Blueshield: Difference between revisions

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{{JobPageHeader|headerbgcolor=darkblue|headerfontcolor=white|stafftype=COMMAND|imagebgcolor=lightblue|img_generic=Generic_Blueshield.png|jobtitle=Blueshield|access=Command, Security, Medical|difficulty=Hard|superior=[[Captain]]/[[Chain_of_Command|Acting Captain]](to an extent). Reports directly to Central Command as well.|duties=Guard the current Captain, guard other Heads of Staff, guard the Bridge.|guides=[[Space Law]], [[Chain of Command]]|quote="Head of Security is dead, Captain has no head--and I've misplaced the disk."}}
 
The Blueshield agent onboard Bubberstation 13 has one of the most essential jobs in the shift: making sure the Captain and other Heads of Staff do not meet an untimely demise due to their poor choices. Your job is entirely centered around this one duty, and you are not expected to be the Captain's servant. At the end of the day, your only concern are the safety of command members.
 
'''Bare minimum expectation:''' Remember that you are NOT a redshirt security officer, and instead act as the cultured Asset Protection Officer you truly are.
 
== Loadout ==
The Blueshield is issued a specialist kit, of higher quality than the average goon’s, due to the sensitive nature of their assignment aboard the station. The core of this kit is typically included in a locker within the Captain’s quarters, Bridge, or on some facilities, there is space to furnish the Blue Shield with their own office. On your person and in your locker, you will find the following Essential Items:
 
# A full Security Belt with pepper spray, cuffs, flashbang, hand flash, and stun baton. Again, do not allow this to confuse you into thinking you are Security.
# Blueshield weaponry beacon, providing one of three choices
## Xhihao ‘Bogseo’  .585 SMG
## Energy Carbine, with 3 modes: Stun, Scatter, and Kill
## Energy Revolver
# Praetorian MODsuit, with armor comparable to the Safeguard Modsuit. Comes with Armor Booster module and Quick Carry for rescuing heads of staff.
# Blueshield Combat Medkit, which contains advanced first aid amenities and a Command Crew Monitor, for watching the suit sensors of all heads of staff. Medkit has a decent capacity, making it a good storage solution for additional medical supplies.
# CentCom frequency on your headset allows you to keep in private comms with the NT Rep as well as your bosses back at CentCom. Not reliant on telecoms, too, so you can use it despite telecoms sabotage.
 
== Duties ==
Your duties as the Blueshield can be simply defined. You are a low-ranking member of the Department of Asset Protection, tasked with providing executive defense to the command staff of your assigned station. This boils down to a few specific tasks.
 
# Defend the current legitimate Captain of the station. More specifically, you are to guard the Nuclear Authentication Disk, which should be either on the Captain’s person or your person at all times. '''Worth noting, you ARE contract-bound to assist your superiors in DAP, or CentCom in general, in deposing a captain that has been deemed unworthy of command rank.''' The safety of the Disk technically comes before the safety of the Captain, but as long as the Captain is legitimate, you should be keeping them alive and taking bullets in their stead.
# Defend the other Heads of Staff aboard the station. It is likely that the ranking members of Command will end up in trouble by the nature of their jobs, and should that trouble be combat, you are expected to aid them in preserving their lives. Prioritize heads of staff with less capacity to defend themselves. Ideally, the Head of Security or a gun-toting QM or HOP is capable of defending their own departments, while people like the CE, CMO and RD will be less well armed.
# Defend the Bridge and other Command-exclusive areas from intrusion. Hostile entities can gain a lot of power over the station in the event that they subvert consoles on the Bridge, or worse, the AI upload. Even the most secure door or reinforced wall can only stall a dedicated intruder for a limited time, and automatic turrets cannot be relied upon to subdue a foe who is adamant about breaching such areas.
 
