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(Depreciating the Rules page) |
m (Rename loyalty implants to mindshield implants, adda mention of syndicate assault borgs immunity to flashes and the sechailer in the gasmasks) |
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|image=[[File:Generic_hos.png|80px|right]] | |image=[[File:Generic_hos.png|80px|right]] | ||
}} | }} | ||
==Preface== | ==Preface== | ||
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 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: | ||
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*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. | *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. | *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. | ||
==Security Equipment== | ==Security Equipment== | ||
Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, | Being well geared up can easily make the difference between the outcome of a tight situation. The next steps will show you one way to equip yourself, but you may wear your gear however you'd like. | ||
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. | ||
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** [[File:Pepperspray.png]] A [[Pepperspray]]. | ** [[File:Pepperspray.png]] A [[Pepperspray]]. | ||
** [[File:Handcuffs.png]] One pair of [[Handcuffs]]. Get an extra pair from the [[SecTech]] vending machine and pocket them. | ** [[File:Handcuffs.png]] One pair of [[Handcuffs]]. Get an extra pair from the [[SecTech]] vending machine and pocket them. | ||
Alternatives are endless! Check the [[SecTech]] vending machine for more gear options. | Alternatives are endless! Check the [[SecTech]] vending machine for more gear options. | ||
Also 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]]. | Also 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]]. | ||
===Security Robots=== | ===Security Robots=== | ||
* Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you're in a tight spot, you can call Beepsky to you by using your PDA. | * Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you're in a tight spot, you can call Beepsky to you by using your PDA. | ||
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* Don't kill silicons for trying to stop you from executing someone. It's ''typically'' required of them by their [[AI_modules|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 ''typically'' required of them by their [[AI_modules|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. | ||
==Doing Your Job== | ==Doing Your Job== | ||
===[[Chain_of_Command|Who Orders Who]]=== | ===[[Chain_of_Command|Who Orders Who]]=== | ||
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* 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. | ||
===[[File:Lawbook.png]] [[Space Law|Law]]=== | ===[[File:Lawbook.png]] [[Space Law|Law]]=== | ||
'''[[Space Law]] is part of Yogstation's [https://forums.yogstation.net/help/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 [https://forums.yogstation.net/help/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). | ||
===Standard Operating Procedures=== | ===Standard Operating Procedures=== | ||
The [[Standard_Operating_Procedure|Standard Operating Procedures]] are a guideline for how to behave in different alert levels. In summary: | The [[Standard_Operating_Procedure|Standard Operating Procedures]] are a guideline for how to behave in different alert levels. In summary: | ||
* The higher the alert level is, the more aggressive security should be. | * The higher the alert level is, the more aggressive security should be. | ||
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* Communicate with your team, ask the HoS for orders, respond to calls for help, don't just sit in your office being useless! | * Communicate with your team, ask the HoS for orders, respond to calls for help, don't just sit in your office being useless! | ||
===Demotions=== | ===Demotions=== | ||
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a [[Head of Staff]] will request your assistance in demoting one of their subordinates. | Insubordination and dereliction of duty are crimes under Space Law, so occasionally a [[Head of Staff]] will request your assistance in demoting one of their subordinates. | ||
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** Bring their ID to the [[Head_of_Personnel|HOP]], and have the HOP reassign them. If the HOP is absent, the heads of staff can change ID access within their departments. | ** Bring their ID to the [[Head_of_Personnel|HOP]], and have the HOP reassign them. If the HOP is absent, the heads of staff can change ID access within their departments. | ||
** Return confiscated items to the head they belong to at your earliest convenience. | ** Return confiscated items to the head they belong to at your earliest convenience. | ||
===The Brig / Punishments=== | ===The Brig / Punishments=== | ||
