Guide to security: Difference between revisions

719 bytes added ,  21:14, 14 April 2020
Added preface. Moved Chain of Command section. Moved evacuation section. Added tips. Removed 'Spray bottle' section. Added sprites to gear section. Still needs new screenshots.
(Added hyperlinks. Rewrote lethal force / executions, tried to weave in more ethical security practices. Edited for clarity, content, and redundancy.)
(Added preface. Moved Chain of Command section. Moved evacuation section. Added tips. Removed 'Spray bottle' section. Added sprites to gear section. Still needs new screenshots.)
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==Preface==
==Who Orders Who==
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:
* [[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]].
*Ultimately, you answer to two sets of rules. [[Rules|Server Rules]] and [[Space Law]].
 
*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.
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.
*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.  
* 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==
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The main thing is that you want to be as ready as possible for 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'll 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:
* [[File:Disablernew.png]] Get your [[Disabler|disabler]], attach a seclight to it, and put it back in your exosuit-slot.
** [[File:Rsecurity.png]][[File:Blackgloves.png]][[File:Jackboots.png]]A security jumpsuit, a pair of gloves, and a pair of jackboots.
** [[File:Helmet.png]][[File:Armor.png]] A set of armor.
** [[File:Secheadset.png]] A security bowman headset (which provides flashbang protection).
** [[File:Disablernew.png]] A [[Disabler|disabler]]. Attach a seclight to it, and put it back in your exosuit-slot.
* Go to the [[Security Office]] and open a security locker.
* Go to the [[Security Office]] and open a security locker.
* [[File:Hudsunglasses.png]] Get [[Security HUD|HUDglasses]] and put them on.
* [[File:Hudsunglasses.png]] Get [[Security HUD|HUDglasses]] and put them on.
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* 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 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.


==[[File:Lawbook.png]] [[Space Law|Law]]==
==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]].
 
* 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.
 
===[[File:Lawbook.png]] [[Space Law|Law]]===
'''[[Space Law]] is part of Yogstation's [[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).
'''[[Space Law]] is part of Yogstation's [[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).


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* [[Revolution|Riots]] can be a special case for lethal force, because everyone is swarming you at once. Use you best judgement.  
* [[Revolution|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 [[Beyond the impossible|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==
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* '''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 (including tasers) will prove ineffective. Flashbangs, stunbatons or the [[Detective|Detective's]] revolver will be suitable (just be sure the detective doesn't kill the suspect).
* '''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 (including tasers) 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===
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===[[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.
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'''[[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.
==Evacuation==
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]].
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]].


==Tips==
==Tips==
*'''Don't run around with your taser 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!  
*'''Don't run around with your taser 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!  
* If you're going somewhere you know will be very dangerous, bring a buddy with you.
* 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 [[Security_Officer#Donuts|good for you.]]
 
==Key Points==
==Key Points==
* Ask first, stun second.
* Ask first, stun second.
* 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.
* 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, HoS or Warden can authorize a permanent sentence or forced cyborgization.
* Only the Captain, HoS or Warden can authorize a permanent sentence 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 [[Administrators|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 [[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.
* Try not to take this job too seriously and have fun.
* Try not to take this job too seriously and have fun.
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