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|img = Warden.png
|img = Warden.png
|jobtitle = Warden
|jobtitle = Warden
|access = [[Armory]], [[Security Office|Security]], [[Brig]], [[Prison_Wing|Holding Cells]], [[Courtroom]]
|access = [[Armory]], [[Security Office|Security]], [[Brig]], [[Prison_Wing|Holding Cells]], [[Courtroom]], Weapon Permit
|additional = [[Maintenance]], [[Morgue]], [[Detective's Office]]
|difficulty = Hard
|difficulty = Hard
|superior = [[Head of Security]]
|superior = [[Head of Security]]
|duties = Watch over the [[Brig]] and [[Prison Wing]], release prisoners when their time is up, issue equipment to security, be a [[Security Officer|security officer]] when they all eventually die.
|duties = Watch over the [[Brig]] and [[Prison Wing]], release prisoners when their time is up, issue equipment to security, be a [[Security Officer|security officer]] when they all eventually die.
|guides = [[Guide to security]], [[Space Law]]
|guides = [[Guide to security]], [[Space Law]], [[Guide to Trials]], [[Guide to paperwork#For_the_Warden|a few forms]]
|quote = Eh? No sir, the armory's fine, see- Oh bugger.
}}
}}
The Warden is a member of the security staff, responsible for the [[Brig]], the [[Prison Wing]] and the prisoners. He has access to the [[Armory]].
The Warden is a member of the security staff, responsible for the [[Brig]], the [[Prison Wing]] and the management of the prisoners. He essentially acts as a right-hand man to the [[Head of Security]] and runs most of the operations within the Brig in the absence of the HoS. The Warden is also tasked with guarding his most valued treasure: The Armory, filled with Security's best gear and armaments.


[[File:Brig.png|300px|thumb|alt=Brig|link=http://puu.sh/3EDo4.png|Your [[Brig|Domain]]]]<br>
'''Bare minimum requirements:''' Make sure no one [[Assistant|who shouldn't be]] is in the armory. Set a timer for arrested people and [[Byond the impossible|make sure they don't break out]].
[[File:Security.png|300px|thumb|alt=Brig|Your Domains: The [[Brig]] + [[Security Office]] + [[Prison Wing]] + [[Warden's Office|Your Office]]. Also pictured, the courtroom, where suffering comes knocking.]]<br>
==[[File:Policecap.png]] '''Watch Hound'''==
Half of your job is to look after the prisoners, make sure they don't die or get [[Shitcurity|unfair]] [[Space Law|sentences]], and make sure they don't escape. The other half of your job is to arm security with weapons in times of war. You are not a [[Security Officer]] and do not have to go outside of the brig (and really should not go out of the brig). '''Stay in the brig.'''


==Watch Hound==
Once more: '''''STAY IN THE GODDAMN BRIG'''''
Half of your job is to look after the prisoners, make sure they don't die or get [[Shitcurity|unfair]] [[Space Law|sentences]], and make sure they don't escape. The other half of your job is to arm security with weapons in times of war. You are not a [[Security Officer]] and do not have to go outside of the brig (and really should not go out of the brig).


If you have no prisoners to watch out for, you should be coordinating the security officers over the security radio channel, checking [[Computers#Security_Cameras|cameras]] when people call for help, and updating arrest records. Your fellow officers will appreciate your help in sending them where they can make a difference. You should also do a role call every so often, to make sure that all your officers are still alive and well. You have the opportunity to make Security run like a well-oiled machine.
Even more important: '''''WATCH THE DAMN ARMORY.'''''
==[[File:Megaphone red.png]] Mister Dispatcher==
If you have no prisoners to watch out for, you should be coordinating the [[Security Officers]] over the security radio channel. People often make accusations of crime on the radio that you can follow up on. You can ensure all arrest records are filled in with this and with information from the security radio channel to make sure officers don't wonder why a particular person is wanted. You can also check on the [[Computers#Security_Cameras|cameras]] for reported disturbances and update the records of anyone involved (which should be done regularly). Your fellow officers will appreciate your help in sending them where they can make a difference. 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 if where they are.


