors could really benefit from using a sort of TEA paragraph structure (Topic Evidence Analysis).
Welcome, prospective Securitan, to the guide to end all guides: how not to be Shitcurity.
The Procedure
Familiarize yourself with Standard Operating Procedure (Security).
These are the guidelines you should follow when performing your duties. Keep in mind, however, that even these guidelines are malleable if the situation so requires it, and you should not follow it to the letter, to the detriment of the overall context. Remember, context is king.
- You are an enforcer of Space Law. Detectives (under most circumstances) are an exception, and should not get directly involved.
- Security Officers are the first line of defence when it comes to a dangerous situation. The Warden, second. The Detective, third (or second if they have permission from the HoS or the Warden). And the Head of Security, last.
- Don't kill unless you are in serious danger or the suspect is guilty of a capital crime, and is aggressively resisting arrest, or if they are an enemy of the corporation that cannot be captured. (Such as a fully powered vampire with mist form) See The Lethal Option below for more info.
- On Code Green you cannot simply search anyone you feel needs a search, you will need a warrant from the Head of Security.
- Wearing an ID is never enforced by SOP, though on Code Red, Security can issue a legally binding order to do so.
- Don't just tase and cuff the guy that broke that window on code green. Ask the suspect to halt, state your reason for arrest and bring them to Processing uncuffed. If they don't cooperate, stun to your heart's desire.
The Records and Security Statuses
Tips and Tricks
- In case the secHUD says: "ERROR: no datacore entry found of this person", it could mean one of the following:
- 1) They do not have an ID visible. You need to check their information from a Security Records Computer, or ask (order) them to place their ID to the ID slot of their uniform.
- 2) Either their security record or the datacore in complete is wiped. Crafty traitors can try delete their records in order to confuse Security, if they have an access to a records console.
- To fix this, you can create a new record at the Security Records Computer: check first if a datacore for the name is present (their name appears at the overview, the manifest), in case of it doesn't, scroll to the end of the screen to add a New Record, then open that and fill in the name of the target, and in the end, click "Create Security Record" and alter the status as desired.
- 3) They did not have a datacore at first place, that is, they are not crew. Agent IDs, for example could lead to a legit looking name and job icon, yet the name is not at the manifest as it is just a fabricated one. Same goes with IDs not issued by the Cyberiad, such as personnel occassionally found at the Mining Planet.
- Concluding which, by nature, is the case at hand, is not always so obvious, in case it's about non-present datacore. Ask your colleagues, or the respective department Head whether they have seen such a person before!
- In case of Cell Computer is not able to alter your prisoner's status to Incarcerated, whereas you still can see their ID, it's due that they have no ID at their ID slot, but they carry one in their PDA. To fix this, take their ID from their PDA and place it to their uniform's ID slot.
The Lethal Option
When to apply this force, you ask? Well, as detailed in Standard Operating Procedure (Security) and Space Law, Lethal Force is authorized under very specific circumstances. However, there are also exception circumstances where force may be applied to subdue a target, all of them involving situations where non-lethal methods physically do not work:
- Changelings: Shape shifting abominations that escaped a lab and have gone under the employ of the Syndicate. They killed a random crew member to get on the station and start the shift with their identity/form. They are KILL ON SIGHT. You must decapitate their head off in order to guarantee they will not return, they easily revive from any injury for as long as their head is on their shoulders. The cremator works as an alternative.
- Shadowlings: Creatures that are pitch black in appearance. They are sensitive to light and so will mainly be found in the darkness of maintenance. Soon, they'll ascend and soon be invincible to everything! They are KILL ON SIGHT.
- Wizards: Terrorists with magic, with their goal of causing destruction to the station. They are easily identifiable by the obvious wizard garbs they wear. They are KILL ON SIGHT.
- Nuclear Operatives: Extremely elite syndicate operatives with the objective to nuke the station and leave no witnesses. They tend to wear glaringly evil hardsuits. They are KILL ON SIGHT.
