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{{Speech
{{Speech
|name=Head of Security William Harshman
|name=Head of Security Pierre Floris
|text=The Nanotrasen security force welcomes you, recruit. The path you have chosen is certainly a daunting one, but the most rewarding and defining of Nanotrasen standards here and abroad!
|text=The Nanotrasen security force welcomes you, recruit. The path you have chosen is certainly a daunting one, but the most rewarding and defining of Nanotrasen standards here and abroad!


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|image=[[File:Generic_hos.png|80px|right]]
|image=[[File:Generic_hos.png|80px|right]]
}}
}}
 
==Preface==
 
Security is one of the most powerful, difficult, and controversial jobs on the station. As a member of security, you will be constantly criticized and scrutinized for what you do, and what you fail to do. As you play security, try to keep the following in mind:
==Who Orders Who==
*Ultimately, you answer to two sets of rules. [https://forums.yogstation.net/help/rules/ Server Rules] and [[Space Law]].
* [[Security Officer]]s, the [[Warden]] and the [[Detective]] all share the same rank. The [[Head of Security]] is on the top of the security hierarchy. All security members take orders from him, and he takes his orders from the [[Captain]].
*Nearly everyone you see on the station is a person. This includes [[AI|silicons]], [[Ashwalkers|nonhumans]], and occasionally [[Critters|critters]]. If you use your power to make them miserable, they will remember your name.
 
*Nearly every round, you may be killed. While it's good to keep your guard up, remember to have fun while you lose. SS13 is not a competitive game.
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.
*Try to have fun. Talk to people. The amount of fun you will have in this game is proportionate to the effort you put into playing it.  
 
* While the Warden commands the Brig, he can't order Security Officers around everywhere. However, he does have authority in the Brig, so if he requests an Officer to leave, they should leave.
 
* The [[Head of Personnel]] is '''not''' part of the security hierarchy and should not heavily involve himself in security affairs. The HoP cannot order security around and cannot enter secure areas such as the [[Armory]] without authorization from the HoS.
 
 
==Security Equipment==
==Security Equipment==
Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, you can however wear your gear as you like.
Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, but you may wear your gear however you'd like.


The main thing behind this is that you want to be as ready as possible for even the most uncertain of events.
The main thing is that you want to be as ready as possible for the most uncertain of events.
# In case you've just joined the security force, you need to get your security jumpsuit, helmet, armor, jackboots, gloves and a security bowman headset (which provide flashbang protection) on.
* In case you've just joined the security force, you'll need to get your basics:
# Go to the [[Security Office]] and open a security locker.
** [[File:Rsecurity.png]][[File:Blackgloves.png]][[File:Jackboots.png]]A security jumpsuit, a pair of gloves, and a pair of jackboots.
# [[File:Hudsunglasses.png]] Get [[Security HUD|HUDglasses]] and put them on.
** [[File:Helmet.png]][[File:Armor.png]] A set of armor.
# [[File:BreathMask.png]] Get [[Breath mask|Breath Mask]] from your internals box and put it on.
** [[File:Sec_headset_alt.png]] A security bowman headset (which provides flashbang protection).
# [[File:AirTank.png]] Take your [[Emergency Oxygen Tank]] (set to 16 kPa output) and put it in your pocket.
** [[File:Disablernew.png]] A [[Disabler|disabler]]. Attach a seclight to it, and put it back in your exosuit-slot.
# [[File:Id_regular.png]] [[File:Securitypda.png]] Take your [[ID|ID Card]] and put it inside your [[PDA]], then put your PDA into the ID-slot.
* Go to the [[Security Office]] and open a security locker.
# [[File:Secbelt.png]] Get your [[Security Belt]] and put it on.
* [[File:Hudsunglasses.png]] Get [[Security HUD|HUDglasses]] and put them on.
# [[File:StunBaton.gif]] Take your [[Stun Baton]] from your backpack, put it inside the Security Belt.
* [[File:Security_Gas_Mask.png]] Get a [[Security Gas Mask|Gas Mask]] and put it on. You may have one in your internals box, or you can ask the warden for one.  
# [[File:Flash.gif]] Take your [[Flash]], put it in the belt.
* [[File:AirTank.png]] Take your [[Emergency Oxygen Tank]] (set to 16 kPa output) and put it in your pocket.
# [[File:Flashbang.gif]] Get a [[Flashbang]], put it in the belt.
* [[File:Id_regular.png]] [[File:Securitypda.png]] Take your [[ID|ID Card]] and put it inside your [[PDA]], then put your PDA into the ID-slot.
# [[File:Pepperspray.png]] Get a [[Pepperspray]], put it in the belt.
* [[File:Secbelt.png]] Get your [[Security Belt]] and put it on. It should already contain:
# [[File:Handcuffs.png]] Take your [[Handcuffs]] from your backpack and put them in your pocket. Get an extra pair from the SecTech vending machine and put it in your belt.
** [[File:StunBaton.gif]] A [[Stun Baton]] (You also spawn with one in your backpack).
# [[File:Hybrid_taser_seclight.gif]] Get your [[Taser]], get the Seclite from your belt and attach it to the Taser and put it back in your exosuit-slot.
** [[File:Flash.gif]] A [[Flash]].
 
** [[File:Flashbang.gif]] A [[Flashbang]].
Alternatives to this setup: ditch the handcuffs for zipties, ditch the pepperspray for another flashbang, grab extra stunbaton from the locker.
** [[File:Pepperspray.png]] A [[Pepperspray]].
 
** [[File:Handcuffs.png]] One pair of [[Handcuffs]]. Get an extra pair from the [[SecTech]] vending machine and pocket them.
You should be looking something like this now:
Alternatives are endless! Check the [[SecTech]] vending machine for more gear options.  
 
[[File:Security_Gear.png|400px]]
 
And all you need to do now is keep your Security Belt open so you'll have quick access to the items in case of an emergency and be prepared for most things the station's going to throw at you!
 
Also make sure you understand what [[HUD#Security HUD Icons|the icons on your Security HUD]] mean. For further info about security equipment, refer to the [[Security items|List of Security Items]].


Also make sure you understand what [[HUD#Security HUD Icons|the icons on your Security HUD]] mean. For further info about security equipment, refer to the [[Security_Items|List of Security Items]].
===Security Robots===
===Security Robots===
* Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you're in a tight spot, you can call Beepsky to you by using your PDA.
* Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you're in a tight spot, you can call Beepsky to you by using your PDA.


* While Beepsky's rudimentary orders can be accessed from security computers, [[Cyborg#Security|silicons]] are not within the normal chain of command. They are subject the [[AI]] and follow the same laws.
* While Beepsky's rudimentary orders can be accessed from security computers, [[Cyborg#Security|silicons]] are not within the ''normal'' [[Chain_of_Command|chain of command]]. They are subject the [[AI]] and follow the same laws.


* Don't kill silicons for trying to stop you from executing someone. It's required of them by their laws. Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They'll be treated differently.
* Don't kill silicons for trying to stop you from executing someone. It's ''typically'' required of them by their [[AI_modules|laws]]. Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They'll be treated differently.
==Doing Your Job==
===[[Chain_of_Command|Who Orders Who]]===
* [[Security Officer]]s, the [[Warden]] and the [[Detective]] all share the same rank. The [[Head of Security]] is on the top of the security hierarchy. All security members take orders from him, and he takes his orders from the [[Captain]].


==[[File:Lawbook.png]] [[Space Law|Law]]==
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.
[[Space Law]] is a summary of most crimes with some suggested sentence times. Otherwise the Captain determines what is lawful and what isn't (within reason).


