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the security department or sec dep for short
{{Template:Stub}}
(this page is meant to compile all sec stuff couldn't get images in :(    )
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 the safety of the station in '''reasonable''' levels
== 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:
the sec dep has some non lethal item it can use to maintain safety like
{| class="wikitable"
{| class="wikitable"
|+ Caption text
|-
|-
! item !! use !! note
! Item !! Name !! Description !! Notes
|-
|-
| the baton || use the baton to stun bad guys  || remember to turn it on first using (x)
|[[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.
|-
|-
| cuffs || used to detain people || remember meant only for bad guys
| || Handcuffs || Used to detain people, disallowing them from using any items. || Only to be used on "Bad guys" - suspects and known criminals.
|-
|-
| flash bang || used to blind people || remember to wear shads or it will work both ways
|[[File:Flashbang.png]] || Flashbang || Explodes, blinding everyone nearby. || Security shades, as well as other types of sunglasses, will negate the blinding effect.
|}
|}
sec dep also has lethal weapons in the armoury but only head of security and warden can open it's doors and should not be given out for no reason ~~and no killing the clown isn't a reason~~
== 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 useful
| 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 full automatic
| WT550 || .35 auto || 16 Piercing || An excellent fully automatic sub-machine gun
|-
|-
| Kammerer || Shotgun Shells || Depends on shell || a basic shotgun with only 4 shell cap
| Kammerer || Shotgun Shells || Depends on shell || a basic shotgun with a capacity of 4 shells
|-
|-
| Laser Gun || Energy (battery) || 14 Burn || Favoured by Security for being cheap and easy to use.
| Laser Gun || Energy (battery) || 14 Burn || Favored by Security for being cheap and easy to use.
|}
|}
now each station normally has 3 small cells intended for 10 or less inprisonment and a bigger one meant for perma or syndi that can hold 2 Prisoners
== Imprisonment ==
Prisoners should be treated well given food and water and even books if they want it
now each station normally has small cells intended for temporary imprisonment, and a larger permanent prison (commonly known as "Perma" or the Brig) that can hold more prisoners.
now some simple instructions


1-catch a bad guy
Prisoners should be treated well given food and water, and even books if they ask.
2-cuff him
3-bring him to his cell
4-strip him of anything he may use to escape like tools weapons etc
5-ask the warden how much time will he get (after telling him why you arrseted him)
6-place all the tools/weapons he had in a locker and lock it


#- 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
now the order of commands is  
The chain of command is:
head of sec -> warden -> offciers
Captain -> Head of Security -> Warden -> Officers
you should obey this command chain at all costs
follow the chain of command, but know that it may change in an emergency.


you should know your duties too as a offcier/cadet in code green
=== Cadet/Officer ===
Know your duties as a officer/cadet in code green:


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


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


as a warden in code green your job is
=== Warden ===
As a warden in code green your job is:


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


as a HOS in code green your job is
=== 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 offciers may start doing random searches only do these on sus people not everyone
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


in evac you are prohibeted from leaving prisoner behide you must cuff them and take them to the evac ship keep and eye on them
in code red HOS can allow use of lethals.
you may free prisoners that their sentance is nearly up but not perma or syndi
==Evac Protocol==


any prisoner may demand a trial the captin should be the judge (you can read more about trials in https://wiki.spacestation14.io/wiki/User:Nikthechampiongr/Trials_Draft)
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 the court didn't go well for the prisoner they may not demand another one
You may free prisoners if their sentence is nearly up, but not perma or confirmed antags.


i am pertty sure thats it thx for reading
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 20:46, 6 November 2024

Stub

Looks like the article engineers are still writing this page. This page is a stub, meaning it is incomplete and/or lacking information.

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:

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

Caption text
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

now each station normally has small cells intended for temporary imprisonment, and a larger permanent prison (commonly known as "Perma" or the Brig) that can hold more prisoners.

Prisoners should be treated well given food and water, and even books if they ask.

  1. - catch a bad guy
  2. - cuff him
  3. - bring him to his cell
  4. - strip him of anything he may use to escape like tools weapons etc.
  5. - ask the warden how much time he will get (after telling him why you arrested him)
  6. - 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:

  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.

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 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.