Corporate Regulations: Difference between revisions
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* Crew may not be searched unless they are caught engaging in crime or there is '''Probable Cause.'''<sup>[2]</sup> | * Crew may not be searched unless they are caught engaging in crime or there is '''Probable Cause.'''<sup>[2]</sup> | ||
=== Blue Alert === | ==== Blue Alert ==== | ||
Suspicious activity such as break ins or theft that may constitute a [[Corporate Regulations#Robbery_-_304|304]] or lower. | Suspicious activity such as break ins or theft that may constitute a [[Corporate Regulations#Robbery_-_304|304]] or lower. | ||
Revision as of 02:11, 19 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 |
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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.
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• 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
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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.
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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. | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Infractions
Minor Misdemeanors
Major Misdemeanors
Minor Felonies
Major FeloniesDisclaimerAll 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.
Special Situations and Modifiers
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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
- 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[1], 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 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.
- 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 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#Robbery_-_304
[4] SMART guns, shotguns with taser shot, etc...