You might get the idea while you are idle to use the camera console to monitor the station. This is a waste of time. You can do it if you want. However, the station is '''huge''', and there are many cameras. It is very unlikely that you will see something relevant. The camera console should be used to check on '''specific''' things, like what is happening in cargo or the medbay.
==Second in Command==
==Second in Command==
As the Warden, you have authority over the brig and any security officers inside the brig. Should anything happen to the Head of Security, you are expected to take up his position and command the security staff.
As the Warden, you have authority over the brig and any security officers inside the Brig. Should anything happen to the Head of Security, you are expected to take up his position and command the security staff.
===[[File:Detectivefedora.png]]The [[Detective]]===
Just give the detective space, he's the loose cannon that runs around and scans for prints. In the rare cases where they do drag someone in, they'll need help with the Brig timers and securing evidence. Since almost anyone (even lawyers) with brig access has access to evidence storage, the more dangerous evidence should go in the appropriate locker in the armory.
===[[File:Helmet.png]] [[Security officer|Security Officers]]===
Nominally, officers aren't under your command and are not required to follow your orders. That being said, if they're in the brig and mucking around, you are well within your duties to order them to leave. Otherwise, try to be the benevolent eye in the sky and keep tabs on the whereabouts of your team.
===[[File:Fedora.png]] [[Lawyer|Lawyers]]===
When used correctly, the station's legal counselors can provide an extra layer of security by keeping an eye on things or by policing the various debris and detritus that crops up over the course of a shift. 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 ''[[traitor|criminal]] attorney'' on your hands, don't hesitate to bring the hammer down.
==[[File:Securitylocker.png]] Equipment==
[[File:Armory.png|300px|thumb|alt=Armory|The [[Armory]]]]<br>
'''[[Security_items|See here what items you're about to use and how to use them.]]'''


===The [[Detective]]===
Given the ever-present threat of prison breaks and riots, a skilled Warden is a well-equipped warden. Your locker contains your personal gear: a spare taser, 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. Also, consider grabbing a laser weapon: 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.  
Just give the detective space, he's a loose cannon that runs around and scans for prints. He'll rarely drag criminals in. Just help out with the cell timers for the detective, and help secure the evidence the detective brings in.


===Equipment===
Not only that, but your Armory contains a plethora of gear that can help you in your quest to defend the Brig. Barricades are excellent if someone has broken the Brig doors with a cryptographic sequencer, and portable flashers, although they have limited charge, are very useful at stopping poorly equipped attackers or budding escapees. 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 [[Head of Security]] is (in the very real case that someone murders them and steals their identity). Your ID is a high-value target, so make sure no one gets their grubby hands on it. You also have access to the HoS's Door Control Remote, which you can use to bolt down certain doors in the brig.
[[File:Armory.png|300px|thumb|alt=Armory|link=http://puu.sh/3EHur.png|The [[Armory]]]]<br>
To help your wardening ways, grab a pair of cuffs (for prisoner transportation) that are in a box in the armory, and a stun baton (same area). You already have a taser and a pair of sun glasses. Several portable flashers are in the armory, these CAN and will be useful in securing the brig during attacks, and a tool box is located in the main security room. Make sure no one gets your ID, and you know who the [[Head of Security]] is (make sure they don't start a woman, scream bloody murder on the radio and come back as a pink haired man), as you need to defend your equipment from would-be thieves.


