StationThreats
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Pages with “dealing with”
- HoS
- Security Officer
- Blood cult
- Malph AI
- Ling
- Blob
- Xeno
- Swarmer
- Revnant
- Nightmare
- Forum post https://forums.beestation13.com/t/the-definitive-guide-to-security-second-part/16125/2
HOS
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).
Riot Control
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.
The Inquisition
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.
Going Nuclear
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.
Biohazard Containment
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.
SEC OFS
When Things Go Tits-Up
You are most essential when chaos has broken out. When Joe Schmoe has decided to take the law into his own hands, it's usually with murderous and arbitrary intent. This cannot be allowed. If you are doing your job, it should never come to pass. While most often you will be dealing with your average Traitor, sometimes you might have a more serious matter on your hands. Watch out for these.
Revolution: Red Uniforms Does Not Mean Communism
Sometimes syndicate forces will encourage the station crew to rebel against the Heads of Staff. This will not be a simple protest. It will be a riot culminating in multiple murders and a mutiny. Needless to say, you will be a target if you move to prevent this -- and you must move to prevent this.
When there has been proof established that a person has been brainwashed, detain them as normal and ask the Heads what you should do. Usually, they'll want you to attempt to deprogram them. Request a Mindshield Implant from the Warden or Head of Security and they should visibly change their attitude when remembering their true allegiance. Barring that, apply your deactivated stun baton repeatedly to their forehead in a forceful manner. If death should occur without change, bring the body to the roboticists.
Nuclear Operatives: Invaders, Possibly From Space
There may be days when syndicate forces invade the station directly with the intent to use a nuclear device to destroy it entirely. Anyone who isn't crew is to be violently and sufficiently repelled. Detain them when able, confiscate everything, and eliminate when all other options are exhausted. Communication is most important right now. Ensure that the captain, or whoever bears the disk, is guarded at all times. If things go completely out of control, do what you must to get the shuttle called and the disk onto it. Trust no one if you can't see their face. It is not unreasonable to ask them to remove any masks and stun them to remove it yourself if they refuse.
Wizard: Of Bed-knobs And Broomsticks
When the Wizard Federation has sent a representative, it is not in peace. You are facing no mere mortal. A wizard is a highly trained killing machine of unknown potential. Their wide variety of spells and magical artifacts means they can be prepared for almost any situation, and attack you from any angle as well. Your stun baton will be nearly useless. Find a gun. You must keep your wits about you and your bravery steadfast! Stun the wizard, beat him unconscious, remove the clothing that gives him power, and don't stop hitting until his brain has exited his skull. The only good wizard is a dead wizard.
Cult: Eldritch Criminal Scum
Cultists of Nar-Sie, unless apprehended, can quickly overcome even the most prepared and robust Security crew. The Chaplain will be your best friend. Find him (assuming the cultists haven't gotten to him already), protect him, and work with him to produce holy water, which deconverts cultists after a short period of time. Otherwise, the standard procedure about searches and mindshield implants applies. Don't sit around for too long, however. The Cult's power grows exponentially with each new member.