Security Policy: Difference between revisions

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* Security must respect the privacy of crew members and no unauthorized searches are allowed.
* Security must respect the privacy of crew members and no unauthorized searches are allowed.
   
   
=== '''Blue''' ===
=== Blue ===


Security may set up checkpoints for random searches.
Security may set up checkpoints for random searches.

Revision as of 19:08, 11 April 2021

Notice

This document is in development and may be changed often. Please ensure you check for updates periodically to keep up-to-date.


Basic Guiding Principles

  1. Follow the Action-RP Lawset and escalate appropriately. Roleplay whenever possible. Failure to do so will result in punishment.
  2. As strongly stated in our Guiding Principles, the main goal of this server is to create a fun roleplaying experience, not to win. If you are concerned about how to win instead of the story experience, this is not the server for you.
  3. Whenever you are given the green light to use lethals or "shoot to kill", this is not a license to execute them when they are downed or are surrendering without due cause.
  4. Handle a hostage situation with extreme caution. The preservation of civilians and your comrades should be your #1 priority over arresting someone. Acting as if the hostage does not matter will be punished OOCly for poor roleplay.
  5. Be aware of the meta protection placed around antag items. Non-obvious items are meta-protected where other obvious items like an energy crossbow and grenades are not. Typically, if the item is disguised, you don’t know of it.
  6. Being a bully as a security officer is acceptable. Being corrupt as a security officer is acceptable. However, if it comes to the point that the way you're playing shuts down roleplaying opportunities for others, that means you are doing it wrong. You want to create conflict to generate roleplay, not destroy the possibility of it. Furthermore, as a security officer, you cannot ignore obviously antagonistic behavior that is a threat to the station. If you know someone is not a threat to the station, taking a bribe is acceptable.
  7. Antagonists are an essential part of the game. Unless it is unsafe to do so, players are encouraged to use methods of punishment that do not remove antagonists from the round such as gulag or perma. Calling for the execution of a non-violent and cooperative antag may be marked as failrp. However, this is entirely up to the Captain, acting captain, or HoS, and their ruling (in order of the CoC) is final.
  8. Corporate Regulations is a suggestion, and is never a substitute for thought, intent, and context. Being unnecessarily harsh is generally frowned upon, even if it's in the regulations.
  9. Work with traitors to create a fun and engaging story, don't just shut them down to win.
  10. ERP is allowed as security as long as you are not needed. Red Alert and higher you should end your ERP and return to your job. (With an exception regarding non-con against security staff)
  11. Use the minimum required equipment to handle a situation, you should not be preemptively equipping yourself for threats.
  12. Do not go around screaming out the game mode the second you see something. Keep meta-knowledge in mind (detailed below), and never, EVER go and scream out stuff like “traitor”, “ling/changeling”, “malf”, “revs”, and the like. It’s completely LRP behavior and does nothing but encourage validhunting.
  13. If you are being demoted, role-play out the scenario and realize that it can happen. Do not attempt a one-person coup, doing so will be considered failrp. Do not drop all context of Roleplay and start acting like shit-tide.
  14. 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.
  15. Remember to use CI, you are in a role that will make use of this far more than most players and has the most related impact.
  16. Handle unknowns as if they are unknown, don't rely on metaknowledge to guide your decision making. What would your character think for the first time.
  17. Expect to be potentially Round Removed, you are in a position of power. You have no entitlement to surviving the entire round, this rule applies to Antagonists, Heads of Staff, and Security.

Roleplaying Availability Policy for Security | What to know!

