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===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 use 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. The 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.
Security officers would have no way to enforce the law without having the right loadout. Most equipment that officers will end up use 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.  


[[File:SecHud.png|32px]] '''HUDSunglasses''' - Provides basic flash protection and allows officers to set security records on-the-go. <br>
[[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 officers main weapon, shoots disabler bolts which will stun a criminal after 4 hits. More can be acquired from the armory<br>
[[File:Secbelt.png|32px]] '''Security Belt''' - Allows the storage of up to 6 security items. <br>
[[File:Secbelt.png|32px]] '''Security Belt''' - Allows the storage of up to 6 security items. <br>
[[File:Stun Baton.gif|32px]] '''Stun Baton''' - Has limited charges, when used in melee it can stun targets for a few seconds allowing for an arrest to be made. <br>
[[File:Stun Baton.gif|32px]] '''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. <br>
[[File:Flash.png|32px]] '''Flash''' - Disarms and disorients anyone without eye protection. <br>
[[File:Flash.png|32px]] '''Flash''' - Disarms and disorients anyone without eye protection. Disables [[Cyborg]]s temporarily when used on them <br>
[[File:Handcuffs.png|32px]] '''Handcuffs''' - When used on a target, it restrains them and prevent movement when they are bucklecuffed or pulled.
[[File:Handcuffs.png|32px]] '''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. <br>
[[File:Pepperspray.png|32px]] '''Pepperspray''' - Stuns and disorients when used on someone without mask protection
[[File:Zipties.png|32px]] '''Zipties''' - Same as handcuffs however the time to cuff someone and break out of them is reduced. One time use.
[[File: Flashbang Grenade (An area-of-effect version of flash, with a timer of 5 seconds. You'll start the shift with this),
[[File:Pepperspray.png|32px]] '''Pepperspray''' - Stuns and disorients when used on someone without mask protection. <br>
** Energy Bola (A thrown weapon, which legcuffs anyone it hits, even if the target is immune to projectiles. Invaluable when dealing with things such as [[Martial Arts#Way of the Sleeping Carp|Sleeping Carp]]),
[[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 and deafened for some time. Standing direct on top of it will stun no matter what.<br>
* Disabler (Attach a taclite to the disabler as an attachment, the disabler itself comes in with stun or disable options),
[[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>
* Security gas mask (Optional, can be used to shout at criminal scum with an intimidating voice, protect from accidental pepperspray and it can also provide as an internals mask),
[[File:Seclite.png|32px]]  '''Seclite''' - Security Flashlight, or Seclite in short. Can be attached to a disabler or energy gun (removable with screwdriver). <br>
* Standard Armor Vest and Helmet (Very good for absorbing a bit of every damage).
[[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 Armor 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>


Be sure to have your security belt open so you can access your items quickly in case something bad happens.  
====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.


 
[[File:Energy Gun.gif|32px]] '''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.
First, you are already equipped with a helmet, body armor, backpack/duffelbag/satchel, a pair of handcuffs, a disabler, a flash, and your red jumpsuit. To acquire more equipment, head to the security lockers and take a look inside one, grab anything you need, leave anything you don't. Other gear can be acquired from the vending machine near the [[Armory]]. Some of these items can only be found in the Armory, and are best left for an emergency situation.
 
'''Stunbaton''' - The iconic weapon of a Security Officer. 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 or banana peel, and if you are carrying your baton, it '''will''' fall on the ground next to you. You will then be completely vulnerable to your assailant, or worse yet, the [[Clown]]. The security belt and armor slots give you precious seconds of safety and a sliver of chance to fight back. If you want to stun the criminal, ''turn your baton on by using it in your hand!'' If you want to harm a criminal who's too dangerous or impossible to be captured alive (powered Vampires, Shadowlings, Changelings, and so on), go to Harm intent and smack them right in the face. When the cell on your stick is dead, put it in a recharger and wait. You can also use a screwdriver on the baton to remove the power cell and replace it with a larger battery.
 
