Security Officer

From Citadel Station RP Wiki

Security Officers are the main force of the Security department on the station. They are responsible for dealing with security complaints and arresting those who break Policy/Corporate Regulations.

Know Your Place

  • This ship is not a democracy. You take orders from the Head of Security, who takes his orders from the Colony Director, who takes his orders from Central Command. Follow the orders you are provided, and try to not ask too many questions.
  • You are effectively the police. NanoTrasen has established a set of laws that all facilities are beholden to. Policy/Corporate Regulations are harsh. You are individuals working for Nanotrasen Security. You aren't highly trained super-soldiers, but you also aren't mall-cops with a bit bigger guns. Obey the hierarchy and watch everyone.
  • Your essential job function is to prevent the station from falling apart in chaos.
  • Remember to follow standard security procedures and Standard Operating Procedure.

Keeping the Peace

You are the sole guardian between the ideals of justice and the employees that your company has chosen to advance its interests in space.

Oftentimes, you will be informed over your radio that there is a problem in a certain area. If you are nearby, inform the rest of security over your headset using the private channel that you are on your way. If you are not nearby, head to the security office and change the records to set the suspects to arrest. The robots will detain the suspects but someone will still have to fetch them. Then return to your patrol.

Have your Stun Baton put away in your security belt. This will ensure that you are armed if things go sour, but that you are not being threatening and there is no possibility of your weapon being easily stolen. If you notice a crime obviously taking place when you arrive on the scene, stun the suspects, handcuff them, and hold them so they can't escape. If the area is now safe, begin questioning them. If the area is not safe, question them in the brig. If there is blood or fingerprint evidence, call the Detective to the scene. Once the truth comes out, charge the perpetrators, thank the witnesses, and inform security over your private channel of the situation and charges. If you do not do so, other Security Officers will release your prisoners thinking they've been unlawfully detained.

This is an ideal situation, however. Usually you'll just happen across crime. Follow the procedure as best as you can from there. Restrain and detain only as needed. Becoming stun happy is the first step to becoming a bad Security Officer and encouraging the station crewmen to get you demoted.

If things become violent or you are outmatched, immediately call for backup as efficiently as possible. "<Such and such> the <job title> is <crime committed> at <the location>", is hard to spit out while under attack. Try a shorter format, such as "JANITOR MAIN HALLWAY ATTACKING ME HELP". There will be time for clarification when you are out of harm's way. The key to good security work is keeping the other security forces informed.

The Brig

For more detailed instructions, see Standard Security Procedures. For a summary read below.

As the arresting officer, you have certain responsibilities. As always, following the protocol will keep you safe, the station secure, and the criminals in line. Follow it closely.

1. While the prisoner is still handcuffed, search them. Repeat offenders or those charged with extremely serious crimes should be stripped and redressed in the prison orange. Inform the prisoner and the other security personnel what is happening, and what the prisoner's charges are. Evidence goes in the evidence locker, hazardous chemicals should be stored to later be spaced, and all other materials go in the brig locker with the prisoner. The headset should only be taken if the prisoner is using it to incite rebellion, harassing other crew members, or as an additional punishment for repeat offences.

2. Lock the Locker with your identification, remove your prisoner's handcuffs, and stand in the doorway to prevent escape while you set the time. The doors will not close and lock if a time has not been set in. Consult Corporate Regulations for proper sentencing. If the prisoner makes to escape, flash them with the brig's flash controls. They will even reach to just outside the cell doors. Remember that escape attempts are an additional crime under Corporate Regulations. Do NOT leave the prisoner handcuffed in his cell, unless you have very good reason to believe they are dangerous. 3. Never open the cell door when the prisoner is standing right on the other side. Require them to step back to the bed. This will allow you to react if they attack or attempt to escape. Even trustworthy prisoners may turn at any second. When in doubt, flash the cell. 4. You must be there when the prisoner's time is up to return their gear and escort them out of the brig. Failure to do this may in some cases result in your dismissal or attack.

