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		<id>https://wiki.deltav.gay/index.php?title=Head_of_Security&amp;diff=4319</id>
		<title>Head of Security</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Head_of_Security&amp;diff=4319"/>
		<updated>2025-09-08T05:52:34Z</updated>

		<summary type="html">&lt;p&gt;Rubick: Added details to general job description, as well as details regarding the individual members of the Security team.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Stub}}&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=SECURITY&lt;br /&gt;
|command=true&lt;br /&gt;
|maincolor=480000&lt;br /&gt;
|secondarycolor=600000&lt;br /&gt;
|image=HoS.png&lt;br /&gt;
|title=Head Of Security&lt;br /&gt;
|difficulty=Very Hard&lt;br /&gt;
|requirements=[[Whitelist|Whitelisted]], 25 hours of playtime, 10 hours in Command, 10 hours as [[Warden]], 20 hours as [[Security Officer|Security]]&lt;br /&gt;
|access=Head of Security, Command, Security, Armory, Maintenance, Service, External, Detective, Corpsman, Cryogenics&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=[[Captain]]&lt;br /&gt;
|subordinates=[[Warden]], [[Detective]], [[Security Officer]], [[Security Cadet]], [[Prison Guard]]&lt;br /&gt;
|duties=Guide the Security team, prosecute crime, whether it is committed by crew (including other Security personnel) or antagonists.&lt;br /&gt;
|guides=[[Space Law]], [[Standard Operating Procedure|SOP]], [[Alert Procedure]], [[Company Policy]]&lt;br /&gt;
|aliases=&amp;quot;HoS&amp;quot;}}&lt;br /&gt;
You&#039;ve worked yourself out being a Security Officer. Not hard enough for you? Well, you&#039;re in the right place. I hope. &lt;br /&gt;
&lt;br /&gt;
Being the Head of the entire Security Department that are tasked with protecting the entire station and its crew isn&#039;t an easy job. In fact, you have it the hardest only bested by the Captain. But just maybe, you might be able to lead your modest crew of [[Security Officer|Officers]] and the rest of the Brig personnel to victory against those who wish to bring harm and ruin to the station.&lt;br /&gt;
&lt;br /&gt;
The big boss of the entire Security force on the station and the final say in security-related matters. You are the bastion of order among chaos and a very popular individual due to your level of access to the armoury, which may or may not still contain guns. The role of the Head of Security is a thankless profession where good deeds frequently go unnoticed and mistakes by either you or anyone in your department are greatly magnified against you.&lt;br /&gt;
&lt;br /&gt;
You are a force to be reckoned with on your own merely by your authority and equipment, however you are still only one person and are nowhere near your own army. You are a juicy target if caught unaware by all sorts of [[Clown|nefarious]] [[Passenger|individuals]], so a proper leader does well by commanding his subordinates and only stepping in where needed.&lt;br /&gt;
&lt;br /&gt;
As a rule of thumb, like any command role, the &#039;&#039;&#039;LESS&#039;&#039;&#039; direct intervention on your part, the &#039;&#039;&#039;MORE&#039;&#039;&#039; you can be assured that your department is likely running like a well-oiled machine; the happier and more confident your subordinates will be in carrying out their duties. The staff that comprise your team are professionals and loyal to the end; trust them to do their job and it will be one less thing for you to worry about.&lt;br /&gt;
&lt;br /&gt;
At the start of the shift, consider taking a moment to have your team assemble for a roll call/team meeting to brief them on whatever you want them doing for the shift, whether it&#039;s carrying out semi-regular patrols of the maintenance tunnels or focusing on any key hotspots for suspicious activity, you&#039;re the boss; you decide.&lt;br /&gt;
&lt;br /&gt;
Introduce yourself, be approachable and make your presence known; the officers under your command will have that much more confidence in the field knowing that their boss has their back.&lt;br /&gt;
&lt;br /&gt;
Be firm but fair; the powers of dispensing justice come with a price, and that price is the burden of responsibility. As such, your team is expected to enforce Space Law to the highest degree and detail, and you more so than arguably anyone else on the station.&lt;br /&gt;
&lt;br /&gt;
=== Meet Your Team: ===&lt;br /&gt;
&#039;&#039;&#039;Security Cadet:&#039;&#039;&#039; Fresh recruits graduating from the academy, keen and (hopefully) eager to gear up for their first few shifts aboard the station. They should have at least a basic understanding of Space Law and a reasonable competency in it&#039;s interpretation and application. It is strongly advised that any Cadets on your team be paired up with another officer; ideally a Security Mentor or a regular Officer if you have no Mentors on your team, unless they have previously demonstrated sufficient competence and confidence to patrol by themselves (this is at your discretion as Head of Security).&lt;br /&gt;
&lt;br /&gt;
