Guide to security: Difference between revisions
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* [[Security Officer]]s and the [[Detective]] all share the same rank. The [[Warden]] is second in command to the HoS. The [[Head of Security]] is on the top of the security hierarchy. All security members take orders from him, and he takes his orders from the [[Captain]]. | * [[Security Officer]]s and the [[Detective]] all share the same rank. The [[Warden]] is second in command to the HoS. The [[Head of Security]] is on the top of the security hierarchy. All security members take orders from him, and he takes his orders from the [[Captain]]. | ||
* Department guards report directly to the Head of Security | * Department guards do not report directly to the Head of Security. They report to their respective department heads they guard. | ||
* 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 | |||
==Security Equipment== | ==Security Equipment== | ||
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The main thing behind this is that you want to be as ready as possible for even the most uncertain of events. | The main thing behind this is that you want to be as ready as possible for even the most uncertain of events. | ||
# In case you've just joined the security force, you need to get your security jumpsuit, helmet, armor, jackboots, gloves and a security bowman headset (which provide flashbang protection) on. | # In case you've just joined the security force, you need to get your security jumpsuit, helmet, armor, jackboots, gloves and a security bowman headset (which provide flashbang protection) on. | ||
# Go to the | # Go to the Security Office and open a security locker. | ||
# [[File:Hudsunglasses.png]] Get | # [[File:Hudsunglasses.png]] Get HUDglasses and put them on. | ||
# [[File:BreathMask.png]] Get | # [[File:BreathMask.png]] Get Breath Mask from your internals box and put it on. | ||
# [[File:AirTank.png]] Take your | # [[File:AirTank.png]] Take your Emergency Oxygen Tank (set to 16 kPa output) and put it in your pocket. ALTERNATIVELY Take a Flashbang and put it in your pocket. | ||
# [[File:Id_regular.png]] [[File:Securitypda.png]] Take your [[ID|ID Card]] and put it inside your [[PDA]], then put your PDA into the ID-slot. | # [[File:Id_regular.png]] [[File:Securitypda.png]] Take your [[ID|ID Card]] and put it inside your [[PDA]], then put your PDA into the ID-slot. | ||
# [[File:Secbelt.png]] Get your | # [[File:Secbelt.png]] Get your Security Belt and put it on. Your Security Belt comes preequipped with a Stun Baton, Flash, Flashbang, Pepperspray and Handcuffs. | ||
# [[File:Handcuffs.png]] Get an extra pair of handcuffs from the SecTech vending machine and put it in your box in your backpack. | # [[File:Handcuffs.png]] Get an extra pair of handcuffs from the SecTech vending machine and put it in your box in your backpack. | ||
# [[File:ModernDisabler.png]] Get your | # [[File:ModernDisabler.png]] Get your disabler, get the Seclite from your belt and attach it to the Disabler and put it back in your exosuit-slot (or you can put the Seclite on your helmet). | ||
Alternatives to this setup: ditch the handcuffs for zipties, ditch the pepperspray for another flashbang, grab extra flashbangs from the locker. | Alternatives to this setup: ditch the handcuffs for zipties, ditch the pepperspray for another flashbang, grab extra flashbangs from the locker. | ||
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* Don't kill silicons for trying to stop you from executing someone. It's required of them by their 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 required of them by their 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. | ||
== | ==[[Corporate Regulations]]== | ||
[[Corporate Regulations|Station Control and Conflict Management Regulations]] (SCCMR), or '''Corporate Regulation''', includes a comprehensive list of all crimes. The Nanotrasen Corporation established this law. Reviewing the regulations before interacting with the crew regarding any reported crimes is advisable. While it's not essential to know every detail about what constitutes a crime, adhering to the [[Security Policy]] is imperative. | [[Corporate Regulations|Station Control and Conflict Management Regulations]] (SCCMR), or '''Corporate Regulation''', includes a comprehensive list of all crimes. The Nanotrasen Corporation established this law. Reviewing the regulations before interacting with the crew regarding any reported crimes is advisable. While it's not essential to know every detail about what constitutes a crime, adhering to the [[Security Policy]] is imperative. | ||
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Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples: | Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples: | ||
''Robert Marshal, an assistant, is arrested for running into | ''Robert Marshal, an assistant, is arrested for running into Medbay and taking a stethoscope. They've been very cooperative with security personnel.'' | ||
;DO | ;DO | ||
:*Confiscate the stethoscope and return it to | :*Confiscate the stethoscope and return it to Medbay when possible | ||
