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=Introduction=
=The Security Guiding Principles<span style="color:red"> </span> =
This document is to serve as a set of guidelines, references and suggestion on how to handle common on station situations that you will be faced with as security and the expectations and limitations of each security role, it can not reasonably go over every specific interaction or situations that may appear so you are expected to use your best judgment when engaging with them.However; as opposed to previous variations of security policy, this one will be a stark-difference compared to the previous, with security finally adopting their neglected title of: '''Peacekeeper''' 
#You are expected to function as a counter to antagonists. You are not a set piece.  
 
#You are expected to follow Corporate Regulations when feasible, though alternative punishments can be applied within reason.
For better or worse, this document will lay out a change of expectations both in the game-loop and overall OOC experience of security; most changes here are levied in order to allow security to choose when and where to intervene in an ICly coherent manner without being relegated to valid-police.
#'''Hardcore torture, MMI, or borging require explicit OOC consent.'''
 
#The head of your department is the “Head of Security”. If the captain demotes them, you are to remember that you work for the department, not the Head of Security.
== What is a Peacekeeper? ==
#If you are being demoted, roleplay should be the forefront of any reaction.
Simply speaking, security’s long-held but never-adopted title of ‘peacekeeper’ will be exactly as the definition above explains: their main priority will be mediation of most less-serious crimes between parties in conflict rather than strict regulation enforcement. This is to say that security is envisioned going forward to be more focused on maintaining a baseline of ‘peace’ over making sure an assistant serves his corporation-regulation-specific 5 minute brig sentence for stealing a pen.
 
=== What does this mean in a literal sense? ===
Plainly, it means they will no longer be expected or required to end every situation with a brig timer or a fine; for crimes of 2xx and under, security should
 
# Not be pursuing them without a direct complaint from an interested party
# First try to work out ‘alternative punishments’ (as requested by the injured party.
 
Security may intervene in crimes of 2xx severity or above for the purposes of stopping them if seen, but should then seek charges before proceeding to actual sentencing. Crimes of 4-5xx severity and greater demand security to respond if aware. Elsewise, security is given the leeway to deem something of so little importance to themselves they’d rather not intervene; or even let the crew ‘settle the dispute internally.’
 
=== Conflict Resolution ===
What is conflict resolution? As an Officer, you are allowed to reasonably use your discretion to opt for the best resolution to an issue. While brig sentences are there, you also have the ability to work with parties related to incidents to seek the best conciliation to what happened. Someone breaking into the kitchen might have you working with the Chef to arrange the trespasser paying the cooks for their groceries; elsewhere, someone smashing up Cargo's autolathe could have you simply making sure the person fixes it at the Cargo team's bequest. For lesser crimes, the remedy pursued should ideally be one that satisfies the injured party and addresses the problem at the root of the behavior: these alternative punishments (APs) will very often not be meaningless brig time nor a fee paid into the meaningless pockets of security
 
(unless they can pay you enough to look the other way. hint hint wink wink)
 
=The Security Guiding Principles - <span style="color:red"> OOC </span> =
#Remember to use the Combat Indicator, often referred to as the “CI”, as security you will find yourself engaging in mechanics more often than the average crewmate so having a solid understanding of when to use the CI is a must! Mistakes do happen but consistent failure to properly use the CI can and will result in a ban.
#You are expected to follow Corporate Regulations when feasible, though it can be skirted around if the other player is willing to play along with it, use it as a tool to generate RP not shut it down. For drastic actions that the Corporate Regulations do not prescribe, such as forced borging or hardcore torture (currently hardcore torture constitutes actions such as intense physical abuse (ex: excessive breaking of limbs), the usage of drugs or similar.), you need to acquire OOC consent.
#Antagonists are an essential part of the round, they are the main conductors of this train, the driving force of the chapter that is the round so work together with them to create an interesting story. Don’t focus on catching them just for the sake of “winning” and try to avoid long sentences for cooperative and/or non-violent antagonists.
#Be aware of the meta protection placed around antag items, unless specified otherwise in antag policy (ex: contractors). Generally speaking, if it’s non-obvious and/or disguised then you can’t recognise that item. For example: you can easily recognise an e-bow but you will not be able to recognise that something is a chameleon item until you see it being used to change its appearance.
#The head of your department is the “Head of Security”. If the captain finds this person problematic or demotes them, you are to remember that you work for Nanotrasen, not the Head of Security. Please keep this in mind during Head removals.
#If you come across non-crew, check their special modifier [https://wiki.skyrat13.space/w/index.php/Corporate_Regulations#Special_Situations_and_Modifiers here]
#If you are being demoted, role-play out the scenario and realize that it can happen. Do not attempt a one-person coup, if you want to contest it do so through RP. Present your case to a Lawyer, the HoP or even the Captain, do not make it your goal to fight and assault the HoS or Captain for demoting you.
#Crew life is valuable and you are expected to take the actions that will put the crew in the least amount of danger when dealing with threats.
#Crew life is valuable and you are expected to take the actions that will put the crew in the least amount of danger when dealing with threats.
#Being given the green light for lethals does '''not''' give you the permission to field execute someone. The fight ends when they enter crit and you should do your best to make sure they do not die in transit.
#Being given the green light for lethals does '''not''' give you the permission to field execute someone.
#You can roleplay as a corrupt security member, you can roleplay as a bully but do so with the goal to create interesting conflict for all involved, not shut down roleplay or create a toxic environment. You are not to ignore antagonistic behaviour that is a <u>threat to the station</u>. It’s fine to take a bribe from someone who stole some medical tools or got into a fist fight, but for major crimes or higher you should avoid taking bribes or letting them free.
#You can roleplay as a corrupt security member, however, do not use it to shut down roleplay or create a toxic environment.  
#ERP is allowed as security as long as you are not needed. Follow the alert policy:
#*You are not to ignore antagonistic behaviour that is a <u>threat to the station</u>.
#You are not to preemptively secure items / take precautionary measures that only are done for the sake of preventing antagonistic actions.  This includes things such as :   Securing the sec gear in checkpoints at roundstart.    Securing high-risk items for no reasons (unless they're your job equipment).   Securing objectives like the AI boards and such.
#ERP is allowed as security. Your job comes first however.
#From the publishing of this document, crimes involving department personnel should be brought to the relevant head first, in order to negotiate the best outcome for both security( or ‘the station’), and the department at hand, hopefully, with minimal security interference. (unless the crime suspected, is 3xx or above, at which case, treat as a ‘severe crime.’)
#'''[[Antagonist_Policy#PMS|Permanent Mechanical State]]:''' you're looking for [[Antagonist_Policy#PMS|this]].
#'''Permanent Mechanical State:''' you're looking for [https://wiki.skyrat13.tk/w/index.php/Antagonist_Policy#Permanent_Mechanical_State this]
#You can leave the station if there's a threat out in space or lavaland.
 
