Security Officer: Difference between revisions

From Yogstation-13
Jump to navigation Jump to search
imported>Kosmos
m (Small tweaks here and there, added How to Do Your Job -simple steps. Moved equipment stuff to Guide to Security and linked to it.)
m (broken link)
(31 intermediate revisions by 15 users not shown)
Line 1: Line 1:
{| style="float:top; background-color:#ffae42;font-size:95%; vertical-align:middle;" width=100% background-color:#900; border="2" cellspacing="0" cellpadding="0";
!'''Disclaimer:''' This page is cannot be used as an argument for in game actions.
|}
{{JobPageHeader
{{JobPageHeader
|headerbgcolor = darkred
|headerbgcolor = darkred
Line 8: Line 12:
|jobtitle = Security Officer
|jobtitle = Security Officer
|access = [[Security Office|Security]], [[Brig]], [[Prison_Wing|Holding Cells]], [[Courtroom]], Weapon Permit
|access = [[Security Office|Security]], [[Brig]], [[Prison_Wing|Holding Cells]], [[Courtroom]], Weapon Permit
|difficulty = Very Hard
|additional = [[Maintenance]], [[Morgue]], [[Detective's Office]]
|difficulty = Hard
|superior = [[Head of Security]]
|superior = [[Head of Security]]
|duties = Protect company assets, enforce [[Space Law]], follow the [[Standard Operating Procedure]], eat [[Donuts|donuts]]
|duties = Protect company assets, follow the [[Standard Operating Procedure]], eat [[Donuts|donuts]]
|guides = [[Guide to security]], [[Space Law]], [[Standard Operating Procedure]]
|guides = [[Guide to security]], [[Standard Operating Procedure]], [[Space Law]]
|quote = "Who watches the watchmen?" We do, too. We watch each other.
}}
}}




''You there. Pick up that can.''
Welcome to Security. Chances are that you have been assigned this job because it was the only available position other than [[Assistant]]. Since you'd rather not end up a corpse, or doubt the prospects of reassignment, you've chosen the Few, the Red, and the Despised.


'''Important: DO NOT play Security if you are new to Space Station 13! You will become a liability and everyone will have a bad time.'''


Welcome to Security. Chances are that you have been assigned this job because it was the only available position other than [[Assistant]]. Since you'd rather not end up a corpse, or doubt the prospects of reassignment, you've chosen the Few, the Red, and the Despised.
'''Bare minimum requirements:''' Do not turn into [[Shitcurity]].


'''DO NOT play Security if you are new to Space Station 13. You will become a liability, making your coworker's jobs harder.'''
==The Peacekeeper==
[[File:Thebrig.png|300px|thumb|alt=Brig|The [[Brig]], your homebase]]
You are the sole guardian between the ideals of justice and the wild psychotics that your company has chosen to advance its interests in space. Just because everyone else is insane, however, does not mean you are permitted to go hog-wild and beat them all unconscious to strap them to beds. Professionals have standards.


==How to Do Your Job==
==How to Do Your Job==
Line 30: Line 39:
==Know Your Place==
==Know Your Place==
Well, this page is designed to turn you from angry, bitter [[shitcurity|waste of supplies]] into a useful and productive member of the station community. A few things to immediately note:
Well, this page is designed to turn you from angry, bitter [[shitcurity|waste of supplies]] into a useful and productive member of the station community. A few things to immediately note:
 
* This ship is not a democracy. You take orders from the [[Head of Security]], who takes his orders from the [[Captain]], who takes his orders from [[Backstory#Nanotrasen|Central Command]]. This is a military [[Chain of Command]].
*This ship is not a democracy. You take orders from the [[Head of Security]], who takes his orders from the [[Captain]], who takes his orders from [[Backstory#Nanotrasen|Central Command]]. This is a military [[Chain of Command]].
* The [[Warden]] has authority over the [[Brig]] and [[Prison Wing]]. You are required to follow his orders while you are there.
*The [[Warden]] has authority over the [[Brig]] and [[Prison Wing]]. You are required to follow his orders while you are there.
* Likewise, the [[Heads of Staff]] have authority over their respective departments. You are expected to assist heads in ejecting unwanted tresspassers and demoting unwanted personnel from their departments.
*Likewise, the [[Heads of Staff]] have authority over their respective departments. You are expected to assist heads in ejecting unwanted tresspassers and demoting unwanted personnel from their departments.
* You are effectively the police. The corporations have agreed upon a set of laws that they are all beholden to. An example of these laws can be found at [[Space Law]]. Obey the hierarchy and watch everyone with utter suspicion.
*You are effectively the police. The corporations have agreed upon a set of laws that they are all beholden to. An example of these laws can be found in the [[library]]. [[Space Law]] is harsh. Obey the hierarchy and watch everyone with utter suspicion.
* Your essential job function is to keep the crew safe. ''You will inevitably fail at this task, more or less''. Like a breeding salmon, keep swimming against the rapids, bears be damned.
*Your essential job function is to prevent the station from going to shit. ''You will inevitably fail at this task''. Like a breeding salmon, keep swimming against the rapids, bears be damned.
* Even though the station is doomed, do your best to keep the peace on station and you'll be the best officer there can be.
*Even though the station is doomed, do your best to keep peace on station and you're the best officer there can be.
 
