Security Policy: Difference between revisions

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{{Important
{{Rules navbar}}
|Title=Notice
=Introduction=
|Image=Paper.png
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.However; as opposed to previous variations of security policy, this one will be a stark-difference compared to the previous, with security finally adopting their neglected title of: '''Peacekeeper''' 
|Note=This document is in development and may be changed often. Please ensure you check for updates periodically to keep up-to-date.
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== Basic Guiding Principles ==
For better or worse, this document will lay out a change of expectations both in the game-loop and overall OOC experience of security; most changes here are levied in order to allow security to choose when and where to intervene in an ICly coherent manner without being relegated to valid-police.


# Follow the Action-RP Lawset and escalate appropriately. Roleplay whenever possible. Failure to do so will result in punishment.
== What is a Peacekeeper? ==
# 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.
Simply speaking, security’s long-held but never-adopted title of ‘peacekeeper’ will be exactly as the definition above explains: their main priority will be mediation of most less-serious crimes between parties in conflict rather than strict regulation enforcement. This is to say that security is envisioned going forward to be more focused on maintaining a baseline of ‘peace’ over making sure an assistant serves his corporation-regulation-specific 5 minute brig sentence for stealing a pen.
# Whenever you are given the green light to use lethals or "shoot to kill", this is not a license to execute them when they are downed or are surrendering without due cause.
# 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.
# 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.
# 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'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.
# 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.
# 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's in the regulations.
# Work with traitors to create a fun and engaging story, don't just shut them down to win.
# 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)
# Use the minimum required equipment to handle a situation, you should not be preemptively equipping yourself for threats.
# 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.
# 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.
# 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.
# 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.
# Handle unknowns as if they are unknown, don't rely on metaknowledge to guide your decision making. What would your character think for the first time.
# 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.


== Roleplaying Availability Policy for Security | What to know! ==
=== What does this mean in a literal sense? ===
Plainly, it means they will no longer be expected or required to end every situation with a brig timer or a fine; for crimes of 2xx and under, security should


* 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.
# Not be pursuing them without a direct complaint from an interested party
# First try to work out ‘alternative punishments’ (as requested by the injured party.


* From both an OOC and IC perspective, all officers must stop what they're doing within a timely period if they are able to handle an emergency when called upon, whether it'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 "assistant" or "off-duty" role.
Security may intervene in crimes of 2xx severity or above for the purposes of stopping them if seen, but should then seek charges before proceeding to actual sentencing. Crimes of 4-5xx severity and greater demand security to respond if aware. Elsewise, security is given the leeway to deem something of so little importance to themselves they’d rather not intervene; or even let the crew ‘settle the dispute internally.


== Introduction ==
=== Conflict Resolution ===
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.
What is conflict resolution? As an Officer, you are allowed to reasonably use your discretion to opt for the best resolution to an issue. While brig sentences are there, you also have the ability to work with parties related to incidents to seek the best conciliation to what happened. Someone breaking into the kitchen might have you working with the Chef to arrange the trespasser paying the cooks for their groceries; elsewhere, someone smashing up Cargo's autolathe could have you simply making sure the person fixes it at the Cargo team's bequest. For lesser crimes, the remedy pursued should ideally be one that satisfies the injured party and addresses the problem at the root of the behavior: these alternative punishments (APs) will very often not be meaningless brig time nor a fee paid into the meaningless pockets of security


== Who Orders Who ==
(unless they can pay you enough to look the other way. hint hint wink wink)
* Civil Disputes Officer
* Security Officers, detectives, and Security Medic's all share the same rank.
* 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.
* The Warden is second in command to the HoS commanding all situations involving the armory and brig.
* 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.
* 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.
* 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.  


== Key Points | What you should know about your job! ==
=The Security Guiding Principles - <span style="color:red"> OOC </span> =
#Remember to use the Combat Indicator, often referred to as the “CI”, 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 CI is a must! Mistakes do happen but consistent failure to properly use the CI can and will result in a ban.
#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 (currently hardcore torture constitutes actions such as intense physical abuse (ex: excessive breaking of limbs), the usage of drugs or similar.), you need to acquire OOC consent.
#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.
#Be aware of the meta protection placed around antag items, unless specified otherwise in antag policy (ex: contractors). 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.
#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.
#If you come across non-crew, check their special modifier [https://wiki.skyrat13.space/w/index.php/Corporate_Regulations#Special_Situations_and_Modifiers here]
#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.
#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.
#Being given the green light for lethals does '''not''' 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.
#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 <u>threat to the station</u>. 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.
#ERP is allowed as security as long as you are not needed. Follow the alert policy:
#You are not to preemptively secure items / take precautionary measures that only are done for the sake of preventing antagonistic actions.  This includes things such as :    Securing the sec gear in checkpoints at roundstart.    Securing high-risk items for no reasons (unless they're your job equipment).  Securing objectives like the AI boards and such.
#From the publishing of this document, crimes involving department personnel should be brought to the relevant head first, in order to negotiate the best outcome for both security( or ‘the station’), and the department at hand, hopefully, with minimal security interference. (unless the crime suspected, is 3xx or above, at which case, treat as a ‘severe crime.’)
#'''Permanent Mechanical State:''' you're looking for [https://wiki.skyrat13.tk/w/index.php/Antagonist_Policy#Permanent_Mechanical_State this]


===Head of Security===
=Procedures=
* Determine the correct amount of force for any situation.
* Organize and maintain peace on the station.
* Your job isn't to hunt people down unless it's an urgent matter in one of the many places your normal security officers can't get into
* With the addition of your new ranks, your role is now primarily ensuring the proper management and action of your immediate staff.
* You are no longer expected to be active in the field.
* Ensure your officers are responding appropriately.