====Implants====
Don't forget that your loot includes anything you might have created at the Security Protolathe or have confiscated from [[Traitor|Traitors]] and other [[Nuclear Operative|agents of]] [[Wizard|chaos]]. It's best to keep these confiscated weapons and items away from the Officers; only let you or the Head of Security handle them. Theres a better chance that the Head of Security will know how to put that gear to good use.
===[[File:Lockbox locked.png]] <u>Implants</u> [[File:Implant Case.png]]===
The [[Armory]] contains different sets of implants which you may want to make use of for prisoner control.
The [[Armory]] contains different sets of implants which you may want to make use of for prisoner control.
====[[Chemical Implant|Chemical Implants]]====
Will put a chemical implant under the skin of a person's chest. Load the implant with up to 50 units of chemicals by injecting it with a filled syringe while it's still in its original case. You can then remotely inject the implanted chems with the Prisoner Management Console in your office. <br>Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition, the implant may become unstable and either pre-maturely inject the subject or simply break. Can be loaded with sedatives or even lethal injections. For larger doses, a subject may be implanted multiple times. Disintegrates 10 minutes after the death of the host, unless revived. Also leaves a blinking blue dot if the subject is observed with a [[Hud#Security_HUD_Icons|Security HUD]].
====[[Tracking Implant|Tracking Implants]]====
Will implant a tracking beacon under the skin of a person's chest. The Prisoner Management Console in your office can then be used to check the implanted person's location and even send messages into their mind. Use a bluespace locator to track implanted targets. Locators can be printed from the security techfab after research. Use a [[High-risk_items#Hand_teleporter|Hand Teleporter]] or [[Teleporter]] to teleport to the target. Disintegrates 10 minutes after the death of the host, unless revived. Also leaves a blinking red dot if the subject is observed with a [[Hud#Security_HUD_Icons|Security HUD]].
====[[Security_items#Mindshield_Implant|Mindshield Implants]]====
[[Security_items#Mindshield_Implant|Mindshield Implants]] will revert the effects of [[Revolution|Revolutionaries]], however if someone resists them they are most likely the [[Revolution| ringleader]]. Mindshield implants will also prevent brainwashing from [[Revolution| Commies]] and [[Cult| Cultists]]. However they cannot deconvert anyone but a [[Revolution| revolutionary]]. More can be ordered in the [[Cargo Bay]], albeit at an extremely high cost.


*'''Chemical Implants''' will allow you to inject up to 50 units of toxins into the subject at any time from the Prisoner Management Console in your office. May be loaded with sedatives instead. For larger doses, subject may be implanted multiple times.
All Security forces are automatically implanted at the beginning of the shift, so ensure all security personnel are [[Security_items#Mindshield_Implant|Mindshield]] implanted by checking your [[Hud#Security_HUD_Icons|Security HUD]]. Sometimes you'll catch someone [[Changeling| impersonating]], an [[ Traitor | officer]].
*'''Tracking Implants''' will allow you to detect if the subject is nearby using the locator device provided. Also leaves a blinking red dot if the subject is observed with a [[Hud#Security_HUD_Icons|Security HUD]]
==[[File:Office Chair.png]] Don't Sit Around==
*'''Loyalty Implants''' prevent the subject from being brainwashed by [[Game Mode#Revolution|subversive]] [[Cult|elements]]. It is also designed to revert the effects of [[Revolution|revolutionary brainwashing]]. More can be ordered in the [[Cargo Bay]], albeit at an extremely high cost. Ensure all security personnel are loyalty implanted by checking your [[Hud#Security_HUD_Icons|Security HUD]].
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 stun anyone who looks suspicious in the brig (or security office area) and hold them till the head of security comes. Remember, DISARM FIRST, kill if that's your only option.


===Don't Sit Around===
If you are going to sit around, the least you can do is update the security records for your prisoners and anyone mentioned on the radio. Do not forget to check on the Armory once in a while.
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 there are any areas of break 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 stun anyone who looks suspicious in the brig (or security office area) and hold them till the head of security comes. Remember, DISARM FIRST, kill if that's your only option.


If you are going to sit around, it may be worthwhile to update the security records for your prisoners.
Use barrier grenades to separate the doors in the main brig entrance. Ask the AI to make the main brig doors “fast” closing. People love trespassing into the brig and being annoying and it’s guaranteed to happen every round.
==[[File:Id orange.png]] Clearance Level Check==
Referring back to the [[Chain_of_Command|chain of command]], remember that the [[Head of Personnel]] is not your superior, nor are they a member of the security team. If they are trying to break into the armory without prior authorization throw them in a cell so the Head of Security or Captain can have a talk with them. Remember they might not be the [[traitor|Head of Personnel]] [[changeling|at]] [[abductor|all!!]]


===Clearance Level Check===
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.'''
Just because the [[clown]] got security clearance means nothing, you should alert the head of security of this right away. You need to make sure any and all mercenaries that the [[Head of Personnel]] authorizes come with a stamped form or the head of security to come in with them to announce them. Nothing is worse than a mime breaking in, and you foolishly giving them armor or a gun. There is always the chance they are a traitor out to kill you, or to steal armory supplies.


