Brig

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Security Area
Thebrig.png
The Brig
This is where regular offenders are put. It is the front face of the security sector at the port-fore end of the ship, next to arrivals. Most doors in the brig require Brig access, however you will need Holding Cell access to use the timers.
Obvious exits Port Primary Hallway south, Security Office west
Purpose Holds prisoners
Access level Security
Noteworthy contents Criminal scum
Clearance Head of Security, Master-at-Arms, Security Officer, Lawyer, Detective, and also all Heads of Staff
Security level Medium (Lawyers and Heads of Staff are allowed to come and go)
Style Jail
Balance Requirements
Other Notes
Jobstemp.png Locations on FTL13


Shelmet.png Unused Content

The following page contains content that is not normally seen in FTL13.
The reason this page is outdated is: "Ship not in rotation."



Master-at-Arms's Office

This is the control room of the brig. It has a central location in the security sector, allowing the Master-at-Arms to supervise the brig, prison wing, armory and security office from his desk. Inside are lockdown buttons for the brig, and an assortment of security computers, including the Prisoner Management system (which works with chemical and tracking implants). The office has a window to the public should people have questions or concerns.

Timed Cells

The southern cells have timed locks on them, and it is the MA's job to set the timers. If the timer is not set, then the prison door will remain open. If you're smart and not shitcurity you follow Space Law when setting timers so that the Janitor doesn't receive a ten-minute sentence for not placing wet floor signs. If you are dealing with a very dangerous person such as a traitor, changeling, or repeated offender of a violent crime, they should instead be "permabrigged" -- placed in the Prison Wing or solitary confinement the big comfy room to the north, I guess.

Most of the time, cells only have one person residing within them, unless someone really supports that Clown, and anyone within is rarely let out until their jail time is up. If you are a confirmed traitor or the clown, do not expect to stay here long before some chucklefuck decides to bash your skull in with his stunbaton, help himself to your belongings, and leave your body for the space-crows (which you should definitely adminhelp).

Interrogation Room

This dimly lit room can be used to squeeze out as much information you can out of suspects. It also makes a great place to hold a private discussion. There is a conveniently placed recorder located on the table that can be used as evidence in court cases, if need be. This room is a favorite of the detective's. Due to a unique company policy exclusive to this ship in particular, the interrogation room has been removed. Please do not mistreat your prisoners.

Evidence Lockers

Store the confiscated belongings of prisoners such as high-risk items and weapons here. If some of the possessions are particularly dangerous, such as a syndicate-uplink; store them in the Armory's contraband locker where only the Master-at-Arms, Head of Security, Captain, and unscrupulous burglars will be able to access them. Security access is needed to enter this room.

Security Area
NRVthebrig.png
The Brig
This is where regular offenders are put. It is the front face of the security sector at the port-aft end of the ship, next to Engineering. Most doors in the brig require Brig access, however you will need Holding Cell access to use the timers.
Obvious exits Port Primary Hallway south
Purpose Holds prisoners
Access level Security
Noteworthy contents Criminal scum
Clearance Head of Security, Master-at-Arms, Security Officer, Lawyer, Detective, and also all Heads of Staff
Security level Medium (Lawyers and Heads of Staff are allowed to come and go)
Style Jail
Balance Requirements
Other Notes
Jobstemp.png Locations on FTL13


The Brig on the Aetherwhisp is also the security office, in case you were wondering, so you'll have to be careful to make way for officers bringing criminals in.

Master-at-Arms's Office

This is the control room of the brig. Strangely enough it does not have a direct visual of the brig, working more as a front desk. Inside are lockdown buttons for the brig, and an assortment of security computers, including the Prisoner Management system (which works with chemical and tracking implants). The office is placed adjacent to the double security doors so that the MA may yell at officers who don't close doors behind them.

Timed Cells

The southern cells have timed locks on them, and it is the MA's job to set the timers. If the timer is not set, then the prison door will remain open. If you're smart and not shitcurity you follow Space Law when setting timers so that the Janitor doesn't receive a ten-minute sentence for not placing wet floor signs. If you are dealing with a very dangerous person such as a traitor, changeling, or repeated offender of a violent crime, they should instead be "permabrigged" -- placed in the Prison Wing or solitary confinement closing the door and not setting the timer, and maybe replacing the glass windows with r-walls.

Most of the time, cells only have one person residing within them, unless someone really supports that Clown, and anyone within is rarely let out until their jail time is up. If you are a confirmed traitor or the clown, do not expect to stay here long before some chucklefuck decides to bash your skull in with his stunbaton, help himself to your belongings, and leave your body for the space-crows (which you should definitely adminhelp).

Execution Chamber

This room is spooky and dimly lit, and has a window that the HoS can observe from. This is usually where crew members tried for capital crimes will end up because the captain is self proclaimed above the law with two methods of execution. The first one is the electric chair, which starts disassembled. To build it, find the frequency on the electropack for later, add a helmet to the electropack, and attach the electropack/helmet assembly to the chair. Whoever is buckled into this chair when the frequency and code are signaled will suffer a nasty shock, though it may require multiple signals in order to kill the subject. The second method is the mass driver with fairly simple operation: put the prisoner into the small space and close the windoor, then open the blast door and hit the driver button on the south wall, and away they go.

Evidence Lockers

Store the confiscated belongings of prisoners such as high-risk items and weapons here. If some of the possessions are particularly dangerous, such as a syndicate-uplink; store them in the Armory's contraband locker where only the Master-at-Arms, Head of Security, Captain, and unscrupulous burglars will be able to access them. Security access is needed to enter this room.