Difference between revisions of "Security (place)"
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| '''Guard Quarters''' | | '''Guard Quarters''' | ||
| [[File:Cogmap2GuardQuartersV4.png|150px]] | | [[File:Cogmap2GuardQuartersV4.png|150px]] | ||
| Also known as the Locker Room. Contains a [[Security Objects#Security Weapons Vendnor|security weapons vendor]], a [[Security Objects#Security Weapon Recharger Rack|security weapon recharger rack]], a general [[Security Objects#Recharger|recharger]], and 5 [[Security Objects#Security Equipment Locker|sec equipment lockers]], as well as medical supplies, including a [[Medical Objects#Sleeper|sleeper unit]], a "wardrobe" of alt uniforms, a [[Security Objects#Donut Box|donut box]], a pair of [[Security Objects#Optical Thermal Scanners|thermals]], a [[Security Objects#Riot Launcher|riot launcher]] with extra smoke shells; these are all things a [[Security Officer]] needs to sleep on the job. Expect many break-ins. | | Also known as the Locker Room. Contains a [[Security Objects#Security Weapons Vendnor|security weapons vendor]], a [[Security Objects#Security Weapon Recharger Rack|security weapon recharger rack]], a general [[Security Objects#Recharger|recharger]], and 5 [[Security Objects#Security Equipment Locker|sec equipment lockers]], as well as medical supplies, including a [[Medical Objects#Sleeper|sleeper unit]], a "wardrobe" of alt uniforms, a [[Security Objects#Donut Box|donut box]], a pair of [[Security Objects#Optical Thermal Scanners|thermals]], a [[Security Objects#Puffin 40mm Riot Launcher|riot launcher]] with extra smoke shells; these are all things a [[Security Officer]] needs to sleep on the job. Expect many break-ins. | ||
|- id="Defendant's Chair" | |- id="Defendant's Chair" | ||
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*'''Security Foyer''' - The largest of the provinces, and the one that links connects the other four together. It is home to these principal cities: | *'''Security Foyer''' - The largest of the provinces, and the one that links connects the other four together. It is home to these principal cities: | ||
**The Table - A table in the middle left often used as a rendezvous point for officers. Outfitted with extra cuffs, a box of [[Implants#Counter-Revolutionary|counter-revolutionary implants]], and, of course, [[Foods#Donut|donuts]]. | **The Table - A table in the middle left often used as a rendezvous point for officers. Outfitted with extra cuffs, a box of [[Implants#Counter-Revolutionary|counter-revolutionary implants]], and, of course, [[Foods#Donut|donuts]]. | ||
**The Battlestation - An array of three computers, a [[Security Objects#Security Cameras|cameras monitor]], [[Security Objects#Wanted Poster Station|poster station]], and [[Security Objects#Security Computer|SecMate computer]], arranged just like those ATC/war room/mission control centers in those films. Close by is a [[Security Objects#SecTech|SecTech]] and an "anti-biological crate" with two [[Murder#Flamethrower|flamethrowers]] and two flare gun boxes, each with one [[Murder# | **The Battlestation - An array of three computers, a [[Security Objects#Security Cameras|cameras monitor]], [[Security Objects#Wanted Poster Station|poster station]], and [[Security Objects#Security Computer|SecMate computer]], arranged just like those ATC/war room/mission control centers in those films. Close by is a [[Security Objects#SecTech|SecTech]] and an "anti-biological crate" with two [[Murder#Flamethrower|flamethrowers]] and two flare gun boxes, each with one [[Murder#Pelican Flare Gun|flare gun]] and one box of extra flares. The [[Security Objects#Port-a-Brig|Port-a-Brig]] and its remote are some distance to the left. | ||
**The Wall: A rack [[Medical Objects#Implant Gun|implant gun]] for distributing [[Implants#Counter-Revolutionary|counter-revolutionary implants]] and a [[Security Objects#Riot Launcher|riot launcher]] for enforcing loyalty. Nearby is a wall-mounted recharger station, a [[Security Objects#Portable Flasher|portable flasher]], a wrench to set it up, an empty "forensics cart", and Sec's fleet of [[Vehicles#Segway|segways]]. | **The Wall: A rack [[Medical Objects#Implant Gun|implant gun]] for distributing [[Implants#Counter-Revolutionary|counter-revolutionary implants]] and a [[Security Objects#Puffin 40mm Riot Launcher|riot launcher]] for enforcing loyalty. Nearby is a wall-mounted recharger station, a [[Security Objects#Portable Flasher|portable flasher]], a wrench to set it up, an empty "forensics cart", and Sec's fleet of [[Vehicles#Segway|segways]]. | ||
==Maintenance Information== | ==Maintenance Information== |
