SoP: Security

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SoP: Security

Permits

Any permit legally distributed by the Head of Security or the Colony Director. The Colony Director's approving signature is required for all permits. If the Colony Director is not aboard or is not active, the current Acting Colony Director (usually the Head of Personnel) may substitute for the Colony Director's signature. The Head of Security's signature is also required for all permits. Likewise, if the Head of Security is not available, the Head of Personnel may substitute for this signature. However, both approving signatures must be written by different individuals. Therefore, the Head of Personnel, or even Colony Director, may never sign for both the Colony Director's and Head of Security's approval on any permit. They must always be different. Therefore, it is impossible for any one crew member to approve their own permit on their own. Both the Head of Security and Colony Director must stamp the document with their appropriate department head staffs stamps for the document to be valid. An Acting Colony Director must use the Head of Personnel's stamp and not the Colony Director's stamp. Only a member of Central Command can bypass this process with both a valid signature and a stamp from Central Command on the permit form.

The terms of the permit explicitly overriding standard operating procedure will be fully detailed in the permit's details. Anything not explicitly covered by the permit should be treated normally by standard operating procedure. If you believe there is an inconsistency, a conflict, or an unintended gap in a permit's details, contact your on-station Internal Affairs Agent or your assigned CentCom Representative.

If the terms of a permit are violated by the permit holder, or the individual owning the permit is involved in a violent crime (even if the permit is not relevant), the permit may be suspended until the end of the shift at the Head of Security's discretion. If the permit was abused to commit said violent crime, the permit is automatically terminated upon lawful conviction of a crime. If seeking to suspend or terminate a permit distributed by Central Command, proceed to do so, and then contact a CentCom Representative immediately so they may be informed of the incident.

The Colony Director and Head of Security (or equivalent signatories) may revoke their approval for a permit at any time if they believe the permit holder cannot be trusted with their privileges. If one or both of the signatories revoke their approval, Security staff is to be informed, and the permit is automatically null and void until the invalidated signature is replaced. Any item(s) normally deemed contraband without the permit become contraband once more, and the owner must comply with orders to surrender said item(s) to Security or risk facing charges.

When dealing with an individual who is in possession of anything normally deemed contraband that does not serve any lawfully prescribed medicinal purpose, security staff should always check for a permit. If the individual cannot produce the physical copy of the permit, the individual is to be charged normally as per Policy/Corporate Regulations §118 and/or § 212.

Relevant Terminology

  • Armed: Possessing weapons or anything being used as a weapon even if that is not its intended purpose (such as a crowbar). This includes non-lethals, and even basic tools if being used to assault someone.
  • Brig: The part of the station used to detain those who violate Policy/Corporate Regulations.
  • Contraband: Anything that is stolen or illegal to possess by anyone aboard the crew. For example, insulated gloves and multitools are not considered contraband on their own, but if they were stolen from the Engineering department, they qualify as contraband.
  • Excessive Force: Use of force beyond what is necessary to resolve a problem or neutralize a given threat.
  • IAA: An acronym that refers to an Internal Affairs Agent.
  • Lethals: Weapons designed for or able to switch to configurations intended for lethal force.
  • Non-lethals: Weapons that are not designed to be used lethally, and instead are meant to incapacitate suspects with little or no injury.
  • Robust: As an adjective; able to withstand or overcome adverse conditions. As a verb; slang for viciously assaulting someone. Often used as a compliment in both cases.
  • Shitcurity: Slang for describing a security officer who unnecessarily or illegally exercises their authority in order to inflate their ego, or a security officer who simply doesn't follow standard operating procedure.
  • Use of Force: Either lethal or non-lethal, this is the use of weapons to incapacitate a suspect. You may be told at times to use lethal force, or non-lethal force, depending on circumstance. By default, non-lethal force is preferred.
    • Shoot-to-Stun: Using non-lethals to incapacitate the target in order to handcuff or otherwise subdue them without injury. Although the term is shoot-to-stun, stun batons, pepper spray, and flashers all fall under this category when talking about engagements with suspects.
    • Shoot-to-Kill: Using lethal weapons to engage a target until a threat is neutralized. This doesn't actually mean you have to kill the target (contrary to the term), but the weapons employed may very well kill the target whether you want to or not. Even in Shoot-to-Kill scenarios, you should still attempt to provide immediate medical attention and revive them once they are otherwise safely subdued and the combat is over.
    • Shoot-to-Disable: To incapacitate a target, usually a vehicle (such as mechs) or machine (such as cyborgs), by damaging it to the point of interoperability.