==[[Standard Operating Procedure]]s==
* While the Warden commands the Brig, he can't order Security Officers around everywhere. However, he does have authority in the Brig, so if he requests an Officer to leave, they should leave.
* You have stun weapons, USE THEM, don't kill if you're not in serious danger. See the [[Rules]] for more details


* You are an enforcer of [[Space Law]], you're not [[Shitcurity|The Law]].
* The [[Head of Personnel]] is '''not''' part of the security hierarchy and should not heavily involve himself in security affairs. The HoP cannot order security around and cannot enter secure areas such as the [[Armory]] without authorization from the HoS.
===[[File:Lawbook.png]] [[Space Law|Law]]===
'''[[Space Law]] is part of Yogstation's [https://forums.yogstation.net/help/rules/ Rules].''' In the case that something is not covered by space law, the [[Captain|captain]] determines what is lawful and what isn't (within reason).
===Standard Operating Procedures===
The [[Standard_Operating_Procedure|Standard Operating Procedures]] are a guideline for how to behave in different alert levels. In summary:
* The higher the alert level is, the more aggressive security should be.


* Be wary of people with harmful intentions, you should use minimal force, but not at the risk of your own life.
* You are an enforcer of [[Space Law]], you are not The Law. Serve & protect the crew.


* Communicate with your team, ask the HoS for orders, respond to calls for help, don't just sit in your office being useless!
* Communicate with your team, ask the HoS for orders, respond to calls for help, don't just sit in your office being useless!
 
===Demotions===
* If you're going somewhere you know will be very dangerous, bring a buddy with you.
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a [[Head of Staff]] will request your assistance in demoting one of their subordinates.  
 
* If asked, accompany the head of staff as they confront their subordinate.
* More information about the [[Standard Operating Procedure]] during different code levels.
* If the offending party is not cooperative, you may arrest them.  
 
* Secure their ID, and all items related to their job (i.e. tools and gloves from engineers).
==Demotions==
** Bring their ID to the [[Head_of_Personnel|HOP]], and have the HOP reassign them. If the HOP is absent, the heads of staff can change ID access within their departments.
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a [[Head of Staff]] will request your assistance in demoting one of their subordinates. In such cases, you are to accompany them as they confront the subordinate, or are asked to arrest someone who has abandoned their workplace and fled. In either case, ensure that you secure their ID and all items related to the job (i.e. tools and gloves from engineers) and return them to the head at your earliest convenience.
** Return confiscated items to the head they belong to at your earliest convenience.  
 
===The Brig / Punishments===
==The Brig / Punishments==
[[File:Thebrig.png|450px|thumb|The [[Brig]]]]
[[File:Thebrig.png|450px|thumb|The [[Brig]]]]
Here's how to correctly brig a prisoner:
[[Space Law#Brig Procedures|Instructions on how to correctly brig a prisoner can be found here.]]


# Take the prisoner to the brig and inform the Warden of their crimes so their Security Record may be updated.
Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples:  
# Take the prisoner to a brig cell, set the time and activate the timer.
# Enter the cell whilst pulling the prisoner.  
# Open the cell locker and hold the prisoner over it.
# Empty the prisoner's pockets. You may allow the prisoner to keep their jumpsuit and shoes but remove all other personal items if it is safe to do so: ID, headgear, glasses, headset, belt items, gloves and backpack.
#* [[Plasmaman|Plasmamen]] require their helmet, jumpsuit, plasma tank and breath mask in order to live. Do not remove these items (as this may result in a fire) and make sure their internals are set.
# Buckle the prisoner to the bed.
# Search the items that you have removed and be sure to check the internals box in their backpack.
# Confiscate any stolen items as well as anything that may be used for future crimes.
#* If a prisoner's shoes, jumpsuit or earpiece are contraband or stolen then remove the offending items. There is a prisoner's jumpsuit and shoes in the cell locker with which you could replace their clothes.
#* Confiscated items are to be placed in evidence storage.
# Close the locker and lock it.
#* Once the cell timer elapses the locker will automatically unlock, allowing the prisoner to get back their items.
# Stun the prisoner, remove their cuffs, stun them again, pick up the cuffs then leave the cell.
# Modify their brig sentence for additional offences or good behavior, if applicable.


Punishments should fit the crime. Beating someone with a baton for running into security is a very large stretch.
'''Robert Marshal, an assistant, is arrested for running into [[Medbay]] and taking a stethoscope. They've been very cooperative with security personnel.'''
Bucklecuffing everyone and stripping them completely while they're in the brig isn't going to make you any friends. If the prisoner has been cooperative and hasn't tried to break out, it's better to give them the benefit of the doubt. Nobody enjoys sitting staring at the same spot for 5-10 minutes.


Don't give someone a savage beating with your baton. There's a reason people distrust and shit on security when they get a chance. 1-2 smacks on someone who'd been shooting sec with lasers or something is one thing, but not beating someone for stealing a pair of glasses.
'''DO:'''
*Confiscate the stethoscope and return it to [[Medbay]] when possible
*Remove any items that could be used to break out and place them in the cell locker
*Set a fair timer on the brig cell, one to two minutes (or don't give them a timed sentence at all!)
*Uncuff the prisoner, leaving them bucklecuffed is considered poor form
'''DON'T:'''
*Confiscate items that were unrelated to the crime (tools, gloves)
*Beat the prisoner unless they are actively resisting arrest
*Give them a ten minute sentence
'''The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.'''


Don't take EVERYTHING from someone as punishment for a crime, unless the items you're taking had to do with what they did. For example, "confiscating" a station engineer's gloves because he walked into security and stole a backpack off the floor, vs breaking in through the window.
'''DO:'''
*Remove their EVA suit, any mining tools or other items. Have the [[detective]] work his magic on the weapons to confirm what happened.
*Set a reasonable timer on the cell, or send then to the gulag for a similar sentence
*Interview witnesses, the victim and the assailant. Ascertain what happened. There's almost always something else going on.
*Inform the [[Warden]] or [[Head of Security]].
'''DON'T:'''
*Beat the prisoner to the point where they're critically injured or worse
*Strip their items in the rapidly depressurizing engineering room
*Let a lynch mob harm your prisoner
*Refuse their request to speak with legal counsel
'''An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the librarian. She is subsequently arrested and hauled into the brig.'''


'''DO:'''
*Strip all of their posessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the [[warden]].
*Inform the [[Head of Security]].
*Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they're working with another enemy of the corporation
*Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.
'''DON'T:'''
*Beat them to death on the spot
*Talk about executing them or otherwise harming them. Your silicon friends won't take kindly to that.
*Refuse to negotiate. There are an infinite number of options besides tossing someone in perma or executing them.
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be [[revolution|busting heads]] infrequently.
===Permabrigging/ Permanent Labor Camp===
Captain, Acting Captain, Head of Security, or Warden permission is required to permanently incarcerate someone. Permanent incarceration is ''typically'' reserved for [[Space_Law#Capital_Crimes|capital offences.]] The [[Warden]] will handle this punishment, in most scenarios.


===Permabrigging / Forced Cyborgization===
Consider the crimes committed. Just because you ''can'' toss them in permabrig, doesn't mean you ''should''. Did they hurt others, or did they commit a [[Space_Law#Petty_Crimes|victimless crime?]] Is this their first offense, or are they a [[Clown|repeat offender]]?
Captain, Acting Captain or Head of Security (or, in their absence, Warden) permission is required to permanently lock someone up or turn them into a [[Cyborg]]. You do not NEED the Captain if the HoS is available.