Keep in mind that Cadets are still new to the team at the end of the day, and this is likely to be the most formative training in their career; make sure their mentors are giving good quality training and advice and they may well end up being some of the best officers you could hope to command!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Security Officer:&#039;&#039;&#039; Your pawns upon the chessboard of Justice. These are your team members who have passed the required exams and assessments to pass out from Cadets to fully fledged Officers, honed through grit and experience. Whilst the practical differences between an Officer and a Cadet are fairly minimal, the standards to which they are held most certainly are not; whilst Cadets may be forgiven for the occasional blunder or misinterpretation of Space Law, Officers should be very comfortable in their role and their knowledge of SOP, Company Policy and Space Law.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Warden:&#039;&#039;&#039; Your second in command and the one in direct command of the Armoury and the Brig. They will be the one responsible for keeping your department in order, ensuring that prisoners are treated fairly and properly and for making sure your officers are sufficiently armed when emergencies arise. Check in with them once in a while for status reports or any similar queries; it&#039;s a lonely job, they&#039;re sure to appreciate the company.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prison Guard:&#039;&#039;&#039; The vigilant watchdogs presiding over the prisoners kept in the permanent custody of the Brig. Whilst you are fully within your rights to issue them orders, they report directly to the Warden and as such, you should always consult with them before doing so or, better still, get the Warden to relay your orders to them, unless exceptional circumstances warrant your direct intervention.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Detective:&#039;&#039;&#039; If there&#039;s a criminal mystery to unravel or forensics to be analysed, it&#039;s time to call upon your Detective. Whether it&#039;s investigating unauthorised access to a restricted area or finding the owner of the weapon used to forcefully relieve the Captain of their duty, they will be ready and waiting to get to work. Don&#039;t be afraid to allow them to patrol the station if things are quiet; their services tend to only be required once a crime has been committed, but make sure that they&#039;ll be ready to answer at a moment&#039;s notice should the need arrive.&lt;br /&gt;
&lt;br /&gt;
Despite common misconception, they are firmly under your command.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corpsman:&#039;&#039;&#039; Part officer, part medic, all Security. Your Corpsman will be responsible for maintaining the health of both your team and the prisoners under your charge. If an emergency arises, they will be the one keeping your team going in the event you can&#039;t make it to Medical. If the shift is quiet you may also find them in Medbay helping to tend to the wayward Salvage operative who stepped a bit too close to the lava or a member of Epistemics who got too fascinated by their anomalies.&lt;br /&gt;
&lt;br /&gt;
Despite that however, their first and foremost duty is to Security, so don&#039;t be afraid to recall them back to your department whenever you need them; like the Detective, they are also under your command.{{Jobs Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Rubick</name></author>
	</entry>
	<entry>
		<id>https://wiki.deltav.gay/index.php?title=Security_Officer&amp;diff=4318</id>
		<title>Security Officer</title>
		<link rel="alternate" type="text/html" href="https://wiki.deltav.gay/index.php?title=Security_Officer&amp;diff=4318"/>
		<updated>2025-09-08T04:32:15Z</updated>

		<summary type="html">&lt;p&gt;Rubick: Changed wording on baton use to show that you must be in Harm mode to be able to attack with it.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;tabs&amp;gt;&lt;br /&gt;
&amp;lt;tab inline name=&amp;quot;Security Officer&amp;quot;&amp;gt;&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=SECURITY&lt;br /&gt;
|maincolor=480000&lt;br /&gt;
|secondarycolor=600000&lt;br /&gt;
|image=Security officer.png&lt;br /&gt;
|title=Security Officer&lt;br /&gt;
|aliases=Senior Officer, &amp;quot;Secoff&amp;quot;, &amp;quot;Seccie&amp;quot;&lt;br /&gt;
|difficulty=Hard&lt;br /&gt;
|requirements=[[Whitelist|Whitelisted]], 10 hours in [[Security Cadet|Security]]&lt;br /&gt;
|access=Security, Maintenance, Service, External, Cryogenics&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=[[Head of Security]], [[Warden]] (to some extent)&lt;br /&gt;
|subordinates=[[Security Cadet]] (to some extent)&lt;br /&gt;
|duties=Protect the station, enforce Space Law, help people.&lt;br /&gt;
|guides=[[Space Law]], [[Standard Operating Procedure|SOP]], [[Alert Procedure]], [[Company Policy]]&lt;br /&gt;
}}&lt;br /&gt;
So you decided to sign up for Security, eh? Remember to read the [[Space Law]], the [[Standard Operating Procedure|SOP]] and [[Company Policy]].&lt;br /&gt;
