Difference between revisions of "Security Officer"

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[[File:SecOffice.png|thumb|Your main base. This is where you spawn and all of your equipment is stored.]]
[[File:SecOffice.png|thumb|Your main base. This is where you spawn and all of your equipment is stored.]]


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 [[antagonist]]s. Notably, a person who starts the round as a Security Officer cannot be a [[traitor]].
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 [[antagonist]]s. Notably, a person who starts the round as a Security Officer cannot be a [[traitor]].


== The Basics ==
== The Basics ==
Players who are security officers tend to fall into three main categories:
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.''
* Power-tripping assholes
* Normal players who got screwed by the RNG
* Hapless newbies


If you are the latter-most, '''read this article''' and [[adminhelp]] if you need something clarified in-game. 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.


Your function on this station is twofold. Mainly, you will be expected to keep the rest of the crew from dying at the hands of antagonists. In hectic rounds like [[Game Modes#Wizard|Wizard]] or [[Nuclear Emergency|Nuke]] you will basically be running around non-stop trying to put down psychopathic rampaging murderers. In normal rounds, respond to cries for help, keeping in mind that you have limited access and will often have to beg the [[AI]] to open doors or track someone for you. Less important but still helpful is dealing with griefers, players who are not antagonists but still are trying to make other player's rounds a living hell. You are free to pursue whichever crimes you want at your discretion, acknowledging that you will generally be hated for not doing your job and generally hated for doing your job.
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 is and how reviled it is in some quarters, sometimes you will find your department badly understaffed, and may even end up as the only Security officer on the shift when the round starts. 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 to the general population to help keep things under control.
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==
==Your Gear==
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You start with a couple handcuffs and armor. You will find the rest of your [[Security Objects|equipment]] in your locker or in the vending machine. You have three main tools for subduing suspects:
You start with a couple handcuffs and armor. You will find the rest of your [[Security Objects|equipment]] in your locker or in the vending machine. You have three main tools for subduing suspects:
* The [[Security Objects|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 can be kept on your belt slot.
* 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 [[Security Objects#Stun Baton|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! The baton can also be kept on your belt slot.
* The [[Security Objects#Stun Baton|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 [[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. It can fit in your pocket. It's your least effective weapon but the safest to use to keep an already subdued suspect down.
* The [[Security Objects|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.
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 ==
== Due Process ==
The station is not a police state, and there is no [[Game Modes#Revolution|rev mode]] anymore (thankfully for you). You are expected to practice a modicum of due process in detaining, searching, and arresting people. You aren't expected to hold a trail for suspects in space, but you are expected to be able to defend and justify any actions you take. You should only detain when someone is a suspected criminal (witnessed by yourself or another) or there's reasonable belief that they are a danger to the crew. Bring them to your [[Security|office]] for search & questioning and, if you have enough evidence to conclude that they are a criminal, apply an appropriate punishment as needed. Your boss is the [[Head of Security]]; consult him before considering any punishment more severe than a minor brigging. If there is no HoS, consult the [[Captain]], unless he's a raving lunatic or a traitor himself.
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:


