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| | {{Disclaimer}} |
| {{JobPageHeader | | {{JobPageHeader |
| |headerbgcolor = darkred | | |headerbgcolor = #af6366 |
| |headerfontcolor = white | | |headerfontcolor = white |
| |stafftype = SECURITY & COMMAND | | |stafftype = SECURITY & COMMAND |
| |imagebgcolor = #ff9999 | | |imagebgcolor = #e3c9ca |
| |img_generic = Generic_hos.png | | |img_generic = Generic_hos.png |
| |img = Hos.PNG | | |img = Hos.PNG |
| |jobtitle = Head of Security | | |jobtitle = Head of Security |
| |access = [[Armory|All]] [[Brig|of]] [[Security Office|security]], Head of Security's Office, [[Maintenance]], [[Medbay]], [[Research Division]], [[Bridge]], [[Engineering]], [[Construction Area]], [[Cargo Office]], [[Mining]], [[Gateway]], Personal Lockers, Weapon Permit | | |titles=Security Commander, Security Chief, Chief Security Officer |
| | |access = [[Armory|All]] [[Brig|of]] [[Security Office|security]], Head of Security's Office, [[Maintenance]], [[Medbay]], [[Research Division]], [[Bridge]], [[Engineering]], [[Construction Area]], [[Cargo Office]], [[Mining]], Personal Lockers, Weapon Permit, [[Robotics]], [[Xenobiology Lab]] |
| |additional = N/A | | |additional = N/A |
| |difficulty = Very hard | | |difficulty = Very hard |
| |superior = [[Captain]] | | |superior = [[Captain]] |
| | |subordinates = [[Security Officer]], [[Detective]], and [[Warden]] |
| |duties = Coordinate security personnel, ensure they are not corrupt, make sure every department is protected. | | |duties = Coordinate security personnel, ensure they are not corrupt, make sure every department is protected. |
| |guides = [[Guide to security]], [[Guide to Trials]], [[Space Law]], [[Chain of Command]] | | |guides = [[Guide to security]], [[Guide to Trials]], [[Chain of Command]], [[Official:Disk_Procedure|Disk Procedure]], [[Space Law]] |
| }} | | |quote = God is dead and so is my sec team. |
| ''Alright you knuckleheads, stop beating up the assistants and get back to work. And make sure those tasers are fully charged! I hear the bartender is serving up Gargle Blasters today, and things could get messy.'' | | |age=28}} |
| | As head of [[Security]], it is your responsibility to watch over the [[Brig]], [[Bridge]], and [[Courtroom]] areas and ensure Security Officers don't ruin everything. Your job isn't to hunt people down unless it's an urgent matter in one of the many places your ordinary security officers can't get into, so you can usually sit in your office and let the [[Roboticist#Securitron|securitrons]] and redshirts 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. |
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| | '''IMPORTANT: The Head of Security is the lowest in the Hierarchy of Captaincy, this means that you are the last in line to be the acting Captain.''' |
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| As head of [[security|Security]], it is your responsibility to watch over the [[Brig]], [[Bridge]], and [[Courtroom]] areas and to make sure Security Officers [[shitcurity|don't ruin everything]]. 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 redshirts 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.