'''Disabler''' - Place the disabler in your backpack or on your armor storage slot. It fires disabler beams, which deal stamina damage and pass through glass. Disabler beams prove to be most useful against targets using anti-stun measures, such as adrenal implants. You start with one on your character, and if lost, you can get more from the Secure Armory.
 
'''Seclite''' - Security Flashlight, or Seclite in short, is your how you'll explore the deep tunnels of maintenance, you're going to need this a lot to traverse the darkness. It is a good idea to attach it to your disabler or your energy gun.
 
'''Flashes''' - A good backup if your stun baton runs out of charge, cyborgs are rogue, or if you need to fight a [[Shadowling]]. Throw it in a pocket or in your security belt. They can be used directly on someone in melee range to force them to drop what they are holding, cause them to move erratically, and blind them temporarily. This has the added benefit of stunning cyborgs. Alternatively, using them in your hand blinds everyone who can see you. You start with one of these on your person, inside your pocket. Keep in mind that flash protection, such as sunglasses or welding helmets, completely nullifies them.
 
'''Pepper Spray''' - Downs opponents who are wearing neither mask or eye protection, note that almost all eyewear counts as protection, even prescription glasses. Eye protection negates pepper spray, while a mask reduces its effectiveness to a mere temporary eye blur.
 
'''Flashbang''' - Preferred by most officers instead of flashes. These will stun, blind, and deafen targets who see it explode. To use it, simply activate it by using it in your active hand. This will put you into throw mode as soon as the grenade is primed. There is a small delay between activation and detonation. It is a good idea to throw these as far away from you as possible as they will still affect you if you stand on top of them, even while wearing eye and ear protection - remember to actually throw them. They are useful while fighting groups of assailants, such as [[Cultist]]s, people immune to projectiles, such as Sleeping Carp users, and to fend off or kill [[Shadowling]]s. Earmuffs and bowman headsets protect from their stunning and deafening effect, while flash protection prevents blindness.
 
'''Energy Bola''' - This piece of security gear, often forgotten by rookie officers, will legcuff targets it is thrown at. This is immensely useful against enemies immune to projectiles, such as Sleeping Carp or double-bladed energy sword users. Simply throw it at your enemy and watch them be forced to walk rather than run, buying time and exposing them to follow-up attacks.
'''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 above said person.
 
'''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 without moving 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 you run out of zipties, resort to cable cuffs. Handcuffs can be broken within a minute, zipties can be broken within 45 seconds, and cable cuffs can be broken in only half a minute. Cuffing takes about three seconds - it is a good idea to prod the criminal with your baton right before handcuffing them, even if they are already stunned.
 
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.
'''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.
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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.
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.
==Tips==
==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.
* 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.

Revision as of 21:40, 7 January 2022

Planning

Intro

  • Officer Basics
    • Department Hierarchy
    • Equipment
    • Important Locations
    • Introduction to Space Law
    • Security Statuses and Records
  • Enforcing the Law
    • Arrests
    • Timed Sentences
    • Space Law Modifiers and Nuances
    • Permanent Sentences
      • Permabrig Procedure
      • Execution
    • Station Alerts
  • Dealing with Enemies of the Corporation
    • Types of Antagonists
    • The Lethal Option
    • Combat 101
  • You and the Legal Department
    • Standard Operating Procedure
    • Magistrate
    • Internal Affairs
  • Additional Information
    • Security Bots
    • Labor Camp
    • Security Hiring Policy
    • Tips
  • Additional Information

As the stations first line of defense against Evil, the Security Department is the most dynamic and challenging departments on 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 possessing 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 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 Officer's 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 other players.

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.

Security Hierarchy

A diagram of Space Law authority on station

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 expediate 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

The main article for this section is Security Items

Security officers would have no way to enforce the law without having the right loadout. Most equipment that officers will end up use 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.