Executions/permabrigging are limited to confirmed [[antagonist]]s. Either you, a trustworthy officer, or an unsubverted AI/Cyborg personally witnessed the suspect [[Changeling|spitting acid]]/[[Vampire|sucking blood]]/murdering the captain with a [[Syndicate Items#Cyalume Saber|c-sword]], the [[Detective]] has put together a convincing case from the evidence, or you found an unlocked syndicate [[PDA]] with their name on it. '''Always check with a higher authority before doing something irrevocable.'''
* 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==
==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 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 and 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.
* Be measured, reasonable, and tolerant, especially with confirmed criminals.
* Be knowledgeable enough about the different jobs to understand the difference between common work and suspicious activity.
* Be knowledgeable enough about the different jobs to understand the difference between common work and social behavior and suspicious activity worth checking out.
* Be respectful of normal crew. Arrogance is unproductive and can be dangerous if the crew retaliates.
* Be respectful of normal crew and not hold an attitude of smug or aggressive superiority over them. This 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.
* Be intelligent enough to determine whether a crew member was a victim or a criminal, especially if you didn't witness the crime taking place as this is most often the case.
* Assign reasonable sentences for crimes - there are examples below in the arrest procedures.
* Stay in the loop by maintaining radio contact with fellow officers and superiors. Keep informed and keep others informed as well. You're a team.
* Assist fellow Officers with dangerous situations. Even two people is so much better than a lone Sec officer going into a situation.
* '''Properly lock up and stow Security gear and equipment''' and try to maintain secured areas and not allow unauthorized entry.
* Check up on prisoners and suspects and listen to their complaints legitimately. Avoid harsh treatment unless necessary.
* Check fellow Security if they're going over the line, carrying a grudge, abusing prisoners, or otherwise getting into terrible Security habits. Change is often most effective from within and a single good Security officer can sometimes be enough to turn his fellows around.
* 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 officer should NOT:'''
'''An officer should NOT:'''
* '''Brig for small offenses''' - Face farting is not worth a 5 minute brig sentence.  
* Perma-brig, torture, or execute prisoners. This is not your job. Get approval from your commanding officer if someone is being especially shitty.
* '''Brig someone for stealing petty objects''' - Sunglasses are not exclusively a security object nor do they carry the sentence of stealing more sensitive things like Stun Batons.
* Confiscate critical items as punishment.  This applies to both common but important items such as IDs and backpacks and job-specific items like an 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.
* '''Use unnecessary lethal force''' - Honestly if you use a laser on someone just to subdue, you need a break.
* Hold cross-round grudges. If you find yourself wanting to hunt down last round's traitor, you need a break from Security.
* '''Perma-Brig''' - Unless he is a confirmed traitor, never do this. EVER. '''The Solitary Confinement is HoS use only'''.  
* 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.
* '''Confiscate Job Specific Items''' - If the Janitor's special boots are taken away from him, it better be a good reason. Otherwise give it back. Catching an Electrician hacking is not an excuse to steal his [[Clothing#Insulated Gloves|gloves]].
* 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.
* '''Hunt Down Past Antagonists''' - of a bygone round of a 2d spaceman fart game is a giant NO. You might need a break if you do this.
* '''Strip Suspects or Prisoners''' - If you need to search a prisoner, bring them to the office, then take off any contraband, their backpack, and empty their pockets. Stripping a prisoner at the site of arrest generally means all their shit will be stolen by the time they leave the brig.
* '''Torture Prisoners''' - Beatings, force-feeding alcohol, etc. Also remember the "don't be creepy" rule, you weirdo.
* '''Remove Headsets''' - A prisoner always needs a last resort to call for help, sometimes from overbearing security, but even from well-meaning security that gets distracted and leaves the prisoner in a place they can't escape.
* '''Indefinite / Unattended Bucklecuff''' - A [[bucklecuff|bucklecuffed]] prisoner cannot escape of their own free will. If you wander off in the middle of a search & interrogation and then get murdered, your prisoner will be stuck with no way out.
* '''Get rid of prisoners in the brig by putting them in the disposal unit''' - The crusher unit and conveyor belt in disposal may be active, potentially gibbing your prisoners.  
 
If somebody is griefing you, then for the most part, '''''adminhelp it'''''. Low-level grief is basically a matter for Security to handle instead of the Admins, so yes, chase around that shithead and stun him a time or two for breaking into the [[Cargo Bay]] or [[Security]], but if somebody is making it their mission in life to fuck you over, assault you repeatedly, and stop you from doing your job for no legitimate reason, then you need to get help from the admins, plain and simple. Some [[admin]]s are willing to look the other way from excessive punishments to people who excessively grief you, but do NOT assume that all of them will!
 
If other Security won't stop being shitty, adminhelp that too, and promptly. Don't try to cover for them or help them be shit; '''''just simply be a good Security officer''''' and keep things from boiling over if possible.


