Warden
| Security | |
|---|---|
| Warden | |
Warden |
Roleplay Difficulty: Moderate |
Finally decided to put on the big boots and right the wrongs you've seen happen?
Well, with the swagger that Armory Access and the Energy Shotgun brings comes a mountain of responsibilities. Responsibilities on which the performance of the rest of the department depend. Your duties shift from chasing the miscreants to ensuring they're being treated according to the Corporate Law all the while the arresting parties followed their Security SOP.
Let's run an overview of what you're most likely going to be doing each shift, lest something unforeseen happens.
Gearing up
As the Warden, you now start your shift in your very own office, instead of shared equipment room. Your Warden's Locker contains a few great items that will greatly aid you in your endeavours.
- Energy Shotgun Comes in two modes, lethal and stun barrages. Capable of shredding unarmored targets in a salvo or two. Great choice for keeping the prisoners in line. As long as you make sure you don't get it stolen from you.
- Warden's Rubber Stamp As the Guardian, Sentinel, or well, the Warden of the Armory, it is your duty to oversee what goes in and out. In most cases, security and crew look to you for approval on the procurement of arms from the Armory. Use the stamp to approve Armory weapons requests, arrest reports, inspections or any other beurocratic needs you may come across.
- Armory Remote Although it's called the 'Armory Remote', it also works on all security doors except the Head of Security's Office. Use it to Open/Close, Bolt or Emergency Access Armory and Security EVA doors if the station needs security armed in a timely fashion. One, if not the most important items you will keep on you.
Your duties
The duties bestowed upon you are a far cry from the action you used to get out in the field. But you may soon find that the lead of the bullet doesn't come near the damage the lead of a pencil can cause with mishandled paperwork or one wrong Armory weapon handout.
Staying within security
Although not absolutely necessary, you are expected to be present when needed. Most of your duties are within security, wardenloosing elsewhere for the whole shift will not only result in your team's annoyance, but the annoyance of other malevolent beings.
Processing
You will be the one who's handed most of the dangerous contraband your officers find and more than not, the criminals they catch.
Contraband
With your easy access to the Armory , security officers and cadets will look to you to either open up the Armory or just hand you contraband for safe storage. Some may even ask for paperwork to keep an occasional bit of contraband, just make sure you're not breaking any Server rules (Starlight) or Warden SOP. Check out Contraband to see whether or not you should hand something out.
Brigging Procedures
Although some officers may take it upon themselves to process deviants they catch, your duty is to ensure that the time given fits the crime committed. Overrule detainments you deem not lawful. Visit Corporate Law and check out the Penal Code section to verify if you're unsure.
As per the Standards of Procedure, do take into account their behaviour, whether they're a first time offender, what the context was prior to sentencing to ensure fairness. Along with the incarceration of crew, your duty is also the release. Make sure a security officer didn't perma a prisoner either by accident or without your approval. Visit your prisoners, quell any rebellion, see that the brig isn't being actively damaged, no escapes happening and no prisoner is dying. Even though criminals, arrested crew is still protected by the Corporate Law and you must see that they receive medical treatment and have their needs met if possible.
Armory
The holy grail of security. The toybox that all crew envies. And you have the keys to it.
On most stations, the Armory is split into two sections, Blue Alert and Red Alert. The Blue Alert portion contains some spare disablers and similar non-lethal or less-than-lethal options. While the Red One has the fun stuff. Even though some come with Security Hardsuits, there's most likely a Security EVA room somewhere nearby that you will want to Emergency Access for them if such need should arise. Do keep in mind that Security parading around the station donning the full hardsuit while on Green is not a good luck for you, the HoS and the department itself.
You are in charge of it. If security has troubles handling some dangerous critters, you may file paperwork with them to hand out some more appropriate ammunition or more firepower. While it is at your discretion, do make sure you don't hand out something you shouldn't. A miner or a salvager might come asking for a weapon to take with them, ask them questions, weigh your options and possible outcomes.
Red Alert calls for the emergency authorization of the Armory for all security personnel, in such cases, coordinate with your team and Head of Security on whether or not you will arm the crew as well. While most command outranks you, you are still in charge of the Armory and even on red alert, you may choose not to give the CE the LMG for reasons they simply cannot comprehend.
Security Officers and the Detective will also often ask for ammo refills, which you can print from the SecFab found inside.
Paperwork
Even though paperwork is not required, it is a good way to keep track of someone's behaviour, especially during stressful shifts. After all, getting the captain to approve a DNR is a much easier task when you present a nicely formatted document listing all their misbehaving.
As the Warden, you're the one looked to for approval of Permanent Confinement and procurement of NanoTrasen™ issue anti-self-and-others-harm electropacks and straightjackets.
Tips
- Your Lockers comes with Combat Gloves, make sure you wear them as the prisoners may break glass, possibly exposing electrified grilles.
- You also get a set of Binoculars, especially useful on stations where your office has a clear view towards the brig so you can watch them from the comfort of your chair.
- With the possible downtime between arrests or, stuff happening, your role can be very roleplay friendly.
- The downtime can be used to manage paperwork so you're ready if needed.
- With your power to have the last say on the sentencing, do not be afraid to push for roleplay and dish out parole, set up confidential informants and send out rats back into the syndicate den!
