Toggle menu
Toggle personal menu
Not logged in
Your IP address will be publicly visible if you make any edits.

Warden: Difference between revisions

From CM-SS13 - Wiki
(afaik this is wrong - any source in ML or SOP?)
(Wording changes throughout. Using Commander verbiage, and updating the layout description)
Line 45: Line 45:
Your supervisor is obviously the CMP, they have final say over everything that occurs within the department. However if you were to find yourself without a CMP you can be appointed the acting head of the Military Police department, then you can give out orders and ensure that the MP's are following their tasks, do Appeals, and almost anything the CMP can do
Your supervisor is obviously the CMP, they have final say over everything that occurs within the department. However if you were to find yourself without a CMP you can be appointed the acting head of the Military Police department, then you can give out orders and ensure that the MP's are following their tasks, do Appeals, and almost anything the CMP can do


Of course you not only listen to the CMP but the Commanding Officer, anything the Captain says, you listen to it.  
Of course you not only listen to the CMP but the Commanding Officer, anything they say, you listen to it.  


=== What can I do? ===
=== What can I do? ===
Line 51: Line 51:
As the Warden you get access to a plethora of things, such as:
As the Warden you get access to a plethora of things, such as:


*Conducting Appeals (If made the aCMP by a Commander).  
*Conducting Appeals (If made the aCMP by a Commander). Or nominated by the Commander or CMP.
*Granting Executions with the XO or CO's permission as aCMP.  
*Granting or denying Executions with the Commander's permission as aCMP.
*Opening the Armories.
*Opening the Armories.
*Giving directives to the MP's
*Giving directives to the MP's
Line 65: Line 65:


[[File:Brig map.png]]
[[File:Brig map.png]]
Here you will spend most of your time dealing with Prisoner Processing, and watching over them from the Cellblock. This is your kingdom, become familiar with it.  
The Brig is usually seen as the Warden's responsibility so you should make sure you understand the layout. Both Chief MP's office and the Warden's office is to the south (or port), and to the east (or aft) of the courtyard. They both contain a, records console, a camera console, and a brig specific camera console. They both have personal bunks attached, and additionally the Chief MP's Bunk has a personal fax machine. The Warden's office also has the shutter controls for cells and the courtyard as well as lockdown buttons for the courtyard and the Brig as a whole.  


The "CMP's Office" is located to the North of the brig, just near the hallway shutters. There is a fax machine if needed, as well as a record console and camera console. You shouldn't be spending much time here.
The south (or port) of the Brig is the main detainment area. It contains the Brig cells with timers and wall mounted flashes, and the lockers with prisoner gear intended to be switched for the cell occupant's possessions, and the courtyard which has an attached bathroom and hydroponics area.


The brig itself contains several different areas. To the North West is the shutter control. Their is two "Control Points" just adjacent to one another. In-between both is the actual brig access to the East.  
In the middle (or the centerline of the ship) of the Brig: you will find the processing area which contains the JAS consoles, security record consoles, crew monitor, as well as the identification computer. Brig and courtyard lockdown buttons are also present here. A holding cell for securing detainees being processed. There is also the attached Brig medical area, and the evidence storage room.


The largest room itself is the "Staff Room", not much is done here besides eating or observation of inmates.  
The north (or starboard) of the Brig has an interrogation room, the Brig armory; containing lethal weapons for ship defense or other code red threats and riot gear and non-lethal weapons for unruly marines, the equipment room; in which you will find all the vendors needed to outfit an MP for shipside patrol, a Brig cryo bay and a break room.


Just to the north is the "Execution Room", it has an observation theatre just west of it. In this room two forms of executions are allowed: Lethal Injection if the CMO is available, and Firing Squad, which is the most common form.  
And finally, the west (or fore) of the Brig is the permanent detainment area and execution room.


Just West of the Staff Room is the "Armory", this is not the biggest however. A far larger Armory lies just south of the Brig, on the Port side.  
The execution room is where the executions usually should happen. It contains a single chair for the unlucky person that will have their life ended and in the attached storage room: a blindfold, pack of cigarettes and a lighter, a lethal Injection locker containing syringes with a cocktail of dangerous drugs. and a firearms locker. For the procedure of Execution, please see [[Marine Law#Executions|Marine Law - Executions]].


