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	<id>http://wiki.skyrat13.space/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ironhawk</id>
	<title>Skyrat - User contributions [en-gb]</title>
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	<updated>2026-04-15T03:01:54Z</updated>
	<subtitle>User contributions</subtitle>
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		<id>http://wiki.skyrat13.space/index.php?title=Corporate_Regulations&amp;diff=12234</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Corporate_Regulations&amp;diff=12234"/>
		<updated>2022-07-08T16:13:40Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Removed OOC Note from EOTS&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Corporate Regulations&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Notice: Last updated on 26/03/2022&amp;lt;/div&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Preface&amp;lt;/div&amp;gt;=&lt;br /&gt;
&#039;&#039;&#039;Station Control and Conflict Management Regulations&#039;&#039;&#039; (Space Law) &#039;&#039;&#039;SCCMR&#039;&#039;&#039;, colloquially known as ‘Corporate Regulations’, is Nanotrasen’s corporate law, it does &#039;&#039;&#039;not&#039;&#039;&#039; apply everywhere besides stations belonging to NT. Whilst Nanotrasen’s own security isn’t present on some frontier stations, Lopland security enforces corporate law.&lt;br /&gt;
&lt;br /&gt;
According to the laws of SolGov, NanoTransen lacks the authority or judicial privileges to execute an individual. Fortunately or perhaps unfortunately, such transgressions are rarely looked into on the frontiers.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;SCCMR&#039;&#039;&#039; is not secret. The Head of Security &amp;amp; Centcom Officials have in-depth knowledge of &#039;&#039;&#039;SCCMR&#039;&#039;&#039;. The Captain, Security, Head of Personnel, the Blueshield, the Lawyer(s) and Silicons are encouraged to have above-average knowledge of &#039;&#039;&#039;SCCMR&#039;&#039;&#039;. Everyone not mentioned has layman-level knowledge, apart from Antagonists, who can have as much knowledge on it as they like.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Your primary objective as security and/or antagonist is to &#039;&#039;&#039;create the best roleplay opportunities possible for the server and the biggest net-gain of fun for everyone involved.&#039;&#039;&#039; This is how you actually win at the game.&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h3&amp;gt; General Overview &amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Corporate regulations are a form of cataloguing and classing behavior - criminal or nuisance.&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h3&amp;gt;Injunctions&amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Injunctions are corrective measures to undesirable crew behavior. They can be issued with misdemeanors and higher punishments in place of or in addition to regular penalties. Plea bargains are common causes for injunctions. Injunctions require a paper copy. The suspect is entitled to a copy, the original must be stored.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Injunction Specifics&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#d93232;&#039; | &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Injunctions cannot impact on the suspects current ability to perform their duties.&#039;&#039;&#039;&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;You MUST demote the suspect if the injunction would bar or significantly impair their ability to do their job.&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Example: You cannot bar a scientist from entering science; as it would prevent them from performing their Job.&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|• Injunctions may not last over thirty minutes.&lt;br /&gt;
|-&lt;br /&gt;
|• Injunctions may not prohibit the suspect from accessing any essential service - such as Medical &lt;br /&gt;
Treatment.&lt;br /&gt;
|-&lt;br /&gt;
|• Injunctions listed as a penalty only require the arresting Officer&#039;s approval to be put in place; but may be over-ruled by someone higher in the CoC (Chain Of Command)&lt;br /&gt;
|-&lt;br /&gt;
|• Injunctions not listed as a penalty require approval from the Warden, Head of Security or Captain (or acting).&lt;br /&gt;
|-&lt;br /&gt;
|• An injunction can be taken as a plea bargain and must always have the suspect’s signature. The suspect is entitled to a paper copy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Crime Tiers&amp;lt;/div&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
1.    &amp;lt;span style=&amp;quot;color:#92D050&amp;quot;&amp;gt;&#039;&#039;&#039;Infractions:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Generally mild crimes. Punishments are usually five minutes in the holding cell or a fine.&lt;br /&gt;
&lt;br /&gt;
2.    &amp;lt;span style=&amp;quot;color:#FFD965&amp;quot;&amp;gt;&#039;&#039;&#039;Minor Misdemeanors:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Crimes that warrant detainment. Sentences are usually ten minutes or a fine.&lt;br /&gt;
&lt;br /&gt;
3.    &amp;lt;span style=&amp;quot;color:#FF9961&amp;quot;&amp;gt;&#039;&#039;&#039;Major Misdemeanors:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Serious crimes that warrant extended detainment. Sentences are usually twenty minutes or work in the labor camp.&lt;br /&gt;
&lt;br /&gt;
4.    &amp;lt;span style=&amp;quot;color:#C55911&amp;quot;&amp;gt;&#039;&#039;&#039;Minor Felonies:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Very serious crimes that warrant admittance into general population prison. Usually twenty five minutes or work in the labor camp.&lt;br /&gt;
&lt;br /&gt;
5.    &amp;lt;span style=&amp;quot;color:#FF0000&amp;quot;&amp;gt;&#039;&#039;&#039;Major Felonies:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Exceptional crimes that result in either permanent incarceration until transfer to a secure facility or execution.&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Crime Stacking&amp;lt;/div&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
       All unique crimes covered by corporate regulations stack with other unique charges, meaning that someone may give an increased sentence to for engaging in multiple crimes but someone may not be given an increased sentence for multiple counts of the same crime, with multiple cases of murder being an exception and allowed to be charged individually.&lt;br /&gt;
       For example, you may charge someone for the murder of 2 different crewmembers but you can not charge them for the theft of 2 items or possessing multiple contraband items, in these cases you only charge the most severe type.&lt;br /&gt;
=&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Criminal Offenses&amp;lt;/div&amp;gt;=&lt;br /&gt;
===Note: For current Contraband laws, see [[#Contraband Table|Contraband]]===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;h3&amp;gt;Quick Code Reference&amp;lt;/h3&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&#039;text-align:center; background-color:#FFFFFF;&#039;border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#AEAAAA; width=&#039;75px&#039;   |Code&lt;br /&gt;
! style=&#039;background-color:#92D050; width=&#039;200px&#039;  |Infraction 1XX&lt;br /&gt;
! style=&#039;background-color:#FFD965; width=&#039;200px&#039;  |Minor Misdemeanor 2XX&lt;br /&gt;
! style=&#039;background-color:#FF9961; width=&#039;200px&#039;  |Major Misdemeanor 3XX&lt;br /&gt;
! style=&#039;background-color:#C55911; width=&#039;200px&#039;  |Minor Felony 4XX&lt;br /&gt;
! style=&#039;background-color:#FF0000; width=&#039;200px&#039;  |Major Felony 5XX&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |XX1&lt;br /&gt;
|style=&#039;background:#92D050;&#039; |Battery&lt;br /&gt;
|style=&#039;background:#FFD965;&#039; |Assault &#039;&#039;&#039;(ABH)&#039;&#039;&#039;&lt;br /&gt;
|style=&#039;background:#FF9961;&#039; |Assault &#039;&#039;&#039;(GBH)&#039;&#039;&#039;&lt;br /&gt;
|style=&#039;background:#C55911;&#039; |Murder&lt;br /&gt;
|style=&#039;background:#FF0000;&#039; |Annihilation&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |XX2&lt;br /&gt;
|style=&#039;background:#92D050;&#039; |Vandalism&lt;br /&gt;
|style=&#039;background:#FFD965;&#039; |Damage to station infrastructure&lt;br /&gt;
|style=&#039;background:#FF9961;&#039; |Sabotage&lt;br /&gt;
|style=&#039;background:#C55911;&#039; |Grand Sabotage&lt;br /&gt;
|style=&#039;background:#FF0000;&#039; |Terrorism&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |XX3&lt;br /&gt;
|style=&#039;background:#92D050;&#039; |Disorderly Conduct&lt;br /&gt;
|style=&#039;background:#FFD965;&#039; |Rioting&lt;br /&gt;
|style=&#039;background:#FF9961;&#039; |Inciting a riot&lt;br /&gt;
|style=&#039;background:#C55911;&#039; |&lt;br /&gt;
|style=&#039;background:#FF0000;&#039; |Mutiny&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |XX4&lt;br /&gt;
|style=&#039;background:#92D050;&#039; |Petty theft&lt;br /&gt;
|style=&#039;background:#FFD965;&#039; |Theft&lt;br /&gt;
|style=&#039;background:#FF9961;&#039; |Robbery&lt;br /&gt;
|style=&#039;background:#C55911;&#039; |Grand Theft&lt;br /&gt;
|style=&#039;background:#FF0000;&#039; |Enemy of the Station&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |XX5&lt;br /&gt;
|style=&#039;background:#92D050;&#039; |Animal Cruelty&lt;br /&gt;
|style=&#039;background:#FFD965;&#039; |Violating an Injunction&lt;br /&gt;
|style=&#039;background:#FF9961;&#039; |Assault of an Officer&lt;br /&gt;
|style=&#039;background:#C55911;&#039; |&lt;br /&gt;
|style=&#039;background:#FF0000;&#039; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |XX6&lt;br /&gt;
|style=&#039;background:#92D050;&#039; |Abuse of Equipment&lt;br /&gt;
|style=&#039;background:#FFD965;&#039; |Abuse of Confiscated Equipment*&lt;br /&gt;
|style=&#039;background:#FF9961;&#039; |Escaping Confinement&lt;br /&gt;
|style=&#039;background:#C55911;&#039; |&lt;br /&gt;
|style=&#039;background:#FF0000;&#039; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |XX7&lt;br /&gt;
|style=&#039;background:#92D050;&#039; |Trespassing&lt;br /&gt;
|style=&#039;background:#FFD965;&#039; |Narcotics Distribution and Manufacture&lt;br /&gt;
|style=&#039;background:#FF9961;&#039; |Grand trespass&lt;br /&gt;
|style=&#039;background:#C55911;&#039; |&lt;br /&gt;
|style=&#039;background:#FF0000;&#039; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |XX8&lt;br /&gt;
|style=&#039;background:#92D050;&#039; |Obstruction of Justice&lt;br /&gt;
|style=&#039;background:#FFD965;&#039; |Medical Malpractice&lt;br /&gt;
|style=&#039;background:#FF9961;&#039; |Manslaughter&lt;br /&gt;
|style=&#039;background:#C55911;&#039; |&lt;br /&gt;
|style=&#039;background:#FF0000;&#039; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |XX9&lt;br /&gt;
|style=&#039;background:#92D050;&#039; |Rubbernecking&lt;br /&gt;
|style=&#039;background:#FFD965;&#039; |Eavesdropping&lt;br /&gt;
|style=&#039;background:#FF9961;&#039; |Abuse of Executive Powers*&lt;br /&gt;
|style=&#039;background:#C55911;&#039; |&lt;br /&gt;
|style=&#039;background:#FF0000;&#039; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |X10&lt;br /&gt;
|style=&#039;background:#92D050;&#039; |Creating a Workplace Hazard&lt;br /&gt;
|style=&#039;background:#FFD965;&#039; |Unlawful Restraint&lt;br /&gt;
|style=&#039;background:#FF9961;&#039; |Unlawful Restraint of an Officer&lt;br /&gt;
|style=&#039;background:#C55911;&#039; |&lt;br /&gt;
|style=&#039;background:#FF0000;&#039; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |X11&lt;br /&gt;
|style=&#039;background:#92D050;&#039; |Insubordination*&lt;br /&gt;
|style=&#039;background:#FFD965;&#039; |Eavesdropping&lt;br /&gt;
|style=&#039;background:#FF9961;&#039; |Destruction of a Cybernetic Unit&lt;br /&gt;
|style=&#039;background:#C55911;&#039; |&lt;br /&gt;
|style=&#039;background:#FF0000;&#039; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |X12&lt;br /&gt;
|style=&#039;background:#92D050;&#039; |&lt;br /&gt;
|style=&#039;background:#FFD965;&#039; |Damage to Cybernetic Units&lt;br /&gt;
|style=&#039;background:#FF9961;&#039; |Unlawful tampering with a Cybernetic Unit&lt;br /&gt;
|style=&#039;background:#C55911;&#039; |&lt;br /&gt;
|style=&#039;background:#FF0000;&#039; |&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |X13 &lt;br /&gt;
|colspan=&amp;quot;5&amp;quot; style=&#039;background-color:#7B7B7B&#039;; |&#039;&#039;&#039;Accessory to Crime&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |X14&lt;br /&gt;
|colspan=&amp;quot;5&amp;quot; style=&#039;background-color:#8EAADB&#039;; |&#039;&#039;&#039;[[#Contraband Table|Contraband Possesion Based on its tier]].&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#AEAAAA;&#039; |&#039;&#039;&#039;Sentence&#039;&#039;&#039;&lt;br /&gt;
|style=&#039;background:#92D050;&#039; |&#039;&#039;&#039;5 minutes&amp;lt;br&amp;gt;500 mining points/250 credits&#039;&#039;&#039;&lt;br /&gt;
|style=&#039;background:#FFD965;&#039; |&#039;&#039;&#039;10 minutes&amp;lt;br&amp;gt;1000 mining points/500 credits&#039;&#039;&#039;&lt;br /&gt;
|style=&#039;background:#FF9961;&#039; |&#039;&#039;&#039;20 minutes&amp;lt;br&amp;gt;2000 mining points/No option to pay damages.&#039;&#039;&#039;&lt;br /&gt;
|style=&#039;background:#C55911;&#039; |&#039;&#039;&#039;25 minutes&amp;lt;br&amp;gt;Prisoner may spend it mining if agreed upon&#039;&#039;&#039;&lt;br /&gt;
|style=&#039;background:#FF0000;&#039; |&#039;&#039;&#039;Perma, Execution&amp;lt;br&amp;gt;Forced Labour Depending on severity&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt; &amp;lt;b&amp;gt;To be charged with Accessory to Crime someone must willingly and knowingly participate in an illegal act. Not reporting a crime is not illegal and it does not constitute Accessory to Crime nor Obstruction of Justice.&amp;lt;/b&amp;gt;&amp;lt;/big&amp;gt;&lt;br /&gt;
{{Template:Contraband}}&lt;br /&gt;
&amp;lt;h2&amp;gt;Usage Notes&amp;lt;/h2&amp;gt;&lt;br /&gt;
*Any weapon being brandished or misused can be considered mid-level contraband&lt;br /&gt;
&lt;br /&gt;
*Certain items would be considered contraband after being seen in use. Those are marked with their respective grade colour.&lt;br /&gt;
&lt;br /&gt;
*It is not contraband if the person with the item is intended to have it, obviously. For example, you can&#039;t charge a security officer for having a disabler, nor &amp;lt;i&amp;gt;inherently&amp;lt;/i&amp;gt; can you charge a virologist for having a sample of a harmful virus.&lt;br /&gt;
&lt;br /&gt;
*You are only allowed to apply one contraband charge, of the highest tier item you find.&lt;br /&gt;
&lt;br /&gt;
*The Captain or Head of Security can authorise the use of contraband, though a written document must be provided. The document may be waived in case of emergency.&lt;br /&gt;
&lt;br /&gt;
*Calls to arm the crew automatically waive contraband laws regarding firearms and melee weapons of high-level or lower.&lt;br /&gt;
&lt;br /&gt;
*Miners are permitted to use weapons off-station freely while mining, but cannot have them drawn on station and must keep them non-visible whenever possible.&lt;br /&gt;
&lt;br /&gt;
*Remember to gauge intent if possible. A firearm loaded with non-lethal ammunition could (and likely should) be considered lower contraband than one which is loaded lethally. Levels of contraband can be raised or lowered for specific cases, though use this in good faith.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h2&amp;gt;Exemptions and specific details&amp;lt;/h2&amp;gt;&lt;br /&gt;
*&amp;lt;b&amp;gt;Ammunition&amp;lt;/b&amp;gt; - Anyone with a weapons license is exempt, naturally.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Armour Vests&amp;lt;/b&amp;gt; - Security, Command, The Blueshield, and the bartender are all exempt.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Flashes&amp;lt;/b&amp;gt; - Heads of staff and roboticists are exempt.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Jaws of Life&amp;lt;/b&amp;gt; - Engineers, atmos techs, and the CE are naturally exempt, as well as paramedics.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Recreational Drugs&amp;lt;/b&amp;gt; - Space drugs and anything of similar effect&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Non-Prescription Drugs&amp;lt;/b&amp;gt; - Mindbreaker toxin or other chems which do not have lasting or damaging effects. A prescription signed by medical staff can waive this.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Hard Drugs&amp;lt;/b&amp;gt; Cocaine, meth, krokodil, or anything on the same level that can cause significant harm to users. A signed and stamped prescription from the CMO alone can authorise small volumes of these to be carried.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Any Firearm (without a license)&amp;lt;/b&amp;gt; The bartender has a license for their shotgun and their shotgun alone. Space explorers may have weapons, if they have a license. Vanguard Operatives are licensed. Charges can be lowered to mid- or low-level contraband considering the circumstances involved. Be careful not to equate a double-barrelled shotgun with some beanbags to a Bulldog with a mag of lethals.  &lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Hard Drug Stockpile&amp;lt;/b&amp;gt; - Large quantities of hard drugs. Any excess that would not fit in a single pill bottle may be considered here, or in a single regular box for things like cocaine.&lt;br /&gt;
&lt;br /&gt;
*&amp;lt;b&amp;gt;Syndicate Uplink&amp;lt;/b&amp;gt; An incredibly high-value item that should not be toyed around with. Any device with access to the Syndicate black market must be handled with the utmost care. Under no circumstances should security officers be purchasing things from this.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h1&amp;gt;Detailed Crime Information.&amp;lt;/h1&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h3&amp;gt;Infractions&amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Battery - 101&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To use physical force against someone without intent to seriously injure the target.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Repeated attempts at disarming (more than 3), tabling, non-lethal chokeholds, minor punching (less than four), smashing bottles on heads, and stunning are all considered battery. For serious harm, see Assault.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is meant to punish people for spamshoving/shittery; Consent is however, key here. Dont punish two people for battery for fighting in the corridors consensually - charge them with disorderly conduct. It&#039;s honestly up to you if you want them to pay the fine for a second offence, just don&#039;t let a rich person commit ten acts of battery over time and just keep paying the fines.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Vandalism- 102&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;Any willful behavior aimed at destroying, altering, or defacing property belonging to another.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Smashing windows, smashing random vending machines and spray painting or just vandalising rooms and hallways in general.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Disorderly Conduct - 103&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To be intentionally and publicly belligerent, exposed indecently, offensive or in general - a nuisance.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Spamming offensive racial terms over common, slurs included - being a general nuisance, screaming down your microphone.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is meant to allow sec to fine people for spamming &#039;Ligger&#039; and other offensive terms over comms, in public, ecetera, or just being a general nuisance to the station&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Petty Theft - 104&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To take items from areas one lacks access to, or to take items belonging to others or the station as a whole.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them is guilty of Petty Theft.  For more serious cases, see Theft or Robbery&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Don&#039;t abuse this to brig an assistant for taking spare cable coils; use it to punish hoarders (hardsuits, medical supplies ecetera)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
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{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Animal Cruelty - 105&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To Inhumanely injure, torture or otherwise abuse animals.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| This crime exists for the CMO randomly killing runtime in their office; Not to punish chefs who kill monkeys or Pete in their back fridge; Take into consideration the intent - does it align with their job?&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is ideally meant to punish people who randomly kill station pets.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Abuse of Equipment - 106&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To utilize security/non-lethal equipment in an illegitimate fashion.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| The use of disabling devices, such as Flashes, Batons, Tasers/Disablers, and non-lethal rounds, outside the range of one&#039;s assigned duties. This should cover non-sec using items i.e. greytide with a flash randomly flashing people&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Try and go for people abusing things in a way that&#039;s actually harmful.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Trespassing - 107&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To be in an area which a person lacks authorized ID access for. This counts for general areas of the station.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Remember that people can break in, sneak in, or be let in. Always check that the suspect wasn&#039;t let in, or was otherwise given access. Trespass and Theft are often committed together; both sentences should be applied. For restricted areas, see Major Trespass.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Needs to be clear that this is for trespassing only i.e. the door was open, the AI let them in, or they followed someone in.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Obstruction of Justice - 108&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt; An act that corruptly or by threats or force, or by any threatening letter or communication, influences, obstructs, or impedes, or endeavors to influence, obstruct, or impede, the due administration of justice.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| While similar to Accessory, this charge is for situations such as destruction of evidence, stopping or frustrating officers while in pursuit of suspects and similar.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Rubbernecking - 109&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;Observing a scene of an accident, crime or emergency in an unduly manner.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| The security department is not immune from rubbernecking, as not every engineering or medical emergency requires their presence. The first professional responder at the site of the emergency takes full authority on who is allowed to be present, with their supervisor being able to replace that authority at any time. Obstructing an arrest is included in this.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Use this to disperse an undue crowd that may end up interfering with security operations; or in general, use it to get people to back off on a threat of being fined - Don&#039;t abuse this to instantly baton somebody the second you see them enter a crime scene.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Creating a Workplace Hazard - 110&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To endanger the crew or station through negligent or irresponsible, but not deliberately malicious, actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Good examples of this crime involves accidentally causing a small gas leak, slipping hazard, accidently electrifying doors, breaking windows to space, or Security personnel not keeping their equipment secure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Insubordination - 111&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To refuse a lawful, reasonable order from a superior member of staff; relevant Head of Staff or otherwise.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| To deliberately ignore, mal-interpret (maliciously perform) or in general refute your head of staffs or relevant superiors orders. Resisting demotion is considered Insubordination.&lt;br /&gt;
The Captain or the Command member of their respective department may push for a demotion on top of the sentence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is to punish people deliberately disobeying orders; that is, if they are lawful orders. You cannot charge someone with Insub for refusing to follow an unlawful order.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h3&amp;gt;Minor Misdemeanors&amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Assault (Actual Bodily Harm) - 201&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To use excessive physical force against someone without the apparent intent to kill them.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| This is for anything above battery, and below grevious bodily harm. Defined as causing injuries that are detrimental to one&#039;s health. Breaking someone&#039;s leg in a manner that is recoverable is ABH. Severring a leg is GBH. Keep in mind the advances in medical technology make previously dehabilitating injuries less so. Soft critical condition comes under ABH. Hard critical condition under GBH.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; You will almost never require medical reparations be paid, because healthcare is almost always free. Yes, in real life, crippling a leg is grevious bodily harm. But it&#039;s the future, and we can fix this surprisingly easy and fast.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Damage to Station Infrastructure - 202&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To deliberately damage the station or station property to a moderate degree.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Destroying random airlocks and/or firelocks, smashing departamental machinery and shocking an airlock door in a hacking attempt are all examples of where these laws apply.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is mostly meant to protect the station from greytiders breaking in everywhere; such as, people hacking doors. While not sabotage, is damage to station infrastructure.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Rioting - 203&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To engage or encourage riotous behaviour among yourself and fellow crewmates.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| People screaming for riots over the radio are not to be charged with this; refer to &#039;Inciting A Riot Instead&#039;; this is for people who actually engage in riotous behaviour - bashing windows, unlawfully protesting, assaulting officers.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Think about this carefully; are they a ringleader or someone swept up in the excitement of the riot? Charge accordingly.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Theft - 204&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To hinder the crew via theft of station assets in a way that results in a detrimental outcome.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|This exclusively covers things like hoarding engi hardsuits and extremely important viral vaccines during an outbreak or engine delamination. This is theft that is directly leading to the endangerment of the entire crew (versus grand theft; the theft of high priority items)&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is entirely in place to punish hoarders who hoard hardsuits during a dangerous delamination that could potentially end the round (tesloose SM)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Violating an Injunction - 205&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To refuse to follow an injunction.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Charge people for this if they violate the terms of their injunction; Make sure to give them the benefit of the doubt where possible - An accidental encounter with someone is not violating a restraining order.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Used to punish people who deliberately go out of their way to void their injunction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Abuse of Confiscated Equipment - 206&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To take and use equipment confiscated as evidence outside of dire emergencies where no alternatives are present.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Evidence is not to be used for anything but evidence with the exception of the Syndicate Encryption Key. Anything used in a crime is considered evidence, this includes everything from tools, to guns, to emags. For general abuse of security equipment, see Abuse of Equipment.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This should be ahelped if anyone gets charged with it; using evidence is against server rules due to powergaming policy. This does not count as a rulebreak if an officer picks up a dropped gun in the middle of the firefight; and uses it to save their own life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Narcotics Distribution and Manufacture - 207&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt; To distribute and/or manufacture narcotics and other controlled substances. For further information reference with the [[#Contraband Table|Contraband]] Tabel.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Forcing or tricking someone to consume illicit or harmful substances, such as space drugs, is Assault. For non-distributed drugs used for recreation, see Drug Possession.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This exists to hopefully help curtail botany distributing plants filled with mindbreaker, spacetoxin, mushroom hallucinogenic. Use it to curtail druglords; not somebody selling medicinal apples.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Medical Malpractice - 208&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To unethically operate, treat or otherwise injure a patient; or reveal private information.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Practising medicine as a doctor on a patient without their consent or otherwise betraying the trust of the patient. Denying medical treatment to someone in need as a doctor. A psychiatrist/psychotherapist may evaluate and issue a documented veto on anybody&#039;s ability to consent to treatment.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This exists to stop doctors from forcefully applying chloral hydrate to people who do not consent to treatment; and in general exists as an IC shield against shittery.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Unlawful Restraint - 210&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To unlawfully detain and hold a person without their consent; or lawful reasoning.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Unlawful Restraint can apply both to crewmates who have kidnapped another or security who is holding someone without any charges past the allowed limit.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Use this in good faith. Simply being dragged away with no bindings is not being unlaufully restrained.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Eavesdropping - 211&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To listen into private security, command or central command communications without proper authorisation.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| To listen in upon Security, Command OR CC Chatter. &lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is used to punish people for stealing and using encryption keys with MALICIOUS intent. Intent is key here; You do not brig someone for taking the captains headset after they had died mysteriously in maint to report it over loud-voice.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Damage to Cybernetic Units - 212&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;to use excessive force against a Cyborg, AI Core or AI shell without the apparent intention to destroy it.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is for anything above a few hits, and below destruction. Flashing, tipping or locking a borg/shell does not constitute damaging it and should be treated as using non-lethal tools on normal crew.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h3&amp;gt;Major Misdemeanors&amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF9961&amp;quot;&amp;gt;Aggravated Assault (Grevious Bodily Harm) - 301&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To use excessive physical force resulting in severe or life-threatening harm&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Defined as causing injuries that are severely detrimental to someone&#039;s health. A detachment of limb, entering hard critical condition. Extreme psychological scarring can count, but must be diagnosed by a doctor of psychology. &lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Psychological harm cannot be faked to a psychologist. Use LOOC (Local Out of Character) with the psychologist and say if you&#039;re acting or not. If you&#039;re not, commit to it or it&#039;s an OOC issue. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF9961&amp;quot;&amp;gt;Sabotage - 302&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To damage or destroy a notable amount of station assets.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|This is reserved for high amounts of destruction to a limited area. For example, contained plasmafloods. It can also be used for low amounts of destruction to a large area. Siphoning the entire central primary hallway to a vacuum would be sabotage. A syndicate bomb and power sink come under here, unless the bomb destroys the AI or is placed in the Supermatter Engine. Intentionally disabling the gravity generator or disabling power for entire departments come under sabotage.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Practically, this is usually for bombings that don&#039;t fit under terrorism, or aren&#039;t big enough to be considered that severe of a crime.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF9961&amp;quot;&amp;gt;Inciting a Riot - 303&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;Deliberately inciting riotous behaviour among crewmembers.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| This is only used to punish ringleaders of the riots; the people who initially provoke and maintain the burning fire of rage within the mob.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Use this to punish ringleaders versus random people involved in the riot; intent is important once more.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF9961&amp;quot;&amp;gt;Robbery - 304&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To steal items from another&#039;s person via force or other forms of coercion such as threats&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Charge people with this for highway robbery - holding people at gunpoint/knifepoint, stealing their stuff and then letting them go; in more extreme cases, default to theft.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Used to punish people for threatening others into giving up valuable gear; bar life-saving situations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF9961&amp;quot;&amp;gt;Assault of an Officer - 305&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To cause serious but non-life threatening harm to a member of Command or Security. For disarming, grabbing, or stunning an officer during an arrest, see Resisting Arrest or Obstruction of Justice. Battery, Assault, and Aggravated Assault do not stack with this charge.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Use this for being hit with a toolbox or fire-extinguisher or the equivalent multiple times - things that will severely harm and injure you; but not pose a life-threatening risk.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Use this to punish people assaulting you with any weapon that does trauma; brute or burn or otherwise - specifically aimed at those who initiate the attack on an officer or member of command, for using force to resist arrest see the Violently Resisting Arrest modifier. Keep in mind what was used though; Fists and shoves are not assault, merely batterly&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF9961&amp;quot;&amp;gt;Escaping Confinement - 306&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;Breaking out of imprisonment or attempting to break others out of confinement.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|You cannot execute someone for escape attempts, unless those attempts result in a crime that would warrant such punishment. If you cannot contain someone, there&#039;s a modifier specifically for this, in which you are allowed an execution.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Arm blades that can pry open airlocks? Unless they consent to being left in a room with just walls (oblige this request), you can execute. If they can ventcrawl, offer them imprisonment in an environment with no vents, or execution. Pretty simple stuff to extrapolate. Don&#039;t forget to offer cyborgification as an option.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF9961&amp;quot;&amp;gt;Grand Trespass - 307&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;Being in a restricted area without prior authorization. This includes Security areas, Command areas (including EVA), the Engine Room, Atmos, or Toxins Research, Vault, and AI Core.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Intent is very important here; was it an accident or a deliberate trespass, did they break and enter in? All of this should be considered - their job especially. An engineer breaking and entering to trespass in the AI core should be treated as a malicious action; but if an assistant gets wormholed in, it should be treated as an accident without brig time. A door being left open, the AI letting them in, or they followed behind someone is still considered trespassing. There are some extenuating circumstances to this. A station engineer breaking into the vault to get an ore silo log to re-link protolathes if command staff are ignoring them for 10+ minutes and the silicons are refusing to open up or ignoring them, just ignore it. An engineer breaking into atmospherics to get an atmos hardsuit to fix a delaminating supermatter engine is just perfectly fine.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Intent is extremely important here; and the circumstances behind it. Don&#039;t punish people for the incompetence of command staff or saving the station.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF9961&amp;quot;&amp;gt;Manslaughter - 308&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To cause death to a person via deliberate attack or excessive negligence, without any intent to kill.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Any effort to prevent the resuscitation or cloning of the victim raises this to Murder. If any evidence of intent exists, see Murder.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Use this to punish people who accidentally kill someone if they break into their department; For example, an engineer critting an assistant with a welder, and said assistant then dying. &#039;&#039;&#039;IT IS IMPORTANT TO NOTE:&#039;&#039;&#039; Intent to provide aid(such as them using their epipen on the victim) must be present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF9961&amp;quot;&amp;gt;Abuse of Executive Powers - 309&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To over-reach your executive powers as a head of staff. &amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Excessive acts beyond the designated profession, active disrespect of the command chain or excessive amassing of power. To simplify; over-exercising your power as a head of staff to distribute orders to those you are not in control of; or attempting to give illicit orders.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This exists as a method for security to counter heads of staff abusing their power - for example - the HoP giving somebody all access; or a weapons permit without the HoS&#039;s permission - or relative head of staff.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF9961&amp;quot;&amp;gt;Unlawful Restraint of an Officer - 310&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt; To unlawfully detain and hold a member of Security, Command or Emergency Response Teams without their consent; or lawful reasoning.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF9961&amp;quot;&amp;gt;Destruction of a Cybernetic Unit - 311&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To use excessive force against a cyborg, AI core or AI shell with the intention to cause death.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is for anything that kills or destroys a borg, AI shell or AI core, detonating them without explicit orders from the Research Director or Captain falls under this.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF9961&amp;quot;&amp;gt;Unlawful tampering with a Cybernetic Unit - 312&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To alter or modify the laws of an Artificial Intelligence or Cybernetic unit without clear and explicit authorisation from the Research Director or Captain.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Changing the laws of an AI or a Borg either through it&#039;s respective console or during the construction of the shell is unlawful tampering unless there is clear permission from the Research Director or it is done during a state of emergency caused by a Rogue AI. Remember, roboticists have the permission to construct borgs, not tamper with their laws.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h3&amp;gt;Minor Felonies&amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#C55911&amp;quot;&amp;gt;Murder - 401&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To use excessive physical force with intention to cause death, or to actually cause death.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|If aid was rendered to the victim by the perpetrator afterwards, this may actually be Manslaughter. For attempted murder, use Assault GBH (301).&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This only counts as murder if the victim died due to a direct result of their actions; with no attempt made to aid them during their final moments. Intent is extremely important here, it can be the difference between manslaughter and murder. Unfortunately, unlike Dungeons &amp;amp; Dragon, you can&#039;t shoot someone in the face with buckshot non-lethally.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#C55911&amp;quot;&amp;gt;Grand Sabotage - 402&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To cause mass destruction and/or intentionally cause the delamination of a supermatter crystal, or to cause an unlawful permanent destruction of an Artificial Intelligence.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|See sabotage for causing a delamination through gross incompetence. The supermatter part only applies if it either delimates, or the sabotage is actually severe and not just three un-wrenched pipes. Putting X4 on the crystal chamber would fit this crime. Destroying multiple large rooms, or a large portion of a department would count as grand sabotage. This usually would require a maximum capacity bomb in the perfect spot, or one and a half in less optimal spots. Mass plasmaflooding also applies.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; The big difference between sabotage and grand sabotage is how expensive the damages are. The Supermatter Crystal is extremely expensive. A bunch of hallways aren&#039;t.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#C55911&amp;quot;&amp;gt;Grand Theft - 404&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To steal items of extreme value, or top secret information and/or documents.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Stealing top secret documents, 25+ research nodes, the Captain&#039;s antique laser gun, the nuclear authentication disk, nuclear bomb core, the station blueprints, and any part of the supermatter crystal. For things like door remotes and ID cards, see theft.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is not solely for stealing &amp;quot;antag objectives&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h3&amp;gt;Major Felonies&amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h4&amp;gt;Disclaimer&amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;All of these crimes usually warrant execution upon the person being found; doubly so if they resist. These crimes usually require direct witnesses and confirmation to charge for. This means you should &#039;&#039;ideally&#039;&#039; be using these crimes as a last resort charge.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF0000&amp;quot;&amp;gt;Annihilation - 501&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;Complete destruction of the victim, where they are completely unrecoverable. This is only punishable with the loss of the victim’s brain.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|This is your bread and butter for serial bombers; if they end up killing someone past the point of revival, stack this and terrorism. To specify; This crime is &#039;&#039;only&#039;&#039; applied on instances where a victim cannot be revived because they have been &#039;&#039;&#039;destroyed&#039;&#039;&#039;. This does not count towards DNR people.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes&#039;&#039;&#039;: Use this to punish people who have been round removing via throwing brains into lava, space or otherwise cremating bodies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF0000&amp;quot;&amp;gt;Terrorism - 502&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To create mass-destruction and/or terror for a political, racial, ideological or religious cause.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|This is specifically and only for what it is defined for. This is for &#039;&#039;&#039;terrorism&#039;&#039;&#039;, which under its definition, requires political, racial, ideological or religious motivation. Without it, it&#039;s something else. You may charge multiple cases of murder as multiple cases of murder, not terrorism.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; If a perpetrator opportunistically released a bomb, killing four security officers, because they&#039;re chasing the perpetrator down for mugging someone, it isn&#039;t terrorism. Seriously.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF0000&amp;quot;&amp;gt;Unjustified Mutiny - 503&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To act individually, or as a group, to overthrow or subvert the established Chain of Command without lawful and legitimate cause.&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Mutiny is not as clear cut as it may seem, there may be a legitimate reason for their actions, such as their head of staff being utterly incompetent. Application of this crime should always be reviewed by a third party. If the perpetrator&#039;s actions are for the betterment of Nanotrasen, or the station as a whole, consider a lesser sentence, pardon, or promotion.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes&#039;&#039;&#039;: Use this to punish people who are wrongfully and randomly trying to incite mutinies. Dont punish people who had a legitimate reason for a mutiny (such as the captain ordering nuke-codes constantly). You&#039;ll probably never use this unless a revolution round somehow rolls.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#FF0000&amp;quot;&amp;gt;Enemy Of The Station - 504&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;Any entity, person or otherwise object that would pose a significant threat to the station, its crew in any way, shape or capacity; Read the notes for further information&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Any entity, person or otherwise object that would pose a significant threat to the station, its crew in any way, shape or capacity. Actions that may earn someone the charge of EotS include but are not limited to: sabotaging the Super Matter Crystal or HFR, sabotaging distro, attempting to detonate the on board self-destruct mechanism, the release of highly contagious and deadly viruses, the murder of 8 or more crew members and so forth. Nuclear operatives that declare war are by default declared enemies of the station&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h3&amp;gt;Special Situations and Modifiers&amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&#039;text-align:center; background-color:#ffffff;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#97de97;&#039; width=&#039;125px&#039;|Situation&lt;br /&gt;
! style=&#039;background-color:#97de97;&#039; width=&#039;200px&#039;|Notes&lt;br /&gt;
! style=&#039;background-color:#97de97;&#039; width=&#039;200px&#039;|Modifier&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violently Resisting Arrest&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;This refers to the prisoner battering and/or assaulting others in their attempts to resist arrest. Trying to to crawl away once being batoned is not considered &amp;quot;violently resisting arrest&amp;quot;, nor is running.&lt;br /&gt;
| &#039;&#039;Adds 10 minutes if the person being arrested engaged in assault of higher while resisting arrest&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Non-Violently Resisting Arrest&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Breaking free of cuffs and attempting to escape without harming anyone. Harm in this instance is defined by causing them damage. Shoving that  deals no brute damage is not considered harmful thus isn&#039;t considered violent.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Adds 2 minutes if the person being detained ran away or engaged in battery while resisting arrest&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Station-Wide Threat&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;If the prison is breached, lock the prisoners in a room that isn’t venting. If a tesloose or singuloose is approaching, evacuate the prison and take the prisoners towards a safe location. If the prisoner cannot reliably be kept in custody whilst transporting them away from imminent danger of death, consider paroling them.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Relocate the prisoner to a safe location, even if it risks them escaping, if the prison is under threat. During Delta-level threats, prisoners can be pardoned.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with Prosecution and/or Security&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Being helpful towards security by confessing conspirators, revealing other suspects and supplying information of value, such as revealing hostile agents.&#039;&#039;&lt;br /&gt;
| &#039;&#039;A decrease of up to 50% of sentence time or an instant release depending on the situation. In some cases, the suspect should be given protective custody.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defense&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;Suspects who are defending themselves or others from attack and are forced to retaliate and respond with proportionate force are to be excused. This does not excuse from grossly disproportionate responses. Someone punching you once does not warrant turning around and blasting their face with a pulse rifle.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Instant release.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deconversion&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;This pertains to any instance where the suspect was brainwashed or otherwise was not in control of their mind.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Instant release and expungement of any crimes committed whilst under converted.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incapable of Secure Confinement&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;This refers to hostile creatures that have the ability to teleport outside of confinement, pry out of containment with ease or cannot be contained at all. Being stronger than usual and being able to snap the chains between handcuffs does not count as &amp;quot;incapable of secure confinement&amp;quot;, don&#039;t toy with this.&#039;&#039;&lt;br /&gt;
| &#039;&#039;You may push for execution if the suspect is violent and cannot be contained. If the suspect is non-violent, contact Central Command for a verdict.&#039;&#039; (OOC: This is a protection from over-zealous security players who are incapable of acting in good-faith.)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Unregistered personnel&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Traders, P-T Crew coming to exchange goods or similar are considered visitors of the station and should not be arrested unless they break other laws. Use this Modifier in good faith&#039;&#039;&lt;br /&gt;
| &#039;&#039;Any non-visitor of the station must be part of the crew manifest, not being declared on it is met with detainment and holding until crew transfer.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab name=&amp;quot;Security Policy&amp;quot;&amp;gt;&lt;br /&gt;
__TOC__&lt;br /&gt;
=== Introduction ===&lt;br /&gt;
This document is to serve as a set of guidelines, references and suggestion on how to handle common on station situations that you will be faced with as security and the expectations and limitations of each security role, it can not reasonably go over every specific interaction or situations that may appear so you are expected to use your best judgment when engaging with them.&lt;br /&gt;
&lt;br /&gt;
You have great authority and the ability to influence the round for better or worse so remember our first [https://docs.google.com/document/d/e/2PACX-1vSZhpRa4O0oZaAtaFVxG3DWGsRHKCSbhzNDjXS3F6_Sd-RpMsVjiVQxPjEGiivPTwIFcQ1z5lBm9m_C/pub#h.y14gqg5t847j guiding principle], &#039;&#039;be a good community member by being considerate of others and our fifth, produce a net gain of fun.&#039;&#039; Go by those and you’ll find yourself as a member of security that the people like to see in the department, be it crew, other security members or antags!&lt;br /&gt;
&lt;br /&gt;
=== The Security Guiding Principles ===&lt;br /&gt;
&lt;br /&gt;
# Remember to use the &#039;&#039;&#039;Combat Indicator&#039;&#039;&#039;, often referred to as the &#039;&#039;&#039;“CI”&#039;&#039;&#039;, as security you will find yourself engaging in mechanics more often than the average crewmate so having a solid understanding of when to use the &#039;&#039;&#039;CI&#039;&#039;&#039; is a must! Mistakes do happen but consistent failure to properly use the &#039;&#039;&#039;CI&#039;&#039;&#039; can and will result in a ban.&lt;br /&gt;
# You are expected to follow Corporate Regulations when feasible, though it can be skirted around if the other player is willing to play along with it, use it as a tool to generate RP not shut it down. For drastic actions that the Corporate Regulations do not prescribe, such as forced borging or hardcore torture&amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;, you need to acquire OOC consent.&lt;br /&gt;
# Antagonists are an essential part of the round, they are the main conductors of this train, the driving force of the chapter that is the round so work together with them to create an interesting story. Don’t focus on catching them just for the sake of “winning” and try to avoid long sentences for cooperative and/or non-violent antagonists.&lt;br /&gt;
# Be aware of the meta protection placed around antag items. Generally speaking, if it’s non-obvious and/or disguised then you can’t recognise that item. For example: you can easily recognise an e-bow but you will not be able to recognise that something is a chameleon item until you see it being used to change its appearance.&lt;br /&gt;
# The head of your department is the “Head of Security”. If the captain finds this person problematic or demotes them, you are to remember that you work for Nanotrasen, not the Head of Security. Please keep this in mind during Head removals.&lt;br /&gt;
# If you are being demoted, role-play out the scenario and realize that it can happen. Do not attempt a one-person coup, if you want to contest it do so through RP. Present your case to a Lawyer, the HoP or even the Captain, do not make it your goal to fight and assault the HoS or Captain for demoting you.&lt;br /&gt;
# Crew life is valuable and you are expected to take the actions that will put the crew in the least amount of danger when dealing with threats.&lt;br /&gt;
# Being given the green light for lethals does &#039;&#039;&#039;not&#039;&#039;&#039; give you the permission to field execute someone. The fight ends when they enter crit and you should do your best to make sure they do not die in transit.&lt;br /&gt;
# You can roleplay as a corrupt security member, you can roleplay as a bully but do so with the goal to create interesting conflict for all involved, not shut down roleplay or create a toxic environment. You are not to ignore antagonistic behaviour that is a &amp;lt;u&amp;gt;threat to the station.&amp;lt;/u&amp;gt; It’s fine to take a bribe from someone who stole some medical tools or got into a fist fight, but for major crimes or higher you should avoid taking bribes or letting them free.&lt;br /&gt;
# ERP is allowed as security as long as you are not needed. On blue alert you are likely to be called and expected to respond to issues. On amber alert and above you are expected to drop your ERP and help manage the current situations. (With an exception regarding non-con against security staff)&lt;br /&gt;
&lt;br /&gt;
=== Procedures ===&lt;br /&gt;
&lt;br /&gt;
==== Arrests ====&lt;br /&gt;
Arrests often happen either on the spot as someone is seen engaging in a crime or reported and an officer responds in a timely manner, or when enough evidence of crime is gathered by security to set an arrest status on someone. While the former does not require an individual to be set to arrest, the procedure is mostly the same:&lt;br /&gt;
&lt;br /&gt;
* Grab their attention, it can be a message, an emote or just the Compli-o-nator from your mask.&lt;br /&gt;
* Go over their crimes and explain to them why they are being arrested.&lt;br /&gt;
* Depending on the severity it can either be handled on the spot or they can be taken into the brig for questioning or to be processed.&lt;br /&gt;
&lt;br /&gt;
If at any point they have shown that they will run away or skip to mechanics when officers hail them, you may skip those steps and go straight for arresting them.&lt;br /&gt;
&lt;br /&gt;
==== Brig Procedures        ====&lt;br /&gt;
The suspect is to be brought to the brig cuffed, if needed, and in a stable condition, make sure that they are not bleeding out while you drag them! Notify either the Head of Security or the Warden depending on availability and place them into a holding cell where you will check their personal belongings, go over their crimes, add them to their record if needed and either release them or process them. You may keep them without charging them for up to 10 minutes, time which &#039;&#039;&#039;must&#039;&#039;&#039; be subtracted from their sentence, in order to go over their belongings for contraband, try to get a brief interrogation or clear charges up with the other security members, but if you fail to charge them within those 10 minutes you &#039;&#039;&#039;must&#039;&#039;&#039; release them. If you are planning on a longer interrogation, you must do so while their timer is running and you can not keep them longer than their sentence unless you have clear OOC consent that they want to continue the long RP scene.&lt;br /&gt;
&lt;br /&gt;
If the crimes total to less than 15 minutes they are to be placed into an available cell and their personal belongings in its respective locker, non-violent prisoners are to be uncuffed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember,&#039;&#039;&#039; all items that can not be classified as contraband or evidence are to be returned to the person upon release.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;NOTE:&amp;lt;/u&amp;gt;&#039;&#039;&#039; While the Warden is the main person in charge of the brig and the prisoners that does not mean that they are the only person who process arrested individuals, make sure to help them out if tasks are piling up on them.&lt;br /&gt;
&lt;br /&gt;
==== Prison Procedures ====&lt;br /&gt;
In the case of a sentence that is longer than 15 minutes a prisoner will be processed for GENPOP, our system of managing long term sentences by using permabrig and timed lockers.&lt;br /&gt;
&lt;br /&gt;
The steps for processing a prisoner into prison, either for a long sentence or a permanent one are:&lt;br /&gt;
&lt;br /&gt;
* Escorting the prisoner to the prison lockers and removing from them all items. Contraband and evidence will go to their respective lockers, personal items to the personal locker of the prisoner, with the exception of items of significant religious or personal importance.  Do not remove their clothes &#039;&#039;&#039;unless&#039;&#039;&#039; they are a martial artist and it is not safe to leave them uncuffed.&lt;br /&gt;
* Use the locker interface to be given a prison ID card and jumpsuit for the prisoner. Enter their name, crime(s) and duration.&lt;br /&gt;
* Allow them to change either in a changing room or a cell room, put their clothes in their prisoner locker.&lt;br /&gt;
* Upon release make sure that their items are returned to them.&lt;br /&gt;
&lt;br /&gt;
If you are handling a violent martial artist and they have assaulted security staff during their incarceration you may ask the Head of Security or Captain for permission to pacify them via surgery. Remember simply &#039;&#039;&#039;having&#039;&#039;&#039; martial arts knowledge is not a crime nor is it punishable via pacification, assaulting people and using it as a tool to break out is.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note 1:&#039;&#039;&#039; Sometimes due to PRs or map resets the timed prisoner lockers are not available so it is recommended to either set a cell timer up to remind you of the sentence or keep track of time through something like an alarm on your phone, you can just do it by clock but it&#039;s likely you&#039;ll forget if things become hectic.        &lt;br /&gt;
&lt;br /&gt;
==== Executions ====&lt;br /&gt;
Before an execution can be carried out it &#039;&#039;&#039;must&#039;&#039;&#039; be approved by the Captain and Head of Security. If both undeniable evidence and proper authorisation is acquired, security may opt in to execute the person via lethal injection, electric chair or firing squad in the execution room. With the exception of terminating Unknown Biological Entities (ex: changelings), outside of extraordinary circumstances when it is not possible to do so, all executions are to be done through the above mentioned methods otherwise the ones who authorized and carried out the execution will face IC consequences or, in very extreme cases OOC consequences as well. For more details, consult [[Corporate Regulations#Preface|Corporate Regulations]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Note:&#039;&#039;&#039;&amp;lt;/u&amp;gt; Declaring someone as &#039;&#039;&#039;D&#039;&#039;&#039;o &#039;&#039;&#039;N&#039;&#039;&#039;ot &#039;&#039;&#039;R&#039;&#039;&#039;evive is considered posthumous authorisation of an execution and requires the same authorisation as an execution.&lt;br /&gt;
&lt;br /&gt;
==== Hostage Situations ====&lt;br /&gt;
When dealing with a situation that involves hostages you are expected to first and foremost value the life of the crew, &#039;&#039;&#039;do not endanger the hostages just for the sake of catching a valid.&#039;&#039;&#039; Unless proven to be unable to do so, always assume that the hostage taker is able to and will follow up on their threats to kill or maim the hostages so approach with caution, engage with their demands, see what’s reasonable and can be arranged and try to work with them. If it’s not certain that there will be no crew casualties it’s advised that you negotiate until a dead end is met.&lt;br /&gt;
&lt;br /&gt;
==== Implant Searches ====&lt;br /&gt;
Security may find itself in situations where they suspect a captured agent of using implants, which may require an implant search, which can be done in either the brig infirmary or the medbay and either by a security medic or normal one depending on availability and risk of escape. Currently, security has metaknowledge on the following implant types:&lt;br /&gt;
&lt;br /&gt;
* Deadman switches, such as micro and macro bomb implants&lt;br /&gt;
* Micro EMP devices&lt;br /&gt;
* Micro Stealth Devices&lt;br /&gt;
* Micro cuff busting devices&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; You should only assume that an implant is at play when no other logical explanation can be given, such as someone stripped of gear releasing EMPs, someone threatening to explode with no visible detonator or explosive, etc… You should &#039;&#039;&#039;not&#039;&#039;&#039; do implant searches just because you know they exist.&lt;br /&gt;
&lt;br /&gt;
==== Riot Control ====&lt;br /&gt;
For an event to be considered a riot, 3 or more individuals must be disturbing the peace through violence, disorder or terror to the public. Riots may happen for many reasons, ranging from crew being unhappy with their conditions or leadership, an on station movement turning radical or even just a prisoner uprising.&lt;br /&gt;
&lt;br /&gt;
Once a riot situation has been reported, it is strongly advised that security regroups in the brig to ascertain the situation, determine the needed gear and form pairs. The Warden or Head of Security will be the one who decides how much gear is needed, though generally in cases of crowd control riot armour, tear gas, shields, non lethal long guns and flashbangs are often deployed, with a very strong recommendation against using lethal weapons.&lt;br /&gt;
&lt;br /&gt;
After the gear has been given out and the course of action decided, personnel are expected to head out in groups or pairs to avoid situations of being swarmed. Your goals should always be to break apart those crowds and non lethally detain individuals whenever possible so that the numbers may be thinned out slowly. Remember, if you feel like you risk being overwhelmed it is better to retreat and regroup than risk it!&lt;br /&gt;
&lt;br /&gt;
When the crowds have been dispersed and the instigators detained, it is expected to return riot equipment to the armory and move towards operating as usual, though it is still advised to be cautious as further incidents may happen.&lt;br /&gt;
&lt;br /&gt;
=== Labour camp ===&lt;br /&gt;
The Labour Camp, sometimes referred to as Gulag, is an alternative punishment method that may allow for detainees to be released earlier through work. For a prisoner to be eligible for the labour camp they must be:&lt;br /&gt;
&lt;br /&gt;
* Willing, a prisoner has to either agree to the request or ask for labour camp&lt;br /&gt;
** &#039;&#039;&#039;Exception:&#039;&#039;&#039; Crewmates that have been detained and charged 2 times or more or non-crew individuals do not have to consent to being sent to the labour camp, they can be forced into labour if the other 2 conditions are met.&lt;br /&gt;
* Physically fit, a prisoner that is blind, paraplegic, too injured or suffers from any disability that would make mining too dangerous or hard can not be made to do labour. Consult either a brig medic or a normal one if uncertain.&lt;br /&gt;
* Injected with a tracking implant or supervised by a member of security.&lt;br /&gt;
&lt;br /&gt;
Once those 3 conditions are met, the one sentencing them must convert their time into points via the labour camp console at a conversion rate of &#039;&#039;&#039;1 minute for 100 points&#039;&#039;&#039;, with a &#039;&#039;&#039;minimum&#039;&#039;&#039; of 5 minutes. Prisoners are to be sent down to the camp via the provided teleporter next to the console.&lt;br /&gt;
&lt;br /&gt;
With prisoners in the labour camp, security is expected to monitor their well being and make sure that they are not in too much risk while mining and medical help is given as needed.&lt;br /&gt;
&lt;br /&gt;
=== Use of Force ===&lt;br /&gt;
As a member of security you have access to strong non-lethal gear for taking down foes and troublemakers alike, but there are times when using them would simply be ineffective and you have to resort to lethals. Remember, permission to use lethals is not permission to field execute and you should try your best to stabilize the foe after they enter critical condition.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The situations when lethal force is allowed can be:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Code amber or above:&#039;&#039;&#039; Security may use lethals in situations that warrant a code amber or higher, which include but are not limited to: mutinies, hostile boarding parties, unknown biological entities. &#039;&#039;&#039;Note:&#039;&#039;&#039; The code does not have to mechanically be raised to amber alert or higher as the chain of command may be too damaged or otherwise occupied to do so.&lt;br /&gt;
* &#039;&#039;&#039;Non-Lethal Weapons are ineffective:&#039;&#039;&#039; Hostile that can not be non-lethally detained such as hulks, mechs or people who are constantly using drugs or other tools for immunity to stamina damage or knockdown may be engaged with lethal weapons but remember, once incapacitated they are to be cuffed and stabilised, &#039;&#039;&#039;not&#039;&#039;&#039; field executed.&lt;br /&gt;
* Armed and dangerous: If a suspect is in possession of weapons, lethal or non-lethal, and there is reasonable suspicion to believe that they will be used against security, lethal force is permitted. &lt;br /&gt;
* &#039;&#039;&#039;Severe Personal Risk:&#039;&#039;&#039; There are situations when approaching a hostile for non-lethal takedowns would be too dangerous for officers meaning that ranged lethal force is the only option. Some of those situations may be: people in hostile environments (ex: space, an ongoing fire), people infected with deadly disease, people confirmed to be in possession of explosives or similar instruments. Evaluate the risk based on the situation at hand and remember, if you are in doubt it’s better to be less severe than needed than more.&lt;br /&gt;
* &#039;&#039;&#039;Multiple Hostiles:&#039;&#039;&#039; It can be extremely difficult to detain multiple hostiles. As a last resort if you are being mobbed you may deploy your gear in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Remember, these are all guidelines and not a substitute for context and decision making, you may find yourself in situations that are not listed here but require lethal force or the opposite, use your best judgment.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Security Roles and Expectations ===&lt;br /&gt;
Before we go into the roles themselves we should first mention the security hierarchy at large, which is rather simple:&lt;br /&gt;
&lt;br /&gt;
* Captain&lt;br /&gt;
* Head of Security&lt;br /&gt;
* Warden&lt;br /&gt;
* Detectives &amp;lt;sup&amp;gt;&#039;&#039;(See their respective policy for details)&#039;&#039;&amp;lt;/sup&amp;gt;&lt;br /&gt;
* Security Officers, Brig Medic&lt;br /&gt;
* Correction Officers&lt;br /&gt;
&lt;br /&gt;
==== Head of Security ====&lt;br /&gt;
&lt;br /&gt;
* Determine the correct amount of force needed for situations.&lt;br /&gt;
* Inform the Captain and Command of current security issues so that the station may raise or lower to the appropriate level.&lt;br /&gt;
* Organise and manage the free orders from your cargo console so that security is adequately stocked.&lt;br /&gt;
* Watch over the members of your department and make sure that Corporate Regulations are being followed and that your department does not step out of line.&lt;br /&gt;
* Represent your department when needed.&lt;br /&gt;
&lt;br /&gt;
==== Warden ====&lt;br /&gt;
&lt;br /&gt;
* Protect the brig and armory from intruders.&lt;br /&gt;
* Make sure that brigging procedure is being followed.&lt;br /&gt;
* Make sure that wanted people have charges set to them, double-check any timing modifications to sentences..&lt;br /&gt;
* Ensure that officers have sufficient and appropriate gear for the task at hand.&lt;br /&gt;
* Store and maintain all contraband that is brought in.&lt;br /&gt;
* Make sure that released detainees are given their items back and that evidence that is no longer needed is returned to the owners or disposed of.&lt;br /&gt;
* Keep an eye on the prisoners.&lt;br /&gt;
&lt;br /&gt;
==== Security Officer ====&lt;br /&gt;
&lt;br /&gt;
* Enforce Corporate Regulations under the guidance of the HoS.&lt;br /&gt;
* Patrol the station to make sure that the crew is not at risk.&lt;br /&gt;
* Handle cases as you are instructed to by your superiors.&lt;br /&gt;
* Detain criminals and collect fines.&lt;br /&gt;
* De-escalate situations to the best of your ability&lt;br /&gt;
* Protect and serve&lt;br /&gt;
&lt;br /&gt;
==== Detective ====&lt;br /&gt;
*&#039;&#039;&#039;Regardless of what alternative title you choose to use you are still a member of security and subordinate to the Head of Security&#039;&#039;&#039;&lt;br /&gt;
* Lead investigations of crime scenes and suspects&lt;br /&gt;
* Interrogate witnesses and suspects&lt;br /&gt;
* Provide officers with relevant information on cases&lt;br /&gt;
* Submit and sort evidence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; As a detective you will always have authority over an officer when it comes to how a crime scene or interrogation should be handled, and officers should always defer to you for information first. Outside of information gathering you still do not have any authority over officers when it comes to dispatching and giving them orders and you still do not handle arrests personally outside of cases of low man power or high alert.&lt;br /&gt;
&lt;br /&gt;
* Security Medic&lt;br /&gt;
* Ensure that all security personnel fit for duty from a medical point of view.&lt;br /&gt;
* Check on the physical health of prisoners and treat light injuries, transfer them to medical for serious ones.&lt;br /&gt;
* Be ready to go in and rescue officers during tense situations.&lt;br /&gt;
* Keep the infirmary stocked with commonly needed chems such as libital, atropine, etc…&lt;br /&gt;
* Make sure that both officers and the detained person are stable after violent engagements.&lt;br /&gt;
&lt;br /&gt;
==== Corrections Officer ====&lt;br /&gt;
&lt;br /&gt;
* Keep the prisoners in line, make sure they are not being a harm to others or themselves.&lt;br /&gt;
* Fulfill reasonable requests or exchanges the prisoners may have for items, but remember that you are not under any obligation to accept them.&lt;br /&gt;
* Report any incidents, destruction, and intrusions within perma to the Warden or HoS.&lt;br /&gt;
* Aid new criminals in acclimation to perma, process current prisoners for parole if requested and approved.&lt;br /&gt;
&lt;br /&gt;
Being a Corrections Officer isn&#039;t a license to start beating prisoners and make their life hell or an obligation to act as the prison butler. Remember, even though you are a member of security you are not an officer so unless you are in extraordinary circumstances, such as low security numbers or all hands on deck situations, you do not handle arrests and you should only be leaving the brig with approval from the Warden.&lt;br /&gt;
&lt;br /&gt;
=== Security Adjacent Jobs ===&lt;br /&gt;
Some jobs will find themselves interacting with security so they will be covered here as “security adjacent jobs”, the main focus being on how they interact with the department. Remember, the listed roles here are placed in their own separate category and outside of the security hierarchy because they are &#039;&#039;&#039;not&#039;&#039;&#039; members of security, regardless of their access to the brig or security comms.&lt;br /&gt;
&lt;br /&gt;
==== Blueshield ====&lt;br /&gt;
&#039;&#039;&#039;Important:&#039;&#039;&#039; This section only covers the Blueshield in relation to security, for a complete blueshield policy consult with the [https://docs.google.com/document/d/e/2PACX-1vS4OMdEquGN1YT_B6vBbTNBLYNJ3_DwBaAliejBQp33N1eu38pa16Gu58k-jZ7daLocjJLnMZ2ozrMl/pub Command Policy Document].&lt;br /&gt;
&lt;br /&gt;
The Blueshield is a prestigious role, one that is held with high regard. They are personally trained agents of central command, but what they are not, is part of security. Although they bear a mindshield, have brig access, gear and sec communications, they are in no way part of the station’s security team. They should not act as though they are part of security, nor should security act as though the Blueshield is an asset for security to use. Their one and only goal is to keep the station’s most valuable assets safe.&lt;br /&gt;
&lt;br /&gt;
Your interactions as sec will be limited with the Blueshield, but from time to time you may run into them for a few specific scenarios. When a Blueshield happens to detain an individual who has threatened their charge, they will more than likely hand off the arrest into sec hands. Their job isn’t to process criminals, only to make sure criminals stay away from command. In addition, they will become involved in any issues that involve a member of command staff, be it for an arrest, or in recovery of a downed or killed command member.&lt;br /&gt;
&lt;br /&gt;
==== Departmental Guards ====&lt;br /&gt;
Departmental Guards are a relatively new addition to each department that act as an independent guard from security, with the main goal of keeping their assigned area and it’s employees safe. They are &#039;&#039;&#039;not&#039;&#039;&#039; members of security and they do not answer to the Head of Security, they are subordinate to the department and its head.&lt;br /&gt;
&lt;br /&gt;
As mentioned above, they answer directly to the head of their respective department, taking orders from and deferring to their judgment when appropriate. That said, it is important to remember that you are hired by Nanotrasen and loyal to them and the department, not the individual in charge, so you are not expected to follow unlawful orders or protect them from lawful demotions, at the end of the day you are not their minion.&lt;br /&gt;
&lt;br /&gt;
Your duties as a guard are as follows:&lt;br /&gt;
&lt;br /&gt;
* Remove or detain trespassers and disruptive individuals from the department.&lt;br /&gt;
* Report those mentioned above to security or hand them in if you detained them.&lt;br /&gt;
* Ensure that the members of the department are safe and in good health.&lt;br /&gt;
* Respond to calls from your respective head or department members.&lt;br /&gt;
* Use your limited knowledge to aid the department in case of emergency.&lt;br /&gt;
&lt;br /&gt;
While you may not be a doctor, a scientist, etc… you can still have basic knowledge on how to operate within that department, such as orderlies giving first aid, science guards pushing buttons on the research console, so on and so forth; but keep in mind that your main duty is protecting!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Important Reminders:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* You are given a baton, cuffs and a holding cell for troublemakers caught &#039;&#039;&#039;within&#039;&#039;&#039; your department, you are not intended to give chase outside of it and as of writing this your special baton is made to optimally function within your assigned department.&lt;br /&gt;
* You are not given a disabler, a gun or a gun permit for a good reason, because you are not intended to have one as a civilian department guard. This means that &#039;&#039;&#039;you should not arm yourself with handguns, rifles or similar without good reason such as emergencies.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Alert Levels ===&lt;br /&gt;
&lt;br /&gt;
==== Green Alert ====&lt;br /&gt;
&lt;br /&gt;
* Lethal weapons are to be returned to the armory or kept in the personal locker.&lt;br /&gt;
* Officers may request MCR-01 rifles to personally modify, though they may not carry them outside the brig.&lt;br /&gt;
* Security may patrol the station.&lt;br /&gt;
* Crew may freely roam the hallways.&lt;br /&gt;
* You can take breaks at will, though it is advised that you let others know via the radio.&lt;br /&gt;
* Crew may not be searched unless they are caught engaging in crime or there is &#039;&#039;&#039;Probable Cause.&#039;&#039;&#039;&amp;lt;sup&amp;gt;[2]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Blue Alert ====&lt;br /&gt;
Suspicious activity such as break ins or theft that may constitute a [[Corporate Regulations#Robbery_-_304|304]] or lower.&lt;br /&gt;
&lt;br /&gt;
* Long guns&amp;lt;sup&amp;gt;[4]&amp;lt;/sup&amp;gt; loaded with non-lethal ammunition may be deployed.&lt;br /&gt;
* MCR-01 rifles equipped with the undercharger mod may be handed out.&lt;br /&gt;
* Security may search people with approval from the HoS, Warden or Captain.&lt;br /&gt;
* You can take a break or continue it but you are expected to be able to respond if called upon.&lt;br /&gt;
&lt;br /&gt;
==== Amber Alert ====&lt;br /&gt;
At least 1 confirmed active hostile with no recorded bombings, ongoing grand sabotage or at least one confirmed grand theft.&lt;br /&gt;
&lt;br /&gt;
* Security personnel may be equipped with lethal primaries.&lt;br /&gt;
* Riot or Bulletproof gear may be handed out depending on the threat.&lt;br /&gt;
* Depending on the situation, security may request mechs equipped with non-lethal gear.&lt;br /&gt;
* The HoS or Warden may distribute additional gear as needed.&lt;br /&gt;
* Security is authorized to do random searches and grid searches.&lt;br /&gt;
* You are expected to drop all personal activity and return to active duty.&lt;br /&gt;
&lt;br /&gt;
==== Red Alert ====&lt;br /&gt;
Red alert is reserved for when there are confirmed hostiles and entities that could cause massive harm to the crew or the station.&lt;br /&gt;
&lt;br /&gt;
* The armory may be fully opened.&lt;br /&gt;
* All security gear may be deployed.&lt;br /&gt;
* Crew must submit to any search requested by a security member.&lt;br /&gt;
* Security can raid departments and arrest any crew member deemed a threat to the station.&lt;br /&gt;
* Security may requisition Combat Mechs.&lt;br /&gt;
* Crew may be deputized and mobilized.&lt;br /&gt;
* You must drop all personal activity to return to active duty.&lt;br /&gt;
&lt;br /&gt;
==== Delta Alert ====&lt;br /&gt;
The destruction of the station is imminent and the threat must be stopped at all costs.&lt;br /&gt;
&lt;br /&gt;
* Use of martial law is allowed, crew must follow Command and Security orders at the threat of immediate execution. Insubordination during a Delta Class Emergency should be met swiftly, to prevent further loss of life.&lt;br /&gt;
&lt;br /&gt;
==== Gamma Alert ====&lt;br /&gt;
&lt;br /&gt;
* [https://www.youtube.com/watch?v=ZE04tUenO8s May God save the station, for only They alone can.]&lt;br /&gt;
&lt;br /&gt;
=== Notes ===&lt;br /&gt;
[1] currently hardcore torture constitutes actions such as intense physical abuse (ex: excessive breaking of limbs), the usage of drugs or similar.&lt;br /&gt;
&lt;br /&gt;
[2] Evidence, facts and circumstances which would lead a cautious and prudent person to believe a crime has been, is being or is about to be committed.&lt;br /&gt;
&lt;br /&gt;
[3] &amp;lt;nowiki&amp;gt;https://skyrat13.tk/wiki/index.php/Corporate_Regulations#Robbery_-_304&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[4] SMART guns, shotguns with taser shot, etc...&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Corporate_Regulations&amp;diff=9030</id>
		<title>Corporate Regulations</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Corporate_Regulations&amp;diff=9030"/>
		<updated>2022-01-14T14:20:48Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Removed &amp;quot;People in possession of military-grade High Explosives, Assault Rifles, or otherwise tier 1 contraband may also be charged under this law.&amp;quot; from 405&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Notice: Last updated on 10/10/2021&amp;lt;/div&amp;gt;=&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Preface&amp;lt;/div&amp;gt;=&lt;br /&gt;
&#039;&#039;&#039;Station Control and Conflict Management Regulations&#039;&#039;&#039; (Space Law) &#039;&#039;&#039;SCCMR&#039;&#039;&#039;, colloquially known as ‘Corporate Regulations’, is Nanotrasen’s corporate law, it does &#039;&#039;&#039;not&#039;&#039;&#039; apply everywhere besides stations belonging to NT. Whilst Nanotrasen’s own security isn’t present on some frontier stations, Lopland security enforces corporate law.&lt;br /&gt;
&lt;br /&gt;
According to the laws of SolGov, NanoTransen lacks the authority or judicial privileges to execute an individual. Fortunately or perhaps unfortunately, such transgressions are rarely looked into on the frontiers.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;SCCMR&#039;&#039;&#039; is not secret. The Head of Security &amp;amp; Centcom Officials have in-depth knowledge of &#039;&#039;&#039;SCCMR&#039;&#039;&#039;. The Captain, Security, Head of Personnel, the Blueshield, the Lawyer(s) and Silicons are encouraged to have above-average knowledge of &#039;&#039;&#039;SCCMR&#039;&#039;&#039;. Everyone not mentioned has layman-level knowledge, apart from Antagonists, who can have as much knowledge on it as they like.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;big&amp;gt;Your primary objective as security and/or antagonist is to &#039;&#039;&#039;create the best roleplay opportunities possible for the server and the biggest net-gain of fun for everyone involved.&#039;&#039;&#039; This is how you actually win at the game.&amp;lt;/big&amp;gt;&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h3&amp;gt; General Overview &amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Corporate regulations are a form of cataloguing and classing behaviour - criminal or nuisance.&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h3&amp;gt;Injunctions&amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Injunctions are corrective measures to undesirable crew behaviour. They can be issued with misdemeanours and higher punishments in place of or in addition to regular penalties. Plea bargains are common causes for injunctions. Injunctions require a paper copy. The suspect is entitled to a copy, the original must be stored.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
! &#039;&#039;&#039;Injunction Specifics&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|style=&#039;background:#d93232;&#039; | &amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Injunctions cannot impact on the suspects current ability to perform their duties.&#039;&#039;&#039;&amp;lt;/div&amp;gt; &lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;You MUST demote the suspect if the injunction would bar or significantly impair their ability to do their job.&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;Example: You cannot bar a scientist from entering science; as it would prevent them from performing their Job.&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|• Injunctions may not last over thirty minutes.&lt;br /&gt;
|-&lt;br /&gt;
|• Injunctions may not prohibit the suspect from accessing any essential service - such as Medical &lt;br /&gt;
Treatment.&lt;br /&gt;
|-&lt;br /&gt;
|• Injunctions listed as a penalty only require the arresting Officer&#039;s approval to be put in place; but may be over-ruled by someone higher in the CoC (Chain Of Command)&lt;br /&gt;
|-&lt;br /&gt;
|• Injunctions not listed as a penalty require approval from the Warden, Head of Security or Captain (or acting).&lt;br /&gt;
|-&lt;br /&gt;
|• An injunction can be taken as a plea bargain and must always have the suspect’s signature. The suspect is entitled to a paper copy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;h3&amp;gt;&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Crime Tiers&amp;lt;/div&amp;gt;&amp;lt;/h3&amp;gt;&lt;br /&gt;
1.    &amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;&#039;&#039;&#039;Minor:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Misdemeanours and very mild crimes. Punishments are usually five minutes in the holding cell and/or a fine.&lt;br /&gt;
&lt;br /&gt;
2.    &amp;lt;span style=&amp;quot;color:orange&amp;quot;&amp;gt;&#039;&#039;&#039;Medium:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Crime that warrant detainment. Sentences are usually ten minutes.&lt;br /&gt;
&lt;br /&gt;
3.    &amp;lt;span style=&amp;quot;color:#ff6655&amp;quot;&amp;gt;&#039;&#039;&#039;Major:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Serious crimes that warrant extended detainment. Sentences are usually fifteen minutes.&lt;br /&gt;
&lt;br /&gt;
4.    &amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;&#039;&#039;&#039;Exceptional:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Very serious crimes that warrant admittance into general population prison. Usually thirty minutes.&lt;br /&gt;
&lt;br /&gt;
5.    &amp;lt;span style=&amp;quot;color:#a10000&amp;quot;&amp;gt;&#039;&#039;&#039;Capital:&#039;&#039;&#039;&amp;lt;/span&amp;gt; Crimes that result in permanenet confinement until transferred to a secure facility, or in very rare cases, execution.&lt;br /&gt;
&lt;br /&gt;
=&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;Criminal Offenses&amp;lt;/div&amp;gt;=&lt;br /&gt;
===Note: For current Contraband laws, see [[Contraband]]===&lt;br /&gt;
{| class=&amp;quot;mw-collapsible&amp;quot;&lt;br /&gt;
|+ &amp;lt;h3&amp;gt;Quick Code Reference&amp;lt;/h3&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
{| style=&#039;text-align:center; background-color:#FFFFFF;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#FFFFFF;&#039; Width=&#039;20px&#039;|Code&lt;br /&gt;
! style=&#039;background-color:#5dba76;&#039; Width=&#039;200px&#039;|1XX - Minor&lt;br /&gt;
! style=&#039;background-color:#faf752;&#039; width=&#039;200px&#039;|2XX - Medium&lt;br /&gt;
! style=&#039;background-color:orange;&#039; width=&#039;200px&#039;|3XX - Major&lt;br /&gt;
! style=&#039;background-color:#ff6655;&#039; width=&#039;200px&#039;|4XX - Exceptional&lt;br /&gt;
! style=&#039;background-color:black; color:white&#039; width=&#039;200px&#039;|5XX - Capital&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | 01&lt;br /&gt;
|style=&#039;background:#98FB98;&#039; | Battery&lt;br /&gt;
|style=&#039;background:#fffd7a;&#039; | Assault (ABH)&lt;br /&gt;
|style=&#039;background:#d9bd75;&#039; | Aggravated Assault (GBH)&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | Murder&lt;br /&gt;
|style=&#039;background:dimgray; color:white&#039; | Annihilation&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | 02&lt;br /&gt;
|style=&#039;background:#98FB98;&#039; | Damage to the Station&lt;br /&gt;
|style=&#039;background:#fffd7a;&#039; | Creating a Workplace Hazard&lt;br /&gt;
|style=&#039;background:#d9bd75;&#039; | Sabotage&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | Grand Sabotage&lt;br /&gt;
|style=&#039;background:dimgray; color:white&#039; | Terrorism&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | 03&lt;br /&gt;
|style=&#039;background:#98FB98;&#039; | Disorderly Conduct&lt;br /&gt;
|style=&#039;background:#fffd7a;&#039; | Rioting&lt;br /&gt;
|style=&#039;background:#d9bd75;&#039; | Inciting a Riot&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; |&lt;br /&gt;
|style=&#039;background:dimgray; color:white&#039; | Unwarranted Mutiny&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | 04&lt;br /&gt;
|style=&#039;background:#98FB98;&#039; | Petty Theft&lt;br /&gt;
|style=&#039;background:#fffd7a;&#039; | Robbery&lt;br /&gt;
|style=&#039;background:#d9bd75;&#039; | Theft&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | Grand Theft&lt;br /&gt;
|style=&#039;background:dimgray; color:white&#039; |  &lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | 05&lt;br /&gt;
|style=&#039;background:#98FB98;&#039; | Drug Possession&lt;br /&gt;
|style=&#039;background:#fffd7a;&#039; | Narcotics Distribution&lt;br /&gt;
|style=&#039;background:#d9bd75;&#039; | Manslaughter&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | Enemy Of The Station&lt;br /&gt;
|style=&#039;background:dimgray; color:white&#039; | &lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | 06&lt;br /&gt;
|style=&#039;background:#98FB98;&#039; | Animal Cruelty&lt;br /&gt;
|style=&#039;background:#fffd7a;&#039; | Violating an Injunction&lt;br /&gt;
|style=&#039;background:#d9bd75;&#039; | Assault of an Officer&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; |&lt;br /&gt;
|style=&#039;background:dimgray; color:white&#039; | &lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | 07&lt;br /&gt;
|style=&#039;background:#98FB98;&#039; | Abuse of Equipment&lt;br /&gt;
|style=&#039;background:#fffd7a;&#039; | Abuse Of Confiscated Equipment&lt;br /&gt;
|style=&#039;background:#d9bd75;&#039; | Sexual Assault&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | &lt;br /&gt;
