Warden: Difference between revisions

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|superior = [[Head of Security]]
|superior = [[Head of Security]]
|duties = Watch over the [[Brig]] and [[Prison Wing]], release prisoners when their time is up, issue equipment to security, be a [[Security Officer|security officer]] when they all eventually die.
|duties = Watch over the [[Brig]] and [[Prison Wing]], release prisoners when their time is up, issue equipment to security, be a [[Security Officer|security officer]] when they all eventually die.
|guides = [[Guide to security]], [https://tgstation13.org/wiki//index.php?title=Space_Law&oldid=14820 Space Law], [[Guide to Trials]], [[Paper_BBCode#For_the_Warden|a few forms]]
|guides = [[Guide to security]], [[Space Law]], [[Guide to Trials]], [[Paper_BBCode#For_the_Warden|a few forms]]
|quote = Eh? No sir, the armoury's fine, see- Oh bugger.
|quote = Eh? No sir, the armory's fine, see- Oh bugger.
}}
}}


The Warden is a member of the security staff, responsible for the [[Brig]], the [[Prison Wing]] and the prisoners. He has access to the [[Armory]].
The Warden is a member of the security staff, responsible for the [[Brig]], the [[Prison Wing]] and the prisoners. Also charged with minding the [[Armory]]


[[File:Thebrig.png|300px|thumb|alt=Brig|Your Domains: The [[Brig]] + [[Security Office]] + [[Prison Wing]] + [[Warden's Office|Your Office]]]]<br>
[[File:Thebrig.png|300px|thumb|alt=Brig|Your Domains: The [[Brig]] + [[Security Office]] + [[Prison Wing]] + [[Warden's Office|Your Office]]]]<br>


==Watch Hound==
==Watch Hound==
Half of your job is to look after the prisoners, make sure they don't die or get [[Shitcurity|unfair]] [[Space Law|sentences]], and make sure they don't escape. The other half of your job is to arm security with weapons in times of war. You are not a [[Security Officer]] and do not have to go outside of the brig (and really should not go out of the brig).
Half of your job is to look after the prisoners, make sure they don't die or get [[Shitcurity|unfair]] [[Space Law|sentences]], and make sure they don't escape. The other half of your job is to arm security with weapons in times of war. You are not a [[Security Officer]] and do not have to go outside of the brig (and really should not go out of the brig). '''Stay in the brig.'''


If you have no prisoners to watch out for, you should be coordinating the security officers over the security radio channel.  People often make accusations of crime on the radio that you can follow up.  You can ensure all arrest records are filled in with this and with information from the security radio channel to make sure officers don't wonder why a particular person is wanted.  You can also check on the [[Computers#Security_Cameras|cameras]] for reported disturbances and update the records of anyone involved (which should be done regularly).  Your fellow officers will appreciate your help in sending them where they can make a difference. You really have the opportunity to make Security run like a well-oiled machine.
If you have no prisoners to watch out for, you should be coordinating the security officers over the security radio channel.  People often make accusations of crime on the radio that you can follow up on.  You can ensure all arrest records are filled in with this and with information from the security radio channel to make sure officers don't wonder why a particular person is wanted.  You can also check on the [[Computers#Security_Cameras|cameras]] for reported disturbances and update the records of anyone involved (which should be done regularly).  Your fellow officers will appreciate your help in sending them where they can make a difference. You really have the opportunity to make Security run like a well-oiled machine.


==Second in Command==
==Second in Command==
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===The [[Detective]]===
===The [[Detective]]===
Just give the detective space, he's a loose cannon that runs around and scans for prints. He'll rarely drag criminals in. Just help out with the cell timers for the detective, and help secure the evidence the detective brings in.  Since almost anyone (even lawyers) with brig access has access to evidence storage, if you don't trust them you should put the more dangerous contraband in the appropriate armory locker.
Just give the detective space, he's a loose cannon that runs around and scans for prints. In the rare cases where they do drag someone in, they'll need help with the brig timers and securing evidence.  Since almost anyone (even lawyers) with brig access has access to evidence storage, the more dangerous evidence should go in the appropriate locker in the armory.


===Equipment===
===Equipment===
[[File:Armory.png|300px|thumb|alt=Armory|The [[Armory]]]]<br>
[[File:Armory.png|300px|thumb|alt=Armory|The [[Armory]]]]<br>
To help your wardening ways, you ought to be at least as well equipped as any officer. Your locker is well stocked, so it's worth taking the spare taser, a couple of flashbangs, and more than one pair of handcuffs. You'll need them if somebody tries to break out of the brig. Also consider grabbing a laser weapon: being next to the armoury is no use if somebody has blown up the relevant APC and you can't get through the now de-powered windoors to stop them cleaning the place out.  
Given the ever-present threat of prison breaks and riots, a skilled Warden is a well-equipped warden. Your locker contains a spare taser, a box of flashbangs and some extra zip ties. Stuff some of that in your bag. Also consider grabbing a laser weapon: being next to the armoury is no use if somebody has blown up the APC and you can't get through the now de-powered windoors to stop them cleaning the place out.  