== General Advice ==
== General Advice ==
* Speak with the [[Head of Personnel]] early on about elevated access, at least to the Medical and Engineering areas, so that calls there can be responded to more promptly. Watch out for HoPs handing out all-access cards, as most crewmembers' first destination will be to loot your office!
* 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.
* If you have reason to believe there's a cloaking traitor or vampire amok, speak with [[Electrician]]s about working up some more pairs of [[thermals]] to issue to other crew and the rest of the Security shift.
* 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.
*If you're searching somebody's belongings and/or arresting them, make sure to stun repeatedly. When the stun wears off enough for them to take action you may have little or no warning before they spring on you again. Be sure. Even stunning a lot has no permanent health effects, as far as we can tell.
* 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.
*When the Escape shuttle is on the way, consider closing in on the Escape and Arrivals areas and defending them. Traitors love to get in some late-game shots or bombs, or just try to escape on the shuttle, perhaps alone. Wreck their plans as much as you can.
* 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.
*Don't freak out if some asshole steals your gear; stay calm, call it in, and set them to Arrest on the [[Security Objects#Security Computer|computer]]. Chances are you'll be able to get some of it back when they're brought in.
* 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.
* 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 ==
== 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.


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's a rundown on the levels of troublemakers, shitheads, and monsters you're likely to run into and the generally appropriate response.  
* 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.
<br>
* 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.
*'''Class 1: The Hooligan'''
* 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.
Most often comes from the ranks of the Assistant classes, those dirty plebians. Can be any crewman, however.
* 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.
<br>'''Characterized by offenses''' that are non-critical. For instance, being reported for harassment or attempting to break into non-critical but secured areas such as Medbay. Stealing non-weaponry items. Messing with the power or wiring. Basically, acts that are annoying but not particularly threatening.
* 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.
<br>'''Recommended Action''': Take steps to negate their annoyance factor; throw them out of the area, give them a talking-to, perhaps even a stunning. Generally this type is harmless and in a crisis may be ignored by the Security team, although this won't endear you to their victims.
* 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.


*'''Class 2: The Shithead'''
=== Medium-Priority Arrest Procedure ===
Can be any crewman with a chip on their shoulder, reallyStill more likely to come from low-level professions, either from necessity or spite at not getting a better job.
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.
<br>'''Characterized by offenses''' that are more worth your effort to respond to and negate, such as assault, theft of important devices or job objects, attempting to gain hacking tools and hack into important areas. Maybe be out to harass the Command and Security staffs. Might have an annoying or shitty gimmick they're playing to the hilt.
<br>'''Recommended Action''': Stern warnings, and if those don't work, stunnings as well as removing them from the area. Light brig times if they persist in offending or seem unlikely to change. Confiscate any important items they may have procured like job items, toolbelts, or insulated gloves. Consider taking away access if they've abused theirs. Consider setting to Arrest status if they're robust or persist in their ways, but always remember to remove their arrest status after locking them up.
* 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 awayVerbally 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.


*'''Class 3: The Real Trouble'''
=== High-Priority Arrest Procedure ===
Possibly a subtle traitor, possibly just somebody doing something shitty. This type of offender is dedicated to making your life rough in general. Names in this category may become familiar over the Security channel.
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.
<br>'''Characterized by offenses''' that constitute a serious danger, either to the station as a whole, or to individuals, whether important or not. Assaults, thefts, brutal beatings, and even attempts at murder are conceivable. Will often be hell-bent on stealing Security gear and using it against the crew. Often likes to steal critical items, such as the [[RCD]] and [[Clothing#Space Suit|spacesuit]]s, which can be used to subvert the [[AI]]. They often stop short of technical griefing but are still bad to have on your server. Note that at this level it becomes hard to tell disguised traitors from assholes and the admins may not back you up lest they reveal information you're not supposed to have.
<br>'''Recommended Action''': Often previous action will have been taken and found ineffective on this type; set them to Arrest and go after them, stunning hard, arresting quickly, taking their gear and confiscating any forbidden items, and briging up to five minutes at a time. By the time they hit this stage, they have exhausted most of the benefit of the doubt, and you may act quickly against them if suspicion comes up. Any hint of traitor activity should upgrade a person to this level, if not the next.


