Difference between revisions of "Head of Security"

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{{JobPageHeader
{{JobPageHeader
|headerbgcolor = darkred
|colour = AD1818
|headerfontcolor = white
|hcolour = white
|stafftype = SECURITY & COMMAND
|stafftype = SECURITY & COMMAND
|imagebgcolor = #ff9999
|img = Generic_hos.png
|img_generic = Generic_hos.png
|img =
|jobtitle = Head of Security
|jobtitle = Head of Security
|access = All of [[Medbay|medbay]], All of [[Security|security]], All of [[toxins]], Brig Timers, [[Bridge]], [[Telescience_Lab | Telescience Lab]], [[Hydroponics]], [[Atmospherics]], [[Custodial Closet|Janitor's closet]], [[Kitchen]], [[Bar]], [[Maintenance]]
|access = Security (All), HoS Office, Bridge, General access to all departments
|difficulty = Very Hard
|difficulty = Extremely Hard
|superior = [[Captain]]
|superior = [[Captain]]
|duties = Coordinate security, maintain order.
|duties = Coordinate security, maintain order.
|guides = [[Guide to Security]], [[Space Law]], [[Standard Operating Procedure]]
|guides = [[Standard Operating Procedure]], [[Standard Operating Procedure (Security)#Head of Security|Standard Operating Procedure (Security)]], [[Legal Standard Operating Procedure]], [[Chain of Command]], [[Space Law]], [[Guide to Security]], [[Guide to Combat]], [[Riot Control]], [[Security Items]], [[Identifying Antagonists]]
}}
|theft_targets = X-01 Energy Gun, Ablative Armor Vest
The [[Head of Security]] is in charge of the [[Security]] forces on the station. They command the [[Warden]], [[Detective]], and [[Security Officer]]'s and make sure that they [[Rules of Shitcurity|don't ruin everything]].
}}<div style="float: right;">
{{JobSecurity}}
{{JobCommand}}
</div>


= Required Knowledge =
The '''Head of Security''' is in charge of the [[Security]] forces on the station. They command the [[Warden]], [[Detective]], and [[Security Officer]]s and make sure that they don't ruin everything.
==Required Knowledge==


[[Space Law]] should be very well known. Exceptionally well.  
OOC wise: '''Know the server rules when it comes to playing as a member of Security, ESPECIALLY the HoS.'''


An advanced knowledge of combat mechanics, also known as extreme robustness, is highly advised. You're one of the best equipped people on the station. You may be the last line of defense.
IC wise:


Knowledge of antags is required. It is assumed any HoS has been briefed by NanoTrasen on all their enemies, and has perhaps even been present for interrogations and scientific testing.  
'''[[Space Law]], should be exceptionally well known.'''


Knowledge of many other areas is highly required. You may have to advise your officers (and possibly the whole station) on what to do in emergencies, such as the [[singularity]] being released, a [[virologist|virus]] outbreak, or something even [[honk_squad|stranger]].
'''[[Standard Operating Procedure]]''' should also be well known.


Being able to keep a calm head in said emergencies is required. If you start to panic, then everyone else will.
'''[[Identifying Antagonists|Antagonists]]''' It is assumed any HoS has been briefed by Nanotrasen on all their enemies and has perhaps even been present for interrogations and scientific testing.  


Finally, charisma. It is important that you are trusted and respected. This is especially important if the [[Captain]] has fallen, and you replace them.
'''[[Guide to Combat|Advanced combat mechanics]]''', (also known as extreme robustness), is highly advised. You're one of the best-equipped people on the station and maybe the last line of defence.  


= SoP =
'''[[Guides|A wide range of other areas]]''' You're responsible for the safety of a big metal death box in space, you'll need to know as much as you can. You may have to advise your officers (and possibly the whole station) on what to do in emergencies, such as the [[Singularity Engine|singularity]] being released, a [[virologist|virus outbreak]], or something even [[honk Squad|stranger]]. Be able to keep a calm head at all times. If you start to panic, then everyone else will too. You must be trusted and respected; especially if the [[Captain]] has fallen and you must replace them.


