Difference between revisions of "Security Officer"

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{{JobPageHeader
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{{Infobox jobs
|headerbgcolor = darkred
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| headerbgcolor = darkred
|headerfontcolor = white
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| bgcolor = #ff9999
|stafftype = SECURITY
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| image = Generic_security.png
|imagebgcolor = #ff9999
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| supervisors = [[Head of Security]]
|img_generic = Generic_security.png
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| rank = Sub-Lieutenant (<b>SLT</b>)
|img = SecurityOfficer.png
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| duties = Protect company assets, follow the [[Standard Operating Procedure]], eat [[Donuts|donuts]]
|jobtitle = Security Officer
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| guides = [[Guide to security]], [[Standard Operating Procedure]], [[Space Law]], [[Security items|Security Items]]
|access = [[Security Office|Security]], [[Brig]], [[Prison_Wing|Holding Cells]], [[Courtroom]] (Ask [[HoP]] for [[maintenance]])
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| caption = <i>"Who watches the watchmen?" "We do, too. We watch each other."</i>
|difficulty = Hard
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| access = [[Security Office|Security]], [[Brig]], [[Prison_Wing|Holding Cells]], [[Courtroom]], Weapon Permit
|superior = [[Head of Security]]
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| headerfontcolor = white
|duties = Protect company assets, enforce [[Space Law]], follow the [[Standard Operating Procedure]], eat [[Donuts|donuts]]
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| difficulty = Hard
|guides = [[Guide to security]], [[Space Law]], [[Standard Operating Procedure]]
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| access2 = [[Maintenance]]
 
}}
 
}}
 
 
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.
 
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.
[[Image:imacop.png|thumb|right|350px|Prepare for the [[LAW]]]]
 
  
'''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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'''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.'''
  
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'''Bare minimum requirements:''' Do not turn into [[Shitcurity]].
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==[[File:Helmet.png]] '''The Peacekeeper'''==
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[[File:Thebrig.png|300px|thumb|alt=Brig|The [[Brig]], your homebase]]
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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.]]
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==[[File:Seclite.png]]How to Do Your Job==
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<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>
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====TL; DR:====
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# Learn your surroundings.
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# Equip yourself appropriately.
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# Learn what to do when an emergency is called out and you're needed.
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# Go patrolling and keep your eyes and ears open.
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# Refer any evidence to the [[Detective]] for forensic scanning.
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# Detain any [[Traitor|cri]][[Revolutionary|min]][[Cultist|als]] you may come across in the act!
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# Don't become [[shitcurity]]. Seriously. Everyone will hate you if you do.
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# <s>Crush your enemies. See them driven before you.</s>
 
==Know Your Place==
 
==Know Your Place==
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Well, this page is designed to turn you from angry, bitter [[shitcurity|waste of supplies]] into a useful and productive member of the ship community. A few things to immediately note:
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* 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]].
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* 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.
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* 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, '''The space law is a set of guidelines, meaning you do not have to follow it.'''
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* 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.
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* Even though the ship is doomed, do your best to keep the peace on ship and you'll be the best officer there can be.
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==[[File:Clipboard paper.png]] Assignments==
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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.
  
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:
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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.
 
 
*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.
 
*The [[Warden]] has authority over the [[Brig]] and [[Prison Wing]]. You are required to follow his orders while you are there.
 
*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.
 
 
 
==Keeping the Peace==
 
[[File:Thebrig.png|300px|thumb|alt=Brig|The [[Brig]]]]<br>
 
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. The [[roboticist#securitrons|robots]] will detain the suspects but someone will still have to fetch them. Return to your patrol.) Have your [[stun baton]] put away but easily accessed -- this will ensure that you are armed if things go sour but that you are not being threatening and there is no possibility of your weapon being easily stolen. If you notice a crime obviously taking place when you arrive on the scene, stun the suspects, handcuff them, and hold them so they can't escape. If the area is now safe begin questioning them. If the area is not safe, question them in 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 redshirts 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!
 
