Difference between revisions of "Security Officer"

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m (Small tweaks here and there, added How to Do Your Job -simple steps. Moved equipment stuff to Guide to Security and linked to it.)
(Copied edit from Beestation wiki by Belone: Space law is a set of guidelines. And added own input.)
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|jobtitle = Security Officer
 
|jobtitle = Security Officer
 
|access = [[Security Office|Security]], [[Brig]], [[Prison_Wing|Holding Cells]], [[Courtroom]], Weapon Permit
 
|access = [[Security Office|Security]], [[Brig]], [[Prison_Wing|Holding Cells]], [[Courtroom]], Weapon Permit
|difficulty = Very Hard
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|additional = [[Maintenance]], [[Morgue]], [[Detective's Office]]
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|difficulty = Hard
 
|superior = [[Head of Security]]
 
|superior = [[Head of Security]]
|duties = Protect company assets, enforce [[Space Law]], follow the [[Standard Operating Procedure]], eat [[Donuts|donuts]]
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|duties = Protect company assets, follow the [[Standard Operating Procedure]], eat [[Donuts|donuts]]
|guides = [[Guide to security]], [[Space Law]], [[Standard Operating Procedure]]
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|guides = [[Guide to security]], [[Standard Operating Procedure]], [[Space Law]], [[Security items|Security Items]]
 +
|quote = "Who watches the watchmen?" We do, too. We watch each other.
 
}}
 
}}
  
  
''You there. Pick up that can.''
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Welcome to Security. Chances are that you have been assigned this job because it was the only available position other than [[Assistant]]. Since you'd rather not end up a corpse, or doubt the prospects of reassignment, you've chosen the Few, the Red, and the Despised.
  
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'''Important: DO NOT play Security if you are new to Space Station 13! You will become a liability and everyone will have a bad time.'''
  
Welcome to Security. Chances are that you have been assigned this job because it was the only available position other than [[Assistant]]. Since you'd rather not end up a corpse, or doubt the prospects of reassignment, you've chosen the Few, the Red, and the Despised.
+
'''Bare minimum requirements:''' Do not turn into [[Shitcurity]].
 +
 
 +
==[[File:Helmet.png]] '''The Peacekeeper'''==
 +
[[File:Thebrig.png|300px|thumb|alt=Brig|The [[Brig]], your homebase]]
 +
You are the sole guardian between the ideals of justice and the [[Clown|wild psychotics]] that your company has chosen to advance its interests in space. Just because everyone else is insane, however, does not mean you are permitted to go hog-wild and beat them all unconscious to strap them to beds. [[Byond the impossible|Professionals have standards.]]
  
'''DO NOT play Security if you are new to Space Station 13. You will become a liability, making your coworker's jobs harder.'''
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==[[File:Seclite.png]]How to Do Your Job==
 +
<span style="background-color:salmon">[[File:StunBaton.gif|32px]]'''[[Guide to security|See here to view the Guide to Security to learn the full in-and-outs of being an officer. Read this religiously if you want to be competent at being an officer.]]'''[[File:StunBaton.gif|32px]]</span>
  
==How to Do Your Job==
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====TL; DR:====
 
# Learn your surroundings.
 
# Learn your surroundings.
 
# Equip yourself appropriately.
 
# Equip yourself appropriately.
 
# Learn what to do when an emergency is called out and you're needed.
 
# Learn what to do when an emergency is called out and you're needed.
 
# Go patrolling and keep your eyes and ears open.
 
# Go patrolling and keep your eyes and ears open.
 +
# Refer any evidence to the [[Detective]] for forensic scanning.
 +
# Detain any [[Traitor|cri]][[Revolutionary|min]][[Cultist|als]] you may come across in the act!
 +
# Don't become [[shitcurity]]. Seriously. Everyone will hate you if you do.
 +
# <s>Crush your enemies. See them driven before you.</s>
  
 
==Know Your Place==
 
==Know Your Place==
 
Well, this page is designed to turn you from angry, bitter [[shitcurity|waste of supplies]] into a useful and productive member of the station community. A few things to immediately note:
 
Well, this page is designed to turn you from angry, bitter [[shitcurity|waste of supplies]] into a useful and productive member of the station community. A few things to immediately note:
 +
* This ship is not a democracy. You take from the [[Warden]], who takes his orders from the [[Head of Security]], who takes his orders from the [[Captain]], who takes his orders from [[Backstory#Nanotrasen|Central Command]]. This is a military [[Chain of Command]].
 +
* Likewise, the [[Heads of Staff]] have authority over their respective departments. You are expected to assist heads in ejecting unwanted trespassers and demoting unwanted personnel from their departments.
 +
* You are effectively the police. The corporations have agreed upon a set of laws that they are all beholden to. An example of these laws can be found at [[Space Law]]. Obey the hierarchy and watch everyone with utter suspicion.
 +
* Your essential job function is to keep the crew safe. ''You will inevitably fail at this task, more or less''. Like a breeding salmon, keep swimming against the rapids, bears be damned.
 +
* Even though the station is doomed, do your best to keep the peace on station and you'll be the best officer there can be.
 +
* '''The space law is a set of guidelines, meaning you do not have to follow it.''' You'll be considered a better officer once you understand which crimes cause legit grief (such as sabotaging a workplace) and which don't.
  
