Head of Security
|SECURITY & COMMAND STAFF|
Head of Security
|Access: All of Security, Head of Security's Office, Maintenance, Medbay, Research Division, Bridge, Engineering, Construction Area, Cargo Office, Mining, Gateway, Personal Lockers|
Additional Access: N/A
Difficulty: Very hard
Duties: Coordinate security personnel, ensure they are not corrupt, make sure every department is protected, save the Virologist when he gets mauled by monkeys.
Guides: Guide to security, Guide to Trials, Chain of Command, Space Law, Head of Staff Equipment, Security items
Quote: Alright you knuckleheads, stop beating up the assistants and get back to work. And make sure those disablers are fully charged! I hear the bartender is serving up Gargle Blasters today, and things could get messy.
You've worked yourself out being a Security Officer. Not hard enough for you? Well, you're in the right place. I hope. Being the Head of the entire Security Department that is tasked with protecting the entire station and its crew isn'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 Officers and the rest of the Brig personnel to victory against those who wish to bring harm and ruin to Nanotrasen.
Bare minimum requirements:
- Know and follow Space Law to the letter, and instruct other officers.
- Secure the X-01 Multiphase Energy Gun for your personal use.
- Know the job functions of the Warden, Brig Physician, Detective and your Security Officers.
- Deputize trustworthy crew as necessary to assist with arrests when needed.
- Guide your department and ensure they are communicating and prioritizing higher level threats over petty criminals
- Prevent shitcurity and uphold your department's reputation
See here to view the Guide to Security to learn the full in-and-outs of being an officer. Read this religiously if you want to be competent at being the Head of Security.
As the Head of Security, it is your responsibility to watch over the Brig, Bridge, and Courtroom areas and to make sure Security Officers don't ruin everything. 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, so you can usually just sit in your office and let the securitrons and redshirts do it for you. You have more access to the station than anyone else in security, but less than the other heads. Try not to depend on it.
Your office is in the Security Office. It holds several weapons, devices, a recharger, and both types of security terminals, as well as a personal Head of Security Hardsuit, with slightly better armor plating and a unique look. Included as well are your usual office supplies, your unique stamp, key terminal, and a button to close the shutters on your windows when a riot starts knocking on your door.
Contents of the office include an energy gun, your very stylish three-setting X-01 Multiphase Energy Gun, a stun baton, a riot shield, mindshield implants, a box of flashbangs, a full Security Belt, and multiple stylish alt outfits to wear. It is recommended that you take most of these things, as they can come in handy when you really need them. Also included in your locker is a host of miscellaneous gear ranging from loudspeakers to remote door controls.
Have a look at all your unique equipment here.
As the Head of Security, you are responsible for all security staff. It's important not to lose track of them, and make sure they are doing their job correctly. You are concerned with the following people:
These are your pawns, and it's your job to control them. Each of them is given an department to guard when they sign up. If they're being assholes, yell at them and get them to fall in line - if they continue, throw them in the brig for a little while. It's important not to let these guys run rampant, because they can and will fuck everything up if you do. If they seem to not know what they need to do, give them a firm reminder of what they need to do and teach them. On occasion you might have a new player on your team, so don't go too hard on them. However, if they continue to be assholes or just totally incompetent, bust them back down to assistant and kick them off the force.
The Warden acts as the Brig's watchdog. Make sure he doesn't set and/or support shitty brig times and that he doesn't leave the Brig while prisoners are present. He is next in the line of succession if you get bumped off, and your senior officer, albeit of the same rank as your officers. Treat them like your right-hand, as they can run the Brig just fine by themselves under most situations.
The Detective's job is to investigate crime scenes, if you don't have any leads it's a good idea to send them in to take a look for fingerprints and DNA. They're used to operating with a fair degree of autonomy from Security. Just remember to call them a loose cannon from time to time and be ready to send in the redshirts should he uncover something big. The arrests must be made by them, not the detective.
The Lawyers' job is to act as oversight for security and defend poor defenseless traitors from the big scary Shitsec,
how well they do this is debatable. Your authority over them is questionable, although you are completely within your rights to remove their Security radio access if it becomes an issue. If you need more help you can deputize these guys, but make sure they don't turn into their worst enemy. Pass out some spare sunglasses or a SecHUD (if you're feeling particularly generous) and don't refuse their clients' right to counsel. If you wind with a criminal attorney on your hands, don't hesitate to bring the hammer down.