:*Remove any items that could be used to break out and place them in the cell locker | :*Remove any items that could be used to break out and place them in the cell locker | ||
:*Set a fair timer on the brig cell, one to two minutes | :*Set a fair timer on the brig cell, one to two minutes | ||
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In Summary, the use of deadly force is permitted when a Peace Officer or another person is believed to be in immediate danger of death or serious physical harm from the subject of such force. This may include situations where a person is actively using a deadly weapon to cause bodily injury or death. Use of Deadly Force is not authorized if the subject is successfully detained or if the subject is incapacitated. The use of Deadly Force is not an excuse to kill. The intention is to stop the threat from being incapable of harming. | In Summary, the use of deadly force is permitted when a Peace Officer or another person is believed to be in immediate danger of death or serious physical harm from the subject of such force. This may include situations where a person is actively using a deadly weapon to cause bodily injury or death. Use of Deadly Force is not authorized if the subject is successfully detained or if the subject is incapacitated. The use of Deadly Force is not an excuse to kill. The intention is to stop the threat from being incapable of harming. | ||
Execution can only be authorized with the approval of | Execution can only be authorized with the approval of the Head of Security. | ||
==Dealing With Opposition== | |||
As a Peacekeeper, you must know the station threats and how to deal with them. The tools that you have will help you counter any threats that are on the station. You should always consider de-escalating any situation first. Always start with peaceful options if the opportunity is available. Should it not work, this guide will assist in dealing with threats that threaten the lives on the station. Remember to not deal with these threats alone whenever possible. Communicate with your peers and help. each other to achieve the same goal. Return peace to the station. | |||
===The Station's Crew=== | |||
Do not burn the bridge that is between you and the crew on the station. They work and assist in the station's function. Your job is to protect them. | |||
Sometimes, they will commit a violation that is against Corporate Regulations. The de-escalation of a situation for any violation they attempt or have committed is always an option. Explain to them what they did wrong and use discretion. Sending them to the brig can be avoided unless they do not want to cooperate with Corporate interests. | |||
'''OOC:''' Should they persist as a bother to security (as a non-antag), you should admin help once all possible IC solutions have been evaluated. You should seek an admin should the same person behave poorly as non-antag multiple rounds. | |||
===[[File:Rev.png]]Riots and Mutiny=== | |||
Occasionally, Riots happen whenever three or more individuals are displeased with specific situations. Such an example, but not limited to, is whenever someone in security has treated the crew poorly or the Captain has made an unwanted station ruling. | |||
If a resolution cannot be made with the crowd, they may resort to violence. That is the time you need to gear up in your riot gear. You can find such gear in the Armory. The Warden and the Head of Security will have access to the Armory. The Armory should have non-lethal tools that will help disperse a crowd. | |||
'''Unique Riot Gears and Equipment - Non-Lethal''' | |||
* Clusterbang - Used for nonlethal riot control. It is multiple flashbangs and will stun anyone without ear or eye protection. | |||
* Teargas - Used for nonlethal riot control. It is recommended that you wear a gas mask | |||
* Riot Shield - A shield adept at blocking blunt objects from connecting with the torso of the shield wielder, less so bullets and laser beams. | |||
* Riot Suit - Body armor to protect against melee attacks. It helps the wearer resist shoving in close quarters. | |||
* Riot Helmet - A helmet that protects against melee attacks to the head. | |||
'''Less-Than-Lethal Equipment''' | |||
* Shotgun(Beanbag) - Like the disabler, it will drain the target's stamina and cause brute damage. | |||
* Shotgun(Rubberslugs) - Rubber slugs will instantly drop the target's stamina and may cause enough damage to require medical aid. USE WISELY | |||
* Stingbang - Like a flashbang, but will launch rubber pellets. It may cause the pellets to be embedded and may require medical aid. USE WISELY | |||
The best way to stop a riot is to break apart the crowd and do so using non-lethal measures. Try to communicate with your peers to target individuals you can pull from the crowd and take them to the brig. Continue to do this until the numbers have thinned. Once riots have ceased and the instigators are detained, allow the department heads and the Captain to seek a resolution so that it doesn't happen again. Release individuals once they have been processed. Return your gear once the situation is resolved. | |||