*This ship is not a democracy. You take orders from the [[Head of Security]], who takes his orders from the [[Captain]], who takes his orders from [[Backstory#Nanotrasen|Central Command]]. This is a military [[Chain of Command]].
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==[[File:Clipboard paper.png]] Assignments==
*The [[Warden]] has authority over the [[Brig]] and [[Prison Wing]]. You are required to follow his orders while you are there.
+
Each officer is given an assignment when they join the game. Most will be assigned to guard a department. Department guards are given a small security office along with limited access and are able to use that department's radio channel. Department guards are also marked with color-coded armbands. While they are not required to remain at their post, it is their responsibility to protect it.  
*Likewise, the [[Heads of Staff]] have authority over their respective departments. You are expected to assist heads in ejecting unwanted tresspassers and demoting unwanted personnel from their departments.
 
*You are effectively the police. The corporations have agreed upon a set of laws that they are all beholden to. An example of these laws can be found in the [[library]]. [[Space Law]] is harsh. Obey the hierarchy and watch everyone with utter suspicion.
 
*Your essential job function is to prevent the station from going to shit. ''You will inevitably fail at this task''. Like a breeding salmon, keep swimming against the rapids, bears be damned.
 
*Even though the station is doomed, do your best to keep peace on station and you're the best officer there can be.
 
  
==The Peacekeeper==
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Like general Security Officers, department guards report directly to the [[Head of Security]]. However, they should generally follow the wishes of the head of the department they are guarding. Guards may be dismissed from their post by the department head.
[[File:Thebrig.png|300px|thumb|alt=Brig|The [[Brig]]]]
 
You are the sole guardian between the ideals of justice and the wild psychotics that your company has chosen to advance its interests in space. Just because everyone else is insane, however, does not mean you are permitted to go hog-wild and beat them all unconscious to strap them to beds. Professionals have standards. There is a protocol to be followed.
 
 
 
Oftentimes, you will be informed over your radio that there is a problem in a certain area. If you are nearby, inform the rest of security over your [[headset]] using the private channel that you are on your way. (If you are not nearby, head to the security office and change the records to set the suspects to arrest. [[Officer Beepsky]] might detain the suspects but someone will still have to fetch them. Return to your patrol.
 
 
 
If you notice a crime obviously taking place when you arrive on the scene, stun the suspects, handcuff them, and pull them so they can't escape. If the area is now safe, begin questioning them. If the area is not safe, question them in the brig. If there is blood or fingerprint evidence, call the [[Detective]] to the scene. Once the truth comes out, charge the perpetrators, thank the witnesses, and inform security over your private channel of the situation and charges. If you do not do so, other officers will release your prisoners thinking they've been unlawfully detained.
 
  
This is an ideal situation, however. Usually you'll just happen across crime. Follow the procedure as best as you can from there. Restrain and detain only as needed. Becoming stun happy is the first step to becoming [[shitcurity]] and encouraging the station denizens to attack all security they meet!
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[[File:Armband_med.png]] <font size="3">'''Medbay'''</font size>
  
Communicate with your team. If things become violent or you are outmatched, immediately call for backup as efficiently as possible. ''"<Such and such> the <job title> is <crime committed> at <the location>"'' is hard to spit out while under attack. Try a shorter format, such as ''"CUBAN PETE MAINT SOUTH OF TOXINS HELP"''. There will be time for clarification when you are out of harm's way. The key to good security work is keeping the other security forces informed.
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'''Department Head:''' [[Chief Medical Officer]]
  
Still don't like your odds or no one is answering? Open up your PDA beforehand, check out the Securitron list, and summon one. While you wait, put the suspect on arrest with your HUDGlasses. Your new metal backup officer will rush haphazardly in, stun, and cuff the target. Hopefully.
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'''Additional Access:''' Medical
  
==Assignments==
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'''Radio Key:''' .m
Each officer is given an assignment when they join the game. Most will be assigned to guard a department. Department guards are given a small security office along with limited access, and are able to use that department's radio channel. Department guards are also marked with colour-coded armbands. While they are not required to remain at their post, it is their responsibility to protect it.  
 
