Warden: различия между версиями

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===[[File:Detectivefedora.png]] [[Детектив]]===
===[[File:Detectivefedora.png]] [[Детектив]]===
Просто не мешайте ему, он сам вполне может справиться с поиском преступников. Если он поймает крупную рыбу, напомните ему, что ему надо вызывать подмогу. Если он найдет опасную контрабанду, не храните её в обычном хранилище брига, а сразу переносите в арсенал.
Просто не мешайте ему, он сам вполне может справиться с поиском преступников. Если он поймает крупную рыбу, напомните ему, что ему надо вызывать подмогу. Если он найдет опасную контрабанду, не храните её в обычном хранилище брига, а сразу переносите в арсенал.


===[[File:Helmet.png]] [[Security officer|Офицер СБ]]===
===[[File:Helmet.png]] [[Security officer|Офицер СБ]]===

Версия от 21:42, 15 октября 2020

Безопасность

[[File:Generic warden.png|64px]]

Смотритель

Доступ: Полный доступ в бриге;
Начальство: Начальник охраны
Обязанности: Присматривайте за офицерами и бригом. Выпускайте заключенных, когда их время истекло, выдавайте оборудование офицерам.
Руководства: Руководство по игре за СБ, Космический закон, Судебный процесс
Сложность: Не определена
Цитата: Отсутствует

Смотритель - правая рука главы СБ и принимает руководство на себя в случае отсутствия ХоСа. В остальное время вам необходимо сохранить арсенал и порядок в бриге

Минимальные требования: Убедитесь, что в арсенале не ошивается те кому там быть не положено. Установите таймер для заключенных и убедитесь, что они не сбегут.

Brig
Ваши угодья


Policecap.png Я есть Смотритель

Ваша работа не слишком сложна. Сидите на стуле и иногда вставайте чтобы убедиться, что заключенных не забили особо ретивые офицеры, а так же что у всех выставлены таймеры. Когда на станции настанут совсем дерьмовые времена - ваша задача выдать офицерам пушки посерьезнее. Помните, что вы не обычный сотрудник СБ, и вам не нужно гоняться за преступным отребьем.

Серьезно: ОСТАВАЙТЕСЬ В БРИГЕ!

Ещё более серьезная вещь: НАБЛЮДАЙТЕ ЗА ЧЕРТОВЫМ АРСЕНАЛОМ!

Megaphone red.png Мистер Диспетчер

Если у вас нет заключенных, за которыми нужно следить, ваша задача - координация действий офицеров по радиоканалу СБ. Люди часто сообщают о преступлениях и у вас всегда будет работа и поэтому офицерам не придется выяснять на месте почему нужно ловить того или иного члена экипажа. Вы так же можете мониторить камеры видеонаблюдения для оперативного выявления проблем. Так же не забывайте проверять состояние офицеров чтобы знать, что никому не требуется помощь.

Команда №1

Как Смотритель, вы имеете власть над бригом и всеми офицерами СБ внутри Брига. Если что-то случится с начальником службы безопасности, ожидается, что вы займете его должность и возглавите службу безопасности.

Detectivefedora.png Детектив

Просто не мешайте ему, он сам вполне может справиться с поиском преступников. Если он поймает крупную рыбу, напомните ему, что ему надо вызывать подмогу. Если он найдет опасную контрабанду, не храните её в обычном хранилище брига, а сразу переносите в арсенал.

Helmet.png Офицер СБ

Формально офицеры не подчиняются вам и они не обязаны выполнять ваши приказы. Но если вы видите, что офицеры откровенно бездельничают в бриге, в рамках своих обязанностей вы в вправе приказать им уйти. Но не забывайте, что вы команда - не портите с офицерами отношения.

Fedora.png Адвокат

Если повезет, адвокат может стать дополнительным уровнем безопасности следя за заключенными во время бесед с ними. Дайте ему SecHUD и не отказывайте заключенным брать у него консультации.

Securitylocker.png 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.

Lockbox locked.png Implants Implant Case.png

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.

Office Chair.png 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. While it may seem impenetrable, there are ways people can get inside without a loud boom.

Id orange.png 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.

Hudwarden.png 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!

Handcuffs.png 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.

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.

Light Bulb.png 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 opponents and deals some stamina damage.
  • 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.

Doubleagent.gif Auschwitz

NOTE: By default, the Warden cannot be an antagonist.

So, you're a traitor. You start with gloves, an energy gun, armor, and sunglasses. 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 and gulag 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 to the execution chamber, grab a canister of co2, go back to brig and hook the canister up to the airflow and kill everyone in security.


Командование Капитан, Глава персонала
Служба Безопасности Начальник Охраны, Офицер Службы Безопасности, Надзиратель, Детектив
Инженерия Главный Инженер, Инженер, Атмосферный Техник
Наука Руководитель Исследований, Ученый, Робототехник, Генетик
Медицина Главный Врач, Врач, Парамедик, Химик, Вирусолог
Сервис Уборщик, Бармен, Повар, Ботаник, Клоун, Мим, Капеллан, Куратор
Гражданские Квартирмейстер, Грузчик, Шахтер, Ассистент, Адвокат, Психолог, Заключенный
Не люди ИИ, Киборг, Позитронный Мозг, Дрон, Персональный ИИ, Конструкт, Призрак, Воображаемый Друг, Разделенная личность
Антагонисты Предатель, Еретик, Генокрад, Вампир, Неисправный ИИ, Ядерный Оперативник, Кровавый Культист, Часовой Культист, Революционер, Маг, Блоб, Похититель, Голопаразит, Ксеноморф, Паук, Свармеры, Восставший, Морф, Кошмар, Космический Ниндзя, Демон Бойни, Пират, Разумная Болезнь, Одержимый, Беглецы, Охотники, Космический Дракон, Элитные мобы, Разумная Слизь
Особые Представитель ЦК, Отряд Смерти, Команда Экстренного Реагирования, Хроно Легионер, Горец, Ян, Космическая Роль