=== Warden ===
== Assess - <span style="color:green"> Semi-IC </span> ==
* Look after the prisoners, make sure they don'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.
When arriving on a scene, the first thing any officer should do is assess the situation, get an idea of what really happened past the initial report, and piece together a story in order to figure out what your next move should be.
* Arm security with weapons in times of war.
* 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.
* As the Warden, you have authority over the brig and any security officers inside the Brig.
* If an unauthorized person enters your brig, you may use lethal force.
* Properly store and maintain all contraband submitted as evidence.
* Follow Proper Brigging Procedures
* Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt.
* 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.
* Do NOT fully strip the prisoner unless they have earned a permanent sentence


=== Security Sergeant ===
* Question, interrogate, or elsewise ask witnesses about the events, find out which actions overlap between stories, while also making sure the physical evidence (damage to suspects, items at the scene) line up with stories, don’t be afraid to call them out, or, better yet, bring the detective over to ‘get the story straight.’
* Field support officer, primary job is to organize and direct officers during security situations.
* After you have an idea of how the events played out, figure out the best course of action to minimize conflict, and return everything to working order, be it forcing the suspect to pay reparations, administering ‘disciplinary action’, dragging one of them off to the brig, or elsewise, resolving the situation is a tact and resolute manner.
* Direct security staff across the station to respond to events accordingly.  
* 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 (keep in mind the ten minute time limit on any person involved if you do not have charges to press.)
* Help provide field information to the HoS as needed.  
* Judge the crime in question:
* Train and ensure quality in security personnel.  
** For 1xx crimes, ensure you have a complainant who wishes to press charges and find out their desired remedy; contact the relevant department head (or a lawyer/HOP/Corporate Representative if they’re ‘civilians’) before engaging in any corrective behavior.  
** For crimes of 2xx or greater severity, you may intervene to stop the crime in progress without a complainant. To sentence for crimes of a maximum of 2xx severity, you must then seek someone to press charges (assuming that security itself or its members are not an injured party;) you should inform the relevant department head (or lawyer/HOP/Corporate Representative for ‘civilians’) as soon as possible after stabilizing the situation. 3xx crimes or above do /not/ require anyone to press charges.  
** For 4xx and above (‘severe crimes,’ or felonies,) any such situation should be met with detention of everyone involved and relocation to the brig (as well as contacting both the relevant head(s) and a lawyer, if available, or the HOP//Corporate Representative/Captain if none is.) If aware of a situation in which one of these crimes is ongoing or has been committed, you are obliged to act.


=== Security Medical Officer [WIP] ===
==Arrests -  <span style="color:green"> Semi-IC </span>==
* Ensure all security personnel are in working condition.
 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:
* Ensure all prisoners are alive and healthy.  


=== Detective ===
* Go over their crimes and explain to them why they are being arrested.
* You are not Security. You are an investigator. Your revolver is only for self-defense.
* 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.
* The Detective's job is to investigate the remains of any crime, identify the perpetrator, and then ask Security to arrest them for you. That's right, you have limited security access because you're supposed to be an evidence collector and hunter of monsters, not a goddamn beat cop or warden.
* If they’re a department worker, especially if they’re within their department, contact the relevant head before making any moves; whenever possible, seek the head of security to make this contact to avoid departmental conflict on a larger scale.
* Assist security with finding the culprit of a crime by using your forensic tools and investigation skills.


=== Security Officer ===
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; however, use your better judgment, as sometimes it’s be better to let someone off the rope for a moment than cause the entire engineering department to rise up against you by chasing for the sake of the chase.
* 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.
* The Corporate Regulations is a set of guidelines, meaning you do not have to follow it. You'll be considered a better officer once you understand which crimes cause legit grief (such as sabotaging a workplace) and which don't.
* Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.
* You have stun weapons, USE THEM. Don't kill if you're not in serious danger. `
* 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.
* '''Don't become Shitcurity.'''


=== Civil Dispute Officer [WIP] ===
==Brig Procedures - <span style="color:red"> OOC </span>==
* 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.  
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 spent '''in the brig''', (or detained if it took a particularly long time to get back) must 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 must 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.


=== Blueshield ===
If the crimes total to more than '''10 minutes''', they are to be sent into gen-pop, if it’s less than '''10 minutes''' they are to be placed into an available (front)cell and their personal belongings in its respective locker, non-violent prisoners are to be uncuffed.
* 1) Tenants of being a good blueshield
* 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.
* 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
* 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.
* 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.
* 2) OOC guidelines - THESE ARE UNAVOIDABLE
* 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
* 2.2) Never go out of your way to assist in validhunting. If someone attacks you first; you'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.
* 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.
* 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.
* 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.
* 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.


*  Remember, all items that can not be classified as contraband or evidence are to be returned to the person upon release.


All prisoners and detainees are entitled to the communication devices they have on arrest pending a search to confirm that they are not evidence or accessories to the crimes they have committed.


== Use of Force ==
'''NOTE:''' 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.
As a member of the station'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.


'''There are a few circumstances where deadly force is permissible:'''
==Prison Procedures - <span style="color:red"> OOC </span>==
In the case of a sentence that is longer than 10 minutes a prisoner will be processed for GENPOP, our system of managing long term sentences by using permabrig and timed lockers. The steps for processing a prisoner into prison, either for a long sentence or a permanent one are:


'''Code Red Situation''' - situations which would warrant a Code Red, such as: full blown mutinies, hostile boarding parties, and Space Wizards automatically authorise lethal force.
* 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 unless they are a martial artist and it is not safe to leave them uncuffed. Return any communications devices to which they have not lost access after a search for contraband or material evidence; if they have illicit headset access, remove the illegal keys and return those to which they still have a right.
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.
* Use the locker interface to be given a prison ID card and jumpsuit for the prisoner. Enter their name, crime(s) and duration.
* Allow them to change either in a changing room or a cell room, put their clothes in their prisoner locker.
* Upon release make sure that their items are returned to them.