| | '''Bare minimum requirements:''' Try to keep your team alive, working together, communicating, concentrating on the bigger fish rather than small leeches, and not devolve into shitcurity. |
| | ==Your Team== |
| | ===[[Security Officer|Security Officers]]=== |
| | They are the main force of the security department and are responsible for handling any [[Game Mode|threats]] to the station. As the Head of Security (HoS), it is your responsibility to coordinate them and ensure they are working effectively. This requires: |
| | *Identifying potential [[Game Mode|threats]] to the station and determining the appropriate level of force needed to address them responsibly. |
| | *Providing specific instructions to your officers based on the situation and their assigned departments, such as "patrol the station" or "ensure the safe arrival of the mindshield implant supplies." |
| | *Monitoring the performance of your officers to ensure they are following proper [[Official:Space Law#Brig%20Procedures|procedures]], including brigging, and issuing appropriate sentences according to [[Official:Space Law|Space Law]] |
| | *Resolving any conflicts or concerns that arise between [[Security Officer|security officers]] and other crew members, which may involve corrective actions like reprimanding or demoting officers or even sentencing them for breaking the law. |
| | *Fostering a positive work culture within security, as teamwork and cooperation are essential to your department's & the station's success. |
| | It is important to use your position of authority responsibly and to cultivate a productive work environment. Be mindful of your officers' efforts and communicate effectively to bring out the best in them. Providing clear instructions and feedback, recognizing their achievements, and addressing any concerns or issues in a respectful and professional manner can help build trust and cooperation within your team. |
| | ===[[Warden|The Warden]]=== |
| | [[Warden|The Warden]] is the second in command and serves as the guardian angel of the [[brig]]. While it may initially seem that the [[Warden]] is not as important as other security personnel since they do not actively pursue suspects, their role is critical in the following ways: |
| | *Guarding the [[armory]] and ensuring the integrity of the [[Brig|brig.]] |
| | *Opening the [[armory]] for officers in case of [[Official:Space Law#Use%20of%20Deadly%20Force|threats that may require lethal force.]] |
| | *Ensuring the well-being of prisoners while they are serving their sentences. |
| | *Overseeing officers to correct any bad brigging procedures or wrongful sentencing. |
| | *Maintaining an Overwatch position, where they can monitor security records, cameras, and sensors to warn officers about potential [[Game Mode|threats]]. |
| | A competent [[Warden]] will focus on these duties without needing to be reminded. However, occasionally a [[Warden]] may confuse their job description with that of a [[Security Officer|security officer]]. In this case, remind them that their place is in [[Brig|the brig]] and that pursuing suspects is the responsibility of other security personnel. |
| | ===[[Detective|The Detective]]=== |
| | [[Detective|The Detective]] is tasked with investigating crimes and gathering evidence. His job is to assist officers by providing them with leads, achieved through: |
| | *Scanning crime scenes with the [[Detective#The%20Forensic%20Scanner|forensic analyzers]]. |
| | *Questioning and interrogating suspects to gain insight into a case. |
| | * Interviewing witnesses to verify the accuracy of other witnesses & the suspects statements. |
| | *Communicating evidence to the security department. |
| | * In rare cases, assisting [[Security Officer|security officers]] with emergency situations. |
| | It's important to note that the [[Detective|detective's]] role is not to apprehend criminals, but rather to investigate crimes and gather evidence for officers to make arrests. When there are no active investigations, [[Detective|detectives]] can assist by interrogating perma inmates to gather intelligence about their motives and [[The Syndicate|contractors]]. In rare emergencies the [[detective]] will be asked to step up in order to deal with the [[Game Mode|threats]] that the station is facing. As the HoS its your duty to ensure that the [[detective]] gets the access & the gear they need to help your officers. Once you have deputized your [[detective]] you may treat them much like a [[Security Officer|security officer]] until the [[Game Mode|threats]] have been dealt with. |
| | === [[Brig Physician|The Brig Physician]]=== |
| | While the [[Brig Physician]] works for the security department, you are technically not their supervisor. it's still important to understand their duties, which include: |
| | * [[Guide to medicine|Providing medical attention]] to injured security personnel. |
| | *[[Guide to medicine|Giving medical attention]] to injured prisoners. |
| | * Retrieving corpses. |
| | *Assisting security with [[Surgery|medical procedures]], such as implant checks or pacification surgeries. |
