Security Officer: Difference between revisions

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|img = SecurityOfficer.png
|img = SecurityOfficer.png
|jobtitle = Security Officer
|jobtitle = Security Officer
|titles=Threat Response Officer, Civilan Protection Officer, Security Cadet, Corporate Marine
|titles=Threat Response Officer, Civilian Protection Officer, Corporate Officer, Peacekeeper
|access = [[Security Office|Security]], [[Brig]], [[Prison_Wing|Holding Cells]], [[Courtroom]], Weapon Permit
|access = [[Security Office|Security]], [[Brig]], [[Prison_Wing|Holding Cells]], [[Courtroom]], Weapon Permit
|additional = [[Maintenance]], [[Morgue]], [[Detective's Office]]
|additional = [[Maintenance]], [[Morgue]], [[Detective's Office]]
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|guides = [[Guide to security]], [[Standard Operating Procedure]], [[Space Law]]
|guides = [[Guide to security]], [[Standard Operating Procedure]], [[Space Law]]
|quote = "Who watches the watchmen?" We do, too. We watch each other.
|quote = "Who watches the watchmen?" We do, too. We watch each other.
}}
|age=18}}




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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]] <font size="3">'''Medbay'''</font>
[[File:Armband_med.png]] <font size="3">'''Medbay'''</font>