'''Non-Lethal Weapons Ineffective''' - 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.
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 having 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.


'''Severe Personal Risk''' - 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.
'''Note 1:''' 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's likely you'll forget if things become hectic.     
* 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.


'''Armed and Dangerous''' - 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.
==Executions - <span style="color:red"> OOC </span>==
* Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.
Before an execution can be carried out it must 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]].


'''Multiple Hostiles''' - 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.
'''Note:''' Declaring someone as '''D'''o '''N'''ot '''R'''evive is considered posthumous authorisation of an execution and requires the same authorisation as an execution.


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.
==Hostage Situations - <span style="color:green"> Semi-IC </span>==
The taking of one life should be vetted and determined carefully as in the end, the person who decides their fate, takes all responsibility.  
When dealing with a situation that involves hostages you are expected to first and foremost value the life of the crew, '''do not endanger the hostages just for the sake of catching a valid'''. 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.
There are other aspects to consider, too. More often than not, the situation won'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:


'''Traitor A''' is doing a gimmick, which doesn't really involve killing people unless in self defense. '''Traitor A's''' 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 '''traitor A''' is most likely still breaking the law and/or in possession of contraband, it's up to your discretion what to do, depending on circumstances.
==Implant Searches - <span style="color:red"> OOC </span>==
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 by a doctor depending on availability and risk of escape. Currently, security has metaknowledge on the following implant types:


'''Traitor B''' is just trying to complete his objectives in a stealthy way. '''Traitor B''' is killing people when necessary, or if they're an assassination target, but he isn't going on a rampage. In this case, '''Traitor B''' should be arrested and have his gear confiscated. Arresting may cut the traitor's fun short, but it may also make it more fun for B as he has another chance to try and succeed. It'd also give the traitor ways to come up with plans for whatever may happen if he gets caught. If '''Traitor B''' tries to gun down security, well, he can'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'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.
* Deadman switches, such as micro and macro bomb implants
* Micro EMP devices
* Micro Stealth Devices
* Micro cuff busting devices
* Contractor uplink implant


'''Traitor C''' is going on a rampage! He is killing everyone he sees without compromise. You should do everything in your power to stop '''Traitor C'''; even lethal force may very well be justifiable in these kind of situations. While this cuts short the traitor's fun, mindless rampages aren't that exciting for the most part and tend to be less fun for the majority of players, too.
==Riot Control - <span style="color:green"> Semi-IC </span>==
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.


'''That said, these can only be guidelines and nothing more. Keep a clear head, use your best judgement and don't be afraid to ask colleagues or other players for advice!'''
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.


== Non-Aggressive/Non-Combatant Entities ==
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!


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.
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.


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.
=Labour camp - <span style="color:red"> OOC </span>=
If they utilize this to hide their activities before becoming hostile. Use of Lethal Force is allowed.
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 labor camp they must be:


== Shitlers/Greytiders ==
* Willing, a prisoner has to either agree to the request or ask for labor camp
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 "three-strikes" rule is a generally accepted standard.


Criminals screaming that security is rogue or murderous (when they're actually not) should be threatened with a stint in perma.
* Exception: 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 labor camp, they can be forced into labor if the other 2 conditions are met.


In cases of a full-on invasion by Assistants (a greytide), lethal force (within reason) is justified. Don't be afraid to crack a few skulls if it means keeping the Armory secure.
* 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 labor. Consult a doctor if uncertain.
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.
* Injected with a tracking implant or supervised by a member of security.


== Loss of Life ==
Once those 3 conditions are met, the one sentencing them must convert their time into points via the labor camp console at a conversion rate of 1 minute for 100 points, with a minimum of 5 minutes. Prisoners are to be sent down to the camp via the provided teleporter next to the console.
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.
In the event of repeated abuse of cloning and lack of respect for crew life. The offender may be subject to punishment.


'''DNR BAN'''
With prisoners in the labor 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.
* Implies player cannot be revived. Should be used to punish those who do not value the life of their character or other players characters.
'''Pacification Ban'''
* Implies that the player cannot engage in hostile actions aboard the station for a set period of time.


== The Brig / Punishments ==
=Use of Force - <span style="color:red"> OOC </span>=
Punishments should fit the crime. Use your best judgment and try to give people the benefit of the doubt. Consider the following examples:
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.


''Robert Marshal, an assistant, is arrested for running into Medbay and taking a stethoscope. They've been very cooperative with security personnel.''
      The situations when lethal force is allowed can be:


'''DO'''
* '''Code amber or above''': 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. Note: 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.
* Confiscate the stethoscope and return it to Medbay when possible
* '''Non-Lethal Weapons are ineffective''': 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, not field executed.
* Remove any items that could be used to break out and place them in the cell locker
* '''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, or crew, lethal force is permitted.
* Set a fair timer on the brig cell, one to two minutes (or don't give them a timed sentence at all!)
* '''Severe Personal Risk''': 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.
* Uncuff the prisoner, leaving them bucklecuffed is considered poor form
* '''Multiple Hostiles''': 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.


'''DON'T'''
        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; consider the following table as a reasonable progression for addressing most situations where you seek to stop somebody, compel them, or defend yourself.
* Confiscate items that were unrelated to the crime (tools, gloves)
* Beat the prisoner unless they are actively resisting arrest
* Give a ten-minute sentence


''The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.''
[[File:Sec chart.png|center|thumb|669x669px]]


'''DO'''
* Remove their EVA suit, any mining tools or other items. Have the detective work his magic on the weapons to confirm what happened.
* Set a reasonable timer on the cell, or send then to the gulag for a similar sentence.
* Interview witnesses, the victim and the assailant. Ascertain what happened. There's almost always something else going on.
* Inform the Warden or Head of Security and ask them to take over if they say the prisoner is to be permabrigged.