Punishment via throwing them into permabrig should fit the crime. Did, what they did to deserve such a sentence, affect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly?
Permabrig procedures can be found within [[Space_Law#Brig_Procedures|space law.]]
Permabrigging someone for stealing something and running away through secure areas vs permabrigging someone who's shot and killed people. One is a much lower crime.


==Lethal Force / Executions==
Permanent stays at the [[Labor_Camp|gulag]] are almost identical to [[Labor_Camp#Prisoner_Processing|non-permanent stays]]. For a permanent stay, do not set a limit on the prisoner ID.
===Lethal Force / Executions / Forced Cyborgization===
[[File:Prison-wing.png|450px|thumb|The [[Prison Wing]]]]
[[File:Prison-wing.png|450px|thumb|The [[Prison Wing]]]]
* If something poses a constant threat, you are free to use lethal force. This includes dangerous nonhuman creatures, changelings, nuclear operatives, cultists, and wizards.
Executions or [[Cyborg|borgings]] are also an acceptable response to [[Space_Law#Capital_Crimes|capital offenses]]. However, unlike other capital offense punishments, '''executions and forced cyborgization must always be approved by the [[Captain]].'''
* If the captain is not available, the acting captain should authorize the execution or borging.
 
* Regardless of who authorizes an execution, it should be fair. If someone is executed or borged in error, expect to answer to the [[Contributors#Staff|Gods.]]


* If hulks are smashing shit, you are free to use lethal force on them until they pass out and lose hulk after too much damage, at which point you can either take them to get healed or heal them yourself, and then brig/permabrig them.
* When considering whether or not to execute someone, consider their crimes. Did they murder people, or just emag doors? While you could execute both, there are alternative ways to correct the behavior. Needlessly removing a player from the round is dishonorable.


* If someone is shooting at you with lethal weaponry, and you have nothing to stun them with, you are free to respond in kind.
*In order to execute someone, they should be taken to the execution room. From there, you can pick from a plethora of methods.


* Once you have someone stunned and cuffed, there is no excuse to not take them to the brig/permabrig if they aren't one of the above listed threats. Beating someone, who is already down and unable to fight back, to death is shit.
*In order to [[Cyborg|borg]] someone, you'll need to have the [[Surgery#Organ_Manipulation|brain removed]], and placed in an [[Research_items#MMI|MMI]]. You ''can'' do this yourself, but it's better to have a [[Roboticist|roboticist]] do it.
In situations where bureaucracy is not an option, lethal force may be in order.
* If something poses a constant threat, you are free to use lethal force. This includes [[Critters#Hostile|dangerous nonhuman creatures]], [[Changeling|changelings]], [[Nuclear_Operative|nuclear operatives]], [[Blood_Cult|cultists]], and [[Wizard|wizards]].


* Executions are to be authorized by the Captain or acting Captain, if available. If '''neither''' are available, it is up to the HoS or acting HoS. If security are in agreement that the Captain is a condom, they may skip to the HoS, but whoever that is will be held accountable if they authorize shitty executions without understanding fully the crimes.
* If someone is shooting at you with lethal weaponry you are free to respond in kind.


* When considering whether or not to execute someone, consider their crimes; did they murder people with an ebow, or did they just emag 1-2 doors with an emag? The former is something reasonable to execute them, the latter you could stick them with a lethal chemical implant and tell them to be good or enjoy death.
* Once you have someone stunned and cuffed, you don't need lethal force anymore. Beating a helpless criminal is dishonorable.  


* In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn't going to get you in trouble.
* In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn't going to get you in trouble.


* Revolution is a special case for execution authorization, considering everyone is swarming you at once, so use your best judgement. Do remember that implants exist for a reason.
* [[Revolution|Riots]] can be a special case for lethal force, because everyone is swarming you at once. Use you best judgement.
 
===Evacuation===
* See the [[Rules]] section for more details.
So the escape shuttle has been called! Your job will be to ensure that everyone proceeds on the shuttle in an orderly fashion.
 


Prisoners in the Brig should only be released at the Warden's discretion. Prisoners from the Prison Wing should be moved to the Security Escape Pod or to the Escape Shuttle's brig where they will be held until the shuttle docks at [[CentCom]].
==Dealing With Threats, Minimal Force==
==Dealing With Threats, Minimal Force==
As a Security Officer you are expected to fight any and every hostile force assaulting the station, from traitorous crew members to powerful reality defying Wizards to teams of "crack" syndicate assault forces. You must know how to counter any and all threats that are thrown at you, preferably with minimal force needed on your part. Remember, however, that not only is the station's peace at risk, but your very life is on the line; fail and you will die! Here is NT's staple guide on suggested courses of action against expected threats.
As a Security Officer you are expected to fight any and every hostile force assaulting the station, from traitorous crew members to powerful reality defying Wizards to teams of "crack" syndicate assault forces. You must prepare yourself to your best ability to counter any and all threats that are thrown at you, preferably with minimal force needed on your part. Remember, however, that not only is the station's peace at risk, but your very life is on the line; fail and you will die! Here is NT's staple guide on suggested courses of action against expected threats.
 
===[[File:Assistant.png|32px]] Troublemakers / Greytiders===
===Shitlers/Graytiders===
Single offenders can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A "three-strikes" rule is the generally accepted standard. In general forcing them to be productive (hard labor in the gulag) is far worse for them than hanging out in a cell.
The ones (typically [[Assistant|Assistants]]) who just want to see the station burn and make your job protecting it as painful as possible. Don't take shit from a grey tide. If a shit ton of assistants are swarming the brig all at once, you're free to use lethal force due to how silly it would be to even try getting them stunned and in the brig without being stolen away / broken out.


If they (individually) are someone who does it constantly, [[adminhelp]] it and they'll [[beyond the impossible|get dealt with]].
Criminals screaming that security is rouge or murderous (when they're actually not) should be threatened with a stint in perma.  


If someone is intentionally fucking with security, throw them in a brig cell. If, after they get out, they come back for more, at that point you should look into getting permission for a permabrig if they won't stop.
In cases of a full-on invasion by [[Assistant|Assistants]] (a greytide), lethal force (within reason) is justified. Don't be afraid to crack a few skulls if it means keeping the [[Armory]] secure.  
 
If they're yelling about security being rogue / security killing them / etc. while you're actually not, feel free to go straight for asking for a permabrig.


A persistent greytider should be [[adminhelp|adminhelped]] once all possible [[IC]] solutions have been evaluated.
===[[File:Sword.gif]] Traitors===
===[[File:Sword.gif]] Traitors===
[[Traitor|Traitors]] range in hostility and thus are a mixed bag to tackle, standard ranged stunning is recommended in dealing with confirmed traitors. If someone is suspected of being a Traitor, get several Officers to search the person in question and possibly search their department for hidden items. Interviews with witnesses and victims can help in proving the guilt of a possible Traitor. In the case of overt traitors however you will need to respond with needed force depending on the threat presented.
[[Traitor|Traitors]] range in hostility and thus are a mixed bag to tackle, standard ranged stunning is recommended in dealing with confirmed traitors. If someone is suspected of being a Traitor, get several Officers to search the person in question and possibly search their department for hidden items. Interviews with witnesses and victims can help in proving the guilt of a possible Traitor. You should generally offer the chance for a perp to surrender before engaging, unless they are actively hostile. In the case of overt traitors however you will need to respond with a proportionate level of force.
 
You should generally offer the chance for a perp to surrender before engaging, if they are actively hostile, however, you can assume they will not surrender.
 
* '''Improvised Weapons''': Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you.
* '''Improvised Weapons''': Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you.


* '''Stolen Station Weapons''': Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched.
* '''Stolen Station Weapons''': Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched.