  
Like general Security Officers, department guards report directly to the [[Head of Security]]. However, they should generally follow the wishes of the head of the department they are guarding. Guards may be dismissed from their post by the department head.
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[[File:Armband_sci.png]] <font size="3">'''Research'''</font size>
  
===[[File:Armband_med.png]] Medbay===
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'''Department Head:''' [[Research Director]]
'''Department Head:''' [[Chief Medical Officer]]<br>
 
'''Additional Access:''' Medical<br>
 
'''Radio Key:''' :m
 
  
===[[File:Armband_sci.png]] Research===
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'''Additional Access:''' Science
'''Department Head:''' [[Research Director]]<br>
 
'''Additional Access:''' Science<br>
 
'''Radio Key:''' :n
 
  
===[[File:Armband_eng.png]] Engineering===
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'''Radio Key:''' .n
'''Department Head:''' [[Chief Engineer]]<br>
 
'''Additional Access:''' Construction Area, Engineering<br>
 
'''Radio Key:''' :e
 
  
===[[File:Armband_cargo.png]] Supply===
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[[File:Armband_eng.png]] <font size="3">'''Engineering'''</font size>
'''Department Head:''' [[Head of Personnel]] (but in practice, you will rather cooperate with [[Quartermaster]])<br>  
 
'''Additional Access:''' Cargo Office, Mining<br>
 
'''Radio Key:''' :u
 
  
==[[Security Offices]]==
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'''Department Head:''' [[Chief Engineer]]
[[File:SecHq.png|thumb|300px|The main security office]]
 
You can arrest people with Beepsky (or any [[Roboticist|securitron]]) here, but '''do not delete security records!''' If people ask nicely for your equipment just tell them to ask a head of staff instead. Passing out gear to civilians leads to dangerous situations at worst, arrests and misunderstandings at best.
 
  
The first step after you arrive is to find an unused security [[locker]] either in the main office or any of the security checkpoints around the station. If it has all been claimed, ask the [[Warden]] for additional resources.
+
'''Additional Access:''' Construction Area, Engineering
  
===Security Equipment===
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'''Radio Key:''' .e
[[Guide_to_security#Security_Equipment|See here how to equip yourself so you'll be ready for everything the station may throw at you.]]
 
  
All security equipment has advantages and disadvantages, you will need to learn your equipment's usefulness and how to apply it properly in the field. As such here is a quick and dirty overview of your basic tool you will be using in the field, read [[Security items|this page]] for more in-depth information.
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[[File:Armband_cargo.png]] <font size="3">'''Supply'''</font size>
  
[[File:Handcuffs.png|link=Handcuffs]] '''[[Handcuffs]]''' -  Always try to carry at least three on you at all times, these are used to restrain a suspect.
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'''Department Head:''' [[Head of Personnel]] (but in practice, you will rather cooperate with [[Quartermaster]])
  
[[File:Flash.gif|link=Flash]] '''[[Flash]]''' - You spawn in with this weapon, when used in melee it will blind a Human who is not wearing sunglasses/RIG helmet. Typically cast aside for a superior Stun Baton, do note that a Flash is the only way to physically stun a [[Borg]].
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'''Additional Access:''' Cargo Office, Mining
  
[[File:Pepperspray.png|link=Pepperspray]] '''[[Pepperspray]]''' - Another situational item, identical to a Flash except considered somewhat better due to it spraying its contents intead of having to be in melee. Allowing a robust officer to catch someone off guard. Useless against anyone wearing a mask.
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'''Radio Key:''' .u
  
[[File:StunBaton.gif|link=Stun Baton]] '''[[Stun Baton]]''' - Referred to as your "bread and butter", consider it more of a fallback weapon than anything else. It proves useful if you wish to show off, down someone who has ranged Stun protection or to keep a perp suppressed.
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==[[File:Pen.png]] [[Security Offices]]==
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[[File:SecHq.png|thumb|300px|The [[Security Office]] above [[Brig]]]]
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The first step after you arrive is to find an unused security [[locker]] either in the brig's equipment room or at the arrivals security checkpoint. If it has all been claimed, ask the [[Warden]] for additional resources.
  
[[File:Taser.png|link=Taser]] '''[[Taser]]''' - The staple of any good Security Officers personal equipment, holds 5 taser charges. Use it to stun someone at range but try and conserve your ammo.
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===[[File:Securitylocker.png]] Security Equipment===
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'''[[Security_items|See here what items you're about to use and how to use them.]]
  
[[File:Flashbang.gif|link=Flashbang]] '''[[Flashbang]]''' - A underutilized but extremely powerful item, never leave the Brig without at least two. After activating it will detonate in 5 seconds, in this time either throw it at a group of perps or run next to them to take both of you down.  
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'''[[Guide_to_security#Security_Equipment|See here how to equip yourself so you'll be ready for everything the station may throw at you.]]'''
  
[[File:Energy_Gun.gif|link=Energy Gun]] '''[[Energy Gun]]''' - Typically only issued by the [[HoS]]/[[Warden]] during red alert situations, consider it to be an upgraded [[Taser]] but with 10 shots and the capability to switch to lethal laser rounds.
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====[[File:Recharger.gif]] Remember to Recharge!====
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Always have your tools recharged after an arrest. If your [[flashes|flash]] is burnt out, get a new one from the lockers or security vending machine and hand your old one to a [[roboticist]]. Then take your baton or taser, pop them in the charger station in your security office or the [[Head of Personnel]]'s desk, and wait for the light to change from green to yellow. Having a charged stun baton is sometimes the difference between life and death.
  