|style=&#039;background:dimgray; color:white&#039; | &lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | 8&lt;br /&gt;
|style=&#039;background:#98FB98;&#039; | Rubbernecking&lt;br /&gt;
|style=&#039;background:#fffd7a;&#039; | Overreach of Executive Powers&lt;br /&gt;
|style=&#039;background:#d9bd75;&#039; |&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; |&lt;br /&gt;
|style=&#039;background:dimgray; color:white&#039; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | 09&lt;br /&gt;
|style=&#039;background:#98FB98;&#039; | Trespassing&lt;br /&gt;
|style=&#039;background:#fffd7a;&#039; | Eavesdropping&lt;br /&gt;
|style=&#039;background:#d9bd75;&#039; | Major Trespass&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | &lt;br /&gt;
|style=&#039;background:dimgray; color:white&#039; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | 10&lt;br /&gt;
|style=&#039;background:#98FB98;&#039; | &lt;br /&gt;
|style=&#039;background:#fffd7a;&#039; | Possession of a Weapon&lt;br /&gt;
|style=&#039;background:#d9bd75;&#039; | Possession of A Restricted Weapon&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; |&lt;br /&gt;
|style=&#039;background:dimgray; color:white&#039; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | 11&lt;br /&gt;
|style=&#039;background:#98FB98;&#039; |&lt;br /&gt;
|style=&#039;background:#fffd7a;&#039; | Unlawful Imprisonment&lt;br /&gt;
|style=&#039;background:#d9bd75;&#039; | Unlawful Imprisonment Of An Officer&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; | &lt;br /&gt;
|style=&#039;background:dimgray; color:white&#039; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | 12&lt;br /&gt;
|style=&#039;background:#98FB98;&#039; |&lt;br /&gt;
|style=&#039;background:#fffd7a;&#039; | Insubordination&lt;br /&gt;
|style=&#039;background:#d9bd75;&#039; | Escaping Confinement&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; |&lt;br /&gt;
|style=&#039;background:dimgray; color:white&#039; |&lt;br /&gt;
|-&lt;br /&gt;
!style=&#039;background:#FFFFFF;&#039; | 13&lt;br /&gt;
|style=&#039;background:#98FB98;&#039; |&lt;br /&gt;
|style=&#039;background:#fffd7a;&#039; | Medical Malpractice&lt;br /&gt;
|style=&#039;background:#d9bd75;&#039; |&lt;br /&gt;
|style=&#039;background:#ffaa99;&#039; |&lt;br /&gt;
|style=&#039;background:dimgray; color:white&#039; |&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
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&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h2&amp;gt;Processing Standards.&amp;lt;/h2&amp;gt;&amp;lt;/div&amp;gt;When bringing in a suspect, they should be informed of the charges against them, and informed of their sentence.  Despite the previous confusion, as of &#039;&#039;10/10/21&#039;&#039;, penalties do stack, so a minor crime of 5 minutes and a more serious crime of 10 minutes will incur a 15 minute brig sentence. &amp;lt;div style=&amp;quot;text-align: center;&amp;quot;&amp;gt;&amp;lt;h3&amp;gt;GENPOP Policy&amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
If a criminals timer exceeds 15 minutes (the usual standard cell timer), please move them to &#039;GENPOP&#039; - Genpop is our system of managing long-term prisoners, which is where you utilise the permabrig and timed lockers in order to safely store, process - and automatically time any sentences. This can be done by putting their gear into a nearby locker - and hitting their ID off of it!&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h3&amp;gt;Brigging Procedure&amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
This excerpt intends to help you properly process, punish and otherwise maintain prisoners through general guidelines.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h4&amp;gt;Brig Procedures&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
• Bring the suspect into the brig, handcuffs are optional but encouraged. Alert the Warden or HoS if no Warden is present to the arrival of you and the prisoner.&lt;br /&gt;
&lt;br /&gt;
• Place the suspect into the holding cell if necessary, storing their bag and/or belt in the locker and &#039;&#039;&#039;enter their crimes into the security records&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
• As soon as the security records have been updated, return the suspect&#039;s possessions to them and either fine them, release them, or proceed to prison procedures.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h4&amp;gt;Prison Procedures&amp;lt;/h4&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
• Escort the prisoner to the prison locker room and have them drop everything they have in the locker, except their jumpsuit, then have the prisoner step out of the locker.&lt;br /&gt;
&lt;br /&gt;
• Use the locker interface to be given a prison ID card and jumpsuit for the prisoner. Enter their name, crime(s) and duration.&lt;br /&gt;
&lt;br /&gt;
• Allow the prisoner to change out their jumpsuit with the prison jumpsuit in the changing room. Wordlessly stripping prisoners is considered battery. &#039;&#039;&#039;Note:&#039;&#039;&#039; &#039;&#039;martial artists forfeit their rights to decency. You may strip martial artists and dress them without their consent. The same applies to previously non-compliant suspects.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
• Ensure the prisoner enters the prison. &#039;&#039;&#039;Optional:&#039;&#039;&#039; &#039;&#039;Assign the prisoner a cell block. Put the prisoner’s old jumpsuit that they took off into the locker if you haven’t already.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
• Once released, the prisoner is able to retrieve their items and dress themselves. Ensure they have returned the prison clothing and let them out of security.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h4&amp;gt;Execution Procedures&amp;lt;/h4&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
Unlawful executions are considered manslaughter if the execution was the cause of incompetence. When evidence shows the execution was not caused by incompetence, the punishment is murder, or when relevant, annihilation.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&#039;&#039;&#039;All executions must be approved by both the HoS and Acting Captain. In the case where an Acting Captain has not been selected by command, the HoS may make the decision. Otherwise in the presence of a full Captain, refer to them.&#039;&#039;&#039;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Executions may be done either by lethal injection or by firing squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal injection:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1.    The captain, the HoS and a medical professional must be present. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
&lt;br /&gt;
2.    The prisoner must be buckled in a suitable execution room and allowed their final words.&lt;br /&gt;
&lt;br /&gt;
3.    The medical professional proceeds now with the administration of the lethal injection.&lt;br /&gt;
&lt;br /&gt;
4.    The body of the prisoner should either be incinerated or stored in a body bag marked &amp;quot;Do not revive&amp;quot;. If the injection fails, the Captain is free to execute the prisoner by other means.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Firing squad:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
1.    The Captain and HoS must be present. There must be at least two designated shooters. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
&lt;br /&gt;
2.    The prisoner should be escorted to a suitable location and allowed their final words.&lt;br /&gt;
&lt;br /&gt;
3.    The Captain or HoS commands the designated shooters to fire. Only strictly lethal anti-personnel weaponry is allowed to be used.&lt;br /&gt;
&lt;br /&gt;
4.    The prisoner&#039;s body should either be incinerated or placed in a body bag marked &amp;quot;Do not revive&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h4&amp;gt;Dealing with Riots&amp;lt;/h4&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Station Riots:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Travel in buddy teams (pairs), an alone officer is a dead officer.&lt;br /&gt;
Retreat to the armoury and obtain the appropriate equipment. Riot suits, helmets and shields will be invaluable in any melee fight. Make sure you still have a non-lethal option. Avoid carrying more than you need.&lt;br /&gt;
Opt for non-lethal capture where possible.&lt;br /&gt;
Use internals and adopt reasonable spacing to avoid gas and explosives from decimating the entire team.&lt;br /&gt;
Don’t get greedy and over-extend yourselves. When stepping into riot situations without intelligence, it’s incredibly easy to get ambushed. Once a single officer falls and is captured, all of the security comms are compromised and now the rioters have access to security as well as security equipment.&lt;br /&gt;
Travel in a group.  If the rioters are contained within an area, start blocking off escapes. Consider using escapes as an alternative point of entry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;mw-collapsible&amp;quot; style=&amp;quot;text-align:left&amp;quot;&lt;br /&gt;
!&amp;lt;h2&amp;gt;Detailed Crime Information.&amp;lt;/h2&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h3&amp;gt;Minor Crimes&amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Battery - 101&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To use physical force against someone without intent to seriously injure the target.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: 5 minute sentence &#039;&#039;or&#039;&#039;&#039; 100 credit fine upon first offence.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Repeated attempts at disarming (more than 3), tabling, non-lethal chokeholds, minor punching (less than four), smashing bottles on heads, and stunning are all considered battery. For serious harm, see Assault.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is meant to punish people for spamshoving/shittery; Consent is however, key here. Dont punish two people for battery for fighting in the corridors consensually - charge them with disorderly conduct. It&#039;s honestly up to you if you want them to pay the fine for a second offence, just don&#039;t let a rich person commit ten acts of battery over time and just keep paying the fines.&lt;br /&gt;
|}&lt;br /&gt;
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{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Damage to Station Infrastructure - 102&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To deliberately damage the station or station property to a minor degree with malicious intent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: 5 minute sentence &#039;&#039;&#039;or&#039;&#039;&#039; 100 credit fine upon first offence.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Smashing windows, destroying random airlocks and/or firelocks, assaulting but not destroying (see Sabotage, 302 for destruction) cyborgs, smashing random machines and shocking an airlock door in a hacking attempt are all examples of where these laws apply.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is mostly meant to protect the station from greytiders breaking in everywhere; such as, people hacking doors. While not sabotage, is damage to station infrastructure.&lt;br /&gt;
|}&lt;br /&gt;
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{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Disorderly Conduct - 103&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To be intentionally and publicly belligerent, offensive or in general - a nuisance.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: 100 credit fine&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Spamming offensive racial terms over common, slurs included - being a general nuisance, screaming down your microphone.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is meant to allow sec to fine people for spamming &#039;Ligger&#039; and other offensive terms over comms, in public, ecetera, or just being a general nuisance to the station&lt;br /&gt;
|}&lt;br /&gt;
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{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Petty Theft - 104&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To take items from areas one lacks access to, or to take items belonging to others or the station as a whole.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: 100 credit fine &amp;amp; confiscation or return of stolen item(s)&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them is guilty of Petty Theft. Resisting demotion is considered Petty Theft. For more serious cases, see Theft or Robbery&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Don&#039;t abuse this to brig an assistant for taking spare cable coils; use it to punish hoarders (hardsuits, medical supplies ecetera)&lt;br /&gt;
|}&lt;br /&gt;
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{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Drug Possession - 105&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To possess space drugs, ambrosia, krokodil, crank, meth, aranesp, bath salts, THC, or other narcotics, by unauthorized personnel.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: 100 credit fine &amp;amp; confiscation&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Botanists and MedSci staff are not subject to this law so long as they are not distributing or using them for profit or recreation. For distribution, see Narcotics Distribution.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is meant to allow security to punish botany for carrying 20 kilos of methamphetamine worth of plants - and an assistant &#039;magically&#039; ending up with some of it.&lt;br /&gt;
|}&lt;br /&gt;
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{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Animal Cruelty - 106&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To Inhumanely injure, torture or otherwise abuse animals.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: 5 minute sentence &amp;amp; 100 credit fine&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| This crime exists for the CMO randomly killing runtime in their office; Not to punish chefs who kill monkeys or Pete in their back fridge; Take into consideration the intent - does it align with their job?&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is ideally meant to punish people who randomly kill station pets.&lt;br /&gt;
|}&lt;br /&gt;
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{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Abuse of Equipment - 107&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To utilize security/non-lethal equipment in an illegitimate fashion.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: 5 Minutes brig time, upon repeated offenses, demotion upon discretion of departmental head&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| The use of disabling devices, such as Flashes, Batons, Tasers/Disablers, and non-lethal rounds, outside the range of one&#039;s assigned duties. This should cover non-sec using items i.e. greytide with a flash randomly flashing people&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Try and go for people abusing things in a way that&#039;s actually harmful.&lt;br /&gt;
|}&lt;br /&gt;
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{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Rubbernecking - 108&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;Observing a scene of an accident, crime or emergency in an unduly manner.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: Forceful removal from the area &amp;amp; 100 credit fine&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| The security department is not immune from rubbernecking, as not every engineering or medical emergency requires their presence. The first professional responder at the site of the emergency takes full authority on who is allowed to be present, with their supervisor being able to replace that authority at any time. Obstructing an arrest is included in this.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Use this to disperse an undue crowd that may end up interfering with security operations; or in general, use it to get people to back off on a threat of being fined - Don&#039;t abuse this to instantly baton somebody the second you see them enter a crime scene.&lt;br /&gt;
|}&lt;br /&gt;
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{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:green&amp;quot;&amp;gt;Trespass - 109&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To be in an area which a person lacks authorized ID access for. This counts for general areas of the station.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: Forceful removal from the area &amp;amp; 100 credit fine&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Remember that people can break in, sneak in, or be let in. Always check that the suspect wasn&#039;t let in, or was otherwise given access. Trespass and Theft are often committed together; both sentences should be applied. For restricted areas, see Major Trespass.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Needs to be clear that this is for trespassing only i.e. the door was open, the AI let them in, or they followed someone in.&lt;br /&gt;
|}&lt;br /&gt;
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&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h3&amp;gt;Moderate Crimes&amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Assault (Actual Bodily Harm) - 201&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To use excessive physical force against someone without the apparent intent to kill them.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: 10 minutes brig. Reparation of any medical costs.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| This is for anything above battery, and below grevious bodily harm. Defined as causing injuries that are detrimental to one&#039;s health. Breaking someone&#039;s leg in a manner that is recoverable is ABH. Severring a leg is GBH. Keep in mind the advances in medical technology make previously dehabilitating injuries less so. Soft critical condition comes under ABH. Hard critical condition under GBH.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; You will almost never require medical reparations be paid, because healthcare is almost always free. Yes, in real life, crippling a leg is grevious bodily harm. But it&#039;s the future, and we can fix this surprisingly easy and fast.&lt;br /&gt;
|}&lt;br /&gt;
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{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Creating A Workplace Hazard - 202&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To endanger the crew or station through negligent but not highly destructive actions.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: 10 minutes brig &#039;&#039;&#039;or&#039;&#039;&#039; 500 credit fine. Demotion if only the Captain or the perpetrator&#039;s head of department requests it.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| This is for minor hazards, intentional or not. Shocking airlocks intentionally, pumping the distribution pipenet full of O2, spacing a part of the station. Stuff that shouldn&#039;t usually cause instant death, but have the potential for death, or ABH (actual bodily harm) to occur, or single cases of GBH (grievous bodily harm). For anything less, see vandalism, for anything higher, see sabotage.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This covers incompetence, however, do not use this as a club to beat near players. Make it a learning experience.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Rioting - 203&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To engage or encourage riotous behaviour among yourself and fellow crewmates.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: 10 minutes brig.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| People screaming for riots over the radio are not to be charged with this; refer to &#039;Inciting A Riot Instead&#039;; this is for people who actually engage in riotous behaviour - bashing windows, unlawfully protesting, assaulting officers.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Think about this carefully; are they a ringleader or someone swept up in the excitement of the riot? Charge accordingly.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Robbery - 204&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To steal items from another&#039;s person via force or other forms of coercion such as threats&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: 10 minutes brig, return of stolen items.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Charge people with this for highway robbery - holding people at gunpoint/knifepoint, stealing their stuff and then letting them go; in more extreme cases, default to theft.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Used to punish people for threatening others into giving up valuable gear; bar life-saving situations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Narcotics Distribution - 205&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To distribute narcotics and other controlled substances. This includes ambrosia and space drugs. It is not illegal for them to be grown.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: 10 minutes brig; destruction of involved materials, confiscation of any illicitly earned funds.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Forcing or tricking someone to consume illicit or harmful substances, such as space drugs, is Assault. For non-distributed drugs used for recreation, see Drug Possession.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This exists to hopefully help curtail botany distributing plants filled with mindbreaker, spacetoxin, mushroom hallucinogenic. Use it to curtail druglords; not somebody selling medicinal apples.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Violating an Injunction - 206&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To refuse to follow an injunction.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: 10 minutes brig.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Charge people for this if they violate the terms of their injunction; Make sure to give them the benefit of the doubt where possible - An accidental encounter with someone is not violating a restraining order.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Used to punish people who deliberately go out of their way to void their injunction.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Abuse of Confiscated Equipment - 207&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To take and use equipment confiscated as evidence outside of dire emergencies where no alternatives are present.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: 10 minutes brig. Demotion if only the Captain or the perpetrator&#039;s head of department requests it. &amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Evidence is not to be used for anything but evidence with the exception of the Syndicate Encryption Key. Anything used in a crime is considered evidence, this includes everything from tools, to guns, to emags. For general abuse of security equipment, see Abuse of Equipment.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This should be ahelped if anyone gets charged with it; using evidence is against server rules due to powergaming policy. This does not count as a rulebreak if an officer picks up a dropped gun in the middle of the firefight; and uses it to save their own life&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Overreach of Executive Powers - 208&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To over-reach your executive powers as a head of staff. &amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: 10 minutes brig. Demotion optional upon Request of the Captain or Acting Captain. If the suspect is the acting captain, it falls to the HoS or next in line.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Excessive acts beyond the designated profession, active disrespect of the command chain or excessive amassing of power. To simplify; over-exercising your power as a head of staff to distribute orders to those you are not in control of; or attempting to give illicit orders.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This exists as a method for security to counter heads of staff abusing their power - for example - the HoP giving somebody all access; or a weapons permit without the HoS&#039;s permission - or relative head of staff.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Eavesdropping - 209&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To listen into private security, command or central command communications without proper authorisation.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: 10 minutes brig. Confiscation of unauthorised radio keys, if applicable.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| To listen in upon Security, Command OR CC Chatter. Security has a 500 credit penalty, Command 1000 and CC 1000 + Brig mandatory.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is used to punish people for stealing and using encryption keys with MALICIOUS intent. Intent is key here; You do not brig someone for taking the captains headset after they had died mysteriously in maint to report it over loud-voice.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Possession of a Weapon - 210&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To be in possession of a dangerous item that is not part of one&#039;s job.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: 5 minutes brig, 250 credit fine, confiscation of weapon.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Possessing a dangerous or potentially dangerous weapon that is not apart of ones job description - for example, an assistant possessing a hatchet would be possession of a weapon; However, if a botanist were to have a hatchet - they would be exempt as it is apart of their standard gear.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Use your brain on this one; If they should probably have it as apart of their job, they should not be charged with possession of a weapon. However - if they were to then assault someone with said weapon; they could be charged with Possession (using their job equipment outside of the scope of their job).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Unlawful Imprisonment 211&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To unlawfully detain and hold a person without their consent; or lawful reasoning.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: 10 minutes brig.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Scale timer with who and what was kidnapped; Give 30 minutes, for example, if they kidnap the Captain via nonharmful methods - Injector full of tirizine for example, give them 45 minutes for using lethal force against officers in order to kidnap one.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Intent is very important here; was the kidnapping done with lethal force, was it meant to serve as a way to gain money; or favour?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Insubordination - 212&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To refuse a lawful, reasonable order from a superior member of staff; relevant Head of Staff or otherwise.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: 10 minutes brig. Demotion if only the Captain or the perpetrator&#039;s head of department requests it.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| To deliberately ignore, mal-interpret (maliciously perform) or in general refute your head of staffs or relevant superiors orders.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is to punish people deliberately disobeying orders; that is, if they are lawful orders. You cannot charge someone with Insub for refusing to follow an unlawful order (for example, medical malpractice).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:orange&amp;quot;&amp;gt;Medical Malpractice - 213&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To unethically operate, treat or otherwise injure a patient; or reveal private information.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: 10 minutes brig. Demotion if only the Captain or the perpetrator&#039;s head of department requests it.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Practising medicine as a doctor on a patient without their consent or otherwise betraying the trust of the patient. Denying medical treatment to someone in need as a doctor. A psychiatrist/psychotherapist may evaluate and issue a documented veto on anybody&#039;s ability to consent to treatment.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This exists to stop doctors from forcefully applying chloral hydrate to people who do not consent to treatment; and in general exists as an IC shield against shittery.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h3&amp;gt;Major Crimes&amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#ff6655&amp;quot;&amp;gt;Aggravated Assault (Grevious Bodily Harm) - 301&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To use excessive physical force resulting in severe or life-threatening harm&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: 15 minutes brig for reckless GBH, 20 minutes brig for intentional GBH, 25 minutes confinement for attempted murder. Full reparation of medical costs of the victim.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Defined as causing injuries that are severely detrimental to someone&#039;s health. A detachment of limb, entering hard critical condition. Extreme psychological scarring can count, but must be diagnosed by a doctor of psychology. Reckless GBH refers to unintentional GBH. This is for accidental. Intending to cause ABH (Actual Bodily Harm) by causing GBH is still reckless GBH. It&#039;s on the perpetrator to make a good case for reckless GBH if the victim claims intentional GBH. Attemted murder only applies if intent can be proven.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Psychological harm cannot be faked to a psychologist. Use LOOC (Local Out of Character) with the psychologist and say if you&#039;re acting or not. If you&#039;re not, commit to it or it&#039;s an OOC issue. Attempted murder doesn&#039;t actually require bodily harm, but you must be able to prove intent. If you can&#039;t justify it to an admin, don&#039;t charge attempted murder.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#ff6655&amp;quot;&amp;gt;Sabotage - 302&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To damage or destroy a notable amount of station assets.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;:  15 minutes brig. Demotion if only the Captain or the perpetrator&#039;s head of department requests it.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|This is reserved for high amounts of destruction to a limited area. For example, contained plasmafloods. It can also be used for low amounts of destruction to a large area. Siphoning the entire central primary hallway to a vacuum would be sabotage. A syndicate bomb and power sink come under here, unless the bomb destroys the AI or is placed in the Supermatter Engine. Intentionally disabling the gravity generator or disabling power for entire departments come under sabotage. Destruction of a cyborg is sabotage and counts under this law.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Practically, this is usually for bombings that don&#039;t fit under terrorism, or aren&#039;t big enough to be considered that severe of a crime.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#ff6655&amp;quot;&amp;gt;Inciting a Riot - 303&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;Deliberately inciting riotous behaviour among crewmembers.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: 15 minutes brig.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| This is only used to punish ringleaders of the riots; the people who initially provoke and maintain the burning fire of rage within the mob.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Use this to punish ringleaders versus random people involved in the riot; intent is important once more.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#ff6655&amp;quot;&amp;gt;Theft - 304&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To hinder the crew via theft of station assets in a way that results in a detrimental outcome.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;:  15 minutes brig.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|This exclusively covers things like hoarding engi hardsuits and extremely important viral vaccines during an outbreak or engine delamination. This is theft that is directly leading to the endangerment of the entire crew (versus grand theft; the theft of high priority items)&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is entirely in place to punish hoarders who hoard hardsuits during a dangerous delamination that could potentially end the round (tesloose SM)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#ff6655&amp;quot;&amp;gt;Manslaughter - 305&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To cause death to a person via deliberate attack or excessive negligence, without any intent to kill.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;:  15 minutes brig.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Any effort to prevent the resuscitation or cloning of the victim raises this to Murder. If any evidence of intent exists, see Murder.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Use this to punish people who accidentally kill someone if they break into their department; For example, an engineer critting an assistant with a welder, and said assistant then dying. &#039;&#039;&#039;IT IS IMPORTANT TO NOTE:&#039;&#039;&#039; Intent to provide aid(such as them using their epipen on the victim) must be present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#ff6655&amp;quot;&amp;gt;Assault of an Officer - 306&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To cause serious but non-life threatening harm to a member of Command or Security. For disarming, grabbing, or stunning an officer during an arrest, see Resisting Arrest. Battery, Assault, and Aggravated Assault do not stack with this charge.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: 15 minutes brig.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Use this for being hit with a toolbox or fire-extinguisher or the equivalent multiple times - things that will severely harm and injure you; but not pose a life-threatening risk. Treat a repeat instance of (if done during arrest) as Attempting to Escape Confinement(if the intent was to pull the other suspect away from you)&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Use this to punish people assaulting you with any weapon that does trauma; brute or burn or otherwise - doubly so if they do it during an arrest. Keep in mind what was used though; Fists and shoves are not assault, merely batterly&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:red&amp;quot;&amp;gt;Sexual Assault - 411&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To sexually ingress upon ones person without consent.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: 60 minutes, mandatory tracking implant on release.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Good faith is extremely important here. Sexual harassment/molestation is NOT sexual assault. Instead, apply an injunction which is far more flexible and can be used to fit the situation on a case by case basis. This keeps people from getting an hour in the permabrig for using a mechanical ass-slap from overzealous security officers.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Use this in good faith. A kidnapping attempt is not a sexual assault attempt. We have noticed a few overzealous security officers abusing this to give antagonists the maximum sentence possible, even if they are merely trying to do their objectives&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#ff6655&amp;quot;&amp;gt;Major Trespass - 309&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;Being in a restricted area without prior authorization. This includes Security areas, Command areas (including EVA), the Engine Room, Atmos, or Toxins Research, Vault, and AI Core.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;:  15 minutes brig.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| Intent is oh so very important here; was it an accident or a deliberate trespass, did they break and enter in? All of this should be considered - their job especially. An engineer breaking and entering to trespass in the AI core should be treated as a malicious action; but if an assistant gets wormholed in, it should be treated as an accident without brig time. A door being left open, the AI letting them in, or they followed behind someone is still considered trespassing. There are some extenuating circumstances to this. A station engineer breaking into the vault to get an ore silo log to re-link protolathes if command staff are ignoring them for 10+ minutes and the silicons are refusing to open up or ignoring them, just ignore it. An engineer breaking into atmospherics to get an atmos hardsuit to fix a delimating supermatter engine is just perfectly fine.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Intent is extremely important here; and the circumstances behind it. Don&#039;t punish people for the incompetence of command staff or saving the station.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#ff6655&amp;quot;&amp;gt;Possession of A Restricted Weapon - 310&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To possess a deadly or otherwise restricted item.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;:  15 minutes brig. Confiscation of weapon.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Restricted weapons include but are not limited to lethals firearms, energy bladed weapons, explosives, etc. This does NOT apply for items such as Fireaxes for individuals with access to said item.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is usually reserved for players who loot the armory or traitor weapons.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#ff6655&amp;quot;&amp;gt;Escaping Confinement - 312&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;Breaking out of imprisonment or attempting to break others out of confinement.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: 5 minutes additional sentence to be immediately served in solitary confinement. Additional 5 minutes for committing grevious bodily harm during the escape attempt. Additional 5 minutes on each repeated escape attempt.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|You cannot execute someone for escape attempts, unless those attempts result in a crime that would warrant such punishment. If you cannot contain someone, there&#039;s a modifier specifically for this, in which you are allowed an execution.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; Arm blades that can pry open airlocks? Unless they consent to being left in a room with just walls (oblige this request), you can execute. If they can ventcrawl, offer them imprisonment in an environment with no vents, or execution. Pretty simple stuff to extrapolate. Don&#039;t forget to offer cyborgification as an option.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h3&amp;gt;Exceptional Crimes&amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:red&amp;quot;&amp;gt;Murder - 401&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To use excessive physical force with intention to cause death, or to actually cause death.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;:  30 minutes confinement.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Use of lethal weaponry such as firearms and explosives are considered as intent to murder.  If aid was rendered to the victim by the perpetrator afterwards, this may actually be Manslaughter. For attempted murder, see 302.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This only counts as murder if the victim died due to a direct result of their actions; with no attempt made to aid them during their final moments. Intent is extremely important here, it can be the difference between 30 minutes and 50. Unfortunately, unlike Dungeons &amp;amp; Dragon, you can&#039;t shoot someone in the face with buckshot non-lethally.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:red&amp;quot;&amp;gt;Grand Sabotage - 402&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To cause mass destruction and/or intentionally cause the delamination of a supermatter crystal, or to cause an unlawful permanent destruction of an Artificial Intelligence.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;:  30 minutes confinement if accidental, permanent confinement if not.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|See sabotage for causing a delamination through gross incompetence. The supermatter part only applies if it either delimates, or the sabotage is actually severe and not just three un-wrenched pipes. Putting X4 on the crystal chamber would fit this crime. Destroying multiple large rooms, or a large portion of a department would count as grand sabotage. This usually would require a maximum capacity bomb in the perfect spot, or one and a half in less optimal spots. Mass plasmaflooding also applies.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; The big difference between sabotage and grand sabotage is how expensive the damages are. The Supermatter Crystal is extremely expensive. A bunch of hallways aren&#039;t.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:red&amp;quot;&amp;gt;Grand Theft - 404&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To steal items of extreme value, or top secret information and/or documents.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;:  30 minutes confinement.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Stealing top secret documents, 25+ research nodes, the Captain&#039;s antique laser gun, the nuclear authentication disk, nuclear bomb core, the station blueprints, and any part of the supermatter crystal. For things like door remotes and ID cards, see theft.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This is not solely for stealing &amp;quot;antag objectives&amp;quot;.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:red&amp;quot;&amp;gt;Enemy Of The Station - 405&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;Any entity, person or otherwise object that would pose a significant threat to the station, its crew in any way, shape or capacity; Read the notes for further information&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: Notes Required: Please read the notes by expanding this table.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Any entity, person or otherwise object that would pose a severe threat to the station, its inhabitants or the overall wellbeing of NanoTrasen as a whole. This counts for entities such as Nuclear Operatives, Unsanctioned Biological Entities and/or Paranormal threats. All of which can be charged under this law. This also counts for entities or people with intent to do severe damage to the stations Supermatter Shard, Self Destruct Mechanism or other high priority objects. Execution is only permitted if the threat is noncompliant and uncontainable via normal methods; otherwise, Permanent confinement is recommended and encouraged.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; This exists solely for detaining antagonists that have otherwise been terrorising the station without committing any other major crime (with proof). This has been temporarily added as a test; misusing of this will likely invoke a security ban. Use this only in good faith to detain bad faith actors. Do not try and push for execution unless they try to violently escape.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h3&amp;gt;Capital Crimes&amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h4&amp;gt;Disclaimer&amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;All of these crimes usually warrant execution upon the person being found; doubly so if they resist. These crimes usually require direct witnesses and confirmation to charge for. This means you should &#039;&#039;ideally&#039;&#039; be using these crimes as a last resort charge.&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#a10000&amp;quot;&amp;gt;Annihilation - 501&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;Complete destruction of the victim, where they are completely unrecoverable. This is only punishable with the loss of the victim’s brain.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: Execution upon discretion of the captain, otherwise, permanent confinement.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|This is your bread and butter for serial bombers; if they end up killing someone past the point of revival, stack this and terrorism. To specify; This crime is &#039;&#039;only&#039;&#039; applied on instances where a victim cannot be revived because they have been &#039;&#039;&#039;destroyed&#039;&#039;&#039;. This does not count towards DNR people.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes&#039;&#039;&#039;: Use this to punish people who have been round removing via throwing brains into lava, space or otherwise cremating bodies.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#a10000&amp;quot;&amp;gt;Terrorism - 502&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To create mass-destruction and/or terror for a political, racial, ideological or religious cause.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: Permanent confinement. Execution can be authorised by the Captain if the terrorism causes annihilation, or mass murder, defined as 5+ murders.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|This is specifically and only for what it is defined for. This is for &#039;&#039;&#039;terrorism&#039;&#039;&#039;, which under its definition, requires political, racial, ideological or religious motivation. Without it, it&#039;s something else. You may charge multiple cases of murder as multiple cases of murder, not terrorism.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes:&#039;&#039;&#039; If a perpetrator opportunistically released a bomb, killing four security officers, because they&#039;re chasing the perpetrator down for mugging someone, it isn&#039;t terrorism. Seriously.&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
{| class=&amp;quot;mw-collapsible mw-collapsed wikitable&amp;quot; style=&amp;quot;width:100%&amp;quot;&lt;br /&gt;
!&amp;lt;div style=&amp;quot;text-align:left&amp;quot;&amp;gt;&amp;lt;h4&amp;gt;&amp;lt;div style=&amp;quot;font-size: 150%;color:#a10000&amp;quot;&amp;gt;Unjustified Mutiny - 503&amp;lt;/div&amp;gt;&amp;lt;/h4&amp;gt;&amp;lt;div style=&amp;quot;font-weight:normal&amp;quot;&amp;gt;To act individually, or as a group, to overthrow or subvert the established Chain of Command without lawful and legitimate cause.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Penalties&#039;&#039;&#039;: Permanent confinement. Execution can be authorised by the Captain.&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Mutiny is not as clear cut as it may seem, there may be a legitimate reason for their actions, such as their head of staff being utterly incompetent. Application of this crime should always be reviewed by a third party. If the perpetrator&#039;s actions are for the betterment of Nanotrasen, or the station as a whole, consider a lesser sentence, pardon, or promotion.&lt;br /&gt;
&#039;&#039;&#039;OOC Notes&#039;&#039;&#039;: Use this to punish people who are wrongfully and randomly trying to incite mutinies. Dont punish people who had a legitimate reason for a mutiny (such as the captain ordering nuke-codes constantly). You&#039;ll probably never use this unless a revolution round somehow rolls.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&#039;text-align: center;&#039;&amp;gt;&amp;lt;h3&amp;gt;Special Situations and Modifiers&amp;lt;/h3&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| style=&#039;text-align:center; background-color:#ffffff;&#039; border=1 cellspacing=0&lt;br /&gt;
! style=&#039;background-color:#97de97;&#039; width=&#039;125px&#039;|Situation&lt;br /&gt;
! style=&#039;background-color:#97de97;&#039; width=&#039;200px&#039;|Notes&lt;br /&gt;
! style=&#039;background-color:#97de97;&#039; width=&#039;200px&#039;|Modifier&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Violently Resisting Arrest&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;This refers to the prisoner battering and/or assaulting others in their attempts to resist arrest. Trying to to crawl away once being batoned is not considered &amp;quot;violently resisting arrest&amp;quot;, nor is running.&lt;br /&gt;
| &#039;&#039;Add&#039;&#039; &#039;&#039;&#039;ten&#039;&#039;&#039; &#039;&#039;minutes onto the suspect&#039;s sentence for each battery and/or assault they committed during their resistance.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Non-Violently Resisting Arrest&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Breaking free of cuffs and attempting to escape without harming anyone. Harm in this instance is defined by causing them damage. Shoving that  deals no brute damage is not considered harmful thus isn&#039;t considered violent.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Add an extra minute on for Minor crimes; such as battery, five for a Medium tier, Ten for a Major, Twenty for an Exceptional. Use this in good faith.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Station-Wide Threat&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;If the prison is breached, lock the prisoners in a room that isn’t venting. If a tesloose or singuloose is approaching, evacuate the prison and take the prisoners towards a safe location. If the prisoner cannot reliably be kept in custody whilst transporting them away from imminent danger of death, consider paroling them.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Relocate the prisoner to a safe location, even if it risks them escaping, if the prison is under threat. During Delta-level threats, prisoners can be pardoned.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Cooperation with Prosecution and/or Security&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;Being helpful towards security by confessing conspirators, revealing other suspects and supplying information of value, such as revealing hostile agents.&#039;&#039;&lt;br /&gt;
| &#039;&#039;A decrease of up to 50% of sentence time or an instant release depending on the situation. In some cases, the suspect should be given protective custody.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Self Defense&#039;&#039;&#039;&lt;br /&gt;
|  &#039;&#039;Suspects who are defending themselves or others from attack and are forced to retaliate and respond with proportionate force are to be excused. This does not excuse from grossly disproportionate responses. Someone punching you once does not warrant turning around and blasting their face with a pulse rifle.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Instant release.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Deconversion&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;This pertains to any instance where the suspect was brainwashed or otherwise was not in control of their mind.&#039;&#039;&lt;br /&gt;
| &#039;&#039;Instant release and expungement of any crimes committed whilst under converted.&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Incapable of Secure Confinement&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;This refers to hostile creatures that have the ability to teleport outside of confinement, pry out of containment with ease or cannot be contained at all. Being stronger than usual and being able to snap the chains between handcuffs does not count as &amp;quot;incapable of secure confinement&amp;quot;, don&#039;t toy with this.&#039;&#039;&lt;br /&gt;
| &#039;&#039;You may push for execution if the suspect is violent and cannot be contained. If the suspect is non-violent, contact Central Command for a verdict.&#039;&#039; (OOC: This is a protection from over-zealous security players who are incapable of acting in good-faith.)&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Aiding and Abbeting&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;This refers to aiding a known criminal, this includes interfering in their arrest, breaking a prisoner out of brig, hiding a fugitive or providing medical care&#039;&#039;&lt;br /&gt;
| &#039;&#039;The same sentence as the criminal they are aiding&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Breaking and Entering&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;This modifier is to be used atop other crimes; for example, did the suspect break into an area to assault someone - did they B&amp;amp;E and Restricted Trespass?&#039;&#039;&lt;br /&gt;
| &#039;&#039;An additional Ten Minutes for Minor crimes, Fifteen for Medium/Major, Twenty Five for Exceptional.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6627</id>
		<title>Security Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6627"/>
		<updated>2021-06-23T15:00:22Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: /* Civil Dispute Officer [WIP] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Notice&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=This document is in development and may be changed often. Please ensure you check for updates periodically to keep up-to-date.&lt;br /&gt;
&lt;br /&gt;
Last Update: [Updated 6/9/2021] &lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Basic Guiding Principles ==&lt;br /&gt;
&lt;br /&gt;
# Whenever you are given the green light to use lethals or &amp;quot;shoot to kill&amp;quot;, this is not a license to execute them when they are downed or are surrendering without due cause.&lt;br /&gt;
# Handle a hostage situation with extreme caution. The preservation of civilians and your comrades should be your #1 priority over arresting someone. Acting as if the hostage does not matter will be punished OOCly for poor roleplay.&lt;br /&gt;
# Be aware of the meta protection placed around antag items. Non-obvious items are meta-protected where other obvious items like an energy crossbow and grenades are not. Typically, if the item is disguised, you don’t know of it.&lt;br /&gt;
# Being a bully as a security officer is acceptable. Being corrupt as a security officer is acceptable. However, if it comes to the point that the way you&#039;re playing shuts down roleplaying opportunities for others, that means you are doing it wrong. You want to create conflict to generate roleplay, not destroy the possibility of it. Furthermore, as a security officer, you cannot ignore obviously antagonistic behavior that is a threat to the station. If you know someone is not a threat to the station, taking a bribe is acceptable.&lt;br /&gt;
# Antagonists are an essential part of the game. Unless it is unsafe to do so, players are encouraged to use methods of punishment that do not remove antagonists from the round such as gulag or perma. Calling for the execution of a non-violent and cooperative antag may be marked as failrp. However, this is entirely up to the Captain, acting captain, or HoS, and their ruling (in order of the CoC) is final.&lt;br /&gt;
# Corporate Regulations is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in the regulations.&lt;br /&gt;
# Work with traitors to create a fun and engaging story, don&#039;t just shut them down to win. &lt;br /&gt;
# ERP is allowed as security as long as you are not needed. Amber Alert and higher you should end your ERP and return to your job. (With an exception regarding non-con against security staff)&lt;br /&gt;
# Use the minimum required equipment to handle a situation, you should not be preemptively equipping yourself for threats.&lt;br /&gt;
# Do not go around screaming out the game mode the second you see something. Keep meta-knowledge in mind (detailed below), and never, EVER go and scream out stuff like “traitor”, “ling/changeling”, “malf”, “revs”, and the like. It’s completely LRP behavior and does nothing but encourage validhunting.&lt;br /&gt;
# If you are being demoted, role-play out the scenario and realize that it can happen. Do not attempt a one-person coup, doing so will be considered failrp. Do not drop all context of Roleplay and start acting like shit-tide. &lt;br /&gt;
# The head of your department is the “Head of Security”. If the captain finds this person problematic or demotes them, you are to remember that you work for Nanotrasen, not the Head of Security. Please keep this in mind during Head removals.&lt;br /&gt;
# Remember to use CI, you are in a role that will make use of this far more than most players and has the most related impact.&lt;br /&gt;
# Handle unknowns as if they are unknown, don&#039;t rely on metaknowledge to guide your decision making. What would your character think for the first time.&lt;br /&gt;
# Expect to be potentially Round Removed, you are in a position of power. You have no entitlement to surviving the entire round, if you are pursuing an antagonist expect to have a chance to be removed. This rule applies to Antagonists, Heads of Staff, and Security.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Availability Policy for Security | What to know! ==&lt;br /&gt;
&lt;br /&gt;
* Commanding officers such as the head of security and security sergeant should refrain from needlessly calling all available officers to handle a matter unless said matter is a station-wide emergency, rather they should allocate officers smartly to a situation and keep officers on reserve. Officers do need a break ICly to perform at their best, and OOCly, they want to roleplay and relax as well, not chase after everything all the time. You are, after all, given way more security slots than is usual for a server of this type. They were not meant to be used all at once unless it is a station-wide emergency. Using all at once upsets the balance, not to mention it reduces the flexibility of security and can mentally exhaust the players playing the security officer.&lt;br /&gt;
&lt;br /&gt;
* From both an OOC and IC perspective, all officers must stop what they&#039;re doing within a timely period if they are able to handle an emergency when called upon, whether it&#039;s a manhunt, a pirate attack, or a general shortage in personnel. Failure to do when it makes sense ICly and if you are not impeded in any way may open you up to a security ban, as such behavior is considered LRP. If an officer is unable to do so due to being impeded either through imprisonment, capture, health and so forth, they will not be punished, as it would make IC sense that they would not be able to respond. While they should not be called upon needlessly, they should always be ready to respond if able. If they wish to be free of this burden, they can go on the break by asking to be converted to an &amp;quot;assistant&amp;quot; or &amp;quot;off-duty&amp;quot; role.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
This document should serve to work as a set of guidelines, references, and suggestions on how to handle antagonists and crimes on the station. It will also clarify the roles of all persons involved with security. Both their job requirements and their restrictions. If you find something that appears to go against corporate regulations, you are to make a report of the situation and file it with both the Head of Personal, the Captain, and the Head of Security. If you believe the situation is egregious enough that it warrants direct Central Command Involvement, you may attempt to contact them and let them know directly of the situation. &lt;br /&gt;
&lt;br /&gt;
== Who Orders Who ==&lt;br /&gt;
* Civil Disputes Officer | Your are the lowest rank in security. You follow orders from Sergeants, and the Head of Security.&lt;br /&gt;
* Security Officers, detectives, and Security Medic&#039;s all share the same rank. &lt;br /&gt;
* The Sergeant is in charge of all officers active in the field, outside of the armory, they are the first point of contact for security personnel. &lt;br /&gt;
* The Warden is second in command to the HoS commanding all situations involving the armory and brig. &lt;br /&gt;
* The Head of Security is at the top of the security hierarchy. All security members take orders from him, and he takes his orders from the Captain.&lt;br /&gt;
* 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.&lt;br /&gt;
* The Blueshield reports directly to the Captain and Command Staff. They may request security support during an incident, but may not make an arrest. Though they are also directly under Central Command and can be called upon by Central to override command staff. &lt;br /&gt;
&lt;br /&gt;
== Key Points | What you should know about your job! ==&lt;br /&gt;
&lt;br /&gt;
===Head of Security===&lt;br /&gt;
* Determine the correct amount of force for any situation.&lt;br /&gt;
* Organize and maintain peace on the station.&lt;br /&gt;
* Your job isn&#039;t to hunt people down unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into&lt;br /&gt;
* With the addition of your new ranks, your role is now primarily ensuring the proper management and action of your immediate staff. &lt;br /&gt;
* You are no longer expected to be active in the field. &lt;br /&gt;
* Ensure your officers are responding appropriately. You are required to remove officers that go against regulations and or become an problem for the crew or station.&lt;br /&gt;
* The Head of Security can assign the Warden or the Sergeant to act as a dispatcher if needed. &lt;br /&gt;
&lt;br /&gt;
=== Warden ===&lt;br /&gt;
* Look after the prisoners, make sure they don&#039;t die or get unfair sentences. Feel free to talk and get to know your prisoners, you probably want to know what they did to be sentenced to Perma and whether you need to worry or can rely on them in an emergency. &lt;br /&gt;
* Arm security with weapons in times of war. &lt;br /&gt;
* You are not a Security Officer and do not have to go outside of the brig (and really should not go out of the brig). Stay in the brig.&lt;br /&gt;
* As the Warden, you have authority over the brig and any security officers inside the Brig.&lt;br /&gt;
* If an unauthorized person enters your armory, you may use lethal force.&lt;br /&gt;
* Properly store and maintain all contraband submitted as evidence.&lt;br /&gt;
* Follow Proper Brigging Procedures&lt;br /&gt;
* Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. &lt;br /&gt;
* No prisoner is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available. Should the ten (10) minutes expire without any evidence of any crimes coming to light or charges filed, the prisoner is to be released regardless of accused crimes.&lt;br /&gt;
* Do NOT fully strip the prisoner unless they have earned a permanent sentence&lt;br /&gt;
&lt;br /&gt;
=== Security Sergeant ===&lt;br /&gt;
* Field support officer, primary job is to organize and direct officers during security situations.  &lt;br /&gt;
* Direct security staff across the station to respond to events accordingly. &lt;br /&gt;
* Help provide field information to the HoS as needed. &lt;br /&gt;
* Train and ensure quality in security personnel. &lt;br /&gt;
&lt;br /&gt;
=== Security Medical Officer [WIP] ===&lt;br /&gt;
Security Medics should not be in chemistry, med bay or other area&#039;s. They should be treated as paramedics more then anything. They should be focused on the health of prisoners and security officers, utilizing only their space. They have no entitlement or access to standard medical bay and should not be doing their job. They are basic frontline medics, giving basic aid.&lt;br /&gt;
* Ensure all security personnel are in working condition.&lt;br /&gt;
* Ensure all prisoners are alive and healthy. &lt;br /&gt;
&lt;br /&gt;
=== Detective === &lt;br /&gt;
* You are not Security. You are an investigator. Your revolver is only for self-defense.&lt;br /&gt;
* The Detective&#039;s job is to investigate the remains of any crime, identify the perpetrator, and then ask Security to arrest them for you. That&#039;s right, you have limited security access because you&#039;re supposed to be an evidence collector and hunter of monsters, not a goddamn beat cop or warden.&lt;br /&gt;
* Assist security with finding the culprit of a crime by using your forensic tools and investigation skills.&lt;br /&gt;
&lt;br /&gt;
=== Security Officer ===&lt;br /&gt;
* Likewise, the Heads of Staff have authority over their respective departments. You are expected to assist heads in ejecting unwanted trespassers and demoting unwanted personnel from their departments.&lt;br /&gt;
* The Corporate Regulations is a set of guidelines, meaning you do not have to follow it. You&#039;ll be considered a better officer once you understand which crimes cause legit grief (such as sabotaging a workplace) and which don&#039;t.&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. `&lt;br /&gt;
* Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution.&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t become Shitcurity.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Civil Dispute Officer ===&lt;br /&gt;
* Your job is to help handle any civil issues that may arise on the station. Maybe two crew members got into a fight, you should go break it up and try to find a resolution.&lt;br /&gt;
* In a red alert, you are allowed to be equipped with primaries to defend the station.&lt;br /&gt;
* Your primary tool is handing out fines to problematic crew members.&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Blueshield === &lt;br /&gt;
# Tenants of being a good blueshield&lt;br /&gt;
# Never go out of your way to assist Heads of Staff unless they request it, be it in combat or other circumstances. This is for your own protection and deniability.&lt;br /&gt;
# Never /ever/ interfere in a fight a Head of Staff starts; unless you have reason to suspect they, or the person they are fighting with, has lethal or otherwise intent of extreme harm. You are a bodyguard, not a babysitter - do NOT be a weapon for them&lt;br /&gt;
# Do NOT touch security matters, at all; if you see someone getting beat or stabbed, and they are not a Head of Staff? Call it in on security. Never. Ever. Interfere with antag situations unless you /must/. This is for your own safety.&lt;br /&gt;
# Never discharge your firearm without good reason. It does a /lot/ of damage, and overpenetrates. Make sure your firing line is clear before shootng. If you hit a civilian, you will do serious damage by accident.&lt;br /&gt;
&#039;&#039;&#039;OOC guidelines - THESE ARE UNAVOIDABLE&#039;&#039;&#039;&lt;br /&gt;
# Never attempt to engage in arresting, or otherwise detaining antagonists or other threats to the Heads Of Staff unless they pose a serious, unmitigable threat to the ongoing safety of your charges&lt;br /&gt;
# Never go out of your way to assist in validhunting. If someone attacks you first; you&#039;re fully allowed to attack them back. Your gear is almost exclusively lethal. Treat it as such; your firearm is the definition of a handcannon.&lt;br /&gt;
# Never attack a head of staff, unless in extreme situations of self defence - and even then, only to disable; not to injure. If you can, apply your baton and disarm them, before using cable-cuffs or whatever you can scrounge up to safely detain them for processing.&lt;br /&gt;
# You are not required to follow orders from any Head Of Staff. You are an agent of CC - You are not within the stations Chain Of Command for a majority of your work; and that includes orders. If you are asked to do something - you should always weigh it against your own objectives, as a Blueshield - and decide to follow it or not; in the case of situations where this results in a demotion, or otherwise negative behaviour from Heads Of Staff - fax Central Command for orders.Central Command for further instructions.&lt;br /&gt;
# Never loot the armory for your own gain, or for more ammunition. This also extends to objects such as fireaxes, sidearm tokens, ecetera; just because you have access, does not mean you have permission. Use your brain.&lt;br /&gt;
# Never go out of your way to kill a threat, unless its unavoidable. Your gun does additional stamina damage per shot - and is quite effective at disabling limbs in 1-2 hits against unarmoured/lightly armoured targets. You dont /need/ to shoot until they die, just go for the arms and follow up with a baton hit. In the case of NLWI (Nonlethal weapon Immune), you are able to shoot until they stop moving. This also applies to CQC+ and other martial arts that make safely detaining the aggressor impossible. &lt;br /&gt;
&lt;br /&gt;
== Evidence &amp;amp; Warrants ==&lt;br /&gt;
To file warrants against a crew member, you must provide significant evidence that a warrant is necessary and the warrant must be approved by one of the following Officials. You are unable to approve your own warrants.  &lt;br /&gt;
&lt;br /&gt;
* Lawyer  &lt;br /&gt;
* HOS  &lt;br /&gt;
* Warden &lt;br /&gt;
* NT Rep&lt;br /&gt;
* Captain &lt;br /&gt;
&lt;br /&gt;
In order to brig or imprison someone, you must create a proper case against the crewmember. Evidence must be collected and filed alongside the criminal to prove of their criminal activity. This evidence should be collected before an arrest warrant is issued.  &lt;br /&gt;
&lt;br /&gt;
Consult a detective to respond to incidents and attempt to gather any information that could tie the scene to a criminal, record this information and bag it using the evidence bags you are provided. If you are unable to obtain evidence for a crime, then you should not charge them.   &lt;br /&gt;
&lt;br /&gt;
== Detain  ==&lt;br /&gt;
You may detain a crewmember for no longer then 10 minutes. If you are not given the greenlight to charge them within that time, you must release them. Detaining someone for longer then 10 minutes without evidence or proper charges will lead to repercussions including. &lt;br /&gt;
&lt;br /&gt;
* Injunctions &lt;br /&gt;
* Demotions &lt;br /&gt;
&lt;br /&gt;
In severe situations it will lead to. &lt;br /&gt;
&lt;br /&gt;
* Job Bans &lt;br /&gt;
* Permanent Security Ban  &lt;br /&gt;
&lt;br /&gt;
Detaining a crewmember does not mean they are under arrest, and cannot be punished unless they are placed under arrest.  &lt;br /&gt;
&lt;br /&gt;
== Making an Arrest  ==&lt;br /&gt;
To make a proper arrest, a warrant must be filed and presented with proper evidence to show that this crewmember has broken Corporate Regulations.  &lt;br /&gt;
&lt;br /&gt;
This warrant must be filled out and presented to the party being arrested.  &lt;br /&gt;
&lt;br /&gt;
If the target attempts to flee when presented with a warrant, you may capture and detain them before going over their crimes.  &lt;br /&gt;
&lt;br /&gt;
This is not necessary in the event that an officer see&#039;s a crewmember commit a crime, they may immediately detain and request a detective to gather evidence of the crime.  &lt;br /&gt;
&lt;br /&gt;
== Use of Force ==&lt;br /&gt;
As a member of the station&#039;s Security force you are one of the best armed and protected people on the station, equipped with the latest in non-lethal takedown technology. It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There are a few circumstances where deadly force is permissible:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Red Situation&#039;&#039;&#039; - situations which would warrant a Code Red, such as: full blown mutinies and hostile boarding parties. Note: The Alert Status is not required to be elevated to Code Red as in most of these scenarios the Chain of Command will be too damaged or otherwise occupied to raise the Alert Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Lethal Weapons Ineffective&#039;&#039;&#039; - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Personal Risk&#039;&#039;&#039; - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
* Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armed and Dangerous&#039;&#039;&#039; - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
* Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multiple Hostiles&#039;&#039;&#039; - it can be extremely difficult to detain multiple hostiles. As a last resort if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
The taking of one life should be vetted and determined carefully as in the end, the person who decides their fate, takes all responsibility. &lt;br /&gt;
There are other aspects to consider, too. More often than not, the situation won&#039;t be as clear-cut, requiring security officers to think on their feet. You may find yourself wondering as to what extent the law should be applied, for instance, in which case these scenarios might provide useful orientation:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor A:&#039;&#039;&#039; is doing a gimmick, which doesn&#039;t really involve killing people unless in self defense. &#039;&#039;&#039;Traitor A&#039;s&#039;&#039;&#039; gimmick can be considered fun by most of the crew. You may want to either play along, provided doing so would make it more fun for everyone involved, or arrest the guy and run a little gimmick on your own (such as a public trial). Since &#039;&#039;&#039;traitor A&#039;&#039;&#039; is most likely still breaking the law and/or in possession of contraband, it&#039;s up to your discretion what to do, depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor B:&#039;&#039;&#039; is just trying to complete his objectives in a stealthy way. &#039;&#039;&#039;Traitor B&#039;&#039;&#039; is killing people when necessary, or if they&#039;re an assassination target, but he isn&#039;t going on a rampage. In this case, &#039;&#039;&#039;Traitor B&#039;&#039;&#039; should be arrested and have his gear confiscated. Arresting may cut the traitor&#039;s fun short, but it may also make it more fun for B as he has another chance to try and succeed. It&#039;d also give the traitor ways to come up with plans for whatever may happen if he gets caught. If &#039;&#039;&#039;Traitor B&#039;&#039;&#039; tries to gun down security, well, he can&#039;t expect you not to fight back! Consult with the HoS or captain and if they decide execution is the best way to handle this sort of traitor, that&#039;s fine! A public execution may be more fun for everyone than tossing them naked out an airlock, though, and gives a quick-thinking traitor the potential to escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor C:&#039;&#039;&#039; is going on a rampage! He is killing everyone he sees without compromise. You should do everything in your power to stop &#039;&#039;&#039;Traitor C&#039;&#039;&#039;; even lethal force may very well be justifiable in these kind of situations. While this cuts short the traitor&#039;s fun, mindless rampages aren&#039;t that exciting for the most part and tend to be less fun for the majority of players, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;That said, these can only be guidelines and nothing more. Keep a clear head, use your best judgement and don&#039;t be afraid to ask colleagues or other players for advice!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Shitlers/Greytiders ==&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) can be punished following corporate regulations or adminhelped if they become a nuisance.&lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by Assistants (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the Armory secure. A persistent greytider should be adminhelped once all possible IC solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable.&lt;br /&gt;
&lt;br /&gt;
== Loss of Life ==&lt;br /&gt;
Loss of crewmember and department staff is considered to be a massive investment lost to Nanotrasean following numerous legal complaints. All crewmember life should be considered valuable and should not be taken lightly. The use of cloning technology is experimental at best and may lead to complications and thus lawsuits if it is determined their death could have been prevented. &lt;br /&gt;
 &lt;br /&gt;
In the event of repeated abuse of cloning and lack of respect for crew life. The offender may be subject to punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DNR BAN&#039;&#039;&#039; &lt;br /&gt;
* Implies player cannot be revived. Should be used to punish those who do not value the life of their character or other players characters.&lt;br /&gt;
&#039;&#039;&#039;Pacification Ban&#039;&#039;&#039;&lt;br /&gt;
* Implies that the player cannot engage in hostile actions aboard the station for a set period of time.&lt;br /&gt;
&lt;br /&gt;
== The Brig / Punishments ==&lt;br /&gt;
Punishments should fit the crime. Use your best judgment and try to give people the benefit of the doubt. Consider the following examples:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into Medbay and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Confiscate the stethoscope and return it to Medbay when possible&lt;br /&gt;
* Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
* Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
* Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
* Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
* Give a ten-minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Remove their EVA suit, any mining tools or other items. Have the detective work his magic on the weapons to confirm what happened.&lt;br /&gt;
* Set a reasonable timer on the cell, or send then to the gulag for a similar sentence.&lt;br /&gt;
* Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on.&lt;br /&gt;
* Inform the Warden or Head of Security and ask them to take over if they say the prisoner is to be permabrigged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Beat the prisoner to the point where they&#039;re critically injured or worse.&lt;br /&gt;
* Strip their items in the rapidly depressurizing engineering room.&lt;br /&gt;
* Let a lynch mob harm your prisoner.&lt;br /&gt;
* Refuse their request to speak with legal counsel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Strip all of their possessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the Warden.&lt;br /&gt;
* Inform the Head of Security.&lt;br /&gt;
* Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
* Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DONT&#039;&#039;&#039;&lt;br /&gt;
* Beat them to death on the spot.&lt;br /&gt;
* Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
* Refuse to negotiate. There are an infinite number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be busting heads infrequently.&lt;br /&gt;
&lt;br /&gt;
== Capital Punishments ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Execution Procedures&#039;&#039;&#039; ===&lt;br /&gt;
Unlawful executions are considered manslaughter if the execution was the cause of incompetence. When evidence shows the execution was not caused by incompetence, the punishment is murder, or when relevant, annihilation.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;All executions must be approved by both the HoS and Acting Captain. In the case where an Acting Captain has not been selected by command, the HoS may make the decision. Otherwise in the presence of a full Captain, refer to them.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Executions may be done either by lethal injection or by firing squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal injection:&#039;&#039;&#039;&lt;br /&gt;
# The captain, the HoS and a medical professional must be present. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner must be buckled in a suitable execution room and allowed their final words.&lt;br /&gt;
# The medical professional proceeds now with the administration of the lethal injection.&lt;br /&gt;
# The body of the prisoner should either be incinerated or stored in a body bag marked &amp;quot;Do not revive&amp;quot;. If the injection fails, the Captain is free to execute the prisoner by other means.&lt;br /&gt;
&#039;&#039;&#039;Firing squad:&#039;&#039;&#039;&lt;br /&gt;
# The Captain and HoS must be present. There must be at least two designated shooters. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner should be escorted to a suitable location and allowed their final words.&lt;br /&gt;
# The Captain or HoS commands the designated shooters to fire. Only strictly lethal anti-personnel weapons are allowed to be used.&lt;br /&gt;
# The prisoner&#039;s body should either be incinerated or placed in a body bag marked &amp;quot;Do not revive&amp;quot;.&lt;br /&gt;
== Punishment&#039;s | What you can not do. ==&lt;br /&gt;
As an officer, you will face a variety of criminals and creatures, but Nanotrasen has requirements for how to handle criminal proceedings as listed above an in Corporate Regulations. Going out of your way to utilize a different method of punishment is not acceptable unless approved by Central Command. Otherwise you follow the regulations laid out for you.   &lt;br /&gt;
&lt;br /&gt;
All of these are ok if both parties agree in LOOC prior.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you cannot do:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Forced Borgification&lt;br /&gt;
# Forced Surgery&lt;br /&gt;
## With the exception of removing implants discovered&lt;br /&gt;
# Extra-Judicial Executions &lt;br /&gt;
## You must follow the process of requesting an execution, you may not handle it yourself or you will be removed from your position.&lt;br /&gt;
# Cremation / Do Not Revival Status&lt;br /&gt;
## This only changes if a prisoner proves to be uncontainable by conventional means.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Riots ==&lt;br /&gt;
=== Station Riots: ===&lt;br /&gt;
Travel in buddy teams (pairs), an alone officer is a dead officer. Retreat to the armoury and obtain the appropriate equipment. Riot suits, helmets and shields will be invaluable in any melee fight. Make sure you still have a non-lethal option. Avoid carrying more than you need. Opt for non-lethal capture where possible. Use internals and adopt reasonable spacing to avoid gas and explosives from decimating the entire team. Don’t get greedy and over-extend yourselves. When stepping into riot situations without intelligence, it’s incredibly easy to get ambushed. Once a single officer falls and is captured, all of the security comms are compromised and now the rioters have access to security as well as security equipment. Travel in a group. If the rioters are contained within an area, start blocking off escapes. Consider using escapes as an alternative point of entry.&lt;br /&gt;
&lt;br /&gt;
== Alert Levels ==&lt;br /&gt;
&lt;br /&gt;
=== Green ===&lt;br /&gt;
&lt;br /&gt;
* Weapons should be holstered.&lt;br /&gt;
* Standard station patrol routes followed.&lt;br /&gt;
* Crew should store spare lethal magazines and equipment.&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* Security may not search crewmembers.&lt;br /&gt;
&lt;br /&gt;
=== Blue ===&lt;br /&gt;
&lt;br /&gt;
Security may set up checkpoints for random searches.&lt;br /&gt;
* Non-lethals may be visible at all times.&lt;br /&gt;
* Searches may be authorized by the Head of Security on suspicious crewmembers.&lt;br /&gt;
* Security Personnel may carry spare non-lethal magazines on person&lt;br /&gt;
* Security Personnel may carry one lethal sidearm magazine on person.&lt;br /&gt;
&lt;br /&gt;
=== Amber ===&lt;br /&gt;
&lt;br /&gt;
1 - 2 active Confirmed hostiles, no recorded bombings. &lt;br /&gt;
* Security personnel may be equipped with lethal primaries &lt;br /&gt;
* Grid Searches Authorized (Security May request access access to departments to search)&lt;br /&gt;
* The acquisition and ordering of security equipment is with reason, but should be done with a reasonable expectation. Equip yourself to the minimum of what is needed, not the maximum. &lt;br /&gt;
* Warden may distribute more ammunition if required.&lt;br /&gt;
* Security is authorized to do random searches. &lt;br /&gt;
&lt;br /&gt;
=== Red ===&lt;br /&gt;
&lt;br /&gt;
Red alert is reserved for when there are multiple confirmed hostiles and entities that could cause massive crew harm. It should typically not be necessary for internal incidents. See Use of Force&lt;br /&gt;
* Armory may be opened and crew equipped.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the HoS or Warden agree.&lt;br /&gt;
* Security can raid departments and arrest any crew member deemed a threat to the station.&lt;br /&gt;
* Crew members must submit to any searches requested by security personnel.&lt;br /&gt;
* Crew may be Deputized &lt;br /&gt;
* Combat Mech’s may be requisitioned&lt;br /&gt;
* Security personnel should stop all personal activity and return to active duty.&lt;br /&gt;
&lt;br /&gt;
=== Delta ===&lt;br /&gt;
&lt;br /&gt;
* Use of martial law is allowed, crew must follow Command and Security orders at the threat of immediate execution. Insubordination during a Delta Class Emergency should be met swiftly, to prevent further loss of life.&lt;br /&gt;
&lt;br /&gt;
=== Gamma ===&lt;br /&gt;
* The universe is ending, goodluck maintaining order.&lt;br /&gt;
&lt;br /&gt;
== Security Controlled Locations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Brig:&#039;&#039;&#039; The Warden runs this. If you&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prison Wing:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Office:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Posts:&#039;&#039;&#039; Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armory:&#039;&#039;&#039; 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.&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arrival Checkpoint:&#039;&#039;&#039; 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&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
== Crew Approved Equipment (Permits) ==&lt;br /&gt;
This region of space is very volatile and has lead to the destruction of many vessels, stations and colony&#039;s. This makes salvaging a lucrative option for many travelers and explorers that stop by the station. This salvaging can lead to caches of weapons, armor, explosives, and other items that could be considered dangerous and volatile. It is up to the Warden, Head of Security, or Captain to determine if a permit should be handed out for items brought back by explorers.&lt;br /&gt;
&lt;br /&gt;
== Useful Links ==&lt;br /&gt;
[[Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
[[Paperwork]]&lt;br /&gt;
&lt;br /&gt;
[[Antag policy]]&lt;br /&gt;
&lt;br /&gt;
[[Command Policy]]&lt;br /&gt;
&lt;br /&gt;
[[Contraband]]&lt;br /&gt;
&lt;br /&gt;
[[Security items]]&lt;br /&gt;
&lt;br /&gt;
== Handling Criminals ==&lt;br /&gt;
[[File:Security UseOfForce Diagram (1).png|thumb|1074x1074px]]&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6626</id>
		<title>Security Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6626"/>
		<updated>2021-06-22T18:49:02Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: /* Evidence &amp;amp; Warrants [WIP] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Notice&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=This document is in development and may be changed often. Please ensure you check for updates periodically to keep up-to-date.&lt;br /&gt;
&lt;br /&gt;
Last Update: [Updated 6/9/2021] &lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Basic Guiding Principles ==&lt;br /&gt;
&lt;br /&gt;
# Whenever you are given the green light to use lethals or &amp;quot;shoot to kill&amp;quot;, this is not a license to execute them when they are downed or are surrendering without due cause.&lt;br /&gt;
# Handle a hostage situation with extreme caution. The preservation of civilians and your comrades should be your #1 priority over arresting someone. Acting as if the hostage does not matter will be punished OOCly for poor roleplay.&lt;br /&gt;
# Be aware of the meta protection placed around antag items. Non-obvious items are meta-protected where other obvious items like an energy crossbow and grenades are not. Typically, if the item is disguised, you don’t know of it.&lt;br /&gt;
# Being a bully as a security officer is acceptable. Being corrupt as a security officer is acceptable. However, if it comes to the point that the way you&#039;re playing shuts down roleplaying opportunities for others, that means you are doing it wrong. You want to create conflict to generate roleplay, not destroy the possibility of it. Furthermore, as a security officer, you cannot ignore obviously antagonistic behavior that is a threat to the station. If you know someone is not a threat to the station, taking a bribe is acceptable.&lt;br /&gt;
# Antagonists are an essential part of the game. Unless it is unsafe to do so, players are encouraged to use methods of punishment that do not remove antagonists from the round such as gulag or perma. Calling for the execution of a non-violent and cooperative antag may be marked as failrp. However, this is entirely up to the Captain, acting captain, or HoS, and their ruling (in order of the CoC) is final.&lt;br /&gt;
# Corporate Regulations is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in the regulations.&lt;br /&gt;
# Work with traitors to create a fun and engaging story, don&#039;t just shut them down to win. &lt;br /&gt;
# ERP is allowed as security as long as you are not needed. Amber Alert and higher you should end your ERP and return to your job. (With an exception regarding non-con against security staff)&lt;br /&gt;
# Use the minimum required equipment to handle a situation, you should not be preemptively equipping yourself for threats.&lt;br /&gt;
# Do not go around screaming out the game mode the second you see something. Keep meta-knowledge in mind (detailed below), and never, EVER go and scream out stuff like “traitor”, “ling/changeling”, “malf”, “revs”, and the like. It’s completely LRP behavior and does nothing but encourage validhunting.&lt;br /&gt;
# If you are being demoted, role-play out the scenario and realize that it can happen. Do not attempt a one-person coup, doing so will be considered failrp. Do not drop all context of Roleplay and start acting like shit-tide. &lt;br /&gt;
# The head of your department is the “Head of Security”. If the captain finds this person problematic or demotes them, you are to remember that you work for Nanotrasen, not the Head of Security. Please keep this in mind during Head removals.&lt;br /&gt;
# Remember to use CI, you are in a role that will make use of this far more than most players and has the most related impact.&lt;br /&gt;
# Handle unknowns as if they are unknown, don&#039;t rely on metaknowledge to guide your decision making. What would your character think for the first time.&lt;br /&gt;
# Expect to be potentially Round Removed, you are in a position of power. You have no entitlement to surviving the entire round, if you are pursuing an antagonist expect to have a chance to be removed. This rule applies to Antagonists, Heads of Staff, and Security.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Availability Policy for Security | What to know! ==&lt;br /&gt;
&lt;br /&gt;
* Commanding officers such as the head of security and security sergeant should refrain from needlessly calling all available officers to handle a matter unless said matter is a station-wide emergency, rather they should allocate officers smartly to a situation and keep officers on reserve. Officers do need a break ICly to perform at their best, and OOCly, they want to roleplay and relax as well, not chase after everything all the time. You are, after all, given way more security slots than is usual for a server of this type. They were not meant to be used all at once unless it is a station-wide emergency. Using all at once upsets the balance, not to mention it reduces the flexibility of security and can mentally exhaust the players playing the security officer.&lt;br /&gt;
&lt;br /&gt;
* From both an OOC and IC perspective, all officers must stop what they&#039;re doing within a timely period if they are able to handle an emergency when called upon, whether it&#039;s a manhunt, a pirate attack, or a general shortage in personnel. Failure to do when it makes sense ICly and if you are not impeded in any way may open you up to a security ban, as such behavior is considered LRP. If an officer is unable to do so due to being impeded either through imprisonment, capture, health and so forth, they will not be punished, as it would make IC sense that they would not be able to respond. While they should not be called upon needlessly, they should always be ready to respond if able. If they wish to be free of this burden, they can go on the break by asking to be converted to an &amp;quot;assistant&amp;quot; or &amp;quot;off-duty&amp;quot; role.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
This document should serve to work as a set of guidelines, references, and suggestions on how to handle antagonists and crimes on the station. It will also clarify the roles of all persons involved with security. Both their job requirements and their restrictions. If you find something that appears to go against corporate regulations, you are to make a report of the situation and file it with both the Head of Personal, the Captain, and the Head of Security. If you believe the situation is egregious enough that it warrants direct Central Command Involvement, you may attempt to contact them and let them know directly of the situation. &lt;br /&gt;
&lt;br /&gt;
== Who Orders Who ==&lt;br /&gt;
* Civil Disputes Officer | Your are the lowest rank in security. You follow orders from Sergeants, and the Head of Security.&lt;br /&gt;