'''Department Head:''' [[Chief Medical Officer]]
'''Department Head:''' [[Chief Medical Officer]]
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[[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. Produces a variety of (possibly dangerous) effects when eaten.
==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.
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There may be days when syndicate forces invade the station directly with the intent to use a nuclear device to destroy it entirely. Anyone who isn't crew is to be violently and sufficiently repelled. Detain them when able, confiscate everything, and eliminate them 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.
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 them 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]]===
===[[Game_Modes#Wizard|Wizard: Of Bed-knobs And Broomsticks]]===
When the [[Backstory#Space_Wizard_Federation|Wizard Federation]] has sent a representative, it is not in peace. You are facing no mere mortal. A [[wizard]] is a highly trained killing machine of unknown potential. Your stun baton will be useless. [[Tazer|Find]] [[energy gun|a]] [[laser gun|gun]]. You must keep your wits about you and your bravery steadfast! Stun the wizard, beat him unconscious, remove the clothing that gives him power, and don't stop hitting until his [[brain]] has exited his skull. The only good wizard is a dead wizard.
When the [[Backstory#Space_Wizard_Federation|Wizard Federation]] has sent a representative, it is not in peace. You are facing no mere mortal. A [[wizard]] is a highly trained killing machine of unknown potential. Your stun baton will be useless. [[Disabler|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.
===[[Game_Modes#Gang War|Gangs: Gee, Officer Krupke]]===
===[[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.
When gangs take root on the station, you're in for a violent day. Most gangsters will be more occupied with growing their ranks, defending their turf, and fighting enemy gangsters than with Security; however, it is still your duty to protect the station, keep the peace, and make sure they don't take over the station. Keep an eye out for suspicious behavior. Loyalty implants can deconvert gangsters and will identify gang bosses, but they can be removed or overridden. Trust no one. If a gang manages to put down a Dominator, destroy it.
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<li>You can use a [[screwdriver]] on a [[flashbang]] to swap between three fuse settings: five seconds, three seconds, and Instant. All flashbangs start at five seconds but three seconds is a lot more viable and effective in most cases than the five second fuse.</li>
<li>You can use a [[screwdriver]] on a [[flashbang]] to swap between three fuse settings: five seconds, three seconds, and Instant. All flashbangs start at five seconds but three seconds is a lot more viable and effective in most cases than the five second fuse.</li>
<li>[[Wirecutters|Wire cutters]] can free criminals who are handcuffed with zipties and regular handcuffs can be destroyed if someone uses the Jaws of Life cutting mode upon it.</li>
<li>[[Wirecutters|Wire cutters]] can free criminals who are handcuffed with zipties and regular handcuffs can be destroyed if someone uses the Jaws of Life cutting mode upon it.</li>
<li>After dealing with a criminal who has deployed a type of [[EMP]], make sure to check your [[Clothing and Accessories|Security Radio Headset]], [[Suit sensors]], and gear. Put your headset in your hand and click it to reactivate your channels and left-click your suit and select the "Suit sensors" Tab to turn them back on. Lastly, make sure to drop by Brig and recharge or replace your nonfunctional gear.</li>
<li>After dealing with a criminal who has deployed a type of [[EMP]], make sure to check your [[Clothing and Accessories|Security Radio Headset]], [[Suit sensors]], and gear. Put your headset in your hand and click it to reactivate your channels and right-click your suit and select the "Suit sensors" Tab to turn them back on. Lastly, make sure to drop by Brig and recharge or replace your nonfunctional gear.</li>
<li>Disablers deal thirty-four holodamage, take three hits to do anything more than slow down, and can be reflected. However, they paralyze [[Hulk|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. Disablers are nice to have as a sidearm, or if you want to pass out guns. They get twenty shots in total.</li>
<li>Disablers deal thirty holodamage, take three hits to do anything more than slow down, 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. Disablers are nice to have as a sidearm, or if you want to pass out guns. They get twenty shots in total.</li>
<li>Filling half of the [[Pepperspray|pepper spray]] with wielding fuel and having a [[Zippo lighter|zippo]] in your pocket is a pretty flammable thing. It gives a lot of grief to [[Xenos]], if they are horribly [[Robust|unrobust]].</li>
<li>Filling half of the [[Pepperspray|pepper spray]] with welding fuel and having a [[Zippo lighter|zippo]] in your pocket is a pretty flammable thing. It gives a lot of grief to [[Xenos]], if they are horribly [[Robust|unrobust]].</li>
<li>EMP'ed [[Stun Baton|stun batons]] only lose 10% charge, can be a life saver (not that you get EMP'ed often).</li>
<li>EMP'ed [[Stun Baton|stun batons]] only lose 10% charge, can be a life saver (not that you get EMP'ed often).</li>
<li>[[Riot Shields|Riot shields]] have a good chance to block melee attacks, even hugs. In addition, Riot Shields completely protect against [[Xeno]] jump attacks and can block their disarming. If you are fighting them, bring a Riot Shield.</li>
<li>[[Riot Shields|Riot shields]] have a good chance to block melee attacks, even hugs. In addition, Riot Shields completely protect against [[Xeno]] jump attacks and can block their disarming. If you are fighting them, bring a Riot Shield.</li>
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<div class="mw-customtoggle-myList3"><div style="font-weight:bold;line-height:1.6;">Security Fortification and Structures</div><div style="line-height:1.6;color:darkblue">[Toggle List]</div></div>
<div class="mw-customtoggle-myList3"><div style="font-weight:bold;line-height:1.6;">Security Fortification and Structures</div><div style="line-height:1.6;color:darkblue">[Toggle List]</div></div>
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<ul class="mw-collapsible mw-collapsed" id="mw-customcollapsible-myList3">
<li>Did the [[Warden]] put an air-lock brace in a bad spot and not know how to bring it down? Get a [[screwdriver]] and a [[wrench]]. Open it up with the screwdriver, then use the wrench and it will pop off and can be placed somewhere less obstructive.</li>
<li>Did the [[Warden]] put an airlock brace in a bad spot and not know how to bring it down? Either use an [[Identification Card|ID card]] with security access on it or use a [[screwdriver]] and then a [[wrench]] on it. It will pop off and afterwards be able to be placed somewhere less obstructive. You may only remove an airlock brace from the side on which it was placed on.</li>
<li>You can move [[Security Items|Rechargers]] by wrenching them and dragging them behind you and wrenching them back down to work again.</li>
<li>You can move [[Security Items|Rechargers]] by wrenching them and dragging them behind you and wrenching them back down to work again.</li>
<li>The Smoke Machine located in the room behind the warden's office can pump out chemical deterrents into the air when wrenched. It is very vital in the dire moments of a brig siege.</li>
<li>The Smoke Machine located in the room behind the warden's office can pump out chemical deterrents into the air when wrenched. It is very vital in the dire moments of a brig siege.</li>
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*You can set Officer Beepsky to arrest people (except heads and security staff) who are holding weapons.
*You can set Officer Beepsky to arrest people (except heads and security staff) who are holding weapons.
*If Beepsky is destroyed, you can always take its parts to a roboticist who can rebuild another one.
*If Beepsky is destroyed, you can always take its parts to a roboticist who can rebuild another one.
*Robotics can create two types of Beepsky if you supply and condone it, being General Beepsky and [[ED-209]]. General Beepsky is a reference to General Grievous from Star Wars, who wields four lightsabers. It will mercilessly track and kill any criminal while being able to block projectiles. [[ED-209]] is a direct upgrade to Beepsky that can now shoot [[disabler]] shots and looks cooler. Be warned that if these units are [[Emag|emagged]], they will do a lot more harm than good to anyone.
*Robotics can create two types of Beepsky if you supply and condone it, being General Beepsky and [[ED-209]]. General Beepsky is a reference to General Grievous from Star Wars, who wields four lightsabers. It will mercilessly track and kill any criminal while being able to block projectiles. [[ED-209]] is a direct upgrade to Beepsky that can now shoot [[Security Items#DRAGnet|DRAGnet]] projectiles and looks cooler. Be warned that if these units are [[Emag|emagged]], they will do a lot more harm than good to anyone.
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*If you are cloned, you lose your loyalty implant and must report to [[Head of Security|HoS]] or [[Warden]] for a new one immediately.
*If you are cloned, you lose your loyalty implant and must report to [[Head of Security|HoS]] or [[Warden]] for a new one immediately.
*Mind shields provided by nanites do not work the same as the ones in your armory and can not deconvert crew but do prevent any attempts of conversion and brainwash.
*Mind shields provided by nanites do not work the same as the ones in your armory and can not deconvert crew but do prevent any attempts of conversion and brainwash.
*Mind shields undo the effects of brainwash surgery even after the commands have already been given.
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