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The security department, or sec | 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. | ||
is tasked with keeping | == Nonlethals == | ||
which in a game about a shift going wrong is going to be hard. | Security has some nonlethal items that can be used to maintain safety, such as: | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! Item !! Name !! Description !! Notes | ! Item !! Name !! Description !! Notes | ||
|- | |- | ||
|[[File:Stun Baton.gif]] || Stun Baton || Works primarily as a tool to stun criminals. || Remember to turn it on first! | |[[File:Stun Baton.gif]] || 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 | | [[File:Handcuff.png|frameless]]|| 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. | |[[File:Flashbang.png]] || 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. <s>killing the [[clown]] isn't a good reason</s> | |||
{| class="wikitable" | {| class="wikitable" | ||
|+ Caption text | |+ Caption text | ||
Line 21: | Line 20: | ||
! weapon !! ammo !! damage !! notes | ! weapon !! ammo !! damage !! notes | ||
|- | |- | ||
| Mk 58 || .35 auto || 16 Piercing || a small but effective firearm | | 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 | | Lecter || .20 rifle || 17 Piercing || A high end military grade assault rifle. | ||
|- | |- | ||
| WT550 || .35 auto || 16 Piercing || An excellent | | WT550 || .35 auto || 16 Piercing || An excellent fully automatic sub-machine gun | ||
|- | |- | ||
| Kammerer || Shotgun Shells || Depends on shell || a basic shotgun with | | Kammerer || Shotgun Shells || Depends on shell || a basic shotgun with a capacity of 4 shells | ||
|- | |- | ||
| Laser Gun || Energy (battery) || 14 Burn || | | Laser Gun || Energy (battery) || 14 Burn || Favored by Security for being cheap and easy to use. | ||
|} | |} | ||
== Imprisonment == | |||
Each station normally has small cells intended for temporary imprisonment, and a larger permanent prison, (commonly known as "Perma"), that can hold more prisoners. | |||
Prisoners should be treated well given food and water, and even books if they ask. | |||
#- catch a bad guy | |||
#- cuff him | |||
#- bring him to his cell | |||
#- strip him of anything he may use to escape like tools weapons etc. | |||
#- ask the warden how much time he will get (after telling him why you arrested him) | |||
#- place all the tools/weapons he had in a locker and lock it | |||
== Chain of Command == | |||
this is as simple as it gets | this is as simple as it gets | ||
The chain of command is: | |||
[[Captain]] -> [[Head of Security]] -> [[Warden]] -> [[Security Officer|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: | |||
#- patrol around the station | |||
#- look for suspicious activity | |||
#- 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. | |||
=== Warden === | |||
As a warden in code green your job is: | |||
#- look after the Armory and the things in it | |||
#- look after the prisoners, make sure they aren't attempting to escape | |||
#- make sure to release the prisoners when their time is up | |||
#- 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 a HOS in code green your job is: | |||
1-make sure everybody is doing their job and not slacking off | 1-make sure everybody is doing their job and not slacking off | ||
in code blue | in code blue officers may start doing random searches. Try to limit your searches to suspicious people, not everyone. | ||
in | in code red HOS can allow use of lethals. | ||
==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. | |||
if | 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. |
Latest revision as of 18:58, 25 November 2024
Stub
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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 some nonlethal items that can be used to maintain safety, such as:
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
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
Each station normally has small cells intended for temporary imprisonment, and a larger permanent prison, (commonly known as "Perma"), that can hold more prisoners.
Prisoners should be treated well given food and water, and even books if they ask.
- - catch a bad guy
- - cuff him
- - bring him to his cell
- - strip him of anything he may use to escape like tools weapons etc.
- - ask the warden how much time he will get (after telling him why you arrested him)
- - place all the tools/weapons he 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:
- - patrol around the station
- - look for suspicious activity
- - 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.
Warden
As a warden in code green your job is:
- - look after the Armory and the things in it
- - look after the prisoners, make sure they aren't attempting to escape
- - make sure to release the prisoners when their time is up
- - 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 a HOS in code green your job is:
1-make sure everybody is doing their job and not slacking off
in code blue officers may start doing random searches. Try to limit your searches to suspicious people, not everyone.
in code red HOS can allow use of lethals.
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.