 
 
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.
 
 
 
Still don't like your odds/No one 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.
 
 
 
==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 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.
 
 
 
===[[File:Armband_med.png]] Medbay===
 
'''Department Head:''' [[Chief Medical Officer]]<br>
 
'''Additional Access:''' Medical<br>
 
'''Radio Key:''' :m
 
 
 
===[[File:Armband_sci.png]] Research===
 
'''Department Head:''' [[Research Director]]<br>
 
'''Additional Access:''' Science<br>
 
'''Radio Key:''' :n
 
 
 
===[[File:Armband_eng.png]] Engineering===
 
'''Department Head:''' [[Chief Engineer]]<br>
 
'''Additional Access:''' Construction Area, Engineering<br>
 
'''Radio Key:''' :e
 
 
 
===[[File:Armband_cargo.png]] Supply===
 
'''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]] ==
 
[[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.
 
  
===Equipment===
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[[File:Armband_med.png]] <font size="3">'''Medbay'''</font size>
  
First, you are already equipped with [[armor]], a [[helmet]], a backpack with two [[handcuffs]] and your macintosh-apple red jumpsuit (Oh what a pretty pretty tyrant). Keep these in the locker for when you are ambushed, stripped, and left to die.
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'''Department Head:''' [[Chief Medical Officer]]
 
[[Taser]]s- Place the taser in  your backpack. Replace your Baton with this in case of [[Syndicate]] agents when you need the extra range and the [[AI]]/[[Captain]]/[[Head of Security]] refuse to open the armory for better equipment. It is also good to use against runners or those equipped with a gun themselves. Use your best judgement.
 
  
[[Stun baton|Stun Batons]]- Your weapon of choice. Put it on your belt or armor slot. Did you hear me? Put it on your goddamn belt or armor! Because you will slip on a wet floor, the [[Clown]] will trip you with bananas, and some fucker will [[robust]] you and knock your ass to the ground. If you are carrying your baton, it will fall to the ground next to you. You will be stunned by your assailant and you will be [[toolbox]]ed. The belt and armor slots give you precious seconds of safety and gives you a sliver of chance. Also remember that disarm intent is best intent (that means you shouldn't use the [[shitcurity|harm intent)]] (Fun note. If you want to take a bit of extra juice per beating out of your baton, switch it on and wash it in a sink... this will supercharge it. Be careful, this makes it a lot more powerful and while power is good... You'll use up the battery faster).
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'''Additional Access:''' Medical
  
[[Flashes]]- A good backup if your stun baton runs out of charge or you need to keep a criminal scum subdued. Robotics wants these. It's usually a courtesy to give them your burnt out flashes, it has the added benefit of preventing the new borgs from flashing people.  Throw it in a pocket or hide it in your [[backpack]]'s [[box]]. Has the added benefit of stunning out of control cyborgs.
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'''Radio Key:''' .m
  
[[Security_items#Flashbang|Flashbang]] - Sometimes preferred by [[shitcurity|some officers]] instead of flashes. These will blind and deafen targets within a reasonable radius when thrown. To throw, simply move the flashbang to your hand and click a tile on the ship. There is a small delay between throwing and detonation. It is a good idea to throw these as far away from you as possible as they will deafen and blind you if you are not wearing sunglasses. They are also useful to help you escape a small group of revs or cultist keep this in your pocket and detonate in hand, this causes everyone who is looking at you without sunglasses to be affected by the blast, though it may deafen you.
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[[File:Armband_sci.png]] <font size="3">'''Research'''</font size>
 
[[Security_items#Security_HUD|Security HUD]]- 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 (and sometimes deadly) result of succumbing to a flash meant only for an unruly prisoner. It also provides nifty [[HUD|icons]] over the heads of everyone you can see. It displays their rank, arrest status, if the have a tracking implant (flashing red dot) or a loyalty implant (green square). Also allows for on-the-fly security records management by simply examining your target. Make sure you understand what each [[HUD|icon]] means.
 
