Warden

''Eh? No sir, the armoury's fine, see- Oh bugger.''

The Warden is a member of the security staff, responsible for the Brig, the Prison Wing and the prisoners. He has access to the Armory.



Watch Hound
Half of your job is to look after the prisoners, make sure they don't die or get unfair sentences, and make sure they don't escape. The other half of your job is to arm security with weapons in times of war. You are not a Security Officer and do not have to go outside of the brig (and really should not go out of the brig).

If you have no prisoners to watch out for, you should be coordinating the security officers over the security radio channel. People often make accusations of crime on the radio that you can follow up. You can ensure all arrest records are filled in with this and with information from the security radio channel to make sure officers don't wonder why a particular person is wanted. You can also check on the cameras for reported disturbances and update the records of anyone involved, and access the helmet mounted cameras of all security officers to make sure they're alive and well (which should be done regularly). Your fellow officers will appreciate your help in sending them where they can make a difference. You really have the opportunity to make Security run like a well-oiled machine.

Second in Command
As the Warden, you have authority over the brig and any security officers inside the brig. Should anything happen to the Head of Security, you are expected to take up his position and command the security staff.

The Detective
Just give the detective space, he's a loose cannon that runs around and scans for prints. He'll rarely drag criminals in. Just help out with the cell timers for the detective, and help secure the evidence the detective brings in. Since almost anyone with brig access has access to evidence storage, if you don't trust them you should put the more dangerous contraband in the appropriate armory locker.

Equipment
To help your wardening ways, you ought to be at least as well equipped as any officer. Your locker is well stocked, so it's worth taking the spare taser, a couple of flashbangs, and more than one pair of handcuffs. You'll need them if somebody tries to break out of the brig. Also consider grabbing a laser weapon: being next to the armoury is no use if somebody has blown up the relevant APC and you can't get through the now de-powered windoors to stop them cleaning the place out.

There are also some pieces of kit to help you out. Barricades are excellent if someone has broken the brig doors with a cryptographic sequencer, and portable flashers, although they have limited charge, are very useful at stopping poorly equipped attackers or budding escapees. You also have a toolbox to help you install the flashers and make other basic adjustments. Make sure no one gets your ID, and you know who the Head of Security is (make sure they don't start a woman, scream bloody murder on the radio and come back as a pink haired man), as you need to defend your equipment from would-be thieves.

Also of note is your small supply of firing pins, which allow you to make any gun printed by science usable. Don't be too stingy: if you help the Research Director, he might give you some nice toys later on.

Implants
The Armory contains different sets of implants which you may want to make use of for prisoner control.


 * Chemical Implants will allow you to inject up to 50 units of toxins into the subject at any time from the Prisoner Management Console in your office. May be loaded with sedatives instead. For larger doses, subject may be implanted multiple times.
 * Tracking Implants will allow you to detect if the subject is nearby using the locator device provided. Also leaves a blinking red dot if the subject is observed with a Security HUD
 * Loyalty Implants prevent the subject from being brainwashed by subversive elements. It is also designed to revert the effects of revolutionary brainwashing. More can be ordered in the Cargo Bay, albeit at an extremely high cost. Ensure all security personnel are loyalty implanted by checking your Security HUD.

Don't Sit Around
Sitting at your desk is alright, but you should make sure to scan the cell blocks every once in a while to make sure no one is hurt in the cells, or there are any areas of break in. Your job is to protect all of security from people busting in, or out. A quick sweep every few minutes should be fine, being a warden is a mostly relaxing job, just make sure to stun anyone who looks suspicious in the brig (or security office area) and hold them till the head of security comes. Remember, DISARM FIRST, kill if that's your only option.

If you are going to sit around, it may be worthwhile to update the security records for your prisoners.

Clearance Level Check
Just because the clown got security clearance means nothing, you should alert the head of security of this right away. You need to make sure any and all mercenaries that the Head of Personnel authorizes come with a stamped form or the head of security to come in with them to announce them. Nothing is worse than a mime breaking in, and you foolishly giving them armor or a gun. There is always the chance they are a traitor out to kill you, or to steal armory supplies.

If the head of personnel himself attempts to access the armory without authorization, he is committing Major Trespass and is subject to incarceration. Alert the Head of Security if this happens.

No one should be promoted to security, unless the Head of Security says so! The head of personnel is not in charge of security.

Lockdown
Some times, things get so bad you need to close everything off. Rarely should you use this button, but you will know when to. This button will become very handy should someone try to break through the windows to each cell. There are a set of shutters underneath each grille that will stop the breakout attempt in its tracks.

Prison Wing
Space Station 13's secure Prison Wing. Once you check in, you don't check out. There are no times here - this is a place for hardened criminals. Expect to use this rarely, as many traitors get melon bowled before this becomes an option. Only you, the Head of Security, or the Captain should ever be taking people to it and only for the most heinous crimes.

If you do not pay attention, sometimes the Prison Wing may become a death camp. Periodically check it and make sure security officers aren't abusing the prisoners.

Should the situation inside the prison get too messy, you always have the option to release N2O gas into the holding area: Just attach the canister to the connector port and turn on the manual valve. N2O should put everyone inside without internals to sleep.

Auschwitz
NOTE: By default the Warden cannot be an antagonist.

So, you're a traitor. You start with gloves, an energy gun, armor, and sunglasses. You have access to a ton of guns, and a ton of other things no station member could dream of. Problem is, you have poor access to the station, but you have a whole brig and gulag to play with (depends on how sadistic you are) and may create your own private death camp. You are less likely to be "needed" compared to a head of security, and less likely to be expected to respond to call than a security officer. Yet, running about station will attract attention (aka, "GTFO warden and back to the brig"), so get done what you need to and do it fast and remain in the safety of the brig.

If you have a "steal" objective, there's an okay chance that someone else tried to break in and steal that item, you can just take it from them. If it's an assassinate objective, well, most people go through the brig at least once. Just stun, strip, and space them. People going entirely missing from the brig isn't usually investigated if you just say their time was up, or if that pesky security is getting on your case for all those dead assistants in your office, head to the execution chamber, grab a canister of co2, go back to brig and hook the canister up to the airflow and kill everyone in security.