'''DON'T'''
=Security Roles and Expectations - <span style="color:green"> Semi-IC </span>=
* Beat the prisoner to the point where they're critically injured or worse.
Before we go into the roles themselves we should first mention the security hierarchy at large, which is rather simple:
* Strip their items in the rapidly depressurizing engineering room.
*[[Captain]]
* Let a lynch mob harm your prisoner.
*[[Head of Security]]
* Refuse their request to speak with legal counsel.
*[[Warden]]
*[[Detective]]s* <sup>See their respective policy for further details</sup>
*[[Security Officer]]s
*[[Corrections Officer|Correction Officers]]


''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.''
===[[File:Generic hos.png|link=Head of Security]] [[Head of Security]]===
*Determine the correct amount of force needed for situations.
*Inform the [[Captain]] and Command of current security issues so that the station may raise or lower to the appropriate level.
*Keep in contact and with an open line of communication with other heads of staff, specifically, with regards to any developing situations in regards to their departments.
*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.
*Be on stand-by for if you’re needed as a negotiator(between departments) for developed situations, and remember; first-and-foremost, returning ‘peace’ is the priority above all-else, after all, brigging a doctor over punching an assistant isn’t worth causing a department to refuse service to yours.


'''DO'''
===[[File:Generic warden.png|link=Warden]] [[Warden]]===
* Strip all of their possessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the Warden.
*Protect the brig and armory from [[Traitor|intruders]].
* Inform the Head of Security.
*Make sure that [[#Brig_Procedures|brigging procedure]] is being followed.
* Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they're working with another enemy of the corporation.
*Make sure that wanted people have charges set to them, double-check any timing modifications to sentences..
* Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.
*Organize and manage the free orders from your cargo console so that security is adequately stocked.
*Ensure that [[Security Officer|officers]] have sufficient and appropriate gear for the task at hand.
*Store and maintain all [[Contraband|contraband]] that is brought in.
*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.
*Keep an eye on the [[prisoner|prisoners.]]
*You may carry a Long Gun/Primary weapon only while inside the brig regardless of alert level, you are still encouraged to use non-lethal tools.


'''DONT'''
===[[File:Generic security.png|link=Security Officer]] [[Security Officer|Peacekeeper]]===
* Beat them to death on the spot.
*Keep the peace under the guidance of the [[Head of Security|HoS]], use [[Corporate Regulations]] to resolve peace-disrupting behavior when brought to you or severe enough to warrant it.
* Talk about executing them or otherwise harming them. Your silicon friends won't take kindly to that.
*Patrol the station to make sure that the crew is not at risk.
* Refuse to negotiate. There are an infinite number of options besides tossing someone in perma or executing them.
*Handle cases as you are instructed to by your superiors.
*Detain criminals, collect fines, and administer ‘corrective behavior.’
*De-escalate situations to the best of your ability
*Maintain the safety, comfort, and elsewise, productivity of departments to the best of your abilities.


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.
===[[File:Generic detective.png|link=Detective]] [[Detective]]===
*'''Regardless of what alternative title you choose to use you are still a member of security and subordinate to the [[Head of Security]]'''
*Lead investigations of crime scenes and suspects
*Interrogate witnesses and suspects
*Provide officers with relevant information on cases
*Submit and sort evidence


== Capital Punishments ==
'''Important:''' 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.


=== '''Execution Procedures''' ===
===[[File:Generic Corrections officer.png|link=Corrections Officer]] [[Corrections Officer]]===
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.
*Keep the [[prisoner]]s in line, make sure they are not being a harm to others or themselves.
*Fulfill reasonable requests or exchanges the prisoners may have for items, but remember that you are not under any obligation to accept them.
'''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.
*Report any incidents, destruction, and intrusions within perma to the [[Warden]] or [[Head of Security|HoS]].
'''
*Aid new criminals in acclimation to perma, process current prisoners for parole if requested and approved.


Executions may be done either by lethal injection or by firing squad.
Being a [[Corrections Officer]] isn'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]].


'''Lethal injection:'''
=Security Adjacent Jobs=
# The captain, the HoS and a medical professional must be present. Additional personnel may be admitted as witnesses by the captain or HoS.
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 '''not''' members of security, regardless of their access to the brig or security comms.
# The prisoner must be buckled in a suitable execution room and allowed their final words.
# The medical professional proceeds now with the administration of the lethal injection.
# The body of the prisoner should either be incinerated or stored in a body bag marked "Do not revive". If the injection fails, the Captain is free to execute the prisoner by other means.


'''Pacification:'''
===[[File:Generic Blueshield.png|link=Blueshield]] [[Blueshield]]===
'''Firing squad:'''
# 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.
# The prisoner should be escorted to a suitable location and allowed their final words.
# The Captain or HoS commands the designated shooters to fire. Only strictly lethal anti-personnel weapons are allowed to be used.
# The prisoner's body should either be incinerated or placed in a body bag marked "Do not revive".


== Dealing with Riots ==
'''Important:''' This section only covers the Blueshield in relation to security, for a complete blueshield policy consult with [[Command Policy]]
=== Station Riots: ===
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.


== Alert Levels ==
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.


=== '''Green''' ===
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.


