1 year ago - edited
# ECXDdgZlbvSPf19l
Area-48 Security Department Handbook
Level 1 Clearance
General Policies
Closing Doors: All personnel on-site (including Class-D) are required to close all doors within the facility regardless of threat level. This article may be disregarded in the event of an evacuation being called. Failure in site personnel compliance will result in a citation of the subject. If the offender repeats this infraction it could result in a temporary suspension of duties. This is how threats move throughout the facility quickly and silently.
Class-D Interaction: Class-D personnel are oftentimes seen as less than human by Foundation staff and others. Considering they come from death row, jails across the world, and high-end detention centers, one would believe their worth to be that of dirt. However, the Foundation requires these individuals for testing on the anomalous. The world may be filled with prisoners, however, transporting them costs resources that the Foundation would rather keep stored than expensed. Treat these men and women like humans, no matter how heinous their crimes. We can only achieve proactive research and interactions through cooperation. There is a difference between treating someone and Foundation property with respect and befriending someone.
Befriending Anomalies, Class-D, and GOI/POI: Under very rare circumstances may you befriend anything that isn’t your colleagues. Security personnel are advised not to make any relationships with Class-D personnel, as it may cause conflicts of interest. Under no circumstances may an officer befriend any anomalies or GOIs.
Controlled Fire: While using a firearm, make sure nobody is infront of you to avoid friendly fire. Practice proper trigger discipline.
Respect: Follow the Chain of Command and give respect to everyone around you. This includes researchers, anomalies, and Class-D to an extent.
Codes and Procedures
Code Green - The site is currently stable. There are no SCP tests taking place, and containment has not been breached.
Code Yellow - Euclid categorized SCP(s) have breached containment. All testing is to be monitored critically until the SCP(s) in question have been brought back to their chambers. Security posted at testing should stay to further evaluate any threats and have the authority of halting a test if it is deemed dangerous to any personnel involved.
Code Orange - Outside forces have begun an attempted invasion on the Site. Defend the interior. Do not allow hostile forces to gain access to SCP chambers or the Site Database. Safeties off.
Code Red - Keter categorized SCP(s) have breached containment. Researchers are to be moved away from areas of danger until the Keter level SCP(s) has been returned to its containment.
Code Grey - A facility-wide lockdown as been initiated. This can be caused by several events, but is typically due to a Class-D breach.
Code Purple - An unidentified anomalous object has been spotted within Area-48. All testing should stop immediately, and Security should respond as soon as possible.
Code Blue - Radio communications have been compromised by an unauthorized GOI, SCP, Class-D, or personnel with an AOS order that poses a threat to safety. Use of radio for non-emergency communications is prohibited during this time.
Code Black - Site-wide containment breach. SCPs or other anomalies cannot be contained by on-site forces, as the security department and allied departments have failed their objective of keeping tame the anomalous. On-Site personnel of high importance should be evacuated as well as any accessible high-ranking personnel. An underground nuclear device is triggered to prevent total collapse.
Checkpoint Rules
Checkpoint duty may be called by SGT+.
You are allowed to man the checkpoint at any time under the circumstances of breaches, raids, lockdowns, unknown entities and other events that may require entities to be either kept in or kept out of a zone.
Make sure the checkpoint is locked at all times to prevent unauthorized personnel from passing through.
While on Checkpoint duty you must check the IDs of ALL who wish to pass. Just because they look like your friends does not mean that they actually are.
SCPs, Class-D, unknown personnel, and people with an AoS aren’t allowed to pass through checkpoints for any reason unless they are provided with an escort.
Ensure researchers have the proper personnel and equipment before passing through the checkpoint.
Use your best judgment if something seems out of the ordinary.
If you are leaving the checkpoint and have nobody to replace you on checkpoint duty, or if you must leave in an emergency, make sure you unlock the checkpoint and don’t just leave it locked.
The only exception to not completing valid identification checks would be due to a state of emergency, which will be declared.
Checkpoint duty may be ordered to be stopped by a SGT+ during a Code Green, Yellow or Red. During a Code Orange, Grey, Purple or Blue they may be ordered to be opened by a LT+ provided they showed ID.
Closing the checkpoint without reason is subject to detainment.
D-Block and Class-D
They should never be left alone while outside of D-Block.
During feedings, one security member or a D-Class under direct supervision may hand out food to D-Class. All food should be properly cooked to avoid diseases.
During laundry time, all D-Class should be moved to the laundry room to wash dirty uniforms. Search afterwards to prevent contraband from getting out, such as Rope Restraints.
During recreation time, security are encouraged to provide entertainment to D-Class. This may be in the form of competitions, basketball, chess, weight lifting, etc.