* Security Officers, detectives, and Security Medic&#039;s all share the same rank. &lt;br /&gt;
* The Sergeant is in charge of all officers active in the field, outside of the armory, they are the first point of contact for security personnel. &lt;br /&gt;
* The Warden is second in command to the HoS commanding all situations involving the armory and brig. &lt;br /&gt;
* The Head of Security is at the top of the security hierarchy. All security members take orders from him, and he takes his orders from the Captain.&lt;br /&gt;
* 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.&lt;br /&gt;
* The Blueshield reports directly to the Captain and Command Staff. They may request security support during an incident, but may not make an arrest. Though they are also directly under Central Command and can be called upon by Central to override command staff. &lt;br /&gt;
&lt;br /&gt;
== Key Points | What you should know about your job! ==&lt;br /&gt;
&lt;br /&gt;
===Head of Security===&lt;br /&gt;
* Determine the correct amount of force for any situation.&lt;br /&gt;
* Organize and maintain peace on the station.&lt;br /&gt;
* Your job isn&#039;t to hunt people down unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into&lt;br /&gt;
* With the addition of your new ranks, your role is now primarily ensuring the proper management and action of your immediate staff. &lt;br /&gt;
* You are no longer expected to be active in the field. &lt;br /&gt;
* Ensure your officers are responding appropriately. You are required to remove officers that go against regulations and or become an problem for the crew or station.&lt;br /&gt;
* The Head of Security can assign the Warden or the Sergeant to act as a dispatcher if needed. &lt;br /&gt;
&lt;br /&gt;
=== Warden ===&lt;br /&gt;
* Look after the prisoners, make sure they don&#039;t die or get unfair sentences. Feel free to talk and get to know your prisoners, you probably want to know what they did to be sentenced to Perma and whether you need to worry or can rely on them in an emergency. &lt;br /&gt;
* Arm security with weapons in times of war. &lt;br /&gt;
* You are not a Security Officer and do not have to go outside of the brig (and really should not go out of the brig). Stay in the brig.&lt;br /&gt;
* As the Warden, you have authority over the brig and any security officers inside the Brig.&lt;br /&gt;
* If an unauthorized person enters your armory, you may use lethal force.&lt;br /&gt;
* Properly store and maintain all contraband submitted as evidence.&lt;br /&gt;
* Follow Proper Brigging Procedures&lt;br /&gt;
* Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. &lt;br /&gt;
* No prisoner is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available. Should the ten (10) minutes expire without any evidence of any crimes coming to light or charges filed, the prisoner is to be released regardless of accused crimes.&lt;br /&gt;
* Do NOT fully strip the prisoner unless they have earned a permanent sentence&lt;br /&gt;
&lt;br /&gt;
=== Security Sergeant ===&lt;br /&gt;
* Field support officer, primary job is to organize and direct officers during security situations.  &lt;br /&gt;
* Direct security staff across the station to respond to events accordingly. &lt;br /&gt;
* Help provide field information to the HoS as needed. &lt;br /&gt;
* Train and ensure quality in security personnel. &lt;br /&gt;
&lt;br /&gt;
=== Security Medical Officer [WIP] ===&lt;br /&gt;
Security Medics should not be in chemistry, med bay or other area&#039;s. They should be treated as paramedics more then anything. They should be focused on the health of prisoners and security officers, utilizing only their space. They have no entitlement or access to standard medical bay and should not be doing their job. They are basic frontline medics, giving basic aid.&lt;br /&gt;
* Ensure all security personnel are in working condition.&lt;br /&gt;
* Ensure all prisoners are alive and healthy. &lt;br /&gt;
&lt;br /&gt;
=== Detective === &lt;br /&gt;
* You are not Security. You are an investigator. Your revolver is only for self-defense.&lt;br /&gt;
* The Detective&#039;s job is to investigate the remains of any crime, identify the perpetrator, and then ask Security to arrest them for you. That&#039;s right, you have limited security access because you&#039;re supposed to be an evidence collector and hunter of monsters, not a goddamn beat cop or warden.&lt;br /&gt;
* Assist security with finding the culprit of a crime by using your forensic tools and investigation skills.&lt;br /&gt;
&lt;br /&gt;
=== Security Officer ===&lt;br /&gt;
* Likewise, the Heads of Staff have authority over their respective departments. You are expected to assist heads in ejecting unwanted trespassers and demoting unwanted personnel from their departments.&lt;br /&gt;
* The Corporate Regulations is a set of guidelines, meaning you do not have to follow it. You&#039;ll be considered a better officer once you understand which crimes cause legit grief (such as sabotaging a workplace) and which don&#039;t.&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. `&lt;br /&gt;
* Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution.&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t become Shitcurity.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Civil Dispute Officer [WIP] ===&lt;br /&gt;
* Your job is to help handle any civil issues that may arise on the station. Maybe two crew members got into a fight, you should go break it up and try to find a resolution.&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Blueshield === &lt;br /&gt;
# Tenants of being a good blueshield&lt;br /&gt;
# Never go out of your way to assist Heads of Staff unless they request it, be it in combat or other circumstances. This is for your own protection and deniability.&lt;br /&gt;
# Never /ever/ interfere in a fight a Head of Staff starts; unless you have reason to suspect they, or the person they are fighting with, has lethal or otherwise intent of extreme harm. You are a bodyguard, not a babysitter - do NOT be a weapon for them&lt;br /&gt;
# Do NOT touch security matters, at all; if you see someone getting beat or stabbed, and they are not a Head of Staff? Call it in on security. Never. Ever. Interfere with antag situations unless you /must/. This is for your own safety.&lt;br /&gt;
# Never discharge your firearm without good reason. It does a /lot/ of damage, and overpenetrates. Make sure your firing line is clear before shootng. If you hit a civilian, you will do serious damage by accident.&lt;br /&gt;
&#039;&#039;&#039;OOC guidelines - THESE ARE UNAVOIDABLE&#039;&#039;&#039;&lt;br /&gt;
# Never attempt to engage in arresting, or otherwise detaining antagonists or other threats to the Heads Of Staff unless they pose a serious, unmitigable threat to the ongoing safety of your charges&lt;br /&gt;
# Never go out of your way to assist in validhunting. If someone attacks you first; you&#039;re fully allowed to attack them back. Your gear is almost exclusively lethal. Treat it as such; your firearm is the definition of a handcannon.&lt;br /&gt;
# Never attack a head of staff, unless in extreme situations of self defence - and even then, only to disable; not to injure. If you can, apply your baton and disarm them, before using cable-cuffs or whatever you can scrounge up to safely detain them for processing.&lt;br /&gt;
# You are not required to follow orders from any Head Of Staff. You are an agent of CC - You are not within the stations Chain Of Command for a majority of your work; and that includes orders. If you are asked to do something - you should always weigh it against your own objectives, as a Blueshield - and decide to follow it or not; in the case of situations where this results in a demotion, or otherwise negative behaviour from Heads Of Staff - fax Central Command for orders.Central Command for further instructions.&lt;br /&gt;
# Never loot the armory for your own gain, or for more ammunition. This also extends to objects such as fireaxes, sidearm tokens, ecetera; just because you have access, does not mean you have permission. Use your brain.&lt;br /&gt;
# Never go out of your way to kill a threat, unless its unavoidable. Your gun does additional stamina damage per shot - and is quite effective at disabling limbs in 1-2 hits against unarmoured/lightly armoured targets. You dont /need/ to shoot until they die, just go for the arms and follow up with a baton hit. In the case of NLWI (Nonlethal weapon Immune), you are able to shoot until they stop moving. This also applies to CQC+ and other martial arts that make safely detaining the aggressor impossible. &lt;br /&gt;
&lt;br /&gt;
== Evidence &amp;amp; Warrants [WIP] ==&lt;br /&gt;
To file warrants against a crew member, you must provide significant evidence that a warrant is necessary and the warrant must be approved by one of the following Officials. You are unable to approve your own warrants.  &lt;br /&gt;
&lt;br /&gt;
* Lawyer  &lt;br /&gt;
* HOS  &lt;br /&gt;
* Warden &lt;br /&gt;
* Captain &lt;br /&gt;
&lt;br /&gt;
In order to brig or imprison someone, you must create a proper case against the crewmember. Evidence must be collected and filed alongside the criminal to prove of their criminal activity. This evidence should be collected before an arrest warrant is issued.  &lt;br /&gt;
&lt;br /&gt;
Consult a detective to respond to incidents and attempt to gather any information that could tie the scene to a criminal, record this information and bag it using the evidence bags you are provided.  &lt;br /&gt;
&lt;br /&gt;
== Detain [WIP] ==&lt;br /&gt;
You may detain a crewmember for no longer then 10 minutes. If you are not given the greenlight to charge them within that time, you must release them. Detaining someone for longer then 10 minutes without evidence or proper charges will lead to repercussions including. &lt;br /&gt;
&lt;br /&gt;
* Injunctions &lt;br /&gt;
* Demotions &lt;br /&gt;
&lt;br /&gt;
In severe situations it will lead to. &lt;br /&gt;
&lt;br /&gt;
* Job Bans &lt;br /&gt;
* Permanent Security Ban  &lt;br /&gt;
&lt;br /&gt;
Detaining a crewmember does not mean they are under arrest, and cannot be punished unless they are placed under arrest.  &lt;br /&gt;
&lt;br /&gt;
== Making an Arrest [WIP] ==&lt;br /&gt;
To make a proper arrest, a warrant must be filed and presented with proper evidence to show that this crewmember has broken Corporate Regulations.  &lt;br /&gt;
&lt;br /&gt;
This warrant must be filled out and presented to the party being arrested.  &lt;br /&gt;
&lt;br /&gt;
If the target attempts to flee when presented with a warrant, you may capture and detain them before going over their crimes.  &lt;br /&gt;
&lt;br /&gt;
This is not necessary in the event that an officer see&#039;s a crewmember commit a crime, they may immediately detain and request a detective to gather evidence of the crime.  &lt;br /&gt;
&lt;br /&gt;
== Use of Force ==&lt;br /&gt;
As a member of the station&#039;s Security force you are one of the best armed and protected people on the station, equipped with the latest in non-lethal takedown technology. It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There are a few circumstances where deadly force is permissible:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Red Situation&#039;&#039;&#039; - situations which would warrant a Code Red, such as: full blown mutinies and hostile boarding parties. Note: The Alert Status is not required to be elevated to Code Red as in most of these scenarios the Chain of Command will be too damaged or otherwise occupied to raise the Alert Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Lethal Weapons Ineffective&#039;&#039;&#039; - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Personal Risk&#039;&#039;&#039; - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
* Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armed and Dangerous&#039;&#039;&#039; - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
* Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multiple Hostiles&#039;&#039;&#039; - it can be extremely difficult to detain multiple hostiles. As a last resort if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
The taking of one life should be vetted and determined carefully as in the end, the person who decides their fate, takes all responsibility. &lt;br /&gt;
There are other aspects to consider, too. More often than not, the situation won&#039;t be as clear-cut, requiring security officers to think on their feet. You may find yourself wondering as to what extent the law should be applied, for instance, in which case these scenarios might provide useful orientation:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor A:&#039;&#039;&#039; is doing a gimmick, which doesn&#039;t really involve killing people unless in self defense. &#039;&#039;&#039;Traitor A&#039;s&#039;&#039;&#039; gimmick can be considered fun by most of the crew. You may want to either play along, provided doing so would make it more fun for everyone involved, or arrest the guy and run a little gimmick on your own (such as a public trial). Since &#039;&#039;&#039;traitor A&#039;&#039;&#039; is most likely still breaking the law and/or in possession of contraband, it&#039;s up to your discretion what to do, depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor B:&#039;&#039;&#039; is just trying to complete his objectives in a stealthy way. &#039;&#039;&#039;Traitor B&#039;&#039;&#039; is killing people when necessary, or if they&#039;re an assassination target, but he isn&#039;t going on a rampage. In this case, &#039;&#039;&#039;Traitor B&#039;&#039;&#039; should be arrested and have his gear confiscated. Arresting may cut the traitor&#039;s fun short, but it may also make it more fun for B as he has another chance to try and succeed. It&#039;d also give the traitor ways to come up with plans for whatever may happen if he gets caught. If &#039;&#039;&#039;Traitor B&#039;&#039;&#039; tries to gun down security, well, he can&#039;t expect you not to fight back! Consult with the HoS or captain and if they decide execution is the best way to handle this sort of traitor, that&#039;s fine! A public execution may be more fun for everyone than tossing them naked out an airlock, though, and gives a quick-thinking traitor the potential to escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor C:&#039;&#039;&#039; is going on a rampage! He is killing everyone he sees without compromise. You should do everything in your power to stop &#039;&#039;&#039;Traitor C&#039;&#039;&#039;; even lethal force may very well be justifiable in these kind of situations. While this cuts short the traitor&#039;s fun, mindless rampages aren&#039;t that exciting for the most part and tend to be less fun for the majority of players, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;That said, these can only be guidelines and nothing more. Keep a clear head, use your best judgement and don&#039;t be afraid to ask colleagues or other players for advice!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Shitlers/Greytiders ==&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) can be punished following corporate regulations or adminhelped if they become a nuisance.&lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by Assistants (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the Armory secure. A persistent greytider should be adminhelped once all possible IC solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable.&lt;br /&gt;
&lt;br /&gt;
== Loss of Life ==&lt;br /&gt;
Loss of crewmember and department staff is considered to be a massive investment lost to Nanotrasean following numerous legal complaints. All crewmember life should be considered valuable and should not be taken lightly. The use of cloning technology is experimental at best and may lead to complications and thus lawsuits if it is determined their death could have been prevented. &lt;br /&gt;
 &lt;br /&gt;
In the event of repeated abuse of cloning and lack of respect for crew life. The offender may be subject to punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DNR BAN&#039;&#039;&#039; &lt;br /&gt;
* Implies player cannot be revived. Should be used to punish those who do not value the life of their character or other players characters.&lt;br /&gt;
&#039;&#039;&#039;Pacification Ban&#039;&#039;&#039;&lt;br /&gt;
* Implies that the player cannot engage in hostile actions aboard the station for a set period of time.&lt;br /&gt;
&lt;br /&gt;
== The Brig / Punishments ==&lt;br /&gt;
Punishments should fit the crime. Use your best judgment and try to give people the benefit of the doubt. Consider the following examples:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into Medbay and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Confiscate the stethoscope and return it to Medbay when possible&lt;br /&gt;
* Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
* Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
* Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
* Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
* Give a ten-minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Remove their EVA suit, any mining tools or other items. Have the detective work his magic on the weapons to confirm what happened.&lt;br /&gt;
* Set a reasonable timer on the cell, or send then to the gulag for a similar sentence.&lt;br /&gt;
* Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on.&lt;br /&gt;
* Inform the Warden or Head of Security and ask them to take over if they say the prisoner is to be permabrigged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Beat the prisoner to the point where they&#039;re critically injured or worse.&lt;br /&gt;
* Strip their items in the rapidly depressurizing engineering room.&lt;br /&gt;
* Let a lynch mob harm your prisoner.&lt;br /&gt;
* Refuse their request to speak with legal counsel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Strip all of their possessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the Warden.&lt;br /&gt;
* Inform the Head of Security.&lt;br /&gt;
* Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
* Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DONT&#039;&#039;&#039;&lt;br /&gt;
* Beat them to death on the spot.&lt;br /&gt;
* Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
* Refuse to negotiate. There are an infinite number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be busting heads infrequently.&lt;br /&gt;
&lt;br /&gt;
== Capital Punishments ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Execution Procedures&#039;&#039;&#039; ===&lt;br /&gt;
Unlawful executions are considered manslaughter if the execution was the cause of incompetence. When evidence shows the execution was not caused by incompetence, the punishment is murder, or when relevant, annihilation.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;All executions must be approved by both the HoS and Acting Captain. In the case where an Acting Captain has not been selected by command, the HoS may make the decision. Otherwise in the presence of a full Captain, refer to them.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Executions may be done either by lethal injection or by firing squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal injection:&#039;&#039;&#039;&lt;br /&gt;
# The captain, the HoS and a medical professional must be present. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner must be buckled in a suitable execution room and allowed their final words.&lt;br /&gt;
# The medical professional proceeds now with the administration of the lethal injection.&lt;br /&gt;
# The body of the prisoner should either be incinerated or stored in a body bag marked &amp;quot;Do not revive&amp;quot;. If the injection fails, the Captain is free to execute the prisoner by other means.&lt;br /&gt;
&#039;&#039;&#039;Firing squad:&#039;&#039;&#039;&lt;br /&gt;
# The Captain and HoS must be present. There must be at least two designated shooters. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner should be escorted to a suitable location and allowed their final words.&lt;br /&gt;
# The Captain or HoS commands the designated shooters to fire. Only strictly lethal anti-personnel weapons are allowed to be used.&lt;br /&gt;
# The prisoner&#039;s body should either be incinerated or placed in a body bag marked &amp;quot;Do not revive&amp;quot;.&lt;br /&gt;
&#039;&#039;&#039;Pacification [WIP]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exiled [WIP]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Punishment&#039;s | What you can not do. ==&lt;br /&gt;
As an officer, you will face a variety of criminals and creatures, but Nanotrasen has requirements for how to handle criminal proceedings as listed above an in Corporate Regulations. Going out of your way to utilize a different method of punishment is not acceptable unless approved by Central Command. Otherwise you follow the regulations laid out for you.   &lt;br /&gt;
&lt;br /&gt;
All of these are ok if both parties agree in LOOC prior.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you cannot do:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Forced Borgification&lt;br /&gt;
# Forced Surgery&lt;br /&gt;
## With the exception of removing implants discovered&lt;br /&gt;
# Extra-Judicial Executions &lt;br /&gt;
## You must follow the process of requesting an execution, you may not handle it yourself or you will be removed from your position.&lt;br /&gt;
# Cremation / Do Not Revival Status&lt;br /&gt;
## This only changes if a prisoner proves to be uncontainable by conventional means.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Riots ==&lt;br /&gt;
=== Station Riots: ===&lt;br /&gt;
Travel in buddy teams (pairs), an alone officer is a dead officer. Retreat to the armoury and obtain the appropriate equipment. Riot suits, helmets and shields will be invaluable in any melee fight. Make sure you still have a non-lethal option. Avoid carrying more than you need. Opt for non-lethal capture where possible. Use internals and adopt reasonable spacing to avoid gas and explosives from decimating the entire team. Don’t get greedy and over-extend yourselves. When stepping into riot situations without intelligence, it’s incredibly easy to get ambushed. Once a single officer falls and is captured, all of the security comms are compromised and now the rioters have access to security as well as security equipment. Travel in a group. If the rioters are contained within an area, start blocking off escapes. Consider using escapes as an alternative point of entry.&lt;br /&gt;
&lt;br /&gt;
== Alert Levels ==&lt;br /&gt;
&lt;br /&gt;
=== Green ===&lt;br /&gt;
&lt;br /&gt;
* Weapons should be holstered.&lt;br /&gt;
* Standard station patrol routes followed.&lt;br /&gt;
* Crew should store spare lethal magazines and equipment.&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* Security may not search crewmembers.&lt;br /&gt;
&lt;br /&gt;
=== Blue ===&lt;br /&gt;
&lt;br /&gt;
Security may set up checkpoints for random searches.&lt;br /&gt;
* Non-lethals may be visible at all times.&lt;br /&gt;
* Searches may be authorized by the Head of Security on suspicious crewmembers.&lt;br /&gt;
* Security Personnel may carry spare non-lethal magazines on person&lt;br /&gt;
* Security Personnel may carry one lethal sidearm magazine on person.&lt;br /&gt;
&lt;br /&gt;
=== Amber ===&lt;br /&gt;
&lt;br /&gt;
1 - 2 active Confirmed hostiles, no recorded bombings. &lt;br /&gt;
* Security personnel may be equipped with lethal primaries &lt;br /&gt;
* Grid Searches Authorized (Security May request access access to departments to search)&lt;br /&gt;
* The acquisition and ordering of security equipment is with reason, but should be done with a reasonable expectation. Equip yourself to the minimum of what is needed, not the maximum. &lt;br /&gt;
* Warden may distribute more ammunition if required.&lt;br /&gt;
* Security is authorized to do random searches. &lt;br /&gt;
&lt;br /&gt;
=== Red ===&lt;br /&gt;
&lt;br /&gt;
Red alert is reserved for when there are multiple confirmed hostiles and entities that could cause massive crew harm. It should typically not be necessary for internal incidents. See Use of Force&lt;br /&gt;
* Armory may be opened and crew equipped.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the HoS or Warden agree.&lt;br /&gt;
* Security can raid departments and arrest any crew member deemed a threat to the station.&lt;br /&gt;
* Crew members must submit to any searches requested by security personnel.&lt;br /&gt;
* Crew may be Deputized &lt;br /&gt;
* Combat Mech’s may be requisitioned&lt;br /&gt;
* Security personnel should stop all personal activity and return to active duty.&lt;br /&gt;
&lt;br /&gt;
=== Delta ===&lt;br /&gt;
&lt;br /&gt;
* Use of martial law is allowed, crew must follow Command and Security orders at the threat of immediate execution. Insubordination during a Delta Class Emergency should be met swiftly, to prevent further loss of life.&lt;br /&gt;
&lt;br /&gt;
=== Gamma ===&lt;br /&gt;
* The universe is ending, goodluck maintaining order.&lt;br /&gt;
&lt;br /&gt;
== Security Controlled Locations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Brig:&#039;&#039;&#039; The Warden runs this. If you&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prison Wing:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Office:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Posts:&#039;&#039;&#039; Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armory:&#039;&#039;&#039; 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.&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arrival Checkpoint:&#039;&#039;&#039; 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&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
== [WIP] Crew Approved Equipment (Permits) ==&lt;br /&gt;
This region of space is very volatile and has lead to the destruction of many vessels, stations and colony&#039;s. This makes salvaging a lucrative option for many travelers and explorers that stop by the station. This salvaging can lead to caches of weapons, armor, explosives, and other items that could be considered dangerous and volatile. It is up to the Warden, Head of Security, or Captain to determine if a permit should be handed out for items brought back by explorers.&lt;br /&gt;
&lt;br /&gt;
== [WIP] Useful Links ==&lt;br /&gt;
[[Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
[[Paperwork]]&lt;br /&gt;
&lt;br /&gt;
[[Antag policy]]&lt;br /&gt;
&lt;br /&gt;
[[Command Policy]]&lt;br /&gt;
&lt;br /&gt;
[[Contraband]]&lt;br /&gt;
&lt;br /&gt;
[[Security items]]&lt;br /&gt;
&lt;br /&gt;
== Handling Criminals ==&lt;br /&gt;
[[File:Security UseOfForce Diagram (1).png|thumb|1074x1074px]]&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6625</id>
		<title>Security Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6625"/>
		<updated>2021-06-22T18:46:14Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: /* [WIP] [Updated 6/9/2021] Punishment&amp;#039;s | What you can not do. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Notice&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=This document is in development and may be changed often. Please ensure you check for updates periodically to keep up-to-date.&lt;br /&gt;
&lt;br /&gt;
Last Update: [Updated 6/9/2021] &lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Basic Guiding Principles ==&lt;br /&gt;
&lt;br /&gt;
# Whenever you are given the green light to use lethals or &amp;quot;shoot to kill&amp;quot;, this is not a license to execute them when they are downed or are surrendering without due cause.&lt;br /&gt;
# Handle a hostage situation with extreme caution. The preservation of civilians and your comrades should be your #1 priority over arresting someone. Acting as if the hostage does not matter will be punished OOCly for poor roleplay.&lt;br /&gt;
# Be aware of the meta protection placed around antag items. Non-obvious items are meta-protected where other obvious items like an energy crossbow and grenades are not. Typically, if the item is disguised, you don’t know of it.&lt;br /&gt;
# Being a bully as a security officer is acceptable. Being corrupt as a security officer is acceptable. However, if it comes to the point that the way you&#039;re playing shuts down roleplaying opportunities for others, that means you are doing it wrong. You want to create conflict to generate roleplay, not destroy the possibility of it. Furthermore, as a security officer, you cannot ignore obviously antagonistic behavior that is a threat to the station. If you know someone is not a threat to the station, taking a bribe is acceptable.&lt;br /&gt;
# Antagonists are an essential part of the game. Unless it is unsafe to do so, players are encouraged to use methods of punishment that do not remove antagonists from the round such as gulag or perma. Calling for the execution of a non-violent and cooperative antag may be marked as failrp. However, this is entirely up to the Captain, acting captain, or HoS, and their ruling (in order of the CoC) is final.&lt;br /&gt;
# Corporate Regulations is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in the regulations.&lt;br /&gt;
# Work with traitors to create a fun and engaging story, don&#039;t just shut them down to win. &lt;br /&gt;
# ERP is allowed as security as long as you are not needed. Amber Alert and higher you should end your ERP and return to your job. (With an exception regarding non-con against security staff)&lt;br /&gt;
# Use the minimum required equipment to handle a situation, you should not be preemptively equipping yourself for threats.&lt;br /&gt;
# Do not go around screaming out the game mode the second you see something. Keep meta-knowledge in mind (detailed below), and never, EVER go and scream out stuff like “traitor”, “ling/changeling”, “malf”, “revs”, and the like. It’s completely LRP behavior and does nothing but encourage validhunting.&lt;br /&gt;
# If you are being demoted, role-play out the scenario and realize that it can happen. Do not attempt a one-person coup, doing so will be considered failrp. Do not drop all context of Roleplay and start acting like shit-tide. &lt;br /&gt;
# The head of your department is the “Head of Security”. If the captain finds this person problematic or demotes them, you are to remember that you work for Nanotrasen, not the Head of Security. Please keep this in mind during Head removals.&lt;br /&gt;
# Remember to use CI, you are in a role that will make use of this far more than most players and has the most related impact.&lt;br /&gt;
# Handle unknowns as if they are unknown, don&#039;t rely on metaknowledge to guide your decision making. What would your character think for the first time.&lt;br /&gt;
# Expect to be potentially Round Removed, you are in a position of power. You have no entitlement to surviving the entire round, if you are pursuing an antagonist expect to have a chance to be removed. This rule applies to Antagonists, Heads of Staff, and Security.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Availability Policy for Security | What to know! ==&lt;br /&gt;
&lt;br /&gt;
* Commanding officers such as the head of security and security sergeant should refrain from needlessly calling all available officers to handle a matter unless said matter is a station-wide emergency, rather they should allocate officers smartly to a situation and keep officers on reserve. Officers do need a break ICly to perform at their best, and OOCly, they want to roleplay and relax as well, not chase after everything all the time. You are, after all, given way more security slots than is usual for a server of this type. They were not meant to be used all at once unless it is a station-wide emergency. Using all at once upsets the balance, not to mention it reduces the flexibility of security and can mentally exhaust the players playing the security officer.&lt;br /&gt;
&lt;br /&gt;
* From both an OOC and IC perspective, all officers must stop what they&#039;re doing within a timely period if they are able to handle an emergency when called upon, whether it&#039;s a manhunt, a pirate attack, or a general shortage in personnel. Failure to do when it makes sense ICly and if you are not impeded in any way may open you up to a security ban, as such behavior is considered LRP. If an officer is unable to do so due to being impeded either through imprisonment, capture, health and so forth, they will not be punished, as it would make IC sense that they would not be able to respond. While they should not be called upon needlessly, they should always be ready to respond if able. If they wish to be free of this burden, they can go on the break by asking to be converted to an &amp;quot;assistant&amp;quot; or &amp;quot;off-duty&amp;quot; role.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
This document should serve to work as a set of guidelines, references, and suggestions on how to handle antagonists and crimes on the station. It will also clarify the roles of all persons involved with security. Both their job requirements and their restrictions. If you find something that appears to go against corporate regulations, you are to make a report of the situation and file it with both the Head of Personal, the Captain, and the Head of Security. If you believe the situation is egregious enough that it warrants direct Central Command Involvement, you may attempt to contact them and let them know directly of the situation. &lt;br /&gt;
&lt;br /&gt;
== Who Orders Who ==&lt;br /&gt;
* Civil Disputes Officer | Your are the lowest rank in security. You follow orders from Sergeants, and the Head of Security.&lt;br /&gt;
* Security Officers, detectives, and Security Medic&#039;s all share the same rank. &lt;br /&gt;
* The Sergeant is in charge of all officers active in the field, outside of the armory, they are the first point of contact for security personnel. &lt;br /&gt;
* The Warden is second in command to the HoS commanding all situations involving the armory and brig. &lt;br /&gt;
* The Head of Security is at the top of the security hierarchy. All security members take orders from him, and he takes his orders from the Captain.&lt;br /&gt;
* 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.&lt;br /&gt;
* The Blueshield reports directly to the Captain and Command Staff. They may request security support during an incident, but may not make an arrest. Though they are also directly under Central Command and can be called upon by Central to override command staff. &lt;br /&gt;
&lt;br /&gt;
== Key Points | What you should know about your job! ==&lt;br /&gt;
&lt;br /&gt;
===Head of Security===&lt;br /&gt;
* Determine the correct amount of force for any situation.&lt;br /&gt;
* Organize and maintain peace on the station.&lt;br /&gt;
* Your job isn&#039;t to hunt people down unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into&lt;br /&gt;
* With the addition of your new ranks, your role is now primarily ensuring the proper management and action of your immediate staff. &lt;br /&gt;
* You are no longer expected to be active in the field. &lt;br /&gt;
* Ensure your officers are responding appropriately. You are required to remove officers that go against regulations and or become an problem for the crew or station.&lt;br /&gt;
* The Head of Security can assign the Warden or the Sergeant to act as a dispatcher if needed. &lt;br /&gt;
&lt;br /&gt;
=== Warden ===&lt;br /&gt;
* Look after the prisoners, make sure they don&#039;t die or get unfair sentences. Feel free to talk and get to know your prisoners, you probably want to know what they did to be sentenced to Perma and whether you need to worry or can rely on them in an emergency. &lt;br /&gt;
* Arm security with weapons in times of war. &lt;br /&gt;
* You are not a Security Officer and do not have to go outside of the brig (and really should not go out of the brig). Stay in the brig.&lt;br /&gt;
* As the Warden, you have authority over the brig and any security officers inside the Brig.&lt;br /&gt;
* If an unauthorized person enters your brig, you may use lethal force.&lt;br /&gt;
* Properly store and maintain all contraband submitted as evidence.&lt;br /&gt;
* Follow Proper Brigging Procedures&lt;br /&gt;
* Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. &lt;br /&gt;
* No prisoner is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available. Should the ten (10) minutes expire without any evidence of any crimes coming to light or charges filed, the prisoner is to be released regardless of accused crimes.&lt;br /&gt;
* Do NOT fully strip the prisoner unless they have earned a permanent sentence&lt;br /&gt;
&lt;br /&gt;
=== Security Sergeant ===&lt;br /&gt;
* Field support officer, primary job is to organize and direct officers during security situations.  &lt;br /&gt;
* Direct security staff across the station to respond to events accordingly. &lt;br /&gt;
* Help provide field information to the HoS as needed. &lt;br /&gt;
* Train and ensure quality in security personnel. &lt;br /&gt;
&lt;br /&gt;
=== Security Medical Officer [WIP] ===&lt;br /&gt;
Security Medics should not be in chemistry, med bay or other area&#039;s. They should be treated as paramedics more then anything. They should be focused on the health of prisoners and security officers, utilizing only their space. They have no entitlement or access to standard medical bay and should not be doing their job. They are basic frontline medics, giving basic aid.&lt;br /&gt;
* Ensure all security personnel are in working condition.&lt;br /&gt;
* Ensure all prisoners are alive and healthy. &lt;br /&gt;
&lt;br /&gt;
=== Detective === &lt;br /&gt;
* You are not Security. You are an investigator. Your revolver is only for self-defense.&lt;br /&gt;
* The Detective&#039;s job is to investigate the remains of any crime, identify the perpetrator, and then ask Security to arrest them for you. That&#039;s right, you have limited security access because you&#039;re supposed to be an evidence collector and hunter of monsters, not a goddamn beat cop or warden.&lt;br /&gt;
* Assist security with finding the culprit of a crime by using your forensic tools and investigation skills.&lt;br /&gt;
&lt;br /&gt;
=== Security Officer ===&lt;br /&gt;
* Likewise, the Heads of Staff have authority over their respective departments. You are expected to assist heads in ejecting unwanted trespassers and demoting unwanted personnel from their departments.&lt;br /&gt;
* The Corporate Regulations is a set of guidelines, meaning you do not have to follow it. You&#039;ll be considered a better officer once you understand which crimes cause legit grief (such as sabotaging a workplace) and which don&#039;t.&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. `&lt;br /&gt;
* Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution.&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t become Shitcurity.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Civil Dispute Officer [WIP] ===&lt;br /&gt;
* Your job is to help handle any civil issues that may arise on the station. Maybe two crew members got into a fight, you should go break it up and try to find a resolution.&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Blueshield === &lt;br /&gt;
# Tenants of being a good blueshield&lt;br /&gt;
# Never go out of your way to assist Heads of Staff unless they request it, be it in combat or other circumstances. This is for your own protection and deniability.&lt;br /&gt;
# Never /ever/ interfere in a fight a Head of Staff starts; unless you have reason to suspect they, or the person they are fighting with, has lethal or otherwise intent of extreme harm. You are a bodyguard, not a babysitter - do NOT be a weapon for them&lt;br /&gt;
# Do NOT touch security matters, at all; if you see someone getting beat or stabbed, and they are not a Head of Staff? Call it in on security. Never. Ever. Interfere with antag situations unless you /must/. This is for your own safety.&lt;br /&gt;
# Never discharge your firearm without good reason. It does a /lot/ of damage, and overpenetrates. Make sure your firing line is clear before shootng. If you hit a civilian, you will do serious damage by accident.&lt;br /&gt;
&#039;&#039;&#039;OOC guidelines - THESE ARE UNAVOIDABLE&#039;&#039;&#039;&lt;br /&gt;
# Never attempt to engage in arresting, or otherwise detaining antagonists or other threats to the Heads Of Staff unless they pose a serious, unmitigable threat to the ongoing safety of your charges&lt;br /&gt;
# Never go out of your way to assist in validhunting. If someone attacks you first; you&#039;re fully allowed to attack them back. Your gear is almost exclusively lethal. Treat it as such; your firearm is the definition of a handcannon.&lt;br /&gt;
# Never attack a head of staff, unless in extreme situations of self defence - and even then, only to disable; not to injure. If you can, apply your baton and disarm them, before using cable-cuffs or whatever you can scrounge up to safely detain them for processing.&lt;br /&gt;
# You are not required to follow orders from any Head Of Staff. You are an agent of CC - You are not within the stations Chain Of Command for a majority of your work; and that includes orders. If you are asked to do something - you should always weigh it against your own objectives, as a Blueshield - and decide to follow it or not; in the case of situations where this results in a demotion, or otherwise negative behaviour from Heads Of Staff - fax Central Command for orders.Central Command for further instructions.&lt;br /&gt;
# Never loot the armory for your own gain, or for more ammunition. This also extends to objects such as fireaxes, sidearm tokens, ecetera; just because you have access, does not mean you have permission. Use your brain.&lt;br /&gt;
# Never go out of your way to kill a threat, unless its unavoidable. Your gun does additional stamina damage per shot - and is quite effective at disabling limbs in 1-2 hits against unarmoured/lightly armoured targets. You dont /need/ to shoot until they die, just go for the arms and follow up with a baton hit. In the case of NLWI (Nonlethal weapon Immune), you are able to shoot until they stop moving. This also applies to CQC+ and other martial arts that make safely detaining the aggressor impossible. &lt;br /&gt;
&lt;br /&gt;
== Evidence &amp;amp; Warrants [WIP] ==&lt;br /&gt;
To file warrants against a crew member, you must provide significant evidence that a warrant is necessary and the warrant must be approved by one of the following Officials. You are unable to approve your own warrants.  &lt;br /&gt;
&lt;br /&gt;
* Lawyer  &lt;br /&gt;
* HOS  &lt;br /&gt;
* Warden &lt;br /&gt;
* Captain &lt;br /&gt;
&lt;br /&gt;
In order to brig or imprison someone, you must create a proper case against the crewmember. Evidence must be collected and filed alongside the criminal to prove of their criminal activity. This evidence should be collected before an arrest warrant is issued.  &lt;br /&gt;
&lt;br /&gt;
Consult a detective to respond to incidents and attempt to gather any information that could tie the scene to a criminal, record this information and bag it using the evidence bags you are provided.  &lt;br /&gt;
&lt;br /&gt;
== Detain [WIP] ==&lt;br /&gt;
You may detain a crewmember for no longer then 10 minutes. If you are not given the greenlight to charge them within that time, you must release them. Detaining someone for longer then 10 minutes without evidence or proper charges will lead to repercussions including. &lt;br /&gt;
&lt;br /&gt;
* Injunctions &lt;br /&gt;
* Demotions &lt;br /&gt;
&lt;br /&gt;
In severe situations it will lead to. &lt;br /&gt;
&lt;br /&gt;
* Job Bans &lt;br /&gt;
* Permanent Security Ban  &lt;br /&gt;
&lt;br /&gt;
Detaining a crewmember does not mean they are under arrest, and cannot be punished unless they are placed under arrest.  &lt;br /&gt;
&lt;br /&gt;
== Making an Arrest [WIP] ==&lt;br /&gt;
To make a proper arrest, a warrant must be filed and presented with proper evidence to show that this crewmember has broken Corporate Regulations.  &lt;br /&gt;
&lt;br /&gt;
This warrant must be filled out and presented to the party being arrested.  &lt;br /&gt;
&lt;br /&gt;
If the target attempts to flee when presented with a warrant, you may capture and detain them before going over their crimes.  &lt;br /&gt;
&lt;br /&gt;
This is not necessary in the event that an officer see&#039;s a crewmember commit a crime, they may immediately detain and request a detective to gather evidence of the crime.  &lt;br /&gt;
&lt;br /&gt;
== Use of Force ==&lt;br /&gt;
As a member of the station&#039;s Security force you are one of the best armed and protected people on the station, equipped with the latest in non-lethal takedown technology. It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There are a few circumstances where deadly force is permissible:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Red Situation&#039;&#039;&#039; - situations which would warrant a Code Red, such as: full blown mutinies, hostile boarding parties, and Space Wizards automatically authorise lethal force.&lt;br /&gt;
Note: The Alert Status is not required to be elevated to Code Red as in most of these scenarios the Chain of Command will be too damaged or otherwise occupied to raise the Alert Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Lethal Weapons Ineffective&#039;&#039;&#039; - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Personal Risk&#039;&#039;&#039; - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
* Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armed and Dangerous&#039;&#039;&#039; - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
* Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multiple Hostiles&#039;&#039;&#039; - it can be extremely difficult to detain multiple hostiles. As a last resort if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
The taking of one life should be vetted and determined carefully as in the end, the person who decides their fate, takes all responsibility. &lt;br /&gt;
There are other aspects to consider, too. More often than not, the situation won&#039;t be as clear-cut, requiring security officers to think on their feet. You may find yourself wondering as to what extent the law should be applied, for instance, in which case these scenarios might provide useful orientation:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor A:&#039;&#039;&#039; is doing a gimmick, which doesn&#039;t really involve killing people unless in self defense. &#039;&#039;&#039;Traitor A&#039;s&#039;&#039;&#039; gimmick can be considered fun by most of the crew. You may want to either play along, provided doing so would make it more fun for everyone involved, or arrest the guy and run a little gimmick on your own (such as a public trial). Since &#039;&#039;&#039;traitor A&#039;&#039;&#039; is most likely still breaking the law and/or in possession of contraband, it&#039;s up to your discretion what to do, depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor B:&#039;&#039;&#039; is just trying to complete his objectives in a stealthy way. &#039;&#039;&#039;Traitor B&#039;&#039;&#039; is killing people when necessary, or if they&#039;re an assassination target, but he isn&#039;t going on a rampage. In this case, &#039;&#039;&#039;Traitor B&#039;&#039;&#039; should be arrested and have his gear confiscated. Arresting may cut the traitor&#039;s fun short, but it may also make it more fun for B as he has another chance to try and succeed. It&#039;d also give the traitor ways to come up with plans for whatever may happen if he gets caught. If &#039;&#039;&#039;Traitor B&#039;&#039;&#039; tries to gun down security, well, he can&#039;t expect you not to fight back! Consult with the HoS or captain and if they decide execution is the best way to handle this sort of traitor, that&#039;s fine! A public execution may be more fun for everyone than tossing them naked out an airlock, though, and gives a quick-thinking traitor the potential to escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor C:&#039;&#039;&#039; is going on a rampage! He is killing everyone he sees without compromise. You should do everything in your power to stop &#039;&#039;&#039;Traitor C&#039;&#039;&#039;; even lethal force may very well be justifiable in these kind of situations. While this cuts short the traitor&#039;s fun, mindless rampages aren&#039;t that exciting for the most part and tend to be less fun for the majority of players, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;That said, these can only be guidelines and nothing more. Keep a clear head, use your best judgement and don&#039;t be afraid to ask colleagues or other players for advice!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Shitlers/Greytiders ==&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) can be punished following corporate regulations or adminhelped if they become a nuisance.&lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by Assistants (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the Armory secure. A persistent greytider should be adminhelped once all possible IC solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable.&lt;br /&gt;
&lt;br /&gt;
== Loss of Life ==&lt;br /&gt;
Loss of crewmember and department staff is considered to be a massive investment lost to Nanotrasean following numerous legal complaints. All crewmember life should be considered valuable and should not be taken lightly. The use of cloning technology is experimental at best and may lead to complications and thus lawsuits if it is determined their death could have been prevented. &lt;br /&gt;
 &lt;br /&gt;
In the event of repeated abuse of cloning and lack of respect for crew life. The offender may be subject to punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DNR BAN&#039;&#039;&#039; &lt;br /&gt;
* Implies player cannot be revived. Should be used to punish those who do not value the life of their character or other players characters.&lt;br /&gt;
&#039;&#039;&#039;Pacification Ban&#039;&#039;&#039;&lt;br /&gt;
* Implies that the player cannot engage in hostile actions aboard the station for a set period of time.&lt;br /&gt;
&lt;br /&gt;
== The Brig / Punishments ==&lt;br /&gt;
Punishments should fit the crime. Use your best judgment and try to give people the benefit of the doubt. Consider the following examples:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into Medbay and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Confiscate the stethoscope and return it to Medbay when possible&lt;br /&gt;
* Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
* Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
* Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
* Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
* Give a ten-minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Remove their EVA suit, any mining tools or other items. Have the detective work his magic on the weapons to confirm what happened.&lt;br /&gt;
* Set a reasonable timer on the cell, or send then to the gulag for a similar sentence.&lt;br /&gt;
* Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on.&lt;br /&gt;
* Inform the Warden or Head of Security and ask them to take over if they say the prisoner is to be permabrigged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Beat the prisoner to the point where they&#039;re critically injured or worse.&lt;br /&gt;
* Strip their items in the rapidly depressurizing engineering room.&lt;br /&gt;
* Let a lynch mob harm your prisoner.&lt;br /&gt;
* Refuse their request to speak with legal counsel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Strip all of their possessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the Warden.&lt;br /&gt;
* Inform the Head of Security.&lt;br /&gt;
* Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
* Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DONT&#039;&#039;&#039;&lt;br /&gt;
* Beat them to death on the spot.&lt;br /&gt;
* Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
* Refuse to negotiate. There are an infinite number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be busting heads infrequently.&lt;br /&gt;
&lt;br /&gt;
== Capital Punishments ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Execution Procedures&#039;&#039;&#039; ===&lt;br /&gt;
Unlawful executions are considered manslaughter if the execution was the cause of incompetence. When evidence shows the execution was not caused by incompetence, the punishment is murder, or when relevant, annihilation.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;All executions must be approved by both the HoS and Acting Captain. In the case where an Acting Captain has not been selected by command, the HoS may make the decision. Otherwise in the presence of a full Captain, refer to them.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Executions may be done either by lethal injection or by firing squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal injection:&#039;&#039;&#039;&lt;br /&gt;
# The captain, the HoS and a medical professional must be present. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner must be buckled in a suitable execution room and allowed their final words.&lt;br /&gt;
# The medical professional proceeds now with the administration of the lethal injection.&lt;br /&gt;
# The body of the prisoner should either be incinerated or stored in a body bag marked &amp;quot;Do not revive&amp;quot;. If the injection fails, the Captain is free to execute the prisoner by other means.&lt;br /&gt;
&#039;&#039;&#039;Firing squad:&#039;&#039;&#039;&lt;br /&gt;
# The Captain and HoS must be present. There must be at least two designated shooters. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner should be escorted to a suitable location and allowed their final words.&lt;br /&gt;
# The Captain or HoS commands the designated shooters to fire. Only strictly lethal anti-personnel weapons are allowed to be used.&lt;br /&gt;
# The prisoner&#039;s body should either be incinerated or placed in a body bag marked &amp;quot;Do not revive&amp;quot;.&lt;br /&gt;
&#039;&#039;&#039;Pacification [WIP]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exiled [WIP]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Punishment&#039;s | What you can not do. ==&lt;br /&gt;
As an officer, you will face a variety of criminals and creatures, but Nanotrasen has requirements for how to handle criminal proceedings as listed above an in Corporate Regulations. Going out of your way to utilize a different method of punishment is not acceptable unless approved by Central Command. Otherwise you follow the regulations laid out for you.   &lt;br /&gt;
&lt;br /&gt;
All of these are ok if both parties agree in LOOC prior.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you cannot do:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Forced Borgification&lt;br /&gt;
# Forced Surgery&lt;br /&gt;
## With the exception of removing implants discovered&lt;br /&gt;
# Extra-Judicial Executions &lt;br /&gt;
## You must follow the process of requesting an execution, you may not handle it yourself or you will be removed from your position.&lt;br /&gt;
# Cremation / Do Not Revival Status&lt;br /&gt;
## This only changes if a prisoner proves to be uncontainable by conventional means.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Riots ==&lt;br /&gt;
=== Station Riots: ===&lt;br /&gt;
Travel in buddy teams (pairs), an alone officer is a dead officer. Retreat to the armoury and obtain the appropriate equipment. Riot suits, helmets and shields will be invaluable in any melee fight. Make sure you still have a non-lethal option. Avoid carrying more than you need. Opt for non-lethal capture where possible. Use internals and adopt reasonable spacing to avoid gas and explosives from decimating the entire team. Don’t get greedy and over-extend yourselves. When stepping into riot situations without intelligence, it’s incredibly easy to get ambushed. Once a single officer falls and is captured, all of the security comms are compromised and now the rioters have access to security as well as security equipment. Travel in a group. If the rioters are contained within an area, start blocking off escapes. Consider using escapes as an alternative point of entry.&lt;br /&gt;
&lt;br /&gt;
== Alert Levels ==&lt;br /&gt;
&lt;br /&gt;
=== Green ===&lt;br /&gt;
&lt;br /&gt;
* Weapons should be holstered.&lt;br /&gt;
* Standard station patrol routes followed.&lt;br /&gt;
* Crew should store spare lethal magazines and equipment.&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* Security may not search crewmembers.&lt;br /&gt;
&lt;br /&gt;
=== Blue ===&lt;br /&gt;
&lt;br /&gt;
Security may set up checkpoints for random searches.&lt;br /&gt;
* Non-lethals may be visible at all times.&lt;br /&gt;
* Searches may be authorized by the Head of Security on suspicious crewmembers.&lt;br /&gt;
* Security Personnel may carry spare non-lethal magazines on person&lt;br /&gt;
* Security Personnel may carry one lethal sidearm magazine on person.&lt;br /&gt;
&lt;br /&gt;
=== Amber ===&lt;br /&gt;
&lt;br /&gt;
1 - 2 active Confirmed hostiles, no recorded bombings. &lt;br /&gt;
* Security personnel may be equipped with lethal primaries &lt;br /&gt;
* Grid Searches Authorized (Security May request access access to departments to search)&lt;br /&gt;
* The acquisition and ordering of security equipment is with reason, but should be done with a reasonable expectation. Equip yourself to the minimum of what is needed, not the maximum. &lt;br /&gt;
* Warden may distribute more ammunition if required.&lt;br /&gt;
* Security is authorized to do random searches. &lt;br /&gt;
&lt;br /&gt;
=== Red ===&lt;br /&gt;
&lt;br /&gt;
Red alert is reserved for when there are multiple confirmed hostiles and entities that could cause massive crew harm. It should typically not be necessary for internal incidents. See Use of Force&lt;br /&gt;
* Armory may be opened and crew equipped.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the HoS or Warden agree.&lt;br /&gt;
* Security can raid departments and arrest any crew member deemed a threat to the station.&lt;br /&gt;
* Crew members must submit to any searches requested by security personnel.&lt;br /&gt;
* Crew may be Deputized &lt;br /&gt;
* Combat Mech’s may be requisitioned&lt;br /&gt;
* Security personnel should stop all personal activity and return to active duty.&lt;br /&gt;
&lt;br /&gt;
=== Delta ===&lt;br /&gt;
&lt;br /&gt;
* Use of martial law is allowed, crew must follow Command and Security orders at the threat of immediate execution. Insubordination during a Delta Class Emergency should be met swiftly, to prevent further loss of life.&lt;br /&gt;
&lt;br /&gt;
=== Gamma ===&lt;br /&gt;
* The universe is ending, goodluck maintaining order.&lt;br /&gt;
&lt;br /&gt;
== Security Controlled Locations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Brig:&#039;&#039;&#039; The Warden runs this. If you&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prison Wing:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Office:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Posts:&#039;&#039;&#039; Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armory:&#039;&#039;&#039; 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.&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arrival Checkpoint:&#039;&#039;&#039; 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&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
== [WIP] Crew Approved Equipment (Permits) ==&lt;br /&gt;
This region of space is very volatile and has lead to the destruction of many vessels, stations and colony&#039;s. This makes salvaging a lucrative option for many travelers and explorers that stop by the station. This salvaging can lead to caches of weapons, armor, explosives, and other items that could be considered dangerous and volatile. It is up to the Warden, Head of Security, or Captain to determine if a permit should be handed out for items brought back by explorers.&lt;br /&gt;
&lt;br /&gt;
== [WIP] Useful Links ==&lt;br /&gt;
[[Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
[[Paperwork]]&lt;br /&gt;
&lt;br /&gt;
[[Antag policy]]&lt;br /&gt;
&lt;br /&gt;
[[Command Policy]]&lt;br /&gt;
&lt;br /&gt;
[[Contraband]]&lt;br /&gt;
&lt;br /&gt;
[[Security items]]&lt;br /&gt;
&lt;br /&gt;
== Handling Criminals ==&lt;br /&gt;
[[File:Security UseOfForce Diagram (1).png|thumb|1074x1074px]]&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6623</id>
		<title>Security Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6623"/>
		<updated>2021-06-17T15:16:34Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: /* Basic Guiding Principles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Notice&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=This document is in development and may be changed often. Please ensure you check for updates periodically to keep up-to-date.&lt;br /&gt;
&lt;br /&gt;
Last Update: [Updated 6/9/2021] &lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Basic Guiding Principles ==&lt;br /&gt;
&lt;br /&gt;
# Whenever you are given the green light to use lethals or &amp;quot;shoot to kill&amp;quot;, this is not a license to execute them when they are downed or are surrendering without due cause.&lt;br /&gt;
# Handle a hostage situation with extreme caution. The preservation of civilians and your comrades should be your #1 priority over arresting someone. Acting as if the hostage does not matter will be punished OOCly for poor roleplay.&lt;br /&gt;
# Be aware of the meta protection placed around antag items. Non-obvious items are meta-protected where other obvious items like an energy crossbow and grenades are not. Typically, if the item is disguised, you don’t know of it.&lt;br /&gt;
# Being a bully as a security officer is acceptable. Being corrupt as a security officer is acceptable. However, if it comes to the point that the way you&#039;re playing shuts down roleplaying opportunities for others, that means you are doing it wrong. You want to create conflict to generate roleplay, not destroy the possibility of it. Furthermore, as a security officer, you cannot ignore obviously antagonistic behavior that is a threat to the station. If you know someone is not a threat to the station, taking a bribe is acceptable.&lt;br /&gt;
# Antagonists are an essential part of the game. Unless it is unsafe to do so, players are encouraged to use methods of punishment that do not remove antagonists from the round such as gulag or perma. Calling for the execution of a non-violent and cooperative antag may be marked as failrp. However, this is entirely up to the Captain, acting captain, or HoS, and their ruling (in order of the CoC) is final.&lt;br /&gt;
# Corporate Regulations is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in the regulations.&lt;br /&gt;
# Work with traitors to create a fun and engaging story, don&#039;t just shut them down to win. &lt;br /&gt;
# ERP is allowed as security as long as you are not needed. Amber Alert and higher you should end your ERP and return to your job. (With an exception regarding non-con against security staff)&lt;br /&gt;
# Use the minimum required equipment to handle a situation, you should not be preemptively equipping yourself for threats.&lt;br /&gt;
# Do not go around screaming out the game mode the second you see something. Keep meta-knowledge in mind (detailed below), and never, EVER go and scream out stuff like “traitor”, “ling/changeling”, “malf”, “revs”, and the like. It’s completely LRP behavior and does nothing but encourage validhunting.&lt;br /&gt;
# If you are being demoted, role-play out the scenario and realize that it can happen. Do not attempt a one-person coup, doing so will be considered failrp. Do not drop all context of Roleplay and start acting like shit-tide. &lt;br /&gt;
# The head of your department is the “Head of Security”. If the captain finds this person problematic or demotes them, you are to remember that you work for Nanotrasen, not the Head of Security. Please keep this in mind during Head removals.&lt;br /&gt;
# Remember to use CI, you are in a role that will make use of this far more than most players and has the most related impact.&lt;br /&gt;
# Handle unknowns as if they are unknown, don&#039;t rely on metaknowledge to guide your decision making. What would your character think for the first time.&lt;br /&gt;
# Expect to be potentially Round Removed, you are in a position of power. You have no entitlement to surviving the entire round, if you are pursuing an antagonist expect to have a chance to be removed. This rule applies to Antagonists, Heads of Staff, and Security.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Availability Policy for Security | What to know! ==&lt;br /&gt;
&lt;br /&gt;
* Commanding officers such as the head of security and security sergeant should refrain from needlessly calling all available officers to handle a matter unless said matter is a station-wide emergency, rather they should allocate officers smartly to a situation and keep officers on reserve. Officers do need a break ICly to perform at their best, and OOCly, they want to roleplay and relax as well, not chase after everything all the time. You are, after all, given way more security slots than is usual for a server of this type. They were not meant to be used all at once unless it is a station-wide emergency. Using all at once upsets the balance, not to mention it reduces the flexibility of security and can mentally exhaust the players playing the security officer.&lt;br /&gt;
&lt;br /&gt;
* From both an OOC and IC perspective, all officers must stop what they&#039;re doing within a timely period if they are able to handle an emergency when called upon, whether it&#039;s a manhunt, a pirate attack, or a general shortage in personnel. Failure to do when it makes sense ICly and if you are not impeded in any way may open you up to a security ban, as such behavior is considered LRP. If an officer is unable to do so due to being impeded either through imprisonment, capture, health and so forth, they will not be punished, as it would make IC sense that they would not be able to respond. While they should not be called upon needlessly, they should always be ready to respond if able. If they wish to be free of this burden, they can go on the break by asking to be converted to an &amp;quot;assistant&amp;quot; or &amp;quot;off-duty&amp;quot; role.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
This document should serve to work as a set of guidelines, references, and suggestions on how to handle antagonists and crimes on the station. It will also clarify the roles of all persons involved with security. Both their job requirements and their restrictions. If you find something that appears to go against corporate regulations, you are to make a report of the situation and file it with both the Head of Personal, the Captain, and the Head of Security. If you believe the situation is egregious enough that it warrants direct Central Command Involvement, you may attempt to contact them and let them know directly of the situation. &lt;br /&gt;
&lt;br /&gt;
== Who Orders Who ==&lt;br /&gt;
* Civil Disputes Officer | Your are the lowest rank in security. You follow orders from Sergeants, and the Head of Security.&lt;br /&gt;
* Security Officers, detectives, and Security Medic&#039;s all share the same rank. &lt;br /&gt;
* The Sergeant is in charge of all officers active in the field, outside of the armory, they are the first point of contact for security personnel. &lt;br /&gt;
* The Warden is second in command to the HoS commanding all situations involving the armory and brig. &lt;br /&gt;
* The Head of Security is at the top of the security hierarchy. All security members take orders from him, and he takes his orders from the Captain.&lt;br /&gt;
* 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.&lt;br /&gt;
* The Blueshield reports directly to the Captain and Command Staff. They may request security support during an incident, but may not make an arrest. Though they are also directly under Central Command and can be called upon by Central to override command staff. &lt;br /&gt;
&lt;br /&gt;
== Key Points | What you should know about your job! ==&lt;br /&gt;
&lt;br /&gt;
===Head of Security===&lt;br /&gt;
* Determine the correct amount of force for any situation.&lt;br /&gt;
* Organize and maintain peace on the station.&lt;br /&gt;
* Your job isn&#039;t to hunt people down unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into&lt;br /&gt;
* With the addition of your new ranks, your role is now primarily ensuring the proper management and action of your immediate staff. &lt;br /&gt;
* You are no longer expected to be active in the field. &lt;br /&gt;
* Ensure your officers are responding appropriately. You are required to remove officers that go against regulations and or become an problem for the crew or station.&lt;br /&gt;
* The Head of Security can assign the Warden or the Sergeant to act as a dispatcher if needed. &lt;br /&gt;
&lt;br /&gt;
=== Warden ===&lt;br /&gt;
* Look after the prisoners, make sure they don&#039;t die or get unfair sentences. Feel free to talk and get to know your prisoners, you probably want to know what they did to be sentenced to Perma and whether you need to worry or can rely on them in an emergency. &lt;br /&gt;
* Arm security with weapons in times of war. &lt;br /&gt;
* You are not a Security Officer and do not have to go outside of the brig (and really should not go out of the brig). Stay in the brig.&lt;br /&gt;
* As the Warden, you have authority over the brig and any security officers inside the Brig.&lt;br /&gt;
* If an unauthorized person enters your brig, you may use lethal force.&lt;br /&gt;
* Properly store and maintain all contraband submitted as evidence.&lt;br /&gt;
* Follow Proper Brigging Procedures&lt;br /&gt;
* Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. &lt;br /&gt;
* No prisoner is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available. Should the ten (10) minutes expire without any evidence of any crimes coming to light or charges filed, the prisoner is to be released regardless of accused crimes.&lt;br /&gt;
* Do NOT fully strip the prisoner unless they have earned a permanent sentence&lt;br /&gt;
&lt;br /&gt;
=== Security Sergeant ===&lt;br /&gt;
* Field support officer, primary job is to organize and direct officers during security situations.  &lt;br /&gt;
* Direct security staff across the station to respond to events accordingly. &lt;br /&gt;
* Help provide field information to the HoS as needed. &lt;br /&gt;
* Train and ensure quality in security personnel. &lt;br /&gt;
&lt;br /&gt;
=== Security Medical Officer [WIP] ===&lt;br /&gt;
Security Medics should not be in chemistry, med bay or other area&#039;s. They should be treated as paramedics more then anything. They should be focused on the health of prisoners and security officers, utilizing only their space. They have no entitlement or access to standard medical bay and should not be doing their job. They are basic frontline medics, giving basic aid.&lt;br /&gt;
* Ensure all security personnel are in working condition.&lt;br /&gt;
* Ensure all prisoners are alive and healthy. &lt;br /&gt;
&lt;br /&gt;
=== Detective === &lt;br /&gt;
* You are not Security. You are an investigator. Your revolver is only for self-defense.&lt;br /&gt;
* The Detective&#039;s job is to investigate the remains of any crime, identify the perpetrator, and then ask Security to arrest them for you. That&#039;s right, you have limited security access because you&#039;re supposed to be an evidence collector and hunter of monsters, not a goddamn beat cop or warden.&lt;br /&gt;
* Assist security with finding the culprit of a crime by using your forensic tools and investigation skills.&lt;br /&gt;
&lt;br /&gt;
=== Security Officer ===&lt;br /&gt;
* Likewise, the Heads of Staff have authority over their respective departments. You are expected to assist heads in ejecting unwanted trespassers and demoting unwanted personnel from their departments.&lt;br /&gt;
* The Corporate Regulations is a set of guidelines, meaning you do not have to follow it. You&#039;ll be considered a better officer once you understand which crimes cause legit grief (such as sabotaging a workplace) and which don&#039;t.&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. `&lt;br /&gt;
* Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution.&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t become Shitcurity.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Civil Dispute Officer [WIP] ===&lt;br /&gt;
* Your job is to help handle any civil issues that may arise on the station. Maybe two crew members got into a fight, you should go break it up and try to find a resolution.&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Blueshield === &lt;br /&gt;
# Tenants of being a good blueshield&lt;br /&gt;
# Never go out of your way to assist Heads of Staff unless they request it, be it in combat or other circumstances. This is for your own protection and deniability.&lt;br /&gt;
# Never /ever/ interfere in a fight a Head of Staff starts; unless you have reason to suspect they, or the person they are fighting with, has lethal or otherwise intent of extreme harm. You are a bodyguard, not a babysitter - do NOT be a weapon for them&lt;br /&gt;
# Do NOT touch security matters, at all; if you see someone getting beat or stabbed, and they are not a Head of Staff? Call it in on security. Never. Ever. Interfere with antag situations unless you /must/. This is for your own safety.&lt;br /&gt;
# Never discharge your firearm without good reason. It does a /lot/ of damage, and overpenetrates. Make sure your firing line is clear before shootng. If you hit a civilian, you will do serious damage by accident.&lt;br /&gt;
&#039;&#039;&#039;OOC guidelines - THESE ARE UNAVOIDABLE&#039;&#039;&#039;&lt;br /&gt;
# Never attempt to engage in arresting, or otherwise detaining antagonists or other threats to the Heads Of Staff unless they pose a serious, unmitigable threat to the ongoing safety of your charges&lt;br /&gt;
# Never go out of your way to assist in validhunting. If someone attacks you first; you&#039;re fully allowed to attack them back. Your gear is almost exclusively lethal. Treat it as such; your firearm is the definition of a handcannon.&lt;br /&gt;
# Never attack a head of staff, unless in extreme situations of self defence - and even then, only to disable; not to injure. If you can, apply your baton and disarm them, before using cable-cuffs or whatever you can scrounge up to safely detain them for processing.&lt;br /&gt;
# You are not required to follow orders from any Head Of Staff. You are an agent of CC - You are not within the stations Chain Of Command for a majority of your work; and that includes orders. If you are asked to do something - you should always weigh it against your own objectives, as a Blueshield - and decide to follow it or not; in the case of situations where this results in a demotion, or otherwise negative behaviour from Heads Of Staff - fax Central Command for orders.Central Command for further instructions.&lt;br /&gt;
# Never loot the armory for your own gain, or for more ammunition. This also extends to objects such as fireaxes, sidearm tokens, ecetera; just because you have access, does not mean you have permission. Use your brain.&lt;br /&gt;
# Never go out of your way to kill a threat, unless its unavoidable. Your gun does additional stamina damage per shot - and is quite effective at disabling limbs in 1-2 hits against unarmoured/lightly armoured targets. You dont /need/ to shoot until they die, just go for the arms and follow up with a baton hit. In the case of NLWI (Nonlethal weapon Immune), you are able to shoot until they stop moving. This also applies to CQC+ and other martial arts that make safely detaining the aggressor impossible. &lt;br /&gt;
&lt;br /&gt;
== Evidence &amp;amp; Warrants [WIP] ==&lt;br /&gt;
To file warrants against a crew member, you must provide significant evidence that a warrant is necessary and the warrant must be approved by one of the following Officials. You are unable to approve your own warrants.  &lt;br /&gt;
&lt;br /&gt;
* Lawyer  &lt;br /&gt;
* HOS  &lt;br /&gt;
* Warden &lt;br /&gt;
* Captain &lt;br /&gt;
&lt;br /&gt;
In order to brig or imprison someone, you must create a proper case against the crewmember. Evidence must be collected and filed alongside the criminal to prove of their criminal activity. This evidence should be collected before an arrest warrant is issued.  &lt;br /&gt;
&lt;br /&gt;
Consult a detective to respond to incidents and attempt to gather any information that could tie the scene to a criminal, record this information and bag it using the evidence bags you are provided.  &lt;br /&gt;
&lt;br /&gt;
== Detain [WIP] ==&lt;br /&gt;
You may detain a crewmember for no longer then 10 minutes. If you are not given the greenlight to charge them within that time, you must release them. Detaining someone for longer then 10 minutes without evidence or proper charges will lead to repercussions including. &lt;br /&gt;
&lt;br /&gt;
* Injunctions &lt;br /&gt;
* Demotions &lt;br /&gt;
&lt;br /&gt;
In severe situations it will lead to. &lt;br /&gt;
&lt;br /&gt;
* Job Bans &lt;br /&gt;
* Permanent Security Ban  &lt;br /&gt;
&lt;br /&gt;
Detaining a crewmember does not mean they are under arrest, and cannot be punished unless they are placed under arrest.  &lt;br /&gt;
&lt;br /&gt;
== Making an Arrest [WIP] ==&lt;br /&gt;
To make a proper arrest, a warrant must be filed and presented with proper evidence to show that this crewmember has broken Corporate Regulations.  &lt;br /&gt;
&lt;br /&gt;
This warrant must be filled out and presented to the party being arrested.  &lt;br /&gt;
&lt;br /&gt;
If the target attempts to flee when presented with a warrant, you may capture and detain them before going over their crimes.  &lt;br /&gt;
&lt;br /&gt;
This is not necessary in the event that an officer see&#039;s a crewmember commit a crime, they may immediately detain and request a detective to gather evidence of the crime.  &lt;br /&gt;
&lt;br /&gt;
== Use of Force ==&lt;br /&gt;
As a member of the station&#039;s Security force you are one of the best armed and protected people on the station, equipped with the latest in non-lethal takedown technology. It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There are a few circumstances where deadly force is permissible:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Red Situation&#039;&#039;&#039; - situations which would warrant a Code Red, such as: full blown mutinies, hostile boarding parties, and Space Wizards automatically authorise lethal force.&lt;br /&gt;
Note: The Alert Status is not required to be elevated to Code Red as in most of these scenarios the Chain of Command will be too damaged or otherwise occupied to raise the Alert Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Lethal Weapons Ineffective&#039;&#039;&#039; - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Personal Risk&#039;&#039;&#039; - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
* Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armed and Dangerous&#039;&#039;&#039; - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
* Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multiple Hostiles&#039;&#039;&#039; - it can be extremely difficult to detain multiple hostiles. As a last resort if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
The taking of one life should be vetted and determined carefully as in the end, the person who decides their fate, takes all responsibility. &lt;br /&gt;
There are other aspects to consider, too. More often than not, the situation won&#039;t be as clear-cut, requiring security officers to think on their feet. You may find yourself wondering as to what extent the law should be applied, for instance, in which case these scenarios might provide useful orientation:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor A:&#039;&#039;&#039; is doing a gimmick, which doesn&#039;t really involve killing people unless in self defense. &#039;&#039;&#039;Traitor A&#039;s&#039;&#039;&#039; gimmick can be considered fun by most of the crew. You may want to either play along, provided doing so would make it more fun for everyone involved, or arrest the guy and run a little gimmick on your own (such as a public trial). Since &#039;&#039;&#039;traitor A&#039;&#039;&#039; is most likely still breaking the law and/or in possession of contraband, it&#039;s up to your discretion what to do, depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor B:&#039;&#039;&#039; is just trying to complete his objectives in a stealthy way. &#039;&#039;&#039;Traitor B&#039;&#039;&#039; is killing people when necessary, or if they&#039;re an assassination target, but he isn&#039;t going on a rampage. In this case, &#039;&#039;&#039;Traitor B&#039;&#039;&#039; should be arrested and have his gear confiscated. Arresting may cut the traitor&#039;s fun short, but it may also make it more fun for B as he has another chance to try and succeed. It&#039;d also give the traitor ways to come up with plans for whatever may happen if he gets caught. If &#039;&#039;&#039;Traitor B&#039;&#039;&#039; tries to gun down security, well, he can&#039;t expect you not to fight back! Consult with the HoS or captain and if they decide execution is the best way to handle this sort of traitor, that&#039;s fine! A public execution may be more fun for everyone than tossing them naked out an airlock, though, and gives a quick-thinking traitor the potential to escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor C:&#039;&#039;&#039; is going on a rampage! He is killing everyone he sees without compromise. You should do everything in your power to stop &#039;&#039;&#039;Traitor C&#039;&#039;&#039;; even lethal force may very well be justifiable in these kind of situations. While this cuts short the traitor&#039;s fun, mindless rampages aren&#039;t that exciting for the most part and tend to be less fun for the majority of players, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;That said, these can only be guidelines and nothing more. Keep a clear head, use your best judgement and don&#039;t be afraid to ask colleagues or other players for advice!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Shitlers/Greytiders ==&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) can be punished following corporate regulations or adminhelped if they become a nuisance.&lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by Assistants (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the Armory secure. A persistent greytider should be adminhelped once all possible IC solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable.&lt;br /&gt;
&lt;br /&gt;
== Loss of Life ==&lt;br /&gt;
Loss of crewmember and department staff is considered to be a massive investment lost to Nanotrasean following numerous legal complaints. All crewmember life should be considered valuable and should not be taken lightly. The use of cloning technology is experimental at best and may lead to complications and thus lawsuits if it is determined their death could have been prevented. &lt;br /&gt;
 &lt;br /&gt;
In the event of repeated abuse of cloning and lack of respect for crew life. The offender may be subject to punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DNR BAN&#039;&#039;&#039; &lt;br /&gt;
* Implies player cannot be revived. Should be used to punish those who do not value the life of their character or other players characters.&lt;br /&gt;
&#039;&#039;&#039;Pacification Ban&#039;&#039;&#039;&lt;br /&gt;
* Implies that the player cannot engage in hostile actions aboard the station for a set period of time.&lt;br /&gt;
&lt;br /&gt;
== The Brig / Punishments ==&lt;br /&gt;
Punishments should fit the crime. Use your best judgment and try to give people the benefit of the doubt. Consider the following examples:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into Medbay and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Confiscate the stethoscope and return it to Medbay when possible&lt;br /&gt;
* Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
* Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
* Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
* Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
* Give a ten-minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Remove their EVA suit, any mining tools or other items. Have the detective work his magic on the weapons to confirm what happened.&lt;br /&gt;
* Set a reasonable timer on the cell, or send then to the gulag for a similar sentence.&lt;br /&gt;
* Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on.&lt;br /&gt;
* Inform the Warden or Head of Security and ask them to take over if they say the prisoner is to be permabrigged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Beat the prisoner to the point where they&#039;re critically injured or worse.&lt;br /&gt;
* Strip their items in the rapidly depressurizing engineering room.&lt;br /&gt;
* Let a lynch mob harm your prisoner.&lt;br /&gt;
* Refuse their request to speak with legal counsel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Strip all of their possessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the Warden.&lt;br /&gt;
* Inform the Head of Security.&lt;br /&gt;
* Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
* Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DONT&#039;&#039;&#039;&lt;br /&gt;
* Beat them to death on the spot.&lt;br /&gt;
* Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
* Refuse to negotiate. There are an infinite number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be busting heads infrequently.&lt;br /&gt;
&lt;br /&gt;
== Capital Punishments ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Execution Procedures&#039;&#039;&#039; ===&lt;br /&gt;
Unlawful executions are considered manslaughter if the execution was the cause of incompetence. When evidence shows the execution was not caused by incompetence, the punishment is murder, or when relevant, annihilation.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;All executions must be approved by both the HoS and Acting Captain. In the case where an Acting Captain has not been selected by command, the HoS may make the decision. Otherwise in the presence of a full Captain, refer to them.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Executions may be done either by lethal injection or by firing squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal injection:&#039;&#039;&#039;&lt;br /&gt;
# The captain, the HoS and a medical professional must be present. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner must be buckled in a suitable execution room and allowed their final words.&lt;br /&gt;
# The medical professional proceeds now with the administration of the lethal injection.&lt;br /&gt;
# The body of the prisoner should either be incinerated or stored in a body bag marked &amp;quot;Do not revive&amp;quot;. If the injection fails, the Captain is free to execute the prisoner by other means.&lt;br /&gt;
&#039;&#039;&#039;Firing squad:&#039;&#039;&#039;&lt;br /&gt;
# The Captain and HoS must be present. There must be at least two designated shooters. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner should be escorted to a suitable location and allowed their final words.&lt;br /&gt;
# The Captain or HoS commands the designated shooters to fire. Only strictly lethal anti-personnel weapons are allowed to be used.&lt;br /&gt;
# The prisoner&#039;s body should either be incinerated or placed in a body bag marked &amp;quot;Do not revive&amp;quot;.&lt;br /&gt;
&#039;&#039;&#039;Pacification [WIP]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exiled [WIP]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [WIP] [Updated 6/9/2021] Punishment&#039;s | What you can not do. ==&lt;br /&gt;
As an officer, you will face a variety of criminals and creatures, but Nanotrasen has requirements for how to handle criminal proceedings as listed above an in Corporate Regulations. Going out of your way to utilize a different method of punishment is not acceptable unless approved by Central Command. Otherwise you follow the regulations laid out for you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you cannot do:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Forced Borgification&lt;br /&gt;
# Forced Surgery&lt;br /&gt;
## With the exception of removing implants discovered&lt;br /&gt;
# Extra-Judicial Executions &lt;br /&gt;
## You must follow the process of requesting an execution, you may not handle it yourself or you will be removed from your position.&lt;br /&gt;
# Cremation / Do Not Revival Status&lt;br /&gt;
## This only changes if a prisoner proves to be uncontainable by conventional means.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Riots ==&lt;br /&gt;
=== Station Riots: ===&lt;br /&gt;
Travel in buddy teams (pairs), an alone officer is a dead officer. Retreat to the armoury and obtain the appropriate equipment. Riot suits, helmets and shields will be invaluable in any melee fight. Make sure you still have a non-lethal option. Avoid carrying more than you need. Opt for non-lethal capture where possible. Use internals and adopt reasonable spacing to avoid gas and explosives from decimating the entire team. Don’t get greedy and over-extend yourselves. When stepping into riot situations without intelligence, it’s incredibly easy to get ambushed. Once a single officer falls and is captured, all of the security comms are compromised and now the rioters have access to security as well as security equipment. Travel in a group. If the rioters are contained within an area, start blocking off escapes. Consider using escapes as an alternative point of entry.&lt;br /&gt;
&lt;br /&gt;
== Alert Levels ==&lt;br /&gt;
&lt;br /&gt;
=== Green ===&lt;br /&gt;
&lt;br /&gt;
* Weapons should be holstered.&lt;br /&gt;
* Standard station patrol routes followed.&lt;br /&gt;
* Crew should store spare lethal magazines and equipment.&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* Security may not search crewmembers.&lt;br /&gt;
&lt;br /&gt;
=== Blue ===&lt;br /&gt;
&lt;br /&gt;
Security may set up checkpoints for random searches.&lt;br /&gt;
* Non-lethals may be visible at all times.&lt;br /&gt;
* Searches may be authorized by the Head of Security on suspicious crewmembers.&lt;br /&gt;
* Security Personnel may carry spare non-lethal magazines on person&lt;br /&gt;
* Security Personnel may carry one lethal sidearm magazine on person.&lt;br /&gt;
&lt;br /&gt;
=== Amber ===&lt;br /&gt;
&lt;br /&gt;
1 - 2 active Confirmed hostiles, no recorded bombings. &lt;br /&gt;
* Security personnel may be equipped with lethal primaries &lt;br /&gt;
* Grid Searches Authorized (Security May request access access to departments to search)&lt;br /&gt;
* The acquisition and ordering of security equipment is with reason, but should be done with a reasonable expectation. Equip yourself to the minimum of what is needed, not the maximum. &lt;br /&gt;
* Warden may distribute more ammunition if required.&lt;br /&gt;
* Security is authorized to do random searches. &lt;br /&gt;
&lt;br /&gt;
=== Red ===&lt;br /&gt;
&lt;br /&gt;
Red alert is reserved for when there are multiple confirmed hostiles and entities that could cause massive crew harm. It should typically not be necessary for internal incidents. See Use of Force&lt;br /&gt;
* Armory may be opened and crew equipped.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the HoS or Warden agree.&lt;br /&gt;
* Security can raid departments and arrest any crew member deemed a threat to the station.&lt;br /&gt;
* Crew members must submit to any searches requested by security personnel.&lt;br /&gt;
* Crew may be Deputized &lt;br /&gt;
* Combat Mech’s may be requisitioned&lt;br /&gt;
* Security personnel should stop all personal activity and return to active duty.&lt;br /&gt;
&lt;br /&gt;
=== Delta ===&lt;br /&gt;
&lt;br /&gt;
* Use of martial law is allowed, crew must follow Command and Security orders at the threat of immediate execution. Insubordination during a Delta Class Emergency should be met swiftly, to prevent further loss of life.&lt;br /&gt;
&lt;br /&gt;
=== Gamma ===&lt;br /&gt;
* The universe is ending, goodluck maintaining order.&lt;br /&gt;
&lt;br /&gt;
== Security Controlled Locations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Brig:&#039;&#039;&#039; The Warden runs this. If you&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prison Wing:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Office:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Posts:&#039;&#039;&#039; Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armory:&#039;&#039;&#039; 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.&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arrival Checkpoint:&#039;&#039;&#039; 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&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
== [WIP] Crew Approved Equipment (Permits) ==&lt;br /&gt;
This region of space is very volatile and has lead to the destruction of many vessels, stations and colony&#039;s. This makes salvaging a lucrative option for many travelers and explorers that stop by the station. This salvaging can lead to caches of weapons, armor, explosives, and other items that could be considered dangerous and volatile. It is up to the Warden, Head of Security, or Captain to determine if a permit should be handed out for items brought back by explorers.&lt;br /&gt;
&lt;br /&gt;
== [WIP] Useful Links ==&lt;br /&gt;
[[Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
[[Paperwork]]&lt;br /&gt;
&lt;br /&gt;
[[Antag policy]]&lt;br /&gt;
&lt;br /&gt;
[[Command Policy]]&lt;br /&gt;
&lt;br /&gt;
