Difference between revisions of "Security Officer"
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==Dos and Donts== | ==Dos and Donts== | ||
'''An effective Officer should | '''An effective Officer should:''' | ||
* Keep their weapons holstered or in their backpack unless they are about to use them. Otherwise they will quickly get disarmed and the equipment stolen. | * Keep their weapons holstered or in their backpack unless they are about to use them. Otherwise they will quickly get disarmed and the equipment stolen. | ||
* Be diligent enough to respond to calls from across the station. Work with the Heads and AI to get access to dangerous areas if necessary. | * Be diligent enough to respond to calls from across the station. Work with the Heads and AI to get access to dangerous areas if necessary. | ||
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* Obey the [[Head of Security]] at all times. If the HoS contradicts the Captain, obey the HoS. The HoS is basically someone the admins trust enough to be sec and not be shit. | * Obey the [[Head of Security]] at all times. If the HoS contradicts the Captain, obey the HoS. The HoS is basically someone the admins trust enough to be sec and not be shit. | ||
'''An | '''An effective Officer should NOT:''' | ||
* Perma-brig, torture, or execute prisoners. This is not your job. Get approval from your commanding officer if someone is being especially shitty. | * Perma-brig, torture, or execute prisoners. This is not your job. Get approval from your commanding officer for more severe punishments if someone is being especially shitty. | ||
* Confiscate critical items as punishment. This applies to both common but important items such as IDs and backpacks and job-specific items like | * Confiscate critical items as punishment. This applies to both common but important items such as IDs and backpacks and job-specific items like a Janitor's galoshes. Impeding someone's ability to do their job means that all they can do is commit more crimes. This also applies to headsets. A prisoner must ALWAYS have the last resort of calling for help on the radio. | ||
* Hold cross-round grudges. If you find yourself wanting to hunt down last round's traitor, you need a break from Security. | * Hold cross-round grudges. If you find yourself wanting to hunt down last round's traitor, you need a break from Security. | ||
* Strip prisoners, or search them in a public area. It is very rude to strip someone naked for a search, and the offended person will probably retaliate somehow. Searching them publicly practically guarantees that passers-by will steal stuff. Search them in the security office. | * Strip prisoners, or search them in a public area. It is very rude to strip someone naked for a search, and the offended person will probably retaliate somehow. Searching them publicly practically guarantees that passers-by will steal stuff. Search them in the security office. |
Revision as of 23:10, 4 December 2012
A Security Officer is an agent employed by NanoTransen to act as law enforcement aboard its stations. While many restrictions, laws, and customs surrounding due process may be relaxed in space, Security is still expected to maintain the base minimum of Space Law, act within the boundaries of their authority, answer to the station's chain of command, and generally avoid being poo. To that end, they are equipped with bright-red suits to make it easier for the crew to spot them and defer to their authority, as well as a variety of Security Gear to subdue troublemakers or antagonists. Notably, a person who starts the round as a Security Officer cannot be a traitor.
The Basics
This profession has a rather sour and ignoble history in most respects, and without a doubt, this particular job is by far the most scrutinized in the game. Even the Heads don't get nearly so much pressure. By deciding to go into Security you must understand what is expected of you and what is forbidden. Be ready to defend yourself and your actions calmly and rationally at all times. Your overarching motto should be: Don't take it personally.
Your primary function on the station is to maintain the safety of the crew as much as possible. You are not a sword, you are a shield. Your first priority is to make sure that everyone who is alive is going to stay that way. After you're sure of this, your job is to remove the pain point. Often, this will be antagonists, anything from a subtle traitor to a Wizard throwing fireballs. Just as often, this will be crappy players who are just doing bad things. Part of your job as a shield is a shield from low-level griefing - basic things like break-ins, muggings, and so on are YOUR job to stop, not the administration team's.
That said, high-level, obvious shittiness is still fine to adminhelp by members of Security. If someone is causing a lot of havoc and disruption on the station for no reason, even if it is non-lethal, consider logging an adminhelp. If someone is not having their behavior corrected by anything less than total suppression, the administration team needs to hear about it.
Due to how tough this job can be, sometimes you will find your department badly understaffed. Try not to let this intimidate you too badly; maintain normal patrols, use the radio to stay in contact, call in the Heads to help you if necessary, and try not to let on that Security is weaker than usual.
Your Gear
Security is issued with a red-striped Security Headset capable of normal communications activity as well as a special channel, and the Security channel is definitely the most commonly used of the headsets. It can be used, like all special comms channels, with :h before the message to be sent. Command officers can coordinate Security activity and conduct oversight, and in general, having a special channel that doesn't broadcast to every person on the station can be quite helpful.
