Officer

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Officer

"You're under arrest!".

Department:

Marshals

Access:

Security, EVA, Maintenance

Supervisors:

Warrant Officer

Difficulty:

Hard


Officers are the main force behind the marshals on the station. They are responsible for dealing with security complaints and arresting those who break the law.

Know Your Place

  • This colony is not a democracy. You take orders from the Warrant Officer, who takes his orders from the Council, who takes their orders from their respective faction owners. Follow the orders you are provided, and try to not ask too many questions.
  • You are effectively the police. The factions have agreed upon a set of laws that they are all beholden to. The law is harsh. You are individuals working for the Nadezdha Marshals. You aren't highly trained super-soldiers, but you also aren't mall-cops with slightly bigger guns. Obey the hierarchy and watch everyone with utter suspicion careful eyes.
  • Your essential job function is to prevent the colony from falling apart in chaos. If possible.
  • Remember to follow standard security procedures and Standard Operating Procedure.

Keeping the Peace

You are the sole guardian between the ideals of justice and the employees that each company has chosen to advance its interests.

Oftentimes, you will be informed over your radio that there is a problem in a certain area. If you are nearby, inform the rest of security over your headset using the private channel (:s) that you are on your way. If you are not nearby, head to the security office and change the records to set the suspects to arrest. The robots or Cyborgs will hopefully detain the suspects, but someone will still have to fetch them. Then return to your patrol.

Have your stun baton put away in your security belt. This will ensure that you are armed if things go sour, but that you are not being threatening and there is no possibility of your weapon being easily stolen. If you notice a crime obviously taking place when you arrive on the scene, stun the suspects, handcuff them, and hold them so they can't escape. If the area is now safe, begin questioning them. If the area is not safe, question them in the brig. If there is blood or fingerprint evidence, call a Ranger to the scene. Once the truth comes out, charge the perpetrators, thank the witnesses, and inform security over your private channel (again, :s) of the situation and charges. If you do not do so, other officers or the WO will release your prisoners thinking they've been unlawfully detained.

This is an ideal situation, however. Usually, you'll just happen across crime. Follow the procedure as best as you can from there. Restrain and detain only as needed. Becoming stun happy is the first step to becoming a bad officer and encouraging the colony crewmen to get you demoted.

If things become violent or you are outmatched, immediately call for backup as efficiently as possible. "<Such and such> the <job title> is <crime committed> at <the location>", is hard to spit out while under attack. Try a shorter format, such as "JANITOR MAIN HALLWAY ATTACKING ME HELP". There will be time for clarification when you are out of harm's way. The key to good security work is keeping the other security forces informed.

The Brig

For more detailed instructions, see Standard Security Procedures. For a summary read below.

As the arresting officer, you have certain responsibilities. As always, following the protocol will keep you safe, the station secure, and the criminals in line. Follow it closely.

1. While the prisoner is still handcuffed, search them. Repeat offenders or those charged with extremely serious crimes should be stripped and redressed in the prison orange. Inform the prisoner and the other security personnel what is happening, and what the prisoner's charges are. Evidence goes in the evidence lockers, hazardous chemicals should be stored to later be disposed of, and all other materials go in the brig locker with the prisoner. The headset should only be taken if the prisoner is using it to incite rebellion, harassing other crew members, or as an additional punishment for repeat offenses.

2. Set the time and then once the doors have locked, remove the prisoner's handcuffs. The doors will not close and lock if a time has not been set in. Consult the law books for proper sentencing. If the prisoner makes to escape, flash them with the brig's flash controls. They will even reach to just outside the cell doors. Remember that escape attempts are an additional crime under standard law. Do NOT leave the prisoner handcuffed in his cell, unless you have very good reason to believe they are dangerous. 3. Never open the cell door when the prisoner is standing right on the other side. Require them to step back to the bed. This will allow you a moment to react if they attack or attempt to escape. Even trustworthy prisoners may turn at any second. When in doubt, flash the cell. 4. You or another officer must be there when the prisoner's time is up to return their gear and escort them out of the brig. Failure to do this may, in some cases, result in your dismissal.

Marshal HQ

This is where you do your set up at. Also, you can arrest people with Beepsky (or any securitron) here, but do not delete security records!. If people ask nicely for your equipment just tell them to ask the Supply Specialist instead. Passing out gear to civilians leads to dangerous situations at worst, arrests and misunderstandings at best.

The first step when you arrive in your position is to find an unused marshal locker in the main office. If it has all been claimed, ask the Supply Specialist for additional resources.

Equipment

This job is one of the few jobs that will also gain access to guns as a standard required load out. You're expected and encouraged to wear your standard armor, be it just the chest piece and optionally a helmet.

Stun Gloves - Your weapon of choice. It deals HALLOSS damage, similar to tasers knocks them down for long enough to handcuff them. Use the help intent to avoid dealing brute damage to the target.

Energy Guns/Tasers - Place the taser in your backpack. Replace your gloves with this in case you need the extra range and the AI/Warrant Officer/Supply Specialist refuses to open the armory for better equipment. It is also good to use against runners or those equipped with a gun themselves. Use your best judgement.

Flashes - A good backup if your stun baton runs out of charge or you need to keep a criminal subdued. Robotics may also want these. It's usually a courtesy to give them your burnt out flashes. Throw it in a pocket or hide it in your backpack's box. Has the added benefit of stunning out of control cyborgs.

Flashbang/Pepper Grenade - Sometimes preferred by some officers instead of flashes. These will blind and deafen or put them in so much pain they pass out within a reasonable radius when thrown. To throw, simply move the grenade to your hand and click a tile on the floor. There is a small delay between throwing and detonation. It is a good idea to throw these as far away from you as possible as they will deafen and blind you if you are not wearing sunglasses. They are also useful to help you escape a small group assailants. Keep this in your pocket and throw it if you decide you really need to. It'll temporarily deafen you, which hurts.

Sunglasses - You need to equip these. Put them on your eyes. They are essential gear, especially if you want to man the brig and want to avoid the embarrassing result of succumbing to a flash meant only for an unruly prisoner.

Handcuffs/Zipties - Throw these in your pockets or your outfit pockets as well. You will use these. A lot. Click on someone to start handcuffing them. You'll both need to stay next to each other for them to work. Pulling people then prevents them from running away. Be careful of bumping into people however. Handcuffs take longer to apply but take longer to break out of, zipties are faster for both officer and perp.

Flashlight - Maintenance is dark, and having the shining beacon of justice certainly helps light the way.

Important: When you are done with your locker, close it and lock it. If you're heading out after your shift, put your extra gear in your locker, DON'T lock it, but right click and select Reset Lock. This clears your claim to the locker, and your replacement will have a nice set of used gear, all ready to go!

Recharging

Always have your tools recharged after an arrest. If your flash is burnt out, get a new one from the lockers or security vending machine and hand your old one to a Roboticist. Then take your flashlight and energy gun or taser, pop them in the recharger, and wait for the light to change from green to yellow. Having a charged taser is sometimes the difference between life and death.

Note: Stun gloves require their battery cells to be changed, and do not work in a recharger. Hold them in a hand and drag it to your other hand, with the empty hand selected.

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
Blackshield Blackshield Commander, Sergeant, Corpsman, Trooper
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