If the head of personnel himself attempts to access the armory without authorization, he is committing [[Space Law|Major Trespass]] and is subject to incarceration. Alert the Head of Security if this happens.
Make sure that all officers and heads of staff have a mindshield implant or else you might have a [[Revolution|bad]] time.
==[[File:Hudwarden.png|32px]] Lockdown==
Sometimes, things get so bad you need to close everything off. You luckily have access to a grid of buttons nearby in your office, allowing you to selectively activate lockdown shutters and blast doors on the front of the Brig, the front desk at the entrance to the Brig, the Perma wing, and the Armory. Use this when the [[Revolutionary|angry mob]] shows up to bust down the front door of the Brig.


'''No one should be promoted to security, unless the Head of Security says so!''' The head of personnel is not in charge of security.
Additionally, you can use the [[Security items#Deployable Barrier Grenade|Deployable Barrier Grenades]] found in the [[Armory]] to quickly seal areas. They are essentially a super strong version of the wooden barricades that can be built. They are ID locked once deployed, and can be repaired with a welder!
 
==[[File:Handcuffs.png]] Prison Wing==
===Lockdown===
Some times, things get so bad you need to close everything off.  Rarely should you use this button, but you will know when to. This button will become very handy should someone try to break through the windows to each cell. There are a set of shutters underneath each grille that will stop the breakout attempt in its tracks.
 
===Prison Wing===
[[File:Prison-wing.png|thumb|300px|[[Prison Wing]]]]
[[File:Prison-wing.png|thumb|300px|[[Prison Wing]]]]
Space Station 13's secure [[Prison Wing]]. Once you check in, you don't check out. There are no times here - this is a place for hardened criminals. Expect to use this rarely, as many traitors get [[Cyborg|melon bowled]] before this becomes an option. Only you, the [[Head of Security]], or the [[Captain]] should ever be taking people to it and only for the most heinous crimes.
Space Station 13's secure [[Prison Wing]]. Once you check in, you don't check out. There are no times here - this is a place for hardened criminals. Expect to use this rarely, as many traitors get [[Cyborg|melon bowled]] before this becomes an option. Only you, the [[Head of Security]], or the [[Captain]] should ever be taking people to it and only for the most heinous crimes.


If you do not pay attention, sometimes the Prison Wing may become a death camp. Periodically check it and make sure security officers aren't abusing the prisoners.
If you do not pay attention, sometimes the Prison Wing may become a death camp. Periodically check it and make sure [[security officer|shitcurity]], space carp, [[changeling|other traitors]], or micro-meteors aren't abusing the prisoners.
 
Should the situation inside the prison get too messy, you always have the option to release N2O gas into the holding area: Just attach the canister to the connector port and turn on the manual valve. N2O should put everyone inside without internals to sleep.
 
== Auschwitz ==
So, you're a traitor. You start with gloves, an energy gun, armor, and sun glasses. You have access to a ton of guns, and a ton of other things no station member could dream of. Problem is, you have poor access to the station, but you have a whole brig to play with (depends on how sadistic you are) and may create your own private death camp. You are less likely to be "needed" compared to a head of security, and less likely to be expected to respond to call than a security officer. Yet, running about station will attract attention (aka, "GTFO warden and back to the brig"), so get done what you need to and do it fast and remain in the safety of the brig.
 
If you have a "steal" objective, there's an okay chance that someone else tried to break in and steal that item, you can just take it from them. If it's an assassinate objective, well, most people go through the brig at least once. Just stun, strip, and space them. People going entirely missing from the brig isn't usually investigated if you just say their time was up, or if that pesky security is getting on your case for all those dead assistants in your office, head down to atmos tech, grab a canister of co2, go back to brig and hook the canister up to the airfflow and kill everyone in security.
 