[[Contraband]]&lt;br /&gt;
&lt;br /&gt;
[[Security items]]&lt;br /&gt;
&lt;br /&gt;
== Handling Criminals ==&lt;br /&gt;
[[File:Security UseOfForce Diagram (1).png|thumb|1074x1074px]]&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6622</id>
		<title>Security Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6622"/>
		<updated>2021-06-17T14:43:13Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: /* Security Medical Officer [WIP] */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Notice&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=This document is in development and may be changed often. Please ensure you check for updates periodically to keep up-to-date.&lt;br /&gt;
&lt;br /&gt;
Last Update: [Updated 6/9/2021] &lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Basic Guiding Principles ==&lt;br /&gt;
&lt;br /&gt;
# Follow the Action-RP Lawset and escalate appropriately. Roleplay whenever possible. Failure to do so will result in punishment.&lt;br /&gt;
# As strongly stated in our Guiding Principles, the main goal of this server is to create a fun roleplaying experience, not to win. If you are concerned about how to win instead of the story experience, this is not the server for you.&lt;br /&gt;
# Whenever you are given the green light to use lethals or &amp;quot;shoot to kill&amp;quot;, this is not a license to execute them when they are downed or are surrendering without due cause.&lt;br /&gt;
# Handle a hostage situation with extreme caution. The preservation of civilians and your comrades should be your #1 priority over arresting someone. Acting as if the hostage does not matter will be punished OOCly for poor roleplay.&lt;br /&gt;
# Be aware of the meta protection placed around antag items. Non-obvious items are meta-protected where other obvious items like an energy crossbow and grenades are not. Typically, if the item is disguised, you don’t know of it.&lt;br /&gt;
# Being a bully as a security officer is acceptable. Being corrupt as a security officer is acceptable. However, if it comes to the point that the way you&#039;re playing shuts down roleplaying opportunities for others, that means you are doing it wrong. You want to create conflict to generate roleplay, not destroy the possibility of it. Furthermore, as a security officer, you cannot ignore obviously antagonistic behavior that is a threat to the station. If you know someone is not a threat to the station, taking a bribe is acceptable.&lt;br /&gt;
# Antagonists are an essential part of the game. Unless it is unsafe to do so, players are encouraged to use methods of punishment that do not remove antagonists from the round such as gulag or perma. Calling for the execution of a non-violent and cooperative antag may be marked as failrp. However, this is entirely up to the Captain, acting captain, or HoS, and their ruling (in order of the CoC) is final.&lt;br /&gt;
# Corporate Regulations is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in the regulations.&lt;br /&gt;
# Work with traitors to create a fun and engaging story, don&#039;t just shut them down to win. &lt;br /&gt;
# ERP is allowed as security as long as you are not needed. Amber Alert and higher you should end your ERP and return to your job. (With an exception regarding non-con against security staff)&lt;br /&gt;
# Use the minimum required equipment to handle a situation, you should not be preemptively equipping yourself for threats.&lt;br /&gt;
# Do not go around screaming out the game mode the second you see something. Keep meta-knowledge in mind (detailed below), and never, EVER go and scream out stuff like “traitor”, “ling/changeling”, “malf”, “revs”, and the like. It’s completely LRP behavior and does nothing but encourage validhunting.&lt;br /&gt;
# If you are being demoted, role-play out the scenario and realize that it can happen. Do not attempt a one-person coup, doing so will be considered failrp. Do not drop all context of Roleplay and start acting like shit-tide. &lt;br /&gt;
# The head of your department is the “Head of Security”. If the captain finds this person problematic or demotes them, you are to remember that you work for Nanotrasen, not the Head of Security. Please keep this in mind during Head removals.&lt;br /&gt;
# Remember to use CI, you are in a role that will make use of this far more than most players and has the most related impact.&lt;br /&gt;
# Handle unknowns as if they are unknown, don&#039;t rely on metaknowledge to guide your decision making. What would your character think for the first time.&lt;br /&gt;
# Expect to be potentially Round Removed, you are in a position of power. You have no entitlement to surviving the entire round, if you are pursuing an antagonist expect to have a chance to be removed. This rule applies to Antagonists, Heads of Staff, and Security.&lt;br /&gt;
# Be mindful of civilians in the room or your immediate vicinity (nearby). Your non-lethal rounds bounce off the walls, pepper spray clouds can go far and flashbangs with flashes have a sizable area of effect. You don’t want to hit them.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Availability Policy for Security | What to know! ==&lt;br /&gt;
&lt;br /&gt;
* Commanding officers such as the head of security and security sergeant should refrain from needlessly calling all available officers to handle a matter unless said matter is a station-wide emergency, rather they should allocate officers smartly to a situation and keep officers on reserve. Officers do need a break ICly to perform at their best, and OOCly, they want to roleplay and relax as well, not chase after everything all the time. You are, after all, given way more security slots than is usual for a server of this type. They were not meant to be used all at once unless it is a station-wide emergency. Using all at once upsets the balance, not to mention it reduces the flexibility of security and can mentally exhaust the players playing the security officer.&lt;br /&gt;
&lt;br /&gt;
* From both an OOC and IC perspective, all officers must stop what they&#039;re doing within a timely period if they are able to handle an emergency when called upon, whether it&#039;s a manhunt, a pirate attack, or a general shortage in personnel. Failure to do when it makes sense ICly and if you are not impeded in any way may open you up to a security ban, as such behavior is considered LRP. If an officer is unable to do so due to being impeded either through imprisonment, capture, health and so forth, they will not be punished, as it would make IC sense that they would not be able to respond. While they should not be called upon needlessly, they should always be ready to respond if able. If they wish to be free of this burden, they can go on the break by asking to be converted to an &amp;quot;assistant&amp;quot; or &amp;quot;off-duty&amp;quot; role.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
This document should serve to work as a set of guidelines, references, and suggestions on how to handle antagonists and crimes on the station. It will also clarify the roles of all persons involved with security. Both their job requirements and their restrictions. If you find something that appears to go against corporate regulations, you are to make a report of the situation and file it with both the Head of Personal, the Captain, and the Head of Security. If you believe the situation is egregious enough that it warrants direct Central Command Involvement, you may attempt to contact them and let them know directly of the situation. &lt;br /&gt;
&lt;br /&gt;
== Who Orders Who ==&lt;br /&gt;
* Civil Disputes Officer | Your are the lowest rank in security. You follow orders from Sergeants, and the Head of Security.&lt;br /&gt;
* Security Officers, detectives, and Security Medic&#039;s all share the same rank. &lt;br /&gt;
* The Sergeant is in charge of all officers active in the field, outside of the armory, they are the first point of contact for security personnel. &lt;br /&gt;
* The Warden is second in command to the HoS commanding all situations involving the armory and brig. &lt;br /&gt;
* The Head of Security is at the top of the security hierarchy. All security members take orders from him, and he takes his orders from the Captain.&lt;br /&gt;
* 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.&lt;br /&gt;
* The Blueshield reports directly to the Captain and Command Staff. They may request security support during an incident, but may not make an arrest. Though they are also directly under Central Command and can be called upon by Central to override command staff. &lt;br /&gt;
&lt;br /&gt;
== Key Points | What you should know about your job! ==&lt;br /&gt;
&lt;br /&gt;
===Head of Security===&lt;br /&gt;
* Determine the correct amount of force for any situation.&lt;br /&gt;
* Organize and maintain peace on the station.&lt;br /&gt;
* Your job isn&#039;t to hunt people down unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into&lt;br /&gt;
* With the addition of your new ranks, your role is now primarily ensuring the proper management and action of your immediate staff. &lt;br /&gt;
* You are no longer expected to be active in the field. &lt;br /&gt;
* Ensure your officers are responding appropriately.&lt;br /&gt;
* The Head of Security can assign the Warden or the Sergeant to act as a dispatcher if needed. &lt;br /&gt;
&lt;br /&gt;
=== Warden ===&lt;br /&gt;
* Look after the prisoners, make sure they don&#039;t die or get unfair sentences. Feel free to talk and get to know your prisoners, you probably want to know what they did to be sentenced to Perma and whether you need to worry or can rely on them in an emergency. &lt;br /&gt;
* Arm security with weapons in times of war. &lt;br /&gt;
* You are not a Security Officer and do not have to go outside of the brig (and really should not go out of the brig). Stay in the brig.&lt;br /&gt;
* As the Warden, you have authority over the brig and any security officers inside the Brig.&lt;br /&gt;
* If an unauthorized person enters your brig, you may use lethal force.&lt;br /&gt;
* Properly store and maintain all contraband submitted as evidence.&lt;br /&gt;
* Follow Proper Brigging Procedures&lt;br /&gt;
* Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. &lt;br /&gt;
* No prisoner is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available. Should the ten (10) minutes expire without any evidence of any crimes coming to light or charges filed, the prisoner is to be released regardless of accused crimes.&lt;br /&gt;
* Do NOT fully strip the prisoner unless they have earned a permanent sentence&lt;br /&gt;
&lt;br /&gt;
=== Security Sergeant ===&lt;br /&gt;
* Field support officer, primary job is to organize and direct officers during security situations.  &lt;br /&gt;
* Direct security staff across the station to respond to events accordingly. &lt;br /&gt;
* Help provide field information to the HoS as needed. &lt;br /&gt;
* Train and ensure quality in security personnel. &lt;br /&gt;
&lt;br /&gt;
=== Security Medical Officer [WIP] ===&lt;br /&gt;
Security Medics should not be in chemistry, med bay or other area&#039;s. They should be treated as paramedics more then anything. They should be focused on the health of prisoners and security officers, utilizing only their space. They have no entitlement or access to standard medical bay and should not be doing their job. They are basic frontline medics, giving basic aid.&lt;br /&gt;
* Ensure all security personnel are in working condition.&lt;br /&gt;
* Ensure all prisoners are alive and healthy. &lt;br /&gt;
&lt;br /&gt;
=== Detective === &lt;br /&gt;
* You are not Security. You are an investigator. Your revolver is only for self-defense.&lt;br /&gt;
* The Detective&#039;s job is to investigate the remains of any crime, identify the perpetrator, and then ask Security to arrest them for you. That&#039;s right, you have limited security access because you&#039;re supposed to be an evidence collector and hunter of monsters, not a goddamn beat cop or warden.&lt;br /&gt;
* Assist security with finding the culprit of a crime by using your forensic tools and investigation skills.&lt;br /&gt;
&lt;br /&gt;
=== Security Officer ===&lt;br /&gt;
* Likewise, the Heads of Staff have authority over their respective departments. You are expected to assist heads in ejecting unwanted trespassers and demoting unwanted personnel from their departments.&lt;br /&gt;
* The Corporate Regulations is a set of guidelines, meaning you do not have to follow it. You&#039;ll be considered a better officer once you understand which crimes cause legit grief (such as sabotaging a workplace) and which don&#039;t.&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. `&lt;br /&gt;
* Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution.&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t become Shitcurity.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Civil Dispute Officer [WIP] ===&lt;br /&gt;
* Your job is to help handle any civil issues that may arise on the station. Maybe two crew members got into a fight, you should go break it up and try to find a resolution.&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Blueshield === &lt;br /&gt;
# Tenants of being a good blueshield&lt;br /&gt;
# Never go out of your way to assist Heads of Staff unless they request it, be it in combat or other circumstances. This is for your own protection and deniability.&lt;br /&gt;
# Never /ever/ interfere in a fight a Head of Staff starts; unless you have reason to suspect they, or the person they are fighting with, has lethal or otherwise intent of extreme harm. You are a bodyguard, not a babysitter - do NOT be a weapon for them&lt;br /&gt;
# Do NOT touch security matters, at all; if you see someone getting beat or stabbed, and they are not a Head of Staff? Call it in on security. Never. Ever. Interfere with antag situations unless you /must/. This is for your own safety.&lt;br /&gt;
# Never discharge your firearm without good reason. It does a /lot/ of damage, and overpenetrates. Make sure your firing line is clear before shootng. If you hit a civilian, you will do serious damage by accident.&lt;br /&gt;
&#039;&#039;&#039;OOC guidelines - THESE ARE UNAVOIDABLE&#039;&#039;&#039;&lt;br /&gt;
# Never attempt to engage in arresting, or otherwise detaining antagonists or other threats to the Heads Of Staff unless they pose a serious, unmitigable threat to the ongoing safety of your charges&lt;br /&gt;
# Never go out of your way to assist in validhunting. If someone attacks you first; you&#039;re fully allowed to attack them back. Your gear is almost exclusively lethal. Treat it as such; your firearm is the definition of a handcannon.&lt;br /&gt;
# Never attack a head of staff, unless in extreme situations of self defence - and even then, only to disable; not to injure. If you can, apply your baton and disarm them, before using cable-cuffs or whatever you can scrounge up to safely detain them for processing.&lt;br /&gt;
# You are not required to follow orders from any Head Of Staff. You are an agent of CC - You are not within the stations Chain Of Command for a majority of your work; and that includes orders. If you are asked to do something - you should always weigh it against your own objectives, as a Blueshield - and decide to follow it or not; in the case of situations where this results in a demotion, or otherwise negative behaviour from Heads Of Staff - fax Central Command for orders.Central Command for further instructions.&lt;br /&gt;
# Never loot the armory for your own gain, or for more ammunition. This also extends to objects such as fireaxes, sidearm tokens, ecetera; just because you have access, does not mean you have permission. Use your brain.&lt;br /&gt;
# Never go out of your way to kill a threat, unless its unavoidable. Your gun does additional stamina damage per shot - and is quite effective at disabling limbs in 1-2 hits against unarmoured/lightly armoured targets. You dont /need/ to shoot until they die, just go for the arms and follow up with a baton hit. In the case of NLWI (Nonlethal weapon Immune), you are able to shoot until they stop moving. This also applies to CQC+ and other martial arts that make safely detaining the agressor impossible.&lt;br /&gt;
&lt;br /&gt;
== Detain [WIP] ==&lt;br /&gt;
You may detain a crewmember for no longer then 5 minutes. If you are not given the greenlight to charge them within that time, you must release them. Detaining someone for longer then 5 minutes without evidence or proper charges will lead to repercussions including, &lt;br /&gt;
&lt;br /&gt;
== Evidence [WIP] ==&lt;br /&gt;
In order to brig or imprison someone, you must create a proper case against the crewmember. Evidence must be collected and filed alongside the criminal to prove of their criminal activity. This evidence should be collected before an arrest warrant is issued. &lt;br /&gt;
&lt;br /&gt;
== Making an Arrest [WIP] ==&lt;br /&gt;
To make a proper arrest, a warrant must be filed and presented with proper evidence to show that this crewmember has broken Corporate Regulations. This warrant must be stamped by the Head of Security and presented to the party being arrested. If the target attempts to flee when presented with a warrant, you may capture and detain them before going over their crimes. This is not necessary in the event that an officer see&#039;s a crewmember commit a crime, they may immediately detain and request a detective to gather evidence of the crime. &lt;br /&gt;
&lt;br /&gt;
== Use of Force ==&lt;br /&gt;
As a member of the station&#039;s Security force you are one of the best armed and protected people on the station, equipped with the latest in non-lethal takedown technology.&lt;br /&gt;
It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There are a few circumstances where deadly force is permissible:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Red Situation&#039;&#039;&#039; - situations which would warrant a Code Red, such as: full blown mutinies, hostile boarding parties, and Space Wizards automatically authorise lethal force.&lt;br /&gt;
Note: The Alert Status is not required to be elevated to Code Red as in most of these scenarios the Chain of Command will be too damaged or otherwise occupied to raise the Alert Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Lethal Weapons Ineffective&#039;&#039;&#039; - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Personal Risk&#039;&#039;&#039; - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
* Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armed and Dangerous&#039;&#039;&#039; - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
* Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multiple Hostiles&#039;&#039;&#039; - it can be extremely difficult to detain multiple hostiles. As a last resort if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
The taking of one life should be vetted and determined carefully as in the end, the person who decides their fate, takes all responsibility. &lt;br /&gt;
There are other aspects to consider, too. More often than not, the situation won&#039;t be as clear-cut, requiring security officers to think on their feet. You may find yourself wondering as to what extent the law should be applied, for instance, in which case these scenarios might provide useful orientation:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor A:&#039;&#039;&#039; is doing a gimmick, which doesn&#039;t really involve killing people unless in self defense. &#039;&#039;&#039;Traitor A&#039;s&#039;&#039;&#039; gimmick can be considered fun by most of the crew. You may want to either play along, provided doing so would make it more fun for everyone involved, or arrest the guy and run a little gimmick on your own (such as a public trial). Since &#039;&#039;&#039;traitor A&#039;&#039;&#039; is most likely still breaking the law and/or in possession of contraband, it&#039;s up to your discretion what to do, depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor B:&#039;&#039;&#039; is just trying to complete his objectives in a stealthy way. &#039;&#039;&#039;Traitor B&#039;&#039;&#039; is killing people when necessary, or if they&#039;re an assassination target, but he isn&#039;t going on a rampage. In this case, &#039;&#039;&#039;Traitor B&#039;&#039;&#039; should be arrested and have his gear confiscated. Arresting may cut the traitor&#039;s fun short, but it may also make it more fun for B as he has another chance to try and succeed. It&#039;d also give the traitor ways to come up with plans for whatever may happen if he gets caught. If &#039;&#039;&#039;Traitor B&#039;&#039;&#039; tries to gun down security, well, he can&#039;t expect you not to fight back! Consult with the HoS or captain and if they decide execution is the best way to handle this sort of traitor, that&#039;s fine! A public execution may be more fun for everyone than tossing them naked out an airlock, though, and gives a quick-thinking traitor the potential to escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor C:&#039;&#039;&#039; is going on a rampage! He is killing everyone he sees without compromise. You should do everything in your power to stop &#039;&#039;&#039;Traitor C&#039;&#039;&#039;; even lethal force may very well be justifiable in these kind of situations. While this cuts short the traitor&#039;s fun, mindless rampages aren&#039;t that exciting for the most part and tend to be less fun for the majority of players, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;That said, these can only be guidelines and nothing more. Keep a clear head, use your best judgement and don&#039;t be afraid to ask colleagues or other players for advice!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Shitlers/Greytiders ==&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) can be punished following corporate regulations or adminhelped if they become a nuisance.&lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by Assistants (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the Armory secure. A persistent greytider should be adminhelped once all possible IC solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable.&lt;br /&gt;
&lt;br /&gt;
== Loss of Life ==&lt;br /&gt;
Loss of crewmember and department staff is considered to be a massive investment lost to Nanotrasean following numerous legal complaints. All crewmember life should be considered valuable and should not be taken lightly. The use of cloning technology is experimental at best and may lead to complications and thus lawsuits if it is determined their death could have been prevented. &lt;br /&gt;
 &lt;br /&gt;
In the event of repeated abuse of cloning and lack of respect for crew life. The offender may be subject to punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DNR BAN&#039;&#039;&#039; &lt;br /&gt;
* Implies player cannot be revived. Should be used to punish those who do not value the life of their character or other players characters.&lt;br /&gt;
&#039;&#039;&#039;Pacification Ban&#039;&#039;&#039;&lt;br /&gt;
* Implies that the player cannot engage in hostile actions aboard the station for a set period of time.&lt;br /&gt;
&lt;br /&gt;
== The Brig / Punishments ==&lt;br /&gt;
Punishments should fit the crime. Use your best judgment and try to give people the benefit of the doubt. Consider the following examples:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into Medbay and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Confiscate the stethoscope and return it to Medbay when possible&lt;br /&gt;
* Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
* Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
* Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
* Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
* Give a ten-minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Remove their EVA suit, any mining tools or other items. Have the detective work his magic on the weapons to confirm what happened.&lt;br /&gt;
* Set a reasonable timer on the cell, or send then to the gulag for a similar sentence.&lt;br /&gt;
* Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on.&lt;br /&gt;
* Inform the Warden or Head of Security and ask them to take over if they say the prisoner is to be permabrigged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Beat the prisoner to the point where they&#039;re critically injured or worse.&lt;br /&gt;
* Strip their items in the rapidly depressurizing engineering room.&lt;br /&gt;
* Let a lynch mob harm your prisoner.&lt;br /&gt;
* Refuse their request to speak with legal counsel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Strip all of their possessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the Warden.&lt;br /&gt;
* Inform the Head of Security.&lt;br /&gt;
* Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
* Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DONT&#039;&#039;&#039;&lt;br /&gt;
* Beat them to death on the spot.&lt;br /&gt;
* Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
* Refuse to negotiate. There are an infinite number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be busting heads infrequently.&lt;br /&gt;
&lt;br /&gt;
== Capital Punishments ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Execution Procedures&#039;&#039;&#039; ===&lt;br /&gt;
Unlawful executions are considered manslaughter if the execution was the cause of incompetence. When evidence shows the execution was not caused by incompetence, the punishment is murder, or when relevant, annihilation.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;All executions must be approved by both the HoS and Acting Captain. In the case where an Acting Captain has not been selected by command, the HoS may make the decision. Otherwise in the presence of a full Captain, refer to them.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Executions may be done either by lethal injection or by firing squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal injection:&#039;&#039;&#039;&lt;br /&gt;
# The captain, the HoS and a medical professional must be present. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner must be buckled in a suitable execution room and allowed their final words.&lt;br /&gt;
# The medical professional proceeds now with the administration of the lethal injection.&lt;br /&gt;
# The body of the prisoner should either be incinerated or stored in a body bag marked &amp;quot;Do not revive&amp;quot;. If the injection fails, the Captain is free to execute the prisoner by other means.&lt;br /&gt;
&#039;&#039;&#039;Firing squad:&#039;&#039;&#039;&lt;br /&gt;
# The Captain and HoS must be present. There must be at least two designated shooters. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner should be escorted to a suitable location and allowed their final words.&lt;br /&gt;
# The Captain or HoS commands the designated shooters to fire. Only strictly lethal anti-personnel weapons are allowed to be used.&lt;br /&gt;
# The prisoner&#039;s body should either be incinerated or placed in a body bag marked &amp;quot;Do not revive&amp;quot;.&lt;br /&gt;
&#039;&#039;&#039;Pacification [WIP]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exiled [WIP]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [WIP] [Updated 6/9/2021] Punishment&#039;s | What you can not do. ==&lt;br /&gt;
As an officer, you will face a variety of criminals and creatures, but Nanotrasen has requirements for how to handle criminal proceedings as listed above an in Corporate Regulations. Going out of your way to utilize a different method of punishment is not acceptable unless approved by Central Command. Otherwise you follow the regulations laid out for you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you cannot do:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Forced Borgification&lt;br /&gt;
# Forced Surgery&lt;br /&gt;
## With the exception of removing implants discovered&lt;br /&gt;
# Extra-Judicial Executions &lt;br /&gt;
## You must follow the process of requesting an execution, you may not handle it yourself or you will be removed from your position.&lt;br /&gt;
# Cremation / Do Not Revival Status&lt;br /&gt;
## This only changes if a prisoner proves to be uncontainable by conventional means.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Riots ==&lt;br /&gt;
=== Station Riots: ===&lt;br /&gt;
Travel in buddy teams (pairs), an alone officer is a dead officer. Retreat to the armoury and obtain the appropriate equipment. Riot suits, helmets and shields will be invaluable in any melee fight. Make sure you still have a non-lethal option. Avoid carrying more than you need. Opt for non-lethal capture where possible. Use internals and adopt reasonable spacing to avoid gas and explosives from decimating the entire team. Don’t get greedy and over-extend yourselves. When stepping into riot situations without intelligence, it’s incredibly easy to get ambushed. Once a single officer falls and is captured, all of the security comms are compromised and now the rioters have access to security as well as security equipment. Travel in a group. If the rioters are contained within an area, start blocking off escapes. Consider using escapes as an alternative point of entry.&lt;br /&gt;
&lt;br /&gt;
== Alert Levels ==&lt;br /&gt;
&lt;br /&gt;
=== Green ===&lt;br /&gt;
&lt;br /&gt;
* Weapons should be holstered.&lt;br /&gt;
* Standard station patrol routes followed.&lt;br /&gt;
* Crew should store spare lethal magazines and equipment.&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* Security may not search crewmembers.&lt;br /&gt;
&lt;br /&gt;
=== Blue ===&lt;br /&gt;
&lt;br /&gt;
Security may set up checkpoints for random searches.&lt;br /&gt;
* Non-lethals may be visible at all times.&lt;br /&gt;
* Searches may be authorized by the Head of Security on suspicious crewmembers.&lt;br /&gt;
* Security Personnel may carry spare non-lethal magazines on person&lt;br /&gt;
* Security Personnel may carry one lethal sidearm magazine on person.&lt;br /&gt;
&lt;br /&gt;
=== Amber ===&lt;br /&gt;
&lt;br /&gt;
1 - 2 active Confirmed hostiles, no recorded bombings. &lt;br /&gt;
* Security personnel may be equipped with lethal primaries &lt;br /&gt;
* Grid Searches Authorized (Security May request access access to departments to search)&lt;br /&gt;
* The acquisition and ordering of security equipment is with reason, but should be done with a reasonable expectation. Equip yourself to the minimum of what is needed, not the maximum. &lt;br /&gt;
* Warden may distribute more ammunition if required.&lt;br /&gt;
* Security is authorized to do random searches. &lt;br /&gt;
&lt;br /&gt;
=== Red ===&lt;br /&gt;
&lt;br /&gt;
Red alert is reserved for when there are multiple confirmed hostiles and entities that could cause massive crew harm. It should typically not be necessary for internal incidents. See Use of Force&lt;br /&gt;
* Armory may be opened and crew equipped.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the HoS or Warden agree.&lt;br /&gt;
* Security can raid departments and arrest any crew member deemed a threat to the station.&lt;br /&gt;
* Crew members must submit to any searches requested by security personnel.&lt;br /&gt;
* Crew may be Deputized &lt;br /&gt;
* Combat Mech’s may be requisitioned&lt;br /&gt;
* Security personnel should stop all personal activity and return to active duty.&lt;br /&gt;
&lt;br /&gt;
=== Delta ===&lt;br /&gt;
&lt;br /&gt;
* Use of martial law is allowed, crew must follow Command and Security orders at the threat of immediate execution. Insubordination during a Delta Class Emergency should be met swiftly, to prevent further loss of life.&lt;br /&gt;
&lt;br /&gt;
=== Gamma ===&lt;br /&gt;
* The universe is ending, goodluck maintaining order.&lt;br /&gt;
&lt;br /&gt;
== Security Controlled Locations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Brig:&#039;&#039;&#039; The Warden runs this. If you&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prison Wing:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Office:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Posts:&#039;&#039;&#039; Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armory:&#039;&#039;&#039; 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.&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arrival Checkpoint:&#039;&#039;&#039; 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&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
== [WIP] Crew Approved Equipment (Permits) ==&lt;br /&gt;
This region of space is very volatile and has lead to the destruction of many vessels, stations and colony&#039;s. This makes salvaging a lucrative option for many travelers and explorers that stop by the station. This salvaging can lead to caches of weapons, armor, explosives, and other items that could be considered dangerous and volatile. It is up to the Warden, Head of Security, or Captain to determine if a permit should be handed out for items brought back by explorers.&lt;br /&gt;
&lt;br /&gt;
== [WIP] Useful Links ==&lt;br /&gt;
[[Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
[[Paperwork]]&lt;br /&gt;
&lt;br /&gt;
[[Antag policy]]&lt;br /&gt;
&lt;br /&gt;
[[Command Policy]]&lt;br /&gt;
&lt;br /&gt;
[[Contraband]]&lt;br /&gt;
&lt;br /&gt;
[[Security items]]&lt;br /&gt;
&lt;br /&gt;
== Handling Criminals ==&lt;br /&gt;
[[File:Security UseOfForce Diagram (1).png|thumb|1074x1074px]]&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6621</id>
		<title>Security Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6621"/>
		<updated>2021-06-15T14:26:20Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: /* Roleplaying Availability Policy for Security | What to know! */ Started work on DETAIN | EVIDENCE | MAKING AN ARREST as well as brainstorming ideas for RED ALERT Detriments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Notice&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=This document is in development and may be changed often. Please ensure you check for updates periodically to keep up-to-date.&lt;br /&gt;
&lt;br /&gt;
Last Update: [Updated 6/9/2021] &lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Basic Guiding Principles ==&lt;br /&gt;
&lt;br /&gt;
# Follow the Action-RP Lawset and escalate appropriately. Roleplay whenever possible. Failure to do so will result in punishment.&lt;br /&gt;
# As strongly stated in our Guiding Principles, the main goal of this server is to create a fun roleplaying experience, not to win. If you are concerned about how to win instead of the story experience, this is not the server for you.&lt;br /&gt;
# Whenever you are given the green light to use lethals or &amp;quot;shoot to kill&amp;quot;, this is not a license to execute them when they are downed or are surrendering without due cause.&lt;br /&gt;
# Handle a hostage situation with extreme caution. The preservation of civilians and your comrades should be your #1 priority over arresting someone. Acting as if the hostage does not matter will be punished OOCly for poor roleplay.&lt;br /&gt;
# Be aware of the meta protection placed around antag items. Non-obvious items are meta-protected where other obvious items like an energy crossbow and grenades are not. Typically, if the item is disguised, you don’t know of it.&lt;br /&gt;
# Being a bully as a security officer is acceptable. Being corrupt as a security officer is acceptable. However, if it comes to the point that the way you&#039;re playing shuts down roleplaying opportunities for others, that means you are doing it wrong. You want to create conflict to generate roleplay, not destroy the possibility of it. Furthermore, as a security officer, you cannot ignore obviously antagonistic behavior that is a threat to the station. If you know someone is not a threat to the station, taking a bribe is acceptable.&lt;br /&gt;
# Antagonists are an essential part of the game. Unless it is unsafe to do so, players are encouraged to use methods of punishment that do not remove antagonists from the round such as gulag or perma. Calling for the execution of a non-violent and cooperative antag may be marked as failrp. However, this is entirely up to the Captain, acting captain, or HoS, and their ruling (in order of the CoC) is final.&lt;br /&gt;
# Corporate Regulations is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in the regulations.&lt;br /&gt;
# Work with traitors to create a fun and engaging story, don&#039;t just shut them down to win. &lt;br /&gt;
# ERP is allowed as security as long as you are not needed. Amber Alert and higher you should end your ERP and return to your job. (With an exception regarding non-con against security staff)&lt;br /&gt;
# Use the minimum required equipment to handle a situation, you should not be preemptively equipping yourself for threats.&lt;br /&gt;
# Do not go around screaming out the game mode the second you see something. Keep meta-knowledge in mind (detailed below), and never, EVER go and scream out stuff like “traitor”, “ling/changeling”, “malf”, “revs”, and the like. It’s completely LRP behavior and does nothing but encourage validhunting.&lt;br /&gt;
# If you are being demoted, role-play out the scenario and realize that it can happen. Do not attempt a one-person coup, doing so will be considered failrp. Do not drop all context of Roleplay and start acting like shit-tide. &lt;br /&gt;
# The head of your department is the “Head of Security”. If the captain finds this person problematic or demotes them, you are to remember that you work for Nanotrasen, not the Head of Security. Please keep this in mind during Head removals.&lt;br /&gt;
# Remember to use CI, you are in a role that will make use of this far more than most players and has the most related impact.&lt;br /&gt;
# Handle unknowns as if they are unknown, don&#039;t rely on metaknowledge to guide your decision making. What would your character think for the first time.&lt;br /&gt;
# Expect to be potentially Round Removed, you are in a position of power. You have no entitlement to surviving the entire round, if you are pursuing an antagonist expect to have a chance to be removed. This rule applies to Antagonists, Heads of Staff, and Security.&lt;br /&gt;
# Be mindful of civilians in the room or your immediate vicinity (nearby). Your non-lethal rounds bounce off the walls, pepper spray clouds can go far and flashbangs with flashes have a sizable area of effect. You don’t want to hit them.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Availability Policy for Security | What to know! ==&lt;br /&gt;
&lt;br /&gt;
* Commanding officers such as the head of security and security sergeant should refrain from needlessly calling all available officers to handle a matter unless said matter is a station-wide emergency, rather they should allocate officers smartly to a situation and keep officers on reserve. Officers do need a break ICly to perform at their best, and OOCly, they want to roleplay and relax as well, not chase after everything all the time. You are, after all, given way more security slots than is usual for a server of this type. They were not meant to be used all at once unless it is a station-wide emergency. Using all at once upsets the balance, not to mention it reduces the flexibility of security and can mentally exhaust the players playing the security officer.&lt;br /&gt;
&lt;br /&gt;
* From both an OOC and IC perspective, all officers must stop what they&#039;re doing within a timely period if they are able to handle an emergency when called upon, whether it&#039;s a manhunt, a pirate attack, or a general shortage in personnel. Failure to do when it makes sense ICly and if you are not impeded in any way may open you up to a security ban, as such behavior is considered LRP. If an officer is unable to do so due to being impeded either through imprisonment, capture, health and so forth, they will not be punished, as it would make IC sense that they would not be able to respond. While they should not be called upon needlessly, they should always be ready to respond if able. If they wish to be free of this burden, they can go on the break by asking to be converted to an &amp;quot;assistant&amp;quot; or &amp;quot;off-duty&amp;quot; role.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
This document should serve to work as a set of guidelines, references, and suggestions on how to handle antagonists and crimes on the station. It will also clarify the roles of all persons involved with security. Both their job requirements and their restrictions. If you find something that appears to go against corporate regulations, you are to make a report of the situation and file it with both the Head of Personal, the Captain, and the Head of Security. If you believe the situation is egregious enough that it warrants direct Central Command Involvement, you may attempt to contact them and let them know directly of the situation. &lt;br /&gt;
&lt;br /&gt;
== Who Orders Who ==&lt;br /&gt;
* Civil Disputes Officer | Your are the lowest rank in security. You follow orders from Sergeants, and the Head of Security.&lt;br /&gt;
* Security Officers, detectives, and Security Medic&#039;s all share the same rank. &lt;br /&gt;
* The Sergeant is in charge of all officers active in the field, outside of the armory, they are the first point of contact for security personnel. &lt;br /&gt;
* The Warden is second in command to the HoS commanding all situations involving the armory and brig. &lt;br /&gt;
* The Head of Security is at the top of the security hierarchy. All security members take orders from him, and he takes his orders from the Captain.&lt;br /&gt;
* 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.&lt;br /&gt;
* The Blueshield reports directly to the Captain and Command Staff. They may request security support during an incident, but may not make an arrest. Though they are also directly under Central Command and can be called upon by Central to override command staff. &lt;br /&gt;
&lt;br /&gt;
== Key Points | What you should know about your job! ==&lt;br /&gt;
&lt;br /&gt;
===Head of Security===&lt;br /&gt;
* Determine the correct amount of force for any situation.&lt;br /&gt;
* Organize and maintain peace on the station.&lt;br /&gt;
* Your job isn&#039;t to hunt people down unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into&lt;br /&gt;
* With the addition of your new ranks, your role is now primarily ensuring the proper management and action of your immediate staff. &lt;br /&gt;
* You are no longer expected to be active in the field. &lt;br /&gt;
* Ensure your officers are responding appropriately.&lt;br /&gt;
* The Head of Security can assign the Warden or the Sergeant to act as a dispatcher if needed. &lt;br /&gt;
&lt;br /&gt;
=== Warden ===&lt;br /&gt;
* Look after the prisoners, make sure they don&#039;t die or get unfair sentences. Feel free to talk and get to know your prisoners, you probably want to know what they did to be sentenced to Perma and whether you need to worry or can rely on them in an emergency. &lt;br /&gt;
* Arm security with weapons in times of war. &lt;br /&gt;
* You are not a Security Officer and do not have to go outside of the brig (and really should not go out of the brig). Stay in the brig.&lt;br /&gt;
* As the Warden, you have authority over the brig and any security officers inside the Brig.&lt;br /&gt;
* If an unauthorized person enters your brig, you may use lethal force.&lt;br /&gt;
* Properly store and maintain all contraband submitted as evidence.&lt;br /&gt;
* Follow Proper Brigging Procedures&lt;br /&gt;
* Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. &lt;br /&gt;
* No prisoner is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available. Should the ten (10) minutes expire without any evidence of any crimes coming to light or charges filed, the prisoner is to be released regardless of accused crimes.&lt;br /&gt;
* Do NOT fully strip the prisoner unless they have earned a permanent sentence&lt;br /&gt;
&lt;br /&gt;
=== Security Sergeant ===&lt;br /&gt;
* Field support officer, primary job is to organize and direct officers during security situations.  &lt;br /&gt;
* Direct security staff across the station to respond to events accordingly. &lt;br /&gt;
* Help provide field information to the HoS as needed. &lt;br /&gt;
* Train and ensure quality in security personnel. &lt;br /&gt;
&lt;br /&gt;
=== Security Medical Officer [WIP] ===&lt;br /&gt;
* Ensure all security personnel are in working condition.&lt;br /&gt;
* Ensure all prisoners are alive and healthy. &lt;br /&gt;
&lt;br /&gt;
=== Detective === &lt;br /&gt;
* You are not Security. You are an investigator. Your revolver is only for self-defense.&lt;br /&gt;
* The Detective&#039;s job is to investigate the remains of any crime, identify the perpetrator, and then ask Security to arrest them for you. That&#039;s right, you have limited security access because you&#039;re supposed to be an evidence collector and hunter of monsters, not a goddamn beat cop or warden.&lt;br /&gt;
* Assist security with finding the culprit of a crime by using your forensic tools and investigation skills.&lt;br /&gt;
&lt;br /&gt;
=== Security Officer ===&lt;br /&gt;
* Likewise, the Heads of Staff have authority over their respective departments. You are expected to assist heads in ejecting unwanted trespassers and demoting unwanted personnel from their departments.&lt;br /&gt;
* The Corporate Regulations is a set of guidelines, meaning you do not have to follow it. You&#039;ll be considered a better officer once you understand which crimes cause legit grief (such as sabotaging a workplace) and which don&#039;t.&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. `&lt;br /&gt;
* Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution.&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t become Shitcurity.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Civil Dispute Officer [WIP] ===&lt;br /&gt;
* Your job is to help handle any civil issues that may arise on the station. Maybe two crew members got into a fight, you should go break it up and try to find a resolution.&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Blueshield === &lt;br /&gt;
# Tenants of being a good blueshield&lt;br /&gt;
# Never go out of your way to assist Heads of Staff unless they request it, be it in combat or other circumstances. This is for your own protection and deniability.&lt;br /&gt;
# Never /ever/ interfere in a fight a Head of Staff starts; unless you have reason to suspect they, or the person they are fighting with, has lethal or otherwise intent of extreme harm. You are a bodyguard, not a babysitter - do NOT be a weapon for them&lt;br /&gt;
# Do NOT touch security matters, at all; if you see someone getting beat or stabbed, and they are not a Head of Staff? Call it in on security. Never. Ever. Interfere with antag situations unless you /must/. This is for your own safety.&lt;br /&gt;
# Never discharge your firearm without good reason. It does a /lot/ of damage, and overpenetrates. Make sure your firing line is clear before shootng. If you hit a civilian, you will do serious damage by accident.&lt;br /&gt;
&#039;&#039;&#039;OOC guidelines - THESE ARE UNAVOIDABLE&#039;&#039;&#039;&lt;br /&gt;
# Never attempt to engage in arresting, or otherwise detaining antagonists or other threats to the Heads Of Staff unless they pose a serious, unmitigable threat to the ongoing safety of your charges&lt;br /&gt;
# Never go out of your way to assist in validhunting. If someone attacks you first; you&#039;re fully allowed to attack them back. Your gear is almost exclusively lethal. Treat it as such; your firearm is the definition of a handcannon.&lt;br /&gt;
# Never attack a head of staff, unless in extreme situations of self defence - and even then, only to disable; not to injure. If you can, apply your baton and disarm them, before using cable-cuffs or whatever you can scrounge up to safely detain them for processing.&lt;br /&gt;
# You are not required to follow orders from any Head Of Staff. You are an agent of CC - You are not within the stations Chain Of Command for a majority of your work; and that includes orders. If you are asked to do something - you should always weigh it against your own objectives, as a Blueshield - and decide to follow it or not; in the case of situations where this results in a demotion, or otherwise negative behaviour from Heads Of Staff - fax Central Command for orders.Central Command for further instructions.&lt;br /&gt;
# Never loot the armory for your own gain, or for more ammunition. This also extends to objects such as fireaxes, sidearm tokens, ecetera; just because you have access, does not mean you have permission. Use your brain.&lt;br /&gt;
# Never go out of your way to kill a threat, unless its unavoidable. Your gun does additional stamina damage per shot - and is quite effective at disabling limbs in 1-2 hits against unarmoured/lightly armoured targets. You dont /need/ to shoot until they die, just go for the arms and follow up with a baton hit. In the case of NLWI (Nonlethal weapon Immune), you are able to shoot until they stop moving. This also applies to CQC+ and other martial arts that make safely detaining the agressor impossible.&lt;br /&gt;
&lt;br /&gt;
== Detain [WIP] ==&lt;br /&gt;
You may detain a crewmember for no longer then 5 minutes. If you are not given the greenlight to charge them within that time, you must release them. Detaining someone for longer then 5 minutes without evidence or proper charges will lead to repercussions including, &lt;br /&gt;
&lt;br /&gt;
== Evidence [WIP] ==&lt;br /&gt;
In order to brig or imprison someone, you must create a proper case against the crewmember. Evidence must be collected and filed alongside the criminal to prove of their criminal activity. This evidence should be collected before an arrest warrant is issued. &lt;br /&gt;
&lt;br /&gt;
== Making an Arrest [WIP] ==&lt;br /&gt;
To make a proper arrest, a warrant must be filed and presented with proper evidence to show that this crewmember has broken Corporate Regulations. This warrant must be stamped by the Head of Security and presented to the party being arrested. If the target attempts to flee when presented with a warrant, you may capture and detain them before going over their crimes. This is not necessary in the event that an officer see&#039;s a crewmember commit a crime, they may immediately detain and request a detective to gather evidence of the crime. &lt;br /&gt;
&lt;br /&gt;
== Use of Force ==&lt;br /&gt;
As a member of the station&#039;s Security force you are one of the best armed and protected people on the station, equipped with the latest in non-lethal takedown technology.&lt;br /&gt;
It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There are a few circumstances where deadly force is permissible:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Red Situation&#039;&#039;&#039; - situations which would warrant a Code Red, such as: full blown mutinies, hostile boarding parties, and Space Wizards automatically authorise lethal force.&lt;br /&gt;
Note: The Alert Status is not required to be elevated to Code Red as in most of these scenarios the Chain of Command will be too damaged or otherwise occupied to raise the Alert Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Lethal Weapons Ineffective&#039;&#039;&#039; - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Personal Risk&#039;&#039;&#039; - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
* Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armed and Dangerous&#039;&#039;&#039; - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
* Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multiple Hostiles&#039;&#039;&#039; - it can be extremely difficult to detain multiple hostiles. As a last resort if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
The taking of one life should be vetted and determined carefully as in the end, the person who decides their fate, takes all responsibility. &lt;br /&gt;
There are other aspects to consider, too. More often than not, the situation won&#039;t be as clear-cut, requiring security officers to think on their feet. You may find yourself wondering as to what extent the law should be applied, for instance, in which case these scenarios might provide useful orientation:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor A:&#039;&#039;&#039; is doing a gimmick, which doesn&#039;t really involve killing people unless in self defense. &#039;&#039;&#039;Traitor A&#039;s&#039;&#039;&#039; gimmick can be considered fun by most of the crew. You may want to either play along, provided doing so would make it more fun for everyone involved, or arrest the guy and run a little gimmick on your own (such as a public trial). Since &#039;&#039;&#039;traitor A&#039;&#039;&#039; is most likely still breaking the law and/or in possession of contraband, it&#039;s up to your discretion what to do, depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor B:&#039;&#039;&#039; is just trying to complete his objectives in a stealthy way. &#039;&#039;&#039;Traitor B&#039;&#039;&#039; is killing people when necessary, or if they&#039;re an assassination target, but he isn&#039;t going on a rampage. In this case, &#039;&#039;&#039;Traitor B&#039;&#039;&#039; should be arrested and have his gear confiscated. Arresting may cut the traitor&#039;s fun short, but it may also make it more fun for B as he has another chance to try and succeed. It&#039;d also give the traitor ways to come up with plans for whatever may happen if he gets caught. If &#039;&#039;&#039;Traitor B&#039;&#039;&#039; tries to gun down security, well, he can&#039;t expect you not to fight back! Consult with the HoS or captain and if they decide execution is the best way to handle this sort of traitor, that&#039;s fine! A public execution may be more fun for everyone than tossing them naked out an airlock, though, and gives a quick-thinking traitor the potential to escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor C:&#039;&#039;&#039; is going on a rampage! He is killing everyone he sees without compromise. You should do everything in your power to stop &#039;&#039;&#039;Traitor C&#039;&#039;&#039;; even lethal force may very well be justifiable in these kind of situations. While this cuts short the traitor&#039;s fun, mindless rampages aren&#039;t that exciting for the most part and tend to be less fun for the majority of players, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;That said, these can only be guidelines and nothing more. Keep a clear head, use your best judgement and don&#039;t be afraid to ask colleagues or other players for advice!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Shitlers/Greytiders ==&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) can be punished following corporate regulations or adminhelped if they become a nuisance.&lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by Assistants (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the Armory secure. A persistent greytider should be adminhelped once all possible IC solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable.&lt;br /&gt;
&lt;br /&gt;
== Loss of Life ==&lt;br /&gt;
Loss of crewmember and department staff is considered to be a massive investment lost to Nanotrasean following numerous legal complaints. All crewmember life should be considered valuable and should not be taken lightly. The use of cloning technology is experimental at best and may lead to complications and thus lawsuits if it is determined their death could have been prevented. &lt;br /&gt;
 &lt;br /&gt;
In the event of repeated abuse of cloning and lack of respect for crew life. The offender may be subject to punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DNR BAN&#039;&#039;&#039; &lt;br /&gt;
* Implies player cannot be revived. Should be used to punish those who do not value the life of their character or other players characters.&lt;br /&gt;
&#039;&#039;&#039;Pacification Ban&#039;&#039;&#039;&lt;br /&gt;
* Implies that the player cannot engage in hostile actions aboard the station for a set period of time.&lt;br /&gt;
&lt;br /&gt;
== The Brig / Punishments ==&lt;br /&gt;
Punishments should fit the crime. Use your best judgment and try to give people the benefit of the doubt. Consider the following examples:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into Medbay and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Confiscate the stethoscope and return it to Medbay when possible&lt;br /&gt;
* Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
* Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
* Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
* Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
* Give a ten-minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Remove their EVA suit, any mining tools or other items. Have the detective work his magic on the weapons to confirm what happened.&lt;br /&gt;
* Set a reasonable timer on the cell, or send then to the gulag for a similar sentence.&lt;br /&gt;
* Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on.&lt;br /&gt;
* Inform the Warden or Head of Security and ask them to take over if they say the prisoner is to be permabrigged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Beat the prisoner to the point where they&#039;re critically injured or worse.&lt;br /&gt;
* Strip their items in the rapidly depressurizing engineering room.&lt;br /&gt;
* Let a lynch mob harm your prisoner.&lt;br /&gt;
* Refuse their request to speak with legal counsel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Strip all of their possessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the Warden.&lt;br /&gt;
* Inform the Head of Security.&lt;br /&gt;
* Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
* Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DONT&#039;&#039;&#039;&lt;br /&gt;
* Beat them to death on the spot.&lt;br /&gt;
* Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
* Refuse to negotiate. There are an infinite number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be busting heads infrequently.&lt;br /&gt;
&lt;br /&gt;
== Capital Punishments ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Execution Procedures&#039;&#039;&#039; ===&lt;br /&gt;
Unlawful executions are considered manslaughter if the execution was the cause of incompetence. When evidence shows the execution was not caused by incompetence, the punishment is murder, or when relevant, annihilation.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;All executions must be approved by both the HoS and Acting Captain. In the case where an Acting Captain has not been selected by command, the HoS may make the decision. Otherwise in the presence of a full Captain, refer to them.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Executions may be done either by lethal injection or by firing squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal injection:&#039;&#039;&#039;&lt;br /&gt;
# The captain, the HoS and a medical professional must be present. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner must be buckled in a suitable execution room and allowed their final words.&lt;br /&gt;
# The medical professional proceeds now with the administration of the lethal injection.&lt;br /&gt;
# The body of the prisoner should either be incinerated or stored in a body bag marked &amp;quot;Do not revive&amp;quot;. If the injection fails, the Captain is free to execute the prisoner by other means.&lt;br /&gt;
&#039;&#039;&#039;Firing squad:&#039;&#039;&#039;&lt;br /&gt;
# The Captain and HoS must be present. There must be at least two designated shooters. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner should be escorted to a suitable location and allowed their final words.&lt;br /&gt;
# The Captain or HoS commands the designated shooters to fire. Only strictly lethal anti-personnel weapons are allowed to be used.&lt;br /&gt;
# The prisoner&#039;s body should either be incinerated or placed in a body bag marked &amp;quot;Do not revive&amp;quot;.&lt;br /&gt;
&#039;&#039;&#039;Pacification [WIP]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exiled [WIP]:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [WIP] [Updated 6/9/2021] Punishment&#039;s | What you can not do. ==&lt;br /&gt;
As an officer, you will face a variety of criminals and creatures, but Nanotrasen has requirements for how to handle criminal proceedings as listed above an in Corporate Regulations. Going out of your way to utilize a different method of punishment is not acceptable unless approved by Central Command. Otherwise you follow the regulations laid out for you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you cannot do:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Forced Borgification&lt;br /&gt;
# Forced Surgery&lt;br /&gt;
## With the exception of removing implants discovered&lt;br /&gt;
# Extra-Judicial Executions &lt;br /&gt;
## You must follow the process of requesting an execution, you may not handle it yourself or you will be removed from your position.&lt;br /&gt;
# Cremation / Do Not Revival Status&lt;br /&gt;
## This only changes if a prisoner proves to be uncontainable by conventional means.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Riots ==&lt;br /&gt;
=== Station Riots: ===&lt;br /&gt;
Travel in buddy teams (pairs), an alone officer is a dead officer. Retreat to the armoury and obtain the appropriate equipment. Riot suits, helmets and shields will be invaluable in any melee fight. Make sure you still have a non-lethal option. Avoid carrying more than you need. Opt for non-lethal capture where possible. Use internals and adopt reasonable spacing to avoid gas and explosives from decimating the entire team. Don’t get greedy and over-extend yourselves. When stepping into riot situations without intelligence, it’s incredibly easy to get ambushed. Once a single officer falls and is captured, all of the security comms are compromised and now the rioters have access to security as well as security equipment. Travel in a group. If the rioters are contained within an area, start blocking off escapes. Consider using escapes as an alternative point of entry.&lt;br /&gt;
&lt;br /&gt;
== Alert Levels ==&lt;br /&gt;
&lt;br /&gt;
=== Green ===&lt;br /&gt;
&lt;br /&gt;
* Weapons should be holstered.&lt;br /&gt;
* Standard station patrol routes followed.&lt;br /&gt;
* Crew should store spare lethal magazines and equipment.&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* Security may not search crewmembers.&lt;br /&gt;
&lt;br /&gt;
=== Blue ===&lt;br /&gt;
&lt;br /&gt;
Security may set up checkpoints for random searches.&lt;br /&gt;
* Non-lethals may be visible at all times.&lt;br /&gt;
* Searches may be authorized by the Head of Security on suspicious crewmembers.&lt;br /&gt;
* Security Personnel may carry spare non-lethal magazines on person&lt;br /&gt;
* Security Personnel may carry one lethal sidearm magazine on person.&lt;br /&gt;
&lt;br /&gt;
=== Amber ===&lt;br /&gt;
&lt;br /&gt;
1 - 2 active Confirmed hostiles, no recorded bombings. &lt;br /&gt;
* Security personnel may be equipped with lethal primaries &lt;br /&gt;
* Grid Searches Authorized (Security May request access access to departments to search)&lt;br /&gt;
* The acquisition and ordering of security equipment is with reason, but should be done with a reasonable expectation. Equip yourself to the minimum of what is needed, not the maximum. &lt;br /&gt;
* Warden may distribute more ammunition if required.&lt;br /&gt;
* Security is authorized to do random searches. &lt;br /&gt;
&lt;br /&gt;
=== Red ===&lt;br /&gt;
&lt;br /&gt;
Red alert is reserved for when there are multiple confirmed hostiles and entities that could cause massive crew harm. It should typically not be necessary for internal incidents. See Use of Force&lt;br /&gt;
* Armory may be opened and crew equipped.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the HoS or Warden agree.&lt;br /&gt;
* Security can raid departments and arrest any crew member deemed a threat to the station.&lt;br /&gt;
* Crew members must submit to any searches requested by security personnel.&lt;br /&gt;
* Crew may be Deputized &lt;br /&gt;
* Combat Mech’s may be requisitioned&lt;br /&gt;
* Security personnel should stop all personal activity and return to active duty.&lt;br /&gt;
&lt;br /&gt;
=== Delta ===&lt;br /&gt;
&lt;br /&gt;
* Use of martial law is allowed, crew must follow Command and Security orders at the threat of immediate execution. Insubordination during a Delta Class Emergency should be met swiftly, to prevent further loss of life.&lt;br /&gt;
&lt;br /&gt;
=== Gamma ===&lt;br /&gt;
* The universe is ending, goodluck maintaining order.&lt;br /&gt;
&lt;br /&gt;
== Security Controlled Locations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Brig:&#039;&#039;&#039; The Warden runs this. If you&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prison Wing:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Office:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Posts:&#039;&#039;&#039; Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armory:&#039;&#039;&#039; 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.&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arrival Checkpoint:&#039;&#039;&#039; 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&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
== [WIP] Crew Approved Equipment (Permits) ==&lt;br /&gt;
This region of space is very volatile and has lead to the destruction of many vessels, stations and colony&#039;s. This makes salvaging a lucrative option for many travelers and explorers that stop by the station. This salvaging can lead to caches of weapons, armor, explosives, and other items that could be considered dangerous and volatile. It is up to the Warden, Head of Security, or Captain to determine if a permit should be handed out for items brought back by explorers.&lt;br /&gt;
&lt;br /&gt;
== [WIP] Useful Links ==&lt;br /&gt;
[[Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
[[Paperwork]]&lt;br /&gt;
&lt;br /&gt;
[[Antag policy]]&lt;br /&gt;
&lt;br /&gt;
[[Command Policy]]&lt;br /&gt;
&lt;br /&gt;
[[Contraband]]&lt;br /&gt;
&lt;br /&gt;
[[Security items]]&lt;br /&gt;
&lt;br /&gt;
== Handling Criminals ==&lt;br /&gt;
[[File:Security UseOfForce Diagram (1).png|thumb|1074x1074px]]&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6592</id>
		<title>Security Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6592"/>
		<updated>2021-06-11T01:15:45Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: /* Non-Aggressive/Non-Combatant Entities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Notice&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=This document is in development and may be changed often. Please ensure you check for updates periodically to keep up-to-date.&lt;br /&gt;
&lt;br /&gt;
Last Update: [Updated 6/9/2021] &lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Basic Guiding Principles ==&lt;br /&gt;
&lt;br /&gt;
# Follow the Action-RP Lawset and escalate appropriately. Roleplay whenever possible. Failure to do so will result in punishment.&lt;br /&gt;
# As strongly stated in our Guiding Principles, the main goal of this server is to create a fun roleplaying experience, not to win. If you are concerned about how to win instead of the story experience, this is not the server for you.&lt;br /&gt;
# Whenever you are given the green light to use lethals or &amp;quot;shoot to kill&amp;quot;, this is not a license to execute them when they are downed or are surrendering without due cause.&lt;br /&gt;
# Handle a hostage situation with extreme caution. The preservation of civilians and your comrades should be your #1 priority over arresting someone. Acting as if the hostage does not matter will be punished OOCly for poor roleplay.&lt;br /&gt;
# Be aware of the meta protection placed around antag items. Non-obvious items are meta-protected where other obvious items like an energy crossbow and grenades are not. Typically, if the item is disguised, you don’t know of it.&lt;br /&gt;
# Being a bully as a security officer is acceptable. Being corrupt as a security officer is acceptable. However, if it comes to the point that the way you&#039;re playing shuts down roleplaying opportunities for others, that means you are doing it wrong. You want to create conflict to generate roleplay, not destroy the possibility of it. Furthermore, as a security officer, you cannot ignore obviously antagonistic behavior that is a threat to the station. If you know someone is not a threat to the station, taking a bribe is acceptable.&lt;br /&gt;
# Antagonists are an essential part of the game. Unless it is unsafe to do so, players are encouraged to use methods of punishment that do not remove antagonists from the round such as gulag or perma. Calling for the execution of a non-violent and cooperative antag may be marked as failrp. However, this is entirely up to the Captain, acting captain, or HoS, and their ruling (in order of the CoC) is final.&lt;br /&gt;
# Corporate Regulations is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in the regulations.&lt;br /&gt;
# Work with traitors to create a fun and engaging story, don&#039;t just shut them down to win. &lt;br /&gt;
# ERP is allowed as security as long as you are not needed. Red Alert and higher you should end your ERP and return to your job. (With an exception regarding non-con against security staff)&lt;br /&gt;
# Use the minimum required equipment to handle a situation, you should not be preemptively equipping yourself for threats.&lt;br /&gt;
# Do not go around screaming out the game mode the second you see something. Keep meta-knowledge in mind (detailed below), and never, EVER go and scream out stuff like “traitor”, “ling/changeling”, “malf”, “revs”, and the like. It’s completely LRP behavior and does nothing but encourage validhunting.&lt;br /&gt;
# If you are being demoted, role-play out the scenario and realize that it can happen. Do not attempt a one-person coup, doing so will be considered failrp. Do not drop all context of Roleplay and start acting like shit-tide. &lt;br /&gt;
# The head of your department is the “Head of Security”. If the captain finds this person problematic or demotes them, you are to remember that you work for Nanotrasen, not the Head of Security. Please keep this in mind during Head removals.&lt;br /&gt;
# Remember to use CI, you are in a role that will make use of this far more than most players and has the most related impact.&lt;br /&gt;
# Handle unknowns as if they are unknown, don&#039;t rely on metaknowledge to guide your decision making. What would your character think for the first time.&lt;br /&gt;
# Expect to be potentially Round Removed, you are in a position of power. You have no entitlement to surviving the entire round, if you are pursuing an antagonist expect to have a chance to be removed. This rule applies to Antagonists, Heads of Staff, and Security.&lt;br /&gt;
# Be mindful of civilians in the room or your immediate vicinity (nearby). Your non-lethal rounds bounce off the walls, pepper spray clouds can go far and flashbangs with flashes have a sizable area of effect. You don’t want to hit them.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Availability Policy for Security | What to know! ==&lt;br /&gt;
&lt;br /&gt;
* Commanding officers such as the head of security and security sergeant should refrain from needlessly calling all available officers to handle a matter unless said matter is a station-wide emergency, rather they should allocate officers smartly to a situation and keep officers on reserve. Officers do need a break ICly to perform at their best, and OOCly, they want to roleplay and relax as well, not chase after everything all the time. You are, after all, given way more security slots than is usual for a server of this type. They were not meant to be used all at once unless it is a station-wide emergency. Using all at once upsets the balance, not to mention it reduces the flexibility of security and can mentally exhaust the players playing the security officer.&lt;br /&gt;
&lt;br /&gt;
* From both an OOC and IC perspective, all officers must stop what they&#039;re doing within a timely period if they are able to handle an emergency when called upon, whether it&#039;s a manhunt, a pirate attack, or a general shortage in personnel. Failure to do when it makes sense ICly and if you are not impeded in any way may open you up to a security ban, as such behavior is considered LRP. If an officer is unable to do so due to being impeded either through imprisonment, capture, health and so forth, they will not be punished, as it would make IC sense that they would not be able to respond. While they should not be called upon needlessly, they should always be ready to respond if able. If they wish to be free of this burden, they can go on the break by asking to be converted to an &amp;quot;assistant&amp;quot; or &amp;quot;off-duty&amp;quot; role.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
This document should serve to work as a set of guidelines, references, and suggestions on how to handle antagonists and crimes on the station. It will also clarify the roles of all persons involved with security. Both their job requirements and their restrictions. If you find something that appears to go against corporate regulations, you are to make a report of the situation and file it with both the Head of Personal, the Captain, and the Head of Security. If you believe the situation is egregious enough that it warrants direct Central Command Involvement, you may attempt to contact them and let them know directly of the situation. &lt;br /&gt;
&lt;br /&gt;
== Who Orders Who ==&lt;br /&gt;
* Civil Disputes Officer | Your are the lowest rank in security. You follow orders from Sergeants, and the Head of Security.&lt;br /&gt;
* Security Officers, detectives, and Security Medic&#039;s all share the same rank. &lt;br /&gt;
* The Sergeant is in charge of all officers active in the field, outside of the armory, they are the first point of contact for security personnel. &lt;br /&gt;
* The Warden is second in command to the HoS commanding all situations involving the armory and brig. &lt;br /&gt;
* The Head of Security is at the top of the security hierarchy. All security members take orders from him, and he takes his orders from the Captain.&lt;br /&gt;
* 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.&lt;br /&gt;
* The Blueshield reports directly to the Captain and Command Staff. They may request security support during an incident, but may not make an arrest. Though they are also directly under Central Command and can be called upon by Central to override command staff. &lt;br /&gt;
&lt;br /&gt;
== Key Points | What you should know about your job! ==&lt;br /&gt;
&lt;br /&gt;
===Head of Security===&lt;br /&gt;
* Determine the correct amount of force for any situation.&lt;br /&gt;
* Organize and maintain peace on the station.&lt;br /&gt;
* Your job isn&#039;t to hunt people down unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into&lt;br /&gt;
* With the addition of your new ranks, your role is now primarily ensuring the proper management and action of your immediate staff. &lt;br /&gt;
* You are no longer expected to be active in the field. &lt;br /&gt;
* Ensure your officers are responding appropriately.&lt;br /&gt;
&lt;br /&gt;
=== Warden ===&lt;br /&gt;
* Look after the prisoners, make sure they don&#039;t die or get unfair sentences. Feel free to talk and get to know your prisoners, you probably want to know what they did to be sentenced to Perma and whether you need to worry or can rely on them in an emergency. &lt;br /&gt;
* Arm security with weapons in times of war. &lt;br /&gt;
* You are not a Security Officer and do not have to go outside of the brig (and really should not go out of the brig). Stay in the brig.&lt;br /&gt;
* As the Warden, you have authority over the brig and any security officers inside the Brig.&lt;br /&gt;
* If an unauthorized person enters your brig, you may use lethal force.&lt;br /&gt;
* Properly store and maintain all contraband submitted as evidence.&lt;br /&gt;
* Follow Proper Brigging Procedures&lt;br /&gt;
* Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. &lt;br /&gt;
* No prisoner is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available. Should the ten (10) minutes expire without any evidence of any crimes coming to light or charges filed, the prisoner is to be released regardless of accused crimes.&lt;br /&gt;
* Do NOT fully strip the prisoner unless they have earned a permanent sentence&lt;br /&gt;
&lt;br /&gt;
=== Security Sergeant ===&lt;br /&gt;
* Field support officer, primary job is to organize and direct officers during security situations.  &lt;br /&gt;
* Direct security staff across the station to respond to events accordingly. &lt;br /&gt;
* Help provide field information to the HoS as needed. &lt;br /&gt;
* Train and ensure quality in security personnel. &lt;br /&gt;
&lt;br /&gt;
=== Security Medical Officer [WIP] ===&lt;br /&gt;
* Ensure all security personnel are in working condition.&lt;br /&gt;
* Ensure all prisoners are alive and healthy. &lt;br /&gt;
&lt;br /&gt;
=== Detective === &lt;br /&gt;
* You are not Security. You are an investigator. Your revolver is only for self-defense.&lt;br /&gt;
* The Detective&#039;s job is to investigate the remains of any crime, identify the perpetrator, and then ask Security to arrest them for you. That&#039;s right, you have limited security access because you&#039;re supposed to be an evidence collector and hunter of monsters, not a goddamn beat cop or warden.&lt;br /&gt;
* Assist security with finding the culprit of a crime by using your forensic tools and investigation skills.&lt;br /&gt;
&lt;br /&gt;
=== Security Officer ===&lt;br /&gt;
* Likewise, the Heads of Staff have authority over their respective departments. You are expected to assist heads in ejecting unwanted trespassers and demoting unwanted personnel from their departments.&lt;br /&gt;
* The Corporate Regulations is a set of guidelines, meaning you do not have to follow it. You&#039;ll be considered a better officer once you understand which crimes cause legit grief (such as sabotaging a workplace) and which don&#039;t.&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. `&lt;br /&gt;
* Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution.&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t become Shitcurity.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Civil Dispute Officer [WIP] ===&lt;br /&gt;
* Your job is to help handle any civil issues that may arise on the station. Maybe two crew members got into a fight, you should go break it up and try to find a resolution.&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Blueshield === &lt;br /&gt;
# Tenants of being a good blueshield&lt;br /&gt;
# Never go out of your way to assist Heads of Staff unless they request it, be it in combat or other circumstances. This is for your own protection and deniability.&lt;br /&gt;
# Never /ever/ interfere in a fight a Head of Staff starts; unless you have reason to suspect they, or the person they are fighting with, has lethal or otherwise intent of extreme harm. You are a bodyguard, not a babysitter - do NOT be a weapon for them&lt;br /&gt;
# Do NOT touch security matters, at all; if you see someone getting beat or stabbed, and they are not a Head of Staff? Call it in on security. Never. Ever. Interfere with antag situations unless you /must/. This is for your own safety.&lt;br /&gt;
# Never discharge your firearm without good reason. It does a /lot/ of damage, and overpenetrates. Make sure your firing line is clear before shootng. If you hit a civilian, you will do serious damage by accident.&lt;br /&gt;
&#039;&#039;&#039;OOC guidelines - THESE ARE UNAVOIDABLE&#039;&#039;&#039;&lt;br /&gt;
# Never attempt to engage in arresting, or otherwise detaining antagonists or other threats to the Heads Of Staff unless they pose a serious, unmitigable threat to the ongoing safety of your charges&lt;br /&gt;
# Never go out of your way to assist in validhunting. If someone attacks you first; you&#039;re fully allowed to attack them back. Your gear is almost exclusively lethal. Treat it as such; your firearm is the definition of a handcannon.&lt;br /&gt;
# Never attack a head of staff, unless in extreme situations of self defence - and even then, only to disable; not to injure. If you can, apply your baton and disarm them, before using cable-cuffs or whatever you can scrounge up to safely detain them for processing.&lt;br /&gt;
# You are not required to follow orders from any Head Of Staff. You are an agent of CC - You are not within the stations Chain Of Command for a majority of your work; and that includes orders. If you are asked to do something - you should always weigh it against your own objectives, as a Blueshield - and decide to follow it or not; in the case of situations where this results in a demotion, or otherwise negative behaviour from Heads Of Staff - fax Central Command for orders.Central Command for further instructions.&lt;br /&gt;
# Never loot the armory for your own gain, or for more ammunition. This also extends to objects such as fireaxes, sidearm tokens, ecetera; just because you have access, does not mean you have permission. Use your brain.&lt;br /&gt;
# Never go out of your way to kill a threat, unless its unavoidable. Your gun does additional stamina damage per shot - and is quite effective at disabling limbs in 1-2 hits against unarmoured/lightly armoured targets. You dont /need/ to shoot until they die, just go for the arms and follow up with a baton hit. In the case of NLWI (Nonlethal weapon Immune), you are able to shoot until they stop moving. This also applies to CQC+ and other martial arts that make safely detaining the agressor impossible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Use of Force ==&lt;br /&gt;
As a member of the station&#039;s Security force you are one of the best armed and protected people on the station, equipped with the latest in non-lethal takedown technology.&lt;br /&gt;
It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There are a few circumstances where deadly force is permissible:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Red Situation&#039;&#039;&#039; - situations which would warrant a Code Red, such as: full blown mutinies, hostile boarding parties, and Space Wizards automatically authorise lethal force.&lt;br /&gt;
Note: The Alert Status is not required to be elevated to Code Red as in most of these scenarios the Chain of Command will be too damaged or otherwise occupied to raise the Alert Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Lethal Weapons Ineffective&#039;&#039;&#039; - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Personal Risk&#039;&#039;&#039; - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
* Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armed and Dangerous&#039;&#039;&#039; - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
* Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multiple Hostiles&#039;&#039;&#039; - it can be extremely difficult to detain multiple hostiles. As a last resort if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
The taking of one life should be vetted and determined carefully as in the end, the person who decides their fate, takes all responsibility. &lt;br /&gt;
There are other aspects to consider, too. More often than not, the situation won&#039;t be as clear-cut, requiring security officers to think on their feet. You may find yourself wondering as to what extent the law should be applied, for instance, in which case these scenarios might provide useful orientation:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor A:&#039;&#039;&#039; is doing a gimmick, which doesn&#039;t really involve killing people unless in self defense. &#039;&#039;&#039;Traitor A&#039;s&#039;&#039;&#039; gimmick can be considered fun by most of the crew. You may want to either play along, provided doing so would make it more fun for everyone involved, or arrest the guy and run a little gimmick on your own (such as a public trial). Since &#039;&#039;&#039;traitor A&#039;&#039;&#039; is most likely still breaking the law and/or in possession of contraband, it&#039;s up to your discretion what to do, depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor B:&#039;&#039;&#039; is just trying to complete his objectives in a stealthy way. &#039;&#039;&#039;Traitor B&#039;&#039;&#039; is killing people when necessary, or if they&#039;re an assassination target, but he isn&#039;t going on a rampage. In this case, &#039;&#039;&#039;Traitor B&#039;&#039;&#039; should be arrested and have his gear confiscated. Arresting may cut the traitor&#039;s fun short, but it may also make it more fun for B as he has another chance to try and succeed. It&#039;d also give the traitor ways to come up with plans for whatever may happen if he gets caught. If &#039;&#039;&#039;Traitor B&#039;&#039;&#039; tries to gun down security, well, he can&#039;t expect you not to fight back! Consult with the HoS or captain and if they decide execution is the best way to handle this sort of traitor, that&#039;s fine! A public execution may be more fun for everyone than tossing them naked out an airlock, though, and gives a quick-thinking traitor the potential to escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor C:&#039;&#039;&#039; is going on a rampage! He is killing everyone he sees without compromise. You should do everything in your power to stop &#039;&#039;&#039;Traitor C&#039;&#039;&#039;; even lethal force may very well be justifiable in these kind of situations. While this cuts short the traitor&#039;s fun, mindless rampages aren&#039;t that exciting for the most part and tend to be less fun for the majority of players, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;That said, these can only be guidelines and nothing more. Keep a clear head, use your best judgement and don&#039;t be afraid to ask colleagues or other players for advice!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Shitlers/Greytiders ==&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) should be threatened with a stint in perma.&lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by Assistants (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the Armory secure. A persistent greytider should be adminhelped once all possible IC solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable.&lt;br /&gt;
&lt;br /&gt;
== Loss of Life ==&lt;br /&gt;
Loss of crewmember and department staff is considered to be a massive investment lost to Nanotrasean following numerous legal complaints. All crewmember life should be considered valuable and should not be taken lightly. The use of cloning technology is experimental at best and may lead to complications and thus lawsuits if it is determined their death could have been prevented. &lt;br /&gt;
 &lt;br /&gt;
In the event of repeated abuse of cloning and lack of respect for crew life. The offender may be subject to punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DNR BAN&#039;&#039;&#039; &lt;br /&gt;
* Implies player cannot be revived. Should be used to punish those who do not value the life of their character or other players characters.&lt;br /&gt;
&#039;&#039;&#039;Pacification Ban&#039;&#039;&#039;&lt;br /&gt;
* Implies that the player cannot engage in hostile actions aboard the station for a set period of time.&lt;br /&gt;
&lt;br /&gt;
== The Brig / Punishments ==&lt;br /&gt;
Punishments should fit the crime. Use your best judgment and try to give people the benefit of the doubt. Consider the following examples:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into Medbay and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Confiscate the stethoscope and return it to Medbay when possible&lt;br /&gt;
* Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
* Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
* Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
* Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
* Give a ten-minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Remove their EVA suit, any mining tools or other items. Have the detective work his magic on the weapons to confirm what happened.&lt;br /&gt;
* Set a reasonable timer on the cell, or send then to the gulag for a similar sentence.&lt;br /&gt;
* Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on.&lt;br /&gt;
* Inform the Warden or Head of Security and ask them to take over if they say the prisoner is to be permabrigged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Beat the prisoner to the point where they&#039;re critically injured or worse.&lt;br /&gt;
* Strip their items in the rapidly depressurizing engineering room.&lt;br /&gt;
* Let a lynch mob harm your prisoner.&lt;br /&gt;
* Refuse their request to speak with legal counsel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Strip all of their possessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the Warden.&lt;br /&gt;
* Inform the Head of Security.&lt;br /&gt;
* Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
* Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DONT&#039;&#039;&#039;&lt;br /&gt;
* Beat them to death on the spot.&lt;br /&gt;
* Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
* Refuse to negotiate. There are an infinite number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be busting heads infrequently.&lt;br /&gt;
&lt;br /&gt;
== Capital Punishments ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Execution Procedures&#039;&#039;&#039; ===&lt;br /&gt;
Unlawful executions are considered manslaughter if the execution was the cause of incompetence. When evidence shows the execution was not caused by incompetence, the punishment is murder, or when relevant, annihilation.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;All executions must be approved by both the HoS and Acting Captain. In the case where an Acting Captain has not been selected by command, the HoS may make the decision. Otherwise in the presence of a full Captain, refer to them.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Executions may be done either by lethal injection or by firing squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal injection:&#039;&#039;&#039;&lt;br /&gt;
# The captain, the HoS and a medical professional must be present. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner must be buckled in a suitable execution room and allowed their final words.&lt;br /&gt;
# The medical professional proceeds now with the administration of the lethal injection.&lt;br /&gt;
# The body of the prisoner should either be incinerated or stored in a body bag marked &amp;quot;Do not revive&amp;quot;. If the injection fails, the Captain is free to execute the prisoner by other means.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Firing squad:&#039;&#039;&#039;&lt;br /&gt;
# The Captain and HoS must be present. There must be at least two designated shooters. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner should be escorted to a suitable location and allowed their final words.&lt;br /&gt;
# The Captain or HoS commands the designated shooters to fire. Only strictly lethal anti-personnel weapons are allowed to be used.&lt;br /&gt;
# The prisoner&#039;s body should either be incinerated or placed in a body bag marked &amp;quot;Do not revive&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== [WIP] [Updated 6/9/2021] Punishment&#039;s | What you can not do. ==&lt;br /&gt;
As an officer, you will face a variety of criminals and creatures, but Nanotrasen has requirements for how to handle criminal proceedings as listed above an in Corporate Regulations. Going out of your way to utilize a different method of punishment is not acceptable unless approved by Central Command. Otherwise you follow the regulations laid out for you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you cannot do:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Forced Borgification&lt;br /&gt;
# Forced Surgery&lt;br /&gt;
## With the exception of removing implants discovered&lt;br /&gt;
# Extra-Judicial Executions &lt;br /&gt;
## You must follow the process of requesting an execution, you may not handle it yourself or you will be removed from your position.&lt;br /&gt;
# Cremation / Do Not Revival Status&lt;br /&gt;
## This only changes if a prisoner proves to be uncontainable by conventional means.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Riots ==&lt;br /&gt;
=== Station Riots: ===&lt;br /&gt;
Travel in buddy teams (pairs), an alone officer is a dead officer. Retreat to the armoury and obtain the appropriate equipment. Riot suits, helmets and shields will be invaluable in any melee fight. Make sure you still have a non-lethal option. Avoid carrying more than you need. Opt for non-lethal capture where possible. Use internals and adopt reasonable spacing to avoid gas and explosives from decimating the entire team. Don’t get greedy and over-extend yourselves. When stepping into riot situations without intelligence, it’s incredibly easy to get ambushed. Once a single officer falls and is captured, all of the security comms are compromised and now the rioters have access to security as well as security equipment. Travel in a group. If the rioters are contained within an area, start blocking off escapes. Consider using escapes as an alternative point of entry.&lt;br /&gt;
&lt;br /&gt;
== Alert Levels ==&lt;br /&gt;
&lt;br /&gt;
=== Green ===&lt;br /&gt;
&lt;br /&gt;
* Weapons should be holstered.&lt;br /&gt;
* Standard station patrol routes followed.&lt;br /&gt;
* Crew should store spare lethal magazines and equipment.&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* Security may not search crewmembers.&lt;br /&gt;
&lt;br /&gt;
=== Blue ===&lt;br /&gt;
&lt;br /&gt;
Security may set up checkpoints for random searches.&lt;br /&gt;
* Non-lethals may be visible at all times.&lt;br /&gt;