&lt;br /&gt;
Security Officers are the reasonably-lengthed arm of the law. Unlike the Head of Security or [[Warden]], the humble Officer doesn&#039;t have cutting edge equipment or the walls of the Brig to hide behind. The job of a Security Officer is to meet crime and danger where it lives, in the grimy hallways and departments of the station.&lt;br /&gt;
&lt;br /&gt;
Please note that just because you are &#039;&#039;&#039;THE LAW&#039;&#039;&#039; doesn&#039;t mean you can beat [[Clown|clowns]]/[[Mime|mimes]]/[[Passenger|passengers]]/[[Captain|captains]] to death on a whim. Make sure your baton is ACTIVATED whenever you want to incapacitate an unruly suspect; this is because you must be in HARM mode to do so; you don&#039;t want to be unnecessarily injuring them and potentially facing disciplinary action or potentially being arrested yourself, and be sure to follow your own rules. You exist to protect the crew first and foremost, even if it is usually from themselves.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;tab inline name=&amp;quot;Security Cadet&amp;quot;&amp;gt;&lt;br /&gt;
{{Job_Header&lt;br /&gt;
|department=SECURITY&lt;br /&gt;
|maincolor=480000&lt;br /&gt;
|secondarycolor=600000&lt;br /&gt;
|image=Security Cadet.png&lt;br /&gt;
|title=Security Cadet&lt;br /&gt;
|aliases=&amp;quot;Secoff&amp;quot;, &amp;quot;Seccie&amp;quot;&lt;br /&gt;
|difficulty=Easy to Medium&lt;br /&gt;
|requirements=6 hours of playtime&lt;br /&gt;
|access=Security, Maintenance, Service, External, Cryogenics&lt;br /&gt;
|extendedaccess=None&lt;br /&gt;
|supervisors=[[Head of Security]], [[Security Officer]], [[Warden]]&lt;br /&gt;
|subordinates=None&lt;br /&gt;
|duties=Learn to serve and protect.&lt;br /&gt;
|guides=[[Security Officer]], [[Space Law]], [[Standard Operating Procedure|SOP]], [[Alert Procedure]], [[Company Policy]]&lt;br /&gt;
}}&lt;br /&gt;
So you decided to sign up for Security, eh? Remember to read the [[Space Law]], the [[Standard Operating Procedure|SOP]] and [[Company Policy]].&lt;br /&gt;
&lt;br /&gt;
Security Cadet might be your first real job on the station after spending a few rounds as a passenger. This is not a role for absolute beginners. If you are unprepared for the hardship that comes with this job, if you do not know what the hell you&#039;re doing, do not take it on. Try out the other roles first, get a feel for what&#039;s normal and what&#039;s not, then come back.&lt;br /&gt;
&lt;br /&gt;
As a Security Cadet, you have a lot of pressure put on you to perform well. Do not allow this to get to you. You are expected to call in more experienced people to deal with situations that you are unsure of. If you take the law into your own hands too quickly, there can be consequences under [[Space Law]]. Familiarize yourself with this as well as you can. Don&#039;t allow your authority to get to your head and take things too far, but also don&#039;t allow clown murder to become the norm. No one likes clown murder.&lt;br /&gt;
&amp;lt;/tab&amp;gt;&lt;br /&gt;
&amp;lt;/tabs&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Art of Listening ==&lt;br /&gt;
&lt;br /&gt;
The most important thing to do when you are starting out as a Security Officer is to &#039;&#039;&#039;listen&#039;&#039;&#039; to what your [[Head of Security|commanding officer]], the crew, the [[Passenger|passengers]], and even the [[Clown|clowns]] are saying to you. If you fly off the handle when confronted with a slightly irritating situation, you will immediately be labeled as &amp;quot;shitsec,&amp;quot; and the people will be right to rise against you. &lt;br /&gt;
&lt;br /&gt;
The greatest tool in your tool-belt is not the baton, it&#039;s your ears. When you listen, you will know how to diffuse a situation. When you listen, you will come to understand who is lying and who is telling the truth. Some people are bad at speaking, give them the benefit of the doubt and ask follow up questions. &#039;&#039;Be a good listener.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== On Patrol ==&lt;br /&gt;
&lt;br /&gt;
Patrol is one critical part of the average Security Officer&#039;s duty. Just your presence alone can discourage criminal activity, while actively moving about the station will key you in to current events or crimes in progress. Very rarely is there a reason for the average officer to be standing in the brig for extended periods of time.&lt;br /&gt;
&lt;br /&gt;
Say you&#039;re patrolling and see a crime in progress. The most important thing to do is &#039;&#039;&#039;evaluate&#039;&#039;&#039; the situation first and quickly determine what kind of approach is warranted. Examine the situation, how serious is the crime? Is the offender armed and/or dangerous? Is someone&#039;s life in danger? A clown breaking a window to get into tool storage requires a different response to someone being beaten to death with an axe.&lt;br /&gt;
&lt;br /&gt;
