Security Officer: Difference between revisions

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m (→‎The Peacekeepers: First sentence sounded too forced. Reword for better meaning.)
m (Made it so the reader reviews the Security Policy, which wasn't mentioned in the page.)
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NanoTrasen has developed a state-of-the-art research station, and in the same breath, they signed a clown onto the payroll. It henceforth falls to you to protect the station from threats, real or perceived. Your fundamental role is to ensure crew safety. This may mean putting yourself at risk, but that’s why we wear the badge.
NanoTrasen has developed a state-of-the-art research station, and in the same breath, they signed a clown onto the payroll. It henceforth falls to you to protect the station from threats, real or perceived. Your fundamental role is to ensure crew safety. This may mean putting yourself at risk, but that’s why we wear the badge.


'''It is important to note that Security is one of the most mechanics-heavy roles on the station and requires a fairly high degree of proficiency in the game’s basic controls. For this reason, getting a good deal of experience in other roles is suggested before attempting to play as Security, lest you be branded “Shitcurity” – or worse. '''
'''It is important to note that Security is one of the most mechanics-heavy roles on the station and requires a reasonably high degree of proficiency in the game’s basic controls. For this reason, getting a good deal of experience in other roles is suggested before attempting to play as Security, lest you be branded “Shitcurity” – or worse. '''


==The Peacekeepers==
==The Peacekeeper==
Whether you arrest, protect, or counsel the crew, your job is to ensure peace in the station and everyone in it. It is essential that you, at the very least, speak to the crew as you go about your patrols. The more you get to know your crew, the more cooperative they will be. Take priority in de-escalating situations more than anything. Expect to be judged by everyone, including your peers.
As an Officer, your job is to ensure peace. You have been tasked to provide peaceful resolutions. The ability to arrest, protect, and counsel the crew and solve problems comes with great responsibility. Your actions and choices will have consequences. Expect to be judged by everyone, including your peers. Don't forget that you are not alone; always ask for help, even if it's not coming from a fellow Officer. You will get to know your expectations that way. Lastly, review the [[Security Policy]], which details said expectations.


==Read The Situation==
=== Read, Assess, Act ===
There is a wide misconception that being part of the security forces means beating people into submission and ruling with an iron fist. This is the farthest possible thing from the truth. As a security member, the station trusts you to be an effective peacekeeping force. Even though [[Corporate Regulations]] exist and should be followed, that is not your only job.
There is a wide misconception that being part of the security forces means beating people into submission and ruling with an iron fist. This is the farthest possible thing from the truth. As a security member, the station trusts you to be an effective peacekeeping force. Even though [[Corporate Regulations]] exists and should be followed, that is not your only job.


Remember that it isn't your job to stick your nose to every action and every conversation; you are better than that. Everyone deserves to be confronted with dignity and respect. You should work with the crew to be less disruptive or avoid fighting. Be the mediator in every conflict. Not all confrontations should lead to an arrest.
Remember that it isn't your job to stick your nose to every action and every conversation; you are better than that. Everyone deserves to be confronted with dignity and respect. You should work with the crew to be less disruptive or avoid fighting. Be the mediator in every conflict. Not all confrontations should lead to an arrest.

Revision as of 13:47, 1 October 2023

This page needs to be reviewed/updated.
REASON: contents of this page should be checked
PRIORITY: Not defined
SECURITY

Security Officer

Superiors: Head of Security
Difficulty: Hard
Guides: Guide to security, Corporate Regulations, Security Policy, Security Items
Access: Security, Brig, Holding Cells, Courtroom, Maintenance, Weapon Permit
Duties: Protect company assets, follow the Corporate Regulations, respect the crew.
Minimum requirements: Don’t create more problems than you solve. Be a deterrent to chaos and destruction.

SECURITY

Department head:
Head of Security
Security roles
Guides

NanoTrasen has developed a state-of-the-art research station, and in the same breath, they signed a clown onto the payroll. It henceforth falls to you to protect the station from threats, real or perceived. Your fundamental role is to ensure crew safety. This may mean putting yourself at risk, but that’s why we wear the badge.

It is important to note that Security is one of the most mechanics-heavy roles on the station and requires a reasonably high degree of proficiency in the game’s basic controls. For this reason, getting a good deal of experience in other roles is suggested before attempting to play as Security, lest you be branded “Shitcurity” – or worse.