#'''CONTRABAND''': Barring picking it up mid-fight, security shouldn't be using contraband, unless the alert is '''DELTA.'''
#All procedures on this page are '''OOC'''.
{{Goodfaith}}
=Procedures=
=Procedures=
{| class="wikitable"
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!Warrants
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|<center>
==== Search Warrants ====


== Assess - <span style="color:green"> Semi-IC </span> ==
'''For Green - A search warrant is a single-use permit to allow a security officer to search a crew member to check for any incriminating evidence against Corporate Regulations.'''
When arriving on a scene, the first thing any officer should do is assess the situation, get an idea of what really happened past the initial report, and piece together a story in order to figure out what your next move should be.


* Question, interrogate, or elsewise ask witnesses about the events, find out which actions overlap between stories, while also making sure the physical evidence (damage to suspects, items at the scene) line up with stories, don’t be afraid to call them out, or, better yet, bring the detective over to ‘get the story straight.’
'''A search warrant is not required for individuals arrested during an active crime.'''
* After you have an idea of how the events played out, figure out the best course of action to minimize conflict, and return everything to working order, be it forcing the suspect to pay reparations, administering ‘disciplinary action’, dragging one of them off to the brig, or elsewise, resolving the situation is a tact and resolute manner.
* Depending on the severity it can either be handled on the spot or they can be taken into the brig for questioning or to be processed (keep in mind the ten minute time limit on any person involved if you do not have charges to press.)
* Judge the crime in question:
** For 1xx crimes, ensure you have a complainant who wishes to press charges and find out their desired remedy; contact the relevant department head (or a lawyer/HOP/Corporate Representative if they’re ‘civilians’) before engaging in any corrective behavior.
** For crimes of 2xx or greater severity, you may intervene to stop the crime in progress without a complainant. To sentence for crimes of a maximum of 2xx severity, you must then seek someone to press charges (assuming that security itself or its members are not an injured party;) you should inform the relevant department head (or lawyer/HOP/Corporate Representative for ‘civilians’) as soon as possible after stabilizing the situation. 3xx crimes or above do /not/ require anyone to press charges.
** For 4xx and above (‘severe crimes,’ or felonies,) any such situation should be met with detention of everyone involved and relocation to the brig (as well as contacting both the relevant head(s) and a lawyer, if available, or the HOP//Corporate Representative/Captain if none is.) If aware of a situation in which one of these crimes is ongoing or has been committed, you are obliged to act.


==Arrests -  <span style="color:green"> Semi-IC </span>==
Search warrants allow for detainment of a crew member. Detainment for questioning requires relevant head clearance.
 Arrests often happen either on the spot as someone is seen engaging in a crime or reported and an officer responds in a timely manner, or when enough evidence of crime is gathered by security to set an arrest status on someone. While the former does not require an individual to be set to arrest, the procedure is mostly the same:


* Go over their crimes and explain to them why they are being arrested.
'''When Detaining:''' Security is only allowed to detain with two or more clear and articulated reasons of suspicion.
* Depending on the severity it can either be handled on the spot or they can be taken into the brig for questioning or to be processed.
* If they’re a department worker, especially if they’re within their department, contact the relevant head before making any moves; whenever possible, seek the head of security to make this contact to avoid departmental conflict on a larger scale.


If at any point they have shown that they will run away or skip to mechanics when officers hail them, you may skip those steps and go straight for arresting them; however, use your better judgment, as sometimes it’s be better to let someone off the rope for a moment than cause the entire engineering department to rise up against you by chasing for the sake of the chase.
Search warrants will be required to have two fields filled for it to be applied.


==Brig Procedures - <span style="color:red"> OOC </span>==
'''Who can approve Search warrants:''' [[Head_of_Security|Head of Security]], [[Warden]], [[Lawyer]], Relevant Departmental head (Except Captain)
The suspect is to be brought to the brig cuffed, if needed, and in a stable condition, make sure that they are not bleeding out while you drag them! Notify either the Head of Security or the Warden depending on availability and place them into a holding cell where you will check their personal belongings, go over their crimes, add them to their record if needed and either release them or process them.


* You may keep them without charging them for up to 10 minutes, time spent '''in the brig''', (or detained if it took a particularly long time to get back) must be subtracted from their sentence, in order to go over their belongings for contraband, try to get a brief interrogation or clear charges up with the other security members, but if you fail to charge them within those 10 minutes you must release them.
'''--Reason of search--'''
* If you are planning on a longer interrogation, you must do so while their timer is running and you can not keep them longer than their sentence unless you have clear OOC consent that they want to continue the long RP scene.


