How to be war den; aka how to be HoS and AI at the same time

Yes, welcome, prospective Securitan, to how to get the admins to take your side in security matters.

Being any Security role (especially our emphasis today, the Warden), whether you’re a standard sec officer doing all the dirty work, a detective finding clues to find the suspect, a warden dealing with all of the unruly prisoners or so on, you’re generally expected to perform in a higher degree of competence.

The Hierarchy

Central Command

outranks everyone, overruling even the Captain and, apart from being your god, are also quite literally immune to the law, considering how they have the ability to alter it as they see fit.

the Captain

can overrule the Head of Security, but most of the time this shouldn’t happen. Emphasis being on the words “most of the time”. Keep in mind, however, that if your orders are blatantly illegal, you are fully justified in disobeying them. Common sense and decency generally hold up better in an adminPM than “muh chain of command”.

the Head of Security

holds authority to the entirety of the security team. However, they take orders and answer to the Captain and they have equal power with the heads (technically) and all that jazz that all the heads of staff do.

the Warden (you)

holds authority and command over the security department whenever there is no head of security, or if they aren’t present. If there is one, however, their job is to make sure security records are updated, prisoners are processed properly, the armory isn’t looted, and generally act as a dispatch officer to the rest of the security team.

Everyone else

Sec officers, the detective, and (technically) the warden all share the same rank, and take their orders from the head of security, who takes their orders from the captain.

General procedure

is outlined in the second guide.

Keep in mind that the “guidelines” are malleable if the situation so requires it, and you really should not follow those to the letter, to the detriment of the overall situation. Remember, good observation and context is vastly superior.

Sec officers are the first line of defense when it comes to a dangerous situation, the warden (you) and detective are second, and the head of security, last. Lawyers are technically members of the service department, and not necessarily security for your purposes, although many a skilled dispatch warden has called upon the heads of staff to arrest an unruly crew member.

You shouldn’t kill someone unless the suspect is guilty of a capital crime or if they cannot be reasonably detained non-lethally.

On green alert, you should not stop and search everyone you feel like needs a search. Don’t just stuncuff the guy that broke the brig window on code green (unless they start running). Blue alert is a different matter though.

If it is a confirmed conversion antagonist, and you are working to mind shield implant people in the hallways, you should generally avoid stuncuffing them unless they begin to resist, such as trying to flee or shoving you away. Otherwise, zap them with your electricity stick to your hearts desire.

Be sure to have your security belt/webbing open so you can access your items quickly in case something bad happens.

Remember the eternal three things that come of being warden.

Stay in the brig


Even more important: WATCH THE FUCKING ARMORY

Dispatch operator and Second in command

If you have no prisoners to watch out for (which is going to be common), you should be coordinating the sec officers and heads of staff.

People often make accusations of crime on the radio that you can follow up on, and you can ensure that the proper people are set to arrest. You can also check on the cameras for reported disturbances and update the records of anyone involved (which I personally do regularly). You really have the opportunity to make Security run like a well-oiled machine.

Frequently check security officers positions and health on the crew monitoring console so you know where they are, or if they are alive.

As previously mentioned, you have authority over the brig and any sec officers inside the security department. Should anything happen to the Head of Security, you are expected to take up his position and command the security staff, as well as help find out what happened to the old HoS.

Given the ever-present threat of prison breaks and riots, a well equipped warden is a good start to a skilled one. Your locker contains your personal gear: a special 20th century era Stakeout shotgun, a box of flashbangs, some extra zip ties, and burn resistant gloves that teach you the Krav Maga martial art. Stuff some of that in your bag, and the gloves on your hands.

Also, consider keeping an energy gun; being next to the armory is no use if somebody has blown up the APC and you can’t get through the now de-powered windoors to stop them cleaning the place out, or if space carp are eating the windows and you don’t really want to suit up in a hardsuit and encounter them, you can easily shoot the egun through the glass.

Not only that, but your armory access contains a plethora of gear that can help you in your quest to defend the brig. The barricade erector grenades are excellent if someone has broken the brig doors with an emag, and portable flashers, are very useful at stopping poorly equipped attackers, such as revolutionaries. You also have a toolbox to help you install the flashers and make other basic adjustments. Make sure no one gets your ID, and that you know who the HoS is (in the very real case that someone murders them and steals their identity). Your ID and Krav Maga gloves are high-value targets, so make sure no one gets their grubby hands on it. You also have the security door remote, which you can use to bolt down doors in the security department.

Don’t forget that your loot includes anything you might have created at the security techfab or have confiscated from agents of chaos. It’s best to keep these confiscated weapons and items away from the general public; only let you and the HoS and captain handle them.

