Guards can't be on duty indefinitely.  They require a chance to sleep, eat, use the facilities and just spend some time relaxing.  To cater to these simple needs is the barracks, which is housed in a separate arm of the ship.  Unlike the cells of prisoners, the barracks are double in size, each with two bunks, a table, two chairs and a video screen.  The added room eases the sense of claustrophobia, and also reminds guards they are above prisoners in both rank and prestige.  The central corridor that runs the length of the arm connects to general population, the central hub of the ship.  Between General Population and the guard areas is a security check point, with bullet proof barriers that only let in a maximum of five at a time.  There are also turrets guarding the barriers, and the mechanism prevents both doors from being open at the same time.<br/><br/>Located just behind these barriers is the armory, protected further by even more security and bulletproof glass.  Here, guards check their weapons in and out, not permitted to carry them into the guard areas for fear of accidental discharge.  The armory often supplies simple batons and pistols, though it also carries combat armor and heavy weaponry suitable to put down a riot of any size or form.  Non lethal rounds are often kept in stock, but rarely issued.  This is mostly because many species such as Krogan are almost impossible to put down without lethal rounds.  A ramp leading up connects to the executive offices of the Warden and her staff, permitting officers to get to the Warden quickly should anything unforeseen occur.<br/><br/>On the opposite end of the arm is the cafeteria, which serves basic meals that fill the stomach(s) and keep most of the crew content.  It's not particularly tasty but it's hot and available at all hours.  The staff in the kitchen are mostly humans who rotate on a three-month basis from a private supply company, as prisoners are not permitted inside the guard areas for security reasons.  To the left of the cafeteria is the guard's infirmary, staffed by a Solarian doctor named Pak.  He is known for being quick to patch up guards and get them back on duty, and he keeps his dealings legit in fear of the Warden, so scoring meds off him are unlikely without a real prescription.  On the other side of the cafeteria is the showers, where the guards can get a hot shower and use the facilities in privacy.  There is room for up to three, however, in case the guards decide to spend some downtime together.