The Southern portion of the Brig is the "Common Room", here prisoners can find ways to entertain themselves and mingle amongst either. '''Remember''' this is a right for prisoners to have access.
The Perma cells come with additional blast shields, and a Lockdown button unique to the permanent detainment area. Also found here are two additional lockers one containing additional prison garb, and the other containing straight jackets and muzzles for unruly prisoners.
 
Connected to the Common Room to the West is the actual "Holding Cells/Cell Block". Here is where the prisoners are stripped down into appropriate clothing and booked for their crimes.  
 
Westward of the Cell Block is the "First Aid Station", instead of dragging Injured prisoners to medbay; get a Doctor to assist them here. '''Remember''' their timer is paused every time they are out of the cell.
 
North of the First Aid Station is the "Interrogation Room", as the name implies you question suspects of whatever crime was committed.
 
Just North of the Interrogation Room is the "Evidence Storage", here you store any evidence used in a crime or for a pending investigation. You have secure lockers if needed.
 
Now the central area around all of this is the "Processing Center". Here you will take prisoners ID's and use the [https://cm-ss13.com/wiki/Military_Police#Jurisdictional_Automated_System Jurisdictional Automated System] to book criminals into the slammer. Next to this device is a Records Console and Filing Cabinet to hold Personnel Records.
 
North of the Processing Center is the "Permanent Confinement Cells". These are specifically designed for Inmates who have performed a Capital Crime and or waiting for an Execution.
 
Lastly, West of the Permanent Confinement area is the Brig "Cryosleep Bay". Here SSD prisoners or Officer may be secured away for a goodnights sleep. '''Always''' secure items off prisoners before putting them in the Cryo bay.


== Prisoner Processing ==
== Prisoner Processing ==
-----
-----
As the Warden this is your best skill. When an MP arrives to the brig you should secure the suspect in cuffs and proceed to follow the [https://cm-ss13.com/wiki/Marine_Law#Detainment_and_Brig_Procedures Detainment and Brig Procedures]
As the Warden this is your best skill. When an MP arrives to the brig you should secure the suspect in the holding cell and proceed to follow the [https://cm-ss13.com/wiki/Marine_Law#Detainment_and_Brig_Procedures Detainment and Brig Procedures]
 
You should ask the MP what crimes has the person committed. Then open up the JAS and input all the necessary info for the report. Take the prisoner over to the Cell and secure everything they have on them, following [https://cm-ss13.com/wiki/Marine_Law#Prisoner_Rights Prisoner Rights] of course.


Once the suspect has been changed and secured to the bed, take their report, put it into the cells display and activate the timer. Once said is done open up the back room access and observe the behavior until their time is up.  
You should ask the MP what crimes has the person committed. Then open up the JAS and input all the necessary info for the report. Take the prisoner over to a Brig Cell and secure everything they have on them, following [https://cm-ss13.com/wiki/Marine_Law#Prisoner_Rights Prisoner Rights] of course.  


Remind the prisoner that they have the [https://cm-ss13.com/wiki/Marine_Law#Right_to_appeal Right to Appeal] and conduct it in a timely manner.  
Once the suspect has been changed and secured to the bed, take their report, put it into the cells display and activate the timer. Retrieve any cuffs and secure the cell. Remind the prisoner that they have the [https://cm-ss13.com/wiki/Marine_Law#Right_to_appeal Right to Appeal] and conduct it in a timely manner. Then you can open up the courtyard for them and observe the behaviour until their time is up.  


Rinse and Repeat.
Rinse and Repeat.
Line 109: Line 93:
Should a Prisoner be disruptive in the brig, damaging the brig, harming staff, etc. You have three different routes to take to deal with them:  
Should a Prisoner be disruptive in the brig, damaging the brig, harming staff, etc. You have three different routes to take to deal with them:  
# Add a Disorderly Conduct in Confinement charge to their timer.
# Add a Disorderly Conduct in Confinement charge to their timer.
# Close off access to the Common Room.
# Close off access to the Courtyard.
# Restrain the person to their room with a Straight Jacket.
# Restrain them with a Straight Jacket.