* Searches may be authorized by the Head of Security on suspicious crewmembers.&lt;br /&gt;
* Security Personnel may carry spare non-lethal magazines on person&lt;br /&gt;
* Security Personnel may carry one lethal sidearm magazine on person.&lt;br /&gt;
&lt;br /&gt;
=== Amber ===&lt;br /&gt;
&lt;br /&gt;
1 - 2 active Confirmed hostiles, no recorded bombings. &lt;br /&gt;
* Security personnel may be equipped with lethal primaries &lt;br /&gt;
* Grid Searches Authorized (Security May request access access to departments to search)&lt;br /&gt;
* The acquisition and ordering of security equipment is with reason, but should be done with a reasonable expectation. Equip yourself to the minimum of what is needed, not the maximum. &lt;br /&gt;
* Warden may distribute more ammunition if required.&lt;br /&gt;
* Security is authorized to do random searches. &lt;br /&gt;
&lt;br /&gt;
=== Red ===&lt;br /&gt;
&lt;br /&gt;
Red alert is reserved for when there are multiple confirmed hostiles and entities that could cause massive crew harm. It should typically not be necessary for internal incidents. See Use of Force&lt;br /&gt;
* Armory may be opened and crew equipped.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the HoS or Warden agree.&lt;br /&gt;
* Security can raid departments and arrest any crew member deemed a threat to the station.&lt;br /&gt;
* Crew members must submit to any searches requested by security personnel.&lt;br /&gt;
* Crew may be Deputized &lt;br /&gt;
* Combat Mech’s may be requisitioned&lt;br /&gt;
* Security personnel should stop all personal activity and return to active duty.&lt;br /&gt;
&lt;br /&gt;
=== Delta ===&lt;br /&gt;
&lt;br /&gt;
* Use of martial law is allowed, crew must follow Command and Security orders at the threat of immediate execution. Insubordination during a Delta Class Emergency should be met swiftly, to prevent further loss of life.&lt;br /&gt;
&lt;br /&gt;
=== Gamma ===&lt;br /&gt;
* The universe is ending, goodluck maintaining order.&lt;br /&gt;
&lt;br /&gt;
== Security Controlled Locations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Brig:&#039;&#039;&#039; The Warden runs this. If you&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prison Wing:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Office:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Posts:&#039;&#039;&#039; Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armory:&#039;&#039;&#039; 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.&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arrival Checkpoint:&#039;&#039;&#039; 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&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
== [WIP] Crew Approved Equipment (Permits) ==&lt;br /&gt;
This region of space is very volatile and has lead to the destruction of many vessels, stations and colony&#039;s. This makes salvaging a lucrative option for many travelers and explorers that stop by the station. This salvaging can lead to caches of weapons, armor, explosives, and other items that could be considered dangerous and volatile. It is up to the Warden, Head of Security, or Captain to determine if a permit should be handed out for items brought back by explorers.&lt;br /&gt;
&lt;br /&gt;
== [WIP] Useful Links ==&lt;br /&gt;
[[Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
[[Paperwork]]&lt;br /&gt;
&lt;br /&gt;
[[Antag policy]]&lt;br /&gt;
&lt;br /&gt;
[[Command Policy]]&lt;br /&gt;
&lt;br /&gt;
[[Contraband]]&lt;br /&gt;
&lt;br /&gt;
[[Security items]]&lt;br /&gt;
&lt;br /&gt;
== Handling Criminals ==&lt;br /&gt;
[[File:Security UseOfForce Diagram (1).png|thumb|1074x1074px]]&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6591</id>
		<title>Security Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6591"/>
		<updated>2021-06-10T23:53:21Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: /* Who Orders Who */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Notice&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=This document is in development and may be changed often. Please ensure you check for updates periodically to keep up-to-date.&lt;br /&gt;
&lt;br /&gt;
Last Update: [Updated 6/9/2021] &lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Basic Guiding Principles ==&lt;br /&gt;
&lt;br /&gt;
# Follow the Action-RP Lawset and escalate appropriately. Roleplay whenever possible. Failure to do so will result in punishment.&lt;br /&gt;
# As strongly stated in our Guiding Principles, the main goal of this server is to create a fun roleplaying experience, not to win. If you are concerned about how to win instead of the story experience, this is not the server for you.&lt;br /&gt;
# Whenever you are given the green light to use lethals or &amp;quot;shoot to kill&amp;quot;, this is not a license to execute them when they are downed or are surrendering without due cause.&lt;br /&gt;
# Handle a hostage situation with extreme caution. The preservation of civilians and your comrades should be your #1 priority over arresting someone. Acting as if the hostage does not matter will be punished OOCly for poor roleplay.&lt;br /&gt;
# Be aware of the meta protection placed around antag items. Non-obvious items are meta-protected where other obvious items like an energy crossbow and grenades are not. Typically, if the item is disguised, you don’t know of it.&lt;br /&gt;
# Being a bully as a security officer is acceptable. Being corrupt as a security officer is acceptable. However, if it comes to the point that the way you&#039;re playing shuts down roleplaying opportunities for others, that means you are doing it wrong. You want to create conflict to generate roleplay, not destroy the possibility of it. Furthermore, as a security officer, you cannot ignore obviously antagonistic behavior that is a threat to the station. If you know someone is not a threat to the station, taking a bribe is acceptable.&lt;br /&gt;
# Antagonists are an essential part of the game. Unless it is unsafe to do so, players are encouraged to use methods of punishment that do not remove antagonists from the round such as gulag or perma. Calling for the execution of a non-violent and cooperative antag may be marked as failrp. However, this is entirely up to the Captain, acting captain, or HoS, and their ruling (in order of the CoC) is final.&lt;br /&gt;
# Corporate Regulations is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in the regulations.&lt;br /&gt;
# Work with traitors to create a fun and engaging story, don&#039;t just shut them down to win. &lt;br /&gt;
# ERP is allowed as security as long as you are not needed. Red Alert and higher you should end your ERP and return to your job. (With an exception regarding non-con against security staff)&lt;br /&gt;
# Use the minimum required equipment to handle a situation, you should not be preemptively equipping yourself for threats.&lt;br /&gt;
# Do not go around screaming out the game mode the second you see something. Keep meta-knowledge in mind (detailed below), and never, EVER go and scream out stuff like “traitor”, “ling/changeling”, “malf”, “revs”, and the like. It’s completely LRP behavior and does nothing but encourage validhunting.&lt;br /&gt;
# If you are being demoted, role-play out the scenario and realize that it can happen. Do not attempt a one-person coup, doing so will be considered failrp. Do not drop all context of Roleplay and start acting like shit-tide. &lt;br /&gt;
# The head of your department is the “Head of Security”. If the captain finds this person problematic or demotes them, you are to remember that you work for Nanotrasen, not the Head of Security. Please keep this in mind during Head removals.&lt;br /&gt;
# Remember to use CI, you are in a role that will make use of this far more than most players and has the most related impact.&lt;br /&gt;
# Handle unknowns as if they are unknown, don&#039;t rely on metaknowledge to guide your decision making. What would your character think for the first time.&lt;br /&gt;
# Expect to be potentially Round Removed, you are in a position of power. You have no entitlement to surviving the entire round, if you are pursuing an antagonist expect to have a chance to be removed. This rule applies to Antagonists, Heads of Staff, and Security.&lt;br /&gt;
# Be mindful of civilians in the room or your immediate vicinity (nearby). Your non-lethal rounds bounce off the walls, pepper spray clouds can go far and flashbangs with flashes have a sizable area of effect. You don’t want to hit them.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Availability Policy for Security | What to know! ==&lt;br /&gt;
&lt;br /&gt;
* Commanding officers such as the head of security and security sergeant should refrain from needlessly calling all available officers to handle a matter unless said matter is a station-wide emergency, rather they should allocate officers smartly to a situation and keep officers on reserve. Officers do need a break ICly to perform at their best, and OOCly, they want to roleplay and relax as well, not chase after everything all the time. You are, after all, given way more security slots than is usual for a server of this type. They were not meant to be used all at once unless it is a station-wide emergency. Using all at once upsets the balance, not to mention it reduces the flexibility of security and can mentally exhaust the players playing the security officer.&lt;br /&gt;
&lt;br /&gt;
* From both an OOC and IC perspective, all officers must stop what they&#039;re doing within a timely period if they are able to handle an emergency when called upon, whether it&#039;s a manhunt, a pirate attack, or a general shortage in personnel. Failure to do when it makes sense ICly and if you are not impeded in any way may open you up to a security ban, as such behavior is considered LRP. If an officer is unable to do so due to being impeded either through imprisonment, capture, health and so forth, they will not be punished, as it would make IC sense that they would not be able to respond. While they should not be called upon needlessly, they should always be ready to respond if able. If they wish to be free of this burden, they can go on the break by asking to be converted to an &amp;quot;assistant&amp;quot; or &amp;quot;off-duty&amp;quot; role.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
This document should serve to work as a set of guidelines, references, and suggestions on how to handle antagonists and crimes on the station. It will also clarify the roles of all persons involved with security. Both their job requirements and their restrictions. If you find something that appears to go against corporate regulations, you are to make a report of the situation and file it with both the Head of Personal, the Captain, and the Head of Security. If you believe the situation is egregious enough that it warrants direct Central Command Involvement, you may attempt to contact them and let them know directly of the situation. &lt;br /&gt;
&lt;br /&gt;
== Who Orders Who ==&lt;br /&gt;
* Civil Disputes Officer | Your are the lowest rank in security. You follow orders from Sergeants, and the Head of Security.&lt;br /&gt;
* Security Officers, detectives, and Security Medic&#039;s all share the same rank. &lt;br /&gt;
* The Sergeant is in charge of all officers active in the field, outside of the armory, they are the first point of contact for security personnel. &lt;br /&gt;
* The Warden is second in command to the HoS commanding all situations involving the armory and brig. &lt;br /&gt;
* The Head of Security is at the top of the security hierarchy. All security members take orders from him, and he takes his orders from the Captain.&lt;br /&gt;
* 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.&lt;br /&gt;
* The Blueshield reports directly to the Captain and Command Staff. They may request security support during an incident, but may not make an arrest. Though they are also directly under Central Command and can be called upon by Central to override command staff. &lt;br /&gt;
&lt;br /&gt;
== Key Points | What you should know about your job! ==&lt;br /&gt;
&lt;br /&gt;
===Head of Security===&lt;br /&gt;
* Determine the correct amount of force for any situation.&lt;br /&gt;
* Organize and maintain peace on the station.&lt;br /&gt;
* Your job isn&#039;t to hunt people down unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into&lt;br /&gt;
* With the addition of your new ranks, your role is now primarily ensuring the proper management and action of your immediate staff. &lt;br /&gt;
* You are no longer expected to be active in the field. &lt;br /&gt;
* Ensure your officers are responding appropriately.&lt;br /&gt;
&lt;br /&gt;
=== Warden ===&lt;br /&gt;
* Look after the prisoners, make sure they don&#039;t die or get unfair sentences. Feel free to talk and get to know your prisoners, you probably want to know what they did to be sentenced to Perma and whether you need to worry or can rely on them in an emergency. &lt;br /&gt;
* Arm security with weapons in times of war. &lt;br /&gt;
* You are not a Security Officer and do not have to go outside of the brig (and really should not go out of the brig). Stay in the brig.&lt;br /&gt;
* As the Warden, you have authority over the brig and any security officers inside the Brig.&lt;br /&gt;
* If an unauthorized person enters your brig, you may use lethal force.&lt;br /&gt;
* Properly store and maintain all contraband submitted as evidence.&lt;br /&gt;
* Follow Proper Brigging Procedures&lt;br /&gt;
* Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. &lt;br /&gt;
* No prisoner is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available. Should the ten (10) minutes expire without any evidence of any crimes coming to light or charges filed, the prisoner is to be released regardless of accused crimes.&lt;br /&gt;
* Do NOT fully strip the prisoner unless they have earned a permanent sentence&lt;br /&gt;
&lt;br /&gt;
=== Security Sergeant ===&lt;br /&gt;
* Field support officer, primary job is to organize and direct officers during security situations.  &lt;br /&gt;
* Direct security staff across the station to respond to events accordingly. &lt;br /&gt;
* Help provide field information to the HoS as needed. &lt;br /&gt;
* Train and ensure quality in security personnel. &lt;br /&gt;
&lt;br /&gt;
=== Security Medical Officer [WIP] ===&lt;br /&gt;
* Ensure all security personnel are in working condition.&lt;br /&gt;
* Ensure all prisoners are alive and healthy. &lt;br /&gt;
&lt;br /&gt;
=== Detective === &lt;br /&gt;
* You are not Security. You are an investigator. Your revolver is only for self-defense.&lt;br /&gt;
* The Detective&#039;s job is to investigate the remains of any crime, identify the perpetrator, and then ask Security to arrest them for you. That&#039;s right, you have limited security access because you&#039;re supposed to be an evidence collector and hunter of monsters, not a goddamn beat cop or warden.&lt;br /&gt;
* Assist security with finding the culprit of a crime by using your forensic tools and investigation skills.&lt;br /&gt;
&lt;br /&gt;
=== Security Officer ===&lt;br /&gt;
* Likewise, the Heads of Staff have authority over their respective departments. You are expected to assist heads in ejecting unwanted trespassers and demoting unwanted personnel from their departments.&lt;br /&gt;
* The Corporate Regulations is a set of guidelines, meaning you do not have to follow it. You&#039;ll be considered a better officer once you understand which crimes cause legit grief (such as sabotaging a workplace) and which don&#039;t.&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. `&lt;br /&gt;
* Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution.&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t become Shitcurity.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Civil Dispute Officer [WIP] ===&lt;br /&gt;
* Your job is to help handle any civil issues that may arise on the station. Maybe two crew members got into a fight, you should go break it up and try to find a resolution.&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Blueshield === &lt;br /&gt;
# Tenants of being a good blueshield&lt;br /&gt;
# Never go out of your way to assist Heads of Staff unless they request it, be it in combat or other circumstances. This is for your own protection and deniability.&lt;br /&gt;
# Never /ever/ interfere in a fight a Head of Staff starts; unless you have reason to suspect they, or the person they are fighting with, has lethal or otherwise intent of extreme harm. You are a bodyguard, not a babysitter - do NOT be a weapon for them&lt;br /&gt;
# Do NOT touch security matters, at all; if you see someone getting beat or stabbed, and they are not a Head of Staff? Call it in on security. Never. Ever. Interfere with antag situations unless you /must/. This is for your own safety.&lt;br /&gt;
# Never discharge your firearm without good reason. It does a /lot/ of damage, and overpenetrates. Make sure your firing line is clear before shootng. If you hit a civilian, you will do serious damage by accident.&lt;br /&gt;
&#039;&#039;&#039;OOC guidelines - THESE ARE UNAVOIDABLE&#039;&#039;&#039;&lt;br /&gt;
# Never attempt to engage in arresting, or otherwise detaining antagonists or other threats to the Heads Of Staff unless they pose a serious, unmitigable threat to the ongoing safety of your charges&lt;br /&gt;
# Never go out of your way to assist in validhunting. If someone attacks you first; you&#039;re fully allowed to attack them back. Your gear is almost exclusively lethal. Treat it as such; your firearm is the definition of a handcannon.&lt;br /&gt;
# Never attack a head of staff, unless in extreme situations of self defence - and even then, only to disable; not to injure. If you can, apply your baton and disarm them, before using cable-cuffs or whatever you can scrounge up to safely detain them for processing.&lt;br /&gt;
# You are not required to follow orders from any Head Of Staff. You are an agent of CC - You are not within the stations Chain Of Command for a majority of your work; and that includes orders. If you are asked to do something - you should always weigh it against your own objectives, as a Blueshield - and decide to follow it or not; in the case of situations where this results in a demotion, or otherwise negative behaviour from Heads Of Staff - fax Central Command for orders.Central Command for further instructions.&lt;br /&gt;
# Never loot the armory for your own gain, or for more ammunition. This also extends to objects such as fireaxes, sidearm tokens, ecetera; just because you have access, does not mean you have permission. Use your brain.&lt;br /&gt;
# Never go out of your way to kill a threat, unless its unavoidable. Your gun does additional stamina damage per shot - and is quite effective at disabling limbs in 1-2 hits against unarmoured/lightly armoured targets. You dont /need/ to shoot until they die, just go for the arms and follow up with a baton hit. In the case of NLWI (Nonlethal weapon Immune), you are able to shoot until they stop moving. This also applies to CQC+ and other martial arts that make safely detaining the agressor impossible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Use of Force ==&lt;br /&gt;
As a member of the station&#039;s Security force you are one of the best armed and protected people on the station, equipped with the latest in non-lethal takedown technology.&lt;br /&gt;
It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There are a few circumstances where deadly force is permissible:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Red Situation&#039;&#039;&#039; - situations which would warrant a Code Red, such as: full blown mutinies, hostile boarding parties, and Space Wizards automatically authorise lethal force.&lt;br /&gt;
Note: The Alert Status is not required to be elevated to Code Red as in most of these scenarios the Chain of Command will be too damaged or otherwise occupied to raise the Alert Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Lethal Weapons Ineffective&#039;&#039;&#039; - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Personal Risk&#039;&#039;&#039; - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
* Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armed and Dangerous&#039;&#039;&#039; - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
* Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multiple Hostiles&#039;&#039;&#039; - it can be extremely difficult to detain multiple hostiles. As a last resort if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
The taking of one life should be vetted and determined carefully as in the end, the person who decides their fate, takes all responsibility. &lt;br /&gt;
There are other aspects to consider, too. More often than not, the situation won&#039;t be as clear-cut, requiring security officers to think on their feet. You may find yourself wondering as to what extent the law should be applied, for instance, in which case these scenarios might provide useful orientation:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor A:&#039;&#039;&#039; is doing a gimmick, which doesn&#039;t really involve killing people unless in self defense. &#039;&#039;&#039;Traitor A&#039;s&#039;&#039;&#039; gimmick can be considered fun by most of the crew. You may want to either play along, provided doing so would make it more fun for everyone involved, or arrest the guy and run a little gimmick on your own (such as a public trial). Since &#039;&#039;&#039;traitor A&#039;&#039;&#039; is most likely still breaking the law and/or in possession of contraband, it&#039;s up to your discretion what to do, depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor B:&#039;&#039;&#039; is just trying to complete his objectives in a stealthy way. &#039;&#039;&#039;Traitor B&#039;&#039;&#039; is killing people when necessary, or if they&#039;re an assassination target, but he isn&#039;t going on a rampage. In this case, &#039;&#039;&#039;Traitor B&#039;&#039;&#039; should be arrested and have his gear confiscated. Arresting may cut the traitor&#039;s fun short, but it may also make it more fun for B as he has another chance to try and succeed. It&#039;d also give the traitor ways to come up with plans for whatever may happen if he gets caught. If &#039;&#039;&#039;Traitor B&#039;&#039;&#039; tries to gun down security, well, he can&#039;t expect you not to fight back! Consult with the HoS or captain and if they decide execution is the best way to handle this sort of traitor, that&#039;s fine! A public execution may be more fun for everyone than tossing them naked out an airlock, though, and gives a quick-thinking traitor the potential to escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor C:&#039;&#039;&#039; is going on a rampage! He is killing everyone he sees without compromise. You should do everything in your power to stop &#039;&#039;&#039;Traitor C&#039;&#039;&#039;; even lethal force may very well be justifiable in these kind of situations. While this cuts short the traitor&#039;s fun, mindless rampages aren&#039;t that exciting for the most part and tend to be less fun for the majority of players, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;That said, these can only be guidelines and nothing more. Keep a clear head, use your best judgement and don&#039;t be afraid to ask colleagues or other players for advice!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Non-Aggressive/Non-Combatant Entities ==&lt;br /&gt;
&lt;br /&gt;
Non-aggressive and/or non-combatant antagonists such as, but not limited to: Vampires, Changelings, Wizards, etc. may be present on the station at any given time. While these entities are normally labeled Enemies of the Corp, not all of these entities are violent or have malicious motivations/intent. These entities may be able to provide station members and security personnel with intelligence on known or unknown threats, assist in the apprehension of criminals, or may be seeking shelter in the station and thus will assist with daily operations such as cleaning, cooking, etc.&lt;br /&gt;
&lt;br /&gt;
Station heads of staff and security personnel should make an effort to ascertain the intent and motivations of perceived antagonists before they are executed, borged, or exiled. While these entities may be officially labeled by Nanotrasen as Enemies of the Corp and thus may be killed on site, security staff are strongly encouraged to allow these entities to exist with or without restrictions as long as they are not aggressive and/or not combative.&lt;br /&gt;
If they utilize this to hide their activities before becoming hostile. Use of Lethal Force is allowed.&lt;br /&gt;
&lt;br /&gt;
== Shitlers/Greytiders ==&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) should be threatened with a stint in perma.&lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by Assistants (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the Armory secure.&lt;br /&gt;
A persistent greytider should be adminhelped once all possible IC solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable.&lt;br /&gt;
&lt;br /&gt;
== Loss of Life ==&lt;br /&gt;
Loss of crewmember and department staff is considered to be a massive investment lost to Nanotrasean following numerous legal complaints. All crewmember life should be considered valuable and should not be taken lightly. The use of cloning technology is experimental at best and may lead to complications and thus lawsuits if it is determined their death could have been prevented. &lt;br /&gt;
 &lt;br /&gt;
In the event of repeated abuse of cloning and lack of respect for crew life. The offender may be subject to punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DNR BAN&#039;&#039;&#039; &lt;br /&gt;
* Implies player cannot be revived. Should be used to punish those who do not value the life of their character or other players characters.&lt;br /&gt;
&#039;&#039;&#039;Pacification Ban&#039;&#039;&#039;&lt;br /&gt;
* Implies that the player cannot engage in hostile actions aboard the station for a set period of time.&lt;br /&gt;
&lt;br /&gt;
== The Brig / Punishments ==&lt;br /&gt;
Punishments should fit the crime. Use your best judgment and try to give people the benefit of the doubt. Consider the following examples:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into Medbay and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Confiscate the stethoscope and return it to Medbay when possible&lt;br /&gt;
* Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
* Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
* Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
* Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
* Give a ten-minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Remove their EVA suit, any mining tools or other items. Have the detective work his magic on the weapons to confirm what happened.&lt;br /&gt;
* Set a reasonable timer on the cell, or send then to the gulag for a similar sentence.&lt;br /&gt;
* Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on.&lt;br /&gt;
* Inform the Warden or Head of Security and ask them to take over if they say the prisoner is to be permabrigged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Beat the prisoner to the point where they&#039;re critically injured or worse.&lt;br /&gt;
* Strip their items in the rapidly depressurizing engineering room.&lt;br /&gt;
* Let a lynch mob harm your prisoner.&lt;br /&gt;
* Refuse their request to speak with legal counsel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Strip all of their possessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the Warden.&lt;br /&gt;
* Inform the Head of Security.&lt;br /&gt;
* Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
* Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DONT&#039;&#039;&#039;&lt;br /&gt;
* Beat them to death on the spot.&lt;br /&gt;
* Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
* Refuse to negotiate. There are an infinite number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be busting heads infrequently.&lt;br /&gt;
&lt;br /&gt;
== Capital Punishments ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Execution Procedures&#039;&#039;&#039; ===&lt;br /&gt;
Unlawful executions are considered manslaughter if the execution was the cause of incompetence. When evidence shows the execution was not caused by incompetence, the punishment is murder, or when relevant, annihilation.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;All executions must be approved by both the HoS and Acting Captain. In the case where an Acting Captain has not been selected by command, the HoS may make the decision. Otherwise in the presence of a full Captain, refer to them.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Executions may be done either by lethal injection or by firing squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal injection:&#039;&#039;&#039;&lt;br /&gt;
# The captain, the HoS and a medical professional must be present. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner must be buckled in a suitable execution room and allowed their final words.&lt;br /&gt;
# The medical professional proceeds now with the administration of the lethal injection.&lt;br /&gt;
# The body of the prisoner should either be incinerated or stored in a body bag marked &amp;quot;Do not revive&amp;quot;. If the injection fails, the Captain is free to execute the prisoner by other means.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Firing squad:&#039;&#039;&#039;&lt;br /&gt;
# The Captain and HoS must be present. There must be at least two designated shooters. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner should be escorted to a suitable location and allowed their final words.&lt;br /&gt;
# The Captain or HoS commands the designated shooters to fire. Only strictly lethal anti-personnel weapons are allowed to be used.&lt;br /&gt;
# The prisoner&#039;s body should either be incinerated or placed in a body bag marked &amp;quot;Do not revive&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== [WIP] [Updated 6/9/2021] Punishment&#039;s | What you can not do. ==&lt;br /&gt;
As an officer, you will face a variety of criminals and creatures, but Nanotrasen has requirements for how to handle criminal proceedings as listed above an in Corporate Regulations. Going out of your way to utilize a different method of punishment is not acceptable unless approved by Central Command. Otherwise you follow the regulations laid out for you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you cannot do:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Forced Borgification&lt;br /&gt;
# Forced Surgery&lt;br /&gt;
## With the exception of removing implants discovered&lt;br /&gt;
# Extra-Judicial Executions &lt;br /&gt;
## You must follow the process of requesting an execution, you may not handle it yourself or you will be removed from your position.&lt;br /&gt;
# Cremation / Do Not Revival Status&lt;br /&gt;
## This only changes if a prisoner proves to be uncontainable by conventional means.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Riots ==&lt;br /&gt;
=== Station Riots: ===&lt;br /&gt;
Travel in buddy teams (pairs), an alone officer is a dead officer. Retreat to the armoury and obtain the appropriate equipment. Riot suits, helmets and shields will be invaluable in any melee fight. Make sure you still have a non-lethal option. Avoid carrying more than you need. Opt for non-lethal capture where possible. Use internals and adopt reasonable spacing to avoid gas and explosives from decimating the entire team. Don’t get greedy and over-extend yourselves. When stepping into riot situations without intelligence, it’s incredibly easy to get ambushed. Once a single officer falls and is captured, all of the security comms are compromised and now the rioters have access to security as well as security equipment. Travel in a group. If the rioters are contained within an area, start blocking off escapes. Consider using escapes as an alternative point of entry.&lt;br /&gt;
&lt;br /&gt;
== Alert Levels ==&lt;br /&gt;
&lt;br /&gt;
=== Green ===&lt;br /&gt;
&lt;br /&gt;
* Weapons should be holstered.&lt;br /&gt;
* Standard station patrol routes followed.&lt;br /&gt;
* Crew should store spare lethal magazines and equipment.&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* Security must respect the privacy of crew members and no unauthorized searches are allowed.&lt;br /&gt;
&lt;br /&gt;
=== Blue ===&lt;br /&gt;
&lt;br /&gt;
Security may set up checkpoints for random searches.&lt;br /&gt;
* Non-lethals may be visible at all times.&lt;br /&gt;
* Searches may be authorized by the Head of Security on suspicious crewmembers.&lt;br /&gt;
* Security Personnel may carry spare non-lethal magazines on person&lt;br /&gt;
* Security Personnel may carry one lethal sidearm magazine on person.&lt;br /&gt;
&lt;br /&gt;
=== Amber ===&lt;br /&gt;
&lt;br /&gt;
1 - 2 active Confirmed hostiles, no recorded bombings. &lt;br /&gt;
* Security personnel may be equipped with lethal primaries &lt;br /&gt;
* Grid Searches Authorized &lt;br /&gt;
* The acquisition and ordering of security equipment is with reason, but should be done with a reasonable expectation. Equip yourself to the minimum of what is needed, not the maximum. &lt;br /&gt;
* Warden may distribute more ammunition if required.&lt;br /&gt;
&lt;br /&gt;
=== Red ===&lt;br /&gt;
&lt;br /&gt;
Red alert is reserved for when there are multiple confirmed hostiles and entities that could cause massive crew harm. It should typically not be necessary for internal incidents. See Use of Force&lt;br /&gt;
* Armory may be opened and crew equipped.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the HoS or Sergeant agree.&lt;br /&gt;
* Security can raid departments and arrest any crew member deemed a threat to the station.&lt;br /&gt;
* Crew members must submit to any searches requested by security personnel.&lt;br /&gt;
* Crew may be Deputized &lt;br /&gt;
* Combat Mech’s may be requisitioned&lt;br /&gt;
* Security personnel should stop all personal activity and return to active duty.&lt;br /&gt;
&lt;br /&gt;
=== Delta ===&lt;br /&gt;
&lt;br /&gt;
* Use of martial law is allowed, crew must follow Command and Security orders at the threat of immediate execution. Insubordination during a Delta Class Emergency should be met swiftly, to prevent further loss of life.&lt;br /&gt;
&lt;br /&gt;
=== Gamma ===&lt;br /&gt;
* The universe is ending, goodluck maintaining order.&lt;br /&gt;
&lt;br /&gt;
== Security Controlled Locations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Brig:&#039;&#039;&#039; The Warden runs this. If you&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prison Wing:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Office:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Posts:&#039;&#039;&#039; Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armory:&#039;&#039;&#039; 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.&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arrival Checkpoint:&#039;&#039;&#039; 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&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
== [WIP] Crew Approved Equipment (Permits) ==&lt;br /&gt;
This region of space is very volatile and has lead to the destruction of many vessels, stations and colony&#039;s. This makes salvaging a lucrative option for many travelers and explorers that stop by the station. This salvaging can lead to caches of weapons, armor, explosives, and other items that could be considered dangerous and volatile. It is up to the Warden, Head of Security, or Captain to determine if a permit should be handed out for items brought back by explorers.&lt;br /&gt;
&lt;br /&gt;
== [WIP] Useful Links ==&lt;br /&gt;
[[Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
[[Paperwork]]&lt;br /&gt;
&lt;br /&gt;
[[Antag policy]]&lt;br /&gt;
&lt;br /&gt;
[[Command Policy]]&lt;br /&gt;
&lt;br /&gt;
[[Contraband]]&lt;br /&gt;
&lt;br /&gt;
[[Security items]]&lt;br /&gt;
&lt;br /&gt;
== Handling Criminals ==&lt;br /&gt;
[[File:Security UseOfForce Diagram (1).png|thumb|1074x1074px]]&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6590</id>
		<title>Security Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6590"/>
		<updated>2021-06-10T23:51:49Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: /* Handling Criminals */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Notice&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=This document is in development and may be changed often. Please ensure you check for updates periodically to keep up-to-date.&lt;br /&gt;
&lt;br /&gt;
Last Update: [Updated 6/9/2021] &lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Basic Guiding Principles ==&lt;br /&gt;
&lt;br /&gt;
# Follow the Action-RP Lawset and escalate appropriately. Roleplay whenever possible. Failure to do so will result in punishment.&lt;br /&gt;
# As strongly stated in our Guiding Principles, the main goal of this server is to create a fun roleplaying experience, not to win. If you are concerned about how to win instead of the story experience, this is not the server for you.&lt;br /&gt;
# Whenever you are given the green light to use lethals or &amp;quot;shoot to kill&amp;quot;, this is not a license to execute them when they are downed or are surrendering without due cause.&lt;br /&gt;
# Handle a hostage situation with extreme caution. The preservation of civilians and your comrades should be your #1 priority over arresting someone. Acting as if the hostage does not matter will be punished OOCly for poor roleplay.&lt;br /&gt;
# Be aware of the meta protection placed around antag items. Non-obvious items are meta-protected where other obvious items like an energy crossbow and grenades are not. Typically, if the item is disguised, you don’t know of it.&lt;br /&gt;
# Being a bully as a security officer is acceptable. Being corrupt as a security officer is acceptable. However, if it comes to the point that the way you&#039;re playing shuts down roleplaying opportunities for others, that means you are doing it wrong. You want to create conflict to generate roleplay, not destroy the possibility of it. Furthermore, as a security officer, you cannot ignore obviously antagonistic behavior that is a threat to the station. If you know someone is not a threat to the station, taking a bribe is acceptable.&lt;br /&gt;
# Antagonists are an essential part of the game. Unless it is unsafe to do so, players are encouraged to use methods of punishment that do not remove antagonists from the round such as gulag or perma. Calling for the execution of a non-violent and cooperative antag may be marked as failrp. However, this is entirely up to the Captain, acting captain, or HoS, and their ruling (in order of the CoC) is final.&lt;br /&gt;
# Corporate Regulations is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in the regulations.&lt;br /&gt;
# Work with traitors to create a fun and engaging story, don&#039;t just shut them down to win. &lt;br /&gt;
# ERP is allowed as security as long as you are not needed. Red Alert and higher you should end your ERP and return to your job. (With an exception regarding non-con against security staff)&lt;br /&gt;
# Use the minimum required equipment to handle a situation, you should not be preemptively equipping yourself for threats.&lt;br /&gt;
# Do not go around screaming out the game mode the second you see something. Keep meta-knowledge in mind (detailed below), and never, EVER go and scream out stuff like “traitor”, “ling/changeling”, “malf”, “revs”, and the like. It’s completely LRP behavior and does nothing but encourage validhunting.&lt;br /&gt;
# If you are being demoted, role-play out the scenario and realize that it can happen. Do not attempt a one-person coup, doing so will be considered failrp. Do not drop all context of Roleplay and start acting like shit-tide. &lt;br /&gt;
# The head of your department is the “Head of Security”. If the captain finds this person problematic or demotes them, you are to remember that you work for Nanotrasen, not the Head of Security. Please keep this in mind during Head removals.&lt;br /&gt;
# Remember to use CI, you are in a role that will make use of this far more than most players and has the most related impact.&lt;br /&gt;
# Handle unknowns as if they are unknown, don&#039;t rely on metaknowledge to guide your decision making. What would your character think for the first time.&lt;br /&gt;
# Expect to be potentially Round Removed, you are in a position of power. You have no entitlement to surviving the entire round, if you are pursuing an antagonist expect to have a chance to be removed. This rule applies to Antagonists, Heads of Staff, and Security.&lt;br /&gt;
# Be mindful of civilians in the room or your immediate vicinity (nearby). Your non-lethal rounds bounce off the walls, pepper spray clouds can go far and flashbangs with flashes have a sizable area of effect. You don’t want to hit them.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Availability Policy for Security | What to know! ==&lt;br /&gt;
&lt;br /&gt;
* Commanding officers such as the head of security and security sergeant should refrain from needlessly calling all available officers to handle a matter unless said matter is a station-wide emergency, rather they should allocate officers smartly to a situation and keep officers on reserve. Officers do need a break ICly to perform at their best, and OOCly, they want to roleplay and relax as well, not chase after everything all the time. You are, after all, given way more security slots than is usual for a server of this type. They were not meant to be used all at once unless it is a station-wide emergency. Using all at once upsets the balance, not to mention it reduces the flexibility of security and can mentally exhaust the players playing the security officer.&lt;br /&gt;
&lt;br /&gt;
* From both an OOC and IC perspective, all officers must stop what they&#039;re doing within a timely period if they are able to handle an emergency when called upon, whether it&#039;s a manhunt, a pirate attack, or a general shortage in personnel. Failure to do when it makes sense ICly and if you are not impeded in any way may open you up to a security ban, as such behavior is considered LRP. If an officer is unable to do so due to being impeded either through imprisonment, capture, health and so forth, they will not be punished, as it would make IC sense that they would not be able to respond. While they should not be called upon needlessly, they should always be ready to respond if able. If they wish to be free of this burden, they can go on the break by asking to be converted to an &amp;quot;assistant&amp;quot; or &amp;quot;off-duty&amp;quot; role.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
This document should serve to work as a set of guidelines, references, and suggestions on how to handle antagonists and crimes on the station. It will also clarify the roles of all persons involved with security. Both their job requirements and their restrictions. If you find something that appears to go against corporate regulations, you are to make a report of the situation and file it with both the Head of Personal, the Captain, and the Head of Security. If you believe the situation is egregious enough that it warrants direct Central Command Involvement, you may attempt to contact them and let them know directly of the situation. &lt;br /&gt;
&lt;br /&gt;
== Who Orders Who ==&lt;br /&gt;
* Civil Disputes Officer&lt;br /&gt;
* Security Officers, detectives, and Security Medic&#039;s all share the same rank. &lt;br /&gt;
* The Sergeant is in charge of all officers active in the field, outside of the armory, they are the first point of contact for security personnel. &lt;br /&gt;
* The Warden is second in command to the HoS commanding all situations involving the armory and brig. &lt;br /&gt;
* The Head of Security is at the top of the security hierarchy. All security members take orders from him, and he takes his orders from the Captain.&lt;br /&gt;
* 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.&lt;br /&gt;
* The Blueshield reports directly to the Captain and Command Staff. They may request security support during an incident, but may not make an arrest. Though they are also directly under Central Command and can be called upon by Central to override command staff. &lt;br /&gt;
&lt;br /&gt;
== Key Points | What you should know about your job! ==&lt;br /&gt;
&lt;br /&gt;
===Head of Security===&lt;br /&gt;
* Determine the correct amount of force for any situation.&lt;br /&gt;
* Organize and maintain peace on the station.&lt;br /&gt;
* Your job isn&#039;t to hunt people down unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into&lt;br /&gt;
* With the addition of your new ranks, your role is now primarily ensuring the proper management and action of your immediate staff. &lt;br /&gt;
* You are no longer expected to be active in the field. &lt;br /&gt;
* Ensure your officers are responding appropriately.&lt;br /&gt;
&lt;br /&gt;
=== Warden ===&lt;br /&gt;
* Look after the prisoners, make sure they don&#039;t die or get unfair sentences. Feel free to talk and get to know your prisoners, you probably want to know what they did to be sentenced to Perma and whether you need to worry or can rely on them in an emergency. &lt;br /&gt;
* Arm security with weapons in times of war. &lt;br /&gt;
* You are not a Security Officer and do not have to go outside of the brig (and really should not go out of the brig). Stay in the brig.&lt;br /&gt;
* As the Warden, you have authority over the brig and any security officers inside the Brig.&lt;br /&gt;
* If an unauthorized person enters your brig, you may use lethal force.&lt;br /&gt;
* Properly store and maintain all contraband submitted as evidence.&lt;br /&gt;
* Follow Proper Brigging Procedures&lt;br /&gt;
* Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. &lt;br /&gt;
* No prisoner is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available. Should the ten (10) minutes expire without any evidence of any crimes coming to light or charges filed, the prisoner is to be released regardless of accused crimes.&lt;br /&gt;
* Do NOT fully strip the prisoner unless they have earned a permanent sentence&lt;br /&gt;
&lt;br /&gt;
=== Security Sergeant ===&lt;br /&gt;
* Field support officer, primary job is to organize and direct officers during security situations.  &lt;br /&gt;
* Direct security staff across the station to respond to events accordingly. &lt;br /&gt;
* Help provide field information to the HoS as needed. &lt;br /&gt;
* Train and ensure quality in security personnel. &lt;br /&gt;
&lt;br /&gt;
=== Security Medical Officer [WIP] ===&lt;br /&gt;
* Ensure all security personnel are in working condition.&lt;br /&gt;
* Ensure all prisoners are alive and healthy. &lt;br /&gt;
&lt;br /&gt;
=== Detective === &lt;br /&gt;
* You are not Security. You are an investigator. Your revolver is only for self-defense.&lt;br /&gt;
* The Detective&#039;s job is to investigate the remains of any crime, identify the perpetrator, and then ask Security to arrest them for you. That&#039;s right, you have limited security access because you&#039;re supposed to be an evidence collector and hunter of monsters, not a goddamn beat cop or warden.&lt;br /&gt;
* Assist security with finding the culprit of a crime by using your forensic tools and investigation skills.&lt;br /&gt;
&lt;br /&gt;
=== Security Officer ===&lt;br /&gt;
* Likewise, the Heads of Staff have authority over their respective departments. You are expected to assist heads in ejecting unwanted trespassers and demoting unwanted personnel from their departments.&lt;br /&gt;
* The Corporate Regulations is a set of guidelines, meaning you do not have to follow it. You&#039;ll be considered a better officer once you understand which crimes cause legit grief (such as sabotaging a workplace) and which don&#039;t.&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. `&lt;br /&gt;
* Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution.&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t become Shitcurity.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Civil Dispute Officer [WIP] ===&lt;br /&gt;
* Your job is to help handle any civil issues that may arise on the station. Maybe two crew members got into a fight, you should go break it up and try to find a resolution.&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Blueshield === &lt;br /&gt;
# Tenants of being a good blueshield&lt;br /&gt;
# Never go out of your way to assist Heads of Staff unless they request it, be it in combat or other circumstances. This is for your own protection and deniability.&lt;br /&gt;
# Never /ever/ interfere in a fight a Head of Staff starts; unless you have reason to suspect they, or the person they are fighting with, has lethal or otherwise intent of extreme harm. You are a bodyguard, not a babysitter - do NOT be a weapon for them&lt;br /&gt;
# Do NOT touch security matters, at all; if you see someone getting beat or stabbed, and they are not a Head of Staff? Call it in on security. Never. Ever. Interfere with antag situations unless you /must/. This is for your own safety.&lt;br /&gt;
# Never discharge your firearm without good reason. It does a /lot/ of damage, and overpenetrates. Make sure your firing line is clear before shootng. If you hit a civilian, you will do serious damage by accident.&lt;br /&gt;
&#039;&#039;&#039;OOC guidelines - THESE ARE UNAVOIDABLE&#039;&#039;&#039;&lt;br /&gt;
# Never attempt to engage in arresting, or otherwise detaining antagonists or other threats to the Heads Of Staff unless they pose a serious, unmitigable threat to the ongoing safety of your charges&lt;br /&gt;
# Never go out of your way to assist in validhunting. If someone attacks you first; you&#039;re fully allowed to attack them back. Your gear is almost exclusively lethal. Treat it as such; your firearm is the definition of a handcannon.&lt;br /&gt;
# Never attack a head of staff, unless in extreme situations of self defence - and even then, only to disable; not to injure. If you can, apply your baton and disarm them, before using cable-cuffs or whatever you can scrounge up to safely detain them for processing.&lt;br /&gt;
# You are not required to follow orders from any Head Of Staff. You are an agent of CC - You are not within the stations Chain Of Command for a majority of your work; and that includes orders. If you are asked to do something - you should always weigh it against your own objectives, as a Blueshield - and decide to follow it or not; in the case of situations where this results in a demotion, or otherwise negative behaviour from Heads Of Staff - fax Central Command for orders.Central Command for further instructions.&lt;br /&gt;
# Never loot the armory for your own gain, or for more ammunition. This also extends to objects such as fireaxes, sidearm tokens, ecetera; just because you have access, does not mean you have permission. Use your brain.&lt;br /&gt;
# Never go out of your way to kill a threat, unless its unavoidable. Your gun does additional stamina damage per shot - and is quite effective at disabling limbs in 1-2 hits against unarmoured/lightly armoured targets. You dont /need/ to shoot until they die, just go for the arms and follow up with a baton hit. In the case of NLWI (Nonlethal weapon Immune), you are able to shoot until they stop moving. This also applies to CQC+ and other martial arts that make safely detaining the agressor impossible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Use of Force ==&lt;br /&gt;
As a member of the station&#039;s Security force you are one of the best armed and protected people on the station, equipped with the latest in non-lethal takedown technology.&lt;br /&gt;
It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There are a few circumstances where deadly force is permissible:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Red Situation&#039;&#039;&#039; - situations which would warrant a Code Red, such as: full blown mutinies, hostile boarding parties, and Space Wizards automatically authorise lethal force.&lt;br /&gt;
Note: The Alert Status is not required to be elevated to Code Red as in most of these scenarios the Chain of Command will be too damaged or otherwise occupied to raise the Alert Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Lethal Weapons Ineffective&#039;&#039;&#039; - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Personal Risk&#039;&#039;&#039; - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
* Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armed and Dangerous&#039;&#039;&#039; - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
* Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multiple Hostiles&#039;&#039;&#039; - it can be extremely difficult to detain multiple hostiles. As a last resort if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
The taking of one life should be vetted and determined carefully as in the end, the person who decides their fate, takes all responsibility. &lt;br /&gt;
There are other aspects to consider, too. More often than not, the situation won&#039;t be as clear-cut, requiring security officers to think on their feet. You may find yourself wondering as to what extent the law should be applied, for instance, in which case these scenarios might provide useful orientation:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor A:&#039;&#039;&#039; is doing a gimmick, which doesn&#039;t really involve killing people unless in self defense. &#039;&#039;&#039;Traitor A&#039;s&#039;&#039;&#039; gimmick can be considered fun by most of the crew. You may want to either play along, provided doing so would make it more fun for everyone involved, or arrest the guy and run a little gimmick on your own (such as a public trial). Since &#039;&#039;&#039;traitor A&#039;&#039;&#039; is most likely still breaking the law and/or in possession of contraband, it&#039;s up to your discretion what to do, depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor B:&#039;&#039;&#039; is just trying to complete his objectives in a stealthy way. &#039;&#039;&#039;Traitor B&#039;&#039;&#039; is killing people when necessary, or if they&#039;re an assassination target, but he isn&#039;t going on a rampage. In this case, &#039;&#039;&#039;Traitor B&#039;&#039;&#039; should be arrested and have his gear confiscated. Arresting may cut the traitor&#039;s fun short, but it may also make it more fun for B as he has another chance to try and succeed. It&#039;d also give the traitor ways to come up with plans for whatever may happen if he gets caught. If &#039;&#039;&#039;Traitor B&#039;&#039;&#039; tries to gun down security, well, he can&#039;t expect you not to fight back! Consult with the HoS or captain and if they decide execution is the best way to handle this sort of traitor, that&#039;s fine! A public execution may be more fun for everyone than tossing them naked out an airlock, though, and gives a quick-thinking traitor the potential to escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor C:&#039;&#039;&#039; is going on a rampage! He is killing everyone he sees without compromise. You should do everything in your power to stop &#039;&#039;&#039;Traitor C&#039;&#039;&#039;; even lethal force may very well be justifiable in these kind of situations. While this cuts short the traitor&#039;s fun, mindless rampages aren&#039;t that exciting for the most part and tend to be less fun for the majority of players, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;That said, these can only be guidelines and nothing more. Keep a clear head, use your best judgement and don&#039;t be afraid to ask colleagues or other players for advice!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Non-Aggressive/Non-Combatant Entities ==&lt;br /&gt;
&lt;br /&gt;
Non-aggressive and/or non-combatant antagonists such as, but not limited to: Vampires, Changelings, Wizards, etc. may be present on the station at any given time. While these entities are normally labeled Enemies of the Corp, not all of these entities are violent or have malicious motivations/intent. These entities may be able to provide station members and security personnel with intelligence on known or unknown threats, assist in the apprehension of criminals, or may be seeking shelter in the station and thus will assist with daily operations such as cleaning, cooking, etc.&lt;br /&gt;
&lt;br /&gt;
Station heads of staff and security personnel should make an effort to ascertain the intent and motivations of perceived antagonists before they are executed, borged, or exiled. While these entities may be officially labeled by Nanotrasen as Enemies of the Corp and thus may be killed on site, security staff are strongly encouraged to allow these entities to exist with or without restrictions as long as they are not aggressive and/or not combative.&lt;br /&gt;
If they utilize this to hide their activities before becoming hostile. Use of Lethal Force is allowed.&lt;br /&gt;
&lt;br /&gt;
== Shitlers/Greytiders ==&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) should be threatened with a stint in perma.&lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by Assistants (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the Armory secure.&lt;br /&gt;
A persistent greytider should be adminhelped once all possible IC solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable.&lt;br /&gt;
&lt;br /&gt;
== Loss of Life ==&lt;br /&gt;
Loss of crewmember and department staff is considered to be a massive investment lost to Nanotrasean following numerous legal complaints. All crewmember life should be considered valuable and should not be taken lightly. The use of cloning technology is experimental at best and may lead to complications and thus lawsuits if it is determined their death could have been prevented. &lt;br /&gt;
 &lt;br /&gt;
In the event of repeated abuse of cloning and lack of respect for crew life. The offender may be subject to punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DNR BAN&#039;&#039;&#039; &lt;br /&gt;
* Implies player cannot be revived. Should be used to punish those who do not value the life of their character or other players characters.&lt;br /&gt;
&#039;&#039;&#039;Pacification Ban&#039;&#039;&#039;&lt;br /&gt;
* Implies that the player cannot engage in hostile actions aboard the station for a set period of time.&lt;br /&gt;
&lt;br /&gt;
== The Brig / Punishments ==&lt;br /&gt;
Punishments should fit the crime. Use your best judgment and try to give people the benefit of the doubt. Consider the following examples:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into Medbay and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Confiscate the stethoscope and return it to Medbay when possible&lt;br /&gt;
* Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
* Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
* Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
* Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
* Give a ten-minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Remove their EVA suit, any mining tools or other items. Have the detective work his magic on the weapons to confirm what happened.&lt;br /&gt;
* Set a reasonable timer on the cell, or send then to the gulag for a similar sentence.&lt;br /&gt;
* Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on.&lt;br /&gt;
* Inform the Warden or Head of Security and ask them to take over if they say the prisoner is to be permabrigged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Beat the prisoner to the point where they&#039;re critically injured or worse.&lt;br /&gt;
* Strip their items in the rapidly depressurizing engineering room.&lt;br /&gt;
* Let a lynch mob harm your prisoner.&lt;br /&gt;
* Refuse their request to speak with legal counsel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Strip all of their possessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the Warden.&lt;br /&gt;
* Inform the Head of Security.&lt;br /&gt;
* Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
* Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DONT&#039;&#039;&#039;&lt;br /&gt;
* Beat them to death on the spot.&lt;br /&gt;
* Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
* Refuse to negotiate. There are an infinite number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be busting heads infrequently.&lt;br /&gt;
&lt;br /&gt;
== Capital Punishments ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Execution Procedures&#039;&#039;&#039; ===&lt;br /&gt;
Unlawful executions are considered manslaughter if the execution was the cause of incompetence. When evidence shows the execution was not caused by incompetence, the punishment is murder, or when relevant, annihilation.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;All executions must be approved by both the HoS and Acting Captain. In the case where an Acting Captain has not been selected by command, the HoS may make the decision. Otherwise in the presence of a full Captain, refer to them.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Executions may be done either by lethal injection or by firing squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal injection:&#039;&#039;&#039;&lt;br /&gt;
# The captain, the HoS and a medical professional must be present. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner must be buckled in a suitable execution room and allowed their final words.&lt;br /&gt;
# The medical professional proceeds now with the administration of the lethal injection.&lt;br /&gt;
# The body of the prisoner should either be incinerated or stored in a body bag marked &amp;quot;Do not revive&amp;quot;. If the injection fails, the Captain is free to execute the prisoner by other means.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Firing squad:&#039;&#039;&#039;&lt;br /&gt;
# The Captain and HoS must be present. There must be at least two designated shooters. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner should be escorted to a suitable location and allowed their final words.&lt;br /&gt;
# The Captain or HoS commands the designated shooters to fire. Only strictly lethal anti-personnel weapons are allowed to be used.&lt;br /&gt;
# The prisoner&#039;s body should either be incinerated or placed in a body bag marked &amp;quot;Do not revive&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== [WIP] [Updated 6/9/2021] Punishment&#039;s | What you can not do. ==&lt;br /&gt;
As an officer, you will face a variety of criminals and creatures, but Nanotrasen has requirements for how to handle criminal proceedings as listed above an in Corporate Regulations. Going out of your way to utilize a different method of punishment is not acceptable unless approved by Central Command. Otherwise you follow the regulations laid out for you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you cannot do:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Forced Borgification&lt;br /&gt;
# Forced Surgery&lt;br /&gt;
## With the exception of removing implants discovered&lt;br /&gt;
# Extra-Judicial Executions &lt;br /&gt;
## You must follow the process of requesting an execution, you may not handle it yourself or you will be removed from your position.&lt;br /&gt;
# Cremation / Do Not Revival Status&lt;br /&gt;
## This only changes if a prisoner proves to be uncontainable by conventional means.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Riots ==&lt;br /&gt;
=== Station Riots: ===&lt;br /&gt;
Travel in buddy teams (pairs), an alone officer is a dead officer. Retreat to the armoury and obtain the appropriate equipment. Riot suits, helmets and shields will be invaluable in any melee fight. Make sure you still have a non-lethal option. Avoid carrying more than you need. Opt for non-lethal capture where possible. Use internals and adopt reasonable spacing to avoid gas and explosives from decimating the entire team. Don’t get greedy and over-extend yourselves. When stepping into riot situations without intelligence, it’s incredibly easy to get ambushed. Once a single officer falls and is captured, all of the security comms are compromised and now the rioters have access to security as well as security equipment. Travel in a group. If the rioters are contained within an area, start blocking off escapes. Consider using escapes as an alternative point of entry.&lt;br /&gt;
&lt;br /&gt;
== Alert Levels ==&lt;br /&gt;
&lt;br /&gt;
=== Green ===&lt;br /&gt;
&lt;br /&gt;
* Weapons should be holstered.&lt;br /&gt;
* Standard station patrol routes followed.&lt;br /&gt;
* Crew should store spare lethal magazines and equipment.&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* Security must respect the privacy of crew members and no unauthorized searches are allowed.&lt;br /&gt;
&lt;br /&gt;
=== Blue ===&lt;br /&gt;
&lt;br /&gt;
Security may set up checkpoints for random searches.&lt;br /&gt;
* Non-lethals may be visible at all times.&lt;br /&gt;
* Searches may be authorized by the Head of Security on suspicious crewmembers.&lt;br /&gt;
* Security Personnel may carry spare non-lethal magazines on person&lt;br /&gt;
* Security Personnel may carry one lethal sidearm magazine on person.&lt;br /&gt;
&lt;br /&gt;
=== Amber ===&lt;br /&gt;
&lt;br /&gt;
1 - 2 active Confirmed hostiles, no recorded bombings. &lt;br /&gt;
* Security personnel may be equipped with lethal primaries &lt;br /&gt;
* Grid Searches Authorized &lt;br /&gt;
* The acquisition and ordering of security equipment is with reason, but should be done with a reasonable expectation. Equip yourself to the minimum of what is needed, not the maximum. &lt;br /&gt;
* Warden may distribute more ammunition if required.&lt;br /&gt;
&lt;br /&gt;
=== Red ===&lt;br /&gt;
&lt;br /&gt;
Red alert is reserved for when there are multiple confirmed hostiles and entities that could cause massive crew harm. It should typically not be necessary for internal incidents. See Use of Force&lt;br /&gt;
* Armory may be opened and crew equipped.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the HoS or Sergeant agree.&lt;br /&gt;
* Security can raid departments and arrest any crew member deemed a threat to the station.&lt;br /&gt;
* Crew members must submit to any searches requested by security personnel.&lt;br /&gt;
* Crew may be Deputized &lt;br /&gt;
* Combat Mech’s may be requisitioned&lt;br /&gt;
* Security personnel should stop all personal activity and return to active duty.&lt;br /&gt;
&lt;br /&gt;
=== Delta ===&lt;br /&gt;
&lt;br /&gt;
* Use of martial law is allowed, crew must follow Command and Security orders at the threat of immediate execution. Insubordination during a Delta Class Emergency should be met swiftly, to prevent further loss of life.&lt;br /&gt;
&lt;br /&gt;
=== Gamma ===&lt;br /&gt;
* The universe is ending, goodluck maintaining order.&lt;br /&gt;
&lt;br /&gt;
== Security Controlled Locations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Brig:&#039;&#039;&#039; The Warden runs this. If you&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prison Wing:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Office:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Posts:&#039;&#039;&#039; Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armory:&#039;&#039;&#039; 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.&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arrival Checkpoint:&#039;&#039;&#039; 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&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
== [WIP] Crew Approved Equipment (Permits) ==&lt;br /&gt;
This region of space is very volatile and has lead to the destruction of many vessels, stations and colony&#039;s. This makes salvaging a lucrative option for many travelers and explorers that stop by the station. This salvaging can lead to caches of weapons, armor, explosives, and other items that could be considered dangerous and volatile. It is up to the Warden, Head of Security, or Captain to determine if a permit should be handed out for items brought back by explorers.&lt;br /&gt;
&lt;br /&gt;
== [WIP] Useful Links ==&lt;br /&gt;
[[Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
[[Paperwork]]&lt;br /&gt;
&lt;br /&gt;
[[Antag policy]]&lt;br /&gt;
&lt;br /&gt;
[[Command Policy]]&lt;br /&gt;
&lt;br /&gt;
[[Contraband]]&lt;br /&gt;
&lt;br /&gt;
[[Security items]]&lt;br /&gt;
&lt;br /&gt;
== Handling Criminals ==&lt;br /&gt;
[[File:Security UseOfForce Diagram (1).png|thumb|1074x1074px]]&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6589</id>
		<title>Security Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6589"/>
		<updated>2021-06-10T23:43:14Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: /* Basic Guiding Principles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Notice&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=This document is in development and may be changed often. Please ensure you check for updates periodically to keep up-to-date.&lt;br /&gt;
&lt;br /&gt;
Last Update: [Updated 6/9/2021] &lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Basic Guiding Principles ==&lt;br /&gt;
&lt;br /&gt;
# Follow the Action-RP Lawset and escalate appropriately. Roleplay whenever possible. Failure to do so will result in punishment.&lt;br /&gt;
# As strongly stated in our Guiding Principles, the main goal of this server is to create a fun roleplaying experience, not to win. If you are concerned about how to win instead of the story experience, this is not the server for you.&lt;br /&gt;
# Whenever you are given the green light to use lethals or &amp;quot;shoot to kill&amp;quot;, this is not a license to execute them when they are downed or are surrendering without due cause.&lt;br /&gt;
# Handle a hostage situation with extreme caution. The preservation of civilians and your comrades should be your #1 priority over arresting someone. Acting as if the hostage does not matter will be punished OOCly for poor roleplay.&lt;br /&gt;
# Be aware of the meta protection placed around antag items. Non-obvious items are meta-protected where other obvious items like an energy crossbow and grenades are not. Typically, if the item is disguised, you don’t know of it.&lt;br /&gt;
# Being a bully as a security officer is acceptable. Being corrupt as a security officer is acceptable. However, if it comes to the point that the way you&#039;re playing shuts down roleplaying opportunities for others, that means you are doing it wrong. You want to create conflict to generate roleplay, not destroy the possibility of it. Furthermore, as a security officer, you cannot ignore obviously antagonistic behavior that is a threat to the station. If you know someone is not a threat to the station, taking a bribe is acceptable.&lt;br /&gt;
# Antagonists are an essential part of the game. Unless it is unsafe to do so, players are encouraged to use methods of punishment that do not remove antagonists from the round such as gulag or perma. Calling for the execution of a non-violent and cooperative antag may be marked as failrp. However, this is entirely up to the Captain, acting captain, or HoS, and their ruling (in order of the CoC) is final.&lt;br /&gt;
# Corporate Regulations is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in the regulations.&lt;br /&gt;
# Work with traitors to create a fun and engaging story, don&#039;t just shut them down to win. &lt;br /&gt;
# ERP is allowed as security as long as you are not needed. Red Alert and higher you should end your ERP and return to your job. (With an exception regarding non-con against security staff)&lt;br /&gt;
# Use the minimum required equipment to handle a situation, you should not be preemptively equipping yourself for threats.&lt;br /&gt;
# Do not go around screaming out the game mode the second you see something. Keep meta-knowledge in mind (detailed below), and never, EVER go and scream out stuff like “traitor”, “ling/changeling”, “malf”, “revs”, and the like. It’s completely LRP behavior and does nothing but encourage validhunting.&lt;br /&gt;
# If you are being demoted, role-play out the scenario and realize that it can happen. Do not attempt a one-person coup, doing so will be considered failrp. Do not drop all context of Roleplay and start acting like shit-tide. &lt;br /&gt;
# The head of your department is the “Head of Security”. If the captain finds this person problematic or demotes them, you are to remember that you work for Nanotrasen, not the Head of Security. Please keep this in mind during Head removals.&lt;br /&gt;
# Remember to use CI, you are in a role that will make use of this far more than most players and has the most related impact.&lt;br /&gt;
# Handle unknowns as if they are unknown, don&#039;t rely on metaknowledge to guide your decision making. What would your character think for the first time.&lt;br /&gt;
# Expect to be potentially Round Removed, you are in a position of power. You have no entitlement to surviving the entire round, if you are pursuing an antagonist expect to have a chance to be removed. This rule applies to Antagonists, Heads of Staff, and Security.&lt;br /&gt;
# Be mindful of civilians in the room or your immediate vicinity (nearby). Your non-lethal rounds bounce off the walls, pepper spray clouds can go far and flashbangs with flashes have a sizable area of effect. You don’t want to hit them.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Availability Policy for Security | What to know! ==&lt;br /&gt;
&lt;br /&gt;
* Commanding officers such as the head of security and security sergeant should refrain from needlessly calling all available officers to handle a matter unless said matter is a station-wide emergency, rather they should allocate officers smartly to a situation and keep officers on reserve. Officers do need a break ICly to perform at their best, and OOCly, they want to roleplay and relax as well, not chase after everything all the time. You are, after all, given way more security slots than is usual for a server of this type. They were not meant to be used all at once unless it is a station-wide emergency. Using all at once upsets the balance, not to mention it reduces the flexibility of security and can mentally exhaust the players playing the security officer.&lt;br /&gt;
&lt;br /&gt;
* From both an OOC and IC perspective, all officers must stop what they&#039;re doing within a timely period if they are able to handle an emergency when called upon, whether it&#039;s a manhunt, a pirate attack, or a general shortage in personnel. Failure to do when it makes sense ICly and if you are not impeded in any way may open you up to a security ban, as such behavior is considered LRP. If an officer is unable to do so due to being impeded either through imprisonment, capture, health and so forth, they will not be punished, as it would make IC sense that they would not be able to respond. While they should not be called upon needlessly, they should always be ready to respond if able. If they wish to be free of this burden, they can go on the break by asking to be converted to an &amp;quot;assistant&amp;quot; or &amp;quot;off-duty&amp;quot; role.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
This document should serve to work as a set of guidelines, references, and suggestions on how to handle antagonists and crimes on the station. It will also clarify the roles of all persons involved with security. Both their job requirements and their restrictions. If you find something that appears to go against corporate regulations, you are to make a report of the situation and file it with both the Head of Personal, the Captain, and the Head of Security. If you believe the situation is egregious enough that it warrants direct Central Command Involvement, you may attempt to contact them and let them know directly of the situation. &lt;br /&gt;
&lt;br /&gt;
== Who Orders Who ==&lt;br /&gt;
* Civil Disputes Officer&lt;br /&gt;
* Security Officers, detectives, and Security Medic&#039;s all share the same rank. &lt;br /&gt;
* The Sergeant is in charge of all officers active in the field, outside of the armory, they are the first point of contact for security personnel. &lt;br /&gt;
* The Warden is second in command to the HoS commanding all situations involving the armory and brig. &lt;br /&gt;
* The Head of Security is at the top of the security hierarchy. All security members take orders from him, and he takes his orders from the Captain.&lt;br /&gt;
* 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.&lt;br /&gt;
* The Blueshield reports directly to the Captain and Command Staff. They may request security support during an incident, but may not make an arrest. Though they are also directly under Central Command and can be called upon by Central to override command staff. &lt;br /&gt;
&lt;br /&gt;
== Key Points | What you should know about your job! ==&lt;br /&gt;
&lt;br /&gt;
===Head of Security===&lt;br /&gt;
* Determine the correct amount of force for any situation.&lt;br /&gt;
* Organize and maintain peace on the station.&lt;br /&gt;
* Your job isn&#039;t to hunt people down unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into&lt;br /&gt;
* With the addition of your new ranks, your role is now primarily ensuring the proper management and action of your immediate staff. &lt;br /&gt;
* You are no longer expected to be active in the field. &lt;br /&gt;
* Ensure your officers are responding appropriately.&lt;br /&gt;
&lt;br /&gt;
=== Warden ===&lt;br /&gt;
* Look after the prisoners, make sure they don&#039;t die or get unfair sentences. Feel free to talk and get to know your prisoners, you probably want to know what they did to be sentenced to Perma and whether you need to worry or can rely on them in an emergency. &lt;br /&gt;
* Arm security with weapons in times of war. &lt;br /&gt;
* You are not a Security Officer and do not have to go outside of the brig (and really should not go out of the brig). Stay in the brig.&lt;br /&gt;
* As the Warden, you have authority over the brig and any security officers inside the Brig.&lt;br /&gt;
* If an unauthorized person enters your brig, you may use lethal force.&lt;br /&gt;
* Properly store and maintain all contraband submitted as evidence.&lt;br /&gt;
* Follow Proper Brigging Procedures&lt;br /&gt;
* Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. &lt;br /&gt;
* No prisoner is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available. Should the ten (10) minutes expire without any evidence of any crimes coming to light or charges filed, the prisoner is to be released regardless of accused crimes.&lt;br /&gt;
* Do NOT fully strip the prisoner unless they have earned a permanent sentence&lt;br /&gt;
&lt;br /&gt;
=== Security Sergeant ===&lt;br /&gt;
* Field support officer, primary job is to organize and direct officers during security situations.  &lt;br /&gt;
* Direct security staff across the station to respond to events accordingly. &lt;br /&gt;
* Help provide field information to the HoS as needed. &lt;br /&gt;
* Train and ensure quality in security personnel. &lt;br /&gt;
&lt;br /&gt;
=== Security Medical Officer [WIP] ===&lt;br /&gt;
* Ensure all security personnel are in working condition.&lt;br /&gt;
* Ensure all prisoners are alive and healthy. &lt;br /&gt;
&lt;br /&gt;
=== Detective === &lt;br /&gt;
* You are not Security. You are an investigator. Your revolver is only for self-defense.&lt;br /&gt;
* The Detective&#039;s job is to investigate the remains of any crime, identify the perpetrator, and then ask Security to arrest them for you. That&#039;s right, you have limited security access because you&#039;re supposed to be an evidence collector and hunter of monsters, not a goddamn beat cop or warden.&lt;br /&gt;
* Assist security with finding the culprit of a crime by using your forensic tools and investigation skills.&lt;br /&gt;
&lt;br /&gt;
=== Security Officer ===&lt;br /&gt;
* Likewise, the Heads of Staff have authority over their respective departments. You are expected to assist heads in ejecting unwanted trespassers and demoting unwanted personnel from their departments.&lt;br /&gt;
* The Corporate Regulations is a set of guidelines, meaning you do not have to follow it. You&#039;ll be considered a better officer once you understand which crimes cause legit grief (such as sabotaging a workplace) and which don&#039;t.&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. `&lt;br /&gt;
* Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution.&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t become Shitcurity.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Civil Dispute Officer [WIP] ===&lt;br /&gt;
* Your job is to help handle any civil issues that may arise on the station. Maybe two crew members got into a fight, you should go break it up and try to find a resolution.&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Blueshield === &lt;br /&gt;
# Tenants of being a good blueshield&lt;br /&gt;
# Never go out of your way to assist Heads of Staff unless they request it, be it in combat or other circumstances. This is for your own protection and deniability.&lt;br /&gt;
# Never /ever/ interfere in a fight a Head of Staff starts; unless you have reason to suspect they, or the person they are fighting with, has lethal or otherwise intent of extreme harm. You are a bodyguard, not a babysitter - do NOT be a weapon for them&lt;br /&gt;
# Do NOT touch security matters, at all; if you see someone getting beat or stabbed, and they are not a Head of Staff? Call it in on security. Never. Ever. Interfere with antag situations unless you /must/. This is for your own safety.&lt;br /&gt;
# Never discharge your firearm without good reason. It does a /lot/ of damage, and overpenetrates. Make sure your firing line is clear before shootng. If you hit a civilian, you will do serious damage by accident.&lt;br /&gt;
&#039;&#039;&#039;OOC guidelines - THESE ARE UNAVOIDABLE&#039;&#039;&#039;&lt;br /&gt;
# Never attempt to engage in arresting, or otherwise detaining antagonists or other threats to the Heads Of Staff unless they pose a serious, unmitigable threat to the ongoing safety of your charges&lt;br /&gt;
# Never go out of your way to assist in validhunting. If someone attacks you first; you&#039;re fully allowed to attack them back. Your gear is almost exclusively lethal. Treat it as such; your firearm is the definition of a handcannon.&lt;br /&gt;
# Never attack a head of staff, unless in extreme situations of self defence - and even then, only to disable; not to injure. If you can, apply your baton and disarm them, before using cable-cuffs or whatever you can scrounge up to safely detain them for processing.&lt;br /&gt;
# You are not required to follow orders from any Head Of Staff. You are an agent of CC - You are not within the stations Chain Of Command for a majority of your work; and that includes orders. If you are asked to do something - you should always weigh it against your own objectives, as a Blueshield - and decide to follow it or not; in the case of situations where this results in a demotion, or otherwise negative behaviour from Heads Of Staff - fax Central Command for orders.Central Command for further instructions.&lt;br /&gt;
# Never loot the armory for your own gain, or for more ammunition. This also extends to objects such as fireaxes, sidearm tokens, ecetera; just because you have access, does not mean you have permission. Use your brain.&lt;br /&gt;
# Never go out of your way to kill a threat, unless its unavoidable. Your gun does additional stamina damage per shot - and is quite effective at disabling limbs in 1-2 hits against unarmoured/lightly armoured targets. You dont /need/ to shoot until they die, just go for the arms and follow up with a baton hit. In the case of NLWI (Nonlethal weapon Immune), you are able to shoot until they stop moving. This also applies to CQC+ and other martial arts that make safely detaining the agressor impossible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Use of Force ==&lt;br /&gt;
As a member of the station&#039;s Security force you are one of the best armed and protected people on the station, equipped with the latest in non-lethal takedown technology.&lt;br /&gt;
It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There are a few circumstances where deadly force is permissible:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Red Situation&#039;&#039;&#039; - situations which would warrant a Code Red, such as: full blown mutinies, hostile boarding parties, and Space Wizards automatically authorise lethal force.&lt;br /&gt;
Note: The Alert Status is not required to be elevated to Code Red as in most of these scenarios the Chain of Command will be too damaged or otherwise occupied to raise the Alert Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Lethal Weapons Ineffective&#039;&#039;&#039; - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Personal Risk&#039;&#039;&#039; - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
* Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armed and Dangerous&#039;&#039;&#039; - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
* Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multiple Hostiles&#039;&#039;&#039; - it can be extremely difficult to detain multiple hostiles. As a last resort if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
The taking of one life should be vetted and determined carefully as in the end, the person who decides their fate, takes all responsibility. &lt;br /&gt;
There are other aspects to consider, too. More often than not, the situation won&#039;t be as clear-cut, requiring security officers to think on their feet. You may find yourself wondering as to what extent the law should be applied, for instance, in which case these scenarios might provide useful orientation:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor A:&#039;&#039;&#039; is doing a gimmick, which doesn&#039;t really involve killing people unless in self defense. &#039;&#039;&#039;Traitor A&#039;s&#039;&#039;&#039; gimmick can be considered fun by most of the crew. You may want to either play along, provided doing so would make it more fun for everyone involved, or arrest the guy and run a little gimmick on your own (such as a public trial). Since &#039;&#039;&#039;traitor A&#039;&#039;&#039; is most likely still breaking the law and/or in possession of contraband, it&#039;s up to your discretion what to do, depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor B:&#039;&#039;&#039; is just trying to complete his objectives in a stealthy way. &#039;&#039;&#039;Traitor B&#039;&#039;&#039; is killing people when necessary, or if they&#039;re an assassination target, but he isn&#039;t going on a rampage. In this case, &#039;&#039;&#039;Traitor B&#039;&#039;&#039; should be arrested and have his gear confiscated. Arresting may cut the traitor&#039;s fun short, but it may also make it more fun for B as he has another chance to try and succeed. It&#039;d also give the traitor ways to come up with plans for whatever may happen if he gets caught. If &#039;&#039;&#039;Traitor B&#039;&#039;&#039; tries to gun down security, well, he can&#039;t expect you not to fight back! Consult with the HoS or captain and if they decide execution is the best way to handle this sort of traitor, that&#039;s fine! A public execution may be more fun for everyone than tossing them naked out an airlock, though, and gives a quick-thinking traitor the potential to escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor C:&#039;&#039;&#039; is going on a rampage! He is killing everyone he sees without compromise. You should do everything in your power to stop &#039;&#039;&#039;Traitor C&#039;&#039;&#039;; even lethal force may very well be justifiable in these kind of situations. While this cuts short the traitor&#039;s fun, mindless rampages aren&#039;t that exciting for the most part and tend to be less fun for the majority of players, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;That said, these can only be guidelines and nothing more. Keep a clear head, use your best judgement and don&#039;t be afraid to ask colleagues or other players for advice!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Non-Aggressive/Non-Combatant Entities ==&lt;br /&gt;
&lt;br /&gt;
Non-aggressive and/or non-combatant antagonists such as, but not limited to: Vampires, Changelings, Wizards, etc. may be present on the station at any given time. While these entities are normally labeled Enemies of the Corp, not all of these entities are violent or have malicious motivations/intent. These entities may be able to provide station members and security personnel with intelligence on known or unknown threats, assist in the apprehension of criminals, or may be seeking shelter in the station and thus will assist with daily operations such as cleaning, cooking, etc.&lt;br /&gt;
&lt;br /&gt;
Station heads of staff and security personnel should make an effort to ascertain the intent and motivations of perceived antagonists before they are executed, borged, or exiled. While these entities may be officially labeled by Nanotrasen as Enemies of the Corp and thus may be killed on site, security staff are strongly encouraged to allow these entities to exist with or without restrictions as long as they are not aggressive and/or not combative.&lt;br /&gt;
If they utilize this to hide their activities before becoming hostile. Use of Lethal Force is allowed.&lt;br /&gt;
&lt;br /&gt;
== Shitlers/Greytiders ==&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) should be threatened with a stint in perma.&lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by Assistants (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the Armory secure.&lt;br /&gt;
A persistent greytider should be adminhelped once all possible IC solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable.&lt;br /&gt;
&lt;br /&gt;
== Loss of Life ==&lt;br /&gt;
Loss of crewmember and department staff is considered to be a massive investment lost to Nanotrasean following numerous legal complaints. All crewmember life should be considered valuable and should not be taken lightly. The use of cloning technology is experimental at best and may lead to complications and thus lawsuits if it is determined their death could have been prevented. &lt;br /&gt;
 &lt;br /&gt;
In the event of repeated abuse of cloning and lack of respect for crew life. The offender may be subject to punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DNR BAN&#039;&#039;&#039; &lt;br /&gt;
* Implies player cannot be revived. Should be used to punish those who do not value the life of their character or other players characters.&lt;br /&gt;
&#039;&#039;&#039;Pacification Ban&#039;&#039;&#039;&lt;br /&gt;
* Implies that the player cannot engage in hostile actions aboard the station for a set period of time.&lt;br /&gt;
&lt;br /&gt;
== The Brig / Punishments ==&lt;br /&gt;
Punishments should fit the crime. Use your best judgment and try to give people the benefit of the doubt. Consider the following examples:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into Medbay and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Confiscate the stethoscope and return it to Medbay when possible&lt;br /&gt;
* Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
* Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
* Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
* Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
* Give a ten-minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Remove their EVA suit, any mining tools or other items. Have the detective work his magic on the weapons to confirm what happened.&lt;br /&gt;
* Set a reasonable timer on the cell, or send then to the gulag for a similar sentence.&lt;br /&gt;
* Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on.&lt;br /&gt;
* Inform the Warden or Head of Security and ask them to take over if they say the prisoner is to be permabrigged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Beat the prisoner to the point where they&#039;re critically injured or worse.&lt;br /&gt;
* Strip their items in the rapidly depressurizing engineering room.&lt;br /&gt;
* Let a lynch mob harm your prisoner.&lt;br /&gt;
* Refuse their request to speak with legal counsel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Strip all of their possessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the Warden.&lt;br /&gt;
* Inform the Head of Security.&lt;br /&gt;
* Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
* Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DONT&#039;&#039;&#039;&lt;br /&gt;
* Beat them to death on the spot.&lt;br /&gt;
* Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
* Refuse to negotiate. There are an infinite number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be busting heads infrequently.&lt;br /&gt;
&lt;br /&gt;
== Capital Punishments ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Execution Procedures&#039;&#039;&#039; ===&lt;br /&gt;
Unlawful executions are considered manslaughter if the execution was the cause of incompetence. When evidence shows the execution was not caused by incompetence, the punishment is murder, or when relevant, annihilation.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;All executions must be approved by both the HoS and Acting Captain. In the case where an Acting Captain has not been selected by command, the HoS may make the decision. Otherwise in the presence of a full Captain, refer to them.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Executions may be done either by lethal injection or by firing squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal injection:&#039;&#039;&#039;&lt;br /&gt;
