Silly Goober:sandbox sec policy
The Security Guiding Principles - OOC
- 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.
- Hardcore torture, 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.
- If you are being demoted, roleplay should be the forefront of any reaction.
- Crew life is valuable and you are expected, but not always required 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're no longer a threat, for ref: don't execute someone who just got cuffed.
- You can roleplay as a corrupt security member, not shut down roleplay or create a toxic environment.
- You are not to ignore antagonistic behaviour that is a threat to the station.
- ERP is allowed as security as long as you don't leave the team incapable of something.
- You are not to preemptively secure items / reinforce areas without a strong IC reason.
- This includes things such as: Securing the sec gear in checkpoints at roundstart.
- Permanent Mechanical State: you're looking for this.
- You can leave the station if there's a threat out in space, as long as someone remains on station.
Important Note
This is primarily references and important rulings, it can't cover every situation, if uncertain, ahelp, or roleplay to the best of your abilities.
Semi IC = IC unless it's excessive
OOC = What it says on the tin, strictly OOC enforced.
What is your purpose?
Simply speaking: putting a stop to incidents that are interrupting the productivity, or functionality of the station, in whichever manner befits the situation.
How would I do this?
For reference:
An assistant steals the captains hat, so the captain slashes them with their sword, upon showing up you could:
Ask the captain if they'd like to press charges, if yes, move from there to:
- Fining the assistant, and setting up an injunction clarifying doing it again would be a much steeper charge,
- or, if both sides are still trying to instigate, just brig both for relevant charges.
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 functional solution.
- 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.
Procedures
Before Brigging(IC): |
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Assess - Semi-ICWhen 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.
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Arrests - Semi-ICArrests are when someone involved in a situation, be they the suspect or not, is detained and brought to the brig for further actions:
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Riot Control - Semi-IC
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Brigging(OOC) |
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Brig Procedures - OOCWhen 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 the crimes total to more than 25 minutes, they are to be sent into the prison, if it’s less than that they are to be placed into an available holding cell and their personal belongings in its respective locker, non-violent suspects should be uncuffed.
All prisoners and detainees are entitled to the communication devices they have on arrest, as long as they aren't abused, or contraband. |
Prison Procedures - OOCIn the case of a sentence that is longer than 25 minutes a prisoner will be processed for the prison, through the following steps: (since the lockers are abandonware at the moment, they're not required to be used.)
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Executions - OOCExecutions can be carried out if the person is routinely violent during detainment/arrest/holding, or guilty of a 6xx crime, but the HoS must authorize it. 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 and Warden. Note: Declaring someone as Do Not Revive is considered posthumous authorization of an execution and requires the same authorization as an execution. |
Implant Searches - OOCSecurity may find itself in situations in which they suspect an individual of having implants, which may require an implant search, which should be done in medbay by a medical professional (CMO, Medical Doctor) depending on availability and risk of escape. Currently, security has full knowledge on the following implant types:
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Labor camp - OOCThe Labor 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:
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. |
Use of Force - OOC
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: |
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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. |
Non-Lethal Weapons are ineffective:
Hostile that can not be non-lethally detained such as hulks, mechs or people who are dosed on any manner of stamina-damage resisting drugs or implants. |
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. This also valid for people who're beating on officers, doubly so if using drugs or otherwise stimulants. |
Severe Personal Risk:
There are situations when approaching a hostile for a typical arrest would be too dangerous for officers meaning that 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 equally destructive devices. 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, and if it comes too, you may use lethals to force them to back off. |
Security Roles and Expectations - Semi-IC
Before we go into the roles themselves we should first mention the security hierarchy at large, which is rather simple:
- Captain
- Head of Security
- Warden
- Detectives* See their respective policy for further details
- Security Officers
- Correction Officers
Head of Security
- Keep tabs on your officers, make sure Corporate Regulations is upheld, make sure the peace is kept.
- 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.
- Be on stand-by for if you’re needed as a negotiator(between departments) for developing situations!
Warden
- Protect the brig and armory from intruders.
- Make sure that brigging procedure is being followed.
- Make sure that wanted people have charges set to them, with explanation for the crime itself.
- 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 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.
Peacekeeper
- Keep the peace under the guidance of the HoS, use Corporate Regulations to resolve disrupting behavior when brought to you or severe enough to warrant it.
- Patrol the station to make sure that the crew is not at risk.
- 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
Detective
- Regardless of what alternative title you choose to use you are still a member of security and subordinate to the Head of Security
- Lead investigations regarding crimes, coordinate with the rest of sec to:
- Interrogate witnesses and suspects
- Make sure crimes are properly investigated to the best of your ability, with relevant information logged.
- Submit and sort evidence
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.
Corrections Officer
- Keep the prisoners in line, make sure they are not being a harm to others or themselves.
- 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 HoS.
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.
Departmental Guards
- Departmental Guards are independent guards, serving their relevant department.
- 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.
- You are a employee of Nanotrasen or a smaller security firm on contract with NT (with exception to the FTU Hired Customs Agent).
Your duties as a guard are as follows:
- Remove or detain trespassers and disruptive individuals from the department..
- Ensure that the members of the department are safe and in good health.
- Respond to calls from your respective head or department members.
- Remember, you can't 'police' anyone on green alert, you can however give them the boots. Medium style.
Important Reminders:
- 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.
Alert Levels - OOC |
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Green AlertAll clear - No crimes / Minor Crimes / No threat to the station Equipment:
Modifiers:
*Weapons which aren't being carried in any visible sheath/holster. (For ex: no crusaderbelt / shamshir sabers/ bulky weapons in a guncase) *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 AlertSuspicious activity, violent crimes, strong suspicion of developing threats to the station. Equipment:
Modifiers:
* SMART guns, carwo rifles(LMGS DO NOT COUNT), shotguns with non-lethal/less than lethal shells, etc… * 'Policing' implies arresting in this instance, ala, asking the warden to press charges on them. * Sidearms are anything that's normal sized or below, without modification. |
Amber AlertMultiple active situations, active threat to the station, large scale loss of security control over the station. Equipment:
Modifiers
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Red AlertCritical inability to retain control of the station; Or large scale active threat. Crew militia in effect. Equipment:
Modifiers:
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Delta AlertThe destruction of the station is imminent and the threat must be stopped at all costs.
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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.