  
[[Handcuffs]]- Throw these in your pockets as well. You will use these. A lot. If you're clever, you can use [[Guide to robotics#Securitron|beepsky]] to farm handcuffs from criminal scum (How and why beepsky can spawn these from thin air is a question best left unanswered. He is the law, questioning his nature is to question the law itself)
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'''Department Head:''' [[Research Director]]
  
[[Energy gun]] - A rare item for the average officer to possess, usually only handed out when things have really hit the fan. Has two modes, click the weapon in your inventory to switch between stun and kill. Most of the time, the weapon should be left on stun. It also makes a potent melee weapon. Firing on [[Shitcurity|kill]] at crewmembers will often result in demotion or a potential job ban.
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'''Additional Access:''' Science
  
Riot Shield - Another uncommon weapon for security personnel. Protects from most attacks by blocking them entirely. Also prevents you from being shoved if you have anything but Help Intent on. (Fun note, if you have equipped a Stun Baton and Riot shield equipped; click the riot shield with the stun baton, you'll make a bashing noise... good for scaring people and feeling awesome.)
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'''Radio Key:''' .n
  
[[Laser gun]] - Possibly the least common weapon to find in the hands of security officers, mainly due to the lack of a stun mode. While more powerful than an [[Energy gun]], it makes a slightly less effective melee weapon.
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[[File:Armband_eng.png]] <font size="3">'''Engineering'''</font size>
 
Important: When you are done with your [[locker]], close it and lock it. Otherwise, expect a clown to be walking around with stolen gear.
 
  
=== Donuts ===
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'''Department Head:''' [[Chief Engineer]]
  
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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'''Additional Access:''' Construction Area, Engineering
  
Plain Donut- Heals you, gives some nutrition.
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'''Radio Key:''' .e
  
Frosted Donut- Like the plain donut, but heals more health.  
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[[File:Armband_cargo.png]] <font size="3">'''Supply'''</font size>
  
Jelly Donut- Holy Jesus! What is that? What the fuck is that? WHAT IS THAT, PRIVATE PYLE?
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'''Department Head:''' [[Head of Personnel]] (but in practice, you will rather cooperate with [[Quartermaster]])
Only obtainable through the chef. Heals more than the Frosted Donut, gives more nutrition.
 
  
Chaos Donut- Only obtainable through the chef. Kills you, due to a great deal of entropy caused by eating it.
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'''Additional Access:''' Cargo Office, Mining
  
=== Recharge ===
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'''Radio Key:''' .u
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==[[File:Pen.png]] [[Security Offices]]==
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: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.
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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.]]
  
==When Things Go Tits-Up==
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'''[[Guide_to_security#Security_Equipment|See here how to equip yourself so you'll be ready for everything the ship may throw at you.]]'''
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==[[File:Beepsky.png]]Officer Beepsky: Redshirt's Best Friend==
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All ships 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.
  
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.
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More can be built, as well as ED-209s who carry disablers.
  
===[[Game Modes#Revolution|Red Uniforms Does Not Mean Communism]]===
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You can read more about the operation and threat/arrest levels here: [[Beepsky#Securitron|Securitron]]
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.
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==[[File:Donut.png]] Donuts==
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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 ship, 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.
  
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.
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[[File:Donut1.gif]] '''Plain Donut:''' Heals you, gives some nutrition.
  
===[[Game_Modes#Nuclear|Invaders, Possibly From Space]]===
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[[File:Sprinkles.gif]] '''Frosted Donut:''' Like the plain donut, but heals more health.
  
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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[[File:Donut_jelly.png]] '''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.  
  
===[[Game_Modes#Wizard|Of Bed-knobs And Broomsticks]]===
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[[File:Donut chaos.png]] '''Chaos Donut:''' Only obtainable through the Chef. Kills you, due to a great deal of entropy caused by eating it.
  
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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==[[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.
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===[[Game Modes#Revolution|Revolution: Red Uniforms Does Not Mean Communism]]===
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Sometimes [[traitor|syndicate forces]] will encourage the ship 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.
  
