Head of Security: Difference between revisions
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As head of [[security|Security]], it is your responsibility to watch over the [[Brig]], [[Bridge]], and [[Courtroom]] areas and to make sure Security Officers [[shitcurity|don't ruin everything]]. Your job isn't to hunt people down, unless it's an urgent matter in one of the many places your normal security officers can't get into, so you can usually just sit in your office and let the [[Roboticist#Securitron|securitrons]] and redshirts do it for you. You have more access to the station than anyone else in security, but less than the other heads. Try not to depend on it. | As head of [[security|Security]], it is your responsibility to watch over the [[Brig]], [[Bridge]], and [[Courtroom]] areas and to make sure Security Officers [[shitcurity|don't ruin everything]]. Your job isn't to hunt people down, unless it's an urgent matter in one of the many places your normal security officers can't get into, so you can usually just sit in your office and let the [[Roboticist#Securitron|securitrons]] and redshirts do it for you. You have more access to the station than anyone else in security, but less than the other heads. Try not to depend on it. | ||
'''Bare minimum requirements:''' Try to keep your team working together, communicating, concentrating on the bigger fish rather than small leeches and not devolve into shitcurity. | '''Bare minimum requirements:''' Try to keep your team alive, working together, communicating, concentrating on the bigger fish rather than small leeches and not devolve into shitcurity. | ||
== Your Authority == | == Your Authority == | ||
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* [[Warden|The Warden]]. This is a special security officer who acts as the Brig's watchdog. Make sure he doesn't set and/or support shitty brig times and that he doesn't leave the Brig while prisoners are present. He is next in the line of succession if you get bumped off, and your most senior lieutenant. | * [[Warden|The Warden]]. This is a special security officer who acts as the Brig's watchdog. Make sure he doesn't set and/or support shitty brig times and that he doesn't leave the Brig while prisoners are present. He is next in the line of succession if you get bumped off, and your most senior lieutenant. | ||
* [[Detective|The Detective]]. You won't need to worry about this guy too much, just let him do his thing. He's used to operating with a fair degree of autonomy from Sec. Just remember to call him a loose cannon from time to time and be ready to send in the redshirts should he uncover something big. | * [[Detective|The Detective]]. You won't need to worry about this guy too much, just let him do his thing. He's used to operating with a fair degree of autonomy from Sec. Just remember to call him a loose cannon from time to time and be ready to send in the redshirts should he uncover something big. | ||
* [[Lawyer|The Lawyer]], whose job is to watch you and try to cite you for violating a guideline. Expect nothing but trouble from them - Your authority over them is questionable, although you are completely within your rights | * [[Lawyer|The Lawyer]], whose job is to watch you and try to cite you for violating a guideline. Expect nothing but trouble from them - Your authority over them is questionable, although you are completely within your rights to remove their Security radio access if it becomes an issue. | ||
==Assignments== | ==Assignments== | ||
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Your office is in the [[Security Office]]. It holds several weapons, devices, a [[recharger]], and both types of security terminals. | Your office is in the [[Security Office]]. It holds several weapons, devices, a [[recharger]], and both types of security terminals. | ||
Contents of the office include an [[energy gun]], a [[stun baton]], a [[Security_items#Riot_Shield|riot shield]], [[loyalty implant]]s, and a stylish alt outfit to wear. As well as a host of | Contents of the office include an [[energy gun]], a [[stun baton]], a [[Security_items#Riot_Shield|riot shield]], [[loyalty implant]]s, and a stylish alt outfit to wear. As well as a host of miscellaneous materials ranging from loud speakers to remote door controls, depending on how generous central command is. | ||
== The [[Brig]] == | == The [[Brig]] == | ||
The holding area for prisoners. Security personnel, [[Heads of Staff]], and the Lawyer have access to the hallway, but only Security personnel can use the cell controls. It's still possible for normal crewmembers to view the cells through the windows behind them. As the windows are electrified, though, they're not a valid means of entry unless the person happens to have insulated gloves. | The holding area for prisoners. Security personnel, [[Heads of Staff]], and the Lawyer have access to the hallway, but only Security personnel can use the cell controls. It's still possible for normal crewmembers to view the cells through the windows behind them. As the windows are electrified, though, they're not a valid means of entry unless the person happens to have insulated gloves. | ||
Prisoners try to flee all the time, so do something about the doors (portable flasher), or handcuff them to the bed as you investigate their items (make sure to release them if they aren't super dangerous). And '''SET A GOD DAMN TIME TO THE TIMER''' | Prisoners try to flee all the time, so do something about the doors (portable flasher), or handcuff them to the bed as you investigate their items (make sure to release them if they aren't super dangerous). And '''SET A GOD DAMN TIME TO THE TIMER''' -- it won't lock the door unless you do this. Remember that [[Station Engineer|some]] [[Quartermaster|prisoners]] may have a toolbelt or insulated gloves, thus a means to escape if left unsupervised. Remember to remove possible weapons, unless you want [[robust|a]] [[Handcuffs|nasty]] [[Stun Baton|surprise]], but you already knew that, [[Shitcurity|right?]] | ||