If the crimes total to more than '''10 minutes''', they are to be sent into gen-pop, if it’s less than '''10 minutes''' they are to be placed into an available (front)cell and their personal belongings in its respective locker, non-violent prisoners are to be uncuffed.
"The Act or action justifying the suspicion."


*  Remember, all items that can not be classified as contraband or evidence are to be returned to the person upon release.
Ex - Missing items seen on POI, Illegal Weapon reported, Unique weapon traces found on a Dead body, Eye Witness Accounts, Testimony, etc.


All prisoners and detainees are entitled to the communication devices they have on arrest pending a search to confirm that they are not evidence or accessories to the crimes they have committed.
'''--Reasonable suspicion--'''


'''NOTE:''' While the Warden is the main person in charge of the brig and the prisoners that does not mean that they are the only person who process arrested individuals, make sure to help them out if tasks are piling up on them.
"The Act or Action of a ''suspected person'' that justifies the Search / Reason."


==Prison Procedures - <span style="color:red"> OOC </span>==
Reasonable suspicions are points of evidence ''to be collected''. If there is no evidence, the suspicion is cleared and they are free to go immediately.
In the case of a sentence that is longer than 10 minutes a prisoner will be processed for GENPOP, our system of managing long term sentences by using permabrig and timed lockers. The steps for processing a prisoner into prison, either for a long sentence or a permanent one are:


* Escorting the prisoner to the prison lockers and removing from them all items. Contraband and evidence will go to their respective lockers, personal items to the personal locker of the prisoner, with the exception of items of significant religious or personal importance.  Do not remove their clothes unless they are a martial artist and it is not safe to leave them uncuffed. Return any communications devices to which they have not lost access after a search for contraband or material evidence; if they have illicit headset access, remove the illegal keys and return those to which they still have a right.
Ex - Known to have operated in the area where the crime had been committed, Was seen carrying an LMG through central hallways, Known to had been carrying tools prior to crime reported, Non-Security eye witness States to have seen POI in action, etc.
* Use the locker interface to be given a prison ID card and jumpsuit for the prisoner. Enter their name, crime(s) and duration.
* Allow them to change either in a changing room or a cell room, put their clothes in their prisoner locker.
* Upon release make sure that their items are returned to them.


If you are handling a violent martial artist and they have assaulted security staff during their incarceration you may ask the Head of Security or Captain for permission to pacify them via surgery. Remember simply having martial arts knowledge is not a crime nor is it punishable via pacification, assaulting people and using it as a tool to break out is.
---


'''Note 1:''' Sometimes due to PRs or map resets the timed prisoner lockers are not available so it is recommended to either set a cell timer up to remind you of the sentence or keep track of time through something like an alarm on your phone, you can just do it by clock but it's likely you'll forget if things become hectic.     
(If anything incriminating is found during a warranted search on the spot or from somewhere else, officers may arrest them on the spot without an arrest warrant needed. If any evidence is found later, use standard arrest warrant procedure.)
</center>
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==Executions - <span style="color:red"> OOC </span>==
==== Arrest Warrants ====
Before an execution can be carried out it must be approved by the Captain and Head of Security. If both undeniable evidence and proper authorisation is acquired, security may opt in to execute the person via lethal injection, electric chair or firing squad in the execution room. With the exception of terminating Unknown Biological Entities (ex: changelings), outside of extraordinary circumstances when it is not possible to do so, all executions are to be done through the above mentioned methods otherwise the ones who authorized and carried out the execution will face IC consequences or, in very extreme cases OOC consequences as well. For more details, consult [[Corporate Regulations]].


'''Note:''' Declaring someone as '''D'''o '''N'''ot '''R'''evive is considered posthumous authorisation of an execution and requires the same authorisation as an execution.
'''For Green/Blue - Arrest Warrants are to be Issued when there is confirmed evidence tying a Person of Interest to a crime committed.'''


==Hostage Situations - <span style="color:green"> Semi-IC </span>==
'''An arrest warrant is not required for individuals engaged in an active crime.'''
When dealing with a situation that involves hostages you are expected to first and foremost value the life of the crew, '''do not endanger the hostages just for the sake of catching a valid'''. Unless proven to be unable to do so, always assume that the hostage taker is able to and will follow up on their threats to kill or maim the hostages so approach with caution, engage with their demands, see what’s reasonable and can be arranged and try to work with them. If it’s not certain that there will be no crew casualties it’s advised that you negotiate until a dead end is met.


==Implant Searches - <span style="color:red"> OOC </span>==
Arrest warrants will also be required to have two fields filled for it to be applied.
Security may find itself in situations where they suspect a captured agent of using implants, which may require an implant search, which can be done in either the brig infirmary or the medbay by a doctor depending on availability and risk of escape. Currently, security has metaknowledge on the following implant types:


* Deadman switches, such as micro and macro bomb implants
'''Who can approve Arrest warrants:''' Only the Head of Security and Warden can approve of Arrests. '''If either are not available:''' discretion is given to officers to Arrest with evidence provided.
* Micro EMP devices
* Micro Stealth Devices
* Micro cuff busting devices
* Contractor uplink implant


==Riot Control - <span style="color:green"> Semi-IC </span>==
'''--Crime committed--'''
For an event to be considered a riot, 3 or more individuals must be disturbing the peace through violence, disorder or terror to the public. Riots may happen for many reasons, ranging from crew being unhappy with their conditions or leadership, an on station movement turning radical or even just a prisoner uprising.