[[File:Laser_gun.png|link=Laser Gun]] '''[[Laser Gun]]''' - A rare weapon for a Sec Officer to use, identical to an [[Energy Gun]] except it is lethal only. Don't use this to subdue a suspect.
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==[[File:Beepsky.png]]Officer Beepsky: Redshirt's Best Friend==
 +
All stations start with one Securiton, some with three: Officer Beepsky who patrols the halls, Sergeant-at-Armsky who guards the armory (weapon and ID check on, arrest level DETAIN), as well as Officer Pingsky who guards the AI satellite and reports arrests on the AI Private radio channel.
  
 +
More can be built, as well as ED-209s who carry tasers.
  
'''IMPORTANT: When you are done with your [[locker|security locker]], close it and lock it. Otherwise, expect a [[Clown]] to be walking around with stolen gear.'''
+
You can read more about the operation and threat/arrest levels here: [[Beepsky#Securitron|Securitron]]
  
 
==[[File:Donut.png]] Donuts==
 
==[[File:Donut.png]] Donuts==
 
 
Any good Security Officer always has some of these around at all times. They are delightful little munchables that can be obtained in a few ways. You can find an immediate supply in the donut boxes around the station, and you can use your [[Hacking]] skills to extract them from the security vending machines. If there is a severe shortage of donuts, you can always get the [[Chef]] to make you more. There are four types of donuts.
 
Any good Security Officer always has some of these around at all times. They are delightful little munchables that can be obtained in a few ways. You can find an immediate supply in the donut boxes around the station, and you can use your [[Hacking]] skills to extract them from the security vending machines. If there is a severe shortage of donuts, you can always get the [[Chef]] to make you more. There are four types of donuts.
  
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[[File:Sprinkles.gif]] '''Frosted Donut:''' Like the plain donut, but heals more health.  
 
[[File:Sprinkles.gif]] '''Frosted Donut:''' Like the plain donut, but heals more health.  
  
[[File:Jdonut1.gif]] '''Jelly Donut:''' Holy Jesus! What is that? What the fuck is that? WHAT IS THAT, PRIVATE PYLE? Only obtainable through the chef. Heals more than the Frosted Donut, gives more nutrition.  
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[[File:Jdonut1.gif]] '''Jelly Donut:''' Holy Jesus! What is that? What the fuck is that? WHAT IS THAT, PRIVATE PYLE? Only obtainable through the Chef. Heals more than the Frosted Donut, gives more nutrition.  
 
 
[[File:Donut1.gif]] '''Chaos Donut:''' Only obtainable through the chef. Kills you, due to a great deal of entropy caused by eating it.
 
 
 
==[[File:Recharger.gif]] Remember to Recharge!==
 
  
Always have your tools recharged after an arrest. If your [[flashes|flash]] is burnt out, get a new one from the lockers or security vending machine and hand your old one to a [[roboticist]]. Then take your baton or taser, pop them in the charger station in your security office or the [[Head of Personnel]]'s desk, and wait for the light to change. Having a charged stun baton is sometimes the difference between life and death.
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[[File:Donut1.gif]] '''Chaos Donut:''' Only obtainable through the Chef. Kills you, due to a great deal of entropy caused by eating it.
  
==When Things Go Tits-Up==
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==[[File:Antagtemp.png|32px]] When Things Go Tits-Up==
 
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You are most essential when chaos has broken out. When Joe Schmoe has decided to take the law into his own hands, it's usually with murderous and arbitrary intent. This cannot be allowed. If you are doing your job, it should never come to pass. While most often you will be dealing with your average [[Traitor]], sometimes you might have a more serious matter on your hands. Watch out for these.
You are most essential when chaos has broken out. When Joe Schmoe has decided to take the law into his own hands, it's usually with murderous and arbitrary intent. This cannot be allowed. If you are doing your job, it should never come to pass.
 
  
 
===[[Game Modes#Revolution|Revolution: Red Uniforms Does Not Mean Communism]]===
 
===[[Game Modes#Revolution|Revolution: Red Uniforms Does Not Mean Communism]]===
Sometimes [[traitor|syndicate]] forces will encourage the station [[crew]] to rebel against the heads of staff. This will not be a simple protest. It will be a riot culminating in multiple murders and a mutiny. Needless to say, you will be a target if you move to prevent this -- and you must move to prevent this.
+
Sometimes [[traitor|syndicate forces]] will encourage the station crew to rebel against the Heads of Staff. This will not be a simple protest. It will be a riot culminating in multiple murders and a mutiny. Needless to say, you will be a target if you move to prevent this -- and you must move to prevent this.
 
 
When there has been proof established that a person has been brainwashed, detain them as normal and ask the heads of staff what you should do. Usually they'll want you to attempt to deprogram them. First, try using a flash. If they do not seem to visibly change their mindset and attitude, remembering their allegiance as it were, request a loyalty implant from the Warden or Head of Security. Barring that, apply your deactivated stun baton repeatedly to their forehead in a forceful manner. If death should occur without change, bring the body to the [[roboticist]]s. Do not do so alone and without your [[sunglasses]], as they too may already be turned! Keep security informed of any dangerous happenings.
 