Should the situation inside the prison get too messy, you always have the option to release N2O gas into the holding area. There are two canisters of the stuff near the gulag shuttle. Make sure to Drag the canister into the brig, don your internals and let 'er rip. Be sure to alert your comrades in arms about the change of atmosphere though.
==[[File:Pickaxe.png]] Labor Camp==
Space Station 13 has a completely functional labor camp. Consider sending prisoners here if they are particularly unruly and need a well-deserved vacation from the station. Before sending a prisoner to labor camp use a prisoner ID and set a point goal for them to achieve. Make sure to point out the card console in the labor ship as it is often overlooked. Prisoners are given a Sleeper, toilets and mining equipment. Be aware that many a foolish officer has died to the labor camp pickaxe. For this reason and many others be very cautious when sending prisoners here. Again, remember to give the prisoners a point goal or else they may be stuck there forever.
==[[File:Light Bulb.png]] Tips==
* Keep a very close eye on the back of the [[Armory]]. It is common for [[Traitor|crafty individuals]] to dismantle or even detonate the back portion of the Armory from Space. If you can hear them using their tools before they finish, you might be able to grab a Security Hardsuit in time to get out there and catch them!
* Your Krav Maga gloves are a ''very'' strong part of your personal gear. The Leg Sweep ability turns your next attack into a kick that knocks down and shortly stuns opponents, allowing you to easily apply a quick whack of the Stunbatton.
* Keep watch for any [[Chemist|suspi]][[Scientist|cious]] [[Assistant|indiv]][[Clown|iduals]] loitering outside the Brig. Believe it or not, a lot of Officers die just after they walk out the doors of the Brig. Even worse, someone could be preparing to set up a [[Toxins|nasty suprise]] for you.
* Try not to visibly harm the human prisoners out in the open. You never know when the ever-present [[AI]] might be watching you dish out some pain to some criminal scum. Despite them being criminals, it is the AI's job to prevent ''human'' harm. This may change however if anyone decides to program the AI's laws differently.
*Yes, you can beat the [[Catpeople]]. Despite their appearance, they are not human and can be treated with up-most disrespect if you like. The AI will not care.
* If you ever find yourself in close proximity to a [[Wizard]], you might try using your Krav Maga's neck chop on the wizard. Doing so will render the Wizard unable to speak for a short time, and most wizard spells require the Wizard to speak an invocation in order to actually take effect.
*If you can both stun and neck chop the Wizard, you can easily remove his robes and put a muzzle and straight jacket on him to render him useless.<br />
{{Jobs}}
{{Jobs}}
[[category: jobs]]
[[category: jobs]]

Latest revision as of 14:51, 21 June 2023

SECURITY STAFF

Warden
Access: Armory, Security, Brig, Holding Cells, Courtroom, Weapon Permit
Additional Access: Maintenance, Morgue, Detective's Office
Difficulty: Hard
Supervisors: Head of Security
Duties: Watch over the Brig and Prison Wing, release prisoners when their time is up, issue equipment to security, be a security officer when they all eventually die.
Guides: Guide to security, Space Law, Guide to Trials, a few forms
Quote: Eh? No sir, the armory's fine, see- Oh bugger.

The Warden is a member of the security staff, responsible for the Brig, the Prison Wing and the management of the prisoners. He essentially acts as a right-hand man to the Head of Security and runs most of the operations within the Brig in the absence of the HoS. The Warden is also tasked with guarding his most valued treasure: The Armory, filled with Security's best gear and armaments.

Bare minimum requirements: Make sure no one who shouldn't be is in the armory. Set a timer for arrested people and make sure they don't break out.

Brig
Your Domains: The Brig + Security Office + Prison Wing + Your Office. Also pictured, the courtroom, where suffering comes knocking.


Watch Hound

Half of your job is to look after the prisoners, make sure they don't die or get unfair sentences, and make sure they don't escape. The other half of your job is to arm security with weapons in times of war. You are not a Security Officer and do not have to go outside of the brig (and really should not go out of the brig). Stay in the brig.

Once more: STAY IN THE GODDAMN BRIG

Even more important: WATCH THE DAMN ARMORY.

Mister Dispatcher

If you have no prisoners to watch out for, you should be coordinating the Security Officers over the security radio channel. People often make accusations of crime on the radio that you can follow up on. You can ensure all arrest records are filled in with this and with information from the security radio channel to make sure officers don't wonder why a particular person is wanted. You can also check on the cameras for reported disturbances and update the records of anyone involved (which should be done regularly). Your fellow officers will appreciate your help in sending them where they can make a difference. 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 if where they are.

You might get the idea while you are idle to use the camera console to monitor the station. This is a waste of time. You can do it if you want. However, the station is huge, and there are many cameras. It is very unlikely that you will see something relevant. The camera console should be used to check on specific things, like what is happening in cargo or the medbay.

Second in Command

As the Warden, you have authority over the brig and any security officers inside the Brig. Should anything happen to the Head of Security, you are expected to take up his position and command the security staff.

The Detective

Just give the detective space, he's the loose cannon that runs around and scans for prints. In the rare cases where they do drag someone in, they'll need help with the Brig timers and securing evidence. Since almost anyone (even lawyers) with brig access has access to evidence storage, the more dangerous evidence should go in the appropriate locker in the armory.

