Head of Security: Difference between revisions

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{{Important|Color=#FF000D|Image Here=ImportantMoth.png|Header=<span style="color:#ffffff ">Extremely Vital Role!|Information=<span style="color:#ffffff ">Hey! This role is highly scrutinized. Bans are in store if you don't know what you're doing!}}{{JobPageHeader|headerbgcolor=#800000|headerfontcolor=white|imagebgcolor=lightblue|img_generic=Hos_generic.png|jobtitle=Head of Security|img=Hos_action.png|superior=Captain|duties=Manage the onboard Security team consisting of Officers, a Detective, and Warden.|stafftype=SECURITY|difficulty=Impossible|access=Brig, Command|guides=[[Space Law]], [[Chain of Command]], [[Rules]]}}
{{Important|Color=#FF000D|Image Here=ImportantMoth.png|Header=<span style="color:#ffffff ">Extremely Vital Role!|Information=<span style="color:#ffffff ">Hey! This role is highly scrutinized. Bans are in store if you don't know what you're doing!}}{{JobPageHeader|headerbgcolor=#800000|headerfontcolor=white|imagebgcolor=lightblue|img_generic=Hos_generic.png|jobtitle=Head of Security|img=Hos_action.png|superior=Captain|duties=Manage the onboard Security team: peacekeepers, officers, detectives, corrections officers and the Warden.|stafftype=SECURITY|difficulty=Impossible (Harder than the Captain!)|access=Brig, Command|guides=[[Space Law]], [[Chain of Command]], [[Rules]]|quote="You just crossed the thin blue line of Nanotrasen, asshole."}}


When there's no more room left in hell, you're the reason why. When Science is on fire, Medical is dying, and the station is ruptured from bow to stern--you will be there to see your corporation's enemies turned to little more than dust.
When there's no more room left in hell, you're the reason why. When Science is on fire, Medical is dying, and the station is ruptured from bow to stern--you will be there to see your corporation's enemies turned to little more than dust. Or, at the very least, clapped in irons and rotting for the benefit of the forces of good.


'''Bare minimum expectations:''' Good knowledge on Combat Indicator, good knowledge on Space Law, understands Chain of Command, and not being a secoff v.2.
'''Bare minimum expectations:''' Be Robust. Have a good knowledge on Combat Indicator and escalation rules, good knowledge of Corporate Regulations, understand the Chain of Command, and not just be a better-equipped line officer. Send in your subordinates first.
 
== YOUR LOADOUT ==
So, you've put in your hours as a line officer and decided to take up the mantle of assuming charge of your local branch of Nanotrasen's CorpSec department. This is not a job to be taken lightly, and as such, you are both armed and armored to essentially conduct small-scale warfare aboard whatever facility you've been assigned to guard. As the Head of Security, you have the privilege to more than just standard issue gear in order to keep the peace or kill [[Traitor|dissenters.]] The relevant kit on your person, and in your locker, is as follows:
 
# Allstar SC-2 energy carbine, with stun and kill firing modes.
# Armored trenchcoat, holds your weapon, provides moderate protection and helps radiate authority.
# Pair of Handcuffs, used for detaining unruly individuals.
# Hand Flash, useful for stunning organic perps without eye protection and shutting down cyborgs.
# Evidence Bag, used to store Contraband without ruining prints.
# Box of mindshield implants, used to enforce loyalty in high risk crew members.
# Telescopic shield, provides protection when held, suitable for riot duty.
# Security Belt, has a stun baton and other criminal-deterring amenities
# Combat Shotgun, ballistic gun which is portable and does not need to be pumped between shots.
# X-01 Multiphase Energy Gun, modern recreation of the Captain's antique with stun, kill and ion modes.
# Security Bowman Headset, protects you against flashbangs and allows you to communicate with Command and Security.
 
Of course, you also have full access to the kit in the Armory in the event that shit is truly going down.
 