You start with a couple handcuffs and armor. You will find the rest of your equipment in your locker or in the vending machine. You have three main tools for subduing suspects:
- The flash is a melee weapon with a random amount of uses that can stun one person next to you if they don't have proper eye protection. 'Proper eye protection' basically means either sunglasses, which are hard to spot, or a welding mask that's down, which is not. The flash has no lasting effects on a suspect, can be carried in a pocket, and has a very unassuming sprite when carried, so it is the minimum force solution that should be used for low-risk situations.
- The stun baton is a melee weapon with 10 shots before it needs to be recharged. It has to be on to stun someone. When hitting someone with an active stun baton on the HARM intent, you will instead stun yourself! There is no easy defense from a stun baton, but it has the side effect of making a suspect stammer for a minute or so. The baton has a VERY obvious sprite and carrying it around often makes you look like the Bad Guy due to its ignoble history of misuse. The baton cannot be carried in a pocket, but can be on your belt.
- The Taser is a ranged stun weapon with 4 shots and must be recharged when depleted. When used point-blank on any intent except "Help," it will knock the victim briefly unconscious. The taser's sprite is less obvious than the stun baton's, but is still very recognizable to players, so carrying it in your hand is still a Bad Idea. The taser cannot be kept in a pocket, but can be kept on your belt slot.
Use handcuffs on a downed suspect to restrain them. Once you start pulling a cuffed suspect, they are incapable of running away, but bumping into someone else may break the hold. The Port-a-brig is the safest way to transport prisoners.
Due Process
The station is not a police state. You are expected to practice a modicum of due process in detaining, searching, and arresting people. Suspects still have rights, and treating people like scum will usually just turn into more crime. To avoid pissing off everyone you arrest, you can adhere to the following procedure. This needn't be taken as Space Law, but it's a good framework to start from:
- Detain the suspect with minimum force. Flashes are good if you think they don't have eye protection. Batons are good if they do. Avoid using tasers unless it's dangerous to get in close combat with your target (they're holding a Baton themselves, they're a dangerous antagonist, etc).
- Handcuff the suspect and restrain them by pulling them. If their crime requires a brig time, bring them into the office, preferably via Port-a-brig.
- In the office, tell them you're going to search them before doing so. Empty their pockets and remove their backpack. Look through everything. Be sure to open containers inside containers, such as boxes inside backpacks. Be sure to replace all items in the containers when you're done.
- If you find anything bad (traitor gear, critical items, etc), question them about it. Otherwise, proceed to the brig.
- Pull the suspect into the brig. Open the locker inside, place their backpack in there, and lock it. Explain that the locker will unlock at the end of their sentence and they will get all their stuff back.
- Explain you need to get your cuffs back and say you will have to flash them to do so. Flash them once, uncuff them and take your cuffs back. Flash them a second time, then leave the brig cell and start their sentence on the brig console outside the cell.
You aren't expected to hold a trial for suspects in space, but you are expected to be able to defend and justify any actions you take. If someone requests a trial, it's good form to radio for lawyers and a jury. If enough people show up, have the trial. However, suspects must be kept brigged until the trial starts, which can take a lot of time. It is also good form to explain this to someone requesting a trial - very often if they just serve their brig time they'll be out much faster.
A Security Officer does not have the authority to assign sentences any more severe than confiscation of stolen items and 5 minutes in the brig. Execution, permabrigging, poisoning with Discount Dan's, or anything, anything, ANYTHING else requires the okay of Security's commanding officer. In order of preference, that is: the Head of Security, the Captain, or the Head of Personnel. If the Captain tells you to execute someone and the Head of Security says no, listen to the Head of Security.
Dos and Donts
An effective Officer should:
- Keep their weapons holstered or in their backpack unless they are about to use them. Otherwise they will quickly get disarmed and the equipment stolen.
- Be diligent enough to respond to calls from across the station. Work with the Heads and AI to get access to dangerous areas if necessary.
- Be knowledgeable enough about the different jobs to understand the difference between common work and suspicious activity.
- Be respectful of normal crew. Arrogance is unproductive and can be dangerous if the crew retaliates.
- Be patient enough to learn everything possible about a case before passing judgment - this is doubly important when you didn't personally witness the crime.
- Assign reasonable sentences for crimes - there are examples below in the arrest procedures.
- Obey the Head of Security at all times. If the HoS contradicts the Captain, obey the HoS. The HoS is basically someone the admins trust enough to be sec and not be shit.
An effective Officer should NOT:
- Perma-brig, torture, or execute prisoners. This is not your job. Get approval from your commanding officer for more severe punishments if someone is being especially shitty.