  
===[[Game_Modes#Nuclear|Nuclear Operatives: Invaders, Possibly From Space]]===
+
When there has been proof established that a person has been brainwashed, detain them as normal and ask the Heads what you should do. Usually, they'll want you to attempt to deprogram them. Request a [[Security_items#Mindshield_Implant|Mindshield Implant]] from the Warden or Head of Security and they should visibly change their attitude when remembering their true allegiance. Barring that, apply your deactivated stun baton repeatedly to their forehead in a forceful manner. If death should occur without change, bring the body to the [[roboticist]]s.
  
There may be days when syndicate forces invade the station directly with the intent to use a nuclear device to destroy it entirely. Anyone who isn't crew is to be violently and sufficiently repelled. Detain them when able, confiscate everything, and eliminate when all other options are exhausted. Communication is most important right now. Ensure that the captain, or whoever bears the disc, is guarded at all times. If things go completely out of control, do what you must to get the shuttle called and the disc onto it. Trust no one if you can't see their face. It is not unreasonable to ask them to remove any masks and stun them to remove it yourself if they refuse.
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===[[Game_Modes#Nuclear Emergency|Nuclear Operatives: Invaders, Possibly From Space]]===
 +
There may be days when syndicate forces invade the station directly with the intent to use a nuclear device to destroy it entirely. Anyone who isn't crew is to be violently and sufficiently repelled. Detain them when able, confiscate everything, and eliminate when all other options are exhausted. Communication is most important right now. Ensure that the captain, or whoever bears the disk, is guarded at all times. If things go completely out of control, do what you must to get the shuttle called and the disk onto it. Trust no one if you can't see their face. It is not unreasonable to ask them to remove any masks and stun them to remove it yourself if they refuse.
  
 
===[[Game_Modes#Wizard|Wizard: Of Bed-knobs And Broomsticks]]===
 
===[[Game_Modes#Wizard|Wizard: Of Bed-knobs And Broomsticks]]===
 +
When the [[Backstory#Space_Wizard_Federation|Wizard Federation]] has sent a representative, it is not in peace. You are facing no mere mortal. A [[wizard]] is a highly trained killing machine of unknown potential. Their wide variety of spells and magical artifacts means they can be prepared for almost any situation, and attack you from any angle as well. Your stun baton will be nearly useless. [[Tazer|Find]] [[energy gun|a]] [[laser gun|gun]]. You must keep your wits about you and your bravery steadfast! Stun the wizard, beat him unconscious, remove the clothing that gives him power, and don't stop hitting until his [[brain]] has exited his skull. The only good wizard is a dead wizard.
  
When the [[Backstory#Space_Wizard_Federation|Wizard Federation]] has sent a representative, it is not in peace. You are facing no mere mortal. A [[wizard]] is a highly trained killing machine of unknown potential. Your stun baton will be useless. [[Tazer|Find]] [[energy gun|a]] [[laser gun|gun]]. You must keep your wits about you and your bravery steadfast! Stun the wizard, beat him unconscious, remove the clothing that gives him power, and don't stop hitting until his [[brain]] has exited his skull. The only good wizard is a dead wizard.
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===[[Game_Modes#Cult|Cult: Eldritch Criminal Scum]]===
 +
Cultists of Nar-Sie, unless apprehended, can quickly overcome even the most prepared and robust Security crew. The [[Chaplain]] will be your best friend. Find him (assuming the cultists haven't gotten to him already), protect him, and work with him to produce holy water, which deconverts cultists after a short period of time. Otherwise, the standard procedure about searches and mindshield implants applies. Don't sit around for too long, however. The Cult's power grows exponentially with each new member.
  
