Head of Security: Difference between revisions
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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. | 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. | '''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. | |||
== 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. |
Revision as of 12:04, 19 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:
- 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.
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.