Difference between revisions of "Security Officer"

From Paradise Station Wiki
Jump to navigation Jump to search
(updated pepperspray)
 
(47 intermediate revisions by 15 users not shown)
Line 1: Line 1:
{{JobPageHeader
{{JobPageHeader
|colour = BA5656
|colour = AD1818
|hcolour = white
|hcolour = white
|stafftype = SECURITY
|stafftype = SECURITY
|img = Generic_security.png
|img = Generic_security.png
|jobtitle = Security Officer
|jobtitle = Security Officer
|access = [[Security Office|Security]], Brig Timers, [[Maintenance]]
|access = Security, Brig Timers, Maintenance
|difficulty = Hard
|difficulty = Hard
|superior = [[Head of Security]]
|superior = [[Head of Security]]
|duties = Stop crime, enforce [[Space Law]].
|duties = Stop crime, enforce [[Space Law]].
|guides = [[Guide to Security]], [[Space Law]], [[Standard Operating Procedure]], [[Riot Control]]
|guides = [[Space Law]], [[Guide to Security]], [[Guide to Combat]], [[Riot Control]], [[Security Items]], [[Identifying Antagonists]], [[Standard Operating Procedure]], [[Standard Operating Procedure (Security)#Security Officer|Standard Operating Procedure (Security)]], [[Legal Standard Operating Procedure#Punishments|Brigging Procedure]]
}}
}}<div style="float: right;">{{JobSecurity}}</div>
{{JobSecurity}}


'''Security Officers''' is the workhorse position of the Security department. They are the station's first line of defense against [[Traitor|criminal elements]] and [[Changeling|hostile xenoforms]]. With their authority to enforce [[Space Law]], it is the Security Officers who are responsible for '''dealing with security complaints''' and '''arresting those who break [[Space Law]]'''.
'''Security Officers''' are the workhorse position of the Security department. They are the station's first line of defence against outside [[Roles#Antagonists|threats]] to the station. With their authority to enforce [[Space Law]], it is the Security Officers who are responsible for '''dealing with security complaints''' and '''arresting those who break [[Space Law]]'''. As a whole, they are responsible for maintaining the order and security of the station.
== Required Knowledge ==  
== Required Knowledge ==  


Out of Character wise: '''Read Rule 10 when it comes to playing as a member of Security.'''
Out of Character wise:  
* '''Read the [[rules]] carefully before playing as a member of Security.'''


In Character wise: '''Knowledge of Space Law is mandatory.''' You're not expected to memorize it entirely, but it should be open and consulted. '''Inadequate knowledge of it may result in a job ban.'''
In Character wise:  
* '''Knowledge of [[Space Law]] is mandatory.''' You're not expected to memorize it entirely, but it should be open and consulted. '''Inadequate knowledge of it may result in a job ban.'''


You will need to be decently robust. Knowing how to use the various weapons is required. If in doubt, there is a practice range to try them on. Remember the stun baton will stun on help mode, and on harm will stun and beat them, which is generally highly illegal and grounds for a job ban. [[Guide to Security#The Lethal Option|Unless if you really need to do it.]]
* Knowing '''[[Guide to Security|Standard Security Procedures]]''' is also required. Understand your tools like your stun baton's stun and harm baton functions. Harm batoning is lethal force, don't use lethal force [[Guide to Security#The Lethal Option|unless it's crucial]]; '''failure to do so may be grounds for a job ban.'''


For Standard Operating Procedure for this role and other security roles, please see [[Standard_Operating_Procedure_(Security)#Security_Officer|Standard Operating Procedure (Security)]].
* For Standard Operating Procedure on this role and other security roles, please see [[Standard Operating Procedure (Security)#Security Officer|Standard Operating Procedure (Security)]]  


=Know Your Place=
Your Place:
* This ship is not a democracy. You take orders from the [[Head of Security]], who takes their orders from the [[Captain]], who takes their orders from [[Nanotrasen Navy Officer|Central Command]]. Follow the orders you are provided, and try to not ask too many questions. Within the brig, you follow the [[Warden]]'s directions.
* Superiors From lowest to highest: [[Head of Security]] [[Captain]] [[Nanotrasen Navy Officer|Central Command]]. The [[Warden]] has authority over personnel in the brig. Follow orders and [[Space Law]] to the best of your ability.
* You are effectively the police. The corporations have agreed upon a set of laws that they are all beholden to. [[Space Law]] is harsh. You are individuals working for Nanotrasen Security. You aren't highly trained super-soldiers, but you also aren't mall-cops with a bit bigger guns. Obey the hierarchy and watch everyone with utter suspicion.
* Your essential job function is to prevent the station from falling apart in chaos.
* The Heads of Staff have authority over their respective departments. You are expected to assist heads in ejecting unwanted trespassers and demoting unwanted personnel from their departments.


=Keeping the Peace=
* Heads of Staff have authority over their respective departments. You are expected to assist heads in ejecting unwanted trespassers and demoting unwanted personnel from their departments.
You are the sole guardian between the ideals of justice and the [[Roles|employees]] that your company has chosen to advance its interests in space.  