== Being the Enemy ==
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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 Billyclub repeatedly to their forehead in a forceful manner. If death should occur without change, bring the body to the [[roboticist]]s.
Traitor security is a mixed bag. <strike> What you could do is plant evidence on your target, make sure you don't lay finger prints on it though (put the item in their hand first, and then remove it while you wear gloves, then stick it in their backpack). Theft shouldn't be too hard, and if you plant evidence on other people to make you seem like the "good cop" you will be fine! </strike>Your funeral. Remember, your (and your coworkers) job is to keep the station safe, and by extension catch and persecute enemy agents. Do not let your job and your status as an enemy agent mix, as it will almost assuredly backfire handily in your face.
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===[[Game_Modes#Nuclear Emergency|Nuclear Operatives: Invaders, Possibly From Space]]===
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There may be days when syndicate forces invade the ship 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.
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===[[Game_Modes#Cult|Cult: Eldritch Criminal Scum]]===
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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==
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* Hold handcuffs and click on a pair of orange shoes (standard prisoner issue). Result: Leg cuffs!
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* 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.
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* If you're wearing eye protection (sunglasses/secHUDglasses/hardsuit helmet etc.) + ear protection (sechelmet/Warden's hat/HoS's hat OR a bowman headset/earmuffs), flashbangs will only stun you for 5 seconds, otherwise you'll be down helpless for up to 20 seconds, depending on the distance. This gives security 15 seconds  to slap the bracelets on the perp that’s too slippy to hit normally.
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* 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.
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* If you're out of secHUD glasses, you can craft them with a secHUD and a regular pair of sunglasses.
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* You can move rechargers by wrenching them and dragging them behind you and wrenching them back down to work again.
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* 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.
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* If you are cloned you lose your mindshield implant.
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* 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.
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* 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.
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* Armor is a lifesaver, even the base officer armor.
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* 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.
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* Once you have a combat mech, the only three 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 KO punching him at close range. And no, xenos are shit against a Gygax due to the KO punch then ac 2 SMG fire.
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* Gygax, set to harm intent: KO punch. And Gygax can overload in order to go at SANIC SPEED, so it can retreat at the cost of some damage.
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* Riot shields have a good chance block melee attacks, even hugs.
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* 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.
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* 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.
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* Mesons can detect bombs.
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* Soap and space lube will keep you down for 8 seconds. Peels for about 8 seconds (depends on the banana's potency). Water slips for 6 seconds. Detective’s revolver (.38) and disabler beams down someone for about 10 seconds, due to stamina damage. It takes 3 seconds to cuff someone.
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* 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.
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* Security Camera consoles can track borgs.
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* You can set Officer Beepsky to arrest people (except heads and security staff) who are holding weapons.
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* You can chain-open things by dragging containers in containers to your sprite. Can't actually take/put things, but it's slightly faster for checking suspect boxes.
 +
* Filling half of the pepper spray with wielding fuel and having a zippo in pocket is pretty flamy thing, it gives a lot of fun to aliens if they are horribly unrobust.
 +
* 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.
 +
* Disabler beams deal 34 holodamage, take three hits to do anything more than slowdown, and can be reflected. However, they fire quickly and go through windows, paralyze hulks so they can safely be dehulked, they knock out wizards, so they can't cast anything, and if someone has been knocked out by it, they are down for however long it takes for them to sleep off the holodamage, no shaking them back up. ADDED: Disablers are nice to have as a sidearm, or if you want to pass out guns. They get twenty shots.
 +
* 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 (taser)gun, fire off a round or two, and move out of the perp's way.
 
