Security Officer: Difference between revisions

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{{Job_Header
|department=Security
|department=Security
|img=[[File:Cheeseburger.png|128px]]
|img=[[File:Security officer.png|128px]]
|title=Security Officer
|title=Security Officer
|difficulty=Medium-Hard
|difficulty=Medium-Hard

Revision as of 22:43, 14 February 2022


Security

Security Officer

Access: Unknown
Difficulty: Medium-Hard
Duties: Serve, protect, baton.
Supervisors: Head of Security, Captain
Subordinates: None
Guides: [TBA]

So you decided to sign up for Security, eh?

Security Officers are the reasonably-lengthed arm of the Space Law. Unlike the Head of Security or Warden, the humble Officer doesn't have cutting edge equipment or the walls of the Brig to hide behind. The job of a Security Officer is to meet crime where it lives, in the grimy hallways and departments of the station.

Please note that just because you are THE LAW doesn't mean you can beat clowns/mimes/assistants/captains to death on a whim. Make sure when using your baton that it's not using harm mode, and be sure to follow your own rules. Power trip responsibly.


Standard Operating Procedure (AKA how to do your job)

Say you're patrolling and see a crime in progress. The first thing you do is use your eyes. Examine the situation, how serious is the crime? Is the offender armed and/or dangerous? A clown breaking a window to get into tool storage requires a different response to a hardsuited traitor with a gun.

In the case that there's no clear threat to yourself, the crew, or any (valuable) station property, you'll be pleasantly surprised with how often well-chosen words can defuse a situation. Tell the clown to quit breaking the window, ask if he's got a welder and can fix it. Maybe ask what he needed, and if it's something reasonable, ask on the radio if anyone can help him with it.

If it's clear that a civil discussion isn't on the table, you may have to detain the offender. Before pulling out a taser or a baton, reach for the second most powerful security tool you have; the flash. The flash will blind and slow anyone who can see it when activated, rendering them unable to retaliate, and able to be safely disabled with a single prod with a stun baton. Best of all, thanks to your secHUD glasses, if your flash gets stolen (banana skins and disarm spamming are scary), it is useless against you. Be aware though, anyone else wearing sunglasses is equally immune to flashing.

Once a perp is stunned and on the ground, make sure they stay stunned. A few redundant pokes from your stunprod (ensure you are not using the harm mode unless you're intending to get dishonourably discharged) ensure they will stay down long enough to apply cuffs. Handcuffs or zipties should always be plentiful in your belt and backpack. Click the felon to apply them (it works much quicker when they are downed), and they will be unable to fight back or to resist being dragged (ctrl+click).

A cuffed detainee needs to be brought straight to the Brig if at all possible. Hallway Clowns love nothing more than freeing prisoners from dragging, so save conversations for the controlled environment of the Brig.

Congratulations, you've brought in a perp. You're a loose cannon, but I knew you were a damn good cop. Now you just need to throw them in a cell for a time in minutes proportional to the crime, and impound their bag, PDA, and anything in their pockets (and sunglasses if they're wearing them) until release. Good job, Officer. I'd promote you here and now if I wasn't a wiki page.