==Code Green==
For Standard Operating Procedure for this role and other security roles, please see [[Standard Operating Procedure (Security)#Head of Security|Standard Operating Procedure (Security)]].


1. The Head of Security is permitted to carry out arrests under the same conditions as their [[Security_Officer|Security Officers]].
For Standard Operating Procedure when processing criminals, please see [[Legal Standard Operating Procedure|Legal Operating Procedure]].


2. The Head of Security is permitted to carry a taser, a flash, a flashbang, a stunbaton and a can of pepperspray. While permitted to carry their unique Energy Gun, they are discouraged from doing so, and must keep it on Stun/Disable.
==Job Description==
You're in charge of the safety and security of the station and crew, not ruling the station with a military clique. Only hunt people down yourself, when it's an urgent matter in one of the many places your officers can't get into, usually you can just sit in your office and let the [[Roboticist#Securitron|securitrons]] and officers do it for you. You have more access to the station than anyone else in security, but less than the other heads.  


3. The Head of Security is not obligated to provide a trial, but is encouraged to allow legal representation should the suspect request it. This only applies to Capital Crimes.
You are concerned with the following people; if you are wanting to play this job, '''you should already be very familiar with their roles''':


4. The Head of Security may not, under any circumstance, overrule a [[Magistrate]], unless their decisions are blatantly breaking Standard Operating Procedure and/or Space Law, in which case Central Command is to be contacted as well.
'''''Your Staff'''''


5. The Head of Security must follow the same guidelines as the [[Warden]] for Armory equipment, portable flashers and deployable barriers.
These people report to you and are all of the same rankings. Be polite but stern; if they're being insubordinate/incompetent, tell them to fall in line. If they continue, they should be demoted. And of course, if they break Server Rule 10 (their SOP and Space Law), you'll probably want to contact an admin.


6. The Head of Security is not permitted to collect equipment from the Armory to carry on their person.
* [[Security Officer]]s: You may want to assign an officer around areas like Medbay and have them get access from the HoP. Make sure they patrol in pairs.


7. The Head of Security is permitted to either use their regular coat, or armored trenchcoat.
* [[Warden|The Warden]]: They should be staying in the brig, and handing out equipment appropriately. Unless it's an immediate emergency, they'll need your or the Captain's permission to hand out lethal weapons to officers.


8. The Head of Security is permitted to wear their unique gas mask.
* [[Detective|The Detective]]: Also known as a Forensic Technician, their job is to close off crime scenes and investigate evidence and people.  


9. The Head of Security may not overrule established sentences, unless further evidence is brought to light or the prisoner in question attempts to escape.
'''''The Legal Department'''''


== Code Blue==
You have no direct authority over them; read over the short "Legal Representation" section again in [[Space Law]].


1. All Guidelines carry over from Code Green. In regards to Guideline 2, the Head of Security is now encouraged to carry their unique Energy Gun.
* [[Magistrate]]: Remember that they overrule even you in matters of Space Law, and watch over the IAAs. They may reside over trials as judges.


== Code Red==
* [[Internal Affairs]]: They should be called when any part of the crew is acting out of their job description (SOP), but not necessarily breaking Space Law. They'll conduct their investigations to determine whether someone has overstepped their power or authority. If they are being unruly, you should deal with them according to their section in Space Law.


1. Guidelines 1, 3, 4, 5, 7, 8 and 9 are carried over from Code Green.
==Strategy==
The first step towards keeping the station safe is to ensure that your officers aren't a threat. Security enforces the law, but they are not above it - and neither are you. Your personnel should already be familiar with  [[Space Law]], [[Standard Operating Procedure]], and [[Guide to Security|standard Security practices]]. "But what if at the beginning of the shift you find that almost all of them are incompetent or insubordinate?" Well, you're the Head, you'll have to fire them. (Or contact an admin in case of Rule 10.) A bad officer is worse than no officer.


