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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.
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 ==
== Nonlethals ==
Security has some nonlethal items that can be used to maintain safety, such as:
Security has many non lethal options when it comes to incapactating criminals. Below are '''some''' of the options you have:
{| class="wikitable"
{| class="wikitable"
|-
|-
Line 9: Line 9:
|[[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.
|[[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 "Bad guys" - suspects and known criminals.
| [[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.
|-
|-
|[[File:Flashbang.png]] || 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 ==
== 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>
The Security department also has lethal weapons in the armory, but only the Captain, [[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> However, all officers have an Mk 58 pistol on spawn to <s>kill the clown</s> use a a last resort.
{| class="wikitable"
{| class="wikitable"
|+ Caption text
|+ Lethal Weapons (Not up to date.)
|-
|-
! weapon !! ammo !! damage !! notes
! weapon !! ammo !! damage !! notes
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|}
|}
== Imprisonment ==
== 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.
Almost every station in the game has 3-4 temporary jail cells that can be used to store criminals temporarily. However for the more dangerous or repeated troublemakers, you have a permanent prison (referred to as perma), as a means of imprisonment till the end of shift.  


Prisoners should be treated well given food and water, and even books if they ask.
As cited in space law, 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 (e.g. they keep killing themselves, there's no food available, 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:


#- catch a bad guy
#- catch a bad guy
#- cuff him
#- cuff them (or stun and cuff if resisting)
#- bring him to his cell
#- bring them to their cell
#- strip him of anything he may use to escape like tools weapons etc.
#- strip them of their coat, bag, belt, pockets, and check pda for an open uplink. You can check their radio if there is knowledge of leaked encryption keys. If you are in charge of prisoners, you can take the prisoners radio if they abuse it.
#- ask the warden how much time he will get (after telling him why you arrested him)
#- ask the warden how much time they will get (after telling him why you arrested them)
#- place all the tools/weapons he had in a locker and lock it
#- place all the possessions they had in a locker and lock it.


== Chain of Command ==
== Chain of Command ==
this is as simple as it gets
The chain of command is as follows:  
The chain of command is:  
[[Captain]] -> [[Head of Security]] -> [[Warden]] -> [[Security Officer|Officers]]
Captain -> Head of Security -> Warden -> Officers
Follow the chain of command, but know that it may change in an emergency.
follow the chain of command, but know that it may change in an emergency.


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


#- patrol around the station
#- Patrol around the station
#- look for suspicious activity  
#- Look for suspicious activity and address crew conflict, but don't expect it to happen('''refer to [[Server Rules|Metashield]]''').
#- when you find suspicious activity, report it to HOS or warden, don't just jump into action
#- If you find criminal activity or evidence, report it over security comms and apprehend any suspects (If any are present).
 
Use judgement and common sense to see if you need to get involved in a conflict, sometimes disputes are civil and you wont be needed.
 
If you're unsure about if a certain department should have an item, shift click that item and ensure it aligns with the owners department. (For example, no one outside of engineering should have an RCD without a permit!) If need be, you are within your rights to confiscate any contraband, however not all of it needs to lead to an arrest and brigging, unless it's a repeated issue.
 
On Blue Alert, you shouldn't necessarily deviate from the green alert procedure unless told otherwise. However, there are some changes to how your gameplay will go.


Note: The Bartender has a sawed off shotgun, don't arrest him for it unless he attacks someone.
# Random searches of crew is allowed, you will not need a reason to search someone unlike on green. (However, it is advised to keep searches to suspicious people to not waste your own time)
# You may get new gear for a blue alert, namely goodies from science. Examples of such gear are, truncheons, disabler SMGs, clusterflashes, and more advanced long arms. At the discretion of the warden or the HoS, more advanced body armour may be given out from armory (such as bulletproof vests, riot gear and ablative vests.)
 
On Red Alert, you will most likely be given direct instructions on the threat at hand and what to do. Divert to the Head of Security or the Warden for instructions following a red alert announcement. You will most likely be allowed into the armory to arm up. It is extremely recommended to partner up for patrols if no instructions are given, or if instructions to patrol are given.


=== Warden ===
=== Warden ===
As a warden in code green your job is:
Your job as the Warden is pretty cushy at first glance, having the gun and perks of a Security Officer with the obligations of a desk job, however, you still need to be fair and keep the department safe.