While uncommon, it is possible that the crowd would want to commit [[Revolution|mutiny]]. Riot Gear may be helpful, but it would be reasonable to carry lethal options just in case. You should still be able to subdue individuals and remind them who they work for. These particular individuals might be brainwashed. The way for them to snap out of it is to inject them with a mindshield. If subduing individuals is too hard to handle and the threat resorted to violence, it is time to fortify and protect the crew and department heads against the mutiny. Try to communicate with your peers to fortify and build a defensive layer to stop the muntineers. With discretion, use the available tools to stop the threat at all costs. | |||
===[[File:Sword.gif]] Traitors / Contractors=== | |||
There may be crew members who may not be [[Traitor|who they say they are]]. Sometimes, it would be someone who has infiltrated the station. These are typically the ones that you want to keep an eye on. They are not here to benefit the station. Their objectives may vary. Some examples include stealing high-risk items, assassinating or kidnapping their target, or causing destruction to the station. | |||
The suspected crew member or stowaway may carry suspicious items or a deadly weapon. The majority of these suspicious items can be found on the contraband page. | |||
They can likely be armed and dangerous. If confirmed, use caution when confronting them, and do not approach without backup. Make sure that you are carrying lethal weapons should they be truly dangerous. Ask the Warden or the Head of Security to provide protection such as a bulletproof vest and helmet. They will likely have protection against energy-style weapons; if that is the case, you should obtain ballistic weaponry. | |||
The best way to deal with this particular threat is to have Multiple Officers who can attempt to subdue the threat from multiple angles without any possible way they can escape custody. If they have proven challenging to detain and are still a threat to the crew, communicate with your team and the Head of Security if lethal means are authorized. Remember to use discretion. Lethal force on a threat that is simply running away is not a good reason for such force. | |||
The | The threat may escape into space and find its way to other entry points into the station. If there are enough resources to split up, have at least two officers EVA using the Security Modsuit to flank them. | ||
===[[File:Generic_nukesyndie.png]] Nuclear Operatives=== | ===[[File:Generic_nukesyndie.png]] Nuclear Operatives=== | ||
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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 as long as the disk is with you, you only need to defend, 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 as long as the disk is with you, you only need to defend, 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 rifle in the | 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 rifle in the armory or HoS personal laser. | ||
The Syndicate Cyborg, like regular cyborgs, is immune to stun weaponry. 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 melee weapon. | The Syndicate Cyborg, like regular cyborgs, is immune to stun weaponry. 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 melee 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:Cult.png]] Cultists=== | ===[[File:Cult.png]] Cultists=== | ||
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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 can be obligated shut you down to prevent further human harm. You are free to kill confirmed cultists, especially when pentagram halos have appeared over their heads. But deconversion is the preferred solution. | * '''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 can be obligated shut you down to prevent further human harm. You are free to kill confirmed cultists, especially when pentagram halos have appeared over their heads. But deconversion is the preferred solution. | ||
===Otherworldly Beings=== | |||
====[[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. Sometimes you will encounter one with bio-organic armor, a shield that stops ranged disablers 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 [[Security_items#Mindshield_Implant|Mindshield Implant]] unless they had themselves implanted. Be wary of Sec Officers without Implants, as they should be arrested or kept under close 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 red or blue dot above their head on the secHUD, and later on you see Alex Antag with the same dot, you will know that they are probably Changeling. | |||
The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can get up instantly after being stunned and sometimes melt their handcuffs. If they do, you may need to switch to lethals. | |||
====[[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. Shotguns are ideal weapons. Wear them down with constant shotgun or 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 most of their spells. Do not enter 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 usually 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. | |||
