Head of Security: Difference between revisions

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* [[Security Officers]]. These are your pawns, and it's your job to control them. Each of them is given an assignment when they sign up. If they're being assholes, yell at them and get them to fall in line - if they continue, throw them in the brig for a little while. It's important not to let these guys run rampant, because they can and will fuck everything up if you do. Remember, if they continue to be shit, bust them back down to assistant and kick them off the force.
* [[Security Officers]]. These are your pawns, and it's your job to control them. Each of them is given an assignment when they sign up. If they're being assholes, yell at them and get them to fall in line - if they continue, throw them in the brig for a little while. It's important not to let these guys run rampant, because they can and will fuck everything up if you do. Remember, if they continue to be shit, bust them back down to assistant and kick them off the force.
* [[Warden|The Warden]]. This is a special security officer who acts as the Brig's watchdog. Make sure he doesn't set and/or support shitty brig times and that he doesn't leave the Brig while prisoners are present. He is next in the line of succession if you get bumped off, and your most senior lieutenant.
* [[Warden|The Warden]]. This is a special security officer who acts as the Brig's watchdog. Make sure he doesn't set and/or support shitty brig times and that he doesn't leave the Brig while prisoners are present. He is next in the line of succession if you get bumped off, and your most senior lieutenant.
* [[Detective|The Detective]]. You won't need to worry about this guy too much, just let him do his thing. He's used to operating with a fair degree of autonomy from Sec. Just remember to call him a loose cannon from time to time and be ready to send in the redshirts should he uncover something big.
* [[Detective|The Detective]]. A loose cannon at best, dangerous at worst. Generally just let him do his thing. He's used to operating with a fair degree of autonomy from Sec. Just remember to call him a loose cannon from time to time and be ready to send in the redshirts should he uncover something big. Be wary as he is the only member of security proper that can be a round start Traitor.  
* [[Lawyer|The Lawyer]], whose job is to watch you and try to cite you for violating a guideline. Expect nothing but trouble from them - Your authority over them is questionable, although you are completely within your rights to remove their Security radio access if it becomes an issue.
* [[Lawyer|The Lawyer]], whose job is to watch you and try to cite you for violating a guideline. Expect nothing but trouble from them - Your authority over them is questionable, although you are completely within your rights to remove their Security radio access if it becomes an issue.


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* Black gloves
* Black gloves
* Handcuffs
* Handcuffs
* A Stun Baton
* An energy gun
* An energy gun


Your office contains additional equipment that you should heavily consider taking:
Your office contains additional equipment that you should heavily consider taking:
* Your unique three-mode laser gun
* Your unique three-mode laser gun
* A stunbaton
* A Fully Equipped Secuity Belt
* A telescopic Riot Shield
* A telescopic Riot Shield
* Several variant uniforms
* Several variant uniforms
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== Your Office ==
== Your Office ==
Your office is in the [[Security Office]]. It holds several weapons, devices, a [[recharger]], and both types of security terminals.
Your office is in the [[Security Office]]. It holds several weapons, devices, a [[recharger]], and both types of security terminals. As well as a personal Head of Security Hardsuit, with slightly better armour plating.


Contents of the office include an [[energy gun]], a [[stun baton]], a [[Security_items#Riot_Shield|riot shield]], [[loyalty implant]]s, and a stylish alt outfit to wear. As well as a host of miscellaneous materials ranging from loud speakers to remote door controls, depending on how generous central command is.
Contents of the office include an [[energy gun]], a [[stun baton]], a [[Security_items#Riot_Shield|riot shield]], [[loyalty implant]]s, and a stylish alt outfit to wear. As well as a host of miscellaneous materials ranging from loud speakers to remote door controls, depending on how generous central command is.
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In the event that a prisoner has been deemed too dangerous to release, they can either be executed or, if you aren't <strike>a barbarian</strike> a true manly HoS, taken to the [[Prison Wing]]. The prison wing is located to the upper left of the Warden's Office. It can comfortably hold just as many prisoners as the normal brig, but it has real airlocks to block the cells and the entire wing can be locked down with impenetrable security shutters. It also has no automatic timer, so don't put someone in a permanent cell without a very good reason. If you wish to execute someone the humane way, you can also use the <s>lethal injection</s> prisoner transfer chamber located to the left of the prison wing. If you do go this route make sure you keep it reasonably a secret from any Asimov silicons, i.e. don't talk about execution over security radio.
In the event that a prisoner has been deemed too dangerous to release, they can either be executed or, if you aren't <strike>a barbarian</strike> a true manly HoS, taken to the [[Prison Wing]]. The prison wing is located to the upper left of the Warden's Office. It can comfortably hold just as many prisoners as the normal brig, but it has real airlocks to block the cells and the entire wing can be locked down with impenetrable security shutters. It also has no automatic timer, so don't put someone in a permanent cell without a very good reason. If you wish to execute someone the humane way, you can also use the <s>lethal injection</s> prisoner transfer chamber located to the left of the prison wing. If you do go this route make sure you keep it reasonably a secret from any Asimov silicons, i.e. don't talk about execution over security radio.
Or you can banish a prisoner to the Lavaland Gulag. A comfortable, out of the way, location where escape is 99% impossible. Just make sure to not ""'''accidently'''"" push the prisoner into the lava lake......