In the case that there&#039;s no clear threat to yourself, the crew, or any (valuable) station property, you&#039;ll be pleasantly surprised with how often well-chosen words can defuse a situation. Tell the clown to quit breaking the window, ask what he needs or is trying to do, and if it&#039;s something reasonable, ask on the radio if anyone can help him with it. Meeting low-intensity situations with weapons immediately escalates things which can dangerously backfire on you and turn the crew against you. Crew not looking for trouble will sometimes agree to allow themselves to be searched, saving you the trouble and energy of detaining them.&lt;br /&gt;
&lt;br /&gt;
In general, where the situation permits, using your words and presence is generally a good first step into a conflict. Even some fistfights can be broken up by yelling &amp;quot;HEY&amp;quot; at both offenders and telling them to break it up.&lt;br /&gt;
&lt;br /&gt;
== Negotiations Have Broken Down ==&lt;br /&gt;
&lt;br /&gt;
If it&#039;s clear that a civil discussion isn&#039;t on the table, you may have to detain the offender. Before you reach for your weapon of choice, think of the situation and what best fits:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flash&#039;&#039;&#039; - A small bulb which can be trigged in your hand or used on another person to temporarily blind and disorient them. This slows them greatly, makes them much easier to follow up on with a stun baton, and disorients them enough to make fighting back difficult for a few seconds. This is very low-risk to use against offenders and should be one of your first options, since if they manage to get it away from you, your sunglasses will protect you from it. This goes in reverse though; anyone with sufficient eye protection will be immune to your flash.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stun Baton&#039;&#039;&#039; - Electrically charged baton. Using it in your hand turns it on and off. Turning the baton on and hitting things with it in [[combat]] mode consumes its charge but stuns them. When off or out of charge, it becomes a bludgeoning weapon, so try not to accidentally beat people into a pulp. While harder for offenders to defend against than the flash, if you get disarmed or slipped your baton can easily be used against you or stolen. Using a flash first or dealing a first strike with it before your opponent can react can make it significantly safer to use.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Disabler&#039;&#039;&#039; - Ten-shot, stamina-based, less-lethal takedown weapon with decent range and accuracy. You must be in [[combat]]mode to fire. The disabler slings blue bolts of energy which sap the stamina of the stuck target, eventually causing them to collapse if you hit them enough times quickly. Once the suspect is stunned, you should have enough time to quickly wrestle cuffs on them. Keep in mind the disabler does deal a small amount of burn damage with each shot, so be careful about using it overzealously as it is &amp;quot;less-lethal&amp;quot; and not &amp;quot;non-lethal&amp;quot;. Similarly to the baton, this can become your worst enemy if you drop it and someone else gets control of it or steals it. Furthermore, be mindful of bystanders and your fellow officers! Don&#039;t fire all of your shots off in a wild spray hoping to hit the suspect as your co-workers and the public dislike being struck by random bolts of energy due to your incompetence when aiming.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Flashbang Grenade&#039;&#039;&#039; - Timed-fuse flashbang grenade that can be thrown. Its effects are very similar to the flash, but stronger and in a wider area. These can be used in a pinch where a flash can&#039;t reach effectively or in large crowds to try and allow you some breathing room (if someone is trying to interfere with you dragging a prisoner, these can slow them both for a moment and allow you some time to move). Like the flash, you should follow up with another weapon after deploying this and you are immune to its effects if your eyes are properly shielded.&lt;br /&gt;
&lt;br /&gt;
And finally, once the suspect is immobilized:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Handcuffs&#039;&#039;&#039; - Metal pair of friendship bracelets. Cuffs are faster to apply on someone who is incapacitated or stunned. If you are feeling particularly charismatic, you may be able to convince the offender to cuff themselves by tossing them the cuffs and instructing them to do so, which could save you a headache or stop you from inserting yourself into a possibly dangerous situation in close quarters. In either case, once the offender is cuffed they are unable to use their hands and can be stopped from moving by dragging them with Ctrl+Click. So as long as a detainee is being escorted by someone by being dragged, they will not be able to move away. This will enable you to search them much more easily and move them to the brig. Handcuffs can be reclaimed and used again simply by taking them off the suspect using the strip menu. It is generally considered poor form to leave the handcuffs on a detainee while they are brigged, so take them off and put them away while they serve out their sentence.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Zipties&#039;&#039;&#039; - Plastic pair of friendship bracelets. Zipties are somewhat faster than cuffs, but can be broken out of in a shorter time if the suspect is left unattended and they cannot be re-used once they are taken off the suspect. They can be a good option to quickly detain someone, or if the person you detain has shown a tendency to immediately attack upon being uncuffed.&lt;br /&gt;