# The captain, the HoS and a medical professional must be present. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner must be buckled in a suitable execution room and allowed their final words.&lt;br /&gt;
# The medical professional proceeds now with the administration of the lethal injection.&lt;br /&gt;
# The body of the prisoner should either be incinerated or stored in a body bag marked &amp;quot;Do not revive&amp;quot;. If the injection fails, the Captain is free to execute the prisoner by other means.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Firing squad:&#039;&#039;&#039;&lt;br /&gt;
# The Captain and HoS must be present. There must be at least two designated shooters. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner should be escorted to a suitable location and allowed their final words.&lt;br /&gt;
# The Captain or HoS commands the designated shooters to fire. Only strictly lethal anti-personnel weapons are allowed to be used.&lt;br /&gt;
# The prisoner&#039;s body should either be incinerated or placed in a body bag marked &amp;quot;Do not revive&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== [WIP] [Updated 6/9/2021] Punishment&#039;s | What you can not do. ==&lt;br /&gt;
As an officer, you will face a variety of criminals and creatures, but Nanotrasen has requirements for how to handle criminal proceedings as listed above an in Corporate Regulations. Going out of your way to utilize a different method of punishment is not acceptable unless approved by Central Command. Otherwise you follow the regulations laid out for you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you cannot do:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Forced Borgification&lt;br /&gt;
# Forced Surgery&lt;br /&gt;
## With the exception of removing implants discovered&lt;br /&gt;
# Extra-Judicial Executions &lt;br /&gt;
## You must follow the process of requesting an execution, you may not handle it yourself or you will be removed from your position.&lt;br /&gt;
# Cremation / Do Not Revival Status&lt;br /&gt;
## This only changes if a prisoner proves to be uncontainable by conventional means.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Riots ==&lt;br /&gt;
=== Station Riots: ===&lt;br /&gt;
Travel in buddy teams (pairs), an alone officer is a dead officer. Retreat to the armoury and obtain the appropriate equipment. Riot suits, helmets and shields will be invaluable in any melee fight. Make sure you still have a non-lethal option. Avoid carrying more than you need. Opt for non-lethal capture where possible. Use internals and adopt reasonable spacing to avoid gas and explosives from decimating the entire team. Don’t get greedy and over-extend yourselves. When stepping into riot situations without intelligence, it’s incredibly easy to get ambushed. Once a single officer falls and is captured, all of the security comms are compromised and now the rioters have access to security as well as security equipment. Travel in a group. If the rioters are contained within an area, start blocking off escapes. Consider using escapes as an alternative point of entry.&lt;br /&gt;
&lt;br /&gt;
== Alert Levels ==&lt;br /&gt;
&lt;br /&gt;
=== Green ===&lt;br /&gt;
&lt;br /&gt;
* Weapons should be holstered.&lt;br /&gt;
* Standard station patrol routes followed.&lt;br /&gt;
* Crew should store spare lethal magazines and equipment.&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* Security must respect the privacy of crew members and no unauthorized searches are allowed.&lt;br /&gt;
&lt;br /&gt;
=== Blue ===&lt;br /&gt;
&lt;br /&gt;
Security may set up checkpoints for random searches.&lt;br /&gt;
* Non-lethals may be visible at all times.&lt;br /&gt;
* Searches may be authorized by the Head of Security on suspicious crewmembers.&lt;br /&gt;
* Security Personnel may carry spare non-lethal magazines on person&lt;br /&gt;
* Security Personnel may carry one lethal sidearm magazine on person.&lt;br /&gt;
&lt;br /&gt;
=== Amber ===&lt;br /&gt;
&lt;br /&gt;
1 - 2 active Confirmed hostiles, no recorded bombings. &lt;br /&gt;
* Security personnel may be equipped with lethal primaries &lt;br /&gt;
* Grid Searches Authorized &lt;br /&gt;
* The acquisition and ordering of security equipment is with reason, but should be done with a reasonable expectation. Equip yourself to the minimum of what is needed, not the maximum. &lt;br /&gt;
* Warden may distribute more ammunition if required.&lt;br /&gt;
&lt;br /&gt;
=== Red ===&lt;br /&gt;
&lt;br /&gt;
Red alert is reserved for when there are multiple confirmed hostiles and entities that could cause massive crew harm. It should typically not be necessary for internal incidents. See Use of Force&lt;br /&gt;
* Armory may be opened and crew equipped.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the HoS or Sergeant agree.&lt;br /&gt;
* Security can raid departments and arrest any crew member deemed a threat to the station.&lt;br /&gt;
* Crew members must submit to any searches requested by security personnel.&lt;br /&gt;
* Crew may be Deputized &lt;br /&gt;
* Combat Mech’s may be requisitioned&lt;br /&gt;
* Security personnel should stop all personal activity and return to active duty.&lt;br /&gt;
&lt;br /&gt;
=== Delta ===&lt;br /&gt;
&lt;br /&gt;
* Use of martial law is allowed, crew must follow Command and Security orders at the threat of immediate execution. Insubordination during a Delta Class Emergency should be met swiftly, to prevent further loss of life.&lt;br /&gt;
&lt;br /&gt;
=== Gamma ===&lt;br /&gt;
* The universe is ending, goodluck maintaining order.&lt;br /&gt;
&lt;br /&gt;
== Security Controlled Locations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Brig:&#039;&#039;&#039; The Warden runs this. If you&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prison Wing:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Office:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Posts:&#039;&#039;&#039; Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armory:&#039;&#039;&#039; 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.&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arrival Checkpoint:&#039;&#039;&#039; 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&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
== [WIP] Crew Approved Equipment (Permits) ==&lt;br /&gt;
This region of space is very volatile and has lead to the destruction of many vessels, stations and colony&#039;s. This makes salvaging a lucrative option for many travelers and explorers that stop by the station. This salvaging can lead to caches of weapons, armor, explosives, and other items that could be considered dangerous and volatile. It is up to the Warden, Head of Security, or Captain to determine if a permit should be handed out for items brought back by explorers.&lt;br /&gt;
&lt;br /&gt;
== [WIP] Useful Links ==&lt;br /&gt;
[[Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
[[Paperwork]]&lt;br /&gt;
&lt;br /&gt;
[[Antag policy]]&lt;br /&gt;
&lt;br /&gt;
[[Command Policy]]&lt;br /&gt;
&lt;br /&gt;
[[Contraband]]&lt;br /&gt;
&lt;br /&gt;
[[Security items]]&lt;br /&gt;
&lt;br /&gt;
== Handling Criminals ==&lt;br /&gt;
[[File:Security UseOfForce Diagram (1).png|thumb|730x730px]]&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6588</id>
		<title>Security Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6588"/>
		<updated>2021-06-10T23:41:33Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: /* Basic Guiding Principles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Notice&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=This document is in development and may be changed often. Please ensure you check for updates periodically to keep up-to-date.&lt;br /&gt;
&lt;br /&gt;
Last Update: [Updated 6/9/2021] &lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Basic Guiding Principles ==&lt;br /&gt;
&lt;br /&gt;
# Follow the Action-RP Lawset and escalate appropriately. Roleplay whenever possible. Failure to do so will result in punishment.&lt;br /&gt;
# As strongly stated in our Guiding Principles, the main goal of this server is to create a fun roleplaying experience, not to win. If you are concerned about how to win instead of the story experience, this is not the server for you.&lt;br /&gt;
# Whenever you are given the green light to use lethals or &amp;quot;shoot to kill&amp;quot;, this is not a license to execute them when they are downed or are surrendering without due cause.&lt;br /&gt;
# Handle a hostage situation with extreme caution. The preservation of civilians and your comrades should be your #1 priority over arresting someone. Acting as if the hostage does not matter will be punished OOCly for poor roleplay.&lt;br /&gt;
# Be aware of the meta protection placed around antag items. Non-obvious items are meta-protected where other obvious items like an energy crossbow and grenades are not. Typically, if the item is disguised, you don’t know of it.&lt;br /&gt;
# Being a bully as a security officer is acceptable. Being corrupt as a security officer is acceptable. However, if it comes to the point that the way you&#039;re playing shuts down roleplaying opportunities for others, that means you are doing it wrong. You want to create conflict to generate roleplay, not destroy the possibility of it. Furthermore, as a security officer, you cannot ignore obviously antagonistic behavior that is a threat to the station. If you know someone is not a threat to the station, taking a bribe is acceptable.&lt;br /&gt;
# Antagonists are an essential part of the game. Unless it is unsafe to do so, players are encouraged to use methods of punishment that do not remove antagonists from the round such as gulag or perma. Calling for the execution of a non-violent and cooperative antag may be marked as failrp. However, this is entirely up to the Captain, acting captain, or HoS, and their ruling (in order of the CoC) is final.&lt;br /&gt;
# Corporate Regulations is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in the regulations.&lt;br /&gt;
# Work with traitors to create a fun and engaging story, don&#039;t just shut them down to win. &lt;br /&gt;
# ERP is allowed as security as long as you are not needed. Red Alert and higher you should end your ERP and return to your job. (With an exception regarding non-con against security staff)&lt;br /&gt;
# Use the minimum required equipment to handle a situation, you should not be preemptively equipping yourself for threats.&lt;br /&gt;
# Do not go around screaming out the game mode the second you see something. Keep meta-knowledge in mind (detailed below), and never, EVER go and scream out stuff like “traitor”, “ling/changeling”, “malf”, “revs”, and the like. It’s completely LRP behavior and does nothing but encourage validhunting.&lt;br /&gt;
# If you are being demoted, role-play out the scenario and realize that it can happen. Do not attempt a one-person coup, doing so will be considered failrp. Do not drop all context of Roleplay and start acting like shit-tide. &lt;br /&gt;
# The head of your department is the “Head of Security”. If the captain finds this person problematic or demotes them, you are to remember that you work for Nanotrasen, not the Head of Security. Please keep this in mind during Head removals.&lt;br /&gt;
# Remember to use CI, you are in a role that will make use of this far more than most players and has the most related impact.&lt;br /&gt;
# Handle unknowns as if they are unknown, don&#039;t rely on metaknowledge to guide your decision making. What would your character think for the first time.&lt;br /&gt;
# Expect to be potentially Round Removed, you are in a position of power. You have no entitlement to surviving the entire round, if you are pursuing an antagonist expect to be removed. This rule applies to Antagonists, Heads of Staff, and Security.&lt;br /&gt;
# Be mindful of civilians in the room or your immediate vicinity (nearby). Your non-lethal rounds bounce off the walls, pepper spray clouds can go far and flashbangs with flashes have a sizable area of effect. You don’t want to hit them.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Availability Policy for Security | What to know! ==&lt;br /&gt;
&lt;br /&gt;
* Commanding officers such as the head of security and security sergeant should refrain from needlessly calling all available officers to handle a matter unless said matter is a station-wide emergency, rather they should allocate officers smartly to a situation and keep officers on reserve. Officers do need a break ICly to perform at their best, and OOCly, they want to roleplay and relax as well, not chase after everything all the time. You are, after all, given way more security slots than is usual for a server of this type. They were not meant to be used all at once unless it is a station-wide emergency. Using all at once upsets the balance, not to mention it reduces the flexibility of security and can mentally exhaust the players playing the security officer.&lt;br /&gt;
&lt;br /&gt;
* From both an OOC and IC perspective, all officers must stop what they&#039;re doing within a timely period if they are able to handle an emergency when called upon, whether it&#039;s a manhunt, a pirate attack, or a general shortage in personnel. Failure to do when it makes sense ICly and if you are not impeded in any way may open you up to a security ban, as such behavior is considered LRP. If an officer is unable to do so due to being impeded either through imprisonment, capture, health and so forth, they will not be punished, as it would make IC sense that they would not be able to respond. While they should not be called upon needlessly, they should always be ready to respond if able. If they wish to be free of this burden, they can go on the break by asking to be converted to an &amp;quot;assistant&amp;quot; or &amp;quot;off-duty&amp;quot; role.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
This document should serve to work as a set of guidelines, references, and suggestions on how to handle antagonists and crimes on the station. It will also clarify the roles of all persons involved with security. Both their job requirements and their restrictions. If you find something that appears to go against corporate regulations, you are to make a report of the situation and file it with both the Head of Personal, the Captain, and the Head of Security. If you believe the situation is egregious enough that it warrants direct Central Command Involvement, you may attempt to contact them and let them know directly of the situation. &lt;br /&gt;
&lt;br /&gt;
== Who Orders Who ==&lt;br /&gt;
* Civil Disputes Officer&lt;br /&gt;
* Security Officers, detectives, and Security Medic&#039;s all share the same rank. &lt;br /&gt;
* The Sergeant is in charge of all officers active in the field, outside of the armory, they are the first point of contact for security personnel. &lt;br /&gt;
* The Warden is second in command to the HoS commanding all situations involving the armory and brig. &lt;br /&gt;
* The Head of Security is at the top of the security hierarchy. All security members take orders from him, and he takes his orders from the Captain.&lt;br /&gt;
* 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.&lt;br /&gt;
* The Blueshield reports directly to the Captain and Command Staff. They may request security support during an incident, but may not make an arrest. Though they are also directly under Central Command and can be called upon by Central to override command staff. &lt;br /&gt;
&lt;br /&gt;
== Key Points | What you should know about your job! ==&lt;br /&gt;
&lt;br /&gt;
===Head of Security===&lt;br /&gt;
* Determine the correct amount of force for any situation.&lt;br /&gt;
* Organize and maintain peace on the station.&lt;br /&gt;
* Your job isn&#039;t to hunt people down unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into&lt;br /&gt;
* With the addition of your new ranks, your role is now primarily ensuring the proper management and action of your immediate staff. &lt;br /&gt;
* You are no longer expected to be active in the field. &lt;br /&gt;
* Ensure your officers are responding appropriately.&lt;br /&gt;
&lt;br /&gt;
=== Warden ===&lt;br /&gt;
* Look after the prisoners, make sure they don&#039;t die or get unfair sentences. Feel free to talk and get to know your prisoners, you probably want to know what they did to be sentenced to Perma and whether you need to worry or can rely on them in an emergency. &lt;br /&gt;
* Arm security with weapons in times of war. &lt;br /&gt;
* You are not a Security Officer and do not have to go outside of the brig (and really should not go out of the brig). Stay in the brig.&lt;br /&gt;
* As the Warden, you have authority over the brig and any security officers inside the Brig.&lt;br /&gt;
* If an unauthorized person enters your brig, you may use lethal force.&lt;br /&gt;
* Properly store and maintain all contraband submitted as evidence.&lt;br /&gt;
* Follow Proper Brigging Procedures&lt;br /&gt;
* Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. &lt;br /&gt;
* No prisoner is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available. Should the ten (10) minutes expire without any evidence of any crimes coming to light or charges filed, the prisoner is to be released regardless of accused crimes.&lt;br /&gt;
* Do NOT fully strip the prisoner unless they have earned a permanent sentence&lt;br /&gt;
&lt;br /&gt;
=== Security Sergeant ===&lt;br /&gt;
* Field support officer, primary job is to organize and direct officers during security situations.  &lt;br /&gt;
* Direct security staff across the station to respond to events accordingly. &lt;br /&gt;
* Help provide field information to the HoS as needed. &lt;br /&gt;
* Train and ensure quality in security personnel. &lt;br /&gt;
&lt;br /&gt;
=== Security Medical Officer [WIP] ===&lt;br /&gt;
* Ensure all security personnel are in working condition.&lt;br /&gt;
* Ensure all prisoners are alive and healthy. &lt;br /&gt;
&lt;br /&gt;
=== Detective === &lt;br /&gt;
* You are not Security. You are an investigator. Your revolver is only for self-defense.&lt;br /&gt;
* The Detective&#039;s job is to investigate the remains of any crime, identify the perpetrator, and then ask Security to arrest them for you. That&#039;s right, you have limited security access because you&#039;re supposed to be an evidence collector and hunter of monsters, not a goddamn beat cop or warden.&lt;br /&gt;
* Assist security with finding the culprit of a crime by using your forensic tools and investigation skills.&lt;br /&gt;
&lt;br /&gt;
=== Security Officer ===&lt;br /&gt;
* Likewise, the Heads of Staff have authority over their respective departments. You are expected to assist heads in ejecting unwanted trespassers and demoting unwanted personnel from their departments.&lt;br /&gt;
* The Corporate Regulations is a set of guidelines, meaning you do not have to follow it. You&#039;ll be considered a better officer once you understand which crimes cause legit grief (such as sabotaging a workplace) and which don&#039;t.&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. `&lt;br /&gt;
* Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution.&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t become Shitcurity.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Civil Dispute Officer [WIP] ===&lt;br /&gt;
* Your job is to help handle any civil issues that may arise on the station. Maybe two crew members got into a fight, you should go break it up and try to find a resolution.&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Blueshield === &lt;br /&gt;
# Tenants of being a good blueshield&lt;br /&gt;
# Never go out of your way to assist Heads of Staff unless they request it, be it in combat or other circumstances. This is for your own protection and deniability.&lt;br /&gt;
# Never /ever/ interfere in a fight a Head of Staff starts; unless you have reason to suspect they, or the person they are fighting with, has lethal or otherwise intent of extreme harm. You are a bodyguard, not a babysitter - do NOT be a weapon for them&lt;br /&gt;
# Do NOT touch security matters, at all; if you see someone getting beat or stabbed, and they are not a Head of Staff? Call it in on security. Never. Ever. Interfere with antag situations unless you /must/. This is for your own safety.&lt;br /&gt;
# Never discharge your firearm without good reason. It does a /lot/ of damage, and overpenetrates. Make sure your firing line is clear before shootng. If you hit a civilian, you will do serious damage by accident.&lt;br /&gt;
&#039;&#039;&#039;OOC guidelines - THESE ARE UNAVOIDABLE&#039;&#039;&#039;&lt;br /&gt;
# Never attempt to engage in arresting, or otherwise detaining antagonists or other threats to the Heads Of Staff unless they pose a serious, unmitigable threat to the ongoing safety of your charges&lt;br /&gt;
# Never go out of your way to assist in validhunting. If someone attacks you first; you&#039;re fully allowed to attack them back. Your gear is almost exclusively lethal. Treat it as such; your firearm is the definition of a handcannon.&lt;br /&gt;
# Never attack a head of staff, unless in extreme situations of self defence - and even then, only to disable; not to injure. If you can, apply your baton and disarm them, before using cable-cuffs or whatever you can scrounge up to safely detain them for processing.&lt;br /&gt;
# You are not required to follow orders from any Head Of Staff. You are an agent of CC - You are not within the stations Chain Of Command for a majority of your work; and that includes orders. If you are asked to do something - you should always weigh it against your own objectives, as a Blueshield - and decide to follow it or not; in the case of situations where this results in a demotion, or otherwise negative behaviour from Heads Of Staff - fax Central Command for orders.Central Command for further instructions.&lt;br /&gt;
# Never loot the armory for your own gain, or for more ammunition. This also extends to objects such as fireaxes, sidearm tokens, ecetera; just because you have access, does not mean you have permission. Use your brain.&lt;br /&gt;
# Never go out of your way to kill a threat, unless its unavoidable. Your gun does additional stamina damage per shot - and is quite effective at disabling limbs in 1-2 hits against unarmoured/lightly armoured targets. You dont /need/ to shoot until they die, just go for the arms and follow up with a baton hit. In the case of NLWI (Nonlethal weapon Immune), you are able to shoot until they stop moving. This also applies to CQC+ and other martial arts that make safely detaining the agressor impossible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Use of Force ==&lt;br /&gt;
As a member of the station&#039;s Security force you are one of the best armed and protected people on the station, equipped with the latest in non-lethal takedown technology.&lt;br /&gt;
It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There are a few circumstances where deadly force is permissible:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Red Situation&#039;&#039;&#039; - situations which would warrant a Code Red, such as: full blown mutinies, hostile boarding parties, and Space Wizards automatically authorise lethal force.&lt;br /&gt;
Note: The Alert Status is not required to be elevated to Code Red as in most of these scenarios the Chain of Command will be too damaged or otherwise occupied to raise the Alert Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Lethal Weapons Ineffective&#039;&#039;&#039; - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Personal Risk&#039;&#039;&#039; - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
* Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armed and Dangerous&#039;&#039;&#039; - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
* Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multiple Hostiles&#039;&#039;&#039; - it can be extremely difficult to detain multiple hostiles. As a last resort if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
The taking of one life should be vetted and determined carefully as in the end, the person who decides their fate, takes all responsibility. &lt;br /&gt;
There are other aspects to consider, too. More often than not, the situation won&#039;t be as clear-cut, requiring security officers to think on their feet. You may find yourself wondering as to what extent the law should be applied, for instance, in which case these scenarios might provide useful orientation:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor A:&#039;&#039;&#039; is doing a gimmick, which doesn&#039;t really involve killing people unless in self defense. &#039;&#039;&#039;Traitor A&#039;s&#039;&#039;&#039; gimmick can be considered fun by most of the crew. You may want to either play along, provided doing so would make it more fun for everyone involved, or arrest the guy and run a little gimmick on your own (such as a public trial). Since &#039;&#039;&#039;traitor A&#039;&#039;&#039; is most likely still breaking the law and/or in possession of contraband, it&#039;s up to your discretion what to do, depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor B:&#039;&#039;&#039; is just trying to complete his objectives in a stealthy way. &#039;&#039;&#039;Traitor B&#039;&#039;&#039; is killing people when necessary, or if they&#039;re an assassination target, but he isn&#039;t going on a rampage. In this case, &#039;&#039;&#039;Traitor B&#039;&#039;&#039; should be arrested and have his gear confiscated. Arresting may cut the traitor&#039;s fun short, but it may also make it more fun for B as he has another chance to try and succeed. It&#039;d also give the traitor ways to come up with plans for whatever may happen if he gets caught. If &#039;&#039;&#039;Traitor B&#039;&#039;&#039; tries to gun down security, well, he can&#039;t expect you not to fight back! Consult with the HoS or captain and if they decide execution is the best way to handle this sort of traitor, that&#039;s fine! A public execution may be more fun for everyone than tossing them naked out an airlock, though, and gives a quick-thinking traitor the potential to escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor C:&#039;&#039;&#039; is going on a rampage! He is killing everyone he sees without compromise. You should do everything in your power to stop &#039;&#039;&#039;Traitor C&#039;&#039;&#039;; even lethal force may very well be justifiable in these kind of situations. While this cuts short the traitor&#039;s fun, mindless rampages aren&#039;t that exciting for the most part and tend to be less fun for the majority of players, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;That said, these can only be guidelines and nothing more. Keep a clear head, use your best judgement and don&#039;t be afraid to ask colleagues or other players for advice!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Non-Aggressive/Non-Combatant Entities ==&lt;br /&gt;
&lt;br /&gt;
Non-aggressive and/or non-combatant antagonists such as, but not limited to: Vampires, Changelings, Wizards, etc. may be present on the station at any given time. While these entities are normally labeled Enemies of the Corp, not all of these entities are violent or have malicious motivations/intent. These entities may be able to provide station members and security personnel with intelligence on known or unknown threats, assist in the apprehension of criminals, or may be seeking shelter in the station and thus will assist with daily operations such as cleaning, cooking, etc.&lt;br /&gt;
&lt;br /&gt;
Station heads of staff and security personnel should make an effort to ascertain the intent and motivations of perceived antagonists before they are executed, borged, or exiled. While these entities may be officially labeled by Nanotrasen as Enemies of the Corp and thus may be killed on site, security staff are strongly encouraged to allow these entities to exist with or without restrictions as long as they are not aggressive and/or not combative.&lt;br /&gt;
If they utilize this to hide their activities before becoming hostile. Use of Lethal Force is allowed.&lt;br /&gt;
&lt;br /&gt;
== Shitlers/Greytiders ==&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) should be threatened with a stint in perma.&lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by Assistants (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the Armory secure.&lt;br /&gt;
A persistent greytider should be adminhelped once all possible IC solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable.&lt;br /&gt;
&lt;br /&gt;
== Loss of Life ==&lt;br /&gt;
Loss of crewmember and department staff is considered to be a massive investment lost to Nanotrasean following numerous legal complaints. All crewmember life should be considered valuable and should not be taken lightly. The use of cloning technology is experimental at best and may lead to complications and thus lawsuits if it is determined their death could have been prevented. &lt;br /&gt;
 &lt;br /&gt;
In the event of repeated abuse of cloning and lack of respect for crew life. The offender may be subject to punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DNR BAN&#039;&#039;&#039; &lt;br /&gt;
* Implies player cannot be revived. Should be used to punish those who do not value the life of their character or other players characters.&lt;br /&gt;
&#039;&#039;&#039;Pacification Ban&#039;&#039;&#039;&lt;br /&gt;
* Implies that the player cannot engage in hostile actions aboard the station for a set period of time.&lt;br /&gt;
&lt;br /&gt;
== The Brig / Punishments ==&lt;br /&gt;
Punishments should fit the crime. Use your best judgment and try to give people the benefit of the doubt. Consider the following examples:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into Medbay and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Confiscate the stethoscope and return it to Medbay when possible&lt;br /&gt;
* Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
* Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
* Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
* Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
* Give a ten-minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Remove their EVA suit, any mining tools or other items. Have the detective work his magic on the weapons to confirm what happened.&lt;br /&gt;
* Set a reasonable timer on the cell, or send then to the gulag for a similar sentence.&lt;br /&gt;
* Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on.&lt;br /&gt;
* Inform the Warden or Head of Security and ask them to take over if they say the prisoner is to be permabrigged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Beat the prisoner to the point where they&#039;re critically injured or worse.&lt;br /&gt;
* Strip their items in the rapidly depressurizing engineering room.&lt;br /&gt;
* Let a lynch mob harm your prisoner.&lt;br /&gt;
* Refuse their request to speak with legal counsel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Strip all of their possessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the Warden.&lt;br /&gt;
* Inform the Head of Security.&lt;br /&gt;
* Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
* Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DONT&#039;&#039;&#039;&lt;br /&gt;
* Beat them to death on the spot.&lt;br /&gt;
* Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
* Refuse to negotiate. There are an infinite number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be busting heads infrequently.&lt;br /&gt;
&lt;br /&gt;
== Capital Punishments ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Execution Procedures&#039;&#039;&#039; ===&lt;br /&gt;
Unlawful executions are considered manslaughter if the execution was the cause of incompetence. When evidence shows the execution was not caused by incompetence, the punishment is murder, or when relevant, annihilation.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;All executions must be approved by both the HoS and Acting Captain. In the case where an Acting Captain has not been selected by command, the HoS may make the decision. Otherwise in the presence of a full Captain, refer to them.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Executions may be done either by lethal injection or by firing squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal injection:&#039;&#039;&#039;&lt;br /&gt;
# The captain, the HoS and a medical professional must be present. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner must be buckled in a suitable execution room and allowed their final words.&lt;br /&gt;
# The medical professional proceeds now with the administration of the lethal injection.&lt;br /&gt;
# The body of the prisoner should either be incinerated or stored in a body bag marked &amp;quot;Do not revive&amp;quot;. If the injection fails, the Captain is free to execute the prisoner by other means.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Firing squad:&#039;&#039;&#039;&lt;br /&gt;
# The Captain and HoS must be present. There must be at least two designated shooters. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner should be escorted to a suitable location and allowed their final words.&lt;br /&gt;
# The Captain or HoS commands the designated shooters to fire. Only strictly lethal anti-personnel weapons are allowed to be used.&lt;br /&gt;
# The prisoner&#039;s body should either be incinerated or placed in a body bag marked &amp;quot;Do not revive&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== [WIP] [Updated 6/9/2021] Punishment&#039;s | What you can not do. ==&lt;br /&gt;
As an officer, you will face a variety of criminals and creatures, but Nanotrasen has requirements for how to handle criminal proceedings as listed above an in Corporate Regulations. Going out of your way to utilize a different method of punishment is not acceptable unless approved by Central Command. Otherwise you follow the regulations laid out for you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you cannot do:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Forced Borgification&lt;br /&gt;
# Forced Surgery&lt;br /&gt;
## With the exception of removing implants discovered&lt;br /&gt;
# Extra-Judicial Executions &lt;br /&gt;
## You must follow the process of requesting an execution, you may not handle it yourself or you will be removed from your position.&lt;br /&gt;
# Cremation / Do Not Revival Status&lt;br /&gt;
## This only changes if a prisoner proves to be uncontainable by conventional means.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Riots ==&lt;br /&gt;
=== Station Riots: ===&lt;br /&gt;
Travel in buddy teams (pairs), an alone officer is a dead officer. Retreat to the armoury and obtain the appropriate equipment. Riot suits, helmets and shields will be invaluable in any melee fight. Make sure you still have a non-lethal option. Avoid carrying more than you need. Opt for non-lethal capture where possible. Use internals and adopt reasonable spacing to avoid gas and explosives from decimating the entire team. Don’t get greedy and over-extend yourselves. When stepping into riot situations without intelligence, it’s incredibly easy to get ambushed. Once a single officer falls and is captured, all of the security comms are compromised and now the rioters have access to security as well as security equipment. Travel in a group. If the rioters are contained within an area, start blocking off escapes. Consider using escapes as an alternative point of entry.&lt;br /&gt;
&lt;br /&gt;
== Alert Levels ==&lt;br /&gt;
&lt;br /&gt;
=== Green ===&lt;br /&gt;
&lt;br /&gt;
* Weapons should be holstered.&lt;br /&gt;
* Standard station patrol routes followed.&lt;br /&gt;
* Crew should store spare lethal magazines and equipment.&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* Security must respect the privacy of crew members and no unauthorized searches are allowed.&lt;br /&gt;
&lt;br /&gt;
=== Blue ===&lt;br /&gt;
&lt;br /&gt;
Security may set up checkpoints for random searches.&lt;br /&gt;
* Non-lethals may be visible at all times.&lt;br /&gt;
* Searches may be authorized by the Head of Security on suspicious crewmembers.&lt;br /&gt;
* Security Personnel may carry spare non-lethal magazines on person&lt;br /&gt;
* Security Personnel may carry one lethal sidearm magazine on person.&lt;br /&gt;
&lt;br /&gt;
=== Amber ===&lt;br /&gt;
&lt;br /&gt;
1 - 2 active Confirmed hostiles, no recorded bombings. &lt;br /&gt;
* Security personnel may be equipped with lethal primaries &lt;br /&gt;
* Grid Searches Authorized &lt;br /&gt;
* The acquisition and ordering of security equipment is with reason, but should be done with a reasonable expectation. Equip yourself to the minimum of what is needed, not the maximum. &lt;br /&gt;
* Warden may distribute more ammunition if required.&lt;br /&gt;
&lt;br /&gt;
=== Red ===&lt;br /&gt;
&lt;br /&gt;
Red alert is reserved for when there are multiple confirmed hostiles and entities that could cause massive crew harm. It should typically not be necessary for internal incidents. See Use of Force&lt;br /&gt;
* Armory may be opened and crew equipped.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the HoS or Sergeant agree.&lt;br /&gt;
* Security can raid departments and arrest any crew member deemed a threat to the station.&lt;br /&gt;
* Crew members must submit to any searches requested by security personnel.&lt;br /&gt;
* Crew may be Deputized &lt;br /&gt;
* Combat Mech’s may be requisitioned&lt;br /&gt;
* Security personnel should stop all personal activity and return to active duty.&lt;br /&gt;
&lt;br /&gt;
=== Delta ===&lt;br /&gt;
&lt;br /&gt;
* Use of martial law is allowed, crew must follow Command and Security orders at the threat of immediate execution. Insubordination during a Delta Class Emergency should be met swiftly, to prevent further loss of life.&lt;br /&gt;
&lt;br /&gt;
=== Gamma ===&lt;br /&gt;
* The universe is ending, goodluck maintaining order.&lt;br /&gt;
&lt;br /&gt;
== Security Controlled Locations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Brig:&#039;&#039;&#039; The Warden runs this. If you&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prison Wing:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Office:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Posts:&#039;&#039;&#039; Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armory:&#039;&#039;&#039; 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.&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arrival Checkpoint:&#039;&#039;&#039; 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&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
== [WIP] Crew Approved Equipment (Permits) ==&lt;br /&gt;
This region of space is very volatile and has lead to the destruction of many vessels, stations and colony&#039;s. This makes salvaging a lucrative option for many travelers and explorers that stop by the station. This salvaging can lead to caches of weapons, armor, explosives, and other items that could be considered dangerous and volatile. It is up to the Warden, Head of Security, or Captain to determine if a permit should be handed out for items brought back by explorers.&lt;br /&gt;
&lt;br /&gt;
== [WIP] Useful Links ==&lt;br /&gt;
[[Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
[[Paperwork]]&lt;br /&gt;
&lt;br /&gt;
[[Antag policy]]&lt;br /&gt;
&lt;br /&gt;
[[Command Policy]]&lt;br /&gt;
&lt;br /&gt;
[[Contraband]]&lt;br /&gt;
&lt;br /&gt;
[[Security items]]&lt;br /&gt;
&lt;br /&gt;
== Handling Criminals ==&lt;br /&gt;
[[File:Security UseOfForce Diagram (1).png|thumb|730x730px]]&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6587</id>
		<title>Security Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6587"/>
		<updated>2021-06-10T22:27:18Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: /* [WIP] Useful Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Notice&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=This document is in development and may be changed often. Please ensure you check for updates periodically to keep up-to-date.&lt;br /&gt;
&lt;br /&gt;
Last Update: [Updated 6/9/2021] &lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Basic Guiding Principles ==&lt;br /&gt;
&lt;br /&gt;
# Follow the Action-RP Lawset and escalate appropriately. Roleplay whenever possible. Failure to do so will result in punishment.&lt;br /&gt;
# As strongly stated in our Guiding Principles, the main goal of this server is to create a fun roleplaying experience, not to win. If you are concerned about how to win instead of the story experience, this is not the server for you.&lt;br /&gt;
# Whenever you are given the green light to use lethals or &amp;quot;shoot to kill&amp;quot;, this is not a license to execute them when they are downed or are surrendering without due cause.&lt;br /&gt;
# Handle a hostage situation with extreme caution. The preservation of civilians and your comrades should be your #1 priority over arresting someone. Acting as if the hostage does not matter will be punished OOCly for poor roleplay.&lt;br /&gt;
# Be aware of the meta protection placed around antag items. Non-obvious items are meta-protected where other obvious items like an energy crossbow and grenades are not. Typically, if the item is disguised, you don’t know of it.&lt;br /&gt;
# Being a bully as a security officer is acceptable. Being corrupt as a security officer is acceptable. However, if it comes to the point that the way you&#039;re playing shuts down roleplaying opportunities for others, that means you are doing it wrong. You want to create conflict to generate roleplay, not destroy the possibility of it. Furthermore, as a security officer, you cannot ignore obviously antagonistic behavior that is a threat to the station. If you know someone is not a threat to the station, taking a bribe is acceptable.&lt;br /&gt;
# Antagonists are an essential part of the game. Unless it is unsafe to do so, players are encouraged to use methods of punishment that do not remove antagonists from the round such as gulag or perma. Calling for the execution of a non-violent and cooperative antag may be marked as failrp. However, this is entirely up to the Captain, acting captain, or HoS, and their ruling (in order of the CoC) is final.&lt;br /&gt;
# Corporate Regulations is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in the regulations.&lt;br /&gt;
# Work with traitors to create a fun and engaging story, don&#039;t just shut them down to win. &lt;br /&gt;
# ERP is allowed as security as long as you are not needed. Red Alert and higher you should end your ERP and return to your job. (With an exception regarding non-con against security staff)&lt;br /&gt;
# Use the minimum required equipment to handle a situation, you should not be preemptively equipping yourself for threats.&lt;br /&gt;
# Do not go around screaming out the game mode the second you see something. Keep meta-knowledge in mind (detailed below), and never, EVER go and scream out stuff like “traitor”, “ling/changeling”, “malf”, “revs”, and the like. It’s completely LRP behavior and does nothing but encourage validhunting.&lt;br /&gt;
# If you are being demoted, role-play out the scenario and realize that it can happen. Do not attempt a one-person coup, doing so will be considered failrp. Do not drop all context of Roleplay and start acting like shit-tide. &lt;br /&gt;
# The head of your department is the “Head of Security”. If the captain finds this person problematic or demotes them, you are to remember that you work for Nanotrasen, not the Head of Security. Please keep this in mind during Head removals.&lt;br /&gt;
# Remember to use CI, you are in a role that will make use of this far more than most players and has the most related impact.&lt;br /&gt;
# Handle unknowns as if they are unknown, don&#039;t rely on metaknowledge to guide your decision making. What would your character think for the first time.&lt;br /&gt;
# Expect to be potentially Round Removed, you are in a position of power. You have no entitlement to surviving the entire round, this rule applies to Antagonists, Heads of Staff, and Security.&lt;br /&gt;
# Be mindful of civilians in the room or your immediate vicinity (nearby). Your non-lethal rounds bounce off the walls, pepper spray clouds can go far and flashbangs with flashes have a sizable area of effect. You don’t want to hit them.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Availability Policy for Security | What to know! ==&lt;br /&gt;
&lt;br /&gt;
* Commanding officers such as the head of security and security sergeant should refrain from needlessly calling all available officers to handle a matter unless said matter is a station-wide emergency, rather they should allocate officers smartly to a situation and keep officers on reserve. Officers do need a break ICly to perform at their best, and OOCly, they want to roleplay and relax as well, not chase after everything all the time. You are, after all, given way more security slots than is usual for a server of this type. They were not meant to be used all at once unless it is a station-wide emergency. Using all at once upsets the balance, not to mention it reduces the flexibility of security and can mentally exhaust the players playing the security officer.&lt;br /&gt;
&lt;br /&gt;
* From both an OOC and IC perspective, all officers must stop what they&#039;re doing within a timely period if they are able to handle an emergency when called upon, whether it&#039;s a manhunt, a pirate attack, or a general shortage in personnel. Failure to do when it makes sense ICly and if you are not impeded in any way may open you up to a security ban, as such behavior is considered LRP. If an officer is unable to do so due to being impeded either through imprisonment, capture, health and so forth, they will not be punished, as it would make IC sense that they would not be able to respond. While they should not be called upon needlessly, they should always be ready to respond if able. If they wish to be free of this burden, they can go on the break by asking to be converted to an &amp;quot;assistant&amp;quot; or &amp;quot;off-duty&amp;quot; role.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
This document should serve to work as a set of guidelines, references, and suggestions on how to handle antagonists and crimes on the station. It will also clarify the roles of all persons involved with security. Both their job requirements and their restrictions. If you find something that appears to go against corporate regulations, you are to make a report of the situation and file it with both the Head of Personal, the Captain, and the Head of Security. If you believe the situation is egregious enough that it warrants direct Central Command Involvement, you may attempt to contact them and let them know directly of the situation. &lt;br /&gt;
&lt;br /&gt;
== Who Orders Who ==&lt;br /&gt;
* Civil Disputes Officer&lt;br /&gt;
* Security Officers, detectives, and Security Medic&#039;s all share the same rank. &lt;br /&gt;
* The Sergeant is in charge of all officers active in the field, outside of the armory, they are the first point of contact for security personnel. &lt;br /&gt;
* The Warden is second in command to the HoS commanding all situations involving the armory and brig. &lt;br /&gt;
* The Head of Security is at the top of the security hierarchy. All security members take orders from him, and he takes his orders from the Captain.&lt;br /&gt;
* 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.&lt;br /&gt;
* The Blueshield reports directly to the Captain and Command Staff. They may request security support during an incident, but may not make an arrest. Though they are also directly under Central Command and can be called upon by Central to override command staff. &lt;br /&gt;
&lt;br /&gt;
== Key Points | What you should know about your job! ==&lt;br /&gt;
&lt;br /&gt;
===Head of Security===&lt;br /&gt;
* Determine the correct amount of force for any situation.&lt;br /&gt;
* Organize and maintain peace on the station.&lt;br /&gt;
* Your job isn&#039;t to hunt people down unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into&lt;br /&gt;
* With the addition of your new ranks, your role is now primarily ensuring the proper management and action of your immediate staff. &lt;br /&gt;
* You are no longer expected to be active in the field. &lt;br /&gt;
* Ensure your officers are responding appropriately.&lt;br /&gt;
&lt;br /&gt;
=== Warden ===&lt;br /&gt;
* Look after the prisoners, make sure they don&#039;t die or get unfair sentences. Feel free to talk and get to know your prisoners, you probably want to know what they did to be sentenced to Perma and whether you need to worry or can rely on them in an emergency. &lt;br /&gt;
* Arm security with weapons in times of war. &lt;br /&gt;
* You are not a Security Officer and do not have to go outside of the brig (and really should not go out of the brig). Stay in the brig.&lt;br /&gt;
* As the Warden, you have authority over the brig and any security officers inside the Brig.&lt;br /&gt;
* If an unauthorized person enters your brig, you may use lethal force.&lt;br /&gt;
* Properly store and maintain all contraband submitted as evidence.&lt;br /&gt;
* Follow Proper Brigging Procedures&lt;br /&gt;
* Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. &lt;br /&gt;
* No prisoner is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available. Should the ten (10) minutes expire without any evidence of any crimes coming to light or charges filed, the prisoner is to be released regardless of accused crimes.&lt;br /&gt;
* Do NOT fully strip the prisoner unless they have earned a permanent sentence&lt;br /&gt;
&lt;br /&gt;
=== Security Sergeant ===&lt;br /&gt;
* Field support officer, primary job is to organize and direct officers during security situations.  &lt;br /&gt;
* Direct security staff across the station to respond to events accordingly. &lt;br /&gt;
* Help provide field information to the HoS as needed. &lt;br /&gt;
* Train and ensure quality in security personnel. &lt;br /&gt;
&lt;br /&gt;
=== Security Medical Officer [WIP] ===&lt;br /&gt;
* Ensure all security personnel are in working condition.&lt;br /&gt;
* Ensure all prisoners are alive and healthy. &lt;br /&gt;
&lt;br /&gt;
=== Detective === &lt;br /&gt;
* You are not Security. You are an investigator. Your revolver is only for self-defense.&lt;br /&gt;
* The Detective&#039;s job is to investigate the remains of any crime, identify the perpetrator, and then ask Security to arrest them for you. That&#039;s right, you have limited security access because you&#039;re supposed to be an evidence collector and hunter of monsters, not a goddamn beat cop or warden.&lt;br /&gt;
* Assist security with finding the culprit of a crime by using your forensic tools and investigation skills.&lt;br /&gt;
&lt;br /&gt;
=== Security Officer ===&lt;br /&gt;
* Likewise, the Heads of Staff have authority over their respective departments. You are expected to assist heads in ejecting unwanted trespassers and demoting unwanted personnel from their departments.&lt;br /&gt;
* The Corporate Regulations is a set of guidelines, meaning you do not have to follow it. You&#039;ll be considered a better officer once you understand which crimes cause legit grief (such as sabotaging a workplace) and which don&#039;t.&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. `&lt;br /&gt;
* Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution.&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t become Shitcurity.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Civil Dispute Officer [WIP] ===&lt;br /&gt;
* Your job is to help handle any civil issues that may arise on the station. Maybe two crew members got into a fight, you should go break it up and try to find a resolution.&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Blueshield === &lt;br /&gt;
# Tenants of being a good blueshield&lt;br /&gt;
# Never go out of your way to assist Heads of Staff unless they request it, be it in combat or other circumstances. This is for your own protection and deniability.&lt;br /&gt;
# Never /ever/ interfere in a fight a Head of Staff starts; unless you have reason to suspect they, or the person they are fighting with, has lethal or otherwise intent of extreme harm. You are a bodyguard, not a babysitter - do NOT be a weapon for them&lt;br /&gt;
# Do NOT touch security matters, at all; if you see someone getting beat or stabbed, and they are not a Head of Staff? Call it in on security. Never. Ever. Interfere with antag situations unless you /must/. This is for your own safety.&lt;br /&gt;
# Never discharge your firearm without good reason. It does a /lot/ of damage, and overpenetrates. Make sure your firing line is clear before shootng. If you hit a civilian, you will do serious damage by accident.&lt;br /&gt;
&#039;&#039;&#039;OOC guidelines - THESE ARE UNAVOIDABLE&#039;&#039;&#039;&lt;br /&gt;
# Never attempt to engage in arresting, or otherwise detaining antagonists or other threats to the Heads Of Staff unless they pose a serious, unmitigable threat to the ongoing safety of your charges&lt;br /&gt;
# Never go out of your way to assist in validhunting. If someone attacks you first; you&#039;re fully allowed to attack them back. Your gear is almost exclusively lethal. Treat it as such; your firearm is the definition of a handcannon.&lt;br /&gt;
# Never attack a head of staff, unless in extreme situations of self defence - and even then, only to disable; not to injure. If you can, apply your baton and disarm them, before using cable-cuffs or whatever you can scrounge up to safely detain them for processing.&lt;br /&gt;
# You are not required to follow orders from any Head Of Staff. You are an agent of CC - You are not within the stations Chain Of Command for a majority of your work; and that includes orders. If you are asked to do something - you should always weigh it against your own objectives, as a Blueshield - and decide to follow it or not; in the case of situations where this results in a demotion, or otherwise negative behaviour from Heads Of Staff - fax Central Command for orders.Central Command for further instructions.&lt;br /&gt;
# Never loot the armory for your own gain, or for more ammunition. This also extends to objects such as fireaxes, sidearm tokens, ecetera; just because you have access, does not mean you have permission. Use your brain.&lt;br /&gt;
# Never go out of your way to kill a threat, unless its unavoidable. Your gun does additional stamina damage per shot - and is quite effective at disabling limbs in 1-2 hits against unarmoured/lightly armoured targets. You dont /need/ to shoot until they die, just go for the arms and follow up with a baton hit. In the case of NLWI (Nonlethal weapon Immune), you are able to shoot until they stop moving. This also applies to CQC+ and other martial arts that make safely detaining the agressor impossible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Use of Force ==&lt;br /&gt;
As a member of the station&#039;s Security force you are one of the best armed and protected people on the station, equipped with the latest in non-lethal takedown technology.&lt;br /&gt;
It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There are a few circumstances where deadly force is permissible:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Red Situation&#039;&#039;&#039; - situations which would warrant a Code Red, such as: full blown mutinies, hostile boarding parties, and Space Wizards automatically authorise lethal force.&lt;br /&gt;
Note: The Alert Status is not required to be elevated to Code Red as in most of these scenarios the Chain of Command will be too damaged or otherwise occupied to raise the Alert Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Lethal Weapons Ineffective&#039;&#039;&#039; - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Personal Risk&#039;&#039;&#039; - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
* Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armed and Dangerous&#039;&#039;&#039; - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
* Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multiple Hostiles&#039;&#039;&#039; - it can be extremely difficult to detain multiple hostiles. As a last resort if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
The taking of one life should be vetted and determined carefully as in the end, the person who decides their fate, takes all responsibility. &lt;br /&gt;
There are other aspects to consider, too. More often than not, the situation won&#039;t be as clear-cut, requiring security officers to think on their feet. You may find yourself wondering as to what extent the law should be applied, for instance, in which case these scenarios might provide useful orientation:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor A:&#039;&#039;&#039; is doing a gimmick, which doesn&#039;t really involve killing people unless in self defense. &#039;&#039;&#039;Traitor A&#039;s&#039;&#039;&#039; gimmick can be considered fun by most of the crew. You may want to either play along, provided doing so would make it more fun for everyone involved, or arrest the guy and run a little gimmick on your own (such as a public trial). Since &#039;&#039;&#039;traitor A&#039;&#039;&#039; is most likely still breaking the law and/or in possession of contraband, it&#039;s up to your discretion what to do, depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor B:&#039;&#039;&#039; is just trying to complete his objectives in a stealthy way. &#039;&#039;&#039;Traitor B&#039;&#039;&#039; is killing people when necessary, or if they&#039;re an assassination target, but he isn&#039;t going on a rampage. In this case, &#039;&#039;&#039;Traitor B&#039;&#039;&#039; should be arrested and have his gear confiscated. Arresting may cut the traitor&#039;s fun short, but it may also make it more fun for B as he has another chance to try and succeed. It&#039;d also give the traitor ways to come up with plans for whatever may happen if he gets caught. If &#039;&#039;&#039;Traitor B&#039;&#039;&#039; tries to gun down security, well, he can&#039;t expect you not to fight back! Consult with the HoS or captain and if they decide execution is the best way to handle this sort of traitor, that&#039;s fine! A public execution may be more fun for everyone than tossing them naked out an airlock, though, and gives a quick-thinking traitor the potential to escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor C:&#039;&#039;&#039; is going on a rampage! He is killing everyone he sees without compromise. You should do everything in your power to stop &#039;&#039;&#039;Traitor C&#039;&#039;&#039;; even lethal force may very well be justifiable in these kind of situations. While this cuts short the traitor&#039;s fun, mindless rampages aren&#039;t that exciting for the most part and tend to be less fun for the majority of players, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;That said, these can only be guidelines and nothing more. Keep a clear head, use your best judgement and don&#039;t be afraid to ask colleagues or other players for advice!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Non-Aggressive/Non-Combatant Entities ==&lt;br /&gt;
&lt;br /&gt;
Non-aggressive and/or non-combatant antagonists such as, but not limited to: Vampires, Changelings, Wizards, etc. may be present on the station at any given time. While these entities are normally labeled Enemies of the Corp, not all of these entities are violent or have malicious motivations/intent. These entities may be able to provide station members and security personnel with intelligence on known or unknown threats, assist in the apprehension of criminals, or may be seeking shelter in the station and thus will assist with daily operations such as cleaning, cooking, etc.&lt;br /&gt;
&lt;br /&gt;
Station heads of staff and security personnel should make an effort to ascertain the intent and motivations of perceived antagonists before they are executed, borged, or exiled. While these entities may be officially labeled by Nanotrasen as Enemies of the Corp and thus may be killed on site, security staff are strongly encouraged to allow these entities to exist with or without restrictions as long as they are not aggressive and/or not combative.&lt;br /&gt;
If they utilize this to hide their activities before becoming hostile. Use of Lethal Force is allowed.&lt;br /&gt;
&lt;br /&gt;
== Shitlers/Greytiders ==&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) should be threatened with a stint in perma.&lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by Assistants (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the Armory secure.&lt;br /&gt;
A persistent greytider should be adminhelped once all possible IC solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable.&lt;br /&gt;
&lt;br /&gt;
== Loss of Life ==&lt;br /&gt;
Loss of crewmember and department staff is considered to be a massive investment lost to Nanotrasean following numerous legal complaints. All crewmember life should be considered valuable and should not be taken lightly. The use of cloning technology is experimental at best and may lead to complications and thus lawsuits if it is determined their death could have been prevented. &lt;br /&gt;
 &lt;br /&gt;
In the event of repeated abuse of cloning and lack of respect for crew life. The offender may be subject to punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DNR BAN&#039;&#039;&#039; &lt;br /&gt;
* Implies player cannot be revived. Should be used to punish those who do not value the life of their character or other players characters.&lt;br /&gt;
&#039;&#039;&#039;Pacification Ban&#039;&#039;&#039;&lt;br /&gt;
* Implies that the player cannot engage in hostile actions aboard the station for a set period of time.&lt;br /&gt;
&lt;br /&gt;
== The Brig / Punishments ==&lt;br /&gt;
Punishments should fit the crime. Use your best judgment and try to give people the benefit of the doubt. Consider the following examples:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into Medbay and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Confiscate the stethoscope and return it to Medbay when possible&lt;br /&gt;
* Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
* Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
* Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
* Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
* Give a ten-minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Remove their EVA suit, any mining tools or other items. Have the detective work his magic on the weapons to confirm what happened.&lt;br /&gt;
* Set a reasonable timer on the cell, or send then to the gulag for a similar sentence.&lt;br /&gt;
* Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on.&lt;br /&gt;
* Inform the Warden or Head of Security and ask them to take over if they say the prisoner is to be permabrigged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Beat the prisoner to the point where they&#039;re critically injured or worse.&lt;br /&gt;
* Strip their items in the rapidly depressurizing engineering room.&lt;br /&gt;
* Let a lynch mob harm your prisoner.&lt;br /&gt;
* Refuse their request to speak with legal counsel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Strip all of their possessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the Warden.&lt;br /&gt;
* Inform the Head of Security.&lt;br /&gt;
* Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
* Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DONT&#039;&#039;&#039;&lt;br /&gt;
* Beat them to death on the spot.&lt;br /&gt;
* Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
* Refuse to negotiate. There are an infinite number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be busting heads infrequently.&lt;br /&gt;
&lt;br /&gt;
== Capital Punishments ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Execution Procedures&#039;&#039;&#039; ===&lt;br /&gt;
Unlawful executions are considered manslaughter if the execution was the cause of incompetence. When evidence shows the execution was not caused by incompetence, the punishment is murder, or when relevant, annihilation.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;All executions must be approved by both the HoS and Acting Captain. In the case where an Acting Captain has not been selected by command, the HoS may make the decision. Otherwise in the presence of a full Captain, refer to them.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Executions may be done either by lethal injection or by firing squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal injection:&#039;&#039;&#039;&lt;br /&gt;
# The captain, the HoS and a medical professional must be present. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner must be buckled in a suitable execution room and allowed their final words.&lt;br /&gt;
# The medical professional proceeds now with the administration of the lethal injection.&lt;br /&gt;
# The body of the prisoner should either be incinerated or stored in a body bag marked &amp;quot;Do not revive&amp;quot;. If the injection fails, the Captain is free to execute the prisoner by other means.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Firing squad:&#039;&#039;&#039;&lt;br /&gt;
# The Captain and HoS must be present. There must be at least two designated shooters. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner should be escorted to a suitable location and allowed their final words.&lt;br /&gt;
# The Captain or HoS commands the designated shooters to fire. Only strictly lethal anti-personnel weapons are allowed to be used.&lt;br /&gt;
# The prisoner&#039;s body should either be incinerated or placed in a body bag marked &amp;quot;Do not revive&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== [WIP] [Updated 6/9/2021] Punishment&#039;s | What you can not do. ==&lt;br /&gt;
As an officer, you will face a variety of criminals and creatures, but Nanotrasen has requirements for how to handle criminal proceedings as listed above an in Corporate Regulations. Going out of your way to utilize a different method of punishment is not acceptable unless approved by Central Command. Otherwise you follow the regulations laid out for you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you cannot do:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Forced Borgification&lt;br /&gt;
# Forced Surgery&lt;br /&gt;
## With the exception of removing implants discovered&lt;br /&gt;
# Extra-Judicial Executions &lt;br /&gt;
## You must follow the process of requesting an execution, you may not handle it yourself or you will be removed from your position.&lt;br /&gt;
# Cremation / Do Not Revival Status&lt;br /&gt;
## This only changes if a prisoner proves to be uncontainable by conventional means.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Riots ==&lt;br /&gt;
=== Station Riots: ===&lt;br /&gt;
Travel in buddy teams (pairs), an alone officer is a dead officer. Retreat to the armoury and obtain the appropriate equipment. Riot suits, helmets and shields will be invaluable in any melee fight. Make sure you still have a non-lethal option. Avoid carrying more than you need. Opt for non-lethal capture where possible. Use internals and adopt reasonable spacing to avoid gas and explosives from decimating the entire team. Don’t get greedy and over-extend yourselves. When stepping into riot situations without intelligence, it’s incredibly easy to get ambushed. Once a single officer falls and is captured, all of the security comms are compromised and now the rioters have access to security as well as security equipment. Travel in a group. If the rioters are contained within an area, start blocking off escapes. Consider using escapes as an alternative point of entry.&lt;br /&gt;
&lt;br /&gt;
== Alert Levels ==&lt;br /&gt;
&lt;br /&gt;
=== Green ===&lt;br /&gt;
&lt;br /&gt;
* Weapons should be holstered.&lt;br /&gt;
* Standard station patrol routes followed.&lt;br /&gt;
* Crew should store spare lethal magazines and equipment.&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* Security must respect the privacy of crew members and no unauthorized searches are allowed.&lt;br /&gt;
&lt;br /&gt;
=== Blue ===&lt;br /&gt;
&lt;br /&gt;
Security may set up checkpoints for random searches.&lt;br /&gt;
* Non-lethals may be visible at all times.&lt;br /&gt;
* Searches may be authorized by the Head of Security on suspicious crewmembers.&lt;br /&gt;
* Security Personnel may carry spare non-lethal magazines on person&lt;br /&gt;
* Security Personnel may carry one lethal sidearm magazine on person.&lt;br /&gt;
&lt;br /&gt;
=== Amber ===&lt;br /&gt;
&lt;br /&gt;
1 - 2 active Confirmed hostiles, no recorded bombings. &lt;br /&gt;
* Security personnel may be equipped with lethal primaries &lt;br /&gt;
* Grid Searches Authorized &lt;br /&gt;
* The acquisition and ordering of security equipment is with reason, but should be done with a reasonable expectation. Equip yourself to the minimum of what is needed, not the maximum. &lt;br /&gt;
* Warden may distribute more ammunition if required.&lt;br /&gt;
&lt;br /&gt;
=== Red ===&lt;br /&gt;
&lt;br /&gt;
Red alert is reserved for when there are multiple confirmed hostiles and entities that could cause massive crew harm. It should typically not be necessary for internal incidents. See Use of Force&lt;br /&gt;
* Armory may be opened and crew equipped.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the HoS or Sergeant agree.&lt;br /&gt;
* Security can raid departments and arrest any crew member deemed a threat to the station.&lt;br /&gt;
* Crew members must submit to any searches requested by security personnel.&lt;br /&gt;
* Crew may be Deputized &lt;br /&gt;
* Combat Mech’s may be requisitioned&lt;br /&gt;
* Security personnel should stop all personal activity and return to active duty.&lt;br /&gt;
&lt;br /&gt;
=== Delta ===&lt;br /&gt;
&lt;br /&gt;
* Use of martial law is allowed, crew must follow Command and Security orders at the threat of immediate execution. Insubordination during a Delta Class Emergency should be met swiftly, to prevent further loss of life.&lt;br /&gt;
&lt;br /&gt;
=== Gamma ===&lt;br /&gt;
* The universe is ending, goodluck maintaining order.&lt;br /&gt;
&lt;br /&gt;
== Security Controlled Locations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Brig:&#039;&#039;&#039; The Warden runs this. If you&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prison Wing:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Office:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Posts:&#039;&#039;&#039; Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armory:&#039;&#039;&#039; 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.&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arrival Checkpoint:&#039;&#039;&#039; 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&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
== [WIP] Crew Approved Equipment (Permits) ==&lt;br /&gt;
This region of space is very volatile and has lead to the destruction of many vessels, stations and colony&#039;s. This makes salvaging a lucrative option for many travelers and explorers that stop by the station. This salvaging can lead to caches of weapons, armor, explosives, and other items that could be considered dangerous and volatile. It is up to the Warden, Head of Security, or Captain to determine if a permit should be handed out for items brought back by explorers.&lt;br /&gt;
&lt;br /&gt;
== [WIP] Useful Links ==&lt;br /&gt;
[[Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
[[Paperwork]]&lt;br /&gt;
&lt;br /&gt;
[[Antag policy]]&lt;br /&gt;
&lt;br /&gt;
[[Command Policy]]&lt;br /&gt;
&lt;br /&gt;
[[Contraband]]&lt;br /&gt;
&lt;br /&gt;
[[Security items]]&lt;br /&gt;
&lt;br /&gt;
== Handling Criminals ==&lt;br /&gt;
[[File:Security UseOfForce Diagram (1).png|thumb|730x730px]]&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=File:Security_UseOfForce_Diagram_(1).png&amp;diff=6586</id>
		<title>File:Security UseOfForce Diagram (1).png</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=File:Security_UseOfForce_Diagram_(1).png&amp;diff=6586"/>
		<updated>2021-06-10T22:26:50Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A guideline on how to properly respond to antagonistic players.&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6585</id>
		<title>Security Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6585"/>
		<updated>2021-06-09T12:23:59Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: /* [WIP] Useful Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Notice&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=This document is in development and may be changed often. Please ensure you check for updates periodically to keep up-to-date.&lt;br /&gt;
&lt;br /&gt;
Last Update: [Updated 6/9/2021] &lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Basic Guiding Principles ==&lt;br /&gt;
&lt;br /&gt;
# Follow the Action-RP Lawset and escalate appropriately. Roleplay whenever possible. Failure to do so will result in punishment.&lt;br /&gt;
# As strongly stated in our Guiding Principles, the main goal of this server is to create a fun roleplaying experience, not to win. If you are concerned about how to win instead of the story experience, this is not the server for you.&lt;br /&gt;
# Whenever you are given the green light to use lethals or &amp;quot;shoot to kill&amp;quot;, this is not a license to execute them when they are downed or are surrendering without due cause.&lt;br /&gt;
# Handle a hostage situation with extreme caution. The preservation of civilians and your comrades should be your #1 priority over arresting someone. Acting as if the hostage does not matter will be punished OOCly for poor roleplay.&lt;br /&gt;
# Be aware of the meta protection placed around antag items. Non-obvious items are meta-protected where other obvious items like an energy crossbow and grenades are not. Typically, if the item is disguised, you don’t know of it.&lt;br /&gt;
# Being a bully as a security officer is acceptable. Being corrupt as a security officer is acceptable. However, if it comes to the point that the way you&#039;re playing shuts down roleplaying opportunities for others, that means you are doing it wrong. You want to create conflict to generate roleplay, not destroy the possibility of it. Furthermore, as a security officer, you cannot ignore obviously antagonistic behavior that is a threat to the station. If you know someone is not a threat to the station, taking a bribe is acceptable.&lt;br /&gt;
# Antagonists are an essential part of the game. Unless it is unsafe to do so, players are encouraged to use methods of punishment that do not remove antagonists from the round such as gulag or perma. Calling for the execution of a non-violent and cooperative antag may be marked as failrp. However, this is entirely up to the Captain, acting captain, or HoS, and their ruling (in order of the CoC) is final.&lt;br /&gt;
# Corporate Regulations is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in the regulations.&lt;br /&gt;
# Work with traitors to create a fun and engaging story, don&#039;t just shut them down to win. &lt;br /&gt;
# ERP is allowed as security as long as you are not needed. Red Alert and higher you should end your ERP and return to your job. (With an exception regarding non-con against security staff)&lt;br /&gt;
# Use the minimum required equipment to handle a situation, you should not be preemptively equipping yourself for threats.&lt;br /&gt;
# Do not go around screaming out the game mode the second you see something. Keep meta-knowledge in mind (detailed below), and never, EVER go and scream out stuff like “traitor”, “ling/changeling”, “malf”, “revs”, and the like. It’s completely LRP behavior and does nothing but encourage validhunting.&lt;br /&gt;
# If you are being demoted, role-play out the scenario and realize that it can happen. Do not attempt a one-person coup, doing so will be considered failrp. Do not drop all context of Roleplay and start acting like shit-tide. &lt;br /&gt;
# The head of your department is the “Head of Security”. If the captain finds this person problematic or demotes them, you are to remember that you work for Nanotrasen, not the Head of Security. Please keep this in mind during Head removals.&lt;br /&gt;
# Remember to use CI, you are in a role that will make use of this far more than most players and has the most related impact.&lt;br /&gt;
# Handle unknowns as if they are unknown, don&#039;t rely on metaknowledge to guide your decision making. What would your character think for the first time.&lt;br /&gt;
# Expect to be potentially Round Removed, you are in a position of power. You have no entitlement to surviving the entire round, this rule applies to Antagonists, Heads of Staff, and Security.&lt;br /&gt;
# Be mindful of civilians in the room or your immediate vicinity (nearby). Your non-lethal rounds bounce off the walls, pepper spray clouds can go far and flashbangs with flashes have a sizable area of effect. You don’t want to hit them.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Availability Policy for Security | What to know! ==&lt;br /&gt;
&lt;br /&gt;
* Commanding officers such as the head of security and security sergeant should refrain from needlessly calling all available officers to handle a matter unless said matter is a station-wide emergency, rather they should allocate officers smartly to a situation and keep officers on reserve. Officers do need a break ICly to perform at their best, and OOCly, they want to roleplay and relax as well, not chase after everything all the time. You are, after all, given way more security slots than is usual for a server of this type. They were not meant to be used all at once unless it is a station-wide emergency. Using all at once upsets the balance, not to mention it reduces the flexibility of security and can mentally exhaust the players playing the security officer.&lt;br /&gt;
&lt;br /&gt;
* From both an OOC and IC perspective, all officers must stop what they&#039;re doing within a timely period if they are able to handle an emergency when called upon, whether it&#039;s a manhunt, a pirate attack, or a general shortage in personnel. Failure to do when it makes sense ICly and if you are not impeded in any way may open you up to a security ban, as such behavior is considered LRP. If an officer is unable to do so due to being impeded either through imprisonment, capture, health and so forth, they will not be punished, as it would make IC sense that they would not be able to respond. While they should not be called upon needlessly, they should always be ready to respond if able. If they wish to be free of this burden, they can go on the break by asking to be converted to an &amp;quot;assistant&amp;quot; or &amp;quot;off-duty&amp;quot; role.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
This document should serve to work as a set of guidelines, references, and suggestions on how to handle antagonists and crimes on the station. It will also clarify the roles of all persons involved with security. Both their job requirements and their restrictions. If you find something that appears to go against corporate regulations, you are to make a report of the situation and file it with both the Head of Personal, the Captain, and the Head of Security. If you believe the situation is egregious enough that it warrants direct Central Command Involvement, you may attempt to contact them and let them know directly of the situation. &lt;br /&gt;
&lt;br /&gt;
== Who Orders Who ==&lt;br /&gt;
* Civil Disputes Officer&lt;br /&gt;
* Security Officers, detectives, and Security Medic&#039;s all share the same rank. &lt;br /&gt;
* The Sergeant is in charge of all officers active in the field, outside of the armory, they are the first point of contact for security personnel. &lt;br /&gt;
* The Warden is second in command to the HoS commanding all situations involving the armory and brig. &lt;br /&gt;
* The Head of Security is at the top of the security hierarchy. All security members take orders from him, and he takes his orders from the Captain.&lt;br /&gt;
* 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.&lt;br /&gt;
* The Blueshield reports directly to the Captain and Command Staff. They may request security support during an incident, but may not make an arrest. Though they are also directly under Central Command and can be called upon by Central to override command staff. &lt;br /&gt;
&lt;br /&gt;
== Key Points | What you should know about your job! ==&lt;br /&gt;
&lt;br /&gt;
===Head of Security===&lt;br /&gt;
* Determine the correct amount of force for any situation.&lt;br /&gt;
* Organize and maintain peace on the station.&lt;br /&gt;
* Your job isn&#039;t to hunt people down unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into&lt;br /&gt;
* With the addition of your new ranks, your role is now primarily ensuring the proper management and action of your immediate staff. &lt;br /&gt;
* You are no longer expected to be active in the field. &lt;br /&gt;
* Ensure your officers are responding appropriately.&lt;br /&gt;
&lt;br /&gt;
=== Warden ===&lt;br /&gt;
* Look after the prisoners, make sure they don&#039;t die or get unfair sentences. Feel free to talk and get to know your prisoners, you probably want to know what they did to be sentenced to Perma and whether you need to worry or can rely on them in an emergency. &lt;br /&gt;
* Arm security with weapons in times of war. &lt;br /&gt;
* You are not a Security Officer and do not have to go outside of the brig (and really should not go out of the brig). Stay in the brig.&lt;br /&gt;
* As the Warden, you have authority over the brig and any security officers inside the Brig.&lt;br /&gt;
* If an unauthorized person enters your brig, you may use lethal force.&lt;br /&gt;
* Properly store and maintain all contraband submitted as evidence.&lt;br /&gt;
* Follow Proper Brigging Procedures&lt;br /&gt;
* Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. &lt;br /&gt;
* No prisoner is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available. Should the ten (10) minutes expire without any evidence of any crimes coming to light or charges filed, the prisoner is to be released regardless of accused crimes.&lt;br /&gt;
* Do NOT fully strip the prisoner unless they have earned a permanent sentence&lt;br /&gt;
&lt;br /&gt;
=== Security Sergeant ===&lt;br /&gt;
* Field support officer, primary job is to organize and direct officers during security situations.  &lt;br /&gt;
* Direct security staff across the station to respond to events accordingly. &lt;br /&gt;
* Help provide field information to the HoS as needed. &lt;br /&gt;
* Train and ensure quality in security personnel. &lt;br /&gt;
&lt;br /&gt;
=== Security Medical Officer [WIP] ===&lt;br /&gt;
* Ensure all security personnel are in working condition.&lt;br /&gt;
* Ensure all prisoners are alive and healthy. &lt;br /&gt;
&lt;br /&gt;
=== Detective === &lt;br /&gt;
* You are not Security. You are an investigator. Your revolver is only for self-defense.&lt;br /&gt;
* The Detective&#039;s job is to investigate the remains of any crime, identify the perpetrator, and then ask Security to arrest them for you. That&#039;s right, you have limited security access because you&#039;re supposed to be an evidence collector and hunter of monsters, not a goddamn beat cop or warden.&lt;br /&gt;
* Assist security with finding the culprit of a crime by using your forensic tools and investigation skills.&lt;br /&gt;
&lt;br /&gt;
=== Security Officer ===&lt;br /&gt;
* Likewise, the Heads of Staff have authority over their respective departments. You are expected to assist heads in ejecting unwanted trespassers and demoting unwanted personnel from their departments.&lt;br /&gt;
* The Corporate Regulations is a set of guidelines, meaning you do not have to follow it. You&#039;ll be considered a better officer once you understand which crimes cause legit grief (such as sabotaging a workplace) and which don&#039;t.&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. `&lt;br /&gt;
* Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution.&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t become Shitcurity.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Civil Dispute Officer [WIP] ===&lt;br /&gt;
* Your job is to help handle any civil issues that may arise on the station. Maybe two crew members got into a fight, you should go break it up and try to find a resolution.&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Blueshield === &lt;br /&gt;
# Tenants of being a good blueshield&lt;br /&gt;
# Never go out of your way to assist Heads of Staff unless they request it, be it in combat or other circumstances. This is for your own protection and deniability.&lt;br /&gt;
# Never /ever/ interfere in a fight a Head of Staff starts; unless you have reason to suspect they, or the person they are fighting with, has lethal or otherwise intent of extreme harm. You are a bodyguard, not a babysitter - do NOT be a weapon for them&lt;br /&gt;
# Do NOT touch security matters, at all; if you see someone getting beat or stabbed, and they are not a Head of Staff? Call it in on security. Never. Ever. Interfere with antag situations unless you /must/. This is for your own safety.&lt;br /&gt;
# Never discharge your firearm without good reason. It does a /lot/ of damage, and overpenetrates. Make sure your firing line is clear before shootng. If you hit a civilian, you will do serious damage by accident.&lt;br /&gt;
&#039;&#039;&#039;OOC guidelines - THESE ARE UNAVOIDABLE&#039;&#039;&#039;&lt;br /&gt;
# Never attempt to engage in arresting, or otherwise detaining antagonists or other threats to the Heads Of Staff unless they pose a serious, unmitigable threat to the ongoing safety of your charges&lt;br /&gt;
# Never go out of your way to assist in validhunting. If someone attacks you first; you&#039;re fully allowed to attack them back. Your gear is almost exclusively lethal. Treat it as such; your firearm is the definition of a handcannon.&lt;br /&gt;
# Never attack a head of staff, unless in extreme situations of self defence - and even then, only to disable; not to injure. If you can, apply your baton and disarm them, before using cable-cuffs or whatever you can scrounge up to safely detain them for processing.&lt;br /&gt;
# You are not required to follow orders from any Head Of Staff. You are an agent of CC - You are not within the stations Chain Of Command for a majority of your work; and that includes orders. If you are asked to do something - you should always weigh it against your own objectives, as a Blueshield - and decide to follow it or not; in the case of situations where this results in a demotion, or otherwise negative behaviour from Heads Of Staff - fax Central Command for orders.Central Command for further instructions.&lt;br /&gt;
# Never loot the armory for your own gain, or for more ammunition. This also extends to objects such as fireaxes, sidearm tokens, ecetera; just because you have access, does not mean you have permission. Use your brain.&lt;br /&gt;
# Never go out of your way to kill a threat, unless its unavoidable. Your gun does additional stamina damage per shot - and is quite effective at disabling limbs in 1-2 hits against unarmoured/lightly armoured targets. You dont /need/ to shoot until they die, just go for the arms and follow up with a baton hit. In the case of NLWI (Nonlethal weapon Immune), you are able to shoot until they stop moving. This also applies to CQC+ and other martial arts that make safely detaining the agressor impossible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Use of Force ==&lt;br /&gt;
As a member of the station&#039;s Security force you are one of the best armed and protected people on the station, equipped with the latest in non-lethal takedown technology.&lt;br /&gt;
It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There are a few circumstances where deadly force is permissible:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Red Situation&#039;&#039;&#039; - situations which would warrant a Code Red, such as: full blown mutinies, hostile boarding parties, and Space Wizards automatically authorise lethal force.&lt;br /&gt;
Note: The Alert Status is not required to be elevated to Code Red as in most of these scenarios the Chain of Command will be too damaged or otherwise occupied to raise the Alert Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Lethal Weapons Ineffective&#039;&#039;&#039; - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Personal Risk&#039;&#039;&#039; - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
* Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armed and Dangerous&#039;&#039;&#039; - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
* Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multiple Hostiles&#039;&#039;&#039; - it can be extremely difficult to detain multiple hostiles. As a last resort if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
The taking of one life should be vetted and determined carefully as in the end, the person who decides their fate, takes all responsibility. &lt;br /&gt;
There are other aspects to consider, too. More often than not, the situation won&#039;t be as clear-cut, requiring security officers to think on their feet. You may find yourself wondering as to what extent the law should be applied, for instance, in which case these scenarios might provide useful orientation:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor A:&#039;&#039;&#039; is doing a gimmick, which doesn&#039;t really involve killing people unless in self defense. &#039;&#039;&#039;Traitor A&#039;s&#039;&#039;&#039; gimmick can be considered fun by most of the crew. You may want to either play along, provided doing so would make it more fun for everyone involved, or arrest the guy and run a little gimmick on your own (such as a public trial). Since &#039;&#039;&#039;traitor A&#039;&#039;&#039; is most likely still breaking the law and/or in possession of contraband, it&#039;s up to your discretion what to do, depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor B:&#039;&#039;&#039; is just trying to complete his objectives in a stealthy way. &#039;&#039;&#039;Traitor B&#039;&#039;&#039; is killing people when necessary, or if they&#039;re an assassination target, but he isn&#039;t going on a rampage. In this case, &#039;&#039;&#039;Traitor B&#039;&#039;&#039; should be arrested and have his gear confiscated. Arresting may cut the traitor&#039;s fun short, but it may also make it more fun for B as he has another chance to try and succeed. It&#039;d also give the traitor ways to come up with plans for whatever may happen if he gets caught. If &#039;&#039;&#039;Traitor B&#039;&#039;&#039; tries to gun down security, well, he can&#039;t expect you not to fight back! Consult with the HoS or captain and if they decide execution is the best way to handle this sort of traitor, that&#039;s fine! A public execution may be more fun for everyone than tossing them naked out an airlock, though, and gives a quick-thinking traitor the potential to escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor C:&#039;&#039;&#039; is going on a rampage! He is killing everyone he sees without compromise. You should do everything in your power to stop &#039;&#039;&#039;Traitor C&#039;&#039;&#039;; even lethal force may very well be justifiable in these kind of situations. While this cuts short the traitor&#039;s fun, mindless rampages aren&#039;t that exciting for the most part and tend to be less fun for the majority of players, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;That said, these can only be guidelines and nothing more. Keep a clear head, use your best judgement and don&#039;t be afraid to ask colleagues or other players for advice!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Non-Aggressive/Non-Combatant Entities ==&lt;br /&gt;
&lt;br /&gt;
Non-aggressive and/or non-combatant antagonists such as, but not limited to: Vampires, Changelings, Wizards, etc. may be present on the station at any given time. While these entities are normally labeled Enemies of the Corp, not all of these entities are violent or have malicious motivations/intent. These entities may be able to provide station members and security personnel with intelligence on known or unknown threats, assist in the apprehension of criminals, or may be seeking shelter in the station and thus will assist with daily operations such as cleaning, cooking, etc.&lt;br /&gt;
&lt;br /&gt;
Station heads of staff and security personnel should make an effort to ascertain the intent and motivations of perceived antagonists before they are executed, borged, or exiled. While these entities may be officially labeled by Nanotrasen as Enemies of the Corp and thus may be killed on site, security staff are strongly encouraged to allow these entities to exist with or without restrictions as long as they are not aggressive and/or not combative.&lt;br /&gt;
If they utilize this to hide their activities before becoming hostile. Use of Lethal Force is allowed.&lt;br /&gt;
&lt;br /&gt;
== Shitlers/Greytiders ==&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) should be threatened with a stint in perma.&lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by Assistants (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the Armory secure.&lt;br /&gt;
A persistent greytider should be adminhelped once all possible IC solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable.&lt;br /&gt;
&lt;br /&gt;
== Loss of Life ==&lt;br /&gt;
Loss of crewmember and department staff is considered to be a massive investment lost to Nanotrasean following numerous legal complaints. All crewmember life should be considered valuable and should not be taken lightly. The use of cloning technology is experimental at best and may lead to complications and thus lawsuits if it is determined their death could have been prevented. &lt;br /&gt;
 &lt;br /&gt;
In the event of repeated abuse of cloning and lack of respect for crew life. The offender may be subject to punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DNR BAN&#039;&#039;&#039; &lt;br /&gt;
