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==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


<hr>
As the stations first line of defense against [[Identifying Antagonists|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 [[Space law#Enemies of the Corporation|Enemies of the Corporation]] and maintain order on the station. Officers should be aware of the various antagonists on station, how to spot them, and how to deal with them effectively within the boundaries of the law. Members of the Security Department should know what levels of force to use against different targets. While not required, it's extremely beneficial for Security 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 [[Standard Operating Procedure#Alert Levels|Station Alerts]] and how their rights and freedom of action change with the alerts. As officers become more experienced, they should know both the [[Internal Affairs Agent]] and [[Magistrate]]'s roles in the Nanotrasen legal system and where officers fit into it. Ultimately, roles in the security department are punishing but extremely engaging; The officers who get the most out of the role are the ones who balance their pace and self-autonomy in order to give out fair sentences that serve to improve the experiences of other players.
==Officer Basics==
[[File:Security Hierarchy.png|right|thumb|A diagram of Space Law authority on station]]
While roles in the security department have different responsibilities, equipment, and restrictions, it is helpful to master a few key skills. By learning these skills and utilizing proper communication, any security department can find success. Newer officers should always ask questions and stick with experienced officers until they feel comfortable enough doing their job without assistance. While not every experienced security officer is willing to let you shadow and walk you through the rigors of security, it is very helpful to ask as the right mentor can make learning extremely rewarding, fun, and easy.
===Security Hierarchy===
All members of the security department report to the [[Head of Security]] (HOS), however, who has authority over what can be a little more complicated than that. The Head of Security has full decision making power over all security matters and is only superseded by the [[Captain]]. In order to 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===
{{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.
<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 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: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. 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. 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 handcuffs however the time to cuff someone and break out of them is reduced. One time use.<br>
[[File:Pepperspray.png|32px]] '''Pepperspray''' - Stuns and disorients when used on someone without mask protection. <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 and deafened for some time. Standing direct 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 in short. Can be attached to a disabler or energy gun (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 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>
</div></div>
====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.
<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 inventory 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 projecticles. can't fit in backpacks or on your back. <br>
[[File:Riotshotgun.png|32px]] '''Riot Shotgun''' - Can  fire a wide variety of shells , from rubber and beanbag shells that deal stamina damage, to all kinds of Technological Shells created by Science.<br>
[[File:Ion Rifle.gif|32px]] '''Ion Rifle''' - Useful against targets that can be [[EMP Effects|EMP]]'d. Does serious damage to [[Cyborg]]s, [[AI]]s, [[IPC]]s, and [[Swarmer]]s. Can also disable any technology targets are wearing and disable implants/cybernetics. Useless against biological threats.<br>
'''Various body armor and helmets''' - See [[Security Officer#Tips and Tricks|this]] for more information.
</div></div>
===Important Locations===
'''[[Arrivals Checkpoint]]:''' This checkpoint is near the Arrival Shuttle. Containing a recharger, Camera plus Records consoles and a locker with security gear. Late-joining security officers might find it to be a good idea to take the equipment from here;
'''[[Brig|The Brig]]:''' The main imprisonment area. Has single-person cells that are used for timed-sentences.
'''[[Security Office]]:''' An for debriefs at the beginning of a round, or in the midst of some form of crisis.
'''[[Equipment Room]]:''' The central area for incoming and outgoing officers to get equipped with either basic equipment or requisitions from the Armory or Secure Armory.
'''[[Armory]]/[[Secure Armory]]:''' Security's main weapons repository, under the jurisdiction of the Warden and Head of Security. Contains extra disablers, Energy Guns, Laser Guns, Riot Shotguns (with a variety of ammunition), Ablative Vests, an Ion Rifle, Security Hardsuits, Bullet Proof Armour and Riot Suits. You can also find Portable Flashers and Barriers, in addition to a selection of implants, extra handcuffs and flashbangs, a toolbox and EOD (Explosive Ordnance Disposal) gear.
'''[[Detective's Office]]:''' Contains a camera monitor in the shape of a TV, Medical and Security records consoles, as well as the basic equipment needed for conducting interviews or 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 permanent prisoners can be sent to mine and serve their sentence. Contains a small observation area manned by Prison Ofitser (Beepsky's long-lost cousin) and a maintenance section both locked behind Security access. Basic prisoner accommodations with small dorms, a cryo sleeper, bathroom and breakroom containing 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.
===Introduction to Space Law===
The core purpose of officers aboard the station is to maintain order by enforcing laws and standard set by the Nanotrasen Board of Directors outlined in [[Space Law]]. Not only are crimes defined in this document but procedure is established in it for enforcing law, handing out sentences, and handling special circumstances. New officers should focus on getting acquainted with the basic of Space Law and associated Standard Operating Procedure surrounding arrests and brigging.