Rules of Engagement

  • When confronting a suspect for any level 1 crime, you must offer the suspect a chance to pay a fine. If the fine is paid, they are not to be arrested, detained, or searched unless otherwise specified by Policy/Corporate Regulations. The fine is to be turned in to the Head of Security, Head of Personnel, or Colony Director. If the fine is refused, they are to be arrested.
  • Calling for backup over a level 1 crime is usually considered a waste of resources. One officer should be enough.
  • When arresting or fining a suspect, they are to be informed of their right to pay a fine (if applicable) and their right to an Internal Affairs Agent (IAA) to represent them in an appeal to the HoS or Colony Director if they so desire. If there is no IAA available, they may still attempt to appeal on their own, but should still be punished until the punishment expires or the appeal passes. (See Appeals for details.)
  • Refusal of handcuffs does not constitute resisting arrest, as per Policy/Corporate Regulations §202. If a suspect refuses handcuffs and is being arrested, but is cooperative, they are to be escorted by no less than two armed security personnel to the brig. If this is not possible, inform the suspect, and handcuff them regardless of their cooperation.
  • A suspect attempting to flee, or assault another crew member, is authorized shoot-to-stun.
  • When confronting an armed suspect, always call for backup, preferably prior to the engagement. If the suspect draws a weapon, already has a weapon in their hands, or has used a weapon already, use of force is immediately authorized and you are not required to announce intentions to arrest until after they are subdued.
  • If a suspect uses a mech to resist arrest, shoot-to-kill authorized. Deployment of barricades and use of flipped tables for cover is also advised to create chokepoints where security can fire upon the target.
  • If a suspect is green, screaming, and able to punch down walls, they're probably affected by the hulk gene from genetic manipulation, and if they exist without an ongoing emergency where such muscle is needed or the CMO did not directly inform Security in advance, a 'hulk' outside of medbay or research is shoot-to-kill. Unlike most shoot-to-kill scenarios where the actual killing part is a matter of option and circumstance, there is no way to safely contain a hulk in prison, so if you are forced to confront one, continue engagement until the target is deceased.
  • If a suspect escapes into space, shoot-to-kill is authorized for any personnel who go out into space to pursue. L.W.A.P. sniper rifles and GPS are recommended for the pursuit, as are jetpacks. Additionally, someone should be viewing cameras to watch station access points and various outposts on the asteroid and near the orbital construction site.
  • During Code Delta, any noncompliance from staff is to be met with lethal force.
  • For secure areas, see below for specific rules of engagement.