Security Officers

Nominally, officers aren't under your command and are not required to follow your orders. That being said, if they're in the brig and mucking around, you are well within your duties to order them to leave. Otherwise, try to be the benevolent eye in the sky and keep tabs on the whereabouts of your team.

Lawyers

When used correctly, the station's legal counselors can provide an extra layer of security by keeping an eye on things or by policing the various debris and detritus that crops up over the course of a shift. 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.

Equipment

Armory
The Armory


See here what items you're about to use and how to use them.

Given the ever-present threat of prison breaks and riots, a skilled Warden is a well-equipped warden. Your locker contains your personal gear: a spare taser, 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. Also, consider grabbing a laser weapon: 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.

Not only that, but your Armory contains a plethora of gear that can help you in your quest to defend the Brig. Barricades are excellent if someone has broken the Brig doors with a cryptographic sequencer, and portable flashers, although they have limited charge, are very useful at stopping poorly equipped attackers or budding escapees. 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 Head of Security is (in the very real case that someone murders them and steals their identity). Your ID is a high-value target, so make sure no one gets their grubby hands on it. You also have access to the HoS's Door Control Remote, which you can use to bolt down certain doors in the brig.

Don't forget that your loot includes anything you might have created at the Security Protolathe or have confiscated from Traitors and other agents of chaos. It's best to keep these confiscated weapons and items away from the Officers; only let you or the Head of Security handle them. Theres a better chance that the Head of Security will know how to put that gear to good use.

Implants

The Armory contains different sets of implants which you may want to make use of for prisoner control.

Chemical Implants

Will put a chemical implant under the skin of a person's chest. Load the implant with up to 50 units of chemicals by injecting it with a filled syringe while it's still in its original case. You can then remotely inject the implanted chems with the Prisoner Management Console in your office.
Implant will last so long as the subject is alive. However, if the subject suffers from malnutrition, the implant may become unstable and either pre-maturely inject the subject or simply break. Can be loaded with sedatives or even lethal injections. For larger doses, a subject may be implanted multiple times. Disintegrates 10 minutes after the death of the host, unless revived. Also leaves a blinking blue dot if the subject is observed with a Security HUD.

Tracking Implants

Will implant a tracking beacon under the skin of a person's chest. The Prisoner Management Console in your office can then be used to check the implanted person's location and even send messages into their mind. Use a bluespace locator to track implanted targets. Locators can be printed from the security techfab after research. Use a Hand Teleporter or Teleporter to teleport to the target. Disintegrates 10 minutes after the death of the host, unless revived. Also leaves a blinking red dot if the subject is observed with a Security HUD.

Mindshield Implants

Mindshield Implants will revert the effects of Revolutionaries, however if someone resists them they are most likely the ringleader. Mindshield implants will also prevent brainwashing from Commies and Cultists. However they cannot deconvert anyone but a revolutionary. More can be ordered in the Cargo Bay, albeit at an extremely high cost.

All Security forces are automatically implanted at the beginning of the shift, so ensure all security personnel are Mindshield implanted by checking your Security HUD. Sometimes you'll catch someone impersonating, an officer.

Don't Sit Around

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 stun anyone who looks suspicious in the brig (or security office area) and hold them till the head of security comes. Remember, DISARM FIRST, kill if that's your only option.

If you are going to sit around, the least you can do is update the security records for your prisoners and anyone mentioned on the radio. Do not forget to check on the Armory once in a while.

Use barrier grenades to separate the doors in the main brig entrance. Ask the AI to make the main brig doors “fast” closing. People love trespassing into the brig and being annoying and it’s guaranteed to happen every round.

Clearance Level Check

Referring back to the chain of command, remember that the Head of Personnel is not your superior, nor are they a member of the security team. If they are trying to break into the armory without prior authorization throw them in a cell so the Head of Security or Captain can have a talk with them. Remember they might not be the Head of Personnel 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.

Make sure that all officers and heads of staff have a mindshield implant or else you might have a bad time.

Lockdown

Sometimes, things get so bad you need to close everything off. You luckily have access to a grid of buttons nearby in your office, allowing you to selectively activate lockdown shutters and blast doors on the front of the Brig, the front desk at the entrance to the Brig, the Perma wing, and the Armory. Use this when the angry mob shows up to bust down the front door of the Brig.