* '''Syndicate Weapons''': Suspect should be presumed to be armed and dangerous, AI should report and track perp's location. Do not approach without backup, consider asking the Warden/Head of Security to issue Riot Shields and Energy Guns. If suspect is wielding Dual Energy Swords, tasers will prove ineffective. Instead either use Flashbangs to down the suspect, or use a Stun Baton to bypass the Sword, or get the Detective to use his revolver to down him but make sure the Detective does not overdo it and kill the perp.
* '''Syndicate Weapons''': Suspect should be presumed to be armed and dangerous, AI should report and track perp's location. Do not approach without backup, consider asking the Warden/Head of Security to issue Riot Shields and Energy Guns. If suspect is wielding Dual Energy Swords, ranged energy weapons will prove ineffective. Flashbangs, stunbatons or the [[Detective|Detective's]] revolver will be suitable (just be sure the detective doesn't kill the suspect).
 
* '''Spray Bottle''': A unique "device", unfortunately small amounts of water can slip people for long periods of time. If the suspect is reported to possess a Spray Bottle, do not approach without walking. If the suspect is using ranged weapons in a conjunction, be wary and avoid getting into a bad situation. Consider getting Cargo to order Galoshes or ambush the traitor.
 
===[[File:Changeling.gif]] Changelings===
===[[File:Changeling.gif]] Changelings===
[[Changeling|Changelings]] are alien entities that have infiltrated the station, they can easily change their appearance in a moments notice. If there are confirmed sightings of Changelings, be wary. Fortunately a Changeling is usually only as powerful as the job they have access to, although rarely you will encounter one with bio-organic armor, a shield that stops ranged tasers in their tracks, and an incredibly deadly arm blade. Don't underestimate them under any circumstances!
[[Changeling|Changelings]] are alien entities that have infiltrated the station, they can easily change their appearance in a moments notice. If there are confirmed sightings of Changelings, be wary. Fortunately a Changeling is usually only as powerful as the job they have access to, although rarely you will encounter one with bio-organic armor, a shield that stops ranged tasers in their tracks, and an incredibly deadly arm blade. Don't underestimate them under any circumstances!
Due to their abilities, it is possible for a Changeling to kill a fellow Sec Officer and impersonate him. However, you should note that they will lack a Loyalty Implant. Be wary of Sec Officers without Implants and unless they can confirm they were killed and cloned, they should be kept under watch. While you are free to terminate a confirmed Changeling, you must be 100% certain that the suspect is a Changeling before executing. If you cannot prove they are a Changeling, ask the Warden/HoS to give them a Chem/Tracking implant to watch their future activities. So if Joe Innocent walks out of the brig with a Chem Implant displaying a Symbol above their head and later on you see Alex Antag with the same symbol, you will know that they are almost certainly Changeling.
Due to their abilities, it is possible for a Changeling to kill a fellow Sec Officer and impersonate him. However, you should note that they will lack a Mindshield Implant. Be wary of Sec Officers without Implants and unless they can confirm they were killed and cloned, they should be kept under watch. While you are free to terminate a confirmed Changeling, you must be 100% certain that the suspect is a Changeling before executing. If you cannot prove they are a Changeling, ask the Warden/HoS to give them a Chem/Tracking implant to watch their future activities. So if Joe Innocent walks out of the brig with a Chem Implant displaying a Symbol above their head and later on you see Alex Antag with the same symbol, you will know that they are almost certainly Changeling.


The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can ignore a stun and get up after being stunned.
The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can ignore a stun and get up after being stunned.
===[[File:Generic_nukesyndie.png]] Nuclear Operatives===
===[[File:Generic_nukesyndie.png]] Nuclear Operatives===
A five-man team of operatives that are tasked with assaulting your station, stealing the Nuclear Authentication Disk, and destroying the station via a thermonuclear device. You must make every effort to stop them.
A five-man team of operatives that are tasked with assaulting your station, stealing the Nuclear Authentication Disk, and destroying the station via a thermonuclear device. You must make every effort to stop them.


The [[Nuke ops|Nuke Ops]] are equipped with a deadly armory of weapons that is better than yours in every respect. Their guns can knock you down and kill you in moments, their armor provides better protection and is space-proof, they generally work as a team and they can bring in an impressive arsenal of equipment like assault mechs and syndicate cyborgs.
The [[Nuke ops|Nuke Ops]] are equipped with a deadly array of weapons and devices that are better than yours in every regard. Guns that can knock you down and kill you with a few rounds. Assault mechs and cyborgs that can tear a hole into wherever they goddamn please. Hardsuits that offer protections from the hazards of space and energy weapons. This is a team of five (or maybe more!) hardass sons of bitches who won't go down without a fight, and they'll probably explode if you manage to take em down. Proceed with caution.
 
Upon the confirmation of Nuclear Operatives, get the Warden/HoS to open the armory and distribute weapons. At the same time, confirm the location of the nuke disk, which should hopefully be on the Captain, and ensure that it stays secure. From this point you should prioritize protecting the disk at all costs. Consider asking for a bulletproof vest and helmet: since nuke ops often use bullets, and these armors block 80% of bullet damage to the chest and head, they can be very helpful.  If the AI is still alive at this point, make sure it's called the shuttle to give the nuke ops a time constraint.


When fighting nuke ops, use numbers and cover to your advantage, avoid exposing yourself and concentrate on one Operative at a time. If you can attack an isolated operative, go for it. If you down an op, attempt to strip as much of its gear as you can, as nuke ops are equipped with explosive implants that will destroy them and everything on their person. Remember that so long as the disk is with you, you only need to set up positions of defence, so don't give up that advantage until you have to.
Upon the confirmation of Nuclear Operatives, get the Warden/HoS to open the armory and distribute weapons. At the same time, confirm the location of the nuke disk, which should hopefully be on the Captain, and ensure that it stays as far away from the ops as possible. From this point you should prioritize protecting the disk at all costs. Consider asking for a bulletproof vest and helmet: since nuke ops often use bullets, and that armor blocks 60% of bullet damage to the chest and head, they can be very helpful. If the AI is still alive at this point, make sure it's called the shuttle.


If you encounter a Mech, consider falling back, as it will take concentrated fire to down a mech. Alert the rest of the security and focus fire, get the AI to bolt it down. If you can get access to an ion rifle, use it to destroy the Mech.
When fighting nuke ops, use numbers and cover to your advantage, avoid exposing yourself and concentrate on one Operative at a time. If you can attack an isolated operative, go for it. If you down an op, attempt to strip as much of its gear as you can before the op triggers their explosive implant. Remember that so long as the disk is with you, you only need to set up positions of defense, so don't give up that advantage until you have to.  


If you encounter a Syndicate Cyborg, be wary -- it cannot be stunned with tasers or batons, it has an impressive arsenal and it can open almost any door, even if it is bolted (like other borgs, it cannot breach a welded door without assistance). Flashes will disable it just like normal borgs; if you can get into melee range and flash it, drag it away and beat it to death with your baton.  Flashbangs will do the same thing, but at range, so they are a much safer way to do this if you can time it right.
If you encounter a Mech, fall back and regroup. The only way to take down a mech is with concentrated firepower or an ion weapon (like the ion rifle in the [[armory]]).  


Securing the Disk is your number-one priority. Keep the disk bearer alive at all costs and protect it. If you have a choice between killing an operative and saving the disk, '''save the disk'''! If you lose the disk, to and quickly secure a Sec Hardsuit and scour the exterior to find the Ops. If you are lucky you can catch them trying to arm the nuke. A pinpointer helps greatly in this situation.
The Syndicate Cyborgs, like regular cyborgs, are immune to stun weaponry and in the case of the Assault Cyborg even to flashes and flashbangs. Your best bet for countering one of these is to flash it with your flash or a flashbang and then go to town on it with your stun baton or another weapon.  


