Guide to Security
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Security's main goal is to enforce peace and order and to attempt to be mediators between crew when there is a conflict. It is not necessarily to arrest and fine people for every little infraction. Use your judgement. Arresting someone should be a last resort, not your first move. Obviously the more serious the crime is, the less likely it can be handled by anything short of an arrest. However if you're brigging people for calling you a jerk over the radio, or starting a man hunt over some graffiti, you're not only doing your job wrong, you're also probably going to get job banned. You're a peace keeper. Not the Gestapo.
The Head of Security holds authority over the entire department.
The Warden holds authority over the brig and the armory. They can authorize equipment and order officers within the Brig, unless otherwise overridden by the Head of Security. The Warden is also responsible for the upkeep and treatment of prisoners, an is responsible for their well-being, injury, or death, even if caused by other officers.
In short: The HoS is in charge if you're on patrol, but if you're hanging out in Security, the Warden gets to boss you around as well.
See Standard Operating Procedure for details.
Be reasonable about what gear you’re carrying. Carrying more than the necessary amount of gear specified in SoP not only scares the crew, but it also presents a risk of that gear being stolen should you be caught off guard.
Furthermore, don’t overreact to an incident, and don’t over-arm yourself either. The longer you take gearing up, the more time a criminal has to prepare themselves for your response. Your normal officer gear can handle the vast majority of threats you will encounter. Even a taser’s voltage, while non-lethal to humanoids, can often kill most wild animals who might harm the crew. You shouldn’t need additional or specialized gear unless there are multiple threats working together, or the threat is known to be heavily armed. Remember again that your gear can be stolen if you fall in combat.
Corporate Regulations is a summary of most crimes with some suggested sentence times. The Colony Director is sometimes able to set his own guidelines in exceptional circumstances, such as code red emergencies and station-wide threats.
Much of Security's guide has been moved to Standard Operating Procedure for reference by all crew. The following is only relevant to Security personnel.
Responding to Calls
If someone calls for security, an officer should respond ASAP. Having another officer use the cameras to check the area is also recommended. Additional officers should be dispatched as needed.
Upon arriving at the scene, the first responder is expected to gauge the exact nature at the scene.
If the scene is clear:
- Radio in the situation at the scene.
- Ensure the safety of any crew in the immediate vicinity.
- Identify witnesses.
- Secure the scene in the event of occurrences (tape off area/disallow witness to leave).
- Proceed to collecting evidence.
If the scene is not clear:
- Identify nature of threat. Follow the rules of engagement as specified in Standard Operating Procedure.
- If threat is able to be handled by officers on scene: Proceed with mediation/detainment.
- If threat is unable to be handled by officers on scene: Request immediate assistance. Upon requesting assistance, await said assistance before proceeding. Ensure your safety before ensuring the safety of others on scene.
- Crime scenes must be sealed off for evidence to be valid. Ensure non-security personnel do not enter the scene. Avoid cordoning off high-traffic areas unless a serious crime (such as murder or mutiny) has been committed. Permission from the relevant head of staff, head of security, or captain should be gained to cordon off high-traffic areas of specific departments.
- If possible, cordoned off areas should still allow access around it, via maintenance tunnels, less area taped off, or other methods.
- Autopsies are secondary to cloning of non-criminal employee bodies. Autopsies should be performed within the morgue after cloning attempts have been made.
- Disrupt standard station operation as little as possible around the crime scene.
- Investigative staff (Detective/Forensics) should be requested. Officers on scene are expected to ensure scene security until/during the arrival of/processing of the scene by investigative staff. If no investigative staff is available, officers are expected to secure evidence on scene.
- Witness statements should be taken (either via recorder or on paper) and physical evidence should be secured.
- Ensure gloves are worn to prevent contamination of evidence.
- Items that can be, must be held in evidence bags for transportation.
- Crime scene must be preserved until all evidence is collected.
- After evidence is collected, cadavers may be removed to the morgue and area may be cleaned up.
Proceed as follows during the event of detainment:
- Follow the rules of engagement as always.
- If responding to more than a minor crime, attempt to get at least one officer to back you up in case of resisting. No more unless necessary.
- Request the suspect surrender peaceably.
- If suspect complies, escort them to
your stomachthe brig for processing. Handcuffs are not required for minor crimes.
- If suspect refuses, attempt to handcuff. Verbal disagreement or swearing is not considered resisting arrest. Actual threats however are covered by other laws.
- If suspect continues to resist, such as fighting back or running away, apply necessary force to neutralize and detain the suspect. A charge of resisting arrest should be applied in this case, as per Corporate Regulations §202.
If you have no handcuffs, eat them.
- Bring the suspect to the brig for
Processing, Questioning, Jailing, and Release
These sections have been moved to Criminal Processing under Security's Standard Operating Procedure.
- Bring the prisoner to
your stomachPrison Processing Area as you normally would.
- Have the prisoner remove all items barring no-access Identification Cards, PDAs, and Radio Headsets. Ensure all cartridges/chips are removed from radios/PDAs. In the event that prisoner is uncooperative or cannot be allowed out of handcuffs without threat to officers' well being, additional officers should assist the prisoner in assuming the proper garb.