| | The [[Brig Physician|brig physician]] is '''NOT''' an officer, and they should '''NOT''' be involved in dealing with criminals or [[Game Mode|threats]]. It's also not recommended to deputize [[Brig Physician|brig physicians]], as they are essential for the survival of the security department. Without them, security personnel cannot be revived or healed, which can be detrimental to the department's effectiveness. |
| | ===[[Lawyer|The Lawyer]]=== |
| | Even though you are not their supervisor, it's beneficial to work with them for the following reasons: |
| | *Defending suspects during [[Guide to trials|trials]] to ensure that they are not wrongfully sentenced. |
| | * Advising officers on [[Official:Space Law|legal matters]] and providing guidance on proper procedures. |
| | *Representing the security department during [[Guide to trials|trials]] and legal proceedings. |
| | It's important to remember that lawyers are not part of the security force, and they should not be involved in apprehending or detaining criminals. However, they can be a valuable asset in the pursuit of justice and maintaining the rule of law. Keep in mind that you are never obligated to comply with any request a lawyer makes; consider them as mere suggestions.[[File:SecHq.png|300px|thumb|alt=Security Office|Your office is in the main [[Security Office]], complete with posh carpeting]] |
| | ==Assignments == |
| | Each officer is given an assignment when they join the game. Most will be assigned to guard one of the four major departments (Medbay, Research, Engineering, and Supply). Department guards are given a small security office and limited access and can use that department's radio channel. Department guards are also marked with color-coded armbands. It is your job to make sure a member of security staff each department. If a department becomes a hotspot for criminal activity, it may be a good idea to reallocate more men to that department. |
| | ==Your Office == |
| | Your office is in the [[Security Office]] and holds several weapons, devices, a [[recharger]], and both types of security terminals. |
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| '''Bare minimum requirements:''' Try to keep your team working together, communicating, concentrating on the bigger fish rather than small leeches and not devolve into shitcurity.
| | Contents of the office include the precious [[Security Items#Multiphase%20Energy%20Gun|multiphase energy gun]], a [[stun baton]], a [[Security Items#Riot%20Shield|riot shield]], [[Security Items#Mindshield%20Implant|mindshield implants]], and many stylish alt outfits to wear as well as a host of miscellaneous materials ranging from loudspeakers to remote door controls, depending on how generous central command is. |
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| == Your Authority ==
| | As the Head of Security, one of the main assets for space travel is your hardsuit. This has much better protection than the regular suit you have on, but at the same time, it slows you down. Locked inside of the same suit storage is a pair of robust combat magboots - which will still slow you down - but are more agile than regular ones. |
| [[File:SecHq.png|300px|thumb|alt=Security Office|Your office is in the main [[Security Office]], complete with posh carpeting]]
| | ==The [[Brig]]== |
| You are concerned with the following people:
| | The holding area for prisoners. Security personnel, [[Heads of Staff]], and the Lawyer have access to the hallway, but only Security personnel can use the cell controls. It's still possible for regular crew members to view the cells through the windows behind them. As the windows are electrified, they're not a reasonable means of entry unless the person has insulated gloves. |
| * [[Security Officers]]. These are your pawns, and it's your job to control them. Each of them is given an assignment when they sign up. If they're being assholes, yell at them and get them to fall in line - if they continue, throw them in the brig for a little while. It's important not to let these guys run rampant, because they can and will fuck everything up if you do. Remember, if they continue to be shit, bust them back down to assistant and kick them off the force.
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| * [[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 shitty brig times and that he doesn't leave the Brig while prisoners are present. He is next in the line of succession if you get bumped off, and your most senior lieutenant.
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| * [[Detective|The Detective]]. You won't need to worry about this guy too much, just let him do his thing. He's used to operating with a fair degree of autonomy from Sec. Just remember to call him a loose cannon from time to time and be ready to send in the redshirts should he uncover something big.
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| * [[Lawyer|The Lawyer]], whose job is to watch you and try to cite you for violating a guideline. Expect nothing but trouble from them - Your authority over them is questionable, although you are completely within your rights (Even in their damned law-book) to remove their Security radio access if it becomes an issue.
