Majku

Download as txt, pdf, or txt
Download as txt, pdf, or txt
You are on page 1of 4

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. Stay in
the brig.

Once more: STAY IN THE GODDAMN BRIG!

Even more important: STAY IN YOUR GODDAMN OFFICE, WATCH THE DAMN ARMOURY!

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. Additionally, when the proper research is
completed, your security officers can wear bodycams allowing you to be their eye in
the sky no matter where they are. 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.

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 a 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. Sometimes he may come to you with contraband for
you to secure, or bring fingerprint scans for you to compare with security records.

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

Given the ever-present threat of prison breaks and riots, a skilled Warden is a
well-equipped warden. Your locker contains a Compact Combat Shotgun, a box of
flashbangs, some extra zipties and burn resistant gloves that teach you krav maga
(but only when you're in security areas). Stuff some of that in your bag.
There are also some pieces of kit to help you out. 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 Security
Door Control Remote, which you can use to bolt down certain doors in the brig.

Don't forget your small supply of firing pins, which are the only way to make a
usable gun from Research and Development. Don't be too stingy: If you help the
Research Director, they might give you some nice toys later on (Mindshield Firing
Pins).

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

Chemical Implants
These 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.

Tracking Implants
These 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 Security
HUD.

Mindshield Implants
Prevent the subject from being brainwashed by commies, zealots, and mobsters. They
also revert the effects of some conversions. If someone resists them, they're
either a ringleader or something much worse. More can be ordered in the Cargo Bay,
albeit at an extremely high cost. Ensure all security personnel are loyalty
implanted by checking your Security HUD.

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.

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 loyalty implant or else you
might have a bad time.

Lockdown
Sometimes, things get so bad you need to close everything off. One button will
activate bomb-proof shutters underneath each grille to stop breakouts (or
breakins), and another will seal off the perma wing if the prisoners are rioting.
Remember that even after a lockdown, Perma is still accessible via the
interrogation room.

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 carps, other traitors, or
micrometeors 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.

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, you more or less have to hope someone steals so
you can arrest them and take it from them. If it's an "assassinate" objective,
well, you have access to sec records for everyone on the station. Simply falsify a
record (pray you don't get caught or traced), murder them in the safety of your
brig and dump the body in space or at the gulag. So long as you weren't seen
dragging the man who got 2 minutes for littering into perma, you can usually claim
his time simply ran out and he was let out. If the body is found, claim self
defense and have your target's corpse rot in the brig morgue.

You might also like