2. The Head of Security is permitted to take whatever equipment they require from the Armory, provided they leave enough equipment for the rest of the Security force.
Try to know your officers by name so that you can properly organize and send them on patrols, leads, and follow-ups. A good technique is to do a "location check" every 10 minutes or so. This is when officers respond with their location, giving you a better idea of where your team is and informing you that they're alive and active.


3. The Head of Security is required to produce a Station Announcement regarding the nature of the confirmed threat that caused Code Red.
Pay attention to all the radio channels for any calls for help. Your officers will naturally go to them, so tell them to say when they're responding to a call. Additionally, make sure that the [[Detective]] collects any relevant evidence. and that the Warden keeps the Security records up-to-date, not in the least because Beepsky can help your officers catch criminals who would otherwise evade them.  


4. Lethal Force is permitted if the target is confirmed to be guilty of Capital Crimes and actively, and aggressively, resists arrest.
'''Delegate, delegate, delegate!''' Keep track of your staff and coordinate their efforts; you're likely to have a team of 5+ officers and you can't be everywhere at once. The Head of Security shouldn't be in the brig as much as the warden, but generally more than any given officer. Keep your officers patrolling, make sure the warden holds down the brig, and leave the brig to support your officers when major emergencies arise.  


===Laying Down the Law===
Check to make sure that appropriate times are given out for violations of Space Law, and that your department only arrests people who have committed crimes. Remember, if they're doing something that you don't like but is technically not against the law, you can issue an [[Example Paperwork|official injunction]] - preferably in official-sounding language, signed and stamped - against it. Expect abuse of this power to be called out, however.


==El Capitan==
It is also important that you understand the relationship between Security and the [[Captain]]. '''The Captain's authority on the station is absolute, except where it conflicts with Space Law'''; the Captain cannot get away with committing crimes, and so on. The only time that Space Law can be overridden is when there is an imminent and overwhelming threat to the station, such as a Code Gamma situation. Other Heads of Staff are required to follow Space Law as well. '''However''', this does not mean that you are the law. You are still outranked by the Captain. You can only arrest the Captain, or other Heads of Staff if they've committed a crime. Until that time, you have to follow orders just like anyone else. It is highly advised to contact CentCom for confirmation if arresting the Captain.


==Office==
Your office is in the [[Locations|Brig]]. It holds various security equipment for use in apprehending and detaining criminals. Your office also has both a security records computer and a security camera console which you can use to monitor the station from the comfort of your desk chair.


= Job Description =
==Brig==
Your job isn't to hunt people down, unless it's an urgent matter in one of the many places your normal security officers can't get into, so you can usually just sit in your office and let the [[Roboticist#Securitron|securitrons]] and officers do it for you. You have more access to the station than anyone else in security, but less than the other heads. Try not to depend on it.
The holding area for prisoners. Only people with access to security can enter. It's still possible for normal crew members to view the cells through the windows behind them.


You are concerned with the following people:
The brig also has blast doors in all of the windows, as well as the halls into the cells. There's a button to drop them in the warden's office and your office.
 
* [[Security_Officer|Security Officers]]: These are your pawns, and it's your job to control them. If they're being incompetent resource wasters, yell at them and get them to fall in line. If they continue, tell them to stop or have them demoted. A security officer that does not do his job properly shouldn't even have this job in the first place.
 
* [[Warden|The Warden]]: This is a special security officer who acts as the Brig's watchdog. Make sure he doesn't set and/or support unfair and bad brig times, that he doesn't leave the Brig, and he won't bother you. He also hands out equipment in emergencies, and will take over if you happen to be unavailable.


* [[Detective|The Detective]]: Also known as a Forensic Technician, their job is to close off crime scenes and investigate evidence and people. They are firmly under your command, regardless of what they may say.
Prisoners may try to flee, so do something about the doors (portable flasher), or handcuff them to the bed as you investigate their items (make sure to then release from the bed and cuffs if they aren't dangerous). Ensure to '''SET A TIME TO THE TIMER''' (the door won't lock unless you do this). Make sure to [[Space Law|keep the time to the crime]].


