Difference between revisions of "Enforcement Guide Eclipse"

From Eclipse-station Wiki
Jump to: navigation, search
m (DrExample moved page Enforcement Guide ErisEn to Enforcement Guide Eclipse: Text replacement - "ErisEn" to "Eclipse")
(Tactical Weapons)
 
(25 intermediate revisions by the same user not shown)
Line 1: Line 1:
 +
{{wip
 +
|assign = Wiki Team}}
 +
=<center>AEGIS SECURITY SOLUTIONS<br> ENFORCEMENT HANDBOOK</center>=
 +
<center>[[File:ph_aegis.png|400px|Symbol of Aegis Security Solutions, a subsidiary of NanoTrasen]]</center>
 +
Working for Aegis is not a career for the weak at heart. In the line of duty, you can expect to face the slings and arrows not just of criminals, raiders, and all manner of creatures that seek to do harm to the ship and it’s crew, but you can also expect the ire of those who you seek to protect. “Why didn’t you do this/that” “Why did you take so long” “You aren’t the boss of me” etc. Even better, when you put yourself at risk, often there is no thanks for the job that you do. I say this not to warn off potential operatives but to give you understanding. This job will either break you down, or it will hone you into one of the finest individuals on this ship, and even if they forget to say it out loud many of the people you protect understand that you are both the first and last line of defense for them. It is a difficult job to be sure, but the rewards can be great if you have the fortitude to rise to the occasion.
  
 +
=Section 1: Aegis Ranks and Job Descriptions.=
 +
These are the careers available to you as you choose your path working for Aegis. Please remember that as a general rule, in any given rank or job you are also expected to perform the duties of the jobs below you as needed.
 +
*'''Aegis Commander (Lieutenants):''' You are the Department head of the N.E.V. Northern Light’s security forces. Ultimately in this position you have final say in all decisions regarding security. This means you also have responsibility for those under your command.
 +
*'''Aegis Gunnery Sergeant:''' You are the commander’s right hand and it is your duty to carry out their orders. When the Commander is unavailable the burden of leadership falls upon your shoulders. Your duties include:
 +
**'''Team Leader:''' It is your job to make sure that operatives do their duty and follow the orders of the commander, and when the commander isn't around or unavailable, you fill their shoes. This means you make sure operatives are credited for their accomplishments, and that their failures are yours to bear.
 +
**'''Warden:''' Maintain and watch over the cells and the prisoners there
 +
**'''Quartermaster:''' Maintain and monitor the armory, keep track of weapons and gear issued and restock when required, and acquire specialized equipment when needed.
 +
**'''Dispatcher:''' Direct operatives to where they need to be, prioritize calls so that operatives can respond to the highest priority threats in a timely manner.
 +
*'''Aegis Inspector:''' As Aegis inspector your primary duty is to investigate crimes and crime scenes. You are the investigative branch of Aegis and will work with the medical specialist to gather and document evidence. When not investigating crimes you may assist with normal operator tasks.
 +
*'''Aegis Medical Specialist:''' As a medical specialist your primary duty is to oversee the health of Aegis employees. Your secondary duty is to oversee the health of prisoners, and during combat situations you are expected to perform as a combat medic. When not handling a medical issue you are expected to assist in the gathering and analyzing of evidence along with the inspector.
 +
*'''Aegis Operative:''' You are the backbone of Aegis. Your duties involve patrolling the ship for hazards and aggressive flora and fauna, performing rescues of injured crew, and escorting members of other departments in dangerous areas at their request.
  
[[File:IHPoster.png|300px|thumb|right|Ironhammer Advertisement]]
+
=Section 2: Standard Operating Procedures=
 +
==Interdepartmental Relations==
 +
First and foremost please remember that when dealing with members of other departments that while they do not have any direct authority over you, you also have none over them except in emergency situations or when you are in direct pursuit of a fugitive or suspect. If a member of a department asks you to leave, and there is no immediate need for you to deny them, it is preferred that you do as they ask.  If you feel that they were wrong in this request and there is no immediate danger or threat, it is better to pull back and get superiors involved.  Conversely, If there is a 7 or 8 bio hazard, or if you are in active pursuit of a violent fugitive you do have limited authority to demand entry into departments. Please keep in mind that exercising this can cause friction, so please use good judgement when deciding to press the issue.
  
Ironhammer Security was hired by the Captain aboard the CEV "Eris" to provide both security and protection for the expedition. Their mission is to simply prevent the other factions from destroying each other and providing security for the scientists and crew as they disembark on exploratory ventures.
+
==Use of Force==
 +
As a representative of Aegis, you are expected to use the minimum amount of force necessary to resolve a situation. Even as an operative you have a fairly broad scope of actions you can take to ensure the safety of the crew and the ship, but keep in mind that your actions will often be scrutinized. It is strongly recommended that if you can resolve a situation peacefully or diplomatically you take that route.  
  
This page serves as a go to read for anyone wanting to play as an Operative of Ironhammer Security. Reading this will help you out a bit and may prevent you from getting lynched by the crew 30 minutes in the round.
+
Not all problems can be solved with words, and when that happens force may be necessary to resolve conflict. It is generally recommended that you use non lethal means of apprehension whenever possible, as we have several means of deploying non lethal ordinance. When engaging an enemy, be mindful of bystanders and do your best to minimize collateral damage. In the field, the decision on what level of ordnance to use rests on the operative, however keep in mind that using excessive force can lead to disciplinary action.
  
==The Agreement==
+
==Search and Seizure==
 +
As a member of Aegis one of your duties will be to confiscate contraband. When an entire department must be searched, it should always be done with a warrant and initiated by an inspector or above.  When it comes to the search of an individual many believe that a warrant is required to search someone, however that is not the case in many situations, however in order to preserve the peace, Aegis has decided to enact the following guidelines.
  