Oftentimes, you will be informed over your radio that there is a problem in a certain area. If you are nearby, inform the rest of security over your headset using the private channel that you are on your way. If you are not nearby, head to the security office and change the records to set the suspects to arrest. The [[roboticist#securitrons|robots]] will detain the suspects but someone will still have to fetch them. Then return to your patrol.
==Keeping the Peace==
You are the sole guardian between the ideals of justice and the [[Roles|employees]] that your company has chosen to advance its interests in space. You will be dealing with a wide range of [[Space Law#Space Law|crimes]] and [[Space Law#Enemies of the Corporation|perpetrators]]. It is up to you to make the best judgment against the various threats and your own actions. It is up to you to restrain yourself and your baton unless you want a demotion.


Have your baton put away but easily accessed. This will ensure that you are armed if things go sour, but that you are not being threatening and there is no possibility of your weapon being easily stolen (remember that unless the security level is at [[Standard_Operating_Procedure#Code_Blue|Code Blue]] or [[Standard_Operating_Procedure#Code_Red|Code Red]], you won't be allowed to have weapons unholstered.) If you notice a crime obviously taking place when you arrive on the scene, stun the suspects, handcuff them, and hold them so they can't escape. If the area is now safe, begin questioning them. If the area is not safe, question them in [[Processing]]. If there is blood or fingerprint evidence, call the [[Detective]] to the scene. Once the truth comes out, charge the perpetrators, thank the witnesses, and inform security over your private channel of the situation and charges. If you do not do so, the Warden may release your prisoners thinking they've been unlawfully detained.
===Patrols===
Oftentimes, you will be informed over your radio that there is a problem in a certain area. If you are nearby on patrol, inform the rest of security over your headset using the private channel that you are on your way. If you are not nearby, head to the security office and change the records to set the suspects to arrest. The [[Guide to Security#Additional Information|securitrons]] will detain the suspects but someone will still have to fetch them. Then return to your patrol.


This is an ideal situation, however. Usually you'll just happen across crime. Follow the procedure as best as you can from there. Restrain and detain only as needed. Becoming stun happy is the first step to becoming a bad Security Officer and encouraging the station crewmen to get you demoted.
Have your baton put away but easily accessed. This will ensure that you are armed if things go sour, but that you are not being threatened and there is no possibility of your weapon being easily stolen (remember that unless the security level is at [[Standard Operating Procedure#Code Blue|Code Blue]] or [[Standard Operating Procedure#Code Red|Code Red]], you won't be allowed to have weapons unholstered.) If you notice a crime obviously taking place when you arrive on the scene, subdue the suspects, handcuff them, and hold them so they can't escape. If the area is now safe, begin questioning them. If the area is not safe, question them in [[Processing]]. If there is blood or fingerprint evidence, call the [[Detective]] to the scene. Once the truth comes out, charge the perpetrators, thank the witnesses, and inform security over your private channel of the situation and charges. If you do not do so, the Warden may release your prisoners thinking they've been unlawfully detained.


If things become violent or you are outmatched, immediately call for backup as efficiently as possible. "<Such and such> the <job title> is <crime committed> at <the location>", is hard to spit out while under attack. Try a shorter format, such as "JANITOR MAIN HALLWAY ATTACKING ME HELP". There will be time for clarification when you are out of harm's way. The key to good security work is keeping the other security forces informed.
If things become violent or you are outmatched, immediately call for backup as efficiently as possible. "<Such and such> the <job title> is <crime committed> at <the location>", is hard to spit out while under attack. Try a shorter format, such as "JANITOR MAIN HALLWAY ATTACKING ME HELP". There will be time for clarification when you are out of harm's way. The key to good security work is keeping the other security forces informed.


= The Brig =
Remember, information is key - when arresting someone, make sure to set their status using your Security HUD - simply examine them and click on their status (usually [None]), and make sure to write a detailed description of the reason for the status - other officers are not omniscient and will not be able to magically guess their crime.
For more detailed instructions, see [[Guide_to_Security#Standard_Procedure|Standard Security Procedures]]. For a summary, read below.


As the arresting officer, you have certain responsibilities. As always, following the protocol will keep you safe, the station secure, and the criminals in line. Follow it closely.
===Security HQ===


1. While the prisoner is still handcuffed, search them. Repeat offenders or those charged with extremely serious crimes should be stripped and redressed in the prison orange. Inform the prisoner and the other security personnel what is happening, and what the prisoner's charges are. Evidence goes in the evidence locker, hazardous chemicals should be stored to later be spaced, and all other materials go in the brig locker with the prisoner. The headset should only be taken if the prisoner is using it to incite rebellion, harassing other crew members, or as an additional punishment for repeat offenses.
* Interact with crewmembers at Security Receptions for complaints or reports of criminal activity. You will have access Security Records, Security Cameras, and Cell Management consoles to carry out this task. If a crewmember asks nicely for your equipment just tell them to ask a Head of Staff instead. Passing out gear to civilians leads to dangerous situations at worst, arrests and misunderstandings at best.
 
2. Lock the locker with your identification, remove your prisoner's handcuffs, and stand in the doorway to prevent escape while you set the time. The doors will not close and lock if a time has not been set in. [[Space Law|Consult Space Law for proper sentencing.]] If the prisoner makes to escape, flash them with the brig's flash controls. They will even reach to just outside the cell doors. Remember that escape attempts are an additional crime under Space Law. Do '''NOT''' leave the prisoner handcuffed in their cell, unless you have very good reason to believe they are dangerous.
 