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| ==Assignments==
| | Prisoners always 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 release them if they aren't super dangerous). And '''SET A GOD DAMN TIME TO THE TIMER''' -- it won't lock the door unless you do this. Remember that [[Station Engineer|some]] [[Quartermaster|prisoners]] may have a toolbelt or insulated gloves; thus, a means to escape if left unsupervised. Remember to remove possible weapons unless you want [[Robust|a]] [[Handcuffs|nasty]] [[Stun Baton|surprise]], but you already knew that, right? |
| Each officer is given an assignment when they join the game. Most will be assigned to guard one of the four major departments (Medbay, Research, Engineering and Supply). Department guards are given a small security office along with limited access, and are able to use that department's radio channel. Department guards are also marked with colour-coded armbands. It is your job to make sure each department is staffed by a member of security. If a department becomes a hotspot for criminal activity, it may be a good idea to reallocate more men to that department.
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| ==Ready For War== | | If you wish to execute someone, take them to the bottom of the prison hallway, and you will find a short tunnel taking you to the transfer center. This area is "'''''unknown'''''" to silicons, where humans are regularly put to waste. This room comes equipt with lethal injections, an n2o canister, and tools to make an electric chair. |
| Even if you arrive on the station on the shuttle, you have all your needed equipment on you when you board the station. So you can start busting crime right away (though going in alone is a terrible idea).
| | ==You're My Favourite Deputy== |
| | In situations where the [[Brig|Security department]] faces understaffing or the absence of dedicated personnel, the [[Head of Security]] has the authority to deputize willing crew members to bolster the security force. The process involves either coordinating with the [[Captain]] or [[Head of Personnel]] for an official job change or, if you possess the necessary access, using your [[PDA]] as the [[Head of Security]] to initiate the job change directly. |
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| The Head of Security has the following equipment:
| | Upon deputizing volunteers, provide them with a complete Security uniform to ensure proper identification. Be mindful of the implications of this decision and the impact it may have on the station's overall security. Your deputy, the individual you brought in to assist, might just end up being the very [[Game Mode|source of trouble]] you sought to counter. |
| * Armor (stylish armored trench coat and snazzy head of security beret)
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| * HUD-Sunglasses
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| * Black gloves
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| * Handcuffs
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| * An energy gun
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| Your office contains additional equipment that you should heavily consider taking:
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| * Your unique three-mode laser gun
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| * A stunbaton
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| * A telescopic Riot Shield
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| * Several variant uniforms
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| * Box of flashbangs
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| * HoS gasmask variant
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| * Miscellaneous standard security equipment
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| == Your Office ==
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| Your office is in the [[Security Office]]. It holds several weapons, devices, a [[recharger]], and both types of security terminals.
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| Contents of the office include an [[energy gun]], a [[stun baton]], a [[Security_items#Riot_Shield|riot shield]], [[loyalty implant]]s, and a stylish alt outfit to wear.
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| == The [[Brig]] ==
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| The holding area for prisoners. Security personnel, [[Heads of Staff]], and the Lawyer have access to the hallway, but only Security personnel can use the cell controls. It's still possible for normal crewmembers to view the cells through the windows behind them. As the windows are electrified, though, they're not a valid means of entry unless the person happens to have insulated gloves.
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| The brig also has blast doors around every cell. There's a button to drop them in the warden's office and your office.
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| Prisoners try to flee all the time, so do something about the doors (portable flasher), or handcuff them to the bed as you investigate their items (make sure to release them if they aren't super dangerous). And '''SET A GOD DAMN TIME TO THE TIMER''' (it won't lock the door unless you do this). For the love of god, [[Space Law|keep the time to the crime]]. Remember that [[Station Engineer|some]] [[Quartermaster|prisoners]] may have a toolbelt or insulated gloves, thus a means to escape if left unsupervised. Remember to remove possible weapons, unless you want [[robust|a]] [[Handcuffs|nasty]] [[Stun Baton|surprise]], but you already knew that, [[Shitcurity|right?]]
