Difference between revisions of "User:Sirryan2002/GradingTest"
Sirryan2002 (talk | contribs) |
Sirryan2002 (talk | contribs) (grammatical fixes) |
||
Line 1: | Line 1: | ||
As the | As the station's first line of defense against [[Identifying Antagonists|Evil]], the '''Security Department''' is the most dynamic and challenging department on the station. While the learning curve of Security is not terribly steep, it's important to have a solid grasp on game controls as well as possess an open mind. The Security Department demands that officers have basic knowledge of [[Space Law]] and their Standard Operating Procedure; As part of this knowledge, an officer should be able to do the following: properly utilize security records and statuses; arrest, process, and search wrongdoers; hand out permanent and timed sentences in an expedient manner. | ||
The Security Department's primary goal is to stop [[Space law#Enemies of the Corporation|Enemies of the Corporation]] and maintain order on the station. Officers should be aware of the various antagonists on station, how to spot them, and how to deal with them effectively within the boundaries of the law. Members of the Security Department should know what levels of force to use against different targets. While not required, it's extremely beneficial for Security | The Security Department's primary goal is to stop [[Space law#Enemies of the Corporation|Enemies of the Corporation]] and maintain order on the station. Officers should be aware of the various antagonists on the station, how to spot them, and how to deal with them effectively within the boundaries of the law. Members of the Security Department should know what levels of force to use against different targets. While not required, it's extremely beneficial for Security officers to learn how to hold their own in combat by learning proper fighting techniques, usage of available equipment, and smart tactics. | ||
The many moving parts and requirements of the Security Department can quickly add up and become nauseating. It is important for every officer to understand how not only how to enforce the law but how the law restricts officers. Officers should pay attention to [[Standard Operating Procedure#Alert Levels|Station Alerts]] and how their rights and freedom of action change with the alerts. As officers become more experienced, they should know both the [[Internal Affairs Agent]] and [[Magistrate]]'s roles in the Nanotrasen legal system and where officers fit into it. Ultimately, roles in the security department are punishing but extremely engaging; The officers who get the most out of the role are the ones who balance their pace and self-autonomy in order to give out fair sentences that serve to improve the experiences of | The many moving parts and requirements of the Security Department can quickly add up and become nauseating. It is important for every officer to understand how not only how to enforce the law but how the law restricts officers. Officers should pay attention to [[Standard Operating Procedure#Alert Levels|Station Alerts]] and how their rights and freedom of action change with the alerts. As officers become more experienced, they should know both the [[Internal Affairs Agent]] and [[Magistrate]]'s roles in the Nanotrasen legal system and where officers fit into it. Ultimately, roles in the security department are punishing but extremely engaging; The officers who get the most out of the role are the ones who balance their pace and self-autonomy in order to give out fair sentences that serve to improve the experiences of others. | ||
==Officer Basics== | ==Officer Basics== | ||
Line 10: | Line 10: | ||
===Security Hierarchy=== | ===Security Hierarchy=== | ||
All members of the security department report to the [[Head of Security]] (HOS), however, who has authority over what can be a little more complicated than that. The Head of Security has full decision making power over all security matters and is only superseded by the [[Captain]]. In order to | All members of the security department report to the [[Head of Security]] (HOS), however, who has authority over what can be a little more complicated than that. The Head of Security has full decision-making power over all security matters and is only superseded by the [[Captain]]. In order to expedite sentences and better manage the department, the Head of Security will often have a [[Warden]] working beneath them. The Warden does not necessarily have more authority than Security Officers but he does have full authority over the brig, prison wing, and armory. When the HOS is not making a decision over sentencing, officers should look towards the warden. The [[Detective]], while an officer, has less authority and power than your standard [[Security Officer]] but still reports to the same people as Security Officers. | ||
Since Space Law extends beyond the security department, the Head of Security does not have ultimate authority over Space Law matters. Instead, the [[Magistrate]] has the final say over any sentencing and even supersedes the Captain. The only higher authority is [[Central Command]]. If you ever believe that Space Law is being enforced improperly, you should take your concern to the Magistrate. If even the Magistrate is failing to do their job, you should take up your concern with an [[Internal Affairs Agent]] or the [[Nanotrasen Representative]] who deal with Standard Operating Procedure issues. | Since Space Law extends beyond the security department, the Head of Security does not have ultimate authority over Space Law matters. Instead, the [[Magistrate]] has the final say over any sentencing and even supersedes the Captain. The only higher authority is [[Central Command]]. If you ever believe that Space Law is being enforced improperly, you should take your concern to the Magistrate. If even the Magistrate is failing to do their job, you should take up your concern with an [[Internal Affairs Agent]] or the [[Nanotrasen Representative]] who deal with Standard Operating Procedure issues. | ||
Line 16: | Line 16: | ||
===Security Equipment=== | ===Security Equipment=== | ||
{{Main|Security Items}} | {{Main|Security Items}} | ||
Security officers would have no way to enforce the law without having the right loadout. Most equipment that officers will end up | Security officers would have no way to enforce the law without having the right loadout. Most equipment that officers will end up using is available in the various Security lockers in the Locker Room and also in the [[Vendors#SecTech|SecTech Vendor]] which is found in the equipment room. The SecTech Vendor dispenses handcuffs, energy bolas, evidence bags, seclites, flashes, flashbangs, and for the hungry cop in all of us: doughnuts. | ||
Line 47: | Line 47: | ||
[[File:Laser Gun.png|32px]] '''Laser Gun''' - While more efficient than an energy gun (it has a capacity of 12 shots instead of the energy gun's 10), it only has a kill mode. <br> | [[File:Laser Gun.png|32px]] '''Laser Gun''' - While more efficient than an energy gun (it has a capacity of 12 shots instead of the energy gun's 10), it only has a kill mode. <br> | ||
[[File:Riot Shield.png|32px]] '''Riot Shield''' - Protects from melee attack in the direction you are facing and has a 50% chance of negating incoming damage or projecticles. can't fit in backpacks or on your back. <br> | [[File:Riot Shield.png|32px]] '''Riot Shield''' - Protects from melee attack in the direction you are facing and has a 50% chance of negating incoming damage or projecticles. can't fit in backpacks or on your back. <br> | ||
[[File:Riotshotgun.png|32px]] '''Riot Shotgun''' - Can fire a wide variety of shells , from rubber and beanbag shells that deal stamina damage, to all kinds of Technological Shells created by Science.<br> | [[File:Riotshotgun.png|32px]] '''Riot Shotgun''' - Can fire a wide variety of shells, from rubber and beanbag shells that deal stamina damage, to all kinds of Technological Shells created by Science.<br> | ||
[[File:Ion Rifle.gif|32px]] '''Ion Rifle''' - Useful against targets that can be [[EMP Effects|EMP]]'d. Does serious damage to [[Cyborg]]s, [[AI]]s, [[IPC]]s, and [[Swarmer]]s. Can also disable any technology targets are wearing and disable implants/cybernetics. Useless against biological threats.<br> | [[File:Ion Rifle.gif|32px]] '''Ion Rifle''' - Useful against targets that can be [[EMP Effects|EMP]]'d. Does serious damage to [[Cyborg]]s, [[AI]]s, [[IPC]]s, and [[Swarmer]]s. Can also disable any technology targets are wearing and disable implants/cybernetics. Useless against biological threats.<br> | ||
'''Various body armor and helmets''' - See [[Security Officer#Tips and Tricks|this]] for more information. | '''Various body armor and helmets''' - See [[Security Officer#Tips and Tricks|this]] for more information. | ||
Line 53: | Line 53: | ||
===Important Locations=== | ===Important Locations=== | ||
'''[[Arrivals Checkpoint]]:''' This checkpoint is near the Arrival Shuttle. Containing a recharger, Camera plus Records consoles and a locker with security gear. Late-joining security officers might find it to be a good idea to take the equipment from here; | '''[[Arrivals Checkpoint]]:''' This checkpoint is near the Arrival Shuttle. Containing a recharger, Camera plus Records consoles, and a locker with security gear. Late-joining security officers might find it to be a good idea to take the equipment from here; | ||
'''[[Brig|The Brig]]:''' The main imprisonment area. Has single-person cells that are used for timed | '''[[Brig|The Brig]]:''' The main imprisonment area. Has single-person cells that are used for timed sentences. | ||
'''[[Security Office]]:''' An for debriefs at the beginning of a round, or in the midst of some form of crisis. | '''[[Security Office]]:''' An for debriefs at the beginning of a round, or in the midst of some form of crisis. | ||
Line 60: | Line 60: | ||
'''[[Equipment Room]]:''' The central area for incoming and outgoing officers to get equipped with either basic equipment or requisitions from the Armory or Secure Armory. | '''[[Equipment Room]]:''' The central area for incoming and outgoing officers to get equipped with either basic equipment or requisitions from the Armory or Secure Armory. | ||
'''[[Armory]]/[[Secure Armory]]:''' Security's main weapons repository, under the jurisdiction of the Warden and Head of Security. Contains extra disablers, Energy Guns, Laser Guns, Riot Shotguns (with a variety of ammunition), Ablative Vests, an Ion Rifle, Security Hardsuits, Bullet Proof Armour and Riot Suits. You can also find Portable Flashers and Barriers, in addition to a selection of implants, extra handcuffs and flashbangs, a toolbox and EOD (Explosive Ordnance Disposal) gear. | '''[[Armory]]/[[Secure Armory]]:''' Security's main weapons repository, under the jurisdiction of the Warden and Head of Security. Contains extra disablers, Energy Guns, Laser Guns, Riot Shotguns (with a variety of ammunition), Ablative Vests, an Ion Rifle, Security Hardsuits, Bullet Proof Armour, and Riot Suits. You can also find Portable Flashers and Barriers, in addition to a selection of implants, extra handcuffs and flashbangs, a toolbox, and EOD (Explosive Ordnance Disposal) gear. | ||