The Brig Physician is basically security's private doctor/field medic, they are generally trustworthy and have the tools to heal your underlings and
remove annoying criminal's limbs perform surgery.
Each officer is given an assigned department when they join the game. Most will be assigned to guard one of the four major departments (Medbay, Research, Engineering, and Supply). Department guards are given a small security office along with limited access and are able to use that department's radio channel. Department guards are also marked with color-coded armbands. It is your job to make sure each department is staffed by a member of security. If a department becomes a hotspot for criminal activity, it may be a good idea to reallocate more men to that department.
The holding area for prisoners. Security personnel, Heads of Staff, and the Lawyer have access to the hallway, but only Security personnel can use the cell controls. It's still possible for normal crewmembers to view the cells through the windows behind them. As the windows are electrified, though, they're not a valid means of entry unless the person happens to have insulated gloves
Prisoners try to flee all the time, so do something about the doors (portable flasher), or handcuff them to the bed as you investigate their items (make sure to release them if they aren't super dangerous). And SET A FUCKING TIME TO THE TIMER - it won't lock the door unless you do this. Remember that some prisoners may have a toolbelt and thus a means to escape if left unsupervised.
In the event that a prisoner has been deemed too dangerous to release, they can either be executed with the captain's permission or, if you aren't a barbarian, taken to the Prison Wing. The prison wing is located to the upper left of the Warden's Office. It can comfortably hold just as many prisoners as the normal brig, but it has real airlocks to block the cells and the entire wing can be locked down with impenetrable security shutters. It also has no automatic timer, so don't put someone in a permanent cell without a very good reason. If you wish to execute someone the humane way, you can also use the re-education chamber located to the left of the prison wing. If you do go this route make sure you keep it reasonably a secret from any Asimov silicons, i.e. don't talk about execution over security radio.
Or you can banish a prisoner to the Lavaland Gulag. A comfortable, out of the way location where escape is 99% impossible.
You're My Favourite Deputy
You're frequently going to get an understaffed (or entirely absent) department staff. This is going to pose a problem, especially during times of crisis. Luckily you are capable of deputizing volunteering members of the crew without having to make them full officers.
With your access to the Bridge ID Console, you can give people security access. A box of armbands in your office can also be used as a badge for those who you have deputized. Hand them some gear and cuffs, give them a briefing of what you expect from them, consider mindshield implanting them, and set them loose on the station.
By deputizing a crewman, you are authorizing them to act as a member of security. Although you run the risk of deputizing those who are inexperienced or downright treasonous, they can prove to be a valuable asset in extraordinary circumstances.
Day to Day
You'll be dealing with the possibility of several different types of threats to the station on a round-to-round basis. It's generally a good idea to be alert and ready to call out exactly what the flavor of the shift is as soon as you can confirm it, so that your officers can be informed in their decisions from that point on. Knowing how to deal with everything that can be thrown at you is crucial to working well as the Head of Security, and while this guide provides a good start, experience is the greatest teacher.
You have basic departmental access, which means you can easily get into Engineering, Science, Medbay, and Cargo and
help yourself to goodies investigate crime.
On greenshifts or before things start to hit the fan, your officers are mainly going to be dealing with small crimes: thefts, trespassing, a few fights if things get rowdy. Keep tabs on who ends up in your brig; remember that you can apply progressively harsher sentences to repeat offenders. Keep an eye on your underlings as well. Assholes or incompetents can easily turn the crew against your department, and the crew is perfectly capable of making your life hell while staying within the law. A single well-timed shove or spritz of space lube from a disgruntled crew member during a chase can endanger the lives of your officers or even the entire station. Ensure the members of Security are polite, professional, and competent at all times.
Shut it Down
If the situation on the station is spiraling out of control, and your control of the brig is in question, you can attempt to lock down the brig from hostile forces. Within the Warden's Office, and your Office, are controls that allow you to lock down the brig; these will activate massive blast doors that can selectively seal off the brig, making it significantly harder for anyone to get into the brig, and more predictable. You can then use security barricades to seal off entrances, as well as using the Security Door Control to bolt off select doors to the brig (usually held by the Warden).
