Difference between revisions of "Head of Security"
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You are now back in the saddle with all your experience before you. Sadly, head of security is an [ | You are now back in the saddle with all your experience before you. Sadly, head of security is an [https://forum.ss13.co/forumdisplay.php?fid=15 application-only] job that requires the applicant to go through furious training to even receive his first pair of handcuffs, but afterwards they are good. [[Mentorhelp|Mentors]] can play this job on Fridays, but wearing the beret full-time requires going through the dedicated HoS application process. You come stocked with the following items in your array of power. | ||
*Emergency spare jumpsuit | *Emergency spare jumpsuit |
Revision as of 01:18, 9 October 2019
The Head of Security was once a mocking joke played by people who wanted to assert dominance among the other security. They weren't as powerful as they thought, but they were still dicks, and that is why their position was taken away from them (with their shoes), and the elite security from NanoTrasen came to replace the job.
However, NanoTrasen mercenaries grew awfully lazy and smoked pot on the job and were really horrid to be with. They were all fired, and the head of security was re-instated with a kick ass outfit and office that no one else can access. He also has access to most of the station and to the coveted armory where the heavy duty equipment is stored. Technically, the HoS is below the captain in the command structure, but does have authority in matters of station security.
Like security officers, the head of security can't be a traitor, though the antagonist selection process happens BEFORE job selection, meaning that putting head of security in your preferred jobs won't ever cheat you out of your fair chance at being the bad guy.
Beret or Hat?
Beret.
You are now back in the saddle with all your experience before you. Sadly, head of security is an application-only job that requires the applicant to go through furious training to even receive his first pair of handcuffs, but afterwards they are good. Mentors can play this job on Fridays, but wearing the beret full-time requires going through the dedicated HoS application process. You come stocked with the following items in your array of power.
- Emergency spare jumpsuit
- Stylish beret and hat
- Energy gun
- Taser
- Thermals
- Spare handcuffs box
- Spare box of IDs
- A special Command Headset, tuned to the Common (;), Command (:h), and Security radio channels (:g)
- A snazzy red PDA, equipped with a R.O.B.U.S.T.E.R. cartridge.
- Security records
- Camera monitor
- Crowd dispersal grenades
- Stinger grenades
- Riot shotguns
- Bomb disposal suits
- Spare sunglasses
- Spare flashes
- Spare flashbangs
- Most importantly, spicy pasta.
While having all this arsenal, you are still limited to where you can go on the station. As with the head of personnel, engineering areas are off limits, but also like the HoP, you have access to the ID terminals. It doesn't really matter what you do, because you can give yourself an all-access ID. It doesn't matter what anyone says because deep down inside you are the LAW.
Other Duties
The HoS isn't all about catching traitors. The HoS is supposed to be a beacon of light on a fart-filled station. He's supposed to keep officers in-line, and make sure that the station isn't held hostage by security with harm-batons. When being the head of security, you should constantly be checking in with the crew as to how your officers are doing. If someone is being shitty, yell at them! The common number of warnings given by an HoS is about 2-3, depending on how heinous they are. Murder and bucklecuffing (A non-traitor for more than 2 minutes) should be grounds for immediate dismissal, accompanied by a stripping of gear, an ID change to 'shitler', and a trip to robotics because their ass is yours.
Tips and tricks
- When upgrading your ID, add one location at the time. Picking captain access to enable all locations will wipe your extra HoS access for good.
- The suits from the armory aren't just for fighting nuclear ops and fireball-throwing wizards, their resistance to taser stuns will help a lot if you have to handle a security mutiny.
- You're one of the few people who can safely shut down hostile pods. The linked taser array disables the engine on other pods, which turns all their other systems off. A taser command pod is a great asset to security, so consider appointing an officer to flight duty if things get hairy.
Crew Objectives
Don't lose your hat/beret.
End the round with a traitor in the brig.
End the round with a cuffed traitor on the shuttle.
Needless to say, this isn't an excuse to permabrig people. Use your common sense.
Supplementary Video
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 |