In the event that a prisoner has been deemed too dangerous to release, they can either be executed or, if you aren't <strike>a barbarian</strike> a true manly HoS, taken to the [[Prison Wing]]. The prison wing is located to the upper left of the Warden's Office. It can comfortably hold just as many prisoners as the normal brig, but it has real airlocks to block the cells and the entire wing can be locked down with impenetrable security shutters. It also has no automatic timer, so don't put someone in a permanent cell without a very good reason. If you wish to execute someone the humane way, you can also use the <s>lethal injection</s> prisoner transfer chamber located to the left of the prison wing. If you do go this route make sure you keep it reasonably a secret from any Asimov silicons, i.e. don't talk about execution over security radio. | In the event that a prisoner has been deemed too dangerous to release, they can either be executed or, if you aren't <strike>a barbarian</strike> a true manly HoS, taken to the [[Prison Wing]]. The prison wing is located to the upper left of the Warden's Office. It can comfortably hold just as many prisoners as the normal brig, but it has real airlocks to block the cells and the entire wing can be locked down with impenetrable security shutters. It also has no automatic timer, so don't put someone in a permanent cell without a very good reason. If you wish to execute someone the humane way, you can also use the <s>lethal injection</s> prisoner transfer chamber located to the left of the prison wing. If you do go this route make sure you keep it reasonably a secret from any Asimov silicons, i.e. don't talk about execution over security radio. | ||
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With your access to the Bridge ID Console, you can give people security access. A box of armbands in your office can also be used as a badge for those who you have deputized. Hand them some gear and cuffs, give them a briefing of what you expect from them, consider [[loyalty implant]]ing them, and set them loose on the station. | With your access to the Bridge ID Console, you can give people security access. A box of armbands in your office can also be used as a badge for those who you have deputized. Hand them some gear and cuffs, give them a briefing of what you expect from them, consider [[loyalty implant]]ing them, and set them loose on the station. | ||
By deputizing a crewman, you are authorizing them to act as a member of security. Although you run the risk of deputizing those who are inexperienced or | By deputizing a crewman, you are authorizing them to act as a member of security. Although you run the risk of deputizing those who are inexperienced or downright treasonous, they can prove to be a valuable asset in extraordinary circumstances. | ||
== Day to Day == | == Day to Day == | ||
You'll be dealing with the possibility of several different types of threats to the station on a round-to-round basis. It's generally a good idea to be alert and ready to call out exactly what the flavor of the shift is as soon as you can confirm it, so that your officers can be informed in their decisions from that point on. Knowing how to deal with everything that can be thrown at you is crucial to working well as the Head of Security, and while this guide provides a good start, experience is the greatest teacher. | You'll be dealing with the possibility of several different types of threats to the station on a round-to-round basis. It's generally a good idea to be alert and ready to call out exactly what the flavor of the shift is as soon as you can confirm it, so that your officers can be informed in their decisions from that point on. Knowing how to deal with everything that can be thrown at you is crucial to working well as the Head of Security, and while this guide provides a good start, experience is the greatest teacher. | ||
You have basic departmental access, which means you can easily get into Engineering, Science, Medbay, and Cargo and <s>help yourself to choice goodies</s> investigate crime. | |||
== Shut it down == | == Shut it down == | ||
If the situation on the station is spiraling out of control, and your control of the brig is in question, you can attempt to lock down the brig to hostile forces. Within the Warden's Office, and your Office, are controls that allow you to lock down the brig, these will activate massive blast doors that can | If the situation on the station is spiraling out of control, and your control of the brig is in question, you can attempt to lock down the brig to hostile forces. Within the Warden's Office, and your Office, are controls that allow you to lock down the brig, these will activate massive blast doors that can selectively seal off the brig, making it significantly harder for anyone to get into the brig, and more predictable. You can then use security barricades to seal off entrances. | ||
=== Riot Control === | === Riot Control === | ||
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=== Being Nuclear/Wild === | === Being Nuclear/Wild === | ||
Red hardsuits, dead AIs, telecomms explosions, oh my! Nuclear Emergencies are perhaps some of the most individually demanding rounds for a Head of Security, requiring a large deal of knowledge and raw robusting skill to overcome the terrorist strike team aboard the station. The premise is simple: There is a fukken disk, and you need to | Red hardsuits, dead AIs, telecomms explosions, oh my! Nuclear Emergencies are perhaps some of the most individually demanding rounds for a Head of Security, requiring a large deal of knowledge and raw robusting skill to overcome the terrorist strike team aboard the station. The premise is simple: There is a fukken disk, and you need to keep it. Ideally, the Captain will have given you the pinpointer - If this is not the case, attempt to acquire it, as it could mean the difference between life and death. The operatives all have pinpointers of their own, so remember that hiding the disk is never a viable option, as they can track it down. Similarly, leaving the z-level with the disk will cause it to respawn at a random predetermined point on the station, which is typically a worst-case scenario. | ||