If you see a Class-D outside of D-Block, either terminate or restrain and return them to D-Block. Tell someone to call a Code Grey and check all IDs of those around you. If someone fails to present an ID, they are likely a D-Class.
Anyone with a Level 2 keycard will have access to D-Block to retrieve them for testing or otherwise.
D-Block Lockdowns may be called by a Level 3 if a Class-D has contraband, weapons, info on an SCP or an SCP inside D-Block, a riot, or a hostage situation. During a D-Block Lockdown, you will enter with your baton and force Class-D inside their cells. You may use your restraints to forcefully move D-Class if they do not themselves. If a Class-D is non-compliant or has a weapon, you are authorized to use force. Any level 2 can be tasked with D-Block Lockdowns, however, there are times when Agents will be called in to assist. Only a Level 3 can grant permission to use your firearms during a D-Block lockdown unless Class-D have weapons.
Avoid using SCP numerical designations around D-Class. For example refer to SCP-106 as "Larry" or "Old Man" or SCP-035 as "The Mask".
Amnestics should be used after a Class-D has seen an SCP. After all tests. If an SCP manages to get into D-Block call a lockdown and use the lever in overwatch to amnesticize all of the Class-D. If any information breach occurs in D-Block, such as gaining knowledge about GOIs or SCPs, they must be amnesticized. They are also able to be dispensed directly into cells from a lever in the control room by Overwatch, all Class-D will need to be in their cells before doing this.
All D-Class have their designation tattooed on the inside of their right wrist. If you need to check if someone is a D-Class or not, check their wrist.
Areas
Light Containment Zone (LCZ): The Light Containment Zone will be an average area of operation for the majority of Foundation staff. Multiple SAFE and EUCLID class SCPs including but not limited to SCP 173, SCP 999, and SCP 513 are stored here. The Light Containment Zone is characterized by its tan brick walls, light gray tiled ceiling, and cement floors.
D-Block can be found within the LCZ. This is where all Class-D personnel should be stored and retrieved from. D-Block should be locked down at all times. This will be on the East side of LCZ.
Research Wing (R-Wing) (Testing Chambers, Research Lounge) is on the West side of LCZ and holds multiple cells and R&D labs. This is the home of the brains of our facility.
Security Wing (S-Wing) (Armory, Security Lounge, Medbay) is also found in the most North wing of the LCZ. This is where Security personnel will be given reports, orders, and daily tasks. This is where the heart of the brawn of the facility can be found. Armory is also located here, and requires SGT+ permission to enter and use.
Heavy Containment Zone (HCZ): Heavy Containment Zone is the central link that connects Entrance Zone and Light Containment Zone together. Multiple EUCLIDand KETER class SCPs including but not limited to SCP 049, SCP 106, and SCP 2006 are stored here. Security will be found patrolling throughout this area to ensure the safety of the SCPs. This area is more discernible for its cinderblock grey walls and textured metal plate flooring.
Maintenance tunnels lie underneath Heavy Containment Zone. This area holds switches that activate/deactivate lights in the facility. Security shouldn't patrol here unless a threat may be there.
Entrance Zone (EZ): The Entrance Zone is the first part of the facility which hosts our management and site director’s offices along with some other utilities that are scattered for our usage. If a member of management asks you to leave this area then security personnel must vacate and avoid the hallway but may continue on their patrol.
Engineering Bay holds maintenance supplies, logistical equipment and more to help Area-48's day to day operations. Important to note is a vent is located in this room which can be used to bypass the main gate keeping things out, so should be defended in case of emergency.
Offices for area managers are found here. You won't usually need to go here unless called to a meeting.
Camera Room as the name implies holds a system which can observe almost the entire facility.
Big Room is a large empty room. This room almost only used for simulations for training or for recreation.
Provost Armory as it's name suggests is an armory for Provost, and is only used by them save for emergencies. It also houses it's own medbay.
Main Gate separates everything that's inside and outside the facility. Security are not allowed to open the gate without permission from a Level 3 staff member.
Surface: The Surface consists of everything past the main facility gate. No security should be past this point unless there is an emergency. A common emergency that may occur is a raid, where Security will respond to stop invaders from getting inside.
Castle is the big structure you will find when coming onto surface. It is meant to prevent anything from entering the facility whether it be a GOI (group of interest) or UA (unknown anomaly). There are multiple watch towers overlooking the outside, and can be used in combat or for recon.
Designated Safe Zones: There are several designated Safe Zone in each zone. These will be designated and organized on the fly a majority of the time to ensure that we are not hiding people in the same places which gives attacking forces an advantage.
LCZ SZ: Research Wing Bunker, Armory, D-Block Overwatch, ETC.