Once a riot situation has been reported, it is strongly advised that security regroups in the brig to ascertain the situation, determine the needed gear and form pairs. The Warden or Head of Security will be the one who decides how much gear is needed, though generally in cases of crowd control riot armour, tear gas, shields, non lethal long guns and flashbangs are often deployed, with a very strong recommendation against using lethal weapons.
Crimes Applied in accordance to [[Corporate Regulations#Quick Code Reference|'''Corporate Regulations''']] with presence of Submitted Evidence


After the gear has been given out and the course of action decided, personnel are expected to head out in groups or pairs to avoid situations of being swarmed. Your goals should always be to break apart those crowds and non lethally detain individuals whenever possible so that the numbers may be thinned out slowly. Remember, if you feel like you risk being overwhelmed it is better to retreat and regroup than risk it!
Ex - Murder 501, Grand Theft 404, Grand sabotage 402


When the crowds have been dispersed and the instigators detained, it is expected to return riot equipment to the armory and move towards operating as usual, though it is still advised to be cautious as further incidents may happen.
'''--Evidence submitted--'''


=Labour camp - <span style="color:red"> OOC </span>=
Evidence found during conduct of investigation.
The Labour Camp, sometimes referred to as Gulag, is an alternative punishment method that may allow for detainees to be released earlier through work. For a prisoner to be eligible for the labor camp they must be:


* Willing, a prisoner has to either agree to the request or ask for labor camp
Ex - evidence from area of the crime (prints, blood, etc), Confirmed Testimony of related personnel, First hand testimony from Violator (announcement on Comms, PDA), Photography, Etc


* Exception: Crewmates that have been detained and charged 2 times or more or non-crew individuals do not have to consent to being sent to the labor camp, they can be forced into labor if the other 2 conditions are met.
---


* Physically fit, a prisoner that is blind, paraplegic, too injured or suffers from any disability that would make mining too dangerous or hard can not be made to do labor. Consult a doctor if uncertain.
Note: Confirmed non-crew entities do not require a warrant.
* Injected with a tracking implant or supervised by a member of security.


Once those 3 conditions are met, the one sentencing them must convert their time into points via the labor camp console at a conversion rate of 1 minute for 100 points, with a minimum of 5 minutes. Prisoners are to be sent down to the camp via the provided teleporter next to the console.


With prisoners in the labor camp, security is expected to monitor their well being and make sure that they are not in too much risk while mining and medical help is given as needed.
|-
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{| class="wikitable"
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!Brigging
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=== Brig Procedures ===
When a suspect is brought to the brig, either in cuffs, or not, you should contact the warden/HOS ahead of time, and have either of them get ready to process them as they arrive.  


=Use of Force - <span style="color:red"> OOC </span>=
* If they're a suspect, they should be brought to a cell or interrogation as soon as possible, with their items stored in said cell.
As a member of security you have access to strong non-lethal gear for taking down foes and troublemakers alike, but there are times when using them would simply be ineffective and you have to resort to lethals. Remember, permission to use lethals is not permission to field execute and you should try your best to stabilize the foe after they enter critical condition.
* You can detain someone for 10m without charges. Time spent '''detained''' must be subtracted from their sentence when charged. There is no double jeopardy for charges.
* If you are planning on a longer interrogation, you must do so while their timer is running and you can not keep them longer than their sentence without:
** For most crew, their head.
** For non-department-workers, the HOP.


      The situations when lethal force is allowed can be:
Detainees under 25 minutes may keep their communication devices. Communication devices may be confiscated for longer sentences. 
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=== Prison Procedures ===
In the case of a sentence that is longer than 25 minutes a suspect will be processed for the prison if possible.
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=== Executions ===
Executions can be carried out if the person is routinely violent during detainment/arrest/holding. The HoS must authorize it. The Captain/AC can authorize in the absence of the HoS.


* '''Code amber or above''': Security may use lethals in situations that warrant a code amber or higher, which include but are not limited to: mutinies, hostile boarding parties, unknown biological entities. Note: The code does not have to mechanically be raised to amber alert or higher as the chain of command may be too damaged or otherwise occupied to do so.
With an exception for [[Corporate Regulations#hostilelifeform|Hostile Non-Typical Lifeform's]], or immediate risk to life without doing so, all executions should be carried out by the HoS or Warden.  
* '''Non-Lethal Weapons are ineffective''': Hostile that can not be non-lethally detained such as hulks, mechs or people who are constantly using drugs or other tools for immunity to stamina damage or knockdown may be engaged with lethal weapons but remember, once incapacitated they are to be cuffed and stabilised, not field executed.
* '''Armed and dangerous''': If a suspect is in possession of weapons, lethal or non-lethal, and there is reasonable suspicion to believe that they will be used against security, or crew, lethal force is permitted.
* '''Severe Personal Risk''': There are situations when approaching a hostile for non-lethal takedowns would be too dangerous for officers meaning that ranged lethal force is the only option. Some of those situations may be: people in hostile environments (ex: space, an ongoing fire), people infected with deadly disease, people confirmed to be in possession of explosives or similar instruments. Evaluate the risk based on the situation at hand and remember, if you are in doubt it’s better to be less severe than needed than more.
* '''Multiple Hostiles''': It can be extremely difficult to detain multiple hostiles. As a last resort if you are being mobbed you may deploy your gear in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.