Latest revision as of 04:26, 19 September 2024
Security (place) | |
Location | |
---|---|
Donut storage. | |
Security is the headquarters of Cogmap2's security force, located on the east end of the station, right across from the bridge. Not only does it have a brig, armory, interrogation and a house for Beepsky, but also a number of smaller but nonetheless useful rooms:
Room | Picture | Description |
---|---|---|
Security Foyer Checkpoint | An atrium of sorts, guarded by the stalwart and rather standoffish Hooty McJudgement. In addition to a Port-a-Brig and recharger, it also has chutes going to the various checkpoints sprinkled throughout the station and the Defendant Chair in the Chapel. (More on that room later.) | |
Security Office | Sometimes called the Guard Office or, blandly, the Main Security Room. Most officers begin their shift here, surrounded by a variety of useful Security equipment. Of particular interest: two boxes of counter-revolutionary implants, rechargers, and a cart with bomb-proof armor in the top portion, segways, more rechargers, flashers, and a blue "security wagon" version of the regular cargo cart in the middle, and a SecTech, a MiniMed, and table with a few medkits in the bottom one. | |
Guard Quarters | Also known as the Locker Room. Contains a security weapons vendor, a security weapon recharger rack, a general recharger, and 5 sec equipment lockers, as well as medical supplies, including a sleeper unit, a "wardrobe" of alt uniforms, a donut box, a pair of thermals, a riot launcher with extra smoke shells; these are all things a Security Officer needs to sleep on the job. Expect many break-ins. | |
Defendant's Chair | Technically part of the Chapel/Courtroom, but it's linked to the prisoner chute system, so in a way, it's connected to Security. Theoretically this is where the defendant would sit during a trial, but it's more often used for public executions. Contains a crate of fruit for throwing at people and a locker with lawyer suits, shoes, and briefcases. | |
Head of Security's Office | Only accessible by the Head of Security. Contains their exclusive equipment locker, a box of counter-revolutionary implants, a security camera viewer, a security records computer, a framed war medal, spicy pasta, personal segway, unique mug, and cute turtle. It also has a "Security Lockdown" switch that pulls down secure shutters over most of entrances and public-facing windows into Sec, save for the doors in Beepsky's House. |
Maintenance information
Its air-vents can be supplied from dedicated tanks in the maintenance corridor behind the Security section. There is also a stationary gas tank with N2O in the armory linked to these vents to knock out rioters.
The Guard Quarters and Security Office share an APC, which is near the entrance into the Secure Hangar. Security Router's APC is in the maintenance tunnel west of the whole Sec area. The APCs for other rooms are mentioned in their respective pages.
The APCs for Guard Quarters, Security Office, and Security Router all get power from a wire in the strip of maintenance surrounding sec, specifically its left side.
Security (place) | |
Location | |
---|---|
Donut storage. | |
Security staff |
The Security Wing is located in the northwestern part of the station and features several facilities essential to policing the station, such as a brig, an armory, a secure hangar, a designated interrogation room, and various other smaller rooms, detailed below.