== Policy breakdown ==
 
# Under no circumstance should you be acting as a member of security, including making arrests or hunting antagonists.
# Refusing to safeguard the wellbeing of command staff is considered dereliction of duty.
# Do not harm any heads of staff, unless that head of staff is actively harming another. Resort to non-lethal means if that is the case. Killing a head of staff is grounds for demotion.
# Remember that heads of staff do not hold authority over you, and any orders that would remove you from your duty as protector of command members can be safely ignored. This does not mean you are above space law, nor does it mean you can abuse this shield yourself from wrongdoing. It simply means you can ignore orders that would be against your duty. Ex: Head of staff ordering you to leave your department despite them being attacked in it.
# You are held to the same contraband laws as both command and security, and can only use contraband to protect heads of staff in an emergency.
# Advise or provide medical care to injured heads of staff, provided they are being treated by a medical professional already.
# Lethal arms are permitted on attackers of heads of staff, but non-lethal is recommend when possible.
 
== Conclusion ==
This closing remark cannot be emphasized enough: You are Asset Protection. You are '''not a Security Officer'''. You are a well-trained and cultured individual who has bigger fish to fry than common perps. It is extremely likely that you are going to get in a firefight with a hostile organization in NanoTrasen space--as the Syndicate does not pass up the chance to do wrong by their competitors. You are Central Command's way of deterring them from attacking the Heads of Staff.  If you run off and act like a Security Officer when you are supposed to be defending the Captain, you will soon find yourself '''put up for demotion and/or ban'''. Even if you aren’t demoted, the death of Command will ensure that your assigned station ends up nuked by your hated enemies in the Syndicate. So do everyone a favor and stay close to the Captain, or at least one of the Heads, or stay on the Bridge to guard it.
{{Jobs}}

Latest revision as of 23:08, 10 May 2024

COMMAND STAFF
File:Generic Blueshield.png
Blueshield
Access: Command, Security, Medical
Difficulty: Hard
Supervisors: Captain/Acting Captain(to an extent). Reports directly to Central Command as well.
Duties: Guard the current Captain, guard other Heads of Staff, guard the Bridge.
Guides: Space Law, Chain of Command
Quote: "Head of Security is dead, Captain has no head--and I've misplaced the disk."


The Blueshield agent onboard Bubberstation 13 has one of the most essential jobs in the shift: making sure the Captain and other Heads of Staff do not meet an untimely demise due to their poor choices. Your job is entirely centered around this one duty, and you are not expected to be the Captain's servant. At the end of the day, your only concern are the safety of command members.

Bare minimum expectation: Remember that you are NOT a redshirt security officer, and instead act as the cultured Asset Protection Officer you truly are.

Loadout

The Blueshield is issued a specialist kit, of higher quality than the average goon’s, due to the sensitive nature of their assignment aboard the station. The core of this kit is typically included in a locker within the Captain’s quarters, Bridge, or on some facilities, there is space to furnish the Blue Shield with their own office. On your person and in your locker, you will find the following Essential Items:

  1. A full Security Belt with pepper spray, cuffs, flashbang, hand flash, and stun baton. Again, do not allow this to confuse you into thinking you are Security.
  2. Blueshield weaponry beacon, providing one of three choices
    1. Xhihao ‘Bogseo’ .585 SMG
    2. Energy Carbine, with 3 modes: Stun, Scatter, and Kill
    3. Energy Revolver
  3. Praetorian MODsuit, with armor comparable to the Safeguard Modsuit. Comes with Armor Booster module and Quick Carry for rescuing heads of staff.
  4. Blueshield Combat Medkit, which contains advanced first aid amenities and a Command Crew Monitor, for watching the suit sensors of all heads of staff. Medkit has a decent capacity, making it a good storage solution for additional medical supplies.
  5. CentCom frequency on your headset allows you to keep in private comms with the NT Rep as well as your bosses back at CentCom. Not reliant on telecoms, too, so you can use it despite telecoms sabotage.

Duties

Your duties as the Blueshield can be simply defined. You are a low-ranking member of the Department of Asset Protection, tasked with providing executive defense to the command staff of your assigned station. This boils down to a few specific tasks.