==The Peacekeeper==
[[File:Thebrig.png|300px|thumb|alt=Brig|The [[Brig]]]]
You are the sole guardian between the ideals of justice and the wild psychotics that your company has chosen to advance its interests in space. Just because everyone else is insane, however, does not mean you are permitted to go hog-wild and beat them all unconscious to strap them to beds. Professionals have standards. There is a protocol to be followed.
 
Oftentimes, you will be informed over your radio that there is a problem in a certain area. If you are nearby, inform the rest of security over your [[headset]] using the private channel that you are on your way. (If you are not nearby, head to the security office and change the records to set the suspects to arrest. [[Officer Beepsky]] might detain the suspects but someone will still have to fetch them. Return to your patrol.
 
If you notice a crime obviously taking place when you arrive on the scene, stun the suspects, handcuff them, and pull them so they can't escape. If the area is now safe, begin questioning them. If the area is not safe, question them in the brig. If there is blood or fingerprint evidence, call the [[Detective]] to the scene. Once the truth comes out, charge the perpetrators, thank the witnesses, and inform security over your private channel of the situation and charges. If you do not do so, other officers will release your prisoners thinking they've been unlawfully detained.
 
This is an ideal situation, however. Usually you'll just happen across crime. Follow the procedure as best as you can from there. Restrain and detain only as needed. Becoming stun happy is the first step to becoming [[shitcurity]] and encouraging the station denizens to attack all security they meet!
 
Communicate with your team. If things become violent or you are outmatched, immediately call for backup as efficiently as possible. ''"<Such and such> the <job title> is <crime committed> at <the location>"'' is hard to spit out while under attack. Try a shorter format, such as ''"CUBAN PETE MAINT SOUTH OF TOXINS HELP"''. There will be time for clarification when you are out of harm's way. The key to good security work is keeping the other security forces informed.
 
Still don't like your odds or no one is answering? Open up your PDA beforehand, check out the Securitron list, and summon one. While you wait, put the suspect on arrest with your HUDGlasses. Your new metal backup officer will rush haphazardly in, stun, and cuff the target. Hopefully.


==Assignments==
==Assignments==
Line 57: Line 51:
Like general Security Officers, department guards report directly to the [[Head of Security]]. However, they should generally follow the wishes of the head of the department they are guarding. Guards may be dismissed from their post by the department head.
Like general Security Officers, department guards report directly to the [[Head of Security]]. However, they should generally follow the wishes of the head of the department they are guarding. Guards may be dismissed from their post by the department head.


===[[File:Armband_med.png]] Medbay===
|[[File:Armband_med.png]] <font size="3">'''Medbay'''</font size>
'''Department Head:''' [[Chief Medical Officer]]<br>
'''Additional Access:''' Medical<br>
'''Radio Key:''' :m


===[[File:Armband_sci.png]] Research===
'''Department Head:''' [[Chief Medical Officer]]
'''Department Head:''' [[Research Director]]<br>
'''Additional Access:''' Science<br>
'''Radio Key:''' :n


===[[File:Armband_eng.png]] Engineering===
'''Additional Access:''' Medical
'''Department Head:''' [[Chief Engineer]]<br>
'''Additional Access:''' Construction Area, Engineering<br>
'''Radio Key:''' :e


===[[File:Armband_cargo.png]] Supply===
'''Radio Key:''' .m
'''Department Head:''' [[Head of Personnel]] (but in practice, you will rather cooperate with [[Quartermaster]])<br>
'''Additional Access:''' Cargo Office, Mining<br>
'''Radio Key:''' :u


