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!colspan="6"style="color:white; background-color:#5766B0; | Warrant Officer
!colspan="6"style="color:white; background-color:#5766B0; | Warrant Officer

Revision as of 23:37, 2 May 2021

This is considered a job of high importance, expect to be demoted or jobbanned if you fail to do your job correctly, act incompetently, and generally perform poorly.

You can and will be scrutinized by admins and players in your department.

Warrant Officer

"Peace is made through law".

Department:

Marshals

Access:

Mostly everywhere

Supervisors:

The council

Difficulty:

Soul Crushing


The Warrant Officer is in charge of the marshal forces on the colony. They command the supply specialist, rangers, and officers and make sure that they don't ruin everything.

Job Description

Your job isn't to hunt people down, unless it's an urgent matter in one of the many places your normal security officers can't get into, so you can usually just sit in your office and let the security cyborgs and officers do it for you. You have more access to the colony than anyone else in security. Try not to depend on it.

You are concerned with the following people:

  • Officers: These are your pawns, and it's your job to control them. If they're being incompetent resource wasters, yell at them and get them to fall in line. If they continue, tell them to stop or have them demoted. A security officer that does not do his job properly shouldn't even have this job in the first place.
  • Supply Specialist: They act as the armory's watch dog. Make sure he doesn't loan out too much equipment to one person, that he doesn't leave armory unchecked for too long, and he keeps it relatively stocked.
  • Rangers: Also known as a detective, their job is to close off crime scenes and investigate evidence and people. They are firmly under your command, regardless of what they may say. They may freely come and go from the colony as they like.

Strategy

Officers, Roll Out!

The first step towards keeping the colony safe is to ensure that your own officers aren't a threat. Marshals enforce the law, but they are not above it - and neither are you. Make sure that all of your personnel are familiar with the regulations regarding Laws, Standard Operating Procedure, and Standard Marshal Practices.

Once your force is up to speed on the rules and regulations, send them out on patrol. Pay attention to all the radio channels for any calls for help. If there are any, dispatch some officers to handle it, and make sure that the Ranger collects any relevant evidence. Make sure that your officers keeps the Security records up-to-date, not in the least because Beepsky can help your officers catch criminals who would otherwise evade them.

Laying Down the Law

Check to make sure that appropriate times are given out for violations of the law, and that your department only arrests people who have actually committed crimes. Remember, if they're doing something that you don't like but is technically not against the law, you can issue an official injunction - preferably in a official sounding language, written, and stamped with your Warrant Officer stamp - against it. Expect abuse of this power to be called out, however.

If one of your officers misbehave, yell at them, or in more serious cases, show them the inside of a cell. Keep them busy by sending them on patrols, leads, and follow-ups.

Office

Your office is in the marshal department. It holds various security equipment for use in apprehending and detaining criminals. Your office also has both a security records computer and a security camera console from which you can use to monitor the colony from the comfort of your desk chair.

Brig

The holding area for prisoners. Only people with access to security can enter. It's still possible for normal crew members to view the cells through the windows behind them. As the windows are electrified, though, they're not a valid means of entry unless the person happens to have insulated gloves, which non-engineering personnel should not have.

Prisoners may try to flee, so do something about the doors (portable flasher), or handcuff them to the bed as you investigate their items (make sure to then release from the bed and cuffs if they aren't dangerous). And, SET A TIME TO THE TIMER (the door won't lock unless you do this). Make sure to keep the time to the crime.

In the event that a prisoner has been deemed too dangerous to release, they can either be executed with explicit permission from the council after a vote, kept in a secure holding cell, or put in the prison wing. These should only be done after a trial however.

Links to Other Departments

As warrant officer, you coordinate your actions with the Blackshield Commander, the other heads of staff, and your officers. You will often work with Medical, when a crime results in injury, when a prisoner is hurt, or when a patient is violent. When a criminal damages colony infrastructure, you will work with the Guild to determine what happened and whether it's safe for your officers to investigate. Supply and research can get you high-powered weapons if you need them, at a cost. And do try to keep the Janitor from thoughtlessly cleaning up the evidence.


Jobs on Sojourn

Command Premier, Steward, Blackshield Commander, Warrant Officer, Guild Master, Chief Research Overseer, Chief Biolab Overseer, Prime, Surface Operations Manager, Expedition Foreman
The Marshals Warrant Officer, Officer, Supply Specialist, Ranger
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The Guild Guild Master, Guild Adept
Soteria Medical Chief Biolab Overseer, Medical Doctor, Psychologist, Lifeline Technician
Soteria Science Chief Research Overseer, Scientist, Roboticist
Prospectors Expedition Foreman, Prospector, Salvager
The Church Prime, Vector
Lonestar & Civilian Surface Operations Manager, Bartender, Botanist, Chef, Janitor, Cargo Technician, Lonestar Miner, Colonist
Colony-Bound AI, Cyborg, Maintenance Drone, Personal AI, Ghost, Mouse
The Lodge Huntmaster, Hunter