|Disclaimer: This page cannot be used as an argument for in game actions.|
|Alternative Titles: Threat Response Officer, Civilian Protection Officer, Security Cadet, Corporate Officer|
Access: Security, Brig, Holding Cells, Courtroom, Weapon Permit
Additional Access: Maintenance, Morgue, Detective's Office
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: Follow Space Law.
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
- Learn your surroundings.
- Equip yourself appropriately.
- Learn what to do when an emergency is called out and you're needed.
- Go patrolling and keep your eyes and ears open.
Know Your Place
Well, this page is designed to turn you from an 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 trespassers 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 the station and you'll be the best officer there can be.
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 color-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.
Department Head: Chief Medical Officer
Additional Access: Medical
Radio Key: .m
Department Head: Research Director
Additional Access: Science
Radio Key: .n
Department Head: Chief Engineer
Additional Access: Construction Area, Engineering
Radio Key: .e
Additional Access: Cargo Office, Mining
Radio Key: .u
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.
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.
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 get more from the SecTech in the equipment room. If there is a severe shortage of donuts, you can always get the Chef to make you more. There are four types of donuts.
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.
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.
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.
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.
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.
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.
- Hold handcuffs and click on a pair of orange shoes (standard prisoner issue). Result: Leg cuffs!
- When dealing with Xeno threats, always wear a Riot Helmet. This will prevent Face huggers from pouncing on your head and making you just another victim. Additionally, Disablers have no effect on Xenos, while energy guns in lethal mode are devastating to them, as is any heat or fire.
- Your jackboots can hide small useful tools like screwdrivers or knives!
- Both your disablers and your helmet can be equipped with flashlights. This is also true for both basic and advanced energy weapons. A good way to make those maintenance patrols a little less terrifying.
- 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.
- 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.
- After dealing with a criminal who has deployed a type of EMP, make sure to check your 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.
- Disablers deal thirty-four 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.
- Filling half of the pepper spray with wielding fuel and having a zippo in your pocket is a pretty flammable thing. It gives a lot of grief to Xenos, if they are horribly unrobust.
- EMP'ed stun batons only lose 10% charge, can be a life saver (not that you get EMP'ed often).
- 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.
- The Riot Suit gives you excellent protection against melee attacks at the cost of defense from bullets and lasers. The Reflective is the same, except for lasers. The bulletproof armor is the same as the other two but protects against bullets.
- Armor is a lifesaver, even the base officer's armor, along with your regular sec issued shirt, which also gives amour.
- 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 reasons why they're wanted by clicking the "add crime" link.
- If you're wearing sunglasses of any type along with your standard-issue bowman headset, you will not be stunned by flashbangs at all.
- Always bring and wear your Hudglasses. These help you mark criminals, update records, and add notes, along with giving you valuable protection. Without them, any smuck will be able to decapitate you within seconds with a simple flash.
- 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 then get a picture of a suspect for your wanted papers.
- The Security Records Console is the backbone of security management. With this, you can keep track of criminals, what crimes they have already committed, set people to various different statuses, and give detailed notes.
Always put a note on why someone is set to be arrested!It also comes with a fingerprint database for Detectives, along with the ability to delete deceased crew members' security records.
- The Prisoner Management Console is used for locating persons implanted with a tracking implant. Shows location and an option to send a message straight into their minds. It is also used to give Prisoner IDs goals in the Labor Camp, to buy their freedom. You can also use it to track the number of points the prisoner has collected.
- Prisonner Shuttle Console/Labor Shuttle Console controls the Gulag Shuttle.
- Security Camera Consoles can track borgs, AI shells, and the body cameras of officers who have one on the same channel.
- 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.
- You can move Rechargers by wrenching them and dragging them behind you and wrenching them back down to work again.
- 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.
- Portable Flash located further in the armory can be wrenched into place and will flash and blind anyone who runs past them. It is useless against people who have flash protection and does not activate when people are walking and requires a new flash when the one inside burns out from extensive use. It requires a screwdriver and a new working flash to do this.
- Barrier grenades can be deployed to prevent entry in an instant. Ask the Warden for these if they haven't already put them in the brig somewhere.
- As a Security Officer, when you see someone set to be arrested, kindly 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 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.
- Alt-clicking bags and boxes allow you to see their contents without having to take everything out of the bag one at a time, which can greatly speed up the search process.
- Examining a shell casing tells you what kind of ammo it is.
- Mesons goggles can detect bombs and hidden passageways, while a T-Ray Scanner can help you spot smuggler bags under the floor tiles. Use a crowbar to unveil these when found.
- When you are searching for someone, make sure to check their pockets and hands by dragging their sprite onto yours.
- Always check the Janitor's trash bag and the Chaplain’s bible. Don't forget that boots can hide contraband as well.
- When Beepsky is chasing down a suspect, he may open doors that aren't supposed to be opened. While in chase mode, he will also knock down those who get in the way of his path of justice.
- 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 for arrest. Beepsky will ensure you never get robusted again.
- 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.
- 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 emagged, they will do a lot more harm than good to anyone.
- Pair cybernetic shielded eyes from robotics with security night-vision goggles and now you can see in the dark and see HUD status while still keeping your eye protection.
- Gygax set to harm intent results in a KO punch. A Gygax can overload in order to go at wall-shattering speeds, so it can retreat at the cost of some damage or smash through an entire Cult base.
- Once you have a combat mech, the only two things that can stop you are 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.
- You can retrieve the brain from an MMI by deconstructing it with tools or blowing up the borg via a borg control console, which requires RD or Captains Access.
- Mind shield implants prevent someone from being converted and can deconvert people who have fallen into the grasp of certain antags. They will be your indicator of friend and foe when the station is in complete chaos. While they can do these things, mind shields don't work against certain evils and require more specific procedures.
- Security officers, Warden, Detective, HoS, and Captain are all forced to start with mind shields.
- If you are cloned, you lose your loyalty implant and must report to 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 undo the effects of brainwash surgery even after the commands have already been given.