The Peacekeeper

As an Officer, your job is to ensure peace. You have been tasked to provide peaceful resolutions. The ability to arrest, protect, and counsel the crew and solve problems comes with great responsibility. Your actions and choices will have consequences. Expect to be judged by everyone, including your peers. Don't forget that you are not alone; always ask for help, even if it's not coming from a fellow Officer. You will get to know your expectations that way. Lastly, review the Security Policy, which details said expectations.

Read, Assess, Act

There is a wide misconception that being part of the security forces means beating people into submission and ruling with an iron fist. This is the farthest possible thing from the truth. As a security member, the station trusts you to be an effective peacekeeping force. Even though Corporate Regulations exists and should be followed, that is not your only job.

Remember that it isn't your job to stick your nose to every action and every conversation; you are better than that. Everyone deserves to be confronted with dignity and respect. You should work with the crew to be less disruptive or avoid fighting. Be the mediator in every conflict. Not all confrontations should lead to an arrest.

Diplomatic solutions are not always possible. Should they fail, you have Security Items available. If faced with a crime scene, secure it and find your leads. Seek assistance from your peers, and involve the Detective when possible. Avoid touching anything that might be potential evidence. Put any potential evidence (or dangerous items) in an evidence bag should it be sent to the brig. If you don't have peers to help you, do not worry! Record your findings to the best of your abilities, and don't give up. The important thing here is not to conclude your investigation too quickly. Sometimes, your findings will lead to a dead end, and that's okay! Not all cases will have a resolution.

Once you find the criminal, take them to the brig for processing. You should try handing them over to the Warden or the Corrections Officer to continue your duties. Do not forget to list your charges. The sentence time should start from when they are apprehended. Treat the criminal with basic decency.

Guns at the Ready!

When getting kitted up, your previously mentioned cabal of tools are a must-have. Generally speaking, you’ll be wanting to hit up the brig for such things. Should these leave you empty-handed, check in with the Warden. Worst case, it may be worth checking the checkpoints that are scattered around the area. Outside of this, however, there are a few other items that can also be useful;

  1. Your starter token! This can be used at the vendor within your department to get you one of several sidearms, alongside the ammunition for them. You DO NOT START with a gun, you have to redeem it to get your tools!
  2. The peacekeeper belt, filled with your trusty telebaton, pepperspray, handcuffs, and flash. All of these are crucial to your success!
  3. The extra ammunition within the vendors can be incredibly useful, as IDHF rounds go through windows, and deal no brute damage unlike your rubber and baton arms.
  4. A Universal Recorder can be useful for recording confessions or ensuring your word is able to be believed. Evidence can be essential for tough to crack cases!
  5. A Plush Toy can be useful for consoling some crew members. While this may seem strange, it is often harder for a person to be angry when looking at a fluffy friend!
  6. An active personal AI can be a lifesaver when the going gets tough! While not the most commonly accessible device on the station (at least in an active state) a good pAI can operate as a rookie with the ability to pull open a door in an emergency.

The Daily Grind

In the Security Department, you are the lowest rung. While you are not directly subservient to the Warden, you are expected to follow their instructions. Above both of you is your Head of Security, and above them is the Captain themselves. This chain of command is what you will primarily be operating under aboard the station. Outside of the station, Central Command provides direction to the Captain, meaning some orders passed down to you may be from CentComm themselves. When assigned to a department, you may also receive orders from its Head of Staff. While these are not as important as the ones from your direct superiors, it will put you in the department’s good books if you do as asked. When patrolling, take the time to get to know your fellow crewmate; it may make them easier to talk down from crimes if you already have an established rapport. Most pressingly, be kind. 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.

Mechanical Minds, Silicon SecOffs

One of your most useful tools is your small friend, Officer Beepsky. Your Sec HUD can be used to set someone’s arrest status on the fly, and for those you can’t see you can call in to the Warden, who can set this status on their console. Once he finds a target, his on-board radio will let you know when he finds the no-good criminal! It cannot be overstated how useful this can be during a manhunt. An extra pair of eyes is nothing to scoff at, so be sure to call in reports of criminals frequently.