* [[Internal Affairs]]: Should security or anyone else be acting out of their job description Internal Affairs can be called in. They conduct their own investigations to determine whether someone has overstepped their power or authority. You have no direct authority over them.
If a prisoner has been deemed too dangerous to release, they can be kept in the secure holding cell or prison wing.  


= Strategy =
==Donut Bonuses==
== Officers, Roll Out ==
You have access to the [[Station Economy#Earning Credits|Security Department account]]. Security starts out with 500 credits and gets 1500 every 30 minutes, the highest out of the department budgets. The money is intended for use during emergencies and supply purchases, but you could also use it for reasonable bonuses, compensation for non-department crew services, or interdepartmental exchanges. It may be best to consult with [[Internal Affairs Agent|SOP]] when doing so.
The first step towards keeping the station safe is to ensure that your own officers aren't a threat. Security enforces the law, but they are not above it - and neither are you. Make sure that all of your personnel are familiar with the regulations regarding [[Space Law]], [[Standard Operating Procedure]], and [[Guide to Security|standard Security practices]].
 
Once your force is up to speed on the rules and regulations, send them out on patrol. Pay attention to all the radio channels for any calls for help. If there are any, dispatch some officers to handle it, and make sure that the [[Detective]] collects any relevant evidence. Make sure that the Warden keeps the Security records up-to-date, not in the least because Beepsky can help your officers catch criminals who would otherwise evade them.
 
== Laying Down the Law ==
Check to make sure that appropriate times are given out for violations of Space Law, and that your department only arrest people who have actually committed crimes. Remember, if they're doing something that you don't like but is technically not against the law, you can issue an official injunction - preferably in a official sounding language, written, and stamped with your Head of Security stamp - against it. Expect abuse of this power to be called out, however.
 
If one of your officers misbehave, yell at them, or in more serious cases, show them the inside of a cell. Keep them busy by sending them on patrols, leads, and follow-ups. An unoccupied officer is often a [[Bad Security|bad officer.]]
 
= El Capitan =
It is also important that you understand the relationship between Security and the [[Captain]]. The Captain's authority on the station is absolute, except where it conflicts with Space Law; the Captain cannot pardon criminals, cannot get away with committing crimes, and so on. The only time that Space Law can be overridden is when there is an imminent and overwhelming threat to the station. Other Heads of Staff are required to follow Space Law as well. '''However''', this does not mean that you are the law. You are still outranked by the Captain. You can only arrest the Captain, or other Heads of Staff, if they've actually committed a crime. Until that time, you have to follow orders just like anyone else. It is highly advised to contact CentComm for confirmation if arresting the Captain.
 
 
Finally, always remember to follow [[Guide_to_Security#Standard_Procedure|standard security procedures!]]
 
= Office =
Your office is in the [[Brig]]. It holds various security equipment for use in apprehending and detaining criminals. Your office also has both a security records computer and a security camera console which you can use to monitor the station from the comfort of your desk chair.
 
= Brig =
The holding area for prisoners. Only people with access to security can enter. It's still possible for normal crewmembers to view the cells through the windows behind them.
 
The brig also has blast doors in all of the windows, as well as the halls into the cells. There's a button to drop them in the warden's office and your office.


Prisoners may try to flee, so do something about the doors (portable flasher), or handcuff them to the bed as you investigate their items (make sure to then release from the bed and cuffs if they aren't dangerous). And, '''SET A TIME TO THE TIMER''' (the door won't lock unless you do this). Make sure to [[Space Law|keep the time to the crime]].
== I AM THE LAW [[File:Swordred.gif]] ==
Roundstart antagonists are ineligible to be be matched to the job of Head of Security.


In the event that a prisoner has been deemed too dangerous to release, they can be kept in the secure holding cell or prison wing.  
Note that if you are selected as antag, but your character's job preferences are set such that the round is unable to match you to <i>any</i> available non-mindshielded job, you will be instead be returned to the lobby, and the antag role will be assigned to another player.