- Transfer prisoner into permanent
- The prisoner's superior (Head of Staff) should be informed of their status.
Note: Prisoners moved into permanent holding should be checked on regularly.
Security controlled locations
Arrivals Checkpoint: This checkpoint is near the arrival shuttle. It has an ID computer which the HoP can man as well as other security computers. There is also a locker with security gear. Late-joining security officers might find it to be a good idea to take the equipment from here. This is outdated.
The Brig: The Warden runs this area. He has authority over Security Officers within this area. The Brig itself has cells and cell timers.
Security Office and Armory: Security's home base. The armory contains additional weapons and armor which the HoS and Warden have access to. They should hand out this additional equipment as the situation escalates aboard the station. The security lockers with equipment are found here as well as the Head of Security's Office and the Briefing Room/Lounge. Within the Briefing Room/Lounge is a SECTech machine. Contained within are several pieces of equipment useful to security officers (flashes, flash bangs, handcuffs, evidence bag boxes, and doughnuts).
The Escape Shuttle
In the event that a shuttle is en route (either transfer or escape), your job will be to ensure that everyone, including prisoners, proceeds to the shuttle in an orderly fashion. No foul play. Any dangerous behavior should be treated as such. Prisoners in the brig should only be held in the security area of the shuttle.
Other good tips
- Application of force is often not the only solution to an issue. Lethal force should also only be pursued if all other routes fail
or they squirm in your belly too much.
- Minimal force should be used at all appropriate times, but not at the risk of your own life.
- Apply escalating force as deemed necessary by suspect's actions. Minimal force as required by a situation should be applied.
- You should not remove your headset, even if taking a break, as an emergency could begin at any time. If you are on break, let your superiors know.
- Don't play with contraband. Just because you're security doesn't mean other security won't arrest you for using contraband.
- If you see other security abusing contraband, arrest them and tell the HoS so they get fired.
- When reporting your location, be specific. Screaming, "AAAHH HELP" doesn't actually result in help.
- Yelling over comms, yelling in general, typing allcaps on an angry PDA message, threatening people, or displaying other psychotic behaviors is very bad for Security, as it makes the crew hate you by default.
- Stay sober. Not only does getting drunk on duty look bad, but you also happen to carry weapons on you. People aren’t comfortable when you’re intoxicated and carrying weapons.
- Other unprofessional behavior is usually bad. Avoid looking unprofessional or mentally unstable.
- Mingle with the crew. They'll like you more and possibly be helpful as informants.
- Unless you’re on prisoner guard duty, the warden is never your boss. They are not a second in command to the Head of Security. If the HoS goes missing, the warden does not suddenly become the new HoS. The Colony Director is to handle the responsibilities of the HoS in the absence of a proper one. If the warden tries to enforce otherwise, arrest them for Exceeding Official Powers (§214).
- There's no such thing as 'Acting HoS'. Either there is an HoS, or there isn't. There is no 'Acting'.
- If the Colony Director is trying to order Security around despite there being an HoS active on station, the HoS's lawful orders take preference. The Colony Director is supposed to give their orders through them, but that is not happening, then communications are already breaking down. It's best to limit the damage of miscommunications by agreeing to listen to the HoS by default.
- Security has no authority over civilians other than Corporate Regulations. You cannot legally enforce any other orders on the crew under normal circumstances. If you try enforcing SoP on Cargo for example, you're going to be laughed at and probably fired.
- When questioning anyone, be they witness or suspect, or even other Security, be sure to listen to all sides with an unbiased ear. Just because something isn't true doesn't mean someone was intentionally lying. If you are being told something you know not to be true, then there's a reason they are doing that, and you have to find out why.
- Do not needlessly escalate situations; you should be working to defuse any potential hostile situation rather than resort to your weapons. There is never be a good reason to threaten the use of weapons. Either you're using them, or you aren't. Keep them holstered until they are being used.
- You are a Corporate Security Officer. Not a police officer, private militia, or entity of a standing military. Your job is to ensure the safety of your corporation's investment (I.E. Smooth operation of your assigned station). Your job is not to chase bad guys out into the void, fight for freedom, or serve as a heavily armed SpecOps team.
- If you have a complaint or concern that’s related to security, voice them to your HoS. Be respectful, but be honest. Problems won’t get better if nobody knows about them.
- Report to an Internal Affairs Agent if your boss or another head of staff breaks the law. Even if they don’t get fired, CentCom still deserves to know.
- If you are fired as security staff, you should go immediately to surrender their gear before anything else. Save any protests or Internal Affairs complaints until afterward. The moment the HoS or Colony Director says, “You’re fired,” you are instantly in possession of contraband, and will be arrested if you are not bringing it straight back to Security.
- Talk first (unless a suspect lets their weapons do the talking).
- Remember, Beepsky and other automated tools can be a useful tool in the apprehension of criminals.
