Security Policy

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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.

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.

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.