= Traitoring =
As a mindshielded crew member, you cannot be converted into an antagonist through thralling, unless you have lost your mindshield implant, either to cloning or surgical removal. If, however, you are somehow unshielded, thralled, and then re-implanted with a mindshield, you will <i>remain</i> thralled.
Head of Security is one of the easiest traitor jobs on station. You are the most heavily armed and armored person on station, with about as much access as the Head of Personnel, and have the entire security department under your thumb. You are also seen as one of the most <s> trustworthy </s> homicidal people on the station.


If your target is a crew member, you can try to falsify or plant evidence onto them and convince the Captain to approve an execution. If you're caught with a high-risk item or using traitor items, you can try claiming they were 'confiscated'. If you feel generous, you can assist your fellow traitors by releasing them if they've been brigged.
{{JobsTable}}


{{Jobs}}
[[Category:Jobs]]
[[Category: Jobs]]

Latest revision as of 03:46, 27 November 2023

SECURITY & COMMAND

Generic hos.png
Head of Security

Superiors: Captain
Difficulty: Extremely Hard
Guides: Standard Operating Procedure, Standard Operating Procedure (Security), Legal Standard Operating Procedure, Chain of Command, Space Law, Guide to Security, Guide to Combat, Riot Control, Security Items, Identifying Antagonists
Access: Security (All), HoS Office, Bridge, General access to all departments
Duties: Coordinate security, maintain order.
High-Risk Items: X-01 Energy Gun, Ablative Armor Vest



The Head of Security is in charge of the Security forces on the station. They command the Warden, Detective, and Security Officers and make sure that they don't ruin everything.

Required Knowledge

OOC wise: Know the server rules when it comes to playing as a member of Security, ESPECIALLY the HoS.

IC wise:

Space Law, should be exceptionally well known.

Standard Operating Procedure should also be well known.

Antagonists It is assumed any HoS has been briefed by Nanotrasen on all their enemies and has perhaps even been present for interrogations and scientific testing.

Advanced combat mechanics, (also known as extreme robustness), is highly advised. You're one of the best-equipped people on the station and maybe the last line of defence.

A wide range of other areas You're responsible for the safety of a big metal death box in space, you'll need to know as much as you can. You may have to advise your officers (and possibly the whole station) on what to do in emergencies, such as the singularity being released, a virus outbreak, or something even stranger. Be able to keep a calm head at all times. If you start to panic, then everyone else will too. You must be trusted and respected; especially if the Captain has fallen and you must replace them.

For Standard Operating Procedure for this role and other security roles, please see Standard Operating Procedure (Security).

For Standard Operating Procedure when processing criminals, please see Legal Operating Procedure.

Job Description

You're in charge of the safety and security of the station and crew, not ruling the station with a military clique. Only hunt people down yourself, when it's an urgent matter in one of the many places your officers can't get into, usually you can just sit in your office and let the securitrons and officers do it for you. You have more access to the station than anyone else in security, but less than the other heads.

You are concerned with the following people; if you are wanting to play this job, you should already be very familiar with their roles:

Your Staff

These people report to you and are all of the same rankings. Be polite but stern; if they're being insubordinate/incompetent, tell them to fall in line. If they continue, they should be demoted. And of course, if they break Server Rule 10 (their SOP and Space Law), you'll probably want to contact an admin.

  • Security Officers: You may want to assign an officer around areas like Medbay and have them get access from the HoP. Make sure they patrol in pairs.
  • The Warden: They should be staying in the brig, and handing out equipment appropriately. Unless it's an immediate emergency, they'll need your or the Captain's permission to hand out lethal weapons to officers.
  • The Detective: Also known as a Forensic Technician, their job is to close off crime scenes and investigate evidence and people.

The Legal Department

You have no direct authority over them; read over the short "Legal Representation" section again in Space Law.

  • Magistrate: Remember that they overrule even you in matters of Space Law, and watch over the IAAs. They may reside over trials as judges.
  • Internal Affairs: They should be called when any part of the crew is acting out of their job description (SOP), but not necessarily breaking Space Law. They'll conduct their investigations to determine whether someone has overstepped their power or authority. If they are being unruly, you should deal with them according to their section in Space Law.