Remember, even if the Wizard is named "Friend the Friendly", repeatedly says "I'm a friendly Wizard", and carries around a staff of healing, you are still allowed to kill it. | |||
==Security Controlled Locations== | ==Security Controlled Locations== | ||
'''The Brig:''' The Warden runs this. If you're in here, the Armory or any other part of the security sector he has authority over you. The Brig itself has cells and cell timers. | |||
''' | '''Prison Wing:''' The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior. | ||
''' | '''Security Office:''' The Security Office is attached to the Brig. It contains the Head of Security's Office, a SecTech vending machine, security computers, and a couple of equipment lockers. | ||
''' | '''Security Posts: '''Small Security Posts are in each of the station's four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer. | ||
''' | '''Armory:''' The Armory contains additional weapons and armor which the Head of Security and Warden have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion. | ||
Do not secure the Armory without a justifiable reason. "I expect people to try to break in" is not acceptable, that's called metagaming. | Do not secure the Armory without a justifiable reason. "I expect people to try to break in" is not acceptable, that's called metagaming. | ||
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If someone is actually TRYING to break in? By all means, move the weapons. Don't move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected. | If someone is actually TRYING to break in? By all means, move the weapons. Don't move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected. | ||
''' | '''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. | ||
==Evacuation== | ==Evacuation== | ||
So the escape shuttle has been called! Your job will be to | 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 the Security Escape Pod or to the Escape Shuttle's brig where they will be held until the shuttle docks at CentCom. | |||
Latest revision as of 09:15, 12 December 2024
PRIORITY: Not defined
Who Orders Who
- Security Officers and the Detective all share the same rank. The Warden is second in command to the HoS. The Head of Security is on the top of the security hierarchy. All security members take orders from him, and he takes his orders from the Captain.
- Department guards do not report directly to the Head of Security. They report to their respective department heads they guard.
- 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.
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, you can however wear your gear as you like.
The main thing behind this is that you want to be as ready as possible for even the most uncertain of events.
- In case you've just joined the security force, you need to get your security jumpsuit, helmet, armor, jackboots, gloves and a security bowman headset (which provide flashbang protection) on.
- Go to the Security Office and open a security locker.
Get HUDglasses and put them on.
Get Breath Mask from your internals box and put it on.
Take your Emergency Oxygen Tank (set to 16 kPa output) and put it in your pocket. ALTERNATIVELY Take a Flashbang and put it in your pocket.
File:Securitypda.png Take your ID Card and put it inside your PDA, then put your PDA into the ID-slot.
Get your Security Belt and put it on. Your Security Belt comes preequipped with a Stun Baton, Flash, Flashbang, Pepperspray and Handcuffs.
Get an extra pair of handcuffs from the SecTech vending machine and put it in your box in your backpack.
Get your disabler, get the Seclite from your belt and attach it to the Disabler and put it back in your exosuit-slot (or you can put the Seclite on your helmet).
Alternatives to this setup: ditch the handcuffs for zipties, ditch the pepperspray for another flashbang, grab extra flashbangs from the locker.
You should be looking something like this now:
And all you need to do now is keep your Security Belt open so you'll have quick access to the items in case of an emergency and be prepared for most things the station's going to throw at you!
Also make sure you understand what the icons on your Security HUD mean. For further info about security equipment, refer to the List of Security Items.
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 very dangerous people, putting the safety of the entire station in jeopardy. Keep your weapons secured until you need them!
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.
- While Beepsky's rudimentary orders can be accessed from security computers, silicons are not within the normal chain of command. They are subject the AI and follow the same laws.
- Don't kill silicons for trying to stop you from executing someone. It's required of them by their 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.
Corporate Regulations
Station Control and Conflict Management Regulations (SCCMR), or Corporate Regulation, includes a comprehensive list of all crimes. The Nanotrasen Corporation established this law. Reviewing the regulations before interacting with the crew regarding any reported crimes is advisable. While it's not essential to know every detail about what constitutes a crime, adhering to the Security Policy is imperative.