When shit hits the fan (The AI mysteriously dies and Telecommunications is now a smoking wreck), your first priority should be to locate and secure the disk. This typically involves dragging the Captain to Brig and using your desk announcement system (Which does work with comms down) to summon your loyal minions to the brig. They'll want the bulletproof armors and some lethal weaponry, and potentially the Ion Rifle, depending on what was brought. Typically, it's a good idea to arm some assorted crewmen on top of your own forces, as they provide valuable meat shields for the more important people. | When shit hits the fan (The AI mysteriously dies and Telecommunications is now a smoking wreck), your first priority should be to locate and secure the disk. This typically involves dragging the Captain to Brig and using your desk announcement system (Which does work with comms down) to summon your loyal minions to the brig. They'll want the bulletproof armors and some lethal weaponry, and potentially the Ion Rifle, depending on what was brought. Typically, it's a good idea to arm some assorted crewmen on top of your own forces, as they provide valuable meat shields for the more important people. Nuke ops also like to bomb and/or raid the armory, so your brig may become the front lines of battle. | ||
Did you lose the disk? It ain't over 'til it's over, so don't be afraid to don an EVA suit and chase those chucklefucks right back to their own shuttle. So long as the disk escapes on the Emergency Shuttle, | Did you lose the disk? It ain't over 'til it's over, so don't be afraid to don an EVA suit and chase those chucklefucks right back to their own shuttle. So long as the disk escapes on the Emergency Shuttle, you are in the green. | ||
There are four possible endings for a Nuclear Emergency: | There are four possible endings for a Nuclear Emergency: | ||
===Biohazard Containment=== | ===Biohazard Containment=== | ||
For once, a problem you can't solve by harmbatoning. With a blob on board, you take on a unique | For once, a problem you can't solve by harmbatoning. With a blob on board, you take on a unique support role that will see you bouncing between the frontline and the supply lines in the rear. Once a blob has been confirmed, your first and highest priority should be to empty out the Armory and distribute the energy weapons. Typically, it's a good idea to stow the Tasers and Shotguns, seeing as they're next to useless against biomass and some chucklefuck can and will waste precious time trying to use them. Against certain chemical variants, the Riot Gear is incredibly strong as well. '''Fuck the Ion Rifle. Hide the Ion Rifle. Someone will take it and Ion you and ruin your day'''; it sounds like common sense but you will save yourself a world of hurt by just shoving it in a locked locker. | ||
Once you've ensured the crew is armed, it's usually best to gauge where you're needed and bounce between fighting the blob and making sure new weapons crates get unlocked. You're going to be one of the three or four jobs on the station who can open up the incredibly cost | Once you've ensured the crew is armed, it's usually best to gauge where you're needed and bounce between fighting the blob and making sure new weapons crates get unlocked. You're going to be one of the three or four jobs on the station who can open up the incredibly cost-efficient laser crates (3 guns for 15 points!) so try and remember how important you are. Beyond that, you carry a couple of guns yourself, and the more fire support the merrier. Finally, when you're not lasering blob or opening crates, start fetching rechargers from the Brig or nearby Security posts to bring to the front where they're needed. | ||
==Miscellaneous Tips== | ==Miscellaneous Tips== | ||
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* The HoS has the access required to nab the spare crew monitor board from secure tech storage | * The HoS has the access required to nab the spare crew monitor board from secure tech storage | ||
* There are muzzles and straitjackets in the prison wing for restraining dangerous prisoners | * There are muzzles and straitjackets in the prison wing for restraining dangerous prisoners | ||
* If you fill full NO2 tank and put in on someone, you can give them fate worse than death for time close to eternity | * If you fill a full NO2 tank and put in on someone, you can give them fate worse than death for time close to eternity | ||
* The Armory has a few types of special implants - If you run out, more can be ordered from Cargo | * The Armory has a few types of special implants - If you run out, more can be ordered from Cargo | ||
** Chemical implants can be triggered by the recipient or remotely via a prisoner control console | ** Chemical implants can be triggered by the recipient or remotely via a prisoner control console | ||
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* Giving a lethal parole implant is an effective way to keep track of your prisoners: Ask Chemistry for the deadliest 50u they can make and pump it into an implant | * Giving a lethal parole implant is an effective way to keep track of your prisoners: Ask Chemistry for the deadliest 50u they can make and pump it into an implant | ||
* Permabrig's electric razor is impractical; many people can be recognized on sight from their hairstyles and shaving them bald removes that | * Permabrig's electric razor is impractical; many people can be recognized on sight from their hairstyles and shaving them bald removes that | ||
{{Jobs}} | {{Jobs}} | ||
[[category: Jobs]] | [[category: Jobs]] |