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 officers main weapon, shoots disabler bolts which will stun a criminal after 4 hits. More can be acquired from the armory
Secbelt.png Security Belt - Allows the storage of up to 6 security items.
Stun Baton.gif 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.png Flash - Disarms and disorients anyone without eye protection. Disables Cyborgs temporarily when used on them
Handcuffs.png 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.png Zipties - Same as handcuffs however the time to cuff someone and break out of them is reduced. One time use. Pepperspray.png Pepperspray - Stuns and disorients when used on someone without mask protection.
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 and deafened for some time. Standing direct 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 in short. Can be attached to a disabler or energy gun (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 Armor 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.

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.

Energy Gun.gif 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 nonlethal mode. While more efficient than an energy gun (it has a capacity of 12 shots instead of the energy gun's 10), it makes a slightly less effective melee weapon. You should never have these unless it's a 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 Agents declaring war on the station. They 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 - 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. Additionally, they can easily injure and kill those implanted with cybernetics - while this is useful against those pesky science traitors, it also means that a negligent discharge can be nearly instantly lethal to a crewmember with a cybernetic heart - exercise caution.

Various body armor 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.

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.
This page needs to be rewritten
REASON:
A few things: 1) There is 0 heading organization on this page, everything should not be under lvl 2 headers and instead should be broken up into sections. 2) This guide is currently Cyberiad-centric, locations should be broad (think perma, brig, armory) instead of referencing specific/hard locations. 3) This has bad usage of markup, bolding things should be done with consistency and only used to emphasize the most important information. 4) This article does a poor job at fulfilling it's purpose; It reads more like a tips and tricks article rather than slowly feeding bite sized information in an ordered and sensible progression. 5) The prose of this article is poor, it should be concise and specific; Future authors could really benefit from using a sort of TEA paragraph structure (Topic Evidence Analysis).

Welcome, prospective Securitan, to the guide to end all guides: how not to be Shitcurity.

Being a Security role, whether you're a standard Security Officer doing all the dirty work, a Detective finding clues to find the suspect, a Warden dealing with all of the unruly prisoners or so on, you're expected to perform in a higher degree of work.

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

The Hierarchy

  • Nanotrasen CentCom outranks everyone, including all of the roles stated below. While they're immune to Space Law, they can also alter Space Law as they see fit, as this only applies to the current shift.
  • The Magistrate cannot issue any orders to anyone in Security, but they are the ultimate authority on all matters concerning Space Law, and their sentencing is final, overruling even the Captain. Exception is made, of course, when their decisions are blatantly wrong and/or the Magistrate is abusing their power.
  • The Captain, if necessary, can overrule the Head of Security, but most of the time this shouldn't happen. Most of the time. Keep in mind, however, that if the orders are blatantly illegal or a breach of SOP, you are fully justified in disobeying them. Space Law takes precedence over Chain of Command.
  • The Head of Security holds authority to the entirety of the Security Team. They take orders and answer to the Captain, and they have equal power, like all of the Heads do. But when they committed crime, they'll have the right to arrest them, with a few exceptions.
  • The Warden holds authority over the Brig whenever there is no Head of Security, or the Head of Security is not present. If there is one, however, their job is to make sure Security Records are updated, prisoners are processed properly and the Armory isn't looted, and their authority ends there.
  • Security Officers, the Detective and the Warden all share the same rank and take orders from the Head of Security, who in turn takes orders from the Captain.

The Procedure

Familiarize yourself with Standard Operating Procedure (Security).

These are the guidelines you should follow when performing your duties. Keep in mind, however, that even these guidelines are malleable if the situation so requires it, and you should not follow it to the letter, to the detriment of the overall context. Remember, context is king.