Secure areas

  • In code green, secure areas like the armory, vault, gateway, armory, AI core, research server room, telecommunications satellite, etc, should never be blocked. Only the vault should be bolted. Use of deployable barriers to block areas during code green is considered illegal under Policy/Corporate Regulations §217. Trespassing in these areas is covered under §207.
  • The armory is restricted to security and the Colony Director only. Non-security staff are not authorized without permission from the Head of Security or Colony Director. Unauthorized personnel in this area are shoot to kill excluding the Head of Personnel who should just be ordered to leave immediately. The Head of Personnel may have an urgent reason for wanting to break protocol. If they do not, proceed with an arrest.
  • The engine is restricted to engineers and the Colony Director. No other staff are permitted in the engine, and anyone found in these areas should be subdued through applicable use of force, up to and including deadly. However, be conscious of the context of their break-in. If the station has been suffering a power failure because the engine was never started, their intentions might be less malicious than someone breaking into an engine that is working perfectly fine.
  • The vault contains valuable items within it, so Security is usually stationed close by. If sparking is heard, the security staff at this post should alert other security personnel for backup, and investigate while backup arrives. Should an individual be discovered in the vault other than the Colony Director, use of force is authorized.
  • The AI sometimes likes to bolt itself in even during code green. It is not supposed to do this. If the AI bolts its self in, request the AI to unbolt the doors, citing Standard Operating Procedure. If the AI does not comply, ask the Research Director or Colony Director to try reasoning with it. If it still does not comply, it is up to the staff in charge of overseeing the AI how to proceed, usually by changing laws. Unauthorized personnel discovered attempting to breach the AI core are shoot to kill.
  • The Gateway is often able to access dangerous far away worlds and alternate realities and even different points in time. Be careful to keep track of any ongoing gateway missions, but if someone is discovered actively breaking into this location, and you are 100% certain they are not supposed to be there, confirm with your superiors, and if they are indeed unauthorized, they are to be captured, searched, and interrogated before being charged and sentenced.
  • The Research Server Room has a variety of sensitive information. Unauthorized personnel in this location are to be captured, searched, and interrogated before being charged and sentenced.
  • The Brig is considered a high security area. Unauthorized personnel attempting to break in, or any "Hold until Transfer" inmates attempting to break out, are both shoot to kill.
  • The Telecomms Satellite is a highly sensitive area that provides vital communications among the crew and to CentCom, thus any unauthorized personnel who have evaded or destroyed the laser turrets and accessed the control room are shoot-to-kill.
  • Just because borgs can access everywhere in the station doesn't mean they should be there. Borgs will usually obey orders to leave secure areas, and you can usually ask who gave them the order to go there in the first place. If the borg has a valid reason for being there, such as a mediborg rescuing brig inmates who were injured in a fight, then you should leave it alone, or at worst you should accompany the borg to aid its duties. If the borg does not have a valid reason, and it refuses to leave, incapacitate it by any means and alert Robotics about the incident right away.

(( It's also possible in many cases that a player in these areas might be breaking server rules. Make sure you ahelp when you see it happening, preferably before you try to handle it yourself. Not to say you have to wait for an admin and let the possible griefer do whatever they want. Just that by ahelping, you hopefully get an admin to arrive and investigate what happened, and whether or not any rules actually got broken. ))

Criminal Processing

See Policy/Corporate Regulations for rules that carry fines or brig time.

See also Legal Standard Operating Procedure for information regarding tribunals.

Breaking standard operating procedure is not punishable by law, but if an accident or fatality occurs for violating it, see Policy/Corporate Regulations §206.

Criminal processing should not take more than a few minutes at most. Don't needlessly waste time with additional questioning and interrogation until they're already properly arrested.

Upon arrest of a criminal, follow the following steps.

