Disclaimer: This page cannot be used as an argument for in game actions. |
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SECURITY & COMMAND STAFF | |
Head of Security |
Alternative Titles: Security Commander, Security Chief, Chief Security Officer Access: All of security, Head of Security's Office, Maintenance, Medbay, Research Division, Bridge, Engineering, Construction Area, Cargo Office, Mining, Personal Lockers, Weapon Permit, Robotics, Xenobiology Lab Additional Access: N/A Difficulty: Very hard Supervisors: Captain Subordinates: Security Officer, Detective, and Warden Duties: Coordinate security personnel, ensure they are not corrupt, make sure every department is protected. Guides: Guide to security, Guide to Trials, Chain of Command, Disk Procedure, Space Law Minimum Age: 28 Quote: God is dead and so is my sec team. |
As head of Security, it is your responsibility to watch over the Brig, Bridge, and Courtroom areas and ensure Security Officers don't ruin everything. Your job isn't to hunt people down unless it's an urgent matter in one of the many places your ordinary security officers can't get into, so you can usually sit in your office and let the securitrons and redshirts do it for you. You have more access to the station than anyone else in Security but less than the other heads. Try not to depend on it.
IMPORTANT: The Head of Security is the lowest in the Hierarchy of Captaincy, this means that you are the last in line to be the acting Captain.
Bare minimum requirements: Try to keep your team alive, working together, communicating, concentrating on the bigger fish rather than small leeches, and not devolve into shitcurity.
Your Team
Security Officers
They are the main force of the security department and are responsible for handling any threats to the station. As the Head of Security (HoS), it is your responsibility to coordinate them and ensure they are working effectively. This requires:
- Identifying potential threats to the station and determining the appropriate level of force needed to address them responsibly.
- Providing specific instructions to your officers based on the situation and their assigned departments, such as "patrol the station" or "ensure the safe arrival of the mindshield implant supplies."
- Monitoring the performance of your officers to ensure they are following proper procedures, including brigging, and issuing appropriate sentences according to Space Law
- Resolving any conflicts or concerns that arise between security officers and other crew members, which may involve corrective actions like reprimanding or demoting officers or even sentencing them for breaking the law.
- Fostering a positive work culture within security, as teamwork and cooperation are essential to your department's & the station's success.
It is important to use your position of authority responsibly and to cultivate a productive work environment. Be mindful of your officers' efforts and communicate effectively to bring out the best in them. Providing clear instructions and feedback, recognizing their achievements, and addressing any concerns or issues in a respectful and professional manner can help build trust and cooperation within your team.
The Warden
The Warden is the second in command and serves as the guardian angel of the brig. While it may initially seem that the Warden is not as important as other security personnel since they do not actively pursue suspects, their role is critical in the following ways:
- Guarding the armory and ensuring the integrity of the brig.
- Opening the armory for officers in case of threats that may require lethal force.
- Ensuring the well-being of prisoners while they are serving their sentences.
- Overseeing officers to correct any bad brigging procedures or wrongful sentencing.
- Maintaining an Overwatch position, where they can monitor security records, cameras, and sensors to warn officers about potential threats.
A competent Warden will focus on these duties without needing to be reminded. However, occasionally a Warden may confuse their job description with that of a security officer. In this case, remind them that their place is in the brig and that pursuing suspects is the responsibility of other security personnel.
The Detective
The Detective is tasked with investigating crimes and gathering evidence. His job is to assist officers by providing them with leads, achieved through:
- Scanning crime scenes with the forensic analyzers.
- Questioning and interrogating suspects to gain insight into a case.
- Interviewing witnesses to verify the accuracy of other witnesses & the suspects statements.
- Communicating evidence to the security department.
- In rare cases, assisting security officers with emergency situations.
It's important to note that the detective's role is not to apprehend criminals, but rather to investigate crimes and gather evidence for officers to make arrests. When there are no active investigations, detectives can assist by interrogating perma inmates to gather intelligence about their motives and contractors. In rare emergencies the detective will be asked to step up in order to deal with the threats that the station is facing. As the HoS its your duty to ensure that the detective gets the access & the gear they need to help your officers. Once you have deputized your detective you may treat them much like a security officer until the threats have been dealt with.
The Brig Physician
While the Brig Physician works for the security department, you are technically not their supervisor. it's still important to understand their duties, which include:
- Providing medical attention to injured security personnel.
- Giving medical attention to injured prisoners.
- Retrieving corpses.
- Assisting security with medical procedures, such as implant checks or pacification surgeries.
The brig physician is NOT an officer, and they should NOT be involved in dealing with criminals or threats. It's also not recommended to deputize brig physicians, as they are essential for the survival of the security department. Without them, security personnel cannot be revived or healed, which can be detrimental to the department's effectiveness.
