Security Officer

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SECURITY
Должность
не определена


Security Officer

Руководители: Head of Security
Сложность: Hard
Обязанности: Stop crime, enforce Corporate Regulations.
Руководства: Corporate Regulations, Guide to EVA, Guide to Station Procedure
Доступ: Не определен
Альтернативные названия: Отсутствуют

Файл:F19.png

Security Officers are the main force behind Security on the ship. They are responsible for dealing with security complaints and arresting those who break Corporate Regulations. Officers are required to have EVA training.

Cadets can vary from an experienced officer just getting oriented on the ship, to new recruits from contractors under the SCC, or even those currently receiving schooling to be a Security Officer. Unlike officers, cadets do not need to have prior EVA training, but are required to undergo it during their learning process.

The Hierarchy

Head of Security

The Head of Security holds authority over the entire department. The main priorities of the Head of Security (often shortened to HOS or Commander) are to organize and manage security such that the ship and crew remain safe and that anyone who breaks regulations is dealt with swiftly and properly. Because of the coordination required in Security, and the Head of Security being one person, they need the best and most up-to-date information. As an officer, you should do your best to keep the Head of Security informed about your status, task, concerns, etc. Coordination is key, and the Head of Security is the one coordinating everything. In turn, work with your Commander to make sure you get the right equipment, have warrants when needed, and are able to get access and information that may be relevant to your task.

Warden

The Warden holds authority over the brig and the armory. They can authorize equipment and order officers within the Brig, unless otherwise overridden by the Head of Security. The Warden is also responsible for the upkeep and treatment of prisoners, and responsible for their well-being, injury, or death, even if caused by other officers. Wardens do not hold authority over Security Officers outside of the Brig, however, and should not be treated as a second in command. They may help to coordinate efforts, but in the Chain of Command officers and Wardens are equal.

Work with your warden to ensure prisoners are processed quickly. This requires relevant information about what regulations were broken, how, and potentially why.

Investigator

The Investigator is the primary crime investigation role aboard the ship. While officers may respond to crime scenes and question witnesses and/or suspects, they are not experts in forensics or criminal investigation. In these situations, it is the job of the investigator to find the facts and point out the right suspect to arrest. The Investigator is not an officer, however, and cannot make arrests without having the proper cadetship first. Even in these cases where an investigator is permitted to arrest an individual, they are to have assistance from officers to properly transport and process the criminal.

Help out the Investigators with their investigations where needed. Secure crime scenes for a forensic investigation, question witnesses, point out items of interest that you see, and get the warrant for the right suspect. If the investigations team and officers work together, crimes will be solved.

Cadet

The Cadet is the learner of the department. While their experience may vary, each cadet is here to learn about the department in some way. Not all cadets are learning exclusively to become an officer. Some are being oriented to later become an Investigator or Warden. Find out what a cadet is learning to become and help them in their journey to one day shift into that role with experience. Often times, cadetship requires the cadet to shadow an officer and learn from watching. Sometimes it is better to give a proper lesson in one of security's rooms. Regardless of how it is done, the cadet is expected to keep an open mind and learn how the Security Department keeps the crew and vessel safe.

Regulations

Corporate Regulations is a summary of most crimes with some suggested sentence times. The Captain is sometimes able to set his own guidelines in exceptional circumstances, such as code red emergencies and ship-wide threats.

Unless a member of security (including the investigators) directly witness a crime, or are responding to an immediate crime via a radio call, they require an arrest warrant.

Any search of departments or individuals on green alert requires a search warrant stamped by the Head of Security. If there is no HoS then the Warden's signature is also valid. If none of these roles are occupied then just do your best.


NOTE: No officer is above the regulations. Officers can and should be charged for violating regulations except in certain circumstances, primarily in response to a witnessed crime, danger, or serving a command-level warrant. This includes trespassing. If the head of the department you are accessing orders you to leave, you must do so unless exercising duties, serving a command-level warrant, or the Captain overrules the order. The Head of Security may only overrule the order to leave a department if they have a good reason to do so, in which case a warrant should be made if on Code Green.

Alert Levels

There are currently 4 alert levels, each of which changes, in most circumstances, the way you conduct your job. The following is a summary of said alert levels:

  • Code Green - All Clear.

Default operating level. No immediate or clear threat to the ship. All departments may carry out work as normal. You are expected to follow standard security procedures at all times during Code Green. You can wear the standard vest available in your security locker, but not the armor found in the armory. The usage of arm and/or leg guards is prohibited. Failing to follow standard procedure during Code Green may end up with you violating Corporate Regulations.

This is how the round starts, and you should do everything in your power to keep it that way.

  • Code Blue - Suspected Threat.

Raised alert level. Suspected threat to the ship. Issued by Central Command, the Captain, or a Head of Staff vote. Security personnel are authorized to wear armor vests, helmets and display weaponry at all times. Usage of both arm and leg guards are authorized. Random searches of crew are permitted within reason. Location searches are also permitted with probable cause, however, Command Staff may shut down a location search of an area under their authority. This includes but is not limited to: their own department, the bridge, vault or any other shared command-restricted location. In both cases, it is the right of the department head, or the individual receiving the search to know the reason of said search.

  • Code Red - Confirmed Threat.

High alert level. Confirmed threat to the ship or severe damage. Issued by Central Command, the Captain, or a Head of Staff vote. Maximum suit sensors are mandatory and everyone is required to stay in their workplace unless needed elsewhere. Security may detain and search suspects without a warrant. You are expected to deal with the threat quickly, in a way that keeps casualties to a minimum, the same goes for collateral damage to the ship. Lethal ammo may be used to achieve this, but should only be used if necessary and if the Head of Security, Captain, or another command member if those stated previously are unavailable. Usage of both arm and leg guards is authorized.

  • Code Delta - Self Destruct Initiated.

Maximum alert level. The ship is deemed lost by the SCC and Captain, so it's destruction has been called for and initiated. All crew are required obey any orders given by Heads of Staff, violations of these orders are punishable by death. If this alert level is reached most regulations are a moot point and you are expected to do whatever command orders you to do. This could vary depending on the situation, but the only important thing is that whatever is ordered is carried out.

  • Code Yellow - Biological Hazard

The ship is now under an elevated alert status due to a confirmed biological hazard. All crew is to follow command instructions in order to ensure a safe return to standard operations.

Code Yellow is used for biological hazards such as carp, greimorians, drones, blobs, or any other biological hazard on the ship. It will give Command and any relevant departments the required flexibility (for example allowing officers to carry weaponry during a greimorian outbreak) to deal with any biological hazard threats, without sacrificing privacy rights or giving you, the Security Department, the means to arrest/search crew without a warrant. A warrant will still be required to arrest/search crew on Code Yellow.

Security controlled locations

Security Checkpoints

There are two security checkpoints throughout the ship. These checkpoints can be used for a variety of purposes, although they are best used to process items or people entering the ship from the docks.

The first checkpoint is between the Intrepid hangar and the general use hangars. This checkpoint has a security console, a locker with Security Officer's gear, a photocopier as though you are doing paperwork, and four buttons which control the desk shutters, window shutters, entry shutters, and exit shutters.

The second checkpoint is just below operations at what is commonly known as the "merchant dock". This checkpoint has everything from the one mentioned above, except is also has a xenofauna gun (used to kill carp and greimorians) alongside a recharger.

The Security Wing

This is the headquarters of the department. It includes everything from the front lobby, to the officer lockers, to the brig. In general, you can find everything you need here. Despite this, you should not be spending most of your time here. Unless you are on desk duty, you should be patrolling the ship and checking in on departments.

The Brig

The Brig is the center of security, for all intents and purposes. The Brig includes the processing cells, holding cells, communal cell, and Warden's office. The Warden has authority of the brig, and their commands should be followed if they are in respect to the Brig, prisoners, and its operation. The Head of Security can overrule these commands at any time.

The Equipment

  • Stun Baton - Your item of choice for stunning troublemakers. It causes pain to whoever is prodded by it which quickly stuns them, similar to that of a taser or disruptor. Simply activate it in hand and click on the troublemaker while on help intent. If you have other plans, or simply feel aggressive, you can deal brute damage on harm intent. Just keep in mind, this may break Corporate Regulations.
  • Disruptors - The disruptor is your taser and lethal weapon rolled into one. It is an energy-based weapon that can switch from stun setting, which appears as blue of the weapon, and lethal, which is red on the weapon. It is important to register your disruptor by tapping your ID onto it. Otherwise, you will likely have issues having your lethal mode unlocked which can only be done by the Warden, Head of Security, or Captain. To switch which mode your disruptor is set to, click the firing mode button on the bottom right of the screen. Also keep in mind that despite being an energy weapon, the disruptor cannot shoot through glass.
  • Flashes - Flashes are a mostly painless way to encourage a troublemaker to stop resisting. The flash will blind the target temporarily allowing time to subdue them, or to get the message across that they should stop resisting. If you activate the flash in hand, it will flash everyone (including yourself) in the nearby area. Sunglasses help protect from flashes, so be careful who you try to flash!
  • Teargas - Preferred by officers who need to subdue a group of troublemakers. Anyone caught in teargas without a gas mask on will fall into paincrit until the gas is worked out of their system. To use this, activate the grenade in your hand, then click on a tile in range to throw it. If the grenade doesn't leave your hand, make sure you have throwing on! Generally useful to have in your bag, just in case.
  • Pepperspray - Somewhat self-explanatory. A bottle of condensed capsaicin that causes immense pain in whoever is unfortunate enough to get blasted by it. Often time, this leads to paincrit giving you the opportunity to arrest whoever deserved a blast of pepperspray. Keep in mind, gas masks and glasses nullify the effects of the spray! To use this, simply activate the spray in your hand to toggle the safety. Then click on whoever needs to be subdued.
  • Maglight - This heavy duty flashlight is a must for any security belt. The maglight provides a respectable amount of light when turned on. In a pinch, it can also be used as a good tool for harm. Just keep in mind that it is not a stun baton and will cause damage, which may lead to charges of excessive force.
  • Sunglasses - You need to equip these. Put them on your eyes. They are essential gear, especially if you want to man the brig and want to avoid the embarrassing result of succumbing to a flash meant only for an unruly prisoner. All sunglasses in security come equipped with a secHUD. This allows you to see what job a crew members works in, as well as their records and arrest status.
  • Handcuffs - Throw these in your pockets as well. You will use these. A lot. To handcuff someone, you need to be on grab intent and achieve a blue grab. Then, with your other hand, grab your handcuffs and click on the detainee. Assuming they have two wrists and aren't wearing a hardsuit, you will quickly apply the handcuffs.
  • Security Tape - While it may not seem useful, security tape can be incredibly helpful when an area needs to be sectioned off for investigations or for safety. To set down security tape, activate the tape roller in hand, then walk in a straight line towards the end point, and activate it again. To apply the tape to doors, simply click on the door with the tape roller. Tearing down tape is done by clicking on the tape with harm intent. Lifting up tape, to let others pass, can be done by clicking on a segment of tape while on help intent.
  • Hailer - This device is not the most useful. All it does is bark out a message that follows the lines of "Halt! Security!" at very loud volumes. Not useful unless you do not wish to lose your voice.
  • Warrant Projector - Another device with questionable utility. This device is used exclusively to catalog and present any active warrants they are set by the Warden or Head of Security. That's it.
  • Evidence Bags - These bags are very useful when collecting evidence from a crime scene. Often times it is investigations who wants these the most, but it is useful to have them on hand. To use them, click and drag the evidence bag onto whatever you wish to collect.
  • Plate Carrier - This is your armor. The plate carrier is the only piece of protective equipment you can wear during green alert. It has 2 item slots, and can have leg guards and arm guards attached. Keep in mind, the leg and arm guards cannot be worn during green alert.
  • Helmet - This is your head protection. It is mostly unremarkable aside from this. Keep in mind, you cannot wear this on green alert.
  • Gas Mask - This is not a protective piece, however it can be used to filter out gas of any kind, and can supply oxygen with an oxygen tank. Very useful when teargas is in use!

Important: When you are done using your locker, close it and lock it.

Standard Procedure

Responding to Calls

If someone calls for security, an officer should respond. Additional officers should be dispatched as needed.

Upon arriving at the scene, the security first responder (not to be confused with the medical position) is expected to gauge the exact nature of the scene.

If the scene is clear:

  • Radio in the situation at the scene.
  • Ensure the safety of any crew in the immediate vicinity.
  • Identify witnesses.
  • Secure the scene in the event of occurrences (tape off area/disallow witness to leave).
  • Proceed to 'Collecting Evidence'.

If the scene is not clear:

  • Identify the nature of the threat.
  • If the threat is able to be handled by officers on the scene: Proceed with mediation/detainment.
  • If the threat is unable to be handled by officers on the scene: Request immediate assistance. Upon requesting assistance, await said assistance before proceeding. Ensure your safety before ensuring the safety of others on scene.

Collecting Evidence

  • Crime scenes must be sealed off for evidence to be valid. Ensure non-security personnel does not enter the scene. Avoid cordoning off high-traffic areas unless a serious crime (such as murder or mutiny) has been committed. Permission from the relevant head of staff, head of security, or captain should be gained to cordon off high-traffic areas of specific departments.
  • If possible, cordoned off areas should still allow access around it, via maintenance tunnels, less area taped off, or other methods.
  • Disrupt standard ship operation as little as possible around the crime scene.
  • Investigators should be requested. Officers on scene are expected to ensure scene security until/during the arrival of/processing of the scene by investigative staff. If no investigative staff is available, officers are expected to secure evidence on the scene.
  • Witness statements should be taken (either via recorder or on paper) and physical evidence should be secured.

Handling Evidence

  • Ensure gloves are worn to prevent contamination of evidence.
  • Items that can be, must be held in evidence bags for transportation.
  • Crime scene must be preserved until all evidence is collected.
  • After evidence is collected, cadavers may be removed to the morgue and the area may be cleaned up.

Arrest

Proceed as follows during the event of detainment:

  • Announce intention to arrest and charges vocally.
  • Request the suspect surrender peacefully.
  • If the suspect resists, attempt to handcuff. Verbal disagreement or swearing is not resisting. Verbal threats of violence, damage, or death are considered resisting arrest.
  • If suspects fight back or run, apply needed force to cease flight and detain the suspect. A charge of resisting arrest/sparking a manhunt should be applied in this case.
  • Remove suspect to brig for processing.

For witnessed major/violent crime:

  • Immediately attempt detainment of suspect, with charges readout when the suspect is secured.
  • Remove suspect to the brig for processing.

Processing

  • Ensure Warden is aware of the incoming detainee.
    1. If a warden is present, hand off the detainee to them, and allow them to complete the following steps.
    2. If a warden is not present, follow the next steps yourself.
  • Bring detainee to processing/booking room. Leave secured if violent/repeat offender.
  • Check detainee’s pockets (coat/jumpsuit), pack, and any containers within the pack.
  • Confiscate any contraband/evidence found. Note: Evidence must have pertinence to the case. If there is no direct correlation, evidence should be returned to the person or respective department.
    • Remember that only one charge of possession of contraband may be applied, even if the detainee has several items which are considered contraband.
  • Inform the prisoner's superior of the arrest.
  • Use the sentencing console with the id-card of the detainee to generate an "Incident Summary" which is used to set the cell timers.
  • If the detainee is lacking an id-card, inform the Warden, Executive Officer, or Head of Security so they can use one of their blank id-cards to imprint their biometrics on them and sentence them accordingly.
  • Proceed to ‘Jailing’.

Questioning

  • Questioning should be done in the brig. Booking/Processing is to be used for ‘informal’ interviews. Interrogation should be used in the case of more in-depth investigations.
  • The Investigator should get preference in questioning a suspect unless there's a good reason. A standard processing interview for an open and shut case is probably not worth their time, but it's always good to ask.
  • If the person is not a suspect, do not handle them as an offender (handcuffing, stunning, or flashing them is not okay).
  • Ensure usage of recorder during interrogations; ensure the suspect/prisoner/witness is aware they are being recorded. Ensure the suspect/prisoner/witness states their or has their name/occupation stated at the beginning of an interrogation.
  • If the person remains uncooperative, make note of this. Seek advice from your Head of Security.