For anyone working for Ironhammer Security (IHS) they must understand [[Agreement ErisEn|''the Agreement'']] and what it means and how to enforce it. The Agreement is a combined document and charter that every organization aboard the CEV "Eris" abides by to prevent each faction from becoming hostile to one another. Vagabonds are the only members throughout the ship who may or may not have any idea what the Agreement is about.
+
A warrant is not necessary to search someone if one or more of the following conditions are met:
 +
*The operative sees contraband which the suspect then hides
 +
*The contraband is seen and reported by another crewmember and reported to an operative.
 +
*The suspect has been detained or arrested for another crime.  
 +
*The suspect has been listed as a risk by a member of command and as such is subject to random searches
  
The Captain is your current employer, so betraying him will obviously put your pay at risk. Leave the thinking to the Commander and follow what the ship's Captain says where it doesn't contradict him.
+
If you ever feel like someone needs to be searched, Inspectors and above can write out warrants for said searches. As always there are exceptions to the rule, and in emergency situations these guidelines can be disregarded, but keep in mind that if you should decide to make that choice disciplinary action may occur if command disagrees with this decision after review.
  
Enforcement of any law under the Agreement is entirely up to operative's discretion. You are not RoboCop, you are a living human being with free will and the authority to make decisions. As such, the penalties under the Agreement should not be taken as absolutes, nor should the laws be interpreted literally. This does not mean you should be excessive in dealing out punishment, only that you have the leeway to be harsher or lenient as you see fit. Take the opportunity to make money for yourself.
+
=Section 3: Weapons of Aegis=
+
==Standard Issue Weapons==
 
+
These are weapons available to all Aegis personnel. These weapons can be found either in your personal lockers, or in the lower armoury.
 
+
{| class="wikitable"
===<span style="color:#4682B4">The Blue Paragraph</span>===
 
 
 
The Blue Paragraph represents effective misdemeanors and petty crimes. As such, those placed in Command Positions such as the Guild Merchant, Moebius Overseer, Moebius Biolab Officer, Technomancer Exultant, NeoTheologian Preacher, First Officer, or Captain cannot be taken into custody for violation of the blue paragraph, but financial penalties may be imposed.
 
 
 
 
 
 
 
 
 
===<span style="color:#CB1919">The Red Paragraph</span>===
 
 
 
The Red Paragraph represents major criminal actions such as, murder, sabotage, forced conversions, mutinies, and mutants.
 
 
 
IHS reserves the right to punish all members of the factions for violation of the Red Paragraph regardless of position. When it comes to the Captain of the ship, an operative should use their discretion or leave the decision to an Inspector, the Gunnery Sergeant, or the Commander.
 
 
 
 
 
<center> [[File:GuidesButton.png|frameless|upright=1|link=General Guides ErisEn|alt=|100px]] </center>
 
 
 
 
 
 
 
 
 
==IH Basic Guide: how to (hopefully) Avoid Death==
 
 
 
 
 
This is a guide for the unrobust, the weary or newbie. If you are Chad Thundercock, grab master, vagabond nemesis, do whatever I guess. Disclaimer: this will not teach you the SS13 mechanics or the Eris codebase. Get familiar with it first, practice loadout management, quick item switching, hotkeys, reloading, then pick IH.
 
 
 
 
 
===The IH Paradox===
 
 
 
You must always rely on your teammates: an operative's greatest strength is their fellow operative.
 
 
 
You must never rely on your teammates: the average operative is rock dumb, and will hamper you.
 
 
 
 
 
This means, try not to go alone in dangerous places, carry out arrests and attacks with at least a buddy , but don't ever rely on them saving the day, by themselves or in groups. Doing so is foolish, and only makes it easier for that vagabond to robust IH and loot the armory. Yes, you are the stupid and incompetent operative to someone else.
 
 
 
 
 
===Using Commons Sense===
 
 
 
I've received plenty, endless amount of advice that was: shoot first, apologize/ask questions later, and while I do abide by it sometimes, it's a bit more complicated than that. This is of course for green alert, and blue too (I will use the alert levels to indicate the threat level. THis being Eris, the alert level is hardly ever changed, so act accordingly to the perceived the threat).
 
 
 
 
 
I kid you not, sometimes just approaching someone and asking them to come with you or lay down works. I've done it with moderate success. Playing nice and professional doesn't just help with your survivability (because yes, the other guy will shoot and kill you faster than you can draw your own gun), but helps with your reputation. Everyone prefers to deal with an operative that's not some feral ape that valids anyone that doesn't strip themselves naked. This is especially important if you want to arrest someone in a department, which is far from uncommon. If you get into cargo guns blazing, you can expect everyone to shoot you back to defend their buddy, legal arrest or not.
 
 
 
 
 
Therefore, try to make it legitimate and professional. Declare why you're arresting your criminal, ask them to come willingfully, or lay down, and get cuffed. Bonus points for a warrant (you make those with your PDA and display them with a warrant projector found in the sec vendor). If anything, you get to look smug and competent, and at least people will know why you are taking them in if only for a questioning. Double helpful with departments: their coworkers and their boss won't cry "Unfair! Lynch the IH!" as much; taking people by force makes them think you will just execute them. Bring them in, do your thing, let them go without treating them like an asshole, and I can guarantee they will not jump you with lethal ammo while you are taking a shit in the club.
 
 
 
 
 
Don't play all nice, of course. Try to be authoritative: ask them firmly to stand down and, if need be, to lay down on the ground. Try not to point your gun at them while you do that; it's green alert, after all.  
 