There are also some pieces of kit to help you out.  Barricades are excellent if someone has broken the brig doors with a cryptographic sequencer, and portable flashers, although they have limited charge, are very useful at stopping poorly equipped attackers or budding escapees.  You also have a toolbox to help you install the flashers and make other basic adjustments.  Make sure no one gets your ID, and you know who the [[Head of Security]] is (make sure they don't start a woman, scream bloody murder on the radio and come back as a pink haired man), as you need to defend your equipment from would-be thieves.
There are also some pieces of kit to help you out.  Barricades are excellent if someone has broken the brig doors with a cryptographic sequencer, and portable flashers, although they have limited charge, are very useful at stopping poorly equipped attackers or budding escapees.  You also have a toolbox to help you install the flashers and make other basic adjustments.  Make sure no one gets your ID, and that you know who the [[Head of Security]] is (in the very real case that someone murders them and steals their identity). Your ID is a high-value target, so make sure no one gets their grubby hands on it.


Also of note is your small supply of firing pins, which allow you to make any gun printed by science usable.  Don't be too stingy: if you help the Research Director, he might give you some nice toys later on.   
Don't forget your small supply of firing pins, which are the only way to make a usable gun from Research and Development.  Don't be too stingy: if you help the [[Research Director]], they might give you some nice toys later on.   


====Implants====
====Implants====
The [[Armory]] contains different sets of implants which you may want to make use of for prisoner control.
The [[Armory]] contains different sets of implants which you may want to make use of for prisoner control.


*'''Chemical Implants''' will allow you to inject up to 50 units of toxins into the subject at any time from the Prisoner Management Console in your office. May be loaded with sedatives instead. For larger doses, subject may be implanted multiple times.
=====Chemical Implants=====
*'''Tracking Implants''' will allow you to detect if the subject is nearby using the locator device provided. Also leaves a blinking red dot if the subject is observed with a [[Hud#Security_HUD_Icons|Security HUD]]
These will allow you to inject up to 50 units of toxins into the subject at any time from the Prisoner Management Console in your office. May be loaded with sedatives instead. For larger doses, subject may be implanted multiple times.
*'''Loyalty Implants''' prevent the subject from being brainwashed by [[Revolution|commies]], [[Cult|zealots]], and [[Gang War|mobsters]].  They also revert the effects of [[Revolution|some]] [[Gang War|conversions]].  If someone resists them, they're either a ringleader or [[Shadowling|something much worse]].  More can be ordered in the [[Cargo Bay]], albeit at an extremely high cost. Ensure all security personnel are loyalty implanted by checking your [[Hud#Security_HUD_Icons|Security HUD]].
 
=====Tracking Implants======
These will allow you to detect if the subject is nearby using the locator device provided. Also leaves a blinking red dot if the subject is observed with a [[Hud#Security_HUD_Icons|Security HUD]]
 
=====Loyalty Implants=====
Prevent the subject from being brainwashed by [[Revolution|commies]], [[Cult|zealots]], and [[Gang War|mobsters]].  They also revert the effects of [[Revolution|some]] [[Gang War|conversions]].  If someone resists them, they're either a ringleader or [[Shadowling|something much worse]].  More can be ordered in the [[Cargo Bay]], albeit at an extremely high cost. Ensure all security personnel are loyalty implanted by checking your [[Hud#Security_HUD_Icons|Security HUD]].


===Don't Sit Around===
===Don't Sit Around===
Sitting at your desk is alright, but you should make sure to scan the cell blocks every once in a while to make sure no one is hurt in the cells, or there are any areas of break in. Your job is to protect all of security from people busting in, or out. A quick sweep every few minutes should be fine, being a warden is a mostly relaxing job, just make sure to stun anyone who looks suspicious in the brig (or security office area) and hold them till the head of security comes. Remember, DISARM FIRST, kill if that's your only option.
Sitting at your desk is alright, but you should make sure to scan the cell blocks every once in a while to make sure no one is hurt in the cells, or that no one has broken in. Your job is to protect all of security from people busting in, or out. A quick sweep every few minutes should be fine, being a warden is a mostly relaxing job, just make sure to stun anyone who looks suspicious in the brig (or security office area) and hold them till the head of security comes. Remember, DISARM FIRST, kill if that's your only option.


If you are going to sit around, it may be worthwhile to update the security records for your prisoners and anyone mentioned on the radio.
If you are going to sit around, the least you can do is update the security records for your prisoners and anyone mentioned on the radio.


