Corporate Regulations: Difference between revisions

From Skyrat
Jump to navigation Jump to search
m added a /so everything isnt bold anymore
Adds formatted security policy to the corporate regulations page
Line 1: Line 1:
<tabs>
<tab name="Corporate Regulations">__TOC__
=<div style='text-align: center;'>Notice: Last updated on 26/03/2022</div>=
=<div style='text-align: center;'>Notice: Last updated on 26/03/2022</div>=


Line 628: Line 631:


|}
|}
</tab>
<tab name="Security Policy">
=== 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.
You have great authority and the ability to influence the round for better or worse so remember our first [https://docs.google.com/document/d/e/2PACX-1vSZhpRa4O0oZaAtaFVxG3DWGsRHKCSbhzNDjXS3F6_Sd-RpMsVjiVQxPjEGiivPTwIFcQ1z5lBm9m_C/pub#h.y14gqg5t847j guiding principle], ''be a good community member by being considerate of others and our fifth, produce a net gain of fun.'' Go by those and you’ll find yourself as a member of security that the people like to see in the department, be it crew, other security members or antags!
=== The Security Guiding Principles ===
# 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<sup>[1]</sup>, 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. 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 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. On blue alert you are likely to be called and expected to respond to issues. On amber alert and above you are expected to drop your ERP and help manage the current situations. (With an exception regarding non-con against security staff)
=== Procedures ===
==== Arrests ====
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:
* Grab their attention, it can be a message, an emote or just the Compli-o-nator from your mask.
* 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 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.
==== Brig Procedures        ====
The suspect is to be brought to the brig cuffed, if needed, and in a stable condition, make sure that they are not bleeding out while you drag them! Notify either the Head of Security or the Warden depending on availability and place them into a holding cell where you will check their personal belongings, go over their crimes, add them to their record if needed and either release them or process them. You may keep them without charging them for up to 10 minutes, time which '''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 less than 15 minutes they are to be placed into an available cell and their personal belongings in its respective locker, non-violent prisoners are to be uncuffed.
'''Remember,''' all items that can not be classified as contraband or evidence are to be returned to the person upon release.
'''<u>NOTE:</u>''' 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 ====
In the case of a sentence that is longer than 15 minutes a prisoner will be processed for GENPOP, our system of managing long term sentences by using permabrig and timed lockers.
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.
* 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 ====
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 [https://skyrat13.tk/wiki/index.php/Corporate_Regulations Corporate Regulations].
<u>'''Note:'''</u> Declaring someone as '''D'''o '''N'''ot '''R'''evive is considered posthumous authorisation of an execution and requires the same authorisation as an execution.
==== Hostage Situations ====
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 ====
Security may find itself in situations where they suspect a captured agent of using implants, which may require an implant search, which can be done in either the brig infirmary or the medbay and either by a security medic or normal one depending on availability and risk of escape. Currently, security has metaknowledge on the following implant types:
* Deadman switches, such as micro and macro bomb implants
* Micro EMP devices
* Micro Stealth Devices
* Micro cuff busting devices
'''Note:''' You should only assume that an implant is at play when no other logical explanation can be given, such as someone stripped of gear releasing EMPs, someone threatening to explode with no visible detonator or explosive, etc… You should '''not''' do implant searches just because you know they exist.
==== Riot Control ====
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 ===
The Labour Camp, sometimes referred to as Gulag, is an alternative punishment method that may allow for detainees to be released earlier through work. For a prisoner to be eligible for the labour camp they must be:
* Willing, a prisoner has to either agree to the request or ask for labour 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 labour camp, they can be forced into labour 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 labour. Consult either a brig medic or a normal one 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 labour 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 labour camp, security is expected to monitor their well being and make sure that they are not in too much risk while mining and medical help is given as needed.
=== Use of Force ===
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, 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.'''
=== Security Roles and Expectations ===
Before we go into the roles themselves we should first mention the security hierarchy at large, which is rather simple:
* Captain
* Head of Security
* Warden
* Detectives <sup>''(See their respective policy for details)''</sup>
* Security Officers, Brig Medic
* Correction Officers
==== 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.
* Organise and manage the free orders from your cargo console so that security is adequately stocked.
* 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.
* Represent your department when needed.
==== 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..
* 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.
==== Security Officer ====
* Enforce Corporate Regulations under the guidance of the HoS.
* 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 and collect fines.
* De-escalate situations to the best of your ability
* Protect and serve
==== 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.
* Security Medic
* Ensure that all security personnel fit for duty from a medical point of view.
* Check on the physical health of prisoners and treat light injuries, transfer them to medical for serious ones.
* Be ready to go in and rescue officers during tense situations.
* Keep the infirmary stocked with commonly needed chems such as libital, atropine, etc…
* Make sure that both officers and the detained person are stable after violent engagements.
==== 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 the [https://docs.google.com/document/d/e/2PACX-1vS4OMdEquGN1YT_B6vBbTNBLYNJ3_DwBaAliejBQp33N1eu38pa16Gu58k-jZ7daLocjJLnMZ2ozrMl/pub Command Policy Document].
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 you are hired by Nanotrasen and loyal to them and the department, not the individual in charge, so you are not expected to follow unlawful orders or protect them from lawful demotions, at the end of the day you are not their minion.
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.
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 not given a disabler, a gun or a gun permit for a good reason, because you are not intended to have one as a civilian department guard. This means that '''you should not arm yourself with handguns, rifles or similar without good reason such as emergencies.'''
=== Alert Levels ===
==== Green Alert ====
* Lethal weapons are to be returned to the armory or kept in the personal locker.
* Officers may request MCR-01 rifles to personally modify, though they may not carry them outside the brig.
* Security may patrol the station.
* 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.'''<sup>[2]</sup>
=== Blue Alert ===
Suspicious activity such as break ins or theft that may constitute a 304[https://skyrat13.tk/wiki/index.php/Corporate_Regulations#Theft_-_304 <sup><nowiki>[3]</nowiki></sup>] or lower.
* Long guns<sup>[4]</sup> loaded with non-lethal ammunition may be deployed.
* MCR-01 rifles equipped with the undercharger mod may be handed out.
* Security may search people with approval from the HoS, Warden or Captain.
* You can take a break or continue it but you are expected to be able to respond if called upon.
==== Amber Alert ====
At 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.
* Depending on the situation, security may request mechs equipped with non-lethal gear.
* The HoS or Warden may distribute additional gear as needed.
* Security is authorized to do random searches and grid searches.
* You are expected to drop all personal activity and return to active duty.
==== Red Alert ====
Red alert is reserved for when there are confirmed hostiles and entities that could cause massive harm to the crew or the station.
* The armory may be fully opened.
* All security gear may be deployed.
* Crew must submit to any search requested by a security member.
* Security can raid departments and arrest any crew member deemed a threat to the station.
* Security may requisition Combat Mechs.
* Crew may be deputized and mobilized.
* You must drop all personal activity to return to active duty.
==== 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
* [https://www.youtube.com/watch?v=ZE04tUenO8s May God save the station, for only They alone can.]
=== Notes ===
[1] currently hardcore torture constitutes actions such as intense physical abuse (ex: excessive breaking of limbs), the usage of drugs or similar.
[2] Evidence, facts and circumstances which would lead a cautious and prudent person to believe a crime has been, is being or is about to be committed.
[3] <nowiki>https://skyrat13.tk/wiki/index.php/Corporate_Regulations#Theft_-_304</nowiki>
[4] SMART guns, shotguns with taser shot, etc...
</tab>
</tabs>