 
 
 
 
Now, when do you break that rule? Simple. On red alert, which is as close to martial law as it can get, when the perp shoots you (duh), or when they run. If they really don't cooperate, stun gloving them (use blue intent with active stun gloves for added knockdown/disarm chance), using a flash or flashbang or pepperspray is a good incentive. Don't forget to grab them: you put cuffs on faster if you aggressive/blue grab someone(grab , then press <mark>Z</mark> with the grabbing hand or click on the hand).
 
 
 
 
 
In short, don't be an asshole, it's the fastest way to get you and your department killed, and can lead to futher meta hate against IH and your character. Despite what you think, your guns (which aren't top of the line) and armor mean nothing if you can't use them (and this is also why you are reading this guide). As I mentioned before, the person you are tying to arrest and/or his buddies are more robust or better equipped than you. Treat someone nice and fair, and they will comply more often, in the same and further rounds.
 
 
 
 
 
===Run and Gun===
 
 
 
Now, onto an "optimal" loadout, and how to use your gun. Keep in mind, this is my personal loadout and what I suggest to new or not combat robust people. It works, is versatile and there is plenty of space for customization and variation. Don't hesitate to try your own loadout, find what you are comfortable with. It's worse to be a walking armory and not being able to manage your equipment under stress, than having only a small pistol you know how to use. Still, a basic all-inclusive loadout is helpful if you have no clue what to bring with you or what each thing does, so here it goes:
 
 
 
 
 
<strong>Storage</strong>:
 
 
 
 
 
<ins>The tac belt:</ins>
 
Essential. What I put in it, regardless of loadout: crowbar, one flashbang (sierra in the sec vendor), flash and/or pepperspray. What I fill the space with, depending on inventory management requirements: ammo, cuffs, a second grenade (almost exclusively pepperspray grenade), a medium cell. I can't give you the perfect combo, you need to figure it you, but the belt should be reserved for what you want to have ready and easy to grab. If you are an operative, try this: crowbar, flashbang, either flash or pepperspray (better the flash, less counters for it), two sol magazines, one pistol magazine, one medium cell, cuffs. This should be enough for green alert and normal patrol.
 
 
 
 
 
<ins>The Pockets:</ins>
 
Save exceptions, first pocket slot (leftmost) should have a pistol holster (the one you find in your locker), the second a flashlight. Make sure to change the flashlight battery with a 200s cell. In the pistol holster, put either your ballistic gun or your taser (by default and respectively, the Paco and Martin), depending on which gun you want to quick draw (<mark>H</mark> key) from a suit holster (explained), and which one you need to manually click to draw.
 
 
 
 
 
<ins>The Satchel:</ins>
 
This is pretty much free game. Basically, you put whatever you can't put into your belt and pockets in here. What I personally carry in there: three S cells (spares for your taser and flashlight), one extra cuff (exclusively zipties), any extra ammo, misc tools (warrant projector, tape, screwdriver...) usually in a box, a spare grenade. In the end, this is the most varied part of the storage part, I can't give a perfect guide. If you are not new to SS13 and Eris, which you should not be if you are playing IH, you'll figure out how to optimize storage space. Always remember to keep things you need in your hands fast out of containers.
 
 
 
 
 
<ins>The Holster:</ins>
 
Go down to the FS vendor in your lobby and buy one of the holsters there, there is no mechanical difference between them, and attach it to your jumpsuit. Holster a gun in there by clicking on it like the pocker holster, or better yet, use the <mark>H</mark> key for quick draw. Which of your pistols you put in it depends on you: the paco or the taser? whatever you feel like you want to fire fast without looking at your inventory.
 
 
 
 
 
<ins>The Ear Slot:</ins>
 
Surprisingly versatile. Holds a bunch of small items, from handful of bullets, to a screwdriver, to hailers. Or cigaratte packets and cigars, if you want.
 
 
 
 
 
<strong>Armor:</strong>
 
 
 
Best option would be to grab a full bulletproof kit (body and helmet). I really don't recommend not wearing at least the body piece at all times, your basic operative armor is terrible for actual fights, this can buy precious survivability, and it covers all limbs unlike base armor. Take any helmet with it, if you don't want max protection. This does not apply to inspectors, and this is also where I mention how to be an inspector: keep wearing your fashionable coat (a little armored), investigate, find criminals, and don't get into firefights. Call the monkeys, also known as operatives, to do the dirty work. They will be equipped for it. You can do arrests, I mean, but bring the muscle. Let them get shot, you are too cool for that.
 
 
 
 
 
<strong>Guns:</strong>
 
 
 
For the purpose of this guide, don't bother with anything else for now, stick to these: Sol carbine, Paco, Martin. The first two are in your locker, the latter you spawn with. Sol in the suit slot, in case you were not sure, the pistols in the two holsters.
 
The ammo for them is simple:
 
 
 
 
 
<b>The Martin</b> is versatile, <mark>Z</mark> in hand to change from stun, to lethal, to charge (ignore the latter). Keep it on stun unless you need to kill someone through glass, are out of lethal ammo or don't have time to reload. Btw, you can shoot through some airlocks with lasers, provided they let light through (i.e. the ones you can see through).
 
 
 
<b>The Paco</b> loaded exclusively with lethals, not joking. Pistols with rubbers are shit, just use the taser if you want to stun someone with a pistol. Grab two lethal mags with it, one in the gun and one spare (if you remember, in the belt). The Sergeanr or Commander will hand them to you if you ask, or buy them if they are not there.
 