        Remember, these are all guidelines and not a substitute for context and decision making, you may find yourself in situations that are not listed here but require lethal force or the opposite, use your best judgment; consider the following table as a reasonable progression for addressing most situations where you seek to stop somebody, compel them, or defend yourself.
'''Note:''' Declaring someone as '''D'''o '''N'''ot '''R'''evive is considered posthumous authorization of an execution.
|-
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=== Implant Searches ===
Security can perform implant searches with probable cause.
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=== Labor camp ===
The Labor Camp, sometimes referred to as Gulag, is an alternative punishment method that may allow for detainees to be released earlier through work.
|}


[[File:Sec chart.png|center|thumb|669x669px]]
=Use of Force=
As a member of security you have access to strong non-lethal gear for taking down foes and troublemakers alike, but there are times when using them would simply be ineffective and you have to resort to lethals.
{| class="wikitable"
|+
!The situations when lethal force is allowed can be:
|-
|'''Non-Lethal Weapons are ineffective''':


Hostile that can not be non-lethally detained.
|-
|'''Armed and dangerous''':
If a suspect is in possession of weapons or skills, lethal or non-lethal, and there is reasonable suspicion to believe that they will be used against security, or crew. This includes stimulants.
|-
|'''Multiple Hostiles''':
It can be extremely difficult to detain multiple hostiles, and if it comes too, you may use lethals to force them to back off.
|}


=Security Roles and Expectations - <span style="color:green"> Semi-IC </span>=
= Security Heirarchy and Expectations =
Before we go into the roles themselves we should first mention the security hierarchy at large, which is rather simple:
For more information on the expectations of these roles, see the appropriate job page:
*[[Captain]]
*[[Head of Security]]
*[[Head of Security]]
*[[Warden]]
*[[Warden]]
Line 149: Line 148:
*[[Security Officer]]s
*[[Security Officer]]s
*[[Corrections Officer|Correction Officers]]
*[[Corrections Officer|Correction Officers]]
{| class="wikitable"
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!
= Alert Levels =
|-
|
=== <u>Green Alert</u> ===
All clear - No crimes / Minor Crimes / No threat to the station


===[[File:Generic hos.png|link=Head of Security]] [[Head of Security]]===
'''Equipment:'''
*Determine the correct amount of force needed for situations.
*Inform the [[Captain]] and Command of current security issues so that the station may raise or lower to the appropriate level.
*Keep in contact and with an open line of communication with other heads of staff, specifically, with regards to any developing situations in regards to their departments.
*Watch over the members of your department and make sure that [[Corporate Regulations]] are being followed and that your department does not step out of line.
*Be on stand-by for if you’re needed as a negotiator(between departments) for developed situations, and remember; first-and-foremost, returning ‘peace’ is the priority above all-else, after all, brigging a doctor over punching an assistant isn’t worth causing a department to refuse service to yours.


===[[File:Generic warden.png|link=Warden]] [[Warden]]===
* Non/Less Lethals are preferred for arrests.
*Protect the brig and armory from [[Traitor|intruders]].
*Make sure that [[#Brig_Procedures|brigging procedure]] is being followed.
*Make sure that wanted people have charges set to them, double-check any timing modifications to sentences..
*Organize and manage the free orders from your cargo console so that security is adequately stocked.
*Ensure that [[Security Officer|officers]] have sufficient and appropriate gear for the task at hand.
*Store and maintain all [[Contraband|contraband]] that is brought in.
*Make sure that released detainees are given their items back and that evidence that is no longer needed is returned to the owners or disposed of.
*Keep an eye on the [[prisoner|prisoners.]]
*You may carry a Long Gun/Primary weapon only while inside the brig regardless of alert level, you are still encouraged to use non-lethal tools.


===[[File:Generic security.png|link=Security Officer]] [[Security Officer|Peacekeeper]]===
*The Warden / HOS are permitted to use anything in their locker.
*Keep the peace under the guidance of the [[Head of Security|HoS]], use [[Corporate Regulations]] to resolve peace-disrupting behavior when brought to you or severe enough to warrant it.
*Security can request and field mechs to '''active situations'''.
*Patrol the station to make sure that the crew is not at risk.
*Any variant of non-contraband melee weapon is fully allowed.
*Handle cases as you are instructed to by your superiors.
*Detain criminals, collect fines, and administer ‘corrective behavior.
*De-escalate situations to the best of your ability
*Maintain the safety, comfort, and elsewise, productivity of departments to the best of your abilities.


===[[File:Generic detective.png|link=Detective]] [[Detective]]===
'''Modifiers:'''
*'''Regardless of what alternative title you choose to use you are still a member of security and subordinate to the [[Head of Security]]'''
*Security must have explicit permission from the relevant head before entering the department for anything relating to their duties, outside of immediate risk-of-life.
*Lead investigations of crime scenes and suspects
*Security can take breaks at will, as long as others are informed.
*Interrogate witnesses and suspects
*Crew and Departments may not be searched unless there is a search warrant or they are caught engaging in crime*.
*Provide officers with relevant information on cases
*Warrants should be presented for arrests unless the crime is actively being committed.
*Submit and sort evidence
*Detectives can make arrests, but are beholden to security policy. Private Investigators are not beholden to Security policy, but cannot make arrests.
 
<sub>*Evidence, facts and circumstances which would lead a cautious and prudent person to believe a crime has been, is being or is about to be committed.</sub>
'''Important:''' As a detective you will always have authority over an officer when it comes to how a crime scene or interrogation should be handled, and officers should always defer to you for information first. Outside of information gathering you still do not have any authority over officers when it comes to dispatching and giving them orders and you still do not handle arrests personally outside of cases of low man power or high alert.
|-
 
|
===[[File:Generic Corrections officer.png|link=Corrections Officer]] [[Corrections Officer]]===
===<u>Blue Alert</u>===
*Keep the [[prisoner]]s in line, make sure they are not being a harm to others or themselves.
Suspicious activity, violent crimes, strong suspicion of developing threats to the station.
*Fulfill reasonable requests or exchanges the prisoners may have for items, but remember that you are not under any obligation to accept them.
*Report any incidents, destruction, and intrusions within perma to the [[Warden]] or [[Head of Security|HoS]].
*Aid new criminals in acclimation to perma, process current prisoners for parole if requested and approved.
 
Being a [[Corrections Officer]] isn't a license to start beating prisoners and make their life hell or an obligation to act as the prison butler. Remember, even though you are a member of security you are not an officer so unless you are in extraordinary circumstances, such as low security numbers or all hands on deck situations, you do not handle arrests and you should only be leaving the brig with approval from the [[Warden]].
 