[[File:Thebrig.png|450px|thumb|The [[Brig]]]] | [[File:Thebrig.png|450px|thumb|The [[Brig]]]] | ||
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*Beat the prisoner unless they are actively resisting arrest | *Beat the prisoner unless they are actively resisting arrest | ||
*Give them a ten minute sentence | *Give them a ten minute sentence | ||
'''The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.''' | '''The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.''' | ||
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*Let a lynch mob harm your prisoner | *Let a lynch mob harm your prisoner | ||
*Refuse their request to speak with legal counsel | *Refuse their request to speak with legal counsel | ||
'''An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the librarian. She is subsequently arrested and hauled into the brig.''' | '''An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the librarian. She is subsequently arrested and hauled into the brig.''' | ||
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*Talk about executing them or otherwise harming them. Your silicon friends won't take kindly to that. | *Talk about executing them or otherwise harming them. Your silicon friends won't take kindly to that. | ||
*Refuse to negotiate. There are an infinite number of options besides tossing someone in perma or executing them. | *Refuse to negotiate. There are an infinite number of options besides tossing someone in perma or executing them. | ||
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be [[revolution|busting heads]] infrequently. | To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be [[revolution|busting heads]] infrequently. | ||
===Permabrigging/ Permanent Labor Camp=== | ===Permabrigging/ Permanent Labor Camp=== | ||
Captain, Acting Captain, Head of Security, or Warden permission is required to permanently incarcerate | Captain, Acting Captain, Head of Security, or Warden permission is required to permanently incarcerate someone. Permanent incarceration is ''typically'' reserved for [[Space_Law#Capital_Crimes|capital offences.]] The [[Warden]] will handle this punishment, in most scenarios. | ||
Consider the crimes committed. Just because you ''can'' toss them in permabrig, doesn't mean you ''should''. Did they hurt others, or did they commit a [[Space_Law#Petty_Crimes|victimless crime?]] Is this their first offense, or are they a [[Clown|repeat offender]]? | Consider the crimes committed. Just because you ''can'' toss them in permabrig, doesn't mean you ''should''. Did they hurt others, or did they commit a [[Space_Law#Petty_Crimes|victimless crime?]] Is this their first offense, or are they a [[Clown|repeat offender]]? | ||
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Permanent stays at the [[Labor_Camp|gulag]] are almost identical to [[Labor_Camp#Prisoner_Processing|non-permanent stays]]. For a permanent stay, do not set a limit on the prisoner ID. | Permanent stays at the [[Labor_Camp|gulag]] are almost identical to [[Labor_Camp#Prisoner_Processing|non-permanent stays]]. For a permanent stay, do not set a limit on the prisoner ID. | ||
===Lethal Force / Executions / Forced Cyborgization=== | ===Lethal Force / Executions / Forced Cyborgization=== | ||
[[File:Prison-wing.png|450px|thumb|The [[Prison Wing]]]] | [[File:Prison-wing.png|450px|thumb|The [[Prison Wing]]]] | ||
Executions or [[Cyborg|borgings]] are also an acceptable response to [[Space_Law#Capital_Crimes|capital offenses]]. However, unlike other capital offense punishments, '''executions and forced cyborgization must always be approved by the [[Captain]].''' | Executions or [[Cyborg|borgings]] are also an acceptable response to [[Space_Law#Capital_Crimes|capital offenses]]. However, unlike other capital offense punishments, '''executions and forced cyborgization must always be approved by the [[Captain]].''' | ||
* If the captain is not available, the acting captain should authorize the execution or borging. | * If the captain is not available, the acting captain should authorize the execution or borging. | ||
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*In order to [[Cyborg|borg]] someone, you'll need to have the [[Surgery#Organ_Manipulation|brain removed]], and placed in an [[Research_items#MMI|MMI]]. You ''can'' do this yourself, but it's better to have a [[Roboticist|roboticist]] do it. | *In order to [[Cyborg|borg]] someone, you'll need to have the [[Surgery#Organ_Manipulation|brain removed]], and placed in an [[Research_items#MMI|MMI]]. You ''can'' do this yourself, but it's better to have a [[Roboticist|roboticist]] do it. | ||
In situations where bureaucracy is not an option, lethal force may be in order. | In situations where bureaucracy is not an option, lethal force may be in order. | ||