Room | Picture | Description |
---|---|---|
Security Office | This is where most officers begin their shift. It features some essential computers, rechargers for weapons, chairs for prisoners, a side area containing four Sec equipment lockers and a sec weapons vendor, and most vital of all, the team's supply of donuts. | |
Dispatch | A buffer zone of sorts between the station and the rest of Security. It's basically a mini-Security Office, with some of the same machines and amenities. Because it's relatively narrow, it's a good place to put one of the portable flashers, so that any unruly criminal scum being brought manually into the brig will get blinded by the light. | |
Defendant's Chair | Accessible from the security office. Theoretically where the defendant would sit during a trial, but is more often used for public executions. | |
Head of Security's Office | Sandwiched between security proper and the bridge. Only accessible by the Head of Security. Contains his locker, a security camera viewer, a security records computer, and spicy pasta. |
Maintenance Information
Of all these rooms, only the Brig is the one with a vent, which connects to the Aft Solars Air Hookup
The APC for the Dispatch room is on its northern wall, behind the disposal chute. The APC for the HoS Office is also on its northern wall, behind the table. The Security Office, Interrogation Room, and Defendant Chair all share an APC, which is located left of the Interrogation Room, in the same room as the Aft Solars Air Hookup.
Security (place) | |
Location | |
---|---|
Donut storage. | |
Security staff, Lawyer |
The security wing is located on the port side of the ship, right below medbay. It contains a number of different rooms for Security Officer and other guardians of Space Law.
- Security Office: This is where most officers begin their shift. It features some essential computers, rechargers for weapons, chairs for officers, segways, a wardrobe of alternative Security uniforms, and most importantly, the team's supply of donuts. Hooty the owl stands (?) as sentry at the entrance, like a guard in a tower watching over the bailey and courtyard. Not a very good one, though.
- Equipment Room: A mini-room where the security weapons vendor, three Security Equipment lockers, and a taser recharger rack are kept. It's sort of like a castle's keep.
- Armory: Storage facility for gear for riots, drug-fueled rampages, mean pod pilots, and other things a simple taser and cuffs just can't handle. Head of Security can freely enter it, while other Sec personnel need to give sufficient access at the armory auth computer.
- Equipment Room: A mini-room where the security weapons vendor, three Security Equipment lockers, and a taser recharger rack are kept. It's sort of like a castle's keep.
- Brig: The dungeon, or maybe the stocks, and the inevitable destination of space crimers. Home turf for the Port-a-Brig prisoner transporter.
- Security Dock: Security's personal podbay, sort of like a garage or hangar in the modern day and a stable in the medieval day. It contains one large and one small heavy pod. There is Mark 1 Combat Tasers on a table nearby, along with a Ship Component Fabricator to trick out your pods to catch those crimers.
- Head of Security's Office: Right below the armory and the rest of the Security Office and exclusively accessible by the Head of Security. Kinda a throne room. Contains their exclusive locker, a security camera viewer, a security records computer, spicy pasta, and cute turtle.
Security (place) | |
Location | |
---|---|
Donut storage. | |
Security staff |
The security wing is located in the "back"/southern end of the ship, below the bridge and research. You can think of it as Space Mall Cop HQ, with several rooms for the benefit of Space Mall Cops:
- Security Office: The general reception area. Features some essential computers, one of the two portable flashers, various evidence-collecting devices, chairs for prisoners, a SecTech containing spare flashes and cuffs, and most vital of all, the team's supply of donuts.
- Equipment Room: Where the good goods are at. This houses:
- A security weapons vendor, the prime means for obtaining Security gear.
- Another SecTech.
- A rack with some riot launchers, smoke shells for said launcher, an implant gun, and wrenches for the portable flashers.
- Five Security Equipment Lockers, which have largely armor and basic equipment.
- Two rechargers for energy weapons and a security weapon recharger rack for ones from energy weapons from the security weapons vendor specifically.
- A Security Apparel vendor with various outfits for your favorite brand of police movie reference.
- Brig: Jail, IN SPACE!, exclusively for hooligans, vandals, and other ne'er-do-wells. This also has the second portable flasher in Sec's possession.
- Interrogation Room: Conveniently accessible from the brig and security office and home to the Port-a-Brig. The Detective and other personnel can question suspects in relative safety here.
- Head of Security's Office: Right below the Security Office and conveniently connected to the Bridge. Only accessible by the Head of Security. Contains the HoS-exclusive equipment locker, a security camera viewer, a security records computer, and spicy pasta.
- Armory: Contains special gear for all the special Space Criminals who can't be easily put in handcuffs.