GREAT GOOGLY MOOGLY IT’S ALL GONE TO SHIT

There comes a time in every good officer’s life where things go, to put it kindly, tits up. The most important thing is to remember that most situations can be resolved by organization, and that more chaos will simply lead to worse problems down the line. Keeping in contact is more essential than ever when the red alert is raised. It may be worthwhile to establish regular check-ins. Information should be compiled regularly and, where possible, communication to the opposing force should be maintained. In the event that the opposition is actively avoiding diplomacy, then it’s time to raise hell.

The Syndicate

Perhaps NanoTrasen’s most known rival, The Syndicate have a long-standing grudge against NanoTrasen for their actions. These units often work in secret, but occasionally choose to go loud. Be aware that one of their favourite tricks is to punch a hole through our beloved station, as well as it's inhabitants ribcages. No amount of plastic surgery can recover your brain from the fine paste that used to be your skull; in short – use an Explosive Ordinance Disposal (E.O.D.) suit when handling anything that looks like it might turn you into mincemeat. Recovery of NanoTrasen assets is tantamount to a successful anti-operative response. Beware that your silicon intelligences remain unaffected should it come to light that your station has been targeted. Generally speaking, respond to the threat at hand with equivalent force. Someone running around with a lockbreaker and a suspicious looking turtleneck isn't any good reason to break out the lethal weapons from the armory, but responding to a madman mowing down the crew with a heavy machinegun by sprinting at them with a baton is just as likely to get you lynched by the crew as your opposing operative.

Nuclear Operations

Your conversations with Nuclear Operations are likely to be little more than interrogation. Let me be clear, you’ll need all the information you can get – but these people will not be willing to talk to you for very long, and have a tenancy to explode when left alone for long enough. With the goal of detonating the on-board Nuclear Failsafe, killing anyone and everyone caught in the blast, these teams will be a significant test of your preparedness. Once an incursion is confirmed, keeping an eye on the nuke is a good idea; however patrol teams are also strongly encouraged – the best defence is a good offence. The Nuke Ops are useless without your on-station nuke disk. Guard this with your life. If this situation is confirmed, you will want to upgrade your kit from the Armoury. Despite what you might hope, your pea shooter and lightning gun are unlikely to hold up against the forces of a paramilitary incursion. Work with your team, stay together, and report in regularly if you wish to keep your body from resembling Swiss cheese.

Revolution

Let’s be honest; NanoTrasen isn’t the best company to work for. While most are usually placated by the smooth taste of Vodka and the delicious flavour of Donk Pocket, the working man may one day find that their ongoing labour violations are too much. In this situation, you have one positive thing going for you; by the nature of concession, these folks are the most likely to be willing to hold a conversation. Try to find out what their issue is and to work with them. In the event that they simply wish anarchy upon the station, then it's time to start cracking skulls.

The old adage of “You can’t put us all in Prison” may eventually ring true, if only due to you running out of bullets. Thankfully for you NanoTrasen has Mindshield Implants available. These implants will free the afflicted of their less loyal ideas and can be acquired by screaming at the Warden until they hand them over or shoot you. Be sure that the Blueshield keeps an extra close eye on the Department Heads during such a turbulent time.

The Cult of Nar’sie

An unconfirmed group, but a worrying one none the less. Keeping track of those in this group of interest will be an essential part of supressing them, in the event that they are present. Cults rely on power by numbers, so attempt to keep their numbers down. Mindshields may or may not work on eldritch magic – our information is unclear, but at any rate there may be another on the station with a more spiritual solution. All that's known for sure, is it's always a good idea to keep their strange knives away from them, and the odd runes they carve from their blood are never a good idea to be around...

Shitcurity II: The Reckoning

Good news; you’ll have a front-row seat to any investigation into your own actions. Better news; you’re not too suspicious wherever you go. The AI will usually let you into most places, but in doing this you will likely be followed to ensure you do as you say – at least briefly. Final news; you’re able to keep track of all the news on your brothers and sisters should you have additional people on your side. You can usually get away with arresting someone on your word alone. Be careful, though – your team might sense foul play if they don’t end up back at the brig. Your access to weapons is rivalled only by R&D and Cargo, and your work is usually already slandered over the radio – giving you a Get out of Jail Free card. At least for now.

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