* If something poses a constant threat, you are free to use lethal force. This includes [[Critters#Hostile|dangerous nonhuman creatures]], [[Changeling|changelings]], [[Nuclear_Operative|nuclear operatives]], [[Blood_Cult|cultists]], and [[Wizard|wizards]]. | * If something poses a constant threat, you are free to use lethal force. This includes [[Critters#Hostile|dangerous nonhuman creatures]], [[Changeling|changelings]], [[Nuclear_Operative|nuclear operatives]], [[Blood_Cult|cultists]], and [[Wizard|wizards]]. | ||
* If someone is shooting at you with lethal weaponry you are free to respond in kind. | * If someone is shooting at you with lethal weaponry you are free to respond in kind. | ||
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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=== | ===Evacuation=== | ||
So the escape shuttle has been called! Your job will be to ensure that everyone proceeds on the shuttle in an orderly fashion. | So the escape shuttle has been called! Your job will be to 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 | 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== | ||
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 prepare yourself to your best ability 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 prepare yourself to your best ability 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. | ||
===[[File:Assistant.png|32px]] Troublemakers / Greytiders=== | ===[[File:Assistant.png|32px]] Troublemakers / Greytiders=== | ||
Single offenders can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A "three-strikes" rule is the generally accepted standard. In general forcing them to be productive (hard labor in the gulag) is far worse for them than hanging out in a cell. | Single offenders can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A "three-strikes" rule is the generally accepted standard. In general forcing them to be productive (hard labor in the gulag) is far worse for them than hanging out in a cell. | ||
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A persistent greytider should be [[adminhelp|adminhelped]] once all possible [[IC]] solutions have been evaluated. | A persistent greytider should be [[adminhelp|adminhelped]] once all possible [[IC]] solutions have been evaluated. | ||
===[[File:Sword.gif]] Traitors=== | ===[[File:Sword.gif]] 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. You should generally offer the chance for a perp to surrender before engaging, unless they are actively hostile. In the case of overt traitors however you will need to respond with a proportionate level of force. | [[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. You should generally offer the chance for a perp to surrender before engaging, unless they are actively hostile. In the case of overt traitors however you will need to respond with a proportionate level of force. | ||
* '''Improvised Weapons''': Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you. | * '''Improvised Weapons''': Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you. | ||
* '''Stolen Station Weapons''': Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched. | * '''Stolen Station Weapons''': Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched. | ||
* '''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 | * '''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 will prove ineffective. Flashbangs, stunbatons or the [[Detective|Detective's]] revolver will be suitable (just be sure the detective doesn't kill the suspect). | ||
===[[File:Changeling.gif]] Changelings=== | ===[[File:Changeling.gif]] 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 usually only as powerful as the job they have access to, although rarely you will encounter one with bio-organic armor, a shield that stops ranged tasers in their tracks, and an incredibly deadly arm blade. Don't underestimate them under any circumstances! | [[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 usually only as powerful as the job they have access to, although rarely you will encounter one with bio-organic armor, a shield that stops ranged tasers in their tracks, and an incredibly deadly arm blade. Don't underestimate them under any circumstances! | ||
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 | 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 Mindshield 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 almost certainly Changeling. | ||
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. | ||
===[[File:Generic_nukesyndie.png]] Nuclear Operatives=== | ===[[File:Generic_nukesyndie.png]] Nuclear Operatives=== | ||
A five-man team of operatives that are tasked with assaulting your station, stealing the Nuclear Authentication Disk, and destroying the station via a thermonuclear device. You must make every effort to stop them. | A five-man team of operatives that are tasked with assaulting your station, stealing the Nuclear Authentication Disk, and destroying the station via a thermonuclear device. You must make every effort to stop them. | ||