'''[[Detective's Office]]:''' Contains a camera monitor in the shape of a TV, Medical and Security records consoles, as well as the basic equipment needed for conducting interviews or | '''[[Detective's Office]]:''' Contains a camera monitor in the shape of a TV, Medical and Security records consoles, as well as the basic equipment needed for conducting interviews or cataloging evidence. | ||
'''[[Head of Security's Office]]:''' Serves as an area where the Head of Security can use a keycard authenticator, make station announcements, or use a fax machine. Beware of Araneus. | '''[[Head of Security's Office]]:''' Serves as an area where the Head of Security can use a keycard authenticator, make station announcements, or use a fax machine. Beware of Araneus. | ||
Line 72: | Line 72: | ||
'''[[Prison Wing]]:''' Contains the Permabrig, Solitary Confinement cells, Prisoner Equipment Storage and the Execution Room. | '''[[Prison Wing]]:''' Contains the Permabrig, Solitary Confinement cells, Prisoner Equipment Storage and the Execution Room. | ||
'''[[Labor Camp]]:''' Where permanent prisoners can be sent to mine and serve their sentence. Contains a small observation area manned by Prison Ofitser (Beepsky's long-lost cousin) and a maintenance section both locked behind Security access. Basic prisoner accommodations with small dorms, a cryo sleeper, bathroom and breakroom containing | '''[[Labor Camp]]:''' Where permanent prisoners can be sent to mine and serve their sentence. Contains a small observation area manned by Prison Ofitser (Beepsky's long-lost cousin) and a maintenance section both locked behind Security access. Basic prisoner accommodations with small dorms, a cryo sleeper, bathroom and breakroom containing complementary vendors. As well as the utilities prisoners will need for their work, including rudimentary mining equipment, minimalistic Infirmary, a special variant of mining equipment vendor, and an ore redemption machine without access requirements. | ||
'''[[Warden's Office]]:''' Where the Warden can monitor Security Records and the Camera Network. Also contains a Prisoner Management console, which lets you set the number of Mining Points a Labor Camp prisoner needs to collect (via the Prisoner ID), as well as check up on anyone with a Tracking and Chemical Implant. | '''[[Warden's Office]]:''' Where the Warden can monitor Security Records and the Camera Network. Also contains a Prisoner Management console, which lets you set the number of Mining Points a Labor Camp prisoner needs to collect (via the Prisoner ID), as well as check up on anyone with a Tracking and Chemical Implant. | ||
'''[[Gamma Armory]]:''' A secured pod held in reserve that can only be deployed to the station during Gamma-level emergencies at the discretion of Central Command. Contains an Ares heavy Exosuit with attached charging facilities, a Shielded Security Hardsuit, hacked upgraded Autolathe, materials, Combat Shotguns, Saber SMGs, AEGs, Ion Rifles, Medical Beamgun, Combat Knives, Clusterbang, Incendiary Grenade and two wall rechargers. | '''[[Gamma Armory]]:''' A secured pod held in reserve that can only be deployed to the station during Gamma-level emergencies at the discretion of Central Command. Contains an Ares heavy Exosuit with attached charging facilities, a Shielded Security Hardsuit, hacked upgraded Autolathe, materials, Combat Shotguns, Saber SMGs, AEGs, Ion Rifles, Medical Beamgun, Combat Knives, Clusterbang, Incendiary Grenade, and two wall rechargers. | ||
===Introduction to Space Law=== | ===Introduction to Space Law=== | ||
The core purpose of officers aboard the station is to maintain order by enforcing laws and | The core purpose of officers aboard the station is to maintain order by enforcing laws and standards set by the Nanotrasen Board of Directors outlined in [[Space Law]]. Not only are crimes defined in this document but the procedure is established in it for enforcing the law, handing out sentences, and handling special circumstances. New officers should focus on getting acquainted with the basics of Space Law and associated Standard Operating Procedures surrounding arrests and brigging. | ||
Crimes are broken up into three digit crime numbers. The first digit denotes the severity of the crimes (minor, major, capital, etc) and the following two digits denote the type of crime (assault, trespassing, etc). An officer should know basic crime codes up to the 300 level which are [[Space Law#Minor Crimes|Minor]], [[Space Law#Medium Crimes|Medium]], and [[Space Law#Major Crimes|Major]] Crimes. Additionally, it is very critical to read up on Space Law | Crimes are broken up into three digit crime numbers. The first digit denotes the severity of the crimes (minor, major, capital, etc) and the following two digits denote the type of crime (assault, trespassing, etc). An officer should know basic crime codes up to the 300 level which are [[Space Law#Minor Crimes|Minor]], [[Space Law#Medium Crimes|Medium]], and [[Space Law#Major Crimes|Major]] Crimes. Additionally, it is very critical to read up on Space Law sections such as [[Space Law#Interpretation of the Law|Interpretation of the Law]], [[Space Law#Crime Stacking|Crime Stacking]], and [[Space Law#Brig Procedures|Brig Procedures]]. This is the foundational knowledge required in order to perform official duties, before reading through these parts of Space Law a new officer should absolutely not be making arrests or handling sentencing without being closely monitored and mentored by an experienced officer. | ||
Once read up on Space Law, new officers should read through their [[Standard Operating Procedure_(Security)#Security_Officer|Standard Operating Procedure]] in order to understand the procedure for making arrests, brigging, and utilizing security equipment so they don't | Once read up on Space Law, new officers should read through their [[Standard Operating Procedure_(Security)#Security_Officer|Standard Operating Procedure]] in order to understand the procedure for making arrests, brigging, and utilizing security equipment so they don't accidentally commit a fireable offense. Both Space Law and officer SOP should be pulled up in a browser tab during gameplay in order to quickly reference it while performing duties. This recommended literature only brushes the surface of Space Law and Security/Legal Procedure, all of which will be picked up later as new officers gain experience. | ||
===Security Statuses and Records=== | ===Security Statuses and Records=== | ||
[[File:SechudIcons.PNG|450px|thumb|right|SecHUD Icons corresponding to Crew Security statuses, from left to right: Execute, Wanted, Search, Incarcerated, Demote, Monitor, Parole; below, Released. Crew with blue or green dots have prisoner implants and crew with green outlines on their occupation are mindshielded.]] | [[File:SechudIcons.PNG|450px|thumb|right|SecHUD Icons corresponding to Crew Security statuses, from left to right: Execute, Wanted, Search, Incarcerated, Demote, Monitor, Parole; below, Released. Crew with blue or green dots have prisoner implants and crew with green outlines on their occupation are mindshielded.]] | ||
Enforcing the law would be much more difficult without proper documentation and records. Each crew member has | Enforcing the law would be much more difficult without proper documentation and records. Each crew member has an established security record with basic information about the person, a comment log of crimes/briggings, and security status. The record gives an appearance of the crew members, their occupation, fingerprint data, and blood type all of which is important for identifying them, this information is available through the security records console; Furthermore, there are other data that can be added by officers if further documentation is deemed necessary. The comment log is most important because it lists changes in statuses, any briggings, and which officer performed the action. | ||
Security statuses are important because it is how the security department records crew members with warrants, sentences, or other special circumstances that | Security statuses are important because it is how the security department records crew members with warrants, sentences, or other special circumstances that involve security. Both the comment log and security statuses can be viewed and edited by examining a crew member while having a SecHUD active. When editing either of these, it's important to provide a clear and concise reason as to why the change was necessary. Some statuses need permission from the [[Head of Security]] or [[Magistrate]] to be set such as Search (on green alert), demote, or parole and statuses like Execute can ''only'' be authorized by the Magistrate or [[Captain]]. | ||
'''Examples of Possible Security Statuses:''' | '''Examples of Possible Security Statuses:''' | ||
Line 97: | Line 97: | ||
* '''Incarcerated''', "EOC/Syndicate - sentenced: 400 Grand Sabotage, released the engine | * '''Incarcerated''', "EOC/Syndicate - sentenced: 400 Grand Sabotage, released the engine | ||
* '''Monitor''', "A medical doctor that took equipment and has never been seen again, according to the CMO. " | * '''Monitor''', "A medical doctor that took equipment and has never been seen again, according to the CMO. " | ||
* '''Search''', "Search warrant - Detective says their prints are on an empty syndicate EMP kit box. Search on spot, release and set to Monitor if nothing found." | * '''Search''', "Search warrant - Detective says their prints are on an empty syndicate EMP kit box. Search on spot, release, and set to Monitor if nothing found." | ||
{|class="wikitable sortable mw-collapsible" width:"100%" style="background-color:#ff9999;margin:10pt;" | {|class="wikitable sortable mw-collapsible" width:"100%" style="background-color:#ff9999;margin:10pt;" | ||
Line 113: | Line 113: | ||
| | | | ||
* A crew member that needs to be checked for contraband through a [[Legal Standard Operating Procedure#Searches|search]] | * A crew member that needs to be checked for contraband through a [[Legal Standard Operating Procedure#Searches|search]] | ||
* Crew are to be searched at spot they are found or relocated if in a dangerous area | * Crew are to be searched at the spot they are found or relocated if in a dangerous area | ||