* Weapons should be holstered.
===[[File:Departmental guards.gif|link=Departmental Guards]] [[Departmental Guards]]===
* Standard station patrol routes followed.
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 '''not''' members of security and they do '''not''' answer to the Head of Security, they are subordinate to the department and its head.
* Crew should store spare lethal magazines and equipment.
* Crew members may freely walk in the hallways.
* Security must respect the privacy of crew members and no unauthorized searches are allowed.
=== Blue ===


Security may set up checkpoints for random searches.
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 outside of the science and engineering guard, you are not hired by not nanotrasen in general, else-wise you are not required to follow illegal instructions unless your character would, at the end of the day you are not their minion.
* Non-lethals may be visible at all times.
* Searches may be authorized by the Head of Security on suspicious crewmembers.
* Security Personnel may carry spare non-lethal magazines on person
* Security Personnel may carry one lethal sidearm magazine on person.


=== Amber ===
Your duties as a guard are as follows:


* 1 - 2 active Confirmed hostiles, no recorded bombings.  
*Remove or detain trespassers and disruptive individuals from the department.
* Security personnel may be equipped with lethal primaries
*Report those mentioned above to security or hand them in if you detained them.
* Grid Searches Authorized
*Ensure that the members of the department are safe and in good health.
* 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.  
*Respond to calls from your respective head or department members.
* Warden may distribute more ammunition if required.  
*Use your limited knowledge to aid the department in case of emergency (you are not there to replace any of them as you lack that level of skill).
*Act in stead of your department to press charges against people threatening the productivity or safety of said department.
=== Red ===


* 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
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!
* Armory may be opened and crew equipped.
* Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the HoS or Sergeant agree.
* Security can raid departments and arrest any crew member deemed a threat to the station.
* Crew members must submit to any searches requested by security personnel.
* Crew may be Deputized
* Combat Mech’s may be requisitioned
* Security personnel should stop all personal activity and return to active duty.


=== Delta ===
'''Important Reminders:'''
*You are given a baton, cuffs and a holding cell for troublemakers caught '''within''' 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.
*You are given a gun permit for a good reason, because you are capable, and encouraged to arm yourself; just as the crew and security can, however, you should '''operate under a concept of concealment''', after-all, it’s not a good show for dep-guards to be flexing their rifles on green.


* 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.
=Alert Levels - <span style="color:red"> OOC </span>=
===Green Alert===
All clear - No crimes / Active situations
*Handguns(pistols, etc) are permitted for officers to carry within their belt; however, rifles, shotguns, or elsewise are not.
*Security are not to have 'Combat Mutations' [https://wiki.skyrat13.space/w/index.php/Contraband#Exemptions_and_specific_details (see here)], but can request most of the others with permission from a geneticist/RD/Captain. (Mind reading and Transcendent Olfaction should be reserved for detectives as it is most relevant to their job and job identity and to keep a fair playground for stealth crime.)
*Security may not have 'combat implants' [https://wiki.skyrat13.space/w/index.php/Contraband#Exemptions_and_specific_details (see here)] without direction permission of the RD, and a situation justifying it. (wide-scale riots, changeling on the run, etc)
*Officers may request MCR-01 rifles to personally modify, though they may not carry them outside the brig.
*Security may patrol the station.
*Security must have explicit permission from the relevant head before entering the department for anything relating to their duties, outside of immediate risk-of-life.
*Crew may freely roam the hallways.
*You can take breaks at will, though it is advised that you let others know via the radio.
*Crew may not be searched unless they are caught engaging in crime or there is Probable Cause*.
*Arrests or corrective actions within departments, or regarding members of a department, for crimes 2xx and below, require first contacting the head of that department or (in the instance a head is unavailable or they lack a department,) contacting a lawyer, the HoP, or Corporate Representative.
*The Warden may carry a Long Gun/Primary weapon only while inside the brig or prison.
*Security can request Mechs, excluding the Sierra Ivanov and Phazon, but not use them.
<sub>*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.</sub>


=== Gamma ===
===Blue Alert===
* The universe is ending, goodluck maintaining order.
Suspicious activity such as break ins or theft that may constitute a 2xx or lower.


== Security Controlled Locations ==
*Long guns/primaries[*] loaded with non-lethal ammunition, and energy guns capable of dual-mode (lethal, non-lethal) firemodes may be deployed.
*Security may search people with approval from their relevant department head, or elsewise, the Captain.
*You can take a break or continue it, but you are expected to be able to respond if called upon.
<sub>* SMART guns, carwo rifles(LMGS DO NOT COUNT), shotguns with non-lethal/less than lethal shells, etc…</sub>


'''The Brig:''' The Warden runs this. If you'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.
===Amber Alert===
Active 3xx crimes, or situations, elsewise: least 1 confirmed active hostile with no recorded bombings, ongoing grand sabotage or at least one confirmed grand theft.


'''Prison Wing:''' 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.
*Security personnel may be equipped with lethal primaries.
*Riot or Bulletproof gear may be handed out depending on the threat.
*Mech's can now be used.


'''Security Office:''' The Security Office is attached to the Brig. It contains the Head of Security's Office, a SecTech vending machine, security computers, and a couple of equipment lockers.
*The HoS or Warden may distribute additional gear as needed.
*Security is authorized to do random searches and grid searches to places outside of a department, without informing anyone. However, when entering a department, if you are able to do so and are not currently engaged in a chase, please inform the department head of your entry.
*You are expected to drop all personal activity and return to active duty.


'''Security Posts:''' Small Security Posts are in each of the station's four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.
===Red Alert===
4xx or above crimes have been committed, and the perpetrator is not currently in custody.