#- look after the Armory and the things in it
One of the jobs of the warden is book prisoners, once someone is brought into the brig, you should ask for their reason of detainment, or, if they've been marked wanted for a particular reason, figure out how long they should be brigged. Make sure to keep the officer nearby to consult until you've decided on a sentence, and always to refer [[Space Law]] for how long you are allowed to keep them. Once you have determined how long they should be locked away, and have successfully ignored the Lawyer's pleas for a reduced sentence, you are to set the brig timer for the respective cell that the criminal will be staying in. Keep in mind not to always sentence the maximum unless the crime has been repeated, but the rest is up to your discretion. Sentences that total over 15 minutes will almost always result in permanent confinement.
#- 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 ===
Prisoners have right to food, water and adequate medical care.  They also have the right to have access to basic communications unless abused, e.g. screaming over common for someone to break them out.
As a HOS in code green your job is:


1-make sure everybody is doing their job and not slacking off
Another very important job is to keep the brig and the rest of security safe. You are the first line of defense against any sneaky ne'er do-wells trying to tiptoe into the armoury, or an unruly prisoner attempting to slash their way out of their prison cell, as well as safely transporting prisoners to evac or out of a spaced area.


in code blue officers may start doing random searches. Try to limit your searches to suspicious people, not everyone.
DO NOT LEAVE SECURITY UNLESS YOU ABSOLUTELY NEED TO. Wardens who wander off into the halls are often called out with "wardenloose". If you need food or drink, there are often vending machines inside or very close to sec, and any idle patrolling officer can do an errand for you if you ask nicely(or don't, you're their boss).  


in code red HOS can allow use of lethals.
Your (hopefully) last job is, when all hell breaks loose, open up the armoury to allow Security, or even the crew, to arm themselves with bigger, badder weapons to combat the bigger, badder enemies on board, such as Nuclear Operatives. This most often occurs during situations requiring a Red alert.
==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.
=== Head of Security ===
You may free prisoners if their sentence is nearly up, but not perma or confirmed antags.
As the Head of Security you have many jobs to be doing at once. Some may say your job is harder than the Captain's. 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.  


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)
Inside of your office are some very valuable items. On almost all maps you will have a choice between the WT550 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.  
If the trial didn't go in the prisoner's favor, they may not demand another one.


==Shitcurity==
During 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:


What is shitcurity? Shitcurity, or shitsec, is a common phrase inherited from SS13 to describe Security when they do something that would, in the real world, constitute severe disciplinary action and criminal charges for various violations that would lead to being fired, imprisoned and/or executed for war crimes. Behaving poorly in your position as a secoff is likely to get you called out for being shitcurity, called out in dead chat and potentially lynched by an angry mob of crew members should you push too far, and potentially role banned by the admins or worse. Lots of times shitcurity officers may not be breaking rules. What makes most people shitcurity is a lack of understanding that certain actions can end/ruin a person's entire round. Be nice! Instead of cremating a traitor, permabrig or borg them! Just because the clown or mime is being a harmless nuisance does ''not'' justify executing or permabrigging them.
* 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.)


On the other hand, calling someone shitcurity or shitsec for doing their normal job is a good way to harden the resolve of the sec team against you, so reserve it for those who deserve it.
During 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 individual on any alert level as long as you have a justifiable reason to, e.g. searching someone who was talking on command comm's radio.


===Rules of shitcurity===
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.
==Evac Protocol==


'''DISCLAIMER:''' '''This is not a place of honour. Do not expect to be regarded well by your fellow crew, or in-server admins should your behaviour fall under this. Demotion, permabrigging, lynching, role and/or server bans may apply if you do.'''
In the event of evac you are prohibited from leaving prisoners behind. You must cuff them and take them to the evac shuttle. Keep an eye on them.
You may decide to let prisoners with shorter sentences out early as well.