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The [[Nuke ops|Nuke Ops]] are equipped with a deadly array of weapons and devices that are better than yours in every regard. Guns that can knock you down and kill you with a few rounds. Assault mechs and cyborgs that can tear a hole into wherever they goddamn please. Hardsuits that offer protections from the hazards of space and energy weapons. This is a team of five (or maybe more!) hardass sons of bitches who won't go down without a fight, and they'll probably explode if you manage to take em down. Proceed with caution. | The [[Nuke ops|Nuke Ops]] are equipped with a deadly array of weapons and devices that are better than yours in every regard. Guns that can knock you down and kill you with a few rounds. Assault mechs and cyborgs that can tear a hole into wherever they goddamn please. Hardsuits that offer protections from the hazards of space and energy weapons. This is a team of five (or maybe more!) hardass sons of bitches who won't go down without a fight, and they'll probably explode if you manage to take em down. Proceed with caution. | ||
Upon the confirmation of Nuclear Operatives, get the Warden/HoS to open the armory and distribute weapons. At the same time, confirm the location of the nuke disk, which should hopefully be on the Captain, and ensure that it stays as far away from the ops as possible. From this point you should prioritize protecting the disk at all costs. Consider asking for a bulletproof vest and helmet: since nuke ops often use bullets, and that armor blocks | Upon the confirmation of Nuclear Operatives, get the Warden/HoS to open the armory and distribute weapons. At the same time, confirm the location of the nuke disk, which should hopefully be on the Captain, and ensure that it stays as far away from the ops as possible. From this point you should prioritize protecting the disk at all costs. Consider asking for a bulletproof vest and helmet: since nuke ops often use bullets, and that armor blocks 60% of bullet damage to the chest and head, they can be very helpful. If the AI is still alive at this point, make sure it's called the shuttle. | ||
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. If you down an op, attempt to strip as much of its gear as you can before the op triggers their explosive implant. Remember that so long as the disk is with you, you only need to set up positions of defense, so don't give up that advantage until you have to. | 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. If you down an op, attempt to strip as much of its gear as you can before the op triggers their explosive implant. Remember that so long as the disk is with you, you only need to set up positions of defense, so don't give up that advantage until you have to. | ||
If you encounter a Mech, fall back and regroup. The only way to take down a mech is with concentrated firepower or an ion weapon (like the ion rifle in the [[armory]]). | If you encounter a Mech, fall back and regroup. The only way to take down a mech is with concentrated firepower or an ion weapon (like the ion rifle in the [[armory]]). | ||
The Syndicate | The Syndicate Cyborgs, like regular cyborgs, are immune to stun weaponry and in the case of the Assault Cyborg even to flashes and flashbangs. Your best bet for countering one of these is to flash it with your flash or a flashbang and then go to town on it with your stun baton or another weapon. | ||
'''Securing the Disk is your number-one priority.''' Keep the disk bearer alive at all costs and protect it. If you have a choice between killing an operative and saving the disk, '''save the disk'''! If you lose the disk, quickly secure EVA gear and scour the exterior of the station to find the Ops. If you are lucky you can catch them trying to arm the nuke. A [[pinpointer]] helps greatly in this situation. | '''Securing the Disk is your number-one priority.''' Keep the disk bearer alive at all costs and protect it. If you have a choice between killing an operative and saving the disk, '''save the disk'''! If you lose the disk, quickly secure EVA gear and scour the exterior of the station to find the Ops. If you are lucky you can catch them trying to arm the nuke. A [[pinpointer]] helps greatly in this situation. | ||
===[[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. | ||
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. | ||
===[[File:Rev.png]] Revolutionaries=== | ===[[File:Rev.png]] Revolutionaries=== | ||
Sometimes, a few 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. | Sometimes, a few 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. 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 | When you subdue a Revolutionary, you should either take them to the brig and arrange them to be mindshielded, this will remove their Rev-status and guarantee their allegiance to security and the command staff and prevent them from being converted again. If you cannot get access to a mindshield 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 mindshield implants for security and a source of weapons for the Revolutionaries. | |||