'''Armory:''' 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.
*The armory may be fully opened.
Do not secure the Armory without a justifiable reason. "I expect people to try to break in" is not acceptable, that's called metagaming.
*All security gear may be deployed.
*Crew must submit to any search requested by a security member.
*Security may get combat implants/ mutations for any reason. (They do not need to be removed if the alert lowers again)
*Security can enter, passthrough, or raid departments without contacting the appropriate head and arrest any crew member deemed a threat to the station.
*Security may requisition Savannah Ivanovs, or Phazons.
*Crew are fully-permitted to both arm themselves and defend their departments.


If someone is actually TRYING to break in? By all means, move the weapons. Don'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.
===Delta Alert===
The destruction of the station is imminent and the threat must be stopped at all costs.


'''Arrival Checkpoint:''' 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're a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn't already been ransacked.
*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.
 
===Gamma Alert===
 
[https://www.youtube.com/watch?v=ZE04tUenO8s May God save the station, for only They alone can.]
 
 
 
= Contraband =
(this is here for the redirect from contraband policy)
 
but barring picking it up mid-fight, security shouldn't be using contraband personally, unless the alert is '''DELTA.'''
 
 
 
{{Rules table}}
[[Category:Rules]]

Latest revision as of 22:42, 9 April 2024

Skyrat policies
Return to policies page

Introduction

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.However; as opposed to previous variations of security policy, this one will be a stark-difference compared to the previous, with security finally adopting their neglected title of: Peacekeeper

For better or worse, this document will lay out a change of expectations both in the game-loop and overall OOC experience of security; most changes here are levied in order to allow security to choose when and where to intervene in an ICly coherent manner without being relegated to valid-police.

What is a Peacekeeper?

Simply speaking, security’s long-held but never-adopted title of ‘peacekeeper’ will be exactly as the definition above explains: their main priority will be mediation of most less-serious crimes between parties in conflict rather than strict regulation enforcement. This is to say that security is envisioned going forward to be more focused on maintaining a baseline of ‘peace’ over making sure an assistant serves his corporation-regulation-specific 5 minute brig sentence for stealing a pen.

What does this mean in a literal sense?

Plainly, it means they will no longer be expected or required to end every situation with a brig timer or a fine; for crimes of 2xx and under, security should

  1. Not be pursuing them without a direct complaint from an interested party
  2. First try to work out ‘alternative punishments’ (as requested by the injured party.

Security may intervene in crimes of 2xx severity or above for the purposes of stopping them if seen, but should then seek charges before proceeding to actual sentencing. Crimes of 4-5xx severity and greater demand security to respond if aware. Elsewise, security is given the leeway to deem something of so little importance to themselves they’d rather not intervene; or even let the crew ‘settle the dispute internally.’

Conflict Resolution

What is conflict resolution? As an Officer, you are allowed to reasonably use your discretion to opt for the best resolution to an issue. While brig sentences are there, you also have the ability to work with parties related to incidents to seek the best conciliation to what happened. Someone breaking into the kitchen might have you working with the Chef to arrange the trespasser paying the cooks for their groceries; elsewhere, someone smashing up Cargo's autolathe could have you simply making sure the person fixes it at the Cargo team's bequest. For lesser crimes, the remedy pursued should ideally be one that satisfies the injured party and addresses the problem at the root of the behavior: these alternative punishments (APs) will very often not be meaningless brig time nor a fee paid into the meaningless pockets of security

(unless they can pay you enough to look the other way. hint hint wink wink)

The Security Guiding Principles - OOC

  1. Remember to use the Combat Indicator, often referred to as the “CI”, 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 CI is a must! Mistakes do happen but consistent failure to properly use the CI can and will result in a ban.
  2. 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 (currently hardcore torture constitutes actions such as intense physical abuse (ex: excessive breaking of limbs), the usage of drugs or similar.), you need to acquire OOC consent.
  3. 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.
  4. Be aware of the meta protection placed around antag items, unless specified otherwise in antag policy (ex: contractors). 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.
  5. 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.
  6. If you come across non-crew, check their special modifier here
  7. 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.
  8. 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.
  9. Being given the green light for lethals does not 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.
  10. 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 threat to the station. 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.
  11. ERP is allowed as security as long as you are not needed. Follow the alert policy:
  12. You are not to preemptively secure items / take precautionary measures that only are done for the sake of preventing antagonistic actions. This includes things such as : Securing the sec gear in checkpoints at roundstart. Securing high-risk items for no reasons (unless they're your job equipment). Securing objectives like the AI boards and such.
  13. From the publishing of this document, crimes involving department personnel should be brought to the relevant head first, in order to negotiate the best outcome for both security( or ‘the station’), and the department at hand, hopefully, with minimal security interference. (unless the crime suspected, is 3xx or above, at which case, treat as a ‘severe crime.’)
  14. Permanent Mechanical State: you're looking for this

Procedures

Assess - Semi-IC

When arriving on a scene, the first thing any officer should do is assess the situation, get an idea of what really happened past the initial report, and piece together a story in order to figure out what your next move should be.

  • Question, interrogate, or elsewise ask witnesses about the events, find out which actions overlap between stories, while also making sure the physical evidence (damage to suspects, items at the scene) line up with stories, don’t be afraid to call them out, or, better yet, bring the detective over to ‘get the story straight.’
  • After you have an idea of how the events played out, figure out the best course of action to minimize conflict, and return everything to working order, be it forcing the suspect to pay reparations, administering ‘disciplinary action’, dragging one of them off to the brig, or elsewise, resolving the situation is a tact and resolute manner.
  • 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 (keep in mind the ten minute time limit on any person involved if you do not have charges to press.)
  • Judge the crime in question:
    • For 1xx crimes, ensure you have a complainant who wishes to press charges and find out their desired remedy; contact the relevant department head (or a lawyer/HOP/Corporate Representative if they’re ‘civilians’) before engaging in any corrective behavior.
    • For crimes of 2xx or greater severity, you may intervene to stop the crime in progress without a complainant. To sentence for crimes of a maximum of 2xx severity, you must then seek someone to press charges (assuming that security itself or its members are not an injured party;) you should inform the relevant department head (or lawyer/HOP/Corporate Representative for ‘civilians’) as soon as possible after stabilizing the situation. 3xx crimes or above do /not/ require anyone to press charges.
    • For 4xx and above (‘severe crimes,’ or felonies,) any such situation should be met with detention of everyone involved and relocation to the brig (as well as contacting both the relevant head(s) and a lawyer, if available, or the HOP//Corporate Representative/Captain if none is.) If aware of a situation in which one of these crimes is ongoing or has been committed, you are obliged to act.