Security HQ

This is where you do your set up at. Also, you can arrest people with Beepsky (or any securitron) here, but do not delete security records!. If people ask nicely for your equipment just tell them to ask a Head of Staff instead. Passing out gear to civilians leads to dangerous situations at worst, arrests and misunderstandings at best.

The first step when you arrive in your position is to find an unused security locker either in the main office or the single locker near the arrival shuttle. If it has all been claimed, ask the Warden for additional resources.

Equipment

This job is one of the few jobs that will also gain access to Ranged Weapons.

First, you are already equipped with a soft cap and gear harness, two handcuffs and your red jumpsuit. You should only wear your helmet and armour in Code Blue or above situations, and only if you have reason to believe you will be attacked, otherwise, keep them in your backpack.

Miscellaneous Gear

Name Description Notes
Sechud.png SecHUD Sunglasses You need to equip these. Put them on your eyes. They are essential gear, especially if you want to man the brig and want to avoid the embarrassing result of succumbing to a flash meant only for an unruly prisoner. SecHUD sunglasses not only display the vocation and criminal status of everyone you see, but also allow you to quickly update someone's status by inspecting them.
Glasses.png AR-S Glasses An alternative to your sunglasses. They look less intimidating, and offer the same functions (if not more). Found in loadouts and most sec equipment vendors. These glasses allow you to view (generally) nonessential AR elements, such as Soulcatcher projections.
Armor.png Body Armor The standard issue Security vest. This armor is designed to provide baseline protection against the hazards Officers are expected to encounter during their routine shifts. This protection provides a considerable advantage in comparison to the average crewmate, although it is often unappreciated. You may mount a badge to your vest.
BarrierTape.png Security Tape Non-Security crew love to gawk at crime scenes. Security tape helps to restrict access to hazardous areas, or areas currently under investigation. Passing this tape requires a willful act, and is a criminal offense for unauthorized crew. Beyond blocking crew, Security Tape may be used to warn civilians of a dangerous area, and establish a cordon.
Handcuffs.png Handcuffs You will use these. A lot. Grab your target firmly and then change to Disarm to apply handcuffs. Pulling a cuffed employee prevents them from running away. Be careful of bumping into people however. You will receive a notification when someone attempts to break out of their handcuffs. Move them, flash them, or buckle/unbuckle them from a chair to disrupt this.
Riotshield.png Riot Shield An uncommon item for security personnel. When readied, it grants a chance to block incoming melee attacks from the direction you are facing. Makes a decent melee weapon. When holding this, attack it with a baton in your active hand to increase intimidation.
Armorbrig.gif Specialized Armor Bulletproof, Ablative, and Riot armors may sometimes be issued in really bad situations. These offer great protection against specific damage sources (bullets, lasers, and melee attacks respectively) but are awful against everything else. Ablative armor may sometimes deflect incoming lasers. SOP strictly dictates when this manner of armor may be utilized. Although they were phased out during recent budgeting initiatives, these pieces of equipment may still be ordered from Cargo.
Platecarrier.gif Plate Carrier These modular body armor systems have grown increasingly popular. Carriers are able to accept a wide range of protective plates, including bulletproof, ablative, and stab resistant variants. They also allow the mounting of arm and leg guards over equipped gear, in comparison to their bulkier predecessors. For the purposes of SOP, these items qualify as Specialized Armor and may not be worn on Code Blue or below. Additional pouches may be attached to carriers. They also accept a variety of patches, such as blood type or corporate affiliation markers.