  1. State the main reason for their arrest, even if you have already. This is not required, but it's good practice.
  2. Bring the suspect to Security Processing. If paying a fine will replace jail time, offer them the chance to pay the fine before proceeding. This is assuming they have not paid the fine already and had to be handcuffed in the first place. If the fine is paid, skip to the final step. Otherwise, continue.
  3. Read Policy/Corporate Regulations out loud for every valid charge, and update their security record accordingly.
  4. After you have read the charges you should state the following word-for-word: "According to NanoTrasen Criminal Processing Policy, you are entitled to appeal your case to an Internal Affairs Agent at this time, if such is available. Should you accept this offer, be advised your criminal processing may be delayed until your agent is satisfied with the case. If they rule in favor, they will contact the Head of Security on your behalf. If accepted, you will be released or your sentence will be reduced. If at any time, the Internal Affairs agent, the Head of Security, or the Colony Director rejects your appeal, your sentence will be unaffected." If they either do not want to bother with an appeal, or their appeal is not sufficient enough to be alleviated of all charges, proceed to next step. If their appeal is sufficient for immediate release, proceed to final step. Otherwise, continue.
  5. Search the individual for contraband and question them as necessary. Empty pockets, remove accessories such as webbing off their uniform, check their PDA for stolen/illegal cartridges, check their headset for illegal/stolen encryption cards, check their shoes for knives, check anything and everything that could contain items. If contraband or stolen property is found, charge them accordingly. See Policy/Corporate Regulations for details. Anything else not considered contraband but still may compromise the security of the cell (such as a chef's kitchen knife, or an engineer's tools) should also be temporarily confiscated and returned after the sentence is served.
  6. Calculate sentencing based on the total charges. Do not charge more than the minimum sentence unless it this is not their first offense. Multiple instances of the same offense counts in this case. For example, if a suspect stole three items, you cannot charge them theft three times, but you can charge the maximum sentence for theft. If they have already been arrested for the same crime during that shift, follow Corporate Regulations regarding Modifiers & Special Situations.
  7. Update the prisoner's security records accordingly. Set their status to "Imprisoned".
  8. Return the prisoner's PDA and headset to their person. If you cannot provide them with their original headset and PDA for suspected security reasons, you must provide at least a basic headset and a temporary PDA. All prisoners are entitled to some kind of communication device unless the privilege is abused, or the device is evidence for a crime (such as a PDA with incriminating logs).
  9. Inform their head of staff of their arrest. You have no authority to demote anyone unless you're the Head of Security who is demoting another security officer.
  10. Escort the prisoner to their cell, preferably with one security guard to aid you. Bring any of their belongings that you did not confiscate.
  11. The prisoner has a right to a reasonably fast processing period. If you are the only Security officer, make an earnest attempt to ensure that Processing does not take up more than half of their total sentence. If there are other available officers, Processing should not take more than one quarter of the prisoner's total sentence.
  12. Find a vacant cell and buckle the prisoner to the bed. If the sentence is permanent, they are required to wear an orange jumpsuit and shoes, so change their clothes if needed.
  13. Put all of their belongings (besides communication) that are not evidence for a crime into the cell's locker, which will lock automatically when you start the timer.
  14. Set and start the timer. The door will close and the locker will be locked.
  15. Enter the cell with stun baton at the ready and remove the prisoner's handcuffs. If possible, have a second security officer present to help. It is unlawful to leave a prisoner restrained in a cell unless in solitary confinement.
  16. Ensure someone is monitoring the prison area for the duration of the prisoner's sentence, or at least be there when it ends.
  17. Wait for the sentence to expire. Proceed to final step once it has expired.
  18. Return all temporarily confiscated goods.
  19. Provide the prisoner with a copy of their updated Security records, so they can ensure the hard copy of their records are updated and/or so they may take them to IA to open a dispute.
  20. Allow the prisoner to leave Security. Set the prisoner's status to "released" or "patrolled" depending on their conviction or there lack-of.

Prisoner Expectations

As a prisoner, you are expected to abide by certain standards. Failure to obey will result in further punishment such as solitary confinement or more brig time.

  • If you are incarcerated, do not attempt escape.
  • Irritating officers for amusement is a generally poor idea. Refrain from repeatedly banging upon windows.
  • Attempts at suicide will be met with solitary confinement. (( Also probably a server ban. ))
  • If you feel you have been unjustly incarcerated, contact the Warden, the Head of Security, Internal Affairs, or Colony Director (in that order of first to last) to appeal your case.

Prisoner Rights

As a prisoner, you are entitled to certain rights under any circumstance, regardless of the nature of your crimes.

  • All prisoners are entitled to a swift processing when being arrested and put into the brig. Longer than 1/4th of their sentence is considered a violation of this right so long as the prisoner is cooperating.
    • In circumstances when Security is understaffed or otherwise engaged, resulting in Prisoner Processing that must necessarily and demonstrably be conducted by only one officer, a length longer than 1/2 of their sentence is considered a violation of this right instead of 1/4.
  • All prisoners are entitled to medical examination and aid if requested.
  • All prisoners are entitled to speak to an Internal Affairs Agent for legal council if requested.
  • All prisoners are entitled to be allowed to send fax to Central Command if requested.
  • All prisoners are entitled to food and water if requested.
  • All prisoners are entitled to be provided with clothing--preferably the standard orange prisoner jumpsuit and orange shoes.
  • All prisoners are entitled to safe and reasonable cell accommodations such as functional lighting, a place to sleep, and access to the brig's communal area if serving a sentence longer than 20 minutes.

On Weapon Lethality

Security Officers are expected to display a working knowledge of what constitutes a lethal weapon, both for the purposes of engaging a potential threat, and personally adhering to the proper equipment guidelines. With this concern in mind, Central Command has created the following criteria to help determine whether a weapon counts as Lethal.

A weapon will be considered lethal if it has the capability to inflict lasting harm. Lasting harm is considered to be any injury that is itself life-threatening, or any injury which causes compounding injuries that may themselves be considered life-threatening.