'''Securing the Disk is your number-one priority.''' Keep the disk bearer alive at all costs and protect it. If you have a choice between killing an operative and saving the disk, '''save the disk'''! If you lose the disk, quickly secure EVA gear and scour the exterior of the station to find the Ops. If you are lucky you can catch them trying to arm the nuke. A [[pinpointer]] helps greatly in this situation.
===[[File:Generic_wizard.png]] Wizard===
===[[File:Generic_wizard.png]] Wizard===
A extremely powerful entity, if a [[Wizard]] is confirmed, rally the Security and arm up with the best weapons you can get. The best way to terminate a Wizard is to stick together and focus fire on them, wear them down with constant stun- and laser-fire. Do not go at them alone or you will die. If you can safely stun them, either open fire with lasers or remove their clothing to shut down their spells, do not get into melee range unless you can confirm that they cannot use Disintegrate or Magic Missiles.
A extremely powerful entity, if a [[Wizard]] is confirmed, rally the Security and arm up with the best weapons you can get. The best way to terminate a Wizard is to stick together and focus fire on them, wear them down with constant stun- and laser-fire. Do not go at them alone or you will die. If you can safely stun them, either open fire with lasers or remove their clothing to shut down their spells, do not get into melee range unless you can confirm that they cannot use Disintegrate or Magic Missiles.
Polyacid to the face can melt the Wizard's hat and remove their powers. Consider dropping by the chemists and pick up some in a spray bottle/pepper spray. Bombs and syringes also work.


If by some miracle you are able to subdue a Wizard, immediately secure them with cuffs, a straightjacket and a muzzle. This will shut them down completely and render them harmless. At this point, your greatest threat is the crew trying to kill the helpless Wizard. If you still wish to preserve their life, move to the Brig and push back people trying to kill them. Generally at this point the living Captain/HoS/Warden/Clown will either perform an execution or a trial for the Wizard.
If by some miracle you are able to subdue a Wizard, immediately secure them with cuffs, a straightjacket and a muzzle. This will shut them down completely and render them harmless. At this point, your greatest threat is the crew trying to kill the helpless Wizard. If you still wish to preserve their life, move to the Brig and push back people trying to kill them. Generally at this point the living Captain/HoS/Warden/Clown will either perform an execution or a trial for the Wizard.
===[[File:Rev.png]] Revolutionaries===
===[[File:Rev.png]] Revolutionaries===
Sometimes, a few crew members will have enough and rebel against the command staff and the security force. Your job is to stop them at all costs and protect the command staff. [[Revolution|Revolutionaries]] are as deadly as a traitor with improvised weapons, however, their greatest strength are their numbers. Tasers, energy guns and stunbatons are useless against a swarm of 10 to 20 people clambering over the stunned and twitching bodies of fellow revs to get at your throat.
Sometimes, a few crew members will have enough and rebel against the command staff and the security force. Your job is to stop them at all costs and protect the command staff. [[Revolution|Revolutionaries]] are as deadly as a traitor with improvised weapons, however, their greatest strength are their numbers. Energy guns and stunbatons are useless against a swarm of 10 to 20 people clambering over the stunned and twitching bodies of fellow revs to get at your throat.


When you subdue a Revolutionary, you should either take them to the brig and arrange them to be loyalty-implanted, this will remove their Rev-status and guarantee their allegiance to security and the command staff and prevent them from being converted again. If you cannot get access to a loyalty implant, simply smashing their face in with your stunbaton on harm-intent will eventually deconvert them, though they will still be vulnerable to re-conversion.
When you subdue a Revolutionary, you should either take them to the brig and arrange them to be mindshielded, this will remove their Rev-status and guarantee their allegiance to security and the command staff and prevent them from being converted again. If you cannot get access to a mindshield implant, simply smashing their face in with your stunbaton on combat mode toggled on will eventually deconvert them, though they will still be vulnerable to re-conversion.
 
Work with security to protect the command staff and suppress the revolution. Cargo will be a vital, but bloody, battleground fought over, as it acts both as a source of loyalty implants for security and a source of weapons for the Revolutionaries.


Work with security to protect the command staff and suppress the revolution. Cargo will be a vital, but bloody, battleground fought over, as it acts both as a source of mindshield implants for security and a source of weapons for the Revolutionaries.
===[[File:Cult.png]] Cultists===
===[[File:Cult.png]] Cultists===
Similar to Revolutionaries in few respects, their goals are to sacrifice crewmen and other clandestine activities. The end result is identical to Rev in the take over of the station.
Similar to Revolutionaries in few respects, their goals are to sacrifice crewmen and other clandestine activities. The end result is identical to Rev in the take over of the station.
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Fighting [[Cult|Cultists]] requires all hands on deck, you must be vigilant in fighting Cultists. Anyone outside of security and the Captain can be a Cultist. Work together to lock down the station, declare martial law (red alert), perform random searches and crack down on departments. Use force as necessary if people try to swarm you or follows you around.
Fighting [[Cult|Cultists]] requires all hands on deck, you must be vigilant in fighting Cultists. Anyone outside of security and the Captain can be a Cultist. Work together to lock down the station, declare martial law (red alert), perform random searches and crack down on departments. Use force as necessary if people try to swarm you or follows you around.


When you capture a Cultist, your options are limited. Unlike Revs, loyalty implants do not revert their Cult-status, only prevent non-cultists being converted. As such, you only have four viable options, each with their own disadvantages.
When you capture a Cultist, your options are limited. Unlike Revs, mindshield implants do not revert their Cult-status, only prevent non-cultists being converted. As such, you only have four viable options, each with their own disadvantages.
 
* '''Deconversion''': You should be aiming to deconvert all captured cultists, however at times this may not be viable (Usually during a shortage of Holy Water). Deconverting a cultist requires you to force feed them 35 units of holy water and waiting for about two minutes. You should secure the cultist in the Insane Ward (Below the Perma Brig) in a straightjacket to prevent them from being teleported out.
* '''Deconversion''': You should be aiming to deconvert all captured cultists, however at times this may not be viable (Usually during a shortage of Holy Water). Deconverting a cultist requires you to force feed them 35 units of holy water and waiting for about two minutes. You should secure the cultist in the Insane Ward (Below the Perma Brig) in a straightjacket to prevent them from being teleported out.


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* '''Execution''': A controversial approach both ingame and outgame. This removes the Cultist permanently and removes the threat, it is quick and easy without any unneeded effort on your part. However if the AI and borgs witness or find evidence of this, the AI will be obligated shut you down to prevent further human harm. Also admins have mixed views on executions currently, try and get the authorization of the Captain and/or HoS before executing to avoid any complications. Do note that if your being swarmed by a group of cultist's you are free to use lethal force to defend yourself.
* '''Execution''': A controversial approach both ingame and outgame. This removes the Cultist permanently and removes the threat, it is quick and easy without any unneeded effort on your part. However if the AI and borgs witness or find evidence of this, the AI will be obligated shut you down to prevent further human harm. Also admins have mixed views on executions currently, try and get the authorization of the Captain and/or HoS before executing to avoid any complications. Do note that if your being swarmed by a group of cultist's you are free to use lethal force to defend yourself.
==Security Controlled Locations==
==Security Controlled Locations==
[[File:SecHq.png|thumb|450px|right|The [[Security Office]]]]
[[File:SecHq.png|thumb|450px|right|The [[Security Office]]]]
'''[[Brig|The Brig]]:''' The Warden runs this. If you're in here, the [[Armory]] or [[Security Office|any other part of the security sector]] he has authority over you. The Brig itself has cells and cell timers.
'''[[Brig|The Brig]]:''' The Warden runs this. If you're in here, the [[Armory]] or [[Security Office|any other part of the security sector]] he has authority over you. The Brig itself has cells and cell timers.