  • You are an enforcer of Space Law. Detectives (under most circumstances) are an exception, and should not get directly involved.
  • Security Officers are the first line of defence when it comes to a dangerous situation. The Warden, second. The Detective, third (or second if they have permission from the HoS or the Warden). And the Head of Security, last.
  • Don't kill unless you are in serious danger or the suspect is guilty of a capital crime, and is aggressively resisting arrest, or if they are an enemy of the corporation that cannot be captured. (Such as a fully powered vampire with mist form) See The Lethal Option below for more info.
  • On Code Green you cannot simply search anyone you feel needs a search, you will need a warrant from the Head of Security.
  • Wearing an ID is never enforced by SOP, though on Code Red, Security can issue a legally binding order to do so.
  • Don't just tase and cuff the guy that broke that window on code green. Ask the suspect to halt, state your reason for arrest and bring them to Processing uncuffed. If they don't cooperate, stun to your heart's desire.

The Law

Space Law is a summary of all legally prosecutable crimes and their sentences. No one aboard the station is immune to, or above, Space Law, not even the Captain or Magistrate, and any attempts to prove otherwise are to be handled with proper disciplinary action, and probably a fax to Central Command.

When handling sentences, make sure you have all the available evidence (if there is any beyond eyewitness testimony) handy. Read Space Law plenty of times to get the hang of some minor differences between laws, especially when it comes to the "Notes" section of all of them. Breaking into the Brig and taking a disabler from a table is Theft. Disarming an Officer and taking the disabler from their hands is Robbery.

Here is an example:

  • A greytide broke into engineering for that sweet toolbox and he ran from arrest at every opportunity. He is guilty of Breaking and Entering (medium crime; 5 to 10 minutes) and resisting arrest (Minor crime; warning to 5 minutes) for a total of up to 10 to 15 minutes in a brig cell.
  • A Station Engineer turned Cult Member assaulted several officers while in having a cult blade on their hand. He was later arrested. In this case, he is guilty of Assault of an Officer (Major crime; 10 to 15 minutes) and Possession of a Restricted Weapon (Also a major crime; 10 to 15 minutes). However, during that time, Security knew about a cult, so they deconverted him back to his old faith. They were pardoned of their crimes due to Hostile Brainwashing, in which, they're released from the brig. Though his cult blade was confiscated because it's contraband.

If you want to play Security, you are expected to know Space Law like the back of your hand. Oversentencing and undersentencing should not be done because you "feel like it". There is an entire section of Special Modifiers that can be applied to reduce or increase a given person's sentence, and they cover most, if not all, potential situations. Remember, Space Law affects everyone.

The 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. Five cells can be filled at any one time.

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), an Ablative Vest, an Ion Rifle, two 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.

Firing Range: Contains rechargers, practice laser guns, earmuffs, and targets to practice your aim on.

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 cataloguing 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 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 complimentary 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.

The Bots

Security has, at the beginning of the round, three very special Security Bots. These are tiny little 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 (see below). These are:

  • Officer Beepsky: Voted Best Security Officer of All Time. You will find him patrolling the hallways, and you can summon him via your PDA, or by asking the AI;
  • 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, 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 (note: this is a really bad option to use unless you have hostile changelings or other antagonists walking around without ID cards, as they tend to arrest people in the Head of Personnel's line, and also attack monkeys).

The Records and Security Statuses

SecHUD Icons corresponding to Crew Security statuses, from left to right: Execute, Wanted, Search, Incarcerated, Demote, Monitor, Parole; below, Released. Take a secHUD from your officer's locker to see these.

Security Records are fully accessible via Security Records computers. In addition, the secHUD - the red-shaded sunglasses found at officer's lockers, or the visor-style device - lets you see the Security Status of a person, given that you are able to see their ID, and a record datacore exists for that ID. These are your tools to alter the Security Statuses issued to the crew, which in turn are Security's tools to keep up the situation: what has been done, what should be done next?