Maintenance Information
There is no vent. This is the Space Mall Cop HQ, not the Space Vent Outlet.
The APC for the Security Office, Equipment Room, and Interrogation Room are in the northeast corner of the Security Office, near the table close to where Hooty McJudgementowl spawns. The APCs for other rooms are listed on their pages.
Pretty much most of Sec gets its power from a wire running under the public-facing main entrance, where Hooty McJudgementowl usually is. That wire extends to the public hallway above Sec.
Security (place) | |
Location | |
---|---|
Donut storage. | |
Security staff, Lawyer |
The security wing is the headquarters of the station's local police force, the Security Officers and their chief, the Head of Security. It is located roughly smack-dab in the middle of the station, near the Owlery, and consists of a number of subrooms:
- Security Office: A general-purpose reception area of sorts, with all sorts of equipment, like a Port-a-Brig, a SecVend, a copy of Frontier Justice: A Treatise on Space Law, and, most notably, lockers of Security gear. The black-tiled area is for interrogations by owl, and there's little side room coming off of that with medical supplies and cleaning equipment.
- Interrogation Room: An ill-lit alcove informally used for questioning detainees. Some unfortunately very illict and unscrupulous things can and have happened.
- Brig: Jail, IN SPACE!. Four fairly well-protected individual-size cells, each with its own automatic locker and chute system. It also features Security's fabulous fleet of Segways.
- Armory: A storage room for specialized Security equipment, with surprisingly lax security.
- Head of Security's Office: The Chief's private office. Contains his locker, a security camera viewer, a security records computer, aview of the Clown's lair, and spicy pasta.
Security (place) | |
Location | |
---|---|
Donut storage. | |
Security staff, Lawyer |
Mushroom Station's security wing is located towards the southern end of the station, across the hall from Tool Storage. You can think of it as a Space Police HQ, with several rooms for the benefit of Space Police Officers:
- Security Office: A general-purpose Security area, with various equipment like a Port-a-Brig, a SecVend, and, most notably, lockers of Security gear. The black-tiled area is for interrogations by owl, and there's little side room coming off of that with medical supplies and cleaning equipment.
- Brig: Jail, IN SPACE!. This one is little different from the other stations in that it holds three individual cells rather than one big jail with two tiny cells. It also features Security's fabulous fleet of Segways.
- Armory: A walk-in closet type room that contains special gear for all the special Space Criminals who can't be easily put in handcuffs.
- Head of Security's Office: The Chief's private office. Contains his locker, a security camera viewer, a security records computer, and spicy pasta.
Security (place) | |
Location | |
---|---|
Donut storage. | |
When you have a station shaped like a doughnut, it's almost given that it has a whole section dedicated to the biggest doughnut munchers of them all: the Security Officers and their chief, the Head of Security. The whole circle layout thing drives everyone else crazy though, so they have the rather unfortunate burden of protecting all the people who go mad from wandering the halls for so long, which tends to compound the fact that most of the crew members are already pretty insane. It features a number of subsections dedicated to the various duties involved in protecting the station and its crew.
- Guard Office: The general equipment and donut box storage room. In addition to holding a few lockers of Security gear and a SecVend, it has ample supply of 6-pack donut boxes.
- An atrium or vestibule area that connects the Brig and Guard Office areas together. It's really just an excuse for the coffee dispenser here to have its own room.
- Brig: Brig, prison, jail, detention center, correction center, in any case it's for keeping dangerous people (insane or not) away from the rest of the station.
- Interrogation Room: A nice, dark, and isolated room for extracting answers out of people. Or just killing them with poisonous gases.
- Head of Security's Office: The Chief's private quarters. Contains his locker, a security camera viewer, a security records computer, and spicy pasta.
- Armory: A little closet attached to the HoS Office for specialized Security equipment, like tranquilizer rifles, riot shotguns, and bomb disposal suits.
- Security Gas Storage: Another storage room, this time for certain gases used in executions.
- Secure Hangar: A hangar for Security's fleet of special space pods, for chasing space-borne crimedoers.
