Руководство по СБ
Head of Security William Harshman говорит: "THE NANOTRASEN SECURITY FORCE WELCOMES YOU, RECRUIT. THE PATH YOU HAVE CHOSEN IS CERTAINLY A DAUNTING ONE, BUT THE MOST REWARDING AND DEFINING OF NANOTRASEN STANDARDS HERE AND ABROAD! BUT WAIT! BEFORE YOU RUN OFF AND KNOCK THE CLOWN SENSELESS WITH YOUR STUNBATON, YOU SHOULD READ THE THINGS BELOW." |
Who Orders Who
- Security Officers, the Warden and the Detective all share the same rank. The Head of Security is on the top of the security hierarchy. All security members take orders from him, and he takes his orders from the Captain.
- Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.
- While the Warden commands the Brig, he can't order Security Officers around everywhere. However, he does have authority in the Brig, so if he requests an Officer to leave, they should leave.
- The Head of Personnel is not part of the security hierarchy and should not heavily involve himself in security affairs. The HoP cannot order security around and cannot enter secure areas such as the Armory without authorization from the HoS.
Security Equipment
Being well geared up can easily make the difference between the outcome of a tight situation. The next step will show you one way to equip yourself, you can however wear your gear as you like. Now, you want to be as ready as possible for even the most uncertain of events.
- Standard gear you should have spawned with: security jumpsuit, boots, helmet, armor, headset, gloves, and a stunbaton. If you've just joined the security force you'll need to ask the Warden to get you a taser from the armory. That taser will go on your exosuit-slot.
- Set your suit sensors all the way up and set up your internals, with your oxygen tank in your pocket set to 16 kPa. The standard mask is better than a gas mask here, because it lets you quickly push it down to perform CPR or eat food.
- Put your ID in your PDA and turn the PDA’s flashlight on, then put the combination into your ID-slot.
- Go to the equipment room and open a security locker. Grab a taser, security belt, a flashbang, and pepper spray. Put the seclite in your security belt into your pocket, put the baton in your belt, and put the pepper spray and flashbang in your belt too.
- Finally, put your flash in your pack, and get an extra seclite and handcuffs from the security vending machine. Put the handcuffs in your belt, and put the extra seclite on your taser.
Alternatives to this setup: ditch the handcuffs for zipties, ditch the pepperspray for another flashbang.
Also make sure you understand what the icons on your Security HUD mean. For further info about security equipment, refer to the List of Security Items.
Security Robots
- Officer Beepsky is often all but forgotten until you hear his cold, cruel voice shout out to you. Securitron models have been documented to capture even the most hardened criminals where security fails. If you're in a tight spot, you can call Beepsky to you by using your PDA.
- While Beepsky's rudimentary orders can be accessed from security computers, silicons are not within the normal chain of command. They are subject the AI and follow the same laws.
- Don't kill silicons for trying to stop you from executing someone. It's required of them by their laws. Do note there is a difference between a silicon stopping you from executing someone, and a silicon bolting down all of security because of one officer. They'll be treated differently.
Standard Operating Procedures
- You have stun weapons, USE THEM, don't kill if you're not in serious danger. See the Rules for more details
- Be wary of people with harmful intentions, you should use minimal force, but not at the risk of your own life.
- Communicate with your team, ask the HoS for orders, respond to calls for help, don't just sit in your office being useless!
- If you're going somewhere you know will be very dangerous, bring a buddy with you.
- More information about the Standard Operating Procedure during different code levels.
Law
Space Law is a summary of most crimes with some suggested sentence times. Otherwise the Captain determines what is lawful and what isn't (within reason).
Demotions
Insubordination and dereliction of duty are crimes under Space Law, so occasionally a Head of Staff will request your assistance in demoting one of their subordinates. In such cases, you are to accompany them as they confront the subordinate, or are asked to arrest someone who has abandoned their workplace and fled. In either case, ensure that you secure their ID and all items related to the job (i.e. tools and gloves from engineers) and return them to the head at your earliest convenience.
The Brig / Punishments
Instructions on how to correctly brig a prisoner can be found here.
Punishments should fit the crime. Beating someone with a baton for running into security is a very large stretch. Bucklecuffing everyone and stripping them completely while they're in the brig isn't going to make you any friends. If the prisoner has been cooperative and hasn't tried to break out, it's better to give them the benefit of the doubt. Nobody enjoys sitting staring at the same spot for 5-10 minutes.
Don't give someone a savage beating with your baton. There's a reason people distrust and shit on security when they get a chance. 1-2 smacks on someone who'd been shooting sec with lasers or something is one thing, but not beating someone for stealing a pair of glasses.
Don't take EVERYTHING from someone as punishment for a crime, unless the items you're taking had to do with what they did. For example, "confiscating" a station engineer's gloves because he walked into security and stole a backpack off the floor, vs breaking in through the window.
