Warden

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Security
Warden

Warden

Roleplay Difficulty: Hard
Gameplay Difficulty: Hard
Playtime Requirements: Security Officer: 20h Detective: 1h Brigmedic: 1h
Access: Brig, Maintenance, Security, Service, Warden's Office, Armory
Supervisors: Head of Security
Subordinates: Security Officer, Security Cadet, Detective
Responsibilities: Patrol the security department, hand out weapons from the armory, and ensure prisoners are being processed and released in order.
Guides: Corporate Law, Weapons, Contraband, Security SOP


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

Just as your title, your office carries a lot of improved gear utilities which you can find in your locker.

Item Description
Enegry Shotgun
Comes in two fire modes, lethal an disabling barrages. The Disabling Barrage is an excellent way to stop a prison break, quell a riot or for any other reason in which you need to non lethally detain someone. The Lethal mode is quite powerful, capable of dealing serious damaged to even the most armored targets. Make sure you know which mode to use before you use it, since the shotgun comes set on lethal mode. Carrying this on your back is acceptable and expected at all times while within the security department. Taking this shotgun out to the bar for a drink would be a bad idea as it can be stolen very easily, most antags that see you with it alone outside security will surely make their attempt to steal it.
Warden's Rubber Stamp
Use this Stamp to verify any documentation you may fill out during your shift. Approve armory weapons requests, fill out arrest reports, approve departmental searches or permanent confinement. Send a DNR request to the captain bearing your seal of recommendation.
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 remotely 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.
Binoculars
Great to peep on your inmates, especially if you have a clear view into the genpop area. Allows you to view further than you usually would.

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. Similarly, you're not only not expected to go and chase criminals, but you are forbidden as per the Warden SOP. Patrol around your department, manage who gets let in and out, keep guns and contraband in the armory and don't leave out any security gear and weapons in the processing room.

Processing 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. Most armories come with a contraband crate or a locker for easy organizing.

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, allowing them to talk to the Internal Affairs Agent if one is present and have their needs met if possible.

Some criminals you catch will be unhappy and may decide to cause mayhem and trouble even while confined to their new home. Luckily for you, there are options to choose

Item Description
Electropack
This backpack can be linked to a remote signaller to remotely dispense action stopping shocks. It will knock the wearer down for a short period and inflict 5 shock damage. Use it sparingly as to not send the wearer into critical condition. Excellent for use on non-cooperative prisoners. The wearer is unable to take this off of themselves by their lonesome.
Straightjacket
Similarly to the electropack, the straightjacket is a tool best used against dangerous individuals. They take a while to put on but once it's on, it's not coming off easily. It prevents the wearer from committing most actions.
Chemicals
Ask your Brigmedic to synthesize some Pax or similar psychotics to calm down and otherwise pacify the unruly bunch. Ensure your Brigmedic doesn't cross any lines and that they don't breach SOP by synthesizing something that would be considered contraband even for them.

Security Budget

The Security department gets it's own budget. Since the Head of Security will most likely be busy with their other command duties, you may use your Security Request Console to print slips which you can take to cargo to make orders for anything your department might need, i.e. more zipties, cuffs, medical supplies for the Brigmedic, basic materials for the SecFab.

Every person within the security department can access this console, but some Cargo Techs may decide not to accept these slips if they lack proper authorization, in that case, your team might come to you for your stamp. On some stations, the Request Console is only in your office, so you will be approached a lot.

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.

Luckily, on most stations, your office comes with a Fax Machine, Document Printers and plenty of papers and folders.

Tips

  • Your Locker 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!