 
 
<b>The Sol</b>, well, it is a different beast. As it is now, with lethal ammo it is a great gun, can take down anyone with no more than a magazine, accounting for misses and armor. Unless you can manage to reload the Martin really fast, which is clunky to do as is with all energy guns, got bigger cells for the martin or a bigger taser, take rubbers with the sol. It is not as good, no gun is with rubbers, but this is every day carry, not emergency. It'll do for normal threats and defensive shooting, since every rubber that hits inflicts pain and slowdown. I'm trying to teach you to arrest people and survive, which is hard to do since the easiest way to survive is to use lethal ammunition exclusively, which <b>everyone</b> but you will have plenty and ready on any alert level. Regardless, bring with two at least two lethal magazines for the sol, in your backpack/belt (separate from the rubbers), for when shit escalates and you need real firepower quick.
 
 
 
 
 
The sol with rubbers, and the martin, are what you will use to take criminals or anyone that resists arrest alive.
 
 
 
 
 
===How the fuck do I reload?===
 
 
 
Misleading title. You should know how to reload. Don't be IH if you do not how to. This section is all about how to use your equipment, when to use it and when not to. I'll be brief:
 
 
 
 
 
{| class="wikitable sortable" style="width:100%; text-align:left; border: 3px solid black; cellspacing=0; cellpadding=2; background-color:white;"
 
! scope="col" style='width:150px; background-color:black;'|Name
 
! scope="col" class="unsortable" style='background-color:black;'|Description
 
{{Anchor | Crowbar }}
 
 
|-
 
|-
|Crowbar
+
! Picture !! Name !! Description !! Suggested Use
|A must, always have one. Opens depowered airlocks and emergency shutters. You'd be surprised how many operatives were blocked, trapped, killed or suffocated by a powerless door or fire-alarm. Unironically your best melee weapon, especially vs roaches. Store it in the belt, where is it both easier to grab and occupies less space than in the satchel.
 
{{Anchor | Flashbang }}
 
 
|-
 
|-
|Flashbang
+
|  
|This one is a large area stun. Without eye protection, it knocks down and blinds people, and also deafens, blocking anyone in place, you included. Toss it, and run. Carry one, always useful against overwhelming odds and to retreat
+
[[File:Frozen Star.png|32px|frameless]]
{{Anchor | Pepperspray grenade }}
+
|| '''FS PDW E Martin'''
 +
|| Standard Issue Small energy Pistol with stun and lethal modes.  
 +
Ammo Type: S Cell
 +
|| Very good on lesser roaches, lightly armored targets and can fire through glas
 +
|-
 +
|
 +
[[File:Frozen Star.png|32px|frameless]]
 +
|| '''FS Power Glove'''
 +
|| Gloves that deliver an electric shock to anything you grab while active.
 +
Ammo Type: M Cell
 +
|| Excellent on roaches, kills most instantly Works good for non lethal takedowns since you cannot be disarmed.
 
|-
 
|-
|Pepperspray grenade
+
|  
|Will blind, cause pain, and knock down anyone without face protection (gasmasks, balaclavas, voidsuits). Don't use if they have one of those things and/or you do not. With a gasmask and goggles on, you can safely hold it and detonate even in your hands, don't worry about being too close to it.
+
[[File:Frozen Star.png|32px|frameless]]
{{Anchor | Flash }}
+
|| '''Stun Baton'''
 +
|| Truncheon that can be charged for extra stun damage.
 +
Ammo Type: M Cell
 +
|| Decent backup melee weapon. Not quite as good as power gloves because you can lose them if knocked down or disarmed
 
|-
 
|-
|Flash
+
|  
|Blinds and knockdowns anyone without eye protection or not in a voidsuit, but they can still crawl and resist your grabs. Good tool for disarming and stunning people.
+
[[File:Frozen Star.png|32px|frameless]]
{{Anchor | Pepperspray }}
+
|| '''FS CAR .25 CS "Sol"'''
 +
|| Standard issue carbine for operatives.
 +
Ammo Type: .25 Caseless
 +
|| Standard issue long arm for Operatives. Average performance in most applications.
 
|-
 
|-
|Pepperspray
+
|  
|Like a flash, it blinds people and knocks them down, but works differently (this also applies to the grenade version). Without eye protection, the target will be blinded. Without face protection, the target will be knocked down; this knockdown is 'upgraded': they won't be able to crawl or resist (like electricity stuns). Very good tool, useless if the target has face protection. It stuns for almost as long as it takes to cuff someone. Refill it at engineering, and <b>you need to toggle the safety off before using it</b>
+
[[File:Frozen Star.png|32px|frameless]]
{{Anchor | Medium cell }}
+
|| '''FS HG .35 Auto "Paco"'''
 +
|| Standard issue pistol for operatives.
 +
Ammo Type: .35 Auto
 +
|| Good general use pistol.
 
|-
 
|-
|Medium cell
+
|  
|This is used to power the stun gloves. When you use up even a bit of the gloves, change it at the first occasion, trust me. Make sure to always have a charged one in the gloves, and charge the spare when safe. You find these in lower armory (the one with all the racks, armor, and crates)
+
[[File:Frozen Star.png|32px|frameless]]
{{Anchor | Small cells }}
+
|| '''FS MP .35 Auto "Molly"'''
 +
|| Standard issue machine pistol for Medical Specialists.
 +
Ammo Type: .40 Auto
 +
|| Very compact machine pistol that can accept smg magazines and fit in most holsters. High rate of fire, good capacity, low penetration. An excellent defensive weapon for personnel not on the front lines.
 
|-
 
|-
|Small cells
+
|  
|Already mentioned, for the martin and flashlight. Also in lower armory.
+
[[File:Frozen Star.png|32px|frameless]]
{{Anchor | Cuffs }}
+
|| '''FS REV .40 Magnum "Consul"'''
|-
+
|| Standard issue revolver for Inspectors.
|Cuffs
+
Ammo Type: .40 Auto
|For restraining criminals and other rabble. Find them in vendors and lower armory (in a box), and you spawn with one. <b>Don't work on voidsuits and hardsuits.</b>
+
|| Six shot revolver. extremely powerful, but slow firing.
{{Anchor | Zipties }}
+
|}
|-
+
<br>
|Zipties
+
 
|Technically worse cuffs (easier to break out of), but <b>only</b> these work on voids and hardsuits. Bring one normal cuff and one ziptie on you, at the very least,  all the time.
+
==Tactical Weapons==
{{Anchor | Warrant Projector }}
+
These weapons can be found in the secure armoury, and are available to Aegis Personnel with permission from the Sergeant or Commander.
|-
+
{| class="wikitable"
|Warrant Projector
 
|Optional, but a cool gadget if only for the looks. Use it to select a created warrant (made with PDA) and use it on someone (i.e. click on them) to display the warrant.
 