==[[Security Offices]]==
[[File:Armband_sci.png]] <font size="3">'''Research'''</font size>
[[File:SecHq.png|thumb|300px|The main security office]]
 
You can arrest people with Beepsky (or any [[Roboticist|securitron]]) here, but '''do not delete security records!''' If people ask nicely for your equipment just tell them to ask a head of staff instead. Passing out gear to civilians leads to dangerous situations at worst, arrests and misunderstandings at best.
'''Department Head:''' [[Research Director]]
 
'''Additional Access:''' Science


The first step after you arrive is to find an unused security [[locker]] either in the main office or any of the security checkpoints around the station. If it has all been claimed, ask the [[Warden]] for additional resources.
'''Radio Key:''' .n


===Security Equipment===
[[File:Armband_eng.png]] <font size="3">'''Engineering'''</font size>
[[Guide_to_security#Security_Equipment|See here how to equip yourself so you'll be ready for everything the station may throw at you.]]


All security equipment has advantages and disadvantages, you will need to learn your equipment's usefulness and how to apply it properly in the field. As such here is a quick and dirty overview of your basic tool you will be using in the field, read [[Security items|this page]] for more in-depth information.
'''Department Head:''' [[Chief Engineer]]


[[File:Handcuffs.png|link=Handcuffs]] '''[[Handcuffs]]''' -  Always try to carry at least three on you at all times, these are used to restrain a suspect.
'''Additional Access:''' Construction Area, Engineering


[[File:Flash.gif|link=Flash]] '''[[Flash]]''' - You spawn in with this weapon, when used in melee it will blind a Human who is not wearing sunglasses/RIG helmet. Typically cast aside for a superior Stun Baton, do note that a Flash is the only way to physically stun a [[Borg]].
'''Radio Key:''' .e


[[File:Pepperspray.png|link=Pepperspray]] '''[[Pepperspray]]''' - Another situational item, identical to a Flash except considered somewhat better due to it spraying its contents intead of having to be in melee. Allowing a robust officer to catch someone off guard. Useless against anyone wearing a mask.
[[File:Armband_cargo.png]] <font size="3">'''Supply'''</font size>


[[File:StunBaton.gif|link=Stun Baton]] '''[[Stun Baton]]''' - Referred to as your "bread and butter", consider it more of a fallback weapon than anything else. It proves useful if you wish to show off, down someone who has ranged Stun protection or to keep a perp suppressed.
'''Department Head:''' [[Head of Personnel]] (but in practice, you will rather cooperate with [[Quartermaster]])


[[File:Taser.png|link=Taser]] '''[[Taser]]''' - The staple of any good Security Officers personal equipment, holds 5 taser charges. Use it to stun someone at range but try and conserve your ammo.
'''Additional Access:''' Cargo Office, Mining


[[File:Flashbang.gif|link=Flashbang]] '''[[Flashbang]]''' - A underutilized but extremely powerful item, never leave the Brig without at least two. After activating it will detonate in 5 seconds, in this time either throw it at a group of perps or run next to them to take both of you down.  
'''Radio Key:''' .u


[[File:Energy_Gun.gif|link=Energy Gun]] '''[[Energy Gun]]''' - Typically only issued by the [[HoS]]/[[Warden]] during red alert situations, consider it to be an upgraded [[Taser]] but with 10 shots and the capability to switch to lethal laser rounds.
==[[Security Offices]]==
[[File:SecHq.png|thumb|300px|The [[Security Office]] above [[Brig]]]]
The first step after you arrive is to find an unused security [[locker]] either in the brig's equipment room or at the arrivals security checkpoint. If it has all been claimed, ask the [[Warden]] for additional resources.


[[File:Laser_gun.png|link=Laser Gun]] '''[[Laser Gun]]''' - A rare weapon for a Sec Officer to use, identical to an [[Energy Gun]] except it is lethal only. Don't use this to subdue a suspect.
===Security Equipment===
'''[[Security_Items|See here what items you're about to use and how to use them.]]


'''[[Guide_to_security#Security_Equipment|See here how to equip yourself so you'll be ready for everything the station may throw at you.]]'''