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| In the event that a prisoner has been deemed too dangerous to release, they can either be executed or, if you aren't <strike>a barbarian</strike> a true manly HoS, taken to the [[Prison Wing]]. The prison wing is located to the upper left of the Warden's Office. It can comfortably hold just as many prisoners as the normal brig, but it has real airlocks to block the cells and the entire wing can be locked down with impenetrable security shutters. It also has no automatic timer, so don't put someone in a permanent cell without a very good reason. If you wish to execute someone the humane way, you can also use the <s>lethal injection</s> prisoner transfer chamber located to the left of the prison wing. If you do go this route make sure you keep it reasonably a secret from any Asimov silicons, i.e. don't talk about execution over security radio.
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| == You're My Favourite Deputy ==
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| You're <s>occasionally</s> almost always going to get an understaffed (or entirely absent) department staff. This is going to pose a problem, especially during times of crisis. Luckily you are capable of deputizing volunteering members of the crew without having to make them full officers.
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| With your access to the Bridge ID Console, you can give people security access. A box of armbands in your office can also be used as a badge for those who you have deputized. Hand them some gear and cuffs, give them a briefing of what you expect from them, consider [[loyalty implant]]ing them, and set them loose on the station.
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| By deputizing a crewman, you are authorizing them to act as a member of security. Although you run the risk of deputizing those who are inexperienced or down right treasonous, they can prove to be a valuable asset in extraordinary circumstances.
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| == Day to Day ==
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| You'll be dealing with the possibility of several different types of threats to the station on a round-to-round basis. It's generally a good idea to be alert and ready to call out exactly what the flavor of the shift is as soon as you can confirm it, so that your officers can be informed in their decisions from that point on. Knowing how to deal with everything that can be thrown at you is crucial to working well as the Head of Security, and while this guide provides a good start, experience is the greatest teacher.
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| === Riot Control ===
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| The Head of Security is a target while in [[Revolution]] mode. He's also one of the toughest people to attempt to attack directly. It is important to be reserved when you hear of flashing in random locations and don't immediately run out and start beating skulls in. This makes you an easy victim. Bear in mind that some traitors will attempt to fool you into thinking a revolution is on - a false revolutionary might instead be carrying several [[Syndicate Items|strange and powerful]] weapons. That being said, just like any other head of staff in a revolution, you need to keep on the move. Staying in one place for long -- even a place people wouldn't expect you to be -- makes you a much easier target for a mob attack or stealthy bombing.
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| To decommission a revolutionary, you have two options: Beat their head in like the [[shitcurity|monster]] they always knew you were, or forcibly inject a Loyalty Implant into their brain. The former, while a good deal more satisfying, is both unreliable and dangerous - It's easy to accidentally bludgeon someone not only out of the revolution but also out of their mortal coil. The latter takes more time and is limited in uses, but ensures people will stay on your side, barring an implant removal surgery. Don't be afraid to start tazing and implanting passers-by once a revolution is on board.
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| '''<span style="color:red">DO NOT TRY TO WIN A REVOLUTION BY TURTLING. YOU WILL LOSE THE WAR OF ATTRITION.</span>'''
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| '''Remember''': If anyone 'seems to reject an implant, they are a Head Revolutionary and must be either killed or exiled if you intend to win control of the station. While you could shove them through the gateway or onto the penal colony, it's just as good to beat them to death in the Brig and leave their body to rot in the Warden's office - Or better yet, out of sight in the Gulag where nobody will ever find it.
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| === The Inquisition ===
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| With a cult on board, you quickly become both very important and very vulnerable. For all your gear, nothing but the Chaplain can protect you from a heretic with a piece of rune-etched paper. Success in defeating a cult is based primarily around resource management and thoroughness in your actions - It can be very difficult for the dark one's followers to complete their task when faced with a responsive Security team. It's important to acknowledge firstly the danger of a cult: It's members, much like during a revolution, blend in with the crew at large, yet can disable you instantly and drag you off to be sacrificed while you try in vain to scream for help.