{{Anchor | Police tape }}
 
 
|-
 
|-
|Police tape
+
! Picture !! Name !! Description !! Suggested Use
|Useless, for all purposes. An RP tool, but you can get inventive with it (cordon places off, signal dangerous zones, broken floors...)
 
{{Anchor | Hailer}}
 
 
|-
 
|-
|Hailer
+
|  
|Attracts attention by screaming loudly a phrase. Right click sets a different hail scream. Bonus because cool robocop voice. Useful, but situational. Arguably way more useful than the tape and warrant projector. I mentioned that rarely people will listen or comply immediately, but this can grab their attention.
+
[[File:Frozen Star.png|32px|frameless]]
{{Anchor | Screwdriver }}
+
|| '''FS PR "Cassad"'''
 +
|| Plasma rifle.
 +
Ammo Type: M Cell
 +
|| Large energy rifle. Large number of shots per cell. Weaker damage than similar weapons.
 
|-
 
|-
|Screwdriver
+
|  
|Used to close airlocks with their wires exposed. In case you did not know, an airlock with the panel open cannot be opened at all, unless without power or by swiping the ID (slow if you need to use the door again). A baby can block an entire IH kill team by exposing the wires on any airlock. Sits comfortably in the ear slot.  
+
[[File:Nanotrasen.png|32px|frameless]]
{{Anchor | Knife }}
+
|| '''NT IR "Halicon"'''
 +
|| Ion rifle.
 +
Ammo Type: M Cell
 +
|| Excellent choice for disabling mechanical enemies, very power hungry.
 
|-
 
|-
|Knife
+
|  
|You put this one in your boots, and you can macro it to quick draw. Extreme backup, don't use this in combat unless you literally have nothing else. The knife is a tool: works like a screwdriver and wirecutters both, albeit slower. It can close exposed wires on an airlock, and even mend wire splicing (don't try it without insulated gloves). Pretty much an alternative or backup for the screwdriver.
+
[[File:Nanotrasen.png|32px|frameless]]
{{Anchor | Flashlight }}
+
|| '''NT LG "Lightfall"'''
 +
|| Scoped laser rifle.
 +
Ammo Type: M Cell
 +
|| Moderate number of shots per cell, attached scope allows for long range shooting. Can shoot through glass.
 
|-
 
|-
|Flashlight
+
|  
|Self explanatory. They have limited batteries unlike other codebases, so use them when needed and keep spare cells. Change the battery like an energy gun.
+
[[File:Frozen Star.png|32px|frameless]]
{{Anchor | Paco }}
+
|| '''FS AR .20 "Wintermute"'''
 +
|| Scoped assault rifle.
 +
Ammo Type: .20 Rifle
 +
|| Decently powerful ballistic rifle. Very accurate on single shot.
 
|-
 
|-
|Paco (with lethals)
+
|  
|Backup gun when you need to use lethal force. Below average AP, good damage. Works well with unarmored or light armored opponents. Switch to it in a pinch or when you cannot afford the time to reload. Keep it topped up at all times. Ten shots, like all other non-revolvers; .35 pistol magazines.
+
[[File:Frozen Star.png|32px|frameless]]
{{Anchor | Martin}}
+
|| '''FS SG "Bull"'''
 +
|| Multibarrel combat shotgun.
 +
Ammo Type: Shotgun Shells
 +
|| Shotgun capable of shooting two barrels with a single shot. Good for groups of weak enemies.
 
|-
 
|-
|Martin
+
|  
|Your main stun gun along with the sol. Ignore charge mode for now, keep it on stun and use lethal when a window is between you and the criminal and you want him dead, or when you want to finish a wounded off. Extremely low magazine: only 4 shots with 200s cells, what you have freely available in armory; takes S-cells.  
+
[[File:Frozen Star.png|32px|frameless]]
{{Anchor | Sol }}
+
|| '''FS SMG .35 Auto "Straylight"'''
 +
|| Tactical .35 Auto SMG.
 +
Ammo Type: .35 Auto
 +
|| High rate of fire and good ammo capacity with extended magazines make it a good choice for close quarters.
 
|-
 
|-
|Sol Carbine
+
|  
|Good with lethals, mediocre with rubbers. Main gun you will use, it will serve you well. Low recoil, burst fire mode (the only mode you should use), accurate, fast firing, 30 rnd magazine. Fits in a satchel or other big storage items; .25 magazines.
+
[[File:Frozen Star.png|32px|frameless]]
{{Anchor | Ammo Packets }}
+
|| '''FS GL "Lenar"'''
|-
+
|| Tactical Grenade Launcher.
|Ammo Packets
+
Ammo Type: Standard Grenades
|No reason why you cannot fit one or two of these in the box you spawn with. Lower Armory has freely available in the crates .35 and .25 rubber packets, you can get these from the Sec Vendors in barracks, and the Sgt or Lt can hand you over .35 lethal packets. You click on them with a magazine to refill them. Optional, but like the rest of your loadout, they are intended to keep you running and active without walking all the way to brig for rearmament for a long time. Top up spent or used magazines, and you won't run out of ammo save in the most extreme cases.
+
|| High power scope allows you to lob grenades much further than you can throw them.
 
|}
 
|}
 +
<br>
  
 +
=Section 4: Mental Health in Aegis=
 +
As a member of Aegis Security Solutions, you will be on the front lines defending your crew from all manner of hostiles that may be encountered during your voyage. You will also be expected to protect the crew from internal threats, whether that be stowaways or spies, assassins or crew that have gone mad from the isolation of deep space travel. You will be the one the crew calls when fecal matter hits the ventilation system, and you will also be the one they blame for any lapses in your ship's security, whether or not you had any hand in that failing.
  