  • Commanding officers such as the head of security and security sergeant should refrain from needlessly calling all available officers to handle a matter unless said matter is a station-wide emergency, rather they should allocate officers smartly to a situation and keep officers on reserve. Officers do need a break ICly to perform at their best, and OOCly, they want to roleplay and relax as well, not chase after everything all the time. You are, after all, given way more security slots than is usual for a server of this type. They were not meant to be used all at once unless it is a station-wide emergency. Using all at once upsets the balance, not to mention it reduces the flexibility of security and can mentally exhaust the players playing the security officer.
  • From both an OOC and IC perspective, all officers must stop what they're doing within a timely period if they are able to handle an emergency when called upon, whether it's a manhunt, a pirate attack, or a general shortage in personnel. Failure to do when it makes sense ICly and if you are not impeded in any way may open you up to a security ban, as such behavior is considered LRP. If an officer is unable to do so due to being impeded either through imprisonment, capture, health and so forth, they will not be punished, as it would make IC sense that they would not be able to respond. While they should not be called upon needlessly, they should always be ready to respond if able. If they wish to be free of this burden, they can go on the break by asking to be converted to an "assistant" or "off-duty" role.

Introduction

This document should serve to work as a set of guidelines, references, and suggestions on how to handle antagonists and crimes on the station. It will also clarify the roles of all persons involved with security. Both their job requirements and their restrictions. If you find something that appears to go against corporate regulations, you are to make a report of the situation and file it with both the Head of Personal, the Captain, and the Head of Security. If you believe the situation is egregious enough that it warrants direct Central Command Involvement, you may attempt to contact them and let them know directly of the situation.

Who Orders Who

  • Civil Disputes Officer
  • Security Officers, detectives, and Security Medic's all share the same rank.
  • The Sergeant is in charge of all officers active in the field, outside of the armory, they are the first point of contact for security personnel.
  • The Warden is second in command to the HoS commanding all situations involving the armory and brig.
  • The Head of Security is at the top of the security hierarchy. All security members take orders from him, and he takes his orders from the Captain.
  • The Head of Personnel is not part of the security hierarchy and should not heavily involve himself in security affairs. The HoP cannot order security around and cannot enter secure areas such as the Armory without authorization from the HoS.
  • The Blueshield reports directly to the Captain and Command Staff. They may request security support during an incident, but may not make an arrest. Though they are also directly under Central Command and can be called upon by Central to override command staff.

Key Points | What you should know about your job!

Head of Security

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

Warden

  • Look after the prisoners, make sure they don't die or get unfair sentences. Feel free to talk and get to know your prisoners, you probably want to know what they did to be sentenced to Perma and whether you need to worry or can rely on them in an emergency.
  • Arm security with weapons in times of war.
  • You are not a Security Officer and do not have to go outside of the brig (and really should not go out of the brig). Stay in the brig.
  • As the Warden, you have authority over the brig and any security officers inside the Brig.
  • If an unauthorized person enters your brig, you may use lethal force.
  • Properly store and maintain all contraband submitted as evidence.
  • Follow Proper Brigging Procedures
  • Punishments should fit the crime. Use your best judgement and try to give people the benefit of the doubt.
  • No prisoner is to be held for longer than ten (10) minutes in Processing if no evidence against them is readily available. Should the ten (10) minutes expire without any evidence of any crimes coming to light or charges filed, the prisoner is to be released regardless of accused crimes.
  • Do NOT fully strip the prisoner unless they have earned a permanent sentence

Security Sergeant

  • Field support officer, primary job is to organize and direct officers during security situations.
  • Direct security staff across the station to respond to events accordingly.
  • Help provide field information to the HoS as needed.
  • Train and ensure quality in security personnel.

Security Medical Officer [WIP]

  • Ensure all security personnel are in working condition.
  • Ensure all prisoners are alive and healthy.

Detective

  • You are not Security. You are an investigator. Your revolver is only for self-defense.
  • The Detective's job is to investigate the remains of any crime, identify the perpetrator, and then ask Security to arrest them for you. That's right, you have limited security access because you're supposed to be an evidence collector and hunter of monsters, not a goddamn beat cop or warden.
  • Assist security with finding the culprit of a crime by using your forensic tools and investigation skills.