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'''[[Armory]]:''' The Armory contains additional weapons and armor which the Head of Security and Warden have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.
'''[[Armory]]:''' The Armory contains additional weapons and armor which the Head of Security and Warden have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.
Do not secure the Armory without a justifiable reason. "I expect people to try to break in" is not acceptable, that's called metagaming.
If someone is actually TRYING to break in? By all means, move the weapons. Don't move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.


'''[[Security Checkpoint|Arrival Checkpoint]]:''' This checkpoint is near the Arrival Shuttle. It has an ID computer that the [[Head of Personnel|HoP]] can man as well as other security computers. There is also a locker with security gear. If you're a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn't already been ransacked.
'''[[Security Checkpoint|Arrival Checkpoint]]:''' This checkpoint is near the Arrival Shuttle. It has an ID computer that the [[Head of Personnel|HoP]] can man as well as other security computers. There is also a locker with security gear. If you're a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn't already been ransacked.
 
==Tips==
==Evacuation==
*'''Don't run around with your disabler or baton out!''' You will get disarmed and your weapons will be stolen. Not only will the rest of the security team laugh at you, you've also potentially armed some [[revolution|very]] [[traitor|dangerous]] [[changeling|people]], putting the safety of the entire station in jeopardy. Keep your weapons secured until you need them!
So the escape shuttle has been called! Your job will be to [[Beyond the impossible|ensure that everyone proceeds on the shuttle in an orderly fashion]].
* If you're going somewhere you know will be very dangerous, bring a buddy with you.
 
* In the 'Setup Character' menu of the game lobby, you can set a preferred security department. This will give you mild access to a single department.
Prisoners in the Brig should only be released at the Warden's discretion. Prisoners from the Prison Wing should be moved to the Security Escape Pod or to the Escape Shuttle's brig where they will be held until the shuttle docks at [[CentCom]].
* Donuts are [[Security_Officer#Donuts|good for you.]]
 
 
==Key Points==
==Key Points==
* Ask first, stun second.
* Ask first, stun second. Your gasmask has an inbuilt sechailer if you don't want to get jumped while you type.
* Space Law is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it's in Space Law.
* Space Law is <s>a suggestion</s> '''[[Space_Law|The Law]]''' and you need to adhere to the rules set fourth within it.
* It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly dangerous).
* Being unnecessarily harsh is generally frowned upon, even if it's in Space Law.
* Only the Captain, HoS or Warden can authorize a permanent sentence or forced cyborgization.
* It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly [[Changeling|dangerous]]).
* Only the Captain can authorize an execution. Failing to meet this requirement may result in a jobban!
* Only the (acting) Captain can authorize an execution or forced cyborgization.
* Your job isn't to be a tyrant or your suspects will be praying to the Gods (read: Admins) for ultimate justice. Make sure you follow standard protocol so that the [[Administrators|Gods]] smile down upon you.
* Your job isn't to be a tyrant or your suspects will be praying to the [[Contributors#Staff|Gods]] for ultimate justice.
* If an [[Administrators#Game admins|Admin]] contacts you, please explain to them what happened. Just because you're a Security Officer doesn't mean you're [[Shitcurity|wrong]] by default. Don't throw a tantrum, you'll only make things worse.
* If an [[Contributors#Staff|Admin]] contacts you, please explain to them what happened. Just because you're a Security Officer doesn't mean you're wrong by default. Don't throw a tantrum, you'll only make things worse.
* Try not to take this job too seriously and have fun.
* Try not to take this job too seriously and have fun.
[[Category:Guides]]
[[Category:Guides]]

Latest revision as of 15:15, 8 May 2024

Generic hos.png
 
Head of Security Pierre Floris says:
"The Nanotrasen security force welcomes you, recruit. The path you have chosen is certainly a daunting one, but the most rewarding and defining of Nanotrasen standards here and abroad!

BUT WAIT! Before you run off and knock the clown senseless with your stunbaton, you should read the things below."

Preface

Security is one of the most powerful, difficult, and controversial jobs on the station. As a member of security, you will be constantly criticized and scrutinized for what you do, and what you fail to do. As you play security, try to keep the following in mind:

  • Ultimately, you answer to two sets of rules. Server Rules and Space Law.
  • Nearly everyone you see on the station is a person. This includes silicons, nonhumans, and occasionally critters. If you use your power to make them miserable, they will remember your name.
  • Nearly every round, you may be killed. While it's good to keep your guard up, remember to have fun while you lose. SS13 is not a competitive game.
  • Try to have fun. Talk to people. The amount of fun you will have in this game is proportionate to the effort you put into playing it.

Security Equipment

Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, but you may wear your gear however you'd like.

The main thing is that you want to be as ready as possible for the most uncertain of events.

  • In case you've just joined the security force, you'll need to get your basics:
    • Rsecurity.pngBlackgloves.pngJackboots.pngA security jumpsuit, a pair of gloves, and a pair of jackboots.
    • Helmet.pngArmor.png A set of armor.
    • Sec headset alt.png A security bowman headset (which provides flashbang protection).
    • Disablernew.png A disabler. Attach a seclight to it, and put it back in your exosuit-slot.
  • Go to the Security Office and open a security locker.
  • Hudsunglasses.png Get HUDglasses and put them on.
  • Security Gas Mask.png Get a Gas Mask and put it on. You may have one in your internals box, or you can ask the warden for one.
  • AirTank.png Take your Emergency Oxygen Tank (set to 16 kPa output) and put it in your pocket.
  • Id regular.png Securitypda.png Take your ID Card and put it inside your PDA, then put your PDA into the ID-slot.
  • Secbelt.png Get your Security Belt and put it on. It should already contain:

Alternatives are endless! Check the SecTech vending machine for more gear options.

Also make sure you understand what the icons on your Security HUD mean. For further info about security equipment, refer to the List of Security Items.

Security Robots

  • Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you're in a tight spot, you can call Beepsky to you by using your PDA.
  • While Beepsky's rudimentary orders can be accessed from security computers, silicons are not within the normal chain of command. They are subject the AI and follow the same laws.
  • Don't kill silicons for trying to stop you from executing someone. It's typically required of them by their laws. Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They'll be treated differently.

Doing Your Job

Who Orders Who

  • Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.
  • While the Warden commands the Brig, he can't order Security Officers around everywhere. However, he does have authority in the Brig, so if he requests an Officer to leave, they should leave.
  • The Head of Personnel is not part of the security hierarchy and should not heavily involve himself in security affairs. The HoP cannot order security around and cannot enter secure areas such as the Armory without authorization from the HoS.

Lawbook.png Law

Space Law is part of Yogstation's Rules. In the case that something is not covered by space law, the captain determines what is lawful and what isn't (within reason).

Standard Operating Procedures

The Standard Operating Procedures are a guideline for how to behave in different alert levels. In summary:

  • The higher the alert level is, the more aggressive security should be.
  • You are an enforcer of Space Law, you are not The Law. Serve & protect the crew.
  • Communicate with your team, ask the HoS for orders, respond to calls for help, don't just sit in your office being useless!

Demotions

Insubordination and dereliction of duty are crimes under Space Law, so occasionally a Head of Staff will request your assistance in demoting one of their subordinates.