Arrests - Semi-IC

 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:

  • Go over their crimes and explain to them why they are being arrested.
  • 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.
  • If they’re a department worker, especially if they’re within their department, contact the relevant head before making any moves; whenever possible, seek the head of security to make this contact to avoid departmental conflict on a larger scale.

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; however, use your better judgment, as sometimes it’s be better to let someone off the rope for a moment than cause the entire engineering department to rise up against you by chasing for the sake of the chase.

Brig Procedures - OOC

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 spent in the brig, (or detained if it took a particularly long time to get back) must 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 must 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.

If the crimes total to more than 10 minutes, they are to be sent into gen-pop, if it’s less than 10 minutes they are to be placed into an available (front)cell and their personal belongings in its respective locker, non-violent prisoners are to be uncuffed.

  •  Remember, all items that can not be classified as contraband or evidence are to be returned to the person upon release.

All prisoners and detainees are entitled to the communication devices they have on arrest pending a search to confirm that they are not evidence or accessories to the crimes they have committed.

NOTE: 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.

Prison Procedures - OOC

In the case of a sentence that is longer than 10 minutes a prisoner will be processed for GENPOP, our system of managing long term sentences by using permabrig and timed lockers. The steps for processing a prisoner into prison, either for a long sentence or a permanent one are:

  • 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 unless they are a martial artist and it is not safe to leave them uncuffed. Return any communications devices to which they have not lost access after a search for contraband or material evidence; if they have illicit headset access, remove the illegal keys and return those to which they still have a right.
  • Use the locker interface to be given a prison ID card and jumpsuit for the prisoner. Enter their name, crime(s) and duration.
  • Allow them to change either in a changing room or a cell room, put their clothes in their prisoner locker.
  • Upon release make sure that their items are returned to them.

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 having 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.

Note 1: 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's likely you'll forget if things become hectic.     

Executions - OOC

Before an execution can be carried out it must 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.

Note: Declaring someone as Do Not Revive is considered posthumous authorisation of an execution and requires the same authorisation as an execution.

Hostage Situations - Semi-IC

When dealing with a situation that involves hostages you are expected to first and foremost value the life of the crew, do not endanger the hostages just for the sake of catching a valid. 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.

Implant Searches - OOC

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 by a doctor depending on availability and risk of escape. Currently, security has metaknowledge on the following implant types:

  • Deadman switches, such as micro and macro bomb implants
  • Micro EMP devices
  • Micro Stealth Devices
  • Micro cuff busting devices
  • Contractor uplink implant

Riot Control - Semi-IC

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.

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.

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!

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.

Labour camp - OOC

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 labor camp they must be:

  • Willing, a prisoner has to either agree to the request or ask for labor camp
  • Exception: 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 labor camp, they can be forced into labor if the other 2 conditions are met.
  • 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 labor. Consult a doctor if uncertain.
  • Injected with a tracking implant or supervised by a member of security.

Once those 3 conditions are met, the one sentencing them must convert their time into points via the labor camp console at a conversion rate of 1 minute for 100 points, with a minimum of 5 minutes. Prisoners are to be sent down to the camp via the provided teleporter next to the console.

With prisoners in the labor 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.

Use of Force - OOC

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.

      The situations when lethal force is allowed can be:

  • Code amber or above: 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. Note: 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.
  • Non-Lethal Weapons are ineffective: 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, not field executed.
  • 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, or crew, lethal force is permitted.
  • Severe Personal Risk: 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.
  • Multiple Hostiles: 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.

        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; consider the following table as a reasonable progression for addressing most situations where you seek to stop somebody, compel them, or defend yourself.


Security Roles and Expectations - Semi-IC

Before we go into the roles themselves we should first mention the security hierarchy at large, which is rather simple:

Head of Security

  • Determine the correct amount of force needed for situations.
  • Inform the Captain and Command of current security issues so that the station may raise or lower to the appropriate level.
  • Keep in contact and with an open line of communication with other heads of staff, specifically, with regards to any developing situations in regards to their departments.
  • 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.
  • Be on stand-by for if you’re needed as a negotiator(between departments) for developed situations, and remember; first-and-foremost, returning ‘peace’ is the priority above all-else, after all, brigging a doctor over punching an assistant isn’t worth causing a department to refuse service to yours.

Warden

  • Protect the brig and armory from intruders.
  • Make sure that brigging procedure is being followed.
  • Make sure that wanted people have charges set to them, double-check any timing modifications to sentences..
  • Organize and manage the free orders from your cargo console so that security is adequately stocked.
  • Ensure that officers have sufficient and appropriate gear for the task at hand.
  • Store and maintain all contraband that is brought in.
  • 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.
  • Keep an eye on the prisoners.
  • You may carry a Long Gun/Primary weapon only while inside the brig regardless of alert level, you are still encouraged to use non-lethal tools.