*'''Class 4: Dirty Traitor'''
* 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.
This is a person who is heavily suspected of being a traitor, changeling, or vampire, or who was apprehended with actual evidence of such. Anyone can be one of these except Security Officers and the HoS-- even the Captain. Even someone who didn't start out as a traitor might have been [[Syndicate_Items#Mindslave_Implant|mindslaved]], replaced by the changeling, or [[Vampire#Vampire Abilities|enthralled]], so not even your fellow officers are above suspicion.
* 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.
<br>'''Characterized''' by repeated suspicious and nonstandard activities, being unable to explain suspicious actions, commiting gross or obvious crimes, being caught attempting to offend in a big way, or just outright confirmed by the AI and Security to be in possession of traitor gear. This is not for the suspects, this is for people who you'd be willing to bet some credits work for the hated [[Syndicate]].
* 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.
<br>'''Recommended Action''': These individuals constitute a real and present danger to the entire station. Detain, consider solitary confinement, set them to Arrest, and if they are free on the station, call out their name and order the AI to track them and all crew to engage on sight. Do not outright kill them if you can help it, but at this level, somebody is either a traitor or such a piece of shit that you are unlikely to get much more than a warning for violent actions against them. Offer leniency if they will admit to it and/or unlock their PDA, even if it's empty. If they're a changeling consider seriously a lethal solution. Vampires might be offered a truce.
* 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.


*'''Class 5: HOLY SHIT'''
=== Open Combat ===
The obvious and blazingly aggressive antagonist roles, particularly the Wizard, the changeling's Horror Form, and the red-suited Nuclear Operatives. Any NPC hostiles. A traitor going on a rampage with specialist gear or who has just gone full-rambo. This is not for suspicions; this category is for somebody letting blood in the hallways and screaming for your death.
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.
<br>'''Characterized''' by being incredibly easy to spot. There is no doubt whether somebody belongs in this category; if they've got robes and are slinging spells, or if they've been seen spitting neurotoxin, or if they're flinging bombs and destroying entire departments. Their names should be household phrases on the main and Security radio channels by now. The AI will typically be broadcasting their every move when they are detected aboard the station.
<br>'''Recommended Action''': It's war. Engage to kill. Stun if possible, although only as a means to disable them until lethal force can be applied. Do not hold back, do not hesitate. Do not try to arrest, detain, or reason with them. Go in quickly, attack in groups, seize weaponry if you can, strip wizards, burn changelings, space vampires or traitors. Note that changelings in Horror Form can shake off stun weapons; consider improvised melee combat instead or relying on support from other crew. It's time to stop messing about in the shadows and have a stand-up fight, and failure here means the entire station may be lost. In some cases, particularly Changeling, the AI and Borgs can be called in to directly attack even on the Standard Laws since they are not human. Swarm them as much as possible and bring them down.


As you can see, the lethal solution (or solitary confinement, even) is definitely your last resort, and only if it's clear there are no other options. Otherwise at least attempt to resolve the situation without anybody getting killed. Sometimes, though, things will get out of hand, and your first priority is to protect the Heads and the rest of the crew.
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==
==Supplementary Video==

Revision as of 19:43, 4 December 2012

what THE BIG RED WARNING BOX! READ THE RULES BEFORE YOU MESS UP! what
Shit Security is not tolerated!

Security Officers have the power to ruin people's day with ease and are under intense scrutiny from the administration, more so than any other position on the station. Officers who abuse their power and grief or do any of the other bad things listed here will met with zero tolerance. Not knowing the rules is no excuse. DON'T BE SHIT!

Your main base. This is where you spawn and all of your equipment is stored.

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 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.
  • Confiscate critical items as punishment. This applies to both common but important items such as IDs and backpacks and job-specific items like an 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 · Security Officer · Detective · Security Assistant · Nanotrasen Security Consultant
Medical &
Research
Geneticist · Roboticist · Scientist · Medical Doctor
Engineering Quartermaster · Miner · Engineer
Civilian Chef · Bartender · Botanist · Rancher · Janitor · Chaplain · Staff Assistant · Radio Host · Clown · Gimmick jobs
Jobs of the Day Dungeoneer · Barber · Mail Courier · Lawyer · Tourist · Musician · Boxer
Antagonist Roles With own mode Arcfiend · Blob · Changeling · Gang Member · Flockmind · Nuclear Operative · Spy Thief · Traitor · Revolutionary · Vampire · Wizard
Others Grinch · Hunter · Krampus · Werewolf · Wraith · Wrestler · Zombie · Gimmick antagonist roles
Special Roles Artificial Intelligence · Battler · Cluwne · Critter · Cyborg · Ghost · Ghostdrone · Monkey · Santa Claus