* Implies player cannot be revived. Should be used to punish those who do not value the life of their character or other players characters.&lt;br /&gt;
&#039;&#039;&#039;Pacification Ban&#039;&#039;&#039;&lt;br /&gt;
* Implies that the player cannot engage in hostile actions aboard the station for a set period of time.&lt;br /&gt;
&lt;br /&gt;
== The Brig / Punishments ==&lt;br /&gt;
Punishments should fit the crime. Use your best judgment and try to give people the benefit of the doubt. Consider the following examples:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into Medbay and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Confiscate the stethoscope and return it to Medbay when possible&lt;br /&gt;
* Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
* Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
* Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
* Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
* Give a ten-minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Remove their EVA suit, any mining tools or other items. Have the detective work his magic on the weapons to confirm what happened.&lt;br /&gt;
* Set a reasonable timer on the cell, or send then to the gulag for a similar sentence.&lt;br /&gt;
* Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on.&lt;br /&gt;
* Inform the Warden or Head of Security and ask them to take over if they say the prisoner is to be permabrigged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Beat the prisoner to the point where they&#039;re critically injured or worse.&lt;br /&gt;
* Strip their items in the rapidly depressurizing engineering room.&lt;br /&gt;
* Let a lynch mob harm your prisoner.&lt;br /&gt;
* Refuse their request to speak with legal counsel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Strip all of their possessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the Warden.&lt;br /&gt;
* Inform the Head of Security.&lt;br /&gt;
* Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
* Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DONT&#039;&#039;&#039;&lt;br /&gt;
* Beat them to death on the spot.&lt;br /&gt;
* Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
* Refuse to negotiate. There are an infinite number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be busting heads infrequently.&lt;br /&gt;
&lt;br /&gt;
== Capital Punishments ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Execution Procedures&#039;&#039;&#039; ===&lt;br /&gt;
Unlawful executions are considered manslaughter if the execution was the cause of incompetence. When evidence shows the execution was not caused by incompetence, the punishment is murder, or when relevant, annihilation.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;All executions must be approved by both the HoS and Acting Captain. In the case where an Acting Captain has not been selected by command, the HoS may make the decision. Otherwise in the presence of a full Captain, refer to them.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Executions may be done either by lethal injection or by firing squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal injection:&#039;&#039;&#039;&lt;br /&gt;
# The captain, the HoS and a medical professional must be present. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner must be buckled in a suitable execution room and allowed their final words.&lt;br /&gt;
# The medical professional proceeds now with the administration of the lethal injection.&lt;br /&gt;
# The body of the prisoner should either be incinerated or stored in a body bag marked &amp;quot;Do not revive&amp;quot;. If the injection fails, the Captain is free to execute the prisoner by other means.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Firing squad:&#039;&#039;&#039;&lt;br /&gt;
# The Captain and HoS must be present. There must be at least two designated shooters. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner should be escorted to a suitable location and allowed their final words.&lt;br /&gt;
# The Captain or HoS commands the designated shooters to fire. Only strictly lethal anti-personnel weapons are allowed to be used.&lt;br /&gt;
# The prisoner&#039;s body should either be incinerated or placed in a body bag marked &amp;quot;Do not revive&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== [WIP] [Updated 6/9/2021] Punishment&#039;s | What you can not do. ==&lt;br /&gt;
As an officer, you will face a variety of criminals and creatures, but Nanotrasen has requirements for how to handle criminal proceedings as listed above an in Corporate Regulations. Going out of your way to utilize a different method of punishment is not acceptable unless approved by Central Command. Otherwise you follow the regulations laid out for you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you cannot do:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Forced Borgification&lt;br /&gt;
# Forced Surgery&lt;br /&gt;
## With the exception of removing implants discovered&lt;br /&gt;
# Extra-Judicial Executions &lt;br /&gt;
## You must follow the process of requesting an execution, you may not handle it yourself or you will be removed from your position.&lt;br /&gt;
# Cremation / Do Not Revival Status&lt;br /&gt;
## This only changes if a prisoner proves to be uncontainable by conventional means.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Riots ==&lt;br /&gt;
=== Station Riots: ===&lt;br /&gt;
Travel in buddy teams (pairs), an alone officer is a dead officer. Retreat to the armoury and obtain the appropriate equipment. Riot suits, helmets and shields will be invaluable in any melee fight. Make sure you still have a non-lethal option. Avoid carrying more than you need. Opt for non-lethal capture where possible. Use internals and adopt reasonable spacing to avoid gas and explosives from decimating the entire team. Don’t get greedy and over-extend yourselves. When stepping into riot situations without intelligence, it’s incredibly easy to get ambushed. Once a single officer falls and is captured, all of the security comms are compromised and now the rioters have access to security as well as security equipment. Travel in a group. If the rioters are contained within an area, start blocking off escapes. Consider using escapes as an alternative point of entry.&lt;br /&gt;
&lt;br /&gt;
== Alert Levels ==&lt;br /&gt;
&lt;br /&gt;
=== Green ===&lt;br /&gt;
&lt;br /&gt;
* Weapons should be holstered.&lt;br /&gt;
* Standard station patrol routes followed.&lt;br /&gt;
* Crew should store spare lethal magazines and equipment.&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* Security must respect the privacy of crew members and no unauthorized searches are allowed.&lt;br /&gt;
&lt;br /&gt;
=== Blue ===&lt;br /&gt;
&lt;br /&gt;
Security may set up checkpoints for random searches.&lt;br /&gt;
* Non-lethals may be visible at all times.&lt;br /&gt;
* Searches may be authorized by the Head of Security on suspicious crewmembers.&lt;br /&gt;
* Security Personnel may carry spare non-lethal magazines on person&lt;br /&gt;
* Security Personnel may carry one lethal sidearm magazine on person.&lt;br /&gt;
&lt;br /&gt;
=== Amber ===&lt;br /&gt;
&lt;br /&gt;
1 - 2 active Confirmed hostiles, no recorded bombings. &lt;br /&gt;
* Security personnel may be equipped with lethal primaries &lt;br /&gt;
* Grid Searches Authorized &lt;br /&gt;
* The acquisition and ordering of security equipment is with reason, but should be done with a reasonable expectation. Equip yourself to the minimum of what is needed, not the maximum. &lt;br /&gt;
* Warden may distribute more ammunition if required.&lt;br /&gt;
&lt;br /&gt;
=== Red ===&lt;br /&gt;
&lt;br /&gt;
Red alert is reserved for when there are multiple confirmed hostiles and entities that could cause massive crew harm. It should typically not be necessary for internal incidents. See Use of Force&lt;br /&gt;
* Armory may be opened and crew equipped.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the HoS or Sergeant agree.&lt;br /&gt;
* Security can raid departments and arrest any crew member deemed a threat to the station.&lt;br /&gt;
* Crew members must submit to any searches requested by security personnel.&lt;br /&gt;
* Crew may be Deputized &lt;br /&gt;
* Combat Mech’s may be requisitioned&lt;br /&gt;
* Security personnel should stop all personal activity and return to active duty.&lt;br /&gt;
&lt;br /&gt;
=== Delta ===&lt;br /&gt;
&lt;br /&gt;
* Use of martial law is allowed, crew must follow Command and Security orders at the threat of immediate execution. Insubordination during a Delta Class Emergency should be met swiftly, to prevent further loss of life.&lt;br /&gt;
&lt;br /&gt;
=== Gamma ===&lt;br /&gt;
* The universe is ending, goodluck maintaining order.&lt;br /&gt;
&lt;br /&gt;
== Security Controlled Locations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Brig:&#039;&#039;&#039; The Warden runs this. If you&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prison Wing:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Office:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Posts:&#039;&#039;&#039; Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armory:&#039;&#039;&#039; 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.&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arrival Checkpoint:&#039;&#039;&#039; 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&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
== [WIP] Crew Approved Equipment (Permits) ==&lt;br /&gt;
This region of space is very volatile and has lead to the destruction of many vessels, stations and colony&#039;s. This makes salvaging a lucrative option for many travelers and explorers that stop by the station. This salvaging can lead to caches of weapons, armor, explosives, and other items that could be considered dangerous and volatile. It is up to the Warden, Head of Security, or Captain to determine if a permit should be handed out for items brought back by explorers.&lt;br /&gt;
&lt;br /&gt;
== [WIP] Useful Links ==&lt;br /&gt;
[[Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
[[Paperwork]]&lt;br /&gt;
&lt;br /&gt;
[[Antag policy]]&lt;br /&gt;
&lt;br /&gt;
[[Command Policy]]&lt;br /&gt;
&lt;br /&gt;
[[Contraband]]&lt;br /&gt;
&lt;br /&gt;
[[Security items]]&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6584</id>
		<title>Security Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6584"/>
		<updated>2021-06-09T12:22:37Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Added Useful Links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Notice&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=This document is in development and may be changed often. Please ensure you check for updates periodically to keep up-to-date.&lt;br /&gt;
&lt;br /&gt;
Last Update: [Updated 6/9/2021] &lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Basic Guiding Principles ==&lt;br /&gt;
&lt;br /&gt;
# Follow the Action-RP Lawset and escalate appropriately. Roleplay whenever possible. Failure to do so will result in punishment.&lt;br /&gt;
# As strongly stated in our Guiding Principles, the main goal of this server is to create a fun roleplaying experience, not to win. If you are concerned about how to win instead of the story experience, this is not the server for you.&lt;br /&gt;
# Whenever you are given the green light to use lethals or &amp;quot;shoot to kill&amp;quot;, this is not a license to execute them when they are downed or are surrendering without due cause.&lt;br /&gt;
# Handle a hostage situation with extreme caution. The preservation of civilians and your comrades should be your #1 priority over arresting someone. Acting as if the hostage does not matter will be punished OOCly for poor roleplay.&lt;br /&gt;
# Be aware of the meta protection placed around antag items. Non-obvious items are meta-protected where other obvious items like an energy crossbow and grenades are not. Typically, if the item is disguised, you don’t know of it.&lt;br /&gt;
# Being a bully as a security officer is acceptable. Being corrupt as a security officer is acceptable. However, if it comes to the point that the way you&#039;re playing shuts down roleplaying opportunities for others, that means you are doing it wrong. You want to create conflict to generate roleplay, not destroy the possibility of it. Furthermore, as a security officer, you cannot ignore obviously antagonistic behavior that is a threat to the station. If you know someone is not a threat to the station, taking a bribe is acceptable.&lt;br /&gt;
# Antagonists are an essential part of the game. Unless it is unsafe to do so, players are encouraged to use methods of punishment that do not remove antagonists from the round such as gulag or perma. Calling for the execution of a non-violent and cooperative antag may be marked as failrp. However, this is entirely up to the Captain, acting captain, or HoS, and their ruling (in order of the CoC) is final.&lt;br /&gt;
# Corporate Regulations is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in the regulations.&lt;br /&gt;
# Work with traitors to create a fun and engaging story, don&#039;t just shut them down to win. &lt;br /&gt;
# ERP is allowed as security as long as you are not needed. Red Alert and higher you should end your ERP and return to your job. (With an exception regarding non-con against security staff)&lt;br /&gt;
# Use the minimum required equipment to handle a situation, you should not be preemptively equipping yourself for threats.&lt;br /&gt;
# Do not go around screaming out the game mode the second you see something. Keep meta-knowledge in mind (detailed below), and never, EVER go and scream out stuff like “traitor”, “ling/changeling”, “malf”, “revs”, and the like. It’s completely LRP behavior and does nothing but encourage validhunting.&lt;br /&gt;
# If you are being demoted, role-play out the scenario and realize that it can happen. Do not attempt a one-person coup, doing so will be considered failrp. Do not drop all context of Roleplay and start acting like shit-tide. &lt;br /&gt;
# The head of your department is the “Head of Security”. If the captain finds this person problematic or demotes them, you are to remember that you work for Nanotrasen, not the Head of Security. Please keep this in mind during Head removals.&lt;br /&gt;
# Remember to use CI, you are in a role that will make use of this far more than most players and has the most related impact.&lt;br /&gt;
# Handle unknowns as if they are unknown, don&#039;t rely on metaknowledge to guide your decision making. What would your character think for the first time.&lt;br /&gt;
# Expect to be potentially Round Removed, you are in a position of power. You have no entitlement to surviving the entire round, this rule applies to Antagonists, Heads of Staff, and Security.&lt;br /&gt;
# Be mindful of civilians in the room or your immediate vicinity (nearby). Your non-lethal rounds bounce off the walls, pepper spray clouds can go far and flashbangs with flashes have a sizable area of effect. You don’t want to hit them.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Availability Policy for Security | What to know! ==&lt;br /&gt;
&lt;br /&gt;
* Commanding officers such as the head of security and security sergeant should refrain from needlessly calling all available officers to handle a matter unless said matter is a station-wide emergency, rather they should allocate officers smartly to a situation and keep officers on reserve. Officers do need a break ICly to perform at their best, and OOCly, they want to roleplay and relax as well, not chase after everything all the time. You are, after all, given way more security slots than is usual for a server of this type. They were not meant to be used all at once unless it is a station-wide emergency. Using all at once upsets the balance, not to mention it reduces the flexibility of security and can mentally exhaust the players playing the security officer.&lt;br /&gt;
&lt;br /&gt;
* From both an OOC and IC perspective, all officers must stop what they&#039;re doing within a timely period if they are able to handle an emergency when called upon, whether it&#039;s a manhunt, a pirate attack, or a general shortage in personnel. Failure to do when it makes sense ICly and if you are not impeded in any way may open you up to a security ban, as such behavior is considered LRP. If an officer is unable to do so due to being impeded either through imprisonment, capture, health and so forth, they will not be punished, as it would make IC sense that they would not be able to respond. While they should not be called upon needlessly, they should always be ready to respond if able. If they wish to be free of this burden, they can go on the break by asking to be converted to an &amp;quot;assistant&amp;quot; or &amp;quot;off-duty&amp;quot; role.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
This document should serve to work as a set of guidelines, references, and suggestions on how to handle antagonists and crimes on the station. It will also clarify the roles of all persons involved with security. Both their job requirements and their restrictions. If you find something that appears to go against corporate regulations, you are to make a report of the situation and file it with both the Head of Personal, the Captain, and the Head of Security. If you believe the situation is egregious enough that it warrants direct Central Command Involvement, you may attempt to contact them and let them know directly of the situation. &lt;br /&gt;
&lt;br /&gt;
== Who Orders Who ==&lt;br /&gt;
* Civil Disputes Officer&lt;br /&gt;
* Security Officers, detectives, and Security Medic&#039;s all share the same rank. &lt;br /&gt;
* The Sergeant is in charge of all officers active in the field, outside of the armory, they are the first point of contact for security personnel. &lt;br /&gt;
* The Warden is second in command to the HoS commanding all situations involving the armory and brig. &lt;br /&gt;
* The Head of Security is at the top of the security hierarchy. All security members take orders from him, and he takes his orders from the Captain.&lt;br /&gt;
* 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.&lt;br /&gt;
* The Blueshield reports directly to the Captain and Command Staff. They may request security support during an incident, but may not make an arrest. Though they are also directly under Central Command and can be called upon by Central to override command staff. &lt;br /&gt;
&lt;br /&gt;
== Key Points | What you should know about your job! ==&lt;br /&gt;
&lt;br /&gt;
===Head of Security===&lt;br /&gt;
* Determine the correct amount of force for any situation.&lt;br /&gt;
* Organize and maintain peace on the station.&lt;br /&gt;
* Your job isn&#039;t to hunt people down unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into&lt;br /&gt;
* With the addition of your new ranks, your role is now primarily ensuring the proper management and action of your immediate staff. &lt;br /&gt;
* You are no longer expected to be active in the field. &lt;br /&gt;
* Ensure your officers are responding appropriately.&lt;br /&gt;
&lt;br /&gt;
=== Warden ===&lt;br /&gt;
* Look after the prisoners, make sure they don&#039;t die or get unfair sentences. Feel free to talk and get to know your prisoners, you probably want to know what they did to be sentenced to Perma and whether you need to worry or can rely on them in an emergency. &lt;br /&gt;
* Arm security with weapons in times of war. &lt;br /&gt;
* You are not a Security Officer and do not have to go outside of the brig (and really should not go out of the brig). Stay in the brig.&lt;br /&gt;
* As the Warden, you have authority over the brig and any security officers inside the Brig.&lt;br /&gt;
* If an unauthorized person enters your brig, you may use lethal force.&lt;br /&gt;
* Properly store and maintain all contraband submitted as evidence.&lt;br /&gt;
* Follow Proper Brigging Procedures&lt;br /&gt;
* Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. &lt;br /&gt;
* No prisoner is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available. Should the ten (10) minutes expire without any evidence of any crimes coming to light or charges filed, the prisoner is to be released regardless of accused crimes.&lt;br /&gt;
* Do NOT fully strip the prisoner unless they have earned a permanent sentence&lt;br /&gt;
&lt;br /&gt;
=== Security Sergeant ===&lt;br /&gt;
* Field support officer, primary job is to organize and direct officers during security situations.  &lt;br /&gt;
* Direct security staff across the station to respond to events accordingly. &lt;br /&gt;
* Help provide field information to the HoS as needed. &lt;br /&gt;
* Train and ensure quality in security personnel. &lt;br /&gt;
&lt;br /&gt;
=== Security Medical Officer [WIP] ===&lt;br /&gt;
* Ensure all security personnel are in working condition.&lt;br /&gt;
* Ensure all prisoners are alive and healthy. &lt;br /&gt;
&lt;br /&gt;
=== Detective === &lt;br /&gt;
* You are not Security. You are an investigator. Your revolver is only for self-defense.&lt;br /&gt;
* The Detective&#039;s job is to investigate the remains of any crime, identify the perpetrator, and then ask Security to arrest them for you. That&#039;s right, you have limited security access because you&#039;re supposed to be an evidence collector and hunter of monsters, not a goddamn beat cop or warden.&lt;br /&gt;
* Assist security with finding the culprit of a crime by using your forensic tools and investigation skills.&lt;br /&gt;
&lt;br /&gt;
=== Security Officer ===&lt;br /&gt;
* Likewise, the Heads of Staff have authority over their respective departments. You are expected to assist heads in ejecting unwanted trespassers and demoting unwanted personnel from their departments.&lt;br /&gt;
* The Corporate Regulations is a set of guidelines, meaning you do not have to follow it. You&#039;ll be considered a better officer once you understand which crimes cause legit grief (such as sabotaging a workplace) and which don&#039;t.&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. `&lt;br /&gt;
* Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution.&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t become Shitcurity.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Civil Dispute Officer [WIP] ===&lt;br /&gt;
* Your job is to help handle any civil issues that may arise on the station. Maybe two crew members got into a fight, you should go break it up and try to find a resolution.&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Blueshield === &lt;br /&gt;
# Tenants of being a good blueshield&lt;br /&gt;
# Never go out of your way to assist Heads of Staff unless they request it, be it in combat or other circumstances. This is for your own protection and deniability.&lt;br /&gt;
# Never /ever/ interfere in a fight a Head of Staff starts; unless you have reason to suspect they, or the person they are fighting with, has lethal or otherwise intent of extreme harm. You are a bodyguard, not a babysitter - do NOT be a weapon for them&lt;br /&gt;
# Do NOT touch security matters, at all; if you see someone getting beat or stabbed, and they are not a Head of Staff? Call it in on security. Never. Ever. Interfere with antag situations unless you /must/. This is for your own safety.&lt;br /&gt;
# Never discharge your firearm without good reason. It does a /lot/ of damage, and overpenetrates. Make sure your firing line is clear before shootng. If you hit a civilian, you will do serious damage by accident.&lt;br /&gt;
&#039;&#039;&#039;OOC guidelines - THESE ARE UNAVOIDABLE&#039;&#039;&#039;&lt;br /&gt;
# Never attempt to engage in arresting, or otherwise detaining antagonists or other threats to the Heads Of Staff unless they pose a serious, unmitigable threat to the ongoing safety of your charges&lt;br /&gt;
# Never go out of your way to assist in validhunting. If someone attacks you first; you&#039;re fully allowed to attack them back. Your gear is almost exclusively lethal. Treat it as such; your firearm is the definition of a handcannon.&lt;br /&gt;
# Never attack a head of staff, unless in extreme situations of self defence - and even then, only to disable; not to injure. If you can, apply your baton and disarm them, before using cable-cuffs or whatever you can scrounge up to safely detain them for processing.&lt;br /&gt;
# You are not required to follow orders from any Head Of Staff. You are an agent of CC - You are not within the stations Chain Of Command for a majority of your work; and that includes orders. If you are asked to do something - you should always weigh it against your own objectives, as a Blueshield - and decide to follow it or not; in the case of situations where this results in a demotion, or otherwise negative behaviour from Heads Of Staff - fax Central Command for orders.Central Command for further instructions.&lt;br /&gt;
# Never loot the armory for your own gain, or for more ammunition. This also extends to objects such as fireaxes, sidearm tokens, ecetera; just because you have access, does not mean you have permission. Use your brain.&lt;br /&gt;
# Never go out of your way to kill a threat, unless its unavoidable. Your gun does additional stamina damage per shot - and is quite effective at disabling limbs in 1-2 hits against unarmoured/lightly armoured targets. You dont /need/ to shoot until they die, just go for the arms and follow up with a baton hit. In the case of NLWI (Nonlethal weapon Immune), you are able to shoot until they stop moving. This also applies to CQC+ and other martial arts that make safely detaining the agressor impossible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Use of Force ==&lt;br /&gt;
As a member of the station&#039;s Security force you are one of the best armed and protected people on the station, equipped with the latest in non-lethal takedown technology.&lt;br /&gt;
It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There are a few circumstances where deadly force is permissible:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Red Situation&#039;&#039;&#039; - situations which would warrant a Code Red, such as: full blown mutinies, hostile boarding parties, and Space Wizards automatically authorise lethal force.&lt;br /&gt;
Note: The Alert Status is not required to be elevated to Code Red as in most of these scenarios the Chain of Command will be too damaged or otherwise occupied to raise the Alert Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Lethal Weapons Ineffective&#039;&#039;&#039; - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Personal Risk&#039;&#039;&#039; - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
* Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armed and Dangerous&#039;&#039;&#039; - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
* Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multiple Hostiles&#039;&#039;&#039; - it can be extremely difficult to detain multiple hostiles. As a last resort if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
The taking of one life should be vetted and determined carefully as in the end, the person who decides their fate, takes all responsibility. &lt;br /&gt;
There are other aspects to consider, too. More often than not, the situation won&#039;t be as clear-cut, requiring security officers to think on their feet. You may find yourself wondering as to what extent the law should be applied, for instance, in which case these scenarios might provide useful orientation:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor A:&#039;&#039;&#039; is doing a gimmick, which doesn&#039;t really involve killing people unless in self defense. &#039;&#039;&#039;Traitor A&#039;s&#039;&#039;&#039; gimmick can be considered fun by most of the crew. You may want to either play along, provided doing so would make it more fun for everyone involved, or arrest the guy and run a little gimmick on your own (such as a public trial). Since &#039;&#039;&#039;traitor A&#039;&#039;&#039; is most likely still breaking the law and/or in possession of contraband, it&#039;s up to your discretion what to do, depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor B:&#039;&#039;&#039; is just trying to complete his objectives in a stealthy way. &#039;&#039;&#039;Traitor B&#039;&#039;&#039; is killing people when necessary, or if they&#039;re an assassination target, but he isn&#039;t going on a rampage. In this case, &#039;&#039;&#039;Traitor B&#039;&#039;&#039; should be arrested and have his gear confiscated. Arresting may cut the traitor&#039;s fun short, but it may also make it more fun for B as he has another chance to try and succeed. It&#039;d also give the traitor ways to come up with plans for whatever may happen if he gets caught. If &#039;&#039;&#039;Traitor B&#039;&#039;&#039; tries to gun down security, well, he can&#039;t expect you not to fight back! Consult with the HoS or captain and if they decide execution is the best way to handle this sort of traitor, that&#039;s fine! A public execution may be more fun for everyone than tossing them naked out an airlock, though, and gives a quick-thinking traitor the potential to escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor C:&#039;&#039;&#039; is going on a rampage! He is killing everyone he sees without compromise. You should do everything in your power to stop &#039;&#039;&#039;Traitor C&#039;&#039;&#039;; even lethal force may very well be justifiable in these kind of situations. While this cuts short the traitor&#039;s fun, mindless rampages aren&#039;t that exciting for the most part and tend to be less fun for the majority of players, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;That said, these can only be guidelines and nothing more. Keep a clear head, use your best judgement and don&#039;t be afraid to ask colleagues or other players for advice!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Non-Aggressive/Non-Combatant Entities ==&lt;br /&gt;
&lt;br /&gt;
Non-aggressive and/or non-combatant antagonists such as, but not limited to: Vampires, Changelings, Wizards, etc. may be present on the station at any given time. While these entities are normally labeled Enemies of the Corp, not all of these entities are violent or have malicious motivations/intent. These entities may be able to provide station members and security personnel with intelligence on known or unknown threats, assist in the apprehension of criminals, or may be seeking shelter in the station and thus will assist with daily operations such as cleaning, cooking, etc.&lt;br /&gt;
&lt;br /&gt;
Station heads of staff and security personnel should make an effort to ascertain the intent and motivations of perceived antagonists before they are executed, borged, or exiled. While these entities may be officially labeled by Nanotrasen as Enemies of the Corp and thus may be killed on site, security staff are strongly encouraged to allow these entities to exist with or without restrictions as long as they are not aggressive and/or not combative.&lt;br /&gt;
If they utilize this to hide their activities before becoming hostile. Use of Lethal Force is allowed.&lt;br /&gt;
&lt;br /&gt;
== Shitlers/Greytiders ==&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) should be threatened with a stint in perma.&lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by Assistants (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the Armory secure.&lt;br /&gt;
A persistent greytider should be adminhelped once all possible IC solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable.&lt;br /&gt;
&lt;br /&gt;
== Loss of Life ==&lt;br /&gt;
Loss of crewmember and department staff is considered to be a massive investment lost to Nanotrasean following numerous legal complaints. All crewmember life should be considered valuable and should not be taken lightly. The use of cloning technology is experimental at best and may lead to complications and thus lawsuits if it is determined their death could have been prevented. &lt;br /&gt;
 &lt;br /&gt;
In the event of repeated abuse of cloning and lack of respect for crew life. The offender may be subject to punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DNR BAN&#039;&#039;&#039; &lt;br /&gt;
* Implies player cannot be revived. Should be used to punish those who do not value the life of their character or other players characters.&lt;br /&gt;
&#039;&#039;&#039;Pacification Ban&#039;&#039;&#039;&lt;br /&gt;
* Implies that the player cannot engage in hostile actions aboard the station for a set period of time.&lt;br /&gt;
&lt;br /&gt;
== The Brig / Punishments ==&lt;br /&gt;
Punishments should fit the crime. Use your best judgment and try to give people the benefit of the doubt. Consider the following examples:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into Medbay and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Confiscate the stethoscope and return it to Medbay when possible&lt;br /&gt;
* Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
* Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
* Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
* Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
* Give a ten-minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Remove their EVA suit, any mining tools or other items. Have the detective work his magic on the weapons to confirm what happened.&lt;br /&gt;
* Set a reasonable timer on the cell, or send then to the gulag for a similar sentence.&lt;br /&gt;
* Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on.&lt;br /&gt;
* Inform the Warden or Head of Security and ask them to take over if they say the prisoner is to be permabrigged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Beat the prisoner to the point where they&#039;re critically injured or worse.&lt;br /&gt;
* Strip their items in the rapidly depressurizing engineering room.&lt;br /&gt;
* Let a lynch mob harm your prisoner.&lt;br /&gt;
* Refuse their request to speak with legal counsel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Strip all of their possessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the Warden.&lt;br /&gt;
* Inform the Head of Security.&lt;br /&gt;
* Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
* Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DONT&#039;&#039;&#039;&lt;br /&gt;
* Beat them to death on the spot.&lt;br /&gt;
* Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
* Refuse to negotiate. There are an infinite number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be busting heads infrequently.&lt;br /&gt;
&lt;br /&gt;
== Capital Punishments ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Execution Procedures&#039;&#039;&#039; ===&lt;br /&gt;
Unlawful executions are considered manslaughter if the execution was the cause of incompetence. When evidence shows the execution was not caused by incompetence, the punishment is murder, or when relevant, annihilation.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;All executions must be approved by both the HoS and Acting Captain. In the case where an Acting Captain has not been selected by command, the HoS may make the decision. Otherwise in the presence of a full Captain, refer to them.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Executions may be done either by lethal injection or by firing squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal injection:&#039;&#039;&#039;&lt;br /&gt;
# The captain, the HoS and a medical professional must be present. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner must be buckled in a suitable execution room and allowed their final words.&lt;br /&gt;
# The medical professional proceeds now with the administration of the lethal injection.&lt;br /&gt;
# The body of the prisoner should either be incinerated or stored in a body bag marked &amp;quot;Do not revive&amp;quot;. If the injection fails, the Captain is free to execute the prisoner by other means.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Firing squad:&#039;&#039;&#039;&lt;br /&gt;
# The Captain and HoS must be present. There must be at least two designated shooters. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner should be escorted to a suitable location and allowed their final words.&lt;br /&gt;
# The Captain or HoS commands the designated shooters to fire. Only strictly lethal anti-personnel weapons are allowed to be used.&lt;br /&gt;
# The prisoner&#039;s body should either be incinerated or placed in a body bag marked &amp;quot;Do not revive&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== [WIP] [Updated 6/9/2021] Punishment&#039;s | What you can not do. ==&lt;br /&gt;
As an officer, you will face a variety of criminals and creatures, but Nanotrasen has requirements for how to handle criminal proceedings as listed above an in Corporate Regulations. Going out of your way to utilize a different method of punishment is not acceptable unless approved by Central Command. Otherwise you follow the regulations laid out for you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you cannot do:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Forced Borgification&lt;br /&gt;
# Forced Surgery&lt;br /&gt;
## With the exception of removing implants discovered&lt;br /&gt;
# Extra-Judicial Executions &lt;br /&gt;
## You must follow the process of requesting an execution, you may not handle it yourself or you will be removed from your position.&lt;br /&gt;
# Cremation / Do Not Revival Status&lt;br /&gt;
## This only changes if a prisoner proves to be uncontainable by conventional means.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Riots ==&lt;br /&gt;
=== Station Riots: ===&lt;br /&gt;
Travel in buddy teams (pairs), an alone officer is a dead officer. Retreat to the armoury and obtain the appropriate equipment. Riot suits, helmets and shields will be invaluable in any melee fight. Make sure you still have a non-lethal option. Avoid carrying more than you need. Opt for non-lethal capture where possible. Use internals and adopt reasonable spacing to avoid gas and explosives from decimating the entire team. Don’t get greedy and over-extend yourselves. When stepping into riot situations without intelligence, it’s incredibly easy to get ambushed. Once a single officer falls and is captured, all of the security comms are compromised and now the rioters have access to security as well as security equipment. Travel in a group. If the rioters are contained within an area, start blocking off escapes. Consider using escapes as an alternative point of entry.&lt;br /&gt;
&lt;br /&gt;
== Alert Levels ==&lt;br /&gt;
&lt;br /&gt;
=== Green ===&lt;br /&gt;
&lt;br /&gt;
* Weapons should be holstered.&lt;br /&gt;
* Standard station patrol routes followed.&lt;br /&gt;
* Crew should store spare lethal magazines and equipment.&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* Security must respect the privacy of crew members and no unauthorized searches are allowed.&lt;br /&gt;
&lt;br /&gt;
=== Blue ===&lt;br /&gt;
&lt;br /&gt;
Security may set up checkpoints for random searches.&lt;br /&gt;
* Non-lethals may be visible at all times.&lt;br /&gt;
* Searches may be authorized by the Head of Security on suspicious crewmembers.&lt;br /&gt;
* Security Personnel may carry spare non-lethal magazines on person&lt;br /&gt;
* Security Personnel may carry one lethal sidearm magazine on person.&lt;br /&gt;
&lt;br /&gt;
=== Amber ===&lt;br /&gt;
&lt;br /&gt;
1 - 2 active Confirmed hostiles, no recorded bombings. &lt;br /&gt;
* Security personnel may be equipped with lethal primaries &lt;br /&gt;
* Grid Searches Authorized &lt;br /&gt;
* The acquisition and ordering of security equipment is with reason, but should be done with a reasonable expectation. Equip yourself to the minimum of what is needed, not the maximum. &lt;br /&gt;
* Warden may distribute more ammunition if required.&lt;br /&gt;
&lt;br /&gt;
=== Red ===&lt;br /&gt;
&lt;br /&gt;
Red alert is reserved for when there are multiple confirmed hostiles and entities that could cause massive crew harm. It should typically not be necessary for internal incidents. See Use of Force&lt;br /&gt;
* Armory may be opened and crew equipped.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the HoS or Sergeant agree.&lt;br /&gt;
* Security can raid departments and arrest any crew member deemed a threat to the station.&lt;br /&gt;
* Crew members must submit to any searches requested by security personnel.&lt;br /&gt;
* Crew may be Deputized &lt;br /&gt;
* Combat Mech’s may be requisitioned&lt;br /&gt;
* Security personnel should stop all personal activity and return to active duty.&lt;br /&gt;
&lt;br /&gt;
=== Delta ===&lt;br /&gt;
&lt;br /&gt;
* Use of martial law is allowed, crew must follow Command and Security orders at the threat of immediate execution. Insubordination during a Delta Class Emergency should be met swiftly, to prevent further loss of life.&lt;br /&gt;
&lt;br /&gt;
=== Gamma ===&lt;br /&gt;
* The universe is ending, goodluck maintaining order.&lt;br /&gt;
&lt;br /&gt;
== Security Controlled Locations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Brig:&#039;&#039;&#039; The Warden runs this. If you&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prison Wing:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Office:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Posts:&#039;&#039;&#039; Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armory:&#039;&#039;&#039; 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.&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arrival Checkpoint:&#039;&#039;&#039; 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&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
== [WIP] Crew Approved Equipment (Permits) ==&lt;br /&gt;
This region of space is very volatile and has lead to the destruction of many vessels, stations and colony&#039;s. This makes salvaging a lucrative option for many travelers and explorers that stop by the station. This salvaging can lead to caches of weapons, armor, explosives, and other items that could be considered dangerous and volatile. It is up to the Warden, Head of Security, or Captain to determine if a permit should be handed out for items brought back by explorers.&lt;br /&gt;
&lt;br /&gt;
== [WIP] Useful Links ==&lt;br /&gt;
[[Corporate Regulations]]&lt;br /&gt;
&lt;br /&gt;
[[Paperwork]]&lt;br /&gt;
&lt;br /&gt;
[[Antag policy]]&lt;br /&gt;
&lt;br /&gt;
[[Command Policy]]&lt;br /&gt;
&lt;br /&gt;
[[Contraband]]&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6583</id>
		<title>Security Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6583"/>
		<updated>2021-06-09T12:17:51Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Started work on Crew Approved Equipment Section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Notice&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=This document is in development and may be changed often. Please ensure you check for updates periodically to keep up-to-date.&lt;br /&gt;
&lt;br /&gt;
Last Update: [Updated 6/9/2021] &lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Basic Guiding Principles ==&lt;br /&gt;
&lt;br /&gt;
# Follow the Action-RP Lawset and escalate appropriately. Roleplay whenever possible. Failure to do so will result in punishment.&lt;br /&gt;
# As strongly stated in our Guiding Principles, the main goal of this server is to create a fun roleplaying experience, not to win. If you are concerned about how to win instead of the story experience, this is not the server for you.&lt;br /&gt;
# Whenever you are given the green light to use lethals or &amp;quot;shoot to kill&amp;quot;, this is not a license to execute them when they are downed or are surrendering without due cause.&lt;br /&gt;
# Handle a hostage situation with extreme caution. The preservation of civilians and your comrades should be your #1 priority over arresting someone. Acting as if the hostage does not matter will be punished OOCly for poor roleplay.&lt;br /&gt;
# Be aware of the meta protection placed around antag items. Non-obvious items are meta-protected where other obvious items like an energy crossbow and grenades are not. Typically, if the item is disguised, you don’t know of it.&lt;br /&gt;
# Being a bully as a security officer is acceptable. Being corrupt as a security officer is acceptable. However, if it comes to the point that the way you&#039;re playing shuts down roleplaying opportunities for others, that means you are doing it wrong. You want to create conflict to generate roleplay, not destroy the possibility of it. Furthermore, as a security officer, you cannot ignore obviously antagonistic behavior that is a threat to the station. If you know someone is not a threat to the station, taking a bribe is acceptable.&lt;br /&gt;
# Antagonists are an essential part of the game. Unless it is unsafe to do so, players are encouraged to use methods of punishment that do not remove antagonists from the round such as gulag or perma. Calling for the execution of a non-violent and cooperative antag may be marked as failrp. However, this is entirely up to the Captain, acting captain, or HoS, and their ruling (in order of the CoC) is final.&lt;br /&gt;
# Corporate Regulations is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in the regulations.&lt;br /&gt;
# Work with traitors to create a fun and engaging story, don&#039;t just shut them down to win. &lt;br /&gt;
# ERP is allowed as security as long as you are not needed. Red Alert and higher you should end your ERP and return to your job. (With an exception regarding non-con against security staff)&lt;br /&gt;
# Use the minimum required equipment to handle a situation, you should not be preemptively equipping yourself for threats.&lt;br /&gt;
# Do not go around screaming out the game mode the second you see something. Keep meta-knowledge in mind (detailed below), and never, EVER go and scream out stuff like “traitor”, “ling/changeling”, “malf”, “revs”, and the like. It’s completely LRP behavior and does nothing but encourage validhunting.&lt;br /&gt;
# If you are being demoted, role-play out the scenario and realize that it can happen. Do not attempt a one-person coup, doing so will be considered failrp. Do not drop all context of Roleplay and start acting like shit-tide. &lt;br /&gt;
# The head of your department is the “Head of Security”. If the captain finds this person problematic or demotes them, you are to remember that you work for Nanotrasen, not the Head of Security. Please keep this in mind during Head removals.&lt;br /&gt;
# Remember to use CI, you are in a role that will make use of this far more than most players and has the most related impact.&lt;br /&gt;
# Handle unknowns as if they are unknown, don&#039;t rely on metaknowledge to guide your decision making. What would your character think for the first time.&lt;br /&gt;
# Expect to be potentially Round Removed, you are in a position of power. You have no entitlement to surviving the entire round, this rule applies to Antagonists, Heads of Staff, and Security.&lt;br /&gt;
# Be mindful of civilians in the room or your immediate vicinity (nearby). Your non-lethal rounds bounce off the walls, pepper spray clouds can go far and flashbangs with flashes have a sizable area of effect. You don’t want to hit them.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Availability Policy for Security | What to know! ==&lt;br /&gt;
&lt;br /&gt;
* Commanding officers such as the head of security and security sergeant should refrain from needlessly calling all available officers to handle a matter unless said matter is a station-wide emergency, rather they should allocate officers smartly to a situation and keep officers on reserve. Officers do need a break ICly to perform at their best, and OOCly, they want to roleplay and relax as well, not chase after everything all the time. You are, after all, given way more security slots than is usual for a server of this type. They were not meant to be used all at once unless it is a station-wide emergency. Using all at once upsets the balance, not to mention it reduces the flexibility of security and can mentally exhaust the players playing the security officer.&lt;br /&gt;
&lt;br /&gt;
* From both an OOC and IC perspective, all officers must stop what they&#039;re doing within a timely period if they are able to handle an emergency when called upon, whether it&#039;s a manhunt, a pirate attack, or a general shortage in personnel. Failure to do when it makes sense ICly and if you are not impeded in any way may open you up to a security ban, as such behavior is considered LRP. If an officer is unable to do so due to being impeded either through imprisonment, capture, health and so forth, they will not be punished, as it would make IC sense that they would not be able to respond. While they should not be called upon needlessly, they should always be ready to respond if able. If they wish to be free of this burden, they can go on the break by asking to be converted to an &amp;quot;assistant&amp;quot; or &amp;quot;off-duty&amp;quot; role.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
This document should serve to work as a set of guidelines, references, and suggestions on how to handle antagonists and crimes on the station. It will also clarify the roles of all persons involved with security. Both their job requirements and their restrictions. If you find something that appears to go against corporate regulations, you are to make a report of the situation and file it with both the Head of Personal, the Captain, and the Head of Security. If you believe the situation is egregious enough that it warrants direct Central Command Involvement, you may attempt to contact them and let them know directly of the situation. &lt;br /&gt;
&lt;br /&gt;
== Who Orders Who ==&lt;br /&gt;
* Civil Disputes Officer&lt;br /&gt;
* Security Officers, detectives, and Security Medic&#039;s all share the same rank. &lt;br /&gt;
* The Sergeant is in charge of all officers active in the field, outside of the armory, they are the first point of contact for security personnel. &lt;br /&gt;
* The Warden is second in command to the HoS commanding all situations involving the armory and brig. &lt;br /&gt;
* The Head of Security is at the top of the security hierarchy. All security members take orders from him, and he takes his orders from the Captain.&lt;br /&gt;
* 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.&lt;br /&gt;
* The Blueshield reports directly to the Captain and Command Staff. They may request security support during an incident, but may not make an arrest. Though they are also directly under Central Command and can be called upon by Central to override command staff. &lt;br /&gt;
&lt;br /&gt;
== Key Points | What you should know about your job! ==&lt;br /&gt;
&lt;br /&gt;
===Head of Security===&lt;br /&gt;
* Determine the correct amount of force for any situation.&lt;br /&gt;
* Organize and maintain peace on the station.&lt;br /&gt;
* Your job isn&#039;t to hunt people down unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into&lt;br /&gt;
* With the addition of your new ranks, your role is now primarily ensuring the proper management and action of your immediate staff. &lt;br /&gt;
* You are no longer expected to be active in the field. &lt;br /&gt;
* Ensure your officers are responding appropriately.&lt;br /&gt;
&lt;br /&gt;
=== Warden ===&lt;br /&gt;
* Look after the prisoners, make sure they don&#039;t die or get unfair sentences. Feel free to talk and get to know your prisoners, you probably want to know what they did to be sentenced to Perma and whether you need to worry or can rely on them in an emergency. &lt;br /&gt;
* Arm security with weapons in times of war. &lt;br /&gt;
* You are not a Security Officer and do not have to go outside of the brig (and really should not go out of the brig). Stay in the brig.&lt;br /&gt;
* As the Warden, you have authority over the brig and any security officers inside the Brig.&lt;br /&gt;
* If an unauthorized person enters your brig, you may use lethal force.&lt;br /&gt;
* Properly store and maintain all contraband submitted as evidence.&lt;br /&gt;
* Follow Proper Brigging Procedures&lt;br /&gt;
* Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. &lt;br /&gt;
* No prisoner is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available. Should the ten (10) minutes expire without any evidence of any crimes coming to light or charges filed, the prisoner is to be released regardless of accused crimes.&lt;br /&gt;
* Do NOT fully strip the prisoner unless they have earned a permanent sentence&lt;br /&gt;
&lt;br /&gt;
=== Security Sergeant ===&lt;br /&gt;
* Field support officer, primary job is to organize and direct officers during security situations.  &lt;br /&gt;
* Direct security staff across the station to respond to events accordingly. &lt;br /&gt;
* Help provide field information to the HoS as needed. &lt;br /&gt;
* Train and ensure quality in security personnel. &lt;br /&gt;
&lt;br /&gt;
=== Security Medical Officer [WIP] ===&lt;br /&gt;
* Ensure all security personnel are in working condition.&lt;br /&gt;
* Ensure all prisoners are alive and healthy. &lt;br /&gt;
&lt;br /&gt;
=== Detective === &lt;br /&gt;
* You are not Security. You are an investigator. Your revolver is only for self-defense.&lt;br /&gt;
* The Detective&#039;s job is to investigate the remains of any crime, identify the perpetrator, and then ask Security to arrest them for you. That&#039;s right, you have limited security access because you&#039;re supposed to be an evidence collector and hunter of monsters, not a goddamn beat cop or warden.&lt;br /&gt;
* Assist security with finding the culprit of a crime by using your forensic tools and investigation skills.&lt;br /&gt;
&lt;br /&gt;
=== Security Officer ===&lt;br /&gt;
* Likewise, the Heads of Staff have authority over their respective departments. You are expected to assist heads in ejecting unwanted trespassers and demoting unwanted personnel from their departments.&lt;br /&gt;
* The Corporate Regulations is a set of guidelines, meaning you do not have to follow it. You&#039;ll be considered a better officer once you understand which crimes cause legit grief (such as sabotaging a workplace) and which don&#039;t.&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. `&lt;br /&gt;
* Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution.&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t become Shitcurity.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Civil Dispute Officer [WIP] ===&lt;br /&gt;
* Your job is to help handle any civil issues that may arise on the station. Maybe two crew members got into a fight, you should go break it up and try to find a resolution.&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Blueshield === &lt;br /&gt;
# Tenants of being a good blueshield&lt;br /&gt;
# Never go out of your way to assist Heads of Staff unless they request it, be it in combat or other circumstances. This is for your own protection and deniability.&lt;br /&gt;
# Never /ever/ interfere in a fight a Head of Staff starts; unless you have reason to suspect they, or the person they are fighting with, has lethal or otherwise intent of extreme harm. You are a bodyguard, not a babysitter - do NOT be a weapon for them&lt;br /&gt;
# Do NOT touch security matters, at all; if you see someone getting beat or stabbed, and they are not a Head of Staff? Call it in on security. Never. Ever. Interfere with antag situations unless you /must/. This is for your own safety.&lt;br /&gt;
# Never discharge your firearm without good reason. It does a /lot/ of damage, and overpenetrates. Make sure your firing line is clear before shootng. If you hit a civilian, you will do serious damage by accident.&lt;br /&gt;
&#039;&#039;&#039;OOC guidelines - THESE ARE UNAVOIDABLE&#039;&#039;&#039;&lt;br /&gt;
# Never attempt to engage in arresting, or otherwise detaining antagonists or other threats to the Heads Of Staff unless they pose a serious, unmitigable threat to the ongoing safety of your charges&lt;br /&gt;
# Never go out of your way to assist in validhunting. If someone attacks you first; you&#039;re fully allowed to attack them back. Your gear is almost exclusively lethal. Treat it as such; your firearm is the definition of a handcannon.&lt;br /&gt;
# Never attack a head of staff, unless in extreme situations of self defence - and even then, only to disable; not to injure. If you can, apply your baton and disarm them, before using cable-cuffs or whatever you can scrounge up to safely detain them for processing.&lt;br /&gt;
# You are not required to follow orders from any Head Of Staff. You are an agent of CC - You are not within the stations Chain Of Command for a majority of your work; and that includes orders. If you are asked to do something - you should always weigh it against your own objectives, as a Blueshield - and decide to follow it or not; in the case of situations where this results in a demotion, or otherwise negative behaviour from Heads Of Staff - fax Central Command for orders.Central Command for further instructions.&lt;br /&gt;
# Never loot the armory for your own gain, or for more ammunition. This also extends to objects such as fireaxes, sidearm tokens, ecetera; just because you have access, does not mean you have permission. Use your brain.&lt;br /&gt;
# Never go out of your way to kill a threat, unless its unavoidable. Your gun does additional stamina damage per shot - and is quite effective at disabling limbs in 1-2 hits against unarmoured/lightly armoured targets. You dont /need/ to shoot until they die, just go for the arms and follow up with a baton hit. In the case of NLWI (Nonlethal weapon Immune), you are able to shoot until they stop moving. This also applies to CQC+ and other martial arts that make safely detaining the agressor impossible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Use of Force ==&lt;br /&gt;
As a member of the station&#039;s Security force you are one of the best armed and protected people on the station, equipped with the latest in non-lethal takedown technology.&lt;br /&gt;
It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There are a few circumstances where deadly force is permissible:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Red Situation&#039;&#039;&#039; - situations which would warrant a Code Red, such as: full blown mutinies, hostile boarding parties, and Space Wizards automatically authorise lethal force.&lt;br /&gt;
Note: The Alert Status is not required to be elevated to Code Red as in most of these scenarios the Chain of Command will be too damaged or otherwise occupied to raise the Alert Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Lethal Weapons Ineffective&#039;&#039;&#039; - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Personal Risk&#039;&#039;&#039; - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
* Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armed and Dangerous&#039;&#039;&#039; - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
* Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multiple Hostiles&#039;&#039;&#039; - it can be extremely difficult to detain multiple hostiles. As a last resort if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
The taking of one life should be vetted and determined carefully as in the end, the person who decides their fate, takes all responsibility. &lt;br /&gt;
There are other aspects to consider, too. More often than not, the situation won&#039;t be as clear-cut, requiring security officers to think on their feet. You may find yourself wondering as to what extent the law should be applied, for instance, in which case these scenarios might provide useful orientation:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor A:&#039;&#039;&#039; is doing a gimmick, which doesn&#039;t really involve killing people unless in self defense. &#039;&#039;&#039;Traitor A&#039;s&#039;&#039;&#039; gimmick can be considered fun by most of the crew. You may want to either play along, provided doing so would make it more fun for everyone involved, or arrest the guy and run a little gimmick on your own (such as a public trial). Since &#039;&#039;&#039;traitor A&#039;&#039;&#039; is most likely still breaking the law and/or in possession of contraband, it&#039;s up to your discretion what to do, depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor B:&#039;&#039;&#039; is just trying to complete his objectives in a stealthy way. &#039;&#039;&#039;Traitor B&#039;&#039;&#039; is killing people when necessary, or if they&#039;re an assassination target, but he isn&#039;t going on a rampage. In this case, &#039;&#039;&#039;Traitor B&#039;&#039;&#039; should be arrested and have his gear confiscated. Arresting may cut the traitor&#039;s fun short, but it may also make it more fun for B as he has another chance to try and succeed. It&#039;d also give the traitor ways to come up with plans for whatever may happen if he gets caught. If &#039;&#039;&#039;Traitor B&#039;&#039;&#039; tries to gun down security, well, he can&#039;t expect you not to fight back! Consult with the HoS or captain and if they decide execution is the best way to handle this sort of traitor, that&#039;s fine! A public execution may be more fun for everyone than tossing them naked out an airlock, though, and gives a quick-thinking traitor the potential to escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor C:&#039;&#039;&#039; is going on a rampage! He is killing everyone he sees without compromise. You should do everything in your power to stop &#039;&#039;&#039;Traitor C&#039;&#039;&#039;; even lethal force may very well be justifiable in these kind of situations. While this cuts short the traitor&#039;s fun, mindless rampages aren&#039;t that exciting for the most part and tend to be less fun for the majority of players, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;That said, these can only be guidelines and nothing more. Keep a clear head, use your best judgement and don&#039;t be afraid to ask colleagues or other players for advice!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Non-Aggressive/Non-Combatant Entities ==&lt;br /&gt;
&lt;br /&gt;
Non-aggressive and/or non-combatant antagonists such as, but not limited to: Vampires, Changelings, Wizards, etc. may be present on the station at any given time. While these entities are normally labeled Enemies of the Corp, not all of these entities are violent or have malicious motivations/intent. These entities may be able to provide station members and security personnel with intelligence on known or unknown threats, assist in the apprehension of criminals, or may be seeking shelter in the station and thus will assist with daily operations such as cleaning, cooking, etc.&lt;br /&gt;
&lt;br /&gt;
Station heads of staff and security personnel should make an effort to ascertain the intent and motivations of perceived antagonists before they are executed, borged, or exiled. While these entities may be officially labeled by Nanotrasen as Enemies of the Corp and thus may be killed on site, security staff are strongly encouraged to allow these entities to exist with or without restrictions as long as they are not aggressive and/or not combative.&lt;br /&gt;
If they utilize this to hide their activities before becoming hostile. Use of Lethal Force is allowed.&lt;br /&gt;
&lt;br /&gt;
== Shitlers/Greytiders ==&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) should be threatened with a stint in perma.&lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by Assistants (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the Armory secure.&lt;br /&gt;
A persistent greytider should be adminhelped once all possible IC solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable.&lt;br /&gt;
&lt;br /&gt;
== Loss of Life ==&lt;br /&gt;
Loss of crewmember and department staff is considered to be a massive investment lost to Nanotrasean following numerous legal complaints. All crewmember life should be considered valuable and should not be taken lightly. The use of cloning technology is experimental at best and may lead to complications and thus lawsuits if it is determined their death could have been prevented. &lt;br /&gt;
 &lt;br /&gt;
In the event of repeated abuse of cloning and lack of respect for crew life. The offender may be subject to punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DNR BAN&#039;&#039;&#039; &lt;br /&gt;
* Implies player cannot be revived. Should be used to punish those who do not value the life of their character or other players characters.&lt;br /&gt;
&#039;&#039;&#039;Pacification Ban&#039;&#039;&#039;&lt;br /&gt;
* Implies that the player cannot engage in hostile actions aboard the station for a set period of time.&lt;br /&gt;
&lt;br /&gt;
== The Brig / Punishments ==&lt;br /&gt;
Punishments should fit the crime. Use your best judgment and try to give people the benefit of the doubt. Consider the following examples:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into Medbay and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Confiscate the stethoscope and return it to Medbay when possible&lt;br /&gt;
* Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
* Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
* Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
* Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
* Give a ten-minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Remove their EVA suit, any mining tools or other items. Have the detective work his magic on the weapons to confirm what happened.&lt;br /&gt;
* Set a reasonable timer on the cell, or send then to the gulag for a similar sentence.&lt;br /&gt;
* Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on.&lt;br /&gt;
* Inform the Warden or Head of Security and ask them to take over if they say the prisoner is to be permabrigged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Beat the prisoner to the point where they&#039;re critically injured or worse.&lt;br /&gt;
* Strip their items in the rapidly depressurizing engineering room.&lt;br /&gt;
* Let a lynch mob harm your prisoner.&lt;br /&gt;
* Refuse their request to speak with legal counsel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Strip all of their possessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the Warden.&lt;br /&gt;
* Inform the Head of Security.&lt;br /&gt;
* Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
* Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DONT&#039;&#039;&#039;&lt;br /&gt;
* Beat them to death on the spot.&lt;br /&gt;
* Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
* Refuse to negotiate. There are an infinite number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be busting heads infrequently.&lt;br /&gt;
&lt;br /&gt;
== Capital Punishments ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Execution Procedures&#039;&#039;&#039; ===&lt;br /&gt;
Unlawful executions are considered manslaughter if the execution was the cause of incompetence. When evidence shows the execution was not caused by incompetence, the punishment is murder, or when relevant, annihilation.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;All executions must be approved by both the HoS and Acting Captain. In the case where an Acting Captain has not been selected by command, the HoS may make the decision. Otherwise in the presence of a full Captain, refer to them.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Executions may be done either by lethal injection or by firing squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal injection:&#039;&#039;&#039;&lt;br /&gt;
# The captain, the HoS and a medical professional must be present. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner must be buckled in a suitable execution room and allowed their final words.&lt;br /&gt;
# The medical professional proceeds now with the administration of the lethal injection.&lt;br /&gt;
# The body of the prisoner should either be incinerated or stored in a body bag marked &amp;quot;Do not revive&amp;quot;. If the injection fails, the Captain is free to execute the prisoner by other means.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Firing squad:&#039;&#039;&#039;&lt;br /&gt;
# The Captain and HoS must be present. There must be at least two designated shooters. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner should be escorted to a suitable location and allowed their final words.&lt;br /&gt;
# The Captain or HoS commands the designated shooters to fire. Only strictly lethal anti-personnel weapons are allowed to be used.&lt;br /&gt;
# The prisoner&#039;s body should either be incinerated or placed in a body bag marked &amp;quot;Do not revive&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== [WIP] [Updated 6/9/2021] Punishment&#039;s | What you can not do. ==&lt;br /&gt;
As an officer, you will face a variety of criminals and creatures, but Nanotrasen has requirements for how to handle criminal proceedings as listed above an in Corporate Regulations. Going out of your way to utilize a different method of punishment is not acceptable unless approved by Central Command. Otherwise you follow the regulations laid out for you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you cannot do:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Forced Borgification&lt;br /&gt;
# Forced Surgery&lt;br /&gt;
## With the exception of removing implants discovered&lt;br /&gt;
# Extra-Judicial Executions &lt;br /&gt;
## You must follow the process of requesting an execution, you may not handle it yourself or you will be removed from your position.&lt;br /&gt;
# Cremation / Do Not Revival Status&lt;br /&gt;
## This only changes if a prisoner proves to be uncontainable by conventional means.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Riots ==&lt;br /&gt;
=== Station Riots: ===&lt;br /&gt;
Travel in buddy teams (pairs), an alone officer is a dead officer. Retreat to the armoury and obtain the appropriate equipment. Riot suits, helmets and shields will be invaluable in any melee fight. Make sure you still have a non-lethal option. Avoid carrying more than you need. Opt for non-lethal capture where possible. Use internals and adopt reasonable spacing to avoid gas and explosives from decimating the entire team. Don’t get greedy and over-extend yourselves. When stepping into riot situations without intelligence, it’s incredibly easy to get ambushed. Once a single officer falls and is captured, all of the security comms are compromised and now the rioters have access to security as well as security equipment. Travel in a group. If the rioters are contained within an area, start blocking off escapes. Consider using escapes as an alternative point of entry.&lt;br /&gt;
&lt;br /&gt;
== Alert Levels ==&lt;br /&gt;
&lt;br /&gt;
=== Green ===&lt;br /&gt;
&lt;br /&gt;
* Weapons should be holstered.&lt;br /&gt;
* Standard station patrol routes followed.&lt;br /&gt;
* Crew should store spare lethal magazines and equipment.&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* Security must respect the privacy of crew members and no unauthorized searches are allowed.&lt;br /&gt;
&lt;br /&gt;
=== Blue ===&lt;br /&gt;
&lt;br /&gt;
Security may set up checkpoints for random searches.&lt;br /&gt;
* Non-lethals may be visible at all times.&lt;br /&gt;
* Searches may be authorized by the Head of Security on suspicious crewmembers.&lt;br /&gt;
* Security Personnel may carry spare non-lethal magazines on person&lt;br /&gt;
* Security Personnel may carry one lethal sidearm magazine on person.&lt;br /&gt;
&lt;br /&gt;
=== Amber ===&lt;br /&gt;
&lt;br /&gt;
1 - 2 active Confirmed hostiles, no recorded bombings. &lt;br /&gt;
* Security personnel may be equipped with lethal primaries &lt;br /&gt;
* Grid Searches Authorized &lt;br /&gt;
* The acquisition and ordering of security equipment is with reason, but should be done with a reasonable expectation. Equip yourself to the minimum of what is needed, not the maximum. &lt;br /&gt;
* Warden may distribute more ammunition if required.&lt;br /&gt;
&lt;br /&gt;
=== Red ===&lt;br /&gt;
&lt;br /&gt;
Red alert is reserved for when there are multiple confirmed hostiles and entities that could cause massive crew harm. It should typically not be necessary for internal incidents. See Use of Force&lt;br /&gt;
* Armory may be opened and crew equipped.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the HoS or Sergeant agree.&lt;br /&gt;
* Security can raid departments and arrest any crew member deemed a threat to the station.&lt;br /&gt;
* Crew members must submit to any searches requested by security personnel.&lt;br /&gt;
* Crew may be Deputized &lt;br /&gt;
* Combat Mech’s may be requisitioned&lt;br /&gt;
* Security personnel should stop all personal activity and return to active duty.&lt;br /&gt;
&lt;br /&gt;
=== Delta ===&lt;br /&gt;
&lt;br /&gt;
* Use of martial law is allowed, crew must follow Command and Security orders at the threat of immediate execution. Insubordination during a Delta Class Emergency should be met swiftly, to prevent further loss of life.&lt;br /&gt;
&lt;br /&gt;
=== Gamma ===&lt;br /&gt;
* The universe is ending, goodluck maintaining order.&lt;br /&gt;
&lt;br /&gt;
== Security Controlled Locations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Brig:&#039;&#039;&#039; The Warden runs this. If you&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prison Wing:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Office:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Posts:&#039;&#039;&#039; Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armory:&#039;&#039;&#039; 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.&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arrival Checkpoint:&#039;&#039;&#039; 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&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;br /&gt;
&lt;br /&gt;
== [WIP] Crew Approved Equipment (Permits) ==&lt;br /&gt;
This region of space is very volatile and has lead to the destruction of many vessels, stations and colony&#039;s. This makes salvaging a lucrative option for many travelers and explorers that stop by the station. This salvaging can lead to caches of weapons, armor, explosives, and other items that could be considered dangerous and volatile. It is up to the Warden, Head of Security, or Captain to determine if a permit should be handed out for items brought back by explorers.&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6582</id>
		<title>Security Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6582"/>
		<updated>2021-06-09T12:06:59Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: /* Blueshield */ Formatting Adjustments&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Notice&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=This document is in development and may be changed often. Please ensure you check for updates periodically to keep up-to-date.&lt;br /&gt;
&lt;br /&gt;
Last Update: [Updated 6/9/2021] &lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Basic Guiding Principles ==&lt;br /&gt;
&lt;br /&gt;
# Follow the Action-RP Lawset and escalate appropriately. Roleplay whenever possible. Failure to do so will result in punishment.&lt;br /&gt;
# As strongly stated in our Guiding Principles, the main goal of this server is to create a fun roleplaying experience, not to win. If you are concerned about how to win instead of the story experience, this is not the server for you.&lt;br /&gt;
# Whenever you are given the green light to use lethals or &amp;quot;shoot to kill&amp;quot;, this is not a license to execute them when they are downed or are surrendering without due cause.&lt;br /&gt;
# Handle a hostage situation with extreme caution. The preservation of civilians and your comrades should be your #1 priority over arresting someone. Acting as if the hostage does not matter will be punished OOCly for poor roleplay.&lt;br /&gt;
# Be aware of the meta protection placed around antag items. Non-obvious items are meta-protected where other obvious items like an energy crossbow and grenades are not. Typically, if the item is disguised, you don’t know of it.&lt;br /&gt;
# Being a bully as a security officer is acceptable. Being corrupt as a security officer is acceptable. However, if it comes to the point that the way you&#039;re playing shuts down roleplaying opportunities for others, that means you are doing it wrong. You want to create conflict to generate roleplay, not destroy the possibility of it. Furthermore, as a security officer, you cannot ignore obviously antagonistic behavior that is a threat to the station. If you know someone is not a threat to the station, taking a bribe is acceptable.&lt;br /&gt;
# Antagonists are an essential part of the game. Unless it is unsafe to do so, players are encouraged to use methods of punishment that do not remove antagonists from the round such as gulag or perma. Calling for the execution of a non-violent and cooperative antag may be marked as failrp. However, this is entirely up to the Captain, acting captain, or HoS, and their ruling (in order of the CoC) is final.&lt;br /&gt;
# Corporate Regulations is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in the regulations.&lt;br /&gt;
# Work with traitors to create a fun and engaging story, don&#039;t just shut them down to win. &lt;br /&gt;
# ERP is allowed as security as long as you are not needed. Red Alert and higher you should end your ERP and return to your job. (With an exception regarding non-con against security staff)&lt;br /&gt;
# Use the minimum required equipment to handle a situation, you should not be preemptively equipping yourself for threats.&lt;br /&gt;
# Do not go around screaming out the game mode the second you see something. Keep meta-knowledge in mind (detailed below), and never, EVER go and scream out stuff like “traitor”, “ling/changeling”, “malf”, “revs”, and the like. It’s completely LRP behavior and does nothing but encourage validhunting.&lt;br /&gt;
# If you are being demoted, role-play out the scenario and realize that it can happen. Do not attempt a one-person coup, doing so will be considered failrp. Do not drop all context of Roleplay and start acting like shit-tide. &lt;br /&gt;
# The head of your department is the “Head of Security”. If the captain finds this person problematic or demotes them, you are to remember that you work for Nanotrasen, not the Head of Security. Please keep this in mind during Head removals.&lt;br /&gt;
# Remember to use CI, you are in a role that will make use of this far more than most players and has the most related impact.&lt;br /&gt;
# Handle unknowns as if they are unknown, don&#039;t rely on metaknowledge to guide your decision making. What would your character think for the first time.&lt;br /&gt;
# Expect to be potentially Round Removed, you are in a position of power. You have no entitlement to surviving the entire round, this rule applies to Antagonists, Heads of Staff, and Security.&lt;br /&gt;
# Be mindful of civilians in the room or your immediate vicinity (nearby). Your non-lethal rounds bounce off the walls, pepper spray clouds can go far and flashbangs with flashes have a sizable area of effect. You don’t want to hit them.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Availability Policy for Security | What to know! ==&lt;br /&gt;
&lt;br /&gt;
* Commanding officers such as the head of security and security sergeant should refrain from needlessly calling all available officers to handle a matter unless said matter is a station-wide emergency, rather they should allocate officers smartly to a situation and keep officers on reserve. Officers do need a break ICly to perform at their best, and OOCly, they want to roleplay and relax as well, not chase after everything all the time. You are, after all, given way more security slots than is usual for a server of this type. They were not meant to be used all at once unless it is a station-wide emergency. Using all at once upsets the balance, not to mention it reduces the flexibility of security and can mentally exhaust the players playing the security officer.&lt;br /&gt;
&lt;br /&gt;
* From both an OOC and IC perspective, all officers must stop what they&#039;re doing within a timely period if they are able to handle an emergency when called upon, whether it&#039;s a manhunt, a pirate attack, or a general shortage in personnel. Failure to do when it makes sense ICly and if you are not impeded in any way may open you up to a security ban, as such behavior is considered LRP. If an officer is unable to do so due to being impeded either through imprisonment, capture, health and so forth, they will not be punished, as it would make IC sense that they would not be able to respond. While they should not be called upon needlessly, they should always be ready to respond if able. If they wish to be free of this burden, they can go on the break by asking to be converted to an &amp;quot;assistant&amp;quot; or &amp;quot;off-duty&amp;quot; role.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
This document should serve to work as a set of guidelines, references, and suggestions on how to handle antagonists and crimes on the station. It will also clarify the roles of all persons involved with security. Both their job requirements and their restrictions. If you find something that appears to go against corporate regulations, you are to make a report of the situation and file it with both the Head of Personal, the Captain, and the Head of Security. If you believe the situation is egregious enough that it warrants direct Central Command Involvement, you may attempt to contact them and let them know directly of the situation. &lt;br /&gt;
&lt;br /&gt;
== Who Orders Who ==&lt;br /&gt;
* Civil Disputes Officer&lt;br /&gt;
* Security Officers, detectives, and Security Medic&#039;s all share the same rank. &lt;br /&gt;
* The Sergeant is in charge of all officers active in the field, outside of the armory, they are the first point of contact for security personnel. &lt;br /&gt;
* The Warden is second in command to the HoS commanding all situations involving the armory and brig. &lt;br /&gt;
* The Head of Security is at the top of the security hierarchy. All security members take orders from him, and he takes his orders from the Captain.&lt;br /&gt;
* 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.&lt;br /&gt;
* The Blueshield reports directly to the Captain and Command Staff. They may request security support during an incident, but may not make an arrest. Though they are also directly under Central Command and can be called upon by Central to override command staff. &lt;br /&gt;
&lt;br /&gt;
== Key Points | What you should know about your job! ==&lt;br /&gt;
&lt;br /&gt;
===Head of Security===&lt;br /&gt;
* Determine the correct amount of force for any situation.&lt;br /&gt;
* Organize and maintain peace on the station.&lt;br /&gt;
* Your job isn&#039;t to hunt people down unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into&lt;br /&gt;
* With the addition of your new ranks, your role is now primarily ensuring the proper management and action of your immediate staff. &lt;br /&gt;
* You are no longer expected to be active in the field. &lt;br /&gt;
* Ensure your officers are responding appropriately.&lt;br /&gt;
&lt;br /&gt;
=== Warden ===&lt;br /&gt;
* Look after the prisoners, make sure they don&#039;t die or get unfair sentences. Feel free to talk and get to know your prisoners, you probably want to know what they did to be sentenced to Perma and whether you need to worry or can rely on them in an emergency. &lt;br /&gt;
* Arm security with weapons in times of war. &lt;br /&gt;
* You are not a Security Officer and do not have to go outside of the brig (and really should not go out of the brig). Stay in the brig.&lt;br /&gt;
* As the Warden, you have authority over the brig and any security officers inside the Brig.&lt;br /&gt;
* If an unauthorized person enters your brig, you may use lethal force.&lt;br /&gt;
* Properly store and maintain all contraband submitted as evidence.&lt;br /&gt;
* Follow Proper Brigging Procedures&lt;br /&gt;
* Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. &lt;br /&gt;
* No prisoner is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available. Should the ten (10) minutes expire without any evidence of any crimes coming to light or charges filed, the prisoner is to be released regardless of accused crimes.&lt;br /&gt;
* Do NOT fully strip the prisoner unless they have earned a permanent sentence&lt;br /&gt;
&lt;br /&gt;
=== Security Sergeant ===&lt;br /&gt;
* Field support officer, primary job is to organize and direct officers during security situations.  &lt;br /&gt;
* Direct security staff across the station to respond to events accordingly. &lt;br /&gt;
* Help provide field information to the HoS as needed. &lt;br /&gt;
* Train and ensure quality in security personnel. &lt;br /&gt;
&lt;br /&gt;
=== Security Medical Officer [WIP] ===&lt;br /&gt;
* Ensure all security personnel are in working condition.&lt;br /&gt;
* Ensure all prisoners are alive and healthy. &lt;br /&gt;
&lt;br /&gt;
=== Detective === &lt;br /&gt;
* You are not Security. You are an investigator. Your revolver is only for self-defense.&lt;br /&gt;
* The Detective&#039;s job is to investigate the remains of any crime, identify the perpetrator, and then ask Security to arrest them for you. That&#039;s right, you have limited security access because you&#039;re supposed to be an evidence collector and hunter of monsters, not a goddamn beat cop or warden.&lt;br /&gt;
* Assist security with finding the culprit of a crime by using your forensic tools and investigation skills.&lt;br /&gt;
&lt;br /&gt;
=== Security Officer ===&lt;br /&gt;
* Likewise, the Heads of Staff have authority over their respective departments. You are expected to assist heads in ejecting unwanted trespassers and demoting unwanted personnel from their departments.&lt;br /&gt;
* The Corporate Regulations is a set of guidelines, meaning you do not have to follow it. You&#039;ll be considered a better officer once you understand which crimes cause legit grief (such as sabotaging a workplace) and which don&#039;t.&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. `&lt;br /&gt;
* Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution.&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t become Shitcurity.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Civil Dispute Officer [WIP] ===&lt;br /&gt;
* Your job is to help handle any civil issues that may arise on the station. Maybe two crew members got into a fight, you should go break it up and try to find a resolution.&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Blueshield === &lt;br /&gt;
# Tenants of being a good blueshield&lt;br /&gt;
# Never go out of your way to assist Heads of Staff unless they request it, be it in combat or other circumstances. This is for your own protection and deniability.&lt;br /&gt;
# Never /ever/ interfere in a fight a Head of Staff starts; unless you have reason to suspect they, or the person they are fighting with, has lethal or otherwise intent of extreme harm. You are a bodyguard, not a babysitter - do NOT be a weapon for them&lt;br /&gt;
# Do NOT touch security matters, at all; if you see someone getting beat or stabbed, and they are not a Head of Staff? Call it in on security. Never. Ever. Interfere with antag situations unless you /must/. This is for your own safety.&lt;br /&gt;
# Never discharge your firearm without good reason. It does a /lot/ of damage, and overpenetrates. Make sure your firing line is clear before shootng. If you hit a civilian, you will do serious damage by accident.&lt;br /&gt;
&#039;&#039;&#039;OOC guidelines - THESE ARE UNAVOIDABLE&#039;&#039;&#039;&lt;br /&gt;
# Never attempt to engage in arresting, or otherwise detaining antagonists or other threats to the Heads Of Staff unless they pose a serious, unmitigable threat to the ongoing safety of your charges&lt;br /&gt;
# Never go out of your way to assist in validhunting. If someone attacks you first; you&#039;re fully allowed to attack them back. Your gear is almost exclusively lethal. Treat it as such; your firearm is the definition of a handcannon.&lt;br /&gt;
# Never attack a head of staff, unless in extreme situations of self defence - and even then, only to disable; not to injure. If you can, apply your baton and disarm them, before using cable-cuffs or whatever you can scrounge up to safely detain them for processing.&lt;br /&gt;
# You are not required to follow orders from any Head Of Staff. You are an agent of CC - You are not within the stations Chain Of Command for a majority of your work; and that includes orders. If you are asked to do something - you should always weigh it against your own objectives, as a Blueshield - and decide to follow it or not; in the case of situations where this results in a demotion, or otherwise negative behaviour from Heads Of Staff - fax Central Command for orders.Central Command for further instructions.&lt;br /&gt;
# Never loot the armory for your own gain, or for more ammunition. This also extends to objects such as fireaxes, sidearm tokens, ecetera; just because you have access, does not mean you have permission. Use your brain.&lt;br /&gt;
# Never go out of your way to kill a threat, unless its unavoidable. Your gun does additional stamina damage per shot - and is quite effective at disabling limbs in 1-2 hits against unarmoured/lightly armoured targets. You dont /need/ to shoot until they die, just go for the arms and follow up with a baton hit. In the case of NLWI (Nonlethal weapon Immune), you are able to shoot until they stop moving. This also applies to CQC+ and other martial arts that make safely detaining the agressor impossible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Use of Force ==&lt;br /&gt;
As a member of the station&#039;s Security force you are one of the best armed and protected people on the station, equipped with the latest in non-lethal takedown technology.&lt;br /&gt;
It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There are a few circumstances where deadly force is permissible:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Red Situation&#039;&#039;&#039; - situations which would warrant a Code Red, such as: full blown mutinies, hostile boarding parties, and Space Wizards automatically authorise lethal force.&lt;br /&gt;
Note: The Alert Status is not required to be elevated to Code Red as in most of these scenarios the Chain of Command will be too damaged or otherwise occupied to raise the Alert Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Lethal Weapons Ineffective&#039;&#039;&#039; - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Personal Risk&#039;&#039;&#039; - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
* Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armed and Dangerous&#039;&#039;&#039; - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
* Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multiple Hostiles&#039;&#039;&#039; - it can be extremely difficult to detain multiple hostiles. As a last resort if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
The taking of one life should be vetted and determined carefully as in the end, the person who decides their fate, takes all responsibility. &lt;br /&gt;
There are other aspects to consider, too. More often than not, the situation won&#039;t be as clear-cut, requiring security officers to think on their feet. You may find yourself wondering as to what extent the law should be applied, for instance, in which case these scenarios might provide useful orientation:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor A:&#039;&#039;&#039; is doing a gimmick, which doesn&#039;t really involve killing people unless in self defense. &#039;&#039;&#039;Traitor A&#039;s&#039;&#039;&#039; gimmick can be considered fun by most of the crew. You may want to either play along, provided doing so would make it more fun for everyone involved, or arrest the guy and run a little gimmick on your own (such as a public trial). Since &#039;&#039;&#039;traitor A&#039;&#039;&#039; is most likely still breaking the law and/or in possession of contraband, it&#039;s up to your discretion what to do, depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor B:&#039;&#039;&#039; is just trying to complete his objectives in a stealthy way. &#039;&#039;&#039;Traitor B&#039;&#039;&#039; is killing people when necessary, or if they&#039;re an assassination target, but he isn&#039;t going on a rampage. In this case, &#039;&#039;&#039;Traitor B&#039;&#039;&#039; should be arrested and have his gear confiscated. Arresting may cut the traitor&#039;s fun short, but it may also make it more fun for B as he has another chance to try and succeed. It&#039;d also give the traitor ways to come up with plans for whatever may happen if he gets caught. If &#039;&#039;&#039;Traitor B&#039;&#039;&#039; tries to gun down security, well, he can&#039;t expect you not to fight back! Consult with the HoS or captain and if they decide execution is the best way to handle this sort of traitor, that&#039;s fine! A public execution may be more fun for everyone than tossing them naked out an airlock, though, and gives a quick-thinking traitor the potential to escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor C:&#039;&#039;&#039; is going on a rampage! He is killing everyone he sees without compromise. You should do everything in your power to stop &#039;&#039;&#039;Traitor C&#039;&#039;&#039;; even lethal force may very well be justifiable in these kind of situations. While this cuts short the traitor&#039;s fun, mindless rampages aren&#039;t that exciting for the most part and tend to be less fun for the majority of players, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;That said, these can only be guidelines and nothing more. Keep a clear head, use your best judgement and don&#039;t be afraid to ask colleagues or other players for advice!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Non-Aggressive/Non-Combatant Entities ==&lt;br /&gt;