Access does not necessarily mean clearance

Sitting at your desk is alright, but you should make sure to scan the cell blocks every once in a while to make sure no one is hurt in the cells, or that no one has broken in. Your job is to protect all of security from people busting in, or out. A quick sweep every few minutes should be fine, being a warden is a mostly relaxing job, just make sure to search anyone who looks suspicious in the security department.

If you are going to much around, the least you can do is update the security records for your prisoners and anyone mentioned on the radio, and maybe check the cameras. Seriously. Update the security records. As you have, generally, the most sedentary job in security, most bureaucracy falls to you.

Do not forget to check on the armory once in a while. While it may seem impenetrable, there are ways that certain people can get inside without a loud boom.

Referring back to the first guide, remember that the Head of Personnel is not your superior, nor are they a member of security. If they are trying to get into the armory without prior authorization throw them in a cell so the HoS or captain can have a talk with them. Remember they might not be the HoP at all!

This goes double for anyone promoted to security. If the clown or mime shows up requesting gear, check with the Head of Security first.

The Head of Security is the first and only authority on who may or may not be promoted to security.

The Law

When handling sentences, make sure you have all the available evidence (if there even is any beyond basic eyewitness testimony). Reading Space Law can be a good use of your time, especially when it comes to the “Notes” section of the specific laws. Breaking into the brig and taking a stun baton and a disabler is burglary and theft, but, shoving over a sec officer for their disabler is robbery.

An example would be…

An assistant broke into engineering for dem insuls and he ran from arrest at practically every opportunity (a common sight). He is guilty of burglary, a medium crime, and resisting arrest, a minor crime, for a total of up to 15 minutes in a cell (according to the previous warden guide).

If you want to play Security, good brig times are referred to as being just. Over sentencing and under sentencing should not be done because you “feel like it”. There is an entire section of Special Modifiers in Space Law that can be applied to reduce or increase a given person’s sentence, and they cover most, if not all, potential situations.

The silicons

Security has, at the beginning of the round, three very special Securitron bots. These are tiny little walking batons that can be summoned by the AI, or via PDA, and will proceed to stun and cuff anyone with their Security Status set to Arrest. These are:

Officer Beepsky; Voted Best Security Officer of All Time. You will find him patrolling the hallways.

Officer Pingsky; Beepsky’s little brother, who guards the AI Minisat in an eternal vigil.

Prison Ofitser; patrolling the mostly empty Labor Camp.

Sergeant-At-Armsky; defending the coveted armory, and hilariously efficient at times.

In addition to these bots, Robotics can also produce more, as well as the dreaded ED-209, a highly mobile securitron with a ranged hardstun taser.

These bots have several customizable options. They can either Arrest or Detain someone (stun+cuff or simply repeated stunning, respectively), they can check for Weapons Permits on people carrying weapons and they can be set to arrest anyone not wearing an ID (note: this is a really bad option to use unless you have hostile changelings or other antagonists walking around without ID cards, as they tend to arrest people in the HoP line, and also attack monkeys).

The records

Security records are fully accessible via a Security Records computer, or a laptop bought with an ID with security access. In addition, examining someone while wearing SecHUDs will let you access an abridged version of the person’s records, in addition to their notes and security status.

While most of the records are there for record keeping (such as keeping track of who did what and where and when), the security status of a person allows anyone with a SecHUD to see a small icon under their job icon on their HUD. These are:

Arrest: A red square with a white W. Any security bots (ED-209s included) will immediately attempt to apprehend anyone with this Status when near them.

Imprisoned: A brown square with a white P. Use these for anyone in the Brig.

Paroled: A green square with a white P. Useful for when people have been released but have had contact with security.

Released/Discharged: A blue square with a white R.

These statuses can be viewed and changed by anyone wearing a SecHUD by examining someone, which means anyone with SecHUDs can update security records on the go.

The arrest

Normally, you want to arrest someone with the minimal amount of fuss. If someone’s committed a crime, a burst of pepperspray/stunbaton whack/disabler blast, followed by cuffing, will do the job. When doing this in public areas, remember to aim properly, as accidental stunning can very quickly snowball into a storm of angered anti-security crew members disarm spamming and glass table smashing.

However, there are some occasions where talking is simply not possible. If the criminal is actively fleeing security, such as trying to run away or are shoving you away, talking is no longer an option. Get the disabler rounds or the stunbaton ready, because that jackrabbit ain’t stopping until you grab it by the ears.

The lethal option

Changelings: Shape shifting abominations that escaped a lab and have gone under the employ of the Syndicate. They killed a random crew member to get on the station and start the shift with their identity/form. They are KILL ON SIGHT. You must cremate, gib, or otherwise destroy them so that they may not return, for they will easily revive otherwise.

Wizards: Terrorists with magic, with their goal of causing destruction to the station. They are easily identifiable by the obvious wizard garbs they wear. They are KILL ON SIGHT.