* Dependent on the results of the Search performed, the crews status should be set to '''Arrest''', '''Monitor''' or '''Released.''' | * Dependent on the results of the Search performed, the crews status should be set to '''Arrest''', '''Monitor''' or '''Released.''' | ||
* Crew members that illegally refuse a search should be charged with [[Space law#Resisting Arrest|resisting arrest]] | * Crew members that illegally refuse a search should be charged with [[Space law#Resisting Arrest|resisting arrest]] | ||
Line 121: | Line 121: | ||
* The Cell Computers will automatically set their inhabitant's security status as '''Incarcerated''', commenting their charges and sentence to the security comments, given that you typed their name correctly to the machine. | * The Cell Computers will automatically set their inhabitant's security status as '''Incarcerated''', commenting their charges and sentence to the security comments, given that you typed their name correctly to the machine. | ||
* Prisoners with '''Prisoner IDs''' have this status by default, and it cannot be changed. | * Prisoners with '''Prisoner IDs''' have this status by default, and it cannot be changed. | ||
* '''Only use prisoner ID's to the [[Space law#Exceptional crimes|permanent inmates]]''', as their own ID | * '''Only use prisoner ID's to the [[Space law#Exceptional crimes|permanent inmates]]''', as their own ID is to be terminated after their procession. | ||
* Officers will need to manually update the status of '''permanently sentenced''' crew to Incarcerated as they are not done automatically | * Officers will need to manually update the status of '''permanently sentenced''' crew to Incarcerated as they are not done automatically | ||
|- | |- | ||
Line 128: | Line 128: | ||
* Parole is to be used in special cases defined by [[Legal Standard Operating Procedure#Parole|Legal SOP]] and [[Space law#Modifiers & Special Situations|Space Law]]. | * Parole is to be used in special cases defined by [[Legal Standard Operating Procedure#Parole|Legal SOP]] and [[Space law#Modifiers & Special Situations|Space Law]]. | ||
* A person that is guilty of a crime, but due to special circumstances is not supposed to be detained or imprisoned (for the time being), should be treated like a monitor status. | * A person that is guilty of a crime, but due to special circumstances is not supposed to be detained or imprisoned (for the time being), should be treated like a monitor status. | ||
* Should not be set without the explicit orders of the HOS, Captain or Magistrate. | * Should not be set without the explicit orders of the HOS, Captain, or Magistrate. | ||
|- | |- | ||
! '''Released''' <br> [[File:HudReleased.png|75px]] | ! '''Released''' <br> [[File:HudReleased.png|75px]] | ||
Line 154: | Line 154: | ||
In case the secHUD says: "ERROR: no datacore entry found of this person", it could mean one of the following: | In case the secHUD says: "ERROR: no datacore entry found of this person", it could mean one of the following: | ||
#They do not have an ID visible, | #They do not have an ID visible, | ||
#Their security record or the datacore | #Their security record or the datacore is completely wiped, crafty traitors can try to delete their records in order to confuse Security. | ||
#They did not have a security record in the first place, that is, and likely are not crew or are using a fake identity; This is common with agent IDs and [[Lavaland]] inhabitants | #They did not have a security record in the first place, that is, and likely are not crew or are using a fake identity; This is common with agent IDs and [[Lavaland]] inhabitants | ||
You can always create a new record at the Security Records Computer if this happens: check first if a datacore for the name is present (their name appears at the overview, the manifest), in case | You can always create a new record at the Security Records Computer if this happens: check first if a datacore for the name is present (their name appears at the overview, the manifest), in case it doesn't, scroll to the end of the screen to add a New Record, then open that and fill in the name of the target, and in the end, click "Create Security Record" and alter the status as desired. | ||
==Enforcing the Law== | ==Enforcing the Law== | ||
When a crew member commits a crime as defined by [[Space Law]], security will need to detain the crew members, determine their punishment, and carry out the punishment. Both the crime committed and perceived threat of the criminal will determine how an officer will need to approach an arrest. Not only are there over 30 different crimes, but many of them have different | When a crew member commits a crime as defined by [[Space Law]], security will need to detain the crew members, determine their punishment, and carry out the punishment. Both the crime committed and the perceived threat of the criminal will determine how an officer will need to approach an arrest. Not only are there over 30 different crimes, but many of them have different punishments associated with them with vastly different implications for the criminal. Different types of punishments call for different levels of imprisonment as well as identifying special circumstances that may modify the sentence completely. It is important for officers to know their role in the legal process as well as understand how that role (and its restrictions) change with station alerts. | ||
===Arrests=== | ===Arrests=== | ||
{{See Also|Standard Operating Procedure (Security)#Security Officer{{!}}Security SOP}} | {{See Also|Standard Operating Procedure (Security)#Security Officer{{!}}Security SOP}} | ||
Once a crew member has committed a crime or has a warrant set out for their arrest, a security officer will need to detain them and bring them to the brig. How an arrest is conducted is not uniform across alerts and different scenarios. Normally, you want to arrest someone with | Once a crew member has committed a crime or has a warrant set out for their arrest, a security officer will need to detain them and bring them to the brig. How an arrest is conducted is not uniform across alerts and different scenarios. Normally, you want to arrest someone with a minimal amount of fuss. If someone's committed a crime, but isn't acting hostile or a threat, try talking to them and getting them to come willingly no matter the alert. The best way to begin an arrest is to point at the crew member and yell "HALT." | ||
'''Green:''' Security officers will need to have a warrant (arrest status set after discussion in sec comms) or a solid reason for performing an arrest on a crew member. Officers once they have approached the suspect will need to request that the subject halt where the reasons for the arrest will be clearly laid out. Officers should attempt to escort the crew member to the brig without the use of handcuffs or force unless the subject resists the arrest. The usage of non-lethal equipment is NOT permitted to be used or brandished unless the subject resists arrest | '''Green:''' Security officers will need to have a warrant (arrest status set after discussion in sec comms) or a solid reason for performing an arrest on a crew member. Officers once they have approached the suspect will need to request that the subject halt where the reasons for the arrest will be clearly laid out. Officers should attempt to escort the crew member to the brig without the use of handcuffs or force unless the subject resists the arrest. The usage of non-lethal equipment is NOT permitted to be used or brandished unless the subject resists arrest | ||
'''Blue:''' Security officers still will need to have a warrant or a solid reason for performing an arrest on a crew member. While the same restrictions from Green Alert apply, officers can utilize more discretion in arrests and more often opt for the use of non-lethal force if there is a perceived threat to the | '''Blue:''' Security officers still will need to have a warrant or a solid reason for performing an arrest on a crew member. While the same restrictions from Green Alert apply, officers can utilize more discretion in arrests and more often opt for the use of non-lethal force if there is a perceived threat to the officer's life. Officers may brandish lethal and non-lethal equipment during arrests. | ||
'''Red Alert:''' Security officers do not need to have a warrant to perform an arrest, only reasonable suspicion. Restraining of crew members is encouraged instead of opting for a peaceful escort to the brig. | '''Red Alert:''' Security officers do not need to have a warrant to perform an arrest, only reasonable suspicion. Restraining of crew members is encouraged instead of opting for a peaceful escort to the brig. | ||
If a crew member is not actively resisting arrest, it is important that officers make it clear to the crew member that they are being arrested. If not being escorted peacefully, officers will need to immediately restrain the crew member with | If a crew member is not actively resisting arrest, it is important that officers make it clear to the crew member that they are being arrested. If not being escorted peacefully, officers will need to immediately restrain the crew member with zip ties or handcuffs. Batons, Disablers, or any other stunning equipment should generally only be utilized if the crew member is actively committing crimes, committed a 300+ crime, or resisting arrest. Resisting arrest is when a crew member refuses to comply during an arrest by running away, attacking the officer, or otherwise refusing to follow the orders of the officer. Once the crew member is brought to the brig, they will need to be processed. | ||
===Processing=== | ===Processing=== | ||
Once an officer has arrested a crew member, they will need to process them. This entails questions, searching, and preparation of the arrested crew member prior to final sentencing or release from custody. The crew member should be immediately brought to processing and bucklecuffed to an open chair. Although the [[Warden]] is in charge of processing and oversight of brigging, it remains the arresting | Once an officer has arrested a crew member, they will need to process them. This entails questions, searching, and preparation of the arrested crew member prior to final sentencing or release from custody. The crew member should be immediately brought to processing and bucklecuffed to an open chair. Although the [[Warden]] is in charge of processing and oversight of brigging, it remains the arresting officer's responsibility to ensure that the arrested are fully processed unless the Warden agrees to take over. The following steps should be taken when a criminal is arrested: | ||