Security (place) | |
Location | |
---|---|
Donut storage. | |
Security staff, Lawyer |
It's lawless out in the final frontier that is space. Murder and wanton destruction strike every minute of every hour, and stations are painted not in shining royal blue or flawless grey of NanoTrasen, but in the sinister crimson of blood. In parts like these, the first and often only bulwark of the people is the criminally overworked Head of Security and their posse of Security Officers. This is their fortress, strategically located in the southwest of the outpost, close to the place and people who most need protecting. This is what's in it:
- Security Office: A general-purpose security of sorts, mostly for holding equipment, notably lockers of Security gear and a SecVend. In the event some delinquents are trying to break into Security because "it's good practice for Security" or some reason, there's a switch on the west wall that'll activate some window shutters.
- A general reception area for the Brig, adorned with rather elegant black tiles. There's a red brig chute to shove prisoners into to deliver to the Brig, as well as a switch that activates some safety shutters for secure escort into the Brig. The Port-a-Brig usually has its home turf here.
- Brig: The station jail, in form of little isolated section of the outpost's asteroid caves.
- Armory: A special equipment room, for outlaws that can't quite be tamed with a taser and baton.
- Head of Security's Office: The Sheriff's office, so to speak. Contains his locker, a security camera viewer, a security records computer, aview of the Clown's lair, and spicy pasta.
- Defendant's Chair: Security's own little section of the Courtroom for, obviously, holding defendants during trials, so any lawless vigilantes can't shoot/throw a bomb at them for absolutely no reason.
Security (place) | |
Location | |
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Donut storage. | |
Foyer: Everyone |
Space criminals strike everywhere. In the air, on the ground, in outer space, and, most certainly, under the sea, in the light of day, under the gloom of night--space crime truly never sleeps. But wherever space criminals tread, space Security Officers are hot on their trail. These brave space men and space women are the station's best defense against the dastardly deeds of these space crimers, risking their lives in the name of order and justice for all.
Oshan's brave team of Security Officers headquarter in the Security sector on the south end of the station, with the main entrance just below the Bridge. The entire department is split down the middle into two wings by the Security Foyer, which contains special chutes to the General Population and Interrogation Room facilities and an entrance to Security's Armory, locked behind a Armory Authorization computer.
The west wing is primarily for detaining criminals and is occupied by the Brig and Beepsky's House. Meanwhile, the eastern wing houses most, if not all, of the station's Security equipment. There's an Equipment Room with a Security Equipment Vendor and four Security Equipment Lockers, an office for the Head of Security featuring a private Armory entrance, and an interrogation room, all linked by two office rooms with miscellaneous doodads like segways and Security Computers. To south of all this, standing sad and alone, is the Secure Hangar, a garage of sorts for Security's fleet of patrol minisubs.
Maintenance Information
There is no vent. Only space criminals use vents!
Most of the rooms have their own APCs, most of which are listed on their own pages. However, the equipment room and two offices all share one APC, located above a set of segways a little bit west of the Interrogation Room.
The office room containing the segways and contraband crate gets its power from a wire that runs off the southmost door that leads into maintenance; the equipment room and other office room connected get their power from the same wire. Wires for the other rooms are listed on their own pages.
Security (place) | |
Location | |
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Glory to Secstotzka. | |
Equipment Room: Head of Security, Security Officer, Detective |
Secstotzka, sometimes called the Security Wing, Security, or just Sec, is fairly large dictatorship in the "northwestern" parts of Atlas, located above Medistan and left of Civilechia. It is most famous for its dedicated team of Security Officers and Detectives, who are led by the Head of Security and play a major role in enforcing regional laws across the entirety of Atlas. It is divided into five provinces, rather austerely named based on their functions:
- Security Checkpoint Foyer - The only entrance in and out of Sectotzka.
- Brig - A prison for personnel caught by Secstotzkan Security Officers.
- Armory - Another storehouse in the top right for more lethal weapons.
- Equipment Room/Security Wing/Locker Room - A storehouse in the top left for Secstotzkan security equipment including:
- A Security Weapons Vendor, where personnel can exchange their requisition token for gear.
- Security wardrobe lockers with the iconic red jackets of Secstotzkan Security Officers and their variations.
- A security weapon recharger rack.
