Security Staff and You

Prison Architect1.5k views32 favorites13 min readby ThekillergreeceUpdated Jan 29, 2024View on Steam ↗

Introduction



Currently, there are four (five if you count the dog) security staff members for you to hire at any point with a few exceptions; some will require research to be unlocked and some will require certain objects before they can be hired.

Each security member has their own pros and their own cons. We'll start in order from;
Guard;
Dog Handler;
Armed Guard and;
Sniper

All of the above apart Guards have fairly limited roles as they are specialized in specific duties that Guards are not trained to do so.

All security personnel will attack Undead on sight and, if applicable, use their firearms against them.

Currently, there's a separate staff entity that is responsible for other duties such as handling inmates from Psych Ward. This staff member requires the purchase of Psych Ward DLC.

Guard



Guards are the backbone of your prison's security. They are the cheapest security members with the lowest wage you can hire, can handle lots of things and are responsible for pretty much everything; patrolling, moving prisoners from cell to solitary or vice versa, searching a prisoner, manning CCTVs, door controls and so many more.

When Guards witness misconduct, they will attack with their tasers, if they have them, or with their batons, until the prisoner is rendered unconscious, gives up or simply dies from other factors.
Guards who do not have batons will use their fists instead.

Guards' combat can be improved in four (4) ways;
1. They can be promoted.

Currently, there are four (4) ranks;
a) Guard - This is the default rank every time you hire a guard. There are no added benefits.
b) Senior Guard - Guards who pass the taser qualification training will get automatically promoted. A single gold chevron will be visible on their chest. They are slightly tougher and can deal slightly higher damage.
c) Officer - Senior Guards who have worked for 10 days may be promoted to this rank. Two gold chevrons will be visible on their chest. Their stats are slightly buffed more (toughness, damage). Not every guard can be promoted to this rank.
d) Specialist - Officers who have worked for 20 days may be promoted to this rank. Three gold chevrons will be visible on their chest. Their stats are significantly buffed, allowing them to fight the toughest prisoners at ease via 1:1 combat. Much fewer guards can be promoted to this rank, it's a rare rank.

Similarly to Armed Guards, ranked guards have a chance to yell warnings at prisoners to surrender before physical force or taser may be used. Prisoners may peacefully surrender or defy.

2. They can wear body armor.

This requires the research of "Body Armour" by the Chief. This will help absorb the damage taken from prisoners by 50%, giving Guards much better chances to survive combat. However, this will decrease their speed by -30% so be careful. After the unlock, all newly hired Guards will be automatically spawned with body armor, and you'll no longer have unarmoured guards. Body armor costs 400$ per guard.

Body armor cannot be dropped upon the Guard's unconsciousness or death.

3. Utilize tasers.

This requires Guards to undergo a taser rollout class in a classroom, hosted by the Chief. Guards who pass the class will be marked as "Guard Tazer Certification: COMPLETED". Taser-certified guards will need to go to an available armory to obtain their taser. Tasers will cost 400$ for each passed Guard. Newly hired Guards will NOT spawn with tasers, they will have to undergo a taser rollout class.

Tasers can be dropped upon the Guard's unconsciousness or death, allowing them to be looted or picked up by prisoners.

4. Learn disarming combat techniques. This requires Guards to undergo a "Disarming Certification" class in a classroom, hosted by the Chief. Guards who pass the class will have a gold star on their chest and will have "Disarming Certification: COMPLETED" indicating they are trained in disarming armed prisoners. Newly hired Guards will NOT spawn certified with disarming techniques.

During combat, guards will attempt to disarm armed prisoners by knocking their weapons aside on the floor. However, they can still be looted or picked up by other prisoners.

What Guards CAN do:
- Patrol, be stationed in areas.
- Search prisoners, automatically or manually.
- Automatically open doors for visitors and non-security staff to pass.
- Undergo certain programs to improve themselves.
- Handle CCTVs, Door Controls, Phone Taps, Checkpoints and Scanner Monitors.
- Escort prisoners from X to X such as from cell to infirmary, from solitary to dormitory and so on.
- Move overdosed, injured, dead prisoners and staff to the infirmary, morgue and hearse.
- Process and handcuff prisoners.
- Make prisoners behave better by presence alone. Does not work on volatiles or gang members.
- Deliver food from canteens to prisoners in solitary or lockdown.
- Deliver mail to prisoners.
- Escort Confidential Informants to security rooms.
- Collect dirty trays in the kitchen.
- Collect dirty uniforms and move baskets.
- Man Pavilions.
- Yell warnings or threats at prisoners before attacking (Ranked guards only).
- Be corrupt.

What Guards CAN'T do:
- Kill prisoners except in special circumstances (cop killers).
- Be routinely armed with firearms.
- Man sniper towers.
- Prevent prisoners from stealing contraband unless manually ordered to search.
- Enter rooms controlled by prisoners during riots.