# Ensure the crew member is fully restrained to a chair (unless they came | # Ensure the crew member is fully restrained to a chair (unless they came voluntarily); | ||
# If not already set, | # If not already set, an arrest or search status for the crew member should be set with a clear reason (important if someone has to take over for you); | ||
# Removing any containers, the contents of pockets, and potentially dangerous equipment from the crew members: | # Removing any containers, the contents of pockets, and potentially dangerous equipment from the crew members: | ||
## Do not remove Vox N2 Internals or mask and do not remove | ## Do not remove Vox N2 Internals or mask and do not remove enviro suits from [[Plasmamen|Plasma People]], they need those to survive, | ||
## Thoroughly search boxes, belts, and job bags; | ## Thoroughly search boxes, belts, and job bags; | ||
# Any discovered contraband or equipment used in a crime should be put into evidence bags and deposited in [[Evidence Storage]]; | # Any discovered contraband or equipment used in a crime should be put into evidence bags and deposited in [[Evidence Storage]]; | ||
Line 184: | Line 184: | ||
# If the crew member is not suspected of being brain-washed, proceed with applying the sentence. | # If the crew member is not suspected of being brain-washed, proceed with applying the sentence. | ||
While detained, if a crew member is suspected of a crime but there is no clear evidence has been provided to implicate them, they cannot be held in processing for more than 10 minutes. Once the 10 minutes | While detained, if a crew member is suspected of a crime but there is no clear evidence has been provided to implicate them, they cannot be held in processing for more than 10 minutes. Once the 10 minutes have elapsed, the crew member should be immediately released with all of their items. Additionally, only [[Contraband]] defined in Space Law or items used to commit a crime (bloody pickaxe, wirecutters for B&E, beaker with poison, etc) should be placed in evidence; All other items should be kept with the crew member and returned upon release. If an item was stolen (and not specifically used in a crime), it should be returned to its respective owner or department after being confiscated. | ||
===Timed Sentences=== | ===Timed Sentences=== | ||
Line 190: | Line 190: | ||
{{See Also|Space Law#Brig Procedures{{!}}Brig Procedures}} | {{See Also|Space Law#Brig Procedures{{!}}Brig Procedures}} | ||
[[File:CellTimerUI.png|right|thumb|The User Interface for setting a timed sentence in the [[Brig]], allows for specifying details of crimes as well as resetting or ending timed sentences.]] | [[File:CellTimerUI.png|right|thumb|The User Interface for setting a timed sentence in the [[Brig]], allows for specifying details of crimes as well as resetting or ending timed sentences.]] | ||
If a crew member is found guilty of a 300 level crime or lower, they will be required by law to serve a specified amount of time in one of the [[Brig]] cells. At this point the criminal should have been processed, contraband stripped from them, and the crime determined. If not done yet, the criminal needs to be informed of all charges levied against them as well as the associated time of brigging. The criminal should then be delivered to one of the empty cells in the brig after which they should be stripped of any tools, equipment, or apparel that could prove harmful to an officer or enable escape. The criminal is by law guaranteed to keep possession of their jumpsuit, shoes, radio, and [[ID Card]]. The Officer will need to | If a crew member is found guilty of a 300 level crime or lower, they will be required by law to serve a specified amount of time in one of the [[Brig]] cells. At this point the criminal should have been processed, contraband stripped from them, and the crime determined. If not done yet, the criminal needs to be informed of all charges levied against them as well as the associated time of brigging. The criminal should then be delivered to one of the empty cells in the brig after which they should be stripped of any tools, equipment, or apparel that could prove harmful to an officer or enable escape. The criminal is by law guaranteed to keep possession of their jumpsuit, shoes, radio, and [[ID Card]]. The Officer will need to buckle cuff the criminal to the bed so they can fill out the cell console right next to the secure windoor. | ||
The cell console will have options for | The cell console will have options for crewmember names, charges, and duration of their sentence. The crew member's name must be exact for the cell computer to automatically set the crew member's status and properly log the brigging. Each charge should be written out in name or in crime code form and the proper timing set. Once submitted, the locker inside the cell will lock and the timer will begin. After setting the timer, officers should retrieve the handcuffs from the criminal and leave them to serve their sentence. For particularly dangerous criminals, non-lethal stuns should be utilized to prevent the crew member from retaliating during the retrieval process. | ||
If a prisoner is being rowdy, vandalizing their cell, or attempting to escape, officers | If a prisoner is being rowdy, vandalizing their cell, or attempting to escape, officers should follow the provisions set by [[Space law#Escape, Escape_Attempts & In-Cell Vandalism|Space Law]] for these situations. | ||
===Sentence Modifiers=== | ===Sentence Modifiers=== | ||
{{Main|Space Law#Modifiers & Special Situations{{!}}Modifiers & Special Situations}} | {{Main|Space Law#Modifiers & Special Situations{{!}}Modifiers & Special Situations}} | ||
Sentencing is not a binary task, there are a lot of special circumstances that may exacerbate or nullify sentences to crimes. Here is a short breakdown of the most notable ones you should know as a security officers: | Sentencing is not a binary task, there are a lot of special circumstances that may exacerbate or nullify sentences to crimes. Here is a short breakdown of the most notable ones you should know as a security officers: | ||
* '''Aiding and Abetting''' - If a crew members assists a criminal with a crime they | * '''Aiding and Abetting''' - If a crew members assists a criminal with a crime they receive the equivalent of partner's sentence. | ||
* '''Medical Attention''' - After a prisoner is processed, any time spent receiving medical attention will count towards time served. | * '''Medical Attention''' - After a prisoner is processed, any time spent receiving medical attention will count towards time served. | ||
* '''Cooperation with Security''' - If a crew member reveals credible information during questioning they receive a 50% reduction in time sentence. | * '''Cooperation with Security''' - If a crew member reveals credible information during questioning they receive a 50% reduction in time sentence. | ||
* '''Surrender''' - If a crew member voluntarily turns themselves in \they receive a 50% reduction in time sentence. | * '''Surrender''' - If a crew member voluntarily turns themselves in \they receive a 50% reduction in time sentence. | ||
* '''Refusal to Cooperate''' - If a crew member tries to run away from or intentionally slows down processing they | * '''Refusal to Cooperate''' - If a crew member tries to run away from or intentionally slows down processing they receive 50% addition to their timed sentence. | ||
* '''Repeat Offender''' - +10 mins on 3rd same offense, permanent sentence on 5th same offense. | * '''Repeat Offender''' - +10 mins on 3rd same offense, a permanent sentence on 5th same offense. | ||
* '''Hostile Brainwashing''' - Deconversion & Released with no time served. | * '''Hostile Brainwashing''' - Deconversion & Released with no time served. | ||
* '''Self Defense''' - Crew members that justifiably harm others to save their life while being attacked should be absolved of | * '''Self Defense''' - Crew members that justifiably harm others to save their life while being attacked should be absolved of any X02 type crimes. | ||
===Permanent Sentences=== | ===Permanent Sentences=== | ||
{{Main|Legal Standard Operating Procedure#Permabrigging{{!}}Legal SOP}} | {{Main|Legal Standard Operating Procedure#Permabrigging{{!}}Legal SOP}} | ||
If a crew member is found guilty of an exceptional or capital crime or of being an [[Space law#Enemies of the Corporation|Enemy of the Corporation]] (EOC), they will instead be placed in [[Prison Wing|permanent imprisonment]] (generally referred to as "perma"). Permanent Sentences can only be authorized by the Magistrate, Captain, Head of Security, or Warden. The procedure for this type of sentence is different | If a crew member is found guilty of an exceptional or capital crime or of being an [[Space law#Enemies of the Corporation|Enemy of the Corporation]] (EOC), they will instead be placed in [[Prison Wing|permanent imprisonment]] (generally referred to as "perma"). Permanent Sentences can only be authorized by the Magistrate, Captain, Head of Security, or Warden. The procedure for this type of sentence is different than timed sentences and is much more detailed and lengthy. The [[Warden]] (or HOS) should always be involved in the permanent brigging of a crew member. | ||
Once a crew member has been charged with a permanent crime they will need to be implanted with a [[Implants#Tracking|Tracking Implant]]. After this they will need to | Once a crew member has been charged with a permanent crime they will need to be implanted with a [[Implants#Tracking|Tracking Implant]]. After this, they will need to escort to the [[Prison Wing]] where they should be stripped of all belongings to be stored in a secure locker. They will then need to be equipped with orange prison shoes and jumpsuit, a generic radio, and a prison ID. During or immediately after this process, the criminal's ID should be delivered to the [[Head of Personnel]] so it can be terminated. The criminal should then be put into permanent imprisonment or a holding cell if perma is not safe. Since this is a dangerous process due to other prisoners being in perma, it is important to use the blast door airlock system and non-lethal stuns. The Warden should periodically check on perma prisoners to ensure they are still there and breathing. | ||
If a prisoner escape permanent containment, they are considered kill on sight (KOS) and lethals are encouraged in their apprehension. | If a prisoner escape permanent containment, they are considered kill on sight (KOS), and lethals are encouraged in their apprehension. | ||
{{Note|[[Vampire]]s and non-vampires should absolutely never be placed in the same cell, instead opt to use a holding cell or the [[Labor Camp]]}} | {{Note|[[Vampire]]s and non-vampires should absolutely never be placed in the same cell, instead opt to use a holding cell or the [[Labor Camp]]}} | ||