  • If asked, accompany the head of staff as they confront their subordinate.
  • If the offending party is not cooperative, you may arrest them.
  • Secure their ID, and all items related to their job (i.e. tools and gloves from engineers).
    • Bring their ID to the HOP, and have the HOP reassign them. If the HOP is absent, the heads of staff can change ID access within their departments.
    • Return confiscated items to the head they belong to at your earliest convenience.

The Brig / Punishments

The Brig

Instructions on how to correctly brig a prisoner can be found here.

Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples:

Robert Marshal, an assistant, is arrested for running into Medbay and taking a stethoscope. They've been very cooperative with security personnel.

DO:

  • Confiscate the stethoscope and return it to Medbay when possible
  • Remove any items that could be used to break out and place them in the cell locker
  • Set a fair timer on the brig cell, one to two minutes (or don't give them a timed sentence at all!)
  • Uncuff the prisoner, leaving them bucklecuffed is considered poor form

DON'T:

  • Confiscate items that were unrelated to the crime (tools, gloves)
  • Beat the prisoner unless they are actively resisting arrest
  • Give them a ten minute sentence

The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.

DO:

  • Remove their EVA suit, any mining tools or other items. Have the detective work his magic on the weapons to confirm what happened.
  • Set a reasonable timer on the cell, or send then to the gulag for a similar sentence
  • Interview witnesses, the victim and the assailant. Ascertain what happened. There's almost always something else going on.
  • Inform the Warden or Head of Security.

DON'T:

  • Beat the prisoner to the point where they're critically injured or worse
  • Strip their items in the rapidly depressurizing engineering room
  • Let a lynch mob harm your prisoner
  • Refuse their request to speak with legal counsel

An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the librarian. She is subsequently arrested and hauled into the brig.

DO:

  • Strip all of their posessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the warden.
  • Inform the Head of Security.
  • Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they're working with another enemy of the corporation
  • Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.

DON'T:

  • Beat them to death on the spot
  • Talk about executing them or otherwise harming them. Your silicon friends won't take kindly to that.
  • Refuse to negotiate. There are an infinite number of options besides tossing someone in perma or executing them.

To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be busting heads infrequently.

Permabrigging/ Permanent Labor Camp

Captain, Acting Captain, Head of Security, or Warden permission is required to permanently incarcerate someone. Permanent incarceration is typically reserved for capital offences. The Warden will handle this punishment, in most scenarios.

Consider the crimes committed. Just because you can toss them in permabrig, doesn't mean you should. Did they hurt others, or did they commit a victimless crime? Is this their first offense, or are they a repeat offender?

Permabrig procedures can be found within space law.

Permanent stays at the gulag are almost identical to non-permanent stays. For a permanent stay, do not set a limit on the prisoner ID.

Lethal Force / Executions / Forced Cyborgization

Executions or borgings are also an acceptable response to capital offenses. However, unlike other capital offense punishments, executions and forced cyborgization must always be approved by the Captain.

  • If the captain is not available, the acting captain should authorize the execution or borging.
  • Regardless of who authorizes an execution, it should be fair. If someone is executed or borged in error, expect to answer to the Gods.
  • When considering whether or not to execute someone, consider their crimes. Did they murder people, or just emag doors? While you could execute both, there are alternative ways to correct the behavior. Needlessly removing a player from the round is dishonorable.
  • In order to execute someone, they should be taken to the execution room. From there, you can pick from a plethora of methods.
  • In order to borg someone, you'll need to have the brain removed, and placed in an MMI. You can do this yourself, but it's better to have a roboticist do it.

In situations where bureaucracy is not an option, lethal force may be in order.

  • If someone is shooting at you with lethal weaponry you are free to respond in kind.
  • Once you have someone stunned and cuffed, you don't need lethal force anymore. Beating a helpless criminal is dishonorable.
  • In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn't going to get you in trouble.
  • Riots can be a special case for lethal force, because everyone is swarming you at once. Use you best judgement.

Evacuation

So the escape shuttle has been called! Your job will be to ensure that everyone proceeds on the shuttle in an orderly fashion.

Prisoners in the Brig should only be released at the Warden's discretion. Prisoners from the Prison Wing should be moved to the Security Escape Pod or to the Escape Shuttle's brig where they will be held until the shuttle docks at CentCom.

Dealing With Threats, Minimal Force

As a Security Officer you are expected to fight any and every hostile force assaulting the station, from traitorous crew members to powerful reality defying Wizards to teams of "crack" syndicate assault forces. You must prepare yourself to your best ability to counter any and all threats that are thrown at you, preferably with minimal force needed on your part. Remember, however, that not only is the station's peace at risk, but your very life is on the line; fail and you will die! Here is NT's staple guide on suggested courses of action against expected threats.

Assistant.png Troublemakers / Greytiders

Single offenders can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A "three-strikes" rule is the generally accepted standard. In general forcing them to be productive (hard labor in the gulag) is far worse for them than hanging out in a cell.

Criminals screaming that security is rouge or murderous (when they're actually not) should be threatened with a stint in perma.

In cases of a full-on invasion by Assistants (a greytide), lethal force (within reason) is justified. Don't be afraid to crack a few skulls if it means keeping the Armory secure.

A persistent greytider should be adminhelped once all possible IC solutions have been evaluated.

Sword.gif Traitors

Traitors range in hostility and thus are a mixed bag to tackle, standard ranged stunning is recommended in dealing with confirmed traitors. If someone is suspected of being a Traitor, get several Officers to search the person in question and possibly search their department for hidden items. Interviews with witnesses and victims can help in proving the guilt of a possible Traitor. You should generally offer the chance for a perp to surrender before engaging, unless they are actively hostile. In the case of overt traitors however you will need to respond with a proportionate level of force.

  • Improvised Weapons: Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you.
  • Stolen Station Weapons: Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched.
  • Syndicate Weapons: Suspect should be presumed to be armed and dangerous, AI should report and track perp's location. Do not approach without backup, consider asking the Warden/Head of Security to issue Riot Shields and Energy Guns. If suspect is wielding Dual Energy Swords, ranged energy weapons will prove ineffective. Flashbangs, stunbatons or the Detective's revolver will be suitable (just be sure the detective doesn't kill the suspect).

Changeling.gif Changelings

Changelings are alien entities that have infiltrated the station, they can easily change their appearance in a moments notice. If there are confirmed sightings of Changelings, be wary. Fortunately a Changeling is usually only as powerful as the job they have access to, although rarely you will encounter one with bio-organic armor, a shield that stops ranged tasers in their tracks, and an incredibly deadly arm blade. Don't underestimate them under any circumstances! Due to their abilities, it is possible for a Changeling to kill a fellow Sec Officer and impersonate him. However, you should note that they will lack a Mindshield Implant. Be wary of Sec Officers without Implants and unless they can confirm they were killed and cloned, they should be kept under watch. While you are free to terminate a confirmed Changeling, you must be 100% certain that the suspect is a Changeling before executing. If you cannot prove they are a Changeling, ask the Warden/HoS to give them a Chem/Tracking implant to watch their future activities. So if Joe Innocent walks out of the brig with a Chem Implant displaying a Symbol above their head and later on you see Alex Antag with the same symbol, you will know that they are almost certainly Changeling.

The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can ignore a stun and get up after being stunned.

Generic nukesyndie.png Nuclear Operatives

A five-man team of operatives that are tasked with assaulting your station, stealing the Nuclear Authentication Disk, and destroying the station via a thermonuclear device. You must make every effort to stop them.