The Head of Security is a target while in Revolution mode. He's also one of the toughest people to attempt to attack directly. It is important to be reserved when you hear flashing in random locations and don't immediately run out and start beating skulls in. This makes you an easy victim. Bear in mind that some traitors will attempt to fool you into thinking there is a revolution - a false revolutionary might instead be carrying several strange and powerful weapons. That being said, just like any other head of staff in a revolution, you need to keep on the move. Staying in one place for long -- even a place people wouldn't expect you to be -- makes you a much easier target for a mob attack or stealthy bombing.
To decommission a revolutionary, you have two options: Beat their head in like the monster they always knew you were, or forcibly inject a Mindshield Implant into their brain. The former, while a good deal more satisfying, is both unreliable and dangerous - it's easy to accidentally bludgeon someone not only out of the revolution but also out of their mortal coil. The latter takes more time and is limited in uses, but ensures people will stay on your side, barring an implant removal surgery. Don't be afraid to start batoning and implanting passers-by once a revolution is on board.
DO NOT TRY TO WIN A REVOLUTION BY TURTLING. YOU WILL LOSE THE WAR OF ATTRITION.
Remember: If anyone seems to reject an implant, they are a Head Revolutionary and must be either killed or exiled if you intend to win control of the station. While you could shove them through the gateway or onto the penal colony, it's just as good to beat them to death in the Brig and leave their body to rot in the Warden's office - or better yet, mass driver them.
With a cult on board, you quickly become both very important and very vulnerable. For all your gear, nothing but the Chaplain can protect you from a heretic with a piece of rune-etched paper. Success in defeating a cult is based primarily around resource management and thoroughness in your actions - it can be very difficult for the dark one's followers to complete their task when faced with a responsive Security team. It's important to acknowledge firstly the danger of a cult: Its members, much like during a revolution, blend in with the crew at large, yet can disable you instantly and drag you off to be sacrificed while you try in vain to scream for help.
The Chaplain is easily the most important person on board during a cult round, barring almost nothing: They provide you with an endless source of Holy Water, your primary weapon in staving off the cult and rescuing crewmembers from its grasp. It should be your top priority to secure them inside the Brig the instant a cult presence is confirmed, as they will very likely be an early target. Luckily, their null rod keeps them safe from magic, and can oftentimes mean the difference between victory and defeat. Force-feeding enough holy water to a cultist will force the darkness out of them, bringing them back to your side. Similarly, when applied to the floor, it is an invalid location for Wraiths attempting to jaunt.
One of your greatest allies outside of the Chaplain is the AI: Its constant camera view of the station cannot see runes, but it can easily report and lock down suspicious congregations of humans. Equipping it with a custom lawset gains you an extremely powerful surveillance unit that can single-handedly flush out the cult into your waiting arms. Be aware, however, that a Wraith can very easily kill the AI. Your comrade may be sadly short-lived.
Oftentimes, the cult will transition from a stealthy threat to a very blatant one with constructs and armor. Apply judicious amounts of laser fire and try not to get in melee range. Constructs are incredibly dangerous in the later stages of the game where they are able to mass-produce shells and shards. More often than not, it's best to begin evacuation when constructs start appearing en masse, as it is indicative of a very strong cult presence.
Constructs, as mentioned, can be a massive mid to end game threat from a cult. Juggernauts will make up the bulk of the cult forces, and not only do they have a heafty health pool but their unique armor will deflect a good portion of energy attacks. The best way to kill a Juggernaut is to use a ballistic weapon, such as a buckshot Riot Shotgun or a cargo ordered Auto Rifle.
Important: Out of Holy Water? Chaplain dead, MIA, or never showed up? Cargo can order you religious supply crates, and Botany can mutate melons into holy-melons, which are rich in holy water.
Red hardsuits, dead AIs, telecomms explosions, oh my! Nuclear Emergencies are perhaps some of the most demanding rounds for a Head of Security, requiring a large deal of knowledge and raw robusting skill to overcome the terrorist strike team aboard the station. The premise is simple: There is a fukken disk, and you need to keep it. Fortunately you will start the shift with the pinpointer, making your job of finding the Captain, Clown or Operative with the nuke disk much easier.. The operatives all have pinpointers of their own, so remember that hiding the disk is never a viable option as they can track it down. Similarly, leaving the z-level with the disk (or destroying it) will cause it to respawn at a random predetermined point on the station, which is typically a worst-case scenario.
When shit hits the fan (the AI mysteriously dies and Telecommunications is now a smoking wreck), your first priority should be to locate and secure the disk. This typically involves dragging the Captain to Brig and using your desk announcement system (Which does work with comms down) to summon your loyal minions to the brig. They'll want the bulletproof armors and some lethal weaponry, and potentially the Ion Rifle, depending on what the Operatives brought. Typically, it's a good idea to arm some assorted crewmen on top of your own forces, as they provide valuable meat shields for the more important people. Nuke ops also like to bomb and/or raid the armory, so your brig may become the front lines of battle.
Did you lose the disk? It ain't over 'til it's over, so don't be afraid to don your special Hardsuit and chase those chucklefucks right back to their own shuttle. So long as the disk escapes on the Emergency Shuttle, you are in the green. Worst case scenario you can still
abandon the station evacuate to lavaland.
For once, a problem you can't solve by harmbatoning. With a blob on board, you take on a unique support role that will see you bouncing between the frontline and the supply lines in the rear. Once a blob has been confirmed, your first and highest priority should be to empty out the Armory and distribute the energy weapons. Typically, it's a good idea to stow the Tasers and Shotguns, seeing as they're next to useless against biomass and some chucklefuck can and will waste precious time trying to use them. Against certain chemical variants, the Riot Gear is incredibly strong as well. Fuck the Ion Rifle. Space the Ion Rifle. Someone will take it and Ion you and ruin your day; it sounds like common sense but you will save yourself a world of hurt by just throwing it out an airlock.
Once you've ensured the crew is armed, it's usually best to gauge where you're needed and bounce between fighting the blob and making sure new weapons crates get unlocked. You're going to be one of the three or four jobs on the station who can open up the incredibly cost-efficient laser crates (3 guns for 15 points!) so try and remember how important you are. Beyond that, you carry a couple of guns yourself, and the more fire support the merrier. Finally, when you're not lasering the blob or opening crates, start fetching rechargers from the Brig or nearby Security posts to bring to the front where they're needed.
- If you label all the items in the armory you distribute, you'll know exactly who fucked up and how when said items turn up in the backpack of the Clown.
- There are muzzles and straitjackets in the prison wing for restraining dangerous prisoners
& restraining people that annoy you.
- If you fill an air tank with 20% O2 and 80% N2O, set the pressure to 101kpa, put on someone along with a mask, and turn their internals on, you can give them a fate worse than death for close to eternity. This also keeps changelings from reviving easily, but they can just use adrenals (they also work while asleep) and then turn off internals to escape. It's still good to buy you time to get to the kitchen or cremator.
- You can use the gulag shuttle (or any other shuttle, but the gulag one is the most convenient) to gib changelings. Surprisingly useful if the gibber and cremator were destroyed.
- The Armory has a few types of special implants - if you run out, more can be ordered from Cargo.
- Chemical implants can be triggered by the recipient or remotely via a prisoner control console. 50 units of chemicals can be injected into the implant while it is still in its casing, perfect for killing escaped prisoners.
- Tracking Implants have three functions: They tell you the approximate distance to your target, the direction from your current position (with the tracker), and acting as a teleportation beacon.
- Suspected Changelings can be implanted with a tracking implant as it gives a special HUD icon above their head. If the person you implanted later has a new identity, they are probably a ling.
- You can use tracking implants to give completely private orders to individual officers even while Telecomms is down.
- Chemical Implants are an effective way to incapacitate your perma prisoners: Ask Chemistry for the deadliest 50u they can make and pump it into an implant.
- Permabrig's electric razor is impractical; many people can be recognized on sight from their hairstyles and shaving them bald removes that.
- Taking a Riot Shotgun, filling it with buckshot shells, taking it out back and sawing it off with a circular saw will let you put it in your backpack, giving you a perfect counter to energy sword/shield users.
- If you can get Sergeant Araneus a sentience potion from Xenobio, he can help assist security. Besides, a giant spider patrolling the brig gives you several badass points.
- Keeping a close eye on your Officers and other staff is usually a very good idea. Keep tabs on your Officer's life signs by getting a portable Crew Monitor from Medbay. The CMO will most likely not mind.
- This however will not be able to detect Changelings if they are fully disguised. Beware of these creatures infiltrating your security force. They are one of the biggest threats to you and your team simply because of their ability to assimilate into any scenario seamlessly. The enemy might be right next to you and you would never know.