Revision as of 14:20, 14 April 2022

Notice: Last updated on 26/03/2022

Preface

Station Control and Conflict Management Regulations (Space Law) SCCMR, colloquially known as ‘Corporate Regulations’, is Nanotrasen’s corporate law, it does not apply everywhere besides stations belonging to NT. Whilst Nanotrasen’s own security isn’t present on some frontier stations, Lopland security enforces corporate law.

According to the laws of SolGov, NanoTransen lacks the authority or judicial privileges to execute an individual. Fortunately or perhaps unfortunately, such transgressions are rarely looked into on the frontiers.


SCCMR is not secret. The Head of Security & Centcom Officials have in-depth knowledge of SCCMR. The Captain, Security, Head of Personnel, the Blueshield, the Lawyer(s) and Silicons are encouraged to have above-average knowledge of SCCMR. Everyone not mentioned has layman-level knowledge, apart from Antagonists, who can have as much knowledge on it as they like.

Your primary objective as security and/or antagonist is to create the best roleplay opportunities possible for the server and the biggest net-gain of fun for everyone involved. This is how you actually win at the game.

General Overview

Corporate regulations are a form of cataloguing and classing behavior - criminal or nuisance.

Injunctions

Injunctions are corrective measures to undesirable crew behavior. They can be issued with misdemeanors and higher punishments in place of or in addition to regular penalties. Plea bargains are common causes for injunctions. Injunctions require a paper copy. The suspect is entitled to a copy, the original must be stored.

Injunction Specifics
Injunctions cannot impact on the suspects current ability to perform their duties.
You MUST demote the suspect if the injunction would bar or significantly impair their ability to do their job.
Example: You cannot bar a scientist from entering science; as it would prevent them from performing their Job.
• Injunctions may not last over thirty minutes.
• Injunctions may not prohibit the suspect from accessing any essential service - such as Medical

Treatment.

• Injunctions listed as a penalty only require the arresting Officer's approval to be put in place; but may be over-ruled by someone higher in the CoC (Chain Of Command)
• Injunctions not listed as a penalty require approval from the Warden, Head of Security or Captain (or acting).
• An injunction can be taken as a plea bargain and must always have the suspect’s signature. The suspect is entitled to a paper copy.

Crime Tiers

1. Infractions: Generally mild crimes. Punishments are usually five minutes in the holding cell or a fine.

2. Minor Misdemeanors: Crimes that warrant detainment. Sentences are usually ten minutes or a fine.

3. Major Misdemeanors: Serious crimes that warrant extended detainment. Sentences are usually twenty minutes or work in the labor camp.

4. Minor Felonies: Very serious crimes that warrant admittance into general population prison. Usually twenty five minutes or work in the labor camp.

5. Major Felonies: Exceptional crimes that result in either permanent incarceration until transfer to a secure facility or execution.

Crime Stacking

      All unique crimes covered by corporate regulations stack with other unique charges, meaning that someone may give an increased sentence to for engaging in multiple crimes but someone may not be given an increased sentence for multiple counts of the same crime, with multiple cases of murder being an exception and allowed to be charged individually.
      For example, you may charge someone for the murder of 2 different crewmembers but you can not charge them for the theft of 2 items or possessing multiple contraband items, in these cases you only charge the most severe type.