The Nuke Ops are equipped with a deadly array of weapons and devices that are better than yours in every regard. Guns that can knock you down and kill you with a few rounds. Assault mechs and cyborgs that can tear a hole into wherever they goddamn please. Hardsuits that offer protections from the hazards of space and energy weapons. This is a team of five (or maybe more!) hardass sons of bitches who won't go down without a fight, and they'll probably explode if you manage to take em down. Proceed with caution.

Upon the confirmation of Nuclear Operatives, get the Warden/HoS to open the armory and distribute weapons. At the same time, confirm the location of the nuke disk, which should hopefully be on the Captain, and ensure that it stays as far away from the ops as possible. From this point you should prioritize protecting the disk at all costs. Consider asking for a bulletproof vest and helmet: since nuke ops often use bullets, and that armor blocks 60% of bullet damage to the chest and head, they can be very helpful. If the AI is still alive at this point, make sure it's called the shuttle.

When fighting nuke ops, use numbers and cover to your advantage, avoid exposing yourself and concentrate on one Operative at a time. If you can attack an isolated operative, go for it. If you down an op, attempt to strip as much of its gear as you can before the op triggers their explosive implant. Remember that so long as the disk is with you, you only need to set up positions of defense, so don't give up that advantage until you have to.

If you encounter a Mech, fall back and regroup. The only way to take down a mech is with concentrated firepower or an ion weapon (like the ion rifle in the armory).

The Syndicate Cyborgs, like regular cyborgs, are immune to stun weaponry and in the case of the Assault Cyborg even to flashes and flashbangs. Your best bet for countering one of these is to flash it with your flash or a flashbang and then go to town on it with your stun baton or another weapon.

Securing the Disk is your number-one priority. Keep the disk bearer alive at all costs and protect it. If you have a choice between killing an operative and saving the disk, save the disk! If you lose the disk, quickly secure EVA gear and scour the exterior of the station to find the Ops. If you are lucky you can catch them trying to arm the nuke. A pinpointer helps greatly in this situation.

Generic wizard.png Wizard

A extremely powerful entity, if a Wizard is confirmed, rally the Security and arm up with the best weapons you can get. The best way to terminate a Wizard is to stick together and focus fire on them, wear them down with constant stun- and laser-fire. Do not go at them alone or you will die. If you can safely stun them, either open fire with lasers or remove their clothing to shut down their spells, do not get into melee range unless you can confirm that they cannot use Disintegrate or Magic Missiles.

If by some miracle you are able to subdue a Wizard, immediately secure them with cuffs, a straightjacket and a muzzle. This will shut them down completely and render them harmless. At this point, your greatest threat is the crew trying to kill the helpless Wizard. If you still wish to preserve their life, move to the Brig and push back people trying to kill them. Generally at this point the living Captain/HoS/Warden/Clown will either perform an execution or a trial for the Wizard.

Rev.png Revolutionaries

Sometimes, a few crew members will have enough and rebel against the command staff and the security force. Your job is to stop them at all costs and protect the command staff. Revolutionaries are as deadly as a traitor with improvised weapons, however, their greatest strength are their numbers. Energy guns and stunbatons are useless against a swarm of 10 to 20 people clambering over the stunned and twitching bodies of fellow revs to get at your throat.

When you subdue a Revolutionary, you should either take them to the brig and arrange them to be mindshielded, this will remove their Rev-status and guarantee their allegiance to security and the command staff and prevent them from being converted again. If you cannot get access to a mindshield implant, simply smashing their face in with your stunbaton on combat mode toggled on will eventually deconvert them, though they will still be vulnerable to re-conversion.

Work with security to protect the command staff and suppress the revolution. Cargo will be a vital, but bloody, battleground fought over, as it acts both as a source of mindshield implants for security and a source of weapons for the Revolutionaries.

Cult.png Cultists

Similar to Revolutionaries in few respects, their goals are to sacrifice crewmen and other clandestine activities. The end result is identical to Rev in the take over of the station.

Fighting Cultists requires all hands on deck, you must be vigilant in fighting Cultists. Anyone outside of security and the Captain can be a Cultist. Work together to lock down the station, declare martial law (red alert), perform random searches and crack down on departments. Use force as necessary if people try to swarm you or follows you around.

When you capture a Cultist, your options are limited. Unlike Revs, mindshield implants do not revert their Cult-status, only prevent non-cultists being converted. As such, you only have four viable options, each with their own disadvantages.

  • Deconversion: You should be aiming to deconvert all captured cultists, however at times this may not be viable (Usually during a shortage of Holy Water). Deconverting a cultist requires you to force feed them 35 units of holy water and waiting for about two minutes. You should secure the cultist in the Insane Ward (Below the Perma Brig) in a straightjacket to prevent them from being teleported out.
  • Permabrigging: Will not get you in trouble with the AI, however there is a massive risk of the Cultist being rescued by fellow Cultists, from runes to space suits. Permabrigging is often seen as a bad choice by security players, can be used as a temporary solution while preparing to deconvert them, secure the cultist with a straightjacket.
  • Forced Borging: Borgs cannot be stunned or converted, this is the only other alternative way to deconvert a cultist. In theory, a great idea but in practice, it can backfire. The Roboticsts and RD could be cultists and hinder the effort, as well as the fact that the loyalty of the AI and borgs is in question, if the AI gets subverted by a Cultist, suddenly that small army of security borgs will turn on you.
  • Execution: A controversial approach both ingame and outgame. This removes the Cultist permanently and removes the threat, it is quick and easy without any unneeded effort on your part. However if the AI and borgs witness or find evidence of this, the AI will be obligated shut you down to prevent further human harm. Also admins have mixed views on executions currently, try and get the authorization of the Captain and/or HoS before executing to avoid any complications. Do note that if your being swarmed by a group of cultist's you are free to use lethal force to defend yourself.

Security Controlled Locations

The Brig: The Warden runs this. If you're in here, the Armory or any other part of the security sector he has authority over you. The Brig itself has cells and cell timers.

Prison Wing: The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.

Security Office: The Security Office is attached to the Brig. It contains the Head of Security's Office, a SecTech vending machine, security computers, and a couple of equipment lockers.

Security Posts: Small Security Posts are in each of the station's four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.

Armory: The Armory contains additional weapons and armor which the Head of Security and Warden have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.

Arrival Checkpoint: This checkpoint is near the Arrival Shuttle. It has an ID computer that the HoP can man as well as other security computers. There is also a locker with security gear. If you're a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn't already been ransacked.

Tips

  • Don't run around with your disabler or baton out! You will get disarmed and your weapons will be stolen. Not only will the rest of the security team laugh at you, you've also potentially armed some very dangerous people, putting the safety of the entire station in jeopardy. Keep your weapons secured until you need them!
  • If you're going somewhere you know will be very dangerous, bring a buddy with you.
  • In the 'Setup Character' menu of the game lobby, you can set a preferred security department. This will give you mild access to a single department.
  • Donuts are good for you.

Key Points

  • Ask first, stun second. Your gasmask has an inbuilt sechailer if you don't want to get jumped while you type.
  • Space Law is a suggestion The Law and you need to adhere to the rules set fourth within it.
  • Being unnecessarily harsh is generally frowned upon, even if it's in Space Law.
  • It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly dangerous).
  • Only the (acting) Captain can authorize an execution or forced cyborgization.
  • Your job isn't to be a tyrant or your suspects will be praying to the Gods for ultimate justice.
  • If an Admin contacts you, please explain to them what happened. Just because you're a Security Officer doesn't mean you're wrong by default. Don't throw a tantrum, you'll only make things worse.
  • Try not to take this job too seriously and have fun.