== YOUR SUBORDINATES ==
As the Head of Security, being a Head of Staff, you are in charge of a number of subordinate officers dedicated to keeping the corporate peace aboard your assigned station. They each have particular duties to which they should be attending. You are in charge of the following roles:
 
Security Officers: These are your main line officers, and it's your job to ensure they handle arrests by the book.  If they seem to not know what they need to do, give them a firm reminder of what they need to do. On occasion you might have a new player on your team, so don't go too hard on them. It is good practice to give the Security Officers clear patrol routes to follow, and establish firm but effective rules of engagement when it comes to suspects.
 
Security Medic: While the Brig medbay is often quite limited on most stations in terms of both size and equipment, the presence of the Security Medic should still be respected. Make sure the Security Medic is topping up the injuries of officers in the field, and have them on hand to treat Prisoners when things get stuffy in the Permabrig. You can send them out as backup for an arrest in the event you are running a bit short, but it is ideal for them to work in the Brig's medical section.
 
Detective: Regardless of what they may say, and despite their attitude as loners, Detectives are firmly under your command. Make sure to get their attention whenever Forensics is needed, otherwise they do have a tendency to run off alone to investigate Crimes. At least they are a bit more well armed in the event they are caught alone. That all said, if you really need the manpower, bring the Detective along.
 
Corrections Officer: These boys are in your arsenal for one single reason: to contain the scum that ends up wearing orange uniforms in your Permabrig. Given the unruly tendencies of their charges, however, the COs need to be maintained as well as any line officer on the force, perhaps even more so. You shouldn't need to order them too much, but make sure they have what they need to secure Permabrig.
 
Warden: The Warden is your trusted lieutenant and has priority in the succession in the event your own career comes to an abrupt end. Make sure that the Warden is setting Tempbrig timers in accordance with the law and that prisoners are actually being processed in due time and course. Have them keep an eye on the Armory as well as the security cameras. A good warden on the cams can make the difference in ensuring that a crime is witnessed and responded to.
 
Note on Department Guards: It is important to remember that while Department Guards perform a lot of security-adjacent work, they are NOT entirely members of the security department, and pay homage to the head of their department first. Odds are that Department Guards don't even have Security comms for you to call them with, so it is best to let them do their things, and if they do bring a criminal up for you to process, then you can handle them.
 
Note on Prisoners: Prisoners who start off (or end up assigned in) the Permabrig are, by technicality, subordinates of you and the Corrections Officers. As long as they are in the slammer and are wearing orange, they are fair game for the various, legitimate production outlets contained within Permabrig, such as license plate pressing, crop growing and so forth. You must treat them with the rights that CorpRegs afford them, but never be afraid to put a prisoner in their place the second they seek to become unlawful again.
 
== ETERNAL VIGILANCE ==
First thing you should do before you even consider to be the HOS is to re-read the [[Guide to Security|Guide to Security.]] Your continued existence on Bubberstation 13 as HOS will likely depend on your ability to ensure protocol is being followed perfectly, and you have a lot of subordinates who will, though incompetence or ignorance, muddy the water and make your day a living hell as much as the Antagonists are.
 
That said, it is your responsibility to watch over the station like a hawk and to make sure the peace is maintained.  As HOS, your frontline duties are diminished, you should only be personally backing up your subordinates when manpower is tight or the situation calls for all hands on deck. You should be more proactive than the Warden, however, since as a command member your elevated access means you can get into the areas your regular officers cannot.
 
== DEALING WITH UNDERSTAFFING ==
You will often find yourself missing one or several key security personnel, either due to casualties or simply not having them in the first place. It will be your job to ensure that their responsibilities are not totally neglected.
 
If the warden is missing, it’s your job to watch over the Brig and the prisoners in the Prison Wing. Although you will probably be too busy to stay in the brig most of the time, it’s a good idea to keep checking on it.
 
If the detective is missing, you should go to the detective’s office and get the spare Forensic Scanner and hand it out to an officer so they can at least handle basic forensic scans. If no officers are able or willing, you may even have to perform scans yourself, although this can also be a good opportunity to teach an officer about how forensic scans work!
 
