Head of Security
OOC wise: Know the server rules when it comes to playing as a member of Security. ESPECIALLY the HoS.
Space Law, should be exceptionally well known.
Standard Operating Procedure should also be well known.
Antagonists It is assumed any HoS has been briefed by Nanotrasen on all their enemies and has perhaps even been present for interrogations and scientific testing.
Advanced combat mechanics, (also known as extreme robustness), is highly advised. You're one of the best-equipped people on the station and maybe the last line of defence.
A wide range of other areas You're responsible for the safety of a big metal death box in space, you'll need to know as much as you can. You may have to advise your officers (and possibly the whole station) on what to do in emergencies, such as the singularity being released, a virus outbreak, or something even stranger. Be able to keep a calm head at all times. If you start to panic, then everyone else will too. You must be trusted and respected; especially if the Captain has fallen and you must replace them.
For Standard Operating Procedure for this role and other security roles, please see Standard Operating Procedure (Security).
For Standard Operating Procedure when processing criminals, please see Legal Operating Procedure.
You're in charge of the safety and security of the station and crew, not ruling the station with a military clique. Only hunt people down yourself, when it's an urgent matter in one of the many places your officers can't get into, usually you can just sit in your office and let the securitrons and officers do it for you. You have more access to the station than anyone else in security, but less than the other heads.
You are concerned with the following people, if you are wanting to play this job, you should already be very familiar with their roles:
These people report to you and are all of the same rankings. Be polite but stern; if they're being insubordinate/incompetent, tell them to fall in line. If they continue, they should be demoted. And of course, if they break Server Rule 10 (their SOP and Space Law), you'll probably want to contact an admin.
- Security Officers: You may want to assign an officer around areas like Medbay and have them get access from the HoP. Make sure they patrol in pairs.
- The Warden: They should be staying in the brig, and handing out equipment appropriately. Unless it's an immediate emergency, they'll need your or the Captain's permission to hand out lethal weapons to officers.
- The Detective: Also known as a Forensic Technician, their job is to close off crime scenes and investigate evidence and people. Be sure to slam your desk, ask them to hand in their badge, and fire them when they're being a loose cannon; then call them back when you desperately need them.
The Legal Department
You have no direct authority over them; read over the short "Legal Representation" section again in Space Law.
- Magistrate: Remember that they overrule even you in matters of Space Law, and watch over the IAAs. They may reside over trials as judges.
- Internal Affairs: They should be called when any part of the crew is acting out of their job description (SOP), but not necessarily breaking Space Law. They'll conduct their investigations to determine whether someone has overstepped their power or authority. If they are being unruly, you should deal with them according to their section in Space Law.
The first step towards keeping the station safe is to ensure that your officers aren't a threat. Security enforces the law, but they are not above it - and neither are you. Your personnel should already be familiar with Space Law, Standard Operating Procedure, and standard Security practices. "But what if at the beginning of the shift you find that almost all of them are incompetent or insubordinate?" Well, you're the Head, you'll have to fire them. (Or contact an admin in case of Rule 10.) A bad officer is worse than no officer.
Try to know your officers by name so that you can properly organize and send them on patrols, leads, and follow-ups. A good technique is to do a "location check" every 10 minutes or so. This is when officers respond with their location, giving you a better idea of where your team is and informing you that they're alive and active.
Pay attention to all the radio channels for any calls for help. Your officers will naturally go to them, so tell them to say when they're responding to a call. Additionally, make sure that the Detective collects any relevant evidence. and that the Warden keeps the Security records up-to-date, not in the least because Beepsky can help your officers catch criminals who would otherwise evade them.
Delegate, delegate, delegate! Keep track of your staff and coordinate their efforts; you're likely to have a team of 5+ officers and you can't be everywhere at once. The Head of Security shouldn't be in the brig as much as the warden, but generally more than any given officer. Keep your officers patrolling, make sure the warden holds down the brig, and leave the brig to support your officers when major emergencies arise.
Laying Down the Law
Check to make sure that appropriate times are given out for violations of Space Law, and that your department only arrests people who have committed crimes. Remember, if they're doing something that you don't like but is technically not against the law, you can issue an official injunction - preferably in an official-sounding language, signed, and stamped - against it. Expect abuse of this power to be called out, however.
It is also important that you understand the relationship between Security and the Captain. The Captain's authority on the station is absolute, except where it conflicts with Space Law; the Captain cannot get away with committing crimes, and so on. The only time that Space Law can be overridden is when there is an imminent and overwhelming threat to the station, such as a Code Gamma situation. Other Heads of Staff are required to follow Space Law as well. However, this does not mean that you are the law. You are still outranked by the Captain. You can only arrest the Captain, or other Heads of Staff if they've committed a crime. Until that time, you have to follow orders just like anyone else. It is highly advised to contact Centcom for confirmation if arresting the Captain.
Your office is in the Brig. It holds various security equipment for use in apprehending and detaining criminals. Your office also has both a security records computer and a security camera console which you can use to monitor the station from the comfort of your desk chair.
The holding area for prisoners. Only people with access to security can enter. It's still possible for normal crew members to view the cells through the windows behind them.
The brig also has blast doors in all of the windows, as well as the halls into the cells. There's a button to drop them in the warden's office and your office.
Prisoners may try to flee, so do something about the doors (portable flasher), or handcuff them to the bed as you investigate their items (make sure to then release from the bed and cuffs if they aren't dangerous). And, SET A TIME TO THE TIMER (the door won't lock unless you do this). Make sure to keep the time to the crime.
If a prisoner has been deemed too dangerous to release, they can be kept in the secure holding cell or prison wing.
Round-Start antagonists other than Blob are ineligible to be be matched to the job of Head of Security.
Note that if you are selected as antag, but your character's job preferences are set such that the round is unable to match you to any available non-mindshielded job, you will be instead be returned to the lobby, and the antag role will be assigned to another player.
As a mindshielded crew member, you cannot be converted into an antagonist through thralling, unless you have lost your mindshield implant, either to cloning or surgical removal. If, however, you are somehow unshielded, thralled, and then re-implanted with a mindshield, you will remain thralled.