  • The capability to inflict lasting harm is measured based on the mechanisms which determine weapon function.
    • A shotgun that can be loaded with both less-than-lethal and lethal ammunition is always considered a lethal weapon.
    • Any sword or blade outside the realm of a kitchen knife is considered a lethal weapon.
    • An Energy Gun that can be toggled between Disable and Kill modes is always considered a lethal weapon.
    • A taser that only fires stun bolts, is not considered a lethal weapon, in spite of its ability to kill small animals. Its ability to kill weak animals is a byproduct of the necessary strength of the projectile's electrical current.
    • The special model of revolver issued to the Detective, which can only accept less-than-lethal ammunition, is not considered a lethal weapon. Illegal modifications made to this revolver immediately reclassify it as a lethal weapon.
  • An injury is considered life threatening if it inflicts significant bodily harm. Injuries such as bullets which pierce the skin and cause bleeding, or laser beams which cause severe tissue burns, meet this criteria.
  • An injury that does not immediately inflict harm, but may lead to life-threatening injuries is still considered lethal.
    • Firing a disorienting blast at someone standing next to an environmental hazard is considered lethal.
    • Firing a less-than-lethal round at a fragile species is considered lethal. This is due to the potential for breaking bones, which may lead to internal bleeding during the pursuit and arrest process.
      • In the instance of a less-than-lethal round, such as the standard rubber bullet, inflicting such damage, no disciplinary action should be taken against the Officer in question unless it can be proven there was a reasonable expectation for the Officer to know the victim was more vulnerable to these rounds.

Standard Security Gear

Aside from what the normal crew is allowed, this is what security should be carrying under code green.

Security Cadet / Security Conscript

Security cadets are just assistants who wish to pursue a career in security. Security personnel should take these individuals under their wing to educate them on Standard Operating Procedure, Policy/Corporate Regulations, and other tips on how to do their job effectively and fairly. Security conscripts on the other hand can be recruited by the Head of Security during an emergency, and will have their ID temporarily changed by the Head of Personnel. Both of these are allowed only the same standard equipment with some exceptions listed below, but can be equipped to handle a variety of problems that normal security is too preoccupied to handle.

  • Holotag to denote their active service. They must have at least a holotag, else they are not granted any other security equipment.
  • Red armband, if they are not issued a security uniform.
  • Whatever equipment is deemed necessary by the HoS depending on circumstance.
  • No weapons are allowed for security cadets outside of code red or worse.

Security Officer

The gear available to security officers is available to all security personnel under normal circumstances. Weapons of all kind should be kept holstered and preferably concealed during code green. Brandishing weapons openly tends to make the crew needlessly nervous and hostile toward security personnel.

  • Security uniform or appropriate variant of security uniform. Red jumpsuits are acceptable substitutes.
  • Security softcap (Optional)
  • Standard Security helmet, kept in backpack unless responding to a call.
  • Standard Security armored vest
  • Standard Security HUD glasses or equivalent
  • R.O.B.U.S.T. PDA cartridge
  • Security belt
  • Security caution tape
  • Flasher
  • Pepper spray
  • Stun baton
  • Taser*
  • Flashbang
  • Hailer
  • Minimum 1 pair of handcuffs
  • Universal recorder (Optional)
  • Basic First Aid supplies (Optional)
  • Emergency light source (flare or flashlight)

* A stun revolver or issued .45 sidearm** can be substituted for a taser without any special permissions.

** Security's .45 sidearms are only designed to fire rubber bullets. By opting to carry a .45 sidearm, you acknowledge that you have read the policies covered in the weapon lethality guidelines.

With explicitly written permission from the Head of Security or Colony Director, any firearm may be carried during code green by any personnel carrying a valid permit. However, it is strongly recommended to never issue permits for automatic or high powered weapons. The most common (and most reasonable) permit distributed is usually for a common energy gun.

Detective

Although the detective's task is not to make arrests, they should be prepared in case the situation arises where they must defend themselves or arrest someone who is discovered at the end of an investigation over a serious crime. In addition to the standard Security Officer gear, there are some differences and additions. If two detectives are present, this gear should be shared between them.