Whereas the security records computer provides you an overview of the security status situation of the crew in complete, the secHUD is your mobile tool to be used on the field. A secHUD grants you a read and write access to their status on examination (shift+click the target you want to inspect). You can alter their security status, add new security comments to them and see their comment log in its entirety by pressing the link-stylized text the examination gives you. If you alter somebody's security status, it will ask you the reason for it - these will show up at the Comment Log. The latest security comment log entry of an examined person is automatically shown by secHUD - be sure to set your arrest warrants with a proper comment, so you let your colleagues to read their customers' information with just a single glance!

Examples of good comments when altering the 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, witnessed by Engineers John Honk and Louis Bonk and forensic evidence (prints at the PA)."
  • Monitor, "A medical doctor that took equipment and has never been seen again, according to the CMO. "

You can also suggest (or as HOS, order) the action required. More the merrier, when it comes to the information - less need to query things at the security comms.

  • 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."


File:Wanted.pngArrest - take this person to Processing.

  • Set this status on persons you have a legimitate reason to arrest.
  • By standard, people with this status are to be transported to the Brig Processing Area to settle their case.
  • Unless the situation - target is hostile, and - or Station Security Code Red is declared - requires otherwise, remember that you should state the reason of the arrest while arresting.
  • Any Security Bots (ED-209s included) will immediately attempt to apprehend anyone with this Status when near them with base threat level of 5.

File:HudSearch.gifSearch - search this person on spot, or at Processing.

  • Search is a specific warrant, alternative to an Arrest in case we merely want to search them due to a suspicion or link to a case of crime.
  • By standard, personnel with a Search warrant are to be searched at spot they are found. In case you find the present location unsecure for a search, you can relocate the searchee to Brig treating them as if you were conducting an Arrest.
According to the results of the Search perfomed, do set the target's status to either Arrest, Monitor or Released.
  • For example: in case of hot stuff found, set an Arrest stating the crime code and what is found; in case of nothing found, set them to Monitor or Released whichever of these suited the situation best. A suspect of a theft case could be set to Monitor after an inconclusive Search; a reported possessor of "an emag" that under an inspection turns out to be an ID Decal Sticker should be set to Released.

File:HudPrisoner.pngIncarcerated - This person is sentenced, and they should be in either a cell or the the Permanent Prison.

  • The Cell Computers (screens next to cells, access them by clicking them) 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.
  • Only use prisoner ID's to the permanent inmates, as their own ID's are to be terminated after their procession.
  • Remember to manually update the status of permanent sentencees to Incarcerated, commenting their charge and sentence properly, in order to keep the records and your team up to date.

File:HudParolled.pngParole - This person is a sentenced criminal released under special conditions. To be monitored.

  • Parole is to be used in special cases defined by the Legal SOP, and in case of Enemies of the Corporation, the Space Law.
  • That says, this is not your usual criminal designation. An example of a Parole case is a person that is guilty of a crime, but due to special circumstances, such as an ongoing Blob threat to the station.
  • By standard defined at legal SOP, person with a Parole status is to be constantly monitored by Security - hence, you should not apply a Parole status to a person released after a warning due to minor (1**) crimes, or generally, to anybody without (depending from the case) a Warden, HOS, Captain or Magistrate explicit order to do so.

File:HudReleased.pngReleased - This person has formely been processed by the Security, no further action required at the moment.

  • In case a person is checked in to a Cell, they will automatically receive a Released status by their Cell Computer. * Manually this status could be given in case a criminal is set Arrest or Search and processed accordingly, for example if a person guilty of a minor (1**) is issued a warning instead of a sentence, or somebody is searched and the search gave no reason for further prosecution.
  • People with a Release status, by standard, do not require further attention from Security, but it nevertheless gives the hint that 'this person has been involved in bad stuff earlier.'

File:HudDemote.gifDemote - This person is to be forcibly demoted, and released after that.

  • Demote is a status designed for cases of force demotion. Captain or the Heads of the Departments can ask Security to perform a force demote on a crewmember that is fired from their department.
  • Perfoming a force demotion should take similar means to an arrest as stated at Security SOP, just the outcome varies: instead of taking them to the brig, you take them to the Office of the Head of Personnel in order to update their ID accordingly.
  • If a person is to be both Demoted AND Arrested over a Crime, issue them an Arrest Warrant instead, stating the need for force demotion as the Comment.