{{Jobs}}
 
{{Jobs}}
 
[[Category: Jobs]]
 
[[Category: Jobs]]

Latest revision as of 06:01, 15 December 2022

Security Officer
Generic security.png
"Who watches the watchmen?" "We do, too. We watch each other."
Information
AccessSecurity, Brig, Holding Cells, Courtroom, Weapon Permit
Additional AccessMaintenance
DifficultyHard
SupervisorsHead of Security
RankSub-Lieutenant (SLT)
DutiesProtect company assets, follow the Standard Operating Procedure, eat donuts
GuidesGuide to security, Standard Operating Procedure, Space Law, Security Items

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[edit | edit source]

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[edit | edit source]

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:[edit | edit source]

  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[edit | edit source]

Well, this page is designed to turn you from angry, bitter waste of supplies into a useful and productive member of the ship 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, The space law is a set of guidelines, meaning you do not have to follow it.
  • 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 ship is doomed, do your best to keep the peace on ship and you'll be the best officer there can be.

Clipboard paper.png Assignments[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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 ship may throw at you.

Beepsky.pngOfficer Beepsky: Redshirt's Best Friend[edit | edit source]

All ships 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 disablers.

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

Donut.png Donuts[edit | edit source]

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 ship, 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.

Donut jelly.png 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.

Donut chaos.png 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[edit | edit source]

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[edit | edit source]

Sometimes syndicate forces will encourage the ship 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 Billyclub 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[edit | edit source]

There may be days when syndicate forces invade the ship 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.

Cult: Eldritch Criminal Scum[edit | edit source]

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[edit | edit source]

  • 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 eye protection (sunglasses/secHUDglasses/hardsuit helmet etc.) + ear protection (sechelmet/Warden's hat/HoS's hat OR a bowman headset/earmuffs), flashbangs will only stun you for 5 seconds, otherwise you'll be down helpless for up to 20 seconds, depending on the distance. This gives security 15 seconds to slap the bracelets on the perp that’s too slippy to hit normally.
  • 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 glasses, 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 three 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 KO punching him at close range. And no, xenos are shit against a Gygax due to the KO punch then ac 2 SMG fire.
  • Gygax, set to harm intent: KO punch. And Gygax can overload in order to go at SANIC SPEED, so it can retreat at the cost of some damage.
  • 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.
  • 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.
  • Soap and space lube will keep you down for 8 seconds. Peels for about 8 seconds (depends on the banana's potency). Water slips for 6 seconds. Detective’s revolver (.38) and disabler beams down someone for about 10 seconds, due to stamina damage. It takes 3 seconds to cuff someone.
  • 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.
  • You can chain-open things by dragging containers in containers to your sprite. Can't actually take/put things, but it's slightly faster for checking suspect boxes.
  • Filling half of the pepper spray with wielding fuel and having a zippo in pocket is pretty flamy thing, it gives a lot of fun to aliens if they are horribly unrobust.
  • 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.
  • Disabler beams deal 34 holodamage, take three hits to do anything more than slowdown, and can be reflected. However, they fire quickly and go through windows, paralyze hulks so they can safely be dehulked, they knock out wizards, so they can't cast anything, and if someone has been knocked out by it, they are down for however long it takes for them to sleep off the holodamage, no shaking them back up. ADDED: Disablers are nice to have as a sidearm, or if you want to pass out guns. They get twenty shots.
  • 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 (taser)gun, fire off a round or two, and move out of the perp's way.
Jobs on

NSVBanner299.png

Command Captain, Executive Officer, Bridge Staff
Security Head of Security, Security Officer, Warden, Detective, Brig Physician
Engineering Chief Engineer, Ship Engineer, Atmospheric Technician
Science Research Director, Scientist, Roboticist
Medical Chief Medical Officer, Medical Doctor, Chemist, Geneticist, Virologist, Paramedic
Service Janitor, Staff Judge Advocate, Bartender, Cook, Botanist, Clown, Mime, Chaplain, Curator
Munitions Master At Arms, Munitions Technician, Flight Leader, Fighter Pilot, Air Traffic Controller
Cargo Quartermaster, Cargo Technician, Shaft Miner
Civilian Assistant, Gimmick
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Heretic, Nuclear Operative, Blood Cultist, Bloodling, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Sentient Disease, Creep, Fugitives, Hunters, Syndicate Drop Trooper
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian