Head of Security

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SECURITY & COMMAND
Должность
не определена


Head of Security

Руководители: Captain
Сложность: Very Hard
Обязанности: Coordinate security, maintain order.
Руководства: Guide to Security, Corporate Regulations, Chain of Command, Guide to Faxes
Доступ: All of medbay, All of security, All of research and development, Brig Timers, Bridge, Teleporter, Hydroponics, Atmospherics, Janitor's closet, Kitchen, Bar, Maintenance
Альтернативные названия: Отсутствуют

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The Head of Security is in charge of the Security forces on the ship. They command the Warden, Investigator, and Security Officers and make sure that they don't ruin everything.

Job Description

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. Instead, you should focus on coordinating your department and keeping the rest of Command informed on any security situations going on. Communication is key, and information is power.

You are concerned with the following people:

  • Security Officers: These are your pawns, and it's your job to control them. Ensure they aren't wasting company time and resources, or abusing their power. Ensure they are aware of any situations that need their attention. Alongside this, make sure they are equipped properly for the situation at hand. An underequipped officer won't be effective or last long. Remember, if the officers start to get rowdy, abusive, or ignore you, you have the power to punish and demote them.
  • Warden: The Warden is the brig's watchdog. They shouldn't typically be patrolling, instead they should remain in the brig updating records, checking on prisoners, handing out equipment, and helping dispatch officers around the ship. Make sure they aren't abusing prisoners or setting unfair brig times, as well as handing out appropriate equipment for any situations at hand.
  • Investigator: The job of the Investigators is to investigate crimes and crime scenes. They specialize in interrogating suspects and witnesses, analyzing evidence procured at a crime scene and pursuing leads. They are not trained to be officers in any way, nor are they trained to fight. Investigators cannot arrest anyone, at most they can detain someone but only if they have been through cadetship. Make sure they are investigating and documenting any open cases, or are supporting the officers when their skills aren't needed.

Strategy

Officers, Roll Out

The first step towards keeping the ship safe is to ensure that your own officers aren't a threat. Security enforces the law, but they are not above it - and neither are you. Make sure that all of your personnel are familiar with the regulations regarding Corporate Regulations, and standard Security practices.

Once your force is up to speed on the rules and regulations, send them out on patrol. Pay attention to all the radio channels for any calls for help. If there are any, dispatch some officers to handle it, and make sure that the Investigator collects any relevant evidence. Make sure that the Warden keeps the Security records up-to-date.

Laying Down the Law

Check to make sure that appropriate times are given out for violations of Corporate Regulations, and that your department only arrests people who have actually committed crimes. Remember, if they're doing something that you don't like but is technically not against the law, you can issue an official injunction - preferably in an official-sounding language, written, and stamped with your Head of Security stamp - against it. Expect abuse of this power to be called out, however.

If one of your officers misbehave, yell at them, or in more serious cases, show them the inside of a cell. Keep them busy by sending them on patrols, leads, and follow-ups. An unoccupied officer is often a bad officer.

El Capitan

It is also important that you understand the relationship between Security and the Captain. The Captain's authority on the ship is absolute, except where it conflicts with Corporate Regulations; the Captain cannot pardon criminals, cannot get away with committing high-level (i300s) crimes, and so on. The only times where the Corporate Regulations can be ignored is during a critical situation with overwhelming challenges. Regardless, remember the Chain of Command. You are still under the authority of the Captain, and can be arrested if you yourself break the Regulations. However, you can also call for a vote to remove the Captain if command believes they are acting against the interests of the ship or SCC. At the end of the day, you are here to make sure the ship is safe, there is stability, and no one acts against the interests of the Conglomerate. At times, this may include the Captain. At other times, this includes you.

Office

Your office is in the Brig. It holds various security equipment for use in apprehending and detaining criminals, including a special voisduit and tranquilizer rifle. Your office also has all of the buttons to lock down the Brig, Armory, and so on, as well as privacy features for one-on-one conversations.

Brig

The holding area for prisoners and the home of the Warden. Only people with access to security can enter, including First Responders. While the public can't view the cells, the communal cell has an electrified window facing out into space, as well as just a single reinforced wall between the communal cell and the maintenance tunnels. A crafty prisoner, or one with connections, could potentially escape with some effort or help.

The brig also has blast doors in all of the windows, as well as the halls into the cells. There's a button to drop them in the warden's office and your office.

Prisoners may try to flee, so make sure the Warden is keeping an eye on the cells, or handcuff the prisoner to the bed as you investigate their items (make sure to then release from the bed and cuffs if they aren't dangerous). And, SET A TIME TO THE TIMER (the door won't lock unless you do this). Thankfully, the sentencing computers in the processing cells print a paper with a pre-set time according the the charges levied. However, for Hold Until Transfer punishments, the timers are not compatible and the door must be closed manually.

In the event that a prisoner has been deemed too dangerous to release, they can be kept in the secure holding cell.

Links to Other Departments

As Head of Security, you coordinate your actions with the captain, the other heads of staff, and your officers. You will often work with Medical, when a crime results in injury, when a prisoner is hurt, or when a patient is violent. When a criminal damages ship infrastructure, you will work with Engineering to determine what happened and whether it's safe for your officers to investigate. Supply and Research can get you high-powered weapons if you need them. And do try to keep the janitor from thoughtlessly cleaning up the evidence.

Communication is key, so make sure the rest of Command is up-to-date. That way, other departments can support you and your staff, as well as inform you when you need to support them.

Guides of the Aurora
Game Mechanics Getting Started - Guide to Combat - Guide to EVA - Guide to Piloting - Guide to Communication - Corporate Regulations - Stellar Corporate Conglomerate Occupation Qualifications
Command Guide to Command - Guide to Paperwork - Guide to Standard Procedure - Guide to Faxes
Security Guide to Security - Guide to Contraband - Corporate Regulations - Guide to Cadavers
Engineering Guide to Construction - Guide to Advanced Construction - Hacking - Guide to Atmospherics - Supermatter Engine - INDRA Engine - Setting up the Solar Array - Telecommunications - Shields
Medical Guide to Medicine - Guide to Surgery - Guide to Chemistry
Research Guide to Research and Development - Guide to Xenobiology - Guide to Xenobotany - Guide to Xenoarchaeology - Guide to Robotics - Guide to Telescience
Operations Guide to Mining - Guide to Robotics
Civilian Guide to Food - Guide to Drinks - Guide to Hydroponics - Guide to Piloting
Non-human cyborg - AI - Guide to Psionics
Special Mercenary - Ninja - Changeling - Vampire - Raider - Revolutionary - Cultist - Technomancer - Guide to Improvised Weapons - Uplink
Jobs on Aurora
Command Captain - Executive Officer - Head of Security - Chief Engineer - Research Director - Chief Medical Officer - Operations Manager
Command Support Corporate Liaison - Consular Officer - Bridge Crewman
Security Security Officer - Warden - Investigator - Security Cadet
Engineering Engineer - Atmospheric Technician - Engineering Apprentice
Medical Surgeon - Physician - First Responder - Psychologist - Pharmacist - Medical Intern
Research Scientist - Xenobiologist - Xenobotanist - Lab Assistant
Operations Hangar Technician - Shaft Miner - Machinist
Service Assistant - Off-Duty Crewman - Passenger - Bartender - Chef - Chaplain - Librarian - Janitor - Botanist - Corporate Reporter
Non-human AI - Cyborg - Personal AI
Special Merchant - Ghost Roles