- Fully-Powered Vampires: Vampires that cannot be captured. They are full of the blood of their countless victims and will jaunt whenever faced with an attempt at their arrest. They can, however, eventually run out of blood to escape security but it's safer to just terminate them.
- Cultists and Constructs: Blood cultists worship the geometer of blood Nar'Sie and might have the objective to summon Nar'Sie which will cause the destruction of the station and possibly all sentient life in the galaxy. Cultists are crew that have been brainwashed into doing the blood god's bidding and can be captured and then returned to normality through the force feeding of 'holy water'. Certainly NOT kill on sight unless there are too many/spilling into the halls and cutting crew up with their claymores.
- Revolutionaries: A few head revolutionaries snuck onto the station with high tech brainwashing flashes. With these flashes they can brainwash anyone without a mindshield into believing in their cause. The cause being to murder the heads of staff. Mindshielding brainwashed crew will revert them back to their pre-brainwash state. You can also try to harmbaton them on their heads for a 50% de-rev chance. The head revs cannot be de-reved, even with a mindshield and must be killed on the spot.
- Rampaging Hulks: Personnel with the Hulk gene cannot be stunned or disabled, and usually come packaged with other Genes as well. If they're out of control, and there's no one around with Mutadone, beating them to <25% of their Health removes the Hulk status and allows you to detain them, secure genetic and medical treatment, and properly process them;
- Adrenaline Implants: If a Traitor activates an Adrenaline Implant, all non-lethal options are thrown out the window for a brief window of time. They can be stunned, but can simply shrug off all stuns within a moment's notice. If they are acting overly hostile and attacking anyone, lethal force may well be the only way to subdue them properly;
- Guardian Users: Usually, those Guardians belong either to the Syndicate or the Wizard Federation. Good luck actually capturing a suspect with a holoparasite. By the time you're done cuffing them their holoparasite has already snapped your neck into an irregular angle. They are KILL ON SIGHT. Don't forget to target the host and not the parasite itself, if the host dies the parasite follows. Note that Guardians can be found in some Lavaland necropolis chests: miners with holoparasites are not necessarily EoCs!
- Narcotics: Some Narcotics can reduce stun times immensely and, unlike Adrenaline Implants, can be mass produced. See the above point.
In addition to all this, Lethal Force is the only effective way of stopping a powered-up Antagonist on a killing spree. If someone's chopping heads off with a chainsaw while under the influence of Adrenaline shots, or if a vampire has just looted the Armory and is opening fire willy-nilly, break out the Harm intent and grab the guns. The station and crew's well-being and safety are at risk.
The Crew
You are Security. You are here to protect the crew and the station.
As such, keeping on their good side is generally a good idea. People will be more willing to be cooperative if you let them know you're just trying to be helpful, and will be infinitely nicer to you if you act approachable as well. Simple stuff like not walking around with guns/batons out does wonders for how the general crew sees you. Interacting with them during down times will make you seem more approachable and, above all, human.
Remember, you're here to protect the crew, not rule over them like a militaristic clique. Let them know you're always there for them, that you're ready to protect them and, above all, always respond when people call for help. It may be something minor, but it also might be something major. A crew that knows Security is always there for them is a crew that will be a lot more warm towards Security.
If you have to imprison someone, and people protest the decision, listing the person's crimes is all you can really do. If they insist on protesting because "Shitcurity is Shitcurity", grit your teeth, do your job, and keep that baton in your belt. Don't let them bait you into becoming what they say you are. That'll just feed the cycle.
The Shitcuritans
Some times, Shitcurity is real.
The people most suited to handling Shitcurity are, well, Security. If one of you is acting like a "bad cop" from them 1960s, you're in a prime position to either discipline them as a group, or simply get them fired outright.
Let the crew know that the actions of one do not reflect the actions of the group. If there are rotten apples, pick them out and throw them away. If this rotten apple happens to be the Head of Security, the same logic applies. No one is above Space Law and common decency, and if your boss decides to institute Martial Law because someone, somewhere, sneezed funny, it isn't your right to get their ass disciplined.
It's your duty.
Welcome to Security.