Permabrigging / Forced Cyborgization
Captain, Acting Captain or Head of Security (or, in their absence, Warden) permission is required to permanently lock someone up or turn them into a Cyborg. You do not NEED the Captain if the HoS is available.
Punishment via throwing them into permabrig should fit the crime. Did, what they did to deserve such a sentence, effect anyone? Were they being harmful? Are they the kind of person who just comes back for more and more constantly? Permabrigging someone for stealing something and running away through secure areas vs permabrigging someone who's shot and killed people. One is a much lower crime.
Lethal Force / Executions
- If something poses a constant threat, you are free to use lethal force. This includes dangerous nonhuman creatures, changelings, nuclear operatives, cultists, and wizards.
- If hulks are smashing shit, you are free to use lethal force on them until they pass out and lose hulk after too much damage, at which point you can either take them to get healed or heal them yourself, and then brig/permabrig them.
- If someone is shooting at you with lethal weaponry, and you have nothing to stun them with, you are free to respond in kind.
- Once you have someone stunned and cuffed, there is no excuse to not take them to the brig/permabrig if they aren't one of the above listed threats. Beating someone, who is already down and unable to fight back, to death is shit.
- Executions are to be authorized by the Captain or acting Captain, if available. If neither are available, it is up to the HoS or acting HoS. If security are in agreement that the Captain is a condom, they may skip to the HoS, but whoever that is will be held accountable if they authorize shitty executions without understanding fully the crimes.
- When considering whether or not to execute someone, consider their crimes; did they murder people with an ebow, or did they just emag 1-2 doors with an emag? The former is something reasonable to execute them, the latter you could stick them with a lethal chemical implant and tell them to be good or enjoy death.
- In instances where nonlethal force is not an option or not a good idea, e.g. someone in space breaking into the Armory, firing lasers at them through the windows isn't going to get you in trouble.
- Revolution is a special case for execution authorization, considering everyone is swarming you at once, so use your best judgement. Do remember that implants exist for a reason.
- See the Rules section for more details.
Dealing With Threats, Minimal Force
As a Security Officer you are expected to fight any and every hostile force assaulting the station, from traitorous crew members to powerful reality defying Wizards to teams of "crack" syndicate assault forces. You must know how to counter any and all threats that are thrown at you, preferably with minimal force needed on your part. Remember, however, that not only is the station's peace at risk, but your very life is on the line; fail and you will die! Here is NT's staple guide on suggested courses of action against expected threats.
Shitlers/Grey Tiders
The ones (typically Assistants) who just want to see the station burn and make your job protecting it as painful as possible. Don't take shit from a grey tide. If a shit ton of assistants are swarming the brig all at once, you're free to use lethal force due to how silly it would be to even try getting them stunned and in the brig without being stolen away / broken out.
If they (individually) are someone who does it constantly, adminhelp it and they'll get dealt with.
If someone is intentionally fucking with security, throw them in a brig cell. If, after they get out, they come back for more, at that point you should look into getting permission for a permabrig if they won't stop.
If they're yelling about security being rogue / security killing them / etc. while you're actually not, feel free to go straight for asking for a permabrig.
Traitors
Traitors range in hostility and thus are a mixed bag to tackle, standard ranged stunning is recommended in dealing with confirmed traitors. If someone is suspected of being a Traitor, get several Officers to search the person in question and possibly search their department for hidden items. Interviews with witnesses and victims can help in proving the guilt of a possible Traitor. In the case of overt traitors however you will need to respond with needed force depending on the threat presented.
You should generally offer the chance for a perp to surrender before engaging, if they are actively hostile, however, you can assume they will not surrender.
- Improvised Weapons: Order the AI to lock down the area, assess if civilians are at risk and use ranged stun weapons to subdue the perp. They are a low risk threat to you unless they are somehow able to stun you.
- Stolen Station Weapons: Assume they are carrying at minimum a ranged firearm capable of stunning. Ask the AI to locate and lock down the area. Multiple Officers should attempt to simultaneously attack the perp. Use of Flashbangs will prove effective if the perp is well entrenched.
- Syndicate Weapons: Suspect should be presumed to be armed and dangerous, AI should report and track perp's location. Do not approach without backup, consider asking the Warden/Head of Security to issue Riot Shields and Energy Guns. If suspect is wielding Dual Energy Swords, tasers will prove ineffective. Instead either use Flashbangs to down the suspect, or use a Stun Baton to bypass the Sword, or get the Detective to use his revolver to down him but make sure the Detective does not overdo it and kill the perp.
- Spray Bottle: A unique "device", unfortunately small amounts of water can slip people for long periods of time. If the suspect is reported to possess a Spray Bottle, do not approach without walking. If the suspect is using ranged weapons in a conjunction, be wary and avoid getting into a bad situation. Consider getting Cargo to order Galoshes or ambush the traitor.