Line 228: | Line 228: | ||
* '''Electric Chair:''' The most often used method of execution. Kills in 1-2 pulses and leaves behind a husked corpse; | * '''Electric Chair:''' The most often used method of execution. Kills in 1-2 pulses and leaves behind a husked corpse; | ||
* '''Lethal Injection:''' Located in the Execution Room's locker are a group of syringes with a deadly concoction; | * '''Lethal Injection:''' Located in the Execution Room's locker are a group of syringes with a deadly concoction; | ||
* '''Borgification:''' Normally reserved for post- | * '''Borgification:''' Normally reserved for post-execution, but can also be used as an Execution method in and of itself (though it is needlessly cruel and inhumane). | ||
{{Note|While Asphyxiation and Gas Inhalation are currently legal execution methods, there is no infrastructure to support it in security}} | {{Note|While Asphyxiation and Gas Inhalation are currently legal execution methods, there is no infrastructure to support it in security}} | ||
It is highly encouraged that when the prisoner is executed, they are placed into a body bag with the label "DNR" or do no resuscitate written on it and then delivered to the [[Morgue]]. This helps ensure that the prisoner is not brought back post-mortem. Alternatively they can be delivered to [[Robotics]] to be turned into a [[Cyborg]]. As a point of warning, [[Changeling]]s will regenerate from death and are not actually crew members. If identified, a Changeling is not considered crew and | It is highly encouraged that when the prisoner is executed, they are placed into a body bag with the label "DNR" or do no resuscitate written on it and then delivered to the [[Morgue]]. This helps ensure that the prisoner is not brought back post-mortem. Alternatively, they can be delivered to [[Robotics]] to be turned into a [[Cyborg]]. As a point of warning, [[Changeling]]s will regenerate from death and are not actually crew members. If identified, a Changeling is not considered crew and therefore not protected by Space Law and should be immediately executed then beheaded, borged, or cremated. | ||
==Dealing with Enemies of the Corporation== | ==Dealing with Enemies of the Corporation== | ||
Line 237: | Line 237: | ||
===The Lethal Option=== | ===The Lethal Option=== | ||
When to apply this force, you ask? Well, as detailed in [[Standard Operating Procedure (Security)]] and [[Space Law]], Lethal Force is authorized under very specific circumstances. However, there are also | When to apply this force, you ask? Well, as detailed in [[Standard Operating Procedure (Security)]] and [[Space Law]], Lethal Force is authorized under very specific circumstances. However, there are also exceptional circumstances where force may be applied to subdue a target, all of them involving situations where non-lethal methods physically do not work: | ||
* '''Changelings:''' Shape shifting abominations that escaped a lab and have gone under the employ of the Syndicate. They killed a random crew member to get on the station and start the shift with their identity/form. They are KILL ON SIGHT. You must decapitate their head off in order to guarantee they will not return, they easily revive from any injury for as long as their head is on their shoulders. The cremator works as an alternative. | * '''Changelings:''' Shape shifting abominations that escaped a lab and have gone under the employ of the Syndicate. They killed a random crew member to get on the station and start the shift with their identity/form. They are KILL ON SIGHT. You must decapitate their head off in order to guarantee they will not return, they easily revive from any injury for as long as their head is on their shoulders. The cremator works as an alternative. | ||
Line 293: | Line 293: | ||
===Crew Relations=== | ===Crew Relations=== | ||
Remember, officers are here to protect the crew and the station. As such, keeping on their good side is generally a good idea. People will be more willing to be cooperative if officers let them know you're just trying to be helpful. Interacting with them during down times will make you seem more approachable and, above all, human. You're here to protect the crew, not rule over them like a militaristic clique. Always respond when people call for help. It may just be something minor, but it also might be something major. A crew that knows Security is always there for them is a crew that will be a lot more warm towards Security. Here's a few things you can do to improve relations: | Remember, officers, are here to protect the crew and the station. As such, keeping on their good side is generally a good idea. People will be more willing to be cooperative if officers let them know you're just trying to be helpful. Interacting with them during down times will make you seem more approachable and, above all, human. You're here to protect the crew, not rule over them like a militaristic clique. Always respond when people call for help. It may just be something minor, but it also might be something major. A crew that knows Security is always there for them is a crew that will be a lot more warm towards Security. Here's a few things you can do to improve relations: | ||
* Not always walking around with guns/batons out | * Not always walking around with guns/batons out | ||
* Releasing prisoners early on good behavior, | * Releasing prisoners early on good behavior, | ||
Line 304: | Line 304: | ||
* When dealing with unruly prisoners, pepperspray is an excellent weapon because even if a prisoner disarms an officer it often can't be used against the officer. | * When dealing with unruly prisoners, pepperspray is an excellent weapon because even if a prisoner disarms an officer it often can't be used against the officer. | ||
* remember to close '''and''' lock security lockers when you're done with them | * remember to close '''and''' lock security lockers when you're done with them | ||
* '''DON'T RUN AROUND WITH YOUR DISABLER OR BATON OUT'''. This is especially true during Code Green, it is considered a SOP breach when you patrol around with your equipment in hand and worst, someone will simply push you over and take your stuff. Not only will your fellow officers laugh at you, but you probably handed a Syndicate agent your stuff. | * '''DON'T RUN AROUND WITH YOUR DISABLER OR BATON OUT'''. This is especially true during Code Green, it is considered a SOP breach when you patrol around with your equipment in hand, and worst, someone will simply push you over and take your stuff. Not only will your fellow officers laugh at you, but you probably handed a Syndicate agent your stuff. | ||
==Additional Guides== | ==Additional Guides== |
Revision as of 20:19, 28 February 2022
As the station's first line of defense against Evil, the Security Department is the most dynamic and challenging department on the station. While the learning curve of Security is not terribly steep, it's important to have a solid grasp on game controls as well as possess an open mind. The Security Department demands that officers have basic knowledge of Space Law and their Standard Operating Procedure; As part of this knowledge, an officer should be able to do the following: properly utilize security records and statuses; arrest, process, and search wrongdoers; hand out permanent and timed sentences in an expedient manner.
The Security Department's primary goal is to stop Enemies of the Corporation and maintain order on the station. Officers should be aware of the various antagonists on the station, how to spot them, and how to deal with them effectively within the boundaries of the law. Members of the Security Department should know what levels of force to use against different targets. While not required, it's extremely beneficial for Security officers to learn how to hold their own in combat by learning proper fighting techniques, usage of available equipment, and smart tactics.
The many moving parts and requirements of the Security Department can quickly add up and become nauseating. It is important for every officer to understand how not only how to enforce the law but how the law restricts officers. Officers should pay attention to Station Alerts and how their rights and freedom of action change with the alerts. As officers become more experienced, they should know both the Internal Affairs Agent and Magistrate's roles in the Nanotrasen legal system and where officers fit into it. Ultimately, roles in the security department are punishing but extremely engaging; The officers who get the most out of the role are the ones who balance their pace and self-autonomy in order to give out fair sentences that serve to improve the experiences of others.
Officer Basics
While roles in the security department have different responsibilities, equipment, and restrictions, it is helpful to master a few key skills. By learning these skills and utilizing proper communication, any security department can find success. Newer officers should always ask questions and stick with experienced officers until they feel comfortable enough doing their job without assistance. While not every experienced security officer is willing to let you shadow and walk you through the rigors of security, it is very helpful to ask as the right mentor can make learning extremely rewarding, fun, and easy.
Security Hierarchy
All members of the security department report to the Head of Security (HOS), however, who has authority over what can be a little more complicated than that. The Head of Security has full decision-making power over all security matters and is only superseded by the Captain. In order to expedite sentences and better manage the department, the Head of Security will often have a Warden working beneath them. The Warden does not necessarily have more authority than Security Officers but he does have full authority over the brig, prison wing, and armory. When the HOS is not making a decision over sentencing, officers should look towards the warden. The Detective, while an officer, has less authority and power than your standard Security Officer but still reports to the same people as Security Officers.
Since Space Law extends beyond the security department, the Head of Security does not have ultimate authority over Space Law matters. Instead, the Magistrate has the final say over any sentencing and even supersedes the Captain. The only higher authority is Central Command. If you ever believe that Space Law is being enforced improperly, you should take your concern to the Magistrate. If even the Magistrate is failing to do their job, you should take up your concern with an Internal Affairs Agent or the Nanotrasen Representative who deal with Standard Operating Procedure issues.