- Confiscate critical items as punishment. This applies to both common but important items such as IDs and backpacks and job-specific items like a Janitor's galoshes. Impeding someone's ability to do their job means that all they can do is commit more crimes. This also applies to headsets. A prisoner must ALWAYS have the last resort of calling for help on the radio.
- Hold cross-round grudges. If you find yourself wanting to hunt down last round's traitor, you need a break from Security.
- Strip prisoners, or search them in a public area. It is very rude to strip someone naked for a search, and the offended person will probably retaliate somehow. Searching them publicly practically guarantees that passers-by will steal stuff. Search them in the security office.
- Use anything but the brig for imprisonment. Don't bucklecuff people to chairs or beds or strand someone in the port-a-brig to make them disappear. This is the same as permabrigging, and Bad.
General Advice
- Pay attention to what the Head of Personnel is doing. If he starts handing out all-access cards, your office will be looted dry in seconds. Complain to the Captain if you catch the HoP doing this.
- Use your private security channel often. Say where you're going before you go there. If you disappear, your colleagues will know where to look.
- Do not attempt to gather forensic evidence if there's a half-competent Detective on board. He has the time to do it properly because he doesn't have to show up to every call on the station.
- Do not pursue a fleeing criminal if he leaves behind a critically injured victim. Examine him quickly (keyboard shortcut is Alt-Click), then save his victim. You can set him to Arrest on the security computer and deal with him later.
- Do not fall into the trap of thinking you have to arrest every shithead yourself. If there's too much going on, set them to Arrest and let Beepsky help you out. Beepsky is relentless after he identifies a criminal, and he can't be fought off.
- Make good use of the AI itself when it's on your side! Order it to track and broadcast known shitheads/murderers, at least, and often just this can be quite useful. A standard-law setup will also allow an AI to bolt doors, especially if you can establish the person to be bolted in is a danger to life.
Trouble in Paradise
How do you know that trouble is happening, has happened, or is going to happen soon? You're playing on the Goonstation server, that's how. Here are some common scenarios, and good procedures to follow to maintain all the tips covered above.
Low-Priority Arrest Procedure
Low priority crimes are things like break-ins, mugging for non-critical items like shoes, and other basic shittiness. Generally, these are crimes against property, and replaceable property at that. This encompasses the vast majority of arrests you will make.
- Subdue the suspect with minimum force and handcuff them. Pull them to keep them from running away, and ask them why they are doing the Bad Thing you just subdued them for. Be reasonable, but not too permissive. Boredom is not an excuse for anything, but breaking down a wall to install a hidden door is completely different from breaking down a wall to loot a room dry.
- If the suspect can provide a reasonable explanation for their behavior, uncuff and release them. If you need to confiscate an item they shouldn't have (such as thermals on an assistant) that's fine, but not everything deserves brig time, especially at this level. If they cannot, take them down to the security office.
- Back in the office, lock down your suspect by either pulling them while cuffed or bucklecuffing them to a nearby chair. Explain you're going to search them. Do so. Confiscate anything that they shouldn't have and is difficult to replace - things like the auth disk, thermals, and security items. Flashes don't always need to be confiscated if the suspect hasn't proven violent, and should definitely not be confiscated if the suspect has legitimate access to them, such as the Roboticist, Research Director, etc. Do not confiscate common items like tools unless the suspect has repeatedly proven irresponsible with them. Check the PDA on the off chance it is an unlocked traitor PDA.
- Decide how long the brig sentence will be. Remember that the brig timer is on 'BYOND Time' and will count down 1 second for every 2 or 3 seconds that actually pass. So a 2 minute brig sentence will actually be 4-5 minutes in the brig. Minor stuff rarely requires more than a 2 minute brig sentence.
- After the search, put all the suspect's belongings back into his backpack, and pull him to the brig. Put his backpack and any hacking tools in the locker. Lock it. Explain the locker will unlock at the end of his sentence so he can reclaim his stuff.
- Explain you need your cuffs back, and say you need to flash him to do so. Then do it, and take your cuffs back.
- Start the brig sentence, and announce on the general radio channel who you brigged, why, and for how long. Ignore any whining that your sentence is too short or too long.
Medium-Priority Arrest Procedure
These are arrests that involve crimes against other people or non-replaceable items. Theft of IDs or dangerous items, assault, attempted murder, force-feeding things like booze or Discount Dan's, or smoking harmful chemicals like Toxic Slurry all fall under this heading. Possession (but not use) of traitor gear also falls under this heading.
- Stop any violence. Subdue and cuff the primary suspect with minimum force. If there are multiple primary suspects, immediately call for backup.