3. Never open the cell door when the prisoner is standing right on the other side. Require them to step back to the bed. This will allow you to react if they attack or attempt to escape. Even trustworthy prisoners may turn at any second. When in doubt, flash the cell.
 
4. You must be there when the prisoner's time is up to return their gear and escort them out of the brig. Failure to do this may in some cases result in your dismissal or attack.
 
 
= Security HQ =
This is where you do your set up at.  Also, you can arrest people with Beepsky (or any [[Roboticist|securitron]]) here, but '''do not delete security records!'''. If people ask nicely for your equipment just tell them to ask a Head of Staff instead. Passing out gear to civilians leads to dangerous situations at worst, arrests and misunderstandings at best.
The first step when you arrive in your position is to find an unused security locker either in the main office or the single locker near the arrival shuttle. If it has all been claimed, ask the [[Warden]] for additional equipment.
* [[Guide to Security#Processing|Process]] convicted personnel and send them either to the Prison Wing, Brig, or the [[Guide to Security#The Labor Camp|Labor Camp shuttle]]. The Prison Wing will carry permanent imprisonment sentences while the Brig carries out timed sentences. The Labor Camp will require prison personnel to mine ore until they acquire enough mining points to return to normal station life.
* You will carry out authorized [[Guide to Security#Execution|executions]] here as well.


=Equipment=
===Equipment===
First, you are already equipped with a helmet, body armor and backpack/duffelbag/satchel, a handcuff, a taser gun and your red jumpsuit. If you wanna get these items (Which are listed down below), head to your respective locker and take a look inside, grab anything you need, leave anything if you don't. Some of these items can only be found in the [[Armory]], and are left best for an Emergency Situation.
Located in security lockers or [[Vendors#SecTech|SecTech Vendor]], begin arming yourself for what's ahead.
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
<span style="font-size:1.2em;">'''General Security Items'''</span>
<div class="mw-collapsible-content">
[[File:SecHud.png|32px]] '''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.<br>
[[File:Disabler.png|32px]] '''Disabler''' - An officer's main weapon, shoots disabler bolts which will slow a criminal after 2 hits, and stun them in 4. More can be acquired from the armory<br>
[[File:Corporate Judo Belt.png|32px]] '''Corporate Judo Belt''' - Exchanges the ability to use a stun baton with the ability to do various [[Martial Arts#Corporate Judo|martial arts]] moves. <br>
[[File:Secbelt.png|32px]] '''Security Belt''' - Allows the storage of up to 6 security items. <br>
[[File:Stun Baton.gif|32px]] '''Stun Baton''' - Used to stun targets for a few seconds in melee, allowing for an arrest to be made. Has a surprisingly large (but still finite) power cell that can be replaced with a screwdriver. Will do damage if used on harm intent. '''Dont be cocky''', the baton has a delay between stuns and the opponent will still be able to move and attack if not fully immobilized. Time your stuns. <br>
[[File:Flash.png|32px]] '''Flash''' - Disarms and disorients anyone without eye protection. Disables [[Cyborg]]s temporarily when used on them. Is likely to burn out if used repeatedly. <br>
[[File:Handcuffs.png|32px]] '''Handcuffs''' - Restrains targets and prevents 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. <br>
[[File:Zipties.png|32px]] '''Zipties''' - Same as the handcuffs, however, the time to cuff someone and break out of them is reduced. One time use.<br>
[[File:Pepperspray.png|32px]] '''Pepperspray''' - Disorients when used on someone without mask protection and will stun after 4 hits. Will breifly stun if the recipient lacks eye protection. Can be refilled at a pepper spray dispenser. <br>
[[File:Flashbang.gif|32px]] '''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, confused, knocked down, and deafened for some time. Standing directly on top of it will stun no matter what.<br>
[[File:Ebola.png|32px]] '''Energy Bola''' - A thrown weapon which legcuffs (slowing) anyone it hits even if the target is immune to projectiles. Invaluable when dealing with [[Martial Arts#Way of the Sleeping Carp|Sleeping Carp]] and narcotics users. <br>
[[File:Seclite.png|32px]]  '''Seclite''' - Security Flashlight, or Seclite for short. Can be attached to most firearms (removable with screwdriver). <br>
[[File:SecHailer.png|32px]] '''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.<br>
[[File:Normalarmor.png|32px]] '''Standard Armour Vest''' - Good for absorbing a bit of every damage.<br>
[[File:Helmet.png|32px]] '''Helmet''' - Good for absorbing a bit of every damage, prevents headsets and sunglasses from being removed while equipped.<br>
</div></div>
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. (See below)


'''Stun Baton''' - Your weapon of choice. Put it in your Security belt or armor storage slot. Did you hear me? '''Put it on your goddamn belt or armor!''' Because you will slip on a wet floor and if you are carrying your baton, it will fall to the ground next to you. You will be completely vulnerable to your assailant. The security belt and armor slots give you precious seconds of safety and gives you a sliver of chance. If you want to stun the criminal, ''turn your baton on by using it in your hand!'' If you want to harm the criminal who's too dangerous for your crew (Shadowlings or Adrenal Traitors), go to Harm Intent and smack him right in the face. When the cell on your stick is dead, put it in the Recharger and wait.
<div class="toccolours mw-collapsible mw-collapsed" style="width:99%">
<span style="font-size:1.2em;">'''Armory and other Restricted Equipment'''</span>
<div class="mw-collapsible-content">
[[File:Energy Gun.gif|32px]] '''Energy Gun''' - Usually only handed out by the [[Warden]] when things have really hit the fan. Has two modes, click the weapon in your hand to switch between disable and kill. <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 projectiles. Can't fit in backpacks. <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, and [[IPC]]s. Can also disable any technology targets are wearing and disable implants/cybernetics. Useless against biological threats.<br>
'''Various body armour and helmets''' - See [[Security Officer#Tips and Tricks|this]] for more information.
</div></div>