Less-Lethal Weapons

Name Description Notes
StunBaton.gif Stun Baton The iconic melee weapon of security everywhere. Make sure you turn it on first, and to use help intent or else you might get accused of using undue force (aka "harmbatoning") and nobody wants to deal with Internal Affairs. Rechargable. Cell must be manually removed.
Taser.png Taser This weapon was designed for maximum adaptabilty. It's not as strong as the baton, but can engage enemies from further away. Make sure it's hidden from view somehow, either by placing it within a pack or belt, or within a holster that is concealed by a coat of some kind. The standard taser may select between a physical electrode, a stun beam which bypasses glass, and a disabler beam which also bypasses glass.
Stunrevolver.png Stun Revolver Shoots a physical electrode that is more effective than stun beams. Its capacity is slightly lower, but it compensates with style.
Flash.png Flash A handheld device that emits a bright, disorienting flash. It can only be used in melee range. The flash is able to blind synthetics (both lawed and unlawed) who are otherwise immune to standard Security weapons. If the target is wearing eye protection, they are immune to flashing. The bulb can burn out if the device is used too frequently. In this instance, replace the device.
Pepperspray.png Pepper Spray Quite possibly the single most effective way to make any non-synthetic compliant, unless they happen to be wearing eye and (more importantly) mouth protection. Far more effective than either a stunbaton or flash, but should be used carefully or else you may accidentally spray yourself.
Flashbang.png Flashbang Pull the pin and throw; emits a bright flash and loud bang on detonation, hence the name. An absolute riot at bar brawls. Keep in mind the arming/detonation delay. Sunglasses will block the flash blinding, and helmets (or hardhats) will reduce the 'bang' stun to negligible levels unless you're standing on top of it. Certain Bowman headsets also provide 'bang' protection.
Flashbang.png Tear Gas Pull the pin and throw; emits a cloud of pepper spray on detonation. Much like regular pepper spray, these will absolutely ruin the day of anyone without proper face protection. Useless against synthetics of any kind though.

Lethal Weapons

Name Description Notes
Pistolbrig.gif Pistol Ballistic handguns, both semi-automatic and revolving cylinder, are an alternative for Security Officers. These sidearms are generally issued with rubber bullets. They are legally considered to be lethal at all times given the ability to use lethal ammo, even if only less-lethal ammo is issued. Sidearms issued to Security are often customized to only accept LTL magazines. They do not qualify as lethal weapons unless illegally modified.
Shotgunbrig.gif Shotgun Security is issued two classes of 12-gauge pump-action shotgun. The wooden variety hold 4 rounds, and come loaded with beanbag rounds as standard. Black shotguns hold 8 rounds, and are generally loaded with lethal ammunition. You will almost always be using beanbags if you get one of these, unless things have really gone sideways, in which case you might get issued lethal rounds.
Ionsbrig.gif Ion Weapons The best option for disabling any synthetic threats. These weapons are a mild inconvenience to organics - unless they have augmented vitals like a pacemaker or artificial lungs (in which case ion weapons are extremely deadly!), but even one good shot will basically cripple a synthetic. As such they should be treated as 'lethal' weapons. Beware that stray shots can crash area power controllers, damage computers, burst lights, mess with doors, set off fire alarms, and more, so watch your backstop or else you'll make Engineering mad. Ion weapons can drain the batteries of weapons in their AOE. Friendly fire may not injure organic officers, but it may weaken their position.
Empgrenade.png EMP Grenade Pull the pin and throw for an area-effect ionic blast. Use with extreme caution, as Engineers will definitely not appreciate careless use of these. EMP Grenades cause indiscriminate damage to electronics systems in their AOE. Ensure that you understand what will be damaged by the blast before use.
Egun.png Energy Gun A rare item for the average officer to possess, usually only handed out when things have really hit the fan. The energy gun has two modes: stun and kill. Both modes bypass windows. The weapon should be left on stun unless there is an immediate threat. It also makes a potent melee weapon. Firing on kill at crewmembers without reason will often result in demotion and/or a potential job ban. Even though it has a stun mode, the Energy Gun falls under the same lethal qualification as pistols.
Laserrifle.png Laser Rifle Possibly the least common weapon to find in the hands of security officers, mainly due its the lack of a stun mode. Instead, the laser rifle has a 'suppressive' mode that deals much less damage and is more power-efficient. More effective against armored targets than an energy gun, it requires both hands to fire accurately. You should never have these unless it's a Code Red situation. Can shoot through glass.

Important: When you are done with your Locker, close it and lock it.

Recharge

Always have your tools recharged after an arrest. If your Flash is burnt out, get a new one from the lockers or security vending machine and hand your old one to a Roboticist. Then take your energy gun or taser, pop them in the recharger, and wait for the light to change. Having a charged taser is sometimes the difference between life and death.