Security Equipment
Security officers would have no way to enforce the law without having the right loadout. Most equipment that officers will end up using is available in the various Security lockers in the Locker Room and also in the SecTech Vendor which is found in the equipment room. The SecTech Vendor dispenses handcuffs, energy bolas, evidence bags, seclites, flashes, flashbangs, and for the hungry cop in all of us: doughnuts.
General Security Items
HUDSunglasses - Provides basic flash protection and allows officers to set security records on-the-go. Has the added benefit of listing a person's profession, arrest status/criminal status, and mindshield implant status when they are worn, in the form of icons above said person.
Disabler - An officers main weapon, shoots disabler bolts which will stun a criminal after 4 hits. More can be acquired from the armory
Security Belt - Allows the storage of up to 6 security items.
Stun Baton - Has limited charges, when used in melee it can stun targets for a few seconds allowing for an arrest to be made. Will do damage if used on harm intent.
Flash - Disarms and disorients anyone without eye protection. Disables Cyborgs temporarily when used on them
Handcuffs - When used on a target, it restrains them and prevent movement when they are bucklecuffed or pulled. Click on someone to start handcuffing them. You'll both need to stay next to each other without moving for them to work.
Zipties - Same as handcuffs however the time to cuff someone and break out of them is reduced. One time use.
Pepperspray - Stuns and disorients when used on someone without mask protection.
Flashbang - an area-of-effect version of flash, with a timer of 5 seconds. Everyone in sight of it without flash or hearing protection will be blinded and deafened for some time. Standing direct on top of it will stun no matter what.
Energy Bola - A thrown weapon which legcuffs (slowing) anyone it hits even if the target is immune to projectiles. Invaluable when dealing with Sleeping Carp and narcotics users.
Seclite - Security Flashlight, or Seclite in short. Can be attached to a disabler or energy gun (removable with screwdriver).
Security gas mask - Can be used to shout at criminal scum with an intimidating voice, serve as an internals mask, and protect against pepper spray.
Standard Armor Vest - Good for absorbing a bit of every damage.
Helmet - Good for absorbing a bit of every damage, prevents headsets and sunglasses from being removed while equipped.
Armory Equipment
More advanced equipment is stored in the Armory and is only handed out with Warden and/or Head of Security approval. Remember to put it back if the threat is over. Here are the following equipment that can be found in the Secure Armory.
Armory and other Restricted Equipment
Energy Gun - Usually only handed out by the Warden when things have really hit the fan. Has two modes, click the weapon in your inventory to switch between disable and kill.
Laser Gun - While more efficient than an energy gun (it has a capacity of 12 shots instead of the energy gun's 10), it only has a kill mode.
Riot Shield - Protects from melee attack in the direction you are facing and has a 50% chance of negating incoming damage or projecticles. can't fit in backpacks or on your back.
Riot Shotgun - Can fire a wide variety of shells, from rubber and beanbag shells that deal stamina damage, to all kinds of Technological Shells created by Science.
Ion Rifle - Useful against targets that can be EMP'd. Does serious damage to Cyborgs, AIs, IPCs, and Swarmers. Can also disable any technology targets are wearing and disable implants/cybernetics. Useless against biological threats.
Various body armor and helmets - See this for more information.
Important Locations
Arrivals Checkpoint: This checkpoint is near the Arrival Shuttle. Containing a recharger, Camera plus Records consoles, and a locker with security gear. Late-joining security officers might find it to be a good idea to take the equipment from here; The Brig: The main imprisonment area. Has single-person cells that are used for timed sentences.
Security Office: An for debriefs at the beginning of a round, or in the midst of some form of crisis.
Equipment Room: The central area for incoming and outgoing officers to get equipped with either basic equipment or requisitions from the Armory or Secure Armory.
Armory/Secure Armory: Security's main weapons repository, under the jurisdiction of the Warden and Head of Security. Contains extra disablers, Energy Guns, Laser Guns, Riot Shotguns (with a variety of ammunition), Ablative Vests, an Ion Rifle, Security Hardsuits, Bullet Proof Armour, and Riot Suits. You can also find Portable Flashers and Barriers, in addition to a selection of implants, extra handcuffs and flashbangs, a toolbox, and EOD (Explosive Ordnance Disposal) gear.
Detective's Office: Contains a camera monitor in the shape of a TV, Medical and Security records consoles, as well as the basic equipment needed for conducting interviews or cataloging evidence.
Head of Security's Office: Serves as an area where the Head of Security can use a keycard authenticator, make station announcements, or use a fax machine. Beware of Araneus.
Processing: This is where Security Officers and the Warden search and process prisoners prior to bringing them to a cell.
Interrogation: This room is used to interrogate suspects in relative privacy.
Prison Wing: Contains the Permabrig, Solitary Confinement cells, Prisoner Equipment Storage and the Execution Room.
Labor Camp: Where permanent prisoners can be sent to mine and serve their sentence. Contains a small observation area manned by Prison Ofitser (Beepsky's long-lost cousin) and a maintenance section both locked behind Security access. Basic prisoner accommodations with small dorms, a cryo sleeper, bathroom and breakroom containing complementary vendors. As well as the utilities prisoners will need for their work, including rudimentary mining equipment, minimalistic Infirmary, a special variant of mining equipment vendor, and an ore redemption machine without access requirements.
Warden's Office: Where the Warden can monitor Security Records and the Camera Network. Also contains a Prisoner Management console, which lets you set the number of Mining Points a Labor Camp prisoner needs to collect (via the Prisoner ID), as well as check up on anyone with a Tracking and Chemical Implant.
Gamma Armory: A secured pod held in reserve that can only be deployed to the station during Gamma-level emergencies at the discretion of Central Command. Contains an Ares heavy Exosuit with attached charging facilities, a Shielded Security Hardsuit, hacked upgraded Autolathe, materials, Combat Shotguns, Saber SMGs, AEGs, Ion Rifles, Medical Beamgun, Combat Knives, Clusterbang, Incendiary Grenade, and two wall rechargers.
Introduction to Space Law
The core purpose of officers aboard the station is to maintain order by enforcing laws and standards set by the Nanotrasen Board of Directors outlined in Space Law. Not only are crimes defined in this document but the procedure is established in it for enforcing the law, handing out sentences, and handling special circumstances. New officers should focus on getting acquainted with the basics of Space Law and associated Standard Operating Procedures surrounding arrests and brigging.
Crimes are broken up into three digit crime numbers. The first digit denotes the severity of the crimes (minor, major, capital, etc) and the following two digits denote the type of crime (assault, trespassing, etc). An officer should know basic crime codes up to the 300 level which are Minor, Medium, and Major Crimes. Additionally, it is very critical to read up on Space Law sections such as Interpretation of the Law, Crime Stacking, and Brig Procedures. This is the foundational knowledge required in order to perform official duties, before reading through these parts of Space Law a new officer should absolutely not be making arrests or handling sentencing without being closely monitored and mentored by an experienced officer.
Once read up on Space Law, new officers should read through their Standard Operating Procedure in order to understand the procedure for making arrests, brigging, and utilizing security equipment so they don't accidentally commit a fireable offense. Both Space Law and officer SOP should be pulled up in a browser tab during gameplay in order to quickly reference it while performing duties. This recommended literature only brushes the surface of Space Law and Security/Legal Procedure, all of which will be picked up later as new officers gain experience.
Security Statuses and Records
Enforcing the law would be much more difficult without proper documentation and records. Each crew member has an established security record with basic information about the person, a comment log of crimes/briggings, and security status. The record gives an appearance of the crew members, their occupation, fingerprint data, and blood type all of which is important for identifying them, this information is available through the security records console; Furthermore, there are other data that can be added by officers if further documentation is deemed necessary. The comment log is most important because it lists changes in statuses, any briggings, and which officer performed the action.
Security statuses are important because it is how the security department records crew members with warrants, sentences, or other special circumstances that involve security. Both the comment log and security statuses can be viewed and edited by examining a crew member while having a SecHUD active. When editing either of these, it's important to provide a clear and concise reason as to why the change was necessary. Some statuses need permission from the Head of Security or Magistrate to be set such as Search (on green alert), demote, or parole and statuses like Execute can only be authorized by the Magistrate or Captain.
Examples of Possible Security Statuses:
- Arrest, "EOC/Syndicate - by possession of S-class, that is a .357, fired it at Medbay according to the AI"
- Arrest, "308, Major trespass, to Bridge, slipped the Captain."
- Incarcerated, "EOC/Syndicate - sentenced: 400 Grand Sabotage, released the engine
- Monitor, "A medical doctor that took equipment and has never been seen again, according to the CMO. "
- Search, "Search warrant - Detective says their prints are on an empty syndicate EMP kit box. Search on spot, release, and set to Monitor if nothing found."