All of these options are the most optimal to deal with disruptive Marines. However it is up to you on how to deal with them.
All of these options are the most optimal to deal with disruptive Marines. However it is up to you on how to deal with them.

Revision as of 17:48, 23 August 2024

SECURITY
Warden.png
Military Warden
Difficulty: Hard
Supervisors: Commanding Officer / Commander, Chief MP and Marine Law
Rank: Sergeant / Staff Sergeant / Gunnery Sergeant
Duties: Maintain the brig, do bookkeeping, and crack down on crime.
Guides: Marine Law, Server Rules, Rank, Military Police
Unlock Requirements: Ten hours as Military Police.
Detailed Description:
|__________|
You are held by a higher standard and are required to obey not only the server rules but the Marine Law.

Failure to do so may result in a job ban or server ban.
Your primary job is to maintain peace and stability aboard the ship. Marines can get rowdy after a few weeks of cryosleep!

In addition, you are tasked with the mainting security records and overwatching any prisoners in Brig."
|__________|


"Sleep good tonight, I'll keep your nightmares in their cells" - some Corrections Officer

Duties


As the Warden you differentiate from the CMP; while the CMP runs the entirety of the Security department, think of yourself as a second in command. You have say over what happens within the Brig.

During your round this will most likely be where you spend your time, here you will make yourself busy by:

  • Bookkeeping
  • Updating Records
  • Applying Charges with the automated system.
  • Watching over Prisoners while they are confined.
  • Seeing over executions with the CMP.
  • Ensuring protocols are followed
  • Monitoring the MP staff.
  • Running Dispatch for the MP's

Essentially you are the head honcho when it comes to the brig, you know everything about it. When it comes to prisoners no one watches them more like a hawk. Expect to be the ones the MP's rely on most, they will most likely dump off the suspect make you apply the charges, strip them, throw them in the cell, and supervise them.

Additionally, if find yourself working in the department with lower numbers you can conduct patrols like any other MP. However, this should only be executed if the department is understaffed, since your primary objectives are to supervise the brig and its procedures.

Think of yourself as a mere stepping stone between CMP and MP, you can learn more advanced functions of the brig and not have the stress of CMP. You can assist the CMP in making crucial decisions. Think of yourself more as their assistant, you take care of the behind the scenes functions. You ensure that timers are set, records are set, and that prisoners are treated accordingly.

Supervisors and your Authority


Your supervisor is obviously the CMP, they have final say over everything that occurs within the department. However if you were to find yourself without a CMP you can be appointed the acting head of the Military Police department, then you can give out orders and ensure that the MP's are following their tasks, do Appeals, and almost anything the CMP can do

Of course you not only listen to the CMP but the Commanding Officer, anything they say, you listen to it.

What can I do?


As the Warden you get access to a plethora of things, such as:

  • Conducting Appeals (If made the aCMP by a Commander). Or nominated by the Commander or CMP.
  • Granting or denying Executions with the Commander's permission as aCMP.
  • Opening the Armories.
  • Giving directives to the MP's
  • Maintaining the records.
  • Setting Alert Levels.

So as you can tell you get access to many things that the CMP would be able to do, however this doesn't mean that you should. If you have a CMP present you do not have the ability to allow executions unless made the acting CMP, or order around everyone to an extent. You are meant to maintain the brig, and ensure that security operations run smoothly.

Workspace


As said numerous times, your main work area will be the Brig, however if low on MP staff you can conduct patrols shipside.

Brig map.png The Brig is usually seen as the Warden's responsibility so you should make sure you understand the layout. Both Chief MP's office and the Warden's office is to the south (or port), and to the east (or aft) of the courtyard. They both contain a, records console, a camera console, and a brig specific camera console. They both have personal bunks attached, and additionally the Chief MP's Bunk has a personal fax machine. The Warden's office also has the shutter controls for cells and the courtyard as well as lockdown buttons for the courtyard and the Brig as a whole.