===[[File:Cult.png]] Cultists=== | ===[[File:Cult.png]] 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. | ||
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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. | 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 limited. Unlike Revs, | When you capture a Cultist, your options are limited. Unlike Revs, mindshield implants do not revert their Cult-status, only prevent non-cultists being converted. As such, you only have four viable options, each with their own disadvantages. | ||
* '''Deconversion''': You should be aiming to deconvert all captured cultists, however at times this may not be viable (Usually during a shortage of Holy Water). Deconverting a cultist requires you to force feed them 35 units of holy water and waiting for about two minutes. You should secure the cultist in the Insane Ward (Below the Perma Brig) in a straightjacket to prevent them from being teleported out. | * '''Deconversion''': You should be aiming to deconvert all captured cultists, however at times this may not be viable (Usually during a shortage of Holy Water). Deconverting a cultist requires you to force feed them 35 units of holy water and waiting for about two minutes. You should secure the cultist in the Insane Ward (Below the Perma Brig) in a straightjacket to prevent them from being teleported out. | ||
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* '''Execution''': A controversial approach both ingame and outgame. This removes the Cultist permanently and removes the threat, it is quick and easy without any unneeded effort on your part. However if the AI and borgs witness or find evidence of this, the AI will be obligated shut you down to prevent further human harm. Also admins have mixed views on executions currently, try and get the authorization of the Captain and/or HoS before executing to avoid any complications. Do note that if your being swarmed by a group of cultist's you are free to use lethal force to defend yourself. | * '''Execution''': A controversial approach both ingame and outgame. This removes the Cultist permanently and removes the threat, it is quick and easy without any unneeded effort on your part. However if the AI and borgs witness or find evidence of this, the AI will be obligated shut you down to prevent further human harm. Also admins have mixed views on executions currently, try and get the authorization of the Captain and/or HoS before executing to avoid any complications. Do note that if your being swarmed by a group of cultist's you are free to use lethal force to defend yourself. | ||
==Security Controlled Locations== | ==Security Controlled Locations== | ||
[[File:SecHq.png|thumb|450px|right|The [[Security Office]]]] | [[File:SecHq.png|thumb|450px|right|The [[Security Office]]]] | ||
'''[[Brig|The Brig]]:''' The Warden runs this. If you're in here, the [[Armory]] or [[Security Office|any other part of the security sector]] he has authority over you. The Brig itself has cells and cell timers. | '''[[Brig|The Brig]]:''' The Warden runs this. If you're in here, the [[Armory]] or [[Security Office|any other part of the security sector]] he has authority over you. The Brig itself has cells and cell timers. | ||
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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. | ||
==Tips== | ==Tips== | ||
*'''Don't run around with your disabler 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 disabler 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! | ||
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* 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. | * 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.]] | * Donuts are [[Security_Officer#Donuts|good for you.]] | ||
==Key Points== | ==Key Points== | ||
* Ask first, stun second. | * Ask first, stun second. Your gasmask as an inbuilt sechailer if you don't want to get jumped while you type. | ||
* Space Law is <s>a suggestion</s> '''[[Space_Law|The Law]]''' and you need to adhere to the rules set fourth within it. | * Space Law is <s>a suggestion</s> '''[[Space_Law|The Law]]''' and you need to adhere to the rules set fourth within it. | ||
* Being unnecessarily harsh is generally frowned upon, even if it's in Space Law. | * Being unnecessarily harsh is generally frowned upon, even if it's in Space Law. | ||
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* 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 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 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. | ||
[[Category:Guides]] | [[Category:Guides]] |
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