'''IMPORTANT: When you are done with your [[locker|security locker]], close it and lock it. Otherwise, expect a [[Clown]] to be walking around with stolen gear.'''
====[[File:Recharger.gif]] Remember to Recharge!====
Always have your tools recharged after an arrest. If your [[flashes|flash]] is burnt out, get a new one from the lockers or security vending machine and hand your old one to a [[roboticist]]. Then take your baton or taser, pop them in the charger station in your security office or the [[Head of Personnel]]'s desk, and wait for the light to change from green to yellow. Having a charged stun baton is sometimes the difference between life and death.


==[[File:Donut.png]] Donuts==
==[[File:Donut.png]] Donuts==
Any good Security Officer always has some of these around at all times. They are delightful little munchables that can be obtained in a few ways. You can find an immediate supply in the donut boxes around the station, and you can use your [[Hacking]] skills to extract them from the security vending machines. If there is a severe shortage of donuts, you can always get the [[Chef]] to make you more. There are four types of donuts.
Any good Security Officer always has some of these around at all times. They are delightful little munchables that can be obtained in a few ways. You can find an immediate supply in the donut boxes around the station, and you can use your [[Hacking]] skills to extract them from the security vending machines. If there is a severe shortage of donuts, you can always get the [[Chef]] to make you more. There are four types of donuts.


Line 115: Line 102:
[[File:Sprinkles.gif]] '''Frosted Donut:''' Like the plain donut, but heals more health.  
[[File:Sprinkles.gif]] '''Frosted Donut:''' Like the plain donut, but heals more health.  


[[File:Jdonut1.gif]] '''Jelly Donut:''' Holy Jesus! What is that? What the fuck is that? WHAT IS THAT, PRIVATE PYLE? Only obtainable through the chef. Heals more than the Frosted Donut, gives more nutrition.  
[[File:Jdonut1.gif]] '''Jelly Donut:''' Holy Jesus! What is that? What the fuck is that? WHAT IS THAT, PRIVATE PYLE? Only obtainable through the Chef. Heals more than the Frosted Donut, gives more nutrition.  


[[File:Donut1.gif]] '''Chaos Donut:''' Only obtainable through the chef. Kills you, due to a great deal of entropy caused by eating it.
[[File:Donut1.gif]] '''Chaos Donut:''' Only obtainable through the Chef. Kills you, due to a great deal of entropy caused by eating it.
 
==[[File:Recharger.gif]] Remember to Recharge!==
 
Always have your tools recharged after an arrest. If your [[flashes|flash]] is burnt out, get a new one from the lockers or security vending machine and hand your old one to a [[roboticist]]. Then take your baton or taser, pop them in the charger station in your security office or the [[Head of Personnel]]'s desk, and wait for the light to change. Having a charged stun baton is sometimes the difference between life and death.


==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 cannot be allowed. If you are doing your job, it should never come to pass.


===[[Game Modes#Revolution|Revolution: Red Uniforms Does Not Mean Communism]]===
===[[Game Modes#Revolution|Revolution: Red Uniforms Does Not Mean Communism]]===
Sometimes [[traitor|syndicate]] forces will encourage the station [[crew]] to rebel against the heads of staff. This will not be a simple protest. It will be a riot culminating in multiple murders and a mutiny. Needless to say, you will be a target if you move to prevent this -- and you must move to prevent this.
Sometimes [[traitor|syndicate forces]] will encourage the station crew to rebel against the Heads of Staff. This will not be a simple protest. It will be a riot culminating in multiple murders and a mutiny. Needless to say, you will be a target if you move to prevent this -- and you must move to prevent this.


When there has been proof established that a person has been brainwashed, detain them as normal and ask the heads of staff what you should do. Usually they'll want you to attempt to deprogram them. First, try using a flash. If they do not seem to visibly change their mindset and attitude, remembering their allegiance as it were, request a loyalty implant from the Warden or Head of Security. 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. Do not do so alone and without your [[sunglasses]], as they too may already be turned! Keep security informed of any dangerous happenings.
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.


===[[Game_Modes#Nuclear|Nuclear Operatives: Invaders, Possibly From Space]]===
===[[Game_Modes#Nuclear|Nuclear Operatives: Invaders, Possibly From Space]]===
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.
===[[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.


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 disc, is guarded at all times. If things go completely out of control, do what you must to get the shuttle called and the disc 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.
===[[Game_Modes#Gang War|Gangs: Gee, Officer Krupke]]===
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.


===[[Game_Modes#Wizard|Wizard: Of Bed-knobs And Broomsticks]]===
===[[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]].