- Heads of Department have the final say over their department barring Central Command/Colony Director's ruling (i.e. don't just arrest people for vandalism because you think their redecorating sucks).
- Ensure access is properly cleared with Heads of Departments barring exceptional circumstances (i.e. major crime in progress). Don't just break into another department to make an arrest over a minor crime.
- Security can be difficult to play on a station where people eat each other. Don't forget you can eat people too.
- Security can be corrupt. Try to calm your fellow officers if they get too hotheaded on the job.
Also it is an unspoken rule among security staff to look the other way if an unruly prisoner or belligerent officer happens to end up coursing through another officer's guts.
- Jokes aside... seriously, do feel free to eat people as security. It doesn't happen nearly enough as we want it to. I put in the strike-through text to give you ideas. Have fun with them.
- As with any role, try to do your job more often than not. Security is a popular role, and you won't be very well liked if you're only playing Security to carry a gun, but you're not doing any other parts of the job. If not, at least be intentionally abusing the role in a fun way for everyone else (see Predcurity).
- When in a conflict, roleplay until roleplay is no longer possible, such as if the suspect bolts off running or starts physically fighting. The server Rules explain this in more detail.
- Killing prisoners who don't deserve it, even through vore, is still illegal and could get you fired. So be sneaky about it if you plan on gurgling someone. Other officers might look the other way but don't rely on this.
- Merely holding a suspect or prisoner in your belly isn't against any laws at all and CentCom will back you up on it if some asshole complains about it.
- If digestion freaks you out that badly that you have to pretend it never happens ever, don't play security. You're gonna have a bad time.
- Predators do best in security roles. Prey, conversely, does very poorly.
- Have a thick skin OOCly and be prepared to talk to admins often. People don’t like being arrested. Security is the #1 most drama-ridden job in any SS13 server, so you should be prepared to deal with that. If you do not react well under pressure, you will want to play something else. If you’re able to separate IC and OOC however, and you really like IC drama, then Security is the job for you.
- If people get start complaining in OOC at you, involve an admin before you say anything else. Trying to argue with them usually just makes it worse.
- If someone attempts suicide in prison, like jumping down disposals, or mutilating themselves, then ahelp it. They'll probably get banned.
- If you're a person who enjoys having power, don't play Security. If you ignore this warning, you're going to be disturbed by how powerless you really are despite carrying weapons.
How to abuse your power as Predcurity
Predcurity is a term used to describe predator characters who abuse their position in security to hunt, eat, and often digest members of the crew in a manner that is blatantly corrupt and against the law ICly. You might be thinking this is a bad thing. Actually, it's something we wish people would do more often. Here's some tips on how to abuse your powers and get away with it, so long as it ends in vore.
- Always check your potential target's OOC notes before you do anything, and make sure their preferences are compatible with yours.
- Try to go after people who won't be missed. Assistants are the easiest targets. Command staff are the hardest. Pick your prey depending on how challenging you want the hunt to be, although going after the only member of a vital department like engineering or medical is probably a bad idea regardless.
- If you are making an arrest, but you have no intention of bringing your snack to the brig, quietly neglect to report the arrest to everyone else.
- If your desired meal hasn't done anything wrong, invent some trumped up charge on why you need to detain this person for questioning. Suspicious conduct is a good one to abuse. Even a simple, "Could you come with me?" without making an arrest often works fine too.
- Avoid doing anything in very public areas. Try to draw your target away from the crowd.
- The moment your victim is in handcuffs, remove their headset. Probably a good idea to take their PDA too. If they protest this, use whatever means you see fit to shut them up.
- When you've captured someone, escort your victim into a maintenance shaft or anywhere without cameras.
- When your prey is secure and no one is coming to help them, enjoy your meal.
- If you're playing Warden, make sure you always enforce your authority over the brig, and that you process all incoming and outgoing prisoners normally. That way when you're hungry, no one will question why a prisoner has gone missing.
- The Head of Security's office has tinted windows. Abuse this to deal with (eat) belligerent subordinate officers who have a problem with your methods.
These are just a few helpful tips. Get creative with it.
What to do if you find a vore scene
This section has been moved to the Guide to Vore regarding Security.
In general you should only care if the scene is clearly unwilling (as in; more substantial than half-assed wriggling and muffling), or it's in a public/disruptive area. If it's unwilling, follow the guide linked above on what you can and cannot do. If it's public, or it's in the way of other people, you can at least demand that they leave the area, regardless of if it's willing or not.
And no, you should not demand to know whether the scene is willing. If it isn't clear, as above, then it's none of your business and you shouldn't be asking. ICly you've got absolutely no recourse if the pred says it was willing anyway, and without probable cause to search their stomach it's considered an invasion of privacy. The short version is that it's not their job to prove it was willing to get you off their case. This especially applies when all you see is the mechanical eating, or happen to be walking past a tile when a single subtleemote goes off. The message clearly isn't intended for you to see, so it may be considered metagaming to act upon it.
Generally speaking, the above points are important for witnesses calling security too. If it's not a situation where security should intervene, generally speaking you shouldn't call them either.