&lt;br /&gt;
== To the Brig ==&lt;br /&gt;
&lt;br /&gt;
So now, you&#039;ve got a (probably agitated) offender in cuffs and secured. Next, you need to consider the situation around you. Hallway Clowns and all of the manner of citizen spectators, greys, and other undesirables love nothing more then to interfere with an arrest since they know you can only handle one person at a time. Bring your detainee &#039;&#039;straight&#039;&#039; to the Brig where practical. If you are otherwise in a secluded or low-traffic area, you may be able to do a quick search or ask a few pertinent questions, but for the most part that should be done in the Brig behind closed and secured doors, free from interference and hopefully nearby other Security personnel who can jump in and help you should your detainee attempt to escape or otherwise become problematic.&lt;br /&gt;
&lt;br /&gt;
You need to do the other critically important part of your job which is quickly, effectively, and fairly handling someone you&#039;ve detained. This is just as important as actually stopping most crimes in progress: the crew will quickly forget a quick and painless trip in and out of the brig, but they will absolutely remember if you fail to give them gear back, beat them up while they are cuffed, give them an excessive sentence, or in general demean them while they are in your custody.&lt;br /&gt;
&lt;br /&gt;
Security is already a juicy target for most of the crew on the station for various reasons, so don&#039;t give anyone another reason to cave your skull in the next time you slip on a banana peel, or to bomb security. Remember, someone you&#039;ve arrested is your responsibility. If you have medical supplies in Security, it is an act of good faith to make sure they get any major wounds tended to before you toss them into the brig. If possible, it is a good idea to summon a [[Medical Doctor]] to the brig to treat a severely wounded detainee.&lt;br /&gt;
&lt;br /&gt;
== Search and Seizure ==&lt;br /&gt;
&lt;br /&gt;
First things first, you need to conduct a search of your detainee. Regardless of the crime, letting someone detained have access to everything in their bag, up to and potentially including firearms or other incredibly dangerous traitor items, is absolutely the fastest way to get killed in the brig. Remove their bag and search its contents for anything you have a good reason to believe may be stolen or contraband. Tasers, handcuffs, ID&#039;s and [[PDA|PDAs]] not belonging to them, weapons, all of those things need to be removed from the prisoner and put away in a secured storage. Contraband and other dangerous items will not be returned to the prisoner when they are released. Be sure to also give a cursory check inside containers within the bag, as the crew is crafty and will hide small stolen objects like ID cards in them.&lt;br /&gt;
&lt;br /&gt;
Check the detainee&#039;s [[PDA]] to make sure their own ID is in it, make sure you look at their pockets, and remove any tools they may have before you brig them as those make it extremely easy for them to break out. Remove any sunglasses in case you need to flash them later. Bundle all of the removed gear up in their bag (as much as will fit) and place it to the side outside the cell or secure it temporarily in an evidence locker.&lt;br /&gt;
&lt;br /&gt;
Chat with your detainee, who will almost undoubtedly want to talk to you about all the manner of things. Try to determine if there&#039;s any other factors at play to their crime, try to mitigate their outrage that you would have the audacity to arrest them, assure them that their equipment (minus contraband) will be returned to them after you are done. There&#039;s nothing worse to a detainee then the arresting officer they are dealing with not saying a single word the entire time they are in your custody.&lt;br /&gt;
&lt;br /&gt;
== Time for Crime ==&lt;br /&gt;
&lt;br /&gt;
You will have to brig your offender for a few minutes, depending on the crime. Be reasonable and take totality of the circumstances into account. Look to the Warden or Head of Security for guidance on brig times for particular crimes and go from there. For very minor crimes like minor theft or vandalism, you may consider just releasing them after you search them as you have already had them in your custody for about two minutes.&lt;br /&gt;
&lt;br /&gt;