Criminal Offenses

Note: For current Contraband laws, see Contraband

Quick Code Reference

Code Infraction 1XX Minor Misdemeanor 2XX Major Misdemeanor 3XX Minor Felony 4XX Major Felony 5XX
XX1 Battery Assault (ABH) Assault (GBH) Murder Annihilation
XX2 Vandalism Damage to station infrastructure Sabotage Grand Sabotage Terrorism
XX3 Disorderly Conduct Rioting Inciting a riot Mutiny
XX4 Petty theft Theft Robbery Grand Theft Enemy of the Station
XX5 Animal Cruelty Violating an Injunction Assault of an Officer
XX6 Abuse of Equipment Abuse of Confiscated Equipment* Escaping Confinement
XX7 Trespassing Narcotics Distribution and Manufacture Grand trespass
XX8 Obstruction of Justice Medical Malpractice Manslaughter
XX9 Rubbernecking Eavesdropping Abuse of Executive Powers*
X10 Creating a Workplace Hazard Unlawful Restraint Unlawful Restraint of an Officer
X11 Insubordination* Eavesdropping Destruction of a Cybernetic Unit
X12 Damage to Cybernetic Units Unlawful tampering with a Cybernetic Unit
X13 Accessory to Crime
X14 Contraband Possesion Based on its tier.
Sentence 5 minutes
500 mining points/250 credits
10 minutes
1000 mining points/500 credits
20 minutes
2000 mining points/No option to pay damages.
25 minutes
Prisoner may spend it mining if agreed upon
Perma, Execution
Forced Labour Depending on severity


To be charged with Accessory to Crime someone must willingly and knowingly participate in an illegal act. Not reporting a crime is not illegal and it does not constitute Accessory to Crime nor Obstruction of Justice.

Contraband Table

Note: Any items not on the list are not considered contraband, This contraband guide is meant to highlight tiers, for if you find items on a person during a search. -Not- for if they're -actively using/attacking people with them. Possession is a different charge than it's malicious use, and a person cannot be charged with a "future crime" just because they were caught with something.

Quick Reference

# Non-Contraband
No charge
Low-Level
Confiscate item, 5 minute or 200cr fine
Mid-Level
Confiscate item, 5-10 minutes or 500+cr fine
High-Level
Confiscate item, 10-15 minutes
Critical-Level
Confiscate item, 15-20 minutes
Special Contraband
Impossible to remove, judge on a case-by-case basis
01 Chameleon Gear Any Ammo * Melee Weapons Any Firearm (No License) Restricted Firearm * Martial Arts
02 AI Detector Armor Vests * Binary Encryption Key All Illegal Implants * Clown Bomb Any spells
03 Ammo Pouch Contractor Modsuit Butcher Meat Hook Big Syndicate EMP bomb Cult Construct Kit Holoparasite
04 Ancient Jumpsuit Decoy Nuke Disk Briefcase Launchpad Both Emag Cards Elite Syndicate MODsuit Holocarp
05 Ancient Toolbox F.R.A.M.E Codespeak Manual Brainwashing Surgery Disk Nuclear Authentication Disk Syndicate Uplink
06 Clumsiness Injector Flash Combat Defibrillator Bonebang Syndicate Power Sink
07 Chest Rig Non-Prescription Drugs Concealed Weapons Bay C4, and X4 Charges. Power Beacon
08 Deadly Bowler Hat Magitilis Injector EMP Grenades Contractor Baton Romerol
09 Deadly Origami Mulligan Guides to Advanced Mimery Energy Sword Super Ultra Hilarious Firing Pin
10 Dehydrated Space Carp Telecrystals Chameleon Projector Gloves of the North Star Syndicate Bomb
11 Energy Dagger Guerilla Gloves/Any Tackler Non-Lethal Poisons Hacked AI Upload Module Syndicate Minibomb
12 Exploding Hot Potato Slipocalypse Clusterbang Organic Resources Disturber Infiltrator Set Viscerator Delivery Grenade
13 EMP Flashlight Stimpack Radio Jammer Katana Double Energy Sword
14 Extra Bright Moff Lantern Suppressor * Syndicate Encryption Key Lethal Poisons Harmful Virus Samples
15 EZ Clean Grenades Unauthorized Mech * Unauthorized Combat Mech * Modified Syringe Gun Armed Mech *
16 Syndicate Paper Plane Ultra Hilarious Firing Pin Throwing Stars, Bolas Powerfist
17 Haunted Magic 8-Ball Voice-Muffling Balaclava Disablers, Tasers Reagent Dartgun Buzzkill Grenades
18 Holster, by itself Jaws of Life / Prybar * Riot Darts Syndicate MODsuit
19 Pizza Bomb Rapid Construction Device Reverse Beartrap Syndicate Helmet
20 No-Slip Shoes Pepperspray, Flashbang Unauthorised Combat Implant * Energy Shield
21 Radioactive Microlaser Telescopic Baton Gorilla Cubes Heretic Blades
22 Rapid Banana Pie Cannon Stunprod Hard Drugs * Wizard Items
23 Sleepy Pen Teleprod Thermal Imaging Glasses Basic Explosives. C4/X4/Grenades
24 Smuggler Satchel Camera Bug Kinetic Pressure Mod
25 Traitor Bug/Suspicious Device Handcuffs/Advanced Restraints Reverse Revolver
26 Syndicate Balloon Unauthorised Combat Mutation * Sentry Gun Kit
27 Syndicate Cash Briefcase Black Market Uplink Hard Drug Stockpile *
28 Syndicate Playing Cards Syndicate Tome Brass Sword/Spear/Hammer
29 Syndicate Smokes Brass Bow/Rifle
30 Syndicate Soap Energy Crossbow
31 Syndicate Surgery Bag / Toolbox
32 Recreational Drugs *
33 Agent ID



Usage Notes

  • Any weapon being brandished or misused can be considered mid-level contraband
  • Certain items would be considered contraband after being seen in use. Those are marked with their respective grade colour.
  • It is not contraband if the person with the item is intended to have it, obviously. For example, you can't charge a security officer for having a disabler, nor inherently can you charge a virologist for having a sample of a harmful virus.
  • You are only allowed to apply one contraband charge, of the highest tier item you find.
  • The Captain or Head of Security can authorise the use of contraband, though a written document must be provided. The document may be waived in case of emergency.
  • Calls to arm the crew automatically waive contraband laws regarding firearms and melee weapons of high-level or lower.
  • Miners are permitted to use weapons off-station freely while mining, but cannot have them drawn on station and must keep them non-visible whenever possible.
  • Remember to gauge intent if possible. A firearm loaded with non-lethal ammunition could (and likely should) be considered lower contraband than one which is loaded lethally. Levels of contraband can be raised or lowered for specific cases, though use this in good faith.