HCZ SZ: Maintenance tunnel room, storage room, underneath SCP-2292’s enclosure, ETC.
EZ SZ: Offices, Server room, EZ interrogation, ETC.
Types of SCPs
Safe Class: Safe-class SCPs are anomalies that are easily and safely contained. This is often due to the fact that the Foundation has researched the SCP well enough that containment does not require significant resources or that the anomalies require a specific and conscious activation or trigger. Classifying an SCP as Safe, however, does not mean that handling or activating it does not pose a threat.
Euclid Class: Euclid-class SCPs are anomalies that require more resources to contain completely or where containment isn't always reliable. Usually, this is because the SCP is insufficiently understood or inherently unpredictable. Euclid is the Object Class with the greatest scope, and it's usually a safe bet that an SCP will be this class if it doesn't easily fall into any of the other standard Object Classes.
As a note, any SCP that’s autonomous, sentient, and/or sapient is generally classified as Euclid, due to the inherent unpredictability of an object that can act or think on its own.
Keter Class: Keter-class SCPs are anomalies that are exceedingly difficult to contain consistently or reliably, with containment procedures often being extensive and complex. The Foundation often can't contain these SCPs well due to not having a solid understanding of the anomaly, or lacking the technology to properly contain or counter it. A Keter SCP does not mean the SCP is dangerous, just that it is simply very difficult or costly to contain.
Containment
SCP-019: Pick it up with the help of another agent and bring it back to it's CC. Do not shoot it.
SCP-019-1 (includes all other instances): Shoot on sight. Bag the body using a Biohazard Bag and burn it using the incinerator inside 019's CC.
SCP-035: Do not interact with unless Containment Spec+ or otherwise instructed. Keep clear of the room the mask is located, preferably behind a door and instruct others to do the same. Use a Hazmat Suit, then pick it up and place it inside a Containment Cube. Then place it in it's containment chamber. Clean all acid spilled with a glass shovel an barrel located next to it's CC. Do not wear it.
SCP-035 (Host): Shoot on sight. Once 035 has been removed from corpse, burn the corpse.
SCP-049: Wear a hazmat suit or otherwise fully sealed clothes. Have two guns pointed at SCP-049, before tossing it a pair of gloves and instructing them to wear it. Detain and bring back to CC. Alternatively tackle and restrain.
SCP-049-1: Shoot on sight. Burn the corpse.
SCP-082: Bring a Class-D dressed in civilian clothing to it's CC. Remove the Class-D's items. Then inform SCP-082 that it has a guest waiting for them at it's room and follow it back to it's CC. Do not shoot it. If enraged, hide until it calms down.
SCP-106: Grab a D-Class from D-Block and place them SCP-106's CC strapping them down to the femur breaker. Then active the femur breaker on the console. When SCP-106 enters the CC, raise it.
SCP-131: Pick it up and place it in it's CC.
SCP-173: Have three personnel maintain eye contact. Push it back to it's CC using a stunstick or alternatively cage it using a 173 Cage. If CC is dirty, clean it using bleach (preferably with a D-Class or Janitor).
SCP-207: Pick it up and place it in it's CC. Do not drink it.
SCP-208: Ask it to return to it's CC.
SCP-294: Have three people pick it up and place it in it's CC. Unauthorized drinks that are dispensed are to be burned.
SCP-343: Ask it to return to it's CC.
SCP-397: Have two guns pointed at SCP-397, before detaining it and returning it to CC. Alternatively tackle and restrain, or tranquilize using a Tranquilizer then restrain and drag back to CC. Note, multiple tranquilizer hits will delay the target from going to sleep.
SCP-427: Pick it up and place it in it's CC. Do not interact with it.
SCP-427-1: Shoot on sight. Burn the corpse.
SCP-513: Wear headphones. Pick it up and place it in it's CC. Inform over radio the route you are taking. Do not ring it.
SCP-714: Pick it up and place it in it's CC.
SCP-914: If unauthorized objects are produced from SCP-914, take them and burn them.
SCP-999: Lure it back to it's CC with candy.
SCP-1025: Pick it up and place it in it's CC. Do not read it.
SCP-1036: Wear one-way glasses. Pick it up and return it to it's CC. Nail it down with a hammer.
SCP-1036 (Host): Wear one-way glasses. Locate the host by asking it, "What's your opinion on Africa?" If subject response abnormally, shoot on sight.
SCP-1048: Pick it up, search it, and bring it back to it's CC. If it has a weapon or any item besides drawing paper and a pencil, take it. Alternatively put it in a Containment Cube for transportation.
SCP-1048-A: Shoot on sight. Burn the corpse.