File:HudMonitor.gifMonitor - This person requires no action from Security, but is inconclusively suspected, or otherwise linked, to a case of crime.

  • Monitor is a security status that requires no action, other than as it says, monitoring the crew designated with it. The intent is to provide a separate tool to mark those of your suspicions and observations, that are not grounds for a legit Arrest.
  • A crewmember with Monitor is not to be apprehended, but rather to be watched, for example, due that they are a lead, one possible culprit, in an unsolved case of crime.
  • As with other Statuses, remember to give a properly Comment when designating someone with Monitor, so that your colleagues know exactly what has been fishy with the person in question and which kind of their action is to be monitored!

File:HudExecute.gifExecute - This person is to be executed.

  • The Execute status is only available to modify from a Security Records Console, as well as altering the status requires a HoS or Captain level ID.
  • Personnel with Execute status are to be subdued with nonlethal force in order to performa formal execution - or if the situation does not warrant capturing them, to be shot with Deadly Force.
  • Any Security Bots (ED-209s included) will immediately attempt to apprehend anyone with this Status when near them with base threat level of 7.

Tips and Tricks

  • In case the secHUD says: "ERROR: no datacore entry found of this person", it could mean one of the following:
  • 1) They do not have an ID visible. You need to check their information from a Security Records Computer, or ask (order) them to place their ID to the ID slot of their uniform.
  • 2) Either their security record or the datacore in complete is wiped. Crafty traitors can try delete their records in order to confuse Security, if they have an access to a records console.
  • To fix this, you can create a new record at the Security Records Computer: check first if a datacore for the name is present (their name appears at the overview, the manifest), in case of 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.
  • 3) They did not have a datacore at first place, that is, they are not crew. Agent IDs, for example could lead to a legit looking name and job icon, yet the name is not at the manifest as it is just a fabricated one. Same goes with IDs not issued by the Cyberiad, such as personnel occassionally found at the Mining Planet.
Concluding which, by nature, is the case at hand, is not always so obvious, in case it's about non-present datacore. Ask your colleagues, or the respective department Head whether they have seen such a person before!
  • In case of Cell Computer is not able to alter your prisoner's status to Incarcerated, whereas you still can see their ID, it's due that they have no ID at their ID slot, but they carry one in their PDA. To fix this, take their ID from their PDA and place it to their uniform's ID slot.

The Arrest

See Standard Operating Procedure (Security) again.

Normally, you want to arrest someone with the minimal amount of fuss. If someone's committed a crime, but aren't acting hostile, try talking to them and getting them to come willingly. If they refuse to, a burst of pepperspray/stunbaton whack/disabler lasers, followed by cuffing, will do the job. When doing this in public areas, remember to aim properly, as accidental stunning can very quickly snowball into a storm of anti-Security disarming and tablestunning.

Keeping on the crew's good side during an arrest is also a good idea. If you have people near you during an arrest, and the criminal is sitting there, state their crimes clearly so everyone knows what's up, and, as mentioned, try to get them to come quietly.

However, there are some occasions where this is simply not possible. If the criminal is actively fleeing Security, talking is no longer an option. Get the disabler rounds or the stunbaton ready, because that jackrabbit ain't stopping until you grab it by the ears. Remember, non-lethal approaches should always be taken first. Try to exhaust non-lethal takedowns before progressing to force.

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 exception 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.

The Processing

This is the last part of your job before the actual brigging of the criminal. Bring the person to the Processing Room, search their belongings (remember to check their PDA for any illegal cartridges, incriminating PDA messages, stolen IDs or even open Uplinks), present the evidence to the Warden (if there is one) and pass down a sentence. If there is no Warden, you'll just have to do it yourself. Do not request the Head of Security or someone else handle the processing if you're capable of doing so; even regular old Security Officers are expected to know Space Law fully.

