Security

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The security department, or sec department for short, is tasked with keeping the station reasonably safe -which in a game about a shift going wrong is going to be hard.

Nonlethals

Security has many non lethal options when it comes to incapactating criminals. Below are some of the options you have:

Item Name Description Notes
Stun Baton Works primarily as a tool to stun criminals. Remember to turn it on first! Otherwise, it's just a middling melee weapon, and people will yell at you.
Handcuffs Used to detain people, disallowing them from using any items. Only to be used on "Bad guys" - suspects and known criminals.
Flashbang Explodes, blinding everyone nearby. Security shades, as well as other types of sunglasses, will negate the blinding effect.

Lethals

The Security department also has lethal weapons in the armory, but only the Head of Security and Warden can open the doors. Do not give them out without a good reason. killing the clown isn't a good reason

Lethal Weapons (Not up to date.)
weapon ammo damage notes
Mk 58 .35 auto 16 Piercing a small but effective firearm. You get one in your default equipment.
Lecter .20 rifle 17 Piercing A high end military grade assault rifle.
WT550 .35 auto 16 Piercing An excellent fully automatic sub-machine gun
Kammerer Shotgun Shells Depends on shell a basic shotgun with a capacity of 4 shells
Laser Gun Energy (battery) 14 Burn Favored by Security for being cheap and easy to use.

Imprisonment

Almost every station in the game has 4 temporary jail cells that can be used to store criminals. However for the more dangerous people, you have a permant prison (reffered to as perma) which can be used to store these dangerous people for the entire shift.

As per cited in spacelaw, if a prisoner requests basic needs such as water, food or medical aid you are obligated to attempt to deliver these to them. However in certain situations (aka: they keep killing themselfs, theres no food etc.) then you can decline these requests, however make sure you let them know why you are declining them.

The catching of criminals goes as follows:

  1. - catch a bad guy
  2. - cuff them (or stun and cuff if resisting)
  3. - bring them to his cell
  4. - strip them fully except for basic clothing and communications. (Special requests may be made, such as keeping a plushie. Your choice to deny or accept.)
  5. - ask the warden how much time they will get (after telling him why you arrested them)
  6. - place all the possesions tthey had in a locker and lock it

Chain of Command

this is as simple as it gets The chain of command is: Captain -> Head of Security -> Warden -> Officers follow the chain of command, but know that it may change in an emergency.

Cadet/Officer

Know your duties as a officer/cadet in code green:

  1. - patrol around the station
  2. - look for suspicious activity
  3. - when you find suspicious activity, report it to HOS or warden, don't just jump into action

Note: The Bartender has a sawed off shotgun, don't arrest him for it unless he attacks someone.

If you're unsure about if a certain department should have an item, shift click that item and ensure it alligns with the owners department. (For example, no one outside of engineering should have an RCD without a permit!)

Warden

As a warden in code green your job is:

  1. - look after the Armory and the things in it
  2. - look after the prisoners, make sure they aren't attempting to escape
  3. - make sure to release the prisoners when their time is up
  4. - make sure prisoners have food and water. Prisoners have the right to ask for books or other entertainment that won't help them escape.

Head of Security

As the Head of Security you have many jobs to be doing at once. Some may say your job is harder than the captains. The various station alert codes will alter what you are meant to be doing. However your main focus should be ensuring all of your officers are completing their job.

Inside of your office are some very valuable items. On almost all maps you will have a choice between the WT SMG, which is a lethal SMG with 3 mags total (one already loaded) and additional mags can be printed via the security fabricator. The other primary is one that most security officers will choose, the energy shotgun. It can be used as a slightly more effective disabler and for the most part is what you should be carrying on green alert and blue alert.

Durring green and blue, you should mainly be keeping your focus to patrolling the station alongside your security officers. However if there are any cadets, you should give them training. The main areas that you should train brand new cadets in is:

  • Stun cuffing - The art of using your baton (and ensuring it is turned on!) to incapacitate a target, then quickly switching to your cuffs to arrest the target before they can move again.
  • De-escalation - The art of actually speaking to someone who is committing a crime and attempting to de-escalate the situation and make it so no one is affected. For example if someone has stolen the clowns shoes. Instead of arresting the person who stole them and then shoving them in the brig, instead approaching them and just asking for them back. (Of course, if it happens multiple times then this can be ignored.)

Durring blue you should let your officers know that they are able to commit random searches. However, it is a courtesy to attempt to limit the searches to people who are suspicious. On the topic of searches, you and the warden can permit a search of an indivual on any alert level as long as you have a justifiable reason to.

In code red, HOS may choose to allow lethals via opening the armory section of the security department. It is heavily advised to not arm any other departments outside of security and command. However, if the station goes off of red, anyone who was armed should be de-armed as soon as possible

If the code reaches violet, your job is made much more difficult. It is the captains and your duty to effectivly guide the crew against the viral threat. Your department should be ensuring healthy individuals dont become infected via protecting them.

Evac Protocol

In the event of evac you are prohibited from leaving prisoners behind. You must cuff them and take them to the evac ship. Keep an eye on them. You may free prisoners if their sentence is nearly up, but not perma or confirmed antags.

Any prisoner may demand a trial, the captain should be the judge (you can read more about trials at https://wiki.spacestation14.io/wiki/Trials) If the trial didn't go in the prisoner's favor, they may not demand another one.