Changelings
Changelings are alien entities that have infiltrated the station, they can easily change their appearance in a moments notice. If there are confirmed sightings of Changelings, be wary. Fortunately a Changeling is usually only as powerful as the job they have access to, although rarely you will encounter one with bio-organic armor, a shield that stops ranged tasers in their tracks, and an incredibly deadly arm blade. Don't underestimate them under any circumstances! Due to their abilities, it is possible for a Changeling to kill a fellow Sec Officer and impersonate him. However, you should note that they will lack a Loyalty Implant. Be wary of Sec Officers without Implants and unless they can confirm they were killed and cloned, they should be kept under watch. While you are free to terminate a confirmed Changeling, you must be 100% certain that the suspect is a Changeling before executing. If you cannot prove they are a Changeling, ask the Warden/HoS to give them a Chem/Tracking implant to watch their future activities. So if Joe Innocent walks out of the brig with a Chem Implant displaying a Symbol above their head and later on you see Alex Antag with the same symbol, you will know that they are almost certainly Changeling.
The same standard tactics in subduing a Traitor apply to subduing a Changeling, however do be wary that some Changelings can ignore a stun and get up after being stunned.
Nuclear Operatives
A five-man team of operatives that are tasked with assaulting your station, stealing the Nuclear Authentication Disk, and destroying the station via a thermonuclear device. You must make every effort to stop them.
The Nuke Ops are equipped with a deadly armory of weapons that is better than yours in every respect. Their guns can knock you down and kill you in moments, their armor provides better protection and is space-proof, they generally work as a team and they can bring in an impressive arsenal of equipment like assault mechs and syndicate cyborgs.
Upon the confirmation of Nuclear Operatives, get the Warden/HoS to open the armory and distribute weapons. At the same time, confirm the location of the nuke disk, which should hopefully be on the Captain, and ensure that it stays secure. From this point you should prioritize protecting the disk at all costs. Consider asking for a bulletproof vest and helmet: since nuke ops often use bullets, and these armors block 80% of bullet damage to the chest and head, they can be very helpful. If the AI is still alive at this point, make sure it's called the shuttle to give the nuke ops a time constraint.
When fighting nuke ops, use numbers and cover to your advantage, avoid exposing yourself and concentrate on one Operative at a time. If you can attack an isolated operative, go for it. If you down an op, attempt to strip as much of its gear as you can, as nuke ops are equipped with explosive implants that will destroy them and everything on their person. Remember that so long as the disk is with you, you only need to set up positions of defence, so don't give up that advantage until you have to.
If you encounter a Mech, consider falling back, as it will take concentrated fire to down a mech. Alert the rest of the security and focus fire, get the AI to bolt it down. If you can get access to an ion rifle, use it to destroy the Mech.
If you encounter a Syndicate Cyborg, be wary -- it cannot be stunned with tasers or batons, it has an impressive arsenal and it can open almost any door, even if it is bolted (like other borgs, it cannot breach a welded door without assistance). Flashes will disable it just like normal borgs; if you can get into melee range and flash it, drag it away and beat it to death with your baton. Flashbangs will do the same thing, but at range, so they are a much safer way to do this if you can time it right.
Securing the Disk is your number-ne priority. Keep the disk bearer alive at all costs and protect it. If you have a choice between killing an operative and saving the disk, save the disk! If you lose the disk, to and quickly secure a Sec Hardsuit and scour the exterior to find the Ops. If you are lucky you can catch them trying to arm the nuke. A pinpointer helps greatly in this situation.
Wizard
A extremely powerful entity, if a Wizard is confirmed, rally the Security and arm up with the best weapons you can get. The best way to terminate a Wizard is to stick together and focus fire on them, wear them down with constant stun- and laser-fire. Do not go at them alone or you will die. If you can safely stun them, either open fire with lasers or remove their clothing to shut down their spells, do not get into melee range unless you can confirm that they cannot use Disintegrate or Magic Missiles.
Polyacid to the face can melt the Wizard's hat and remove their powers. Consider dropping by the chemists and pick up some in a spray bottle/pepper spray. Bombs and syringes also work.
If by some miracle you are able to subdue a Wizard, immediately secure them with cuffs, a straightjacket and a muzzle. This will shut them down completely and render them harmless. At this point, your greatest threat is the crew trying to kill the helpless Wizard. If you still wish to preserve their life, move to the Brig and push back people trying to kill them. Generally at this point the living Captain/HoS/Warden/Clown will either perform an execution or a trial for the Wizard.