=Security Adjacent Jobs=
Some jobs will find themselves interacting with security so they will be covered here as “security adjacent jobs”, the main focus being on how they interact with the department. Remember, the listed roles here are placed in their own separate category and outside of the security hierarchy because they are '''not''' members of security, regardless of their access to the brig or security comms.
 
===[[File:Generic Blueshield.png|link=Blueshield]] [[Blueshield]]===
 
'''Important:''' This section only covers the Blueshield in relation to security, for a complete blueshield policy consult with [[Command Policy]]
 
The Blueshield is a prestigious role, one that is held with high regard. They are personally trained agents of central command, but what they are not, is part of security. Although they bear a mindshield, have brig access, gear and sec communications, they are in no way part of the station’s security team. They should not act as though they are part of security, nor should security act as though the Blueshield is an asset for security to use. Their one and only goal is to keep the station’s most valuable assets safe.
 
Your interactions as sec will be limited with the Blueshield, but from time to time you may run into them for a few specific scenarios. When a Blueshield happens to detain an individual who has threatened their charge, they will more than likely hand off the arrest into sec hands. Their job isn’t to process criminals, only to make sure criminals stay away from command. In addition, they will become involved in any issues that involve a member of command staff, be it for an arrest, or in recovery of a downed or killed command member.
 
===[[File:Departmental guards.gif|link=Departmental Guards]] [[Departmental Guards]]===
Departmental Guards are a relatively new addition to each department that act as an independent guard from security, with the main goal of keeping their assigned area and it’s employees safe. They are '''not''' members of security and they do '''not''' answer to the Head of Security, they are subordinate to the department and its head.
 
As mentioned above, they answer directly to the head of their respective department, taking orders from and deferring to their judgment when appropriate. That said, it is important to remember that outside of the science and engineering guard, you are not hired by not nanotrasen in general, else-wise you are not required to follow illegal instructions unless your character would, at the end of the day you are not their minion.


Your duties as a guard are as follows:
'''Equipment:'''


*Remove or detain trespassers and disruptive individuals from the department.
* The security mech (Paddy) may now be used freely.  
*Report those mentioned above to security or hand them in if you detained them.
*Ensure that the members of the department are safe and in good health.
*Respond to calls from your respective head or department members.
*Use your limited knowledge to aid the department in case of emergency (you are not there to replace any of them as you lack that level of skill).
*Act in stead of your department to press charges against people threatening the productivity or safety of said department.


While you may not be a doctor, a scientist, etc… you can still have basic knowledge on how to operate within that department, such as orderlies giving first aid, science guards pushing buttons on the research console, so on and so forth; but keep in mind that your main duty is protecting!
'''Modifiers:'''


'''Important Reminders:'''
*Security may field search people without a search warrant. They may bring them to the brig provided that there is approval from their department head.
*You are given a baton, cuffs and a holding cell for troublemakers caught '''within''' your department, you are not intended to give chase outside of it and as of writing this your special baton is made to optimally function within your assigned department.
*You are given a gun permit for a good reason, because you are capable, and encouraged to arm yourself; just as the crew and security can, however, you should '''operate under a concept of concealment''', after-all, it’s not a good show for dep-guards to be flexing their rifles on green.


=Alert Levels - <span style="color:red"> OOC </span>=
|-
===Green Alert===
|
All clear - No crimes / Active situations
===<u>Amber Alert</u>===
*Handguns(pistols, etc) are permitted for officers to carry within their belt; however, rifles, shotguns, or elsewise are not.
Multiple active situations, active threat to the station, large scale loss of security control over the station.
*Security are not to have 'Combat Mutations' [https://wiki.skyrat13.space/w/index.php/Contraband#Exemptions_and_specific_details (see here)], but can request most of the others with permission from a geneticist/RD/Captain. (Mind reading and Transcendent Olfaction should be reserved for detectives as it is most relevant to their job and job identity and to keep a fair playground for stealth crime.)
*Security may not have 'combat implants' [https://wiki.skyrat13.space/w/index.php/Contraband#Exemptions_and_specific_details (see here)] without direction permission of the RD, and a situation justifying it. (wide-scale riots, changeling on the run, etc)
*Officers may request MCR-01 rifles to personally modify, though they may not carry them outside the brig.
*Security may patrol the station.
*Security must have explicit permission from the relevant head before entering the department for anything relating to their duties, outside of immediate risk-of-life.
*Crew may freely roam the hallways.
*You can take breaks at will, though it is advised that you let others know via the radio.
*Crew may not be searched unless they are caught engaging in crime or there is Probable Cause*.
*Arrests or corrective actions within departments, or regarding members of a department, for crimes 2xx and below, require first contacting the head of that department or (in the instance a head is unavailable or they lack a department,) contacting a lawyer, the HoP, or Corporate Representative.
*The Warden may carry a Long Gun/Primary weapon only while inside the brig or prison.
*Security can request Mechs, excluding the Sierra Ivanov and Phazon, but not use them.
<sub>*Evidence, facts and circumstances which would lead a cautious and prudent person to believe a crime has been, is being or is about to be committed.</sub>


===Blue Alert===
'''Equipment:'''
Suspicious activity such as break ins or theft that may constitute a 2xx or lower.