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| The Chaplain is easily the most important person on board, barring almost nothing: They provide you with an endless source of Holy Water, your primary weapon in staving off the cult and rescuing crewmembers from it's grasp. It should be your top priority to secure them inside the Brig the instant a cult presence is confirmed, as they will very likely be an early target. Luckily, their null rod keeps them safe from magic, and can oftentimes mean the difference between victory and defeat. Force-feeding enough holy water to a cultist will force the darkness out of them, bringing them back to your side. Similarly, when applied to the floor, it is an invalid location for Wraiths attempting to jaunt.
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| One of your greatest allies outside of the Chaplain is the AI: It's constant camera view of the station cannot see runes, but it can easily report and lock down suspicious congregations of humans. Equipping it with a P.A.L.A.D.I.N. lawset gains you an extremely powerful surveillance unit that can single-handedly flush out the cult into your waiting arms. Be aware, however, that a Wraith can very easily kill the AI. Your comrade may be sadly short-lived.
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| Oftentimes, the cult will transition from a stealthy threat to a very blatant one with constructs and armor. Apply judicious amounts of laser fire and try not to get in melee range. Constructs are incredibly dangerous in the later stages of the game where they are able to mass-produce shells and shards. More often than not, it's best to begin evacuation when constructs start appearing en masse, as it is indicative of a very strong cult presence.
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| '''Important''': Out of Holy Water? Chaplain dead, MIA, or never showed up? Cargo can order you religious supply crates, and Botany can mutate holy-melons
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| === Being Nuclear/Wild ===
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| Red hardsuits, dead AIs, telecomms explosions, oh my! Nuclear Emergencies are perhaps some of the most individually demanding rounds for a Head of Security, requiring a large deal of knowledge and raw robusting skill to overcome the terrorist strike team aboard the station. The premise is simple: There is a fukken disk, and you need to get it. Ideally, the Captain will have given you the pinpointer - If this is not the case, attempt to acquire it, as it could mean the difference between life and death. The operatives all have pinpointers of their own, so remember that hiding the disk is never a viable option, as they can track it down. Similarly, leaving the z-level with the disk will cause it to respawn at a random predetermined point on the station, which is typically a worst-case scenario.
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| When shit hits the fan (The AI mysteriously dies and Telecommunications is now a smoking wreck), your first priority should be to locate and secure the disk. This typically involves dragging the Captain to Brig and using your desk announcement system (Which does work with comms down) to summon your loyal minions to the brig. They'll want the bulletproof armors and some lethal weaponry, and potentially the Ion Rifle, depending on what was brought. Typically, it's a good idea to arm some assorted crewmen on top of your own forces, as they provide valuable meat shields for the more important people.
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| Did you lose the disk? It ain't over 'til it's over, so don't be afraid to don an EVA suit and chase those chucklefucks right back to their own shuttle. So long as the disk escapes on the Emergency Shuttle, You are in the green.
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| There are four possible endings for a Nuclear Emergency:
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| * Syndicate Major Victory: The nuclear device was detonated, the station was destroyed, and the operatives escaped with the disk
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| * Syndicate Minor Victory: The nuclear device was not detonated, but the disk was left behind on the station
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| * Draw: The station was destroyed along with the disk and all operatives
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| * Crew Major Victory: The nuclear device was not detonated and the disk made it out on the emergency shuttle
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| ===Biohazard Containment===
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| For once, a problem you can't solve by harmbatoning. With a blob on board, you take on a unique sort of support role that will see you bouncing between the frontline and the supply lines in the rear. Once a blob has been confirmed, your first and highest priority should be to empty out the Armory and distribute the energy weapons. Typically, it's a good idea to stow the Tasers and Shotguns, seeing as they're next to useless against biomass and some chucklefuck can and will waste precious time trying to use them. Against certain chemical variants, the Riot Gear is incredibly strong as well. '''Fuck the Ion Rifle. Hide the Ion Rifle. Someone will take it and Ion you and ruin your day'''; it sounds like common sense but you will save yourself a world of hurt by just shoving it in a locked locker.