===;HELP EXCEL===
+
This might sound like the grumblings of an old jaded veteran who's too deep in his cups trying to scare you off joining Aegis, but it is not. This is meant to be a warning, as the job will be taxing, no matter where you are stationed. You should always be aware of both your own mental health, and that of your colleagues. Be on the lookout for signs of stress in yourself and others, and do not be afraid to report such to your Medical Specialist or your Commander, who can refer you to a ship psychiatrist for assistance, or may be able to provide other assistance, such as unpaid leave (if staffing allows) or reassignment to other duties.
 
 
This is for when red alert or, occasionally, blue alert is in place. For when fecal matter hits the ventilation device. First thing: in red alert, toss away your equipment and start again. Seriously. Go back to brig asap if you can to rearm. Get full armor, ditch all the nice tools (warrants, tape, even cuffs if you must, but keep zipties. Remove all the rubber ammo, and get lethals for every gun if you do not have them, or get more. Get more grenades too, wear your gasmask, have oxy tanks on hand, make sure everything is accessible and fast to retrieve in your satchel. You are getting rid of all that is taking up space and is not necessary to kill and face true emergency and chaos. Make sure you have ammo for plenty of fights, because you can't count on retreating back to safety. Don't overload, of course, but better to have two magazines more than two less. Chances of death are at the same time higher and the usual compared to green alert. You are here to make it alive, of course. Or try your best to kill the baddies. The latter it best, even if you die trying.
 
 
 
 
 
Second thing, this (technically) gives you authority. Not that the crew will listen. Playing Eris, you know people are their own private armies armed to the teeth, and therefore will kill without trouble, be it either the commies or you trying to force them to obey. What red alert means, is that you have all the rights to be violent and not take anyone's shit. You ask someone to surrender and lay down their weapons, and they do everything but that? shoot them. Someone causes trouble? Shoot them. You are authorized to use lethal force, and you must enforce your authority. Compared to the other alert levels, the situation is even more delicate. You can't afford to being an asshole still and gun people down indiscriminately (despite what I told you before), but if you previously built trust in IH, you'll have more people on your side and shooting your enemy than you, even if they don't follow your orders. Break into departments, flash people, commit sweeping arrests, whatever it is, act fast and hard. this is the time of the 'shoot first, apologize later' philosophy. Everyone on Eris is out for themselves and/or their department, and you will do the same. Protect your department, protect your life at all costs even if it takes killing someone merely sketchy and innocent than nevertheless attacked or resisted, but now more than ever, don't be reckless and don't lose all common sense and caution.
 
 
 
 
 
Third thing, your superiors (and this is true to any alert level and situation) are your reference. You listen to them, and obey them to the best of your capabilities, and their orders take precedence over what I said. Your Sgt tells you to kill someone in green alert, or viceversa, take someone alive during red? You do it. The Lt says to flash and assault RnD, without taking the one person you need calmly? You do it. This, however, requires the superiors to actually know what they are doing. In a way, they are excluded from the IH paradox, and it is better that way. Even if they are as dumb as you, follow them; it will take the pressure of decisions off you, it's better than being passive. If they are dumber, or you think you have better judgement, ignore them. Remember, this way you take all the responsibility for shit going south and your own failure. If you really think charging engineering alone, do it, I don't care. Don't salt in deadchat you were gangbanged by technomancers, and remember the rest of IH will be in trouble because of your actions. Then again, if the commander tells you something clearly suicidal or which you cannot do, explain it to them, but only once. Tell them to fuck off, the second time.
 
 
 
 
 
 
 
===Misc and Helpful Tips===
 
 
 
 
 
- Whatever you are going, always watch closely your target regardless if you are arresting, interrogating or shooting them. It can mean the difference between your success or demise. A distracted operative is dead weight and free loot.
 
 
 
 
 
- No matter if you are taking someone in peacefully, always be ready to draw your gun and keep your mouse on your rifle. People love to gun you down suddendly and treacherously, and especially when you are typing (intentional or not).
 
 
 
 
 
- Most of the time, people will shoot you with lethals even if you merely poke them. Your average target won't care if he gets mortally injured, he wants to kill you, and he will succeed it even if he dies in the process or sits half an hour healing. Lethals are plain superior and the only reliable way to stop someone for good, everyone loads them because they don't need to take people alive.
 
 
 
 
 
- Almost as frequently as being welcomed with lethal force, people will resist and undermine whatever you do or say. IH has a bad reputation, mostly due to meta reasons since the average brainlet IH (from operative to commander) is a bully who cannot enforce his assholery. They know or think you are unrobust, clueless, unpleasant to play with and will generally only fuck them over regardless of innocence. They will take their chances to eliminate you and, again, they have all the tools to do so.
 
 
 
 
 
- Type with one hand, make every single spelling mistake until what you wrote is a new language entirely, speak in caveman talk, I don't care. Say what you want you say fast: the text box hinders you greatly as is typing. You need to be fast and responsive, after all. Don't stop in the corridors arguing with an arrested criminal, do that when they are buckled to a bed or chair.
 