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.
==Tips==
* Hold handcuffs and click on a pair of orange shoes (standard prisoner issue). Result: Leg cuffs!
* 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.
* 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.
* 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.
* You can move rechargers by wrenching them and dragging them behind you and wrenching them back down to work again.
* 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.
* If you are cloned you lose your loyalty implant.
* 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.
* 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.
* Armor is a lifesaver, even the base officer armor.
* 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.
* 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.
* 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.
* Riot shields have a good chance block melee attacks, even hugs.
* In addition, Riot Shields completely protect against Alien jump attacks and can block their disarms. If your fighting Aliens bring a Riot Shield.
* EMP'ed stun batons only lose 10% charge, can be a life saver (not that you get EMP'ed often).
* 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.
* Mesons can detect bombs.
* 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.
* 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.
* Security Camera consoles can track borgs.
* You can set Officer Beepsky to arrest people (except heads and security staff) who are holding weapons.
* 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.
* 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.
* 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.
* 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.




{{Jobs}}
{{Jobs}}
[[Category: Jobs]]
[[Category: Jobs]]

Revision as of 23:59, 26 August 2019

Disclaimer: This page is cannot be used as an argument for in game actions.
SECURITY STAFF
Generic security.png SecurityOfficer.png
Security Officer
Access: Security, Brig, Holding Cells, Courtroom, Weapon Permit
Additional Access: Maintenance, Morgue, Detective's Office
Difficulty: Hard
Supervisors: Head of Security
Duties: Protect company assets, follow the Standard Operating Procedure, eat donuts
Guides: Guide to security, Standard Operating Procedure, Space Law
Quote: "Who watches the watchmen?" We do, too. We watch each other.


Welcome to Security. Chances are that you have been assigned this job because it was the only available position other than Assistant. Since you'd rather not end up a corpse, or doubt the prospects of reassignment, you've chosen the Few, the Red, and the Despised.

Important: DO NOT play Security if you are new to Space Station 13! You will become a liability and everyone will have a bad time.

Bare minimum requirements: Do not turn into Shitcurity.

The Peacekeeper

Brig
The Brig, your homebase

You are the sole guardian between the ideals of justice and the wild psychotics that your company has chosen to advance its interests in space. Just because everyone else is insane, however, does not mean you are permitted to go hog-wild and beat them all unconscious to strap them to beds. Professionals have standards.

How to Do Your Job

  1. Learn your surroundings.
  2. Equip yourself appropriately.
  3. Learn what to do when an emergency is called out and you're needed.
  4. Go patrolling and keep your eyes and ears open.

Know Your Place

Well, this page is designed to turn you from angry, bitter waste of supplies into a useful and productive member of the station community. A few things to immediately note:

  • This ship is not a democracy. You take orders from the Head of Security, who takes his orders from the Captain, who takes his orders from Central Command. This is a military Chain of Command.
  • The Warden has authority over the Brig and Prison Wing. You are required to follow his orders while you are there.
  • Likewise, the Heads of Staff have authority over their respective departments. You are expected to assist heads in ejecting unwanted tresspassers and demoting unwanted personnel from their departments.
  • You are effectively the police. The corporations have agreed upon a set of laws that they are all beholden to. An example of these laws can be found at Space Law. Obey the hierarchy and watch everyone with utter suspicion.
  • Your essential job function is to keep the crew safe. You will inevitably fail at this task, more or less. Like a breeding salmon, keep swimming against the rapids, bears be damned.
  • Even though the station is doomed, do your best to keep the peace on station and you'll be the best officer there can be.

Assignments

Each officer is given an assignment when they join the game. Most will be assigned to guard a department. Department guards are given a small security office along with limited access, and are able to use that department's radio channel. Department guards are also marked with colour-coded armbands. While they are not required to remain at their post, it is their responsibility to protect it.

Like general Security Officers, department guards report directly to the Head of Security. However, they should generally follow the wishes of the head of the department they are guarding. Guards may be dismissed from their post by the department head.

|Armband med.png Medbay

Department Head: Chief Medical Officer

Additional Access: Medical

Radio Key: .m

Armband sci.png Research

Department Head: Research Director

Additional Access: Science

Radio Key: .n

Armband eng.png Engineering

Department Head: Chief Engineer

Additional Access: Construction Area, Engineering

Radio Key: .e

Armband cargo.png Supply

Department Head: Head of Personnel (but in practice, you will rather cooperate with Quartermaster)

Additional Access: Cargo Office, Mining

Radio Key: .u

Security Offices

The first step after you arrive is to find an unused security locker either in the brig's equipment room or at the arrivals security checkpoint. If it has all been claimed, ask the Warden for additional resources.