Status | Purpose and Usage |
---|---|
Arrest File:Wanted.png |
|
Search File:HudSearch.gif |
|
Incarcerated File:HudPrisoner.png |
|
Parole File:HudParolled.png |
|
Released File:HudReleased.png |
|
Demote File:HudDemote.gif |
|
Monitor File:HudMonitor.gif |
|
Execute File:HudExecute.gif |
|
In case the secHUD says: "ERROR: no datacore entry found of this person", it could mean one of the following:
- They do not have an ID visible,
- Their security record or the datacore is completely wiped, crafty traitors can try to delete their records in order to confuse Security.
- They did not have a security record in the first place, that is, and likely are not crew or are using a fake identity; This is common with agent IDs and Lavaland inhabitants
You can always create a new record at the Security Records Computer if this happens: check first if a datacore for the name is present (their name appears at the overview, the manifest), in case it doesn't, scroll to the end of the screen to add a New Record, then open that and fill in the name of the target, and in the end, click "Create Security Record" and alter the status as desired.
Enforcing the Law
When a crew member commits a crime as defined by Space Law, security will need to detain the crew members, determine their punishment, and carry out the punishment. Both the crime committed and the perceived threat of the criminal will determine how an officer will need to approach an arrest. Not only are there over 30 different crimes, but many of them have different punishments associated with them with vastly different implications for the criminal. Different types of punishments call for different levels of imprisonment as well as identifying special circumstances that may modify the sentence completely. It is important for officers to know their role in the legal process as well as understand how that role (and its restrictions) change with station alerts.
Arrests
Once a crew member has committed a crime or has a warrant set out for their arrest, a security officer will need to detain them and bring them to the brig. How an arrest is conducted is not uniform across alerts and different scenarios. Normally, you want to arrest someone with a minimal amount of fuss. If someone's committed a crime, but isn't acting hostile or a threat, try talking to them and getting them to come willingly no matter the alert. The best way to begin an arrest is to point at the crew member and yell "HALT."
Green: Security officers will need to have a warrant (arrest status set after discussion in sec comms) or a solid reason for performing an arrest on a crew member. Officers once they have approached the suspect will need to request that the subject halt where the reasons for the arrest will be clearly laid out. Officers should attempt to escort the crew member to the brig without the use of handcuffs or force unless the subject resists the arrest. The usage of non-lethal equipment is NOT permitted to be used or brandished unless the subject resists arrest
Blue: Security officers still will need to have a warrant or a solid reason for performing an arrest on a crew member. While the same restrictions from Green Alert apply, officers can utilize more discretion in arrests and more often opt for the use of non-lethal force if there is a perceived threat to the officer's life. Officers may brandish lethal and non-lethal equipment during arrests.
Red Alert: Security officers do not need to have a warrant to perform an arrest, only reasonable suspicion. Restraining of crew members is encouraged instead of opting for a peaceful escort to the brig.
If a crew member is not actively resisting arrest, it is important that officers make it clear to the crew member that they are being arrested. If not being escorted peacefully, officers will need to immediately restrain the crew member with zip ties or handcuffs. Batons, Disablers, or any other stunning equipment should generally only be utilized if the crew member is actively committing crimes, committed a 300+ crime, or resisting arrest. Resisting arrest is when a crew member refuses to comply during an arrest by running away, attacking the officer, or otherwise refusing to follow the orders of the officer. Once the crew member is brought to the brig, they will need to be processed.
Processing
Once an officer has arrested a crew member, they will need to process them. This entails questions, searching, and preparation of the arrested crew member prior to final sentencing or release from custody. The crew member should be immediately brought to processing and bucklecuffed to an open chair. Although the Warden is in charge of processing and oversight of brigging, it remains the arresting officer's responsibility to ensure that the arrested are fully processed unless the Warden agrees to take over. The following steps should be taken when a criminal is arrested:
- Ensure the crew member is fully restrained to a chair (unless they came voluntarily);
- If not already set, an arrest or search status for the crew member should be set with a clear reason (important if someone has to take over for you);
- Removing any containers, the contents of pockets, and potentially dangerous equipment from the crew members:
- Do not remove Vox N2 Internals or mask and do not remove enviro suits from Plasma People, they need those to survive,
- Thoroughly search boxes, belts, and job bags;
- Any discovered contraband or equipment used in a crime should be put into evidence bags and deposited in Evidence Storage;
- Once searched, interview crew member if needed, then discuss possible charges with other security officers, the Warden, the Magistrate, or the Head of Security;
- If it is thought that the crew members may be a Syndicate Mindslave, Cultist, Revolutionary, or a Vampire/Shadowling thrall, officers should focus on deconversion rather than proceeding with sentencing;
- If the crew member is not suspected of being brain-washed, proceed with applying the sentence.
While detained, if a crew member is suspected of a crime but there is no clear evidence has been provided to implicate them, they cannot be held in processing for more than 10 minutes. Once the 10 minutes have elapsed, the crew member should be immediately released with all of their items. Additionally, only Contraband defined in Space Law or items used to commit a crime (bloody pickaxe, wirecutters for B&E, beaker with poison, etc) should be placed in evidence; All other items should be kept with the crew member and returned upon release. If an item was stolen (and not specifically used in a crime), it should be returned to its respective owner or department after being confiscated.
Timed Sentences
If a crew member is found guilty of a 300 level crime or lower, they will be required by law to serve a specified amount of time in one of the Brig cells. At this point the criminal should have been processed, contraband stripped from them, and the crime determined. If not done yet, the criminal needs to be informed of all charges levied against them as well as the associated time of brigging. The criminal should then be delivered to one of the empty cells in the brig after which they should be stripped of any tools, equipment, or apparel that could prove harmful to an officer or enable escape. The criminal is by law guaranteed to keep possession of their jumpsuit, shoes, radio, and ID Card. The Officer will need to buckle cuff the criminal to the bed so they can fill out the cell console right next to the secure windoor.
The cell console will have options for crewmember names, charges, and duration of their sentence. The crew member's name must be exact for the cell computer to automatically set the crew member's status and properly log the brigging. Each charge should be written out in name or in crime code form and the proper timing set. Once submitted, the locker inside the cell will lock and the timer will begin. After setting the timer, officers should retrieve the handcuffs from the criminal and leave them to serve their sentence. For particularly dangerous criminals, non-lethal stuns should be utilized to prevent the crew member from retaliating during the retrieval process.
If a prisoner is being rowdy, vandalizing their cell, or attempting to escape, officers should follow the provisions set by Space Law for these situations.
Sentence Modifiers
Sentencing is not a binary task, there are a lot of special circumstances that may exacerbate or nullify sentences to crimes. Here is a short breakdown of the most notable ones you should know as a security officers:
- Aiding and Abetting - If a crew members assists a criminal with a crime they receive the equivalent of partner's sentence.
- Medical Attention - After a prisoner is processed, any time spent receiving medical attention will count towards time served.
- Cooperation with Security - If a crew member reveals credible information during questioning they receive a 50% reduction in time sentence.
- Surrender - If a crew member voluntarily turns themselves in \they receive a 50% reduction in time sentence.
- Refusal to Cooperate - If a crew member tries to run away from or intentionally slows down processing they receive 50% addition to their timed sentence.
- Repeat Offender - +10 mins on 3rd same offense, a permanent sentence on 5th same offense.
- Hostile Brainwashing - Deconversion & Released with no time served.
- Self Defense - Crew members that justifiably harm others to save their life while being attacked should be absolved of any X02 type crimes.
Permanent Sentences
If a crew member is found guilty of an exceptional or capital crime or of being an Enemy of the Corporation (EOC), they will instead be placed in permanent imprisonment (generally referred to as "perma"). Permanent Sentences can only be authorized by the Magistrate, Captain, Head of Security, or Warden. The procedure for this type of sentence is different than timed sentences and is much more detailed and lengthy. The Warden (or HOS) should always be involved in the permanent brigging of a crew member.
Once a crew member has been charged with a permanent crime they will need to be implanted with a Tracking Implant. After this, they will need to escort to the Prison Wing where they should be stripped of all belongings to be stored in a secure locker. They will then need to be equipped with orange prison shoes and jumpsuit, a generic radio, and a prison ID. During or immediately after this process, the criminal's ID should be delivered to the Head of Personnel so it can be terminated. The criminal should then be put into permanent imprisonment or a holding cell if perma is not safe. Since this is a dangerous process due to other prisoners being in perma, it is important to use the blast door airlock system and non-lethal stuns. The Warden should periodically check on perma prisoners to ensure they are still there and breathing.
If a prisoner escape permanent containment, they are considered kill on sight (KOS), and lethals are encouraged in their apprehension.
Note: Vampires and non-vampires should absolutely never be placed in the same cell, instead opt to use a holding cell or the Labor Camp.
Execution
From time to time, a crew member will have an execution order placed for them. This is generally because they have either committed a capital crime, they are imprisoned and requested execution, or they were imprisoned and attempted to escape perma. While it is easy to just end someone's life and declare them executed, execution is a very specific and legal process that should not be taken lightly. As detailed in Space Law when the situation does not fall under the permissible situations of Lethal Force, any unauthorized Executions are, legally, Murder.
Executions statuses can be only be set through the security records console on the authority of the Magistrate or Captain, they cannot be altered through secHUDs. Doing this will prompt for a valid reason for execution, and this must be given. A notice will be sent to Central Command regarding the execution, and the reason provided. CC may order executions halted and security investigated if a legally invalid reason is provided; This includes failing to provide a reason at all.