 
 
 
 
- To avoid excessive typing, macro useful sentences ("Get down, please", "Down, now!", "You are under arrest, come peacefully and cuffed", "lay down your weapons", "stop!" etc) and your favorite one-liners. I recommend ALT + a number key. You can blurt them while running, reloading or performing any other task, and it saves your skin by avoiding to type an order to cease and desist.
 
 
 
 
 
- While you are at it, write before hand the arrest charges and copy-paste them in an instant as you announce an arrest. Works in place of or in conjuction with a warrant.
 
 
 
 
 
- Use common sense. Don't risk your life and equipment against impossible odds, don't over extend without support, don't travel with guns out when not in combat or about to be (mostly because you can be knocked down and robbed of your gun).
 
 
 
 
 
- Nothing kills an operative faster than misjuding the situation. Take your time to read the room and assess who you should shoot and who you should not. It's bad to kill the one person on your side, and having the antag kill you while you are with your guard down and wounded, and it's even worse killing an innocent or someone that will cause an uprising. Don't be anxious to validhunt.
 
 
 
 
 
- Keep your distance. It applies to any role. Much like in real life, if someone gets right in your face, he is likely planning to shank you, disarm you or grab-fu you.
 
 
 
 
 
- Learn all about grab combat, stuns and knockdowns. Flash + cuffs does not work on eris, they can crawl away and reset the cooldown. Against someone actively resisting, a full knock out or pain crit is required to restrain them. Also great is dislocating limbs: red grab someone, harm intent, and click on them when selecting a limb.
 
 
 
 
 
<strong>
 
- Don't trust anyone
 
 
 
- Trust your fellow IH
 
 
 
- Don't trust your fellow IH too much</strong>
 
 
 
 
 
 
 
Now, activate those stun gloves, wear those jackboots and <del>get killed</del> show that vagabond who's boss.
 

Latest revision as of 14:06, 18 October 2021

This section or article is a Work in Progress and should not yet be relied on as factual or complete.
Assigned to: Wiki Team

Please discuss changes with assigned users. If no one is assigned, or if the user is inactive, feel free to edit.

AEGIS SECURITY SOLUTIONS
ENFORCEMENT HANDBOOK

Symbol of Aegis Security Solutions, a subsidiary of NanoTrasen

Working for Aegis is not a career for the weak at heart. In the line of duty, you can expect to face the slings and arrows not just of criminals, raiders, and all manner of creatures that seek to do harm to the ship and it’s crew, but you can also expect the ire of those who you seek to protect. “Why didn’t you do this/that” “Why did you take so long” “You aren’t the boss of me” etc. Even better, when you put yourself at risk, often there is no thanks for the job that you do. I say this not to warn off potential operatives but to give you understanding. This job will either break you down, or it will hone you into one of the finest individuals on this ship, and even if they forget to say it out loud many of the people you protect understand that you are both the first and last line of defense for them. It is a difficult job to be sure, but the rewards can be great if you have the fortitude to rise to the occasion.

Section 1: Aegis Ranks and Job Descriptions.

These are the careers available to you as you choose your path working for Aegis. Please remember that as a general rule, in any given rank or job you are also expected to perform the duties of the jobs below you as needed.

  • Aegis Commander (Lieutenants): You are the Department head of the N.E.V. Northern Light’s security forces. Ultimately in this position you have final say in all decisions regarding security. This means you also have responsibility for those under your command.
  • Aegis Gunnery Sergeant: You are the commander’s right hand and it is your duty to carry out their orders. When the Commander is unavailable the burden of leadership falls upon your shoulders. Your duties include:
    • Team Leader: It is your job to make sure that operatives do their duty and follow the orders of the commander, and when the commander isn't around or unavailable, you fill their shoes. This means you make sure operatives are credited for their accomplishments, and that their failures are yours to bear.
    • Warden: Maintain and watch over the cells and the prisoners there
    • Quartermaster: Maintain and monitor the armory, keep track of weapons and gear issued and restock when required, and acquire specialized equipment when needed.
    • Dispatcher: Direct operatives to where they need to be, prioritize calls so that operatives can respond to the highest priority threats in a timely manner.
  • Aegis Inspector: As Aegis inspector your primary duty is to investigate crimes and crime scenes. You are the investigative branch of Aegis and will work with the medical specialist to gather and document evidence. When not investigating crimes you may assist with normal operator tasks.
  • Aegis Medical Specialist: As a medical specialist your primary duty is to oversee the health of Aegis employees. Your secondary duty is to oversee the health of prisoners, and during combat situations you are expected to perform as a combat medic. When not handling a medical issue you are expected to assist in the gathering and analyzing of evidence along with the inspector.
  • Aegis Operative: You are the backbone of Aegis. Your duties involve patrolling the ship for hazards and aggressive flora and fauna, performing rescues of injured crew, and escorting members of other departments in dangerous areas at their request.

Section 2: Standard Operating Procedures

Interdepartmental Relations

First and foremost please remember that when dealing with members of other departments that while they do not have any direct authority over you, you also have none over them except in emergency situations or when you are in direct pursuit of a fugitive or suspect. If a member of a department asks you to leave, and there is no immediate need for you to deny them, it is preferred that you do as they ask. If you feel that they were wrong in this request and there is no immediate danger or threat, it is better to pull back and get superiors involved. Conversely, If there is a 7 or 8 bio hazard, or if you are in active pursuit of a violent fugitive you do have limited authority to demand entry into departments. Please keep in mind that exercising this can cause friction, so please use good judgement when deciding to press the issue.