== You're My Favourite Deputy ==
== You're My Favourite Deputy ==
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With your access to the Bridge ID Console, you can give people security access. A box of armbands in your office can also be used as a badge for those who you have deputized. Hand them some gear and cuffs, give them a briefing of what you expect from them, consider [[loyalty implant]]ing them, and set them loose on the station.
With your access to the Bridge ID Console, you can give people security access. A box of armbands in your office can also be used as a badge for those who you have deputized. Hand them some gear and cuffs, give them a briefing of what you expect from them, consider [[loyalty implant]]ing them, and set them loose on the station.


By deputizing a crewman, you are authorizing them to act as a member of security. Although you run the risk of deputizing those who are inexperienced or downright treasonous, they can prove to be a valuable asset in extraordinary circumstances.
By deputizing a crewman, you are authorizing them to act as a member of security. Although you run the risk of deputizing those who are inexperienced or downright treasonous, they can prove to be a valuable asset in extraordinary circumstances.  


== Day to Day ==
== Day to Day ==
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== Shut it down ==
== Shut it down ==
If the situation on the station is spiraling out of control, and your control of the brig is in question, you can attempt to lock down the brig to hostile forces. Within the Warden's Office, and your Office, are controls that allow you to lock down the brig, these will activate massive blast doors that can selectively seal off the brig, making it significantly harder for anyone to get into the brig, and more predictable. You can then use security barricades to seal off entrances.
If the situation on the station is spiraling out of control, and your control of the brig is in question, you can attempt to lock down the brig to hostile forces. Within the Warden's Office, and your Office, are controls that allow you to lock down the brig, these will activate massive blast doors that can selectively seal off the brig, making it significantly harder for anyone to get into the brig, and more predictable. You can then use security barricades to seal off entrances, as well as using the Security Door Control to bolt off select doors to the brig (usually held by the Warden).


=== Riot Control ===
=== Riot Control ===
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Oftentimes, the cult will transition from a stealthy threat to a very blatant one with constructs and armor. Apply judicious amounts of laser fire and try not to get in melee range. Constructs are incredibly dangerous in the later stages of the game where they are able to mass-produce shells and shards. More often than not, it's best to begin evacuation when constructs start appearing en masse, as it is indicative of a very strong cult presence.
Oftentimes, the cult will transition from a stealthy threat to a very blatant one with constructs and armor. Apply judicious amounts of laser fire and try not to get in melee range. Constructs are incredibly dangerous in the later stages of the game where they are able to mass-produce shells and shards. More often than not, it's best to begin evacuation when constructs start appearing en masse, as it is indicative of a very strong cult presence.
Constructs, as mentioned, can be a massive mid to end game threat from a cult. Juggernauts will make up the bulk of the cult forces, not only do they have a heafty health pool but their unique armor will deflect a good portion of energy attacks, the best way to kill a Juggernaut is to use a ballistic weapon, such as a buckshot Riot Shotgun or a cargo ordered Auto Rifle. 


'''Important''': Out of Holy Water? Chaplain dead, MIA, or never showed up? Cargo can order you religious supply crates, and Botany can mutate holy-melons
'''Important''': Out of Holy Water? Chaplain dead, MIA, or never showed up? Cargo can order you religious supply crates, and Botany can mutate holy-melons