&lt;br /&gt;
Non-aggressive and/or non-combatant antagonists such as, but not limited to: Vampires, Changelings, Wizards, etc. may be present on the station at any given time. While these entities are normally labeled Enemies of the Corp, not all of these entities are violent or have malicious motivations/intent. These entities may be able to provide station members and security personnel with intelligence on known or unknown threats, assist in the apprehension of criminals, or may be seeking shelter in the station and thus will assist with daily operations such as cleaning, cooking, etc.&lt;br /&gt;
&lt;br /&gt;
Station heads of staff and security personnel should make an effort to ascertain the intent and motivations of perceived antagonists before they are executed, borged, or exiled. While these entities may be officially labeled by Nanotrasen as Enemies of the Corp and thus may be killed on site, security staff are strongly encouraged to allow these entities to exist with or without restrictions as long as they are not aggressive and/or not combative.&lt;br /&gt;
If they utilize this to hide their activities before becoming hostile. Use of Lethal Force is allowed.&lt;br /&gt;
&lt;br /&gt;
== Shitlers/Greytiders ==&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) should be threatened with a stint in perma.&lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by Assistants (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the Armory secure.&lt;br /&gt;
A persistent greytider should be adminhelped once all possible IC solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable.&lt;br /&gt;
&lt;br /&gt;
== Loss of Life ==&lt;br /&gt;
Loss of crewmember and department staff is considered to be a massive investment lost to Nanotrasean following numerous legal complaints. All crewmember life should be considered valuable and should not be taken lightly. The use of cloning technology is experimental at best and may lead to complications and thus lawsuits if it is determined their death could have been prevented. &lt;br /&gt;
 &lt;br /&gt;
In the event of repeated abuse of cloning and lack of respect for crew life. The offender may be subject to punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DNR BAN&#039;&#039;&#039; &lt;br /&gt;
* Implies player cannot be revived. Should be used to punish those who do not value the life of their character or other players characters.&lt;br /&gt;
&#039;&#039;&#039;Pacification Ban&#039;&#039;&#039;&lt;br /&gt;
* Implies that the player cannot engage in hostile actions aboard the station for a set period of time.&lt;br /&gt;
&lt;br /&gt;
== The Brig / Punishments ==&lt;br /&gt;
Punishments should fit the crime. Use your best judgment and try to give people the benefit of the doubt. Consider the following examples:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into Medbay and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Confiscate the stethoscope and return it to Medbay when possible&lt;br /&gt;
* Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
* Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
* Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
* Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
* Give a ten-minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Remove their EVA suit, any mining tools or other items. Have the detective work his magic on the weapons to confirm what happened.&lt;br /&gt;
* Set a reasonable timer on the cell, or send then to the gulag for a similar sentence.&lt;br /&gt;
* Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on.&lt;br /&gt;
* Inform the Warden or Head of Security and ask them to take over if they say the prisoner is to be permabrigged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Beat the prisoner to the point where they&#039;re critically injured or worse.&lt;br /&gt;
* Strip their items in the rapidly depressurizing engineering room.&lt;br /&gt;
* Let a lynch mob harm your prisoner.&lt;br /&gt;
* Refuse their request to speak with legal counsel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Strip all of their possessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the Warden.&lt;br /&gt;
* Inform the Head of Security.&lt;br /&gt;
* Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
* Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DONT&#039;&#039;&#039;&lt;br /&gt;
* Beat them to death on the spot.&lt;br /&gt;
* Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
* Refuse to negotiate. There are an infinite number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be busting heads infrequently.&lt;br /&gt;
&lt;br /&gt;
== Capital Punishments ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Execution Procedures&#039;&#039;&#039; ===&lt;br /&gt;
Unlawful executions are considered manslaughter if the execution was the cause of incompetence. When evidence shows the execution was not caused by incompetence, the punishment is murder, or when relevant, annihilation.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;All executions must be approved by both the HoS and Acting Captain. In the case where an Acting Captain has not been selected by command, the HoS may make the decision. Otherwise in the presence of a full Captain, refer to them.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Executions may be done either by lethal injection or by firing squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal injection:&#039;&#039;&#039;&lt;br /&gt;
# The captain, the HoS and a medical professional must be present. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner must be buckled in a suitable execution room and allowed their final words.&lt;br /&gt;
# The medical professional proceeds now with the administration of the lethal injection.&lt;br /&gt;
# The body of the prisoner should either be incinerated or stored in a body bag marked &amp;quot;Do not revive&amp;quot;. If the injection fails, the Captain is free to execute the prisoner by other means.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Firing squad:&#039;&#039;&#039;&lt;br /&gt;
# The Captain and HoS must be present. There must be at least two designated shooters. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner should be escorted to a suitable location and allowed their final words.&lt;br /&gt;
# The Captain or HoS commands the designated shooters to fire. Only strictly lethal anti-personnel weapons are allowed to be used.&lt;br /&gt;
# The prisoner&#039;s body should either be incinerated or placed in a body bag marked &amp;quot;Do not revive&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== [WIP] [Updated 6/9/2021] Punishment&#039;s | What you can not do. ==&lt;br /&gt;
As an officer, you will face a variety of criminals and creatures, but Nanotrasen has requirements for how to handle criminal proceedings as listed above an in Corporate Regulations. Going out of your way to utilize a different method of punishment is not acceptable unless approved by Central Command. Otherwise you follow the regulations laid out for you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you cannot do:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Forced Borgification&lt;br /&gt;
# Forced Surgery&lt;br /&gt;
## With the exception of removing implants discovered&lt;br /&gt;
# Extra-Judicial Executions &lt;br /&gt;
## You must follow the process of requesting an execution, you may not handle it yourself or you will be removed from your position.&lt;br /&gt;
# Cremation / Do Not Revival Status&lt;br /&gt;
## This only changes if a prisoner proves to be uncontainable by conventional means.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Riots ==&lt;br /&gt;
=== Station Riots: ===&lt;br /&gt;
Travel in buddy teams (pairs), an alone officer is a dead officer. Retreat to the armoury and obtain the appropriate equipment. Riot suits, helmets and shields will be invaluable in any melee fight. Make sure you still have a non-lethal option. Avoid carrying more than you need. Opt for non-lethal capture where possible. Use internals and adopt reasonable spacing to avoid gas and explosives from decimating the entire team. Don’t get greedy and over-extend yourselves. When stepping into riot situations without intelligence, it’s incredibly easy to get ambushed. Once a single officer falls and is captured, all of the security comms are compromised and now the rioters have access to security as well as security equipment. Travel in a group. If the rioters are contained within an area, start blocking off escapes. Consider using escapes as an alternative point of entry.&lt;br /&gt;
&lt;br /&gt;
== Alert Levels ==&lt;br /&gt;
&lt;br /&gt;
=== Green ===&lt;br /&gt;
&lt;br /&gt;
* Weapons should be holstered.&lt;br /&gt;
* Standard station patrol routes followed.&lt;br /&gt;
* Crew should store spare lethal magazines and equipment.&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* Security must respect the privacy of crew members and no unauthorized searches are allowed.&lt;br /&gt;
&lt;br /&gt;
=== Blue ===&lt;br /&gt;
&lt;br /&gt;
Security may set up checkpoints for random searches.&lt;br /&gt;
* Non-lethals may be visible at all times.&lt;br /&gt;
* Searches may be authorized by the Head of Security on suspicious crewmembers.&lt;br /&gt;
* Security Personnel may carry spare non-lethal magazines on person&lt;br /&gt;
* Security Personnel may carry one lethal sidearm magazine on person.&lt;br /&gt;
&lt;br /&gt;
=== Amber ===&lt;br /&gt;
&lt;br /&gt;
1 - 2 active Confirmed hostiles, no recorded bombings. &lt;br /&gt;
* Security personnel may be equipped with lethal primaries &lt;br /&gt;
* Grid Searches Authorized &lt;br /&gt;
* The acquisition and ordering of security equipment is with reason, but should be done with a reasonable expectation. Equip yourself to the minimum of what is needed, not the maximum. &lt;br /&gt;
* Warden may distribute more ammunition if required.&lt;br /&gt;
&lt;br /&gt;
=== Red ===&lt;br /&gt;
&lt;br /&gt;
Red alert is reserved for when there are multiple confirmed hostiles and entities that could cause massive crew harm. It should typically not be necessary for internal incidents. See Use of Force&lt;br /&gt;
* Armory may be opened and crew equipped.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the HoS or Sergeant agree.&lt;br /&gt;
* Security can raid departments and arrest any crew member deemed a threat to the station.&lt;br /&gt;
* Crew members must submit to any searches requested by security personnel.&lt;br /&gt;
* Crew may be Deputized &lt;br /&gt;
* Combat Mech’s may be requisitioned&lt;br /&gt;
* Security personnel should stop all personal activity and return to active duty.&lt;br /&gt;
&lt;br /&gt;
=== Delta ===&lt;br /&gt;
&lt;br /&gt;
* Use of martial law is allowed, crew must follow Command and Security orders at the threat of immediate execution. Insubordination during a Delta Class Emergency should be met swiftly, to prevent further loss of life.&lt;br /&gt;
&lt;br /&gt;
=== Gamma ===&lt;br /&gt;
* The universe is ending, goodluck maintaining order.&lt;br /&gt;
&lt;br /&gt;
== Security Controlled Locations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Brig:&#039;&#039;&#039; The Warden runs this. If you&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prison Wing:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Office:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Posts:&#039;&#039;&#039; Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armory:&#039;&#039;&#039; 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.&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arrival Checkpoint:&#039;&#039;&#039; 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&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6581</id>
		<title>Security Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6581"/>
		<updated>2021-06-09T11:55:33Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Added a new section about punishments that security should avoid.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Notice&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=This document is in development and may be changed often. Please ensure you check for updates periodically to keep up-to-date.&lt;br /&gt;
&lt;br /&gt;
Last Update: [Updated 6/9/2021] &lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Basic Guiding Principles ==&lt;br /&gt;
&lt;br /&gt;
# Follow the Action-RP Lawset and escalate appropriately. Roleplay whenever possible. Failure to do so will result in punishment.&lt;br /&gt;
# As strongly stated in our Guiding Principles, the main goal of this server is to create a fun roleplaying experience, not to win. If you are concerned about how to win instead of the story experience, this is not the server for you.&lt;br /&gt;
# Whenever you are given the green light to use lethals or &amp;quot;shoot to kill&amp;quot;, this is not a license to execute them when they are downed or are surrendering without due cause.&lt;br /&gt;
# Handle a hostage situation with extreme caution. The preservation of civilians and your comrades should be your #1 priority over arresting someone. Acting as if the hostage does not matter will be punished OOCly for poor roleplay.&lt;br /&gt;
# Be aware of the meta protection placed around antag items. Non-obvious items are meta-protected where other obvious items like an energy crossbow and grenades are not. Typically, if the item is disguised, you don’t know of it.&lt;br /&gt;
# Being a bully as a security officer is acceptable. Being corrupt as a security officer is acceptable. However, if it comes to the point that the way you&#039;re playing shuts down roleplaying opportunities for others, that means you are doing it wrong. You want to create conflict to generate roleplay, not destroy the possibility of it. Furthermore, as a security officer, you cannot ignore obviously antagonistic behavior that is a threat to the station. If you know someone is not a threat to the station, taking a bribe is acceptable.&lt;br /&gt;
# Antagonists are an essential part of the game. Unless it is unsafe to do so, players are encouraged to use methods of punishment that do not remove antagonists from the round such as gulag or perma. Calling for the execution of a non-violent and cooperative antag may be marked as failrp. However, this is entirely up to the Captain, acting captain, or HoS, and their ruling (in order of the CoC) is final.&lt;br /&gt;
# Corporate Regulations is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in the regulations.&lt;br /&gt;
# Work with traitors to create a fun and engaging story, don&#039;t just shut them down to win. &lt;br /&gt;
# ERP is allowed as security as long as you are not needed. Red Alert and higher you should end your ERP and return to your job. (With an exception regarding non-con against security staff)&lt;br /&gt;
# Use the minimum required equipment to handle a situation, you should not be preemptively equipping yourself for threats.&lt;br /&gt;
# Do not go around screaming out the game mode the second you see something. Keep meta-knowledge in mind (detailed below), and never, EVER go and scream out stuff like “traitor”, “ling/changeling”, “malf”, “revs”, and the like. It’s completely LRP behavior and does nothing but encourage validhunting.&lt;br /&gt;
# If you are being demoted, role-play out the scenario and realize that it can happen. Do not attempt a one-person coup, doing so will be considered failrp. Do not drop all context of Roleplay and start acting like shit-tide. &lt;br /&gt;
# The head of your department is the “Head of Security”. If the captain finds this person problematic or demotes them, you are to remember that you work for Nanotrasen, not the Head of Security. Please keep this in mind during Head removals.&lt;br /&gt;
# Remember to use CI, you are in a role that will make use of this far more than most players and has the most related impact.&lt;br /&gt;
# Handle unknowns as if they are unknown, don&#039;t rely on metaknowledge to guide your decision making. What would your character think for the first time.&lt;br /&gt;
# Expect to be potentially Round Removed, you are in a position of power. You have no entitlement to surviving the entire round, this rule applies to Antagonists, Heads of Staff, and Security.&lt;br /&gt;
# Be mindful of civilians in the room or your immediate vicinity (nearby). Your non-lethal rounds bounce off the walls, pepper spray clouds can go far and flashbangs with flashes have a sizable area of effect. You don’t want to hit them.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Availability Policy for Security | What to know! ==&lt;br /&gt;
&lt;br /&gt;
* Commanding officers such as the head of security and security sergeant should refrain from needlessly calling all available officers to handle a matter unless said matter is a station-wide emergency, rather they should allocate officers smartly to a situation and keep officers on reserve. Officers do need a break ICly to perform at their best, and OOCly, they want to roleplay and relax as well, not chase after everything all the time. You are, after all, given way more security slots than is usual for a server of this type. They were not meant to be used all at once unless it is a station-wide emergency. Using all at once upsets the balance, not to mention it reduces the flexibility of security and can mentally exhaust the players playing the security officer.&lt;br /&gt;
&lt;br /&gt;
* From both an OOC and IC perspective, all officers must stop what they&#039;re doing within a timely period if they are able to handle an emergency when called upon, whether it&#039;s a manhunt, a pirate attack, or a general shortage in personnel. Failure to do when it makes sense ICly and if you are not impeded in any way may open you up to a security ban, as such behavior is considered LRP. If an officer is unable to do so due to being impeded either through imprisonment, capture, health and so forth, they will not be punished, as it would make IC sense that they would not be able to respond. While they should not be called upon needlessly, they should always be ready to respond if able. If they wish to be free of this burden, they can go on the break by asking to be converted to an &amp;quot;assistant&amp;quot; or &amp;quot;off-duty&amp;quot; role.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
This document should serve to work as a set of guidelines, references, and suggestions on how to handle antagonists and crimes on the station. It will also clarify the roles of all persons involved with security. Both their job requirements and their restrictions. If you find something that appears to go against corporate regulations, you are to make a report of the situation and file it with both the Head of Personal, the Captain, and the Head of Security. If you believe the situation is egregious enough that it warrants direct Central Command Involvement, you may attempt to contact them and let them know directly of the situation. &lt;br /&gt;
&lt;br /&gt;
== Who Orders Who ==&lt;br /&gt;
* Civil Disputes Officer&lt;br /&gt;
* Security Officers, detectives, and Security Medic&#039;s all share the same rank. &lt;br /&gt;
* The Sergeant is in charge of all officers active in the field, outside of the armory, they are the first point of contact for security personnel. &lt;br /&gt;
* The Warden is second in command to the HoS commanding all situations involving the armory and brig. &lt;br /&gt;
* The Head of Security is at the top of the security hierarchy. All security members take orders from him, and he takes his orders from the Captain.&lt;br /&gt;
* 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.&lt;br /&gt;
* The Blueshield reports directly to the Captain and Command Staff. They may request security support during an incident, but may not make an arrest. Though they are also directly under Central Command and can be called upon by Central to override command staff. &lt;br /&gt;
&lt;br /&gt;
== Key Points | What you should know about your job! ==&lt;br /&gt;
&lt;br /&gt;
===Head of Security===&lt;br /&gt;
* Determine the correct amount of force for any situation.&lt;br /&gt;
* Organize and maintain peace on the station.&lt;br /&gt;
* Your job isn&#039;t to hunt people down unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into&lt;br /&gt;
* With the addition of your new ranks, your role is now primarily ensuring the proper management and action of your immediate staff. &lt;br /&gt;
* You are no longer expected to be active in the field. &lt;br /&gt;
* Ensure your officers are responding appropriately.&lt;br /&gt;
&lt;br /&gt;
=== Warden ===&lt;br /&gt;
* Look after the prisoners, make sure they don&#039;t die or get unfair sentences. Feel free to talk and get to know your prisoners, you probably want to know what they did to be sentenced to Perma and whether you need to worry or can rely on them in an emergency. &lt;br /&gt;
* Arm security with weapons in times of war. &lt;br /&gt;
* You are not a Security Officer and do not have to go outside of the brig (and really should not go out of the brig). Stay in the brig.&lt;br /&gt;
* As the Warden, you have authority over the brig and any security officers inside the Brig.&lt;br /&gt;
* If an unauthorized person enters your brig, you may use lethal force.&lt;br /&gt;
* Properly store and maintain all contraband submitted as evidence.&lt;br /&gt;
* Follow Proper Brigging Procedures&lt;br /&gt;
* Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. &lt;br /&gt;
* No prisoner is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available. Should the ten (10) minutes expire without any evidence of any crimes coming to light or charges filed, the prisoner is to be released regardless of accused crimes.&lt;br /&gt;
* Do NOT fully strip the prisoner unless they have earned a permanent sentence&lt;br /&gt;
&lt;br /&gt;
=== Security Sergeant ===&lt;br /&gt;
* Field support officer, primary job is to organize and direct officers during security situations.  &lt;br /&gt;
* Direct security staff across the station to respond to events accordingly. &lt;br /&gt;
* Help provide field information to the HoS as needed. &lt;br /&gt;
* Train and ensure quality in security personnel. &lt;br /&gt;
&lt;br /&gt;
=== Security Medical Officer [WIP] ===&lt;br /&gt;
* Ensure all security personnel are in working condition.&lt;br /&gt;
* Ensure all prisoners are alive and healthy. &lt;br /&gt;
&lt;br /&gt;
=== Detective === &lt;br /&gt;
* You are not Security. You are an investigator. Your revolver is only for self-defense.&lt;br /&gt;
* The Detective&#039;s job is to investigate the remains of any crime, identify the perpetrator, and then ask Security to arrest them for you. That&#039;s right, you have limited security access because you&#039;re supposed to be an evidence collector and hunter of monsters, not a goddamn beat cop or warden.&lt;br /&gt;
* Assist security with finding the culprit of a crime by using your forensic tools and investigation skills.&lt;br /&gt;
&lt;br /&gt;
=== Security Officer ===&lt;br /&gt;
* Likewise, the Heads of Staff have authority over their respective departments. You are expected to assist heads in ejecting unwanted trespassers and demoting unwanted personnel from their departments.&lt;br /&gt;
* The Corporate Regulations is a set of guidelines, meaning you do not have to follow it. You&#039;ll be considered a better officer once you understand which crimes cause legit grief (such as sabotaging a workplace) and which don&#039;t.&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. `&lt;br /&gt;
* Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution.&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t become Shitcurity.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Civil Dispute Officer [WIP] ===&lt;br /&gt;
* Your job is to help handle any civil issues that may arise on the station. Maybe two crew members got into a fight, you should go break it up and try to find a resolution.&amp;lt;br /&amp;gt;&lt;br /&gt;
=== Blueshield === &lt;br /&gt;
* 1) Tenants of being a good blueshield&lt;br /&gt;
* 1.1) Never go out of your way to assist Heads of Staff unless they request it, be it in combat or other circumstances. This is for your own protection and deniability.&lt;br /&gt;
* 1.2) Never /ever/ interfere in a fight a Head of Staff starts; unless you have reason to suspect they, or the person they are fighting with, has lethal or otherwise intent of extreme harm. You are a bodyguard, not a babysitter - do NOT be a weapon for them&lt;br /&gt;
* 1.3) Do NOT touch security matters, at all; if you see someone getting beat or stabbed, and they are not a Head of Staff? Call it in on security. Never. Ever. Interfere with antag situations unless you /must/. This is for your own safety.&lt;br /&gt;
* 1.4) Never discharge your firearm without good reason. It does a /lot/ of damage, and overpenetrates. Make sure your firing line is clear before shootng. If you hit a civilian, you will do serious damage by accident.&lt;br /&gt;
* 2) OOC guidelines - THESE ARE UNAVOIDABLE&lt;br /&gt;
* 2.1) Never attempt to engage in arresting, or otherwise detaining antagonists or other threats to the Heads Of Staff unless they pose a serious, unmitigable threat to the ongoing safety of your charges&lt;br /&gt;
* 2.2) Never go out of your way to assist in validhunting. If someone attacks you first; you&#039;re fully allowed to attack them back. Your gear is almost exclusively lethal. Treat it as such; your firearm is the definition of a handcannon.&lt;br /&gt;
* 2.3) Never attack a head of staff, unless in extreme situations of self defence - and even then, only to disable; not to injure. If you can, apply your baton and disarm them, before using cable-cuffs or whatever you can scrounge up to safely detain them for processing.&lt;br /&gt;
* 2.4) You are not required to follow orders from any Head Of Staff. You are an agent of CC - You are not within the stations Chain Of Command for a majority of your work; and that includes orders. If you are asked to do something - you should always weigh it against your own objectives, as a Blueshield - and decide to follow it or not; in the case of situations where this results in a demotion, or otherwise negative behaviour from Heads Of Staff - fax Central Command for orders.Central Command for further instructions.&lt;br /&gt;
* 2.5) Never loot the armory for your own gain, or for more ammunition. This also extends to objects such as fireaxes, sidearm tokens, ecetera; just because you have access, does not mean you have permission. Use your brain.&lt;br /&gt;
* 2.6) Never go out of your way to kill a threat, unless its unavoidable. Your gun does additional stamina damage per shot - and is quite effective at disabling limbs in 1-2 hits against unarmoured/lightly armoured targets. You dont /need/ to shoot until they die, just go for the arms and follow up with a baton hit. In the case of NLWI (Nonlethal weapon Immune), you are able to shoot until they stop moving. This also applies to CQC+ and other martial arts that make safely detaining the agressor impossible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Use of Force ==&lt;br /&gt;
As a member of the station&#039;s Security force you are one of the best armed and protected people on the station, equipped with the latest in non-lethal takedown technology.&lt;br /&gt;
It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There are a few circumstances where deadly force is permissible:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Red Situation&#039;&#039;&#039; - situations which would warrant a Code Red, such as: full blown mutinies, hostile boarding parties, and Space Wizards automatically authorise lethal force.&lt;br /&gt;
Note: The Alert Status is not required to be elevated to Code Red as in most of these scenarios the Chain of Command will be too damaged or otherwise occupied to raise the Alert Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Lethal Weapons Ineffective&#039;&#039;&#039; - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Personal Risk&#039;&#039;&#039; - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
* Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armed and Dangerous&#039;&#039;&#039; - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
* Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multiple Hostiles&#039;&#039;&#039; - it can be extremely difficult to detain multiple hostiles. As a last resort if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
The taking of one life should be vetted and determined carefully as in the end, the person who decides their fate, takes all responsibility. &lt;br /&gt;
There are other aspects to consider, too. More often than not, the situation won&#039;t be as clear-cut, requiring security officers to think on their feet. You may find yourself wondering as to what extent the law should be applied, for instance, in which case these scenarios might provide useful orientation:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor A:&#039;&#039;&#039; is doing a gimmick, which doesn&#039;t really involve killing people unless in self defense. &#039;&#039;&#039;Traitor A&#039;s&#039;&#039;&#039; gimmick can be considered fun by most of the crew. You may want to either play along, provided doing so would make it more fun for everyone involved, or arrest the guy and run a little gimmick on your own (such as a public trial). Since &#039;&#039;&#039;traitor A&#039;&#039;&#039; is most likely still breaking the law and/or in possession of contraband, it&#039;s up to your discretion what to do, depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor B:&#039;&#039;&#039; is just trying to complete his objectives in a stealthy way. &#039;&#039;&#039;Traitor B&#039;&#039;&#039; is killing people when necessary, or if they&#039;re an assassination target, but he isn&#039;t going on a rampage. In this case, &#039;&#039;&#039;Traitor B&#039;&#039;&#039; should be arrested and have his gear confiscated. Arresting may cut the traitor&#039;s fun short, but it may also make it more fun for B as he has another chance to try and succeed. It&#039;d also give the traitor ways to come up with plans for whatever may happen if he gets caught. If &#039;&#039;&#039;Traitor B&#039;&#039;&#039; tries to gun down security, well, he can&#039;t expect you not to fight back! Consult with the HoS or captain and if they decide execution is the best way to handle this sort of traitor, that&#039;s fine! A public execution may be more fun for everyone than tossing them naked out an airlock, though, and gives a quick-thinking traitor the potential to escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor C:&#039;&#039;&#039; is going on a rampage! He is killing everyone he sees without compromise. You should do everything in your power to stop &#039;&#039;&#039;Traitor C&#039;&#039;&#039;; even lethal force may very well be justifiable in these kind of situations. While this cuts short the traitor&#039;s fun, mindless rampages aren&#039;t that exciting for the most part and tend to be less fun for the majority of players, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;That said, these can only be guidelines and nothing more. Keep a clear head, use your best judgement and don&#039;t be afraid to ask colleagues or other players for advice!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Non-Aggressive/Non-Combatant Entities ==&lt;br /&gt;
&lt;br /&gt;
Non-aggressive and/or non-combatant antagonists such as, but not limited to: Vampires, Changelings, Wizards, etc. may be present on the station at any given time. While these entities are normally labeled Enemies of the Corp, not all of these entities are violent or have malicious motivations/intent. These entities may be able to provide station members and security personnel with intelligence on known or unknown threats, assist in the apprehension of criminals, or may be seeking shelter in the station and thus will assist with daily operations such as cleaning, cooking, etc.&lt;br /&gt;
&lt;br /&gt;
Station heads of staff and security personnel should make an effort to ascertain the intent and motivations of perceived antagonists before they are executed, borged, or exiled. While these entities may be officially labeled by Nanotrasen as Enemies of the Corp and thus may be killed on site, security staff are strongly encouraged to allow these entities to exist with or without restrictions as long as they are not aggressive and/or not combative.&lt;br /&gt;
If they utilize this to hide their activities before becoming hostile. Use of Lethal Force is allowed.&lt;br /&gt;
&lt;br /&gt;
== Shitlers/Greytiders ==&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) should be threatened with a stint in perma.&lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by Assistants (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the Armory secure.&lt;br /&gt;
A persistent greytider should be adminhelped once all possible IC solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable.&lt;br /&gt;
&lt;br /&gt;
== Loss of Life ==&lt;br /&gt;
Loss of crewmember and department staff is considered to be a massive investment lost to Nanotrasean following numerous legal complaints. All crewmember life should be considered valuable and should not be taken lightly. The use of cloning technology is experimental at best and may lead to complications and thus lawsuits if it is determined their death could have been prevented. &lt;br /&gt;
 &lt;br /&gt;
In the event of repeated abuse of cloning and lack of respect for crew life. The offender may be subject to punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DNR BAN&#039;&#039;&#039; &lt;br /&gt;
* Implies player cannot be revived. Should be used to punish those who do not value the life of their character or other players characters.&lt;br /&gt;
&#039;&#039;&#039;Pacification Ban&#039;&#039;&#039;&lt;br /&gt;
* Implies that the player cannot engage in hostile actions aboard the station for a set period of time.&lt;br /&gt;
&lt;br /&gt;
== The Brig / Punishments ==&lt;br /&gt;
Punishments should fit the crime. Use your best judgment and try to give people the benefit of the doubt. Consider the following examples:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into Medbay and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Confiscate the stethoscope and return it to Medbay when possible&lt;br /&gt;
* Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
* Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
* Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
* Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
* Give a ten-minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Remove their EVA suit, any mining tools or other items. Have the detective work his magic on the weapons to confirm what happened.&lt;br /&gt;
* Set a reasonable timer on the cell, or send then to the gulag for a similar sentence.&lt;br /&gt;
* Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on.&lt;br /&gt;
* Inform the Warden or Head of Security and ask them to take over if they say the prisoner is to be permabrigged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Beat the prisoner to the point where they&#039;re critically injured or worse.&lt;br /&gt;
* Strip their items in the rapidly depressurizing engineering room.&lt;br /&gt;
* Let a lynch mob harm your prisoner.&lt;br /&gt;
* Refuse their request to speak with legal counsel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Strip all of their possessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the Warden.&lt;br /&gt;
* Inform the Head of Security.&lt;br /&gt;
* Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
* Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DONT&#039;&#039;&#039;&lt;br /&gt;
* Beat them to death on the spot.&lt;br /&gt;
* Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
* Refuse to negotiate. There are an infinite number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be busting heads infrequently.&lt;br /&gt;
&lt;br /&gt;
== Capital Punishments ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Execution Procedures&#039;&#039;&#039; ===&lt;br /&gt;
Unlawful executions are considered manslaughter if the execution was the cause of incompetence. When evidence shows the execution was not caused by incompetence, the punishment is murder, or when relevant, annihilation.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;All executions must be approved by both the HoS and Acting Captain. In the case where an Acting Captain has not been selected by command, the HoS may make the decision. Otherwise in the presence of a full Captain, refer to them.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Executions may be done either by lethal injection or by firing squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal injection:&#039;&#039;&#039;&lt;br /&gt;
# The captain, the HoS and a medical professional must be present. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner must be buckled in a suitable execution room and allowed their final words.&lt;br /&gt;
# The medical professional proceeds now with the administration of the lethal injection.&lt;br /&gt;
# The body of the prisoner should either be incinerated or stored in a body bag marked &amp;quot;Do not revive&amp;quot;. If the injection fails, the Captain is free to execute the prisoner by other means.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Firing squad:&#039;&#039;&#039;&lt;br /&gt;
# The Captain and HoS must be present. There must be at least two designated shooters. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner should be escorted to a suitable location and allowed their final words.&lt;br /&gt;
# The Captain or HoS commands the designated shooters to fire. Only strictly lethal anti-personnel weapons are allowed to be used.&lt;br /&gt;
# The prisoner&#039;s body should either be incinerated or placed in a body bag marked &amp;quot;Do not revive&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== [WIP] [Updated 6/9/2021] Punishment&#039;s | What you can not do. ==&lt;br /&gt;
As an officer, you will face a variety of criminals and creatures, but Nanotrasen has requirements for how to handle criminal proceedings as listed above an in Corporate Regulations. Going out of your way to utilize a different method of punishment is not acceptable unless approved by Central Command. Otherwise you follow the regulations laid out for you. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;What you cannot do:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# Forced Borgification&lt;br /&gt;
# Forced Surgery&lt;br /&gt;
## With the exception of removing implants discovered&lt;br /&gt;
# Extra-Judicial Executions &lt;br /&gt;
## You must follow the process of requesting an execution, you may not handle it yourself or you will be removed from your position.&lt;br /&gt;
# Cremation / Do Not Revival Status&lt;br /&gt;
## This only changes if a prisoner proves to be uncontainable by conventional means.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Riots ==&lt;br /&gt;
=== Station Riots: ===&lt;br /&gt;
Travel in buddy teams (pairs), an alone officer is a dead officer. Retreat to the armoury and obtain the appropriate equipment. Riot suits, helmets and shields will be invaluable in any melee fight. Make sure you still have a non-lethal option. Avoid carrying more than you need. Opt for non-lethal capture where possible. Use internals and adopt reasonable spacing to avoid gas and explosives from decimating the entire team. Don’t get greedy and over-extend yourselves. When stepping into riot situations without intelligence, it’s incredibly easy to get ambushed. Once a single officer falls and is captured, all of the security comms are compromised and now the rioters have access to security as well as security equipment. Travel in a group. If the rioters are contained within an area, start blocking off escapes. Consider using escapes as an alternative point of entry.&lt;br /&gt;
&lt;br /&gt;
== Alert Levels ==&lt;br /&gt;
&lt;br /&gt;
=== Green ===&lt;br /&gt;
&lt;br /&gt;
* Weapons should be holstered.&lt;br /&gt;
* Standard station patrol routes followed.&lt;br /&gt;
* Crew should store spare lethal magazines and equipment.&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* Security must respect the privacy of crew members and no unauthorized searches are allowed.&lt;br /&gt;
&lt;br /&gt;
=== Blue ===&lt;br /&gt;
&lt;br /&gt;
Security may set up checkpoints for random searches.&lt;br /&gt;
* Non-lethals may be visible at all times.&lt;br /&gt;
* Searches may be authorized by the Head of Security on suspicious crewmembers.&lt;br /&gt;
* Security Personnel may carry spare non-lethal magazines on person&lt;br /&gt;
* Security Personnel may carry one lethal sidearm magazine on person.&lt;br /&gt;
&lt;br /&gt;
=== Amber ===&lt;br /&gt;
&lt;br /&gt;
1 - 2 active Confirmed hostiles, no recorded bombings. &lt;br /&gt;
* Security personnel may be equipped with lethal primaries &lt;br /&gt;
* Grid Searches Authorized &lt;br /&gt;
* The acquisition and ordering of security equipment is with reason, but should be done with a reasonable expectation. Equip yourself to the minimum of what is needed, not the maximum. &lt;br /&gt;
* Warden may distribute more ammunition if required.&lt;br /&gt;
&lt;br /&gt;
=== Red ===&lt;br /&gt;
&lt;br /&gt;
Red alert is reserved for when there are multiple confirmed hostiles and entities that could cause massive crew harm. It should typically not be necessary for internal incidents. See Use of Force&lt;br /&gt;
* Armory may be opened and crew equipped.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the HoS or Sergeant agree.&lt;br /&gt;
* Security can raid departments and arrest any crew member deemed a threat to the station.&lt;br /&gt;
* Crew members must submit to any searches requested by security personnel.&lt;br /&gt;
* Crew may be Deputized &lt;br /&gt;
* Combat Mech’s may be requisitioned&lt;br /&gt;
* Security personnel should stop all personal activity and return to active duty.&lt;br /&gt;
&lt;br /&gt;
=== Delta ===&lt;br /&gt;
&lt;br /&gt;
* Use of martial law is allowed, crew must follow Command and Security orders at the threat of immediate execution. Insubordination during a Delta Class Emergency should be met swiftly, to prevent further loss of life.&lt;br /&gt;
&lt;br /&gt;
=== Gamma ===&lt;br /&gt;
* The universe is ending, goodluck maintaining order.&lt;br /&gt;
&lt;br /&gt;
== Security Controlled Locations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Brig:&#039;&#039;&#039; The Warden runs this. If you&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prison Wing:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Office:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Posts:&#039;&#039;&#039; Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armory:&#039;&#039;&#039; 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.&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arrival Checkpoint:&#039;&#039;&#039; 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&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6578</id>
		<title>Security Policy</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Security_Policy&amp;diff=6578"/>
		<updated>2021-06-04T12:57:26Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: /* Basic Guiding Principles */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Important&lt;br /&gt;
|Title=Notice&lt;br /&gt;
|Image=Paper.png&lt;br /&gt;
|Note=This document is in development and may be changed often. Please ensure you check for updates periodically to keep up-to-date. &lt;br /&gt;
|Color=#F00&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Basic Guiding Principles ==&lt;br /&gt;
&lt;br /&gt;
# Follow the Action-RP Lawset and escalate appropriately. Roleplay whenever possible. Failure to do so will result in punishment.&lt;br /&gt;
# As strongly stated in our Guiding Principles, the main goal of this server is to create a fun roleplaying experience, not to win. If you are concerned about how to win instead of the story experience, this is not the server for you.&lt;br /&gt;
# Whenever you are given the green light to use lethals or &amp;quot;shoot to kill&amp;quot;, this is not a license to execute them when they are downed or are surrendering without due cause.&lt;br /&gt;
# Handle a hostage situation with extreme caution. The preservation of civilians and your comrades should be your #1 priority over arresting someone. Acting as if the hostage does not matter will be punished OOCly for poor roleplay.&lt;br /&gt;
# Be aware of the meta protection placed around antag items. Non-obvious items are meta-protected where other obvious items like an energy crossbow and grenades are not. Typically, if the item is disguised, you don’t know of it.&lt;br /&gt;
# Being a bully as a security officer is acceptable. Being corrupt as a security officer is acceptable. However, if it comes to the point that the way you&#039;re playing shuts down roleplaying opportunities for others, that means you are doing it wrong. You want to create conflict to generate roleplay, not destroy the possibility of it. Furthermore, as a security officer, you cannot ignore obviously antagonistic behavior that is a threat to the station. If you know someone is not a threat to the station, taking a bribe is acceptable.&lt;br /&gt;
# Antagonists are an essential part of the game. Unless it is unsafe to do so, players are encouraged to use methods of punishment that do not remove antagonists from the round such as gulag or perma. Calling for the execution of a non-violent and cooperative antag may be marked as failrp. However, this is entirely up to the Captain, acting captain, or HoS, and their ruling (in order of the CoC) is final.&lt;br /&gt;
# Corporate Regulations is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it&#039;s in the regulations.&lt;br /&gt;
# Work with traitors to create a fun and engaging story, don&#039;t just shut them down to win. &lt;br /&gt;
# ERP is allowed as security as long as you are not needed. Red Alert and higher you should end your ERP and return to your job. (With an exception regarding non-con against security staff)&lt;br /&gt;
# Use the minimum required equipment to handle a situation, you should not be preemptively equipping yourself for threats.&lt;br /&gt;
# Do not go around screaming out the game mode the second you see something. Keep meta-knowledge in mind (detailed below), and never, EVER go and scream out stuff like “traitor”, “ling/changeling”, “malf”, “revs”, and the like. It’s completely LRP behavior and does nothing but encourage validhunting.&lt;br /&gt;
# If you are being demoted, role-play out the scenario and realize that it can happen. Do not attempt a one-person coup, doing so will be considered failrp. Do not drop all context of Roleplay and start acting like shit-tide. &lt;br /&gt;
# The head of your department is the “Head of Security”. If the captain finds this person problematic or demotes them, you are to remember that you work for Nanotrasen, not the Head of Security. Please keep this in mind during Head removals.&lt;br /&gt;
# Remember to use CI, you are in a role that will make use of this far more than most players and has the most related impact.&lt;br /&gt;
# Handle unknowns as if they are unknown, don&#039;t rely on metaknowledge to guide your decision making. What would your character think for the first time.&lt;br /&gt;
# Expect to be potentially Round Removed, you are in a position of power. You have no entitlement to surviving the entire round, this rule applies to Antagonists, Heads of Staff, and Security.&lt;br /&gt;
# Be mindful of civilians in the room or your immediate vicinity (nearby). Your non-lethal rounds bounce off the walls, pepper spray clouds can go far and flashbangs with flashes have a sizable area of effect. You don’t want to hit them.&lt;br /&gt;
&lt;br /&gt;
== Roleplaying Availability Policy for Security | What to know! ==&lt;br /&gt;
&lt;br /&gt;
* Commanding officers such as the head of security and security sergeant should refrain from needlessly calling all available officers to handle a matter unless said matter is a station-wide emergency, rather they should allocate officers smartly to a situation and keep officers on reserve. Officers do need a break ICly to perform at their best, and OOCly, they want to roleplay and relax as well, not chase after everything all the time. You are, after all, given way more security slots than is usual for a server of this type. They were not meant to be used all at once unless it is a station-wide emergency. Using all at once upsets the balance, not to mention it reduces the flexibility of security and can mentally exhaust the players playing the security officer.&lt;br /&gt;
&lt;br /&gt;
* From both an OOC and IC perspective, all officers must stop what they&#039;re doing within a timely period if they are able to handle an emergency when called upon, whether it&#039;s a manhunt, a pirate attack, or a general shortage in personnel. Failure to do when it makes sense ICly and if you are not impeded in any way may open you up to a security ban, as such behavior is considered LRP. If an officer is unable to do so due to being impeded either through imprisonment, capture, health and so forth, they will not be punished, as it would make IC sense that they would not be able to respond. While they should not be called upon needlessly, they should always be ready to respond if able. If they wish to be free of this burden, they can go on the break by asking to be converted to an &amp;quot;assistant&amp;quot; or &amp;quot;off-duty&amp;quot; role.&lt;br /&gt;
&lt;br /&gt;
== Introduction ==&lt;br /&gt;
This document should serve to work as a set of guidelines, references, and suggestions on how to handle antagonists and crimes on the station. It will also clarify the roles of all persons involved with security. Both their job requirements and their restrictions. If you find something that appears to go against corporate regulations, you are to make a report of the situation and file it with both the Head of Personal, the Captain, and the Head of Security. If you believe the situation is egregious enough that it warrants direct Central Command Involvement, you may attempt to contact them and let them know directly of the situation. &lt;br /&gt;
&lt;br /&gt;
== Who Orders Who ==&lt;br /&gt;
* Civil Disputes Officer&lt;br /&gt;
* Security Officers, detectives, and Security Medic&#039;s all share the same rank. &lt;br /&gt;
* The Sergeant is in charge of all officers active in the field, outside of the armory, they are the first point of contact for security personnel. &lt;br /&gt;
* The Warden is second in command to the HoS commanding all situations involving the armory and brig. &lt;br /&gt;
* The Head of Security is at the top of the security hierarchy. All security members take orders from him, and he takes his orders from the Captain.&lt;br /&gt;
* 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.&lt;br /&gt;
* The Blueshield reports directly to the Captain and Command Staff. They may request security support during an incident, but may not make an arrest. Though they are also directly under Central Command and can be called upon by Central to override command staff. &lt;br /&gt;
&lt;br /&gt;
== Key Points | What you should know about your job! ==&lt;br /&gt;
&lt;br /&gt;
===Head of Security===&lt;br /&gt;
* Determine the correct amount of force for any situation.&lt;br /&gt;
* Organize and maintain peace on the station.&lt;br /&gt;
* Your job isn&#039;t to hunt people down unless it&#039;s an urgent matter in one of the many places your normal security officers can&#039;t get into&lt;br /&gt;
* With the addition of your new ranks, your role is now primarily ensuring the proper management and action of your immediate staff. &lt;br /&gt;
* You are no longer expected to be active in the field. &lt;br /&gt;
* Ensure your officers are responding appropriately.&lt;br /&gt;
&lt;br /&gt;
=== Warden ===&lt;br /&gt;
* Look after the prisoners, make sure they don&#039;t die or get unfair sentences. Feel free to talk and get to know your prisoners, you probably want to know what they did to be sentenced to Perma and whether you need to worry or can rely on them in an emergency. &lt;br /&gt;
* Arm security with weapons in times of war. &lt;br /&gt;
* You are not a Security Officer and do not have to go outside of the brig (and really should not go out of the brig). Stay in the brig.&lt;br /&gt;
* As the Warden, you have authority over the brig and any security officers inside the Brig.&lt;br /&gt;
* If an unauthorized person enters your brig, you may use lethal force.&lt;br /&gt;
* Properly store and maintain all contraband submitted as evidence.&lt;br /&gt;
* Follow Proper Brigging Procedures&lt;br /&gt;
* Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt. &lt;br /&gt;
* No prisoner is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available. Should the ten (10) minutes expire without any evidence of any crimes coming to light or charges filed, the prisoner is to be released regardless of accused crimes.&lt;br /&gt;
* Do NOT fully strip the prisoner unless they have earned a permanent sentence&lt;br /&gt;
&lt;br /&gt;
=== Security Sergeant ===&lt;br /&gt;
* Field support officer, primary job is to organize and direct officers during security situations.  &lt;br /&gt;
* Direct security staff across the station to respond to events accordingly. &lt;br /&gt;
* Help provide field information to the HoS as needed. &lt;br /&gt;
* Train and ensure quality in security personnel. &lt;br /&gt;
&lt;br /&gt;
=== Security Medical Officer [WIP] ===&lt;br /&gt;
* Ensure all security personnel are in working condition.&lt;br /&gt;
* Ensure all prisoners are alive and healthy. &lt;br /&gt;
&lt;br /&gt;
=== Detective === &lt;br /&gt;
* You are not Security. You are an investigator. Your revolver is only for self-defense.&lt;br /&gt;
* The Detective&#039;s job is to investigate the remains of any crime, identify the perpetrator, and then ask Security to arrest them for you. That&#039;s right, you have limited security access because you&#039;re supposed to be an evidence collector and hunter of monsters, not a goddamn beat cop or warden.&lt;br /&gt;
* Assist security with finding the culprit of a crime by using your forensic tools and investigation skills.&lt;br /&gt;
&lt;br /&gt;
=== Security Officer ===&lt;br /&gt;
* Likewise, the Heads of Staff have authority over their respective departments. You are expected to assist heads in ejecting unwanted trespassers and demoting unwanted personnel from their departments.&lt;br /&gt;
* The Corporate Regulations is a set of guidelines, meaning you do not have to follow it. You&#039;ll be considered a better officer once you understand which crimes cause legit grief (such as sabotaging a workplace) and which don&#039;t.&lt;br /&gt;
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.&lt;br /&gt;
* You have stun weapons, USE THEM. Don&#039;t kill if you&#039;re not in serious danger. `&lt;br /&gt;
* Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution.&lt;br /&gt;
* &#039;&#039;&#039;Don&#039;t become Shitcurity.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Civil Dispute Officer [WIP] ===&lt;br /&gt;
* Your job is to help handle any civil issues that may arise on the station. Maybe two crew members got into a fight, you should go break it up and try to find a resolution. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Blueshield === &lt;br /&gt;
* 1) Tenants of being a good blueshield&lt;br /&gt;
* 1.1) Never go out of your way to assist Heads of Staff unless they request it, be it in combat or other circumstances. This is for your own protection and deniability.&lt;br /&gt;
* 1.2) Never /ever/ interfere in a fight a Head of Staff starts; unless you have reason to suspect they, or the person they are fighting with, has lethal or otherwise intent of extreme harm. You are a bodyguard, not a babysitter - do NOT be a weapon for them&lt;br /&gt;
* 1.3) Do NOT touch security matters, at all; if you see someone getting beat or stabbed, and they are not a Head of Staff? Call it in on security. Never. Ever. Interfere with antag situations unless you /must/. This is for your own safety.&lt;br /&gt;
* 1.4) Never discharge your firearm without good reason. It does a /lot/ of damage, and overpenetrates. Make sure your firing line is clear before shootng. If you hit a civilian, you will do serious damage by accident.&lt;br /&gt;
* 2) OOC guidelines - THESE ARE UNAVOIDABLE&lt;br /&gt;
* 2.1) Never attempt to engage in arresting, or otherwise detaining antagonists or other threats to the Heads Of Staff unless they pose a serious, unmitigable threat to the ongoing safety of your charges&lt;br /&gt;
* 2.2) Never go out of your way to assist in validhunting. If someone attacks you first; you&#039;re fully allowed to attack them back. Your gear is almost exclusively lethal. Treat it as such; your firearm is the definition of a handcannon.&lt;br /&gt;
* 2.3) Never attack a head of staff, unless in extreme situations of self defence - and even then, only to disable; not to injure. If you can, apply your baton and disarm them, before using cable-cuffs or whatever you can scrounge up to safely detain them for processing.&lt;br /&gt;
* 2.4) You are not required to follow orders from any Head Of Staff. You are an agent of CC - You are not within the stations Chain Of Command for a majority of your work; and that includes orders. If you are asked to do something - you should always weigh it against your own objectives, as a Blueshield - and decide to follow it or not; in the case of situations where this results in a demotion, or otherwise negative behaviour from Heads Of Staff - fax Central Command for orders.Central Command for further instructions.&lt;br /&gt;
* 2.5) Never loot the armory for your own gain, or for more ammunition. This also extends to objects such as fireaxes, sidearm tokens, ecetera; just because you have access, does not mean you have permission. Use your brain.&lt;br /&gt;
* 2.6) Never go out of your way to kill a threat, unless its unavoidable. Your gun does additional stamina damage per shot - and is quite effective at disabling limbs in 1-2 hits against unarmoured/lightly armoured targets. You dont /need/ to shoot until they die, just go for the arms and follow up with a baton hit. In the case of NLWI (Nonlethal weapon Immune), you are able to shoot until they stop moving. This also applies to CQC+ and other martial arts that make safely detaining the agressor impossible.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Use of Force ==&lt;br /&gt;
As a member of the station&#039;s Security force you are one of the best armed and protected people on the station, equipped with the latest in non-lethal takedown technology.&lt;br /&gt;
It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;There are a few circumstances where deadly force is permissible:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Code Red Situation&#039;&#039;&#039; - situations which would warrant a Code Red, such as: full blown mutinies, hostile boarding parties, and Space Wizards automatically authorise lethal force.&lt;br /&gt;
Note: The Alert Status is not required to be elevated to Code Red as in most of these scenarios the Chain of Command will be too damaged or otherwise occupied to raise the Alert Level.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Non-Lethal Weapons Ineffective&#039;&#039;&#039; - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Severe Personal Risk&#039;&#039;&#039; - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.&lt;br /&gt;
* Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armed and Dangerous&#039;&#039;&#039; - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.&lt;br /&gt;
* Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Multiple Hostiles&#039;&#039;&#039; - it can be extremely difficult to detain multiple hostiles. As a last resort if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.&lt;br /&gt;
&lt;br /&gt;
Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target.&lt;br /&gt;
The taking of one life should be vetted and determined carefully as in the end, the person who decides their fate, takes all responsibility. &lt;br /&gt;
There are other aspects to consider, too. More often than not, the situation won&#039;t be as clear-cut, requiring security officers to think on their feet. You may find yourself wondering as to what extent the law should be applied, for instance, in which case these scenarios might provide useful orientation:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor A&#039;&#039;&#039; is doing a gimmick, which doesn&#039;t really involve killing people unless in self defense. &#039;&#039;&#039;Traitor A&#039;s&#039;&#039;&#039; gimmick can be considered fun by most of the crew. You may want to either play along, provided doing so would make it more fun for everyone involved, or arrest the guy and run a little gimmick on your own (such as a public trial). Since &#039;&#039;&#039;traitor A&#039;&#039;&#039; is most likely still breaking the law and/or in possession of contraband, it&#039;s up to your discretion what to do, depending on circumstances.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor B&#039;&#039;&#039; is just trying to complete his objectives in a stealthy way. &#039;&#039;&#039;Traitor B&#039;&#039;&#039; is killing people when necessary, or if they&#039;re an assassination target, but he isn&#039;t going on a rampage. In this case, &#039;&#039;&#039;Traitor B&#039;&#039;&#039; should be arrested and have his gear confiscated. Arresting may cut the traitor&#039;s fun short, but it may also make it more fun for B as he has another chance to try and succeed. It&#039;d also give the traitor ways to come up with plans for whatever may happen if he gets caught. If &#039;&#039;&#039;Traitor B&#039;&#039;&#039; tries to gun down security, well, he can&#039;t expect you not to fight back! Consult with the HoS or captain and if they decide execution is the best way to handle this sort of traitor, that&#039;s fine! A public execution may be more fun for everyone than tossing them naked out an airlock, though, and gives a quick-thinking traitor the potential to escape.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traitor C&#039;&#039;&#039; is going on a rampage! He is killing everyone he sees without compromise. You should do everything in your power to stop &#039;&#039;&#039;Traitor C&#039;&#039;&#039;; even lethal force may very well be justifiable in these kind of situations. While this cuts short the traitor&#039;s fun, mindless rampages aren&#039;t that exciting for the most part and tend to be less fun for the majority of players, too.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;That said, these can only be guidelines and nothing more. Keep a clear head, use your best judgement and don&#039;t be afraid to ask colleagues or other players for advice!&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Non-Aggressive/Non-Combatant Entities ==&lt;br /&gt;
&lt;br /&gt;
Non-aggressive and/or non-combatant antagonists such as, but not limited to: Vampires, Changelings, Wizards, etc. may be present on the station at any given time. While these entities are normally labeled Enemies of the Corp, not all of these entities are violent or have malicious motivations/intent. These entities may be able to provide station members and security personnel with intelligence on known or unknown threats, assist in the apprehension of criminals, or may be seeking shelter in the station and thus will assist with daily operations such as cleaning, cooking, etc.&lt;br /&gt;
&lt;br /&gt;
Station heads of staff and security personnel should make an effort to ascertain the intent and motivations of perceived antagonists before they are executed, borged, or exiled. While these entities may be officially labeled by Nanotrasen as Enemies of the Corp and thus may be killed on site, security staff are strongly encouraged to allow these entities to exist with or without restrictions as long as they are not aggressive and/or not combative.&lt;br /&gt;
If they utilize this to hide their activities before becoming hostile. Use of Lethal Force is allowed.&lt;br /&gt;
&lt;br /&gt;
== Shitlers/Greytiders ==&lt;br /&gt;
Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A &amp;quot;three-strikes&amp;quot; rule is a generally accepted standard.&lt;br /&gt;
&lt;br /&gt;
Criminals screaming that security is rogue or murderous (when they&#039;re actually not) should be threatened with a stint in perma.&lt;br /&gt;
&lt;br /&gt;
In cases of a full-on invasion by Assistants (a greytide), lethal force (within reason) is justified. Don&#039;t be afraid to crack a few skulls if it means keeping the Armory secure.&lt;br /&gt;
A persistent greytider should be adminhelped once all possible IC solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable.&lt;br /&gt;
&lt;br /&gt;
== Loss of Life ==&lt;br /&gt;
Loss of crewmember and department staff is considered to be a massive investment lost to Nanotrasean following numerous legal complaints. All crewmember life should be considered valuable and should not be taken lightly. The use of cloning technology is experimental at best and may lead to complications and thus lawsuits if it is determined their death could have been prevented. &lt;br /&gt;
 &lt;br /&gt;
In the event of repeated abuse of cloning and lack of respect for crew life. The offender may be subject to punishment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DNR BAN&#039;&#039;&#039; &lt;br /&gt;
* Implies player cannot be revived. Should be used to punish those who do not value the life of their character or other players characters.&lt;br /&gt;
&#039;&#039;&#039;Pacification Ban&#039;&#039;&#039;&lt;br /&gt;
* Implies that the player cannot engage in hostile actions aboard the station for a set period of time.&lt;br /&gt;
&lt;br /&gt;
== The Brig / Punishments ==&lt;br /&gt;
Punishments should fit the crime. Use your best judgment and try to give people the benefit of the doubt. Consider the following examples:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Robert Marshal, an assistant, is arrested for running into Medbay and taking a stethoscope. They&#039;ve been very cooperative with security personnel.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Confiscate the stethoscope and return it to Medbay when possible&lt;br /&gt;
* Remove any items that could be used to break out and place them in the cell locker&lt;br /&gt;
* Set a fair timer on the brig cell, one to two minutes (or don&#039;t give them a timed sentence at all!)&lt;br /&gt;
* Uncuff the prisoner, leaving them bucklecuffed is considered poor form&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Confiscate items that were unrelated to the crime (tools, gloves)&lt;br /&gt;
* Beat the prisoner unless they are actively resisting arrest&lt;br /&gt;
* Give a ten-minute sentence&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Remove their EVA suit, any mining tools or other items. Have the detective work his magic on the weapons to confirm what happened.&lt;br /&gt;
* Set a reasonable timer on the cell, or send then to the gulag for a similar sentence.&lt;br /&gt;
* Interview witnesses, the victim and the assailant. Ascertain what happened. There&#039;s almost always something else going on.&lt;br /&gt;
* Inform the Warden or Head of Security and ask them to take over if they say the prisoner is to be permabrigged.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DON&#039;T&#039;&#039;&#039;&lt;br /&gt;
* Beat the prisoner to the point where they&#039;re critically injured or worse.&lt;br /&gt;
* Strip their items in the rapidly depressurizing engineering room.&lt;br /&gt;
* Let a lynch mob harm your prisoner.&lt;br /&gt;
* Refuse their request to speak with legal counsel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DO&#039;&#039;&#039;&lt;br /&gt;
* Strip all of their possessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the Warden.&lt;br /&gt;
* Inform the Head of Security.&lt;br /&gt;
* Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they&#039;re working with another enemy of the corporation.&lt;br /&gt;
* Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;DONT&#039;&#039;&#039;&lt;br /&gt;
* Beat them to death on the spot.&lt;br /&gt;
* Talk about executing them or otherwise harming them. Your silicon friends won&#039;t take kindly to that.&lt;br /&gt;
* Refuse to negotiate. There are an infinite number of options besides tossing someone in perma or executing them.&lt;br /&gt;
&lt;br /&gt;
To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be busting heads infrequently.&lt;br /&gt;
&lt;br /&gt;
== Capital Punishments ==&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Execution Procedures&#039;&#039;&#039; ===&lt;br /&gt;
Unlawful executions are considered manslaughter if the execution was the cause of incompetence. When evidence shows the execution was not caused by incompetence, the punishment is murder, or when relevant, annihilation.&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;All executions must be approved by both the HoS and Acting Captain. In the case where an Acting Captain has not been selected by command, the HoS may make the decision. Otherwise in the presence of a full Captain, refer to them.&lt;br /&gt;
&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Executions may be done either by lethal injection or by firing squad.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lethal injection:&#039;&#039;&#039;&lt;br /&gt;
# The captain, the HoS and a medical professional must be present. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner must be buckled in a suitable execution room and allowed their final words.&lt;br /&gt;
# The medical professional proceeds now with the administration of the lethal injection.&lt;br /&gt;
# The body of the prisoner should either be incinerated or stored in a body bag marked &amp;quot;Do not revive&amp;quot;. If the injection fails, the Captain is free to execute the prisoner by other means.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Pacification:&#039;&#039;&#039;&lt;br /&gt;
 &lt;br /&gt;
&#039;&#039;&#039;Firing squad:&#039;&#039;&#039;&lt;br /&gt;
# The Captain and HoS must be present. There must be at least two designated shooters. Additional personnel may be admitted as witnesses by the captain or HoS.&lt;br /&gt;
# The prisoner should be escorted to a suitable location and allowed their final words.&lt;br /&gt;
# The Captain or HoS commands the designated shooters to fire. Only strictly lethal anti-personnel weapons are allowed to be used.&lt;br /&gt;
# The prisoner&#039;s body should either be incinerated or placed in a body bag marked &amp;quot;Do not revive&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
== Dealing with Riots ==&lt;br /&gt;
=== Station Riots: ===&lt;br /&gt;
Travel in buddy teams (pairs), an alone officer is a dead officer. Retreat to the armoury and obtain the appropriate equipment. Riot suits, helmets and shields will be invaluable in any melee fight. Make sure you still have a non-lethal option. Avoid carrying more than you need. Opt for non-lethal capture where possible. Use internals and adopt reasonable spacing to avoid gas and explosives from decimating the entire team. Don’t get greedy and over-extend yourselves. When stepping into riot situations without intelligence, it’s incredibly easy to get ambushed. Once a single officer falls and is captured, all of the security comms are compromised and now the rioters have access to security as well as security equipment. Travel in a group. If the rioters are contained within an area, start blocking off escapes. Consider using escapes as an alternative point of entry.&lt;br /&gt;
&lt;br /&gt;
== Alert Levels ==&lt;br /&gt;
&lt;br /&gt;
=== Green ===&lt;br /&gt;
&lt;br /&gt;
* Weapons should be holstered.&lt;br /&gt;
* Standard station patrol routes followed.&lt;br /&gt;
* Crew should store spare lethal magazines and equipment.&lt;br /&gt;
* Crew members may freely walk in the hallways.&lt;br /&gt;
* Security must respect the privacy of crew members and no unauthorized searches are allowed.&lt;br /&gt;
&lt;br /&gt;
=== Blue ===&lt;br /&gt;
&lt;br /&gt;
Security may set up checkpoints for random searches.&lt;br /&gt;
* Non-lethals may be visible at all times.&lt;br /&gt;
* Searches may be authorized by the Head of Security on suspicious crewmembers.&lt;br /&gt;
* Security Personnel may carry spare non-lethal magazines on person&lt;br /&gt;
* Security Personnel may carry one lethal sidearm magazine on person.&lt;br /&gt;
&lt;br /&gt;
=== Amber ===&lt;br /&gt;
&lt;br /&gt;
1 - 2 active Confirmed hostiles, no recorded bombings. &lt;br /&gt;
* Security personnel may be equipped with lethal primaries &lt;br /&gt;
* Grid Searches Authorized &lt;br /&gt;
* The acquisition and ordering of security equipment is with reason, but should be done with a reasonable expectation. Equip yourself to the minimum of what is needed, not the maximum. &lt;br /&gt;
* Warden may distribute more ammunition if required.&lt;br /&gt;
&lt;br /&gt;
=== Red ===&lt;br /&gt;
&lt;br /&gt;
Red alert is reserved for when there are multiple confirmed hostiles and entities that could cause massive crew harm. It should typically not be necessary for internal incidents. See Use of Force&lt;br /&gt;
* Armory may be opened and crew equipped.&lt;br /&gt;
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the HoS or Sergeant agree.&lt;br /&gt;
* Security can raid departments and arrest any crew member deemed a threat to the station.&lt;br /&gt;
* Crew members must submit to any searches requested by security personnel.&lt;br /&gt;
* Crew may be Deputized &lt;br /&gt;
* Combat Mech’s may be requisitioned&lt;br /&gt;
* Security personnel should stop all personal activity and return to active duty.&lt;br /&gt;
&lt;br /&gt;
=== Delta ===&lt;br /&gt;
&lt;br /&gt;
* Use of martial law is allowed, crew must follow Command and Security orders at the threat of immediate execution. Insubordination during a Delta Class Emergency should be met swiftly, to prevent further loss of life.&lt;br /&gt;
&lt;br /&gt;
=== Gamma ===&lt;br /&gt;
* The universe is ending, goodluck maintaining order.&lt;br /&gt;
&lt;br /&gt;
== Security Controlled Locations ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Brig:&#039;&#039;&#039; The Warden runs this. If you&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prison Wing:&#039;&#039;&#039; 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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Office:&#039;&#039;&#039; The Security Office is attached to the Brig. It contains the Head of Security&#039;s Office, a SecTech vending machine, security computers, and a couple of equipment lockers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Posts:&#039;&#039;&#039; Small Security Posts are in each of the station&#039;s four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armory:&#039;&#039;&#039; 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.&lt;br /&gt;
Do not secure the Armory without a justifiable reason. &amp;quot;I expect people to try to break in&amp;quot; is not acceptable, that&#039;s called metagaming.&lt;br /&gt;
&lt;br /&gt;
If someone is actually TRYING to break in? By all means, move the weapons. Don&#039;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.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arrival Checkpoint:&#039;&#039;&#039; 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&#039;re a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn&#039;t already been ransacked.&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Zombie_Powder&amp;diff=6576</id>
		<title>Template:RecursiveChem/Zombie Powder</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Zombie_Powder&amp;diff=6576"/>
		<updated>2021-06-04T00:25:01Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;5 parts {{Tooltip|Morphine|{{RecursiveChem/Morphine}}}}&amp;lt;br&amp;gt; 5 parts {{Tooltip|Carpotoxin|{{RecursiveChem/Carpotoxin}}}}&amp;lt;br&amp;gt; 5 parts Copper&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;5 parts {{Tooltip|[[#Morphine|Morphine]]|{{RecursiveChem/Morphine}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
5 parts {{Tooltip|[[#Carpotoxin|Carpotoxin]]|{{RecursiveChem/Carpotoxin}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
5 parts Copper&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Carpotoxin&amp;diff=6575</id>
		<title>Template:RecursiveChem/Carpotoxin</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Carpotoxin&amp;diff=6575"/>
		<updated>2021-06-04T00:24:39Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;Space Carp, Koibeans, Emagged Chem Dispenser&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Space Carp, [[Guide_to_hydroponics#Koibean|Koibeans]], Emagged Chem Dispenser&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Cyanide&amp;diff=6574</id>
		<title>Template:RecursiveChem/Cyanide</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Cyanide&amp;diff=6574"/>
		<updated>2021-06-04T00:24:23Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;1 part {{Tooltip|Oil|{{RecursiveChem/Oil}}}}&amp;lt;br&amp;gt; 1 part {{Tooltip|Ammonia|{{RecursiveChem/Ammonia}}}}&amp;lt;br&amp;gt; 1 part Oxygen&amp;lt;br&amp;gt; Temperature 380K&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1 part {{Tooltip|[[#Oil|Oil]]|{{RecursiveChem/Oil}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
1 part {{Tooltip|[[#Ammonia|Ammonia]]|{{RecursiveChem/Ammonia}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
1 part Oxygen&amp;lt;br&amp;gt;&lt;br /&gt;
Temperature 380K&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Fentanyl&amp;diff=6573</id>
		<title>Template:RecursiveChem/Fentanyl</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Fentanyl&amp;diff=6573"/>
		<updated>2021-06-04T00:24:02Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;1 part {{Tooltip|Space Drugs|{{RecursiveChem/Space Drugs}}}}&amp;lt;br&amp;gt; Temperature 674K&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1 part {{Tooltip|[[#Space Drugs|Space Drugs]]|{{RecursiveChem/Space Drugs}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
Temperature 674K&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Fake_Beer&amp;diff=6572</id>
		<title>Template:RecursiveChem/Fake Beer</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Fake_Beer&amp;diff=6572"/>
		<updated>2021-06-04T00:23:44Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;Emagged service cyborg&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Emag|Emagged]] [[Cyborg#Service|service cyborg]]&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Formaldehyde&amp;diff=6571</id>
		<title>Template:RecursiveChem/Formaldehyde</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Formaldehyde&amp;diff=6571"/>
		<updated>2021-06-04T00:23:28Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;1 part Ethanol&amp;lt;br&amp;gt; 1 part Oxygen&amp;lt;br&amp;gt; 1 part Silver&amp;lt;br&amp;gt; Temperature 420K&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1 part Ethanol&amp;lt;br&amp;gt;&lt;br /&gt;
1 part Oxygen&amp;lt;br&amp;gt;&lt;br /&gt;
1 part Silver&amp;lt;br&amp;gt;&lt;br /&gt;
Temperature 420K&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Lipolicide&amp;diff=6570</id>
		<title>Template:RecursiveChem/Lipolicide</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Lipolicide&amp;diff=6570"/>
		<updated>2021-06-04T00:22:47Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;1 part {{Tooltip|Ephedrine|{{RecursiveChem/Ephedrine}}}}&amp;lt;br&amp;gt; 1 part {{Tooltip|Diethylamine|{{RecursiveChem/Diethylamine}}}}&amp;lt;br&amp;gt; 1 part Mercury&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1 part {{Tooltip|[[#Ephedrine|Ephedrine]]|{{RecursiveChem/Ephedrine}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
1 part {{Tooltip|[[#Diethylamine|Diethylamine]]|{{RecursiveChem/Diethylamine}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
1 part Mercury&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Unstable_Mutagen&amp;diff=6569</id>
		<title>Template:RecursiveChem/Unstable Mutagen</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Unstable_Mutagen&amp;diff=6569"/>
		<updated>2021-06-04T00:22:21Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;1 part Chlorine&amp;lt;br&amp;gt; 1 part Phosphorus&amp;lt;br&amp;gt; 1 part Radium&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1 part Chlorine&amp;lt;br&amp;gt;&lt;br /&gt;
1 part Phosphorus&amp;lt;br&amp;gt;&lt;br /&gt;
1 part Radium&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Lead_Acetate&amp;diff=6568</id>
		<title>Template:RecursiveChem/Lead Acetate</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Lead_Acetate&amp;diff=6568"/>
		<updated>2021-06-04T00:21:52Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;Party Pods (hidden tech)&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Hidden_Technologies|Party Pods]] (hidden tech)&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Bungotoxin&amp;diff=6567</id>
		<title>Template:RecursiveChem/Bungotoxin</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Bungotoxin&amp;diff=6567"/>
		<updated>2021-06-04T00:21:36Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;Grow Bungo Tree&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Grow [[Guide_to_hydroponics#Bungo_Tree|Bungo Tree]]&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Sulfonal&amp;diff=6566</id>
		<title>Template:RecursiveChem/Sulfonal</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Sulfonal&amp;diff=6566"/>
		<updated>2021-06-04T00:21:18Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;1 part {{Tooltip|Acetone|{{RecursiveChem/Acetone}}}}&amp;lt;br&amp;gt; 1 part {{Tooltip|Diethylamine|{{RecursiveChem/Diethylamine}}}}&amp;lt;br&amp;gt; 1 part Sulfur&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1 part {{Tooltip|[[#Acetone|Acetone]]|{{RecursiveChem/Acetone}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
1 part {{Tooltip|[[#Diethylamine|Diethylamine]]|{{RecursiveChem/Diethylamine}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
1 part Sulfur&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Lexorin&amp;diff=6565</id>
		<title>Template:RecursiveChem/Lexorin</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Lexorin&amp;diff=6565"/>
		<updated>2021-06-04T00:20:42Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;1 part {{Tooltip|Salbutamol|{{RecursiveChem/Salbutamol}}}}&amp;lt;br&amp;gt; 1 part Plasma&amp;lt;br&amp;gt; 1 part Hydrogen&amp;lt;br&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1 part {{Tooltip|[[#Salbutamol|Salbutamol]]|{{RecursiveChem/Salbutamol}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
1 part [[Plasma]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 part Hydrogen&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Mulligan_Toxin&amp;diff=6564</id>
		<title>Template:RecursiveChem/Mulligan Toxin</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Mulligan_Toxin&amp;diff=6564"/>
		<updated>2021-06-04T00:20:25Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;1 part {{Tooltip|Slime Mutation Toxin|{{RecursiveChem/Slime Mutation Toxin}}}}&amp;lt;br&amp;gt; 1 part {{Tooltip|Unstable Mutagen|{{Recursiv...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1 part {{Tooltip|[[#Slime Mutation Toxin|Slime Mutation Toxin]]|{{RecursiveChem/Slime Mutation Toxin}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
1 part {{Tooltip|[[#Unstable Mutagen|Unstable Mutagen]]|{{RecursiveChem/Unstable Mutagen}}}}&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Bone_Hurting_Juice&amp;diff=6563</id>
		<title>Template:RecursiveChem/Bone Hurting Juice</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Bone_Hurting_Juice&amp;diff=6563"/>
		<updated>2021-06-04T00:20:04Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;3 parts {{Tooltip|Itching Powder|{{RecursiveChem/Itching Powder}}}}&amp;lt;br&amp;gt; 1 part {{Tooltip|Unstable Mutagen|{{RecursiveChem/Unstable Mu...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;3 parts {{Tooltip|[[#Itching Powder|Itching Powder]]|{{RecursiveChem/Itching Powder}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
1 part {{Tooltip|[[#Unstable Mutagen|Unstable Mutagen]]|{{RecursiveChem/Unstable Mutagen}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
1 part Milk&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Mime%27s_Bane&amp;diff=6562</id>
		<title>Template:RecursiveChem/Mime&#039;s Bane</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Mime%27s_Bane&amp;diff=6562"/>
		<updated>2021-06-04T00:19:38Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;1 part {{Tooltip|Mute Toxin|{{RecursiveChem/Mute Toxin}}}}&amp;lt;br&amp;gt; 1 part Nothing&amp;lt;br&amp;gt; 1 part Radium&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1 part {{Tooltip|[[#Mute Toxin|Mute Toxin]]|{{RecursiveChem/Mute Toxin}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
1 part [[Guide to food and drinks#Nothing|Nothing]]&amp;lt;br&amp;gt;&lt;br /&gt;
1 part Radium&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Mute_Toxin&amp;diff=6561</id>
		<title>Template:RecursiveChem/Mute Toxin</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Mute_Toxin&amp;diff=6561"/>
		<updated>2021-06-04T00:18:40Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;2 parts Uranium&amp;lt;br&amp;gt; 1 part Water&amp;lt;br&amp;gt; 1 part Carbon&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;2 parts Uranium&amp;lt;br&amp;gt;&lt;br /&gt;
1 part Water&amp;lt;br&amp;gt;&lt;br /&gt;
1 part Carbon&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Mindbreaker_Toxin&amp;diff=6560</id>
		<title>Template:RecursiveChem/Mindbreaker Toxin</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Mindbreaker_Toxin&amp;diff=6560"/>
		<updated>2021-06-04T00:18:24Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;1 part {{Tooltip|Multiver|{{RecursiveChem/Multiver}}}}&amp;lt;br&amp;gt; 1 part Hydrogen&amp;lt;br&amp;gt; 1 part Silicon&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1 part {{Tooltip|[[#Multiver|Multiver]]|{{RecursiveChem/Multiver}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
1 part Hydrogen&amp;lt;br&amp;gt;&lt;br /&gt;
1 part Silicon&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Chloral_Hydrate&amp;diff=6559</id>
		<title>Template:RecursiveChem/Chloral Hydrate</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Chloral_Hydrate&amp;diff=6559"/>
		<updated>2021-06-04T00:18:07Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;3 parts Chlorine&amp;lt;br&amp;gt; 1 part Ethanol&amp;lt;br&amp;gt; 1 part Water&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;3 parts Chlorine&amp;lt;br&amp;gt;&lt;br /&gt;
1 part Ethanol&amp;lt;br&amp;gt;&lt;br /&gt;
1 part Water&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Stable_Uranium_Gel&amp;diff=6558</id>
		<title>Template:RecursiveChem/Stable Uranium Gel</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Stable_Uranium_Gel&amp;diff=6558"/>
		<updated>2021-06-04T00:16:54Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;1 part {{Tooltip|Virus Plasma|{{RecursiveChem/Virus Plasma}}}}&amp;lt;br&amp;gt; 5 parts Uranium&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1 part {{Tooltip|[[#Virus Plasma|Virus Plasma]]|{{RecursiveChem/Virus Plasma}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
5 parts Uranium&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Unstable_Uranium_Gel&amp;diff=6557</id>
		<title>Template:RecursiveChem/Unstable Uranium Gel</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Unstable_Uranium_Gel&amp;diff=6557"/>
		<updated>2021-06-04T00:16:33Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;1 part {{Tooltip|Virus Plasma|{{RecursiveChem/Virus Plasma}}}}&amp;lt;br&amp;gt; 5 parts Uranium&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1 part {{Tooltip|[[#Virus Plasma|Virus Plasma]]|{{RecursiveChem/Virus Plasma}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
5 parts Uranium&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Decaying_Uranium_Gel&amp;diff=6556</id>
		<title>Template:RecursiveChem/Decaying Uranium Gel</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Decaying_Uranium_Gel&amp;diff=6556"/>
		<updated>2021-06-04T00:16:16Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;1 part {{Tooltip|Virus Food|{{RecursiveChem/Virus Food}}}}&amp;lt;br&amp;gt; 1 part Uranium&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1 part {{Tooltip|[[#Virus Food|Virus Food]]|{{RecursiveChem/Virus Food}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
1 part Uranium&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Virus_Plasma&amp;diff=6555</id>
		<title>Template:RecursiveChem/Virus Plasma</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Virus_Plasma&amp;diff=6555"/>
		<updated>2021-06-04T00:15:35Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;1 part {{Tooltip|Virus Food|{{RecursiveChem/Virus Food}}}}&amp;lt;br&amp;gt; 1 part Plasma&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1 part {{Tooltip|[[#Virus Food|Virus Food]]|{{RecursiveChem/Virus Food}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
1 part [[Plasma]]&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Weakened_Virus_Plasma&amp;diff=6554</id>
		<title>Template:RecursiveChem/Weakened Virus Plasma</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Weakened_Virus_Plasma&amp;diff=6554"/>
		<updated>2021-06-04T00:14:59Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;1 part {{Tooltip|Virus Plasma|{{RecursiveChem/Virus Plasma}}}}&amp;lt;br&amp;gt; 1 part {{Tooltip|Synaptizine|{{RecursiveChem/Synaptizine}}}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1 part {{Tooltip|[[#Virus Plasma|Virus Plasma]]|{{RecursiveChem/Virus Plasma}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
1 part {{Tooltip|[[#Synaptizine|Synaptizine]]|{{RecursiveChem/Synaptizine}}}}&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Sucrose_Agar&amp;diff=6553</id>
		<title>Template:RecursiveChem/Sucrose Agar</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Sucrose_Agar&amp;diff=6553"/>
		<updated>2021-06-04T00:14:34Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;1 part {{Tooltip|Mutagenic Agar|{{RecursiveChem/Mutagenic Agar}}}}&amp;lt;br&amp;gt; 1 part Sugar or {{Tooltip|Saline-Glucose Solution|{{Rec...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1 part {{Tooltip|[[#Mutagenic Agar|Mutagenic Agar]]|{{RecursiveChem/Mutagenic Agar}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
1 part Sugar or {{Tooltip|[[#Saline-Glucose_Solution|Saline-Glucose Solution]]|{{RecursiveChem/Saline-Glucose_Solution}}}}&amp;lt;br&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Mutagenic_Agar&amp;diff=6552</id>
		<title>Template:RecursiveChem/Mutagenic Agar</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Mutagenic_Agar&amp;diff=6552"/>
		<updated>2021-06-04T00:14:12Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;1 part {{Tooltip|Unstable Mutagen|{{RecursiveChem/Unstable Mutagen}}}}&amp;lt;br&amp;gt; 1 part {{Tooltip|Virus Food|{{RecursiveChem/Virus Food}}}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1 part {{Tooltip|[[#Unstable Mutagen|Unstable Mutagen]]|{{RecursiveChem/Unstable Mutagen}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
1 part {{Tooltip|[[#Virus Food|Virus Food]]|{{RecursiveChem/Virus Food}}}}&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Virus_Food&amp;diff=6551</id>
		<title>Template:RecursiveChem/Virus Food</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Virus_Food&amp;diff=6551"/>
		<updated>2021-06-03T23:59:52Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;5 parts Water&amp;lt;br&amp;gt; 5 parts Milk&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;5 parts Water&amp;lt;br&amp;gt;&lt;br /&gt;
5 parts Milk&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Virus_Rations&amp;diff=6550</id>
		<title>Template:RecursiveChem/Virus Rations</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Virus_Rations&amp;diff=6550"/>
		<updated>2021-06-03T23:59:37Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;1 part {{Tooltip|[[#Virus Food|Virus Food]]|{{RecursiveChem/Virus Food}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
1 part {{Tooltip|[[#Synaptizine|Synaptizine]]|{{RecursiveChem/Synaptizine}}}}&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Virus_Rations&amp;diff=6549</id>
		<title>Template:RecursiveChem/Virus Rations</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Virus_Rations&amp;diff=6549"/>
		<updated>2021-06-03T23:59:10Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;5 parts Water&amp;lt;br&amp;gt; 5 parts Milk&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;5 parts Water&amp;lt;br&amp;gt;&lt;br /&gt;
5 parts Milk&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
	<entry>
		<id>http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Slime_Extractification&amp;diff=6548</id>
		<title>Template:RecursiveChem/Slime Extractification</title>
		<link rel="alternate" type="text/html" href="http://wiki.skyrat13.space/index.php?title=Template:RecursiveChem/Slime_Extractification&amp;diff=6548"/>
		<updated>2021-06-03T23:58:15Z</updated>

		<summary type="html">&lt;p&gt;Ironhawk: Created page with &amp;quot;30 parts {{Tooltip|Slime Jelly|{{RecursiveChem/Slime Jelly}}}}&amp;lt;br&amp;gt; 5 parts Frost Oil&amp;lt;br&amp;gt; 5 parts Plasma&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;30 parts {{Tooltip|[[#Slime_Jelly|Slime Jelly]]|{{RecursiveChem/Slime Jelly}}}}&amp;lt;br&amp;gt;&lt;br /&gt;
5 parts [[Guide_to_food_and_drinks#Frost_Oil|Frost Oil]]&amp;lt;br&amp;gt;&lt;br /&gt;
5 parts [[Plasma]]&lt;/div&gt;</summary>
		<author><name>Ironhawk</name></author>
	</entry>
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