Once a legal execution order has been given, the execution can be legally carried out in one of these ways:
- Firing Squad: Usually done in the firing range, but can be done anywhere inside the Brig, so long as you actually have a firing squad;
- Electric Chair: The most often used method of execution. Kills in 1-2 pulses and leaves behind a husked corpse;
- Lethal Injection: Located in the Execution Room's locker are a group of syringes with a deadly concoction;
- Borgification: Normally reserved for post-execution, but can also be used as an Execution method in and of itself (though it is needlessly cruel and inhumane).
Note: While Asphyxiation and Gas Inhalation are currently legal execution methods, there is no infrastructure to support it in security.
It is highly encouraged that when the prisoner is executed, they are placed into a body bag with the label "DNR" or do no resuscitate written on it and then delivered to the Morgue. This helps ensure that the prisoner is not brought back post-mortem. Alternatively, they can be delivered to Robotics to be turned into a Cyborg. As a point of warning, Changelings will regenerate from death and are not actually crew members. If identified, a Changeling is not considered crew and therefore not protected by Space Law and should be immediately executed then beheaded, borged, or cremated.
Dealing with Enemies of the Corporation
Types of Antagonists
The Lethal Option
When to apply this force, you ask? Well, as detailed in Standard Operating Procedure (Security) and Space Law, Lethal Force is authorized under very specific circumstances. However, there are also exceptional circumstances where force may be applied to subdue a target, all of them involving situations where non-lethal methods physically do not work:
- Changelings: Shape shifting abominations that escaped a lab and have gone under the employ of the Syndicate. They killed a random crew member to get on the station and start the shift with their identity/form. They are KILL ON SIGHT. You must decapitate their head off in order to guarantee they will not return, they easily revive from any injury for as long as their head is on their shoulders. The cremator works as an alternative.
- Shadowlings: Creatures that are pitch black in appearance. They are sensitive to light and so will mainly be found in the darkness of maintenance. Soon, they'll ascend and soon be invincible to everything! They are KILL ON SIGHT.
- Wizards: Terrorists with magic, with their goal of causing destruction to the station. They are easily identifiable by the obvious wizard garbs they wear. They are KILL ON SIGHT.
- Nuclear Operatives: Extremely elite syndicate operatives with the objective to nuke the station and leave no witnesses. They tend to wear glaringly evil hardsuits. They are KILL ON SIGHT.
- Fully-Powered Vampires: Vampires that cannot be captured. They are full of the blood of their countless victims and will jaunt whenever faced with an attempt at their arrest. They can, however, eventually run out of blood to escape security but it's safer to just terminate them.
- Cultists and Constructs: Blood cultists worship the geometer of blood Nar'Sie and might have the objective to summon Nar'Sie which will cause the destruction of the station and possibly all sentient life in the galaxy. Cultists are crew that have been brainwashed into doing the blood god's bidding and can be captured and then returned to normality through the force feeding of 'holy water'. Certainly NOT kill on sight unless there are too many/spilling into the halls and cutting crew up with their claymores.
- Revolutionaries: A few head revolutionaries snuck onto the station with high tech brainwashing flashes. With these flashes they can brainwash anyone without a mindshield into believing in their cause. The cause being to murder the heads of staff. Mindshielding brainwashed crew will revert them back to their pre-brainwash state. You can also try to harmbaton them on their heads for a 50% de-rev chance. The head revs cannot be de-reved, even with a mindshield and must be killed on the spot.
- Rampaging Hulks: Personnel with the Hulk gene cannot be stunned or disabled, and usually come packaged with other Genes as well. If they're out of control, and there's no one around with Mutadone, beating them to <25% of their Health removes the Hulk status and allows you to detain them, secure genetic and medical treatment, and properly process them;
- Adrenaline Implants: If a Traitor activates an Adrenaline Implant, all non-lethal options are thrown out the window for a brief window of time. They can be stunned, but can simply shrug off all stuns within a moment's notice. If they are acting overly hostile and attacking anyone, lethal force may well be the only way to subdue them properly;
- Guardian Users: Usually, those Guardians belong either to the Syndicate or the Wizard Federation. Good luck actually capturing a suspect with a holoparasite. By the time you're done cuffing them their holoparasite has already snapped your neck into an irregular angle. They are KILL ON SIGHT. Don't forget to target the host and not the parasite itself, if the host dies the parasite follows. Note that Guardians can be found in some Lavaland necropolis chests: miners with holoparasites are not necessarily EoCs!
- Narcotics: Some Narcotics can reduce stun times immensely and, unlike Adrenaline Implants, can be mass produced. See the above point.
In addition to all this, Lethal Force is the only effective way of stopping a powered-up Antagonist on a killing spree. If someone's chopping heads off with a chainsaw while under the influence of Adrenaline shots, or if a vampire has just looted the Armory and is opening fire willy-nilly, break out the Harm intent and grab the guns. The station and crew's well-being and safety are at risk.
Combat 101
You and the Legal Department
Standard Operating Procedure
The Magistrate
Internal Affairs
Additional Information
Security Bots
Security has, at the beginning of the round, three very special Security Bots (or more if Robotics is productive during the shift). These are tiny walking batons that can be summoned by the AI, or via PDA, and will proceed to stun and cuff anyone with their Security Status set to Arrest or Execute. There are four roundstart bots:
Officer Beepsky - Voted Best Security Officer of All Time. You will find him patrolling the hallways.
Officer Pingsky - Beepsky's little brother, who guards the AI Minisat in an eternal vigil.
Prison Ofitser - A lone Security Bot, stationed planet side in the Labour Camp.
Sergeant-At-Armsky - A Security Bot, patrols the coveted armory, hilariously efficient at times.
In addition to these bots, Robotics can also produce more, as well as the dreaded ED-209
ED-209 - a highly mobile Security Bot with a ranged disabler.
These bots have several customizable options. They can either Arrest or Detain someone (stun+cuff or simply repeated stunning, respectively), they can check for Weapons Permits on people carrying weapons and they can be set to arrest anyone not wearing an ID.
The Labor Camp
The Labor Camp is a Lavaland based security installation surrounded with a magma river. It serves as an alternative to the Prison Wing for permanent sentences. The benefit of placing prisoners in the Labor Camp is that they are largely out of sight out of mind all while they actively mine ore for the station. The danger of placing prisoners here is that both lavaland fauna and the environment itself presents an inherent threat to the health of prisoners. Additionally, if a prisoner has outside help, a lava boat or Rapid Construction Device is all that is needed for escape.
Since the field of view from the labor shuttle is poor, officers should be very careful when coming down to the labor camp and always bring backup. Prisoners have a much easier time setting up ambushes or making weapons while security is off-planet.
Security Hiring Policy
Much like any other job, a crew member being hired into a department requires the department heads permission. However, more scrutiny and procedure surrounds hiring security officers directly from the general crew. This method of gaining security officers is called "manifest hiring." Even though new hires to security receive a mindshield, there is no guarantee that they don't work for the Syndicate or are actually a Vampire or Changeling. While extra precaution should be taken with manifest hiring, it should not be completely avoided, especially when there is not a threat to the station or security desperately needs more officers.
Note: Players may claim that manifest hiring is against Space Law or Security SOP, however, there is nothing legally preventing it.
Crew Relations
Remember, officers, are here to protect the crew and the station. As such, keeping on their good side is generally a good idea. People will be more willing to be cooperative if officers let them know you're just trying to be helpful. Interacting with them during down times will make you seem more approachable and, above all, human. You're here to protect the crew, not rule over them like a militaristic clique. Always respond when people call for help. It may just be something minor, but it also might be something major. A crew that knows Security is always there for them is a crew that will be a lot more warm towards Security. Here's a few things you can do to improve relations:
- Not always walking around with guns/batons out
- Releasing prisoners early on good behavior,
- Returning all non-confiscated items after timed sentences to crew members,
- Not arresting every person you see committing a minor crime, sometimes it's better just to let people off with a warning,
- Taking a moment to get the full picture before resorting to arrests and non-lethal takedowns;
As part of the nature of the job, players can be toxic and launch personal (sometimes OOC) attacks against officers out of frustration or anger. Do your absolute best not to take it personally. If a crew member is being truly toxic towards security, feel free to hand out maximum sentences as punishment and involve admins if its bad enough. While "shitcurity" is a common term used to refer to security in an especially negative connotation, it was coined and is still used by players with poor attitudes towards roleplay and health server environments. We heavily discourage its usage.
Tips
- When dealing with unruly prisoners, pepperspray is an excellent weapon because even if a prisoner disarms an officer it often can't be used against the officer.
- remember to close and lock security lockers when you're done with them
- DON'T RUN AROUND WITH YOUR DISABLER OR BATON OUT. This is especially true during Code Green, it is considered a SOP breach when you patrol around with your equipment in hand, and worst, someone will simply push you over and take your stuff. Not only will your fellow officers laugh at you, but you probably handed a Syndicate agent your stuff.