Guards are the only security personnel that can be corrupt, working with gang members of a gang. Guards who are corrupt will smuggle contraband for gang members and be bribed off to ignore misconduct caused by said gang member(s). With "Staff Vetting" research, the chance of a random guard being corrupt is decreased significantly. With the help of a Confidential Informant, corrupt guards can be exposed and allow you to fire them for $500.

STATISTICS
HIRE COST: $500
WAGE: $100 (Increased by $25, $25 and $50, depending on the rank)
TOUGHNESS: 20HP (Increased by 15%, 40% and 70%, depending on the rank)

EQUIPMENT
- Baton (Deals 1.5 damage for a recharge of in-game 1.5 minutes)
- If applicable, tasers (Deals 1 damage for a recharge of in-game 1 hour, 60% accuracy)
- If fully unarmed, fists (Deals 0.75 damage for a recharge of in-game 1.5 minutes)
- Jail keys

All damage values are increased by 10%, 30% and 50%, depending on the rank. All items can be dropped upon the Guard's unconsciousness or death.

Dog Handler



Dog Handlers are specialized security units for your prison. Unlike Guards, Dog Handlers will not be alone; their canine will be with them and will fiercely protect them when the situation requires it. Dogs are fast and able to overtake fleeing prisoners at ease while the dog handlers try to catch up and assist. They are also capable of smelling smelly contraband (narcotics) and digging the ground for tunnels a prisoner may be digging or already have dug.

Unlike the Guards, Dog Handlers will not partake in any class or be equipped with tasers, learn disarming techniques, etc. To make up for it, the dogs will assist their handlers in combat.

Dog Handlers will use their dog leash during combat. Without them, they'll use their fists instead. Dogs will merely use their sharp teeth.

Upon hire, a dog handler and their dog will spawn and will require a Kennel room with Dog Crates so that their canine units can rest after a patrol.

Much like the Guards, Dog Handlers can be equipped with Body Armor.


There are two (2) things that make Dog Handlers specialized units;
1. Dogs can smell nearby prisoners and objects for any smelly contraband.

If a dog smells suspicious contraband, it will alert its handler by barking. This will prompt the handler to search for the suspicious object or prisoner. However, false alarms can happen therefore the search may be false and, if that happens, will irritate the prisoner temporarily.
If contraband is found, the handler will confiscate it and the prisoner, if applicable, will be punished accordingly.
Dogs can also smell corrupt guards for any smelly contraband. Nothing will happen if a crooked guard is found with contraband other than confiscating the item. It's up to you, the player, to fire them or not.

Contraband found from objects will simply be confiscated.

The smelling icon is in a brown circle with a dog as the face.

2. Dogs can detect tunnels, whether they are dug or being dug.

If a dog steps over a tunnel, it may crawl the ground for a few seconds before continuing on its patrol. It may sometimes crawl the ground deeper, uncovering the prisoners who were digging right underneath the Dog Handler unit. When this happens, the prisoners will emerge and attempt to escape with whatever tools and weapons they have.

Much like the searches, digging the ground is not always a sign of a tunnel. It can be a false alarm.

When a dog suspects a tunnel, a yellow marker will be placed on the ground temporarily.

What Dog Handlers CAN do:
- Patrol, be stationed in areas.
- Search prisoners, automatically or manually.
- Detect smelly contraband such as narcotics (Dogs only).
- Detect tunnels (Dogs only).
- Kill prisoners who kill their Handlers to avenge them (Dogs only).

What Dog Handlers CAN'T do:
- Anything that Guards CAN do with a few exceptions as mentioned above.

STATISTICS
HIRE COST: $500
WAGE: $150
TOUGHNESS: 15HP (Handler) 20HP (Dog)

EQUIPMENT
- Dog Leash (Deals 0.75 damage for a recharge of in-game 1.5 minutes)
- Dog Bite (Deals 0.75 damage for a recharge of in-game 1 minute) DOGS ONLY
- If fully unarmed, fists (Deals 0.75 damage for a recharge of in-game 1.5 minutes)
- Jail keys

All items can be dropped upon the Dog Handler's unconsciousness or death.

Armed Guard



Armed Guards are the second most expensive security members to hire and maintain. Their hire can slightly irritate prisoners permanently, thus increasing the danger level only slightly, depending on the number of Armed Guards in the prison. The more Armed Guards are in the prison, the more the Danger Level will be increased. The Danger Level can be decreased to zero if all Armed Guards are fired.
Despite the cons, the Armed Guards are routinely armed with Shotguns, can enter riot-controlled areas and forcefully suppress fights and riots, making them very useful to crack down on violence quickly. They look very threatening and can scare prisoners during fights, passively suppressing them when they are near the Armed Guards as fear, making them unreliable units unless reform programs are not a priority in your prison.