  1. Defend the current legitimate Captain of the station. More specifically, you are to guard the Nuclear Authentication Disk, which should be either on the Captain’s person or your person at all times. Worth noting, you ARE contract-bound to assist your superiors in DAP, or CentCom in general, in deposing a captain that has been deemed unworthy of command rank. The safety of the Disk technically comes before the safety of the Captain, but as long as the Captain is legitimate, you should be keeping them alive and taking bullets in their stead.
  2. Defend the other Heads of Staff aboard the station. It is likely that the ranking members of Command will end up in trouble by the nature of their jobs, and should that trouble be combat, you are expected to aid them in preserving their lives. Prioritize heads of staff with less capacity to defend themselves. Ideally, the Head of Security or a gun-toting QM or HOP is capable of defending their own departments, while people like the CE, CMO and RD will be less well armed.
  3. Defend the Bridge and other Command-exclusive areas from intrusion. Hostile entities can gain a lot of power over the station in the event that they subvert consoles on the Bridge, or worse, the AI upload. Even the most secure door or reinforced wall can only stall a dedicated intruder for a limited time, and automatic turrets cannot be relied upon to subdue a foe who is adamant about breaching such areas.

Policy breakdown

  1. Under no circumstance should you be acting as a member of security, including making arrests or hunting antagonists.
  2. Refusing to safeguard the wellbeing of command staff is considered dereliction of duty.
  3. Do not harm any heads of staff, unless that head of staff is actively harming another. Resort to non-lethal means if that is the case. Killing a head of staff is grounds for demotion.
  4. Remember that heads of staff do not hold authority over you, and any orders that would remove you from your duty as protector of command members can be safely ignored. This does not mean you are above space law, nor does it mean you can abuse this shield yourself from wrongdoing. It simply means you can ignore orders that would be against your duty. Ex: Head of staff ordering you to leave your department despite them being attacked in it.
  5. You are held to the same contraband laws as both command and security, and can only use contraband to protect heads of staff in an emergency.
  6. Advise or provide medical care to injured heads of staff, provided they are being treated by a medical professional already.
  7. Lethal arms are permitted on attackers of heads of staff, but non-lethal is recommend when possible.

Conclusion

This closing remark cannot be emphasized enough: You are Asset Protection. You are not a Security Officer. You are a well-trained and cultured individual who has bigger fish to fry than common perps. It is extremely likely that you are going to get in a firefight with a hostile organization in NanoTrasen space--as the Syndicate does not pass up the chance to do wrong by their competitors. You are Central Command's way of deterring them from attacking the Heads of Staff.  If you run off and act like a Security Officer when you are supposed to be defending the Captain, you will soon find yourself put up for demotion and/or ban. Even if you aren’t demoted, the death of Command will ensure that your assigned station ends up nuked by your hated enemies in the Syndicate. So do everyone a favor and stay close to the Captain, or at least one of the Heads, or stay on the Bridge to guard it.

Jobs on Bubberstation13

Command Captain, Blueshield, NanoTrasen Representative, Head of Personnel, Head of Security, Chief Engineer, Research Director, Chief Medical Officer, Quartermaster
Security Head of Security, Security Medic, Security Officer, Warden, Detective, Prisoner
Engineering Chief Engineer, Engineering Guard, Station Engineer, Atmospheric Technician
Science Research Director, Science Guard, Geneticist, Scientist, Roboticist
Medical Chief Medical Officer, Orderly, Medical Doctor, Paramedic, Chemist, Virologist, Coroner
Supply Quartermaster, Customs Agent, Cargo Technician, Shaft Miner
Service Head of Personnel, Service Guard, Janitor, Bartender, Cook, Botanist, Clown, Mime, Chaplain, Curator, Assistant, Lawyer, Psychologist
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Imaginary Friend, Split Personality, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Heretic, Revolutionary, Wizard, Family, Blob, Abductor, Holoparasite, Xenomorph, Spider, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Sentient Disease, Obsessed, Fugitives, Hunters, Space Dragon, Elite Mobs, Sentient Slime, Regal Rat, Paradox Clone
Ghost Roles Dauntless Syndicate, Syndicate Hostage, Ashwalkers, Ice Walkers, Podperson
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, ERP Officer, Asset Protection Officer, CentCom Intern