Security Policy
- You should be reviewing the Standard Operating Procedure, which is found in the Security Policy.
- You are an enforcer of the Corporate Regulations, not above it.
- Use of lethal force should be your last resort. Read the situation and communicate with your team.
- You should be using and understand the equipment provided to you.
- Do not needlessly put yourself in danger or put yourself in danger to save someone else.
- Communicate with your team, listen to your direct supervisor, and respond to calls for help.
- Tip: You can highlight the word 'help' in chat.
More information can be found in the Security Policy. Don't forget to follow the Rules.
Demotions
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a Head of Staff might request your assistance in demoting one of their subordinates. In such cases, you are to accompany them as they confront the subordinate, or are asked to arrest someone who has abandoned their workplace and fled. In either case, ensure that you secure their ID and all items related to the job (i.e. tools and gloves from engineers) and return them to the head at your earliest convenience. The head can then remove the departmental access from the ID and return it to the demoted person.
The Brig / Punishments
Instructions on how to correctly brig a prisoner can be found here.
Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. Consider the following examples:
Robert Marshal, an assistant, is arrested for running into Medbay and taking a stethoscope. They've been very cooperative with security personnel.
- DO
-
- Confiscate the stethoscope and return it to Medbay when possible
- Remove any items that could be used to break out and place them in the cell locker
- Set a fair timer on the brig cell, one to two minutes
- Uncuff the prisoner, leaving them bucklecuffed is considered poor form
- DON'T
-
- Confiscate items that were unrelated to the crime (tools, gloves)
- Beat the prisoner unless they are actively resisting arrest
- Give a ten minute sentence
The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.
- DO
-
- Remove their EVA suit, any mining tools or other items. Have the detective work his magic on the weapons to confirm what happened.
- Set a reasonable timer on the cell, or send then to the gulag for a similar sentence.
- Interview witnesses, the victim and the assailant. Ascertain what happened. There's almost always something else going on.
- Inform the Warden or Head of Security and ask them to take over if they say the prisoner is to be permabrigged.
- DON'T
-
- Beat the prisoner to the point where they're critically injured or worse.
- Strip their items in the rapidly depressurizing engineering room.
- Let a lynch mob harm your prisoner.
- 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 curator. She is subsequently arrested and hauled into the brig.
- DO
-
- Strip all of their posessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the Warden.
- Inform the Head of Security.
- Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they're working with another enemy of the corporation.
- Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.
- DONT
-
- Beat them to death on the spot.
- Talk about executing them or otherwise harming them. Your silicon friends won't take kindly to that.
- Refuse to negotiate. There are an infinte 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 busting heads infrequently.
Incarceration and Fines
For Infractions and Minor misdemeanors, the subject can choose to be incarcerated or pay a fine. If you get a citation, a PDA message will alert you how much the fine is. You can pay your fines at any security warrant console outside the brig. Remember that you are not Collections; if a subject gives the money to you, do not accept it; they need to go and pay that fine to apply in their record.
All charges with a Major Misdemeanor or above are subject to incarceration.
Permanent Incarceration is only applicable for Major Felonies. If a Warden or a Corrections Officer is available, they should handle the process.
Use of Deadly Force / Executions
The details of Deadly Force can be found here: Use of Force (OOC)
The details of Execution can be found here: Execution (OOC)
In Summary, the use of deadly force is permitted when a Peace Officer or another person is believed to be in immediate danger of death or serious physical harm from the subject of such force. This may include situations where a person is actively using a deadly weapon to cause bodily injury or death. Use of Deadly Force is not authorized if the subject is successfully detained or if the subject is incapacitated. The use of Deadly Force is not an excuse to kill. The intention is to stop the threat from being incapable of harming.
Execution can only be authorized with the approval of the Head of Security.