Crimes are broken up into three digit crime numbers. The first digit denotes the severity of the crimes (minor, major, capital, etc) and the following two digits denote the type of crime (assault, trespassing, etc). An officer should know basic crime codes up to the 300 level which are [[Space Law#Minor Crimes|Minor]], [[Space Law#Medium Crimes|Medium]], and [[Space Law#Major Crimes|Major]] Crimes. Additionally, it is very critical to read up on Space Law section such as [[Space Law#Interpretation of the Law|Interpretation of the Law]], [[Space Law#Crime Stacking|Crime Stacking]], and [[Space Law#Brig Procedures|Brig Procedures]]. This is the foundational knowledge required in order to perform officer duties, before reading through these parts of Space Law a new officer should absolutely not be making arrests or handling sentencing without being closely monitored and mentored by an experience officer.
Once read up on Space Law, new officers should read through their [[Standard Operating Procedure_(Security)#Security_Officer|Standard Operating Procedure]] in order to understand the procedure for making arrests, brigging, and utilizing security equipment so they don't accidently commit a fireable offense. Both Space Law and officer SOP should be pulled up in a browser tab during gameplay in order to quickly reference it while performing duties. This recommended literature only brushes the surface of Space Law and Security/Legal Procedure, all of which will be picked up later as new officers gain experience.
===Security Statuses and Records===
[[File:SechudIcons.PNG|450px|thumb|right|SecHUD Icons corresponding to Crew Security statuses, from left to right: Execute, Wanted, Search, Incarcerated, Demote, Monitor, Parole; below, Released. Crew with blue or green dots have prisoner implants and crew with green outlines on their occupation are mindshielded.]]
Enforcing the law would be much more difficult without proper documentation and records. Each crew member has a established security record with basic information about the person, a comment log of crimes/briggings, and a security status. The record gives an appearance of the crew members, their occupation, fingerprint data, and blood type all of which is important for identifying them, this information is available through the security records console; Furthermore, there's other data that can be added by officers if further documentation is deemed neccesary. The comment log is most important because it lists changes in statuses, any briggings, and which officer performed the action. Security statuses are important because it is how the security department records crew members with warrants, sentences, or other special circumstances that involves security. Both the comment log and security statuses can be viewed and edited by examining a crew member while having a SecHUD active. When editing either of these, it's important to provide a clear and concise reason as to why the change was necessary. Some statuses need permission from the [[Head of Security]] or [[Magistrate]] to be set such as Search (on green alert), demote, or parole and statuses like Execute can ''only'' be authorized by the Magistrate or [[Captain]].
'''Examples of Possible Security Statuses:'''
* '''Arrest''', "EOC/Syndicate - by possession of S-class, that is a .357, fired it at Medbay according to the AI"
* '''Arrest''', "308, Major trespass, to Bridge, slipped the Captain."
* '''Incarcerated''', "EOC/Syndicate - sentenced: 400 Grand Sabotage, released the engine
* '''Monitor''', "A medical doctor that took equipment and has never been seen again, according to the CMO. "
* '''Search''', "Search warrant - Detective says their prints are on an empty syndicate EMP kit box. Search on spot, release and set to Monitor if nothing found."
{|class="wikitable sortable mw-collapsible" width:"100%" style="background-color:#ff9999;margin:10pt;"
|- style="background-color: darkred;font-weight:bold; color: white;text-align:center;"
! style="background-color: darkred; width:15%;"                  |Status
! style="background-color: darkred; width:85%;"                  |Purpose and Usage
|-
! '''Arrest''' <br> [[File:Wanted.png|75px]]
|
* Set on crew members that need to be detained/arrested
* By standard, people with this status are to be transported to the Brig Processing Area to settle their case.
* Any Security Bots (ED-209s included) will immediately attempt to apprehend anyone with this status.
|-
! '''Search''' <br> [[File:HudSearch.gif|75px]]
|
* A crew member that needs to be checked for contraband through a [[Legal Standard Operating Procedure#Searches|search]]
* Crew are to be searched at spot they are found or relocated if in a dangerous area
* Dependent on the results of the Search performed, the crews status should be set to '''Arrest''', '''Monitor''' or '''Released.'''
* Crew members that illegally refuse a search should be charged with [[Space law#Resisting Arrest|resisting arrest]]
|-
! '''Incarcerated''' <br> [[File:HudPrisoner.png|75px]]
|
* The Cell Computers will automatically set their inhabitant's security status as '''Incarcerated''', commenting their charges and sentence to the security comments, given that you typed their name correctly to the machine.
* Prisoners with '''Prisoner IDs''' have this status by default, and it cannot be changed.
* '''Only use prisoner ID's to the [[Space law#Exceptional crimes|permanent inmates]]''', as their own ID's are to be terminated after their procession.
