Security: Difference between revisions
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# When in doubt, whoever you may be dealing with is a traitor. Execute him. | # 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. | # 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. | # [https://www.youtube.com/watch?v=rs6V2oHvwXw 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 | # 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. | # Only through death is justice served. |
Revision as of 13:17, 8 July 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
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.
- - 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.
Shitcurity
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.
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.
Rules of shitcurity
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.
- 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
humanely euthanizedstunned, 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 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 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.