Security Officer

  • Likewise, the Heads of Staff have authority over their respective departments. You are expected to assist heads in ejecting unwanted trespassers and demoting unwanted personnel from their departments.
  • The Corporate Regulations is a set of guidelines, meaning you do not have to follow it. You'll be considered a better officer once you understand which crimes cause legit grief (such as sabotaging a workplace) and which don't.
  • Department guards report directly to the Head of Security, but may be dismissed from their post by the department head.
  • You have stun weapons, USE THEM. Don't kill if you're not in serious danger. `
  • Your job is to de-escalate problems until they go away, even if that means violent force you should always at least attempt a peaceful solution.
  • Don't become Shitcurity.

Civil Dispute Officer [WIP]

  • Your job is to help handle any civil issues that may arise on the station. Maybe two crew members got into a fight, you should go break it up and try to find a resolution.


Blueshield

  • 1) Tenants of being a good blueshield
  • 1.1) Never go out of your way to assist Heads of Staff unless they request it, be it in combat or other circumstances. This is for your own protection and deniability.
  • 1.2) Never /ever/ interfere in a fight a Head of Staff starts; unless you have reason to suspect they, or the person they are fighting with, has lethal or otherwise intent of extreme harm. You are a bodyguard, not a babysitter - do NOT be a weapon for them
  • 1.3) Do NOT touch security matters, at all; if you see someone getting beat or stabbed, and they are not a Head of Staff? Call it in on security. Never. Ever. Interfere with antag situations unless you /must/. This is for your own safety.
  • 1.4) Never discharge your firearm without good reason. It does a /lot/ of damage, and overpenetrates. Make sure your firing line is clear before shootng. If you hit a civilian, you will do serious damage by accident.
  • 2) OOC guidelines - THESE ARE UNAVOIDABLE
  • 2.1) Never attempt to engage in arresting, or otherwise detaining antagonists or other threats to the Heads Of Staff unless they pose a serious, unmitigable threat to the ongoing safety of your charges
  • 2.2) Never go out of your way to assist in validhunting. If someone attacks you first; you're fully allowed to attack them back. Your gear is almost exclusively lethal. Treat it as such; your firearm is the definition of a handcannon.
  • 2.3) Never attack a head of staff, unless in extreme situations of self defence - and even then, only to disable; not to injure. If you can, apply your baton and disarm them, before using cable-cuffs or whatever you can scrounge up to safely detain them for processing.
  • 2.4) You are not required to follow orders from any Head Of Staff. You are an agent of CC - You are not within the stations Chain Of Command for a majority of your work; and that includes orders. If you are asked to do something - you should always weigh it against your own objectives, as a Blueshield - and decide to follow it or not; in the case of situations where this results in a demotion, or otherwise negative behaviour from Heads Of Staff - fax Central Command for orders.Central Command for further instructions.
  • 2.5) Never loot the armory for your own gain, or for more ammunition. This also extends to objects such as fireaxes, sidearm tokens, ecetera; just because you have access, does not mean you have permission. Use your brain.
  • 2.6) Never go out of your way to kill a threat, unless its unavoidable. Your gun does additional stamina damage per shot - and is quite effective at disabling limbs in 1-2 hits against unarmoured/lightly armoured targets. You dont /need/ to shoot until they die, just go for the arms and follow up with a baton hit. In the case of NLWI (Nonlethal weapon Immune), you are able to shoot until they stop moving. This also applies to CQC+ and other martial arts that make safely detaining the agressor impossible.


Use of Force

As a member of the station's Security force you are one of the best armed and protected people on the station, equipped with the latest in non-lethal takedown technology. It is for this reason that the situations that warrant the use of Deadly Force are few and far between, in the grand majority of circumstances you will be expected to use your stun weapons, which indeed are many times more effective than lethal options, to diffuse a situation.

There are a few circumstances where deadly force is permissible:

Code Red Situation - situations which would warrant a Code Red, such as: full blown mutinies, hostile boarding parties, and Space Wizards automatically authorise lethal force. Note: The Alert Status is not required to be elevated to Code Red as in most of these scenarios the Chain of Command will be too damaged or otherwise occupied to raise the Alert Level.