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| Once you've ensured the crew is armed, it's usually best to gauge where you're needed and bounce between fighting the blob and making sure new weapons crates get unlocked. You're going to be one of the three or four jobs on the station who can open up the incredibly cost efficent laser crates (3 guns for 15 points!) so try and remember how important you are. Beyond that, you carry a couple of guns yourself, and the more fire support the merrier. Beyond that, when you're not lasering blob or opening crates, it's a really good idea to start fetching rechargers from the Brig or nearby Security posts to bring to the front where they're needed.
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| ==Miscellaneous Tips== | | ==Miscellaneous Tips== |
| * If you label all the items in the armory, and all items you distribute, you'll know exactly who fucked up and how when said items turn up in the backpack of the Clown | | *Muzzles can be created by tearing off pieces of your jumpsuit. |
| * The HoS has the access required to nab the spare crew monitor board from secure tech storage | | *If you label all the items in the Armory and all things you distribute, you'll know precisely who fucked up and how when said items turn up in the backpack of the Clown. |
| * There are muzzles and straitjackets in the prison wing for restraining dangerous prisoners | | *You can download the crew monitor app on your PDA, it's a great indicator for when someones in trouble. |
| * If you fill full NO2 tank and put in on a changeling (traitor) you can give them fate worse than death for time close to eternity | | *There are muzzles and straitjackets in the prison wing for restraining dangerous prisoners. |
| * Implants:
| | *The Armory has a few unique implants - If you run out, more can be ordered from Cargo. |
| ** Chemical implants can be triggered by the recipient or remotely via a prisoner control console | | **Chemical implants can be triggered by the recipient or remotely via a prisoner control console. |
| ** Each Chemical implant can be filled up with 50 units of chemicals injected into the implant while it is still in it's casing | | **Each Chemical implant can be filled up with 50 units of chemicals injected into the implant while it is still in its casing. |
| ** Tracking Implants have three functions: They tell you the approximate distance to your target, the direction from your current position (With the tracker), and acting as a teleportation beacon | | **Tracking Implants have two functions: They tell you the approximate distance to your target and the direction from your current position (with the tracker). |
| ** Suspected Changelings can be implanted with a tracking implant, as it gives a special HUD icon, ex. I didn't implant that person but they have an implant, probably a ling | | **Suspected Changelings can be implanted with a tracking implant, as it gives a special HUD icon, ex. I didn't implant that person, but they have an implant, probably a ling. |
| ** You can use tracking implants to give completely private orders to individual officers even while telecomms is down | | **You can use tracking implants to give completely private orders to individual officers even while Telecomms is down |
| * Giving a lethal parole implant is an effective way to keep track of your prisoners: Ask Chemistry for the deadliest 50u they can make and pump it into an implant | | *Giving a lethal parole implant is an effective way to keep track of your prisoners: Ask Chemistry for the deadliest 50u they can make and pump it into an implant. |
| * Permabrig's electric razor is impractical; many people can be recognized on sight from their hairstyles and shaving them bald removes that | | *Permabrig's electric razor is impractical; many people can be recognized on sight from their hairstyles, and shaving them bald removes that. |
| * You have basic departmental access, which means you can easily get into Engineering, Science, Medbay, and Cargo and help yourself to choice goodies you might need | | *Taking a Riot Shotgun, <s>filling it with buckshot shells,</s> taking it out back, and sawing it off with a circular saw will let you put it in your backpack, giving you a perfect counter to energy sword/shield users. |
| | *In a time of crisis, it is up to you to make sure Cargo gets the sec defense budget if the warden already has not. This will give Cargo more purchasing power to go towards security's needs. |
| | *Your biggest advantage is numbers. Its incredibly hard to take down a group of armed people, even if its just two security officers. Got enough officers? Split them into groups of two/three and send them at any threat. |
| | *You can hold cigarettes in your coat. Is this useful? Debatable. At least you'll get points for style. |
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| {{Jobs}} | | {{Jobs}} |
| [[category: Jobs]] | | [[category: Jobs]] |