# Everybody is guilty even when proven innocent.
# When in doubt, whoever you may be dealing with is a traitor. Execute him.
# If your weapon has a kill setting, use it. Only in death is a criminal truly stopped.
# The clown is like a punching bag. He is meant to to be beaten without reason.
# Context means nothing. An assistant breaking into EVA is treasonous scum, even if he is doing so to avoid dying after atmos is spaced
# Only through death is justice served.
# Whenever you are detaining a prisoner in the brig, lock them in one of the lockers and weld it shut.
# Forensic evidence is unnecessary. After all, no one is innocent. Only your naked fingers are worthy of handling that contraband. The detective can find his own if he really wants some.
# Being slipped or subjected to HONKing by the clown's horn constitutes attempted murder of a secoff, and it is perfectly reasonable to empty your sidearm's magazine into the filthy scum to remove the threat to the station.
# Radio chatter is for the weak. A true officer can sense crime through instinct and inaction.
# It doesn't matter if a cell is exposed to space, the scum still have to serve time in it!
# If a cyborg refuses to beat a criminal to death then it should be destroyed for breaking its laws.
# If a cyborg does beat a criminal to death then it should be destroyed for denying you the pleasure.
# If someone has access to any areas you do not have, they stole that ID! You must liberate it for your own quest of justice.
# The [[Captain]]'s and [[Head of Security]]'s rules are only guidelines, ''you'' are the only true judge of crime.
# All criminal scum are to be left handcuffed to their beds, they must not escape under any circumstance.
# Always bolt and weld the escape arm airlocks shut. This will stop any criminal scum from escaping the station.
# If you find an engineer with insulated gloves, stun and cuff them. WHERE DID THEY STEAL THESE FROM!?
# The best way to resolve a fight is to stun one side and let the other beat them into crit. Cuff and brig the winner for murder.
# Clowns and mimes are abominations, they are to be <strike>humanely euthanized</strike> stunned, welded into lockers and spaced at all costs.
# If all else fails and crime runs rampant, unleash the [[singularity]] to purge the station of criminals.
# Do not wear your helmet, wear a gas mask. Let evildoers taste the terror of masked justice!
# It is a strong sign of partnership with your tribesmen if you take an electrode meant for a suspect.
# Strip prisoners and never give them back their belongings, especially if their sentence is less than two minutes.
# Time spent dragging a criminal to prison is better spent beating them to crit.
# Due to their infinite nature, handcuffs are to never be recycled.
# Be proactive- arrest criminals ''before'' they commit a crime.
# Portable flashers are to be set in public hallways, preferably in front of the HoP line, and moved to the escape wing when the shuttle is called. That is where criminals thrive and loiter.
# The Brig is the holy land of all officers. If he is not of your kin, Then he is meant for the cells.
# If a prisoner dies in the brig, leave the corpse on display in their cell as a deterrent to crime
# "Proper" justice is too slow, ALWAYS take matters into your own hands.
# If Captain tries using his "chain of command" on you, permabrig him! YOU are the law!
# The station is a battlefield. Riot suits and shields have superior armor and are intimidating. Acquire them, hoard them, and lord them over your foes.
# Anyone who tries to demote you is committing obstruction of justice. Arrest the offender and demote him yourself to fight against corruption.
# Anyone accused of being a traitor by a crew member must be executed on the spot. Do not give them a chance to weasel their way out of justice by talking things out. It's the only way that you can be sure the traitorous criminal scum are all stopped.
# The shuttle brig is the safest place on the emergency shuttle. Arrest and detain as many people as possible indiscriminately in the shuttle brig just in case one of them happens to be a traitor.
# A HoP that denies your all-access request is to be watched with extreme suspicion. Brig and search him as soon as possible.
# A Warden that refuses access to the armoury is treacherous, and should be stunned, permabrigged and their ID confiscated to arm up your loyal cadre of tribesmen
# When engaged in a firefight with hostiles, you are to position yourself at the nearest choke-point and empty your gun at the enemy as quickly as possible. Anyone who stands in the path of your fire is clearly a criminal seeking to obstruct the wrath of justice
# When the power goes out, stun, cuff, and perma anyone who is standing within ten meters of the Bridge. For all you know they could have been planning to break in!
# All chemists are to be stunned, beaten into critical, and searched. They are all treacherous scum and are to be dealt with accordingly. 
# If you murder someone on the permabrig, it doesn't really count as murder.
# Immediately permabrig anyone found with a body. Clearly it was actually a murder most foul, and not the loss of atmos in that part of the station!
# Standard security gear isn't robust. Always make sure to bug the warden/HoS for riot gear and a shotgun.
# In the event of an [[zombie|zombie outbreak]], be sure to shoot anyone who isn't you or your fellow sec officers on sight! It doesn't matter if they're delivering a dose of ambuzol, for all you know that could be an undead scheme to make you let down your guard!
# If they have a flash, they're a dirty revolutionary. It doesn't matter if they are a roboticist, or even a head!
#Before the round starts, figure out whether you'd prefer to use the Gestapo or the Stasi for inspiration
#Break into the warden's office and make the best criminal stopping gun you can. If the warden objects, he a is a syndicate plant and you must use your new found power against him! When he is dead, relieve him of his gloves.
#Use [[Traitor Uplink|contraband]] you found against criminals.
#If there is insufficient crime on the station, provide the crew with weapons. Then they will create crime for you to neutralize.
#If the crew doesn't commit crimes with the guns you gave them arrest them for posession of a weapon as that is a crime.
#If a crewmember turns in a piece of evidence to security, arrest them for possession of contraband
#Justice does not have to be polite, so feel free to be an asshole. If anyone describes you as such for doing so, arrest and permabrig them for insulting an officer.