===Clearance Level Check===
===Clearance Level Check===
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Space Station 13's secure [[Prison Wing]]. Once you check in, you don't check out. There are no times here - this is a place for hardened criminals. Expect to use this rarely, as many traitors get [[Cyborg|melon bowled]] before this becomes an option. Only you, the [[Head of Security]], or the [[Captain]] should ever be taking people to it and only for the most heinous crimes.
Space Station 13's secure [[Prison Wing]]. Once you check in, you don't check out. There are no times here - this is a place for hardened criminals. Expect to use this rarely, as many traitors get [[Cyborg|melon bowled]] before this becomes an option. Only you, the [[Head of Security]], or the [[Captain]] should ever be taking people to it and only for the most heinous crimes.


If you do not pay attention, sometimes the Prison Wing may become a death camp. Periodically check it and make sure security officers aren't abusing the prisoners.
If you do not pay attention, sometimes the Prison Wing may become a death camp. Periodically check it and make sure [[security officers|shitcurity]], space carp, [[changelings|other traitors]], or micrometeors aren't abusing the prisoners.


Should the situation inside the prison get too messy, you always have the option to release N2O gas into the holding area: Just attach the canister to the connector port and turn on the manual valve. N2O should put everyone inside without internals to sleep.
Should the situation inside the prison get too messy, you always have the option to release N2O gas into the holding area. There are two canisters of the stuff near the gulag shuttle. Drag the canister into the brig, don your internals and let 'er rip. Be sure to alert your comrades in arms about the change of atmosphere though.


== Auschwitz ==
== Auschwitz ==

Revision as of 15:09, 28 March 2016

SECURITY STAFF
Generic warden.png Warden.png
Warden
Access: Armory, Security, Brig, Holding Cells, Courtroom, Weapon Permit
Additional Access: Maintenance, Morgue, Detective's Office
Difficulty: Hard
Supervisors: Head of Security
Duties: Watch over the Brig and Prison Wing, release prisoners when their time is up, issue equipment to security, be a security officer when they all eventually die.
Guides: Guide to security, Space Law, Guide to Trials, a few forms
Quote: Eh? No sir, the armory's fine, see- Oh bugger.

The Warden is a member of the security staff, responsible for the Brig, the Prison Wing and the prisoners. Also charged with minding the Armory

Brig


Watch Hound

Half of your job is to look after the prisoners, make sure they don't die or get unfair sentences, and make sure they don't escape. The other half of your job is to arm security with weapons in times of war. You are not a Security Officer and do not have to go outside of the brig (and really should not go out of the brig). Stay in the brig.

If you have no prisoners to watch out for, you should be coordinating the security officers over the security radio channel. People often make accusations of crime on the radio that you can follow up on. You can ensure all arrest records are filled in with this and with information from the security radio channel to make sure officers don't wonder why a particular person is wanted. You can also check on the cameras for reported disturbances and update the records of anyone involved (which should be done regularly). Your fellow officers will appreciate your help in sending them where they can make a difference. You really have the opportunity to make Security run like a well-oiled machine.

Second in Command

As the Warden, you have authority over the brig and any security officers inside the brig. Should anything happen to the Head of Security, you are expected to take up his position and command the security staff.

The Detective

Just give the detective space, he's a loose cannon that runs around and scans for prints. In the rare cases where they do drag someone in, they'll need help with the brig timers and securing evidence. Since almost anyone (even lawyers) with brig access has access to evidence storage, the more dangerous evidence should go in the appropriate locker in the armory.

Equipment

Armory
The Armory


Given the ever-present threat of prison breaks and riots, a skilled Warden is a well-equipped warden. Your locker contains a spare taser, a box of flashbangs and some extra zip ties. Stuff some of that in your bag. Also consider grabbing a laser weapon: being next to the armoury is no use if somebody has blown up the APC and you can't get through the now de-powered windoors to stop them cleaning the place out.

There are also some pieces of kit to help you out. Barricades are excellent if someone has broken the brig doors with a cryptographic sequencer, and portable flashers, although they have limited charge, are very useful at stopping poorly equipped attackers or budding escapees. You also have a toolbox to help you install the flashers and make other basic adjustments. Make sure no one gets your ID, and that you know who the Head of Security is (in the very real case that someone murders them and steals their identity). Your ID is a high-value target, so make sure no one gets their grubby hands on it.

Don't forget your small supply of firing pins, which are the only way to make a usable gun from Research and Development. Don't be too stingy: if you help the Research Director, they might give you some nice toys later on.

Implants

The Armory contains different sets of implants which you may want to make use of for prisoner control.