Strategy

The first step towards keeping the station safe is to ensure that your officers aren't a threat. Security enforces the law, but they are not above it - and neither are you. Your personnel should already be familiar with Space Law, Standard Operating Procedure, and standard Security practices. "But what if at the beginning of the shift you find that almost all of them are incompetent or insubordinate?" Well, you're the Head, you'll have to fire them. (Or contact an admin in case of Rule 10.) A bad officer is worse than no officer.

Try to know your officers by name so that you can properly organize and send them on patrols, leads, and follow-ups. A good technique is to do a "location check" every 10 minutes or so. This is when officers respond with their location, giving you a better idea of where your team is and informing you that they're alive and active.

Pay attention to all the radio channels for any calls for help. Your officers will naturally go to them, so tell them to say when they're responding to a call. Additionally, make sure that the Detective collects any relevant evidence. and that the Warden keeps the Security records up-to-date, not in the least because Beepsky can help your officers catch criminals who would otherwise evade them.

Delegate, delegate, delegate! Keep track of your staff and coordinate their efforts; you're likely to have a team of 5+ officers and you can't be everywhere at once. The Head of Security shouldn't be in the brig as much as the warden, but generally more than any given officer. Keep your officers patrolling, make sure the warden holds down the brig, and leave the brig to support your officers when major emergencies arise.

Laying Down the Law

Check to make sure that appropriate times are given out for violations of Space Law, and that your department only arrests people who have committed crimes. Remember, if they're doing something that you don't like but is technically not against the law, you can issue an official injunction - preferably in official-sounding language, signed and stamped - against it. Expect abuse of this power to be called out, however.

El Capitan

It is also important that you understand the relationship between Security and the Captain. The Captain's authority on the station is absolute, except where it conflicts with Space Law; the Captain cannot get away with committing crimes, and so on. The only time that Space Law can be overridden is when there is an imminent and overwhelming threat to the station, such as a Code Gamma situation. Other Heads of Staff are required to follow Space Law as well. However, this does not mean that you are the law. You are still outranked by the Captain. You can only arrest the Captain, or other Heads of Staff if they've committed a crime. Until that time, you have to follow orders just like anyone else. It is highly advised to contact CentCom for confirmation if arresting the Captain.

Office

Your office is in the Brig. It holds various security equipment for use in apprehending and detaining criminals. Your office also has both a security records computer and a security camera console which you can use to monitor the station from the comfort of your desk chair.

Brig

The holding area for prisoners. Only people with access to security can enter. It's still possible for normal crew members to view the cells through the windows behind them.

The brig also has blast doors in all of the windows, as well as the halls into the cells. There's a button to drop them in the warden's office and your office.

Prisoners may try to flee, so do something about the doors (portable flasher), or handcuff them to the bed as you investigate their items (make sure to then release from the bed and cuffs if they aren't dangerous). Ensure to SET A TIME TO THE TIMER (the door won't lock unless you do this). Make sure to keep the time to the crime.

If a prisoner has been deemed too dangerous to release, they can be kept in the secure holding cell or prison wing.

Donut Bonuses

You have access to the Security Department account. Security starts out with 500 credits and gets 1500 every 30 minutes, the highest out of the department budgets. The money is intended for use during emergencies and supply purchases, but you could also use it for reasonable bonuses, compensation for non-department crew services, or interdepartmental exchanges. It may be best to consult with SOP when doing so.

I AM THE LAW Swordred.gif

Roundstart antagonists are ineligible to be be matched to the job of Head of Security.

Note that if you are selected as antag, but your character's job preferences are set such that the round is unable to match you to any available non-mindshielded job, you will be instead be returned to the lobby, and the antag role will be assigned to another player.

As a mindshielded crew member, you cannot be converted into an antagonist through thralling, unless you have lost your mindshield implant, either to cloning or surgical removal. If, however, you are somehow unshielded, thralled, and then re-implanted with a mindshield, you will remain thralled.

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