'''Hybrid Taser''' - Place the taser in your backpack or on your armor storage slot. Replace your Baton with this in case you need the extra range and the [[AI]]/[[Captain]]/[[Head of Security]]/[[Warden]] refuse to open the armory for better equipment. It is also good to use against runners or those who are equipped with a gun themselves, but not good with anyone under the effects of adrenaline. Use your best judgement. It has two firing modes, that being Disable or Stun. Always put it to Stun unless if you want to catch your perps at longer range or when you want to shoot someone behind glass, because unlike electrodes disabler beams can pass through glass. You start with one on your character, unless if you need more from the Secure Armory.
Important: When you are done with your locker, close it and lock it to prevent [[Assistant|unruly thieves]] from taking the remaining items inside. If they somehow enter there.
 
'''Taclite''' - Tactical Flashlite or Taclite in short is your how ''you'll explore the deep tunnels of Maintenance'', you're going to need this alot to stay out of the darkness. It would be better to attach it to your Hybrid Taser or your Energy Gun.
 
'''Flashes''' - A good backup if your ''stun baton runs out of charge'' or you need ''to keep a criminal subdued'', or if you need ''to fight a [[Shadowling]]''. Robotics may also want these. It's usually a courtesy to give them your burnt out flashes. Throw it in a pocket or in your security belt. Has the added benefit of stunning out of control cyborgs. You start with one of these on your person, inside your pocket or storage equipment, completely turns the screen white for people without protection, and also makes them drop what's in their hands, but won't down them, mounted flashers, on the other hand, do down people, also activating it in your hand makes an Area of Effect mini-stun that causes confusion, AKA. moving randomly for a moment or two, this is actually surprisingly robust for catching criminals who are running around randomly and you're unable to shoot them down effectively. (all of this considering they don't have eye protection, welding Helmets and goggles and some sunglasses -like SecHuds and the captain's- completely nullify their effect.)
 
'''Pepperspray''' - Downs opponents who are not wearing a gas mask AND eye protection, note that most eye wear counts as protection(Like prescription glasses), if wearing eye protection, when sprayed you suffer nothing, if wearing a gas mask but nothing on your eyes, your screen turns cloudy-white for a moment or two, good for handling down petty criminals who are not well-equipped.
 
'''Flashbang''' - Sometimes preferred by some officers instead of flashes. These will blind and deafen targets within a reasonable radius when thrown. To throw, simply move your active hand to the flashbang in your hand and activate it. This will put you into throw mode as soon as the grenade is primed. There is a small delay between throwing and detonation. It is a good idea to throw these as far away from you as possible as they will deafen and blind you if you are not wearing sunglasses and a security bowman headset. They will always down you (although won't blind or deafen you -if you have the protection mentioned above-) if they're on the same tile you're on, remember to actually throw them, as holding them WILL stun you. They are also useful to help you escape a small group of assailants, and to fend off or kill [[Shadowling|Shadowlings]]. Keep this in your pocket and click on the grenade to pull the pin. After a few seconds, it will explode, causing everyone who is looking at you without sunglasses to be affected by the blast, though it may deafen or blind you as well if you don't have the proper protection.
'''HUD Sunglasses''' - You need to equip these. Put them on your eyes. They are essential gear, especially if you want to man the brig and want to ''avoid the embarrassing result of succumbing to a flash'' meant only for an unruly prisoner. These particular sunglasses have 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 around the person themselves.
 
'''Handcuffs/Zipties''' - Throw these in your pockets as well. You will use these. '''A lot'''. Click on someone ''to start handcuffing them''. You'll both need to stay next to each other for them to work. Pulling people then prevents them from running away. Be careful of bumping into people however. If you start running out of handcuffs, then resort to Zipties, which exactly work like Handcuffs, but they're only a one time use and they can be broken quite more easily than handcuffs. When ran out of zipties, resort to Cable Cuffs, Handcuffs can be broken within a minute, Zipties can be broken within 0.75 of a minute, and cable cuffs can be broken in only half a minute, cuffing takes about three seconds, It could be of use to always baton/taser your perps before starting the cuffing process.
 
Here are the following equipment that can be found in the Secure Armory.
 
'''Energy Gun''' - A rare item for the average officer to possess, 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. Most of the time, the weapon should be left on disable. It also makes a potent melee weapon. Firing on crew members without confirming they are hostile while on kill mode will often result in demotion or a potential job ban. Attach a Seclite into it so you can see through darkness.
 
'''Riot Shield''' - Another uncommon weapon for security personnel. ''Protects from melee attack in the direction you are facing''. Makes a decent melee weapon, has a 50% chance of negating damage -melee and projectiles- can't fit in backpacks or on your back, very awkward but still robust.
 