Exemptions and specific details

  • Ammunition - Anyone with a weapons license is exempt, naturally.
  • Armour Vests - Security, Command, The Blueshield, and the bartender are all exempt.
  • Flashes - Heads of staff and roboticists are exempt.
  • Jaws of Life - Engineers, atmos techs, and the CE are naturally exempt, as well as paramedics.
  • Recreational Drugs - Space drugs and anything of similar effect
  • Non-Prescription Drugs - Mindbreaker toxin or other chems which do not have lasting or damaging effects. A prescription signed by medical staff can waive this.
  • Hard Drugs Cocaine, meth, krokodil, or anything on the same level that can cause significant harm to users. A signed and stamped prescription from the CMO alone can authorise small volumes of these to be carried.
  • Any Firearm (without a license) The bartender has a license for their shotgun and their shotgun alone. Space explorers may have weapons, if they have a license. Vanguard Operatives are licensed. Charges can be lowered to mid- or low-level contraband considering the circumstances involved. Be careful not to equate a double-barrelled shotgun with some beanbags to a Bulldog with a mag of lethals.
  • Hard Drug Stockpile - Large quantities of hard drugs. Any excess that would not fit in a single pill bottle may be considered here, or in a single regular box for things like cocaine.
  • Syndicate Uplink An incredibly high-value item that should not be toyed around with. Any device with access to the Syndicate black market must be handled with the utmost care. Under no circumstances should security officers be purchasing things from this.

Detailed Crime Information.

Infractions


Battery - 101

To use physical force against someone without intent to seriously injure the target.
Repeated attempts at disarming (more than 3), tabling, non-lethal chokeholds, minor punching (less than four), smashing bottles on heads, and stunning are all considered battery. For serious harm, see Assault.

OOC Notes: This is meant to punish people for spamshoving/shittery; Consent is however, key here. Dont punish two people for battery for fighting in the corridors consensually - charge them with disorderly conduct. It's honestly up to you if you want them to pay the fine for a second offence, just don't let a rich person commit ten acts of battery over time and just keep paying the fines.


Vandalism- 102

Any willful behavior aimed at destroying, altering, or defacing property belonging to another.
Smashing windows, smashing random vending machines and spray painting or just vandalising rooms and hallways in general.


Disorderly Conduct - 103

To be intentionally and publicly belligerent, exposed indecently, offensive or in general - a nuisance.
Spamming offensive racial terms over common, slurs included - being a general nuisance, screaming down your microphone.

OOC Notes: This is meant to allow sec to fine people for spamming 'Ligger' and other offensive terms over comms, in public, ecetera, or just being a general nuisance to the station


Petty Theft - 104

To take items from areas one lacks access to, or to take items belonging to others or the station as a whole.
Keeping items which are in short supply where they belong is what is important here. A doctor who takes all the surgical tools and hides them is guilty of Petty Theft. For more serious cases, see Theft or Robbery

OOC Notes: Don't abuse this to brig an assistant for taking spare cable coils; use it to punish hoarders (hardsuits, medical supplies ecetera)


Animal Cruelty - 105

To Inhumanely injure, torture or otherwise abuse animals.
This crime exists for the CMO randomly killing runtime in their office; Not to punish chefs who kill monkeys or Pete in their back fridge; Take into consideration the intent - does it align with their job?

OOC Notes: This is ideally meant to punish people who randomly kill station pets.


Abuse of Equipment - 106

To utilize security/non-lethal equipment in an illegitimate fashion.
The use of disabling devices, such as Flashes, Batons, Tasers/Disablers, and non-lethal rounds, outside the range of one's assigned duties. This should cover non-sec using items i.e. greytide with a flash randomly flashing people

OOC Notes: Try and go for people abusing things in a way that's actually harmful.


Trespassing - 107

To be in an area which a person lacks authorized ID access for. This counts for general areas of the station.
Remember that people can break in, sneak in, or be let in. Always check that the suspect wasn't let in, or was otherwise given access. Trespass and Theft are often committed together; both sentences should be applied. For restricted areas, see Major Trespass.

OOC Notes: Needs to be clear that this is for trespassing only i.e. the door was open, the AI let them in, or they followed someone in.


Obstruction of Justice - 108

An act that corruptly or by threats or force, or by any threatening letter or communication, influences, obstructs, or impedes, or endeavors to influence, obstruct, or impede, the due administration of justice.
While similar to Accessory, this charge is for situations such as destruction of evidence, stopping or frustrating officers while in pursuit of suspects and similar.


Rubbernecking - 109

Observing a scene of an accident, crime or emergency in an unduly manner.
The security department is not immune from rubbernecking, as not every engineering or medical emergency requires their presence. The first professional responder at the site of the emergency takes full authority on who is allowed to be present, with their supervisor being able to replace that authority at any time. Obstructing an arrest is included in this.

OOC Notes: Use this to disperse an undue crowd that may end up interfering with security operations; or in general, use it to get people to back off on a threat of being fined - Don't abuse this to instantly baton somebody the second you see them enter a crime scene.



Creating a Workplace Hazard - 110

To endanger the crew or station through negligent or irresponsible, but not deliberately malicious, actions.
Good examples of this crime involves accidentally causing a small gas leak, slipping hazard, accidently electrifying doors, breaking windows to space, or Security personnel not keeping their equipment secure.


