|Access: Security, Brig, Holding Cells, Courtroom, Weapon Permit|
Additional Access: Maintenance, Morgue, Detective's Office
Supervisors: Head of Security
Duties: Protect company assets, follow the Standard Operating Procedure, eat donuts.
Guides: Guide to security, Standard Operating Procedure, Corporate Regulations
Quote: "Who watches the watchmen?" We do, too. We watch each other.
Security Officers are the main force behind Security on the station. They are responsible for dealing with security complaints and arresting those who break Corporate Regulations.
Important: DO NOT play Security if you are new to Space Station 13! You will become a liability and everyone will have a bad time.
Bare minimum requirements: Don't power-trip your way straight into a demotion.
Know Your Place
- This ship is not a democracy. You take orders from the Head of Security, who takes his orders from the Station 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 a set of Corporate Regulations to uphold, as well as SolGov's legal code. 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 with utter suspicion.
- Your essential job function is to prevent the station from falling apart in chaos.
- Remember to follow 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. At least, allegedly.
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. Then return to your patrol.
Have your Stun Baton put away but easily accessed. 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, try and talk the suspect down if possible while readying your Taser. If the suspect attempts to flee or continues their crimes, stun the suspect, handcuff them, and hold them so they can't escape. Either way, escort them to the brig for questioning. 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.
If things become violent or you are outmatched, immediately call for backup. Be concise-- give your location first, then any other information, so you'll still have backup if you get downed, killed, or captured. 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.
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, communicator, and PDA 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 their cell.
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.
This is where you do your set up at. 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. In some cases it may be prudent to offer people flashes or pepper spray for self-defense, but it's best to confer with your supervisors.
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. Please make sure to label your locker with your name, unless you want the Warden breathing down your neck.
First, you are already equipped with a flash, a pair of handcuffs, and (if selected in the loadout) security HUD or shades. This alone is enough to handle most petty crime.
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 or locker.
Stun Baton - Your weapon of choice. It deals HALLOSS damage, similar to tasers. On any intent other than harm, stuns the target-- usually one or two stuns is enough to down them. On harm intent, stuns them for a very short period and deals brute. Disarm intent is recommended for robust baton usage.
Tasers - Place the taser on your belt. Replace your Baton with this in case you need the extra range and the AI/Station Director/Head of Security/Warden refuse to open the armoury for better equipment. It is also good to use against runners or those equipped with a gun themselves. Use your best judgement. While in hand, using your off hand on it will remove the power cell, allowing you to reload or donate the cell to a more powerful E-gun or Laser Carbine.
Stun Revolver - There's a few of these in equipment storage. They're more powerful than tasers, but have a reduced capacity and can't shoot through windows. On the plus side, they look really goddamn cool.
Flashes - A good backup if your stun baton runs out of charge or you need to keep a criminal subdued. Robotics may also want these. Throw it in a pocket or hide it in your backpack's box. Has the added benefit of stunning out of control cyborgs. Flashes only blind and disorient, you'll need to down the suspect some other way (either with your other equipment or with an empty hand on disarm intent).
Flashbang - Sometimes preferred by some bad officers instead of flashes. These will blind, deafen, and knock down anyone within its radius when thrown. To throw, simply activate the flashbang in-hand to your hand and click a tile on the floor. There is a small delay between throwing and detonation. It is a good idea to throw these as far away from you as possible as they will deafen and blind you if you are not wearing sunglasses. They are also useful to help you escape a small group of assailants, or for breaching hostage situations. Keep this in your pocket and detonate in hand, this causes everyone who is looking at you without sunglasses to be affected by the blast, though it may deafen you. Waton use of flashbangs is a good sign of shitcurity.
HUDglasses - You need to equip these. Put them on your eyes. They protect you from flashbangs and flashes and give you access to security records and arrest status on-the-fly. You can use them to quickly set a subject to arrest, making it harder for them to escape.
Handcuffs - Throw these in your pockets as well. You will use these. A lot. Grab aggressively then click on them with the handcuffs to start handcuffing them. You'll both need to stay next to each other for them to work. Pulling people then prevents them from running away. Be careful of bumping into people however.
Energy gun - A rare item for the average officer to possess, usually only handed out when things have really hit the fan. Has two modes, click the weapon in your inventory to switch between stun and kill. Most of the time, the weapon should be left on stun. It also makes a potent melee weapon. Firing on kill at crewmembers will often result in demotion or a potential job ban.
Riot Shield - Another uncommon weapon for security personnel. Protects from melee attack in the direction you are facing. Makes a decent melee weapon.
Laser gun - Possibly the least common weapon to find in the hands of security officers, mainly due to the lack of a stun mode. While more powerful than an Energy gun, it makes a slightly less effective melee weapon. You should never have these unless it's a Code Red situation, or you're carp-hunting.
Important: When you are done with your Locker, close it and lock it.
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.
Note: Stun batons require their battery cells to be changed, and do not work in a recharger.
Traitor security is a mixed bag. You can try planting evidence on your target (though make sure you don't put fingerprints on it yourself). Try putting the item in their hand first, and then removing it while you wear gloves, then stick it in their backpack. Theft shouldn't be too hard, and if you plant evidence on other people to make you seem like the "good cop" you should be fine. If things go wrong, you always have your trusty weapons.
| Jobs on Polaris|
|Command||Station Director, Head of Personnel, Command Secretary|
|Security||Head of Security, Security Officer, Warden, Detective|
|Engineering||Chief Engineer, Station Engineer, Atmospheric Technician|
|Medical||Chief Medical Officer, Medical Doctor, Paramedic, Chemist, Psychologist|
|Science||Research Director, Scientist, Roboticist, Xenobiologist|
|Supply||Quartermaster, Cargo Technician, Shaft Miner|
|Exploration||Explorer, Search and Rescue, Pilot|
|Civilian||Assistant, Janitor, Bartender, Chef, Botanist, Chaplain, Librarian, Internal Affairs|
|Synthetic||AI, Robot, Maintenance Drone, Personal AI|
|Antagonists||Traitor, Changeling, Mercenary, Raider, Infiltrator, Cultist, Technomancer, Ninja, Revolutionary, Loyalist|
|Special||Emergency Response Team, Trader, Renegade|