Once you put the offender in the brig, don&#039;t just buckle them to the bed in cuffs and leave them there. Remove the cuffs and leave them buckled in the cell, then make sure they serve the sentence. Once that&#039;s done, let them out of the brig, make sure all of their possessions (minus contraband or dangerous equipment) are returned to them, and get them out of the brig so you can repeat your cycle anew.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Security staff and Command staff cannot be selected as [[Traitor|traitors]]. Trust in and work together with your fellow officers.&lt;br /&gt;
&lt;br /&gt;
* Keep sensitive items like weapons and security gear under lock and key! Do not just leave contraband, weapons, equipment, tools, or other gear lying around out in the open in plain view, especially unattended as this invites thieves to try and make off with them and makes any detainees that get loose many times more dangerous. Stow your unused gear in a security locker and &#039;&#039;&#039;lock those lockers with Alt+Click&#039;&#039;&#039; when you are done.&lt;br /&gt;
&lt;br /&gt;
* Lawyers are civilians that are not members of security, but they do have brig access. If you have a strange man in a suit and tie walk into the brig asking to see your prisoners, oblige him but do not let him interfere with your searches, arrests, or brig timing unless he has a very good reason.&lt;br /&gt;
&lt;br /&gt;
* Don&#039;t be afraid to pair up with another Officer! It is much more difficult for the crew to interfere with you if there are two of you and you can both back one another up when something goes wrong.&lt;br /&gt;
&lt;br /&gt;
* You only start out with general security and maintenance access, so you can&#039;t get your way into departments to help the crew without another crew member from that department, or, if the [[Head of Personnel]] can be made agreeable, extra access assigned to your card. Chat with your boss and the Head of Personnel to see if you can get basic additional access to areas like Medbay, Engineering, the Bar, or other similar areas so you can more effectively respond to calls for help there. Just remember this makes your ID more valuable if stolen by an offender!&lt;br /&gt;
&lt;br /&gt;
* Listen to your radio! The crew will often voice various complaints over the radio which can clue you in to crimes in progress or particular crew members to look out for.&lt;br /&gt;
&lt;br /&gt;
* Security is a careful battle of keeping yourself in the general public&#039;s good graces. Security hurts the hardest when all of the crew is working against what you are trying to do, and you only make it worse if you make the crew distrust you. Treat prisoners fairly without putting anyone in undue danger.&lt;br /&gt;
&lt;br /&gt;
* The Warden should be watching over the Brig and Armory for you. Generally he can make sure prisoners serve out their sentence and get their belongings back afterwards, which frees you up from sitting in the brig for a few minutes. The Warden will also hand out other security gear as needed, such as lethal weapons.&lt;br /&gt;
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* Serious crimes and traitorous activity often happen outside of the main hallways and crowded public areas where everyone is watching. Remember that you have access to maintenance tunnels if you need to move around other parts of the station and remember to give them a patrol every now and again. Be sure to bring a SecLite and be careful within the narrow halls, but keep in mind the light and noise of your movement gives away your position.&lt;br /&gt;
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* If the [[Head of Security]] or [[Warden]] hands out lethal weapons such as the Cog Laser Carbine or Krammer shotgun, it will generally be for any manner of station threats. Occasionally in the case of crewmembers or the syndicate using overwhelming firepower, lethal weapons and force may be authorized to be used against them. Just keep in mind that for situations involving a single offender, your basic equipment is usually more effective. Remember to visit the [[Server Rules]] and brush up on escalation rules and what&#039;s expected from Security and Command when lethal force is involved.&lt;br /&gt;
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* Tell your fellow co-workers where you are going and make sure they acknowledge you if you decide to investigate something suspicious in a low-traffic area! There is no faster way to get ambushed and killed then to investigate a bump in the night from the nearby Maintenance tunnel only to walk in on an entire team of [[Nuclear Operative|Nuclear Operatives]] who just breached their way into the station. The only thing that&#039;s worse about almost assuredly dying in this scenario is if you didn&#039;t tell anyone where you were, what you were doing, or didn&#039;t scream over the radio in time, it is highly likely nobody will even realize you are missing!&lt;br /&gt;
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{{Jobs Menu}}&lt;br /&gt;
{{Guides Menu}}&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Rubick</name></author>
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