Insubordination - 111

To refuse a lawful, reasonable order from a superior member of staff; relevant Head of Staff or otherwise.
To deliberately ignore, mal-interpret (maliciously perform) or in general refute your head of staffs or relevant superiors orders. Resisting demotion is considered Insubordination.

The Captain or the Command member of their respective department may push for a demotion on top of the sentence.

OOC Notes: This is to punish people deliberately disobeying orders; that is, if they are lawful orders. You cannot charge someone with Insub for refusing to follow an unlawful order.



Minor Misdemeanors


Assault (Actual Bodily Harm) - 201

To use excessive physical force against someone without the apparent intent to kill them.
This is for anything above battery, and below grevious bodily harm. Defined as causing injuries that are detrimental to one's health. Breaking someone's leg in a manner that is recoverable is ABH. Severring a leg is GBH. Keep in mind the advances in medical technology make previously dehabilitating injuries less so. Soft critical condition comes under ABH. Hard critical condition under GBH.

OOC Notes: You will almost never require medical reparations be paid, because healthcare is almost always free. Yes, in real life, crippling a leg is grevious bodily harm. But it's the future, and we can fix this surprisingly easy and fast.


Damage to Station Infrastructure - 202

To deliberately damage the station or station property to a moderate degree.
Destroying random airlocks and/or firelocks, smashing departamental machinery and shocking an airlock door in a hacking attempt are all examples of where these laws apply.

OOC Notes: This is mostly meant to protect the station from greytiders breaking in everywhere; such as, people hacking doors. While not sabotage, is damage to station infrastructure.


Rioting - 203

To engage or encourage riotous behaviour among yourself and fellow crewmates.
People screaming for riots over the radio are not to be charged with this; refer to 'Inciting A Riot Instead'; this is for people who actually engage in riotous behaviour - bashing windows, unlawfully protesting, assaulting officers.

OOC Notes: Think about this carefully; are they a ringleader or someone swept up in the excitement of the riot? Charge accordingly.


Theft - 204

To hinder the crew via theft of station assets in a way that results in a detrimental outcome.
This exclusively covers things like hoarding engi hardsuits and extremely important viral vaccines during an outbreak or engine delamination. This is theft that is directly leading to the endangerment of the entire crew (versus grand theft; the theft of high priority items)

OOC Notes: This is entirely in place to punish hoarders who hoard hardsuits during a dangerous delamination that could potentially end the round (tesloose SM)


Violating an Injunction - 205

To refuse to follow an injunction.
Charge people for this if they violate the terms of their injunction; Make sure to give them the benefit of the doubt where possible - An accidental encounter with someone is not violating a restraining order.

OOC Notes: Used to punish people who deliberately go out of their way to void their injunction.


Abuse of Confiscated Equipment - 206

To take and use equipment confiscated as evidence outside of dire emergencies where no alternatives are present.
Evidence is not to be used for anything but evidence with the exception of the Syndicate Encryption Key. Anything used in a crime is considered evidence, this includes everything from tools, to guns, to emags. For general abuse of security equipment, see Abuse of Equipment.

OOC Notes: This should be ahelped if anyone gets charged with it; using evidence is against server rules due to powergaming policy. This does not count as a rulebreak if an officer picks up a dropped gun in the middle of the firefight; and uses it to save their own life


Narcotics Distribution and Manufacture - 207

To distribute and/or manufacture narcotics and other controlled substances. For further information reference with the Contraband Tabel.
Forcing or tricking someone to consume illicit or harmful substances, such as space drugs, is Assault. For non-distributed drugs used for recreation, see Drug Possession.

OOC Notes: This exists to hopefully help curtail botany distributing plants filled with mindbreaker, spacetoxin, mushroom hallucinogenic. Use it to curtail druglords; not somebody selling medicinal apples.


Medical Malpractice - 208

To unethically operate, treat or otherwise injure a patient; or reveal private information.
Practising medicine as a doctor on a patient without their consent or otherwise betraying the trust of the patient. Denying medical treatment to someone in need as a doctor. A psychiatrist/psychotherapist may evaluate and issue a documented veto on anybody's ability to consent to treatment.

OOC Notes: This exists to stop doctors from forcefully applying chloral hydrate to people who do not consent to treatment; and in general exists as an IC shield against shittery.



Unlawful Restraint - 210

To unlawfully detain and hold a person without their consent; or lawful reasoning.
Unlawful Restraint can apply both to crewmates who have kidnapped another or security who is holding someone without any charges past the allowed limit.

OOC Notes: Use this in good faith. Simply being dragged away with no bindings is not being unlaufully restrained.


Eavesdropping - 211

To listen into private security, command or central command communications without proper authorisation.
To listen in upon Security, Command OR CC Chatter.

OOC Notes: This is used to punish people for stealing and using encryption keys with MALICIOUS intent. Intent is key here; You do not brig someone for taking the captains headset after they had died mysteriously in maint to report it over loud-voice.


Damage to Cybernetic Units - 212

to use excessive force against a Cyborg, AI Core or AI shell without the apparent intention to destroy it.
OOC Notes: This is for anything above a few hits, and below destruction. Flashing, tipping or locking a borg/shell does not constitute damaging it and should be treated as using non-lethal tools on normal crew.

Major Misdemeanors


Aggravated Assault (Grevious Bodily Harm) - 301

To use excessive physical force resulting in severe or life-threatening harm
Defined as causing injuries that are severely detrimental to someone's health. A detachment of limb, entering hard critical condition. Extreme psychological scarring can count, but must be diagnosed by a doctor of psychology.

OOC Notes: Psychological harm cannot be faked to a psychologist. Use LOOC (Local Out of Character) with the psychologist and say if you're acting or not. If you're not, commit to it or it's an OOC issue.