'''Laser Gun''' - Possibly the least common weapon to find in the hands of Security Officers aside from the Riot Shotgun, mainly due to the lack of a stun mode. While ''more powerful than an Energy gun (Shoots 12 laser shots instead of the Energy gun's puny 10)'', it makes a slightly less effective melee weapon. You should never have these unless it's a [[Standard_Operating_Procedure#Code_Red_-_Confirmed_Threat|Code Red]] situation.


'''Riot Shotgun''' -  Another less common weapon found in the hands of Security Officers, usually used only in times of extreme emergency, such as [[Nuclear Agent|Nuclear Agents]] declaring war on the station. They can ''fire a wide variety of shells'', from Rubber Shots that do stamina damage, to Lethal Buckshot and Slug Shells, to all kinds of Technological Shells created by Science.
Always have your tools recharged after an arrest. If your flash is burnt out, get a new one from the lockers or security vending machine and hand your old one to a [[Roboticist]]. Then take your baton or disabler, pop them in the recharger, and wait for the light to flash yellow. Having a charged stunbaton is sometimes the difference between life and death.
 
'''Ion Rifle''' - Found out that your IPC was a traitor or your own Borgs getting rogue left and right? This weapon is used by officers during these situations. While they are completely useless to biological beings. ''IPCs, Borgs and the AI on the other hand will take the heat once they felt the Ion touch''. Remember NOT to use these weapons unless if it's a Silicon related situation.
 
'''Various body armor and helmets''' - See [[Security Officer#Tips and Tricks|this]] for more information.
Important: When you are done with your locker, close it and lock it to prevent [[Assistant|unruly thieves]] from taking the remaining items inside. If they somehow enter there.


= Recharge =
== Police misconduct [[File:Swordred.gif]] ==
Always have your tools recharged after an arrest. If your flash is burnt out, get a new one from the lockers or security vending machine and hand your old one to a [[Roboticist]]. Then take your baton or taser, pop them in the recharger, and wait for the light to change. Having a charged stun baton is sometimes the difference between life and death.
Round-Start antagonists are ineligible to be be matched to the job of Security Officer.


==Antagging==
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'' of your preffered roles, you will be instead be given a random non-mindshielded role.
Nanotrasen Security Officers are ineligible for antag selection at the start of the round due to extensive screening by Central Command and possessing a [[Implants#Mindshield_Implants|Mindshield Implant]], with the exception of Blob. '''Blob''' security players can be absolutely devastating due to the fact that they have access to hard to reach areas (such as permabrig), giving them ample time to expand before they've been spotted.


While the presence of a mindshield implant does provide some protection against being thralled by a [[Shadowling]], it is only a mitigating factor in the enthrallment process - adding an additional twenty to thirty seconds to the enthralling. A security officer who somehow manages to lose their mindshield implant (such as by being thralled, cloned, or having it surgically removed by an antagonist) can still be culted, converted into a revolutionary, or even mindslaved.
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 <i>remain</i> thralled.


Officers who have been '''converted to an antagonist role''' are particularly dangerous due to their access, and the ease with which they can obtain a variety of stun-related equipment.
Of note, however, is the topic of hiring from manifest: A crew member without a mindshield can change their job to Security Officer if the Head Of Personnel (and presumably the Head of Security) allows it. Anatgonists hired in this manner will not only have access to Security-specific areas, but the equipment and (admittedly sometimes dubious) trust that an officer normally comes with; Unless caught red-handed, one can get away with a lot while wearing Security's colors and showing up as mindshielded.


