LCZ Guard

Note: This applies to Junior Guard aswell.

Welcome to Security. Chances are that you have been assigned this job because it was the only available position other than Class-D. Since you'd rather not end up a corpse, or doubt the prospects of reassignment, you've chosen the Few, the Gray, and the Despised.

'''Important: DO NOT play Security if you are new to SCP-13! You will become a liability and everyone will have a bad time.'''

Bare minimum requirements: Do not turn into Shitcurity.

[[File:Helmetss13.png]] The Peacekeeper
The main place you will find yourself around is the DCZ (Otherwise known as D Class Zone). It is a holding area/prison for Class-Ds, and the main place you will be hanging around when no escorting tests for researchers.

You will mainly want to hang around the entrance door, next to the medical post entrance. This allows you to prevent wild escapes, and have a good view over the top part of the DCZ.

Tips:


 * Do not get ambushed in the tight corridors of the DCZ. Try and shoot them with P90 Rubber rounds.
 * Do not instantly shoot Class-D. Try and refer to the Guide to Security.
 * Do not instigate Class-Ds.
 * Make sure to keep an eye on the medical post aswell.
 * Always dispose corpses.

DCZ SOP
The Standard Operating Procedure when it comes to the DCZ is as follows


 * 1) During standard patrol within DCZ, security guards are to load their service pistol with lethal rounds and their P90 service PDW with rubber non lethal rounds
 * 2) The pistol is to be used in last resort or to conduct approved terminations.
 * 3) D Class who are not armed with dangerous projectile weapons must be apprehended non lethally if at all possible and if the risk for the officer is minimal. Rubber bullets should handle them in the majority of cases. The officer also has a flash and a pepper spray to be used if necessary. Non lethal options are to be observed first, and lethal as last resort.
 * 4) Beatings of Class Ds as punishment for minor offenses (such as insulting a guard's mother) is acceptable if not harsh enough to warrant hospitalization.
 * 5) Falling asleep in DCZ is intolerable. Expect harsh punishment if this happens.
 * 6) Obey orders from superior officers at any time.
 * 7) When an alert level is declared, obey the instructions given in the announcement unless the orders are modified by high command. If you believe an alert level has been wrongly set, inform your superiors but still obey the instructions (ie: return D class to their cells if these are the instructions)
 * 8) Patrolling in team of two when in DCZ is advisable. If your commander order you to do so, abide.
 * 9) Civilian staff (including Site Director) MUST have an escort when travelling through DCZ. This also applies to medical staff outside of their DCZ medical bubble.

The rules for Class D are as follows

 * No attacking or harming Foundation Personnel (Punishment: Isolation then termination if approved by an officer)
 * No attacking another D class (Isolation, Termination if repeated offense)
 * No stealing from Foundation personnel (Isolation if stolen item is not a potential weapon or an high risk item like an ID card; Termination if its a weapon or an high risk item)
 * No disobeying direct orders from Foundation Staff (Isolation, termination if there's an high alert level on or if the offense is repeated)
 * Non-Cooperation during scientific test (if a D Class disobey orders during SCP cleaning or testing he may be summarily executed at the request of the scientist incharge)
 * No attempted escape of the D Block (Termination if approved by zone commander)
 * No intentional sabotage of the DCZ (Isolation then termination if approved)

Termination Procedure is as follows

 * 1) The D Class is arrested non lethally (assuming this is possible) using rubber bullets, flash or such gears
 * 2) The D Class is locked up in isolation
 * 3) The arresting guard states on the radio the termination request, it must be approved by the LCZ zone commander or by another commanding officer if absent
 * 4) Termination paperwork is filled (Name of D Class, Arresting Officer, Termination Officer, Reason of employment termination) this step is optional until we get a proper paperwork system
 * 5) The D Class is cuffed and taken out of his cell. He is brought to the body disposal room in DCZ. He is then shot at point blank until his heart stops beating, placed into a body-bag, and thrown down the chute. If possible, avoid spilling too much blood in the disposal room corridor.
 * 6) Termination complete. Report it to LCZ commander.

Summary Termination rules are as follows
In the following situations a guard is authorized to summarily terminate a D Class


 * 1) The D Class is armed and dangerous
 * 2) The D Class disobeyed orders during scientific testing and the leading scientist requests his termination
 * 3) During an alert level, the Class D refuses to obey orders (eg: refuses to go to his cell). Situational. Non lethal method preferred.
 * 4) Full scale Class D riot. More than 3 D Class are actively attempting to harm Foundation personnel. Applicable if the Zone Commander or Guard Commander authorizes it.
 * 5) The officer is alone and fears for his life. Proper justification necessary: only applicable if the guard is genuinely afraid for his life (eg: jumped by two D class who blocked him in a room and who attempt to grab him)

You should follow these rules religiously, failure to follow them will lead to IC or even OOC actions if taken too far

[[File:Seclite.png]]How to Do Your Job
See here to view the Guide to Security to learn the full in-and-outs of being an officer. Read this religiously if you want to be competent at being an officer.

TL; DR:

 * 1) Learn your surroundings.
 * 2) Equip yourself appropriately.
 * 3) Learn what to do when an emergency is called out and you're needed.
 * 4) Go patrolling and keep your eyes and ears open.
 * 5) Detain any criminals you may come across in the act!
 * 6) Don't become shitcurity. Seriously. Everyone will hate you if you do.
 * 7) Crush your enemies. See them driven before you.