Non-Lethal Weapons Ineffective - certain targets are impervious to NLWs, such as Mechs, Xenomorphs, Borgs, and Hulks. Lethal force may be used against these targets if they prove hostile.

Severe Personal Risk - sometimes getting close enough to a target to slap the cuffs on will create significant personal risk to the Officer. Deadly force from range is recommended to subdue Wizards and Changelings.

  • Criminals in hostile environments such as space, fire, or plasma leaks also fall into this category, as do criminals believed to be in possession of high explosives. Ranged lethal force is the only reasonable option in these conditions.

Armed and Dangerous - if a suspect is in possession of weapons, including stun weapons, and you have reasonable suspicion that they will use these against you, lethal force is permitted. Although in the majority of cases it is still preferable to attempt to detain them non-lethally.

  • Unauthorized personnel in the armory are considered by default to be Armed and Dangerous, maximum force is permitted to subdue such targets.

Multiple Hostiles - it can be extremely difficult to detain multiple hostiles. As a last resort if you are being mobbed you may deploy your baton in a harmful manner to thin the crowd. Generally it is better to retreat and regroup than stand your ground.

Additionally, in the event of an attempted prison break, Security may fire lasers through the glass. They are expected to first fire a few warning shots before unloading their weapon into the target. The taking of one life should be vetted and determined carefully as in the end, the person who decides their fate, takes all responsibility. There are other aspects to consider, too. More often than not, the situation won't be as clear-cut, requiring security officers to think on their feet. You may find yourself wondering as to what extent the law should be applied, for instance, in which case these scenarios might provide useful orientation:

Traitor A is doing a gimmick, which doesn't really involve killing people unless in self defense. Traitor A's gimmick can be considered fun by most of the crew. You may want to either play along, provided doing so would make it more fun for everyone involved, or arrest the guy and run a little gimmick on your own (such as a public trial). Since traitor A is most likely still breaking the law and/or in possession of contraband, it's up to your discretion what to do, depending on circumstances.

Traitor B is just trying to complete his objectives in a stealthy way. Traitor B is killing people when necessary, or if they're an assassination target, but he isn't going on a rampage. In this case, Traitor B should be arrested and have his gear confiscated. Arresting may cut the traitor's fun short, but it may also make it more fun for B as he has another chance to try and succeed. It'd also give the traitor ways to come up with plans for whatever may happen if he gets caught. If Traitor B tries to gun down security, well, he can't expect you not to fight back! Consult with the HoS or captain and if they decide execution is the best way to handle this sort of traitor, that's fine! A public execution may be more fun for everyone than tossing them naked out an airlock, though, and gives a quick-thinking traitor the potential to escape.

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

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

Non-Aggressive/Non-Combatant Entities

Non-aggressive and/or non-combatant antagonists such as, but not limited to: Vampires, Changelings, Wizards, etc. may be present on the station at any given time. While these entities are normally labeled Enemies of the Corp, not all of these entities are violent or have malicious motivations/intent. These entities may be able to provide station members and security personnel with intelligence on known or unknown threats, assist in the apprehension of criminals, or may be seeking shelter in the station and thus will assist with daily operations such as cleaning, cooking, etc.

Station heads of staff and security personnel should make an effort to ascertain the intent and motivations of perceived antagonists before they are executed, borged, or exiled. While these entities may be officially labeled by Nanotrasen as Enemies of the Corp and thus may be killed on site, security staff are strongly encouraged to allow these entities to exist with or without restrictions as long as they are not aggressive and/or not combative. If they utilize this to hide their activities before becoming hostile. Use of Lethal Force is allowed.

Shitlers/Greytiders

Single shitlers can be punished with a timed brig sentence like any other criminal. If they come back looking for trouble again and again, start asking about a perma sentence. A "three-strikes" rule is a generally accepted standard.

Criminals screaming that security is rogue or murderous (when they're actually not) should be threatened with a stint in perma.