Additionally, you can use the Deployable Barrier Grenades found in the Armory to quickly seal areas. They are essentially a super strong version of the wooden barricades that can be built. They are ID locked once deployed, and can be repaired with a welder!

Prison Wing

Prison Wing

Space Station 13's secure Prison Wing. Once you check in, you don't check out. There are no times here - this is a place for hardened criminals. Expect to use this rarely, as many traitors get melon bowled before this becomes an option. Only you, the Head of Security, or the Captain should ever be taking people to it and only for the most heinous crimes.

If you do not pay attention, sometimes the Prison Wing may become a death camp. Periodically check it and make sure shitcurity, space carp, other traitors, or micro-meteors aren't abusing the prisoners.

Should the situation inside the prison get too messy, you always have the option to release N2O gas into the holding area. There are two canisters of the stuff near the gulag shuttle. Make sure to Drag the canister into the brig, don your internals and let 'er rip. Be sure to alert your comrades in arms about the change of atmosphere though.

Labor Camp

Space Station 13 has a completely functional labor camp. Consider sending prisoners here if they are particularly unruly and need a well-deserved vacation from the station. Before sending a prisoner to labor camp use a prisoner ID and set a point goal for them to achieve. Make sure to point out the card console in the labor ship as it is often overlooked. Prisoners are given a Sleeper, toilets and mining equipment. Be aware that many a foolish officer has died to the labor camp pickaxe. For this reason and many others be very cautious when sending prisoners here. Again, remember to give the prisoners a point goal or else they may be stuck there forever.

Tips

  • Keep a very close eye on the back of the Armory. It is common for crafty individuals to dismantle or even detonate the back portion of the Armory from Space. If you can hear them using their tools before they finish, you might be able to grab a Security Hardsuit in time to get out there and catch them!
  • Your Krav Maga gloves are a very strong part of your personal gear. The Leg Sweep ability turns your next attack into a kick that knocks down and shortly stuns opponents, allowing you to easily apply a quick whack of the Stunbatton.
  • Keep watch for any suspicious individuals loitering outside the Brig. Believe it or not, a lot of Officers die just after they walk out the doors of the Brig. Even worse, someone could be preparing to set up a nasty suprise for you.
  • Try not to visibly harm the human prisoners out in the open. You never know when the ever-present AI might be watching you dish out some pain to some criminal scum. Despite them being criminals, it is the AI's job to prevent human harm. This may change however if anyone decides to program the AI's laws differently.
  • Yes, you can beat the Catpeople. Despite their appearance, they are not human and can be treated with up-most disrespect if you like. The AI will not care.
  • If you ever find yourself in close proximity to a Wizard, you might try using your Krav Maga's neck chop on the wizard. Doing so will render the Wizard unable to speak for a short time, and most wizard spells require the Wizard to speak an invocation in order to actually take effect.
  • If you can both stun and neck chop the Wizard, you can easily remove his robes and put a muzzle and straight jacket on him to render him useless.
Jobs on Beestation

Command Captain, Head of Personnel
Security Head of Security, Security Officer, Warden, Detective
Engineering Chief Engineer, Station Engineer, Atmospheric Technician
Science Research Director, Scientist, Roboticist, Exploration Crew
Medical Chief Medical Officer, Medical Doctor, Brig Physician, Chemist, Geneticist, Virologist
Service Janitor, Bartender, Cook, Botanist, Clown, Mime
Civilian Assistant, Lawyer, Chaplain, Curator, Gimmick
Cargo Quartermaster, Cargo Technician, Shaft Miner
Non-human AI, Cyborg, Positronic Brain, Drone, Personal AI, Construct, Ghost
Antagonists Traitor, Malfunctioning AI, Changeling, Nuclear Operative, Blood Cultist, Clockwork Cultist, Revolutionary, Wizard, Blob, Abductor, Holoparasite, Xenomorph, Spider, Swarmers, Revenant, Morph, Nightmare, Space Ninja, Slaughter Demon, Pirate, Creep, Fugitives, Hunters, Heretics, Space Dragon
Special CentCom Official, Death Squad Officer, Emergency Response Officer, Chrono Legionnaire, Highlander, Ian, Lavaland Role