Dealing With Opposition
As a Peacekeeper, you must know the station threats and how to deal with them. The tools that you have will help you counter any threats that are on the station. You should always consider de-escalating any situation first. Always start with peaceful options if the opportunity is available. Should it not work, this guide will assist in dealing with threats that threaten the lives on the station. Remember to not deal with these threats alone whenever possible. Communicate with your peers and help. each other to achieve the same goal. Return peace to the station.
The Station's Crew
Do not burn the bridge that is between you and the crew on the station. They work and assist in the station's function. Your job is to protect them.
Sometimes, they will commit a violation that is against Corporate Regulations. The de-escalation of a situation for any violation they attempt or have committed is always an option. Explain to them what they did wrong and use discretion. Sending them to the brig can be avoided unless they do not want to cooperate with Corporate interests.
OOC: Should they persist as a bother to security (as a non-antag), you should admin help once all possible IC solutions have been evaluated. You should seek an admin should the same person behave poorly as non-antag multiple rounds.
Riots and Mutiny
Occasionally, Riots happen whenever three or more individuals are displeased with specific situations. Such an example, but not limited to, is whenever someone in security has treated the crew poorly or the Captain has made an unwanted station ruling.
If a resolution cannot be made with the crowd, they may resort to violence. That is the time you need to gear up in your riot gear. You can find such gear in the Armory. The Warden and the Head of Security will have access to the Armory. The Armory should have non-lethal tools that will help disperse a crowd.
Unique Riot Gears and Equipment - Non-Lethal
- Clusterbang - Used for nonlethal riot control. It is multiple flashbangs and will stun anyone without ear or eye protection.
- Teargas - Used for nonlethal riot control. It is recommended that you wear a gas mask
- Riot Shield - A shield adept at blocking blunt objects from connecting with the torso of the shield wielder, less so bullets and laser beams.
- Riot Suit - Body armor to protect against melee attacks. It helps the wearer resist shoving in close quarters.
- Riot Helmet - A helmet that protects against melee attacks to the head.
Less-Than-Lethal Equipment
- Shotgun(Beanbag) - Like the disabler, it will drain the target's stamina and cause brute damage.
- Shotgun(Rubberslugs) - Rubber slugs will instantly drop the target's stamina and may cause enough damage to require medical aid. USE WISELY
- Stingbang - Like a flashbang, but will launch rubber pellets. It may cause the pellets to be embedded and may require medical aid. USE WISELY
The best way to stop a riot is to break apart the crowd and do so using non-lethal measures. Try to communicate with your peers to target individuals you can pull from the crowd and take them to the brig. Continue to do this until the numbers have thinned. Once riots have ceased and the instigators are detained, allow the department heads and the Captain to seek a resolution so that it doesn't happen again. Release individuals once they have been processed. Return your gear once the situation is resolved.
While uncommon, it is possible that the crowd would want to commit mutiny. Riot Gear may be helpful, but it would be reasonable to carry lethal options just in case. You should still be able to subdue individuals and remind them who they work for. These particular individuals might be brainwashed. The way for them to snap out of it is to inject them with a mindshield. If subduing individuals is too hard to handle and the threat resorted to violence, it is time to fortify and protect the crew and department heads against the mutiny. Try to communicate with your peers to fortify and build a defensive layer to stop the muntineers. With discretion, use the available tools to stop the threat at all costs.
Traitors / Contractors
There may be crew members who may not be who they say they are. Sometimes, it would be someone who has infiltrated the station. These are typically the ones that you want to keep an eye on. They are not here to benefit the station. Their objectives may vary. Some examples include stealing high-risk items, assassinating or kidnapping their target, or causing destruction to the station.
The suspected crew member or stowaway may carry suspicious items or a deadly weapon. The majority of these suspicious items can be found on the contraband page.
They can likely be armed and dangerous. If confirmed, use caution when confronting them, and do not approach without backup. Make sure that you are carrying lethal weapons should they be truly dangerous. Ask the Warden or the Head of Security to provide protection such as a bulletproof vest and helmet. They will likely have protection against energy-style weapons; if that is the case, you should obtain ballistic weaponry.