Jailing

  • Move prisoner to appropriate cell.
  • Place personal items the prisoner was deemed able to keep upon release in cell locker.
    • This should be everything besides contraband and/or job specific items they would no longer need upon release.
    • The headset should only be taken if the prisoner is using it to incite rebellion, harassing other crew members, or as an additional punishment for repeat offenses, same with PDAs.
  • Set cell timer with the incident summary created by the sentencing console and secure the cell.
    • If the prisoner is to be held until transfer, skip this step and go to HuT
  • Remove handcuffs from prisoner’s person within the secure cell if able to do so without severe risk to own well-being.
    • Never open the cell door when the prisoner is standing right on the other side. Require them to step back to the bed. This will allow you to react if they attack or attempt to escape. Even trustworthy prisoners may turn at any second. When in doubt, flash the cell.
  • Ensure records are properly updated to reflect prisoner’s crimes/status.

Release

  • When the timer expires, an officer should always be present to escort former prisoner from the brig. Exceptions apply when there are extreme incidents occurring aboard the ship that require all officers, such as a hostage situation.

Hold Until Transfer

  • Prisoners deemed to be held until transfer, or the next port, are all violent offenders or great risks to the conglomerate. Special care and pointedly sticking to procedure should be done in all cases when interacting when HuT prisoners.
  • Have prisoners remove all items (barring ‘safe’ [no access] Identification Cards, PDAs, Radio Headsets [ensure additional cartridges/chips are removed from radios/PDAs]). In the event a prisoner is uncooperative or cannot be allowed out of handcuffs without threat to officers’ well-being, officers should assist the prisoner in assuming proper garb.
    • An officer of the same gender as the prisoner should assist with changing.
  • Transfer prisoner into a normal cell, follow normal procedure for jailing, with the exception of filing the incident report into the machine. Instead, close the cell door and leave the paper by the door.
  • If the prisoner is not a escape risk, or a self harm risk, they should be given access to the Communal area of the brig, and small sanity items they request, such as a box of papers and pens to draw/write with.
  • A member of security should check on the prisoner regularly in person, both to speak with the prisoner and to ensure no escape attempts are made.

Tips

  • Application of lethal force is often not the only solution to an issue. Lethal force should only be pursued if all other routes are tried and fail.
  • Do not needlessly escalate situations, you should be working to defuse any potentially hostile situation, rather than resort to your weapons.
  • You are a Corporate Security Officer not a Police Officer or Entity of a Military. Your job is to ensure the safety of your corporation’s investment (I.E. Smooth operation of your assigned vessel).
  • Apply escalating force as deemed necessary by the suspect’s actions. Minimal force as required by a situation should be applied.
  • Minimal force should be used at all appropriate times, but not at the risk of your own life.
  • Talk first (unless the suspect lets their weapons do the talking).
  • Heads of Department have the final say over their department, and their department areas, consult them before asking for people to be suspended for crimes (barring Central Command/Captain ruling).
  • Ensure access is properly cleared with Heads of Departments, or members of departments, barring exceptional circumstances (i.e. major crime in progress).

Traitoring

Traitor security is a mixed bag. You can try planting evidence on your target (though make sure you don't put fingerprints on it yourself). Try putting the item in their hand first, and then removing it while you wear gloves, then stick it in their backpack. Theft shouldn't be too hard, and if you plant evidence on other people to make you seem like the "good cop" you should be fine. If things go wrong, you always have your trusty weapons.

Security Cadet

SECURITY
Должность
не определена


Security Cadet

Руководители: Head of Security, Security Officer, all of Security
Сложность: Easy
Обязанности: Assist Security, stay out of trouble, read Corporate Regulations.
Руководства: Corporate Regulations
Доступ: Security, Brig Timers, Maintenance
Альтернативные названия: Отсутствуют

Файл:F19.png

Security Cadet is the learners' role of Security. You are capable of upgrading to Security Officer by passing your 1-month training. You should play Cadet until you feel comfortable in the Security Department. Established characters shouldn't jump into this position outside of very unique circumstances or staff approval.

Your main and only duty is to learn how to apply the above information to the ship, nothing else is expected of you.

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