  • When it comes to putting someone in a cell be sure to place their bag, as well as any tools they are in possession of in the cell's locker.
  • Leave the prisoner bucklecuffed so you can step outside and set their sentence. Every cell has an associated monitor which when used and the time set will close the cell's door and lock the cell's closet.
  • After you have done the above, step back inside and uncuff the prisoner and ensure that their security status is correct. Feel free to flash them upon removing their cuffs in case they are dangerous.


  • When it comes to Permanent Imprisonment, either in the Permabrig or the Labor Camp, you should head to the small room just between the practice range and solitary confinement. There, you will find several lockers with prisoner jumpsuits and orange shoes.
  • If a prisoner is to receive Permanent Imprisonment, strip them of everything and replace their headset with a basic headset that is found in any of the lockers then put on the prisoner jumpsuit and shoes and finally give them a Prisoner ID. After that, place them either in the Permabrig or the Labor Camp. (Labor camp if you want them to 'tragically' die to a monster but don't do it unless you're a douchebag)

For unruly prisoners, you can requisition the Straightjacket from the Execution Room, or just leave them in solitary until they learn to behave.

The Execution

Sometimes, people need to be executed.

As detailed in Space Law (and when the situation does not fall under the permissible situations of Lethal Force), Executions can only be authorized by the Captain or Magistrate, and any unauthorized Executions are, legally, Murder (which is in itself an Executable offense).

The person approving the execution (Captain or Magistrate) must set the criminal's security status to EXECUTE, using a sec records console (NOT a HUD), before they can be executed. Doing this will prompt for a valid reason for execution, and this must be given. A notice will be sent to CC regarding the execution, and the reason provided. CC may order executions halted, and/or security investigated, if a legally invalid reason is justification is given for the execution. This includes failing to provide a reason at all, and just clicking 'OK' on the prompt to enter the reason for execution. CC does not need to be faxed regarding executions - the mere act of setting someone to execute status in sec records will notify them.

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). Stick the poor bastard on the surgical table and let the Roboticist go to town on that brain. May want to keep watch to make sure it goes through.

Note: While Asphyxiation and Gas Inhalation are currently legal execution methods, there is no infrastructure to support it in security.

After any and all Executions, the body must be handled. Changelings must be either Cremated or Borged, as they can just regenerate from death. As for everyone else, make sure their body is either Borged, cremated, shot out of the Mass Driver or put in the Morgue (with a huge big DO NOT CLONE tag on the tray which can be done with a pen). The same goes for the brainless body after a Borgification.


The Crew

You are Security. You 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 you let them know you're just trying to be helpful, and will be infinitely nicer to you if you act approachable as well. Simple stuff like not walking around with guns/batons out does wonders for how the general crew sees you. Interacting with them during down times will make you seem more approachable and, above all, human.

Remember, you're here to protect the crew, not rule over them like a militaristic clique. Let them know you're always there for them, that you're ready to protect them and, above all, always respond when people call for help. It may 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.

If you have to imprison someone, and people protest the decision, listing the person's crimes is all you can really do. If they insist on protesting because "Shitcurity is Shitcurity", grit your teeth, do your job, and keep that baton in your belt. Don't let them bait you into becoming what they say you are. That'll just feed the cycle.

The Shitcuritans

Some times, Shitcurity is real.

The people most suited to handling Shitcurity are, well, Security. If one of you is acting like a "bad cop" from them 1960s, you're in a prime position to either discipline them as a group, or simply get them fired outright.

Let the crew know that the actions of one do not reflect the actions of the group. If there are rotten apples, pick them out and throw them away. If this rotten apple happens to be the Head of Security, the same logic applies. No one is above Space Law and common decency, and if your boss decides to institute Martial Law because someone, somewhere, sneezed funny, it isn't your right to get their ass disciplined.

It's your duty.

Welcome to Security.