Sabotage - 302

To damage or destroy a notable amount of station assets.
This is reserved for high amounts of destruction to a limited area. For example, contained plasmafloods. It can also be used for low amounts of destruction to a large area. Siphoning the entire central primary hallway to a vacuum would be sabotage. A syndicate bomb and power sink come under here, unless the bomb destroys the AI or is placed in the Supermatter Engine. Intentionally disabling the gravity generator or disabling power for entire departments come under sabotage.

OOC Notes: Practically, this is usually for bombings that don't fit under terrorism, or aren't big enough to be considered that severe of a crime.


Inciting a Riot - 303

Deliberately inciting riotous behaviour among crewmembers.
This is only used to punish ringleaders of the riots; the people who initially provoke and maintain the burning fire of rage within the mob.

OOC Notes: Use this to punish ringleaders versus random people involved in the riot; intent is important once more.


Robbery - 304

To steal items from another's person via force or other forms of coercion such as threats
Charge people with this for highway robbery - holding people at gunpoint/knifepoint, stealing their stuff and then letting them go; in more extreme cases, default to theft.

OOC Notes: Used to punish people for threatening others into giving up valuable gear; bar life-saving situations.


Assault of an Officer - 305

To cause serious but non-life threatening harm to a member of Command or Security. For disarming, grabbing, or stunning an officer during an arrest, see Resisting Arrest or Obstruction of Justice. Battery, Assault, and Aggravated Assault do not stack with this charge.
Use this for being hit with a toolbox or fire-extinguisher or the equivalent multiple times - things that will severely harm and injure you; but not pose a life-threatening risk.

OOC Notes: Use this to punish people assaulting you with any weapon that does trauma; brute or burn or otherwise - specifically aimed at those who initiate the attack on an officer or member of command, for using force to resist arrest see the Violently Resisting Arrest modifier. Keep in mind what was used though; Fists and shoves are not assault, merely batterly


Escaping Confinement - 306

Breaking out of imprisonment or attempting to break others out of confinement.
You cannot execute someone for escape attempts, unless those attempts result in a crime that would warrant such punishment. If you cannot contain someone, there's a modifier specifically for this, in which you are allowed an execution.

OOC Notes: Arm blades that can pry open airlocks? Unless they consent to being left in a room with just walls (oblige this request), you can execute. If they can ventcrawl, offer them imprisonment in an environment with no vents, or execution. Pretty simple stuff to extrapolate. Don't forget to offer cyborgification as an option.



Grand Trespass - 307

Being in a restricted area without prior authorization. This includes Security areas, Command areas (including EVA), the Engine Room, Atmos, or Toxins Research, Vault, and AI Core.
Intent is very important here; was it an accident or a deliberate trespass, did they break and enter in? All of this should be considered - their job especially. An engineer breaking and entering to trespass in the AI core should be treated as a malicious action; but if an assistant gets wormholed in, it should be treated as an accident without brig time. A door being left open, the AI letting them in, or they followed behind someone is still considered trespassing. There are some extenuating circumstances to this. A station engineer breaking into the vault to get an ore silo log to re-link protolathes if command staff are ignoring them for 10+ minutes and the silicons are refusing to open up or ignoring them, just ignore it. An engineer breaking into atmospherics to get an atmos hardsuit to fix a delaminating supermatter engine is just perfectly fine.

OOC Notes: Intent is extremely important here; and the circumstances behind it. Don't punish people for the incompetence of command staff or saving the station.


Manslaughter - 308

To cause death to a person via deliberate attack or excessive negligence, without any intent to kill.
Any effort to prevent the resuscitation or cloning of the victim raises this to Murder. If any evidence of intent exists, see Murder.

OOC Notes: Use this to punish people who accidentally kill someone if they break into their department; For example, an engineer critting an assistant with a welder, and said assistant then dying. IT IS IMPORTANT TO NOTE: Intent to provide aid(such as them using their epipen on the victim) must be present.


Abuse of Executive Powers - 309

To over-reach your executive powers as a head of staff.
Excessive acts beyond the designated profession, active disrespect of the command chain or excessive amassing of power. To simplify; over-exercising your power as a head of staff to distribute orders to those you are not in control of; or attempting to give illicit orders.

OOC Notes: This exists as a method for security to counter heads of staff abusing their power - for example - the HoP giving somebody all access; or a weapons permit without the HoS's permission - or relative head of staff.


Unlawful Restraint of an Officer - 310

To unlawfully detain and hold a member of Security, Command or Emergency Response Teams without their consent; or lawful reasoning.


Destruction of a Cybernetic Unit - 311

To use excessive force against a cyborg, AI core or AI shell with the intention to cause death.
OOC Notes: This is for anything that kills or destroys a borg, AI shell or AI core, detonating them without explicit orders from the Research Director or Captain falls under this.


Unlawful tampering with a Cybernetic Unit - 312

To alter or modify the laws of an Artificial Intelligence or Cybernetic unit without clear and explicit authorisation from the Research Director or Captain.
OOC Notes: Changing the laws of an AI or a Borg either through it's respective console or during the construction of the shell is unlawful tampering unless there is clear permission from the Research Director or it is done during a state of emergency caused by a Rogue AI. Remember, roboticists have the permission to construct borgs, not tamper with their laws.

Minor Felonies



Murder - 401

To use excessive physical force with intention to cause death, or to actually cause death.
If aid was rendered to the victim by the perpetrator afterwards, this may actually be Manslaughter. For attempted murder, use Assault GBH (301).

OOC Notes: This only counts as murder if the victim died due to a direct result of their actions; with no attempt made to aid them during their final moments. Intent is extremely important here, it can be the difference between manslaughter and murder. Unfortunately, unlike Dungeons & Dragon, you can't shoot someone in the face with buckshot non-lethally.