- If nearby bystanders attempt to attack the suspect, pull him away. Verbally tell everyone to back off. If they do not, subdue them. Alternately, hurl the suspect into the port-a-brig capsule, where he's relatively safe.
- Ask any bystanders who are coherent to come back to the Security office with you so you can get their side of things. If a bystander screams insults at you and refuses to stop, they've lost their right to complain. Once back at Security, ask the bystanders to wait outside and speak to them through the window. Restrain your suspect by pull-cuffing or bucklecuffing.
- Question both the suspect and any bystanders, if required. Call the Detective and ask him to investigate the area if you think it'll help. If you personally witnessed a Scientist smoking Toxic Slurry in the bar or something, this might not be needed. Tell the suspect you're going to search them, and do so.
- Decide on the sentence. 3 minutes is usually sufficient for fighting and more obnoxious theft, while 4 minutes is appropriate for attempted serious theft or brutal assaults. 5 minutes is the maximum brig time you can set, and should be reserved for crimes that damaged or destroyed a part of the station, involved multiple people being hurt, or violently resisting arrest. If a suspect is a repeat offender or is guilty of multiple mid-level crimes, attempt to raise the Captain, Head of Personnel, or Head of Security to get access revoked on their ID. If this is not possible, confiscate the tools they used to commit their crimes. NEVER confiscate critical items, though.
- Lock up the suspect's tools and gear, explain you need to reclaim your cuffs, and do so. Start the brig time.
- Announce the suspect's name, crime, and sentence over the general radio channel before leaving the brig.
High-Priority Arrest Procedure
These are things like successful murders, utilization of less than lethal traitor gear (such as an emag), ringleading a riot, corrupting the AI/cyborgs, and sabotage affecting the station's integrity (like a major hull breach). At this point, the suspect has lost the benefit of the doubt and is probably an antagonist, or at least someone who's going to be a serious problem.
- Subdue the primary suspect with non-lethal prejudice. Do not hesitate to bring any tool to bear. Be safe, and call for backup or utilize Beepsky. If using the port-a-brig on the suspect, call for backup and do not unlock the port-a-brig until you have at least one person helping you keep hold of the suspect.
- Announce the arrest on the general radio channel and ask for any witnesses to come by the Security office if they want to make a statement. Ignore anything that comes back on the radio; if someone doesn't care enough to come down to answer questions on their statement, they are probably lying anyway.
- Question the suspect on their actions while searching them. Do not use their crime as an excuse to violate search procedures. Check their pockets, backpack, and PDA same as anyone else.
- Attempt to reach a Head to help you with sentencing. At this point the sentence is technically above your pay grade and something beyond the brig is required. If the Heads are dead, nonresponsive, or you're detaining the only Head, then you will have to use your own judgment. Confiscation of all non-job equipment and a 5 minute brig sentence is usually pretty safe, though. If you know or heavily suspect that your suspect is an antagonist, though, remember that killing him will make the rest of the round more boring. Don't get trigger-happy just because you find an unlocked PDA.
- Carry out the sentence, and announce the suspect's name, crime, and sentence on the radio's general channel.
Open Combat
This is restricted to antagonist roles that have given up all pretense of stealth and are out to butcher anyone they can set their hands on. Traitors displaying very offensive gear like a c-sword, Operatives, horror-form Changelings, and Wizards all fall under this category.
There is no arrest procedure for these situations. Strike first, strike fast, and strike hard. After someone is subdued you can try to see about fun sentences like dressing the Wizard in a red jumpsuit and calling him Santa or turning the changeling into the station mascot.
Supplementary Video
{{#widget:YouTube|id=X-L-G1q_0L8}}
Jobs on Space Station 13 | ||
---|---|---|
Command & Security |
Captain · Head of Security · Head of Personnel · Chief Engineer · Research Director · Medical Director | |
Medical & Research |
Medical Doctor · Medical Trainee · Roboticist · Geneticist | |
Engineering | Engineer · Technical Trainee | |
Civilian |
Staff Assistant · Janitor · Chaplain · Mail Courier · Radio Host · Mime | |
Silicon | Artificial Intelligence · Cyborg | |
Jobs of the Day | Dungeoneer · Barber · Waiter · Lawyer · Tourist · Musician · Boxer | |
Antagonist Roles | With own mode | Arcfiend · Blob · Changeling · Gang Member · Flockmind ( Flocktrace) · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire ( Thrall) · Wizard |
Others | Sleeper Agent · Werewolf · Wraith ( Poltergeist) · Wrestler · Hunter · Grinch · Krampus · Gimmick antagonist roles | |
Special Roles | Ghostdrone · Monkey · Critter · Ghost · Cluwne · Santa Claus |