In cases of a full-on invasion by Assistants (a greytide), lethal force (within reason) is justified. Don't be afraid to crack a few skulls if it means keeping the Armory secure. A persistent greytider should be adminhelped once all possible IC solutions have been evaluated. If the same person is behaving horribly as non-antag across multiple rounds it may be bannable.

Loss of Life

Loss of crewmember and department staff is considered to be a massive investment lost to Nanotrasean following numerous legal complaints. All crewmember life should be considered valuable and should not be taken lightly. The use of cloning technology is experimental at best and may lead to complications and thus lawsuits if it is determined their death could have been prevented.

In the event of repeated abuse of cloning and lack of respect for crew life. The offender may be subject to punishment.

DNR BAN

  • Implies player cannot be revived. Should be used to punish those who do not value the life of their character or other players characters.

Pacification Ban

  • Implies that the player cannot engage in hostile actions aboard the station for a set period of time.

The Brig / Punishments

Punishments should fit the crime. Use your best judgment and try to give people the benefit of the doubt. Consider the following examples:

Robert Marshal, an assistant, is arrested for running into Medbay and taking a stethoscope. They've been very cooperative with security personnel.

DO

  • Confiscate the stethoscope and return it to Medbay when possible
  • Remove any items that could be used to break out and place them in the cell locker
  • Set a fair timer on the brig cell, one to two minutes (or don't give them a timed sentence at all!)
  • Uncuff the prisoner, leaving them bucklecuffed is considered poor form

DON'T

  • Confiscate items that were unrelated to the crime (tools, gloves)
  • Beat the prisoner unless they are actively resisting arrest
  • Give a ten-minute sentence

The shaft miner, Tyler Stevens, broke into engineering from space and immediately began attacking a station engineer.

DO

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

DON'T

  • Beat the prisoner to the point where they're critically injured or worse.
  • Strip their items in the rapidly depressurizing engineering room.
  • Let a lynch mob harm your prisoner.
  • Refuse their request to speak with legal counsel.

An energy sword is found in maintenance. The detective scans it and finds one set of fingerprints and several sets of blood. The prints belong to Jane Conway, the curator. She is subsequently arrested and hauled into the brig.

DO

  • Strip all of their possessions and put them in an orange prisoner jumpsuit. Confiscate any contraband and turn it into the Warden.
  • Inform the Head of Security.
  • Interrogate the prisoner. Perhaps they have more contraband hidden elsewhere, or they're working with another enemy of the corporation.
  • Allow them to speak to a lawyer. If they wish to be put on trial, attempt to facilitate that.

DONT

  • Beat them to death on the spot.
  • Talk about executing them or otherwise harming them. Your silicon friends won't take kindly to that.
  • Refuse to negotiate. There are an infinite number of options besides tossing someone in perma or executing them.

To sum up, acting in good faith and treating prisoners fairly ultimately leads to more trust between security and the rest of the crew. Every incident is different and will have its own unique set of factors that ultimately determine the outcome. Security should be busting heads infrequently.

Capital Punishments

Execution Procedures

Unlawful executions are considered manslaughter if the execution was the cause of incompetence. When evidence shows the execution was not caused by incompetence, the punishment is murder, or when relevant, annihilation.

All executions must be approved by both the HoS and Acting Captain. In the case where an Acting Captain has not been selected by command, the HoS may make the decision. Otherwise in the presence of a full Captain, refer to them.

Executions may be done either by lethal injection or by firing squad.

Lethal injection:

  1. The captain, the HoS and a medical professional must be present. Additional personnel may be admitted as witnesses by the captain or HoS.
  2. The prisoner must be buckled in a suitable execution room and allowed their final words.
  3. The medical professional proceeds now with the administration of the lethal injection.
  4. The body of the prisoner should either be incinerated or stored in a body bag marked "Do not revive". If the injection fails, the Captain is free to execute the prisoner by other means.