Know Your Place
Well, this page is designed to turn you from angry, bitter waste of supplies into a useful and productive member of the station community. A few things to immediately note:
 * This ship is not a democracy. You take from the LCZ Zone Commander, who takes his orders from the Guard Commander, who takes his orders from the Site Commander, who takes his orders from O5 Command. This is a military Chain of Command.
 * Likewise, the Heads of Staff have authority over their respective departments. You are expected to assist heads in ejecting unwanted trespassers and demoting unwanted personnel from their departments.
 * You are effectively the police. The corporations have agreed upon a set of laws that they are all beholden to. An example of these laws can be found at Foundation Regulations. Obey the hierarchy and watch everyone with utter suspicion.
 * Your essential job function is to keep the crew safe. You will inevitably fail at this task, more or less. Like a breeding salmon, keep swimming against the rapids, bears be damned.
 * Even though the station is doomed, do your best to keep the peace on station and you'll be the best officer there can be.
 * The Foundation Regulations is a set of guidelines, meaning you do not have to follow it. You'll be considered a better officer once you understand which crimes cause legit grief (such as sabotaging a workplace) and which don't.

[[File:Pen.png]] Security Offices
The first step after you arrive is to find an unused security locker either in the brig's equipment room or at the arrivals security checkpoint. If it has all been claimed, ask the LCZ Zone Commander for additional resources.

Security Equipment
See here what items you're about to use and how to use them.

See here how to equip yourself so you'll be ready for everything the station may throw at you.

Insurgency.png When Things Go Tits-Up
You are most essential when chaos has broken out. When Joe Schmoe has decided to take the law into his own hands, it's usually with murderous and arbitrary intent. This cannot be allowed. If you are doing your job, it should never come to pass. While most often you will be dealing with your average Traitor, sometimes you might have a more serious matter on your hands. Watch out for these.

Revolution: Red Uniforms Does Not Mean Communism
Sometimes Insurgents will encourage the station crew to rebel against the Heads of Staff. This will not be a simple protest. It will be a riot culminating in multiple murders and a mutiny. Needless to say, you will be a target if you move to prevent this -- and you must move to prevent this.

Chaos Insurgency: Invaders, Possibly From The Mountains
There may be days when Insurgent forces invade the Foundation directly with the intent to destroy it entirely. Anyone who isn't personnel is to be violently and sufficiently repelled. Detain them when able, confiscate everything, and eliminate when all other options are exhausted. Communication is most important right now. Ensure that the Site Commander is guarded at all times. If things go completely out of control, do what you must to get the tram called and surving personnel onto it. Trust no one if you can't see their face. It is not unreasonable to ask them to remove any masks and stun them to remove it yourself if they refuse.

Serpents Hand: Breachers of their Brethren
When the Serpents Hand has sent a operative, it is not in peace. You are facing no mere human. A operative is a highly trained killing machine of unknown potential. Their wide variety of spells and magical artifacts means they can be prepared for almost any situation, and attack you from any angle as well. Your stun baton will be nearly useless. Find a gun. You must keep your wits about you and your bravery steadfast! Stun the wizard, beat him unconscious, remove the clothing that gives him power, and don't stop hitting until his brain has exited his skull. The only good operative is a dead operative.

Light Bulb.png Tips

 * Hold handcuffs and click on a pair of orange shoes (standard prisoner issue). Result: Leg cuffs!
 * The riot gear gives you excellent protection against melee attacks at the cost of defense from bullets The bulletproof armor is the same, but protects against bullets.
 * If you're wearing a secHUD and examine someone, you can change their wanted status by clicking on it in the description. If you're really cool you can even add why they're wanted by clicking the add crime link.
 * If you're out of secHUD sunglasses, you can craft them with a secHUD and a regular pair of sunglasses.
 * As a Security Officer, when you see someone set to arrest, kindly ask them to follow you to the brig first. You'd be surprised how often people cooperate even when they are criminals, and it saves you the hassle of SHITCURITY and HELP ME. You can always stun them if they refuse.
 * Armor is a lifesaver, even the base officer armor.
 * Examining shell casing tells you what kind of ammo it is. .45? Security. 5.7x28mm? Security. 7.62mm? Chaos sometimes.
 * Riot shields have a good chance block melee attacks, even hugs.
 * While using the security cameras console you can take a regular camera in your hand and take a picture of the image you are viewing through the console. You can finally get a picture of a suspect for your wanted papers.
 * Mk3s are nice to have as a sidearm, or if you want to pass out guns.
 * Remember the 21 Foot Rule (roughly 6.4 tiles in game assuming 1 tile = 1 meter). Real life cops follow this rule as a knife wielding perp can cover 21 feet in about 1.5 seconds, enough time for you to un-holster your gun, fire off a round or two, and move out of the perp's way.
 * Learn how to breach and clear,when your about to enter a room, and you don't know whats going on in there, open the airlock, prime a flashbang, then toss it in. Best to cook the flashbang for a second in order to maximize its potential.
 * The greatest weapon you have as a security officer is your own wits and common sense, don't let the power of being an officer go to your head. Act smart, be pragmatic when you need to, know when to relax and when to be on guard, and always be ready to call for backup.