The south (or port) of the Brig is the main detainment area. It contains the Brig cells with timers and wall mounted flashes, and the lockers with prisoner gear intended to be switched for the cell occupant's possessions, and the courtyard which has an attached bathroom and hydroponics area.

In the middle (or the centerline of the ship) of the Brig: you will find the processing area which contains the JAS consoles, security record consoles, crew monitor, as well as the identification computer. Brig and courtyard lockdown buttons are also present here. A holding cell for securing detainees being processed. There is also the attached Brig medical area, and the evidence storage room.

The north (or starboard) of the Brig has an interrogation room, the Brig armory; containing lethal weapons for ship defense or other code red threats and riot gear and non-lethal weapons for unruly marines, the equipment room; in which you will find all the vendors needed to outfit an MP for shipside patrol, a Brig cryo bay and a break room.

And finally, the west (or fore) of the Brig is the permanent detainment area and execution room.

The execution room is where the executions usually should happen. It contains a single chair for the unlucky person that will have their life ended and in the attached storage room: a blindfold, pack of cigarettes and a lighter, a lethal Injection locker containing syringes with a cocktail of dangerous drugs. and a firearms locker. For the procedure of Execution, please see Marine Law - Executions.

The Perma cells come with additional blast shields, and a Lockdown button unique to the permanent detainment area. Also found here are two additional lockers one containing additional prison garb, and the other containing straight jackets and muzzles for unruly prisoners.

Prisoner Processing


As the Warden this is your best skill. When an MP arrives to the brig you should secure the suspect in the holding cell and proceed to follow the Detainment and Brig Procedures

You should ask the MP what crimes has the person committed. Then open up the JAS and input all the necessary info for the report. Take the prisoner over to a Brig Cell and secure everything they have on them, following Prisoner Rights of course.

Once the suspect has been changed and secured to the bed, take their report, put it into the cells display and activate the timer. Retrieve any cuffs and secure the cell. Remind the prisoner that they have the Right to Appeal and conduct it in a timely manner. Then you can open up the courtyard for them and observe the behaviour until their time is up.

Rinse and Repeat.

Unruly Prisoners


Should a Prisoner be disruptive in the brig, damaging the brig, harming staff, etc. You have three different routes to take to deal with them:

  1. Add a Disorderly Conduct in Confinement charge to their timer.
  2. Close off access to the Courtyard.
  3. Restrain them with a Straight Jacket.

All of these options are the most optimal to deal with disruptive Marines. However it is up to you on how to deal with them.

Your Tools


As the Warden you have a huge inventory of tools to assist you during the Operation. Such tools are:

  • The Jurisdictional Automated Brig Management System is your best tool, it is what you are best at. This device allows you to quickly and effectively place the needed charges on all Lawbreakers. If you are unsure on how to use it, please refer to the Operating Guide
  • The Records Console is another key device of yours. It allows you to search all staff on the ships personal records. You can alter their status, see past crimes, add notes, and their current job.
  • The Camera Console is your way of catching people in the act, you can view almost every location on the ship from your chair. You can sit back and guide MP's on chases, manhunts, or provide dispatch. Always be on the watch!
  • Duty Belt. Just like the rest of the MP department, you have access to the same criminal stopping gadgets: Flashes, Tasers, Stunbatons, Flashbangs, etc. Use your arsenal to show off your iron fist against crime.
  • MP Staff. As the Warden you can communicate far better. Speak with your MP's, organize patrols, manhunts, etc. They are at your disposal.

Skillset

Master
Elite
Expert
Specially Trained
Trained
CQC Endurance Fireman Carry
Master
Expert
Specially Trained
Trained
Medical Surgery
Master
Expert
Specially Trained
Trained
Construction Engineering JTAC Leadership Vehicles
Specially Trained
Trained
Firearms Police Powerloader Melee Piloting Domestic Intel
Trained
Research Navigation Execution
Trained
Smartgun M5-RPG M4RA Battle Rifle M42A Scoped Rifle M92 Grenade Launcher M240-T Incinerator



To find out about how the skill system works head over to the skills system page.