Use of Force

As a representative of Aegis, you are expected to use the minimum amount of force necessary to resolve a situation. Even as an operative you have a fairly broad scope of actions you can take to ensure the safety of the crew and the ship, but keep in mind that your actions will often be scrutinized. It is strongly recommended that if you can resolve a situation peacefully or diplomatically you take that route.

Not all problems can be solved with words, and when that happens force may be necessary to resolve conflict. It is generally recommended that you use non lethal means of apprehension whenever possible, as we have several means of deploying non lethal ordinance. When engaging an enemy, be mindful of bystanders and do your best to minimize collateral damage. In the field, the decision on what level of ordnance to use rests on the operative, however keep in mind that using excessive force can lead to disciplinary action.

Search and Seizure

As a member of Aegis one of your duties will be to confiscate contraband. When an entire department must be searched, it should always be done with a warrant and initiated by an inspector or above. When it comes to the search of an individual many believe that a warrant is required to search someone, however that is not the case in many situations, however in order to preserve the peace, Aegis has decided to enact the following guidelines.

A warrant is not necessary to search someone if one or more of the following conditions are met:

  • The operative sees contraband which the suspect then hides
  • The contraband is seen and reported by another crewmember and reported to an operative.
  • The suspect has been detained or arrested for another crime.
  • The suspect has been listed as a risk by a member of command and as such is subject to random searches

If you ever feel like someone needs to be searched, Inspectors and above can write out warrants for said searches. As always there are exceptions to the rule, and in emergency situations these guidelines can be disregarded, but keep in mind that if you should decide to make that choice disciplinary action may occur if command disagrees with this decision after review.

Section 3: Weapons of Aegis

Standard Issue Weapons

These are weapons available to all Aegis personnel. These weapons can be found either in your personal lockers, or in the lower armoury.

Picture Name Description Suggested Use

Frozen Star.png

FS PDW E Martin Standard Issue Small energy Pistol with stun and lethal modes.

Ammo Type: S Cell

Very good on lesser roaches, lightly armored targets and can fire through glas

Frozen Star.png

FS Power Glove Gloves that deliver an electric shock to anything you grab while active.

Ammo Type: M Cell

Excellent on roaches, kills most instantly Works good for non lethal takedowns since you cannot be disarmed.

Frozen Star.png

Stun Baton Truncheon that can be charged for extra stun damage.

Ammo Type: M Cell

Decent backup melee weapon. Not quite as good as power gloves because you can lose them if knocked down or disarmed

Frozen Star.png

FS CAR .25 CS "Sol" Standard issue carbine for operatives.

Ammo Type: .25 Caseless

Standard issue long arm for Operatives. Average performance in most applications.

Frozen Star.png

FS HG .35 Auto "Paco" Standard issue pistol for operatives.

Ammo Type: .35 Auto

Good general use pistol.

Frozen Star.png

FS MP .35 Auto "Molly" Standard issue machine pistol for Medical Specialists.

Ammo Type: .40 Auto

Very compact machine pistol that can accept smg magazines and fit in most holsters. High rate of fire, good capacity, low penetration. An excellent defensive weapon for personnel not on the front lines.

Frozen Star.png

FS REV .40 Magnum "Consul" Standard issue revolver for Inspectors.

Ammo Type: .40 Auto

Six shot revolver. extremely powerful, but slow firing.


Tactical Weapons

These weapons can be found in the secure armoury, and are available to Aegis Personnel with permission from the Sergeant or Commander.

Picture Name Description Suggested Use

Frozen Star.png

FS PR "Cassad" Plasma rifle.

Ammo Type: M Cell

Large energy rifle. Large number of shots per cell. Weaker damage than similar weapons.

Nanotrasen.png

NT IR "Halicon" Ion rifle.

Ammo Type: M Cell

Excellent choice for disabling mechanical enemies, very power hungry.

Nanotrasen.png

NT LG "Lightfall" Scoped laser rifle.

Ammo Type: M Cell

Moderate number of shots per cell, attached scope allows for long range shooting. Can shoot through glass.

Frozen Star.png

FS AR .20 "Wintermute" Scoped assault rifle.

Ammo Type: .20 Rifle

Decently powerful ballistic rifle. Very accurate on single shot.

Frozen Star.png

FS SG "Bull" Multibarrel combat shotgun.

Ammo Type: Shotgun Shells

Shotgun capable of shooting two barrels with a single shot. Good for groups of weak enemies.

Frozen Star.png

FS SMG .35 Auto "Straylight" Tactical .35 Auto SMG.

Ammo Type: .35 Auto

High rate of fire and good ammo capacity with extended magazines make it a good choice for close quarters.

Frozen Star.png

FS GL "Lenar" Tactical Grenade Launcher.

Ammo Type: Standard Grenades

High power scope allows you to lob grenades much further than you can throw them.


Section 4: Mental Health in Aegis

As a member of Aegis Security Solutions, you will be on the front lines defending your crew from all manner of hostiles that may be encountered during your voyage. You will also be expected to protect the crew from internal threats, whether that be stowaways or spies, assassins or crew that have gone mad from the isolation of deep space travel. You will be the one the crew calls when fecal matter hits the ventilation system, and you will also be the one they blame for any lapses in your ship's security, whether or not you had any hand in that failing.

This might sound like the grumblings of an old jaded veteran who's too deep in his cups trying to scare you off joining Aegis, but it is not. This is meant to be a warning, as the job will be taxing, no matter where you are stationed. You should always be aware of both your own mental health, and that of your colleagues. Be on the lookout for signs of stress in yourself and others, and do not be afraid to report such to your Medical Specialist or your Commander, who can refer you to a ship psychiatrist for assistance, or may be able to provide other assistance, such as unpaid leave (if staffing allows) or reassignment to other duties.