Grand Sabotage - 402

To cause mass destruction and/or intentionally cause the delamination of a supermatter crystal, or to cause an unlawful permanent destruction of an Artificial Intelligence.
See sabotage for causing a delamination through gross incompetence. The supermatter part only applies if it either delimates, or the sabotage is actually severe and not just three un-wrenched pipes. Putting X4 on the crystal chamber would fit this crime. Destroying multiple large rooms, or a large portion of a department would count as grand sabotage. This usually would require a maximum capacity bomb in the perfect spot, or one and a half in less optimal spots. Mass plasmaflooding also applies.

OOC Notes: The big difference between sabotage and grand sabotage is how expensive the damages are. The Supermatter Crystal is extremely expensive. A bunch of hallways aren't.

Grand Theft - 404

To steal items of extreme value, or top secret information and/or documents.
Stealing top secret documents, 25+ research nodes, the Captain's antique laser gun, the nuclear authentication disk, nuclear bomb core, the station blueprints, and any part of the supermatter crystal. For things like door remotes and ID cards, see theft.

OOC Notes: This is not solely for stealing "antag objectives".


Major Felonies

Disclaimer

All of these crimes usually warrant execution upon the person being found; doubly so if they resist. These crimes usually require direct witnesses and confirmation to charge for. This means you should ideally be using these crimes as a last resort charge.


Annihilation - 501

Complete destruction of the victim, where they are completely unrecoverable. This is only punishable with the loss of the victim’s brain.
This is your bread and butter for serial bombers; if they end up killing someone past the point of revival, stack this and terrorism. To specify; This crime is only applied on instances where a victim cannot be revived because they have been destroyed. This does not count towards DNR people.

OOC Notes: Use this to punish people who have been round removing via throwing brains into lava, space or otherwise cremating bodies.


Terrorism - 502

To create mass-destruction and/or terror for a political, racial, ideological or religious cause.
This is specifically and only for what it is defined for. This is for terrorism, which under its definition, requires political, racial, ideological or religious motivation. Without it, it's something else. You may charge multiple cases of murder as multiple cases of murder, not terrorism.

OOC Notes: If a perpetrator opportunistically released a bomb, killing four security officers, because they're chasing the perpetrator down for mugging someone, it isn't terrorism. Seriously.


Unjustified Mutiny - 503

To act individually, or as a group, to overthrow or subvert the established Chain of Command without lawful and legitimate cause.
Mutiny is not as clear cut as it may seem, there may be a legitimate reason for their actions, such as their head of staff being utterly incompetent. Application of this crime should always be reviewed by a third party. If the perpetrator's actions are for the betterment of Nanotrasen, or the station as a whole, consider a lesser sentence, pardon, or promotion.

OOC Notes: Use this to punish people who are wrongfully and randomly trying to incite mutinies. Dont punish people who had a legitimate reason for a mutiny (such as the captain ordering nuke-codes constantly). You'll probably never use this unless a revolution round somehow rolls.


Enemy Of The Station - 504

Any entity, person or otherwise object that would pose a significant threat to the station, its crew in any way, shape or capacity; Read the notes for further information
Any entity, person or otherwise object that would pose a significant threat to the station, its crew in any way, shape or capacity. Actions that may earn someone the charge of EotS include but are not limited to: sabotaging the Super Matter Crystal or HFR, sabotaging distro, attempting to detonate the on board self-destruct mechanism, the release of highly contagious and deadly viruses, the murder of 8 or more crew members and so forth. Nuclear operatives that declare war are by default declared enemies of the station

OOC Notes: This exists solely for detaining antagonists that have otherwise been terrorising the station without committing any other major crime (with proof). This has been temporarily added as a test; misusing of this will likely invoke a security ban. Use this only in good faith to detain bad faith actors. Do not try and push for execution unless they try to violently escape.

Special Situations and Modifiers

Situation Notes Modifier
Violently Resisting Arrest This refers to the prisoner battering and/or assaulting others in their attempts to resist arrest. Trying to to crawl away once being batoned is not considered "violently resisting arrest", nor is running. Adds 10 minutes if the person being arrested engaged in assault of higher while resisting arrest
Non-Violently Resisting Arrest Breaking free of cuffs and attempting to escape without harming anyone. Harm in this instance is defined by causing them damage. Shoving that deals no brute damage is not considered harmful thus isn't considered violent. Adds 2 minutes if the person being detained ran away or engaged in battery while resisting arrest
Station-Wide Threat If the prison is breached, lock the prisoners in a room that isn’t venting. If a tesloose or singuloose is approaching, evacuate the prison and take the prisoners towards a safe location. If the prisoner cannot reliably be kept in custody whilst transporting them away from imminent danger of death, consider paroling them. Relocate the prisoner to a safe location, even if it risks them escaping, if the prison is under threat. During Delta-level threats, prisoners can be pardoned.
Cooperation with Prosecution and/or Security Being helpful towards security by confessing conspirators, revealing other suspects and supplying information of value, such as revealing hostile agents. A decrease of up to 50% of sentence time or an instant release depending on the situation. In some cases, the suspect should be given protective custody.
Self Defense Suspects who are defending themselves or others from attack and are forced to retaliate and respond with proportionate force are to be excused. This does not excuse from grossly disproportionate responses. Someone punching you once does not warrant turning around and blasting their face with a pulse rifle. Instant release.
Deconversion This pertains to any instance where the suspect was brainwashed or otherwise was not in control of their mind. Instant release and expungement of any crimes committed whilst under converted.
Incapable of Secure Confinement This refers to hostile creatures that have the ability to teleport outside of confinement, pry out of containment with ease or cannot be contained at all. Being stronger than usual and being able to snap the chains between handcuffs does not count as "incapable of secure confinement", don't toy with this. You may push for execution if the suspect is violent and cannot be contained. If the suspect is non-violent, contact Central Command for a verdict. (OOC: This is a protection from over-zealous security players who are incapable of acting in good-faith.)
Unregistered personnel Traders, P-T Crew coming to exchange goods or similar are considered visitors of the station and should not be arrested unless they break other laws. Use this Modifier in good faith Any non-visitor of the station must be part of the crew manifest, not being declared on it is met with detainment and holding until crew transfer.