- Three Security equipment lockers. These contain standard issue armor, as well as a flash and barrier, among other things.
- Security Foyer - The largest of the provinces, and the one that links connects the other four together. It is home to these principal cities:
- The Table - A table in the middle left often used as a rendezvous point for officers. Outfitted with extra cuffs, a box of counter-revolutionary implants, and, of course, donuts.
- The Battlestation - An array of three computers, a cameras monitor, poster station, and SecMate computer, arranged just like those ATC/war room/mission control centers in those films. Close by is a SecTech and an "anti-biological crate" with two flamethrowers and two flare gun boxes, each with one flare gun and one box of extra flares. The Port-a-Brig and its remote are some distance to the left.
- The Wall: A rack implant gun for distributing counter-revolutionary implants and a riot launcher for enforcing loyalty. Nearby is a wall-mounted recharger station, a portable flasher, a wrench to set it up, an empty "forensics cart", and Sec's fleet of segways.
Maintenance Information
There is no vent. As with criminals, clowns, and other Civilechians, air is viewed with suspicion and kept as far away from Sectotzka as possible.
The APC for the Security Foyer and Equipment Room, which is simply named "Security", is on its right wall, near the Segways.
The wire that provides power to the APC shared by the Security Foyer and Equipment Room goes under the sole entrance into Sec.
Security (place) | |
Location | |
---|---|
Donut storage. | |
The Security wing is located in the upper middle of the ship, above the Bar. Hopefully, dedicated, competent and sane Security Officers and the Head of Security call this home.
Room | Picture | Description |
---|---|---|
Sec. Officer Quarters | The lower left of the security wing, it contains all the basic equipment for officers. A small toilet and sink is also available. | |
Security Foyer Checkpoint | The checkpoint window for all the crew's angry sec-bashing needs. Security computers and some equipment are also here. Allow people to curse you easier with the button on the top right. | |
Interrogation Room | The necessary environment is created to get those confessions from dastardly criminals. | |
Brig | Located in the upper right of security. Oversee those in custody in General Population, Cell #1, and, to some extent, Solitary Confinement from Cell Block Control and enjoy the coffee dispenser and the donuts. A blast door to Visitation can be controlled with the button. | |
Head of Security's Office | The front of the office contains computers and a nice plate of Spaghetti Arrabbiata. Through the door is the HoS's personal bedroom, with their equipment locker. | |
Armory | Contains the special weapons and has Manta exclusive explosives. |
Security (place) | |
Location | |
---|---|
Donut storage. | |
The Security wing is on the south end of the ship, between the Bridge and Science. You'll usually find both Security Officers and criminals here.
Room | Picture | Description |
---|---|---|
Brig | This public-facing main brig is rather susceptible to breakouts, although its toilets aren't very good as a point of escape. | |
Courtroom | The courtroom doubles as where people line up to get their ID changed by the Head of Personnel. Otherwise, it's a popular bombing location. | |
Interrogation Room | The interrogation room is a small crossroads for the Head of Personnel's desk, the Head of Security's room, and the defendant's chair in the courtroom. | |
Head of Security Office | The big boss' chambers, including the pet turtle! It has the usual, and is a convenient hop between security and the bridge. Whether that's convenient for the HoS or for crimers depends on the situation. | |
Beepsky's House | Crime never rests, so you'll never actually find Beepsky here. Of course, you will find his usual sweet duds. | |
Armory | The Armory juts out into space, and contains the usual full array of crime-destroying gear. Uniquely, this armory has a couple of outside turrets to deter space invaders. | |
Security Podbay | Where security goes to scramble the jets! Includes a few pod weapons and the woefully underused tractor beams. | |
Security Router | Send a receive crates through this little closet. Don't get too excited over the secure transfer crate, it doesn't begin with anything in it. | |
Solitary | The worst of the worst end up in solitary. Its location more central in the security wing makes stealthy breakouts trickier, and the lack of amenities makes it a more punishing place to be. | |
Secure Release Foyer | In the main security hall, there is a set of three black chutes. They lead to this area, found across the hall from the rest of security. Presumably, it's intended to be used for prisoner processing. |