Security Equipment

See here what items you're about to use and how to use them.

See here how to equip yourself so you'll be ready for everything the station may throw at you.

Recharger.gif Remember to Recharge!

Always have your tools recharged after an arrest. If your flash is burnt out, get a new one from the lockers or security vending machine and hand your old one to a roboticist. Then take your baton or taser, pop them in the charger station in your security office or the Head of Personnel's desk, and wait for the light to change from green to yellow. Having a charged stun baton is sometimes the difference between life and death.

Donut.png Donuts

Any good Security Officer always has some of these around at all times. They are delightful little munchables that can be obtained in a few ways. You can find an immediate supply in the donut boxes around the station, and you can use your Hacking skills to extract them from the security vending machines. If there is a severe shortage of donuts, you can always get the Chef to make you more. There are four types of donuts.

Donut1.gif Plain Donut: Heals you, gives some nutrition.

Sprinkles.gif Frosted Donut: Like the plain donut, but heals more health.

Jdonut1.gif Jelly Donut: Holy Jesus! What is that? What the fuck is that? WHAT IS THAT, PRIVATE PYLE? Only obtainable through the Chef. Heals more than the Frosted Donut, gives more nutrition.

Donut1.gif Chaos Donut: Only obtainable through the Chef. Kills you, due to a great deal of entropy caused by eating it.

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.

Revolution: Red Uniforms Does Not Mean Communism

Sometimes syndicate forces will encourage the station crew to rebel against the Heads of Staff. This will not be a simple protest. It will be a riot culminating in multiple murders and a mutiny. Needless to say, you will be a target if you move to prevent this -- and you must move to prevent this.

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 roboticists.

Nuclear Operatives: Invaders, Possibly From Space

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.

Wizard: Of Bed-knobs And Broomsticks

When the 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. Find a 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.

Gangs: Gee, Officer Krupke

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.

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 guide.

Tips

  • Hold handcuffs and click on a pair of orange shoes (standard prisoner issue). Result: Leg cuffs!
  • 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.
  • 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.
  • 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.
  • You can move rechargers by wrenching them and dragging them behind you and wrenching them back down to work again.
  • 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.
  • If you are cloned you lose your loyalty implant.
  • 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.
  • 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.
  • Armor is a lifesaver, even the base officer armor.
  • 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.
  • 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.
  • 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.
  • Riot shields have a good chance block melee attacks, even hugs.
  • In addition, Riot Shields completely protect against Alien jump attacks and can block their disarms. If your fighting Aliens bring a Riot Shield.
  • EMP'ed stun batons only lose 10% charge, can be a life saver (not that you get EMP'ed often).
  • 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.
  • Mesons can detect bombs.
  • 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.
  • 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.
  • Security Camera consoles can track borgs.
  • You can set Officer Beepsky to arrest people (except heads and security staff) who are holding weapons.
  • 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.
  • 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.
  • 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.
  • 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.


Jobs on Yogstation

Jobstemp.png

Command Captain · Head of Personnel · Head of Security · Chief Engineer · Chief Medical Officer · Research Director
Security Head of Security · Security Officer · Warden · Detective · Lawyer
Engineering Chief Engineer · Station Engineer · Atmospheric Technician · Network Admin
Science Research Director · Scientist · Roboticist · Geneticist
Medical Chief Medical Officer · Medical Doctor · Chemist · Geneticist · Virologist · Paramedic · Psychiatrist · Mining Medic
Supply Head of Personnel · Quartermaster · Cargo Technician · Shaft Miner · Mining Medic
Service Janitor · Bartender · Cook · Botanist · Lawyer
Civilian Assistant · Tourist · Clown · Mime · Artist · Chaplain · Curator · Clerk
Non-Human AI · Cyborg · Positronic Brain · Drone · Personal AI · Construct · Golem · Ghost
Special Centcom Official · Death Squad Officer · Emergency Response Officer · Ian · HONK Squad Officer
Races Humans · Lizardpeople · Plasmaman · Phytosian · Preternis · Mothpeople · Ethereals · Polysmorph · Miscellaneous