Revolutionaries
Sometimes, a few crew members will have enough and rebel against the command staff and the security force. Your job is to stop them at all costs and protect the command staff. Revolutionaries are as deadly as a traitor with improvised weapons, however, their greatest strength are their numbers. Tasers, energy guns and stunbatons are useless against a swarm of 10 to 20 people clambering over the stunned and twitching bodies of fellow revs to get at your throat.
When you subdue a Revolutionary, you should either take them to the brig and arrange them to be loyalty-implanted, this will remove their Rev-status and guarantee their allegiance to security and the command staff and prevent them from being converted again. If you cannot get access to a loyalty implant, simply smashing their face in with your stunbaton on harm-intent will eventually deconvert them, though they will still be vulnerable to re-conversion.
Work with security to protect the command staff and suppress the revolution. Cargo will be a vital, but bloody, battleground fought over, as it acts both as a source of loyalty implants for security and a source of weapons for the Revolutionaries.
Cultists
Similar to Revolutionaries in few respects, their goals are to sacrifice crewmen and other clandestine activities. The end result is identical to Rev in the take over of the station.
Fighting Cultists requires all hands on deck, you must be vigilant in fighting Cultists. Anyone outside of security and the Captain can be a Cultist. Work together to lock down the station, declare martial law (red alert), perform random searches and crack down on departments. Use force as necessary if people try to swarm you or follows you around.
When you capture a Cultist, your options are limited. Unlike Revs, loyalty implants do not revert their Cult-status, only prevent non-cultists being converted. As such, you only have four viable options, each with their own disadvantages.
- Deconversion: You should be aiming to deconvert all captured cultists, however at times this may not be viable (Usually during a shortage of Holy Water). Deconverting a cultist requires you to force feed them 35 units of holy water and waiting for about two minutes. You should secure the cultist in the Insane Ward (Below the Perma Brig) in a straightjacket to prevent them from being teleported out.
- Permabrigging: Will not get you in trouble with the AI, however there is a massive risk of the Cultist being rescued by fellow Cultists, from runes to space suits. Permabrigging is often seen as a bad choice by security players, can be used as a temporary solution while preparing to deconvert them, secure the cultist with a straightjacket.
- Forced Borging: Borgs cannot be stunned or converted, this is the only other alternative way to deconvert a cultist. In theory, a great idea but in practice, it can backfire. The Roboticsts and RD could be cultists and hinder the effort, as well as the fact that the loyalty of the AI and borgs is in question, if the AI gets subverted by a Cultist, suddenly that small army of security borgs will turn on you.
- Execution: A controversial approach both ingame and outgame. This removes the Cultist permanently and removes the threat, it is quick and easy without any unneeded effort on your part. However if the AI and borgs witness or find evidence of this, the AI will be obligated shut you down to prevent further human harm. Also admins have mixed views on executions currently, try and get the authorization of the Captain and/or HoS before executing to avoid any complications. Do note that if your being swarmed by a group of cultist's you are free to use lethal force to defend yourself.
Security Controlled Locations
The Brig: The Warden runs this. If you're in here, the Armory or any other part of the security sector he has authority over you. The Brig itself has cells and cell timers.
Prison Wing: The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.
Security Office: The Security Office is attached to the Brig. It contains the Head of Security's Office, a SecTech vending machine, security computers, and a couple of equipment lockers.
Security Posts: Small Security Posts are in each of the station's four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.
Armory: The Armory contains additional weapons and armor which the Head of Security and Warden have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion.
Do not secure the Armory without a justifiable reason. "I expect people to try to break in" is not acceptable, that's called metagaming.
If someone is actually TRYING to break in? By all means, move the weapons. Don't move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.
Arrival Checkpoint: This checkpoint is near the Arrival Shuttle. It has an ID computer that the HoP can man as well as other security computers. There is also a locker with security gear. If you're a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn't already been ransacked.
Evacuation
So the escape shuttle has been called! Your job will be to ensure that everyone proceeds on the shuttle in an orderly fashion.
Prisoners in the Brig should only be released at the Warden's discretion. Prisoners from the Prison Wing should be moved to the Security Escape Pod or to the Escape Shuttle's brig where they will be held until the shuttle docks at CentCom.
Key Points
- Ask first, stun second.
- Space Law is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it's in Space Law.
- It is highly encouraged to only arrest Heads of Staff with approval from HoS or Captain (unless they are clearly dangerous).
- Only the Captain, HoS or Warden can authorize a permanent sentence or forced cyborgization.
- Only the Captain can authorize an execution. Failing to meet this requirement may result in a jobban!
- Your job isn't to be a tyrant or your suspects will be praying to the Gods (read: Admins) for ultimate justice. Make sure you follow standard protocol so that the Gods smile down upon you.
- If an Admin contacts you, please explain to them what happened. Just because you're a Security Officer doesn't mean you're wrong by default. Don't throw a tantrum, you'll only make things worse.
- Try not to take this job too seriously and have fun.