= Tips and Tricks =
==Tips and Tricks==
* There are a few different types of armor and helmets that security is in possession of, all with their own pros and cons.  
* There are a few different types of armour and helmets that security is in possession of, all with their own pros and cons.  
**'''Riot Gear''' is great for ''absorbing melee damage'' but won't do much of anything to protect you against bullets or lasers, also it has much greater coverage. Though it slows you down as a cost. Great for claymore toting cultists.  
**'''Riot Gear''' is great for ''absorbing melee damage'' but won't do much of anything to protect you against bullets or lasers. It also has much greater coverage, though it slows you down as a cost. Great for claymore toting cultists.  
**'''Bullet Proof Vests and Bullet Proof Helmets''' - as the name implies, ''absorbs damage caused by bullets'' at the cost of melee and laser protection as well as having lesser coverage. Very useful when Nuclear Operatives go in guns blazing.
**'''Bullet Proof Vests and Bullet Proof Helmets''' - as the name implies, ''absorbs damage caused by bullets'' at the cost of melee and laser protection as well as having lesser coverage. Very useful when [[Nuclear Agent|Nuclear Operatives]] go in guns blazing.
**The '''Ablative Armor''' is great at ''absorbing energy based damage'' such as the Laser gun and even has a chance to deflect energy based projectiles. Though you shouldn't be using it as much in most situations, except when you're at risk of friendly fire or very rare circumstances.
**The '''Ablative Vest''' is great at ''absorbing energy based damage'' such as the Laser gun and even has a chance to deflect energy based projectiles. Though you shouldn't be using it as much in most situations, except when you're at risk of friendly fire or very rare circumstances.
**Finally, your standard-issued '''Armor Vest and Helmet''' you start with is a jack of all trades type, ''absorbing every damage by a minimal amount'', except bullets, which it absorbs lower than the rest.
**Finally, your standard-issued '''Armour Vest and Helmet''' you start with is a jack of all trades type, ''absorbing every damage by a minimal amount'', except bullets, which it absorbs lower than the rest.
* Mindshield implants prevent someone from being brainwashed into a Cult member or a Revolutionary and also increase the duration slightly for a shadowling to thrall you which will give you a bit of time to state your location and circumstance.
* Mindshield implants prevent someone from being brainwashed into a [[Cultist|Cult member]] or [[Revolutionary]]
** Keep in mind that if you are cloned you lose your mindshield implant which might cause your fellow officers to attack you during shadowling rounds as getting thralled destroys your mindshield implant.  
** Keep in mind that mindshields can be removed via cloning or surgery so security officer are not completely protected from brainwashing.
* Once you are a Gygax or Durand combat mech you are a god among men, as long as you know your limits and not run right in the middle of a xenomorph hive. The Gygax is a straight upgrade for a security officer during Traitor, Changeling, Cult and Shadowling rounds due to their exceptional speed. However when dealing with biohazards such as Terror Spiders or Xenomorphs a Durand is preferable due to its high durability. It is made to go into a hive and destroy everything.  
* Exosuits such as the Gygax and Durand are powerful, but far from invincible. If the opportunity presents itself to use a mech, make sure you select the right tools for the job. The Gygax is extremely fast but fragile, making it perfect for running down fleeing criminals, while the Durand is slow and tanky, a natural choice for dealing with biohazards like Terror Spiders. Above all, remember not to to let the power go to your head, and remember the primary rule of Combined Arms Warfare: A tank which is alone is a tank that is soon to be dead.
* Xenomorphs and Terror Spiders take double burn damage, laser gun them or set them on fire with the immolator gun that science can research.  
* Xenomorphs and Terror Spiders take double burn damage, laser gun them or set them on fire with the immolator gun that science can research.  
* Riot shields have a good chance to block melee attacks in the direction you are facing and can also block xenomorph pounces along with their disarms. Take one, it's underrated. Couple it with riot armor to be very hard to kill in melee.  
* Riot shields have a good chance to block melee attacks in the direction you are facing and can also block xenomorph pounces along with their disarms. Take one, it's underrated. Couple it with riot armour to be very hard to kill in melee.  
* If you need a patrolling partner just pick up your PDA and call Officer Beepsky (Or any securitron) to you. Disable his patrol mode and take him with you. If someone fucks with you just shift+click - set to arrest and he'll ensure you never get robusted again. Just make sure that the person robusting you is not Unknown, it won't work unless if you find a way (Such as making that unknown attack Beepsky).
* If you need a patrolling partner just pick up your PDA and call Officer Beepsky (Or any securitron) to you. Disable his patrol mode and take him with you. If someone fucks with you just shift+click - set to arrest and he'll ensure you never get robusted again. Just make sure that the person robusting you is not Unknown, it won't work unless if you find a way (Such as making that unknown attack Beepsky).
* As a security officer asking a criminal to kindly come with you to the brig instead of stunning them outright doesn't hurt. You'd be surprised at how some criminals can be responsive to this. It'll save you the hassle of "HELP SHITCURITY ARRESTING ME FOR NO REASON" and you can always just tase them if they refuse. Be aware that [[Traitor|suspicious people]] will get the upper hand on you, once you're off-guard.
* As a Security Officer asking a criminal to kindly come with you to the brig instead of stunning them outright doesn't hurt - in fact, you should not be doing so outside code red. You'd be surprised at how some criminals can be responsive to this. It'll save you the hassle of "HELP SHITCURITY ARRESTING ME FOR NO REASON" and you can always just tase them if they refuse. Be aware that [[Traitor|suspicious people]] will get the upper hand on you, once you're off-guard.
* Getting EMP'd (Or Ion'd) means your energy based weapons will most likely be utterly dry and will have to be recharged to be used again. But keep in mind that your stun baton is the exception and loses only 10% of its charge when it is hit by an EMP so pull it out when you see a traitor or changeling run at you after they have EMP'd you.  
* Getting EMP'd (Or Ion'd) means your energy based weapons will most likely be utterly dry and will have to be recharged to be used again. But keep in mind that your stun baton is the exception and loses only 10% of its charge when it is hit by an EMP so pull it out when you see a traitor or changeling run at you after they have EMP'd you.  
* Now if you ''hate the sound of your jackboots'', you have two choices, '''wear black shoes''' or '''apply duct tape to your jackboots'''. This will silence the noise of the boots, allowing quiet movement.
* Bolas are your best defence against enemies immune to projectiles, because slowing them down gives you the most valuable resource - '''time'''. Once they are slowed, you can quickly go over your options, such as flashbangs, pepper spray, or your trusty stunbaton.


{{JobsTable}}
{{JobsTable}}


[[Category: Jobs]]
[[Category:Jobs]]

Latest revision as of 20:23, 1 March 2024

SECURITY

Generic security.png
Security Officer

Security Officers are the workhorse position of the Security department. They are the station's first line of defence against outside threats to the station. With their authority to enforce Space Law, it is the Security Officers who are responsible for dealing with security complaints and arresting those who break Space Law. As a whole, they are responsible for maintaining the order and security of the station.

Required Knowledge

Out of Character wise:

  • Read the rules carefully before playing as a member of Security.

In Character wise:

  • Knowledge of Space Law is mandatory. You're not expected to memorize it entirely, but it should be open and consulted. Inadequate knowledge of it may result in a job ban.
  • Knowing Standard Security Procedures is also required. Understand your tools like your stun baton's stun and harm baton functions. Harm batoning is lethal force, don't use lethal force unless it's crucial; failure to do so may be grounds for a job ban.