The Lawyer
Even though you are not their supervisor, it's beneficial to work with them for the following reasons:
- Defending suspects during trials to ensure that they are not wrongfully sentenced.
- Advising officers on legal matters and providing guidance on proper procedures.
- Representing the security department during trials and legal proceedings.
It's important to remember that lawyers are not part of the security force, and they should not be involved in apprehending or detaining criminals. However, they can be a valuable asset in the pursuit of justice and maintaining the rule of law. Keep in mind that you are never obligated to comply with any request a lawyer makes; consider them as mere suggestions.
Assignments
Each officer is given an assignment when they join the game. Most will be assigned to guard one of the four major departments (Medbay, Research, Engineering, and Supply). Department guards are given a small security office and limited access and can use that department's radio channel. Department guards are also marked with color-coded armbands. It is your job to make sure a member of security staff each department. If a department becomes a hotspot for criminal activity, it may be a good idea to reallocate more men to that department.
Your Office
Your office is in the Security Office and holds several weapons, devices, a recharger, and both types of security terminals.
Contents of the office include the precious multiphase energy gun, a stun baton, a riot shield, mindshield implants, and many stylish alt outfits to wear as well as a host of miscellaneous materials ranging from loudspeakers to remote door controls, depending on how generous central command is.
As the Head of Security, one of the main assets for space travel is your hardsuit. This has much better protection than the regular suit you have on, but at the same time, it slows you down. Locked inside of the same suit storage is a pair of robust combat magboots - which will still slow you down - but are more agile than regular ones.
The Brig
The holding area for prisoners. Security personnel, Heads of Staff, and the Lawyer have access to the hallway, but only Security personnel can use the cell controls. It's still possible for regular crew members to view the cells through the windows behind them. As the windows are electrified, they're not a reasonable means of entry unless the person has insulated gloves.
Prisoners always try to flee, so do something about the doors (portable flasher), or handcuff them to the bed as you investigate their items (make sure to release them if they aren't super dangerous). And SET A GOD DAMN TIME TO THE TIMER -- it won't lock the door unless you do this. Remember that some prisoners may have a toolbelt or insulated gloves; thus, a means to escape if left unsupervised. Remember to remove possible weapons unless you want a nasty surprise, but you already knew that, right?
If you wish to execute someone, take them to the bottom of the prison hallway, and you will find a short tunnel taking you to the transfer center. This area is "unknown" to silicons, where humans are regularly put to waste. This room comes equipt with lethal injections, an n2o canister, and tools to make an electric chair.
You're My Favourite Deputy
You're occasionally almost always going to get an understaffed (or absent) department staff. This is going to pose a problem, especially during times of crisis. Luckily you can deputize the crew's volunteering members without having to make them full officers.
Your office has a computer which can hand out security access. Make sure you understand the risks you take whenever you do this. Also, make sure that deputies receive their armbands.
Miscellaneous Tips
- Muzzles can be created by tearing off pieces of your jumpsuit.
- If you label all the items in the Armory and all things you distribute, you'll know precisely who fucked up and how when said items turn up in the backpack of the Clown.
- You can download the crew monitor app on your PDA, it's a great indicator for when someones in trouble.
- There are muzzles and straitjackets in the prison wing for restraining dangerous prisoners.
- The Armory has a few unique implants - If you run out, more can be ordered from Cargo.
- Chemical implants can be triggered by the recipient or remotely via a prisoner control console.
- Each Chemical implant can be filled up with 50 units of chemicals injected into the implant while it is still in its casing.
- Tracking Implants have three functions: They tell you the approximate distance to your target, the direction from your current position (With the tracker), and act as a teleportation beacon.
- Suspected Changelings can be implanted with a tracking implant, as it gives a special HUD icon, ex. I didn't implant that person, but they have an implant, probably a ling.
- You can use tracking implants to give completely private orders to individual officers even while Telecomms is down
- Giving a lethal parole implant is an effective way to keep track of your prisoners: Ask Chemistry for the deadliest 50u they can make and pump it into an implant.
- Permabrig's electric razor is impractical; many people can be recognized on sight from their hairstyles, and shaving them bald removes that.
- Taking a Riot Shotgun,
filling it with buckshot shells,taking it out back, and sawing it off with a circular saw will let you put it in your backpack, giving you a perfect counter to energy sword/shield users. - In a time of crisis, it is up to you to make sure Cargo gets the sec defense budget if the warden already has not. This will give Cargo more purchasing power to go towards security's needs.
- Your biggest advantage is numbers. Its incredibly hard to take down a group of armed people, even if its just two security officers. Got enough officers? Split them into groups of two/three and send them at any threat.