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| [[File:SecHq.png|thumb|300px|The [[Security Office]] above [[Brig]]]] | | [[File:SecHq.png|thumb|300px|The [[Security Office]] above [[Brig]]]] |
| The first step after you arrive is to find unused security [[lockers]] either in the brig's equipment room or at the arrivals security checkpoint, open all of the lockers and take out the harmbatons. If it has all been claimed, raid the [[Armory]] for additional resources. | | The first step after you arrive is to find unused security [[lockers]] either in the brig's equipment room or at the arrivals security checkpoint, open all of the lockers and take out the harmbatons. If it has all been claimed, raid the [[Armory]] for additional resources. |
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| ===Security Equipment===
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| '''[[Security_Items|See here what items you're about to use and how to use them.]]'''
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| '''[[Guide_to_security#Security_Equipment|See here how to equip yourself so you'll be ready for everything the station may throw at you.]]'''
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| ====[[File:Recharger.gif]] Remember to Recharge!==== | | ====[[File:Recharger.gif]] Remember to Recharge!==== |
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| ==When Things Go Tits-Up== | | ==When Things Go Tits-Up== |
| You are most essential when chaos has broken out. When Joe Schmoe has decided to take the law into his own hands, it's usually with murderous and arbitrary intent. This cannot be allowed. If you are doing your job, it should never come to pass. | | You are most essential when chaos has broken out. When Joe Schmoe has decided to take the law into his own hands, it's usually with murderous and arbitrary intent. This should be replicated. You shall be the most robust person on the station. If you are doing your job, it should never come to pass. |
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| ===[[Game Modes#Revolution|Revolution: Red Uniforms Does Not Mean Communism]]=== | | ===[[Game Modes#Revolution|Revolution: Red Uniforms Does Not Mean Communism]]=== |
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| When there has been proof established that a person has been brainwashed, detain them as normal and ask the Heads what you should do. Usually they'll want you to attempt to deprogram them. Request a loyalty implant from the Warden or Head of Security and they should visibly change their attitude when remembering their true allegiance. Barring that, apply your deactivated stun baton repeatedly to their forehead in a forceful manner. If death should occur without change, bring the body to the [[roboticist]]s. | | When there has been proof established that a person has been brainwashed, detain them as normal and ask the Heads what you should do. Usually they'll want you to attempt to deprogram them. Request a loyalty implant from the Warden or Head of Security and they should visibly change their attitude when remembering their true allegiance. Barring that, apply your deactivated stun baton repeatedly to their forehead in a forceful manner. If death should occur without change, bring the body to the [[roboticist]]s. |
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| ===[[Game_Modes#Nuclear|Nuclear Operatives: Invaders, Possibly From Space]]===
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| There may be days when syndicate forces invade the station directly with the intent to use a nuclear device to destroy it entirely. Anyone who isn't crew is to be violently and sufficiently repelled. Detain them when able, confiscate everything, and eliminate when all other options are exhausted. Communication is most important right now. Ensure that the captain, or whoever bears the disk, is guarded at all times. If things go completely out of control, do what you must to get the shuttle called and the disk onto it. Trust no one if you can't see their face. It is not unreasonable to ask them to remove any masks and stun them to remove it yourself if they refuse.
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| ===[[Game_Modes#Wizard|Wizard: Of Bed-knobs And Broomsticks]]=== | | ===[[Game_Modes#Wizard|Wizard: Of Bed-knobs And Broomsticks]]=== |
| When the [[Backstory#Space_Wizard_Federation|Wizard Federation]] has sent a representative, it is not in peace. You are facing no mere mortal. A [[wizard]] is a highly trained killing machine of unknown potential. Your stun baton will be useless. [[Tazer|Find]] [[energy gun|a]] [[laser gun|gun]]. You must keep your wits about you and your bravery steadfast! Stun the wizard, beat him unconscious, remove the clothing that gives him power, and don't stop hitting until his [[brain]] has exited his skull. The only good wizard is a dead wizard. | | When the [[Backstory#Space_Wizard_Federation|Wizard Federation]] has sent a representative, it is not in peace. But you know what to do. Shoot him. |
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| ===[[Game_Modes#Gang War|Gangs: Gee, Officer Krupke]]===
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| When gangs take root on the station, you're in for a violent day. Most gangsters will be more occupied with growing their ranks, defending their turf and fighting enemy gangsters than with Security; however, it is still your duty to protect the station, keep the peace, and make sure they don't take over the station. Keep an eye out for suspicious behavior. Loyalty implants can deconvert gangsters and will identify gang bosses, but they can be removed or overridden. Trust no one. If a gang manages to put down a Dominator, destroy it.
