Guide to security
Head of Security William Harshman говорит: "THE NANOTRASEN SECURITY FORCE WELCOMES YOU, RECRUIT. THE PATH YOU HAVE CHOSEN IS CERTAINLY A DAUNTING ONE, BUT THE MOST REWARDING AND DEFINING OF NANOTRASEN STANDARDS HERE AND ABROAD! BUT WAIT! BEFORE YOU RUN OFF AND KNOCK THE CLOWN SENSELESS WITH YOUR STUNBATON, YOU SHOULD READ THE THINGS BELOW." |
This guide is for all security personnel to read. It has been merged with the security policy (http://www.ss13.eu/phpbb/viewtopic.php?f=28&t=2258).
Who Orders Who
- Security Officers, the Warden and the Detective all share the same rank. The Head of Security is on the top of the security hierarchy. All security members take orders from him, and he takes his orders from the Captain.
- Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.
- While the Warden commands the Brig, he can't order Security Officers around everywhere. However, he does have authority in the Brig, so if he requests an Officer to leave, he should.
- The Head of Personnel is NOT part of the security hierarchy and should not heavily involve himself in security affairs. The HoP cannot order security around and cannot enter secure areas such as the Armory without authorization from the HoS.
Security Equipment
- Make sure you understand what the icons on your Security HUD mean.
- For further info about security equipment, refer to the List of Security Items.
Security Robots
- Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you're in a tight spot, you can call Beepsky to you by using your PDA.
- While Beepsky's rudimentary orders can be accessed from security computers, silicons are not within the normal chain of command. They are subject the AI and follow the same laws.
- Don't kill silicons for trying to stop you from executing someone. It's required of them by their laws.
- Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They'll be treated differently.
Standard Operating Procedures
- You have stun weapons, USE THEM, don't kill if you're not in serious danger. See here for more details
- Be wary of people with harmful intentions, you should use minimal force, but not at the risk of your own life.
- Communicate with your team, ask the HoS for orders, respond to calls for help, don't just sit in your office being useless!
- More information about the Standard Operating Procedure during different code levels.
Law
Space Law is a summary of most crimes with some suggested sentence times. Otherwise the Captain determines what is lawful and what isn't (within reason).
The Brig / Punishments
Instructions on how to correctly brig a prisoner can be found here.
Punishments should fit the crime. Beating someone with a baton for running into security is a very large stretch. Bucklecuffing everyone and stripping them completely while they're in the brig isn't going to make you any friends. If the prisoner has been cooperative and hasn't tried to break out, it's better to give them the benefit of the doubt. Nobody enjoys sitting staring at the same spot for 5-10 minutes.
Don't give someone a savage beating with your baton. There's a reason people distrust and shit on security when they get a chance. 1-2 smacks on someone who'd been shooting sec with lasers or something is one thing, but not beating someone for stealing a pair of glasses.
Don't take EVERYTHING from someone as punishment for a crime, unless the items you're taking had to do with what they did. For example, "confiscating" a station engineer's gloves because he walked into security and stole a backpack off the floor, vs breaking in through the window.
Permabrigging / Forced Cyborgification
Captain, Acting Captain, Head of Security, or, in their absence, Warden permission is required to permanently lock someone up or turn them into a Cyborg. You do not NEED the Captain if the HoS is available.
Punishment via throwing them into permabrig should fit the crime. Did, what they did to deserve such a sentence, effect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly? Permabrigging someone for stealing something and running away through secure areas vs permabrigging someone who's shot and killed people. One is a much lower crime.
Shitlers / Grey Tiders
- First off, if they are someone who does it constantly, adminhelp it and they'll get dealt with.
- If someone is intentionally fucking with security, throw them in a brig cell. If, after they get out, they come back for more, at that point you should look into getting permission for a permabrig if they won't stop.
- If they're yelling about security being rogue / security killing them / etc. while you're actually not, feel free to go straight for asking for a permabrig.
Lethal Force / Executions
- If something poses a constant threat, you are free to use lethal force. This includes dangerous nonhuman creatures, changelings, nuclear operatives, cultists, and wizards.
- If hulks are smashing shit, you are free to use lethal force on them until they pass out and lose hulk after too much damage, at which point you can either take them to get healed or heal them yourself, and then brig/permabrig them.
- If someone is shooting at you with lethal weaponry, and you have nothing to stun them with, you are free to respond in kind.
- Once you have someone stunned and cuffed, there is no excuse to not take them to the brig/permabrig if they aren't one of the above listed threats. Beating someone, who is already down and unable to fight back, to death is shit.
- Executions are to be authorized by the Captain or acting Captain, if available. If neither are available, it is up to the HoS or acting HoS. If security are in agreement that the Captain is a condom, they may skip to the HoS, but whoever that is will be held accountable if they authorize shitty executions without understanding fully the crimes.
- When considering whether or not to execute someone, consider their crimes; did they murder people with an ebow, or did they just emag 1-2 doors with an emag? The former is something reasonable to execute them, the latter you could stick them with a lethal chemical implant and tell them to be good or enjoy death.
- In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn't going to get you in trouble.
- Revolution is a special case for execution authorization, considering everyone is swarming you at once, so use your best judgement. Do remember that implants exist for a reason.
- See the 'circumstances when it's okay to kill players' section for more details.
Security Controlled Locations
Arrival Checkpoint: This checkpoint is near the Arrival Shuttle. It has an ID computer which the HoP can man as well as other security computers. There is also a locker with security gear. If you're a late-joining Security Officer, it might be a good idea to take the equipment from here.
The Brig: The Warden runs this. If you're in here, the Armory or any other part of the security sector he has authority over you. The Brig itself has cells and cell timers.
Prison Wing: The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.
Security Offices: The primary Security Office is attached to the Brig. It contains the Head of Security's Office, a SecTech vending machine, security computers, and a couple of equipment lockers. Smaller Security Offices/Posts are in each of the station's four major departments: Cargo, Medbay, Research and Engineering. These offices each have an equipment locker and a security records computer.
Armory: The Armory contains additional weapons and armor which the Head of Security and Warden have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.
Do not secure the Armory without a justifiable reason. "I expect people to try to break in" is not acceptable, that's called metagaming.
If someone is actually TRYING to break in? By all means, move the weapons. Don't move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.
Evacuation
So the escape shuttle has been called! Your job will be to ensure that everyone proceeds on the shuttle in an orderly fashion.
Prisoners in the Brig should only be released at the Warden's discretion. Prisoners from the Prison Wing should be moved to the Security Escape Pod or to the Escape Shuttle's brig where they will be held until the shuttle docks at CentCom.
Key Points
- Ask first, stun second.
- It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly dangerous).
- Only the Captain, HoS or Warden can authorize a permanent sentence or forced cyborgification.
- Only the Captain can authorize an execution. Failing to meet this requirement may result in a jobban!
- Your job isn't to be a tyrant or your suspects will be praying to the Gods (read: Admins) for ultimate justice. Make sure you follow standard protocol so that the Gods smile down upon you.
- If an Admin contacts you, please explain to them what happened. Just because you're a Security Officer doesn't mean you're wrong by default. Don't throw a tantrum, you'll only make things worse.
- Try not to take this job too seriously and have fun.