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==[[File:Light Bulb.png|32px]] Tips==
 +
* Hold handcuffs and click on a pair of orange shoes (standard prisoner issue). Result: Leg cuffs!
 +
* The riot gear gives you excellent protection against melee attacks at the cost of defense from bullets and lasers. The ablative armor is the same, except for lasers. The bulletproof armor is the same as the other two, but protects against bullets.
 +
* If you're wearing a secHUD and examine someone, you can change their wanted status by clicking on it in the description. If you're really cool you can even add why they're wanted by clicking the add crime link.
 +
* If you're out of secHUD sunglasses, you can craft them with a secHUD and a regular pair of sunglasses.
 +
* You can move rechargers by wrenching them and dragging them behind you and wrenching them back down to work again.
 +
* Mindshield implants prevent someone from being converted to a revolutionary and deconvert existing revolutionaries. They also prevent someone from being brought into a cult but do not decult those tainted by the Dark Lord's power.
 +
* If you are cloned you lose your mindshield implant.
 +
* As a Security Officer, when you see someone set to arrest, kindly ask them to follow you to the brig first. You'd be surprised how often people cooperate even when they are criminals, and it saves you the hassle of SHITCURITY and HELP ME. You can always stun them if they refuse.
 +
* You can retrieve the MMI from a beaten-to-death cyborg by welderbombing it, if you want it to fess up to who the potato is that subverted him and you don't have access to the robotics console.
 +
* Armor is a lifesaver, even the base officer armor.
 +
* Examining shell casing tells you what kind of ammo it is. .38? Detective. .357? Traitor. .45? Nuke ops. ADDED: .357 and 12mm could also point to a wizard round. .38 for that matter, too.
 +
* Once you have a combat mech, the only two things that can stop you is high level antags (wiz / nuke ops / ninja), toxins, and Ion Rifles (R&D can make them and there is one in the Armory). Deal with all of these, and you’re a god among men. And yes, a hulk is shit against a Gygax spamming ac 2 SMG fire as well as punching him at close range. And no, xenos are shit against a Gygax due to the KO punch then ac 2 SMG fire.
 +
* Riot shields have a good chance block melee attacks, even hugs.
 +
* In addition, Riot Shields completely protect against Alien jump attacks and can block their disarms. If your fighting Aliens ask the [[Warden]] for a Riot Shield.
 +
* EMP'ed stun batons only lose 10% charge, can be a life saver (not that you get EMP'ed often).
 +
* While using the security cameras console you can take a regular camera in your hand and take a picture of the image you are viewing through the console. You can finally get a picture of a suspect for your wanted papers.
 +
* Mesons can detect bombs.
 +
* Unrobust? No dignity? Security? Call Officer Beepsky to you, disable his patrol mode, then drag him around everywhere. Shift+click anyone who fucks with you and set them to arrest and Beepsky will ensure you never get robusted again.
 +
* Security Camera consoles can track borgs.
 +
* You can set Officer Beepsky to arrest people (except heads and security staff) who are holding weapons.
 +
* PRO SECURITY SEARCH TIP: Always check the Janitor's trash bag and the Chaplain’s bible. Don't forget that boots can hide contraband as well.
 +
* Disablers are nice to have as a sidearm, or if you want to pass out guns.
 +
* Remember the 21 Foot Rule (roughly 6.4 tiles in game assuming 1 tile = 1 meter). Real life cops follow this rule as a knife wielding perp can cover 21 feet in about 1.5 seconds, enough time for you to un-holster your gun, fire off a round or two, and move out of the perp's way.
  
 
{{Jobs}}
 
{{Jobs}}
 
[[Category: Jobs]]
 
[[Category: Jobs]]

Revision as of 07:49, 21 September 2019

SECURITY STAFF
Generic security.png SecurityOfficer.png
Security Officer
Access: Security, Brig, Holding Cells, Courtroom, Weapon Permit
Additional Access: Maintenance, Morgue, Detective's Office
Difficulty: Hard
Supervisors: Head of Security
Duties: Protect company assets, follow the Standard Operating Procedure, eat donuts
Guides: Guide to security, Standard Operating Procedure, Space Law, Security Items
Quote: "Who watches the watchmen?" We do, too. We watch each other.


Welcome to Security. Chances are that you have been assigned this job because it was the only available position other than Assistant. Since you'd rather not end up a corpse, or doubt the prospects of reassignment, you've chosen the Few, the Red, and the Despised.

Important: DO NOT play Security if you are new to Space Station 13! You will become a liability and everyone will have a bad time.

Bare minimum requirements: Do not turn into Shitcurity.

Helmet.png The Peacekeeper

Brig
The Brig, your homebase

You are the sole guardian between the ideals of justice and the wild psychotics that your company has chosen to advance its interests in space. Just because everyone else is insane, however, does not mean you are permitted to go hog-wild and beat them all unconscious to strap them to beds. Professionals have standards.

Seclite.pngHow to Do Your Job

StunBaton.gifSee here to view the Guide to Security to learn the full in-and-outs of being an officer. Read this religiously if you want to be competent at being an officer.StunBaton.gif

TL; DR:

  1. Learn your surroundings.
  2. Equip yourself appropriately.
  3. Learn what to do when an emergency is called out and you're needed.
  4. Go patrolling and keep your eyes and ears open.
  5. Refer any evidence to the Detective for forensic scanning.
  6. Detain any criminals you may come across in the act!
  7. Don't become shitcurity. Seriously. Everyone will hate you if you do.
  8. Crush your enemies. See them driven before you.

Know Your Place

Well, this page is designed to turn you from angry, bitter waste of supplies into a useful and productive member of the station community. A few things to immediately note:

  • This ship is not a democracy. You take from the Warden, who takes his orders from the Head of Security, who takes his orders from the Captain, who takes his orders from Central Command. This is a military Chain of Command.
  • Likewise, the Heads of Staff have authority over their respective departments. You are expected to assist heads in ejecting unwanted trespassers and demoting unwanted personnel from their departments.
  • You are effectively the police. The corporations have agreed upon a set of laws that they are all beholden to. An example of these laws can be found at Space Law. Obey the hierarchy and watch everyone with utter suspicion.
  • Your essential job function is to keep the crew safe. You will inevitably fail at this task, more or less. Like a breeding salmon, keep swimming against the rapids, bears be damned.
  • Even though the station is doomed, do your best to keep the peace on station and you'll be the best officer there can be.
  • The space law is a set of guidelines, meaning you do not have to follow it. You'll be considered a better officer once you understand which crimes cause legit grief (such as sabotaging a workplace) and which don't.

