Guide to security: Difference between revisions

543 bytes added ,  11:56, 3 February 2014
Fixed sec policy link to correct one, small fixes and added links.
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(Small fixes here and there.)
imported>Kingofkosmos
(Fixed sec policy link to correct one, small fixes and added links.)
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This guide is for all security personnel to read. It has been merged with the [http://www.ss13.eu/phpbb/viewtopic.php?f=28&t=2258 official security policy].
This guide is for all security personnel to read. It has been merged with the [http://www.ss13.eu/phpbb/viewtopic.php?f=28&t=2257 official security policy].




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* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.
* 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, he should.
* 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.
* 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==
* Make sure you understand what [[HUD#Security HUD Icons|the icons on your Security HUD]] mean.
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]].
 
* For further info about security equipment, refer to the [[Security items|List of Security Items]].




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Punishment via throwing them into permabrig should fit the crime. Did, what they did to deserve such a sentence, effect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly?
Punishment via throwing them into permabrig should fit the crime. Did, what they did to deserve such a sentence, effect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly?
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.
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.
====Shitlers / Grey Tiders====
* First off, if they are someone who does it constantly, [[adminhelp]] it and they'll [[beyond the impossible|get dealt with]].
* 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.
* 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.




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* 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.
* 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.


* 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.
* 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.


* 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.
* 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.
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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 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.


'''Traitor'''
===Shitlers/Grey Tiders===
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.


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.
If they (individually) are someone who does it constantly, [[adminhelp]] it and they'll [[beyond the impossible|get dealt with]].
 
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.
 
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.
 
===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.


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.
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.
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* '''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.
* '''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.


'''Changelings'''
===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 only as powerful as the job they have access to, they do not gain any useful combat abilities and they are restricted to station bound weapons. Assuming the Armoury is secure, the worst they can get are improvised weapons without attacking a Sec Officer.
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 only as powerful as the job they have access to, they do not gain any useful combat abilities and they are restricted to station bound weapons. Assuming the Armoury is secure, the worst they can get are improvised weapons without attacking a Sec Officer.


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 a 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 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 a Changeling.
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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.


'''Nuclear Operatives'''
===Nuclear Operatives===
 
Small five man team of operatives that are tasked with assaulting your station, stealing the Nuclear Disk, and destorying the station via a thermonuclear device. You must make very effort to stop them.
Small five man team of operatives that are tasked with assaulting your station, stealing the Nuclear Disk, and destorying the station via a thermonuclear device. You must make very effort to stop them.


The Nuke Ops are equipped with a deadly armory of weapons that is frankly better than yours in every respect. Their guns can knock you down and kill you in moments, their armour 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 syndi borgs.
The [[Nuke ops|Nuke Ops]] are equipped with a deadly armory of weapons that is frankly better than yours in every respect. Their guns can knock you down and kill you in moments, their armour 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 syndi borgs.


Upon the confirmation of Nuclear Operatives, get the Warden/HoS to open the armoury and distribute weapons. At the same time, confirm the location of the Nuclear Disk, typically on the Captain, and ensure that it stays secure. From this point you should prioritize protecting the Nuke Disk at all costs. 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.  
Upon the confirmation of Nuclear Operatives, get the Warden/HoS to open the armoury and distribute weapons. At the same time, confirm the location of the Nuclear Disk, typically on the Captain, and ensure that it stays secure. From this point you should prioritize protecting the Nuke Disk at all costs. 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.  
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Securing the Disk is your job, keep the disk bearer alive at all costs and protect it. If you have a choice between killing an Op and saving the disk, '''save the disk'''! If you lose the disk try 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.
Securing the Disk is your job, keep the disk bearer alive at all costs and protect it. If you have a choice between killing an Op and saving the disk, '''save the disk'''! If you lose the disk try 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.


'''Wizard'''
===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 it, wear him down with constant stun- and laser-fire. Do not go at him 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.
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.
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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.


'''Revolutionaries'''
===Revolutionaries===
Sometimes some 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 some 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. 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.
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 alligence 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 loyalty-implanted, this will remove their Rev-status and guarantee their alligence 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.


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 loyalty implants for security and a source of weapons for the Revolutionaries.


'''Cultists'''
===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.


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, preform random searches and crack down on departments.  
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 extremely limited. Unlike Revs, loyalty implants do not revert their Cult-status, only prevent non-cultists being converted. As such, you only have three viable options, each with their own disadvantages.
When you capture a Cultist, your options are extremely limited. Unlike Revs, loyalty implants do not revert their Cult-status, only prevent non-cultists being converted. As such, you only have three viable options, each with their own disadvantages.


* '''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.
* '''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.
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