Peacekeeper

  • Keep the peace under the guidance of the HoS, use Corporate Regulations to resolve peace-disrupting behavior when brought to you or severe enough to warrant it.
  • Patrol the station to make sure that the crew is not at risk.
  • Handle cases as you are instructed to by your superiors.
  • Detain criminals, collect fines, and administer ‘corrective behavior.’
  • De-escalate situations to the best of your ability
  • Maintain the safety, comfort, and elsewise, productivity of departments to the best of your abilities.

Detective

  • Regardless of what alternative title you choose to use you are still a member of security and subordinate to the Head of Security
  • Lead investigations of crime scenes and suspects
  • Interrogate witnesses and suspects
  • Provide officers with relevant information on cases
  • Submit and sort evidence

Important: 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.

Corrections Officer

  • Keep the prisoners in line, make sure they are not being a harm to others or themselves.
  • Fulfill reasonable requests or exchanges the prisoners may have for items, but remember that you are not under any obligation to accept them.
  • Report any incidents, destruction, and intrusions within perma to the Warden or HoS.
  • Aid new criminals in acclimation to perma, process current prisoners for parole if requested and approved.

Being a Corrections Officer isn'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.

Security Adjacent Jobs

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 not members of security, regardless of their access to the brig or security comms.

Blueshield

Important: This section only covers the Blueshield in relation to security, for a complete blueshield policy consult with Command Policy

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.

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.

Departmental Guards

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 not members of security and they do not answer to the Head of Security, they are subordinate to the department and its head.

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 outside of the science and engineering guard, you are not hired by not nanotrasen in general, else-wise you are not required to follow illegal instructions unless your character would, at the end of the day you are not their minion.

Your duties as a guard are as follows:

  • Remove or detain trespassers and disruptive individuals from the department.
  • Report those mentioned above to security or hand them in if you detained them.
  • Ensure that the members of the department are safe and in good health.
  • Respond to calls from your respective head or department members.
  • Use your limited knowledge to aid the department in case of emergency (you are not there to replace any of them as you lack that level of skill).
  • Act in stead of your department to press charges against people threatening the productivity or safety of said department.

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!

Important Reminders:

  • You are given a baton, cuffs and a holding cell for troublemakers caught within 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.
  • You are given a gun permit for a good reason, because you are capable, and encouraged to arm yourself; just as the crew and security can, however, you should operate under a concept of concealment, after-all, it’s not a good show for dep-guards to be flexing their rifles on green.

Alert Levels - OOC

Green Alert

All clear - No crimes / Active situations

  • Handguns(pistols, etc) are permitted for officers to carry within their belt; however, rifles, shotguns, or elsewise are not.
  • Security are not to have 'Combat Mutations' (see here), but can request most of the others with permission from a geneticist/RD/Captain. (Mind reading and Transcendent Olfaction should be reserved for detectives as it is most relevant to their job and job identity and to keep a fair playground for stealth crime.)
  • Security may not have 'combat implants' (see here) without direction permission of the RD, and a situation justifying it. (wide-scale riots, changeling on the run, etc)
  • Officers may request MCR-01 rifles to personally modify, though they may not carry them outside the brig.
  • Security may patrol the station.
  • Security must have explicit permission from the relevant head before entering the department for anything relating to their duties, outside of immediate risk-of-life.
  • Crew may freely roam the hallways.
  • You can take breaks at will, though it is advised that you let others know via the radio.
  • Crew may not be searched unless they are caught engaging in crime or there is Probable Cause*.
  • Arrests or corrective actions within departments, or regarding members of a department, for crimes 2xx and below, require first contacting the head of that department or (in the instance a head is unavailable or they lack a department,) contacting a lawyer, the HoP, or Corporate Representative.
  • The Warden may carry a Long Gun/Primary weapon only while inside the brig or prison.
  • Security can request Mechs, excluding the Sierra Ivanov and Phazon, but not use them.

*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.

Blue Alert

Suspicious activity such as break ins or theft that may constitute a 2xx or lower.

  • Long guns/primaries[*] loaded with non-lethal ammunition, and energy guns capable of dual-mode (lethal, non-lethal) firemodes may be deployed.
  • Security may search people with approval from their relevant department head, or elsewise, the Captain.
  • You can take a break or continue it, but you are expected to be able to respond if called upon.

* SMART guns, carwo rifles(LMGS DO NOT COUNT), shotguns with non-lethal/less than lethal shells, etc…

Amber Alert

Active 3xx crimes, or situations, elsewise: least 1 confirmed active hostile with no recorded bombings, ongoing grand sabotage or at least one confirmed grand theft.

  • Security personnel may be equipped with lethal primaries.
  • Riot or Bulletproof gear may be handed out depending on the threat.
  • Mech's can now be used.
  • The HoS or Warden may distribute additional gear as needed.
  • Security is authorized to do random searches and grid searches to places outside of a department, without informing anyone. However, when entering a department, if you are able to do so and are not currently engaged in a chase, please inform the department head of your entry.
  • You are expected to drop all personal activity and return to active duty.

Red Alert

4xx or above crimes have been committed, and the perpetrator is not currently in custody.

  • The armory may be fully opened.
  • All security gear may be deployed.
  • Crew must submit to any search requested by a security member.
  • Security may get combat implants/ mutations for any reason. (They do not need to be removed if the alert lowers again)
  • Security can enter, passthrough, or raid departments without contacting the appropriate head and arrest any crew member deemed a threat to the station.
  • Security may requisition Savannah Ivanovs, or Phazons.
  • Crew are fully-permitted to both arm themselves and defend their departments.

Delta Alert

The destruction of the station is imminent and the threat must be stopped at all costs.

  • 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.

Gamma Alert

May God save the station, for only They alone can.


Contraband

(this is here for the redirect from contraband policy)

but barring picking it up mid-fight, security shouldn't be using contraband personally, unless the alert is DELTA.


Skyrat policies