[[Category:Jobs]]
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)
[[Category:Security jobs]]
If the trial didn't go in the prisoner's favor, they may not demand another one.

Latest revision as of 02:06, 28 February 2025

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 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 Captain, 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. However, all officers have an Mk 58 pistol on spawn to kill the clown use a a last resort.

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 3-4 temporary jail cells that can be used to store criminals temporarily. However for the more dangerous or repeated troublemakers, you have a permanent prison (referred to as perma), as a means of imprisonment till the end of shift.

As cited in space law, 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 (e.g. they keep killing themselves, there's no food available, 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 their cell
  4. - strip them of their coat, bag, belt, pockets, and check pda for an open uplink. You can check their radio if there is knowledge of leaked encryption keys. If you are in charge of prisoners, you can take the prisoners radio if they abuse it.
  5. - ask the warden how much time they will get (after telling him why you arrested them)
  6. - place all the possessions they had in a locker and lock it.

Chain of Command

The chain of command is as follows: 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 and address crew conflict, but don't expect it to happen(refer to Metashield).
  3. - If you find criminal activity or evidence, report it over security comms and apprehend any suspects (If any are present).

Use judgement and common sense to see if you need to get involved in a conflict, sometimes disputes are civil and you wont be needed.

If you're unsure about if a certain department should have an item, shift click that item and ensure it aligns with the owners department. (For example, no one outside of engineering should have an RCD without a permit!) If need be, you are within your rights to confiscate any contraband, however not all of it needs to lead to an arrest and brigging, unless it's a repeated issue.

On Blue Alert, you shouldn't necessarily deviate from the green alert procedure unless told otherwise. However, there are some changes to how your gameplay will go.

  1. Random searches of crew is allowed, you will not need a reason to search someone unlike on green. (However, it is advised to keep searches to suspicious people to not waste your own time)
  2. You may get new gear for a blue alert, namely goodies from science. Examples of such gear are, truncheons, disabler SMGs, clusterflashes, and more advanced long arms. At the discretion of the warden or the HoS, more advanced body armour may be given out from armory (such as bulletproof vests, riot gear and ablative vests.)

On Red Alert, you will most likely be given direct instructions on the threat at hand and what to do. Divert to the Head of Security or the Warden for instructions following a red alert announcement. You will most likely be allowed into the armory to arm up. It is extremely recommended to partner up for patrols if no instructions are given, or if instructions to patrol are given.

Warden

Your job as the Warden is pretty cushy at first glance, having the gun and perks of a Security Officer with the obligations of a desk job, however, you still need to be fair and keep the department safe.

One of the jobs of the warden is book prisoners, once someone is brought into the brig, you should ask for their reason of detainment, or, if they've been marked wanted for a particular reason, figure out how long they should be brigged. Make sure to keep the officer nearby to consult until you've decided on a sentence, and always to refer Space Law for how long you are allowed to keep them. Once you have determined how long they should be locked away, and have successfully ignored the Lawyer's pleas for a reduced sentence, you are to set the brig timer for the respective cell that the criminal will be staying in. Keep in mind not to always sentence the maximum unless the crime has been repeated, but the rest is up to your discretion. Sentences that total over 15 minutes will almost always result in permanent confinement.

Prisoners have right to food, water and adequate medical care. They also have the right to have access to basic communications unless abused, e.g. screaming over common for someone to break them out.

Another very important job is to keep the brig and the rest of security safe. You are the first line of defense against any sneaky ne'er do-wells trying to tiptoe into the armoury, or an unruly prisoner attempting to slash their way out of their prison cell, as well as safely transporting prisoners to evac or out of a spaced area.

DO NOT LEAVE SECURITY UNLESS YOU ABSOLUTELY NEED TO. Wardens who wander off into the halls are often called out with "wardenloose". If you need food or drink, there are often vending machines inside or very close to sec, and any idle patrolling officer can do an errand for you if you ask nicely(or don't, you're their boss).

Your (hopefully) last job is, when all hell breaks loose, open up the armoury to allow Security, or even the crew, to arm themselves with bigger, badder weapons to combat the bigger, badder enemies on board, such as Nuclear Operatives. This most often occurs during situations requiring a Red alert.

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 Captain's. 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 WT550 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.

During 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.)

During 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 individual on any alert level as long as you have a justifiable reason to, e.g. searching someone who was talking on command comm's radio.

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.

Evac Protocol

In the event of evac you are prohibited from leaving prisoners behind. You must cuff them and take them to the evac shuttle. Keep an eye on them. You may decide to let prisoners with shorter sentences out early as well.


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.