*Long guns/primaries[*] loaded with non-lethal ammunition, and energy guns capable of dual-mode (lethal, non-lethal) firemodes may be deployed.
*Mechs can now be used, regardless of circumstances. (excluding the savannah ivanov, and the phazon)
*Security may search people with approval from their relevant department head, or elsewise, the Captain.
*Riot Armor can now be fielded.
*You can take a break or continue it, but you are expected to be able to respond if called upon.
'''<u>Modifiers</u>'''
<sub>* SMART guns, carwo rifles(LMGS DO NOT COUNT), shotguns with non-lethal/less than lethal shells, etc…</sub>


===Amber Alert===
* Security are expected to drop all personal activity and return to active duty.
Active 3xx crimes, or situations, elsewise: least 1 confirmed active hostile with no recorded bombings, ongoing grand sabotage or at least one confirmed grand theft.
*Security is authorized to do random searches, without informing anyone.
**However, when entering a department, if you are able to do so and are not currently engaged in an active situation, please inform the department head of your entry.
*Search warrants and Arrest warrants requirements are waived for the duration of amber alert and above.
|-
|
===<u>Red Alert</u>===
Critical inability to retain control of the station; Or large scale active threat.  


*Security personnel may be equipped with lethal primaries.
<u>Crew militia in effect.</u>
*Riot or Bulletproof gear may be handed out depending on the threat.
*Mech's can now be used.


*The HoS or Warden may distribute additional gear as needed.
'''Equipment:'''
*Security is authorized to do random searches and grid searches to places outside of a department, without informing anyone. However, when entering a department, if you are able to do so and are not currently engaged in a chase, please inform the department head of your entry.
*You are expected to drop all personal activity and return to active duty.


===Red Alert===
* Lethal/non-lethal limits are lifted,for '''everyone.'''
4xx or above crimes have been committed, and the perpetrator is not currently in custody.
* Security may deploy savannah ivanovs, or phazons.


*The armory may be fully opened.
'''<u>Modifiers:</u>'''
*All security gear may be deployed.
*Able bodied crew are expected to assist security when able, until the threat is neutralized.
*Crew must submit to any search requested by a security member.
*Crew must submit to any search requested by a security member.
*Security may get combat implants/ mutations for any reason. (They do not need to be removed if the alert lowers again)
*Security can enter, passthrough, or raid departments at will, without informing anyone.
*Security can enter, passthrough, or raid departments without contacting the appropriate head and arrest any crew member deemed a threat to the station.
*Security may requisition Savannah Ivanovs, or Phazons.
*Crew are fully-permitted to both arm themselves and defend their departments.
*Crew are fully-permitted to both arm themselves and defend their departments.
 
|-
|
===Delta Alert===
===Delta Alert===
The destruction of the station is imminent and the threat must be stopped at all costs.
The destruction of the station is imminent and the threat must be stopped at all costs.


*Use of martial law is allowed, crew must follow Command and Security orders at the threat of immediate execution. Insubordination during a Delta Class Emergency should be met swiftly, to prevent further loss of life.
*Absolute martial law, no restrictions on lethals, arrests, or contraband laws.  
 
|}
===Gamma Alert===
 
[https://www.youtube.com/watch?v=ZE04tUenO8s May God save the station, for only They alone can.]
 
 
 
= Contraband =
(this is here for the redirect from contraband policy)
 
but barring picking it up mid-fight, security shouldn't be using contraband personally, unless the alert is '''DELTA.'''
 
 


{{Rules table}}
{{Rules table}}
[[Category:Rules]]
[[Category:Rules]]

Latest revision as of 04:48, 5 March 2025

Nova Sector policies
Return to policies page

The Security Guiding Principles

  1. You are expected to function as a counter to antagonists. You are not a set piece.
  2. You are expected to follow Corporate Regulations when feasible, though alternative punishments can be applied within reason.
  3. Hardcore torture, MMI, or borging require explicit OOC consent.
  4. The head of your department is the “Head of Security”. If the captain demotes them, you are to remember that you work for the department, not the Head of Security.
  5. If you are being demoted, roleplay should be the forefront of any reaction.
  6. Crew life is valuable and you are expected to take the actions that will put the crew in the least amount of danger when dealing with threats.
  7. Being given the green light for lethals does not give you the permission to field execute someone.
  8. You can roleplay as a corrupt security member, however, do not use it to shut down roleplay or create a toxic environment.
    • You are not to ignore antagonistic behaviour that is a threat to the station.
  9. ERP is allowed as security. Your job comes first however.
  10. Permanent Mechanical State: you're looking for this.
  11. You can leave the station if there's a threat out in space or lavaland.
  12. CONTRABAND: Barring picking it up mid-fight, security shouldn't be using contraband, unless the alert is DELTA.
  13. All procedures on this page are OOC.
Good Faith

Good Faith should be starting point of your interactions; while they won't always go how you want, it's important to always be trying your best to focus on creating roleplay where possible, even in dire circumstances! This doesn't mean you have to ignore the mechanics on the game, be that fixing a girder, or getting in a fight, just that you shouldn't be playing this role, or any other with the sole-intention of putting roleplay in second-place!

Procedures

Warrants

Search Warrants

For Green - A search warrant is a single-use permit to allow a security officer to search a crew member to check for any incriminating evidence against Corporate Regulations.

A search warrant is not required for individuals arrested during an active crime.

Search warrants allow for detainment of a crew member. Detainment for questioning requires relevant head clearance.

When Detaining: Security is only allowed to detain with two or more clear and articulated reasons of suspicion.

Search warrants will be required to have two fields filled for it to be applied.

Who can approve Search warrants: Head of Security, Warden, Lawyer, Relevant Departmental head (Except Captain)

--Reason of search--

"The Act or action justifying the suspicion."

Ex - Missing items seen on POI, Illegal Weapon reported, Unique weapon traces found on a Dead body, Eye Witness Accounts, Testimony, etc.

--Reasonable suspicion--

"The Act or Action of a suspected person that justifies the Search / Reason."

Reasonable suspicions are points of evidence to be collected. If there is no evidence, the suspicion is cleared and they are free to go immediately.