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| ===[[Game_Modes#Cult|Cult: Eldritch Criminal Scum]]=== | | ===[[Game_Modes#Cult|Cult: Eldritch Criminal Scum]]=== |
| Cultists of Nar-Sie, unless apprehended, can quickly overcome even the most prepared and robust Security crew. The [[Chaplain]] will be your best friend. Find him (assuming the cultists haven't gotten to him already), protect him, and work with him to produce holy water, which deconverts cultists after a short period of time. Otherwise, standard procedure about searches and loyalty implants applies. For more tips, read the [[Cult_magic#Fighting_the_Cult|cult guide]]. | | Cultists of Nar-Sie, unless apprehended, can quickly overcome even the most prepared and robust Security crew. The [[Chaplain]] will be your best friend. Find him (assuming the cultists haven't gotten to him already), protect him, and work with him to produce holy water, which deconverts cultists after a short period of time. Otherwise, standard procedure about searches and loyalty implants applies. For more tips, read the [[Cult_magic#Fighting_the_Cult|cult guide]]. |
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| ==Tips== | | ==What you need to be== |
| | | So you want to know what you should look like, huh? |
| *Hold handcuffs and click on a pair of orange shoes (standard prisoner issue). Result: Leg cuffs!
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| *The riot gear gives you excellent protection against melee attacks at the cost of defense from bullets and lasers. The ablative armor is the same, except for lasers. The bulletproof armor is the same as the other two, but protects against bullets.
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| *If you're wearing sunglasses/secHUD + a helmet/Warden's hat/HoS's hat OR a pair of earmuffs, flashbangs will only stun you for 5 seconds, otherwise you'll be down helpless for a full 20 seconds. This gives security 15 seconds (the same as a taser/stun baton) to slap the bracelets on the perp that’s too slippy to hit normally.
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| *If you're wearing sechud glasses and examine someone, you can change their wanted status by clicking on it in the description. If you're really cool you can even add why they're wanted by clicking the add crime link.
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| *You can move rechargers by wrenching them and dragging them behind you and wrenching them back down to work again.
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| *Loyalty implants prevent someone from being converted to a revolutionary and deconvert existing revolutionaries. They also prevent someone from being brought into a cult but do not decult those tainted by the Dark Lord's power.
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| *If you are cloned you lose your loyalty implant.
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| *As a Security Officer, when you see someone set to arrest, friendly ask them to follow you to the brig first. You'd be surprised how often people cooperate even when they are criminals, and it saves you the hassle of SHITCURITY and HELP ME. You can always stun them if they refuse.
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| *You can retrieve the MMI from a beaten-to-death cyborg by welderbombing it, if you want it to fess up to who the potato is that subverted him and you don't have access to the robotics console.
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| *Armor is a lifesaver, even the base officer armor.
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| *Examining shell casing tells you what kind of ammo it is. .38? Detective. .357? Traitor. 12mm? Nuke ops. ADDED: .357 and 12mm could also point to a wizard round. .38 for that matter, too.
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| *Once you have a combat mech, the only two things that can stop you is high level antags (wiz / nuke ops / ninja), toxins, and Ion Rifles (R&D can make them and there is one in the Armory). Deal with all of these, and you’re a god among men. And yes, a hulk is shit against a Gygax spamming ac 2 SMG fire as well as KO punching him at close range. And no, xenos are shit against a Gygax due to the KO punch then ac 2 SMG fire.
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| *Gygax, set to harm intent: KO punch. And Gygax can overload in order to go at SANIC SPEED, so it can retreat at the cost of some damage.
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| *Riot shields have a good chance block melee attacks, even hugs.
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| *In addition, Riot Shields completely protect against Alien jump attacks and can block their disarms. If your fighting Aliens bring a Riot Shield.
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| *EMP'ed stun batons only lose 10% charge, can be a life saver (not that you get EMP'ed often).
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| *While using the security cameras console you can take a regular camera in your hand and take a picture of the image you are viewing through the console. You can finally get a picture of a suspect for your wanted papers.
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| *Mesons can detect bombs.
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| *Soap will keep you down for about 3-4 seconds. Peels for about 8 seconds. Water slips for about 10 seconds . Detective’s revolver for ~10 seconds. Egun stun is about 10 Seconds. It takes about 4 seconds to cuff someone.
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| *Unrobust? Security? Call Officer Beepsky to you, disable his patrol mode, then drag him around everywhere. Shift+click anyone who fucks with you and set them to arrest and Beepsky will ensure you never get robusted again.
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| *Security Camera consoles can track borgs.
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| *You can set Officer Beepsky to arrest people (except heads and security staff) who are holding weapons.
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| *You can chain-open things by dragging containers in containers to your sprite. Can't actually take/put things, but it's slightly faster for checking suspect boxes.
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| *Filling half of the pepper spray with wielding fuel and having a zippo in pocket is pretty flamy thing, it gives a lot of fun to aliens if they are horribly unrobust.
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| *PRO SECURITY SEARCH TIP: Always check the Janitor's trash bag and the Chaplain’s bible. Don't forget that boots can hide contraband as well.
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| *Disablers deal 34 holodamage, take three hits to do anything more than slowdown, and can be reflected. However, they paralyze hulks, so they can safely be dehulked, they knock out wizards, so they can't cast anything, and if someone has been knocked out by it, they are down for however long it takes for them to sleep off the holodamage, no shaking them back up. ADDED: Disablers are nice to have as a sidearm, or if you want to pass out guns. They get twenty shots.
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| {{Jobs}}
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| [[Category: Jobs]]
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