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.

You have great authority and the ability to influence the round for better or worse so remember our first guiding principle, be a good community member by being considerate of others and our fifth, produce a net gain of fun. Go by those and you’ll find yourself as a member of security that the people like to see in the department, be it crew, other security members or antags!

The Security Guiding Principles

  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[1], 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. 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 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.
  7. 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.
  8. 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.
  9. 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.
  10. ERP is allowed as security as long as you are not needed. On blue alert you are likely to be called and expected to respond to issues. On amber alert and above you are expected to drop your ERP and help manage the current situations. (With an exception regarding non-con against security staff)

Procedures

Arrests

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:

  • Grab their attention, it can be a message, an emote or just the Compli-o-nator from your mask.
  • 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 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.

Brig Procedures       

The suspect is to be brought to the brig cuffed, if needed, and in a stable condition, make sure that they are not bleeding out while you drag them! Notify either the Head of Security or the Warden depending on availability and place them into a holding cell where you will check their personal belongings, go over their crimes, add them to their record if needed and either release them or process them. You may keep them without charging them for up to 10 minutes, time which 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 less than 15 minutes they are to be placed into an available cell and their personal belongings in its respective locker, non-violent prisoners are to be uncuffed.

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

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

In the case of a sentence that is longer than 15 minutes a prisoner will be processed for GENPOP, our system of managing long term sentences by using permabrig and timed lockers.

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.
  • 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

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

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

Security may find itself in situations where they suspect a captured agent of using implants, which may require an implant search, which can be done in either the brig infirmary or the medbay and either by a security medic or normal one depending on availability and risk of escape. Currently, security has metaknowledge on the following implant types:

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

Note: You should only assume that an implant is at play when no other logical explanation can be given, such as someone stripped of gear releasing EMPs, someone threatening to explode with no visible detonator or explosive, etc… You should not do implant searches just because you know they exist.

Riot Control

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

The Labour Camp, sometimes referred to as Gulag, is an alternative punishment method that may allow for detainees to be released earlier through work. For a prisoner to be eligible for the labour camp they must be:

  • Willing, a prisoner has to either agree to the request or ask for labour 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 labour camp, they can be forced into labour 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 labour. Consult either a brig medic or a normal one 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 labour 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 labour camp, security is expected to monitor their well being and make sure that they are not in too much risk while mining and medical help is given as needed.

Use of Force

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, 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.

Security Roles and Expectations

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

  • Captain
  • Head of Security
  • Warden
  • Detectives (See their respective policy for details)
  • Security Officers, Brig Medic
  • Correction Officers

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.
  • Organise and manage the free orders from your cargo console so that security is adequately stocked.
  • 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.
  • Represent your department when needed.

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..
  • 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.

Security Officer

  • Enforce Corporate Regulations under the guidance of the HoS.
  • 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 and collect fines.
  • De-escalate situations to the best of your ability
  • Protect and serve

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.

  • Security Medic
  • Ensure that all security personnel fit for duty from a medical point of view.
  • Check on the physical health of prisoners and treat light injuries, transfer them to medical for serious ones.
  • Be ready to go in and rescue officers during tense situations.
  • Keep the infirmary stocked with commonly needed chems such as libital, atropine, etc…
  • Make sure that both officers and the detained person are stable after violent engagements.

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 the Command Policy Document.

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 you are hired by Nanotrasen and loyal to them and the department, not the individual in charge, so you are not expected to follow unlawful orders or protect them from lawful demotions, at the end of the day you are not their minion.

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.

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 not given a disabler, a gun or a gun permit for a good reason, because you are not intended to have one as a civilian department guard. This means that you should not arm yourself with handguns, rifles or similar without good reason such as emergencies.

Alert Levels

Green Alert

  • Lethal weapons are to be returned to the armory or kept in the personal locker.
  • Officers may request MCR-01 rifles to personally modify, though they may not carry them outside the brig.
  • Security may patrol the station.
  • 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.[2]

Blue Alert

Suspicious activity such as break ins or theft that may constitute a 304[3] or lower.

  • Long guns[4] loaded with non-lethal ammunition may be deployed.
  • MCR-01 rifles equipped with the undercharger mod may be handed out.
  • Security may search people with approval from the HoS, Warden or Captain.
  • You can take a break or continue it but you are expected to be able to respond if called upon.

Amber Alert

At 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.
  • Depending on the situation, security may request mechs equipped with non-lethal gear.
  • The HoS or Warden may distribute additional gear as needed.
  • Security is authorized to do random searches and grid searches.
  • You are expected to drop all personal activity and return to active duty.

Red Alert

Red alert is reserved for when there are confirmed hostiles and entities that could cause massive harm to the crew or the station.

  • The armory may be fully opened.
  • All security gear may be deployed.
  • Crew must submit to any search requested by a security member.
  • Security can raid departments and arrest any crew member deemed a threat to the station.
  • Security may requisition Combat Mechs.
  • Crew may be deputized and mobilized.
  • You must drop all personal activity to return to active duty.

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

Notes

[1] currently hardcore torture constitutes actions such as intense physical abuse (ex: excessive breaking of limbs), the usage of drugs or similar.

[2] Evidence, facts and circumstances which would lead a cautious and prudent person to believe a crime has been, is being or is about to be committed.

[3] https://skyrat13.tk/wiki/index.php/Corporate_Regulations#Theft_-_304

[4] SMART guns, shotguns with taser shot, etc...