Finally, if you are low on officers in general, you could consider hiring crew. With the ID console and trim imprinter in your office, or with the help of the HOP, you can give people security access.  Hand them some gear and cuffs, give them a briefing of what you expect from them, get them a mindshield, and set them loose on the station alongside your better-trained subordinates.
 
By deputizing a crewman, you are authorizing them to act as a member of security. Although you run the risk of only deputizing those who are inexperienced or downright treasonous, they can prove to be a valuable asset in extraordinary circumstances.
 
Finally, in the event the station enters a Red Alert scenario, you are authorized to conscript and deputize any able-bodied and sane crewman to assist with security duties. Every idle person is someone who could be contributing to a department, so it is best you provide them the means to contribute to solving an emergency. Just make sure that temporary conscripts are properly disarmed after the emergency.{{Jobs}}

Latest revision as of 02:44, 23 February 2024

Extremely Vital Role!

Hey! This role is highly scrutinized. Bans are in store if you don't know what you're doing!

SECURITY STAFF
File:Hos generic.png File:Hos action.png
Head of Security
Access: Brig, Command
Difficulty: Impossible (Harder than the Captain!)
Supervisors: Captain
Duties: Manage the onboard Security team: peacekeepers, officers, detectives, corrections officers and the Warden.
Guides: Space Law, Chain of Command, Rules
Quote: "You just crossed the thin blue line of Nanotrasen, asshole."


When there's no more room left in hell, you're the reason why. When Science is on fire, Medical is dying, and the station is ruptured from bow to stern--you will be there to see your corporation's enemies turned to little more than dust. Or, at the very least, clapped in irons and rotting for the benefit of the forces of good.

Bare minimum expectations: Be Robust. Have a good knowledge on Combat Indicator and escalation rules, good knowledge of Corporate Regulations, understand the Chain of Command, and not just be a better-equipped line officer. Send in your subordinates first.

YOUR LOADOUT

So, you've put in your hours as a line officer and decided to take up the mantle of assuming charge of your local branch of Nanotrasen's CorpSec department. This is not a job to be taken lightly, and as such, you are both armed and armored to essentially conduct small-scale warfare aboard whatever facility you've been assigned to guard. As the Head of Security, you have the privilege to more than just standard issue gear in order to keep the peace or kill dissenters. The relevant kit on your person, and in your locker, is as follows:

  1. Allstar SC-2 energy carbine, with stun and kill firing modes.
  2. Armored trenchcoat, holds your weapon, provides moderate protection and helps radiate authority.
  3. Pair of Handcuffs, used for detaining unruly individuals.
  4. Hand Flash, useful for stunning organic perps without eye protection and shutting down cyborgs.
  5. Evidence Bag, used to store Contraband without ruining prints.
  6. Box of mindshield implants, used to enforce loyalty in high risk crew members.
  7. Telescopic shield, provides protection when held, suitable for riot duty.
  8. Security Belt, has a stun baton and other criminal-deterring amenities
  9. Combat Shotgun, ballistic gun which is portable and does not need to be pumped between shots.
  10. X-01 Multiphase Energy Gun, modern recreation of the Captain's antique with stun, kill and ion modes.
  11. Security Bowman Headset, protects you against flashbangs and allows you to communicate with Command and Security.

Of course, you also have full access to the kit in the Armory in the event that shit is truly going down.

YOUR SUBORDINATES

As the Head of Security, being a Head of Staff, you are in charge of a number of subordinate officers dedicated to keeping the corporate peace aboard your assigned station. They each have particular duties to which they should be attending. You are in charge of the following roles:

Security Officers: These are your main line officers, and it's your job to ensure they handle arrests by the book. If they seem to not know what they need to do, give them a firm reminder of what they need to do. On occasion you might have a new player on your team, so don't go too hard on them. It is good practice to give the Security Officers clear patrol routes to follow, and establish firm but effective rules of engagement when it comes to suspects.