Your Place:

  • Heads of Staff have authority over their respective departments. You are expected to assist heads in ejecting unwanted trespassers and demoting unwanted personnel from their departments.

Keeping the Peace

You are the sole guardian between the ideals of justice and the employees that your company has chosen to advance its interests in space. You will be dealing with a wide range of crimes and perpetrators. It is up to you to make the best judgment against the various threats and your own actions. It is up to you to restrain yourself and your baton unless you want a demotion.

Patrols

Oftentimes, you will be informed over your radio that there is a problem in a certain area. If you are nearby on patrol, inform the rest of security over your headset using the private channel that you are on your way. If you are not nearby, head to the security office and change the records to set the suspects to arrest. The securitrons will detain the suspects but someone will still have to fetch them. Then return to your patrol.

Have your baton put away but easily accessed. This will ensure that you are armed if things go sour, but that you are not being threatened and there is no possibility of your weapon being easily stolen (remember that unless the security level is at Code Blue or Code Red, you won't be allowed to have weapons unholstered.) If you notice a crime obviously taking place when you arrive on the scene, subdue the suspects, handcuff them, and hold them so they can't escape. If the area is now safe, begin questioning them. If the area is not safe, question them in Processing. If there is blood or fingerprint evidence, call the Detective to the scene. Once the truth comes out, charge the perpetrators, thank the witnesses, and inform security over your private channel of the situation and charges. If you do not do so, the Warden may release your prisoners thinking they've been unlawfully detained.

If things become violent or you are outmatched, immediately call for backup as efficiently as possible. "<Such and such> the <job title> is <crime committed> at <the location>", is hard to spit out while under attack. Try a shorter format, such as "JANITOR MAIN HALLWAY ATTACKING ME HELP". There will be time for clarification when you are out of harm's way. The key to good security work is keeping the other security forces informed.

Remember, information is key - when arresting someone, make sure to set their status using your Security HUD - simply examine them and click on their status (usually [None]), and make sure to write a detailed description of the reason for the status - other officers are not omniscient and will not be able to magically guess their crime.

Security HQ

  • Interact with crewmembers at Security Receptions for complaints or reports of criminal activity. You will have access Security Records, Security Cameras, and Cell Management consoles to carry out this task. If a crewmember asks nicely for your equipment just tell them to ask a Head of Staff instead. Passing out gear to civilians leads to dangerous situations at worst, arrests and misunderstandings at best.
  • Process convicted personnel and send them either to the Prison Wing, Brig, or the Labor Camp shuttle. The Prison Wing will carry permanent imprisonment sentences while the Brig carries out timed sentences. The Labor Camp will require prison personnel to mine ore until they acquire enough mining points to return to normal station life.
  • You will carry out authorized executions here as well.

Equipment

Located in security lockers or SecTech Vendor, begin arming yourself for what's ahead.

General Security Items

SecHud.png 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.png Disabler - An officer's main weapon, shoots disabler bolts which will slow a criminal after 2 hits, and stun them in 4. More can be acquired from the armory
Corporate Judo Belt.png Corporate Judo Belt - Exchanges the ability to use a stun baton with the ability to do various martial arts moves.
Secbelt.png Security Belt - Allows the storage of up to 6 security items.
Stun Baton.gif Stun Baton - Used to stun targets for a few seconds in melee, allowing for an arrest to be made. Has a surprisingly large (but still finite) power cell that can be replaced with a screwdriver. Will do damage if used on harm intent. Dont be cocky, the baton has a delay between stuns and the opponent will still be able to move and attack if not fully immobilized. Time your stuns.
Flash.png Flash - Disarms and disorients anyone without eye protection. Disables Cyborgs temporarily when used on them. Is likely to burn out if used repeatedly.
Handcuffs.png Handcuffs - Restrains targets and prevents 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.png Zipties - Same as the handcuffs, however, the time to cuff someone and break out of them is reduced. One time use.
Pepperspray.png Pepperspray - Disorients when used on someone without mask protection and will stun after 4 hits. Will breifly stun if the recipient lacks eye protection. Can be refilled at a pepper spray dispenser.
Flashbang.gif 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, confused, knocked down, and deafened for some time. Standing directly on top of it will stun no matter what.
Ebola.png 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.png Seclite - Security Flashlight, or Seclite for short. Can be attached to most firearms (removable with screwdriver).
SecHailer.png 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.
Normalarmor.png Standard Armour Vest - Good for absorbing a bit of every damage.
Helmet.png Helmet - Good for absorbing a bit of every damage, prevents headsets and sunglasses from being removed while equipped.

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. (See below)

Armory and other Restricted Equipment

Energy Gun.gif Energy Gun - Usually only handed out by the Warden when things have really hit the fan. Has two modes, click the weapon in your hand to switch between disable and kill.
Laser Gun.png 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.png Riot Shield - Protects from melee attack in the direction you are facing and has a 50% chance of negating incoming damage or projectiles. Can't fit in backpacks.
Riotshotgun.png 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.gif Ion Rifle - Useful against targets that can be [[EMP effects|EMP'd. Does serious damage to Cyborgs, AIs, and IPCs. Can also disable any technology targets are wearing and disable implants/cybernetics. Useless against biological threats.
Various body armour and helmets - See this for more information.