Clipboard paper.png Assignments

Each officer is given an assignment when they join the game. Most will be assigned to guard a department. Department guards are given a small security office along with limited access and are able to use that department's radio channel. Department guards are also marked with color-coded armbands. While they are not required to remain at their post, it is their responsibility to protect it.

Like general Security Officers, department guards report directly to the Head of Security. However, they should generally follow the wishes of the head of the department they are guarding. Guards may be dismissed from their post by the department head.

Armband med.png Medbay

Department Head: Chief Medical Officer

Additional Access: Medical

Radio Key: .m

Armband sci.png Research

Department Head: Research Director

Additional Access: Science

Radio Key: .n

Armband eng.png Engineering

Department Head: Chief Engineer

Additional Access: Construction Area, Engineering

Radio Key: .e

Armband cargo.png Supply

Department Head: Head of Personnel (but in practice, you will rather cooperate with Quartermaster)

Additional Access: Cargo Office, Mining

Radio Key: .u

Pen.png Security Offices

The first step after you arrive is to find an unused security locker either in the brig's equipment room or at the arrivals security checkpoint. If it has all been claimed, ask the Warden for additional resources.

Securitylocker.png Security Equipment

See here what items you're about to use and how to use them.

See here how to equip yourself so you'll be ready for everything the station may throw at you.

Recharger.gif Remember to Recharge!

Always have your tools recharged after an arrest. If your flash is burnt out, get a new one from the lockers or security vending machine and hand your old one to a roboticist. Then take your baton or taser, pop them in the charger station in your security office or the Head of Personnel's desk, and wait for the light to change from green to yellow. Having a charged stun baton is sometimes the difference between life and death.

Beepsky.pngOfficer Beepsky: Redshirt's Best Friend

All stations start with one Securiton, some with three: Officer Beepsky who patrols the halls, Sergeant-at-Armsky who guards the armory (weapon and ID check on, arrest level DETAIN), as well as Officer Pingsky who guards the AI satellite and reports arrests on the AI Private radio channel.

More can be built, as well as ED-209s who carry tasers.

You can read more about the operation and threat/arrest levels here: Securitron

Donut.png Donuts

Any good Security Officer always has some of these around at all times. They are delightful little munchables that can be obtained in a few ways. You can find an immediate supply in the donut boxes around the station, and you can use your Hacking skills to extract them from the security vending machines. If there is a severe shortage of donuts, you can always get the Chef to make you more. There are four types of donuts.

Donut1.gif Plain Donut: Heals you, gives some nutrition.

Sprinkles.gif Frosted Donut: Like the plain donut, but heals more health.

Jdonut1.gif Jelly Donut: Holy Jesus! What is that? What the fuck is that? WHAT IS THAT, PRIVATE PYLE? Only obtainable through the Chef. Heals more than the Frosted Donut, gives more nutrition.

Donut1.gif Chaos Donut: Only obtainable through the Chef. Kills you, due to a great deal of entropy caused by eating it.

Antagtemp.png When Things Go Tits-Up

You are most essential when chaos has broken out. When Joe Schmoe has decided to take the law into his own hands, it's usually with murderous and arbitrary intent. This cannot be allowed. If you are doing your job, it should never come to pass. While most often you will be dealing with your average Traitor, sometimes you might have a more serious matter on your hands. Watch out for these.

Revolution: Red Uniforms Does Not Mean Communism

Sometimes syndicate forces will encourage the station crew to rebel against the Heads of Staff. This will not be a simple protest. It will be a riot culminating in multiple murders and a mutiny. Needless to say, you will be a target if you move to prevent this -- and you must move to prevent this.

When there has been proof established that a person has been brainwashed, detain them as normal and ask the Heads what you should do. Usually, they'll want you to attempt to deprogram them. Request a Mindshield Implant from the Warden or Head of Security and they should visibly change their attitude when remembering their true allegiance. Barring that, apply your deactivated stun baton repeatedly to their forehead in a forceful manner. If death should occur without change, bring the body to the roboticists.

Nuclear Operatives: Invaders, Possibly From Space

There may be days when syndicate forces invade the station directly with the intent to use a nuclear device to destroy it entirely. Anyone who isn't crew is to be violently and sufficiently repelled. Detain them when able, confiscate everything, and eliminate when all other options are exhausted. Communication is most important right now. Ensure that the captain, or whoever bears the disk, is guarded at all times. If things go completely out of control, do what you must to get the shuttle called and the disk onto it. Trust no one if you can't see their face. It is not unreasonable to ask them to remove any masks and stun them to remove it yourself if they refuse.

Wizard: Of Bed-knobs And Broomsticks

When the Wizard Federation has sent a representative, it is not in peace. You are facing no mere mortal. A wizard is a highly trained killing machine of unknown potential. Their wide variety of spells and magical artifacts means they can be prepared for almost any situation, and attack you from any angle as well. Your stun baton will be nearly useless. Find a gun. You must keep your wits about you and your bravery steadfast! Stun the wizard, beat him unconscious, remove the clothing that gives him power, and don't stop hitting until his brain has exited his skull. The only good wizard is a dead wizard.