The best way to deal with this particular threat is to have Multiple Officers who can attempt to subdue the threat from multiple angles without any possible way they can escape custody. If they have proven challenging to detain and are still a threat to the crew, communicate with your team and the Head of Security if lethal means are authorized. Remember to use discretion. Lethal force on a threat that is simply running away is not a good reason for such force.
The threat may escape into space and find its way to other entry points into the station. If there are enough resources to split up, have at least two officers EVA using the Security Modsuit to flank them.
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. During a nuclear threat, you are recommended to ignore most other crimes on the station. You need the crew to fight alongside you.
The 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, ballistic and energy weapons. This is a team of five (or maybe more!(or maybe less)) 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 bulletproof vests block 80% of bullet damage to the chest and head, which can be very helpful. If the AI is still alive at this point, make sure it calls 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 as long as the disk is with you, you only need to defend, 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 rifle in the armory or HoS personal laser.
The Syndicate Cyborg, like regular cyborgs, is immune to stun weaponry. 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 melee 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.
File:Cult.png Cultists
Similar to Revolutionaries in few respects, their goal is to sacrifice a specific crewmember and then summon Nar'Sie.
Fighting 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 for cult items and crack down on departments. Use force as necessary if people try to swarm you or follow you around.
When you capture a Cultist, your options are limited. Unlike Revs, mindshield implants do not revert their Cult-status, and only forces the cult to sacrifice non-cultists and turn them into constructs instead of converting them. As such, you have few options.
- 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). See How to Deconvert a Cultist with Holy Water. A cultist can't be summoned by other cultists if cuffed and either grabbed or buckled.
- Permabrigging: Don't bother. Cultists can create a new ritual dagger from nothing, and can just teleport out. can be used as a temporary solution while preparing to deconvert them, secure the cultist with a straightjacket.
- Forced Borging: Borgs can both be stunned and converted into constructs by cultists, so this isn't really worth the effort.
- 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 can be obligated shut you down to prevent further human harm. You are free to kill confirmed cultists, especially when pentagram halos have appeared over their heads. But deconversion is the preferred solution.
Otherworldly Beings
Changelings
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. Sometimes you will encounter one with bio-organic armor, a shield that stops ranged disablers 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 Mindshield Implant unless they had themselves implanted. Be wary of Sec Officers without Implants, as they should be arrested or kept under close 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 red or blue dot above their head on the secHUD, and later on you see Alex Antag with the same dot, you will know that they are probably Changeling.
The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can get up instantly after being stunned and sometimes melt their handcuffs. If they do, you may need to switch to lethals.
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. Shotguns are ideal weapons. Wear them down with constant shotgun or 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 most of their spells. Do not enter 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 usually 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.
Remember, even if the Wizard is named "Friend the Friendly", repeatedly says "I'm a friendly Wizard", and carries around a staff of healing, you are still allowed to kill it.
Security Controlled Locations
The Brig: The Warden runs this. If you're in here, the Armory or any other part of the security sector he has authority over you. The Brig itself has cells and cell timers.
Prison Wing: The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.
Security Office: The Security Office is attached to the Brig. It contains the Head of Security's Office, a SecTech vending machine, security computers, and a couple of equipment lockers.
Security Posts: Small Security Posts are in each of the station's four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.
Armory: The Armory contains additional weapons and armor which the Head of Security and Warden have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.
Do not secure the Armory without a justifiable reason. "I expect people to try to break in" is not acceptable, that's called metagaming.
If someone is actually TRYING to break in? By all means, move the weapons. Don't move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.
Arrival Checkpoint: This checkpoint is near the Arrival Shuttle. It has an ID computer that the 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.
Evacuation
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 the Security Escape Pod or to the Escape Shuttle's brig where they will be held until the shuttle docks at CentCom.
Key Points
- Read, Assess, Act. Know what is happening and consider ways to de-escalate before acting upon them.
- Follow the Security Policy and use discretion to enforce it upon the crew.
- There will be times when players (OOC) will throw a fit and report you to the admin. If an Admin contacts you, please explain to them what happened. Just because you're a Security Officer doesn't mean you're wrong by default.
- Try not to take this job too seriously and have fun.