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{{Role
|Difficulty=Очень тяжело
|Access=
*All Medbay
*All Security
*Toxins
*Bridge
*Teleporter
*Hydroponics
*Atmosperics
*Janitor's Closet
*Kitchen
*Bar
}}

== Job Description ==
As head of [[security|Security]], it is your responsibility to watch over the brig, bridge, and courtroom areas and to make sure Security Officers [[shitcurity|don't ruin everything]]. 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 [[Roboticist#Securitron|securitrons]] and redshirts do it for you. You have more access to the station than anyone else in security, but less than the other heads. Try not to depend on it.

== Office ==
Your office is in the [[Security|brig]]. It holds several weapons, devices, a [[recharger]], and both types of security terminals.

You start with [[armor]] on and a badass fucking helmet which protects just as well (or better I have no clue) as a normal officer's [[helmet]]. In your office you have a lot of toys! Contents of the office include an [[Optical Thermal Scanner]], an [[energy gun]], spare clothing, a [[stun baton]], two boxes of [[identification card]]s for some bizarre reason, [[tracking implant]]s, and some other junk you'll probably never have a use for.

== Brig ==
The holding area for prisoners. Only people with access to security can enter, meaning that unless he gets access, the lawyer can't rush in and yell at you anymore. It's still possible for normal crewmembers 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.
The brig also has blast doors in all of the windows, as well as the halls into the cells. There's a button to drop them in the warden's office and your office.

Prisoners try to flee all the time, so do something about the doors (portable flasher), or handcuff them to the bed as you investigate their items (make sure to release from if they aren't super dangerous). And, '''SET A GOD DAMN TIME TO THE TIMER''' (it won't lock the door unless you do this). For the love of god, [[Space Law|keep the time to the crime]].

In the event that a prisoner has been deemed too dangerous to release, they can either be executed or, if you aren't a barbarian, taken to the prison station. The prison station has just as many cells as the normal brig, but it has no windows and has real airlocks to block the cells. It also has no automatic timer, so don't put someone in prison without a very good reason. If you wish to execute someone the humane way, you can also use the gas chamber located in the lower left. To get to the prison, just go to the leftmost part of the brig and use the computer.

== Revolutions ==
The Head of Security is a target while in [[Revolution]] mode. He's also one of the toughest people to attempt to attack directly. It is important to be reserved when you hear of flashing in random locations and don't immediately run out and start beating heads. This would be expected and makes it easy to they could have any number of [[Syndicate Items|strange and powerful]] weapons. That being said, just like any other Head of staff in a revolution, you need to keep on the move. Staying in one place for long -- even a place people wouldn't expect you to be -- makes you a much easier target for a mob attack or stealthy bombing.

<strike>Make sure to take the ear piece off any detained people during rev rounds and scroll through the frequency settings, spawn cloaks for you and your head buddies if you find the secret channel.</strike> Don't do this. Not only is it metagaming, it's ludicrous and could easily get you killed by fresh security officers just off the arrival shuttle who don't know what's going on (or even gibbed/banned in some cases). Besides, it doesn't usually work and can give false negatives when a rev head's radio doesn't have a secret channel -- radios can be replaced and sometimes rev heads get a PDA traitor uplink instead.

To decommission a revolutionary, beat their head in like the [[shitcurity|monster]] they always knew you were. The energy gun is an okay weapon to use for this, but it does a lot more damage than a stun baton in the off position so it's easy to get carried away and kill someone you already smacked some sense into. Stunning a possible rev is always more effective than trying to kill outright. It's immediate and the more people you can turn back to your side, the better.


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