Nuclear Operatives: Extremely elite syndicate operatives with the objective to nuke the station and leave no witnesses. They tend to wear glaringly evil hardsuits. They are KILL ON SIGHT.

Cultists: Blood cultists worship the geometer of blood Nar’Sie and might have the objective to summon Nar’Sie which will cause the destruction of the station and possibly all sentient life in the galaxy. Cultists are crew that have been brainwashed into doing the blood god’s bidding and can be captured and then returned to normality through the force feeding of holy water. KILL ON SIGHT (or actually listen to the chaplain).

Revolutionaries: A few head revolutionaries snuck onto the station with high tech brainwashing flashes. With these flashes they can brainwash anyone without a mind shield into believing in their cause. The cause being to murder the heads of staff. Mind shielding brainwashed crew will revert them back to their pre-brainwash state. You can also try to harm baton them on their heads for a 50% de-rev chance. The head revs cannot be de-reved, even with a mind shield and must be KILLED ON THE SPOT.

Gangsters: Same points as Revolutionaries.

Adrenal Implants: If a traitor activates an Adrenaline implant, all non-lethal options are thrown out the window for a brief window of time. They can be stunned, but can simply shrug off all stuns within a moment’s notice. If they are acting overly hostile and attacking anyone, lethal force may well be the only way to subdue them properly.

Guardian spirits: Usually, those guardians belong either to the Syndicate or the Wizard Federation. Good luck actually capturing a suspect with a holoparasite. By the time you’re done cuffing them their holoparasite has already snapped your neck into an irregular angle. They are KILL ON SIGHT. It generally doesn’t matter if you choose to target the host or the parasite, if the host dies the parasite follows, and vise versa.

Murder boners: In addition to all this, Lethal Force is the only effective way of stopping a powered-up antagonist on a killing spree. If someone’s chopping heads off with a DEsword, or if a man with a briefcase launchpad and multiple stimpack medipens has just looted the armory (you had one job) and is opening fire willy-nilly, break out the harm intent and grab the shotguns. The station and crew’s well-being and safety are at risk.

The processing

This is the last part of security’s job before the actual brigging of the criminal. Bring the person to the brig, have the warden (you) search their belongings (remember to check their PDA and headset for any illegal cartridges, encryption keys, incriminating PDA messages, stolen IDs or even open syndicate uplinks).

When it comes to putting someone in a cell be sure to place their bag, as well as any tools they are in possession of in the cell’s locker.

Leave the prisoner bucklecuffed so you can step outside and set their sentence. Every cell has an associated monitor which when used and the time set will close the cell’s door and lock the cell’s closet.

After you have done the above, step back inside and uncuff the prisoner and ensure that their security status is correct. Feel free to flash them upon removing their cuffs.

If a prisoner is to receive permanent imprisonment, strip them of everything, FUCKING IMPLANT CHECK THEM FOR THE LOVE OF GOD, then put on the prisoner jumpsuit and shoes and finally give them a Prisoner ID. After that, place them in the permabrig.

The crew

At the end of the day, you’re security, and you’re here to protect the station and its crew by parallel.

As such, keeping on their good side is generally a good idea. People will be more willing to be cooperative if you let them know you’re just trying to be helpful. Simple stuff like not walking around with guns/batons in your hands does wonders for how the general crew sees you. Interacting with them during down times will make you seem more approachable and, above all, human.

Remember, you’re here to protect the crew, not rule over them like a militaristic clique. Let them know you’re always there for them, that you’re ready to protect them and, above all, always respond when people call for help. It may be something minor, but it also might be something major. A crew that knows security is always there for them is a crew that will be a lot more warm towards Security.

If you have to imprison someone, and people protest the decision, listing the person’s crimes is all you can really do. If they insist on protesting for literally no reason because “security is shitcurity”, grit your teeth, do your job, and keep that disabler charged. Don’t let them bait you into becoming what they say you are. That’ll just feed the fucking cycle.

But remember that, syndicate agents are like lint, or a bottle cap, they are just something to be removed from this world. Fuck them. Give them no mercy or quarter.

The shitcuritans

Some times, shitcurity is real.

The people most suited to handling shitcurity are, well, security. If one of you is acting like a “bad cop” from them 1960s, you’re in a prime position to either discipline them as a group, or simply get them fired outright.

Let the crew know that the actions of one do not reflect the actions of the group. If there are rotten apples, pick them out and throw them away. If this rotten apple happens to be the head of security, the head of personnel, or the captain, the same logic applies. No one is above common fucking decency, and if your boss decides to institute martial law because someone, somewhere, sneezed funny, it isn’t your right to get their ass disciplined.

It’s your duty.

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