=== Being Nuclear/Wild ===
=== Being Nuclear/Wild ===
Red hardsuits, dead AIs, telecomms explosions, oh my! Nuclear Emergencies are perhaps some of the most individually demanding rounds for a Head of Security, requiring a large deal of knowledge and raw robusting skill to overcome the terrorist strike team aboard the station. The premise is simple: There is a fukken disk, and you need to keep it. Ideally, the Captain will have given you the pinpointer - If this is not the case, attempt to acquire it, as it could mean the difference between life and death. The operatives all have pinpointers of their own, so remember that hiding the disk is never a viable option, as they can track it down. Similarly, leaving the z-level with the disk will cause it to respawn at a random predetermined point on the station, which is typically a worst-case scenario.
Red hardsuits, dead AIs, telecomms explosions, oh my! Nuclear Emergencies are perhaps some of the most individually demanding rounds for a Head of Security, requiring a large deal of knowledge and raw robusting skill to overcome the terrorist strike team aboard the station. The premise is simple: There is a fukken disk, and you need to keep it. Fortuantly you will start the shift with the pinpointer, making your job of finding the Captain, Clown or Operative with the nuke disk much easier.. The operatives all have pinpointers of their own, so remember that hiding the disk is never a viable option, as they can track it down. Similarly, leaving the z-level with the disk (or destroying it) will cause it to respawn at a random predetermined point on the station, which is typically a worst-case scenario.


When shit hits the fan (The AI mysteriously dies and Telecommunications is now a smoking wreck), your first priority should be to locate and secure the disk. This typically involves dragging the Captain to Brig and using your desk announcement system (Which does work with comms down) to summon your loyal minions to the brig. They'll want the bulletproof armors and some lethal weaponry, and potentially the Ion Rifle, depending on what was brought. Typically, it's a good idea to arm some assorted crewmen on top of your own forces, as they provide valuable meat shields for the more important people. Nuke ops also like to bomb and/or raid the armory, so your brig may become the front lines of battle.
When shit hits the fan (The AI mysteriously dies and Telecommunications is now a smoking wreck), your first priority should be to locate and secure the disk. This typically involves dragging the Captain to Brig and using your desk announcement system (Which does work with comms down) to summon your loyal minions to the brig. They'll want the bulletproof armors and some lethal weaponry, and potentially the Ion Rifle, depending on what was brought.
Typically, it's a good idea to arm some assorted crewmen on top of your own forces, as they provide valuable meat shields for the more important people. Nuke ops also like to bomb and/or raid the armory, so your brig may become the front lines of battle.


Did you lose the disk? It ain't over 'til it's over, so don't be afraid to don an EVA suit and chase those chucklefucks right back to their own shuttle. So long as the disk escapes on the Emergency Shuttle, you are in the green.
Did you lose the disk? It ain't over 'til it's over, so don't be afraid to don your special Hardsuit and chase those chucklefucks right back to their own shuttle. So long as the disk escapes on the Emergency Shuttle, you are in the green. Worst case scenario you can still evacuate to the mining station/gulag.
There are four possible endings for a Nuclear Emergency:
There are four possible endings for a Nuclear Emergency:


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* The HoS has the access required to nab the spare crew monitor board from secure tech storage
* The HoS has the access required to nab the spare crew monitor board from secure tech storage
* There are muzzles and straitjackets in the prison wing for restraining dangerous prisoners
* There are muzzles and straitjackets in the prison wing for restraining dangerous prisoners
* If you fill a full NO2 tank and put in on someone, you can give them fate worse than death for time close to eternity
* If you fill a full NO2 tank and put in on someone, you can give them fate worse than death for time close to eternity (USE THIS ON CHANGELINGS, THEY'LL BE DEAD FOREVER AND NEVER RETURN, ESPECIALLY IF YOU DON'T HAVE MORGUE/KITCHEN ACCESS)
* The Armory has a few types of special implants - If you run out, more can be ordered from Cargo
* The Armory has a few types of special implants - If you run out, more can be ordered from Cargo
** Chemical implants can be triggered by the recipient or remotely via a prisoner control console
** Chemical implants can be triggered by the recipient or remotely via a prisoner control console
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* Giving a lethal parole implant is an effective way to keep track of your prisoners: Ask Chemistry for the deadliest 50u they can make and pump it into an implant
* Giving a lethal parole implant is an effective way to keep track of your prisoners: Ask Chemistry for the deadliest 50u they can make and pump it into an implant
* Permabrig's electric razor is impractical; many people can be recognized on sight from their hairstyles and shaving them bald removes that
* Permabrig's electric razor is impractical; many people can be recognized on sight from their hairstyles and shaving them bald removes that
* Taking a Riot Shotgun, <s>filling it with buckshot shells,</s> taking it out back and sawing it off with a circular saw will let you put it in your backpack, giving you a perfect counter to energy sword/shield users.




{{Jobs}}
{{Jobs}}
[[category: Jobs]]
[[category: Jobs]]
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