* Officers will need to manually update the status of '''permanently sentenced''' crew to Incarcerated as they are not done automatically
|-
! '''Parole''' <br> [[File:HudParolled.png|75px]]
|
* Parole is to be used in special cases defined by [[Legal Standard Operating Procedure#Parole|Legal SOP]] and [[Space law#Modifiers & Special Situations|Space Law]].
* A person that is guilty of a crime, but due to special circumstances is not supposed to be detained or imprisoned (for the time being), should be treated like a monitor status.
* Should not be set without the explicit orders of the HOS, Captain or Magistrate.
|-
! '''Released''' <br> [[File:HudReleased.png|75px]]
|
* Crew will automatically receive a '''Released''' status by their Cell Computer upon the timed sentence ending.
* People with a Release status, by standard, do not require further attention from Security, but the status indicates that crew member has been brigged or searched before.
|-
! '''Demote''' <br> [[File:HudDemote.gif|75px]]
|
* Demote is a status designed for cases of demotion, the Captain, Magistrate, or a Department Head can set this status for employees that require demotion.
* Crew should be given time to voluntarily hand over their ID and security is permitted to detain or escort delinquent crew members to the [[Head of Personnel's Office]].
* In cases where the crew member is detained or incarcerated, security should instead deliver the ID to the HOP.
|-
! '''Monitor''' <br> [[File:HudMonitor.gif|75px]]
|
* Monitor is another security status that requires no action. However, the intent is to mark those who are acting suspicious and observations, that are not yet 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.
|-
! '''Execute''' <br> [[File:HudExecute.gif|75px]]
|
* The Execute status is only available to modify from a Security Records Console; Altering the status requires a HoS or Captain level ID.
* Personnel with Execute status are to be subdued with nonlethal force in order to perform [[Legal Standard Operating Procedure#Execution: general|a formal execution]] - or if the situation does not warrant capturing them, to be shot [[Space law#Use of Deadly Force|with Deadly Force]].
* Any Security Bots (ED-209s included) will immediately attempt to apprehend anyone with this status.
|}
==Enforcing the Law==
When a crew member commits a crime as defined by [[Space Law]], security will need to detain the crew members, determine their punishment, and carry out the punishment. Both the crime committed and perceived threat of the criminal will determine how an officer will need to approach an arrest. Not only are there over 30 different crimes, but many of them have different punishment associated with them with vastly different implication for the criminal. Different types of punishments call for different levels of imprisonment as well as identifying special circumstances that may modify the sentence completely. It is important for officers to know their role in the legal process as well as understanding how that role (and it's restrictions) change with station alerts.
===Arrests===
{{See Also|Standard Operating Procedure (Security)#Security Officer}}
Once a crew member has committed a crime or has a warrant set out for their arrest, a security officer will need to detain them and bring them to the brig. How an arrest is conducted is not uniform across alerts and different scenarios. Normally, you want to arrest someone with the minimal amount of fuss. If someone's committed a crime, but aren't acting hostile or a threat, try talking to them and getting them to come willingly no matter the alert. The best way to begin an arrest is to point at the crew member and yell "HALT."
'''Green:''' Security officers will need to have a warrant (arrest status set after discussion in sec comms) or a solid reason for performing an arrest on a crew member. Officers once they have approached the suspect will need to request that the subject halt where the reasons for the arrest will be clearly laid out. Officers should attempt to escort the crew member to the brig without the use of handcuffs or force unless the subject resists the arrest. The usage of non-lethal equipment is NOT permitted to be used or brandished unless the subject resists arrest
'''Blue:''' Security officers still will need to have a warrant or a solid reason for performing an arrest on a crew member. While the same restrictions from Green Alert apply, officers can utilize more discretion in arrests and more often opt for the use of non-lethal force if there is a perceived threat to the officers life. Officers may brandish lethal and non-lethal equipment during arrests.
'''Red Alert:''' Security officers do not need to have a warrant to perform an arrest, only reasonable suspicion. Restraining of crew members is encouraged instead of opting for a peaceful escort to the brig.
If a crew member is not actively resisting arrest, it is important that officers make it clear to the crew member that they are being arrested. If not being escorted peacefully, officers will need to immediately restrain the crew member with zipties or handcuffs. Batons, Disablers, or any other stunning equipment should generally only be utilized if the crew member is actively committing crimes, committed a 300+ crime, or resisting arrest. Resisting arrest is when a crew member refuses to comply during an arrest by running away, attacking the officer, or otherwise refusing to follow the orders of the officer. Once the crew member is brought to the brig, they will need to be processed.
===Processing===
==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.
{{Rewrite|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.
==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 [[Guide to Security#The Lethal Option|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 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==
===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 [[Head of Personnel|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 [[Lavaland|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 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.

Latest revision as of 03:14, 11 May 2022