Ex - Known to have operated in the area where the crime had been committed, Was seen carrying an LMG through central hallways, Known to had been carrying tools prior to crime reported, Non-Security eye witness States to have seen POI in action, etc.

---

(If anything incriminating is found during a warranted search on the spot or from somewhere else, officers may arrest them on the spot without an arrest warrant needed. If any evidence is found later, use standard arrest warrant procedure.)

Arrest Warrants

For Green/Blue - Arrest Warrants are to be Issued when there is confirmed evidence tying a Person of Interest to a crime committed.

An arrest warrant is not required for individuals engaged in an active crime.

Arrest warrants will also be required to have two fields filled for it to be applied.

Who can approve Arrest warrants: Only the Head of Security and Warden can approve of Arrests. If either are not available: discretion is given to officers to Arrest with evidence provided.

--Crime committed--

Crimes Applied in accordance to Corporate Regulations with presence of Submitted Evidence

Ex - Murder 501, Grand Theft 404, Grand sabotage 402

--Evidence submitted--

Evidence found during conduct of investigation.

Ex - evidence from area of the crime (prints, blood, etc), Confirmed Testimony of related personnel, First hand testimony from Violator (announcement on Comms, PDA), Photography, Etc

---

Note: Confirmed non-crew entities do not require a warrant.


Brigging

Brig Procedures

When a suspect is brought to the brig, either in cuffs, or not, you should contact the warden/HOS ahead of time, and have either of them get ready to process them as they arrive.

  • If they're a suspect, they should be brought to a cell or interrogation as soon as possible, with their items stored in said cell.
  • You can detain someone for 10m without charges. Time spent detained must be subtracted from their sentence when charged. There is no double jeopardy for charges.
  • If you are planning on a longer interrogation, you must do so while their timer is running and you can not keep them longer than their sentence without:
    • For most crew, their head.
    • For non-department-workers, the HOP.

Detainees under 25 minutes may keep their communication devices. Communication devices may be confiscated for longer sentences.

Prison Procedures

In the case of a sentence that is longer than 25 minutes a suspect will be processed for the prison if possible.

Executions

Executions can be carried out if the person is routinely violent during detainment/arrest/holding. The HoS must authorize it. The Captain/AC can authorize in the absence of the HoS.

With an exception for Hostile Non-Typical Lifeform's, or immediate risk to life without doing so, all executions should be carried out by the HoS or Warden.

Note: Declaring someone as Do Not Revive is considered posthumous authorization of an execution.

Implant Searches

Security can perform implant searches with probable cause.

Labor camp

The Labor Camp, sometimes referred to as Gulag, is an alternative punishment method that may allow for detainees to be released earlier through work.

Use of Force

As a member of security you have access to strong non-lethal gear for taking down foes and troublemakers alike, but there are times when using them would simply be ineffective and you have to resort to lethals.

The situations when lethal force is allowed can be:
Non-Lethal Weapons are ineffective:

Hostile that can not be non-lethally detained.

Armed and dangerous:

If a suspect is in possession of weapons or skills, lethal or non-lethal, and there is reasonable suspicion to believe that they will be used against security, or crew. This includes stimulants.

Multiple Hostiles:

It can be extremely difficult to detain multiple hostiles, and if it comes too, you may use lethals to force them to back off.

Security Heirarchy and Expectations

For more information on the expectations of these roles, see the appropriate job page:

Alert Levels

Green Alert

All clear - No crimes / Minor Crimes / No threat to the station

Equipment:

  • Non/Less Lethals are preferred for arrests.
  • The Warden / HOS are permitted to use anything in their locker.
  • Security can request and field mechs to active situations.
  • Any variant of non-contraband melee weapon is fully allowed.

Modifiers:

  • Security must have explicit permission from the relevant head before entering the department for anything relating to their duties, outside of immediate risk-of-life.
  • Security can take breaks at will, as long as others are informed.
  • Crew and Departments may not be searched unless there is a search warrant or they are caught engaging in crime*.
  • Warrants should be presented for arrests unless the crime is actively being committed.
  • Detectives can make arrests, but are beholden to security policy. Private Investigators are not beholden to Security policy, but cannot make arrests.

*Evidence, facts and circumstances which would lead a cautious and prudent person to believe a crime has been, is being or is about to be committed.

Blue Alert

Suspicious activity, violent crimes, strong suspicion of developing threats to the station.

Equipment:

  • The security mech (Paddy) may now be used freely.

Modifiers:

  • Security may field search people without a search warrant. They may bring them to the brig provided that there is approval from their department head.

Amber Alert

Multiple active situations, active threat to the station, large scale loss of security control over the station.

Equipment:

  • Mechs can now be used, regardless of circumstances. (excluding the savannah ivanov, and the phazon)
  • Riot Armor can now be fielded.

Modifiers

  • Security are expected to drop all personal activity and return to active duty.
  • Security is authorized to do random searches, without informing anyone.
    • However, when entering a department, if you are able to do so and are not currently engaged in an active situation, please inform the department head of your entry.
  • Search warrants and Arrest warrants requirements are waived for the duration of amber alert and above.

Red Alert

Critical inability to retain control of the station; Or large scale active threat.

Crew militia in effect.

Equipment:

  • Lethal/non-lethal limits are lifted,for everyone.
  • Security may deploy savannah ivanovs, or phazons.

Modifiers:

  • Able bodied crew are expected to assist security when able, until the threat is neutralized.
  • Crew must submit to any search requested by a security member.
  • Security can enter, passthrough, or raid departments at will, without informing anyone.
  • Crew are fully-permitted to both arm themselves and defend their departments.

Delta Alert

The destruction of the station is imminent and the threat must be stopped at all costs.

  • Absolute martial law, no restrictions on lethals, arrests, or contraband laws.
Nova Sector policies