Pacification:

Firing squad:

  1. The Captain and HoS must be present. There must be at least two designated shooters. Additional personnel may be admitted as witnesses by the captain or HoS.
  2. The prisoner should be escorted to a suitable location and allowed their final words.
  3. The Captain or HoS commands the designated shooters to fire. Only strictly lethal anti-personnel weapons are allowed to be used.
  4. The prisoner's body should either be incinerated or placed in a body bag marked "Do not revive".

Dealing with Riots

Station Riots:

Travel in buddy teams (pairs), an alone officer is a dead officer. Retreat to the armoury and obtain the appropriate equipment. Riot suits, helmets and shields will be invaluable in any melee fight. Make sure you still have a non-lethal option. Avoid carrying more than you need. Opt for non-lethal capture where possible. Use internals and adopt reasonable spacing to avoid gas and explosives from decimating the entire team. Don’t get greedy and over-extend yourselves. When stepping into riot situations without intelligence, it’s incredibly easy to get ambushed. Once a single officer falls and is captured, all of the security comms are compromised and now the rioters have access to security as well as security equipment. Travel in a group. If the rioters are contained within an area, start blocking off escapes. Consider using escapes as an alternative point of entry.

Alert Levels

Green

  • Weapons should be holstered.
  • Standard station patrol routes followed.
  • Crew should store spare lethal magazines and equipment.
  • Crew members may freely walk in the hallways.
  • Security must respect the privacy of crew members and no unauthorized searches are allowed.

Blue

Security may set up checkpoints for random searches.

  • Non-lethals may be visible at all times.
  • Searches may be authorized by the Head of Security on suspicious crewmembers.
  • Security Personnel may carry spare non-lethal magazines on person
  • Security Personnel may carry one lethal sidearm magazine on person.

Amber

  • 1 - 2 active Confirmed hostiles, no recorded bombings.
  • Security personnel may be equipped with lethal primaries
  • Grid Searches Authorized
  • The acquisition and ordering of security equipment is with reason, but should be done with a reasonable expectation. Equip yourself to the minimum of what is needed, not the maximum.
  • Warden may distribute more ammunition if required.

Red

  • Red alert is reserved for when there are multiple confirmed hostiles and entities that could cause massive crew harm. It should typically not be necessary for internal incidents. See Use of Force
  • Armory may be opened and crew equipped.
  • Energy guns, laser guns and riot gear are allowed to be given out to security personnel if the HoS or Sergeant agree.
  • Security can raid departments and arrest any crew member deemed a threat to the station.
  • Crew members must submit to any searches requested by security personnel.
  • Crew may be Deputized
  • Combat Mech’s may be requisitioned
  • Security personnel should stop all personal activity and return to active duty.

Delta

  • 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

  • The universe is ending, goodluck maintaining order.

Security Controlled Locations

The Brig: The Warden runs this. If you're in here, the Armory or any other part of the security sector he has authority over you. The Brig itself has cells and cell timers.

Prison Wing: The prison wing is used to indefinitely hold criminals charged with major crimes. Like the Brig, the Warden has authority over this area. However, transferring a prisoner in and out should not be done without authorization from the Warden or someone superior.

Security Office: The Security Office is attached to the Brig. It contains the Head of Security's Office, a SecTech vending machine, security computers, and a couple of equipment lockers.

Security Posts: Small Security Posts are in each of the station's four major departments: Cargo, Medbay, Research and Engineering. These offices each have a security records computer.

Armory: The Armory contains additional weapons and armor which the Head of Security and Warden have access to. They should hand out these weapons in case of increased danger, such as a revolution or syndicate invasion. Do not secure the Armory without a justifiable reason. "I expect people to try to break in" is not acceptable, that's called metagaming.

If someone is actually TRYING to break in? By all means, move the weapons. Don't move them at roundstart without any real reason other than to dick over antags who go through the trouble of getting all the way in undetected.

Arrival Checkpoint: This checkpoint is near the Arrival Shuttle. It has an ID computer that the HoP can man as well as other security computers. There is also a locker with security gear. If you're a late-joining Security Officer, it might be a good idea to take the equipment from here, assuming it hasn't already been ransacked.