Important: When you are done with your locker, close it and lock it to prevent unruly thieves from taking the remaining items inside. If they somehow enter there.

Always have your tools recharged after an arrest. If your flash is burnt out, get a new one from the lockers or security vending machine and hand your old one to a Roboticist. Then take your baton or disabler, pop them in the recharger, and wait for the light to flash yellow. Having a charged stunbaton is sometimes the difference between life and death.

Police misconduct Swordred.gif

Round-Start antagonists are ineligible to be be matched to the job of Security Officer.

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 of your preffered roles, you will be instead be given a random non-mindshielded role.

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.

Of note, however, is the topic of hiring from manifest: A crew member without a mindshield can change their job to Security Officer if the Head Of Personnel (and presumably the Head of Security) allows it. Anatgonists hired in this manner will not only have access to Security-specific areas, but the equipment and (admittedly sometimes dubious) trust that an officer normally comes with; Unless caught red-handed, one can get away with a lot while wearing Security's colors and showing up as mindshielded.

Tips and Tricks

  • There are a few different types of armour and helmets that security is in possession of, all with their own pros and cons.
    • Riot Gear is great for absorbing melee damage but won't do much of anything to protect you against bullets or lasers. It also has much greater coverage, though it slows you down as a cost. Great for claymore toting cultists.
    • Bullet Proof Vests and Bullet Proof Helmets - as the name implies, absorbs damage caused by bullets at the cost of melee and laser protection as well as having lesser coverage. Very useful when Nuclear Operatives go in guns blazing.
    • The Ablative Vest is great at absorbing energy based damage such as the Laser gun and even has a chance to deflect energy based projectiles. Though you shouldn't be using it as much in most situations, except when you're at risk of friendly fire or very rare circumstances.
    • Finally, your standard-issued Armour Vest and Helmet you start with is a jack of all trades type, absorbing every damage by a minimal amount, except bullets, which it absorbs lower than the rest.
  • Mindshield implants prevent someone from being brainwashed into a Cult member or Revolutionary
    • Keep in mind that mindshields can be removed via cloning or surgery so security officer are not completely protected from brainwashing.
  • Exosuits such as the Gygax and Durand are powerful, but far from invincible. If the opportunity presents itself to use a mech, make sure you select the right tools for the job. The Gygax is extremely fast but fragile, making it perfect for running down fleeing criminals, while the Durand is slow and tanky, a natural choice for dealing with biohazards like Terror Spiders. Above all, remember not to to let the power go to your head, and remember the primary rule of Combined Arms Warfare: A tank which is alone is a tank that is soon to be dead.
  • Xenomorphs and Terror Spiders take double burn damage, laser gun them or set them on fire with the immolator gun that science can research.
  • Riot shields have a good chance to block melee attacks in the direction you are facing and can also block xenomorph pounces along with their disarms. Take one, it's underrated. Couple it with riot armour to be very hard to kill in melee.
  • If you need a patrolling partner just pick up your PDA and call Officer Beepsky (Or any securitron) to you. Disable his patrol mode and take him with you. If someone fucks with you just shift+click - set to arrest and he'll ensure you never get robusted again. Just make sure that the person robusting you is not Unknown, it won't work unless if you find a way (Such as making that unknown attack Beepsky).
  • As a Security Officer asking a criminal to kindly come with you to the brig instead of stunning them outright doesn't hurt - in fact, you should not be doing so outside code red. You'd be surprised at how some criminals can be responsive to this. It'll save you the hassle of "HELP SHITCURITY ARRESTING ME FOR NO REASON" and you can always just tase them if they refuse. Be aware that suspicious people will get the upper hand on you, once you're off-guard.
  • Getting EMP'd (Or Ion'd) means your energy based weapons will most likely be utterly dry and will have to be recharged to be used again. But keep in mind that your stun baton is the exception and loses only 10% of its charge when it is hit by an EMP so pull it out when you see a traitor or changeling run at you after they have EMP'd you.
  • Bolas are your best defence against enemies immune to projectiles, because slowing them down gives you the most valuable resource - time. Once they are slowed, you can quickly go over your options, such as flashbangs, pepper spray, or your trusty stunbaton.
CaptainHead of PersonnelHead of SecurityChief EngineerResearch DirectorChief Medical OfficerQuartermaster
Nanotrasen RepresentativeBlueshield Officer
Internal AffairsMagistrate
WardenSecurity OfficerDetective
Station EngineerAtmospheric Technician
Medical DoctorParamedicChemistGeneticistVirologistPsychologistCoroner
ScientistRoboticist
Cargo TechnicianShaft Miner
JanitorChefBartenderBotanistClownMimeChaplainLibrarianExplorer
AnimalAssistantDerelict ResearcherGhostGolemSyndicate Researcher
AICyborgMaintenance DronePersonal AI
AbductorsAsh WalkerBlobChangelingConstructContractorCultistGuardianLavaland EliteMorphNuclear AgentRevenantRevolutionaryShadow DemonSlaughter DemonSITSyndicate ResearcherTerror SpiderPulse DemonTraitorVampireXenomorphWizard
Central Command OfficerDeath CommandoEmergency Response TeamHighlanderSol TradersSpecial Event RolesSuper HeroesSyndicate Infiltration TeamCluwne