Chemical Implants

These will allow you to inject up to 50 units of toxins into the subject at any time from the Prisoner Management Console in your office. May be loaded with sedatives instead. For larger doses, subject may be implanted multiple times.

Tracking Implants=

These will allow you to detect if the subject is nearby using the locator device provided. Also leaves a blinking red dot if the subject is observed with a Security HUD

Loyalty Implants

Prevent the subject from being brainwashed by commies, zealots, and mobsters. They also revert the effects of some conversions. If someone resists them, they're either a ringleader or something much worse. More can be ordered in the Cargo Bay, albeit at an extremely high cost. Ensure all security personnel are loyalty implanted by checking your Security HUD.

Don't Sit Around

Sitting at your desk is alright, but you should make sure to scan the cell blocks every once in a while to make sure no one is hurt in the cells, or that no one has broken in. Your job is to protect all of security from people busting in, or out. A quick sweep every few minutes should be fine, being a warden is a mostly relaxing job, just make sure to stun anyone who looks suspicious in the brig (or security office area) and hold them till the head of security comes. Remember, DISARM FIRST, kill if that's your only option.

If you are going to sit around, the least you can do is update the security records for your prisoners and anyone mentioned on the radio.

Clearance Level Check

Just because the clown got security clearance means nothing, you should alert the head of security of this right away. You need to make sure any and all mercenaries that the Head of Personnel authorizes come with a stamped form or the head of security to come in with them to announce them. Nothing is worse than a mime breaking in, and you foolishly giving them armor or a gun. There is always the chance they are a traitor out to kill you, or to steal armory supplies.

If the head of personnel himself attempts to access the armory without authorization, he is committing Major Trespass and is subject to incarceration. Alert the Head of Security if this happens.

No one should be promoted to security, unless the Head of Security says so! The head of personnel is not in charge of security.

Lockdown

Sometimes, things get so bad you need to close everything off. One button will activate bomb-proof shutters underneath each grille to stop breakouts (or breakins), and another will seal off the perma wing if the prisoners are rioting.

Prison Wing

Space Station 13's secure Prison Wing. Once you check in, you don't check out. There are no times here - this is a place for hardened criminals. Expect to use this rarely, as many traitors get melon bowled before this becomes an option. Only you, the Head of Security, or the Captain should ever be taking people to it and only for the most heinous crimes.

If you do not pay attention, sometimes the Prison Wing may become a death camp. Periodically check it and make sure shitcurity, space carp, other traitors, or micrometeors aren't abusing the prisoners.

Should the situation inside the prison get too messy, you always have the option to release N2O gas into the holding area. There are two canisters of the stuff near the gulag shuttle. Drag the canister into the brig, don your internals and let 'er rip. Be sure to alert your comrades in arms about the change of atmosphere though.

Auschwitz

NOTE: By default the Warden cannot be an antagonist.

So, you're a traitor. You start with gloves, an energy gun, armor, and sunglasses. You have access to a ton of guns, and a ton of other things no station member could dream of. Problem is, you have poor access to the station, but you have a whole brig and gulag to play with (depends on how sadistic you are) and may create your own private death camp. You are less likely to be "needed" compared to a head of security, and less likely to be expected to respond to call than a security officer. Yet, running about station will attract attention (aka, "GTFO warden and back to the brig"), so get done what you need to and do it fast and remain in the safety of the brig.

If you have a "steal" objective, there's an okay chance that someone else tried to break in and steal that item, you can just take it from them. If it's an assassinate objective, well, most people go through the brig at least once. Just stun, strip, and space them. People going entirely missing from the brig isn't usually investigated if you just say their time was up, or if that pesky security is getting on your case for all those dead assistants in your office, head to the execution chamber, grab a canister of co2, go back to brig and hook the canister up to the airflow and kill everyone in security.


Jobs on Yogstation

Jobstemp.png

Command Captain · Head of Personnel · Head of Security · Chief Engineer · Chief Medical Officer · Research Director
Security Head of Security · Security Officer · Warden · Detective · Lawyer
Engineering Chief Engineer · Station Engineer · Atmospheric Technician · Network Admin
Science Research Director · Scientist · Roboticist · Geneticist
Medical Chief Medical Officer · Medical Doctor · Chemist · Geneticist · Virologist · Paramedic · Psychiatrist · Mining Medic
Supply Head of Personnel · Quartermaster · Cargo Technician · Shaft Miner · Mining Medic
Service Janitor · Bartender · Cook · Botanist · Lawyer
Civilian Assistant · Tourist · Clown · Mime · Artist · Chaplain · Curator · Clerk
Non-Human AI · Cyborg · Positronic Brain · Drone · Personal AI · Construct · Golem · Ghost
Special Centcom Official · Death Squad Officer · Emergency Response Officer · Ian · HONK Squad Officer
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