Much like the Guards and Dog Handlers, they can wear Body Armor. However, unlike Dog Handlers, they can be hired/spawned with Tasers once "Tazers" is researched. Alternatively, they will seek to nearby Armoury to get their Tazers which cost $400 per Armed Guard.

Unlike Dog Handlers, Armoury and Lockers are required to be installed before Armed Guards can be hired. The more lockers, the more Armed Guards you can hire.

When Armed Guards witness misconduct, they will attack with their tasers, if they have them, or with their fists, until the prisoner is rendered unconscious, gives up or simply dies from other factors.
Armed Guards may use their Shotguns in certain circumstances.

There are two (2) main things Armed Guards are specialized at;
1. They are always armed with Shotguns.

Armed Guards will always be hired with Shotguns. However, they are well-trained with it to prevent any reckless usage. The only times an Armed Guard uses the Shotgun are when they are nearly close to unconsciousness, death (out of fear) or a freefire order has been given.

Due to Shotgun's high damage, they may be able to shoot and kill prisoners in 1-2 shots. Sometimes, they'll render prisoners unconscious from gunshot wounds instead.


2. They will warn / threaten prisoners before using force.

Armed Guards will warn or threaten prisoners before they use force on them by attacking them with their shotguns, tazers or even their fists. They will not warn if a prisoner is actively attacking a staff member, though. Prisoners who comply with the warnings or threats will simply surrender, ending their misconduct.

What Armed Guards CAN do:
- Patrol, be stationed in areas.
- Kill prisoners either out of fear (close to unconsciousness/death) or by order (freefire).
- Yell warnings or threats at prisoners before attacking.
- Man pavilions.

What Armed Guards CAN'T do:
- Anything that Guards CAN do with a few exceptions as mentioned above.

STATISTICS
HIRE COST: $1500
WAGE: $350
TOUGHNESS: 15HP

EQUIPMENT
- If applicable, shotguns (Deals 25 damage for a recharge of in-game 1 minute, 90% accuracy)
- If applicable, tasers (Deals 1 damage for a recharge of in-game 1 hour, 70% accuracy)
- If fully unarmed, fists (Deals 0.75 damage for a recharge of in-game 1.5 minutes)
- Jail keys

All items can be dropped upon the Armed Guard's unconsciousness or death.

Sniper



Snipers are the last specialized security members you can hire and are the most expensive units after the Armed Guards. Unlike other security personnel, Snipers will not patrol and their main and only task is to man Guard Towers. Armed with Sniper Rifles, Snipers can aim at their targets about 48m away from the Guard Tower and shoot them down either lethally or non-lethally when they are misconducting or escaping, making them great units to stop fleeing prisoners from huge distances.

Unlike other security personnel, they can't be improved with anything apart from "Non-Lethal Sniper" research that helps them render prisoners unconscious more frequently. They are also incapable of on-foot combat unless they are attacked or reacting to nearby misconduct.

When a Sniper is hired, they will need to man a Guard Tower. If there are no guard towers, they'll simply hang around in Security and Armoury rooms until there's an available Guard Tower to man. Once one is available, they will sprint towards it and man it, overseeing the prison from huge distances. Snipers will self-defend if attacked by a prisoner on foot.

Snipers in Guard Towers will suppress nearby prisoners.

There is only one (1) main thing Snipers are specialized at;
1. They can stop misconduct and fleeing prisoners from huge distances.

Snipers will always perform warning shots before shooting to lethally/non-lethally stop misconducting and/or fleeing prisoners. Snipers will remain in their tower after taking down a prisoner.

What Snipers CAN do:
- Man Guard Towers.
- Kill or injure prisoners.

What Snipers CAN'T do:
- Anything else.

STATISTICS
HIRE COST: $2000
WAGE: $500
TOUGHNESS: 20HP

EQUIPMENT
- If applicable, rifles (Deals 50 damage for a recharge of in-game 2 minutes, 70% accuracy)
- If fully unarmed, fists (Deals 0.75 damage for a recharge of in-game 1.5 minutes)
- Jail keys

All items can be dropped upon Sniper's unconsciousness or death.

Orderly

Orderlies are special security members who are responsible for handling Psych Ward patients, sedating insane patients and putting a straightjacket on them to prevent further harm.

Unlike other security personnel, Orderlies can only be hired if you;
1. Have unlocked "Orderly" through the bureaucracy.
2. Purchased and enabled Psych Ward DLC.

Orderlies will not react or put up fights with regular inmates unless attacked first. They will be armed only with sedating syringes which are used on (misconducting) patients.

What Orderlies CAN do:
- Escort and search patients
- Sedate / stop fights with patients.
- Self-defend against prisoners.

What Orderlies CAN'T do:
- Anything else.

STATISTICS
HIRE COST: $500
WAGE: $75
TOUGHNESS: 23HP

EQUIPMENT
- Fists (Deals 0.75 damage for a recharge of in-game 1.5 minutes)
- Jail keys

All items can be dropped upon Orderly's unconsciousness or death.

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