  • Detective attire in place of Security uniform.
  • Standard Security armored vest (optional)
  • Forensic Scanner
  • Black or latex gloves
  • Evidence bags
  • Universal recorder
  • Camera
  • .45 caliber or 9mm automatic handgun with less-than-lethal rounds.

Warden

Half of your job is to look after the prisoners; make sure they aren't abused or given unfair sentences and that they don't escape. The other half of your job is to arm security with weapons in emergencies. You are not a Security Officer and should not leave the brig if possible. However, you may operate as an officer shall the need arise, under the permission of your HoS. If you have no prisoners to watch out for, you can be helpful to your team by coordinating with officers over your radio channel, checking cameras when people call for help, and updating arrest records. You can also do roll call every so often, to make sure that the officers are still alive and well. You have the opportunity to make Security run like a well-oiled machine, but don't start acting like your boss. Also make sure you keep track of what's in the armory. You start with a list of everything in the armory and should keep track of who and what is being taken and their reason why. Moreover, make sure the armory stock is well-balanced. Sometimes, the people at Central forget to stock a certain type of weaponry, whether lethal or non-lethal; and it is your job to make sure the situation is remedied before it's too late. Sitting at your desk is alright, but you should make sure to scan the cell blocks every once in a while to make sure no one is hurt in the cells, or there are any areas of break in. Your job is to protect all of security from people busting in, or out. A quick sweep every few minutes should be fine, being a warden is a mostly relaxing job, just make sure to stun anyone who is behaving suspiciously in security and hold them till the Head of Security comes. Remember, talk first, disarm second, kill if that's your only option. If you are going to sit around, it may be worthwhile to update the security records for your prisoners. Seriously. Update the security records. Just because you have access to lethal weapons and armor does NOT mean you are allowed to use them or carry them around with you as you please. You, like every other person aboard are required to follow Standard Operating Procedure.

  • Warden attire in place of Security uniform.
  • Warden armored jacket (standard security armored vest is an acceptable substitute)
  • Box of handcuffs
  • A Stun Baton
  • Pepper Spray
  • Flashbangs
  • Warden's Shotgun (This custom shotgun is authorized for carry inside the Brig at all times, in spite of regulations regarding weapon lethality. It is recommended that it be loaded with beanbag rounds unless there is an active emergency. The Warden is not required to carry this weapon, and may opt to downgrade to less lethal options if there is no standing alert.)
  • Armory weapons (Only on Code Red, POSSIBLY on code yellow with permission of the HOS, and Code Delta.)

Head of Security

When it comes to weapons, the Head of Security has some of the least flexibility of all station staff. The Head of Security's main job is to manage security, not to be going around chasing criminals or handling investigations if they don't have to: your job is to sit in your comfy chair and give orders to your subordinates unless there is not someone to fill a particular spot and to solve high-level legal disputes. When there are normal officers to do the main legwork you are to either be in the bridge or security. Notable exceptions are scenarios in which heads of staff are threatened. The Head of Security also has the power to deputize people during a crisis, and so, may have a valid reason to carry multiple weapons at one time in specific scenarios. You are expected to follow standard operating procedure just as anyone else is, especially when it comes to weapons and armor. You are also expected to file paperwork before requisitioning items from the Armory. You are issued equipment by default that meets the bare minimum of your gear requirements as outlined below - if you wish to augment or alter your armament, you must proceed along the proper channels like any other Officer. In the event that there is no Warden available to process your requests, coordinate with the Facility Director, or fax Central Command directly.

  • Head of Security attire in place of a Security uniform.
  • Head of Security armored coat and hat. This is the only exception to the HOS and armor usage, as it may be worn at any time.
  • The Head of Security is recommended to have lethal and non-lethal armament at all times.
    • The Head of Security may carry a maximum of one lethal weapon on their person at any time.
    • The X-01 MultiPhase Energy Gun is directly assigned to the Head of Security by Central Command. For the purposes of legal equipment, the X-01 counts as both the Head of Security's Lethal and Non-Lethal options. The Head of Security may not carry the X-01 and an energy gun. The Head of Security is encouraged to select this weapon as their carry choice.
    • At their discretion, the Head of Security may opt not to carry the X-01 in favor of preferred, authorized non-lethal and lethal weaponry.
Medical Console Access

Pursuant to their duties as the primary coordinator of Security operations on board NanoTrasen vessels, the Head of Security has general access to many of the facility's departments by default. As such, the Head of Security may find that they have access to Departmental equipment that may constitute a breach of SOP if interacted with. For instance, utilizing a Medical Sensor console without having first procured a search warrant - or without the appropriate justifications for ex post facto approval as outlined, is a breach of the Non Disclosure Policy and may result in disciplinary action.