Security Medic: While the Brig medbay is often quite limited on most stations in terms of both size and equipment, the presence of the Security Medic should still be respected. Make sure the Security Medic is topping up the injuries of officers in the field, and have them on hand to treat Prisoners when things get stuffy in the Permabrig. You can send them out as backup for an arrest in the event you are running a bit short, but it is ideal for them to work in the Brig's medical section.

Detective: Regardless of what they may say, and despite their attitude as loners, Detectives are firmly under your command. Make sure to get their attention whenever Forensics is needed, otherwise they do have a tendency to run off alone to investigate Crimes. At least they are a bit more well armed in the event they are caught alone. That all said, if you really need the manpower, bring the Detective along.

Corrections Officer: These boys are in your arsenal for one single reason: to contain the scum that ends up wearing orange uniforms in your Permabrig. Given the unruly tendencies of their charges, however, the COs need to be maintained as well as any line officer on the force, perhaps even more so. You shouldn't need to order them too much, but make sure they have what they need to secure Permabrig.

Warden: The Warden is your trusted lieutenant and has priority in the succession in the event your own career comes to an abrupt end. Make sure that the Warden is setting Tempbrig timers in accordance with the law and that prisoners are actually being processed in due time and course. Have them keep an eye on the Armory as well as the security cameras. A good warden on the cams can make the difference in ensuring that a crime is witnessed and responded to.

Note on Department Guards: It is important to remember that while Department Guards perform a lot of security-adjacent work, they are NOT entirely members of the security department, and pay homage to the head of their department first. Odds are that Department Guards don't even have Security comms for you to call them with, so it is best to let them do their things, and if they do bring a criminal up for you to process, then you can handle them.

Note on Prisoners: Prisoners who start off (or end up assigned in) the Permabrig are, by technicality, subordinates of you and the Corrections Officers. As long as they are in the slammer and are wearing orange, they are fair game for the various, legitimate production outlets contained within Permabrig, such as license plate pressing, crop growing and so forth. You must treat them with the rights that CorpRegs afford them, but never be afraid to put a prisoner in their place the second they seek to become unlawful again.

ETERNAL VIGILANCE

First thing you should do before you even consider to be the HOS is to re-read the Guide to Security. Your continued existence on Bubberstation 13 as HOS will likely depend on your ability to ensure protocol is being followed perfectly, and you have a lot of subordinates who will, though incompetence or ignorance, muddy the water and make your day a living hell as much as the Antagonists are.

That said, it is your responsibility to watch over the station like a hawk and to make sure the peace is maintained. As HOS, your frontline duties are diminished, you should only be personally backing up your subordinates when manpower is tight or the situation calls for all hands on deck. You should be more proactive than the Warden, however, since as a command member your elevated access means you can get into the areas your regular officers cannot.

DEALING WITH UNDERSTAFFING

You will often find yourself missing one or several key security personnel, either due to casualties or simply not having them in the first place. It will be your job to ensure that their responsibilities are not totally neglected.

If the warden is missing, it’s your job to watch over the Brig and the prisoners in the Prison Wing. Although you will probably be too busy to stay in the brig most of the time, it’s a good idea to keep checking on it.

If the detective is missing, you should go to the detective’s office and get the spare Forensic Scanner and hand it out to an officer so they can at least handle basic forensic scans. If no officers are able or willing, you may even have to perform scans yourself, although this can also be a good opportunity to teach an officer about how forensic scans work!

Finally, if you are low on officers in general, you could consider hiring crew. With the ID console and trim imprinter in your office, or with the help of the HOP, you can give people security access. Hand them some gear and cuffs, give them a briefing of what you expect from them, get them a mindshield, and set them loose on the station alongside your better-trained subordinates.

By deputizing a crewman, you are authorizing them to act as a member of security. Although you run the risk of only deputizing those who are inexperienced or downright treasonous, they can prove to be a valuable asset in extraordinary circumstances.

Finally, in the event the station enters a Red Alert scenario, you are authorized to conscript and deputize any able-bodied and sane crewman to assist with security duties. Every idle person is someone who could be contributing to a department, so it is best you provide them the means to contribute to solving an emergency. Just make sure that temporary conscripts are properly disarmed after the emergency.

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