Cult: Eldritch Criminal Scum

Cultists of Nar-Sie, unless apprehended, can quickly overcome even the most prepared and robust Security crew. The Chaplain will be your best friend. Find him (assuming the cultists haven't gotten to him already), protect him, and work with him to produce holy water, which deconverts cultists after a short period of time. Otherwise, the standard procedure about searches and mindshield implants applies. Don't sit around for too long, however. The Cult's power grows exponentially with each new member.

Light Bulb.png Tips

  • Hold handcuffs and click on a pair of orange shoes (standard prisoner issue). Result: Leg cuffs!
  • The riot gear gives you excellent protection against melee attacks at the cost of defense from bullets and lasers. The ablative armor is the same, except for lasers. The bulletproof armor is the same as the other two, but protects against bullets.
  • If you're wearing a secHUD and examine someone, you can change their wanted status by clicking on it in the description. If you're really cool you can even add why they're wanted by clicking the add crime link.
  • If you're out of secHUD sunglasses, you can craft them with a secHUD and a regular pair of sunglasses.
  • You can move rechargers by wrenching them and dragging them behind you and wrenching them back down to work again.
  • Mindshield implants prevent someone from being converted to a revolutionary and deconvert existing revolutionaries. They also prevent someone from being brought into a cult but do not decult those tainted by the Dark Lord's power.
  • If you are cloned you lose your mindshield implant.
  • As a Security Officer, when you see someone set to arrest, kindly ask them to follow you to the brig first. You'd be surprised how often people cooperate even when they are criminals, and it saves you the hassle of SHITCURITY and HELP ME. You can always stun them if they refuse.
  • You can retrieve the MMI from a beaten-to-death cyborg by welderbombing it, if you want it to fess up to who the potato is that subverted him and you don't have access to the robotics console.
  • Armor is a lifesaver, even the base officer armor.
  • Examining shell casing tells you what kind of ammo it is. .38? Detective. .357? Traitor. .45? Nuke ops. ADDED: .357 and 12mm could also point to a wizard round. .38 for that matter, too.
  • Once you have a combat mech, the only two things that can stop you is high level antags (wiz / nuke ops / ninja), toxins, and Ion Rifles (R&D can make them and there is one in the Armory). Deal with all of these, and you’re a god among men. And yes, a hulk is shit against a Gygax spamming ac 2 SMG fire as well as punching him at close range. And no, xenos are shit against a Gygax due to the KO punch then ac 2 SMG fire.
  • Riot shields have a good chance block melee attacks, even hugs.
  • In addition, Riot Shields completely protect against Alien jump attacks and can block their disarms. If your fighting Aliens ask the Warden for a Riot Shield.
  • EMP'ed stun batons only lose 10% charge, can be a life saver (not that you get EMP'ed often).
  • While using the security cameras console you can take a regular camera in your hand and take a picture of the image you are viewing through the console. You can finally get a picture of a suspect for your wanted papers.
  • Mesons can detect bombs.
  • Unrobust? No dignity? Security? Call Officer Beepsky to you, disable his patrol mode, then drag him around everywhere. Shift+click anyone who fucks with you and set them to arrest and Beepsky will ensure you never get robusted again.
  • Security Camera consoles can track borgs.
  • You can set Officer Beepsky to arrest people (except heads and security staff) who are holding weapons.
  • PRO SECURITY SEARCH TIP: Always check the Janitor's trash bag and the Chaplain’s bible. Don't forget that boots can hide contraband as well.
  • Disablers are nice to have as a sidearm, or if you want to pass out guns.
  • Remember the 21 Foot Rule (roughly 6.4 tiles in game assuming 1 tile = 1 meter). Real life cops follow this rule as a knife wielding perp can cover 21 feet in about 1.5 seconds, enough time for you to un-holster your gun, fire off a round or two, and move out of the perp's way.
Jobs on /tg/station

Jobstemp.png

Command Captain, Head of Personnel, Head of Security, Chief Engineer, Research Director, Chief Medical Officer, Quartermaster, Bridge Assistant
Security Head of Security, Security Officer, Warden, Detective, Veteran Security Advisor, Prisoner
Engineering Chief Engineer, Station Engineer, Atmospheric Technician
Science Research Director, Geneticist, Scientist, Roboticist
Medical Chief Medical Officer, Medical Doctor, Paramedic, Chemist, Coroner
Supply Quartermaster, Cargo Technician, Shaft Miner, Bitrunner, Cargorilla
Service Head of Personnel, Janitor, Bartender, Cook, Botanist, Clown, Mime, Chaplain, Curator, Assistant, Lawyer, Psychologist
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Imaginary Friend, Split Personality, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Heretic, Spy, Revolutionary, Wizard, Family, Blob, Abductor, Holoparasite, Xenomorph, Spider, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Sentient Disease, Obsessed, Fugitives, Hunters, Space Dragon, Elite Mobs, Sentient Slime, Regal Rat, Paradox Clone
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland or Space Role, CentCom Intern