Head of Personnel

The Head of Personnel is not a member of Security and should never be carrying any weapons aside from the energy pistol, baton, and flash supplied to them for self defense. Permits by the Head of Security or Colony Director may override this, but otherwise, they are in direct violation of Policy/Corporate Regulations §212, and should be charged accordingly. If a violation is made, Security should also check if the HoP has illegal access on their ID, because that is most likely how they obtained the weapon. Just because they can give themselves all-access doesn't mean they are allowed to outside of an emergency.

As an Acting Director, the Head of Personnel may legally carry a wider variety of firearms, but this is heavily discouraged.

Colony Director

Because the Colony Director is in charge of the station, it is recommended that the Colony Director carry some kind of weapon at all times. The Colony Director is an obvious target for hostile elements, and should not be helpless in a fight. Different colony directors have different preferences depending on their background. Some Colony Directors enjoy the symbolism of a sword, while others prefer the practicality of a firearm, but in any case, the policy and regulations are the same.

  • No more than one authorized lethal weapon, ranged or melee, is permitted for self-defense. All lethal weapons are authorized for Field Director carry, barring: weapons which require both hands to operate, explosive weapons, and long guns (ie, shotguns, assault rifles) - regardless of how such weapons are procured. Furthermore, possession of additional weapons (excluding ONE standard issue energy pistol) is considered a violation of Corporate Regulations §212.
  • A collapsible baton or stun baton are also both fine, but it is recommended that the Colony Director pick only one of these to carry.
  • Any body armor is permitted for the Colony Director to wear Outside of Code Green. However, wearing cumbersome body armor is not recommended, as the Colony Director's objective should not be to engage in extended fights, but rather, to escape them.

Executions

  • Prisoner is informed of their punishment, and allowed to decide how they die (within reason). Suggested options include lethal injection, firing squad, phoron gassing, or being exiled through the Bluespace Gateway and given an exile implant so they cannot return.
  • Prisoner is to be granted a final request (within reason, because obviously "let me go" or "kill this dude for me" isn't reasonable).
  • Prisoner is given their last meal.
  • Prisoner is escorted to the execution location under heavily armed guards, bound in a straight jacket and leg cuffs. Escorting officers are armed to kill. Lethal injections are done in medbay surgery room under supervision of doctor, firing squad is done on the shooting range, gassing is done in toxins or a room is built by engineering, etc.
  • It is required for the Colony Director to be present (not an acting Colony Director), or an execution may not proceed.
  • For an individual to be executed without planetside cloning (and thus, stay dead, unless they have privately owned cloning equipment), Central Command must make their own judgements. This is extremely rare and usually only occurs in cases of terrorism. Central Command must be faxed prior to the execution. If Central chooses to commute it to another sentence, exonerate it entirely, or even pardon it, on-station security must comply immediately.

Crew Restrictions: Special Concerns

  • Due to concerns regarding the physical demands expected of [Security], including but not limited to resilience and physical strength, Central Command has determined that any NanoTrasen employee under [2'6"/76.2cm] may not be employed on any NanoTrasen facility [Security] team. Transfer to the [Security] department after the assignment of another Departmental role is equally unlawful. This ruling may be appealed in the future.
    • This policy has the following exceptions: NanoTrasen employees may be employed by the [Security] department if fulfilling the role of [Detective/Forensic Technician]. All other provisions apply.
  • To address justified and self-evident concerns regarding the mental stability and evolutionary impulses of certain species employed by NanoTrasen, Central Command has issued updated policy restricting certain species from applying for, or attaining employment in, departments deemed sensitive or hazardous.
    • Pursuant to the above policy, the [Security] department may not employ any of the following species - regardless of personal assignation or self-identification:
      • Protean
      • Vox
      • Xenochimera