SCP-1370: Pick it up, search it, and bring it back to it's CC. If it has any items take them. Alternatively put it in a Containment Cube for transportation.
SCP-2006: When found, act scared of it no matter the form. Do not make it think you or anyone else is afraid of gunfire. Then lead it back to it's CC.
SCP-2292: Ask it to return to it's CC with the offer of fruit. Do not shoot. If enraged, hide until it calms down.
SCP-2300: Pick it up and place it in it's CC. If angry, shoot it or crush it and bring the balls back or alternatively bring it back normally if it reforms.
SCP-2337: Wear headphones. Offer it Strangle Fruit (Gummyworms) and lead it back to it's CC, before throwing the Strangle Fruit inside.
Rules of Engagement
If there is a hostile force that is actively threatening you, engage it.
An opposing Group of Interest fires upon you.
You are threatened by any wildlife that manages to get into the facility, or if there is an active threat on surface.
If you cannot contact SOC with questions, you go to the next person in charge.
Never engage an anomaly unless specifically trained or told otherwise by CPT+, occasionally with the consultation of Research.
LT+ can designate new ROE. Make sure to be listening to your radio for updates.
General Security Knowledge
You are harder to replace than you think. Minimize risk to your own life when possible.
You’re safest if you never get out of each other’s sight. Stay in squads.
Always report back to your hierarchy.
Armories require permission from a LT+ to enter. The only exception is during a Code Orange. As such pay attention to gear people are using, it might help you determine who's fake and real.
Do not shoot SCPs unless otherwise told to. The Foundation is here to contain anomalies, not destroy them.
Do not leave LCZ without permission from a SGT.
If you see something suspicious then say something. Use your radio to communicate with other Security.
Ranks and Progression
Job | Abbreviation | Keycard Level |
Foundation Trainee | (TRN) | 1 |
Security Officer | (SO) | 1 |
Senior Security Officer | (SSO) | 2 |
Containment Specialist | (Spec.) | 2 |
General Support Unit | (GSU) | 2 |
Patrol Sergeant | (SGT) | 3 |
Security Lieutenant | (LT) | 3 |
Security Captain | (CPT) | 4 |
Chief of Security | (CHF) | 4 |
NOTE: Keycard Level is not indicative of rank, it merely serves as an indicator of what your clearance/access level is.
Foundation Trainee:
Foundation Trainee[TRN](1): This rank is utilized as a stepping stone to briefly introduce and teach new security personnel about the facility and any information they may need before reaching the next rank.
General Security:
Security Officer[SO](1): At this rank personnel fully pledged into the Foundation’s Security branch. They can start considering what specialization they’d like to advance into which include Medical, Engineering, and Provost. Those who do not pick an additional specialization stay on the main vein of Security which leads to Containment.
Senior Security Officer[SSO](2): This is where the bulk of our personnel will be. They've been around long enough to know and recognize what's going on around them. These people are the backbone of support that runs our facilities Security force.
Containment Specialist(2): Those who have been through trial and fire who have thrived in their duties as security. They may assist in trainings and other duties as requested of them.
General Support Unit[GSU](2): A specialized Security Officer more equipped to deal with high-risk SCP objects and other dangerous tasks. Equivalent in rank to the Containment Specialist.
Security Operational Command:
Patrol Sergeant[SGT](3): There may be up to six SGTs. These people will help guide the ranks under them and are crucial for keeping their peers in line. They are responsible for training and assisting others as needed.
Security Lieutenant[LT](3): Four people who will be able to make executive decisions over the Security Department.
Security Captain[CPT](4): Two people hold this rank and overlook two of the four branches. They hold enough rank to give orders and make large decisions for their designated branches.
Chief of Security[CHF](4): The head of the Security branch. Decides upon the final decisions and manages the entire department.
Specializations
Containment (All Security):
Will focus on containment efforts, and any anomalous issues that arise.
Containment is the primary duty and first priority of the Security Department.
Medical:
Responsible for the health and wellbeing of facility personnel, and handles minor to complex medical procedures.
Medical Director [CPT] (4) |
Medical Lieutenant [LT] (3) |
Medical Supervisor [SGT] (3) |
Medical Officer [SSO] (2) |
Provost:
Handles issues between Class-D, Security, Researchers etc., and run interrogations. Primary response team to GOIs.
Will directly answer to the Area Director and/or Chief of Security.
Provost Head Marshal [CPT] (4) |
Provost Marshal [LT] (3) |
Provost MP [SGT] (3) |
// Originally authored by Hal and Killian.
// Version 2.0 updates authored by Painevan.
Chief of Security Danger/ Senior Special Agent Johnson